This commit is contained in:
yzx 2024-01-17 15:24:13 +08:00
parent 4edac872ac
commit 50143c5269
3 changed files with 6 additions and 22 deletions

View File

@ -9,8 +9,8 @@ Material:
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m_Name: honglvdengjiantou_lv_you
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords: _EMISSION
m_LightmapFlags: 2
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1

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@ -167662,7 +167662,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!114 &528661332
MonoBehaviour:
m_ObjectHideFlags: 0
@ -370568,7 +370568,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
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--- !u!114 &1198207951
MonoBehaviour:
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@ -42,7 +42,6 @@ public class TrafficLightManager : MonoBehaviour
{
if (light != null)
{
// 假设你有一个方法来根据状态获取相应的贴图
//Texture newTexture = GetTextureForState(state);
light.transform.Find("red2").GetComponent<MeshRenderer>().material.DisableKeyword("_EMISSION");
light.transform.Find("yellow1").GetComponent<MeshRenderer>().material.DisableKeyword("_EMISSION");
@ -57,7 +56,6 @@ public class TrafficLightManager : MonoBehaviour
{
if (light != null)
{
// 假设你有一个方法来根据状态获取相应的贴图
//Texture newTexture = GetTextureForState(state);
light.transform.Find("red2").GetComponent<MeshRenderer>().material.EnableKeyword("_EMISSION");
}
@ -74,7 +72,6 @@ public class TrafficLightManager : MonoBehaviour
{
if (light != null)
{
// 假设你有一个方法来根据状态获取相应的贴图
//Texture newTexture = GetTextureForState(state);
light.transform.Find("yellow1").GetComponent<MeshRenderer>().material.EnableKeyword("_EMISSION");
}
@ -86,7 +83,6 @@ public class TrafficLightManager : MonoBehaviour
{
if (light != null)
{
// 假设你有一个方法来根据状态获取相应的贴图
//Texture newTexture = GetTextureForState(state);
light.transform.Find("green2").GetComponent<MeshRenderer>().material.EnableKeyword("_EMISSION");
}
@ -103,11 +99,7 @@ public class TrafficLightManager : MonoBehaviour
}
}
// private Texture GetTextureForState(TrafficLightState state)
// {
// // 返回根据 state 获取的贴图
// // 这里你需要根据你的资源来实现具体的逻辑
// }
}
public List<TrafficLightGroup> lightGroups;
@ -124,12 +116,8 @@ public class TrafficLightManager : MonoBehaviour
void FixedUpdate()
{
// Debug.Log("Delta Time: " + Time.deltaTime);
foreach (var group in lightGroups)
{
// Debug.Log("Before: " + group.timer);
// group.timer -= Time.deltaTime;
// Debug.Log("After: " + group.timer);
// 更新红绿灯状态
UpdateTrafficLightGroup(group);
@ -138,10 +126,7 @@ public class TrafficLightManager : MonoBehaviour
void AddRedLightWarning(TrafficLightGroup group)
{
// 在这里添加提示或更改状态的逻辑
// 例如,你可以在红灯状态下播放声音或显示警告信息
// 以下是一个示例,在控制台输出警告信息:
Debug.LogWarning("红灯警告:请注意停车!");
}
@ -182,7 +167,6 @@ public class TrafficLightManager : MonoBehaviour
void UpdateLights(List<TMP_Text> lights, string state, float time)
{
int timeInt = Mathf.CeilToInt(time);
// 使用条件运算符来判断是否需要在前面加上 0
string formattedTime = timeInt < 10 ? "0" + timeInt.ToString() : timeInt.ToString();
string text = formattedTime;
Color color = Color.white;