GameMananger.cs 23 KB

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