GCJKLayer.cs 42 KB

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  1. using Newtonsoft.Json.Linq;
  2. using Newtonsoft.Json;
  3. using System;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. using UnityEngine;
  7. using UnityEngine.Networking;
  8. using UnityEngine.UI;
  9. using UnityEngine.UIElements;
  10. using Toggle = UnityEngine.UI.Toggle;
  11. using UnityAsync;
  12. using WaitUntil = UnityAsync.WaitUntil;
  13. using Unity.VisualScripting;
  14. using System.Threading.Tasks;
  15. using Button = UnityEngine.UI.Button;
  16. [System.Serializable]
  17. public class QXZData
  18. {
  19. public int ADDVCD;
  20. public float ALT;
  21. public double LGTD;
  22. public double LTTD;
  23. public int ROWNUM_;
  24. public string STCD;
  25. public string STLC;
  26. public string STNM;
  27. public float dropSum6;
  28. }
  29. [System.Serializable]
  30. public class ServerObsDatas
  31. {
  32. public class ServerObsData
  33. {
  34. public string channelId;
  35. public string deviceId;
  36. public string name;
  37. public string ipAddress;
  38. public string ptzTypeText;
  39. public bool status;
  40. }
  41. public int total;
  42. public List<ServerObsData> list;
  43. }
  44. [System.Serializable]
  45. public class SWZData
  46. {
  47. // 行政区划代码
  48. public string ADDVCD;
  49. // 行政管理单位
  50. public string ADMAUTH;
  51. // 观测站所属单位
  52. public string ATCUNIT;
  53. // 建站年月
  54. public string BGFRYM;
  55. // 河流名称
  56. public string BSNM;
  57. // 备注
  58. public string COMMENTS;
  59. // 流域名称
  60. public string DRNA;
  61. // 河流流域代码
  62. public string DSTRVM;
  63. // 站点更名前站名
  64. public string DTMEL;
  65. // 站点更名前名称
  66. public string DTMNM;
  67. // 数据处理人
  68. public string DTPR;
  69. // 建成年月
  70. public string ESSTYM;
  71. // 站点等级
  72. public string FRGRD;
  73. // 水系名称
  74. public string HNNM;
  75. // 经度
  76. public double LGTD;
  77. // 地区
  78. public string LOCALITY;
  79. // 纬度
  80. public double LTTD;
  81. // 修改时间
  82. public string MODITIME;
  83. // 水文站代码
  84. public string PHCD;
  85. // 行号
  86. public int ROWNUM_;
  87. // 河道名称
  88. public string RVNM;
  89. // 站点状态
  90. public string STAZT;
  91. // 站点基础
  92. public string STBK;
  93. // 站点代码
  94. public string STCD;
  95. // 站点位置
  96. public string STLC;
  97. // 站点名称
  98. public string STNM;
  99. // 站点类型
  100. public string STTP;
  101. // 是否使用
  102. public string USFL;
  103. // 最近6小时降水量
  104. public float dropSum6;
  105. // 天气
  106. public string wth;
  107. }
  108. public class GCJKLayer : YZTRootLayer
  109. {
  110. public static GCJKLayer _Instance;
  111. //泵站监控面板
  112. private RectTransform _bengZhanJianKongPanel;
  113. private RectTransform _bengZhanJianKongContent;
  114. [Header("泵站监控数据预制体")] public GameObject BengZhanJianKongItemOri;
  115. [Header("泵站监控数据")] public List<BengZhanJianKongData> BengZhanJianKongDatas;
  116. private List<BengZhanJianKongItem> currentBengZhanJianKongItems;
  117. //闸站监测
  118. private RectTransform _zhaZhanJianKongPanel;
  119. private RectTransform _zhaZhanJianKongContent;
  120. [Header("闸站监测数据预制体")] public GameObject ZhaZhanJianKongItemOri;
  121. private List<ZhaZhanJianKongItem> currentZhaZhanJianKongItems;
  122. //水文监测
  123. private RectTransform _shuiWenJianCePanel;
  124. private Text _wenduText;
  125. private Text _shiduText;
  126. private Text _qiyaText;
  127. private Text _fengXiangText;
  128. private Text _fengLiText;
  129. private Text _yuLiangText;
  130. [Header("水文监测数据")] public ShuiWenJianCeData currentShuiWenJianCeData;
  131. //工程安全检测
  132. //检测数据
  133. private Text _pingJunLiuLiangText;
  134. private Text _zuiGaoShuiWeiText;
  135. private Text _zuiDaLiuLiangText;
  136. private Text _gongChengGaoJingText;
  137. private Text _zhengChangYunXingText;
  138. [Header("工程安全检测-检测数据")] public GongChengJianCeData currentGongChengJianCeData;
  139. //工程列表
  140. private RectTransform _gongChengLieBiaoContent;
  141. public GameObject GongChengLieBiaoItemOri;
  142. private List<GongChengLieBiaoItem> currentGongChengLieBiaoItems = new List<GongChengLieBiaoItem>();
  143. private Button GClist_QuanBuButton;
  144. private Button GClist_ShuiWeiButton;
  145. private Button GClist_ShuiYaButton;
  146. private Button GClist_WeiYiButton;
  147. private Button GClist_ShiPinButton;
  148. //视频监控
  149. [Header("监控数据")] public ObsPlayerPanel obsPanel;
  150. public GameObject obsItemPrefab;
  151. private Transform obsItemContent;
  152. private List<ObsItem> _obsItems;
  153. public GameObject obsIconPrefab;
  154. private Transform _obsIconContent;
  155. private List<ObsIconCtrl> _obsIconCtrls;
  156. private InputField _obsSearchInputField;
  157. //水位图标
  158. [Header("水位数据")] public GameObject shuiweiIconPrefab;
  159. private List<ShuiWeiIconCtrl> _shuiWeiIconCtrls = new List<ShuiWeiIconCtrl>();
  160. private Transform _shuiWeiIconContent;
  161. //水压
  162. public GameObject shuiYaIconPrefab;
  163. private List<ShuiYaIconCtrl> _shuiYaIconCtrls = new List<ShuiYaIconCtrl>();
  164. private Transform _shuiYaIconContent;
  165. //位移
  166. public GameObject weiYiIconPrefab;
  167. private List<WeiYiIconCtrl> _weiYiIconCtrls = new List<WeiYiIconCtrl>();
  168. private Transform _weiYiIconContent;
  169. private Toggle obsToggle;
  170. private Toggle shuiWeiToggle;
  171. private Toggle shuiYaToggle;
  172. private Toggle weiYiToggle;
  173. public RectTransform main;
  174. public RectTransform miniMap;
  175. public UnityEngine.UI.Button globalWeatherBtn;
  176. public UnityEngine.UI.Button exitGlobalWeatherBtn;
  177. private ShuiWeiHistoryPanel _shuiWeiHistoryPanel;
  178. public RectTransform miniMapQXContent;
  179. public RectTransform miniMapSWContent;
  180. public GameObject dropUnitPrefab;
  181. public GameObject weatherUnitPrefab;
  182. public UnityEngine.UI.Button qxDataBtn;
  183. public UnityEngine.UI.Button swDataBtn;
  184. public Sprite highLightBtn;
  185. public Sprite normalBtn;
  186. public Toggle dropToggle;
  187. public Toggle weatherToggle;
  188. List<DropUnit> dropUnits = new List<DropUnit>();
  189. List<WeatherUnit> weatherUnits = new List<WeatherUnit>();
  190. public GameObject runtimePointObj;
  191. private int currentDataType = -1;
  192. public GameObject loading;
  193. public Button buyuanBtn;
  194. public Button taokouBtn;
  195. public DeviceTrendPanel _DeviceTrendPanel;
  196. private void Awake()
  197. {
  198. _Instance = this;
  199. Init();
  200. _shuiWeiHistoryPanel = this.transform.Find("Main/ShuiWeiHistoryPanel").GetComponent<ShuiWeiHistoryPanel>();
  201. _shuiWeiHistoryPanel.Init();
  202. _shuiWeiHistoryPanel.gameObject.SetActive(false);
  203. buyuanBtn.onClick.AddListener(() =>
  204. {
  205. buyuanBtn.GetComponent<CanvasGroup>().alpha = 1f;
  206. taokouBtn.GetComponent<CanvasGroup>().alpha = 0.5f;
  207. SetCurrentDataToPanel(0);
  208. });
  209. taokouBtn.onClick.AddListener(() =>
  210. {
  211. buyuanBtn.GetComponent<CanvasGroup>().alpha = 0.5f;
  212. taokouBtn.GetComponent<CanvasGroup>().alpha = 1f;
  213. SetCurrentDataToPanel(1);
  214. });
  215. }
  216. private async void OnEnable()
  217. {
  218. StaticLod.instance.OnFoucusStatic(0);
  219. Debug.LogError(GlobalData.BuYuanShuiWeiDataList.Count + "333");
  220. if (GlobalData.BuYuanShuiWeiDataList.Count < 1)
  221. {
  222. await HttpHelper._Instance.InitSWYJData();
  223. }
  224. Debug.LogError(GlobalData.BuYuanShuiYaDataList.Count + "444");
  225. if (GlobalData.BuYuanShuiYaDataList.Count < 1)
  226. {
  227. HttpHelper._Instance.GetBuYuanDevicesGroupInfo();
  228. }
  229. Debug.LogError(GlobalData.TaoKouShuiYaDataList.Count + "555");
  230. if (GlobalData.TaoKouShuiYaDataList.Count < 1)
  231. {
  232. HttpHelper._Instance.GetTaoKouDevicesGroupInfo();
  233. }
  234. SetCurrentDataToPanel(0);
  235. }
  236. public void Init()
  237. {
  238. //泵站监控面板
  239. _bengZhanJianKongPanel = this.transform.Find("BengZhanJianKong").GetComponent<RectTransform>();
  240. _bengZhanJianKongContent =
  241. _bengZhanJianKongPanel.Find("ScrollView/Viewport/Content").GetComponent<RectTransform>();
  242. currentBengZhanJianKongItems = new List<BengZhanJianKongItem>();
  243. if (BengZhanJianKongDatas != null && BengZhanJianKongDatas.Count > 0)
  244. {
  245. for (int i = 0; i < BengZhanJianKongDatas.Count; i++)
  246. {
  247. BengZhanJianKongItem tempItem = Instantiate(BengZhanJianKongItemOri, _bengZhanJianKongContent)
  248. .GetComponent<BengZhanJianKongItem>();
  249. tempItem.Init();
  250. tempItem.SetData(BengZhanJianKongDatas[i]);
  251. currentBengZhanJianKongItems.Add(tempItem);
  252. }
  253. }
  254. //闸站
  255. _zhaZhanJianKongPanel = this.transform.Find("ZhaZhanJianKong").GetComponent<RectTransform>();
  256. _zhaZhanJianKongContent =
  257. _zhaZhanJianKongPanel.Find("ScrollView/Viewport/Content").GetComponent<RectTransform>();
  258. currentZhaZhanJianKongItems = new List<ZhaZhanJianKongItem>();
  259. //水文
  260. _shuiWenJianCePanel = this.transform.Find("ShuiWenJianCe").GetComponent<RectTransform>();
  261. _wenduText = _shuiWenJianCePanel.Find("WenDu/Text/numText").GetComponent<Text>();
  262. _shiduText = _shuiWenJianCePanel.Find("ShiDu/Text/numText").GetComponent<Text>();
  263. _qiyaText = _shuiWenJianCePanel.Find("QiYa/Text/numText").GetComponent<Text>();
  264. _fengXiangText = _shuiWenJianCePanel.Find("FengXiang/Text/numText").GetComponent<Text>();
  265. _fengLiText = _shuiWenJianCePanel.Find("FengLi/Text/numText").GetComponent<Text>();
  266. _yuLiangText = _shuiWenJianCePanel.Find("YuLiang/Text/numText").GetComponent<Text>();
  267. if (currentShuiWenJianCeData != null)
  268. {
  269. _wenduText.text = $"{currentShuiWenJianCeData.wendu}<size=12><color=#A5BBE2>\u2103</color></size>";
  270. _shiduText.text = $"{currentShuiWenJianCeData.shidu} <size=12><color=#A5BBE2>%</color></size>";
  271. _qiyaText.text = $"{currentShuiWenJianCeData.qiya} <size=12><color=#A5BBE2>kPa</color></size>";
  272. _fengXiangText.text = $"{currentShuiWenJianCeData.fengxiang} <size=12><color=#A5BBE2>风</color></size>";
  273. _fengLiText.text = $"{currentShuiWenJianCeData.fengli} <size=12><color=#A5BBE2>级</color></size>";
  274. _yuLiangText.text = $"{currentShuiWenJianCeData.yuliang} <size=12><color=#A5BBE2>mm</color></size>";
  275. }
  276. //监测数据
  277. _pingJunLiuLiangText = this.transform.Find("RightUp/ShuJuJianCe/PingJunLiuLiang/title/numText")
  278. .GetComponent<Text>();
  279. _zuiGaoShuiWeiText = this.transform.Find("RightUp/ShuJuJianCe/ZuiGaoShuiWei/title/numText")
  280. .GetComponent<Text>();
  281. _zuiDaLiuLiangText = this.transform.Find("RightUp/ShuJuJianCe/ZuiDaLiuLiang/title/numText")
  282. .GetComponent<Text>();
  283. _gongChengGaoJingText = this.transform.Find("RightUp/ShuJuJianCe/DangRiJingGao/title/numText")
  284. .GetComponent<Text>();
  285. _zhengChangYunXingText = this.transform.Find("RightUp/ShuJuJianCe/ZhengChangGongCheng/title/numText")
  286. .GetComponent<Text>();
  287. if (currentGongChengJianCeData != null)
  288. {
  289. _pingJunLiuLiangText.text = $"{currentGongChengJianCeData.pinJunLiuLiang}";
  290. _zuiGaoShuiWeiText.text = $"{currentGongChengJianCeData.zuiGaoShuiWei}";
  291. _zuiDaLiuLiangText.text = $"{currentGongChengJianCeData.zuiDaLiuLiang}";
  292. _gongChengGaoJingText.text = $"{currentGongChengJianCeData.gongChengJingGao}";
  293. _zhengChangYunXingText.text = $"{currentGongChengJianCeData.zhengChangYunXing}";
  294. }
  295. //工程列表
  296. _gongChengLieBiaoContent = this.transform.Find("RightUp/GongChengLieBiao/ScrollView/Viewport/Content")
  297. .GetComponent<RectTransform>();
  298. GClist_QuanBuButton = this.transform.Find("RightUp/GongChengLieBiao/QuanBuButton").GetComponent<Button>();
  299. GClist_QuanBuButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.all); });
  300. GClist_ShuiWeiButton = this.transform.Find("RightUp/GongChengLieBiao/ShuiWeiButton").GetComponent<Button>();
  301. GClist_ShuiWeiButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shuiWei); });
  302. GClist_ShuiYaButton = this.transform.Find("RightUp/GongChengLieBiao/ShuiYaButton").GetComponent<Button>();
  303. GClist_ShuiYaButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shuiYa); });
  304. GClist_WeiYiButton = this.transform.Find("RightUp/GongChengLieBiao/WeiYiButton").GetComponent<Button>();
  305. GClist_WeiYiButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.weiYi); });
  306. GClist_ShiPinButton = this.transform.Find("RightUp/GongChengLieBiao/JianKongButton").GetComponent<Button>();
  307. GClist_ShiPinButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shiPin); });
  308. //监控
  309. obsPanel = this.transform.Find("Main/ObsPlayerPanel").GetComponent<ObsPlayerPanel>();
  310. obsPanel.gameObject.SetActive(false);
  311. obsItemContent = this.transform.Find("ShiPinJianKong/ScrollView/Viewport/Content").transform;
  312. _obsIconContent = this.transform.Find("Main/ObsIconContent").transform;
  313. _obsSearchInputField = this.transform.Find("ShiPinJianKong/InputField").GetComponent<InputField>();
  314. _obsSearchInputField.onValueChanged.AddListener(SearchObsItem);
  315. CreatObsItem();
  316. //水位
  317. _shuiWeiIconContent = this.transform.Find("Main/ShuiWeiIconContent").transform;
  318. _shuiYaIconContent = this.transform.Find("Main/ShuiYaIconContent").transform;
  319. _weiYiIconContent = this.transform.Find("Main/WeiYiIconContent").transform;
  320. obsToggle = this.transform.Find("Main/ObsToggle").GetComponent<Toggle>();
  321. shuiWeiToggle = this.transform.Find("Main/ShuiWeiToggle").GetComponent<Toggle>();
  322. shuiYaToggle = this.transform.Find("Main/ShuiYaToggle").GetComponent<Toggle>();
  323. weiYiToggle = this.transform.Find("Main/WeiYiToggle").GetComponent<Toggle>();
  324. obsToggle.onValueChanged.AddListener(SetObsIconActive);
  325. shuiWeiToggle.onValueChanged.AddListener(SetShuiWeiIconActive);
  326. shuiYaToggle.onValueChanged.AddListener(SetShuiYaIconActive);
  327. weiYiToggle.onValueChanged.AddListener(SetWeiYiIconActive);
  328. globalWeatherBtn.onClick.AddListener(OnGlobalWeatherClick);
  329. exitGlobalWeatherBtn.onClick.AddListener(() =>
  330. {
  331. CameraManager.SwitchCamera(0);
  332. viewMode = ViewMode.normal;
  333. miniMap.gameObject.SetActive(false);
  334. main.gameObject.SetActive(true);
  335. });
  336. qxDataBtn.onClick.AddListener(() =>
  337. {
  338. miniMapQXContent.gameObject.SetActive(true);
  339. miniMapSWContent.gameObject.SetActive(false);
  340. qxDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = highLightBtn;
  341. swDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = normalBtn;
  342. weatherToggle.gameObject.SetActive(false);
  343. });
  344. swDataBtn.onClick.AddListener(() =>
  345. {
  346. miniMapQXContent.gameObject.SetActive(false);
  347. miniMapSWContent.gameObject.SetActive(true);
  348. swDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = highLightBtn;
  349. qxDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = normalBtn;
  350. weatherToggle.gameObject.SetActive(true);
  351. });
  352. dropToggle.onValueChanged.AddListener((active) =>
  353. {
  354. for (int i = 0; i < dropUnits.Count; i++)
  355. {
  356. dropUnits[i].gameObject.SetActive(active);
  357. }
  358. });
  359. weatherToggle.onValueChanged.AddListener((active) =>
  360. {
  361. for (int i = 0; i < weatherUnits.Count; i++)
  362. {
  363. weatherUnits[i].gameObject.SetActive(active);
  364. }
  365. });
  366. }
  367. public async void OnGlobalWeatherClick()
  368. {
  369. if (GlobalData.qXZDatas.Count < 1 || GlobalData.sWZDatas.Count < 1)
  370. await HttpHelper._Instance.InitGCJKData();
  371. GameObject shaPan = GameObject.FindGameObjectWithTag("ShaPan");
  372. CameraManager.SwitchCamera(1);
  373. if (dropUnits.Count <= 0)
  374. {
  375. viewMode = ViewMode.miniMap;
  376. dropUnits = new List<DropUnit>();
  377. weatherUnits = new List<WeatherUnit>();
  378. for (int i = 0; i < GlobalData.qXZDatas.Count; i++)
  379. {
  380. GameObject gameObject = Instantiate(dropUnitPrefab);
  381. DropUnit dropUnit = gameObject.GetComponent<DropUnit>();
  382. dropUnit.transform.SetParent(miniMapQXContent.transform);
  383. dropUnit.Init(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD, GlobalData.qXZDatas[i].STNM,
  384. GlobalData.qXZDatas[i].dropSum6.ToString());
  385. dropUnits.Add(dropUnit);
  386. dropUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  387. dropUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(9));
  388. dropUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  389. dropUnit.bingObj.transform.localScale = Vector3.one;
  390. dropUnit.bingObj.transform.localPosition =
  391. CoordinateConverter.GeoToUGUISmall(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD);
  392. dropUnit.bingObj.name = GlobalData.qXZDatas[i].STNM;
  393. }
  394. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  395. {
  396. GameObject gameObject = Instantiate(dropUnitPrefab);
  397. DropUnit dropUnit = gameObject.GetComponent<DropUnit>();
  398. dropUnit.transform.SetParent(miniMapSWContent.transform);
  399. dropUnit.Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD, GlobalData.sWZDatas[i].STNM,
  400. GlobalData.sWZDatas[i].dropSum6.ToString());
  401. dropUnits.Add(dropUnit);
  402. dropUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  403. dropUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(10));
  404. dropUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  405. dropUnit.bingObj.transform.localScale = Vector3.one;
  406. dropUnit.bingObj.transform.localPosition =
  407. CoordinateConverter.GeoToUGUISmall(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD);
  408. dropUnit.bingObj.name = GlobalData.sWZDatas[i].STNM;
  409. }
  410. }
  411. else
  412. {
  413. viewMode = ViewMode.miniMap;
  414. int index = 0;
  415. for (int i = 0; i < GlobalData.qXZDatas.Count; i++)
  416. {
  417. dropUnits[i].Init(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD, GlobalData.qXZDatas[i].STNM,
  418. GlobalData.qXZDatas[i].dropSum6.ToString());
  419. index++;
  420. }
  421. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  422. {
  423. dropUnits[i + index].Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD,
  424. GlobalData.sWZDatas[i].STNM, GlobalData.sWZDatas[i].dropSum6.ToString());
  425. }
  426. }
  427. if (weatherUnits.Count <= 0)
  428. {
  429. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  430. {
  431. GameObject gameObject = Instantiate(weatherUnitPrefab);
  432. WeatherUnit weatherUnit = gameObject.GetComponent<WeatherUnit>();
  433. weatherUnit.transform.SetParent(miniMapSWContent.transform);
  434. weatherUnit.Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD, GlobalData.sWZDatas[i].STNM,
  435. GlobalData.sWZDatas[i].wth);
  436. weatherUnits.Add(weatherUnit);
  437. weatherUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  438. weatherUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(10));
  439. weatherUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  440. weatherUnit.bingObj.transform.localScale = Vector3.one;
  441. weatherUnit.bingObj.transform.localPosition =
  442. CoordinateConverter.GeoToUGUISmall(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD);
  443. weatherUnit.bingObj.name = GlobalData.sWZDatas[i].STNM;
  444. }
  445. }
  446. else
  447. {
  448. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  449. {
  450. weatherUnits[i].Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD,
  451. GlobalData.sWZDatas[i].STNM, GlobalData.sWZDatas[i].wth);
  452. }
  453. }
  454. miniMap.gameObject.SetActive(true);
  455. main.gameObject.SetActive(false);
  456. }
  457. public void SetBengZhanJianKongData(BengZhanJianKongData[] datas)
  458. {
  459. for (int i = 0; i < currentBengZhanJianKongItems.Count; i++)
  460. {
  461. Destroy(currentBengZhanJianKongItems[i].gameObject);
  462. }
  463. BengZhanJianKongDatas = new List<BengZhanJianKongData>();
  464. BengZhanJianKongDatas.AddRange(datas);
  465. if (BengZhanJianKongDatas != null && BengZhanJianKongDatas.Count > 0)
  466. {
  467. for (int i = 0; i < BengZhanJianKongDatas.Count; i++)
  468. {
  469. BengZhanJianKongItem tempItem = Instantiate(BengZhanJianKongItemOri, _bengZhanJianKongContent)
  470. .GetComponent<BengZhanJianKongItem>();
  471. tempItem.Init();
  472. tempItem.SetData(BengZhanJianKongDatas[i]);
  473. currentBengZhanJianKongItems.Add(tempItem);
  474. }
  475. }
  476. }
  477. public async void SetCurrentDataToPanel(int type)
  478. {
  479. if (currentDataType == type)
  480. {
  481. return;
  482. }
  483. StaticLod.instance.OnFoucusStatic(type);
  484. currentDataType = type;
  485. _DeviceTrendPanel.currentType = currentDataType;
  486. //水位图标
  487. CreatShuiWeiIcon();
  488. FindShuiWeiTargetObje();
  489. //水压图标
  490. CreatShuiYaIcon();
  491. FindShuiYaTargetObje();
  492. //位移图标
  493. CreatWeiYiIcon();
  494. FindWeiYiTargetObje();
  495. SetObsIconActive(obsToggle.isOn);
  496. SetShuiWeiIconActive(shuiWeiToggle.isOn);
  497. SetShuiYaIconActive(shuiYaToggle.isOn);
  498. SetWeiYiIconActive(weiYiToggle.isOn);
  499. SetGongChengLieBiaoData();
  500. loading.gameObject.SetActive(true);
  501. if (currentDataType == 0)
  502. {
  503. if (GlobalData.buYuanSensorData == null || GlobalData.buYuanSensorData.data.Count < 1)
  504. {
  505. await HttpHelper._Instance.SendBuYuan_GetSensorData();
  506. }
  507. }
  508. else {
  509. if (GlobalData.taoKouSensorData == null || GlobalData.taoKouSensorData.data.Count < 1)
  510. {
  511. await HttpHelper._Instance.SendTaoKou_GetSensorData();
  512. }
  513. }
  514. loading.gameObject.SetActive(false);
  515. SetZhaZhanJianKongData();
  516. }
  517. public void SetZhaZhanJianKongData()
  518. {
  519. List<ZhaZhanJianKongData> datas = new List<ZhaZhanJianKongData>();
  520. var tempSensorData = currentDataType == 0 ? GlobalData.buYuanSensorData.data : GlobalData.taoKouSensorData.data;
  521. Debug.Log(tempSensorData.Count);
  522. for (int i = 0; i < tempSensorData.Count; i++)
  523. {
  524. datas.Add(new ZhaZhanJianKongData()
  525. {
  526. name = "闸门_" + tempSensorData[i].sensor_id,
  527. openValue = tempSensorData[i].opening_degree * 0.01f,
  528. state = tempSensorData[i].gate_open
  529. ? ZhaZhanState.open
  530. : ZhaZhanState.close,
  531. });
  532. }
  533. for (int i = 0; i < currentZhaZhanJianKongItems.Count; i++)
  534. {
  535. Destroy(currentZhaZhanJianKongItems[i].gameObject);
  536. }
  537. currentZhaZhanJianKongItems.Clear();
  538. if (datas != null && datas.Count > 0)
  539. {
  540. for (int i = 0; i < datas.Count; i++)
  541. {
  542. ZhaZhanJianKongItem tempItem = Instantiate(ZhaZhanJianKongItemOri, _zhaZhanJianKongContent)
  543. .GetComponent<ZhaZhanJianKongItem>();
  544. tempItem.Init();
  545. tempItem.SetData(datas[i]);
  546. currentZhaZhanJianKongItems.Add(tempItem);
  547. }
  548. }
  549. }
  550. public void SetShuiWenJianCeData(ShuiWenJianCeData data)
  551. {
  552. currentShuiWenJianCeData = data;
  553. if (currentShuiWenJianCeData != null)
  554. {
  555. _wenduText.text = $"{currentShuiWenJianCeData.wendu}<size=12><color=#A5BBE2>\u2103</color></size>";
  556. _shiduText.text = $"{currentShuiWenJianCeData.shidu} <size=12><color=#A5BBE2>%</color></size>";
  557. _qiyaText.text = $"{currentShuiWenJianCeData.qiya} <size=12><color=#A5BBE2>kPa</color></size>";
  558. _fengXiangText.text = $"{currentShuiWenJianCeData.fengxiang} <size=12><color=#A5BBE2>风</color></size>";
  559. _fengLiText.text = $"{currentShuiWenJianCeData.fengli} <size=12><color=#A5BBE2>级</color></size>";
  560. _yuLiangText.text = $"{currentShuiWenJianCeData.yuliang} <size=12><color=#A5BBE2>mm</color></size>";
  561. }
  562. }
  563. public void SetGongChengJianCe(GongChengJianCeData data)
  564. {
  565. currentGongChengJianCeData = data;
  566. if (currentGongChengJianCeData != null)
  567. {
  568. _pingJunLiuLiangText.text = $"{currentGongChengJianCeData.pinJunLiuLiang}";
  569. _zuiGaoShuiWeiText.text = $"{currentGongChengJianCeData.zuiGaoShuiWei}";
  570. _zuiDaLiuLiangText.text = $"{currentGongChengJianCeData.zuiDaLiuLiang}";
  571. _gongChengGaoJingText.text = $"{currentGongChengJianCeData.gongChengJingGao}";
  572. _zhengChangYunXingText.text = $"{currentGongChengJianCeData.zhengChangYunXing}";
  573. }
  574. }
  575. public void SetGongChengLieBiaoData()
  576. {
  577. List<GongChengLieBiaoData> datas = new List<GongChengLieBiaoData>();
  578. //水位
  579. foreach (var tempData in currentDataType==0?GlobalData.BuYuanShuiWeiDataList:GlobalData.TaoKouShuiWeiDataList)
  580. {
  581. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  582. tempLieBiaoData.name = tempData.name;
  583. tempLieBiaoData.type = GongChengType.shuiWei;
  584. tempLieBiaoData.state = GongChengState.normal;
  585. tempLieBiaoData.sid = tempData.sid;
  586. tempLieBiaoData.gid = tempData.gid;
  587. datas.Add(tempLieBiaoData);
  588. }
  589. //水压
  590. foreach (var tempData in currentDataType==0?GlobalData.BuYuanShuiYaDataList:GlobalData.TaoKouShuiYaDataList)
  591. {
  592. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  593. tempLieBiaoData.name = tempData.name;
  594. tempLieBiaoData.type = GongChengType.shuiYa;
  595. tempLieBiaoData.state = GongChengState.normal;
  596. tempLieBiaoData.sid = tempData.sid;
  597. tempLieBiaoData.gid = tempData.gid;
  598. datas.Add(tempLieBiaoData);
  599. }
  600. //位移
  601. foreach (var tempData in currentDataType==0?GlobalData.BuYuanWeiYiDataList:GlobalData.TaoKouWeiYiDataList)
  602. {
  603. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  604. tempLieBiaoData.name = tempData.name;
  605. tempLieBiaoData.type = GongChengType.weiYi;
  606. tempLieBiaoData.state = GongChengState.normal;
  607. tempLieBiaoData.sid = tempData.sid;
  608. tempLieBiaoData.gid = tempData.gid;
  609. datas.Add(tempLieBiaoData);
  610. }
  611. //监控
  612. foreach (var tempData in currentDataType==0?GlobalData.obsDatas_by:GlobalData.obsDatas_tk)
  613. {
  614. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  615. tempLieBiaoData.name = tempData.name;
  616. tempLieBiaoData.type = GongChengType.shiPin;
  617. tempLieBiaoData.state = tempData.status ? GongChengState.normal : GongChengState.warning;
  618. tempLieBiaoData.sid = "";
  619. tempLieBiaoData.gid = "";//监控没有这玩意
  620. datas.Add(tempLieBiaoData);
  621. }
  622. GClist_QuanBuButton.GetComponentInChildren<Text>().color = Color.white;
  623. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  624. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  625. GClist_WeiYiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  626. GClist_ShiPinButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  627. for (int i = 0; i < currentGongChengLieBiaoItems.Count; i++)
  628. {
  629. Destroy(currentGongChengLieBiaoItems[i].gameObject);
  630. }
  631. currentGongChengLieBiaoItems = new List<GongChengLieBiaoItem>();
  632. for (int i = 0; i < datas.Count; i++)
  633. {
  634. GongChengLieBiaoItem tempItem = Instantiate(GongChengLieBiaoItemOri, _gongChengLieBiaoContent)
  635. .GetComponent<GongChengLieBiaoItem>();
  636. tempItem.Init();
  637. datas[i].index = i + 1;
  638. tempItem.SetData(datas[i]);
  639. currentGongChengLieBiaoItems.Add(tempItem);
  640. }
  641. }
  642. //筛选工程列表
  643. public void SeachGongChengList(GongChengType type)
  644. {
  645. GClist_QuanBuButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  646. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  647. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  648. GClist_WeiYiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  649. GClist_ShiPinButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  650. switch (type)
  651. {
  652. case GongChengType.all:
  653. GClist_QuanBuButton.GetComponentInChildren<Text>().color = Color.white;
  654. foreach (var obj in currentGongChengLieBiaoItems)
  655. {
  656. obj.gameObject.SetActive(true);
  657. }
  658. break;
  659. case GongChengType.shuiWei:
  660. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = Color.white;
  661. foreach (var obj in currentGongChengLieBiaoItems)
  662. {
  663. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shuiWei);
  664. }
  665. break;
  666. case GongChengType.shuiYa:
  667. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = Color.white;
  668. foreach (var obj in currentGongChengLieBiaoItems)
  669. {
  670. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shuiYa);
  671. }
  672. break;
  673. case GongChengType.weiYi:
  674. GClist_WeiYiButton.GetComponentInChildren<Text>().color = Color.white;
  675. foreach (var obj in currentGongChengLieBiaoItems)
  676. {
  677. obj.gameObject.SetActive(obj._currentData.type == GongChengType.weiYi);
  678. }
  679. break;
  680. case GongChengType.shiPin:
  681. GClist_ShiPinButton.GetComponentInChildren<Text>().color = Color.white;
  682. foreach (var obj in currentGongChengLieBiaoItems)
  683. {
  684. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shiPin);
  685. }
  686. break;
  687. }
  688. }
  689. //监控列表
  690. public async void CreatObsItem()
  691. {
  692. await new WaitUntil(() => { return GlobalData.obsDatas_by.Count > 0 && GlobalData.obsDatas_tk.Count > 0; });
  693. _obsItems = new List<ObsItem>();
  694. _obsIconCtrls = new List<ObsIconCtrl>();
  695. for (int i = 0; i < _obsItems.Count; i++)
  696. {
  697. Destroy(_obsItems[i].gameObject);
  698. }
  699. for (int i = 0; i < _obsIconCtrls.Count; i++)
  700. {
  701. Destroy(_obsIconCtrls[i].gameObject);
  702. }
  703. for (int i = 0; i < GlobalData.obsDatas_by.Count; i++)
  704. {
  705. //Debug.Log(GlobalData.obsDatas_by[i].name + ":000:" + GlobalData.obsDatas_by[i].targetName);
  706. ObsItem tempItem = Instantiate(obsItemPrefab, obsItemContent).GetComponent<ObsItem>();
  707. tempItem.SetData(GlobalData.obsDatas_by[i]);
  708. int tempi = i;
  709. tempItem._button.onClick.AddListener(() =>
  710. {
  711. GCJKLayer._Instance.ShowObsPlayerPanel(GlobalData.obsDatas_by[tempi]);
  712. });
  713. _obsItems.Add(tempItem);
  714. ObsIconCtrl tempIcon = Instantiate(obsIconPrefab, _obsIconContent).GetComponent<ObsIconCtrl>();
  715. //Debug.Log(GlobalData.obsDatas_by[i].name + ":111:" + GlobalData.obsDatas_by[i].targetName);
  716. tempIcon.Init(GlobalData.obsDatas_by[i]);
  717. _obsIconCtrls.Add(tempIcon);
  718. //Debug.Log(StaticLod.instance.GetStaticObj(GlobalData.obsDatas[i].name).gameObject.name);
  719. }
  720. for (int i = 0; i < GlobalData.obsDatas_tk.Count; i++)
  721. {
  722. //Debug.LogError(GlobalData.obsDatas_tk[i].targetName);
  723. ObsItem tempItem = Instantiate(obsItemPrefab, obsItemContent).GetComponent<ObsItem>();
  724. tempItem.SetData(GlobalData.obsDatas_tk[i]);
  725. int tempi = i;
  726. tempItem._button.onClick.AddListener(() =>
  727. {
  728. GCJKLayer._Instance.ShowObsPlayerPanel(GlobalData.obsDatas_tk[tempi]);
  729. });
  730. _obsItems.Add(tempItem);
  731. ObsIconCtrl tempIcon = Instantiate(obsIconPrefab, _obsIconContent).GetComponent<ObsIconCtrl>();
  732. tempIcon.Init(GlobalData.obsDatas_tk[i]);
  733. _obsIconCtrls.Add(tempIcon);
  734. //Debug.Log(StaticLod.instance.GetStaticObj(GlobalData.obsDatas[i].name).gameObject.name);
  735. }
  736. SetObsIconActive(obsToggle.isOn);
  737. }
  738. public void SearchObsItem(string s_name)
  739. {
  740. if (s_name.Equals(""))
  741. {
  742. for (int i = 0; i < _obsItems.Count; i++)
  743. {
  744. _obsItems[i].gameObject.SetActive(true);
  745. }
  746. }
  747. else
  748. {
  749. for (int i = 0; i < _obsItems.Count; i++)
  750. {
  751. _obsItems[i].gameObject.SetActive(_obsItems[i]._data.name.Contains(s_name));
  752. }
  753. }
  754. }
  755. //查找场景中的监控坐标对象
  756. public void FindObsTargetObje()
  757. {
  758. if (_obsItems == null)
  759. {
  760. return;
  761. }
  762. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(obsType.BuYuanObs.ToString());
  763. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(obsType.TaoKouObs.ToString());
  764. for (int i = 0; i < _obsItems.Count; i++)
  765. {
  766. string objName = _obsItems[i]._data.targetName;
  767. if (_obsItems[i]._data.type == obsType.BuYuanObs)
  768. {
  769. for (int j = 0; j < BY_targs.Length; j++)
  770. {
  771. if (BY_targs[j].gameObject.name == objName)
  772. {
  773. _obsItems[i]._data.targetTransform = BY_targs[j].transform;
  774. _obsIconCtrls[i].targetTransForm = BY_targs[j].transform;
  775. break;
  776. }
  777. }
  778. }
  779. else
  780. {
  781. for (int j = 0; j < TK_targs.Length; j++)
  782. {
  783. if (TK_targs[j].gameObject.name == objName)
  784. {
  785. _obsItems[i]._data.targetTransform = TK_targs[j].transform;
  786. _obsIconCtrls[i].targetTransForm = TK_targs[j].transform;
  787. break;
  788. }
  789. }
  790. }
  791. }
  792. }
  793. public void ShowObsPlayerPanel(ObsData _data)
  794. {
  795. obsPanel.gameObject.SetActive(true);
  796. obsPanel.SetObsData(_data);
  797. obsPanel.SetTitle(_data.name);
  798. }
  799. public void ShowHistoryPanle(ShuiWeiData data)
  800. {
  801. _shuiWeiHistoryPanel.SetData(data);
  802. _shuiWeiHistoryPanel.gameObject.SetActive(true);
  803. }
  804. public void SetObsIconActive(bool show)
  805. {
  806. if (_obsIconCtrls == null)
  807. {
  808. return;
  809. }
  810. for (int i = 0; i < _obsIconCtrls.Count; i++)
  811. {
  812. _obsIconCtrls[i].gameObject.SetActive(show);
  813. }
  814. }
  815. //水位图标
  816. public void CreatShuiWeiIcon()
  817. {
  818. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  819. {
  820. Destroy(_shuiWeiIconCtrls[i].gameObject);
  821. }
  822. _shuiWeiIconCtrls = new List<ShuiWeiIconCtrl>();
  823. var DataList = currentDataType == 0 ? GlobalData.BuYuanShuiWeiDataList : GlobalData.TaoKouShuiWeiDataList;
  824. for (int i = 0; i < DataList.Count; i++)
  825. {
  826. ShuiWeiIconCtrl tempIcon =
  827. Instantiate(shuiweiIconPrefab, _shuiWeiIconContent).GetComponent<ShuiWeiIconCtrl>();
  828. tempIcon.Init(DataList[i]);
  829. _shuiWeiIconCtrls.Add(tempIcon);
  830. }
  831. Debug.Log(DataList.Count);
  832. }
  833. //查找场景中的水位坐标对象
  834. public void FindShuiWeiTargetObje()
  835. {
  836. if (_shuiWeiIconCtrls == null)
  837. {
  838. return;
  839. }
  840. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(shuiWeiType.BuYuanShuiWei.ToString());
  841. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(shuiWeiType.TaoKouShuiWei.ToString());
  842. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  843. {
  844. string objName = _shuiWeiIconCtrls[i]._data.targetName;
  845. if (_shuiWeiIconCtrls[i]._data.type == shuiWeiType.BuYuanShuiWei)
  846. {
  847. for (int j = 0; j < BY_targs.Length; j++)
  848. {
  849. if (BY_targs[j].gameObject.name == objName)
  850. {
  851. _shuiWeiIconCtrls[i].targetTransForm = BY_targs[j].transform;
  852. break;
  853. }
  854. }
  855. }
  856. else
  857. {
  858. for (int j = 0; j < TK_targs.Length; j++)
  859. {
  860. if (TK_targs[j].gameObject.name == objName)
  861. {
  862. _shuiWeiIconCtrls[i].targetTransForm = TK_targs[j].transform;
  863. break;
  864. }
  865. }
  866. }
  867. }
  868. }
  869. //水压图标
  870. public void CreatShuiYaIcon()
  871. {
  872. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  873. {
  874. Destroy(_shuiYaIconCtrls[i].gameObject);
  875. }
  876. _shuiYaIconCtrls = new List<ShuiYaIconCtrl>();
  877. var DataList = currentDataType == 0 ? GlobalData.BuYuanShuiYaDataList : GlobalData.TaoKouShuiYaDataList;
  878. for (int i = 0; i < DataList.Count; i++)
  879. {
  880. ShuiYaIconCtrl tempIcon = Instantiate(shuiYaIconPrefab, _shuiYaIconContent).GetComponent<ShuiYaIconCtrl>();
  881. tempIcon.Init(DataList[i]);
  882. _shuiYaIconCtrls.Add(tempIcon);
  883. }
  884. }
  885. public void FindShuiYaTargetObje()
  886. {
  887. if (_shuiYaIconCtrls == null)
  888. {
  889. return;
  890. }
  891. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(shuiYaType.BuYuanShuiYa.ToString());
  892. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(shuiYaType.TaoKouShuiYa.ToString());
  893. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  894. {
  895. string objName = _shuiYaIconCtrls[i]._data.targetName;
  896. if (_shuiYaIconCtrls[i]._data.type == shuiYaType.BuYuanShuiYa)
  897. {
  898. for (int j = 0; j < BY_targs.Length; j++)
  899. {
  900. if (BY_targs[j].gameObject.name == objName)
  901. {
  902. _shuiYaIconCtrls[i].targetTransForm = BY_targs[j].transform;
  903. break;
  904. }
  905. }
  906. }
  907. else
  908. {
  909. for (int j = 0; j < TK_targs.Length; j++)
  910. {
  911. if (TK_targs[j].gameObject.name == objName)
  912. {
  913. _shuiYaIconCtrls[i].targetTransForm = TK_targs[j].transform;
  914. break;
  915. }
  916. }
  917. }
  918. }
  919. }
  920. //位移图标
  921. public void CreatWeiYiIcon()
  922. {
  923. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  924. {
  925. Destroy(_weiYiIconCtrls[i].gameObject);
  926. }
  927. _weiYiIconCtrls = new List<WeiYiIconCtrl>();
  928. var DataList = currentDataType == 0 ? GlobalData.BuYuanWeiYiDataList : GlobalData.TaoKouWeiYiDataList;
  929. for (int i = 0; i < DataList.Count; i++)
  930. {
  931. WeiYiIconCtrl tempIcon = Instantiate(weiYiIconPrefab, _weiYiIconContent).GetComponent<WeiYiIconCtrl>();
  932. tempIcon.Init(DataList[i]);
  933. _weiYiIconCtrls.Add(tempIcon);
  934. }
  935. }
  936. public void FindWeiYiTargetObje()
  937. {
  938. if (_weiYiIconCtrls == null)
  939. {
  940. return;
  941. }
  942. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(weiYiType.BuYuanWeiYi.ToString());
  943. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(weiYiType.TaoKouWeiYi.ToString());
  944. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  945. {
  946. string objName = _weiYiIconCtrls[i]._data.targetName;
  947. if (_weiYiIconCtrls[i]._data.type == weiYiType.BuYuanWeiYi)
  948. {
  949. for (int j = 0; j < BY_targs.Length; j++)
  950. {
  951. if (BY_targs[j].gameObject.name == objName)
  952. {
  953. _weiYiIconCtrls[i].targetTransForm = BY_targs[j].transform;
  954. break;
  955. }
  956. }
  957. }
  958. else
  959. {
  960. for (int j = 0; j < TK_targs.Length; j++)
  961. {
  962. if (TK_targs[i].gameObject.name == objName)
  963. {
  964. _weiYiIconCtrls[i].targetTransForm = TK_targs[j].transform;
  965. break;
  966. }
  967. }
  968. }
  969. }
  970. }
  971. public void SetShuiWeiIconActive(bool show)
  972. {
  973. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  974. {
  975. _shuiWeiIconCtrls[i].gameObject.SetActive(show);
  976. }
  977. }
  978. public void SetShuiYaIconActive(bool show)
  979. {
  980. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  981. {
  982. _shuiYaIconCtrls[i].gameObject.SetActive(show);
  983. }
  984. }
  985. public void SetWeiYiIconActive(bool show)
  986. {
  987. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  988. {
  989. _weiYiIconCtrls[i].gameObject.SetActive(show);
  990. }
  991. }
  992. }