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视角回正-修改

lvjincheng 3 rokov pred
rodič
commit
4258787db9

+ 579 - 0
Assets/BowArrow/Resources/Prefabs/Views/AutoResetView.prefab

@@ -0,0 +1,579 @@
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+  progressBar: {fileID: 8541278422345130046}
+  progressText: {fileID: 8541278422663676357}

+ 7 - 0
Assets/BowArrow/Resources/Prefabs/Views/AutoResetView.prefab.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 3729d391362b04845a18ede99fdc5f08
+PrefabImporter:
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+  userData: 
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+ 4 - 2
Assets/BowArrow/Scripts/Bluetooth/AimHandler.cs

@@ -242,9 +242,11 @@ public class AimHandler : MonoBehaviour
                     if (SB_EventSystem.ins && SB_EventSystem.ins.simulateMouseIsAwaked) {
                         //鼠标居中
                         SB_EventSystem.ins.MakeMouseToScreenCenter(); 
+                        //视角回正
+                        DoIdentity();
+                    } else {
+                        AutoResetView.DoIdentity();
                     }
-                    //视角回正
-                    DoIdentity();
                 } else if (bytes[0] == 0x66 && bytes[1] == 0x32) {
                     if (SB_EventSystem.ins) {
                         //唤起/隐藏虚拟鼠标

+ 189 - 0
Assets/BowArrow/Scripts/Expand/AutoResetView.cs

@@ -0,0 +1,189 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+/*
+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,
+请扶稳弓箭。”倒计时3秒后出现一个进度条也是三秒,用户在3秒内自己尽量扶稳弓即可,
+进度条完成后,取一个平均值作为校准值。
+*/
+public class AutoResetView : MonoBehaviour
+{
+    [SerializeField] Text prepareTipText;
+    [SerializeField] GameObject rootBox;
+    [SerializeField] Text tipText;
+    [SerializeField] Transform progressBar;
+    [SerializeField] Text progressText;
+
+    static AutoResetView ins;
+
+    public static void DoIdentity() {
+        if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name.StartsWith("Game")) {
+            GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/Views/AutoResetView"));
+        } else {
+            AimHandler.ins.DoIdentity();
+        }
+    }
+    
+    void Awake() {
+        if (ins) {
+            Destroy(gameObject);
+            return;
+        }
+        ins = this;
+    }
+
+    void Start() {
+        rootBox.gameObject.SetActive(false);
+        prepareTipText.gameObject.SetActive(true);
+        prepareTipText.text = "";
+    }
+
+    void OnDestroy() {
+        if (ins == this) ins = null;
+    }
+
+    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) {
+                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) + "%";
+//     }
+// }

+ 11 - 0
Assets/BowArrow/Scripts/Expand/AutoResetView.cs.meta

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+ 1 - 1
Assets/BowArrow/Scripts/Game/GameAssistUI.cs

@@ -52,7 +52,7 @@ public class GameAssistUI : MonoBehaviour
         Button btnIdentity = this.transform.Find("Button4").GetComponent<Button>();
         btnIdentity.onClick.AddListener(delegate(){
             AudioMgr.ins.PlayBtn();
-            AimHandler.ins.DoIdentity();
+            AutoResetView.DoIdentity();
         });
 
         // ------ 查看靶子 ------