GameManager.cs 54 KB

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  1. using LitJson;
  2. using SC.XR.Unity;
  3. using System;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. using System.IO;
  7. using UnityEngine;
  8. using UnityEngine.UI;
  9. /*
  10. * 半自动交付/自动交付
  11. * 景点、触发范围、水晶点应保持顺序对应
  12. * 当前场景下景点名称不应重复
  13. * 同一景点下素材名称不应重复
  14. * ListShowObjs/ListColliderBoxs/ListCrystals半自动时在场景中推拽,全自动时全部由代码生成
  15. *
  16. * 新增锚点列表
  17. * 锚点识别图Vuforia XML和DAT文件
  18. * 各个锚点的位置信息
  19. *
  20. * 每次打开都下载vuforia文件
  21. * 自动加载生成ImageTarget
  22. *
  23. */
  24. public class GameManager : MonoSingleton<GameManager>
  25. {
  26. public Text text;
  27. public GameObject Map;
  28. /// <summary>
  29. /// 景点ID与对应的素材组合
  30. /// </summary>
  31. [SerializeField, Tooltip("景点对应的物体及景点下的素材")]
  32. private Dictionary<int, ObjectValue> ObjectValues = new Dictionary<int, ObjectValue>();
  33. public List<ObjectValue> ColliderObjectValues = new List<ObjectValue>();
  34. [Header("Spoit")]
  35. [Tooltip("景点对应的显示物体")]
  36. public List<Transform> ListShowObjs;
  37. [Tooltip("景点对应的显示物体,本地添加物体")]
  38. public List<Transform> ListLocalShowObjs;
  39. public bool isShowLoacalShowObjs = false;
  40. [Tooltip("景点对应的物体触发范围")]
  41. public List<Transform> ListColliderBoxs;
  42. private List<MeshRenderer> ListColiderBoxs_Mesh;
  43. [Tooltip("景点对应的水晶点")]
  44. public List<Transform> ListCrystals;
  45. [Tooltip("景点对应的显示物体父物体")]
  46. public Transform ObjsParent;
  47. [Tooltip("触发器父物体")]
  48. public Transform CollidersParent;
  49. [Tooltip("水晶点父物体")]
  50. public Transform CrystalsParent;
  51. [Tooltip("锚点父物体")]
  52. public Transform AnchorsParent;
  53. public GameObject ColliderItem;
  54. public GameObject CrystalItem;
  55. [Space(20)]
  56. [Tooltip("是否显示路径")]
  57. public bool IsShowLuJIng = true;
  58. [Tooltip("是否为编辑模式")]
  59. public bool IsEditor = true;
  60. [Tooltip("是否是全自动显示景点")]
  61. public bool IsAuto = true;
  62. [SerializeField, Tooltip("路径控制器")]
  63. private RouteCtr RouteCtr;
  64. [SerializeField, Tooltip("素材编辑器")]
  65. private EditorPanel m_EditorPanel;
  66. [SerializeField, Tooltip("计算人物在地图上的位置")]
  67. [Header("MinMap")]
  68. private CalMap m_CalMap;
  69. [SerializeField, Tooltip("小地图信息")]
  70. private MinMap m_MinMap;
  71. [Header("Setting")]
  72. [SerializeField, Tooltip("设置面板")]
  73. private SettingPanel m_SettingPanel;
  74. [SerializeField, Tooltip("编辑器面板")]
  75. private Transform m_EditorCanvas;
  76. [SerializeField, Tooltip("设置按钮")]
  77. private Transform m_SetBtn;
  78. [Header("地图比例")]
  79. public Transform PointA;
  80. public Transform PointB;
  81. public Transform PointC;
  82. public Transform PointD;
  83. public bool isStart; // 场景四个点已经确定
  84. public Vector2 WebMapSize;
  85. public Vector2 MapSize;
  86. public Vector2 MinMapSize = new Vector2(320, 135);
  87. public string MapPicUrl;
  88. [Header("展厅")]
  89. public GameObject MRZhanTing;
  90. public bool isPlayMRZhanTing;
  91. public IrobotMove m_IroBot;
  92. [Header("Player")]
  93. public PlayerTrigger Player;
  94. [Header("Head")]
  95. public Transform m_head;
  96. [Header("虚拟导游")]
  97. public List<IrobotMove> Irobots;
  98. /// <summary>
  99. /// 是否在触发区域内
  100. /// </summary>
  101. private bool m_IsTriggerExiting;
  102. /// <summary>
  103. /// 是否在触发区域内
  104. /// </summary>
  105. public bool IsTriggerExiting
  106. {
  107. get { return m_IsTriggerExiting; }
  108. set { m_IsTriggerExiting = value; }
  109. }
  110. /// <summary>
  111. /// 是否可以开始编辑素材
  112. /// </summary>
  113. private bool m_IsStartEditor;
  114. /// <summary>
  115. /// 是否可以开始编辑素材
  116. /// </summary>
  117. public bool IsStartEditor
  118. {
  119. get { return m_IsStartEditor; }
  120. set { m_IsStartEditor = value; }
  121. }
  122. /// <summary>
  123. /// 素材加载完成,素材prefab生成完成,开始进入运行状态
  124. /// </summary>
  125. public bool m_IsRuning;
  126. /// <summary>
  127. /// 素材加载完成,素材prefab生成完成,开始进入运行状态
  128. /// </summary>
  129. public bool IsRuning
  130. {
  131. get { return m_IsRuning; }
  132. set { m_IsRuning = value; }
  133. }
  134. /// <summary>
  135. /// 当前触发物体的下标
  136. /// </summary>
  137. private int m_SpoitIndex;
  138. /// <summary>
  139. /// 当前触发物体的下标
  140. /// </summary>
  141. public int SpoitIndex
  142. {
  143. get { return m_SpoitIndex; }
  144. set { m_SpoitIndex = value; }
  145. }
  146. /// <summary>
  147. /// 当前场景数据
  148. /// </summary>
  149. public SceneValue m_SceneValue;
  150. /// <summary>
  151. /// 当前场景数据
  152. /// </summary>
  153. public SceneValue SceneValue
  154. {
  155. get { return m_SceneValue; }
  156. set { m_SceneValue = value; }
  157. }
  158. /// <summary>
  159. /// 当前场景中的景点信息
  160. /// </summary>
  161. private List<SpoitValue> m_SpoitValues;
  162. /// <summary>
  163. /// 当前场景中的景点信息
  164. /// </summary>
  165. public List<SpoitValue> SpoitValues
  166. {
  167. get { return m_SpoitValues; }
  168. set { m_SpoitValues = value; }
  169. }
  170. /// <summary>
  171. /// 景点详情数据
  172. /// </summary>
  173. private Dictionary<int, SpoitValueDetail> m_SpoitsValueDetail;
  174. /// <summary>
  175. /// 景点详情数据
  176. /// </summary>
  177. public Dictionary<int, SpoitValueDetail> SpoitsValueDetail
  178. {
  179. get { return m_SpoitsValueDetail; }
  180. set { m_SpoitsValueDetail = value; }
  181. }
  182. public UIAnchorsPanel m_UIAnchorsPanel;
  183. private Dictionary<Anchor, MeshRenderer> m_AnchorValue;
  184. public Dictionary<Anchor, MeshRenderer> AnchorValue
  185. {
  186. get { return m_AnchorValue; }
  187. set { m_AnchorValue = value; }
  188. }
  189. private Dictionary<Anchor, GameObject> m_AnchorChild;
  190. public Dictionary<Anchor,GameObject> AnchorChild
  191. {
  192. get { return m_AnchorChild; }
  193. set { m_AnchorChild = value; }
  194. }
  195. private void Awake()
  196. {
  197. // Debug.unityLogger.logEnabled = false;
  198. }
  199. private void Start()
  200. {
  201. // PlayerPrefs.DeleteAll();
  202. isStart = false;
  203. m_SpoitsValueDetail = new Dictionary<int, SpoitValueDetail>();
  204. m_AnchorValue = new Dictionary<Anchor, MeshRenderer>();
  205. m_AnchorChild = new Dictionary<Anchor, GameObject>();
  206. SceneValue = null;
  207. m_IsStartEditor = false;
  208. m_IsRuning = false;
  209. m_SetBtn.gameObject.SetActive(false);
  210. //CalMapSize();
  211. SpoitIndex = -1;
  212. SpoitValues = new List<SpoitValue>();
  213. if (m_EditorPanel == null)
  214. {
  215. m_EditorPanel = GameObject.FindObjectOfType<EditorPanel>();
  216. }
  217. if (!IsAuto)
  218. {
  219. //GetObjectValue();
  220. //CreateSpoitValue();
  221. }
  222. else
  223. {
  224. ListShowObjs = new List<Transform>();
  225. ListColliderBoxs = new List<Transform>();
  226. ListColiderBoxs_Mesh = new List<MeshRenderer>();
  227. ListCrystals = new List<Transform>();
  228. // ListLocalShowObjs = new List<Transform>();
  229. }
  230. m_MinMap.gameObject.SetActive(false);
  231. Map.SetActive(false);
  232. }
  233. private void LateUpdate()
  234. {
  235. if (API_GSXR_Slam.GSXR_Get_Head() != null && m_IsRuning)
  236. {
  237. m_SetBtn.transform.localEulerAngles = new Vector3(0, API_GSXR_Slam.GSXR_Get_Head().localEulerAngles.y, 0);
  238. m_SetBtn.transform.localPosition = API_GSXR_Slam.GSXR_Get_Head().localPosition + Player.transform.forward * 1.3f+ new Vector3(0, 1f, 0);
  239. // m_SetBtn.transform.position = API_GSXR_Slam.GSXR_Get_Head().position + Player.transform.forward * 1.3f + new Vector3(-0.2f, 1f, 0);
  240. }
  241. }
  242. public void Init()
  243. {
  244. }
  245. private void InitCrystals()
  246. {
  247. for (int i = 0; i < ListCrystals.Count; i++)
  248. {
  249. ListCrystals[i].gameObject.SetActive(true);
  250. }
  251. }
  252. private void InitBoxColliders()
  253. {
  254. for (int i = 0; i < ListColliderBoxs.Count; i++)
  255. {
  256. ListColliderBoxs[i].gameObject.SetActive(true);
  257. }
  258. }
  259. public void IntoScene()
  260. {
  261. Map.SetActive(true);
  262. GameObject.Instantiate(Resources.Load<GameObject>("ARCamera"));
  263. // ImageTargetManager.Instance.LoadVuforiaDat();
  264. //API_GSXR_Slam.GSXR_Get_Head().localPosition = new Vector3(23.57f, 2.5f, 16.74f);
  265. //API_GSXR_Slam.GSXR_Get_Head().localEulerAngles = new Vector3(0, -35.9f, 0);
  266. StartCoroutine(StartScene(isPlayMRZhanTing));
  267. HttpSocket.Instance.SendIpToElectric();
  268. }
  269. IEnumerator StartScene( bool isPlayMRZhanTing)
  270. {
  271. yield return new WaitForSeconds(0.5f);
  272. if(isPlayMRZhanTing)
  273. {
  274. //if (!string.IsNullOrWhiteSpace(DataManager.Instance.CurrentScene.sandTable))
  275. //{
  276. MRZhanTing.gameObject.SetActive(true);
  277. MRZhanTing.transform.position = API_GSXR_Slam.GSXR_Get_Head().position + API_GSXR_Slam.GSXR_Get_Head().forward + new Vector3(0, -0.7f, 0);
  278. MRZhanTing.transform.localEulerAngles = new Vector3(0, API_GSXR_Slam.GSXR_Get_Head().eulerAngles.y, 0);
  279. yield return new WaitForSeconds(18f);
  280. MRZhanTing.gameObject.SetActive(false);
  281. //}
  282. }
  283. m_SettingPanel.gameObject.SetActive(true);
  284. m_EditorPanel.Init();
  285. m_SettingPanel.Init();
  286. if (RouteCtr.CurrentPoints.Count > 0)
  287. {
  288. Player.MovePoints = RouteCtr.CurrentPoints;
  289. //判断选择那个虚拟导游
  290. //int id = ChooseIroBot();
  291. //if (id < 3)
  292. //{
  293. //m_IroBot = Irobots[id - 1];
  294. m_IroBot.gameObject.SetActive(true);
  295. m_IroBot.Points = RouteCtr.CurrentPoints;
  296. yield return new WaitForSeconds(5f);
  297. //}
  298. }
  299. IsRuning = true;
  300. m_SetBtn.gameObject.SetActive(true);
  301. InitCrystals();
  302. InitBoxColliders();
  303. }
  304. private int ChooseIroBot()
  305. {
  306. int id = 3;
  307. var navlines = DataManager.Instance.CurrentScene.navLines;
  308. if (navlines.Count > 0)
  309. {
  310. id = navlines[0].guideMod;
  311. }
  312. return id;
  313. }
  314. /// <summary>
  315. /// 若为半自动显示素材,需要获取景点物体来为ObjectValues赋值
  316. /// </summary>
  317. private void GetObjectValue()
  318. {
  319. //for (int i = 0; i < ListShowObjs.Count; i++)
  320. //{
  321. // var spoit = ListShowObjs[i];
  322. // List<ObjectValue> values = new List<ObjectValue>();
  323. // ObjectValue objectValue = new ObjectValue(i, -1, spoit.name, spoit.gameObject, spoit.localPosition, spoit.localEulerAngles, spoit.localScale);
  324. // var editors = spoit.GetComponentsInChildren<EditorEventHandler>();
  325. // for (int j = 1; j < editors.Length; j++)
  326. // {
  327. // var obj = editors[j];
  328. // ObjectValue value = new ObjectValue(j, i, obj.name, obj.gameObject, obj.transform.localPosition, obj.transform.localEulerAngles, obj.transform.localScale);
  329. // objectValue.ChildrenObj.Add(value);
  330. // }
  331. // values.Add(objectValue);
  332. // ObjectValues.Add(i, values);
  333. //}
  334. }
  335. /// <summary>
  336. /// 半自动时创建景点信息
  337. /// </summary>
  338. //private void CreateSpoitValue()
  339. //{
  340. // if (SpoitValues == null)
  341. // {
  342. // SpoitValues = new List<SpoitValue>();
  343. // }
  344. // SpoitValues.Clear();
  345. // foreach (int id in ObjectValues.Keys)
  346. // {
  347. // var item = ObjectValues[id];
  348. // SpoitValue spoit = new SpoitValue();
  349. // spoit.id = item[0].ID;
  350. // spoit.name = item[0].matName;
  351. // for (int i = 0; i < item.Count; i++)
  352. // {
  353. // var objs = item[i];
  354. // MaterialObl materialObl = new MaterialObl();
  355. // materialObl.id = objs.ID;
  356. // materialObl.name = objs.matName;
  357. // materialObl.type = 0;
  358. // OjectTransform ojectTransform = new OjectTransform(objs.Object.transform.localPosition, objs.Object.transform.localEulerAngles, objs.Object.transform.localScale);
  359. // for (int m = 0; m < objs.ChildrenObj.Count; m++)
  360. // {
  361. // var obj = objs.ChildrenObj[i];
  362. // MaterialObjValue mat = new MaterialObjValue();
  363. // mat.name = obj.matName;
  364. // mat.type = 0;
  365. // mat.objectTransform = new OjectTransform(obj.Object.transform.localPosition, obj.Object.transform.localEulerAngles, obj.Object.transform.localScale);
  366. // materialObl.materialList.Add(mat);
  367. // }
  368. // spoit.material.Add(materialObl);
  369. // SpoitValues.Add(spoit);
  370. // }
  371. // }
  372. //}
  373. #region 设置功能
  374. public void OnEditorBtnValueChanged(bool ison)
  375. {
  376. m_EditorCanvas.gameObject.SetActive(ison);
  377. m_IsStartEditor = ison;
  378. for (int i = 0; i < ListColiderBoxs_Mesh.Count; i++)
  379. {
  380. ListColiderBoxs_Mesh[i].enabled = ison;
  381. }
  382. if (ison)
  383. {
  384. m_EditorCanvas.position = API_GSXR_Slam.GSXR_Get_Head().position + Player.transform.forward + new Vector3(0, 0.5f, 0);
  385. m_EditorCanvas.eulerAngles = new Vector3(0, API_GSXR_Slam.GSXR_Get_Head().eulerAngles.y, 0);
  386. }
  387. else
  388. {
  389. m_EditorCanvas.position = API_GSXR_Slam.GSXR_Get_Head().position + new Vector3(0, 100, 0);
  390. if (SpoitIndex >= 0 && !IsTriggerExiting)
  391. {
  392. ListShowObjs[SpoitIndex].gameObject.SetActive(false);
  393. if (isShowLoacalShowObjs)
  394. ListLocalShowObjs[SpoitIndex].gameObject.SetActive(false);
  395. ListCrystals[SpoitIndex].gameObject.SetActive(true);
  396. m_EditorPanel.ClosePanel();
  397. SpoitIndex = -1;
  398. }
  399. }
  400. }
  401. public void OnSettingBtnValueChanged(bool ison)
  402. {
  403. m_SettingPanel.gameObject.SetActive(ison);
  404. if (ison)
  405. {
  406. Debug.Log(API_GSXR_Slam.GSXR_Get_Head().forward);
  407. m_SettingPanel.transform.position = API_GSXR_Slam.GSXR_Get_Head().position + Player.transform.forward;
  408. m_SettingPanel.transform.eulerAngles = new Vector3(0, API_GSXR_Slam.GSXR_Get_Head().eulerAngles.y, 0);
  409. }
  410. }
  411. public void OnAnchorBtnValueChanged(bool ison)
  412. {
  413. foreach (var item in m_AnchorValue)
  414. {
  415. item.Value.enabled = ison;
  416. }
  417. //foreach (var item in m_AnchorChild)
  418. //{
  419. // item.Value.SetActive(ison);
  420. //}
  421. if(ison)
  422. {
  423. m_UIAnchorsPanel.transform.position = API_GSXR_Slam.GSXR_Get_Head().position + Player.transform.forward + new Vector3(0, 0.5f, 0);
  424. m_UIAnchorsPanel.transform.eulerAngles = new Vector3(0, API_GSXR_Slam.GSXR_Get_Head().eulerAngles.y, 0);
  425. }
  426. else
  427. {
  428. m_UIAnchorsPanel.transform.position = API_GSXR_Slam.GSXR_Get_Head().position + new Vector3(0, 100, 0);
  429. }
  430. }
  431. #endregion
  432. #region 获取景点信息--素材编辑模式下
  433. /// <summary>
  434. /// 获取当前景点对应的物体信息
  435. /// </summary>
  436. /// <param name="spoitID"></param>
  437. /// <returns></returns>
  438. public ObjectValue GetSpoitObjs(int spoitID)
  439. {
  440. if (ObjectValues.ContainsKey(spoitID))
  441. {
  442. return ObjectValues[spoitID];
  443. }
  444. else
  445. {
  446. return null;
  447. }
  448. }
  449. /// <summary>
  450. /// 初始化数据
  451. /// 素材编辑模式下
  452. /// </summary>
  453. /// <param name="matObjs"></param>
  454. public void InitSpoitObjs()
  455. {
  456. m_EditorPanel.InitObjTransForm();
  457. }
  458. /// <summary>
  459. /// 保存数据
  460. /// 素材编辑模式下
  461. /// </summary>
  462. /// <param name="matObjs"></param>
  463. public void SaveSpoitObjs()
  464. {
  465. m_EditorPanel.SaveObjTransForm();
  466. }
  467. public void SaveAnchorObjs( string name)
  468. {
  469. foreach (var item in AnchorValue) // 保存所有锚点
  470. {
  471. item.Key.objectTransform.SavePos(item.Value.transform.localPosition, item.Value.transform.localEulerAngles, item.Value.transform.localScale);
  472. }
  473. // 锚点发送后台
  474. m_UIAnchorsPanel.SaveAnchors(name);
  475. }
  476. #endregion
  477. #region 创建水晶点、触发器范围、显示物体
  478. public void CreateScene(SceneValue scene)
  479. {
  480. SceneValue = scene;
  481. if (m_MinMap.Map.sprite == null)
  482. {
  483. GetMinMap(scene );
  484. }
  485. else
  486. {
  487. StartCreateScene(scene);
  488. }
  489. }
  490. private void StartCreateScene(SceneValue scene)
  491. {
  492. if (scene.navLines != null && scene.navLines.Count > 0)
  493. SetRouteValue(scene.navLines);
  494. else
  495. Debug.LogError(" 当前场景未设置路径");
  496. if (scene.listSpoit != null && scene.listSpoit.Count > 0)
  497. SetSpoitValue(scene.listSpoit);
  498. else
  499. Debug.LogError(" 当前场景未创建景点");
  500. if (scene.listPicture != null && scene.listPicture.Count > 0)
  501. SetAnchor(scene.listPicture);
  502. else
  503. Debug.LogError(" 当前场景未创建锚点");
  504. //设置小地图景点
  505. // m_CalMap.SettingMapPoint(ListCrystals);
  506. UIManager.Instance.ShowUI(UINameConfig.LoadingPanel, typeof(LoadingPanel), (int)ELoadState.download);
  507. DownloadManager.Instance.UpdataData();
  508. }
  509. /// <summary>
  510. /// 获取小地图
  511. /// </summary>
  512. public void GetMinMap( SceneValue scene )
  513. {
  514. DownloadData data1 = new DownloadData();
  515. string filename = Path.GetFileName(MapPicUrl);
  516. data1.name = filename;
  517. data1.type = 1;
  518. data1.downloadPath = MapPicUrl;
  519. //data1.updateTime = (int)SceneValue.updateTime;
  520. data1.localSavePath = DownloadManager.Instance.LocaDataPath + "/map/" + filename;
  521. if(scene.width>0 &&scene.length>0)
  522. {
  523. Debug.Log(scene.width + " " + scene.length);
  524. isStart = true;
  525. PointB.position = Vector3.zero;
  526. PointB.eulerAngles = Vector3.zero;
  527. PointA.position = PointB.position + new Vector3(0, 0, scene.width);
  528. PointA.eulerAngles = Vector3.zero;
  529. PointC.position = PointB.position + new Vector3(scene.length, 0, 0);
  530. PointC.eulerAngles = Vector3.zero;
  531. PointD.position = PointB.position + new Vector3(scene.length, 0, scene.width);
  532. PointD.eulerAngles = Vector3.zero;
  533. m_CalMap.SettingMapPoint(ListCrystals);
  534. }
  535. DownloadManager.Instance.GetMapImage(data1, m_MinMap.Map, (b, tex) =>
  536. {
  537. if (b)
  538. {
  539. Sprite sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
  540. m_MinMap.Map.sprite = sprite;
  541. //m_MinMap.Map.SetNativeSize();
  542. float width = tex.width;
  543. float height = tex.height;
  544. if(width>height)
  545. {
  546. width = width / height;
  547. height = 1;
  548. }
  549. else
  550. {
  551. height = height / width;
  552. width = 1;
  553. }
  554. MinMapSize = new Vector2(width * 150, height * 150);
  555. CalMapSize();
  556. m_MinMap.Map.GetComponent<RectTransform>().sizeDelta = new Vector2( width*150,height*150 );
  557. //获取网页端
  558. WebMapSize = new Vector2((float)tex.width, (float)tex.height);
  559. if (SceneValue != null)
  560. {
  561. StartCreateScene(SceneValue);
  562. }
  563. }
  564. });
  565. }
  566. /// <summary>
  567. /// 设置景点素材信息
  568. /// </summary>
  569. /// <param name="spoits"></param>
  570. public void SetSpoitValue(List<SpoitValue> spoits)
  571. {
  572. SpoitValue spoitValue;
  573. for (int i = 0; i < spoits.Count-1; i++)
  574. {
  575. spoitValue = null;
  576. for (int j = 0; j < spoits.Count-1-i; j++)
  577. {
  578. if(spoits[j].id>spoits[j+1].id)
  579. {
  580. spoitValue = spoits[j];
  581. spoits[j] = spoits[j+1];
  582. spoits[j+1] = spoitValue;
  583. }
  584. }
  585. }
  586. SpoitValues.Clear();
  587. for (int i = 0; i < spoits.Count; i++)
  588. {
  589. var spoit = spoits[i];
  590. SpoitValue spoit1 = spoit;
  591. CreateCrystalAndTrigger(spoit);
  592. CreateMaterial(spoit, out spoit1);
  593. spoits[i] = spoit1;
  594. }
  595. for (int i = 0; i < ListColiderBoxs_Mesh.Count; i++)
  596. {
  597. ListColiderBoxs_Mesh[i].enabled = false;
  598. }
  599. SpoitValues.AddRange(spoits);
  600. SceneValue.listSpoit = SpoitValues;
  601. DataManager.Instance.Spoits = SpoitValues;
  602. }
  603. /// <summary>
  604. /// 创建水晶点和触发器
  605. /// </summary>
  606. private void CreateCrystalAndTrigger(SpoitValue spoit)
  607. {
  608. var spoitPos = Vector3.zero;
  609. if (spoit.SpoitTransform.Count > 0)
  610. {
  611. Debug.LogFormat("{0}{1}", spoit.name, "景点存在");
  612. SpoitPos trans = spoit.SpoitTransform[0];
  613. spoitPos = new Vector3((float)trans.pointRelativeX / WebMapSize.x * MapSize.x, -1f, -(float)trans.pointRelativeY / WebMapSize.y * MapSize.y);
  614. //创建水晶点
  615. var obj = Instantiate(CrystalItem, CrystalsParent);
  616. obj.name = spoit.name;
  617. obj.transform.localPosition = spoitPos;
  618. ListCrystals.Add(obj.transform);
  619. var spoitobj = CreateSpoit(spoit, spoitPos);
  620. ListShowObjs.Add(spoitobj.transform);
  621. ObjectValue spoitvalue = new ObjectValue(spoit.id, -1, spoitobj.name, spoitobj);
  622. ObjectValues.Add(spoit.id, spoitvalue);
  623. ////创建触发器
  624. //if (SpoitsValueDetail.ContainsKey(spoit.id))
  625. //{
  626. // var spoitdetail = SpoitsValueDetail[spoit.id];
  627. // var range = spoitdetail.triggerRange;
  628. // if (range.areaRelativeH == 0 && range.areaRelativeW == 0 && range.areaRelativeX == 0 && range.areaRelativeY == 0)
  629. // {
  630. // }
  631. // else
  632. // {
  633. // trans = range;
  634. // }
  635. //}
  636. //var tiggerpos = new Vector3((float)trans.areaRelativeX / WebMapSize.x * MapSize.x, -0.5f, -(float)trans.areaRelativeY / WebMapSize.y * MapSize.y);
  637. var tiggerpos = new Vector3((float)(trans.areaRelativeX + trans.areaRelativeW / 2) / WebMapSize.x * MapSize.x, -0.5f, -(float)(trans.areaRelativeY + trans.areaRelativeH / 2) / WebMapSize.y * MapSize.y);
  638. var tiggerRange = new Vector3((float)trans.areaRelativeW / WebMapSize.x * MapSize.x, 0.1f, (float)trans.areaRelativeH / WebMapSize.y * MapSize.y);
  639. var triggerobj = Instantiate(ColliderItem, CollidersParent);
  640. triggerobj.name = spoit.name;
  641. triggerobj.transform.localPosition = tiggerpos;
  642. triggerobj.transform.localScale = tiggerRange;
  643. //triggerobj.AddComponent<EditorEventHandler>().IsClickEditor = true;
  644. ObjectValue boxvalue = new ObjectValue(spoit.id, -1, triggerobj.name, triggerobj);
  645. ColliderObjectValues.Add(boxvalue);
  646. ListColliderBoxs.Add(triggerobj.transform);
  647. ListColiderBoxs_Mesh.Add(triggerobj.GetComponent<MeshRenderer>());
  648. }
  649. else
  650. {
  651. Debug.LogFormat("{0}{1}", spoit.name, "景点不存在");
  652. }
  653. }
  654. private GameObject CreateSpoit(SpoitValue spoit, Vector3 spoitPos)
  655. {
  656. //生成景点父物体
  657. GameObject spoitObj = new GameObject(spoit.name);
  658. spoitObj.transform.SetParent(ObjsParent.transform);
  659. spoitObj.AddComponent<EditorEventHandler>().IsClickEditor = false;
  660. //为景点位置信息赋值
  661. if (spoit.spoitTf.startPos == Vector3.zero && spoit.spoitTf.nowPos == Vector3.zero)
  662. {
  663. spoitObj.transform.localPosition = new Vector3(spoitPos.x, 0.5f, spoitPos.z);
  664. spoitObj.transform.localRotation = Quaternion.identity;
  665. spoitObj.transform.localScale = new Vector3(1, 1, 1);
  666. spoit.spoitTf.SetStartValue(spoitObj.transform.localPosition, spoitObj.transform.localEulerAngles, spoitObj.transform.localScale);
  667. }
  668. else
  669. {
  670. spoitObj.transform.localPosition = spoit.spoitTf.nowPos;
  671. spoitObj.transform.localEulerAngles = spoit.spoitTf.nowRot;
  672. spoitObj.transform.localScale = spoit.spoitTf.nowScale;
  673. }
  674. return spoitObj;
  675. }
  676. /// <summary>
  677. /// 创建整体素材
  678. /// 一个景点下应只有一个父物体,其他素材都在父物体下
  679. /// </summary>
  680. private void CreateMaterial(SpoitValue spoit, out SpoitValue newspoit)
  681. {
  682. var spoitValues = ObjectValues[spoit.id];
  683. var spoitObj = spoitValues.Object;
  684. //生成素材组合
  685. for (int i = 0; i < spoit.material.Count; i++)
  686. {
  687. //素材整体
  688. MaterialObl material = spoit.material[i];
  689. Debug.Log(spoit.material[i].name);
  690. //素材组物体
  691. GameObject matObj = new GameObject(material.name);
  692. matObj.transform.SetParent(spoitValues.Object.transform);
  693. if (!material.select)
  694. {
  695. matObj.transform.localPosition = Vector3.zero;
  696. matObj.transform.localEulerAngles = Vector3.zero;
  697. matObj.transform.localScale = new Vector3(1, 1, 1);
  698. material.objectTransform.SetStartValue(matObj.transform.localPosition, matObj.transform.localEulerAngles, matObj.transform.localScale);
  699. }
  700. else
  701. {
  702. matObj.transform.localPosition = material.objectTransform.nowPos;
  703. matObj.transform.localEulerAngles = material.objectTransform.nowRot;
  704. matObj.transform.localScale = material.objectTransform.nowScale;
  705. }
  706. //素材组合对应ObjectValue的
  707. ObjectValue spoitValue = new ObjectValue(i, spoit.id, material.name, matObj);
  708. //素材组合下的单个素材ObjectValue
  709. List<ObjectValue> objsvalue = null;
  710. MaterialObl newmaterial = material;
  711. //生成素材组合的ObjectValue,是对应景点的
  712. switch (material.type)
  713. {
  714. case (int)MaterialType.None:
  715. break;
  716. case (int)MaterialType.Image:
  717. case (int)MaterialType.Video:
  718. case (int)MaterialType.Model:
  719. case (int)MaterialType.Text:
  720. case (int)MaterialType.LocaImage:
  721. objsvalue = CreateSuCaiObj(material, matObj, out newmaterial);
  722. break;
  723. case (int)MaterialType.Image_Video_Text:
  724. objsvalue = CreateImage_Video_Text(material, matObj, out newmaterial);
  725. break;
  726. case (int)MaterialType.Model_Text:
  727. objsvalue = CreateModel_Text(material, matObj, out newmaterial);
  728. break;
  729. default:
  730. break;
  731. }
  732. spoit.material[i] = newmaterial;
  733. spoitValue.ChildrenObj.AddRange(objsvalue);
  734. spoitValues.ChildrenObj.Add(spoitValue);
  735. }
  736. newspoit = spoit;
  737. if (ObjectValues.ContainsKey(spoit.id))
  738. {
  739. ObjectValues[spoit.id] = spoitValues;
  740. }
  741. else
  742. {
  743. ObjectValues.Add(spoit.id, spoitValues);
  744. }
  745. spoitObj.gameObject.SetActive(false);
  746. }
  747. /// <summary>
  748. /// 编辑面板添加素材
  749. /// </summary>
  750. /// <param name="material"></param>
  751. public void AddMaterial(MaterialObl material)
  752. {
  753. if (SpoitIndex < 0)
  754. {
  755. return;
  756. }
  757. MaterialObl newmaterial = new MaterialObl();
  758. newmaterial = material;
  759. var spoit = SpoitValues[SpoitIndex];
  760. var spoitValues = ObjectValues[spoit.id];
  761. var spoitObj = spoitValues.Object;
  762. //素材组物体
  763. GameObject matObj = new GameObject(newmaterial.name + "-" + spoit.material.Count.ToString());
  764. newmaterial.name = matObj.name;
  765. matObj.transform.SetParent(spoitValues.Object.transform);
  766. if (!material.select)
  767. {
  768. matObj.transform.localPosition = Vector3.zero;
  769. matObj.transform.localEulerAngles = Vector3.zero;
  770. matObj.transform.localScale = new Vector3(1, 1, 1);
  771. newmaterial.objectTransform.SetStartValue(matObj.transform.localPosition, matObj.transform.localEulerAngles, matObj.transform.localScale);
  772. }
  773. else
  774. {
  775. matObj.transform.localPosition = newmaterial.objectTransform.nowPos;
  776. matObj.transform.localEulerAngles = newmaterial.objectTransform.nowRot;
  777. matObj.transform.localScale = newmaterial.objectTransform.nowScale;
  778. }
  779. //素材组合对应ObjectValue的
  780. ObjectValue spoitValue = new ObjectValue(spoit.material.Count, spoit.id, newmaterial.name, matObj);
  781. //素材组合下的单个素材ObjectValue
  782. List<ObjectValue> objsvalue = null;
  783. //生成素材组合的ObjectValue,是对应景点的
  784. switch (material.type)
  785. {
  786. case (int)MaterialType.None:
  787. break;
  788. case (int)MaterialType.Image:
  789. case (int)MaterialType.Video:
  790. case (int)MaterialType.Model:
  791. case (int)MaterialType.Text:
  792. case (int)MaterialType.LocaImage:
  793. objsvalue = CreateSuCaiObj(newmaterial, matObj, out newmaterial);
  794. break;
  795. case (int)MaterialType.Image_Video_Text:
  796. objsvalue = CreateImage_Video_Text(newmaterial, matObj, out newmaterial);
  797. break;
  798. case (int)MaterialType.Model_Text:
  799. objsvalue = CreateModel_Text(newmaterial, matObj, out newmaterial);
  800. break;
  801. default:
  802. break;
  803. }
  804. newmaterial.select = true;
  805. spoit.material.Add(newmaterial);
  806. spoitValue.ChildrenObj.AddRange(objsvalue);
  807. spoitValues.ChildrenObj.Add(spoitValue);
  808. if (ObjectValues.ContainsKey(spoit.id))
  809. {
  810. ObjectValues[spoit.id] = spoitValues;
  811. }
  812. else
  813. {
  814. ObjectValues.Add(spoit.id, spoitValues);
  815. }
  816. SpoitValues[SpoitIndex] = spoit;
  817. //更新编辑面板Ui
  818. UpdateEditorUI();
  819. }
  820. /// <summary>
  821. /// 创建 1图片 2视频 3模型 4文字
  822. /// </summary>
  823. /// <param name="type">素材类型</param>
  824. /// <param name="material">素材数据</param>
  825. /// <param name="spoit">景点</param>
  826. /// <returns></returns>
  827. private List<ObjectValue> CreateSuCaiObj(MaterialObl material, GameObject spoit, out MaterialObl newmaterial)
  828. {
  829. List<ObjectValue> objects = new List<ObjectValue>();
  830. List<MaterialObjValue> objs = material.materialList;
  831. newmaterial = material;
  832. //for (int i = 0; i < objs.Count; i++)
  833. //{
  834. // Debug.Log(objs[i].localSavePath);
  835. //}
  836. for (int i = 0; i < objs.Count; i++)
  837. {
  838. var mat = objs[i];
  839. GameObject go = null;
  840. switch (int.Parse(mat.type))
  841. {
  842. case (int)MaterialType.None:
  843. break;
  844. case (int)MaterialType.Image:
  845. var pImage = ResMgr.Instance.Load<GameObject>("Template/Prefab/Image");
  846. go = Instantiate(pImage, spoit.transform);
  847. var imageitem = go.AddComponent<TemplateImage>();
  848. go.SetActive(true);
  849. imageitem.SetData(mat, material.updateTime);
  850. break;
  851. case (int)MaterialType.Video:
  852. var pVideo = ResMgr.Instance.Load<GameObject>("Template/Prefab/Video");
  853. go = Instantiate(pVideo, spoit.transform);
  854. var videoitem = go.AddComponent<TemplateVideo>();
  855. go.SetActive(true);
  856. videoitem.SetData(mat, material.updateTime);
  857. break;
  858. case (int)MaterialType.Model:
  859. var pModel = ResMgr.Instance.Load<GameObject>("Template/Prefab/Model");
  860. go = Instantiate(pModel, spoit.transform);
  861. var modelitem = go.AddComponent<TemplateModel>();
  862. go.SetActive(true);
  863. modelitem.SetData(mat, material.updateTime);
  864. Debug.Log(modelitem.Data.localSavePath);
  865. break;
  866. case (int)MaterialType.Text:
  867. var pText = ResMgr.Instance.Load<GameObject>("Template/Prefab/Text");
  868. go = Instantiate(pText, spoit.transform);
  869. var textitem = go.AddComponent<TemplateText>();
  870. go.SetActive(true);
  871. textitem.SetData(mat, material.updateTime);
  872. break;
  873. case (int)MaterialType.LocaImage:
  874. var pLocaImage = ResMgr.Instance.Load<GameObject>("Template/Prefab/Image");
  875. go = Instantiate(pLocaImage, spoit.transform);
  876. var locaImageitem = go.AddComponent<TemplateImage>();
  877. go.SetActive(true);
  878. locaImageitem.SetLocaImageData(mat);
  879. break;
  880. default:
  881. break;
  882. }
  883. if (go != null)
  884. {
  885. go.name = string.IsNullOrWhiteSpace(mat.name) ? spoit.name + "-" + i.ToString() : mat.name;
  886. mat.name = go.name;
  887. go.AddComponent<EditorEventHandler>().Type = (MaterialType)(int.Parse(mat.type));
  888. if (material.select)
  889. {
  890. go.transform.localPosition = mat.ObjectTransform.nowPos;
  891. go.transform.localEulerAngles = mat.ObjectTransform.nowRot;
  892. go.transform.localScale = mat.ObjectTransform.nowScale;
  893. }
  894. else
  895. {
  896. go.transform.localEulerAngles = Vector3.zero;
  897. go.transform.localScale = new Vector3(1, 1, 1);
  898. if (int.Parse(mat.type) != (int)MaterialType.Text)
  899. {
  900. go.transform.localPosition = Vector3.zero;
  901. }
  902. else
  903. {
  904. //Set text position
  905. if (mat.textPosition == "top")
  906. {
  907. go.transform.localPosition = new Vector3(0, 0.3f, 0);
  908. }
  909. else if (mat.textPosition == "bottom")
  910. {
  911. go.transform.localPosition = new Vector3(0, -0.3f, 0);
  912. }
  913. }
  914. mat.ObjectTransform.SetStartValue(go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  915. }
  916. ObjectValue objectValue = new ObjectValue(i, material.id, mat.name, go);
  917. objects.Add(objectValue);
  918. }
  919. newmaterial.materialList[i] = mat;
  920. }
  921. return objects;
  922. }
  923. /// <summary>
  924. /// 创建 6模型+文字
  925. /// </summary>
  926. /// <param name="material"></param>
  927. /// <param name="spoit"></param>
  928. /// <returns></returns>
  929. private List<ObjectValue> CreateModel_Text(MaterialObl material, GameObject spoit, out MaterialObl newmaterial)
  930. {
  931. List<ObjectValue> objects = new List<ObjectValue>();
  932. List<MaterialObjValue> objs = material.materialList;
  933. newmaterial = material;
  934. for (int i = 0; i < objs.Count; i++)
  935. {
  936. var mat = objs[i];
  937. GameObject go = null;
  938. switch (int.Parse(mat.type))
  939. {
  940. case (int)MaterialType.None:
  941. break;
  942. case (int)MaterialType.Model:
  943. var pModel = ResMgr.Instance.Load<GameObject>("Template/Prefab/Model");
  944. go = Instantiate(pModel, spoit.transform);
  945. var modelitem = go.AddComponent<TemplateModel>();
  946. go.SetActive(true);
  947. modelitem.SetData(mat, material.updateTime);
  948. break;
  949. case (int)MaterialType.Text:
  950. var pText = ResMgr.Instance.Load<GameObject>("Template/Prefab/Text");
  951. go = Instantiate(pText, spoit.transform);
  952. var textitem = go.AddComponent<TemplateText>();
  953. go.SetActive(true);
  954. textitem.SetData(mat, material.updateTime);
  955. break;
  956. default:
  957. break;
  958. }
  959. if (go != null)
  960. {
  961. go.name = string.IsNullOrWhiteSpace(mat.name) ? spoit.name + "-" + i.ToString() : mat.name;
  962. go.AddComponent<EditorEventHandler>().Type = (MaterialType)(int.Parse(mat.type));
  963. if (material.select)
  964. {
  965. go.transform.localPosition = mat.ObjectTransform.nowPos;
  966. go.transform.localEulerAngles = mat.ObjectTransform.nowRot;
  967. go.transform.localScale = mat.ObjectTransform.nowScale;
  968. }
  969. else
  970. {
  971. go.transform.localEulerAngles = Vector3.zero;
  972. go.transform.localScale = new Vector3(1, 1, 1);
  973. if (int.Parse(mat.type) != (int)MaterialType.Text)
  974. {
  975. go.transform.localPosition = Vector3.zero;
  976. }
  977. else
  978. {
  979. //Set text position
  980. if (mat.textPosition == "top")
  981. {
  982. go.transform.localPosition = new Vector3(0, 0.3f, 0);
  983. }
  984. else if (mat.textPosition == "bottom")
  985. {
  986. go.transform.localPosition = new Vector3(0, -0.3f, 0);
  987. }
  988. else if (mat.textPosition == "left")
  989. {
  990. go.transform.localPosition = new Vector3(-0.3f, 0, 0);
  991. }
  992. else if (mat.textPosition == "right")
  993. {
  994. go.transform.localPosition = new Vector3(0.3f, 0f, 0);
  995. }
  996. }
  997. mat.ObjectTransform.SetStartValue(go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  998. }
  999. ObjectValue objectValue = CreateMatObjectValue(i, material.id, go, mat);
  1000. objects.Add(objectValue);
  1001. }
  1002. newmaterial.materialList[i] = mat;
  1003. }
  1004. return objects;
  1005. }
  1006. /// <summary>
  1007. /// 创建 5图片+文字/视频+文字
  1008. /// </summary>
  1009. private List<ObjectValue> CreateImage_Video_Text(MaterialObl material, GameObject spoit, out MaterialObl newmaterial)
  1010. {
  1011. newmaterial = material;
  1012. List<ObjectValue> objects = new List<ObjectValue>();
  1013. switch (material.typesetting)
  1014. {
  1015. case "1":
  1016. objects = SRTitleLayout.CalLayout(material, spoit, out newmaterial);
  1017. break;
  1018. case "2":
  1019. objects = SRSectorLayout.CalLayout(material, spoit, out newmaterial);
  1020. break;
  1021. case "3":
  1022. objects = DRTitleLayout.CalLayout(material, spoit, out newmaterial);
  1023. break;
  1024. case "4":
  1025. objects = DRFanLayout.CalLayout(material, spoit, out newmaterial);
  1026. break;
  1027. case "5":
  1028. objects = SRTitleLayout.CalLayout(material, spoit, out newmaterial);
  1029. break;
  1030. case "自定义":
  1031. break;
  1032. default:
  1033. break;
  1034. }
  1035. return objects;
  1036. }
  1037. /// <summary>
  1038. /// 创建物体ObjectValue,并赋值位置信息
  1039. /// </summary>
  1040. /// <param name="id"></param>
  1041. /// <param name="parentid"></param>
  1042. /// <param name="go"></param>
  1043. /// <param name="mat"></param>
  1044. /// <returns></returns>
  1045. private ObjectValue CreateMatObjectValue(int id, int parentid, GameObject go, MaterialObjValue mat)
  1046. {
  1047. go.name = string.IsNullOrWhiteSpace(mat.name) ? go.name : mat.name;
  1048. go.AddComponent<EditorEventHandler>().Type = (MaterialType)(int.Parse(mat.type));
  1049. //为物体位置信息赋值
  1050. if (mat.ObjectTransform != null)
  1051. {
  1052. go.transform.localPosition = mat.ObjectTransform.nowPos;
  1053. go.transform.localEulerAngles = mat.ObjectTransform.nowRot;
  1054. go.transform.localScale = mat.ObjectTransform.nowScale;
  1055. }
  1056. else
  1057. {
  1058. go.transform.localPosition = Vector3.zero;
  1059. go.transform.localEulerAngles = Vector3.zero;
  1060. go.transform.localScale = new Vector3(1, 1, 1);
  1061. }
  1062. ObjectValue objectValue = new ObjectValue(id, parentid, mat.name, go, go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  1063. return objectValue;
  1064. }
  1065. #endregion
  1066. #region 路径
  1067. /// <summary>
  1068. /// 设置路线数据
  1069. /// </summary>
  1070. /// <param name="navLines"></param>
  1071. public void SetRouteValue(List<NavLinesItem> navLines)
  1072. {
  1073. if (navLines == null || navLines.Count <= 0)
  1074. {
  1075. Debug.Log("当前景点未绘制路线");
  1076. return;
  1077. }
  1078. RouteCtr.SetRouteValue(navLines);
  1079. }
  1080. #endregion
  1081. #region 锚点
  1082. /// <summary>
  1083. /// 设置场景锚点
  1084. /// </summary>
  1085. /// <param name="listAnchor"></param>
  1086. public void SetAnchor(List<Anchor> listAnchor)
  1087. {
  1088. if (listAnchor == null)
  1089. return;
  1090. Anchor anchor;
  1091. for (int i = 0; i < listAnchor.Count - 1; i++)
  1092. {
  1093. for (int j = 0; j < listAnchor.Count - 1 - i; j++)
  1094. {
  1095. if (listAnchor[j].id > listAnchor[j + 1].id)
  1096. {
  1097. anchor = listAnchor[j];
  1098. listAnchor[j] = listAnchor[j + 1];
  1099. listAnchor[j + 1] = anchor;
  1100. }
  1101. }
  1102. }
  1103. for (int i = 0; i < listAnchor.Count; i++)
  1104. {
  1105. // 创建锚点
  1106. GameManager.Instance.AnchorValue.Add(listAnchor[i], CreateAnchor(listAnchor[i]));
  1107. GameManager.Instance.AnchorChild.Add(listAnchor[i], AnchorValue[listAnchor[i]].transform.GetChild(0).gameObject);
  1108. }
  1109. m_UIAnchorsPanel.SetAnchor(AnchorValue);
  1110. }
  1111. private MeshRenderer CreateAnchor(Anchor anchor)
  1112. {
  1113. // 创建锚点 给锚点赋值
  1114. GameObject anchorObj = GameObject.Instantiate(Resources.Load<GameObject>("Template/Prefab/Anchor"),AnchorsParent);
  1115. anchorObj.name = "Anchor" + anchor.id;
  1116. /*
  1117. VuforiaAnchor vuforiaAnchor = anchorObj.GetComponent<VuforiaAnchor>();
  1118. vuforiaAnchor.player = GameManager.Instance.m_head.transform;
  1119. if (VuforiaManager.Instance.list_Anchor == null)
  1120. VuforiaManager.Instance.list_Anchor = new List<VuforiaAnchor>();
  1121. VuforiaManager.Instance.list_Anchor.Add(vuforiaAnchor);*/
  1122. var anchorPos = Vector3.zero;
  1123. Debug.Log(anchor.picturePosition.pointRelativeX+" "+ WebMapSize.x);
  1124. anchorPos = new Vector3((float)anchor.picturePosition.pointRelativeX / WebMapSize.x * MapSize.x, -1f, -(float)anchor.picturePosition.pointRelativeY / WebMapSize.y * MapSize.y);
  1125. anchorObj.transform.localPosition = anchorPos;
  1126. anchorObj.transform.GetChild(0).gameObject.SetActive(false);
  1127. var mesh = anchorObj.GetComponent<MeshRenderer>();
  1128. mesh.enabled = false;
  1129. //if(anchor.objectTransform!=null)
  1130. //{
  1131. // anchorObj.transform.localPosition = anchor.objectTransform.nowPos;
  1132. // anchorObj.transform.localEulerAngles = anchor.objectTransform.nowRot;
  1133. //}
  1134. if(anchor.objectTransform!=null && anchor.objectTransform.nowScale!=Vector3.zero)
  1135. {
  1136. anchorObj.transform.localEulerAngles = anchor.objectTransform.nowRot;
  1137. anchorObj.transform.localPosition = anchor.objectTransform.nowPos;
  1138. }
  1139. return mesh;
  1140. }
  1141. #endregion
  1142. #region 触发器判定
  1143. /// <summary>
  1144. /// 当人物进入触发器范围
  1145. /// </summary>
  1146. public void OnColliderTriggerEnter(Collider other)
  1147. {
  1148. IsTriggerExiting = true;
  1149. for (int i = 0; i < ListColliderBoxs.Count; i++)
  1150. {
  1151. if (other.name == ListColliderBoxs[i].name)
  1152. {
  1153. ListShowObjs[i].gameObject.SetActive(true);
  1154. Debug.Log(i);
  1155. if (isShowLoacalShowObjs)
  1156. ListLocalShowObjs[i].gameObject.SetActive(true);
  1157. // 进入景点通知后台
  1158. HttpSocket.Instance.SendIpToPointTrigger(" ",other.name, CallBack);
  1159. if (SpoitIndex == i)
  1160. {
  1161. return;
  1162. }
  1163. //进入新区域前关闭当前显示
  1164. if (SpoitIndex >= 0 && IsStartEditor)
  1165. {
  1166. ListShowObjs[SpoitIndex].gameObject.SetActive(false);
  1167. if (isShowLoacalShowObjs)
  1168. ListLocalShowObjs[SpoitIndex].gameObject.SetActive(false);
  1169. ListCrystals[SpoitIndex].gameObject.SetActive(true);
  1170. m_EditorPanel.ClosePanel();
  1171. }
  1172. //进入新的出发区域
  1173. SpoitIndex = i;
  1174. ListCrystals[SpoitIndex].gameObject.SetActive(false);
  1175. m_EditorPanel.SetSpoit(SpoitValues[i]);
  1176. return;
  1177. }
  1178. }
  1179. }
  1180. /// <summary>
  1181. /// 当人物退出触发器范围
  1182. /// </summary>
  1183. public void OnColliderTriggerExit(Collider other)
  1184. {
  1185. IsTriggerExiting = false;
  1186. if (IsStartEditor)
  1187. {
  1188. return;
  1189. }
  1190. else
  1191. {
  1192. ListShowObjs[SpoitIndex].gameObject.SetActive(false);
  1193. if (isShowLoacalShowObjs)
  1194. ListLocalShowObjs[SpoitIndex].gameObject.SetActive(false);
  1195. ListCrystals[SpoitIndex].gameObject.SetActive(true);
  1196. m_EditorPanel.ClosePanel();
  1197. SpoitIndex = -1;
  1198. }
  1199. }
  1200. /// <summary>
  1201. /// 更新景点信息
  1202. /// </summary>
  1203. public void UpdateSpoitValue()
  1204. {
  1205. var spoit = SpoitValues[SpoitIndex];
  1206. var objvalues = ObjectValues[spoit.id];
  1207. spoit.spoitTf.SavePos(objvalues.nowPos, objvalues.nowRot, objvalues.nowScale);
  1208. //X\Y\W\H
  1209. var collidervalue = ColliderObjectValues[SpoitIndex];
  1210. var collider = collidervalue.Object;
  1211. var pos = collidervalue.nowPos;
  1212. var w = collidervalue.nowScale.x;
  1213. var h = collidervalue.nowScale.z;
  1214. var webpos = new Vector3(Math.Abs(pos.x) / MapSize.x * WebMapSize.x, 0, Math.Abs(pos.z) / MapSize.y * WebMapSize.y);
  1215. var webw = w / MapSize.x * WebMapSize.x;
  1216. var webh = h / MapSize.y * WebMapSize.y;
  1217. spoit.SpoitTransform[0].areaRelativeX = webpos.x;
  1218. spoit.SpoitTransform[0].areaRelativeY = webpos.z;
  1219. spoit.SpoitTransform[0].areaRelativeW = webw;
  1220. spoit.SpoitTransform[0].areaRelativeH = webh;
  1221. spoit.spoitTf.SavePos(objvalues.nowPos, objvalues.nowRot, objvalues.nowScale);
  1222. if (objvalues.Object == null)
  1223. {
  1224. RemoveSpoitObjectValue(spoit.id);
  1225. spoit.material = new List<MaterialObl>();
  1226. }
  1227. else
  1228. {
  1229. var mats = spoit.material;
  1230. var objvalue = objvalues.ChildrenObj;
  1231. for (int j = 0; j < mats.Count; j++)
  1232. {
  1233. var matobj = mats[j];
  1234. var obis = objvalue[j];
  1235. matobj.objectTransform.SavePos(obis.nowPos, obis.nowRot, obis.nowScale);
  1236. for (int m = 0; m < matobj.materialList.Count; m++)
  1237. {
  1238. var childrenobj = obis.ChildrenObj[m];
  1239. var mat = matobj.materialList[m];
  1240. if (childrenobj.Object == null)
  1241. {
  1242. obis.ChildrenObj.RemoveAt(m);
  1243. matobj.materialList.RemoveAt(m);
  1244. break;
  1245. }
  1246. mat.ObjectTransform.SavePos(childrenobj.nowPos, childrenobj.nowRot, childrenobj.nowScale);
  1247. }
  1248. matobj.select = true;
  1249. if (obis.ChildrenObj.Count <= 0)
  1250. {
  1251. mats.RemoveAt(j);
  1252. objvalue.RemoveAt(j);
  1253. Destroy(obis.Object);
  1254. break;
  1255. }
  1256. }
  1257. }
  1258. SpoitValues[SpoitIndex] = spoit;
  1259. }
  1260. public void UpdateEditorUI()
  1261. {
  1262. m_EditorPanel.SetSpoit(SpoitValues[SpoitIndex]);
  1263. }
  1264. #endregion
  1265. public ObjectValue GetCurrentColliderValue()
  1266. {
  1267. return ColliderObjectValues[SpoitIndex];
  1268. }
  1269. public void SaveSpoitObjectValue(ObjectValue value)
  1270. {
  1271. if (ObjectValues.ContainsKey(SpoitValues[SpoitIndex].id))
  1272. {
  1273. ObjectValues[SpoitValues[SpoitIndex].id] = value;
  1274. }
  1275. }
  1276. public void RemoveSpoitObjectValue(int id)
  1277. {
  1278. if (ObjectValues.ContainsKey(id))
  1279. {
  1280. ObjectValues.Remove(id);
  1281. }
  1282. }
  1283. public void SaveCurrentColliderValue(ObjectValue value)
  1284. {
  1285. if (ColliderObjectValues.Contains(value))
  1286. {
  1287. ColliderObjectValues[SpoitIndex] = value;
  1288. }
  1289. }
  1290. //计算场景中点云地图比例
  1291. public void CalMapSize()
  1292. {
  1293. //场景地图比例
  1294. var disX = Vector3.Distance(PointA.localPosition, PointD.localPosition);
  1295. var disZ = Vector3.Distance(PointA.localPosition, PointB.localPosition);
  1296. MapSize = new Vector2(disX, disZ);
  1297. //Debug.LogFormat("{0}:{1}", "AB", Vector3.Distance(PointA.localPosition, PointB.localPosition));
  1298. //Debug.LogFormat("{0}:{1}", "CD", Vector3.Distance(PointC.localPosition, PointD.localPosition));
  1299. //Debug.LogFormat("{0}:{1}", "AD", Vector3.Distance(PointA.localPosition, PointD.localPosition));
  1300. //Debug.LogFormat("{0}:{1}", "BC", Vector3.Distance(PointB.localPosition, PointC.localPosition));
  1301. }
  1302. public void CallBack(string message)
  1303. {
  1304. }
  1305. }
  1306. [Serializable]
  1307. public class ObjectValue
  1308. {
  1309. /// <summary>
  1310. /// 景点ID
  1311. /// </summary>
  1312. [SerializeField]
  1313. public int ID;
  1314. /// <summary>
  1315. /// 当前物体名称
  1316. /// </summary>
  1317. [SerializeField]
  1318. public string matName;
  1319. /// <summary>
  1320. /// 父物体ID
  1321. /// -1表示当期物体为景点
  1322. /// </summary>
  1323. [SerializeField]
  1324. public int parentID;
  1325. /// <summary>
  1326. /// 对应的物体
  1327. /// </summary>
  1328. [SerializeField]
  1329. public GameObject Object;
  1330. /// <summary>
  1331. /// 子物体
  1332. /// </summary>
  1333. [SerializeField]
  1334. public List<ObjectValue> ChildrenObj;
  1335. public Vector3 startPos { get; set; }
  1336. public Vector3 startRot { get; set; }
  1337. public Vector3 startScale { get; set; }
  1338. public Vector3 nowPos { get; set; }
  1339. public Vector3 nowRot { get; set; }
  1340. public Vector3 nowScale { get; set; }
  1341. public ObjectValue()
  1342. {
  1343. ChildrenObj = new List<ObjectValue>();
  1344. parentID = -1;
  1345. }
  1346. /// <summary>
  1347. ///
  1348. /// </summary>
  1349. /// <param name="id">景点对应的index</param>
  1350. /// <param name="parentid">景点ID</param>
  1351. /// <param name="name"></param>
  1352. /// <param name="object"></param>
  1353. /// <param name="pos"></param>
  1354. /// <param name="Rot"></param>
  1355. /// <param name="Scale"></param>
  1356. public ObjectValue(int id, int parentid, string name, GameObject @object, Vector3 pos, Vector3 Rot, Vector3 Scale)
  1357. {
  1358. ID = id;
  1359. parentID = parentid;
  1360. matName = name;
  1361. Object = @object;
  1362. ChildrenObj = new List<ObjectValue>();
  1363. startPos = pos;
  1364. nowPos = pos;
  1365. startRot = Rot;
  1366. nowRot = Rot;
  1367. startScale = Scale;
  1368. nowScale = Scale;
  1369. }
  1370. public ObjectValue(int id, int parentid, string name, GameObject @object)
  1371. {
  1372. ID = id;
  1373. parentID = parentid;
  1374. matName = name;
  1375. Object = @object;
  1376. ChildrenObj = new List<ObjectValue>();
  1377. startPos = @object.transform.localPosition;
  1378. nowPos = startPos;
  1379. startRot = @object.transform.localEulerAngles;
  1380. nowRot = startRot;
  1381. startScale = @object.transform.localScale;
  1382. nowScale = startScale;
  1383. }
  1384. /// <summary>
  1385. /// 初始化时当前位置和初始位置
  1386. /// 此方法只在组合素材时使用
  1387. /// </summary>
  1388. public void InitTransform()
  1389. {
  1390. if (Object != null)
  1391. {
  1392. startPos = Object.transform.localPosition;
  1393. nowPos = Object.transform.localPosition;
  1394. startRot = Object.transform.localEulerAngles;
  1395. nowRot = Object.transform.localEulerAngles;
  1396. startScale = Object.transform.localScale;
  1397. nowScale = Object.transform.localScale;
  1398. }
  1399. }
  1400. /// <summary>
  1401. /// 编辑物体坐标时初始化坐标
  1402. /// </summary>
  1403. public void InitObjTransform()
  1404. {
  1405. Object.transform.localPosition = startPos;
  1406. Object.transform.localEulerAngles = startRot;
  1407. Object.transform.localScale = startScale;
  1408. nowPos = startPos;
  1409. nowRot = startRot;
  1410. nowScale = startScale;
  1411. }
  1412. /// <summary>
  1413. /// 编辑物体坐标时保存坐标信息
  1414. /// </summary>
  1415. public void SaveObjTransfoem()
  1416. {
  1417. if (Object != null)
  1418. {
  1419. nowPos = Object.transform.localPosition;
  1420. nowRot = Object.transform.localEulerAngles;
  1421. nowScale = Object.transform.localScale;
  1422. }
  1423. }
  1424. }