GameMananger.cs 24 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720
  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. if (UserSettings.ins.openEffect) ads.Play();
  153. }
  154. if (CommonConfig.StandaloneModeOrPlatformB)
  155. {
  156. // uploadScore = 299;
  157. //设置一下需要上传排行榜的分数
  158. LocalRank.RankManager.SetCurrentScore((int)uploadScore);
  159. LocalRank.RankManager.CreateRankView(GlobalData.singlePlayerGameType, null);
  160. }
  161. //关卡结束时候触发
  162. OnUploadScore();
  163. // 调用其他管理类的GameOver
  164. ProcessManager.GetInstance().GameOver(false);
  165. if (!isWin) EnemyManager.GetInstance().GameOver();
  166. UIManager.GetInstance().HideMainPanel();
  167. }
  168. //荒野射击上传分数到服务器
  169. public void OnUploadScore() {
  170. if (uploadScore > 0)
  171. {
  172. //游戏结束上传一个分数
  173. Debug.Log("荒野射击上传的积分为:" + uploadScore);
  174. RankComp.Instance.uploadSinglePlayerGameRes(uploadScore);
  175. uploadScore = 0;
  176. }
  177. }
  178. /// <summary>
  179. /// 血量
  180. /// </summary>
  181. /// <param name="hp"></param>
  182. public void SubHp(int hp)
  183. {
  184. this.hp -= hp;
  185. UIManager.GetInstance().SubHp();
  186. if (this.hp <= 0)
  187. {
  188. GameOver(false);
  189. }
  190. }
  191. public void AddHp(int hp)
  192. {
  193. this.hp += hp;
  194. if (hp != (int)GameModule.GetInstance().GetData("wallHp"))
  195. {
  196. addHpParticle.Play();
  197. }
  198. if (this.hp > hpMax)
  199. {
  200. this.hp = hpMax;
  201. }
  202. // 血量重置
  203. if (hp == hpMax)
  204. {
  205. UIManager.GetInstance().ResetHpBar();
  206. }
  207. // ui更新血条
  208. UIManager.GetInstance().AddHp();
  209. }
  210. /// <summary>
  211. /// 计分
  212. /// </summary>
  213. /// <param name="score"></param>
  214. public void AddScore(int score)
  215. {
  216. //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
  217. if (!bAddCountScore) return;
  218. totalScore += score;
  219. //只记录一个上传的分数
  220. uploadScore += score;
  221. }
  222. public void SetScore(int score)
  223. {
  224. totalScore = score;
  225. barrelTriggerCount = 0;
  226. }
  227. // Update is called once per frame
  228. public void Update()
  229. {
  230. bow.gameObject.SetActive(!isOver);
  231. // BGM
  232. if (!Camera.main.GetComponent<AudioSource>().isPlaying)
  233. {
  234. if (UserSettings.ins.openBGM)
  235. Camera.main.GetComponent<AudioSource>().Play();
  236. }
  237. else {
  238. //如果正在播放
  239. if (!UserSettings.ins.openBGM)
  240. Camera.main.GetComponent<AudioSource>().Stop();
  241. }
  242. // 设计间隔
  243. if (shootSpawn > 0)
  244. {
  245. shootSpawn -= Time.deltaTime;
  246. }
  247. // unity调试用
  248. #if UNITY_EDITOR
  249. #region pc端操作
  250. if (Input.GetKeyDown(KeyCode.N))
  251. {
  252. AddHp(5);
  253. }
  254. if (Input.GetKeyDown(KeyCode.M))
  255. {
  256. SubHp(5);
  257. }
  258. if (Input.GetKeyDown(KeyCode.P))
  259. {
  260. foreach (var item in EnemyManager.GetInstance().enemyList)
  261. {
  262. item.Hitted(4, false);
  263. }
  264. }
  265. UpdateBowUnityEditor();
  266. if (Input.GetKeyDown(KeyCode.Space))
  267. {
  268. ShootOut(testSpeed);
  269. }
  270. if (Input.GetKeyDown(KeyCode.I))
  271. {
  272. GameOver(true);
  273. }
  274. if (Input.GetKeyDown(KeyCode.O))
  275. {
  276. GameOver(false);
  277. }
  278. #endregion
  279. #endif
  280. if (BowCamera.isTouchMode) touchChecker.Update();
  281. // 游戏结束后相机移动到对应位置
  282. if (isOver)
  283. {
  284. Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, gameOverTrans.position, 2 * Time.deltaTime);
  285. Camera.main.transform.eulerAngles = Vector3.Lerp(Camera.main.transform.eulerAngles, gameOverTrans.eulerAngles, 2 * Time.deltaTime);
  286. // 到达目标点显示ui
  287. if (Vector3.Distance(Camera.main.transform.position, gameOverTrans.position) < 0.01f)
  288. {
  289. UIManager.GetInstance().GameOver(isWin);
  290. InitForLimitBound();
  291. }
  292. }
  293. }
  294. /// <summary>
  295. /// ui检测
  296. /// </summary>
  297. /// <returns></returns>
  298. //private bool CheckCrossHairOverUI()
  299. //{
  300. // if (!isOver) return false;
  301. // EventSystem eventSystem = EventSystem.current;
  302. // PointerEventData pointerEventData = new PointerEventData(eventSystem);
  303. // // 获取准星pos 通过eventsystem检测下方是否有按钮
  304. // pointerEventData.position = new Vector3(UIManager.GetInstance().GetCrossHairPos().x, UIManager.GetInstance().GetCrossHairPos().y, 0);
  305. // //射线检测ui
  306. // List<RaycastResult> uiRaycastResultCache = new List<RaycastResult>();
  307. // eventSystem.RaycastAll(pointerEventData, uiRaycastResultCache);
  308. // if (uiRaycastResultCache.Count > 0)
  309. // {
  310. // // 是否有button
  311. // Button btn = uiRaycastResultCache[0].gameObject.GetComponent<Button>();
  312. // if (btn == null)
  313. // {
  314. // // 防止检测到button下的text (ui注意设置 button下text不要勾选raycast
  315. // btn = uiRaycastResultCache[0].gameObject.transform.GetComponentInParent<Button>();
  316. // if (btn == null)
  317. // {
  318. // return false;
  319. // }
  320. // }
  321. // btn.onClick.Invoke();
  322. // //Debug.Log("eventsystem 触发 + " + uiRaycastResultCache[0].gameObject.name);
  323. // return true;
  324. // }
  325. // else
  326. // {
  327. // return false;
  328. // }
  329. //}
  330. /// <summary>
  331. /// 初始化相机等
  332. /// </summary>
  333. public void ResetMainCamera()
  334. {
  335. isOver = false;
  336. InitForLimitBound();
  337. ResetAim();
  338. // 城门动画
  339. wallAnim.SetBool("dead", false);
  340. wallAnim.SetBool("open", false);
  341. // 特效
  342. failParticle.Stop();
  343. failParticle.Clear();
  344. victoryParticle.Stop();
  345. victoryParticle.Clear();
  346. // 相机
  347. Camera.main.transform.position = camOriPos;
  348. Camera.main.transform.eulerAngles = camOriEular;
  349. }
  350. /// <summary>
  351. /// pc端旋转弓
  352. /// </summary>
  353. private void UpdateBowUnityEditor()
  354. {
  355. // axis控制弓箭旋转
  356. if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  357. float x = Input.GetAxis("Horizontal") / 2;
  358. float y = Input.GetAxis("Vertical") / 2;
  359. if (x != 0 || y != 0)
  360. {
  361. //CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - y, CrossHairTrans.eulerAngles.y + x, 0));
  362. //CrossHairTransRaycast();
  363. if (isOver)
  364. {
  365. CrossHairTrans.eulerAngles = LimitCrossHair(new Vector3(CrossHairTrans.eulerAngles.x - y, CrossHairTrans.eulerAngles.y + x, 0));
  366. }
  367. else
  368. {
  369. CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - y, CrossHairTrans.eulerAngles.y + x, 0));
  370. CrossHairTransRaycast();
  371. }
  372. }
  373. }
  374. /// <summary>
  375. /// 移动端用户触屏监听
  376. /// </summary>
  377. private void InitTouchChecker()
  378. {
  379. touchChecker.onMoved += delegate (Touch t, bool isOnUI)
  380. {
  381. if (isOnUI) return;
  382. if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  383. Vector3 dis = t.rawPosition - t.deltaPosition;
  384. if (dis.x != 0 || dis.y != 0)
  385. {
  386. if (isOver)
  387. {
  388. CrossHairTrans.eulerAngles = LimitCrossHair(new Vector3(CrossHairTrans.eulerAngles.x - (t.deltaPosition.y * Time.deltaTime), CrossHairTrans.eulerAngles.y + (t.deltaPosition.x * Time.deltaTime), 0));
  389. }
  390. else
  391. {
  392. CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - (t.deltaPosition.y * Time.deltaTime), CrossHairTrans.eulerAngles.y + (t.deltaPosition.x * Time.deltaTime), 0));
  393. CrossHairTransRaycast();
  394. }
  395. }
  396. };
  397. touchChecker.onEnded += delegate (Touch t, bool isOnUI)
  398. {
  399. if (isOnUI) return;
  400. ShootOut(testSpeed);
  401. };
  402. }
  403. /// <summary>
  404. /// 归位
  405. /// </summary>
  406. public void ResetAim()
  407. {
  408. // 连接了弓 调用sdk
  409. if (SmartBowController.Instance && SmartBowController.Instance.IsBluetoothModuleInited())
  410. {
  411. CrossHairTrans.localRotation = Quaternion.Euler(Vector3.zero);
  412. bow.transform.localRotation = CrossHairTrans.localRotation;
  413. //红外设备校准偏离点
  414. InfraredDemo._ins?.OnClick_SetAdjustPointsOffset();
  415. }
  416. else
  417. {
  418. if (isOver)
  419. {
  420. CrossHairTrans.localEulerAngles = Vector3.zero;
  421. }
  422. else
  423. {
  424. CrossHairTrans.localEulerAngles = Vector3.zero;
  425. bow.transform.eulerAngles = CrossHairTrans.eulerAngles;
  426. }
  427. }
  428. }
  429. /// <summary>
  430. /// 最高分
  431. /// </summary>
  432. private int highScore;
  433. public void SetHighScore(int score)
  434. {
  435. highScore = score;
  436. }
  437. public int GetHighScore()
  438. {
  439. return highScore;
  440. }
  441. #endregion
  442. #region InfraredCamera
  443. public void OnScreenPointUpdate(Vector2 point)
  444. {
  445. //// 判断射击间隔
  446. //if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  447. //Ray ray = Camera.main.ScreenPointToRay(point);
  448. //Vector3 rayEndPoint = ray.GetPoint(200);
  449. //Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  450. //CrossHairTrans.rotation = quat;
  451. //CrossHairTransRaycast();
  452. // 确保 GameModule 和 downTime 的值是有效的
  453. var gameModule = GameModule.GetInstance();
  454. if (gameModule == null) { return; }
  455. // 判断射击间隔
  456. if (shootSpawn <= gameModule.GetData("downTime") && shootSpawn > 0) return;
  457. // 确保 Camera.main 是有效的
  458. Camera mainCamera = Camera.main;
  459. if (mainCamera == null){ return; }
  460. // 确保 CrossHairTrans 不为 null
  461. if (CrossHairTrans == null){return; }
  462. // 计算射线
  463. Ray ray = mainCamera.ScreenPointToRay(point);
  464. Vector3 rayEndPoint = ray.GetPoint(200);
  465. Quaternion quat = Quaternion.LookRotation(rayEndPoint - mainCamera.transform.position);
  466. // 更新十字准星
  467. CrossHairTrans.rotation = quat;
  468. // 进行射线检测
  469. CrossHairTransRaycast();
  470. }
  471. #endregion
  472. #region SmartBlueToothSDK
  473. public void OnRotationUpdate(Quaternion rotation)
  474. {
  475. if (CrossHairTrans == null) return;
  476. // 判断射击间隔
  477. if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  478. // 旋转插值
  479. Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
  480. Vector3 newOffset = Vector3.zero;
  481. if (offset.x != 0)
  482. {
  483. newOffset.x = offset.x - 360f;
  484. }
  485. if (offset.y != 0)
  486. {
  487. newOffset.y = offset.y - 360f;
  488. }
  489. //Bow.Instance.transform.localRotation = rotation;
  490. float speed = 2f;
  491. Vector3 offsetEular = rotation.eulerAngles;
  492. // 真实旋转(弓箭sdk传回的参数有时为360有时为0
  493. offsetEular.x = offsetEular.x > 180 ? offsetEular.x - 360 : offsetEular.x;
  494. offsetEular.y = offsetEular.y > 180 ? offsetEular.y - 360 : offsetEular.y;
  495. offsetEular = new Vector3(offsetEular.x * speed, offsetEular.y * speed, offsetEular.z * speed) + newOffset;
  496. // 检测超出屏幕
  497. if (isOver)
  498. {
  499. CrossHairTrans.eulerAngles = LimitCrossHair(offsetEular);
  500. }
  501. else
  502. {
  503. CrossHairTrans.eulerAngles = LimitAngles(offsetEular);
  504. CrossHairTransRaycast();
  505. }
  506. }
  507. public Vector3 hitPoint;
  508. /// <summary>
  509. /// 射线检测指向点 用于同步弓旋转
  510. /// </summary>
  511. /// <returns></returns>
  512. Vector3 CrossHairTransRaycast()
  513. {
  514. Ray ray = new Ray(CrossHairTrans.position, CrossHairTrans.forward);
  515. RaycastHit hitInfo;
  516. if (Physics.Raycast(ray, out hitInfo, 100, ~1 << LayerMask.NameToLayer("Plane")))
  517. {
  518. hitPoint = hitInfo.point;
  519. }
  520. else hitPoint = CrossHairTrans.position + CrossHairTrans.forward * 100f;
  521. bow.transform.LookAt(hitPoint);
  522. Physics.SyncTransforms();
  523. return hitPoint;
  524. }
  525. public Vector3 LimitCrossHair(Vector3 angles)
  526. {
  527. Vector3 viewPos = Camera.main.WorldToViewportPoint(CrossHairTransRaycast());
  528. if (viewPos.x > 0 && viewPos.x < 1 && viewPos.y > 0 && viewPos.y < 1)
  529. {
  530. }
  531. else
  532. {
  533. if (viewPos.x < 0)
  534. {
  535. angles.y += 1f;
  536. }
  537. else if (viewPos.x > 1)
  538. {
  539. angles.y -= 1f;
  540. }
  541. if (viewPos.y < 0)
  542. {
  543. angles.x -= 1f;
  544. }
  545. else if (viewPos.y > 1)
  546. {
  547. angles.x += 1f;
  548. }
  549. }
  550. return angles;
  551. }
  552. private float shootSpawn = 0;
  553. /// <summary>
  554. /// 射箭监听
  555. /// </summary>
  556. /// <param name="speed"></param>
  557. public void OnModuleShooting(float speed)
  558. {
  559. // speed区间 7~20?
  560. // 在这里判断是否和ui交互? 优先判断ui 不是ui再射箭
  561. ShootOut(speed * smartBowSpeed,true);
  562. //Debug.Log("OnModuleShooting:"+speed);
  563. //TipText.Show((speed * smartBowSpeed).ToString());
  564. // 角度 OnRotationUpdate
  565. }
  566. void ShootOut(float speed,bool bAddCount = false)
  567. {
  568. if (isOver) return;
  569. //根据射箭状态赋值
  570. bAddCountScore = bAddCount;
  571. if (bAddCount)userGameAnalyse1.changeShootingCount(1);
  572. bow.Shoot(speed);
  573. }
  574. public void SetShootSpawn(float spawn)
  575. {
  576. shootSpawn = spawn;
  577. }
  578. #endregion
  579. #region 限制其显示范围不超出屏幕
  580. private float _screenHeightHalf;
  581. private float _screenNormal;
  582. private float _rangeRotateY;
  583. private float _rangeRotateX;
  584. /// <summary>
  585. /// 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;)
  586. /// </summary>
  587. public int outBoundIndex = -1;
  588. void InitForLimitBound()
  589. {
  590. Camera camera = Camera.main;
  591. _rangeRotateX = camera.fieldOfView / 2;
  592. float _screenWidthHalf = Screen.width / 2f;
  593. _screenHeightHalf = Screen.height / 2f;
  594. _screenNormal = _screenHeightHalf / Mathf.Tan(_rangeRotateX / 180f * Mathf.PI);
  595. _rangeRotateY = Mathf.Atan(_screenWidthHalf / _screenNormal) / Mathf.PI * 180f;
  596. }
  597. public Vector3 LimitAngles(Vector3 angles)
  598. {
  599. InitForLimitBound();
  600. Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
  601. //Unity默认范围(0,360)格式化为自定义范围(-180,180)
  602. angles.y = angles.y > 180 ? angles.y - 360 : angles.y;
  603. angles.x = angles.x > 180 ? angles.x - 360 : angles.x;
  604. //记录原来的角度
  605. float angleY = angles.y;
  606. float angleX = angles.x;
  607. //返回限制边界后的角度
  608. angles.y = Mathf.Clamp(angleY, -_rangeRotateY + (offset.y - 360), _rangeRotateY + (offset.y - 360));
  609. float rayLen = _screenNormal / Mathf.Cos(Mathf.Abs(angles.y) / 180 * Mathf.PI);
  610. float maxRangeRotateX = Mathf.Atan(_screenHeightHalf / rayLen) / Mathf.PI * 180f - offset.x;
  611. if (isOver)
  612. {
  613. if (angleX < -15f)
  614. {
  615. angles.x = -15f;
  616. }
  617. else if (angleX > 45f)
  618. {
  619. angles.x = 45f;
  620. }
  621. }
  622. else
  623. {
  624. if (Mathf.Abs(angleX) > Mathf.Abs(30f)) angles.x = 30f * (angleX > 0 ? 1 : -1);
  625. }
  626. if (angles.y < -_rangeRotateY + (offset.y - 360) + 0.5f)
  627. {
  628. outBoundIndex = 0;
  629. }
  630. else if (angles.y > _rangeRotateY + (offset.y - 360) - 0.5f)
  631. {
  632. outBoundIndex = 1;
  633. }
  634. else if (angles.x < -30f + 0.5f)
  635. {
  636. outBoundIndex = 2;
  637. }
  638. else if (angles.x > 30f - 0.5f)
  639. {
  640. outBoundIndex = 3;
  641. }
  642. else
  643. {
  644. outBoundIndex = -1;
  645. }
  646. return angles;
  647. }
  648. #endregion
  649. }
  650. }