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