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

136 lines
4.6 KiB
C#

using UnityEngine;
using Assets.Scenes.Ride.Scripts.Model;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
using System.Linq;
using Assets.Scenes.Ride.Scripts.Model.RiderModels;
namespace Assets.Scenes.Ride.Scripts
{
public class PlayerController : AbstractPlayer
{
#region
TrailRenderer trail;
GameObject onlineUserPrefab;
GameObject miniMapPlayerPrefab;
protected override void Init()
{
base.Init();
onlineUserPrefab = Resources.Load<GameObject>("UI/Prefab/Ride/OnlinePlayer");
miniMapPlayerPrefab = Resources.Load<GameObject>("UI/Prefab/Ride/MiniMapPlayer");
totalDistance = mainController.selectParamModel.EndDistance;
currentlatlong = mainController.GetCenterCoordinate();
trail = FindObjectOfType<TrailRenderer>();
trail.startWidth = 1f;
trail.endWidth = 1f;
trail.startColor = new Color(0.9764706f, 0.1882353f, 0.5254902f, 1f);
trail.endColor = new Color(0.9764706f, 0.1882353f, 0.5254902f, 1f);
//var color7 = Resources.Load<Material>("UI/Material/color7");
//var Graph2 = Resources.Load<Material>("UI/Material/3dGraph2");
//trail.materials = new Material[] { color7};
}
TargetData targetData;
/// <summary>
/// 计算数据,父类会在此方法后处理动画
/// </summary>
protected override void Compute()
{
//计算数据
//speed = mainController.UpDateSpeed();
heartRate = mainController.UpDateHeart() ?? 0;
power = mainController.UpdatePower();
cadance = mainController.UpdateCadence();
weight = App.CurrentUser.Weight;
bicycleWeight = App.CurrentUser.BicycleWeight;
#if UNITY_EDITOR
power = 2380;//测试功率
#endif
mainController.TrackResistance(currentSlope * App.rideSetting.sensitivity / 100);
speed = Helper.CalculateSpeed(elevation, currentSlope, power, weight, bicycleWeight);
distance = mainController.UpdateDistance(speed);
totalDistance += distance;
if (!stopRecord)
{
//记录骑行数据
currentlatlong = mainController.Along(totalDistance);//下一个坐标
var recorderData = mainController.cyclingController.recorderData;
targetData = new TargetData
{
Ticks = ticks,
_Power = power,
_Speed = speed,
_Distance = totalDistance > mapData.TotalDistance ? mapData.TotalDistance : totalDistance,
_Cadence = cadance,
_HeartRate = heartRate,
_Lat = currentlatlong.x,
_Lon = currentlatlong.y,
_TotalClimb = totalClimb,
};
recorderData.PreDistance = TotalDistance - Distance;
recorderData.EndDistance = TotalDistance;
recorderData.RiderDatas.Add(targetData);
}
}
protected override void SendTcp()
{
if (mainController.cyclingController != null)
{
mainController.cyclingController.Run(null);
ShowOnlineUsers();
}
}
List<OnlinePlayerController> otherList = new List<OnlinePlayerController>();
private void ShowOnlineUsers()
{
var onlineRiders = mainController.cyclingController.riders;
List<OnlinePlayerController> currentOnlineUserList = new List<OnlinePlayerController>();
currentOnlineUserList.AddRange(FindObjectsOfType<OnlinePlayerController>());
if (onlineRiders.Count > 0)
{
foreach (var item in onlineRiders)
{
var onlineRider = item as OnlineRiderModel;
var currentUser = currentOnlineUserList.Where(c => c.UserId == item.UserId).FirstOrDefault();
var onlineDistance = onlineRider.EndDistance - onlineRider.PreDistance;
var onlineTotalDistance = onlineRider.EndDistance;
if (currentUser == null)
{
//大地图人物
GameObject otherPlayerObj = (GameObject)Instantiate(onlineUserPrefab, transform.parent);
var onlinePlayerController = otherPlayerObj.GetComponent<OnlinePlayerController>();
otherList.Add(onlinePlayerController);
onlinePlayerController.UserId = onlineRider.UserId;
onlinePlayerController.SetDistance(onlineDistance);
onlinePlayerController.SetTotalDistance(onlineTotalDistance);
onlinePlayerController.SetHead(onlineRider.WxHeadImg);
//小地图人物
GameObject miniPlayer = (GameObject)Instantiate(miniMapPlayerPrefab, transform.parent);
var miniController = miniPlayer.GetComponent<MiniMapPlayerController>();
miniController.SetController(onlinePlayerController);
}
else
{
currentUser.SetDistance(onlineDistance);
currentUser.SetTotalDistance(onlineTotalDistance);
}
}
}
}
//上传数据
public override void Upload()
{
mainController.Save(TotalDistance);
//SceneManager.LoadScene("MainScene");
}
#endregion
}
}