GameMananger.cs 31 KB

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  1. using AppUI.Bluetooth;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using UnityEngine.EventSystems;
  6. using UnityEngine.UI;
  7. namespace WildAttack
  8. {
  9. /// <summary>
  10. /// 射击类型枚举
  11. /// </summary>
  12. public enum ShootTypeEnum
  13. {
  14. FixedScreen = 1,
  15. FixedCrossHair = 2,
  16. moreScreen = 3,// 超出范围 调整相机
  17. }
  18. /// <summary>
  19. /// 当前玩家的类型
  20. /// </summary>
  21. public enum PlayerTypeEnum {
  22. First = 0,//玩家1
  23. Second = 1 //玩家2
  24. }
  25. /// <summary>
  26. /// 塔防游戏类型
  27. /// </summary>
  28. public enum GameTypeEnum
  29. {
  30. SinglePlayer = 0, // 单人模式
  31. LocalTwoPlayer = 1 // 本地双人对战(同屏或同设备)
  32. }
  33. /// <summary>
  34. /// 游戏管理器
  35. /// </summary>
  36. public class GameMananger : Singleton<GameMananger>
  37. {
  38. #region Members
  39. [SerializeField]
  40. private GameTypeEnum gameTypeEnum = GameTypeEnum.SinglePlayer;//当前游戏类型
  41. public GameTypeEnum CurrentGameType => gameTypeEnum;
  42. private int hp = 0;
  43. public int HP { get { return hp; } }
  44. private int hpMax = 0;
  45. public int HPMax { get { return hpMax; } }
  46. private int totalScore = 0;
  47. private int uploadScore = 0;
  48. public int TotalScore { get { return totalScore; } }
  49. public int barrelTriggerCount = 0;
  50. //2p 新加分数计算 开始 ***************
  51. private int totalScore_2P = 0;
  52. private int uploadScore_2P = 0;
  53. public int TotalScore_2P { get { return totalScore_2P; } }
  54. // 2p 新加分数计算 结束 ***************
  55. private ShootTypeEnum typeEnum = ShootTypeEnum.FixedScreen;
  56. // 原始旋转
  57. Vector3 originalBowRotation;
  58. // 弓箭旋转对应的对象 对弓箭的操作体现在这个obj上
  59. Transform CrossHairTrans;
  60. // 弓箭旋转对应的对象 对弓箭的操作体现在这个obj上
  61. // 原始旋转
  62. Vector3 originalBowRotation_2P;
  63. Transform CrossHairTrans_2P;
  64. // 射箭速度
  65. private float smartBowSpeed;
  66. private float testSpeed;
  67. // 语言类型 配合csv
  68. private LanguageType languageType;
  69. public LanguageType Language { get { return languageType; } }
  70. // 相机初始旋转信息位置信息
  71. private Vector3 camOriEular;
  72. private Vector3 camOriPos;
  73. // 游戏结束时 相机目标点
  74. private Transform gameOverTrans;
  75. // 弓
  76. private Bow bow;
  77. // 弓2
  78. private Bow bow_2P;
  79. // 城门动画控制
  80. private Animator wallAnim;
  81. // 特效
  82. private ParticleSystem addHpParticle;
  83. private ParticleSystem failParticle;
  84. private ParticleSystem victoryParticle;
  85. //触摸检测器
  86. JCUnityLib.TouchChecker touchChecker = new JCUnityLib.TouchChecker();
  87. UserGameAnalyse1 userGameAnalyse1;
  88. //游戏计算的分数只有射箭出来算
  89. bool bAddCountScore = false;
  90. bool bAddCountScore_2P = false;
  91. #endregion
  92. #region Function
  93. public void InitGameType(GameTypeEnum gameType) {
  94. gameTypeEnum = gameType;
  95. }
  96. public void Init(UserGameAnalyse1 _userGameAnalyse1)
  97. {
  98. userGameAnalyse1 = _userGameAnalyse1;
  99. camOriEular = Camera.main.transform.eulerAngles;
  100. camOriPos = Camera.main.transform.position;
  101. gameOverTrans = GameObject.Find("GameOver").transform;
  102. bow = GameObject.Find("Bow").GetComponent<Bow>();
  103. languageType = LanguageType.CH;
  104. if (TextAutoLanguage2.GetLanguage() == LanguageEnum.English)
  105. languageType = LanguageType.EN;
  106. else if (TextAutoLanguage2.GetLanguage() == LanguageEnum.Japan)
  107. languageType = LanguageType.JP;
  108. Debug.Log("languageType:"+ languageType);
  109. CrossHairTrans = GameObject.Find("CrossHairTrans").transform;
  110. originalBowRotation = CrossHairTrans.eulerAngles;
  111. //双人部分
  112. if (gameTypeEnum == GameTypeEnum.LocalTwoPlayer) {
  113. bow_2P = GameObject.Find("Bow_2P").GetComponent<Bow>();
  114. CrossHairTrans_2P = GameObject.Find("CrossHairTrans_2P").transform;
  115. originalBowRotation_2P = CrossHairTrans_2P.eulerAngles;
  116. }
  117. wallAnim = GameObject.Find("Wall").GetComponent<Animator>();
  118. hpMax = Mathf.FloorToInt(GameModule.GetInstance().GetData("wallHp"));
  119. hp = hpMax;
  120. totalScore = 0;
  121. uploadScore = 0;
  122. barrelTriggerCount = 0;
  123. totalScore_2P = 0;
  124. uploadScore_2P = 0;
  125. //shootSpawn = GameModule.GetInstance().GetData("downTime");
  126. shootSpawn = 0;
  127. shootSpawn_2P = 0;
  128. smartBowSpeed = GameModule.GetInstance().GetData("speedTimes");
  129. testSpeed = GameModule.GetInstance().GetData("testspeed");
  130. Transform particleTrans = GameObject.Find("finalPos/ParticleTrans").transform;
  131. addHpParticle = particleTrans.Find("addhp").GetChild(0).GetComponent<ParticleSystem>();
  132. failParticle = particleTrans.Find("fail").GetChild(0).GetComponent<ParticleSystem>();
  133. victoryParticle = particleTrans.Find("victory").GetChild(0).GetComponent<ParticleSystem>();
  134. Physics.autoSyncTransforms = true;
  135. InitForLimitBound();
  136. InitTouchChecker();
  137. }
  138. /// <summary>
  139. /// 射击类型相关接口
  140. /// </summary>
  141. /// <returns></returns>
  142. public ShootTypeEnum GetShootType()
  143. {
  144. return typeEnum;
  145. }
  146. public void SetShootType(ShootTypeEnum type)
  147. {
  148. this.typeEnum = type;
  149. if (this.typeEnum == ShootTypeEnum.FixedScreen)
  150. {
  151. bow.transform.Find("CameraParent").DetachChildren();
  152. GameObject.Find("UIBoxLeft").GetComponent<CanvasGroup>().blocksRaycasts = true;
  153. }
  154. else if (this.typeEnum == ShootTypeEnum.FixedCrossHair)
  155. {
  156. CrossHair.instance._rectTransform.anchoredPosition = new Vector2(0, 0);
  157. Camera.main.transform.SetParent(bow.transform.Find("CameraParent"));
  158. }
  159. else if (this.typeEnum == ShootTypeEnum.moreScreen)
  160. {
  161. bow.transform.Find("CameraParent").DetachChildren();
  162. GameObject.Find("UIBoxLeft").GetComponent<CanvasGroup>().blocksRaycasts = false;
  163. }
  164. }
  165. /// <summary>
  166. /// 游戏是否结束
  167. /// </summary>
  168. public bool isOver = false;
  169. /// <summary>
  170. /// 胜利失败
  171. /// </summary>
  172. public bool isWin;
  173. /// <summary>
  174. /// 游戏结束
  175. /// </summary>
  176. /// <param name="isWin"></param>
  177. public void GameOver(bool isWin)
  178. {
  179. isOver = true;
  180. // 血量回复
  181. this.hp = isWin ? hp : hpMax;
  182. this.isWin = isWin;
  183. // 城门对应动画
  184. wallAnim.SetBool(isWin ? "open" : "dead", true);
  185. //单人游戏城门才加分数
  186. if(gameTypeEnum == GameTypeEnum.SinglePlayer)
  187. AddScore(StagePropertyModule.GetInstance().GetData(1).score * (6 - barrelTriggerCount));
  188. // 特效
  189. if (isWin)
  190. {
  191. failParticle.Stop();
  192. victoryParticle.Play();
  193. }
  194. else
  195. {
  196. failParticle.Play();
  197. victoryParticle.Stop();
  198. // 失败时有城门破坏音效
  199. AudioSource ads = GameObject.Find("ProcessAudioSource").GetComponent<AudioSource>();
  200. ads.clip = Resources.Load<AudioClip>("Process/Broken");
  201. if (UserSettings.ins.openEffect) ads.Play();
  202. }
  203. //单人时候才上传射击分数
  204. //关卡结束时候触发
  205. if(CurrentGameType == GameTypeEnum.SinglePlayer)
  206. OnUploadScore();
  207. // 调用其他管理类的GameOver
  208. ProcessManager.GetInstance().GameOver(false);
  209. if (!isWin) EnemyManager.GetInstance().GameOver();
  210. UIManager.GetInstance().HideMainPanel();
  211. }
  212. //荒野射击上传分数到服务器
  213. public void OnUploadScore() {
  214. if (uploadScore > 0)
  215. {
  216. //游戏结束上传一个分数
  217. Debug.Log("荒野射击上传的积分为:" + uploadScore);
  218. RankComp.Instance.uploadSinglePlayerGameRes(uploadScore);
  219. uploadScore = 0;
  220. }
  221. }
  222. /// <summary>
  223. /// 血量
  224. /// </summary>
  225. /// <param name="hp"></param>
  226. public void SubHp(int hp)
  227. {
  228. this.hp -= hp;
  229. UIManager.GetInstance().SubHp();
  230. if (this.hp <= 0)
  231. {
  232. GameOver(false);
  233. }
  234. }
  235. public void AddHp(int hp)
  236. {
  237. this.hp += hp;
  238. if (hp != (int)GameModule.GetInstance().GetData("wallHp"))
  239. {
  240. addHpParticle.Play();
  241. }
  242. if (this.hp > hpMax)
  243. {
  244. this.hp = hpMax;
  245. }
  246. // 血量重置
  247. if (hp == hpMax)
  248. {
  249. UIManager.GetInstance().ResetHpBar();
  250. }
  251. // ui更新血条
  252. UIManager.GetInstance().AddHp();
  253. }
  254. /// <summary>
  255. /// 计分
  256. /// </summary>
  257. /// <param name="score"></param>
  258. public void AddScore(int score, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  259. {
  260. if (playerTypeEnum == PlayerTypeEnum.First)
  261. {
  262. //在射箭状态下触发的才计算分数,手点触发射箭后不计算分数
  263. if (!bAddCountScore) return;
  264. totalScore += score;
  265. //只记录一个上传的分数
  266. uploadScore += score;
  267. }
  268. else {
  269. //在射箭状态下触发的才计算分数,手点触发射箭后不计算分数
  270. if (!bAddCountScore_2P) return;
  271. totalScore_2P += score;
  272. //只记录一个上传的分数
  273. uploadScore_2P += score;
  274. }
  275. }
  276. public void SetScore(int score)
  277. {
  278. totalScore = score;
  279. barrelTriggerCount = 0;
  280. //双人时候也设置一下分数
  281. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  282. totalScore_2P = score;
  283. }
  284. // Update is called once per frame
  285. public void Update()
  286. {
  287. //检测相机
  288. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  289. {
  290. bow.gameObject.SetActive(!isOver);
  291. bow_2P.gameObject.SetActive(!isOver);
  292. }
  293. else {
  294. bow.gameObject.SetActive(!isOver);
  295. }
  296. // BGM
  297. if (!Camera.main.GetComponent<AudioSource>().isPlaying)
  298. {
  299. if (UserSettings.ins.openBGM)
  300. Camera.main.GetComponent<AudioSource>().Play();
  301. }
  302. else {
  303. //如果正在播放
  304. if (!UserSettings.ins.openBGM)
  305. Camera.main.GetComponent<AudioSource>().Stop();
  306. }
  307. // 设计间隔
  308. if (shootSpawn > 0)
  309. {
  310. shootSpawn -= Time.deltaTime;
  311. }
  312. if (shootSpawn_2P > 0) {
  313. shootSpawn_2P -= Time.deltaTime;
  314. }
  315. // unity调试用
  316. #if UNITY_EDITOR
  317. #region pc端操作
  318. if (Input.GetKeyDown(KeyCode.N))
  319. {
  320. AddHp(5);
  321. }
  322. if (Input.GetKeyDown(KeyCode.M))
  323. {
  324. SubHp(5);
  325. }
  326. if (Input.GetKeyDown(KeyCode.P))
  327. {
  328. foreach (var item in EnemyManager.GetInstance().enemyList)
  329. {
  330. item.Hitted(4, false);
  331. }
  332. }
  333. UpdateBowUnityEditor();
  334. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  335. UpdateBowUnityEditor(PlayerTypeEnum.Second);
  336. if (Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.Z))
  337. {
  338. ShootOut(testSpeed,true, PlayerTypeEnum.First);
  339. }
  340. if (Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.C))
  341. {
  342. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  343. ShootOut(testSpeed,true,PlayerTypeEnum.Second);
  344. }
  345. if (Input.GetKeyDown(KeyCode.I))
  346. {
  347. GameOver(true);
  348. }
  349. if (Input.GetKeyDown(KeyCode.O))
  350. {
  351. GameOver(false);
  352. }
  353. #endregion
  354. #endif
  355. if (BowCamera.isTouchMode) touchChecker.Update();
  356. // 游戏结束后相机移动到对应位置
  357. if (isOver)
  358. {
  359. Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, gameOverTrans.position, 2 * Time.deltaTime);
  360. Camera.main.transform.eulerAngles = Vector3.Lerp(Camera.main.transform.eulerAngles, gameOverTrans.eulerAngles, 2 * Time.deltaTime);
  361. // 到达目标点显示ui
  362. if (Vector3.Distance(Camera.main.transform.position, gameOverTrans.position) < 0.01f)
  363. {
  364. UIManager.GetInstance().GameOver(isWin);
  365. InitForLimitBound();
  366. }
  367. }
  368. }
  369. /// <summary>
  370. /// ui检测
  371. /// </summary>
  372. /// <returns></returns>
  373. //private bool CheckCrossHairOverUI()
  374. //{
  375. // if (!isOver) return false;
  376. // EventSystem eventSystem = EventSystem.current;
  377. // PointerEventData pointerEventData = new PointerEventData(eventSystem);
  378. // // 获取准星pos 通过eventsystem检测下方是否有按钮
  379. // pointerEventData.position = new Vector3(UIManager.GetInstance().GetCrossHairPos().x, UIManager.GetInstance().GetCrossHairPos().y, 0);
  380. // //射线检测ui
  381. // List<RaycastResult> uiRaycastResultCache = new List<RaycastResult>();
  382. // eventSystem.RaycastAll(pointerEventData, uiRaycastResultCache);
  383. // if (uiRaycastResultCache.Count > 0)
  384. // {
  385. // // 是否有button
  386. // Button btn = uiRaycastResultCache[0].gameObject.GetComponent<Button>();
  387. // if (btn == null)
  388. // {
  389. // // 防止检测到button下的text (ui注意设置 button下text不要勾选raycast
  390. // btn = uiRaycastResultCache[0].gameObject.transform.GetComponentInParent<Button>();
  391. // if (btn == null)
  392. // {
  393. // return false;
  394. // }
  395. // }
  396. // btn.onClick.Invoke();
  397. // //Debug.Log("eventsystem 触发 + " + uiRaycastResultCache[0].gameObject.name);
  398. // return true;
  399. // }
  400. // else
  401. // {
  402. // return false;
  403. // }
  404. //}
  405. /// <summary>
  406. /// 初始化相机等
  407. /// </summary>
  408. public void ResetMainCamera()
  409. {
  410. isOver = false;
  411. InitForLimitBound();
  412. ResetAim();
  413. //重置2P
  414. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  415. ResetAim(PlayerTypeEnum.Second);
  416. // 城门动画
  417. wallAnim.SetBool("dead", false);
  418. wallAnim.SetBool("open", false);
  419. // 特效
  420. failParticle.Stop();
  421. failParticle.Clear();
  422. victoryParticle.Stop();
  423. victoryParticle.Clear();
  424. // 相机
  425. Camera.main.transform.position = camOriPos;
  426. Camera.main.transform.eulerAngles = camOriEular;
  427. }
  428. /// <summary>
  429. /// pc端旋转弓
  430. /// </summary>
  431. /// <param name="playerTypeEnum">用户类型</param>
  432. private void UpdateBowUnityEditor(PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  433. {
  434. float _shootSpawn = playerTypeEnum == PlayerTypeEnum.First ? shootSpawn : shootSpawn_2P;
  435. if (_shootSpawn <= GameModule.GetInstance().GetData("downTime") && _shootSpawn > 0) return;
  436. float x = Input.GetAxis("Horizontal") / 2;
  437. float y = Input.GetAxis("Vertical") / 2;
  438. if (x != 0 || y != 0)
  439. {
  440. Transform targetCrossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  441. if (isOver)
  442. {
  443. targetCrossHair.eulerAngles = LimitCrossHair(new Vector3(targetCrossHair.eulerAngles.x - y, targetCrossHair.eulerAngles.y + x, 0), playerTypeEnum);
  444. Debug.Log($"isOver:{isOver}");
  445. }
  446. else
  447. {
  448. targetCrossHair.eulerAngles = LimitAngles(new Vector3(targetCrossHair.eulerAngles.x - y, targetCrossHair.eulerAngles.y + x, 0));
  449. CrossHairTransRaycast(playerTypeEnum);
  450. }
  451. }
  452. }
  453. /// <summary>
  454. /// 移动端用户触屏监听
  455. /// </summary>
  456. private void InitTouchChecker()
  457. {
  458. touchChecker.onMoved += delegate (Touch t, bool isOnUI)
  459. {
  460. if (isOnUI) return;
  461. if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  462. Vector3 dis = t.rawPosition - t.deltaPosition;
  463. if (dis.x != 0 || dis.y != 0)
  464. {
  465. if (isOver)
  466. {
  467. CrossHairTrans.eulerAngles = LimitCrossHair(new Vector3(CrossHairTrans.eulerAngles.x - (t.deltaPosition.y * Time.deltaTime), CrossHairTrans.eulerAngles.y + (t.deltaPosition.x * Time.deltaTime), 0));
  468. }
  469. else
  470. {
  471. CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - (t.deltaPosition.y * Time.deltaTime), CrossHairTrans.eulerAngles.y + (t.deltaPosition.x * Time.deltaTime), 0));
  472. CrossHairTransRaycast();
  473. }
  474. }
  475. };
  476. touchChecker.onEnded += delegate (Touch t, bool isOnUI)
  477. {
  478. if (isOnUI) return;
  479. ShootOut(testSpeed);
  480. };
  481. }
  482. /// <summary>
  483. /// 归位
  484. /// </summary>
  485. public void ResetAim(PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  486. {
  487. bool isFirstPlayer = playerTypeEnum == PlayerTypeEnum.First;
  488. Transform crossHair = isFirstPlayer ? CrossHairTrans : CrossHairTrans_2P;
  489. Bow bowObj = isFirstPlayer ? bow : bow_2P;
  490. // 如果连接了蓝牙弓,调用 SDK 校准
  491. if (SmartBowController.Instance && SmartBowController.Instance.IsBluetoothModuleInited())
  492. {
  493. crossHair.localRotation = Quaternion.Euler(Vector3.zero);
  494. bowObj.transform.localRotation = crossHair.localRotation;
  495. //红外设备校准偏离点,记录全屏
  496. if (CurrentGameType == GameTypeEnum.SinglePlayer)
  497. {
  498. //单人模式下,九轴走DoIdentity
  499. if (SmartBowDeviceHub.ins?.Aim?.bRuning9Axis() == true)
  500. {
  501. SmartBowDeviceHub.ins?.Aim?.DoIdentity();
  502. }
  503. else
  504. {
  505. //单点
  506. InfraredDemo._ins?.OnClick_SetAdjustPointsOffset_full();
  507. }
  508. }
  509. else
  510. {
  511. //双人只有偏移校准
  512. InfraredDemo._ins?.SetAdjustPointsOffset_full(isFirstPlayer?PlayerType.FirstPlayer: PlayerType.SecondPlayer);
  513. }
  514. }
  515. else
  516. {
  517. if (isOver)
  518. {
  519. crossHair.localEulerAngles = Vector3.zero;
  520. }
  521. else
  522. {
  523. crossHair.localEulerAngles = Vector3.zero;
  524. bowObj.transform.eulerAngles = crossHair.eulerAngles;
  525. }
  526. }
  527. }
  528. /// <summary>
  529. /// 最高分
  530. /// </summary>
  531. private int highScore;
  532. public void SetHighScore(int score)
  533. {
  534. highScore = score;
  535. }
  536. public int GetHighScore()
  537. {
  538. return highScore;
  539. }
  540. #endregion
  541. #region InfraredCamera
  542. public void OnScreenPointUpdate(Vector2 point, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  543. {
  544. //// 判断射击间隔
  545. //if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  546. //Ray ray = Camera.main.ScreenPointToRay(point);
  547. //Vector3 rayEndPoint = ray.GetPoint(200);
  548. //Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  549. //CrossHairTrans.rotation = quat;
  550. //CrossHairTransRaycast();
  551. // 确保 GameModule 和 downTime 的值是有效的
  552. var gameModule = GameModule.GetInstance();
  553. if (gameModule == null) { return; }
  554. // 判断射击间隔
  555. float _shootSpawn = playerTypeEnum == PlayerTypeEnum.First ? shootSpawn : shootSpawn_2P;
  556. if (_shootSpawn <= gameModule.GetData("downTime") && _shootSpawn > 0) return;
  557. // 确保 Camera.main 是有效的
  558. Camera mainCamera = Camera.main;
  559. if (mainCamera == null){ return; }
  560. // 确保 CrossHairTrans 不为 null
  561. Transform crossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  562. if (crossHair == null) return;
  563. // 计算射线
  564. Ray ray = mainCamera.ScreenPointToRay(point);
  565. Vector3 rayEndPoint = ray.GetPoint(200);
  566. Quaternion quat = Quaternion.LookRotation(rayEndPoint - mainCamera.transform.position);
  567. crossHair.rotation = quat;
  568. // 进行射线检测
  569. CrossHairTransRaycast(playerTypeEnum); // 用带 playerTypeEnum 的版本
  570. }
  571. #endregion
  572. #region SmartBlueToothSDK
  573. public void OnRotationUpdate(Quaternion rotation, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  574. {
  575. Transform crossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  576. if (crossHair == null) return;
  577. // 判断射击间隔
  578. float _shootSpawn = playerTypeEnum == PlayerTypeEnum.First ? shootSpawn : shootSpawn_2P;
  579. if (_shootSpawn <= GameModule.GetInstance().GetData("downTime") && _shootSpawn > 0) return;
  580. // 旋转插值
  581. Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
  582. Vector3 newOffset = Vector3.zero;
  583. if (offset.x != 0)
  584. {
  585. newOffset.x = offset.x - 360f;
  586. }
  587. if (offset.y != 0)
  588. {
  589. newOffset.y = offset.y - 360f;
  590. }
  591. //Bow.Instance.transform.localRotation = rotation;
  592. float speed = 2f;
  593. Vector3 offsetEuler = rotation.eulerAngles;
  594. // 真实旋转(弓箭sdk传回的参数有时为360有时为0
  595. offsetEuler.x = offsetEuler.x > 180 ? offsetEuler.x - 360 : offsetEuler.x;
  596. offsetEuler.y = offsetEuler.y > 180 ? offsetEuler.y - 360 : offsetEuler.y;
  597. offsetEuler = new Vector3(offsetEuler.x * speed, offsetEuler.y * speed, offsetEuler.z * speed) + newOffset;
  598. // 检测超出屏幕
  599. if (isOver)
  600. {
  601. crossHair.eulerAngles = LimitCrossHair(offsetEuler, playerTypeEnum);
  602. }
  603. else
  604. {
  605. crossHair.eulerAngles = LimitAngles(offsetEuler);
  606. CrossHairTransRaycast(playerTypeEnum);
  607. }
  608. }
  609. public Vector3 hitPoint;
  610. /// <summary>
  611. /// 射线检测指向点 用于同步弓旋转(1P/2P)
  612. /// </summary>
  613. /// <returns></returns>
  614. Vector3 CrossHairTransRaycast(PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  615. {
  616. Transform crossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  617. Bow bowObj = playerTypeEnum == PlayerTypeEnum.First ? bow : bow_2P;
  618. Ray ray = new Ray(crossHair.position, crossHair.forward);
  619. RaycastHit hitInfo;
  620. Vector3 point;
  621. if (Physics.Raycast(ray, out hitInfo, 100, ~1 << LayerMask.NameToLayer("Plane")))
  622. {
  623. point = hitInfo.point;
  624. }
  625. else
  626. {
  627. point = crossHair.position + crossHair.forward * 100f;
  628. }
  629. bowObj.transform.LookAt(point);
  630. Physics.SyncTransforms();
  631. return point;
  632. }
  633. /// <summary>
  634. /// 现在准心范围(1P/2P)
  635. /// </summary>
  636. /// <param name="angles"></param>
  637. /// <returns></returns>
  638. public Vector3 LimitCrossHair(Vector3 angles, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  639. {
  640. Vector3 viewPos = Camera.main.WorldToViewportPoint(CrossHairTransRaycast(playerTypeEnum));
  641. if (viewPos.x > 0 && viewPos.x < 1 && viewPos.y > 0 && viewPos.y < 1)
  642. {
  643. }
  644. else
  645. {
  646. if (viewPos.x < 0)
  647. {
  648. angles.y += 1f;
  649. }
  650. else if (viewPos.x > 1)
  651. {
  652. angles.y -= 1f;
  653. }
  654. if (viewPos.y < 0)
  655. {
  656. angles.x -= 1f;
  657. }
  658. else if (viewPos.y > 1)
  659. {
  660. angles.x += 1f;
  661. }
  662. }
  663. return angles;
  664. }
  665. private float shootSpawn = 0;
  666. private float shootSpawn_2P = 0;
  667. /// <summary>
  668. /// 射箭监听
  669. /// </summary>
  670. /// <param name="speed"></param>
  671. public void OnModuleShooting(float speed, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  672. {
  673. // speed区间 7~20?
  674. // 在这里判断是否和ui交互? 优先判断ui 不是ui再射箭
  675. ShootOut(speed * smartBowSpeed,true, playerTypeEnum);
  676. //Debug.Log("OnModuleShooting:"+speed);
  677. //TipText.Show((speed * smartBowSpeed).ToString());
  678. // 角度 OnRotationUpdate
  679. }
  680. /// <summary>
  681. /// 射击
  682. /// </summary>
  683. /// <param name="speed">速度</param>
  684. /// <param name="bAddCount">是否添加记录</param>
  685. /// <param name="playerTypeEnum">玩家类型</param>
  686. void ShootOut(float speed,bool bAddCount = false, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  687. {
  688. if (isOver) return;
  689. if (playerTypeEnum == PlayerTypeEnum.First)
  690. {
  691. //根据射箭状态赋值
  692. bAddCountScore = bAddCount;
  693. //单人才计算射击次数
  694. if (bAddCount && CurrentGameType == GameTypeEnum.SinglePlayer) userGameAnalyse1?.changeShootingCount(1);
  695. if(CrossHairTrans)
  696. bow.Shoot(speed, CrossHairTrans);
  697. }
  698. else {
  699. bAddCountScore_2P = bAddCount;
  700. if(CrossHairTrans_2P)
  701. bow_2P.Shoot(speed, CrossHairTrans_2P);
  702. }
  703. }
  704. /// <summary>
  705. /// 射击时间
  706. /// </summary>
  707. /// <param name="spawn"></param>
  708. /// <param name="playerTypeEnum">玩家类型</param>
  709. public void SetShootSpawn(float spawn, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  710. {
  711. if(playerTypeEnum == PlayerTypeEnum.First)
  712. shootSpawn = spawn;
  713. else
  714. shootSpawn_2P = spawn;
  715. }
  716. #endregion
  717. #region 限制其显示范围不超出屏幕
  718. private float _screenHeightHalf;
  719. private float _screenNormal;
  720. private float _rangeRotateY;
  721. private float _rangeRotateX;
  722. /// <summary>
  723. /// 标记是否出界(-1:未出界;0:左边出界;1:右边出界;2:上边出界;3:下边出界;)
  724. /// </summary>
  725. public int outBoundIndex = -1;
  726. void InitForLimitBound()
  727. {
  728. Camera camera = Camera.main;
  729. _rangeRotateX = camera.fieldOfView / 2;
  730. float _screenWidthHalf = Screen.width / 2f;
  731. _screenHeightHalf = Screen.height / 2f;
  732. _screenNormal = _screenHeightHalf / Mathf.Tan(_rangeRotateX / 180f * Mathf.PI);
  733. _rangeRotateY = Mathf.Atan(_screenWidthHalf / _screenNormal) / Mathf.PI * 180f;
  734. }
  735. public Vector3 LimitAngles(Vector3 angles)
  736. {
  737. InitForLimitBound();
  738. Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
  739. //Unity默认范围(0,360)格式化为自定义范围(-180,180)
  740. angles.y = angles.y > 180 ? angles.y - 360 : angles.y;
  741. angles.x = angles.x > 180 ? angles.x - 360 : angles.x;
  742. //记录原来的角度
  743. float angleY = angles.y;
  744. float angleX = angles.x;
  745. //返回限制边界后的角度
  746. angles.y = Mathf.Clamp(angleY, -_rangeRotateY + (offset.y - 360), _rangeRotateY + (offset.y - 360));
  747. float rayLen = _screenNormal / Mathf.Cos(Mathf.Abs(angles.y) / 180 * Mathf.PI);
  748. float maxRangeRotateX = Mathf.Atan(_screenHeightHalf / rayLen) / Mathf.PI * 180f - offset.x;
  749. if (isOver)
  750. {
  751. if (angleX < -15f)
  752. {
  753. angles.x = -15f;
  754. }
  755. else if (angleX > 45f)
  756. {
  757. angles.x = 45f;
  758. }
  759. }
  760. else
  761. {
  762. if (Mathf.Abs(angleX) > Mathf.Abs(30f)) angles.x = 30f * (angleX > 0 ? 1 : -1);
  763. }
  764. if (angles.y < -_rangeRotateY + (offset.y - 360) + 0.5f)
  765. {
  766. outBoundIndex = 0;
  767. }
  768. else if (angles.y > _rangeRotateY + (offset.y - 360) - 0.5f)
  769. {
  770. outBoundIndex = 1;
  771. }
  772. else if (angles.x < -30f + 0.5f)
  773. {
  774. outBoundIndex = 2;
  775. }
  776. else if (angles.x > 30f - 0.5f)
  777. {
  778. outBoundIndex = 3;
  779. }
  780. else
  781. {
  782. outBoundIndex = -1;
  783. }
  784. return angles;
  785. }
  786. #endregion
  787. }
  788. }