powerfun-unity/Assets/Scenes/Ride/Scripts/OtherPlayerController.cs

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using Assets.Scenes.Ride.Scripts.Model;
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using Assets.Scripts;
using DG.Tweening;
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using System;
using UnityEngine;
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using UnityEngine.UI;
namespace Assets.Scenes.Ride.Scripts
{
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public class OtherPlayerController : AbstractPlayer
{
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public string[] record;
public ReviewItemScript _reviewItemScript;
public PlayerController _playerController;
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RawImage head;
public int tickOffset = 0;
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protected override void Init()
{
base.Init();
_playerController = FindObjectOfType<PlayerController>();
tickOffset = mainController.preticks;
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}
protected override void Compute()
{
if (tickOffset + ticks < record.Length)
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{
var data = TargetData.Read(record[tickOffset + ticks - 1]);
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distance = data._Speed/3600;
totalDistance = data._Distance;
}
else
{
var data = TargetData.Read(record[record.Length - 1]);
distance = data._Speed / 3600;
totalDistance = data._Distance;
}
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currentlatlong = mainController.Along(totalDistance);//下一个坐标
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var diff = Math.Round(totalDistance - _playerController.TotalDistance, 3) * 1000;
_reviewItemScript.SetDistance(diff);
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}
public void SetController(ReviewItemScript reviewItemScript)
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{
_reviewItemScript = reviewItemScript;
}
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public void MoveHead(Transform parent,Vector3 nextPosition)
{
if (head == null)
{
head = Instantiate(Resources.Load<RawImage>("UI/Prefab/Ride/Head"));
head.texture = _reviewItemScript.GetHead();
head.transform.parent = parent;
head.transform.localScale = new Vector3(0.8f, 0.8f, 0.8f);
}
head.transform.DOMove(new Vector3(nextPosition.x, nextPosition.y, 0), 1);
}
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}
}