2024.1.11修改

This commit is contained in:
huangjiayu 2024-01-11 08:46:45 +08:00
parent d8f0f8fce5
commit c338f9a943
43 changed files with 8833 additions and 7127 deletions

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@ -146,6 +146,9 @@ public class AccidentManager : MonoBehaviour
private void OnTriggerEnter(Collider other)
{
//
//MBOXManager.Instance.Bonk();
Tr(other.transform);
// switch (other.name)
@ -193,6 +196,7 @@ public class AccidentManager : MonoBehaviour
// 用于外部调用的方法,启动动画序列
public void PlayAnimationSequence(string firstAnimation, string secondAnimation)
{
Close();
if (!isPlaying)
{
Debug.Log("12312312312312312321");

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@ -7,6 +7,8 @@ namespace Script
{
using ModbusManager;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.VisualScripting;
using UnityEngine;
@ -21,7 +23,8 @@ namespace Script
private VehicleStandardInput vehicleStandardInput;
public int currentGear = 0; // 当前挡位
public float[] gearSpeeds = { 0f, 20f, 40f, 60f }; // 每个挡位的最大速度
//public float[] gearSpeeds = { 0f, 20f, 40f, 60f }; // 每个挡位的最大速度
public List<float> gearSpeeds; // 每个挡位的最大速度
public float xx;
float steerInput, throttleInput, brakeInput, handbrakeInput;
@ -64,14 +67,62 @@ namespace Script
private bool dianhuo = false;
private Coroutine currentCoroutine = null; // 当前正在运行的协程
private int lastEndIndex = 0; // 上一次的结束索引
private int currentEndIndex = 0; // 当前的结束索引
public bool isShache = false;
public void LoadData()
{
gearSpeeds = new List<float>();
int originalCount = 21;
int targetCount = 100;
int interval = (targetCount - 1) / (originalCount - 1);
for (int i = 1; i <= originalCount; i++)
{
float startValue = i;
gearSpeeds.Add(startValue);
if (i < originalCount)
{
float endValue = i + 1;
for (int j = 1; j < interval; j++)
{
float interpolatedValue = startValue + (endValue - startValue) * j / interval;
gearSpeeds.Add(interpolatedValue);
}
}
}
gearSpeeds[0] = 0;
gearSpeeds[1] = 0;
gearSpeeds[2] = 0;
gearSpeeds[3] = 0;
gearSpeeds[4] = 0;
gearSpeeds[5] = 0;
gearSpeeds[6] = 0;
gearSpeeds[7] = 0;
gearSpeeds[8] = 0;
gearSpeeds[9] = 0;
gearSpeeds[10] = 0;
}
void Start()
{
LoadData();
vehicleController = GetComponent<VehicleController>();
vehicleStandardInput = GetComponent<VehicleStandardInput>();
StartModbus();
ModBusQueue();
}
async Task StartModbus()
@ -124,21 +175,7 @@ namespace Script
//方向盘
vehicleController.steerInput = NormalizeValue(carData.SteeringWheelAngle, minValue, maxValue);
//当转向没有打灯就弹窗
if (carData.SteeringWheelAngle > 200)
{
if (turnSignalController.turnSignalState != TurnSignalState.)
{
accidentManager.PlayAnimationSequence("MsgWinAnimOpen", "MsgWinAnimClose");
}
}
else if (carData.SteeringWheelAngle < -200)
{
if (turnSignalController.turnSignalState != TurnSignalState.)
{
accidentManager.PlayAnimationSequence("MsgWinAnimOpen", "MsgWinAnimClose");
}
}
//钥匙 00是熄火1是通电2是点火
@ -153,7 +190,7 @@ namespace Script
if (carData.BrakePedalPosition > 30)
{
uiGame.SetActive(true);
currentGear = 1;
currentGear = 0;
dianhuo = true;
ui2d.SetActive(true);
}
@ -173,30 +210,72 @@ namespace Script
switch (carData.GearPosition)
{
case 0:
vehicleController.throttleInput = 0;
currentGear = 0;
break;
case 1: //1前进档
if (carData.HandbrakeStatus == 0)
{
if (carData.AcceleratorPedalPosition > 20 && carData.AcceleratorPedalPosition <= 50)
{
vehicleController.throttleInput = 1;
currentGear = 1;
}
else if (carData.AcceleratorPedalPosition > 50 && carData.AcceleratorPedalPosition <= 80)
{
vehicleController.throttleInput = 1;
currentGear = 2;
}
else if (carData.AcceleratorPedalPosition > 80 && carData.AcceleratorPedalPosition <= 100)
{
vehicleController.throttleInput = 1;
currentGear = 3;
}
else
//if (carData.AcceleratorPedalPosition > 20 && carData.AcceleratorPedalPosition <= 50)
//{
// vehicleController.throttleInput = 1;
// currentGear = 1;
//}
//else if (carData.AcceleratorPedalPosition > 50 && carData.AcceleratorPedalPosition <= 80)
//{
// vehicleController.throttleInput = 1;
// currentGear = 2;
//}
//else if (carData.AcceleratorPedalPosition > 80 && carData.AcceleratorPedalPosition <= 100)
//{
// vehicleController.throttleInput = 1;
// currentGear = 3;
//}
//else
//{
// vehicleController.throttleInput = 0;
// currentGear = 0;
//}
if (carData.AcceleratorPedalPosition < 10)
{
vehicleController.throttleInput = 0;
currentGear = 0;
}
else
{
vehicleController.throttleInput = 1;
currentGear = carData.AcceleratorPedalPosition;
currentEndIndex = currentGear;
if (currentEndIndex != lastEndIndex)
{
float totalDuration = currentEndIndex < lastEndIndex ? 5.0f : 2.0f;
StartRetrieveData(lastEndIndex, currentEndIndex, totalDuration);
lastEndIndex = currentEndIndex;
}
}
//当转向没有打灯就弹窗
if (carData.SteeringWheelAngle > 200)
{
if (turnSignalController.turnSignalState != TurnSignalState.)
{
accidentManager.PlayAnimationSequence("MsgWinAnimOpen", "MsgWinAnimClose");
accidentManager.uis.transform.Find("UI/转向").gameObject.SetActive(true);
}
}
else if (carData.SteeringWheelAngle < -200)
{
if (turnSignalController.turnSignalState != TurnSignalState.)
{
accidentManager.PlayAnimationSequence("MsgWinAnimOpen", "MsgWinAnimClose");
accidentManager.uis.transform.Find("UI/转向").gameObject.SetActive(true);
}
}
}
else
{
@ -276,7 +355,7 @@ namespace Script
accidentManager.Tr(ttt, true);
}
}
//转向灯和双闪
if (carData.ButtonData == 1)
{
@ -350,6 +429,7 @@ namespace Script
// }
// else
// {
//踩离合弹出菜单UI
if (carData.ClutchPedalPosition > 30)
{
@ -387,13 +467,18 @@ namespace Script
{
if (shache[0].activeInHierarchy)
continue;
isShache = true;
for (int i = 0; i < shache.Length; i++)
{
shache[i].SetActive(true);
}
vehicleController.throttleInput = 0;
currentGear = 0;
}
else
{
isShache = false;
if (!shache[0].activeInHierarchy)
continue;
for (int i = 0; i < shache.Length; i++)
@ -413,7 +498,33 @@ namespace Script
}
}
public void StartRetrieveData(int startIndex, int endIndex, float totalDuration)
{
if (currentCoroutine != null)
{
StopCoroutine(currentCoroutine);
}
// 跳过前三个元素
startIndex = Mathf.Max(startIndex, 3);
currentCoroutine = StartCoroutine(RetrieveData(startIndex, endIndex, totalDuration));
}
IEnumerator RetrieveData(int startIndex, int endIndex, float totalDuration)
{
// 确定遍历方向
int step = startIndex < endIndex ? 1 : -1;
int count = Mathf.Abs(endIndex - startIndex) + 1;
float delay = totalDuration / count;
for (int i = startIndex; step > 0 ? i <= endIndex : i >= endIndex; i += step)
{
yield return new WaitForSeconds(delay);
}
currentCoroutine = null;
}
void CarMenuButton(int bt)
{
if (bt == 3)

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@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class CarBoxColManager : MonoBehaviour
{
void OnCollisionEnter(Collision collision)
{
Debug.Log("aaaaaaaaaaaaaaaaaaaaaaaaaaaa" + collision.gameObject.name);
// 在这里添加碰撞开始时的处理逻辑
}
}

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@ -0,0 +1,11 @@
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@ -193,7 +193,7 @@ public class MBOXManager : MonoBehaviour
ElectricCylinder.U32OneTurnPulseNum = (uint)10000; //一圈脉冲数
ElectricCylinder.F32Gear = (float)1.0000; //减速比
HostUDPPort = new UdpClient(UdpAppData.I16HostTxPort);
IPEndPoint ipendpoint = new IPEndPoint(IPAddress.Any, UdpAppData.I16MboxRxPort);
IPEndPoint ipendpoint = new IPEndPoint(IPAddress.Parse("192.168.15.201"), UdpAppData.I16MboxRxPort);
HostUDPPort.Connect("255.255.255.255", UdpAppData.I16MboxRxPort);

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@ -14,7 +14,10 @@ namespace Script
public VehicleController vehicleController;
public GameObject ui;
//public GameObject ui;
public AccidentManager accidentManager;
private IEnumerator Start()
{
@ -31,33 +34,42 @@ namespace Script
case "超速60":
if (Convert.ToInt32((vehicleController.speed * 3.6f)) > 60)
{
if (!ui.activeInHierarchy)
{
ui.SetActive(true);
ui.transform.Find("Text").GetComponent<TMP_Text>().text = "超速在影响车辆的安全性能;影响驾驶人及时、准确地操作;会使驾驶人的思维判断失误;给注意力转移带来困难;对速度的判断能力下降;减弱了驾驶人对空间的认识能力。";
}
accidentManager.PlayAnimationSequence("MsgWinAnimOpen", "MsgWinAnimClose");
accidentManager.uis.transform.Find("UI/超速").gameObject.SetActive(true);
}
break;
case "超速40":
if (Convert.ToInt32((vehicleController.speed * 3.6f)) > 40)
{
if (!ui.activeInHierarchy)
{
ui.SetActive(true);
ui.transform.Find("Text").GetComponent<TMP_Text>().text = "超速在影响车辆的安全性能;影响驾驶人及时、准确地操作;会使驾驶人的思维判断失误;给注意力转移带来困难;对速度的判断能力下降;减弱了驾驶人对空间的认识能力。";
}
accidentManager.PlayAnimationSequence("MsgWinAnimOpen", "MsgWinAnimClose");
accidentManager.uis.transform.Find("UI/超速").gameObject.SetActive(true);
//if (!ui.activeInHierarchy)
//{
// ui.SetActive(true);
// ui.transform.Find("Text").GetComponent<TMP_Text>().text = "超速在影响车辆的安全性能;影响驾驶人及时、准确地操作;会使驾驶人的思维判断失误;给注意力转移带来困难;对速度的判断能力下降;减弱了驾驶人对空间的认识能力。";
//}
}
break;
case "禁止停车":
if (Convert.ToInt32((vehicleController.speed * 3.6f)) <=1)
{
if (!ui.activeInHierarchy)
{
ui.SetActive(true);
ui.transform.Find("Text").GetComponent<TMP_Text>().text = "机动车如果在行驶中随意的停放,那么就会导致交通事故也会增加,机动车突然的停车也会使得其他的驾驶员无法做好准备,因此就会将碰撞事故以及追尾意外的发生增加。";
}
accidentManager.PlayAnimationSequence("MsgWinAnimOpen", "MsgWinAnimClose");
accidentManager.uis.transform.Find("UI/停车").gameObject.SetActive(true);
//accidentManager.uis.transform.Find("UI/停车").GetComponent<TMP_Text>().text = "";
//if (!ui.activeInHierarchy)
//{
// ui.SetActive(true);
// ui.transform.Find("Text").GetComponent<TMP_Text>().text = "机动车如果在行驶中随意的停放,那么就会导致交通事故也会增加,机动车突然的停车也会使得其他的驾驶员无法做好准备,因此就会将碰撞事故以及追尾意外的发生增加。";
//}
}
break;
@ -75,11 +87,17 @@ namespace Script
{
if (other.name == "触发红灯")
{
if (!ui.activeInHierarchy)
{
ui.SetActive(true);
ui.transform.Find("Text").GetComponent<TMP_Text>().text = "车辆闯红灯容易导致车辆相撞或者撞到行人,造成严重的交通事故。更可能导致交通秩序混乱,影响其他车辆和行人的正常通行。";
}
accidentManager.PlayAnimationSequence("MsgWinAnimOpen", "MsgWinAnimClose");
accidentManager.uis.transform.Find("UI/闯红灯").gameObject.SetActive(true);
//accidentManager.uis.transform.Find("UI/闯红灯").GetComponent<TMP_Text>().text = "车辆闯红灯容易导致车辆相撞或者撞到行人,造成严重的交通事故。更可能导致交通秩序混乱,影响其他车辆和行人的正常通行。";
//if (!ui.activeInHierarchy)
//{
// ui.SetActive(true);
// ui.transform.Find("Text").GetComponent<TMP_Text>().text = "车辆闯红灯容易导致车辆相撞或者撞到行人,造成严重的交通事故。更可能导致交通秩序混乱,影响其他车辆和行人的正常通行。";
//}
}
else
{

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@ -1 +1 @@
172.16.1.125,12315
192.168.15.100,12315

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@ -5,14 +5,14 @@
"depth": 0,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
"url": "https://packages.unity.cn"
},
"com.unity.ext.nunit": {
"version": "1.0.6",
"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
"url": "https://packages.unity.cn"
},
"com.unity.ide.rider": {
"version": "3.0.7",
@ -21,7 +21,7 @@
"dependencies": {
"com.unity.ext.nunit": "1.0.6"
},
"url": "https://packages.unity.com"
"url": "https://packages.unity.cn"
},
"com.unity.ide.visualstudio": {
"version": "2.0.11",
@ -30,14 +30,14 @@
"dependencies": {
"com.unity.test-framework": "1.1.9"
},
"url": "https://packages.unity.com"
"url": "https://packages.unity.cn"
},
"com.unity.ide.vscode": {
"version": "1.2.4",
"depth": 0,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
"url": "https://packages.unity.cn"
},
"com.unity.postprocessing": {
"version": "3.1.1",
@ -46,7 +46,7 @@
"dependencies": {
"com.unity.modules.physics": "1.0.0"
},
"url": "https://packages.unity.com"
"url": "https://packages.unity.cn"
},
"com.unity.test-framework": {
"version": "1.1.29",
@ -57,7 +57,7 @@
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0"
},
"url": "https://packages.unity.com"
"url": "https://packages.unity.cn"
},
"com.unity.textmeshpro": {
"version": "3.0.6",
@ -66,7 +66,7 @@
"dependencies": {
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},
"url": "https://packages.unity.com"
"url": "https://packages.unity.cn"
},
"com.unity.timeline": {
"version": "1.5.6",
@ -78,7 +78,7 @@
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0"
},
"url": "https://packages.unity.com"
"url": "https://packages.unity.cn"
},
"com.unity.ugui": {
"version": "1.0.0",
@ -102,7 +102,7 @@
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0"
},
"url": "https://packages.unity.com"
"url": "https://packages.unity.cn"
},
"com.unity.modules.ai": {
"version": "1.0.0",

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@ -21,7 +21,7 @@ MonoBehaviour:
m_Registries:
- m_Id: main
m_Name:
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