using System; using System.Collections; using System.Collections.Generic; using System.Threading.Tasks; using UnityEngine; using UnityEngine.UI; using UnityAsync; using WaitUntil = UnityAsync.WaitUntil; using XCharts.Runtime; public class ZMJKLayer : MonoBehaviour { public GameObject ZhaZhanItemOri; public Transform itemContent; public Text zhaZhanCount; public GameObject gongChengPanel; public Button closeButton; public Text zhaZhanMingCheng; public Text zhaQianShuiWei; public Text zhaHouShuiWei; public Text zhaMenKaiDu; public Text guoZhaLiuLiang; public BarChart shuiweiChart; public InputField _zmSearchInputField; public List currentZMDataList = new List(); public GameObject targetObj; public bool showGongPanel = false; private Camera _camera; private void Awake() { closeButton.onClick.AddListener(() => { gongChengPanel.SetActive(false); showGongPanel = false; }); gongChengPanel.SetActive(false); showGongPanel = false; } private void OnEnable() { _camera = CameraManager.instance.mainCamera; StaticLod.instance.OnFoucusStatic(0); } // Start is called before the first frame update async void Start() { InitFloorGateData(); _zmSearchInputField.onValueChanged.AddListener(SearchObsItem); } async Task InitFloorGateData() { await new WaitUntil(() => { return GlobalData.floorGateData.success; }); float[] byV3 = new float[GlobalData.floorGateData.buYuan.Length]; for (int i = 0; i < GlobalData.floorGateData.buYuan.Length; i++) { int tempIndex = i; ZhaZhanItem tempItem = Instantiate(ZhaZhanItemOri, itemContent).GetComponent(); tempItem.SetData(GlobalData.floorGateData.buYuan[tempIndex], $"补元闸门-{tempIndex + 1}"); byV3[tempIndex] = GlobalData.floorGateData.buYuan[tempIndex].opening_degree * 0.01f; Debug.Log($"补元闸门-{tempIndex + 1}:{byV3[tempIndex]}"); tempItem.gameObject.GetComponent