Merge branch '3DBody' of http://git.zxkedu.com:33769/JiNan/VirtualFramework into 3DBody
This commit is contained in:
commit
87033ec8df
@ -700,7 +700,12 @@ public class ScreenShotPainter : MonoBehaviour
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RectFactory();
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break;
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case Status.Circle:
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var dis = Vector2.Distance(_lastPoint, Input.mousePosition) * 2;
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Vector2 last;
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Vector2 mouse;
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RectTransformUtility.ScreenPointToLocalPointInRectangle(circleImg.rectTransform.parent as RectTransform, _lastPoint, null, out last);
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RectTransformUtility.ScreenPointToLocalPointInRectangle(circleImg.rectTransform.parent as RectTransform, Input.mousePosition, null, out mouse);
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var dis = Vector2.Distance(last, mouse) * 2;
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circleImg.rectTransform.sizeDelta = new Vector2(dis, dis);
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break;
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case Status.Arrow:
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@ -821,7 +826,7 @@ public class ScreenShotPainter : MonoBehaviour
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{
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if (lineStart != default)
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{
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var points = GenerateArrowPoints(lineStart, Input.mousePosition,0.1f);
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var points = GenerateArrowPoints(lineStart, Input.mousePosition, 0.1f);
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_lastPoint = lineStart;
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Paint(_eraserFlag, lineStart);
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LerpPaint(Input.mousePosition, _eraserFlag);
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@ -1038,10 +1043,6 @@ public class ScreenShotPainter : MonoBehaviour
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yield return new WaitForEndOfFrame();
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float width = _rightUpConnerPoint.x - _leftDownConnerPoint.x;
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float height = _rightUpConnerPoint.y - _leftDownConnerPoint.y;
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Debug.Log(_leftDownConnerPoint.x.ToString("0.00"));
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Debug.Log(_leftDownConnerPoint.y.ToString("0.00"));
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Debug.Log("width:" + width);
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Debug.Log("width:" + height);
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Rect rect = new Rect(_leftDownConnerPoint.x, _leftDownConnerPoint.y, width, height); //坑爹啊 如果是开携程在WaitForEndOfFrame时候截图,那么他的坐标系换了。。rect起始点要设置在左下角
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@ -213,14 +213,21 @@ public class Body3DController : MonoSingleton<Body3DController>
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{
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Parser(item.Value);
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}
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if (body.isLineModeItem)
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{
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GameObject obj = Utility.FindObj(body.Path);
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obj.GetOrAddComponent<LineModeItem>().Init(body);
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}
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}
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else
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{
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GameObject obj = Utility.FindObj(body.Path);
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//if (obj != null) { Debug.Log("????" + body.Path + "????"); };
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var bodyObjItem = obj.GetOrAddComponent<Body3DObjItem>();
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bodyObjItem.Init(body);
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var lineModeItem = obj.GetOrAddComponent<LineModeItem>().Init(body);
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objs.Add(obj, bodyObjItem);
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}
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}
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@ -19,12 +19,10 @@ public class Body3DObjItem : MonoBehaviour
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private float lastClickTime;
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// 双击的时间间隔阈值
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private const float doubleClickTimeThreshold = 0.3f;
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Shader shader;
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private void Awake()
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{
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shader = GetComponent<Renderer>()?.material.shader;
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TypeEventSystem.Global.Register<OnChangeMat>(OnChangeMatEvent).UnRegisterWhenGameObjectDestroyed(this);
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#if VR
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#if Turing
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@ -75,25 +73,11 @@ public class Body3DObjItem : MonoBehaviour
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}
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}
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#endif
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private void OnChangeMatEvent(OnChangeMat t)
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{
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if (t.shader != null)
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{
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GetComponent<Renderer>().material.shader = t.shader;
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}
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else
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{
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GetComponent<Renderer>().material.shader = this.shader;
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}
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}
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public void Init(Body3D.Body body)
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{
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this.body = body;
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if (body.subBody == null || body.subBody.Count == 0)
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{
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if (body.toggle != null)
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38
Assets/Scripts/Item/LineModeItem.cs
Normal file
38
Assets/Scripts/Item/LineModeItem.cs
Normal file
@ -0,0 +1,38 @@
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using QFramework;
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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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using XMLTool;
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public class LineModeItem : MonoBehaviour
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{
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Shader shader;
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public Body3D.Body body;
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public LineModeItem Init(Body3D.Body body)
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{
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this.body = body;
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shader = GetComponent<Renderer>()?.material.shader;
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TypeEventSystem.Global.Register<OnChangeMat>(OnChangeMatEvent).UnRegisterWhenGameObjectDestroyed(this);
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return this;
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}
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private void OnChangeMatEvent(OnChangeMat t)
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{
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if (t.shader != null)
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{
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GetComponent<Renderer>().material.shader = t.shader;
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if (body.lineModeWidth != 0)
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{
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GetComponent<Renderer>().material.SetFloat("_OutlineWidth", body.lineModeWidth);
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}
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}
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else
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{
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GetComponent<Renderer>().material.shader = this.shader;
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}
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}
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}
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11
Assets/Scripts/Item/LineModeItem.cs.meta
Normal file
11
Assets/Scripts/Item/LineModeItem.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: c29f8a68d4de741499c43ccf8a9d6bf0
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -18,7 +18,8 @@ public class ObjectColorToggle : MonoBehaviour
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private void Awake()
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{
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mesh = gameObject.GetComponent<MeshRenderer>();
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isOffColor = mesh.material.color;
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isOffColor = mesh.material.color;
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savedTexture = mesh.material.mainTexture as Texture2D;
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}
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public void SetColor(State state)
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@ -28,7 +29,6 @@ public class ObjectColorToggle : MonoBehaviour
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{
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case State.On:
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isOnColor.a = alpha;
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savedTexture = mesh.material.mainTexture as Texture2D;
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mesh.material.mainTexture = null;
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mesh.material.color = isOnColor;
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break;
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@ -39,7 +39,6 @@ public class ObjectColorToggle : MonoBehaviour
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break;
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case State.Hover:
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isHoverColor.a = alpha;
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savedTexture = mesh.material.mainTexture as Texture2D;
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mesh.material.mainTexture = null;
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mesh.material.color = isHoverColor;
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break;
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@ -186,6 +186,8 @@ namespace XMLTool
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public Dictionary<string, Body> subBody { get; set; } = new Dictionary<string, Body>();
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public Body parent;
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public float lineModeWidth = 0;
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public bool isLineModeItem = false;
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//public Dictionary<string, Body> bodyList { get; set; } = new Dictionary<string, Body>();
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}
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@ -440,6 +442,20 @@ namespace XMLTool
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body.subBody.Add(subBody.Name, subBody);
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}
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body.parent = parent;
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var lineModeWidth = bodyElement.Attribute("lineModeWidth");
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if (lineModeWidth != null)
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{
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float.TryParse(lineModeWidth.Value, out body.lineModeWidth);
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}
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var isLineModeItem = bodyElement.Attribute("isLineModeItem");
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if (isLineModeItem != null)
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{
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bool.TryParse(isLineModeItem.Value, out body.isLineModeItem);
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}
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return body;
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}
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@ -11432,7 +11432,7 @@
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<Body name="下呼吸道" tip="" path="Ren_NEW/SM_QiGuan/Respiratory_system/Lower_respiratory_tract">
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<Body name="气管" tip="" path="Ren_NEW/SM_QiGuan/Respiratory_system/Lower_respiratory_tract/Trachea">
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<Body name="气管" tip="" path="Ren_NEW/SM_QiGuan/Respiratory_system/Lower_respiratory_tract/Trachea" isLineModeItem="true">
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<Body name="气管软骨环" englishName="Cartilaginous rings of trachea" tip="范围:喉以下部分,包括气管、支气管及肺内分支。
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功能:气体交换通道,纤毛清除异物。
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@ -12198,7 +12198,9 @@
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</Body>
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<Body name="胸内侧神经" englishName="Medial pectoral (C08,T01)" tip="胸内侧神经:发自臂丛内侧束,常与胸外侧神经分支联合,分布于胸小肌和部分胸大肌的神经。" path="Ren_NEW/SM_ShenJing/SM_nerve/SM_brachial_plexus/SM_left_brachial_plexus_and_its_branches/SM_branches_of_left_subclavian/SM_branches_of_left_medial_cord/XiongNeiCeShenJing">
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<Body name="胸内侧神经" englishName="Medial pectoral (C08,T01)" tip="胸内侧神经:发自臂丛内侧束,常与胸外侧神经分支联合,分布于胸小肌和部分胸大肌的神经。" path="Ren_NEW/SM_ShenJing/SM_nerve/SM_brachial_plexus/SM_left_brachial_plexus_and_its_branches/SM_branches_of_left_subclavian/SM_branches_of_left_medial_cord/XiongNeiCeShenJing"
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lineModeWidth="0.000003"
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>
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