Exemplo n.º 1
0
    /// <summary>
    /// Methode zum Fahren des Autos (Simulation).
    /// </summary>
    public void SimulateCar()
    {
        // Die Collider des Autos holen
        Collider[]      colliders    = Physics.OverlapBox(cameraCar.gameObject.transform.position, (cameraCar.gameObject.transform.localScale / 5f), cameraCar.gameObject.transform.rotation);
        List <Collider> carColliders = new List <Collider>();
        ERRoad          road         = null;

        foreach (Collider collider in colliders)
        {
            if (collider.tag == "Street")
            {
                road = network.GetRoadByName(collider.name);
            }

            if (collider.tag == "Car")
            {
                carColliders.Add(collider);
            }
        }

        Vector3 heading = new Vector3(0, 0, 1);

        if (road != null)
        {
            // Hole den letzten Punkt der Strecke
            Vector3[] markers    = road.GetMarkerPositions();
            Vector3   lastMarker = markers.Last();

            // Die richtige Rotation ausrechnen
            heading   = (lastMarker - markers[markers.Length - 2]).normalized;
            heading.y = 0;
            CustomEasyRoad customEasy = null;
            foreach (CustomEasyRoad customEasyRoad in customEasyRoads)
            {
                if (customEasyRoad.Road.GetName() == road.GetName())
                {
                    customEasy = customEasyRoad;
                    break;
                }
            }

            //Tuple<Vector3, Vector3> markers = customEasy.GetIncludingMarkers(cameraCar.gameObject.transform.position);
            //heading = (markers.Second - markers.First).normalized;
            //heading.y = 0;
        }

        // Geschwindigkeit setzen
        Rigidbody rigidbody = cameraCar.GetComponent <Rigidbody>();

        cameraCar.transform.Translate(Vector3.forward * (carSpeed / 3.6f) * Time.deltaTime);
        //cameraCar.transform.rotation.SetLookRotation(heading);
        cameraCar.transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(heading), 2.5f * Time.deltaTime);

        // Die Autos im Weg entfernen
        foreach (Collider collider in carColliders)
        {
            Destroy(collider.gameObject);
        }
    }
Exemplo n.º 2
0
    private void PlaceBuildings(Vector3[] markersSide, Vector3[] markersCenter, bool rightSide, ERRoad road)
    {
        try
        {
            //Process:
            //Get a building from the list,
            //Measure the building's width
            //Get the current sidePoint's position and count points until the difference is greater than/equal to the width of the building.  If the end of the side markers is reached, don't place building
            //Get the angle based on the two points
            //Place the building at the center point of those two points
            //Move the building back away from edge of sidewalk (Min/Max values in the editors)
            //Optional: Move buildings back from road
            //Optional: Allow space between buildings


            float       offset        = 0;
            int         currentMarker = 0;
            bool        isProcessing  = true;
            bool        isFound       = false; //Check if the building fits on this street-block
            float       buildingDistance;
            const float increment = 0.2f;      //The value incremented back from the road.

            do
            {
                //If there are no buildings left, no need to prcess anything, obviously.
                if (buildings.Count == 0)
                {
                    isProcessing = false;
                    break;
                }

                isFound = false;  //reset

                Vector3    startMarker = markersSide[currentMarker];
                GameObject building    = buildings[buildings.Count - 1]; //Get the last one, and build in reverse.  (allows removal from List without any issues)

                int buildingDepth = (building.GetComponent <BuildingModifier>().buildingDepth *buildingSizeMultiplier);
                int buildingWidth = (building.GetComponent <BuildingModifier>().buildingWidth *buildingSizeMultiplier);


                //loop to find the end position
                for (int i = (currentMarker + 1); i < markersSide.Length; i++)
                {
                    Vector3 endMarker = markersSide[i];
                    buildingDistance = Vector3.Distance(startMarker, endMarker);


                    if (buildingDistance >= buildingDepth)
                    {
                        Vector3[] vectors     = new Vector3[] { startMarker, endMarker };
                        Vector3   centerPoint = CenterOfVectors(vectors);
                        bool      isRoad      = false;
                        offset = 0; //Reset

                        do
                        {
                            isRoad = isInRoad(road.GetName(), centerPoint);

                            //If this is on the road, then we need to move back a little bit until it's not touching the road
                            if (isRoad)
                            {
                                offset += increment;
                                var x = (currentMarker + i) / 2;
                                centerPoint = markersCenter[x] + (markersCenter[x] - centerPoint) * offset;
                            }
                        } while (isRoad);

                        //Optional: Push the building back farther from the road
                        if (minBuildingBack > 0 || maxBuildingBack > 0)
                        {
                            var percent = Random.Range(1, 100);

                            //This option allow a minimal amount of buildings to be moved back
                            if (percent <= percentBuildingBack)
                            {
                                var offsetAddition = Random.Range(minBuildingBack, maxBuildingBack);
                                if (offset == 0)
                                {
                                    offsetAddition += (road.GetWidth() * .1f);
                                }
                                offset += offsetAddition;
                            }
                        }


                        //if there is an offset value, push the building back farther
                        if (offset > 0)
                        {
                            startMarker = markersCenter[currentMarker] + (markersCenter[currentMarker] - markersSide[currentMarker]) * -(offset / 2);
                            endMarker   = markersCenter[i] + (markersCenter[i] - markersSide[i]) * -(offset / 2);
                        }

                        //Need to move back the start and end markers
                        if (rightSide)
                        {
                            building.transform.position = startMarker;
                            building.transform.rotation = Quaternion.LookRotation(endMarker - startMarker, Vector3.up);
                        }
                        else
                        {
                            building.transform.position = endMarker;
                            building.transform.rotation = Quaternion.LookRotation(startMarker - endMarker, Vector3.up);
                        }

                        isFound       = true;
                        currentMarker = i;
                        break;
                    }
                }

                if (isFound)
                {
                    buildings.Remove(building);  //Only remove this from the list if the building was placed
                }
                else
                {
                    isProcessing = false;
                }


                //Optional: Allow space between buildings
                if (this.minBetweenBuildings > 0 && this.maxBetweenBuildings > 0)
                {
                    isFound = false;  //Reset
                    float   distanceBetweenBuildings = Random.Range(minBetweenBuildings, maxBetweenBuildings);
                    Vector3 startPoint = markersSide[currentMarker];

                    for (int i = (currentMarker + 1); i < markersSide.Length; i++)
                    {
                        Vector3 endPoint = markersSide[i];

                        var buildingSeparation = Vector3.Distance(startPoint, endPoint);

                        if (buildingSeparation >= distanceBetweenBuildings)
                        {
                            currentMarker = i;
                            isFound       = true;
                            break;
                        }
                    }

                    //In case we ran out of room for this side of the road, stop processing
                    isProcessing = isFound;
                }
            } while (isProcessing);
        }
        catch (System.Exception ex)
        {
            Debug.LogError("Place Buildings Ex: " + ex.Message);
        }
    }