master
2021744738 1 year ago
parent a87a958474
commit d09f14cf0e

Binary file not shown.

@ -622,16 +622,31 @@
<Compile Include="Assets\BuildSystem\Data\PlaceObject_SO.cs" />
<Compile Include="Assets\BuildSystem\LogicGridExtensions.cs" />
<Compile Include="Assets\BuildSystem\Scripts\BuildSystemManager.cs" />
<Compile Include="Assets\BuildSystem\Scripts\Car.cs" />
<Compile Include="Assets\BuildSystem\Scripts\Grid.cs" />
<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\RoadInfo.cs" />
<Compile Include="Assets\BuildSystem\Scripts\UI\BuildTip.cs" />
<Compile Include="Assets\BuildSystem\Scripts\UI\GridUI.cs" />
<Compile Include="Assets\BuildSystem\Scripts\UI\Select.cs" />
<Compile Include="Assets\Common\EduCoderWebSupport\WebConnectSample.cs" />
<Compile Include="Assets\Common\EduCoderWebSupport\WebConnecter.cs" />
<Compile Include="Assets\Common\Plugin\JsonNetSample\JsonNetSample.cs" />
<Compile Include="Assets\Scripts\GridInfo.cs" />
<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\Tool\Pool\IReusable.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\Pool\MonoSingleton.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\Pool\ObjectPool.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\Pool\ReusableObject.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\Pool\SubPool.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\TraficLightUI.cs" />
<Compile Include="Assets\Scripts\Pass2\Window\Trafic\TraficLightSet.cs" />
<Compile Include="Assets\Scripts\Pass2\Window\Trafic\TraficTimeSet.cs" />
<Compile Include="Assets\Scripts\Pass2\Window\Trafic\TraficWnd.cs" />
</ItemGroup>
<ItemGroup>
<None Include="Assets\Common\Plugin\JsonDotNet\Assemblies\AOT\Newtonsoft.Json.XML" />

@ -67,16 +67,31 @@
<Compile Include="Assets\BuildSystem\Data\PlaceObject_SO.cs" />
<Compile Include="Assets\BuildSystem\LogicGridExtensions.cs" />
<Compile Include="Assets\BuildSystem\Scripts\BuildSystemManager.cs" />
<Compile Include="Assets\BuildSystem\Scripts\Car.cs" />
<Compile Include="Assets\BuildSystem\Scripts\Grid.cs" />
<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\RoadInfo.cs" />
<Compile Include="Assets\BuildSystem\Scripts\UI\BuildTip.cs" />
<Compile Include="Assets\BuildSystem\Scripts\UI\GridUI.cs" />
<Compile Include="Assets\BuildSystem\Scripts\UI\Select.cs" />
<Compile Include="Assets\Common\EduCoderWebSupport\WebConnectSample.cs" />
<Compile Include="Assets\Common\EduCoderWebSupport\WebConnecter.cs" />
<Compile Include="Assets\Common\Plugin\JsonNetSample\JsonNetSample.cs" />
<Compile Include="Assets\Scripts\GridInfo.cs" />
<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\Tool\Pool\IReusable.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\Pool\MonoSingleton.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\Pool\ObjectPool.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\Pool\ReusableObject.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\Pool\SubPool.cs" />
<Compile Include="Assets\Scripts\Pass2\Tool\TraficLightUI.cs" />
<Compile Include="Assets\Scripts\Pass2\Window\Trafic\TraficLightSet.cs" />
<Compile Include="Assets\Scripts\Pass2\Window\Trafic\TraficTimeSet.cs" />
<Compile Include="Assets\Scripts\Pass2\Window\Trafic\TraficWnd.cs" />
<None Include="Assets\Common\Plugin\JsonDotNet\link.xml" />
<None Include="Assets\TMD.shader" />
<None Include="Assets\Map.shader" />

File diff suppressed because it is too large Load Diff

@ -399,7 +399,7 @@ MonoBehaviour:
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m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 0
m_Maskable: 1
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@ -19,7 +19,10 @@ namespace BuildSystem
public bool isCanPlace;
[Header("拆除")]
public bool isRemove = false;
Grid[][] gridMap;
public Grid[][] gridMap;
[Header("转换后的数据")]
public GridInfo[][] gridInfos;
public List<GridInfo> grid = new List<GridInfo>();
private PlaceObject_SO placeObject_SO;
[NonSerialized]
public PlaceObject placeObj;
@ -44,6 +47,7 @@ namespace BuildSystem
base.Awake();
mouseClick = GetComponent<MouseClick>();
CreateTerrain();
DontDestroyOnLoad(gameObject);
CreatePlaceSpecial(w[0], 0, 0);
CreatePlaceSpecial(h2, 1, 0);
@ -158,6 +162,49 @@ namespace BuildSystem
gridMap[x][y].isHaves = place.ishave;
gridMap[x][y].roadType = place.roadType;
gridMap[x][y].placeObject = obj;
grid.Add(trans.gameObject.AddComponent<GridInfo>());
if (gridMap[x][y].isPlace)
{
if (gridMap[x][y].roadType == RoadType.Ten)
{
gridInfos[x][y].roadType = TraficRoadType.;
}
else if (gridMap[x][y].roadType == RoadType.T)
{
if (gridMap[x][y].up == null)
{
gridInfos[x][y].roadType = TraficRoadType.downT;
}
else if (gridMap[x][y].down == null)
{
gridInfos[x][y].roadType = TraficRoadType.upT;
}
else if (gridMap[x][y].left == null)
{
gridInfos[x][y].roadType = TraficRoadType.rightT;
}
else if (gridMap[x][y].right == null)
{
gridInfos[x][y].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;
}
}
}
public void RemoveGrid(GridInfo info)
{
if (grid.Contains(info))
{
grid.Remove(info);
}
}
/// <summary>
@ -181,7 +228,13 @@ namespace BuildSystem
gridMap[x][y].placeObject = obj;
}
/// <summary>
/// 移除某个物体
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
void RemovePlace(int x, int y) {
RemoveGrid(gridMap[x][y].placeObject.gameObject.GetComponent<GridInfo>());
Destroy(gridMap[x][y].placeObject.gameObject);
gridMap[x][y].Init();
}
@ -351,11 +404,59 @@ namespace BuildSystem
if (IsGameEnd() && !isGameEnd)
{
isGameEnd = true;
Debug.Log("通关");
DataTrans();
EduCoderTool.WebConnecter.Singleton.SendResultToWeb(true);
}
}
public GridInfo[][] DataTrans() {
isCanPlace = false;
gridInfos = new GridInfo[mapSize.x][] ;
for (int i = 0; i < mapSize.x; i++)
{
gridInfos[i] = new GridInfo[mapSize.y];
for (int j = 0; j < mapSize.y; j++)
{
GridInfo grid = new GridInfo();
gridInfos[i][j] = grid;
}
}
for (int i = 0; i < mapSize.x; i++)
{
for (int j = 0; j < mapSize.y; j++)
{
if (gridMap[i][j].isPlace)
{
if (gridMap[i][j].roadType == RoadType.Ten) {
gridInfos[i][j].roadType = TraficRoadType.;
} else if (gridMap[i][j].roadType == RoadType.T) {
if (gridMap[i][j].up == null) {
gridInfos[i][j].roadType = TraficRoadType.downT;
} else if (gridMap[i][j].down == null) {
gridInfos[i][j].roadType = TraficRoadType.upT;
}
else if (gridMap[i][j].left == null)
{
gridInfos[i][j].roadType = TraficRoadType.rightT;
}
else if (gridMap[i][j].right == null)
{
gridInfos[i][j].roadType = TraficRoadType.leftT;
}
gridInfos[i][j].up = gridMap[i][j].placeObject.transform.GetChild(0).position;
gridInfos[i][j].down = gridMap[i][j].placeObject.transform.GetChild(1).position;
gridInfos[i][j].left = gridMap[i][j].placeObject.transform.GetChild(2).position;
gridInfos[i][j].right = gridMap[i][j].placeObject.transform.GetChild(3).position;
}
}
}
}
return gridInfos;
}
}
}

@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BuildSystem
{
public class Car : MonoBehaviour
{
public Vector2Int pos;
public Queue<Grid> moveRoad = new Queue<Grid>();
private void Update()
{
if (moveRoad.Count < 3) {
}
}
/// <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]
}
}
}

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@ -23,6 +23,7 @@ namespace BuildSystem
public bool isPlace = false;
public bool isTS = false;
public PlaceObject placeObject;
public List<Grid> ground = new List<Grid>();
public RoadType roadType;
@ -105,5 +106,7 @@ namespace BuildSystem
}
}
}
}

@ -5,6 +5,7 @@ using UnityEngine;
namespace BuildSystem {
public class MouseClick : MonoBehaviour
{
public Transform ground;
public Camera camera;
RaycastHit raycastHit;
@ -18,14 +19,14 @@ namespace BuildSystem {
Vector3 mousePos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, groundPos.z);
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);
layerMask = ~layerMask; //取消obj层防止遮挡
if (Physics.Raycast(ray, out raycastHit,1000f ,layerMask))
{
if (raycastHit.collider.tag == "Map")
{
//Debug.Log(WorldInGrid(raycastHit.point));
return WorldInGrid(raycastHit.point);
}
}

@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BuildSystem
{
public class RoadInfo : MonoBehaviour
{
public List<Vector3> a;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GridInfo : MonoBehaviour
{
public TraficRoadType roadType = TraficRoadType.;
public Vector3 up,down,left,right = Vector3.zero;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class Pass2Const
{
public const float maxGreenTime=60f;
public const float minGreenTime = 15f;
public const float maxRedTime = 100f;
public const float minRedTime = 30f;
public const float maxYellowTime = 3f;
public const float minYellowTime = 1f;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TraficLightManager : MonoSingleton<TraficLightManager>
{
public TraficWnd traficWnd;
public bool isOpenTraficPut = false;
public float traficLightTimeScale = 1f;
protected override void Awake()
{
base.Awake();
traficWnd.Init();
}
public void OpenTraficPut()
{
isOpenTraficPut = true;
}
public void ShowTraficSetPanel(TraficRoadType type,TraficLightPut put)
{
traficWnd.ShowTraficSetPanel(type,put);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum TraficRoadType
{
,
leftT,
rightT,
upT,
downT,
}
public class TraficLightPut : MonoBehaviour
{
public TraficRoadType traficType = TraficRoadType.;
[HideInInspector]
public Transform upPoint, downPoint, leftPoint, rightPoint;
private void Start()
{
upPoint = transform.Find("up");
downPoint = transform.Find("down");
leftPoint = transform.Find("left");
rightPoint = transform.Find("right");
}
private void OnMouseDown()
{
if (TraficLightManager.Instance.isOpenTraficPut == false) return;
TraficLightManager.Instance.ShowTraficSetPanel(traficType,this);
Debug.Log("显示类型为" + traficType + "的设置面板");
}
}

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using System.Collections;
using System.Collections.Generic;
public interface IReusable {
//取出时候调用
void OnSpawn();
//回收调用
void OnUnSpawn();
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class MonoSingleton<T> : MonoBehaviour
where T: MonoBehaviour
{
private static T m_instance;
public static T Instance
{
get
{
return m_instance;
}
}
protected virtual void Awake()
{
m_instance = this as T;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjectPool : MonoSingleton<ObjectPool> {
/// <summary>
/// 资源目录
/// </summary>
public string ResourceDir = "";
Dictionary<string, SubPool> m_pools = new Dictionary<string, SubPool>();
//取出物体
public GameObject Spawn(string name,Transform trans) {
SubPool pool = null;
if (!m_pools.ContainsKey(name)) {
RegieterNew(name,trans);
}
pool = m_pools[name];
return pool.Spawn(trans);
}
public GameObject Spawn(GameObject go, Transform trans)
{
SubPool pool = null;
if (!m_pools.ContainsKey(go.name))
{
RegieterNew(go.name, trans);
}
pool = m_pools[go.name];
return pool.Spawn(trans);
}
//回收物体
public void Unspawn(GameObject go) {
SubPool pool = null;
foreach (var p in m_pools.Values) {
if (p.Contain(go)) {
pool = p;
break;
}
else
{
pool = new SubPool(go);
}
}
pool.UnSpawn(go);
}
//回收所有
public void UnspawnAll() {
foreach (var p in m_pools.Values) {
p.UnspawnAll();
}
}
//清除所有
public void Clear()
{
m_pools.Clear();
}
//新建一个池子
void RegieterNew(string names,Transform trans) {
//资源目录
string path = ResourceDir + "/" + names;
//生成预制体
GameObject go = Resources.Load<GameObject>(path);
//新建一池子
SubPool pool = new SubPool(go);
m_pools.Add(pool.Name,pool);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class ReusableObject : MonoBehaviour, IReusable
{
public abstract void OnSpawn();
public abstract void OnUnSpawn();
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
public class SubPool
{
//集合
List<GameObject> m_objecs = new List<GameObject>();
//预设
GameObject m_prefab;
//名字
public string Name
{
get
{
return m_prefab.name;
}
}
public SubPool( GameObject go)
{
m_prefab = go;
}
//取出物体
public GameObject Spawn(Transform m_parent)
{
GameObject go = null;
foreach (var obj in m_objecs)
{
if (!obj.activeSelf)
{
go = obj;
}
}
if (go == null)
{
go = GameObject.Instantiate<GameObject>(m_prefab, m_parent.position,Quaternion.identity,m_parent);
go.transform.eulerAngles = m_parent.eulerAngles;
m_objecs.Add(go);
}
else
{
go.transform.SetParent(m_parent);
go.transform.position = m_parent.position;
go.transform.eulerAngles = m_parent.eulerAngles;
}
go.SetActive(true);
go.SendMessage("OnSpawn", SendMessageOptions.DontRequireReceiver);
return go;
}
//回收物体
public void UnSpawn(GameObject go)
{
if (Contain(go))
{
go.SendMessage("OnUnSpawn", SendMessageOptions.DontRequireReceiver);
go.SetActive(false);
}
}
//回收所有
public void UnspawnAll()
{
foreach (var obj in m_objecs)
{
if (obj.activeSelf)
{
UnSpawn(obj);
}
}
}
//判断是否属于list里边
public bool Contain(GameObject go) {
return m_objecs.Contains(go);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public enum LightDir
{
up,
down,
left,
right
}
/// <summary>
/// 红绿灯UI
/// </summary>
public class TraficLightUI : MonoBehaviour
{
public Sprite red, yellow, green;
public Transform _target;
[SerializeField]
private float redTime, yellowTime, greenTime;
private bool _isRed, _isGreen, _isYellow = false;
private Image image;
[SerializeField]
private float timer = 0f;
private TraficLightUI _elseDirLight;
public void Init(bool isGreen, TraficTimeSet set, Transform target, LightDir dir,TraficLightUI elseDirLight)
{
image = GetComponent<Image>();
transform.SetParent(GameObject.Find("Canvas").transform);
redTime = set.redTime;
yellowTime = set.yellowTime;
greenTime = set.greenTime;
if (isGreen)
{
_isGreen = true;
image.sprite = green;
}
else
{
_isRed = true;
image.sprite = red;
}
_target = target;
//UI方向调整
switch (dir)
{
case LightDir.up:
break;
case LightDir.down:
break;
case LightDir.left:
break;
case LightDir.right:
break;
}
_elseDirLight = elseDirLight;
}
private void Update()
{
LightChange();
ZoneUI();
}
/// <summary>
/// 红绿灯切换
/// </summary>
private void LightChange()
{
if (_isGreen)
{
timer += Time.deltaTime* TraficLightManager.Instance.traficLightTimeScale;
if (timer >= greenTime)
{
_isYellow = true;
image.sprite = yellow;
_isGreen = false;
timer = 0f;
}
}
else if (_isYellow)
{
timer += Time.deltaTime* TraficLightManager.Instance.traficLightTimeScale;
if (timer >= yellowTime)
{
_isRed = true;
image.sprite = red;
_isYellow = false;
timer = 0f;
//让另一方向的灯绿
_elseDirLight._isGreen = true;
_elseDirLight.image.sprite = _elseDirLight.green;
}
}
}
/// <summary>
/// 屏幕坐标跟随3D空间
/// </summary>
private void ZoneUI()
{
if (_target != null)
{
Vector3 screenPos = Camera.main.WorldToScreenPoint(_target.position);
this.transform.position = screenPos;
}
}
}

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using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 交通灯功能设置
/// </summary>
public class TraficLightSet : MonoBehaviour
{
public Sprite upTImg, downTImg, leftTImg, rightTImg,crossRoadImg;
public TraficTimeSet upSet, downSet, leftSet, rightSet;
[Header("UI组件")]
public Button setOverBtn;
public Image roadBGImg;
private TraficLightPut currentPut;
private void Start()
{
setOverBtn.onClick.AddListener(CheckSet);
}
/// <summary>
/// 检查设置是否完成
/// </summary>
private void CheckSet()
{
PutTraficLight();
this.gameObject.SetActive(false);
}
/// <summary>
/// 放置红绿灯模型和UI
/// </summary>
private void PutTraficLight()
{
switch (currentPut.traficType)
{
case TraficRoadType.:
int num = 4;
GameObject[] group = new GameObject[num];
TraficLightUI[] uiGroup = new TraficLightUI[num];
for (int i = 0; i < num; i++)
{
GameObject go = new GameObject();
group[i] = go;
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;
float random = Random.Range(0f, 1f);
bool isGreen = random > 0.5f ? true : false;
uiGroup[0].Init(isGreen,upSet, currentPut.upPoint,LightDir.up, uiGroup[2]);//上
uiGroup[1].Init(isGreen, downSet, currentPut.downPoint,LightDir.down, uiGroup[3]);//下
uiGroup[2].Init(!isGreen, leftSet, currentPut.leftPoint,LightDir.left, uiGroup[0]);//左
uiGroup[3].Init(!isGreen, rightSet, currentPut.rightPoint,LightDir.right, uiGroup[1]);//右
break;
case TraficRoadType.leftT:
break;
case TraficRoadType.rightT:
break;
case TraficRoadType.upT:
break;
case TraficRoadType.downT:
break;
}
}
public void ShowTraficSetPanel(TraficRoadType type,TraficLightPut put)
{
switch (type)
{
case TraficRoadType.:
upSet.gameObject.SetActive(true);
downSet.gameObject.SetActive(true);
leftSet.gameObject.SetActive(true);
rightSet.gameObject.SetActive(true);
upSet.SetPaterner(downSet);
leftSet.SetPaterner(rightSet);
//道路背景图设置
roadBGImg.sprite = crossRoadImg;
break;
case TraficRoadType.leftT:
break;
case TraficRoadType.rightT:
break;
case TraficRoadType.upT:
break;
case TraficRoadType.downT:
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 = downTImg;
break;
}
this.gameObject.SetActive(true);
currentPut = put;
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 交通灯时间设置组件
/// </summary>
public class TraficTimeSet : MonoBehaviour
{
private Slider redSlider,greenSlider,yellowSlider=null;
private Text redTxt, greenTxt, yellowTxt=null;
private TraficTimeSet paterner=null;
private bool isStart = false;
public float redTime, greenTime, yellowTime;
private void Start()
{
//组件赋值
redSlider = transform.Find("red").GetComponentInChildren<Slider>();
greenSlider = transform.Find("green").GetComponentInChildren<Slider>();
yellowSlider = transform.Find("yellow").GetComponentInChildren<Slider>();
redTxt = redSlider.transform.Find("valueShow").GetComponent<Text>();
greenTxt = greenSlider.transform.Find("valueShow").GetComponent<Text>();
yellowTxt = yellowSlider.transform.Find("valueShow").GetComponent<Text>();
//组件初始化
redSlider.maxValue = Pass2Const.maxRedTime;
redSlider.minValue = Pass2Const.minRedTime;
redSlider.value = redSlider.maxValue / 2f;
redTxt.text = redSlider.value.ToString("0") + "秒";
greenSlider.maxValue = Pass2Const.maxGreenTime;
greenSlider.minValue = Pass2Const.minGreenTime;
greenSlider.value = greenSlider.maxValue / 2f;
greenTxt.text = greenSlider.value.ToString("0") + "秒";
yellowSlider.maxValue = Pass2Const.maxYellowTime;
yellowSlider.minValue = Pass2Const.minYellowTime;
yellowSlider.value = yellowSlider.maxValue / 2f;
yellowTxt.text = yellowSlider.value.ToString("0") + "秒";
redTime = redSlider.value;
greenTime = greenSlider.value;
yellowTime = yellowSlider.value;
redSlider.onValueChanged.AddListener((float f) =>
{
redTxt.text = redSlider.value.ToString("0") + "秒";
SetPaternerData();
});
greenSlider.onValueChanged.AddListener((float f) =>
{
greenTxt.text = greenSlider.value.ToString("0") + "秒";
SetPaternerData();
});
yellowSlider.onValueChanged.AddListener((float f) =>
{
yellowTxt.text = yellowSlider.value.ToString("0") + "秒";
SetPaternerData();
});
isStart = true;
}
public void SetPaterner(TraficTimeSet set)
{
this.paterner = set;
set.paterner = this;
}
private void SetPaternerData()
{
if (paterner != null && paterner.isStart)
{
paterner.SetTimeData(this.redSlider.value, this.greenSlider.value, this.yellowSlider.value);
}
}
public void SetTimeData(float red, float green, float yellow)
{
redSlider.value = red;
greenSlider.value = green;
yellowSlider.value = yellow;
redTime = redSlider.value;
greenTime = greenSlider.value;
yellowTime = yellowSlider.value;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TraficWnd : MonoBehaviour
{
//交通灯设置面板
public TraficLightSet traficLightSet;
public Slider timeScaleSlider;
public void Init()
{
if (timeScaleSlider != null)
{
timeScaleSlider.onValueChanged.AddListener((float f) => { TraficLightManager.Instance.traficLightTimeScale = timeScaleSlider.value; });
}
}
public void ShowTraficSetPanel(TraficRoadType type,TraficLightPut put)
{
traficLightSet.ShowTraficSetPanel(type,put);
}
}

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