Скрипт машин, префабы

Создал скрипт вращения колёс машин, может ещё что в него добавлю, создал префабы окружения и машин
This commit is contained in:
2024-12-17 16:00:59 +03:00
parent e54ba05865
commit 8358a1dcd6
60 changed files with 7960 additions and 740 deletions

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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Rendering.Universal;
/// <summary>
/// менеджер тайлов
/// инициализация, создание новых, удаление, отслеживание кол-ва тайлов
/// </ summary >
public class TileManagerScript : MonoBehaviour
{
public ScoreManagerScript scoreManager;
/// <summary>
/// число тайлов, которые будут созданы
/// </summary>
[SerializeField]
private int _NumTile;
/// <summary>
/// расстояние между центрами двух тайлов, нужно переделать, чтобы бралось само
/// </summary>
[SerializeField]
private float _DistanceTiles;
public float DistanceTiles
{
get => _DistanceTiles;
set => _DistanceTiles = value;
}
/// <summary>
/// список префабов для случайной генерации
/// </summary>
[SerializeField]
private List<GameObject> _TilePrefs = new List<GameObject>();
/// <summary>
/// поле массива тайлов
/// </summary>
[SerializeField]
private List<GameObject> _Tiles = new List<GameObject>();
/// <summary>
/// счётчик кол-ва созданных тайлов
/// </summary>
private int _CountTile = 0;
/// <summary>
/// при запуске сцены, создание новых тайлов
/// </summary>
private void Start()
{
// координата самого дальнего тайла
float z = -(_NumTile / 2) * _DistanceTiles;
// создание тайлов назад от игрока, где i номер тайла, а z координата transfrom.position.z
for (int i = 0; i < _NumTile; i++)
{
// генерация нового тайла, с собственным z
GameObject tile = GenerateTile(new Vector3(0, 0, z), new Quaternion(0, 0, 0, 0));
if (z <= 0)
{
SetCloseZone(tile);
}
// увелечение позиции тайла по transform.position.z
z += _DistanceTiles;
}
}
/// <summary>
/// Активация зон закрытия
/// </summary>
/// <param name="tile"></param>
private void SetCloseZone(GameObject tile)
{
// цикл нахождения скрипта тригера по тегу
foreach (Transform child in tile.transform)
{
// если найден тег, то передать и закрыть
if (child.CompareTag("Trigger Zone"))
{
// получение адреса объекта
child.GetComponent<TriggerZoneScript>().WasTrigged = true;
// выход из цикла
break;
}
}
foreach (Transform child in tile.transform)
{
// если найден тег, то передать и закрыть
if (child.CompareTag("Close Zone"))
{
// передача адреса объекта
child.gameObject.SetActive(true);
// выход из цикла
break;
}
}
}
/// <summary>
/// присваивание тайлу его номера в имя
/// </summary>
/// <param name="tile">передаваемый тайл</param>
private void NewNameTile(GameObject tile)
{
// увеличение счётчика тайлов
_CountTile++;
// Прибавить к имени тайла его номер
tile.name += _CountTile;
}
/// <summary>
/// генератор тайлов по заданному transform
/// </summary>
/// <param name="pos">позиция нового тайла</param>
/// <param name="rot">поворот нового тайла</param>
/// <returns>возвращает созданный тайл</returns>
public GameObject GenerateTile(Vector3 pos, Quaternion rot)
{
// создание нового тайла
GameObject newTile = Instantiate(GetRandomObject(_TilePrefs), pos, rot);
// присваивание номера
NewNameTile(newTile);
GameObject prevTile = _Tiles.LastOrDefault();
TransCloseZoneSub(newTile, prevTile);
// добавление массива в отслеживание
_Tiles.Add(newTile);
// подпись нового тайла на эвент
SubTileTrigEvent(newTile);
// перемещение нового тайла в менеджер как child
newTile.transform.SetParent(gameObject.transform);
//Debug.Log($"Was created new tile awake");
return newTile;
}
/// <summary>
/// генерация тайла с добавлением его в конец списка
/// </summary>
/// <returns>возвращает созданный тайл</returns>
public GameObject GenerateTile()
{
// индекс последнего элемента
int index = _NumTile - 1;
// позиция и поворот последнего тайла
Vector3 pos = _Tiles[index].transform.position;
Quaternion rot = _Tiles[index].transform.rotation;
// создание нового position для генерации нового тайла
Vector3 newVector = new Vector3(pos.x, pos.y, pos.z + _DistanceTiles);
// создание нового тайла и получение его адреса
GameObject newTile = Instantiate(GetRandomObject(_TilePrefs), newVector, rot);
// присваивание номера
NewNameTile(newTile);
GameObject prevTile = _Tiles.LastOrDefault();
TransCloseZoneSub(newTile, prevTile);
// добавление массива в отслеживание
_Tiles.Add(newTile);
// перемещение нового тайла в менеджер как child
newTile.transform.SetParent(gameObject.transform);
// подпись нового тайла на эвент тригера зоны
SubTileTrigEvent(newTile);
// удаление первого в списке тайла
DeleteTile();
//Debug.Log($"Was created new tile");
return newTile;
}
/// <summary>
/// Удалитель тайлов
/// </summary>
public void DeleteTile()
{
// индекс первого тайла в списке
int index = 0;
// удаление GameObject первого тайла
Destroy(_Tiles[index]);
// удаление первого тайла в списке
_Tiles.RemoveAt(index);
//Debug.Log("Was deleted tile");
}
private delegate void SubTileTrigDelegate();
private SubTileTrigDelegate _SubTileTrigEvent;
/// <summary>
/// Подпись на триггер эвент в тайле
/// </summary>
/// <param name="tile">передаваемый тайл на подпись</param>
private void SubTileTrigEvent(GameObject tile)
{
// прохождение по всем child в tile
foreach (Transform child in tile.transform)
{
// если тайл является тригерной зоной, то подписаться и закончить
if (child.CompareTag("Trigger Zone"))
{
// в подпись передаётся анонимная функция, так как GenerateTile() возвращает GameObject
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(() => GenerateTile());
// в подпись передаётся функция увелечения счёта
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.Increase);
// в подпись передаётся функция перемещения счёта
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.UpdatePos);
// выход из цикла
break;
}
}
}
/// <summary>
/// Передача в ново созданный тайл, зоны закртытия предыдущего
/// </summary>
/// <param name="newTile">Новый тайл</param>
/// <param name="pervTile">Предыдущий тайл</param>
public void TransCloseZoneSub(GameObject newTile, GameObject pervTile)
{
// Получение зоны закрытия
GameObject closeZone = null;
// скрипт с эвентом тригера
TriggerZoneScript triggerZoneScript = null;
// проверка наличия нового тайла
if (newTile != null)
{
// цикл нахождения скрипта тригера по тегу
foreach (Transform child in newTile.transform)
{
// если найден тег, то передать и закрыть
if (child.CompareTag("Trigger Zone"))
{
// получение адреса объекта
triggerZoneScript = child.GetComponent<TriggerZoneScript>();
// выход из цикла
break;
}
}
}
// проверка на наличие предыдущего тайла
if (pervTile != null)
{
// поиск зоны закрытия по тегу
foreach (Transform child in pervTile.transform)
{
// если найден тег, то передать и закрыть
if (child.CompareTag("Close Zone"))
{
// передача адреса объекта
closeZone = child.gameObject;
// выход из цикла
break;
}
}
}
// проверка на первосозданный тайл, у него нет предыдущего тайла, поэтому нечего закрывать
if (closeZone != null)
{
// передача анонимной функции активации зоны закрытия
triggerZoneScript.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(() => closeZone.SetActive(true));
}
}
/// <summary>
/// Генератор случайно взятого объекта
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="list">Список из которого брать</param>
/// <returns></returns>
T GetRandomObject<T>(List<T> list)
{
// проверка на пустоту списка
if (list == null || list.Count == 0)
{
return default;
}
// Генерация случайного индекса
int randomIndex = UnityEngine.Random.Range(0, list.Count);
return list[randomIndex];
}
}

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using UnityEngine;
using UnityEngine.Events;
/// <summary>
/// Обрабатывает триггерную зону тайла и вызывает эвент
/// </summary>
public class TriggerZoneScript : MonoBehaviour
{
/// <summary>
/// делегат и эвент, который собирает подписи
/// </summary>
public UnityEvent TriggerZoneEvent = new UnityEvent();
/// <summary>
/// флаг реакции тригера
/// </summary>
private bool _wasTrigged = false;
public bool WasTrigged
{
get => _wasTrigged;
set => _wasTrigged = value;
}
/// <summary>
/// Реакция тригерной зоны на вхождение игрока
/// </summary>
/// <param name="other">объект тригера</param>
private void OnTriggerEnter(Collider other)
{
// если тег игрока и первая реакция
if (other.gameObject.CompareTag("Player") && !WasTrigged)
{
// Debug.Log("Was trigged");
// изменение, что тригер сработал
WasTrigged = !WasTrigged;
// вызов всех подписей
TriggerZoneEvent.Invoke();
}
}
}

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