Pārlūkot izejas kodu

模拟鼠标移动倍率,校准提示画面

lvjincheng 3 gadi atpakaļ
vecāks
revīzija
0da5505be0

+ 130 - 192
Assets/BowArrow/Resources/Prefabs/Views/AutoResetView.prefab

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Assets/BowArrow/Scenes/GameChallengeScene/校准用的靶子/ChallengeTargetForResetView.cs

@@ -16,14 +16,23 @@ public class ChallengeTargetForResetView : MonoBehaviour
     void OnDestroy()
     {
         if (ins == this) ins = null;
+        seq_ShowToHide = null;
     }
 
+    private static Sequence seq_ShowToHide = null;
     public static void Show() {
         if (!ins) return;
+        if (seq_ShowToHide != null && seq_ShowToHide.IsActive()) {
+            seq_ShowToHide.Kill();
+            seq_ShowToHide = null;
+        }
         var myGameObject = ins.gameObject;
         myGameObject.SetActive(true);
-        Sequence seq = DOTween.Sequence();
-        seq.AppendInterval(6);
-        seq.AppendCallback(() => myGameObject.SetActive(false));
+        seq_ShowToHide = DOTween.Sequence();
+        seq_ShowToHide.AppendInterval(6);
+        seq_ShowToHide.AppendCallback(() => {
+            seq_ShowToHide = null;
+            myGameObject.SetActive(false);
+        });
     }
 }

+ 2 - 0
Assets/BowArrow/Scripts/Components/TextAutoLanguage2/Resources/TextAutoLanguage2/cn.json

@@ -80,6 +80,8 @@
     "game_crosshair_outbound_2": "瞄准方向已超出视野范围,请将弓往下移动!",
     "game_crosshair_outbound_3": "瞄准方向已超出视野范围,请将弓往上移动!",
     "game_timelimit_distance_unit": "{0}米",
+    "aim-auto-reset_tip": "请参考图中小人的姿势,<color=#FFA500>立即瞄准屏幕中\n的靶心</color>,3秒后完成视角的自动归位。",
+    "aim-auto-reset_tip1": "{0}秒后即将开始校准,请扶稳弓箭!",
     "agreement_user": "用户协议",
     "agreement_privacy": "隐私政策",
     "agreement_read_and_agree": "我已阅读并同意",

+ 2 - 0
Assets/BowArrow/Scripts/Components/TextAutoLanguage2/Resources/TextAutoLanguage2/en.json

@@ -80,6 +80,8 @@
     "game_crosshair_outbound_2": "Aim out bound, please move the bow to the down!",
     "game_crosshair_outbound_3": "Aim out bound, please move the bow to the up!",
     "game_timelimit_distance_unit": "{0}M",
+    "aim-auto-reset_tip": "Please refer to the small person's posture in the figure,\n<color=#FFA500>immediately aim at the bull's-eye in the screen</color>, complete\nthe automatic homing of the viewing angle in 3 seconds.",
+    "aim-auto-reset_tip1": "Calibration will start in {0} seconds,\nplease hold the bow!",
     "agreement_user": "User Agreement",
     "agreement_privacy": "Privacy Agreement",
     "agreement_read_and_agree": "I have read and agreed to the",

+ 17 - 157
Assets/BowArrow/Scripts/Expand/AutoResetView.cs

@@ -2,6 +2,7 @@ using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
+using UnityEngine.SceneManagement;
 
 /*
 按下自动校准键出现倒计时3秒,同时伴有文字提示用户“三秒后即将开始校准,
@@ -10,12 +11,7 @@ using UnityEngine.UI;
 */
 public class AutoResetView : MonoBehaviour
 {
-    [SerializeField] Text prepareTipText;
-    [SerializeField] GameObject rootBox;
-    [SerializeField] Text tipText;
-    [SerializeField] Transform progressBar;
-    [SerializeField] Text progressText;
-
+    [SerializeField] TextAutoLanguage2 prepareTipText;
     static AutoResetView ins;
 
     public static void DoIdentity() {
@@ -35,9 +31,12 @@ public class AutoResetView : MonoBehaviour
     }
 
     void Start() {
-        rootBox.gameObject.SetActive(false);
-        prepareTipText.gameObject.SetActive(true);
-        prepareTipText.text = "";
+        if (SceneManager.GetActiveScene().name == "GameChallenge") {
+            transform.Find("IconHumanShoot").gameObject.SetActive(true);
+            transform.Find("FrameTip").gameObject.SetActive(true);
+        }
+        prepareTipText.textFormatArgs = new object[]{Mathf.CeilToInt(prepareTime)};
+        prepareTipText.ApplyToText();
         ChallengeTargetForResetView.Show();
     }
 
@@ -46,158 +45,19 @@ public class AutoResetView : MonoBehaviour
     }
 
     float prepareTime = 3;
-    // float doTime = 0, doTimeMax = 3;
-    // float showTipTime = 1;
-    int step = 0;
 
     void Update() {
-        if (step == 0) {
-            prepareTime -= Time.deltaTime;
-            if (prepareTime <= 0) {
-                try {
-                    AimHandler.ins.DoIdentity();
-                    Destroy(gameObject);
-                }
-                catch (System.Exception) {}
+        prepareTime -= Time.deltaTime;
+        if (prepareTime <= 0) {
+            try {
+                AimHandler.ins.DoIdentity();
                 Destroy(gameObject);
-            } else {
-                prepareTipText.text = $"{Mathf.CeilToInt(prepareTime)}秒后即将开始校准,请扶稳弓箭!";
             }
+            catch (System.Exception) {}
+            Destroy(gameObject);
+        } else {
+            prepareTipText.textFormatArgs[0] = Mathf.CeilToInt(prepareTime);
+            prepareTipText.ApplyToText();
         }
-        // if (step == 0) {
-        //     prepareTime -= Time.deltaTime;
-        //     if (prepareTime <= 0) {
-        //         step = 1;
-        //         prepareTipText.gameObject.SetActive(false);
-        //         rootBox.gameObject.SetActive(true);
-        //         tipText.text = "正在自动校准,请扶稳弓箭!";
-        //         SetProgress(0);
-        //     }
-        //     prepareTipText.text = $"{Mathf.CeilToInt(prepareTime)}秒后即将开始校准,请扶稳弓箭!";
-        // } else if (step == 1) {
-        //     doTime += Time.deltaTime;
-        //     if (doTime > doTimeMax) {
-        //         doTime = doTimeMax;
-        //         step = 2;
-        //     }
-        //     SetProgress(doTime / doTimeMax);
-        // } else if (step == 2) {
-        //     step = 3;
-        //     try {
-        //         AimHandler.ins.DoIdentity();
-        //         tipText.text = "校准完成";
-        //     }
-        //     catch (System.Exception) {
-        //         tipText.text = "校准失败";
-        //     }
-        // } else if (step == 3) {
-        //     showTipTime -= Time.deltaTime;
-        //     if (showTipTime <= 0) {
-        //         Destroy(gameObject);
-        //     }
-        // }
-    }
-
-    //最高1
-    void SetProgress(float percent) {
-        Vector3 sv = progressBar.localScale;
-        sv.x = percent;
-        progressBar.localScale = sv;
-        progressText.text = Mathf.FloorToInt(percent * 100) + "%";
     }
 }
-/*
-* 自动视角归位
-* 每次开启app第一次进入游戏,在一个范围静止3秒钟直接调用归位函数
-*/
-// public class AutoResetView : MonoBehaviour
-// {
-//     [SerializeField] GameObject rootBox;
-//     [SerializeField] Text tipText;
-//     [SerializeField] Transform progressBar;
-//     [SerializeField] Text progressText;
-
-//     public static AutoResetView ins;
-    
-//     //是否已经对焦过(全局记录)
-//     static bool doneReset = false;
-//     bool finished = false;
-
-//     public static void Create() {
-//         GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/Views/AutoResetView"));
-//     }
-    
-//     void Awake() {
-//         ins = this;
-//         if (doneReset) Destroy(gameObject);
-//     }
-
-//     void Start() {
-//         tipText.text = "正在自动对焦,请瞄准正前方并静止直至对焦完成!";
-//         SetProgress(0);
-//     }
-
-//     void OnDestroy() {
-//         if (ins == this) ins = null;
-//     }
-
-//     void Update() {
-//         //如果游戏处于停止状态,则隐藏校准界面
-//         if (GameMgr.ins.gamePause) {
-//             if (rootBox.activeSelf) rootBox.SetActive(false);
-//         } else {
-//             if (!rootBox.activeSelf) rootBox.SetActive(true);
-//         }
-//     }
-
-//     Quaternion cachedRotation;
-//     int cachedRotationCount = 0;
-//     float totalTime = 0;
-//     const float needCheckTime = 3f;
-//     public void CheckRotation(Quaternion quat) {
-//         if (GameMgr.ins.gamePause) return;
-//         if (doneReset) return;
-//         if (finished) return;
-//         if (cachedRotationCount == 0) {
-//             cachedRotation = quat;
-//             cachedRotationCount++;
-//             totalTime = 0;
-//             return;
-//         }
-//         float deltaAngle = Quaternion.Angle(quat, cachedRotation) / Time.deltaTime;
-//         if (deltaAngle > 300) {
-//             cachedRotationCount = 0; //重置
-//             return;
-//         }
-//         totalTime += Time.deltaTime;
-//         SetProgress(Mathf.Clamp(totalTime / needCheckTime, 0, 0.99f));
-//         if (totalTime >= needCheckTime) {
-//             try
-//             {
-//                 AimHandler.ins.DoIdentity();
-//                 if (BluetoothAim.ins.status != BluetoothStatusEnum.ConnectSuccess) {
-//                     throw new Exception("还没有连接模块");
-//                 }
-//                 doneReset = true;
-//                 tipText.text = "对焦完成";
-//                 SetProgress(1);
-//             }
-//             catch (System.Exception)
-//             {
-//                 tipText.text = "自动对焦失败,请检查是否已连接模块!";
-//             }
-//             finished = true;
-//             DoTweenUtil.CallDelay(1f, () => {
-//                 Destroy(gameObject);
-//             });
-//         }
-//     }
-
-//     //最高1
-//     void SetProgress(float percent) {
-//         Vector3 sv = progressBar.localScale;
-//         sv.x = percent;
-//         progressBar.localScale = sv;
-//         progressText.text = Mathf.FloorToInt(percent * 100) + "%";
-//     }
-// }

+ 2 - 2
Assets/BowArrow/Scripts/Expand/SB_EventSystem.cs

@@ -121,8 +121,8 @@ public class SB_EventSystem : MonoBehaviour
                 Vector3 lastAngle = nowAxisQuat.eulerAngles;
                 nowAxisQuat = Quaternion.Lerp(nowAxisQuat, targetAxisQuat, 0.033f * 8);
                 Vector3 curAngle = nowAxisQuat.eulerAngles;
-                float dx = FormatDeltaAngleY(curAngle.y - lastAngle.y) / 20f * simulateMouse.GetScaleScreenWidth();
-                float dy = -FormatDeltaAngleX(curAngle.x - lastAngle.x) / 14f * simulateMouse.GetScaleScreenHeight();
+                float dx = FormatDeltaAngleY(curAngle.y - lastAngle.y) / 30f * simulateMouse.GetScaleScreenWidth();
+                float dy = -FormatDeltaAngleX(curAngle.x - lastAngle.x) / 21f * simulateMouse.GetScaleScreenHeight();
                 deltaVectorForMouse.x = dx;
                 deltaVectorForMouse.y = dy;
                 simulateMouse.MoveMousePointer(deltaVectorForMouse);