GCJKLayer.cs 40 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108
  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. if (GlobalData.buYuanSensorData != null)
  203. {
  204. if (GlobalData.buYuanSensorData.data.Count < 1)
  205. {
  206. await HttpHelper._Instance.SendBuYuan_GetSensorData();
  207. }
  208. }
  209. if (GlobalData.taoKouSensorData != null)
  210. {
  211. if (GlobalData.taoKouSensorData.data.Count < 1)
  212. {
  213. await HttpHelper._Instance.SendTaoKou_GetSensorData();
  214. }
  215. }
  216. if (GlobalData.BuYuanShuiWeiDataList.Count < 1)
  217. {
  218. await HttpHelper._Instance.InitSWYJData();
  219. }
  220. if (GlobalData.BuYuanShuiYaDataList.Count < 1)
  221. {
  222. HttpHelper._Instance.GetBuYuanDevicesGroupInfo();
  223. }
  224. if (GlobalData.TaoKouShuiYaDataList.Count < 1)
  225. {
  226. HttpHelper._Instance.GetTaoKouDevicesGroupInfo();
  227. }
  228. SetCurrentDataToPanel(0);
  229. }
  230. public void Init()
  231. {
  232. //泵站监控面板
  233. _bengZhanJianKongPanel = this.transform.Find("BengZhanJianKong").GetComponent<RectTransform>();
  234. _bengZhanJianKongContent =
  235. _bengZhanJianKongPanel.Find("ScrollView/Viewport/Content").GetComponent<RectTransform>();
  236. currentBengZhanJianKongItems = new List<BengZhanJianKongItem>();
  237. if (BengZhanJianKongDatas != null && BengZhanJianKongDatas.Count > 0)
  238. {
  239. for (int i = 0; i < BengZhanJianKongDatas.Count; i++)
  240. {
  241. BengZhanJianKongItem tempItem = Instantiate(BengZhanJianKongItemOri, _bengZhanJianKongContent)
  242. .GetComponent<BengZhanJianKongItem>();
  243. tempItem.Init();
  244. tempItem.SetData(BengZhanJianKongDatas[i]);
  245. currentBengZhanJianKongItems.Add(tempItem);
  246. }
  247. }
  248. //闸站
  249. _zhaZhanJianKongPanel = this.transform.Find("ZhaZhanJianKong").GetComponent<RectTransform>();
  250. _zhaZhanJianKongContent =
  251. _zhaZhanJianKongPanel.Find("ScrollView/Viewport/Content").GetComponent<RectTransform>();
  252. currentZhaZhanJianKongItems = new List<ZhaZhanJianKongItem>();
  253. //水文
  254. _shuiWenJianCePanel = this.transform.Find("ShuiWenJianCe").GetComponent<RectTransform>();
  255. _wenduText = _shuiWenJianCePanel.Find("WenDu/Text/numText").GetComponent<Text>();
  256. _shiduText = _shuiWenJianCePanel.Find("ShiDu/Text/numText").GetComponent<Text>();
  257. _qiyaText = _shuiWenJianCePanel.Find("QiYa/Text/numText").GetComponent<Text>();
  258. _fengXiangText = _shuiWenJianCePanel.Find("FengXiang/Text/numText").GetComponent<Text>();
  259. _fengLiText = _shuiWenJianCePanel.Find("FengLi/Text/numText").GetComponent<Text>();
  260. _yuLiangText = _shuiWenJianCePanel.Find("YuLiang/Text/numText").GetComponent<Text>();
  261. if (currentShuiWenJianCeData != null)
  262. {
  263. _wenduText.text = $"{currentShuiWenJianCeData.wendu}<size=12><color=#A5BBE2>\u2103</color></size>";
  264. _shiduText.text = $"{currentShuiWenJianCeData.shidu} <size=12><color=#A5BBE2>%</color></size>";
  265. _qiyaText.text = $"{currentShuiWenJianCeData.qiya} <size=12><color=#A5BBE2>kPa</color></size>";
  266. _fengXiangText.text = $"{currentShuiWenJianCeData.fengxiang} <size=12><color=#A5BBE2>风</color></size>";
  267. _fengLiText.text = $"{currentShuiWenJianCeData.fengli} <size=12><color=#A5BBE2>级</color></size>";
  268. _yuLiangText.text = $"{currentShuiWenJianCeData.yuliang} <size=12><color=#A5BBE2>mm</color></size>";
  269. }
  270. //监测数据
  271. _pingJunLiuLiangText = this.transform.Find("RightUp/ShuJuJianCe/PingJunLiuLiang/title/numText")
  272. .GetComponent<Text>();
  273. _zuiGaoShuiWeiText = this.transform.Find("RightUp/ShuJuJianCe/ZuiGaoShuiWei/title/numText")
  274. .GetComponent<Text>();
  275. _zuiDaLiuLiangText = this.transform.Find("RightUp/ShuJuJianCe/ZuiDaLiuLiang/title/numText")
  276. .GetComponent<Text>();
  277. _gongChengGaoJingText = this.transform.Find("RightUp/ShuJuJianCe/DangRiJingGao/title/numText")
  278. .GetComponent<Text>();
  279. _zhengChangYunXingText = this.transform.Find("RightUp/ShuJuJianCe/ZhengChangGongCheng/title/numText")
  280. .GetComponent<Text>();
  281. if (currentGongChengJianCeData != null)
  282. {
  283. _pingJunLiuLiangText.text = $"{currentGongChengJianCeData.pinJunLiuLiang}";
  284. _zuiGaoShuiWeiText.text = $"{currentGongChengJianCeData.zuiGaoShuiWei}";
  285. _zuiDaLiuLiangText.text = $"{currentGongChengJianCeData.zuiDaLiuLiang}";
  286. _gongChengGaoJingText.text = $"{currentGongChengJianCeData.gongChengJingGao}";
  287. _zhengChangYunXingText.text = $"{currentGongChengJianCeData.zhengChangYunXing}";
  288. }
  289. //工程列表
  290. _gongChengLieBiaoContent = this.transform.Find("RightUp/GongChengLieBiao/ScrollView/Viewport/Content")
  291. .GetComponent<RectTransform>();
  292. GClist_QuanBuButton = this.transform.Find("RightUp/GongChengLieBiao/QuanBuButton").GetComponent<Button>();
  293. GClist_QuanBuButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.all); });
  294. GClist_ShuiWeiButton = this.transform.Find("RightUp/GongChengLieBiao/ShuiWeiButton").GetComponent<Button>();
  295. GClist_ShuiWeiButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shuiWei); });
  296. GClist_ShuiYaButton = this.transform.Find("RightUp/GongChengLieBiao/ShuiYaButton").GetComponent<Button>();
  297. GClist_ShuiYaButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shuiYa); });
  298. GClist_WeiYiButton = this.transform.Find("RightUp/GongChengLieBiao/WeiYiButton").GetComponent<Button>();
  299. GClist_WeiYiButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.weiYi); });
  300. GClist_ShiPinButton = this.transform.Find("RightUp/GongChengLieBiao/JianKongButton").GetComponent<Button>();
  301. GClist_ShiPinButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shiPin); });
  302. //监控
  303. obsPanel = this.transform.Find("Main/ObsPlayerPanel").GetComponent<ObsPlayerPanel>();
  304. obsPanel.gameObject.SetActive(false);
  305. obsItemContent = this.transform.Find("ShiPinJianKong/ScrollView/Viewport/Content").transform;
  306. _obsIconContent = this.transform.Find("Main/ObsIconContent").transform;
  307. _obsSearchInputField = this.transform.Find("ShiPinJianKong/InputField").GetComponent<InputField>();
  308. _obsSearchInputField.onValueChanged.AddListener(SearchObsItem);
  309. CreatObsItem();
  310. //水位
  311. _shuiWeiIconContent = this.transform.Find("Main/ShuiWeiIconContent").transform;
  312. _shuiYaIconContent = this.transform.Find("Main/ShuiYaIconContent").transform;
  313. _weiYiIconContent = this.transform.Find("Main/WeiYiIconContent").transform;
  314. obsToggle = this.transform.Find("Main/ObsToggle").GetComponent<Toggle>();
  315. shuiWeiToggle = this.transform.Find("Main/ShuiWeiToggle").GetComponent<Toggle>();
  316. shuiYaToggle = this.transform.Find("Main/ShuiYaToggle").GetComponent<Toggle>();
  317. weiYiToggle = this.transform.Find("Main/WeiYiToggle").GetComponent<Toggle>();
  318. obsToggle.onValueChanged.AddListener(SetObsIconActive);
  319. shuiWeiToggle.onValueChanged.AddListener(SetShuiWeiIconActive);
  320. shuiYaToggle.onValueChanged.AddListener(SetShuiYaIconActive);
  321. weiYiToggle.onValueChanged.AddListener(SetWeiYiIconActive);
  322. globalWeatherBtn.onClick.AddListener(OnGlobalWeatherClick);
  323. exitGlobalWeatherBtn.onClick.AddListener(() =>
  324. {
  325. CameraManager.SwitchCamera(0);
  326. viewMode = ViewMode.normal;
  327. miniMap.gameObject.SetActive(false);
  328. main.gameObject.SetActive(true);
  329. });
  330. qxDataBtn.onClick.AddListener(() =>
  331. {
  332. miniMapQXContent.gameObject.SetActive(true);
  333. miniMapSWContent.gameObject.SetActive(false);
  334. qxDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = highLightBtn;
  335. swDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = normalBtn;
  336. weatherToggle.gameObject.SetActive(false);
  337. });
  338. swDataBtn.onClick.AddListener(() =>
  339. {
  340. miniMapQXContent.gameObject.SetActive(false);
  341. miniMapSWContent.gameObject.SetActive(true);
  342. swDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = highLightBtn;
  343. qxDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = normalBtn;
  344. weatherToggle.gameObject.SetActive(true);
  345. });
  346. dropToggle.onValueChanged.AddListener((active) =>
  347. {
  348. for (int i = 0; i < dropUnits.Count; i++)
  349. {
  350. dropUnits[i].gameObject.SetActive(active);
  351. }
  352. });
  353. weatherToggle.onValueChanged.AddListener((active) =>
  354. {
  355. for (int i = 0; i < weatherUnits.Count; i++)
  356. {
  357. weatherUnits[i].gameObject.SetActive(active);
  358. }
  359. });
  360. }
  361. public async void OnGlobalWeatherClick()
  362. {
  363. if (GlobalData.qXZDatas.Count < 1 || GlobalData.sWZDatas.Count < 1)
  364. await HttpHelper._Instance.InitGCJKData();
  365. GameObject shaPan = GameObject.FindGameObjectWithTag("ShaPan");
  366. CameraManager.SwitchCamera(1);
  367. if (dropUnits.Count <= 0)
  368. {
  369. viewMode = ViewMode.miniMap;
  370. dropUnits = new List<DropUnit>();
  371. weatherUnits = new List<WeatherUnit>();
  372. for (int i = 0; i < GlobalData.qXZDatas.Count; i++)
  373. {
  374. GameObject gameObject = Instantiate(dropUnitPrefab);
  375. DropUnit dropUnit = gameObject.GetComponent<DropUnit>();
  376. dropUnit.transform.SetParent(miniMapQXContent.transform);
  377. dropUnit.Init(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD, GlobalData.qXZDatas[i].STNM,
  378. GlobalData.qXZDatas[i].dropSum6.ToString());
  379. dropUnits.Add(dropUnit);
  380. dropUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  381. dropUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(9));
  382. dropUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  383. dropUnit.bingObj.transform.localScale = Vector3.one;
  384. dropUnit.bingObj.transform.localPosition =
  385. CoordinateConverter.GeoToUGUISmall(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD);
  386. dropUnit.bingObj.name = GlobalData.qXZDatas[i].STNM;
  387. }
  388. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  389. {
  390. GameObject gameObject = Instantiate(dropUnitPrefab);
  391. DropUnit dropUnit = gameObject.GetComponent<DropUnit>();
  392. dropUnit.transform.SetParent(miniMapSWContent.transform);
  393. dropUnit.Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD, GlobalData.sWZDatas[i].STNM,
  394. GlobalData.sWZDatas[i].dropSum6.ToString());
  395. dropUnits.Add(dropUnit);
  396. dropUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  397. dropUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(10));
  398. dropUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  399. dropUnit.bingObj.transform.localScale = Vector3.one;
  400. dropUnit.bingObj.transform.localPosition =
  401. CoordinateConverter.GeoToUGUISmall(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD);
  402. dropUnit.bingObj.name = GlobalData.sWZDatas[i].STNM;
  403. }
  404. }
  405. else
  406. {
  407. viewMode = ViewMode.miniMap;
  408. int index = 0;
  409. for (int i = 0; i < GlobalData.qXZDatas.Count; i++)
  410. {
  411. dropUnits[i].Init(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD, GlobalData.qXZDatas[i].STNM,
  412. GlobalData.qXZDatas[i].dropSum6.ToString());
  413. index++;
  414. }
  415. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  416. {
  417. dropUnits[i + index].Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD,
  418. GlobalData.sWZDatas[i].STNM, GlobalData.sWZDatas[i].dropSum6.ToString());
  419. }
  420. }
  421. if (weatherUnits.Count <= 0)
  422. {
  423. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  424. {
  425. GameObject gameObject = Instantiate(weatherUnitPrefab);
  426. WeatherUnit weatherUnit = gameObject.GetComponent<WeatherUnit>();
  427. weatherUnit.transform.SetParent(miniMapSWContent.transform);
  428. weatherUnit.Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD, GlobalData.sWZDatas[i].STNM,
  429. GlobalData.sWZDatas[i].wth);
  430. weatherUnits.Add(weatherUnit);
  431. weatherUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  432. weatherUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(10));
  433. weatherUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  434. weatherUnit.bingObj.transform.localScale = Vector3.one;
  435. weatherUnit.bingObj.transform.localPosition =
  436. CoordinateConverter.GeoToUGUISmall(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD);
  437. weatherUnit.bingObj.name = GlobalData.sWZDatas[i].STNM;
  438. }
  439. }
  440. else
  441. {
  442. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  443. {
  444. weatherUnits[i].Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD,
  445. GlobalData.sWZDatas[i].STNM, GlobalData.sWZDatas[i].wth);
  446. }
  447. }
  448. miniMap.gameObject.SetActive(true);
  449. main.gameObject.SetActive(false);
  450. }
  451. public void SetBengZhanJianKongData(BengZhanJianKongData[] datas)
  452. {
  453. for (int i = 0; i < currentBengZhanJianKongItems.Count; i++)
  454. {
  455. Destroy(currentBengZhanJianKongItems[i].gameObject);
  456. }
  457. BengZhanJianKongDatas = new List<BengZhanJianKongData>();
  458. BengZhanJianKongDatas.AddRange(datas);
  459. if (BengZhanJianKongDatas != null && BengZhanJianKongDatas.Count > 0)
  460. {
  461. for (int i = 0; i < BengZhanJianKongDatas.Count; i++)
  462. {
  463. BengZhanJianKongItem tempItem = Instantiate(BengZhanJianKongItemOri, _bengZhanJianKongContent)
  464. .GetComponent<BengZhanJianKongItem>();
  465. tempItem.Init();
  466. tempItem.SetData(BengZhanJianKongDatas[i]);
  467. currentBengZhanJianKongItems.Add(tempItem);
  468. }
  469. }
  470. }
  471. public void SetCurrentDataToPanel(int type)
  472. {
  473. if (currentDataType == type)
  474. {
  475. return;
  476. }
  477. StaticLod.instance.OnFoucusStatic(type);
  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. var tempSensorData = currentDataType == 0 ? GlobalData.buYuanSensorData.data : GlobalData.taoKouSensorData.data;
  499. Debug.Log(tempSensorData.Count);
  500. for (int i = 0; i < tempSensorData.Count; i++)
  501. {
  502. datas.Add(new ZhaZhanJianKongData()
  503. {
  504. name = "闸门_" + tempSensorData[i].sensor_id,
  505. openValue = tempSensorData[i].opening_degree * 0.01f,
  506. state = tempSensorData[i].gate_open
  507. ? ZhaZhanState.open
  508. : ZhaZhanState.close,
  509. });
  510. }
  511. for (int i = 0; i < currentZhaZhanJianKongItems.Count; i++)
  512. {
  513. Destroy(currentZhaZhanJianKongItems[i].gameObject);
  514. }
  515. currentZhaZhanJianKongItems.Clear();
  516. if (datas != null && datas.Count > 0)
  517. {
  518. for (int i = 0; i < datas.Count; i++)
  519. {
  520. ZhaZhanJianKongItem tempItem = Instantiate(ZhaZhanJianKongItemOri, _zhaZhanJianKongContent)
  521. .GetComponent<ZhaZhanJianKongItem>();
  522. tempItem.Init();
  523. tempItem.SetData(datas[i]);
  524. currentZhaZhanJianKongItems.Add(tempItem);
  525. }
  526. }
  527. }
  528. public void SetShuiWenJianCeData(ShuiWenJianCeData data)
  529. {
  530. currentShuiWenJianCeData = data;
  531. if (currentShuiWenJianCeData != null)
  532. {
  533. _wenduText.text = $"{currentShuiWenJianCeData.wendu}<size=12><color=#A5BBE2>\u2103</color></size>";
  534. _shiduText.text = $"{currentShuiWenJianCeData.shidu} <size=12><color=#A5BBE2>%</color></size>";
  535. _qiyaText.text = $"{currentShuiWenJianCeData.qiya} <size=12><color=#A5BBE2>kPa</color></size>";
  536. _fengXiangText.text = $"{currentShuiWenJianCeData.fengxiang} <size=12><color=#A5BBE2>风</color></size>";
  537. _fengLiText.text = $"{currentShuiWenJianCeData.fengli} <size=12><color=#A5BBE2>级</color></size>";
  538. _yuLiangText.text = $"{currentShuiWenJianCeData.yuliang} <size=12><color=#A5BBE2>mm</color></size>";
  539. }
  540. }
  541. public void SetGongChengJianCe(GongChengJianCeData data)
  542. {
  543. currentGongChengJianCeData = data;
  544. if (currentGongChengJianCeData != null)
  545. {
  546. _pingJunLiuLiangText.text = $"{currentGongChengJianCeData.pinJunLiuLiang}";
  547. _zuiGaoShuiWeiText.text = $"{currentGongChengJianCeData.zuiGaoShuiWei}";
  548. _zuiDaLiuLiangText.text = $"{currentGongChengJianCeData.zuiDaLiuLiang}";
  549. _gongChengGaoJingText.text = $"{currentGongChengJianCeData.gongChengJingGao}";
  550. _zhengChangYunXingText.text = $"{currentGongChengJianCeData.zhengChangYunXing}";
  551. }
  552. }
  553. public void SetGongChengLieBiaoData()
  554. {
  555. List<GongChengLieBiaoData> datas = new List<GongChengLieBiaoData>();
  556. //水位
  557. foreach (var tempData in currentDataType==0?GlobalData.BuYuanShuiWeiDataList:GlobalData.TaoKouShuiWeiDataList)
  558. {
  559. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  560. tempLieBiaoData.name = tempData.name;
  561. tempLieBiaoData.type = GongChengType.shuiWei;
  562. tempLieBiaoData.state = GongChengState.normal;
  563. datas.Add(tempLieBiaoData);
  564. }
  565. //水压
  566. foreach (var tempData in currentDataType==0?GlobalData.BuYuanShuiYaDataList:GlobalData.TaoKouShuiYaDataList)
  567. {
  568. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  569. tempLieBiaoData.name = tempData.name;
  570. tempLieBiaoData.type = GongChengType.shuiYa;
  571. tempLieBiaoData.state = GongChengState.normal;
  572. datas.Add(tempLieBiaoData);
  573. }
  574. //位移
  575. foreach (var tempData in currentDataType==0?GlobalData.BuYuanWeiYiDataList:GlobalData.TaoKouWeiYiDataList)
  576. {
  577. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  578. tempLieBiaoData.name = tempData.name;
  579. tempLieBiaoData.type = GongChengType.weiYi;
  580. tempLieBiaoData.state = GongChengState.normal;
  581. datas.Add(tempLieBiaoData);
  582. }
  583. //监控
  584. foreach (var tempData in currentDataType==0?GlobalData.obsDatas_by:GlobalData.obsDatas_tk)
  585. {
  586. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  587. tempLieBiaoData.name = tempData.name;
  588. tempLieBiaoData.type = GongChengType.shiPin;
  589. tempLieBiaoData.state = tempData.status ? GongChengState.normal : GongChengState.warning;
  590. datas.Add(tempLieBiaoData);
  591. }
  592. GClist_QuanBuButton.GetComponentInChildren<Text>().color = Color.white;
  593. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  594. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  595. GClist_WeiYiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  596. GClist_ShiPinButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  597. for (int i = 0; i < currentGongChengLieBiaoItems.Count; i++)
  598. {
  599. Destroy(currentGongChengLieBiaoItems[i].gameObject);
  600. }
  601. currentGongChengLieBiaoItems = new List<GongChengLieBiaoItem>();
  602. for (int i = 0; i < datas.Count; i++)
  603. {
  604. GongChengLieBiaoItem tempItem = Instantiate(GongChengLieBiaoItemOri, _gongChengLieBiaoContent)
  605. .GetComponent<GongChengLieBiaoItem>();
  606. tempItem.Init();
  607. datas[i].index = i + 1;
  608. tempItem.SetData(datas[i]);
  609. currentGongChengLieBiaoItems.Add(tempItem);
  610. }
  611. }
  612. //筛选工程列表
  613. public void SeachGongChengList(GongChengType type)
  614. {
  615. GClist_QuanBuButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  616. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  617. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  618. GClist_WeiYiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  619. GClist_ShiPinButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  620. switch (type)
  621. {
  622. case GongChengType.all:
  623. GClist_QuanBuButton.GetComponentInChildren<Text>().color = Color.white;
  624. foreach (var obj in currentGongChengLieBiaoItems)
  625. {
  626. obj.gameObject.SetActive(true);
  627. }
  628. break;
  629. case GongChengType.shuiWei:
  630. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = Color.white;
  631. foreach (var obj in currentGongChengLieBiaoItems)
  632. {
  633. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shuiWei);
  634. }
  635. break;
  636. case GongChengType.shuiYa:
  637. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = Color.white;
  638. foreach (var obj in currentGongChengLieBiaoItems)
  639. {
  640. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shuiYa);
  641. }
  642. break;
  643. case GongChengType.weiYi:
  644. GClist_WeiYiButton.GetComponentInChildren<Text>().color = Color.white;
  645. foreach (var obj in currentGongChengLieBiaoItems)
  646. {
  647. obj.gameObject.SetActive(obj._currentData.type == GongChengType.weiYi);
  648. }
  649. break;
  650. case GongChengType.shiPin:
  651. GClist_ShiPinButton.GetComponentInChildren<Text>().color = Color.white;
  652. foreach (var obj in currentGongChengLieBiaoItems)
  653. {
  654. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shiPin);
  655. }
  656. break;
  657. }
  658. }
  659. //监控列表
  660. public async void CreatObsItem()
  661. {
  662. await new WaitUntil(() => { return GlobalData.obsDatas_by.Count > 0 && GlobalData.obsDatas_tk.Count > 0; });
  663. _obsItems = new List<ObsItem>();
  664. _obsIconCtrls = new List<ObsIconCtrl>();
  665. for (int i = 0; i < _obsItems.Count; i++)
  666. {
  667. Destroy(_obsItems[i].gameObject);
  668. }
  669. for (int i = 0; i < _obsIconCtrls.Count; i++)
  670. {
  671. Destroy(_obsIconCtrls[i].gameObject);
  672. }
  673. //Debug.Log("监控列表数量:"+GlobalData.obsDatas_by.Count);
  674. if (currentDataType == 0)
  675. {
  676. for (int i = 0; i < GlobalData.obsDatas_by.Count; i++)
  677. {
  678. ObsItem tempItem = Instantiate(obsItemPrefab, obsItemContent).GetComponent<ObsItem>();
  679. tempItem.SetData(GlobalData.obsDatas_by[i]);
  680. _obsItems.Add(tempItem);
  681. ObsIconCtrl tempIcon = Instantiate(obsIconPrefab, _obsIconContent).GetComponent<ObsIconCtrl>();
  682. Debug.Log(GlobalData.obsDatas_by[i].name + " " + GlobalData.obsDatas_by[i].targetName);
  683. tempIcon.Init(GlobalData.obsDatas_by[i]);
  684. _obsIconCtrls.Add(tempIcon);
  685. //Debug.Log(StaticLod.instance.GetStaticObj(GlobalData.obsDatas[i].name).gameObject.name);
  686. }
  687. }
  688. else
  689. {
  690. //Debug.Log($"创建补元监控对象:{_obsItems.Count} {_obsIconCtrls.Count} {GlobalData.obsDatas_by.Count} {GlobalData.obsDatas_tk.Count}");
  691. for (int i = 0; i < GlobalData.obsDatas_tk.Count; i++)
  692. {
  693. ObsItem tempItem = Instantiate(obsItemPrefab, obsItemContent).GetComponent<ObsItem>();
  694. tempItem.SetData(GlobalData.obsDatas_tk[i]);
  695. _obsItems.Add(tempItem);
  696. ObsIconCtrl tempIcon = Instantiate(obsIconPrefab, _obsIconContent).GetComponent<ObsIconCtrl>();
  697. tempIcon.Init(GlobalData.obsDatas_tk[i]);
  698. _obsIconCtrls.Add(tempIcon);
  699. //Debug.Log(StaticLod.instance.GetStaticObj(GlobalData.obsDatas[i].name).gameObject.name);
  700. }
  701. }
  702. SetObsIconActive(obsToggle.isOn);
  703. }
  704. public void SearchObsItem(string s_name)
  705. {
  706. if (s_name.Equals(""))
  707. {
  708. for (int i = 0; i < _obsItems.Count; i++)
  709. {
  710. _obsItems[i].gameObject.SetActive(true);
  711. }
  712. }
  713. else
  714. {
  715. for (int i = 0; i < _obsItems.Count; i++)
  716. {
  717. _obsItems[i].gameObject.SetActive(_obsItems[i]._data.name.Contains(s_name));
  718. }
  719. }
  720. }
  721. //查找场景中的监控坐标对象
  722. public void FindObsTargetObje()
  723. {
  724. if (_obsItems == null)
  725. {
  726. return;
  727. }
  728. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(obsType.BuYuanObs.ToString());
  729. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(obsType.TaoKouObs.ToString());
  730. for (int i = 0; i < _obsItems.Count; i++)
  731. {
  732. string objName = _obsItems[i]._data.targetName;
  733. if (_obsItems[i]._data.type == obsType.BuYuanObs)
  734. {
  735. for (int j = 0; j < BY_targs.Length; j++)
  736. {
  737. if (BY_targs[j].gameObject.name == objName)
  738. {
  739. _obsItems[i]._data.targetTransform = BY_targs[j].transform;
  740. _obsIconCtrls[i].targetTransForm = BY_targs[j].transform;
  741. break;
  742. }
  743. }
  744. }
  745. else
  746. {
  747. for (int j = 0; j < TK_targs.Length; j++)
  748. {
  749. if (TK_targs[j].gameObject.name == objName)
  750. {
  751. _obsItems[i]._data.targetTransform = TK_targs[j].transform;
  752. _obsIconCtrls[i].targetTransForm = TK_targs[j].transform;
  753. break;
  754. }
  755. }
  756. }
  757. }
  758. }
  759. public void ShowObsPlayerPanel(ObsData _data)
  760. {
  761. obsPanel.gameObject.SetActive(true);
  762. obsPanel.SetObsData(_data);
  763. obsPanel.SetTitle(_data.name);
  764. }
  765. public void ShowHistoryPanle(ShuiWeiData data)
  766. {
  767. _shuiWeiHistoryPanel.SetData(data);
  768. _shuiWeiHistoryPanel.gameObject.SetActive(true);
  769. }
  770. public void SetObsIconActive(bool show)
  771. {
  772. if (_obsIconCtrls == null)
  773. {
  774. return;
  775. }
  776. for (int i = 0; i < _obsIconCtrls.Count; i++)
  777. {
  778. _obsIconCtrls[i].gameObject.SetActive(show);
  779. }
  780. }
  781. //水位图标
  782. public void CreatShuiWeiIcon()
  783. {
  784. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  785. {
  786. Destroy(_shuiWeiIconCtrls[i].gameObject);
  787. }
  788. _shuiWeiIconCtrls = new List<ShuiWeiIconCtrl>();
  789. var DataList = currentDataType == 0 ? GlobalData.BuYuanShuiWeiDataList : GlobalData.TaoKouShuiWeiDataList;
  790. for (int i = 0; i < DataList.Count; i++)
  791. {
  792. ShuiWeiIconCtrl tempIcon =
  793. Instantiate(shuiweiIconPrefab, _shuiWeiIconContent).GetComponent<ShuiWeiIconCtrl>();
  794. tempIcon.Init(DataList[i]);
  795. _shuiWeiIconCtrls.Add(tempIcon);
  796. }
  797. Debug.Log(DataList.Count);
  798. }
  799. //查找场景中的水位坐标对象
  800. public void FindShuiWeiTargetObje()
  801. {
  802. if (_shuiWeiIconCtrls == null)
  803. {
  804. return;
  805. }
  806. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(shuiWeiType.BuYuanShuiWei.ToString());
  807. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(shuiWeiType.TaoKouShuiWei.ToString());
  808. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  809. {
  810. string objName = _shuiWeiIconCtrls[i]._data.targetName;
  811. if (_shuiWeiIconCtrls[i]._data.type == shuiWeiType.BuYuanShuiWei)
  812. {
  813. for (int j = 0; j < BY_targs.Length; j++)
  814. {
  815. if (BY_targs[j].gameObject.name == objName)
  816. {
  817. _shuiWeiIconCtrls[i].targetTransForm = BY_targs[j].transform;
  818. break;
  819. }
  820. }
  821. }
  822. else
  823. {
  824. for (int j = 0; j < TK_targs.Length; j++)
  825. {
  826. if (TK_targs[j].gameObject.name == objName)
  827. {
  828. _shuiWeiIconCtrls[i].targetTransForm = TK_targs[j].transform;
  829. break;
  830. }
  831. }
  832. }
  833. }
  834. }
  835. //水压图标
  836. public void CreatShuiYaIcon()
  837. {
  838. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  839. {
  840. Destroy(_shuiYaIconCtrls[i].gameObject);
  841. }
  842. _shuiYaIconCtrls = new List<ShuiYaIconCtrl>();
  843. var DataList = currentDataType == 0 ? GlobalData.BuYuanShuiYaDataList : GlobalData.TaoKouShuiYaDataList;
  844. for (int i = 0; i < DataList.Count; i++)
  845. {
  846. ShuiYaIconCtrl tempIcon = Instantiate(shuiYaIconPrefab, _shuiYaIconContent).GetComponent<ShuiYaIconCtrl>();
  847. tempIcon.Init(DataList[i]);
  848. _shuiYaIconCtrls.Add(tempIcon);
  849. }
  850. }
  851. public void FindShuiYaTargetObje()
  852. {
  853. if (_shuiYaIconCtrls == null)
  854. {
  855. return;
  856. }
  857. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(shuiYaType.BuYuanShuiYa.ToString());
  858. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(shuiYaType.TaoKouShuiYa.ToString());
  859. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  860. {
  861. string objName = _shuiYaIconCtrls[i]._data.targetName;
  862. if (_shuiYaIconCtrls[i]._data.type == shuiYaType.BuYuanShuiYa)
  863. {
  864. for (int j = 0; j < BY_targs.Length; j++)
  865. {
  866. if (BY_targs[j].gameObject.name == objName)
  867. {
  868. _shuiYaIconCtrls[i].targetTransForm = BY_targs[j].transform;
  869. break;
  870. }
  871. }
  872. }
  873. else
  874. {
  875. for (int j = 0; j < TK_targs.Length; j++)
  876. {
  877. if (TK_targs[j].gameObject.name == objName)
  878. {
  879. _shuiYaIconCtrls[i].targetTransForm = TK_targs[j].transform;
  880. break;
  881. }
  882. }
  883. }
  884. }
  885. }
  886. //位移图标
  887. public void CreatWeiYiIcon()
  888. {
  889. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  890. {
  891. Destroy(_weiYiIconCtrls[i].gameObject);
  892. }
  893. _weiYiIconCtrls = new List<WeiYiIconCtrl>();
  894. var DataList = currentDataType == 0 ? GlobalData.BuYuanWeiYiDataList : GlobalData.TaoKouWeiYiDataList;
  895. for (int i = 0; i < DataList.Count; i++)
  896. {
  897. WeiYiIconCtrl tempIcon = Instantiate(weiYiIconPrefab, _weiYiIconContent).GetComponent<WeiYiIconCtrl>();
  898. tempIcon.Init(DataList[i]);
  899. _weiYiIconCtrls.Add(tempIcon);
  900. }
  901. }
  902. public void FindWeiYiTargetObje()
  903. {
  904. if (_weiYiIconCtrls == null)
  905. {
  906. return;
  907. }
  908. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(weiYiType.BuYuanWeiYi.ToString());
  909. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(weiYiType.TaoKouWeiYi.ToString());
  910. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  911. {
  912. string objName = _weiYiIconCtrls[i]._data.targetName;
  913. if (_weiYiIconCtrls[i]._data.type == weiYiType.BuYuanWeiYi)
  914. {
  915. for (int j = 0; j < BY_targs.Length; j++)
  916. {
  917. if (BY_targs[j].gameObject.name == objName)
  918. {
  919. _weiYiIconCtrls[i].targetTransForm = BY_targs[j].transform;
  920. break;
  921. }
  922. }
  923. }
  924. else
  925. {
  926. for (int j = 0; j < TK_targs.Length; j++)
  927. {
  928. if (TK_targs[i].gameObject.name == objName)
  929. {
  930. _weiYiIconCtrls[i].targetTransForm = TK_targs[j].transform;
  931. break;
  932. }
  933. }
  934. }
  935. }
  936. }
  937. public void SetShuiWeiIconActive(bool show)
  938. {
  939. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  940. {
  941. _shuiWeiIconCtrls[i].gameObject.SetActive(show);
  942. }
  943. }
  944. public void SetShuiYaIconActive(bool show)
  945. {
  946. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  947. {
  948. _shuiYaIconCtrls[i].gameObject.SetActive(show);
  949. }
  950. }
  951. public void SetWeiYiIconActive(bool show)
  952. {
  953. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  954. {
  955. _weiYiIconCtrls[i].gameObject.SetActive(show);
  956. }
  957. }
  958. }