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gridMap[1][3].isTS = true; - gridMap[7][5].isTS = true; - gridMap[5][2].isTS = true; - gridMap[8][2].isTS = true; - gridMap[11][4].isTS = true; + gridMap[1][3].gridType = GridType.Special; + gridMap[7][5].gridType = GridType.Special; + gridMap[5][2].gridType = GridType.Special; + gridMap[8][2].gridType = GridType.Special; + gridMap[11][4].gridType = GridType.Special; + + for (int i = 0; i < mapSize.x; i++) + { + for (int j = 0; j < mapSize.y; j++) + { + gridMap[i][j].InitGround(); + } + } } /// /// 创建地形 /// - void CreateTerrain() { + void CreateTerrain() + { //创建地图 gridMap = new Grid[mapSize.x][]; - for (int i=0;i 0) { + if (i > 0) + { grid.BindLeftAndThis(gridMap[i - 1][j]); } - if (j>0) { + if (j > 0) + { grid.BindDownAndThis(gridMap[i][j - 1]); } //CreateFlag(); } } } - /// /// 创建一个当前选择的物体,用于指示器的更换 /// @@ -163,38 +177,38 @@ namespace BuildSystem gridMap[x][y].roadType = place.roadType; gridMap[x][y].placeObject = obj; - grid.Add(trans.gameObject.AddComponent()); + var gridinfo = trans.gameObject.AddComponent(); + grid.Add(gridinfo); if (gridMap[x][y].isPlace) { if (gridMap[x][y].roadType == RoadType.Ten) { - gridInfos[x][y].roadType = TraficRoadType.十; + gridinfo.roadType = TraficRoadType.十; } else if (gridMap[x][y].roadType == RoadType.T) { - if (gridMap[x][y].up == null) + if (gridMap[x][y].isHaves[0] != IsHave.Yes) { - gridInfos[x][y].roadType = TraficRoadType.downT; + gridinfo.roadType = TraficRoadType.downT; } - else if (gridMap[x][y].down == null) + else if (gridMap[x][y].isHaves[2] != IsHave.Yes) { - gridInfos[x][y].roadType = TraficRoadType.upT; + gridinfo.roadType = TraficRoadType.upT; } - else if (gridMap[x][y].left == null) + else if (gridMap[x][y].isHaves[3] != IsHave.Yes) { - gridInfos[x][y].roadType = TraficRoadType.rightT; + gridinfo.roadType = TraficRoadType.rightT; } - else if (gridMap[x][y].right == null) + else if (gridMap[x][y].isHaves[1] != IsHave.Yes) { - gridInfos[x][y].roadType = TraficRoadType.leftT; + gridinfo.roadType = TraficRoadType.leftT; } - - gridInfos[x][y].up = gridMap[x][y].placeObject.transform.GetChild(0).position; - gridInfos[x][y].down = gridMap[x][y].placeObject.transform.GetChild(1).position; - gridInfos[x][y].left = gridMap[x][y].placeObject.transform.GetChild(2).position; - gridInfos[x][y].right = gridMap[x][y].placeObject.transform.GetChild(3).position; } + gridinfo.up = gridMap[x][y].placeObject.transform.GetChild(0).position; + gridinfo.down = gridMap[x][y].placeObject.transform.GetChild(1).position; + gridinfo.left = gridMap[x][y].placeObject.transform.GetChild(2).position; + gridinfo.right = gridMap[x][y].placeObject.transform.GetChild(3).position; } } @@ -208,7 +222,7 @@ namespace BuildSystem } /// - /// 创建一个特殊的物体 + /// 创建一个gridtype为初始化类型的数组 /// /// /// @@ -221,7 +235,7 @@ namespace BuildSystem obj.SetPosition(GetGridPos(new Vector3Int(x, 0, y))); gridMap[x][y].isPlace = true; - gridMap[x][y].isTS = true; + gridMap[x][y].gridType = GridType.Initial; gridMap[x][y].type = place.type; gridMap[x][y].isHaves = place.ishave; gridMap[x][y].roadType = place.roadType; @@ -236,7 +250,7 @@ namespace BuildSystem void RemovePlace(int x, int y) { RemoveGrid(gridMap[x][y].placeObject.gameObject.GetComponent()); Destroy(gridMap[x][y].placeObject.gameObject); - gridMap[x][y].Init(); + gridMap[x][y].RemoveInit(); } /// @@ -272,7 +286,9 @@ namespace BuildSystem } if (!isCreateSuccess) { - buildTip.ShowTip("当前位置不可创建"); + if (!isUI) { + buildTip.ShowTip("当前位置不可创建"); + } return false; } @@ -377,9 +393,10 @@ 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)) { if (gridMap[mouseClick.MouseInGrid().x][mouseClick.MouseInGrid().z].placeObject) { - if (!gridMap[mouseClick.MouseInGrid().x][mouseClick.MouseInGrid().z].isTS) { + if (gridMap[mouseClick.MouseInGrid().x][mouseClick.MouseInGrid().z].gridType == GridType.General) { RemovePlace(mouseClick.MouseInGrid().x, mouseClick.MouseInGrid().z); buildTip.ShowTip("拆除提示"); } @@ -444,19 +461,18 @@ namespace BuildSystem { 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; } - - + 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 4aeb556..31d6736 100644 --- a/Assets/BuildSystem/Scripts/Car.cs +++ b/Assets/BuildSystem/Scripts/Car.cs @@ -4,26 +4,99 @@ using UnityEngine; namespace BuildSystem { + public enum Dir { + none,up,down,left,right + } public class Car : MonoBehaviour { - public Vector2Int pos; - public Queue moveRoad = new Queue(); + private Vector2Int now; + public bool isCanMove = true; + public bool isMoveEnd = true; + public List passList = new List(); + public Queue moveRoad = new Queue();//移动路径 + + private void Start() + { + now = new Vector2Int(0, 2); + moveRoad.Enqueue(RandomFindRoad(BuildSystemManager.Instance.gridMap[now.x][now.y])); + moveRoad.Enqueue(RandomFindRoad(moveRoad.ToArray()[moveRoad.Count - 1])); + StartCoroutine(StartMove()); + } private void Update() { - if (moveRoad.Count < 3) { - + if (moveRoad.Count < 3) + { + moveRoad.Enqueue(RandomFindRoad(moveRoad.ToArray()[moveRoad.Count - 1])); } } /// /// 随机寻找下一个路径 /// - /// - void RandomFindRoad(Vector2Int pos) { - //BuildSystemManager.Instance.gridMap[pos.x][pos.y] + /// + Grid RandomFindRoad(Grid grid) { + passList.Add(grid); + Grid obj; + while (true) { + int rand = Random.Range(0, BuildSystemManager.Instance.gridMap[grid.x][grid.z].ground.Count); + obj = BuildSystemManager.Instance.gridMap[grid.x][grid.z].ground[rand]; + if (!passList.Contains(obj)) { + break; + } + } + return obj; + } + + + /// + /// 开启车辆移动 + /// + /// + IEnumerator StartMove() { + while (moveRoad.Count != 0) { + yield return new WaitUntil(() => { return isMoveEnd;}); + isMoveEnd = false; + Debug.Log(moveRoad); + Grid grid = moveRoad.Dequeue(); + StartCoroutine(Move(grid)); + } + } + + /// + /// 车辆移动到目的点 + /// + /// 下一个点的目标 + /// + IEnumerator Move(Grid nextGird) { + Grid nextnextGrid = moveRoad.ToArray()[moveRoad.Count - 1]; + List roadPos = nextGird.placeObject.GetComponent().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 * 10; + Quaternion quaternion = Quaternion.LookRotation(roadPos[i].position - transform.position); + transform.rotation = quaternion; + if (Vector3.Distance(transform.position, roadPos[i].position) <= 0.5f) + { + Debug.Log("到达"); + i++; + break; + } + } + } + now = new Vector2Int(nextGird.x, nextGird.z); + Debug.Log("结束"); + isMoveEnd = true; + } + } } diff --git a/Assets/BuildSystem/Scripts/Grid.cs b/Assets/BuildSystem/Scripts/Grid.cs index c161909..9ed7a57 100644 --- a/Assets/BuildSystem/Scripts/Grid.cs +++ b/Assets/BuildSystem/Scripts/Grid.cs @@ -3,6 +3,9 @@ using System.Collections.Generic; using UnityEngine; namespace BuildSystem { + public enum GridType { + General, Special, Initial + } public class Grid { public int x { get; } @@ -16,17 +19,20 @@ namespace BuildSystem public Grid left; 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 Vector3 pos { get; } public bool isPlace = false; - public bool isTS = false; + public GridType gridType = GridType.General; public PlaceObject placeObject; public List ground = new List(); + //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 Grid(Vector3Int logicPos) { this.logicPos = logicPos; @@ -66,14 +72,14 @@ namespace BuildSystem /// public bool isClosedLoop() { if (isHaves[0]==IsHave.Yes) { - if (up != null && up.isHaves[2] != IsHave.Yes && !up.isTS) { + if (up != null && up.placeObject && up.gridType != GridType.Special&& up.isHaves[2] != IsHave.Yes) { return false; } } if (isHaves[1] == IsHave.Yes) { - if (right != null && right.isHaves[3] != IsHave.Yes && !right.isTS) + if (right != null && right.placeObject && right.gridType != GridType.Special && right.isHaves[3] != IsHave.Yes) { return false; } @@ -81,7 +87,7 @@ namespace BuildSystem if (isHaves[2] == IsHave.Yes) { - if (down != null && down.isHaves[0] != IsHave.Yes && !down.isTS) + if (down != null && down.placeObject && down.gridType != GridType.Special && down.isHaves[0] != IsHave.Yes) { return false; } @@ -89,7 +95,7 @@ namespace BuildSystem if (isHaves[3] == IsHave.Yes) { - if (left != null && left.isHaves[1] != IsHave.Yes && !left.isTS) + if (left != null && left.placeObject && left.gridType != GridType.Special && left.isHaves[1] != IsHave.Yes) { return false; } @@ -97,15 +103,41 @@ namespace BuildSystem return true; } - public void Init() { + /// + /// 移除物体初始化 + /// + public void RemoveInit() { isHaves = new IsHave[4] { IsHave.None, IsHave.None, IsHave.None, IsHave.None }; isPlace = false; - isTS = false; + gridType = GridType.General; roadType = RoadType.Straight; type = new PlaceObjectType[4] { PlaceObjectType.None, PlaceObjectType.None, PlaceObjectType.None, PlaceObjectType.None }; } + /// + /// 记录周围不为空的相邻地块 + /// + public void InitGround() { + if (up!=null && up.placeObject && up.gridType != GridType.Special) + { + ground.Add(up); + } + + if (down != null && down.placeObject && down.gridType != GridType.Special) + { + ground.Add(down); + } + + if (left != null && left.placeObject && left.gridType != GridType.Special) + { + ground.Add(left); + } + if (right != null && right.placeObject&& right.gridType != GridType.Special) + { + ground.Add(right); + } + } } diff --git a/Assets/BuildSystem/Scripts/PlaceSwitch.cs b/Assets/BuildSystem/Scripts/PlaceSwitch.cs new file mode 100644 index 0000000..a554d4e --- /dev/null +++ b/Assets/BuildSystem/Scripts/PlaceSwitch.cs @@ -0,0 +1,43 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using DG.Tweening; +using UnityEngine.UI; + +namespace BuildSystem +{ + public class PlaceSwitch : MonoBehaviour + { + public Button btn; + public GameObject flag; + public GameObject placePanel; + bool state = false; + + private void Awake() + { + btn.onClick.AddListener(() => + { + state = !state; + if (state) + { + BuildSystemManager.Instance.isCanPlace = true; + flag.SetActive(true); + placePanel.SetActive(true); + btn.transform.DOLocalMoveX(50, 0.2f); + } + else + { + if (BuildSystemManager.Instance.placeObj) + { + Destroy(BuildSystemManager.Instance.placeObj.gameObject); + } + BuildSystemManager.Instance.isCanPlace = false; + flag.SetActive(false); + placePanel.SetActive(false); + btn.transform.DOLocalMoveX(-50, 0.2f); + } + }); + } + + } +} diff --git a/Assets/BuildSystem/Scripts/PlaceSwitch.cs.meta b/Assets/BuildSystem/Scripts/PlaceSwitch.cs.meta new file mode 100644 index 0000000..cec1d9f --- /dev/null +++ b/Assets/BuildSystem/Scripts/PlaceSwitch.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eda09fabc00fa7d4d8c0f2be3f0291aa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/BuildSystem/Scripts/RoadInfo.cs b/Assets/BuildSystem/Scripts/RoadInfo.cs index 9e92d11..a770e40 100644 --- a/Assets/BuildSystem/Scripts/RoadInfo.cs +++ b/Assets/BuildSystem/Scripts/RoadInfo.cs @@ -3,9 +3,393 @@ using System.Collections.Generic; using UnityEngine; namespace BuildSystem { - public class RoadInfo : MonoBehaviour { - public List a; + public List enterUp1; + public List enterUp2; + public List enterUp3; + + public List enterDown1; + public List enterDown2; + public List enterDown3; + + public List enterLeft1; + public List enterLeft2; + public List enterLeft3; + + public List enterRight1; + public List enterRight2; + public List enterRight3; + + [Header("出")] + public List outUp1; + public List outUp2; + public List outUp3; + + public List outDown1; + public List outDown2; + public List outDown3; + + public List outLeft1; + public List outLeft2; + public List outLeft3; + + public List outRight1; + public List outRight2; + public List outRight3; + + [Header("中转点")] + public Transform upPos; + public Transform downPos; + public Transform leftPos; + public Transform rightPos; + + + /// + /// 根据车道和移动方向获取移动点位 + /// + /// 车道 + /// 进入的方向 + /// 出去的方向 + /// + public List GetRoad(Grid nowGrid, Grid nextGrid, Grid nextnextGrid) + { + 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); + List road = new List(); + + if (enterDir == Dir.up) { + if (rayRoad[0] == 0) { + foreach (Transform i in enterUp1) + { + road.Add(i); + } + } else if (rayRoad[0] == 1) { + foreach (Transform i in enterUp2) + { + road.Add(i); + } + } + else if (rayRoad[0] == 2) + { + foreach (Transform i in enterUp3) + { + road.Add(i); + } + } + if (upPos) { + road.Add(upPos); + } + + }else if (enterDir == Dir.down) + { + if (rayRoad[0] == 0) + { + foreach (Transform i in enterDown1) + { + road.Add(i); + } + } + else if (rayRoad[0] == 1) + { + foreach (Transform i in enterDown2) + { + road.Add(i); + } + } + else if (rayRoad[0] == 2) + { + foreach (Transform i in enterDown3) + { + road.Add(i); + } + } + if (downPos) + { + road.Add(downPos); + } + + } + else if (enterDir == Dir.left) + { + if (rayRoad[0] == 0) + { + foreach (Transform i in enterLeft1) + { + road.Add(i); + } + } + else if (rayRoad[0] == 1) + { + foreach (Transform i in enterLeft2) + { + road.Add(i); + } + } + else if (rayRoad[0] == 2) + { + foreach (Transform i in enterLeft3) + { + road.Add(i); + } + } + if (leftPos) + { + road.Add(leftPos); + } + } + else if (enterDir == Dir.right) + { + if (rayRoad[0] == 0) + { + foreach (Transform i in enterRight1) + { + road.Add(i); + } + } + else if (rayRoad[0] == 1) + { + foreach (Transform i in enterRight2) + { + road.Add(i); + } + } + else if (rayRoad[0] == 2) + { + foreach (Transform i in enterRight3) + { + road.Add(i); + } + } + if (rightPos) + { + road.Add(rightPos); + } + } + + + + if (outDir == Dir.up) + { + if (rayRoad[1] == 0) + { + foreach (Transform i in outUp1) + { + road.Add(i); + } + } + else if (rayRoad[1] == 1) + { + foreach (Transform i in outUp2) + { + road.Add(i); + } + } + else if (rayRoad[1] == 2) + { + foreach (Transform i in outUp3) + { + road.Add(i); + } + } + } + else if (outDir == Dir.down) + { + if (rayRoad[1] == 0) + { + foreach (Transform i in outDown1) + { + road.Add(i); + } + } + else if (rayRoad[1] == 1) + { + foreach (Transform i in outDown2) + { + road.Add(i); + } + } + else if (rayRoad[1] == 2) + { + foreach (Transform i in outDown3) + { + road.Add(i); + } + } + } + else if (outDir == Dir.left) + { + if (rayRoad[1] == 0) + { + foreach (Transform i in outLeft1) + { + road.Add(i); + } + } + else if (rayRoad[1] == 1) + { + foreach (Transform i in outLeft2) + { + road.Add(i); + } + } + else if (rayRoad[1] == 2) + { + foreach (Transform i in outLeft3) + { + road.Add(i); + } + } + } + else if (outDir == Dir.right) + { + if (rayRoad[1] == 0) + { + foreach (Transform i in outRight1) + { + road.Add(i); + } + } + else if (rayRoad[1] == 1) + { + foreach (Transform i in outRight2) + { + road.Add(i); + } + } + else if (rayRoad[1] == 2) + { + foreach (Transform i in outRight3) + { + road.Add(i); + } + } + } + + return road; + } + + + /// + /// 获取移动方向 + /// + /// 初始坐标 + /// 下一个目标点的坐标 + /// + public Dir GetDir(Vector2Int a, Vector2Int b) + { + if (a.x - b.x != 0) + { + return a.x - b.x > 0 ? Dir.left : Dir.right; + } + if (a.y - b.y != 0) + { + return a.y - b.y > 0 ? Dir.down : Dir.up; + } + return Dir.none; + } + + /// + /// 根据进出方向获取车道 + /// + /// + /// + /// + /// 第一个参数为进入的车道,第二个为出的车道 + public int[] GetRayRoad(Grid grid, Dir enterDir, Dir outDir) { + int[] rayRoad = new int[2]; + //随机进入车道车道 + if (enterDir == Dir.up) + { + if (grid.type[2] == PlaceObjectType.Two) + { + rayRoad[0] = Random.Range(0, 2); + } + else if (grid.type[2] == PlaceObjectType.Three) + { + rayRoad[0] = Random.Range(0, 3); + } + }else if (enterDir == Dir.down) + { + if (grid.type[0] == PlaceObjectType.Two) + { + rayRoad[0] = Random.Range(0, 2); + } + else if (grid.type[0] == PlaceObjectType.Three) + { + rayRoad[0] = Random.Range(0, 3); + } + } + else if (enterDir == Dir.left) + { + if (grid.type[1] == PlaceObjectType.Two) + { + rayRoad[0] = Random.Range(0, 2); + } + else if (grid.type[1] == PlaceObjectType.Three) + { + rayRoad[0] = Random.Range(0, 3); + } + } + else if (enterDir == Dir.right) + { + if (grid.type[3] == PlaceObjectType.Two) + { + rayRoad[0] = Random.Range(0, 2); + } + else if (grid.type[3] == PlaceObjectType.Three) + { + rayRoad[0] = Random.Range(0, 3); + } + } + //随机出车道 + if (outDir == Dir.up) + { + if (grid.type[0] == PlaceObjectType.Two) + { + rayRoad[1] = Random.Range(0, 2); + } + else if (grid.type[0] == PlaceObjectType.Three) + { + rayRoad[1] = Random.Range(0, 3); + } + } + else if (outDir == Dir.down) + { + if (grid.type[2] == PlaceObjectType.Two) + { + rayRoad[1] = Random.Range(0, 2); + } + else if (grid.type[2] == PlaceObjectType.Three) + { + rayRoad[1] = Random.Range(0, 3); + } + } + else if (outDir == Dir.left) + { + if (grid.type[3] == PlaceObjectType.Two) + { + rayRoad[1] = Random.Range(0, 2); + } + else if (grid.type[3] == PlaceObjectType.Three) + { + rayRoad[1] = Random.Range(0, 3); + } + } + else if (outDir == Dir.right) + { + if (grid.type[1] == PlaceObjectType.Two) + { + rayRoad[1] = Random.Range(0, 2); + } + else if (grid.type[1] == PlaceObjectType.Three) + { + rayRoad[1] = Random.Range(0, 3); + } + } + + return rayRoad; + } 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go.AddComponent(); + //按照路口类型和放置点位,初始化放置类 + put.Init(list[i].up,list[i].down,list[i].left,list[i].right,list[i].roadType,list[i].transform); + } + + + + } public void ShowTraficSetPanel(TraficRoadType type,TraficLightPut put) { traficWnd.ShowTraficSetPanel(type,put); } + + public Transform GetLightUIParent() + { + + + if (traficWnd.lightUIPanrent == null) + { + GameObject go = new GameObject("LightUIGroup"); + go.transform.SetParent(traficWnd.transform); + go.transform.SetSiblingIndex(0); + traficWnd.lightUIPanrent = go.transform; + return go.transform; + } + else + { + return traficWnd.lightUIPanrent; + } + + + + } + + + + + } diff --git a/Assets/Scripts/Pass2/System/Trafic/TraficLightPut.cs b/Assets/Scripts/Pass2/System/Trafic/TraficLightPut.cs index 328fc92..d7fbd22 100644 --- a/Assets/Scripts/Pass2/System/Trafic/TraficLightPut.cs +++ b/Assets/Scripts/Pass2/System/Trafic/TraficLightPut.cs @@ -14,17 +14,37 @@ public class TraficLightPut : MonoBehaviour { public TraficRoadType traficType = TraficRoadType.十; [HideInInspector] - public Transform upPoint, downPoint, leftPoint, rightPoint; + public Vector3 upPoint, downPoint, leftPoint, rightPoint; - private void Start() + public void Init(Vector3 up,Vector3 down,Vector3 left,Vector3 right, TraficRoadType type, Transform parent=null) { - upPoint = transform.Find("up"); - downPoint = transform.Find("down"); - leftPoint = transform.Find("left"); - rightPoint = transform.Find("right"); + upPoint = up; + downPoint = down; + leftPoint = left; + rightPoint =right; + + //与放置的道路匹配碰撞与道路类型 + traficType = type; + transform.position = parent.position; + transform.eulerAngles = parent.eulerAngles; + transform.SetParent(parent); + + MeshRenderer meshRenderer =gameObject.AddComponent(); + MeshFilter filter = gameObject.AddComponent(); + + filter.mesh = parent.GetComponent().mesh; + MeshCollider collider = gameObject.AddComponent(); + collider.convex = true; + collider.isTrigger = true; + meshRenderer.enabled = false; + + 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paternerLight=null) { image = GetComponent(); - transform.SetParent(GameObject.Find("Canvas").transform); + transform.SetParent(TraficLightManager.Instance.GetLightUIParent()); redTime = set.redTime; yellowTime = set.yellowTime; @@ -56,20 +59,24 @@ public class TraficLightUI : MonoBehaviour switch (dir) { case LightDir.up: - + transform.eulerAngles = new Vector3(0, 0, 90); break; case LightDir.down: - + transform.eulerAngles = new Vector3(0, 0, -90); break; case LightDir.left: - + transform.eulerAngles = new Vector3(0, 0, 0); break; case LightDir.right: - + transform.eulerAngles = new Vector3(0, 0, 180); break; } - _elseDirLight = elseDirLight; + if (elseDirLight!=null) + { _elseDirLight = elseDirLight; } + + + transform.localScale = Vector3.one * scale; } @@ -99,6 +106,7 @@ public class TraficLightUI : MonoBehaviour else if (_isYellow) { timer += Time.deltaTime* TraficLightManager.Instance.traficLightTimeScale; + if (timer >= yellowTime) { _isRed = true; @@ -107,8 +115,20 @@ public 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objectReference: {fileID: 0} - target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507, type: 3} @@ -2255,17 +2130,11 @@ PrefabInstance: objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 72db24831b6e14f4eae7a367cbd55507, type: 3} ---- !u!224 &3635242882310387783 stripped -RectTransform: - m_CorrespondingSourceObject: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507, - type: 3} - m_PrefabInstance: {fileID: 4487359193897976930} - m_PrefabAsset: {fileID: 0} ---- !u!114 &3635242882310387781 stripped +--- !u!114 &5576117239162622487 stripped MonoBehaviour: m_CorrespondingSourceObject: {fileID: 879529369855327271, guid: 72db24831b6e14f4eae7a367cbd55507, type: 3} - m_PrefabInstance: {fileID: 4487359193897976930} + m_PrefabInstance: {fileID: 4708212525031206448} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 @@ -2273,3 +2142,9 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: bed5acaa06fea9d449c7cc610c49414e, type: 3} m_Name: m_EditorClassIdentifier: +--- !u!224 &5576117239162622485 stripped +RectTransform: + m_CorrespondingSourceObject: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507, + type: 3} + m_PrefabInstance: {fileID: 4708212525031206448} + m_PrefabAsset: {fileID: 0} diff --git a/Assets/Scripts/Pass2/Window/Trafic/TraficLightSet.cs b/Assets/Scripts/Pass2/Window/Trafic/TraficLightSet.cs index 02826b8..3fcbc0d 100644 --- a/Assets/Scripts/Pass2/Window/Trafic/TraficLightSet.cs +++ b/Assets/Scripts/Pass2/Window/Trafic/TraficLightSet.cs @@ -52,10 +52,10 @@ public class TraficLightSet : MonoBehaviour GameObject ui = GameObject.Instantiate(Resources.Load("Prefab/TraficLightUI")); uiGroup[i] = ui.GetComponent(); } - group[0].transform.position = currentPut.upPoint.position; - group[1].transform.position = currentPut.downPoint.position; - group[2].transform.position = currentPut.leftPoint.position; - group[3].transform.position = currentPut.rightPoint.position; + group[0].transform.position = currentPut.upPoint; + group[1].transform.position = currentPut.downPoint; + group[2].transform.position = currentPut.leftPoint; + group[3].transform.position = currentPut.rightPoint; float random = Random.Range(0f, 1f); bool isGreen = random > 0.5f ? true : false; @@ -67,16 +67,97 @@ public class TraficLightSet : MonoBehaviour break; case TraficRoadType.leftT: - + int numLT = 3; + GameObject[] groupLT = new GameObject[numLT]; + TraficLightUI[] uiGroupLT = new TraficLightUI[numLT]; + for (int i = 0; i < numLT; i++) + { + GameObject go = new GameObject(); + groupLT[i] = go; + GameObject ui = GameObject.Instantiate(Resources.Load("Prefab/TraficLightUI")); + uiGroupLT[i] = ui.GetComponent(); + } + groupLT[0].transform.position = currentPut.upPoint; + groupLT[1].transform.position = currentPut.downPoint; + groupLT[2].transform.position = currentPut.leftPoint; + + + float randomLT = Random.Range(0f, 1f); + bool isGreenLT = randomLT > 0.5f ? true : false; + uiGroupLT[0].Init(isGreenLT, upSet, currentPut.upPoint, LightDir.up, uiGroupLT[2]);//上 + uiGroupLT[1].Init(isGreenLT, downSet, currentPut.downPoint, LightDir.down,null,uiGroupLT[0]);//下 + uiGroupLT[2].Init(!isGreenLT, leftSet, currentPut.leftPoint, LightDir.left, uiGroupLT[0],null);//左 break; + case TraficRoadType.rightT: + int numRT = 3; + GameObject[] groupRT = new GameObject[numRT]; + TraficLightUI[] uiGroupRT = new TraficLightUI[numRT]; + for (int i = 0; i < numRT; i++) + { + GameObject go = new GameObject(); + groupRT[i] = go; + GameObject ui = GameObject.Instantiate(Resources.Load("Prefab/TraficLightUI")); + uiGroupRT[i] = ui.GetComponent(); + } + groupRT[0].transform.position = currentPut.upPoint; + groupRT[1].transform.position = currentPut.downPoint; + groupRT[2].transform.position = currentPut.rightPoint; + + float randomRT = Random.Range(0f, 1f); + bool isGreenRT = randomRT > 0.5f ? true : false; + uiGroupRT[0].Init(isGreenRT, upSet, currentPut.upPoint, LightDir.up, uiGroupRT[2]);//上 + uiGroupRT[1].Init(isGreenRT, downSet, currentPut.downPoint, LightDir.down,null, uiGroupRT[0]);//下 + uiGroupRT[2].Init(!isGreenRT, rightSet, currentPut.rightPoint, LightDir.right, uiGroupRT[0]);//右 break; + case TraficRoadType.upT: + int numUT = 3; + GameObject[] groupUT = new GameObject[numUT]; + TraficLightUI[] uiGroupUT = new TraficLightUI[numUT]; + for (int i = 0; i < numUT; i++) + { + GameObject go = new GameObject(); + groupUT[i] = go; + GameObject ui = GameObject.Instantiate(Resources.Load("Prefab/TraficLightUI")); + uiGroupUT[i] = ui.GetComponent(); + } + groupUT[0].transform.position = currentPut.upPoint; + groupUT[1].transform.position = currentPut.leftPoint; + groupUT[2].transform.position = currentPut.rightPoint; + + float randomUT = Random.Range(0f, 1f); + bool isGreenUT = randomUT > 0.5f ? true : false; + uiGroupUT[0].Init(isGreenUT, upSet, currentPut.upPoint, LightDir.up, uiGroupUT[2]);//上 + uiGroupUT[1].Init(isGreenUT, leftSet, currentPut.leftPoint, LightDir.left,null, uiGroupUT[2]);//zuo + uiGroupUT[2].Init(!isGreenUT, rightSet, currentPut.rightPoint, LightDir.right, uiGroupUT[0]);//右 break; + case TraficRoadType.downT: + int numDT = 3; + GameObject[] groupDT = new GameObject[numDT]; + TraficLightUI[] uiGroupDT = new TraficLightUI[numDT]; + for (int i = 0; i < numDT; i++) + { + GameObject go = new GameObject(); + groupDT[i] = go; + GameObject ui = GameObject.Instantiate(Resources.Load("Prefab/TraficLightUI")); + uiGroupDT[i] = ui.GetComponent(); + } + groupDT[0].transform.position = currentPut.downPoint; + groupDT[1].transform.position = currentPut.leftPoint; + groupDT[2].transform.position = currentPut.rightPoint; + + + float randomDT = Random.Range(0f, 1f); + bool isGreenDT = randomDT > 0.5f ? true : false; + uiGroupDT[0].Init(isGreenDT, downSet, currentPut.downPoint, LightDir.down, uiGroupDT[2]); + uiGroupDT[1].Init(isGreenDT, leftSet, currentPut.leftPoint, LightDir.left, null, uiGroupDT[2]); + uiGroupDT[2].Init(!isGreenDT, rightSet, currentPut.rightPoint, LightDir.right, uiGroupDT[0]); + break; } @@ -100,12 +181,37 @@ public class TraficLightSet : MonoBehaviour roadBGImg.sprite = crossRoadImg; break; case TraficRoadType.leftT: + upSet.gameObject.SetActive(true); + downSet.gameObject.SetActive(true); + leftSet.gameObject.SetActive(true); + rightSet.gameObject.SetActive(false); + upSet.SetPaterner(downSet); + + //道路背景图设置 + roadBGImg.sprite = leftTImg; break; case TraficRoadType.rightT: + upSet.gameObject.SetActive(true); + downSet.gameObject.SetActive(true); + leftSet.gameObject.SetActive(false); + rightSet.gameObject.SetActive(true); + upSet.SetPaterner(downSet); + + //道路背景图设置 + roadBGImg.sprite = rightTImg; break; case TraficRoadType.upT: + upSet.gameObject.SetActive(false); + downSet.gameObject.SetActive(true); + leftSet.gameObject.SetActive(true); + rightSet.gameObject.SetActive(true); + + leftSet.SetPaterner(rightSet); + + //道路背景图设置 + roadBGImg.sprite = leftTImg; break; case TraficRoadType.downT: diff --git a/Assets/Scripts/Pass2/Window/Trafic/TraficWnd.cs b/Assets/Scripts/Pass2/Window/Trafic/TraficWnd.cs index 96d448c..a531d8d 100644 --- a/Assets/Scripts/Pass2/Window/Trafic/TraficWnd.cs +++ b/Assets/Scripts/Pass2/Window/Trafic/TraficWnd.cs @@ -7,8 +7,9 @@ public class TraficWnd : MonoBehaviour { //交通灯设置面板 public TraficLightSet traficLightSet; - public Slider timeScaleSlider; + [HideInInspector] + public Transform lightUIPanrent; public void Init() {