SwitchTargetTrackTrainHandle.cs 8.2 KB

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  1. using ShotSimulator.Screen;
  2. using ShotSimulator.Target;
  3. using ShotSimulator.Tool;
  4. using ShotSimulator.Train.Info;
  5. using System;
  6. using System.Collections;
  7. using System.Collections.Generic;
  8. using UnityEngine;
  9. using Random = UnityEngine.Random;
  10. namespace ShotSimulator.Train
  11. {
  12. public class SwitchTargetTrackTrainHandle : BaseTrainHandle
  13. {
  14. private int maxTargetNum = 3;
  15. private List<SphereShotTarget> curTargets = new List<SphereShotTarget>();
  16. private List<float> randomYD1 = new List<float>() { -1.5f, -0.25f, 1f };
  17. private List<float> randomYD2 = new List<float>() { -1.5f, 0.5f, 2.5f };
  18. private List<float> randomYD3 = new List<float>() { -1.5f, 1.25f, 4f };
  19. private List<float> selectedY = new List<float>();
  20. private List<float> unSelectedY = new List<float>();
  21. private SwitchTargetTrackDifficultyData m_DifficultyData;
  22. private SwitchTargetTrackTrainScoreData m_ScoreData;
  23. private List<SphereShotTarget> firstTargets = new List<SphereShotTarget>();
  24. private double punitiveTime;
  25. private double m_TotalHoverTime;
  26. private double TotalHoverTime
  27. {
  28. get { return m_TotalHoverTime; }
  29. set
  30. {
  31. m_TotalHoverTime = value;
  32. UpdatePrecision();
  33. }
  34. }
  35. private double m_TotalMissTime;
  36. private double TotalMissTime
  37. {
  38. get { return m_TotalMissTime; }
  39. set
  40. {
  41. m_TotalMissTime = value;
  42. UpdatePrecision();
  43. }
  44. }
  45. public SwitchTargetTrackTrainHandle(BaseTrainCallBack callBack, BaseTrainInfo info, DifficultyType difficultyType) : base(callBack, info, difficultyType)
  46. {
  47. SetShotTargetInteractiveEvent(ShotTargetInteractiveType.OnHovering, OnHoveringTargetEvent);
  48. SetShotTargetInteractiveEvent(ShotTargetInteractiveType.OnNotEntering, OnNotHoveringEvent);
  49. m_DifficultyData = info.GetDifficultyData<SwitchTargetTrackDifficultyData>(m_DifficultyType);
  50. m_ScoreData = info.GetScoreData<SwitchTargetTrackTrainScoreData>(m_DifficultyType);
  51. }
  52. private void InitGenerateShotTargets()
  53. {
  54. for (int i = 0; i < maxTargetNum; i++)
  55. {
  56. GenerateShotTarget();
  57. }
  58. }
  59. private void GenerateShotTarget()
  60. {
  61. GameObject obj = GameObject.Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/SphereTarget"));
  62. SphereShotTarget target = obj.GetComponent<SphereShotTarget>();
  63. float randomY = RandomY();
  64. List<Vector3> pos = new List<Vector3>();
  65. Vector2 widthLimt = new Vector2(-8, 8);
  66. Vector2 heightLimt = new Vector2(-1.5f, 5f);
  67. Vector3 leftPos = ExtraTool.GetScreenOffsetPosition(new Vector2(0.25f, 0.5f), m_DifficultyData.targetDistance, widthLimt, heightLimt);
  68. leftPos.y = randomY;
  69. Vector3 rightPos = ExtraTool.GetScreenOffsetPosition(new Vector2(0.75f, 0.5f), m_DifficultyData.targetDistance, widthLimt, heightLimt);
  70. rightPos.y = randomY;
  71. Vector3 originPos = ExtraTool.GetScreenOffsetPosition(new Vector2(Random.Range(0.25f, 0.75f), 0.5f), m_DifficultyData.targetDistance, widthLimt, heightLimt);
  72. originPos.y = randomY;
  73. pos.Add(leftPos);
  74. pos.Add(rightPos);
  75. target.onClickCanChangeColor = false;
  76. target.onHoveringCanChangeColor = true;
  77. target.defaultColor = ScreenEffectManager.GetInstance().GetTargetColor();
  78. target.onHoveringColor = Color.green;
  79. target.Init(2f, ReduceHealthTriggerType.OnHovering, true, ReduceHealthType.Time, MotionType.Foreach, originPos, pos, m_DifficultyData.motionSpeed);
  80. target.IsRunning = true;
  81. curTargets.Add(target);
  82. }
  83. private float RandomY()
  84. {
  85. int yIndex = Random.Range(0, unSelectedY.Count);
  86. float y = unSelectedY[yIndex];
  87. unSelectedY.RemoveAt(yIndex);
  88. selectedY.Add(y);
  89. return y;
  90. }
  91. private void DestroyShootingTarget(SphereShotTarget target)
  92. {
  93. if (target != null)
  94. {
  95. selectedY.Remove(target.transform.position.y);
  96. unSelectedY.Add(target.transform.position.y);
  97. curTargets.Remove(target);
  98. target.IsRunning = false;
  99. GameObject.Destroy(target.gameObject);
  100. }
  101. }
  102. private void ResetTarget()
  103. {
  104. for (int i = 0; i < curTargets.Count; i++)
  105. {
  106. curTargets[i].IsRunning = false;
  107. GameObject.Destroy(curTargets[i].gameObject);
  108. }
  109. curTargets.Clear();
  110. }
  111. private void SetCurTargetsRunning(bool isRunning)
  112. {
  113. for (int i = 0; i < curTargets.Count; i++)
  114. {
  115. curTargets[i].IsRunning = isRunning;
  116. }
  117. }
  118. private void UpdatePrecision()
  119. {
  120. SetResultMetricsDataValue(MetricsType.Precision, Math.Round(TotalHoverTime / (TotalHoverTime + TotalMissTime), 2));
  121. }
  122. #region Train
  123. protected override void ResetTrain()
  124. {
  125. firstTargets.Clear();
  126. ResetTarget();
  127. punitiveTime = 0;
  128. selectedY.Clear();
  129. unSelectedY.Clear();
  130. m_TotalHoverTime = 0;
  131. m_TotalMissTime = 0;
  132. }
  133. public override void StartTrain()
  134. {
  135. base.StartTrain();
  136. switch (m_DifficultyData.difficultyType)
  137. {
  138. case DifficultyType.Standard:
  139. unSelectedY.AddRange(randomYD1);
  140. break;
  141. case DifficultyType.Advance:
  142. unSelectedY.AddRange(randomYD2);
  143. break;
  144. case DifficultyType.Professional:
  145. unSelectedY.AddRange(randomYD3);
  146. break;
  147. }
  148. InitGenerateShotTargets();
  149. }
  150. public override void PauseTrain()
  151. {
  152. base.PauseTrain();
  153. SetCurTargetsRunning(false);
  154. }
  155. public override void ContinueTrain()
  156. {
  157. base.ContinueTrain();
  158. SetCurTargetsRunning(true);
  159. }
  160. public override void CalculateTrainResult()
  161. {
  162. SetResultMetricsDataValue(MetricsType.Precision, Math.Round(TotalHoverTime / (TotalHoverTime + TotalMissTime), 2));
  163. SetResultMetricsDataValue(MetricsType.AverageTimeOnTarget, Math.Round(TotalHoverTime, 2));
  164. }
  165. #endregion
  166. #region ShotTarget
  167. private void OnHoveringTargetEvent(BaseShotTarget target)
  168. {
  169. if (target != null)
  170. {
  171. SphereShotTarget t = target as SphereShotTarget;
  172. if (t.CurHealth <= 0)
  173. {
  174. int comboS = Mathf.CeilToInt(m_ScoreData.secondBaseScore * comboNums * m_ScoreData.comboMul);
  175. IncreaseScore(m_ScoreData.secondBaseScore + comboS);
  176. firstTargets.Remove(t);
  177. DestroyShootingTarget(t);
  178. GenerateShotTarget();
  179. comboNums++;
  180. }
  181. else if (t.CurHealth <= 1)
  182. {
  183. if (!firstTargets.Contains(t))
  184. {
  185. firstTargets.Add(t);
  186. int comboS = Mathf.CeilToInt(m_ScoreData.firstBaseScore * comboNums * m_ScoreData.comboMul);
  187. IncreaseScore(m_ScoreData.firstBaseScore + comboS);
  188. }
  189. }
  190. TotalHoverTime += Time.deltaTime;
  191. }
  192. }
  193. private void OnNotHoveringEvent(BaseShotTarget target)
  194. {
  195. punitiveTime += Time.deltaTime;
  196. if (punitiveTime >= 1)
  197. {
  198. comboNums = 0;
  199. punitiveTime = 0;
  200. int missPunitiveS = Mathf.CeilToInt(m_ScoreData.firstBaseScore * m_ScoreData.missPunitiveMul);
  201. IncreaseScore(missPunitiveS * -1);
  202. }
  203. TotalMissTime += Time.deltaTime;
  204. }
  205. #endregion
  206. }
  207. }