This commit is contained in:
yzx 2023-12-13 13:35:25 +08:00
parent 7940a10af6
commit b65dd9f70c
15 changed files with 734 additions and 175 deletions

4
.gitignore vendored
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@ -1,2 +1,6 @@
U3D_DrivingSystem/Library/
U3D_DrivingSystem/Temp/
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
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
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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@ -25,7 +25,7 @@
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@ -291,6 +291,7 @@
<Compile Include="Assets\Script\Manaegr\GameFlowManager.cs" />
<Compile Include="Assets\Script\Manaegr\GameManager.cs" />
<Compile Include="Assets\Script\Manaegr\MBOXManager.cs" />
<Compile Include="Assets\Script\ModbusTcpClient.cs" />
<Compile Include="Assets\Script\Objective\AddMainScenes.cs" />
<Compile Include="Assets\Script\Objective\ElectricFan.cs" />
<Compile Include="Assets\Script\Objective\FXVCollision.cs" />
@ -338,6 +339,7 @@
<Compile Include="Assets\Script\Old\pARK.cs" />
<Compile Include="Assets\Script\Old\parkPanel.cs" />
<Compile Include="Assets\Script\Old\shengjiang_2.cs" />
<Compile Include="Assets\Script\test.cs" />
<Compile Include="Assets\SuperSplinesPro\Scripts\Animation\SplineAnimator.cs" />
<Compile Include="Assets\SuperSplinesPro\Scripts\Animation\SplineAnimatorClosestPoint.cs" />
<Compile Include="Assets\SuperSplinesPro\Scripts\Animation\SplineAnimatorCustomValue.cs" />
@ -614,21 +616,21 @@
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@ -28,6 +28,8 @@ public class FollowHeading : MonoBehaviour
float deltaAngle = Mathf.DeltaAngle(transform.eulerAngles.y, heading);
float targetSteer = Mathf.Clamp(deltaAngle / m_vehicle.maxSteerAngle, -1.0f, +1.0f);
Debug.Log(targetSteer);
m_vehicle.steerInput += targetSteer;
}
}

View File

@ -617,6 +617,9 @@ public class VehicleController : MonoBehaviour
{
float inputSteerAngle = maxSteerAngle * steerInput;
// Debug.Log(maxSteerAngle+"---"+steerInput);
float speedFactor = Mathf.InverseLerp(0.1f, 3.0f, m_speed);
if (steeringLimit)
@ -632,6 +635,10 @@ public class VehicleController : MonoBehaviour
assistedSteerAngle = m_speedAngle * steeringAssistRatio * speedFactor * Mathf.InverseLerp(2.0f, 3.0f, Mathf.Abs(m_speedAngle));
m_steerAngle = Mathf.Clamp(inputSteerAngle + assistedSteerAngle, -maxSteerAngle, +maxSteerAngle);
// Debug.Log(m_steerAngle);
}
@ -1851,7 +1858,7 @@ public class VehicleController : MonoBehaviour
// float middleWidth = (frame.frontWidth + frame.rearWidth) * 0.5f * 0.25f;
// UnityEditor.Handles.DrawLine(middle - transform.right * middleWidth, middle + transform.right * middleWidth);
UnityEditor.Handles.color = AlphaColor(Color.white, 0.05f);
UnityEditor.Handles.DrawSolidDisc(middle, transform.up, 0.1f);
UnityEditor.Handles.color = AlphaColor(Color.white, 0.5f);

View File

@ -93,6 +93,9 @@ public class VehicleRandomInput : MonoBehaviour
m_vehicle.throttleInput = Mathf.MoveTowards(m_vehicle.throttleInput, m_targetThrottle, throttleChangeRate * Time.deltaTime);
m_vehicle.brakeInput = m_targetBrake;
m_vehicle.handbrakeInput = 0.0f;
}

View File

@ -8,190 +8,199 @@ using UnityEngine;
namespace EVP
{
public class VehicleStandardInput : MonoBehaviour
{
public VehicleController target;
public class VehicleStandardInput : MonoBehaviour
{
public VehicleController target;
public bool continuousForwardAndReverse = true;
public bool continuousForwardAndReverse = true;
public enum ThrottleAndBrakeInput
{
SingleAxis,
SeparateAxes
};
public enum ThrottleAndBrakeInput { SingleAxis, SeparateAxes };
public ThrottleAndBrakeInput throttleAndBrakeInput = ThrottleAndBrakeInput.SingleAxis;
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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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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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()
{
client.CloseConnection();
}
}
}

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