Browse Source

添加楼层切换

gaoceng
曹衍涛 5 years ago
parent
commit
ba1a82401e
  1. 212
      Assets/Editor/SceneTool.cs
  2. 11
      Assets/Editor/SceneTool.cs.meta
  3. 4
      Assets/LZLD_Scene.prefab
  4. 8
      Assets/MscPublic.meta
  5. 8
      Assets/MscPublic/Assets.meta
  6. 8
      Assets/MscPublic/Assets/Arts.meta
  7. 8
      Assets/MscPublic/Assets/Arts/Font.meta
  8. BIN
      Assets/MscPublic/Assets/Arts/Font/MSYH.TTC
  9. 22
      Assets/MscPublic/Assets/Arts/Font/MSYH.TTC.meta
  10. 8
      Assets/MscPublic/Assets/Arts/Textures.meta
  11. 8
      Assets/MscPublic/Assets/Arts/Textures/Common.meta
  12. BIN
      Assets/MscPublic/Assets/Arts/Textures/Common/翻页向左选中(单).png
  13. 110
      Assets/MscPublic/Assets/Arts/Textures/Common/翻页向左选中(单).png.meta
  14. 8
      Assets/MscPublic/Assets/Arts/Textures/Examiner.meta
  15. BIN
      Assets/MscPublic/Assets/Arts/Textures/Examiner/树展开.png
  16. 110
      Assets/MscPublic/Assets/Arts/Textures/Examiner/树展开.png.meta
  17. 8
      Assets/MscPublic/Assets/Arts/Textures/MainScene.meta
  18. BIN
      Assets/MscPublic/Assets/Arts/Textures/MainScene/EqBG.png
  19. 99
      Assets/MscPublic/Assets/Arts/Textures/MainScene/EqBG.png.meta
  20. 8
      Assets/MscPublic/Assets/Resources.meta
  21. 8
      Assets/MscPublic/Assets/Resources/UI.meta
  22. 553
      Assets/MscPublic/Assets/Resources/UI/FloorItem.prefab
  23. 7
      Assets/MscPublic/Assets/Resources/UI/FloorItem.prefab.meta
  24. 8
      Assets/MscPublic/Assets/Scripts.meta
  25. 8
      Assets/MscPublic/Assets/Scripts/MainScene.meta
  26. 8
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule.meta
  27. 18
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/AreaNameDic.cs
  28. 11
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/AreaNameDic.cs.meta
  29. 15
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/FloorMessage.cs
  30. 11
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/FloorMessage.cs.meta
  31. 1790
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/FloorPanel.prefab
  32. 7
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/FloorPanel.prefab.meta
  33. 327
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/FloorsPanelManager.cs
  34. 11
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/FloorsPanelManager.cs.meta
  35. 38
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/GetAreaTargetManager.cs
  36. 11
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/GetAreaTargetManager.cs.meta
  37. 161
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/UIFloor.cs
  38. 11
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/UIFloor.cs.meta

212
Assets/Editor/SceneTool.cs

@ -0,0 +1,212 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.AI;
using System.IO;
using System.Text;
using System;
public class SceneToolFloor
{
[MenuItem("SceneTool/SetFloorMessage")]//添加FloorMessage脚本绑定楼层信息
public static void SetFloorMessage()
{
Transform neiParent = GameObject.Find("shinei").transform.GetChild(0);
for (int i = 0; i < neiParent.childCount; i++)
{
//Debug.Log(neiParent.GetChild(i).name);
if (!neiParent.GetChild(i).GetComponent<FloorMessage>())
{
neiParent.GetChild(i).gameObject.AddComponent<FloorMessage>();
}
FloorMessage msg = neiParent.GetChild(i).GetComponent<FloorMessage>();
msg.targetTrans = GetTarget(neiParent.GetChild(i));
msg.buildNum = neiParent.name;
if (!neiParent.GetChild(i).name.ToLower().Contains("m"))
{
string floornum = neiParent.GetChild(i).name.Substring
(neiParent.GetChild(i).name.ToLower().IndexOf("nei") + 3/*, neiParent.GetChild(i).name.Length - 4*/);
msg.floorNum = int.Parse(floornum);
msg.interlayerNum = 0;
}
else
{
msg.floorNum = int.Parse(neiParent.GetChild(i).name.Substring
(neiParent.GetChild(i).name.ToLower().IndexOf("nei") + 3, neiParent.GetChild(i).name.ToLower().IndexOf("m")
- neiParent.GetChild(i).name.ToLower().IndexOf("nei") - 4));
msg.interlayerNum = int.Parse(neiParent.GetChild(i).name.Substring
(neiParent.GetChild(i).name.ToLower().IndexOf("m") + 1, neiParent.GetChild(i).name.Length -
neiParent.GetChild(i).name.ToLower().IndexOf("m") - 1));
}
}
Transform waiParent = GameObject.Find("shiwai").transform.GetChild(0);
for (int i = 0; i < waiParent.childCount; i++)
{
//Debug.Log(waiParent.GetChild(i).name);
if (!waiParent.GetChild(i).GetComponent<FloorMessage>())
{
waiParent.GetChild(i).gameObject.AddComponent<FloorMessage>();
}
FloorMessage msg = waiParent.GetChild(i).GetComponent<FloorMessage>();
msg.buildNum = waiParent.name;
if (!waiParent.GetChild(i).name.ToLower().Contains("m"))
{
string floornum = waiParent.GetChild(i).name.Substring
(waiParent.GetChild(i).name.ToLower().IndexOf("wai") + 3/*, waiParent.GetChild(i).name.Length - 4*/);
msg.floorNum = int.Parse(floornum);
msg.interlayerNum = 0;
}
else
{
msg.floorNum = int.Parse(waiParent.GetChild(i).name.Substring
(waiParent.GetChild(i).name.ToLower().IndexOf("wai") + 4, waiParent.GetChild(i).name.ToLower().IndexOf("m")
- waiParent.GetChild(i).name.ToLower().IndexOf("wai") - 4));
msg.interlayerNum = int.Parse(waiParent.GetChild(i).name.Substring
(waiParent.GetChild(i).name.ToLower().IndexOf("m") + 1, waiParent.GetChild(i).name.Length -
waiParent.GetChild(i).name.ToLower().IndexOf("m") - 1));
}
}
}
static Transform GetTarget(Transform parent)
{
for (int i = 0; i < parent.childCount; i++)
{
if (parent.GetChild(i).name.ToLower().Contains("_floor")
|| parent.GetChild(i).name.ToLower().Contains("-floor")
)
{
return parent.GetChild(i);
}
}
return parent;
}
[MenuItem("SceneTool/SetNavLayershinei")]//添加寻路层(选中shinei对象设置,注:扶梯情况特殊没有包含)
public static void SetNavLayer()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].name.ToLower().Contains("_floor") ||//地面
obj[i].name.ToLower().Contains("_floor"))
{
Debug.Log(obj[i].name);
// obj[i].gameObject.layer = LayerMask.NameToLayer("SoldierRoad");
// if (!obj[i].gameObject.GetComponent<MeshCollider>())
// {
// obj[i].gameObject.AddComponent<MeshCollider>();
// }
// if (!obj[i].gameObject.GetComponent<PathFindable>())
// {
// obj[i].gameObject.AddComponent<PathFindable>();
// }
// if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
// {
// obj[i].gameObject.AddComponent<CloneGameObjInfo>();
// }
// if (!obj[i].gameObject.GetComponent<CloneableEnums>())
// {
// obj[i].gameObject.AddComponent<CloneableEnums>();
// }
// CloneableEnums enumParent = obj[i].gameObject.GetComponent<CloneableEnums>();
// GameObject CarRoad = GameObject.Find("FloorNei");
// var CloneableEnums = CarRoad.GetComponent<CloneableEnums>();
// enumParent.CloneableTypes = CloneableEnums.CloneableTypes;
// if (obj[i].parent.GetComponent<FloorMessage>())
// {
// FloorMessage fmg = obj[i].parent.GetComponent<FloorMessage>();
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject;
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum;
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum;
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum;
// }
// if (obj[i].parent.parent.GetComponent<FloorMessage>())
// {
// FloorMessage fmg = obj[i].parent.parent.GetComponent<FloorMessage>();
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject;
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum;
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum;
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum;
// }
//}
//if (obj[i].name.ToLower().Contains("_wall") ||//墙面
// obj[i].name.ToLower().Contains("_wall"))
//{
// obj[i].gameObject.layer = LayerMask.NameToLayer("SoldierRoad");
// if (!obj[i].gameObject.GetComponent<NavMeshModifier>())
// {
// obj[i].gameObject.AddComponent<NavMeshModifier>();
// }
// NavMeshModifier mod = obj[i].gameObject.GetComponent<NavMeshModifier>();
// mod.overrideArea = true;
// mod.area = 1;
// if (!obj[i].gameObject.GetComponent<MeshCollider>())
// {
// obj[i].gameObject.AddComponent<MeshCollider>();
// }
//}
//if (obj[i].name.ToLower().Contains("lt"))//楼梯
//{
// obj[i].gameObject.layer = LayerMask.NameToLayer("SoldierRoad");
// if (!obj[i].gameObject.GetComponent<MeshCollider>())
// {
// obj[i].gameObject.AddComponent<MeshCollider>();
// }
// if (!obj[i].gameObject.GetComponent<PathFindable>())
// {
// obj[i].gameObject.AddComponent<PathFindable>();
// }
}
}
}
[MenuItem("SceneTool/GetNavLayerCarRoad")]
public static void GetNavLayerCarRoad()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].gameObject.layer == LayerMask.NameToLayer("CarRoad"))
{
// if (!obj[i].gameObject.GetComponent<NavMeshModifier>())
{
Debug.Log(obj[i].name);
}
}
}
}
}
[MenuItem("SceneTool/ReadCloneTypes")]
static void ReadCloneTypes()
{
string path = Application.dataPath + "/Floors.txt";
string str = File.ReadAllText(path, Encoding.UTF8);
string[] EnumStrList = str.Split(',');
//List<CloneObjType> EnmuList = new List<CloneObjType>();
//foreach (var item in EnumStrList)
//{
// if (!string.IsNullOrEmpty(item))
// {
// CloneObjType type = (CloneObjType)Enum.Parse(typeof(CloneObjType), item);
// EnmuList.Add(type);
// }
//}
//GameObject CarRoad = GameObject.Find("FloorNei");
//if (!CarRoad.GetComponent<CloneableEnums>())
//{
// CarRoad.AddComponent<CloneableEnums>();
//}
//var CloneableEnums = CarRoad.GetComponent<CloneableEnums>();
//CloneableEnums.CloneableTypes = EnmuList;
}
[MenuItem("SceneTool/AddColider")]
static void AddColider()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
Debug.Log(obj[0].name);
}
}
}

11
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AreaNameDic
{
public static Dictionary<string, string> NameDic;
public static string GetAreaName(string area)
{
if (NameDic==null)
{
NameDic = new Dictionary<string, string>();
NameDic.Add("LZLD", "绿地置业");
}
return NameDic[area];
}
}

11
Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/AreaNameDic.cs.meta

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15
Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/FloorMessage.cs

@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FloorMessage : MonoBehaviour
{
// Use this for initialization
//使用方法:将脚本挂在场景中每一层的室内结构和室外结构的父对象上
//功能:记录建筑每层结构的层信息
public string buildNum;//楼号
public int floorNum;//层号
public int interlayerNum;//夹层号,0表示不是夹层,1表示第一个夹层
public Transform targetTrans;//切楼层时候用来定位的目标点
}

11
Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/FloorMessage.cs.meta

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1790
Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/FloorPanel.prefab

File diff suppressed because it is too large Load Diff

7
Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/FloorPanel.prefab.meta

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327
Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/FloorsPanelManager.cs

@ -0,0 +1,327 @@
//using AX.MessageSystem;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class FloorsPanelManager : MonoBehaviour
{
public Transform NeiParent;
public Transform WaiParent;
public List<FloorMessage> AllNei;//存储所有楼层内层信息
public List<FloorMessage> AllWai;//存储所有楼层的外层信息
public Transform FloorBtnsParentPanel;//所有楼层按钮显示的父对象
public GameObject FloorBtnPrefab;
private ToggleGroup ParentToggleGroup;
private ButtonRecordByAC OutBtn;
private ButtonRecordByAC InBtn;
public Scrollbar scrollbar;
private List<UIFloor> ParentArea = new List<UIFloor>();
public FloorData CurrentFloor = new FloorData();
public bool FloorsOut = true;//默认展开
void Awake()
{
LoadBuildingCompleted();
//MessageDispatcher.AddListener("LoadBuildingCompleted", LoadBuildingCompleted);//发送场景加载完成消息
//gameObject.SetActive(false);
}
//private void RecordFrameFloors(IMessage obj)
//{
// var objectDatas = (List<ObjectData>)obj.Data;
// UIFloorFrameData data = new UIFloorFrameData();
// data.scrollvalue = scrollbar.value;
// data.isOut = FloorsOut;
// data.recordFrameType = RecordFrameType.UIFloor;
// data.time = RecordData.GetRecordTimer();
// data.floorNum = CurrentFloor.floorNum;
// data.buildNum = CurrentFloor.buildNum;
// data.interlayerNum = CurrentFloor.interlayerNum;
// data.isOn = CurrentFloor.isOn;
// objectDatas.Add(DeepCloneTool.DeepClone(data));
//}
private void scrollbar_valueChanged(float value)
{
// AddPosRecordData();
}
//private void AddPosRecordData()
//{
// if (RecordData.isRecording())
// {
// var eventData = new UIFloorPosEventData();
// eventData.time = RecordData.GetRecordTimer();
// eventData.eventType = RecordEventType.FloorsPanelPos;
// eventData.scrollvalue = scrollbar.value;
// eventData.isOut = FloorsOut;
// RecordData.AddRecordEventData(eventData);
// }
//}
private void InBtn_Click()
{
FloorsOut = false;
// AddPosRecordData();
}
private void OutBtn_Click()
{
FloorsOut = true;
//AddPosRecordData();
//foreach (Transform item in FloorBtnsParentPanel)
//{
// if (item.GetComponent<UIFloor>().floorNum == 0)
// {
// if (item.GetComponent<Toggle>().isOn)
// {
// item.GetComponent<Toggle>().isOn = false;
// }
// }
//}
}
//private void OnDestroy()
//{
// MessageDispatcher.RemoveListener("GAMEOBJ_RECORD", RecordFrameFloors);
// MessageDispatcher.RemoveListener("GAMEOBJ_LOAD", ReplayFrameFloors);
// MessageDispatcher.RemoveListener("LoadBuildingCompleted", LoadBuildingCompleted);//发送场景加载完成消息
//}
private void LoadBuildingCompleted(/*IMessage obj*/)
{
bool ok = Initialization();
if (!ok)
return;
else
gameObject.SetActive(true);
OutBtn = GetComponent<UIMoveManager>().MoveOut;
InBtn = GetComponent<UIMoveManager>().MoveIn;
scrollbar = transform.Find("Scroll View/Scrollbar Vertical").GetComponent<Scrollbar>();
scrollbar.onValueChanged.AddListener(scrollbar_valueChanged);
OutBtn.OutInterFaceButton =OutBtn_Click;
InBtn.OutInterFaceButton=(InBtn_Click);
//MessageDispatcher.AddListener("ReplayEvent", ReplayEventFloors);
//MessageDispatcher.AddListener("GAMEOBJ_RECORD", RecordFrameFloors);
//MessageDispatcher.AddListener("GAMEOBJ_LOAD", ReplayFrameFloors);
}
//private void ReplayEventFloors(IMessage obj)
//{
// var eventData = (EventData)obj.Data;
// if (eventData.eventType == RecordEventType.FloorsPanelPos)
// {
// UIFloorPosEventData data = (UIFloorPosEventData)obj.Data;
// if (!data.isOut)
// {
// if (FloorsOut)
// {
// FloorsOut = data.isOut;
// InBtn_Click();
// GetComponent<UIMoveManager>().MoveIn_Click();
// }
// }
// else
// {
// if (!FloorsOut)
// {
// FloorsOut = data.isOut;
// OutBtn_Click();
// GetComponent<UIMoveManager>().MoveOut_Click();
// }
// }
// scrollbar.value = data.scrollvalue;
// }
// else if (eventData.eventType == RecordEventType.UIFloor)
// {
// UIFloorEventData eventdata = (UIFloorEventData)obj.Data;
// CurrentFloor.buildNum = eventdata.buildNum;
// CurrentFloor.floorNum = eventdata.floorNum;
// CurrentFloor.interlayerNum = eventdata.interlayerNum;
// CurrentFloor.isOn = eventdata.isOn;
// Setting(CurrentFloor);
// }
//}
//private void ReplayFrameFloors(IMessage obj)
//{
// var objectData = (ObjectData)obj.Data;
// if (objectData.recordFrameType == RecordFrameType.UIFloor)
// {
// UIFloorFrameData framedata = (UIFloorFrameData)obj.Data;
// if (!framedata.isOut)
// {
// if (FloorsOut)
// {
// FloorsOut = framedata.isOut;
// InBtn_Click();
// GetComponent<UIMoveManager>().MoveIn_Click();
// }
// }
// else
// {
// if (!FloorsOut)
// {
// FloorsOut = framedata.isOut;
// OutBtn_Click();
// GetComponent<UIMoveManager>().MoveOut_Click();
// }
// }
// scrollbar.value = framedata.scrollvalue;
// CurrentFloor.buildNum = framedata.buildNum;
// CurrentFloor.floorNum = framedata.floorNum;
// CurrentFloor.interlayerNum = framedata.interlayerNum;
// CurrentFloor.isOn = framedata.isOn;
// Setting(CurrentFloor);
// }
//}
private void Setting(FloorData data)
{
if (string.IsNullOrEmpty(data.buildNum) || data.isOn == false)
{
foreach (var item in ParentArea)
{
if (item.GetComponent<Toggle>().isOn)
{
item.GetComponent<Toggle>().isOn = false;
}
}
return;
}
UIFloor parent = null;
foreach (var item in ParentArea)
{
if (item.GetComponent<Toggle>().isOn)
{
item.GetComponent<Toggle>().isOn = false;
}
if (item.buildNum == data.buildNum)
parent = item;
}
if (Mathf.Abs(data.floorNum) == 0)
{
parent.GetComponent<Toggle>().isOn = true;
}
else
{
parent.GetComponent<Toggle>().isOn = true;
foreach (var item in parent.MyChildFloors)
{
if (item.GetComponent<UIFloor>().floorNum == data.floorNum
&& item.GetComponent<UIFloor>().interlayerNum == data.interlayerNum)
{
item.GetComponent<Toggle>().isOn = true;
}
}
}
}
private bool Initialization()//初始化数据信息
{
string path = "LZLD_Scene";// LoadBuilding.GetInstance().building.PrefabName;
NeiParent = GameObject.Find(path).transform.Find("shinei");
WaiParent = GameObject.Find(path).transform.Find("shiwai");
if (NeiParent == null && WaiParent == null)//如果没有可以切层的层级目录直接隐藏切楼层菜单
{
//gameObject.SetActive(false);
return false;
}
if (FloorBtnPrefab == null)
{
FloorBtnPrefab = Resources.Load("UI/FloorItem") as GameObject;
}
foreach (Transform item in FloorBtnsParentPanel)
{
Destroy(item.gameObject);
}
if (GetComponent<ToggleGroup>())
ParentToggleGroup = GetComponent<ToggleGroup>();
else
ParentToggleGroup = gameObject.AddComponent<ToggleGroup>();
ParentToggleGroup.allowSwitchOff = true;
if (NeiParent)
{
var MaxNumNei = NeiParent.transform.childCount;
for (int i = 0; i < MaxNumNei; i++)
{
Transform child = NeiParent.GetChild(i);
GameObject floorBtnParent = Instantiate(FloorBtnPrefab, FloorBtnsParentPanel);
ToggleGroup floorBtnParentGroup = floorBtnParent.AddComponent<ToggleGroup>();
floorBtnParentGroup.allowSwitchOff = true;
UIFloor floorParent = floorBtnParent.GetComponent<UIFloor>();
floorParent.GetComponent<Toggle>().group = ParentToggleGroup;
floorParent.MyText.text = AreaNameDic.GetAreaName(child.name);
floorParent.buildNum = child.name;
floorParent.floorNum = 0;
floorParent.interlayerNum = 0;
floorParent.HasChild.SetActive(true);
floorParent.floorsPanelManager = this;
floorParent.MyTarget = GetAreaTargetManager.Instance.GetTarget(child.name);
ParentArea.Add(floorParent);
var childNum = child.transform.childCount;
for (int j = 0; j < childNum; j++)
{
Transform childchild = child.GetChild(j);
GameObject floorBtn = Instantiate(FloorBtnPrefab, FloorBtnsParentPanel);
UIFloor floor = floorBtn.GetComponent<UIFloor>();
floor.GetComponent<Toggle>().group = floorBtnParentGroup;
FloorMessage msg = childchild.GetComponent<FloorMessage>();
floor.MyTarget = msg.targetTrans;
floor.buildNum = msg.buildNum;
floor.buildNum = msg.buildNum;
floor.floorNum = msg.floorNum;
floor.interlayerNum = msg.interlayerNum;
floor.MyText.text = GetName(floor.floorNum, floor.interlayerNum);
floor.floorsPanelManager = this;
floorBtn.gameObject.SetActive(false);
floorParent.MyChildFloors.Add(floorBtn.transform);
if (msg != null)
AllNei.Add(msg);
}
}
}
if (WaiParent)
{
var MaxNumWai = WaiParent.childCount;
for (int i = 0; i < MaxNumWai; i++)
{
Transform child = WaiParent.GetChild(i);
var childNum = child.transform.childCount;
for (int j = 0; j < childNum; j++)
{
Transform childchild = child.GetChild(j);
FloorMessage msg = childchild.GetComponent<FloorMessage>();
if (msg != null)
AllWai.Add(msg);
}
}
}
return true;
}
private string GetName(int floorNum, int interlayerNum)
{
string result = "";
if (floorNum < 0)
{
result += "B";
floorNum = -floorNum;
}
else
{
result += "F";
}
result += floorNum.ToString();
if (interlayerNum > 0)
{
result += "M";
result += interlayerNum.ToString();
}
return result;
}
}

11
Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/FloorsPanelManager.cs.meta

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38
Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/GetAreaTargetManager.cs

@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GetAreaTargetManager : MonoBehaviour
{
public Vector3 cameraInitPos = new Vector3();//相机Target初始位置
public float initDis;//相机离Target距离的初始值
public float init_X;//相机水平旋转初始值
public float init_Y;//相机竖直旋转初始值
public static GetAreaTargetManager Instance;
[SerializeField]
private List<Transform> children;
private void Awake()
{
children = new List<Transform>();
foreach (Transform item in transform)
{
children.Add(item);
}
Instance = this;
}
public Transform GetTarget(string name)
{
Transform result = null;
foreach (var item in children)
{
if (item.name == name)
{
result = item;
break;
}
}
return result;
}
}

11
Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/GetAreaTargetManager.cs.meta

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161
Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/UIFloor.cs

@ -0,0 +1,161 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//using AX.MessageSystem;
using UnityEngine.UI;
using System.Linq;
//using AX.InputSystem;
public struct FloorData
{
public string buildNum;//楼号
public int floorNum;//层号
public int interlayerNum;//夹层号,0表示不是夹层,1表示第一个夹层
public bool isOn;
}
public class UIFloor : BaseToggle
{
//楼层切换UI,发送楼层切换消息
public string buildNum;//楼号
public int floorNum;//层号
public int interlayerNum;//夹层号,0表示不是夹层,1表示第一个夹层
public List<Transform> MyChildFloors = new List<Transform>();//所含楼层
public FloorsPanelManager floorsPanelManager;
public Text MyText;
public GameObject HasChild;//显示该建筑(区域)下的所有楼层
public Transform MyTarget;
//private CameraManager cameraManager;
private float FollowCameraDistance = 100f;
private CameraManager cameraManager;
private void Awake()
{
cameraManager = GameObject.Find("Main Camera").GetComponent<CameraManager>();
//MyTarget = GameObject.Find("FloorPlaneCameraPos").transform.Find("LZLD");
//Debug.Log(MyTarget.name);
}
public override void RespondFun(bool isOn)
{
var group = GetComponent<Toggle>().group;
var anyIsOn = group.AnyTogglesOn();
var data = new FloorData { buildNum = buildNum, floorNum = floorNum, interlayerNum = interlayerNum, isOn = isOn };
if ((anyIsOn && isOn) || !anyIsOn)
{
floorsPanelManager.CurrentFloor = data;
//切层时,发送ESC取消对象选中的消息,取消对象选中,避免误操作。
//例如4层有消防员选中且开启了选择目标技能,切到3层,如果不取消消防员的选中,场景中点击左键会触发此消防员的选中目标技能,改变喷水方向
//MessageDispatcher.SendMessage("CANCEL_SELECTED_COMMAND", new CmdArgs());
//MessageDispatcher.SendMessage("FloorNumChanged", data);
//CameraManager.Instance.initialTargetPosY = MyTarget.position.y;
}
if (isOn)
{
if (MyChildFloors.Count > 0)
{
foreach (var item in MyChildFloors)
{
item.gameObject.SetActive(true);
}
}
ShowFloor(data);
}
else
{
if (MyChildFloors.Count > 0)
{
foreach (var item in MyChildFloors)
{
if (item.GetComponent<Toggle>().isOn)
{
item.GetComponent<Toggle>().isOn = false;
}
item.gameObject.SetActive(false);
}
}
HideFloor();
}
}
private void HideFloor()
{
foreach (var item in floorsPanelManager.AllNei)
{
item.gameObject.SetActive(true);
}
foreach (var item in floorsPanelManager.AllWai)
{
item.gameObject.SetActive(true);
}
}
private void ShowFloor(FloorData data)
{
if (Mathf.Abs(data.floorNum) > 0)
{
foreach (var item in floorsPanelManager.AllWai)
{
if (item.buildNum == data.buildNum && item.floorNum > data.floorNum && Mathf.Abs(item.floorNum) > 0)
{
item.gameObject.SetActive(false);
}
}
foreach (var item in floorsPanelManager.AllNei)
{
if (item.buildNum == data.buildNum && item.floorNum > data.floorNum && Mathf.Abs(item.floorNum) > 0)
{
item.gameObject.SetActive(false);
}
if (item.buildNum == data.buildNum && item.floorNum == data.floorNum && item.interlayerNum > data.interlayerNum && Mathf.Abs(item.floorNum) > 0)
{
item.gameObject.SetActive(false);
}
}
}
if (MyTarget != null/* && floorNum == 0*/)//镜头拉近
{
cameraManager.SetCameraView(MyTarget.position, FollowCameraDistance,10,27);
}
//if (RecordData.isRecording())
//{
// AddRecordUIFloor(data);
//}
}
//private void AddRecordUIFloor(FloorData data)
//{
// var eventData = new UIFloorEventData();
// eventData.time = RecordData.GetRecordTimer();
// eventData.eventType = RecordEventType.UIFloor;
// eventData.buildNum = data.buildNum;
// eventData.floorNum = data.floorNum;
// eventData.interlayerNum = data.interlayerNum;
// eventData.isOn = data.isOn;
// RecordData.AddRecordEventData(eventData);
//}
//void Start()
//{
// MessageDispatcher.AddListener("ToChangeFloor", changeFloor);
// //cameraManager = Camera.main.GetComponent<CameraManager>();
//}
//public override void OnDestroy()
//{
// base.OnDestroy();
// MessageDispatcher.RemoveListener("ToChangeFloor", changeFloor);
//}
//private void changeFloor(IMessage msg)
//{
// var data = (FloorData)msg.Data;
// if (data.buildNum == buildNum && data.floorNum == floorNum && data.interlayerNum == interlayerNum)
// {
// GetComponent<Toggle>().isOn = true;
// }
//}
}

11
Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/UIFloor.cs.meta

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