贺州人民医院电子沙盘
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using AX.InputSystem;
using AX.MessageSystem;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Author:zzj
/// 画线基类
/// </summary>
public enum LineType : int
{
None = 0,
AttackLine = 1,
BlockLine = 2,
BrokenLine = 3,
EjectSmokeLine = 4,
OrdinaryHose = 5,
RetreatLine = 6,
ScintillationHose = 7,
WarningLine = 8
}
public class DrawLineBase : MonoBehaviour
{
protected bool Control = false; //开关
protected Vector3 placementPos;//第一碰撞点
protected Vector3 placementPos2;//第二碰撞点
protected bool MorePoint = false;//判断是否多点
protected List<Vector3> MorePointList = new List<Vector3>();//用于存储多点
protected float MorePointDistance;//多点的长度
public LineType lintType = LineType.None;
protected GameObject LineParent;
protected float variableX;
protected float variableY;
protected float variableZ;
protected List<GameObject> RangList = new List<GameObject>();
protected int Number = 0;
protected long GameID = 0;
protected long HitGameID = 0;
//protected RaycastHit Hit;
public static bool CheckCloneObjTypeLine()
{
if (InputManager.cloneObjType == CloneObjType.AttackLine ||
InputManager.cloneObjType == CloneObjType.BlockLine ||
InputManager.cloneObjType == CloneObjType.BrokenLine ||
InputManager.cloneObjType == CloneObjType.EjectSmokeLine ||
InputManager.cloneObjType == CloneObjType.MorePointsRanging ||
InputManager.cloneObjType == CloneObjType.SpacePointsRanging ||
InputManager.cloneObjType == CloneObjType.TwoPointsRanging ||
InputManager.cloneObjType == CloneObjType.None)
{
return true;
}
return false;
}
void Awake()
{
MessageDispatcher.AddListener("CANCEL_CLONEBTN_SELECTED_COMMAND", ResetData);
}
void OnDestroy()
{
MessageDispatcher.RemoveListener("CANCEL_CLONEBTN_SELECTED_COMMAND", ResetData);
}
private void ResetData(IMessage Img)
{
ResetData();
}
//重置数据
public void ResetData()
{
MorePoint = false;
MorePointList.Clear();
MorePointDistance = 0;
placementPos = new Vector3(0, 0, 0);
placementPos2 = new Vector3(0, 0, 0);
RangList.ForEach(x => Destroy(x));
RangList.Clear();
SendMessage();
LineParent = null;
}
//处理可连接管线类型发送消息
public virtual void SendMessage()
{
}
//绘制方法
public void DrawLineOperation(Vector3 vector, long HitID, long gameID)
{
HitGameID = HitID;
GameID = gameID;
if ((placementPos.x == 0 && placementPos.y == 0 && placementPos.z == 0))
{
if (CheckPersonLine(false))
{
return;
}
placementPos = vector;
Adsorb(false);
HandleOther(false);
return;
}
placementPos2 = vector;
//判断第二次点击是否和第一次重合,同时避免因为每帧调用的误处理。
if ((placementPos.x != placementPos2.x))
{
if (CheckPersonLine(true))
{
return;
}
Adsorb(true);//吸附操作
CreateLine(placementPos, placementPos2);//创建线
HandleOther(true); //第二次点击的特殊处理
CheckWater();
}
}
/// <summary>
/// 管线连接检查
/// </summary>
public virtual void CheckWater() { }
public virtual void CreateLine(Vector3 placementPos, Vector3 placementPos2) { }
public virtual bool CheckPersonLine(bool flag) { return false; }
/// <summary>
/// 查看线的父物体
/// </summary>
public void CheckParent()
{
if (LineParent == null)
{
LineParent = Instantiate(Resources.Load<GameObject>("Prefab/Lines/LineParent")) as GameObject;
LineParent.transform.SetParent(SetParent());
LineParent.name = SetParentName();
if (CheckLineType())
{
RangList.Add(LineParent);
}
else
{
LineParent.GetComponent<CloneGameObjInfo>().SetGameObjID(GameID);
LineParent.GetComponent<CloneGameObjInfo>().gameObjType = InputManager.cloneObjType;
EntitiesManager.Instance.AddEntity(GameID, LineParent);
NeedLineParentData();
}
}
}
public virtual void NeedLineParentData() { }
/// <summary>
/// 给线赋值楼层信息
/// </summary>
public void MutatorMethod(GameObject obj, long ID)
{
//设置克隆物体所在楼层属性,属性从点击的对象上获取
var hitObj = EntitiesManager.Instance.GetEntityByID(ID);
CloneGameObjInfo floorMsg = hitObj.GetComponent<CloneGameObjInfo>();
CloneGameObjInfo objMsg = obj.GetComponent<CloneGameObjInfo>();
objMsg.buildNum = floorMsg.buildNum;
objMsg.floorNum = floorMsg.floorNum;
objMsg.interlayerNum = floorMsg.interlayerNum;
}
/// <summary>
/// 给画出来的子物体赋值
/// </summary>
/// <param name="Child"></param>
public virtual void ChildMutatorMethod(GameObject Child)
{
Child.AddComponent<BoxCollider>();
Child.GetComponent<CloneGameObjInfo>().SetGameObjID(LineParent.GetComponent<CloneGameObjInfo>().GameObjID);
Child.GetComponent<CloneGameObjInfo>().gameObjType = LineParent.GetComponent<CloneGameObjInfo>().gameObjType;
SelectedObjs.gameObjs.Add(Child);
MutatorMethod(Child, HitGameID);
}
/// <summary>
/// 查看类型是否为测距,添加到RangList数组,控制测距线不能多生成
/// </summary>
public bool CheckLineType()
{
if (InputManager.cloneObjType == CloneObjType.SpacePointsRanging
|| InputManager.cloneObjType == CloneObjType.MorePointsRanging
|| InputManager.cloneObjType == CloneObjType.TwoPointsRanging)
{
return true;
}
return false;
}
/// <summary>
/// 用于子类重写对应线段的方法
/// 每次点击都会调用
/// </summary>
/// <param name="flag">false是第一次点击</param>
public virtual void HandleOther(bool flag) { }
/// <summary>
/// 处理吸附功能
/// </summary>
public virtual void Adsorb(bool flag) { }
public Transform SetParent()
{
return transform;
}
public string SetParentName()
{
Number++;
return InputManager.cloneObjType.ToString() + Number.ToString();
}
}