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diff --git a/Assets/ScenesPX/MainBuilding.prefab.meta b/Assets/ScenesPX/MainBuilding.prefab.meta new file mode 100644 index 0000000..e511076 --- /dev/null +++ b/Assets/ScenesPX/MainBuilding.prefab.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f20ae7cda1be9c64dbcce2f5fff446f3 +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: mainbuilding + assetBundleVariant: diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta new file mode 100644 index 0000000..5e0c60d --- /dev/null +++ b/Assets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3847d78b92764464991342d5436ced0b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/BaseGameObjInfo.cs b/Assets/Scripts/BaseGameObjInfo.cs new file mode 100644 index 0000000..3149a5e --- /dev/null +++ b/Assets/Scripts/BaseGameObjInfo.cs @@ -0,0 +1,29 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// 游戏对象信息基类 +/// +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 () { + + } +} diff --git a/Assets/Scripts/BaseGameObjInfo.cs.meta b/Assets/Scripts/BaseGameObjInfo.cs.meta new file mode 100644 index 0000000..be9377b --- /dev/null +++ b/Assets/Scripts/BaseGameObjInfo.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a4c084de76af8c349ae1f222d8716b1b \ No newline at end of file diff --git a/Assets/Scripts/CameraViewDataForFunArea.cs b/Assets/Scripts/CameraViewDataForFunArea.cs new file mode 100644 index 0000000..83dda20 --- /dev/null +++ b/Assets/Scripts/CameraViewDataForFunArea.cs @@ -0,0 +1,11 @@ +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; +} diff --git a/Assets/Scripts/CameraViewDataForFunArea.cs.meta b/Assets/Scripts/CameraViewDataForFunArea.cs.meta new file mode 100644 index 0000000..f60e94b --- /dev/null +++ b/Assets/Scripts/CameraViewDataForFunArea.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 78722e55a6f8aa54db9f860ce5caf529 \ No newline at end of file diff --git a/Assets/Scripts/CloneGameObjInfo.cs b/Assets/Scripts/CloneGameObjInfo.cs new file mode 100644 index 0000000..ef20271 --- /dev/null +++ b/Assets/Scripts/CloneGameObjInfo.cs @@ -0,0 +1,24 @@ + +/// +/// 克隆游戏对象信息基类 +/// +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 +} + diff --git a/Assets/Scripts/CloneGameObjInfo.cs.meta b/Assets/Scripts/CloneGameObjInfo.cs.meta new file mode 100644 index 0000000..ffe56dc --- /dev/null +++ b/Assets/Scripts/CloneGameObjInfo.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 77fb9be10c0901f46a68b3ee09e7972b \ No newline at end of file diff --git a/Assets/Scripts/CloneObjType.cs b/Assets/Scripts/CloneObjType.cs new file mode 100644 index 0000000..5cedc16 --- /dev/null +++ b/Assets/Scripts/CloneObjType.cs @@ -0,0 +1,307 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// 克隆类型(枚举) +/// +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 +} + +/// +/// 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 +/// +public class CloneObjTypeName +{ + private CloneObjTypeName() { } + private static CloneObjTypeName instance; + private static Dictionary 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(); + + 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"); + + } +} diff --git a/Assets/Scripts/CloneObjType.cs.meta b/Assets/Scripts/CloneObjType.cs.meta new file mode 100644 index 0000000..3f16d3b --- /dev/null +++ b/Assets/Scripts/CloneObjType.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b9e79d9d52924c24abfeef77eb7fdca6 \ No newline at end of file diff --git a/Assets/Scripts/CloneableEnums.cs b/Assets/Scripts/CloneableEnums.cs new file mode 100644 index 0000000..3691244 --- /dev/null +++ b/Assets/Scripts/CloneableEnums.cs @@ -0,0 +1,16 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// 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 +/// +[DisallowMultipleComponent] +public class CloneableEnums : MonoBehaviour { + + public List CloneableTypes = new List(); + + //是否处理克隆操作点击碰撞的点 + public bool isHandleCloneHitPoint; +} diff --git a/Assets/Scripts/CloneableEnums.cs.meta b/Assets/Scripts/CloneableEnums.cs.meta new file mode 100644 index 0000000..036cf0c --- /dev/null +++ b/Assets/Scripts/CloneableEnums.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1c0e57298488ae54aba3ef60b0b26920 \ No newline at end of file diff --git a/Assets/Scripts/EvacuatePoint.cs b/Assets/Scripts/EvacuatePoint.cs new file mode 100644 index 0000000..b99d217 --- /dev/null +++ b/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 evacuatePoints = new List(); + + private void Awake() + { + evacuatePoints.Clear(); + } + + // Start is called before the first frame update + void Start() + { + evacuatePoints.Add(transform.position); + } +} diff --git a/Assets/Scripts/EvacuatePoint.cs.meta b/Assets/Scripts/EvacuatePoint.cs.meta new file mode 100644 index 0000000..3c00d37 --- /dev/null +++ b/Assets/Scripts/EvacuatePoint.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d00f7578dda0a1c41b151766a6426479 \ No newline at end of file diff --git a/Assets/Scripts/FloorMessage.cs b/Assets/Scripts/FloorMessage.cs new file mode 100644 index 0000000..17dcfa4 --- /dev/null +++ b/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 +} diff --git a/Assets/Scripts/FloorMessage.cs.meta b/Assets/Scripts/FloorMessage.cs.meta new file mode 100644 index 0000000..464a868 --- /dev/null +++ b/Assets/Scripts/FloorMessage.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7eb663056acb2644698df34826b5c60f \ No newline at end of file diff --git a/Assets/Scripts/GetAreaTargetManager.cs b/Assets/Scripts/GetAreaTargetManager.cs new file mode 100644 index 0000000..f0ee299 --- /dev/null +++ b/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 children; + private void Awake() + { + children = new List(); + 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; + } +} diff --git a/Assets/Scripts/GetAreaTargetManager.cs.meta b/Assets/Scripts/GetAreaTargetManager.cs.meta new file mode 100644 index 0000000..1ca9d59 --- /dev/null +++ b/Assets/Scripts/GetAreaTargetManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ad1ddb7b6b473ac4ea26f44aea624e2b \ No newline at end of file diff --git a/Assets/Scripts/LoadShader.cs b/Assets/Scripts/LoadShader.cs new file mode 100644 index 0000000..e50bc39 --- /dev/null +++ b/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()) + { + var r = child.GetComponent(); + 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"); + } +} diff --git a/Assets/Scripts/LoadShader.cs.meta b/Assets/Scripts/LoadShader.cs.meta new file mode 100644 index 0000000..cfd75c4 --- /dev/null +++ b/Assets/Scripts/LoadShader.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5627e6832e9378c4e8632a52efa22183 \ No newline at end of file diff --git a/Assets/Scripts/PathFindable.cs b/Assets/Scripts/PathFindable.cs new file mode 100644 index 0000000..0980cc8 --- /dev/null +++ b/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() + { + + } +} diff --git a/Assets/Scripts/PathFindable.cs.meta b/Assets/Scripts/PathFindable.cs.meta new file mode 100644 index 0000000..048ca00 --- /dev/null +++ b/Assets/Scripts/PathFindable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 43929be615d468749bba2f9917117a45 \ No newline at end of file diff --git a/Assets/Scripts/TeamTargetItem.cs b/Assets/Scripts/TeamTargetItem.cs new file mode 100644 index 0000000..a4ec6ce --- /dev/null +++ b/Assets/Scripts/TeamTargetItem.cs @@ -0,0 +1,9 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class TeamTargetItem : MonoBehaviour +{ + public List TaskNames; + public string TankName; +} diff --git a/Assets/Scripts/TeamTargetItem.cs.meta b/Assets/Scripts/TeamTargetItem.cs.meta new file mode 100644 index 0000000..0eb7733 --- /dev/null +++ b/Assets/Scripts/TeamTargetItem.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 408648110f0742348a48d10da40f3ea5 \ No newline at end of file diff --git a/Assets/Scripts/TeamTargetManager.cs b/Assets/Scripts/TeamTargetManager.cs new file mode 100644 index 0000000..69a997b --- /dev/null +++ b/Assets/Scripts/TeamTargetManager.cs @@ -0,0 +1,52 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// 组任务目标点管理 +/// +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(path); + GameObject clone = Instantiate(obj); + clone.name = "TeamTargetParent"; + instance = clone.GetComponent(); + } + return instance; + } + } + /// + /// 罐区类组任务获取目标点 + /// + /// 任务名称 + /// 罐区名称 + /// + public Vector3 GetTargetPos(string taskName, string tankName) + { + Vector3 pos = Vector3.zero; + foreach (Transform item in transform) + { + if (item.GetComponent().TaskNames.Contains(taskName) && + item.GetComponent().TankName == tankName) + { + pos = item.position; + break; + } + } + return pos; + } +} diff --git a/Assets/Scripts/TeamTargetManager.cs.meta b/Assets/Scripts/TeamTargetManager.cs.meta new file mode 100644 index 0000000..4c1e604 --- /dev/null +++ b/Assets/Scripts/TeamTargetManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: de3dcbb1284b2394a8049095e2bae278 \ No newline at end of file diff --git a/Assets/Settings.meta b/Assets/Settings.meta new file mode 100644 index 0000000..dfa3e0b --- /dev/null +++ b/Assets/Settings.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 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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; } + } + + [SerializeField] + GUIStyle m_TitleStyle; + + GUIStyle HeadingStyle + { + get { return m_HeadingStyle; } + } + + [SerializeField] + GUIStyle m_HeadingStyle; + + GUIStyle BodyStyle + { + get { return m_BodyStyle; } + } + + [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; + + m_TitleStyle = new GUIStyle(m_BodyStyle); + m_TitleStyle.fontSize = 26; + + m_HeadingStyle = new GUIStyle(m_BodyStyle); + m_HeadingStyle.fontStyle = FontStyle.Bold; + m_HeadingStyle.fontSize = 18; + + m_LinkStyle = new GUIStyle(m_BodyStyle); + m_LinkStyle.wordWrap = false; + + // Match selection color which works nicely for both light and dark skins + m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f); + 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); + } +} diff --git a/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta b/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta new file mode 100644 index 0000000..f038618 --- /dev/null +++ b/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 476cc7d7cd9874016adc216baab94a0a +timeCreated: 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