using System.Collections; using UnityEngine; using Mapbox.Unity.Map; using Mapbox.Utils; using Assets.Scripts.Apis.Models; using static Assets.Scripts.Apis.Models.MapDataModel; using System; using Random = UnityEngine.Random; using Assets.Scripts.Apis; using GeoJSON.Net.Geometry; using TurfCS; using System.Linq; using System.Collections.Generic; namespace Assets.Scenes.Ride.Scripts { public class PlayerController : MonoBehaviour { [Header("Character")] [SerializeField] GameObject character; [SerializeField] Animator characterAnimator; [SerializeField] AbstractMap map; #region 动画控制参数 Vector3 nextPos; Vector3 prePos; Vector2d currentlatlong; //当前坐标 Vector2d nextlatlong; //下一个点的坐标 float timer = 1.0f;//计时器 #endregion #region 选手骑行数据 bool isStart; MapDataModel mapData; int userId; double speed; double power; double gradev; double elevation; double cadance; double heartRate; int ticks; double totalDistance; double currentSlope; double nextSlope; double nextSlopeDistance; double distance; public int UserId { get => userId; } public bool IsStart { get => isStart; } public double Speed { get => speed; } public double Power { get => power; } public double Cadance { get => cadance; } public double HeartRate { get => heartRate; } public int TotalTicks { get => ticks; } public double TotalDistance { get => totalDistance; } public double CurrentSlope { get => currentSlope; } public double NextSlope { get => nextSlope;} public double NextSlopeDistance { get => nextSlopeDistance; } public double Gradev { get => gradev; } public double Elevation { get => elevation; } #endregion void Start() { characterAnimator = GetComponentInChildren(); var mainController = transform.parent.GetComponent(); mapData = mainController.GetMapData();//获取路书信息 InitializePlayer(mainController.GetCenterCoordinate());//初始人物 } void Update() { timer -= Time.deltaTime; if (timer <= 0)//定时器 一秒执行一次 { Run(); timer = 1.0f; } } #region 骑行逻辑 //当前人物骑行状态 true 开始 false 暂停 public void SetStart(bool start) { isStart = start; } //初始化玩家距离/朝向 void InitializePlayer(double[] coordinates) { ticks = 0;//当前骑行时间 //初始化人物位置 totalDistance = 10;//TODO:根据骑行模式动态取值 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); } //骑行中 void Run() { if (IsStart) { //CamControl(); ComputeMapData();//计算海拔&坡度&下一个点信息 power = 300;//功率 speed = Helper.CalculateSpeed(elevation, gradev, power, 65, 7); distance = Math.Round(speed / 3600, 5); totalDistance += distance; characterAnimator.SetBool("IsRide", false);//初始化动画状态 if (totalDistance <= mapData.TotalDistance) { ticks++; if (distance > 0) { characterAnimator.SetBool("IsRide", true);//开始移动动画 nextlatlong = Along(totalDistance);//下一个坐标 nextPos = map.GeoToWorldPosition(nextlatlong);//下一个点 prePos = transform.localPosition;//当前点 StartCoroutine(LookAtNextPos());//转向 StartCoroutine(MoveTo());//移动 } } else { //TODO保存骑行数据 } } else { characterAnimator.SetBool("IsRide", false); } } //TODO:骑行结束 void Finish() { //MapInterruptRecordApi api = new MapInterruptRecordApi(); //api.Add(null, null); } #endregion #region 工具类 //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 >= sumDistance) { index = i; break; } } //计算当前海拔和坡度 elevation = pointList[index].Elevation; gradev = pointList[index].Grade; //计算下一个点的坡度和距离 int nextIndex = index == pointList.Count - 1 ? index : index + 1; nextSlope = pointList[nextIndex].Grade; nextSlopeDistance = sumDistance + pointList[nextIndex].Distance - totalDistance; } //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; yield return null; } } #endregion #region 相机控制 [Header("CameraSettings")] [SerializeField] Camera cam; Vector3 previousPos = Vector3.zero; Vector3 deltaPos = Vector3.zero; IEnumerator CamControl()//TODO 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 } }