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CheckPointManager.cs
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CheckPointManager.cs
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using Google.XR.ARCoreExtensions;
using PlateauToolkit.AR;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.XR.ARSubsystems;
namespace PlateauSamples.TreasureMap
{
/// <summary>
/// チェックポイントを管理します。
/// </summary>
public class CheckPointManager : MonoBehaviour
{
const float k_CheckPointDistance = 5;
const float k_RoutePointMargin = 5;
[SerializeField] RoutePoint[] m_CheckPoints;
[SerializeField] Camera m_ARCamera;
[SerializeField] GameObject m_PathPointPrefab;
[SerializeField] Transform m_PathPointParent;
[SerializeField] CheckPointProgressUI m_CheckPointProgressUI;
[SerializeField] GameObject m_CompleteModalUI;
[SerializeField] SnackbarUI m_SnackbarUI;
[SerializeField] SnackbarUI m_CameraSnackbarUI;
[SerializeField] bool m_IsShowingCompletedCheckpointEffect;
[SerializeField] AREarthManager m_EarthManager;
[SerializeField] PlateauARMarkerCityModel m_ARMarkerCityModel;
public bool IsShowingCompletedCheckpointEffect
{
get => m_IsShowingCompletedCheckpointEffect;
set
{
if (m_IsShowingCompletedCheckpointEffect != value)
{
m_IsShowingCompletedCheckpointEffect = value;
OnCompletedCheckpointEffectChanged();
}
}
}
public event Action<int> OnCheckPointCompleted;
readonly List<GameObject> m_PathPointGameObjects = new();
int m_CheckPointCount;
int m_CompletedCheckPointCount;
int m_LastCompletedCheckPoint = -1;
void OnCompletedCheckpointEffectChanged()
{
if (m_IsShowingCompletedCheckpointEffect)
{
// Nothing special is done while the completion effect is displayed.
}
else
{
if (m_CompletedCheckPointCount == m_CheckPointCount)
{
m_SnackbarUI.gameObject.SetActive(false);
Debug.Log("All checkpoints completed!");
m_CompleteModalUI.SetActive(true);
}
else
{
UpdateSnackbarText();
}
}
}
void Start()
{
m_CheckPointCount = m_CheckPoints.Count(p => p.IsCheckPoint);
m_SnackbarUI.SetMessage("最初のチェックポイントを目指してください。");
ShowPathPointsToNextCheckPoint();
}
void Update()
{
if (m_EarthManager != null)
{
GeospatialPose pose = m_EarthManager.CameraGeospatialPose;
if (m_EarthManager.EarthTrackingState != TrackingState.Tracking ||
pose.HorizontalAccuracy > 1f ||
pose.VerticalAccuracy > 1f ||
pose.OrientationYawAccuracy > 30)
{
m_CameraSnackbarUI.gameObject.SetActive(true);
m_CameraSnackbarUI.SetMessage("周囲の建物にカメラをかざしてください。");
return;
}
m_CameraSnackbarUI.gameObject.SetActive(false);
}
if (m_ARMarkerCityModel != null)
{
if (m_ARMarkerCityModel.CurrentTrackingStatus is null or TrackingState.None)
{
m_CameraSnackbarUI.gameObject.SetActive(true);
m_CameraSnackbarUI.SetMessage("ARマーカーを読み取ってください。");
return;
}
m_CameraSnackbarUI.gameObject.SetActive(false);
}
RoutePoint nextCheckPoint = null;
for (int i = m_LastCompletedCheckPoint + 1; i < m_CheckPoints.Length; i++)
{
if (m_CheckPoints[i].IsCheckPoint)
{
nextCheckPoint = m_CheckPoints[i];
break;
}
}
if (nextCheckPoint == null)
{
return;
}
var nextCheckPointPosition = Vector3.ProjectOnPlane(
nextCheckPoint.transform.position,
nextCheckPoint.transform.up);
var cameraPosition = Vector3.ProjectOnPlane(
m_ARCamera.transform.position,
nextCheckPoint.transform.up);
float checkPointDistance = Vector3.Distance(nextCheckPointPosition, cameraPosition);
#if UNITY_EDITOR
if (Input.GetKeyDown(KeyCode.C))
{
Debug.Log("C キーが押されました。テスト用のチェックポイント完了処理を実行します。");
checkPointDistance = 0;
}
#endif
if (checkPointDistance <= k_CheckPointDistance)
{
CompleteCheckPoint();
}
else
{
return;
}
m_CompletedCheckPointCount++;
OnCheckPointCompleted?.Invoke(m_CompletedCheckPointCount);
Debug.Log($"Completed Check Points: {m_CompletedCheckPointCount}");
m_CheckPointProgressUI.SetCompletedCount(m_CompletedCheckPointCount);
m_SnackbarUI.SetMessage("コインを獲得しました!");
}
void UpdateSnackbarText()
{
if (m_CompletedCheckPointCount < m_CheckPointCount - 1)
{
m_SnackbarUI.SetMessage("次のチェックポイントを目指してください。");
}
else if (m_CompletedCheckPointCount == m_CheckPointCount - 1)
{
m_SnackbarUI.SetMessage("最後のチェックポイントを目指してください。");
}
}
bool CompleteCheckPoint()
{
Debug.Log($"{nameof(CompleteCheckPoint)}");
for (int i = m_LastCompletedCheckPoint + 1; i < m_CheckPoints.Length; i++)
{
if (m_CheckPoints[i].IsCheckPoint)
{
Debug.Log($"Completed a check point: {i}");
m_LastCompletedCheckPoint = i;
break;
}
}
ClearPathPoints();
return ShowPathPointsToNextCheckPoint();
}
void ClearPathPoints()
{
foreach (GameObject pathPoint in m_PathPointGameObjects)
{
Destroy(pathPoint);
}
m_PathPointGameObjects.Clear();
}
bool ShowPathPointsToNextCheckPoint()
{
Debug.Log($"{nameof(ShowPathPointsToNextCheckPoint)}: LastCompletedCheckPoint = {m_LastCompletedCheckPoint}");
int nextCheckPointIndex = 0;
RoutePoint nextCheckPoint = null;
for (int i = m_LastCompletedCheckPoint + 1; i < m_CheckPoints.Length; i++)
{
if (m_CheckPoints[i].IsCheckPoint)
{
nextCheckPoint = m_CheckPoints[i];
nextCheckPointIndex = i;
break;
}
}
if (nextCheckPoint == null)
{
return false;
}
for (int i = Mathf.Max(m_LastCompletedCheckPoint, 0); i < nextCheckPointIndex; i++)
{
RoutePoint routePoint = m_CheckPoints[i];
RoutePoint nextPoint = m_CheckPoints[i + 1];
if (!routePoint.IsCheckPoint)
{
GameObject pathPoint = Instantiate(m_PathPointPrefab, m_PathPointParent, false);
m_PathPointGameObjects.Add(pathPoint);
pathPoint.transform.position = routePoint.transform.position;
}
Vector3 currentToNext = nextPoint.transform.position - routePoint.transform.position;
Vector3 currentToNextDirection = currentToNext.normalized;
float currentToNextDistance = currentToNext.magnitude;
int pathPointCount = Mathf.CeilToInt(currentToNextDistance / k_RoutePointMargin) - 1;
for (int j = 0; j < pathPointCount; j++)
{
GameObject pathPoint = Instantiate(m_PathPointPrefab, m_PathPointParent, false);
m_PathPointGameObjects.Add(pathPoint);
pathPoint.transform.position =
routePoint.transform.position + (j + 1) * k_RoutePointMargin * currentToNextDirection;
}
Debug.Log($"Show Path: {i} -> {i + 1} ({pathPointCount} path points)");
if (nextPoint.IsCheckPoint)
{
break;
}
}
return true;
}
void OnDrawGizmos()
{
if (m_CheckPoints == null)
{
return;
}
Gizmos.color = new Color(1, 1, 0, 0.7f);
foreach (RoutePoint checkPoint in m_CheckPoints)
{
if (checkPoint != null && checkPoint.IsCheckPoint)
{
Gizmos.DrawCube(checkPoint.transform.position, new Vector3(1, 3, 1));
}
}
Gizmos.color = Color.green;
for (int i = 0; i < m_CheckPoints.Length - 1; i++)
{
RoutePoint a = m_CheckPoints[i];
RoutePoint b = m_CheckPoints[i + 1];
if (a == null || b == null)
{
continue;
}
Gizmos.DrawLine(a.transform.position, b.transform.position);
}
}
}
}