220 lines
7.9 KiB
C#
220 lines
7.9 KiB
C#
using Assets.Scripts.Apis.Models;
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using DG.Tweening;
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using Mapbox.Utils;
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using System;
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using UnityEngine;
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namespace Assets.Scripts.Scenes.VideoRide
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{
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public abstract class AbstractVideoPlayer : MonoBehaviour
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{
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protected Animator animator;
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protected double weight;//体重
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protected double bicycleWeight;//车重
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protected double preSpeed;
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protected double speed;
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protected double power;
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protected double elevation;
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protected double cadance;
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protected int? heartRate { get; set; }
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public int ticks;
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protected double totalDistance;
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protected double currentSlope;
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protected double nextSlope;
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protected double nextSlopeDistance;
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public double distance;
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protected double currentSlopeDistance;
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protected double lastEndDistance;
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protected double totalClimb;
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protected Vector2d currentlatLon;
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protected int currentIndex;
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protected float bearing = 0f;
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protected MapDataModel mapData;
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float timer = 1f;
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protected bool start = true;
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protected VideoGameManager manager { get; set; }
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Camera camera;
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float currenPlayerHeight;
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protected virtual void Start()
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{
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animator = GetComponent<Animator>();
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manager = FindObjectOfType<VideoGameManager>();
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mapData = manager.GetMapData();
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ComputeNextSlope();//初始化坡度等
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animator.Play("idle");
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camera = Camera.main;
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//注解1
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//得到模型原始高度
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float size_y = GetComponent<Collider>().bounds.size.y;
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//得到模型缩放比例
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float scal_y = transform.localScale.y;
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//它们的乘积就是高度
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currenPlayerHeight = (size_y * scal_y);
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}
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protected virtual void Update()
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{
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timer -= Time.deltaTime;
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ComputeAnimator();//控制动画
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while (timer <= 0)
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{
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try
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{
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if (manager.IsStart())
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{
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ticks++;
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ComputeNextSlope();//计算下一个坡度
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ComputePlayer();//计算人物属性
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ComputeRecord();
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ComputeVideo();
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ComputeRandom();
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}
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timer += 1f;
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}
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catch (Exception e)
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{
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power = 0;
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speed = 0;
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Debug.Log(e.Message);
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}
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//获取player的position信息
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Vector3 pos = transform.position;
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pos.y += 3f;
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//射线碰撞物信息接收
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RaycastHit hit;
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//第二种写法
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//我们可以先创建出一条射线
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Ray ray = new Ray(pos, new Vector3(0, -5, 22));
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//然后用这条射线去做射线检测
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//射线,输出碰撞体信息,射线长度,射线在那一层检测,射线不忽略开启触发器(istrigger)的碰撞体
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bool isHit = Physics.Raycast(ray, out hit, 15f, 1 << 0, QueryTriggerInteraction.Collide);
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//在unity窗口画出射线
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Debug.DrawLine(pos, new Vector3(pos.x, pos.y, pos.z + 5), Color.red);
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if (isHit)//如果射线检测到物体
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{
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//打印出被检测物体的名字
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print(hit.transform.name);
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transform.DOLocalMoveX(-2, 1);
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transform.DOLocalMoveZ(27, 1).onComplete+=()=>{
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transform.DOLocalMoveX(2, 1);
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};
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}
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}
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}
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//人物碰撞
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void OnCollisionEnter(Collision collision)
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{
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if (collision.transform.name != "mc_all_animations")
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{
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var curX = collision.transform.position.x;
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if (curX == 0)
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{
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var preX = manager.GetSlotIndex();
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collision.transform.DOLocalMoveX(preX.Value, 1);
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}
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}
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}
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void ComputeRandom()
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{
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var offset = 30;
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if (ticks % 9 == 0)
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transform.DOMoveZ(transform.position.z - offset, 1f);
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if (ticks % 5 == 0)
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transform.DOMoveZ(transform.position.z + offset, 2f);
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//人物的rotation y
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transform.DOLocalRotate(new Vector3(0f, bearing, 0f), 1f);
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}
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//动画状态机
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void ComputeAnimator()
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{
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if (animator != null)
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{
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animator.SetFloat("preSpeed", (float)preSpeed);
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animator.SetFloat("speed", (float)speed);
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animator.SetFloat("grade", (float)currentSlope);
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var currentFrame = manager.GetCurrentFrame();
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if (manager.mockDirection.ContainsKey(currentFrame))
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{
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bearing = manager.mockDirection[currentFrame];
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}
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animator.SetFloat("bearing", bearing);
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}
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}
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//人相对视频不距离不变。 其他人相对视频做前后位移
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//人与人之前前后距离按照射线检测 扇形射线
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//人与人左右距离按照碰撞检测
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//每个人都实时计算前后距离
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//其他玩家相对当前主人公做正向或者反向位移,左右
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protected virtual void ChangeToFirst()
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{
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transform.DOLocalMoveZ(-1, 1);
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}
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protected virtual void ChangeToThird()
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{
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transform.DOLocalMoveZ(55, 1);
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}
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//计算人物当前属性
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protected abstract void ComputePlayer();
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protected virtual void ComputeVideo(){ }
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protected virtual void ComputeRecord() { }
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//计算当前区段属性下一个区段属性
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void ComputeNextSlope()
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{
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double sumDistance = 0;
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var mapData = manager.GetMapData();
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if (mapData == null)
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return;
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var pointList = mapData.List;
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int preIndex = 0;
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for (int i = 0; i < pointList.Count; i++)
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{
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sumDistance += pointList[i].Distance;
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decimal left = (decimal)totalDistance * 1000;
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decimal right = (decimal)sumDistance;
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if (left <= right)
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{
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currentIndex = i;
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break;
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}
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}
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var DOUBLE_DELTA = 1E-6;
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if (Math.Abs(totalDistance - mapData.TotalDistance) < DOUBLE_DELTA)
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{
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currentIndex = pointList.Count - 1;
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}
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preIndex = currentIndex > 0 ? currentIndex - 1 : 0;//前一个索引
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int nextIndex = currentIndex == pointList.Count - 1 ? currentIndex : currentIndex + 1; //计算下一个点的坡度和距离
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elevation = pointList[currentIndex].Elevation;
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currentSlope = pointList[currentIndex].Grade;
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//CurrentDistance = pointList[currentIndex].Distance;
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//计算下一个海拔和坡度&当前区间距离
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nextSlope = pointList[nextIndex].Grade;
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nextSlopeDistance = sumDistance - totalDistance * 1000;
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//NextSlopeTotalDistance = pointList[nextIndex].Distance;
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currentSlopeDistance = (totalDistance * 1000 - (sumDistance - pointList[currentIndex].Distance));
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//计算累计爬升
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totalClimb = 0;
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for (int i = 1; i <= currentIndex; i++)
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{
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var diff = mapData.List[i].Elevation - mapData.List[i - 1].Elevation;
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if (diff > 0)
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{
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totalClimb += diff;
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}
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}
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}
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}
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}
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