This commit is contained in:
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U3D_DrivingSystem/Library/
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U3D_DrivingSystem/Temp/
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U3D_DrivingSystem/Assets/GameAssets/Art/建筑模型/城市,地形/Windridge City Assets/StaticObjects/Models/Props/TrafficLights/TrafficLightMap2_v1/Textures/TrafficLightMap2_v1_TrafficLightMap2_v1_mat_Normal.png.meta
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||||
U3D_DrivingSystem/Assets/GameAssets/Art/建筑模型/城市,地形/Windridge City Assets/StaticObjects/Models/Props/TrafficLights/TrafficLightMap2_v1/Textures/TrafficLightMap2_v1_TrafficLightMap2_v1_mat_Metallic.png
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||||
U3D_DrivingSystem/Assets/GameAssets/Art/建筑模型/城市,地形/Windridge City Assets/StaticObjects/Models/Props/TrafficLights/TrafficLightMap2_v1/Textures/TrafficLightMap2_v1_TrafficLightMap2_v1_mat_Metallic.png.meta
|
||||
U3D_DrivingSystem/Assets/GameAssets/Art/建筑模型/城市,地形/Windridge City Assets/StaticObjects/Models/Props/TrafficLights/TrafficLightMap2_v1/Textures/TrafficLightMap2_v1_TrafficLightMap2_v1_mat_Normal.png
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@ -1,4 +1,6 @@
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@ -25,7 +25,7 @@
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@ -118,21 +118,21 @@
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@ -291,6 +291,7 @@
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|||
<Compile Include="Assets\Script\Manaegr\GameFlowManager.cs" />
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||||
<Compile Include="Assets\Script\Manaegr\GameManager.cs" />
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||||
<Compile Include="Assets\Script\Manaegr\MBOXManager.cs" />
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||||
<Compile Include="Assets\Script\ModbusTcpClient.cs" />
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||||
<Compile Include="Assets\Script\Objective\AddMainScenes.cs" />
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||||
<Compile Include="Assets\Script\Objective\ElectricFan.cs" />
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||||
<Compile Include="Assets\Script\Objective\FXVCollision.cs" />
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||||
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@ -338,6 +339,7 @@
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|||
<Compile Include="Assets\Script\Old\pARK.cs" />
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||||
<Compile Include="Assets\Script\Old\parkPanel.cs" />
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<Compile Include="Assets\Script\Old\shengjiang_2.cs" />
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||||
<Compile Include="Assets\Script\test.cs" />
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<Compile Include="Assets\SuperSplinesPro\Scripts\Animation\SplineAnimator.cs" />
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||||
<Compile Include="Assets\SuperSplinesPro\Scripts\Animation\SplineAnimatorClosestPoint.cs" />
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<Compile Include="Assets\SuperSplinesPro\Scripts\Animation\SplineAnimatorCustomValue.cs" />
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@ -614,21 +616,21 @@
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|||
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@ -28,6 +28,8 @@ public class FollowHeading : MonoBehaviour
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float deltaAngle = Mathf.DeltaAngle(transform.eulerAngles.y, heading);
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float targetSteer = Mathf.Clamp(deltaAngle / m_vehicle.maxSteerAngle, -1.0f, +1.0f);
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Debug.Log(targetSteer);
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m_vehicle.steerInput += targetSteer;
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}
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}
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@ -617,6 +617,9 @@ public class VehicleController : MonoBehaviour
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{
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float inputSteerAngle = maxSteerAngle * steerInput;
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// Debug.Log(maxSteerAngle+"---"+steerInput);
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float speedFactor = Mathf.InverseLerp(0.1f, 3.0f, m_speed);
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if (steeringLimit)
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@ -632,6 +635,10 @@ public class VehicleController : MonoBehaviour
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assistedSteerAngle = m_speedAngle * steeringAssistRatio * speedFactor * Mathf.InverseLerp(2.0f, 3.0f, Mathf.Abs(m_speedAngle));
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m_steerAngle = Mathf.Clamp(inputSteerAngle + assistedSteerAngle, -maxSteerAngle, +maxSteerAngle);
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// Debug.Log(m_steerAngle);
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}
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@ -1851,7 +1858,7 @@ public class VehicleController : MonoBehaviour
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// float middleWidth = (frame.frontWidth + frame.rearWidth) * 0.5f * 0.25f;
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// UnityEditor.Handles.DrawLine(middle - transform.right * middleWidth, middle + transform.right * middleWidth);
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UnityEditor.Handles.color = AlphaColor(Color.white, 0.05f);
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UnityEditor.Handles.DrawSolidDisc(middle, transform.up, 0.1f);
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UnityEditor.Handles.color = AlphaColor(Color.white, 0.5f);
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@ -93,6 +93,9 @@ public class VehicleRandomInput : MonoBehaviour
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m_vehicle.throttleInput = Mathf.MoveTowards(m_vehicle.throttleInput, m_targetThrottle, throttleChangeRate * Time.deltaTime);
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m_vehicle.brakeInput = m_targetBrake;
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m_vehicle.handbrakeInput = 0.0f;
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}
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@ -8,190 +8,199 @@ using UnityEngine;
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namespace EVP
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{
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public class VehicleStandardInput : MonoBehaviour
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{
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public VehicleController target;
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public class VehicleStandardInput : MonoBehaviour
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{
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public VehicleController target;
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public bool continuousForwardAndReverse = true;
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public bool continuousForwardAndReverse = true;
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public enum ThrottleAndBrakeInput
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{
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SingleAxis,
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SeparateAxes
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};
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public enum ThrottleAndBrakeInput { SingleAxis, SeparateAxes };
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public ThrottleAndBrakeInput throttleAndBrakeInput = ThrottleAndBrakeInput.SingleAxis;
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public ThrottleAndBrakeInput throttleAndBrakeInput = ThrottleAndBrakeInput.SingleAxis;
|
||||
|
||||
public string steerAxis = "Horizontal";
|
||||
public string throttleAndBrakeAxis = "Vertical";
|
||||
public string throttleAxis = "Fire2";
|
||||
public string brakeAxis = "Fire3";
|
||||
public string handbrakeAxis = "Jump";
|
||||
public KeyCode resetVehicleKey = KeyCode.Return;
|
||||
public string steerAxis = "Horizontal";
|
||||
public string throttleAndBrakeAxis = "Vertical";
|
||||
public string throttleAxis = "Fire2";
|
||||
public string brakeAxis = "Fire3";
|
||||
public string handbrakeAxis = "Jump";
|
||||
public KeyCode resetVehicleKey = KeyCode.Return;
|
||||
|
||||
bool m_doReset = false;
|
||||
bool m_doReset = false;
|
||||
|
||||
|
||||
void OnEnable ()
|
||||
{
|
||||
// Cache vehicle
|
||||
void OnEnable()
|
||||
{
|
||||
// Cache vehicle
|
||||
|
||||
if (target == null)
|
||||
target = GetComponent<VehicleController>();
|
||||
}
|
||||
if (target == null)
|
||||
target = GetComponent<VehicleController>();
|
||||
}
|
||||
|
||||
|
||||
void Update ()
|
||||
{
|
||||
if (target == null) return;
|
||||
void Update()
|
||||
{
|
||||
if (target == null) return;
|
||||
|
||||
if (Input.GetKeyDown(resetVehicleKey)) m_doReset = true;
|
||||
}
|
||||
if (Input.GetKeyDown(resetVehicleKey)) m_doReset = true;
|
||||
}
|
||||
|
||||
|
||||
void FixedUpdate ()
|
||||
{
|
||||
if (target == null) return;
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (target == null) return;
|
||||
|
||||
// Read the user input
|
||||
// Read the user input
|
||||
|
||||
float steerInput = Mathf.Clamp(Input.GetAxis(steerAxis), -1.0f, 1.0f);
|
||||
float handbrakeInput = Mathf.Clamp01(Input.GetAxis(handbrakeAxis));
|
||||
float steerInput = Mathf.Clamp(Input.GetAxis(steerAxis), -1.0f, 1.0f);
|
||||
float handbrakeInput = Mathf.Clamp01(Input.GetAxis(handbrakeAxis));
|
||||
|
||||
float forwardInput = 0.0f;
|
||||
float reverseInput = 0.0f;
|
||||
float forwardInput = 0.0f;
|
||||
float reverseInput = 0.0f;
|
||||
// Debug.Log("前轮控制左右的参数----->" + steerInput);
|
||||
|
||||
if (throttleAndBrakeInput == ThrottleAndBrakeInput.SeparateAxes)
|
||||
{
|
||||
forwardInput = Mathf.Clamp01(Input.GetAxis(throttleAxis));
|
||||
reverseInput = Mathf.Clamp01(Input.GetAxis(brakeAxis));
|
||||
}
|
||||
else
|
||||
{
|
||||
forwardInput = Mathf.Clamp01(Input.GetAxis(throttleAndBrakeAxis));
|
||||
reverseInput = Mathf.Clamp01(-Input.GetAxis(throttleAndBrakeAxis));
|
||||
}
|
||||
Debug.Log("前轮控制左右的参数----->" + steerInput);
|
||||
Debug.Log("往前的参数----->" + forwardInput);
|
||||
Debug.Log("往后的参数----->" + reverseInput);
|
||||
// Translate forward/reverse to vehicle input
|
||||
|
||||
if (throttleAndBrakeInput == ThrottleAndBrakeInput.SeparateAxes)
|
||||
{
|
||||
forwardInput = Mathf.Clamp01(Input.GetAxis(throttleAxis));
|
||||
reverseInput = Mathf.Clamp01(Input.GetAxis(brakeAxis));
|
||||
}
|
||||
else
|
||||
{
|
||||
forwardInput = Mathf.Clamp01(Input.GetAxis(throttleAndBrakeAxis));
|
||||
reverseInput = Mathf.Clamp01(-Input.GetAxis(throttleAndBrakeAxis));
|
||||
}
|
||||
float throttleInput = 0.0f;
|
||||
float brakeInput = 0.0f;
|
||||
|
||||
// Translate forward/reverse to vehicle input
|
||||
if (continuousForwardAndReverse)
|
||||
{
|
||||
float minSpeed = 0.1f;
|
||||
float minInput = 0.1f;
|
||||
|
||||
float throttleInput = 0.0f;
|
||||
float brakeInput = 0.0f;
|
||||
if (target.speed > minSpeed)
|
||||
{
|
||||
throttleInput = forwardInput;
|
||||
brakeInput = reverseInput;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (reverseInput > minInput)
|
||||
{
|
||||
throttleInput = -reverseInput;
|
||||
brakeInput = 0.0f;
|
||||
}
|
||||
else if (forwardInput > minInput)
|
||||
{
|
||||
if (target.speed < -minSpeed)
|
||||
{
|
||||
throttleInput = 0.0f;
|
||||
brakeInput = forwardInput;
|
||||
}
|
||||
else
|
||||
{
|
||||
throttleInput = forwardInput;
|
||||
brakeInput = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bool reverse = Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl);
|
||||
|
||||
if (continuousForwardAndReverse)
|
||||
{
|
||||
float minSpeed = 0.1f;
|
||||
float minInput = 0.1f;
|
||||
if (!reverse)
|
||||
{
|
||||
throttleInput = forwardInput;
|
||||
brakeInput = reverseInput;
|
||||
}
|
||||
else
|
||||
{
|
||||
throttleInput = -reverseInput;
|
||||
brakeInput = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (target.speed > minSpeed)
|
||||
{
|
||||
throttleInput = forwardInput;
|
||||
brakeInput = reverseInput;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (reverseInput > minInput)
|
||||
{
|
||||
throttleInput = -reverseInput;
|
||||
brakeInput = 0.0f;
|
||||
}
|
||||
else if (forwardInput > minInput)
|
||||
{
|
||||
if (target.speed < -minSpeed)
|
||||
{
|
||||
throttleInput = 0.0f;
|
||||
brakeInput = forwardInput;
|
||||
}
|
||||
else
|
||||
{
|
||||
throttleInput = forwardInput;
|
||||
brakeInput = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bool reverse = Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl);
|
||||
|
||||
if (!reverse)
|
||||
{
|
||||
throttleInput = forwardInput;
|
||||
brakeInput = reverseInput;
|
||||
}
|
||||
else
|
||||
{
|
||||
throttleInput = -reverseInput;
|
||||
brakeInput = 0;
|
||||
}
|
||||
}
|
||||
// Apply input to vehicle
|
||||
|
||||
// Apply input to vehicle
|
||||
target.steerInput = steerInput;
|
||||
target.throttleInput = throttleInput;
|
||||
target.brakeInput = brakeInput;
|
||||
target.handbrakeInput = handbrakeInput;
|
||||
// Debug.Log(throttleInput+"---"+brakeInput+"---"+handbrakeInput);
|
||||
// Do a vehicle reset
|
||||
|
||||
target.steerInput = steerInput;
|
||||
target.throttleInput = throttleInput;
|
||||
target.brakeInput = brakeInput;
|
||||
target.handbrakeInput = handbrakeInput;
|
||||
|
||||
// Do a vehicle reset
|
||||
if (m_doReset)
|
||||
{
|
||||
target.ResetVehicle();
|
||||
m_doReset = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_doReset)
|
||||
{
|
||||
target.ResetVehicle();
|
||||
m_doReset = false;
|
||||
}
|
||||
}
|
||||
/* Code from Tim Korving for better handling the continuous forward
|
||||
and reverse mode. To be adapted and tested.
|
||||
|
||||
/* Code from Tim Korving for better handling the continuous forward
|
||||
and reverse mode. To be adapted and tested.
|
||||
|
||||
void HandleVerticalInputModeInterrupt() // Handle Interrupt input mode for forward reverse
|
||||
{
|
||||
if (m_MoveState == VERTICAL_INPUT_STATE.STATIONARY)
|
||||
{
|
||||
if (m_ForwardInput >= m_MinInput) // If forward input...
|
||||
{
|
||||
ChangeVerticalInputState(VERTICAL_INPUT_STATE.FORWARD);
|
||||
m_ThrottleInput = m_ForwardInput; // Throttle is forward input
|
||||
m_BrakeInput = 0f; // Release the brakes
|
||||
}
|
||||
else if (m_ReverseInput >= m_MinInput) // If reverse input...
|
||||
{
|
||||
ChangeVerticalInputState(VERTICAL_INPUT_STATE.REVERSE);
|
||||
m_ThrottleInput = -m_ReverseInput; // Throttle is inverse reverse input (eek)
|
||||
m_BrakeInput = 0f; // Release the brakes
|
||||
}
|
||||
else
|
||||
{
|
||||
ChangeVerticalInputState(VERTICAL_INPUT_STATE.STATIONARY);
|
||||
}
|
||||
}
|
||||
else if (m_MoveState == VERTICAL_INPUT_STATE.FORWARD)
|
||||
{
|
||||
if (m_EVPController.speed >= m_MinSpeed) // Currently in forward motion
|
||||
{
|
||||
m_ThrottleInput = m_ForwardInput; // Throttle is forward input
|
||||
m_BrakeInput = m_ReverseInput; // Brake is reverse input
|
||||
}
|
||||
else if (m_ForwardInput < m_MinInput && m_ReverseInput < m_MinInput)
|
||||
{
|
||||
ChangeVerticalInputState(VERTICAL_INPUT_STATE.STATIONARY);
|
||||
m_BrakeInput = 0f;
|
||||
m_ForwardInput = 0f;
|
||||
m_ReverseInput = 0f;
|
||||
}
|
||||
}
|
||||
else if (m_MoveState == VERTICAL_INPUT_STATE.REVERSE)
|
||||
{
|
||||
if (m_EVPController.speed <= -m_MinSpeed) // Currently in backward motion
|
||||
{
|
||||
m_ThrottleInput = -m_ReverseInput; // Throttle is inverse reverse input (?)
|
||||
m_BrakeInput = m_ForwardInput; // Brake is forward input
|
||||
}
|
||||
else if (m_ForwardInput < m_MinInput && m_ReverseInput < m_MinInput)
|
||||
{
|
||||
ChangeVerticalInputState(VERTICAL_INPUT_STATE.STATIONARY);
|
||||
m_BrakeInput = 0f;
|
||||
m_ForwardInput = 0f;
|
||||
m_ReverseInput = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
void HandleVerticalInputModeInterrupt() // Handle Interrupt input mode for forward reverse
|
||||
{
|
||||
if (m_MoveState == VERTICAL_INPUT_STATE.STATIONARY)
|
||||
{
|
||||
if (m_ForwardInput >= m_MinInput) // If forward input...
|
||||
{
|
||||
ChangeVerticalInputState(VERTICAL_INPUT_STATE.FORWARD);
|
||||
m_ThrottleInput = m_ForwardInput; // Throttle is forward input
|
||||
m_BrakeInput = 0f; // Release the brakes
|
||||
}
|
||||
else if (m_ReverseInput >= m_MinInput) // If reverse input...
|
||||
{
|
||||
ChangeVerticalInputState(VERTICAL_INPUT_STATE.REVERSE);
|
||||
m_ThrottleInput = -m_ReverseInput; // Throttle is inverse reverse input (eek)
|
||||
m_BrakeInput = 0f; // Release the brakes
|
||||
}
|
||||
else
|
||||
{
|
||||
ChangeVerticalInputState(VERTICAL_INPUT_STATE.STATIONARY);
|
||||
}
|
||||
}
|
||||
else if (m_MoveState == VERTICAL_INPUT_STATE.FORWARD)
|
||||
{
|
||||
if (m_EVPController.speed >= m_MinSpeed) // Currently in forward motion
|
||||
{
|
||||
m_ThrottleInput = m_ForwardInput; // Throttle is forward input
|
||||
m_BrakeInput = m_ReverseInput; // Brake is reverse input
|
||||
}
|
||||
else if (m_ForwardInput < m_MinInput && m_ReverseInput < m_MinInput)
|
||||
{
|
||||
ChangeVerticalInputState(VERTICAL_INPUT_STATE.STATIONARY);
|
||||
m_BrakeInput = 0f;
|
||||
m_ForwardInput = 0f;
|
||||
m_ReverseInput = 0f;
|
||||
}
|
||||
}
|
||||
else if (m_MoveState == VERTICAL_INPUT_STATE.REVERSE)
|
||||
{
|
||||
if (m_EVPController.speed <= -m_MinSpeed) // Currently in backward motion
|
||||
{
|
||||
m_ThrottleInput = -m_ReverseInput; // Throttle is inverse reverse input (?)
|
||||
m_BrakeInput = m_ForwardInput; // Brake is forward input
|
||||
}
|
||||
else if (m_ForwardInput < m_MinInput && m_ReverseInput < m_MinInput)
|
||||
{
|
||||
ChangeVerticalInputState(VERTICAL_INPUT_STATE.STATIONARY);
|
||||
m_BrakeInput = 0f;
|
||||
m_ForwardInput = 0f;
|
||||
m_ReverseInput = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
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--- !u!1001 &1490618358
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|
|
@ -0,0 +1,113 @@
|
|||
using System;
|
||||
using System.Net.Sockets;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
public class ModbusTcpClient
|
||||
{
|
||||
private TcpClient tcpClient;
|
||||
private string serverIp = "127.0.0.1";
|
||||
private int serverPort = 12315;
|
||||
|
||||
public ModbusTcpClient()
|
||||
{
|
||||
tcpClient = new TcpClient();
|
||||
}
|
||||
|
||||
public async Task ConnectToServer()
|
||||
{
|
||||
try
|
||||
{
|
||||
await tcpClient.ConnectAsync(serverIp, serverPort);
|
||||
Debug.Log("Connected to Modbus server.");
|
||||
await SendModbusRequest();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.Log("Error connecting to Modbus server: " + ex.Message);
|
||||
}
|
||||
}
|
||||
|
||||
private async Task SendModbusRequest()
|
||||
{
|
||||
byte[] request = new byte[] { 0x00, 0x00, 0x00, 0x00, 0x06, 0x01, 0x03, 0x00, 0x00, 0x00, 0x10 };
|
||||
NetworkStream stream = tcpClient.GetStream();
|
||||
|
||||
if (stream.CanWrite)
|
||||
{
|
||||
await stream.WriteAsync(request, 0, request.Length);
|
||||
Debug.Log("Modbus request sent.");
|
||||
await ReadResponse(stream);
|
||||
}
|
||||
}
|
||||
|
||||
private async Task ReadResponse(NetworkStream stream)
|
||||
{
|
||||
byte[] response = new byte[256];
|
||||
int bytesRead = await stream.ReadAsync(response, 0, response.Length);
|
||||
Debug.Log("Received response from Modbus server.");
|
||||
|
||||
if (bytesRead > 9) // 确保响应长度足够
|
||||
{
|
||||
// 解析响应数据
|
||||
int length = response[5]; // 获取数据长度
|
||||
byte deviceId = response[6]; // 设备编号
|
||||
byte functionCode = response[7]; // 功能码
|
||||
|
||||
Debug.Log($"Device ID: {deviceId}, Function Code: {functionCode}, Data Length: {length}");
|
||||
|
||||
// 从第9个字节开始,每两个字节解析一个数据
|
||||
for (int i = 9; i < 9 + length; i += 2)
|
||||
{
|
||||
ushort dataValue = (ushort)(response[i] << 8 | response[i + 1]);
|
||||
switch ((i - 9) / 2)
|
||||
{
|
||||
case 0: // 钥匙开关数据
|
||||
Debug.Log($"Key Switch Data: {dataValue}");
|
||||
break;
|
||||
case 1: // 方向盘数据
|
||||
Debug.Log($"Steering Wheel Data: {dataValue}");
|
||||
break;
|
||||
case 2: // 方向盘上喇叭状态
|
||||
Debug.Log($"Horn Status: {dataValue}");
|
||||
break;
|
||||
case 3: // 刹车踏板数据
|
||||
Debug.Log($"Brake Pedal Data: {dataValue}");
|
||||
break;
|
||||
case 4: // 油门踏板数据
|
||||
Debug.Log($"Throttle Pedal Data: {dataValue}");
|
||||
break;
|
||||
case 5: // 离合踏板数据
|
||||
Debug.Log($"Clutch Pedal Data: {dataValue}");
|
||||
break;
|
||||
case 6: // 手刹数据
|
||||
Debug.Log($"Handbrake Data: {dataValue}");
|
||||
break;
|
||||
// 其他预留数据的解析
|
||||
default:
|
||||
Debug.Log($"Reserved Data {i/2 - 4}: {dataValue}");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Invalid response length.");
|
||||
}
|
||||
}
|
||||
|
||||
public void CloseConnection()
|
||||
{
|
||||
if (tcpClient != null)
|
||||
{
|
||||
if (tcpClient.Connected)
|
||||
{
|
||||
tcpClient.GetStream().Close();
|
||||
tcpClient.Close();
|
||||
Debug.Log("Connection to Modbus server closed.");
|
||||
}
|
||||
}
|
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}
|
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}
|
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@ -0,0 +1,29 @@
|
|||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Script
|
||||
{
|
||||
public class test : MonoBehaviour
|
||||
{
|
||||
private ModbusTcpClient client;
|
||||
private void Start()
|
||||
{
|
||||
hh();
|
||||
}
|
||||
|
||||
|
||||
async void hh()
|
||||
{
|
||||
// 使用
|
||||
client = new ModbusTcpClient();
|
||||
await client.ConnectToServer();
|
||||
|
||||
Debug.Log("123");
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
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{
|
||||
client.CloseConnection();
|
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}
|
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}
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Loading…
Reference in New Issue