rabidus-test/Assets/Dreamteck/Splines/Examples/Junctions/Scripts/TrainEngine.cs

126 lines
5.7 KiB
C#

namespace Dreamteck.Splines.Examples
{
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Dreamteck.Splines;
using System;
public class TrainEngine : MonoBehaviour
{
private SplineTracer _tracer = null;
private double _lastPercent = 0.0;
private Wagon _wagon;
private void Awake()
{
_wagon = GetComponent<Wagon>();
}
void Start()
{
_tracer = GetComponent<SplineTracer>();
//Subscribe to the onNode event to receive junction information automatically when a Node is passed
_tracer.onNode += OnJunction;
//Subscribe to the onMotionApplied event so that we can immediately update the wagons' positions once the engine's position is set
_tracer.onMotionApplied += OnMotionApplied;
//If the tracer is a SplineFollower (which should be the the case), subscribe to onEndReached and onOnBeginningReached
if (_tracer is SplineFollower)
{
SplineFollower follower = (SplineFollower)_tracer;
Debug.Log("Subscribing to follower");
follower.onBeginningReached += FollowerOnBeginningReached;
follower.onEndReached += FollowerOnEndReached;
}
}
private void OnMotionApplied()
{
//Apply the wagon's offset (this will recursively apply the offsets to the rest of the wagons in the chain)
_lastPercent = _tracer.result.percent;
_wagon.UpdateOffset();
}
/// <summary>
/// Gets the last follower percent before reaching the beginning and looping / ping-ponging
/// </summary>
private void FollowerOnBeginningReached(double lastPercent)
{
_lastPercent = lastPercent;
}
/// <summary>
/// Gets the last follower percent before reaching the end and looping / ping-ponging
/// </summary>
private void FollowerOnEndReached(double lastPercent)
{
_lastPercent = lastPercent;
}
//Called when the tracer has passed a junction (a Node)
private void OnJunction(List<SplineTracer.NodeConnection> passed)
{
Node node = passed[0].node; //Get the node of the junction
JunctionSwitch junctionSwitch = node.GetComponent<JunctionSwitch>(); //Look for a JunctionSwitch component
if (junctionSwitch == null) return; //No JunctionSwitch - ignore it - this isn't a real junction
if (junctionSwitch.bridges.Length == 0) return; //The JunctionSwitch does not have bridge elements
foreach (JunctionSwitch.Bridge bridge in junctionSwitch.bridges)
{
//Look for a suitable bridge element based on the spline we are currently traversing
if (!bridge.active) continue;
if (bridge.a == bridge.b) continue; //Skip bridge if it points to the same spline
int currentConnection = 0;
Node.Connection[] connections = node.GetConnections();
//get the connected splines and find the index of the tracer's current spline
for (int i = 0; i < connections.Length; i++)
{
if (connections[i].spline == _tracer.spline)
{
currentConnection = i;
break;
}
}
//Skip the bridge if we are not on one of the splines that the switch connects
if (currentConnection != bridge.a && currentConnection != bridge.b) continue;
if (currentConnection == bridge.a)
{
if ((int)_tracer.direction != (int)bridge.bDirection) continue;
//This bridge is suitable and should use it
SwitchSpline(connections[bridge.a], connections[bridge.b]);
return;
}
else
{
if ((int)_tracer.direction != (int)bridge.aDirection) continue;
//This bridge is suitable and should use it
SwitchSpline(connections[bridge.b], connections[bridge.a]);
return;
}
}
}
void SwitchSpline(Node.Connection from, Node.Connection to)
{
//See how much units we have travelled past that Node in the last frame
float excessDistance = from.spline.CalculateLength(from.spline.GetPointPercent(from.pointIndex), _tracer.UnclipPercent(_lastPercent));
//Set the spline to the tracer
_tracer.spline = to.spline;
_tracer.RebuildImmediate();
//Get the location of the junction point in percent along the new spline
double startpercent = _tracer.ClipPercent(to.spline.GetPointPercent(to.pointIndex));
if (Vector3.Dot(from.spline.Evaluate(from.pointIndex).forward, to.spline.Evaluate(to.pointIndex).forward) < 0f)
{
if (_tracer.direction == Spline.Direction.Forward) _tracer.direction = Spline.Direction.Backward;
else _tracer.direction = Spline.Direction.Forward;
}
//Position the tracer at the new location and travel excessDistance along the new spline
_tracer.SetPercent(_tracer.Travel(startpercent, excessDistance, _tracer.direction));
//Notify the wagon that we have entered a new spline segment
_wagon.EnterSplineSegment(from.pointIndex, _tracer.spline, to.pointIndex, _tracer.direction);
_wagon.UpdateOffset();
}
}
}