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