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Merge branch 'main' of http://www.chatgpt918.top:3000/wartheking/WaterFlush

Void_F 9 luni în urmă
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055508262b

+ 2 - 2
Assets/Art/Material/Effect/LuJing 1.mat

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Assets/Art/Material/Effect/LuJing.mat

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   m_AnchorMax: {x: 0.5, y: 0.5}
@@ -29019,7 +29020,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: 8.638107, y: -20.9211}
+  m_AnchoredPosition: {x: 8.638123, y: -20.9211}
   m_SizeDelta: {x: 376.3581, y: 91.5862}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &9093061654454388229
@@ -29508,7 +29509,7 @@ RectTransform:
   m_Children:
   - {fileID: 9093061653476887218}
   m_Father: {fileID: 9093061653632941889}
-  m_RootOrder: 27
+  m_RootOrder: 26
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 1}
   m_AnchorMax: {x: 0, y: 1}
@@ -30241,8 +30242,8 @@ RectTransform:
   - {fileID: 9093061654547690391}
   - {fileID: 9093061654503076447}
   - {fileID: 9093061654759647064}
-  - {fileID: 9093061654399081119}
   - {fileID: 9093061655340129781}
+  - {fileID: 9093061654399081119}
   m_Father: {fileID: 9093061654363556753}
   m_RootOrder: 3
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -31512,7 +31513,7 @@ RectTransform:
   m_Children:
   - {fileID: 9093061653333981062}
   m_Father: {fileID: 9093061655308519380}
-  m_RootOrder: 27
+  m_RootOrder: 26
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 1}
   m_AnchorMax: {x: 0, y: 1}
@@ -33858,7 +33859,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 52, y: 0}
+  m_AnchoredPosition: {x: 46, y: 0}
   m_SizeDelta: {x: 0, y: 0}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &9093061654650731069
@@ -35650,7 +35651,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 26.5, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 0, y: 30.5551}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &9093061654753997887
@@ -38818,7 +38819,7 @@ RectTransform:
   - {fileID: 9093061654642475065}
   - {fileID: 9093061655299507566}
   m_Father: {fileID: 9093061653915434462}
-  m_RootOrder: 26
+  m_RootOrder: 27
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
@@ -40157,10 +40158,10 @@ MonoBehaviour:
     m_Top: 0
     m_Bottom: 0
   m_ChildAlignment: 3
-  m_Spacing: 6
+  m_Spacing: 0
   m_ChildForceExpandWidth: 0
   m_ChildForceExpandHeight: 0
-  m_ChildControlWidth: 0
+  m_ChildControlWidth: 1
   m_ChildControlHeight: 1
   m_ChildScaleWidth: 1
   m_ChildScaleHeight: 0
@@ -40177,7 +40178,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 3245ec927659c4140ac4f8d17403cc18, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  m_HorizontalFit: 1
+  m_HorizontalFit: 2
   m_VerticalFit: 0
 --- !u!1 &9093061654973564116
 GameObject:
@@ -45278,7 +45279,7 @@ RectTransform:
   m_Children:
   - {fileID: 9093061655282686621}
   m_Father: {fileID: 9093061653428426712}
-  m_RootOrder: 19
+  m_RootOrder: 18
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 1}
   m_AnchorMax: {x: 0, y: 1}
@@ -46812,7 +46813,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 33.5, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 0, y: 30.5551}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &9093061655252027404
@@ -48000,7 +48001,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 38.5, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 0, y: 30.5551}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &9093061655287619152
@@ -48512,8 +48513,8 @@ RectTransform:
   - {fileID: 9093061654029534039}
   - {fileID: 9093061654993506973}
   - {fileID: 9093061655336903256}
-  - {fileID: 9093061654135754304}
   - {fileID: 9093061654518704622}
+  - {fileID: 9093061654135754304}
   m_Father: {fileID: 9093061654363556753}
   m_RootOrder: 2
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -49407,7 +49408,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 33.5, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 0, y: 30.5551}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &9093061655308691109
@@ -49689,7 +49690,7 @@ RectTransform:
   m_Children:
   - {fileID: 9093061654544985612}
   m_Father: {fileID: 9093061654506419288}
-  m_RootOrder: 27
+  m_RootOrder: 26
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 1}
   m_AnchorMax: {x: 0, y: 1}

+ 43 - 70
Assets/Scripts/UI/UIView/RKZY/LinePath.cs

@@ -1,5 +1,7 @@
 using System.Collections;
 using System.Collections.Generic;
+using System.Net;
+using Unity.Mathematics;
 using Unity.VisualScripting;
 using UnityEngine;
 using UnityEngine.EventSystems;
@@ -30,97 +32,68 @@ public class LinePath : MonoBehaviour
     public int completeNum;
     public string dateTime;
 
-    public LineRenderer lineRenderer;
-    private List<Vector3> points = new List<Vector3>();
-    // Use this for initialization
-    PolygonCollider2D polygonCollider;   //添加多边形碰撞
-    private float colliderWidth;
+    public GameObject lineRenderer;
+
+    public Material firMat;
+    public Material secMat;
+
     void Start()
     {
-        lineRenderer = this.GetComponent<LineRenderer>();
-        polygonCollider = gameObject.GetComponent<PolygonCollider2D>();
+        
 
-        // 获取LineRenderer的点在世界坐标系中的位置
-        Vector3[] worldPositions = new Vector3[2];
-        lineRenderer.GetPositions(worldPositions);
+    }
 
-        // 将世界坐标系中的点转换为局部坐标系
-        Vector2[] localPositions = new Vector2[worldPositions.Length];
-        for (int i = 0; i < worldPositions.Length; i++)
-        {
-            Vector3 localPos = transform.InverseTransformPoint(worldPositions[i]);
-            localPositions[i] = new Vector2(localPos.x, localPos.y); // 只使用X和Y分量
-        }
+    public void SetPath(Vector3 start, Vector3 end) {
+        this.transform.position = start;
 
-        List<Vector2> colliderPath = GetColliderPath(localPositions);
+        Vector3 direction = end - start;
+        Vector3 up = Vector3.up; // (0,1,0)
 
-        // 设置PolygonCollider2D的路径
-        polygonCollider.SetPath(0, colliderPath.ToArray());
+        // 计算夹角
+        float angle = Vector3.Angle(direction, up);
 
-        // 调整PolygonCollider2D的位置以匹配LineRenderer的Z轴位置
-        AdjustColliderZPosition(worldPositions);
+        // 使用叉积来判断方向
+        Vector3 crossProduct = Vector3.Cross(direction, up);
+        if (crossProduct.z < 0)
+        {
+            angle = 360 - angle;
+        }
+        //print(angle);
+        float distance = Vector3.Distance(end, start);
+        this.transform.localScale = new Vector3(1,distance / 2,1);
+        this.transform.eulerAngles = new Vector3(1, 1, -angle);
+        
     }
 
-    List<Vector2> GetColliderPath(Vector2[] pointList2)
-    {
-        // 碰撞体宽度
-        colliderWidth = lineRenderer.startWidth;
 
-        List<Vector2> edgePointList = new List<Vector2>();
-
-        for (int j = 1; j < pointList2.Length; j++)
+    public void OnShow()
+    {
+        if (RKZYLayer.lineInfoStatic)
         {
-            // 当前点指向前一点的向量
-            Vector2 distanceVector = pointList2[j - 1] - pointList2[j];
-            // 法线向量
-            Vector2 crossVector = new Vector2(-distanceVector.y, distanceVector.x);
-            // 标准化,单位向量
-            Vector2 offsetVector = crossVector.normalized;
-            // 沿法线方向与法线反方向各偏移一定距离
-            Vector2 up = pointList2[j - 1] + 0.5f * colliderWidth * offsetVector;
-            Vector2 down = pointList2[j - 1] - 0.5f * colliderWidth * offsetVector;
-            // 分别加到List的首位和末尾,保证List中的点位可以围成一个闭合且不交叉的折线
-            edgePointList.Insert(0, down);
-            edgePointList.Add(up);
-            // 加入最后一点
-            if (j == pointList2.Length - 1)
+            if (!RKZYLayer.lineInfoStatic.linePaths.Contains(this))
             {
-                up = pointList2[j] + 0.5f * colliderWidth * offsetVector;
-                down = pointList2[j] - 0.5f * colliderWidth * offsetVector;
-                edgePointList.Insert(0, down);
-                edgePointList.Add(up);
+                RKZYLayer.lineInfoStatic.SetData(this);
+                RKZYLayer.lineInfoStatic.GetComponent<RectTransform>().anchoredPosition = Input.mousePosition;
+                RKZYLayer.lineInfoStatic.linePaths.Add(this);
+                this.lineRenderer.GetComponent<MeshRenderer>().material = secMat;
             }
         }
-        // 返回点位
-        return edgePointList;
     }
 
-
-    void AdjustColliderZPosition(Vector3[] worldPositions)
+    public void UnShow()
     {
-        if (worldPositions.Length == 0) return;
+        RKZYLayer.lineInfoStatic.linePaths.Remove(this);
+        this.lineRenderer.GetComponent<MeshRenderer>().material = firMat;
 
-        // 获取LineRenderer的平均Z位置
-        float averageZ = 0;
-        foreach (var pos in worldPositions)
-        {
-            averageZ += pos.z;
-        }
-        averageZ /= worldPositions.Length;
-
-        // 设置PolygonCollider2D的Z位置
-        var colliderTransform = polygonCollider.transform;
-        var colliderPosition = colliderTransform.position;
-        colliderTransform.position = new Vector3(colliderPosition.x, colliderPosition.y, averageZ);
     }
 
-    public void OnShow()
+    private void Update()
     {
-        if (RKZYLayer.lineInfoStatic)
-        {
-            RKZYLayer.lineInfoStatic.SetData(this);
-            //RKZYLayer.lineInfoStatic.GetComponent<RectTransform>().anchoredPosition = this.GetComponent<RectTransform>().anchoredPosition;
-            RKZYLayer.lineInfoStatic.linePaths.Add(this);
+        if (CameraManager.instance.secondCamera != null) {
+            float dyScale = CameraManager.instance.secondCamera.GetComponent<CameraBirdSec>().currentDistance / 6;
+            dyScale = math.clamp(dyScale, 1, 12);
+            this.transform.localScale = new Vector3(dyScale, this.transform.localScale.y, dyScale);
+            this.lineRenderer.GetComponent<MeshRenderer>().material.SetTextureScale("_MainTex", new Vector2(1, this.transform.localScale.y * 10 / this.transform.localScale.x));
         }
     }
 }

+ 28 - 14
Assets/Scripts/UI/UIView/RKZY/RKZYLayer.cs

@@ -243,19 +243,18 @@ public class RKZYLayer : YZTRootLayer
             {
                 LinePath linePath = Instantiate(linePathPrefab);
                 linePath.transform.SetParent(beforeC);
-                linePath.transform.localScale = Vector3.one;
                 linePath.startPos = allServerMovePlans[i].from;
                 Vector3 localPos = CoordinateConverter.GeoToUGUISmall(allServerMovePlans[i].fromLong, allServerMovePlans[i].fromLttd);
                 Vector3 worldPos = runtimPointParent.TransformPoint(localPos);
                 worldPos.z = -583;
-                linePath.GetComponent<LineRenderer>().SetPosition(1, worldPos);
+
                 linePath.endPos = allServerMovePlans[i].to;
                 Vector3 localPos1 = CoordinateConverter.GeoToUGUISmall(allServerMovePlans[i].toLong, allServerMovePlans[i].toLttd);
                 Vector3 worldPos1 = runtimPointParent.TransformPoint(localPos1);
                 worldPos1.z = -583;
-                float distance = Vector3.Distance(worldPos, worldPos1);
-                linePath.GetComponent<LineRenderer>().material.SetTextureScale("_MainTex", new Vector2(distance * 120 / 25, 1));
-                linePath.GetComponent<LineRenderer>().SetPosition(0, worldPos1);
+
+                linePath.SetPath(worldPos, worldPos1);
+
                 linePath.lineDir = isOut ? LineDir.Out : LineDir.In;
                 linePath.linePathContent = allServerMovePlans[i].desc;
                 linePath.manNum = allServerMovePlans[i].manNum;
@@ -283,20 +282,16 @@ public class RKZYLayer : YZTRootLayer
             {
                 LinePath linePath = Instantiate(linePathPrefab);
                 linePath.transform.SetParent(afterC);
-                linePath.transform.localScale = Vector3.one;
                 linePath.startPos = allServerMovePlans[i].from;
                 Vector3 localPos = CoordinateConverter.GeoToUGUISmall(allServerMovePlans[i].fromLong, allServerMovePlans[i].fromLttd);
                 Vector3 worldPos = runtimPointParent.TransformPoint(localPos);
                 worldPos.z = -583;
-                linePath.GetComponent<LineRenderer>().SetPosition(1, worldPos);
                 linePath.endPos = allServerMovePlans[i].to;
                 Vector3 localPos1 = CoordinateConverter.GeoToUGUISmall(allServerMovePlans[i].toLong, allServerMovePlans[i].toLttd);
                 Vector3 worldPos1 = runtimPointParent.TransformPoint(localPos1);
                 worldPos1.z = -583;
-                float distance = Vector3.Distance(worldPos, worldPos1);
-                linePath.GetComponent<LineRenderer>().material = afterMat;
-                linePath.GetComponent<LineRenderer>().material.SetTextureScale("_MainTex", new Vector2(distance * 120 / 25,1));
-                linePath.GetComponent<LineRenderer>().SetPosition(0, worldPos1);
+
+                linePath.SetPath(worldPos, worldPos1);
                 linePath.lineDir = isOut ? LineDir.Out : LineDir.In;
                 linePath.linePathContent = allServerMovePlans[i].desc;
                 linePath.manNum = allServerMovePlans[i].manNum;
@@ -543,7 +538,7 @@ public class RKZYLayer : YZTRootLayer
         // 将格式化的时间字符串设置到UI Text组件上
         timeText.text = timeString;
     }
-
+    LinePath lastPath;
     private void FixedUpdate()
     {
         if (lineInfo.linePaths.Count > 0)
@@ -561,9 +556,28 @@ public class RKZYLayer : YZTRootLayer
         {
             Debug.Log(hit.collider.gameObject.name);
             // 检查射线是否击中 LineRenderer 所在的物体
-            if (hit.collider.GetComponent<LineRenderer>() != null)
+            if (hit.collider.transform.parent.GetComponent<LinePath>() != null)
+            {
+                if (lastPath != null && hit.collider.transform.parent.GetComponent<LinePath>() != lastPath) {
+                    lastPath.UnShow();
+                }
+                hit.collider.transform.parent.GetComponent<LinePath>().OnShow();
+                lastPath = hit.collider.transform.parent.GetComponent<LinePath>();
+            }
+            else
+            {
+                if (lastPath)
+                {
+                    lastPath.UnShow();
+                    lastPath = null;
+                }
+            }
+        }
+        else {
+            if (lastPath)
             {
-                hit.collider.gameObject.GetComponent<LinePath>().OnShow();
+                lastPath.UnShow();
+                lastPath = null;
             }
         }
     }