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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Security.Cryptography;
- using JetBrains.Annotations;
- using Pools;
- using Routes;
- using UnityEngine;
- namespace Roads
- {
- [Serializable]
- public struct CrossingData
- {
- public Transform west;
- public Transform north;
- public Transform east;
- public Transform south;
- }
- public enum RoadDirection
- {
- West,
- North,
- East,
- South,
- None
- }
- public enum TurnDirection
- {
- Right,
- Left,
- Straight
- }
- static class TurnDirectionMapper
- {
- private static readonly Dictionary<RoadDirection, TurnDirection> fromSouth =
- new Dictionary<RoadDirection, TurnDirection>
- {
- {RoadDirection.East, TurnDirection.Right},
- {RoadDirection.West, TurnDirection.Left}
- };
- private static readonly Dictionary<RoadDirection, TurnDirection> fromNorth =
- new Dictionary<RoadDirection, TurnDirection>
- {
- {RoadDirection.East, TurnDirection.Left},
- {RoadDirection.West, TurnDirection.Right}
- };
- private static readonly Dictionary<RoadDirection, TurnDirection> fromWest =
- new Dictionary<RoadDirection, TurnDirection>
- {
- {RoadDirection.North, TurnDirection.Left},
- {RoadDirection.South, TurnDirection.Right}
- };
- private static readonly Dictionary<RoadDirection, TurnDirection> fromEast =
- new Dictionary<RoadDirection, TurnDirection>
- {
- {RoadDirection.North, TurnDirection.Right},
- {RoadDirection.South, TurnDirection.Left}
- };
- public static TurnDirection GetTurnDirection(RoadDirection from, RoadDirection to)
- {
- TurnDirection direction;
- switch (from)
- {
- case RoadDirection.West:
- return fromWest.TryGetValue(to, out direction) ? direction : TurnDirection.Straight;
- case RoadDirection.North:
- return fromNorth.TryGetValue(to, out direction) ? direction : TurnDirection.Straight;
- case RoadDirection.East:
- return fromEast.TryGetValue(to, out direction) ? direction : TurnDirection.Straight;
- case RoadDirection.South:
- return fromSouth.TryGetValue(to, out direction) ? direction : TurnDirection.Straight;
- default:
- return TurnDirection.Straight;
- }
- }
- }
- public class CrossingExtras : Turn
- {
- public CrossingData crossingData;
- [CanBeNull] private Pool arrowPool;
- private bool arrowPoolAvailable;
- private TurnDirection turnDirection;
- private void Awake()
- {
- arrowPool = FindObjectsOfType<Pool>().FirstOrDefault(o => o.CompareTag("ArrowPool"));
- arrowPoolAvailable = arrowPool != null;
- if (!arrowPoolAvailable) Debug.LogWarning("Arrow Pool not found");
- }
- private void Start()
- {
- if (comingFrom == RoadDirection.None || goingTo == RoadDirection.None) return;
- turnDirection = TurnDirectionMapper.GetTurnDirection(comingFrom, goingTo);
- var items = new[] {RoadDirection.West, RoadDirection.North, RoadDirection.East, RoadDirection.South};
- foreach (var position in items.Where(i => i != comingFrom && i != goingTo))
- {
- AddArrows(position);
- }
- }
- private void AddArrows(RoadDirection position)
- {
- if (!arrowPoolAvailable) return;
- Transform t;
- switch (position)
- {
- case RoadDirection.North:
- t = crossingData.north;
- break;
- case RoadDirection.West:
- t = crossingData.west;
- break;
- case RoadDirection.East:
- t = crossingData.east;
- break;
- case RoadDirection.South:
- t = crossingData.south;
- break;
- case RoadDirection.None:
- throw new ArgumentException("RoadDirection.None not allowed for adding arrows");
- default:
- throw new ArgumentOutOfRangeException(nameof(position), position, "Wrong Argument for AddArrows");
- }
- System.Diagnostics.Debug.Assert(arrowPool != null, nameof(arrowPool) + " != null");
- var arrows = arrowPool.GetItem();
- SetRotation(arrows, position);
- arrows.transform.position = t.position;
- }
- private void SetRotation(GameObject arrows, RoadDirection position)
- {
- //by default, the arrow shows to north
- switch (position)
- {
- case RoadDirection.West:
- {
- if (turnDirection == TurnDirection.Left ||
- turnDirection == TurnDirection.Straight && goingTo == RoadDirection.South)
- {
- arrows.transform.Rotate(Vector3.up, 90);
- }
- else if (turnDirection == TurnDirection.Right ||
- turnDirection == TurnDirection.Straight && goingTo == RoadDirection.North)
- {
- arrows.transform.Rotate(Vector3.up, 90);
- }
- break;
- }
- case RoadDirection.North:
- if (turnDirection == TurnDirection.Left ||
- turnDirection == TurnDirection.Straight && goingTo == RoadDirection.East)
- {
- arrows.transform.Rotate(Vector3.up, 180);
- }
- break;
- case RoadDirection.East:
- if (turnDirection == TurnDirection.Right ||
- turnDirection == TurnDirection.Straight && goingTo == RoadDirection.South)
- {
- arrows.transform.Rotate(Vector3.up, 90);
- }
- else if (turnDirection == TurnDirection.Left ||
- turnDirection == TurnDirection.Straight && goingTo == RoadDirection.North)
- {
- arrows.transform.Rotate(Vector3.up, -90);
- }
- break;
- case RoadDirection.South:
- if (turnDirection == TurnDirection.Right ||
- turnDirection == TurnDirection.Straight && goingTo == RoadDirection.West)
- {
- 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);
- }
- }
- }
- }
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