83 lines
2.4 KiB
C#
83 lines
2.4 KiB
C#
using UnityEngine;
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using Assets.Scenes.Ride.Scripts.Model;
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using UnityEngine.SceneManagement;
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namespace Assets.Scenes.Ride.Scripts
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{
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public class PlayerController : AbstractPlayer
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{
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#region 骑行逻辑
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protected override void Init()
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{
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base.Init();
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totalDistance = mainController.selectParamModel.EndDistance;
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currentlatlong = mainController.GetCenterCoordinate();
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TrailRenderer trail = FindObjectOfType<TrailRenderer>();
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trail.startWidth = 1f;
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trail.endWidth = 1f;
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trail.startColor = new Color(0.9764706f, 0.1882353f, 0.5254902f, 0.65f);
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trail.endColor = new Color(0.9764706f, 0.1882353f, 0.5254902f, 0.65f);
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}
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TargetData targetData;
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/// <summary>
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/// 计算数据,父类会在此方法后处理动画
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/// </summary>
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protected override void Compute()
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{
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//计算数据
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//speed = mainController.UpDateSpeed();
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heartRate = mainController.UpDateHeart()??0;
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power = mainController.UpdatePower();
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cadance = mainController.UpdateCadence();
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weight = App.CurrentUser.Weight;
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bicycleWeight = App.CurrentUser.BicycleWeight;
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#if UNITY_EDITOR
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power = 2000;//测试功率
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#endif
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Debug.Log(currentSlope.ToString() + "==" + App.rideSetting.sensitivity.ToString());
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//mainController.CheckAnt();
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mainController.TrackResistance(currentSlope * App.rideSetting.sensitivity/100);
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speed = Helper.CalculateSpeed(elevation, currentSlope, power, weight, bicycleWeight);
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distance = mainController.UpdateDistance(speed);
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totalDistance += distance;
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if (!stopRecord)
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{
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//记录骑行数据
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currentlatlong = mainController.Along(totalDistance);//下一个坐标
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var recorderData = mainController.cyclingController.recorderData;
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targetData = new TargetData
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{
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Ticks = ticks,
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_Power = power,
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_Speed = speed,
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_Distance = totalDistance > mapData.TotalDistance ? mapData.TotalDistance : totalDistance,
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_Cadence = cadance,
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_HeartRate = heartRate,
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_Lat = currentlatlong.x,
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_Lon = currentlatlong.y,
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_TotalClimb = totalClimb,
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};
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recorderData.RiderDatas.Add(targetData);
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}
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}
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protected override void SendTcp()
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{
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if (mainController.cyclingController != null)
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{
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mainController.cyclingController.Run(null);
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}
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}
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//上传数据
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public override void Upload()
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{
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mainController.Save(TotalDistance);
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//SceneManager.LoadScene("MainScene");
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}
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#endregion
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}
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}
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