| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720 |
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.EventSystems;
- using UnityEngine.UI;
- namespace WildAttack
- {
- /// <summary>
- /// 射击类型枚举
- /// </summary>
- public enum ShootTypeEnum
- {
- FixedScreen = 1,
- FixedCrossHair = 2,
- moreScreen = 3,// 超出范围 调整相机
- }
- /// <summary>
- /// 游戏管理器
- /// </summary>
- public class GameMananger : Singleton<GameMananger>
- {
- #region Members
- private int hp = 0;
- public int HP { get { return hp; } }
- private int hpMax = 0;
- public int HPMax { get { return hpMax; } }
- private int totalScore = 0;
- private int uploadScore = 0;
- public int TotalScore { get { return totalScore; } }
- public int barrelTriggerCount = 0;
- private ShootTypeEnum typeEnum = ShootTypeEnum.FixedScreen;
- // 原始旋转
- Vector3 originalBowRotation;
- // 弓箭旋转对应的对象 对弓箭的操作体现在这个obj上
- Transform CrossHairTrans;
- // 射箭速度
- private float smartBowSpeed;
- private float testSpeed;
- // 语言类型 配合csv
- private LanguageType languageType;
- public LanguageType Language { get { return languageType; } }
- // 相机初始旋转信息位置信息
- private Vector3 camOriEular;
- private Vector3 camOriPos;
- // 游戏结束时 相机目标点
- private Transform gameOverTrans;
- // 弓
- private Bow bow;
- // 城门动画控制
- private Animator wallAnim;
- // 特效
- private ParticleSystem addHpParticle;
- private ParticleSystem failParticle;
- private ParticleSystem victoryParticle;
- //触摸检测器
- JCUnityLib.TouchChecker touchChecker = new JCUnityLib.TouchChecker();
- UserGameAnalyse1 userGameAnalyse1;
- //游戏计算的分数只有射箭出来算
- bool bAddCountScore = false;
- #endregion
- #region Function
- public void Init(UserGameAnalyse1 _userGameAnalyse1)
- {
- userGameAnalyse1 = _userGameAnalyse1;
- camOriEular = Camera.main.transform.eulerAngles;
- camOriPos = Camera.main.transform.position;
- gameOverTrans = GameObject.Find("GameOver").transform;
- bow = GameObject.Find("Bow").GetComponent<Bow>();
- languageType = LanguageType.CH;
- if (TextAutoLanguage2.GetLanguage() == LanguageEnum.English) languageType = LanguageType.EN;
- CrossHairTrans = GameObject.Find("CrossHairTrans").transform;
- originalBowRotation = CrossHairTrans.eulerAngles;
- wallAnim = GameObject.Find("Wall").GetComponent<Animator>();
- hpMax = Mathf.FloorToInt(GameModule.GetInstance().GetData("wallHp"));
- hp = hpMax;
- totalScore = 0;
- uploadScore = 0;
- barrelTriggerCount = 0;
- //shootSpawn = GameModule.GetInstance().GetData("downTime");
- shootSpawn = 0;
- smartBowSpeed = GameModule.GetInstance().GetData("speedTimes");
- testSpeed = GameModule.GetInstance().GetData("testspeed");
- Transform particleTrans = GameObject.Find("finalPos/ParticleTrans").transform;
- addHpParticle = particleTrans.Find("addhp").GetChild(0).GetComponent<ParticleSystem>();
- failParticle = particleTrans.Find("fail").GetChild(0).GetComponent<ParticleSystem>();
- victoryParticle = particleTrans.Find("victory").GetChild(0).GetComponent<ParticleSystem>();
- Physics.autoSyncTransforms = true;
- InitForLimitBound();
- InitTouchChecker();
- }
- /// <summary>
- /// 射击类型相关接口
- /// </summary>
- /// <returns></returns>
- public ShootTypeEnum GetShootType()
- {
- return typeEnum;
- }
- public void SetShootType(ShootTypeEnum type)
- {
- this.typeEnum = type;
- if (this.typeEnum == ShootTypeEnum.FixedScreen)
- {
- bow.transform.Find("CameraParent").DetachChildren();
- GameObject.Find("UIBoxLeft").GetComponent<CanvasGroup>().blocksRaycasts = true;
- }
- else if (this.typeEnum == ShootTypeEnum.FixedCrossHair)
- {
- CrossHair.instance._rectTransform.anchoredPosition = new Vector2(0, 0);
- Camera.main.transform.SetParent(bow.transform.Find("CameraParent"));
- }
- else if (this.typeEnum == ShootTypeEnum.moreScreen)
- {
- bow.transform.Find("CameraParent").DetachChildren();
- GameObject.Find("UIBoxLeft").GetComponent<CanvasGroup>().blocksRaycasts = false;
- }
- }
- /// <summary>
- /// 游戏是否结束
- /// </summary>
- public bool isOver = false;
- /// <summary>
- /// 胜利失败
- /// </summary>
- public bool isWin;
- /// <summary>
- /// 游戏结束
- /// </summary>
- /// <param name="isWin"></param>
- public void GameOver(bool isWin)
- {
- isOver = true;
- // 血量回复
- this.hp = isWin ? hp : hpMax;
- this.isWin = isWin;
- // 城门对应动画
- wallAnim.SetBool(isWin ? "open" : "dead", true);
- AddScore(StagePropertyModule.GetInstance().GetData(1).score * (6 - barrelTriggerCount));
- // 特效
- if (isWin)
- {
- failParticle.Stop();
- victoryParticle.Play();
- }
- else
- {
- failParticle.Play();
- victoryParticle.Stop();
- // 失败时有城门破坏音效
- AudioSource ads = GameObject.Find("ProcessAudioSource").GetComponent<AudioSource>();
- ads.clip = Resources.Load<AudioClip>("Process/Broken");
- if (UserSettings.ins.openEffect) ads.Play();
- }
- if (CommonConfig.StandaloneModeOrPlatformB)
- {
- // uploadScore = 299;
- //设置一下需要上传排行榜的分数
- LocalRank.RankManager.SetCurrentScore((int)uploadScore);
- LocalRank.RankManager.CreateRankView(GlobalData.singlePlayerGameType, null);
- }
- //关卡结束时候触发
- OnUploadScore();
- // 调用其他管理类的GameOver
- ProcessManager.GetInstance().GameOver(false);
- if (!isWin) EnemyManager.GetInstance().GameOver();
- UIManager.GetInstance().HideMainPanel();
- }
- //荒野射击上传分数到服务器
- public void OnUploadScore() {
- if (uploadScore > 0)
- {
- //游戏结束上传一个分数
- Debug.Log("荒野射击上传的积分为:" + uploadScore);
- RankComp.Instance.uploadSinglePlayerGameRes(uploadScore);
- uploadScore = 0;
- }
- }
- /// <summary>
- /// 血量
- /// </summary>
- /// <param name="hp"></param>
- public void SubHp(int hp)
- {
- this.hp -= hp;
- UIManager.GetInstance().SubHp();
- if (this.hp <= 0)
- {
- GameOver(false);
- }
- }
- public void AddHp(int hp)
- {
- this.hp += hp;
- if (hp != (int)GameModule.GetInstance().GetData("wallHp"))
- {
- addHpParticle.Play();
- }
- if (this.hp > hpMax)
- {
- this.hp = hpMax;
- }
- // 血量重置
- if (hp == hpMax)
- {
- UIManager.GetInstance().ResetHpBar();
- }
- // ui更新血条
- UIManager.GetInstance().AddHp();
- }
- /// <summary>
- /// 计分
- /// </summary>
- /// <param name="score"></param>
- public void AddScore(int score)
- {
- //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
- if (!bAddCountScore) return;
- totalScore += score;
- //只记录一个上传的分数
- uploadScore += score;
- }
- public void SetScore(int score)
- {
- totalScore = score;
- barrelTriggerCount = 0;
- }
- // Update is called once per frame
- public void Update()
- {
- bow.gameObject.SetActive(!isOver);
- // BGM
- if (!Camera.main.GetComponent<AudioSource>().isPlaying)
- {
- if (UserSettings.ins.openBGM)
- Camera.main.GetComponent<AudioSource>().Play();
- }
- else {
- //如果正在播放
- if (!UserSettings.ins.openBGM)
- Camera.main.GetComponent<AudioSource>().Stop();
- }
- // 设计间隔
- if (shootSpawn > 0)
- {
- shootSpawn -= Time.deltaTime;
- }
- // unity调试用
- #if UNITY_EDITOR
- #region pc端操作
- if (Input.GetKeyDown(KeyCode.N))
- {
- AddHp(5);
- }
- if (Input.GetKeyDown(KeyCode.M))
- {
- SubHp(5);
- }
- if (Input.GetKeyDown(KeyCode.P))
- {
- foreach (var item in EnemyManager.GetInstance().enemyList)
- {
- item.Hitted(4, false);
- }
- }
- UpdateBowUnityEditor();
- if (Input.GetKeyDown(KeyCode.Space))
- {
- ShootOut(testSpeed);
- }
- if (Input.GetKeyDown(KeyCode.I))
- {
- GameOver(true);
- }
- if (Input.GetKeyDown(KeyCode.O))
- {
- GameOver(false);
- }
- #endregion
- #endif
- if (BowCamera.isTouchMode) touchChecker.Update();
- // 游戏结束后相机移动到对应位置
- if (isOver)
- {
- Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, gameOverTrans.position, 2 * Time.deltaTime);
- Camera.main.transform.eulerAngles = Vector3.Lerp(Camera.main.transform.eulerAngles, gameOverTrans.eulerAngles, 2 * Time.deltaTime);
- // 到达目标点显示ui
- if (Vector3.Distance(Camera.main.transform.position, gameOverTrans.position) < 0.01f)
- {
- UIManager.GetInstance().GameOver(isWin);
- InitForLimitBound();
- }
- }
- }
- /// <summary>
- /// ui检测
- /// </summary>
- /// <returns></returns>
- //private bool CheckCrossHairOverUI()
- //{
- // if (!isOver) return false;
- // EventSystem eventSystem = EventSystem.current;
- // PointerEventData pointerEventData = new PointerEventData(eventSystem);
- // // 获取准星pos 通过eventsystem检测下方是否有按钮
- // pointerEventData.position = new Vector3(UIManager.GetInstance().GetCrossHairPos().x, UIManager.GetInstance().GetCrossHairPos().y, 0);
- // //射线检测ui
- // List<RaycastResult> uiRaycastResultCache = new List<RaycastResult>();
- // eventSystem.RaycastAll(pointerEventData, uiRaycastResultCache);
- // if (uiRaycastResultCache.Count > 0)
- // {
- // // 是否有button
- // Button btn = uiRaycastResultCache[0].gameObject.GetComponent<Button>();
- // if (btn == null)
- // {
- // // 防止检测到button下的text (ui注意设置 button下text不要勾选raycast
- // btn = uiRaycastResultCache[0].gameObject.transform.GetComponentInParent<Button>();
- // if (btn == null)
- // {
- // return false;
- // }
- // }
- // btn.onClick.Invoke();
- // //Debug.Log("eventsystem 触发 + " + uiRaycastResultCache[0].gameObject.name);
- // return true;
- // }
- // else
- // {
- // return false;
- // }
- //}
- /// <summary>
- /// 初始化相机等
- /// </summary>
- public void ResetMainCamera()
- {
- isOver = false;
- InitForLimitBound();
- ResetAim();
- // 城门动画
- wallAnim.SetBool("dead", false);
- wallAnim.SetBool("open", false);
- // 特效
- failParticle.Stop();
- failParticle.Clear();
- victoryParticle.Stop();
- victoryParticle.Clear();
- // 相机
- Camera.main.transform.position = camOriPos;
- Camera.main.transform.eulerAngles = camOriEular;
- }
- /// <summary>
- /// pc端旋转弓
- /// </summary>
- private void UpdateBowUnityEditor()
- {
- // axis控制弓箭旋转
- if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
- float x = Input.GetAxis("Horizontal") / 2;
- float y = Input.GetAxis("Vertical") / 2;
- if (x != 0 || y != 0)
- {
- //CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - y, CrossHairTrans.eulerAngles.y + x, 0));
- //CrossHairTransRaycast();
- if (isOver)
- {
- CrossHairTrans.eulerAngles = LimitCrossHair(new Vector3(CrossHairTrans.eulerAngles.x - y, CrossHairTrans.eulerAngles.y + x, 0));
- }
- else
- {
- CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - y, CrossHairTrans.eulerAngles.y + x, 0));
- CrossHairTransRaycast();
- }
- }
- }
- /// <summary>
- /// 移动端用户触屏监听
- /// </summary>
- private void InitTouchChecker()
- {
- touchChecker.onMoved += delegate (Touch t, bool isOnUI)
- {
- if (isOnUI) return;
- if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
- Vector3 dis = t.rawPosition - t.deltaPosition;
- if (dis.x != 0 || dis.y != 0)
- {
- if (isOver)
- {
- CrossHairTrans.eulerAngles = LimitCrossHair(new Vector3(CrossHairTrans.eulerAngles.x - (t.deltaPosition.y * Time.deltaTime), CrossHairTrans.eulerAngles.y + (t.deltaPosition.x * Time.deltaTime), 0));
- }
- else
- {
- CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - (t.deltaPosition.y * Time.deltaTime), CrossHairTrans.eulerAngles.y + (t.deltaPosition.x * Time.deltaTime), 0));
- CrossHairTransRaycast();
- }
- }
- };
- touchChecker.onEnded += delegate (Touch t, bool isOnUI)
- {
- if (isOnUI) return;
- ShootOut(testSpeed);
- };
- }
- /// <summary>
- /// 归位
- /// </summary>
- public void ResetAim()
- {
- // 连接了弓 调用sdk
- if (SmartBowController.Instance && SmartBowController.Instance.IsBluetoothModuleInited())
- {
- CrossHairTrans.localRotation = Quaternion.Euler(Vector3.zero);
- bow.transform.localRotation = CrossHairTrans.localRotation;
- //红外设备校准偏离点
- InfraredDemo._ins?.OnClick_SetAdjustPointsOffset();
- }
- else
- {
- if (isOver)
- {
- CrossHairTrans.localEulerAngles = Vector3.zero;
- }
- else
- {
- CrossHairTrans.localEulerAngles = Vector3.zero;
- bow.transform.eulerAngles = CrossHairTrans.eulerAngles;
- }
- }
- }
- /// <summary>
- /// 最高分
- /// </summary>
- private int highScore;
- public void SetHighScore(int score)
- {
- highScore = score;
- }
- public int GetHighScore()
- {
- return highScore;
- }
- #endregion
- #region InfraredCamera
- public void OnScreenPointUpdate(Vector2 point)
- {
- //// 判断射击间隔
- //if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
- //Ray ray = Camera.main.ScreenPointToRay(point);
- //Vector3 rayEndPoint = ray.GetPoint(200);
- //Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
- //CrossHairTrans.rotation = quat;
- //CrossHairTransRaycast();
- // 确保 GameModule 和 downTime 的值是有效的
- var gameModule = GameModule.GetInstance();
- if (gameModule == null) { return; }
- // 判断射击间隔
- if (shootSpawn <= gameModule.GetData("downTime") && shootSpawn > 0) return;
- // 确保 Camera.main 是有效的
- Camera mainCamera = Camera.main;
- if (mainCamera == null){ return; }
- // 确保 CrossHairTrans 不为 null
- if (CrossHairTrans == null){return; }
- // 计算射线
- Ray ray = mainCamera.ScreenPointToRay(point);
- Vector3 rayEndPoint = ray.GetPoint(200);
- Quaternion quat = Quaternion.LookRotation(rayEndPoint - mainCamera.transform.position);
- // 更新十字准星
- CrossHairTrans.rotation = quat;
- // 进行射线检测
- CrossHairTransRaycast();
- }
- #endregion
- #region SmartBlueToothSDK
- public void OnRotationUpdate(Quaternion rotation)
- {
- if (CrossHairTrans == null) return;
- // 判断射击间隔
- if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
- // 旋转插值
- Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
- Vector3 newOffset = Vector3.zero;
- if (offset.x != 0)
- {
- newOffset.x = offset.x - 360f;
- }
- if (offset.y != 0)
- {
- newOffset.y = offset.y - 360f;
- }
- //Bow.Instance.transform.localRotation = rotation;
- float speed = 2f;
- Vector3 offsetEular = rotation.eulerAngles;
- // 真实旋转(弓箭sdk传回的参数有时为360有时为0
- offsetEular.x = offsetEular.x > 180 ? offsetEular.x - 360 : offsetEular.x;
- offsetEular.y = offsetEular.y > 180 ? offsetEular.y - 360 : offsetEular.y;
- offsetEular = new Vector3(offsetEular.x * speed, offsetEular.y * speed, offsetEular.z * speed) + newOffset;
- // 检测超出屏幕
- if (isOver)
- {
- CrossHairTrans.eulerAngles = LimitCrossHair(offsetEular);
- }
- else
- {
- CrossHairTrans.eulerAngles = LimitAngles(offsetEular);
- CrossHairTransRaycast();
- }
- }
- public Vector3 hitPoint;
- /// <summary>
- /// 射线检测指向点 用于同步弓旋转
- /// </summary>
- /// <returns></returns>
- Vector3 CrossHairTransRaycast()
- {
- Ray ray = new Ray(CrossHairTrans.position, CrossHairTrans.forward);
- RaycastHit hitInfo;
- if (Physics.Raycast(ray, out hitInfo, 100, ~1 << LayerMask.NameToLayer("Plane")))
- {
- hitPoint = hitInfo.point;
- }
- else hitPoint = CrossHairTrans.position + CrossHairTrans.forward * 100f;
- bow.transform.LookAt(hitPoint);
- Physics.SyncTransforms();
- return hitPoint;
- }
- public Vector3 LimitCrossHair(Vector3 angles)
- {
- Vector3 viewPos = Camera.main.WorldToViewportPoint(CrossHairTransRaycast());
- if (viewPos.x > 0 && viewPos.x < 1 && viewPos.y > 0 && viewPos.y < 1)
- {
- }
- else
- {
- if (viewPos.x < 0)
- {
- angles.y += 1f;
- }
- else if (viewPos.x > 1)
- {
- angles.y -= 1f;
- }
- if (viewPos.y < 0)
- {
- angles.x -= 1f;
- }
- else if (viewPos.y > 1)
- {
- angles.x += 1f;
- }
- }
- return angles;
- }
- private float shootSpawn = 0;
- /// <summary>
- /// 射箭监听
- /// </summary>
- /// <param name="speed"></param>
- public void OnModuleShooting(float speed)
- {
- // speed区间 7~20?
- // 在这里判断是否和ui交互? 优先判断ui 不是ui再射箭
- ShootOut(speed * smartBowSpeed,true);
- //Debug.Log("OnModuleShooting:"+speed);
- //TipText.Show((speed * smartBowSpeed).ToString());
- // 角度 OnRotationUpdate
- }
- void ShootOut(float speed,bool bAddCount = false)
- {
- if (isOver) return;
- //根据射箭状态赋值
- bAddCountScore = bAddCount;
- if (bAddCount)userGameAnalyse1.changeShootingCount(1);
- bow.Shoot(speed);
- }
- public void SetShootSpawn(float spawn)
- {
- shootSpawn = spawn;
- }
- #endregion
- #region 限制其显示范围不超出屏幕
- private float _screenHeightHalf;
- private float _screenNormal;
- private float _rangeRotateY;
- private float _rangeRotateX;
- /// <summary>
- /// 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;)
- /// </summary>
- public int outBoundIndex = -1;
- void InitForLimitBound()
- {
- Camera camera = Camera.main;
- _rangeRotateX = camera.fieldOfView / 2;
- float _screenWidthHalf = Screen.width / 2f;
- _screenHeightHalf = Screen.height / 2f;
- _screenNormal = _screenHeightHalf / Mathf.Tan(_rangeRotateX / 180f * Mathf.PI);
- _rangeRotateY = Mathf.Atan(_screenWidthHalf / _screenNormal) / Mathf.PI * 180f;
- }
- public Vector3 LimitAngles(Vector3 angles)
- {
- InitForLimitBound();
- Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
- //Unity默认范围(0,360)格式化为自定义范围(-180,180)
- angles.y = angles.y > 180 ? angles.y - 360 : angles.y;
- angles.x = angles.x > 180 ? angles.x - 360 : angles.x;
- //记录原来的角度
- float angleY = angles.y;
- float angleX = angles.x;
- //返回限制边界后的角度
- angles.y = Mathf.Clamp(angleY, -_rangeRotateY + (offset.y - 360), _rangeRotateY + (offset.y - 360));
- float rayLen = _screenNormal / Mathf.Cos(Mathf.Abs(angles.y) / 180 * Mathf.PI);
- float maxRangeRotateX = Mathf.Atan(_screenHeightHalf / rayLen) / Mathf.PI * 180f - offset.x;
- if (isOver)
- {
- if (angleX < -15f)
- {
- angles.x = -15f;
- }
- else if (angleX > 45f)
- {
- angles.x = 45f;
- }
- }
- else
- {
- if (Mathf.Abs(angleX) > Mathf.Abs(30f)) angles.x = 30f * (angleX > 0 ? 1 : -1);
- }
- if (angles.y < -_rangeRotateY + (offset.y - 360) + 0.5f)
- {
- outBoundIndex = 0;
- }
- else if (angles.y > _rangeRotateY + (offset.y - 360) - 0.5f)
- {
- outBoundIndex = 1;
- }
- else if (angles.x < -30f + 0.5f)
- {
- outBoundIndex = 2;
- }
- else if (angles.x > 30f - 0.5f)
- {
- outBoundIndex = 3;
- }
- else
- {
- outBoundIndex = -1;
- }
- return angles;
- }
- #endregion
- }
- }
|