public static MapBean getReporteTracking(List <ReporteBean> lst /*String fecha, String coordinador, String jefeventa, * String supervisor, String grupo, String vendedor, String tipo*/) { MapBean beMap = new MapBean(); List <PointBean> listaPoint = new List <PointBean>(); //DataTable dt = TrackingModel.ReporteTracking(fecha, coordinador, jefeventa, supervisor, grupo, vendedor, tipo); String visita = ""; String celda = ""; int rowindex = 1; foreach (ReporteBean dr in lst) { PointBean be = new PointBean(); be.latitud = dr.latitud; be.longitud = dr.longitud; be.msg = "<h4>" + dr.vendedor + "</h4>"; if (dr.tipo == "VENTA") { be.img = "../../images/gps/pedido.png"; } else { be.img = "../../images/gps/no-pedido.png"; } be.titulo = "SECUENCIA " + rowindex++;; listaPoint.Add(be); } beMap.puntos = listaPoint; return(beMap); }
void Awake() { contentTransform = content.transform; // 1.获取Unity当前路径 string unityCurrentPath = MyUtil.getUnityCurrentPath(); log("unityCurrentPath:" + unityCurrentPath); // unityCurrentPath:F:\unity_project\推箱子 - 副本1 string[] files = Directory.GetFiles(unityCurrentPath + "/Assets/Maps", "*_maps.json"); foreach (string file in files) { log(file); } log(files.Length); // 2.初始化json为MapBean foreach (string file in files) { // Coding... string jsonByLocalDir = MyUtil.getJsonByLocalDir(file); MapBean mapBean = JsonConvert.DeserializeObject <MapBean>(jsonByLocalDir); MapBeans_list.Add(mapBean); } /*log( "MapBeans_list.Count:"+ MapBeans_list.Count); * log(MapBeans_list[0].isWin); * log(MapBeans_list[0].author); * log(MapBeans_list[0].authorID); * * log(MapBeans_list[1].isWin); * log(MapBeans_list[1].author); * log(MapBeans_list[1].authorID);*/ // 3.实例化到Unity // Unity已经初始化好地图Content中的子物体,一开始都是隐藏的 foreach (MapBean mapBean in MapBeans_list) { /*GameObject gameObject = MyUtil.createGameObject(mapBean.authorID, content, new Vector2(100, 100), new Vector2(160, 150)); * * GameObject tt = MyUtil.creatText("Text", ("作者:" + mapBean.author + "/nID:" + mapBean.authorID), gameObject, * new Vector2(0, -110), * new Vector2(100, 50), font, Color.green); * Text text = tt.GetComponent<Text>();*/ } // 3.1 获取Content中的所有子物体 int childCount = contentTransform.childCount; int count = MapBeans_list.Count; int contentChildCountTemp = 0; /*for (int i = 0; i < childCount ; i++) * { * // 测试:打印所有预置的name * Transform child = contentTransform.GetChild(i); * print(child.gameObject.name); * if (child.gameObject.name == "Level002") * { * child.gameObject.name = "你好"; * print(child.gameObject.activeSelf); * print(child.gameObject.activeInHierarchy); * } * }*/ for (int i = 0; i < count; i++) { // 1.检测是否超出预置子物体的数量 if (contentChildCountTemp >= childCount) { break; } // 2. 获取Content对应的子物体 GameObject child = contentTransform.GetChild(i).gameObject; // 2.1 获取MapBean MapBean mapBean = MapBeans_list[i]; // 3.子物体是否隐藏 if (!child.activeSelf) { child.SetActive(true); // 4.改变图片 // 5.改变文本 // 5.1 获取文本实例 GameObject text = child.transform.Find("Text").gameObject; print("物体名称name: " + text.name); // 5.2 改变文本 text.GetComponent <Text>().text = mapBean.author + ":" + mapBean.authorID + "\n" + mapBean.isWin; } // 增量 contentChildCountTemp++; } }