André McGrail
5 年前
当前提交
cf6aa00a
共有 39 个文件被更改,包括 4406 次插入 和 627 次删除
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8Assets/AddressableAssetsData/AssetGroups/UI.asset
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4Assets/AddressableAssetsData/AssetGroups/Utility.asset
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204Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings/CoveHouse.prefab
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589Assets/Objects/Levels/Island/Island Level.prefab
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93Assets/Objects/Levels/Island/Logic.prefab
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109Assets/Objects/Levels/Island/ReplayCameras.prefab
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871Assets/Objects/UI/Race_Canvas.prefab
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124Assets/Resources/AppManager.prefab
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85Assets/Scripts/Boat/AiController.cs
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80Assets/Scripts/Boat/Boat.cs
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36Assets/Scripts/Camera/ReplayCamera.cs
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29Assets/Scripts/Editor/BoatControllerEditor.cs
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8Assets/Scripts/GameSystem/Editor/WaypointDrawer.cs
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113Assets/Scripts/GameSystem/Editor/WaypointGroupEditor.cs
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201Assets/Scripts/GameSystem/RaceManager.cs
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125Assets/Scripts/GameSystem/WaypointGroup.cs
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34Assets/Scripts/UI/MainMenuHelper.cs
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97Assets/Scripts/UI/RaceUI.cs
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20Assets/Scripts/Utility/WaypointTest.cs
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12Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat
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192Assets/scenes/demo_Island.unity
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25Assets/Materials/Checkpoint.mat
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8Assets/Materials/Checkpoint.mat.meta
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164Assets/Objects/UI/PlayerMapMarker.prefab
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7Assets/Objects/UI/PlayerMapMarker.prefab.meta
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899Assets/Objects/UI/RaceStats_Player.prefab
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7Assets/Objects/UI/RaceStats_Player.prefab.meta
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8Assets/Objects/UI/meshes.meta
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81Assets/Objects/misc/checkpoint.prefab
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7Assets/Objects/misc/checkpoint.prefab.meta
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57Assets/Scripts/UI/PlayerMapMarker.cs
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11Assets/Scripts/UI/PlayerMapMarker.cs.meta
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78Assets/Scripts/UI/RaceStatsPlayer.cs
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11Assets/Scripts/UI/RaceStatsPlayer.cs.meta
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452Assets/Shaders/CheckpointShader.shadergraph
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10Assets/Shaders/CheckpointShader.shadergraph.meta
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75Assets/Objects/UI/meshes/checkpoint.fbx
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99Assets/Objects/UI/meshes/checkpoint.fbx.meta
871
Assets/Objects/UI/Race_Canvas.prefab
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|||
using TMPro; |
|||
using UnityEngine; |
|||
using UnityEngine.Rendering; |
|||
using UnityEngine.UI; |
|||
|
|||
namespace BoatAttack.UI |
|||
{ |
|||
public class PlayerMapMarker : MonoBehaviour |
|||
{ |
|||
public Image primary; |
|||
public Image secondary; |
|||
|
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private RectTransform _rect; |
|||
private BoatData _boatData; |
|||
private Boat _boat; |
|||
private Transform _boatTransform; |
|||
private float _scale; |
|||
private int _playerCount; |
|||
|
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private void OnEnable() |
|||
{ |
|||
RenderPipelineManager.beginFrameRendering += UpdatePosition; |
|||
} |
|||
|
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private void OnDisable() |
|||
{ |
|||
RenderPipelineManager.beginFrameRendering -= UpdatePosition; |
|||
} |
|||
|
|||
public void Setup(BoatData boat, float scale = 0.0028f) // TODO magic number for mini map size
|
|||
{ |
|||
_boatData = boat; |
|||
_boat = boat.Boat; |
|||
_boatTransform = boat.Boat.transform; |
|||
_rect = transform as RectTransform; |
|||
_scale = scale; |
|||
|
|||
var p = _boatData.livery.primaryColor; |
|||
p.a = 1f; |
|||
primary.color = p; |
|||
var t = _boatData.livery.trimColor; |
|||
t.a = 1f; |
|||
secondary.color = t; |
|||
|
|||
_playerCount = RaceManager.RaceData.boatCount; |
|||
} |
|||
|
|||
private void UpdatePosition(ScriptableRenderContext context, Camera[] cameras) |
|||
{ |
|||
if (_boatData == null || Camera.main == null) return; // if no boat or camera, the player marker cannot work
|
|||
|
|||
var position = _boatTransform.position; |
|||
_rect.anchorMin = _rect.anchorMax = Vector2.one * 0.5f + new Vector2(position.x, position.z) * _scale; |
|||
_rect.SetSiblingIndex(_playerCount - _boat.Place + 1); |
|||
} |
|||
} |
|||
} |
|
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|||
using System; |
|||
using System.Collections.Generic; |
|||
using System.Linq; |
|||
using TMPro; |
|||
using UnityEngine; |
|||
|
|||
namespace BoatAttack.UI |
|||
{ |
|||
public class RaceStatsPlayer : MonoBehaviour |
|||
{ |
|||
|
|||
public TextMeshProUGUI place; |
|||
public TextMeshProUGUI playerName; |
|||
public TextMeshProUGUI boatType; |
|||
public TextMeshProUGUI bestLap; |
|||
public TextMeshProUGUI time; |
|||
private Boat _boat; |
|||
private int _place = -1; |
|||
private bool _update = true; |
|||
|
|||
public void Setup(Boat boat) |
|||
{ |
|||
_boat = boat; |
|||
playerName.text = _boat.name; |
|||
boatType.text = "TODO"; // TODO - need to implement
|
|||
} |
|||
|
|||
private void Update() |
|||
{ |
|||
if (!_update) return; |
|||
UpdateStats(); |
|||
} |
|||
|
|||
private void LateUpdate() |
|||
{ |
|||
_update = !_boat.MatchComplete; |
|||
} |
|||
|
|||
public void UpdateStats() |
|||
{ |
|||
_place = _boat.Place; |
|||
transform.SetSiblingIndex(_place); |
|||
place.text = OrdinalNumber(_boat.Place); |
|||
|
|||
var bestLapTime = BestLapFromSplitTimes(_boat.SplitTimes); |
|||
bestLap.text = bestLapTime > 0 ? RaceUI.FormatRaceTime(bestLapTime) : "N/A"; |
|||
|
|||
var totalTime = _boat.MatchComplete ? _boat.SplitTimes.Last() : RaceManager.RaceTime; |
|||
time.text = RaceUI.FormatRaceTime(totalTime); |
|||
} |
|||
|
|||
public static string OrdinalNumber(int num) |
|||
{ |
|||
var number = num.ToString(); |
|||
if (number.EndsWith("11")) return $"{number}th"; |
|||
if (number.EndsWith("12")) return $"{number}th"; |
|||
if (number.EndsWith("13")) return $"{number}th"; |
|||
if (number.EndsWith("1")) return $"{number}st"; |
|||
if (number.EndsWith("2")) return $"{number}nd"; |
|||
if (number.EndsWith("3")) return $"{number}rd"; |
|||
return $"{number}th"; |
|||
} |
|||
|
|||
public static float BestLapFromSplitTimes(List<float> splits) |
|||
{ |
|||
// ignore 0 as it's the beginning of the race
|
|||
if (splits.Count <= 1) return 0; |
|||
var fastestLap = Mathf.Infinity; |
|||
|
|||
for (var i = 1; i < splits.Count; i++) |
|||
{ |
|||
var lap = splits[i] - splits[i - 1]; |
|||
fastestLap = lap < fastestLap ? lap : fastestLap; |
|||
} |
|||
return fastestLap; |
|||
} |
|||
} |
|||
} |
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Assets/Shaders/CheckpointShader.shadergraph
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文件差异内容过多而无法显示
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Kaydara FBX Binary L � FBXHeaderExtensiont FBXHeaderVersionI� � |
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