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. //是否关闭背景音效
  154. if (!UserSettings.ins.openBGM) {
  155. AudioSource bgm = GetComponent<AudioSource>();
  156. bgm.Stop();
  157. }
  158. }
  159. public void OnRestart()
  160. {
  161. Restart(Index);
  162. }
  163. public void OnBtnNext()
  164. {
  165. Restart(Index + 1);
  166. }
  167. public void OnBtnLast()
  168. {
  169. //Restart(Index - 1);
  170. onUploadScore();
  171. ////结束游戏页面
  172. //userGameAnalyse1.UploadData(true);
  173. //userGameAnalyse1.onResetOverlayData();
  174. //SceneManager.LoadScene("Home", LoadSceneMode.Single);
  175. //结束游戏页面
  176. userGameAnalyse1.showResultView(() =>
  177. {
  178. gm = null;
  179. SceneManager.LoadScene("Home", LoadSceneMode.Single);
  180. });
  181. }
  182. void Start()
  183. {
  184. if (ShootCheck.ins.bluetoothDeviceStatus == BluetoothDeviceStatus.MagazineLoading)
  185. OnLoading();
  186. else
  187. OnSeparation();
  188. //Screen.SetResolution(1280, 720, false); // 设置分辨率为1920x1080,‌并设置为全屏模式
  189. Invoke("GameStart", 4);
  190. Game1();
  191. Invoke("Game2", 1);
  192. Invoke("Game3", 2);
  193. var canvases = FindObjectsByType<Canvas>(FindObjectsSortMode.InstanceID);
  194. foreach (var canvas in canvases)
  195. {
  196. if (canvas.name == "Canvas")
  197. {
  198. _canvasRectTransform = canvas.GetComponent<RectTransform>();
  199. break;
  200. }
  201. }
  202. //靶子默认状态
  203. var show = UIManager._ins.GetArrowBtnState();
  204. var arrow = shootingEvent.GetComponent<Image>();
  205. var color = arrow.color;
  206. if (show)
  207. color.a = 1;
  208. else
  209. color.a = 0;
  210. arrow.color = color;
  211. UIManager._ins.ShowQuit();
  212. }
  213. public void OpenSelectLevel()
  214. {
  215. SelectLv.SetActive(true);
  216. }
  217. public Vector2 GetCanvasSize()
  218. {
  219. return _canvasRectTransform.sizeDelta;
  220. }
  221. void Game1()
  222. {
  223. gameSatrtSound.clip = gameSatrtClips[0];
  224. if (UserSettings.ins.openEffect) gameSatrtSound.Play();
  225. }
  226. void Game2()
  227. {
  228. gameSatrtSound.clip = gameSatrtClips[1];
  229. if (UserSettings.ins.openEffect) gameSatrtSound.Play();
  230. }
  231. void Game3()
  232. {
  233. gameSatrtSound.clip = gameSatrtClips[2];
  234. if (UserSettings.ins.openEffect) gameSatrtSound.Play();
  235. }
  236. void GameStart()
  237. {
  238. isbegin = true;
  239. }
  240. private float reloadTime = 0;
  241. private void Reload(bool delay = false)
  242. {
  243. if (delay)
  244. {
  245. reloadTime = 3f;
  246. }
  247. else
  248. {
  249. clipsize = BulletCount;
  250. bulletCount -= font.Clip;
  251. bulletCount += clipsize;
  252. font.Clip = clipsize;
  253. bulletNull.SetActive(false);
  254. for (int i = 0; i < bulletImages.Length; i++)
  255. {
  256. bulletImages[i].SetActive(true);
  257. }
  258. }
  259. }
  260. public bool Reloading()
  261. {
  262. return unload;
  263. //return reloadTime > 0;
  264. }
  265. float _lastShootTime = 0;
  266. /// <summary>
  267. /// 射击
  268. /// </summary>
  269. /// <param name="bAddCount">是否是有效射箭</param>
  270. public void Shooting(bool bAddCount = false)
  271. {
  272. //加个间隔
  273. if (Time.realtimeSinceStartup - _lastShootTime < 0.5f) return;
  274. _lastShootTime = Time.realtimeSinceStartup;
  275. bAddCountScore = bAddCount;
  276. DoShoot();
  277. }
  278. private void DoShoot()
  279. {
  280. if (shootingEvent.ShootUIBtn())
  281. return;
  282. if (unload || clipsize <= 0)
  283. {
  284. Debug.Log("卸了弹夹 或者 没子弹了!");
  285. //没有子弹的声音
  286. //ShootingSound.Play();
  287. bulletImages[0].SetActive(false);
  288. bulletNull.SetActive(true);
  289. return;
  290. }
  291. else
  292. {
  293. //正常发射的声音
  294. if (UserSettings.ins.openEffect) ShootingSound.Play();
  295. }
  296. clipsize--;
  297. if (clipsize <= 0)
  298. {
  299. //Reload(true);//不自动装弹
  300. }
  301. font.Clip = clipsize;
  302. bulletImages[clipsize].SetActive(false);
  303. shootingEvent.OnShooting();
  304. }
  305. //int tempScore = 0;
  306. private void Update()
  307. {
  308. //if (reloadTime > 0)
  309. //{
  310. // reloadTime -= Time.deltaTime;
  311. // if (reloadTime <= 0)
  312. // Reload();
  313. //}
  314. #if UNITY_EDITOR
  315. if (Input.GetMouseButtonDown(0))
  316. {
  317. shootingEvent.OnPositionUpdate(Input.mousePosition);
  318. Shooting(true);
  319. }
  320. if (Input.GetKeyDown(KeyCode.W))
  321. {
  322. countDownTime = 0;
  323. }
  324. if (Input.GetKeyDown(KeyCode.R))
  325. {
  326. UIManager._ins.Reload();
  327. }
  328. //if (Input.GetKeyDown(KeyCode.T))
  329. //{
  330. // GameOverGrade(tempScore);
  331. // tempScore += 10;
  332. //}
  333. #endif
  334. if (isbegin)
  335. {
  336. if (canEnterNextOrder)//靶子全消失了 开始走序列休息时间
  337. {
  338. if (nextOrderWaitTime <= 0)
  339. {
  340. //开始下一序列
  341. TriggerRandomEvent();
  342. }
  343. nextOrderWaitTime -= Time.deltaTime;
  344. }
  345. //游戏倒计时
  346. if (countDownTime <= 0)
  347. {
  348. //游戏时间到了 结束
  349. GameEnd();
  350. }
  351. else
  352. {
  353. countDownTime -= Time.deltaTime;
  354. var timeInt = Mathf.CeilToInt(countDownTime);
  355. if(timeInt != countDownTimeCache)
  356. {
  357. countDownTimeCache = timeInt;
  358. UpdateCountDown(countDownTimeCache);
  359. }
  360. imgSlider.fillAmount = countDownTime / (float)LvCfg.TotalTime;
  361. }
  362. if (curMoveCtrl != null && curMoveCtrl is IUpdate)
  363. {
  364. (curMoveCtrl as IUpdate).Update();
  365. }
  366. }
  367. }
  368. private void UpdateCountDown(int value)
  369. {
  370. countDownUI.text = $"{value}";
  371. }
  372. private void GameEnd()
  373. {
  374. stop = true;
  375. GameOver.SetActive(true);
  376. GameOverGrade(score);
  377. isbegin = false;
  378. countDownTimeCache = 0;
  379. //游戏结束上传分数
  380. onUploadScore();
  381. }
  382. /// <summary>
  383. /// 下一轮
  384. /// </summary>
  385. void TriggerRandomEvent()
  386. {
  387. canEnterNextOrder = false;
  388. Debug.Log($"新一轮创建 curOrderIdx={curOrderIdx}");
  389. if (LvCfg.orders.Length > curOrderIdx)
  390. {
  391. orderCfg = LvCfg.orders[curOrderIdx];
  392. CreateTargets();
  393. curOrderIdx++;
  394. }
  395. else
  396. GameEnd();
  397. }
  398. Dictionary<MoveType, Move> movesCtrl = new Dictionary<MoveType, Move>()
  399. {
  400. [MoveType.Stay] = new Stay(),
  401. [MoveType.VET] = new VET(),
  402. [MoveType.ROT] = new ROT(),
  403. [MoveType.W] = new W(),
  404. [MoveType.W2] = new W2(),
  405. [MoveType.RelativeHor] = new RelativeHor(),
  406. [MoveType.RelativeVet] = new RelativeVet(),
  407. [MoveType.HOR] = new HOR(),
  408. [MoveType.Diagonal] = new Diagonal(),
  409. [MoveType.LeftToRight] = new LeftToRight(),
  410. [MoveType.RightToLeft] = new RightToLeft(),
  411. };
  412. private Move curMoveCtrl;
  413. /// <summary>
  414. /// 创建当前轮靶子
  415. /// </summary>
  416. private void CreateTargets()
  417. {
  418. var createCount = orderCfg.Big + orderCfg.Middle + orderCfg.Small;
  419. Debug.Log($"创建数量 Big={orderCfg.Big} Middle={orderCfg.Middle} Small={orderCfg.Small}");
  420. tragetLeftNum = createCount;
  421. List<SpineAnimationLoader> gos = new List<SpineAnimationLoader>();
  422. for (int i = 0; i < createCount; i++)
  423. {
  424. var go = Instantiate(target, tp);
  425. var targetIns = go.GetComponent<SpineAnimationLoader>();
  426. if(i < orderCfg.Big)
  427. targetIns.Init(0.8f * 0.732f, orderCfg, OnTargetDestory);
  428. else if (i < orderCfg.Big + orderCfg.Middle)
  429. targetIns.Init(0.5f * 0.692f, orderCfg, OnTargetDestory);
  430. else
  431. targetIns.Init(0.3f * 0.733f, orderCfg, OnTargetDestory);
  432. go.SetActive(true);
  433. gos.Add(targetIns);
  434. }
  435. movesCtrl.TryGetValue(orderCfg.MoveType, out curMoveCtrl);
  436. if (curMoveCtrl == null)
  437. curMoveCtrl = movesCtrl[MoveType.Stay];
  438. curMoveCtrl.SetGo(gos);
  439. }
  440. /// <summary>
  441. /// 靶子被射击或者到时间销毁
  442. /// </summary>
  443. private void OnTargetDestory()
  444. {
  445. tragetLeftNum--;
  446. if (tragetLeftNum <= 0)
  447. {
  448. curMoveCtrl = null;
  449. Debug.Log("当前轮结束");
  450. canEnterNextOrder = true;
  451. //重置休息时间
  452. nextOrderWaitTime = orderCfg.WaitTime;
  453. }
  454. }
  455. public void ShowScore()
  456. {
  457. //font.Text = score;
  458. TopScore.text = score.ToString().PadLeft(3, '0');
  459. }
  460. public Score scoreSprite;
  461. public void ShowScoreCom(int score, Vector3 pos, Vector2 scorepos, Transform tf, int posIdx)
  462. {
  463. Debug.Log($"得分 score{score}");
  464. if (score >= 6)
  465. {
  466. var go = GameObject.Instantiate(scoreCom, pos, Quaternion.identity, _canvasRectTransform);
  467. go.gameObject.SetActive(true);
  468. go.transform.localScale = Vector3.one * 0.55f;
  469. go.ShowScore(score, scorepos);
  470. }
  471. else
  472. {
  473. var go = GameObject.Instantiate(scoreCom1, tf.position, Quaternion.identity, _canvasRectTransform);
  474. go.gameObject.SetActive(true);
  475. var halfRadius = 547f * 0.5f;
  476. var offest = tf.localScale.x * halfRadius + 80f;
  477. var x = (posIdx == 1 || posIdx == 2) ? offest : -offest;
  478. var y = (posIdx == 1 || posIdx == 4) ? offest : -offest;
  479. go.ShowScore(score, new Vector3(x, y, 0));
  480. }
  481. }
  482. public void ShowMiss(Vector3 position)
  483. {
  484. Debug.LogWarning("MISS");
  485. if (stop)
  486. return;
  487. var go = GameObject.Instantiate(Miss, position, Quaternion.identity, tp);//_canvasRectTransform
  488. go.AddComponent<CountDown>().time = 5f;
  489. go.transform.SetAsFirstSibling();
  490. go.SetActive(true);
  491. }
  492. public void GameOverGrade(int score)
  493. {
  494. hitCountUI.text = hitCount.ToString();
  495. var bulletUse = bulletCount - font.Clip;
  496. clipsizeUI.text = bulletUse.ToString();
  497. float rate = 0;
  498. if (hitCount != 0)
  499. rate = (float)hitCount / (float)bulletUse;
  500. if(rate == 0)
  501. {
  502. rate = 0;
  503. }
  504. shootRate.text = string.Format("{0:P0}", rate);
  505. font.Text = score;
  506. var maxScore = 0;
  507. foreach (var item in LvCfg.orders)
  508. {
  509. maxScore += item.Big + item.Middle + item.Small;
  510. }
  511. maxScore *= 10;
  512. var percent = (float)score / (float)maxScore * 100f;
  513. Debug.Log($"得分比例:{percent} score={score} maxScore={maxScore}");
  514. var index = Mathf.CeilToInt(percent / 10) - 1;
  515. if (index < 0) index = 0;
  516. grade.sprite = TextAutoLanguage2.GetLanguage() == LanguageEnum.Chinese ? ScoreLevel[index]: EnScoreLevel[index];
  517. grade.SetNativeSize();
  518. RectTransform rectTransform = grade.GetComponent<RectTransform>();
  519. rectTransform.anchoredPosition = TextAutoLanguage2.GetLanguage() == LanguageEnum.Chinese ? new Vector3(-152, 15, 1) : new Vector3(-144, 15, 1);
  520. rectTransform.localScale = TextAutoLanguage2.GetLanguage() == LanguageEnum.Chinese ? new Vector3(0.55f, 0.55f, 1) : new Vector3(0.25f, 0.25f, 1);
  521. //
  522. }
  523. public void Restart(int index)
  524. {
  525. string name = "";
  526. if (index == 0)
  527. name = "Hyperspace01";
  528. else if (index == 1)
  529. name = "Hyperspace02";
  530. else if (index == 2)
  531. name = "Hyperspace03";
  532. SceneManager.LoadScene(name);
  533. }
  534. //public void SetTarget(int index)
  535. //{
  536. // goodImage.sprite = font.sprites[index];
  537. // good.SetActive(true);
  538. //}
  539. //public void SetGreat(int index)
  540. //{
  541. // greatImage.sprite = font.sprites[index];
  542. // gaeat.SetActive(true);
  543. //}
  544. /// <summary>
  545. /// 弹夹分离
  546. /// </summary>
  547. public void OnSeparation()
  548. {
  549. unload = true;
  550. clipsize = 0;
  551. bulletCount -= font.Clip;
  552. font.Clip = clipsize;
  553. }
  554. /// <summary>
  555. /// 弹夹上膛
  556. /// </summary>
  557. public void OnLoading()
  558. {
  559. unload = false;
  560. Reload();
  561. }
  562. #region 新增 UIManager 和 TargetObject2D
  563. private GameObject uiManagerInstance;
  564. private GameObject targetObject2D;
  565. // 动态加载并生成 UIManager
  566. public void CreateUIManager()
  567. {
  568. GameObject uiManagerPrefab = Resources.Load<GameObject>("UIManager"); // 从 Resources 中加载 UIManager 预制
  569. uiManagerInstance = Instantiate(uiManagerPrefab); // 实例化 UIManager
  570. //管理分数上传
  571. userGameAnalyse1 = UserGameAnalyse1.CreateWhenGameStartAndReturn(16);
  572. }
  573. //校准靶子
  574. public void CreateTargetObject2D() {
  575. GameObject targetObject2DPrefab = Resources.Load<GameObject>("TargetObject2D");
  576. targetObject2D = Instantiate(targetObject2DPrefab, UI);
  577. }
  578. // 销毁 UIManager 实例
  579. public void DestroyUIManager()
  580. {
  581. if (UIManager._ins != null)
  582. {
  583. Destroy(UIManager._ins.gameObject); // 销毁 UIManager 实例
  584. uiManagerInstance = null;
  585. }
  586. }
  587. /// <summary>
  588. /// 射击次数
  589. /// </summary>
  590. /// <param name="count"></param>
  591. public void onShootCount(int count)
  592. {
  593. userGameAnalyse1.changeShootingCount(count);
  594. }
  595. /// <summary>
  596. /// 上传分数到服务器
  597. /// </summary>
  598. public void onUploadScore()
  599. {
  600. if (_score > 0)
  601. {
  602. Debug.Log("上传的积分为:" + _score);
  603. RankComp.Instance.uploadSinglePlayerGameRes(_score);
  604. _score = 0;
  605. }
  606. }
  607. #endregion
  608. }