大连中石油电子沙盘
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using AX.MessageSystem;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CarAnimationCtrl : MonoBehaviour
{
private Animator anim;
private UnityEngine.AI.NavMeshAgent _NavMeshAgent;
/// <summary>小车是否前进</summary>
private bool isRun = false;
/// <summary>下一个路点</summary>
private Vector3 pathPoint;
/// <summary>寻路路径的所有路点</summary>
public List<Vector3> nowpath;
/// <summary>路点的索引</summary>
public int pathIndex = 0;
public GameObject cube;
/// <summary> 限制车轮转向 </summary>
//private bool wheelLimit =true;
/// <summary>记录出发路点 </summary>
private Vector3 initPoint;
// Use this for initialization
void Awake()
{
anim = GetComponent<Animator>();
_NavMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
nowpath = GetComponent<AgentController>().corners;
//MessageDispatcher.AddListener("PackUpTheLiftArm", Up);
//MessageDispatcher.AddListener("FixedSupport", Down);
MessageDispatcher.AddListener("SetpathIndex", PathFinding);
}
private void OnDestroy()
{
//MessageDispatcher.RemoveListener("PackUpTheLiftArm", Up);
//MessageDispatcher.RemoveListener("FixedSupport", Down);
MessageDispatcher.RemoveListener("SetpathIndex", PathFinding);
}
void PathFinding(IMessage obj)
{
if ((long)obj.Sender == GetComponent<BaseGameObjInfo>().GameObjID)
{
pathIndex = 0;
}
}
public void Down()
{
//var gameObjID = (long)obj.Sender;
//if (gameObjID == GetComponent<BaseGameObjInfo>().GameObjID)
//{
_NavMeshAgent.SetDestination(this.transform.position);
anim.speed = 1;
anim.SetBool("ZJ", true);
//}
}
public void Up()
{
//var gameObjID = (long)obj.Sender;
//if (gameObjID == GetComponent<BaseGameObjInfo>().GameObjID)
//{
anim.speed = 5;
anim.SetBool("ZJ", false);
//}
}
public void AnimStopEvent()
{
anim.speed = 0;
anim.SetBool("ZJ", false);
}
private void Update()
{
if (!_NavMeshAgent.enabled)
{
return;
}
if (_NavMeshAgent.velocity.magnitude > 0)
{
isRun = true;
anim.speed = 1;
AnimLimit();
}
else
{
isRun = false;
}
forward(isRun);
}
public void forward(bool isRun)
{
if (isRun)
anim.SetFloat("WS", 1);
else
anim.SetFloat("WS", 0);
if (isRun)
anim.SetFloat("AD", RightOrLeft());
else
anim.SetFloat("AD", 0);
}
/// <summary>判断方位的值 右边1 左边-1 正对0</summary>
private float crossValue;
/// <summary>判断拐点相对车的方位</summary>
private float RightOrLeft()
{
Vector3 vectorTarget = pathPoint - transform.position;
vectorTarget = new Vector3(vectorTarget.x, 0, vectorTarget.z);
Vector3 vectorForward = transform.forward;
float dotValue = Vector3.Dot(vectorForward.normalized, vectorTarget.normalized);
crossValue = Vector3.Dot(vectorTarget.normalized, transform.right);
if (crossValue > 0.05)//&& !_LineamentEvent.ControlJuBi
return 1;
else if (crossValue < -0.05)//&& !_LineamentEvent.ControlJuBi
return -1;
else
return 0;
}
/// <summary> 转向修正</summary>
private void AnimLimit()
{
if (nowpath == null)
{
Debug.Log("消防车发生异常移动");
return;
}
if (nowpath.Count > 0 && pathIndex == 0)//如果开始寻路初始化下一路点
{
pathPoint = nowpath[0];
}
if (pathIndex < nowpath.Count - 1 && Vector3.Distance(transform.position, pathPoint) < 0.05)//如果到达路点 索引+1
{
initPoint = nowpath[pathIndex];
pathIndex++;
pathPoint = nowpath[pathIndex];
}
if (nowpath.Count > 0 && pathIndex < nowpath.Count - 1 && Vector3.Distance(transform.position, initPoint) > 3)//小车行驶过当前路点
{
if (!AboutCount(transform.forward, (pathPoint - transform.position).normalized))//判断小车朝向下一路点是否正确
{
pathIndex++;
pathPoint = nowpath[pathIndex];
}
}
}
/// <summary>计算两个坐标是否相同(约等于)</summary>
private bool AboutCount(Vector3 a, Vector3 b)
{
if (IsEquality(a.x, b.x) && IsEquality(a.y, b.y) && IsEquality(a.z, b.z))
return true;
else
return false;
}
/// <summary>两个数是否约等</summary>
private bool IsEquality(float x, float y)
{
if (x > y && x - y < 0.05)
return true;
else if (x <= y && y - x < 0.05)
return true;
else
return false;
}
}