tijiao
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@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Script;
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using UnityEngine;
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using UnityEngine;
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public class AccidentManager : MonoBehaviour
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public class AccidentManager : MonoBehaviour
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@ -8,32 +9,55 @@ public class AccidentManager : MonoBehaviour
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public GameObject uis;
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public GameObject uis;
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private string triggerName;
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private string triggerName;
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public GameObject[] baotai;
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public CarGearControl carGearControl;
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void Close()
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{
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for (int i = 0; i < uis.transform.Find("UI").childCount; i++)
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{
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uis.transform.Find("UI").GetChild(i).gameObject.SetActive(false);
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}
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uis.SetActive(true);
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}
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public void Tr(Transform other)
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private void OnTriggerEnter(Collider other)
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{
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{
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triggerName = other.name;
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triggerName = other.name;
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uis.SetActive(true);
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for (int i = 0; i < uis.transform.childCount; i++)
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{
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uis.transform.GetChild(i).gameObject.SetActive(false);
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}
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if (other.transform.tag == "People")
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if (other.transform.tag == "People")
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{
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{
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uis.transform.Find("撞倒行人").gameObject.SetActive(true);
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Close();
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uis.transform.Find("UI").Find("撞倒行人").gameObject.SetActive(true);
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}
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}
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else if (other.name == "chechufa")
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else if (other.name == "Box_Collider")
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{
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{
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uis.transform.Find("汽车追尾").gameObject.SetActive(true);
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Close();
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uis.transform.Find("UI").Find("汽车追尾").gameObject.SetActive(true);
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}
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}
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else if (other.name == "爆胎")
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else if (other.name == "爆胎")
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{
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{
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uis.transform.Find("爆胎").gameObject.SetActive(true);
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Close();
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uis.transform.Find("UI").Find("爆胎").gameObject.SetActive(true);
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for (int i = 0; i < baotai.Length; i++)
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{
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baotai[i].SetActive(true);
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}
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}else if (other.name == "礼让行人")
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{
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Close();
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uis.transform.Find("UI").Find("礼让行人").gameObject.SetActive(true);
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carGearControl.mingdi = true;
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}
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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Tr(other.transform);
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// switch (other.name)
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// switch (other.name)
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// {
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// {
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@ -60,11 +84,18 @@ public class AccidentManager : MonoBehaviour
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private void OnTriggerExit(Collider other)
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private void OnTriggerExit(Collider other)
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{
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{
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for (int i = 0; i < uis.transform.childCount; i++)
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// for (int i = 0; i < uis.transform.childCount; i++)
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{
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// {
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uis.transform.GetChild(i).gameObject.SetActive(false);
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// uis.transform.GetChild(i).gameObject.SetActive(false);
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}
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// }
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//
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uis.SetActive(false);
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// for (int i = 0; i < baotai.Length; i++)
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// {
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// baotai[i].SetActive(false);
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// }
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//
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//
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//
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// uis.SetActive(false);
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}
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}
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}
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}
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@ -52,6 +52,11 @@ namespace Script
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public GameObject accident; //事故UI
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public GameObject accident; //事故UI
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private bool ClutchPedalPositionBool;
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private bool ClutchPedalPositionBool;
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public bool mingdi = false;
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public AccidentManager accidentManager;
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public Transform ttt;
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void Start()
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void Start()
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{
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{
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vehicleController = GetComponent<VehicleController>();
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vehicleController = GetComponent<VehicleController>();
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@ -117,7 +122,7 @@ namespace Script
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case 1: //1前进档
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case 1: //1前进档
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if (carData.HandbrakeStatus == 0)
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if (carData.HandbrakeStatus == 0)
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{
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{
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if (carData.AcceleratorPedalPosition > 30)
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if (carData.AcceleratorPedalPosition > 20)
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{
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{
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vehicleController.throttleInput = 1;
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vehicleController.throttleInput = 1;
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}
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}
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@ -135,7 +140,7 @@ namespace Script
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case 2: //2倒挡
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case 2: //2倒挡
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if (carData.HandbrakeStatus == 0)
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if (carData.HandbrakeStatus == 0)
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{
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{
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if (carData.AcceleratorPedalPosition > 30)
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if (carData.AcceleratorPedalPosition > 20)
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{
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{
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vehicleController.throttleInput = -0.5f;
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vehicleController.throttleInput = -0.5f;
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}
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}
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@ -196,6 +201,16 @@ namespace Script
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}
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}
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if (mingdi)
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{
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if (carData.HornStatus == 1)
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{
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mingdi = false;
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accidentManager.Tr(ttt);
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}
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}
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//转向灯和双闪
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//转向灯和双闪
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if (carData.ButtonData == 1)
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if (carData.ButtonData == 1)
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{
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{
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@ -271,7 +286,7 @@ namespace Script
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if (accident.activeInHierarchy)
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if (accident.activeInHierarchy)
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{
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{
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if (carData.ClutchPedalPosition > 30)
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if (carData.AcceleratorPedalPosition > 90)
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{
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{
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accident.transform.Find("重置").GetComponent<UnityEngine.UI.Button>().onClick.Invoke();
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accident.transform.Find("重置").GetComponent<UnityEngine.UI.Button>().onClick.Invoke();
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}
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}
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