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