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. if (CommonConfig.UseRomaSdk) {
  498. //单人模式下,九轴走DoIdentity
  499. if (AimHandler.ins.bRuning9Axis())
  500. {
  501. AimHandler.ins.DoIdentity();
  502. }
  503. else
  504. {
  505. //单点
  506. InfraredDemo._ins?.OnClick_SetAdjustPointsOffset_full();
  507. }
  508. }
  509. }
  510. else
  511. {
  512. //双人只有偏移校准
  513. InfraredDemo._ins?.SetAdjustPointsOffset_full(isFirstPlayer?PlayerType.FirstPlayer: PlayerType.SecondPlayer);
  514. }
  515. }
  516. else
  517. {
  518. if (isOver)
  519. {
  520. crossHair.localEulerAngles = Vector3.zero;
  521. }
  522. else
  523. {
  524. crossHair.localEulerAngles = Vector3.zero;
  525. bowObj.transform.eulerAngles = crossHair.eulerAngles;
  526. }
  527. }
  528. }
  529. /// <summary>
  530. /// 最高分
  531. /// </summary>
  532. private int highScore;
  533. public void SetHighScore(int score)
  534. {
  535. highScore = score;
  536. }
  537. public int GetHighScore()
  538. {
  539. return highScore;
  540. }
  541. #endregion
  542. #region InfraredCamera
  543. public void OnScreenPointUpdate(Vector2 point, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  544. {
  545. //// 判断射击间隔
  546. //if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  547. //Ray ray = Camera.main.ScreenPointToRay(point);
  548. //Vector3 rayEndPoint = ray.GetPoint(200);
  549. //Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  550. //CrossHairTrans.rotation = quat;
  551. //CrossHairTransRaycast();
  552. // 确保 GameModule 和 downTime 的值是有效的
  553. var gameModule = GameModule.GetInstance();
  554. if (gameModule == null) { return; }
  555. // 判断射击间隔
  556. float _shootSpawn = playerTypeEnum == PlayerTypeEnum.First ? shootSpawn : shootSpawn_2P;
  557. if (_shootSpawn <= gameModule.GetData("downTime") && _shootSpawn > 0) return;
  558. // 确保 Camera.main 是有效的
  559. Camera mainCamera = Camera.main;
  560. if (mainCamera == null){ return; }
  561. // 确保 CrossHairTrans 不为 null
  562. Transform crossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  563. if (crossHair == null) return;
  564. // 计算射线
  565. Ray ray = mainCamera.ScreenPointToRay(point);
  566. Vector3 rayEndPoint = ray.GetPoint(200);
  567. Quaternion quat = Quaternion.LookRotation(rayEndPoint - mainCamera.transform.position);
  568. crossHair.rotation = quat;
  569. // 进行射线检测
  570. CrossHairTransRaycast(playerTypeEnum); // 用带 playerTypeEnum 的版本
  571. }
  572. #endregion
  573. #region SmartBlueToothSDK
  574. public void OnRotationUpdate(Quaternion rotation, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  575. {
  576. Transform crossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  577. if (crossHair == null) return;
  578. // 判断射击间隔
  579. float _shootSpawn = playerTypeEnum == PlayerTypeEnum.First ? shootSpawn : shootSpawn_2P;
  580. if (_shootSpawn <= GameModule.GetInstance().GetData("downTime") && _shootSpawn > 0) return;
  581. // 旋转插值
  582. Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
  583. Vector3 newOffset = Vector3.zero;
  584. if (offset.x != 0)
  585. {
  586. newOffset.x = offset.x - 360f;
  587. }
  588. if (offset.y != 0)
  589. {
  590. newOffset.y = offset.y - 360f;
  591. }
  592. //Bow.Instance.transform.localRotation = rotation;
  593. float speed = 2f;
  594. Vector3 offsetEuler = rotation.eulerAngles;
  595. // 真实旋转(弓箭sdk传回的参数有时为360有时为0
  596. offsetEuler.x = offsetEuler.x > 180 ? offsetEuler.x - 360 : offsetEuler.x;
  597. offsetEuler.y = offsetEuler.y > 180 ? offsetEuler.y - 360 : offsetEuler.y;
  598. offsetEuler = new Vector3(offsetEuler.x * speed, offsetEuler.y * speed, offsetEuler.z * speed) + newOffset;
  599. // 检测超出屏幕
  600. if (isOver)
  601. {
  602. crossHair.eulerAngles = LimitCrossHair(offsetEuler, playerTypeEnum);
  603. }
  604. else
  605. {
  606. crossHair.eulerAngles = LimitAngles(offsetEuler);
  607. CrossHairTransRaycast(playerTypeEnum);
  608. }
  609. }
  610. public Vector3 hitPoint;
  611. /// <summary>
  612. /// 射线检测指向点 用于同步弓旋转(1P/2P)
  613. /// </summary>
  614. /// <returns></returns>
  615. Vector3 CrossHairTransRaycast(PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  616. {
  617. Transform crossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  618. Bow bowObj = playerTypeEnum == PlayerTypeEnum.First ? bow : bow_2P;
  619. Ray ray = new Ray(crossHair.position, crossHair.forward);
  620. RaycastHit hitInfo;
  621. Vector3 point;
  622. if (Physics.Raycast(ray, out hitInfo, 100, ~1 << LayerMask.NameToLayer("Plane")))
  623. {
  624. point = hitInfo.point;
  625. }
  626. else
  627. {
  628. point = crossHair.position + crossHair.forward * 100f;
  629. }
  630. bowObj.transform.LookAt(point);
  631. Physics.SyncTransforms();
  632. return point;
  633. }
  634. /// <summary>
  635. /// 现在准心范围(1P/2P)
  636. /// </summary>
  637. /// <param name="angles"></param>
  638. /// <returns></returns>
  639. public Vector3 LimitCrossHair(Vector3 angles, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  640. {
  641. Vector3 viewPos = Camera.main.WorldToViewportPoint(CrossHairTransRaycast(playerTypeEnum));
  642. if (viewPos.x > 0 && viewPos.x < 1 && viewPos.y > 0 && viewPos.y < 1)
  643. {
  644. }
  645. else
  646. {
  647. if (viewPos.x < 0)
  648. {
  649. angles.y += 1f;
  650. }
  651. else if (viewPos.x > 1)
  652. {
  653. angles.y -= 1f;
  654. }
  655. if (viewPos.y < 0)
  656. {
  657. angles.x -= 1f;
  658. }
  659. else if (viewPos.y > 1)
  660. {
  661. angles.x += 1f;
  662. }
  663. }
  664. return angles;
  665. }
  666. private float shootSpawn = 0;
  667. private float shootSpawn_2P = 0;
  668. /// <summary>
  669. /// 射箭监听
  670. /// </summary>
  671. /// <param name="speed"></param>
  672. public void OnModuleShooting(float speed, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  673. {
  674. // speed区间 7~20?
  675. // 在这里判断是否和ui交互? 优先判断ui 不是ui再射箭
  676. ShootOut(speed * smartBowSpeed,true, playerTypeEnum);
  677. //Debug.Log("OnModuleShooting:"+speed);
  678. //TipText.Show((speed * smartBowSpeed).ToString());
  679. // 角度 OnRotationUpdate
  680. }
  681. /// <summary>
  682. /// 射击
  683. /// </summary>
  684. /// <param name="speed">速度</param>
  685. /// <param name="bAddCount">是否添加记录</param>
  686. /// <param name="playerTypeEnum">玩家类型</param>
  687. void ShootOut(float speed,bool bAddCount = false, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  688. {
  689. if (isOver) return;
  690. if (playerTypeEnum == PlayerTypeEnum.First)
  691. {
  692. //根据射箭状态赋值
  693. bAddCountScore = bAddCount;
  694. //单人才计算射击次数
  695. if (bAddCount && CurrentGameType == GameTypeEnum.SinglePlayer) userGameAnalyse1?.changeShootingCount(1);
  696. if(CrossHairTrans)
  697. bow.Shoot(speed, CrossHairTrans);
  698. }
  699. else {
  700. bAddCountScore_2P = bAddCount;
  701. if(CrossHairTrans_2P)
  702. bow_2P.Shoot(speed, CrossHairTrans_2P);
  703. }
  704. }
  705. /// <summary>
  706. /// 射击时间
  707. /// </summary>
  708. /// <param name="spawn"></param>
  709. /// <param name="playerTypeEnum">玩家类型</param>
  710. public void SetShootSpawn(float spawn, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  711. {
  712. if(playerTypeEnum == PlayerTypeEnum.First)
  713. shootSpawn = spawn;
  714. else
  715. shootSpawn_2P = spawn;
  716. }
  717. #endregion
  718. #region 限制其显示范围不超出屏幕
  719. private float _screenHeightHalf;
  720. private float _screenNormal;
  721. private float _rangeRotateY;
  722. private float _rangeRotateX;
  723. /// <summary>
  724. /// 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;)
  725. /// </summary>
  726. public int outBoundIndex = -1;
  727. void InitForLimitBound()
  728. {
  729. Camera camera = Camera.main;
  730. _rangeRotateX = camera.fieldOfView / 2;
  731. float _screenWidthHalf = Screen.width / 2f;
  732. _screenHeightHalf = Screen.height / 2f;
  733. _screenNormal = _screenHeightHalf / Mathf.Tan(_rangeRotateX / 180f * Mathf.PI);
  734. _rangeRotateY = Mathf.Atan(_screenWidthHalf / _screenNormal) / Mathf.PI * 180f;
  735. }
  736. public Vector3 LimitAngles(Vector3 angles)
  737. {
  738. InitForLimitBound();
  739. Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
  740. //Unity默认范围(0,360)格式化为自定义范围(-180,180)
  741. angles.y = angles.y > 180 ? angles.y - 360 : angles.y;
  742. angles.x = angles.x > 180 ? angles.x - 360 : angles.x;
  743. //记录原来的角度
  744. float angleY = angles.y;
  745. float angleX = angles.x;
  746. //返回限制边界后的角度
  747. angles.y = Mathf.Clamp(angleY, -_rangeRotateY + (offset.y - 360), _rangeRotateY + (offset.y - 360));
  748. float rayLen = _screenNormal / Mathf.Cos(Mathf.Abs(angles.y) / 180 * Mathf.PI);
  749. float maxRangeRotateX = Mathf.Atan(_screenHeightHalf / rayLen) / Mathf.PI * 180f - offset.x;
  750. if (isOver)
  751. {
  752. if (angleX < -15f)
  753. {
  754. angles.x = -15f;
  755. }
  756. else if (angleX > 45f)
  757. {
  758. angles.x = 45f;
  759. }
  760. }
  761. else
  762. {
  763. if (Mathf.Abs(angleX) > Mathf.Abs(30f)) angles.x = 30f * (angleX > 0 ? 1 : -1);
  764. }
  765. if (angles.y < -_rangeRotateY + (offset.y - 360) + 0.5f)
  766. {
  767. outBoundIndex = 0;
  768. }
  769. else if (angles.y > _rangeRotateY + (offset.y - 360) - 0.5f)
  770. {
  771. outBoundIndex = 1;
  772. }
  773. else if (angles.x < -30f + 0.5f)
  774. {
  775. outBoundIndex = 2;
  776. }
  777. else if (angles.x > 30f - 0.5f)
  778. {
  779. outBoundIndex = 3;
  780. }
  781. else
  782. {
  783. outBoundIndex = -1;
  784. }
  785. return angles;
  786. }
  787. #endregion
  788. }
  789. }