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b/Assets/Scenes/VideoDownLoad.unity.meta new file mode 100644 index 00000000..9062123d --- /dev/null +++ b/Assets/Scenes/VideoDownLoad.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f25b9f482e27079448d130ae1ed0ea34 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Apis/Models/MapDataModel.cs b/Assets/Scripts/Apis/Models/MapDataModel.cs index c8f5fcaa..4b71921c 100644 --- a/Assets/Scripts/Apis/Models/MapDataModel.cs +++ b/Assets/Scripts/Apis/Models/MapDataModel.cs @@ -67,6 +67,16 @@ namespace Assets.Scripts.Apis.Models this.CalcGrade(); this.CalcBbox(); this.CalcCenter(); + this.CalcBearing(); + } + } + private void CalcBearing() + { + for (int i = 0; i < _List.Count - 1; i++) + { + var pt1 = Turf.Point(new double[] { _List[i].Point[1], _List[i].Point[0] }); + var pt2 = Turf.Point(new double[] { _List[i + 1].Point[1], _List[i + 1].Point[0] }); + _List[i].Bearing = Turf.Bearing(pt1, pt2); } } @@ -157,6 +167,7 @@ namespace Assets.Scripts.Apis.Models public double Elevation { get; set; } public double Grade { get; set; } + public double Bearing { get; set; } } public override string ToString() diff --git a/Assets/Scripts/App.cs b/Assets/Scripts/App.cs index ac75f51b..c690c017 100644 --- a/Assets/Scripts/App.cs +++ b/Assets/Scripts/App.cs @@ -201,28 +201,31 @@ public static class App static App() { InitLanguage(); -#if !UNITY_EDITOR - //测试服务器 - Host = "http://pf.juze.pro/"; - UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 21000); - TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 21001); - //线上 - //Host = "https://wx.powerfun.com.cn/"; - //UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11000); - //TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11001); - //本地 - //Host = "http://192.168.0.101:5085/"; - //UdpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.97"), 11000); - //TcpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001); - Debug.unityLogger.logEnabled = false; -#else - //Host = "http://pf.juze.pro/"; - //Host = "http://192.168.0.101:5087/"; + Host = "https://wx.powerfun.com.cn/"; UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11000); TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11001); - //UdpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001); - //TcpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001); -#endif + //#if !UNITY_EDITOR + // //测试服务器 + // Host = "http://pf.juze.pro/"; + // UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 21000); + // TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 21001); + // //线上 + // //Host = "https://wx.powerfun.com.cn/"; + // //UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11000); + // //TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11001); + // //本地 + // //Host = "http://192.168.0.101:5085/"; + // //UdpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.97"), 11000); + // //TcpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001); + // Debug.unityLogger.logEnabled = false; + //#else + // //Host = "http://pf.juze.pro/"; + // //Host = "http://192.168.0.101:5087/"; + // UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11000); + // TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11001); + // //UdpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001); + // //TcpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001); + //#endif if (!FB.IsInitialized) { FB.Init(); diff --git a/Assets/Scripts/Editor.meta b/Assets/Scripts/Editor.meta new file mode 100644 index 00000000..71910ea6 --- /dev/null +++ b/Assets/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b10ceda9bec25b14ea5e190eb9bb0341 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PFConstants.cs b/Assets/Scripts/PFConstants.cs index c2570be9..e2006e44 100644 --- a/Assets/Scripts/PFConstants.cs +++ b/Assets/Scripts/PFConstants.cs @@ -61,6 +61,14 @@ public static class PFConstants } } + public static string VideoFolder + { + get + { + return Application.persistentDataPath+@"/video"; + } + } + public static string LogFolder { get diff --git a/Assets/Scripts/Utils/Utils.cs b/Assets/Scripts/Utils/Utils.cs index f7fa3022..00fa053e 100644 --- a/Assets/Scripts/Utils/Utils.cs +++ b/Assets/Scripts/Utils/Utils.cs @@ -13,6 +13,7 @@ using UnityEngine; using UnityEngine.Events; using UnityEngine.Networking; using UnityEngine.UI; +using UnityEngine.Video; namespace Assets.Scripts { @@ -461,6 +462,52 @@ namespace Assets.Scripts } } } + //下载video + public static IEnumerator DownloadVideo(string fileName,string url, UnityAction onProcessing = null, UnityAction onCompleted = null) + { + string local = ""; + var path = PFConstants.VideoFolder; + //根据id读取本地文件 + if (!Directory.Exists(path)) + { + Directory.CreateDirectory(path); + } + var filepath= path+$"/{fileName}.mp4"; + if (File.Exists(filepath)) + { + local = filepath; + + } + //本地文件读取不到读取网络文件 + else + { + UnityWebRequest request = UnityWebRequest.Get(url); + request.SendWebRequest(); + while (!request.isDone) + { + if (onProcessing != null) + { + onProcessing.Invoke(request.downloadProgress, request); + } + yield return new WaitForSeconds(1); + } + if (request.isNetworkError || request.isHttpError) + { + Debug.Log(request.error); + } + else + { + var fs = File.Create(filepath); + fs.Write(request.downloadHandler.data, 0, request.downloadHandler.data.Length); + fs.Close(); + local = filepath; + } + } + if (onCompleted != null) + { + onCompleted.Invoke(local); + } + } static IEnumerator DownloadImage(MaskableGraphic img,string MediaUrl, Action action = null,UnityAction callback = null) { UnityWebRequest request = UnityWebRequest.Get(MediaUrl); diff --git a/Assets/Shaders.meta b/Assets/Shaders.meta new file mode 100644 index 00000000..774713f9 --- /dev/null +++ b/Assets/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bc2be89798d538a40b4b50ea0765478b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/SetShadowMapAsGlobalTexture.cs b/Assets/Shaders/SetShadowMapAsGlobalTexture.cs new file mode 100644 index 00000000..845e4da9 --- /dev/null +++ b/Assets/Shaders/SetShadowMapAsGlobalTexture.cs @@ -0,0 +1,56 @@ +using UnityEngine; +using UnityEngine.Rendering; +using System.Collections; + +[ExecuteInEditMode] +[RequireComponent(typeof(Light))] +public class SetShadowMapAsGlobalTexture : MonoBehaviour +{ + public string textureSemanticName = "_SunCascadedShadowMap"; +#if UNITY_EDITOR + public bool reset; +#endif + + private RenderTexture shadowMapRenderTexture; + private CommandBuffer commandBuffer; + private Light lightComponent; + + void OnEnable() + { + lightComponent = GetComponent(); + SetupCommandBuffer(); + } + + void OnDisable() + { + lightComponent.RemoveCommandBuffer(LightEvent.AfterShadowMap, commandBuffer); + ReleaseCommandBuffer(); + } + +#if UNITY_EDITOR + void Update() + { + if (reset) + { + OnDisable(); + OnEnable(); + reset = false; + } + } +#endif + + void SetupCommandBuffer() + { + commandBuffer = new CommandBuffer(); + + RenderTargetIdentifier shadowMapRenderTextureIdentifier = BuiltinRenderTextureType.CurrentActive; + commandBuffer.SetGlobalTexture(textureSemanticName, shadowMapRenderTextureIdentifier); + + lightComponent.AddCommandBuffer(LightEvent.AfterShadowMap, commandBuffer); + } + + void ReleaseCommandBuffer() + { + commandBuffer.Clear(); + } +} diff --git a/Assets/Shaders/SetShadowMapAsGlobalTexture.cs.meta b/Assets/Shaders/SetShadowMapAsGlobalTexture.cs.meta new file mode 100644 index 00000000..6c3f1cba --- /dev/null +++ b/Assets/Shaders/SetShadowMapAsGlobalTexture.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 35515eb99bdd1a24ba62e325b5705ecd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Shadows.cginc b/Assets/Shaders/Shadows.cginc new file mode 100644 index 00000000..dab69cd8 --- /dev/null +++ b/Assets/Shaders/Shadows.cginc @@ -0,0 +1,174 @@ +UNITY_DECLARE_SHADOWMAP(_SunCascadedShadowMap); +float4 _SunCascadedShadowMap_TexelSize; + +#define GET_CASCADE_WEIGHTS(wpos, z) getCascadeWeights_splitSpheres(wpos) +#define GET_SHADOW_FADE(wpos, z) getShadowFade_SplitSpheres(wpos) + +#define GET_SHADOW_COORDINATES(wpos,cascadeWeights) getShadowCoord(wpos,cascadeWeights) + +/** + * Gets the cascade weights based on the world position of the fragment and the poisitions of the split spheres for each cascade. + * Returns a float4 with only one component set that corresponds to the appropriate cascade. + */ +inline fixed4 getCascadeWeights_splitSpheres(float3 wpos) +{ + float3 fromCenter0 = wpos.xyz - unity_ShadowSplitSpheres[0].xyz; + float3 fromCenter1 = wpos.xyz - unity_ShadowSplitSpheres[1].xyz; + float3 fromCenter2 = wpos.xyz - unity_ShadowSplitSpheres[2].xyz; + float3 fromCenter3 = wpos.xyz - unity_ShadowSplitSpheres[3].xyz; + float4 distances2 = float4(dot(fromCenter0,fromCenter0), dot(fromCenter1,fromCenter1), dot(fromCenter2,fromCenter2), dot(fromCenter3,fromCenter3)); + fixed4 weights = float4(distances2 < unity_ShadowSplitSqRadii); + weights.yzw = saturate(weights.yzw - weights.xyz); + return weights; +} + +/** + * Returns the shadow fade based on the world position of the fragment, and the distance from the shadow fade center + */ +inline float getShadowFade_SplitSpheres( float3 wpos ) +{ + float sphereDist = distance(wpos.xyz, unity_ShadowFadeCenterAndType.xyz); + half shadowFade = saturate(sphereDist * _LightShadowData.z + _LightShadowData.w); + return shadowFade; +} + +/** + * Returns the shadowmap coordinates for the given fragment based on the world position and z-depth. + * These coordinates belong to the shadowmap atlas that contains the maps for all cascades. + */ +inline float4 getShadowCoord( float4 wpos, fixed4 cascadeWeights ) +{ + float3 sc0 = mul (unity_WorldToShadow[0], wpos).xyz; + float3 sc1 = mul (unity_WorldToShadow[1], wpos).xyz; + float3 sc2 = mul (unity_WorldToShadow[2], wpos).xyz; + float3 sc3 = mul (unity_WorldToShadow[3], wpos).xyz; + return float4(sc0 * cascadeWeights[0] + sc1 * cascadeWeights[1] + sc2 * cascadeWeights[2] + sc3 * cascadeWeights[3], 1); +} + +/** + * Combines the different components of a shadow coordinate and returns the final coordinate. + */ +inline float3 combineShadowcoordComponents (float2 baseUV, float2 deltaUV, float depth, float2 receiverPlaneDepthBias) +{ + float3 uv = float3( baseUV + deltaUV, depth ); + uv.z += dot (deltaUV, receiverPlaneDepthBias); // apply the depth bias + return uv; +} + +/** + * PCF shadowmap filtering based on a 3x3 kernel (optimized with 4 taps) + * + * Algorithm: http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/ + * Implementation example: http://mynameismjp.wordpress.com/2013/09/10/shadow-maps/ + */ +half sampleShadowmap_PCF3x3 (float4 coord, float2 receiverPlaneDepthBias) +{ + const float2 offset = float2(0.5,0.5); + float2 uv = (coord.xy * _SunCascadedShadowMap_TexelSize.zw) + offset; + float2 base_uv = (floor(uv) - offset) * _SunCascadedShadowMap_TexelSize.xy; + float2 st = frac(uv); + + float2 uw = float2( 3-2*st.x, 1+2*st.x ); + float2 u = float2( (2-st.x) / uw.x - 1, (st.x)/uw.y + 1 ); + u *= _SunCascadedShadowMap_TexelSize.x; + + float2 vw = float2( 3-2*st.y, 1+2*st.y ); + float2 v = float2( (2-st.y) / vw.x - 1, (st.y)/vw.y + 1); + v *= _SunCascadedShadowMap_TexelSize.y; + + half shadow; + half sum = 0; + + sum += uw[0] * vw[0] * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u[0], v[0]), coord.z, receiverPlaneDepthBias) ); + sum += uw[1] * vw[0] * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u[1], v[0]), coord.z, receiverPlaneDepthBias) ); + sum += uw[0] * vw[1] * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u[0], v[1]), coord.z, receiverPlaneDepthBias) ); + sum += uw[1] * vw[1] * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u[1], v[1]), coord.z, receiverPlaneDepthBias) ); + + shadow = sum / 16.0f; + shadow = lerp (_LightShadowData.r, 1.0f, shadow); + + return shadow; +} + +/** + * PCF shadowmap filtering based on a 5x5 kernel (optimized with 9 taps) + * + * Algorithm: http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/ + * Implementation example: http://mynameismjp.wordpress.com/2013/09/10/shadow-maps/ + */ +half sampleShadowmap_PCF5x5 (float4 coord, float2 receiverPlaneDepthBias) +{ + + const float2 offset = float2(0.5,0.5); + float2 uv = (coord.xy * _SunCascadedShadowMap_TexelSize.zw) + offset; + float2 base_uv = (floor(uv) - offset) * _SunCascadedShadowMap_TexelSize.xy; + float2 st = frac(uv); + + float3 uw = float3( 4-3*st.x, 7, 1+3*st.x ); + float3 u = float3( (3-2*st.x) / uw.x - 2, (3+st.x)/uw.y, st.x/uw.z + 2 ); + u *= _SunCascadedShadowMap_TexelSize.x; + + float3 vw = float3( 4-3*st.y, 7, 1+3*st.y ); + float3 v = float3( (3-2*st.y) / vw.x - 2, (3+st.y)/vw.y, st.y/vw.z + 2 ); + v *= _SunCascadedShadowMap_TexelSize.y; + + half shadow; + half sum = 0.0f; + + half3 accum = uw * vw.x; + sum += accum.x * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.x,v.x), coord.z, receiverPlaneDepthBias) ); + sum += accum.y * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.y,v.x), coord.z, receiverPlaneDepthBias) ); + sum += accum.z * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.z,v.x), coord.z, receiverPlaneDepthBias) ); + + accum = uw * vw.y; + sum += accum.x * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.x,v.y), coord.z, receiverPlaneDepthBias) ); + sum += accum.y * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.y,v.y), coord.z, receiverPlaneDepthBias) ); + sum += accum.z * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.z,v.y), coord.z, receiverPlaneDepthBias) ); + + accum = uw * vw.z; + sum += accum.x * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.x,v.z), coord.z, receiverPlaneDepthBias) ); + sum += accum.y * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.y,v.z), coord.z, receiverPlaneDepthBias) ); + sum += accum.z * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.z,v.z), coord.z, receiverPlaneDepthBias) ); + + shadow = sum / 144.0f; + + shadow = lerp (_LightShadowData.r, 1.0f, shadow); + + + return shadow; +} + +/** + * Samples the shadowmap at the given coordinates. + */ +half unity_sampleShadowmap( float4 coord ) +{ + half shadow = UNITY_SAMPLE_SHADOW(_SunCascadedShadowMap,coord); + shadow = lerp(_LightShadowData.r, 1.0, shadow); + return shadow; +} + + + +/////////////////// +/** +* Gets the shadows attenuations at world positions. +*/ + +half GetSunShadowsAttenuation(float3 worldPositions, float screenDepth) +{ + fixed4 cascadeWeights = GET_CASCADE_WEIGHTS(worldPositions.xyz, screenDepth); + return unity_sampleShadowmap(GET_SHADOW_COORDINATES(float4(worldPositions, 1), cascadeWeights)); +} + +half GetSunShadowsAttenuation_PCF3x3(float3 worldPositions, float screenDepth, float receiverPlaneDepthBias) +{ + fixed4 cascadeWeights = GET_CASCADE_WEIGHTS(worldPositions.xyz, screenDepth); + return sampleShadowmap_PCF3x3(GET_SHADOW_COORDINATES(float4(worldPositions, 1), cascadeWeights), receiverPlaneDepthBias); +} + +half GetSunShadowsAttenuation_PCF5x5(float3 worldPositions, float screenDepth, float receiverPlaneDepthBias) +{ + fixed4 cascadeWeights = GET_CASCADE_WEIGHTS(worldPositions.xyz, screenDepth); + return sampleShadowmap_PCF5x5(GET_SHADOW_COORDINATES(float4(worldPositions, 1), cascadeWeights), receiverPlaneDepthBias); +} \ No newline at end of file diff --git a/Assets/Shaders/Shadows.cginc.meta b/Assets/Shaders/Shadows.cginc.meta new file mode 100644 index 00000000..998059e7 --- /dev/null +++ b/Assets/Shaders/Shadows.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c43ee60bb2d53eb4bbc448c8c29f40d7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/TransparentPlane.mat b/Assets/Shaders/TransparentPlane.mat new file mode 100644 index 00000000..345934c2 --- /dev/null +++ b/Assets/Shaders/TransparentPlane.mat @@ -0,0 +1,78 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- 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b/Assets/Shaders/TransparentPlane.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 304fbd5441391b74cbc49963e461c7e0 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/transparent.shader b/Assets/Shaders/transparent.shader new file mode 100644 index 00000000..4e99ab76 --- /dev/null +++ b/Assets/Shaders/transparent.shader @@ -0,0 +1,48 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "Custom/TransparentShadowCollector" +{ + Properties + { + _Color("Main Color", Color) = (1,1,1,.5) + _ShadowIntensity("Shadow Intensity", Range(0, 1)) = 0.6 + } + SubShader + { + Tags {"Queue" = "AlphaTest" } + Pass + { + Tags {"LightMode" = "ForwardBase" } + Cull Back + Blend SrcAlpha OneMinusSrcAlpha + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdbase + #include "UnityCG.cginc" + #include "AutoLight.cginc" + uniform fixed4 _Color; + uniform float _ShadowIntensity; + struct v2f + { + float4 pos : SV_POSITION; + LIGHTING_COORDS(0,1) + }; + v2f vert(appdata_base v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + TRANSFER_VERTEX_TO_FRAGMENT(o); + + return o; + } + fixed4 frag(v2f i) : COLOR + { + float attenuation = LIGHT_ATTENUATION(i); + return fixed4(0,0,0,(1 - attenuation) * _ShadowIntensity) * _Color; + } + ENDCG + } + } + Fallback "VertexLit" +} \ No newline at end of file diff --git a/Assets/Shaders/transparent.shader.meta b/Assets/Shaders/transparent.shader.meta new file mode 100644 index 00000000..2adf809c --- /dev/null +++ b/Assets/Shaders/transparent.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b7bad1d63b69ded4f963a9fd7a590267 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TestPlayerController.cs b/Assets/TestPlayerController.cs new file mode 100644 index 00000000..1399c5ad --- /dev/null +++ b/Assets/TestPlayerController.cs @@ -0,0 +1,108 @@ +using Assets.Scenes.Ride.Scripts; +using Assets.Scenes.Ride.Scripts.Model; +using Assets.Scripts; +using Assets.Scripts.Apis.Models; +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Networking; +using UnityEngine.UI; +using DG.Tweening; +using UnityEngine.Video; + +public class TestPlayerController : MonoBehaviour +{ + UnityWebRequest request = null; + MapDataModel mapData; + MapRoute mapRoute; + int ticks = 0; + float timer = 1f; + double heartRate = 0; + public double power = 800; + double weight = 60; + double bicycleWeight = 10; + double elevation = 0f; + double currentSlope = 0f; + double speed = 0f; + double distance = 0f; + double totalDistance = 0f; + double bearingInterval = 0f;//线路当前转向 + Animator animator; + VideoPlayer videoPlayer; + // Start is called before the first frame update + void Start() + { + //测试数据 + var routeId = 1255; + mapData = ConfigHelper.mapApi.GetData(routeId);//获取路书地理数据 + mapRoute = ConfigHelper.mapApi.GetById(routeId).data; + animator = transform.GetComponent(); + } + + // Update is called once per frame + void Update() + { + timer -= Time.deltaTime; + while (timer <= 0) + { + //var animInfo = animator.GetCurrentAnimatorStateInfo(0); + //if (animInfo.normalizedTime < 0.6) + //{ + // if (speed > 30) + // { + // animator.Play("New State Right"); + // } + // else if (speed > 15) + // { + // animator.Play("RideLoop_Medium_01 1"); + // } + // else if (speed == 0) + // { + // animator.Play("OnBicycle_01_Idle 0"); + // videoPlayer.Pause(); + // } + // else + // { + // animator.Play("RideLoop_01"); + // } + //} + ticks++; + ComputeNextSlope(); + speed = Helper.CalculateSpeed(elevation, currentSlope, power, weight, bicycleWeight); + distance = Math.Round(speed / 3600, 5, MidpointRounding.AwayFromZero); + totalDistance += distance; + Debug.Log($"ticks:{ticks} speed:{speed} totalDistance:{totalDistance} bearing:{bearingInterval}"); + timer += 1f; + transform.DORotate(new Vector3(0f, (float)(180 + bearingInterval), 0f), 1); + } + } + int currentIndex = 0; + void ComputeNextSlope() + { + double sumDistance = 0; + if (mapData == null) + return; + var pointList = mapData.List; + for (int i = 0; i < pointList.Count; i++) + { + sumDistance += pointList[i].Distance; + decimal left = (decimal)totalDistance * 1000; + decimal right = (decimal)sumDistance; + if (left <= right) + { + currentIndex = i; + break; + } + } + var DOUBLE_DELTA = 1E-6; + if (Math.Abs(totalDistance - mapData.TotalDistance) < DOUBLE_DELTA) + { + currentIndex = pointList.Count - 1; + } + elevation = pointList[currentIndex].Elevation; + currentSlope = pointList[currentIndex].Grade; + var preindex = currentIndex - 1 >= 0 ? currentIndex - 1 : 0; + bearingInterval = pointList[currentIndex].Bearing - pointList[preindex].Bearing; + } +} diff --git a/Assets/TestPlayerController.cs.meta b/Assets/TestPlayerController.cs.meta new file mode 100644 index 00000000..096612d6 --- /dev/null +++ b/Assets/TestPlayerController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2d44d40e0ce48544ab744a5936f71d19 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/VideoPlayer.cs b/Assets/VideoPlayer.cs new file mode 100644 index 00000000..50da5d1c --- /dev/null +++ b/Assets/VideoPlayer.cs @@ -0,0 +1,57 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class VideoPlayer : MonoBehaviour +{ + // Start is called before the first frame update + Animator animator; + void Start() + { + animator = GetComponent(); + //人物获取场景脚本 + } + //人物碰撞 + void OnCollisionEnter(Collision collision) + { + //if (collision.gameObject.name == "Sphere") + //{ + // var Message = "进入碰撞,碰撞名称:" + collision.gameObject.name; + // collision.gameObject.GetComponent().Log(Message); + //} + } + + float timer = 1f; + int ticks = 0; + // Update is called once per frame + void Update() + { + timer -= Time.deltaTime; + while (timer <= 0) + { + #region 动画封装 + //起步 + //快速骑 + animator.speed = 1; + var currentInfo = animator.GetCurrentAnimatorStateInfo(0); + if (currentInfo.normalizedTime > 0.2 && currentInfo.normalizedTime < 0.6f) + { + + } + else + { + animator.Play("all", 0, 0.2f); + } + //慢速骑 修改播放速度 + + //拐弯 + + //喝水 + + #endregion + ticks++; + timer += 1f; + } + + } +} diff --git a/Assets/VideoPlayer.cs.meta b/Assets/VideoPlayer.cs.meta new file mode 100644 index 00000000..0bb2442c --- /dev/null +++ b/Assets/VideoPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8baf9644cea044f4b9542a63901414a3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/testDownLoad.cs b/Assets/testDownLoad.cs new file mode 100644 index 00000000..db8efabe --- /dev/null +++ b/Assets/testDownLoad.cs @@ -0,0 +1,57 @@ +using Assets.Scenes.Ride.Scripts; +using Assets.Scenes.Ride.Scripts.Model; +using Assets.Scripts; +using Assets.Scripts.Apis.Models; +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Networking; +using UnityEngine.UI; +using UnityEngine.Video; + +public class testDownLoad : MonoBehaviour +{ + UnityWebRequest request = null; + + // Start is called before the first frame update + void Start() + { + //测试UI + var button = transform.GetComponent