网上演练贵港万达广场(人员密集)
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4 years ago
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CarMoveManager : MonoBehaviour
{
public PowerMessage PowerMsg;
public GameObject[] RoadPoints;//移动拐点
public GameObject Car;
private float PathLength;
private bool CanMove;
private float Speed;
private int index = 1;
//private float disPrevCan;
//private float disPrevPointCan;
//private float disTotal;
private float indexPath;
private float movedDis;
private float time;
private Vector2 startPos;
//private List<FireCarEngine> MyList;
private List<KeyValuePair<FireCarEngine, int>> MyList;
void Awake()
{
//读取路径长度作为总出警总距离
for (int i = 0; i < RoadPoints.Length - 1; i++)
{
//PathLength += Vector2.Distance(RoadPoints[i].transform.position, RoadPoints[i + 1].transform.position);
PathLength += Vector2.Distance(RoadPoints[i].GetComponent<RectTransform>().anchoredPosition,
RoadPoints[i + 1].GetComponent<RectTransform>().anchoredPosition);
}
}
private void ShowNowMessage()
{
//List<FireCarEngine> TestList = TestData();
//PowerMsg.ShowMessage(MyList, (PathLength - disTotal).ToString("#.##") + "Km",
// DateTime.Now.ToString("yyyy:MM:dd HH:mm:ss"));
float tempDis = 0;//当前段路径已移动多少距离
tempDis = Vector2.Distance(Car.GetComponent<RectTransform>().anchoredPosition ,
RoadPoints[index - 1].GetComponent<RectTransform>().anchoredPosition);
float currentDis = movedDis + tempDis;
PowerMsg.ShowMessage(MyList, (PathLength - currentDis).ToString("#.##") + "Km",
DateTime.Now.ToString("yyyy:MM:dd HH:mm:ss"));
}
//控制地图上车标志移动的方法
public void MoveCar(float NeedTime, List<KeyValuePair<FireCarEngine, int>> DataList)
{
Speed = PathLength / NeedTime;
StartCoroutine(WaitTheSet());
MyList = DataList;
Car.GetComponent<Button>().onClick.AddListener(ShowNowMessage);
}
private IEnumerator WaitTheSet()
{
yield return new WaitForSeconds(2f);
CanMove = true;
}
// Update is called once per frame
void Update()
{
if (CanMove)
{
if (index < RoadPoints.Length)
{
//Car.transform.Translate((RoadPoints[index].transform.position - Car.transform.position).normalized * Time.deltaTime * Speed);
//disPrevPointCan = Vector2.Distance(Car.transform.position, RoadPoints[index - 1].transform.position);
//if (Vector3.Distance(Car.transform.position, RoadPoints[index].transform.position) <= 0.2)
//{
// index++;
// disPrevCan += disPrevPointCan;
//}
//disTotal = disPrevCan + disPrevPointCan;
indexPath = Vector2.Distance(RoadPoints[index].GetComponent<RectTransform>().anchoredPosition,
RoadPoints[index - 1].GetComponent<RectTransform>().anchoredPosition);
startPos = RoadPoints[index - 1].GetComponent<RectTransform>().anchoredPosition;
time += Time.deltaTime;
if (RoadPoints[index].GetComponent<RectTransform>().anchoredPosition
!= Car.GetComponent<RectTransform>().anchoredPosition)
{
Car.GetComponent<RectTransform>().anchoredPosition = Vector2.Lerp(startPos,
RoadPoints[index].GetComponent<RectTransform>().anchoredPosition,
time / (indexPath / Speed));
}
if (time >= (indexPath / Speed))
{
Car.GetComponent<RectTransform>().anchoredPosition = RoadPoints[index].GetComponent<RectTransform>().anchoredPosition;
index++;
time = 0;
movedDis += indexPath;
}
}
else
{
movedDis = PathLength;
Speed = 0;
CanMove = false;
}
}
}
}