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public GridInfo[][] gridInfos; public List grid = new List(); - private PlaceObject_SO placeObject_SO; + private PlaceObject_SO placeObject_SO;//当前选中的道路 + [Header("鼠标是否检测到ui")] public bool isUI = false; [NonSerialized] public PlaceObject placeObj; + [Header("放置标识")] public GameObject flag; + [Header("游戏是否结束")] public bool isGameEnd = false; [Header("用于初始化地图")] @@ -50,7 +53,7 @@ namespace BuildSystem mouseClick = GetComponent(); CreateTerrain(); DontDestroyOnLoad(gameObject); - + //地图初始化 CreatePlaceSpecial(w[0], 0, 0); CreatePlaceSpecial(h2, 1, 0); CreatePlaceSpecial(h2, 2, 0); @@ -136,7 +139,6 @@ namespace BuildSystem { grid.BindDownAndThis(gridMap[i][j - 1]); } - //CreateFlag(); } } } @@ -148,7 +150,7 @@ namespace BuildSystem Transform trans = Instantiate(placeObject_SO.prefab, transform); PlaceObject obj = trans.gameObject.AddComponent(); obj.Init(placeObject_SO.nameString, - placeObject_SO.width, placeObject_SO.height, placeObject_SO.type,placeObject_SO.ishave,placeObject_SO.roadType); + placeObject_SO.width, placeObject_SO.height, placeObject_SO.roadNumberType,placeObject_SO.isHaveRoad,placeObject_SO.roadType, placeObject_SO.roadGoInfo); obj.SetPosition(GetGridPos(mouseClick.MouseInGrid())); return obj; } @@ -162,12 +164,12 @@ namespace BuildSystem void CreatePlace(PlaceObject_SO place, int x, int y) { Transform trans = Instantiate(place.prefab, transform); PlaceObject obj = trans.gameObject.AddComponent(); - obj.Init(place.nameString, place.width, place.height, place.type, place.ishave, place.roadType); + obj.Init(place.nameString, place.width, place.height, place.roadNumberType, place.isHaveRoad, place.roadType,place.roadGoInfo); obj.SetPosition(GetGridPos(new Vector3Int(x, 0, y))); gridMap[x][y].isPlace = true; - gridMap[x][y].type = place.type; - gridMap[x][y].isHaves = place.ishave; + gridMap[x][y].type = place.roadNumberType; + gridMap[x][y].isHaves = place.isHaveRoad; gridMap[x][y].roadType = place.roadType; gridMap[x][y].placeObject = obj; @@ -184,19 +186,19 @@ namespace BuildSystem } else if (gridMap[x][y].roadType == RoadType.T) { - if (gridMap[x][y].isHaves[0] != IsHave.Yes) + if (gridMap[x][y].isHaves[0] != DirIsHaveRoad.Yes) { gridinfo.roadType = TraficRoadType.downT; } - else if (gridMap[x][y].isHaves[2] != IsHave.Yes) + else if (gridMap[x][y].isHaves[2] != DirIsHaveRoad.Yes) { gridinfo.roadType = TraficRoadType.upT; } - else if (gridMap[x][y].isHaves[3] != IsHave.Yes) + else if (gridMap[x][y].isHaves[3] != DirIsHaveRoad.Yes) { gridinfo.roadType = TraficRoadType.rightT; } - else if (gridMap[x][y].isHaves[1] != IsHave.Yes) + else if (gridMap[x][y].isHaves[1] != DirIsHaveRoad.Yes) { gridinfo.roadType = TraficRoadType.leftT; } @@ -209,6 +211,10 @@ namespace BuildSystem } + /// + /// 移除格子的时候移除信号灯数据 + /// + /// public void RemoveGrid(GridInfo info) { if (grid.Contains(info)) @@ -227,13 +233,13 @@ namespace BuildSystem { Transform trans = Instantiate(place.prefab, transform); PlaceObject obj = trans.gameObject.AddComponent(); - obj.Init(place.nameString, place.width, place.height, place.type, place.ishave, place.roadType); + obj.Init(place.nameString, place.width, place.height, place.roadNumberType, place.isHaveRoad, place.roadType,place.roadGoInfo); obj.SetPosition(GetGridPos(new Vector3Int(x, 0, y))); gridMap[x][y].isPlace = true; gridMap[x][y].gridType = GridType.Initial; - gridMap[x][y].type = place.type; - gridMap[x][y].isHaves = place.ishave; + gridMap[x][y].type = place.roadNumberType; + gridMap[x][y].isHaves = place.isHaveRoad; gridMap[x][y].roadType = place.roadType; gridMap[x][y].placeObject = obj; } @@ -249,12 +255,6 @@ namespace BuildSystem gridMap[x][y].RemoveInit(); } - /// - /// 创建grid标识 - /// - void CreateFlag() { - - } /// /// 改变当前的选择的指示器 /// @@ -388,12 +388,14 @@ namespace BuildSystem if (Input.GetMouseButtonDown(0) && placeObj && isCanPlace && isCanCreate()) { CreatePlace(placeObject_SO, mouseClick.MouseInGrid().x, mouseClick.MouseInGrid().z); - - } else if (Input.GetMouseButtonDown(1) && mouseClick.MouseInGrid()!=new Vector3Int(-1,-1,-1)) { + } + else if (Input.GetMouseButtonDown(1) && mouseClick.MouseInGrid()!=new Vector3Int(-1,-1,-1)) + { if (gridMap[mouseClick.MouseInGrid().x][mouseClick.MouseInGrid().z].placeObject) { if (gridMap[mouseClick.MouseInGrid().x][mouseClick.MouseInGrid().z].gridType == GridType.General) { RemovePlace(mouseClick.MouseInGrid().x, mouseClick.MouseInGrid().z); buildTip.ShowTip("拆除提示"); + } } } @@ -419,6 +421,7 @@ namespace BuildSystem EduCoderTool.WebConnecter.Singleton.SendResultToWeb(true); } + //更新格子的相邻道路 for (int i = 0; i < mapSize.x; i++) { for (int j = 0; j < mapSize.y; j++) @@ -428,53 +431,5 @@ namespace BuildSystem } } - public GridInfo[][] DataTrans() { - isCanPlace = false; - gridInfos = new GridInfo[mapSize.x][] ; - for (int i = 0; i < mapSize.x; i++) - { - gridInfos[i] = new GridInfo[mapSize.y]; - for (int j = 0; j < mapSize.y; j++) - { - GridInfo grid = new GridInfo(); - gridInfos[i][j] = grid; - } - } - - for (int i = 0; i < mapSize.x; i++) - { - for (int j = 0; j < mapSize.y; j++) - { - if (gridMap[i][j].isPlace) - { - if (gridMap[i][j].roadType == RoadType.Ten) { - gridInfos[i][j].roadType = TraficRoadType.十; - } else if (gridMap[i][j].roadType == RoadType.T) { - if (gridMap[i][j].up == null) { - gridInfos[i][j].roadType = TraficRoadType.downT; - } else if (gridMap[i][j].down == null) { - gridInfos[i][j].roadType = TraficRoadType.upT; - } - else if (gridMap[i][j].left == null) - { - gridInfos[i][j].roadType = TraficRoadType.rightT; - } - else if (gridMap[i][j].right == null) - { - gridInfos[i][j].roadType = TraficRoadType.leftT; - } - } - gridInfos[i][j].up = gridMap[i][j].placeObject.transform.GetChild(0).position; - gridInfos[i][j].down = gridMap[i][j].placeObject.transform.GetChild(1).position; - gridInfos[i][j].left = gridMap[i][j].placeObject.transform.GetChild(2).position; - gridInfos[i][j].right = gridMap[i][j].placeObject.transform.GetChild(3).position; - } - } - } - return gridInfos; - } - - - //public } } diff --git a/Assets/BuildSystem/Scripts/Car.cs b/Assets/BuildSystem/Scripts/Car.cs index 701007e..b352353 100644 --- a/Assets/BuildSystem/Scripts/Car.cs +++ b/Assets/BuildSystem/Scripts/Car.cs @@ -5,23 +5,34 @@ using UnityEngine; namespace BuildSystem { public enum Dir { - none,up,down,left,right + none=-1,up=0,down=2,left=3,right=1 } public class Car : MonoBehaviour { + [Header("目前所在的位置")] private Vector2Int now; public Transform fordir; + + public int roadId; + public Dir curDir; + int enterRoadID=-1; + int outRoadID=-1; + int id; + public Queue moveList; + + [Header("是否可以移动")] public bool isCanMove = true; + [Header("是否移动结束")] public bool isMoveEnd = true; - public Queue passList = new Queue(); + public Queue passList = new Queue();//移动过的路径 public Queue moveRoad = new Queue();//移动路径 - bool isStart = false; - bool isFindEnd = true; - public Grid gr; - float speed; + bool isStart = false;//车辆自动运动是否开启 + bool isFindEnd = true;//是否寻找下一路径结束 + public Grid canGrid;//可以行走的格子 + float speed;//移动速度 public RaycastHit raycastHit; - + [Header("停止运动销毁的时间")] public float stupT = 0; @@ -34,6 +45,7 @@ namespace BuildSystem 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()); } @@ -41,21 +53,22 @@ namespace BuildSystem private void Update() { if (!isStart) return; - if (moveRoad.Count < 3 && isFindEnd) + //更新下一移动路径 + if (moveRoad.Count < 2 && isFindEnd) { StartCoroutine(RandomFindRoad(moveRoad.ToArray()[moveRoad.Count - 1])); } + //移除行走过的路径 if (passList.Count > 3) { passList.Dequeue(); } - + //车辆射线检测 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") + if (raycastHit.collider.tag == "CarFr") { isCanMove = false; stupT += Time.deltaTime; @@ -63,48 +76,119 @@ namespace BuildSystem else { isCanMove = true; } + + if (raycastHit.collider.tag == "TraficLight") { + isCanMove = false; + } + else + { + isCanMove = true; + } } else { isCanMove = true; } - if (stupT > 30) { + //停止运动销毁 + if (stupT > 30) + { CarController.Instance.number--; - Destroy(gameObject); } } /// - /// 随机寻找下一个路径 + /// 根据当前所在位置 随机寻找下一个路径 /// /// /// IEnumerator RandomFindRoad(Grid grid) { isFindEnd = false; passList.Enqueue(grid); - while (true) + while (canGrid==null) { 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)) + //根据当前进入方向和当前车道索引 获取用户设置的路径配置信息 + int id = 0; + if (curDir == Dir.right) { + id = 3; + } else if (curDir == Dir.down) { + id = 6; + } + else if (curDir == Dir.left) + { + id = 9; + } + + //根据配置信息与周边可行走的格子进行运算 随机检索出一个符合要求的格子 + object[] needData = BuildSystemManager.Instance.gridMap[grid.x][grid.z].placeObject.canGoinfo[id + roadId]; + List ground = BuildSystemManager.Instance.gridMap[grid.x][grid.z].ground; + List final = new List(); + for (int i = 0;i + /// + /// + /// + /// + /// + public Dir GetCurDir(Vector2Int a, Vector2Int b) + { + if (a.x - b.x != 0) + { + return a.x - b.x > 0 ? Dir.right : Dir.left; + } + if (a.y - b.y != 0) + { + return a.y - b.y > 0 ? Dir.up : Dir.down; + } + return Dir.none; + } + /// /// 开启车辆移动 /// /// IEnumerator StartMove() { - yield return new WaitUntil(()=> { return moveRoad.Count >= 3; }); + yield return new WaitUntil(()=> { return moveRoad.Count >= 2; }); while (moveRoad.Count != 0) { yield return new WaitUntil(() => { return isMoveEnd;}); isMoveEnd = false; @@ -120,7 +204,7 @@ namespace BuildSystem /// IEnumerator Move(Grid nextGird) { Grid nextnextGrid = moveRoad.Peek(); - List roadPos = nextGird.placeObject.GetComponent().GetRoad(BuildSystemManager.Instance.gridMap[now.x][now.y], nextGird, nextnextGrid); + List roadPos = nextGird.placeObject.GetComponent().GetRoad(BuildSystemManager.Instance.gridMap[now.x][now.y], nextGird, nextnextGrid,ref enterRoadID,ref outRoadID); isMoveEnd = false; for (int i = 0; i < roadPos.Count;) { @@ -141,10 +225,6 @@ namespace BuildSystem } now = new Vector2Int(nextGird.x, nextGird.z); isMoveEnd = true; - } - - - } } diff --git a/Assets/BuildSystem/Scripts/CarController.cs b/Assets/BuildSystem/Scripts/CarController.cs index 0497aa7..5771b44 100644 --- a/Assets/BuildSystem/Scripts/CarController.cs +++ b/Assets/BuildSystem/Scripts/CarController.cs @@ -1,15 +1,21 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using System; namespace BuildSystem { public class CarController : MonoSingleton { + [Header("车辆生成位置")] public List birth = new List(); - public GameObject[] carPrefabs; + [Header("车辆预制体")] + public Car[] carPrefabs; + [Header("生成最大车辆数")] public int carNumber; + [NonSerialized] public int number = 0; + [Header("车辆创建时间")] public Vector2 createTime; [Header("40为标准速度")] public Vector2 speed; @@ -17,22 +23,28 @@ namespace BuildSystem { birth.Add(new Vector2Int(0 , 2)); birth.Add(new Vector2Int(10, 0)); - birth.Add(new Vector2Int(3, 7)); + //birth.Add(new Vector2Int(3, 7)); birth.Add(new Vector2Int(13, 5)); //StartCreateCar(); } + /// + /// 开启创建车辆协程 + /// public void StartCreateCar() { StartCoroutine(CreateCar()); } - + /// + /// 创建车辆 + /// + /// IEnumerator CreateCar() { while (true) { yield return new WaitUntil(() => { return number < carNumber; }); - yield return new WaitForSeconds(Random.Range(createTime.x, createTime.y)); + yield return new WaitForSeconds(UnityEngine.Random.Range(createTime.x, createTime.y)); number++; - GameObject car = Instantiate(carPrefabs[Random.Range(0, carPrefabs.Length)],transform); - car.GetComponent().OpenMove(birth[Random.Range(0, birth.Count)],Random.Range(speed.x,speed.y)); + GameObject car = Instantiate(carPrefabs[UnityEngine.Random.Range(0, carPrefabs.Length)].gameObject,transform); + car.GetComponent().OpenMove(birth[UnityEngine.Random.Range(0, birth.Count)], UnityEngine.Random.Range(speed.x,speed.y)); } } } diff --git a/Assets/BuildSystem/Scripts/Grid.cs b/Assets/BuildSystem/Scripts/Grid.cs index e7f1014..48340d7 100644 --- a/Assets/BuildSystem/Scripts/Grid.cs +++ b/Assets/BuildSystem/Scripts/Grid.cs @@ -20,20 +20,21 @@ namespace BuildSystem public Grid right; //四个方向有无车道 上右下左 - public IsHave[] isHaves = new IsHave[4] { IsHave.None, IsHave.None , IsHave.None , IsHave.None }; + public DirIsHaveRoad[] isHaves = new DirIsHaveRoad[4] { DirIsHaveRoad.None, DirIsHaveRoad.None , DirIsHaveRoad.None , DirIsHaveRoad.None }; public Vector3 pos { get; } - + [Header("是否已放置")] public bool isPlace = false; - public GridType gridType = GridType.General; - public PlaceObject placeObject; - public List ground = new List(); + + public GridType gridType = GridType.General;//放置类型 + public PlaceObject placeObject;//放置的物体 + public List ground = new List();//可行走的道路 //放置的道路类型 public RoadType roadType; //四个方向的车道数量 上右下左 - public PlaceObjectType[] type = new PlaceObjectType[4] { PlaceObjectType.None, PlaceObjectType.None, PlaceObjectType.None, PlaceObjectType.None}; + public RoadNumberType[] type = new RoadNumberType[4] { RoadNumberType.None, RoadNumberType.None, RoadNumberType.None, RoadNumberType.None}; public Grid(Vector3Int logicPos) { this.logicPos = logicPos; x = this.logicPos.x; @@ -48,6 +49,10 @@ namespace BuildSystem down = null; left = null; right = null; + isHaves = new DirIsHaveRoad[4] { DirIsHaveRoad.None, DirIsHaveRoad.None, DirIsHaveRoad.None, DirIsHaveRoad.None }; + isPlace = false; + gridType = GridType.General;//放置类型 + ground = new List();//可行走的道路 } public Grid(int x,int y ,int z) { @@ -64,7 +69,11 @@ namespace BuildSystem down = null; left = null; right = null; - } + isHaves = new DirIsHaveRoad[4] { DirIsHaveRoad.None, DirIsHaveRoad.None, DirIsHaveRoad.None, DirIsHaveRoad.None }; + isPlace = false; + gridType = GridType.General;//放置类型 + ground = new List();//可行走的道路 + } /// /// 判断是否闭环 @@ -72,11 +81,11 @@ namespace BuildSystem /// public bool isClosedLoop() { - if (isHaves[0] == IsHave.Yes) + if (isHaves[0] == DirIsHaveRoad.Yes) { if (up != null && up.isPlace) { - if (!(up.isHaves[2] == IsHave.Yes || up.gridType == GridType.Special)) + if (!(up.isHaves[2] == DirIsHaveRoad.Yes || up.gridType == GridType.Special)) { return false; } @@ -87,11 +96,11 @@ namespace BuildSystem } } - if (isHaves[1] == IsHave.Yes) + if (isHaves[1] == DirIsHaveRoad.Yes) { if (right != null && right.isPlace) { - if (!(right.isHaves[3] == IsHave.Yes || right.gridType == GridType.Special)) + if (!(right.isHaves[3] == DirIsHaveRoad.Yes || right.gridType == GridType.Special)) { return false; } @@ -102,11 +111,11 @@ namespace BuildSystem } } - if (isHaves[2] == IsHave.Yes) + if (isHaves[2] == DirIsHaveRoad.Yes) { if (down != null && down.isPlace) { - if (!(down.isHaves[0] == IsHave.Yes || down.gridType == GridType.Special)) + if (!(down.isHaves[0] == DirIsHaveRoad.Yes || down.gridType == GridType.Special)) { return false; } @@ -117,11 +126,11 @@ namespace BuildSystem } } - if (isHaves[3] == IsHave.Yes) + if (isHaves[3] == DirIsHaveRoad.Yes) { if (left != null && left.isPlace) { - if (!(left.isHaves[1] == IsHave.Yes || left.gridType == GridType.Special)) + if (!(left.isHaves[1] == DirIsHaveRoad.Yes || left.gridType == GridType.Special)) { return false; } @@ -138,48 +147,80 @@ namespace BuildSystem /// 移除物体初始化 /// public void RemoveInit() { - isHaves = new IsHave[4] { IsHave.None, IsHave.None, IsHave.None, IsHave.None }; + isHaves = new DirIsHaveRoad[4] { DirIsHaveRoad.None, DirIsHaveRoad.None, DirIsHaveRoad.None, DirIsHaveRoad.None }; isPlace = false; gridType = GridType.General; roadType = RoadType.Straight; - type = new PlaceObjectType[4] { PlaceObjectType.None, PlaceObjectType.None, PlaceObjectType.None, PlaceObjectType.None }; + type = new RoadNumberType[4] { RoadNumberType.None, RoadNumberType.None, RoadNumberType.None, RoadNumberType.None }; } /// - /// 记录周围不为空的相邻地块 + /// 记录周围可以行走的道路 /// public void InitGround() { ground.Clear(); if (up!=null && up.placeObject && up.gridType != GridType.Special) { - if (isHaves[0] == IsHave.Yes && up.isHaves[2] == IsHave.Yes) { + if (isHaves[0] == DirIsHaveRoad.Yes && up.isHaves[2] == DirIsHaveRoad.Yes) + { ground.Add(up); } + else { + ground.Add(null); + } + } + else + { + ground.Add(null); + } + + if (right != null && right.placeObject&& right.gridType != GridType.Special) + { + if (isHaves[1] == DirIsHaveRoad.Yes && right.isHaves[3] == DirIsHaveRoad.Yes) + { + ground.Add(right); + } + else + { + ground.Add(null); + } + } + else + { + ground.Add(null); } if (down != null && down.placeObject && down.gridType != GridType.Special) { - if (isHaves[2] == IsHave.Yes && down.isHaves[0] == IsHave.Yes) + if (isHaves[2] == DirIsHaveRoad.Yes && down.isHaves[0] == DirIsHaveRoad.Yes) { ground.Add(down); } + else + { + ground.Add(null); + } + } + else + { + ground.Add(null); } if (left != null && left.placeObject && left.gridType != GridType.Special) { - if (isHaves[3] == IsHave.Yes && left.isHaves[1] == IsHave.Yes) + if (isHaves[3] == DirIsHaveRoad.Yes && left.isHaves[1] == DirIsHaveRoad.Yes) { ground.Add(left); } - } - - if (right != null && right.placeObject&& right.gridType != GridType.Special) - { - if (isHaves[1] == IsHave.Yes && right.isHaves[3] == IsHave.Yes) + else { - ground.Add(right); + ground.Add(null); } } + else + { + ground.Add(null); + } } diff --git a/Assets/BuildSystem/Scripts/LogicGridExtensions.cs b/Assets/BuildSystem/Scripts/LogicGridExtensions.cs new file mode 100644 index 0000000..46b2022 --- /dev/null +++ b/Assets/BuildSystem/Scripts/LogicGridExtensions.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace BuildSystem { + public static class LogicGridExtensions + { + //当定周围的grid + public static void BindLeftAndThis(this Grid self, Grid left) + { + left.right = self; + self.left = left; + } + + public static void BindDownAndThis(this Grid self, Grid down) + { + down.up = self; + self.down = down; + } + + /// + /// 判断是否可以放置, + /// 首先判断是不是万能, + /// 如果是再判断是否有车道, + /// 如果是再判断车道是否相同 + /// + /// + /// + /// + public static bool IsCanPlace(this Grid self, PlaceObject placeObject) { + bool isCanPlace = true; + if (self.up!=null && isCanPlace) { + isCanPlace = (self.up.isHaves[2] == DirIsHaveRoad.None) || ((self.up.isHaves[2] == placeObject.isHaveRoad[0]) && (self.up.type[2] == placeObject.roadNumberType[0] || (self.up.isHaves[2] == DirIsHaveRoad.No && DirIsHaveRoad.No == placeObject.isHaveRoad[0]))); + } + if (self.right != null && isCanPlace) + { + isCanPlace = (self.right.isHaves[3] == DirIsHaveRoad.None) || ((self.right.isHaves[3] == placeObject.isHaveRoad[1]) && (self.right.type[3] == placeObject.roadNumberType[1] || (self.right.isHaves[3] == DirIsHaveRoad.No && DirIsHaveRoad.No == placeObject.isHaveRoad[1]))); + } + if (self.down != null && isCanPlace) + { + isCanPlace = (self.down.isHaves[0] == DirIsHaveRoad.None) || ((self.down.isHaves[0] == placeObject.isHaveRoad[2]) && (self.down.type[0] == placeObject.roadNumberType[2] || (self.down.isHaves[0] == DirIsHaveRoad.No && DirIsHaveRoad.No == placeObject.isHaveRoad[2]))); + } + if (self.left != null && isCanPlace) + { + isCanPlace = (self.left.isHaves[1] == DirIsHaveRoad.None) || ((self.left.isHaves[1] == placeObject.isHaveRoad[3]) && (self.left.type[1] == placeObject.roadNumberType[3] || (self.left.isHaves[1] == DirIsHaveRoad.No && DirIsHaveRoad.No == placeObject.isHaveRoad[3]))); + } + return isCanPlace; + } + } +} diff --git a/Assets/BuildSystem/Scripts/LogicGridExtensions.cs.meta b/Assets/BuildSystem/Scripts/LogicGridExtensions.cs.meta new file mode 100644 index 0000000..dc2127f --- /dev/null +++ b/Assets/BuildSystem/Scripts/LogicGridExtensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5507ef0659d42834d8f3ff853a160268 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/BuildSystem/Scripts/MouseClick.cs b/Assets/BuildSystem/Scripts/MouseClick.cs index 506308c..2f4f8be 100644 --- a/Assets/BuildSystem/Scripts/MouseClick.cs +++ b/Assets/BuildSystem/Scripts/MouseClick.cs @@ -6,7 +6,7 @@ namespace BuildSystem { public class MouseClick : MonoBehaviour { - public Transform ground; + public Transform ground;//地图 public Camera camera; RaycastHit raycastHit; diff --git a/Assets/BuildSystem/Scripts/PlaceObject.cs b/Assets/BuildSystem/Scripts/PlaceObject.cs index 107d6ce..71150d7 100644 --- a/Assets/BuildSystem/Scripts/PlaceObject.cs +++ b/Assets/BuildSystem/Scripts/PlaceObject.cs @@ -9,17 +9,21 @@ namespace BuildSystem public string nameString=""; public int width; public int height; - public IsHave[] ishave = new IsHave[4]; - public PlaceObjectType[] type = new PlaceObjectType[4]; - public RoadType roadType; - public void Init(string nameString,int width,int height,PlaceObjectType[] type,IsHave[] ishave, RoadType roadType) { + public DirIsHaveRoad[] isHaveRoad = new DirIsHaveRoad[4];//方向是否有道路 + public RoadNumberType[] roadNumberType = new RoadNumberType[4];//道路车道类型 + public RoadType roadType;//道路类型 + public List canGoinfo; + + public void Init(string nameString,int width,int height,RoadNumberType[] type,DirIsHaveRoad[] ishave, RoadType roadType, List canGoinfo) { this.nameString = nameString; this.width = width; this.height = height; - this.type = type; - this.ishave = ishave; + this.roadNumberType = type; + this.isHaveRoad = ishave; this.roadType = roadType; + this.canGoinfo = new List(); + this.canGoinfo = canGoinfo; } /// diff --git a/Assets/BuildSystem/Scripts/RoadInfo.cs b/Assets/BuildSystem/Scripts/RoadInfo.cs index 154d1a6..8d76bf0 100644 --- a/Assets/BuildSystem/Scripts/RoadInfo.cs +++ b/Assets/BuildSystem/Scripts/RoadInfo.cs @@ -3,6 +3,31 @@ using System.Collections.Generic; using UnityEngine; namespace BuildSystem { + public class CarData{ + public List transforms; + public int id; + public Dir dir; + + public CarData(List transforms, int id, Dir dir) { + this.transforms = transforms; + this.id = id; + this.dir = dir; + if (dir == Dir.up) { + this.dir = Dir.down; + } + else if(dir == Dir.down) { + this.dir = Dir.up; + } + else if (dir == Dir.left) + { + this.dir = Dir.right; + } + else if (dir == Dir.right) + { + this.dir = Dir.left; + } + } + } public class RoadInfo : MonoBehaviour { public List enterUp1; @@ -46,18 +71,19 @@ namespace BuildSystem /// - /// 根据车道和移动方向获取移动点位 + /// 根据给出的路径获取进入方向,出去方向和车道 /// - /// 车道 - /// 进入的方向 - /// 出去的方向 + /// 当前位于的格子 + /// 下一个格子 + /// 下下个格子 /// - public List GetRoad(Grid nowGrid, Grid nextGrid, Grid nextnextGrid) + public List GetRoad(Grid nowGrid, Grid nextGrid, Grid nextnextGrid,ref int enterID,ref int outID) { Dir enterDir = GetDir(new Vector2Int(nowGrid.x, nowGrid.z), new Vector2Int(nextGrid.x, nextGrid.z)); Dir outDir = GetDir(new Vector2Int(nextGrid.x, nextGrid.z), new Vector2Int(nextnextGrid.x, nextnextGrid.z)); - int[] rayRoad = GetRayRoad(nextGrid, enterDir, outDir); + int[] rayRoad = new int[2] { enterID , outID }; List road = new List(); + //根据进入方向给出移动点位 if (enterDir == Dir.up) { if (rayRoad[0] == 0) { foreach (Transform i in enterUp1) @@ -168,7 +194,7 @@ namespace BuildSystem } - + //根据出去方向给出移动点位 if (outDir == Dir.up) { if (rayRoad[1] == 0) @@ -265,6 +291,8 @@ namespace BuildSystem } } } + enterID = -1; + outID = -1; return road; } @@ -300,93 +328,92 @@ namespace BuildSystem //随机进入车道车道 if (enterDir == Dir.up) { - if (grid.type[2] == PlaceObjectType.Two) + if (grid.type[2] == RoadNumberType.Two) { rayRoad[0] = Random.Range(0, 2); } - else if (grid.type[2] == PlaceObjectType.Three) + else if (grid.type[2] == RoadNumberType.Three) { rayRoad[0] = Random.Range(0, 3); } }else if (enterDir == Dir.down) { - if (grid.type[0] == PlaceObjectType.Two) + if (grid.type[0] == RoadNumberType.Two) { rayRoad[0] = Random.Range(0, 2); } - else if (grid.type[0] == PlaceObjectType.Three) + else if (grid.type[0] == RoadNumberType.Three) { rayRoad[0] = Random.Range(0, 3); } } else if (enterDir == Dir.left) { - if (grid.type[1] == PlaceObjectType.Two) + if (grid.type[1] == RoadNumberType.Two) { rayRoad[0] = Random.Range(0, 2); } - else if (grid.type[1] == PlaceObjectType.Three) + else if (grid.type[1] == RoadNumberType.Three) { rayRoad[0] = Random.Range(0, 3); } } else if (enterDir == Dir.right) { - if (grid.type[3] == PlaceObjectType.Two) + if (grid.type[3] == RoadNumberType.Two) { rayRoad[0] = Random.Range(0, 2); } - else if (grid.type[3] == PlaceObjectType.Three) + else if (grid.type[3] == RoadNumberType.Three) { rayRoad[0] = Random.Range(0, 3); } } - //随机出车道 + //随机出去车道 if (outDir == Dir.up) { - if (grid.type[0] == PlaceObjectType.Two) + if (grid.type[0] == RoadNumberType.Two) { rayRoad[1] = Random.Range(0, 2); } - else if (grid.type[0] == PlaceObjectType.Three) + else if (grid.type[0] == RoadNumberType.Three) { rayRoad[1] = Random.Range(0, 3); } } else if (outDir == Dir.down) { - if (grid.type[2] == PlaceObjectType.Two) + if (grid.type[2] == RoadNumberType.Two) { rayRoad[1] = Random.Range(0, 2); } - else if (grid.type[2] == PlaceObjectType.Three) + else if (grid.type[2] == RoadNumberType.Three) { rayRoad[1] = Random.Range(0, 3); } } else if (outDir == Dir.left) { - if (grid.type[3] == PlaceObjectType.Two) + if (grid.type[3] == RoadNumberType.Two) { rayRoad[1] = Random.Range(0, 2); } - else if (grid.type[3] == PlaceObjectType.Three) + else if (grid.type[3] == RoadNumberType.Three) { rayRoad[1] = Random.Range(0, 3); } } else if (outDir == Dir.right) { - if (grid.type[1] == PlaceObjectType.Two) + if (grid.type[1] == RoadNumberType.Two) { rayRoad[1] = Random.Range(0, 2); } - else if (grid.type[1] == PlaceObjectType.Three) + else if (grid.type[1] == RoadNumberType.Three) { rayRoad[1] = Random.Range(0, 3); } } - return rayRoad; } } diff --git a/Assets/BuildSystem/Scripts/UI/GridUI.cs b/Assets/BuildSystem/Scripts/UI/GridUI.cs index cc2cbd1..9bbb6ee 100644 --- a/Assets/BuildSystem/Scripts/UI/GridUI.cs +++ b/Assets/BuildSystem/Scripts/UI/GridUI.cs @@ -18,6 +18,9 @@ namespace BuildSystem [Header("组件")] Image image; Button btn; + public Button set; + SetPanel setPanel; + private void Awake() { btn = GetComponent