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

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using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using Mapbox.Unity.Map;
using Mapbox.Utils;
using System.Collections;
using Mapbox.Unity.MeshGeneration.Modifiers;
using Mapbox.Unity.MeshGeneration.Data;
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using Mapbox.Unity.Utilities;
using System;
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namespace Assets.Scenes.Ride.Scripts
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{
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public class RouteController : MonoBehaviour
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{
[SerializeField]
AbstractMap _map;
[SerializeField]
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MeshModifier SnapModifier;
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[SerializeField]
Material _material;
[SerializeField]
[Range(1, 10)]
private float UpdateFrequency = 0.1f;
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private int _counter;
GameObject _directionsGO;
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GameObject _mipMapRoute;
GameObject _pathRoute;
CyclingController cyclingCotroller;
private bool initComplete = false;
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private List<Vector3> vector3s = new List<Vector3>();
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protected virtual void Awake()
{
if (_map == null)
{
_map = FindObjectOfType<AbstractMap>();
}
// _map.OnInitialized += _map_OnInitialized; ;
//_map.OnUpdated += _map_OnUpdated; ;
}
private void Update()
{
if(!vector3s.Contains(playerController.currentPos))
vector3s.Add(playerController.currentPos);
}
private void _map_OnUpdated()
{
Debug.Log("_map_OnUpdated");
}
private void _map_OnInitialized()
{
Debug.Log("_map_OnInitialized");
CreateRoute();
}
private void _map_OnTileFinished(UnityTile obj)
{
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if (!initComplete)
{
CreateRoute(obj);
initComplete = true;
}
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}
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public PlayerController playerController;
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public void Start()
{
cyclingCotroller = transform.parent.GetComponent<CyclingController>();
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//playerController = FindObjectOfType<PlayerController>();
_map.OnTileFinished += _map_OnTileFinished;
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StartCoroutine(QueryTimer());
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//CreateRoute();
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}
protected virtual void OnDestroy()
{
_map.OnInitialized -= CreateRoute;
_map.OnUpdated -= CreateRoute;
}
public IEnumerator QueryTimer()
{
while (true)
{
CreateRoute(null);
yield return new WaitForSeconds(UpdateFrequency);
}
}
void CreateRoute(UnityTile tile)
{
{
var meshData = new MeshData();
var dat = new List<Vector3>();
var path = new List<Vector3>();
var mapData = cyclingCotroller.GetMapData();
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if (mapData != null && playerController != null)
{
//foreach (var mapDataItem in mapData.List)
for (int i = 0; i < mapData.List.Count; i++)
{
var point = mapData.List[i].Point;
Vector3 item = _map.GeoToWorldPosition(new Vector2d(point[0], point[1]));
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item.y += 1f;
//if (!posInScreen(item) && i > playerController.CurrentIndex)
//{
// break;
//}
//else if (posInScreen(item))
//{
// dat.Add(item);
//}
//前后取50个点
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decimal diff = i - playerController.CurrentIndex;
decimal diffAbs = Math.Abs(diff);
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if (diffAbs <= 200)
{
if (!dat.Contains(item))
dat.Add(item);
}
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if (diff <= 0 && diff > -200)
{
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item.y += 0.15f;
if (!dat.Contains(item))
path.Add(item);
}
}
var feat = new VectorFeatureUnity();
feat.Points.Add(dat);
//处理海拔高度的问题
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//bool foundTile = _map.MapVisualizer.ActiveTiles.TryGetValue(Conversions.LatitudeLongitudeToTileId(_map.CenterLatitudeLongitude.x, _map.CenterLatitudeLongitude.y, (int)_map.Zoom), out tile);
//if (foundTile)
//{
// SnapModifier.Run(feat, meshData, tile);
//}
CreatMapRoute(feat);//创建路线
CreatPathRoute(path);//创建骑行过的线路
}
}
}
bool posInScreen(Vector3 position)
{
Transform camreatra = Camera.main.transform;
Vector3 viewPos = Camera.main.WorldToViewportPoint(position);
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Vector3 dir = (position - camreatra.localPosition).normalized;
float dot = Vector3.Dot(camreatra.forward, dir);
if (dot > 0 && viewPos.x >= 0 && viewPos.x <= 1.5 && viewPos.y >= 0 && viewPos.y <= 1.5)
{
return true;
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}
return false;
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}
void CreateRoute()
{
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UnityTile tile;
bool foundTile = _map.MapVisualizer.ActiveTiles.TryGetValue(Conversions.LatitudeLongitudeToTileId(_map.CenterLatitudeLongitude.x, _map.CenterLatitudeLongitude.y, (int)_map.Zoom), out tile);
if (foundTile)
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{
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var meshData = new MeshData();
var dat = new List<Vector3>();
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var mapData = cyclingCotroller.GetMapData();
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if (mapData != null)
{
foreach (var mapDataItem in mapData.List)
{
var point = mapDataItem.Point;
Vector3 item = _map.GeoToWorldPosition(new Vector2d(point[0], point[1]));
item.y += 0.3f;
dat.Add(item);
}
var feat = new VectorFeatureUnity();
feat.Points.Add(dat);
//处理海拔高度的问题
//SnapModifier.Run(feat, meshData, tile);
//CreatMapRoute(feat);//创建路线
//CreateMiniMapRoute(feat);//创建小地图路线
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}
}
}
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void CreatMapRoute(VectorFeatureUnity feat)
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{
if (_directionsGO != null)
{
_directionsGO.Destroy();
}
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_directionsGO = new GameObject("MapRoute");
_directionsGO.transform.parent = transform;
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var lineRender = _directionsGO.AddComponent<LineRenderer>();
//lineRender.material = new Material(Shader.Find("Sprites/Default"));
lineRender.material = Resources.Load<Material>("UI/Material/color8");
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var dat = feat.Points[0];
ColorUtility.TryParseHtmlString("#FF2742", out Color c);
lineRender.endColor = new Color(1,1,1,0.65f);
lineRender.startColor = new Color(1, 1, 1, 0.65f);
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//设置宽度
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lineRender.startWidth = 1f;
lineRender.endWidth = 1f;
lineRender.positionCount = dat.Count;
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lineRender.SetPositions(feat.Points[0].ToArray());
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lineRender.loop = false;
lineRender.numCapVertices = 10;
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lineRender.numCornerVertices = 10;
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}
void CreatPathRoute(List<Vector3> feat)
{
if (_pathRoute != null)
{
_pathRoute.Destroy();
}
_pathRoute = new GameObject("MapPathRoute");
_pathRoute.transform.parent = transform;
var lineRender = _pathRoute.AddComponent<LineRenderer>();
//lineRender.material = new Material(Shader.Find("Sprites/Default"));
var color7 = Resources.Load<Material>("UI/Material/color7");
var Graph2 = Resources.Load<Material>("UI/Material/3dGraph2");
lineRender.materials = new Material[] { color7, Graph2 };
lineRender.endColor = new Color(0.9764706f, 0.1882353f, 0.5254902f, 0.65f);
lineRender.startColor = new Color(0.9764706f, 0.1882353f, 0.5254902f, 0.65f);
//设置宽度
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lineRender.startWidth = 1f;
lineRender.endWidth = 1f;
lineRender.positionCount = feat.Count;
lineRender.SetPositions(feat.ToArray());
lineRender.loop = false;
//lineRender.numCapVertices = 10;
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lineRender.numCornerVertices = 10;
//
lineRender.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
lineRender.allowOcclusionWhenDynamic = false;
lineRender.textureMode = LineTextureMode.Tile;
lineRender.motionVectorGenerationMode = MotionVectorGenerationMode.ForceNoMotion;
lineRender.receiveShadows = false;
lineRender.rayTracingMode = UnityEngine.Experimental.Rendering.RayTracingMode.Off;
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}
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}
}