using System.Collections; using System.Collections.Generic; using UnityEngine; using DG.Tweening; /* 联机镜像-箭 */ public class ArrowSync : MonoBehaviour { void Awake() { //箭模型平时属于ArmBow层,因为ArmBow层在飞行镜头中不被渲染,所以箭出去后要切换layer this.transform.Find("Head/_hunse_jian").gameObject.layer = 0; } void Update() { if (!hasAttachAnything) { UpdatePosAndRot(Time.deltaTime * 15); } } void UpdatePosAndRot(float t) { transform.position = Vector3.Lerp(transform.position, position, t); transform.rotation = Quaternion.Lerp(transform.rotation, rotation, t); //这里处理应该联网的时候拖尾,跟随有一点误差位置 if (guadiantuowei) { Head().position = transform.position + new Vector3(0, 0, 0.78f);//这里之前应该是只是同步父节点的,所以可能有点显示问题 guadiantuowei.localPosition = new Vector3(Head().localPosition.x, Head().localPosition.y, guadiantuowei.localPosition.z); } else if (tuowei) { //旧的特效加个 -0.78f Head().position = transform.position + new Vector3(0, 0, -0.78f);//这里之前应该是只是同步父节点的,所以可能有点显示问题 tuowei.localPosition = new Vector3(Head().localPosition.x, Head().localPosition.y, tuowei.localPosition.z); } } void UpdatePosAndRotImmediate() { transform.position = position; Head().position = transform.position; transform.rotation = rotation; } public Transform Head() { return transform.Find("Head"); } #region ---------箭矢特效--------- public void activeEffectCyclone(bool value) { if (isHit) { //加强校验,怕ArrowSync关了该特效,又被ArrowCameraTemplate打开这个特效 value = false; } this.transform.Find("Head/EF_kuosanquan").gameObject.SetActive(value); if (!value) return; ParticleSystemRenderer ps = this.transform.Find("Head/EF_kuosanquan/kuosan").GetComponent(); ParticleSystemRenderer ps1 = this.transform.Find("Head/EF_kuosanquan/kuosan (1)").GetComponent(); DOTween.To(() => ps.minParticleSize, value => { ps.minParticleSize = value; ps.maxParticleSize = value; }, 0.4f, 0.6f); DOTween.To(() => ps1.minParticleSize, value => { ps1.minParticleSize = value; ps1.maxParticleSize = value; }, 0.8f, 0.6f); } void activeEffectBomb(bool value) { this.transform.Find("Head/EF_baodian").gameObject.SetActive(value); } Transform guadiantuowei; Transform tuowei; void activeEffectTrail(bool value) { if (GlobalData.MyDeviceMode == DeviceMode.Archery) { //this.transform.Find("EF_tuowei").gameObject.SetActive(value); //this.transform.Find("EF_tuowei/Trail").GetComponent().time = 1.6f / mySpeed; guadiantuowei = this.transform.Find("guadiantuowei"); if (guadiantuowei == null) { tuowei = this.transform.Find("EF_tuowei"); tuowei.gameObject.SetActive(value); //this.transform.Find("EF_tuowei/Trail").GetComponent().time = 1.6f / mySpeed; tuowei.Find("Trail").GetComponent().time = 1.6f / mySpeed; } else { guadiantuowei.gameObject.SetActive(value); } } else { StartCoroutine(showTrail(value)); } } IEnumerator showTrail(bool value) { this.transform.Find("EF_tuowei_bullet").gameObject.SetActive(value); yield return new WaitForEndOfFrame(); this.transform.Find("EF_tuowei_bullet/GB_flame_FX_1").gameObject.SetActive(true); } #endregion Quaternion rotation; Vector3 position; float mySpeed; public float mySyncSpeed => mySpeed; bool hasPlayHitAudio = false; bool hasPlayHitEffect = false; string[] hitTargetAnimalInfo; bool needCheckHitAnimal = false;//需要检测是否击中了动物? bool hasAttachAnything = false;//是否附着在什么东西上,比如动物身上,这时候其实就不需要通过同步状态更新坐标了 ArrowCamera arrowCameraComp; [System.NonSerialized] public bool isHit; [System.NonSerialized] public bool hasDoneNextShoot; [System.NonSerialized] public bool canUserLockCamera; [System.NonSerialized] public bool canUseSideCamera; [System.NonSerialized] public bool hasSetSyncData = false; //外部运算用的 public void SetSyncData(SyncData syncData, bool apply = false) { rotation.x = syncData.rx; rotation.y = syncData.ry; rotation.z = syncData.rz; rotation.w = syncData.rw; position.x = syncData.px; position.y = syncData.py; position.z = syncData.pz; canUserLockCamera = syncData.cl; canUseSideCamera = syncData.cs; isHit = syncData.ih; hasDoneNextShoot = syncData.dns; hitTargetAnimalInfo = syncData.htai; mySpeed = syncData.sp; if (apply) { transform.position = position; transform.rotation = rotation; if (!isHit || !hasDoneNextShoot) { needCheckHitAnimal = true; // Debug.Log("sync data:" + GlobalData.MyDeviceMode); if (GlobalData.MyDeviceMode == DeviceMode.Archery) { //激活镜头 Transform cameraTF = this.transform.Find("Camera"); cameraTF.gameObject.SetActive(true); arrowCameraComp = cameraTF.gameObject.AddComponent(); arrowCameraComp.SetArrowSync(this); //射出的声音 AudioMgr.ins.PlayShoot(AudioMgr.GetAudioSource(this.gameObject)); } //拖尾 activeEffectTrail(true); } else if (isHit) { hasPlayHitAudio = true; hasPlayHitEffect = true; activeEffectCyclone(false); activeEffectTrail(false); } } else { if (arrowCameraComp && isHit && needCheckHitAnimal) { needCheckHitAnimal = false; if (arrowCameraComp.arrowCameraTemplate == null) { needCheckHitAnimal = true; } else if (arrowCameraComp.arrowCameraTemplate.GetType().Equals(typeof(ArrowCameraTemplate3))) { bool hasBlockByTree = false; if (syncData.HasArrowCameraTemplate3()) { hasBlockByTree = syncData.GetArrowCameraTemplate3().Item1; } // if (hitTargetAnimalInfo != null) { // //因为击中的是动物,这里就使用射中时第一帧的数据,可避免跟主机的表现产生差异 // position = SyncDataUtil.StrToVec3(hitTargetAnimalInfo[4]); // rotation = SyncDataUtil.StrToQuat(hitTargetAnimalInfo[5]); // } UpdatePosAndRotImmediate(); ((ArrowCameraTemplate3) arrowCameraComp.arrowCameraTemplate).beforHitWhenSync(hasBlockByTree); if (hitTargetAnimalInfo != null) { int onlineID = int.Parse(hitTargetAnimalInfo[0]); int partIndex = int.Parse(hitTargetAnimalInfo[1]); TargetAnimal[] targetAnimals = GameObject.FindObjectsOfType(); foreach (var item in targetAnimals) { if (item.GetOnlineID() == onlineID) { //因为击中的是动物,箭挂在动物身上,之后不需要用网络数据来同步表现,而且这样表现力更好 this.transform.SetParent(item.targetAnimalParts[partIndex]); transform.localPosition = SyncDataUtil.StrToVec3(hitTargetAnimalInfo[2]); transform.localRotation = SyncDataUtil.StrToQuat(hitTargetAnimalInfo[3]); hasAttachAnything = true; break; } } } } } if (syncData.HasArrowCameraTemplate3()) { if (arrowCameraComp && arrowCameraComp.arrowCameraTemplate != null && arrowCameraComp.arrowCameraTemplate.GetType().Equals(typeof(ArrowCameraTemplate3))) { ((ArrowCameraTemplate3) arrowCameraComp.arrowCameraTemplate).quicklyNextShoot = syncData.GetArrowCameraTemplate3().Item2; } } } if (isHit && !hasPlayHitAudio) { hasPlayHitAudio = true; int hitType = syncData.ht; // Debug.Log("sync data isHit hitType:" + hitType); if (hitType == Arrow.HitType.TargetInRing || hitType == Arrow.HitType.TargetOutRing) { if (GlobalData.MyDeviceMode == DeviceMode.Archery) { AudioMgr.ins.PlayHit(AudioMgr.GetAudioSource(TargetBody.ins.gameObject)); } else { AudioMgr.ins.PlayGunShoot(AudioMgr.GetAudioSource(TargetBody.ins.gameObject)); } //AudioMgr.ins.PlayCheer(hitType == 1 ? true : false); } else if (hitType == Arrow.HitType.Animal) { if (GlobalData.MyDeviceMode == DeviceMode.Archery) { AudioMgr.ins.PlayArrowEnter(); } else { AudioMgr.ins.PlayGunShoot(AudioMgr.GetAudioSource(TargetBody.ins.gameObject)); } } else if (hitType == Arrow.HitType.NotTarget) { if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "Game") { AudioMgr.ins.PlayCheer(false); } else { AudioMgr.ins.PlayArrowEnter(); } } } if (isHit && !hasPlayHitEffect) { hasPlayHitEffect = true; activeEffectBomb(true); activeEffectCyclone(false); activeEffectTrail(false); } } public class SyncData { [System.NonSerialized] public bool inited; static int autoID; public int id; public float rx; public float ry; public float rz; public float rw; public float px; public float py; public float pz; public bool cl; public bool cs; public bool ih; public int ht; public float sp; public bool dns; //hasDoneNextShoot public string act3; // ArrowCameraTemplate3 public string[] htai; public void SetData(Arrow arrow) { Quaternion r = arrow.transform.rotation; Vector3 p = arrow.Head().transform.position; rx = r.x; ry = r.y; rz = r.z; rw = r.w; px = p.x; py = p.y; pz = p.z; cs = arrow.canUseSideCamera; cl = arrow.canUserLockCamera; ih = arrow.isHit; ht = arrow.hitType; sp = arrow.mySpeed; dns = arrow.hasDoneNextShoot; htai = arrow.hitTargetAnimalInfo; if (!inited) { id = autoID++; if (autoID > 1000) autoID = 0; } inited = true; } public void SetArrowCameraTemplate3(bool hasBlockByTree, bool quicklyNextShoot) { act3 = hasBlockByTree + "," + quicklyNextShoot; } public bool HasArrowCameraTemplate3() { return act3 != null; } public System.Tuple GetArrowCameraTemplate3() { string[] strs = act3.Split(','); return new System.Tuple(bool.Parse(strs[0]), bool.Parse(strs[1])); } } }