GeneratingTarget.cs 19 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. //int tempScore = 0;
  299. private void Update()
  300. {
  301. //if (reloadTime > 0)
  302. //{
  303. // reloadTime -= Time.deltaTime;
  304. // if (reloadTime <= 0)
  305. // Reload();
  306. //}
  307. #if UNITY_EDITOR
  308. if (Input.GetMouseButtonDown(0))
  309. {
  310. shootingEvent.OnPositionUpdate(Input.mousePosition);
  311. Shooting(true);
  312. }
  313. if (Input.GetKeyDown(KeyCode.W))
  314. {
  315. countDownTime = 0;
  316. }
  317. if (Input.GetKeyDown(KeyCode.R))
  318. {
  319. UIManager._ins.Reload();
  320. }
  321. //if (Input.GetKeyDown(KeyCode.T))
  322. //{
  323. // GameOverGrade(tempScore);
  324. // tempScore += 10;
  325. //}
  326. #endif
  327. if (isbegin)
  328. {
  329. if (canEnterNextOrder)//靶子全消失了 开始走序列休息时间
  330. {
  331. if (nextOrderWaitTime <= 0)
  332. {
  333. //开始下一序列
  334. TriggerRandomEvent();
  335. }
  336. nextOrderWaitTime -= Time.deltaTime;
  337. }
  338. //游戏倒计时
  339. if (countDownTime <= 0)
  340. {
  341. //游戏时间到了 结束
  342. GameEnd();
  343. }
  344. else
  345. {
  346. countDownTime -= Time.deltaTime;
  347. var timeInt = Mathf.CeilToInt(countDownTime);
  348. if(timeInt != countDownTimeCache)
  349. {
  350. countDownTimeCache = timeInt;
  351. UpdateCountDown(countDownTimeCache);
  352. }
  353. imgSlider.fillAmount = countDownTime / (float)LvCfg.TotalTime;
  354. }
  355. if (curMoveCtrl != null && curMoveCtrl is IUpdate)
  356. {
  357. (curMoveCtrl as IUpdate).Update();
  358. }
  359. }
  360. }
  361. private void UpdateCountDown(int value)
  362. {
  363. countDownUI.text = $"{value}";
  364. }
  365. private void GameEnd()
  366. {
  367. stop = true;
  368. GameOver.SetActive(true);
  369. GameOverGrade(score);
  370. isbegin = false;
  371. countDownTimeCache = 0;
  372. //游戏结束上传分数
  373. onUploadScore();
  374. }
  375. /// <summary>
  376. /// 下一轮
  377. /// </summary>
  378. void TriggerRandomEvent()
  379. {
  380. canEnterNextOrder = false;
  381. Debug.Log($"新一轮创建 curOrderIdx={curOrderIdx}");
  382. if (LvCfg.orders.Length > curOrderIdx)
  383. {
  384. orderCfg = LvCfg.orders[curOrderIdx];
  385. CreateTargets();
  386. curOrderIdx++;
  387. }
  388. else
  389. GameEnd();
  390. }
  391. Dictionary<MoveType, Move> movesCtrl = new Dictionary<MoveType, Move>()
  392. {
  393. [MoveType.Stay] = new Stay(),
  394. [MoveType.VET] = new VET(),
  395. [MoveType.ROT] = new ROT(),
  396. [MoveType.W] = new W(),
  397. [MoveType.W2] = new W2(),
  398. [MoveType.RelativeHor] = new RelativeHor(),
  399. [MoveType.RelativeVet] = new RelativeVet(),
  400. [MoveType.HOR] = new HOR(),
  401. [MoveType.Diagonal] = new Diagonal(),
  402. [MoveType.LeftToRight] = new LeftToRight(),
  403. [MoveType.RightToLeft] = new RightToLeft(),
  404. };
  405. private Move curMoveCtrl;
  406. /// <summary>
  407. /// 创建当前轮靶子
  408. /// </summary>
  409. private void CreateTargets()
  410. {
  411. var createCount = orderCfg.Big + orderCfg.Middle + orderCfg.Small;
  412. Debug.Log($"创建数量 Big={orderCfg.Big} Middle={orderCfg.Middle} Small={orderCfg.Small}");
  413. tragetLeftNum = createCount;
  414. List<SpineAnimationLoader> gos = new List<SpineAnimationLoader>();
  415. for (int i = 0; i < createCount; i++)
  416. {
  417. var go = Instantiate(target, tp);
  418. var targetIns = go.GetComponent<SpineAnimationLoader>();
  419. if(i < orderCfg.Big)
  420. targetIns.Init(0.8f * 0.732f, orderCfg, OnTargetDestory);
  421. else if (i < orderCfg.Big + orderCfg.Middle)
  422. targetIns.Init(0.5f * 0.692f, orderCfg, OnTargetDestory);
  423. else
  424. targetIns.Init(0.3f * 0.733f, orderCfg, OnTargetDestory);
  425. go.SetActive(true);
  426. gos.Add(targetIns);
  427. }
  428. movesCtrl.TryGetValue(orderCfg.MoveType, out curMoveCtrl);
  429. if (curMoveCtrl == null)
  430. curMoveCtrl = movesCtrl[MoveType.Stay];
  431. curMoveCtrl.SetGo(gos);
  432. }
  433. /// <summary>
  434. /// 靶子被射击或者到时间销毁
  435. /// </summary>
  436. private void OnTargetDestory()
  437. {
  438. tragetLeftNum--;
  439. if (tragetLeftNum <= 0)
  440. {
  441. curMoveCtrl = null;
  442. Debug.Log("当前轮结束");
  443. canEnterNextOrder = true;
  444. //重置休息时间
  445. nextOrderWaitTime = orderCfg.WaitTime;
  446. }
  447. }
  448. public void ShowScore()
  449. {
  450. //font.Text = score;
  451. TopScore.text = score.ToString().PadLeft(3, '0');
  452. }
  453. public Score scoreSprite;
  454. public void ShowScoreCom(int score, Vector3 pos, Vector2 scorepos, Transform tf, int posIdx)
  455. {
  456. Debug.Log($"得分 score{score}");
  457. if (score >= 6)
  458. {
  459. var go = GameObject.Instantiate(scoreCom, pos, Quaternion.identity, _canvasRectTransform);
  460. go.gameObject.SetActive(true);
  461. go.transform.localScale = Vector3.one * 0.55f;
  462. go.ShowScore(score, scorepos);
  463. }
  464. else
  465. {
  466. var go = GameObject.Instantiate(scoreCom1, tf.position, Quaternion.identity, _canvasRectTransform);
  467. go.gameObject.SetActive(true);
  468. var halfRadius = 547f * 0.5f;
  469. var offest = tf.localScale.x * halfRadius + 80f;
  470. var x = (posIdx == 1 || posIdx == 2) ? offest : -offest;
  471. var y = (posIdx == 1 || posIdx == 4) ? offest : -offest;
  472. go.ShowScore(score, new Vector3(x, y, 0));
  473. }
  474. }
  475. public void ShowMiss(Vector3 position)
  476. {
  477. Debug.LogWarning("MISS");
  478. if (stop)
  479. return;
  480. var go = GameObject.Instantiate(Miss, position, Quaternion.identity, tp);//_canvasRectTransform
  481. go.AddComponent<CountDown>().time = 5f;
  482. go.transform.SetAsFirstSibling();
  483. go.SetActive(true);
  484. }
  485. public void GameOverGrade(int score)
  486. {
  487. hitCountUI.text = hitCount.ToString();
  488. var bulletUse = bulletCount - font.Clip;
  489. clipsizeUI.text = bulletUse.ToString();
  490. float rate = 0;
  491. if (hitCount != 0)
  492. rate = (float)hitCount / (float)bulletUse;
  493. if(rate == 0)
  494. {
  495. rate = 0;
  496. }
  497. shootRate.text = string.Format("{0:P0}", rate);
  498. font.Text = score;
  499. var maxScore = 0;
  500. foreach (var item in LvCfg.orders)
  501. {
  502. maxScore += item.Big + item.Middle + item.Small;
  503. }
  504. maxScore *= 10;
  505. var percent = (float)score / (float)maxScore * 100f;
  506. Debug.Log($"得分比例:{percent} score={score} maxScore={maxScore}");
  507. var index = Mathf.CeilToInt(percent / 10) - 1;
  508. if (index < 0) index = 0;
  509. grade.sprite = TextAutoLanguage2.GetLanguage() == LanguageEnum.Chinese ? ScoreLevel[index]: EnScoreLevel[index];
  510. grade.SetNativeSize();
  511. RectTransform rectTransform = grade.GetComponent<RectTransform>();
  512. rectTransform.anchoredPosition = TextAutoLanguage2.GetLanguage() == LanguageEnum.Chinese ? new Vector3(-152, 15, 1) : new Vector3(-144, 15, 1);
  513. rectTransform.localScale = TextAutoLanguage2.GetLanguage() == LanguageEnum.Chinese ? new Vector3(0.55f, 0.55f, 1) : new Vector3(0.25f, 0.25f, 1);
  514. //
  515. }
  516. public void Restart(int index)
  517. {
  518. string name = "";
  519. if (index == 0)
  520. name = "Hyperspace01";
  521. else if (index == 1)
  522. name = "Hyperspace02";
  523. else if (index == 2)
  524. name = "Hyperspace03";
  525. SceneManager.LoadScene(name);
  526. }
  527. //public void SetTarget(int index)
  528. //{
  529. // goodImage.sprite = font.sprites[index];
  530. // good.SetActive(true);
  531. //}
  532. //public void SetGreat(int index)
  533. //{
  534. // greatImage.sprite = font.sprites[index];
  535. // gaeat.SetActive(true);
  536. //}
  537. /// <summary>
  538. /// 弹夹分离
  539. /// </summary>
  540. public void OnSeparation()
  541. {
  542. unload = true;
  543. clipsize = 0;
  544. bulletCount -= font.Clip;
  545. font.Clip = clipsize;
  546. }
  547. /// <summary>
  548. /// 弹夹上膛
  549. /// </summary>
  550. public void OnLoading()
  551. {
  552. unload = false;
  553. Reload();
  554. }
  555. #region 新增 UIManager 和 TargetObject2D
  556. private GameObject uiManagerInstance;
  557. private GameObject targetObject2D;
  558. // 动态加载并生成 UIManager
  559. public void CreateUIManager()
  560. {
  561. GameObject uiManagerPrefab = Resources.Load<GameObject>("UIManager"); // 从 Resources 中加载 UIManager 预制
  562. uiManagerInstance = Instantiate(uiManagerPrefab); // 实例化 UIManager
  563. //管理分数上传
  564. userGameAnalyse1 = UserGameAnalyse1.CreateWhenGameStartAndReturn(16);
  565. }
  566. //校准靶子
  567. public void CreateTargetObject2D() {
  568. GameObject targetObject2DPrefab = Resources.Load<GameObject>("TargetObject2D");
  569. targetObject2D = Instantiate(targetObject2DPrefab, UI);
  570. }
  571. // 销毁 UIManager 实例
  572. public void DestroyUIManager()
  573. {
  574. if (UIManager._ins != null)
  575. {
  576. Destroy(UIManager._ins.gameObject); // 销毁 UIManager 实例
  577. uiManagerInstance = null;
  578. }
  579. }
  580. /// <summary>
  581. /// 射击次数
  582. /// </summary>
  583. /// <param name="count"></param>
  584. public void onShootCount(int count)
  585. {
  586. userGameAnalyse1.changeShootingCount(count);
  587. }
  588. /// <summary>
  589. /// 上传分数到服务器
  590. /// </summary>
  591. public void onUploadScore()
  592. {
  593. if (_score > 0)
  594. {
  595. Debug.Log("上传的积分为:" + _score);
  596. RankComp.Instance.uploadSinglePlayerGameRes(_score);
  597. _score = 0;
  598. }
  599. }
  600. #endregion
  601. }