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https://github.com/DerTyp7/traffic-unity.git
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77 lines
2.5 KiB
C#
77 lines
2.5 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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public class Street : MonoBehaviour
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{
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private List<TrafficNode> nodes = new List<TrafficNode>();
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private void Awake()
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{
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nodes.Add(Instantiate(PrefabDictionary.instance.nodePrefab, transform).GetComponent<TrafficNode>());
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nodes.Add(Instantiate(PrefabDictionary.instance.nodePrefab, transform).GetComponent<TrafficNode>());
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nodes[0].transform.localPosition = new Vector3(-0.5f, 0, 0);
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nodes[1].transform.localPosition = new Vector3(0.5f, 0, 0);
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nodes[0].AddNextNode(nodes[1]);
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CreateNode(new Vector3(0, 0, 0));
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CreateNode(new Vector3(-0.25f, 0, 0));
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RemoveNode(CreateNode(new Vector3(0.33f, 0, 0)));
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CreateNode(new Vector3(-0.12f, 0, 0));
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}
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private TrafficNode[] getNearestNodes(float positionX)
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{
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TrafficNode[] nearestNodes = new TrafficNode[2];
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nearestNodes[0] = nodes[0];
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nearestNodes[1] = nodes[1];
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foreach (TrafficNode node in nodes)
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{
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float distance = Mathf.Abs(node.transform.localPosition.x - positionX);
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if (distance < Mathf.Abs(nearestNodes[0].transform.localPosition.x - positionX) && node.transform.localPosition.x < positionX)
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{
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nearestNodes[0] = node;
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}
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if (distance < Mathf.Abs(nearestNodes[1].transform.localPosition.x - positionX) && node.transform.localPosition.x > positionX)
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{
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nearestNodes[1] = node;
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}
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}
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return nearestNodes;
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}
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public TrafficNode CreateNode(Vector3 localPosition)
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{
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TrafficNode[] nearestNodes = getNearestNodes(localPosition.x);
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TrafficNode newNode = Instantiate(PrefabDictionary.instance.nodePrefab, transform).GetComponent<TrafficNode>();
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newNode.transform.localPosition = localPosition;
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nearestNodes[0].RemoveNextNode(nearestNodes[1]);
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nearestNodes[0].AddNextNode(newNode);
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newNode.AddNextNode(nearestNodes[1]);
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nodes.Insert(nodes.IndexOf(nearestNodes[1]), newNode);
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return newNode;
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}
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public void RemoveNode(TrafficNode node)
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{
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TrafficNode[] nearestNodes = getNearestNodes(node.transform.localPosition.x);
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nearestNodes[0].RemoveNextNode(node);
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foreach (TrafficNode n in node.GetNextTrafficNodes())
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{
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if (nodes.Contains(n))
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{
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nearestNodes[0].AddNextNode(n);
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}
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}
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nodes.Remove(node);
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Destroy(node.gameObject);
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}
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}
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