设置车道

master
2021744738 1 year ago
parent 31cb3b1ff3
commit 44cf557d80

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@ -8,12 +8,12 @@ namespace BuildSystem
{ {
Straight,T,Ten Straight,T,Ten
} }
public enum IsHave public enum DirIsHaveRoad
{ {
Yes,No,None Yes,No,None
} }
public enum PlaceObjectType public enum RoadNumberType
{ {
None,Two,Three None,Two,Three
} }
@ -26,7 +26,40 @@ namespace BuildSystem
public int width; public int width;
public int height; public int height;
public RoadType roadType;//道路类型 public RoadType roadType;//道路类型
public PlaceObjectType[] type = new PlaceObjectType[4];//道路车道类型 public RoadNumberType[] roadNumberType = new RoadNumberType[4];//道路车道类型
public IsHave[] ishave = new IsHave[4];//道路是否有通道 public DirIsHaveRoad[] isHaveRoad = new DirIsHaveRoad[4];//道路是否有通道
public List<object[]> roadGoInfo;
private void OnEnable()
{
roadGoInfo = new List<object[]>();
for (int i=0;i<4;i++) {
for (int j=0;j<3;j++) {
object[] isCan = new object[4] { null, null, null, null };
//如果对应方向上有道路 进行特殊设置
if (isHaveRoad[i] == DirIsHaveRoad.Yes)
{
//遍历四个方向 如果方向有道路说明可以设置
if (roadNumberType[i] == RoadNumberType.Two && j==2)
{
roadGoInfo.Add(isCan);
break;
}
for (int k = 0; k < 4; k++)
{
if (isHaveRoad[k] == DirIsHaveRoad.Yes)
{
isCan[k] = true;
}
}
//把自己方向的设置制空
isCan[i] = null;
}
roadGoInfo.Add(isCan);
}
}
}
} }
} }

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@ -10,6 +10,7 @@ namespace BuildSystem
[NonSerialized] [NonSerialized]
public MouseClick mouseClick; public MouseClick mouseClick;
public BuildTip buildTip; public BuildTip buildTip;
public SetPanel setPanel;
[Header("地图大小")] [Header("地图大小")]
public Vector2Int mapSize; public Vector2Int mapSize;
[Header("grid大小")] [Header("grid大小")]
@ -22,15 +23,17 @@ namespace BuildSystem
public bool isRemove = false; public bool isRemove = false;
public Grid[][] gridMap; public Grid[][] gridMap;
[Header("转换后的数据")] [Header("转换后的数据")]
public GridInfo[][] gridInfos;
public List<GridInfo> grid = new List<GridInfo>(); public List<GridInfo> grid = new List<GridInfo>();
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; public bool isUI = false;
[NonSerialized] [NonSerialized]
public PlaceObject placeObj; public PlaceObject placeObj;
[Header("放置标识")]
public GameObject flag; public GameObject flag;
[Header("游戏是否结束")]
public bool isGameEnd = false; public bool isGameEnd = false;
[Header("用于初始化地图")] [Header("用于初始化地图")]
@ -50,7 +53,7 @@ namespace BuildSystem
mouseClick = GetComponent<MouseClick>(); mouseClick = GetComponent<MouseClick>();
CreateTerrain(); CreateTerrain();
DontDestroyOnLoad(gameObject); DontDestroyOnLoad(gameObject);
//地图初始化
CreatePlaceSpecial(w[0], 0, 0); CreatePlaceSpecial(w[0], 0, 0);
CreatePlaceSpecial(h2, 1, 0); CreatePlaceSpecial(h2, 1, 0);
CreatePlaceSpecial(h2, 2, 0); CreatePlaceSpecial(h2, 2, 0);
@ -136,7 +139,6 @@ namespace BuildSystem
{ {
grid.BindDownAndThis(gridMap[i][j - 1]); grid.BindDownAndThis(gridMap[i][j - 1]);
} }
//CreateFlag();
} }
} }
} }
@ -148,7 +150,7 @@ namespace BuildSystem
Transform trans = Instantiate(placeObject_SO.prefab, transform); Transform trans = Instantiate(placeObject_SO.prefab, transform);
PlaceObject obj = trans.gameObject.AddComponent<PlaceObject>(); PlaceObject obj = trans.gameObject.AddComponent<PlaceObject>();
obj.Init(placeObject_SO.nameString, 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())); obj.SetPosition(GetGridPos(mouseClick.MouseInGrid()));
return obj; return obj;
} }
@ -162,12 +164,12 @@ namespace BuildSystem
void CreatePlace(PlaceObject_SO place, int x, int y) { void CreatePlace(PlaceObject_SO place, int x, int y) {
Transform trans = Instantiate(place.prefab, transform); Transform trans = Instantiate(place.prefab, transform);
PlaceObject obj = trans.gameObject.AddComponent<PlaceObject>(); PlaceObject obj = trans.gameObject.AddComponent<PlaceObject>();
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))); obj.SetPosition(GetGridPos(new Vector3Int(x, 0, y)));
gridMap[x][y].isPlace = true; gridMap[x][y].isPlace = true;
gridMap[x][y].type = place.type; gridMap[x][y].type = place.roadNumberType;
gridMap[x][y].isHaves = place.ishave; gridMap[x][y].isHaves = place.isHaveRoad;
gridMap[x][y].roadType = place.roadType; gridMap[x][y].roadType = place.roadType;
gridMap[x][y].placeObject = obj; gridMap[x][y].placeObject = obj;
@ -184,19 +186,19 @@ namespace BuildSystem
} }
else if (gridMap[x][y].roadType == RoadType.T) 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; 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; 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; 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; gridinfo.roadType = TraficRoadType.leftT;
} }
@ -209,6 +211,10 @@ namespace BuildSystem
} }
/// <summary>
/// 移除格子的时候移除信号灯数据
/// </summary>
/// <param name="info"></param>
public void RemoveGrid(GridInfo info) public void RemoveGrid(GridInfo info)
{ {
if (grid.Contains(info)) if (grid.Contains(info))
@ -227,13 +233,13 @@ namespace BuildSystem
{ {
Transform trans = Instantiate(place.prefab, transform); Transform trans = Instantiate(place.prefab, transform);
PlaceObject obj = trans.gameObject.AddComponent<PlaceObject>(); PlaceObject obj = trans.gameObject.AddComponent<PlaceObject>();
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))); obj.SetPosition(GetGridPos(new Vector3Int(x, 0, y)));
gridMap[x][y].isPlace = true; gridMap[x][y].isPlace = true;
gridMap[x][y].gridType = GridType.Initial; gridMap[x][y].gridType = GridType.Initial;
gridMap[x][y].type = place.type; gridMap[x][y].type = place.roadNumberType;
gridMap[x][y].isHaves = place.ishave; gridMap[x][y].isHaves = place.isHaveRoad;
gridMap[x][y].roadType = place.roadType; gridMap[x][y].roadType = place.roadType;
gridMap[x][y].placeObject = obj; gridMap[x][y].placeObject = obj;
} }
@ -249,12 +255,6 @@ namespace BuildSystem
gridMap[x][y].RemoveInit(); gridMap[x][y].RemoveInit();
} }
/// <summary>
/// 创建grid标识
/// </summary>
void CreateFlag() {
}
/// <summary> /// <summary>
/// 改变当前的选择的指示器 /// 改变当前的选择的指示器
/// </summary> /// </summary>
@ -388,12 +388,14 @@ namespace BuildSystem
if (Input.GetMouseButtonDown(0) && placeObj && isCanPlace && isCanCreate()) if (Input.GetMouseButtonDown(0) && placeObj && isCanPlace && isCanCreate())
{ {
CreatePlace(placeObject_SO, mouseClick.MouseInGrid().x, mouseClick.MouseInGrid().z); 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].placeObject) {
if (gridMap[mouseClick.MouseInGrid().x][mouseClick.MouseInGrid().z].gridType == GridType.General) { if (gridMap[mouseClick.MouseInGrid().x][mouseClick.MouseInGrid().z].gridType == GridType.General) {
RemovePlace(mouseClick.MouseInGrid().x, mouseClick.MouseInGrid().z); RemovePlace(mouseClick.MouseInGrid().x, mouseClick.MouseInGrid().z);
buildTip.ShowTip("拆除提示"); buildTip.ShowTip("拆除提示");
} }
} }
} }
@ -419,6 +421,7 @@ namespace BuildSystem
EduCoderTool.WebConnecter.Singleton.SendResultToWeb(true); EduCoderTool.WebConnecter.Singleton.SendResultToWeb(true);
} }
//更新格子的相邻道路
for (int i = 0; i < mapSize.x; i++) for (int i = 0; i < mapSize.x; i++)
{ {
for (int j = 0; j < mapSize.y; j++) 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.;
} 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
} }
} }

@ -5,23 +5,34 @@ using UnityEngine;
namespace BuildSystem namespace BuildSystem
{ {
public enum Dir { public enum Dir {
none,up,down,left,right none=-1,up=0,down=2,left=3,right=1
} }
public class Car : MonoBehaviour public class Car : MonoBehaviour
{ {
[Header("目前所在的位置")]
private Vector2Int now; private Vector2Int now;
public Transform fordir; public Transform fordir;
public int roadId;
public Dir curDir;
int enterRoadID=-1;
int outRoadID=-1;
int id;
public Queue<Transform> moveList;
[Header("是否可以移动")]
public bool isCanMove = true; public bool isCanMove = true;
[Header("是否移动结束")]
public bool isMoveEnd = true; public bool isMoveEnd = true;
public Queue<Grid> passList = new Queue<Grid>(); public Queue<Grid> passList = new Queue<Grid>();//移动过的路径
public Queue<Grid> moveRoad = new Queue<Grid>();//移动路径 public Queue<Grid> moveRoad = new Queue<Grid>();//移动路径
bool isStart = false; bool isStart = false;//车辆自动运动是否开启
bool isFindEnd = true; bool isFindEnd = true;//是否寻找下一路径结束
public Grid gr; public Grid canGrid;//可以行走的格子
float speed; float speed;//移动速度
public RaycastHit raycastHit; public RaycastHit raycastHit;
[Header("停止运动销毁的时间")]
public float stupT = 0; public float stupT = 0;
@ -34,6 +45,7 @@ namespace BuildSystem
isStart = true; isStart = true;
now = pos; now = pos;
transform.position = BuildSystemManager.Instance.gridMap[now.x][now.y].pos; transform.position = BuildSystemManager.Instance.gridMap[now.x][now.y].pos;
StartCoroutine(RandomFindRoad(BuildSystemManager.Instance.gridMap[now.x][now.y])); StartCoroutine(RandomFindRoad(BuildSystemManager.Instance.gridMap[now.x][now.y]));
StartCoroutine(StartMove()); StartCoroutine(StartMove());
} }
@ -41,21 +53,22 @@ namespace BuildSystem
private void Update() private void Update()
{ {
if (!isStart) return; 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])); StartCoroutine(RandomFindRoad(moveRoad.ToArray()[moveRoad.Count - 1]));
} }
//移除行走过的路径
if (passList.Count > 3) if (passList.Count > 3)
{ {
passList.Dequeue(); passList.Dequeue();
} }
//车辆射线检测
Ray ray = new Ray(transform.position + Vector3.up, fordir.transform.position - transform.position); 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; int mask = 1 << 11;
if (Physics.Raycast(ray, out raycastHit,15,mask)) if (Physics.Raycast(ray, out raycastHit,15,mask))
{ {
if (raycastHit.collider.tag == "Car") if (raycastHit.collider.tag == "CarFr")
{ {
isCanMove = false; isCanMove = false;
stupT += Time.deltaTime; stupT += Time.deltaTime;
@ -63,48 +76,119 @@ namespace BuildSystem
else { else {
isCanMove = true; isCanMove = true;
} }
if (raycastHit.collider.tag == "TraficLight") {
isCanMove = false;
}
else
{
isCanMove = true;
}
} }
else { else {
isCanMove = true; isCanMove = true;
} }
if (stupT > 30) { //停止运动销毁
if (stupT > 30)
{
CarController.Instance.number--; CarController.Instance.number--;
Destroy(gameObject); Destroy(gameObject);
} }
} }
/// <summary> /// <summary>
/// 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
/// </summary> /// </summary>
/// <param name="grid"></param> /// <param name="grid"></param>
/// ///
IEnumerator RandomFindRoad(Grid grid) { IEnumerator RandomFindRoad(Grid grid) {
isFindEnd = false; isFindEnd = false;
passList.Enqueue(grid); passList.Enqueue(grid);
while (true) while (canGrid==null)
{ {
yield return new WaitForEndOfFrame(); yield return new WaitForEndOfFrame();
int rand = Random.Range(0, BuildSystemManager.Instance.gridMap[grid.x][grid.z].ground.Count); //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
gr = BuildSystemManager.Instance.gridMap[grid.x][grid.z].ground[rand]; int id = 0;
if (!passList.Contains(gr)) 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<Grid> ground = BuildSystemManager.Instance.gridMap[grid.x][grid.z].ground;
List<Grid> final = new List<Grid>();
for (int i = 0;i<needData.Length;i++){
if (needData[i] != null && (bool)needData[i] == true && ground[i]!=null) {
final.Add(ground[i]);
}
}
int rand = Random.Range(0, final.Count);
canGrid = final[rand];
//确保格子不是已经行走过的格子
if (passList.Contains(canGrid))
{ {
break; canGrid = null;
} }
} }
moveRoad.Enqueue(gr); moveRoad.Enqueue(canGrid);
curDir = GetCurDir(new Vector2Int(grid.x, grid.z),new Vector2Int(canGrid.x, canGrid.z));
if (enterRoadID == -1) {
RoadNumberType road = canGrid.placeObject.roadNumberType[(int)curDir];
if (road == RoadNumberType.Two)
{
id = 2;
}
else {
id = 3;
}
enterRoadID = Random.Range(0,id);
} else if (outRoadID == -1) {
RoadNumberType road = canGrid.placeObject.roadNumberType[(int)curDir];
if (road == RoadNumberType.Two && id==3)
{
id = 2;
}
outRoadID = Random.Range(0, id);
}
isFindEnd = true; isFindEnd = true;
canGrid = null;
yield return null; yield return null;
} }
/// <summary>
///
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <returns></returns>
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;
}
/// <summary> /// <summary>
/// 开启车辆移动 /// 开启车辆移动
/// </summary> /// </summary>
/// <returns></returns> /// <returns></returns>
IEnumerator StartMove() { IEnumerator StartMove() {
yield return new WaitUntil(()=> { return moveRoad.Count >= 3; }); yield return new WaitUntil(()=> { return moveRoad.Count >= 2; });
while (moveRoad.Count != 0) { while (moveRoad.Count != 0) {
yield return new WaitUntil(() => { return isMoveEnd;}); yield return new WaitUntil(() => { return isMoveEnd;});
isMoveEnd = false; isMoveEnd = false;
@ -120,7 +204,7 @@ namespace BuildSystem
/// <returns></returns> /// <returns></returns>
IEnumerator Move(Grid nextGird) { IEnumerator Move(Grid nextGird) {
Grid nextnextGrid = moveRoad.Peek(); Grid nextnextGrid = moveRoad.Peek();
List<Transform> roadPos = nextGird.placeObject.GetComponent<RoadInfo>().GetRoad(BuildSystemManager.Instance.gridMap[now.x][now.y], nextGird, nextnextGrid); List<Transform> roadPos = nextGird.placeObject.GetComponent<RoadInfo>().GetRoad(BuildSystemManager.Instance.gridMap[now.x][now.y], nextGird, nextnextGrid,ref enterRoadID,ref outRoadID);
isMoveEnd = false; isMoveEnd = false;
for (int i = 0; i < roadPos.Count;) for (int i = 0; i < roadPos.Count;)
{ {
@ -141,10 +225,6 @@ namespace BuildSystem
} }
now = new Vector2Int(nextGird.x, nextGird.z); now = new Vector2Int(nextGird.x, nextGird.z);
isMoveEnd = true; isMoveEnd = true;
} }
} }
} }

@ -1,15 +1,21 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using System;
namespace BuildSystem namespace BuildSystem
{ {
public class CarController : MonoSingleton<CarController> public class CarController : MonoSingleton<CarController>
{ {
[Header("车辆生成位置")]
public List<Vector2Int> birth = new List<Vector2Int>(); public List<Vector2Int> birth = new List<Vector2Int>();
public GameObject[] carPrefabs; [Header("车辆预制体")]
public Car[] carPrefabs;
[Header("生成最大车辆数")]
public int carNumber; public int carNumber;
[NonSerialized]
public int number = 0; public int number = 0;
[Header("车辆创建时间")]
public Vector2 createTime; public Vector2 createTime;
[Header("40为标准速度")] [Header("40为标准速度")]
public Vector2 speed; public Vector2 speed;
@ -17,22 +23,28 @@ namespace BuildSystem
{ {
birth.Add(new Vector2Int(0 , 2)); birth.Add(new Vector2Int(0 , 2));
birth.Add(new Vector2Int(10, 0)); birth.Add(new Vector2Int(10, 0));
birth.Add(new Vector2Int(3, 7)); //birth.Add(new Vector2Int(3, 7));
birth.Add(new Vector2Int(13, 5)); birth.Add(new Vector2Int(13, 5));
//StartCreateCar(); //StartCreateCar();
} }
/// <summary>
/// 开启创建车辆协程
/// </summary>
public void StartCreateCar() { public void StartCreateCar() {
StartCoroutine(CreateCar()); StartCoroutine(CreateCar());
} }
/// <summary>
/// 创建车辆
/// </summary>
/// <returns></returns>
IEnumerator CreateCar() { IEnumerator CreateCar() {
while (true) { while (true) {
yield return new WaitUntil(() => { return number < carNumber; }); 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++; number++;
GameObject car = Instantiate(carPrefabs[Random.Range(0, carPrefabs.Length)],transform); GameObject car = Instantiate(carPrefabs[UnityEngine.Random.Range(0, carPrefabs.Length)].gameObject,transform);
car.GetComponent<Car>().OpenMove(birth[Random.Range(0, birth.Count)],Random.Range(speed.x,speed.y)); car.GetComponent<Car>().OpenMove(birth[UnityEngine.Random.Range(0, birth.Count)], UnityEngine.Random.Range(speed.x,speed.y));
} }
} }
} }

@ -20,20 +20,21 @@ namespace BuildSystem
public Grid right; public Grid right;
//四个方向有无车道 上右下左 //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; } public Vector3 pos { get; }
[Header("是否已放置")]
public bool isPlace = false; public bool isPlace = false;
public GridType gridType = GridType.General;
public PlaceObject placeObject; public GridType gridType = GridType.General;//放置类型
public List<Grid> ground = new List<Grid>(); public PlaceObject placeObject;//放置的物体
public List<Grid> ground = new List<Grid>();//可行走的道路
//放置的道路类型 //放置的道路类型
public RoadType roadType; public RoadType roadType;
//四个方向的车道数量 上右下左 //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) { public Grid(Vector3Int logicPos) {
this.logicPos = logicPos; this.logicPos = logicPos;
x = this.logicPos.x; x = this.logicPos.x;
@ -48,6 +49,10 @@ namespace BuildSystem
down = null; down = null;
left = null; left = null;
right = 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<Grid>();//可行走的道路
} }
public Grid(int x,int y ,int z) public Grid(int x,int y ,int z)
{ {
@ -64,7 +69,11 @@ namespace BuildSystem
down = null; down = null;
left = null; left = null;
right = 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<Grid>();//可行走的道路
}
/// <summary> /// <summary>
/// 判断是否闭环 /// 判断是否闭环
@ -72,11 +81,11 @@ namespace BuildSystem
/// <returns></returns> /// <returns></returns>
public bool isClosedLoop() public bool isClosedLoop()
{ {
if (isHaves[0] == IsHave.Yes) if (isHaves[0] == DirIsHaveRoad.Yes)
{ {
if (up != null && up.isPlace) 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; 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 != 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; 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 != 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; 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 != 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; return false;
} }
@ -138,48 +147,80 @@ namespace BuildSystem
/// 移除物体初始化 /// 移除物体初始化
/// </summary> /// </summary>
public void RemoveInit() { 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; isPlace = false;
gridType = GridType.General; gridType = GridType.General;
roadType = RoadType.Straight; 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 };
} }
/// <summary> /// <summary>
/// 记录周围不为空的相邻地块 /// 记录周围可以行走的道路
/// </summary> /// </summary>
public void InitGround() { public void InitGround() {
ground.Clear(); ground.Clear();
if (up!=null && up.placeObject && up.gridType != GridType.Special) 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); 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 (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); ground.Add(down);
} }
else
{
ground.Add(null);
}
}
else
{
ground.Add(null);
} }
if (left != null && left.placeObject && left.gridType != GridType.Special) 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); ground.Add(left);
} }
} else
if (right != null && right.placeObject&& right.gridType != GridType.Special)
{
if (isHaves[1] == IsHave.Yes && right.isHaves[3] == IsHave.Yes)
{ {
ground.Add(right); ground.Add(null);
} }
} }
else
{
ground.Add(null);
}
} }

@ -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;
}
/// <summary>
/// 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
/// </summary>
/// <param name="self"></param>
/// <param name="placeObject"></param>
/// <returns></returns>
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;
}
}
}

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5507ef0659d42834d8f3ff853a160268
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -6,7 +6,7 @@ namespace BuildSystem {
public class MouseClick : MonoBehaviour public class MouseClick : MonoBehaviour
{ {
public Transform ground; public Transform ground;//地图
public Camera camera; public Camera camera;
RaycastHit raycastHit; RaycastHit raycastHit;

@ -9,17 +9,21 @@ namespace BuildSystem
public string nameString=""; public string nameString="";
public int width; public int width;
public int height; 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<object[]> canGoinfo;
public void Init(string nameString,int width,int height,RoadNumberType[] type,DirIsHaveRoad[] ishave, RoadType roadType, List<object[]> canGoinfo) {
this.nameString = nameString; this.nameString = nameString;
this.width = width; this.width = width;
this.height = height; this.height = height;
this.type = type; this.roadNumberType = type;
this.ishave = ishave; this.isHaveRoad = ishave;
this.roadType = roadType; this.roadType = roadType;
this.canGoinfo = new List<object[]>();
this.canGoinfo = canGoinfo;
} }
/// <summary> /// <summary>

@ -3,6 +3,31 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace BuildSystem namespace BuildSystem
{ {
public class CarData{
public List<Transform> transforms;
public int id;
public Dir dir;
public CarData(List<Transform> 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 class RoadInfo : MonoBehaviour
{ {
public List<Transform> enterUp1; public List<Transform> enterUp1;
@ -46,18 +71,19 @@ namespace BuildSystem
/// <summary> /// <summary>
/// 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
/// </summary> /// </summary>
/// <param name="roadWay">车道</param> /// <param name="nowGrid">当前位于的格子</param>
/// <param name="enterDir">进入的方向</param> /// <param name="nextGrid">下一个格子</param>
/// <param name="outDir">出去的方向</param> /// <param name="nextnextGrid">下下个格子</param>
/// <returns></returns> /// <returns></returns>
public List<Transform> GetRoad(Grid nowGrid, Grid nextGrid, Grid nextnextGrid) public List<Transform> 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 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)); 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<Transform> road = new List<Transform>(); List<Transform> road = new List<Transform>();
//根据进入方向给出移动点位
if (enterDir == Dir.up) { if (enterDir == Dir.up) {
if (rayRoad[0] == 0) { if (rayRoad[0] == 0) {
foreach (Transform i in enterUp1) 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 (outDir == Dir.up)
{ {
if (rayRoad[1] == 0) if (rayRoad[1] == 0)
@ -265,6 +291,8 @@ namespace BuildSystem
} }
} }
} }
enterID = -1;
outID = -1;
return road; return road;
} }
@ -300,93 +328,92 @@ namespace BuildSystem
//随机进入车道车道 //随机进入车道车道
if (enterDir == Dir.up) if (enterDir == Dir.up)
{ {
if (grid.type[2] == PlaceObjectType.Two) if (grid.type[2] == RoadNumberType.Two)
{ {
rayRoad[0] = Random.Range(0, 2); 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); rayRoad[0] = Random.Range(0, 3);
} }
}else if (enterDir == Dir.down) }else if (enterDir == Dir.down)
{ {
if (grid.type[0] == PlaceObjectType.Two) if (grid.type[0] == RoadNumberType.Two)
{ {
rayRoad[0] = Random.Range(0, 2); 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); rayRoad[0] = Random.Range(0, 3);
} }
} }
else if (enterDir == Dir.left) else if (enterDir == Dir.left)
{ {
if (grid.type[1] == PlaceObjectType.Two) if (grid.type[1] == RoadNumberType.Two)
{ {
rayRoad[0] = Random.Range(0, 2); 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); rayRoad[0] = Random.Range(0, 3);
} }
} }
else if (enterDir == Dir.right) else if (enterDir == Dir.right)
{ {
if (grid.type[3] == PlaceObjectType.Two) if (grid.type[3] == RoadNumberType.Two)
{ {
rayRoad[0] = Random.Range(0, 2); 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); rayRoad[0] = Random.Range(0, 3);
} }
} }
//随机出车道 //随机出车道
if (outDir == Dir.up) if (outDir == Dir.up)
{ {
if (grid.type[0] == PlaceObjectType.Two) if (grid.type[0] == RoadNumberType.Two)
{ {
rayRoad[1] = Random.Range(0, 2); 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); rayRoad[1] = Random.Range(0, 3);
} }
} }
else if (outDir == Dir.down) else if (outDir == Dir.down)
{ {
if (grid.type[2] == PlaceObjectType.Two) if (grid.type[2] == RoadNumberType.Two)
{ {
rayRoad[1] = Random.Range(0, 2); 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); rayRoad[1] = Random.Range(0, 3);
} }
} }
else if (outDir == Dir.left) else if (outDir == Dir.left)
{ {
if (grid.type[3] == PlaceObjectType.Two) if (grid.type[3] == RoadNumberType.Two)
{ {
rayRoad[1] = Random.Range(0, 2); 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); rayRoad[1] = Random.Range(0, 3);
} }
} }
else if (outDir == Dir.right) else if (outDir == Dir.right)
{ {
if (grid.type[1] == PlaceObjectType.Two) if (grid.type[1] == RoadNumberType.Two)
{ {
rayRoad[1] = Random.Range(0, 2); 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); rayRoad[1] = Random.Range(0, 3);
} }
} }
return rayRoad; return rayRoad;
} }
} }

@ -18,6 +18,9 @@ namespace BuildSystem
[Header("组件")] [Header("组件")]
Image image; Image image;
Button btn; Button btn;
public Button set;
SetPanel setPanel;
private void Awake() private void Awake()
{ {
btn = GetComponent<Button>(); btn = GetComponent<Button>();
@ -32,6 +35,13 @@ namespace BuildSystem
image.sprite = sprites[index]; image.sprite = sprites[index];
BuildSystemManager.Instance.ChangeChoose(placeObject_SO[dataIndex]); BuildSystemManager.Instance.ChangeChoose(placeObject_SO[dataIndex]);
}); });
setPanel = BuildSystemManager.Instance.setPanel;
set.onClick.AddListener(()=>{
setPanel.gameObject.SetActive(true);
setPanel.Init(this,placeObject_SO[dataIndex], sprites[dataIndex]);
});
} }
void IndexChange(int value) { void IndexChange(int value) {
@ -53,5 +63,10 @@ namespace BuildSystem
} }
} }
public void SetData(List<object[]> info) {
placeObject_SO[dataIndex].roadGoInfo = info;
BuildSystemManager.Instance.buildTip.ShowTip("设置成功");
}
} }
} }

@ -0,0 +1,149 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace BuildSystem {
public class SetPanel : MonoBehaviour
{
GridUI grid;
PlaceObject_SO placeObject;
public Image img;
public Transform road;
public Transform[] dir;
public GameObject cansetPre;
public GameObject notsetPre;
public GameObject roadPre;
public Button close;
public Button sure;
private void Awake()
{
close.onClick.AddListener(() => {
gameObject.SetActive(false);
});
sure.onClick.AddListener(SetData);
}
public void Init(GridUI grid,PlaceObject_SO placeObject_SO,Sprite sprite)
{
this.grid = grid;
placeObject = placeObject_SO;
this.img.sprite = sprite;
CreatePanel();
}
void CreatePanel() {
//
int i = 1;
foreach (object[] r in placeObject.roadGoInfo) {
//判断该车道是否存在
bool flag = false;
foreach (object o in r)
{
if (o != null) {
flag = true;
break;
}
}
//对存在车道的道路进行ui创建
if (flag) {
GameObject text = Instantiate(roadPre, road);
text.GetComponent<Text>().text = i.ToString();
for (int l=0;l<r.Length;l++) {
if (l == 0) {
bool isCanStraight = true;
if ((r[0] == null || (bool)r[0] == false) && (r[2] == null || (bool)r[2] == false)) {
isCanStraight = false;
}
GameObject toggle = Instantiate(cansetPre, dir[0]);
toggle.GetComponent<Toggle>().isOn = isCanStraight;
}
//奇数 左右
if (l % 2 != 0) {
if (r[l] == null)
{
Instantiate(notsetPre, dir[l]);
}
else
{
GameObject toggle = Instantiate(cansetPre, dir[l]);
toggle.GetComponent<Toggle>().isOn = (bool)r[l];
}
}
}
i++;
}
}
}
void SetData()
{
int i = 0;
foreach (object[] r in placeObject.roadGoInfo)
{
//判断车道是否存在
bool flag = false;
foreach (object o in r)
{
if (o != null)
{
flag = true;
break;
}
}
if (flag)
{
for (int d = 0;d < 4;d++) {
//对左右进行数据写入
if (d % 2 != 0)
{
if (dir[d].GetChild(i).GetComponent<Toggle>())
{
r[d] = dir[d].GetChild(i).GetComponent<Toggle>().isOn;
}
else
{
r[d] = null;
}
}
//对上下数据进行写入
else {
if (r[d] != null) {
r[d] = dir[0].GetChild(i).GetComponent<Toggle>().isOn;
}
}
}
i++;
}
}
grid.SetData(placeObject.roadGoInfo);
}
private void OnDisable()
{
//清空之前设置的显示
for (int t = 0; t < road.childCount; t++)
{
Destroy(road.GetChild(t).gameObject);
}
foreach (Transform trans in dir)
{
for (int t = 0; t < trans.childCount; t++)
{
Destroy(trans.GetChild(t).gameObject);
}
}
}
}
}

@ -0,0 +1,11 @@
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@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 00000000010000000100000001000000 roadNumberType: 00000000010000000100000001000000
ishave: 01000000000000000000000000000000 isHaveRoad: 01000000000000000000000000000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 01000000000000000100000001000000 roadNumberType: 01000000000000000100000001000000
ishave: 00000000010000000000000000000000 isHaveRoad: 00000000010000000000000000000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 01000000010000000100000000000000 roadNumberType: 01000000010000000100000000000000
ishave: 00000000000000000000000001000000 isHaveRoad: 00000000000000000000000001000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 01000000010000000000000001000000 roadNumberType: 01000000010000000000000001000000
ishave: 00000000000000000100000000000000 isHaveRoad: 00000000000000000100000000000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 00000000020000000200000002000000 roadNumberType: 02000000020000000000000002000000
ishave: 01000000000000000000000000000000 isHaveRoad: 00000000000000000100000000000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 02000000000000000200000002000000 roadNumberType: 02000000000000000200000002000000
ishave: 00000000010000000000000000000000 isHaveRoad: 00000000010000000000000000000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 02000000020000000200000000000000 roadNumberType: 02000000020000000200000000000000
ishave: 00000000000000000000000001000000 isHaveRoad: 00000000000000000000000001000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 02000000020000000000000002000000 roadNumberType: 02000000020000000000000002000000
ishave: 00000000000000000100000000000000 isHaveRoad: 00000000000000000100000000000000

@ -16,5 +16,6 @@ MonoBehaviour:
prefab: {fileID: 7730785900790319310, guid: a10acc1ca9bb6ac46a6dcce0aad330f7, type: 3} prefab: {fileID: 7730785900790319310, guid: a10acc1ca9bb6ac46a6dcce0aad330f7, type: 3}
width: 1 width: 1
height: 1 height: 1
type: 00000000010000000000000001000000 roadType: 0
ishave: 01000000000000000100000000000000 roadNumberType: 00000000010000000000000001000000
isHaveRoad: 01000000000000000100000000000000

@ -16,5 +16,6 @@ MonoBehaviour:
prefab: {fileID: 1423661270501727804, guid: 4775bc73ab683594b9726bcabd3e271a, type: 3} prefab: {fileID: 1423661270501727804, guid: 4775bc73ab683594b9726bcabd3e271a, type: 3}
width: 1 width: 1
height: 1 height: 1
type: 00000000020000000000000002000000 roadType: 0
ishave: 01000000000000000100000000000000 roadNumberType: 00000000020000000000000002000000
isHaveRoad: 01000000000000000100000000000000

@ -16,5 +16,6 @@ MonoBehaviour:
prefab: {fileID: 7730785900790319310, guid: 6192a60d5b5a6fa459cdb1b7555c1dbb, type: 3} prefab: {fileID: 7730785900790319310, guid: 6192a60d5b5a6fa459cdb1b7555c1dbb, type: 3}
width: 1 width: 1
height: 1 height: 1
type: 01000000000000000100000000000000 roadType: 0
ishave: 00000000010000000000000001000000 roadNumberType: 01000000000000000100000000000000
isHaveRoad: 00000000010000000000000001000000

@ -16,5 +16,6 @@ MonoBehaviour:
prefab: {fileID: 1423661270501727804, guid: c23ad9bc2314911438f54277efdfcb12, type: 3} prefab: {fileID: 1423661270501727804, guid: c23ad9bc2314911438f54277efdfcb12, type: 3}
width: 1 width: 1
height: 1 height: 1
type: 02000000000000000200000000000000 roadType: 0
ishave: 00000000010000000000000001000000 roadNumberType: 02000000000000000200000000000000
isHaveRoad: 00000000010000000000000001000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 00000000010000000200000001000000 roadNumberType: 00000000010000000200000001000000
ishave: 01000000000000000000000000000000 isHaveRoad: 01000000000000000000000000000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 01000000000000000100000002000000 roadNumberType: 01000000000000000100000002000000
ishave: 00000000010000000000000000000000 isHaveRoad: 00000000010000000000000000000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 01000000020000000100000000000000 roadNumberType: 01000000020000000100000000000000
ishave: 00000000000000000000000001000000 isHaveRoad: 00000000000000000000000001000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 02000000010000000000000001000000 roadNumberType: 02000000010000000000000001000000
ishave: 00000000000000000100000000000000 isHaveRoad: 00000000000000000100000000000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 00000000020000000100000002000000 roadNumberType: 00000000020000000100000002000000
ishave: 01000000000000000000000000000000 isHaveRoad: 01000000000000000000000000000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 02000000000000000200000001000000 roadNumberType: 02000000000000000200000001000000
ishave: 00000000010000000000000000000000 isHaveRoad: 00000000010000000000000000000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 02000000010000000200000000000000 roadNumberType: 02000000010000000200000000000000
ishave: 00000000000000000000000001000000 isHaveRoad: 00000000000000000000000001000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 1 roadType: 1
type: 01000000020000000000000002000000 roadNumberType: 01000000020000000000000002000000
ishave: 00000000000000000100000000000000 isHaveRoad: 00000000000000000100000000000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 2 roadType: 2
type: 02000000020000000200000002000000 roadNumberType: 02000000020000000200000002000000
ishave: 00000000000000000000000000000000 isHaveRoad: 00000000000000000000000000000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 2 roadType: 2
type: 01000000010000000100000001000000 roadNumberType: 01000000010000000100000001000000
ishave: 00000000000000000000000000000000 isHaveRoad: 00000000000000000000000000000000

@ -17,5 +17,5 @@ MonoBehaviour:
width: 1 width: 1
height: 1 height: 1
roadType: 0 roadType: 0
type: 00000000000000000100000001000000 roadNumberType: 00000000000000000100000001000000
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=== Thu Sep 14 11:14:26 2023
Packages were changed.
Update Mode: mergeDefaultDependencies
The following packages were added:
com.unity.collab-proxy@1.2.16
com.unity.ide.rider@1.1.4
com.unity.ide.vscode@1.2.3
com.unity.modules.ai@1.0.0
com.unity.modules.androidjni@1.0.0
com.unity.modules.animation@1.0.0
com.unity.modules.assetbundle@1.0.0
com.unity.modules.audio@1.0.0
com.unity.modules.cloth@1.0.0
com.unity.modules.director@1.0.0
com.unity.modules.imageconversion@1.0.0
com.unity.modules.imgui@1.0.0
com.unity.modules.jsonserialize@1.0.0
com.unity.modules.particlesystem@1.0.0
com.unity.modules.physics@1.0.0
com.unity.modules.physics2d@1.0.0
com.unity.modules.screencapture@1.0.0
com.unity.modules.terrain@1.0.0
com.unity.modules.terrainphysics@1.0.0
com.unity.modules.tilemap@1.0.0
com.unity.modules.ui@1.0.0
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com.unity.modules.unitywebrequest@1.0.0
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com.unity.modules.unitywebrequestwww@1.0.0
com.unity.modules.vehicles@1.0.0
com.unity.modules.video@1.0.0
com.unity.modules.vr@1.0.0
com.unity.modules.wind@1.0.0
com.unity.modules.xr@1.0.0
com.unity.test-framework@1.1.19
com.unity.textmeshpro@2.1.1
com.unity.timeline@1.2.17
com.unity.ugui@1.0.0

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@ -691,10 +691,10 @@
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@ -271,16 +271,16 @@
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@ -637,10 +637,10 @@
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@ -423,7 +423,7 @@
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@ -372,7 +372,7 @@
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