Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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6.8 KiB

using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.SceneManagement;
namespace BoatAttack.UI
{
public class RaceUI : MonoBehaviour
{
private Boat _boat;
public TextMeshProUGUI lapCounter;
public TextMeshProUGUI positionNumber;
public TextMeshProUGUI timeTotal;
public TextMeshProUGUI timeLap;
public TextMeshProUGUI speedText;
public TextMeshProUGUI speedFormatText;
public RectTransform map;
public GameObject gameplayUi;
public GameObject raceStat;
public GameObject matchEnd;
[Header("Assets")]
public AssetReference playerMarker;
public AssetReference playerMapMarker;
public AssetReference raceStatsPlayer;
private int _playerIndex;
private int _totalLaps;
private int _totalPlayers;
private float _timeOffset;
private float _smoothedSpeed;
private float _smoothSpeedVel;
private AppSettings.SpeedFormat _speedFormat;
private RaceStatsPlayer[] _raceStats;
private void OnEnable()
{
RaceManager.raceStarted += SetGameplayUi;
}
public void Setup(int player)
{
_playerIndex = player;
_boat = RaceManager.RaceData.boats[_playerIndex].Boat;
_totalLaps = RaceManager.GetLapCount();
_totalPlayers = RaceManager.RaceData.boats.Count;
_timeOffset = Time.time;
switch (AppSettings.Instance.speedFormat)
{
case AppSettings.SpeedFormat._Kph:
_speedFormat = AppSettings.SpeedFormat._Kph;
speedFormatText.text = "kph";
break;
case AppSettings.SpeedFormat._Mph:
_speedFormat = AppSettings.SpeedFormat._Mph;
speedFormatText.text = "mph";
break;
}
StartCoroutine(SetupPlayerMarkers(player));
StartCoroutine(SetupPlayerMapMarkers());
StartCoroutine(CreateGameStats());
}
public void Disable()
{
gameObject.SetActive(false);
}
public void SetGameplayUi(bool enable)
{
if (enable)
{
foreach (var stat in _raceStats)
{
stat.UpdateStats();
}
}
gameplayUi.SetActive(enable);
}
public void SetGameStats(bool enable)
{
raceStat.SetActive(enable);
}
public void MatchEnd()
{
matchEnd.SetActive(true);
SetGameStats(true);
SetGameplayUi(false);
}
private IEnumerator CreateGameStats()
{
_raceStats = new RaceStatsPlayer[RaceManager.RaceData.boatCount];
for(var i = 0; i < RaceManager.RaceData.boatCount; i++)
{
var raceStatLoading = raceStatsPlayer.InstantiateAsync(raceStat.transform);
yield return raceStatLoading;
raceStatLoading.Result.name += RaceManager.RaceData.boats[i].boatName;
raceStatLoading.Result.TryGetComponent(out _raceStats[i]);
_raceStats[i].Setup(RaceManager.RaceData.boats[i].Boat);
}
}
private IEnumerator SetupPlayerMarkers(int player)
{
for (int i = 0; i < RaceManager.RaceData.boats.Count; i++)
{
if (i == player) continue;
var markerLoading = playerMarker.InstantiateAsync(gameplayUi.transform);
yield return markerLoading; // wait for marker to load
markerLoading.Result.name += RaceManager.RaceData.boats[i].boatName;
if (markerLoading.Result.TryGetComponent<PlayerMarker>(out var pm))
pm.Setup(RaceManager.RaceData.boats[i]);
}
}
private IEnumerator SetupPlayerMapMarkers()
{
foreach (var boatData in RaceManager.RaceData.boats)
{
var mapMarkerLoading = playerMapMarker.InstantiateAsync(map);
yield return mapMarkerLoading; // wait for marker to load
if (mapMarkerLoading.Result.TryGetComponent<PlayerMapMarker>(out var pm))
pm.Setup(boatData);
}
}
public void UpdateLapCounter(int lap)
{
lapCounter.text = $"{lap}/{_totalLaps}";
}
public void UpdatePlaceCounter(int place)
{
positionNumber.text = $"{place}/{_totalPlayers}";
}
public void UpdateSpeed(float velocity)
{
var speed = 0f;
switch (_speedFormat)
{
case AppSettings.SpeedFormat._Kph:
speed = velocity * 3.6f;
break;
case AppSettings.SpeedFormat._Mph:
speed = velocity * 2.23694f;
break;
}
_smoothedSpeed = Mathf.SmoothDamp(_smoothedSpeed, speed, ref _smoothSpeedVel, 1f);
speedText.text = _smoothedSpeed.ToString("000");
}
public void FinishMatch()
{
AppSettings.LoadScene(0, LoadSceneMode.Single);
}
public void LateUpdate()
{
var rawTime = RaceManager.RaceTime;
timeTotal.text = $"time {FormatRaceTime(rawTime)}";
var l = (_boat.SplitTimes.Count > 0) ? rawTime - _boat.SplitTimes[_boat.LapCount - 1] : 0f;
timeLap.text = $"lap {FormatRaceTime(l)}";
}
public static string FormatRaceTime(float seconds)
{
var t = TimeSpan.FromSeconds(seconds);
return $"{t.Minutes:D2}:{t.Seconds:D2}.{t.Milliseconds:D3}";
}
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;
}
}
}