GameManager.cs 59 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. using XRTool.Util;
  10. /*
  11. * 半自动交付/自动交付
  12. * 景点、触发范围、水晶点应保持顺序对应
  13. * 当前场景下景点名称不应重复
  14. * 同一景点下素材名称不应重复
  15. * ListShowObjs/ListColliderBoxs/ListCrystals半自动时在场景中推拽,全自动时全部由代码生成
  16. *
  17. * 新增锚点列表
  18. * 锚点识别图Vuforia XML和DAT文件
  19. * 各个锚点的位置信息
  20. *
  21. * 每次打开都下载vuforia文件
  22. * 自动加载生成ImageTarget
  23. *
  24. */
  25. public class GameManager : MonoSingleton<GameManager>
  26. {
  27. public Text text;
  28. public GameObject Map;
  29. /// <summary>
  30. /// 景点ID与对应的素材组合
  31. /// </summary>
  32. [SerializeField, Tooltip("景点对应的物体及景点下的素材")]
  33. private Dictionary<int, ObjectValue> ObjectValues = new Dictionary<int, ObjectValue>();
  34. public List<ObjectValue> ColliderObjectValues = new List<ObjectValue>();
  35. [Header("Spoit")]
  36. [Tooltip("景点对应的显示物体")]
  37. public List<Transform> ListShowObjs;
  38. [Tooltip("景点对应的显示物体,本地添加物体")]
  39. public List<Transform> ListLocalShowObjs;
  40. public bool isShowLoacalShowObjs = false;
  41. [Tooltip("景点对应的物体触发范围")]
  42. public List<Transform> ListColliderBoxs;
  43. private List<MeshRenderer> ListColiderBoxs_Mesh;
  44. [Tooltip("景点对应的水晶点")]
  45. public List<Transform> ListCrystals;
  46. [Tooltip("景点对应的显示物体父物体")]
  47. public Transform ObjsParent;
  48. [Tooltip("触发器父物体")]
  49. public Transform CollidersParent;
  50. [Tooltip("水晶点父物体")]
  51. public Transform CrystalsParent;
  52. [Tooltip("锚点父物体")]
  53. public Transform AnchorsParent;
  54. public GameObject ColliderItem;
  55. public GameObject CrystalItem;
  56. [Space(20)]
  57. [Tooltip("是否显示路径")]
  58. public bool IsShowLuJIng = true;
  59. [Tooltip("是否为编辑模式")]
  60. public bool IsEditor = true;
  61. [Tooltip("是否是全自动显示景点")]
  62. public bool IsAuto = true;
  63. [SerializeField, Tooltip("路径控制器")]
  64. private RouteCtr RouteCtr;
  65. [SerializeField, Tooltip("素材编辑器")]
  66. private EditorPanel m_EditorPanel;
  67. [SerializeField, Tooltip("计算人物在地图上的位置")]
  68. [Header("MinMap")]
  69. private CalMap m_CalMap;
  70. [SerializeField, Tooltip("小地图信息")]
  71. private MinMap m_MinMap;
  72. [Header("Setting")]
  73. [SerializeField, Tooltip("设置面板")]
  74. private SettingPanel m_SettingPanel;
  75. [SerializeField, Tooltip("编辑器面板")]
  76. private Transform m_EditorCanvas;
  77. [SerializeField, Tooltip("设置按钮")]
  78. private Transform m_SetBtn;
  79. [Header("地图比例")]
  80. public Transform PointA;
  81. public Transform PointB;
  82. public Transform PointC;
  83. public Transform PointD;
  84. public bool isStart; // 场景四个点已经确定
  85. public Vector2 WebMapSize;
  86. public Vector2 MapSize;
  87. public Vector2 MinMapSize = new Vector2(320, 135);
  88. public string MapPicUrl;
  89. [Header("展厅")]
  90. public GameObject MRZhanTing;
  91. public bool isPlayMRZhanTing;
  92. public IrobotMove m_IroBot;
  93. [Header("Player")]
  94. public PlayerTrigger Player;
  95. [Header("Head")]
  96. public Transform m_head;
  97. [Header("虚拟导游")]
  98. public List<IrobotMove> Irobots;
  99. /// <summary>
  100. /// 是否在触发区域内
  101. /// </summary>
  102. private bool m_IsTriggerExiting;
  103. /// <summary>
  104. /// 是否在触发区域内
  105. /// </summary>
  106. public bool IsTriggerExiting
  107. {
  108. get { return m_IsTriggerExiting; }
  109. set { m_IsTriggerExiting = value; }
  110. }
  111. /// <summary>
  112. /// 是否可以开始编辑素材
  113. /// </summary>
  114. private bool m_IsStartEditor;
  115. /// <summary>
  116. /// 是否可以开始编辑素材
  117. /// </summary>
  118. public bool IsStartEditor
  119. {
  120. get { return m_IsStartEditor; }
  121. set { m_IsStartEditor = value; }
  122. }
  123. /// <summary>
  124. /// 素材加载完成,素材prefab生成完成,开始进入运行状态
  125. /// </summary>
  126. public bool m_IsRuning;
  127. /// <summary>
  128. /// 素材加载完成,素材prefab生成完成,开始进入运行状态
  129. /// </summary>
  130. public bool IsRuning
  131. {
  132. get { return m_IsRuning; }
  133. set { m_IsRuning = value; }
  134. }
  135. /// <summary>
  136. /// 当前触发物体的下标
  137. /// </summary>
  138. private int m_SpoitIndex;
  139. /// <summary>
  140. /// 当前触发物体的下标
  141. /// </summary>
  142. public int SpoitIndex
  143. {
  144. get { return m_SpoitIndex; }
  145. set { m_SpoitIndex = value; }
  146. }
  147. /// <summary>
  148. /// 当前场景数据
  149. /// </summary>
  150. public SceneValue m_SceneValue;
  151. /// <summary>
  152. /// 当前场景数据
  153. /// </summary>
  154. public SceneValue SceneValue
  155. {
  156. get { return m_SceneValue; }
  157. set { m_SceneValue = value; }
  158. }
  159. /// <summary>
  160. /// 当前场景中的景点信息
  161. /// </summary>
  162. private List<SpoitValue> m_SpoitValues;
  163. /// <summary>
  164. /// 当前场景中的景点信息
  165. /// </summary>
  166. public List<SpoitValue> SpoitValues
  167. {
  168. get { return m_SpoitValues; }
  169. set { m_SpoitValues = value; }
  170. }
  171. /// <summary>
  172. /// 景点详情数据
  173. /// </summary>
  174. private Dictionary<int, SpoitValueDetail> m_SpoitsValueDetail;
  175. /// <summary>
  176. /// 景点详情数据
  177. /// </summary>
  178. public Dictionary<int, SpoitValueDetail> SpoitsValueDetail
  179. {
  180. get { return m_SpoitsValueDetail; }
  181. set { m_SpoitsValueDetail = value; }
  182. }
  183. public UIAnchorsPanel m_UIAnchorsPanel;
  184. private Dictionary<Anchor, MeshRenderer> m_AnchorValue;
  185. public Dictionary<Anchor, MeshRenderer> AnchorValue
  186. {
  187. get { return m_AnchorValue; }
  188. set { m_AnchorValue = value; }
  189. }
  190. private Dictionary<Anchor, GameObject> m_AnchorChild;
  191. public Dictionary<Anchor,GameObject> AnchorChild
  192. {
  193. get { return m_AnchorChild; }
  194. set { m_AnchorChild = value; }
  195. }
  196. public Toggle EditorToggle;
  197. private void Awake()
  198. {
  199. // Debug.unityLogger.logEnabled = false;
  200. }
  201. private void Start()
  202. {
  203. this.gameObject.AddComponent<TimerMgr>();
  204. // PlayerPrefs.DeleteAll();
  205. isStart = false;
  206. m_SpoitsValueDetail = new Dictionary<int, SpoitValueDetail>();
  207. m_AnchorValue = new Dictionary<Anchor, MeshRenderer>();
  208. m_AnchorChild = new Dictionary<Anchor, GameObject>();
  209. SceneValue = null;
  210. m_IsStartEditor = false;
  211. m_IsRuning = false;
  212. m_SetBtn.gameObject.SetActive(false);
  213. //CalMapSize();
  214. SpoitIndex = -1;
  215. SpoitValues = new List<SpoitValue>();
  216. if (m_EditorPanel == null)
  217. {
  218. m_EditorPanel = GameObject.FindObjectOfType<EditorPanel>();
  219. }
  220. if (!IsAuto)
  221. {
  222. //GetObjectValue();
  223. //CreateSpoitValue();
  224. }
  225. else
  226. {
  227. ListShowObjs = new List<Transform>();
  228. ListColliderBoxs = new List<Transform>();
  229. ListColiderBoxs_Mesh = new List<MeshRenderer>();
  230. ListCrystals = new List<Transform>();
  231. // ListLocalShowObjs = new List<Transform>();
  232. }
  233. m_MinMap.gameObject.SetActive(false);
  234. Map.SetActive(false);
  235. }
  236. private void LateUpdate()
  237. {
  238. // if (API_GSXR_Slam.GSXR_Get_Head() != null && m_IsRuning)
  239. // {
  240. m_SetBtn.transform.LookAt(OpenXRCamera.Instance.head);
  241. m_SetBtn.transform.localEulerAngles = new Vector3(0, m_SetBtn.transform.localEulerAngles.y+180, 0);
  242. //m_SetBtn.transform.position = API_GSXR_Slam.GSXR_Get_Head().localPosition + Player.transform.forward * 1.3f+ new Vector3(0, 1f, 0);
  243. //m_SetBtn.transform.localPosition = API_GSXR_Slam.GSXR_Get_Head().localPosition + Player.transform.forward * 1.3f + new Vector3(0, 1f, 0);
  244. m_SetBtn.transform.position = OpenXRCamera.Instance.head.position + Player.transform.forward * 1.3f + new Vector3(-0.2f, 1f, 0);
  245. // }
  246. }
  247. public void Init()
  248. {
  249. }
  250. private void InitCrystals()
  251. {
  252. for (int i = 0; i < ListCrystals.Count; i++)
  253. {
  254. ListCrystals[i].gameObject.SetActive(true);
  255. }
  256. }
  257. private void InitBoxColliders()
  258. {
  259. for (int i = 0; i < ListColliderBoxs.Count; i++)
  260. {
  261. ListColliderBoxs[i].gameObject.SetActive(true);
  262. }
  263. }
  264. public void IntoScene()
  265. {
  266. Map.SetActive(true);
  267. //GameObject.Instantiate(Resources.Load<GameObject>("ARCamera"));
  268. //ImageTargetManager.Instance.LoadVuforiaDat();
  269. //API_GSXR_Slam.GSXR_Get_Head().localPosition = new Vector3(23.57f, 2.5f, 16.74f);
  270. //API_GSXR_Slam.GSXR_Get_Head().localEulerAngles = new Vector3(0, -35.9f, 0);
  271. StartCoroutine(StartScene(isPlayMRZhanTing));
  272. HttpSocket.Instance.SendIpToElectric();
  273. }
  274. IEnumerator StartScene( bool isPlayMRZhanTing)
  275. {
  276. yield return new WaitForSeconds(0.5f);
  277. if(isPlayMRZhanTing)
  278. {
  279. //if (!string.IsNullOrWhiteSpace(DataManager.Instance.CurrentScene.sandTable))
  280. //{
  281. MRZhanTing.gameObject.SetActive(true);
  282. MRZhanTing.transform.position = API_GSXR_Slam.GSXR_Get_Head().position + API_GSXR_Slam.GSXR_Get_Head().forward + new Vector3(0, -0.7f, 0);
  283. MRZhanTing.transform.localEulerAngles = new Vector3(0, API_GSXR_Slam.GSXR_Get_Head().eulerAngles.y, 0);
  284. yield return new WaitForSeconds(18f);
  285. MRZhanTing.gameObject.SetActive(false);
  286. //}
  287. }
  288. m_SettingPanel.gameObject.SetActive(true);
  289. m_EditorPanel.Init();
  290. m_SettingPanel.Init();
  291. if (RouteCtr.CurrentPoints.Count > 0)
  292. {
  293. Player.MovePoints = RouteCtr.CurrentPoints;
  294. //判断选择那个虚拟导游
  295. //int id = ChooseIroBot();
  296. //if (id < 3)
  297. //{
  298. //m_IroBot = Irobots[id - 1];
  299. m_IroBot.gameObject.SetActive(true);
  300. m_IroBot.Points = RouteCtr.CurrentPoints;
  301. yield return new WaitForSeconds(5f);
  302. //}
  303. }
  304. IsRuning = true;
  305. m_SetBtn.gameObject.SetActive(true);
  306. InitCrystals();
  307. InitBoxColliders();
  308. }
  309. private int ChooseIroBot()
  310. {
  311. int id = 3;
  312. var navlines = DataManager.Instance.CurrentScene.navLines;
  313. if (navlines.Count > 0)
  314. {
  315. id = navlines[0].guideMod;
  316. }
  317. return id;
  318. }
  319. /// <summary>
  320. /// 若为半自动显示素材,需要获取景点物体来为ObjectValues赋值
  321. /// </summary>
  322. private void GetObjectValue()
  323. {
  324. //for (int i = 0; i < ListShowObjs.Count; i++)
  325. //{
  326. // var spoit = ListShowObjs[i];
  327. // List<ObjectValue> values = new List<ObjectValue>();
  328. // ObjectValue objectValue = new ObjectValue(i, -1, spoit.name, spoit.gameObject, spoit.localPosition, spoit.localEulerAngles, spoit.localScale);
  329. // var editors = spoit.GetComponentsInChildren<EditorEventHandler>();
  330. // for (int j = 1; j < editors.Length; j++)
  331. // {
  332. // var obj = editors[j];
  333. // ObjectValue value = new ObjectValue(j, i, obj.name, obj.gameObject, obj.transform.localPosition, obj.transform.localEulerAngles, obj.transform.localScale);
  334. // objectValue.ChildrenObj.Add(value);
  335. // }
  336. // values.Add(objectValue);
  337. // ObjectValues.Add(i, values);
  338. //}
  339. }
  340. /// <summary>
  341. /// 半自动时创建景点信息
  342. /// </summary>
  343. //private void CreateSpoitValue()
  344. //{
  345. // if (SpoitValues == null)
  346. // {
  347. // SpoitValues = new List<SpoitValue>();
  348. // }
  349. // SpoitValues.Clear();
  350. // foreach (int id in ObjectValues.Keys)
  351. // {
  352. // var item = ObjectValues[id];
  353. // SpoitValue spoit = new SpoitValue();
  354. // spoit.id = item[0].ID;
  355. // spoit.name = item[0].matName;
  356. // for (int i = 0; i < item.Count; i++)
  357. // {
  358. // var objs = item[i];
  359. // MaterialObl materialObl = new MaterialObl();
  360. // materialObl.id = objs.ID;
  361. // materialObl.name = objs.matName;
  362. // materialObl.type = 0;
  363. // OjectTransform ojectTransform = new OjectTransform(objs.Object.transform.localPosition, objs.Object.transform.localEulerAngles, objs.Object.transform.localScale);
  364. // for (int m = 0; m < objs.ChildrenObj.Count; m++)
  365. // {
  366. // var obj = objs.ChildrenObj[i];
  367. // MaterialObjValue mat = new MaterialObjValue();
  368. // mat.name = obj.matName;
  369. // mat.type = 0;
  370. // mat.objectTransform = new OjectTransform(obj.Object.transform.localPosition, obj.Object.transform.localEulerAngles, obj.Object.transform.localScale);
  371. // materialObl.materialList.Add(mat);
  372. // }
  373. // spoit.material.Add(materialObl);
  374. // SpoitValues.Add(spoit);
  375. // }
  376. // }
  377. //}
  378. #region 设置功能
  379. public bool needSavePosRotScale = true;
  380. public void OnEditorBtnValueChanged(bool ison)
  381. {
  382. m_EditorCanvas.gameObject.SetActive(ison);
  383. m_IsStartEditor = ison;
  384. for (int i = 0; i < ListColiderBoxs_Mesh.Count; i++)
  385. {
  386. ListColiderBoxs_Mesh[i].enabled = ison;
  387. }
  388. if (ison)
  389. {
  390. if (needSavePosRotScale)
  391. {
  392. GetPosRotScale(); // 获取所有物体位置旋转缩放
  393. needSavePosRotScale = false;
  394. }
  395. m_EditorCanvas.position = OpenXRCamera.Instance.head.position + Player.transform.forward + new Vector3(0, 0.5f, 0);
  396. m_EditorCanvas.eulerAngles = new Vector3(0, OpenXRCamera.Instance.head.eulerAngles.y, 0);
  397. CommandSystem.Instance.Send( new EditorSettingCommand(true){ } );
  398. CommandSystem.Instance.Send( new Patch_VideoCommand(true){ } );
  399. }
  400. else
  401. {
  402. //SetPosRotScale();// 设置所有物体位置旋转缩放
  403. m_EditorCanvas.position = OpenXRCamera.Instance.head.position + new Vector3(0, 100, 0);
  404. if (SpoitIndex >= 0 && !IsTriggerExiting)
  405. {
  406. ListShowObjs[SpoitIndex].gameObject.SetActive(false);
  407. if (isShowLoacalShowObjs)
  408. ListLocalShowObjs[SpoitIndex].gameObject.SetActive(false);
  409. ListCrystals[SpoitIndex].gameObject.SetActive(true);
  410. m_EditorPanel.ClosePanel();
  411. SpoitIndex = -1;
  412. }
  413. CommandSystem.Instance.Send( new EditorSettingCommand(false){ } );
  414. CommandSystem.Instance.Send( new Patch_VideoCommand(false){ } );
  415. }
  416. }
  417. public void OnSettingBtnValueChanged(bool ison)
  418. {
  419. m_SettingPanel.gameObject.SetActive(ison);
  420. if (ison)
  421. {
  422. Debug.Log(OpenXRCamera.Instance.head.forward);
  423. m_SettingPanel.transform.position = OpenXRCamera.Instance.head.position + Player.transform.forward;
  424. m_SettingPanel.transform.eulerAngles = new Vector3(0, OpenXRCamera.Instance.head.eulerAngles.y, 0);
  425. }
  426. }
  427. public void OnAnchorBtnValueChanged(bool ison)
  428. {
  429. foreach (var item in m_AnchorValue)
  430. {
  431. item.Value.enabled = ison;
  432. }
  433. //foreach (var item in m_AnchorChild)
  434. //{
  435. // item.Value.SetActive(ison);
  436. //}
  437. if(ison)
  438. {
  439. m_UIAnchorsPanel.transform.position = OpenXRCamera.Instance.head.position + Player.transform.forward + new Vector3(0, 0.5f, 0);
  440. m_UIAnchorsPanel.transform.eulerAngles = new Vector3(0, OpenXRCamera.Instance.head.eulerAngles.y, 0);
  441. }
  442. else
  443. {
  444. m_UIAnchorsPanel.transform.position = OpenXRCamera.Instance.head.position + new Vector3(0, 100, 0);
  445. }
  446. }
  447. public void GetPosRotScale()
  448. {
  449. PosRotScale.PosRotScalePatchList.Clear();
  450. for (int i = 0; i < GameManager.Instance.ObjsParent.childCount; i++)
  451. {
  452. if (i != 0)
  453. {
  454. for (int j = 0; j < GameManager.Instance.ObjsParent.GetChild(i).childCount; j++)
  455. {
  456. for (int k = 0; k < GameManager.Instance.ObjsParent.GetChild(i).GetChild(j).childCount; k++)
  457. {
  458. PosRotScalePatch PosRotScalePatch = new PosRotScalePatch();
  459. PosRotScalePatch.PosPatch = GameManager.Instance.ObjsParent.GetChild(i).GetChild(j).GetChild(k).localPosition;
  460. PosRotScalePatch.RotPatch = GameManager.Instance.ObjsParent.GetChild(i).GetChild(j).GetChild(k).localEulerAngles;
  461. PosRotScalePatch.ScalePatch = GameManager.Instance.ObjsParent.GetChild(i).GetChild(j).GetChild(k).localScale;
  462. PosRotScale.PosRotScalePatchList.Add(PosRotScalePatch);
  463. }
  464. }
  465. }
  466. }
  467. }
  468. #endregion
  469. #region 获取景点信息--素材编辑模式下
  470. /// <summary>
  471. /// 获取当前景点对应的物体信息
  472. /// </summary>
  473. /// <param name="spoitID"></param>
  474. /// <returns></returns>
  475. public ObjectValue GetSpoitObjs(int spoitID)
  476. {
  477. if (ObjectValues.ContainsKey(spoitID))
  478. {
  479. return ObjectValues[spoitID];
  480. }
  481. else
  482. {
  483. return null;
  484. }
  485. }
  486. /// <summary>
  487. /// 初始化数据
  488. /// 素材编辑模式下
  489. /// </summary>
  490. /// <param name="matObjs"></param>
  491. public void InitSpoitObjs()
  492. {
  493. m_EditorPanel.InitObjTransForm();
  494. }
  495. /// <summary>
  496. /// 保存数据
  497. /// 素材编辑模式下
  498. /// </summary>
  499. /// <param name="matObjs"></param>
  500. public void SaveSpoitObjs()
  501. {
  502. m_EditorPanel.SaveObjTransForm();
  503. }
  504. public void SaveAnchorObjs( string name)
  505. {
  506. foreach (var item in AnchorValue) // 保存所有锚点
  507. {
  508. item.Key.objectTransform.SavePos(item.Value.transform.localPosition, item.Value.transform.localEulerAngles, item.Value.transform.localScale);
  509. }
  510. // 锚点发送后台
  511. m_UIAnchorsPanel.SaveAnchors(name);
  512. }
  513. #endregion
  514. #region 创建水晶点、触发器范围、显示物体
  515. public void CreateScene(SceneValue scene)
  516. {
  517. SceneValue = scene;
  518. if (m_MinMap.Map.sprite == null)
  519. {
  520. GetMinMap(scene );
  521. }
  522. else
  523. {
  524. StartCreateScene(scene);
  525. }
  526. Invoke("MoveScenePatch",1);
  527. }
  528. private void MoveScenePatch()
  529. {
  530. Vector3 temp = ObjsParent.parent.localPosition;
  531. temp.z += MapSize.y;
  532. ObjsParent.parent.localPosition = temp;
  533. }
  534. private void StartCreateScene(SceneValue scene)
  535. {
  536. if (scene.navLines != null && scene.navLines.Count > 0)
  537. SetRouteValue(scene.navLines);
  538. else
  539. Debug.LogError(" 当前场景未设置路径");
  540. if (scene.listSpoit != null && scene.listSpoit.Count > 0)
  541. SetSpoitValue(scene.listSpoit);
  542. else
  543. Debug.LogError(" 当前场景未创建景点");
  544. if (scene.listPicture != null && scene.listPicture.Count > 0)
  545. SetAnchor(scene.listPicture);
  546. else
  547. Debug.LogError(" 当前场景未创建锚点");
  548. //设置小地图景点
  549. // m_CalMap.SettingMapPoint(ListCrystals);
  550. UIManager.Instance.ShowUI(UINameConfig.LoadingPanel, typeof(LoadingPanel), (int)ELoadState.download);
  551. DownloadManager.Instance.UpdataData();
  552. }
  553. /// <summary>
  554. /// 获取小地图
  555. /// </summary>
  556. public void GetMinMap( SceneValue scene )
  557. {
  558. DownloadData data1 = new DownloadData();
  559. string filename = Path.GetFileName(MapPicUrl);
  560. data1.name = filename;
  561. data1.type = 1;
  562. data1.downloadPath = MapPicUrl;
  563. //data1.updateTime = (int)SceneValue.updateTime;
  564. data1.localSavePath = DownloadManager.Instance.LocaDataPath + "/map/" + filename;
  565. if(scene.width>0 &&scene.length>0)
  566. {
  567. //Debug.Log(scene.width + " " + scene.length);
  568. isStart = true;
  569. PointB.position = Vector3.zero;
  570. PointB.eulerAngles = Vector3.zero;
  571. PointA.position = PointB.position + new Vector3(0, 0, scene.width);
  572. PointA.eulerAngles = Vector3.zero;
  573. PointC.position = PointB.position + new Vector3(scene.length, 0, 0);
  574. PointC.eulerAngles = Vector3.zero;
  575. PointD.position = PointB.position + new Vector3(scene.length, 0, scene.width);
  576. PointD.eulerAngles = Vector3.zero;
  577. m_CalMap.SettingMapPoint(ListCrystals);
  578. }
  579. DownloadManager.Instance.GetMapImage(data1, m_MinMap.Map, (b, tex) =>
  580. {
  581. if (b)
  582. {
  583. Sprite sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
  584. m_MinMap.Map.sprite = sprite;
  585. //m_MinMap.Map.SetNativeSize();
  586. float width = tex.width;
  587. float height = tex.height;
  588. if(width>height)
  589. {
  590. width = width / height;
  591. height = 1;
  592. }
  593. else
  594. {
  595. height = height / width;
  596. width = 1;
  597. }
  598. MinMapSize = new Vector2(width * 150, height * 150);
  599. CalMapSize();
  600. m_MinMap.Map.GetComponent<RectTransform>().sizeDelta = new Vector2( width*150,height*150 );
  601. //获取网页端
  602. WebMapSize = new Vector2((float)tex.width, (float)tex.height);
  603. if (SceneValue != null)
  604. {
  605. StartCreateScene(SceneValue);
  606. }
  607. }
  608. });
  609. }
  610. /// <summary>
  611. /// 设置景点素材信息
  612. /// </summary>
  613. /// <param name="spoits"></param>
  614. public void SetSpoitValue(List<SpoitValue> spoits)
  615. {
  616. SpoitValue spoitValue;
  617. for (int i = 0; i < spoits.Count-1; i++)
  618. {
  619. spoitValue = null;
  620. for (int j = 0; j < spoits.Count-1-i; j++)
  621. {
  622. if(spoits[j].id>spoits[j+1].id)
  623. {
  624. spoitValue = spoits[j];
  625. spoits[j] = spoits[j+1];
  626. spoits[j+1] = spoitValue;
  627. }
  628. }
  629. }
  630. SpoitValues.Clear();
  631. for (int i = 0; i < spoits.Count; i++)
  632. {
  633. var spoit = spoits[i];
  634. SpoitValue spoit1 = spoit;
  635. CreateCrystalAndTrigger(spoit);
  636. CreateMaterial(spoit, out spoit1);
  637. spoits[i] = spoit1;
  638. }
  639. for (int i = 0; i < ListColiderBoxs_Mesh.Count; i++)
  640. {
  641. ListColiderBoxs_Mesh[i].enabled = false;
  642. }
  643. SpoitValues.AddRange(spoits);
  644. SceneValue.listSpoit = SpoitValues;
  645. DataManager.Instance.Spoits = SpoitValues;
  646. }
  647. /// <summary>
  648. /// 创建水晶点和触发器
  649. /// </summary>
  650. private void CreateCrystalAndTrigger(SpoitValue spoit)
  651. {
  652. var spoitPos = Vector3.zero;
  653. if (spoit.SpoitTransform.Count > 0)
  654. {
  655. //Debug.LogFormat("{0}{1}", spoit.name, "景点存在");
  656. SpoitPos trans = spoit.SpoitTransform[0];
  657. spoitPos = new Vector3((float)trans.pointRelativeX / WebMapSize.x * MapSize.x, -1f, -(float)trans.pointRelativeY / WebMapSize.y * MapSize.y);
  658. //创建水晶点
  659. var obj = Instantiate(CrystalItem, CrystalsParent);
  660. CommandSystem.Instance.Send(
  661. new InstantiateGOCommand(InstantiateSystem.Instance.BlueObject.SpoitName, obj.gameObject)
  662. );
  663. obj.name = spoit.name;
  664. obj.transform.localPosition = spoitPos;
  665. ListCrystals.Add(obj.transform);
  666. var spoitobj = CreateSpoit(spoit, spoitPos);
  667. ListShowObjs.Add(spoitobj.transform);
  668. ObjectValue spoitvalue = new ObjectValue(spoit.id, -1, spoitobj.name, spoitobj);
  669. ObjectValues.Add(spoit.id, spoitvalue);
  670. ////创建触发器
  671. //if (SpoitsValueDetail.ContainsKey(spoit.id))
  672. //{
  673. // var spoitdetail = SpoitsValueDetail[spoit.id];
  674. // var range = spoitdetail.triggerRange;
  675. // if (range.areaRelativeH == 0 && range.areaRelativeW == 0 && range.areaRelativeX == 0 && range.areaRelativeY == 0)
  676. // {
  677. // }
  678. // else
  679. // {
  680. // trans = range;
  681. // }
  682. //}
  683. //var tiggerpos = new Vector3((float)trans.areaRelativeX / WebMapSize.x * MapSize.x, -0.5f, -(float)trans.areaRelativeY / WebMapSize.y * MapSize.y);
  684. 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);
  685. var tiggerRange = new Vector3((float)trans.areaRelativeW / WebMapSize.x * MapSize.x, 0.1f, (float)trans.areaRelativeH / WebMapSize.y * MapSize.y);
  686. var triggerobj = Instantiate(ColliderItem, CollidersParent);
  687. triggerobj.name = spoit.name;
  688. triggerobj.transform.localPosition = tiggerpos;
  689. triggerobj.transform.localScale = tiggerRange;
  690. //triggerobj.AddComponent<EditorEventHandler>().IsClickEditor = true;
  691. ObjectValue boxvalue = new ObjectValue(spoit.id, -1, triggerobj.name, triggerobj);
  692. ColliderObjectValues.Add(boxvalue);
  693. ListColliderBoxs.Add(triggerobj.transform);
  694. ListColiderBoxs_Mesh.Add(triggerobj.GetComponent<MeshRenderer>());
  695. }
  696. else
  697. {
  698. Debug.LogFormat("{0}{1}", spoit.name, "景点不存在");
  699. }
  700. }
  701. private GameObject CreateSpoit(SpoitValue spoit, Vector3 spoitPos)
  702. {
  703. //生成景点父物体
  704. GameObject spoitObj = new GameObject(spoit.name);
  705. spoitObj.transform.SetParent(ObjsParent.transform);
  706. spoitObj.AddComponent<EditorEventHandler>().IsClickEditor = false;
  707. //为景点位置信息赋值
  708. if (spoit.spoitTf.startPos == Vector3.zero && spoit.spoitTf.nowPos == Vector3.zero)
  709. {
  710. spoitObj.transform.localPosition = new Vector3(spoitPos.x, 0.5f, spoitPos.z);
  711. spoitObj.transform.localRotation = Quaternion.identity;
  712. spoitObj.transform.localScale = new Vector3(1, 1, 1);
  713. spoit.spoitTf.SetStartValue(spoitObj.transform.localPosition, spoitObj.transform.localEulerAngles, spoitObj.transform.localScale);
  714. }
  715. else
  716. {
  717. spoitObj.transform.localPosition = spoit.spoitTf.nowPos;
  718. spoitObj.transform.localEulerAngles = spoit.spoitTf.nowRot;
  719. spoitObj.transform.localScale = spoit.spoitTf.nowScale;
  720. }
  721. return spoitObj;
  722. }
  723. /// <summary>
  724. /// 创建整体素材
  725. /// 一个景点下应只有一个父物体,其他素材都在父物体下
  726. /// </summary>
  727. private void CreateMaterial(SpoitValue spoit, out SpoitValue newspoit)
  728. {
  729. var spoitValues = ObjectValues[spoit.id];
  730. var spoitObj = spoitValues.Object;
  731. //生成素材组合
  732. for (int i = 0; i < spoit.material.Count; i++)
  733. {
  734. //素材整体
  735. MaterialObl material = spoit.material[i];
  736. //Debug.Log(spoit.material[i].name);
  737. //素材组物体
  738. GameObject matObj = new GameObject(material.name);
  739. matObj.transform.SetParent(spoitValues.Object.transform);
  740. matObj.transform.localPosition = Vector3.zero;
  741. matObj.transform.localEulerAngles = Vector3.zero;
  742. matObj.transform.localScale = new Vector3(1, 1, 1);
  743. material.objectTransform.SetStartValue(matObj.transform.localPosition, matObj.transform.localEulerAngles, matObj.transform.localScale);
  744. /*
  745. if (!material.select)
  746. {
  747. matObj.transform.localPosition = Vector3.zero;
  748. matObj.transform.localEulerAngles = Vector3.zero;
  749. matObj.transform.localScale = new Vector3(1, 1, 1);
  750. material.objectTransform.SetStartValue(matObj.transform.localPosition, matObj.transform.localEulerAngles, matObj.transform.localScale);
  751. }
  752. else
  753. {
  754. matObj.transform.localPosition = material.objectTransform.nowPos;
  755. matObj.transform.localEulerAngles = material.objectTransform.nowRot;
  756. matObj.transform.localScale = material.objectTransform.nowScale;
  757. }
  758. */
  759. //素材组合对应ObjectValue的
  760. ObjectValue spoitValue = new ObjectValue(i, spoit.id, material.name, matObj);
  761. //素材组合下的单个素材ObjectValue
  762. List<ObjectValue> objsvalue = null;
  763. MaterialObl newmaterial = material;
  764. //生成素材组合的ObjectValue,是对应景点的
  765. switch (material.type)
  766. {
  767. case (int)MaterialType.None:
  768. break;
  769. case (int)MaterialType.Image:
  770. case (int)MaterialType.Video:
  771. case (int)MaterialType.Model:
  772. case (int)MaterialType.Text:
  773. case (int)MaterialType.LocaImage:
  774. objsvalue = CreateSuCaiObj(material, matObj, out newmaterial);
  775. break;
  776. case (int)MaterialType.Image_Video_Text:
  777. objsvalue = CreateImage_Video_Text(material, matObj, out newmaterial);
  778. break;
  779. case (int)MaterialType.Model_Text:
  780. objsvalue = CreateModel_Text(material, matObj, out newmaterial);
  781. break;
  782. default:
  783. break;
  784. }
  785. spoit.material[i] = newmaterial;
  786. spoitValue.ChildrenObj.AddRange(objsvalue);
  787. spoitValues.ChildrenObj.Add(spoitValue);
  788. }
  789. newspoit = spoit;
  790. if (ObjectValues.ContainsKey(spoit.id))
  791. {
  792. ObjectValues[spoit.id] = spoitValues;
  793. }
  794. else
  795. {
  796. ObjectValues.Add(spoit.id, spoitValues);
  797. }
  798. spoitObj.gameObject.SetActive(false);
  799. }
  800. /// <summary>
  801. /// 编辑面板添加素材
  802. /// </summary>
  803. /// <param name="material"></param>
  804. public void AddMaterial(MaterialObl material)
  805. {
  806. if (SpoitIndex < 0)
  807. {
  808. return;
  809. }
  810. MaterialObl newmaterial = new MaterialObl();
  811. newmaterial = material;
  812. var spoit = SpoitValues[SpoitIndex];
  813. var spoitValues = ObjectValues[spoit.id];
  814. var spoitObj = spoitValues.Object;
  815. //素材组物体
  816. GameObject matObj = new GameObject(newmaterial.name + "-" + spoit.material.Count.ToString());
  817. newmaterial.name = matObj.name;
  818. matObj.transform.SetParent(spoitValues.Object.transform);
  819. if (!material.select)
  820. {
  821. matObj.transform.localPosition = Vector3.zero;
  822. matObj.transform.localEulerAngles = Vector3.zero;
  823. matObj.transform.localScale = new Vector3(1, 1, 1);
  824. newmaterial.objectTransform.SetStartValue(matObj.transform.localPosition, matObj.transform.localEulerAngles, matObj.transform.localScale);
  825. }
  826. else
  827. {
  828. matObj.transform.localPosition = newmaterial.objectTransform.nowPos;
  829. matObj.transform.localEulerAngles = newmaterial.objectTransform.nowRot;
  830. matObj.transform.localScale = newmaterial.objectTransform.nowScale;
  831. }
  832. //素材组合对应ObjectValue的
  833. ObjectValue spoitValue = new ObjectValue(spoit.material.Count, spoit.id, newmaterial.name, matObj);
  834. //素材组合下的单个素材ObjectValue
  835. List<ObjectValue> objsvalue = null;
  836. //生成素材组合的ObjectValue,是对应景点的
  837. switch (material.type)
  838. {
  839. case (int)MaterialType.None:
  840. break;
  841. case (int)MaterialType.Image:
  842. case (int)MaterialType.Video:
  843. case (int)MaterialType.Model:
  844. case (int)MaterialType.Text:
  845. case (int)MaterialType.LocaImage:
  846. objsvalue = CreateSuCaiObj(newmaterial, matObj, out newmaterial);
  847. break;
  848. case (int)MaterialType.Image_Video_Text:
  849. objsvalue = CreateImage_Video_Text(newmaterial, matObj, out newmaterial);
  850. break;
  851. case (int)MaterialType.Model_Text:
  852. objsvalue = CreateModel_Text(newmaterial, matObj, out newmaterial);
  853. break;
  854. default:
  855. break;
  856. }
  857. newmaterial.select = true;
  858. spoit.material.Add(newmaterial);
  859. spoitValue.ChildrenObj.AddRange(objsvalue);
  860. spoitValues.ChildrenObj.Add(spoitValue);
  861. if (ObjectValues.ContainsKey(spoit.id))
  862. {
  863. ObjectValues[spoit.id] = spoitValues;
  864. }
  865. else
  866. {
  867. ObjectValues.Add(spoit.id, spoitValues);
  868. }
  869. SpoitValues[SpoitIndex] = spoit;
  870. //更新编辑面板Ui
  871. UpdateEditorUI();
  872. }
  873. /// <summary>
  874. /// 创建 1图片 2视频 3模型 4文字
  875. /// </summary>
  876. /// <param name="type">素材类型</param>
  877. /// <param name="material">素材数据</param>
  878. /// <param name="spoit">景点</param>
  879. /// <returns></returns>
  880. private List<ObjectValue> CreateSuCaiObj(MaterialObl material, GameObject spoit, out MaterialObl newmaterial)
  881. {
  882. List<ObjectValue> objects = new List<ObjectValue>();
  883. List<MaterialObjValue> objs = material.materialList;
  884. newmaterial = material;
  885. //for (int i = 0; i < objs.Count; i++)
  886. //{
  887. // Debug.Log(objs[i].localSavePath);
  888. //}
  889. for (int i = 0; i < objs.Count; i++)
  890. {
  891. var mat = objs[i];
  892. GameObject go = null;
  893. switch (int.Parse(mat.type))
  894. {
  895. case (int)MaterialType.None:
  896. break;
  897. case (int)MaterialType.Image:
  898. var pImage = ResMgr.Instance.Load<GameObject>("Template/Prefab/Image");
  899. go = Instantiate(pImage, spoit.transform);
  900. var imageitem = go.AddComponent<TemplateImage>();
  901. go.SetActive(true);
  902. imageitem.SetData(mat, material.updateTime);
  903. break;
  904. case (int)MaterialType.Video:
  905. var pVideo = ResMgr.Instance.Load<GameObject>("Template/Prefab/Video");
  906. go = Instantiate(pVideo, spoit.transform);
  907. var videoitem = go.AddComponent<TemplateVideo>();
  908. go.SetActive(true);
  909. videoitem.SetData(mat, material.updateTime);
  910. break;
  911. case (int)MaterialType.Model:
  912. var pModel = ResMgr.Instance.Load<GameObject>("Template/Prefab/Model");
  913. go = Instantiate(pModel, spoit.transform);
  914. var modelitem = go.AddComponent<TemplateModel>();
  915. go.SetActive(true);
  916. modelitem.SetData(mat, material.updateTime);
  917. Debug.Log(modelitem.Data.localSavePath);
  918. break;
  919. case (int)MaterialType.Text:
  920. var pText = ResMgr.Instance.Load<GameObject>("Template/Prefab/Text");
  921. go = Instantiate(pText, spoit.transform);
  922. var textitem = go.AddComponent<TemplateText>();
  923. go.SetActive(true);
  924. textitem.SetData(mat, material.updateTime);
  925. break;
  926. case (int)MaterialType.LocaImage:
  927. var pLocaImage = ResMgr.Instance.Load<GameObject>("Template/Prefab/Image");
  928. go = Instantiate(pLocaImage, spoit.transform);
  929. var locaImageitem = go.AddComponent<TemplateImage>();
  930. go.SetActive(true);
  931. locaImageitem.SetLocaImageData(mat);
  932. break;
  933. default:
  934. break;
  935. }
  936. if (go != null)
  937. {
  938. go.name = string.IsNullOrWhiteSpace(mat.name) ? spoit.name + "-" + i.ToString() : mat.name;
  939. mat.name = go.name;
  940. go.AddComponent<EditorEventHandler>().Type = (MaterialType)(int.Parse(mat.type));
  941. if (material.select)
  942. {
  943. go.transform.localPosition = mat.ObjectTransform.nowPos;
  944. go.transform.localEulerAngles = mat.ObjectTransform.nowRot;
  945. go.transform.localScale = mat.ObjectTransform.nowScale;
  946. }
  947. else
  948. {
  949. go.transform.localEulerAngles = Vector3.zero;
  950. go.transform.localScale = new Vector3(1, 1, 1);
  951. if (int.Parse(mat.type) != (int)MaterialType.Text)
  952. {
  953. go.transform.localPosition = Vector3.zero;
  954. }
  955. else
  956. {
  957. //Set text position
  958. if (mat.textPosition == "top")
  959. {
  960. go.transform.localPosition = new Vector3(0, 0.3f, 0);
  961. }
  962. else if (mat.textPosition == "bottom")
  963. {
  964. go.transform.localPosition = new Vector3(0, -0.3f, 0);
  965. }
  966. }
  967. mat.ObjectTransform.SetStartValue(go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  968. }
  969. ObjectValue objectValue = new ObjectValue(i, material.id, mat.name, go);
  970. objects.Add(objectValue);
  971. }
  972. newmaterial.materialList[i] = mat;
  973. }
  974. return objects;
  975. }
  976. /// <summary>
  977. /// 创建 6模型+文字
  978. /// </summary>
  979. /// <param name="material"></param>
  980. /// <param name="spoit"></param>
  981. /// <returns></returns>
  982. private List<ObjectValue> CreateModel_Text(MaterialObl material, GameObject spoit, out MaterialObl newmaterial)
  983. {
  984. List<ObjectValue> objects = new List<ObjectValue>();
  985. List<MaterialObjValue> objs = material.materialList;
  986. newmaterial = material;
  987. for (int i = 0; i < objs.Count; i++)
  988. {
  989. var mat = objs[i];
  990. GameObject go = null;
  991. switch (int.Parse(mat.type))
  992. {
  993. case (int)MaterialType.None:
  994. break;
  995. case (int)MaterialType.Model:
  996. var pModel = ResMgr.Instance.Load<GameObject>("Template/Prefab/Model");
  997. go = Instantiate(pModel, spoit.transform);
  998. var modelitem = go.AddComponent<TemplateModel>();
  999. go.SetActive(true);
  1000. modelitem.SetData(mat, material.updateTime);
  1001. break;
  1002. case (int)MaterialType.Text:
  1003. var pText = ResMgr.Instance.Load<GameObject>("Template/Prefab/Text");
  1004. go = Instantiate(pText, spoit.transform);
  1005. var textitem = go.AddComponent<TemplateText>();
  1006. go.SetActive(true);
  1007. textitem.SetData(mat, material.updateTime);
  1008. break;
  1009. default:
  1010. break;
  1011. }
  1012. if (go != null)
  1013. {
  1014. go.name = string.IsNullOrWhiteSpace(mat.name) ? spoit.name + "-" + i.ToString() : mat.name;
  1015. go.AddComponent<EditorEventHandler>().Type = (MaterialType)(int.Parse(mat.type));
  1016. if (material.select)
  1017. {
  1018. go.transform.localPosition = mat.ObjectTransform.nowPos;
  1019. go.transform.localEulerAngles = mat.ObjectTransform.nowRot;
  1020. go.transform.localScale = mat.ObjectTransform.nowScale;
  1021. }
  1022. else
  1023. {
  1024. go.transform.localEulerAngles = Vector3.zero;
  1025. go.transform.localScale = new Vector3(1, 1, 1);
  1026. if (int.Parse(mat.type) != (int)MaterialType.Text)
  1027. {
  1028. go.transform.localPosition = Vector3.zero;
  1029. }
  1030. else
  1031. {
  1032. //Set text position
  1033. if (mat.textPosition == "top")
  1034. {
  1035. go.transform.localPosition = new Vector3(0, 0.3f, 0);
  1036. }
  1037. else if (mat.textPosition == "bottom")
  1038. {
  1039. go.transform.localPosition = new Vector3(0, -0.3f, 0);
  1040. }
  1041. else if (mat.textPosition == "left")
  1042. {
  1043. go.transform.localPosition = new Vector3(-0.3f, 0, 0);
  1044. }
  1045. else if (mat.textPosition == "right")
  1046. {
  1047. go.transform.localPosition = new Vector3(0.3f, 0f, 0);
  1048. }
  1049. }
  1050. mat.ObjectTransform.SetStartValue(go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  1051. }
  1052. ObjectValue objectValue = CreateMatObjectValue(i, material.id, go, mat);
  1053. objects.Add(objectValue);
  1054. }
  1055. newmaterial.materialList[i] = mat;
  1056. }
  1057. return objects;
  1058. }
  1059. /// <summary>
  1060. /// 创建 5图片+文字/视频+文字
  1061. /// </summary>
  1062. private List<ObjectValue> CreateImage_Video_Text(MaterialObl material, GameObject spoit, out MaterialObl newmaterial)
  1063. {
  1064. newmaterial = material;
  1065. List<ObjectValue> objects = new List<ObjectValue>();
  1066. switch (material.typesetting)
  1067. {
  1068. case "1":
  1069. objects = SRTitleLayout.CalLayout(material, spoit, out newmaterial);
  1070. break;
  1071. case "2":
  1072. objects = SRSectorLayout.CalLayout(material, spoit, out newmaterial);
  1073. break;
  1074. case "3":
  1075. objects = DRTitleLayout.CalLayout(material, spoit, out newmaterial);
  1076. break;
  1077. case "4":
  1078. objects = DRFanLayout.CalLayout(material, spoit, out newmaterial);
  1079. break;
  1080. case "5":
  1081. objects = SRTitleLayout.CalLayout(material, spoit, out newmaterial,"5");
  1082. break;
  1083. case "自定义":
  1084. break;
  1085. default:
  1086. break;
  1087. }
  1088. return objects;
  1089. }
  1090. /// <summary>
  1091. /// 创建物体ObjectValue,并赋值位置信息
  1092. /// </summary>
  1093. /// <param name="id"></param>
  1094. /// <param name="parentid"></param>
  1095. /// <param name="go"></param>
  1096. /// <param name="mat"></param>
  1097. /// <returns></returns>
  1098. private ObjectValue CreateMatObjectValue(int id, int parentid, GameObject go, MaterialObjValue mat)
  1099. {
  1100. go.name = string.IsNullOrWhiteSpace(mat.name) ? go.name : mat.name;
  1101. go.AddComponent<EditorEventHandler>().Type = (MaterialType)(int.Parse(mat.type));
  1102. //为物体位置信息赋值
  1103. if (mat.ObjectTransform != null)
  1104. {
  1105. go.transform.localPosition = mat.ObjectTransform.nowPos;
  1106. go.transform.localEulerAngles = mat.ObjectTransform.nowRot;
  1107. go.transform.localScale = mat.ObjectTransform.nowScale;
  1108. }
  1109. else
  1110. {
  1111. go.transform.localPosition = Vector3.zero;
  1112. go.transform.localEulerAngles = Vector3.zero;
  1113. go.transform.localScale = new Vector3(1, 1, 1);
  1114. }
  1115. ObjectValue objectValue = new ObjectValue(id, parentid, mat.name, go, go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  1116. return objectValue;
  1117. }
  1118. #endregion
  1119. #region 路径
  1120. /// <summary>
  1121. /// 设置路线数据
  1122. /// </summary>
  1123. /// <param name="navLines"></param>
  1124. public void SetRouteValue(List<NavLinesItem> navLines)
  1125. {
  1126. if (navLines == null || navLines.Count <= 0)
  1127. {
  1128. Debug.Log("当前景点未绘制路线");
  1129. return;
  1130. }
  1131. RouteCtr.SetRouteValue(navLines);
  1132. }
  1133. #endregion
  1134. #region 锚点
  1135. /// <summary>
  1136. /// 设置场景锚点
  1137. /// </summary>
  1138. /// <param name="listAnchor"></param>
  1139. public void SetAnchor(List<Anchor> listAnchor)
  1140. {
  1141. if (listAnchor == null)
  1142. return;
  1143. Anchor anchor;
  1144. for (int i = 0; i < listAnchor.Count - 1; i++)
  1145. {
  1146. for (int j = 0; j < listAnchor.Count - 1 - i; j++)
  1147. {
  1148. if (listAnchor[j].id > listAnchor[j + 1].id)
  1149. {
  1150. anchor = listAnchor[j];
  1151. listAnchor[j] = listAnchor[j + 1];
  1152. listAnchor[j + 1] = anchor;
  1153. }
  1154. }
  1155. }
  1156. for (int i = 0; i < listAnchor.Count; i++)
  1157. {
  1158. // 创建锚点
  1159. GameManager.Instance.AnchorValue.Add(listAnchor[i], CreateAnchor(listAnchor[i]));
  1160. GameManager.Instance.AnchorChild.Add(listAnchor[i], AnchorValue[listAnchor[i]].transform.GetChild(0).gameObject);
  1161. }
  1162. m_UIAnchorsPanel.SetAnchor(AnchorValue);
  1163. }
  1164. private MeshRenderer CreateAnchor(Anchor anchor)
  1165. {
  1166. // 创建锚点 给锚点赋值
  1167. GameObject anchorObj = GameObject.Instantiate(Resources.Load<GameObject>("Template/Prefab/Anchor"),AnchorsParent);
  1168. anchorObj.name = "Anchor" + anchor.id;
  1169. /*
  1170. VuforiaAnchor vuforiaAnchor = anchorObj.GetComponent<VuforiaAnchor>();
  1171. vuforiaAnchor.player = GameManager.Instance.m_head.transform;
  1172. if (VuforiaManager.Instance.list_Anchor == null)
  1173. VuforiaManager.Instance.list_Anchor = new List<VuforiaAnchor>();
  1174. VuforiaManager.Instance.list_Anchor.Add(vuforiaAnchor);*/
  1175. var anchorPos = Vector3.zero;
  1176. Debug.Log(anchor.picturePosition.pointRelativeX+" "+ WebMapSize.x);
  1177. anchorPos = new Vector3((float)anchor.picturePosition.pointRelativeX / WebMapSize.x * MapSize.x, -1f, -(float)anchor.picturePosition.pointRelativeY / WebMapSize.y * MapSize.y);
  1178. anchorObj.transform.localPosition = anchorPos;
  1179. anchorObj.transform.GetChild(0).gameObject.SetActive(false);
  1180. var mesh = anchorObj.GetComponent<MeshRenderer>();
  1181. mesh.enabled = false;
  1182. //if(anchor.objectTransform!=null)
  1183. //{
  1184. // anchorObj.transform.localPosition = anchor.objectTransform.nowPos;
  1185. // anchorObj.transform.localEulerAngles = anchor.objectTransform.nowRot;
  1186. //}
  1187. if(anchor.objectTransform!=null && anchor.objectTransform.nowScale!=Vector3.zero)
  1188. {
  1189. anchorObj.transform.localEulerAngles = anchor.objectTransform.nowRot;
  1190. anchorObj.transform.localPosition = anchor.objectTransform.nowPos;
  1191. }
  1192. return mesh;
  1193. }
  1194. #endregion
  1195. #region 触发器判定
  1196. /// <summary>
  1197. /// 当人物进入触发器范围
  1198. /// </summary>
  1199. public void OnColliderTriggerEnter(Collider other)
  1200. {
  1201. IsTriggerExiting = true;
  1202. for (int i = 0; i < ListColliderBoxs.Count; i++)
  1203. {
  1204. if (other.name == ListColliderBoxs[i].name)
  1205. {
  1206. ListShowObjs[i].gameObject.SetActive(true);
  1207. Debug.Log(i);
  1208. if (isShowLoacalShowObjs)
  1209. ListLocalShowObjs[i].gameObject.SetActive(true);
  1210. // 进入景点通知后台
  1211. HttpSocket.Instance.SendIpToPointTrigger(" ",other.name, CallBack);
  1212. if (SpoitIndex == i)
  1213. {
  1214. return;
  1215. }
  1216. //进入新区域前关闭当前显示
  1217. if (SpoitIndex >= 0 && IsStartEditor)
  1218. {
  1219. ListShowObjs[SpoitIndex].gameObject.SetActive(false);
  1220. if (isShowLoacalShowObjs)
  1221. ListLocalShowObjs[SpoitIndex].gameObject.SetActive(false);
  1222. ListCrystals[SpoitIndex].gameObject.SetActive(true);
  1223. m_EditorPanel.ClosePanel();
  1224. }
  1225. //进入新的出发区域
  1226. SpoitIndex = i;
  1227. ListCrystals[SpoitIndex].gameObject.SetActive(false);
  1228. m_EditorPanel.SetSpoit(SpoitValues[i]);
  1229. //StartCoroutine(SetPosRotScale());
  1230. return;
  1231. }
  1232. }
  1233. //StartCoroutine(SetPosRotScale());
  1234. }
  1235. public void SetPosRotScale()
  1236. {
  1237. if (PosRotScale.PosRotScalePatchList.Count != 0)
  1238. {
  1239. int temp = 0;
  1240. for (int i = 0; i < GameManager.Instance.ObjsParent.childCount; i++)
  1241. {
  1242. if (i != 0)
  1243. {
  1244. for (int j = 0; j < GameManager.Instance.ObjsParent.GetChild(i).childCount; j++)
  1245. {
  1246. for (int k = 0; k < GameManager.Instance.ObjsParent.GetChild(i).GetChild(j).childCount; k++)
  1247. {
  1248. GameManager.Instance.ObjsParent.GetChild(i).GetChild(j).GetChild(k).localPosition = PosRotScale.PosRotScalePatchList[temp].PosPatch;
  1249. GameManager.Instance.ObjsParent.GetChild(i).GetChild(j).GetChild(k).localEulerAngles = PosRotScale.PosRotScalePatchList[temp].RotPatch;
  1250. GameManager.Instance.ObjsParent.GetChild(i).GetChild(j).GetChild(k).localScale = PosRotScale.PosRotScalePatchList[temp].ScalePatch;
  1251. temp++;
  1252. }
  1253. }
  1254. }
  1255. }
  1256. }
  1257. }
  1258. /// <summary>
  1259. /// 当人物退出触发器范围
  1260. /// </summary>
  1261. public void OnColliderTriggerExit(Collider other)
  1262. {
  1263. IsTriggerExiting = false;
  1264. if (IsStartEditor)
  1265. {
  1266. return;
  1267. }
  1268. else
  1269. {
  1270. ListShowObjs[SpoitIndex].gameObject.SetActive(false);
  1271. if (isShowLoacalShowObjs)
  1272. ListLocalShowObjs[SpoitIndex].gameObject.SetActive(false);
  1273. ListCrystals[SpoitIndex].gameObject.SetActive(true);
  1274. m_EditorPanel.ClosePanel();
  1275. SpoitIndex = -1;
  1276. }
  1277. }
  1278. /// <summary>
  1279. /// 更新景点信息
  1280. /// </summary>
  1281. public void UpdateSpoitValue()
  1282. {
  1283. var spoit = SpoitValues[SpoitIndex];
  1284. var objvalues = ObjectValues[spoit.id];
  1285. spoit.spoitTf.SavePos(objvalues.nowPos, objvalues.nowRot, objvalues.nowScale);
  1286. //X\Y\W\H
  1287. var collidervalue = ColliderObjectValues[SpoitIndex];
  1288. var collider = collidervalue.Object;
  1289. var pos = collidervalue.nowPos;
  1290. var w = collidervalue.nowScale.x;
  1291. var h = collidervalue.nowScale.z;
  1292. var webpos = new Vector3(Math.Abs(pos.x) / MapSize.x * WebMapSize.x, 0, Math.Abs(pos.z) / MapSize.y * WebMapSize.y);
  1293. var webw = w / MapSize.x * WebMapSize.x;
  1294. var webh = h / MapSize.y * WebMapSize.y;
  1295. spoit.SpoitTransform[0].areaRelativeX = webpos.x;
  1296. spoit.SpoitTransform[0].areaRelativeY = webpos.z;
  1297. spoit.SpoitTransform[0].areaRelativeW = webw;
  1298. spoit.SpoitTransform[0].areaRelativeH = webh;
  1299. spoit.spoitTf.SavePos(objvalues.nowPos, objvalues.nowRot, objvalues.nowScale);
  1300. if (objvalues.Object == null)
  1301. {
  1302. RemoveSpoitObjectValue(spoit.id);
  1303. spoit.material = new List<MaterialObl>();
  1304. }
  1305. else
  1306. {
  1307. var mats = spoit.material;
  1308. var objvalue = objvalues.ChildrenObj;
  1309. for (int j = 0; j < mats.Count; j++)
  1310. {
  1311. var matobj = mats[j];
  1312. var obis = objvalue[j];
  1313. matobj.objectTransform.SavePos(obis.nowPos, obis.nowRot, obis.nowScale);
  1314. for (int m = 0; m < matobj.materialList.Count; m++)
  1315. {
  1316. var childrenobj = obis.ChildrenObj[m];
  1317. var mat = matobj.materialList[m];
  1318. if (childrenobj.Object == null)
  1319. {
  1320. obis.ChildrenObj.RemoveAt(m);
  1321. matobj.materialList.RemoveAt(m);
  1322. break;
  1323. }
  1324. mat.ObjectTransform.SavePos(childrenobj.nowPos, childrenobj.nowRot, childrenobj.nowScale);
  1325. }
  1326. matobj.select = true;
  1327. if (obis.ChildrenObj.Count <= 0)
  1328. {
  1329. mats.RemoveAt(j);
  1330. objvalue.RemoveAt(j);
  1331. Destroy(obis.Object);
  1332. break;
  1333. }
  1334. }
  1335. }
  1336. SpoitValues[SpoitIndex] = spoit;
  1337. }
  1338. public void UpdateEditorUI()
  1339. {
  1340. m_EditorPanel.SetSpoit(SpoitValues[SpoitIndex]);
  1341. }
  1342. #endregion
  1343. public ObjectValue GetCurrentColliderValue()
  1344. {
  1345. return ColliderObjectValues[SpoitIndex];
  1346. }
  1347. public void SaveSpoitObjectValue(ObjectValue value)
  1348. {
  1349. if (ObjectValues.ContainsKey(SpoitValues[SpoitIndex].id))
  1350. {
  1351. ObjectValues[SpoitValues[SpoitIndex].id] = value;
  1352. }
  1353. }
  1354. public void RemoveSpoitObjectValue(int id)
  1355. {
  1356. if (ObjectValues.ContainsKey(id))
  1357. {
  1358. ObjectValues.Remove(id);
  1359. }
  1360. }
  1361. public void SaveCurrentColliderValue(ObjectValue value)
  1362. {
  1363. if (ColliderObjectValues.Contains(value))
  1364. {
  1365. ColliderObjectValues[SpoitIndex] = value;
  1366. }
  1367. }
  1368. //计算场景中点云地图比例
  1369. public void CalMapSize()
  1370. {
  1371. //场景地图比例
  1372. var disX = Vector3.Distance(PointA.localPosition, PointD.localPosition);
  1373. var disZ = Vector3.Distance(PointA.localPosition, PointB.localPosition);
  1374. MapSize = new Vector2(disX, disZ);
  1375. //Debug.LogFormat("{0}:{1}", "AB", Vector3.Distance(PointA.localPosition, PointB.localPosition));
  1376. //Debug.LogFormat("{0}:{1}", "CD", Vector3.Distance(PointC.localPosition, PointD.localPosition));
  1377. //Debug.LogFormat("{0}:{1}", "AD", Vector3.Distance(PointA.localPosition, PointD.localPosition));
  1378. //Debug.LogFormat("{0}:{1}", "BC", Vector3.Distance(PointB.localPosition, PointC.localPosition));
  1379. }
  1380. public void CallBack(string message)
  1381. {
  1382. }
  1383. }
  1384. [Serializable]
  1385. public class ObjectValue
  1386. {
  1387. /// <summary>
  1388. /// 景点ID
  1389. /// </summary>
  1390. [SerializeField]
  1391. public int ID;
  1392. /// <summary>
  1393. /// 当前物体名称
  1394. /// </summary>
  1395. [SerializeField]
  1396. public string matName;
  1397. /// <summary>
  1398. /// 父物体ID
  1399. /// -1表示当期物体为景点
  1400. /// </summary>
  1401. [SerializeField]
  1402. public int parentID;
  1403. /// <summary>
  1404. /// 对应的物体
  1405. /// </summary>
  1406. [SerializeField]
  1407. public GameObject Object;
  1408. /// <summary>
  1409. /// 子物体
  1410. /// </summary>
  1411. [SerializeField]
  1412. public List<ObjectValue> ChildrenObj;
  1413. public Vector3 startPos { get; set; }
  1414. public Vector3 startRot { get; set; }
  1415. public Vector3 startScale { get; set; }
  1416. public Vector3 nowPos { get; set; }
  1417. public Vector3 nowRot { get; set; }
  1418. public Vector3 nowScale { get; set; }
  1419. public ObjectValue()
  1420. {
  1421. ChildrenObj = new List<ObjectValue>();
  1422. parentID = -1;
  1423. }
  1424. /// <summary>
  1425. ///
  1426. /// </summary>
  1427. /// <param name="id">景点对应的index</param>
  1428. /// <param name="parentid">景点ID</param>
  1429. /// <param name="name"></param>
  1430. /// <param name="object"></param>
  1431. /// <param name="pos"></param>
  1432. /// <param name="Rot"></param>
  1433. /// <param name="Scale"></param>
  1434. public ObjectValue(int id, int parentid, string name, GameObject @object, Vector3 pos, Vector3 Rot, Vector3 Scale)
  1435. {
  1436. ID = id;
  1437. parentID = parentid;
  1438. matName = name;
  1439. Object = @object;
  1440. ChildrenObj = new List<ObjectValue>();
  1441. startPos = pos;
  1442. nowPos = pos;
  1443. startRot = Rot;
  1444. nowRot = Rot;
  1445. startScale = Scale;
  1446. nowScale = Scale;
  1447. }
  1448. public ObjectValue(int id, int parentid, string name, GameObject @object)
  1449. {
  1450. ID = id;
  1451. parentID = parentid;
  1452. matName = name;
  1453. Object = @object;
  1454. ChildrenObj = new List<ObjectValue>();
  1455. startPos = @object.transform.localPosition;
  1456. nowPos = startPos;
  1457. startRot = @object.transform.localEulerAngles;
  1458. nowRot = startRot;
  1459. startScale = @object.transform.localScale;
  1460. nowScale = startScale;
  1461. }
  1462. /// <summary>
  1463. /// 初始化时当前位置和初始位置
  1464. /// 此方法只在组合素材时使用
  1465. /// </summary>
  1466. public void InitTransform()
  1467. {
  1468. if (Object != null)
  1469. {
  1470. startPos = Object.transform.localPosition;
  1471. nowPos = Object.transform.localPosition;
  1472. startRot = Object.transform.localEulerAngles;
  1473. nowRot = Object.transform.localEulerAngles;
  1474. startScale = Object.transform.localScale;
  1475. nowScale = Object.transform.localScale;
  1476. }
  1477. }
  1478. /// <summary>
  1479. /// 编辑物体坐标时初始化坐标
  1480. /// </summary>
  1481. public void InitObjTransform()
  1482. {
  1483. Object.transform.localPosition = startPos;
  1484. Object.transform.localEulerAngles = startRot;
  1485. Object.transform.localScale = startScale;
  1486. nowPos = startPos;
  1487. nowRot = startRot;
  1488. nowScale = startScale;
  1489. }
  1490. /// <summary>
  1491. /// 编辑物体坐标时保存坐标信息
  1492. /// </summary>
  1493. public void SaveObjTransfoem()
  1494. {
  1495. if (Object != null)
  1496. {
  1497. nowPos = Object.transform.localPosition;
  1498. nowRot = Object.transform.localEulerAngles;
  1499. nowScale = Object.transform.localScale;
  1500. }
  1501. }
  1502. }