AR轨迹逻辑
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@@ -8,6 +8,7 @@ using Mapbox.Unity.MeshGeneration.Modifiers;
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using Mapbox.Unity.MeshGeneration.Data;
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using Mapbox.Unity.Utilities;
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using System;
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using FluffyUnderware.Curvy;
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namespace Assets.Scenes.Ride.Scripts
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{
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@@ -33,7 +34,7 @@ namespace Assets.Scenes.Ride.Scripts
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Material Graph2 { get; set; }
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Material linematerial { get; set; }
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Vector2d[] ss;
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protected virtual void Awake()
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{
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if (_map == null)
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@@ -44,6 +45,14 @@ namespace Assets.Scenes.Ride.Scripts
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//_map.OnUpdated += _map_OnUpdated; ;
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Graph2 = Resources.Load<Material>("UI/Material/3dGraph2");
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linematerial = Resources.Load<Material>("UI/Material/3");
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var text = Resources.Load<TextAsset>("UI/bkoolgis");
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var arr = text.text.Replace("\r\n", " ").Split(' ');
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//ss = new Vector2d[arr.Length];
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//for (int i = 0; i < arr.Length; ++i)
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//{
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// var a = arr[i].Split(',');
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// ss[i] = new Vector2d(double.Parse(a[1]), double.Parse(a[0]));
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//}
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}
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private void _map_OnUpdated()
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@@ -99,10 +108,14 @@ namespace Assets.Scenes.Ride.Scripts
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var mapData = cyclingCotroller.GetMapData();
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if (mapData != null && cyclingCotroller.currentPlayer != null)
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{
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for (int i = 0; i < mapData.List.Count; i++)
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//var curvy = CurvySpline.Create();
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//curvy.Interpolation = CurvyInterpolation.Bezier;
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for (int i = 0; i < mapData.List.Count; i++)
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{
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var point = mapData.List[i].Point;
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Vector3 item = _map.GeoToWorldPosition(new Vector2d(point[0], point[1]));
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Vector3 item = _map.GeoToWorldPosition(new Vector2d(point[0],point[1]));
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//curvy.Add(item);
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item.y += 1f;
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//前后取50个点
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decimal diff = i - cyclingCotroller.currentPlayer.CurrentIndex;
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