GCJKLayer.cs 39 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. private bool creatShuiWeiIcon = false;
  162. //水压
  163. public GameObject shuiYaIconPrefab;
  164. private List<ShuiYaIconCtrl> _shuiYaIconCtrls = new List<ShuiYaIconCtrl>();
  165. private Transform _shuiYaIconContent;
  166. private bool creatShuiYaIcon = false;
  167. //位移
  168. public GameObject weiYiIconPrefab;
  169. private List<WeiYiIconCtrl> _weiYiIconCtrls = new List<WeiYiIconCtrl>();
  170. private Transform _weiYiIconContent;
  171. private bool creatWeiYiIcon = false;
  172. private Toggle obsToggle;
  173. private Toggle shuiWeiToggle;
  174. private Toggle shuiYaToggle;
  175. private Toggle weiYiToggle;
  176. public RectTransform main;
  177. public RectTransform miniMap;
  178. public UnityEngine.UI.Button globalWeatherBtn;
  179. public UnityEngine.UI.Button exitGlobalWeatherBtn;
  180. private ShuiWeiHistoryPanel _shuiWeiHistoryPanel;
  181. public RectTransform miniMapQXContent;
  182. public RectTransform miniMapSWContent;
  183. public GameObject dropUnitPrefab;
  184. public GameObject weatherUnitPrefab;
  185. public UnityEngine.UI.Button qxDataBtn;
  186. public UnityEngine.UI.Button swDataBtn;
  187. public Sprite highLightBtn;
  188. public Sprite normalBtn;
  189. public Toggle dropToggle;
  190. public Toggle weatherToggle;
  191. List<DropUnit> dropUnits = new List<DropUnit>();
  192. List<WeatherUnit> weatherUnits = new List<WeatherUnit>();
  193. public GameObject runtimePointObj;
  194. private void Awake()
  195. {
  196. _Instance = this;
  197. Init();
  198. _shuiWeiHistoryPanel = this.transform.Find("Main/ShuiWeiHistoryPanel").GetComponent<ShuiWeiHistoryPanel>();
  199. _shuiWeiHistoryPanel.Init();
  200. _shuiWeiHistoryPanel.gameObject.SetActive(false);
  201. }
  202. private async void OnEnable()
  203. {
  204. StaticLod.instance.OnFoucusStatic(0);
  205. bool waitInitZhaZhanJianKongData = false;
  206. if (GlobalData.buYuanSensorData != null)
  207. {
  208. if (GlobalData.buYuanSensorData.data.Count < 1)
  209. {
  210. await HttpHelper._Instance.SendBuYuan_GetSensorData();
  211. }
  212. if (GlobalData.buYuanSensorData.data.Count > 0)
  213. {
  214. waitInitZhaZhanJianKongData = true;
  215. }
  216. }
  217. if (GlobalData.taoKouSensorData != null)
  218. {
  219. if (GlobalData.taoKouSensorData.data.Count < 1)
  220. {
  221. await HttpHelper._Instance.SendTaoKou_GetSensorData();
  222. }
  223. if (GlobalData.taoKouSensorData.data.Count > 0)
  224. {
  225. waitInitZhaZhanJianKongData = true;
  226. }
  227. }
  228. if (waitInitZhaZhanJianKongData)
  229. {
  230. SetZhaZhanJianKongData();
  231. }
  232. if (GlobalData.BuYuanShuiWeiDataList.Count < 1)
  233. {
  234. await HttpHelper._Instance.InitSWYJData();
  235. }
  236. if (!creatShuiWeiIcon && GlobalData.BuYuanShuiWeiDataList.Count > 0)
  237. {
  238. CreatShuiWeiIcon();
  239. FindShuiWeiTargetObje();
  240. }
  241. if (GlobalData.BuYuanShuiWeiDataList.Count < 1)
  242. {
  243. await HttpHelper._Instance.GetBuYuanDevicesGroupInfo();
  244. }
  245. if (!creatShuiYaIcon && GlobalData.BuYuanShuiWeiDataList.Count > 0)
  246. {
  247. CreatShuiYaIcon();
  248. FindShuiYaTargetObje();
  249. }
  250. if (!creatWeiYiIcon && GlobalData.BuYuanWeiYiDataList.Count > 0)
  251. {
  252. CreatWeiYiIcon();
  253. FindWeiYiTargetObje();
  254. }
  255. SetObsIconActive(obsToggle.isOn);
  256. SetShuiWeiIconActive(shuiWeiToggle.isOn);
  257. SetShuiYaIconActive(shuiYaToggle.isOn);
  258. SetWeiYiIconActive(weiYiToggle.isOn);
  259. SetGongChengLieBiaoData();
  260. }
  261. public void Init()
  262. {
  263. //泵站监控面板
  264. _bengZhanJianKongPanel = this.transform.Find("BengZhanJianKong").GetComponent<RectTransform>();
  265. _bengZhanJianKongContent =
  266. _bengZhanJianKongPanel.Find("ScrollView/Viewport/Content").GetComponent<RectTransform>();
  267. currentBengZhanJianKongItems = new List<BengZhanJianKongItem>();
  268. if (BengZhanJianKongDatas != null && BengZhanJianKongDatas.Count > 0)
  269. {
  270. for (int i = 0; i < BengZhanJianKongDatas.Count; i++)
  271. {
  272. BengZhanJianKongItem tempItem = Instantiate(BengZhanJianKongItemOri, _bengZhanJianKongContent)
  273. .GetComponent<BengZhanJianKongItem>();
  274. tempItem.Init();
  275. tempItem.SetData(BengZhanJianKongDatas[i]);
  276. currentBengZhanJianKongItems.Add(tempItem);
  277. }
  278. }
  279. //闸站
  280. _zhaZhanJianKongPanel = this.transform.Find("ZhaZhanJianKong").GetComponent<RectTransform>();
  281. _zhaZhanJianKongContent =
  282. _zhaZhanJianKongPanel.Find("ScrollView/Viewport/Content").GetComponent<RectTransform>();
  283. currentZhaZhanJianKongItems = new List<ZhaZhanJianKongItem>();
  284. //水文
  285. _shuiWenJianCePanel = this.transform.Find("ShuiWenJianCe").GetComponent<RectTransform>();
  286. _wenduText = _shuiWenJianCePanel.Find("WenDu/Text/numText").GetComponent<Text>();
  287. _shiduText = _shuiWenJianCePanel.Find("ShiDu/Text/numText").GetComponent<Text>();
  288. _qiyaText = _shuiWenJianCePanel.Find("QiYa/Text/numText").GetComponent<Text>();
  289. _fengXiangText = _shuiWenJianCePanel.Find("FengXiang/Text/numText").GetComponent<Text>();
  290. _fengLiText = _shuiWenJianCePanel.Find("FengLi/Text/numText").GetComponent<Text>();
  291. _yuLiangText = _shuiWenJianCePanel.Find("YuLiang/Text/numText").GetComponent<Text>();
  292. if (currentShuiWenJianCeData != null)
  293. {
  294. _wenduText.text = $"{currentShuiWenJianCeData.wendu}<size=12><color=#A5BBE2>\u2103</color></size>";
  295. _shiduText.text = $"{currentShuiWenJianCeData.shidu} <size=12><color=#A5BBE2>%</color></size>";
  296. _qiyaText.text = $"{currentShuiWenJianCeData.qiya} <size=12><color=#A5BBE2>kPa</color></size>";
  297. _fengXiangText.text = $"{currentShuiWenJianCeData.fengxiang} <size=12><color=#A5BBE2>风</color></size>";
  298. _fengLiText.text = $"{currentShuiWenJianCeData.fengli} <size=12><color=#A5BBE2>级</color></size>";
  299. _yuLiangText.text = $"{currentShuiWenJianCeData.yuliang} <size=12><color=#A5BBE2>mm</color></size>";
  300. }
  301. //监测数据
  302. _pingJunLiuLiangText = this.transform.Find("RightUp/ShuJuJianCe/PingJunLiuLiang/title/numText")
  303. .GetComponent<Text>();
  304. _zuiGaoShuiWeiText = this.transform.Find("RightUp/ShuJuJianCe/ZuiGaoShuiWei/title/numText")
  305. .GetComponent<Text>();
  306. _zuiDaLiuLiangText = this.transform.Find("RightUp/ShuJuJianCe/ZuiDaLiuLiang/title/numText")
  307. .GetComponent<Text>();
  308. _gongChengGaoJingText = this.transform.Find("RightUp/ShuJuJianCe/DangRiJingGao/title/numText")
  309. .GetComponent<Text>();
  310. _zhengChangYunXingText = this.transform.Find("RightUp/ShuJuJianCe/ZhengChangGongCheng/title/numText")
  311. .GetComponent<Text>();
  312. if (currentGongChengJianCeData != null)
  313. {
  314. _pingJunLiuLiangText.text = $"{currentGongChengJianCeData.pinJunLiuLiang}";
  315. _zuiGaoShuiWeiText.text = $"{currentGongChengJianCeData.zuiGaoShuiWei}";
  316. _zuiDaLiuLiangText.text = $"{currentGongChengJianCeData.zuiDaLiuLiang}";
  317. _gongChengGaoJingText.text = $"{currentGongChengJianCeData.gongChengJingGao}";
  318. _zhengChangYunXingText.text = $"{currentGongChengJianCeData.zhengChangYunXing}";
  319. }
  320. //工程列表
  321. _gongChengLieBiaoContent = this.transform.Find("RightUp/GongChengLieBiao/ScrollView/Viewport/Content")
  322. .GetComponent<RectTransform>();
  323. GClist_QuanBuButton = this.transform.Find("RightUp/GongChengLieBiao/QuanBuButton").GetComponent<Button>();
  324. GClist_QuanBuButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.all); });
  325. GClist_ShuiWeiButton = this.transform.Find("RightUp/GongChengLieBiao/ShuiWeiButton").GetComponent<Button>();
  326. GClist_ShuiWeiButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shuiWei); });
  327. GClist_ShuiYaButton = this.transform.Find("RightUp/GongChengLieBiao/ShuiYaButton").GetComponent<Button>();
  328. GClist_ShuiYaButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shuiYa); });
  329. GClist_WeiYiButton = this.transform.Find("RightUp/GongChengLieBiao/WeiYiButton").GetComponent<Button>();
  330. GClist_WeiYiButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.weiYi); });
  331. GClist_ShiPinButton = this.transform.Find("RightUp/GongChengLieBiao/JianKongButton").GetComponent<Button>();
  332. GClist_ShiPinButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shiPin); });
  333. //监控
  334. obsPanel = this.transform.Find("Main/ObsPlayerPanel").GetComponent<ObsPlayerPanel>();
  335. obsPanel.gameObject.SetActive(false);
  336. obsItemContent = this.transform.Find("ShiPinJianKong/ScrollView/Viewport/Content").transform;
  337. _obsIconContent = this.transform.Find("Main/ObsIconContent").transform;
  338. _obsSearchInputField = this.transform.Find("ShiPinJianKong/InputField").GetComponent<InputField>();
  339. _obsSearchInputField.onValueChanged.AddListener(SearchObsItem);
  340. CreatObsItem();
  341. //水位
  342. _shuiWeiIconContent = this.transform.Find("Main/ShuiWeiIconContent").transform;
  343. _shuiYaIconContent = this.transform.Find("Main/ShuiYaIconContent").transform;
  344. _weiYiIconContent = this.transform.Find("Main/WeiYiIconContent").transform;
  345. obsToggle = this.transform.Find("Main/ObsToggle").GetComponent<Toggle>();
  346. shuiWeiToggle = this.transform.Find("Main/ShuiWeiToggle").GetComponent<Toggle>();
  347. shuiYaToggle = this.transform.Find("Main/ShuiYaToggle").GetComponent<Toggle>();
  348. weiYiToggle = this.transform.Find("Main/WeiYiToggle").GetComponent<Toggle>();
  349. obsToggle.onValueChanged.AddListener(SetObsIconActive);
  350. shuiWeiToggle.onValueChanged.AddListener(SetShuiWeiIconActive);
  351. shuiYaToggle.onValueChanged.AddListener(SetShuiYaIconActive);
  352. weiYiToggle.onValueChanged.AddListener(SetWeiYiIconActive);
  353. globalWeatherBtn.onClick.AddListener(OnGlobalWeatherClick);
  354. exitGlobalWeatherBtn.onClick.AddListener(() =>
  355. {
  356. CameraManager.SwitchCamera(0);
  357. viewMode = ViewMode.normal;
  358. miniMap.gameObject.SetActive(false);
  359. main.gameObject.SetActive(true);
  360. });
  361. qxDataBtn.onClick.AddListener(() =>
  362. {
  363. miniMapQXContent.gameObject.SetActive(true);
  364. miniMapSWContent.gameObject.SetActive(false);
  365. qxDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = highLightBtn;
  366. swDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = normalBtn;
  367. weatherToggle.gameObject.SetActive(false);
  368. });
  369. swDataBtn.onClick.AddListener(() =>
  370. {
  371. miniMapQXContent.gameObject.SetActive(false);
  372. miniMapSWContent.gameObject.SetActive(true);
  373. swDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = highLightBtn;
  374. qxDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = normalBtn;
  375. weatherToggle.gameObject.SetActive(true);
  376. });
  377. dropToggle.onValueChanged.AddListener((active) =>
  378. {
  379. for (int i = 0; i < dropUnits.Count; i++)
  380. {
  381. dropUnits[i].gameObject.SetActive(active);
  382. }
  383. });
  384. weatherToggle.onValueChanged.AddListener((active) =>
  385. {
  386. for (int i = 0; i < weatherUnits.Count; i++)
  387. {
  388. weatherUnits[i].gameObject.SetActive(active);
  389. }
  390. });
  391. }
  392. public async void OnGlobalWeatherClick()
  393. {
  394. if (GlobalData.qXZDatas.Count < 1 || GlobalData.sWZDatas.Count < 1)
  395. await HttpHelper._Instance.InitGCJKData();
  396. GameObject shaPan = GameObject.FindGameObjectWithTag("ShaPan");
  397. CameraManager.SwitchCamera(1);
  398. if (dropUnits.Count <= 0)
  399. {
  400. viewMode = ViewMode.miniMap;
  401. dropUnits = new List<DropUnit>();
  402. weatherUnits = new List<WeatherUnit>();
  403. for (int i = 0; i < GlobalData.qXZDatas.Count; i++)
  404. {
  405. GameObject gameObject = Instantiate(dropUnitPrefab);
  406. DropUnit dropUnit = gameObject.GetComponent<DropUnit>();
  407. dropUnit.transform.SetParent(miniMapQXContent.transform);
  408. dropUnit.Init(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD, GlobalData.qXZDatas[i].STNM,
  409. GlobalData.qXZDatas[i].dropSum6.ToString());
  410. dropUnits.Add(dropUnit);
  411. dropUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  412. dropUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(9));
  413. dropUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  414. dropUnit.bingObj.transform.localScale = Vector3.one;
  415. dropUnit.bingObj.transform.localPosition =
  416. CoordinateConverter.GeoToUGUISmall(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD);
  417. dropUnit.bingObj.name = GlobalData.qXZDatas[i].STNM;
  418. }
  419. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  420. {
  421. GameObject gameObject = Instantiate(dropUnitPrefab);
  422. DropUnit dropUnit = gameObject.GetComponent<DropUnit>();
  423. dropUnit.transform.SetParent(miniMapSWContent.transform);
  424. dropUnit.Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD, GlobalData.sWZDatas[i].STNM,
  425. GlobalData.sWZDatas[i].dropSum6.ToString());
  426. dropUnits.Add(dropUnit);
  427. dropUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  428. dropUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(10));
  429. dropUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  430. dropUnit.bingObj.transform.localScale = Vector3.one;
  431. dropUnit.bingObj.transform.localPosition =
  432. CoordinateConverter.GeoToUGUISmall(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD);
  433. dropUnit.bingObj.name = GlobalData.sWZDatas[i].STNM;
  434. }
  435. }
  436. else
  437. {
  438. viewMode = ViewMode.miniMap;
  439. int index = 0;
  440. for (int i = 0; i < GlobalData.qXZDatas.Count; i++)
  441. {
  442. dropUnits[i].Init(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD, GlobalData.qXZDatas[i].STNM,
  443. GlobalData.qXZDatas[i].dropSum6.ToString());
  444. index++;
  445. }
  446. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  447. {
  448. dropUnits[i + index].Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD,
  449. GlobalData.sWZDatas[i].STNM, GlobalData.sWZDatas[i].dropSum6.ToString());
  450. }
  451. }
  452. if (weatherUnits.Count <= 0)
  453. {
  454. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  455. {
  456. GameObject gameObject = Instantiate(weatherUnitPrefab);
  457. WeatherUnit weatherUnit = gameObject.GetComponent<WeatherUnit>();
  458. weatherUnit.transform.SetParent(miniMapSWContent.transform);
  459. weatherUnit.Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD, GlobalData.sWZDatas[i].STNM,
  460. GlobalData.sWZDatas[i].wth);
  461. weatherUnits.Add(weatherUnit);
  462. weatherUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  463. weatherUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(10));
  464. weatherUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  465. weatherUnit.bingObj.transform.localScale = Vector3.one;
  466. weatherUnit.bingObj.transform.localPosition =
  467. CoordinateConverter.GeoToUGUISmall(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD);
  468. weatherUnit.bingObj.name = GlobalData.sWZDatas[i].STNM;
  469. }
  470. }
  471. else
  472. {
  473. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  474. {
  475. weatherUnits[i].Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD,
  476. GlobalData.sWZDatas[i].STNM, GlobalData.sWZDatas[i].wth);
  477. }
  478. }
  479. miniMap.gameObject.SetActive(true);
  480. main.gameObject.SetActive(false);
  481. }
  482. public void SetBengZhanJianKongData(BengZhanJianKongData[] datas)
  483. {
  484. for (int i = 0; i < currentBengZhanJianKongItems.Count; i++)
  485. {
  486. Destroy(currentBengZhanJianKongItems[i].gameObject);
  487. }
  488. BengZhanJianKongDatas = new List<BengZhanJianKongData>();
  489. BengZhanJianKongDatas.AddRange(datas);
  490. if (BengZhanJianKongDatas != null && BengZhanJianKongDatas.Count > 0)
  491. {
  492. for (int i = 0; i < BengZhanJianKongDatas.Count; i++)
  493. {
  494. BengZhanJianKongItem tempItem = Instantiate(BengZhanJianKongItemOri, _bengZhanJianKongContent)
  495. .GetComponent<BengZhanJianKongItem>();
  496. tempItem.Init();
  497. tempItem.SetData(BengZhanJianKongDatas[i]);
  498. currentBengZhanJianKongItems.Add(tempItem);
  499. }
  500. }
  501. }
  502. public void SetZhaZhanJianKongData()
  503. {
  504. List<ZhaZhanJianKongData> datas = new List<ZhaZhanJianKongData>();
  505. for (int i = 0; i < GlobalData.buYuanSensorData.data.Count; i++)
  506. {
  507. datas.Add(new ZhaZhanJianKongData()
  508. {
  509. name = "闸门_" + GlobalData.buYuanSensorData.data[i].sensor_id,
  510. openValue = GlobalData.buYuanSensorData.data[i].gate_open ? 1 : 0,
  511. state = GlobalData.buYuanSensorData.data[i].gate_open
  512. ? ZhaZhanState.open
  513. : ZhaZhanState.close,
  514. });
  515. }
  516. for (int i = 0; i < GlobalData.taoKouSensorData.data.Count; i++)
  517. {
  518. datas.Add(new ZhaZhanJianKongData()
  519. {
  520. name = "闸门_" + GlobalData.taoKouSensorData.data[i].sensor_id,
  521. openValue = GlobalData.taoKouSensorData.data[i].gate_open ? 1 : 0,
  522. state = GlobalData.taoKouSensorData.data[i].gate_open
  523. ? ZhaZhanState.open
  524. : ZhaZhanState.close,
  525. });
  526. }
  527. for (int i = 0; i < currentZhaZhanJianKongItems.Count; i++)
  528. {
  529. Destroy(currentZhaZhanJianKongItems[i].gameObject);
  530. }
  531. currentZhaZhanJianKongItems.Clear();
  532. if (datas != null && datas.Count > 0)
  533. {
  534. for (int i = 0; i < datas.Count; i++)
  535. {
  536. ZhaZhanJianKongItem tempItem = Instantiate(ZhaZhanJianKongItemOri, _zhaZhanJianKongContent)
  537. .GetComponent<ZhaZhanJianKongItem>();
  538. tempItem.Init();
  539. tempItem.SetData(datas[i]);
  540. currentZhaZhanJianKongItems.Add(tempItem);
  541. }
  542. }
  543. }
  544. public void SetShuiWenJianCeData(ShuiWenJianCeData data)
  545. {
  546. currentShuiWenJianCeData = data;
  547. if (currentShuiWenJianCeData != null)
  548. {
  549. _wenduText.text = $"{currentShuiWenJianCeData.wendu}<size=12><color=#A5BBE2>\u2103</color></size>";
  550. _shiduText.text = $"{currentShuiWenJianCeData.shidu} <size=12><color=#A5BBE2>%</color></size>";
  551. _qiyaText.text = $"{currentShuiWenJianCeData.qiya} <size=12><color=#A5BBE2>kPa</color></size>";
  552. _fengXiangText.text = $"{currentShuiWenJianCeData.fengxiang} <size=12><color=#A5BBE2>风</color></size>";
  553. _fengLiText.text = $"{currentShuiWenJianCeData.fengli} <size=12><color=#A5BBE2>级</color></size>";
  554. _yuLiangText.text = $"{currentShuiWenJianCeData.yuliang} <size=12><color=#A5BBE2>mm</color></size>";
  555. }
  556. }
  557. public void SetGongChengJianCe(GongChengJianCeData data)
  558. {
  559. currentGongChengJianCeData = data;
  560. if (currentGongChengJianCeData != null)
  561. {
  562. _pingJunLiuLiangText.text = $"{currentGongChengJianCeData.pinJunLiuLiang}";
  563. _zuiGaoShuiWeiText.text = $"{currentGongChengJianCeData.zuiGaoShuiWei}";
  564. _zuiDaLiuLiangText.text = $"{currentGongChengJianCeData.zuiDaLiuLiang}";
  565. _gongChengGaoJingText.text = $"{currentGongChengJianCeData.gongChengJingGao}";
  566. _zhengChangYunXingText.text = $"{currentGongChengJianCeData.zhengChangYunXing}";
  567. }
  568. }
  569. public void SetGongChengLieBiaoData()
  570. {
  571. List<GongChengLieBiaoData> datas = new List<GongChengLieBiaoData>();
  572. //水位
  573. foreach (var tempData in GlobalData.BuYuanShuiWeiDataList)
  574. {
  575. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  576. tempLieBiaoData.name = tempData.name;
  577. tempLieBiaoData.type = GongChengType.shuiWei;
  578. tempLieBiaoData.state = GongChengState.normal;
  579. datas.Add(tempLieBiaoData);
  580. }
  581. //水压
  582. foreach (var tempData in GlobalData.BuYuanShuiYaDataList)
  583. {
  584. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  585. tempLieBiaoData.name = tempData.name;
  586. tempLieBiaoData.type = GongChengType.shuiYa;
  587. tempLieBiaoData.state = GongChengState.normal;
  588. datas.Add(tempLieBiaoData);
  589. }
  590. //位移
  591. foreach (var tempData in GlobalData.BuYuanWeiYiDataList)
  592. {
  593. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  594. tempLieBiaoData.name = tempData.name;
  595. tempLieBiaoData.type = GongChengType.weiYi;
  596. tempLieBiaoData.state = GongChengState.normal;
  597. datas.Add(tempLieBiaoData);
  598. }
  599. //监控
  600. foreach (var tempData in GlobalData.obsDatas)
  601. {
  602. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  603. tempLieBiaoData.name = tempData.name;
  604. tempLieBiaoData.type = GongChengType.shiPin;
  605. tempLieBiaoData.state = tempData.status ? GongChengState.normal : GongChengState.warning;
  606. datas.Add(tempLieBiaoData);
  607. }
  608. GClist_QuanBuButton.GetComponentInChildren<Text>().color = Color.white;
  609. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  610. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  611. GClist_WeiYiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  612. GClist_ShiPinButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  613. for (int i = 0; i < currentGongChengLieBiaoItems.Count; i++)
  614. {
  615. Destroy(currentGongChengLieBiaoItems[i].gameObject);
  616. }
  617. currentGongChengLieBiaoItems = new List<GongChengLieBiaoItem>();
  618. for (int i = 0; i < datas.Count; i++)
  619. {
  620. GongChengLieBiaoItem tempItem = Instantiate(GongChengLieBiaoItemOri, _gongChengLieBiaoContent)
  621. .GetComponent<GongChengLieBiaoItem>();
  622. tempItem.Init();
  623. datas[i].index = i + 1;
  624. tempItem.SetData(datas[i]);
  625. currentGongChengLieBiaoItems.Add(tempItem);
  626. }
  627. }
  628. //筛选工程列表
  629. public void SeachGongChengList(GongChengType type)
  630. {
  631. GClist_QuanBuButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  632. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  633. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  634. GClist_WeiYiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  635. GClist_ShiPinButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  636. switch (type)
  637. {
  638. case GongChengType.all:
  639. GClist_QuanBuButton.GetComponentInChildren<Text>().color = Color.white;
  640. foreach (var obj in currentGongChengLieBiaoItems)
  641. {
  642. obj.gameObject.SetActive(true);
  643. }
  644. break;
  645. case GongChengType.shuiWei:
  646. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = Color.white;
  647. foreach (var obj in currentGongChengLieBiaoItems)
  648. {
  649. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shuiWei);
  650. }
  651. break;
  652. case GongChengType.shuiYa:
  653. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = Color.white;
  654. foreach (var obj in currentGongChengLieBiaoItems)
  655. {
  656. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shuiYa);
  657. }
  658. break;
  659. case GongChengType.weiYi:
  660. GClist_WeiYiButton.GetComponentInChildren<Text>().color = Color.white;
  661. foreach (var obj in currentGongChengLieBiaoItems)
  662. {
  663. obj.gameObject.SetActive(obj._currentData.type == GongChengType.weiYi);
  664. }
  665. break;
  666. case GongChengType.shiPin:
  667. GClist_ShiPinButton.GetComponentInChildren<Text>().color = Color.white;
  668. foreach (var obj in currentGongChengLieBiaoItems)
  669. {
  670. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shiPin);
  671. }
  672. break;
  673. }
  674. }
  675. //监控列表
  676. public async Task CreatObsItem()
  677. {
  678. await new WaitUntil(() => { return GlobalData.obsDatas.Count > 0; });
  679. _obsItems = new List<ObsItem>();
  680. _obsIconCtrls = new List<ObsIconCtrl>();
  681. for (int i = 0; i < GlobalData.obsDatas.Count; i++)
  682. {
  683. ObsItem tempItem = Instantiate(obsItemPrefab, obsItemContent).GetComponent<ObsItem>();
  684. tempItem.SetData(GlobalData.obsDatas[i]);
  685. _obsItems.Add(tempItem);
  686. ObsIconCtrl tempIcon = Instantiate(obsIconPrefab, _obsIconContent).GetComponent<ObsIconCtrl>();
  687. tempIcon.Init(GlobalData.obsDatas[i]);
  688. _obsIconCtrls.Add(tempIcon);
  689. //Debug.Log(StaticLod.instance.GetStaticObj(GlobalData.obsDatas[i].name).gameObject.name);
  690. }
  691. SetObsIconActive(obsToggle.isOn);
  692. }
  693. public void SearchObsItem(string s_name)
  694. {
  695. if (s_name.Equals(""))
  696. {
  697. for (int i = 0; i < _obsItems.Count; i++)
  698. {
  699. _obsItems[i].gameObject.SetActive(true);
  700. }
  701. }
  702. else
  703. {
  704. for (int i = 0; i < _obsItems.Count; i++)
  705. {
  706. _obsItems[i].gameObject.SetActive(_obsItems[i]._data.name.Contains(s_name));
  707. }
  708. }
  709. }
  710. //查找场景中的监控坐标对象
  711. public void FindObsTargetObje()
  712. {
  713. if (_obsItems == null)
  714. {
  715. return;
  716. }
  717. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(obsType.BuYuanObs.ToString());
  718. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(obsType.TaoKouObs.ToString());
  719. for (int i = 0; i < _obsItems.Count; i++)
  720. {
  721. string objName = _obsItems[i]._data.targetName;
  722. if (_obsItems[i]._data.type == obsType.BuYuanObs)
  723. {
  724. for (int j = 0; j < BY_targs.Length; j++)
  725. {
  726. if (BY_targs[j].gameObject.name == objName)
  727. {
  728. _obsItems[i]._data.targetTransform = BY_targs[j].transform;
  729. _obsIconCtrls[i].targetTransForm = BY_targs[j].transform;
  730. break;
  731. }
  732. }
  733. }
  734. else
  735. {
  736. for (int j = 0; j < TK_targs.Length; j++)
  737. {
  738. if (TK_targs[j].gameObject.name == objName)
  739. {
  740. _obsItems[i]._data.targetTransform = TK_targs[j].transform;
  741. _obsIconCtrls[i].targetTransForm = TK_targs[j].transform;
  742. break;
  743. }
  744. }
  745. }
  746. }
  747. }
  748. public void ShowObsPlayerPanel(ObsData _data)
  749. {
  750. obsPanel.gameObject.SetActive(true);
  751. obsPanel.SetObsData(_data);
  752. obsPanel.SetTitle(_data.name);
  753. }
  754. public void ShowHistoryPanle(ShuiWeiData data)
  755. {
  756. _shuiWeiHistoryPanel.SetData(data);
  757. _shuiWeiHistoryPanel.gameObject.SetActive(true);
  758. }
  759. public void SetObsIconActive(bool show)
  760. {
  761. if (_obsIconCtrls == null)
  762. {
  763. return;
  764. }
  765. for (int i = 0; i < _obsIconCtrls.Count; i++)
  766. {
  767. _obsIconCtrls[i].gameObject.SetActive(show);
  768. }
  769. }
  770. //水位图标
  771. public void CreatShuiWeiIcon()
  772. {
  773. _shuiWeiIconCtrls = new List<ShuiWeiIconCtrl>();
  774. for (int i = 0; i < GlobalData.BuYuanShuiWeiDataList.Count; i++)
  775. {
  776. ShuiWeiIconCtrl tempIcon =
  777. Instantiate(shuiweiIconPrefab, _shuiWeiIconContent).GetComponent<ShuiWeiIconCtrl>();
  778. tempIcon.Init(GlobalData.BuYuanShuiWeiDataList[i]);
  779. _shuiWeiIconCtrls.Add(tempIcon);
  780. }
  781. creatShuiWeiIcon = true;
  782. }
  783. //查找场景中的水位坐标对象
  784. public void FindShuiWeiTargetObje()
  785. {
  786. if (_shuiWeiIconCtrls == null)
  787. {
  788. return;
  789. }
  790. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(shuiWeiType.BuYuanShuiWei.ToString());
  791. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(shuiWeiType.TaoKouShuiWei.ToString());
  792. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  793. {
  794. string objName = _shuiWeiIconCtrls[i]._data.targetName;
  795. if (_shuiWeiIconCtrls[i]._data.type == shuiWeiType.BuYuanShuiWei)
  796. {
  797. for (int j = 0; j < BY_targs.Length; j++)
  798. {
  799. if (BY_targs[j].gameObject.name == objName)
  800. {
  801. _shuiWeiIconCtrls[i].targetTransForm = BY_targs[j].transform;
  802. break;
  803. }
  804. }
  805. }
  806. else
  807. {
  808. for (int j = 0; j < TK_targs.Length; j++)
  809. {
  810. if (TK_targs[j].gameObject.name == objName)
  811. {
  812. _shuiWeiIconCtrls[i].targetTransForm = TK_targs[j].transform;
  813. break;
  814. }
  815. }
  816. }
  817. }
  818. }
  819. //水压图标
  820. public void CreatShuiYaIcon()
  821. {
  822. _shuiYaIconCtrls = new List<ShuiYaIconCtrl>();
  823. for (int i = 0; i < GlobalData.BuYuanShuiYaDataList.Count; i++)
  824. {
  825. ShuiYaIconCtrl tempIcon = Instantiate(shuiYaIconPrefab, _shuiYaIconContent).GetComponent<ShuiYaIconCtrl>();
  826. tempIcon.Init(GlobalData.BuYuanShuiYaDataList[i]);
  827. _shuiYaIconCtrls.Add(tempIcon);
  828. }
  829. creatShuiYaIcon = true;
  830. }
  831. public void FindShuiYaTargetObje()
  832. {
  833. if (_shuiYaIconCtrls == null)
  834. {
  835. return;
  836. }
  837. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(shuiYaType.BuYuanShuiYa.ToString());
  838. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(shuiYaType.TaoKouShuiYa.ToString());
  839. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  840. {
  841. string objName = _shuiYaIconCtrls[i]._data.targetName;
  842. if (_shuiYaIconCtrls[i]._data.type == shuiYaType.BuYuanShuiYa)
  843. {
  844. for (int j = 0; j < BY_targs.Length; j++)
  845. {
  846. if (BY_targs[j].gameObject.name == objName)
  847. {
  848. _shuiYaIconCtrls[i].targetTransForm = BY_targs[j].transform;
  849. break;
  850. }
  851. }
  852. }
  853. else
  854. {
  855. for (int j = 0; j < TK_targs.Length; j++)
  856. {
  857. if (TK_targs[j].gameObject.name == objName)
  858. {
  859. _shuiYaIconCtrls[i].targetTransForm = TK_targs[j].transform;
  860. break;
  861. }
  862. }
  863. }
  864. }
  865. }
  866. //位移图标
  867. public void CreatWeiYiIcon()
  868. {
  869. _weiYiIconCtrls = new List<WeiYiIconCtrl>();
  870. for (int i = 0; i < GlobalData.BuYuanWeiYiDataList.Count; i++)
  871. {
  872. WeiYiIconCtrl tempIcon = Instantiate(weiYiIconPrefab, _weiYiIconContent).GetComponent<WeiYiIconCtrl>();
  873. tempIcon.Init(GlobalData.BuYuanWeiYiDataList[i]);
  874. _weiYiIconCtrls.Add(tempIcon);
  875. }
  876. creatWeiYiIcon = true;
  877. }
  878. public void FindWeiYiTargetObje()
  879. {
  880. if (_weiYiIconCtrls == null)
  881. {
  882. return;
  883. }
  884. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(weiYiType.BuYuanWeiYi.ToString());
  885. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(weiYiType.TaoKouWeiYi.ToString());
  886. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  887. {
  888. string objName = _weiYiIconCtrls[i]._data.targetName;
  889. if (_weiYiIconCtrls[i]._data.type == weiYiType.BuYuanWeiYi)
  890. {
  891. for (int j = 0; j < BY_targs.Length; j++)
  892. {
  893. if (BY_targs[j].gameObject.name == objName)
  894. {
  895. _weiYiIconCtrls[i].targetTransForm = BY_targs[j].transform;
  896. break;
  897. }
  898. }
  899. }
  900. else
  901. {
  902. for (int j = 0; j < TK_targs.Length; j++)
  903. {
  904. if (TK_targs[i].gameObject.name == objName)
  905. {
  906. _weiYiIconCtrls[i].targetTransForm = TK_targs[j].transform;
  907. break;
  908. }
  909. }
  910. }
  911. }
  912. }
  913. public void SetShuiWeiIconActive(bool show)
  914. {
  915. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  916. {
  917. _shuiWeiIconCtrls[i].gameObject.SetActive(show);
  918. }
  919. }
  920. public void SetShuiYaIconActive(bool show)
  921. {
  922. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  923. {
  924. _shuiYaIconCtrls[i].gameObject.SetActive(show);
  925. }
  926. }
  927. public void SetWeiYiIconActive(bool show)
  928. {
  929. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  930. {
  931. _weiYiIconCtrls[i].gameObject.SetActive(show);
  932. }
  933. }
  934. }