新增人物控制器抽象类
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Assets/Scenes/Ride/Scripts/AbstractPlayer.cs
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255
Assets/Scenes/Ride/Scripts/AbstractPlayer.cs
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@ -0,0 +1,255 @@
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using Assets.Scripts.Apis.Models;
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using GeoJSON.Net.Geometry;
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using Mapbox.Unity.Map;
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using Mapbox.Utils;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using TurfCS;
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using UnityEngine;
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namespace Assets.Scenes.Ride.Scripts
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{
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public abstract class AbstractPlayer: MonoBehaviour
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{
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[Header("Character")]
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[SerializeField]
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GameObject character;
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[SerializeField]
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Animator characterAnimator;
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AbstractMap map;
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#region 动画控制参数
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Vector3 nextPos;
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Vector3 prePos;
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float timer = 1.0f;//计时器
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#endregion
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#region 选手骑行数据
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protected Vector2d nextlatlong; //下一个点的坐标
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protected bool isStart;//开始或者暂停
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protected bool isQuit;//true 中途退出 或者到达终点
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protected bool isMajor;//是否是主人公
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protected MapDataModel mapData;
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protected int userId;
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protected DateTime startTime;//开始骑行时间
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protected DateTime endTime;//结束骑行时间
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protected double weight;//体重
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protected double bicycleWeight;//车重
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protected double speed;
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protected double power;
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protected double elevation;
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protected double cadance;
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protected int heartRate;
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protected int ticks;
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protected double totalDistance;
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protected double currentSlope;
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protected double nextSlope;
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protected double nextSlopeDistance;
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protected double distance;
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protected double currentSlopeDistance;
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protected double lastEndDistance;
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public int UserId { get => userId; }
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public bool IsStart { get => isStart; }
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public double Speed { get => speed; }
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public double Power { get => power; }
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public double Cadance { get => cadance; }
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public double HeartRate { get => heartRate; }
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public int TotalTicks { get => ticks; }
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public double TotalDistance { get => totalDistance; }
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public double CurrentSlope { get => currentSlope; }
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public double NextSlope { get => nextSlope; }
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public double NextSlopeDistance { get => nextSlopeDistance; }
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public double CurrentSlopeDistance { get => currentSlopeDistance; }
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public double Elevation { get => elevation; }
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public double LastEndDistance { get => lastEndDistance; }
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#endregion
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#region 游戏状态控制
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//开始骑行
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public void SetStart()
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{
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isStart = true;
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startTime = DateTime.Now;
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}
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//继续骑行
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public void SetContinue()
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{
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isStart = true;
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}
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//暂停骑行
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public void SetPause()
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{
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isStart = false;
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}
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//退出或者完成骑行
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public void SetQuit()
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{
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isQuit = true;
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endTime.AddSeconds(ticks);//计算结束时间
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}
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#endregion
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void Start()
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{
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Init();
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}
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void Update()
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{
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Excute();
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}
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#region 骑行逻辑
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//初始化骑行数据
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protected virtual void Init()
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{
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characterAnimator = GetComponentInChildren<Animator>();
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var mainController = transform.parent.GetComponent<CyclingController>();
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map = FindObjectOfType<AbstractMap>();
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mapData = mainController.GetMapData();//获取路书信息
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nextlatlong = new Vector2d(mapData.List[0].Point[0], mapData.List[0].Point[1]);//初始化人物位置 TODO加上之前骑行距离
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}
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protected virtual void Excute()
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{
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timer -= Time.deltaTime;
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if (timer <= 0)//定时器 一秒执行一次
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{
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Run();
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timer = 1.0f;
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}
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}
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//骑行中
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protected virtual void Run()
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{
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ComputeNextSlope();//计算下一个坡度相关数据
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if (isStart)
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{
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ticks++;
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Compute();//接受蓝牙设备数据计算
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characterAnimator.SetBool("IsRide", false);//初始化动画状态
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if (totalDistance <= mapData.TotalDistance)
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{
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//数据处理
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nextlatlong = Along(totalDistance);//下一个坐标
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nextPos = map.GeoToWorldPosition(nextlatlong);//下一个点
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nextPos.y += 0.3f;//提高y轴让人物站在地图上面
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prePos = transform.localPosition;//当前点
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//动画控制
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if (distance > 0)
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{
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characterAnimator.SetBool("IsRide", true);//开始移动动画
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StartCoroutine(LookAtNextPos());//转向
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StartCoroutine(MoveTo());//移动
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}
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}
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else
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{
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totalDistance = mapData.TotalDistance;
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characterAnimator.SetBool("ReachEnd", true);//到达终点
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Task.Run(() => { Upload(); });//异步上传数据
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isStart = false;
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isQuit = true;
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}
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}
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else
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{
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characterAnimator.SetBool("IsRide", false);
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}
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}
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//计算功率 速度 当前骑行总里程(M)心率 踏频 等
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protected virtual void Compute()
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{
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//power = 900;//功率
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//speed = Helper.CalculateSpeed(elevation, 0, power, 65, 7);
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//distance = Math.Round(speed / 3600, 6);
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//totalDistance += distance;
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}
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//当前用户调用来上传骑行记录
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protected virtual void Upload()
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{
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}
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#endregion
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#region 工具类
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public int CurrentIndex;
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//当前距离所在的海拔/坡度/距离 下一个点的坡度以及剩余距离
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void ComputeNextSlope()
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{
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double sumDistance = 0;
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var pointList = mapData.List;
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int index = 0;
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for (int i = 0; i < pointList.Count; i++)
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{
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sumDistance += pointList[i].Distance;
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if (totalDistance * 1000 <= sumDistance)
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{
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index = i;
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break;
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}
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}
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//计算当前海拔和坡度
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elevation = pointList[index].Elevation;
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currentSlope = pointList[index].Grade;
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//计算下一个点的坡度和距离
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int nextIndex = index == pointList.Count - 1 ? index : index + 1;
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CurrentIndex = nextIndex;
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nextSlope = pointList[nextIndex].Grade;
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nextSlopeDistance = sumDistance - totalDistance * 1000;
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currentSlopeDistance = totalDistance * 1000 - (sumDistance - pointList[index].Distance);
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}
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//根据距离计算坐标
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Vector2d Along(double endDistance)
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{
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if (mapData != null)
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{
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var list = mapData.List.Select(p => new GeoJSON.Net.Geometry.GeographicPosition(p.Point[0], p.Point[1]));
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LineString lineString = new LineString(list);
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var pt1 = Turf.Along(lineString, endDistance);
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var ll = ((GeographicPosition)((GeoJSON.Net.Geometry.Point)pt1.Geometry).Coordinates);
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return new Vector2d(ll.Latitude, ll.Longitude);
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}
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return nextlatlong;
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}
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#endregion
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#region 人物移动与转向控制
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IEnumerator LookAtNextPos()
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{
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Quaternion neededRotation = Quaternion.LookRotation(transform.localPosition - nextPos);
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Quaternion thisRotation = character.transform.localRotation;
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float t = 0;
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while (t < 1.0f)
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{
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t += Time.deltaTime / 0.25f;
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var rotationValue = Quaternion.Slerp(thisRotation, neededRotation, t);
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character.transform.rotation = Quaternion.Euler(0, rotationValue.eulerAngles.y, 0);
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yield return null;
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}
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}
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//人物移动控制
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IEnumerator MoveTo()
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{
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//让人物移动分点增加动画的流畅度
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float t = 0;
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while (t < 1)
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{
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t += Time.deltaTime;
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Vector3 v = Vector3.Lerp(prePos, nextPos, t);
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transform.localPosition = v;
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//控制海拔图的位置
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yield return null;
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}
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}
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#endregion
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}
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}
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11
Assets/Scenes/Ride/Scripts/AbstractPlayer.cs.meta
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11
Assets/Scenes/Ride/Scripts/AbstractPlayer.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: f01d57cfa983552409f7c9e896892c31
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -193,7 +193,7 @@ public class CyclingController : MonoBehaviour
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if (result != null && result.List.Count > 0)
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{
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mapData = result;
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coordiantes = result.List[0].Point;
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coordiantes = result.List[0].Point;//TODO计算当前用户所处的位置
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initComplete = true;
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}
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else
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@ -1,184 +1,21 @@
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using System.Collections;
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using UnityEngine;
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using Mapbox.Unity.Map;
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using Mapbox.Utils;
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using Assets.Scripts.Apis.Models;
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using static Assets.Scripts.Apis.Models.MapDataModel;
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using System;
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using Random = UnityEngine.Random;
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using Assets.Scripts.Apis;
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using GeoJSON.Net.Geometry;
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using TurfCS;
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using System.Linq;
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using System.Collections.Generic;
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using System.Text;
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using System.Globalization;
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using System;
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namespace Assets.Scenes.Ride.Scripts
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{
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public class OtherPlayerController : MonoBehaviour
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public class OtherPlayerController : AbstractPlayer
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{
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[Header("Character")]
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[SerializeField]
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GameObject character;
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[SerializeField]
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Animator characterAnimator;
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protected override void Init()
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{
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base.Init();
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SetStart();//自动开始
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}
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AbstractMap map;
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#region 动画控制参数
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Vector3 nextPos;
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Vector3 prePos;
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Vector2d currentlatlong; //当前坐标
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Vector2d nextlatlong; //下一个点的坐标
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float timer = 1.0f;//计时器
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#endregion
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#region 选手骑行数据
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bool isStart;
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bool isMajor;//是否是主人公
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MapDataModel mapData;
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int userId;
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DateTime startTime;//开始骑行时间
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double speed;
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double power;
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double gradev;
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double elevation;
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double cadance;
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double heartRate;
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int ticks;
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double totalDistance;
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double currentSlope;
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double nextSlope;
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double nextSlopeDistance;
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double distance;
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public int UserId { get => userId; }
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public bool IsStart { get => isStart; }
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public double Speed { get => speed; }
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public double Power { get => power; }
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public double Cadance { get => cadance; }
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public double HeartRate { get => heartRate; }
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public int TotalTicks { get => ticks; }
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public double TotalDistance { get => totalDistance; }
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public double CurrentSlope { get => currentSlope; }
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public double NextSlope { get => nextSlope; }
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public double NextSlopeDistance { get => nextSlopeDistance; }
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public double Gradev { get => gradev; }
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public double Elevation { get => elevation; }
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#endregion
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void Start()
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{
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characterAnimator = GetComponentInChildren<Animator>();
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var mainController = transform.parent.GetComponent<CyclingController>();
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map = FindObjectOfType<AbstractMap>();
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mapData = mainController.GetMapData();//获取路书信息
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isStart = true;
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}
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void Update()
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{
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timer -= Time.deltaTime;
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if (timer <= 0)//定时器 一秒执行一次
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{
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Run();
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timer = 1.0f;
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}
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}
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#region 骑行逻辑
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//骑行中
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void Run()
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{
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if (IsStart)
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{
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power = 900;//功率
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speed = Helper.CalculateSpeed(elevation, 0, power, 65, 7);
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distance = Math.Round(speed / 3600, 6);
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totalDistance += distance;
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characterAnimator.SetBool("IsRide", false);//初始化动画状态
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if (totalDistance <= mapData.TotalDistance)
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{
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//数据处理
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ticks++;
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nextlatlong = Along(totalDistance);//下一个坐标
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nextPos = map.GeoToWorldPosition(nextlatlong);//下一个点
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nextPos.y += 0.3f;
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prePos = transform.localPosition;//当前点
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//动画控制
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if (distance > 0)
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{
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characterAnimator.SetBool("IsRide", true);//开始移动动画
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StartCoroutine(LookAtNextPos());//转向
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StartCoroutine(MoveTo());//移动
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}
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}
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else
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{
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//TODO保存骑行数据
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characterAnimator.SetBool("ReachEnd", true);
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}
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}
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else
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{
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characterAnimator.SetBool("IsRide", false);
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}
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}
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#endregion
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#region 工具类
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public int CurrentIndex;
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//根据距离计算坐标
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Vector2d Along(double endDistance)
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{
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if (mapData != null)
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{
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var list = mapData.List.Select(p => new GeoJSON.Net.Geometry.GeographicPosition(p.Point[0], p.Point[1]));
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LineString lineString = new LineString(list);
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var pt1 = Turf.Along(lineString, endDistance);
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var ll = ((GeographicPosition)((GeoJSON.Net.Geometry.Point)pt1.Geometry).Coordinates);
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return new Vector2d(ll.Latitude, ll.Longitude);
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}
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return nextlatlong;
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}
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#endregion
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#region 人物移动与转向控制
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IEnumerator LookAtNextPos()
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{
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Quaternion neededRotation = Quaternion.LookRotation(transform.localPosition - nextPos);
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Quaternion thisRotation = character.transform.localRotation;
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float t = 0;
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while (t < 1.0f)
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{
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t += Time.deltaTime / 0.25f;
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var rotationValue = Quaternion.Slerp(thisRotation, neededRotation, t);
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character.transform.rotation = Quaternion.Euler(0, rotationValue.eulerAngles.y, 0);
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yield return null;
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}
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}
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//人物移动控制
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IEnumerator MoveTo()
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{
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//让人物移动分点增加动画的流畅度
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float t = 0;
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while (t < 1)
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{
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t += Time.deltaTime;
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Vector3 v = Vector3.Lerp(prePos, nextPos, t);
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transform.localPosition = v;
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//控制海拔图的位置
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yield return null;
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}
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}
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#endregion
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}
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protected override void Compute()
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{
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power = 900;//功率
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speed = Helper.CalculateSpeed(elevation, currentSlope, power, weight, bicycleWeight);
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distance = Math.Round(speed / 3600, 6);
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totalDistance += distance;
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}
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}
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}
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@ -1,225 +1,57 @@
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using System.Collections;
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using UnityEngine;
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using Mapbox.Unity.Map;
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using Mapbox.Utils;
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using UnityEngine;
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using Assets.Scripts.Apis.Models;
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using static Assets.Scripts.Apis.Models.MapDataModel;
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using System;
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using Random = UnityEngine.Random;
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using Assets.Scripts.Apis;
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using GeoJSON.Net.Geometry;
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using TurfCS;
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using System.Linq;
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using System.Collections.Generic;
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using System.Text;
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using System.Globalization;
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using Assets.Scenes.Ride.Scripts.Model;
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using static CyclingController;
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using System.IO;
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using Assets.Scenes.Ride.Scripts.Model.CyclingModels;
|
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using System.Threading.Tasks;
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namespace Assets.Scenes.Ride.Scripts
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{
|
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public class PlayerController : MonoBehaviour
|
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public class PlayerController : AbstractPlayer
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{
|
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[Header("Character")]
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[SerializeField]
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GameObject character;
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[SerializeField]
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Animator characterAnimator;
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//[SerializeField]
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AbstractMap map;
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#region 动画控制参数
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Vector3 nextPos;
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Vector3 prePos;
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Vector2d currentlatlong; //当前坐标
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Vector2d nextlatlong; //下一个点的坐标
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float timer = 1.0f;//计时器
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#endregion
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#region 选手骑行数据
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bool isStart;
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bool isMajor;//是否是主人公
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MapDataModel mapData;
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int userId;
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int routeId;
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DateTime startTime;//开始骑行时间
|
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BaseCycling baseCycling;
|
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|
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double speed;
|
||||
double power;
|
||||
double elevation;
|
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double cadance;
|
||||
int heartRate;
|
||||
int ticks;
|
||||
double totalDistance;
|
||||
double currentSlope;
|
||||
double nextSlope;
|
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double nextSlopeDistance;
|
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double currentSlopeDistance;
|
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double distance;
|
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|
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public int UserId { get => userId; }
|
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public bool IsStart { get => isStart; }
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public double Speed { get => speed; }
|
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public double Power { get => power; }
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public double Cadance { get => cadance; }
|
||||
public double HeartRate { get => heartRate; }
|
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public int TotalTicks { get => ticks; }
|
||||
public double TotalDistance { get => totalDistance; }
|
||||
public double Distance { get => distance; }
|
||||
public double CurrentSlope { get => currentSlope; }
|
||||
public double NextSlope { get => nextSlope;}
|
||||
public double NextSlopeDistance { get => nextSlopeDistance; }
|
||||
public double CurrentSlopeDistance { get => currentSlopeDistance; }
|
||||
public double Elevation { get => elevation; }
|
||||
#endregion
|
||||
|
||||
void Start()
|
||||
{
|
||||
characterAnimator = GetComponentInChildren<Animator>();
|
||||
var mainController = transform.parent.GetComponent<CyclingController>();
|
||||
map = FindObjectOfType<AbstractMap>();
|
||||
mapData = mainController.GetMapData();//获取路书信息
|
||||
routeId = mainController.RouteId;//路数id
|
||||
Initialize(mainController.GetCenterCoordinate());//初始人物
|
||||
baseCycling = mainController.cyclingController;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
timer -= Time.deltaTime;
|
||||
if (timer <= 0)//定时器 一秒执行一次
|
||||
{
|
||||
Run();
|
||||
timer = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
#region 游戏状态控制
|
||||
//开始骑行
|
||||
public void SetStart()
|
||||
{
|
||||
isStart = true;
|
||||
startTime = DateTime.Now;
|
||||
}
|
||||
//继续骑行
|
||||
public void SetContinue()
|
||||
{
|
||||
isStart = true;
|
||||
}
|
||||
//暂停骑行
|
||||
public void SetPause()
|
||||
{
|
||||
isStart = false;
|
||||
Complete();
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 骑行逻辑
|
||||
|
||||
//初始化玩家距离/朝向
|
||||
void Initialize(double[] coordinates)
|
||||
{
|
||||
ticks = 0;//当前骑行时间
|
||||
//初始化人物位置
|
||||
totalDistance = 0;//TODO:根据骑行模式动态取值 KM
|
||||
currentlatlong = Along(totalDistance);//new Vector2d(coordinates[0], coordinates[1]);//当前坐标
|
||||
nextlatlong = currentlatlong;//下一秒坐标
|
||||
////初始化人物转向
|
||||
//var secondPlace = mapData.List[10].Point;
|
||||
//var secondVect3d = map.GeoToWorldPosition( new Vector2d(secondPlace[0], secondPlace[1]));
|
||||
//Quaternion firstRotation = Quaternion.LookRotation(transform.localPosition - secondVect3d);
|
||||
//character.transform.rotation = Quaternion.Euler(0, firstRotation.eulerAngles.y, 0);
|
||||
}
|
||||
|
||||
public List<TargetData> RiderDatas = new List<TargetData>();
|
||||
//骑行中
|
||||
void Run()
|
||||
{
|
||||
ComputeMapData();//计算海拔&坡度&下一个点信息
|
||||
if (IsStart)
|
||||
{
|
||||
//CamControl();
|
||||
power = 2000;//功率
|
||||
speed = Helper.CalculateSpeed(elevation, currentSlope, power, 65, 7);
|
||||
distance = Math.Round(speed / 3600, 6);
|
||||
totalDistance += distance;
|
||||
protected override void Init()
|
||||
{
|
||||
base.Init();
|
||||
|
||||
characterAnimator.SetBool("IsRide", false);//初始化动画状态
|
||||
if (totalDistance <= mapData.TotalDistance)
|
||||
{
|
||||
//数据处理
|
||||
ticks++;
|
||||
nextlatlong = Along(totalDistance);//下一个坐标
|
||||
|
||||
nextPos = map.GeoToWorldPosition(nextlatlong);//下一个点
|
||||
nextPos.y += 0.3f;
|
||||
prePos = transform.localPosition;//当前点
|
||||
//记录骑行数据
|
||||
var recordText = string.Format($"{ ticks },{ power.ToString(CultureInfo.InvariantCulture) },{ speed.ToString(CultureInfo.InvariantCulture) },{ Math.Round(totalDistance, 6).ToString(CultureInfo.InvariantCulture) },{ cadance.ToString(CultureInfo.InvariantCulture) },{ heartRate.ToString(CultureInfo.InvariantCulture) },{ Math.Round(nextlatlong.x, 6).ToString(CultureInfo.InvariantCulture) },{ Math.Round(nextlatlong.y, 6).ToString(CultureInfo.InvariantCulture) }");
|
||||
Debug.Log(recordText);
|
||||
|
||||
RiderDatas.Add(new TargetData
|
||||
{
|
||||
Ticks = ticks,
|
||||
_Power = power,
|
||||
_Speed = speed,
|
||||
_Distance = totalDistance,
|
||||
_Cadence = cadance,
|
||||
_HeartRate = heartRate,
|
||||
_Lat = nextlatlong.x,
|
||||
_Lon = nextlatlong.y
|
||||
});
|
||||
|
||||
//动画控制
|
||||
if (distance > 0)
|
||||
{
|
||||
characterAnimator.SetBool("IsRide", true);//开始移动动画
|
||||
StartCoroutine(LookAtNextPos());//转向
|
||||
StartCoroutine(MoveTo());//移动
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
totalDistance = mapData.TotalDistance;
|
||||
characterAnimator.SetBool("ReachEnd", true);
|
||||
|
||||
////记录骑行数据
|
||||
//var recordText = string.Format($"{ ticks },{ power.ToString(CultureInfo.InvariantCulture) },{ speed.ToString(CultureInfo.InvariantCulture) },{ Math.Round(totalDistance, 6).ToString(CultureInfo.InvariantCulture) },{ cadance.ToString(CultureInfo.InvariantCulture) },{ heartRate.ToString(CultureInfo.InvariantCulture) },{ Math.Round(nextlatlong.x, 6).ToString(CultureInfo.InvariantCulture) },{ Math.Round(nextlatlong.y, 6).ToString(CultureInfo.InvariantCulture) }");
|
||||
//Debug.Log(recordText);
|
||||
//RiderDatas.Add(new TargetData
|
||||
//{
|
||||
// Ticks = ticks,
|
||||
// _Power = power,
|
||||
// _Speed = speed,
|
||||
// _Distance = totalDistance,
|
||||
// _Cadence = cadance,
|
||||
// _HeartRate = heartRate,
|
||||
// _Lat = nextlatlong.x,
|
||||
// _Lon = nextlatlong.y
|
||||
//});
|
||||
Task.Run(() =>
|
||||
{
|
||||
Complete();
|
||||
});
|
||||
isStart = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
characterAnimator.SetBool("IsRide", false);
|
||||
}
|
||||
}
|
||||
//发送当前用户位置给UDPs
|
||||
void SendUdp() {
|
||||
|
||||
}
|
||||
//TODO:骑行结束
|
||||
private int weight = 65;
|
||||
private int bicycleWeight = 7;
|
||||
protected override void Compute()
|
||||
{
|
||||
//计算数据
|
||||
power = 2000;//功率
|
||||
speed = Helper.CalculateSpeed(elevation, currentSlope, power, weight, bicycleWeight);
|
||||
distance = Math.Round(speed / 3600, 6);
|
||||
totalDistance += distance;
|
||||
//记录骑行数据
|
||||
var recordText = string.Format($"{ ticks },{ power.ToString(CultureInfo.InvariantCulture) },{ speed.ToString(CultureInfo.InvariantCulture) },{ Math.Round(totalDistance, 6).ToString(CultureInfo.InvariantCulture) },{ cadance.ToString(CultureInfo.InvariantCulture) },{ heartRate.ToString(CultureInfo.InvariantCulture) },{ Math.Round(nextlatlong.x, 6).ToString(CultureInfo.InvariantCulture) },{ Math.Round(nextlatlong.y, 6).ToString(CultureInfo.InvariantCulture) }");
|
||||
Debug.Log(recordText);
|
||||
RiderDatas.Add(new TargetData
|
||||
{
|
||||
Ticks = ticks,
|
||||
_Power = power,
|
||||
_Speed = speed,
|
||||
_Distance = totalDistance,
|
||||
_Cadence = cadance,
|
||||
_HeartRate = heartRate,
|
||||
_Lat = nextlatlong.x,
|
||||
_Lon = nextlatlong.y
|
||||
});
|
||||
}
|
||||
//上传数据
|
||||
protected override void Upload()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
#region 保存骑行数据 准备迁移
|
||||
|
||||
|
||||
private string ContinueMark = "TODO";
|
||||
private int ContinueIndex=0;
|
||||
private int Competitionid =0;
|
||||
@ -245,7 +77,7 @@ namespace Assets.Scenes.Ride.Scripts
|
||||
var interruptRecord = new MapInterruptRecord
|
||||
{
|
||||
Id = recordId,
|
||||
RouteId = routeId,
|
||||
RouteId = 1,
|
||||
RouteName = "",
|
||||
TotalDistance = mapData.TotalDistance,
|
||||
UserId = userId,
|
||||
@ -310,107 +142,8 @@ namespace Assets.Scenes.Ride.Scripts
|
||||
|
||||
var result = api.Add(interruptRecord, files);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 工具类
|
||||
public int CurrentIndex;
|
||||
//当前距离所在的海拔/坡度/距离 下一个点的坡度以及剩余距离
|
||||
void ComputeMapData()
|
||||
{
|
||||
double sumDistance = 0;
|
||||
var pointList = mapData.List;
|
||||
int index = 0;
|
||||
for (int i = 0; i < pointList.Count; i++)
|
||||
{
|
||||
sumDistance += pointList[i].Distance;
|
||||
if (totalDistance * 1000 <= sumDistance)
|
||||
{
|
||||
index = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
//计算当前海拔和坡度
|
||||
elevation = pointList[index].Elevation;
|
||||
currentSlope = pointList[index].Grade;
|
||||
//计算下一个点的坡度和距离
|
||||
int nextIndex = index == pointList.Count - 1 ? index : index + 1;
|
||||
CurrentIndex = nextIndex;
|
||||
nextSlope = pointList[nextIndex].Grade;
|
||||
nextSlopeDistance = sumDistance - totalDistance*1000;
|
||||
currentSlopeDistance = totalDistance * 1000 - (sumDistance- pointList[index].Distance);
|
||||
}
|
||||
//根据距离计算坐标
|
||||
Vector2d Along(double endDistance)
|
||||
{
|
||||
if (mapData != null)
|
||||
{
|
||||
var list = mapData.List.Select(p => new GeoJSON.Net.Geometry.GeographicPosition(p.Point[0], p.Point[1]));
|
||||
LineString lineString = new LineString(list);
|
||||
var pt1 = Turf.Along(lineString, endDistance);
|
||||
var ll = ((GeographicPosition)((GeoJSON.Net.Geometry.Point)pt1.Geometry).Coordinates);
|
||||
return new Vector2d(ll.Latitude, ll.Longitude);
|
||||
}
|
||||
return nextlatlong;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 人物移动与转向控制
|
||||
IEnumerator LookAtNextPos()
|
||||
{
|
||||
Quaternion neededRotation = Quaternion.LookRotation(transform.localPosition - nextPos);
|
||||
Quaternion thisRotation = character.transform.localRotation;
|
||||
|
||||
float t = 0;
|
||||
while (t < 1.0f)
|
||||
{
|
||||
t += Time.deltaTime / 0.25f;
|
||||
var rotationValue = Quaternion.Slerp(thisRotation, neededRotation, t);
|
||||
character.transform.rotation = Quaternion.Euler(0, rotationValue.eulerAngles.y, 0);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
//人物移动控制
|
||||
IEnumerator MoveTo()
|
||||
{
|
||||
//让人物移动分点增加动画的流畅度
|
||||
float t = 0;
|
||||
while (t < 1)
|
||||
{
|
||||
t += Time.deltaTime;
|
||||
Vector3 v = Vector3.Lerp(prePos, nextPos, t);
|
||||
transform.localPosition = v;
|
||||
//控制海拔图的位置
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 相机控制
|
||||
//[Header("CameraSettings")]
|
||||
//[SerializeField]
|
||||
//Camera cam;
|
||||
//Vector3 previousPos = Vector3.zero;
|
||||
//Vector3 deltaPos = Vector3.zero;
|
||||
|
||||
// IEnumerator CamControl()//替换成cinemachine
|
||||
//{
|
||||
// if (cam != null)
|
||||
// {
|
||||
// float t = 0;
|
||||
// while (t < 1.0f)
|
||||
// {
|
||||
// t += Time.deltaTime / 0.5f;
|
||||
// deltaPos = transform.position - previousPos;
|
||||
// //deltaPos.y = 0;
|
||||
// cam.transform.position = Vector3.Lerp(cam.transform.position, cam.transform.position + deltaPos, t);
|
||||
// previousPos = transform.position;
|
||||
// yield return null;
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
#endregion
|
||||
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user