extends TotalScene class_name LargePassengerFlowScene ## 照相机名字的枚举 enum Camera_name{ #VehicleControlRoom,#车控室 SparePartsCabinet,#备品柜 PartsArea,#备品区 StationHall,#站厅 UpPlatform,#上行站台 DownPlatform,#下行站台 #APassageway,#A出入口 StationHallAExit,#站厅A出口 AEntrance,#A入口 APassage,#A口通道 #BPassageway,#B出入口 StationHallBExit,#站厅B出口 BEntrance,#B入口 BPassage,#B口通道 #CPassageway,#C出入口 StationHallCExit,#站厅C出口 CEntrance,#C入口 CPassage,#C口通道 #DPassageway,#D出入口 StationHallDExit,#站厅D出口 DEntrance,#D入口 DPassage,#D口通道 #StaionHallA,#站厅A端 ALowerStepSwitch,#A端扶梯下部开关 ATVM,#A端TVM AInboundGate,#A端进站闸机 AExitGate,#A端出站闸机 AUpperStep,#A端扶梯上部 ALowerStep,#A端扶梯下部 AGangway,#A端站厅步梯口 #StationHallB,#站厅B端 BLowerStepSwitch,#B端扶梯下部开关 BTVM,#B端TVM BInboundGate,#B端进站闸机 BExitGate,#B端出站闸机 BUpperStep,#B端扶梯上部 BLowerStep,#B端扶梯下部 BGangway,#B端站厅步梯口 } @onready var cameras = $AllCamera.get_children() var currentActiveCameraOfLarge:Camera_name = Camera_name.StationHall ##切换相机 func switchCamera (camera :Camera_name)-> void: currentActiveCamera = cameras[camera] currentActiveCameraOfLarge = camera cameras[camera].make_current() ## 人运动区域的枚举 enum PlayerWalkArea3D { entrance,#入口 passage,#通道 stationHallExit,#出口 ticketingArea, #购票区 entranceGateArea, #闸机入口区 gangwayUpArea, #站厅步梯上 gangwayDownArea,#站厅步梯下 screenDoorWaitArea,#屏蔽门等待区域 } const areaInfo = { 'A':{ 'entrance':[Vector3(-60,9.8,43)], 'passage':Vector3(3,5.22,41), 'stationHallExit':Vector3(3,5.22,18.74), 'ticketingArea':[Vector3(-11.27,5.22,18.74)], 'entranceGateArea':[Vector3(-11.27,5.22,17.25),Vector3(36,5.22,17.25),Vector3(36,5.22,14)], 'gangwayUpArea':[Vector3(36,5.22,7.45),Vector3(31,5.22,7.45)], 'gangwayDownArea': [Vector3(14.12,0.85,7.45)] }, 'B':{ 'entrance':[ Vector3(-54.8,9.8,-67.3),Vector3(-50,9.8,-64),Vector3(-30.1,9.8,-62.3)], 'passage':Vector3(1.92,5.22,-62.3), 'stationHallExit':Vector3(1.92,5.22,0), }, 'C':{'entrance':[Vector3(144.12,9.8,-60),Vector3(144.12,9.8,-68.7),Vector3(142,9.8,-68.7),Vector3(142,9.8,-60),Vector3(140,9.8,-60),Vector3(140,9.8,-67),Vector3(122.46,9.8,-66.38)], 'passage':Vector3(87.3,5.22,-66.38), 'stationHallExit':Vector3(87.3,5.22,-1.77), }, 'D':{'entrance':[Vector3(144.12,9.8,46),Vector3(144.12,9.8,36.58),Vector3(142,9.8,36.58),Vector3(142,9.8,46),Vector3(140,9.8,46),Vector3(140,9.8,38.28),Vector3(122.46,9.8,39.55)], 'passage':Vector3(93.38,5.22,39.55), 'stationHallExit':Vector3(93.38,5.22,21.04), 'ticketingArea':[Vector3(99,5.22,14.25),Vector3(99,5.22,7.86),Vector3(109.26,5.22,7.86)], 'entranceGateArea':[Vector3(109.26,5.22,6.86),Vector3(92,5.22,6.86),Vector3(92,5.22,12.98),Vector3(78.33,5.22,17.29),Vector3(56,5.22,17.29),Vector3(56,5.22,14)], 'gangwayUpArea':[Vector3(56,5.22,7.45),Vector3(61.46,5.22,7.45)], 'gangwayDownArea': [Vector3(77,0.85,7.45)] } } ##区域运动(进站-连续的路径点) func playerGoToNextArea(peopleWalkFollow:PlayerPathFollow,nextArea: PlayerWalkArea3D) -> void: var targetAreaInfo = areaInfo[peopleWalkFollow.generateArea] match nextArea: PlayerWalkArea3D.entrance: walkByPathFollow(targetAreaInfo.entrance,peopleWalkFollow) await peopleWalkFollow.player.ArriveTargetPos playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.passage) PlayerWalkArea3D.passage: peopleWalkFollow.player.setTargetPos(targetAreaInfo.passage,0.1) peopleWalkFollow.player.goToTarget() await peopleWalkFollow.player.ArriveTargetPos playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.stationHallExit) PlayerWalkArea3D.stationHallExit: peopleWalkFollow.player.setTargetPos(targetAreaInfo.stationHallExit,0.1) peopleWalkFollow.player.goToTarget() await peopleWalkFollow.player.ArriveTargetPos await get_tree().create_timer(1).timeout if peopleWalkFollow.generateArea == 'B' || peopleWalkFollow.generateArea == 'C': playerBackGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.stationHallExit) else : playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.ticketingArea) PlayerWalkArea3D.ticketingArea: walkByPathFollow(targetAreaInfo.ticketingArea,peopleWalkFollow) await peopleWalkFollow.player.ArriveTargetPos await get_tree().create_timer(5).timeout playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.entranceGateArea) PlayerWalkArea3D.entranceGateArea: walkByPathFollow(targetAreaInfo.entranceGateArea,peopleWalkFollow) await peopleWalkFollow.player.ArriveTargetPos await get_tree().create_timer(0.2).timeout playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.gangwayUpArea) PlayerWalkArea3D.gangwayUpArea: walkByPathFollow(targetAreaInfo.gangwayUpArea,peopleWalkFollow) await peopleWalkFollow.player.ArriveTargetPos playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.gangwayDownArea) PlayerWalkArea3D.gangwayDownArea: walkByPathFollow(targetAreaInfo.gangwayDownArea,peopleWalkFollow) await peopleWalkFollow.player.ArriveTargetPos playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.screenDoorWaitArea) #PlayerWalkArea3D.screenDoorWaitArea: #goToScreenDoorAreaAndWaitTrain(peopleWalkFollow,0) const areaBackInfo = { 'B':{ 'stationHallExit':[Vector3(1.92,5.22,3.5),Vector3(5.3,5.22,3.5)], 'passage':Vector3(5.3,5.22,-66.15), 'entrance':Vector3(-13,5.22,-66.15), }, 'C':{ 'stationHallExit':[Vector3(82,5.22,6.75),Vector3(90,5.22,6.75)], 'passage':Vector3(90,5.22,-63.43), 'entrance':Vector3(106.6,5.22,-63.43), }, } ##区域运动(出站) func playerBackGoToNextArea(peopleWalkFollow:PlayerPathFollow,nextArea: PlayerWalkArea3D) -> void: var targetAreaInfo = areaBackInfo[peopleWalkFollow.generateArea] match nextArea: PlayerWalkArea3D.stationHallExit: walkByPathFollow(targetAreaInfo.stationHallExit,peopleWalkFollow) await peopleWalkFollow.player.ArriveTargetPos playerBackGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.passage) PlayerWalkArea3D.passage: peopleWalkFollow.player.setTargetPos(targetAreaInfo.passage,0.1) peopleWalkFollow.player.goToTarget() await peopleWalkFollow.player.ArriveTargetPos playerBackGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.entrance) PlayerWalkArea3D.entrance: peopleWalkFollow.player.setTargetPos(targetAreaInfo.entrance,0.1) peopleWalkFollow.player.goToTarget() await peopleWalkFollow.player.ArriveTargetPos playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.entrance) ##演示排队的区域 var screenDoorAreaInfo = [ { "areaName": "ScreenDoorWaitArea1", "screenDoorName": 'screenDoor1', }, { "areaName": "ScreenDoorWaitArea2", "screenDoorName": 'screenDoor2', }, { "areaName": "ScreenDoorWaitArea3", "screenDoorName": 'screenDoor3', }, { "areaName": "ScreenDoorWaitArea4", "screenDoorName": 'screenDoor4', }, ] ##进入指定屏蔽门区域并等待上车 func goToScreenDoorAreaAndWaitTrain(peopleWalkFollow:PlayerPathFollow, screenDoorAreaInfoIndex:int) -> void: var screenDoorPos = $platform.get_node(screenDoorAreaInfo[screenDoorAreaInfoIndex].screenDoorName).get_node('dimiantishi').get_global_position() var addPoint = Vector3(screenDoorPos.x,screenDoorPos.y,screenDoorPos.z+2) walkByPathFollow([addPoint,screenDoorPos],peopleWalkFollow) await self.screenDoorOpenConfirmSignal var trainPoint1 = Vector3(screenDoorPos.x,screenDoorPos.y,screenDoorPos.z-3) var trainPoint2 = Vector3(screenDoorPos.x+3,screenDoorPos.y,screenDoorPos.z-3) walkByPathFollow([trainPoint1,trainPoint2],peopleWalkFollow) await self.screenDoorCloseConfirmSignal peopleWalkFollow.queue_free() const ArrayUtils = preload("res://util/ArrayUtils.gd") func _on_screen_door_wait_area_screen_door_area_enter(curentArea: Area3D, peopleWalkFollow: PlayerPathFollow) -> void: var waitPeopleCounts = [$AllScreenDoorWaitArea/ScreenDoorWaitArea1.waitPeopleCount,$AllScreenDoorWaitArea/ScreenDoorWaitArea2.waitPeopleCount,$AllScreenDoorWaitArea/ScreenDoorWaitArea3.waitPeopleCount] for index in range(screenDoorAreaInfo.size()): if screenDoorAreaInfo[index].areaName == curentArea.name and curentArea.waitPeopleCount-1 <= ArrayUtils.removeElementByIndex(waitPeopleCounts,index).min() : peopleWalkFollow.peopleStopWalk() goToScreenDoorAreaAndWaitTrain(peopleWalkFollow,index) func _on_screen_door_wait_area_1_area_entered(area: Area3D) -> void: if $AllScreenDoorWaitArea/ScreenDoorWaitArea1.waitPeopleCount>=4 : trainComeAndLeace() ##通过PathFollow运动 func walkByPathFollow(allTargetPos:Array,peopleWalkFollow:PlayerPathFollow,curveAngle=Vector3()) -> void: var walkPoints = [peopleWalkFollow.player.position] for child in allTargetPos: var xOffset = child.x - peopleWalkFollow.buildPos.x var yOffset = child.y - peopleWalkFollow.buildPos.y var zOffset = child.z - peopleWalkFollow.buildPos.z walkPoints.append(Vector3(xOffset,yOffset,zOffset)) peopleWalkFollow.setPathPoints(walkPoints,curveAngle) peopleWalkFollow.peopleBeginWalk() ##开始生成人的运动 var people_scene = preload("res://sceen/people/peoplewalkfollow.tscn") func startGeneratePeople() -> void: $AllTimer/generatePeopleAEntranceTimer.start() ##A入口生成 var totalOfAEntrance=0 func generatePeopleAtAEntrance() -> void: if $AllAreaDetection/StationHallAExitAreaDetection.passPeopleCount< 1 and currentActiveCameraOfLarge != Camera_name.APassage: generatePeopleAtStationHallAExit() if totalOfAEntrance< 15: totalOfAEntrance += 1 #$AllTimer/generatePeopleAEntranceTimer.wait_time = 10000 var peoplePosition = Vector3(-80,9.8,40.5) generatePeopleAtDesignatedArea(peoplePosition,PlayerWalkArea3D.entrance,'A',totalOfAEntrance) else : $AllTimer/generatePeopleAEntranceTimer.stop() ##A出口生成 var totalOfStationHallAExit=0 func generatePeopleAtStationHallAExit() -> void: totalOfStationHallAExit += 1 var peoplePosition = Vector3(3,5.22,41) generatePeopleAtDesignatedArea(peoplePosition,PlayerWalkArea3D.stationHallExit,'A') ##售票厅循环排队 var totalOfBTicketingArea=0 func generatePeopleAtBTicketingArea() -> void: if $AllAreaDetection/TicketingAreaDetection.waitPeopleCount <7: var peoplrInstance = people_scene.instantiate() add_child(peoplrInstance) peoplrInstance.global_position = Vector3(1,5.22,15.84) peoplrInstance.buildPos = Vector3(1,5.22,15.84) walkByPathFollow([Vector3(-11.27,5.22,15.84)],peoplrInstance) await peoplrInstance.player.ArriveTargetPos await get_tree().create_timer(5).timeout walkByPathFollow([Vector3(-11.27,5.22,14.4),Vector3(2,5.22,14.4)],peoplrInstance) await peoplrInstance.player.ArriveTargetPos peoplrInstance.queue_free() ##B入口生成(从进到出3分钟,间隔10秒,18个人完成循环) var totalOfBEntrance=18 func generatePeopleAtBEntrance() -> void: if totalOfBEntrance> 0: totalOfBEntrance -= 1 var peoplePosition = Vector3(-54.8,9.8,-61) generatePeopleAtDesignatedArea(peoplePosition,PlayerWalkArea3D.entrance,'B',totalOfAEntrance) else : $AllTimer/generatePeopleBEntranceTimer.stop() ##C入口生成 var totalOfCEntrance=21 func generatePeopleAtCEntrance() -> void: if totalOfCEntrance> 0: totalOfCEntrance -= 1 var peoplePosition = Vector3(146.12,9.8,-60) generatePeopleAtDesignatedArea(peoplePosition,PlayerWalkArea3D.entrance,'C',totalOfAEntrance) else : $AllTimer/generatePeopleCEntranceTimer.stop() ##D入口生成 var totalOfDEntrance=15 func generatePeopleAtDEntrance() -> void: if totalOfDEntrance > 0: totalOfDEntrance -= 1 var peoplePosition = Vector3(146.12,9.8,46) generatePeopleAtDesignatedArea(peoplePosition,PlayerWalkArea3D.entrance,'D',totalOfAEntrance) else : $AllTimer/generatePeopleDEntranceTimer.stop() ##下行站台生成 var totalOfDownPlatform=0 func generatePeopleAtDownPlatform() -> void: if totalOfDownPlatform< 9: totalOfDownPlatform += 1 var peoplePosition = Vector3(13.54,0.85,11.2) generatePeopleAtDesignatedArea(peoplePosition,PlayerWalkArea3D.screenDoorWaitArea,'A') else : $AllTimer/generatePeopleDownPlatformTimer.stop() ##在指定区域增加人 func generatePeopleAtDesignatedArea(peoplePosition:Vector3, goToNextArea: PlayerWalkArea3D,generateArea:String, peopleId:int=0) -> void: var peoplrInstance = people_scene.instantiate() add_child(peoplrInstance) peoplrInstance.global_position = peoplePosition peoplrInstance.buildPos = peoplePosition peoplrInstance.generateArea = generateArea if peopleId : peoplrInstance.id = peopleId playerGoToNextArea(peoplrInstance,goToNextArea) signal trainComingSignal() func trainComeAndLeace() -> void: trainComingSignal.emit() self.trainComeAndOpenScreenDoor() await get_tree().create_timer(25).timeout self.closeScreenDoorAndTrainLeave() func temporaryTicketOfficeComing() -> void: $platform.get_node('TemporaryTicketOffice').temporaryTicketOfficeComing() func allTimerStopAndShowRedStripe() -> void: $platform.get_node('ShortcutToolModel2').allTimerStopAndShowRedStripe() func _ready(): $platform.showCameraAndShortcutTool()