GameMananger.cs 30 KB

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  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. /// 当前玩家的类型
  19. /// </summary>
  20. public enum PlayerTypeEnum {
  21. First = 0,//玩家1
  22. Second = 1 //玩家2
  23. }
  24. /// <summary>
  25. /// 塔防游戏类型
  26. /// </summary>
  27. public enum GameTypeEnum
  28. {
  29. SinglePlayer = 0, // 单人模式
  30. LocalTwoPlayer = 1 // 本地双人对战(同屏或同设备)
  31. }
  32. /// <summary>
  33. /// 游戏管理器
  34. /// </summary>
  35. public class GameMananger : Singleton<GameMananger>
  36. {
  37. #region Members
  38. [SerializeField]
  39. private GameTypeEnum gameTypeEnum = GameTypeEnum.SinglePlayer;//当前游戏类型
  40. public GameTypeEnum CurrentGameType => gameTypeEnum;
  41. private int hp = 0;
  42. public int HP { get { return hp; } }
  43. private int hpMax = 0;
  44. public int HPMax { get { return hpMax; } }
  45. private int totalScore = 0;
  46. private int uploadScore = 0;
  47. public int TotalScore { get { return totalScore; } }
  48. public int barrelTriggerCount = 0;
  49. //2p 新加分数计算 开始 ***************
  50. private int totalScore_2P = 0;
  51. private int uploadScore_2P = 0;
  52. public int TotalScore_2P { get { return totalScore_2P; } }
  53. // 2p 新加分数计算 结束 ***************
  54. private ShootTypeEnum typeEnum = ShootTypeEnum.FixedScreen;
  55. // 原始旋转
  56. Vector3 originalBowRotation;
  57. // 弓箭旋转对应的对象 对弓箭的操作体现在这个obj上
  58. Transform CrossHairTrans;
  59. // 弓箭旋转对应的对象 对弓箭的操作体现在这个obj上
  60. // 原始旋转
  61. Vector3 originalBowRotation_2P;
  62. Transform CrossHairTrans_2P;
  63. // 射箭速度
  64. private float smartBowSpeed;
  65. private float testSpeed;
  66. // 语言类型 配合csv
  67. private LanguageType languageType;
  68. public LanguageType Language { get { return languageType; } }
  69. // 相机初始旋转信息位置信息
  70. private Vector3 camOriEular;
  71. private Vector3 camOriPos;
  72. // 游戏结束时 相机目标点
  73. private Transform gameOverTrans;
  74. // 弓
  75. private Bow bow;
  76. // 弓2
  77. private Bow bow_2P;
  78. // 城门动画控制
  79. private Animator wallAnim;
  80. // 特效
  81. private ParticleSystem addHpParticle;
  82. private ParticleSystem failParticle;
  83. private ParticleSystem victoryParticle;
  84. //触摸检测器
  85. JCUnityLib.TouchChecker touchChecker = new JCUnityLib.TouchChecker();
  86. UserGameAnalyse1 userGameAnalyse1;
  87. //游戏计算的分数只有射箭出来算
  88. bool bAddCountScore = false;
  89. bool bAddCountScore_2P = false;
  90. #endregion
  91. #region Function
  92. public void InitGameType(GameTypeEnum gameType) {
  93. gameTypeEnum = gameType;
  94. }
  95. public void Init(UserGameAnalyse1 _userGameAnalyse1)
  96. {
  97. userGameAnalyse1 = _userGameAnalyse1;
  98. camOriEular = Camera.main.transform.eulerAngles;
  99. camOriPos = Camera.main.transform.position;
  100. gameOverTrans = GameObject.Find("GameOver").transform;
  101. bow = GameObject.Find("Bow").GetComponent<Bow>();
  102. languageType = LanguageType.CH;
  103. if (TextAutoLanguage2.GetLanguage() == LanguageEnum.English) languageType = LanguageType.EN;
  104. CrossHairTrans = GameObject.Find("CrossHairTrans").transform;
  105. originalBowRotation = CrossHairTrans.eulerAngles;
  106. //双人部分
  107. if (gameTypeEnum == GameTypeEnum.LocalTwoPlayer) {
  108. bow_2P = GameObject.Find("Bow_2P").GetComponent<Bow>();
  109. CrossHairTrans_2P = GameObject.Find("CrossHairTrans_2P").transform;
  110. originalBowRotation_2P = CrossHairTrans_2P.eulerAngles;
  111. }
  112. wallAnim = GameObject.Find("Wall").GetComponent<Animator>();
  113. hpMax = Mathf.FloorToInt(GameModule.GetInstance().GetData("wallHp"));
  114. hp = hpMax;
  115. totalScore = 0;
  116. uploadScore = 0;
  117. barrelTriggerCount = 0;
  118. totalScore_2P = 0;
  119. uploadScore_2P = 0;
  120. //shootSpawn = GameModule.GetInstance().GetData("downTime");
  121. shootSpawn = 0;
  122. shootSpawn_2P = 0;
  123. smartBowSpeed = GameModule.GetInstance().GetData("speedTimes");
  124. testSpeed = GameModule.GetInstance().GetData("testspeed");
  125. Transform particleTrans = GameObject.Find("finalPos/ParticleTrans").transform;
  126. addHpParticle = particleTrans.Find("addhp").GetChild(0).GetComponent<ParticleSystem>();
  127. failParticle = particleTrans.Find("fail").GetChild(0).GetComponent<ParticleSystem>();
  128. victoryParticle = particleTrans.Find("victory").GetChild(0).GetComponent<ParticleSystem>();
  129. Physics.autoSyncTransforms = true;
  130. InitForLimitBound();
  131. InitTouchChecker();
  132. }
  133. /// <summary>
  134. /// 射击类型相关接口
  135. /// </summary>
  136. /// <returns></returns>
  137. public ShootTypeEnum GetShootType()
  138. {
  139. return typeEnum;
  140. }
  141. public void SetShootType(ShootTypeEnum type)
  142. {
  143. this.typeEnum = type;
  144. if (this.typeEnum == ShootTypeEnum.FixedScreen)
  145. {
  146. bow.transform.Find("CameraParent").DetachChildren();
  147. GameObject.Find("UIBoxLeft").GetComponent<CanvasGroup>().blocksRaycasts = true;
  148. }
  149. else if (this.typeEnum == ShootTypeEnum.FixedCrossHair)
  150. {
  151. CrossHair.instance._rectTransform.anchoredPosition = new Vector2(0, 0);
  152. Camera.main.transform.SetParent(bow.transform.Find("CameraParent"));
  153. }
  154. else if (this.typeEnum == ShootTypeEnum.moreScreen)
  155. {
  156. bow.transform.Find("CameraParent").DetachChildren();
  157. GameObject.Find("UIBoxLeft").GetComponent<CanvasGroup>().blocksRaycasts = false;
  158. }
  159. }
  160. /// <summary>
  161. /// 游戏是否结束
  162. /// </summary>
  163. public bool isOver = false;
  164. /// <summary>
  165. /// 胜利失败
  166. /// </summary>
  167. public bool isWin;
  168. /// <summary>
  169. /// 游戏结束
  170. /// </summary>
  171. /// <param name="isWin"></param>
  172. public void GameOver(bool isWin)
  173. {
  174. isOver = true;
  175. // 血量回复
  176. this.hp = isWin ? hp : hpMax;
  177. this.isWin = isWin;
  178. // 城门对应动画
  179. wallAnim.SetBool(isWin ? "open" : "dead", true);
  180. //单人游戏城门才加分数
  181. if(gameTypeEnum == GameTypeEnum.SinglePlayer)
  182. AddScore(StagePropertyModule.GetInstance().GetData(1).score * (6 - barrelTriggerCount));
  183. // 特效
  184. if (isWin)
  185. {
  186. failParticle.Stop();
  187. victoryParticle.Play();
  188. }
  189. else
  190. {
  191. failParticle.Play();
  192. victoryParticle.Stop();
  193. // 失败时有城门破坏音效
  194. AudioSource ads = GameObject.Find("ProcessAudioSource").GetComponent<AudioSource>();
  195. ads.clip = Resources.Load<AudioClip>("Process/Broken");
  196. if (UserSettings.ins.openEffect) ads.Play();
  197. }
  198. //单人时候才上传射击分数
  199. //关卡结束时候触发
  200. if(CurrentGameType == GameTypeEnum.SinglePlayer)
  201. OnUploadScore();
  202. // 调用其他管理类的GameOver
  203. ProcessManager.GetInstance().GameOver(false);
  204. if (!isWin) EnemyManager.GetInstance().GameOver();
  205. UIManager.GetInstance().HideMainPanel();
  206. }
  207. //荒野射击上传分数到服务器
  208. public void OnUploadScore() {
  209. if (uploadScore > 0)
  210. {
  211. //游戏结束上传一个分数
  212. Debug.Log("荒野射击上传的积分为:" + uploadScore);
  213. RankComp.Instance.uploadSinglePlayerGameRes(uploadScore);
  214. uploadScore = 0;
  215. }
  216. }
  217. /// <summary>
  218. /// 血量
  219. /// </summary>
  220. /// <param name="hp"></param>
  221. public void SubHp(int hp)
  222. {
  223. this.hp -= hp;
  224. UIManager.GetInstance().SubHp();
  225. if (this.hp <= 0)
  226. {
  227. GameOver(false);
  228. }
  229. }
  230. public void AddHp(int hp)
  231. {
  232. this.hp += hp;
  233. if (hp != (int)GameModule.GetInstance().GetData("wallHp"))
  234. {
  235. addHpParticle.Play();
  236. }
  237. if (this.hp > hpMax)
  238. {
  239. this.hp = hpMax;
  240. }
  241. // 血量重置
  242. if (hp == hpMax)
  243. {
  244. UIManager.GetInstance().ResetHpBar();
  245. }
  246. // ui更新血条
  247. UIManager.GetInstance().AddHp();
  248. }
  249. /// <summary>
  250. /// 计分
  251. /// </summary>
  252. /// <param name="score"></param>
  253. public void AddScore(int score, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  254. {
  255. if (playerTypeEnum == PlayerTypeEnum.First)
  256. {
  257. //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
  258. if (!bAddCountScore) return;
  259. totalScore += score;
  260. //只记录一个上传的分数
  261. uploadScore += score;
  262. }
  263. else {
  264. //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
  265. if (!bAddCountScore_2P) return;
  266. totalScore_2P += score;
  267. //只记录一个上传的分数
  268. uploadScore_2P += score;
  269. }
  270. }
  271. public void SetScore(int score)
  272. {
  273. totalScore = score;
  274. barrelTriggerCount = 0;
  275. //双人时候也设置一下分数
  276. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  277. totalScore_2P = score;
  278. }
  279. // Update is called once per frame
  280. public void Update()
  281. {
  282. //检测相机
  283. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  284. {
  285. bow.gameObject.SetActive(!isOver);
  286. bow_2P.gameObject.SetActive(!isOver);
  287. }
  288. else {
  289. bow.gameObject.SetActive(!isOver);
  290. }
  291. // BGM
  292. if (!Camera.main.GetComponent<AudioSource>().isPlaying)
  293. {
  294. if (UserSettings.ins.openBGM)
  295. Camera.main.GetComponent<AudioSource>().Play();
  296. }
  297. else {
  298. //如果正在播放
  299. if (!UserSettings.ins.openBGM)
  300. Camera.main.GetComponent<AudioSource>().Stop();
  301. }
  302. // 设计间隔
  303. if (shootSpawn > 0)
  304. {
  305. shootSpawn -= Time.deltaTime;
  306. }
  307. if (shootSpawn_2P > 0) {
  308. shootSpawn_2P -= Time.deltaTime;
  309. }
  310. // unity调试用
  311. #if UNITY_EDITOR
  312. #region pc端操作
  313. if (Input.GetKeyDown(KeyCode.N))
  314. {
  315. AddHp(5);
  316. }
  317. if (Input.GetKeyDown(KeyCode.M))
  318. {
  319. SubHp(5);
  320. }
  321. if (Input.GetKeyDown(KeyCode.P))
  322. {
  323. foreach (var item in EnemyManager.GetInstance().enemyList)
  324. {
  325. item.Hitted(4, false);
  326. }
  327. }
  328. UpdateBowUnityEditor();
  329. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  330. UpdateBowUnityEditor(PlayerTypeEnum.Second);
  331. if (Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.Z))
  332. {
  333. ShootOut(testSpeed,true, PlayerTypeEnum.First);
  334. }
  335. if (Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.C))
  336. {
  337. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  338. ShootOut(testSpeed,true,PlayerTypeEnum.Second);
  339. }
  340. if (Input.GetKeyDown(KeyCode.I))
  341. {
  342. GameOver(true);
  343. }
  344. if (Input.GetKeyDown(KeyCode.O))
  345. {
  346. GameOver(false);
  347. }
  348. #endregion
  349. #endif
  350. if (BowCamera.isTouchMode) touchChecker.Update();
  351. // 游戏结束后相机移动到对应位置
  352. if (isOver)
  353. {
  354. Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, gameOverTrans.position, 2 * Time.deltaTime);
  355. Camera.main.transform.eulerAngles = Vector3.Lerp(Camera.main.transform.eulerAngles, gameOverTrans.eulerAngles, 2 * Time.deltaTime);
  356. // 到达目标点显示ui
  357. if (Vector3.Distance(Camera.main.transform.position, gameOverTrans.position) < 0.01f)
  358. {
  359. UIManager.GetInstance().GameOver(isWin);
  360. InitForLimitBound();
  361. }
  362. }
  363. }
  364. /// <summary>
  365. /// ui检测
  366. /// </summary>
  367. /// <returns></returns>
  368. //private bool CheckCrossHairOverUI()
  369. //{
  370. // if (!isOver) return false;
  371. // EventSystem eventSystem = EventSystem.current;
  372. // PointerEventData pointerEventData = new PointerEventData(eventSystem);
  373. // // 获取准星pos 通过eventsystem检测下方是否有按钮
  374. // pointerEventData.position = new Vector3(UIManager.GetInstance().GetCrossHairPos().x, UIManager.GetInstance().GetCrossHairPos().y, 0);
  375. // //射线检测ui
  376. // List<RaycastResult> uiRaycastResultCache = new List<RaycastResult>();
  377. // eventSystem.RaycastAll(pointerEventData, uiRaycastResultCache);
  378. // if (uiRaycastResultCache.Count > 0)
  379. // {
  380. // // 是否有button
  381. // Button btn = uiRaycastResultCache[0].gameObject.GetComponent<Button>();
  382. // if (btn == null)
  383. // {
  384. // // 防止检测到button下的text (ui注意设置 button下text不要勾选raycast
  385. // btn = uiRaycastResultCache[0].gameObject.transform.GetComponentInParent<Button>();
  386. // if (btn == null)
  387. // {
  388. // return false;
  389. // }
  390. // }
  391. // btn.onClick.Invoke();
  392. // //Debug.Log("eventsystem 触发 + " + uiRaycastResultCache[0].gameObject.name);
  393. // return true;
  394. // }
  395. // else
  396. // {
  397. // return false;
  398. // }
  399. //}
  400. /// <summary>
  401. /// 初始化相机等
  402. /// </summary>
  403. public void ResetMainCamera()
  404. {
  405. isOver = false;
  406. InitForLimitBound();
  407. ResetAim();
  408. //重置2P
  409. if (CurrentGameType == GameTypeEnum.LocalTwoPlayer)
  410. ResetAim(PlayerTypeEnum.Second);
  411. // 城门动画
  412. wallAnim.SetBool("dead", false);
  413. wallAnim.SetBool("open", false);
  414. // 特效
  415. failParticle.Stop();
  416. failParticle.Clear();
  417. victoryParticle.Stop();
  418. victoryParticle.Clear();
  419. // 相机
  420. Camera.main.transform.position = camOriPos;
  421. Camera.main.transform.eulerAngles = camOriEular;
  422. }
  423. /// <summary>
  424. /// pc端旋转弓
  425. /// </summary>
  426. /// <param name="playerTypeEnum">用户类型</param>
  427. private void UpdateBowUnityEditor(PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  428. {
  429. float _shootSpawn = playerTypeEnum == PlayerTypeEnum.First ? shootSpawn : shootSpawn_2P;
  430. if (_shootSpawn <= GameModule.GetInstance().GetData("downTime") && _shootSpawn > 0) return;
  431. float x = Input.GetAxis("Horizontal") / 2;
  432. float y = Input.GetAxis("Vertical") / 2;
  433. if (x != 0 || y != 0)
  434. {
  435. Transform targetCrossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  436. if (isOver)
  437. {
  438. targetCrossHair.eulerAngles = LimitCrossHair(new Vector3(targetCrossHair.eulerAngles.x - y, targetCrossHair.eulerAngles.y + x, 0), playerTypeEnum);
  439. Debug.Log($"isOver:{isOver}");
  440. }
  441. else
  442. {
  443. targetCrossHair.eulerAngles = LimitAngles(new Vector3(targetCrossHair.eulerAngles.x - y, targetCrossHair.eulerAngles.y + x, 0));
  444. CrossHairTransRaycast(playerTypeEnum);
  445. }
  446. }
  447. }
  448. /// <summary>
  449. /// 移动端用户触屏监听
  450. /// </summary>
  451. private void InitTouchChecker()
  452. {
  453. touchChecker.onMoved += delegate (Touch t, bool isOnUI)
  454. {
  455. if (isOnUI) return;
  456. if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  457. Vector3 dis = t.rawPosition - t.deltaPosition;
  458. if (dis.x != 0 || dis.y != 0)
  459. {
  460. if (isOver)
  461. {
  462. CrossHairTrans.eulerAngles = LimitCrossHair(new Vector3(CrossHairTrans.eulerAngles.x - (t.deltaPosition.y * Time.deltaTime), CrossHairTrans.eulerAngles.y + (t.deltaPosition.x * Time.deltaTime), 0));
  463. }
  464. else
  465. {
  466. CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - (t.deltaPosition.y * Time.deltaTime), CrossHairTrans.eulerAngles.y + (t.deltaPosition.x * Time.deltaTime), 0));
  467. CrossHairTransRaycast();
  468. }
  469. }
  470. };
  471. touchChecker.onEnded += delegate (Touch t, bool isOnUI)
  472. {
  473. if (isOnUI) return;
  474. ShootOut(testSpeed);
  475. };
  476. }
  477. /// <summary>
  478. /// 归位
  479. /// </summary>
  480. public void ResetAim(PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  481. {
  482. bool isFirstPlayer = playerTypeEnum == PlayerTypeEnum.First;
  483. Transform crossHair = isFirstPlayer ? CrossHairTrans : CrossHairTrans_2P;
  484. Bow bowObj = isFirstPlayer ? bow : bow_2P;
  485. // 如果连接了蓝牙弓,调用 SDK 校准
  486. if (SmartBowController.Instance && SmartBowController.Instance.IsBluetoothModuleInited())
  487. {
  488. crossHair.localRotation = Quaternion.Euler(Vector3.zero);
  489. bowObj.transform.localRotation = crossHair.localRotation;
  490. //红外设备校准偏离点,记录全屏
  491. if (CurrentGameType == GameTypeEnum.SinglePlayer)
  492. { //单点
  493. InfraredDemo._ins?.OnClick_SetAdjustPointsOffset_full();
  494. }
  495. else
  496. {
  497. InfraredDemo._ins?.SetAdjustPointsOffset_full(isFirstPlayer?PlayerType.FirstPlayer: PlayerType.SecondPlayer);
  498. }
  499. }
  500. else
  501. {
  502. if (isOver)
  503. {
  504. crossHair.localEulerAngles = Vector3.zero;
  505. }
  506. else
  507. {
  508. crossHair.localEulerAngles = Vector3.zero;
  509. bowObj.transform.eulerAngles = crossHair.eulerAngles;
  510. }
  511. }
  512. }
  513. /// <summary>
  514. /// 最高分
  515. /// </summary>
  516. private int highScore;
  517. public void SetHighScore(int score)
  518. {
  519. highScore = score;
  520. }
  521. public int GetHighScore()
  522. {
  523. return highScore;
  524. }
  525. #endregion
  526. #region InfraredCamera
  527. public void OnScreenPointUpdate(Vector2 point, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  528. {
  529. //// 判断射击间隔
  530. //if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  531. //Ray ray = Camera.main.ScreenPointToRay(point);
  532. //Vector3 rayEndPoint = ray.GetPoint(200);
  533. //Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
  534. //CrossHairTrans.rotation = quat;
  535. //CrossHairTransRaycast();
  536. // 确保 GameModule 和 downTime 的值是有效的
  537. var gameModule = GameModule.GetInstance();
  538. if (gameModule == null) { return; }
  539. // 判断射击间隔
  540. float _shootSpawn = playerTypeEnum == PlayerTypeEnum.First ? shootSpawn : shootSpawn_2P;
  541. if (_shootSpawn <= gameModule.GetData("downTime") && _shootSpawn > 0) return;
  542. // 确保 Camera.main 是有效的
  543. Camera mainCamera = Camera.main;
  544. if (mainCamera == null){ return; }
  545. // 确保 CrossHairTrans 不为 null
  546. Transform crossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  547. if (crossHair == null) return;
  548. // 计算射线
  549. Ray ray = mainCamera.ScreenPointToRay(point);
  550. Vector3 rayEndPoint = ray.GetPoint(200);
  551. Quaternion quat = Quaternion.LookRotation(rayEndPoint - mainCamera.transform.position);
  552. // 更新十字准星
  553. crossHair.rotation = quat;
  554. // 进行射线检测
  555. CrossHairTransRaycast(playerTypeEnum); // 用带 playerTypeEnum 的版本
  556. }
  557. #endregion
  558. #region SmartBlueToothSDK
  559. public void OnRotationUpdate(Quaternion rotation, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  560. {
  561. Transform crossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  562. if (crossHair == null) return;
  563. // 判断射击间隔
  564. float _shootSpawn = playerTypeEnum == PlayerTypeEnum.First ? shootSpawn : shootSpawn_2P;
  565. if (_shootSpawn <= GameModule.GetInstance().GetData("downTime") && _shootSpawn > 0) return;
  566. // 旋转插值
  567. Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
  568. Vector3 newOffset = Vector3.zero;
  569. if (offset.x != 0)
  570. {
  571. newOffset.x = offset.x - 360f;
  572. }
  573. if (offset.y != 0)
  574. {
  575. newOffset.y = offset.y - 360f;
  576. }
  577. //Bow.Instance.transform.localRotation = rotation;
  578. float speed = 2f;
  579. Vector3 offsetEuler = rotation.eulerAngles;
  580. // 真实旋转(弓箭sdk传回的参数有时为360有时为0
  581. offsetEuler.x = offsetEuler.x > 180 ? offsetEuler.x - 360 : offsetEuler.x;
  582. offsetEuler.y = offsetEuler.y > 180 ? offsetEuler.y - 360 : offsetEuler.y;
  583. offsetEuler = new Vector3(offsetEuler.x * speed, offsetEuler.y * speed, offsetEuler.z * speed) + newOffset;
  584. // 检测超出屏幕
  585. if (isOver)
  586. {
  587. crossHair.eulerAngles = LimitCrossHair(offsetEuler, playerTypeEnum);
  588. }
  589. else
  590. {
  591. crossHair.eulerAngles = LimitAngles(offsetEuler);
  592. CrossHairTransRaycast(playerTypeEnum);
  593. }
  594. }
  595. public Vector3 hitPoint;
  596. /// <summary>
  597. /// 射线检测指向点 用于同步弓旋转(1P/2P)
  598. /// </summary>
  599. /// <returns></returns>
  600. Vector3 CrossHairTransRaycast(PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  601. {
  602. Transform crossHair = playerTypeEnum == PlayerTypeEnum.First ? CrossHairTrans : CrossHairTrans_2P;
  603. Bow bowObj = playerTypeEnum == PlayerTypeEnum.First ? bow : bow_2P;
  604. Ray ray = new Ray(crossHair.position, crossHair.forward);
  605. RaycastHit hitInfo;
  606. Vector3 point;
  607. if (Physics.Raycast(ray, out hitInfo, 100, ~1 << LayerMask.NameToLayer("Plane")))
  608. {
  609. point = hitInfo.point;
  610. }
  611. else
  612. {
  613. point = crossHair.position + crossHair.forward * 100f;
  614. }
  615. bowObj.transform.LookAt(point);
  616. Physics.SyncTransforms();
  617. return point;
  618. }
  619. /// <summary>
  620. /// 现在准心范围(1P/2P)
  621. /// </summary>
  622. /// <param name="angles"></param>
  623. /// <returns></returns>
  624. public Vector3 LimitCrossHair(Vector3 angles, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  625. {
  626. Vector3 viewPos = Camera.main.WorldToViewportPoint(CrossHairTransRaycast(playerTypeEnum));
  627. if (viewPos.x > 0 && viewPos.x < 1 && viewPos.y > 0 && viewPos.y < 1)
  628. {
  629. }
  630. else
  631. {
  632. if (viewPos.x < 0)
  633. {
  634. angles.y += 1f;
  635. }
  636. else if (viewPos.x > 1)
  637. {
  638. angles.y -= 1f;
  639. }
  640. if (viewPos.y < 0)
  641. {
  642. angles.x -= 1f;
  643. }
  644. else if (viewPos.y > 1)
  645. {
  646. angles.x += 1f;
  647. }
  648. }
  649. return angles;
  650. }
  651. private float shootSpawn = 0;
  652. private float shootSpawn_2P = 0;
  653. /// <summary>
  654. /// 射箭监听
  655. /// </summary>
  656. /// <param name="speed"></param>
  657. public void OnModuleShooting(float speed, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  658. {
  659. // speed区间 7~20?
  660. // 在这里判断是否和ui交互? 优先判断ui 不是ui再射箭
  661. ShootOut(speed * smartBowSpeed,true, playerTypeEnum);
  662. //Debug.Log("OnModuleShooting:"+speed);
  663. //TipText.Show((speed * smartBowSpeed).ToString());
  664. // 角度 OnRotationUpdate
  665. }
  666. /// <summary>
  667. /// 射击
  668. /// </summary>
  669. /// <param name="speed">速度</param>
  670. /// <param name="bAddCount">是否添加记录</param>
  671. /// <param name="playerTypeEnum">玩家类型</param>
  672. void ShootOut(float speed,bool bAddCount = false, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  673. {
  674. if (isOver) return;
  675. if (playerTypeEnum == PlayerTypeEnum.First)
  676. {
  677. //根据射箭状态赋值
  678. bAddCountScore = bAddCount;
  679. //单人才计算射击次数
  680. if (bAddCount && CurrentGameType == GameTypeEnum.SinglePlayer) userGameAnalyse1?.changeShootingCount(1);
  681. if(CrossHairTrans)
  682. bow.Shoot(speed, CrossHairTrans);
  683. }
  684. else {
  685. bAddCountScore_2P = bAddCount;
  686. if(CrossHairTrans_2P)
  687. bow_2P.Shoot(speed, CrossHairTrans_2P);
  688. }
  689. }
  690. /// <summary>
  691. /// 射击时间
  692. /// </summary>
  693. /// <param name="spawn"></param>
  694. /// <param name="playerTypeEnum">玩家类型</param>
  695. public void SetShootSpawn(float spawn, PlayerTypeEnum playerTypeEnum = PlayerTypeEnum.First)
  696. {
  697. if(playerTypeEnum == PlayerTypeEnum.First)
  698. shootSpawn = spawn;
  699. else
  700. shootSpawn_2P = spawn;
  701. }
  702. #endregion
  703. #region 限制其显示范围不超出屏幕
  704. private float _screenHeightHalf;
  705. private float _screenNormal;
  706. private float _rangeRotateY;
  707. private float _rangeRotateX;
  708. /// <summary>
  709. /// 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;)
  710. /// </summary>
  711. public int outBoundIndex = -1;
  712. void InitForLimitBound()
  713. {
  714. Camera camera = Camera.main;
  715. _rangeRotateX = camera.fieldOfView / 2;
  716. float _screenWidthHalf = Screen.width / 2f;
  717. _screenHeightHalf = Screen.height / 2f;
  718. _screenNormal = _screenHeightHalf / Mathf.Tan(_rangeRotateX / 180f * Mathf.PI);
  719. _rangeRotateY = Mathf.Atan(_screenWidthHalf / _screenNormal) / Mathf.PI * 180f;
  720. }
  721. public Vector3 LimitAngles(Vector3 angles)
  722. {
  723. InitForLimitBound();
  724. Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
  725. //Unity默认范围(0,360)格式化为自定义范围(-180,180)
  726. angles.y = angles.y > 180 ? angles.y - 360 : angles.y;
  727. angles.x = angles.x > 180 ? angles.x - 360 : angles.x;
  728. //记录原来的角度
  729. float angleY = angles.y;
  730. float angleX = angles.x;
  731. //返回限制边界后的角度
  732. angles.y = Mathf.Clamp(angleY, -_rangeRotateY + (offset.y - 360), _rangeRotateY + (offset.y - 360));
  733. float rayLen = _screenNormal / Mathf.Cos(Mathf.Abs(angles.y) / 180 * Mathf.PI);
  734. float maxRangeRotateX = Mathf.Atan(_screenHeightHalf / rayLen) / Mathf.PI * 180f - offset.x;
  735. if (isOver)
  736. {
  737. if (angleX < -15f)
  738. {
  739. angles.x = -15f;
  740. }
  741. else if (angleX > 45f)
  742. {
  743. angles.x = 45f;
  744. }
  745. }
  746. else
  747. {
  748. if (Mathf.Abs(angleX) > Mathf.Abs(30f)) angles.x = 30f * (angleX > 0 ? 1 : -1);
  749. }
  750. if (angles.y < -_rangeRotateY + (offset.y - 360) + 0.5f)
  751. {
  752. outBoundIndex = 0;
  753. }
  754. else if (angles.y > _rangeRotateY + (offset.y - 360) - 0.5f)
  755. {
  756. outBoundIndex = 1;
  757. }
  758. else if (angles.x < -30f + 0.5f)
  759. {
  760. outBoundIndex = 2;
  761. }
  762. else if (angles.x > 30f - 0.5f)
  763. {
  764. outBoundIndex = 3;
  765. }
  766. else
  767. {
  768. outBoundIndex = -1;
  769. }
  770. return angles;
  771. }
  772. #endregion
  773. }
  774. }