using System; using System.Collections.Generic; using System.Linq; using System.IO; using UnityEngine; using UnityEditor; using UnityEngine.SceneManagement; public class Timing: MonoBehaviour { [SerializeField] public List lapTimes; [SerializeField] public List sectorTimes; public bool timerEnabled; public double sectorTime; public double lapTime; double sectorStart; double lapStart; public Sector[] sectors; public LapStorage lapStorage; public string mapName; void Awake() { lapTimes = new(); sectorTimes = new List(); sectorStart = 0.0; sectorTime = 0.0; sectors = GetComponentsInChildren().OrderBy(s => s.sector).ToArray(); // set map name Scene scene = SceneManager.GetActiveScene(); mapName = scene.name; Debug.Log("Track Sector Count - " + sectors.Length); } void Update() { if (timerEnabled) { sectorTime = Time.timeAsDouble - sectorStart; lapTime = Time.timeAsDouble - lapStart; } } public void StartTimer() { if (sectors.Length == 0) { Debug.LogWarning("No Sectors found in timing"); return; } Debug.Log("Started Timer"); timerEnabled = true; lapStart = Time.timeAsDouble; sectorStart = Time.timeAsDouble; } public void StopTimer() { sectorTimes = new List(); timerEnabled = false; sectorTime = 0; lapTime = 0; Debug.Log("Timer Stopped"); } public void NextSector(int sector) { if (!timerEnabled) return; // they turned around or somethin? if (sectorTimes.Any(s => s.Sector == sector)) return; // this basically makes sure the timer doesn't do anything weird // due to respawns, driving in the wrong direction etc // you have to hit the sectors in numbered order // --------------- // make sure sectors are only accessible by being hit by following // the track correctly! if (sector != sectorTimes.Count + 1) return; double sTime = Time.timeAsDouble - sectorStart; SectorTime s = new SectorTime { Sector = sector, Seconds = sTime }; sectorTimes.Add(s); sectorStart = Time.timeAsDouble; Debug.Log($"{sectorTimes.Count} / {sectors.Length}"); if (sectorTimes.Count == sectors.Length) { EndLap(); NextLap(); } } void NextLap() { Debug.Log("NextLap" + lapTimes.Count); sectorTimes = new List(); StartTimer(); } public void EndLap() { // when live reloading this happens if (sectorTimes == null) Awake(); Debug.Log($"Ending lap Sectors={sectorTimes.Count} Name={mapName} Lap={lapTimes.Count}"); Lap l = new Lap { Map = mapName, Number = lapTimes.Count, Sectors = sectorTimes }; Debug.Log($"EndLap {l}"); lapTimes.Add(l); LapStorageService.PersistLap(l); Debug.Log($"Laps Stored {LapStorageService.GetPlayerLaps(mapName)}"); } public SectorColour GetSectorColour(SectorTime s) { if (lapTimes.Count == 0) return SectorColour.Green; var fastestLap = lapTimes.MinBy(l => l.TotalTime()); var fastestSector = fastestLap.Sectors.Single(fls => fls.Sector == s.Sector); return (s.Seconds < fastestSector.Seconds) switch { true => SectorColour.Green, false => SectorColour.Yellow, }; } public Lap PB() { return LapStorageService.PB(mapName); } }