Improved UI, added parking direction preference
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@ -13,6 +13,7 @@ namespace Parking
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public Spot Spot;
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public bool Parked = false;
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public GameObject GameObject;
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public bool Rejected = false;
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public Driver(Size size, int priority, ParkingPreference parkingPreference)
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{
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@ -28,6 +29,7 @@ namespace Parking
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public bool Flipped;
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public GameObject GameObject;
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public bool Free = true;
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public Spot(Size size, bool flipped)
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{
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public const float Height = 29;
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public static ParkingManager Instance;
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public readonly List<List<Spot>> SpotMap = new() {new(), new(), new(), new()};
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[SerializeField] private int stepTime = 15;
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@ -25,7 +25,11 @@ namespace Parking
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private TimeSpan _currentTime = TimeSpan.FromHours(5);
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public readonly List<List<Spot>> SpotMap = new()
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{new List<Spot>(), new List<Spot>(), new List<Spot>(), new List<Spot>()};
|
||||
|
||||
private TimeSpan _currentTime = TimeSpan.FromHours(5) + TimeSpan.FromMinutes(45);
|
||||
private int _rejectedDrivers = 0;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@ -46,26 +50,48 @@ namespace Parking
|
||||
_currentTime += TimeSpan.FromMinutes(15);
|
||||
timeText.text = _currentTime.ToString();
|
||||
foreach (Driver driver in DataImporter.Drivers)
|
||||
{
|
||||
if (_currentTime <= driver.Times[1].TimeOfDay && _currentTime > driver.Times[0].TimeOfDay && !driver.Parked)
|
||||
if (_currentTime <= driver.Times[1].TimeOfDay && _currentTime > driver.Times[0].TimeOfDay &&
|
||||
!driver.Parked && !driver.Rejected)
|
||||
{
|
||||
PlaceCarOnParking(driver);
|
||||
}else if (_currentTime > driver.Times[1].TimeOfDay && driver.Parked)
|
||||
if (!PlaceCarOnParking(driver))
|
||||
{
|
||||
Debug.Log($"Placing failed for car {driver.Priority}");
|
||||
driver.Rejected = true;
|
||||
_rejectedDrivers++;
|
||||
rejectedText.text = $"Odrzuconych kierowców: {_rejectedDrivers}";
|
||||
}
|
||||
}
|
||||
else if (_currentTime > driver.Times[1].TimeOfDay &&
|
||||
driver.Parked)
|
||||
{
|
||||
driver.Spot.Free = true;
|
||||
driver.Parked = false;
|
||||
driver.Spot = null;
|
||||
Destroy(driver.GameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void PlaceCarOnParking(Driver driver)
|
||||
private bool PlaceCarOnParking(Driver driver)
|
||||
{
|
||||
for (int i = 0; i < SpotMap.Count; i++)
|
||||
{
|
||||
for (var i = 0; i < SpotMap.Count; i++)
|
||||
foreach (Spot spot in SpotMap[i])
|
||||
if (spot.Size == driver.Size && spot.Free &&
|
||||
(spot.ParkingDirection == driver.ParkingPreference ||
|
||||
spot.ParkingDirection == ParkingPreference.Any))
|
||||
{
|
||||
spot.Free = false;
|
||||
driver.Spot = spot;
|
||||
driver.Parked = true;
|
||||
driver.GameObject = Instantiate(carPrefab, spot.GameObject.transform, true);
|
||||
driver.GameObject.transform.position = spot.GameObject.transform.position;
|
||||
driver.GameObject.transform.rotation =
|
||||
Quaternion.Euler(new Vector3(0, 0, spot.Flipped ? 180 : 0));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
for (var i = 0; i < SpotMap.Count; i++)
|
||||
foreach (Spot spot in SpotMap[i])
|
||||
{
|
||||
if (spot.Size == driver.Size && spot.Free)
|
||||
{
|
||||
spot.Free = false;
|
||||
@ -73,11 +99,13 @@ namespace Parking
|
||||
driver.Parked = true;
|
||||
driver.GameObject = Instantiate(carPrefab, spot.GameObject.transform, true);
|
||||
driver.GameObject.transform.position = spot.GameObject.transform.position;
|
||||
return;
|
||||
driver.GameObject.transform.rotation =
|
||||
Quaternion.Euler(new Vector3(0, 0, spot.Flipped ? 180 : 0));
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
Debug.Log($"Placing failed for car {driver.Priority}");
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void UpdateText(string text)
|
||||
@ -119,6 +147,7 @@ namespace Parking
|
||||
else currentX = -Width / 2f + 5.5f - 2.25f / 2f + 2.25f + 1.75f;
|
||||
|
||||
var flipped = false;
|
||||
var parkingFromTop = i % 2 != 0;
|
||||
|
||||
for (var j = 0; j < spotMap[i].Count; j++)
|
||||
{
|
||||
@ -143,12 +172,16 @@ namespace Parking
|
||||
case Size.D:
|
||||
spotMap[i][j].GameObject = Instantiate(Instance.spotPrefabD);
|
||||
spotMap[i][j].GameObject.transform.position =
|
||||
new Vector3(currentX, currentY -2.0f, 0);
|
||||
new Vector3(currentX, currentY - 2.0f, 0);
|
||||
break;
|
||||
}
|
||||
|
||||
spotMap[i][j].GameObject.transform.rotation =
|
||||
Quaternion.Euler(new Vector3(0, 0, spotMap[i][j].Flipped ? 180 : 0));
|
||||
|
||||
var frontalParking = !parkingFromTop ^ flipped;
|
||||
spotMap[i][j].ParkingDirection = frontalParking ? ParkingPreference.Front : ParkingPreference.Back;
|
||||
|
||||
currentX += 2.25f;
|
||||
|
||||
flipped = !flipped;
|
||||
|
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Loading…
Reference in New Issue
Block a user