Improved UI, added parking direction preference

This commit is contained in:
Dawid Pietrykowski 2022-09-03 00:23:15 +02:00
parent 10ba11623d
commit 050cf83a47
17 changed files with 1229 additions and 75 deletions

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View File

@ -13,6 +13,7 @@ namespace Parking
public Spot Spot;
public bool Parked = false;
public GameObject GameObject;
public bool Rejected = false;
public Driver(Size size, int priority, ParkingPreference parkingPreference)
{
@ -28,6 +29,7 @@ namespace Parking
public bool Flipped;
public GameObject GameObject;
public bool Free = true;
public ParkingPreference ParkingDirection = ParkingPreference.Any;
public Spot(Size size, bool flipped)
{

View File

@ -12,11 +12,11 @@ namespace Parking
public const float Height = 29;
public static ParkingManager Instance;
public readonly List<List<Spot>> SpotMap = new() {new(), new(), new(), new()};
[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;
@ -25,7 +25,11 @@ namespace Parking
private readonly float[] _spotHeights = {3.5f, 4f, 5f, 7.5f};
private TimeSpan _currentTime = TimeSpan.FromHours(5);
public readonly List<List<Spot>> SpotMap = new()
{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()
{
@ -46,11 +50,19 @@ 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 && !driver.Rejected)
{
if (_currentTime <= driver.Times[1].TimeOfDay && _currentTime > driver.Times[0].TimeOfDay && !driver.Parked)
if (!PlaceCarOnParking(driver))
{
PlaceCarOnParking(driver);
}else if (_currentTime > driver.Times[1].TimeOfDay && driver.Parked)
Debug.Log($"Placing failed for car {driver.Priority}");
driver.Rejected = true;
_rejectedDrivers++;
rejectedText.text = $"Odrzuconych kierowców: {_rejectedDrivers}";
}
}
else if (_currentTime > driver.Times[1].TimeOfDay &&
driver.Parked)
{
driver.Spot.Free = true;
driver.Parked = false;
@ -58,14 +70,28 @@ namespace Parking
Destroy(driver.GameObject);
}
}
private bool PlaceCarOnParking(Driver driver)
{
for (var i = 0; i < SpotMap.Count; i++)
foreach (Spot spot in SpotMap[i])
if (spot.Size == driver.Size && spot.Free &&
(spot.ParkingDirection == driver.ParkingPreference ||
spot.ParkingDirection == ParkingPreference.Any))
{
spot.Free = false;
driver.Spot = spot;
driver.Parked = true;
driver.GameObject = Instantiate(carPrefab, spot.GameObject.transform, true);
driver.GameObject.transform.position = spot.GameObject.transform.position;
driver.GameObject.transform.rotation =
Quaternion.Euler(new Vector3(0, 0, spot.Flipped ? 180 : 0));
return true;
}
private void PlaceCarOnParking(Driver driver)
{
for (int i = 0; i < SpotMap.Count; i++)
{
for (var i = 0; i < SpotMap.Count; i++)
foreach (Spot spot in SpotMap[i])
{
if (spot.Size == driver.Size && spot.Free)
{
spot.Free = false;
@ -73,11 +99,13 @@ namespace Parking
driver.Parked = true;
driver.GameObject = Instantiate(carPrefab, spot.GameObject.transform, true);
driver.GameObject.transform.position = spot.GameObject.transform.position;
return;
driver.GameObject.transform.rotation =
Quaternion.Euler(new Vector3(0, 0, spot.Flipped ? 180 : 0));
return true;
}
}
}
Debug.Log($"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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