wartheking пре 8 месеци
родитељ
комит
90d50d7c5b
3 измењених фајлова са 2 додато и 139 уклоњено
  1. 0 126
      Assets/InstantiateQuadsEditor.cs
  2. 0 11
      Assets/InstantiateQuadsEditor.cs.meta
  3. 2 2
      Assets/Scripts/HttpHelper.cs

+ 0 - 126
Assets/InstantiateQuadsEditor.cs

@@ -1,126 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-public class InstantiateQuadsEditor : EditorWindow
-{
-    [MenuItem("Tools/Instantiate Quads")]
-    public static void ShowWindow()
-    {
-        GetWindow<InstantiateQuadsEditor>("Instantiate Quads");
-    }
-
-    private GameObject parentObject; // 父对象
-    private GameObject prefab;
-    private int hor = 3; // 水平分割数量
-    private int ver = 2; // 垂直分割数量
-
-    void OnGUI()
-    {
-        GUILayout.Label("Instantiate Quads Settings", EditorStyles.boldLabel);
-
-        // 显示父对象选择器
-        parentObject = (GameObject)EditorGUILayout.ObjectField("Parent Object", parentObject, typeof(GameObject), true);
-
-        // 显示Prefab选择器
-        prefab = (GameObject)EditorGUILayout.ObjectField("Prefab", prefab, typeof(GameObject), false);
-
-        // 显示水平和垂直分割数量输入框
-        hor = EditorGUILayout.IntField("Horizontal Splits", hor);
-        ver = EditorGUILayout.IntField("Vertical Splits", ver);
-
-        // 添加按钮
-        if (GUILayout.Button("Instantiate Quads"))
-        {
-            if (parentObject == null)
-            {
-                Debug.LogError("Parent Object is not assigned.");
-                return;
-            }
-
-            InstantiateQuads(prefab, hor, ver, parentObject.transform);
-        }
-    }
-
-    private Material CreateAndSaveMaterial(Texture texture, string assetFolderPath)
-    {
-        if (texture == null)
-        {
-            Debug.LogError("Texture is null");
-            return null;
-        }
-
-        // 确保 assetFolderPath 是有效的 Unity 文件夹路径
-        if (string.IsNullOrEmpty(assetFolderPath) || !AssetDatabase.IsValidFolder(assetFolderPath))
-        {
-            Debug.LogError("Invalid asset folder path: " + assetFolderPath);
-            return null;
-        }
-
-        // 创建一个新的材质
-        Material mat = new Material(Shader.Find("Unlit/Texture"));
-
-        if (mat == null)
-        {
-            Debug.LogError("Shader 'Unlit/Texture' not found");
-            return null;
-        }
-
-        // 设置材质的纹理
-        mat.mainTexture = texture;
-
-        // 为材质创建一个唯一的名称
-        string materialName = "Material_" + texture.name;
-
-        // 生成材质的路径
-        string materialPath = AssetDatabase.GenerateUniqueAssetPath(System.IO.Path.Combine(assetFolderPath, materialName + ".mat"));
-
-        // 保存材质为 Asset
-        AssetDatabase.CreateAsset(mat, materialPath);
-
-        // 刷新 Asset 数据库
-        AssetDatabase.Refresh();
-
-        // 检查是否成功创建
-        Material createdMat = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
-        if (createdMat == null)
-        {
-            Debug.LogError("Failed to create material at path: " + materialPath);
-        }
-
-        return createdMat;
-    }
-
-    private void InstantiateQuads(GameObject prefab, int hor, int ver, Transform parent)
-    {
-        // 加载所有纹理
-        Texture[] textures = Resources.LoadAll<Texture>("L14");
-
-        if (prefab == null)
-        {
-            Debug.LogError("Prefab is not assigned.");
-            return;
-        }
-
-        for (int i = 0; i < hor; i++)
-        {
-            for (int j = 0; j < ver; j++)
-            {
-
-                float startJ = 0 - (hor / 2.0f) + 0.5f;
-                float starti = 0 + (ver / 2.0f) - 0.5f;
-                // 实例化Prefab
-                GameObject quad = Instantiate(prefab, parent);
-                quad.name = "L14" + i.ToString() + "_" + j.ToString();
-
-                // 设置位置
-                Vector3 localPosition = new Vector3(startJ + j, starti - i, 0);
-                quad.transform.localPosition = localPosition;
-
-                // 为每个实例化的对象创建新的材质,并保存为Asset
-                Material mat = CreateAndSaveMaterial(textures[i * hor + j], "Assets/Art/Material/Minimap");
-                quad.GetComponent<MeshRenderer>().material = mat;
-            }
-        }
-    }
-}

+ 0 - 11
Assets/InstantiateQuadsEditor.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 32678ed249762054f9d002f0aca3e87b
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 2 - 2
Assets/Scripts/HttpHelper.cs

@@ -26,8 +26,8 @@ public class HttpHelper : MonoBehaviour
     {
         _Instance = this;
         InItBuYuanDevicesList();
-        await SendBuYuan_GetSensorData();
-        await GetBuYuanDevicesGroupInfo();
+        SendBuYuan_GetSensorData();
+        GetBuYuanDevicesGroupInfo();
 
 
         if (GlobalData.pageIndex == PageIndex.Page1 || GlobalData.pageIndex == PageIndex.Page2 || GlobalData.pageIndex == PageIndex.Page3)