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