Compare commits

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6 Commits

  1. 6
      .vsconfig
  2. 60
      Assets/Editor/SceneToolFloor.cs
  3. 35
      Assets/MscPublic/Assets/Resources/UI/FloorItem.prefab
  4. 2
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/UIFloor.cs
  5. 523
      Assets/Prefabs/Common/OperationalPreparations/PincerAttack.prefab
  6. BIN
      Assets/Resources/Common/DongYouLiQing.png
  7. BIN
      Assets/Resources/Common/DrillImage.png
  8. 88
      Assets/Resources/Common/DrillImage.png.meta
  9. BIN
      Assets/Resources/Common/ExerciseImage.png
  10. 88
      Assets/Resources/Common/ExerciseImage.png.meta
  11. 17588
      Assets/Scenes/DongYouLiQing.unity
  12. 326
      Assets/Scenes/Menu.unity
  13. 5
      Assets/Scripts/Common/CommandCenter/PoliceToController.cs.meta
  14. 5
      Assets/Scripts/Common/CommandSystem/Commands/FireDeployCameraDragExitCmd.cs.meta
  15. 4
      Assets/Scripts/Common/Disasters/Wound_Trapped/HaemalStrand.cs
  16. 29
      Assets/Scripts/Common/Disasters/Wound_Trapped/TrappedMoveFree.cs
  17. 5
      Assets/Scripts/Common/EquipSystem/MyFrame/UniRx/Scripts/UnityEngineBridge/Operators/SampleFrame.cs.meta
  18. 5
      Assets/Scripts/Common/EquipSystem/MyFrame/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableEventTrigger.cs.meta
  19. 15
      Assets/Scripts/Common/GuDingShuipao/GuDingShuiPaoControl.cs
  20. 32
      Assets/Scripts/Common/Menu/ModeImageLoad.cs
  21. 11
      Assets/Scripts/Common/Menu/ModeImageLoad.cs.meta
  22. 4
      Assets/Scripts/Common/OperationalPreparation/XFSS.cs
  23. 19
      Assets/Scripts/Common/OperationalPreparation/XFSSShowOrHide.cs
  24. 161
      Assets/Scripts/Common/Police/CarMoveManager.cs
  25. 8
      Assets/Scripts/Common/Police/Prefab.meta
  26. 115
      Assets/Scripts/Common/Police/Prefab/CarPoint.prefab
  27. 7
      Assets/Scripts/Common/Police/Prefab/CarPoint.prefab.meta
  28. 152
      Assets/Scripts/Common/Police/Prefab/EndPoint.prefab
  29. 7
      Assets/Scripts/Common/Police/Prefab/EndPoint.prefab.meta
  30. 74
      Assets/Scripts/Common/Police/Prefab/LineImage.prefab
  31. 7
      Assets/Scripts/Common/Police/Prefab/LineImage.prefab.meta
  32. 74
      Assets/Scripts/Common/Police/Prefab/LinePos.prefab
  33. 7
      Assets/Scripts/Common/Police/Prefab/LinePos.prefab.meta
  34. 20554
      Assets/Scripts/Common/Police/Prefab/Police.prefab
  35. 7
      Assets/Scripts/Common/Police/Prefab/Police.prefab.meta
  36. 152
      Assets/Scripts/Common/Police/Prefab/StartPoint.prefab
  37. 7
      Assets/Scripts/Common/Police/Prefab/StartPoint.prefab.meta
  38. BIN
      Assets/Scripts/Common/Police/Prefab/万达广场.jpg
  39. 88
      Assets/Scripts/Common/Police/Prefab/万达广场.jpg.meta
  40. 20
      Assets/Scripts/Common/ReportSystem/UIViewQuestionnaire.cs
  41. 3
      Assets/Scripts/Common/RoomWaiting/RoomInfoPanel.cs
  42. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/LinqInternal/Collections/ThreadSafe/NeedleReservoir.cs.meta
  43. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/LinqInternal/Threading/Disposable.cs.meta
  44. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Action6.net35.cs.meta
  45. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Dynamic/Utils/RuntimeOps.RuntimeVariableList.cs.meta
  46. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Func6.net35.cs.meta
  47. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Linq/Expressions/Interpreter/LightDelegateCreator.net30.cs.meta
  48. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Linq/Expressions/LambdaExpression.net30.cs.meta
  49. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Runtime/CompilerServices/CallerMemberNameAttribute.net40.cs.meta
  50. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Runtime/CompilerServices/IteratorStateMachineAttribute.net40.cs.meta
  51. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Threading/CountdownEvent.net35.cs.meta
  52. 21
      Assets/Scripts/DongYouLiQing/4GMap/FourthGCamCtrl.cs
  53. 11
      Assets/Scripts/DongYouLiQing/4GMap/QuadCamera.cs
  54. 21
      Assets/Scripts/DongYouLiQing/BaseCommander/WaterFightFire/FireFightNormal.cs
  55. 22
      Assets/Scripts/DongYouLiQing/BaseCommander/WaterFightFire/SpreadFireController.cs
  56. 9
      Assets/Scripts/DongYouLiQing/Common/OilTanks/OilTanksManager.cs
  57. 2
      Assets/Scripts/DongYouLiQing/LeadGroup/PoliceCall/PoliceCallPanel.cs
  58. 8
      Assets/StreamingAssets/Police.meta
  59. 8
      Assets/StreamingAssets/Police/PoliceTexture.meta
  60. BIN
      Assets/StreamingAssets/Police/PoliceTexture/万达广场.jpg
  61. 7
      Assets/StreamingAssets/Police/PoliceTexture/万达广场.jpg.meta
  62. BIN
      Assets/StreamingAssets/Police/PoliceTexture/行车路线.jpg
  63. 7
      Assets/StreamingAssets/Police/PoliceTexture/行车路线.jpg.meta
  64. 58
      Assets/StreamingAssets/Police/policeConfig.json
  65. 7
      Assets/StreamingAssets/Police/policeConfig.json.meta
  66. 16
      Assets/UITexture/OperationalPreparations/夹攻.png.meta
  67. 45632
      Assets/WanDaGround/SceneAll.prefab

6
.vsconfig

@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

60
Assets/Editor/SceneToolFloor.cs

@ -503,31 +503,43 @@ public class SceneToolFloor
{ {
if (obj[i].GetComponent<XFSS>()) if (obj[i].GetComponent<XFSS>())
{ {
GameObject quad = GameObject.Instantiate(quadMat.Quad); if (!obj[i].transform.Find("Quad"))
quad.name = "Quad"; {
quad.transform.parent = obj[i].transform; GameObject quad = GameObject.Instantiate(quadMat.Quad);
quad.transform.localPosition = Vector3.up * 10; quad.name = "Quad";
quad.transform.localScale = Vector3.one * 3; quad.transform.parent = obj[i].transform;
switch (obj[i].GetComponent<XFSS>().type) quad.transform.localPosition = Vector3.up * 10;
{ switch (obj[i].GetComponent<XFSS>().type)
case XFSSType.: {
quad.GetComponent<Renderer>().material = quadMat.mats[0]; case XFSSType.:
break; quad.GetComponent<Renderer>().material = quadMat.mats[0];
case XFSSType.: break;
quad.GetComponent<Renderer>().material = quadMat.mats[1]; case XFSSType.:
break; quad.GetComponent<Renderer>().material = quadMat.mats[1];
case XFSSType.: break;
quad.GetComponent<Renderer>().material = quadMat.mats[2]; case XFSSType.:
break; quad.GetComponent<Renderer>().material = quadMat.mats[2];
case XFSSType.: break;
quad.GetComponent<Renderer>().material = quadMat.mats[3]; case XFSSType.:
break; quad.GetComponent<Renderer>().material = quadMat.mats[3];
case XFSSType.: break;
quad.GetComponent<Renderer>().material = quadMat.mats[0]; case XFSSType.:
break; quad.GetComponent<Renderer>().material = quadMat.mats[0];
default: break;
break; default:
break;
}
quad.layer = LayerMask.NameToLayer("FightDeploy");
obj[i].transform.Find("Quad").localScale = new Vector3(3, 3, 3);
quad.gameObject.SetActive(false);
} }
else
{
obj[i].transform.Find("Quad").gameObject.layer = LayerMask.NameToLayer("FightDeploy");
obj[i].transform.Find("Quad").localScale = new Vector3(3, 3, 3);
obj[i].transform.Find("Quad").gameObject.SetActive(false);
}
} }
} }

35
Assets/MscPublic/Assets/Resources/UI/FloorItem.prefab

@ -64,8 +64,6 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
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m_Type: 0 m_Type: 0
m_PreserveAspect: 0 m_PreserveAspect: 0
@ -158,8 +156,6 @@ MonoBehaviour:
onValueChanged: onValueChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_TypeName: UnityEngine.UI.Toggle+ToggleEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null
m_IsOn: 0 m_IsOn: 0
--- !u!114 &886484853937208961 --- !u!114 &886484853937208961
MonoBehaviour: MonoBehaviour:
@ -244,8 +240,6 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_Sprite: {fileID: 0} m_Sprite: {fileID: 0}
m_Type: 0 m_Type: 0
m_PreserveAspect: 0 m_PreserveAspect: 0
@ -318,8 +312,6 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData: m_FontData:
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m_FontSize: 22 m_FontSize: 22
@ -346,7 +338,6 @@ GameObject:
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m_Layer: 5 m_Layer: 5
m_Name: Background m_Name: Background
m_TagString: Untagged m_TagString: Untagged
@ -400,8 +391,6 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
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m_Type: 1 m_Type: 1
m_PreserveAspect: 0 m_PreserveAspect: 0
@ -454,29 +443,7 @@ MonoBehaviour:
onValueChanged: onValueChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_TypeName: UnityEngine.UI.Toggle+ToggleEvent, UnityEngine.UI, Version=1.0.0.0,
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m_IsOn: 0 m_IsOn: 0
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MonoBehaviour:
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m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 16a33de889563db4fa6b5f24e003e464, type: 3}
m_Name:
m_EditorClassIdentifier:
buildNum:
floorNum: 0
interlayerNum: 0
MyChildFloors: []
floorsPanelManager: {fileID: 0}
MyText: {fileID: 114464141237427192}
HasChild: {fileID: 0}
MyTarget: {fileID: 0}
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GameObject: GameObject:
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m_Type: 0 m_Type: 0
m_PreserveAspect: 0 m_PreserveAspect: 0

2
Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/UIFloor.cs

@ -28,7 +28,7 @@ public class UIFloor : BaseToggle
public GameObject HasChild;//显示该建筑(区域)下的所有楼层 public GameObject HasChild;//显示该建筑(区域)下的所有楼层
public Transform MyTarget; public Transform MyTarget;
//private CameraManager cameraManager; //private CameraManager cameraManager;
private float FollowCameraDistance = 100f; private float FollowCameraDistance = 250f;
private CameraManager cameraManager; private CameraManager cameraManager;
private Transform P_AllParent; private Transform P_AllParent;
private void Start() private void Start()

523
Assets/Prefabs/Common/OperationalPreparations/PincerAttack.prefab

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Assets/Scripts/Common/Disasters/Wound_Trapped/HaemalStrand.cs

@ -296,10 +296,10 @@ public class HaemalStrand : MonoBehaviour
safearea.HasWounderNum= safearea.HasWounderNum+1; safearea.HasWounderNum= safearea.HasWounderNum+1;
if (TargetObj.GetComponent<TrappedMoveFree>()) if (TargetObj.GetComponent<TrappedMoveFree>())
{ {
TargetObj.GetComponent<NavMeshAgent>().SetDestination(TargetObj.transform.position); //TargetObj.GetComponent<NavMeshAgent>().SetDestination(TargetObj.transform.position);
TargetObj.GetComponent<TrappedMoveFree>().TargetPosition = TargetObj.transform.position; TargetObj.GetComponent<TrappedMoveFree>().TargetPosition = TargetObj.transform.position;
TargetObj.GetComponent<TrappedPathFind>().pathFindEnable = false; TargetObj.GetComponent<TrappedPathFind>().pathFindEnable = false;
TargetObj.GetComponent<NavMeshAgent>().baseOffset = 0.2f; //TargetObj.GetComponent<NavMeshAgent>().baseOffset = 0.2f;
TargetObj.GetComponent<TrappedMoveFree>().IsBefirstAirOrMoving = false; TargetObj.GetComponent<TrappedMoveFree>().IsBefirstAirOrMoving = false;
TargetObj.GetComponent<TrappedMoveFree>().OverMoveOrGuidance = true; TargetObj.GetComponent<TrappedMoveFree>().OverMoveOrGuidance = true;
TargetObj.GetComponent<TrappedMoveFree>().SaveFrirmanUserId = fireman1.GetComponent<BaseGameObjInfo>().UserID; TargetObj.GetComponent<TrappedMoveFree>().SaveFrirmanUserId = fireman1.GetComponent<BaseGameObjInfo>().UserID;

29
Assets/Scripts/Common/Disasters/Wound_Trapped/TrappedMoveFree.cs

@ -404,6 +404,7 @@ public class TrappedMoveFree : MonoBehaviour
if (info.gameObjID == GetComponent<BaseGameObjInfo>().gameObjID) if (info.gameObjID == GetComponent<BaseGameObjInfo>().gameObjID)
{ {
if (IsBefirstAirOrMoving) if (IsBefirstAirOrMoving)
{ {
LoadPromptWin.Instance.LoadTextPromptWindow("该人员正在被急救或者移动,不能操作", 2f); LoadPromptWin.Instance.LoadTextPromptWindow("该人员正在被急救或者移动,不能操作", 2f);
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LoadPromptWin.Instance.LoadTextPromptWindow("该人员被营救,不能再进行操作", 1f); LoadPromptWin.Instance.LoadTextPromptWindow("该人员被营救,不能再进行操作", 1f);
return; return;
} }
if (fireMan.GetComponent<FiremanMoveTrapped>().trappedlist.Count > 0)
//if (fireMan.GetComponent<FiremanMoveTrapped>().trappedlist.Count > 0)
//{
// if (fireMan.GetComponent<FiremanMoveTrapped>().trappedlist.Contains(info.gameObjID))
// {
// LoadPromptWin.Instance.LoadTextPromptWindow("该人员已跟随移动", 1f);
// return;
// }
// else
// {
// LoadPromptWin.Instance.LoadTextPromptWindow("不能同时移动多名人员", 1f);
// return;
// }
//}
if (!IsMoveState && !OverMoveOrGuidance)
{ {
if (fireMan.GetComponent<FiremanMoveTrapped>().trappedlist.Contains(info.gameObjID)) if (Haemal > 50)
{
LoadPromptWin.Instance.LoadTextPromptWindow("该人员已跟随移动", 1f);
return;
}
else
{ {
LoadPromptWin.Instance.LoadTextPromptWindow("不能同时移动多名人员", 1f); LoadPromptWin.Instance.LoadTextPromptWindow("该被困人员不需要移动", 1f);
return; return;
} }
}
if (!IsMoveState && !OverMoveOrGuidance)
{
if (Vector3.Distance(fireMan.transform.position, transform.position) > 3) if (Vector3.Distance(fireMan.transform.position, transform.position) > 3)
{ {
LoadPromptWin.Instance.LoadTextPromptWindow("请靠近需救助人员", 1f); LoadPromptWin.Instance.LoadTextPromptWindow("请靠近需救助人员", 1f);

5
Assets/Scripts/Common/EquipSystem/MyFrame/UniRx/Scripts/UnityEngineBridge/Operators/SampleFrame.cs.meta

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@ -1,7 +1,8 @@
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15
Assets/Scripts/Common/GuDingShuipao/GuDingShuiPaoControl.cs

@ -17,6 +17,7 @@ public struct ShuiPaoSyncData
public Quaternion dizuoRotation; public Quaternion dizuoRotation;
public Quaternion shuiQiangRotation; public Quaternion shuiQiangRotation;
} }
public class GuDingShuiPaoControl : MonoBehaviour public class GuDingShuiPaoControl : MonoBehaviour
{ {
@ -44,7 +45,10 @@ public class GuDingShuiPaoControl : MonoBehaviour
public int RemianWater; public int RemianWater;
public float AllUseWater; public float AllUseWater;
private float timer = 1f; private float timer = 1f;
/// <summary>
/// 出水类型
/// </summary>
public SprayParticleType SpType;
public SprayMode spraymode = SprayMode.PS30; public SprayMode spraymode = SprayMode.PS30;
void Start() void Start()
{ {
@ -52,7 +56,14 @@ public class GuDingShuiPaoControl : MonoBehaviour
dizuo = transform.GetComponentInChildren<GuDingShuiPaoDiZuo>().gameObject; dizuo = transform.GetComponentInChildren<GuDingShuiPaoDiZuo>().gameObject;
shuiQiang = transform.GetComponentInChildren<GuDingShuiPaoShuiQiang>().gameObject; shuiQiang = transform.GetComponentInChildren<GuDingShuiPaoShuiQiang>().gameObject;
gameObjectID = GetComponent<BaseGameObjInfo>().gameObjID; gameObjectID = GetComponent<BaseGameObjInfo>().gameObjID;
waterStraightPrefab = Resources.Load<GameObject>("Particle/WaterStraight"); if(SpType==SprayParticleType.WaterStraight)
{
waterStraightPrefab = Resources.Load<GameObject>("Particle/WaterStraight");
}
if (SpType == SprayParticleType.Froth)
{
waterStraightPrefab = Resources.Load<GameObject>("Particle/Froth");
}
NetworkMessageDispatcher.AddListener("GUDINGSHUIPAO_CONTROL_SYNC", SetController); NetworkMessageDispatcher.AddListener("GUDINGSHUIPAO_CONTROL_SYNC", SetController);
NetworkMessageDispatcher.AddListener("GUDINGSHUIPAO_DATA_SYNC", SetShuiPao); NetworkMessageDispatcher.AddListener("GUDINGSHUIPAO_DATA_SYNC", SetShuiPao);
SprayParameter spray = SprayParameter.GetInfo(SprayMode.PS30); SprayParameter spray = SprayParameter.GetInfo(SprayMode.PS30);

32
Assets/Scripts/Common/Menu/ModeImageLoad.cs

@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ModeImageLoad : MonoBehaviour
{
/// <summary>
/// 是否是演习图片
/// </summary>
public bool IsDrillPanel;
// Start is called before the first frame update
void Start()
{
if (IsDrillPanel)
{
Texture2D tex = Resources.Load<Texture2D>("Common/DrillImage");
GetComponent<Image>().sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.one * 0.5f);
}
else
{
Texture2D tex = Resources.Load<Texture2D>("Common/ExerciseImage");
GetComponent<Image>().sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.one * 0.5f);
}
}
// Update is called once per frame
void Update()
{
}
}

11
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@ -0,0 +1,11 @@
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4
Assets/Scripts/Common/OperationalPreparation/XFSS.cs

@ -39,11 +39,11 @@ public class XFSS : MonoBehaviour {
{ {
if (info.Value) if (info.Value)
{ {
transform.Find("Quad").gameObject.SetActive(false); transform.Find("Quad").gameObject.SetActive(true);
} }
else else
{ {
transform.Find("Quad").gameObject.SetActive(true); transform.Find("Quad").gameObject.SetActive(false);
} }
} }
} }

19
Assets/Scripts/Common/OperationalPreparation/XFSSShowOrHide.cs

@ -7,6 +7,25 @@ using UnityEngine.UI;
public class XFSSShowOrHide : BaseToggle public class XFSSShowOrHide : BaseToggle
{ {
private void Start()
{
XFSS[] xfsshas = GameObject.Find("SceneAll").GetComponentsInChildren<XFSS>(true);
List<string> type = new List<string>();
for (int i = 0; i < xfsshas.Length; i++)
{
if (!type.Contains(xfsshas[i].type.ToString()))
{
type.Add(xfsshas[i].type.ToString());
}
}
for (int i = 0; i < type.Count; i++)
{
if (!type.Contains(transform.Find("Label").GetComponent<Text>().text))
{
gameObject.SetActive(false);
}
}
}
public override void RespondFun(bool value) public override void RespondFun(bool value)
{ {
string XFSSTyepe = transform.Find("Label").GetComponent<Text>().text; string XFSSTyepe = transform.Find("Label").GetComponent<Text>().text;

161
Assets/Scripts/Common/Police/CarMoveManager.cs

@ -1,13 +1,33 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using Newtonsoft.Json;
[Serializable]
public class PoliceRoadConfig
{
public string SceneName;
public List<Vector2> AllRoadPos = new List<Vector2>();
public string ImagePath;
}
public class CarMoveManager : MonoBehaviour public class CarMoveManager : MonoBehaviour
{ {
public PowerMessage PowerMsg; public PowerMessage PowerMsg;
public GameObject[] RoadPoints;//移动拐点
public GameObject StartPos;
public GameObject EndPos;
public GameObject LineImageObj;
public Transform LineParent;
public Image BgImage;
public Transform LinePosParent;
public GameObject LinePosObj;
public List<Vector2> AllRoadPos = new List<Vector2>();
public List<GameObject> RoadPoints = new List<GameObject>();//移动拐点
public GameObject Car; public GameObject Car;
private float PathLength; private float PathLength;
private bool CanMove; private bool CanMove;
@ -27,8 +47,14 @@ public class CarMoveManager : MonoBehaviour
void Awake() void Awake()
{ {
LoadConfig();
//AllRoadPos.Clear();
//foreach (var item in RoadPoints)
//{
// AllRoadPos.Add(item.GetComponent<RectTransform>().localPosition);
//}
//读取路径长度作为总出警总距离 //读取路径长度作为总出警总距离
for (int i = 0; i < RoadPoints.Length - 1; i++) for (int i = 0; i < RoadPoints.Count - 1; i++)
{ {
//PathLength += Vector2.Distance(RoadPoints[i].transform.position, RoadPoints[i + 1].transform.position); //PathLength += Vector2.Distance(RoadPoints[i].transform.position, RoadPoints[i + 1].transform.position);
PathLength += Vector2.Distance(RoadPoints[i].GetComponent<RectTransform>().anchoredPosition, PathLength += Vector2.Distance(RoadPoints[i].GetComponent<RectTransform>().anchoredPosition,
@ -43,7 +69,7 @@ public class CarMoveManager : MonoBehaviour
float tempDis = 0;//当前段路径已移动多少距离 float tempDis = 0;//当前段路径已移动多少距离
tempDis = Vector2.Distance(Car.GetComponent<RectTransform>().anchoredPosition , tempDis = Vector2.Distance(Car.GetComponent<RectTransform>().anchoredPosition,
RoadPoints[index - 1].GetComponent<RectTransform>().anchoredPosition); RoadPoints[index - 1].GetComponent<RectTransform>().anchoredPosition);
float currentDis = movedDis + tempDis; float currentDis = movedDis + tempDis;
@ -72,7 +98,7 @@ public class CarMoveManager : MonoBehaviour
{ {
if (CanMove) if (CanMove)
{ {
if (index < RoadPoints.Length) if (index < RoadPoints.Count)
{ {
//Car.transform.Translate((RoadPoints[index].transform.position - Car.transform.position).normalized * Time.deltaTime * Speed); //Car.transform.Translate((RoadPoints[index].transform.position - Car.transform.position).normalized * Time.deltaTime * Speed);
@ -115,4 +141,131 @@ public class CarMoveManager : MonoBehaviour
} }
} }
} }
public void CreateBGLine(List<Vector2> AllRoadPos)
{
foreach (Transform t in LineParent)
{
Destroy(t.gameObject);
}
Car.transform.localPosition = AllRoadPos[0];
for (int i = 0; i < AllRoadPos.Count; i++)
{
if (i < AllRoadPos.Count - 1)
CreatLine(AllRoadPos[i], AllRoadPos[i + 1]);
}
Debug.Log("CreateLine");
}
public void CreatLine(Vector2 startPos, Vector2 endPos)
{
float length = Vector2.Distance(startPos, endPos);
GameObject lineImage = Instantiate(LineImageObj, LineParent);
lineImage.transform.localPosition = endPos;
lineImage.GetComponent<RectTransform>().sizeDelta = new Vector2(5, length);
double angle = Math.Atan2(startPos.y - endPos.y, startPos.x - endPos.x) * 180 / Math.PI;
lineImage.transform.rotation = Quaternion.Euler(0, 0, (float)angle + 270);
}
public void LoadBG(string bgPath)
{
string _path = Path.Combine(Application.dataPath + "/StreamingAssets", bgPath);//获取地址
FileStream _fileStream = new FileStream(_path, FileMode.Open, FileAccess.Read);//使用流数据读取
byte[] _buffur = new byte[_fileStream.Length];
_fileStream.Read(_buffur, 0, _buffur.Length);//转换成字节流数据
Texture2D _texture2d = new Texture2D((int)BgImage.rectTransform.rect.width, (int)BgImage.rectTransform.rect.height);//设置宽高
_texture2d.LoadImage(_buffur);//将流数据转换成Texture2D
Sprite _sprite = Sprite.Create(_texture2d, new Rect(0, 0, _texture2d.width, _texture2d.height), Vector3.zero);//创建一个Sprite
BgImage.sprite = _sprite;//赋值
Debug.Log("加载成功!");
}
public void LoadConfig()
{
var config = LoadPoliceConfig();
if (config == null)
{
Debug.Log("Null");
return;
}
LoadBG(config.ImagePath);
foreach (Transform t in LinePosParent)
{
Destroy(t.gameObject);
}
RoadPoints.Clear();
AllRoadPos.Clear();
foreach (var item in config.AllRoadPos)
{
GameObject linePos = Instantiate(LinePosObj, LinePosParent);
linePos.transform.localPosition = item;
RoadPoints.Add(linePos);
AllRoadPos.Add(item);
}
GameObject start = Instantiate(StartPos, LinePosParent);
start.transform.localPosition = AllRoadPos[0];
GameObject end = Instantiate(EndPos, LinePosParent);
end.transform.localPosition = AllRoadPos[AllRoadPos.Count - 1];
CreateBGLine(AllRoadPos);
}
PoliceRoadConfig LoadPoliceConfig()
{
PoliceRoadConfig result = null;
string json = null;
string path = Path.Combine(Application.streamingAssetsPath, "police/policeConfig.json");
if (File.Exists(path))
{
json = File.ReadAllText(path);
}
var data = JsonConvert.DeserializeObject<List<PoliceRoadConfig>>(json);
if (data != null)
{
foreach (PoliceRoadConfig obj in data)
{
if (GameSettings.othersSettings.mapname == obj.SceneName)
{
result = obj;
return result;
}
}
}
return result;
}
//private void LateUpdate()
//{
// if (Input.GetKeyDown(KeyCode.T))
// {
// string jsonpath = Path.Combine(Application.streamingAssetsPath, "policeConfig.json");
// PoliceRoadConfig config = new PoliceRoadConfig();
// config.AllRoadPos = AllRoadPos;
// config.ImagePath = "Police/PoliceTexture/行车路线.jpg";
// config.SceneName = "场景名称";
// List<PoliceRoadConfig> configs = new List<PoliceRoadConfig>();
// configs.Add(config);
// SaveJson(jsonpath, configs);
// }
//}
////把上面初始化的数据进行保存
//public void SaveJson(string JsonPath, List<PoliceRoadConfig> policeConfig)
//{
// //如果本地没有对应的json 文件,重新创建
// if (!File.Exists(JsonPath))
// {
// File.Create(JsonPath);
// }
// string json = JsonConvert.SerializeObject(policeConfig);
// File.WriteAllText(JsonPath, json);
// Debug.Log("保存成功");
//}
} }

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Assets/Scripts/Common/ReportSystem/UIViewQuestionnaire.cs

@ -35,6 +35,13 @@ public class UIViewQuestionnaire : UIView
private void Awake() private void Awake()
{ {
if (!CheckZD())
{
LoadPromptWin.Instance.LoadTextPromptWindow("未检测到中队,跳过打分环节",2f);
gameObject.SetActive(false);
return;
}
// 读取数据 // 读取数据
Questions = ResourceManager.LoadJson<List<Question>>("Question.json"); Questions = ResourceManager.LoadJson<List<Question>>("Question.json");
if (ReportDataMgr.IsVictory) if (ReportDataMgr.IsVictory)
@ -53,7 +60,20 @@ public class UIViewQuestionnaire : UIView
StartCoroutine(CreateItem()); StartCoroutine(CreateItem());
ButtonEnter.GetComponent<Button>().interactable = false; ButtonEnter.GetComponent<Button>().interactable = false;
} }
private bool CheckZD()
{
bool has = false;
for (int i = 0; i < CurrentUserInfo.room.UserList.Count; i++)
{
if (CurrentUserInfo.room.UserList[i].Role==Role.)
{
has = true;
break;
}
}
return has;
}
internal void SetSyncData(List<Question> questions) internal void SetSyncData(List<Question> questions)
{ {
// count +1 // count +1

3
Assets/Scripts/Common/RoomWaiting/RoomInfoPanel.cs

@ -17,7 +17,8 @@ public class RoomInfoPanel : MonoBehaviour
{ {
//:ToDo //:ToDo
//房间缩略图 //房间缩略图
//SelectSceneImage.sprite= Texture2D tex= Resources.Load<Texture2D>("Common/DongYouLiQing");
SelectSceneImage.sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.one * 0.5f);
SetRoomInfo(); SetRoomInfo();
} }

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21
Assets/Scripts/DongYouLiQing/4GMap/FourthGCamCtrl.cs

@ -4,7 +4,8 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class FourthGCamCtrl : MonoBehaviour { public class FourthGCamCtrl : MonoBehaviour
{
public Vector3 QuaterView = Vector3.zero; public Vector3 QuaterView = Vector3.zero;
public float InitY; public float InitY;
private static FourthGCamCtrl instance; private static FourthGCamCtrl instance;
@ -26,15 +27,16 @@ public class FourthGCamCtrl : MonoBehaviour {
private Transform target; private Transform target;
private Vector3 preTargetPosition; private Vector3 preTargetPosition;
private bool lookOver = false; private bool lookOver = false;
private float height = 3; //查看人员模式下,摄像机高度 private float height = 1.5f; //查看人员模式下,摄像机高度
private float distance = 2; //查看人员模式下,人与摄像机之间的距离 private float distance = 2; //查看人员模式下,人与摄像机之间的距离
private float dampTrace = 20.0f; //查看人员模式下,摄像机平滑追踪的变量 private float dampTrace = 20.0f; //查看人员模式下,摄像机平滑追踪的变量
private float lookingAtHeight = 3.5f; private float lookingAtHeight = 2f;
private float lookingAtDistance = 5; private float lookingAtDistance = 5;
private bool isQuading = false; private bool isQuading = false;
// Use this for initialization // Use this for initialization
void Start () { void Start()
{
MessageDispatcher.AddListener("OpenFourthG", EnableCamera); MessageDispatcher.AddListener("OpenFourthG", EnableCamera);
MessageDispatcher.AddListener("QuadrupleMode", DisableCamera); MessageDispatcher.AddListener("QuadrupleMode", DisableCamera);
MessageDispatcher.AddListener("4GNobodySelected", NobodySelected); MessageDispatcher.AddListener("4GNobodySelected", NobodySelected);
@ -73,13 +75,13 @@ public class FourthGCamCtrl : MonoBehaviour {
{ {
var value = (bool)obj.Data; var value = (bool)obj.Data;
//如果打开了4G图传,又处于四分屏模式,则此相机禁用 //如果打开了4G图传,又处于四分屏模式,则此相机禁用
if(value ==true && isQuading == true) if (value == true && isQuading == true)
{ {
this.enabled = false; this.enabled = false;
cam.enabled = false; cam.enabled = false;
} }
//如果打开了4G图传,未处于四分屏模式,则此相机激活 //如果打开了4G图传,未处于四分屏模式,则此相机激活
else if(value==true && isQuading == false) else if (value == true && isQuading == false)
{ {
this.enabled = true; this.enabled = true;
cam.enabled = true; cam.enabled = true;
@ -103,9 +105,10 @@ public class FourthGCamCtrl : MonoBehaviour {
cam.enabled = !value; cam.enabled = !value;
} }
// Update is called once per frame // Update is called once per frame
void Update () { void Update()
{
//有目标人员并且相机激活时才执行 //有目标人员并且相机激活时才执行
if (target != null && cam.enabled==true) if (target != null && cam.enabled == true)
{ {
if (!lookOver) if (!lookOver)
{ {
@ -119,7 +122,7 @@ public class FourthGCamCtrl : MonoBehaviour {
transform.LookAt(target.position + (target.forward * lookingAtDistance) + (Vector3.up * lookingAtHeight)); transform.LookAt(target.position + (target.forward * lookingAtDistance) + (Vector3.up * lookingAtHeight));
} }
} }
} }
/// <summary> /// <summary>
/// 查看人员视角 /// 查看人员视角
/// </summary> /// </summary>

11
Assets/Scripts/DongYouLiQing/4GMap/QuadCamera.cs

@ -4,14 +4,15 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class QuadCamera : MonoBehaviour { public class QuadCamera : MonoBehaviour
{
public CloneGameObjInfo info; public CloneGameObjInfo info;
public Transform target; public Transform target;
private Camera myCam; private Camera myCam;
private float height = 3; //查看人员模式下,摄像机高度 private float height = 1.5f; //查看人员模式下,摄像机高度
private float distance = 2; //查看人员模式下,人与摄像机之间的距离 private float distance = 2; //查看人员模式下,人与摄像机之间的距离
private float dampTrace = 20.0f; //查看人员模式下,摄像机平滑追踪的变量 private float dampTrace = 20.0f; //查看人员模式下,摄像机平滑追踪的变量
private float lookingAtHeight = 3.5f; private float lookingAtHeight = 2f;
private float lookingAtDistance = 5; private float lookingAtDistance = 5;
void Awake() void Awake()
{ {
@ -53,7 +54,7 @@ public class QuadCamera : MonoBehaviour {
return; return;
} }
//打开图传面板时,在四分屏模式,则相机和此脚本开启 //打开图传面板时,在四分屏模式,则相机和此脚本开启
if (value==true && QuadrupleMode.quadingMode == true) if (value == true && QuadrupleMode.quadingMode == true)
{ {
this.enabled = true; this.enabled = true;
myCam.enabled = true; myCam.enabled = true;
@ -84,7 +85,7 @@ public class QuadCamera : MonoBehaviour {
void LateUpdate() void LateUpdate()
{ {
//有目标人员并且相机当前激活 //有目标人员并且相机当前激活
if (target && myCam.enabled==true) if (target && myCam.enabled == true)
{ {
//相机的位置,在人员胸前 //相机的位置,在人员胸前
transform.position = Vector3.Lerp(transform.position, target.position + (target.forward * distance) + (Vector3.up * height), Time.deltaTime * dampTrace); transform.position = Vector3.Lerp(transform.position, target.position + (target.forward * distance) + (Vector3.up * height), Time.deltaTime * dampTrace);

21
Assets/Scripts/DongYouLiQing/BaseCommander/WaterFightFire/FireFightNormal.cs

@ -60,14 +60,14 @@ public class FireFightNormal : MonoBehaviour
//将该火加入到对应的火堆字典中 //将该火加入到对应的火堆字典中
//因为蔓延火是在演练开始后才开始蔓延,所以能加进去 //因为蔓延火是在演练开始后才开始蔓延,所以能加进去
//只加蔓延火 //只加蔓延火
if (baseinfo.gameObjType==CloneObjType.SpreadedFire&& if (baseinfo.gameObjType == CloneObjType.SpreadedFire &&
GetComponent<SpreadedFireCtrl>()) GetComponent<SpreadedFireCtrl>())
{ {
long mainFireId = GetComponent<SpreadedFireCtrl>().fireGameObjID; long mainFireId = GetComponent<SpreadedFireCtrl>().fireGameObjID;
SpreadFireController.fireStruckContainDic[mainFireId].Add(this); SpreadFireController.fireStruckContainDic[mainFireId].Add(this);
} }
} }
void OnDisable() void OnDisable()
{ {
if (GameSettings.othersSettings.isStartDrill) if (GameSettings.othersSettings.isStartDrill)
{ {
@ -98,6 +98,20 @@ public class FireFightNormal : MonoBehaviour
if (SpreadFireController.fireStruckContainDic[mainFireId].Contains(this)) if (SpreadFireController.fireStruckContainDic[mainFireId].Contains(this))
{ {
SpreadFireController.fireStruckContainDic[mainFireId].Remove(this); SpreadFireController.fireStruckContainDic[mainFireId].Remove(this);
if (SpreadFireController.fireStruckContainDic[mainFireId].Count < 1)
{
EntitiesManager.Instance.DeleteObj(EntitiesManager.Instance.GetEntityByID(mainFireId));
if (GameSettings.othersSettings.mode != Mode.DisasterManagement)
{
if (CurrentUserInfo.room != null && CurrentUserInfo.mySelf.Id == CurrentUserInfo.room.Owner.UserInfo.Id)
{
BaseNetworkSyncDate arg = new BaseNetworkSyncDate();
arg.SendUserID = CurrentUserInfo.mySelf.Id;
arg.gameObjID = mainFireId;
NetworkManager.Default.SendAsync("OBJ_DELECT_SYNC", arg);
}
}
}
} }
} }
@ -124,7 +138,7 @@ public class FireFightNormal : MonoBehaviour
void OnParticleCollision(GameObject other) void OnParticleCollision(GameObject other)
{ {
if (CurrentUserInfo.room!=null&&CurrentUserInfo.mySelf.Id == CurrentUserInfo.room.Owner.UserInfo.Id) if (CurrentUserInfo.room != null && CurrentUserInfo.mySelf.Id == CurrentUserInfo.room.Owner.UserInfo.Id)
{ {
if (baseinfo.gameObjType == CloneObjType.fireNormal) if (baseinfo.gameObjType == CloneObjType.fireNormal)
{ {
@ -187,6 +201,7 @@ public class FireFightNormal : MonoBehaviour
transform.GetChild(i).gameObject.SetActive(false); transform.GetChild(i).gameObject.SetActive(false);
} }
GetComponent<Collider>().enabled = false; GetComponent<Collider>().enabled = false;
SpreadFireController.fireStruckContainDic[baseinfo.gameObjID].Remove(this);
} }
} }

22
Assets/Scripts/DongYouLiQing/BaseCommander/WaterFightFire/SpreadFireController.cs

@ -20,7 +20,7 @@ public class SpreadFireController : MonoBehaviour
/// <summary> /// <summary>
/// 火堆字典,每个火堆对应几个火,key为火堆(主火id),list为这堆火由哪几个火组成 /// 火堆字典,每个火堆对应几个火,key为火堆(主火id),list为这堆火由哪几个火组成
/// </summary> /// </summary>
public static Dictionary<long, List<FireFightNormal>> fireStruckContainDic = new Dictionary<long, List<FireFightNormal>>(); public static Dictionary<long, List<FireFightNormal>> fireStruckContainDic = new Dictionary<long, List<FireFightNormal>>();
// Use this for initialization // Use this for initialization
void Start() void Start()
{ {
@ -45,17 +45,17 @@ public class SpreadFireController : MonoBehaviour
{ {
if (GameSettings.othersSettings.isStartDrill) if (GameSettings.othersSettings.isStartDrill)
{ {
if (flag==false) if (flag == false)
{ {
GetFireStruckList(); GetFireStruckList();
GetfireStruckContainDic(); GetfireStruckContainDic();
flag = true; flag = true;
} }
if (CurrentUserInfo.mySelf==null||CurrentUserInfo.room==null) if (CurrentUserInfo.mySelf == null || CurrentUserInfo.room == null)
{ {
return; return;
} }
if (CurrentUserInfo.mySelf.Id==CurrentUserInfo.room.Owner.UserInfo.Id) if (CurrentUserInfo.mySelf.Id == CurrentUserInfo.room.Owner.UserInfo.Id)
{ {
if (p_FireNormal.childCount > 0) if (p_FireNormal.childCount > 0)
{ {
@ -138,7 +138,7 @@ public class SpreadFireController : MonoBehaviour
{ {
for (int i = 0; i < fireNormalStruckList.Count; i++) for (int i = 0; i < fireNormalStruckList.Count; i++)
{ {
if (fireStruckContainDic[fireNormalStruckList[i]].Count<1) if (fireStruckContainDic[fireNormalStruckList[i]].Count < 1)
{ {
fireStruckContainDic.Remove(fireNormalStruckList[i]); fireStruckContainDic.Remove(fireNormalStruckList[i]);
fireNormalStruckList.Remove(fireNormalStruckList[i]); fireNormalStruckList.Remove(fireNormalStruckList[i]);
@ -162,21 +162,21 @@ public class SpreadFireController : MonoBehaviour
{ {
//该火堆中每个火的baseinfo //该火堆中每个火的baseinfo
BaseGameObjInfo info = nowstruck[j].GetComponent<BaseGameObjInfo>(); BaseGameObjInfo info = nowstruck[j].GetComponent<BaseGameObjInfo>();
if (info.gameObjType==CloneObjType.fireNormal) if (info.gameObjType == CloneObjType.fireNormal)
{ {
fireArea += info.GetComponent<FireSpreadCtrl>().fireAttribute.initialSize; fireArea += info.GetComponent<FireSpreadCtrl>().fireAttribute.initialSize;
} }
if(info.gameObjType == CloneObjType.SpreadedFire) if (info.gameObjType == CloneObjType.SpreadedFire)
{ {
fireArea += 10; fireArea += 10;
} }
if (info.GetComponent<FireFightNormal>().Straightwater.Count>0) if (info.GetComponent<FireFightNormal>().Straightwater.Count > 0)
{ {
//作用在某个火的面积 //作用在某个火的面积
for (int k = 0; k < info.GetComponent<FireFightNormal>().Straightwater.Count; k++) for (int k = 0; k < info.GetComponent<FireFightNormal>().Straightwater.Count; k++)
{ {
WaterFightFire water = info.GetComponent<FireFightNormal>().Straightwater[k]; WaterFightFire water = info.GetComponent<FireFightNormal>().Straightwater[k];
if (water.GetComponentInParent<BaseGameObjInfo>().gameObjType == CloneObjType.fireman|| if (water.GetComponentInParent<BaseGameObjInfo>().gameObjType == CloneObjType.fireman ||
water.GetComponentInParent<BaseGameObjInfo>().gameObjType == CloneObjType.FirefightingRobot) water.GetComponentInParent<BaseGameObjInfo>().gameObjType == CloneObjType.FirefightingRobot)
{ {
waterControlArea += 50; waterControlArea += 50;
@ -190,7 +190,8 @@ public class SpreadFireController : MonoBehaviour
} }
//如果可以控制住 //如果可以控制住
if (waterControlArea >= fireArea)
if (waterControlArea > fireArea)
{ {
mainfire.GetComponent<FireSpreadCtrl>().BeController = true; mainfire.GetComponent<FireSpreadCtrl>().BeController = true;
@ -199,6 +200,7 @@ public class SpreadFireController : MonoBehaviour
{ {
mainfire.GetComponent<FireSpreadCtrl>().BeController = false; mainfire.GetComponent<FireSpreadCtrl>().BeController = false;
} }
} }
} }
} }

9
Assets/Scripts/DongYouLiQing/Common/OilTanks/OilTanksManager.cs

@ -11,8 +11,17 @@ public class OilTanksManager : MonoBehaviour
public Transform OilTankParent; public Transform OilTankParent;
private ToggleGroup FatherGroup; private ToggleGroup FatherGroup;
private List<OilTankMessage> AllList = new List<OilTankMessage>(); private List<OilTankMessage> AllList = new List<OilTankMessage>();
private void Awake()
{
if (GameSettings.othersSettings.SceneType != SceneType.)
{
gameObject.SetActive(false);
return;
}
}
void Start() void Start()
{ {
//AllGuanQu = GameObject.Find("GuanQu_normal").transform; //AllGuanQu = GameObject.Find("GuanQu_normal").transform;
//for (int i = 0; i < AllGuanQu.childCount; i++) //for (int i = 0; i < AllGuanQu.childCount; i++)
//{ //{

2
Assets/Scripts/DongYouLiQing/LeadGroup/PoliceCall/PoliceCallPanel.cs

@ -357,6 +357,8 @@ public class PoliceCallPanel : MonoBehaviour
} }
} }
} }
Transform OilTankSet = transform.parent.Find("OilTankSet");
OilTankSet.GetComponent<OilSetManager>().SetInteractable();
} }
} }

8
Assets/StreamingAssets/Police.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: f66e9ab1b4984b6439961ea88ba9df7b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

8
Assets/StreamingAssets/Police/PoliceTexture.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 8bee62ce79bd6fc45b6f5f91de5cb30b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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Assets/StreamingAssets/Police/PoliceTexture/万达广场.jpg

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7
Assets/StreamingAssets/Police/PoliceTexture/万达广场.jpg.meta

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 27b24c7b15df97d4480dba51c6e9b571
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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Assets/StreamingAssets/Police/PoliceTexture/行车路线.jpg

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7
Assets/StreamingAssets/Police/PoliceTexture/行车路线.jpg.meta

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 99b77e1e80b87184d84efe9e127fa910
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

58
Assets/StreamingAssets/Police/policeConfig.json

@ -0,0 +1,58 @@
[
{
"SceneName": "万达广场",
"AllRoadPos": [
{
"x": -237,
"y": 7
},
{
"x": -240,
"y": -21
},
{
"x": 82,
"y": -34
},
{
"x": 81,
"y": 61
},
{
"x": 202,
"y": 59
},
{
"x": 203,
"y": 88
}
],
"ImagePath": "Police/PoliceTexture/万达广场.jpg"
},
{
"SceneName": "维多利亚酒店",
"AllRoadPos": [
{
"x": -331.1,
"y": 52.2
},
{
"x": -329.7,
"y": 19.7
},
{
"x": 231.0,
"y": 10.2
},
{
"x": 231.7,
"y": 55.9
},
{
"x": 254.7,
"y": 55.8
}
],
"ImagePath": "Police/PoliceTexture/行车路线.jpg"
}
]

7
Assets/StreamingAssets/Police/policeConfig.json.meta

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 5f285ba54e8870a49b51fe57ede1839b
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

16
Assets/UITexture/OperationalPreparations/夹攻.png.meta

@ -6,7 +6,7 @@ TextureImporter:
serializedVersion: 9 serializedVersion: 9
mipmaps: mipmaps:
mipMapMode: 0 mipMapMode: 0
enableMipMap: 1 enableMipMap: 0
sRGBTexture: 1 sRGBTexture: 1
linearTexture: 0 linearTexture: 0
fadeOut: 0 fadeOut: 0
@ -34,13 +34,13 @@ TextureImporter:
filterMode: -1 filterMode: -1
aniso: -1 aniso: -1
mipBias: -100 mipBias: -100
wrapU: -1 wrapU: 1
wrapV: -1 wrapV: 1
wrapW: -1 wrapW: -1
nPOTScale: 1 nPOTScale: 0
lightmap: 0 lightmap: 0
compressionQuality: 50 compressionQuality: 50
spriteMode: 0 spriteMode: 1
spriteExtrude: 1 spriteExtrude: 1
spriteMeshType: 1 spriteMeshType: 1
alignment: 0 alignment: 0
@ -49,9 +49,9 @@ TextureImporter:
spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1 spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1 alphaUsage: 1
alphaIsTransparency: 0 alphaIsTransparency: 1
spriteTessellationDetail: -1 spriteTessellationDetail: -1
textureType: 0 textureType: 8
textureShape: 1 textureShape: 1
singleChannelComponent: 0 singleChannelComponent: 0
maxTextureSizeSet: 0 maxTextureSizeSet: 0
@ -75,7 +75,7 @@ TextureImporter:
outline: [] outline: []
physicsShape: [] physicsShape: []
bones: [] bones: []
spriteID: spriteID: f3206a587ed16d74ab8a3d25a8b970a9
vertices: [] vertices: []
indices: indices:
edges: [] edges: []

45632
Assets/WanDaGround/SceneAll.prefab

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