骑行界面字体
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@@ -75,31 +75,6 @@ namespace Assets.Scenes.Ride.Scripts
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public Vector2d Currentlatlong { get => currentlatlong; }
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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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mainController.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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mainController.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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mainController.isStart = false;
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//characterAnimator.SetBool("IsRide", 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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@@ -207,43 +182,14 @@ namespace Assets.Scenes.Ride.Scripts
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StopCoroutine("LateUpload");
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}
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protected string CaptureCamera(Camera camera, Rect rect)
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{
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// 创建一个RenderTexture对象
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RenderTexture rt = new RenderTexture((int)rect.width, (int)rect.height, 0);
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// 临时设置相关相机的targetTexture为rt, 并手动渲染相关相机
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camera.targetTexture = rt;
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camera.Render();
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//ps: --- 如果这样加上第二个相机,可以实现只截图某几个指定的相机一起看到的图像。
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//ps: camera2.targetTexture = rt;
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//ps: camera2.Render();
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//ps: -------------------------------------------------------------------
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// 激活这个rt, 并从中中读取像素。
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RenderTexture.active = rt;
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Texture2D screenShot = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.RGB24, false);
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screenShot.ReadPixels(rect, 0, 0);// 注:这个时候,它是从RenderTexture.active中读取像素
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screenShot.Apply();
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// 重置相关参数,以使用camera继续在屏幕上显示
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camera.targetTexture = null;
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//ps: camera2.targetTexture = null;
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RenderTexture.active = null; // JC: added to avoid errors
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GameObject.Destroy(rt);
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// 最后将这些纹理数据,成一个图片文件
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byte[] bytes = screenShot.EncodeToPNG();
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string filename = Application.dataPath + "/"+Guid.NewGuid().ToString() +".png";
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System.IO.File.WriteAllBytes(filename, bytes);
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//Debug.Log(string.Format("截屏了一张照片: {0}", filename));
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return filename;
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}
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public int CurrentIndex;
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private int index;
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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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if (mapData == null)
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return;
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var pointList = mapData.List;
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int preIndex = 0;
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for (int i = 0; i < pointList.Count; i++)
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@@ -265,10 +211,6 @@ namespace Assets.Scenes.Ride.Scripts
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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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////bearing
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//var nextpoint = Turf.Point(new double[] { pointList[nextIndex].Point[1], pointList[nextIndex].Point[0] });
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//var point = Turf.Point(new double[] { currentlatlong.y, currentlatlong.x });
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//bearing = TurfCS.Turf.Bearing(point, nextpoint);
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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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