Browse Source

合成

develop
曹衍涛 3 years ago
parent
commit
074313a1ab
  1. 8
      Assets/Data/11.meta
  2. 2
      Assets/Data/11/11.xml
  3. 7
      Assets/Data/11/11.xml.meta
  4. 8
      Assets/Data/11/File.meta
  5. 13
      Assets/Data/11/File/NodeList.xml
  6. 7
      Assets/Data/11/File/NodeList.xml.meta
  7. 8
      Assets/Data/19.meta
  8. 2
      Assets/Data/19/19.xml
  9. 7
      Assets/Data/19/19.xml.meta
  10. 8
      Assets/Data/19/File.meta
  11. 11
      Assets/Data/19/File/NodeList.xml
  12. 7
      Assets/Data/19/File/NodeList.xml.meta
  13. BIN
      Assets/DongFangYuRenMatou/Scene.prefab
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      Assets/DongFangYuRenMatou/Scene.prefab.meta
  15. 77485
      Assets/DongFangYuRenMatou/SceneAll.prefab
  16. BIN
      Assets/Scene/MainScene_New.unity
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      Assets/Scene/MainScene_New/NavMesh-FCGNavMesh 1.asset
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      Assets/Scene/MainScene_New/NavMesh-FCGNavMesh.asset
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      Assets/Scene/MainScene_New/NavMesh-Nav 1.asset
  20. 9
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      Assets/Scene/MainScene_New/NavMesh-Nav 2.asset
  22. 9
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      Assets/Scene/MainScene_New/NavMesh-Nav 3.asset
  24. 9
      Assets/Scene/MainScene_New/NavMesh-Nav 3.asset.meta
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      Assets/Scene/MainScene_New/NavMesh-Nav.asset
  26. 9
      Assets/Scene/MainScene_New/NavMesh-Nav.asset.meta
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      Assets/Scene/MainScene_New/NavMesh-NavCar.asset
  28. 2
      Assets/Scene/MainScene_New/NavMesh-NavCar.asset.meta
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      Assets/Scene/MainScene_New/NavMesh-NavManLoad.asset
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      Assets/Scene/MainScene_New/NavMesh-NavManLou_16_36.asset
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      Assets/Scene/MainScene_New/NavMesh-NavMeshChongMing 1.asset
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      Assets/Scene/MainScene_New/NavMesh-NavMeshChongMing.asset
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      Assets/Scene/MainScene_New/NavMesh-NavMeshSuf 1.asset
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      Assets/Scene/MainScene_New/NavMesh-NavMeshSufaceCar.asset
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  43. 8
      Assets/Scene/MainScene_New/NavMesh-NavMeshSufaceMan.asset.meta
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      Assets/Scene/MainScene_New/NavMesh-NavMeshSurface 1.asset
  45. 9
      Assets/Scene/MainScene_New/NavMesh-NavMeshSurface 1.asset.meta
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      Assets/Scene/MainScene_New/NavMesh-NavMeshSurface 2.asset
  47. 9
      Assets/Scene/MainScene_New/NavMesh-NavMeshSurface 2.asset.meta
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      Assets/Scene/MainScene_New/NavMesh-NavMeshSurface.asset
  49. 9
      Assets/Scene/MainScene_New/NavMesh-NavMeshSurface.asset.meta
  50. BIN
      Assets/Scene/MainScene_New/NavMesh-ZhongShaNavMeshSurface 1.asset
  51. 8
      Assets/Scene/MainScene_New/NavMesh-ZhongShaNavMeshSurface 1.asset.meta
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      Assets/Scene/MainScene_New/NavMesh-ZhongShaNavMeshSurface.asset
  53. 8
      Assets/Scene/MainScene_New/NavMesh-ZhongShaNavMeshSurface.asset.meta
  54. 8
      Assets/Scripts/CameraControl/CameraManager.cs
  55. 80
      Assets/Scripts/Power/AgentController.cs
  56. 55
      Assets/Scripts/Power/MultiSelectNAV.cs
  57. 10
      Assets/Scripts/Power/NAVSelectCarItem.cs
  58. 8
      Assets/Scripts/UIScripts/AreaNameDic.cs
  59. BIN
      Assets/Sky/Materials/azure[Sky].mat
  60. 3
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  62. 2
      Assets/StreamingAssets/Data/7/7.xml
  63. 7
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  64. 8
      Assets/StreamingAssets/Data/7/File.meta
  65. 17
      Assets/StreamingAssets/Data/7/File/NodeList.xml
  66. 7
      Assets/StreamingAssets/Data/7/File/NodeList.xml.meta
  67. 8
      Assets/StreamingAssets/Data/7/File/XmlData.meta
  68. 2
      Assets/StreamingAssets/Data/7/File/XmlData/1.3.xml
  69. 7
      Assets/StreamingAssets/Data/7/File/XmlData/1.3.xml.meta
  70. 5
      Assets/StreamingAssets/Data/DisasterInfos.xml
  71. BIN
      ProjectSettings/ProjectSettings.asset
  72. BIN
      电子沙盘合成文档.docx

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Assets/Scripts/CameraControl/CameraManager.cs

@ -91,11 +91,11 @@ public class CameraManager : MonoBehaviour
//x = 180f,
//y = 30f,
//distance = 95f,
x = -12f,
y = 38f,
distance = 205f,
x = -60f,
y = 36f,
distance = 215f,
// targetPos = new Vector3(-180.7f, 1.02f, -40f)
targetPos = new Vector3(-191f, 10f, 80f)
targetPos = new Vector3(-15f, 10f, -8.35f)
};
CameraSetting(cdata);
}

80
Assets/Scripts/Power/AgentController.cs

@ -24,6 +24,7 @@ public class AgentController : MonoBehaviour
private float angularSpeed;
public List<Vector3> TargetPoint = new List<Vector3>();
private float oriStopDis;//初始停止距离
private void Awake()
{
pathFindEnable = true;
@ -304,7 +305,52 @@ public class AgentController : MonoBehaviour
public void AutoPathFinding(List<Vector3> TargetPoint)
{
if (pathFindEnable && !FixedArmFlag)
StartCoroutine(PathFinding(TargetPoint));
{
StopAllCoroutines();
corners.Clear();
var templeteCorners = new List<Vector3>();
for (int i = 0; i < TargetPoint.Count; i++)
{
if (i == 0)
{
templeteCorners.Clear();
bool flag = setPathCorners(transform.position, TargetPoint[i], templeteCorners);
if (flag)
{
foreach (Vector3 point in templeteCorners)
{
corners.Add(point);
}
}
else
{
ResourceLoadWindow.Instance.LoadTextHintWindow("不能抵达", 2f);
return;
}
}
else
{
templeteCorners.Clear();
bool flag = setPathCorners(TargetPoint[i - 1], TargetPoint[i], templeteCorners);
if (flag)
{
foreach (Vector3 point in templeteCorners)
{
corners.Add(point);
}
}
else
{
ResourceLoadWindow.Instance.LoadTextHintWindow("不能抵达", 2f);
return;
}
}
}
//removeNoMainCorners(corners);
StartCoroutine(GoToDestination());
}
}
IEnumerator PathFinding(List<Vector3> TargetPoint)
{
@ -333,15 +379,26 @@ public class AgentController : MonoBehaviour
yield return true;
}
}
public static bool InNavMesh(Vector3 tagent)
{
NavMeshHit hit;
NavMeshQueryFilter filter = new NavMeshQueryFilter();
var agent = GameObject.Find("CarAgent").GetComponent<NavMeshAgent>();
filter.agentTypeID = agent.agentTypeID;
filter.areaMask = agent.areaMask;
var hasHit = NavMesh.SamplePosition(tagent, out hit, 1, filter);
return hasHit;
}
public static List<Vector3> LiSan(Vector3 center, int count, Vector3 size)
{
List<Vector3> list = new List<Vector3>();
list.Add(center);//先加入目的地
int num = 1;
while (list.Count < count)
{
var tagent = new Vector3(center.x, center.y, center.z + size.z * num);
if (InNavMesh(center, tagent))
if (InNavMesh(tagent))
list.Add(tagent);
else
{
@ -354,7 +411,7 @@ public class AgentController : MonoBehaviour
while (list.Count < count)
{
var tagent = new Vector3(center.x, center.y, center.z - size.z * num);
if (InNavMesh(center, tagent))
if (InNavMesh(tagent))
list.Add(tagent);
else
{
@ -367,7 +424,7 @@ public class AgentController : MonoBehaviour
while (list.Count < count)
{
var tagent = new Vector3(center.x + size.x * num, center.y, center.z);
if (InNavMesh(center, tagent))
if (InNavMesh(tagent))
list.Add(tagent);
else
{
@ -380,7 +437,7 @@ public class AgentController : MonoBehaviour
while (list.Count < count)
{
var tagent = new Vector3(center.x - size.x * num, center.y, center.z);
if (InNavMesh(center, tagent))
if (InNavMesh(tagent))
list.Add(tagent);
else
{
@ -389,6 +446,17 @@ public class AgentController : MonoBehaviour
}
num++;
}
//找到的点不够,添加最后重复点
if (list.Count < count)
{
var point = list[list.Count - 1];
for (int i = list.Count; i < count; i++)
{
var tagent = point;
list.Add(tagent);
}
}
return list;
}
public static bool InNavMesh(Vector3 center, Vector3 tagent)

55
Assets/Scripts/Power/MultiSelectNAV.cs

@ -4,6 +4,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.UI;
/// <summary>
@ -39,35 +40,33 @@ public class MultiSelectNAV : ResourceLoadPanel<MultiSelectNAV>
MessageDispatcher.RemoveListener("PATH_FINDING_COMMAND", PathFinding);
pathfindingFlag = Ison;
InputManager.MutiSelectFind = Ison;
if (!Ison)
{
if(!pathfindingFlag && TargetPoint.Count > 0)
{
//MultiSelectNavPath.instance.SetPathFind(TargetPoint, SelectCars);
for (int i = 0; i < SelectCars.Count; i++)
{
SelectCars[i].GetComponent<AgentController>().MuitiNav(TargetPoint, i);
}
}
}
//if (!pathfindingFlag && TargetPoint.Count > 0)
//if (!Ison)
//{
// var count = TargetPoint.Count;
// var list = AgentController.LiSan(TargetPoint[count - 1], SelectCars.Count, new Vector3(9, 0, 9));
// int indexer = 0;
// if (SelectCars.Count>0&&list.Count>0)
// if(!pathfindingFlag && TargetPoint.Count > 0)
// {
// //开始多选车辆的巡礼操作
// SelectCars.ForEach((X) =>
// //MultiSelectNavPath.instance.SetPathFind(TargetPoint, SelectCars);
// for (int i = 0; i < SelectCars.Count; i++)
// {
// TargetPoint[count - 1] = list[indexer];
// X.GetComponent<AgentController>().AutoPathFinding(TargetPoint);
// indexer++;
// });
// // TargetPoint.Clear();
// SelectCars[i].GetComponent<AgentController>().MuitiNav(TargetPoint, i);
// }
// }
//}
if (!pathfindingFlag && TargetPoint.Count > 0)
{
var count = TargetPoint.Count;
//最后目标点找到各车的停靠点
var list = AgentController.LiSan(TargetPoint[count - 1], SelectCars.Count, new Vector3(9, 0, 9));
int indexer = 0;
//开始多选车辆的巡礼操作
SelectCars.ForEach((X) =>
{
TargetPoint[count - 1] = list[indexer];
X.GetComponent<AgentController>().AutoPathFinding(TargetPoint);
indexer++;
});
// TargetPoint.Clear();
}
}
public void AddSelectCar(GameObject Car)
@ -162,4 +161,12 @@ public class MultiSelectNAV : ResourceLoadPanel<MultiSelectNAV>
}
}
private void OnDestroy()
{
MessageDispatcher.RemoveListener("PATH_FINDING_COMMAND", PathFinding);
MessageDispatcher.RemoveListener("RADIO_SELECTED_COMMAND", RadioSelect);
SelectCars.Clear();
TargetPoint.Clear();
NAVSelectCarItem.SelectCarItem.Clear();
}
}

10
Assets/Scripts/Power/NAVSelectCarItem.cs

@ -60,4 +60,14 @@ public class NAVSelectCarItem : MonoBehaviour
SelectCarItem.Remove(this);
Destroy(gameObject);
}
private void OnDestroy()
{
if (SelectCarItem.Contains(this))
{
SelectCarItem.Remove(this);
}
MultiSelectNAV.GetInstance.RemoveSelectCar(SelectCar);
MessageDispatcher.RemoveListener("RemoveSelectCar", RemoveSelectCar);
MessageDispatcher.RemoveListener("DeleteObj", DeleteObj);
}
}

8
Assets/Scripts/UIScripts/AreaNameDic.cs

@ -10,12 +10,10 @@ public class AreaNameDic
if (NameDic==null)
{
NameDic = new Dictionary<string, string>();
NameDic.Add("A", "厂房");
NameDic.Add("B", "信息灾备楼");
NameDic.Add("C", "行管楼");
NameDic.Add("D", "中央化验室");
NameDic.Add("A", "东方渔人码头");
}
return NameDic[area];
}
public static SceneType type=SceneType.chemicalBuilding;
public static SceneType type=SceneType.highRiseBuilding;
}

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<NextID>1</NextID>
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Assets/StreamingAssets/Data/DisasterInfos.xml

@ -1,8 +1,3 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<DisasterInfoList>
<DisasterInfo>
<Id>19</Id>
<LastTime>2021/11/25 14:07:14</LastTime>
<Name>1</Name>
</DisasterInfo>
</DisasterInfoList>

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ProjectSettings/ProjectSettings.asset

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电子沙盘合成文档.docx

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