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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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