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