小的细节优化
This commit is contained in:
@@ -1,10 +1,16 @@
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<template>
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<div id="edit-dialog">
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<div class="distance-back">
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<p>当前距离洞口:{{ pointDistance_str }}</p>
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<p>当前距离洞口:
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<span>
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{{ pointDistance_str }}
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</span>
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</p>
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<img src="/images/htmlEditDialog/back-icon.png" alt="" @click="handleCancel" />
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</div>
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<div class="equ-info">当前风压:{{ p }}Pa</div>
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<div class="equ-info">当前风压:
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<span>{{ p }}Pa</span>
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</div>
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<div class="setting">
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<div class="setting-item">
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<p>传感器类型</p>
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@@ -187,10 +193,14 @@ const equipment = {
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height: 35px;
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font-size: 24px;
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font-family: MicrosoftYaHei;
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color: #ffffff;
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color: white;
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line-height: 35px;
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}
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span {
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color: #f7b500;
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}
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img {
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cursor: pointer;
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}
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@@ -205,9 +215,15 @@ const equipment = {
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height: 35px;
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font-size: 26px;
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font-family: MicrosoftYaHei;
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color: #f7b500;
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color: white;
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line-height: 35px;
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margin: 20px 30px 0px 30px;
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}
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.equ-info span {
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color: #f7b500;
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}
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.setting {
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@@ -223,6 +239,10 @@ const equipment = {
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line-height: 35px;
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margin-bottom: 20px;
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}
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p:nth-child(2) {
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color: #f7b500
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}
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}
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:deep(.el-select) {
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@@ -73,75 +73,75 @@ function handleOtherEqu(targetPoint, equipmentInfo) {
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this.scene.add(equMesh);
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targetPoint.visible = false;
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// targetPoint.hasWall = true;
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allline.push(targetPoint.name)
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if (hasWall == false) {
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let findWallHang = new Array;
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// console.log(targetPoint.name);
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console.log(allline);
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Allhang = allline.map(function (str) {
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return parseInt(str.match(/\d+/)[0], 10);
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})
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console.log(Allhang);
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//将取出来的所有行数字符串用一个新数组来保存,之后判断是不是存在同一行的(即相同的行数)
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for (let i = 0; i < Allhang.length; i++) {
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//判断是不是存在相同的行数,如果存在,则继续判断是不是存在左右的传感器
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findWallHang.push(Allhang[i - 1])
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if (findWallHang.includes(Allhang[i])) {
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console.log(allline[i - 1].slice(-1));
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console.log(allline[i].slice(-1));
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wallHang = Allhang[i];
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let sameHang = findWallHang.indexOf(Allhang[i])
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if ((allline[sameHang - 1].slice(-1) == 'r' && allline[i].slice(-1) == 'l') || allline[sameHang - 1].slice(-1) == 'l' && allline[i].slice(-1) == 'r') {
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console.log('进行添加操作');
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// 将这二个符合添加规则的锚点给设一个属性,这样方便之后我们进行删除操作
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// this.scene.getObjectByName(allline[i - 1]).hasWall = true
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// this.scene.getObjectByName(allline[i]).hasWall = true
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console.log(this.scene.getObjectByName(allline[i - 1]));
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console.log(this.scene.getObjectByName(allline[i]));
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//出现满足条件的风压阀了,这时候就设定为已经有墙了,不需要再添加了
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hasWall = true
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findWallHang = []
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//进行添加操作,因为数值问题,所以我们分开进行添加操作
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for (let line = Allhang[i]; line <= 20; line++) {
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if (line < 10) {
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let wall = 'wall_' + '0' + line
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console.log(wall);
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//把墙设为可见
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this.scene.getObjectByName(wall).visible = true
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let point = 'point_' + '00' + line + '_tc'
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// console.log(this.scene.getObjectByName(point));
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//把顶部的附着点设为隐藏!!!,然后设为不可选中
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this.scene.getObjectByName(point).visible = false
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this.scene.getObjectByName(point).layers.set(-2)
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//如果最中间一行有设备,我们则需要将设备进行隐藏!!!
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if (this.scene.getObjectByName(point).hasDevice == true) {
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let EquID = this.scene.getObjectByName(point).info.id
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this.scene.getObjectById(EquID).visible = false
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}
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} else if (line >= 10) {
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let wall = 'wall_' + line
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this.scene.getObjectByName(wall).visible = true
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let point = 'point_' + '0' + line + '_tc'
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this.scene.getObjectByName(point).visible = false
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this.scene.getObjectByName(point).layers.set(-2)
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if (this.scene.getObjectByName(point).hasDevice == true) {
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let EquID = this.scene.getObjectByName(point).info.id
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this.scene.getObjectById(EquID).visible = false
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}
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}
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//处理21行的设备和附着点
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let point = 'point_' + '0' + 21 + '_tc'
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this.scene.getObjectByName(point).visible = false
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this.scene.getObjectByName(point).layers.set(-2)
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if (this.scene.getObjectByName(point).hasDevice == true) {
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let EquID = this.scene.getObjectByName(point).info.id
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this.scene.getObjectById(EquID).visible = false
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}
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}
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}
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}
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}
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}
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// allline.push(targetPoint.name)
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// if (hasWall == false) {
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// let findWallHang = new Array;
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// // console.log(targetPoint.name);
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// console.log(allline);
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// Allhang = allline.map(function (str) {
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// return parseInt(str.match(/\d+/)[0], 10);
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// })
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// console.log(Allhang);
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// //将取出来的所有行数字符串用一个新数组来保存,之后判断是不是存在同一行的(即相同的行数)
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// for (let i = 0; i < Allhang.length; i++) {
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// //判断是不是存在相同的行数,如果存在,则继续判断是不是存在左右的传感器
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// findWallHang.push(Allhang[i - 1])
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// if (findWallHang.includes(Allhang[i])) {
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// console.log(allline[i - 1].slice(-1));
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// console.log(allline[i].slice(-1));
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// wallHang = Allhang[i];
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// let sameHang = findWallHang.indexOf(Allhang[i])
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// if ((allline[sameHang - 1].slice(-1) == 'r' && allline[i].slice(-1) == 'l') || allline[sameHang - 1].slice(-1) == 'l' && allline[i].slice(-1) == 'r') {
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// console.log('进行添加操作');
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// // 将这二个符合添加规则的锚点给设一个属性,这样方便之后我们进行删除操作
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// // this.scene.getObjectByName(allline[i - 1]).hasWall = true
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// // this.scene.getObjectByName(allline[i]).hasWall = true
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// console.log(this.scene.getObjectByName(allline[i - 1]));
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// console.log(this.scene.getObjectByName(allline[i]));
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// //出现满足条件的风压阀了,这时候就设定为已经有墙了,不需要再添加了
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// hasWall = true
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// findWallHang = []
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// //进行添加操作,因为数值问题,所以我们分开进行添加操作
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// for (let line = Allhang[i]; line <= 20; line++) {
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// if (line < 10) {
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// let wall = 'wall_' + '0' + line
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// console.log(wall);
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// //把墙设为可见
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// this.scene.getObjectByName(wall).visible = true
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// let point = 'point_' + '00' + line + '_tc'
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// // console.log(this.scene.getObjectByName(point));
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// //把顶部的附着点设为隐藏!!!,然后设为不可选中
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// this.scene.getObjectByName(point).visible = false
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// this.scene.getObjectByName(point).layers.set(-2)
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// //如果最中间一行有设备,我们则需要将设备进行隐藏!!!
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// if (this.scene.getObjectByName(point).hasDevice == true) {
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// let EquID = this.scene.getObjectByName(point).info.id
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// this.scene.getObjectById(EquID).visible = false
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// }
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// } else if (line >= 10) {
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// let wall = 'wall_' + line
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// this.scene.getObjectByName(wall).visible = true
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// let point = 'point_' + '0' + line + '_tc'
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// this.scene.getObjectByName(point).visible = false
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// this.scene.getObjectByName(point).layers.set(-2)
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// if (this.scene.getObjectByName(point).hasDevice == true) {
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// let EquID = this.scene.getObjectByName(point).info.id
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// this.scene.getObjectById(EquID).visible = false
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// }
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// }
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// //处理21行的设备和附着点
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// let point = 'point_' + '0' + 21 + '_tc'
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// this.scene.getObjectByName(point).visible = false
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// this.scene.getObjectByName(point).layers.set(-2)
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// if (this.scene.getObjectByName(point).hasDevice == true) {
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// let EquID = this.scene.getObjectByName(point).info.id
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// this.scene.getObjectById(EquID).visible = false
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// }
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// }
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// }
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// }
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// }
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// }
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//处理风压阀的代码片段
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// let lineIndex = targetPoint.name.slice(7, 9);
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// if (allline.includes(Number(lineIndex))) {
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@@ -218,47 +218,47 @@ function removeEquipment(targetPoint) {
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//删除我们这里使用行数来判断,即是不是删除到了我们的那一行呢?
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//如果删除到了我们那行的话,我们必须将行的数组从中去掉已存在的数据,然后将附着点列表中也去除这个点,然后将墙设置为false来让下次使用
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let lineIndex = targetPoint.name.slice(7, 9)
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deleteItem(allline, targetPoint.name)
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if (Number(lineIndex) == wallHang) {
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wallHang = 0;
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hasWall = false
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for (let line = Number(lineIndex); line <= 20; line++) {
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if (line < 10) {
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let wall = 'wall_' + '0' + line
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this.scene.getObjectByName(wall).visible = false
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let point = 'point_' + '00' + line + '_tc'
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console.log(this.scene.getObjectByName(point));
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this.scene.getObjectByName(point).visible = true
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this.scene.getObjectByName(point).layers.set(0)
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if (this.scene.getObjectByName(point).hasDevice == true) {
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this.scene.getObjectByName(point).visible = false
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let EquID = this.scene.getObjectByName(point).info.id
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this.scene.getObjectById(EquID).visible = true
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}
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} else if (line >= 10) {
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let wall = 'wall_' + line
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this.scene.getObjectByName(wall).visible = false
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let point = 'point_' + '0' + line + '_tc'
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this.scene.getObjectByName(point).visible = true
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this.scene.getObjectByName(point).layers.set(0)
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if (this.scene.getObjectByName(point).hasDevice == true) {
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this.scene.getObjectByName(point).visible = false
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let EquID = this.scene.getObjectByName(point).info.id
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this.scene.getObjectById(EquID).visible = true
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}
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}
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//处理21行的设备和附着点
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let point = 'point_' + '0' + 21 + '_tc'
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this.scene.getObjectByName(point).visible = true
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this.scene.getObjectByName(point).layers.set(0)
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if (this.scene.getObjectByName(point).hasDevice == true) {
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let EquID = this.scene.getObjectByName(point).info.id
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this.scene.getObjectById(EquID).visible = true
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}
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}
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}
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deleteItem(Allhang, Number(lineIndex))
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// let lineIndex = targetPoint.name.slice(7, 9)
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// deleteItem(allline, targetPoint.name)
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// if (Number(lineIndex) == wallHang) {
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// wallHang = 0;
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// hasWall = false
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// for (let line = Number(lineIndex); line <= 20; line++) {
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// if (line < 10) {
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// let wall = 'wall_' + '0' + line
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// this.scene.getObjectByName(wall).visible = false
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// let point = 'point_' + '00' + line + '_tc'
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// console.log(this.scene.getObjectByName(point));
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// this.scene.getObjectByName(point).visible = true
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// this.scene.getObjectByName(point).layers.set(0)
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// if (this.scene.getObjectByName(point).hasDevice == true) {
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// this.scene.getObjectByName(point).visible = false
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// let EquID = this.scene.getObjectByName(point).info.id
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// this.scene.getObjectById(EquID).visible = true
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// }
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// } else if (line >= 10) {
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// let wall = 'wall_' + line
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// this.scene.getObjectByName(wall).visible = false
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// let point = 'point_' + '0' + line + '_tc'
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// this.scene.getObjectByName(point).visible = true
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// this.scene.getObjectByName(point).layers.set(0)
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// if (this.scene.getObjectByName(point).hasDevice == true) {
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// this.scene.getObjectByName(point).visible = false
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// let EquID = this.scene.getObjectByName(point).info.id
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// this.scene.getObjectById(EquID).visible = true
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// }
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// }
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// //处理21行的设备和附着点
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// let point = 'point_' + '0' + 21 + '_tc'
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// this.scene.getObjectByName(point).visible = true
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// this.scene.getObjectByName(point).layers.set(0)
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// if (this.scene.getObjectByName(point).hasDevice == true) {
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// let EquID = this.scene.getObjectByName(point).info.id
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// this.scene.getObjectById(EquID).visible = true
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// }
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// }
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// }
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// deleteItem(Allhang, Number(lineIndex))
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@@ -13,8 +13,8 @@ export function StreetSignTag(text = "", param = "", width = 250, height = 150)
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ctx.fillRect(0, 0, width, height);
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ctx.fillStyle = "white";
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ctx.font = "20px serif";
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ctx.fillText('隧道简称:' + text, (100 - text.length * 1) / 50, 40);
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ctx.fillText('隧道长度:' + param + 'm', (100 - param.length * 1) / 50, 115);
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ctx.fillText(' ' + text, (100 - text.length * 1) / 50, 40);
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ctx.fillText(' 隧道长度:' + param + 'm', (100 - param.length * 1) / 50, 115);
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ctx.strokeStyle = "white";
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ctx.moveTo(0, 75);
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ctx.lineTo(30000, 120);
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