GameMananger.cs 23 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. /// 游戏管理器
  19. /// </summary>
  20. public class GameMananger : Singleton<GameMananger>
  21. {
  22. #region Members
  23. private int hp = 0;
  24. public int HP { get { return hp; } }
  25. private int hpMax = 0;
  26. public int HPMax { get { return hpMax; } }
  27. private int totalScore = 0;
  28. private int uploadScore = 0;
  29. public int TotalScore { get { return totalScore; } }
  30. public int barrelTriggerCount = 0;
  31. private ShootTypeEnum typeEnum = ShootTypeEnum.FixedScreen;
  32. // 原始旋转
  33. Vector3 originalBowRotation;
  34. // 弓箭旋转对应的对象 对弓箭的操作体现在这个obj上
  35. Transform CrossHairTrans;
  36. // 射箭速度
  37. private float smartBowSpeed;
  38. private float testSpeed;
  39. // 语言类型 配合csv
  40. private LanguageType languageType;
  41. public LanguageType Language { get { return languageType; } }
  42. // 相机初始旋转信息位置信息
  43. private Vector3 camOriEular;
  44. private Vector3 camOriPos;
  45. // 游戏结束时 相机目标点
  46. private Transform gameOverTrans;
  47. // 弓
  48. private Bow bow;
  49. // 城门动画控制
  50. private Animator wallAnim;
  51. // 特效
  52. private ParticleSystem addHpParticle;
  53. private ParticleSystem failParticle;
  54. private ParticleSystem victoryParticle;
  55. //触摸检测器
  56. JCUnityLib.TouchChecker touchChecker = new JCUnityLib.TouchChecker();
  57. UserGameAnalyse1 userGameAnalyse1;
  58. //游戏计算的分数只有射箭出来算
  59. bool bAddCountScore = false;
  60. #endregion
  61. #region Function
  62. public void Init(UserGameAnalyse1 _userGameAnalyse1)
  63. {
  64. userGameAnalyse1 = _userGameAnalyse1;
  65. camOriEular = Camera.main.transform.eulerAngles;
  66. camOriPos = Camera.main.transform.position;
  67. gameOverTrans = GameObject.Find("GameOver").transform;
  68. bow = GameObject.Find("Bow").GetComponent<Bow>();
  69. languageType = LanguageType.CH;
  70. if (TextAutoLanguage2.GetLanguage() == LanguageEnum.English) languageType = LanguageType.EN;
  71. CrossHairTrans = GameObject.Find("CrossHairTrans").transform;
  72. originalBowRotation = CrossHairTrans.eulerAngles;
  73. wallAnim = GameObject.Find("Wall").GetComponent<Animator>();
  74. hpMax = Mathf.FloorToInt(GameModule.GetInstance().GetData("wallHp"));
  75. hp = hpMax;
  76. totalScore = 0;
  77. uploadScore = 0;
  78. barrelTriggerCount = 0;
  79. //shootSpawn = GameModule.GetInstance().GetData("downTime");
  80. shootSpawn = 0;
  81. smartBowSpeed = GameModule.GetInstance().GetData("speedTimes");
  82. testSpeed = GameModule.GetInstance().GetData("testspeed");
  83. Transform particleTrans = GameObject.Find("finalPos/ParticleTrans").transform;
  84. addHpParticle = particleTrans.Find("addhp").GetChild(0).GetComponent<ParticleSystem>();
  85. failParticle = particleTrans.Find("fail").GetChild(0).GetComponent<ParticleSystem>();
  86. victoryParticle = particleTrans.Find("victory").GetChild(0).GetComponent<ParticleSystem>();
  87. Physics.autoSyncTransforms = true;
  88. InitForLimitBound();
  89. InitTouchChecker();
  90. }
  91. /// <summary>
  92. /// 射击类型相关接口
  93. /// </summary>
  94. /// <returns></returns>
  95. public ShootTypeEnum GetShootType()
  96. {
  97. return typeEnum;
  98. }
  99. public void SetShootType(ShootTypeEnum type)
  100. {
  101. this.typeEnum = type;
  102. if (this.typeEnum == ShootTypeEnum.FixedScreen)
  103. {
  104. bow.transform.Find("CameraParent").DetachChildren();
  105. GameObject.Find("UIBoxLeft").GetComponent<CanvasGroup>().blocksRaycasts = true;
  106. }
  107. else if (this.typeEnum == ShootTypeEnum.FixedCrossHair)
  108. {
  109. CrossHair.instance._rectTransform.anchoredPosition = new Vector2(0, 0);
  110. Camera.main.transform.SetParent(bow.transform.Find("CameraParent"));
  111. }
  112. else if (this.typeEnum == ShootTypeEnum.moreScreen)
  113. {
  114. bow.transform.Find("CameraParent").DetachChildren();
  115. GameObject.Find("UIBoxLeft").GetComponent<CanvasGroup>().blocksRaycasts = false;
  116. }
  117. }
  118. /// <summary>
  119. /// 游戏是否结束
  120. /// </summary>
  121. public bool isOver = false;
  122. /// <summary>
  123. /// 胜利失败
  124. /// </summary>
  125. public bool isWin;
  126. /// <summary>
  127. /// 游戏结束
  128. /// </summary>
  129. /// <param name="isWin"></param>
  130. public void GameOver(bool isWin)
  131. {
  132. isOver = true;
  133. // 血量回复
  134. this.hp = isWin ? hp : hpMax;
  135. this.isWin = isWin;
  136. // 城门对应动画
  137. wallAnim.SetBool(isWin ? "open" : "dead", true);
  138. AddScore(StagePropertyModule.GetInstance().GetData(1).score * (6 - barrelTriggerCount));
  139. // 特效
  140. if (isWin)
  141. {
  142. failParticle.Stop();
  143. victoryParticle.Play();
  144. }
  145. else
  146. {
  147. failParticle.Play();
  148. victoryParticle.Stop();
  149. // 失败时有城门破坏音效
  150. AudioSource ads = GameObject.Find("ProcessAudioSource").GetComponent<AudioSource>();
  151. ads.clip = Resources.Load<AudioClip>("Process/Broken");
  152. ads.Play();
  153. }
  154. //关卡结束时候触发
  155. OnUploadScore();
  156. // 调用其他管理类的GameOver
  157. ProcessManager.GetInstance().GameOver(false);
  158. if (!isWin) EnemyManager.GetInstance().GameOver();
  159. UIManager.GetInstance().HideMainPanel();
  160. }
  161. //荒野射击上传分数到服务器
  162. public void OnUploadScore() {
  163. if (uploadScore > 0)
  164. {
  165. //游戏结束上传一个分数
  166. Debug.Log("荒野射击上传的积分为:" + uploadScore);
  167. RankComp.Instance.uploadSinglePlayerGameRes(uploadScore);
  168. uploadScore = 0;
  169. }
  170. }
  171. /// <summary>
  172. /// 血量
  173. /// </summary>
  174. /// <param name="hp"></param>
  175. public void SubHp(int hp)
  176. {
  177. this.hp -= hp;
  178. UIManager.GetInstance().SubHp();
  179. if (this.hp <= 0)
  180. {
  181. GameOver(false);
  182. }
  183. }
  184. public void AddHp(int hp)
  185. {
  186. this.hp += hp;
  187. if (hp != (int)GameModule.GetInstance().GetData("wallHp"))
  188. {
  189. addHpParticle.Play();
  190. }
  191. if (this.hp > hpMax)
  192. {
  193. this.hp = hpMax;
  194. }
  195. // 血量重置
  196. if (hp == hpMax)
  197. {
  198. UIManager.GetInstance().ResetHpBar();
  199. }
  200. // ui更新血条
  201. UIManager.GetInstance().AddHp();
  202. }
  203. /// <summary>
  204. /// 计分
  205. /// </summary>
  206. /// <param name="score"></param>
  207. public void AddScore(int score)
  208. {
  209. //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
  210. if (!bAddCountScore) return;
  211. totalScore += score;
  212. //只记录一个上传的分数
  213. uploadScore += score;
  214. }
  215. public void SetScore(int score)
  216. {
  217. totalScore = score;
  218. barrelTriggerCount = 0;
  219. }
  220. // Update is called once per frame
  221. public void Update()
  222. {
  223. bow.gameObject.SetActive(!isOver);
  224. // BGM
  225. if (!Camera.main.GetComponent<AudioSource>().isPlaying)
  226. {
  227. Camera.main.GetComponent<AudioSource>().Play();
  228. }
  229. // 设计间隔
  230. if (shootSpawn > 0)
  231. {
  232. shootSpawn -= Time.deltaTime;
  233. }
  234. // unity调试用
  235. #if UNITY_EDITOR
  236. #region pc端操作
  237. if (Input.GetKeyDown(KeyCode.N))
  238. {
  239. AddHp(5);
  240. }
  241. if (Input.GetKeyDown(KeyCode.M))
  242. {
  243. SubHp(5);
  244. }
  245. if (Input.GetKeyDown(KeyCode.P))
  246. {
  247. foreach (var item in EnemyManager.GetInstance().enemyList)
  248. {
  249. item.Hitted(4, false);
  250. }
  251. }
  252. UpdateBowUnityEditor();
  253. if (Input.GetKeyDown(KeyCode.Space))
  254. {
  255. ShootOut(testSpeed);
  256. }
  257. if (Input.GetKeyDown(KeyCode.I))
  258. {
  259. GameOver(true);
  260. }
  261. if (Input.GetKeyDown(KeyCode.O))
  262. {
  263. GameOver(false);
  264. }
  265. #endregion
  266. #endif
  267. if (BowCamera.isTouchMode) touchChecker.Update();
  268. // 游戏结束后相机移动到对应位置
  269. if (isOver)
  270. {
  271. Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, gameOverTrans.position, 2 * Time.deltaTime);
  272. Camera.main.transform.eulerAngles = Vector3.Lerp(Camera.main.transform.eulerAngles, gameOverTrans.eulerAngles, 2 * Time.deltaTime);
  273. // 到达目标点显示ui
  274. if (Vector3.Distance(Camera.main.transform.position, gameOverTrans.position) < 0.01f)
  275. {
  276. UIManager.GetInstance().GameOver(isWin);
  277. InitForLimitBound();
  278. }
  279. }
  280. }
  281. /// <summary>
  282. /// ui检测
  283. /// </summary>
  284. /// <returns></returns>
  285. //private bool CheckCrossHairOverUI()
  286. //{
  287. // if (!isOver) return false;
  288. // EventSystem eventSystem = EventSystem.current;
  289. // PointerEventData pointerEventData = new PointerEventData(eventSystem);
  290. // // 获取准星pos 通过eventsystem检测下方是否有按钮
  291. // pointerEventData.position = new Vector3(UIManager.GetInstance().GetCrossHairPos().x, UIManager.GetInstance().GetCrossHairPos().y, 0);
  292. // //射线检测ui
  293. // List<RaycastResult> uiRaycastResultCache = new List<RaycastResult>();
  294. // eventSystem.RaycastAll(pointerEventData, uiRaycastResultCache);
  295. // if (uiRaycastResultCache.Count > 0)
  296. // {
  297. // // 是否有button
  298. // Button btn = uiRaycastResultCache[0].gameObject.GetComponent<Button>();
  299. // if (btn == null)
  300. // {
  301. // // 防止检测到button下的text (ui注意设置 button下text不要勾选raycast
  302. // btn = uiRaycastResultCache[0].gameObject.transform.GetComponentInParent<Button>();
  303. // if (btn == null)
  304. // {
  305. // return false;
  306. // }
  307. // }
  308. // btn.onClick.Invoke();
  309. // //Debug.Log("eventsystem 触发 + " + uiRaycastResultCache[0].gameObject.name);
  310. // return true;
  311. // }
  312. // else
  313. // {
  314. // return false;
  315. // }
  316. //}
  317. /// <summary>
  318. /// 初始化相机等
  319. /// </summary>
  320. public void ResetMainCamera()
  321. {
  322. isOver = false;
  323. InitForLimitBound();
  324. ResetAim();
  325. // 城门动画
  326. wallAnim.SetBool("dead", false);
  327. wallAnim.SetBool("open", false);
  328. // 特效
  329. failParticle.Stop();
  330. failParticle.Clear();
  331. victoryParticle.Stop();
  332. victoryParticle.Clear();
  333. // 相机
  334. Camera.main.transform.position = camOriPos;
  335. Camera.main.transform.eulerAngles = camOriEular;
  336. }
  337. /// <summary>
  338. /// pc端旋转弓
  339. /// </summary>
  340. private void UpdateBowUnityEditor()
  341. {
  342. // axis控制弓箭旋转
  343. if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  344. float x = Input.GetAxis("Horizontal") / 2;
  345. float y = Input.GetAxis("Vertical") / 2;
  346. if (x != 0 || y != 0)
  347. {
  348. //CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - y, CrossHairTrans.eulerAngles.y + x, 0));
  349. //CrossHairTransRaycast();
  350. if (isOver)
  351. {
  352. CrossHairTrans.eulerAngles = LimitCrossHair(new Vector3(CrossHairTrans.eulerAngles.x - y, CrossHairTrans.eulerAngles.y + x, 0));
  353. }
  354. else
  355. {
  356. CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - y, CrossHairTrans.eulerAngles.y + x, 0));
  357. CrossHairTransRaycast();
  358. }
  359. }
  360. }
  361. /// <summary>
  362. /// 移动端用户触屏监听
  363. /// </summary>
  364. private void InitTouchChecker()
  365. {
  366. touchChecker.onMoved += delegate (Touch t, bool isOnUI)
  367. {
  368. if (isOnUI) return;
  369. if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  370. Vector3 dis = t.rawPosition - t.deltaPosition;
  371. if (dis.x != 0 || dis.y != 0)
  372. {
  373. if (isOver)
  374. {
  375. CrossHairTrans.eulerAngles = LimitCrossHair(new Vector3(CrossHairTrans.eulerAngles.x - (t.deltaPosition.y * Time.deltaTime), CrossHairTrans.eulerAngles.y + (t.deltaPosition.x * Time.deltaTime), 0));
  376. }
  377. else
  378. {
  379. CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - (t.deltaPosition.y * Time.deltaTime), CrossHairTrans.eulerAngles.y + (t.deltaPosition.x * Time.deltaTime), 0));
  380. CrossHairTransRaycast();
  381. }
  382. }
  383. };
  384. touchChecker.onEnded += delegate (Touch t, bool isOnUI)
  385. {
  386. if (isOnUI) return;
  387. ShootOut(testSpeed);
  388. };
  389. }
  390. /// <summary>
  391. /// 归位
  392. /// </summary>
  393. public void ResetAim()
  394. {
  395. // 连接了弓 调用sdk
  396. if (SmartBowController.Instance && SmartBowController.Instance.IsBluetoothModuleInited())
  397. {
  398. CrossHairTrans.localRotation = Quaternion.Euler(Vector3.zero);
  399. bow.transform.localRotation = CrossHairTrans.localRotation;
  400. if (AimHandler.ins.bRuning9Axis())
  401. {
  402. AimHandler.ins?.DoIdentity();
  403. }
  404. else
  405. {
  406. //红外设备校准偏离点
  407. InfraredDemo._ins?.OnClick_SetAdjustPointsOffset();
  408. }
  409. }
  410. else
  411. {
  412. if (isOver)
  413. {
  414. CrossHairTrans.localEulerAngles = Vector3.zero;
  415. }
  416. else
  417. {
  418. CrossHairTrans.localEulerAngles = Vector3.zero;
  419. bow.transform.eulerAngles = CrossHairTrans.eulerAngles;
  420. }
  421. }
  422. }
  423. /// <summary>
  424. /// 最高分
  425. /// </summary>
  426. private int highScore;
  427. public void SetHighScore(int score)
  428. {
  429. highScore = score;
  430. }
  431. public int GetHighScore()
  432. {
  433. return highScore;
  434. }
  435. #endregion
  436. #region InfraredCamera
  437. public void OnScreenPointUpdate(Vector2 point)
  438. {
  439. // 判断射击间隔
  440. if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  441. Ray ray = Camera.main.ScreenPointToRay(point);
  442. Vector3 rayEndPoint = ray.GetPoint(200);
  443. Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  444. CrossHairTrans.rotation = quat;
  445. CrossHairTransRaycast();
  446. }
  447. #endregion
  448. #region SmartBlueToothSDK
  449. public void OnRotationUpdate(Quaternion rotation)
  450. {
  451. if (CrossHairTrans == null) return;
  452. // 判断射击间隔
  453. if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  454. // 旋转插值
  455. Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
  456. Vector3 newOffset = Vector3.zero;
  457. if (offset.x != 0)
  458. {
  459. newOffset.x = offset.x - 360f;
  460. }
  461. if (offset.y != 0)
  462. {
  463. newOffset.y = offset.y - 360f;
  464. }
  465. //Bow.Instance.transform.localRotation = rotation;
  466. float speed = 2f;
  467. Vector3 offsetEular = rotation.eulerAngles;
  468. // 真实旋转(弓箭sdk传回的参数有时为360有时为0
  469. offsetEular.x = offsetEular.x > 180 ? offsetEular.x - 360 : offsetEular.x;
  470. offsetEular.y = offsetEular.y > 180 ? offsetEular.y - 360 : offsetEular.y;
  471. offsetEular = new Vector3(offsetEular.x * speed, offsetEular.y * speed, offsetEular.z * speed) + newOffset;
  472. // 检测超出屏幕
  473. if (isOver)
  474. {
  475. CrossHairTrans.eulerAngles = LimitCrossHair(offsetEular);
  476. }
  477. else
  478. {
  479. CrossHairTrans.eulerAngles = LimitAngles(offsetEular);
  480. CrossHairTransRaycast();
  481. }
  482. }
  483. public Vector3 hitPoint;
  484. /// <summary>
  485. /// 射线检测指向点 用于同步弓旋转
  486. /// </summary>
  487. /// <returns></returns>
  488. Vector3 CrossHairTransRaycast()
  489. {
  490. Ray ray = new Ray(CrossHairTrans.position, CrossHairTrans.forward);
  491. RaycastHit hitInfo;
  492. if (Physics.Raycast(ray, out hitInfo, 100, ~1 << LayerMask.NameToLayer("Plane")))
  493. {
  494. hitPoint = hitInfo.point;
  495. }
  496. else hitPoint = CrossHairTrans.position + CrossHairTrans.forward * 100f;
  497. bow.transform.LookAt(hitPoint);
  498. Physics.SyncTransforms();
  499. return hitPoint;
  500. }
  501. public Vector3 LimitCrossHair(Vector3 angles)
  502. {
  503. Vector3 viewPos = Camera.main.WorldToViewportPoint(CrossHairTransRaycast());
  504. if (viewPos.x > 0 && viewPos.x < 1 && viewPos.y > 0 && viewPos.y < 1)
  505. {
  506. }
  507. else
  508. {
  509. if (viewPos.x < 0)
  510. {
  511. angles.y += 1f;
  512. }
  513. else if (viewPos.x > 1)
  514. {
  515. angles.y -= 1f;
  516. }
  517. if (viewPos.y < 0)
  518. {
  519. angles.x -= 1f;
  520. }
  521. else if (viewPos.y > 1)
  522. {
  523. angles.x += 1f;
  524. }
  525. }
  526. return angles;
  527. }
  528. private float shootSpawn = 0;
  529. /// <summary>
  530. /// 射箭监听
  531. /// </summary>
  532. /// <param name="speed"></param>
  533. public void OnModuleShooting(float speed)
  534. {
  535. // speed区间 7~20?
  536. // 在这里判断是否和ui交互? 优先判断ui 不是ui再射箭
  537. ShootOut(speed * smartBowSpeed,true);
  538. //Debug.Log("OnModuleShooting:"+speed);
  539. //TipText.Show((speed * smartBowSpeed).ToString());
  540. // 角度 OnRotationUpdate
  541. }
  542. void ShootOut(float speed,bool bAddCount = false)
  543. {
  544. if (isOver) return;
  545. //根据射箭状态赋值
  546. bAddCountScore = bAddCount;
  547. if (bAddCount)userGameAnalyse1.changeShootingCount(1);
  548. bow.Shoot(speed);
  549. }
  550. public void SetShootSpawn(float spawn)
  551. {
  552. shootSpawn = spawn;
  553. }
  554. #endregion
  555. #region 限制其显示范围不超出屏幕
  556. private float _screenHeightHalf;
  557. private float _screenNormal;
  558. private float _rangeRotateY;
  559. private float _rangeRotateX;
  560. /// <summary>
  561. /// 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;)
  562. /// </summary>
  563. public int outBoundIndex = -1;
  564. void InitForLimitBound()
  565. {
  566. Camera camera = Camera.main;
  567. _rangeRotateX = camera.fieldOfView / 2;
  568. float _screenWidthHalf = Screen.width / 2f;
  569. _screenHeightHalf = Screen.height / 2f;
  570. _screenNormal = _screenHeightHalf / Mathf.Tan(_rangeRotateX / 180f * Mathf.PI);
  571. _rangeRotateY = Mathf.Atan(_screenWidthHalf / _screenNormal) / Mathf.PI * 180f;
  572. }
  573. public Vector3 LimitAngles(Vector3 angles)
  574. {
  575. InitForLimitBound();
  576. Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
  577. //Unity默认范围(0,360)格式化为自定义范围(-180,180)
  578. angles.y = angles.y > 180 ? angles.y - 360 : angles.y;
  579. angles.x = angles.x > 180 ? angles.x - 360 : angles.x;
  580. //记录原来的角度
  581. float angleY = angles.y;
  582. float angleX = angles.x;
  583. //返回限制边界后的角度
  584. angles.y = Mathf.Clamp(angleY, -_rangeRotateY + (offset.y - 360), _rangeRotateY + (offset.y - 360));
  585. float rayLen = _screenNormal / Mathf.Cos(Mathf.Abs(angles.y) / 180 * Mathf.PI);
  586. float maxRangeRotateX = Mathf.Atan(_screenHeightHalf / rayLen) / Mathf.PI * 180f - offset.x;
  587. if (isOver)
  588. {
  589. if (angleX < -15f)
  590. {
  591. angles.x = -15f;
  592. }
  593. else if (angleX > 45f)
  594. {
  595. angles.x = 45f;
  596. }
  597. }
  598. else
  599. {
  600. if (Mathf.Abs(angleX) > Mathf.Abs(30f)) angles.x = 30f * (angleX > 0 ? 1 : -1);
  601. }
  602. if (angles.y < -_rangeRotateY + (offset.y - 360) + 0.5f)
  603. {
  604. outBoundIndex = 0;
  605. }
  606. else if (angles.y > _rangeRotateY + (offset.y - 360) - 0.5f)
  607. {
  608. outBoundIndex = 1;
  609. }
  610. else if (angles.x < -30f + 0.5f)
  611. {
  612. outBoundIndex = 2;
  613. }
  614. else if (angles.x > 30f - 0.5f)
  615. {
  616. outBoundIndex = 3;
  617. }
  618. else
  619. {
  620. outBoundIndex = -1;
  621. }
  622. return angles;
  623. }
  624. #endregion
  625. }
  626. }