预制体更新

master
2021744738 1 year ago
parent d09f14cf0e
commit 5d590cdfa4

Binary file not shown.

@ -627,6 +627,7 @@
<Compile Include="Assets\BuildSystem\Scripts\MonoSingleton.cs" />
<Compile Include="Assets\BuildSystem\Scripts\MouseClick.cs" />
<Compile Include="Assets\BuildSystem\Scripts\PlaceObject.cs" />
<Compile Include="Assets\BuildSystem\Scripts\PlaceSwitch.cs" />
<Compile Include="Assets\BuildSystem\Scripts\RoadInfo.cs" />
<Compile Include="Assets\BuildSystem\Scripts\UI\BuildTip.cs" />
<Compile Include="Assets\BuildSystem\Scripts\UI\GridUI.cs" />
@ -638,6 +639,7 @@
<Compile Include="Assets\Scripts\Pass2\Pass2Const.cs" />
<Compile Include="Assets\Scripts\Pass2\System\Trafic\TraficLightManager.cs" />
<Compile Include="Assets\Scripts\Pass2\System\Trafic\TraficLightPut.cs" />
<Compile Include="Assets\Scripts\Pass2\Test.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\Pool\IReusable.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\Pool\MonoSingleton.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\Pool\ObjectPool.cs" />

@ -72,6 +72,7 @@
<Compile Include="Assets\BuildSystem\Scripts\MonoSingleton.cs" />
<Compile Include="Assets\BuildSystem\Scripts\MouseClick.cs" />
<Compile Include="Assets\BuildSystem\Scripts\PlaceObject.cs" />
<Compile Include="Assets\BuildSystem\Scripts\PlaceSwitch.cs" />
<Compile Include="Assets\BuildSystem\Scripts\RoadInfo.cs" />
<Compile Include="Assets\BuildSystem\Scripts\UI\BuildTip.cs" />
<Compile Include="Assets\BuildSystem\Scripts\UI\GridUI.cs" />
@ -83,6 +84,7 @@
<Compile Include="Assets\Scripts\Pass2\Pass2Const.cs" />
<Compile Include="Assets\Scripts\Pass2\System\Trafic\TraficLightManager.cs" />
<Compile Include="Assets\Scripts\Pass2\System\Trafic\TraficLightPut.cs" />
<Compile Include="Assets\Scripts\Pass2\Test.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\Pool\IReusable.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\Pool\MonoSingleton.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\Pool\ObjectPool.cs" />

File diff suppressed because it is too large Load Diff

@ -4,6 +4,7 @@ using UnityEngine;
using System;
namespace BuildSystem
{
[DefaultExecutionOrder(-10)]
public class BuildSystemManager : MonoSingleton<BuildSystemManager>
{
[NonSerialized]
@ -24,6 +25,7 @@ namespace BuildSystem
public GridInfo[][] gridInfos;
public List<GridInfo> grid = new List<GridInfo>();
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();
}
}
}
/// <summary>
/// 创建地形
/// </summary>
void CreateTerrain() {
void CreateTerrain()
{
//创建地图
gridMap = new Grid[mapSize.x][];
for (int i=0;i<mapSize.x;i++) {
for (int i = 0; i < mapSize.x; i++)
{
gridMap[i] = new Grid[mapSize.y];
for (int j=0;j<mapSize.y;j++) {
Grid grid = new Grid(i,0,j);
for (int j = 0; j < mapSize.y; j++)
{
Grid grid = new Grid(i, 0, j);
gridMap[i][j] = grid;
if (i > 0) {
if (i > 0)
{
grid.BindLeftAndThis(gridMap[i - 1][j]);
}
if (j>0) {
if (j > 0)
{
grid.BindDownAndThis(gridMap[i][j - 1]);
}
//CreateFlag();
}
}
}
/// <summary>
/// 创建一个当前选择的物体,用于指示器的更换
/// </summary>
@ -163,38 +177,38 @@ namespace BuildSystem
gridMap[x][y].roadType = place.roadType;
gridMap[x][y].placeObject = obj;
grid.Add(trans.gameObject.AddComponent<GridInfo>());
var gridinfo = trans.gameObject.AddComponent<GridInfo>();
grid.Add(gridinfo);
if (gridMap[x][y].isPlace)
{
if (gridMap[x][y].roadType == RoadType.Ten)
{
gridInfos[x][y].roadType = TraficRoadType.;
gridinfo.roadType = TraficRoadType.;
}
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
}
/// <summary>
/// 创建一个特殊的物体
/// 创建一个gridtype为初始化类型的数组
/// </summary>
/// <param name="place"></param>
/// <param name="x"></param>
@ -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<GridInfo>());
Destroy(gridMap[x][y].placeObject.gameObject);
gridMap[x][y].Init();
gridMap[x][y].RemoveInit();
}
/// <summary>
@ -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
}
}

@ -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<Grid> moveRoad = new Queue<Grid>();
private Vector2Int now;
public bool isCanMove = true;
public bool isMoveEnd = true;
public List<Grid> passList = new List<Grid>();
public Queue<Grid> moveRoad = new Queue<Grid>();//移动路径
private void Update()
private void Start()
{
if (moveRoad.Count < 3) {
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)
{
moveRoad.Enqueue(RandomFindRoad(moveRoad.ToArray()[moveRoad.Count - 1]));
}
}
/// <summary>
/// 随机寻找下一个路径
/// </summary>
/// <param name="pos"></param>
void RandomFindRoad(Vector2Int pos) {
//BuildSystemManager.Instance.gridMap[pos.x][pos.y]
/// <param name="grid"></param>
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;
}
/// <summary>
/// 开启车辆移动
/// </summary>
/// <returns></returns>
IEnumerator StartMove() {
while (moveRoad.Count != 0) {
yield return new WaitUntil(() => { return isMoveEnd;});
isMoveEnd = false;
Debug.Log(moveRoad);
Grid grid = moveRoad.Dequeue();
StartCoroutine(Move(grid));
}
}
/// <summary>
/// 车辆移动到目的点
/// </summary>
/// <param name="nextGird">下一个点的目标</param>
/// <returns></returns>
IEnumerator Move(Grid nextGird) {
Grid nextnextGrid = moveRoad.ToArray()[moveRoad.Count - 1];
List<Transform> roadPos = nextGird.placeObject.GetComponent<RoadInfo>().GetRoad(BuildSystemManager.Instance.gridMap[now.x][now.y], nextGird, nextnextGrid);
isMoveEnd = false;
for (int i = 0; i < roadPos.Count;)
{
while (true)
{
yield return new WaitUntil(() => { return isCanMove; });
yield return new WaitForEndOfFrame();
Vector3 dir = (roadPos[i].position - transform.position).normalized;
transform.position += dir * Time.deltaTime * 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;
}
}
}

@ -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<Grid> ground = new List<Grid>();
//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
/// <returns></returns>
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() {
/// <summary>
/// 移除物体初始化
/// </summary>
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 };
}
/// <summary>
/// 记录周围不为空的相邻地块
/// </summary>
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);
}
}
}

@ -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);
}
});
}
}
}

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: eda09fabc00fa7d4d8c0f2be3f0291aa
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

@ -3,9 +3,393 @@ using System.Collections.Generic;
using UnityEngine;
namespace BuildSystem
{
public class RoadInfo : MonoBehaviour
{
public List<Vector3> a;
public List<Transform> enterUp1;
public List<Transform> enterUp2;
public List<Transform> enterUp3;
public List<Transform> enterDown1;
public List<Transform> enterDown2;
public List<Transform> enterDown3;
public List<Transform> enterLeft1;
public List<Transform> enterLeft2;
public List<Transform> enterLeft3;
public List<Transform> enterRight1;
public List<Transform> enterRight2;
public List<Transform> enterRight3;
[Header("出")]
public List<Transform> outUp1;
public List<Transform> outUp2;
public List<Transform> outUp3;
public List<Transform> outDown1;
public List<Transform> outDown2;
public List<Transform> outDown3;
public List<Transform> outLeft1;
public List<Transform> outLeft2;
public List<Transform> outLeft3;
public List<Transform> outRight1;
public List<Transform> outRight2;
public List<Transform> outRight3;
[Header("中转点")]
public Transform upPos;
public Transform downPos;
public Transform leftPos;
public Transform rightPos;
/// <summary>
/// 根据车道和移动方向获取移动点位
/// </summary>
/// <param name="roadWay">车道</param>
/// <param name="enterDir">进入的方向</param>
/// <param name="outDir">出去的方向</param>
/// <returns></returns>
public List<Transform> 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<Transform> road = new List<Transform>();
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;
}
/// <summary>
/// 获取移动方向
/// </summary>
/// <param name="a">初始坐标</param>
/// <param name="b">下一个目标点的坐标</param>
/// <returns></returns>
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;
}
/// <summary>
/// 根据进出方向获取车道
/// </summary>
/// <param name="grid"></param>
/// <param name="enterDir"></param>
/// <param name="outDir"></param>
/// <returns>第一个参数为进入的车道,第二个为出的车道</returns>
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;
}
}
}

@ -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;
}
}
}

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@ -13,13 +13,57 @@ public class TraficLightManager : MonoSingleton<TraficLightManager>
traficWnd.Init();
}
/// <summary>
/// 红绿灯部署阶段开始函数
/// </summary>
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<GridInfo> list = BuildSystem.BuildSystemManager.Instance.grid;
for (int i = 0; i < list.Count; i++)
{
GameObject go = new GameObject("put");
TraficLightPut put = go.AddComponent<TraficLightPut>();
//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;
}
}
}

@ -14,17 +14,37 @@ public class TraficLightPut : MonoBehaviour
{
public TraficRoadType traficType = TraficRoadType.;
[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<MeshRenderer>();
MeshFilter filter = gameObject.AddComponent<MeshFilter>();
filter.mesh = parent.GetComponent<MeshFilter>().mesh;
MeshCollider collider = gameObject.AddComponent<MeshCollider>();
collider.convex = true;
collider.isTrigger = true;
meshRenderer.enabled = false;
//生成提示特效物件
}

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Test : MonoBehaviour
{
private void Start()
{
MeshRenderer meshRenderer = gameObject.AddComponent<MeshRenderer>();
MeshFilter filter = gameObject.AddComponent<MeshFilter>();
filter.mesh =transform.parent.GetComponent<MeshFilter>().mesh;
MeshCollider collider = gameObject.AddComponent<MeshCollider>();
collider.convex = true;
collider.isTrigger = true;
meshRenderer.enabled = false;
}
}

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: da54f98134c347c42baa4b818105d156
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

@ -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<Image>();
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;
}
}

File diff suppressed because it is too large Load Diff

@ -52,10 +52,10 @@ public class TraficLightSet : MonoBehaviour
GameObject ui = GameObject.Instantiate(Resources.Load<GameObject>("Prefab/TraficLightUI"));
uiGroup[i] = ui.GetComponent<TraficLightUI>();
}
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<GameObject>("Prefab/TraficLightUI"));
uiGroupLT[i] = ui.GetComponent<TraficLightUI>();
}
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<GameObject>("Prefab/TraficLightUI"));
uiGroupRT[i] = ui.GetComponent<TraficLightUI>();
}
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<GameObject>("Prefab/TraficLightUI"));
uiGroupUT[i] = ui.GetComponent<TraficLightUI>();
}
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<GameObject>("Prefab/TraficLightUI"));
uiGroupDT[i] = ui.GetComponent<TraficLightUI>();
}
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:

@ -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()
{

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