Browse Source

演练合成

multirole
曹衍涛 6 months ago
parent
commit
a655903b80
  1. 2
      Assets/CloneTypesTemplate.meta
  2. 8
      Assets/CloneTypesTemplate/Editor.meta
  3. 490
      Assets/CloneTypesTemplate/Editor/SceneTool.cs
  4. 11
      Assets/CloneTypesTemplate/Editor/SceneTool.cs.meta
  5. 277
      Assets/CloneTypesTemplate/Evacuate.prefab
  6. 7
      Assets/CloneTypesTemplate/Evacuate.prefab.meta
  7. 51
      Assets/CloneTypesTemplate/GetAreaTargetManager.prefab
  8. 7
      Assets/CloneTypesTemplate/GetAreaTargetManager.prefab.meta
  9. 33
      Assets/CloneTypesTemplate/Links.prefab
  10. 7
      Assets/CloneTypesTemplate/Links.prefab.meta
  11. 66
      Assets/CloneTypesTemplate/NavmeshCar.prefab
  12. 7
      Assets/CloneTypesTemplate/NavmeshCar.prefab.meta
  13. 66
      Assets/CloneTypesTemplate/NavmeshMan.prefab
  14. 7
      Assets/CloneTypesTemplate/NavmeshMan.prefab.meta
  15. 65
      Assets/CloneTypesTemplate/TankArea.prefab
  16. 7
      Assets/CloneTypesTemplate/TankArea.prefab.meta
  17. 46
      Assets/CloneTypesTemplate/TeamTargetParent.prefab
  18. 7
      Assets/CloneTypesTemplate/TeamTargetParent.prefab.meta
  19. 185
      Assets/CloneTypesTemplate/TheCarRoad.prefab
  20. 7
      Assets/CloneTypesTemplate/TheCarRoad.prefab.meta
  21. 999
      Assets/CloneTypesTemplate/xunlu.prefab
  22. 7
      Assets/CloneTypesTemplate/xunlu.prefab.meta
  23. 8
      Assets/ScenesLY.meta
  24. 8
      Assets/ScenesLY/BuildingScene.meta
  25. 27391
      Assets/ScenesLY/BuildingScene.unity
  26. 7
      Assets/ScenesLY/BuildingScene.unity.meta
  27. BIN
      Assets/ScenesLY/BuildingScene/NavMesh-man.asset
  28. 8
      Assets/ScenesLY/BuildingScene/NavMesh-man.asset.meta
  29. 139440
      Assets/ScenesLY/DingErXiChouTi.prefab
  30. 7
      Assets/ScenesLY/DingErXiChouTi.prefab.meta
  31. 5344
      Assets/ScenesLY/LINKS.prefab
  32. 7
      Assets/ScenesLY/LINKS.prefab.meta
  33. 2
      Assets/ScenesPX/MainBuilding.prefab.meta
  34. 29
      Assets/Scripts/BaseGameObjInfo.cs
  35. 2
      Assets/Scripts/BaseGameObjInfo.cs.meta
  36. 11
      Assets/Scripts/CameraViewDataForFunArea.cs
  37. 2
      Assets/Scripts/CameraViewDataForFunArea.cs.meta
  38. 24
      Assets/Scripts/CloneGameObjInfo.cs
  39. 2
      Assets/Scripts/CloneGameObjInfo.cs.meta
  40. 307
      Assets/Scripts/CloneObjType.cs
  41. 2
      Assets/Scripts/CloneObjType.cs.meta
  42. 16
      Assets/Scripts/CloneableEnums.cs
  43. 2
      Assets/Scripts/CloneableEnums.cs.meta
  44. 20
      Assets/Scripts/EvacuatePoint.cs
  45. 2
      Assets/Scripts/EvacuatePoint.cs.meta
  46. 15
      Assets/Scripts/FloorMessage.cs
  47. 2
      Assets/Scripts/FloorMessage.cs.meta
  48. 38
      Assets/Scripts/GetAreaTargetManager.cs
  49. 2
      Assets/Scripts/GetAreaTargetManager.cs.meta
  50. 51
      Assets/Scripts/LoadShader.cs
  51. 2
      Assets/Scripts/LoadShader.cs.meta
  52. 18
      Assets/Scripts/PathFindable.cs
  53. 2
      Assets/Scripts/PathFindable.cs.meta
  54. 9
      Assets/Scripts/TeamTargetItem.cs
  55. 2
      Assets/Scripts/TeamTargetItem.cs.meta
  56. 52
      Assets/Scripts/TeamTargetManager.cs
  57. 2
      Assets/Scripts/TeamTargetManager.cs.meta
  58. 13
      Assets/Settings/Mobile_RPAsset.asset
  59. 0
      Assets/StreamingAssets/AssetBundles/YLDEXCT.meta
  60. BIN
      Assets/StreamingAssets/AssetBundles/YLDEXCT/YLDEXCT
  61. 9
      Assets/StreamingAssets/AssetBundles/YLDEXCT/YLDEXCT.manifest
  62. 7
      Assets/StreamingAssets/AssetBundles/YLDEXCT/YLDEXCT.manifest.meta
  63. 7
      Assets/StreamingAssets/AssetBundles/YLDEXCT/YLDEXCT.meta
  64. BIN
      Assets/StreamingAssets/AssetBundles/YLDEXCT/buildingscene
  65. 77
      Assets/StreamingAssets/AssetBundles/YLDEXCT/buildingscene.manifest
  66. 7
      Assets/StreamingAssets/AssetBundles/YLDEXCT/buildingscene.manifest.meta
  67. 7
      Assets/StreamingAssets/AssetBundles/YLDEXCT/buildingscene.meta
  68. 0
      Assets/StreamingAssets/WebAssetBundles/YLDEXCT.meta
  69. BIN
      Assets/StreamingAssets/WebAssetBundles/YLDEXCT/YLDEXCT
  70. 9
      Assets/StreamingAssets/WebAssetBundles/YLDEXCT/YLDEXCT.manifest
  71. 7
      Assets/StreamingAssets/WebAssetBundles/YLDEXCT/YLDEXCT.manifest.meta
  72. 7
      Assets/StreamingAssets/WebAssetBundles/YLDEXCT/YLDEXCT.meta
  73. BIN
      Assets/StreamingAssets/WebAssetBundles/YLDEXCT/buildingscene
  74. 77
      Assets/StreamingAssets/WebAssetBundles/YLDEXCT/buildingscene.manifest
  75. 7
      Assets/StreamingAssets/WebAssetBundles/YLDEXCT/buildingscene.manifest.meta
  76. 7
      Assets/StreamingAssets/WebAssetBundles/YLDEXCT/buildingscene.meta
  77. 8
      Assets/URPPublic.meta
  78. 2
      Packages/manifest.json
  79. 3
      Packages/packages-lock.json
  80. 33
      ProjectSettings/NavMeshAreas.asset

2
Assets/Scripts.meta → Assets/CloneTypesTemplate.meta

@ -1,5 +1,5 @@
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guid: 98bfb48f109b86049b564a3f2be07381
guid: 44159066a26ae1845a876f376f3d1067
folderAsset: yes
DefaultImporter:
externalObjects: {}

8
Assets/CloneTypesTemplate/Editor.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a688944dd20111445ba6563f5912b431
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

490
Assets/CloneTypesTemplate/Editor/SceneTool.cs

@ -0,0 +1,490 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.AI;
using System.IO;
using System.Text;
using System;
using Unity.AI.Navigation;
public class SceneTool
{
[MenuItem("SceneTools/SetNavLayerShiWaiCarRoad")]//添加寻路层车(前提是将车的寻路层添加layer CarRoad)
public static void SetNavLayerShiWaiCarRoad()
{
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);
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<PathFindingClick>())
{
obj[i].gameObject.AddComponent<PathFindingClick>();
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
{
obj[i].gameObject.AddComponent<CloneGameObjInfo>();
}
obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject;
if (!obj[i].gameObject.GetComponent<StaticeObjAddToEntities>())
{
obj[i].gameObject.AddComponent<StaticeObjAddToEntities>();
}
//if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0)
//{
// long staticGameObjId = (long)GUID.NewGuid(3, 1);
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId);
//}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
long staticGameObjId = (long)GUID.NewGuid(2, 1);
obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId);
obj[i].gameObject.GetComponent<CloneEnumsHelp>().cloneOnFloorType = CloneOnFloorType.ShiWaiCar;
}
}
}
}
[MenuItem("SceneTools/SetNavLayerShiWaiSoldierRoad")]//添加寻路层车(前提是将车的寻路层添加layer SoliderRoad)
public static void SetNavLayerShiWaiSoliderRoad()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].gameObject.layer == LayerMask.NameToLayer("SoldierRoad"))
{
if (!obj[i].gameObject.GetComponent<NavMeshModifier>())
{
//Debug.Log(obj[i].name);
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<PathFindingClick>())
{
obj[i].gameObject.AddComponent<PathFindingClick>();
}
if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
{
obj[i].gameObject.AddComponent<CloneGameObjInfo>();
}
obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject;
if (!obj[i].gameObject.GetComponent<StaticeObjAddToEntities>())
{
obj[i].gameObject.AddComponent<StaticeObjAddToEntities>();
}
//if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0)
//{
// long staticGameObjId = (long)GUID.NewGuid(2, 1);
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId);
//}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
long staticGameObjId = (long)GUID.NewGuid(2, 1);
obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId);
obj[i].gameObject.GetComponent<CloneEnumsHelp>().cloneOnFloorType = CloneOnFloorType.ShiWaiMan;
}
}
}
}
[MenuItem("SceneTools/RemoveColider")]//移除碰撞器
public static void RemoveColider()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
if (obj[i].GetComponent<MeshCollider>())
{
UnityEngine.Object.DestroyImmediate(obj[i].GetComponent<MeshCollider>(), true);
}
}
}
}
}
[MenuItem("SceneTools/SetCloneEnumsNei")]//设置室内克隆类型
public static void SetCloneEnumsNei()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.DeepAssets);
{
List<CloneObjType> CloneableTypes = new List<CloneObjType>();
for (int i = (int)CloneObjType.WarningLine; i <= (int)CloneObjType.FireOpenType; i++)
{
if (i != (int)CloneObjType.FireNormal &&
i != (int)CloneObjType.SmokeNormal &&
i != (int)CloneObjType.Splash &&
i != (int)CloneObjType.Boilover &&
i != (int)CloneObjType.Headquarters &&
i != (int)CloneObjType.StagingArea &&
i != (int)CloneObjType.FireHuge &&
i != (int)CloneObjType.FireFlow)
{
CloneableTypes.Add((CloneObjType)i);
}
}
if (obj[0].GetComponent<CloneableEnums>())
{
obj[0].GetComponent<CloneableEnums>().CloneableTypes = CloneableTypes;
}
}
}
[MenuItem("SceneTools/SetFuTi")]//设置室内克隆类型
public static void SetCloneFuTi()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].name.ToLower().Contains("ft") &&
obj[i].GetComponent<MeshRenderer>())
{
if (obj[i].gameObject.layer == LayerMask.NameToLayer("SoldierRoad"))
{
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<PathFindingClick>())
{
obj[i].gameObject.AddComponent<PathFindingClick>();
}
if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
{
obj[i].gameObject.AddComponent<CloneGameObjInfo>();
}
if (!obj[i].gameObject.GetComponent<StaticeObjAddToEntities>())
{
obj[i].gameObject.AddComponent<StaticeObjAddToEntities>();
}
if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0)
{
long staticGameObjId = (long)GUID.NewGuid(4, 1);
obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId);
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
//CloneableEnums enumParent = obj[i].gameObject.GetComponent<CloneableEnums>();
//Transform Template = GameObject.Find("CloneEnums").transform.Find("ShiNeiFloor");
//var CloneableEnums = Template.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].parent.parent.parent.GetComponent<FloorMessage>())
{
FloorMessage fmg = obj[i].parent.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;
}
}
}
}
}
[MenuItem("SceneTools/AddColider")]//添加碰撞器
public static void AddColider()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>() &&
!obj[i].GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
}
}
[MenuItem("SceneTools/CheckEmpty")]//检查克隆类型为空值的情况
public static void CheckEmpty()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
if (
obj[i].GetComponent<CloneGameObjInfo>())
{
if (obj[i].GetComponent<CloneGameObjInfo>().gameObjType == CloneObjType.None)
{
Debug.Log(obj[i].name);
obj[i].GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject;
}
}
}
}
[MenuItem("SceneTools/SetshineiXHS")]//设置消火栓属性
public static void SetSNXHS()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].name.ToLower().Contains("xhs") &&
obj[i].GetComponent<MeshRenderer>() &&
!obj[i].name.ToLower().Contains("xhs_name"))
{
if (!obj[i].gameObject.GetComponent<BoxCollider>())
{
obj[i].gameObject.AddComponent<BoxCollider>();
}
if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
{
obj[i].gameObject.AddComponent<CloneGameObjInfo>();
}
if (!obj[i].gameObject.GetComponent<StaticeObjAddToEntities>())
{
obj[i].gameObject.AddComponent<StaticeObjAddToEntities>();
}
if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0)
{
long staticGameObjId = (long)GUID.NewGuid(1, 1);
obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId);
}
obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.XHS;
if (!obj[i].gameObject.GetComponent<WaterSupplier>())
{
obj[i].gameObject.AddComponent<WaterSupplier>();
}
obj[i].gameObject.GetComponent<WaterSupplier>().WaterReceiverType = WaterType.water;
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
CloneableEnums enumParent = obj[i].gameObject.GetComponent<CloneableEnums>();
List<CloneObjType> EnumsList = new List<CloneObjType>() {
CloneObjType.WaterLine,
CloneObjType.TwinkleLine
};
enumParent.CloneableTypes = EnumsList;
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
obj[i].gameObject.GetComponent<CloneEnumsHelp>().cloneOnFloorType = CloneOnFloorType.ShiNeiXHS;
if (obj[i].parent.GetComponent<FloorMessage>())
{
FloorMessage fmg = obj[i].parent.GetComponent<FloorMessage>();
obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.XHS;
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.XHS;
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.parent.GetComponent<FloorMessage>())
//{
// FloorMessage fmg = obj[i].parent.parent.parent.GetComponent<FloorMessage>();
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.XHS;
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum;
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum;
// obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum;
//}
}
}
}
[MenuItem("SceneTool/ShiWai/DouBuZou")]//地面(都不能走),常见为花坛
public static void ShiWaiDouBuZou()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
obj[i].gameObject.layer = LayerMask.NameToLayer("CarRoad");
if (!obj[i].gameObject.GetComponent<NavMeshModifier>())
{
obj[i].gameObject.AddComponent<NavMeshModifier>();
}
NavMeshModifier mod = obj[i].gameObject.GetComponent<NavMeshModifier>();
mod.overrideArea = true;
mod.area = 1;
}
}
}
}
[MenuItem("SceneTool/TeShu/YouGuanDing")]//油罐顶
public static void YouGuanDing()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
{
obj[i].gameObject.AddComponent<CloneGameObjInfo>();
}
if (!obj[i].gameObject.GetComponent<StaticeObjAddToEntities>())
{
obj[i].gameObject.AddComponent<StaticeObjAddToEntities>();
}
if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0)
{
long staticGameObjId = (long)GUID.NewGuid(1, 1);
obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId);
}
obj[i].GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject;
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.YouGuanDing;
}
}
}
}
[MenuItem("SceneTool/TeShu/YouGuanBi")]//油罐壁
public static void YouGuanBi()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
{
obj[i].gameObject.AddComponent<CloneGameObjInfo>();
}
if (!obj[i].gameObject.GetComponent<StaticeObjAddToEntities>())
{
obj[i].gameObject.AddComponent<StaticeObjAddToEntities>();
}
if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0)
{
long staticGameObjId = (long)GUID.NewGuid(1, 1);
obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId);
}
obj[i].GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject;
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.YouGuanBi;
}
}
}
}
[MenuItem("SceneTool/TeShu/WeiXianPinYunShuChe")]//危险运输车
public static void WeiXianPinYunShuChe()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.WeiXianPinYunShuChe;
}
}
}
}
[MenuItem("SceneTool/TeShu/shiwaixhs")]//室外消火栓
public static void Shiwaixhs()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
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}
if (!obj[i].gameObject.GetComponent<StaticeObjAddToEntities>())
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obj[i].gameObject.AddComponent<StaticeObjAddToEntities>();
}
if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0)
{
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obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId);
}
obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.XHS;
if (!obj[i].gameObject.GetComponent<WaterSupplier>())
{
obj[i].gameObject.AddComponent<WaterSupplier>();
}
obj[i].gameObject.GetComponent<WaterSupplier>().WaterReceiverType = WaterType.water;
}
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 游戏对象信息基类
/// </summary>
public class BaseGameObjInfo : MonoBehaviour {
public long gameObjID;//游戏对象ID
public CloneObjType gameObjType;//游戏对象类型
public long GameObjID { get { return gameObjID; } }
public void SetGameObjID(long id)
{
gameObjID = id;
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraViewDataForFunArea : MonoBehaviour
{
public Vector3 TargetPos;
public float CameraX;
public float CameraY;
public float Distance;
}

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/// <summary>
/// 克隆游戏对象信息基类
/// </summary>
public class CloneGameObjInfo : BaseGameObjInfo
{
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 int Layer;
public bool ShoworHidden;//显示或隐藏
public string FullName;
public string SpecialTag = "";
}
public struct SpreadObjHandle
{
public long gameObjId;
public CloneObjType gameObjType;
public bool isShow;//是否显示:true表示显示出来;false表示隐藏
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 克隆类型(枚举)
/// </summary>
public enum CloneObjType
{
None = 0,
//基本信息能克隆的实体类型
AdjoiningBuildings = 1,//毗邻
NoParkingArea = 2,//禁停区
KeyParts = 3,//重点部位
FireControlRoom = 4,//消控室
PumpRoom = 5,//泵房
BubblePumpRoom = 6,//泡沫泵房
WaterTank = 7,//水罐
PostFireHydrant = 8,//地上消火栓
FlushFireHydrant = 9,//地下消火栓
PumpAdapter = 10,//水泵接合器
FireWaterMonitor = 11,//消防水炮
FoamHydrant = 12,//泡沫栓
IndoorFireHydrant = 13,//室内消火栓
//消防力量设定图标克隆类型
ZongDuiIcon = 101,//中队图标
ZhiDuiIcon = 102,//大队图标
DaDuiIcon = 103,//支队图标
ZhongDuiIcon = 104,//总队图标
//灾情能克隆的实体类型
//注意:在增加灾情类型的时候要在带入答案的地方处理
NormalFire = 200,//普通火
FullSurfaceFire = 201,//全液面火
Insider = 202,//知情人
TrappedPerson = 203,//被困人员
WoundedPerson = 204,//伤员
FlowingFire = 205,//地面流淌火
Boilover = 206,//泄露
Smoke = 207,//烟雾
FireOpenType = 208,//敞开式燃烧
FireBreakThough = 209,//突破火
ForcibleEntryDoor = 210,//破拆门
//消防力量克隆类型:车辆类型
WaterTanker = 250,//水罐车
FoamFireTruck = 251,//泡沫车
HighSprayingCar = 252,//高喷车
LadderTruck = 253,//云梯车
LiftTruck = 254,//举高车
SmokeCar = 255,//排烟车
RescueVehicle = 256,//抢险救援车
LightingVehicle = 257,//照明车
InflatableCar = 258,//供气车
CommandVehicle = 259,//指挥车
ForcibleCar = 260,//破拆车
EquipmentCar = 261,//器材车
RemoteWaterSupplyTruck = 262,//远程供水车
DecontaminationTruck = 263,//洗消车
LiquidSupplyTruck = 264,//供液车
FoodSecurityTruck = 265,//饮食保障车
EquipmentTransportTruck = 266,//装备运输车
EquipmentRepairTruck = 267,//装备抢修车
MedicalSupportTruck = 268,//卫勤保障车
PowderFireTruck = 269,//干粉车
//消防力量克隆类型:消防员,移动水炮,灭火机器人等特殊装备类型
Fireman = 300,//消防员
MobileWaterCannon = 301,//移动水炮
FireFightingRobot = 302,//灭火机器人
SnowstormCannon = 303,//暴风雪炮
//工具克隆类型
WarningLine = 350,//警戒线
FireHose = 351,//消防水带
Attack = 352,//进攻
Retreat = 353,//撤退
CommandPost = 354,//火场指挥部
StagingArea = 355,//集结区
WaterCurtainHose = 356,//水幕水带
RegionalSettings = 357,//区域设定
SafeArea = 358,//安全区
ZhongDuiCommander = 359,//中队指挥员
ZhiDuiCommander = 360,//支队指挥员
SupportArea = 361,//战勤保障集结区
WaterBisector = 362,//二分水器
WaterTrisector = 363,//三分水器
SafetyOfficer = 364,//安全员
//WaterCurtain=365,//水幕水带
FoamHookPipe = 365,//泡沫钩管
TheSurroundingWaterPoint = 366,//周边水源取水点
FirePoolPoint = 367,//消防水池取水点
DecontaminationArea = 368,//洗消区
SmokeExhaustFan = 369,//排烟风机
//技能要克隆的物体的克隆类型
BlockOff = 400,//封堵
DrawLine = 401,//铺设的管线
LifeLightLine = 402,//铺设的就剩照明线
//截图工具克隆类型
Rectangle = 450,//矩形
Circular = 451,//圆形
Arrow = 452,//箭头
Text = 453,//文字
//战术板工具克隆类型
TBArrow = 500,//战术板箭头
CutOff = 501,//堵截
BreakThrough = 502,//突破
Segment = 503,//分割
Suppress = 504,//围剿
PincerAttack = 505,//夹攻
JointAttack = 506,//合击
//通信保障克隆类型
UVA = 550,//无人机
MonitorBall = 551,//布控球
MeshSolider = 552,//mesh单兵
FourGSolider = 553,//4g单兵图传
DigitalInterphone = 554,//数字对讲机
FourGBS = 555,//4g基站
VoiceReplayStation = 556,//语音中继台
PortableSateLliteStation = 557,//卫星便携站
PaintingLanguagePlatform = 558,//语绘平台
MeshRelaying = 559, //mesh中继
SignalBox = 560,//信号塔
//联动力量克隆类型
Cruiser = 600,//巡逻车
Motorbike = 601,//摩托车
Ambulance = 602,//救护车
PatrolWagon = 603,//警车
ElectricRepairCar = 604,//电力抢修车
GasRepairCar = 605,//燃气抢修车
WaterSupplyRepairCar = 606,//供水抢修车
EnvironmentalTestingVehicle = 607,//环保检测车
TransportVehicle = 608,//交通运输车
SanitartPreventionVehicle = 609,//卫生防疫车
EmergencyCommunicationVehicle = 610,//应急通讯车
FamilyCar = 611,//家庭轿车
EnterpriseMechanic = 612,//企业技工
PublicSecurity = 613,//保安
OfficeClerk = 614,//职员
Manager = 615,//经理
TechnicalEngineer = 616,//技术工程师
Doctor = 617,//医生
Team = 1000,//消防员组
StaticGameObject = 1001,//场景中固有的静态游戏实体对象
StaticUI = 1002//静态UI
}
/// <summary>
/// 根据克隆类型获取其对应的中文名称。
/// Tips:添加克隆类型时,注意同步添加到CloneTypeDic字典中
/// </summary>
public class CloneObjTypeName
{
private CloneObjTypeName() { }
private static CloneObjTypeName instance;
private static Dictionary<CloneObjType, string> CloneTypeDic;
public static CloneObjTypeName Instance
{
get
{
if (null == instance)
{
instance = new CloneObjTypeName();
InitCloneTypeDic();
}
return instance;
}
}
public string GetCloneObjTypeName(CloneObjType type)
{
string name = "未命名";
CloneTypeDic.TryGetValue(type, out name);
return name;
}
private static void InitCloneTypeDic()
{
CloneTypeDic = new Dictionary<CloneObjType, string>();
CloneTypeDic.Add(CloneObjType.AdjoiningBuildings, "毗邻");
CloneTypeDic.Add(CloneObjType.NoParkingArea, "禁停区");
CloneTypeDic.Add(CloneObjType.KeyParts, "重点部位");
CloneTypeDic.Add(CloneObjType.FireControlRoom, "消控室");
CloneTypeDic.Add(CloneObjType.PumpRoom, "泵房");
CloneTypeDic.Add(CloneObjType.BubblePumpRoom, "泡沫泵房");
CloneTypeDic.Add(CloneObjType.WaterTank, "水罐");
CloneTypeDic.Add(CloneObjType.PostFireHydrant, "地上消火栓");
CloneTypeDic.Add(CloneObjType.FlushFireHydrant, "地下消火栓");
CloneTypeDic.Add(CloneObjType.PumpAdapter, "水泵接合器");
CloneTypeDic.Add(CloneObjType.FireWaterMonitor, "消防水炮");
CloneTypeDic.Add(CloneObjType.FoamHydrant, "泡沫栓");
CloneTypeDic.Add(CloneObjType.NormalFire, "普通火");
CloneTypeDic.Add(CloneObjType.FullSurfaceFire, "全液面火");
CloneTypeDic.Add(CloneObjType.Insider, "知情人");
CloneTypeDic.Add(CloneObjType.TrappedPerson, "被困人员");
CloneTypeDic.Add(CloneObjType.WoundedPerson, "伤员");
CloneTypeDic.Add(CloneObjType.Boilover, "泄露");
CloneTypeDic.Add(CloneObjType.Smoke, "烟雾");
CloneTypeDic.Add(CloneObjType.FlowingFire, "流淌火");
CloneTypeDic.Add(CloneObjType.FireOpenType, "敞开式燃烧");
CloneTypeDic.Add(CloneObjType.FireBreakThough, "突破火");
CloneTypeDic.Add(CloneObjType.ForcibleEntryDoor, "破拆点");
CloneTypeDic.Add(CloneObjType.WaterTanker, "水罐车");
CloneTypeDic.Add(CloneObjType.FoamFireTruck, "泡沫车");
CloneTypeDic.Add(CloneObjType.HighSprayingCar, "高喷车");
CloneTypeDic.Add(CloneObjType.LadderTruck, "云梯车");
CloneTypeDic.Add(CloneObjType.LiftTruck, "举高车");
CloneTypeDic.Add(CloneObjType.SmokeCar, "排烟车");
CloneTypeDic.Add(CloneObjType.RescueVehicle, "抢险救援车");
CloneTypeDic.Add(CloneObjType.LightingVehicle, "照明车");
CloneTypeDic.Add(CloneObjType.InflatableCar, "供气车");
CloneTypeDic.Add(CloneObjType.CommandVehicle, "指挥车");
CloneTypeDic.Add(CloneObjType.ForcibleCar, "破拆车");
CloneTypeDic.Add(CloneObjType.EquipmentCar, "器材车");
CloneTypeDic.Add(CloneObjType.RemoteWaterSupplyTruck, "远程供水车");
CloneTypeDic.Add(CloneObjType.DecontaminationTruck, "洗消车");
CloneTypeDic.Add(CloneObjType.LiquidSupplyTruck, "供液车");
CloneTypeDic.Add(CloneObjType.FoodSecurityTruck, "饮食保障车");
CloneTypeDic.Add(CloneObjType.EquipmentTransportTruck, "装备运输车");
CloneTypeDic.Add(CloneObjType.EquipmentRepairTruck, "装备抢修车");
CloneTypeDic.Add(CloneObjType.MedicalSupportTruck, "卫勤保障车");
CloneTypeDic.Add(CloneObjType.PowderFireTruck, "干粉车");
CloneTypeDic.Add(CloneObjType.Fireman, "消防员");
CloneTypeDic.Add(CloneObjType.MobileWaterCannon, "移动水炮");
CloneTypeDic.Add(CloneObjType.FireFightingRobot, "灭火机器人");
CloneTypeDic.Add(CloneObjType.SnowstormCannon, "暴风雪炮");
CloneTypeDic.Add(CloneObjType.WarningLine, "警戒线");
CloneTypeDic.Add(CloneObjType.FireHose, "水带");
CloneTypeDic.Add(CloneObjType.Attack, "进攻");
CloneTypeDic.Add(CloneObjType.Retreat, "撤退");
CloneTypeDic.Add(CloneObjType.CommandPost, "指挥部");
CloneTypeDic.Add(CloneObjType.StagingArea, "集结区");
CloneTypeDic.Add(CloneObjType.SafeArea, "安全区");
CloneTypeDic.Add(CloneObjType.SupportArea, "战勤保障集结区");
CloneTypeDic.Add(CloneObjType.ZhongDuiCommander, "中队指挥员");
CloneTypeDic.Add(CloneObjType.ZhiDuiCommander, "支队指挥员");
CloneTypeDic.Add(CloneObjType.WaterCurtainHose, "水幕水带");
CloneTypeDic.Add(CloneObjType.RegionalSettings, "区域设定");
CloneTypeDic.Add(CloneObjType.WaterBisector, "二分水器");
CloneTypeDic.Add(CloneObjType.WaterTrisector, "三分水器");
//CloneTypeDic.Add(CloneObjType.WaterCurtainHose, "水幕水带");
CloneTypeDic.Add(CloneObjType.SafetyOfficer, "安全员");
CloneTypeDic.Add(CloneObjType.FoamHookPipe, "泡沫钩管");
CloneTypeDic.Add(CloneObjType.TheSurroundingWaterPoint, "周边水源取水点");
CloneTypeDic.Add(CloneObjType.FirePoolPoint, "消防水池取水点");
CloneTypeDic.Add(CloneObjType.DecontaminationArea, "洗消区");
CloneTypeDic.Add(CloneObjType.SmokeExhaustFan, "排烟机");
CloneTypeDic.Add(CloneObjType.BlockOff, "封堵");
CloneTypeDic.Add(CloneObjType.Rectangle, "矩形");
CloneTypeDic.Add(CloneObjType.Circular, "圆形");
CloneTypeDic.Add(CloneObjType.Arrow, "箭头");
CloneTypeDic.Add(CloneObjType.Text, "文字");
CloneTypeDic.Add(CloneObjType.TBArrow, "战术箭头");
CloneTypeDic.Add(CloneObjType.CutOff, "堵截");
CloneTypeDic.Add(CloneObjType.BreakThrough, "突破");
CloneTypeDic.Add(CloneObjType.Segment, "分割");
CloneTypeDic.Add(CloneObjType.Suppress, "围剿");
CloneTypeDic.Add(CloneObjType.PincerAttack, "夹攻");
CloneTypeDic.Add(CloneObjType.JointAttack, "合击");
CloneTypeDic.Add(CloneObjType.UVA, "无人机");
CloneTypeDic.Add(CloneObjType.MonitorBall, "布控球");
CloneTypeDic.Add(CloneObjType.MeshSolider, "mesh单兵");
CloneTypeDic.Add(CloneObjType.FourGSolider, "4g单兵图传");
CloneTypeDic.Add(CloneObjType.DigitalInterphone, "数字对讲机");
CloneTypeDic.Add(CloneObjType.FourGBS, "4g基站");
CloneTypeDic.Add(CloneObjType.VoiceReplayStation, "语音中继台");
CloneTypeDic.Add(CloneObjType.PortableSateLliteStation, "卫星便携站");
CloneTypeDic.Add(CloneObjType.PaintingLanguagePlatform, "语绘平台");
CloneTypeDic.Add(CloneObjType.MeshRelaying, "mesh中继");
CloneTypeDic.Add(CloneObjType.SignalBox, "信号塔");
CloneTypeDic.Add(CloneObjType.Cruiser, "巡逻车");
CloneTypeDic.Add(CloneObjType.Motorbike, "摩托车");
CloneTypeDic.Add(CloneObjType.Ambulance, "救护车");
CloneTypeDic.Add(CloneObjType.PatrolWagon, "警车");
CloneTypeDic.Add(CloneObjType.ElectricRepairCar, "电力抢修车");
CloneTypeDic.Add(CloneObjType.GasRepairCar, "燃气抢修车");
CloneTypeDic.Add(CloneObjType.WaterSupplyRepairCar, "供水抢修车");
CloneTypeDic.Add(CloneObjType.EnvironmentalTestingVehicle, "环保检测车");
CloneTypeDic.Add(CloneObjType.TransportVehicle, "交通运输车");
CloneTypeDic.Add(CloneObjType.SanitartPreventionVehicle, "卫生防疫车");
CloneTypeDic.Add(CloneObjType.EmergencyCommunicationVehicle, "应急通讯车");
CloneTypeDic.Add(CloneObjType.FamilyCar, "家庭轿车");
CloneTypeDic.Add(CloneObjType.EnterpriseMechanic, "企业技工");
CloneTypeDic.Add(CloneObjType.PublicSecurity, "保安");
CloneTypeDic.Add(CloneObjType.OfficeClerk, "职员");
CloneTypeDic.Add(CloneObjType.Manager, "经理");
CloneTypeDic.Add(CloneObjType.TechnicalEngineer, "技术工程师");
CloneTypeDic.Add(CloneObjType.Doctor, "医生");
}
}

2
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@ -1,2 +0,0 @@
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16
Assets/Scripts/CloneableEnums.cs

@ -1,16 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 该脚本挂在点击可实例化物体的模型上
/// 选择该模型上具体可实例化的Clone类型
/// </summary>
[DisallowMultipleComponent]
public class CloneableEnums : MonoBehaviour {
public List<CloneObjType> CloneableTypes = new List<CloneObjType>();
//是否处理克隆操作点击碰撞的点
public bool isHandleCloneHitPoint;
}

2
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@ -1,2 +0,0 @@
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Assets/Scripts/EvacuatePoint.cs

@ -1,20 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EvacuatePoint : MonoBehaviour
{
public static List<Vector3> evacuatePoints = new List<Vector3>();
private void Awake()
{
evacuatePoints.Clear();
}
// Start is called before the first frame update
void Start()
{
evacuatePoints.Add(transform.position);
}
}

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Assets/Scripts/FloorMessage.cs

@ -1,15 +0,0 @@
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
}

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Assets/Scripts/GetAreaTargetManager.cs

@ -1,38 +0,0 @@
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;
}
}

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@ -1,51 +0,0 @@
using UnityEngine;
using System.Collections;
public class LoadShader : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
#if !UNITY_WEBGL || UNITY_EDITOR
SetShader(transform);
#endif
}
// Update is called once per frame
void Update()
{
}
public void SetShader(Transform child)
{
if (child.childCount > 0)
{
for (int i = 0; i < child.childCount; i++)
{
SetShader(child.GetChild(i));
}
}
else
{
if (child.GetComponent<Renderer>())
{
var r = child.GetComponent<Renderer>();
foreach (var material in r.materials)
{
//Debug.Log(material.shader.name);
if (material.shader.name == "Universal Render Pipeline/Lit")
{
StartCoroutine(setshader(material));
}
}
}
}
}
IEnumerator setshader(Material m)
{
m.shader = null;
yield return new WaitForSeconds(0.1f);
m.shader = Shader.Find("Universal Render Pipeline/Lit");
}
}

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Assets/Scripts/PathFindable.cs

@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PathFindable : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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Assets/Scripts/TeamTargetItem.cs

@ -1,9 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TeamTargetItem : MonoBehaviour
{
public List<string> TaskNames;
public string TankName;
}

2
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@ -1,2 +0,0 @@
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Assets/Scripts/TeamTargetManager.cs

@ -1,52 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 组任务目标点管理
/// </summary>
public class TeamTargetManager : MonoBehaviour
{
public static TeamTargetManager instance;
private void Awake()
{
instance = this;
}
public static TeamTargetManager GetInstance
{
get
{
if (instance == null)
{
string path = "TeamTargetParent";
GameObject obj = Resources.Load<GameObject>(path);
GameObject clone = Instantiate(obj);
clone.name = "TeamTargetParent";
instance = clone.GetComponent<TeamTargetManager>();
}
return instance;
}
}
/// <summary>
/// 罐区类组任务获取目标点
/// </summary>
/// <param name="taskName">任务名称</param>
/// <param name="tankName">罐区名称</param>
/// <returns></returns>
public Vector3 GetTargetPos(string taskName, string tankName)
{
Vector3 pos = Vector3.zero;
foreach (Transform item in transform)
{
if (item.GetComponent<TeamTargetItem>().TaskNames.Contains(taskName) &&
item.GetComponent<TeamTargetItem>().TankName == tankName)
{
pos = item.position;
break;
}
}
return pos;
}
}

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Assets/Settings/Mobile_RPAsset.asset

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m_ColorGradingMode: 0
m_ColorGradingLutSize: 32
m_AllowPostProcessAlphaOutput: 0
m_UseFastSRGBLinearConversion: 1
m_SupportDataDrivenLensFlare: 1
m_SupportScreenSpaceLensFlare: 1
m_GPUResidentDrawerMode: 0
m_UseLegacyLightmaps: 0
m_SmallMeshScreenPercentage: 0
m_GPUResidentDrawerEnableOcclusionCullingInCameras: 0
m_ShadowType: 1
@ -100,23 +100,24 @@ MonoBehaviour:
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m_PrefilteringModeAdditionalLightShadows: 0
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m_PrefilterSSAOSourceDepthMedium: 1
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m_PrefilterSSAOInterleaved: 0
m_PrefilterSSAOInterleaved: 1
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3
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@ -9,8 +9,7 @@
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