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.LookAt(OpenXRCamera.Instance.head);
  238. m_SetBtn.transform.localEulerAngles = new Vector3(0, m_SetBtn.transform.localEulerAngles.y+180, 0);
  239. //m_SetBtn.transform.position = API_GSXR_Slam.GSXR_Get_Head().localPosition + Player.transform.forward * 1.3f+ new Vector3(0, 1f, 0);
  240. //m_SetBtn.transform.localPosition = API_GSXR_Slam.GSXR_Get_Head().localPosition + Player.transform.forward * 1.3f + new Vector3(0, 1f, 0);
  241. m_SetBtn.transform.position = OpenXRCamera.Instance.head.position + Player.transform.forward * 1.3f + new Vector3(-0.2f, 1f, 0);
  242. // }
  243. }
  244. public void Init()
  245. {
  246. }
  247. private void InitCrystals()
  248. {
  249. for (int i = 0; i < ListCrystals.Count; i++)
  250. {
  251. ListCrystals[i].gameObject.SetActive(true);
  252. }
  253. }
  254. private void InitBoxColliders()
  255. {
  256. for (int i = 0; i < ListColliderBoxs.Count; i++)
  257. {
  258. ListColliderBoxs[i].gameObject.SetActive(true);
  259. }
  260. }
  261. public void IntoScene()
  262. {
  263. Map.SetActive(true);
  264. //GameObject.Instantiate(Resources.Load<GameObject>("ARCamera"));
  265. //ImageTargetManager.Instance.LoadVuforiaDat();
  266. //API_GSXR_Slam.GSXR_Get_Head().localPosition = new Vector3(23.57f, 2.5f, 16.74f);
  267. //API_GSXR_Slam.GSXR_Get_Head().localEulerAngles = new Vector3(0, -35.9f, 0);
  268. StartCoroutine(StartScene(isPlayMRZhanTing));
  269. HttpSocket.Instance.SendIpToElectric();
  270. }
  271. IEnumerator StartScene( bool isPlayMRZhanTing)
  272. {
  273. yield return new WaitForSeconds(0.5f);
  274. if(isPlayMRZhanTing)
  275. {
  276. //if (!string.IsNullOrWhiteSpace(DataManager.Instance.CurrentScene.sandTable))
  277. //{
  278. MRZhanTing.gameObject.SetActive(true);
  279. MRZhanTing.transform.position = API_GSXR_Slam.GSXR_Get_Head().position + API_GSXR_Slam.GSXR_Get_Head().forward + new Vector3(0, -0.7f, 0);
  280. MRZhanTing.transform.localEulerAngles = new Vector3(0, API_GSXR_Slam.GSXR_Get_Head().eulerAngles.y, 0);
  281. yield return new WaitForSeconds(18f);
  282. MRZhanTing.gameObject.SetActive(false);
  283. //}
  284. }
  285. m_SettingPanel.gameObject.SetActive(true);
  286. m_EditorPanel.Init();
  287. m_SettingPanel.Init();
  288. if (RouteCtr.CurrentPoints.Count > 0)
  289. {
  290. Player.MovePoints = RouteCtr.CurrentPoints;
  291. //判断选择那个虚拟导游
  292. //int id = ChooseIroBot();
  293. //if (id < 3)
  294. //{
  295. //m_IroBot = Irobots[id - 1];
  296. m_IroBot.gameObject.SetActive(true);
  297. m_IroBot.Points = RouteCtr.CurrentPoints;
  298. yield return new WaitForSeconds(5f);
  299. //}
  300. }
  301. IsRuning = true;
  302. m_SetBtn.gameObject.SetActive(true);
  303. InitCrystals();
  304. InitBoxColliders();
  305. }
  306. private int ChooseIroBot()
  307. {
  308. int id = 3;
  309. var navlines = DataManager.Instance.CurrentScene.navLines;
  310. if (navlines.Count > 0)
  311. {
  312. id = navlines[0].guideMod;
  313. }
  314. return id;
  315. }
  316. /// <summary>
  317. /// 若为半自动显示素材,需要获取景点物体来为ObjectValues赋值
  318. /// </summary>
  319. private void GetObjectValue()
  320. {
  321. //for (int i = 0; i < ListShowObjs.Count; i++)
  322. //{
  323. // var spoit = ListShowObjs[i];
  324. // List<ObjectValue> values = new List<ObjectValue>();
  325. // ObjectValue objectValue = new ObjectValue(i, -1, spoit.name, spoit.gameObject, spoit.localPosition, spoit.localEulerAngles, spoit.localScale);
  326. // var editors = spoit.GetComponentsInChildren<EditorEventHandler>();
  327. // for (int j = 1; j < editors.Length; j++)
  328. // {
  329. // var obj = editors[j];
  330. // ObjectValue value = new ObjectValue(j, i, obj.name, obj.gameObject, obj.transform.localPosition, obj.transform.localEulerAngles, obj.transform.localScale);
  331. // objectValue.ChildrenObj.Add(value);
  332. // }
  333. // values.Add(objectValue);
  334. // ObjectValues.Add(i, values);
  335. //}
  336. }
  337. /// <summary>
  338. /// 半自动时创建景点信息
  339. /// </summary>
  340. //private void CreateSpoitValue()
  341. //{
  342. // if (SpoitValues == null)
  343. // {
  344. // SpoitValues = new List<SpoitValue>();
  345. // }
  346. // SpoitValues.Clear();
  347. // foreach (int id in ObjectValues.Keys)
  348. // {
  349. // var item = ObjectValues[id];
  350. // SpoitValue spoit = new SpoitValue();
  351. // spoit.id = item[0].ID;
  352. // spoit.name = item[0].matName;
  353. // for (int i = 0; i < item.Count; i++)
  354. // {
  355. // var objs = item[i];
  356. // MaterialObl materialObl = new MaterialObl();
  357. // materialObl.id = objs.ID;
  358. // materialObl.name = objs.matName;
  359. // materialObl.type = 0;
  360. // OjectTransform ojectTransform = new OjectTransform(objs.Object.transform.localPosition, objs.Object.transform.localEulerAngles, objs.Object.transform.localScale);
  361. // for (int m = 0; m < objs.ChildrenObj.Count; m++)
  362. // {
  363. // var obj = objs.ChildrenObj[i];
  364. // MaterialObjValue mat = new MaterialObjValue();
  365. // mat.name = obj.matName;
  366. // mat.type = 0;
  367. // mat.objectTransform = new OjectTransform(obj.Object.transform.localPosition, obj.Object.transform.localEulerAngles, obj.Object.transform.localScale);
  368. // materialObl.materialList.Add(mat);
  369. // }
  370. // spoit.material.Add(materialObl);
  371. // SpoitValues.Add(spoit);
  372. // }
  373. // }
  374. //}
  375. #region 设置功能
  376. public void OnEditorBtnValueChanged(bool ison)
  377. {
  378. m_EditorCanvas.gameObject.SetActive(ison);
  379. m_IsStartEditor = ison;
  380. for (int i = 0; i < ListColiderBoxs_Mesh.Count; i++)
  381. {
  382. ListColiderBoxs_Mesh[i].enabled = ison;
  383. }
  384. if (ison)
  385. {
  386. m_EditorCanvas.position = OpenXRCamera.Instance.head.position + Player.transform.forward + new Vector3(0, 0.5f, 0);
  387. m_EditorCanvas.eulerAngles = new Vector3(0, OpenXRCamera.Instance.head.eulerAngles.y, 0);
  388. }
  389. else
  390. {
  391. m_EditorCanvas.position = OpenXRCamera.Instance.head.position + new Vector3(0, 100, 0);
  392. if (SpoitIndex >= 0 && !IsTriggerExiting)
  393. {
  394. ListShowObjs[SpoitIndex].gameObject.SetActive(false);
  395. if (isShowLoacalShowObjs)
  396. ListLocalShowObjs[SpoitIndex].gameObject.SetActive(false);
  397. ListCrystals[SpoitIndex].gameObject.SetActive(true);
  398. m_EditorPanel.ClosePanel();
  399. SpoitIndex = -1;
  400. }
  401. }
  402. }
  403. public void OnSettingBtnValueChanged(bool ison)
  404. {
  405. m_SettingPanel.gameObject.SetActive(ison);
  406. if (ison)
  407. {
  408. Debug.Log(OpenXRCamera.Instance.head.forward);
  409. m_SettingPanel.transform.position = OpenXRCamera.Instance.head.position + Player.transform.forward;
  410. m_SettingPanel.transform.eulerAngles = new Vector3(0, OpenXRCamera.Instance.head.eulerAngles.y, 0);
  411. }
  412. }
  413. public void OnAnchorBtnValueChanged(bool ison)
  414. {
  415. foreach (var item in m_AnchorValue)
  416. {
  417. item.Value.enabled = ison;
  418. }
  419. //foreach (var item in m_AnchorChild)
  420. //{
  421. // item.Value.SetActive(ison);
  422. //}
  423. if(ison)
  424. {
  425. m_UIAnchorsPanel.transform.position = OpenXRCamera.Instance.head.position + Player.transform.forward + new Vector3(0, 0.5f, 0);
  426. m_UIAnchorsPanel.transform.eulerAngles = new Vector3(0, OpenXRCamera.Instance.head.eulerAngles.y, 0);
  427. }
  428. else
  429. {
  430. m_UIAnchorsPanel.transform.position = OpenXRCamera.Instance.head.position + new Vector3(0, 100, 0);
  431. }
  432. }
  433. #endregion
  434. #region 获取景点信息--素材编辑模式下
  435. /// <summary>
  436. /// 获取当前景点对应的物体信息
  437. /// </summary>
  438. /// <param name="spoitID"></param>
  439. /// <returns></returns>
  440. public ObjectValue GetSpoitObjs(int spoitID)
  441. {
  442. if (ObjectValues.ContainsKey(spoitID))
  443. {
  444. return ObjectValues[spoitID];
  445. }
  446. else
  447. {
  448. return null;
  449. }
  450. }
  451. /// <summary>
  452. /// 初始化数据
  453. /// 素材编辑模式下
  454. /// </summary>
  455. /// <param name="matObjs"></param>
  456. public void InitSpoitObjs()
  457. {
  458. m_EditorPanel.InitObjTransForm();
  459. }
  460. /// <summary>
  461. /// 保存数据
  462. /// 素材编辑模式下
  463. /// </summary>
  464. /// <param name="matObjs"></param>
  465. public void SaveSpoitObjs()
  466. {
  467. m_EditorPanel.SaveObjTransForm();
  468. }
  469. public void SaveAnchorObjs( string name)
  470. {
  471. foreach (var item in AnchorValue) // 保存所有锚点
  472. {
  473. item.Key.objectTransform.SavePos(item.Value.transform.localPosition, item.Value.transform.localEulerAngles, item.Value.transform.localScale);
  474. }
  475. // 锚点发送后台
  476. m_UIAnchorsPanel.SaveAnchors(name);
  477. }
  478. #endregion
  479. #region 创建水晶点、触发器范围、显示物体
  480. public void CreateScene(SceneValue scene)
  481. {
  482. SceneValue = scene;
  483. if (m_MinMap.Map.sprite == null)
  484. {
  485. GetMinMap(scene );
  486. }
  487. else
  488. {
  489. StartCreateScene(scene);
  490. }
  491. Invoke("MoveScenePatch",1);
  492. }
  493. private void MoveScenePatch()
  494. {
  495. Vector3 temp = ObjsParent.parent.localPosition;
  496. temp.z += MapSize.y;
  497. ObjsParent.parent.localPosition = temp;
  498. }
  499. private void StartCreateScene(SceneValue scene)
  500. {
  501. if (scene.navLines != null && scene.navLines.Count > 0)
  502. SetRouteValue(scene.navLines);
  503. else
  504. Debug.LogError(" 当前场景未设置路径");
  505. if (scene.listSpoit != null && scene.listSpoit.Count > 0)
  506. SetSpoitValue(scene.listSpoit);
  507. else
  508. Debug.LogError(" 当前场景未创建景点");
  509. if (scene.listPicture != null && scene.listPicture.Count > 0)
  510. SetAnchor(scene.listPicture);
  511. else
  512. Debug.LogError(" 当前场景未创建锚点");
  513. //设置小地图景点
  514. // m_CalMap.SettingMapPoint(ListCrystals);
  515. UIManager.Instance.ShowUI(UINameConfig.LoadingPanel, typeof(LoadingPanel), (int)ELoadState.download);
  516. DownloadManager.Instance.UpdataData();
  517. }
  518. /// <summary>
  519. /// 获取小地图
  520. /// </summary>
  521. public void GetMinMap( SceneValue scene )
  522. {
  523. DownloadData data1 = new DownloadData();
  524. string filename = Path.GetFileName(MapPicUrl);
  525. data1.name = filename;
  526. data1.type = 1;
  527. data1.downloadPath = MapPicUrl;
  528. //data1.updateTime = (int)SceneValue.updateTime;
  529. data1.localSavePath = DownloadManager.Instance.LocaDataPath + "/map/" + filename;
  530. if(scene.width>0 &&scene.length>0)
  531. {
  532. //Debug.Log(scene.width + " " + scene.length);
  533. isStart = true;
  534. PointB.position = Vector3.zero;
  535. PointB.eulerAngles = Vector3.zero;
  536. PointA.position = PointB.position + new Vector3(0, 0, scene.width);
  537. PointA.eulerAngles = Vector3.zero;
  538. PointC.position = PointB.position + new Vector3(scene.length, 0, 0);
  539. PointC.eulerAngles = Vector3.zero;
  540. PointD.position = PointB.position + new Vector3(scene.length, 0, scene.width);
  541. PointD.eulerAngles = Vector3.zero;
  542. m_CalMap.SettingMapPoint(ListCrystals);
  543. }
  544. DownloadManager.Instance.GetMapImage(data1, m_MinMap.Map, (b, tex) =>
  545. {
  546. if (b)
  547. {
  548. Sprite sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
  549. m_MinMap.Map.sprite = sprite;
  550. //m_MinMap.Map.SetNativeSize();
  551. float width = tex.width;
  552. float height = tex.height;
  553. if(width>height)
  554. {
  555. width = width / height;
  556. height = 1;
  557. }
  558. else
  559. {
  560. height = height / width;
  561. width = 1;
  562. }
  563. MinMapSize = new Vector2(width * 150, height * 150);
  564. CalMapSize();
  565. m_MinMap.Map.GetComponent<RectTransform>().sizeDelta = new Vector2( width*150,height*150 );
  566. //获取网页端
  567. WebMapSize = new Vector2((float)tex.width, (float)tex.height);
  568. if (SceneValue != null)
  569. {
  570. StartCreateScene(SceneValue);
  571. }
  572. }
  573. });
  574. }
  575. /// <summary>
  576. /// 设置景点素材信息
  577. /// </summary>
  578. /// <param name="spoits"></param>
  579. public void SetSpoitValue(List<SpoitValue> spoits)
  580. {
  581. SpoitValue spoitValue;
  582. for (int i = 0; i < spoits.Count-1; i++)
  583. {
  584. spoitValue = null;
  585. for (int j = 0; j < spoits.Count-1-i; j++)
  586. {
  587. if(spoits[j].id>spoits[j+1].id)
  588. {
  589. spoitValue = spoits[j];
  590. spoits[j] = spoits[j+1];
  591. spoits[j+1] = spoitValue;
  592. }
  593. }
  594. }
  595. SpoitValues.Clear();
  596. for (int i = 0; i < spoits.Count; i++)
  597. {
  598. var spoit = spoits[i];
  599. SpoitValue spoit1 = spoit;
  600. CreateCrystalAndTrigger(spoit);
  601. CreateMaterial(spoit, out spoit1);
  602. spoits[i] = spoit1;
  603. }
  604. for (int i = 0; i < ListColiderBoxs_Mesh.Count; i++)
  605. {
  606. ListColiderBoxs_Mesh[i].enabled = false;
  607. }
  608. SpoitValues.AddRange(spoits);
  609. SceneValue.listSpoit = SpoitValues;
  610. DataManager.Instance.Spoits = SpoitValues;
  611. }
  612. /// <summary>
  613. /// 创建水晶点和触发器
  614. /// </summary>
  615. private void CreateCrystalAndTrigger(SpoitValue spoit)
  616. {
  617. var spoitPos = Vector3.zero;
  618. if (spoit.SpoitTransform.Count > 0)
  619. {
  620. //Debug.LogFormat("{0}{1}", spoit.name, "景点存在");
  621. SpoitPos trans = spoit.SpoitTransform[0];
  622. spoitPos = new Vector3((float)trans.pointRelativeX / WebMapSize.x * MapSize.x, -1f, -(float)trans.pointRelativeY / WebMapSize.y * MapSize.y);
  623. //创建水晶点
  624. var obj = Instantiate(CrystalItem, CrystalsParent);
  625. obj.name = spoit.name;
  626. obj.transform.localPosition = spoitPos;
  627. ListCrystals.Add(obj.transform);
  628. var spoitobj = CreateSpoit(spoit, spoitPos);
  629. ListShowObjs.Add(spoitobj.transform);
  630. ObjectValue spoitvalue = new ObjectValue(spoit.id, -1, spoitobj.name, spoitobj);
  631. ObjectValues.Add(spoit.id, spoitvalue);
  632. ////创建触发器
  633. //if (SpoitsValueDetail.ContainsKey(spoit.id))
  634. //{
  635. // var spoitdetail = SpoitsValueDetail[spoit.id];
  636. // var range = spoitdetail.triggerRange;
  637. // if (range.areaRelativeH == 0 && range.areaRelativeW == 0 && range.areaRelativeX == 0 && range.areaRelativeY == 0)
  638. // {
  639. // }
  640. // else
  641. // {
  642. // trans = range;
  643. // }
  644. //}
  645. //var tiggerpos = new Vector3((float)trans.areaRelativeX / WebMapSize.x * MapSize.x, -0.5f, -(float)trans.areaRelativeY / WebMapSize.y * MapSize.y);
  646. 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);
  647. var tiggerRange = new Vector3((float)trans.areaRelativeW / WebMapSize.x * MapSize.x, 0.1f, (float)trans.areaRelativeH / WebMapSize.y * MapSize.y);
  648. var triggerobj = Instantiate(ColliderItem, CollidersParent);
  649. triggerobj.name = spoit.name;
  650. triggerobj.transform.localPosition = tiggerpos;
  651. triggerobj.transform.localScale = tiggerRange;
  652. //triggerobj.AddComponent<EditorEventHandler>().IsClickEditor = true;
  653. ObjectValue boxvalue = new ObjectValue(spoit.id, -1, triggerobj.name, triggerobj);
  654. ColliderObjectValues.Add(boxvalue);
  655. ListColliderBoxs.Add(triggerobj.transform);
  656. ListColiderBoxs_Mesh.Add(triggerobj.GetComponent<MeshRenderer>());
  657. }
  658. else
  659. {
  660. Debug.LogFormat("{0}{1}", spoit.name, "景点不存在");
  661. }
  662. }
  663. private GameObject CreateSpoit(SpoitValue spoit, Vector3 spoitPos)
  664. {
  665. //生成景点父物体
  666. GameObject spoitObj = new GameObject(spoit.name);
  667. spoitObj.transform.SetParent(ObjsParent.transform);
  668. spoitObj.AddComponent<EditorEventHandler>().IsClickEditor = false;
  669. //为景点位置信息赋值
  670. if (spoit.spoitTf.startPos == Vector3.zero && spoit.spoitTf.nowPos == Vector3.zero)
  671. {
  672. spoitObj.transform.localPosition = new Vector3(spoitPos.x, 0.5f, spoitPos.z);
  673. spoitObj.transform.localRotation = Quaternion.identity;
  674. spoitObj.transform.localScale = new Vector3(1, 1, 1);
  675. spoit.spoitTf.SetStartValue(spoitObj.transform.localPosition, spoitObj.transform.localEulerAngles, spoitObj.transform.localScale);
  676. }
  677. else
  678. {
  679. spoitObj.transform.localPosition = spoit.spoitTf.nowPos;
  680. spoitObj.transform.localEulerAngles = spoit.spoitTf.nowRot;
  681. spoitObj.transform.localScale = spoit.spoitTf.nowScale;
  682. }
  683. return spoitObj;
  684. }
  685. /// <summary>
  686. /// 创建整体素材
  687. /// 一个景点下应只有一个父物体,其他素材都在父物体下
  688. /// </summary>
  689. private void CreateMaterial(SpoitValue spoit, out SpoitValue newspoit)
  690. {
  691. var spoitValues = ObjectValues[spoit.id];
  692. var spoitObj = spoitValues.Object;
  693. //生成素材组合
  694. for (int i = 0; i < spoit.material.Count; i++)
  695. {
  696. //素材整体
  697. MaterialObl material = spoit.material[i];
  698. //Debug.Log(spoit.material[i].name);
  699. //素材组物体
  700. GameObject matObj = new GameObject(material.name);
  701. matObj.transform.SetParent(spoitValues.Object.transform);
  702. if (!material.select)
  703. {
  704. matObj.transform.localPosition = Vector3.zero;
  705. matObj.transform.localEulerAngles = Vector3.zero;
  706. matObj.transform.localScale = new Vector3(1, 1, 1);
  707. material.objectTransform.SetStartValue(matObj.transform.localPosition, matObj.transform.localEulerAngles, matObj.transform.localScale);
  708. }
  709. else
  710. {
  711. matObj.transform.localPosition = material.objectTransform.nowPos;
  712. matObj.transform.localEulerAngles = material.objectTransform.nowRot;
  713. matObj.transform.localScale = material.objectTransform.nowScale;
  714. }
  715. //素材组合对应ObjectValue的
  716. ObjectValue spoitValue = new ObjectValue(i, spoit.id, material.name, matObj);
  717. //素材组合下的单个素材ObjectValue
  718. List<ObjectValue> objsvalue = null;
  719. MaterialObl newmaterial = material;
  720. //生成素材组合的ObjectValue,是对应景点的
  721. switch (material.type)
  722. {
  723. case (int)MaterialType.None:
  724. break;
  725. case (int)MaterialType.Image:
  726. case (int)MaterialType.Video:
  727. case (int)MaterialType.Model:
  728. case (int)MaterialType.Text:
  729. case (int)MaterialType.LocaImage:
  730. objsvalue = CreateSuCaiObj(material, matObj, out newmaterial);
  731. break;
  732. case (int)MaterialType.Image_Video_Text:
  733. objsvalue = CreateImage_Video_Text(material, matObj, out newmaterial);
  734. break;
  735. case (int)MaterialType.Model_Text:
  736. objsvalue = CreateModel_Text(material, matObj, out newmaterial);
  737. break;
  738. default:
  739. break;
  740. }
  741. spoit.material[i] = newmaterial;
  742. spoitValue.ChildrenObj.AddRange(objsvalue);
  743. spoitValues.ChildrenObj.Add(spoitValue);
  744. }
  745. newspoit = spoit;
  746. if (ObjectValues.ContainsKey(spoit.id))
  747. {
  748. ObjectValues[spoit.id] = spoitValues;
  749. }
  750. else
  751. {
  752. ObjectValues.Add(spoit.id, spoitValues);
  753. }
  754. spoitObj.gameObject.SetActive(false);
  755. }
  756. /// <summary>
  757. /// 编辑面板添加素材
  758. /// </summary>
  759. /// <param name="material"></param>
  760. public void AddMaterial(MaterialObl material)
  761. {
  762. if (SpoitIndex < 0)
  763. {
  764. return;
  765. }
  766. MaterialObl newmaterial = new MaterialObl();
  767. newmaterial = material;
  768. var spoit = SpoitValues[SpoitIndex];
  769. var spoitValues = ObjectValues[spoit.id];
  770. var spoitObj = spoitValues.Object;
  771. //素材组物体
  772. GameObject matObj = new GameObject(newmaterial.name + "-" + spoit.material.Count.ToString());
  773. newmaterial.name = matObj.name;
  774. matObj.transform.SetParent(spoitValues.Object.transform);
  775. if (!material.select)
  776. {
  777. matObj.transform.localPosition = Vector3.zero;
  778. matObj.transform.localEulerAngles = Vector3.zero;
  779. matObj.transform.localScale = new Vector3(1, 1, 1);
  780. newmaterial.objectTransform.SetStartValue(matObj.transform.localPosition, matObj.transform.localEulerAngles, matObj.transform.localScale);
  781. }
  782. else
  783. {
  784. matObj.transform.localPosition = newmaterial.objectTransform.nowPos;
  785. matObj.transform.localEulerAngles = newmaterial.objectTransform.nowRot;
  786. matObj.transform.localScale = newmaterial.objectTransform.nowScale;
  787. }
  788. //素材组合对应ObjectValue的
  789. ObjectValue spoitValue = new ObjectValue(spoit.material.Count, spoit.id, newmaterial.name, matObj);
  790. //素材组合下的单个素材ObjectValue
  791. List<ObjectValue> objsvalue = null;
  792. //生成素材组合的ObjectValue,是对应景点的
  793. switch (material.type)
  794. {
  795. case (int)MaterialType.None:
  796. break;
  797. case (int)MaterialType.Image:
  798. case (int)MaterialType.Video:
  799. case (int)MaterialType.Model:
  800. case (int)MaterialType.Text:
  801. case (int)MaterialType.LocaImage:
  802. objsvalue = CreateSuCaiObj(newmaterial, matObj, out newmaterial);
  803. break;
  804. case (int)MaterialType.Image_Video_Text:
  805. objsvalue = CreateImage_Video_Text(newmaterial, matObj, out newmaterial);
  806. break;
  807. case (int)MaterialType.Model_Text:
  808. objsvalue = CreateModel_Text(newmaterial, matObj, out newmaterial);
  809. break;
  810. default:
  811. break;
  812. }
  813. newmaterial.select = true;
  814. spoit.material.Add(newmaterial);
  815. spoitValue.ChildrenObj.AddRange(objsvalue);
  816. spoitValues.ChildrenObj.Add(spoitValue);
  817. if (ObjectValues.ContainsKey(spoit.id))
  818. {
  819. ObjectValues[spoit.id] = spoitValues;
  820. }
  821. else
  822. {
  823. ObjectValues.Add(spoit.id, spoitValues);
  824. }
  825. SpoitValues[SpoitIndex] = spoit;
  826. //更新编辑面板Ui
  827. UpdateEditorUI();
  828. }
  829. /// <summary>
  830. /// 创建 1图片 2视频 3模型 4文字
  831. /// </summary>
  832. /// <param name="type">素材类型</param>
  833. /// <param name="material">素材数据</param>
  834. /// <param name="spoit">景点</param>
  835. /// <returns></returns>
  836. private List<ObjectValue> CreateSuCaiObj(MaterialObl material, GameObject spoit, out MaterialObl newmaterial)
  837. {
  838. List<ObjectValue> objects = new List<ObjectValue>();
  839. List<MaterialObjValue> objs = material.materialList;
  840. newmaterial = material;
  841. //for (int i = 0; i < objs.Count; i++)
  842. //{
  843. // Debug.Log(objs[i].localSavePath);
  844. //}
  845. for (int i = 0; i < objs.Count; i++)
  846. {
  847. var mat = objs[i];
  848. GameObject go = null;
  849. switch (int.Parse(mat.type))
  850. {
  851. case (int)MaterialType.None:
  852. break;
  853. case (int)MaterialType.Image:
  854. var pImage = ResMgr.Instance.Load<GameObject>("Template/Prefab/Image");
  855. go = Instantiate(pImage, spoit.transform);
  856. var imageitem = go.AddComponent<TemplateImage>();
  857. go.SetActive(true);
  858. imageitem.SetData(mat, material.updateTime);
  859. break;
  860. case (int)MaterialType.Video:
  861. var pVideo = ResMgr.Instance.Load<GameObject>("Template/Prefab/Video");
  862. go = Instantiate(pVideo, spoit.transform);
  863. var videoitem = go.AddComponent<TemplateVideo>();
  864. go.SetActive(true);
  865. videoitem.SetData(mat, material.updateTime);
  866. break;
  867. case (int)MaterialType.Model:
  868. var pModel = ResMgr.Instance.Load<GameObject>("Template/Prefab/Model");
  869. go = Instantiate(pModel, spoit.transform);
  870. var modelitem = go.AddComponent<TemplateModel>();
  871. go.SetActive(true);
  872. modelitem.SetData(mat, material.updateTime);
  873. Debug.Log(modelitem.Data.localSavePath);
  874. break;
  875. case (int)MaterialType.Text:
  876. var pText = ResMgr.Instance.Load<GameObject>("Template/Prefab/Text");
  877. go = Instantiate(pText, spoit.transform);
  878. var textitem = go.AddComponent<TemplateText>();
  879. go.SetActive(true);
  880. textitem.SetData(mat, material.updateTime);
  881. break;
  882. case (int)MaterialType.LocaImage:
  883. var pLocaImage = ResMgr.Instance.Load<GameObject>("Template/Prefab/Image");
  884. go = Instantiate(pLocaImage, spoit.transform);
  885. var locaImageitem = go.AddComponent<TemplateImage>();
  886. go.SetActive(true);
  887. locaImageitem.SetLocaImageData(mat);
  888. break;
  889. default:
  890. break;
  891. }
  892. if (go != null)
  893. {
  894. go.name = string.IsNullOrWhiteSpace(mat.name) ? spoit.name + "-" + i.ToString() : mat.name;
  895. mat.name = go.name;
  896. go.AddComponent<EditorEventHandler>().Type = (MaterialType)(int.Parse(mat.type));
  897. if (material.select)
  898. {
  899. go.transform.localPosition = mat.ObjectTransform.nowPos;
  900. go.transform.localEulerAngles = mat.ObjectTransform.nowRot;
  901. go.transform.localScale = mat.ObjectTransform.nowScale;
  902. }
  903. else
  904. {
  905. go.transform.localEulerAngles = Vector3.zero;
  906. go.transform.localScale = new Vector3(1, 1, 1);
  907. if (int.Parse(mat.type) != (int)MaterialType.Text)
  908. {
  909. go.transform.localPosition = Vector3.zero;
  910. }
  911. else
  912. {
  913. //Set text position
  914. if (mat.textPosition == "top")
  915. {
  916. go.transform.localPosition = new Vector3(0, 0.3f, 0);
  917. }
  918. else if (mat.textPosition == "bottom")
  919. {
  920. go.transform.localPosition = new Vector3(0, -0.3f, 0);
  921. }
  922. }
  923. mat.ObjectTransform.SetStartValue(go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  924. }
  925. ObjectValue objectValue = new ObjectValue(i, material.id, mat.name, go);
  926. objects.Add(objectValue);
  927. }
  928. newmaterial.materialList[i] = mat;
  929. }
  930. return objects;
  931. }
  932. /// <summary>
  933. /// 创建 6模型+文字
  934. /// </summary>
  935. /// <param name="material"></param>
  936. /// <param name="spoit"></param>
  937. /// <returns></returns>
  938. private List<ObjectValue> CreateModel_Text(MaterialObl material, GameObject spoit, out MaterialObl newmaterial)
  939. {
  940. List<ObjectValue> objects = new List<ObjectValue>();
  941. List<MaterialObjValue> objs = material.materialList;
  942. newmaterial = material;
  943. for (int i = 0; i < objs.Count; i++)
  944. {
  945. var mat = objs[i];
  946. GameObject go = null;
  947. switch (int.Parse(mat.type))
  948. {
  949. case (int)MaterialType.None:
  950. break;
  951. case (int)MaterialType.Model:
  952. var pModel = ResMgr.Instance.Load<GameObject>("Template/Prefab/Model");
  953. go = Instantiate(pModel, spoit.transform);
  954. var modelitem = go.AddComponent<TemplateModel>();
  955. go.SetActive(true);
  956. modelitem.SetData(mat, material.updateTime);
  957. break;
  958. case (int)MaterialType.Text:
  959. var pText = ResMgr.Instance.Load<GameObject>("Template/Prefab/Text");
  960. go = Instantiate(pText, spoit.transform);
  961. var textitem = go.AddComponent<TemplateText>();
  962. go.SetActive(true);
  963. textitem.SetData(mat, material.updateTime);
  964. break;
  965. default:
  966. break;
  967. }
  968. if (go != null)
  969. {
  970. go.name = string.IsNullOrWhiteSpace(mat.name) ? spoit.name + "-" + i.ToString() : mat.name;
  971. go.AddComponent<EditorEventHandler>().Type = (MaterialType)(int.Parse(mat.type));
  972. if (material.select)
  973. {
  974. go.transform.localPosition = mat.ObjectTransform.nowPos;
  975. go.transform.localEulerAngles = mat.ObjectTransform.nowRot;
  976. go.transform.localScale = mat.ObjectTransform.nowScale;
  977. }
  978. else
  979. {
  980. go.transform.localEulerAngles = Vector3.zero;
  981. go.transform.localScale = new Vector3(1, 1, 1);
  982. if (int.Parse(mat.type) != (int)MaterialType.Text)
  983. {
  984. go.transform.localPosition = Vector3.zero;
  985. }
  986. else
  987. {
  988. //Set text position
  989. if (mat.textPosition == "top")
  990. {
  991. go.transform.localPosition = new Vector3(0, 0.3f, 0);
  992. }
  993. else if (mat.textPosition == "bottom")
  994. {
  995. go.transform.localPosition = new Vector3(0, -0.3f, 0);
  996. }
  997. else if (mat.textPosition == "left")
  998. {
  999. go.transform.localPosition = new Vector3(-0.3f, 0, 0);
  1000. }
  1001. else if (mat.textPosition == "right")
  1002. {
  1003. go.transform.localPosition = new Vector3(0.3f, 0f, 0);
  1004. }
  1005. }
  1006. mat.ObjectTransform.SetStartValue(go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  1007. }
  1008. ObjectValue objectValue = CreateMatObjectValue(i, material.id, go, mat);
  1009. objects.Add(objectValue);
  1010. }
  1011. newmaterial.materialList[i] = mat;
  1012. }
  1013. return objects;
  1014. }
  1015. /// <summary>
  1016. /// 创建 5图片+文字/视频+文字
  1017. /// </summary>
  1018. private List<ObjectValue> CreateImage_Video_Text(MaterialObl material, GameObject spoit, out MaterialObl newmaterial)
  1019. {
  1020. newmaterial = material;
  1021. List<ObjectValue> objects = new List<ObjectValue>();
  1022. switch (material.typesetting)
  1023. {
  1024. case "1":
  1025. objects = SRTitleLayout.CalLayout(material, spoit, out newmaterial);
  1026. break;
  1027. case "2":
  1028. objects = SRSectorLayout.CalLayout(material, spoit, out newmaterial);
  1029. break;
  1030. case "3":
  1031. objects = DRTitleLayout.CalLayout(material, spoit, out newmaterial);
  1032. break;
  1033. case "4":
  1034. objects = DRFanLayout.CalLayout(material, spoit, out newmaterial);
  1035. break;
  1036. case "5":
  1037. objects = SRTitleLayout.CalLayout(material, spoit, out newmaterial,"5");
  1038. break;
  1039. case "自定义":
  1040. break;
  1041. default:
  1042. break;
  1043. }
  1044. return objects;
  1045. }
  1046. /// <summary>
  1047. /// 创建物体ObjectValue,并赋值位置信息
  1048. /// </summary>
  1049. /// <param name="id"></param>
  1050. /// <param name="parentid"></param>
  1051. /// <param name="go"></param>
  1052. /// <param name="mat"></param>
  1053. /// <returns></returns>
  1054. private ObjectValue CreateMatObjectValue(int id, int parentid, GameObject go, MaterialObjValue mat)
  1055. {
  1056. go.name = string.IsNullOrWhiteSpace(mat.name) ? go.name : mat.name;
  1057. go.AddComponent<EditorEventHandler>().Type = (MaterialType)(int.Parse(mat.type));
  1058. //为物体位置信息赋值
  1059. if (mat.ObjectTransform != null)
  1060. {
  1061. go.transform.localPosition = mat.ObjectTransform.nowPos;
  1062. go.transform.localEulerAngles = mat.ObjectTransform.nowRot;
  1063. go.transform.localScale = mat.ObjectTransform.nowScale;
  1064. }
  1065. else
  1066. {
  1067. go.transform.localPosition = Vector3.zero;
  1068. go.transform.localEulerAngles = Vector3.zero;
  1069. go.transform.localScale = new Vector3(1, 1, 1);
  1070. }
  1071. ObjectValue objectValue = new ObjectValue(id, parentid, mat.name, go, go.transform.localPosition, go.transform.localEulerAngles, go.transform.localScale);
  1072. return objectValue;
  1073. }
  1074. #endregion
  1075. #region 路径
  1076. /// <summary>
  1077. /// 设置路线数据
  1078. /// </summary>
  1079. /// <param name="navLines"></param>
  1080. public void SetRouteValue(List<NavLinesItem> navLines)
  1081. {
  1082. if (navLines == null || navLines.Count <= 0)
  1083. {
  1084. Debug.Log("当前景点未绘制路线");
  1085. return;
  1086. }
  1087. RouteCtr.SetRouteValue(navLines);
  1088. }
  1089. #endregion
  1090. #region 锚点
  1091. /// <summary>
  1092. /// 设置场景锚点
  1093. /// </summary>
  1094. /// <param name="listAnchor"></param>
  1095. public void SetAnchor(List<Anchor> listAnchor)
  1096. {
  1097. if (listAnchor == null)
  1098. return;
  1099. Anchor anchor;
  1100. for (int i = 0; i < listAnchor.Count - 1; i++)
  1101. {
  1102. for (int j = 0; j < listAnchor.Count - 1 - i; j++)
  1103. {
  1104. if (listAnchor[j].id > listAnchor[j + 1].id)
  1105. {
  1106. anchor = listAnchor[j];
  1107. listAnchor[j] = listAnchor[j + 1];
  1108. listAnchor[j + 1] = anchor;
  1109. }
  1110. }
  1111. }
  1112. for (int i = 0; i < listAnchor.Count; i++)
  1113. {
  1114. // 创建锚点
  1115. GameManager.Instance.AnchorValue.Add(listAnchor[i], CreateAnchor(listAnchor[i]));
  1116. GameManager.Instance.AnchorChild.Add(listAnchor[i], AnchorValue[listAnchor[i]].transform.GetChild(0).gameObject);
  1117. }
  1118. m_UIAnchorsPanel.SetAnchor(AnchorValue);
  1119. }
  1120. private MeshRenderer CreateAnchor(Anchor anchor)
  1121. {
  1122. // 创建锚点 给锚点赋值
  1123. GameObject anchorObj = GameObject.Instantiate(Resources.Load<GameObject>("Template/Prefab/Anchor"),AnchorsParent);
  1124. anchorObj.name = "Anchor" + anchor.id;
  1125. /*
  1126. VuforiaAnchor vuforiaAnchor = anchorObj.GetComponent<VuforiaAnchor>();
  1127. vuforiaAnchor.player = GameManager.Instance.m_head.transform;
  1128. if (VuforiaManager.Instance.list_Anchor == null)
  1129. VuforiaManager.Instance.list_Anchor = new List<VuforiaAnchor>();
  1130. VuforiaManager.Instance.list_Anchor.Add(vuforiaAnchor);*/
  1131. var anchorPos = Vector3.zero;
  1132. Debug.Log(anchor.picturePosition.pointRelativeX+" "+ WebMapSize.x);
  1133. anchorPos = new Vector3((float)anchor.picturePosition.pointRelativeX / WebMapSize.x * MapSize.x, -1f, -(float)anchor.picturePosition.pointRelativeY / WebMapSize.y * MapSize.y);
  1134. anchorObj.transform.localPosition = anchorPos;
  1135. anchorObj.transform.GetChild(0).gameObject.SetActive(false);
  1136. var mesh = anchorObj.GetComponent<MeshRenderer>();
  1137. mesh.enabled = false;
  1138. //if(anchor.objectTransform!=null)
  1139. //{
  1140. // anchorObj.transform.localPosition = anchor.objectTransform.nowPos;
  1141. // anchorObj.transform.localEulerAngles = anchor.objectTransform.nowRot;
  1142. //}
  1143. if(anchor.objectTransform!=null && anchor.objectTransform.nowScale!=Vector3.zero)
  1144. {
  1145. anchorObj.transform.localEulerAngles = anchor.objectTransform.nowRot;
  1146. anchorObj.transform.localPosition = anchor.objectTransform.nowPos;
  1147. }
  1148. return mesh;
  1149. }
  1150. #endregion
  1151. #region 触发器判定
  1152. /// <summary>
  1153. /// 当人物进入触发器范围
  1154. /// </summary>
  1155. public void OnColliderTriggerEnter(Collider other)
  1156. {
  1157. IsTriggerExiting = true;
  1158. for (int i = 0; i < ListColliderBoxs.Count; i++)
  1159. {
  1160. if (other.name == ListColliderBoxs[i].name)
  1161. {
  1162. ListShowObjs[i].gameObject.SetActive(true);
  1163. Debug.Log(i);
  1164. if (isShowLoacalShowObjs)
  1165. ListLocalShowObjs[i].gameObject.SetActive(true);
  1166. // 进入景点通知后台
  1167. HttpSocket.Instance.SendIpToPointTrigger(" ",other.name, CallBack);
  1168. if (SpoitIndex == i)
  1169. {
  1170. return;
  1171. }
  1172. //进入新区域前关闭当前显示
  1173. if (SpoitIndex >= 0 && IsStartEditor)
  1174. {
  1175. ListShowObjs[SpoitIndex].gameObject.SetActive(false);
  1176. if (isShowLoacalShowObjs)
  1177. ListLocalShowObjs[SpoitIndex].gameObject.SetActive(false);
  1178. ListCrystals[SpoitIndex].gameObject.SetActive(true);
  1179. m_EditorPanel.ClosePanel();
  1180. }
  1181. //进入新的出发区域
  1182. SpoitIndex = i;
  1183. ListCrystals[SpoitIndex].gameObject.SetActive(false);
  1184. m_EditorPanel.SetSpoit(SpoitValues[i]);
  1185. return;
  1186. }
  1187. }
  1188. }
  1189. /// <summary>
  1190. /// 当人物退出触发器范围
  1191. /// </summary>
  1192. public void OnColliderTriggerExit(Collider other)
  1193. {
  1194. IsTriggerExiting = false;
  1195. if (IsStartEditor)
  1196. {
  1197. return;
  1198. }
  1199. else
  1200. {
  1201. ListShowObjs[SpoitIndex].gameObject.SetActive(false);
  1202. if (isShowLoacalShowObjs)
  1203. ListLocalShowObjs[SpoitIndex].gameObject.SetActive(false);
  1204. ListCrystals[SpoitIndex].gameObject.SetActive(true);
  1205. m_EditorPanel.ClosePanel();
  1206. SpoitIndex = -1;
  1207. }
  1208. }
  1209. /// <summary>
  1210. /// 更新景点信息
  1211. /// </summary>
  1212. public void UpdateSpoitValue()
  1213. {
  1214. var spoit = SpoitValues[SpoitIndex];
  1215. var objvalues = ObjectValues[spoit.id];
  1216. spoit.spoitTf.SavePos(objvalues.nowPos, objvalues.nowRot, objvalues.nowScale);
  1217. //X\Y\W\H
  1218. var collidervalue = ColliderObjectValues[SpoitIndex];
  1219. var collider = collidervalue.Object;
  1220. var pos = collidervalue.nowPos;
  1221. var w = collidervalue.nowScale.x;
  1222. var h = collidervalue.nowScale.z;
  1223. var webpos = new Vector3(Math.Abs(pos.x) / MapSize.x * WebMapSize.x, 0, Math.Abs(pos.z) / MapSize.y * WebMapSize.y);
  1224. var webw = w / MapSize.x * WebMapSize.x;
  1225. var webh = h / MapSize.y * WebMapSize.y;
  1226. spoit.SpoitTransform[0].areaRelativeX = webpos.x;
  1227. spoit.SpoitTransform[0].areaRelativeY = webpos.z;
  1228. spoit.SpoitTransform[0].areaRelativeW = webw;
  1229. spoit.SpoitTransform[0].areaRelativeH = webh;
  1230. spoit.spoitTf.SavePos(objvalues.nowPos, objvalues.nowRot, objvalues.nowScale);
  1231. if (objvalues.Object == null)
  1232. {
  1233. RemoveSpoitObjectValue(spoit.id);
  1234. spoit.material = new List<MaterialObl>();
  1235. }
  1236. else
  1237. {
  1238. var mats = spoit.material;
  1239. var objvalue = objvalues.ChildrenObj;
  1240. for (int j = 0; j < mats.Count; j++)
  1241. {
  1242. var matobj = mats[j];
  1243. var obis = objvalue[j];
  1244. matobj.objectTransform.SavePos(obis.nowPos, obis.nowRot, obis.nowScale);
  1245. for (int m = 0; m < matobj.materialList.Count; m++)
  1246. {
  1247. var childrenobj = obis.ChildrenObj[m];
  1248. var mat = matobj.materialList[m];
  1249. if (childrenobj.Object == null)
  1250. {
  1251. obis.ChildrenObj.RemoveAt(m);
  1252. matobj.materialList.RemoveAt(m);
  1253. break;
  1254. }
  1255. mat.ObjectTransform.SavePos(childrenobj.nowPos, childrenobj.nowRot, childrenobj.nowScale);
  1256. }
  1257. matobj.select = true;
  1258. if (obis.ChildrenObj.Count <= 0)
  1259. {
  1260. mats.RemoveAt(j);
  1261. objvalue.RemoveAt(j);
  1262. Destroy(obis.Object);
  1263. break;
  1264. }
  1265. }
  1266. }
  1267. SpoitValues[SpoitIndex] = spoit;
  1268. }
  1269. public void UpdateEditorUI()
  1270. {
  1271. m_EditorPanel.SetSpoit(SpoitValues[SpoitIndex]);
  1272. }
  1273. #endregion
  1274. public ObjectValue GetCurrentColliderValue()
  1275. {
  1276. return ColliderObjectValues[SpoitIndex];
  1277. }
  1278. public void SaveSpoitObjectValue(ObjectValue value)
  1279. {
  1280. if (ObjectValues.ContainsKey(SpoitValues[SpoitIndex].id))
  1281. {
  1282. ObjectValues[SpoitValues[SpoitIndex].id] = value;
  1283. }
  1284. }
  1285. public void RemoveSpoitObjectValue(int id)
  1286. {
  1287. if (ObjectValues.ContainsKey(id))
  1288. {
  1289. ObjectValues.Remove(id);
  1290. }
  1291. }
  1292. public void SaveCurrentColliderValue(ObjectValue value)
  1293. {
  1294. if (ColliderObjectValues.Contains(value))
  1295. {
  1296. ColliderObjectValues[SpoitIndex] = value;
  1297. }
  1298. }
  1299. //计算场景中点云地图比例
  1300. public void CalMapSize()
  1301. {
  1302. //场景地图比例
  1303. var disX = Vector3.Distance(PointA.localPosition, PointD.localPosition);
  1304. var disZ = Vector3.Distance(PointA.localPosition, PointB.localPosition);
  1305. MapSize = new Vector2(disX, disZ);
  1306. //Debug.LogFormat("{0}:{1}", "AB", Vector3.Distance(PointA.localPosition, PointB.localPosition));
  1307. //Debug.LogFormat("{0}:{1}", "CD", Vector3.Distance(PointC.localPosition, PointD.localPosition));
  1308. //Debug.LogFormat("{0}:{1}", "AD", Vector3.Distance(PointA.localPosition, PointD.localPosition));
  1309. //Debug.LogFormat("{0}:{1}", "BC", Vector3.Distance(PointB.localPosition, PointC.localPosition));
  1310. }
  1311. public void CallBack(string message)
  1312. {
  1313. }
  1314. }
  1315. [Serializable]
  1316. public class ObjectValue
  1317. {
  1318. /// <summary>
  1319. /// 景点ID
  1320. /// </summary>
  1321. [SerializeField]
  1322. public int ID;
  1323. /// <summary>
  1324. /// 当前物体名称
  1325. /// </summary>
  1326. [SerializeField]
  1327. public string matName;
  1328. /// <summary>
  1329. /// 父物体ID
  1330. /// -1表示当期物体为景点
  1331. /// </summary>
  1332. [SerializeField]
  1333. public int parentID;
  1334. /// <summary>
  1335. /// 对应的物体
  1336. /// </summary>
  1337. [SerializeField]
  1338. public GameObject Object;
  1339. /// <summary>
  1340. /// 子物体
  1341. /// </summary>
  1342. [SerializeField]
  1343. public List<ObjectValue> ChildrenObj;
  1344. public Vector3 startPos { get; set; }
  1345. public Vector3 startRot { get; set; }
  1346. public Vector3 startScale { get; set; }
  1347. public Vector3 nowPos { get; set; }
  1348. public Vector3 nowRot { get; set; }
  1349. public Vector3 nowScale { get; set; }
  1350. public ObjectValue()
  1351. {
  1352. ChildrenObj = new List<ObjectValue>();
  1353. parentID = -1;
  1354. }
  1355. /// <summary>
  1356. ///
  1357. /// </summary>
  1358. /// <param name="id">景点对应的index</param>
  1359. /// <param name="parentid">景点ID</param>
  1360. /// <param name="name"></param>
  1361. /// <param name="object"></param>
  1362. /// <param name="pos"></param>
  1363. /// <param name="Rot"></param>
  1364. /// <param name="Scale"></param>
  1365. public ObjectValue(int id, int parentid, string name, GameObject @object, Vector3 pos, Vector3 Rot, Vector3 Scale)
  1366. {
  1367. ID = id;
  1368. parentID = parentid;
  1369. matName = name;
  1370. Object = @object;
  1371. ChildrenObj = new List<ObjectValue>();
  1372. startPos = pos;
  1373. nowPos = pos;
  1374. startRot = Rot;
  1375. nowRot = Rot;
  1376. startScale = Scale;
  1377. nowScale = Scale;
  1378. }
  1379. public ObjectValue(int id, int parentid, string name, GameObject @object)
  1380. {
  1381. ID = id;
  1382. parentID = parentid;
  1383. matName = name;
  1384. Object = @object;
  1385. ChildrenObj = new List<ObjectValue>();
  1386. startPos = @object.transform.localPosition;
  1387. nowPos = startPos;
  1388. startRot = @object.transform.localEulerAngles;
  1389. nowRot = startRot;
  1390. startScale = @object.transform.localScale;
  1391. nowScale = startScale;
  1392. }
  1393. /// <summary>
  1394. /// 初始化时当前位置和初始位置
  1395. /// 此方法只在组合素材时使用
  1396. /// </summary>
  1397. public void InitTransform()
  1398. {
  1399. if (Object != null)
  1400. {
  1401. startPos = Object.transform.localPosition;
  1402. nowPos = Object.transform.localPosition;
  1403. startRot = Object.transform.localEulerAngles;
  1404. nowRot = Object.transform.localEulerAngles;
  1405. startScale = Object.transform.localScale;
  1406. nowScale = Object.transform.localScale;
  1407. }
  1408. }
  1409. /// <summary>
  1410. /// 编辑物体坐标时初始化坐标
  1411. /// </summary>
  1412. public void InitObjTransform()
  1413. {
  1414. Object.transform.localPosition = startPos;
  1415. Object.transform.localEulerAngles = startRot;
  1416. Object.transform.localScale = startScale;
  1417. nowPos = startPos;
  1418. nowRot = startRot;
  1419. nowScale = startScale;
  1420. }
  1421. /// <summary>
  1422. /// 编辑物体坐标时保存坐标信息
  1423. /// </summary>
  1424. public void SaveObjTransfoem()
  1425. {
  1426. if (Object != null)
  1427. {
  1428. nowPos = Object.transform.localPosition;
  1429. nowRot = Object.transform.localEulerAngles;
  1430. nowScale = Object.transform.localScale;
  1431. }
  1432. }
  1433. }