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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using DG.Tweening;
- using UnityEngine.UI;
- /**静止靶-本地pk模式 */
- public class PKGameMode : GameMode {
- public int currentPlayerIndex = 0;
- public int[] totalScores = {0, 0};
- public float[] currentScores = {0, 0};
- public int round = 1;
- public int showRoundValue = 0; //回合开始提示值,如果已经提示,则showRoundValue == round
- float[] targetDistancesOnRound = {10, 20, 30, 50, 70, 70};
- int maxRound = 5;
- int[] shootCount = {0, 0};
- int maxShootCount = 3;
- public float singleShootReadyTime = 20;
- public float singleShootReadyMaxTime = 20;
- bool singleShootTimeRunning = false;
- public static int[] playerRoleIDs = {1, 2};
- string[] gameRes = {"平局", "平局"};
- //玩家出场顺序
- Queue<int> appearPlayerIndexes = new Queue<int>();
- //记录可射击的靶子
- TargetBody targetBody;
- public PKGameMode(GameMgr gameMgr) : base(gameMgr) {
- playerRoleIDs = GlobalData.localPK_playerRoleIDs;
- InitAppearPlayerIndexes();
- currentPlayerIndex = appearPlayerIndexes.Dequeue();
- //记录可射击的靶子
- targetBody = GameObject.Find("GameArea/TargetObject/TargetBody").GetComponent<TargetBody>();
- GameObject.FindObjectOfType<ArmBow>().validTargets.Add(targetBody);
- targetBody.SetDistance(targetDistancesOnRound[round - 1]);
- //添加游戏界面
- GameObject view = Resources.Load<GameObject>("Prefabs/Views/PKGameView");
- GameObject.Instantiate(view);
- //禁止动作-相机和手臂
- BanBowReady();
- }
- public override void Start() {
- TargetView.ins.Show(true);
- //添加预备界面
- AddReadyView();
- }
- int[] sequencePlayerIndexes = new int[]{0, 1};
- void InitAppearPlayerIndexes()
- {
- if (round >= 2)
- {
- if (totalScores[0] < totalScores[1])
- {
- sequencePlayerIndexes = new int[]{0, 1};
- }
- else if (totalScores[1] < totalScores[0])
- {
- sequencePlayerIndexes = new int[]{1, 0};
- }
- }
- for (int i = 0; i < maxShootCount; i++) {
- appearPlayerIndexes.Enqueue(sequencePlayerIndexes[0]);
- appearPlayerIndexes.Enqueue(sequencePlayerIndexes[1]);
- }
- }
- void AddReadyView()
- {
- GameObject view = Resources.Load<GameObject>("Prefabs/Views/PKGameReadyView");
- GameObject.Instantiate(view);
- }
- public override void HitTarget(float score) {
- currentScores[currentPlayerIndex] += score;
- shootCount[currentPlayerIndex]++;
- HitTargetNumber.Create(score);
- }
- public override bool DoNextShoot() {
- if (gameMgr.gameOver) return false;
- bool nextRound = false;
- bool gameEnd = false; //游戏是否结束
- if (shootCount[0] == maxShootCount && shootCount[1] == maxShootCount ) {
- shootCount = new int[]{0, 0};
- nextRound = true;
- //更新总比分
- if (currentScores[0] == currentScores[1]) {
- totalScores[0] += 1;
- totalScores[1] += 1;
- } else if (currentScores[0] > currentScores[1]) {
- totalScores[0] += 2;
- } else if (currentScores[0] < currentScores[1]) {
- totalScores[1] += 2;
- }
- //根据总比分判断游戏是否结束
- if (totalScores[0] == totalScores[1]) {
- if (round == maxRound) {
- if (round == 5) {
- maxShootCount = 1;
- maxRound = 6;
- } else {
- gameEnd = true;
- gameRes = new string[]{"平局", "平局"};
- }
- }
- } else if (totalScores[0] >= 6 && totalScores[0] > totalScores[1]) {
- gameEnd = true;
- gameRes = new string[]{"胜利", "失败"};
- } else if (totalScores[1] >= 6 && totalScores[1] > totalScores[0]) {
- gameEnd = true;
- gameRes = new string[]{"失败", "胜利"};
- }
- }
- if (gameEnd) {
- gameMgr.StopGame();
- GameObject view = Resources.Load<GameObject>("Prefabs/Views/PKGameSettleView");
- GameObject.Instantiate(view);
- return false;
- } else {
- //进入下一回合?
- if (nextRound) {
- round++;
- currentScores[0] = currentScores[1] = 0;
- InitAppearPlayerIndexes();
- targetBody.SetDistance(targetDistancesOnRound[round - 1]);
- }
- //本轮玩家登记
- currentPlayerIndex = appearPlayerIndexes.Dequeue();
- //准备切换玩家
- BanBowReady();
- AddReadyView();
- //清除箭矢
- Arrow[] arrows = GameObject.FindObjectsOfType<Arrow>();
- foreach (var arrow in arrows)
- {
- try {
- GameObject.Destroy(arrow.gameObject);
- } catch (UnityException e) {
- Debug.Log("Delete Arrow Error\n" + e.Message);
- }
- }
- }
- return true;
- }
- public override object[] Settle() {
- return gameRes;
- }
- public override void Update() {
- if (singleShootTimeRunning && !pauseTimeCounting) {
- singleShootReadyTime -= Time.deltaTime;
- if (singleShootReadyTime <= 0) {
- singleShootReadyTime = 0;
- singleShootTimeRunning = false;
- HitTarget(0);
- BanBowReady();
- //超时显示
- Text timeoutText = PKGameView.ins.transform.Find("TimeoutText").GetComponent<Text>();
- Sequence seq = DOTween.Sequence();
- seq.Append(timeoutText.DOFade(1, 0.5f));
- seq.AppendInterval(1);
- seq.Append(timeoutText.DOFade(0, 0.5f));
- seq.AppendCallback(delegate(){
- if (DoNextShoot()) {
- UnbanBowReady();
- }
- });
- }
- }
- }
- public string GetTimeStr()
- {
- int seconds = (int) Mathf.Ceil(this.singleShootReadyTime);
- string str = "";
- int m = seconds / 60;
- if (m < 10) {
- str += 0;
- }
- str += m;
- str += " : ";
- int s = seconds % 60;
- if (s < 10)
- {
- str += 0;
- }
- str += s;
- return str;
- }
- public override void onBowReady() {
- singleShootReadyTime = singleShootReadyMaxTime;
- singleShootTimeRunning = true;
- }
- public override void onBowShoot() {
- singleShootTimeRunning = false;
- }
- }
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