536 lines
22 KiB
GDScript
536 lines
22 KiB
GDScript
extends TotalScene
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class_name LargePassengerFlowScene
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## 照相机名字的枚举
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enum Camera_name{
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#VehicleControlRoom,#车控室
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SparePartsCabinet,#备品柜
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PartsArea,#备品区
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StationHall,#站厅
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UpPlatform,#上行站台
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DownPlatform,#下行站台
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#APassageway,#A出入口
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StationHallAExit,#站厅A出口
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AEntrance,#A入口
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APassage,#A口通道
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#BPassageway,#B出入口
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StationHallBExit,#站厅B出口
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BEntrance,#B入口
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BPassage,#B口通道
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#CPassageway,#C出入口
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StationHallCExit,#站厅C出口
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CEntrance,#C入口
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CPassage,#C口通道
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#DPassageway,#D出入口
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StationHallDExit,#站厅D出口
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DEntrance,#D入口
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DPassage,#D口通道
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#StaionHallA,#站厅A端
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ALowerStepSwitch,#A端扶梯下部开关
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ATVM,#A端TVM
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AInboundGate,#A端进站闸机
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AExitGate,#A端出站闸机
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AUpperStep,#A端扶梯上部
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ALowerStep,#A端扶梯下部
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AGangway,#A端站厅步梯口
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#StationHallB,#站厅B端
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BLowerStepSwitch,#B端扶梯下部开关
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BTVM,#B端TVM
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BInboundGate,#B端进站闸机
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BExitGate,#B端出站闸机
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BUpperStep,#B端扶梯上部
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BLowerStep,#B端扶梯下部
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BGangway,#B端站厅步梯口
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}
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@onready var cameras = $AllCamera.get_children()
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var currentActiveCameraOfLarge:Camera_name = Camera_name.StationHall
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##切换相机
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func switchCamera (camera :Camera_name)-> void:
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currentActiveCamera = cameras[camera]
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currentActiveCameraOfLarge = camera
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cameras[camera].make_current()
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## 人运动区域的枚举
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enum PlayerWalkArea3D {
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entrance,#入口
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passage,#通道
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stationHallExit,#出口
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ticketingArea, #购票区
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entranceGateArea, #闸机入口区
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assignArea,#选择步梯还是电梯
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gangwayUpArea, #站厅步梯上
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gangwayDownArea,#站厅步梯下
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elevatorUpArea, #站厅电梯上
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elevatorDownArea, #站厅电梯上
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screenDoorWaitArea,#屏蔽门等待区域
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}
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const areaInfo = {
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'A':{
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'entrance':[Vector3(-55,9.8,43)],
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'passage':[Vector3(-40,5.22,43),Vector3(3,5.22,41)],
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'stationHallExit':[Vector3(3,5.22,18.74)],
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'ticketingArea':[Vector3(-11.27,5.22,18.74)],
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'entranceGateArea':[Vector3(-11.27,5.22,16.75),Vector3(36,5.22,16.75),Vector3(36,5.22,14.48)],
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'assignArea':[Vector3(36,5.22,11.11)],
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'gangwayUpArea':[Vector3(36,5.22,7.45),Vector3(30,5.22,7.45)],
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'gangwayDownArea': [Vector3(26.11,3.76,7.45),Vector3(24.41,3.76,7.45),Vector3(20.52,2.27,7.45),Vector3(18.37,2.27,7.45),Vector3(14.12,0.85,7.45),Vector3(11.6,0.85,7.45)],
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'elevatorUpArea': [Vector3(29.5,5.22,11.11)],
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'elevatorDownArea': [Vector3(15.4,0.93,11.11)],
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},
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'B':{
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'entrance':[ Vector3(-54.8,9.8,-67.3),Vector3(-50,9.8,-64),Vector3(-28,9.8,-62.3)],
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'passage':[Vector3(-15,5.22,-62.3),Vector3(1.92,5.22,-62.3)],
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'stationHallExit':[Vector3(1.92,5.22,0)],
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},
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'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(120,9.8,-66.38)],
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'passage':[Vector3(106,5.22,-66.38),Vector3(87.3,5.22,-66.38)],
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'stationHallExit':[Vector3(87.3,5.22,-1.77)],
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},
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'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(120,9.8,39.55)],
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'passage':[Vector3(107,5.22,39.55),Vector3(93.38,5.22,39.55)],
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'stationHallExit':[Vector3(93.38,5.22,21.04)],
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'ticketingArea':[Vector3(99,5.22,14.25),Vector3(99,5.22,7.86),Vector3(109.26,5.22,7.86)],
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'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(56.29,5.22,17.29),Vector3(56.29,5.22,14.48)],
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'gangwayUpArea':[Vector3(56,5.22,7.45),Vector3(62.15,5.22,7.45)],
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'gangwayDownArea': [Vector3(66.12,3.76,7.45),Vector3(67.71,3.76,7.45),Vector3(71.5,2.27,7.45),Vector3(73.74,2.27,7.45),Vector3(77,0.85,7.45),Vector3(96.7,0.85,7.45)]
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}
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}
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##区域运动(进站-连续的路径点)
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func playerGoToNextArea(peopleWalkFollow:PlayerPathFollow,nextArea: PlayerWalkArea3D) -> void:
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var targetAreaInfo = areaInfo[peopleWalkFollow.generateArea]
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match nextArea:
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PlayerWalkArea3D.entrance:
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walkByPathFollow(targetAreaInfo.entrance,peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.passage)
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PlayerWalkArea3D.passage:
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walkByPathFollow(targetAreaInfo.passage,peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.stationHallExit)
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PlayerWalkArea3D.stationHallExit:
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walkByPathFollow(targetAreaInfo.stationHallExit,peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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await get_tree().create_timer(0.5).timeout
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if peopleWalkFollow.generateArea == 'A' and $AllAreaDetection/TicketingLfetAreaDetection.waitPeopleCount > 8:
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peopleWalkFollow.generateArea = 'D'
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walkByPathFollow([Vector3(6.66,5.22,18.74),Vector3(6.66,5.22,20.25),Vector3(85.58,5.22,20.25)],peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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playerBackGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.stationHallExit)
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elif peopleWalkFollow.generateArea == 'B' || peopleWalkFollow.generateArea == 'C':
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playerBackGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.stationHallExit)
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else :
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playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.ticketingArea)
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PlayerWalkArea3D.ticketingArea:
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walkByPathFollow(targetAreaInfo.ticketingArea,peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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await get_tree().create_timer(3).timeout
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playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.entranceGateArea)
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PlayerWalkArea3D.entranceGateArea:
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#peopleWalkFollow.waitTimeWalkAgain = 0.5
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walkByPathFollow(targetAreaInfo.entranceGateArea,peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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await get_tree().create_timer(0.5).timeout
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if peopleWalkFollow.generateArea == 'A' :
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playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.assignArea)
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else :
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playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.gangwayUpArea)
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PlayerWalkArea3D.assignArea:
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walkByPathFollow(targetAreaInfo.assignArea,peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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await get_tree().create_timer(0.2).timeout
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var currentExerciseType = $platform.getElevatorCurrentExerciseType()
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if currentExerciseType == Elevator.Exercise_type.reversal :
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playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.gangwayUpArea)
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else :
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playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.elevatorUpArea)
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PlayerWalkArea3D.gangwayUpArea:
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walkByPathFollow(targetAreaInfo.gangwayUpArea,peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.gangwayDownArea)
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PlayerWalkArea3D.gangwayDownArea:
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peopleWalkFollow.playerRotate(false)
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await get_tree().create_timer(0.2).timeout
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walkByPathFollow(targetAreaInfo.gangwayDownArea,peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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peopleWalkFollow.queue_free()
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#playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.screenDoorWaitArea)
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PlayerWalkArea3D.elevatorUpArea:
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walkByPathFollow(targetAreaInfo.elevatorUpArea,peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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peopleWalkFollow.speed = 0.5
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peopleWalkFollow.playerRotate(false)
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walkByPathFollow([Vector3(16.2,0.93,11.11)],peopleWalkFollow,Vector3(),"Idle")
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await peopleWalkFollow.player.ArriveTargetPos
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peopleWalkFollow.speed = 1
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walkByPathFollow([Vector3(12.5,0.93,11.11)],peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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peopleWalkFollow.playerRotate(true)
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walkByPathFollow([Vector3(12.5,0.93,14)],peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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peopleWalkFollow.queue_free()
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PlayerWalkArea3D.elevatorDownArea:
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walkByPathFollow(targetAreaInfo.elevatorDownArea,peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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peopleWalkFollow.speed = 0.5
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peopleWalkFollow.playerRotate(false)
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walkByPathFollow([Vector3(29.12,5.22,11.11)],peopleWalkFollow,Vector3(),"Idle")
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await peopleWalkFollow.player.ArriveTargetPos
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peopleWalkFollow.speed = 1
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peopleWalkFollow.playerRotate(true)
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walkByPathFollow([Vector3(33,5.22,11.11),Vector3(33,5.22,3)],peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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peopleWalkFollow.queue_free()
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PlayerWalkArea3D.screenDoorWaitArea:
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goToScreenDoorAreaAndWaitTrain(peopleWalkFollow,0)
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const areaBackInfo = {
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'B':{
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'stationHallExit':[Vector3(1.92,5.22,3.5),Vector3(5.3,5.22,3.5)],
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'passage':Vector3(5.3,5.22,-66.15),
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'entrance':[Vector3(-13,5.22,-66.15),Vector3(-30.1,9.8,-66.15)],
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},
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'C':{
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'stationHallExit':[Vector3(82,5.22,6.75),Vector3(90,5.22,6.75)],
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'passage':Vector3(90,5.22,-63.43),
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'entrance':[Vector3(106.6,5.22,-63.43)],
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},
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'D':{
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'stationHallExit':[Vector3(86.63,5.22,20.25)],
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'passage':Vector3(86.63,5.22,42),
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'entrance':[Vector3(105,5.22,42)],
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},
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}
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##区域运动(出站)
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var loopAntBEntrance = true
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func playerBackGoToNextArea(peopleWalkFollow:PlayerPathFollow,nextArea: PlayerWalkArea3D) -> void:
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var targetAreaInfo = areaBackInfo[peopleWalkFollow.generateArea]
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match nextArea:
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PlayerWalkArea3D.stationHallExit:
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walkByPathFollow(targetAreaInfo.stationHallExit,peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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playerBackGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.passage)
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PlayerWalkArea3D.passage:
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peopleWalkFollow.player.setTargetPos(targetAreaInfo.passage,0.1)
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peopleWalkFollow.player.goToTarget()
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await peopleWalkFollow.player.ArriveTargetPos
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if peopleWalkFollow.generateArea == 'B' and !loopAntBEntrance :
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peopleWalkFollow.queue_free()
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else :
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playerBackGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.entrance)
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PlayerWalkArea3D.entrance:
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walkByPathFollow(targetAreaInfo.entrance,peopleWalkFollow)
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await peopleWalkFollow.player.ArriveTargetPos
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if peopleWalkFollow.generateArea == 'C' or peopleWalkFollow.generateArea == 'D' :
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peopleWalkFollow.queue_free()
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playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.entrance)
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##演示排队的区域
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var screenDoorAreaInfo = [
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{
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"areaName": "ScreenDoorWaitArea1",
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"screenDoorName": 'screenDoor1',
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},
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{
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"areaName": "ScreenDoorWaitArea2",
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"screenDoorName": 'screenDoor2',
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},
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{
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"areaName": "ScreenDoorWaitArea3",
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"screenDoorName": 'screenDoor3',
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},
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{
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"areaName": "ScreenDoorWaitArea4",
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"screenDoorName": 'screenDoor4',
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},
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]
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##进入指定屏蔽门区域并等待上车
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var peopleTakeTheSubway = true
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func goToScreenDoorAreaAndWaitTrain(peopleWalkFollow:PlayerPathFollow, screenDoorAreaInfoIndex:int) -> void:
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var screenDoorPos = $platform.get_node(screenDoorAreaInfo[screenDoorAreaInfoIndex].screenDoorName).get_node('dimiantishi').get_global_position()
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screenDoorPos.z += 1.2
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var addPoint = Vector3(screenDoorPos.x,screenDoorPos.y,screenDoorPos.z+3.2)
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walkByPathFollow([addPoint,screenDoorPos],peopleWalkFollow)
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if !peopleTakeTheSubway :
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return
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await self.screenDoorOpenConfirmSignal
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var trainPoint1 = Vector3(screenDoorPos.x,screenDoorPos.y,screenDoorPos.z-3.5)
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var trainPoint2 = Vector3(screenDoorPos.x+3,screenDoorPos.y,screenDoorPos.z-3.5)
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walkByPathFollow([trainPoint1,trainPoint2],peopleWalkFollow)
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await self.screenDoorCloseConfirmSignal
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peopleWalkFollow.queue_free()
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const ArrayUtils = preload("res://util/ArrayUtils.gd")
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func _on_screen_door_wait_area_screen_door_area_enter(curentArea: Area3D, peopleWalkFollow: PlayerPathFollow) -> void:
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var waitPeopleCounts = [$AllScreenDoorWaitArea/ScreenDoorWaitArea1.waitPeopleCount,$AllScreenDoorWaitArea/ScreenDoorWaitArea2.waitPeopleCount,$AllScreenDoorWaitArea/ScreenDoorWaitArea3.waitPeopleCount,$AllScreenDoorWaitArea/ScreenDoorWaitArea4.waitPeopleCount]
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for index in range(screenDoorAreaInfo.size()):
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if screenDoorAreaInfo[index].areaName == curentArea.name and curentArea.waitPeopleCount-1 <= ArrayUtils.removeElementByIndex(waitPeopleCounts,index).min() :
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peopleWalkFollow.peopleStopWalk()
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goToScreenDoorAreaAndWaitTrain(peopleWalkFollow,index)
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var trainLeaveAtDownPlatform = true
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func _on_screen_door_wait_area_1_area_entered(area: Area3D) -> void:
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if $AllScreenDoorWaitArea/ScreenDoorWaitArea1.waitPeopleCount>=4 and trainLeaveAtDownPlatform:
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trainComeAndLeace()
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##通过PathFollow运动
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func walkByPathFollow(allTargetPos:Array,peopleWalkFollow:PlayerPathFollow,curveAngle=Vector3(),state = "Walk") -> void:
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var walkPoints = [peopleWalkFollow.player.position]
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for child in allTargetPos:
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var xOffset = child.x - peopleWalkFollow.buildPos.x
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var yOffset = child.y - peopleWalkFollow.buildPos.y
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var zOffset = child.z - peopleWalkFollow.buildPos.z
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walkPoints.append(Vector3(xOffset,yOffset,zOffset))
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peopleWalkFollow.setPathPoints(walkPoints,curveAngle)
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peopleWalkFollow.peopleBeginWalk(state)
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##开始生成人的运动
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var people_scene = preload("res://sceen/people/peopleWalkFollow.tscn")
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func startGeneratePeople() -> void:
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$AllTimer/generatePeopleAEntranceTimer.start()
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$AllTimer/generatePeopleBEntranceTimer.start()
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$AllTimer/generatePeopleAtBTicketingArea.start()
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$AllTimer/generatePeopleDownPlatformTimer.start()
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$AllTimer/generatePeopleAtMiddleStepTimer.start()
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$AllTimer/generatePeopleAtBInboundGateArea.start()
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func startGeneratePeopleAtCD() -> void:
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$AllTimer/generatePeopleCEntranceTimer.start()
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$AllTimer/generatePeopleDEntranceTimer.start()
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func reduceInboundPassengerFlowAtA() -> void:
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$AllTimer/generatePeopleAEntranceTimer.wait_time = 4
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$AllTimer/generatePeopleAtBLowerStepTimer.wait_time = 6
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$AllTimer/generatePeopleAtBInboundGateArea.wait_time = 3
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allGeneratePeopleAtDownPlatform = allGeneratePeopleAtDownPlatform.slice(16, allGeneratePeopleAtDownPlatform.size())
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for child in allGeneratePeopleAtDownPlatform :
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child.queue_free()
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func stopGeneratePeopleAtA() -> void:
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$AllTimer/generatePeopleAEntranceTimer.stop()
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$AllTimer/generatePeopleAtBInboundGateArea.stop()
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func stopGeneratePeopleAtB() -> void:
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loopAntBEntrance = false
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func stopGeneratePeopleAtC() -> void:
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$AllTimer/generatePeopleCEntranceTimer.stop()
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func stopGeneratePeopleAtD() -> void:
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$AllTimer/generatePeopleDEntranceTimer.stop()
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##A入口生成
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var totalOfAEntrance=0
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func generatePeopleAtAEntrance() -> void:
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if totalOfAEntrance > 30:
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$AllTimer/generatePeopleAEntranceTimer.wait_time = 3
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if $AllAreaDetection/APassageAreaDetection.passPeopleCount< 1 and currentActiveCameraOfLarge != Camera_name.APassage:
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generatePeopleAPassage()
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if $AllAreaDetection/TicketingLfetAreaDetection.waitPeopleCount< 1 and currentActiveCameraOfLarge != Camera_name.BTVM:
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generatePeopleAtBTVM()
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totalOfAEntrance += 1
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var peoplePosition = Vector3(-80,9.8,40.5)
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generatePeopleAtDesignatedArea(peoplePosition,PlayerWalkArea3D.entrance,'A','A{0}'.format([totalOfAEntrance]))
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##A通道生成
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var totalOfAPassage=0
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func generatePeopleAPassage() -> void:
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totalOfAPassage += 1
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var peoplePosition = Vector3(3,5.22,41)
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generatePeopleAtDesignatedArea(peoplePosition,PlayerWalkArea3D.stationHallExit,'A','APassage{0}'.format([totalOfAPassage]))
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##A闸机生成
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var totalOfBTVM=0
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func generatePeopleAtBTVM() -> void:
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totalOfBTVM += 1
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var peoplePosition = Vector3(-11.27,5.22,17.66)
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generatePeopleAtDesignatedArea(peoplePosition,PlayerWalkArea3D.entranceGateArea,'A','BTVM{0}'.format([totalOfBTVM]))
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##A进站口
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var totalOfBInboundGate=0
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func generatePeopleAtBInboundGate() -> void:
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if $AllAreaDetection/BInboundGateAreaDetection.waitPeopleCount > 20:
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return
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totalOfBInboundGate += 1
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var peopleInstance = generatePeople(Vector3(7,5.22,18.41), str(totalOfBInboundGate))
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walkByPathFollow([Vector3(15.54,5.22,18.41),Vector3(37.83,5.22,17.58),Vector3(37.83,5.22,14.48)],peopleInstance)
|
||
await peopleInstance.player.ArriveTargetPos
|
||
await get_tree().create_timer(0.5).timeout
|
||
walkByPathFollow([Vector3(37.83,5.22,5),Vector3(44.96,5.22,5),Vector3(44.96,5.22,6.48)],peopleInstance)
|
||
await peopleInstance.player.ArriveTargetPos
|
||
peopleInstance.playerRotate(false)
|
||
walkByPathFollow([Vector3(44.96,3.9,9.72)],peopleInstance)
|
||
await peopleInstance.player.ArriveTargetPos
|
||
peopleInstance.queue_free()
|
||
|
||
##售票厅循环排队
|
||
var totalOfBTicketingArea = 0
|
||
func generatePeopleAtBTicketingArea() -> void:
|
||
if $AllAreaDetection/TicketingAreaDetection.waitPeopleCount < 8:
|
||
totalOfBTicketingArea += 1
|
||
var peopleId = 'BTicketing{0}'.format([totalOfBTicketingArea])
|
||
var peopleInstance = generatePeople(Vector3(1,5.22,15.84),peopleId)
|
||
walkByPathFollow([Vector3(-11.27,5.22,15.84)],peopleInstance)
|
||
await peopleInstance.player.ArriveTargetPos
|
||
await get_tree().create_timer(5).timeout
|
||
walkByPathFollow([Vector3(-11.27,5.22,14.4),Vector3(2,5.22,14.4)],peopleInstance)
|
||
await peopleInstance.player.ArriveTargetPos
|
||
peopleInstance.queue_free()
|
||
|
||
##下行站台生成
|
||
func letPeopleWaitTrainAtDownPlatform() -> void:
|
||
currentNeedGenerate = 16
|
||
$AllTimer/generatePeopleDownPlatformTimer.start()
|
||
$AllTimer/generatePeopleAtBTicketingArea.stop()
|
||
|
||
var totalOfDownPlatform = 0
|
||
var currentNeedGenerate = 4
|
||
var allGeneratePeopleAtDownPlatform :Array[PlayerPathFollow] = []
|
||
func generatePeopleAtDownPlatform() -> void:
|
||
if totalOfDownPlatform < currentNeedGenerate :
|
||
totalOfDownPlatform += 1
|
||
var peoplePosition = Vector3(6.12,0.85,7.62)
|
||
generatePeopleAtDesignatedArea(peoplePosition,PlayerWalkArea3D.screenDoorWaitArea,'A','DownPlatform{0}'.format([totalOfDownPlatform]))
|
||
else :
|
||
$AllTimer/generatePeopleDownPlatformTimer.stop()
|
||
|
||
##下行站台电梯口(B端)
|
||
func letPeopleGotoElevatorDown() -> void:
|
||
$AllTimer/generatePeopleAtBLowerStepTimer.start()
|
||
|
||
var totalOfBLowerStep = 0
|
||
func generatePeopleAtBLowerStep() -> void:
|
||
totalOfBLowerStep += 1
|
||
var peoplePosition = Vector3(10.66,0.93,11.11)
|
||
generatePeopleAtDesignatedArea(peoplePosition,PlayerWalkArea3D.elevatorDownArea,'A','A{0}'.format([totalOfBLowerStep]))
|
||
|
||
##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','B{0}'.format([totalOfBEntrance]))
|
||
else :
|
||
$AllTimer/generatePeopleBEntranceTimer.stop()
|
||
|
||
##C入口生成(21个人完成循环)
|
||
var totalOfCEntrance = 21
|
||
func generatePeopleAtCEntrance() -> void:
|
||
totalOfCEntrance += 1
|
||
var peoplePosition = Vector3(146.12,9.8,-60)
|
||
generatePeopleAtDesignatedArea(peoplePosition,PlayerWalkArea3D.entrance,'C','C{0}'.format([totalOfCEntrance]))
|
||
|
||
##D入口生成
|
||
var totalOfDEntrance = 0
|
||
func generatePeopleAtDEntrance() -> void:
|
||
totalOfDEntrance += 1
|
||
if totalOfDEntrance > 10:
|
||
$AllTimer/generatePeopleDEntranceTimer.wait_time = 6
|
||
var peoplePosition = Vector3(146.12,9.8,46)
|
||
generatePeopleAtDesignatedArea(peoplePosition,PlayerWalkArea3D.entrance,'D','D{0}'.format([totalOfDEntrance]))
|
||
|
||
##中间步梯生成(BC口出)
|
||
var totalOfMiddleStep = 0
|
||
func generatePeopleAtMiddleStep() -> void:
|
||
totalOfMiddleStep += 1
|
||
var peopleInstance = generatePeople(Vector3(47,3.3,9.72), str(totalOfMiddleStep))
|
||
peopleInstance.playerRotate(false)
|
||
walkByPathFollow([Vector3(47,5.22,6.48)],peopleInstance)
|
||
await peopleInstance.player.ArriveTargetPos
|
||
peopleInstance.playerRotate(true)
|
||
if int(peopleInstance.id) % 4 == 0 :
|
||
walkByPathFollow([Vector3(47,5.22,0.2),Vector3(18.60,5.22,0.2)],peopleInstance)
|
||
await peopleInstance.player.ArriveTargetPos
|
||
await get_tree().create_timer(0.5).timeout
|
||
walkByPathFollow([Vector3(8.34,5.22,0.2),Vector3(8.34,5.22,9.61)],peopleInstance)
|
||
elif int(peopleInstance.id) % 4 == 1 :
|
||
walkByPathFollow([Vector3(47,5.22,3.79),Vector3(18.60,5.22,3.79)],peopleInstance)
|
||
await peopleInstance.player.ArriveTargetPos
|
||
await get_tree().create_timer(0.5).timeout
|
||
walkByPathFollow([Vector3(8.34,5.22,3.79),Vector3(8.34,5.22,9.61)],peopleInstance)
|
||
elif int(peopleInstance.id) % 4 == 2 :
|
||
walkByPathFollow([Vector3(47,5.22,3.6),Vector3(73.13,5.22,3.6)],peopleInstance)
|
||
await peopleInstance.player.ArriveTargetPos
|
||
await get_tree().create_timer(0.5).timeout
|
||
walkByPathFollow([Vector3(81.56,5.22,3.6),Vector3(81.56,5.22,9)],peopleInstance)
|
||
else :
|
||
walkByPathFollow([Vector3(47,5.22,0.1),Vector3(73.13,5.22,0.1)],peopleInstance)
|
||
await peopleInstance.player.ArriveTargetPos
|
||
await get_tree().create_timer(0.5).timeout
|
||
walkByPathFollow([Vector3(81.56,5.22,0.1),Vector3(81.56,5.22,9)],peopleInstance)
|
||
await peopleInstance.player.ArriveTargetPos
|
||
peopleInstance.queue_free()
|
||
|
||
|
||
##在指定区域增加人
|
||
func generatePeopleAtDesignatedArea(peoplePosition:Vector3, goToNextArea: PlayerWalkArea3D,generateArea:String, peopleId:String='A0') -> void:
|
||
var peopleInstance = generatePeople(peoplePosition,peopleId)
|
||
peopleInstance.generateArea = generateArea
|
||
if 'DownPlatform' in peopleId :
|
||
allGeneratePeopleAtDownPlatform.append(peopleInstance)
|
||
peopleInstance.connect("peopleInDesignatedAreaChangeMoveSignal",Callable(self,"peopleInDesignatedAreaChangeMove"))
|
||
playerGoToNextArea(peopleInstance,goToNextArea)
|
||
|
||
##生成人不指定去哪
|
||
func generatePeople(peoplePosition:Vector3,peopleId:String='A0')-> PlayerPathFollow:
|
||
var peopleInstance = people_scene.instantiate()
|
||
add_child(peopleInstance)
|
||
peopleInstance.global_position = peoplePosition
|
||
peopleInstance.buildPos = peoplePosition
|
||
peopleInstance.id = peopleId
|
||
return peopleInstance
|
||
|
||
func peopleInDesignatedAreaChangeMove(areaName:String,peopleWalkFollow:PlayerPathFollow) -> void:
|
||
if areaName == 'hoardingAtEscalatorUp' :
|
||
walkByPathFollow([Vector3(33.5,5.22,7.45),Vector3(30,5.22,7.45)],peopleWalkFollow)
|
||
await peopleWalkFollow.player.ArriveTargetPos
|
||
playerGoToNextArea(peopleWalkFollow,PlayerWalkArea3D.gangwayDownArea)
|
||
elif areaName == 'hoardingAtEscalatorDown' :
|
||
$AllTimer/generatePeopleAtBLowerStepTimer.stop()
|
||
walkByPathFollow([Vector3(12.36,0.93,8.11)],peopleWalkFollow)
|
||
await peopleWalkFollow.player.ArriveTargetPos
|
||
peopleWalkFollow.queue_free()
|
||
|
||
|
||
|
||
signal trainComingSignal()
|
||
func trainComeAndLeace() -> void:
|
||
trainLeaveAtDownPlatform = false
|
||
trainComingSignal.emit()
|
||
self.trainComeAndOpenScreenDoor()
|
||
await get_tree().create_timer(20).timeout
|
||
self.closeScreenDoorAndTrainLeave()
|
||
peopleTakeTheSubway = false
|
||
currentNeedGenerate = 32
|
||
$AllTimer/generatePeopleDownPlatformTimer.start()
|
||
|
||
func peopleAtDownPlatformDecreased() -> void:
|
||
$AllScreenDoorWaitArea.queue_free()
|
||
var allPeopleAtDownPlatform = $"AllDecoration /AllPeopleAtDownPlatform".get_children()
|
||
for child in allPeopleAtDownPlatform :
|
||
child.position.y = 0.85
|
||
child.get_node('Player').state_machine.change_state("Idle")
|
||
|
||
|
||
func temporaryTicketOfficeComing() -> void:
|
||
$platform.get_node('TemporaryTicketOffice').temporaryTicketOfficeComing()
|
||
|
||
func allTimerStopAndShowRedStripe() -> void:
|
||
$platform.get_node('ShortcutToolModel2').allTimerStopAndShowRedStripe()
|
||
|
||
func _ready():
|
||
$platform.showCameraAndShortcutTool()
|
||
$platform.screenDoorOpenAndCloseNoMusic()
|