GCJKLayer.cs 41 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. private void Awake()
  193. {
  194. _Instance = this;
  195. Init();
  196. _shuiWeiHistoryPanel = this.transform.Find("Main/ShuiWeiHistoryPanel").GetComponent<ShuiWeiHistoryPanel>();
  197. _shuiWeiHistoryPanel.Init();
  198. _shuiWeiHistoryPanel.gameObject.SetActive(false);
  199. }
  200. private async void OnEnable()
  201. {
  202. StaticLod.instance.OnFoucusStatic(0);
  203. if (GlobalData.buYuanSensorData != null)
  204. {
  205. if (GlobalData.buYuanSensorData.data.Count < 1)
  206. {
  207. await HttpHelper._Instance.SendBuYuan_GetSensorData();
  208. }
  209. }
  210. if (GlobalData.taoKouSensorData != null)
  211. {
  212. if (GlobalData.taoKouSensorData.data.Count < 1)
  213. {
  214. await HttpHelper._Instance.SendTaoKou_GetSensorData();
  215. }
  216. }
  217. if (GlobalData.BuYuanShuiWeiDataList.Count < 1)
  218. {
  219. await HttpHelper._Instance.InitSWYJData();
  220. }
  221. if (GlobalData.BuYuanShuiYaDataList.Count < 1)
  222. {
  223. HttpHelper._Instance.GetBuYuanDevicesGroupInfo();
  224. }
  225. if (GlobalData.TaoKouShuiYaDataList.Count < 1)
  226. {
  227. HttpHelper._Instance.GetTaoKouDevicesGroupInfo();
  228. }
  229. SetCurrentDataToPanel(0);
  230. }
  231. public void Init()
  232. {
  233. //泵站监控面板
  234. _bengZhanJianKongPanel = this.transform.Find("BengZhanJianKong").GetComponent<RectTransform>();
  235. _bengZhanJianKongContent =
  236. _bengZhanJianKongPanel.Find("ScrollView/Viewport/Content").GetComponent<RectTransform>();
  237. currentBengZhanJianKongItems = new List<BengZhanJianKongItem>();
  238. if (BengZhanJianKongDatas != null && BengZhanJianKongDatas.Count > 0)
  239. {
  240. for (int i = 0; i < BengZhanJianKongDatas.Count; i++)
  241. {
  242. BengZhanJianKongItem tempItem = Instantiate(BengZhanJianKongItemOri, _bengZhanJianKongContent)
  243. .GetComponent<BengZhanJianKongItem>();
  244. tempItem.Init();
  245. tempItem.SetData(BengZhanJianKongDatas[i]);
  246. currentBengZhanJianKongItems.Add(tempItem);
  247. }
  248. }
  249. //闸站
  250. _zhaZhanJianKongPanel = this.transform.Find("ZhaZhanJianKong").GetComponent<RectTransform>();
  251. _zhaZhanJianKongContent =
  252. _zhaZhanJianKongPanel.Find("ScrollView/Viewport/Content").GetComponent<RectTransform>();
  253. currentZhaZhanJianKongItems = new List<ZhaZhanJianKongItem>();
  254. //水文
  255. _shuiWenJianCePanel = this.transform.Find("ShuiWenJianCe").GetComponent<RectTransform>();
  256. _wenduText = _shuiWenJianCePanel.Find("WenDu/Text/numText").GetComponent<Text>();
  257. _shiduText = _shuiWenJianCePanel.Find("ShiDu/Text/numText").GetComponent<Text>();
  258. _qiyaText = _shuiWenJianCePanel.Find("QiYa/Text/numText").GetComponent<Text>();
  259. _fengXiangText = _shuiWenJianCePanel.Find("FengXiang/Text/numText").GetComponent<Text>();
  260. _fengLiText = _shuiWenJianCePanel.Find("FengLi/Text/numText").GetComponent<Text>();
  261. _yuLiangText = _shuiWenJianCePanel.Find("YuLiang/Text/numText").GetComponent<Text>();
  262. if (currentShuiWenJianCeData != null)
  263. {
  264. _wenduText.text = $"{currentShuiWenJianCeData.wendu}<size=12><color=#A5BBE2>\u2103</color></size>";
  265. _shiduText.text = $"{currentShuiWenJianCeData.shidu} <size=12><color=#A5BBE2>%</color></size>";
  266. _qiyaText.text = $"{currentShuiWenJianCeData.qiya} <size=12><color=#A5BBE2>kPa</color></size>";
  267. _fengXiangText.text = $"{currentShuiWenJianCeData.fengxiang} <size=12><color=#A5BBE2>风</color></size>";
  268. _fengLiText.text = $"{currentShuiWenJianCeData.fengli} <size=12><color=#A5BBE2>级</color></size>";
  269. _yuLiangText.text = $"{currentShuiWenJianCeData.yuliang} <size=12><color=#A5BBE2>mm</color></size>";
  270. }
  271. //监测数据
  272. _pingJunLiuLiangText = this.transform.Find("RightUp/ShuJuJianCe/PingJunLiuLiang/title/numText")
  273. .GetComponent<Text>();
  274. _zuiGaoShuiWeiText = this.transform.Find("RightUp/ShuJuJianCe/ZuiGaoShuiWei/title/numText")
  275. .GetComponent<Text>();
  276. _zuiDaLiuLiangText = this.transform.Find("RightUp/ShuJuJianCe/ZuiDaLiuLiang/title/numText")
  277. .GetComponent<Text>();
  278. _gongChengGaoJingText = this.transform.Find("RightUp/ShuJuJianCe/DangRiJingGao/title/numText")
  279. .GetComponent<Text>();
  280. _zhengChangYunXingText = this.transform.Find("RightUp/ShuJuJianCe/ZhengChangGongCheng/title/numText")
  281. .GetComponent<Text>();
  282. if (currentGongChengJianCeData != null)
  283. {
  284. _pingJunLiuLiangText.text = $"{currentGongChengJianCeData.pinJunLiuLiang}";
  285. _zuiGaoShuiWeiText.text = $"{currentGongChengJianCeData.zuiGaoShuiWei}";
  286. _zuiDaLiuLiangText.text = $"{currentGongChengJianCeData.zuiDaLiuLiang}";
  287. _gongChengGaoJingText.text = $"{currentGongChengJianCeData.gongChengJingGao}";
  288. _zhengChangYunXingText.text = $"{currentGongChengJianCeData.zhengChangYunXing}";
  289. }
  290. //工程列表
  291. _gongChengLieBiaoContent = this.transform.Find("RightUp/GongChengLieBiao/ScrollView/Viewport/Content")
  292. .GetComponent<RectTransform>();
  293. GClist_QuanBuButton = this.transform.Find("RightUp/GongChengLieBiao/QuanBuButton").GetComponent<Button>();
  294. GClist_QuanBuButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.all); });
  295. GClist_ShuiWeiButton = this.transform.Find("RightUp/GongChengLieBiao/ShuiWeiButton").GetComponent<Button>();
  296. GClist_ShuiWeiButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shuiWei); });
  297. GClist_ShuiYaButton = this.transform.Find("RightUp/GongChengLieBiao/ShuiYaButton").GetComponent<Button>();
  298. GClist_ShuiYaButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shuiYa); });
  299. GClist_WeiYiButton = this.transform.Find("RightUp/GongChengLieBiao/WeiYiButton").GetComponent<Button>();
  300. GClist_WeiYiButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.weiYi); });
  301. GClist_ShiPinButton = this.transform.Find("RightUp/GongChengLieBiao/JianKongButton").GetComponent<Button>();
  302. GClist_ShiPinButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shiPin); });
  303. //监控
  304. obsPanel = this.transform.Find("Main/ObsPlayerPanel").GetComponent<ObsPlayerPanel>();
  305. obsPanel.gameObject.SetActive(false);
  306. obsItemContent = this.transform.Find("ShiPinJianKong/ScrollView/Viewport/Content").transform;
  307. _obsIconContent = this.transform.Find("Main/ObsIconContent").transform;
  308. _obsSearchInputField = this.transform.Find("ShiPinJianKong/InputField").GetComponent<InputField>();
  309. _obsSearchInputField.onValueChanged.AddListener(SearchObsItem);
  310. CreatObsItem();
  311. //水位
  312. _shuiWeiIconContent = this.transform.Find("Main/ShuiWeiIconContent").transform;
  313. _shuiYaIconContent = this.transform.Find("Main/ShuiYaIconContent").transform;
  314. _weiYiIconContent = this.transform.Find("Main/WeiYiIconContent").transform;
  315. obsToggle = this.transform.Find("Main/ObsToggle").GetComponent<Toggle>();
  316. shuiWeiToggle = this.transform.Find("Main/ShuiWeiToggle").GetComponent<Toggle>();
  317. shuiYaToggle = this.transform.Find("Main/ShuiYaToggle").GetComponent<Toggle>();
  318. weiYiToggle = this.transform.Find("Main/WeiYiToggle").GetComponent<Toggle>();
  319. obsToggle.onValueChanged.AddListener(SetObsIconActive);
  320. shuiWeiToggle.onValueChanged.AddListener(SetShuiWeiIconActive);
  321. shuiYaToggle.onValueChanged.AddListener(SetShuiYaIconActive);
  322. weiYiToggle.onValueChanged.AddListener(SetWeiYiIconActive);
  323. globalWeatherBtn.onClick.AddListener(OnGlobalWeatherClick);
  324. exitGlobalWeatherBtn.onClick.AddListener(() =>
  325. {
  326. CameraManager.SwitchCamera(0);
  327. viewMode = ViewMode.normal;
  328. miniMap.gameObject.SetActive(false);
  329. main.gameObject.SetActive(true);
  330. });
  331. qxDataBtn.onClick.AddListener(() =>
  332. {
  333. miniMapQXContent.gameObject.SetActive(true);
  334. miniMapSWContent.gameObject.SetActive(false);
  335. qxDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = highLightBtn;
  336. swDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = normalBtn;
  337. weatherToggle.gameObject.SetActive(false);
  338. });
  339. swDataBtn.onClick.AddListener(() =>
  340. {
  341. miniMapQXContent.gameObject.SetActive(false);
  342. miniMapSWContent.gameObject.SetActive(true);
  343. swDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = highLightBtn;
  344. qxDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = normalBtn;
  345. weatherToggle.gameObject.SetActive(true);
  346. });
  347. dropToggle.onValueChanged.AddListener((active) =>
  348. {
  349. for (int i = 0; i < dropUnits.Count; i++)
  350. {
  351. dropUnits[i].gameObject.SetActive(active);
  352. }
  353. });
  354. weatherToggle.onValueChanged.AddListener((active) =>
  355. {
  356. for (int i = 0; i < weatherUnits.Count; i++)
  357. {
  358. weatherUnits[i].gameObject.SetActive(active);
  359. }
  360. });
  361. }
  362. public async void OnGlobalWeatherClick()
  363. {
  364. if (GlobalData.qXZDatas.Count < 1 || GlobalData.sWZDatas.Count < 1)
  365. await HttpHelper._Instance.InitGCJKData();
  366. GameObject shaPan = GameObject.FindGameObjectWithTag("ShaPan");
  367. CameraManager.SwitchCamera(1);
  368. if (dropUnits.Count <= 0)
  369. {
  370. viewMode = ViewMode.miniMap;
  371. dropUnits = new List<DropUnit>();
  372. weatherUnits = new List<WeatherUnit>();
  373. for (int i = 0; i < GlobalData.qXZDatas.Count; i++)
  374. {
  375. GameObject gameObject = Instantiate(dropUnitPrefab);
  376. DropUnit dropUnit = gameObject.GetComponent<DropUnit>();
  377. dropUnit.transform.SetParent(miniMapQXContent.transform);
  378. dropUnit.Init(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD, GlobalData.qXZDatas[i].STNM,
  379. GlobalData.qXZDatas[i].dropSum6.ToString());
  380. dropUnits.Add(dropUnit);
  381. dropUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  382. dropUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(9));
  383. dropUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  384. dropUnit.bingObj.transform.localScale = Vector3.one;
  385. dropUnit.bingObj.transform.localPosition =
  386. CoordinateConverter.GeoToUGUISmall(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD);
  387. dropUnit.bingObj.name = GlobalData.qXZDatas[i].STNM;
  388. }
  389. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  390. {
  391. GameObject gameObject = Instantiate(dropUnitPrefab);
  392. DropUnit dropUnit = gameObject.GetComponent<DropUnit>();
  393. dropUnit.transform.SetParent(miniMapSWContent.transform);
  394. dropUnit.Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD, GlobalData.sWZDatas[i].STNM,
  395. GlobalData.sWZDatas[i].dropSum6.ToString());
  396. dropUnits.Add(dropUnit);
  397. dropUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  398. dropUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(10));
  399. dropUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  400. dropUnit.bingObj.transform.localScale = Vector3.one;
  401. dropUnit.bingObj.transform.localPosition =
  402. CoordinateConverter.GeoToUGUISmall(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD);
  403. dropUnit.bingObj.name = GlobalData.sWZDatas[i].STNM;
  404. }
  405. }
  406. else
  407. {
  408. viewMode = ViewMode.miniMap;
  409. int index = 0;
  410. for (int i = 0; i < GlobalData.qXZDatas.Count; i++)
  411. {
  412. dropUnits[i].Init(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD, GlobalData.qXZDatas[i].STNM,
  413. GlobalData.qXZDatas[i].dropSum6.ToString());
  414. index++;
  415. }
  416. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  417. {
  418. dropUnits[i + index].Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD,
  419. GlobalData.sWZDatas[i].STNM, GlobalData.sWZDatas[i].dropSum6.ToString());
  420. }
  421. }
  422. if (weatherUnits.Count <= 0)
  423. {
  424. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  425. {
  426. GameObject gameObject = Instantiate(weatherUnitPrefab);
  427. WeatherUnit weatherUnit = gameObject.GetComponent<WeatherUnit>();
  428. weatherUnit.transform.SetParent(miniMapSWContent.transform);
  429. weatherUnit.Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD, GlobalData.sWZDatas[i].STNM,
  430. GlobalData.sWZDatas[i].wth);
  431. weatherUnits.Add(weatherUnit);
  432. weatherUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  433. weatherUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(10));
  434. weatherUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  435. weatherUnit.bingObj.transform.localScale = Vector3.one;
  436. weatherUnit.bingObj.transform.localPosition =
  437. CoordinateConverter.GeoToUGUISmall(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD);
  438. weatherUnit.bingObj.name = GlobalData.sWZDatas[i].STNM;
  439. }
  440. }
  441. else
  442. {
  443. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  444. {
  445. weatherUnits[i].Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD,
  446. GlobalData.sWZDatas[i].STNM, GlobalData.sWZDatas[i].wth);
  447. }
  448. }
  449. miniMap.gameObject.SetActive(true);
  450. main.gameObject.SetActive(false);
  451. }
  452. public void SetBengZhanJianKongData(BengZhanJianKongData[] datas)
  453. {
  454. for (int i = 0; i < currentBengZhanJianKongItems.Count; i++)
  455. {
  456. Destroy(currentBengZhanJianKongItems[i].gameObject);
  457. }
  458. BengZhanJianKongDatas = new List<BengZhanJianKongData>();
  459. BengZhanJianKongDatas.AddRange(datas);
  460. if (BengZhanJianKongDatas != null && BengZhanJianKongDatas.Count > 0)
  461. {
  462. for (int i = 0; i < BengZhanJianKongDatas.Count; i++)
  463. {
  464. BengZhanJianKongItem tempItem = Instantiate(BengZhanJianKongItemOri, _bengZhanJianKongContent)
  465. .GetComponent<BengZhanJianKongItem>();
  466. tempItem.Init();
  467. tempItem.SetData(BengZhanJianKongDatas[i]);
  468. currentBengZhanJianKongItems.Add(tempItem);
  469. }
  470. }
  471. }
  472. public void SetCurrentDataToPanel(int type)
  473. {
  474. if (currentDataType == type)
  475. {
  476. return;
  477. }
  478. currentDataType = type;
  479. SetZhaZhanJianKongData();
  480. //水位图标
  481. CreatShuiWeiIcon();
  482. FindShuiWeiTargetObje();
  483. //水压图标
  484. CreatShuiYaIcon();
  485. FindShuiYaTargetObje();
  486. //位移图标
  487. CreatWeiYiIcon();
  488. FindWeiYiTargetObje();
  489. SetObsIconActive(obsToggle.isOn);
  490. SetShuiWeiIconActive(shuiWeiToggle.isOn);
  491. SetShuiYaIconActive(shuiYaToggle.isOn);
  492. SetWeiYiIconActive(weiYiToggle.isOn);
  493. SetGongChengLieBiaoData();
  494. }
  495. public void SetZhaZhanJianKongData()
  496. {
  497. List<ZhaZhanJianKongData> datas = new List<ZhaZhanJianKongData>();
  498. for (int i = 0; i < GlobalData.buYuanSensorData.data.Count; i++)
  499. {
  500. datas.Add(new ZhaZhanJianKongData()
  501. {
  502. name = "闸门_" + GlobalData.buYuanSensorData.data[i].sensor_id,
  503. openValue = GlobalData.buYuanSensorData.data[i].opening_degree * 0.01f,
  504. state = GlobalData.buYuanSensorData.data[i].gate_open
  505. ? ZhaZhanState.open
  506. : ZhaZhanState.close,
  507. });
  508. }
  509. for (int i = 0; i < GlobalData.taoKouSensorData.data.Count; i++)
  510. {
  511. datas.Add(new ZhaZhanJianKongData()
  512. {
  513. name = "闸门_" + GlobalData.taoKouSensorData.data[i].sensor_id,
  514. openValue = GlobalData.taoKouSensorData.data[i].opening_degree * 0.01f,
  515. state = GlobalData.taoKouSensorData.data[i].gate_open
  516. ? ZhaZhanState.open
  517. : ZhaZhanState.close,
  518. });
  519. }
  520. for (int i = 0; i < currentZhaZhanJianKongItems.Count; i++)
  521. {
  522. Destroy(currentZhaZhanJianKongItems[i].gameObject);
  523. }
  524. currentZhaZhanJianKongItems.Clear();
  525. if (datas != null && datas.Count > 0)
  526. {
  527. for (int i = 0; i < datas.Count; i++)
  528. {
  529. ZhaZhanJianKongItem tempItem = Instantiate(ZhaZhanJianKongItemOri, _zhaZhanJianKongContent)
  530. .GetComponent<ZhaZhanJianKongItem>();
  531. tempItem.Init();
  532. tempItem.SetData(datas[i]);
  533. currentZhaZhanJianKongItems.Add(tempItem);
  534. }
  535. }
  536. }
  537. public void SetShuiWenJianCeData(ShuiWenJianCeData data)
  538. {
  539. currentShuiWenJianCeData = data;
  540. if (currentShuiWenJianCeData != null)
  541. {
  542. _wenduText.text = $"{currentShuiWenJianCeData.wendu}<size=12><color=#A5BBE2>\u2103</color></size>";
  543. _shiduText.text = $"{currentShuiWenJianCeData.shidu} <size=12><color=#A5BBE2>%</color></size>";
  544. _qiyaText.text = $"{currentShuiWenJianCeData.qiya} <size=12><color=#A5BBE2>kPa</color></size>";
  545. _fengXiangText.text = $"{currentShuiWenJianCeData.fengxiang} <size=12><color=#A5BBE2>风</color></size>";
  546. _fengLiText.text = $"{currentShuiWenJianCeData.fengli} <size=12><color=#A5BBE2>级</color></size>";
  547. _yuLiangText.text = $"{currentShuiWenJianCeData.yuliang} <size=12><color=#A5BBE2>mm</color></size>";
  548. }
  549. }
  550. public void SetGongChengJianCe(GongChengJianCeData data)
  551. {
  552. currentGongChengJianCeData = data;
  553. if (currentGongChengJianCeData != null)
  554. {
  555. _pingJunLiuLiangText.text = $"{currentGongChengJianCeData.pinJunLiuLiang}";
  556. _zuiGaoShuiWeiText.text = $"{currentGongChengJianCeData.zuiGaoShuiWei}";
  557. _zuiDaLiuLiangText.text = $"{currentGongChengJianCeData.zuiDaLiuLiang}";
  558. _gongChengGaoJingText.text = $"{currentGongChengJianCeData.gongChengJingGao}";
  559. _zhengChangYunXingText.text = $"{currentGongChengJianCeData.zhengChangYunXing}";
  560. }
  561. }
  562. public void SetGongChengLieBiaoData()
  563. {
  564. List<GongChengLieBiaoData> datas = new List<GongChengLieBiaoData>();
  565. //水位
  566. foreach (var tempData in currentDataType==0?GlobalData.BuYuanShuiWeiDataList:GlobalData.TaoKouShuiWeiDataList)
  567. {
  568. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  569. tempLieBiaoData.name = tempData.name;
  570. tempLieBiaoData.type = GongChengType.shuiWei;
  571. tempLieBiaoData.state = GongChengState.normal;
  572. datas.Add(tempLieBiaoData);
  573. }
  574. //水压
  575. foreach (var tempData in currentDataType==0?GlobalData.BuYuanShuiYaDataList:GlobalData.TaoKouShuiYaDataList)
  576. {
  577. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  578. tempLieBiaoData.name = tempData.name;
  579. tempLieBiaoData.type = GongChengType.shuiYa;
  580. tempLieBiaoData.state = GongChengState.normal;
  581. datas.Add(tempLieBiaoData);
  582. }
  583. //位移
  584. foreach (var tempData in currentDataType==0?GlobalData.BuYuanWeiYiDataList:GlobalData.TaoKouWeiYiDataList)
  585. {
  586. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  587. tempLieBiaoData.name = tempData.name;
  588. tempLieBiaoData.type = GongChengType.weiYi;
  589. tempLieBiaoData.state = GongChengState.normal;
  590. datas.Add(tempLieBiaoData);
  591. }
  592. //监控
  593. foreach (var tempData in currentDataType==0?GlobalData.obsDatas_by:GlobalData.obsDatas_tk)
  594. {
  595. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  596. tempLieBiaoData.name = tempData.name;
  597. tempLieBiaoData.type = GongChengType.shiPin;
  598. tempLieBiaoData.state = tempData.status ? GongChengState.normal : GongChengState.warning;
  599. datas.Add(tempLieBiaoData);
  600. }
  601. GClist_QuanBuButton.GetComponentInChildren<Text>().color = Color.white;
  602. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  603. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  604. GClist_WeiYiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  605. GClist_ShiPinButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  606. for (int i = 0; i < currentGongChengLieBiaoItems.Count; i++)
  607. {
  608. Destroy(currentGongChengLieBiaoItems[i].gameObject);
  609. }
  610. currentGongChengLieBiaoItems = new List<GongChengLieBiaoItem>();
  611. for (int i = 0; i < datas.Count; i++)
  612. {
  613. GongChengLieBiaoItem tempItem = Instantiate(GongChengLieBiaoItemOri, _gongChengLieBiaoContent)
  614. .GetComponent<GongChengLieBiaoItem>();
  615. tempItem.Init();
  616. datas[i].index = i + 1;
  617. tempItem.SetData(datas[i]);
  618. currentGongChengLieBiaoItems.Add(tempItem);
  619. }
  620. }
  621. //筛选工程列表
  622. public void SeachGongChengList(GongChengType type)
  623. {
  624. GClist_QuanBuButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  625. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  626. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  627. GClist_WeiYiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  628. GClist_ShiPinButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  629. switch (type)
  630. {
  631. case GongChengType.all:
  632. GClist_QuanBuButton.GetComponentInChildren<Text>().color = Color.white;
  633. foreach (var obj in currentGongChengLieBiaoItems)
  634. {
  635. obj.gameObject.SetActive(true);
  636. }
  637. break;
  638. case GongChengType.shuiWei:
  639. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = Color.white;
  640. foreach (var obj in currentGongChengLieBiaoItems)
  641. {
  642. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shuiWei);
  643. }
  644. break;
  645. case GongChengType.shuiYa:
  646. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = Color.white;
  647. foreach (var obj in currentGongChengLieBiaoItems)
  648. {
  649. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shuiYa);
  650. }
  651. break;
  652. case GongChengType.weiYi:
  653. GClist_WeiYiButton.GetComponentInChildren<Text>().color = Color.white;
  654. foreach (var obj in currentGongChengLieBiaoItems)
  655. {
  656. obj.gameObject.SetActive(obj._currentData.type == GongChengType.weiYi);
  657. }
  658. break;
  659. case GongChengType.shiPin:
  660. GClist_ShiPinButton.GetComponentInChildren<Text>().color = Color.white;
  661. foreach (var obj in currentGongChengLieBiaoItems)
  662. {
  663. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shiPin);
  664. }
  665. break;
  666. }
  667. }
  668. //监控列表
  669. public async void CreatObsItem()
  670. {
  671. await new WaitUntil(() => { return GlobalData.obsDatas_by.Count > 0 && GlobalData.obsDatas_tk.Count > 0; });
  672. _obsItems = new List<ObsItem>();
  673. _obsIconCtrls = new List<ObsIconCtrl>();
  674. for (int i = 0; i < _obsItems.Count; i++)
  675. {
  676. Destroy(_obsItems[i].gameObject);
  677. }
  678. for (int i = 0; i < _obsIconCtrls.Count; i++)
  679. {
  680. Destroy(_obsIconCtrls[i].gameObject);
  681. }
  682. //Debug.Log("监控列表数量:"+GlobalData.obsDatas_by.Count);
  683. if (currentDataType == 0)
  684. {
  685. for (int i = 0; i < GlobalData.obsDatas_by.Count; i++)
  686. {
  687. ObsItem tempItem = Instantiate(obsItemPrefab, obsItemContent).GetComponent<ObsItem>();
  688. tempItem.SetData(GlobalData.obsDatas_by[i]);
  689. _obsItems.Add(tempItem);
  690. ObsIconCtrl tempIcon = Instantiate(obsIconPrefab, _obsIconContent).GetComponent<ObsIconCtrl>();
  691. Debug.Log(GlobalData.obsDatas_by[i].name + " " + GlobalData.obsDatas_by[i].targetName);
  692. tempIcon.Init(GlobalData.obsDatas_by[i]);
  693. _obsIconCtrls.Add(tempIcon);
  694. //Debug.Log(StaticLod.instance.GetStaticObj(GlobalData.obsDatas[i].name).gameObject.name);
  695. }
  696. }
  697. else
  698. {
  699. //Debug.Log($"创建补元监控对象:{_obsItems.Count} {_obsIconCtrls.Count} {GlobalData.obsDatas_by.Count} {GlobalData.obsDatas_tk.Count}");
  700. for (int i = 0; i < GlobalData.obsDatas_tk.Count; i++)
  701. {
  702. ObsItem tempItem = Instantiate(obsItemPrefab, obsItemContent).GetComponent<ObsItem>();
  703. tempItem.SetData(GlobalData.obsDatas_tk[i]);
  704. _obsItems.Add(tempItem);
  705. ObsIconCtrl tempIcon = Instantiate(obsIconPrefab, _obsIconContent).GetComponent<ObsIconCtrl>();
  706. tempIcon.Init(GlobalData.obsDatas_tk[i]);
  707. _obsIconCtrls.Add(tempIcon);
  708. //Debug.Log(StaticLod.instance.GetStaticObj(GlobalData.obsDatas[i].name).gameObject.name);
  709. }
  710. }
  711. SetObsIconActive(obsToggle.isOn);
  712. }
  713. public void SearchObsItem(string s_name)
  714. {
  715. if (s_name.Equals(""))
  716. {
  717. for (int i = 0; i < _obsItems.Count; i++)
  718. {
  719. _obsItems[i].gameObject.SetActive(true);
  720. }
  721. }
  722. else
  723. {
  724. for (int i = 0; i < _obsItems.Count; i++)
  725. {
  726. _obsItems[i].gameObject.SetActive(_obsItems[i]._data.name.Contains(s_name));
  727. }
  728. }
  729. }
  730. //查找场景中的监控坐标对象
  731. public void FindObsTargetObje()
  732. {
  733. if (_obsItems == null)
  734. {
  735. return;
  736. }
  737. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(obsType.BuYuanObs.ToString());
  738. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(obsType.TaoKouObs.ToString());
  739. for (int i = 0; i < _obsItems.Count; i++)
  740. {
  741. string objName = _obsItems[i]._data.targetName;
  742. if (_obsItems[i]._data.type == obsType.BuYuanObs)
  743. {
  744. for (int j = 0; j < BY_targs.Length; j++)
  745. {
  746. if (BY_targs[j].gameObject.name == objName)
  747. {
  748. _obsItems[i]._data.targetTransform = BY_targs[j].transform;
  749. _obsIconCtrls[i].targetTransForm = BY_targs[j].transform;
  750. break;
  751. }
  752. }
  753. }
  754. else
  755. {
  756. for (int j = 0; j < TK_targs.Length; j++)
  757. {
  758. if (TK_targs[j].gameObject.name == objName)
  759. {
  760. _obsItems[i]._data.targetTransform = TK_targs[j].transform;
  761. _obsIconCtrls[i].targetTransForm = TK_targs[j].transform;
  762. break;
  763. }
  764. }
  765. }
  766. }
  767. }
  768. public void ShowObsPlayerPanel(ObsData _data)
  769. {
  770. obsPanel.gameObject.SetActive(true);
  771. obsPanel.SetObsData(_data);
  772. obsPanel.SetTitle(_data.name);
  773. }
  774. public void ShowHistoryPanle(ShuiWeiData data)
  775. {
  776. _shuiWeiHistoryPanel.SetData(data);
  777. _shuiWeiHistoryPanel.gameObject.SetActive(true);
  778. }
  779. public void SetObsIconActive(bool show)
  780. {
  781. if (_obsIconCtrls == null)
  782. {
  783. return;
  784. }
  785. for (int i = 0; i < _obsIconCtrls.Count; i++)
  786. {
  787. _obsIconCtrls[i].gameObject.SetActive(show);
  788. }
  789. }
  790. //水位图标
  791. public void CreatShuiWeiIcon()
  792. {
  793. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  794. {
  795. Destroy(_shuiWeiIconCtrls[i].gameObject);
  796. }
  797. _shuiWeiIconCtrls = new List<ShuiWeiIconCtrl>();
  798. var DataList = currentDataType == 0 ? GlobalData.BuYuanShuiWeiDataList : GlobalData.TaoKouShuiWeiDataList;
  799. for (int i = 0; i < DataList.Count; i++)
  800. {
  801. ShuiWeiIconCtrl tempIcon =
  802. Instantiate(shuiweiIconPrefab, _shuiWeiIconContent).GetComponent<ShuiWeiIconCtrl>();
  803. tempIcon.Init(DataList[i]);
  804. _shuiWeiIconCtrls.Add(tempIcon);
  805. }
  806. Debug.Log(DataList.Count);
  807. }
  808. //查找场景中的水位坐标对象
  809. public void FindShuiWeiTargetObje()
  810. {
  811. if (_shuiWeiIconCtrls == null)
  812. {
  813. return;
  814. }
  815. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(shuiWeiType.BuYuanShuiWei.ToString());
  816. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(shuiWeiType.TaoKouShuiWei.ToString());
  817. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  818. {
  819. string objName = _shuiWeiIconCtrls[i]._data.targetName;
  820. if (_shuiWeiIconCtrls[i]._data.type == shuiWeiType.BuYuanShuiWei)
  821. {
  822. for (int j = 0; j < BY_targs.Length; j++)
  823. {
  824. if (BY_targs[j].gameObject.name == objName)
  825. {
  826. _shuiWeiIconCtrls[i].targetTransForm = BY_targs[j].transform;
  827. break;
  828. }
  829. }
  830. }
  831. else
  832. {
  833. for (int j = 0; j < TK_targs.Length; j++)
  834. {
  835. if (TK_targs[j].gameObject.name == objName)
  836. {
  837. _shuiWeiIconCtrls[i].targetTransForm = TK_targs[j].transform;
  838. break;
  839. }
  840. }
  841. }
  842. }
  843. }
  844. //水压图标
  845. public void CreatShuiYaIcon()
  846. {
  847. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  848. {
  849. Destroy(_shuiYaIconCtrls[i].gameObject);
  850. }
  851. _shuiYaIconCtrls = new List<ShuiYaIconCtrl>();
  852. var DataList = currentDataType == 0 ? GlobalData.BuYuanShuiYaDataList : GlobalData.TaoKouShuiYaDataList;
  853. for (int i = 0; i < DataList.Count; i++)
  854. {
  855. ShuiYaIconCtrl tempIcon = Instantiate(shuiYaIconPrefab, _shuiYaIconContent).GetComponent<ShuiYaIconCtrl>();
  856. tempIcon.Init(DataList[i]);
  857. _shuiYaIconCtrls.Add(tempIcon);
  858. }
  859. }
  860. public void FindShuiYaTargetObje()
  861. {
  862. if (_shuiYaIconCtrls == null)
  863. {
  864. return;
  865. }
  866. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(shuiYaType.BuYuanShuiYa.ToString());
  867. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(shuiYaType.TaoKouShuiYa.ToString());
  868. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  869. {
  870. string objName = _shuiYaIconCtrls[i]._data.targetName;
  871. if (_shuiYaIconCtrls[i]._data.type == shuiYaType.BuYuanShuiYa)
  872. {
  873. for (int j = 0; j < BY_targs.Length; j++)
  874. {
  875. if (BY_targs[j].gameObject.name == objName)
  876. {
  877. _shuiYaIconCtrls[i].targetTransForm = BY_targs[j].transform;
  878. break;
  879. }
  880. }
  881. }
  882. else
  883. {
  884. for (int j = 0; j < TK_targs.Length; j++)
  885. {
  886. if (TK_targs[j].gameObject.name == objName)
  887. {
  888. _shuiYaIconCtrls[i].targetTransForm = TK_targs[j].transform;
  889. break;
  890. }
  891. }
  892. }
  893. }
  894. }
  895. //位移图标
  896. public void CreatWeiYiIcon()
  897. {
  898. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  899. {
  900. Destroy(_weiYiIconCtrls[i].gameObject);
  901. }
  902. _weiYiIconCtrls = new List<WeiYiIconCtrl>();
  903. var DataList = currentDataType == 0 ? GlobalData.BuYuanWeiYiDataList : GlobalData.TaoKouWeiYiDataList;
  904. for (int i = 0; i < DataList.Count; i++)
  905. {
  906. WeiYiIconCtrl tempIcon = Instantiate(weiYiIconPrefab, _weiYiIconContent).GetComponent<WeiYiIconCtrl>();
  907. tempIcon.Init(DataList[i]);
  908. _weiYiIconCtrls.Add(tempIcon);
  909. }
  910. }
  911. public void FindWeiYiTargetObje()
  912. {
  913. if (_weiYiIconCtrls == null)
  914. {
  915. return;
  916. }
  917. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(weiYiType.BuYuanWeiYi.ToString());
  918. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(weiYiType.TaoKouWeiYi.ToString());
  919. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  920. {
  921. string objName = _weiYiIconCtrls[i]._data.targetName;
  922. if (_weiYiIconCtrls[i]._data.type == weiYiType.BuYuanWeiYi)
  923. {
  924. for (int j = 0; j < BY_targs.Length; j++)
  925. {
  926. if (BY_targs[j].gameObject.name == objName)
  927. {
  928. _weiYiIconCtrls[i].targetTransForm = BY_targs[j].transform;
  929. break;
  930. }
  931. }
  932. }
  933. else
  934. {
  935. for (int j = 0; j < TK_targs.Length; j++)
  936. {
  937. if (TK_targs[i].gameObject.name == objName)
  938. {
  939. _weiYiIconCtrls[i].targetTransForm = TK_targs[j].transform;
  940. break;
  941. }
  942. }
  943. }
  944. }
  945. }
  946. public void SetShuiWeiIconActive(bool show)
  947. {
  948. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  949. {
  950. _shuiWeiIconCtrls[i].gameObject.SetActive(show);
  951. }
  952. }
  953. public void SetShuiYaIconActive(bool show)
  954. {
  955. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  956. {
  957. _shuiYaIconCtrls[i].gameObject.SetActive(show);
  958. }
  959. }
  960. public void SetWeiYiIconActive(bool show)
  961. {
  962. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  963. {
  964. _weiYiIconCtrls[i].gameObject.SetActive(show);
  965. }
  966. }
  967. }