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限制漫游区域,添加油罐类型,添加编辑工具脚本,添加护栏面片,添加观测平台位置控制脚本

develop
曹衍涛 4 years ago
parent
commit
3bb71e46f1
  1. 9
      Assets/Editor.meta
  2. 39
      Assets/Editor/SceneTools.cs
  3. 12
      Assets/Editor/SceneTools.cs.meta
  4. 9
      Assets/Mianpian/GUAN_PIAN.fbm.meta
  5. BIN
      Assets/Mianpian/GUAN_PIAN.fbm/Blue1_AlbedoTransparency.png
  6. 68
      Assets/Mianpian/GUAN_PIAN.fbm/Blue1_AlbedoTransparency.png.meta
  7. BIN
      Assets/Mianpian/GUAN_PIAN.fbm/Logo.png
  8. 68
      Assets/Mianpian/GUAN_PIAN.fbm/Logo.png.meta
  9. BIN
      Assets/Mianpian/GUAN_PIAN.fbm/WFD_GuanBi_AlbedoTransparency.png
  10. 68
      Assets/Mianpian/GUAN_PIAN.fbm/WFD_GuanBi_AlbedoTransparency.png.meta
  11. BIN
      Assets/Mianpian/GUAN_PIAN.fbm/WFD_NeiBi_AlbedoTransparency.png
  12. 68
      Assets/Mianpian/GUAN_PIAN.fbm/WFD_NeiBi_AlbedoTransparency.png.meta
  13. BIN
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  14. 68
      Assets/Mianpian/GUAN_PIAN.fbm/Yellow_AlbedoTransparency.png.meta
  15. BIN
      Assets/Sences/Main.unity
  16. 5
      Assets/Sprite/Disassemble/DisassemblePos.cs
  17. 87
      Assets/Sprite/Disassemble/SightPlantController.cs
  18. 12
      Assets/Sprite/Disassemble/SightPlantController.cs.meta
  19. 9
      Assets/Sprite/Disassemble/TankType.cs
  20. 12
      Assets/Sprite/Disassemble/TankType.cs.meta
  21. 3
      Assets/Sprite/TankShow/UIShow.cs
  22. 16
      Assets/Sprite/UI/Main/SettingPanel.cs
  23. BIN
      ProjectSettings/ProjectSettings.asset

9
Assets/Editor.meta

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39
Assets/Editor/SceneTools.cs

@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.AI;
using System.IO;
using System.Text;
using System;
public class SceneTools
{
[MenuItem("SceneTools/SetTankType")]
public static void SetTankType()
{
GameObject select = (GameObject)Selection.activeObject;
if (select.GetComponent<TankType>()&&!select.GetComponent<RectTransform>())
{
OilTankType selecttype = select.GetComponent<TankType>().OilTankType;
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<DisassemblePos>())
{
obj[i].GetComponent<DisassemblePos>().tankType = selecttype;
}
}
}
}
else
{
Debug.Log("这东西不行");
}
}
}

12
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Assets/Sences/Main.unity

Binary file not shown.

5
Assets/Sprite/Disassemble/DisassemblePos.cs

@ -13,6 +13,7 @@ public enum DisassemState
cont,
}
public class DisassemblePos : MonoBehaviour {
public OilTankType tankType;
public Vector3 RotationVec3;
public Vector3 OffestVec;
private Vector3 OriginalPos;
@ -92,6 +93,10 @@ public class DisassemblePos : MonoBehaviour {
}
private void DoDisassem(IMessage obj)
{
if (tankType!=SightPlantController.Instace.TankType)
{
return;
}
var state = (DisassemState)obj.Data;
switch (state)
{

87
Assets/Sprite/Disassemble/SightPlantController.cs

@ -0,0 +1,87 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum OilTankType
{
None,
/// <summary>
/// 内浮顶罐
/// </summary>
NFDG,
/// <summary>
/// 外服顶罐
/// </summary>
WFDG,
/// <summary>
/// 球罐
/// </summary>
QG,
/// <summary>
/// 拱顶罐
/// </summary>
GDG,
}
public class SightPlantController : MonoBehaviour {
public static SightPlantController Instace;
public OilTankType TankType;
public Transform NFDGpos;
public Transform WFDGpos;
public Transform QGpos;
public Transform GDGpos;
public Transform NFDGCanvasPos;
public Transform WFDGCanvasPos;
public Transform QGCanvasPos;
public Transform GDGCanvasPos;
public Transform plant;
public Transform plantCanvas;
void Awake()
{
if (Instace == null)
{
Instace = this;
}
TankType = OilTankType.None;
}
public void SetType(OilTankType Type)
{
TankType = Type;
}
public void SetPlantAndCanvasPos()
{
switch (TankType)
{
case OilTankType.None:
break;
case OilTankType.NFDG:
plant.position = NFDGpos.position;
plantCanvas.position=NFDGCanvasPos.position;
break;
case OilTankType.WFDG:
plant.position = WFDGpos.position;
plantCanvas.position = WFDGCanvasPos.position;
break;
case OilTankType.QG:
plant.position = QGpos.position;
plantCanvas.position = QGCanvasPos.position;
break;
case OilTankType.GDG:
plant.position = GDGpos.position;
plantCanvas.position = GDGCanvasPos.position;
break;
default:
break;
}
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}

12
Assets/Sprite/Disassemble/SightPlantController.cs.meta

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9
Assets/Sprite/Disassemble/TankType.cs

@ -0,0 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TankType : MonoBehaviour {
public OilTankType OilTankType;
}

12
Assets/Sprite/Disassemble/TankType.cs.meta

@ -0,0 +1,12 @@
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3
Assets/Sprite/TankShow/UIShow.cs

@ -9,6 +9,7 @@ public class UIShow : MonoBehaviour {
public GameObject BG;
public bool iscanbeenter = true;
public OilTankType oilTankType;
// Use this for initialization
void Start () {
MessageDispatcher.AddListener("GoPlant",isonplant);
@ -38,6 +39,8 @@ public class UIShow : MonoBehaviour {
{
if (!BG.activeInHierarchy)
{
SightPlantController.Instace.TankType= oilTankType;
SightPlantController.Instace.SetPlantAndCanvasPos();
MessageDispatcher.SendMessage("InteractUI", true);
BG.gameObject.SetActive(true);
StartCoroutine(waitfornext());

16
Assets/Sprite/UI/Main/SettingPanel.cs

@ -10,24 +10,38 @@ public class SettingPanel : MonoBehaviour {
public Slider SpeedSlider;
public Text SpeedText;
public Button SureButton;
public Toggle[] typetoggles;
private void Start()
{
CloseButton.onClick.AddListener(Close);
SureButton.onClick.AddListener(Sure);
SpeedSlider.onValueChanged.AddListener(SpeedChange);
typetoggles = GetComponentsInChildren<Toggle>(true);
}
private void Sure()
{
ControllerSetting.Instace.SetMaxSpeed((int)SpeedSlider.value);
ControllerSetting.Instace.SetMenuPanel(false);
SetTankPos();
}
private void SpeedChange(float value)
{
SpeedText.text = SpeedSlider.value.ToString();
}
private void SetTankPos()
{
for (int i = 0; i <typetoggles.Length; i++)
{
if (typetoggles[i].isOn)
{
SightPlantController.Instace.SetType(typetoggles[i].GetComponent<TankType>().OilTankType);
SightPlantController.Instace.SetPlantAndCanvasPos();
break;
}
}
}
private void Close()
{
ControllerSetting.Instace.SetMenuPanel(false);

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ProjectSettings/ProjectSettings.asset

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