using System; using System.Collections.Generic; using System.Linq; using TMPro; using UnityEngine; namespace Parking { public class ParkingManager : MonoBehaviour { public const float Width = 68; public const float Height = 29; public static ParkingManager Instance; public readonly List> SpotMap = new() {new(), new(), new(), new()}; [SerializeField] private int stepTime = 15; [SerializeField] private TextMeshProUGUI timeText; [SerializeField] public TextMeshProUGUI countsText; [SerializeField] public GameObject spotPrefabA; [SerializeField] public GameObject spotPrefabB; [SerializeField] public GameObject spotPrefabC; [SerializeField] public GameObject spotPrefabD; private readonly float[] _spotHeights = {3.5f, 4f, 5f, 7.5f}; private TimeSpan _currentTime = TimeSpan.FromHours(8); private void Awake() { Instance = this; } private void Start() { timeText.text = _currentTime.ToString(); DataImporter.ReadFile("Assets/Data/v1.csv"); Debug.Log(DataImporter.Drivers); InitialConfigurationGenerator generator = new(); ArrangeSpots(generator.FindSolution()); } public void AdvanceTime() { _currentTime += TimeSpan.FromMinutes(15); timeText.text = _currentTime.ToString(); } public void UpdateText(string text) { countsText.text = text; } private void ArrangeSpots(int[,] spotsCreated) { var spotMap = GenerateSpotMap(spotsCreated); var maxP3 = _spotHeights[(int) spotMap[2].Max().Size]; var maxP2 = _spotHeights[(int) spotMap[1].Max().Size]; for (var i = 0; i < 4; i++) { float currentY; switch (i) { case 0: currentY = -Height / 2.0f + 2f; break; case 1: currentY = Height / 2 - 5.5f - 5f - maxP3 / 2.0f - maxP2; break; case 2: currentY = Height / 2 - 5.5f - 5f - maxP3 / 2.0f; break; case 3: currentY = Height / 2.0f - 2f; break; default: currentY = -10; 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; var flipped = false; for (var j = 0; j < spotMap[i].Count; j++) { spotMap[i][j].Flipped = flipped; var alignTop = i % 2 != 0; switch (spotMap[i][j].Size) { case Size.A: spotMap[i][j].GameObject = Instantiate(Instance.spotPrefabA); spotMap[i][j].GameObject.transform.position = new Vector3(currentX, currentY, 0); spotMap[i][j].GameObject.transform.rotation = Quaternion.Euler(new Vector3(0, 0, spotMap[i][j].Flipped ? 180 : 0)); break; case Size.B: spotMap[i][j].GameObject = Instantiate(Instance.spotPrefabB); spotMap[i][j].GameObject.transform.position = new Vector3(currentX, currentY + (alignTop ? -1 : 1) * 0.25f, 0); spotMap[i][j].GameObject.transform.rotation = Quaternion.Euler(new Vector3(0, 0, spotMap[i][j].Flipped ? 180 : 0)); break; case Size.C: spotMap[i][j].GameObject = Instantiate(Instance.spotPrefabC); spotMap[i][j].GameObject.transform.position = new Vector3(currentX, currentY + (alignTop ? -1 : 1) * 0.5f, 0); spotMap[i][j].GameObject.transform.rotation = Quaternion.Euler(new Vector3(0, 0, spotMap[i][j].Flipped ? 180 : 0)); break; case Size.D: spotMap[i][j].GameObject = Instantiate(Instance.spotPrefabD); spotMap[i][j].GameObject.transform.position = new Vector3(currentX, currentY -2.0f, 0); spotMap[i][j].GameObject.transform.rotation = Quaternion.Euler(new Vector3(0, 0, spotMap[i][j].Flipped ? 180 : 0)); break; } currentX += 2.25f; flipped = !flipped; } } } private List> GenerateSpotMap(int[,] spotsCreated) { for (var i = 0; i < 4; i++) for (var j = 0; j < spotsCreated.GetLength(1); j++) for (var k = 0; k < spotsCreated[i, j]; k++) SpotMap[i].Add(new Spot((Size) j, false)); 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; } } }