فهرست منبع

添加新的M416和M17设备区分和子弹数量反馈对应的流程

slambb 5 ماه پیش
والد
کامیت
88623d3efb
46فایلهای تغییر یافته به همراه2832 افزوده شده و 474 حذف شده
  1. BIN
      Assets/AddressableAssetsData/Android/addressables_content_state.bin
  2. 4 3
      Assets/BowArrow/Modules/InfraredGuider/InfraredGuider.cs
  3. 4 0
      Assets/BowArrow/Resources/Prefabs/Views/Home/DeviceViewInfrared.prefab
  4. 835 53
      Assets/BowArrow/Resources/Prefabs/Views/Home/SmartGunView.prefab
  5. 4 2
      Assets/BowArrow/Scripts/Bluetooth/AimHandler.cs
  6. 52 4
      Assets/BowArrow/Scripts/Bluetooth/BluetoothAim.cs
  7. 2 0
      Assets/BowArrow/Scripts/Bluetooth/DevicesHolder.cs
  8. 1 1
      Assets/BowArrow/Scripts/Components/TextAutoLanguage2/Resources/TextAutoLanguage2/cn.json
  9. 1 1
      Assets/BowArrow/Scripts/Components/TextAutoLanguage2/Resources/TextAutoLanguage2/en.json
  10. 9 0
      Assets/BowArrow/Scripts/View/Home/DeviceView_ItemShow.cs
  11. 6 4
      Assets/BowArrow/Scripts/View/Home/HomeView_ChallengeOption.cs
  12. 13 1
      Assets/BowArrow/Scripts/View/Home/SmartGunView.cs
  13. BIN
      Assets/BowArrow/Textures/Device/gun_icon_PistolM17.png
  14. 135 0
      Assets/BowArrow/Textures/Device/gun_icon_PistolM17.png.meta
  15. BIN
      Assets/BowArrow/Textures/Device/gun_icon_RifleM416.png
  16. 135 0
      Assets/BowArrow/Textures/Device/gun_icon_RifleM416.png.meta
  17. BIN
      Assets/BowArrow/Textures/Device/gun_m17.png
  18. 135 0
      Assets/BowArrow/Textures/Device/gun_m17.png.meta
  19. BIN
      Assets/BowArrow/Textures/Device/gun_rifle_m416.png
  20. 135 0
      Assets/BowArrow/Textures/Device/gun_rifle_m416.png.meta
  21. BIN
      Assets/BowArrow/Textures/Home/GunHit/bullet-num-y-2.png
  22. 135 0
      Assets/BowArrow/Textures/Home/GunHit/bullet-num-y-2.png.meta
  23. 2 0
      Assets/Game_Hyperspace/Hyperspace FX/Demo/Scenes/Hyperspace01.unity
  24. 2 0
      Assets/Game_Hyperspace/Hyperspace FX/Demo/Scenes/Hyperspace02.unity
  25. 2 0
      Assets/Game_Hyperspace/Hyperspace FX/Demo/Scenes/Hyperspace03.unity
  26. BIN
      Assets/Game_Hyperspace/NewUI0904/version1/bullet-half.png
  27. 135 0
      Assets/Game_Hyperspace/NewUI0904/version1/bullet-half.png.meta
  28. 61 7
      Assets/Game_Hyperspace/Script/GeneratingTarget.cs
  29. 4 0
      Assets/InfraredProject/WebCamera/Script/ZIM/ScreenLocate.cs
  30. 20 7
      Assets/ShotSimulator/Scripts/Main.cs
  31. 2 0
      Assets/ShotSimulator/Scripts/TrainTaskLoader.cs
  32. 1 0
      Assets/SmartBow/Resources/Common/BulletManager.prefab
  33. 1 0
      Assets/SmartBow/Resources/Common/BulletManager_Fruit.prefab
  34. 382 366
      Assets/SmartBow/Resources/SmartBow/Prefabs/Views/Home/ConnectGuidanceView.prefab
  35. 53 22
      Assets/SmartBow/Scripts/Common/BulletManager.cs
  36. 14 2
      Assets/SmartBow/Scripts/Views/ConnectGuidanceView.cs
  37. 6 0
      Assets/SmartBow/Scripts/Views/SettingsViewParts/BoxUserSettings.cs
  38. 1 1
      Assets/SmartBow/SmartBowSDK/BleWinHelper.cs
  39. BIN
      Assets/SmartBow/Textures/Guidance/Connect/PistolM17_step1.png
  40. 135 0
      Assets/SmartBow/Textures/Guidance/Connect/PistolM17_step1.png.meta
  41. BIN
      Assets/SmartBow/Textures/Guidance/Connect/PistolM17_step2.png
  42. 135 0
      Assets/SmartBow/Textures/Guidance/Connect/PistolM17_step2.png.meta
  43. BIN
      Assets/SmartBow/Textures/Guidance/Connect/RifleM416_step1.png
  44. 135 0
      Assets/SmartBow/Textures/Guidance/Connect/RifleM416_step1.png.meta
  45. BIN
      Assets/SmartBow/Textures/Guidance/Connect/RifleM416_step2.png
  46. 135 0
      Assets/SmartBow/Textures/Guidance/Connect/RifleM416_step2.png.meta

BIN
Assets/AddressableAssetsData/Android/addressables_content_state.bin


+ 4 - 3
Assets/BowArrow/Modules/InfraredGuider/InfraredGuider.cs

@@ -180,11 +180,12 @@ public class InfraredGuider : MonoBehaviour
                     TitleCrossHair.SetActive(true);
                     TitleCrossHair.GetComponent<TextAutoLanguage2>().SetTextKey("TopTip_CrossHair");
                 }
-                else if (BluetoothAim.ins.isMainConnectToARTEMISPRO())
+                else if (BluetoothAim.ins.isMainConnectToARTEMISPRO() || BluetoothAim.ins.isMainConnectToGunType().gunType == AimDeviceType.RifleM416)
                 {
                     TitleCrossHair2.SetActive(true);
                     TitleCrossHair2.GetComponent<TextAutoLanguage2>().SetTextKey("TopTip_CrossHairPro");
-                } else if (BluetoothAim.ins.isMainConnectToGun()) {
+                } else if (BluetoothAim.ins.isMainConnectToGun())
+                { //这里包括RifleM416,但是目前m416走的是 ARTEMISPRO
 
                     TitleCrossHairGun.SetActive(true);
                     //再次进来时候设置
@@ -201,7 +202,7 @@ public class InfraredGuider : MonoBehaviour
                     Title1.SetActive(true);
                     setShowTime(Title1);
                 }
-                else if (BluetoothAim.ins.isMainConnectToARTEMISPRO())
+                else if (BluetoothAim.ins.isMainConnectToARTEMISPRO() || BluetoothAim.ins.isMainConnectToGunType().gunType == AimDeviceType.RifleM416)
                 {
                     Title1ARTEMISPro.SetActive(true);
                     setShowTime(Title1ARTEMISPro);

+ 4 - 0
Assets/BowArrow/Resources/Prefabs/Views/Home/DeviceViewInfrared.prefab

@@ -535,6 +535,8 @@ MonoBehaviour:
   - {fileID: 21300000, guid: a49c2ad65ec9d884fb64120238b18f51, type: 3}
   gunBgs:
   - {fileID: 21300000, guid: 4083f8e1ca929ce4bb6ec7d9c29c9365, type: 3}
+  - {fileID: 21300000, guid: 4efce04128ca7f942b8fae9ddab14030, type: 3}
+  - {fileID: 21300000, guid: a018c9375be0b7a4bb8b464069fcfaae, type: 3}
   _TextAutoLanguage2: {fileID: 4288816417670544630}
   deviceIndex: 0
   omitText: {fileID: 5895775015745707182}
@@ -1354,6 +1356,8 @@ MonoBehaviour:
   - {fileID: 21300000, guid: a49c2ad65ec9d884fb64120238b18f51, type: 3}
   gunBgs:
   - {fileID: 21300000, guid: 4083f8e1ca929ce4bb6ec7d9c29c9365, type: 3}
+  - {fileID: 21300000, guid: 4efce04128ca7f942b8fae9ddab14030, type: 3}
+  - {fileID: 21300000, guid: a018c9375be0b7a4bb8b464069fcfaae, type: 3}
   _TextAutoLanguage2: {fileID: 2040204180109477403}
   deviceIndex: 1
   omitText: {fileID: 8172346654568656097}

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 835 - 53
Assets/BowArrow/Resources/Prefabs/Views/Home/SmartGunView.prefab


+ 4 - 2
Assets/BowArrow/Scripts/Bluetooth/AimHandler.cs

@@ -6,11 +6,13 @@ using UnityEngine.UI;
 
 public enum AimDeviceType { 
     NONE = -1,
-
     HOUYIPRO = 3,
-    //枪械类
+    //枪械类,现在默认是M9
     Gun = 4,
     ARTEMISPRO = 5,
+    //枪械类:新增设备
+    PistolM17 = 6,
+    RifleM416 = 7
 }
 
 

+ 52 - 4
Assets/BowArrow/Scripts/Bluetooth/BluetoothAim.cs

@@ -12,6 +12,11 @@ using UnityEngine.SceneManagement;
 /* 管理1p和2p蓝牙连接,脚本外调用逻辑如果同时连接1p和2p设备,以前的逻辑还是以1p为主,如果只连2p,则使用2p数据*/
 public class BluetoothAim : MonoBehaviour
 {
+    #region 2p蓝牙使用的是sdk,所以需要另外定义
+    //2p时候过滤的名字
+    readonly string targetDeviceName2P = "Bbow_20210501 | HOUYI Pro | Pistol | Pistol M9 | ARTEMIS Pro | Pistol M17 | Rifle M416";
+    #endregion
+
     #region 弓箭蓝牙模块基本信息
     readonly string targetDeviceName = "Bbow_20210501 | ARTEMIS Pro";//HOUYI Pro
     readonly string targetDeviceNameHOUYIPro = "HOUYI Pro";
@@ -382,7 +387,9 @@ public class BluetoothAim : MonoBehaviour
                         }
 
                     }
-                    else if (AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.Gun)
+                    else if (AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.Gun ||
+                            AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.PistolM17 ||
+                            AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.RifleM416)
                     {
                         //需要判断是否是枪
                         if (targetDeviceNameGun.Contains(device.DeviceName))
@@ -804,7 +811,7 @@ public class BluetoothAim : MonoBehaviour
     {
 
         smartBowHelper2P = SmartBowHelper.NewInstance();
-        smartBowHelper2P.SetFilters("Bbow_20210501 | HOUYI Pro | Pistol | Pistol M9 | ARTEMIS Pro");
+        smartBowHelper2P.SetFilters(targetDeviceName2P);
 
         smartBowHelper2P.OnBluetoothModuleInited += () =>
         {
@@ -1283,7 +1290,7 @@ public class BluetoothAim : MonoBehaviour
 
         foreach (AimDeviceInfo p in AimHandler.ins.aimDeviceInfos.arry)
         {
-            if ((int)BluetoothPlayer.FIRST_PLAYER == p.id && p.type == (int)AimDeviceType.Gun)
+            if ((int)BluetoothPlayer.FIRST_PLAYER == p.id && (p.type == (int)AimDeviceType.Gun || p.type == (int)AimDeviceType.PistolM17 || p.type == (int)AimDeviceType.RifleM416))
             {
                 _isGun = true;
             }
@@ -1306,6 +1313,41 @@ public class BluetoothAim : MonoBehaviour
         }
 
 
+    }
+    /// <summary>
+    /// 获取连接枪的类型
+    /// </summary>
+    /// <returns></returns>
+    public (bool isGun, AimDeviceType gunType) isMainConnectToGunType()
+    {
+        bool _isGun = false;
+        AimDeviceType aimDeviceType = AimDeviceType.NONE;
+        foreach (AimDeviceInfo p in AimHandler.ins.aimDeviceInfos.arry)
+        {
+            if ((int)BluetoothPlayer.FIRST_PLAYER == p.id && (p.type == (int)AimDeviceType.Gun || p.type == (int)AimDeviceType.PistolM17 || p.type == (int)AimDeviceType.RifleM416))
+            {
+                _isGun = true;
+                aimDeviceType = (AimDeviceType)p.type;
+            }
+        }
+        if (_isGun)
+        {
+            if (CommonConfig.bDisableBluetooth)
+            {
+                return (true, aimDeviceType);
+            }
+            else
+            {
+                //如果是。判断是否连接
+                return (status == BluetoothStatusEnum.ConnectSuccess, aimDeviceType);
+            }
+        }
+        else
+        {
+            return (false, aimDeviceType);
+        }
+
+
     }
     #endregion
 
@@ -1320,7 +1362,7 @@ public class BluetoothAim : MonoBehaviour
         {
             if ((int)BluetoothPlayer.FIRST_PLAYER == p.id)
             {
-                if (p.type == (int)AimDeviceType.Gun)
+                if (p.type == (int)AimDeviceType.Gun || p.type == (int)AimDeviceType.PistolM17 || p.type == (int)AimDeviceType.RifleM416)
                 {
                     //设置枪
                     HomeView.ins.MyTopBarView.onChangeType(1);
@@ -1470,6 +1512,12 @@ public class BluetoothAim : MonoBehaviour
         }
     }
     /// <summary>
+    /// 获取一次当前记录的信息
+    /// </summary>
+    public void GetDeviceAndSystemInfoEvent() {
+        OnDeviceAndSystemInfoEvent?.Invoke(myConnectPlatform, myBluetoothDeviceType);
+    }
+    /// <summary>
     /// 返回一个存储用户的新手教程字符串
     /// </summary>
     /// <returns></returns>

+ 2 - 0
Assets/BowArrow/Scripts/Bluetooth/DevicesHolder.cs

@@ -50,6 +50,8 @@ public class DevicesHolder : MonoBehaviour
             case AimDeviceType.HOUYIPRO:
             case AimDeviceType.Gun:
             case AimDeviceType.ARTEMISPRO:
+            case AimDeviceType.PistolM17:
+            case AimDeviceType.RifleM416:
                 AimHandler.ins.SetTempAimDeviceType(deviceType);
                 break;
         }

+ 1 - 1
Assets/BowArrow/Scripts/Components/TextAutoLanguage2/Resources/TextAutoLanguage2/cn.json

@@ -375,7 +375,7 @@
   "MovingTarget": "移动靶",
 
   "======ShotSimulator======": "注释",
-  "ShotSimulator": "射击模拟器",
+  "ShotSimulator": "射击实验室",
 
   /**
   homeView tip 页面

+ 1 - 1
Assets/BowArrow/Scripts/Components/TextAutoLanguage2/Resources/TextAutoLanguage2/en.json

@@ -424,7 +424,7 @@
   "MovingTarget": "Moving Target",
 
   "======ShotSimulator======": "注释",
-  "ShotSimulator": "Shot Simulator",
+  "ShotSimulator": "Shooting Lab",
 
   /**
   homeView tip 页面

+ 9 - 0
Assets/BowArrow/Scripts/View/Home/DeviceView_ItemShow.cs

@@ -335,6 +335,15 @@ public class DeviceView_ItemShow : MonoBehaviour
                 bowBg.sprite = bowBgs[1];
                 break;
 
+            case AimDeviceType.PistolM17:
+                titleText.text = "Pistol M17";
+                bowBg.sprite = gunBgs[1];
+                break;
+
+            case AimDeviceType.RifleM416:
+                titleText.text = "Rifle M416";
+                bowBg.sprite = gunBgs[2];
+                break;
             default:
                 bShowInfo = false;
                 // Debug.LogWarning("onShowDeviceInfo ĂťÓĐśÔÓŚÉ蹸 AimDeviceTypeŁş" + ((AimDeviceType)aimDeviceInfo.type).ToString());

+ 6 - 4
Assets/BowArrow/Scripts/View/Home/HomeView_ChallengeOption.cs

@@ -45,10 +45,10 @@ public class HomeView_ChallengeOption : MonoBehaviour
     public List<LevelInfo> levelInfos;
     List<LevelInfo> _tempLevelInfos = new List<LevelInfo>();
     //弓箭游戏列表
-    List<string> gameTextIds = new List<string> { "OlynpicArchery", "WolfHunt", "LevelWildAttack", "FruitExpert", "LevelDuckHunter", "HareHunt", "PheasuntHunt" };
+    List<string> gameTextIds = new List<string> { "OlynpicArchery", "WolfHunt", "LevelWildAttack", "FruitExpert", "LevelDuckHunter",  "HareHunt", "PheasuntHunt"};
     //切换枪械情况下切换这个游戏列表
     //OlynpicArcheryGun 是射击版的OlynpicArchery
-    List<string> gameTextIds_gun = new List<string> { "OlynpicArcheryGun", "FruitExpert", "LevelDuckHunter", "MovingTarget" };
+    List<string> gameTextIds_gun = new List<string> { "OlynpicArcheryGun", "FruitExpert", "ShotSimulator" , "MovingTarget" , "LevelDuckHunter" };
     //#if UNITY_ANDROID
     //    List<String> gameTextIds = new List<string> { "OlynpicArchery", "LevelWildAttack", "FruitExpert", "LevelDuckHunter" };
     //#else
@@ -116,10 +116,12 @@ public class HomeView_ChallengeOption : MonoBehaviour
         //尝试动态添加一个图片
         Sprite ShootingTrainingIcon = Resources.Load<Sprite>("Textures/GameIcon/ShotSimulator_level"); // Resources/Textures/GameIcon/movingTarget_level.png
         //添加首页射击训练内容
-        levelInfos.Add(new LevelInfo("射击模拟器", "ShotSimulator", ShootingTrainingIcon, 2, 17));
+        levelInfos.Add(new LevelInfo("射击实验室", "ShotSimulator", ShootingTrainingIcon, 2, 17));
         //gameTextIds.Add("ShotSimulator");
-        gameTextIds_gun.Add("ShotSimulator");
+        //gameTextIds_gun.Add("ShotSimulator");
     }
+
+
     //通过面板 HomeView_TopBarView.onChangeTypeEvent 调用
     //根据选择的模式来切换内容 
     public void refreshList(DeviceMode deviceMode) {

+ 13 - 1
Assets/BowArrow/Scripts/View/Home/SmartGunView.cs

@@ -46,6 +46,10 @@ public class SmartGunView  : JCUnityLib.ViewBase
                 if (index == 0)
                 {
                     AimHandler.ins.SetTempAimDeviceType(AimDeviceType.Gun);
+                }else if(index == 1){
+                    AimHandler.ins.SetTempAimDeviceType(AimDeviceType.PistolM17);
+                }else if(index == 2){
+                    AimHandler.ins.SetTempAimDeviceType(AimDeviceType.RifleM416);
                 }
                 _buttonTitle = new Color32(16, 194, 198, 255);
                 _button.transform.Find("right/arrow").GetComponent<Image>().sprite = arrowImages[1];
@@ -64,7 +68,7 @@ public class SmartGunView  : JCUnityLib.ViewBase
         {
             //进入选中的页面
             AudioMgr.ins.PlayBtn();
-            if (index == 0)
+            //if (index == 0)
             {
                 //进入蓝牙连接页面
                 GameObject connectGuidanceView = ViewManager2.getGameObjectAndShowView(ViewManager2.Path_ConnectGuidanceView);
@@ -93,6 +97,14 @@ public class SmartGunView  : JCUnityLib.ViewBase
                 {
                     AimHandler.ins.SetTempAimDeviceType(AimDeviceType.Gun);
                 }
+                else if (index == 1)
+                {
+                    AimHandler.ins.SetTempAimDeviceType(AimDeviceType.PistolM17);
+                }
+                else if (index == 2)
+                {
+                    AimHandler.ins.SetTempAimDeviceType(AimDeviceType.RifleM416);
+                }
                 //_white = new Color32(255, 255, 255, 255);
                 _buttonTitle = new Color32(16, 194, 198, 255);
                 _button.transform.Find("right/arrow").GetComponent<Image>().sprite = arrowImages[1];

BIN
Assets/BowArrow/Textures/Device/gun_icon_PistolM17.png


+ 135 - 0
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BIN
Assets/BowArrow/Textures/Device/gun_icon_RifleM416.png


+ 135 - 0
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+ 2 - 0
Assets/Game_Hyperspace/Hyperspace FX/Demo/Scenes/Hyperspace01.unity

@@ -1939,6 +1939,8 @@ MonoBehaviour:
   grade: {fileID: 241799765}
   tp: {fileID: 1494013913}
   bulletNull: {fileID: 1820880822}
+  bulletHalf: {fileID: 21300000, guid: cf13ee03b51027d46961cb49b09f5668, type: 3}
+  bulletFull: {fileID: 21300000, guid: 59efe51bef577854abd312b505c685a3, type: 3}
   bulletImages:
   - {fileID: 846816118}
   - {fileID: 1233954229}

+ 2 - 0
Assets/Game_Hyperspace/Hyperspace FX/Demo/Scenes/Hyperspace02.unity

@@ -1929,6 +1929,8 @@ MonoBehaviour:
   grade: {fileID: 1848690768}
   tp: {fileID: 1494013913}
   bulletNull: {fileID: 1183366793}
+  bulletHalf: {fileID: 21300000, guid: cf13ee03b51027d46961cb49b09f5668, type: 3}
+  bulletFull: {fileID: 21300000, guid: 59efe51bef577854abd312b505c685a3, type: 3}
   bulletImages:
   - {fileID: 846816118}
   - {fileID: 1233954229}

+ 2 - 0
Assets/Game_Hyperspace/Hyperspace FX/Demo/Scenes/Hyperspace03.unity

@@ -2036,6 +2036,8 @@ MonoBehaviour:
   grade: {fileID: 1503733106}
   tp: {fileID: 1494013913}
   bulletNull: {fileID: 719676414}
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+  bulletFull: {fileID: 21300000, guid: 59efe51bef577854abd312b505c685a3, type: 3}
   bulletImages:
   - {fileID: 846816118}
   - {fileID: 1233954229}

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+ 61 - 7
Assets/Game_Hyperspace/Script/GeneratingTarget.cs

@@ -37,7 +37,10 @@ public class GeneratingTarget : MonoBehaviour
     public Transform tp;
 
     public GameObject bulletNull;//子弹不足UI
+    public Sprite bulletHalf;
+    public Sprite bulletFull;
     public GameObject[] bulletImages;//子弹图片数组
+    private bool isThirtyBulletMode = false;
 
     public GameObject SelectLv;
 
@@ -73,8 +76,8 @@ public class GeneratingTarget : MonoBehaviour
     /// <summary>
     /// 子弹数量
     /// </summary>
-    private int clipsize; 
-    const int BulletCount = 15;
+    private int clipsize;
+    private int BulletCount = 15;
     /// <summary>
     /// 靶子存在最长时间
     /// </summary>
@@ -195,6 +198,17 @@ public class GeneratingTarget : MonoBehaviour
           AudioSource bgm =  GetComponent<AudioSource>();
           bgm.Stop();
         }
+
+        if (BluetoothAim.ins && BluetoothAim.ins.isMainConnectToGunType().isGun && BluetoothAim.ins.isMainConnectToGunType().gunType == AimDeviceType.RifleM416)
+        {
+            BulletCount = 30;
+            isThirtyBulletMode = true;
+        }
+        else
+        {
+            BulletCount = 15;
+            isThirtyBulletMode = false;
+        }
     }
 
     public void OnRestart()
@@ -303,10 +317,11 @@ public class GeneratingTarget : MonoBehaviour
             bulletCount += clipsize;
             font.Clip = clipsize;
             bulletNull.SetActive(false);
-            for (int i = 0; i < bulletImages.Length; i++)
-            {
-                bulletImages[i].SetActive(true);
-            }
+            //for (int i = 0; i < bulletImages.Length; i++)
+            //{
+            //    bulletImages[i].SetActive(true);
+            //}
+            UpdateBulletUI();
         }
     }
 
@@ -359,10 +374,49 @@ public class GeneratingTarget : MonoBehaviour
             //Reload(true);//不自动装弹
         }
         font.Clip = clipsize;
-        bulletImages[clipsize].SetActive(false);
+        //bulletImages[clipsize].SetActive(false);
+        UpdateBulletUI();
         shootingEvent.OnShooting();
     }
 
+    private void UpdateBulletUI()
+    {
+        if (isThirtyBulletMode)
+        {
+            // 每2发对应1格,总共15格
+            int fullGrids = clipsize / 2;
+            bool hasHalf = (clipsize % 2 == 1);
+
+            for (int i = 0; i < bulletImages.Length; i++)
+            {
+                Image raw = bulletImages[i].GetComponent<Image>();
+                if (i < fullGrids)
+                {
+                    bulletImages[i].SetActive(true);
+                    raw.sprite = bulletFull; // 默认满格图
+                }
+                else if (i == fullGrids && hasHalf)
+                {
+                    bulletImages[i].SetActive(true);
+                    raw.sprite = bulletHalf;
+                }
+                else
+                {
+                    bulletImages[i].SetActive(false);
+                }
+            }
+        }
+        else
+        {
+            // 正常模式,每发子弹对应一个格
+            for (int i = 0; i < bulletImages.Length; i++)
+            {
+                bulletImages[i].SetActive(i < clipsize);
+            }
+        }
+    }
+
+
     //int tempScore = 0;
     private void Update()
     {

+ 4 - 0
Assets/InfraredProject/WebCamera/Script/ZIM/ScreenLocate.cs

@@ -518,7 +518,11 @@ public partial class ScreenLocate : o0InfraredCameraHandler
     public void SetInfraredLocateBrightnessThreshold(float value)
     {
         if (infraredLocate != null)
+        {
             infraredLocate.SetBrightnessThreshold(value);     // 参数是 红外灯的亮度阈值,阈值越小能够检测到的亮度就越低,默认值是0.93
+            Debug.Log("SetBrightnessThreshold:"+ value);
+        }
+           
     }
 
     void Update()

+ 20 - 7
Assets/ShotSimulator/Scripts/Main.cs

@@ -69,6 +69,8 @@ namespace ShotSimulator
             if (BluetoothAim.ins) {
                 BluetoothAim.ins.OnBleDeviceState += TrainTaskLoader.GetInstance().ChangedMagazineStatus;
                 BluetoothAim.ins.OnDeviceAndSystemInfoEvent += OnDeviceAndSystemInfoEvent;
+                //获取一次响应的信息
+                BluetoothAim.ins.GetDeviceAndSystemInfoEvent();
             }
            // UserManager.GetInstance().Login(LoginCallBack);
         }
@@ -79,13 +81,23 @@ namespace ShotSimulator
         /// </summary>
         /// <param name="speed"></param>
         private void MainShoot(float speed) {
-            //枪情况下间隔时间0.2,
-            float interval = GlobalData.MyDeviceMode == DeviceMode.Gun ? 0.2f : 0.5f;
-            //加个间隔
-            if (Time.realtimeSinceStartup - _lastShootTime < interval) return;
-            _lastShootTime = Time.realtimeSinceStartup;
-            VirtualMouse.GetInstance().OnShooting(speed);
-            TrainTaskLoader.GetInstance().Shoot(speed);
+            if (CurrentFirearmDevice == FirearmDeviceType.M416)
+            {
+                //Rifle M416在训练游戏(新)中,要响应连发,APP正常响应蓝牙发过来的射击命令
+                VirtualMouse.GetInstance().OnShooting(speed);
+                TrainTaskLoader.GetInstance().Shoot(speed);
+            }
+            else {
+                //Pisto1M17在新游戏中保持和M9一样的功能
+                //枪情况下间隔时间0.2,弓箭按0.5
+                float interval = GlobalData.MyDeviceMode == DeviceMode.Gun ? 0.2f : 0.5f;
+                //加个间隔
+                if (Time.realtimeSinceStartup - _lastShootTime < interval) return;
+                _lastShootTime = Time.realtimeSinceStartup;
+                VirtualMouse.GetInstance().OnShooting(speed);
+                TrainTaskLoader.GetInstance().Shoot(speed);
+            }
+         
         }
         private void LoginCallBack(LoginResult result)
         {
@@ -113,6 +125,7 @@ namespace ShotSimulator
 
         public void OnDeviceAndSystemInfoEvent(ConnectPlatform connectPlatform, BluetoothDeviceType bleDeviceType)
         {
+            Debug.Log("[Main]OnDeviceAndSystemInfoEvent:" + connectPlatform + ",bleDeviceType:" + bleDeviceType);
             switch (bleDeviceType)
             {
                 case BluetoothDeviceType.NONE:

+ 2 - 0
Assets/ShotSimulator/Scripts/TrainTaskLoader.cs

@@ -59,6 +59,8 @@ namespace ShotSimulator.Train
             m_MetricsTypeConfig = Resources.Load<MetricsTypeConfig>("ScriptableObjects/Config/Ö¸ąęŔŕĐÍąí");
 
             curFirearmData = GetFirearmData(Main.GetInstance().CurrentFirearmDevice);
+            Debug.Log("[TrainTaskLoader] CurrentFirearmDeviceŁş" + Main.GetInstance().CurrentFirearmDevice.ToString());
+            Debug.Log("[TrainTaskLoader] curFirearmDataŁş" + curFirearmData.gunName);
             //VirtualMouse.GetInstance().SetCurCursorType(CursorType.DefaultCursor);
         }
 

+ 1 - 0
Assets/SmartBow/Resources/Common/BulletManager.prefab

@@ -138,6 +138,7 @@ MonoBehaviour:
   - {fileID: 7794137717150391884}
   - {fileID: 6544662008296618415}
   bulletSprite: {fileID: 21300000, guid: 8ea56d88b1c3009488b29359a2fa2698, type: 3}
+  bulletHalfSprite: {fileID: 21300000, guid: a26ab43edea27da4db613e785a9a69b8, type: 3}
   emptyBulletSprite: {fileID: 21300000, guid: 434fe1c3dda4d2b4eb8da12815e1622d, type: 3}
   defaultBulletCount: 15
   parent: {fileID: 0}

+ 1 - 0
Assets/SmartBow/Resources/Common/BulletManager_Fruit.prefab

@@ -1176,6 +1176,7 @@ MonoBehaviour:
   - {fileID: 2550756426717243364}
   - {fileID: 2934469237275327807}
   bulletSprite: {fileID: 21300000, guid: 8ea56d88b1c3009488b29359a2fa2698, type: 3}
+  bulletHalfSprite: {fileID: 21300000, guid: a26ab43edea27da4db613e785a9a69b8, type: 3}
   emptyBulletSprite: {fileID: 21300000, guid: 434fe1c3dda4d2b4eb8da12815e1622d, type: 3}
   defaultBulletCount: 15
   parent: {fileID: 0}

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 382 - 366
Assets/SmartBow/Resources/SmartBow/Prefabs/Views/Home/ConnectGuidanceView.prefab


+ 53 - 22
Assets/SmartBow/Scripts/Common/BulletManager.cs

@@ -7,21 +7,22 @@ public class BulletManager : MonoBehaviour
 {
     public Image[] bulletImages;
     public Sprite bulletSprite;
+    public Sprite bulletHalfSprite;
     public Sprite emptyBulletSprite;
-    //Ĭ���ӵ�����
+    //默认子弹数量
     public int defaultBulletCount = 15;
     private int bulletCount;
 
     public GameObject parent ;
 
     [SerializeField]
-    [Tooltip("�����ӵ�������ʾ��λ���Ƿ�����������")]
+    [Tooltip("生成子弹不足提示的位置是否在是正中心")]
     bool bCenter = false;
 
     [SerializeField]
-    [Tooltip("�����ӵ�������ʾ��������ɫ")]
+    [Tooltip("生成子弹不足提示的字体颜色")]
     Color bulletTipColor;
-    //�����
+    //射击数
     private int numberOfShotsFired = 0;
     public int getBulletCount { 
         get {
@@ -30,6 +31,12 @@ public class BulletManager : MonoBehaviour
     }
     void Awake()
     {
+        if (BluetoothAim.ins && BluetoothAim.ins.isMainConnectToGunType().isGun && BluetoothAim.ins.isMainConnectToGunType().gunType == AimDeviceType.RifleM416)
+        {
+            //m416 连接蓝牙的情况下,设置默认子弹数量
+            defaultBulletCount = 30;
+        }
+
         numberOfShotsFired = 0;
         ResetBullets();
     }
@@ -49,7 +56,7 @@ public class BulletManager : MonoBehaviour
         {
             bulletCount--;
             UpdateBullets();
-            //��¼���������
+            //记录射击的总数
             numberOfShotsFired++;
         }
     }
@@ -60,7 +67,7 @@ public class BulletManager : MonoBehaviour
         UpdateBullets();
     }
 
-    //�Ƿ��ж������ʹ��
+    //是否判断射击完使用
     public bool NumberOfShotsFired() {
         return numberOfShotsFired >= defaultBulletCount ? true : false;
     }
@@ -70,34 +77,33 @@ public class BulletManager : MonoBehaviour
 
             if (SceneManager.GetActiveScene().name == "InfraredGameDouble")
             {
-                //���ҷ�����ʾ
                 Create(parent.transform, bCenter, bulletTipColor, false, playerType == PlayerType.FirstPlayer? - Screen.width / 4f : Screen.width / 4f);
             }
             else {
                 Create(parent.transform, bCenter, bulletTipColor);
             }
-           
-            //��ʱ�Զ�ˢ��,����Э����޸�Ч��
+
+            //暂时自动刷新,接入协议后修改效果
             //ResetBullets();
             return true;
         }
         return false;
     }
     /// <summary>
-    /// ����Ҫ�Զ�ɾ��
+    /// 不需要自动删除
     /// </summary>
     /// <returns></returns>
     public bool bulletZeroNotDelete() {
         if (getBulletCount == 0)
         {
-            //�����Զ�ɾ��
+            //禁用自动删除
             Create(parent.transform, bCenter, bulletTipColor,true);
             return true;
         }
         return false;
     }
     /// <summary>
-    /// �ⲿ���ã��ֶ�ɾ������ TipBulletNumber
+    /// 外部调用:手动删除所有 TipBulletNumber
     /// </summary>
     public static void RemoveBulletExternally()
     {
@@ -113,15 +119,40 @@ public class BulletManager : MonoBehaviour
 
     private void UpdateBullets()
     {
-        for (int i = 0; i < bulletImages.Length; i++)
+        if (defaultBulletCount == 30)
         {
-            if (i < bulletCount)
+            int fullUnits = bulletCount / 2;
+            bool hasHalf = bulletCount % 2 == 1;
+
+            for (int i = 0; i < bulletImages.Length; i++)
             {
-                bulletImages[i].sprite = bulletSprite;
+                if (i < fullUnits)
+                {
+                    bulletImages[i].sprite = bulletSprite;
+                }
+                else if (i == fullUnits && hasHalf)
+                {
+                    bulletImages[i].sprite = bulletHalfSprite;
+                }
+                else
+                {
+                    bulletImages[i].sprite = emptyBulletSprite;
+                }
             }
-            else
+        }
+        else
+        {
+            // 原逻辑:每发子弹一格
+            for (int i = 0; i < bulletImages.Length; i++)
             {
-                bulletImages[i].sprite = emptyBulletSprite;
+                if (i < bulletCount)
+                {
+                    bulletImages[i].sprite = bulletSprite;
+                }
+                else
+                {
+                    bulletImages[i].sprite = emptyBulletSprite;
+                }
             }
         }
     }
@@ -130,7 +161,7 @@ public class BulletManager : MonoBehaviour
     static List<TipBulletNumber> bulletNumber = new();
     public static void Create(Transform parentTran,bool centerPos,Color color, bool disableAutoDelete = false ,float posX = 0)
     {
-        //��ն���
+        //清空对象
         //for (int i = bulletNumber.Count - 1; i >= 0; i--)
         //{
         //    Destroy(bulletNumber[i].gameObject);
@@ -139,17 +170,17 @@ public class BulletManager : MonoBehaviour
         RemoveBulletExternally();
 
         GameObject o = Instantiate(Resources.Load<GameObject>("Common/TipBulletNumber"));
-        // ����Transform����
+        // 重置Transform属性
         o.transform.SetParent(parentTran);
         TipBulletNumber tip = o.GetComponent<TipBulletNumber>();
         tip.SetOutTipColor(color);
-        tip.SetDisableAutoDelete(disableAutoDelete); // �����Ƿ�����Զ�ɾ��
+        tip.SetDisableAutoDelete(disableAutoDelete); // 设置是否禁用自动删除
         bulletNumber.Add(tip);
 
-        // ��ȡRectTransform���
+        // 获取RectTransform组件
         RectTransform rectTransform = o.GetComponent<RectTransform>();
 
-        // ���������ê���ƫ��λ��
+        // 设置相对于锚点的偏移位置
         if (centerPos)
         {
             rectTransform.anchorMin = new Vector2(0.5f, 0.5f);

+ 14 - 2
Assets/SmartBow/Scripts/Views/ConnectGuidanceView.cs

@@ -35,6 +35,14 @@ public class ConnectGuidanceView : MonoBehaviour
         {
             ShowDeviceLayout(2);
         }
+        else if (AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.PistolM17)
+        {
+            ShowDeviceLayout(3);
+        }
+        else if (AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.RifleM416)
+        {
+            ShowDeviceLayout(4);
+        }
         else
         {
             ShowDeviceLayout(0);
@@ -82,7 +90,9 @@ public class ConnectGuidanceView : MonoBehaviour
                 BluetoothAim.ins.SetMainConnectDeviceType();
                 if (AimHandler.ins.aimDeviceInfo.type != (int)AimDeviceType.HOUYIPRO 
                     && AimHandler.ins.aimDeviceInfo.type != (int)AimDeviceType.Gun
-                    && AimHandler.ins.aimDeviceInfo.type != (int)AimDeviceType.ARTEMISPRO)
+                    && AimHandler.ins.aimDeviceInfo.type != (int)AimDeviceType.ARTEMISPRO
+                    && AimHandler.ins.aimDeviceInfo.type != (int)AimDeviceType.PistolM17
+                    && AimHandler.ins.aimDeviceInfo.type != (int)AimDeviceType.RifleM416)
                 {
                     //如果不是红外设备,才进入校准?
                     ViewManager2.HideView(ViewManager2.Path_ConnectGuidanceView);
@@ -111,7 +121,9 @@ public class ConnectGuidanceView : MonoBehaviour
                 BluetoothAim.ins.SetMainConnectDeviceType();
                 if (AimHandler.ins.aimDeviceInfo.type != (int)AimDeviceType.HOUYIPRO 
                     && AimHandler.ins.aimDeviceInfo.type != (int)AimDeviceType.Gun
-                    && AimHandler.ins.aimDeviceInfo.type != (int)AimDeviceType.ARTEMISPRO)
+                    && AimHandler.ins.aimDeviceInfo.type != (int)AimDeviceType.ARTEMISPRO
+                    && AimHandler.ins.aimDeviceInfo.type != (int)AimDeviceType.PistolM17
+                    && AimHandler.ins.aimDeviceInfo.type != (int)AimDeviceType.RifleM416)
                 {
                     //如果不是红外设备,才进入校准?
                     ViewManager2.HideView(ViewManager2.Path_ConnectGuidanceView);

+ 6 - 0
Assets/SmartBow/Scripts/Views/SettingsViewParts/BoxUserSettings.cs

@@ -90,6 +90,12 @@ namespace CustomUIView
                     case "HOUYI Pro":
                         DevicesHolder.ins.SwitchDeviceByType(AimDeviceType.HOUYIPRO);
                         break;
+                    case "Pistol M17":
+                        DevicesHolder.ins.SwitchDeviceByType(AimDeviceType.PistolM17);
+                        break;
+                    case "Rifle M416":
+                        DevicesHolder.ins.SwitchDeviceByType(AimDeviceType.RifleM416);
+                        break;
                 }
              
             }

+ 1 - 1
Assets/SmartBow/SmartBowSDK/BleWinHelper.cs

@@ -170,7 +170,7 @@ namespace SmartBowSDK
                             }
 
                         }
-                        else if (AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.Gun) 
+                        else if (AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.Gun|| AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.PistolM17|| AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.RifleM416) 
                         {
                             //需要判断是否是枪
                             if (targetDeviceNameGun.Contains(deviceList[res.id]["name"]) && deviceList[res.id]["isConnectable"] == "True")

BIN
Assets/SmartBow/Textures/Guidance/Connect/PistolM17_step1.png


+ 135 - 0
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BIN
Assets/SmartBow/Textures/Guidance/Connect/PistolM17_step2.png


+ 135 - 0
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BIN
Assets/SmartBow/Textures/Guidance/Connect/RifleM416_step1.png


+ 135 - 0
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