public static void InitStaticData() { int mem = SystemInfo.systemMemorySize; #if UNITY_EDITOR //QualitySettings.currentLevel = QualityLevel.Fastest; //Quality = Run_Quality.POOL; QualitySettings.currentLevel = QualityLevel.Good; Quality = Run_Quality.GOOD; #elif UNITY_STANDALONE_WIN if (mem <= 4400) { QualitySettings.currentLevel = QualityLevel.Fastest; Quality = Run_Quality.POOL; } else { QualitySettings.currentLevel = QualityLevel.Good; Quality = Run_Quality.GOOD; } #elif UNITY_IOS if (mem <= 1100) { QualitySettings.currentLevel = QualityLevel.Fastest; Quality = Run_Quality.POOL; } else { QualitySettings.currentLevel = QualityLevel.Good; Quality = Run_Quality.GOOD; } #elif UNITY_ANDROID if (mem <= 3300) { QualitySettings.currentLevel = QualityLevel.Fastest; Quality = Run_Quality.POOL; } else { QualitySettings.currentLevel = QualityLevel.Good; Quality = Run_Quality.GOOD; } #else #endif Debug.Log("Quality :" + Quality); cameraBackAxisPosition = Vector3.zero; cameraBackAxisRotation = Vector3.zero; currentState = RunState.Loading; currentModle = ModleChoose.MainModel; Difficult_Index = 0; data_list_count = 0; tableCount = 15; filePath = Application.persistentDataPath + "/"; #if UNITY_EDITOR fileLocalStreamingPath = "file://" + Application.streamingAssetsPath + "/"; filePath = Application.streamingAssetsPath + "/"; #elif UNITY_IOS fileLocalStreamingPath = "file://" + Application.dataPath + "/Raw/"; #elif UNITY_ANDROID fileLocalStreamingPath = "jar:file://" + Application.dataPath + "!/assets/"; #elif UNITY_STANDALONE_WIN fileLocalStreamingPath = Application.streamingAssetsPath + "/"; filePath = Application.persistentDataPath.Substring(0, Application.persistentDataPath.LastIndexOf("AppData") + 7) + "/roaming/Vesal_unity_PC/"; Debug.Log("UNITY_STANDALONE_WIN filePath:" + filePath); #endif tempPath = filePath + "temp/"; Vesal_DirFiles.DelFile(tempPath + "temp.dat"); vesal_db_path = filePath + "db/"; sign_texture_path = filePath + "sign_texture/"; UpdatePath = filePath + "Update/"; SignPath = filePath + "Android_sign/"; ModelPath = filePath + "model/"; MedicalPath = filePath + "Mediacl/"; xluaPath = filePath + "Lua-HotFix/"; TimelineFilePath = filePath + "Anim_Timeline/"; WeiKePlayer_path = filePath + "microlesson/"; Video_path = filePath + "acu_vdo/"; Anim_TimelinePath = filePath + "Anim_Timeline/"; BookMarkPath = filePath + "BookmarkFile/"; if (Quality == Run_Quality.GOOD) { MAX_Ab_num = 15; } else { MAX_Ab_num = 10; } //get_server_interface = "http://api.vesal.cn:8000/vesal-jiepao-prod/server?type=0";//正式服 get_server_interface = "http://114.115.210.145:8083/vesal-jiepao-test/server?type=0";//测试服 fix_server_interface = "v1/app/member/getCode"; online_mode = true; is_enter_server_control = false; is_has_app_buff = false; isRotateScreen = false; DebugLog.DebugLogInfo("---------------设备内存-------------------" + mem); }
public int siblingIndex; //记录物体transform //点击时,判断是否有子节点,如果有,进行生成 //需要输入: 本节点名字 对应 子节点列表,列表计数为0,没有子节点 //打开子节点,并为子节点赋值 public void OnCreateClick() { GetComponent <MenuControl>().arrow.transform.localRotation = Quaternion.Euler(0, 0, -90); siblingIndex = gameObject.transform.GetSiblingIndex(); print("当前条目位置 " + siblingIndex); if (nameList.Count > 0) { pos = int.Parse(nameList[0]); List <string> outlist = new List <string>(); for (int i = 1; i < nameList.Count; i++) { bool is_create_node = false; check_NameList.Clear(); Select_check(nameList[i]); bool isbreak = true; // print(nameList[i]+" 总树形结构查询长度:"+check_NameList.Count); //不是最后一级 if (isbreak) { for (int k = 0; k < check_NameList.Count; k++) { for (int m = 0; m < LoadModel.instance.models.Length; m++) { if (check_NameList[k] == LoadModel.instance.models[m].name) { // print("<color=#33FF00> "+check_NameList[k]+" </color>"); is_create_node = true; isbreak = false;; } } } } if (is_create_node) { // print("<color=#33FF00> "+nameList[i]+" </color>"); outlist.Add(nameList[i]); } } //按父节点数组,生成子节点,每个子节点进行检查下一级赋值 //遍历父节点记录的子节点 for (int i = 0; i < outlist.Count; i++) { //判断是否包含子模型 List <string> tem_nameList = new List <string>(); LoadModel.instance.menuMessage.TryGetValue(outlist[i], out tem_nameList); GameObject game = Instantiate(LoadModel.instance.Catalog); game.SetActive(true); Transform trans = game.transform; trans.SetParent(LoadModel.instance.tree_panel_parent.transform); trans.localPosition = Vector3.zero; trans.localScale = Vector3.one; game.transform.SetSiblingIndex(gameObject.transform.GetSiblingIndex() + i + 1); // print("<color=#33FF00>set siblingindex:"+game.transform.GetSiblingIndex()+" </color>"); MenuControl menuControl = game.GetComponent <MenuControl>(); menuControl.arrow.transform.localPosition += new Vector3(pos * 43f - 43f, 0, 0); menuControl.eye.transform.localPosition += new Vector3(pos * 43f - 43f, 0, 0); menuControl.text.transform.localPosition += new Vector3(pos * 43f - 43f, 0, 0); menuControl.text.GetComponent <Text>().fontSize = 42 - pos * 2; menuControl.line.SetActive(false); menuControl.LabelName = outlist[i]; if (LoadModel.instance.english.ContainsKey(outlist[i])) { string txt = ""; LoadModel.instance.english.TryGetValue(outlist[i], out txt); menuControl.text.GetComponent <Text>().text = txt; } else { menuControl.text.GetComponent <Text>().text = outlist[i]; } game.GetComponent <MenuControl>().nameList.AddRange(tem_nameList); game.name = outlist[i]; if (!LoadModel.instance.named.ContainsKey(game.name)) { menuControl.modelName = string.Empty; } else { menuControl.modelName = LoadModel.instance.named[game.name]; } //排除中文显示错误 if (!ContainChinese(menuControl.text.GetComponent <Text>().text)) { DebugLog.DebugLogInfo(menuControl.text.GetComponent <Text>().text + " 模型未找到中文"); game.SetActive(false); } else { childs.Add(game); } } } IsCreateMenu = false; //关闭子节点创建功能,(已经创建完成) }
//资源下载更新 private void AnalysisResourceList() { //检查更新 dd_config_path = PublicClass.filePath + "download.dat"; Ready_Download_list = load_download_list_from_file(dd_config_path); DebugLog.DebugLogInfo(dd_config_path + Ready_Download_list.Count); foreach (Download_Vesal_info temp in Ready_Download_list) { DebugLog.DebugLogInfo(temp.name + temp.version); } if (Ready_Download_list == null) { Ready_Download_list = new List <Download_Vesal_info>(); } Download_list = DataManager.GetStructInfo(PublicClass.platform); if (!PublicClass.online_mode) { PublicClass.DataManagerStatus = DataIntState.GoNextScence; //启动场景跳转 return; } //本地 //网络 // downloadText.text = "正在分析数据..."; DebugLog.DebugLogInfo("数据长度..." + Download_list.Count); for (int i = 0; i < Download_list.Count; i++) { // int founded = 0; Download_list[i].isNeedDownload = true; for (int k = 0; k < Ready_Download_list.Count; k++) { if (Ready_Download_list[k].name.Replace("s_", "") == Download_list[i].name.Replace("s_", "")) { //本地存在,进行比较 Debug.Log(Ready_Download_list[k].name + "--" + Download_list[i].name + "--" + Ready_Download_list[k].version + "--" + Download_list[i].version); if (Ready_Download_list[k].version == Download_list[i].version) { Download_list[i].isNeedDownload = false; } break; } } } Ready_Download_list.Clear(); for (int i = 0; i < Download_list.Count; i++) { if (Download_list[i].isNeedDownload) { Ready_Download_list.Add(Download_list[i]); } } DebugLog.DebugLogInfo("生成下载列表长度 " + Ready_Download_list.Count); if (!MainConfig.isDownloadModel) { Ready_Download_list.Clear(); } //如果资源列表为空 if (Ready_Download_list.Count == 0) { PublicClass.DataManagerStatus = DataIntState.GoNextScence; //启动场景跳转 //PublicClass.DataManagerStatus = DataIntState.HotFix; // PublicClass.DataManagerStatus = DataIntState.HotFix;//HotFix; //启动场景跳转 } else { PublicClass.DataManagerStatus = DataIntState.Downloading; //开始下载 DownloadNow(); } }
//返回平台 public void ExitProgram() { DebugLog.DebugLogInfo("back SceneSwitch"); SceneManager.LoadScene("SceneSwitch"); }
public static void InitStaticData() { if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.PPTPlayer || PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.pc) { int_load_AB_nums = 100; } else { int_load_AB_nums = 0; } int mem = SystemInfo.systemMemorySize; #if UNITY_EDITOR //QualitySettings.currentLevel = QualityLevel.Fastest; //Quality = Run_Quality.POOL; QualitySettings.currentLevel = QualityLevel.Good; Quality = Run_Quality.GOOD; #elif UNITY_STANDALONE_WIN if (mem <= 4400) { QualitySettings.currentLevel = QualityLevel.Fastest; Quality = Run_Quality.POOL; } else { QualitySettings.currentLevel = QualityLevel.Good; Quality = Run_Quality.GOOD; } #elif UNITY_IOS if (mem <= 1100) { QualitySettings.currentLevel = QualityLevel.Fastest; Quality = Run_Quality.POOL; } else { QualitySettings.currentLevel = QualityLevel.Good; Quality = Run_Quality.GOOD; } #elif UNITY_ANDROID if (mem <= 3300) { QualitySettings.currentLevel = QualityLevel.Fastest; Quality = Run_Quality.POOL; } else { QualitySettings.currentLevel = QualityLevel.Good; Quality = Run_Quality.GOOD; } #else #endif Debug.Log("Quality :" + Quality); cameraBackAxisPosition = Vector3.zero; cameraBackAxisRotation = Vector3.zero; currentState = RunState.Loading; currentModle = ModleChoose.MainModel; Difficult_Index = 0; data_list_count = 0; tableCount = 15; // app_json_str = ""; filePath = Application.persistentDataPath + "/"; #if UNITY_EDITOR if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.PPTPlayer || PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.WeiKePlayer) { platform = asset_platform.pc; fileLocalStreamingPath = "file://" + Application.streamingAssetsPath + "/"; filePath = Application.streamingAssetsPath + "/"; } else if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.demo_pc || PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.pc) { platform = asset_platform.pc; fileLocalStreamingPath = Application.streamingAssetsPath + "/"; filePath = Application.persistentDataPath.Substring(0, Application.persistentDataPath.LastIndexOf("AppData") + 7) + "/roaming/Vesal_unity_PC/"; } else if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.plugin) { platform = asset_platform.pc; fileLocalStreamingPath = "file://" + Application.streamingAssetsPath + "/"; filePath = Application.persistentDataPath.Substring(0, Application.persistentDataPath.LastIndexOf("AppData") + 7) + "/roaming/Vesal/"; } else { platform = asset_platform.android; fileLocalStreamingPath = "file://" + Application.streamingAssetsPath + "/"; } #elif UNITY_IOS platform = asset_platform.ios; fileLocalStreamingPath = "file://" + Application.dataPath + "/Raw/"; #elif UNITY_ANDROID platform = asset_platform.android; fileLocalStreamingPath = "jar:file://" + Application.dataPath + "!/assets/"; #elif UNITY_STANDALONE_WIN platform = asset_platform.pc; fileLocalStreamingPath = Application.streamingAssetsPath + "/"; //filePath = Application.persistentDataPath.Substring(0, Application.persistentDataPath.LastIndexOf("AppData") + 7) + "/roaming/Vesal_unity_PC/"; if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.PPTPlayer || PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.WeiKePlayer) { filePath = Vesal_DirFiles.get_dir_from_full_path(Application.dataPath) + "PptPlayer_Data/StreamingAssets/"; } else { filePath = Application.persistentDataPath.Substring(0, Application.persistentDataPath.LastIndexOf("AppData") + 7) + "/roaming/Vesal_unity_PC/"; } Debug.Log("UNITY_STANDALONE_WIN filePath:" + filePath); #endif tempPath = filePath + "temp/"; Vesal_DirFiles.DelFile(tempPath + "temp.dat"); vesal_db_path = filePath + "db/"; sign_texture_path = filePath + "sign_texture/"; UpdatePath = filePath + "Update/"; SignPath = filePath + "Android_sign/"; ModelPath = filePath + "model/"; MedicalPath = filePath + "Mediacl/"; xluaPath = filePath + "Lua-HotFix/"; TimelineFilePath = filePath + "Anim_Timeline/"; WeiKePlayer_path = filePath + "microlesson/"; Video_path = filePath + "acu_vdo/"; Anim_TimelinePath = filePath + "Anim_Timeline/"; BookMarkPath = filePath + "BookmarkFile/"; if (Quality == Run_Quality.GOOD) { MAX_Ab_num = 15; } else { MAX_Ab_num = 10; } #if UNITY_DEBUG // get_server_interface = "http://api.vesal.cn:8000/vesal-jiepao-prod/server?type=0"; get_server_interface = "http://118.24.119.234:8083/vesal-jiepao-test/server?type=0"; #else //get_server_interface = "http://api.vesal.cn:8000/vesal-jiepao-prod/server?type=0";//正式服 get_server_interface = "http://114.115.210.145:8083/vesal-jiepao-test/server?type=0";//测试服 #endif fix_server_interface = "v1/app/member/getCode"; //server_ip = vesal_network.Vesal_Network.get_ipfromlist(get_server_interface); //server_test_url = server_ip + fix_server_interface; online_mode = true; is_enter_server_control = false; // isLanScaple = true; // isLanScaple = true; DataManagerStatus = DataIntState.Null; is_has_app_buff = false; isRotateScreen = false; DebugLog.DebugLogInfo("---------------设备内存-------------------" + mem); }
public void OpenTimerFlag() { DebugLog.DebugLogInfo("click"); OpenTimer = true; }
protected virtual void OnNavigationFailed(WWebView webView, int code, string url) { DebugLog.DebugLogInfo("00ff00", "OnNavigationFailed"); }
void Start() { // DebugLog.DebugLogInfo("empty scene"); DebugLog.DebugLogInfo("empty scene start"); }
protected virtual void OnStartNavigation(WWebView webView, string url) { DebugLog.DebugLogInfo("00ff00", "OnStartNavigation"); }
protected virtual void OnNavigationCompleted(WWebView webView, string data) { DebugLog.DebugLogInfo("00ff00", "OnNavigationCompleted"); }
protected virtual void OnEvaluateJavaScript(WWebView webView, string result) { DebugLog.DebugLogInfo("00ff00", "OnEvaluateJavaScript"); }
void Start() { DebugLog.DebugLogInfo("初始化帧传送管理器"); BtnStartControl(); }
void Update() { if (PublicClass.appstate != App_State.Running) { return; } isInModelControlArea = this.GetComponent <XT_MouseFollowRotation>().isInUiRect(); //图谱模式的点击 if (isInModelControlArea && PublicClass.currentModle == ModleChoose.SignModel && isacuSkin) { //图钉模式的点击 Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); _rayResult = Physics.Raycast(ray, out RayInfo); Ray ray2 = UIcamera.ScreenPointToRay(Input.mousePosition); _rayResult2 = Physics.Raycast(ray2, out RayInfo2); //当射线与模型碰撞时进入 if (_rayResult && !_rayResult2) { MeshRenderer rayTarget = RayInfo.transform.GetComponent <MeshRenderer>(); if (rayTarget != null && (!EventSystem.current.IsPointerOverGameObject() || SceneManager.GetActiveScene().name == "WeiKePlayer")) { //如果点击鼠标左键,记录按下时鼠标位置 if (Input.GetMouseButtonDown(0) || (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Began)) { // isStartTimerSecond = true; PublicClass.CurrentFingerState = FingerState.SingleFingerDown; _pos = Input.mousePosition; } //如果鼠标抬起时位移很小,则判断为点击操作,将模型选中 if (Input.GetMouseButtonUp(0) || (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Ended)) { if (dateTimeSecond < 0.3f) { ChooseSignModel(rayTarget.gameObject, TouchRotationModel.fingerTouch); } } } } } if (isInModelControlArea && PublicClass.currentModle == ModleChoose.MainModel) { Timer(); TimerSecond(); if (((Input.touchCount >= 1 && !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)) || (Input.touchCount == 0 && !EventSystem.current.IsPointerOverGameObject()) || isWeiKe)) { Ray ray = new Ray(); try { ray = Camera.main.ScreenPointToRay(Input.mousePosition); } catch (Exception e) { return; } _rayResult = Physics.Raycast(ray, out RayInfo); Ray ray2 = UIcamera.ScreenPointToRay(Input.mousePosition); _rayResult2 = Physics.Raycast(ray2, out RayInfo2); Ray ray3 = new Ray(); RaycastHit UIrayinfo; if (UIcamera != null) { ray3 = UIcamera.ScreenPointToRay(Input.mousePosition); } //当射线与模型碰撞时进入 if (_rayResult && !_rayResult2) { if (isacuSkin) { GameObject rayTarget = RayInfo.transform.gameObject; if (rayTarget != null) { //如果点击鼠标左键,记录按下时鼠标位置 if (Input.GetMouseButtonDown(0) || (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Began)) { PublicClass.CurrentFingerState = FingerState.SingleFingerDown; IsStartTimerSecond = true; //判断是否是单击触控 dateTimeSecond = 0; _pos = Input.mousePosition; } else { PublicClass.InitFingerState(); } //如果鼠标抬起时位移很小,则判断为点击操作,将模型选中 //抬起条件 if ((Input.GetMouseButtonUp(0) || (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Ended))) { if (dateTimeSecond < 0.3f) { PublicClass.CurrentFingerState = FingerState.SingleFingerSinglePress; //单击 IsStartTimerSecond = false; } if (dateTime < 0.3f && isStartTimer) { isFirstClick = false; //判断是否第一次点击 } if (isFirstClick) { if (PublicClass.CurrentFingerState == FingerState.SingleFingerSinglePress) { isStartTimer = true; //开始计时 } } else { PublicClass.CurrentFingerState = FingerState.SingleFingerDoublePress; //双击 //GiveUiValue_new(rayTarget.GetComponent<Model>()); isFirstClick = true; } } else { PublicClass.InitFingerState(); } } } } else { if (UIcamera != null) { if (_rayResult2) { return; } if (Physics.Raycast(ray3, out UIrayinfo)) { return; } } if (Input.GetMouseButtonDown(0) || (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Began)) { PublicClass.CurrentFingerState = FingerState.SingleFingerDown; IsStartTimerSecond = true; //判断是否是单击触控 dateTimeSecond = 0; _pos = Input.mousePosition; } else { PublicClass.InitFingerState(); } //如果鼠标抬起时位移很小,则判断为点击操作,将模型选中 if (Input.GetMouseButtonUp(0) || (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Ended)) { if (dateTimeSecond < 0.3f) { DebugLog.DebugLogInfo("空白单机"); PublicClass.CurrentFingerState = FingerState.SingleFingerSinglePress; //单击 IsStartTimerSecond = false; } if (PublicClass.CurrentFingerState == FingerState.SingleFingerSinglePress) { //if (!SceneModels.instance.get_Multi_Selection()) //{ // //取消点击空白处取消选择 // SceneModels.instance.CancleSelect(); ////if (PublicClass.app.app_type == "acu") //// acuTEST.Instance.initacu(); // Debug.Log("ClickBlank"); // UnityMessageManager.Instance.SendMessageToRN(new UnityMessage() // { // name = "ClickBlank", // callBack = (data) => { DebugLog.DebugLogInfo("message : " + data); } // }); //} } } else { PublicClass.InitFingerState(); } } } } }
public void Call() { DebugLog.DebugLogInfo("cancel loading ----------------------"); }
public void LoadLocalFile() { webView.NavigateFile("触诊.html"); DebugLog.DebugLogInfo("LoadLocalFile demo.html"); }
List <Download_Vesal_info> load_list;//异步加载assetbundle资源列表 public void load_assets_A(List <Download_Vesal_info> targetList, Action load_complete = null) { if (PublicClass.id_model_dic == null) { PublicClass.id_model_dic = new Dictionary <string, int>(); } load_list = new List <Download_Vesal_info>(); foreach (Download_Vesal_info temp in targetList) { if ((temp.type == null) || (temp.type.ToUpper() == "") || (temp.type.ToUpper() == "AB")) { load_list.Add(temp); PublicClass.total_load_list.Add(temp); } } //DebugLog.DebugLogInfo("--------------------可以加载模型长度:" + PublicClass.total_load_list.Count); //foreach (Download_Vesal_info temp in PublicClass.total_load_list) //{ // DebugLog.DebugLogInfo("total list:" + temp.name); //} //去掉多余的加载项 int max = load_list.Count; for (int k = PublicClass.int_load_AB_nums; k < max; k++) { load_list.RemoveAt(PublicClass.int_load_AB_nums); } Unity_Tools.StarTime("获取远程数据计时-------"); progress.Set_Progress("模型正在加载中...", Call); length = 0; count = 0; length = load_list.Count; DebugLog.DebugLogInfo("--------------------加载模型长度:" + length); ////加载公共库异常处理 //if (load_list.Count == 0) //{ // progress.Set_Progress("加载数据错误...", Call); //} //这是在未PPTPlayer 播放时,启动时指定vsl文件而给与解压 if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.PPTPlayer || PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.WeiKePlayer) { isUnzipDown = true; string[] CommandLineArgs = Environment.GetCommandLineArgs(); for (int i = 0; i < CommandLineArgs.Length; i++) { string tmpStr = CommandLineArgs[i]; //tmpStr = "C:\\vesalplayer\\WK0000001_5.vsl"; Debug.Log("GetCommandLineArgs::" + tmpStr); vesal_log.vesal_write_log("GetCommandLineArgs::" + tmpStr); if (tmpStr.Contains(".vsl") || tmpStr.Contains(".VSL")) { Debug.Log("GetCommandLineArgs::" + tmpStr); //SelectFile(tmpStr); PPTHomePageController.TempFilePath = PPTHomePageController.getTempPath(); vesal_log.vesal_write_log("PPTHomePageController.TempFilePath " + PPTHomePageController.TempFilePath); StartCoroutine(Vesal_DirFiles.UnZipAsync(tmpStr, PPTHomePageController.TempFilePath, ManagerModelUnzipCall, true)); PPTResourcePool.isSkipUnzip = true; isUnzipDown = false; PPTHomePageController.currentFilePath = tmpStr; break; } } } if (load_list.Count > 0) { //设置加载标记 start_load_model = true; timer = 0; // progress = GameObject.Find("LoadingCanvas").transform.GetComponent<ShowProgress>(); StartCoroutine(LoadPrefabModel(PublicClass.filePath + load_list[0].name, Vesal_DirFiles.remove_name_suffix(load_list[0].name), count_load)); } else { start_load_model = false; this.ReadModelInfo(); if (PPTGlobal.PPTEnv == PPTGlobal.PPTEnvironment.demo_pc) { SceneManager.LoadScene("SceneSwitchInteral"); } else { SceneManager.LoadScene("SceneSwitch"); } } }
public void ChangeStatesUI() { PublicClass.currentState = RunState.UI; DebugLog.DebugLogInfo("EnterUI"); }
private void Awake() { DebugLog.DebugLogInfo("empty scene awake"); SceneManager.LoadScene("RecordPlay"); }
public void ChangeStatesPlay() { PublicClass.currentState = RunState.Playing; DebugLog.DebugLogInfo("ExitUI"); }
IEnumerator ScreenShot(string shotname) { //关闭页面 // SetBookmarkPanel(false); Debug.Log("11111111111111111111111"); BookMarkInfo bookMarkInfo = new BookMarkInfo() { //id = index, bookmarkType = PublicClass.app.app_id, bookmarkName = shotname, // bookmarkPicture = File.ReadAllBytes(imagePath), modelState = Vesal_DirFiles.Object2Bytes(new SceneModelState()), btnState = Vesal_DirFiles.Object2Bytes(new SceneBtnState()), cameraParams = Vesal_DirFiles.Object2Bytes(new CameraParams()) }; BookMark bookMark = new BookMark(); bookMark.markInfo = bookMarkInfo; //插入书签封装类对象 // local_db.DataService("Command.db"); // local_db.Insert(bookMarkInfo); // local_db.Close(); //.insertOne<Customer, int>(customer, customer._id); DebugLog.DebugLogInfo("创建书签 " + shotname); BaseCommand command = new PlayerCommand(); command.ExecuteCommand(); DebugLog.DebugLogInfo("书签信息 " + bookMarkInfo); string strJson = JsonConvert.SerializeObject(bookMarkInfo); // StateData.Instance.StatePath.Add(strJson); //string path = @PublicClass.filePath + "StateSave/" + PublicClass.app.app_id+".Json"; string path = @PublicClass.BookMarkPath + PublicClass.app.app_id + ".Json"; StreamWriter sw; FileInfo file = new FileInfo(path); if (!file.Exists) { //如果此文件不存在则创建 sw = file.CreateText(); } else { //如果此文件存在则打开 file.Delete(); sw = file.CreateText(); } sw.WriteLine(strJson); //注意释放资源 sw.Close(); sw.Dispose(); yield return(0); Debug.Log("保存完成"); yield return(null); //记录数据 //创建一个新书签,传入当前时间为id,书签名称,装载图片数据流,序列化模型状态,开关状态以及摄像机参数 }
void ReadModel() { Model_Group = new List <GameObject>(); // string temp_path = PublicClass.tempPath + "temp.dat"; // Vesal_DirFiles.GetAbfile_Synchronize(PublicClass.filePath + Asset_ab_name, temp_path); // AssetBundle model = AssetBundle.LoadFromFile(temp_path); // DebugLog.DebugLogInfo("-------------" + Asset_ab_name); // //读取信息,显示目标模型 // // AssetBundle model = AssetBundle.LoadFromFile(AppOpera.game_path + Asset_ab_name); // GameObject obj = (GameObject)model.LoadAsset(Prefab_Inner_name, typeof(GameObject)); // realObj = Instantiate(obj); // model.Unload(false); // Vesal_DirFiles.DelFile(temp_path); //载入模型的 信息初始化 destory多余脚本 添加block 脚本 //Model_parent = new GameObject("model").transform;//PublicClass.Transform_parent.transform.Find("framework/GG_LuGu_Diff"); //last_Object = Instantiate(Manager_Trans); List <string> tempList = GetNounoNameList(PublicClass.app.app_id); for (int i = 0; i < tempList.Count; i++) { Transform temp_obj = PublicClass.Transform_parent.transform.Find("framework/GG/GG_LuGu/" + tempList[i]); Transform last_Object = Instantiate(temp_obj); last_Object.gameObject.SetActive(true); // Manager_Trans = GameObject.Find(Last_group_name).transform; last_Object.SetParent(Model_parent, true); last_Object.gameObject.SetActive(true); //last_Object.localPosition = Vector3.zero; } Model_parent.transform.localPosition = new Vector3(PublicClass.Transform_parent.transform.localPosition.x, PublicClass.Transform_parent.transform.localPosition.y + 1.5f, PublicClass.Transform_parent.transform.localPosition.z - 3.2f); // PublicClass.Transform_parent.transform.localPosition+2*Vector3.up ; Model_parent.transform.localRotation = Quaternion.Euler(-90, 0, 0); //PublicClass.Transform_parent.transform.localRotation; Model_parent.transform.localScale = 2 * Vector3.one; // realObj.SetActive(false); Model[] remove_models = Model_parent.GetComponentsInChildren <Model>(); List <Model> ya_list = new List <Model>(); string[] fix_model = GetFixModelName(PublicClass.Difficult_Index); for (int i = 0; i < remove_models.Length; i++) { if (remove_models[i].name.Contains("Ya")) { ya_list.Add(remove_models[i]); continue; } bool is_fix = false; for (int j = 0; j < fix_model.Length; j++) { if (remove_models[i].name.Contains(fix_model[j])) { is_fix = true; continue; } } if (!is_fix) { Model_Group.Add(remove_models[i].gameObject); } } for (int i = 0; i < ya_list.Count; i++) { Destroy(ya_list[i].gameObject); } DebugLog.DebugLogInfo("拼图个数: " + Model_Group.Count); Add_block_componet(Model_Group); BlockManager.Instance.InitTargetPosition();//记录显示模型的初始化位置 SetFrameMesh(); ChangeModel_position(Model_Group);//随机位置 }
public void DontRotate() { IsRotate = false; DebugLog.DebugLogInfo("rotatestate " + IsRotate); }
//首次进入和强杀unity后传递msg调用 加载资源 public void LoadReasource(string invalid_msg) { temp_msg = ""; DebugLog.DebugLogInfo("初次加载 " + invalid_msg); // DataManager.instance.PreAssets(); //预加载模型 }
public void Get_Params(int index) { DebugLog.DebugLogInfo("LoadScene(Blocks)"); PublicClass.Difficult_Index = index; SceneManager.LoadScene("Blocks"); }
public void ReadBookMark() { if(btnState.isSplitBtnUI!=SplitMode.isSpliteMode) { //SceneModels.instance.set_Multi_Selection(false); PublicClass.splitmode.OpenSplitMode(); } if (btnState.isMultiBtnUI == false) { SceneModels.instance.set_Multi_Selection(false); // SceneModels.instance.CancleSelect(); UIChangeTool.ShowOneObject(XT_AllButton.Instance.openMu, XT_AllButton.Instance.closeMu, false); // XT_AllButton.Instance.multiSelectBtn.GetComponent<Image>().color = Color.white; //XT_TouchContorl.Instance.expPanel.SetActive(false); } else { SceneModels.instance.set_Multi_Selection(true); // XT_AllButton.Instance.multiSelectBtn.GetComponent<Image>().color = new Color(1, 1, 1, 0.5f); UIChangeTool.ShowOneObject(XT_AllButton.Instance.openMu, XT_AllButton.Instance.closeMu, true); //进入多选模式将下方解释窗口置为true XT_TouchContorl.Instance.expPanel.SetActive(true); } DebugLog.DebugLogInfo("交互模块赋值"); Interaction.instance.gameObject.transform.localPosition = new Vector3(cameraParams.positionx, cameraParams.positiony, cameraParams.distance); Interaction.instance.rotateAxis.transform.localPosition = new Vector3(cameraParams.rotateAxis.x, cameraParams.rotateAxis.y, cameraParams.rotateAxis.z); Interaction.instance.y = cameraParams.rotation.x; Interaction.instance.x = cameraParams.rotation.y; Interaction.instance.rotateAxis.transform.rotation = Quaternion.Euler(-cameraParams.rotation.x, cameraParams.rotation.y, 0); DebugLog.DebugLogInfo("场景模型信息"); Model[] tempAllmodel = SceneModels.instance.Get_scope_models(); DebugLog.DebugLogInfo("场景模型长度 " + tempAllmodel.Length); try { //解析场景模型信息 for (int i = 0; i < tempAllmodel.Length; i++) { modelState outState = modelsState.SceneModelStateDict[tempAllmodel[i].name]; if (outState.isActive) { tempAllmodel[i].gameObject.transform.position = new Vector3(outState.position.x, outState.position.y, outState.position.z); tempAllmodel[i].BecomeDisplay(); if (outState.isSeleted) { SceneModels.instance.ChooseModel(tempAllmodel[i]); } else { tempAllmodel[i].BecomeNormal(); } if (outState.isFade) { tempAllmodel[i].BecomeTranslucent(); } } else { tempAllmodel[i].BecomeHide(); } } } catch (System.Exception e) { DebugLog.DebugLogInfo("Message " + e.Message); DebugLog.DebugLogInfo("StackTrace " + e.StackTrace); } }
public static void StarTime(string debug_log) { log = debug_log; DebugLog.DebugLogInfo(debug_log); startTime = (double)Time.time; }
public void Init() { str = showname.Split(','); activeMuscleStr = activeMuscleName.Split(','); if (secondaryMuscleName != null) { secondaryMuscleStr = secondaryMuscleName.Split(','); } if (PublicClass.modelAndChild == null) { grandFa = model.GetComponentsInChildren <Transform>(); PublicClass.modelAndChild = grandFa; } else { if (PublicClass.modelAndChild[0] == null) { grandFa = model.GetComponentsInChildren <Transform>(); PublicClass.modelAndChild = grandFa; } else { grandFa = PublicClass.modelAndChild; } } DebugLog.DebugLogInfo("Start model Count" + grandFa.Length); fas = fa.Split(','); for (int i = 0; i < muscleTex.Length; i++) { mainHighLightMaterials[i].SetTexture("_MainTex", muscleTex[i]); secondaryHighLightMaterials[i].SetTexture("_MainTex", muscleTex[i]); } foreach (Transform child in grandFa) { child.gameObject.SetActive(false); for (int i = 0; i < str.Length; i++) { for (int j = 0; j < fas.Length; j++) { if (child.name == fas[j]) { child.gameObject.SetActive(true); break; } // } if (child.name == str[i]) { bool ismuscle = false; child.gameObject.SetActive(true); for (int j = 0; j < secondaryMuscleStr.Length; j++) { if (child.name == secondaryMuscleStr[j]) { secondaryMuscles.Add(child.GetComponent <SkinnedMeshRenderer>()); child.gameObject.AddComponent <MeshCollider>(); child.gameObject.AddComponent <MuscleData>(); addMuscleData(child.gameObject, false); muscle.Add(child.gameObject); ismuscle = true; break; } } for (int j = 0; j < activeMuscleStr.Length; j++) { if (child.name == activeMuscleStr[j]) { activeMuscles.Add(child.GetComponent <SkinnedMeshRenderer>()); child.gameObject.AddComponent <MeshCollider>(); child.gameObject.AddComponent <MuscleData>(); muscle.Add(child.gameObject); addMuscleData(child.gameObject, true); ismuscle = true; break; } } if (!ismuscle) { bones.Add(child.gameObject); } // Debug.Log(child.GetComponent<SkinnedMeshRenderer>().sharedMaterial.name); break; } } } //for (int i = 0; i < showp.Length; i++) //{ // showp[i].SetActive(true); //} createUI.activeMeshRenderers = activeMuscles; createUI.secondaryMeshRenderers = secondaryMuscles; createUI.InitMuscleNameUI(); uiFunction.muscles = muscle; uiFunction.bones = bones; model.SetActive(true); }