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- using ShotSimulator.Target;
- using ShotSimulator.Tool;
- using ShotSimulator.Train.Info;
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using Random = UnityEngine.Random;
- using System.Linq;
- namespace ShotSimulator.Train
- {
- public class MemoryShotTrainHandle : BaseTrainHandle
- {
- private List<Color> RandomColors = new List<Color>()
- {
- Color.red,Color.yellow,Color.green,Color.blue,
- new Color(1,165f/255f,0),//³ÈÉ«
- new Color(148f/255f,0,211f/255f),//×ÏÉ«
- new Color(1,192f/255,203f/255f)//·ÛÉ«
- };
- private Color curTargetColor;
- private List<Color> falseColors = new List<Color>();
- private int curGenerateTargetNumIndex;
- private List<int> generateTargetNum = new List<int> { 4, 5 };
- private List<Vector3> generateTargetPos = new List<Vector3>();
- private float curTargetDistance;
- private JudgeShotStep curStep = JudgeShotStep.Observe;
- private TimeTask m_ObserveTimer;
- private TimeTask m_IntervalTimer;
- private List<SphereShotTarget> curTargets = new List<SphereShotTarget>();
- private MemoryShotTrainDifficultyData m_DifficultyData;
- private MemoryShotTrainScoreData m_ScoreData;
- protected float totalReactionTime;
- private float invalidDecisionNums;
- private float validityDecisionNums;
- private float curObaserveFinishTime;
- private double m_TotalHitNum;
- private double TotalHitNum
- {
- get { return m_TotalHitNum; }
- set
- {
- m_TotalHitNum = value;
- UpdatePrecision();
- }
- }
- private double m_MissHitNum;
- private double MissHitNum
- {
- get { return m_MissHitNum; }
- set
- {
- m_MissHitNum = value;
- UpdatePrecision();
- }
- }
- public MemoryShotTrainHandle(BaseTrainCallBack callBack, BaseTrainInfo info, DifficultyType difficultyType) : base(callBack, info, difficultyType)
- {
- SetShotTargetInteractiveEvent(ShotTargetInteractiveType.OnClick, OnShottedTargetEvent);
- m_DifficultyData = info.GetDifficultyData<MemoryShotTrainDifficultyData>(m_DifficultyType);
- m_ScoreData = info.GetScoreData<MemoryShotTrainScoreData>(m_DifficultyType);
- }
- #region Train
- protected override void ResetTrain()
- {
- ResetTarget();
- curTargetColor = Color.white;
- curStep = JudgeShotStep.Observe;
- TimerSystem.GetInstance().RemoveTimeTask(m_ObserveTimer);
- m_ObserveTimer = null;
- TimerSystem.GetInstance().RemoveTimeTask(m_IntervalTimer);
- m_IntervalTimer = null;
- falseColors.Clear();
- curGenerateTargetNumIndex = 0;
- generateTargetPos.Clear();
- curTargetDistance = 0;
- totalReactionTime = 0;
- invalidDecisionNums = 0;
- validityDecisionNums = 0;
- curObaserveFinishTime = 0;
- m_TotalHitNum = 0;
- m_MissHitNum = 0;
- }
- public override void StartTrain()
- {
- base.StartTrain();
- SwitchTrainStep(JudgeShotStep.Observe);
- }
- public override void PauseTrain()
- {
- base.PauseTrain();
- if (m_ObserveTimer != null)
- {
- m_ObserveTimer.pause = true;
- }
- if (m_IntervalTimer != null)
- {
- m_IntervalTimer.pause = true;
- }
- }
- public override void ContinueTrain()
- {
- base.ContinueTrain();
- if (m_ObserveTimer != null)
- {
- m_ObserveTimer.pause = false;
- }
- if (m_IntervalTimer != null)
- {
- m_IntervalTimer.pause = false;
- }
- }
- public override void CalculateTrainResult()
- {
- SetResultMetricsDataValue(MetricsType.ReactionTime, Math.Round(totalReactionTime / (invalidDecisionNums + validityDecisionNums), 2));
- SetResultMetricsDataValue(MetricsType.DeactionAccurancy, Math.Round(validityDecisionNums / (invalidDecisionNums + validityDecisionNums), 2));
- SetResultMetricsDataValue(MetricsType.VisualMemory, validityDecisionNums);
- }
- #endregion
- private void UpdatePrecision()
- {
- double totalShot = TotalHitNum + MissHitNum;
- double precision = 0;
- if (totalShot != 0)
- {
- precision = Math.Round(TotalHitNum / totalShot, 2);
- }
- SetResultMetricsDataValue(MetricsType.Precision, precision);
- }
- #region ShotTarget
- private void OnShottedTargetEvent(BaseShotTarget target)
- {
- if (curStep == JudgeShotStep.Judge)
- {
- if (target != null)
- {
- CalculateShootResult((target as SphereShotTarget).defaultColor);
- SwitchTrainStep(JudgeShotStep.Observe);
- TotalHitNum++;
- }
- else
- {
- comboNums = 0;
- MissHitNum++;
- }
- }
- }
- #endregion
- private void SwitchTrainStep(JudgeShotStep step)
- {
- ResetTarget();
- curStep = step;
- switch (curStep)
- {
- case JudgeShotStep.Observe:
- ExecuteObserveStepTarget();
- break;
- case JudgeShotStep.Judge:
- ExecuteJudgeStepTarget();
- break;
- }
- }
- private void ExecuteObserveStepTarget()
- {
- generateTargetPos.Clear();
- falseColors.Clear();
- falseColors.AddRange(RandomColors);
- falseColors.FisherYatesShuffle<Color>();
- curTargetColor = falseColors[0];
- falseColors.RemoveAt(0);
- int removeNum = falseColors.Count - generateTargetNum[curGenerateTargetNumIndex % generateTargetNum.Count];
- while (removeNum > 0)
- {
- falseColors.RemoveAt(0);
- removeNum--;
- }
- curTargetDistance = Random.Range(5f, 7f);
- for (int i = 0; i < falseColors.Count; i++)
- {
- GameObject obj = GameObject.Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/SphereTarget"));
- SphereShotTarget target = obj.GetComponent<SphereShotTarget>();
- curTargets.Add(target);
- target.onClickCanChangeColor = false;
- target.onHoveringCanChangeColor = false;
- target.defaultColor = falseColors[i];
- Vector3 pos = RandomPosition();
- generateTargetPos.Add(pos);
- target.Init(1, ReduceHealthTriggerType.None, false, ReduceHealthType.Per, MotionType.None, pos);
- target.IsRunning = true;
- }
- curGenerateTargetNumIndex++;
- m_ObserveTimer = TimerSystem.GetInstance().AddTimeTask(ObserveTimeOut, m_DifficultyData.observeTime);
- }
- private void ExecuteJudgeStepTarget()
- {
- StartBestHitTimer();
- //falseColors.FisherYatesShuffle<Color>();
- int index = Random.Range(0, falseColors.Count);
- for (int i = 0; i < falseColors.Count; i++)
- {
- GameObject obj = GameObject.Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/SphereTarget"));
- SphereShotTarget target = obj.GetComponent<SphereShotTarget>();
- curTargets.Add(target);
- target.IsRunning = true;
- target.onClickCanChangeColor = false;
- target.onHoveringCanChangeColor = false;
- target.defaultColor = i == index ? curTargetColor : falseColors[i];
- target.Init(1, ReduceHealthTriggerType.OnClick, false, ReduceHealthType.Per, MotionType.None, generateTargetPos[i]);
- }
- }
- private void ObserveTimeOut()
- {
- ResetTarget();
- m_IntervalTimer = TimerSystem.GetInstance().AddTimeTask(IntervalTimerTimeOut, 0.5f);
- }
- private void IntervalTimerTimeOut()
- {
- curObaserveFinishTime = m_TaskTimer.remainingTime;
- SwitchTrainStep(JudgeShotStep.Judge);
- }
- private void CalculateShootResult(Color color)
- {
- bool validity = curTargetColor == color;
- if (validity)
- {
- validityDecisionNums++;
- int comboS = Mathf.CeilToInt(m_ScoreData.doubleWheelBaseScore * comboNums * m_ScoreData.comboMul);
- int bestS = m_IsBestHit ? Mathf.CeilToInt(m_ScoreData.doubleWheelBaseScore * m_ScoreData.bestHitMul) : 0;
- IncreaseScore(m_ScoreData.doubleWheelBaseScore + comboS + bestS);
- comboNums++;
- }
- else
- {
- invalidDecisionNums++;
- comboNums = 0;
- int falsePunitiveS = Mathf.CeilToInt(m_ScoreData.doubleWheelBaseScore * m_ScoreData.doubleWheelFalsePunitiveMul);
- IncreaseScore(falsePunitiveS * -1);
- }
- totalReactionTime += (curObaserveFinishTime - m_TaskTimer.remainingTime);
- }
- private Vector3 RandomPosition()
- {
- List<Vector3> positions = curTargets.GetGameObjectWorldPosition<SphereShotTarget>();
- Vector2 widthLimt = new Vector2(-4, 4);
- Vector2 heightLimt = new Vector2(-1.5f, 1.5f);
- Vector3 min = ExtraTool.GetScreenOffsetPosition(ExtraTool.Sphere_Diameter1_ScreenLeftBottomOffset, curTargetDistance, widthLimt, heightLimt);
- Vector3 max = ExtraTool.GetScreenOffsetPosition(ExtraTool.Sphere_Diameter1_ScreenRightTopOffset, curTargetDistance, widthLimt, heightLimt);
- if (ExtraTool.TryGetNonOverlapRamdonPos(positions, min, max, 1, out Vector3 ramdonPos, false))
- {
- return ramdonPos;
- }
- else
- {
- return new Vector3(0, 0, curTargetDistance);
- }
- }
- private void ResetTarget()
- {
- for (int i = 0; i < curTargets.Count; i++)
- {
- curTargets[i].IsRunning = false;
- GameObject.Destroy(curTargets[i].gameObject);
- }
- curTargets.Clear();
- }
- }
- }
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