AutoResetView.cs 8.1 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using UnityEngine.UI;
  6. using UnityEngine.SceneManagement;
  7. /*
  8. 按下自动校准键出现倒计时3秒,同时伴有文字提示用户“三秒后即将开始校准,
  9. 请扶稳弓箭。”倒计时3秒后出现一个进度条也是三秒,用户在3秒内自己尽量扶稳弓即可,
  10. 进度条完成后,取一个平均值作为校准值。
  11. */
  12. public class AutoResetView : MonoBehaviour
  13. {
  14. public static AutoResetView ins;
  15. public static Action onInstantiate;
  16. public static void DoIdentity() {
  17. //if (InfraredDemo.running) return;
  18. if (SB_EventSystem.ins && SB_EventSystem.ins.simulateMouseIsAwaked) return;
  19. if (SceneManager.GetActiveScene().name.StartsWith("GameDouble"))
  20. {
  21. if (GameObject.Find("AutoResetViewNewLeft")) return;
  22. GameObject resetView = Instantiate(Resources.Load<GameObject>("AutoResetViewNew"));
  23. resetView.name = "AutoResetViewNewLeft";
  24. AutoResetViewNew autoResetViewNewScript = resetView.GetComponent<AutoResetViewNew>();
  25. autoResetViewNewScript.setPosLeft();
  26. autoResetViewNewScript.action_OnDestroy += () =>
  27. {
  28. //使用旧模式重置1p
  29. //AimHandler.ins?.DoIdentity();
  30. };
  31. }
  32. else if (SceneManager.GetActiveScene().name == "InfraredGameDouble" || SceneManager.GetActiveScene().name == "WildAttackDouble")
  33. {
  34. if (GameObject.Find("AutoResetViewNewLeft")) return;
  35. GameObject resetView = Instantiate(Resources.Load<GameObject>("AutoResetViewNew"));
  36. resetView.name = "AutoResetViewNewLeft";
  37. AutoResetViewNew autoResetViewNewScript = resetView.GetComponent<AutoResetViewNew>();
  38. autoResetViewNewScript.setTextKey("new-user-guider_tip_视角归位-瞄准-infraredD");
  39. autoResetViewNewScript.setPosLeft();
  40. autoResetViewNewScript.action_OnDestroy += () =>
  41. {
  42. if (SceneManager.GetActiveScene().name == "InfraredGameDouble")
  43. {
  44. InfraredDemo._ins?.SetAdjustPointsOffset(PlayerType.FirstPlayer);
  45. }else
  46. if (SceneManager.GetActiveScene().name == "WildAttackDouble")
  47. {
  48. WildAttack.GameMananger.GetInstance().ResetAim(WildAttack.PlayerTypeEnum.First);
  49. }
  50. };
  51. }
  52. else if (SceneManager.GetActiveScene().name.StartsWith("Game"))
  53. {
  54. Instantiate(Resources.Load<GameObject>("Prefabs/Views/AutoResetView"));
  55. }
  56. else if (SceneManager.GetActiveScene().name.StartsWith("DuckHunter"))
  57. {
  58. Instantiate(Resources.Load<GameObject>("Prefabs/Views/AutoResetView"));
  59. }
  60. //else if (SceneManager.GetActiveScene().name.Equals("WildAttackDouble"))
  61. //{
  62. // //双人场景校准直接校准1p
  63. // WildAttack.GameMananger.GetInstance().ResetAim(WildAttack.PlayerTypeEnum.First);
  64. //}
  65. else if (SceneManager.GetActiveScene().name.StartsWith("WildAttack"))
  66. {
  67. Instantiate(Resources.Load<GameObject>("Prefabs/Views/AutoResetView"));
  68. }
  69. else if (SceneManager.GetActiveScene().name.StartsWith("FruitMaster"))
  70. {
  71. Instantiate(Resources.Load<GameObject>("Prefabs/Views/AutoResetView"));
  72. }
  73. else if (SceneManager.GetActiveScene().name.StartsWith("Hyperspace"))
  74. {
  75. //Hyperspace01 Hyperspace02 Hyperspace03
  76. Instantiate(Resources.Load<GameObject>("Prefabs/Views/AutoResetView"));
  77. }
  78. else
  79. {
  80. Debug.LogWarning("没有重置函数!");
  81. }
  82. }
  83. /// <summary>
  84. /// 引导页面弹出校准
  85. /// </summary>
  86. public static void onInfraredGuiderAutoResetView() {
  87. CreateResetViewPath("Prefabs/Views/AutoResetView");
  88. }
  89. /// <summary>
  90. /// 带背景的校准
  91. /// </summary>
  92. public static void onInfraredGuiderAutoResetViewOrBg()
  93. {
  94. CreateResetViewPath("Prefabs/Views/AutoResetViewOrBg");
  95. }
  96. static void CreateResetViewPath(string path) {
  97. AutoResetView autoResetView = Instantiate(Resources.Load<GameObject>(path)).GetComponent<AutoResetView>();
  98. autoResetView.bInfraredGuider = true;
  99. autoResetView.infraredGuiderTime = GlobalData.MyDeviceMode == DeviceMode.Gun ? CommonConfig.calibrationTimeGun : CommonConfig.calibrationTimeArchery;
  100. }
  101. /// <summary>
  102. /// 是否是引导
  103. /// </summary>
  104. public bool bInfraredGuider = false;
  105. public float infraredGuiderTime = 10;
  106. void Awake() {
  107. if (ins) {
  108. Destroy(gameObject);
  109. return;
  110. }
  111. ins = this;
  112. }
  113. void Start() {
  114. //进入引导游戏场景时候,设置时间
  115. if (bInfraredGuider)
  116. {
  117. prepareTime = infraredGuiderTime;
  118. }
  119. else {
  120. prepareTime = UserSettings.ins.calibrationTime;
  121. }
  122. Debug.Log("弓箭重置时间:" + prepareTime);
  123. if (SceneManager.GetActiveScene().name == "Game") {
  124. (transform.Find("IconHumanShoot") as RectTransform).anchoredPosition = new Vector2(-193, -85);
  125. }
  126. GetGuideTip().textFormatArgs = new object[]{showedPrepareTime = Mathf.CeilToInt(prepareTime)};
  127. GetGuideTip().ApplyToText();
  128. ChallengeTargetForResetView.Show();
  129. onInstantiate?.Invoke();
  130. }
  131. public Action action_OnDestroy;
  132. void OnDestroy() {
  133. if (ins == this) ins = null;
  134. action_OnDestroy?.Invoke();
  135. }
  136. float prepareTime = 3;
  137. int showedPrepareTime;
  138. bool bEnd = false;
  139. void Update() {
  140. // 使用 unscaledDeltaTime 代替 deltaTime
  141. prepareTime -= Time.unscaledDeltaTime;//Time.deltaTime;
  142. if (prepareTime <= 0) {
  143. //防止多次调用
  144. if (bEnd) return;
  145. bEnd = true;
  146. try {
  147. if (SceneManager.GetActiveScene().name.Equals("WildAttackDouble"))
  148. {
  149. //双人场景校准两个
  150. WildAttack.GameMananger.GetInstance().ResetAim(WildAttack.PlayerTypeEnum.First);
  151. WildAttack.GameMananger.GetInstance().ResetAim(WildAttack.PlayerTypeEnum.Second);
  152. }else if (SceneManager.GetActiveScene().name.StartsWith("WildAttack"))
  153. {
  154. WildAttack.GameMananger.GetInstance().ResetAim();
  155. }
  156. else
  157. {
  158. //红外设备校准偏离点
  159. InfraredDemo._ins?.OnClick_SetAdjustPointsOffset();
  160. }
  161. }
  162. catch (Exception) {}
  163. //先隐藏子物体
  164. foreach (Transform child in transform)
  165. {
  166. child.gameObject.SetActive(false);
  167. }
  168. Destroy(gameObject,2.0f);
  169. } else {
  170. int curTime = Mathf.CeilToInt(prepareTime);
  171. if (showedPrepareTime != curTime) {
  172. showedPrepareTime = curTime;
  173. TextAutoLanguage2 gt = GetGuideTip();
  174. gt.textFormatArgs[0] = Mathf.CeilToInt(prepareTime);
  175. gt.ApplyToText();
  176. }
  177. }
  178. }
  179. TextAutoLanguage2 _guideTip;
  180. TextAutoLanguage2 GetGuideTip() {
  181. if (_guideTip == null) {
  182. if (GlobalData.MyDeviceMode == DeviceMode.Gun)
  183. {
  184. Transform textInfrared = transform.Find("FrameTip/Text-Infrared-Gun");
  185. textInfrared.gameObject.SetActive(true);
  186. _guideTip = textInfrared.GetComponentInChildren<TextAutoLanguage2>();
  187. }
  188. else
  189. {
  190. Transform textInfrared = transform.Find("FrameTip/Text-Infrared");
  191. textInfrared.gameObject.SetActive(true);
  192. Text text = textInfrared.GetComponentInChildren<Text>();
  193. text.alignment = TextAutoLanguage2.GetLanguage() == LanguageEnum.English? TextAnchor.MiddleCenter: TextAnchor.MiddleLeft;
  194. _guideTip = textInfrared.GetComponentInChildren<TextAutoLanguage2>();
  195. }
  196. }
  197. return _guideTip;
  198. }
  199. }