1_13:@2D界面的表现Shader更新@车辆的检测时间修改

master
GamerHJD 3 years ago
parent 7b37fbf0cf
commit 8cc6553aec

5
.gitignore vendored

@ -5,7 +5,10 @@
/[Mm]esh/ /[Mm]esh/
/[Ss]censeMesh/ /[Ss]censeMesh/
/Mesh AmplifyShaderEditor
v16
# Autogenerated VS/MD solution and project files # Autogenerated VS/MD solution and project files
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "AlphaHuXiBase"
{
Properties
{
_Speed("Speed", Range( 0 , 2)) = 1
_ColorIndex("ColorIndex", Int) = 0
_MinAlpha("MinAlpha", Float) = 0.5
[HDR]_MaxAlpha("MaxAlpha", Float) = 1
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend One Zero, SrcAlpha OneMinusSrcAlpha
AlphaToMask On
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Unlit"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform int _ColorIndex;
uniform half _MinAlpha;
uniform half _MaxAlpha;
uniform half _Speed;
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
half4 color28 = IsGammaSpace() ? half4(1.304119,0.3225894,0.266286,1) : half4(1.793486,0.08492619,0.05764138,1);
half4 color3 = IsGammaSpace() ? half4(1.304119,1.201701,0.2662861,1) : half4(1.793486,1.498139,0.05764144,1);
half4 color29 = IsGammaSpace() ? half4(0.5530557,1.304119,0.2321468,1) : half4(0.2664761,1.793486,0.04401935,1);
half mulTime6 = _Time.y * _Speed;
half temp_output_18_0 = abs( sin( mulTime6 ) );
half smoothstepResult31 = smoothstep( _MinAlpha , _MaxAlpha , temp_output_18_0);
finalColor = ( ( (float)_ColorIndex - 0.0 > (float)1 ? color28 : (float)_ColorIndex - 0.0 <= (float)1 && (float)_ColorIndex + 0.0 >= (float)1 ? color3 : color29 ) * smoothstepResult31 );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
Fallback "Unlit/Color"
}
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "AlphaHuXiCell"
{
Properties
{
[HDR]_TintColor("TintColor", Color) = (1,1,1,1)
_Speed("Speed", Range( 0 , 2)) = 1
_TexScale("TexScale", Range( 0 , 0.8)) = 0.66
_MinAlpha("MinAlpha", Range( 0 , 1)) = 0.5
_MaxAlpha("MaxAlpha", Range( 0 , 1)) = 1
_TilingScale("TilingScale", Range( 0 , 100)) = 8
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend Off
AlphaToMask On
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Unlit"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform half _TilingScale;
uniform half _TexScale;
uniform half4 _TintColor;
uniform half _Speed;
uniform half _MinAlpha;
uniform half _MaxAlpha;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.ase_texcoord1.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.zw = 0;
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
half2 break19_g4 = float2( -0.5,0.5 );
half2 temp_cast_0 = (_TilingScale).xx;
half temp_output_2_0_g2 = _TexScale;
half2 appendResult10_g3 = (half2(temp_output_2_0_g2 , temp_output_2_0_g2));
half2 temp_output_11_0_g3 = ( abs( (frac( (i.ase_texcoord1.xy*temp_cast_0 + ( 1.0 - abs( ( _Time.y * half2( 0,-1 ) ) ) )) )*2.0 + -1.0) ) - appendResult10_g3 );
half2 break16_g3 = ( 1.0 - ( temp_output_11_0_g3 / fwidth( temp_output_11_0_g3 ) ) );
half2 temp_cast_1 = (( 1.0 - saturate( min( break16_g3.x , break16_g3.y ) ) )).xx;
half simplePerlin2D21 = snoise( temp_cast_1 );
simplePerlin2D21 = simplePerlin2D21*0.5 + 0.5;
half temp_output_1_0_g4 = simplePerlin2D21;
half sinIn7_g4 = sin( temp_output_1_0_g4 );
half sinInOffset6_g4 = sin( ( temp_output_1_0_g4 + 1.0 ) );
half lerpResult20_g4 = lerp( break19_g4.x , break19_g4.y , frac( ( sin( ( ( sinIn7_g4 - sinInOffset6_g4 ) * 91.2228 ) ) * 43758.55 ) ));
half mulTime6 = _Time.y * _Speed;
half clampResult9 = clamp( abs( cos( mulTime6 ) ) , _MinAlpha , _MaxAlpha );
finalColor = ( ( ( lerpResult20_g4 + sinIn7_g4 ) * _TintColor ) * clampResult9 );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
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ASEEND*/
//CHKSM=293ED0BD96440BDC11C8F4EC98C98CC2008B8DA6

@ -0,0 +1,189 @@
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Shiny"
{
Properties
{
[HDR]_MainTex("MainTex", 2D) = "white" {}
_Speed("Speed", Range( 0 , 2)) = 1
[HDR]_LightColor("LightColor", Color) = (0.9150943,0.9150943,0.9150943,0)
_Tint("Tint", Color) = (1,1,1,1)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags { "RenderType"="TransparentCutout" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend Off
AlphaToMask On
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Unlit"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform sampler2D _MainTex;
uniform half4 _MainTex_ST;
uniform half4 _Tint;
uniform half _Speed;
uniform half4 _LightColor;
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.ase_texcoord1.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.zw = 0;
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
float2 uv_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
half4 tex2DNode1 = tex2D( _MainTex, uv_MainTex );
half2 temp_cast_0 = (sin( ( _Time.y * _Speed ) )).xx;
half2 texCoord7 = i.ase_texcoord1.xy * float2( 1,1 ) + temp_cast_0;
float cos35 = cos( 0.75 );
float sin35 = sin( 0.75 );
half2 rotator35 = mul( texCoord7 - float2( 0,0 ) , float2x2( cos35 , -sin35 , sin35 , cos35 )) + float2( 0,0 );
half smoothstepResult17 = smoothstep( 0.3 , 0.92 , ( 1.0 - abs( (17.01 + (rotator35.x - 0.0) * (1.0 - 17.01) / (1.0 - 0.0)) ) ));
finalColor = ( ( tex2DNode1.a * _Tint ) + ( ( tex2DNode1.a * smoothstepResult17 ) * _LightColor ) );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
Fallback "Standard"
}
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WireConnection;0;0;29;0
ASEEND*/
//CHKSM=B808992311A7BF28BD2A92302E68B918108B6990

@ -4,8 +4,9 @@
Material: Material:
serializedVersion: 6 serializedVersion: 6
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInternal: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: day m_Name: day
m_Shader: {fileID: 104, guid: 0000000000000000f000000000000000, type: 0} m_Shader: {fileID: 104, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords: m_ShaderKeywords:
@ -39,7 +40,7 @@ Material:
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _DownTex: - _DownTex:
m_Texture: {fileID: 2800000, guid: 80839f561350d7e4fb4695cb556bd296, type: 3} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _EmissionMap: - _EmissionMap:

@ -38,11 +38,11 @@ Material:
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _EmissionMap: - _EmissionMap:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1.3, y: 1.95}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MainTex: - _MainTex:
m_Texture: {fileID: 2800000, guid: 322450cfcad417544aeae9a5ec161f8b, type: 3} m_Texture: {fileID: 2800000, guid: 322450cfcad417544aeae9a5ec161f8b, type: 3}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1.3, y: 1.95}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MetallicGlossMap: - _MetallicGlossMap:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
@ -64,7 +64,7 @@ Material:
- _GlossMapScale: 1 - _GlossMapScale: 1
- _Glossiness: 0 - _Glossiness: 0
- _GlossyReflections: 1 - _GlossyReflections: 1
- _Metallic: 0 - _Metallic: 0.164
- _Mode: 2 - _Mode: 2
- _OcclusionStrength: 1 - _OcclusionStrength: 1
- _Parallax: 0.02 - _Parallax: 0.02

File diff suppressed because it is too large Load Diff

@ -15,7 +15,7 @@ public static class Const
//刷车最小/最大时间 //刷车最小/最大时间
public static int RefreshCarminTime = 1; public static int RefreshCarminTime = 1;
public static int RefreshCarmaxTime = 10; public static int RefreshCarmaxTime = 2;

@ -44,7 +44,7 @@ public class GameRoot : MonoBehaviour
{ {
// pt.Update(); // pt.Update();
roadSys.RoadStateUpdate(3);//每n秒检测路段状态 roadSys.RoadStateUpdate(1.5f);//每n秒检测路段状态
infoWnd.UpdateTime(); infoWnd.UpdateTime();
} }

@ -38,8 +38,8 @@ public class CarSys : MonoBehaviour
} }
#region CarAI #region 车辆AI
//检索移动 //检索汽车生成
public void CheckBornoint() public void CheckBornoint()
{ {
GameObject[] bornPoints = GameObject.FindGameObjectsWithTag("BornPoint"); GameObject[] bornPoints = GameObject.FindGameObjectsWithTag("BornPoint");
@ -50,7 +50,7 @@ public class CarSys : MonoBehaviour
} }
} }
//检索移动 //检索移动列表
public void CheckMovePoint() public void CheckMovePoint()
{ {
GameObject[] moveObjs = GameObject.FindGameObjectsWithTag("MoveList"); GameObject[] moveObjs = GameObject.FindGameObjectsWithTag("MoveList");
@ -91,7 +91,7 @@ public class CarSys : MonoBehaviour
yield return new WaitForSeconds(0.02f); yield return new WaitForSeconds(0.02f);
drive.drivetime += Time.deltaTime; drive.drivetime += Time.deltaTime;
//前方车辆安全距离检测 //前方车辆安全距离检测
if (drive.drivetime > Const.SafeCheckTime) if (drive.drivetime >= drive.checktime)
{ {
drive.isnormalDrive = CheckFrontCar(drive) ? false : true; drive.isnormalDrive = CheckFrontCar(drive) ? false : true;
@ -136,7 +136,8 @@ public class CarSys : MonoBehaviour
//回收车辆 //回收车辆
carList.Remove(drive.carId); carList.Remove(drive.carId);
Destroy(agent.gameObject); Destroy(agent.gameObject);
GameRoot.Instance.infoWnd.SetCarText(-1); GameRoot.Instance.infoWnd.SetCarOutText(1);
} }
} }
@ -187,36 +188,11 @@ public class CarSys : MonoBehaviour
#region 汽车随机生成 #region 汽车随机生成
public void CreatCar(Transform parent) /// <summary>
{ /// 生成汽车递归携程在GameRoot中启用一次即可
// 随机创建车辆种类 /// </summary>
int carIndex = Random.Range(0, carTypeList.Length - 1); /// <returns></returns>
//实例化车辆
GameObject car = GameObject.Instantiate(carTypeList[carIndex], parent.position, Quaternion.identity, parent);
car.transform.localEulerAngles = parent.localEulerAngles;
//car驾驶类赋值
Drive drive = car.GetComponent<Drive>();
drive.carId = CarID;
carList.Add(CarID, drive.gameObject);
CarID++;
if (drive.carId != 0)
{
GameObject go = null;
carList.TryGetValue(drive.carId - 1, out go);
drive.FrontCar = go;
}
//统计数量更新
GameRoot.Instance.infoWnd.SetCarText(1);//+1
//执行寻路AI
NavMeshAgent agent = car.GetComponent<NavMeshAgent>();
if (agent != null)
{
StartCoroutine(CarMove(parent.name, agent));
}
}
public IEnumerator RandomTimeCreat() public IEnumerator RandomTimeCreat()
{ {
//随机获取出生点 //随机获取出生点
@ -227,10 +203,11 @@ public class CarSys : MonoBehaviour
{ {
//随机时间 //随机时间
int t = Random.Range(Const.RefreshCarminTime, Const.RefreshCarmaxTime); int t = Random.Range(Const.RefreshCarminTime, Const.RefreshCarmaxTime);
Debug.Log(t); Debug.Log(t);
while (true) while (true)
{ {
yield return new WaitForEndOfFrame(); yield return new WaitForSeconds(Time.deltaTime);
timer += Time.deltaTime; timer += Time.deltaTime;
if (timer >= t) if (timer >= t)
@ -241,13 +218,48 @@ public class CarSys : MonoBehaviour
} }
float checkTime = t / 5;
CreatCar(parent); CreatCar(parent,checkTime);
} }
StartCoroutine(RandomTimeCreat()); StartCoroutine(RandomTimeCreat());
} }
/// <summary>
/// 汽车生成函数
/// </summary>
/// <param name="parent">生成之后的父物体</param>
/// <param name="checktime">生成后开始行驶检测的时间</param>
public void CreatCar(Transform parent,float checktime)
{
// 随机创建车辆种类
int carIndex = Random.Range(0, carTypeList.Length - 1);
//实例化车辆
GameObject car = GameObject.Instantiate(carTypeList[carIndex], parent.position, Quaternion.identity, parent);
car.transform.localEulerAngles = parent.localEulerAngles;
//car驾驶类赋值
Drive drive = car.GetComponent<Drive>();
drive.carId = CarID;
drive.checktime = checktime;
carList.Add(CarID, drive.gameObject);
CarID++;
if (drive.carId != 0)
{
GameObject go = null;
carList.TryGetValue(drive.carId - 1, out go);
drive.FrontCar = go;
}
//统计数量更新
GameRoot.Instance.infoWnd.SetCarInText(1);//+1
//执行寻路AI
NavMeshAgent agent = car.GetComponent<NavMeshAgent>();
if (agent != null)
{
StartCoroutine(CarMove(parent.name, agent));
}
}
#endregion #endregion

@ -77,18 +77,19 @@ public class RoadSys : MonoBehaviour
if(roadStateDict.TryGetValue(item.Key, out state_object)) if(roadStateDict.TryGetValue(item.Key, out state_object))
{ {
int numble = item.Value;//监控的车辆数量 int numble = item.Value;//监控的车辆数量
MeshRenderer renderer = state_object.GetComponent<MeshRenderer>();
if (numble >= 0 && numble <= 5)//绿色状态 if (numble >= 0 && numble <= 4)//绿色状态
{ {
state_object.GetComponent<MeshRenderer>().material.color = Color.green; renderer.material.SetInt("_ColorIndex",0);
} }
else if(numble > 5 && numble <= 10)//黄色状态 else if(numble > 4 && numble <= 8)//黄色状态
{ {
state_object.GetComponent<MeshRenderer>().material.color = Color.yellow; renderer.material.SetInt("_ColorIndex", 1);
} }
else if (numble > 10 )//红色拥堵 else if (numble > 8 )//红色拥堵
{ {
state_object.GetComponent<MeshRenderer>().material.color = Color.red; renderer.material.SetInt("_ColorIndex", 2);
} }
} }

@ -12,8 +12,9 @@ public class Drive : MonoBehaviour
public bool isnormalDrive = true; public bool isnormalDrive = true;
public DriveState dirveState = DriveState.Line; public DriveState dirveState = DriveState.Line;
[HideInInspector] [HideInInspector]
public float drivetime = 0f; public float drivetime = 0;
public float checktime = 0;
public int carId = 0; public int carId = 0;

@ -1,47 +0,0 @@
/****************************************************
EntityBase.cs
Plane
: 1785275942@qq.com
2019/03/19 6:40
*****************************************************/
using System.Collections.Generic;
using UnityEngine;
public abstract class EntityBase {
public AniState currentAniState = AniState.None;
public StateMgr stateMgr = null;
private string name;
public string Name {
get {
return name;
}
set {
name = value;
}
}
public void Move() {
stateMgr.ChangeStatus(this, AniState.Move, null);
}
}

@ -1,25 +0,0 @@
/****************************************************
IState.cs
Plane
: 1785275942@qq.com
2019/03/19 6:38
*****************************************************/
public interface IState {
void Enter(EntityBase entity, params object[] args);//可变参数
void Process(EntityBase entity, params object[] args);
void Exit(EntityBase entity, params object[] args);
}
public enum AniState {
None,
Born,
Idle,
Move,
Attack,
Hit,
Die
}

@ -1,21 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveState : IState
{
public void Enter(EntityBase entity, params object[] args)
{
throw new System.NotImplementedException();
}
public void Exit(EntityBase entity, params object[] args)
{
throw new System.NotImplementedException();
}
public void Process(EntityBase entity, params object[] args)
{
throw new System.NotImplementedException();
}
}

@ -1,36 +0,0 @@
/****************************************************
StateMgr.cs
Plane
: 1785275942@qq.com
2019/03/15 9:08
*****************************************************/
using UnityEngine;
using System.Collections.Generic;
public class StateMgr : MonoBehaviour {
private Dictionary<AniState, IState> fsm = new Dictionary<AniState, IState>();
public void Init() {
//fsm.Add(AniState.Born, new StateBorn());
}
public void ChangeStatus(EntityBase entity, AniState targetState, params object[] args) {
if (entity.currentAniState == targetState) {
return;
}
if (fsm.ContainsKey(targetState)) {
if (entity.currentAniState != AniState.None) {
fsm[entity.currentAniState].Exit(entity, args);
}
fsm[targetState].Enter(entity, args);
fsm[targetState].Process(entity, args);
}
}
}

@ -461,7 +461,7 @@ public class PETimer {
return (int)GetLocalDateTime().DayOfWeek; return (int)GetLocalDateTime().DayOfWeek;
} }
public DateTime GetLocalDateTime() { public DateTime GetLocalDateTime() {
DateTime dt = TimeZone.CurrentTimeZone.ToLocalTime(startDateTime.AddMilliseconds(nowTime)); DateTime dt=DateTime.Now;
return dt; return dt;
} }
public double GetMillisecondsTime() { public double GetMillisecondsTime() {

@ -6,8 +6,9 @@ using UnityEngine.UI;
public class InfoWnd : MonoBehaviour public class InfoWnd : MonoBehaviour
{ {
public Text carTxt; public Text carInTxt;
public Text humanTxt; public Text carOutTxt;
public Text carAllTxt;
public Text dateTxt; public Text dateTxt;
public string date; public string date;
@ -17,18 +18,25 @@ public class InfoWnd : MonoBehaviour
} }
public void SetCarText(int Addvalue) public void SetCarInText(int Addvalue)
{ {
int n = int.Parse(carTxt.text) + Addvalue; int n = int.Parse(carInTxt.text) + Addvalue;
carTxt.text = n.ToString(); carInTxt.text = n.ToString();
int n1 = int.Parse(carAllTxt.text) + Addvalue;
carAllTxt.text = n1.ToString();
} }
public void SetHumanText(int Addvalue) public void SetCarOutText(int Addvalue)
{ {
int n = int.Parse(humanTxt.text) + Addvalue; int n = int.Parse(carOutTxt.text) + Addvalue;
humanTxt.text = n.ToString(); carOutTxt.text = n.ToString();
int n1 = int.Parse(carAllTxt.text) + Addvalue;
carAllTxt.text = n1.ToString();
} }
public void UpdateTime() public void UpdateTime()
@ -39,7 +47,7 @@ public class InfoWnd : MonoBehaviour
var year = DateTime.Now.Year; var year = DateTime.Now.Year;
var month = DateTime.Now.Month; var month = DateTime.Now.Month;
var day = DateTime.Now.Day; var day = DateTime.Now.Day;
date = string.Format( "{0:D4}/{1:D2}/{2:D2}"+" "+"{3:D2}:{4:D2}:{5:D2} " , year, month, day,hour, minute, second); date = string.Format( "{0:D4}/{1:D2}/{2:D2}"+"-"+"{3:D2}:{4:D2}:{5:D2} " , year, month, day,hour, minute, second);
dateTxt.text = date; dateTxt.text = date;
} }
} }

@ -37,13 +37,13 @@ public class MenuWnd : MonoBehaviour
switch (viewIndex) switch (viewIndex)
{ {
case 0: case 0:
twoDcamera.SetActive(false);
threeDcamera.SetActive(true);
break;
case 1:
twoDcamera.SetActive(true); twoDcamera.SetActive(true);
threeDcamera.SetActive(false); threeDcamera.SetActive(false);
break; break;
case 1:
twoDcamera.SetActive(false);
threeDcamera.SetActive(true);
break;
} }
} }
} }

Binary file not shown.

@ -4,5 +4,8 @@
EditorBuildSettings: EditorBuildSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 2 serializedVersion: 2
m_Scenes: [] m_Scenes:
- enabled: 1
path: Assets/Scenes/City.unity
guid: fe5db4214fd5c79479310141bccac16e
m_configObjects: {} m_configObjects: {}

@ -583,7 +583,7 @@ PlayerSettings:
webGLThreadsSupport: 0 webGLThreadsSupport: 0
webGLWasmStreaming: 0 webGLWasmStreaming: 0
scriptingDefineSymbols: scriptingDefineSymbols:
1: UNITY_POST_PROCESSING_STACK_V2 1: UNITY_POST_PROCESSING_STACK_V2;AMPLIFY_SHADER_EDITOR
4: UNITY_POST_PROCESSING_STACK_V2 4: UNITY_POST_PROCESSING_STACK_V2
7: UNITY_POST_PROCESSING_STACK_V2 7: UNITY_POST_PROCESSING_STACK_V2
13: UNITY_POST_PROCESSING_STACK_V2 13: UNITY_POST_PROCESSING_STACK_V2

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