コード例 #1
0
ファイル: CreateDB.cs プロジェクト: RelinkaKing/UnityPC
    public static void Opera_db()
    {
        string db_path = PublicClass.filePath + "sign_ssp_path/StartStop_1.db";

        MakeStaticDBTable <StartStopInfo> .opera_condition(db_path, (list) => {
            //list startstopinfo
            List <string> opera_list = new List <string>();
            foreach (var item in list)
            {
                if (item.qr == null && item.zr == null && item.start_desc == null && item.stop_desc == null)
                {
                    opera_list.Add(item.mod_name);
                    print(item.mod_name + " info missing ");
                }
            }
        });
    }
コード例 #2
0
ファイル: AcupointTest.cs プロジェクト: RelinkaKing/UnityPC
    // Update is called once per frame
    void Update()
    {
        if (PublicClass.app.app_type != "sign_acu")
        {
            return;
        }

#if UNITY_DEBUG
        if (Input.GetKeyDown(KeyCode.T))
        {
            MakeStaticDBTable <AcupointInfo> .SetTextureDataToDB(PublicClass.filePath + "StartStop", db_path);
        }


        if (Input.GetKeyDown(KeyCode.F1))
        {
            //http://118.24.119.234:8083/vesal-jiepao-test/v1/app/xml/getTempAcupoint
            // MakeStaticDBTable<AcupointInfo>.sign_UpdateTable(PublicClass.server_ip + "v1/app/xml/getTempAcupoint", db_path);
// http://118.24.119.234:8083/vesal-jiepao-test/v1/app/xml/getTempAcupoint?type=acu
// http://118.24.119.234:8083/vesal-jiepao-test/v1/app/xml/getTempAcupoint?type=noun
            // MakeStaticDBTable<AcupointInfo>.sign_UpdateTable(PublicClass.server_ip + "v1/app/xml/getTempAcupoint?type=acu", db_path,true);
            // MakeStaticDBTable<AcuListInfo>.sign_UpdateTable(PublicClass.server_ip + "v1/app/xml/getTempAcupoint?type=noun", db_path,true);

            string db_path = PublicClass.filePath + "sign_ssp_path/StartStop_1.db";
            MakeStaticDBTable <StartStopInfo> .opera_condition(db_path, (list) => {
                //list startstopinfo
                List <string> opera_list = new List <string>();
                foreach (var item in list)
                {
                    if (item.qr == "0")
                    {
                        opera_list.Add(item.mod_name);
                        print(item.mod_name + " info missing ");
                    }
                }
            });
        }


        if (Input.GetKeyDown(KeyCode.R))
        {
            Debug.Log("r已被按下");
            for (int i = 0; i < acuEleList.Count; i++)
            {
                Debug.Log("进入循环,查找目前记录的物体");
                if (acuEleList[i].gameObject.GetComponent <Image>().color == new Color(33 / 255.0f, 167 / 255.0f, 212 / 255.0f, 85 / 255.0f))
                {
                    camera_params str = new camera_params();
                    str.camera_pos   = new vector3();
                    str.camera_pos.x = Camera.main.transform.position.x;
                    str.camera_pos.y = Camera.main.transform.position.y;
                    str.camera_pos.z = Camera.main.transform.position.z;

                    str.camera_parent_rot   = new vector3();
                    str.camera_parent_rot.x = Camera.main.transform.parent.transform.eulerAngles.x;
                    str.camera_parent_rot.y = Camera.main.transform.parent.transform.eulerAngles.y;
                    str.camera_parent_rot.z = Camera.main.transform.parent.transform.eulerAngles.z;

                    str.camera_parent_pos   = new vector3();
                    str.camera_parent_pos.x = Camera.main.transform.parent.transform.position.x;
                    str.camera_parent_pos.y = Camera.main.transform.parent.transform.position.y;
                    str.camera_parent_pos.z = Camera.main.transform.parent.transform.position.z;

                    acuInfoList[i].camera_params = JsonConvert.SerializeObject(str);
                    // sspInfoList[i].app_id="SA0C01001";
                    Debug.Log("记录摄像机数据成功");
                }
            }
        }

        if (Input.GetKeyDown(KeyCode.W))
        {
            // local_db.DataService("StartStop.db");
            local_db.CreateDb(db_path);
            UpdateSSPTable();
            Debug.Log("写入摄像机数据成功");
            local_db.Close();
        }
#endif


        //将显示框的位置设置为物体位置的屏幕坐标
        //Debug.Log(objPos);
        //showinfoBG.transform.position = Camera.main.WorldToScreenPoint(objPos);
        txtPos = Camera.main.WorldToScreenPoint(objPos);

        showinfoBG.rectTransform.anchoredPosition = new Vector2(txtPos.x / Screen.width * ScreenData.instance.high, txtPos.y / Screen.height * ScreenData.instance.width) + new Vector2(100, 50);
        //Debug.Log(showinfoBG.rectTransform.localPosition);
        // Debug.Log(showinfoBG.rectTransform.anchoredPosition);

        //Debug.Log(txtPos);
        //showinfoBG.rectTransform.pivot = new Vector2(0.5f, 0.5f);

        //Debug.Log(showinfoBG.transform.position);
        if (ChooseModel.CheckGuiRaycastObjects())
        {
            return;
        }
        if (Input.GetMouseButtonDown(0))
        {
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            if (Physics.Raycast(ray, out hit))
            {
                if (acpoint_dic.ContainsKey(hit.transform.position))
                {
                    ExpPanel.SetActive(true);
                    MenuPanel.SetActive(false);
                    isListOpen = false;

                    //for (int i = 0; i < acuInfoList.Count; i++)
                    //               {
                    //                   if(GameObject.Find(acuInfoList[i].sm_name)!=null)
                    //                   ToNormalState(GameObject.Find(acuInfoList[i].sm_name).GetComponentInChildren<MeshRenderer>().material);


                    //               }
                    if (lastSphere != null)
                    {
                        ToNormalState(lastSphere.GetComponentInChildren <MeshRenderer>().material);
                        //test.lastMuscle.SetActive(false);
                    }

                    //lastTrans = currentTrans;
                    //currentTrans = hit.transform;
                    objPos = hit.transform.position;
                    showinfoBG.gameObject.SetActive(true);
                    showTxt.text = acpoint_dic[hit.transform.position];
                    //ToSelectState(currentTrans.GetComponent<MeshRenderer>().material);
                    currentSphere = hit.transform.gameObject;
                    ToSelectState(hit.transform.GetComponent <MeshRenderer>().material);
                    lastSphere = currentSphere;

                    //if(lastTrans!=null)
                    //ToNormalState (lastTrans.GetComponent<MeshRenderer>().material);
                    for (int i = 0; i < acuInfoList.Count; i++)
                    {
                        if (acuInfoList[i].sm_ch_name == acpoint_dic[hit.transform.position])
                        {
                            //print(acuInfoList[i].sm_ch_name);
                            acuChName.text = acuInfoList[i].sm_ch_name;

                            acuCode.text = acuInfoList[i].iso_code;
                            acuDes.text  = string.Format("<size=48><color=#00FFFF>定位</color></size>:\r\n{0}\r\n<size=48><color=#00FFFF>主治</color></size>:\r\n{1}\r\n<size=48><color=#00FFFF>操作</color></size>:\r\n{2}", acuInfoList[i].position, acuInfoList[i].cure, acuInfoList[i].handle);
                        }
                    }
                }
            }
            else
            {
                for (int i = 0; i < acuInfoList.Count; i++)
                {
                    if (GameObject.Find(acuInfoList[i].sm_name) != null)
                    {
                        ToNormalState(GameObject.Find(acuInfoList[i].sm_name).GetComponentInChildren <MeshRenderer>().material);
                    }
                }
                showinfoBG.gameObject.SetActive(false);
            }
        }
    }