GameMananger.cs 31 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. /// 当前玩家的类型
  19. /// </summary>
  20. public enum PlayerTypeEnum {
  21. First = 0,//玩家1
  22. Second = 1 //玩家2
  23. }
  24. /// <summary>
  25. /// 塔防游戏类型
  26. /// </summary>
  27. public enum GameTypeEnum
  28. {
  29. SinglePlayer = 0, // 单人模式
  30. LocalTwoPlayer = 1 // 本地双人对战(同屏或同设备)
  31. }
  32. /// <summary>
  33. /// 游戏管理器
  34. /// </summary>
  35. public class GameMananger : Singleton<GameMananger>
  36. {
  37. #region Members
  38. [SerializeField]
  39. private GameTypeEnum gameTypeEnum = GameTypeEnum.SinglePlayer;//当前游戏类型
  40. public GameTypeEnum CurrentGameType => gameTypeEnum;
  41. private int hp = 0;
  42. public int HP { get { return hp; } }
  43. private int hpMax = 0;
  44. public int HPMax { get { return hpMax; } }
  45. private int totalScore = 0;
  46. private int uploadScore = 0;
  47. public int TotalScore { get { return totalScore; } }
  48. public int barrelTriggerCount = 0;
  49. //2p 新加分数计算 开始 ***************
  50. private int totalScore_2P = 0;
  51. private int uploadScore_2P = 0;
  52. public int TotalScore_2P { get { return totalScore_2P; } }
  53. // 2p 新加分数计算 结束 ***************
  54. private ShootTypeEnum typeEnum = ShootTypeEnum.FixedScreen;
  55. // 原始旋转
  56. Vector3 originalBowRotation;
  57. // 弓箭旋转对应的对象 对弓箭的操作体现在这个obj上
  58. Transform CrossHairTrans;
  59. // 弓箭旋转对应的对象 对弓箭的操作体现在这个obj上
  60. // 原始旋转
  61. Vector3 originalBowRotation_2P;
  62. Transform CrossHairTrans_2P;
  63. // 射箭速度
  64. private float smartBowSpeed;
  65. private float testSpeed;
  66. // 语言类型 配合csv
  67. private LanguageType languageType;
  68. public LanguageType Language { get { return languageType; } }
  69. // 相机初始旋转信息位置信息
  70. private Vector3 camOriEular;
  71. private Vector3 camOriPos;
  72. // 游戏结束时 相机目标点
  73. private Transform gameOverTrans;
  74. // 弓
  75. private Bow bow;
  76. // 弓2
  77. private Bow bow_2P;
  78. // 城门动画控制
  79. private Animator wallAnim;
  80. // 特效
  81. private ParticleSystem addHpParticle;
  82. private ParticleSystem failParticle;
  83. private ParticleSystem victoryParticle;
  84. //触摸检测器
  85. JCUnityLib.TouchChecker touchChecker = new JCUnityLib.TouchChecker();
  86. UserGameAnalyse1 userGameAnalyse1;
  87. //游戏计算的分数只有射箭出来算
  88. bool bAddCountScore = false;
  89. bool bAddCountScore_2P = false;
  90. #endregion
  91. #region Function
  92. public void InitGameType(GameTypeEnum gameType) {
  93. gameTypeEnum = gameType;
  94. }
  95. public void Init(UserGameAnalyse1 _userGameAnalyse1)
  96. {
  97. userGameAnalyse1 = _userGameAnalyse1;
  98. camOriEular = Camera.main.transform.eulerAngles;
  99. camOriPos = Camera.main.transform.position;
  100. gameOverTrans = GameObject.Find("GameOver").transform;
  101. bow = GameObject.Find("Bow").GetComponent<Bow>();
  102. languageType = LanguageType.CH;
  103. if (TextAutoLanguage2.GetLanguage() == LanguageEnum.English)
  104. languageType = LanguageType.EN;
  105. else if (TextAutoLanguage2.GetLanguage() == LanguageEnum.Japan)
  106. languageType = LanguageType.JP;
  107. Debug.Log("languageType:"+ languageType);
  108. CrossHairTrans = GameObject.Find("CrossHairTrans").transform;
  109. originalBowRotation = CrossHairTrans.eulerAngles;
  110. //双人部分
  111. if (gameTypeEnum == GameTypeEnum.LocalTwoPlayer) {
  112. bow_2P = GameObject.Find("Bow_2P").GetComponent<Bow>();
  113. CrossHairTrans_2P = GameObject.Find("CrossHairTrans_2P").transform;
  114. originalBowRotation_2P = CrossHairTrans_2P.eulerAngles;
  115. }
  116. wallAnim = GameObject.Find("Wall").GetComponent<Animator>();
  117. hpMax = Mathf.FloorToInt(GameModule.GetInstance().GetData("wallHp"));
  118. hp = hpMax;
  119. totalScore = 0;
  120. uploadScore = 0;
  121. barrelTriggerCount = 0;
  122. totalScore_2P = 0;
  123. uploadScore_2P = 0;
  124. //shootSpawn = GameModule.GetInstance().GetData("downTime");
  125. shootSpawn = 0;
  126. shootSpawn_2P = 0;
  127. smartBowSpeed = GameModule.GetInstance().GetData("speedTimes");
  128. testSpeed = GameModule.GetInstance().GetData("testspeed");
  129. Transform particleTrans = GameObject.Find("finalPos/ParticleTrans").transform;
  130. addHpParticle = particleTrans.Find("addhp").GetChild(0).GetComponent<ParticleSystem>();
  131. failParticle = particleTrans.Find("fail").GetChild(0).GetComponent<ParticleSystem>();
  132. victoryParticle = particleTrans.Find("victory").GetChild(0).GetComponent<ParticleSystem>();
  133. Physics.autoSyncTransforms = true;
  134. InitForLimitBound();
  135. InitTouchChecker();
  136. }
  137. /// <summary>
  138. /// 射击类型相关接口
  139. /// </summary>
  140. /// <returns></returns>
  141. public ShootTypeEnum GetShootType()
  142. {
  143. return typeEnum;
  144. }
  145. public void SetShootType(ShootTypeEnum type)
  146. {
  147. this.typeEnum = type;
  148. if (this.typeEnum == ShootTypeEnum.FixedScreen)
  149. {
  150. bow.transform.Find("CameraParent").DetachChildren();
  151. GameObject.Find("UIBoxLeft").GetComponent<CanvasGroup>().blocksRaycasts = true;
  152. }
  153. else if (this.typeEnum == ShootTypeEnum.FixedCrossHair)
  154. {
  155. CrossHair.instance._rectTransform.anchoredPosition = new Vector2(0, 0);
  156. Camera.main.transform.SetParent(bow.transform.Find("CameraParent"));
  157. }
  158. else if (this.typeEnum == ShootTypeEnum.moreScreen)
  159. {
  160. bow.transform.Find("CameraParent").DetachChildren();
  161. GameObject.Find("UIBoxLeft").GetComponent<CanvasGroup>().blocksRaycasts = false;
  162. }
  163. }
  164. /// <summary>
  165. /// 游戏是否结束
  166. /// </summary>
  167. public bool isOver = false;
  168. /// <summary>
  169. /// 胜利失败
  170. /// </summary>
  171. public bool isWin;
  172. /// <summary>
  173. /// 游戏结束
  174. /// </summary>
  175. /// <param name="isWin"></param>
  176. public void GameOver(bool isWin)
  177. {
  178. isOver = true;
  179. // 血量回复
  180. this.hp = isWin ? hp : hpMax;
  181. this.isWin = isWin;
  182. // 城门对应动画
  183. wallAnim.SetBool(isWin ? "open" : "dead", true);
  184. //单人游戏城门才加分数
  185. if(gameTypeEnum == GameTypeEnum.SinglePlayer)
  186. AddScore(StagePropertyModule.GetInstance().GetData(1).score * (6 - barrelTriggerCount));
  187. // 特效
  188. if (isWin)
  189. {
  190. failParticle.Stop();
  191. victoryParticle.Play();
  192. }
  193. else
  194. {
  195. failParticle.Play();
  196. victoryParticle.Stop();
  197. // 失败时有城门破坏音效
  198. AudioSource ads = GameObject.Find("ProcessAudioSource").GetComponent<AudioSource>();
  199. ads.clip = Resources.Load<AudioClip>("Process/Broken");
  200. if (UserSettings.ins.openEffect) ads.Play();
  201. }
  202. //单人时候才上传射击分数
  203. //关卡结束时候触发
  204. if(CurrentGameType == GameTypeEnum.SinglePlayer)
  205. OnUploadScore();
  206. // 调用其他管理类的GameOver
  207. ProcessManager.GetInstance().GameOver(false);
  208. if (!isWin) EnemyManager.GetInstance().GameOver();
  209. UIManager.GetInstance().HideMainPanel();
  210. }
  211. //荒野射击上传分数到服务器
  212. public void OnUploadScore() {
  213. if (uploadScore > 0)
  214. {
  215. //游戏结束上传一个分数
  216. Debug.Log("荒野射击上传的积分为:" + uploadScore);
  217. RankComp.Instance.uploadSinglePlayerGameRes(uploadScore);
  218. uploadScore = 0;
  219. }
  220. }
  221. /// <summary>
  222. /// 血量
  223. /// </summary>
  224. /// <param name="hp"></param>
  225. public void SubHp(int hp)
  226. {
  227. this.hp -= hp;
  228. UIManager.GetInstance().SubHp();
  229. if (this.hp <= 0)
  230. {
  231. GameOver(false);
  232. }
  233. }
  234. public void AddHp(int hp)
  235. {
  236. this.hp += hp;
  237. if (hp != (int)GameModule.GetInstance().GetData("wallHp"))
  238. {
  239. addHpParticle.Play();
  240. }
  241. if (this.hp > hpMax)
  242. {
  243. this.hp = hpMax;
  244. }
  245. // 血量重置
  246. if (hp == hpMax)
  247. {
  248. UIManager.GetInstance().ResetHpBar();
  249. }
  250. // ui更新血条
  251. UIManager.GetInstance().AddHp();
  252. }
  253. /// <summary>
  254. /// 计分
  255. /// </summary>
  256. /// <param name="score"></param>
  257. public void AddScore(int score, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  258. {
  259. if (playerTypeEnum == PlayerTypeEnum.First)
  260. {
  261. //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
  262. if (!bAddCountScore) return;
  263. totalScore += score;
  264. //只记录一个上传的分数
  265. uploadScore += score;
  266. }
  267. else {
  268. //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
  269. if (!bAddCountScore_2P) return;
  270. totalScore_2P += score;
  271. //只记录一个上传的分数
  272. uploadScore_2P += score;
  273. }
  274. }
  275. public void SetScore(int score)
  276. {
  277. totalScore = score;
  278. barrelTriggerCount = 0;
  279. //双人时候也设置一下分数
  280. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  281. totalScore_2P = score;
  282. }
  283. // Update is called once per frame
  284. public void Update()
  285. {
  286. //检测相机
  287. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  288. {
  289. bow.gameObject.SetActive(!isOver);
  290. bow_2P.gameObject.SetActive(!isOver);
  291. }
  292. else {
  293. bow.gameObject.SetActive(!isOver);
  294. }
  295. // BGM
  296. if (!Camera.main.GetComponent<AudioSource>().isPlaying)
  297. {
  298. if (UserSettings.ins.openBGM)
  299. Camera.main.GetComponent<AudioSource>().Play();
  300. }
  301. else {
  302. //如果正在播放
  303. if (!UserSettings.ins.openBGM)
  304. Camera.main.GetComponent<AudioSource>().Stop();
  305. }
  306. // 设计间隔
  307. if (shootSpawn > 0)
  308. {
  309. shootSpawn -= Time.deltaTime;
  310. }
  311. if (shootSpawn_2P > 0) {
  312. shootSpawn_2P -= Time.deltaTime;
  313. }
  314. // unity调试用
  315. #if UNITY_EDITOR
  316. #region pc端操作
  317. if (Input.GetKeyDown(KeyCode.N))
  318. {
  319. AddHp(5);
  320. }
  321. if (Input.GetKeyDown(KeyCode.M))
  322. {
  323. SubHp(5);
  324. }
  325. if (Input.GetKeyDown(KeyCode.P))
  326. {
  327. foreach (var item in EnemyManager.GetInstance().enemyList)
  328. {
  329. item.Hitted(4, false);
  330. }
  331. }
  332. UpdateBowUnityEditor();
  333. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  334. UpdateBowUnityEditor(PlayerTypeEnum.Second);
  335. if (Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.Z))
  336. {
  337. ShootOut(testSpeed,true, PlayerTypeEnum.First);
  338. }
  339. if (Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.C))
  340. {
  341. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  342. ShootOut(testSpeed,true,PlayerTypeEnum.Second);
  343. }
  344. if (Input.GetKeyDown(KeyCode.I))
  345. {
  346. GameOver(true);
  347. }
  348. if (Input.GetKeyDown(KeyCode.O))
  349. {
  350. GameOver(false);
  351. }
  352. #endregion
  353. #endif
  354. if (BowCamera.isTouchMode) touchChecker.Update();
  355. // 游戏结束后相机移动到对应位置
  356. if (isOver)
  357. {
  358. Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, gameOverTrans.position, 2 * Time.deltaTime);
  359. Camera.main.transform.eulerAngles = Vector3.Lerp(Camera.main.transform.eulerAngles, gameOverTrans.eulerAngles, 2 * Time.deltaTime);
  360. // 到达目标点显示ui
  361. if (Vector3.Distance(Camera.main.transform.position, gameOverTrans.position) < 0.01f)
  362. {
  363. UIManager.GetInstance().GameOver(isWin);
  364. InitForLimitBound();
  365. }
  366. }
  367. }
  368. /// <summary>
  369. /// ui检测
  370. /// </summary>
  371. /// <returns></returns>
  372. //private bool CheckCrossHairOverUI()
  373. //{
  374. // if (!isOver) return false;
  375. // EventSystem eventSystem = EventSystem.current;
  376. // PointerEventData pointerEventData = new PointerEventData(eventSystem);
  377. // // 获取准星pos 通过eventsystem检测下方是否有按钮
  378. // pointerEventData.position = new Vector3(UIManager.GetInstance().GetCrossHairPos().x, UIManager.GetInstance().GetCrossHairPos().y, 0);
  379. // //射线检测ui
  380. // List<RaycastResult> uiRaycastResultCache = new List<RaycastResult>();
  381. // eventSystem.RaycastAll(pointerEventData, uiRaycastResultCache);
  382. // if (uiRaycastResultCache.Count > 0)
  383. // {
  384. // // 是否有button
  385. // Button btn = uiRaycastResultCache[0].gameObject.GetComponent<Button>();
  386. // if (btn == null)
  387. // {
  388. // // 防止检测到button下的text (ui注意设置 button下text不要勾选raycast
  389. // btn = uiRaycastResultCache[0].gameObject.transform.GetComponentInParent<Button>();
  390. // if (btn == null)
  391. // {
  392. // return false;
  393. // }
  394. // }
  395. // btn.onClick.Invoke();
  396. // //Debug.Log("eventsystem 触发 + " + uiRaycastResultCache[0].gameObject.name);
  397. // return true;
  398. // }
  399. // else
  400. // {
  401. // return false;
  402. // }
  403. //}
  404. /// <summary>
  405. /// 初始化相机等
  406. /// </summary>
  407. public void ResetMainCamera()
  408. {
  409. isOver = false;
  410. InitForLimitBound();
  411. ResetAim();
  412. //重置2P
  413. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  414. ResetAim(PlayerTypeEnum.Second);
  415. // 城门动画
  416. wallAnim.SetBool("dead", false);
  417. wallAnim.SetBool("open", false);
  418. // 特效
  419. failParticle.Stop();
  420. failParticle.Clear();
  421. victoryParticle.Stop();
  422. victoryParticle.Clear();
  423. // 相机
  424. Camera.main.transform.position = camOriPos;
  425. Camera.main.transform.eulerAngles = camOriEular;
  426. }
  427. /// <summary>
  428. /// pc端旋转弓
  429. /// </summary>
  430. /// <param name="playerTypeEnum">用户类型</param>
  431. private void UpdateBowUnityEditor(PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  432. {
  433. float _shootSpawn = playerTypeEnum == PlayerTypeEnum.First ? shootSpawn : shootSpawn_2P;
  434. if (_shootSpawn <= GameModule.GetInstance().GetData("downTime") && _shootSpawn > 0) return;
  435. float x = Input.GetAxis("Horizontal") / 2;
  436. float y = Input.GetAxis("Vertical") / 2;
  437. if (x != 0 || y != 0)
  438. {
  439. Transform targetCrossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  440. if (isOver)
  441. {
  442. targetCrossHair.eulerAngles = LimitCrossHair(new Vector3(targetCrossHair.eulerAngles.x - y, targetCrossHair.eulerAngles.y + x, 0), playerTypeEnum);
  443. Debug.Log($"isOver:{isOver}");
  444. }
  445. else
  446. {
  447. targetCrossHair.eulerAngles = LimitAngles(new Vector3(targetCrossHair.eulerAngles.x - y, targetCrossHair.eulerAngles.y + x, 0));
  448. CrossHairTransRaycast(playerTypeEnum);
  449. }
  450. }
  451. }
  452. /// <summary>
  453. /// 移动端用户触屏监听
  454. /// </summary>
  455. private void InitTouchChecker()
  456. {
  457. touchChecker.onMoved += delegate (Touch t, bool isOnUI)
  458. {
  459. if (isOnUI) return;
  460. if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  461. Vector3 dis = t.rawPosition - t.deltaPosition;
  462. if (dis.x != 0 || dis.y != 0)
  463. {
  464. if (isOver)
  465. {
  466. CrossHairTrans.eulerAngles = LimitCrossHair(new Vector3(CrossHairTrans.eulerAngles.x - (t.deltaPosition.y * Time.deltaTime), CrossHairTrans.eulerAngles.y + (t.deltaPosition.x * Time.deltaTime), 0));
  467. }
  468. else
  469. {
  470. CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - (t.deltaPosition.y * Time.deltaTime), CrossHairTrans.eulerAngles.y + (t.deltaPosition.x * Time.deltaTime), 0));
  471. CrossHairTransRaycast();
  472. }
  473. }
  474. };
  475. touchChecker.onEnded += delegate (Touch t, bool isOnUI)
  476. {
  477. if (isOnUI) return;
  478. ShootOut(testSpeed);
  479. };
  480. }
  481. /// <summary>
  482. /// 归位
  483. /// </summary>
  484. public void ResetAim(PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  485. {
  486. bool isFirstPlayer = playerTypeEnum == PlayerTypeEnum.First;
  487. Transform crossHair = isFirstPlayer ? CrossHairTrans : CrossHairTrans_2P;
  488. Bow bowObj = isFirstPlayer ? bow : bow_2P;
  489. // 如果连接了蓝牙弓,调用 SDK 校准
  490. if (SmartBowController.Instance && SmartBowController.Instance.IsBluetoothModuleInited())
  491. {
  492. crossHair.localRotation = Quaternion.Euler(Vector3.zero);
  493. bowObj.transform.localRotation = crossHair.localRotation;
  494. //红外设备校准偏离点,记录全屏
  495. if (CurrentGameType == GameTypeEnum.SinglePlayer)
  496. {
  497. //单人模式下,九轴走DoIdentity
  498. if (AimHandler.ins.bRuning9Axis())
  499. {
  500. AimHandler.ins.DoIdentity();
  501. }
  502. else
  503. {
  504. //单点
  505. InfraredDemo._ins?.OnClick_SetAdjustPointsOffset_full();
  506. }
  507. }
  508. else
  509. {
  510. //双人只有偏移校准
  511. InfraredDemo._ins?.SetAdjustPointsOffset_full(isFirstPlayer?PlayerType.FirstPlayer: PlayerType.SecondPlayer);
  512. }
  513. }
  514. else
  515. {
  516. if (isOver)
  517. {
  518. crossHair.localEulerAngles = Vector3.zero;
  519. }
  520. else
  521. {
  522. crossHair.localEulerAngles = Vector3.zero;
  523. bowObj.transform.eulerAngles = crossHair.eulerAngles;
  524. }
  525. }
  526. }
  527. /// <summary>
  528. /// 最高分
  529. /// </summary>
  530. private int highScore;
  531. public void SetHighScore(int score)
  532. {
  533. highScore = score;
  534. }
  535. public int GetHighScore()
  536. {
  537. return highScore;
  538. }
  539. #endregion
  540. #region InfraredCamera
  541. public void OnScreenPointUpdate(Vector2 point, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  542. {
  543. //// 判断射击间隔
  544. //if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  545. //Ray ray = Camera.main.ScreenPointToRay(point);
  546. //Vector3 rayEndPoint = ray.GetPoint(200);
  547. //Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  548. //CrossHairTrans.rotation = quat;
  549. //CrossHairTransRaycast();
  550. // 确保 GameModule 和 downTime 的值是有效的
  551. var gameModule = GameModule.GetInstance();
  552. if (gameModule == null) { return; }
  553. // 判断射击间隔
  554. float _shootSpawn = playerTypeEnum == PlayerTypeEnum.First ? shootSpawn : shootSpawn_2P;
  555. if (_shootSpawn <= gameModule.GetData("downTime") && _shootSpawn > 0) return;
  556. // 确保 Camera.main 是有效的
  557. Camera mainCamera = Camera.main;
  558. if (mainCamera == null){ return; }
  559. // 确保 CrossHairTrans 不为 null
  560. Transform crossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  561. if (crossHair == null) return;
  562. // 计算射线
  563. Ray ray = mainCamera.ScreenPointToRay(point);
  564. Vector3 rayEndPoint = ray.GetPoint(200);
  565. Quaternion quat = Quaternion.LookRotation(rayEndPoint - mainCamera.transform.position);
  566. crossHair.rotation = quat;
  567. // 进行射线检测
  568. CrossHairTransRaycast(playerTypeEnum); // 用带 playerTypeEnum 的版本
  569. }
  570. #endregion
  571. #region SmartBlueToothSDK
  572. public void OnRotationUpdate(Quaternion rotation, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  573. {
  574. Transform crossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  575. if (crossHair == null) return;
  576. // 判断射击间隔
  577. float _shootSpawn = playerTypeEnum == PlayerTypeEnum.First ? shootSpawn : shootSpawn_2P;
  578. if (_shootSpawn <= GameModule.GetInstance().GetData("downTime") && _shootSpawn > 0) return;
  579. // 旋转插值
  580. Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
  581. Vector3 newOffset = Vector3.zero;
  582. if (offset.x != 0)
  583. {
  584. newOffset.x = offset.x - 360f;
  585. }
  586. if (offset.y != 0)
  587. {
  588. newOffset.y = offset.y - 360f;
  589. }
  590. //Bow.Instance.transform.localRotation = rotation;
  591. float speed = 2f;
  592. Vector3 offsetEuler = rotation.eulerAngles;
  593. // 真实旋转(弓箭sdk传回的参数有时为360有时为0
  594. offsetEuler.x = offsetEuler.x > 180 ? offsetEuler.x - 360 : offsetEuler.x;
  595. offsetEuler.y = offsetEuler.y > 180 ? offsetEuler.y - 360 : offsetEuler.y;
  596. offsetEuler = new Vector3(offsetEuler.x * speed, offsetEuler.y * speed, offsetEuler.z * speed) + newOffset;
  597. // 检测超出屏幕
  598. if (isOver)
  599. {
  600. crossHair.eulerAngles = LimitCrossHair(offsetEuler, playerTypeEnum);
  601. }
  602. else
  603. {
  604. crossHair.eulerAngles = LimitAngles(offsetEuler);
  605. CrossHairTransRaycast(playerTypeEnum);
  606. }
  607. }
  608. public Vector3 hitPoint;
  609. /// <summary>
  610. /// 射线检测指向点 用于同步弓旋转(1P/2P)
  611. /// </summary>
  612. /// <returns></returns>
  613. Vector3 CrossHairTransRaycast(PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  614. {
  615. Transform crossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  616. Bow bowObj = playerTypeEnum == PlayerTypeEnum.First ? bow : bow_2P;
  617. Ray ray = new Ray(crossHair.position, crossHair.forward);
  618. RaycastHit hitInfo;
  619. Vector3 point;
  620. if (Physics.Raycast(ray, out hitInfo, 100, ~1 << LayerMask.NameToLayer("Plane")))
  621. {
  622. point = hitInfo.point;
  623. }
  624. else
  625. {
  626. point = crossHair.position + crossHair.forward * 100f;
  627. }
  628. bowObj.transform.LookAt(point);
  629. Physics.SyncTransforms();
  630. return point;
  631. }
  632. /// <summary>
  633. /// 现在准心范围(1P/2P)
  634. /// </summary>
  635. /// <param name="angles"></param>
  636. /// <returns></returns>
  637. public Vector3 LimitCrossHair(Vector3 angles, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  638. {
  639. Vector3 viewPos = Camera.main.WorldToViewportPoint(CrossHairTransRaycast(playerTypeEnum));
  640. if (viewPos.x > 0 && viewPos.x < 1 && viewPos.y > 0 && viewPos.y < 1)
  641. {
  642. }
  643. else
  644. {
  645. if (viewPos.x < 0)
  646. {
  647. angles.y += 1f;
  648. }
  649. else if (viewPos.x > 1)
  650. {
  651. angles.y -= 1f;
  652. }
  653. if (viewPos.y < 0)
  654. {
  655. angles.x -= 1f;
  656. }
  657. else if (viewPos.y > 1)
  658. {
  659. angles.x += 1f;
  660. }
  661. }
  662. return angles;
  663. }
  664. private float shootSpawn = 0;
  665. private float shootSpawn_2P = 0;
  666. /// <summary>
  667. /// 射箭监听
  668. /// </summary>
  669. /// <param name="speed"></param>
  670. public void OnModuleShooting(float speed, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  671. {
  672. // speed区间 7~20?
  673. // 在这里判断是否和ui交互? 优先判断ui 不是ui再射箭
  674. ShootOut(speed * smartBowSpeed,true, playerTypeEnum);
  675. //Debug.Log("OnModuleShooting:"+speed);
  676. //TipText.Show((speed * smartBowSpeed).ToString());
  677. // 角度 OnRotationUpdate
  678. }
  679. /// <summary>
  680. /// 射击
  681. /// </summary>
  682. /// <param name="speed">速度</param>
  683. /// <param name="bAddCount">是否添加记录</param>
  684. /// <param name="playerTypeEnum">玩家类型</param>
  685. void ShootOut(float speed,bool bAddCount = false, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  686. {
  687. if (isOver) return;
  688. if (playerTypeEnum == PlayerTypeEnum.First)
  689. {
  690. //根据射箭状态赋值
  691. bAddCountScore = bAddCount;
  692. //单人才计算射击次数
  693. if (bAddCount && CurrentGameType == GameTypeEnum.SinglePlayer) userGameAnalyse1?.changeShootingCount(1);
  694. if(CrossHairTrans)
  695. bow.Shoot(speed, CrossHairTrans);
  696. }
  697. else {
  698. bAddCountScore_2P = bAddCount;
  699. if(CrossHairTrans_2P)
  700. bow_2P.Shoot(speed, CrossHairTrans_2P);
  701. }
  702. }
  703. /// <summary>
  704. /// 射击时间
  705. /// </summary>
  706. /// <param name="spawn"></param>
  707. /// <param name="playerTypeEnum">玩家类型</param>
  708. public void SetShootSpawn(float spawn, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  709. {
  710. if(playerTypeEnum == PlayerTypeEnum.First)
  711. shootSpawn = spawn;
  712. else
  713. shootSpawn_2P = spawn;
  714. }
  715. #endregion
  716. #region 限制其显示范围不超出屏幕
  717. private float _screenHeightHalf;
  718. private float _screenNormal;
  719. private float _rangeRotateY;
  720. private float _rangeRotateX;
  721. /// <summary>
  722. /// 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;)
  723. /// </summary>
  724. public int outBoundIndex = -1;
  725. void InitForLimitBound()
  726. {
  727. Camera camera = Camera.main;
  728. _rangeRotateX = camera.fieldOfView / 2;
  729. float _screenWidthHalf = Screen.width / 2f;
  730. _screenHeightHalf = Screen.height / 2f;
  731. _screenNormal = _screenHeightHalf / Mathf.Tan(_rangeRotateX / 180f * Mathf.PI);
  732. _rangeRotateY = Mathf.Atan(_screenWidthHalf / _screenNormal) / Mathf.PI * 180f;
  733. }
  734. public Vector3 LimitAngles(Vector3 angles)
  735. {
  736. InitForLimitBound();
  737. Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
  738. //Unity默认范围(0,360)格式化为自定义范围(-180,180)
  739. angles.y = angles.y > 180 ? angles.y - 360 : angles.y;
  740. angles.x = angles.x > 180 ? angles.x - 360 : angles.x;
  741. //记录原来的角度
  742. float angleY = angles.y;
  743. float angleX = angles.x;
  744. //返回限制边界后的角度
  745. angles.y = Mathf.Clamp(angleY, -_rangeRotateY + (offset.y - 360), _rangeRotateY + (offset.y - 360));
  746. float rayLen = _screenNormal / Mathf.Cos(Mathf.Abs(angles.y) / 180 * Mathf.PI);
  747. float maxRangeRotateX = Mathf.Atan(_screenHeightHalf / rayLen) / Mathf.PI * 180f - offset.x;
  748. if (isOver)
  749. {
  750. if (angleX < -15f)
  751. {
  752. angles.x = -15f;
  753. }
  754. else if (angleX > 45f)
  755. {
  756. angles.x = 45f;
  757. }
  758. }
  759. else
  760. {
  761. if (Mathf.Abs(angleX) > Mathf.Abs(30f)) angles.x = 30f * (angleX > 0 ? 1 : -1);
  762. }
  763. if (angles.y < -_rangeRotateY + (offset.y - 360) + 0.5f)
  764. {
  765. outBoundIndex = 0;
  766. }
  767. else if (angles.y > _rangeRotateY + (offset.y - 360) - 0.5f)
  768. {
  769. outBoundIndex = 1;
  770. }
  771. else if (angles.x < -30f + 0.5f)
  772. {
  773. outBoundIndex = 2;
  774. }
  775. else if (angles.x > 30f - 0.5f)
  776. {
  777. outBoundIndex = 3;
  778. }
  779. else
  780. {
  781. outBoundIndex = -1;
  782. }
  783. return angles;
  784. }
  785. #endregion
  786. }
  787. }