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1.替换室内

2.可替换水炮
3.根据场景类型设置灾情、切楼层UI显隐
4.修改合成文档
11
曹衍涛 4 years ago
parent
commit
29b87af447
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Assets/Editor/SceneToolNew.cs

@ -408,4 +408,20 @@ public class SceneToolNew
}
}
}
[MenuItem("SceneToolNew/ChangeXFSP")]
public static void ChangeXFSP()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
GameObject SP = Resources.Load("SP") as GameObject;
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].name.Contains("SP") && !obj[i].name.Contains("ziti"))
{
GameObject sp = GameObject.Instantiate(SP);
sp.transform.parent = obj[i].transform;
sp.name = "sp";
sp.transform.localPosition = new Vector3(0, 0.6f, 0f);
}
}
}
}

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Assets/Scene/MainScene_New/NavMesh-NavMeshSufaceMan.asset

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41
Assets/Scripts/DisasterList/DisasterTypeShowOrHide.cs

@ -0,0 +1,41 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DisasterTypeShowOrHide : MonoBehaviour
{
public List<Transform> chemicalBuilding = new List<Transform>();
public List<Transform> NoChemicalBuilding = new List<Transform>();
// Start is called before the first frame update
void Awake()
{
if (AreaNameDic.type == SceneType.chemicalBuilding)
{
for (int i = 0; i < chemicalBuilding.Count; i++)
{
chemicalBuilding[i].gameObject.SetActive(true);
}
for (int i = 0; i < NoChemicalBuilding.Count; i++)
{
NoChemicalBuilding[i].gameObject.SetActive(false);
}
}
else
{
for (int i = 0; i < chemicalBuilding.Count; i++)
{
chemicalBuilding[i].gameObject.SetActive(false);
}
for (int i = 0; i < NoChemicalBuilding.Count; i++)
{
NoChemicalBuilding[i].gameObject.SetActive(true);
}
}
}
// Update is called once per frame
void Update()
{
}
}

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Assets/Scripts/Power/MultiSelectNAV.cs

@ -44,14 +44,18 @@ public class MultiSelectNAV : ResourceLoadPanel<MultiSelectNAV>
var count = TargetPoint.Count;
var list = AgentController.LiSan(TargetPoint[count - 1], SelectCars.Count, new Vector3(9, 0, 9));
int indexer = 0;
//开始多选车辆的巡礼操作
SelectCars.ForEach((X) =>
if (SelectCars.Count>0&& list.Count>0)
{
TargetPoint[count - 1] = list[indexer];
X.GetComponent<AgentController>().AutoPathFinding(TargetPoint);
indexer++;
});
// TargetPoint.Clear();
//开始多选车辆的巡礼操作
SelectCars.ForEach((X) =>
{
TargetPoint[count - 1] = list[indexer];
X.GetComponent<AgentController>().AutoPathFinding(TargetPoint);
indexer++;
});
// TargetPoint.Clear();
}
}
}

1
Assets/Scripts/UIScripts/AreaNameDic.cs

@ -16,4 +16,5 @@ public class AreaNameDic
}
return NameDic[area];
}
public static SceneType type = SceneType.undergroundBuilding;
}

5
Assets/Scripts/UIScripts/FloorsPanelManager.cs

@ -20,6 +20,11 @@ public class FloorsPanelManager : MonoBehaviour
private List<UIFloor> ParentArea = new List<UIFloor>();
void Start()
{
if (AreaNameDic.type==SceneType.chemicalBuilding)
{
gameObject.SetActive(false);
return;
}
if (FloorBtnPrefab == null)
{
FloorBtnPrefab = Resources.Load("UI/FloorItem") as GameObject;

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Assets/Sky/Materials/azure[Sky].mat

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4
Assets/StreamingAssets/Data/DisasterInfos.xml

@ -1,8 +1,8 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<DisasterInfoList>
<DisasterInfo>
<Id>9</Id>
<LastTime>2021/1/18 14:04:36</LastTime>
<Id>11</Id>
<LastTime>2021/3/1 15:11:45</LastTime>
<Name>1</Name>
</DisasterInfo>
</DisasterInfoList>

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ProjectSettings/QualitySettings.asset

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285
加密文件/SmartController.cs

@ -0,0 +1,285 @@
using UnityEngine;
using System;
using System.Xml;
using System.IO;
using System.Text;
using System.Security.Cryptography;
using System.Security.Cryptography.Xml;
using System.Collections;
using SmartX1Demo;
public class SmartController : MonoBehaviour
{
int[] keyHandles = new int[8];
int[] keyNumber = new int[8];
private int Rtn = 0;
SmartApp smart = new SmartApp();
private bool IsQuit = false;
private DateTime t1, t2, t11;
string appid = "AXKC";
// Use this for initialization
void Start () {
t2 = DateTime.Now;
t1 = DateTime.Now;
DontDestroyOnLoad(GameObject.Find("SmartX1"));
tipStyle = new GUIStyle();
tipStyle.fontSize = 40;
tipStyle.normal.textColor = Color.red;
original_filepath = Application.streamingAssetsPath + @"/xml/SmartXProject.xml";
encode_filepath = Application.streamingAssetsPath + @"/xml/enSmartXProject.xml";
decode_filepath = Application.streamingAssetsPath + @"/xml/deSmartXProject.xml";
ControlXML();
//检测加密狗是否存在
FindSmartX1();
}
public string GetAppID(string filepath)
{
if (File.Exists(filepath))
{
XmlDocument xmlDoc = new XmlDocument();
xmlDoc.Load(filepath);
XmlNode root = xmlDoc.SelectSingleNode("SmartX1");
XmlNodeList nodeList = root.ChildNodes;
foreach (XmlElement elem in nodeList)
{
if (elem.Name == "BaseInfo")
{
foreach (XmlElement zq in elem.ChildNodes)
{
if (zq.Name == "AppID")
{
return zq.InnerText;
}
}
}
}
}
return "";
}
bool FindSmartX1()
{
try
{
Rtn = smart.SmartX1Find(appid, keyHandles, keyNumber);
if (Rtn != 0)
{
IsQuit = true;
t1 = DateTime.Now;
t2 = DateTime.Now;
t11 = DateTime.Now;
return false;
}
Debug.Log("SmartX1Find Successfully");
return true;
}
catch (Exception ex)
{
Debug.Log(keyHandles[0]);
Debug.Log("异常" + ex.Message);
GameObject.Find("Application").GetComponent<ApplicationClose>().isSmartX1Exit = true;
Application.Quit();
return false;
}
}
bool CheckExist()
{
try
{
Rtn = smart.SmartX1CheckExist(keyHandles[0]);
if (Rtn != 0)
{
//Debug.Log("SmartX1 not exist!" + Rtn.ToString());
IsQuit = true;
t1 = DateTime.Now;
t2 = DateTime.Now;
t11 = DateTime.Now;
return false;
}
//Debug.Log("SmartX1Exist!");
return true;
}
catch (Exception ex)
{
//Debug.Log(keyHandles[0]);
//Debug.Log("异常" + ex.Message);
GameObject.Find("Application").GetComponent<ApplicationClose>().isSmartX1Exit = true;
Application.Quit();
return false;
}
}
private GUIStyle tipStyle;
private int timer = 5;
void OnGUI()
{
if (IsQuit)
{
t2 = DateTime.Now;
if(t2-t11>new TimeSpan(0,0,1))
{
if(timer>0)
timer--;
t11 = t2;
}
GUI.Label(new Rect(Screen.width / 2 - 150, Screen.height / 2 - 75, 300, 150), "密钥验证失败,程序将在"+timer+"秒后退出!", tipStyle);
if (t2 - t1 > new TimeSpan(0, 0, 5))
{
//Debug.Log("程序退出!");
GameObject.Find("Application").GetComponent<ApplicationClose>().isSmartX1Exit = true;
Application.Quit();
}
}
}
// Update is called once per frame
void Update () {
if (IsQuit)
return;
t2 = DateTime.Now;
if (t2 - t1 > new TimeSpan(0, 0, 0, 10, 0))
{
t1 = t2;
CheckExist();
}
}
//xml文件加密解密
void ControlXML()
{
if (File.Exists(original_filepath))//证明这次是第一次运行该程序,获取当前配置文件
{
appid = GetAppID(original_filepath);
//StartCoroutine(GenerateEncodeXML());
GenerateEncodeXML1();
}
else
{
if (File.Exists(encode_filepath))
{
fileDcryption(encode_filepath);
if (File.Exists(decode_filepath))
{
appid = GetAppID(decode_filepath);
File.Delete(decode_filepath);
}
}
}
}
IEnumerator GenerateEncodeXML()
{
yield return new WaitForSeconds(1.0f);
fileEncryption(original_filepath);
if (File.Exists(encode_filepath))
{
File.Delete(original_filepath);
}
}
void GenerateEncodeXML1()
{
fileEncryption(original_filepath);
if (File.Exists(encode_filepath))
{
File.Delete(original_filepath);
}
}
//加密xml文件
private void Encrypt(XmlDocument doc, string ElementName, SymmetricAlgorithm key)
{
XmlElement elementEncrypt = doc.GetElementsByTagName(ElementName)[0] as XmlElement;
EncryptedXml eXml = new EncryptedXml();
byte[] encryptElement = eXml.EncryptData(elementEncrypt, key, false);//
EncryptedData edElement = new EncryptedData();
edElement.Type = EncryptedXml.XmlEncElementUrl;
string encryptionMethod = null;
if (key is TripleDES)
{
encryptionMethod = EncryptedXml.XmlEncTripleDESUrl;
}
else if (key is DES)
{
encryptionMethod = EncryptedXml.XmlEncDESUrl;
}
if (key is Rijndael)
{
switch (key.KeySize)
{
case 128:
encryptionMethod = EncryptedXml.XmlEncAES128Url;
break;
case 192:
encryptionMethod = EncryptedXml.XmlEncAES192Url;
break;
case 256:
encryptionMethod = EncryptedXml.XmlEncAES256Url;
break;
}
}
edElement.EncryptionMethod = new EncryptionMethod(encryptionMethod);
edElement.CipherData.CipherValue = encryptElement;
EncryptedXml.ReplaceElement(elementEncrypt, edElement, false);
}
//XML文件解密
private void Decrypt(XmlDocument doc, SymmetricAlgorithm Alg)
{
XmlElement encryptedElement = doc.GetElementsByTagName("EncryptedData")[0] as XmlElement;
EncryptedData edElement = new EncryptedData();
edElement.LoadXml(encryptedElement);
EncryptedXml exml = new EncryptedXml();
byte[] rgbOutput = exml.DecryptData(edElement, Alg);
exml.ReplaceData(encryptedElement, rgbOutput);
}
string original_filepath = "";
string encode_filepath = "";
string decode_filepath = "";
//举例,对某个XML文件加密
private void fileEncryption(string filename)
{
RijndaelManaged key = new RijndaelManaged();
//设置密钥:key为32位=数字或字母16个=汉子8个
byte[] byteKey = Encoding.Unicode.GetBytes("1111111111111111");
key.Key = byteKey;
XmlDocument xmldoc = new XmlDocument();
xmldoc.PreserveWhitespace = true;
xmldoc.Load(original_filepath);//想要加密的xml文件
Encrypt(xmldoc, "SmartX1", key);//需要加密的节点
if (key != null)
{
key.Clear();
}
xmldoc.Save(encode_filepath);//生成加密后的xml文件
}
//举例,对某个xml文件解密
private void fileDcryption(string filename)
{
RijndaelManaged key = new RijndaelManaged();
byte[] byteKey = Encoding.Unicode.GetBytes("1111111111111111");
key.Key = byteKey;
XmlDocument xmldoc = new XmlDocument();
xmldoc.PreserveWhitespace = true;
xmldoc.Load(encode_filepath);//加载要解密的xml文件
Decrypt(xmldoc, key);
if (key != null)
{
key.Clear();
}
xmldoc.Save(decode_filepath);//生成解密后的文件
}
}

152
加密文件/SmartXProject.XML

@ -0,0 +1,152 @@
<?xml version="1.0" encoding="utf-8"?>
<SmartX1 Version="1.2">
<BaseInfo>
<SuperPin>admin</SuperPin>
<Seed>FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF</Seed>
<AppID>YuAnguanli</AppID>
<USB_Bubble>SmartX1</USB_Bubble>
<TriDES_Data_Key key="FFFFFFFFFFFFFFFF" Mode="0"/>
<TriDES_Management_Key>FFFFFFFFFFFFFFFF</TriDES_Management_Key>
<SoftVersion>0</SoftVersion>
</BaseInfo>
<Storage>
<Data>AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==</Data>
</Storage>
<PageInfo>
<Page id="0" Enabled="1" ReadOnly="0" NeedPWDMode="0" PassWord="AAAAAAAAAAAAAAAAAAAAAA==" TriDESMode="0" TriDESKey="AAAAAAAAAAAAAAAAAAAAAA==" CountMode="0" Count="0" Data="AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA&#xA;AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA&#xA;AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA&#xA;AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA&#xA;AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA=="/>
<Page id="1" Enabled="1" ReadOnly="0" NeedPWDMode="0" PassWord="AAAAAAAAAAAAAAAAAAAAAA==" TriDESMode="0" TriDESKey="AAAAAAAAAAAAAAAAAAAAAA==" CountMode="0" Count="0" Data="AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA&#xA;AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA&#xA;AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA&#xA;AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA&#xA;AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA=="/>
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