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添加行进路线根据场景地图配置(需要手动配置行进路线位置点)

master
曹衍涛 4 years ago
parent
commit
a82d91a84e
  1. 25473
      Assets/00Sinopec oil depot/Prefab/SceneAll.prefab
  2. 10556
      Assets/Scenes/DongYouLiQing.unity
  3. BIN
      Assets/Scenes/DongYouLiQing/NavMesh-NavMeshSuferMan_ZSH.asset
  4. 2
      Assets/Scenes/DummyScene.unity
  5. 6665
      Assets/Scenes/Login 1.unity
  6. 8
      Assets/Scenes/Login 1.unity.meta
  7. 79
      Assets/Scripts/Common/Login/EnRollPanel.cs
  8. 11
      Assets/Scripts/Common/Login/EnRollPanel.cs.meta
  9. 5
      Assets/Scripts/Common/Login/Login.cs
  10. 161
      Assets/Scripts/Common/Police/CarMoveManager.cs
  11. 8
      Assets/Scripts/Common/Police/Prefab.meta
  12. 115
      Assets/Scripts/Common/Police/Prefab/CarPoint.prefab
  13. 7
      Assets/Scripts/Common/Police/Prefab/CarPoint.prefab.meta
  14. 152
      Assets/Scripts/Common/Police/Prefab/EndPoint.prefab
  15. 7
      Assets/Scripts/Common/Police/Prefab/EndPoint.prefab.meta
  16. 74
      Assets/Scripts/Common/Police/Prefab/LineImage.prefab
  17. 7
      Assets/Scripts/Common/Police/Prefab/LineImage.prefab.meta
  18. 74
      Assets/Scripts/Common/Police/Prefab/LinePos.prefab
  19. 7
      Assets/Scripts/Common/Police/Prefab/LinePos.prefab.meta
  20. 20554
      Assets/Scripts/Common/Police/Prefab/Police.prefab
  21. 7
      Assets/Scripts/Common/Police/Prefab/Police.prefab.meta
  22. 152
      Assets/Scripts/Common/Police/Prefab/StartPoint.prefab
  23. 7
      Assets/Scripts/Common/Police/Prefab/StartPoint.prefab.meta
  24. 8
      Assets/StreamingAssets/Police.meta
  25. 8
      Assets/StreamingAssets/Police/PoliceTexture.meta
  26. BIN
      Assets/StreamingAssets/Police/PoliceTexture/行车路线.jpg
  27. 7
      Assets/StreamingAssets/Police/PoliceTexture/行车路线.jpg.meta
  28. BIN
      Assets/StreamingAssets/Police/PoliceTexture/贵港中石油2.png
  29. 88
      Assets/StreamingAssets/Police/PoliceTexture/贵港中石油2.png.meta
  30. 62
      Assets/StreamingAssets/Police/policeConfig.json
  31. 7
      Assets/StreamingAssets/Police/policeConfig.json.meta
  32. BIN
      Assets/UITexture/6.Police/贵港中石油2.png
  33. 88
      Assets/UITexture/6.Police/贵港中石油2.png.meta
  34. 15
      ProjectSettings/ProjectSettings.asset

25473
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10556
Assets/Scenes/DongYouLiQing.unity

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Assets/Scenes/DongYouLiQing/NavMesh-NavMeshSuferMan_ZSH.asset

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2
Assets/Scenes/DummyScene.unity

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6665
Assets/Scenes/Login 1.unity

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8
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79
Assets/Scripts/Common/Login/EnRollPanel.cs

@ -0,0 +1,79 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.UI;
public class EnRollPanel : MonoBehaviour
{
public InputField AccountInput;
public InputField PasswordInput;
public InputField SurePasswordInput;
public Text PaswordError;
public Text SurePasswordError;
public Button EnrollButton;
// Start is called before the first frame update
void Start()
{
EnrollButton.onClick.AddListener(Enroll);
}
private void OnEnable()
{
AccountInput.GetComponentInParent<InputField>().ActivateInputField();
}
// Update is called once per frame
void Update()
{
}
//^[A-Za-z0-9]+$
void Enroll()
{
if (String.IsNullOrEmpty(AccountInput.text.Trim()) || String.IsNullOrEmpty(AccountInput.text.Trim()))
{
PaswordError.text = "*账号/密码不能为空";
return;
}
else
{
PaswordError.text = "";
}
if (!IsFormat(PasswordInput.text.Trim()))
{
PaswordError.text = "*请输入6-18位字母或数字";
return;
}
else
{
PaswordError.text = "";
}
if (PasswordInput.text!=SurePasswordInput.text)
{
SurePasswordError.text = "两次密码输入不一致";
return;
}
else
{
SurePasswordError.text = "";
PaswordError.text = "";
}
Debug.Log("enroll");
}
public bool IsFormat(string strIn)
{
string pattern = @"^[0-9a-zA-z]{" + 6 + "," + 18 + "}$";
return IsMatch(strIn, pattern,true);
}
public static bool IsMatch(string inputStr, string patternStr, bool ifIgnoreCase)
{
Regex regex = null;
if (ifIgnoreCase)
regex = new Regex(patternStr, RegexOptions.IgnoreCase);//指定不区分大小写的匹配
else
regex = new Regex(patternStr);
return regex.IsMatch(inputStr);
}
}

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Assets/Scripts/Common/Login/Login.cs

@ -23,6 +23,11 @@ public class Login : MonoBehaviour
public Text ErrorText;
public Dropdown AccountDropDown;
private void OnEnable()
{
AccountText.GetComponentInParent<InputField>().ActivateInputField();
}
// Use this for initialization
void Start()
{

161
Assets/Scripts/Common/Police/CarMoveManager.cs

@ -1,13 +1,33 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
using Newtonsoft.Json;
[Serializable]
public class PoliceRoadConfig
{
public string SceneName;
public List<Vector2> AllRoadPos = new List<Vector2>();
public string ImagePath;
}
public class CarMoveManager : MonoBehaviour
{
public PowerMessage PowerMsg;
public GameObject[] RoadPoints;//移动拐点
public GameObject StartPos;
public GameObject EndPos;
public GameObject LineImageObj;
public Transform LineParent;
public Image BgImage;
public Transform LinePosParent;
public GameObject LinePosObj;
public List<Vector2> AllRoadPos = new List<Vector2>();
public List<GameObject> RoadPoints = new List<GameObject>();//移动拐点
public GameObject Car;
private float PathLength;
private bool CanMove;
@ -27,8 +47,14 @@ public class CarMoveManager : MonoBehaviour
void Awake()
{
LoadConfig();
//AllRoadPos.Clear();
//foreach (var item in RoadPoints)
//{
// AllRoadPos.Add(item.GetComponent<RectTransform>().localPosition);
//}
//读取路径长度作为总出警总距离
for (int i = 0; i < RoadPoints.Length - 1; i++)
for (int i = 0; i < RoadPoints.Count - 1; i++)
{
//PathLength += Vector2.Distance(RoadPoints[i].transform.position, RoadPoints[i + 1].transform.position);
PathLength += Vector2.Distance(RoadPoints[i].GetComponent<RectTransform>().anchoredPosition,
@ -43,7 +69,7 @@ public class CarMoveManager : MonoBehaviour
float tempDis = 0;//当前段路径已移动多少距离
tempDis = Vector2.Distance(Car.GetComponent<RectTransform>().anchoredPosition ,
tempDis = Vector2.Distance(Car.GetComponent<RectTransform>().anchoredPosition,
RoadPoints[index - 1].GetComponent<RectTransform>().anchoredPosition);
float currentDis = movedDis + tempDis;
@ -72,7 +98,7 @@ public class CarMoveManager : MonoBehaviour
{
if (CanMove)
{
if (index < RoadPoints.Length)
if (index < RoadPoints.Count)
{
//Car.transform.Translate((RoadPoints[index].transform.position - Car.transform.position).normalized * Time.deltaTime * Speed);
@ -115,4 +141,131 @@ public class CarMoveManager : MonoBehaviour
}
}
}
public void CreateBGLine(List<Vector2> AllRoadPos)
{
foreach (Transform t in LineParent)
{
Destroy(t.gameObject);
}
Car.transform.localPosition = AllRoadPos[0];
for (int i = 0; i < AllRoadPos.Count; i++)
{
if (i < AllRoadPos.Count - 1)
CreatLine(AllRoadPos[i], AllRoadPos[i + 1]);
}
Debug.Log("CreateLine");
}
public void CreatLine(Vector2 startPos, Vector2 endPos)
{
float length = Vector2.Distance(startPos, endPos);
GameObject lineImage = Instantiate(LineImageObj, LineParent);
lineImage.transform.localPosition = endPos;
lineImage.GetComponent<RectTransform>().sizeDelta = new Vector2(5, length);
double angle = Math.Atan2(startPos.y - endPos.y, startPos.x - endPos.x) * 180 / Math.PI;
lineImage.transform.rotation = Quaternion.Euler(0, 0, (float)angle + 270);
}
public void LoadBG(string bgPath)
{
string _path = Path.Combine(Application.dataPath + "/StreamingAssets", bgPath);//获取地址
FileStream _fileStream = new FileStream(_path, FileMode.Open, FileAccess.Read);//使用流数据读取
byte[] _buffur = new byte[_fileStream.Length];
_fileStream.Read(_buffur, 0, _buffur.Length);//转换成字节流数据
Texture2D _texture2d = new Texture2D((int)BgImage.rectTransform.rect.width, (int)BgImage.rectTransform.rect.height);//设置宽高
_texture2d.LoadImage(_buffur);//将流数据转换成Texture2D
Sprite _sprite = Sprite.Create(_texture2d, new Rect(0, 0, _texture2d.width, _texture2d.height), Vector3.zero);//创建一个Sprite
BgImage.sprite = _sprite;//赋值
Debug.Log("加载成功!");
}
public void LoadConfig()
{
var config = LoadPoliceConfig();
if (config == null)
{
Debug.Log("Null");
return;
}
LoadBG(config.ImagePath);
foreach (Transform t in LinePosParent)
{
Destroy(t.gameObject);
}
RoadPoints.Clear();
AllRoadPos.Clear();
foreach (var item in config.AllRoadPos)
{
GameObject linePos = Instantiate(LinePosObj, LinePosParent);
linePos.transform.localPosition = item;
RoadPoints.Add(linePos);
AllRoadPos.Add(item);
}
GameObject start = Instantiate(StartPos, LinePosParent);
start.transform.localPosition = AllRoadPos[0];
GameObject end = Instantiate(EndPos, LinePosParent);
end.transform.localPosition = AllRoadPos[AllRoadPos.Count - 1];
CreateBGLine(AllRoadPos);
}
PoliceRoadConfig LoadPoliceConfig()
{
PoliceRoadConfig result = null;
string json = null;
string path = Path.Combine(Application.streamingAssetsPath, "police/policeConfig.json");
if (File.Exists(path))
{
json = File.ReadAllText(path);
}
var data = JsonConvert.DeserializeObject<List<PoliceRoadConfig>>(json);
if (data != null)
{
foreach (PoliceRoadConfig obj in data)
{
if (GameSettings.othersSettings.mapname == obj.SceneName)
{
result = obj;
return result;
}
}
}
return result;
}
//private void LateUpdate()
//{
// if (Input.GetKeyDown(KeyCode.T))
// {
// string jsonpath = Path.Combine(Application.streamingAssetsPath, "policeConfig.json");
// PoliceRoadConfig config = new PoliceRoadConfig();
// config.AllRoadPos = AllRoadPos;
// config.ImagePath = "Police/PoliceTexture/行车路线.jpg";
// config.SceneName = "场景名称";
// List<PoliceRoadConfig> configs = new List<PoliceRoadConfig>();
// configs.Add(config);
// SaveJson(jsonpath, configs);
// }
//}
////把上面初始化的数据进行保存
//public void SaveJson(string JsonPath, List<PoliceRoadConfig> policeConfig)
//{
// //如果本地没有对应的json 文件,重新创建
// if (!File.Exists(JsonPath))
// {
// File.Create(JsonPath);
// }
// string json = JsonConvert.SerializeObject(policeConfig);
// File.WriteAllText(JsonPath, json);
// Debug.Log("保存成功");
//}
}

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