97 lines
3.1 KiB
C#
97 lines
3.1 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using EVP;
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using TMPro;
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using UnityEngine;
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namespace Script
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{
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public class RoadEventManager : MonoBehaviour
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{
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private List<Collider> triggeredTriggers = new List<Collider>();
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public VehicleController vehicleController;
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public GameObject ui;
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private IEnumerator Start()
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{
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while (true)
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{
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// 在每一帧等待,等待下一帧检测事件
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yield return null;
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// 在这里处理当前触发器事件的逻辑
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foreach (var trigger in triggeredTriggers)
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{
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switch (trigger.name)
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{
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case "超速60":
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if (Convert.ToInt32((vehicleController.speed * 3.6f)) > 60)
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{
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if (!ui.activeInHierarchy)
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{
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ui.SetActive(true);
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ui.transform.Find("Text").GetComponent<TMP_Text>().text = "超速60";
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}
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}
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break;
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case "超速40":
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if (Convert.ToInt32((vehicleController.speed * 3.6f)) > 30)
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{
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if (!ui.activeInHierarchy)
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{
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ui.SetActive(true);
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ui.transform.Find("Text").GetComponent<TMP_Text>().text = "超速40";
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}
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}
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break;
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}
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Debug.Log(trigger.name);
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// 处理触发器事件的逻辑
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}
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.CompareTag("honglvdengchufa"))
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{
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if (other.name == "触发红灯")
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{
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if (!ui.activeInHierarchy)
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{
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ui.SetActive(true);
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ui.transform.Find("Text").GetComponent<TMP_Text>().text = "红灯!";
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}
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}
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else
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{
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// 检查是否已经在触发器列表中
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if (!triggeredTriggers.Contains(other))
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{
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// 进入新的触发器时,保存它到列表
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triggeredTriggers.Add(other);
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// 在这里执行触发器进入事件的处理逻辑
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}
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}
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (other.CompareTag("honglvdengchufa"))
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{
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// 离开触发器时,从列表中移除它
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triggeredTriggers.Remove(other);
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}
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// 在这里执行触发器离开事件的处理逻辑
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}
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}
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} |