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@ -2,9 +2,8 @@
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View File

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<Name>AmplifyShaderEditor</Name>
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View File

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@ -2944,7 +2943,6 @@ MonoBehaviour:
brakeAxis: Fire3
handbrakeAxis: Jump
resetVehicleKey: 13
xxxx: 0
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View File

@ -28,7 +28,7 @@ public class VehicleStandardInputInspector : Editor
EditorGUILayout.PropertyField(propThrottleAndBrakeInput);
EditorGUILayout.PropertyField(serializedObject.FindProperty("steerAxis"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("xxxx"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("xxxxxx"));
VehicleStandardInput.ThrottleAndBrakeInput throttleAndBrakeInput = (VehicleStandardInput.ThrottleAndBrakeInput)propThrottleAndBrakeInput.enumValueIndex;

View File

@ -31,7 +31,7 @@ namespace EVP
bool m_doReset = false;
public float xxxx;
void OnEnable()
{
// Cache vehicle
@ -47,11 +47,7 @@ namespace EVP
if (Input.GetKeyDown(resetVehicleKey)) m_doReset = true;
}
public void SetThrottleValue(float value)
{
// 将输入值从 0-100 范围映射到 0-1 范围
xxxx = Mathf.Clamp(value, 0, 100) / 100.0f;
}
// public float xxxxxx;
void FixedUpdate()
{
@ -76,12 +72,11 @@ namespace EVP
forwardInput = Mathf.Clamp01(Input.GetAxis(throttleAndBrakeAxis));
reverseInput = Mathf.Clamp01(-Input.GetAxis(throttleAndBrakeAxis));
}
// forwardInput = Mathf.Clamp01(xxxx);
// Debug.Log(Mathf.Clamp01(xxxx));
// forwardInput = xxxxxx;
// 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);
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
float throttleInput = 0.0f;
@ -138,17 +133,10 @@ namespace EVP
// Apply input to vehicle
// target.steerInput = steerInput;
// target.throttleInput = throttleInput;
// target.brakeInput = brakeInput;
// target.handbrakeInput = handbrakeInput;
target.steerInput = steerInput;
target.throttleInput = throttleInput;
target.brakeInput = brakeInput;
target.handbrakeInput = handbrakeInput;
// Debug.Log(throttleInput+"---"+brakeInput+"---"+handbrakeInput);
// Do a vehicle reset

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@ -43,7 +43,7 @@ public class BtClick : MonoBehaviour
// }
this.GetComponent<Button>().onClick.AddListener(delegate { MenuManager.instance.OnBtClick(carType, this.name); });
this.GetComponent<Button>().onClick.AddListener(delegate { GameManager.instance.OnBtClick(carType, this.name); });
// OnStartCompleted?.Invoke();

View File

@ -1,64 +0,0 @@
using EVP;
using UnityEngine;
namespace Script
{
using UnityEngine;
public class CarGearControl : MonoBehaviour
{
private VehicleController vehicleController;
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 xx;
float steerInput, throttleInput, brakeInput, handbrakeInput;
void Start()
{
vehicleController = GetComponent<VehicleController>();
vehicleStandardInput = GetComponent<VehicleStandardInput>();
}
void Update()
{
// 检测并更新挡位
CheckAndUpdateGear();
// 根据当前挡位设置车辆速度
SetVehicleSpeed(gearSpeeds[currentGear]);
vehicleController.steerInput = 0;
vehicleController.throttleInput = xx;
vehicleController.brakeInput = 0;
vehicleController.handbrakeInput = 0;
Debug.Log($"{steerInput}--{throttleInput}--{brakeInput}--{handbrakeInput}");
// vehicleStandardInput.SetThrottleValue(xx);
// SetSpeedBasedOnValue(1);
}
void CheckAndUpdateGear()
{
if (Input.GetKeyDown(KeyCode.Alpha1)) currentGear = 1;
if (Input.GetKeyDown(KeyCode.Alpha2)) currentGear = 2;
if (Input.GetKeyDown(KeyCode.Alpha3)) currentGear = 3;
if (Input.GetKeyDown(KeyCode.Alpha0)) currentGear = 0; // 假设0为空挡
}
void SetVehicleSpeed(float maxSpeed)
{
// 在这里,你需要根据你的车辆控制系统来调整速度。
// 以下是一个假设的方法你可能需要根据EVP5的API来修改它。
vehicleController.maxSpeedForward = maxSpeed;
vehicleController.throttleInput = 1;
}
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: b4decbca4aaf413abd074ba71736660a
timeCreated: 1702964744

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@ -1,23 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Script
{
public class GameInfo : MonoBehaviour
{
public Dictionary<CarType, string> carSelectTypeInfo = new Dictionary<CarType, string>();
public static GameInfo instance;
private void Awake()
{
instance = this;
DontDestroyOnLoad(this);
}
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: beb73c429dba468f8a8c37893d1204b8
timeCreated: 1702980565

View File

@ -111,7 +111,7 @@ public class CarInfoManager : MonoBehaviour
fuelLevel.text = Convert.ToInt32(fuelLevelValue).ToString()+"%";
// 可以在这里添加油量显示逻辑
// Debug.Log("Current Fuel Level: " + fuelLevelValue);
Debug.Log("Current Fuel Level: " + fuelLevelValue);
// Debug.Log("Total Distance Traveled: " + totalDistanceTraveled + " km");

View File

@ -0,0 +1,145 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public enum CarType
{
,
,
,
}
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 GameObject[] uiGames;
private int currentStep = 0; // 当前步骤索引
public Dictionary<CarType, string> carSelectTypeInfo = new Dictionary<CarType, string>();
private void Awake()
{
instance = this;
// home = new List<BtClick>();
// // carType = new List<BtClick>();
// weather = new List<BtClick>();
// dangerDriving = new List<BtClick>();
DontDestroyOnLoad(this);
}
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
// for (int i = 0; i < uiGames.Length; i++)
// {
// uiGames[i].SetActive(false);
// }
//
// uiGames[0].SetActive(true);
// GetComponent<SteeringWheelController>().buttons = home;
// UIClick(CarType.首页, "模拟驾驶体验");
// NextStep("3");
GetComponent<SteeringWheelController>().buttons = uiGames[currentStep].GetComponentsInChildren<Button>();
GetComponent<SteeringWheelController>().HighlightButton(0);
}
// 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 OnBtClick(CarType carType, string btName)
{
carSelectTypeInfo.Add(carType, btName);
NextStep();
foreach (var v in carSelectTypeInfo)
{
Debug.Log(v.Key + "--->" + v.Value);
}
}
public void NextStep()
{
if (currentStep >= uiGames.Length - 1)
return;
for (int i = 0; i < uiGames.Length; i++)
{
uiGames[i].SetActive(false);
}
currentStep++;
uiGames[currentStep].SetActive(true);
uiGames[currentStep].transform.GetChild(0).GetComponent<BtClick>().OnClickSprite();
// Debug.Log(uiGames[currentStep].transform.GetChild(0).GetComponent<Button>());
GetComponent<SteeringWheelController>().buttons = uiGames[currentStep].GetComponentsInChildren<Button>();
}
// 调用这个方法来返回上一个步骤
public void PreviousStep()
{
if (currentStep > 0)
{
for (int i = 0; i < uiGames.Length; i++)
{
uiGames[i].SetActive(false);
}
var item = carSelectTypeInfo.ElementAt(carSelectTypeInfo.Count - 1);
carSelectTypeInfo.Remove(item.Key);
currentStep--;
uiGames[currentStep].SetActive(true);
}
uiGames[currentStep].transform.GetChild(0).GetComponent<BtClick>().OnClickSprite();
GetComponent<SteeringWheelController>().buttons = uiGames[currentStep].GetComponentsInChildren<Button>();
}
}

View File

@ -1,98 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Script;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public enum CarType
{
,
,
,
}
public class MenuManager : MonoBehaviour
{
public static MenuManager instance;
public GameObject[] uiGames;
private int currentStep = 0; // 当前步骤索引
private void Awake()
{
instance = this;
}
private void Start()
{
GetComponent<SteeringWheelController>().buttons = uiGames[currentStep].GetComponentsInChildren<Button>();
GetComponent<SteeringWheelController>().HighlightButton(0);
}
public void OnBtClick(CarType carType, string btName)
{
GameInfo.instance.carSelectTypeInfo.Add(carType, btName);
NextStep();
if ( GameInfo.instance.carSelectTypeInfo.Count() == 3)
{
SceneManager.LoadScene("demo");
}
foreach (var v in GameInfo.instance.carSelectTypeInfo)
{
Debug.Log(v.Key + "--->" + v.Value);
}
}
public void NextStep()
{
if (currentStep >= uiGames.Length - 1)
return;
for (int i = 0; i < uiGames.Length; i++)
{
uiGames[i].SetActive(false);
}
currentStep++;
uiGames[currentStep].SetActive(true);
uiGames[currentStep].transform.GetChild(0).GetComponent<BtClick>().OnClickSprite();
// Debug.Log(uiGames[currentStep].transform.GetChild(0).GetComponent<Button>());
GetComponent<SteeringWheelController>().buttons = uiGames[currentStep].GetComponentsInChildren<Button>();
}
// 调用这个方法来返回上一个步骤
public void PreviousStep()
{
if (currentStep > 0)
{
for (int i = 0; i < uiGames.Length; i++)
{
uiGames[i].SetActive(false);
}
var item = GameInfo.instance.carSelectTypeInfo.ElementAt( GameInfo.instance.carSelectTypeInfo.Count - 1);
GameInfo.instance.carSelectTypeInfo.Remove(item.Key);
currentStep--;
uiGames[currentStep].SetActive(true);
}
uiGames[currentStep].transform.GetChild(0).GetComponent<BtClick>().OnClickSprite();
GetComponent<SteeringWheelController>().buttons = uiGames[currentStep].GetComponentsInChildren<Button>();
}
}

View File

@ -14,7 +14,7 @@ using UnityEngine;
public class ModbusTcpClient
{
private TcpClient tcpClient;
private string serverIp = "172.16.1.17";
private string serverIp = "127.0.0.1";
private int serverPort = 12315;
public ModbusTcpClient()

View File

@ -1,13 +0,0 @@
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Script
{
public class StarScene : MonoBehaviour
{
private void Start()
{
SceneManager.LoadScene("menu");
}
}
}

View File

@ -1,3 +0,0 @@
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timeCreated: 1702980700

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@ -2,9 +2,8 @@
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<LangVersion>latest</LangVersion>
<_TargetFrameworkDirectories>non_empty_path_generated_by_unity.rider.package</_TargetFrameworkDirectories>
<_FullFrameworkReferenceAssemblyPaths>non_empty_path_generated_by_unity.rider.package</_FullFrameworkReferenceAssemblyPaths>
<DisableHandlePackageFileConflicts>true</DisableHandlePackageFileConflicts>
<CscToolPath>C:\Program Files\Unity\Hub\Editor\2019.4.0f1\Editor\Data\Tools\RoslynScripts</CscToolPath>
<CscToolExe>unity_csc.bat</CscToolExe>
</PropertyGroup>
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@ -25,12 +24,11 @@
<DebugType>full</DebugType>
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View File

@ -5,16 +5,10 @@ EditorBuildSettings:
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serializedVersion: 2
m_Scenes:
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path: Assets/Scenes/start.unity
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path: Assets/Plugin/ParkingAssets/Scenes/Parking.unity
guid: 9fc0d4010bbf28b4594072e72b8655ab
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@ -570,7 +570,7 @@ PlayerSettings:
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webGLWasmStreaming: 0
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