using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; using UnityEngine.Serialization; using UnityEngine.UI; using UnityAsync; using XCharts.Runtime; using Newtonsoft.Json.Linq; using Newtonsoft.Json; using Unity.Mathematics; using static XCharts.Runtime.RadarCoord; public enum shuiWeiYuJingDataType { BuYuan, TaoKou } [System.Serializable] public class StationData:IComparable { public string ADDVCD = "421083"; public string ADMAUTH = "荆州水文"; public string ATCUNIT = "荆州市水文局"; public string BGFRYM = "201404"; public string BSNM = "长江"; public string COMMENTS = "中小河流"; public string DRNA; // null, 用string表示 public string DTMNM = "吴淞"; public string ESSTYM = "201404"; public string FRGRD = "3"; public string HNNM = "内荆河"; public float LGTD = 113.209264f; public string LOCALITY = "湖北水文"; public float LTTD = 29.960969f; public string MODITIME = "2022-02-23"; public string PHCD = "ZBYZS"; public int ROWNUM_ = 185; public string RVNM = "子贝渊河"; public string STAZT; // null, 用string表示 public string STBK = "0"; public string STCD = "61016161"; public string STLC = "荆州市洪湖市瞿家湾镇月池村一组"; public string STNM = "子贝渊(闸上)"; public string STTP = "DD"; public string USFL = "1"; public float dwz; // null, 用string表示 public float tgtq; // null, 用string表示 public float upz = 25.5f; public int CompareTo(object obj) { StationData other = (StationData)obj; float max = MathF.Max(dwz, upz); float max1 = MathF.Max(other.dwz, other.upz); if (max > max1) { return -1; } else if (max < max1) { return 1; } else { return 0; } } } public class SWYJLayer : YZTRootLayer { public shuiWeiYuJingDataType currentDataType = shuiWeiYuJingDataType.BuYuan; //全域雨量 private Text _dangQianYuLiangText; private Text _zuiDaYuLiangText; private Text _pingJunYuLiangText; private Text _chaoJingZhanDianText; private Text _weatherTypeText; private Image _weatherTypeIcon; private QuanYuYuLiangData currentQuanYuYuLiangData = null; //站点排名 private Text _paiMing_1_Text; private Text _paiMing_6_Text; private Text _paiMing_12_Text; private Text _paiMing_24_Text; private Text _paiMing_1_Name_Text; private Text _paiMing_6_Name_Text; private Text _paiMing_12_Name_Text; private Text _paiMing_24_Name_Text; //工程安全监测 //检测数据 private Text _pingJunShuiWeiText; private Text _sheFangShuiWeiText; private Text _jingJieShuiWeiText; private Text _baoZhengShuiWeiText; private Text _shuiWeiText; //水位变化与统计 private BarChart shuiWeiBianHua; [Header("工程安全监测-水位变化与统计数据")] public ShuiWeiBianHuaData ShuiWeiBianHuaData_TK_Month; public ShuiWeiBianHuaData ShuiWeiBianHuaData_TK_Day; public ShuiWeiBianHuaData ShuiWeiBianHuaData_TK_Hour; private Dropdown shuiWeiBarChartDropdown; //异常警告 [Header("异常警告数据")] public List currentYiChangJingGaoDatas; private List currentYiChangJingGaoItems; private RectTransform _yiChangJingGaoListContent; public GameObject YiChangJingGaoItemOri; public RectTransform main; public RectTransform miniMap; public UnityEngine.UI.Button globalSWBtn; public UnityEngine.UI.Button exitGlobalSWBtn; public Sprite highLightBtn; public Sprite normalBtn; private Button BuYuanDataButton; private Button TaoKouDataButton; public GameObject miniMapSWContent; public List sWHeightUnits = new List(); public GameObject sWHeightUnitPrefab; public GameObject runtimePointObj; public GameObject shuiweiIconPrefab; private List _shuiWeiIconCtrls = new List(); private Transform _shuiWeiIconContent; private bool creatShuiWeiIcon = false; public GameObject[] zdpmObjs; private void Awake() { Init(); BuYuanDataButton = this.transform.Find("Main/BuYuanButton").GetComponent