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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BuildSystem
{
public enum Dir {
none,up,down,left,right
}
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public class Car : MonoBehaviour
{
private Vector2Int now;
public Transform fordir;
public bool isCanMove = true;
public bool isMoveEnd = true;
public Queue<Grid> passList = new Queue<Grid>();
public Queue<Grid> moveRoad = new Queue<Grid>();//移动路径
bool isStart = false;
bool isFindEnd = true;
public Grid gr;
float speed;
public RaycastHit raycastHit;
public float stupT = 0;
/// <summary>
/// 打开车辆的自动运动
/// </summary>
/// <param name="pos"></param>
public void OpenMove(Vector2Int pos,float speed=10) {
this.speed = speed;
isStart = true;
now = pos;
transform.position = BuildSystemManager.Instance.gridMap[now.x][now.y].pos;
StartCoroutine(RandomFindRoad(BuildSystemManager.Instance.gridMap[now.x][now.y]));
StartCoroutine(StartMove());
}
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private void Update()
{
if (!isStart) return;
if (moveRoad.Count < 3 && isFindEnd)
{
StartCoroutine(RandomFindRoad(moveRoad.ToArray()[moveRoad.Count - 1]));
}
if (passList.Count > 3)
{
passList.Dequeue();
}
Ray ray = new Ray(transform.position + Vector3.up, fordir.transform.position - transform.position);
Debug.DrawRay(transform.position + Vector3.up, fordir.transform.position - transform.position, Color.blue);
int mask = 1 << 11;
if (Physics.Raycast(ray, out raycastHit,15,mask))
{
if (raycastHit.collider.tag == "Car")
{
isCanMove = false;
stupT += Time.deltaTime;
}
else {
isCanMove = true;
}
}
else {
isCanMove = true;
stupT = 0;
}
if (stupT > 30) {
CarController.Instance.carNumber--;
Destroy(gameObject);
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}
}
/// <summary>
/// 随机寻找下一个路径
/// </summary>
/// <param name="grid"></param>
///
IEnumerator RandomFindRoad(Grid grid) {
isFindEnd = false;
passList.Enqueue(grid);
while (true)
{
yield return new WaitForEndOfFrame();
int rand = Random.Range(0, BuildSystemManager.Instance.gridMap[grid.x][grid.z].ground.Count);
gr = BuildSystemManager.Instance.gridMap[grid.x][grid.z].ground[rand];
if (!passList.Contains(gr))
{
break;
}
}
moveRoad.Enqueue(gr);
isFindEnd = true;
yield return null;
}
/// <summary>
/// 开启车辆移动
/// </summary>
/// <returns></returns>
IEnumerator StartMove() {
yield return new WaitUntil(()=> { return moveRoad.Count >= 3; });
while (moveRoad.Count != 0) {
yield return new WaitUntil(() => { return isMoveEnd;});
isMoveEnd = false;
Grid grid = moveRoad.Dequeue();
StartCoroutine(Move(grid));
}
}
/// <summary>
/// 车辆移动到目的点
/// </summary>
/// <param name="nextGird">下一个点的目标</param>
/// <returns></returns>
IEnumerator Move(Grid nextGird) {
Debug.Log(moveRoad);
Debug.Log(now);
Grid nextnextGrid = moveRoad.Peek();
List<Transform> roadPos = nextGird.placeObject.GetComponent<RoadInfo>().GetRoad(BuildSystemManager.Instance.gridMap[now.x][now.y], nextGird, nextnextGrid);
isMoveEnd = false;
for (int i = 0; i < roadPos.Count;)
{
while (true)
{
yield return new WaitUntil(() => { return isCanMove; });
yield return new WaitForEndOfFrame();
Vector3 dir = (roadPos[i].position - transform.position).normalized;
transform.position += dir * Time.deltaTime * speed;
Quaternion quaternion = Quaternion.LookRotation(roadPos[i].position - transform.position);
transform.rotation = quaternion;
if (Vector3.Distance(transform.position, roadPos[i].position) <= 0.5f)
{
i++;
break;
}
}
}
now = new Vector2Int(nextGird.x, nextGird.z);
isMoveEnd = true;
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}
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}
}