This commit is contained in:
jmaniuvc
2025-03-13 09:37:26 +09:00
27 changed files with 2233 additions and 0 deletions

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@@ -17,6 +17,7 @@ namespace CHN
public Panel_WorkTimeAnalysis panel_worktimeanalysis;
public Panel_InjectionProduction panel_injectionproduction;
public Panel_AssemblyProduction panel_assemblyproduction;
public Panel_MiniMap panel_minimap;
[Label(typeof(UI_WorkAnalysis),nameof(UI_WorkAnalysis))]
public UI_WorkAnalysis ui_workanalysis;
//public Panel_MachineDashBoard panel_machinedashboard;

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@@ -0,0 +1,78 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEditor.Experimental.GraphView;
using UnityEngine;
using UnityEngine.UI;
using WI;
namespace CHN
{
public class Panel_MiniMap : PanelBase
{
OrbitalControllerTarget target;
Image MiniMapScreen;
RectTransform Image_MiniMapIcon;
TextMeshProUGUI Text_MiniMapFloor;
Button Button_Close;
Vector2 worldMin = new Vector2(-40.25f, -32.0f);
Vector2 worldMax = new Vector2(57.25f, 31.0f);
[SerializeField]
Sprite[] miniMapImages;
public override void AfterAwake()
{
target = FindSingle<OrbitalControllerTarget>();
Button_Close.onClick.AddListener(Deactivate);
}
private void Update()
{
UpdateMiniMapIcon();
}
public void ChangeMiniMapFloor(int floorValue)
{
int floor = floorValue + 1;
Text_MiniMapFloor.text = floor.ToString() + "F";
MiniMapScreen.sprite = miniMapImages[floorValue];
}
void UpdateMiniMapIcon()
{
Vector2 worldPos = new Vector2(target.transform.position.x, target.transform.position.z);
Vector2 normalizedPos = (worldPos - worldMin) / (worldMax - worldMin);
RectTransform miniMapRect = MiniMapScreen.GetComponent<RectTransform>();
Vector2 miniMapSize = miniMapRect.rect.size;
Vector2 iconPos = new Vector2(
(normalizedPos.x * miniMapSize.x) - (miniMapSize.x * 0.5f),
(normalizedPos.y * miniMapSize.y) - (miniMapSize.y * 0.5f)
);
Image_MiniMapIcon.anchoredPosition = iconPos;
float cameraRotateY = Camera.main.transform.eulerAngles.y;
Image_MiniMapIcon.localEulerAngles = new Vector3(0, 0, -cameraRotateY);
}
public void SetActive()
{
var isActive = gameObject.activeSelf;
var active = isActive ? false : true;
gameObject.SetActive(active);
}
void Deactivate()
{
gameObject.SetActive(false);
}
}
}

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@@ -0,0 +1,11 @@
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