天津23维预案
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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using AX.TrackRecord;
public class TianQi : MonoBehaviour
{
public static TianQi Instance;
[HideInInspector]
public GameObject ShowTianQi_,QiWen,FengLi;//气象图集
public GameObject Snow, Rain;//预制体粒子效果
public Image TianQiSprite;//天气图集动态更换
[HideInInspector]
public InputField Input_WenDu,Input_FengLi,Input_FengXiang;//输入框
public Text WenDu_Text,FengXiang_Text,FengLi_Text,weather_text;//温度风向风力文字修改
[HideInInspector]
public string tq = "qing";
public Dropdown poplist;
public GameObject light_;
private GameObject camera_;
public Material BaiTian;
public Material YuYe;
private WeatherAttribute weatherAttri;
public WeatherAttribute WeatherAttribute
{
set
{
weatherAttri = new WeatherAttribute();
weatherAttri = value;
//TianQiSprite.sprite = weatherAttri.TheWeather;
WenDu_Text.text = weatherAttri.TheTemperature;
FengLi_Text.text = weatherAttri.TheWindPower;
FengXiang_Text.text = weatherAttri.TheWindDirection;
weather_text.text = weatherAttri.TheWeathertext;
SetWeather(weather_text.text);
}
get
{
weatherAttri = new WeatherAttribute();
//weatherAttri.TheWeather = TianQiSprite.spriteName;
weatherAttri.TheTemperature = WenDu_Text.text;
weatherAttri.TheWindPower = FengLi_Text.text;
weatherAttri.TheWindDirection = FengXiang_Text.text;
weatherAttri.TheWeathertext = weather_text.text;
return weatherAttri;
}
}
public void SetWeather(string weather)
{
switch (weather)
{
case "qing":
QingTian();
break;
case "xiaoyu":
XiaoYu();
break;
case "xiaoxue":
XiaoXue();
break;
case "Yin":
Yin();
break;
}
}
void Awake()
{
if (Instance == null)
{
Instance = this;
}
}
//天气显示面板
public void ShowTianQi()
{
Debug.Log("ShowTianQi");
Allfalse();
ShowTianQi_.SetActive(true);
}
public void Allfalse (){
ShowTianQi_.SetActive(false);
QiWen.SetActive(false);
FengLi.SetActive(false);
}
public void CloseTianQi()
{
ShowTianQi_.SetActive(false);
}
//温度面板
public void ShowWenDu()
{
Allfalse();
QiWen.SetActive(true);
}
public void CloseWenDu()
{
QiWen.SetActive(false);
}
//温度
public void WenDuWin()
{
WenDu_Text.text = Input_WenDu.onValidateInput.ToString();
}
//风力
public void ShowFengLi()
{
Allfalse();
FengLi.SetActive(true);
}
public void CloseFengLi()
{
FengLi.SetActive(false);
}
public void ShowFengLiWin()
{
FengXiang_Text.text = poplist.value.ToString();
FengLi_Text.text = Input_FengLi.onValidateInput.ToString();
}
//晴
public void QingTian()
{
Snow.SetActive(false);
Rain.SetActive(false);
//TianQiSprite.spriteName = "晴";
camera_.GetComponent<Skybox>().material = BaiTian;
light_.GetComponent<Light>().color = new Color(1,0.943f,0.757f,1);
tq = "qing";
}
//雪
public void XiaoXue()
{
Snow.SetActive(true);
Rain.SetActive(false);
//TianQiSprite.spriteName = "小雪";
camera_.GetComponent<Skybox>().material =YuYe;
light_.GetComponent<Light>().color = new Color(0,0,0,1);
tq = "xiaoxue";
}
public void Yin()
{
Snow.SetActive(false);
Rain.SetActive(false);
camera_.GetComponent<Skybox>().material = YuYe;
light_.GetComponent<Light>().color = new Color(0, 0, 0, 1);
}
//小雨
public void XiaoYu()
{
Snow.SetActive(false);
Rain.SetActive(true);
camera_.GetComponent<Skybox>().material = YuYe;
light_.GetComponent<Light>().color = new Color(0, 0, 0, 1);
//TianQiSprite.spriteName = "小雨";
tq = "xiaoyu";
}
void Start ()
{
//Input_WenDu.value=WenDu_Text.text ;
//Input_FengLi.value = FengLi_Text.text;
//Input_FengXiang.value = FengXiang_Text.text;
Rain = GameObject.Find("RainSnow Prefab").transform.Find("Rain").gameObject;
Snow = GameObject.Find("RainSnow Prefab").transform.Find("Snow").gameObject;
camera_ = GameObject.Find("Main Camera");
//light = GameObject.Find("Directional light");
}
public void SetWeather(string weather,string tempreture, string fengLi, string fengXiang )
{
WenDu_Text.text = tempreture;
FengXiang_Text.text = fengXiang;
FengLi_Text.text = fengLi;
switch (weather)
{
case "qing":
QingTian();
break;
case "xiaoyu":
XiaoYu();
break;
case "xiaoxue":
XiaoXue();
break;
}
}
}