12/20提交
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cc06ba794c
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2
Assets/.gitignore
vendored
2
Assets/.gitignore
vendored
@ -1,3 +1,3 @@
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bim/
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Font/
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**/*.pdf
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**/*.pdf
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File diff suppressed because it is too large
Load Diff
@ -15,7 +15,7 @@ public class ChemicalNotYetReturnController : MonoBehaviour,HttpController
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private string httpUrl=HttpRequestHandler.httpIp+"/chemical/chemicalInventoryApplicant/listReturn";
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private string encryptText; // 加密文本
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private bool firstLoad = true;
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void OnEnable()
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{
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firstLoad = true;
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@ -19,6 +19,7 @@ public class ChemicalStorageController : MonoBehaviour,HttpController
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void OnEnable()
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{
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firstLoad = true;
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dataView = transform;
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httpRequestHandler = gameObject.AddComponent<HttpRequestHandler>();
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69
Assets/Scripts/Data/Controller/HumitureTrend_Controller.cs
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69
Assets/Scripts/Data/Controller/HumitureTrend_Controller.cs
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@ -0,0 +1,69 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using XCharts.Runtime;
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// 温湿度趋势图
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public class HumitureTrend_Controller : MonoBehaviour
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{
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private LineChart lineChart;
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private EMIMS_Data emimsData;
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void OnEnable()
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{
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lineChart = gameObject.GetComponent<LineChart>();
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emimsData = new EMIMS_Data();
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List<EM_Data> list = new List<EM_Data>
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{
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new EM_Data {ID = "1", Name = "温度一天前", DataType = "float", Value = 14.5f},
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new EM_Data {ID = "2", Name = "温度两天前", DataType = "float", Value = 26.2f},
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new EM_Data {ID = "3", Name = "温度三天前", DataType = "float", Value = 18.7f},
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new EM_Data {ID = "4", Name = "温度四天前", DataType = "float", Value = 22.1f},
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new EM_Data {ID = "5", Name = "温度五天前", DataType = "float", Value = 16.9f},
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new EM_Data {ID = "6", Name = "温度六天前", DataType = "float", Value = 20.3f},
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new EM_Data {ID = "7", Name = "温度七天前", DataType = "float", Value = 19.8f},
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new EM_Data {ID = "8", Name = "湿度一天前", DataType = "float", Value = 41.2f},
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new EM_Data {ID = "9", Name = "湿度两天前", DataType = "float", Value = 54.5f},
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new EM_Data {ID = "10", Name = "湿度三天前", DataType = "float", Value = 22.8f},
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new EM_Data {ID = "11", Name = "湿度四天前", DataType = "float", Value = 43.1f},
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new EM_Data {ID = "12", Name = "湿度五天前", DataType = "float", Value = 21.9f},
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new EM_Data {ID = "13", Name = "湿度六天前", DataType = "float", Value = 42.3f},
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new EM_Data {ID = "14", Name = "湿度七天前", DataType = "float", Value = 50.8f},
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};
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emimsData.Tags = list;
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StartCoroutine(UpdateDataSource());
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}
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public IEnumerator UpdateDataSource()
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{
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while (true)
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{
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emimsData.Tags[Random.Range(0,7)].Value = Random.Range(10f,40f);
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emimsData.Tags[Random.Range(7,14)].Value = Random.Range(30f,80f);
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UpdateDataView();
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yield return new WaitForSeconds(4f);
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}
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}
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// 更新填充数据
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private void UpdateDataView()
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{
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lineChart.ClearSerieData();
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for (int i = 0; i < 7; i++)
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{
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lineChart.series[0].AddData(i, (float)emimsData.Tags[i].Value);
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}
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for (int i = 7; i < 14; i++)
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{
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lineChart.series[1].AddData(i, (float)emimsData.Tags[i].Value);
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}
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}
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}
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48
Assets/Scripts/Data/Controller/VoltageMonitor_Controller.cs
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48
Assets/Scripts/Data/Controller/VoltageMonitor_Controller.cs
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@ -0,0 +1,48 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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// 电压压差监测
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public class VoltageMonitor_Controller : MonoBehaviour
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{
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private Transform dataView; // 显示对象
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private EMIMS_Data emimsData;
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void OnEnable()
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{
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dataView = this.transform;
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emimsData = new EMIMS_Data();
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List<EM_Data> list = new List<EM_Data>
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{
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new EM_Data {ID = "1", Name = "压差", DataType = "float", Value = 1.5f},
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new EM_Data {ID = "2", Name = "压差", DataType = "float", Value = 2.5f},
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new EM_Data {ID = "3", Name = "压差", DataType = "float", Value = 3.5f},
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new EM_Data {ID = "4", Name = "压差", DataType = "float", Value = 0.5f},
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new EM_Data {ID = "5", Name = "压差", DataType = "float", Value = -2.5f},
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new EM_Data {ID = "6", Name = "压差", DataType = "float", Value = 1.5f},
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};
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emimsData.Tags = list;
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StartCoroutine(UpdateDataSource());
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}
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public IEnumerator UpdateDataSource()
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{
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while (true)
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{
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UpdateDataView();
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yield return new WaitForSeconds(4f);
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}
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}
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// 更新填充数据
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private void UpdateDataView()
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{
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for (int i = 0; i < dataView.childCount; i++)
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{
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dataView.GetChild(i).GetChild(1).GetComponent<TextMeshProUGUI>().text =
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emimsData.Tags[i].Value.ToString();
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}
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}
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}
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45
Assets/Scripts/Data/Entity/AlarmData.cs
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45
Assets/Scripts/Data/Entity/AlarmData.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[Serializable]
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// 警报数据
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public class AlarmData
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{
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[SerializeField] private string tagName; // 报警信息
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[SerializeField] private string value; // 报警值
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[SerializeField] private string createTime; // 报警时间
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public string TagName
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{
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get => tagName;
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set => tagName = value;
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}
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public string Value
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{
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get => value;
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set => this.value = value;
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}
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public string CreateTime
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{
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get => createTime;
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set => createTime = value;
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}
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// 重写 ToString 方法以及equals方法
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public override string ToString()
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{
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return $"TagName: {TagName}, Value: {Value}, CreateTime: {CreateTime}";
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}
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public bool Equals(AlarmData other)
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{
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if (other == null)
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{
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return false;
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}
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return TagName == other.TagName && Value == other.Value && CreateTime == other.CreateTime;
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}
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}
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@ -7,7 +7,9 @@ using UnityEngine.Networking;
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// http请求处理类
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public class HttpRequestHandler : MonoBehaviour
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{
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public static string httpIp ="http://192.168.101.210:8080";
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// "http://interface.nglab.cn";
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// "http://192.168.101.210:8080";
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public static string httpIp ="http://interface.nglab.cn";
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// GET 请求
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public IEnumerator GetRequest(string url, System.Action<string> onSuccess, System.Action<string> onError)
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@ -28,4 +28,15 @@ public class TextFormat
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DateTime date = DateTime.Parse(dateTime);
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return date.ToString("HH:mm");
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}
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public static string DateTimeFormat3(string dateTime)
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{
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DateTime date = DateTime.Parse(dateTime);
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return date.ToString("HH:mm:ss");
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}
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public static string DateTimeFormat4(string dateTime)
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{
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DateTime date = DateTime.Parse(dateTime);
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return date.ToString("yyyy年MM月dd日");
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}
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}
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@ -23,19 +23,25 @@ public class EllipticalMovement : MonoBehaviour
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private int temp1 = -1;
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private float timer = 0f;
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void OnEnable()
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private void Awake()
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{
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Resolution deviceResolution = Screen.currentResolution;
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float xiShu = Screen.width / 1920f;
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float xiShu = Screen.width / 1920f;
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orbitCenter.x *= xiShu;
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orbitCenter.y *= xiShu;
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orbitCenter.z *= xiShu;
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semiMajorAxis *= xiShu;
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semiMinorAxis*= xiShu;
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semiMinorAxis *= xiShu;
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}
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void OnEnable()
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{
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// min*=xiShu;
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// 启动协程来控制旋转
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timer = 0f;
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StartCoroutine(RotateAndPause());
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}
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@ -79,15 +85,15 @@ public class EllipticalMovement : MonoBehaviour
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// 将图片的位置设置为相对 orbitCenter 的位置
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images[i].position = new Vector3(x, y, 0f) + orbitCenter;
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// print(images[i].position.y+" "+images[i].name);
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/*if (images[i].localPosition.y<min&&i!=temp1)
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if (images[i].localPosition.y < min && i != temp1)
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{
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if (timer<1f)
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if (timer < 1f)
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{
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continue;
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}
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temp1 = i;
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print(images[i].position.y+" "+images[i].name);
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print(images[i].position.y + " " + images[i].name);
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ShowHidden showHidden = images[i].gameObject.GetComponent<ShowHidden>();
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if (showHidden != null)
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{
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@ -100,8 +106,8 @@ public class EllipticalMovement : MonoBehaviour
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autoImage.CutImage();
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}
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yield return new WaitForSeconds(5f);
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}*/
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}
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}
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yield return null;
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@ -19,40 +19,61 @@ public class AutoMoveCamera : MonoBehaviour
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// Start is called before the first frame update
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void Start()
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{
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// StartCoroutine(autoMove());
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StartCoroutine(autoMove());
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}
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private IEnumerator autoMove()
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{
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while (true)
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{
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// 平滑移动
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camera.transform.position = Vector3.Lerp(camera.transform.position, parentTarget.transform.GetChild(schedule).position, 0.05f );
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// 平滑旋转
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camera.transform.rotation = Quaternion.Slerp(camera.transform.rotation, parentTarget.transform.GetChild(schedule).rotation, 0.1f);
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// 检查是否接近目标位置和旋转
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if (Vector3.Distance(camera.transform.position, parentTarget.transform.GetChild(schedule).position) < 0.1f &&
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Quaternion.Angle(camera.transform.rotation, parentTarget.transform.GetChild(schedule).rotation) < 0.1f)
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if (runState == 1)
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{
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camera.transform.position = parentTarget.transform.GetChild(schedule).position;
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camera.transform.rotation = parentTarget.transform.GetChild(schedule).rotation;
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schedule++;
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if (schedule==parentTarget.transform.childCount)
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// 平滑移动
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// camera.transform.position = Vector3.Lerp(camera.transform.position, parentTarget.transform.GetChild(schedule).position, 0.01f );
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// 目标位置
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Vector3 targetPosition = parentTarget.transform.GetChild(schedule).position;
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// 计算每帧的匀速移动
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float speed = 5f; // 设定你希望摄像机的匀速速度(单位:每秒的移动距离)
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camera.transform.position = Vector3.MoveTowards(camera.transform.position, targetPosition, speed * Time.deltaTime);
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// 平滑旋转
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// camera.transform.rotation = Quaternion.Slerp(camera.transform.rotation, parentTarget.transform.GetChild(schedule).rotation, 0.01f);
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float rotationSpeed = 30f; // 旋转速度
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camera.transform.rotation = Quaternion.RotateTowards(camera.transform.rotation, parentTarget.transform.GetChild(schedule).rotation, rotationSpeed * Time.deltaTime);
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// 检查是否接近目标位置和旋转
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if (Vector3.Distance(camera.transform.position, parentTarget.transform.GetChild(schedule).position) < 0.1f &&
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Quaternion.Angle(camera.transform.rotation, parentTarget.transform.GetChild(schedule).rotation) < 0.1f)
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{
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schedule = 0;
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camera.transform.position = parentTarget.transform.GetChild(schedule).position;
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camera.transform.rotation = parentTarget.transform.GetChild(schedule).rotation;
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schedule++;
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yield return new WaitForSeconds(2f);
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if (schedule==parentTarget.transform.childCount)
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{
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schedule = 0;
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runState = 2;
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foreach (GameObject showTarget in showTargets)
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{
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showTarget.SetActive(false);
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}
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}
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}
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yield return new WaitForSeconds(2f); // 等待两秒
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}
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yield return null;
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}
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// yield return new WaitForSeconds(2f); // 等待两秒
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}
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// Update is called once per frame
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void Update()
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{
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if (runState == 1)
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/*if (runState == 1)
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{
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// 平滑移动
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// camera.transform.position = Vector3.Lerp(camera.transform.position, parentTarget.transform.GetChild(schedule).position, 0.01f );
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@ -89,7 +110,7 @@ public class AutoMoveCamera : MonoBehaviour
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}
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}
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}
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}*/
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}
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}
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