修改提交

This commit is contained in:
yzx 2023-12-15 18:58:37 +08:00
parent e075ddf579
commit efc8050b89
52 changed files with 5381 additions and 115 deletions

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@ -21,39 +21,41 @@ public class BtClick : MonoBehaviour
private void Start()
{
switch (carType)
{
case CarType.:
GameManager.instance.home.Add(this.GetComponent<BtClick>());
break;
case CarType.:
GameManager.instance.carType.Add(this.GetComponent<BtClick>());
break;
case CarType.:
GameManager.instance.weather.Add(this.GetComponent<BtClick>());
break;
case CarType.:
GameManager.instance.dangerDriving.Add(this.GetComponent<BtClick>());
break;
}
// switch (carType)
// {
// case CarType.首页:
// GameManager.instance.home.Add(this.GetComponent<BtClick>());
//
// break;
// // case CarType.车类型:
// // GameManager.instance.carType.Add(this.GetComponent<BtClick>());
// //
// // break;
// case CarType.天气:
// GameManager.instance.weather.Add(this.GetComponent<BtClick>());
//
// break;
// case CarType.危险驾驶:
// GameManager.instance.dangerDriving.Add(this.GetComponent<BtClick>());
//
// break;
// }
this.GetComponent<Button>().onClick.AddListener(delegate
{
GameManager.instance.UIClick(this.name,carType);
Click();
GameManager.instance.UIClick(carType,this.name);
OnClickSprite();
Debug.Log("123123");
});
OnStartCompleted?.Invoke();
// OnStartCompleted?.Invoke();
}
public void Click()
public void OnClickSprite()
{
image.sprite = clickSprite;
}
@ -62,4 +64,10 @@ public class BtClick : MonoBehaviour
{
image.sprite = defaultSprite;
}
public void Click()
{
Debug.Log("点击");
}
}

View File

@ -33,7 +33,7 @@ public class CarInfoManager : MonoBehaviour
#region
public float fuelLevelValue = 100f; // 初始油量
public float consumptionRate = 0.1f; // 每公里的油耗
private float consumptionRate =50f; // 每公里的油耗
public float totalDistanceTraveled = 0f; // 总行驶距离
private float speed; // 时速(假设其他脚本会更新这个值)
@ -91,18 +91,12 @@ public class CarInfoManager : MonoBehaviour
odometer.text = Convert.ToInt32((target.speed * 3.6f)).ToString();
speed = target.speed;
}
#region
// 计算这一帧行驶的距离
float distanceTraveledThisFrame = speed * Time.deltaTime / 3600f; // 将速度从时速转换为每秒,并计算行驶的距离
// 累积总行驶距离
totalDistanceTraveled += distanceTraveledThisFrame;
// 计算消耗的油量
float fuelConsumed = distanceTraveledThisFrame * consumptionRate;
float distanceTraveled = speed * Time.deltaTime / 3600f; // 将速度从时速转换为每秒,并计算行驶的距离
float fuelConsumed = distanceTraveled * consumptionRate;
// 更新油量
fuelLevelValue -= fuelConsumed;

View File

@ -18,107 +18,114 @@ public class GameManager : MonoBehaviour
{
public static GameManager instance;
public List<BtClick> home; //首页
public List<BtClick> carType; //车类型
public List<BtClick> weather; //天气
public List<BtClick> dangerDriving; //危险驾驶
// public List<BtClick> home; //首页
//
// // public List<BtClick> carType; //车类型
// public List<BtClick> weather; //天气
// public List<BtClick> dangerDriving; //危险驾驶
public GameObject[] uiGames;
public Button[] btList = new Button[] { };
private List<string> stepValues = new List<string>(); // 保存每个步骤的值
private int currentStep = 0; // 当前步骤索引
private CarType carType;
private void Awake()
{
instance = this;
home = new List<BtClick>();
carType = new List<BtClick>();
weather = new List<BtClick>();
dangerDriving = new List<BtClick>();
// home = new List<BtClick>();
// // carType = new List<BtClick>();
// weather = new List<BtClick>();
// dangerDriving = new List<BtClick>();
DontDestroyOnLoad(this);
}
private IEnumerator Start()
private void Start()
{
// 等待所有 BtClick 对象的 Start 方法完成
yield return StartCoroutine(WaitForBtClickStarts());
// 所有 BtClick 的 Start 方法已完成,继续执行其他代码
Debug.Log("All BtClick Start methods completed.");
// 执行其他方法
// // 等待所有 BtClick 对象的 Start 方法完成
// yield return StartCoroutine(WaitForBtClickStarts());
//
// // 所有 BtClick 的 Start 方法已完成,继续执行其他代码
// Debug.Log("All BtClick Start methods completed.");
// // 执行其他方法
for (int i = 0; i < uiGames.Length; i++)
{
uiGames[i].SetActive(false);
}
// for (int i = 0; i < uiGames.Length; i++)
// {
// uiGames[i].SetActive(false);
// }
//
// uiGames[0].SetActive(true);
uiGames[0].SetActive(true);
// GetComponent<SteeringWheelController>().buttons = home;
UIClick(CarType., "");
}
private IEnumerator WaitForBtClickStarts()
// private IEnumerator WaitForBtClickStarts()
// {
// // 获取所有 BtClick 实例
// BtClick[] btClicks = FindObjectsOfType<BtClick>();
// int completedCount = 0;
//
// // 为每个 BtClick 实例的 OnStartCompleted 事件添加监听器
// foreach (var btClick in btClicks)
// {
// btClick.OnStartCompleted += () => { completedCount++; };
// }
//
// // 等待直到所有 BtClick 实例的 Start 方法完成
// while (completedCount < btClicks.Length)
// {
// yield return null; // 等待一帧
// }
// }
public void SceneBts()
{
// 获取所有 BtClick 实例
BtClick[] btClicks = FindObjectsOfType<BtClick>();
int completedCount = 0;
// 为每个 BtClick 实例的 OnStartCompleted 事件添加监听器
foreach (var btClick in btClicks)
{
btClick.OnStartCompleted += () => { completedCount++; };
}
// 等待直到所有 BtClick 实例的 Start 方法完成
while (completedCount < btClicks.Length)
{
yield return null; // 等待一帧
}
}
public void UIClick(string name, CarType ct)
{
List<BtClick> btList = null;
switch (ct)
Button[] buttonArray = new Button[] { };
switch (carType)
{
case CarType.:
btList = home;
buttonArray = uiGames[0].GetComponentsInChildren<Button>();
break;
case CarType.:
btList = carType;
break;
case CarType.:
btList = weather;
buttonArray = uiGames[1].GetComponentsInChildren<Button>();
break;
case CarType.:
btList = dangerDriving;
buttonArray = uiGames[2].GetComponentsInChildren<Button>();
break;
}
Reset(btList);
foreach (var v in btList)
{
Debug.Log(v.name);
}
btList = buttonArray;
}
/// <summary>
/// 重置UI状态
/// </summary>
/// <param name="list"></param>
private void Reset(List<BtClick> list)
public void UIClick(CarType ct, string btName)
{
foreach (var v in list)
carType = ct;
SceneBts();
for (int i = 0; i < btList.Length; i++)
{
v.Cancel();
if (btList[i].name == btName)
{
btList[i].GetComponent<BtClick>().OnClickSprite();
}
else
{
btList[i].GetComponent<BtClick>().Cancel();
}
}
}
@ -147,6 +154,12 @@ public class GameManager : MonoBehaviour
currentStep++;
uiGames[currentStep].SetActive(true);
DisplayCurrentStepValue();
uiGames[currentStep].transform.GetChild(0).GetComponent<BtClick>().OnClickSprite();
// Debug.Log(uiGames[currentStep].transform.GetChild(0).GetComponent<Button>());
GetComponent<SteeringWheelController>().buttons = btList;
}
// 调用这个方法来返回上一个步骤
@ -169,9 +182,10 @@ public class GameManager : MonoBehaviour
DisplayCurrentStepValue();
}
uiGames[currentStep].transform.GetChild(0).GetComponent<BtClick>().OnClickSprite();
}
// 显示当前步骤的值(仅为示例)
private void DisplayCurrentStepValue()
{
if (currentStep < stepValues.Count)

View File

@ -0,0 +1,185 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.EventSystems;
using UnityEngine.Events;
using UnityEngine.UI;
using UnityEngine.Serialization;
using UnityEngine;
namespace XANTools
{
/// <summary>
/// 自己重写的 Button 按钮
/// 1、单击
/// 2、双击
/// 3、长按
/// </summary>
public class MyButtonXAN : Selectable, IPointerClickHandler, ISubmitHandler
{
[Serializable]
/// <summary>
/// Function definition for a button click event.
/// </summary>
public class ButtonClickedEvent : UnityEvent { }
// Event delegates triggered on click.
[FormerlySerializedAs("onClick")]
[SerializeField]
private ButtonClickedEvent m_OnClick = new ButtonClickedEvent();
protected MyButtonXAN()
{ }
public ButtonClickedEvent onClick
{
get { return m_OnClick; }
set { m_OnClick = value; }
}
private void Press()
{
if (!IsActive() || !IsInteractable())
return;
UISystemProfilerApi.AddMarker("Button.onClick", this);
m_OnClick.Invoke();
}
[Serializable]
/// <summary>
/// Function definition for a button click event.
/// </summary>
public class ButtonLongPressEvent : UnityEvent { }
[FormerlySerializedAs("onLongPress")]
[SerializeField]
private ButtonLongPressEvent m_onLongPress = new ButtonLongPressEvent();
public ButtonLongPressEvent onLongPress
{
get { return m_onLongPress; }
set { m_onLongPress = value; }
}
[FormerlySerializedAs("OnDoubleClick")]
public ButtonClickedEvent m_onDoubleClick = new ButtonClickedEvent();
public ButtonClickedEvent OnDoubleClick
{
get { return m_onDoubleClick; }
set { m_onDoubleClick = value; }
}
private bool my_isStartPress = false;
private float my_curPointDownTime = 0f;
private float my_longPressTime = 0.6f;
private bool my_longPressTrigger = false;
void Update()
{
CheckIsLongPress();
}
void CheckIsLongPress()
{
if (my_isStartPress && !my_longPressTrigger)
{
if (Time.time > my_curPointDownTime + my_longPressTime)
{
my_longPressTrigger = true;
my_isStartPress = false;
if (m_onLongPress != null)
{
m_onLongPress.Invoke();
}
}
}
}
public virtual void OnPointerClick(PointerEventData eventData)
{
//(避免已經點擊進入長按后,擡起的情況)
if (!my_longPressTrigger)
{
// 正常單擊
if (eventData.clickCount == 2)
{
if (m_onDoubleClick != null)
{
m_onDoubleClick.Invoke();
}
}// 雙擊
else if (eventData.clickCount == 1)
{
onClick.Invoke();
}
}
}
public virtual void OnSubmit(BaseEventData eventData)
{
Press();
// if we get set disabled during the press
// don't run the coroutine.
if (!IsActive() || !IsInteractable())
return;
DoStateTransition(SelectionState.Pressed, false);
StartCoroutine(OnFinishSubmit());
}
private IEnumerator OnFinishSubmit()
{
var fadeTime = colors.fadeDuration;
var elapsedTime = 0f;
while (elapsedTime < fadeTime)
{
elapsedTime += Time.unscaledDeltaTime;
yield return null;
}
DoStateTransition(currentSelectionState, false);
}
public override void OnPointerDown(PointerEventData eventData)
{
// 按下刷新當前時間
base.OnPointerDown(eventData);
my_curPointDownTime = Time.time;
my_isStartPress = true;
my_longPressTrigger = false;
}
public override void OnPointerUp(PointerEventData eventData)
{
// 指針擡起,結束開始長按
base.OnPointerUp(eventData);
my_isStartPress = false;
}
public override void OnPointerExit(PointerEventData eventData)
{
// 指針移出,結束開始長按,計時長按標志
base.OnPointerExit(eventData);
my_isStartPress = false;
}
}
}

View File

@ -0,0 +1,11 @@
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serializedVersion: 2
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@ -0,0 +1,101 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI; // 如果您使用的是UGUI
public class SteeringWheelController : MonoBehaviour
{
public Button[] buttons; // 您的UI按钮
private int selectedButtonIndex = 0; // 当前选中的按钮索引
private bool hasSelected = false; // 是否已经进行了选择
// 假设这是从硬件获取的方向盘角度
private float steeringWheelAngle;
// 方向盘选择角度阈值和中立阈值
public float selectionAngleThreshold = 30.0f; // 例如30度
public float neutralAngleThreshold = 5.0f; // 方向盘接近中立位置的阈值
public float testFloatV;
void Update()
{
// 更新方向盘角度
UpdateSteeringWheelAngle();
// 检查方向盘角度并更新选中的按钮
CheckSteeringWheelAngle();
}
public void SSSS()
{
testFloatV = 45;
}
public void AAAA()
{
testFloatV = 0;
}
public void BBB()
{
testFloatV = -45;
}
private void UpdateSteeringWheelAngle()
{
// 这里需要替换成获取硬件方向盘角度的代码
steeringWheelAngle = testFloatV;
}
private void CheckSteeringWheelAngle()
{
if (Mathf.Abs(steeringWheelAngle) < neutralAngleThreshold)
{
hasSelected = false;
return;
}
if (!hasSelected)
{
if (steeringWheelAngle > selectionAngleThreshold)
{
// 向右转动
SelectNextButton();
hasSelected = true;
}
else if (steeringWheelAngle < -selectionAngleThreshold)
{
// 向左转动
SelectPreviousButton();
hasSelected = true;
}
}
}
private void SelectNextButton()
{
selectedButtonIndex = (selectedButtonIndex + 1) % buttons.Length;
Debug .Log("前进"+selectedButtonIndex);
HighlightButton(selectedButtonIndex);
}
private void SelectPreviousButton()
{
if (selectedButtonIndex == 0)
selectedButtonIndex = buttons.Length - 1;
else
selectedButtonIndex--;
Debug .Log("后退"+selectedButtonIndex);
HighlightButton(selectedButtonIndex);
}
private void HighlightButton(int index)
{
// 根据您的UI系统来高亮选中的按钮
// 例如在UGUI中您可以改变按钮的颜色或添加一个高亮的边框
buttons[index].GetComponent<Button>().onClick.Invoke();
}
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@ -5,6 +5,15 @@ namespace Script
{
public class test : MonoBehaviour
{
public void HHHH()
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private ModbusTcpClient client;
private void Start()
{

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fuelLevel: {fileID: 860052590}
fuelLevelValue: 100
consumptionRate: 0.1
totalDistanceTraveled: 0
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

View File

@ -3,8 +3,16 @@ Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{90D7B334-9907-D211-326F-33D0FF6F6206}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Boxophobic.Utils.Scripts", "Boxophobic.Utils.Scripts.csproj", "{CDFF3BE2-7F3F-3464-C8D9-78B1AE3BC3C2}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Boxophobic.AtmosphericHeightFog.Runtime", "Boxophobic.AtmosphericHeightFog.Runtime.csproj", "{4C96BD12-F6EB-0840-DC94-863A1F7D1D40}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Boxophobic.Utils.Editor", "Boxophobic.Utils.Editor.csproj", "{EE237F7D-34D2-D9AE-0263-133C3F95283C}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{50ADFF00-8BA1-5513-3A1B-93449EB2679C}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Boxophobic.AtmosphericHeightFog.Editor", "Boxophobic.AtmosphericHeightFog.Editor.csproj", "{2FB7B5C3-8350-5D1C-9F5A-F691307D3EFB}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@ -15,10 +23,26 @@ Global
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