109 lines
3.1 KiB
C#
109 lines
3.1 KiB
C#
//using System.Drawing;
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using UnityEngine;
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using UnityEngine.UI;
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public class HeatMapController : MonoBehaviour
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{
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public Material heatMaterial; // 需要传递数据的材质
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public Transform[]Pos;
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[HideInInspector]
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private Vector4[] points = new Vector4[7]; // 存储6个点的数组,(x, y, z) = center, w = temperature
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[HideInInspector]
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private Vector4[] properties = new Vector4[7]; // 存储6个盒子大小的数组, (x,y) = boxsize
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public Slider slider;
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private float tempNum=0;
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public float tempNumMax;
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private float uftempture=1;
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private float backtemture=1;
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private float modulesTempture=1;
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public float uf=1;
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public float back=1;
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public float module=0.7f;
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//public Texture2D hotspotShapeTexture; // 引用热点形状纹理
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private float tempture;
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void Start()
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{
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slider.value=1;
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tempture=slider.value;
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// 初始化数据,这里是示例,你可以根据实际需求设置
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SetDataToMaterial();
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}
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public void SetDataToMaterial()
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{
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// uftempture=slider.value;
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// uftempture=Map(uftempture,0,3,1.5f,2.6f);
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// backtemture=slider.value;
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// backtemture=Map(backtemture,0,3,1.5f,3.6f);
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// modulesTempture=slider.value;
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// modulesTempture=Map(modulesTempture,0,3f,1.5f,2.3f);
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if (slider.value <= 1)
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{
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uftempture = Mathf.Lerp(1.5f, 2.4f, slider.value ); // 线性插值
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modulesTempture = Mathf.Lerp(1.5f, 2.1f, slider.value)-tempNum;
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backtemture = Mathf.Lerp(1.5f, 2.1f, slider.value);
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}
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else if (slider.value <= 2)
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{
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uftempture = Mathf.Lerp(2.4f, 2.7f, slider.value - 1);
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modulesTempture = Mathf.Lerp(2.1f, 2.3f, slider.value - 1);
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backtemture = Mathf.Lerp(2.1f, 3.6f, slider.value - 1);
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}
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else
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{
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uftempture =2.7f;
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modulesTempture = 2.6f;
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backtemture = 3.8f;
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}
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for (int i = 0; i < 7; i++)
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{
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RectTransform transform=Pos[i].GetComponent<RectTransform>();
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if(i==0)
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{
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points[i] = new Vector4(Pos[i].position.x, Pos[i].position.y, uftempture, 0);
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}
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else if(i==6)
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{
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points[i] = new Vector4(Pos[i].position.x, Pos[i].position.y, backtemture, 0);
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}
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else
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{
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points[i] = new Vector4(Pos[i].position.x, Pos[i].position.y, modulesTempture, 0); // (x, y, z, temperature)
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}
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properties[i] = new Vector4(transform.rect.width*1, transform.rect.height*1, 0.0f, 0.0f); // (boxsize x, boxsize y, unused, unused)
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}
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// 将数据传递给 Shader
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heatMaterial.SetVectorArray("_Points", points);
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heatMaterial.SetVectorArray("_Properties", properties);
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}
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float Map(float value, float minSource, float maxSource, float minTarget, float maxTarget)
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{
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return minTarget + (value - minSource) * (maxTarget - minTarget) / (maxSource - minSource);
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}
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}
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