powerfun-unity/Assets/Scenes/Ride/Scripts/RouteController.cs

198 lines
5.1 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using Mapbox.Unity.Map;
using Mapbox.Utils;
using System.Collections;
using Mapbox.Unity.MeshGeneration.Modifiers;
using Mapbox.Unity.MeshGeneration.Data;
using Mapbox.Unity.Utilities;
using System;
namespace Assets.Scenes.Ride.Scripts
{
public class RouteController : MonoBehaviour
{
[SerializeField]
AbstractMap _map;
[SerializeField]
MeshModifier SnapModifier;
[SerializeField]
Material _material;
[SerializeField]
[Range(1, 10)]
private float UpdateFrequency = 2;
private int _counter;
GameObject _directionsGO;
GameObject _mipMapRoute;
CyclingController cyclingCotroller;
private bool initComplete = false;
protected virtual void Awake()
{
if (_map == null)
{
_map = FindObjectOfType<AbstractMap>();
}
// _map.OnInitialized += _map_OnInitialized; ;
//_map.OnUpdated += _map_OnUpdated; ;
}
private void _map_OnUpdated()
{
Debug.Log("_map_OnUpdated");
}
private void _map_OnInitialized()
{
Debug.Log("_map_OnInitialized");
CreateRoute();
}
private void _map_OnTileFinished(UnityTile obj)
{
if (!initComplete)
{
CreateRoute(obj);
initComplete = true;
}
}
PlayerController playerController;
public void Start()
{
cyclingCotroller = transform.parent.GetComponent<CyclingController>();
playerController = FindObjectOfType<PlayerController>();
_map.OnTileFinished += _map_OnTileFinished;
StartCoroutine(QueryTimer());
//CreateRoute();
}
protected virtual void OnDestroy()
{
_map.OnInitialized -= CreateRoute;
_map.OnUpdated -= CreateRoute;
}
public IEnumerator QueryTimer()
{
while (true)
{
CreateRoute(null);
yield return new WaitForSeconds(UpdateFrequency);
}
}
void CreateRoute(UnityTile tile)
{
{
var meshData = new MeshData();
var dat = new List<Vector3>();
var mapData = cyclingCotroller.GetMapData();
if (mapData != null)
{
//foreach (var mapDataItem in mapData.List)
for (int i = 0; i < mapData.List.Count; i++)
{
var point = mapData.List[i].Point;
Vector3 item = _map.GeoToWorldPosition(new Vector2d(point[0], point[1]));
item.y += 0.3f;
if (!posInScreen(item) && i > playerController.CurrentIndex)
{
break;
}
else if (posInScreen(item))
{
dat.Add(item);
}
}
var feat = new VectorFeatureUnity();
feat.Points.Add(dat);
//处理海拔高度的问题
//SnapModifier.Run(feat, meshData, tile);
CreatMapRoute(feat);//创建路线
//CreateMiniMapRoute(feat);//创建小地图路线
}
}
}
bool posInScreen(Vector3 position)
{
Transform camreatra = Camera.main.transform;
Vector3 viewPos = Camera.main.WorldToViewportPoint(position);
Vector3 dir = (position - camreatra.position).normalized;
float dot = Vector3.Dot(camreatra.forward, dir);
if (dot > -1 && viewPos.x > -1 && viewPos.x < 2 && viewPos.y > -1 && viewPos.y < 2)
{
return true;
}
return false;
}
void CreateRoute()
{
UnityTile tile;
bool foundTile = _map.MapVisualizer.ActiveTiles.TryGetValue(Conversions.LatitudeLongitudeToTileId(_map.CenterLatitudeLongitude.x, _map.CenterLatitudeLongitude.y, (int)_map.Zoom), out tile);
if (foundTile)
{
var meshData = new MeshData();
var dat = new List<Vector3>();
var mapData = cyclingCotroller.GetMapData();
if (mapData != null)
{
foreach (var mapDataItem in mapData.List)
{
var point = mapDataItem.Point;
Vector3 item = _map.GeoToWorldPosition(new Vector2d(point[0], point[1]));
item.y += 0.3f;
dat.Add(item);
}
var feat = new VectorFeatureUnity();
feat.Points.Add(dat);
//处理海拔高度的问题
//SnapModifier.Run(feat, meshData, tile);
//CreatMapRoute(feat);//创建路线
//CreateMiniMapRoute(feat);//创建小地图路线
}
}
}
void CreatMapRoute(VectorFeatureUnity feat)
{
if (_directionsGO != null)
{
_directionsGO.Destroy();
}
_directionsGO = new GameObject("MapRoute");
_directionsGO.transform.parent = transform;
var lineRender = _directionsGO.AddComponent<LineRenderer>();
lineRender.material = new Material(Shader.Find("Sprites/Default"));
var dat = feat.Points[0];
ColorUtility.TryParseHtmlString("#FF2742", out Color c);
lineRender.endColor = c;
lineRender.startColor = c;
//设置宽度
lineRender.SetWidth(0.2f, 0.2f);
lineRender.SetVertexCount(dat.Count);
lineRender.SetPositions(feat.Points[0].ToArray());
//lineRender.numCapVertices = 90;
float alpha = 1.0f;
//Gradient gradient = new Gradient();
//gradient.SetKeys(
// new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) },
// new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) }
//);
//lineRender.colorGradient = gradient;
lineRender.numCornerVertices = 90;
}
}
}