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初始化

mscpublic
曹衍涛 3 months ago
parent
commit
c7f9503364
  1. 10
      .gitignore
  2. 8
      Assets/Arts.meta
  3. 8
      Assets/Arts/Environment.meta
  4. 8
      Assets/Arts/Environment/Materials.meta
  5. 90
      Assets/Arts/Environment/Materials/TerminalSkybox_Mat.mat
  6. 8
      Assets/Arts/Environment/Materials/TerminalSkybox_Mat.mat.meta
  7. 8
      Assets/Arts/Environment/Textures.meta
  8. BIN
      Assets/Arts/Environment/Textures/TerminalSky_T_HDRI2.exr
  9. 143
      Assets/Arts/Environment/Textures/TerminalSky_T_HDRI2.exr.meta
  10. 8
      Assets/Arts/ShaderGraph.meta
  11. 1643
      Assets/Arts/ShaderGraph/Decal_Graph.shadergraph
  12. 10
      Assets/Arts/ShaderGraph/Decal_Graph.shadergraph.meta
  13. 1304
      Assets/Arts/ShaderGraph/Decal_Graph2.shadergraph
  14. 10
      Assets/Arts/ShaderGraph/Decal_Graph2.shadergraph.meta
  15. 1935
      Assets/Arts/ShaderGraph/Transparent.shadergraph
  16. 10
      Assets/Arts/ShaderGraph/Transparent.shadergraph.meta
  17. 8
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  18. BIN
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  19. 103
      Assets/Arts/Textures/HDR_LUT_32.png.meta
  20. 8
      Assets/ScenesPX.meta
  21. 258
      Assets/ScenesPX/BuildingScene.unity
  22. 7
      Assets/ScenesPX/BuildingScene.unity.meta
  23. 134968
      Assets/ScenesPX/MainBuilding.prefab
  24. 7
      Assets/ScenesPX/MainBuilding.prefab.meta
  25. 8
      Assets/Scripts.meta
  26. 29
      Assets/Scripts/BaseGameObjInfo.cs
  27. 2
      Assets/Scripts/BaseGameObjInfo.cs.meta
  28. 11
      Assets/Scripts/CameraViewDataForFunArea.cs
  29. 2
      Assets/Scripts/CameraViewDataForFunArea.cs.meta
  30. 24
      Assets/Scripts/CloneGameObjInfo.cs
  31. 2
      Assets/Scripts/CloneGameObjInfo.cs.meta
  32. 307
      Assets/Scripts/CloneObjType.cs
  33. 2
      Assets/Scripts/CloneObjType.cs.meta
  34. 16
      Assets/Scripts/CloneableEnums.cs
  35. 2
      Assets/Scripts/CloneableEnums.cs.meta
  36. 20
      Assets/Scripts/EvacuatePoint.cs
  37. 2
      Assets/Scripts/EvacuatePoint.cs.meta
  38. 15
      Assets/Scripts/FloorMessage.cs
  39. 2
      Assets/Scripts/FloorMessage.cs.meta
  40. 38
      Assets/Scripts/GetAreaTargetManager.cs
  41. 2
      Assets/Scripts/GetAreaTargetManager.cs.meta
  42. 51
      Assets/Scripts/LoadShader.cs
  43. 2
      Assets/Scripts/LoadShader.cs.meta
  44. 18
      Assets/Scripts/PathFindable.cs
  45. 2
      Assets/Scripts/PathFindable.cs.meta
  46. 9
      Assets/Scripts/TeamTargetItem.cs
  47. 2
      Assets/Scripts/TeamTargetItem.cs.meta
  48. 52
      Assets/Scripts/TeamTargetManager.cs
  49. 2
      Assets/Scripts/TeamTargetManager.cs.meta
  50. 8
      Assets/Settings.meta
  51. 983
      Assets/Settings/DefaultVolumeProfile.asset
  52. 8
      Assets/Settings/DefaultVolumeProfile.asset.meta
  53. 226
      Assets/Settings/GlobalVolumeProfile.asset
  54. 8
      Assets/Settings/GlobalVolumeProfile.asset.meta
  55. 98
      Assets/Settings/Highlight Plus Profile.asset
  56. 8
      Assets/Settings/Highlight Plus Profile.asset.meta
  57. 135
      Assets/Settings/Mobile_RPAsset.asset
  58. 8
      Assets/Settings/Mobile_RPAsset.asset.meta
  59. 66
      Assets/Settings/Mobile_Renderer.asset
  60. 8
      Assets/Settings/Mobile_Renderer.asset.meta
  61. 63
      Assets/Settings/New Lighting Settings.lighting
  62. 8
      Assets/Settings/New Lighting Settings.lighting.meta
  63. 136
      Assets/Settings/PC_RPAsset.asset
  64. 8
      Assets/Settings/PC_RPAsset.asset.meta
  65. 129
      Assets/Settings/PC_Renderer.asset
  66. 8
      Assets/Settings/PC_Renderer.asset.meta
  67. 159
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  68. 8
      Assets/Settings/SampleSceneProfile.asset.meta
  69. 255
      Assets/Settings/UniversalRenderPipelineGlobalSettings.asset
  70. 8
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  71. 136
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  72. 8
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  73. 107
      Assets/Settings/WEB_Renderer.asset
  74. 8
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  75. 8
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  76. 8
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  77. 8
      Assets/StreamingAssets/AssetBundles/PXDEXCT.meta
  78. 8
      Assets/StreamingAssets/WebAssetBundles.meta
  79. 8
      Assets/StreamingAssets/WebAssetBundles/PXDEXCT.meta
  80. 8
      Assets/TutorialInfo.meta
  81. 9
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  82. BIN
      Assets/TutorialInfo/Icons/URP.png
  83. 134
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  84. 654
      Assets/TutorialInfo/Layout.wlt
  85. 8
      Assets/TutorialInfo/Layout.wlt.meta
  86. 9
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  87. 9
      Assets/TutorialInfo/Scripts/Editor.meta
  88. 242
      Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
  89. 12
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  90. 16
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  91. 12
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  92. 8
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  93. 8
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  94. 8
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  95. BIN
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  96. 122
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  97. BIN
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  98. 127
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  99. BIN
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  100. 112
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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
Assets/Scripts/CloneObjType.cs.meta

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b9e79d9d52924c24abfeef77eb7fdca6

16
Assets/Scripts/CloneableEnums.cs

@ -0,0 +1,16 @@
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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@ -0,0 +1,2 @@
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20
Assets/Scripts/EvacuatePoint.cs

@ -0,0 +1,20 @@
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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15
Assets/Scripts/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
}

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38
Assets/Scripts/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;
}
}

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51
Assets/Scripts/LoadShader.cs

@ -0,0 +1,51 @@
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

@ -0,0 +1,18 @@
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

@ -0,0 +1,9 @@
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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52
Assets/Scripts/TeamTargetManager.cs

@ -0,0 +1,52 @@
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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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Reflection;
[CustomEditor(typeof(Readme))]
[InitializeOnLoad]
public class ReadmeEditor : Editor
{
static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static string s_ReadmeSourceDirectory = "Assets/TutorialInfo";
const float k_Space = 16f;
static ReadmeEditor()
{
EditorApplication.delayCall += SelectReadmeAutomatically;
}
static void RemoveTutorial()
{
if (EditorUtility.DisplayDialog("Remove Readme Assets",
$"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
"Proceed",
"Cancel"))
{
if (Directory.Exists(s_ReadmeSourceDirectory))
{
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory);
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta");
}
else
{
Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}");
}
var readmeAsset = SelectReadme();
if (readmeAsset != null)
{
var path = AssetDatabase.GetAssetPath(readmeAsset);
FileUtil.DeleteFileOrDirectory(path + ".meta");
FileUtil.DeleteFileOrDirectory(path);
}
AssetDatabase.Refresh();
}
}
static void SelectReadmeAutomatically()
{
if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
{
var readme = SelectReadme();
SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
if (readme && !readme.loadedLayout)
{
LoadLayout();
readme.loadedLayout = true;
}
}
}
static void LoadLayout()
{
var assembly = typeof(EditorApplication).Assembly;
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false });
}
static Readme SelectReadme()
{
var ids = AssetDatabase.FindAssets("Readme t:Readme");
if (ids.Length == 1)
{
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
Selection.objects = new UnityEngine.Object[] { readmeObject };
return (Readme)readmeObject;
}
else
{
Debug.Log("Couldn't find a readme");
return null;
}
}
protected override void OnHeaderGUI()
{
var readme = (Readme)target;
Init();
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f);
GUILayout.BeginHorizontal("In BigTitle");
{
if (readme.icon != null)
{
GUILayout.Space(k_Space);
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
}
GUILayout.Space(k_Space);
GUILayout.BeginVertical();
{
GUILayout.FlexibleSpace();
GUILayout.Label(readme.title, TitleStyle);
GUILayout.FlexibleSpace();
}
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
}
GUILayout.EndHorizontal();
}
public override void OnInspectorGUI()
{
var readme = (Readme)target;
Init();
foreach (var section in readme.sections)
{
if (!string.IsNullOrEmpty(section.heading))
{
GUILayout.Label(section.heading, HeadingStyle);
}
if (!string.IsNullOrEmpty(section.text))
{
GUILayout.Label(section.text, BodyStyle);
}
if (!string.IsNullOrEmpty(section.linkText))
{
if (LinkLabel(new GUIContent(section.linkText)))
{
Application.OpenURL(section.url);
}
}
GUILayout.Space(k_Space);
}
if (GUILayout.Button("Remove Readme Assets", ButtonStyle))
{
RemoveTutorial();
}
}
bool m_Initialized;
GUIStyle LinkStyle
{
get { return m_LinkStyle; }
}
[SerializeField]
GUIStyle m_LinkStyle;
GUIStyle TitleStyle
{
get { return m_TitleStyle; }
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[SerializeField]
GUIStyle m_TitleStyle;
GUIStyle HeadingStyle
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get { return m_HeadingStyle; }
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[SerializeField]
GUIStyle m_HeadingStyle;
GUIStyle BodyStyle
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get { return m_BodyStyle; }
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[SerializeField]
GUIStyle m_BodyStyle;
GUIStyle ButtonStyle
{
get { return m_ButtonStyle; }
}
[SerializeField]
GUIStyle m_ButtonStyle;
void Init()
{
if (m_Initialized)
return;
m_BodyStyle = new GUIStyle(EditorStyles.label);
m_BodyStyle.wordWrap = true;
m_BodyStyle.fontSize = 14;
m_BodyStyle.richText = true;
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m_HeadingStyle = new GUIStyle(m_BodyStyle);
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m_LinkStyle = new GUIStyle(m_BodyStyle);
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m_LinkStyle.stretchWidth = false;
m_ButtonStyle = new GUIStyle(EditorStyles.miniButton);
m_ButtonStyle.fontStyle = FontStyle.Bold;
m_Initialized = true;
}
bool LinkLabel(GUIContent label, params GUILayoutOption[] options)
{
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
Handles.BeginGUI();
Handles.color = LinkStyle.normal.textColor;
Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
Handles.color = Color.white;
Handles.EndGUI();
EditorGUIUtility.AddCursorRect(position, MouseCursor.Link);
return GUI.Button(position, label, LinkStyle);
}
}

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using System;
using UnityEngine;
public class Readme : ScriptableObject
{
public Texture2D icon;
public string title;
public Section[] sections;
public bool loadedLayout;
[Serializable]
public class Section
{
public string heading, text, linkText, url;
}
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