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(async() => {
  352. if(GlobalData.qXZDatas.Count < 1 || GlobalData.sWZDatas.Count < 1)
  353. await HttpHelper._Instance.InitGCJKData();
  354. GameObject shaPan = GameObject.FindGameObjectWithTag("ShaPan");
  355. CameraManager.SwitchCamera(1);
  356. if (dropUnits.Count <= 0)
  357. {
  358. CameraManager.SwitchCamera(1);
  359. viewMode = ViewMode.miniMap;
  360. dropUnits = new List<DropUnit>();
  361. weatherUnits = new List<WeatherUnit>();
  362. for (int i = 0; i < GlobalData.qXZDatas.Count; i++)
  363. {
  364. GameObject gameObject = Instantiate(dropUnitPrefab);
  365. DropUnit dropUnit = gameObject.GetComponent<DropUnit>();
  366. dropUnit.transform.SetParent(miniMapQXContent.transform);
  367. dropUnit.Init(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD, GlobalData.qXZDatas[i].STNM, GlobalData.qXZDatas[i].dropSum6.ToString());
  368. dropUnits.Add(dropUnit);
  369. dropUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  370. dropUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(7));
  371. dropUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  372. dropUnit.bingObj.transform.localScale = Vector3.one;
  373. dropUnit.bingObj.transform.localPosition = CoordinateConverter.GeoToUGUISmall(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD);
  374. dropUnit.bingObj.name = GlobalData.qXZDatas[i].STNM;
  375. }
  376. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  377. {
  378. GameObject gameObject = Instantiate(dropUnitPrefab);
  379. DropUnit dropUnit = gameObject.GetComponent<DropUnit>();
  380. dropUnit.transform.SetParent(miniMapSWContent.transform);
  381. dropUnit.Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD, GlobalData.sWZDatas[i].STNM, GlobalData.sWZDatas[i].dropSum6.ToString());
  382. dropUnits.Add(dropUnit);
  383. dropUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  384. dropUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(8));
  385. dropUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  386. dropUnit.bingObj.transform.localScale = Vector3.one;
  387. dropUnit.bingObj.transform.localPosition = CoordinateConverter.GeoToUGUISmall(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD);
  388. dropUnit.bingObj.name = GlobalData.sWZDatas[i].STNM;
  389. }
  390. }
  391. else {
  392. for (int i = 0; i < GlobalData.qXZDatas.Count; i++)
  393. {
  394. dropUnits[i].Init(GlobalData.qXZDatas[i].LGTD, GlobalData.qXZDatas[i].LTTD, GlobalData.qXZDatas[i].STNM, GlobalData.qXZDatas[i].dropSum6.ToString());
  395. }
  396. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  397. {
  398. dropUnits[i].Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD, GlobalData.sWZDatas[i].STNM, GlobalData.sWZDatas[i].dropSum6.ToString());
  399. }
  400. }
  401. if (weatherUnits.Count <= 0)
  402. {
  403. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  404. {
  405. GameObject gameObject = Instantiate(weatherUnitPrefab);
  406. WeatherUnit weatherUnit = gameObject.GetComponent<WeatherUnit>();
  407. weatherUnit.transform.SetParent(miniMapSWContent.transform);
  408. weatherUnit.Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD, GlobalData.sWZDatas[i].STNM, GlobalData.sWZDatas[i].wth);
  409. weatherUnits.Add(weatherUnit);
  410. weatherUnit.bingObj = Instantiate(runtimePointObj).gameObject;
  411. weatherUnit.bingObj.transform.SetParent(shaPan.transform.GetChild(8));
  412. weatherUnit.bingObj.transform.localEulerAngles = Vector3.zero;
  413. weatherUnit.bingObj.transform.localScale = Vector3.one;
  414. weatherUnit.bingObj.transform.localPosition = CoordinateConverter.GeoToUGUISmall(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD);
  415. weatherUnit.bingObj.name = GlobalData.sWZDatas[i].STNM;
  416. }
  417. }
  418. else {
  419. for (int i = 0; i < GlobalData.sWZDatas.Count; i++)
  420. {
  421. weatherUnits[i].Init(GlobalData.sWZDatas[i].LGTD, GlobalData.sWZDatas[i].LTTD, GlobalData.sWZDatas[i].STNM, GlobalData.sWZDatas[i].wth);
  422. }
  423. }
  424. miniMap.gameObject.SetActive(true);
  425. main.gameObject.SetActive(false);
  426. });
  427. exitGlobalWeatherBtn.onClick.AddListener(() =>
  428. {
  429. CameraManager.SwitchCamera(0);
  430. viewMode = ViewMode.normal;
  431. miniMap.gameObject.SetActive(false);
  432. main.gameObject.SetActive(true);
  433. });
  434. qxDataBtn.onClick.AddListener(() =>
  435. {
  436. miniMapQXContent.gameObject.SetActive(true);
  437. miniMapSWContent.gameObject.SetActive(false);
  438. qxDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = highLightBtn;
  439. swDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = normalBtn;
  440. weatherToggle.gameObject.SetActive(false);
  441. });
  442. swDataBtn.onClick.AddListener(() =>
  443. {
  444. miniMapQXContent.gameObject.SetActive(false);
  445. miniMapSWContent.gameObject.SetActive(true);
  446. swDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = highLightBtn;
  447. qxDataBtn.GetComponent<UnityEngine.UI.Image>().sprite = normalBtn;
  448. weatherToggle.gameObject.SetActive(true);
  449. });
  450. dropToggle.onValueChanged.AddListener((active) =>
  451. {
  452. for (int i = 0; i < dropUnits.Count; i++) {
  453. dropUnits[i].gameObject.SetActive(active);
  454. }
  455. });
  456. weatherToggle.onValueChanged.AddListener((active) =>
  457. {
  458. for (int i = 0; i < weatherUnits.Count; i++)
  459. {
  460. weatherUnits[i].gameObject.SetActive(active);
  461. }
  462. });
  463. }
  464. public void SetBengZhanJianKongData(BengZhanJianKongData[] datas)
  465. {
  466. for (int i = 0; i < currentBengZhanJianKongItems.Count; i++)
  467. {
  468. Destroy(currentBengZhanJianKongItems[i].gameObject);
  469. }
  470. BengZhanJianKongDatas = new List<BengZhanJianKongData>();
  471. BengZhanJianKongDatas.AddRange(datas);
  472. if (BengZhanJianKongDatas != null && BengZhanJianKongDatas.Count > 0)
  473. {
  474. for (int i = 0; i < BengZhanJianKongDatas.Count; i++)
  475. {
  476. BengZhanJianKongItem tempItem = Instantiate(BengZhanJianKongItemOri, _bengZhanJianKongContent)
  477. .GetComponent<BengZhanJianKongItem>();
  478. tempItem.Init();
  479. tempItem.SetData(BengZhanJianKongDatas[i]);
  480. currentBengZhanJianKongItems.Add(tempItem);
  481. }
  482. }
  483. }
  484. public void SetZhaZhanJianKongData()
  485. {
  486. ZhaZhanJianKongData[] datas = new ZhaZhanJianKongData[GlobalData.buYuanSensorData.data.Count];
  487. for (int i = 0; i < datas.Length; i++)
  488. {
  489. datas[i] = new ZhaZhanJianKongData()
  490. {
  491. name = "闸门_" + GlobalData.buYuanSensorData.data[i].sensor_id,
  492. openValue = GlobalData.buYuanSensorData.data[i].gate_open ? 1 : 0,
  493. state = GlobalData.buYuanSensorData.data[i].gate_open
  494. ? ZhaZhanState.open
  495. : ZhaZhanState.close,
  496. //DevicesData._Instance.buYuanSensorData
  497. };
  498. }
  499. for (int i = 0; i < currentZhaZhanJianKongItems.Count; i++)
  500. {
  501. Destroy(currentZhaZhanJianKongItems[i].gameObject);
  502. }
  503. currentZhaZhanJianKongItems.Clear();
  504. if (datas != null && datas.Length > 0)
  505. {
  506. for (int i = 0; i < datas.Length; i++)
  507. {
  508. ZhaZhanJianKongItem tempItem = Instantiate(ZhaZhanJianKongItemOri, _zhaZhanJianKongContent)
  509. .GetComponent<ZhaZhanJianKongItem>();
  510. tempItem.Init();
  511. tempItem.SetData(datas[i]);
  512. currentZhaZhanJianKongItems.Add(tempItem);
  513. }
  514. }
  515. }
  516. public void SetShuiWenJianCeData(ShuiWenJianCeData data)
  517. {
  518. currentShuiWenJianCeData = data;
  519. if (currentShuiWenJianCeData != null)
  520. {
  521. _wenduText.text = $"{currentShuiWenJianCeData.wendu}<size=12><color=#A5BBE2>\u2103</color></size>";
  522. _shiduText.text = $"{currentShuiWenJianCeData.shidu} <size=12><color=#A5BBE2>%</color></size>";
  523. _qiyaText.text = $"{currentShuiWenJianCeData.qiya} <size=12><color=#A5BBE2>kPa</color></size>";
  524. _fengXiangText.text = $"{currentShuiWenJianCeData.fengxiang} <size=12><color=#A5BBE2>风</color></size>";
  525. _fengLiText.text = $"{currentShuiWenJianCeData.fengli} <size=12><color=#A5BBE2>级</color></size>";
  526. _yuLiangText.text = $"{currentShuiWenJianCeData.yuliang} <size=12><color=#A5BBE2>mm</color></size>";
  527. }
  528. }
  529. public void SetGongChengJianCe(GongChengJianCeData data)
  530. {
  531. currentGongChengJianCeData = data;
  532. if (currentGongChengJianCeData != null)
  533. {
  534. _pingJunLiuLiangText.text = $"{currentGongChengJianCeData.pinJunLiuLiang}";
  535. _zuiGaoShuiWeiText.text = $"{currentGongChengJianCeData.zuiGaoShuiWei}";
  536. _zuiDaLiuLiangText.text = $"{currentGongChengJianCeData.zuiDaLiuLiang}";
  537. _gongChengGaoJingText.text = $"{currentGongChengJianCeData.gongChengJingGao}";
  538. _zhengChangYunXingText.text = $"{currentGongChengJianCeData.zhengChangYunXing}";
  539. }
  540. }
  541. public void SetGongChengLieBiaoData()
  542. {
  543. List<GongChengLieBiaoData> datas =new List<GongChengLieBiaoData>();
  544. //水位
  545. foreach (var tempData in GlobalData.BuYuanShuiWeiDataList)
  546. {
  547. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  548. tempLieBiaoData.name = tempData.name;
  549. tempLieBiaoData.type = GongChengType.shuiWei;
  550. tempLieBiaoData.state = GongChengState.normal;
  551. datas.Add(tempLieBiaoData);
  552. }
  553. //水压
  554. foreach (var tempData in GlobalData.BuYuanShuiYaDataList)
  555. {
  556. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  557. tempLieBiaoData.name = tempData.name;
  558. tempLieBiaoData.type = GongChengType.shuiYa;
  559. tempLieBiaoData.state = GongChengState.normal;
  560. datas.Add(tempLieBiaoData);
  561. }
  562. //位移
  563. foreach (var tempData in GlobalData.BuYuanWeiYiDataList)
  564. {
  565. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  566. tempLieBiaoData.name = tempData.name;
  567. tempLieBiaoData.type = GongChengType.weiYi;
  568. tempLieBiaoData.state = GongChengState.normal;
  569. datas.Add(tempLieBiaoData);
  570. }
  571. //监控
  572. foreach (var tempData in GlobalData.obsDatas)
  573. {
  574. GongChengLieBiaoData tempLieBiaoData = new GongChengLieBiaoData();
  575. tempLieBiaoData.name = tempData.name;
  576. tempLieBiaoData.type = GongChengType.shiPin;
  577. tempLieBiaoData.state = tempData.status ? GongChengState.normal : GongChengState.warning;
  578. datas.Add(tempLieBiaoData);
  579. }
  580. GClist_QuanBuButton.GetComponentInChildren<Text>().color = Color.white;
  581. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color=new Color(0.6470588f,0.7490196f,0.8862745f);
  582. GClist_ShuiYaButton.GetComponentInChildren<Text>().color=new Color(0.6470588f,0.7490196f,0.8862745f);
  583. GClist_WeiYiButton.GetComponentInChildren<Text>().color=new Color(0.6470588f,0.7490196f,0.8862745f);
  584. GClist_ShiPinButton.GetComponentInChildren<Text>().color=new Color(0.6470588f,0.7490196f,0.8862745f);
  585. for (int i = 0; i < currentGongChengLieBiaoItems.Count; i++)
  586. {
  587. Destroy(currentGongChengLieBiaoItems[i].gameObject);
  588. }
  589. currentGongChengLieBiaoItems = new List<GongChengLieBiaoItem>();
  590. for (int i = 0; i < datas.Count; i++)
  591. {
  592. GongChengLieBiaoItem tempItem = Instantiate(GongChengLieBiaoItemOri, _gongChengLieBiaoContent)
  593. .GetComponent<GongChengLieBiaoItem>();
  594. tempItem.Init();
  595. datas[i].index = i+1;
  596. tempItem.SetData(datas[i]);
  597. currentGongChengLieBiaoItems.Add(tempItem);
  598. }
  599. }
  600. //筛选工程列表
  601. public void SeachGongChengList(GongChengType type)
  602. {
  603. GClist_QuanBuButton.GetComponentInChildren<Text>().color=new Color(0.6470588f,0.7490196f,0.8862745f);
  604. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color=new Color(0.6470588f,0.7490196f,0.8862745f);
  605. GClist_ShuiYaButton.GetComponentInChildren<Text>().color=new Color(0.6470588f,0.7490196f,0.8862745f);
  606. GClist_WeiYiButton.GetComponentInChildren<Text>().color=new Color(0.6470588f,0.7490196f,0.8862745f);
  607. GClist_ShiPinButton.GetComponentInChildren<Text>().color=new Color(0.6470588f,0.7490196f,0.8862745f);
  608. switch (type)
  609. {
  610. case GongChengType.all:
  611. GClist_QuanBuButton.GetComponentInChildren<Text>().color = Color.white;
  612. foreach (var obj in currentGongChengLieBiaoItems)
  613. {
  614. obj.gameObject.SetActive(true);
  615. }
  616. break;
  617. case GongChengType.shuiWei:
  618. GClist_ShuiWeiButton.GetComponentInChildren<Text>().color = Color.white;
  619. foreach (var obj in currentGongChengLieBiaoItems)
  620. {
  621. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shuiWei);
  622. }
  623. break;
  624. case GongChengType.shuiYa:
  625. GClist_ShuiYaButton.GetComponentInChildren<Text>().color = Color.white;
  626. foreach (var obj in currentGongChengLieBiaoItems)
  627. {
  628. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shuiYa);
  629. }
  630. break;
  631. case GongChengType.weiYi:
  632. GClist_WeiYiButton.GetComponentInChildren<Text>().color = Color.white;
  633. foreach (var obj in currentGongChengLieBiaoItems)
  634. {
  635. obj.gameObject.SetActive(obj._currentData.type == GongChengType.weiYi);
  636. }
  637. break;
  638. case GongChengType.shiPin:
  639. GClist_ShiPinButton.GetComponentInChildren<Text>().color = Color.white;
  640. foreach (var obj in currentGongChengLieBiaoItems)
  641. {
  642. obj.gameObject.SetActive(obj._currentData.type == GongChengType.shiPin);
  643. }
  644. break;
  645. }
  646. }
  647. //监控列表
  648. public async Task CreatObsItem()
  649. {
  650. await new WaitUntil(() =>
  651. {
  652. return GlobalData.obsDatas.Count > 0;
  653. });
  654. _obsItems = new List<ObsItem>();
  655. _obsIconCtrls = new List<ObsIconCtrl>();
  656. for (int i = 0; i < GlobalData.obsDatas.Count; i++)
  657. {
  658. ObsItem tempItem = Instantiate(obsItemPrefab, obsItemContent).GetComponent<ObsItem>();
  659. tempItem.SetData(GlobalData.obsDatas[i]);
  660. _obsItems.Add(tempItem);
  661. ObsIconCtrl tempIcon = Instantiate(obsIconPrefab, _obsIconContent).GetComponent<ObsIconCtrl>();
  662. tempIcon.Init(GlobalData.obsDatas[i]);
  663. _obsIconCtrls.Add(tempIcon);
  664. //Debug.Log(StaticLod.instance.GetStaticObj(GlobalData.obsDatas[i].name).gameObject.name);
  665. }
  666. SetObsIconActive(obsToggle.isOn);
  667. }
  668. public void SearchObsItem(string s_name)
  669. {
  670. if (s_name.Equals(""))
  671. {
  672. for (int i = 0; i < _obsItems.Count; i++)
  673. {
  674. _obsItems[i].gameObject.SetActive(true);
  675. }
  676. }
  677. else
  678. {
  679. for (int i = 0; i < _obsItems.Count; i++)
  680. {
  681. _obsItems[i].gameObject.SetActive(_obsItems[i]._data.name.Contains(s_name));
  682. }
  683. }
  684. }
  685. //查找场景中的监控坐标对象
  686. public void FindObsTargetObje()
  687. {
  688. if (_obsItems == null)
  689. {
  690. return;
  691. }
  692. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(obsType.BuYuanObs.ToString());
  693. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(obsType.TaoKouObs.ToString());
  694. for (int i = 0; i < _obsItems.Count; i++)
  695. {
  696. string objName = _obsItems[i]._data.targetName;
  697. if (_obsItems[i]._data.type == obsType.BuYuanObs)
  698. {
  699. for (int j = 0; j < BY_targs.Length; j++)
  700. {
  701. if (BY_targs[j].gameObject.name == objName)
  702. {
  703. _obsItems[i]._data.targetTransform = BY_targs[j].transform;
  704. _obsIconCtrls[i].targetTransForm = BY_targs[j].transform;
  705. break;
  706. }
  707. }
  708. }
  709. else
  710. {
  711. for (int j = 0; j < TK_targs.Length; j++)
  712. {
  713. if (TK_targs[j].gameObject.name == objName)
  714. {
  715. _obsItems[i]._data.targetTransform = TK_targs[j].transform;
  716. _obsIconCtrls[i].targetTransForm = TK_targs[j].transform;
  717. break;
  718. }
  719. }
  720. }
  721. }
  722. }
  723. public void ShowObsPlayerPanel(ObsData _data)
  724. {
  725. obsPanel.gameObject.SetActive(true);
  726. obsPanel.SetObsData(_data);
  727. obsPanel.SetTitle(_data.name);
  728. }
  729. public void ShowHistoryPanle(ShuiWeiData data)
  730. {
  731. _shuiWeiHistoryPanel.SetData(data);
  732. _shuiWeiHistoryPanel.gameObject.SetActive(true);
  733. }
  734. public void SetObsIconActive(bool show)
  735. {
  736. if (_obsIconCtrls == null)
  737. {
  738. return;
  739. }
  740. for (int i = 0; i < _obsIconCtrls.Count; i++)
  741. {
  742. _obsIconCtrls[i].gameObject.SetActive(show);
  743. }
  744. }
  745. //水位图标
  746. public void CreatShuiWeiIcon()
  747. {
  748. _shuiWeiIconCtrls = new List<ShuiWeiIconCtrl>();
  749. for (int i = 0; i < GlobalData.BuYuanShuiWeiDataList.Count; i++)
  750. {
  751. ShuiWeiIconCtrl tempIcon =
  752. Instantiate(shuiweiIconPrefab, _shuiWeiIconContent).GetComponent<ShuiWeiIconCtrl>();
  753. tempIcon.Init(GlobalData.BuYuanShuiWeiDataList[i]);
  754. _shuiWeiIconCtrls.Add(tempIcon);
  755. }
  756. creatShuiWeiIcon = true;
  757. }
  758. //查找场景中的水位坐标对象
  759. public void FindShuiWeiTargetObje()
  760. {
  761. if (_shuiWeiIconCtrls == null)
  762. {
  763. return;
  764. }
  765. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(shuiWeiType.BuYuanShuiWei.ToString());
  766. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(shuiWeiType.TaoKouShuiWei.ToString());
  767. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  768. {
  769. string objName = _shuiWeiIconCtrls[i]._data.targetName;
  770. if (_shuiWeiIconCtrls[i]._data.type == shuiWeiType.BuYuanShuiWei)
  771. {
  772. for (int j = 0; j < BY_targs.Length; j++)
  773. {
  774. if (BY_targs[j].gameObject.name == objName)
  775. {
  776. _shuiWeiIconCtrls[i].targetTransForm = BY_targs[j].transform;
  777. break;
  778. }
  779. }
  780. }
  781. else
  782. {
  783. for (int j = 0; j < TK_targs.Length; j++)
  784. {
  785. if (TK_targs[j].gameObject.name == objName)
  786. {
  787. _shuiWeiIconCtrls[i].targetTransForm = TK_targs[j].transform;
  788. break;
  789. }
  790. }
  791. }
  792. }
  793. }
  794. //水压图标
  795. public void CreatShuiYaIcon()
  796. {
  797. _shuiYaIconCtrls = new List<ShuiYaIconCtrl>();
  798. for (int i = 0; i < GlobalData.BuYuanShuiYaDataList.Count; i++)
  799. {
  800. ShuiYaIconCtrl tempIcon = Instantiate(shuiYaIconPrefab, _shuiYaIconContent).GetComponent<ShuiYaIconCtrl>();
  801. tempIcon.Init(GlobalData.BuYuanShuiYaDataList[i]);
  802. _shuiYaIconCtrls.Add(tempIcon);
  803. }
  804. creatShuiYaIcon = true;
  805. }
  806. public void FindShuiYaTargetObje()
  807. {
  808. if (_shuiYaIconCtrls == null)
  809. {
  810. return;
  811. }
  812. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(shuiYaType.BuYuanShuiYa.ToString());
  813. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(shuiYaType.TaoKouShuiYa.ToString());
  814. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  815. {
  816. string objName = _shuiYaIconCtrls[i]._data.targetName;
  817. if (_shuiYaIconCtrls[i]._data.type == shuiYaType.BuYuanShuiYa)
  818. {
  819. for (int j = 0; j < BY_targs.Length; j++)
  820. {
  821. if (BY_targs[j].gameObject.name == objName)
  822. {
  823. _shuiYaIconCtrls[i].targetTransForm = BY_targs[j].transform;
  824. break;
  825. }
  826. }
  827. }
  828. else
  829. {
  830. for (int j = 0; j < TK_targs.Length; j++)
  831. {
  832. if (TK_targs[j].gameObject.name == objName)
  833. {
  834. _shuiYaIconCtrls[i].targetTransForm = TK_targs[j].transform;
  835. break;
  836. }
  837. }
  838. }
  839. }
  840. }
  841. //位移图标
  842. public void CreatWeiYiIcon()
  843. {
  844. _weiYiIconCtrls = new List<WeiYiIconCtrl>();
  845. for (int i = 0; i < GlobalData.BuYuanWeiYiDataList.Count; i++)
  846. {
  847. WeiYiIconCtrl tempIcon = Instantiate(weiYiIconPrefab, _weiYiIconContent).GetComponent<WeiYiIconCtrl>();
  848. tempIcon.Init(GlobalData.BuYuanWeiYiDataList[i]);
  849. _weiYiIconCtrls.Add(tempIcon);
  850. }
  851. creatWeiYiIcon = true;
  852. }
  853. public void FindWeiYiTargetObje()
  854. {
  855. if (_weiYiIconCtrls == null)
  856. {
  857. return;
  858. }
  859. GameObject[] BY_targs = GameObject.FindGameObjectsWithTag(weiYiType.BuYuanWeiYi.ToString());
  860. GameObject[] TK_targs = GameObject.FindGameObjectsWithTag(weiYiType.TaoKouWeiYi.ToString());
  861. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  862. {
  863. string objName = _weiYiIconCtrls[i]._data.targetName;
  864. if (_weiYiIconCtrls[i]._data.type == weiYiType.BuYuanWeiYi)
  865. {
  866. for (int j = 0; j < BY_targs.Length; j++)
  867. {
  868. if (BY_targs[j].gameObject.name == objName)
  869. {
  870. _weiYiIconCtrls[i].targetTransForm = BY_targs[j].transform;
  871. break;
  872. }
  873. }
  874. }
  875. else
  876. {
  877. for (int j = 0; j < TK_targs.Length; j++)
  878. {
  879. if (TK_targs[i].gameObject.name == objName)
  880. {
  881. _weiYiIconCtrls[i].targetTransForm = TK_targs[j].transform;
  882. break;
  883. }
  884. }
  885. }
  886. }
  887. }
  888. public void SetShuiWeiIconActive(bool show)
  889. {
  890. for (int i = 0; i < _shuiWeiIconCtrls.Count; i++)
  891. {
  892. _shuiWeiIconCtrls[i].gameObject.SetActive(show);
  893. }
  894. }
  895. public void SetShuiYaIconActive(bool show)
  896. {
  897. for (int i = 0; i < _shuiYaIconCtrls.Count; i++)
  898. {
  899. _shuiYaIconCtrls[i].gameObject.SetActive(show);
  900. }
  901. }
  902. public void SetWeiYiIconActive(bool show)
  903. {
  904. for (int i = 0; i < _weiYiIconCtrls.Count; i++)
  905. {
  906. _weiYiIconCtrls[i].gameObject.SetActive(show);
  907. }
  908. }
  909. }