GCJKLayer.cs 42 KB

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  1. using Newtonsoft.Json.Linq;
  2. using Newtonsoft.Json;
  3. using System;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. using UnityEngine;
  7. using UnityEngine.Networking;
  8. using UnityEngine.UI;
  9. using UnityEngine.UIElements;
  10. using Toggle = UnityEngine.UI.Toggle;
  11. using UnityAsync;
  12. using WaitUntil = UnityAsync.WaitUntil;
  13. using Unity.VisualScripting;
  14. using System.Threading.Tasks;
  15. using Button = UnityEngine.UI.Button;
  16. [System.Serializable]
  17. public class QXZData
  18. {
  19. public int ADDVCD;
  20. public float ALT;
  21. public double LGTD;
  22. public double LTTD;
  23. public int ROWNUM_;
  24. public string STCD;
  25. public string STLC;
  26. public string STNM;
  27. public float dropSum6;
  28. }
  29. [System.Serializable]
  30. public class ServerObsDatas
  31. {
  32. public class ServerObsData
  33. {
  34. public string channelId;
  35. public string deviceId;
  36. public string name;
  37. public string ipAddress;
  38. public string ptzTypeText;
  39. public bool status;
  40. }
  41. public int total;
  42. public List<ServerObsData> list;
  43. }
  44. [System.Serializable]
  45. public class SWZData
  46. {
  47. // 行政区划代码
  48. public string ADDVCD;
  49. // 行政管理单位
  50. public string ADMAUTH;
  51. // 观测站所属单位
  52. public string ATCUNIT;
  53. // 建站年月
  54. public string BGFRYM;
  55. // 河流名称
  56. public string BSNM;
  57. // 备注
  58. public string COMMENTS;
  59. // 流域名称
  60. public string DRNA;
  61. // 河流流域代码
  62. public string DSTRVM;
  63. // 站点更名前站名
  64. public string DTMEL;
  65. // 站点更名前名称
  66. public string DTMNM;
  67. // 数据处理人
  68. public string DTPR;
  69. // 建成年月
  70. public string ESSTYM;
  71. // 站点等级
  72. public string FRGRD;
  73. // 水系名称
  74. public string HNNM;
  75. // 经度
  76. public double LGTD;
  77. // 地区
  78. public string LOCALITY;
  79. // 纬度
  80. public double LTTD;
  81. // 修改时间
  82. public string MODITIME;
  83. // 水文站代码
  84. public string PHCD;
  85. // 行号
  86. public int ROWNUM_;
  87. // 河道名称
  88. public string RVNM;
  89. // 站点状态
  90. public string STAZT;
  91. // 站点基础
  92. public string STBK;
  93. // 站点代码
  94. public string STCD;
  95. // 站点位置
  96. public string STLC;
  97. // 站点名称
  98. public string STNM;
  99. // 站点类型
  100. public string STTP;
  101. // 是否使用
  102. public string USFL;
  103. // 最近6小时降水量
  104. public float dropSum6;
  105. // 天气
  106. public string wth;
  107. }
  108. public class GCJKLayer : YZTRootLayer
  109. {
  110. public static GCJKLayer _Instance;
  111. //泵站监控面板
  112. private RectTransform _bengZhanJianKongPanel;
  113. private RectTransform _bengZhanJianKongContent;
  114. [Header("泵站监控数据预制体")] public GameObject BengZhanJianKongItemOri;
  115. [Header("泵站监控数据")] public List<BengZhanJianKongData> BengZhanJianKongDatas;
  116. private List<BengZhanJianKongItem> currentBengZhanJianKongItems;
  117. //闸站监测
  118. private RectTransform _zhaZhanJianKongPanel;
  119. private RectTransform _zhaZhanJianKongContent;
  120. [Header("闸站监测数据预制体")] public GameObject ZhaZhanJianKongItemOri;
  121. private List<ZhaZhanJianKongItem> currentZhaZhanJianKongItems;
  122. //水文监测
  123. private RectTransform _shuiWenJianCePanel;
  124. private Text _wenduText;
  125. private Text _shiduText;
  126. private Text _qiyaText;
  127. private Text _fengXiangText;
  128. private Text _fengLiText;
  129. private Text _yuLiangText;
  130. [Header("水文监测数据")] public ShuiWenJianCeData currentShuiWenJianCeData;
  131. //工程安全检测
  132. //检测数据
  133. private Text _pingJunLiuLiangText;
  134. private Text _zuiGaoShuiWeiText;
  135. private Text _zuiDaLiuLiangText;
  136. private Text _gongChengGaoJingText;
  137. private Text _zhengChangYunXingText;
  138. [Header("工程安全检测-检测数据")] public GongChengJianCeData currentGongChengJianCeData;
  139. //工程列表
  140. private RectTransform _gongChengLieBiaoContent;
  141. public GameObject GongChengLieBiaoItemOri;
  142. private List<GongChengLieBiaoItem> currentGongChengLieBiaoItems = new List<GongChengLieBiaoItem>();
  143. private Button GClist_QuanBuButton;
  144. private Button GClist_ShuiWeiButton;
  145. private Button GClist_ShuiYaButton;
  146. private Button GClist_WeiYiButton;
  147. private Button GClist_ShiPinButton;
  148. //视频监控
  149. [Header("监控数据")] public ObsPlayerPanel obsPanel;
  150. public GameObject obsItemPrefab;
  151. private Transform obsItemContent;
  152. private List<ObsItem> _obsItems;
  153. public GameObject obsIconPrefab;
  154. private Transform _obsIconContent;
  155. private List<ObsIconCtrl> _obsIconCtrls;
  156. private InputField _obsSearchInputField;
  157. //水位图标
  158. [Header("水位数据")] public GameObject shuiweiIconPrefab;
  159. private List<ShuiWeiIconCtrl> _shuiWeiIconCtrls = new List<ShuiWeiIconCtrl>();
  160. private Transform _shuiWeiIconContent;
  161. //水压
  162. public GameObject shuiYaIconPrefab;
  163. private List<ShuiYaIconCtrl> _shuiYaIconCtrls = new List<ShuiYaIconCtrl>();
  164. private Transform _shuiYaIconContent;
  165. //位移
  166. public GameObject weiYiIconPrefab;
  167. private List<WeiYiIconCtrl> _weiYiIconCtrls = new List<WeiYiIconCtrl>();
  168. private Transform _weiYiIconContent;
  169. private Toggle obsToggle;
  170. private Toggle shuiWeiToggle;
  171. private Toggle shuiYaToggle;
  172. private Toggle weiYiToggle;
  173. public RectTransform main;
  174. public RectTransform miniMap;
  175. public UnityEngine.UI.Button globalWeatherBtn;
  176. public UnityEngine.UI.Button exitGlobalWeatherBtn;
  177. private ShuiWeiHistoryPanel _shuiWeiHistoryPanel;
  178. public RectTransform miniMapQXContent;
  179. public RectTransform miniMapSWContent;
  180. public GameObject dropUnitPrefab;
  181. public GameObject weatherUnitPrefab;
  182. public UnityEngine.UI.Button qxDataBtn;
  183. public UnityEngine.UI.Button swDataBtn;
  184. public Sprite highLightBtn;
  185. public Sprite normalBtn;
  186. public Toggle dropToggle;
  187. public Toggle weatherToggle;
  188. List<DropUnit> dropUnits = new List<DropUnit>();
  189. List<WeatherUnit> weatherUnits = new List<WeatherUnit>();
  190. public GameObject runtimePointObj;
  191. private int currentDataType = -1;
  192. public GameObject loading;
  193. public Button buyuanBtn;
  194. public Button taokouBtn;
  195. public DeviceTrendPanel _DeviceTrendPanel;
  196. public GongChengLieBiaoItem currentSelectItem;
  197. private void Awake()
  198. {
  199. _Instance = this;
  200. Init();
  201. _shuiWeiHistoryPanel = this.transform.Find("Main/ShuiWeiHistoryPanel").GetComponent<ShuiWeiHistoryPanel>();
  202. _shuiWeiHistoryPanel.Init();
  203. _shuiWeiHistoryPanel.gameObject.SetActive(false);
  204. buyuanBtn.onClick.AddListener(() =>
  205. {
  206. buyuanBtn.GetComponent<CanvasGroup>().alpha = 1f;
  207. taokouBtn.GetComponent<CanvasGroup>().alpha = 0.5f;
  208. SetCurrentDataToPanel(0);
  209. });
  210. taokouBtn.onClick.AddListener(() =>
  211. {
  212. buyuanBtn.GetComponent<CanvasGroup>().alpha = 0.5f;
  213. taokouBtn.GetComponent<CanvasGroup>().alpha = 1f;
  214. SetCurrentDataToPanel(1);
  215. });
  216. }
  217. private async void OnEnable()
  218. {
  219. StaticLod.instance.OnFoucusStatic(0);
  220. Debug.LogError(GlobalData.BuYuanShuiWeiDataList.Count + "333");
  221. if (GlobalData.BuYuanShuiWeiDataList.Count < 1)
  222. {
  223. await HttpHelper._Instance.InitSWYJData();
  224. }
  225. Debug.LogError(GlobalData.BuYuanShuiYaDataList.Count + "444");
  226. if (GlobalData.BuYuanShuiYaDataList.Count < 1)
  227. {
  228. HttpHelper._Instance.GetBuYuanDevicesGroupInfo();
  229. }
  230. Debug.LogError(GlobalData.TaoKouShuiYaDataList.Count + "555");
  231. if (GlobalData.TaoKouShuiYaDataList.Count < 1)
  232. {
  233. HttpHelper._Instance.GetTaoKouDevicesGroupInfo();
  234. }
  235. SetCurrentDataToPanel(0);
  236. }
  237. public void Init()
  238. {
  239. //泵站监控面板
  240. _bengZhanJianKongPanel = this.transform.Find("BengZhanJianKong").GetComponent<RectTransform>();
  241. _bengZhanJianKongContent =
  242. _bengZhanJianKongPanel.Find("ScrollView/Viewport/Content").GetComponent<RectTransform>();
  243. currentBengZhanJianKongItems = new List<BengZhanJianKongItem>();
  244. if (BengZhanJianKongDatas != null && BengZhanJianKongDatas.Count > 0)
  245. {
  246. for (int i = 0; i < BengZhanJianKongDatas.Count; i++)
  247. {
  248. BengZhanJianKongItem tempItem = Instantiate(BengZhanJianKongItemOri, _bengZhanJianKongContent)
  249. .GetComponent<BengZhanJianKongItem>();
  250. tempItem.Init();
  251. tempItem.SetData(BengZhanJianKongDatas[i]);
  252. currentBengZhanJianKongItems.Add(tempItem);
  253. }
  254. }
  255. //闸站
  256. _zhaZhanJianKongPanel = this.transform.Find("ZhaZhanJianKong").GetComponent<RectTransform>();
  257. _zhaZhanJianKongContent =
  258. _zhaZhanJianKongPanel.Find("ScrollView/Viewport/Content").GetComponent<RectTransform>();
  259. currentZhaZhanJianKongItems = new List<ZhaZhanJianKongItem>();
  260. //水文
  261. _shuiWenJianCePanel = this.transform.Find("ShuiWenJianCe").GetComponent<RectTransform>();
  262. _wenduText = _shuiWenJianCePanel.Find("WenDu/Text/numText").GetComponent<Text>();
  263. _shiduText = _shuiWenJianCePanel.Find("ShiDu/Text/numText").GetComponent<Text>();
  264. _qiyaText = _shuiWenJianCePanel.Find("QiYa/Text/numText").GetComponent<Text>();
  265. _fengXiangText = _shuiWenJianCePanel.Find("FengXiang/Text/numText").GetComponent<Text>();
  266. _fengLiText = _shuiWenJianCePanel.Find("FengLi/Text/numText").GetComponent<Text>();
  267. _yuLiangText = _shuiWenJianCePanel.Find("YuLiang/Text/numText").GetComponent<Text>();
  268. if (currentShuiWenJianCeData != null)
  269. {
  270. _wenduText.text = $"{currentShuiWenJianCeData.wendu}<size=12><color=#A5BBE2>\u2103</color></size>";
  271. _shiduText.text = $"{currentShuiWenJianCeData.shidu} <size=12><color=#A5BBE2>%</color></size>";
  272. _qiyaText.text = $"{currentShuiWenJianCeData.qiya} <size=12><color=#A5BBE2>kPa</color></size>";
  273. _fengXiangText.text = $"{currentShuiWenJianCeData.fengxiang} <size=12><color=#A5BBE2>风</color></size>";
  274. _fengLiText.text = $"{currentShuiWenJianCeData.fengli} <size=12><color=#A5BBE2>级</color></size>";
  275. _yuLiangText.text = $"{currentShuiWenJianCeData.yuliang} <size=12><color=#A5BBE2>mm</color></size>";
  276. }
  277. //监测数据
  278. _pingJunLiuLiangText = this.transform.Find("RightUp/ShuJuJianCe/PingJunLiuLiang/title/numText")
  279. .GetComponent<Text>();
  280. _zuiGaoShuiWeiText = this.transform.Find("RightUp/ShuJuJianCe/ZuiGaoShuiWei/title/numText")
  281. .GetComponent<Text>();
  282. _zuiDaLiuLiangText = this.transform.Find("RightUp/ShuJuJianCe/ZuiDaLiuLiang/title/numText")
  283. .GetComponent<Text>();
  284. _gongChengGaoJingText = this.transform.Find("RightUp/ShuJuJianCe/DangRiJingGao/title/numText")
  285. .GetComponent<Text>();
  286. _zhengChangYunXingText = this.transform.Find("RightUp/ShuJuJianCe/ZhengChangGongCheng/title/numText")
  287. .GetComponent<Text>();
  288. if (currentGongChengJianCeData != null)
  289. {
  290. _pingJunLiuLiangText.text = $"{currentGongChengJianCeData.pinJunLiuLiang}";
  291. _zuiGaoShuiWeiText.text = $"{currentGongChengJianCeData.zuiGaoShuiWei}";
  292. _zuiDaLiuLiangText.text = $"{currentGongChengJianCeData.zuiDaLiuLiang}";
  293. _gongChengGaoJingText.text = $"{currentGongChengJianCeData.gongChengJingGao}";
  294. _zhengChangYunXingText.text = $"{currentGongChengJianCeData.zhengChangYunXing}";
  295. }
  296. //工程列表
  297. _gongChengLieBiaoContent = this.transform.Find("RightUp/GongChengLieBiao/ScrollView/Viewport/Content")
  298. .GetComponent<RectTransform>();
  299. GClist_QuanBuButton = this.transform.Find("RightUp/GongChengLieBiao/QuanBuButton").GetComponent<Button>();
  300. GClist_QuanBuButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.all); });
  301. GClist_ShuiWeiButton = this.transform.Find("RightUp/GongChengLieBiao/ShuiWeiButton").GetComponent<Button>();
  302. GClist_ShuiWeiButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shuiWei); });
  303. GClist_ShuiYaButton = this.transform.Find("RightUp/GongChengLieBiao/ShuiYaButton").GetComponent<Button>();
  304. GClist_ShuiYaButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shuiYa); });
  305. GClist_WeiYiButton = this.transform.Find("RightUp/GongChengLieBiao/WeiYiButton").GetComponent<Button>();
  306. GClist_WeiYiButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.weiYi); });
  307. GClist_ShiPinButton = this.transform.Find("RightUp/GongChengLieBiao/JianKongButton").GetComponent<Button>();
  308. GClist_ShiPinButton.onClick.AddListener(() => { SeachGongChengList(GongChengType.shiPin); });
  309. //监控
  310. obsPanel = this.transform.Find("Main/ObsPlayerPanel").GetComponent<ObsPlayerPanel>();
  311. obsPanel.gameObject.SetActive(false);
  312. obsItemContent = this.transform.Find("ShiPinJianKong/ScrollView/Viewport/Content").transform;
  313. _obsIconContent = this.transform.Find("Main/ObsIconContent").transform;
  314. _obsSearchInputField = this.transform.Find("ShiPinJianKong/InputField").GetComponent<InputField>();
  315. _obsSearchInputField.onValueChanged.AddListener(SearchObsItem);
  316. CreatObsItem();
  317. //水位
  318. _shuiWeiIconContent = this.transform.Find("Main/ShuiWeiIconContent").transform;
  319. _shuiYaIconContent = this.transform.Find("Main/ShuiYaIconContent").transform;
  320. _weiYiIconContent = this.transform.Find("Main/WeiYiIconContent").transform;
  321. obsToggle = this.transform.Find("Main/ObsToggle").GetComponent<Toggle>();
  322. shuiWeiToggle = this.transform.Find("Main/ShuiWeiToggle").GetComponent<Toggle>();
  323. shuiYaToggle = this.transform.Find("Main/ShuiYaToggle").GetComponent<Toggle>();
  324. weiYiToggle = this.transform.Find("Main/WeiYiToggle").GetComponent<Toggle>();
  325. obsToggle.onValueChanged.AddListener(SetObsIconActive);
  326. shuiWeiToggle.onValueChanged.AddListener(SetShuiWeiIconActive);
  327. shuiYaToggle.onValueChanged.AddListener(SetShuiYaIconActive);
  328. weiYiToggle.onValueChanged.AddListener(SetWeiYiIconActive);
  329. globalWeatherBtn.onClick.AddListener(OnGlobalWeatherClick);
  330. exitGlobalWeatherBtn.onClick.AddListener(() =>
  331. {
  332. CameraManager.SwitchCamera(0);
  333. viewMode = ViewMode.normal;
  334. miniMap.gameObject.SetActive(false);
  335. main.gameObject.SetActive(true);
  336. });
  337. qxDataBtn.onClick.AddListener(() =>
  338. {
  339. miniMapQXContent.gameObject.SetActive(true);
  340. miniMapSWContent.gameObject.SetActive(false);
  341. qxDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = highLightBtn;
  342. swDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = normalBtn;
  343. weatherToggle.gameObject.SetActive(false);
  344. });
  345. swDataBtn.onClick.AddListener(() =>
  346. {
  347. miniMapQXContent.gameObject.SetActive(false);
  348. miniMapSWContent.gameObject.SetActive(true);
  349. swDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = highLightBtn;
  350. qxDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = normalBtn;
  351. weatherToggle.gameObject.SetActive(true);
  352. });
  353. dropToggle.onValueChanged.AddListener((active) =>
  354. {
  355. for (int i = 0; i < dropUnits.Count; i++)
  356. {
  357. dropUnits[i].gameObject.SetActive(active);
  358. }
  359. });
  360. weatherToggle.onValueChanged.AddListener((active) =>
  361. {
  362. for (int i = 0; i < weatherUnits.Count; i++)
  363. {
  364. weatherUnits[i].gameObject.SetActive(active);
  365. }
  366. });
  367. }
  368. public async void OnGlobalWeatherClick()
  369. {
  370. if (GlobalData.qXZDatas.Count < 1 || GlobalData.sWZDatas.Count < 1)
  371. await HttpHelper._Instance.InitGCJKData();
  372. GameObject shaPan = GameObject.FindGameObjectWithTag("ShaPan");
  373. CameraManager.SwitchCamera(1);
  374. if (dropUnits.Count <= 0)
  375. {
  376. viewMode = ViewMode.miniMap;
  377. dropUnits = new List<DropUnit>();
  378. weatherUnits = new List<WeatherUnit>();
  379. for (int i = 0; i < GlobalData.qXZDatas.Count; i++)
  380. {
  381. GameObject gameObject = Instantiate(dropUnitPrefab);
  382. DropUnit dropUnit = gameObject.GetComponent<DropUnit>();
  383. dropUnit.transform.SetParent(miniMapQXContent.transform);
  384. dropUnit.Init(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD, GlobalData.qXZDatas[i].STNM,
  385. GlobalData.qXZDatas[i].dropSum6.ToString());
  386. dropUnits.Add(dropUnit);
  387. dropUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  388. dropUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(9));
  389. dropUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  390. dropUnit.bingObj.transform.localScale = Vector3.one;
  391. dropUnit.bingObj.transform.localPosition =
  392. CoordinateConverter.GeoToUGUISmall(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD);
  393. dropUnit.bingObj.name = GlobalData.qXZDatas[i].STNM;
  394. }
  395. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  396. {
  397. GameObject gameObject = Instantiate(dropUnitPrefab);
  398. DropUnit dropUnit = gameObject.GetComponent<DropUnit>();
  399. dropUnit.transform.SetParent(miniMapSWContent.transform);
  400. dropUnit.Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD, GlobalData.sWZDatas[i].STNM,
  401. GlobalData.sWZDatas[i].dropSum6.ToString());
  402. dropUnits.Add(dropUnit);
  403. dropUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  404. dropUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(10));
  405. dropUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  406. dropUnit.bingObj.transform.localScale = Vector3.one;
  407. dropUnit.bingObj.transform.localPosition =
  408. CoordinateConverter.GeoToUGUISmall(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD);
  409. dropUnit.bingObj.name = GlobalData.sWZDatas[i].STNM;
  410. }
  411. }
  412. else
  413. {
  414. viewMode = ViewMode.miniMap;
  415. int index = 0;
  416. for (int i = 0; i < GlobalData.qXZDatas.Count; i++)
  417. {
  418. dropUnits[i].Init(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD, GlobalData.qXZDatas[i].STNM,
  419. GlobalData.qXZDatas[i].dropSum6.ToString());
  420. index++;
  421. }
  422. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  423. {
  424. dropUnits[i + index].Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD,
  425. GlobalData.sWZDatas[i].STNM, GlobalData.sWZDatas[i].dropSum6.ToString());
  426. }
  427. }
  428. if (weatherUnits.Count <= 0)
  429. {
  430. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  431. {
  432. GameObject gameObject = Instantiate(weatherUnitPrefab);
  433. WeatherUnit weatherUnit = gameObject.GetComponent<WeatherUnit>();
  434. weatherUnit.transform.SetParent(miniMapSWContent.transform);
  435. weatherUnit.Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD, GlobalData.sWZDatas[i].STNM,
  436. GlobalData.sWZDatas[i].wth);
  437. weatherUnits.Add(weatherUnit);
  438. weatherUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  439. weatherUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(10));
  440. weatherUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  441. weatherUnit.bingObj.transform.localScale = Vector3.one;
  442. weatherUnit.bingObj.transform.localPosition =
  443. CoordinateConverter.GeoToUGUISmall(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD);
  444. weatherUnit.bingObj.name = GlobalData.sWZDatas[i].STNM;
  445. }
  446. }
  447. else
  448. {
  449. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  450. {
  451. weatherUnits[i].Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD,
  452. GlobalData.sWZDatas[i].STNM, GlobalData.sWZDatas[i].wth);
  453. }
  454. }
  455. miniMap.gameObject.SetActive(true);
  456. main.gameObject.SetActive(false);
  457. }
  458. public void SetBengZhanJianKongData(BengZhanJianKongData[] datas)
  459. {
  460. for (int i = 0; i < currentBengZhanJianKongItems.Count; i++)
  461. {
  462. Destroy(currentBengZhanJianKongItems[i].gameObject);
  463. }
  464. BengZhanJianKongDatas = new List<BengZhanJianKongData>();
  465. BengZhanJianKongDatas.AddRange(datas);
  466. if (BengZhanJianKongDatas != null && BengZhanJianKongDatas.Count > 0)
  467. {
  468. for (int i = 0; i < BengZhanJianKongDatas.Count; i++)
  469. {
  470. BengZhanJianKongItem tempItem = Instantiate(BengZhanJianKongItemOri, _bengZhanJianKongContent)
  471. .GetComponent<BengZhanJianKongItem>();
  472. tempItem.Init();
  473. tempItem.SetData(BengZhanJianKongDatas[i]);
  474. currentBengZhanJianKongItems.Add(tempItem);
  475. }
  476. }
  477. }
  478. public async void SetCurrentDataToPanel(int type)
  479. {
  480. if (currentDataType == type)
  481. {
  482. return;
  483. }
  484. StaticLod.instance.OnFoucusStatic(type);
  485. currentDataType = type;
  486. _DeviceTrendPanel.currentType = currentDataType;
  487. //水位图标
  488. CreatShuiWeiIcon();
  489. FindShuiWeiTargetObje();
  490. //水压图标
  491. CreatShuiYaIcon();
  492. FindShuiYaTargetObje();
  493. //位移图标
  494. CreatWeiYiIcon();
  495. FindWeiYiTargetObje();
  496. SetObsIconActive(obsToggle.isOn);
  497. SetShuiWeiIconActive(false);
  498. SetShuiYaIconActive(false);
  499. SetWeiYiIconActive(false);
  500. SetGongChengLieBiaoData();
  501. loading.gameObject.SetActive(true);
  502. if (currentDataType == 0)
  503. {
  504. if (GlobalData.buYuanSensorData == null || GlobalData.buYuanSensorData.data.Count < 1)
  505. {
  506. await HttpHelper._Instance.SendBuYuan_GetSensorData();
  507. }
  508. }
  509. else {
  510. if (GlobalData.taoKouSensorData == null || GlobalData.taoKouSensorData.data.Count < 1)
  511. {
  512. await HttpHelper._Instance.SendTaoKou_GetSensorData();
  513. }
  514. }
  515. loading.gameObject.SetActive(false);
  516. SetZhaZhanJianKongData();
  517. }
  518. public void SetZhaZhanJianKongData()
  519. {
  520. List<ZhaZhanJianKongData> datas = new List<ZhaZhanJianKongData>();
  521. var tempSensorData = currentDataType == 0 ? GlobalData.buYuanSensorData.data : GlobalData.taoKouSensorData.data;
  522. Debug.Log(tempSensorData.Count);
  523. for (int i = 0; i < tempSensorData.Count; i++)
  524. {
  525. datas.Add(new ZhaZhanJianKongData()
  526. {
  527. name = "闸门_" + tempSensorData[i].sensor_id,
  528. openValue = tempSensorData[i].opening_degree * 0.01f,
  529. state = tempSensorData[i].gate_open
  530. ? ZhaZhanState.open
  531. : ZhaZhanState.close,
  532. });
  533. }
  534. for (int i = 0; i < currentZhaZhanJianKongItems.Count; i++)
  535. {
  536. Destroy(currentZhaZhanJianKongItems[i].gameObject);
  537. }
  538. currentZhaZhanJianKongItems.Clear();
  539. if (datas != null && datas.Count > 0)
  540. {
  541. for (int i = 0; i < datas.Count; i++)
  542. {
  543. ZhaZhanJianKongItem tempItem = Instantiate(ZhaZhanJianKongItemOri, _zhaZhanJianKongContent)
  544. .GetComponent<ZhaZhanJianKongItem>();
  545. tempItem.Init();
  546. tempItem.SetData(datas[i]);
  547. currentZhaZhanJianKongItems.Add(tempItem);
  548. }
  549. }
  550. }
  551. public void SetShuiWenJianCeData(ShuiWenJianCeData data)
  552. {
  553. currentShuiWenJianCeData = data;
  554. if (currentShuiWenJianCeData != null)
  555. {
  556. _wenduText.text = $"{currentShuiWenJianCeData.wendu}<size=12><color=#A5BBE2>\u2103</color></size>";
  557. _shiduText.text = $"{currentShuiWenJianCeData.shidu} <size=12><color=#A5BBE2>%</color></size>";
  558. _qiyaText.text = $"{currentShuiWenJianCeData.qiya} <size=12><color=#A5BBE2>kPa</color></size>";
  559. _fengXiangText.text = $"{currentShuiWenJianCeData.fengxiang} <size=12><color=#A5BBE2>风</color></size>";
  560. _fengLiText.text = $"{currentShuiWenJianCeData.fengli} <size=12><color=#A5BBE2>级</color></size>";
  561. _yuLiangText.text = $"{currentShuiWenJianCeData.yuliang} <size=12><color=#A5BBE2>mm</color></size>";
  562. }
  563. }
  564. public void SetGongChengJianCe(GongChengJianCeData data)
  565. {
  566. currentGongChengJianCeData = data;
  567. if (currentGongChengJianCeData != null)
  568. {
  569. _pingJunLiuLiangText.text = $"{currentGongChengJianCeData.pinJunLiuLiang}";
  570. _zuiGaoShuiWeiText.text = $"{currentGongChengJianCeData.zuiGaoShuiWei}";
  571. _zuiDaLiuLiangText.text = $"{currentGongChengJianCeData.zuiDaLiuLiang}";
  572. _gongChengGaoJingText.text = $"{currentGongChengJianCeData.gongChengJingGao}";
  573. _zhengChangYunXingText.text = $"{currentGongChengJianCeData.zhengChangYunXing}";
  574. }
  575. }
  576. public void SetGongChengLieBiaoData()
  577. {
  578. List<GongChengLieBiaoData> datas = new List<GongChengLieBiaoData>();
  579. //水位
  580. foreach (var tempData in currentDataType==0?GlobalData.BuYuanShuiWeiDataList:GlobalData.TaoKouShuiWeiDataList)
  581. {
  582. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  583. tempLieBiaoData.name = tempData.name;
  584. tempLieBiaoData.type = GongChengType.shuiWei;
  585. tempLieBiaoData.state = GongChengState.normal;
  586. tempLieBiaoData.sid = tempData.sid;
  587. tempLieBiaoData.gid = tempData.gid;
  588. datas.Add(tempLieBiaoData);
  589. }
  590. //水压
  591. foreach (var tempData in currentDataType==0?GlobalData.BuYuanShuiYaDataList:GlobalData.TaoKouShuiYaDataList)
  592. {
  593. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  594. tempLieBiaoData.name = tempData.name;
  595. tempLieBiaoData.type = GongChengType.shuiYa;
  596. tempLieBiaoData.state = GongChengState.normal;
  597. tempLieBiaoData.sid = tempData.sid;
  598. tempLieBiaoData.gid = tempData.gid;
  599. datas.Add(tempLieBiaoData);
  600. }
  601. //位移
  602. foreach (var tempData in currentDataType==0?GlobalData.BuYuanWeiYiDataList:GlobalData.TaoKouWeiYiDataList)
  603. {
  604. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  605. tempLieBiaoData.name = tempData.name;
  606. tempLieBiaoData.type = GongChengType.weiYi;
  607. tempLieBiaoData.state = GongChengState.normal;
  608. tempLieBiaoData.sid = tempData.sid;
  609. tempLieBiaoData.gid = tempData.gid;
  610. datas.Add(tempLieBiaoData);
  611. }
  612. //监控
  613. foreach (var tempData in currentDataType==0?GlobalData.obsDatas_by:GlobalData.obsDatas_tk)
  614. {
  615. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  616. tempLieBiaoData.name = tempData.name;
  617. tempLieBiaoData.type = GongChengType.shiPin;
  618. tempLieBiaoData.state = tempData.status ? GongChengState.normal : GongChengState.warning;
  619. tempLieBiaoData.sid = "";
  620. tempLieBiaoData.gid = "";//监控没有这玩意
  621. datas.Add(tempLieBiaoData);
  622. }
  623. GClist_QuanBuButton.GetComponentInChildren<Text>().color = Color.white;
  624. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  625. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  626. GClist_WeiYiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  627. GClist_ShiPinButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  628. for (int i = 0; i < currentGongChengLieBiaoItems.Count; i++)
  629. {
  630. Destroy(currentGongChengLieBiaoItems[i].gameObject);
  631. }
  632. currentGongChengLieBiaoItems = new List<GongChengLieBiaoItem>();
  633. for (int i = 0; i < datas.Count; i++)
  634. {
  635. GongChengLieBiaoItem tempItem = Instantiate(GongChengLieBiaoItemOri, _gongChengLieBiaoContent)
  636. .GetComponent<GongChengLieBiaoItem>();
  637. tempItem.Init();
  638. datas[i].index = i + 1;
  639. tempItem.SetData(datas[i]);
  640. currentGongChengLieBiaoItems.Add(tempItem);
  641. }
  642. }
  643. //筛选工程列表
  644. public void SeachGongChengList(GongChengType type)
  645. {
  646. GClist_QuanBuButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  647. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  648. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  649. GClist_WeiYiButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  650. GClist_ShiPinButton.GetComponentInChildren<Text>().color = new Color(0.6470588f, 0.7490196f, 0.8862745f);
  651. switch (type)
  652. {
  653. case GongChengType.all:
  654. GClist_QuanBuButton.GetComponentInChildren<Text>().color = Color.white;
  655. foreach (var obj in currentGongChengLieBiaoItems)
  656. {
  657. obj.gameObject.SetActive(true);
  658. }
  659. break;
  660. case GongChengType.shuiWei:
  661. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = Color.white;
  662. foreach (var obj in currentGongChengLieBiaoItems)
  663. {
  664. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shuiWei);
  665. }
  666. break;
  667. case GongChengType.shuiYa:
  668. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = Color.white;
  669. foreach (var obj in currentGongChengLieBiaoItems)
  670. {
  671. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shuiYa);
  672. }
  673. break;
  674. case GongChengType.weiYi:
  675. GClist_WeiYiButton.GetComponentInChildren<Text>().color = Color.white;
  676. foreach (var obj in currentGongChengLieBiaoItems)
  677. {
  678. obj.gameObject.SetActive(obj._currentData.type == GongChengType.weiYi);
  679. }
  680. break;
  681. case GongChengType.shiPin:
  682. GClist_ShiPinButton.GetComponentInChildren<Text>().color = Color.white;
  683. foreach (var obj in currentGongChengLieBiaoItems)
  684. {
  685. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shiPin);
  686. }
  687. break;
  688. }
  689. }
  690. //监控列表
  691. public async void CreatObsItem()
  692. {
  693. await new WaitUntil(() => { return GlobalData.obsDatas_by.Count > 0 && GlobalData.obsDatas_tk.Count > 0; });
  694. _obsItems = new List<ObsItem>();
  695. _obsIconCtrls = new List<ObsIconCtrl>();
  696. for (int i = 0; i < _obsItems.Count; i++)
  697. {
  698. Destroy(_obsItems[i].gameObject);
  699. }
  700. for (int i = 0; i < _obsIconCtrls.Count; i++)
  701. {
  702. Destroy(_obsIconCtrls[i].gameObject);
  703. }
  704. for (int i = 0; i < GlobalData.obsDatas_by.Count; i++)
  705. {
  706. //Debug.Log(GlobalData.obsDatas_by[i].name + ":000:" + GlobalData.obsDatas_by[i].targetName);
  707. ObsItem tempItem = Instantiate(obsItemPrefab, obsItemContent).GetComponent<ObsItem>();
  708. tempItem.SetData(GlobalData.obsDatas_by[i]);
  709. int tempi = i;
  710. tempItem._button.onClick.AddListener(() =>
  711. {
  712. GCJKLayer._Instance.ShowObsPlayerPanel(GlobalData.obsDatas_by[tempi]);
  713. });
  714. _obsItems.Add(tempItem);
  715. ObsIconCtrl tempIcon = Instantiate(obsIconPrefab, _obsIconContent).GetComponent<ObsIconCtrl>();
  716. //Debug.Log(GlobalData.obsDatas_by[i].name + ":111:" + GlobalData.obsDatas_by[i].targetName);
  717. tempIcon.Init(GlobalData.obsDatas_by[i]);
  718. _obsIconCtrls.Add(tempIcon);
  719. //Debug.Log(StaticLod.instance.GetStaticObj(GlobalData.obsDatas[i].name).gameObject.name);
  720. }
  721. for (int i = 0; i < GlobalData.obsDatas_tk.Count; i++)
  722. {
  723. //Debug.LogError(GlobalData.obsDatas_tk[i].targetName);
  724. ObsItem tempItem = Instantiate(obsItemPrefab, obsItemContent).GetComponent<ObsItem>();
  725. tempItem.SetData(GlobalData.obsDatas_tk[i]);
  726. int tempi = i;
  727. tempItem._button.onClick.AddListener(() =>
  728. {
  729. GCJKLayer._Instance.ShowObsPlayerPanel(GlobalData.obsDatas_tk[tempi]);
  730. });
  731. _obsItems.Add(tempItem);
  732. ObsIconCtrl tempIcon = Instantiate(obsIconPrefab, _obsIconContent).GetComponent<ObsIconCtrl>();
  733. tempIcon.Init(GlobalData.obsDatas_tk[i]);
  734. _obsIconCtrls.Add(tempIcon);
  735. //Debug.Log(StaticLod.instance.GetStaticObj(GlobalData.obsDatas[i].name).gameObject.name);
  736. }
  737. SetObsIconActive(obsToggle.isOn);
  738. }
  739. public void SearchObsItem(string s_name)
  740. {
  741. if (s_name.Equals(""))
  742. {
  743. for (int i = 0; i < _obsItems.Count; i++)
  744. {
  745. _obsItems[i].gameObject.SetActive(true);
  746. }
  747. }
  748. else
  749. {
  750. for (int i = 0; i < _obsItems.Count; i++)
  751. {
  752. _obsItems[i].gameObject.SetActive(_obsItems[i]._data.name.Contains(s_name));
  753. }
  754. }
  755. }
  756. //查找场景中的监控坐标对象
  757. public void FindObsTargetObje()
  758. {
  759. if (_obsItems == null)
  760. {
  761. return;
  762. }
  763. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(obsType.BuYuanObs.ToString());
  764. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(obsType.TaoKouObs.ToString());
  765. for (int i = 0; i < _obsItems.Count; i++)
  766. {
  767. string objName = _obsItems[i]._data.targetName;
  768. if (_obsItems[i]._data.type == obsType.BuYuanObs)
  769. {
  770. for (int j = 0; j < BY_targs.Length; j++)
  771. {
  772. if (BY_targs[j].gameObject.name == objName)
  773. {
  774. _obsItems[i]._data.targetTransform = BY_targs[j].transform;
  775. _obsIconCtrls[i].targetTransForm = BY_targs[j].transform;
  776. break;
  777. }
  778. }
  779. }
  780. else
  781. {
  782. for (int j = 0; j < TK_targs.Length; j++)
  783. {
  784. if (TK_targs[j].gameObject.name == objName)
  785. {
  786. _obsItems[i]._data.targetTransform = TK_targs[j].transform;
  787. _obsIconCtrls[i].targetTransForm = TK_targs[j].transform;
  788. break;
  789. }
  790. }
  791. }
  792. }
  793. }
  794. public void ShowObsPlayerPanel(ObsData _data)
  795. {
  796. obsPanel.gameObject.SetActive(true);
  797. obsPanel.SetObsData(_data);
  798. obsPanel.SetTitle(_data.name);
  799. }
  800. public void ShowHistoryPanle(ShuiWeiData data)
  801. {
  802. _shuiWeiHistoryPanel.SetData(data);
  803. _shuiWeiHistoryPanel.gameObject.SetActive(true);
  804. }
  805. public void SetObsIconActive(bool show)
  806. {
  807. if (_obsIconCtrls == null)
  808. {
  809. return;
  810. }
  811. for (int i = 0; i < _obsIconCtrls.Count; i++)
  812. {
  813. _obsIconCtrls[i].gameObject.SetActive(show);
  814. }
  815. }
  816. //水位图标
  817. public void CreatShuiWeiIcon()
  818. {
  819. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  820. {
  821. Destroy(_shuiWeiIconCtrls[i].gameObject);
  822. }
  823. _shuiWeiIconCtrls = new List<ShuiWeiIconCtrl>();
  824. var DataList = currentDataType == 0 ? GlobalData.BuYuanShuiWeiDataList : GlobalData.TaoKouShuiWeiDataList;
  825. for (int i = 0; i < DataList.Count; i++)
  826. {
  827. ShuiWeiIconCtrl tempIcon =
  828. Instantiate(shuiweiIconPrefab, _shuiWeiIconContent).GetComponent<ShuiWeiIconCtrl>();
  829. tempIcon.Init(DataList[i]);
  830. _shuiWeiIconCtrls.Add(tempIcon);
  831. }
  832. Debug.Log(DataList.Count);
  833. }
  834. //查找场景中的水位坐标对象
  835. public void FindShuiWeiTargetObje()
  836. {
  837. if (_shuiWeiIconCtrls == null)
  838. {
  839. return;
  840. }
  841. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(shuiWeiType.BuYuanShuiWei.ToString());
  842. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(shuiWeiType.TaoKouShuiWei.ToString());
  843. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  844. {
  845. string objName = _shuiWeiIconCtrls[i]._data.targetName;
  846. if (_shuiWeiIconCtrls[i]._data.type == shuiWeiType.BuYuanShuiWei)
  847. {
  848. for (int j = 0; j < BY_targs.Length; j++)
  849. {
  850. if (BY_targs[j].gameObject.name == objName)
  851. {
  852. _shuiWeiIconCtrls[i].targetTransForm = BY_targs[j].transform;
  853. break;
  854. }
  855. }
  856. }
  857. else
  858. {
  859. for (int j = 0; j < TK_targs.Length; j++)
  860. {
  861. if (TK_targs[j].gameObject.name == objName)
  862. {
  863. _shuiWeiIconCtrls[i].targetTransForm = TK_targs[j].transform;
  864. break;
  865. }
  866. }
  867. }
  868. }
  869. }
  870. //水压图标
  871. public void CreatShuiYaIcon()
  872. {
  873. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  874. {
  875. Destroy(_shuiYaIconCtrls[i].gameObject);
  876. }
  877. _shuiYaIconCtrls = new List<ShuiYaIconCtrl>();
  878. var DataList = currentDataType == 0 ? GlobalData.BuYuanShuiYaDataList : GlobalData.TaoKouShuiYaDataList;
  879. for (int i = 0; i < DataList.Count; i++)
  880. {
  881. ShuiYaIconCtrl tempIcon = Instantiate(shuiYaIconPrefab, _shuiYaIconContent).GetComponent<ShuiYaIconCtrl>();
  882. tempIcon.Init(DataList[i]);
  883. _shuiYaIconCtrls.Add(tempIcon);
  884. }
  885. }
  886. public void FindShuiYaTargetObje()
  887. {
  888. if (_shuiYaIconCtrls == null)
  889. {
  890. return;
  891. }
  892. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(shuiYaType.BuYuanShuiYa.ToString());
  893. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(shuiYaType.TaoKouShuiYa.ToString());
  894. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  895. {
  896. string objName = _shuiYaIconCtrls[i]._data.targetName;
  897. if (_shuiYaIconCtrls[i]._data.type == shuiYaType.BuYuanShuiYa)
  898. {
  899. for (int j = 0; j < BY_targs.Length; j++)
  900. {
  901. if (BY_targs[j].gameObject.name == objName)
  902. {
  903. _shuiYaIconCtrls[i].targetTransForm = BY_targs[j].transform;
  904. break;
  905. }
  906. }
  907. }
  908. else
  909. {
  910. for (int j = 0; j < TK_targs.Length; j++)
  911. {
  912. if (TK_targs[j].gameObject.name == objName)
  913. {
  914. _shuiYaIconCtrls[i].targetTransForm = TK_targs[j].transform;
  915. break;
  916. }
  917. }
  918. }
  919. }
  920. }
  921. //位移图标
  922. public void CreatWeiYiIcon()
  923. {
  924. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  925. {
  926. Destroy(_weiYiIconCtrls[i].gameObject);
  927. }
  928. _weiYiIconCtrls = new List<WeiYiIconCtrl>();
  929. var DataList = currentDataType == 0 ? GlobalData.BuYuanWeiYiDataList : GlobalData.TaoKouWeiYiDataList;
  930. for (int i = 0; i < DataList.Count; i++)
  931. {
  932. WeiYiIconCtrl tempIcon = Instantiate(weiYiIconPrefab, _weiYiIconContent).GetComponent<WeiYiIconCtrl>();
  933. tempIcon.Init(DataList[i]);
  934. _weiYiIconCtrls.Add(tempIcon);
  935. }
  936. }
  937. public void FindWeiYiTargetObje()
  938. {
  939. if (_weiYiIconCtrls == null)
  940. {
  941. return;
  942. }
  943. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(weiYiType.BuYuanWeiYi.ToString());
  944. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(weiYiType.TaoKouWeiYi.ToString());
  945. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  946. {
  947. string objName = _weiYiIconCtrls[i]._data.targetName;
  948. if (_weiYiIconCtrls[i]._data.type == weiYiType.BuYuanWeiYi)
  949. {
  950. for (int j = 0; j < BY_targs.Length; j++)
  951. {
  952. if (BY_targs[j].gameObject.name == objName)
  953. {
  954. _weiYiIconCtrls[i].targetTransForm = BY_targs[j].transform;
  955. break;
  956. }
  957. }
  958. }
  959. else
  960. {
  961. for (int j = 0; j < TK_targs.Length; j++)
  962. {
  963. if (TK_targs[i].gameObject.name == objName)
  964. {
  965. _weiYiIconCtrls[i].targetTransForm = TK_targs[j].transform;
  966. break;
  967. }
  968. }
  969. }
  970. }
  971. }
  972. public void SetShuiWeiIconActive(bool show)
  973. {
  974. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  975. {
  976. _shuiWeiIconCtrls[i].gameObject.SetActive(show);
  977. }
  978. }
  979. public void SetShuiYaIconActive(bool show)
  980. {
  981. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  982. {
  983. _shuiYaIconCtrls[i].gameObject.SetActive(show);
  984. }
  985. }
  986. public void SetWeiYiIconActive(bool show)
  987. {
  988. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  989. {
  990. _weiYiIconCtrls[i].gameObject.SetActive(show);
  991. }
  992. }
  993. }