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diff --git a/Assets/BuildSystem/Scripts/BuildSystemManager.cs b/Assets/BuildSystem/Scripts/BuildSystemManager.cs
index 230a12d..6ad4e38 100644
--- a/Assets/BuildSystem/Scripts/BuildSystemManager.cs
+++ b/Assets/BuildSystem/Scripts/BuildSystemManager.cs
@@ -4,6 +4,7 @@ using UnityEngine;
using System;
namespace BuildSystem
{
+ [DefaultExecutionOrder(-10)]
public class BuildSystemManager : MonoSingleton
{
[NonSerialized]
@@ -24,6 +25,7 @@ namespace BuildSystem
public GridInfo[][] gridInfos;
public List grid = new List();
private PlaceObject_SO placeObject_SO;
+ public bool isUI = false;
[NonSerialized]
public PlaceObject placeObj;
@@ -103,35 +105,47 @@ namespace BuildSystem
gridMap[8][2].isPlace = true;
gridMap[11][4].isPlace = true;
- 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;
+ }
}
}
diff --git a/Assets/BuildSystem/Scripts/UI/Select.cs b/Assets/BuildSystem/Scripts/UI/Select.cs
index b6f8838..37adc5a 100644
--- a/Assets/BuildSystem/Scripts/UI/Select.cs
+++ b/Assets/BuildSystem/Scripts/UI/Select.cs
@@ -9,12 +9,12 @@ namespace BuildSystem
{
public void OnPointerEnter(PointerEventData eventData)
{
- BuildSystemManager.Instance.isCanPlace = false;
+ BuildSystemManager.Instance.isUI = true;
}
public void OnPointerExit(PointerEventData eventData)
{
- BuildSystemManager.Instance.isCanPlace = true;
+ BuildSystemManager.Instance.isUI = false;
}
}
}
diff --git a/Assets/Changjing/Prefabs/Ding/T2Down.prefab b/Assets/Changjing/Prefabs/Ding/T2Down.prefab
index 6941239..9c99f30 100644
--- a/Assets/Changjing/Prefabs/Ding/T2Down.prefab
+++ b/Assets/Changjing/Prefabs/Ding/T2Down.prefab
@@ -1,5 +1,219 @@
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diff --git a/Assets/Resources/UI/旋钮.png b/Assets/Resources/UI/旋钮.png
new file mode 100644
index 0000000..688de83
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diff --git a/Assets/Resources/UI/旋钮.png.meta b/Assets/Resources/UI/旋钮.png.meta
new file mode 100644
index 0000000..6089eaa
--- /dev/null
+++ b/Assets/Resources/UI/旋钮.png.meta
@@ -0,0 +1,116 @@
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diff --git a/Assets/Scripts/Pass2/System/Trafic/TraficLightManager.cs b/Assets/Scripts/Pass2/System/Trafic/TraficLightManager.cs
index 5467bc8..21d8b7e 100644
--- a/Assets/Scripts/Pass2/System/Trafic/TraficLightManager.cs
+++ b/Assets/Scripts/Pass2/System/Trafic/TraficLightManager.cs
@@ -13,13 +13,57 @@ public class TraficLightManager : MonoSingleton
traficWnd.Init();
}
+ ///
+ /// 红绿灯部署阶段开始函数
+ ///
public void OpenTraficPut()
{
+
+ //开启交通灯放置阶段
isOpenTraficPut = true;
+ //给所有路口添加上放置检测类
+ List list = BuildSystem.BuildSystemManager.Instance.grid;
+ for (int i = 0; i < list.Count; i++)
+ {
+ GameObject go = new GameObject("put");
+ TraficLightPut put = 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;
+
+ //生成提示特效物件
+
+
+
}
diff --git a/Assets/Scripts/Pass2/Test.cs b/Assets/Scripts/Pass2/Test.cs
new file mode 100644
index 0000000..f598427
--- /dev/null
+++ b/Assets/Scripts/Pass2/Test.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Test : MonoBehaviour
+{
+ private void Start()
+ {
+ MeshRenderer meshRenderer = gameObject.AddComponent();
+ MeshFilter filter = gameObject.AddComponent();
+
+ filter.mesh =transform.parent.GetComponent().mesh;
+ MeshCollider collider = gameObject.AddComponent();
+ collider.convex = true;
+ collider.isTrigger = true;
+ meshRenderer.enabled = false;
+ }
+}
diff --git a/Assets/Scripts/Pass2/Test.cs.meta b/Assets/Scripts/Pass2/Test.cs.meta
new file mode 100644
index 0000000..111a8d8
--- /dev/null
+++ b/Assets/Scripts/Pass2/Test.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Pass2/Tool/TraficLightUI.cs b/Assets/Scripts/Pass2/Tool/TraficLightUI.cs
index cc4a234..999df6c 100644
--- a/Assets/Scripts/Pass2/Tool/TraficLightUI.cs
+++ b/Assets/Scripts/Pass2/Tool/TraficLightUI.cs
@@ -17,7 +17,7 @@ public enum LightDir
public class TraficLightUI : MonoBehaviour
{
public Sprite red, yellow, green;
- public Transform _target;
+ public Vector3 _target;
[SerializeField]
private float redTime, yellowTime, greenTime;
@@ -28,12 +28,15 @@ public class TraficLightUI : MonoBehaviour
private float timer = 0f;
private TraficLightUI _elseDirLight;
+ private TraficLightUI _paternerLight;
+ private float scale = 0.4f;
- public void Init(bool isGreen, TraficTimeSet set, Transform target, LightDir dir,TraficLightUI elseDirLight)
+
+ public void Init(bool isGreen, TraficTimeSet set, Vector3 target, LightDir dir,TraficLightUI elseDirLight=null, TraficLightUI 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 class TraficLightUI : MonoBehaviour
_isYellow = false;
timer = 0f;
//让另一方向的灯绿
- _elseDirLight._isGreen = true;
- _elseDirLight.image.sprite = _elseDirLight.green;
+ if (_elseDirLight != null)
+ {
+
+ _elseDirLight._isGreen = true;
+ _elseDirLight.image.sprite = _elseDirLight.green;
+ }
+
+ }
+ }else if (_isRed)
+ {
+ if (_paternerLight != null && _elseDirLight == null)
+ {
+ this._isGreen = _paternerLight._isGreen;
+ this.image.sprite = _paternerLight.image.sprite;
}
}
}
@@ -120,7 +140,7 @@ public class TraficLightUI : MonoBehaviour
{
if (_target != null)
{
- Vector3 screenPos = Camera.main.WorldToScreenPoint(_target.position);
+ Vector3 screenPos = Camera.main.WorldToScreenPoint(_target);
this.transform.position = screenPos;
}
}
diff --git a/Assets/Scripts/Pass2/TraficWnd.prefab b/Assets/Scripts/Pass2/TraficWnd.prefab
index e18135a..0642126 100644
--- a/Assets/Scripts/Pass2/TraficWnd.prefab
+++ b/Assets/Scripts/Pass2/TraficWnd.prefab
@@ -1,79 +1,5 @@
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- m_PrefabAsset: {fileID: 0}
---- !u!1001 &4487359193852811929
+--- !u!1001 &4487359193897976930
PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
@@ -1814,7 +1689,7 @@ PrefabInstance:
- target: {fileID: 879529369855327268, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
propertyPath: m_Name
- value: rightSet
+ value: downSet
objectReference: {fileID: 0}
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
@@ -1829,27 +1704,27 @@ PrefabInstance:
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
propertyPath: m_RootOrder
- value: 3
+ value: 1
objectReference: {fileID: 0}
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
propertyPath: m_AnchorMax.x
- value: 1
+ value: 0.5
objectReference: {fileID: 0}
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
propertyPath: m_AnchorMax.y
- value: 0.5
+ value: 0
objectReference: {fileID: 0}
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
propertyPath: m_AnchorMin.x
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+ value: 0.5
objectReference: {fileID: 0}
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
propertyPath: m_AnchorMin.y
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+ value: 0
objectReference: {fileID: 0}
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
@@ -1899,12 +1774,12 @@ PrefabInstance:
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
propertyPath: m_AnchoredPosition.x
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+ value: -8
objectReference: {fileID: 0}
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
propertyPath: m_AnchoredPosition.y
- value: 48
+ value: 174
objectReference: {fileID: 0}
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
@@ -1983,17 +1858,11 @@ PrefabInstance:
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 72db24831b6e14f4eae7a367cbd55507, type: 3}
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-RectTransform:
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- type: 3}
- m_PrefabInstance: {fileID: 4487359193852811929}
- m_PrefabAsset: {fileID: 0}
---- !u!114 &3635242882347165374 stripped
+--- !u!114 &3635242882310387781 stripped
MonoBehaviour:
m_CorrespondingSourceObject: {fileID: 879529369855327271, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
- m_PrefabInstance: {fileID: 4487359193852811929}
+ m_PrefabInstance: {fileID: 4487359193897976930}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
@@ -2001,7 +1870,13 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: bed5acaa06fea9d449c7cc610c49414e, type: 3}
m_Name:
m_EditorClassIdentifier:
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+--- !u!224 &3635242882310387783 stripped
+RectTransform:
+ m_CorrespondingSourceObject: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
+ type: 3}
+ m_PrefabInstance: {fileID: 4487359193897976930}
+ m_PrefabAsset: {fileID: 0}
+--- !u!1001 &4708212525031206448
PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
@@ -2086,7 +1961,7 @@ PrefabInstance:
- target: {fileID: 879529369855327268, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
propertyPath: m_Name
- value: downSet
+ value: leftSet
objectReference: {fileID: 0}
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
@@ -2101,27 +1976,27 @@ PrefabInstance:
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
propertyPath: m_RootOrder
- value: 1
+ value: 2
objectReference: {fileID: 0}
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
propertyPath: m_AnchorMax.x
- value: 0.5
+ value: 0
objectReference: {fileID: 0}
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
propertyPath: m_AnchorMax.y
- value: 0
+ value: 0.5
objectReference: {fileID: 0}
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
propertyPath: m_AnchorMin.x
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+ value: 0
objectReference: {fileID: 0}
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
propertyPath: m_AnchorMin.y
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+ value: 0.5
objectReference: {fileID: 0}
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@@ -2171,12 +2046,12 @@ PrefabInstance:
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propertyPath: m_AnchoredPosition.x
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+ value: 168
objectReference: {fileID: 0}
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type: 3}
propertyPath: m_AnchoredPosition.y
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+ value: 45
objectReference: {fileID: 0}
- target: {fileID: 879529369855327269, guid: 72db24831b6e14f4eae7a367cbd55507,
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@@ -2255,17 +2130,11 @@ PrefabInstance:
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 72db24831b6e14f4eae7a367cbd55507, type: 3}
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-RectTransform:
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- m_PrefabAsset: {fileID: 0}
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MonoBehaviour:
m_CorrespondingSourceObject: {fileID: 879529369855327271, guid: 72db24831b6e14f4eae7a367cbd55507,
type: 3}
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+ 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:
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+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()
{