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unity2d Ugui--Image城市道路汽车行驶

目录

1.车辆生成与回收

2.路径点控制

3.车辆控制


1.车辆生成与回收
using System.Collections.Generic;
using UnityEngine;public class RoadContr : MonoBehaviour
{public WayPoint[] wayPoints; //出生点public Transform pare;[SerializeField]private Car[] fabCar;public Dictionary<int, Queue<Car>> dic_car = new();private int carNum = 0;private void OnEnable(){InvokeRepeating("CarCreate", 1, 1);}private void CarCreate(){if (fabCar.Length<1) { return; }if (carNum < 30){carNum++;Car car = Instantiate(fabCar[Random.Range(0, fabCar.Length)], pare);WayPoint way = wayPoints[Random.Range(0, wayPoints.Length)];car.rect.anchoredPosition = way.rect.anchoredPosition;car.Init(way,this);}else{CancelInvoke("CarCreate");}}public void CarRecycle(int index , Car car) {if (!dic_car.ContainsKey(index)){dic_car[index] = new Queue<Car>();}if (dic_car[index].Count > 10){Destroy(car.gameObject);}else{car.gameObject.SetActive(false);dic_car[index].Enqueue(car);}CreateOneCar();}private void CreateOneCar(){Car car = null;int ran = Random.Range(0, fabCar.Length);if (!dic_car.ContainsKey(ran)){dic_car[ran] = new Queue<Car>();}if (dic_car[ran].Count > 0){car = dic_car[ran].Dequeue();}else { car = Instantiate(fabCar[ran], pare);}WayPoint way = wayPoints[Random.Range(0, wayPoints.Length)];car.rect.anchoredPosition = way.rect.anchoredPosition;car.gameObject.SetActive(true);car.Init(way, this);}
}
2.路径点控制
using System.Collections.Generic;
using UnityEngine;public class WayPoint : MonoBehaviour
{public bool isDestroy;public RectTransform rect;[Header("0上1下2左3右")]public int curDirect = -1;[Header("下一路径点")]public List<WayPoint> nextWayPoints_1;/// <summary>/// 获取下一路径点/// </summary>public WayPoint GetNextWayPoint(){if (nextWayPoints_1.Count == 1){return nextWayPoints_1[0];}else{return nextWayPoints_1[Random.value < 0.5 ? 0 : 1];}}}
3.车辆控制
using UnityEngine;
using UnityEngine.UI;public class Car : MonoBehaviour
{[SerializeField] private Image carImg;//0:scaleX 上:1 右:-1 、1: scaleX 下1 左-1[SerializeField] private Sprite[] carSprites;[SerializeField] private int carIndex;public RectTransform rect;[SerializeField] private WayPoint curWay;       // 当前路径点[SerializeField] private WayPoint nextWay;       // 下一路径点[SerializeField] private float speed;[SerializeField]private int direction = -1;private RoadContr road;public void Init(WayPoint cur_way,RoadContr _road){curWay = cur_way;road = _road;direction = curWay.curDirect;nextWay = curWay.GetNextWayPoint();UpdateCarImage();}private void Update(){if (!gameObject.activeInHierarchy) { return; }if (Vector2.Distance(rect.anchoredPosition, nextWay.rect.anchoredPosition) <= 0.1f){// 到达if (nextWay.isDestroy){//回收road.CarRecycle(carIndex, this);return;}else{//获取新的下一个路径点Init(nextWay, road);}}else { Vector2 newPosition = Vector2.MoveTowards(rect.anchoredPosition, nextWay.rect.anchoredPosition, speed * Time.deltaTime);rect.anchoredPosition = newPosition;}}private Vector3 dir_scale = new(-1, 1, 1);private void UpdateCarImage(){if (direction == 0 || direction == 1){carImg.rectTransform.localScale = dir_scale;}else {carImg.rectTransform.localScale = Vector3.one;}if (direction == 0 || direction == 2){carImg.sprite = carSprites[0];}else{carImg.sprite = carSprites[1];}}
}

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