ZMJKLayer.cs 9.1 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Threading.Tasks;
  5. using UnityEngine;
  6. using UnityEngine.UI;
  7. using UnityAsync;
  8. using WaitUntil = UnityAsync.WaitUntil;
  9. using XCharts.Runtime;
  10. public class ZMJKLayer : MonoBehaviour
  11. {
  12. public GameObject ZhaZhanItemOri;
  13. public Transform itemContent;
  14. public Text zhaZhanCount;
  15. public GameObject gongChengPanel;
  16. public Button closeButton;
  17. public Text zhaZhanMingCheng;
  18. public Text zhaQianShuiWei;
  19. public Text zhaHouShuiWei;
  20. public Text zhaMenKaiDu;
  21. public Text guoZhaLiuLiang;
  22. public BarChart shuiweiChart;
  23. public InputField _zmSearchInputField;
  24. public List<ZhaZhanItem> currentZMDataList = new List<ZhaZhanItem>();
  25. public GameObject targetObj;
  26. public bool showGongPanel = false;
  27. private Camera _camera;
  28. private void Awake()
  29. {
  30. closeButton.onClick.AddListener(() =>
  31. {
  32. gongChengPanel.SetActive(false);
  33. showGongPanel = false;
  34. });
  35. gongChengPanel.SetActive(false);
  36. showGongPanel = false;
  37. }
  38. private void OnEnable()
  39. {
  40. _camera = CameraManager.instance.mainCamera;
  41. StaticLod.instance.OnFoucusStatic(0);
  42. }
  43. // Start is called before the first frame update
  44. async void Start()
  45. {
  46. InitFloorGateData();
  47. _zmSearchInputField.onValueChanged.AddListener(SearchObsItem);
  48. }
  49. async Task InitFloorGateData() {
  50. await new WaitUntil(() =>
  51. {
  52. return GlobalData.floorGateData.success;
  53. });
  54. float[] byV3 = new float[GlobalData.floorGateData.buYuan.Length];
  55. for (int i = 0; i < GlobalData.floorGateData.buYuan.Length; i++)
  56. {
  57. int tempIndex = i;
  58. ZhaZhanItem tempItem = Instantiate(ZhaZhanItemOri, itemContent).GetComponent<ZhaZhanItem>();
  59. tempItem.SetData(GlobalData.floorGateData.buYuan[tempIndex], $"补元闸门-{tempIndex + 1}");
  60. byV3[tempIndex] = GlobalData.floorGateData.buYuan[tempIndex].opening_degree * 0.01f;
  61. Debug.Log($"补元闸门-{tempIndex + 1}:{byV3[tempIndex]}");
  62. tempItem.gameObject.GetComponent<Button>().onClick.AddListener(() =>
  63. {
  64. StaticLod.instance.OnFoucusStatic($"BY_ZM_{tempIndex+1:00}");
  65. targetObj = StaticLod.instance.GetStaticObj($"BY_ZM_{tempIndex + 1:00}");
  66. gongChengPanel.SetActive(true);
  67. showGongPanel = true;
  68. zhaZhanMingCheng.text = tempItem._name;
  69. zhaMenKaiDu.text = $"{GlobalData.floorGateData.buYuan[tempIndex].opening_degree:0.00}<size=14><color=#A5BFE2>%</color></size>";
  70. //guoZhaLiuLiang.text = $"{GlobalData.floorGateData.buYuan[tempIndex].CurrentFlow}<size=14><color=#A5BFE2>m\u00b3/s</color></size>";
  71. guoZhaLiuLiang.text = $"-<size=14><color=#A5BFE2>m\u00b3/s</color></size>";
  72. //zhaQianShuiWei.text = $"{GlobalData.floorGateData.BuYuan.FloodGates[tempIndex]} <size=14><color=#A5BFE2>m</color></size>";
  73. zhaQianShuiWei.text = $"- <size=14><color=#A5BFE2>m</color></size>";
  74. //zhaHouShuiWei.text = $"{GlobalData.floorGateData.BuYuan.FloodGates[tempIndex]} <size=14><color=#A5BFE2>m</color></size>";
  75. zhaHouShuiWei.text = $"{GlobalData.floorGateData.buYuanSW} <size=14><color=#A5BFE2>m</color></size>";
  76. //shuiweiChart todo
  77. var shuiweiData = GlobalData.floorGateData.swzxtBY;
  78. XAxis tempXaxis = shuiweiChart.GetChartComponent<XAxis>();
  79. tempXaxis.data.Clear();
  80. for (int i = 0; i < shuiweiData.Length; i++)
  81. {
  82. tempXaxis.AddData(shuiweiData[i].key);
  83. }
  84. var tempSeries = shuiweiChart.series;
  85. tempSeries[0].serieName = "水位";
  86. tempSeries[1].serieName = "水位";
  87. SerieData[] tempDatas = new SerieData[shuiweiData.Length];
  88. for (int i = 0; i < tempDatas.Length; i++)
  89. {
  90. tempDatas[i] = new SerieData();
  91. tempDatas[i].data = new List<double>();
  92. tempDatas[i].data.Add(i);
  93. tempDatas[i].data.Add(shuiweiData[i].value);
  94. }
  95. tempSeries[0].data.Clear();
  96. tempSeries[0].data.AddRange(tempDatas);
  97. tempSeries[1].data.Clear();
  98. tempSeries[1].data.AddRange(tempDatas);
  99. });
  100. currentZMDataList.Add(tempItem);
  101. }
  102. ActionInstance._Instance.ModelAni_On?.Invoke(AniType.buYuan,byV3);
  103. float[] tkV3 = new float[GlobalData.floorGateData.taoKou.Length];
  104. for (int i = 0; i < GlobalData.floorGateData.taoKou.Length; i++)
  105. {
  106. int tempIndex = i;
  107. ZhaZhanItem tempItem = Instantiate(ZhaZhanItemOri, itemContent).GetComponent<ZhaZhanItem>();
  108. tempItem.SetData(GlobalData.floorGateData.taoKou[tempIndex], $"套口闸门-{tempIndex + 1}");
  109. tkV3[tempIndex] = GlobalData.floorGateData.taoKou[tempIndex].opening_degree * 0.01f;
  110. tempItem.gameObject.GetComponent<Button>().onClick.AddListener(() =>
  111. {
  112. StaticLod.instance.OnFoucusStatic($"TK_ZM_{tempIndex+1:00}");
  113. targetObj = StaticLod.instance.GetStaticObj($"TK_ZM_{tempIndex+1:00}");
  114. gongChengPanel.SetActive(true);
  115. showGongPanel = true;
  116. zhaZhanMingCheng.text = tempItem._name;
  117. zhaMenKaiDu.text = $"{GlobalData.floorGateData.taoKou[tempIndex].opening_degree:0.00}<size=14><color=#A5BFE2>%</color></size>";
  118. //guoZhaLiuLiang.text = $"{GlobalData.floorGateData.taoKou[tempIndex].CurrentFlow}<size=14><color=#A5BFE2>m\u00b3/s</color></size>";
  119. guoZhaLiuLiang.text = $"-<size=14><color=#A5BFE2>m\u00b3/s</color></size>";
  120. //zhaQianShuiWei.text = $"{GlobalData.floorGateData.BuYuan.FloodGates[tempIndex]} <size=14><color=#A5BFE2>m</color></size>";
  121. zhaQianShuiWei.text = $"{GlobalData.floorGateData.taoKouSW} <size=14><color=#A5BFE2>m</color></size>";
  122. //zhaHouShuiWei.text = $"{GlobalData.floorGateData.BuYuan.FloodGates[tempIndex]} <size=14><color=#A5BFE2>m</color></size>";
  123. zhaHouShuiWei.text = $"-<size=14><color=#A5BFE2>m</color></size>";
  124. var shuiweiData = GlobalData.floorGateData.swzxtTK;
  125. XAxis tempXaxis = shuiweiChart.GetChartComponent<XAxis>();
  126. tempXaxis.data.Clear();
  127. for (int i = 0; i < shuiweiData.Length; i++)
  128. {
  129. tempXaxis.AddData(shuiweiData[i].key);
  130. }
  131. var tempSeries = shuiweiChart.series;
  132. tempSeries[0].serieName = "水位";
  133. tempSeries[1].serieName = "水位";
  134. SerieData[] tempDatas = new SerieData[shuiweiData.Length];
  135. for (int i = 0; i < tempDatas.Length; i++)
  136. {
  137. tempDatas[i] = new SerieData();
  138. tempDatas[i].data = new List<double>();
  139. tempDatas[i].data.Add(i);
  140. tempDatas[i].data.Add(shuiweiData[i].value);
  141. }
  142. tempSeries[0].data.Clear();
  143. tempSeries[0].data.AddRange(tempDatas);
  144. tempSeries[1].data.Clear();
  145. tempSeries[1].data.AddRange(tempDatas);
  146. });
  147. currentZMDataList.Add(tempItem);
  148. }
  149. ActionInstance._Instance.ModelAni_On?.Invoke(AniType.taoKou,tkV3);
  150. int totalCount = GlobalData.floorGateData.BuYuanTotalGates + GlobalData.floorGateData.TaoKouTotalGates;
  151. zhaZhanCount.text = $"闸门列表 (<color=#FFFFFF>{totalCount}</color>)";
  152. }
  153. public void SearchObsItem(string s_name)
  154. {
  155. if (s_name.Equals(""))
  156. {
  157. for (int i = 0; i < currentZMDataList.Count; i++)
  158. {
  159. currentZMDataList[i].gameObject.SetActive(true);
  160. }
  161. }
  162. else
  163. {
  164. for (int i = 0; i < currentZMDataList.Count; i++)
  165. {
  166. currentZMDataList[i].gameObject.SetActive(currentZMDataList[i]._name.Contains(s_name));
  167. }
  168. }
  169. }
  170. // Update is called once per frame
  171. void Update()
  172. {
  173. if (showGongPanel)
  174. {
  175. if (targetObj != null)
  176. {
  177. if (IsObjectInCameraView(targetObj.transform, _camera))
  178. {
  179. gongChengPanel.transform.position=_camera.WorldToScreenPoint(targetObj.transform.position);
  180. }
  181. }
  182. }
  183. }
  184. bool IsObjectInCameraView(Transform objectTransform, Camera camera)
  185. {
  186. Vector3 objectScreenPosition = camera.WorldToScreenPoint(objectTransform.position);
  187. return objectScreenPosition.z > 0 &&
  188. objectScreenPosition.x > 0 &&
  189. objectScreenPosition.x < Screen.width &&
  190. objectScreenPosition.y > 0 &&
  191. objectScreenPosition.y < Screen.height;
  192. }
  193. }