通车,结束判断

master
2021744738 1 year ago
parent 5d590cdfa4
commit adcc45a085

Binary file not shown.

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@ -111,13 +111,7 @@ namespace BuildSystem
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>
@ -165,11 +159,11 @@ namespace BuildSystem
/// <param name="place"></param>
/// <param name="x"></param>
/// <param name="y"></param>
void CreatePlace(PlaceObject_SO place,int x,int y) {
void CreatePlace(PlaceObject_SO place, int x, int y) {
Transform trans = Instantiate(place.prefab, transform);
PlaceObject obj = trans.gameObject.AddComponent<PlaceObject>();
obj.Init(place.nameString,place.width, place.height, place.type, place.ishave, place.roadType);
obj.SetPosition(GetGridPos(new Vector3Int(x,0,y)));
obj.Init(place.nameString, place.width, place.height, place.type, place.ishave, place.roadType);
obj.SetPosition(GetGridPos(new Vector3Int(x, 0, y)));
gridMap[x][y].isPlace = true;
gridMap[x][y].type = place.type;
@ -177,6 +171,8 @@ namespace BuildSystem
gridMap[x][y].roadType = place.roadType;
gridMap[x][y].placeObject = obj;
if (gridMap[x][y].roadType != RoadType.T && gridMap[x][y].roadType != RoadType.Ten) return;
var gridinfo = trans.gameObject.AddComponent<GridInfo>();
grid.Add(gridinfo);
@ -361,7 +357,6 @@ namespace BuildSystem
}
}
}
//判断是否有两个十字
int number = 0;
for (int i = 0; i < mapSize.x; i++)
@ -421,9 +416,16 @@ namespace BuildSystem
if (IsGameEnd() && !isGameEnd)
{
isGameEnd = true;
DataTrans();
EduCoderTool.WebConnecter.Singleton.SendResultToWeb(true);
}
for (int i = 0; i < mapSize.x; i++)
{
for (int j = 0; j < mapSize.y; j++)
{
gridMap[i][j].InitGround();
}
}
}
public GridInfo[][] DataTrans() {

@ -10,24 +10,69 @@ namespace BuildSystem
public class Car : MonoBehaviour
{
private Vector2Int now;
public Transform fordir;
public bool isCanMove = true;
public bool isMoveEnd = true;
public List<Grid> passList = new List<Grid>();
public Queue<Grid> passList = new Queue<Grid>();
public Queue<Grid> moveRoad = new Queue<Grid>();//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]));
bool isStart = false;
bool isFindEnd = true;
public Grid gr;
float speed;
public RaycastHit raycastHit;
public float stupT = 0;
/// <summary>
/// 打开车辆的自动运动
/// </summary>
/// <param name="pos"></param>
public void OpenMove(Vector2Int pos,float speed=10) {
this.speed = speed;
isStart = true;
now = pos;
transform.position = BuildSystemManager.Instance.gridMap[now.x][now.y].pos;
StartCoroutine(RandomFindRoad(BuildSystemManager.Instance.gridMap[now.x][now.y]));
StartCoroutine(StartMove());
}
private void Update()
{
if (moveRoad.Count < 3)
if (!isStart) return;
if (moveRoad.Count < 3 && isFindEnd)
{
StartCoroutine(RandomFindRoad(moveRoad.ToArray()[moveRoad.Count - 1]));
}
if (passList.Count > 3)
{
moveRoad.Enqueue(RandomFindRoad(moveRoad.ToArray()[moveRoad.Count - 1]));
passList.Dequeue();
}
Ray ray = new Ray(transform.position + Vector3.up, fordir.transform.position - transform.position);
Debug.DrawRay(transform.position + Vector3.up, fordir.transform.position - transform.position, Color.blue);
int mask = 1 << 11;
if (Physics.Raycast(ray, out raycastHit,15,mask))
{
if (raycastHit.collider.tag == "Car")
{
isCanMove = false;
stupT += Time.deltaTime;
}
else {
isCanMove = true;
}
}
else {
isCanMove = true;
stupT = 0;
}
if (stupT > 30) {
CarController.Instance.carNumber--;
Destroy(gameObject);
}
}
@ -35,17 +80,23 @@ namespace BuildSystem
/// 随机寻找下一个路径
/// </summary>
/// <param name="grid"></param>
Grid RandomFindRoad(Grid grid) {
passList.Add(grid);
Grid obj;
while (true) {
///
IEnumerator RandomFindRoad(Grid grid) {
isFindEnd = false;
passList.Enqueue(grid);
while (true)
{
yield return new WaitForEndOfFrame();
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)) {
gr = BuildSystemManager.Instance.gridMap[grid.x][grid.z].ground[rand];
if (!passList.Contains(gr))
{
break;
}
}
return obj;
moveRoad.Enqueue(gr);
isFindEnd = true;
yield return null;
}
@ -54,10 +105,10 @@ namespace BuildSystem
/// </summary>
/// <returns></returns>
IEnumerator StartMove() {
yield return new WaitUntil(()=> { return moveRoad.Count >= 3; });
while (moveRoad.Count != 0) {
yield return new WaitUntil(() => { return isMoveEnd;});
isMoveEnd = false;
Debug.Log(moveRoad);
Grid grid = moveRoad.Dequeue();
StartCoroutine(Move(grid));
}
@ -69,7 +120,9 @@ namespace BuildSystem
/// <param name="nextGird">下一个点的目标</param>
/// <returns></returns>
IEnumerator Move(Grid nextGird) {
Grid nextnextGrid = moveRoad.ToArray()[moveRoad.Count - 1];
Debug.Log(moveRoad);
Debug.Log(now);
Grid nextnextGrid = moveRoad.Peek();
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;)
@ -79,19 +132,17 @@ namespace BuildSystem
yield return new WaitUntil(() => { return isCanMove; });
yield return new WaitForEndOfFrame();
Vector3 dir = (roadPos[i].position - transform.position).normalized;
transform.position += dir * Time.deltaTime * 10;
transform.position += dir * Time.deltaTime * speed;
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;
}

@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BuildSystem
{
public class CarController : MonoSingleton<CarController>
{
public List<Vector2Int> birth = new List<Vector2Int>();
public GameObject[] carPrefabs;
public int carNumber;
int number = 0;
void Start()
{
birth.Add(new Vector2Int(0 , 2));
birth.Add(new Vector2Int(10, 0));
birth.Add(new Vector2Int(3, 7));
birth.Add(new Vector2Int(13, 5));
StartCreateCar();
}
public void StartCreateCar() {
StartCoroutine(CreateCar());
}
IEnumerator CreateCar() {
while (true) {
yield return new WaitUntil(() => { return number < carNumber; });
yield return new WaitForSeconds(Random.Range(2, 4));
number++;
GameObject car = Instantiate(carPrefabs[Random.Range(0, carPrefabs.Length)],transform);
car.GetComponent<Car>().OpenMove(birth[Random.Range(0, birth.Count)],10*Random.Range(4,8));
}
}
}
}

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@ -70,16 +70,33 @@ namespace BuildSystem
/// 判断是否闭环
/// </summary>
/// <returns></returns>
public bool isClosedLoop() {
if (isHaves[0]==IsHave.Yes) {
if (up != null && up.placeObject && up.gridType != GridType.Special&& up.isHaves[2] != IsHave.Yes) {
public bool isClosedLoop()
{
if (isHaves[0] == IsHave.Yes)
{
if (up != null && up.isPlace)
{
if (!(up.isHaves[2] == IsHave.Yes || up.gridType == GridType.Special))
{
return false;
}
}
else
{
return false;
}
}
if (isHaves[1] == IsHave.Yes)
{
if (right != null && right.placeObject && right.gridType != GridType.Special && right.isHaves[3] != IsHave.Yes)
if (right != null && right.isPlace)
{
if (!(right.isHaves[3] == IsHave.Yes || right.gridType == GridType.Special))
{
return false;
}
}
else
{
return false;
}
@ -87,7 +104,14 @@ namespace BuildSystem
if (isHaves[2] == IsHave.Yes)
{
if (down != null && down.placeObject && down.gridType != GridType.Special && down.isHaves[0] != IsHave.Yes)
if (down != null && down.isPlace)
{
if (!(down.isHaves[0] == IsHave.Yes || down.gridType == GridType.Special))
{
return false;
}
}
else
{
return false;
}
@ -95,12 +119,19 @@ namespace BuildSystem
if (isHaves[3] == IsHave.Yes)
{
if (left != null && left.placeObject && left.gridType != GridType.Special && left.isHaves[1] != IsHave.Yes)
if (left != null && left.isPlace)
{
if (!(left.isHaves[1] == IsHave.Yes || left.gridType == GridType.Special))
{
return false;
}
}
else
{
return false;
}
}
return true;
return true;
}
/// <summary>
@ -118,24 +149,36 @@ namespace BuildSystem
/// 记录周围不为空的相邻地块
/// </summary>
public void InitGround() {
ground.Clear();
if (up!=null && up.placeObject && up.gridType != GridType.Special)
{
ground.Add(up);
if (isHaves[0] == IsHave.Yes && up.isHaves[2] == IsHave.Yes) {
ground.Add(up);
}
}
if (down != null && down.placeObject && down.gridType != GridType.Special)
{
ground.Add(down);
if (isHaves[2] == IsHave.Yes && down.isHaves[0] == IsHave.Yes)
{
ground.Add(down);
}
}
if (left != null && left.placeObject && left.gridType != GridType.Special)
{
ground.Add(left);
if (isHaves[3] == IsHave.Yes && left.isHaves[1] == IsHave.Yes)
{
ground.Add(left);
}
}
if (right != null && right.placeObject&& right.gridType != GridType.Special)
{
ground.Add(right);
if (isHaves[1] == IsHave.Yes && right.isHaves[3] == IsHave.Yes)
{
ground.Add(right);
}
}
}

@ -20,7 +20,7 @@ namespace BuildSystem {
Vector3 worldMousePos = camera.ScreenToWorldPoint(mousePos);
Ray ray = new Ray(camera.transform.position, worldMousePos - camera.transform.position);
//Debug.DrawRay(camera.transform.position, worldMousePos - camera.transform.position,Color.blue);
int layerMask = (1 << 8);
int layerMask = (1 << 8) | (1 << 10);
layerMask = ~layerMask; //取消obj层防止遮挡
if (Physics.Raycast(ray, out raycastHit,1000f ,layerMask))
{

@ -58,7 +58,6 @@ namespace BuildSystem
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)
@ -266,7 +265,6 @@ namespace BuildSystem
}
}
}
return road;
}

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@ -458,17 +451,17 @@ MonoBehaviour:
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#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
/// <summary>
/// ui工具
/// </summary>
public class ExchangeFont : EditorWindow
{
[MenuItem("UnityExt/UI/更换字体")]
public static void Open()
{
EditorWindow.GetWindow(typeof(ExchangeFont), true);
}
public Font SelectOldFont;
static Font OldFont;
public Font SelectNewFont;
static Font NewFont;
static float NewLineSpacing;
private void OnGUI()
{
SelectOldFont = (Font)EditorGUILayout.ObjectField("请选择想更换的字体", SelectOldFont, typeof(Font), true, GUILayout.MinWidth(100));
OldFont = SelectOldFont;
SelectNewFont = (Font)EditorGUILayout.ObjectField("请选择新的字体", SelectNewFont, typeof(Font), true, GUILayout.MinWidth(100));
NewFont = SelectNewFont;
NewLineSpacing = 1;
NewLineSpacing = EditorGUILayout.FloatField("新行间距", NewLineSpacing);
if (GUILayout.Button("更换选中的预制体"))
{
if (SelectOldFont == null || SelectNewFont == null)
{
Debug.LogError("请选择字体!");
}
else
{
Change();
}
}
if (GUILayout.Button("更换文件夹下所有的预制体"))
{
if (SelectOldFont == null || SelectNewFont == null)
{
Debug.LogError("请选择字体!");
}
else
{
ChangeSelectFloud();
}
}
}
public static void Change()
{
Object[] Texts = Selection.GetFiltered(typeof(Text), SelectionMode.Deep);
Debug.Log("找到" + Texts.Length + "个Text即将处理");
int count = 0;
foreach (Object text in Texts)
{
if (text)
{
Text AimText = (Text)text;
Undo.RecordObject(AimText, AimText.gameObject.name);
if (AimText.font == OldFont)
{
AimText.font = NewFont;
AimText.lineSpacing = NewLineSpacing;
//Debug.Log(AimText.name + ":" + AimText.text);
EditorUtility.SetDirty(AimText);
count++;
}
}
}
Debug.Log("字体更换完毕!更换了" + count + "个");
}
public static void ChangeSelectFloud()
{
object[] objs = Selection.GetFiltered(typeof(object), SelectionMode.DeepAssets);
for (int i = 0; i < objs.Length; i++)
{
string ext = System.IO.Path.GetExtension(objs[i].ToString());
if (!ext.Contains(".GameObject"))
{
continue;
}
GameObject go = (GameObject)objs[i];
var Texts = go.GetComponentsInChildren<Text>(true);
int count = 0;
foreach (Text text in Texts)
{
Undo.RecordObject(text, text.gameObject.name);
if (text.font == OldFont)
{
text.font = NewFont;
text.lineSpacing = NewLineSpacing;
EditorUtility.SetDirty(text);
count++;
}
}
if (count > 0)
{
AssetDatabase.SaveAssets();
Debug.Log(go.name + "界面有:" + count + "个Arial字体");
}
}
}
}
#endif

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@ -5,6 +5,9 @@ TagManager:
serializedVersion: 2
tags:
- Map
- Marcador
- CarFlowChecker
- Car
layers:
- Default
- TransparentFX
@ -16,8 +19,8 @@ TagManager:
-
- PlaceObject
- Map
-
-
- LightPut
- Car
-
-
-

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