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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using JetBrains.Annotations;
- using Pools;
- using Roads;
- using UnityEditor;
- using UnityEngine;
- using Valve.VR.InteractionSystem;
- namespace Routes
- {
- public enum TriggerState
- {
- Inside,
- Outside,
- }
- public enum RoadDirection
- {
- West,
- North,
- East,
- South,
- None
- }
- public class RoadDirectionHelper
- {
- public static RoadDirection OppositeOf(RoadDirection direction)
- {
- switch (direction)
- {
- case RoadDirection.West:
- return RoadDirection.East;
- case RoadDirection.North:
- return RoadDirection.South;
- case RoadDirection.East:
- return RoadDirection.West;
- case RoadDirection.South:
- return RoadDirection.North;
- case RoadDirection.None:
- return RoadDirection.None;
- default:
- throw new ArgumentOutOfRangeException(nameof(direction), direction, null);
- }
- }
- }
- public enum TurnDirection
- {
- Right,
- Left,
- Straight
- }
- public abstract class Turn : MonoBehaviour, IRoad
- {
- public RoadDirection comingFrom;
- public RoadDirection goingTo;
- [CanBeNull] private Pool arrowPool;
- private bool arrowPoolAvailable;
- private TurnDirection turnDirection;
- private List<GameObject> usedArrows = new List<GameObject>();
- private Collider trigger;
- private static readonly RoadDirection[] allDirections =
- {RoadDirection.West, RoadDirection.North, RoadDirection.East, RoadDirection.South};
- public Action OnTriggerExitBicycle { get; set; }
- public TriggerState BikeTriggerState { get; private set; } = TriggerState.Outside;
- public float SlopeDeg { get; private set; }
-
- public float MinY { get; private set; }
- private void Awake()
- {
- arrowPool = FindObjectsOfType<Pool>().FirstOrDefault(o => o.CompareTag("ArrowPool"));
- arrowPoolAvailable = arrowPool != null;
- trigger = GetComponent<Collider>();
- if (!arrowPoolAvailable) Debug.LogWarning("Arrow Pool not found");
- }
- private void Start()
- {
- SlopeDeg = transform.localRotation.eulerAngles.z;
- MinY = GetComponent<BoxCollider>().bounds.center.y;
- UpdateArrows();
- }
- [CanBeNull]
- protected abstract Transform RoadDirectionToTransform(RoadDirection position);
- private bool AddArrows(RoadDirection position, GameObject arrows)
- {
- Debug.Log($"---{gameObject.name}--- adding arrows at {position}");
- var t = RoadDirectionToTransform(position);
- if (t == null) return false;
- Debug.Log($" Transform for position => {t.gameObject.name}");
- SetRotation(arrows, position);
- arrows.transform.position = t.position;
- return true;
- }
- private void SetRotation(GameObject arrows, RoadDirection position)
- {
- var t = arrows.transform;
- //by default, the arrows show to east
- switch (position)
- {
- case RoadDirection.West:
- {
- if (turnDirection == TurnDirection.Left ||
- turnDirection == TurnDirection.Straight && goingTo == RoadDirection.South)
- {
- t.rotation = Quaternion.Euler(0, 90, 0);
- //arrows.transform.Rotate(Vector3.up, 90);
- }
- else if (turnDirection == TurnDirection.Right ||
- turnDirection == TurnDirection.Straight && goingTo == RoadDirection.North)
- {
- t.rotation = Quaternion.Euler(0, 270, 0);
- //arrows.transform.Rotate(Vector3.up, 90);
- }
- break;
- }
- case RoadDirection.North:
- if (turnDirection == TurnDirection.Left ||
- turnDirection == TurnDirection.Straight && goingTo == RoadDirection.West)
- {
- t.rotation = Quaternion.Euler(0, 180, 0);
- //arrows.transform.Rotate(Vector3.up, 180);
- }
- break;
- case RoadDirection.East:
- if (turnDirection == TurnDirection.Right ||
- turnDirection == TurnDirection.Straight && goingTo == RoadDirection.South)
- {
- t.rotation = Quaternion.Euler(0, 90, 0);
- //arrows.transform.Rotate(Vector3.up, 90);
- }
- else if (turnDirection == TurnDirection.Left ||
- turnDirection == TurnDirection.Straight && goingTo == RoadDirection.North)
- {
- t.rotation = Quaternion.Euler(0, 270, 0);
- //arrows.transform.Rotate(Vector3.up, -90);
- }
- break;
- case RoadDirection.South:
- if (turnDirection == TurnDirection.Right ||
- turnDirection == TurnDirection.Straight && goingTo == RoadDirection.West)
- {
- t.rotation = Quaternion.Euler(0, 180, 0);
- //arrows.transform.Rotate(Vector3.up, 180);
- }
- break;
- case RoadDirection.None:
- throw new ArgumentException("RoadDirection.None not allowed for adding arrows");
- default:
- throw new ArgumentOutOfRangeException(nameof(position), position, null);
- }
- }
- public void UpdateArrows()
- {
- if (!arrowPoolAvailable) return;
- if (comingFrom == RoadDirection.None || goingTo == RoadDirection.None)
- {
- usedArrows.ForEach(o =>
- {
- // ReSharper disable once PossibleNullReferenceException
- arrowPool.ReturnToPool(o);
- });
- usedArrows.Clear();
- return;
- }
- turnDirection = TurnDirectionMapper.GetTurnDirection(comingFrom, goingTo);
- var usedArrowIndex = 0;
- foreach (var position in allDirections.Where(i => i != comingFrom && i != goingTo))
- {
- GameObject arrows;
- if (usedArrowIndex < usedArrows.Count)
- {
- arrows = usedArrows[usedArrowIndex];
- }
- else
- {
- // ReSharper disable once PossibleNullReferenceException
- arrows = arrowPool.GetItem();
- usedArrows.Add(arrows);
- }
- var used = AddArrows(position, arrows);
- if (!used)
- {
- // ReSharper disable once PossibleNullReferenceException
- arrowPool.ReturnToPool(arrows);
- usedArrows.Remove(arrows);
- continue;
- }
- usedArrowIndex++;
- }
- trigger.enabled = true;
- }
- private void OnTriggerExit(Collider other)
- {
- if (other.CompareTag("bike") && OnTriggerExitBicycle != null)
- {
- OnTriggerExitBicycle();
- trigger.enabled = false;
- BikeTriggerState = TriggerState.Outside;
- }
- }
-
- private void OnTriggerEnter(Collider other)
- {
- if (other.CompareTag("bike"))
- {
- BikeTriggerState = TriggerState.Inside;
- }
-
- }
- }
- }
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