[Unity3d]unity+asp.net实现动态搜索加载模型并且能够实现模型拖动缩放的功能

来源:互联网 发布:修改远程桌面端口 编辑:程序博客网 时间:2024/06/03 04:06

实现的功能要求:用户在文本框中输入要查询的模型型号(包括模糊搜索),服务器返回数据,然后客户端解析数据并且动态的生成数据列表,点击列表从服务器端下载打包的assetbundle模型,加载到场景,并且点击其他的,确保场景中每次只显示一个模型,而且该模型能够缩放旋转。

Code:

搜索功能框:


在搜索框中输入,然后向服务器端发送请求,服务器端返回数据,客户端解析数据,做出列表


点击列表之后,会动态加载model


创建在这个Model对象下:


case "开始搜索"://执行查询searchText = GameObject.Find("Input").GetComponentInChildren<UILabel>().text;print(searchText);if(!string.IsNullOrEmpty(searchText)){WWWForm formSearch = new WWWForm();formSearch.AddField("type",searchText);WWW www = new WWW(searchUrl,formSearch);yield return www;      if (www.error != null)        {              Debug.LogError(www.error);         }         else         {print(www.text);if(www.text!="NULL"){                    if (www.isDone)                    {                            int posY = 0;                            //父物体:panel、sprite                            //GameObject gobj = CreateEmptyObject(name, showpanel);                            gobj.transform.localPosition = new Vector3(0, 0, 50);                            gobj.transform.localScale = new Vector3(1, 1, 1);            //生成生成三级导航                            ////UIScrollBar scrollbar = NGUITools.AddChild<UIScrollBar>(obj);                            //panel                            UIDraggablePanel panel = NGUITools.AddChild<UIDraggablePanel>(gobj);                            panel.transform.localPosition = new Vector3(500 + 140 - Screen.width, 0, 0);                            panel.transform.localScale = new Vector3(1, 1, 1);                            panel.scale = new Vector3(0, 1, 0);                            panel.GetComponent<UIPanel>().clipping = UIDrawCall.Clipping.SoftClip;                            //panel.GetComponent<UIPanel>().clipRange = new Vector4(0, 0, 280, 800);                            panel.GetComponent<UIPanel>().clipSoftness = new Vector2(1, 1);                                    //sprite                            UISprite texture = NGUITools.AddSprite(gobj, atlas, "Sprite (MID_navigation_70%)");             //名字    //texture.pivot = UIWidget.Pivot.Top;                            texture.transform.localPosition = new Vector3(500 + 140 - Screen.width, 0, 0);                            //texture.transform.localScale = new Vector3(280, 800, 1);                            texture.alpha = 0.5f;                            //panel-grid                            UIGrid grid = NGUITools.AddChild<UIGrid>(panel.gameObject);                            grid.transform.localPosition = new Vector3(0, texture.transform.localScale.y / 2, -20);                            grid.transform.localScale = new Vector3(1, 1, 1);                            grid.arrangement = UIGrid.Arrangement.Vertical;                            grid.cellHeight = 40;                            grid.cellWidth = 505;                                JsonData jd = JsonMapper.ToObject(www.text);                            for (int i = 0; i < jd.Count; i++)                            {                                //根据解析的Name添加二级导航                                                            //print("Name:" + jd[i]["Name"]);//print("url:"+jd[i]["Url"]);                                //grid-item                                GameObject gobject = (GameObject)Instantiate(prefabItem1, new Vector3(0, 0, 0), Quaternion.identity);gobject.GetComponentInChildren<PrefbLoadmodel>().modelname = jd[i]["Type"].ToString(); //传入模型的名字                                gobject.transform.parent = grid.transform;                                gobject.transform.localPosition = new Vector3(0, 0, 0);                                gobject.transform.localScale = new Vector3(1, 1, 1);//gobject.GetComponent<UIDragPanelContents>().draggablePanel = panel;gobject.GetComponentInChildren<UILabel>().text = jd[i]["Name"].ToString();                                gobject.GetComponentInChildren<UISprite>().alpha = 0.5f;                                grid.repositionNow = true;                                //技术参数                                //print("Telimgurl:" + jd[i]["Telimgurl"]);                                //规格                                //print("Imgurl:" + jd[i]["Imgurl"]);                            }                            posY = 40 * jd.Count;                            if (posY > 400)                            {                                posY = 400;                            }                            texture.transform.localScale = new Vector3(505, posY + 10, 1);                            panel.GetComponent<UIPanel>().clipRange = new Vector4(0, 0, 505, posY + 10);  //设置左上角坐标和宽高                        }}    }}break;

PrefbLoadmodel.cs: 这个类放在预设的按钮下,作用是点击加载模型

using UnityEngine;using System.Collections;using LitJson;public class PrefbLoadmodel : MonoBehaviour {static string ipStr = "http://ueige123.oicp.net/handler/";string searchText = null;//产品中心导航链接   private string productUrl = ipStr + "Search.ashx";Transform model;public string modelname=null;// Use this for initializationvoid Start () {model = GameObject.Find("Model").transform;}// Update is called once per framevoid Update () {}void OnClick(){print("modelName:---"+modelname);isLoad(modelname+"(Clone)");  //将其他的隐藏}void isLoad(string name){if(model.FindChild(name)){for (int i = 0; i < model.childCount; i++)        {            //当鼠标点击对象的名字与Modell中子对象名字不同相同时,设置激活状态:false            if (model.GetChild(i).name != name)           {model.GetChild(i).gameObject.SetActive(false);    }else{model.GetChild(i).gameObject.SetActive(true);}}print("存在");}else{print("不存在");for (int i = 0; i < model.childCount; i++)            {                                model.GetChild(i).gameObject.SetActive(false);            }searchText = this.gameObject.GetComponentInChildren<UILabel>().text;StartCoroutine(SendName(searchText));}}IEnumerator SendName(string name)    {WWWForm form = new WWWForm();print("name:"+name);form.AddField("type",name);WWW resumewww = new WWW(productUrl,form);yield return resumewww;//记录加载时出现的错误信息          if (resumewww.error != null)         {             print("错误:" + resumewww.error);         }         else         {             print(resumewww.text); //服务器端返回的数据   JsonData jd = JsonMapper.ToObject(resumewww.text);             if (resumewww.isDone)             {                string url1= jd[0]["Url"].ToString();string type = jd[0]["Type"].ToString();modelname = type; WWW download = WWW.LoadFromCacheOrDownload(url1,1);yield return download;GameObject obj = Instantiate(download.assetBundle.mainAsset)as GameObject;obj.transform.parent = model;obj.transform.localPosition = new Vector3(4,0,2);obj.transform.localScale = new Vector3(1000, 1000,1000);obj.AddComponent<DragModel>();  //动态添加拖动组件download.assetBundle.Unload(false);             }         }}}

DragModel.cs:这个类是模型动态的添加的组件,作用是能够鼠标旋转和缩放模型

using UnityEngine;using System.Collections;public class DragModel : MonoBehaviour {private float x = 0.0f;private float y = 0.0f;private float xSpeed = 200.0f;private float ySpeed = 200.0f;private float zSpeed = 40f;private float minDistence = 0;private float maxDistence = 10;void Update () {if(Input.GetMouseButton(1)){x=Input.GetAxis("Mouse X") *xSpeed;y=Input.GetAxis("Mouse Y") *ySpeed;transform.Rotate(Vector3.up * -x *Time.deltaTime,Space.World);transform.Rotate(Vector3.right * y *Time.deltaTime,Space.World);}else if(Input.GetAxis("Mouse ScrollWheel")!=0){float ga = Input.GetAxis("Mouse ScrollWheel");if(transform.position.z > minDistence && transform.position.z<maxDistence||transform.position.z<=minDistence && ga<0||transform.position.z>=maxDistence && ga>0){transform.Translate(Vector3.forward*-ga*zSpeed*Time.deltaTime,Space.World);}}}}


==================== 迂者 丁小未 CSDN博客专栏=================

MyBlog:http://blog.csdn.net/dingxiaowei2013             MyQQ:1213250243

Unity QQ群:858550         cocos2dx QQ群:280818155

====================== 相互学习,共同进步 ===================

转载请注明出处:http://blog.csdn.net/dingxiaowei2013/article/details/17587497

欢迎关注我的微博:http://weibo.com/u/2590571922


10 1
原创粉丝点击