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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- /* 弓对象 */
- public class ArmBowDoublePlayer : MonoBehaviour
- {
- //玩家
- [Header("当前脚本属于的玩家是?")]
- public PlayerType playerType = PlayerType.FirstPlayer;
- [SerializeField] AnimationPlayer AP_arm;
- [SerializeField] AnimationPlayer AP_bow;
- [SerializeField] public GameObject arrow;
- [SerializeField] GameObject armObj;
- [SerializeField] GameObject bowObj;
- [SerializeField] GameObject bullet;
- BowCameraDoublePlayer _bowCamera;
- BowCameraDoublePlayer bowCamera
- {
- get
- {
- if (!_bowCamera) _bowCamera = GetComponentInParent<BowCameraDoublePlayer>();
- return _bowCamera;
- }
- }
- //有效射击目标集合,可以理解为射中集合中的目标才能得分
- public HashSet<TargetBody> validTargets = new HashSet<TargetBody>();
- //本地坐标z
- public const float localPosZ = -0.1f;
- //射箭姿态记录索引倒退数,根据射击难度制造误差
- [NonSerialized] public int shootBackTime = 0;
- [NonSerialized] public float shootOffsetAngleScale = 0;
- //禁止准备的外部接口
- [NonSerialized] public bool banReady = false;
- //禁止射击的外部接口
- [NonSerialized] public bool banShoot = false;
- //禁止逻辑,只用于同步状态和渲染,目前用于联机
- [NonSerialized] public bool banLogic = false;
- //过去几帧的镜头值记录
- Quaternion[] cameraRotations = new Quaternion[6];
- int cameraRotationHasRecordCount = 0;
- #region logic state
- [NonSerialized] public int phase = -1; //当前阶段
- void UpdatePhase()
- {
- if (phase == -1) return;
- if (phase == 0)
- { //拉弓前的准备
- if (arm_ani_index_cur != 0)
- {
- AP_arm.play(arm_ani_index_cur = 0, WrapMode.Once);
- AP_arm.completeCallback = onComplete;
- }
- if (bow_ani_index_cur != 0)
- {
- AP_bow.play(bow_ani_index_cur = 0, WrapMode.Once);
- }
- }
- else if (phase == 1)
- { //拉弓过程
- if (arm_ani_index_cur != 2)
- {
- AP_arm.play(arm_ani_index_cur = 2, WrapMode.Once);
- AP_arm.completeCallback = onComplete;
- }
- if (bow_ani_index_cur != 2)
- {
- AP_bow.play(bow_ani_index_cur = 2, WrapMode.Once);
- }
- this.bowCamera.updateFollowPullBow();
- }
- else if (phase == 2)
- { //拉完完成,等待发射
- if (arm_ani_index_cur != 2)
- {
- AP_arm.play(arm_ani_index_cur = 2, WrapMode.Once);
- AP_arm.completeCallback = onComplete;
- }
- if (bow_ani_index_cur != 2)
- {
- AP_bow.play(bow_ani_index_cur = 2, WrapMode.Once);
- }
- }
- else if (phase == 3)
- { //射出后
- if (arm_ani_index_cur != 3)
- {
- AP_arm.play(arm_ani_index_cur = 3, WrapMode.Once);
- AP_arm.completeCallback = onComplete;
- }
- if (bow_ani_index_cur != 3)
- {
- AP_bow.play(bow_ani_index_cur = 3, WrapMode.Once);
- }
- }
- if (!IsCanShoot())
- {
- this.bowCamera.updateGiveUpPullBow();
- }
- }
- void onComplete(AnimationPlayerCompleteResult res)
- {
- if (res.index == 0 && !banLogic)
- {
- this.phase = 1;
- }
- else if (res.index == 2 && !banLogic)
- {
- this.phase = 2;
- // slambb todo
- // GameMgr.ins.gameMode.ResumeTimeCounting(this);
- }
- }
- public bool IsCanShoot()
- {
- return phase == 2 && !bowCamera.GetArrowFollowing();
- }
- #endregion
- #region display state
- int arm_ani_index_cur = -1;
- int bow_ani_index_cur = -1;
- #endregion
- void Awake()
- {
- this.transform.localPosition = new Vector3(0.0865f, -1.692f, -0.1f);
- //initdata
- Vector3 localPos = transform.localPosition; localPos.z = localPosZ; transform.localPosition = localPos;
- int currentShootLevel = UserSettings.ins.shootLevel;
- shootBackTime = new int[] { 0, 2, 5 }[currentShootLevel];
- shootOffsetAngleScale = new float[] { 0, 10f, 10f }[currentShootLevel];
- //根据 hideInfraredBowAndArrow 判断是否显示隐藏
- //双人模式下先不处理
- armObj.SetActive(UserSettings.ins.openBowAndArrow);
- bowObj.SetActive(UserSettings.ins.openBowAndArrow);
- }
- void Start()
- {
- this.readyShoot();
- }
- void OnDestroy()
- {
- }
- void OnEnable()
- {
- AudioMgr.GetAudioSource(this.gameObject).clip = null;
- }
- void Update()
- {
- UpdatePhase();
- #if UNITY_EDITOR
- if (playerType == PlayerType.FirstPlayer)
- {
- if (Input.GetKeyDown(KeyCode.Q)) this.ADS_fire(true);
- }
- else
- {
- if (Input.GetKeyDown(KeyCode.E)) this.ADS_fire(true);
- }
- #endif
- }
- void FixedUpdate()
- {
- // 记录一些旋转角---start
- if (this.bowCamera)
- {
- for (int i = cameraRotations.Length - 1; i > 0; i--)
- {
- cameraRotations[i] = cameraRotations[i - 1];
- }
- cameraRotations[0] = this.bowCamera.transform.rotation;
- cameraRotationHasRecordCount++;
- }
- // 记录一些旋转角---end
- }
- public void readyShoot()
- {
- if (banLogic) return;
- this.bowCamera.SetCameraFieldOfViewRecord(this.bowCamera.defaultCameraFieldOfView);
- if (banReady) return;
- // GameMgr.ins.gameMode.PauseTimeCounting(this);
- // GameMgr.ins.gameMode.onBowReady();
- this.phase = 0;
- }
- public void ADS_fire(bool bAddCount = false, float shootSpeedNow = 60f)
- {
- Debug.Log("GameController.ins.gameOver:"+GameController.ins.gameOver);
- if (!IsCanShoot() || banShoot || banLogic || GameController.ins.gameOver) return;
- //枪模式连接的情况下需要判断子弹
- if (Billboard.ins && Billboard.ins.isBulletStatus)
- {
- if (playerType == PlayerType.FirstPlayer)
- {
- if (Billboard.ins.bulletManager.bulletZero(playerType)) return;
- //发射消耗子弹
- Billboard.ins.bulletManager.FireBullet();
- }
- else {
- if (Billboard.ins.bulletManagerSecond.bulletZero(playerType)) return;
- //发射消耗子弹
- Billboard.ins.bulletManagerSecond.FireBullet();
- }
-
- }
- //记录射箭
- this.phase = 3;
- //这里使用的是AimCrossHair
- //GameController.ins.aimCrossHairs[playerType == PlayerType.FirstPlayer ? 0 : 1].Shoot(this,shootSpeedNow);
- shoot(shootSpeedNow);
- }
- void shoot(float shootSpeedNow = 60f)
- {
- #region
- Quaternion absolute_rotation = this.bowCamera.transform.rotation;
- Quaternion final_rotation = this.bowCamera.transform.rotation;
- if (cameraRotationHasRecordCount >= cameraRotations.Length)
- {
- absolute_rotation = cameraRotations[5];
- final_rotation = cameraRotations[5 - this.shootBackTime];
- }
- #endregion
- //BowCameraDoublePlayer bowCamera = GameController.ins.GetBowCameraDoublePlayer(playerType);
- Quaternion oldCameraRotation = bowCamera.transform.rotation;
- bowCamera.transform.rotation = absolute_rotation;
- RaycastHit absoluteRay = GameController.ins.GetAimCrossHair(playerType).GetRaycastHit();
- bowCamera.transform.rotation = oldCameraRotation;
- Vector3 shootOutPosition = bowCamera.transform.position;
- Vector3 arrowEuler = absolute_rotation.eulerAngles;
- arrowEuler.z = 0; //绝对角可能是从原始九轴记录数组里取出来的,它的z可能不是0
- //GameObject arrowCopy = GameObject.Instantiate(this.arrow, shootOutPosition, Quaternion.Euler(arrowEuler));
- GameObject arrowCopy = Instantiate(GlobalData.MyDeviceMode == DeviceMode.Archery ? arrow : bullet, shootOutPosition, Quaternion.Euler(arrowEuler));
- arrowCopy.SetActive(true);
- //子弹层级
- if(GlobalData.MyDeviceMode == DeviceMode.Gun) SetLayerRecursively(arrowCopy,playerType == PlayerType.FirstPlayer?20:21);
- Vector3 s1 = arrowCopy.transform.localScale;
- Vector3 s2 = bowCamera.transform.localScale;
- arrowCopy.transform.localScale = new Vector3(s1.x * s2.x, s1.y * s2.y, s1.z * s2.z);
- ArrowNew2 arrowComp = arrowCopy.AddComponent<ArrowNew2>();
- arrowComp.armBow = this;
- arrowComp.playerIndex = playerType == PlayerType.FirstPlayer ? 0:1;
- arrowComp.shootOutPosition = shootOutPosition;
- arrowComp.absoluteRay = absoluteRay;
- arrowComp.offsetAngle = GameDebug.ins ?
- GameDebug.ins.GetOffsetAngle() :
- Quaternion.Angle(absolute_rotation, final_rotation);
- arrowComp.finalAngleAfterOffset = final_rotation.eulerAngles;
- if (!GameController.ins.debugInEditor && !GameController.ins.GetBowCameraDoublePlayer(playerType).isTouchMode)
- {
- ArrowNew2.speed = GameMgr.RealSizeToGameSize(shootSpeedNow);
- //if (playerType == PlayerType.FirstPlayer && ShootCheck.ins) {
- // Arrow.speed = GameMgr.RealSizeToGameSize(ShootCheck.ins.shootSpeed);
- //}
- //if (playerType == PlayerType.SecondPlayer) {
- // Arrow.speed = GameMgr.RealSizeToGameSize(shootSpeedNow);
- //}
- }
- //GameEventCenter.ins.onBowArrowShootOut?.Invoke(this, arrowComp);
- AudioMgr.ins.PlayShoot(AudioMgr.GetAudioSource(arrowCopy));
- // if (AimHandler.ins) AimHandler.ins.Ban9AxisCalculate(true);
- }
- void SetLayerRecursively(GameObject obj, int layer)
- {
- obj.layer = layer;
- foreach (Transform child in obj.transform)
- {
- SetLayerRecursively(child.gameObject, layer);
- }
- }
- public void Hide()
- {
- this.transform.localScale = Vector3.zero;
- }
- public void Show()
- {
- this.transform.localScale = new Vector3(1, 1, 1);
- }
-
- }
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