Parking/Assets/Scripts/ParkingManager.cs

482 lines
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C#
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using System;
using System.Collections.Generic;
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using System.Linq;
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using TMPro;
using UnityEngine;
namespace Parking
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{
public class ParkingManager : MonoBehaviour
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{
public const float Width = 68;
public const float Height = 29;
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public static ParkingManager Instance;
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private static readonly TimeSpan StartTime = TimeSpan.FromHours(5) + TimeSpan.FromMinutes(45);
private static readonly TimeSpan EndTime = TimeSpan.FromHours(17) + TimeSpan.FromMinutes(15);
private static TimeSpan _currentTime = StartTime;
[SerializeField] private int stepTime = 15;
[SerializeField] private TextMeshProUGUI timeText;
[SerializeField] public TextMeshProUGUI countsText;
[SerializeField] public TextMeshProUGUI rejectedText;
[SerializeField] public GameObject spotPrefabA;
[SerializeField] public GameObject spotPrefabB;
[SerializeField] public GameObject spotPrefabC;
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[SerializeField] public GameObject spotPrefabD;
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[SerializeField] public GameObject carPrefab;
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[SerializeField] public Transform mainPlanContainer;
[SerializeField] public Transform emergencyPlanContainer;
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private readonly float[] _spotHeights = {4f, 4.5f, 5f, 7.5f};
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private readonly List<List<Spot>> _spotMap = new()
{new List<Spot>(), new List<Spot>(), new List<Spot>(), new List<Spot>()};
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private bool _emergencyActivated;
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private int _initialConfigurationSpotCount;
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private int[] _rejectedDrivers = {0, 0, 0, 0};
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private void Awake()
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{
Instance = this;
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}
private void Start()
{
timeText.text = _currentTime.ToString();
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rejectedText.text = $"Małe: {_rejectedDrivers[0]} Średnie: {_rejectedDrivers[1]} " +
$"Duże: {_rejectedDrivers[2]}";
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GenerateEmergencyPlan();
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DataImporter.ReadFile("Assets/Data/Tablica4.csv");
InitialConfigurationGenerator generator = new();
ArrangeSpots(generator.FindSolution());
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ReserveInitialSpots();
}
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public void Emergency()
{
ResetDrivers();
_emergencyActivated = true;
}
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private void ReserveInitialSpots()
{
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for (int j = 3; j >= 0; j--)
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foreach (Spot spot in _spotMap[j]) {
spot.Reserved = false;
spot.ReservedPriority = 0;
}
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for (int i = 0; i < Math.Min(DataImporter.Drivers.Count, _initialConfigurationSpotCount); i++) {
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bool found = false;
// Find spot
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for (int j = 3; j >= 0 && !found; j--)
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foreach (Spot spot in _spotMap[j])
if (spot.Size == DataImporter.Drivers[i].Size && !spot.Reserved) {
spot.Reserved = true;
spot.ReservedPriority = DataImporter.Drivers[i].Priority;
found = true;
break;
}
}
// Find spot
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// for (var j = 3; j >= 0; j--)
// foreach (Spot spot in _spotMap[j])
// if (!spot.Reserved && spot.Size != Size.D)
// Debug.Log("Spot not reserved");
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}
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public void AdvanceTime()
{
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// Update time
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_currentTime += TimeSpan.FromMinutes(stepTime);
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if (_currentTime > EndTime) {
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_currentTime = StartTime;
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timeText.text = _currentTime.ToString();
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_rejectedDrivers = new[] {0, 0, 0, 0};
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rejectedText.text = $"Małe: {_rejectedDrivers[0]} Średnie: {_rejectedDrivers[1]} " +
$"Duże: {_rejectedDrivers[2]}";
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if (_emergencyActivated) {
emergencyPlanContainer.gameObject.SetActive(true);
mainPlanContainer.gameObject.SetActive(false);
}
else {
ReserveInitialSpots();
ResetDrivers();
}
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return;
}
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timeText.text = _currentTime.ToString();
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if (_emergencyActivated)
return;
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foreach (Driver driver in DataImporter.Drivers) {
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// TODO: Check if car can stay before other reservation - may not work for priority-based reservations
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bool triesToPark = _currentTime <= driver.Times[3].TimeOfDay &&
_currentTime > driver.Times[2].TimeOfDay;
bool leftTheParking = _currentTime > driver.Times[3].TimeOfDay && driver.Parked;
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bool reservedButTimedout =
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(_currentTime - driver.Times[0].TimeOfDay).TotalMinutes > driver.UpdateInterval &&
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GetReservedSpotCount(driver.Priority, driver.Size) > 0
&& !driver.Parked && !driver.Rejected && _currentTime <= driver.Times[3].TimeOfDay;
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if (triesToPark && !driver.Parked && !driver.Rejected) {
if (!PlaceCarOnParking(driver)) {
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Debug.Log($"Placing failed for car {driver.Number}");
driver.Rejected = true;
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_rejectedDrivers[(int) driver.Size]++;
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rejectedText.text = $"Małe: {_rejectedDrivers[0]} Średnie: {_rejectedDrivers[1]} " +
$"Duże: {_rejectedDrivers[2]}";
}
}
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else if (leftTheParking) {
driver.Spot.Reserved = false;
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driver.Reset();
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}
else if (reservedButTimedout) {
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Debug.Log($"Reserved but timed out driver {driver.Number}");
driver.Rejected = true;
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}
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}
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ReconfigureSpots();
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}
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private void ResetDrivers()
{
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foreach (Driver driver in DataImporter.Drivers) {
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if (driver.Spot != null) {
driver.Spot.Reserved = false;
driver.Spot.ReservedPriority = 0;
}
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driver.Reset();
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}
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}
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private int GetReservedSpotCount(int priority, Size size)
{
int count = 0;
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foreach (var list in _spotMap)
foreach (Spot spot in list)
if (spot.Size == size && spot.Reserved && spot.ReservedPriority == priority)
count++;
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return count;
}
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private bool FindReservedSpot(Driver driver, out Spot spot)
{
foreach (var list in _spotMap)
foreach (Spot spot1 in list)
if (spot1.Reserved && spot1.ReservedPriority == driver.Priority) {
spot = spot1;
return true;
}
spot = new Spot();
return false;
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}
private bool PlaceCarOnParking(Driver driver)
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{
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if (FindReservedSpot(driver, out Spot reservedSpot)) {
if (reservedSpot.Free) {
PlaceDriverOnSpot(driver, reservedSpot);
return true;
}
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Debug.Log("Spot should be reserved but is taken");
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}
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foreach (var t in _spotMap)
foreach (Spot spot in t) {
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bool spotAvailable = spot.Size == driver.Size && spot.Free &&
(spot.ParkingDirection == driver.ParkingPreference ||
spot.ParkingDirection == ParkingPreference.Any)
&& !spot.Reserved;
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if (spotAvailable) {
PlaceDriverOnSpot(driver, spot);
return true;
}
}
foreach (var t in _spotMap)
foreach (Spot spot in t)
if (spot.Size == driver.Size && spot.Free && !spot.Reserved) {
PlaceDriverOnSpot(driver, spot);
return true;
}
return false;
}
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private void PlaceDriverOnSpot(Driver driver, Spot spot)
{
spot.Free = false;
spot.Reserved = false;
driver.Spot = spot;
driver.Parked = true;
driver.GameObject = Instantiate(carPrefab, spot.GameObject.transform, true);
driver.GameObject.GetComponentInChildren<TextMeshProUGUI>().text = driver.Number.ToString();
driver.GameObject.GetComponentInChildren<TextMeshProUGUI>().transform.rotation =
Quaternion.Euler(new Vector3(0, 0, spot.Flipped ? 180 : 0));
driver.GameObject.transform.position = spot.GameObject.transform.position;
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driver.GameObject.transform.localPosition += new Vector3(0, 0, -1);
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driver.GameObject.transform.rotation =
Quaternion.Euler(new Vector3(0, 0, spot.Flipped ? 180 : 0));
}
public void UpdateText(string text)
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{
countsText.text = text;
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}
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private void ReconfigureSpots()
{
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var prefabs = new List<GameObject> {spotPrefabA, spotPrefabB, spotPrefabC};
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int[] freeSpots = GetFreeSpotCount();
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var nextCars = GetNextCars(10);
int[] plannedSpots = {0, 0, 0, 0};
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foreach (Driver driver in nextCars)
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plannedSpots[(int) driver.Size]++;
int[] neededSpots = {0, 0, 0, 0};
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for (int i = 0; i < neededSpots.Length; i++)
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neededSpots[i] = Math.Max(plannedSpots[i] - freeSpots[i], 0);
if (neededSpots.Sum() > 5) {
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Debug.Log($"Needed spots = {neededSpots[0]} {neededSpots[1]} {neededSpots[2]} {neededSpots[3]}");
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Debug.Log("Attempting reconfiguration...");
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for (int size = 0; size < 3; size++) {
bool foundReplacement = true;
while (foundReplacement && neededSpots[size] != 0) {
foundReplacement = false;
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foreach (var t in _spotMap)
foreach (Spot spot in t)
if ((int) spot.Size > size && spot.Free && spot.Lane != 3 && spot.Size != Size.D) {
foundReplacement = true;
float diff = (_spotHeights[(int) spot.Size] - _spotHeights[size]) / 2.0f;
if (!spot.AlignToTop)
diff *= -1;
spot.Size = (Size) size;
Vector3 position = Vector3.zero;
Quaternion rotation = Quaternion.identity;
if (spot.GameObject != null) {
position = spot.GameObject.transform.position;
rotation = spot.GameObject.transform.rotation;
Destroy(spot.GameObject);
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}
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spot.GameObject = Instantiate(prefabs[size],
position + new Vector3(0, diff, 0), rotation, mainPlanContainer);
goto whileEnd;
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}
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whileEnd: ;
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}
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}
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}
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}
private int[] GetFreeSpotCount()
{
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int[] freeSpots = {0, 0, 0, 0};
foreach (var t in _spotMap)
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foreach (Spot spot in t)
if (spot.Free)
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freeSpots[(int) spot.Size]++;
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return freeSpots;
}
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private List<Driver> GetNextCars(int n)
{
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var nextCars = new List<Driver>();
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TimeSpan updatedTime = _currentTime + TimeSpan.FromMinutes(stepTime);
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while (nextCars.Count < n && updatedTime < EndTime) {
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foreach (Driver driver in DataImporter.Drivers)
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if (updatedTime <= driver.Times[1].TimeOfDay &&
updatedTime > driver.Times[0].TimeOfDay &&
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!driver.Parked && !driver.Rejected && !nextCars.Contains(driver))
nextCars.Add(driver);
updatedTime += TimeSpan.FromMinutes(stepTime);
}
return nextCars;
}
private void ArrangeSpots(int[,] spotsCreated)
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{
var spotMap = GenerateSpotMap(spotsCreated);
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float[] spotSizes = {4, 4.5f, 5, 0};
float maxP3 = 0;
float maxP2 = 0;
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foreach (Spot spot in spotMap[2])
if (spot.Size != Size.D)
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maxP3 = Math.Max(maxP3, _spotHeights[(int) spot.Size]);
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foreach (Spot spot in spotMap[1])
if (spot.Size != Size.D)
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maxP2 = Math.Max(maxP2, _spotHeights[(int) spot.Size]);
// float maxP3 = spotMap[2].Count == 0 ? 0 : _spotHeights[(int) spotMap[2].Max().Size];
// float maxP2 = spotMap[1].Count == 0 ? 0 : _spotHeights[(int) spotMap[1].Max().Size];
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for (int i = 0; i < 4; i++) {
float currentY;
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bool parkingFromTop = i % 2 != 0;
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switch (i) {
case 0:
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currentY = -Height / 2.0f;
break;
case 1:
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currentY = Height / 2.0f - 5.5f - 5.0f - maxP3;
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break;
case 2:
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currentY = Height / 2.0f - 5.5f - 5.0f - maxP3;
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break;
case 3:
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currentY = Height / 2.0f;
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break;
default:
currentY = -10;
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break;
}
float currentX;
if (i != 0) currentX = -Width / 2f - 2.25f / 2f + 2.25f;
else currentX = -Width / 2f + 5.5f - 2.25f / 2f + 2.25f + 1.75f;
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bool flipped = false;
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for (int j = 0; j < spotMap[i].Count; j++) {
spotMap[i][j].Flipped = flipped;
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bool alignTop = i % 2 != 0;
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switch (spotMap[i][j].Size) {
case Size.A:
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spotMap[i][j].GameObject = Instantiate(Instance.spotPrefabA, mainPlanContainer);
break;
case Size.B:
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spotMap[i][j].GameObject = Instantiate(Instance.spotPrefabB, mainPlanContainer);
break;
case Size.C:
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spotMap[i][j].GameObject = Instantiate(Instance.spotPrefabC, mainPlanContainer);
break;
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case Size.D:
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spotMap[i][j].GameObject = Instantiate(Instance.spotPrefabD, mainPlanContainer);
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spotMap[i][j].GameObject.transform.position =
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new Vector3(currentX, currentY, 0);
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break;
}
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spotMap[i][j].GameObject.transform.position =
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new Vector3(currentX,
currentY + (alignTop ? -1 : 1) * spotSizes[(int) spotMap[i][j].Size] / 2.0f, 0);
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spotMap[i][j].AlignToTop = alignTop;
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spotMap[i][j].GameObject.transform.rotation =
Quaternion.Euler(new Vector3(0, 0, spotMap[i][j].Flipped ? 180 : 0));
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bool frontalParking = !parkingFromTop ^ flipped;
spotMap[i][j].ParkingDirection = frontalParking ? ParkingPreference.Front : ParkingPreference.Back;
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spotMap[i][j].Lane = i;
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currentX += 2.25f;
flipped = !flipped;
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}
}
}
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private void GenerateEmergencyPlan()
{
emergencyPlanContainer.gameObject.SetActive(false);
for (int i = 0; i < 4; i++) {
float currentY;
switch (i) {
case 0:
currentY = -Height / 2.0f;
break;
case 1:
currentY = Height / 2.0f - 5.5f - 5.0f - 5.0f;
break;
case 2:
currentY = Height / 2.0f - 5.5f - 5.0f - 5.0f;
break;
case 3:
currentY = Height / 2.0f;
break;
default:
currentY = -10;
break;
}
float currentX;
if (i != 0) currentX = -Width / 2f - 2.25f / 2f + 2.25f;
else currentX = Width / 2f - 5.0f / 2f;
bool flipped = false;
GameObject spawnedSpot;
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int[] emergencyMap = {12, 27, 27, 20};
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for (int j = 0; j < emergencyMap[i]; j++)
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if (i == 0) {
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Vector3 position = new(currentX, currentY + 2.25f / 2.0f, 0);
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spawnedSpot = Instantiate(Instance.spotPrefabC, position,
Quaternion.Euler(new Vector3(0, 0, 90)), emergencyPlanContainer);
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currentX -= 5;
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}
else {
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bool alignTop = i % 2 != 0;
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Vector3 position = new(currentX, currentY, 0);
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spawnedSpot = Instantiate(Instance.spotPrefabC, position,
Quaternion.Euler(new Vector3(0, 0, 0)), emergencyPlanContainer);
spawnedSpot.transform.position =
new Vector3(currentX,
currentY + (alignTop ? -1 : 1) * 5.0f / 2.0f,
0);
currentX += 2.25f;
}
}
}
private List<List<Spot>> GenerateSpotMap(int[,] spotsCreated)
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{
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for (int i = 0; i < 4; i++)
for (int j = 0; j < spotsCreated.GetLength(1); j++)
for (int k = 0; k < spotsCreated[i, j]; k++) {
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_spotMap[i].Add(new Spot((Size) j, false));
_initialConfigurationSpotCount++;
}
_spotMap[0].Sort((a, b) => a.Size.CompareTo(b.Size)); // ascending sort
_spotMap[1].Sort((a, b) => b.Size.CompareTo(a.Size)); // descending sort
_spotMap[2].Sort((a, b) => b.Size.CompareTo(a.Size)); // descending sort
_spotMap[3].Sort((a, b) => a.Size.CompareTo(b.Size)); // ascending sort
_spotMap[2].Add(new Spot(Size.D, false));
return _spotMap;
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}
}
}