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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- /* 弓对象 */
- public class ArmBow : MonoBehaviour
- {
- [SerializeField] AnimationPlayer AP_arm;
- [SerializeField] AnimationPlayer AP_bow;
- [SerializeField] public GameObject arrow;
- [SerializeField] GameObject bullet;
- [SerializeField] GameObject armObj;
- [SerializeField] GameObject bowObj;
- BowCamera _bowCamera;
- BowCamera bowCamera {
- get {
- if (!_bowCamera) _bowCamera = GetComponentInParent<BowCamera>();
- 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;
- GameMgr.ins.gameMode.ResumeTimeCounting(this);
- }
- }
- public bool IsCanShoot() {
- return phase == 2;
- }
- #endregion
- #region display state
- int arm_ani_index_cur = -1;
- int bow_ani_index_cur = -1;
- #endregion
- private static ArmBow _ins;
- public static ArmBow ins {
- get {
- if (!_ins) {
- _ins = GameObject.FindObjectOfType<ArmBow>();
- }
- return _ins;
- }
- }
- void Awake()
- {
- _ins = this;
- 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];
- //不同模式下设置速度,用于调整射击间隔
- if (GlobalData.MyDeviceMode == DeviceMode.Gun)
- {
- AP_arm.speed = 20;
- AP_bow.speed = 20;
- }
- //根据 hideInfraredBowAndArrow 判断是否显示隐藏
- if (PlayerPrefs.HasKey("hideInfraredBowAndArrow") && PlayerPrefs.GetInt("hideInfraredBowAndArrow") != 0) {
- armObj.SetActive(false);
- bowObj.SetActive(false);
- //解除默认 hide 状态
- PlayerPrefs.SetInt("hideInfraredBowAndArrow", 2);
- }
- else {
- //枪模式下隐藏手臂等
- if (GlobalData.MyDeviceMode == DeviceMode.Gun)
- {
- armObj.SetActive(false);
- bowObj.SetActive(false);
- AP_arm.speed = 10;
- }
- else {
- armObj.SetActive(UserSettings.ins.openBowAndArrow);
- bowObj.SetActive(UserSettings.ins.openBowAndArrow);
- }
- }
- }
- void Start()
- {
- this.readyShoot();
- }
- void OnDestroy()
- {
- if (_ins == this) _ins = null;
- }
- void OnEnable()
- {
- AudioMgr.GetAudioSource(this.gameObject).clip = null;
- }
- void Update()
- {
- UpdatePhase();
- #if UNITY_EDITOR
- if (Input.GetKeyDown(KeyCode.Q)) 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) {
- if (!IsCanShoot() || banShoot || GameMgr.ins.gamePause || banLogic || GameMgr.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 (Billboard.ins.bulletManager.bulletZero()) return;
- //发射消耗子弹
- Billboard.ins.bulletManager.FireBullet();
- }
- GameMgr.ins.gameMode.onBowShoot();
- //记录射箭
- if(bAddCount)GameMgr.ins.userGameAnalyse.onShootEvent();
- this.phase = 3;
- shoot();
- }
- void shoot() {
- #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
- Quaternion oldCameraRotation = BowCamera.ins.transform.rotation;
- BowCamera.ins.transform.rotation = absolute_rotation;
- RaycastHit absoluteRay = CrossHair.ins.GetRaycastHit();
- BowCamera.ins.transform.rotation = oldCameraRotation;
-
- Vector3 shootOutPosition = this.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 = Instantiate(GlobalData.MyDeviceMode == DeviceMode.Archery? arrow : bullet, shootOutPosition, Quaternion.Euler(arrowEuler));
- arrowCopy.SetActive(true);
- 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);
- Arrow arrowComp = arrowCopy.AddComponent<Arrow>();
- arrowComp.armBow = this;
- 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 (GlobalData.MyDeviceMode == DeviceMode.Gun) {
- //枪的速度,设置800
- Arrow.speed = 400;
- AudioMgr.ins.PlayGunShoot(AudioMgr.GetAudioSource(arrowCopy));
- } else {
- if (ShootCheck.ins && !GameMgr.debugInEditor && !BowCamera.isTouchMode)
- {
- Arrow.speed = GameMgr.RealSizeToGameSize(ShootCheck.ins.shootSpeed);
- }
- AudioMgr.ins.PlayShoot(AudioMgr.GetAudioSource(arrowCopy));
- }
- GameEventCenter.ins.onBowArrowShootOut?.Invoke(this, arrowComp);
- if (AimHandler.ins) AimHandler.ins.Ban9AxisCalculate(true);
- }
- public void Hide()
- {
- this.transform.localScale = Vector3.zero;
- }
- public void Show()
- {
- this.transform.localScale = new Vector3(1, 1, 1);
- }
- }
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