Ejemplo n.º 1
0
        private void UpdateEndPoint(RaycastHit hit)
        {
            switch (hit.collider.tag)
            {
            case "BuildingConnectionCollider":
                _endNodeType = NewNodeType.BuildingConnection;

                // Snap to building connector
                _endNodePosition = hit.collider.transform.parent.position;

                // Store the snapped connector
                BuildingRoadConnectionComponent buildingConnectionComponent = hit.collider.transform.parent.gameObject.GetComponent <BuildingRoadConnectionComponent>();
                _endNodeData = buildingConnectionComponent.RoadConnection;

                break;

            case "RoadIntersectionCollider":
                _endNodeType = NewNodeType.Intersection;

                // Snap to existing intersection
                _endNodePosition = hit.collider.transform.parent.position;

                // Store the snapped node
                RoadIntersectionComponent roadIntersectionComponent = hit.collider.transform.parent.gameObject.GetComponent <RoadIntersectionComponent>();
                _endNodeData = roadIntersectionComponent.RoadIntersection;

                break;

            case "RoadPointCollider":
                _endNodeType = NewNodeType.Point;

                // Snap to road point
                _endNodePosition = hit.collider.transform.parent.position;

                // Store the snapped point
                RoadPointComponent roadPointComponent = hit.collider.transform.parent.gameObject.GetComponent <RoadPointComponent>();
                _endNodeData = roadPointComponent.RoadPoint;

                break;

            case "Floor":
                _endNodeType = NewNodeType.Position;

                // End node will be a new node
                // Do length snapping

                if (lengthSnapping != 0)
                {
                    Vector3 offset = hit.point - _startNodePosition;

                    float newMagnitude = Mathf.Round(offset.magnitude / lengthSnapping) * lengthSnapping;

                    Vector3 newOffset = offset.normalized * newMagnitude;
                    _endNodePosition = _startNodePosition + newOffset;
                }
                else
                {
                    _endNodePosition = hit.point;
                }

                _endNodeData = new RoadPosition(_endNodePosition);

                break;
            }

            Vector3 newRoadEndMarkerPosition = _endNodePosition;

            newRoadEndMarkerPosition.y += 0.05f;

            endNodeMarker.transform.position = newRoadEndMarkerPosition;

            if (Mouse.current.leftButton.wasPressedThisFrame)
            {
                // Don't connect if max connections to this intersection has already been reached
                if (_endNodeType == NewNodeType.Intersection && _roadNetwork.GetConnectionCount(_endNodeData as RoadIntersection) >= (_endNodeData as RoadIntersection).MaxConnections)
                {
                    return;
                }

                // Don't connect if existing intersection requires a certain type of road and we're not drawing that
                if (_endNodeType == NewNodeType.Intersection && (_endNodeData as RoadIntersection).FixedRoadType != RoadType.Any && (_endNodeData as RoadIntersection).FixedRoadType != _roadType)
                {
                    return;
                }

                // Don't connect if building connection requires a certain type of road and we're not drawing that
                if (_endNodeType == NewNodeType.BuildingConnection && (_endNodeData as BuildingRoadConnection).FixedRoadType != RoadType.Any && (_endNodeData as BuildingRoadConnection).FixedRoadType != _roadType)
                {
                    return;
                }

                RoadIntersection lastIntersection = _roadNetwork.CreateRoad(_startNodeData, _endNodeData, _roadType);

                if (lastIntersection != null)
                {
                    // Set start node to newly created
                    _startNodeType     = NewNodeType.Intersection;
                    _startNodeData     = lastIntersection;
                    _startNodePosition = _endNodePosition;

                    startNodeMarker.transform.position = endNodeMarker.transform.position;
                }
                else
                {
                    // TODO: handle road creation failure
                }
            }
        }
Ejemplo n.º 2
0
        private void UpdateStartPoint(RaycastHit hit)
        {
            switch (hit.collider.tag)
            {
            case "BuildingConnectionCollider":
                _startNodeType = NewNodeType.BuildingConnection;

                // Snap to building connector
                _startNodePosition = hit.collider.transform.parent.position;

                // Store the snapped connector
                BuildingRoadConnectionComponent buildingConnectionComponent = hit.collider.transform.parent.gameObject.GetComponent <BuildingRoadConnectionComponent>();
                _startNodeData = buildingConnectionComponent.RoadConnection;

                break;

            case "RoadIntersectionCollider":
                _startNodeType = NewNodeType.Intersection;

                // Snap to existing intersection
                _startNodePosition = hit.collider.transform.parent.position;

                // Store the snapped intersection
                RoadIntersectionComponent roadIntersectionComponent = hit.collider.transform.parent.gameObject.GetComponent <RoadIntersectionComponent>();
                _startNodeData = roadIntersectionComponent.RoadIntersection;

                break;

            case "RoadPointCollider":
                _startNodeType = NewNodeType.Point;

                // Snap to road point
                _startNodePosition = hit.collider.transform.parent.position;

                // Store the snapped point
                RoadPointComponent roadPointComponent = hit.collider.transform.parent.gameObject.GetComponent <RoadPointComponent>();
                _startNodeData = roadPointComponent.RoadPoint;

                break;

            case "Floor":
                _startNodeType = NewNodeType.Position;

                // Start node will be a new intersection
                _startNodePosition = hit.point;

                _startNodeData = new RoadPosition(_startNodePosition);

                break;
            }

            Vector3 newStartMarkerPosition = _startNodePosition;

            newStartMarkerPosition.y += 0.05f;

            startNodeMarker.transform.position = newStartMarkerPosition;

            // Enable start game marker if it isn't already
            if (!startNodeMarker.activeSelf)
            {
                startNodeMarker.SetActive(true);
            }

            if (Mouse.current.leftButton.wasPressedThisFrame)
            {
                // Don't connect if max connections to this intersection has already been reached
                if (_startNodeType == NewNodeType.Intersection && _roadNetwork.GetConnectionCount(_startNodeData as RoadIntersection) >= (_startNodeData as RoadIntersection).MaxConnections)
                {
                    return;
                }

                // Don't connect if existing intersection requires a certain type of road and we're not drawing that
                if (_startNodeType == NewNodeType.Intersection && (_startNodeData as RoadIntersection).FixedRoadType != RoadType.Any && (_startNodeData as RoadIntersection).FixedRoadType != _roadType)
                {
                    return;
                }

                // Don't connect if building connection requires a certain type of road and we're not drawing that
                if (_startNodeType == NewNodeType.BuildingConnection && (_startNodeData as BuildingRoadConnection).FixedRoadType != RoadType.Any && (_startNodeData as BuildingRoadConnection).FixedRoadType != _roadType)
                {
                    return;
                }

                // Fix startMarker position, begin moving endMarker
                endNodeMarker.SetActive(true);
                _currentState = State.DrawingEnd;
            }
        }