GeneratingTarget.cs 18 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using TMPro;
  4. using UnityEngine;
  5. using UnityEngine.EventSystems;
  6. using UnityEngine.UI;
  7. using UnityEngine.SceneManagement;
  8. using SmartBowSDK;
  9. using System;
  10. using HyperspaceGame;
  11. using MathNet.Numerics;
  12. public class GeneratingTarget : MonoBehaviour
  13. {
  14. // 最小时间间隔(秒)
  15. float _minTimeBetweenEvents = 1.0f;
  16. public float minTimeBetweenEvents { get { return _minTimeBetweenEvents; } set { _minTimeBetweenEvents = value; } }
  17. float _maxTimeBetweenEvents = 3.0f;// 最大时间间隔(秒)
  18. public float maxTimeBetweenEvents { get { return _maxTimeBetweenEvents; } set { _maxTimeBetweenEvents = value; } }
  19. public GameObject target;
  20. public Transform UI;
  21. public TextMeshProUGUI scoreUI;
  22. public TextMeshProUGUI scoreUI1;
  23. public Text countDownUI;
  24. public TextMeshProUGUI clipsizeUI;
  25. public TextMeshProUGUI hitCountUI;
  26. public TextMeshProUGUI shootRate;
  27. public GameObject GameOver;
  28. public Score scoreCom;
  29. public Score scoreCom1;
  30. public GameObject Miss;
  31. public Image grade;
  32. public Transform tp;
  33. public GameObject bulletNull;//子弹不足UI
  34. public GameObject[] bulletImages;//子弹图片数组
  35. public GameObject SelectLv;
  36. public Image imgSlider;
  37. public Text TopScore;
  38. public Text CurLvTxt;
  39. public Text MaxLvTxt;
  40. public int bulletCount;//子弹数量
  41. public int hitCount;//击中数量
  42. private float rate;//命中率
  43. public Button BtnRestart;
  44. public Button BtnNext;
  45. public Button BtnLast;
  46. int _score;
  47. public bool stop = false;
  48. public int score { get { return _score; }
  49. set {
  50. _score = value;
  51. ShowScore();
  52. }
  53. }
  54. /// <summary>
  55. /// 游戏时间
  56. /// </summary>
  57. private float countDownTime;
  58. int countDownTimeCache;
  59. /// <summary>
  60. /// 子弹数量
  61. /// </summary>
  62. private int clipsize;
  63. const int BulletCount = 15;
  64. /// <summary>
  65. /// 靶子存在最长时间
  66. /// </summary>
  67. float _targetExistenceTimeMax = 5;
  68. public float TargetExistenceTimeMax { get { return _targetExistenceTimeMax; } set { _targetExistenceTimeMax = value; } }
  69. /// <summary>
  70. /// 靶子存在最短时间
  71. /// </summary>
  72. float _targetExistenceTimeMin = 3;
  73. public float TargetExistenceTimeMin { get { return _targetExistenceTimeMin; } set { _targetExistenceTimeMin = value; } }
  74. float _scaleMin = 1.3f;
  75. public float ScaleMin { get { return _scaleMin; } set { _scaleMin = value; } }
  76. float _scaleMax = 1.8f;
  77. public float ScaleMax { get { return _scaleMax; } set { _scaleMax = value; } }
  78. public HyperspaceGame.Font font;
  79. public AudioSource ShootingSound;
  80. public AudioSource gameSatrtSound;
  81. public AudioClip[] gameSatrtClips;
  82. //public GameObject perfect;
  83. //public GameObject gaeat;
  84. //public GameObject good;
  85. //public Image goodImage;
  86. //public Image greatImage;
  87. public static GeneratingTarget gm { get; set; }
  88. public ShootingEvent shootingEvent;
  89. /// <summary>
  90. /// 记录当前射箭是否记录分数
  91. /// </summary>
  92. private bool bAddCountScore { get; set; } = false;
  93. [HideInInspector] public bool getAddCountScore => bAddCountScore;
  94. //分数统计
  95. [HideInInspector] public UserGameAnalyse1 userGameAnalyse1;
  96. public int Index = 0;
  97. private bool unload = false;
  98. /// <summary>
  99. /// 当前难度的配置
  100. /// </summary>
  101. public Level LvCfg = null;
  102. /// <summary>
  103. /// 当前序列的配置
  104. /// </summary>
  105. public Order orderCfg = null;
  106. float nextOrderWaitTime;
  107. int curOrderIdx;
  108. bool canEnterNextOrder = true;
  109. bool isbegin = false;
  110. int tragetLeftNum;
  111. /// <summary>
  112. /// 当前序列
  113. /// </summary>
  114. public int CurOrder = 0;
  115. public static int MaxLevel = 3;
  116. public List<Sprite> ScoreLevel;
  117. public List<Sprite> EnScoreLevel;
  118. [SerializeField]
  119. RectTransform _canvasRectTransform;
  120. private void Awake()
  121. {
  122. gm = this;
  123. var scene = SceneManager.GetActiveScene();
  124. if(scene.name == "Hyperspace01")
  125. Index = 0;
  126. else if (scene.name == "Hyperspace02")
  127. Index = 1;
  128. else if(scene.name == "Hyperspace03")
  129. Index = 2;
  130. //初始化关卡配置
  131. LvCfg = Config.levels[Index];
  132. countDownTime = LvCfg.TotalTime;
  133. curOrderIdx = 0;
  134. UpdateCountDown(LvCfg.TotalTime);
  135. CurLvTxt.text = $"{Index + 1}";
  136. MaxLvTxt.text = $"/<color=#0F92D4>{MaxLevel}</color>";
  137. shootingEvent = FindObjectOfType<ShootingEvent>();
  138. scoreCom.gameObject.SetActive(false);
  139. scoreCom1.gameObject.SetActive(false);
  140. Miss.SetActive(false);
  141. stop = false;
  142. imgSlider.fillAmount = 1;
  143. ShowScore();
  144. bulletNull.SetActive(false);
  145. BtnRestart.onClick.AddListener(OnRestart);
  146. BtnNext.onClick.AddListener(OnBtnNext);
  147. BtnNext.gameObject.SetActive(Index + 1 < MaxLevel);
  148. BtnLast.onClick.AddListener(OnBtnLast);
  149. BtnLast.gameObject.SetActive(true);
  150. GameOver.SetActive(false);
  151. CreateUIManager();
  152. CreateTargetObject2D();
  153. }
  154. public void OnRestart()
  155. {
  156. Restart(Index);
  157. }
  158. public void OnBtnNext()
  159. {
  160. Restart(Index + 1);
  161. }
  162. public void OnBtnLast()
  163. {
  164. //Restart(Index - 1);
  165. onUploadScore();
  166. ////结束游戏页面
  167. //userGameAnalyse1.UploadData(true);
  168. //userGameAnalyse1.onResetOverlayData();
  169. //SceneManager.LoadScene("Home", LoadSceneMode.Single);
  170. //结束游戏页面
  171. userGameAnalyse1.showResultView(() =>
  172. {
  173. gm = null;
  174. SceneManager.LoadScene("Home", LoadSceneMode.Single);
  175. });
  176. }
  177. void Start()
  178. {
  179. if (ShootCheck.ins.bluetoothDeviceStatus == BluetoothDeviceStatus.MagazineLoading)
  180. OnLoading();
  181. else
  182. OnSeparation();
  183. //Screen.SetResolution(1280, 720, false); // 设置分辨率为1920x1080,‌并设置为全屏模式
  184. Invoke("GameStart", 4);
  185. Game1();
  186. Invoke("Game2", 1);
  187. Invoke("Game3", 2);
  188. var canvases = FindObjectsByType<Canvas>(FindObjectsSortMode.InstanceID);
  189. foreach (var canvas in canvases)
  190. {
  191. if (canvas.name == "Canvas")
  192. {
  193. _canvasRectTransform = canvas.GetComponent<RectTransform>();
  194. break;
  195. }
  196. }
  197. //靶子默认状态
  198. var show = UIManager._ins.GetArrowBtnState();
  199. var arrow = shootingEvent.GetComponent<Image>();
  200. var color = arrow.color;
  201. if (show)
  202. color.a = 1;
  203. else
  204. color.a = 0;
  205. arrow.color = color;
  206. UIManager._ins.ShowQuit();
  207. }
  208. public void OpenSelectLevel()
  209. {
  210. SelectLv.SetActive(true);
  211. }
  212. public Vector2 GetCanvasSize()
  213. {
  214. return _canvasRectTransform.sizeDelta;
  215. }
  216. void Game1()
  217. {
  218. gameSatrtSound.clip = gameSatrtClips[0];
  219. gameSatrtSound.Play();
  220. }
  221. void Game2()
  222. {
  223. gameSatrtSound.clip = gameSatrtClips[1];
  224. gameSatrtSound.Play();
  225. }
  226. void Game3()
  227. {
  228. gameSatrtSound.clip = gameSatrtClips[2];
  229. gameSatrtSound.Play();
  230. }
  231. void GameStart()
  232. {
  233. isbegin = true;
  234. }
  235. private float reloadTime = 0;
  236. private void Reload(bool delay = false)
  237. {
  238. if (delay)
  239. {
  240. reloadTime = 3f;
  241. }
  242. else
  243. {
  244. clipsize = BulletCount;
  245. bulletCount -= font.Clip;
  246. bulletCount += clipsize;
  247. font.Clip = clipsize;
  248. bulletNull.SetActive(false);
  249. for (int i = 0; i < bulletImages.Length; i++)
  250. {
  251. bulletImages[i].SetActive(true);
  252. }
  253. }
  254. }
  255. public bool Reloading()
  256. {
  257. return unload;
  258. //return reloadTime > 0;
  259. }
  260. float _lastShootTime = 0;
  261. /// <summary>
  262. /// 射击
  263. /// </summary>
  264. /// <param name="bAddCount">是否是有效射箭</param>
  265. public void Shooting(bool bAddCount = false)
  266. {
  267. //加个间隔
  268. if (Time.realtimeSinceStartup - _lastShootTime < 0.5f) return;
  269. _lastShootTime = Time.realtimeSinceStartup;
  270. bAddCountScore = bAddCount;
  271. DoShoot();
  272. }
  273. private void DoShoot()
  274. {
  275. if (shootingEvent.ShootUIBtn())
  276. return;
  277. if (unload || clipsize <= 0)
  278. {
  279. Debug.Log("卸了弹夹 或者 没子弹了!");
  280. //没有子弹的声音
  281. //ShootingSound.Play();
  282. bulletImages[0].SetActive(false);
  283. bulletNull.SetActive(true);
  284. return;
  285. }
  286. else
  287. //正常发射的声音
  288. ShootingSound.Play();
  289. clipsize--;
  290. if (clipsize <= 0)
  291. {
  292. //Reload(true);//不自动装弹
  293. }
  294. font.Clip = clipsize;
  295. bulletImages[clipsize].SetActive(false);
  296. shootingEvent.OnShooting();
  297. }
  298. private void Update()
  299. {
  300. //if (reloadTime > 0)
  301. //{
  302. // reloadTime -= Time.deltaTime;
  303. // if (reloadTime <= 0)
  304. // Reload();
  305. //}
  306. #if UNITY_EDITOR
  307. if (Input.GetMouseButtonDown(0))
  308. {
  309. shootingEvent.OnPositionUpdate(Input.mousePosition);
  310. Shooting(true);
  311. }
  312. if (Input.GetKeyDown(KeyCode.W))
  313. {
  314. countDownTime = 0;
  315. }
  316. if (Input.GetKeyDown(KeyCode.R))
  317. {
  318. UIManager._ins.Reload();
  319. }
  320. #endif
  321. if (isbegin)
  322. {
  323. if (canEnterNextOrder)//靶子全消失了 开始走序列休息时间
  324. {
  325. if (nextOrderWaitTime <= 0)
  326. {
  327. //开始下一序列
  328. TriggerRandomEvent();
  329. }
  330. nextOrderWaitTime -= Time.deltaTime;
  331. }
  332. //游戏倒计时
  333. if (countDownTime <= 0)
  334. {
  335. //游戏时间到了 结束
  336. GameEnd();
  337. }
  338. else
  339. {
  340. countDownTime -= Time.deltaTime;
  341. var timeInt = Mathf.CeilToInt(countDownTime);
  342. if(timeInt != countDownTimeCache)
  343. {
  344. countDownTimeCache = timeInt;
  345. UpdateCountDown(countDownTimeCache);
  346. }
  347. imgSlider.fillAmount = countDownTime / (float)LvCfg.TotalTime;
  348. }
  349. if (curMoveCtrl != null && curMoveCtrl is IUpdate)
  350. {
  351. (curMoveCtrl as IUpdate).Update();
  352. }
  353. }
  354. }
  355. private void UpdateCountDown(int value)
  356. {
  357. countDownUI.text = $"{value}";
  358. }
  359. private void GameEnd()
  360. {
  361. stop = true;
  362. GameOver.SetActive(true);
  363. GameOverGrade(score);
  364. isbegin = false;
  365. countDownTimeCache = 0;
  366. //游戏结束上传分数
  367. onUploadScore();
  368. }
  369. /// <summary>
  370. /// 下一轮
  371. /// </summary>
  372. void TriggerRandomEvent()
  373. {
  374. canEnterNextOrder = false;
  375. Debug.Log($"新一轮创建 curOrderIdx={curOrderIdx}");
  376. if (LvCfg.orders.Length > curOrderIdx)
  377. {
  378. orderCfg = LvCfg.orders[curOrderIdx];
  379. CreateTargets();
  380. curOrderIdx++;
  381. }
  382. else
  383. GameEnd();
  384. }
  385. Dictionary<MoveType, Move> movesCtrl = new Dictionary<MoveType, Move>()
  386. {
  387. [MoveType.Stay] = new Stay(),
  388. [MoveType.VET] = new VET(),
  389. [MoveType.ROT] = new ROT(),
  390. [MoveType.W] = new W(),
  391. [MoveType.W2] = new W2(),
  392. [MoveType.RelativeHor] = new RelativeHor(),
  393. [MoveType.RelativeVet] = new RelativeVet(),
  394. [MoveType.HOR] = new HOR(),
  395. [MoveType.Diagonal] = new Diagonal(),
  396. [MoveType.LeftToRight] = new LeftToRight(),
  397. [MoveType.RightToLeft] = new RightToLeft(),
  398. };
  399. private Move curMoveCtrl;
  400. /// <summary>
  401. /// 创建当前轮靶子
  402. /// </summary>
  403. private void CreateTargets()
  404. {
  405. var createCount = orderCfg.Big + orderCfg.Middle + orderCfg.Small;
  406. Debug.Log($"创建数量 Big={orderCfg.Big} Middle={orderCfg.Middle} Small={orderCfg.Small}");
  407. tragetLeftNum = createCount;
  408. List<SpineAnimationLoader> gos = new List<SpineAnimationLoader>();
  409. for (int i = 0; i < createCount; i++)
  410. {
  411. var go = Instantiate(target, tp);
  412. var targetIns = go.GetComponent<SpineAnimationLoader>();
  413. if(i < orderCfg.Big)
  414. targetIns.Init(0.8f * 0.732f, orderCfg, OnTargetDestory);
  415. else if (i < orderCfg.Big + orderCfg.Middle)
  416. targetIns.Init(0.5f * 0.692f, orderCfg, OnTargetDestory);
  417. else
  418. targetIns.Init(0.3f * 0.733f, orderCfg, OnTargetDestory);
  419. go.SetActive(true);
  420. gos.Add(targetIns);
  421. }
  422. movesCtrl.TryGetValue(orderCfg.MoveType, out curMoveCtrl);
  423. if (curMoveCtrl == null)
  424. curMoveCtrl = movesCtrl[MoveType.Stay];
  425. curMoveCtrl.SetGo(gos);
  426. }
  427. /// <summary>
  428. /// 靶子被射击或者到时间销毁
  429. /// </summary>
  430. private void OnTargetDestory()
  431. {
  432. tragetLeftNum--;
  433. if (tragetLeftNum <= 0)
  434. {
  435. curMoveCtrl = null;
  436. Debug.Log("当前轮结束");
  437. canEnterNextOrder = true;
  438. //重置休息时间
  439. nextOrderWaitTime = orderCfg.WaitTime;
  440. }
  441. }
  442. public void ShowScore()
  443. {
  444. //font.Text = score;
  445. TopScore.text = score.ToString().PadLeft(3, '0');
  446. }
  447. public Score scoreSprite;
  448. public void ShowScoreCom(int score, Vector3 pos, Vector2 scorepos, Transform tf, int posIdx)
  449. {
  450. Debug.Log($"得分 score{score}");
  451. if (score >= 6)
  452. {
  453. var go = GameObject.Instantiate(scoreCom, pos, Quaternion.identity, _canvasRectTransform);
  454. go.gameObject.SetActive(true);
  455. go.transform.localScale = Vector3.one * 0.55f;
  456. go.ShowScore(score, scorepos);
  457. }
  458. else
  459. {
  460. var go = GameObject.Instantiate(scoreCom1, tf.position, Quaternion.identity, _canvasRectTransform);
  461. go.gameObject.SetActive(true);
  462. var halfRadius = 547f * 0.5f;
  463. var offest = tf.localScale.x * halfRadius + 80f;
  464. var x = (posIdx == 1 || posIdx == 2) ? offest : -offest;
  465. var y = (posIdx == 1 || posIdx == 4) ? offest : -offest;
  466. go.ShowScore(score, new Vector3(x, y, 0));
  467. }
  468. }
  469. public void ShowMiss(Vector3 position)
  470. {
  471. Debug.LogWarning("MISS");
  472. if (stop)
  473. return;
  474. var go = GameObject.Instantiate(Miss, position, Quaternion.identity, tp);//_canvasRectTransform
  475. go.AddComponent<CountDown>().time = 5f;
  476. go.transform.SetAsFirstSibling();
  477. go.SetActive(true);
  478. }
  479. public void GameOverGrade(int score)
  480. {
  481. hitCountUI.text = hitCount.ToString();
  482. var bulletUse = bulletCount - font.Clip;
  483. clipsizeUI.text = bulletUse.ToString();
  484. float rate = 0;
  485. if (hitCount != 0)
  486. rate = (float)hitCount / (float)bulletUse;
  487. if(rate == 0)
  488. {
  489. rate = 0;
  490. }
  491. shootRate.text = string.Format("{0:P0}", rate);
  492. font.Text = score;
  493. var maxScore = 0;
  494. foreach (var item in LvCfg.orders)
  495. {
  496. maxScore += item.Big + item.Middle + item.Small;
  497. }
  498. maxScore *= 10;
  499. var percent = (float)score / (float)maxScore * 100f;
  500. Debug.Log($"得分比例:{percent} score={score} maxScore={maxScore}");
  501. var index = Mathf.CeilToInt(percent / 10) - 1;
  502. if (index < 0) index = 0;
  503. grade.sprite = TextAutoLanguage2.GetLanguage() == LanguageEnum.Chinese ? ScoreLevel[index]: EnScoreLevel[index];
  504. }
  505. public void Restart(int index)
  506. {
  507. string name = "";
  508. if (index == 0)
  509. name = "Hyperspace01";
  510. else if (index == 1)
  511. name = "Hyperspace02";
  512. else if (index == 2)
  513. name = "Hyperspace03";
  514. SceneManager.LoadScene(name);
  515. }
  516. //public void SetTarget(int index)
  517. //{
  518. // goodImage.sprite = font.sprites[index];
  519. // good.SetActive(true);
  520. //}
  521. //public void SetGreat(int index)
  522. //{
  523. // greatImage.sprite = font.sprites[index];
  524. // gaeat.SetActive(true);
  525. //}
  526. /// <summary>
  527. /// 弹夹分离
  528. /// </summary>
  529. public void OnSeparation()
  530. {
  531. unload = true;
  532. clipsize = 0;
  533. bulletCount -= font.Clip;
  534. font.Clip = clipsize;
  535. }
  536. /// <summary>
  537. /// 弹夹上膛
  538. /// </summary>
  539. public void OnLoading()
  540. {
  541. unload = false;
  542. Reload();
  543. }
  544. #region 新增 UIManager 和 TargetObject2D
  545. private GameObject uiManagerInstance;
  546. private GameObject targetObject2D;
  547. // 动态加载并生成 UIManager
  548. public void CreateUIManager()
  549. {
  550. GameObject uiManagerPrefab = Resources.Load<GameObject>("UIManager"); // 从 Resources 中加载 UIManager 预制
  551. uiManagerInstance = Instantiate(uiManagerPrefab); // 实例化 UIManager
  552. //管理分数上传
  553. userGameAnalyse1 = UserGameAnalyse1.CreateWhenGameStartAndReturn(16);
  554. }
  555. //校准靶子
  556. public void CreateTargetObject2D() {
  557. GameObject targetObject2DPrefab = Resources.Load<GameObject>("TargetObject2D");
  558. targetObject2D = Instantiate(targetObject2DPrefab, UI);
  559. }
  560. // 销毁 UIManager 实例
  561. public void DestroyUIManager()
  562. {
  563. if (UIManager._ins != null)
  564. {
  565. Destroy(UIManager._ins.gameObject); // 销毁 UIManager 实例
  566. uiManagerInstance = null;
  567. }
  568. }
  569. /// <summary>
  570. /// 射击次数
  571. /// </summary>
  572. /// <param name="count"></param>
  573. public void onShootCount(int count)
  574. {
  575. userGameAnalyse1.changeShootingCount(count);
  576. }
  577. /// <summary>
  578. /// 上传分数到服务器
  579. /// </summary>
  580. public void onUploadScore()
  581. {
  582. if (_score > 0)
  583. {
  584. Debug.Log("上传的积分为:" + _score);
  585. RankComp.Instance.uploadSinglePlayerGameRes(_score);
  586. _score = 0;
  587. }
  588. }
  589. #endregion
  590. }