This commit is contained in:
zhangjiajia
2026-03-05 11:30:53 +08:00
parent 4491b8d9ee
commit dcf1199970
755 changed files with 78018 additions and 0 deletions

8
Assets/Scripts/Anim.meta Normal file
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using DG.Tweening;
using UnityEngine;
using UnityEngine.UI;
//动画扩展类
public static class AnimExtension
{
//数字格式化
private static string Format(double num, string format = "f1", bool symbol = false, string unit = "")
{
if (num > 0 && symbol)
{
return "+" + num.ToString(format) + unit;
}
else
{
return num.ToString(format) + unit;
}
}
/// <summary>
/// 文本动画
/// </summary>
/// <param name="text">文本组件</param>
/// <param name="num">目标数值</param>
/// <param name="format">显示格式</param>
/// <param name="duration">持续时间</param>
/// <param name="delay">延迟时间</param>
/// <param name="symbol">正数前是否显示"+"号</param>
public static Tweener DOTextAnim(this Text text, double num, float duration = 1f, string format = "f1", float delay = 0f, string unit = "", bool symbol = false)
{
if (text == null) return null;
double data = 0;
text.text = Format(data, format, symbol, unit);
return DOTween.To(() => data, (x) => { data = x; text.text = Format(data, format, symbol, unit); }, num, duration).SetDelay(delay);
}
/// <summary>
/// 文本动画
/// </summary>
/// <param name="text">文本组件</param>
/// <param name="fromNum">起始数值</param>
/// <param name="toNum">目标数值</param>
/// <param name="duration">持续时间</param>
/// <param name="format">显示格式</param>
/// <param name="delay">延迟事件</param>
/// <param name="unit">单位</param>
/// <param name="symbol">是否显示"+"号</param>
public static Tweener DOTextAnim(this Text text, double fromNum, double toNum, float duration = 1f, string format = "f1", float delay = 0f, string unit = "", bool symbol = false)
{
if (text == null) return null;
double data = fromNum;
text.text = Format(data, format, symbol);
return DOTween.To(() => data, (x) => { data = x; text.text = Format(data, format, symbol); }, toNum, duration).SetDelay(delay);
}
/// <summary>
/// Slider 动画
/// </summary>
/// <param name="slider">Slider 组件</param>
/// <param name="num">目标数值</param>
/// <param name="duration">持续时间</param>
/// <param name="delay">延迟时间</param>
public static Tweener DOSliderAnim(this Slider slider, float num, float duration = 1f, float delay = 0f)
{
if (slider == null) return null;
slider.value = 0;
return DOTween.To(() => slider.value, (x) => slider.value = x, num, duration).SetDelay(delay);
}
/// <summary>
/// Image 的 fillAmount 动画
/// </summary>
/// <param name="image">Image组件</param>
/// <param name="num">目标数值</param>
/// <param name="duration">持续时间</param>
/// <param name="delay">延迟时间</param>
public static Tweener DOFillAnim(this Image image, float num, float duration = 1f, float delay = 0f)
{
if (image == null) return null;
image.fillAmount = 0;
return image.DOFillAmount(num, duration).SetDelay(delay);
}
/// <summary>
/// Scroll 垂直滚动动画
/// </summary>
/// <param name="scroll">Scroll 组件</param>
/// <param name="duration">持续时间</param>
/// <param name="delay">延迟时间</param>
public static Tweener DOVerticalAnim(this ScrollRect scroll, float duration = 30f, float delay = 1f)
{
scroll.DOKill();
scroll.verticalNormalizedPosition = 1f;
return scroll.DOVerticalNormalizedPos(0, duration).SetEase(Ease.Linear).SetLoops(-1, LoopType.Restart).SetDelay(delay);
}
/// <summary>
/// Scroll 水平滚动动画
/// </summary>
/// <param name="scroll">Scroll 组件</param>
/// <param name="duration">持续时间</param>
/// <param name="delay">延迟时间</param>
public static Tweener DOHorizontalAnim(this ScrollRect scroll, float duration = 30f, float delay = 1f)
{
scroll.DOKill();
scroll.horizontalNormalizedPosition = 0f;
return scroll.DOHorizontalNormalizedPos(1, duration).SetEase(Ease.Linear).SetLoops(-1, LoopType.Restart).SetDelay(delay);
}
/// <summary>
/// 材质动画
/// </summary>
/// <param name="material">材质对象</param>
/// <param name="property">属性名称</param>
/// <param name="endValue">目标值</param>
/// <param name="startValue">初始值</param>
/// <param name="duration">动画时间</param>
/// <param name="delay">延迟</param>
public static Tweener DoPropertyAnim(this Material material, string property, float endValue, float startValue = 0f, float duration = 1f, float delay = 0f)
{
if (material == null) { return null; }
if (!material.HasProperty(property)) { return null; }
material.SetFloat(property, startValue);
float data = startValue;
return DOTween.To(() => data, (x) => { data = x; material.SetFloat(property, x); }, endValue, duration).SetDelay(delay);
}
/// <summary>
/// 材质颜色动画
/// </summary>
/// <param name="material">材质对象</param>
/// <param name="property">属性名称</param>
/// <param name="endColor">目标颜色</param>
/// <param name="duration">动画时间</param>
/// <param name="delay">延迟</param>
public static Tweener DoColorAnim(this Material material, string property, Color endColor, float duration = 1f, float delay = 0f)
{
if (material == null) { return null; }
if (!material.HasProperty(property)) { return null; }
Color color = material.GetColor(property);
return DOTween.To(() => color, (x) => { color = x; material.SetColor(property, color); }, endColor, duration).SetDelay(delay);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SpriteAnim : MonoBehaviour
{
public bool isLoop = true;
public float timer = 0.1f;
public Sprite[] frames;
private int index = 0;
private SpriteRenderer spriteRender;
private Image image;
void Awake()
{
spriteRender = GetComponent<SpriteRenderer>();
image = GetComponent<Image>();
}
void Start()
{
index = 0;
Play();
}
public void Play()
{
CancelInvoke("PlayAnim");
InvokeRepeating("PlayAnim", 0f, timer);
}
public void Stop()
{
CancelInvoke("PlayAnim");
}
public void Reset()
{
if (index >= frames.Length)
{
CancelInvoke("PlayAnim");
return;
}
index = 0;
if (spriteRender != null)
{
spriteRender.sprite = frames[index];
}
if (image != null)
{
image.sprite = frames[index];
}
}
void PlayAnim()
{
if (index >= frames.Length)
{
CancelInvoke("PlayAnim");
return;
}
if (spriteRender != null)
{
spriteRender.sprite = frames[index];
}
if (image != null)
{
image.sprite = frames[index];
}
index++;
if (index >= frames.Length)
{
if (isLoop)
{
index = 0;
}
else
{
CancelInvoke("PlayAnim");
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using UnityEngine.UI;
public class TweenAlpha : MonoBehaviour
{
[Range(0f, 1f)]
public float from = 0f;
[Range(0f, 1f)]
public float to = 1f;
public TweenStyle playStyle = TweenStyle.Once;
public AnimationCurve curve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
public float timer = 1f;
private Tween tweener = null;
private SpriteRenderer spriteRender;
private Image image;
private Text text;
void Awake()
{
spriteRender = GetComponent<SpriteRenderer>();
image = GetComponent<Image>();
text = GetComponent<Text>();
}
void Start()
{
PlayForward();
}
public void PlayForward()
{
ResetToBegining();
switch (playStyle)
{
case TweenStyle.Once:
if (spriteRender != null)
{
tweener = spriteRender.DOFade(to, timer).SetEase(curve);
}
if (image != null)
{
tweener = image.DOFade(to, timer).SetEase(curve);
}
if (text != null)
{
tweener = text.DOFade(to, timer).SetEase(curve);
}
break;
case TweenStyle.Loop:
if (spriteRender != null)
{
tweener = spriteRender.DOFade(to, timer).SetEase(curve).SetLoops(-1);
}
if (image != null)
{
tweener = image.DOFade(to, timer).SetEase(curve).SetLoops(-1);
}
if (text != null)
{
tweener = text.DOFade(to, timer).SetEase(curve).SetLoops(-1);
}
break;
case TweenStyle.PingPong:
if (spriteRender != null)
{
tweener = spriteRender.DOFade(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
}
if (image != null)
{
tweener = image.DOFade(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
}
if (text != null)
{
tweener = text.DOFade(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
}
break;
}
}
public void PlayReverse()
{
ResetToEnding();
switch (playStyle)
{
case TweenStyle.Once:
if (spriteRender != null)
{
tweener = spriteRender.DOFade(from, timer).SetEase(curve);
}
if (image != null)
{
tweener = image.DOFade(from, timer).SetEase(curve);
}
if (text != null)
{
tweener = text.DOFade(from, timer).SetEase(curve);
}
break;
case TweenStyle.Loop:
if (spriteRender != null)
{
tweener = spriteRender.DOFade(from, timer).SetEase(curve).SetLoops(-1);
}
if (image != null)
{
tweener = image.DOFade(from, timer).SetEase(curve).SetLoops(-1);
}
if (text != null)
{
tweener = text.DOFade(from, timer).SetEase(curve).SetLoops(-1);
}
break;
case TweenStyle.PingPong:
if (spriteRender != null)
{
tweener = spriteRender.DOFade(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
}
if (image != null)
{
tweener = image.DOFade(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
}
if (text != null)
{
tweener = text.DOFade(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
}
break;
}
}
public void Stop()
{
if (tweener != null)
{
tweener.Kill();
}
}
public void Pause()
{
if (tweener != null)
{
tweener.Pause();
}
}
public void Play()
{
if (tweener != null)
{
tweener.Play();
}
}
public void ResetToBegining()
{
if (tweener != null)
{
tweener.Kill();
}
if (spriteRender != null)
{
spriteRender.DOFade(from, 0f);
}
if (image != null)
{
image.DOFade(from, 0f);
}
if (text != null)
{
text.DOFade(from, 0f);
}
}
public void ResetToEnding()
{
if (tweener != null)
{
tweener.Kill();
}
if (spriteRender != null)
{
spriteRender.DOFade(to, 0f);
}
if (image != null)
{
image.DOFade(to, 0f);
}
if (text != null)
{
text.DOFade(to, 0f);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using UnityEngine.UI;
public class TweenColor : MonoBehaviour
{
public Color from = Color.white;
public Color to = Color.white;
public TweenStyle playStyle = TweenStyle.Once;
public AnimationCurve curve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
public float timer = 1f;
private Tween tweener = null;
private SpriteRenderer spriteRender;
private Image image;
private Text text;
void Awake()
{
spriteRender = GetComponent<SpriteRenderer>();
image = GetComponent<Image>();
text = GetComponent<Text>();
}
void Start()
{
PlayForward();
}
public void PlayForward()
{
ResetToBegining();
switch (playStyle)
{
case TweenStyle.Once:
if (spriteRender != null)
{
tweener = spriteRender.DOColor(to, timer).SetEase(curve);
}
if (image != null)
{
tweener = image.DOColor(to, timer).SetEase(curve);
}
if (text != null)
{
tweener = text.DOColor(to, timer).SetEase(curve);
}
break;
case TweenStyle.Loop:
if (spriteRender != null)
{
tweener = spriteRender.DOColor(to, timer).SetEase(curve).SetLoops(-1);
}
if (image != null)
{
tweener = image.DOColor(to, timer).SetEase(curve).SetLoops(-1);
}
if (text != null)
{
tweener = text.DOColor(to, timer).SetEase(curve).SetLoops(-1);
}
break;
case TweenStyle.PingPong:
if (spriteRender != null)
{
tweener = spriteRender.DOColor(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
}
if (image != null)
{
tweener = image.DOColor(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
}
if (text != null)
{
tweener = text.DOColor(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
}
break;
}
}
public void PlayReverse()
{
ResetToEnding();
switch (playStyle)
{
case TweenStyle.Once:
if (spriteRender != null)
{
tweener = spriteRender.DOColor(from, timer).SetEase(curve);
}
if (image != null)
{
tweener = image.DOColor(from, timer).SetEase(curve);
}
if (text != null)
{
tweener = text.DOColor(from, timer).SetEase(curve);
}
break;
case TweenStyle.Loop:
if (spriteRender != null)
{
tweener = spriteRender.DOColor(from, timer).SetEase(curve).SetLoops(-1);
}
if (image != null)
{
tweener = image.DOColor(from, timer).SetEase(curve).SetLoops(-1);
}
if (text != null)
{
tweener = text.DOColor(from, timer).SetEase(curve).SetLoops(-1);
}
break;
case TweenStyle.PingPong:
if (spriteRender != null)
{
tweener = spriteRender.DOColor(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
}
if (image != null)
{
tweener = image.DOColor(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
}
if (text != null)
{
tweener = text.DOColor(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
}
break;
}
}
public void Stop()
{
if (tweener != null)
{
tweener.Kill();
}
}
public void Pause()
{
if (tweener != null)
{
tweener.Pause();
}
}
public void Play()
{
if (tweener != null)
{
tweener.Play();
}
}
public void ResetToBegining()
{
if (tweener != null)
{
tweener.Kill();
}
if (spriteRender != null)
{
spriteRender.color = from;
}
if (image != null)
{
image.color = from;
}
if (text != null)
{
text.color = from;
}
}
public void ResetToEnding()
{
if (tweener != null)
{
tweener.Kill();
}
if (spriteRender != null)
{
spriteRender.color = to;
}
if (image != null)
{
image.color = to;
}
if (text != null)
{
text.color = to;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public enum TweenStyle
{
Once,
Loop,
PingPong,
}
public class TweenPosition : MonoBehaviour
{
#if UNITY_EDITOR
private void Reset()
{
from = transform.localPosition;
to = transform.localPosition;
}
#endif
public Vector3 from;
public Vector3 to;
public TweenStyle playStyle = TweenStyle.Once;
public AnimationCurve curve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
public float timer = 1f;
private Tween tweener = null;
// Use this for initialization
void Start()
{
PlayForward();
}
public void PlayForward()
{
ResetToBegining();
switch (playStyle)
{
case TweenStyle.Once:
tweener = transform.DOLocalMove(to, timer).SetEase(curve);
break;
case TweenStyle.Loop:
tweener = transform.DOLocalMove(to, timer).SetEase(curve).SetLoops(-1);
break;
case TweenStyle.PingPong:
tweener = transform.DOLocalMove(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
break;
}
}
public void PlayReverse()
{
ResetToEnding();
switch (playStyle)
{
case TweenStyle.Once:
tweener = transform.DOLocalMove(from, timer).SetEase(curve);
break;
case TweenStyle.Loop:
tweener = transform.DOLocalMove(from, timer).SetEase(curve).SetLoops(-1);
break;
case TweenStyle.PingPong:
tweener = transform.DOLocalMove(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
break;
}
}
public void Stop()
{
if (tweener != null)
{
tweener.Kill();
}
}
public void Pause()
{
if (tweener != null)
{
tweener.Pause();
}
}
public void Play()
{
if (tweener != null)
{
tweener.Play();
}
}
public void ResetToBegining()
{
if (tweener != null)
{
tweener.Kill();
}
transform.localPosition = from;
}
public void ResetToEnding()
{
if (tweener != null)
{
tweener.Kill();
}
transform.localPosition = to;
}
}

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using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TweenRotation : MonoBehaviour
{
#if UNITY_EDITOR
private void Reset()
{
from = transform.localEulerAngles;
to = transform.localEulerAngles;
}
#endif
public Vector3 from = Vector3.zero;
public Vector3 to = Vector3.zero;
public TweenStyle playStyle = TweenStyle.Once;
public AnimationCurve curve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
public float timer = 1f;
private Tween tweener = null;
// Use this for initialization
void Start()
{
PlayForward();
}
public void PlayForward()
{
ResetToBegining();
switch (playStyle)
{
case TweenStyle.Once:
tweener = transform.DOLocalRotate(to, timer, RotateMode.FastBeyond360).SetEase(curve);
break;
case TweenStyle.Loop:
tweener = transform.DOLocalRotate(to, timer, RotateMode.FastBeyond360).SetEase(curve).SetLoops(-1);
break;
case TweenStyle.PingPong:
tweener = transform.DOLocalRotate(to, timer, RotateMode.FastBeyond360).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
break;
}
}
public void PlayReverse()
{
ResetToEnding();
switch (playStyle)
{
case TweenStyle.Once:
tweener = transform.DOLocalRotate(from, timer, RotateMode.FastBeyond360).SetEase(curve);
break;
case TweenStyle.Loop:
tweener = transform.DOLocalRotate(from, timer, RotateMode.FastBeyond360).SetEase(curve).SetLoops(-1);
break;
case TweenStyle.PingPong:
tweener = transform.DOLocalRotate(from, timer, RotateMode.FastBeyond360).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
break;
}
}
public void Stop()
{
if (tweener != null)
{
tweener.Kill();
}
}
public void Pause()
{
if (tweener != null)
{
tweener.Pause();
}
}
public void Play()
{
if (tweener != null)
{
tweener.Play();
}
}
public void ResetToBegining()
{
if (tweener != null)
{
tweener.Kill();
}
transform.localEulerAngles = from;
}
public void ResetToEnding()
{
if (tweener != null)
{
tweener.Kill();
}
transform.localEulerAngles = to;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class TweenScale : MonoBehaviour
{
#if UNITY_EDITOR
private void Reset()
{
from = transform.localScale;
to = transform.localScale;
}
#endif
public Vector3 from = Vector3.one;
public Vector3 to = Vector3.one;
public TweenStyle playStyle = TweenStyle.Once;
public AnimationCurve curve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
public float timer = 1f;
private Tween tweener = null;
// Use this for initialization
void Start()
{
PlayForward();
}
public void PlayForward()
{
ResetToBegining();
switch (playStyle)
{
case TweenStyle.Once:
tweener = transform.DOScale(to, timer).SetEase(curve);
break;
case TweenStyle.Loop:
tweener = transform.DOScale(to, timer).SetEase(curve).SetLoops(-1);
break;
case TweenStyle.PingPong:
tweener = transform.DOScale(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
break;
}
}
public void PlayReverse()
{
ResetToEnding();
switch (playStyle)
{
case TweenStyle.Once:
tweener = transform.DOScale(from, timer).SetEase(curve);
break;
case TweenStyle.Loop:
tweener = transform.DOScale(from, timer).SetEase(curve).SetLoops(-1);
break;
case TweenStyle.PingPong:
tweener = transform.DOScale(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
break;
}
}
public void Stop()
{
if (tweener != null)
{
tweener.Kill();
}
}
public void Pause()
{
if (tweener != null)
{
tweener.Pause();
}
}
public void Play()
{
if (tweener != null)
{
tweener.Play();
}
}
public void ResetToBegining()
{
if (tweener != null)
{
tweener.Kill();
}
transform.localScale = from;
}
public void ResetToEnding()
{
if (tweener != null)
{
tweener.Kill();
}
transform.localScale = to;
}
}

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Assets/Scripts/App.meta Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class AppCache
{
public enum MonitorType
{
GNSS,
EnvironmentalMonitoring,
CrackMonitoring,
VibrationMonitoring,
SurfaceStrainMonitoring
}
public static int screenWidth = 1920;
public static int screenHeight = 1080;
public static string url = "https://api.zk.gzckgc.cn";
//界面
public static PageType cameraType = PageType.Camera1;
public static PageType pageType = PageType.PnlPage1;
//点位gnss
public static List<IconData> iconPointList01;
//相机点位gnss
public static List<Transform> iconCameraList01 = new List<Transform>();
//点位环境监测
public static List<IconData> iconPointList02;
//相机点位环境检测
public static List<Transform> iconCameraList02 = new List<Transform>();
//点位裂缝监测
public static List<IconData> iconPointList03;
//相机点位裂缝监测
public static List<Transform> iconCameraList03 = new List<Transform>();
//点位加速度震动监测
public static List<IconData> iconPointList04;
//相机点位加速度震动监测
public static List<Transform> iconCameraList04 = new List<Transform>();
//点位表面应变监测
public static List<IconData> iconPointList05;
//相机点位表面应变监测
public static List<Transform> iconCameraList05 = new List<Transform>();
public static List<Vector3> areaPointList01 = new List<Vector3>();
public static List<Vector3> areaPointList02 = new List<Vector3>();
//初始化
public static void Init()
{
//分辨率设置
if (Application.platform == RuntimePlatform.WindowsPlayer)
{
float height = Screen.width * (screenHeight / (float)screenWidth);
Screen.SetResolution(Screen.width, (int)height, true);
//Screen.SetResolution(screenWidth, screenHeight, true);
}
//初始化
cameraType = PageType.Camera1;
pageType = PageType.PnlPage1;
}
#region
//已打开页面列表
private static List<PageType> pageList = new List<PageType>();
//打开页面
public static void OpenPage(PageType page)
{
if (page != PageType.Null)
{
ActionCenter.Instance.DoAction(GameEvent.OpenPage, page);
if (!pageList.Contains(page))
{
pageList.Add(page);
}
}
}
//打开页面
public static void OpenDialog<T>(PageType page, T t)
{
if (page != PageType.Null)
{
ActionCenter.Instance.DoAction(GameEvent.OpenDialog, page, t);
if (!pageList.Contains(page))
{
pageList.Add(page);
}
}
}
//delay秒后打开页面
public static void OpenPageDelay(PageType page, float delay)
{
ActionCenter.Instance.DoActionDelay(OpenPage, delay, page);
}
//关闭页面
public static void ClosePage(PageType page)
{
if (pageList.Contains(page) && page != PageType.Null)
{
ActionCenter.Instance.DoAction(GameEvent.ClosePage, page);
pageList.Remove(page);
}
}
//关闭页面
public static void ClosePage(List<PageType> list)
{
for (int i = 0; i < list.Count; i++)
{
if (pageList.Contains(list[i]) && list[i] != PageType.Null)
{
ActionCenter.Instance.DoAction(GameEvent.ClosePage, list[i]);
pageList.Remove(list[i]);
}
}
}
//关闭页面,参数为保留页面
public static void CloseAllPage(PageType page = PageType.Null)
{
for (int i = 0; i < pageList.Count; i++)
{
if (pageList[i] != page)
{
ActionCenter.Instance.DoAction(GameEvent.ClosePage, pageList[i]);
}
}
pageList.Clear();
if (page != PageType.Null)
{
pageList.Add(page);
}
}
//关闭页面,参数为保留页面
public static void CloseAllPage(List<PageType> list)
{
//保留页面
List<PageType> saveList = new List<PageType>();
for (int i = 0; i < list.Count; i++)
{
if (list[i] != PageType.Null && pageList.Contains(list[i]))
{
saveList.Add(list[i]);
}
}
//关闭现有页面
for (int i = 0; i < pageList.Count; i++)
{
if (!saveList.Contains(pageList[i]))
{
ActionCenter.Instance.DoAction(GameEvent.ClosePage, pageList[i]);
}
}
pageList.Clear();
//当前页面更新
for (int i = 0; i < saveList.Count; i++)
{
pageList.Add(list[i]);
}
}
#endregion
// 根据device_sn查找在AppCache.iconCameraList01中的下标
public static int FindIndexInIconCameraList(string deviceSn)
{
if (AppCache.iconCameraList01 == null)
return -1;
// 遍历列表查找匹配的下标
for (int i = 0; i < AppCache.iconCameraList01.Count; i++)
{
// 从name中提取device_sn部分去掉"_Camera"后缀)
string nameWithoutSuffix = AppCache.iconCameraList01[i].name.Split('_')[0];
if (nameWithoutSuffix == deviceSn)
{
return i; // 找到匹配的下标
}
}
return -1; // 未找到
}
public static List<IconData> GetIconPointListByType(MonitorType type)
{
switch (type)
{
case MonitorType.GNSS:
return iconPointList01;
case MonitorType.EnvironmentalMonitoring:
return iconPointList02;
case MonitorType.CrackMonitoring:
return iconPointList03;
case MonitorType.VibrationMonitoring:
return iconPointList04;
case MonitorType.SurfaceStrainMonitoring:
return iconPointList05;
default:
Debug.LogError("未知的监测类型: " + type);
return null;
}
}
public static List<Transform> GetIconCameraListByType(MonitorType type)
{
switch (type)
{
case MonitorType.GNSS:
return iconCameraList01;
case MonitorType.EnvironmentalMonitoring:
return iconCameraList02;
case MonitorType.CrackMonitoring:
return iconCameraList03;
case MonitorType.VibrationMonitoring:
return iconCameraList04;
case MonitorType.SurfaceStrainMonitoring:
return iconCameraList05;
default:
Debug.LogError("未知的监测类型: " + type);
return null;
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
using System.Text;
using UnityEngine;
using UnityEngine.Events;
public class AppMain : MonoBehaviour
{
public static AppMain Instance;
public List<Transform> pointList = new List<Transform>();
public Color color1;
public Color color2;
void Awake()
{
//单例对象
Instance = this;
//初始化
AppCache.Init();
ActionCenter.Instance.Init();
}
void Start()
{
//初始化主页
// AppCache.OpenPage(PageType.PnlMain);
AppCache.OpenPage(AppCache.cameraType);
// AppCache.OpenPageDelay(AppCache.pageType, 0.3f);
AppCache.OpenPageDelay(PageType.Icon01, 2f);
// AppCache.OpenPageDelay(PageType.Area01, 2f);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class CameraControl : MonoBehaviour
{
[Header("移动速度")]
public float moveSpeed = 1.2f;
[Header("旋转速度")]
public float rotateSpeed = 45f;
[Header("缩放速度")]
public float zoomSpeed = 0.2f;
[Header("最小高度")]
public float minHeight = 0.1f;
[Header("最大高度")]
public float maxHeight = 100f;
[Header("地图中心")]
public Vector3 mapCenter = Vector3.zero;
[Header("最大距离")]
public float maxDistance = 3000f;
[Header("最小角度")]
public float minAngleX = -60f;
[Header("最大角度")]
public float maxAngleX = 88f;
[Header("射线检测提前量")]
public float raycastOffset = 0.1f; // 射线检测提前量
//控制变量
private Vector3 viewPos_0; //鼠标左键初始坐标
private Vector3 viewPos_1; //鼠标右键初始坐标
private Vector3 startCameraPos; //相机初始位置
private Vector3 targetCameraPos; //相机目标位置
private Vector2 startCameraEuler; //初始角度
private Vector2 targetCameraEuler; //目标角度
//相机控制
private Camera mainCamera;
private bool isCameraCtrl = true; //相机是否可控制
private float screenAdapter = 1f; //屏幕长度比
//相机操作有效性判断
private bool isClickUI = false;
private void Awake()
{
mainCamera = Camera.main;
screenAdapter = Screen.width / (float)Screen.height;
targetCameraPos = transform.position;
targetCameraEuler = transform.eulerAngles;
}
void Update()
{
//相机控制
if (isCameraCtrl)
{
//操作有效性判断
if (EventSystem.current != null)
{
if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2))
{
isClickUI = EventSystem.current.IsPointerOverGameObject();
}
if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(2))
{
isClickUI = false;
}
}
if (!isClickUI)
{
//平移控制
if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(2))
{
viewPos_0 = mainCamera.ScreenToViewportPoint(Input.mousePosition);
startCameraPos = transform.position;
startCameraEuler = transform.eulerAngles;
}
if (Input.GetMouseButton(0) || Input.GetMouseButton(2))
{
Vector3 currentViewPos = mainCamera.ScreenToViewportPoint(Input.mousePosition);
Vector3 dis = currentViewPos - viewPos_0;
dis = dis * GetMoveSpeed();
// 获取相机的右向量和上向量
Vector3 right = transform.right;
Vector3 up = transform.up;
// 分别计算水平和垂直方向的位移
float horizontalDis = -dis.x * screenAdapter;
float verticalDis = -dis.y * screenAdapter;
// 根据相机的右向量和上向量计算最终位移
Vector3 finalDis = right * horizontalDis + up * verticalDis;
// targetCameraPos = startCameraPos + finalDis;
Vector3 newTargetPos = startCameraPos + finalDis;
newTargetPos = CheckCollisionOnMove(transform.position, newTargetPos);
targetCameraPos = newTargetPos;
}
//旋转控制
if (Input.GetMouseButtonDown(1))
{
viewPos_1 = mainCamera.ScreenToViewportPoint(Input.mousePosition);
startCameraPos = transform.position;
startCameraEuler = transform.eulerAngles;
}
if (Input.GetMouseButton(1))
{
Vector2 angle = (mainCamera.ScreenToViewportPoint(Input.mousePosition) - viewPos_1) * rotateSpeed;
angle = new Vector3(-angle.y, angle.x * screenAdapter);
targetCameraEuler = startCameraEuler + angle;
}
//缩进控制
if (Input.mouseScrollDelta != Vector2.zero)
{
// float moveSpeed = GetMoveSpeed() * 0.2f;
// targetCameraPos += transform.forward * moveSpeed * Input.mouseScrollDelta.y;
float moveSpeed = GetMoveSpeed() * zoomSpeed;
Vector3 newTargetPos = targetCameraPos + transform.forward * moveSpeed * Input.mouseScrollDelta.y;
newTargetPos = CheckCollisionOnMove(transform.position, newTargetPos);
targetCameraPos = newTargetPos;
}
//相机运动
LimitCamera();
// CheckCollision(); // 检查碰撞
//控制相机运动
// 控制相机运动
if (Vector3.Distance(transform.position, targetCameraPos) > 0.1f)
{
transform.position = Vector3.Lerp(transform.position, targetCameraPos, 5f * Time.deltaTime);
// Debug.Log("position"+transform.position);
}
// 控制相机旋转
if (Quaternion.Angle(transform.rotation, Quaternion.Euler(targetCameraEuler)) > 0.1f)
{
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(targetCameraEuler), 5f * Time.deltaTime);
// Debug.Log("rotation"+transform.eulerAngles);
}
}
}
}
//开启相机控制
// public void StartCameraControl()
// {
// isCameraCtrl = true;
// isClickUI = false;
// viewPos_0 = mainCamera.ScreenToViewportPoint(Input.mousePosition);
// viewPos_1 = mainCamera.ScreenToViewportPoint(Input.mousePosition);
// startCameraPos = transform.position;
// startCameraEuler = transform.eulerAngles;
// targetCameraPos = transform.position;
// targetCameraEuler = transform.eulerAngles;
// }
//停止相机控制
// public void StopCameraControl()
// {
// isCameraCtrl = false;
// }
//获取相机移动速度
float GetMoveSpeed()
{
float highDis = (transform.position.y - minHeight);
float speed = moveSpeed + moveSpeed * highDis;
speed = Mathf.RoundToInt(speed);
return speed;
}
//限制相机位置,角度
void LimitCamera()
{
//位置限制
targetCameraPos.y = Mathf.Clamp(targetCameraPos.y, minHeight, maxHeight);
float dis = Vector3.Distance(targetCameraPos, mapCenter);
if (dis > maxDistance)
{
Vector3 dir = (targetCameraPos - mapCenter).normalized;
targetCameraPos = mapCenter + dir * maxDistance;
}
//角度限制
if (targetCameraEuler.x > 180) { targetCameraEuler.x -= 360f; }
if (targetCameraEuler.x < -180) { targetCameraEuler.x += 360; }
if (targetCameraEuler.y > 180) { targetCameraEuler.y -= 360f; }
if (targetCameraEuler.y < -180) { targetCameraEuler.y += 360; }
targetCameraEuler.x = Mathf.Clamp(targetCameraEuler.x, minAngleX, maxAngleX);
}
// // 检查碰撞
// void CheckCollisionOnMove(Vector3 startPos, Vector3 targetPos)
// {
// RaycastHit hit;
// Vector3 direction = targetCameraPos - transform.position;
// float distance = direction.magnitude;
// if (Physics.Raycast(transform.position, direction.normalized, out hit, distance))
// {
// targetCameraPos = hit.point;
// }
// }
// 修改CheckCollisionOnMove方法增加垂直方向检测
Vector3 CheckCollisionOnMove(Vector3 startPos, Vector3 targetPos)
{
Vector3 direction = targetPos - startPos;
float distance = direction.magnitude;
// 存储最终的安全位置
Vector3 safePosition = targetPos;
// 1. 检测移动路径上的障碍物(包括水平和垂直方向)
if (distance > 0)
{
float sphereRadius = 0.1f; // 根据相机碰撞体大小调整
// 计算起点和终点的包围盒
Bounds startBounds = new Bounds(startPos, Vector3.one * sphereRadius * 2);
Bounds endBounds = new Bounds(targetPos, Vector3.one * sphereRadius * 2);
// 创建从起点到终点的包围盒移动路径
Bounds movementBounds = new Bounds();
movementBounds.Encapsulate(startBounds);
movementBounds.Encapsulate(endBounds);
// 使用多个方向的射线检测全方位碰撞
bool collisionDetected = false;
// 主方向检测
if (Physics.SphereCast(startPos, sphereRadius, direction.normalized, out RaycastHit hit, distance + raycastOffset))
{
float safeDistance = hit.distance - raycastOffset - sphereRadius;
safePosition = startPos + direction.normalized * Mathf.Max(safeDistance, 0);
collisionDetected = true;
}
// 如果是向上移动,增加顶部检测
if (direction.y > 0.1f) // 设置一个阈值,只在明显向上移动时检测
{
Vector3 topStart = startPos + Vector3.up * sphereRadius;
Vector3 topDirection = Vector3.up * (endBounds.max.y - startBounds.max.y);
if (Physics.SphereCast(topStart, sphereRadius, topDirection.normalized, out hit, topDirection.magnitude + raycastOffset))
{
float verticalSafeDistance = hit.distance - raycastOffset - sphereRadius;
safePosition.y = startPos.y + verticalSafeDistance;
collisionDetected = true;
}
}
if (collisionDetected)
{
// 声明地面检测变量(移到这里避免作用域冲突)
Ray groundRay1;
float maxGroundDistance1;
RaycastHit groundHit1;
// 如果检测到碰撞,进行地面高度验证
groundRay1 = new Ray(safePosition + Vector3.up, Vector3.down);
maxGroundDistance1 = 0.5f;
if (Physics.Raycast(groundRay1, out groundHit1, maxGroundDistance1))
{
float minSafeHeight = groundHit1.point.y + minHeight;
if (safePosition.y < minSafeHeight)
{
safePosition.y = minSafeHeight;
}
}
return safePosition;
}
}
// 2. 如果没有检测到碰撞,只进行地面高度验证
// 重用之前声明的变量
Ray groundRay = new Ray(targetPos + Vector3.up, Vector3.down);
float maxGroundDistance = 0.5f;
if (Physics.Raycast(groundRay, out RaycastHit groundHit, maxGroundDistance))
{
float minSafeHeight = groundHit.point.y + minHeight;
if (targetPos.y < minSafeHeight)
{
targetPos.y = minSafeHeight;
}
}
return targetPos;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using UnityEngine.SceneManagement;
using UnityEngine.EventSystems;
using UnityEngine.AI;
using System.Linq;
public class CameraRover : ActionBase
{
private CameraControl cameraCtr2;
private ControlMove cameraCtrl;
private Vector3 targetPos = Vector3.zero; //视角坐标
private bool isLookAt = false; //视角是否朝向目标
private string currentAnim = "";
// 私有变量,用于存储飞行完成状态
private bool _isFlightCompleted = false;
// 公共属性,用于获取飞行完成状态
public bool isFlightCompleted
{
get { return _isFlightCompleted; }
}
// 公共方法,用于修改飞行完成状态
public void SetFlightCompleted(bool value)
{
_isFlightCompleted = value;
}
public LayerMask obstacleLayer; // 障碍物层
public override void Init()
{
cameraCtr2 = GetComponent<CameraControl>();
cameraCtrl = GetComponent<ControlMove>();
currentAnim = "";
isLookAt = false;
}
public override void RegisterAction()
{
GameEvent.OpenPage += OpenPage;
GameEvent.StartCameraControl += StartCameraCtrl;
GameEvent.StopCameraControl += StopCameraCtrl;
}
public override void RemoveAction()
{
GameEvent.OpenPage -= OpenPage;
GameEvent.StartCameraControl -= StartCameraCtrl;
GameEvent.StopCameraControl -= StopCameraCtrl;
}
void LateUpdate()
{
if (isLookAt)
{
transform.LookAt(targetPos);
}
}
void OpenPage(PageType type)
{
Debug.Log(type);
switch (type)
{
case PageType.Camera1:
CameraBreak();
StartCoroutine("CameraAnim_1");
break;
case PageType.Camera2:
CameraBreak();
StartCoroutine("CameraAnim_2");
break;
}
}
void StartCameraCtrl()
{
cameraCtrl.StartCameraControl();
}
void StopCameraCtrl()
{
cameraCtrl.StopCameraControl();
}
public void SetTargetPosition(Vector3 position)
{
cameraCtrl.GetInScriptCore(position);
}
//打断当前相机操作
void CameraBreak()
{
StopCoroutine(currentAnim);
isLookAt = false;
transform.DOKill();
}
//相机点位-1
IEnumerator CameraAnim_1()
{
currentAnim = "CameraAnim_1";
StopCameraCtrl();
cameraCtrl.GetInScriptCore();
yield return new WaitForEndOfFrame();
transform.DOMove(new Vector3(853.45f, 56.79f, 775.12f), 2f);
transform.DORotate(new Vector3(10.39f, 184.72f, 0f), 2f);
yield return new WaitForSeconds(2f);
StartCameraCtrl();
}
//相机点位-2
IEnumerator CameraAnim_2()
{
currentAnim = "CameraAnim_2";
StopCameraCtrl();
cameraCtrl.GetInScriptCore(new Vector3(849f, 27f, 560f));
yield return new WaitForEndOfFrame();
transform.DOMove(new Vector3(850.61f, 65.11f, 524.99f), 2f);
transform.DORotate(new Vector3(36.65f, 7.09f, 0f), 2f);
yield return new WaitForSeconds(2f);
StartCameraCtrl();
}
Vector3[] GetRoundPath(Vector3 pos, Vector3 pivot)
{
Vector3[] path = new Vector3[10];
Vector3 dir = pos - pivot;
for (int i = 0; i < 10; i++)
{
Vector3 rotatedDir = Quaternion.AngleAxis(40f * i, Vector3.up) * dir;
path[i] = pivot + rotatedDir;
}
return path;
}
// 暴露给 JavaScript 的静态方法
public void CallOpenPage(int typeIndex)
{
PageType pageType = (PageType)typeIndex;
ActionCenter.Instance.DoAction(GameEvent.OpenPage, pageType);
}
public void WebCallOpenItem(string objectName)
{
// 定义要搜索的所有相机图标列表
List<List<Transform>> allCameraLists = new List<List<Transform>>
{
AppCache.iconCameraList01,
AppCache.iconCameraList02,
AppCache.iconCameraList03,
AppCache.iconCameraList04,
AppCache.iconCameraList05
};
// 在所有列表中查找具有指定名称的 Transform
Transform foundTransform = null;
foreach (var cameraList in allCameraLists)
{
if (cameraList == null) continue;
// 查找匹配名称的 Transform
foundTransform = cameraList.Find(transform =>
transform != null && transform.name == objectName);
if (foundTransform != null) break;
}
// 如果找到对应的 Transform则执行飞行逻辑
if (foundTransform != null)
{
StartCoroutine(flyItem(foundTransform));
}
else
{
Debug.LogWarning($"未找到名称为 '{objectName}' 的相机图标!");
}
}
// 公共协程方法 - 处理相机移动的核心逻辑(带自动避障)
private IEnumerator MoveCameraCore(Transform targetTransform, string animName)
{
currentAnim = animName;
StopCameraCtrl();
yield return new WaitForEndOfFrame();
Vector3 targetPosition = targetTransform.position;
Vector3 targetRotation = targetTransform.eulerAngles;
float distance = Vector3.Distance(transform.position, targetPosition);
float speed = 5f;
float flightTime = distance / speed;
float maxFlightTime = 2f;
flightTime = Mathf.Max(flightTime, 0.1f);
flightTime = Mathf.Min(flightTime, maxFlightTime);
RaycastHit hit;
// 射线检测是否有障碍物
if (Physics.Raycast(transform.position, targetPosition - transform.position, out hit, distance, obstacleLayer))
{
// 有障碍物
// Debug.Log("有障碍物,使用绕行路径");
Vector3 stopPosition = hit.point - (targetPosition - transform.position).normalized * 0.1f;
float stopDistance = Vector3.Distance(transform.position, stopPosition);
float stopFlightTime = stopDistance / speed;
stopFlightTime = Mathf.Max(stopFlightTime, 0.1f);
stopFlightTime = Mathf.Min(stopFlightTime, maxFlightTime);
transform.DOMove(stopPosition, stopFlightTime);
transform.DORotate(Quaternion.LookRotation(targetPosition - transform.position).eulerAngles, stopFlightTime);
yield return new WaitForSeconds(stopFlightTime);
transform.position = targetPosition;
transform.DORotate(targetRotation, stopFlightTime);
}
else
{
// 无障碍物
// Debug.Log("无障碍物,使用直接路径");
transform.DOMove(targetPosition, flightTime);
transform.DORotate(targetRotation, flightTime);
}
yield return new WaitForSeconds(flightTime);
StartCameraCtrl();
}
public IEnumerator flyItem(Transform targetTransform)
{
return MoveCameraCore(targetTransform, "CameraAnim_4");
}
public IEnumerator CallOpenItem(Transform targetTransform)
{
SetFlightCompleted(false);
// 执行公共相机移动逻辑
yield return StartCoroutine(MoveCameraCore(targetTransform, "CameraAnim_3"));
SetFlightCompleted(true);
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
public class ControlMove : MonoBehaviour
{
private float moveSpeed = 50f; // 右键平移速度
[Header("滚轮缩放速度系数")]
public float zoomSpeed = 10f; // 滚轮缩放速度
[Header("相机与水库中心的最大距离")]
public float maxDistance = 600f; // 最大缩放距离
[Header("相机的最大高度限制")]
public float maxHeight = 220f; // 最大高度限制
[Header("右键键平移速度衰减系数")]
public float rightClickPanSpeed = 100f; // 右键平移速度除数
private Vector3 inScript; // 引用焦点脚本,提供 core
[Header("左键拖拽旋转灵敏度系数")]
public float rotationSensitivity = 0.5f; // 左键拖拽旋转灵敏度
private Camera cam; // 主相机引用
private bool isRotating = false; // 是否正在旋转标志
private Vector2 lastMousePos; // 上次鼠标位置(用于旋转计算)
[Header("初始距离中心")]
public Vector3 reservoirCenter; // 水库中心坐标
[Header("初始旋转中心")]
public Vector3 startinScript; // 初始焦点位置
private Rigidbody rb; // 刚体组件(如需要物理模拟)
private bool isCameraCtrl = true; // 相机是否可控制
//相机操作有效性判断
private bool isClickUI = false;
private float pitchDelta; // 刚体组件(如需要物理模拟)
void Start()
{
rb = GetComponent<Rigidbody>();
cam = Camera.main;
if (inScript == Vector3.zero)
{
GetInScriptCore();
}
}
void Update()
{
if (isCameraCtrl)
{
//操作有效性判断
if (EventSystem.current != null)
{
if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2))
{
isClickUI = EventSystem.current.IsPointerOverGameObject();
}
if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(2))
{
isClickUI = false;
}
}
if (!isClickUI)
{
Vector3 core = inScript;
// —— 右键平移 ——
if (Input.GetMouseButton(1))
{
moveSpeed = Vector3.Distance(core, transform.position) / 2f;
float mx = Input.GetAxis("Mouse X");
float my = Input.GetAxis("Mouse Y");
Vector3 desiredPosition = transform.position + (-transform.right * mx + -transform.up * my) * moveSpeed / rightClickPanSpeed;
// 判断是否与障碍物发生碰撞
if (!WillCollideWithObstacle(desiredPosition))
{
transform.position = desiredPosition;
}
}
// —— 滚轮缩放 ——
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (Mathf.Abs(scroll) > 0.001f)
{
Vector3 desiredPosition = transform.position + transform.forward * scroll * zoomSpeed;
// 判断是否与障碍物发生碰撞
if (!WillCollideWithObstacle(desiredPosition))
{
transform.position = desiredPosition;
}
}
// —— 左键开始/结束旋转 ——
if (Input.GetMouseButtonDown(0))
{
isRotating = true;
lastMousePos = Input.mousePosition;
}
if (Input.GetMouseButtonUp(0))
{
isRotating = false;
}
// —— 左键拖拽RotateAround 实现 + 俯仰限制 ——
if (isRotating && Input.GetMouseButton(0))
{
Vector2 curr = Input.mousePosition;
Vector2 delta = (curr - lastMousePos) * rotationSensitivity;
lastMousePos = curr;
/*
*/
// 1. 水平绕世界 Y 轴旋转
//Vector3 desiredPosition = transform.position;
//transform.RotateAround(core, Vector3.up, delta.x);
Vector3 localPosHorizonal = transform.position - core;
Quaternion rotationHorizonal = Quaternion.AngleAxis(delta.x, Vector3.up);
Vector3 newLocalPosHorizonal = rotationHorizonal * localPosHorizonal;
Vector3 newPosHorizonal = core + newLocalPosHorizonal;
// 检查旋转后是否发生碰撞
if (!WillCollideWithObstacle(newPosHorizonal))
{
// 如果没有碰撞,执行旋转
transform.RotateAround(core, Vector3.up, delta.x);
}
else
{
// 如果碰撞了,撤销旋转,恢复到原来的位置
}
// 2. 俯仰旋转
Vector3 dir = (transform.position - core).normalized;
Vector3 flat = new Vector3(dir.x, 0f, dir.z).normalized;
float selfFlatX = transform.forward.x;
float selfFlatZ = transform.forward.z;
Vector3 selfFlat = new Vector3(selfFlatX, 0f, selfFlatZ).normalized;
float selfPitch = Vector3.SignedAngle(selfFlat, transform.forward, transform.right);
if (selfPitch <= 80f && selfPitch >= 0f)
{
pitchDelta = delta.y * -1f;
Vector3 localPosVertical = transform.position - core;
Quaternion rotationVertical = Quaternion.AngleAxis(pitchDelta, transform.right);
Vector3 newPosVertical = core + rotationVertical * localPosVertical;
if (!WillCollideWithObstacle(newPosVertical))
{
transform.RotateAround(core, transform.right, pitchDelta);
}
}
else if (selfPitch > 80f)
{
pitchDelta = delta.y * -1f;
if (pitchDelta < 0f)
{
transform.RotateAround(core, transform.right, pitchDelta);
}
}
else if (selfPitch < 0f)
{
pitchDelta = delta.y * -1f;
if (pitchDelta > 0f)
{
transform.RotateAround(core, transform.right, pitchDelta);
}
}
}
}
}
}
// 碰撞检测方法
bool WillCollideWithObstacle(Vector3 targetPosition)
{
// 计算从当前位置到目标位置的方向和距离
Vector3 moveDir = targetPosition - transform.position;
float moveDist = moveDir.magnitude;
// 使用 SphereCast 检查即将到达的位置是否会与障碍物发生碰撞
RaycastHit hit;
if (Physics.SphereCast(transform.position, 0.5f, moveDir.normalized, out hit, moveDist, LayerMask.GetMask("Default"), QueryTriggerInteraction.Collide))
{
// 如果检测到碰撞,返回 true
// Debug.Log("collider");
return true;
}
else if (Vector3.Distance(targetPosition, reservoirCenter) < maxDistance && targetPosition.y < maxHeight)
{
// 如果在范围内,返回 false
return false;
}
else
// Debug.Log("outRange");
return true;
}
public void GetInScriptCore()
{
inScript = startinScript;
}
public void GetInScriptCore(Vector3 position)
{
inScript = position;
}
public void StartCameraControl()
{
isCameraCtrl = true;
isClickUI = false;
}
//停止相机控制
public void StopCameraControl()
{
isCameraCtrl = false;
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//界面
public enum PageType
{
Null,
//镜头
Camera1, //镜头-1
Camera2, //镜头-2
//页面
PnlMain, //主界面
PnlPage1, //界面-1
PnlPage2, //界面-2
//Icon
Icon01,
Icon02,
Icon03,
Icon04,
Icon05,
//Effect
Area01,
Area02,
//Dialog
DlgInfo01,
DlgInfo02,
}
#region
// 状态信息
[System.Serializable]
public class Status
{
public int code;
public string msg;
}
// 设备列表返回数据
[System.Serializable]
public class JsonData
{
public Status status;
public Result result;
}
// 设备详情返回数据
[System.Serializable]
public class JsonDetails
{
public Status status;
public ResultDetails result;
}
// 设备列表结果
[System.Serializable]
public class Result
{
public List<Device> device_list;
}
// 设备详情结果
[System.Serializable]
public class ResultDetails
{
public int device_id;
public string device_sn;
public string device_name;
public string online_status;
public string pic;
public string status;
public string address;
public string location;
public DataPoints data_points;
}
// 设备信息
[System.Serializable]
public class Device
{
public int device_id;
public string device_sn;
public string device_name;
public string online_status;
public int project_id;
public string pic;
}
// 数据点信息
[System.Serializable]
public class Timeseries
{
public string point_id;
public string name;
public string alias;
public string identifier;
public string unitName;
public string unitIdentifier;
public string accessMode;
public string dataType;
public List<object> propertyEnum;
public string value;
public string callback_time;
}
// 数据点信息
[System.Serializable]
public class DataPoints
{
public List<object> control;
public List<Timeseries> timeseries;
}
//传值web。把模型名称传过去
[System.Serializable]
public class DataToSend
{
public ResultDetails dataItem;
public string iconName;
}
[System.Serializable]
public class IconData
{
public string device_sn;
public string iconName;
public string identifier;
public Transform iconTransform;
public string cameraName;
public Transform cameraTransform;
public IconData(string device_sn, string iconName, string identifier, Transform iconTransform,string cameraName,Transform cameraTransform)
{
this.device_sn = device_sn;
this.iconName = iconName;
this.identifier = identifier;
this.iconTransform = iconTransform;
this.cameraName = cameraName;
this.cameraTransform = cameraTransform;
}
}
#endregion

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class GameEvent
{
//相机控制
public static UnityAction StartCameraControl;
public static UnityAction StopCameraControl;
//UI页面控制
public static UnityAction<PageType> OpenPage;
public static UnityAction<PageType> ClosePage;
public static UnityAction RefreshPage;
public static UnityAction<PageType, object> OpenDialog;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SceneUtil : ActionBase
{
public Color color01;
public Color color02;
// 辅助方法,用于初始化图标和相机列表
private void InitializeIconAndCameraLists(string iconName, string cameraName, List<IconData> iconList, List<Transform> cameraList, string[] deviceSns, string[] iconNames, string[] identifiers)
{
iconList.Clear();
cameraList.Clear();
Transform icon = transform.Find(iconName);
Transform iconCamera = transform.Find(cameraName);
if (icon != null && iconCamera != null)
{
int count = Mathf.Min(icon.childCount, deviceSns.Length, iconNames.Length);
for (int i = 0; i < count; i++)
{
Transform currentIcon = icon.GetChild(i);
Transform currentCamera = iconCamera.GetChild(i);
// 获取当前索引对应的设备信息
string deviceSn = deviceSns[i];
string name = iconNames[i];
string identifier = identifiers[i];
// 创建 IconData 实例并添加到 iconList
IconData iconData = new IconData(deviceSn, name, identifier, currentIcon, currentCamera.name, currentCamera);
iconList.Add(iconData);
cameraList.Add(currentCamera);
}
icon.gameObject.SetActive(false);
iconCamera.gameObject.SetActive(false);
}
}
public override void Init()
{
// 确保 AppCache 中的列表类型为 List<IconData>
if (AppCache.iconPointList01 == null) AppCache.iconPointList01 = new List<IconData>();
if (AppCache.iconPointList02 == null) AppCache.iconPointList02 = new List<IconData>();
if (AppCache.iconPointList03 == null) AppCache.iconPointList03 = new List<IconData>();
if (AppCache.iconPointList04 == null) AppCache.iconPointList04 = new List<IconData>();
if (AppCache.iconPointList05 == null) AppCache.iconPointList05 = new List<IconData>();
// 初始化 GNSS 相关列表12个设备
InitializeIconAndCameraLists("GNSS", "GNSS视角", AppCache.iconPointList01, AppCache.iconCameraList01,
new string[] { "MS3P1475041092", "MS3P1475041038", "MS3P1475041023", "MS3P1475041053", "MS3P1475041070", "MS3P1475041068", "MS3P1475041098", "MS3P1475041020", "MS3P1475041030", "MS3P1475041014", "MS3P1475041096", "MS3P1475041084" },
new string[] { "GNSS基准点1", "GNSS监测点1", "GNSS监测点2", "GNSS监测点3", "GNSS监测点4", "GNSS监测点5", "GNSS监测点6", "GNSS监测点7", "GNSS监测点8", "GNSS监测点9", "GNSS监测点10", "GNSS基准点2" },
new string[] { "", "", "", "", "", "", "", "", "", "", "", "" });
// 初始化环境量监测相关列表1个设备
InitializeIconAndCameraLists("环境量监测", "环境量监测视角", AppCache.iconPointList02, AppCache.iconCameraList02,
new string[] { "2025042109" },
new string[] { "环境量监测" },
new string[] { "" });
// 初始化测缝针监测相关列表9个设备
InitializeIconAndCameraLists("测缝针监测", "测缝计监测视角", AppCache.iconPointList03, AppCache.iconCameraList03,
new string[] { "2025042106", "2025042103", "2025042105", "2025042104", "2025042107", "2025042102", "20250421A2", "20250421A1", "2025042101","2025042108" },
new string[] { "测缝计1", "测缝计2", "测缝计3", "测缝计4", "测缝计5", "测缝计6", "测缝计7", "测缝计8", "测缝计9","测缝计10" },
new string[] { "ff01", "ff01", "ff01", "ff01", "ff01", "ff01", "ff01", "ff01", "ff01","ff01" });
// 初始化加速度振动监测相关列表6个设备
InitializeIconAndCameraLists("加速度振动监测", "加速度振动监测视角", AppCache.iconPointList04, AppCache.iconCameraList04,
new string[] { "2025042106", "2025042103", "2025042107", "2025042102", "2025042101", "2025042108" },
new string[] { "振动加速度1", "振动加速度2", "振动加速度3", "振动加速度4", "振动加速度5", "振动加速度6" },
new string[] { "ff03,ff04,ff05", "ff03,ff04,ff05", "ff03,ff04,ff05", "ff03,ff04,ff05", "ff03,ff04,ff05", "ff03,ff04,ff05" });
// 初始化应变计监测相关列表2个设备
InitializeIconAndCameraLists("应变计监测", "应变计监测视角", AppCache.iconPointList05, AppCache.iconCameraList05,
new string[] { "20250421A2", "20250421A1", "20250421A2", "20250421A1", "20250421A2", "20250421A1" },
new string[] { "6号桥墩表面应变监测", "3号桥墩表面应变监测", "5号桥墩表面应变监测", "2号桥墩表面应变监测", "4号桥墩表面应变监测", "1号桥墩表面应变监测" },
new string[] { "ff20,ff21", "ff20,ff21", "ff26,ff27", "ff26,ff27", "ff24,ff25", "ff24,ff25" });
gameObject.SetActive(true);
}
public override void RegisterAction()
{
}
public override void RemoveAction()
{
}
}

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8
Assets/Scripts/Core.meta Normal file
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using UnityEngine;
using System.Collections;
using UnityEngine.Events;
using UnityEngine.UI;
using DG.Tweening;
public abstract class ActionBase : MonoBehaviour
{
public abstract void Init();
public abstract void RegisterAction();
public abstract void RemoveAction();
public T GetChildComponent<T>(string path) where T : MonoBehaviour
{
GameObject go = transform.Find(path).gameObject;
T t = go.GetComponent<T>();
if (t == null)
{
t = go.AddComponent<T>();
}
return t;
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.Events;
public class ActionCenter : MonoBehaviour
{
private static ActionCenter _instance;
public static ActionCenter Instance
{
get
{
if (_instance == null)
{
string name = "ActionCenter";
GameObject obj = GameObject.Find(name);
if (obj == null)
{
obj = new GameObject(name);
_instance = obj.AddComponent<ActionCenter>();
}
else
{
_instance = obj.GetComponent<ActionCenter>();
if (_instance == null)
{
_instance = obj.AddComponent<ActionCenter>();
}
}
}
return _instance;
}
}
//场景中所有ActionBase对象列表
private List<ActionBase> actionList = new List<ActionBase>();
//初始化,场景加载完成后调用
public void Init()
{
ActionBase[] arr = Resources.FindObjectsOfTypeAll<ActionBase>();
for (int i = 0; i < arr.Length; i++)
{
if (arr[i].gameObject.scene.buildIndex >= 0)
{
arr[i].Init();
arr[i].RegisterAction();
actionList.Add(arr[i]);
}
}
}
public void AddAction(ActionBase action)
{
actionList.Add(action);
action.Init();
action.RegisterAction();
}
public void RemoveAction(ActionBase action)
{
if (actionList.Contains(action))
{
actionList.Remove(action);
}
}
void OnDestroy()
{
for (int i = 0; i < actionList.Count; i++)
{
actionList[i].RemoveAction();
}
}
#region
//执行事件
public void DoAction(UnityAction action)
{
action?.Invoke();
}
//执行事件
public void DoAction<T>(UnityAction<T> action, T t)
{
action?.Invoke(t);
}
//执行事件
public void DoAction<T, U>(UnityAction<T, U> action, T t, U u)
{
action?.Invoke(t, u);
}
//执行事件
public void DoAction<T, U, V>(UnityAction<T, U, V> action, T t, U u, V v)
{
action?.Invoke(t, u, v);
}
//delay秒后执行事件
public void DoActionDelay(UnityAction action, float delay)
{
StartCoroutine(DoActionDelayCor(action, delay));
}
IEnumerator DoActionDelayCor(UnityAction action, float delay)
{
yield return new WaitForSeconds(delay);
action?.Invoke();
}
//delay秒后执行事件
public void DoActionDelay<T>(UnityAction<T> action, float delay, T t)
{
StartCoroutine(DoActionDelayCor(action, delay, t));
}
IEnumerator DoActionDelayCor<T>(UnityAction<T> action, float delay, T t)
{
yield return new WaitForSeconds(delay);
action?.Invoke(t);
}
//delay秒后执行事件
public void DoActionDelay<T, U>(UnityAction<T, U> action, float delay, T t, U u)
{
StartCoroutine(DoActionDelayCor(action, delay, t, u));
}
IEnumerator DoActionDelayCor<T, U>(UnityAction<T, U> action, float delay, T t, U u)
{
yield return new WaitForSeconds(delay);
action?.Invoke(t, u);
}
//delay秒后执行事件
public void DoActionDelay<T, U, V>(UnityAction<T, U, V> action, float delay, T t, U u, V v)
{
StartCoroutine(DoActionDelayCor(action, delay, t, u, v));
}
IEnumerator DoActionDelayCor<T, U, V>(UnityAction<T, U, V> action, float delay, T t, U u, V v)
{
yield return new WaitForSeconds(delay);
action?.Invoke(t, u, v);
}
#endregion
}

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using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.Events;
using System.Collections.Generic;
public class EventListener
{
/// <summary>
/// 添加指针进入事件监听
/// </summary>
public static void AddPointerEnterListener(GameObject obj, UnityAction<PointerEventData> callback)
{
PointerEnterEvent trigger = obj.GetComponent<PointerEnterEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<PointerEnterEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加指针离开事件监听
/// </summary>
public static void AddPointerExitListener(GameObject obj, UnityAction<PointerEventData> callback)
{
PointerExitEvent trigger = obj.GetComponent<PointerExitEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<PointerExitEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加指针按下事件监听
/// </summary>
public static void AddPointerDownListener(GameObject obj, UnityAction<PointerEventData> callback)
{
PointerDownEvent trigger = obj.GetComponent<PointerDownEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<PointerDownEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加指针抬起事件监听
/// </summary>
public static void AddPointerUpListener(GameObject obj, UnityAction<PointerEventData> callback)
{
PointerUpEvent trigger = obj.GetComponent<PointerUpEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<PointerUpEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加指针点击事件监听
/// </summary>
public static void AddPointerClickListener(GameObject obj, UnityAction<PointerEventData> callback)
{
PointerClickEvent trigger = obj.GetComponent<PointerClickEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<PointerClickEvent>();
}
trigger.AddListener(callback);
}
public static void AddPointerPressListener(GameObject obj, UnityAction<PointerEventData> callback)
{
PointerPressEvent trigger = obj.GetComponent<PointerPressEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<PointerPressEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加开始拖拽事件监听
/// </summary>
public static void AddBeginDragListener(GameObject obj, UnityAction<PointerEventData> callback)
{
BeginDragEvent trigger = obj.GetComponent<BeginDragEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<BeginDragEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加拖拽事件监听
/// </summary>
public static void AddDragListener(GameObject obj, UnityAction<PointerEventData> callback)
{
DragEvent trigger = obj.GetComponent<DragEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<DragEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加停止拖拽事件监听
/// </summary>
public static void AddEndDragListener(GameObject obj, UnityAction<PointerEventData> callback)
{
EndDragEvent trigger = obj.GetComponent<EndDragEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<EndDragEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加鼠标按下事件监听
/// </summary>
public static void AddMouseDownListener(GameObject obj, UnityAction<GameObject> callback)
{
MousePointEvent tigger = obj.GetComponent<MousePointEvent>();
if (tigger == null)
{
tigger = obj.AddComponent<MousePointEvent>();
}
tigger.AddMouseDownListener(callback);
}
/// <summary>
/// 添加鼠标抬起事件监听
/// </summary>
public static void AddMouseUpListener(GameObject obj, UnityAction<GameObject> callback)
{
MousePointEvent tigger = obj.GetComponent<MousePointEvent>();
if (tigger == null)
{
tigger = obj.AddComponent<MousePointEvent>();
}
tigger.AddMouseUpListener(callback);
}
/// <summary>
/// 添加鼠标进入事件监听
/// </summary>
public static void AddMouseEnterListener(GameObject obj, UnityAction<GameObject> callback)
{
MousePointEvent tigger = obj.GetComponent<MousePointEvent>();
if (tigger == null)
{
tigger = obj.AddComponent<MousePointEvent>();
}
tigger.AddMouseEnterListener(callback);
}
/// <summary>
/// 添加鼠标离开事件监听
/// </summary>
public static void AddMouseExitListener(GameObject obj, UnityAction<GameObject> callback)
{
MousePointEvent tigger = obj.GetComponent<MousePointEvent>();
if (tigger == null)
{
tigger = obj.AddComponent<MousePointEvent>();
}
tigger.AddMouseExitListener(callback);
}
}
//进入事件
public class PointerEnterEvent : MonoBehaviour, IPointerEnterHandler
{
private UnityAction<PointerEventData> action;
public void OnPointerEnter(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
//按下事件
public class PointerDownEvent : MonoBehaviour, IPointerDownHandler
{
private UnityAction<PointerEventData> action;
public void OnPointerDown(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
//抬起事件
public class PointerUpEvent : MonoBehaviour, IPointerUpHandler
{
private UnityAction<PointerEventData> action;
public void OnPointerUp(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
//离开事件
public class PointerExitEvent : MonoBehaviour, IPointerExitHandler
{
private UnityAction<PointerEventData> action;
public void OnPointerExit(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
//点击事件
public class PointerClickEvent : MonoBehaviour, IPointerClickHandler
{
private UnityAction<PointerEventData> action;
public void OnPointerClick(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
public class PointerPressEvent : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
private bool isPress = false;
private UnityAction<PointerEventData> action;
private PointerEventData data;
void Update()
{
if (isPress && action != null)
{
action.Invoke(data);
}
}
public void OnPointerDown(PointerEventData eventData)
{
data = eventData;
isPress = true;
}
public void OnPointerUp(PointerEventData eventData)
{
isPress = false;
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
//开始拖拽事件
public class BeginDragEvent : MonoBehaviour, IBeginDragHandler
{
private UnityAction<PointerEventData> action;
public void OnBeginDrag(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
//拖拽事件
public class DragEvent : MonoBehaviour, IDragHandler
{
private UnityAction<PointerEventData> action;
public void OnDrag(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
//停止拖拽事件
public class EndDragEvent : MonoBehaviour, IEndDragHandler
{
private UnityAction<PointerEventData> action;
public void OnEndDrag(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
/// <summary>
/// 鼠标操作事件
/// </summary>
public class MousePointEvent : MonoBehaviour
{
private UnityAction<GameObject> mouseDownAction;
private UnityAction<GameObject> mouseUpAction;
private UnityAction<GameObject> mouseEnterAction;
private UnityAction<GameObject> mouseExitAction;
void OnMouseDown()
{
if (mouseDownAction != null)
{
mouseDownAction.Invoke(this.gameObject);
}
}
void OnMouseUp()
{
if (mouseUpAction != null)
{
mouseUpAction.Invoke(this.gameObject);
}
}
void OnMouseEnter()
{
if (mouseEnterAction != null)
{
mouseEnterAction.Invoke(this.gameObject);
}
}
void OnMouseExit()
{
if (mouseExitAction != null)
{
mouseExitAction.Invoke(this.gameObject);
}
}
public void AddMouseDownListener(UnityAction<GameObject> callback)
{
mouseDownAction = callback;
}
public void AddMouseUpListener(UnityAction<GameObject> callback)
{
mouseUpAction = callback;
}
public void AddMouseEnterListener(UnityAction<GameObject> callback)
{
mouseEnterAction = callback;
}
public void AddMouseExitListener(UnityAction<GameObject> callback)
{
mouseExitAction = callback;
}
}

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fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// 对象池管理类,日常使用一下两个方法即可
/// 取对象Spawn(name/Prefab)回收对象Unspawn(name/Prefab)
/// </summary>
public class PoolManager : MonoBehaviour
{
private static readonly object lockObj = new object();
private static PoolManager _instance;
public static PoolManager Instance
{
get
{
if (_instance == null)
{
lock (lockObj)
{
PoolManager[] objs = FindObjectsOfType<PoolManager>();
if (objs != null)
{
for (int i = 0; i < objs.Length; i++)
{
DestroyImmediate(objs[i].gameObject);
}
}
GameObject go = new GameObject("PoolManager");
DontDestroyOnLoad(go);
_instance = go.AddComponent<PoolManager>();
}
}
return _instance;
}
}
//预制ID-对象池 集合
private Dictionary<int, ObjectPool> poolDic = new Dictionary<int, ObjectPool>();
//对象ID-对象池ID 集合
private Dictionary<int, int> itemDic = new Dictionary<int, int>();
/// <summary>
/// 取对象,通过对象实例
/// </summary>
public GameObject Spawn(GameObject prefab)
{
if (!poolDic.ContainsKey(prefab.GetInstanceID()))
{
CreateNewPool(prefab);
}
GameObject item = poolDic[prefab.GetInstanceID()].Spawn();
if (!itemDic.ContainsKey(item.GetInstanceID()))
{
itemDic.Add(item.GetInstanceID(), prefab.GetInstanceID());
}
else
{
itemDic[item.GetInstanceID()] = prefab.GetInstanceID();
}
return item;
}
/// <summary>
/// 回收对象
/// </summary>
public void Unspawn(GameObject go)
{
if (itemDic.ContainsKey(go.GetInstanceID()))
{
int id = itemDic[go.GetInstanceID()];
if (poolDic.ContainsKey(id))
{
poolDic[id].Unspawn(go);
itemDic.Remove(go.GetInstanceID());
}
else
{
Debug.LogError("回收对象失败 : " + go.name);
}
}
}
/// <summary>
/// 回收某个对象池中所有对象
/// </summary>
public void ClearPool(GameObject prefab)
{
int id = prefab.GetInstanceID();
if (poolDic.ContainsKey(id))
{
poolDic[id].UnspawnAll();
}
else
{
Debug.LogError("清空对象池失败 " + prefab.name);
}
List<int> list = new List<int>();
foreach (int key in itemDic.Keys)
{
if (itemDic[key] == id)
{
list.Add(key);
}
}
for (int i = 0; i < list.Count; i++)
{
itemDic.Remove(list[i]);
}
}
/// <summary>
/// 回收所有对象池
/// </summary>
public void ClearAll()
{
foreach (ObjectPool pool in poolDic.Values)
{
pool.UnspawnAll();
}
itemDic.Clear();
}
/// <summary>
/// 创建一个新的对象池
/// </summary>
public void CreateNewPool(GameObject prefab)
{
if (poolDic.ContainsKey(prefab.GetInstanceID()))
{
Debug.LogError("无法创建新的对象池,当前对象池已存在 : " + prefab.name);
return;
}
ObjectPool pool = new ObjectPool(prefab);
poolDic.Add(prefab.GetInstanceID(), pool);
}
/// <summary>
/// 创建一个新的对象池,并初始化
/// </summary>
public void CreateNewPool(GameObject prefab, int initSize)
{
if (poolDic.ContainsKey(prefab.GetInstanceID()))
{
Debug.LogError("无法创建新的对象池,当前对象池已存在 : " + prefab.name);
return;
}
ObjectPool pool = new ObjectPool(prefab);
pool.InitPool(initSize);
poolDic.Add(prefab.GetInstanceID(), pool);
}
/// <summary>
/// 创建一个新的对象池,并初始化,同时设定对象池最大容量
/// </summary>
public void CreateNewPool(GameObject prefab, int initSize, int maxSize)
{
if (poolDic.ContainsKey(prefab.GetInstanceID()))
{
Debug.LogError("无法创建新的对象池,当前对象池已存在 : " + prefab.name);
return;
}
ObjectPool pool = new ObjectPool(prefab, maxSize);
pool.InitPool(initSize);
poolDic.Add(prefab.GetInstanceID(), pool);
}
}
/// <summary>
/// 对象池-子池
/// </summary>
public class ObjectPool
{
//对象池元素
public GameObject prefab;
//对象池最大容量此值小于等于0时对象池动态增加不设上限
private int maxSize;
//对象池名称
public string Name
{
get { return prefab.name; }
}
//对象池当前容量
private int CurrentSize
{
get { return activeObjectList.Count + inactiveObjectList.Count; }
}
private List<GameObject> activeObjectList = new List<GameObject>(); //已用对象列表
private List<GameObject> inactiveObjectList = new List<GameObject>(); //待用对象列表
public ObjectPool(GameObject obj)
{
this.prefab = obj;
maxSize = -1;
}
public ObjectPool(GameObject obj, int maxCount)
{
this.prefab = obj;
maxSize = maxCount;
}
/// <summary>
/// 初始化对象池
/// </summary>
public void InitPool(int initSize)
{
if (maxSize > 0 && initSize > maxSize)
{
Debug.LogError("对象池初始容量不能超过其最大容量!!");
for (int i = 0; i < maxSize; i++)
{
GameObject go = GameObject.Instantiate(prefab);
go.name = prefab.name;
go.SetActive(false);
inactiveObjectList.Add(go);
}
}
else
{
for (int i = 0; i < initSize; i++)
{
GameObject go = GameObject.Instantiate(prefab);
go.name = prefab.name;
go.SetActive(false);
inactiveObjectList.Add(go);
}
}
}
/// <summary>
/// 取对象
/// </summary>
public GameObject Spawn()
{
if (inactiveObjectList.Count == 0)
{
if (maxSize > 0 && CurrentSize >= maxSize)
{
Debug.LogError("警告:对象池 " + Name + " 当前容量已达到最大设定值 : " + maxSize);
GameObject go = activeObjectList[0];
return go;
}
else
{
GameObject go = GameObject.Instantiate(prefab);
go.SetActive(true);
activeObjectList.Add(go);
return go;
}
}
else
{
GameObject go = inactiveObjectList[0];
go.SetActive(true);
inactiveObjectList.RemoveAt(0);
activeObjectList.Add(go);
return go;
}
}
/// <summary>
/// 回收对象
/// </summary>
public void Unspawn(GameObject go)
{
if (activeObjectList.Contains(go))
{
go.SetActive(false);
activeObjectList.Remove(go);
inactiveObjectList.Add(go);
}
else
{
Debug.LogError("回收对象异常,当前对象不在对象列表中!!");
}
}
/// <summary>
/// 回收池中所有对象
/// </summary>
public void UnspawnAll()
{
//回收修改
int count = activeObjectList.Count;
for (int i = 0; i < count; i++)
{
if (activeObjectList.Count >= 1)
{
Unspawn(activeObjectList[0]);
}
}
}
}

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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
using System.Collections;
using System;
using UnityEngine.Networking;
using UnityEngine.UI;
using System.Collections.Generic;
public class WebService : MonoBehaviour
{
private static WebService _instance;
public static WebService Instance
{
get
{
if (_instance == null)
{
string name = "WebService";
GameObject obj = GameObject.Find(name);
if (obj == null)
{
obj = new GameObject(name);
_instance = obj.AddComponent<WebService>();
}
else
{
_instance = obj.GetComponent<WebService>();
if (_instance == null)
{
_instance = obj.AddComponent<WebService>();
}
}
}
return _instance;
}
}
//网络图片资源缓存
private Dictionary<int, Texture2D> textureCache = new Dictionary<int, Texture2D>();
//图片下载
private Queue<LoadTextureTask> textureQueue = new Queue<LoadTextureTask>();
//图片加载完成
private bool isTextureQueueFinish = true;
void Awake()
{
DontDestroyOnLoad(this.gameObject);
}
//获取本地数据
public void GetLocalData<T>(Action<T> callback, string code = null) where T : class
{
StartCoroutine(GetLocalDataCor(callback, code));
}
IEnumerator GetLocalDataCor<T>(Action<T> callback, string code) where T : class
{
string name = "JsonData/" + typeof(T).Name;
if (code != null)
{
name += "_" + code;
}
TextAsset textAsset = Resources.Load<TextAsset>(name);
yield return new WaitForEndOfFrame();
T t = null;
if (textAsset != null)
{
try
{
t = JsonUtility.FromJson<T>(textAsset.text);
}
catch (Exception e)
{
Debug.LogError("Json反序列化异常 type = " + typeof(T) + ", Exception : " + e.ToString());
}
}
else
{
Debug.LogErrorFormat("{0}.json is not found.", typeof(T).Name);
}
if (callback != null)
{
callback.Invoke(t);
}
}
public void GetText(string url, Action<string> callback)
{
StartCoroutine(GetTextCor(url, callback));
}
IEnumerator GetTextCor(string url, Action<string> callback)
{
UnityWebRequest unityWeb = UnityWebRequest.Get(url);
unityWeb.downloadHandler = new DownloadHandlerBuffer();
unityWeb.SetRequestHeader("Authorization", "tenantCode=YBSKDQ&accessToken=7972b3c028682bb5aaeb6b388d30637656a2021c");
yield return unityWeb.SendWebRequest();
if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError)
{
callback?.Invoke(unityWeb.downloadHandler.text);
}
else
{
Debug.LogError("Web请求失败, Error : " + unityWeb.error);
}
unityWeb.Dispose();
}
//Get通信
public void Get<T>(string url, Action<T> callback) where T : class
{
StartCoroutine(GetCor(url, callback));
}
IEnumerator GetCor<T>(string url, Action<T> callback) where T : class
{
UnityWebRequest unityWeb = UnityWebRequest.Get(url);
unityWeb.downloadHandler = new DownloadHandlerBuffer();
unityWeb.SetRequestHeader("Authorization", "tenantCode=YBSKDQ&accessToken=7972b3c028682bb5aaeb6b388d30637656a2021c");
yield return unityWeb.SendWebRequest();
T t = null;
if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError)
{
try
{
t = JsonUtility.FromJson<T>(unityWeb.downloadHandler.text);
}
catch (Exception e)
{
Debug.LogError("Json反序列化异常 type = " + typeof(T) + ", Exception : " + e.ToString());
}
}
else
{
Debug.LogError("Web请求失败 type = " + typeof(T) + ", Error : " + unityWeb.error);
}
if (callback != null)
{
callback.Invoke(t);
}
unityWeb.Dispose();
}
//Post通信
public void Post<T>(string url, object obj, Action<T> callback) where T : class
{
StartCoroutine(PostCor(url, obj, callback));
}
IEnumerator PostCor<T>(string url, object obj, Action<T> callback) where T : class
{
UnityWebRequest unityWeb = new UnityWebRequest(url, "POST");
if (obj != null)
{
string json = JsonUtility.ToJson(obj);
byte[] data = System.Text.Encoding.UTF8.GetBytes(json);
unityWeb.uploadHandler = new UploadHandlerRaw(data);
}
unityWeb.downloadHandler = new DownloadHandlerBuffer();
unityWeb.SetRequestHeader("Content-Type", "application/json;charset=utf-8");
yield return unityWeb.SendWebRequest();
T t = null;
if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError)
{
try
{
t = JsonUtility.FromJson<T>(unityWeb.downloadHandler.text);
}
catch (Exception e)
{
Debug.LogError("Json反序列化异常 type = " + typeof(T) + ", Exception : " + e.ToString());
}
}
else
{
Debug.LogError("Web请求失败 type = " + typeof(T) + ", Error : " + unityWeb.error);
}
if (callback != null)
{
callback.Invoke(t);
}
unityWeb.Dispose();
}
//加载图片资源
public void GetTexture(string url, RawImage image, bool isCache = true)
{
if (url.Length == 0)
{
return;
}
int code = url.GetHashCode();
//缓存数据
if (textureCache.ContainsKey(code))
{
image.gameObject.SetActive(true);
image.texture = textureCache[code];
return;
}
//加入队列
LoadTextureTask task = new LoadTextureTask(url, image, isCache);
textureQueue.Enqueue(task);
//下载图片
if (isTextureQueueFinish)
{
StartCoroutine(GetTextureCor());
}
}
IEnumerator GetTextureCor()
{
isTextureQueueFinish = false;
LoadTextureTask task = textureQueue.Dequeue();
UnityWebRequest unityWeb = UnityWebRequestTexture.GetTexture(task.url);
yield return unityWeb.SendWebRequest();
if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError)
{
Texture2D texture = ((DownloadHandlerTexture)unityWeb.downloadHandler).texture;
//Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
task.image.gameObject.SetActive(true);
task.image.texture = texture;
//缓存
if (task.cache)
{
if (textureCache.ContainsKey(task.url.GetHashCode()))
{
textureCache[task.url.GetHashCode()] = texture;
}
else
{
textureCache.Add(task.url.GetHashCode(), texture);
}
}
}
else
{
Debug.LogError("图片加载失败失败, url : " + task.url + " error : " + unityWeb.error);
}
unityWeb.Dispose();
//递归
if (textureQueue.Count > 0)
{
StartCoroutine(GetTextureCor());
}
else
{
isTextureQueueFinish = true;
}
}
//获取AssetBundle
public void GetAssetBundle(string url, Action<AssetBundle> callback)
{
StartCoroutine(GetAssetBundleCor(url, callback));
}
IEnumerator GetAssetBundleCor(string url, Action<AssetBundle> callback)
{
UnityWebRequest unityWeb = UnityWebRequestAssetBundle.GetAssetBundle(url);
yield return unityWeb.SendWebRequest();
AssetBundle bundle = null;
if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError)
{
bundle = DownloadHandlerAssetBundle.GetContent(unityWeb);
}
else
{
Debug.LogError("Web请求失败 type = AssetBundle, Error : " + unityWeb.error);
}
if (callback != null)
{
callback.Invoke(bundle);
}
unityWeb.Dispose();
}
//判断是否在WebGL平台运行
public static bool IsRunningInWebGL()
{
return Application.platform == RuntimePlatform.WebGLPlayer;
}
}
//图片加载任务
public class LoadTextureTask
{
public string url;
public RawImage image;
public bool cache;
public LoadTextureTask(string _url, RawImage _image, bool _cache)
{
url = _url;
image = _image;
cache = _cache;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using UnityEngine.EventSystems; // 添加这一行
public class IconFollow2D : MonoBehaviour
{
//目标对象
public Transform target;
//目标位置
public Vector3 targetPos;
private Camera mainCamera;
private CanvasGroup canvas;
void Awake()
{
mainCamera = Camera.main;
canvas = GetComponent<CanvasGroup>();
if (canvas == null)
{
canvas = gameObject.AddComponent<CanvasGroup>();
}
}
void LateUpdate()
{
if (mainCamera != null)
{
if (target != null)
{
Vector3 pos = mainCamera.WorldToScreenPoint(target.position);
pos = new Vector3(pos.x, pos.y, pos.z);
transform.position = pos;
}
else if (targetPos != null)
{
Vector3 pos = mainCamera.WorldToScreenPoint(targetPos);
pos = new Vector3(pos.x, pos.y, pos.z);
transform.position = pos;
}
if (Time.frameCount % 5 == 0)
{
ResetAlpha();
}
}
}
void ResetAlpha()
{
if (transform.position.z > 0f && canvas.alpha < 0.1f)
{
canvas.alpha = 1f;
}
else if (transform.position.z < 0f && canvas.alpha > 0.9f)
{
canvas.alpha = 0f;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
/// <summary>
/// 3DUI跟随相机
/// </summary>
public class IconFollow3D : MonoBehaviour
{
public enum LookAtTye
{
//看向相机坐标
CameraPos,
//看向相机平面
CameraPlane
}
public enum RotateAxis
{
Any,
X,
Y,
Z
}
public LookAtTye lookAtTye = LookAtTye.CameraPlane;
public RotateAxis rotateAxis = RotateAxis.Any;
private bool isFollow;
private Transform mainCamera;
private Transform followTarget;
private Vector3 lookAtPos;
void Awake()
{
isFollow = true;
mainCamera = Camera.main.transform;
}
void Update()
{
if (isFollow)
{
if (followTarget != null)
{
transform.position = followTarget.position;
}
switch (lookAtTye)
{
case LookAtTye.CameraPos:
lookAtPos = mainCamera.position;
break;
case LookAtTye.CameraPlane:
lookAtPos = transform.position - mainCamera.forward;
break;
default:
break;
}
switch (rotateAxis)
{
case (RotateAxis.Any):
break;
case (RotateAxis.X):
lookAtPos.x = transform.position.x;
break;
case (RotateAxis.Y):
lookAtPos.y = transform.position.y;
break;
case (RotateAxis.Z):
lookAtPos.z = transform.position.z;
break;
}
transform.LookAt(lookAtPos);
}
}
void OnEnable()
{
isFollow = true;
}
void OnBecameVisible()
{
isFollow = true;
}
void OnBecameInvisible()
{
isFollow = false;
}
//设置跟随相机
public void SetCamera(Transform followCamera)
{
mainCamera = followCamera;
}
//设置Icon坐标
public void SetIconPos(Vector3 pos)
{
transform.position = pos;
}
//设置跟随对象
public void SetFollowTarget(Transform target)
{
followTarget = target;
if (target.Find("iconPos") != null)
{
followTarget = target.Find("iconPos");
}
}
}

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8
Assets/Scripts/Ui.meta Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LookAt : MonoBehaviour
{
private GameObject Player;
private CameraRover cameraRover;
void Awake()
{
Player = GameObject.Find("Player");
if (Player != null)
{
// 获取 Player 上挂载的 CameraRover 脚本实例
cameraRover = Player.GetComponent<CameraRover>();
}
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnMouseDown() {
cameraRover.WebCallOpenItem("iconCameraBlue_1");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using Newtonsoft.Json;
public class IconDataHolder : MonoBehaviour
{
public IconData Data;
}
public class PnlIcon : ActionBase
{
private Dictionary<PageType, List<GameObject>> iconLists = new Dictionary<PageType, List<GameObject>>
{
{ PageType.Icon01, new List<GameObject>() },
{ PageType.Icon02, new List<GameObject>() },
{ PageType.Icon03, new List<GameObject>() },
{ PageType.Icon04, new List<GameObject>() },
{ PageType.Icon05, new List<GameObject>() }
};
private Dictionary<PageType, List<IconData>> appCacheLists;
private void InitializeAppCacheLists()
{
appCacheLists = new Dictionary<PageType, List<IconData>>
{
{ PageType.Icon01, AppCache.iconPointList01 },
{ PageType.Icon02, AppCache.iconPointList02 },
{ PageType.Icon03, AppCache.iconPointList03 },
{ PageType.Icon04, AppCache.iconPointList04 },
{ PageType.Icon05, AppCache.iconPointList05 }
};
}
private Dictionary<PageType, string> textPrefixes = new Dictionary<PageType, string>
{
{ PageType.Icon01, "gnss监测" },
{ PageType.Icon02, "环境监测" },
{ PageType.Icon03, "裂缝监测" },
{ PageType.Icon04, "加速度振动监测" },
{ PageType.Icon05, "应变计监测" }
};
private Dictionary<PageType, string> prefabPaths = new Dictionary<PageType, string>
{
{ PageType.Icon01, "Icon2D/iconPrefab" },
{ PageType.Icon02, "Icon2D/iconPrefab" },
{ PageType.Icon03, "Icon2D/iconPrefab" },
{ PageType.Icon04, "Icon2D/iconPrefab" },
{ PageType.Icon05, "Icon2D/iconPrefab" }
};
private static readonly Dictionary<PageType, string> IconMapping = new Dictionary<PageType, string>
{
{ PageType.Icon01, "MT013" },
{ PageType.Icon02, "MT035" },
{ PageType.Icon03, "MT015" },
{ PageType.Icon04, "MT025" },
{ PageType.Icon05, "MT019" }
};
private GameObject Player;
private CameraRover cameraRover;
void Awake()
{
Player = GameObject.Find("Player");
if (Player != null)
{
// 获取 Player 上挂载的 CameraRover 脚本实例
cameraRover = Player.GetComponent<CameraRover>();
}
}
void Update()
{
}
public override void Init()
{
gameObject.SetActive(true);
}
public override void RegisterAction()
{
GameEvent.OpenPage += Open;
GameEvent.ClosePage += Close;
}
public override void RemoveAction()
{
GameEvent.OpenPage -= Open;
GameEvent.ClosePage -= Close;
}
void Open(PageType type)
{
// Debug.Log(type);
OpenIcon(type);
}
void Close(PageType type)
{
CloseIcon(type);
}
// void OpenIcon(PageType type)
// { // 确保 AppCache 列表已初始化
// if (!IsAppCacheInitialized())
// {
// // Debug.LogError("AppCache 列表未初始化!");
// return;
// }
// // 确保 appCacheLists 已初始化
// if (appCacheLists == null)
// {
// InitializeAppCacheLists();
// }
// if (!appCacheLists.ContainsKey(type) || appCacheLists[type] == null)
// {
// // Debug.LogError($"类型 {type} 的列表为空或不存在!");
// return;
// }
// List<IconData> iconDataList = appCacheLists[type];
// string prefabPath = prefabPaths[type];
// string textPrefix = textPrefixes[type];
// for (int i = 0; i < iconDataList.Count; i++)
// {
// IconData iconData = iconDataList[i];
// // 确保数据有效
// if (iconData == null || iconData.iconTransform == null)
// continue;
// // 预制体对象
// GameObject prefab = Resources.Load<GameObject>(prefabPath);
// GameObject icon = PoolManager.Instance.Spawn(prefab);
// // 使用 iconTransform 的 name 和 position
// icon.name = iconData.iconName;
// icon.transform.SetParent(transform);
// icon.transform.localScale = Vector3.one * 0.8f;
// icon.GetComponent<IconFollow2D>().targetPos = iconData.iconTransform.position;
// Transform txtMsgTransform = FindChildRecursive(icon.transform, "txtMsg");
// Text textComponent = txtMsgTransform.GetComponent<Text>();
// textComponent.text = icon.name;
// iconLists[type].Add(icon);
// EventListener.AddPointerClickListener(icon, (clickEventData) => OnIconClick(iconData)); ;
// }
// }
void OpenIcon(PageType type)
{
if (!IsAppCacheInitialized())
{
// Debug.LogError("AppCache 列表未初始化!");
return;
}
// 确保 appCacheLists 已初始化
if (appCacheLists == null)
{
InitializeAppCacheLists();
}
if (!appCacheLists.ContainsKey(type) || appCacheLists[type] == null)
{
// Debug.LogError($"类型 {type} 的列表为空或不存在!");
return;
}
List<IconData> iconDataList = appCacheLists[type];
string prefabPath = prefabPaths[type];
// 1. 提前加载预制体和精灵资源,避免重复加载
GameObject prefab = Resources.Load<GameObject>(prefabPath);
Sprite iconSprite = Resources.Load<Sprite>($"icons/{IconMapping[type]}");
// 检查资源是否成功加载
if (prefab == null || iconSprite == null)
{
Debug.LogError($"资源加载失败: Prefab={prefabPath}, Sprite=icons/{IconMapping[type]}");
return;
}
// 2. 初始化列表(如果需要)
if (iconLists[type] == null)
iconLists[type] = new List<GameObject>();
// 3. 使用协程分帧创建对象,减少单帧压力
StartCoroutine(CreateIconsOverTime(type, iconDataList, prefab, iconSprite));
}
IEnumerator CreateIconsOverTime(PageType type, List<IconData> iconDataList, GameObject prefab, Sprite iconSprite)
{
int batchSize = 5; // 每帧创建的对象数量
int framesBetweenBatches = 1; // 创建批次之间的帧数
for (int i = 0; i < iconDataList.Count; i++)
{
IconData iconData = iconDataList[i];
if (iconData == null || iconData.iconTransform == null)
continue;
// 从对象池生成图标
GameObject icon = PoolManager.Instance.Spawn(prefab);
SetupIcon(icon, iconData, iconSprite);
iconLists[type].Add(icon);
// 控制创建速率
if ((i + 1) % batchSize == 0)
{
// 每创建batchSize个对象后等待几帧
for (int f = 0; f < framesBetweenBatches; f++)
yield return null;
}
}
// 4. 加载完成后强制垃圾回收
yield return new WaitForSeconds(0.5f);
Resources.UnloadUnusedAssets();
System.GC.Collect();
}
void SetupIcon(GameObject icon, IconData iconData, Sprite iconSprite)
{
// 设置图标基本属性
icon.name = iconData.iconName;
icon.transform.SetParent(transform);
icon.transform.localScale = Vector3.one * 0.8f;
icon.GetComponent<IconFollow2D>().targetPos = iconData.iconTransform.position;
// 获取并设置文本组件
Transform txtMsgTransform = FindChildRecursive(icon.transform, "txtMsg");
Text textComponent = txtMsgTransform.GetComponent<Text>();
textComponent.text = icon.name;
// 设置图标背景
Transform iconBgTransform = FindChildRecursive(icon.transform, "iconBg");
Image iconBgImage = iconBgTransform.GetComponent<Image>();
iconBgImage.sprite = iconSprite;
// 添加点击事件
EventListener.AddPointerClickListener(icon, (clickEventData) => OnIconClick(iconData));
}
private bool IsAppCacheInitialized()
{
return AppCache.iconPointList01 != null &&
AppCache.iconPointList02 != null &&
AppCache.iconPointList03 != null &&
AppCache.iconPointList04 != null &&
AppCache.iconPointList05 != null;
}
void CloseIcon(PageType type)
{
if (!iconLists.ContainsKey(type))
{
return;
}
for (int i = 0; i < iconLists[type].Count; i++)
{
PoolManager.Instance.Unspawn(iconLists[type][i]);
}
iconLists[type].Clear();
}
private Transform FindChildRecursive(Transform parent, string name)
{
foreach (Transform child in parent)
{
if (child.name == name)
return child;
// 递归查找子对象的子对象
Transform found = FindChildRecursive(child, name);
if (found != null)
return found;
}
return null;
}
void OnIconClick(IconData iconData)
{
if (iconData != null && cameraRover != null)
{
cameraRover.StartCoroutine(cameraRover.CallOpenItem(iconData.cameraTransform));
cameraRover.SetTargetPosition(iconData.iconTransform.position);
// Debug.Log($"点击的图标信息:");
// Debug.Log($"device_sn: {iconData.device_sn}");
// Debug.Log($"iconName: {iconData.iconName}");
// Debug.Log($"identifier: {iconData.identifier}");
// Debug.Log($"iconTransform: {iconData.iconTransform}");
// Debug.Log($"cameraName: {iconData.cameraName}");
// Debug.Log($"cameraTransform: {iconData.cameraTransform.position}");
StartCoroutine(WaitForFlightCompletion(iconData));
cameraRover.StartCoroutine(cameraRover.CallOpenItem(iconData.cameraTransform));
}
else
{
Debug.LogWarning("点击的图标没有关联的 IconData");
}
}
private IEnumerator WaitForFlightCompletion(IconData iconData)
{
// 等待飞行结束
while (!cameraRover.isFlightCompleted)
{
yield return null;
}
// 飞行结束,执行网络请求和数据发送操作
string BASE_URL = "/api.php/Device/deviceDetail?device_sn=" + iconData.device_sn + "&identifier=" + iconData.identifier;
string url = WebService.IsRunningInWebGL() ? BASE_URL : AppCache.url + BASE_URL;
WebService.Instance.Get<JsonDetails>(url, delegate (JsonDetails details)
{
var dataToSend = new DataToSend
{
dataItem = details.result,
iconName = iconData.iconName
};
string jsonData = JsonConvert.SerializeObject(dataToSend);
// Debug.Log("序列化后的JSON: " + jsonData);
Application.ExternalCall("sendDataToVue", jsonData);
cameraRover.SetFlightCompleted(false);
});
}
}

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using DG.Tweening;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PnlMain : ActionBase
{
private const int ButtonCount = 6;
private List<Button> buttons = new List<Button>();
private GameObject Player;
private ControlMove ControlMove;
private List<Action> clickActions = new List<Action>();
// 定义一个结构体来存储动态参数
private struct PageActionParams
{
public List<PageType> closePageTypes; // 存储需要关闭的所有页面类型
public List<PageType> openPageType; // 存储需要打开的所有页面类型
public PageType actionPageType;
public float openDelay;
public string buttonName; // 存储按钮名称,避免复杂的条件判断
}
private List<PageActionParams> pageActionParamsList = new List<PageActionParams>
{
new PageActionParams
{
closePageTypes = new List<PageType> { PageType.Icon01,PageType.Icon02, PageType.Icon03, PageType.Icon04, PageType.Icon05 },
openPageType = new List<PageType> { PageType.Icon01,PageType.Icon02, PageType.Icon03, PageType.Icon04, PageType.Icon05 },
actionPageType = PageType.Camera1,
openDelay = 1f,
buttonName = "all"
},
new PageActionParams
{
closePageTypes = new List<PageType> { PageType.Icon01,PageType.Icon02, PageType.Icon03, PageType.Icon04, PageType.Icon05 },
openPageType = new List<PageType> { PageType.Icon01 },
actionPageType = PageType.Camera1,
openDelay = 1f,
buttonName = "gnss"
},
new PageActionParams
{
closePageTypes = new List<PageType> { PageType.Icon01,PageType.Icon02, PageType.Icon03, PageType.Icon04, PageType.Icon05 },
openPageType = new List<PageType> { PageType.Icon02 },
actionPageType = PageType.Camera1,
openDelay = 1f,
buttonName = "环境量监测"
},
new PageActionParams
{
closePageTypes = new List<PageType> { PageType.Icon01, PageType.Icon02,PageType.Icon03, PageType.Icon04, PageType.Icon05 },
openPageType = new List<PageType> { PageType.Icon03 },
actionPageType = PageType.Camera1,
openDelay = 1f,
buttonName = "测缝针监测"
},
new PageActionParams
{
closePageTypes = new List<PageType> { PageType.Icon01, PageType.Icon02, PageType.Icon03,PageType.Icon04, PageType.Icon05 },
openPageType = new List<PageType> { PageType.Icon04 },
actionPageType = PageType.Camera1,
openDelay = 1f,
buttonName = "加速度振动监测"
},
new PageActionParams
{
closePageTypes = new List<PageType> { PageType.Icon01, PageType.Icon02, PageType.Icon03, PageType.Icon04,PageType.Icon05 },
openPageType = new List<PageType> { PageType.Icon05 },
actionPageType = PageType.Camera2,
openDelay = 1f,
buttonName = "应变计监测"
}
};
public override void Init()
{
Player = GameObject.Find("Player");
if (Player != null)
{
// 获取 Player 上挂载的 CameraRover 脚本实例
ControlMove = Player.GetComponent<ControlMove>();
}
for (int i = 1; i <= ButtonCount; i++)
{
string buttonName = $"btnPage{i}";
Button button = transform.Find(buttonName).GetComponent<Button>();
buttons.Add(button);
int index = i - 1;
button.onClick.AddListener(() => OnButtonClick(index));
}
for (int i = 0; i < ButtonCount; i++)
{
int index = i;
clickActions.Add(() =>
{
Debug.Log($"我点击了按钮{pageActionParamsList[index].buttonName}");
OnButtonClickCommon(index);
});
}
gameObject.SetActive(true);
}
void OnButtonClick(int index)
{
for (int i = 0; i < buttons.Count; i++)
{
buttons[i].interactable = i != index;
}
if (index < clickActions.Count)
{
clickActions[index].Invoke();
}
}
void OnButtonClickCommon(int index)
{
if (index < pageActionParamsList.Count)
{
var paramsData = pageActionParamsList[index];
// 关闭所有需要关闭的页面
if (paramsData.closePageTypes != null && paramsData.closePageTypes.Count > 0)
{
foreach (var pageType in paramsData.closePageTypes)
{
AppCache.ClosePage(pageType);
}
}
// 打开所有需要打开的页面
if (paramsData.openPageType != null && paramsData.openPageType.Count > 0)
{
foreach (var pageType in paramsData.openPageType)
{
AppCache.OpenPageDelay(pageType, paramsData.openDelay);
}
}
if (paramsData.actionPageType != default(PageType))
{
ActionCenter.Instance.DoAction(GameEvent.OpenPage, paramsData.actionPageType);
}
}
}
public void TriggerButtonClick(string buttonName)
{
for (int i = 0; i < pageActionParamsList.Count; i++)
{
if (pageActionParamsList[i].buttonName == buttonName)
{
OnButtonClick(i);
break;
}
}
}
public override void RegisterAction()
{
}
public override void RemoveAction()
{
}
}

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