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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- public class GameDebug : MonoBehaviour
- {
- [SerializeField] InputField speedInput;
- [SerializeField] InputField distanceInput;
- [SerializeField] Text absoluteAngleText;
- [SerializeField] InputField offsetAngleInput;
- [SerializeField] Text logText;
- bool loaded = false;
- public static GameDebug ins;
- void Awake()
- {
- ins = this;
- }
- void OnDestroy() {
- if (ins == this) ins = null;
- }
- void Start()
- {
- BowCamera.ins.enabled = false;
- speedInput.onEndEdit.AddListener(onSpeedInput);
- distanceInput.onEndEdit.AddListener(onDistanceInput);
- onSpeedInput(null);
- onDistanceInput(null);
- loaded = true;
- caluculateAbsoluteAngle();
- //增加射速卡
- PropInfo propInfo = new PropInfo();
- propInfo.id = 22;
- propInfo.count = 1;
- propInfo.inuse = true;
- LoginMgr.myUserInfo.bagList.Add(propInfo);
- }
- public void onSpeedInput(string s)
- {
- float value = 60;
- try {
- value = float.Parse(speedInput.text);
- } catch (System.Exception) {
- Log("发射速度解析错误\n已重置为默认值");
- }
- Arrow.speed = GameMgr.RealSizeToGameSize(value);
- caluculateAbsoluteAngle();
- }
- public void onDistanceInput(string s)
- {
- float value = 50;
- try {
- value = float.Parse(distanceInput.text);
- } catch (System.Exception) {
- Log("靶心距离解析错误\n已重置为默认值");
- }
- if (value < 10 || value > 70) {
- Log("靶心距离超出范围\n超出合法区间");
- }
- TargetBody target = GameObject.Find("GameArea/TargetObject").GetComponentInChildren<TargetBody>();
- target.SetDistance(value);
- caluculateAbsoluteAngle();
- }
- public void caluculateAbsoluteAngle() {
- if (!loaded) return;
- float mySpeed = Arrow.speed;
- if (GameAssistUI.ins) {
- mySpeed *= GameAssistUI.ins.shootScaleValue;
- }
- Vector3 destination = GameObject.Find("GameArea/TargetObject").transform.position;
- Vector3 startPoint = BowCamera.ins.transform.position;
- float deltaX = Vector2.Distance(
- new Vector2(destination.x, destination.z),
- new Vector2(startPoint.x, startPoint.z)
- );
- float deltaY = destination.y - startPoint.y;
- float a = 0.5f * Physics.gravity.y * Mathf.Pow(deltaX, 2) / Mathf.Pow(mySpeed, 2);
- float b = deltaX;
- float c = a - deltaY;
- bool hasParabolaAngle = Mathf.Pow(b, 2) - 4 * a * c >= 0;
- if (hasParabolaAngle) {
- float res1 = (-b + Mathf.Pow(Mathf.Pow(b, 2) - 4*a*c, 0.5f)) / (2 * a);
- float res2 = (-b - Mathf.Pow(Mathf.Pow(b, 2) - 4*a*c, 0.5f)) / (2 * a);
- float parabolaAngle = Mathf.Min(Mathf.Atan(res1), Mathf.Atan(res2)) / Mathf.PI * 180;
- absoluteAngleText.text = "绝对角度: " + parabolaAngle + "°";
- } else {
- absoluteAngleText.text = "绝对角度: " + "无解";
- }
- }
- private void Log(string text) {
- logText.text = text;
- }
- public float GetOffsetAngle() {
- float angle = 0;
- try {
- angle = float.Parse(offsetAngleInput.text);
- } catch (System.Exception) {
- Log("偏移角度解析错误");
- }
- return angle;
- }
- public void ShowRes(Vector3 basePoint, Vector3 hitPoint) {
- string text =
- "准心瞄点 " + V3ToString(basePoint) + "\n" +
- "实际落点 " + V3ToString(hitPoint) + "\n" +
- "偏移距离 " + (hitPoint - basePoint).magnitude.ToString("#0.0000") + "m";
- Log(text);
- }
- public string V3ToString(Vector3 v) {
- return "(" + v.x.ToString("#0.00") + ", " + v.y.ToString("#0.00") + ", " + v.z.ToString("#0.00") + ")";
- }
- public void deleteAllArrows() {
- Arrow[] arrows = GameObject.FindObjectsOfType<Arrow>();
- foreach (var arrow in arrows)
- {
- if (!arrow.hasDoneNextShoot) continue;
- try {
- GameObject.Destroy(arrow.gameObject);
- } catch (UnityException e) {
- Debug.Log("Delete Arrow Error\n" + e.Message);
- }
- }
- }
- }
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