单人骑行
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using System.Collections;
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using System.Collections.Generic;
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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 Mapbox.Unity.Utilities;
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using System.Linq;
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namespace Ride.Scripts
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{
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public class PlayerController : 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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float characterSpeed;
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[SerializeField]
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Animator characterAnimator;
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//[Header("References")]
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//[SerializeField]
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//AstronautDirections directions;
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//[SerializeField]
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//Transform startPoint;
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//[SerializeField]
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//Transform endPoint;
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[SerializeField]
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AbstractMap map;
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[SerializeField]
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GameObject rayPlane;
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//[SerializeField]
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//Transform _movementEndPoint;
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[SerializeField]
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LayerMask layerMask;
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Ray ray;
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RaycastHit hit;
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LayerMask raycastPlane;
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float clicktime;
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bool moving;
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bool characterDisabled;
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private List<Vector2d> rideList;
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void Start()
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{
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characterAnimator = GetComponentInChildren<Animator>();
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//初始化玩家坐标
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currentlatlong = map.WorldToGeoPosition(transform.localPosition);
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nextlatlong = currentlatlong;
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totalDistance = 0;
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//StartCoroutine("Timer");
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//if (!Application.isEditor)
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//{
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// this.enabled = false;
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// return;
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//}
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}
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//gameStatus idle start pause finish
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private Vector2d currentlatlong; //当前坐标
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private Vector2d nextlatlong; //下一个点的坐标
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private double totalDistance;
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void Update()
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{
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if (characterDisabled)
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return;
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//CamControl();
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bool click = false;
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if (Input.GetMouseButtonDown(0))
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{
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clicktime = Time.time;
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}
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if (Input.GetMouseButtonUp(0))
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{
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if (Time.time - clicktime > 0.15f)
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{
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click = true;
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}
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}
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//开始骑行
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//if (click)
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{
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StartCoroutine("Walk");
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}
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}
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IEnumerator Walk()
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{
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yield return new WaitForSeconds(1f);
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//读取当前速度以及骑行距离
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double distance = MockData.CalculateSpeed(Random.Range(100,300), 10, 100, 65, 7) / 3600;
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if (totalDistance + distance <= MockData.totaldistance)
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{
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totalDistance += distance;
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//计算下一个点的位置
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nextlatlong = MockData.Along(totalDistance);
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if (distance > 0)
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{
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CamControl();
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//设定动画状态
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characterAnimator.SetBool("IsRide", true);
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nextPos = map.GeoToWorldPosition(nextlatlong);
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//转向
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StartCoroutine(LookAtNextPos());
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//让人物移动 TODO 可以继续分点增加动画的流畅度
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transform.localPosition = nextPos;
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//StartCoroutine(MoveTo());
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}
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else
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{
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moving = false;
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characterAnimator.SetBool("IsRide", false);
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}
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}
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else
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{
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moving = false;
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characterAnimator.SetBool("IsRide", false);
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}
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}
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#region Character : Movement
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List<Vector3> futurePositions = new List<Vector3>();
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bool interruption;
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Vector3 nextPos;
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Vector3 prevPos;
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#endregion
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#region Character : Rotation
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IEnumerator LookAtNextPos()
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{
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Quaternion neededRotation = Quaternion.LookRotation(character.transform.position - 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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#endregion
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#region CameraControl
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[Header("CameraSettings")]
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[SerializeField]
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Camera cam;
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Vector3 previousPos = Vector3.zero;
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Vector3 deltaPos = Vector3.zero;
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void CamControl()
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{
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if (cam != null)
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{
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deltaPos = transform.position - previousPos;
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//deltaPos.y = 0;
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cam.transform.position = Vector3.Lerp(cam.transform.position, cam.transform.position + deltaPos, Time.time);
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previousPos = transform.position;
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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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