Browse Source

补充需求

lvjincheng 4 years ago
parent
commit
46b18b18aa
84 changed files with 11602 additions and 55934 deletions
  1. 8 0
      Assets/BowArrow/Fonts.meta
  2. BIN
      Assets/BowArrow/Fonts/阿里汉仪智能黑体_爱给网_aigei_com.ttf
  3. 21 0
      Assets/BowArrow/Fonts/阿里汉仪智能黑体_爱给网_aigei_com.ttf.meta
  4. 511 55007
      Assets/BowArrow/Scenes/Bow.unity
  5. 479 381
      Assets/BowArrow/Scenes/Game.unity
  6. 6 1
      Assets/BowArrow/Scenes/Home.unity
  7. 96 77
      Assets/BowArrow/Scripts/Bluetooth/AimHandler.cs
  8. 29 3
      Assets/BowArrow/Scripts/Bluetooth/BluetoothAim.cs
  9. 6 0
      Assets/BowArrow/Scripts/Bluetooth/BluetoothHolder.cs
  10. 28 3
      Assets/BowArrow/Scripts/Bluetooth/BluetoothShoot.cs
  11. 27 0
      Assets/BowArrow/Scripts/Bluetooth/BluetoothStatus.cs
  12. 11 0
      Assets/BowArrow/Scripts/Bluetooth/BluetoothStatus.cs.meta
  13. 2 10
      Assets/BowArrow/Scripts/Debug/TargetDistanceSlider.cs
  14. 1 1
      Assets/BowArrow/Scripts/Game/ArmBow.cs
  15. 1 1
      Assets/BowArrow/Scripts/Game/Arrow.cs
  16. 18 0
      Assets/BowArrow/Scripts/Game/DeviceCalibrateUI.cs
  17. 11 0
      Assets/BowArrow/Scripts/Game/DeviceCalibrateUI.cs.meta
  18. 0 18
      Assets/BowArrow/Scripts/Manager/AvatarMgr.cs
  19. 104 40
      Assets/BowArrow/Scripts/Manager/GameMgr.cs
  20. 18 0
      Assets/BowArrow/Scripts/Manager/RoleMgr.cs
  21. 0 0
      Assets/BowArrow/Scripts/Manager/RoleMgr.cs.meta
  22. 151 0
      Assets/BowArrow/Scripts/View/DeviceCalibrateView.cs
  23. 11 0
      Assets/BowArrow/Scripts/View/DeviceCalibrateView.cs.meta
  24. 85 0
      Assets/BowArrow/Scripts/View/DeviceReconnectView.cs
  25. 11 0
      Assets/BowArrow/Scripts/View/DeviceReconnectView.cs.meta
  26. 37 0
      Assets/BowArrow/Scripts/View/GameRuleView.cs
  27. 11 0
      Assets/BowArrow/Scripts/View/GameRuleView.cs.meta
  28. 47 2
      Assets/BowArrow/Scripts/View/HomeView.cs
  29. 2 2
      Assets/BowArrow/Scripts/View/PKGameReadyView.cs
  30. 2 2
      Assets/BowArrow/Scripts/View/PKGameSettleView.cs
  31. 5 5
      Assets/BowArrow/Scripts/View/PKGameView.cs
  32. 62 0
      Assets/BowArrow/Scripts/View/RoleSelectView.cs
  33. 11 0
      Assets/BowArrow/Scripts/View/RoleSelectView.cs.meta
  34. 1 1
      Assets/BowArrow/Scripts/View/TimeLimitGameView.cs
  35. 8 0
      Assets/BowArrow/Textures/DeviceCalibrateView.meta
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      Assets/BowArrow/Textures/DeviceCalibrateView/Rect.png
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      Assets/BowArrow/Textures/DeviceCalibrateView/Rect.png.meta
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      Assets/BowArrow/Textures/DeviceCalibrateView/组 30 (5).png
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      Assets/BowArrow/Textures/DeviceCalibrateView/组 30 (5).png.meta
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      Assets/BowArrow/Textures/DeviceCalibrateView/组 30 (6).png.meta
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      Assets/BowArrow/Textures/DeviceCalibrateView/组 30 (7).png.meta
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      Assets/BowArrow/Textures/GameRule.meta
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      Assets/BowArrow/Textures/GameRule/组 30 (4).png.meta
  47. 297 294
      Assets/Resources/Prefabs/BluetoothHolder.prefab
  48. 3192 0
      Assets/Resources/Prefabs/Views/DeviceCalibrateView.prefab
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      Assets/Resources/Prefabs/Views/DeviceCalibrateView.prefab.meta
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      Assets/Resources/Prefabs/Views/DeviceReconnectView.prefab
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      Assets/Resources/Prefabs/Views/DeviceReconnectView.prefab.meta
  52. 836 0
      Assets/Resources/Prefabs/Views/GameRuleView.prefab
  53. 7 0
      Assets/Resources/Prefabs/Views/GameRuleView.prefab.meta
  54. 2 0
      Assets/Resources/Prefabs/Views/HomeView.prefab
  55. 9 22
      Assets/Resources/Prefabs/Views/PKGameReadyView.prefab
  56. 6 19
      Assets/Resources/Prefabs/Views/PKGameSettleView.prefab
  57. 10 10
      Assets/Resources/Prefabs/Views/PKGameView.prefab
  58. 2305 0
      Assets/Resources/Prefabs/Views/RoleSelectView.prefab
  59. 7 0
      Assets/Resources/Prefabs/Views/RoleSelectView.prefab.meta
  60. 4 17
      Assets/Resources/Prefabs/Views/TimeLimitGameSettleView.prefab
  61. 5 18
      Assets/Resources/Prefabs/Views/TimeLimitGameView.prefab
  62. BIN
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+ 8 - 0
Assets/BowArrow/Fonts.meta

@@ -0,0 +1,8 @@
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+guid: 91d7ff48a9f373d4c8b75626248418da
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

BIN
Assets/BowArrow/Fonts/阿里汉仪智能黑体_爱给网_aigei_com.ttf


+ 21 - 0
Assets/BowArrow/Fonts/阿里汉仪智能黑体_爱给网_aigei_com.ttf.meta

@@ -0,0 +1,21 @@
+fileFormatVersion: 2
+guid: 1ad2cf6c2f09744489d8c60b3fe3bab2
+TrueTypeFontImporter:
+  externalObjects: {}
+  serializedVersion: 4
+  fontSize: 16
+  forceTextureCase: -2
+  characterSpacing: 0
+  characterPadding: 1
+  includeFontData: 1
+  fontNames:
+  - AliHYAiHei
+  fallbackFontReferences: []
+  customCharacters: 
+  fontRenderingMode: 0
+  ascentCalculationMode: 1
+  useLegacyBoundsCalculation: 0
+  shouldRoundAdvanceValue: 1
+  userData: 
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File diff suppressed because it is too large
+ 511 - 55007
Assets/BowArrow/Scenes/Bow.unity


File diff suppressed because it is too large
+ 479 - 381
Assets/BowArrow/Scenes/Game.unity


+ 6 - 1
Assets/BowArrow/Scenes/Home.unity

@@ -38,7 +38,7 @@ RenderSettings:
   m_ReflectionIntensity: 1
   m_CustomReflection: {fileID: 0}
   m_Sun: {fileID: 0}
-  m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
+  m_IndirectSpecularColor: {r: 0.44657898, g: 0.4964133, b: 0.5748178, a: 1}
   m_UseRadianceAmbientProbe: 0
 --- !u!157 &3
 LightmapSettings:
@@ -175,6 +175,7 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   m_Navigation:
     m_Mode: 3
+    m_WrapAround: 0
     m_SelectOnUp: {fileID: 0}
     m_SelectOnDown: {fileID: 0}
     m_SelectOnLeft: {fileID: 0}
@@ -448,6 +449,7 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   m_Navigation:
     m_Mode: 3
+    m_WrapAround: 0
     m_SelectOnUp: {fileID: 0}
     m_SelectOnDown: {fileID: 0}
     m_SelectOnLeft: {fileID: 0}
@@ -776,6 +778,7 @@ MonoBehaviour:
   m_FallbackScreenDPI: 96
   m_DefaultSpriteDPI: 96
   m_DynamicPixelsPerUnit: 1
+  m_PresetInfoIsWorld: 0
 --- !u!223 &987005507
 Canvas:
   m_ObjectHideFlags: 0
@@ -1242,6 +1245,7 @@ Light:
   m_UseColorTemperature: 0
   m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0}
   m_UseBoundingSphereOverride: 0
+  m_UseViewFrustumForShadowCasterCull: 1
   m_ShadowRadius: 0
   m_ShadowAngle: 0
 --- !u!4 &1612717432
@@ -1388,6 +1392,7 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   m_Navigation:
     m_Mode: 3
+    m_WrapAround: 0
     m_SelectOnUp: {fileID: 0}
     m_SelectOnDown: {fileID: 0}
     m_SelectOnLeft: {fileID: 0}

+ 96 - 77
Assets/BowArrow/Scripts/Bluetooth/AimHandler.cs

@@ -27,7 +27,6 @@ public class AimHandler : MonoBehaviour
 
     //椭圆对象
     [SerializeField] Ellipse ellipseScript;
-    [SerializeField] Toggle ellipseToggle;
     [SerializeField] GameObject AccObj;
     [SerializeField] GameObject MagObj;
     [SerializeField] GameObject AMesh;
@@ -45,6 +44,11 @@ public class AimHandler : MonoBehaviour
 
     o0MagneticCalibraterEllipsoidFitting MagCalibrater;
     o0GyrCalibrater GyrCalibrater;
+
+    //陀螺仪校准进度记录
+    public int gyrCalibrateCompleteCount = 0;
+    public int gyrCalibrateTotalCount = 300;
+
     long msOld = 0;
 
     public static AimHandler ins; 
@@ -54,11 +58,7 @@ public class AimHandler : MonoBehaviour
         ins = this;
         BluetoothDispatcher.aim = OnDataReceived;
 
-        //Init
-        ellipseToggle.onValueChanged.AddListener(delegate(bool value) {
-             Debug.Log(value);
-        });
-
+        //初始化
         for (var i = 0; i < 9; ++i)
         {
             _9Axis.Tester.Add(DrawImage.Find(i.ToString()).gameObject.AddComponent<o0UIRawImageTester>());
@@ -91,63 +91,7 @@ public class AimHandler : MonoBehaviour
         if (MagCalibrationButton)
         {
             MagCalibrationButton.onClick.AddListener(delegate {
-                if (MagCalibrater.Calibration)
-                {
-                    List<Vector3> list = MagCalibrater.getRecords();
-                    //停止校准时候,看看数组值
-                    float maxDistance = 0f,ratio = 1f;
-                    Vector3 maxVector3 = new Vector3(0,0,0);
-                    List<Vector3> endRecords = new List<Vector3>();
-                    foreach (Vector3 i in list)
-                    {
-                        Vector3 v = i - MagCalibrater._Center;
-                        if (Math.Abs(v.magnitude) > maxDistance)
-                        {
-                            maxVector3 = v;
-                            maxDistance = Math.Abs(v.magnitude);
-                            if(Math.Abs(v.magnitude) < Math.Abs(MagCalibrater._Radius.magnitude))
-                                ratio = Math.Abs(v.magnitude) / Math.Abs(MagCalibrater._Radius.magnitude);
-                            else
-                                ratio = Math.Abs(MagCalibrater._Radius.magnitude) / Math.Abs(v.magnitude);
-                        }
-                    }
-                    Debug.LogWarning(maxDistance + " == " + Math.Abs(MagCalibrater._Radius.magnitude) + " == " + MagCalibrater._Radius + " = " + maxVector3);
-                    //如果比例效果不理想。可以设置为ratio=0.5f 
-                    foreach (Vector3 i in list)
-                    {
-                        //- MagCalibrater._Center
-                        Vector3 v = i ;
-                        v *= ratio;
-                        if(endRecords.Count>3000)
-                        {
-                            endRecords.RemoveAt(0);
-                        }
-                        endRecords.Add(v);
-                    }
-                    this.ellipseScript.ClearAndUpdatePointArray();
-                    this.ellipseScript.DrawPointCloud(endRecords);
-
-                    //绘制椭圆形
-                    if (MagCalibrater._Radius != this.ellipseScript.ellipseTran.localScale)
-                    {
-                        this.ellipseScript.setEllipseLocalScaleAndCenter(MagCalibrater._Radius, MagCalibrater._Center* ratio);
-                        //设置绘制图像相机的对应位置
-                        this.ellipseScript.setCameraPos(MagCalibrater._Center * 0.5f);
-                    }
-
-                    MagCalibrater.Calibration = false;
-                    MagCalibrationButton.GetComponentInChildren<Text>().text = "开始地磁计校准";
-                    PlayerPrefs.SetString("o0MagneticCalibrater", JsonConvert.SerializeObject(MagCalibrater));
-
-                }
-                else
-                {
-                    MagCalibrater.Calibration = true;
-                    MagCalibrationButton.GetComponentInChildren<Text>().text = "停止地磁计校准";
-
-                    this.cMaxVector = new Vector3(0, 0, 0);
-                    this.cMinVector = new Vector3(0, 0, 0);
-                }
+                CalibrateMag(!MagCalibrater.Calibration);
             });
         }
 
@@ -164,21 +108,86 @@ public class AimHandler : MonoBehaviour
         }
         if (GyrCalibrationButton)
         {
-            GyrCalibrationButton.onClick.AddListener(delegate {
-                if (GyrCalibrater.Calibration)
-                {
-                    GyrCalibrater.Calibration = false;
-                    GyrCalibrationButton.GetComponentInChildren<Text>().text = "开始陀螺仪校准";
-                    PlayerPrefs.SetString("o0GyrCalibrater", JsonConvert.SerializeObject(GyrCalibrater));
+            GyrCalibrationButton.onClick.AddListener(delegate() {
+                CalibrateGyr(!GyrCalibrater.Calibration);
+            });
+        }
+    }
+
+    public void CalibrateGyr(bool calibration) {
+        try {
+            GyrCalibrater.Calibration = calibration;
+            if (calibration)
+            {
+                GyrCalibrationButton.GetComponentInChildren<Text>().text = "停止陀螺仪校准";
+
+            }
+            else
+            {
+                GyrCalibrationButton.GetComponentInChildren<Text>().text = "开始陀螺仪校准";
+                PlayerPrefs.SetString("o0GyrCalibrater", JsonConvert.SerializeObject(GyrCalibrater));            
+            }
+        } catch (Exception e) { Debug.LogError(e.Message); }
+    }
 
+     public void CalibrateMag(bool calibration) {
+        try {
+            if (calibration)
+            {
+                MagCalibrater.Calibration = calibration;
+                MagCalibrationButton.GetComponentInChildren<Text>().text = "停止地磁计校准";
+                this.cMaxVector = new Vector3(0, 0, 0);
+                this.cMinVector = new Vector3(0, 0, 0);
+            }
+            else
+            {
+                List<Vector3> list = MagCalibrater.getRecords();
+                //停止校准时候,看看数组值
+                float maxDistance = 0f,ratio = 1f;
+                Vector3 maxVector3 = new Vector3(0,0,0);
+                List<Vector3> endRecords = new List<Vector3>();
+                foreach (Vector3 i in list)
+                {
+                    Vector3 v = i - MagCalibrater._Center;
+                    if (Math.Abs(v.magnitude) > maxDistance)
+                    {
+                        maxVector3 = v;
+                        maxDistance = Math.Abs(v.magnitude);
+                        if(Math.Abs(v.magnitude) < Math.Abs(MagCalibrater._Radius.magnitude))
+                            ratio = Math.Abs(v.magnitude) / Math.Abs(MagCalibrater._Radius.magnitude);
+                        else
+                            ratio = Math.Abs(MagCalibrater._Radius.magnitude) / Math.Abs(v.magnitude);
+                    }
                 }
-                else
+                Debug.LogWarning(maxDistance + " == " + Math.Abs(MagCalibrater._Radius.magnitude) + " == " + MagCalibrater._Radius + " = " + maxVector3);
+                //如果比例效果不理想。可以设置为ratio=0.5f 
+                foreach (Vector3 i in list)
                 {
-                    GyrCalibrater.Calibration = true;
-                    GyrCalibrationButton.GetComponentInChildren<Text>().text = "停止陀螺仪校准";
+                    //- MagCalibrater._Center
+                    Vector3 v = i ;
+                    v *= ratio;
+                    if(endRecords.Count>3000)
+                    {
+                        endRecords.RemoveAt(0);
+                    }
+                    endRecords.Add(v);
                 }
-            });
-        }
+                this.ellipseScript.ClearAndUpdatePointArray();
+                this.ellipseScript.DrawPointCloud(endRecords);
+
+                //绘制椭圆形
+                if (MagCalibrater._Radius != this.ellipseScript.ellipseTran.localScale)
+                {
+                    this.ellipseScript.setEllipseLocalScaleAndCenter(MagCalibrater._Radius, MagCalibrater._Center* ratio);
+                    //设置绘制图像相机的对应位置
+                    this.ellipseScript.setCameraPos(MagCalibrater._Center * 0.5f);
+                }
+
+                MagCalibrater.Calibration = calibration;
+                MagCalibrationButton.GetComponentInChildren<Text>().text = "开始地磁计校准";
+                PlayerPrefs.SetString("o0MagneticCalibrater", JsonConvert.SerializeObject(MagCalibrater));
+            }
+        } catch (Exception e) { Debug.LogError(e.Message); }
     }
 
     //转换读取的数据,无符号->有符号
@@ -223,6 +232,12 @@ public class AimHandler : MonoBehaviour
         yaw = -yaw / 32768 * 2000;
         Gyr = new Vector3(roll, pitch, yaw) / 1000;
         Gyr = GyrCalibrater.Update(Gyr);
+        if (GyrCalibrater.Calibration) 
+        {
+            if (gyrCalibrateCompleteCount < gyrCalibrateTotalCount) {
+                gyrCalibrateCompleteCount++;
+            }
+        }
         if (GyrScaleText && GyrCalibrater.Calibration) 
         {    
             // GyrScaleText.text = GyrCalibrater._Average.x + "\n" + GyrCalibrater._Average.y + "\n" + GyrCalibrater._Average.z;
@@ -278,6 +293,11 @@ public class AimHandler : MonoBehaviour
 
         AMesh.transform.localRotation = newRotation = _9Axis.Update(Acc * 10, Gyr, Mag, TimeGap);
 
+        // 游戏处于暂停状态时,Update插值会失效,因此需要主动赋值新的角度
+        if (GameMgr.ins && GameMgr.ins.gamePause) {
+            controlObj.localRotation = newRotation;
+        }
+
         // 记录一些旋转角---start
         if (ArmBow.ins) {
             for (int i = ArmBow.ins.recordRotations.Length - 1; i > 0 ; i--)
@@ -297,8 +317,7 @@ public class AimHandler : MonoBehaviour
         if (controlObj && hasAutoIdentity)
         {
             // 最终结果进行lerp
-            controlObj.localRotation = Quaternion.Lerp(controlObj.localRotation, newRotation, Time.deltaTime * 8);
-            // controlObj.localRotation = newRotation;          
+            controlObj.localRotation = Quaternion.Lerp(controlObj.localRotation, newRotation, Time.deltaTime * 8);         
         }
     }
 
@@ -321,7 +340,7 @@ public class AimHandler : MonoBehaviour
         }
     }
 
-    void DoIdentity()
+    public void DoIdentity()
     {
         if (!hasAutoIdentity) return;
         _9Axis.SetIdentity();

+ 29 - 3
Assets/BowArrow/Scripts/Bluetooth/BluetoothAim.cs

@@ -3,6 +3,7 @@ using System;
 using UnityEngine;
 using System.Collections.Generic;
 using UnityEngine.UI;
+using DG.Tweening;
 
 public class BluetoothAim : MonoBehaviour
 {
@@ -13,7 +14,13 @@ public class BluetoothAim : MonoBehaviour
     string deviceName = "";
     bool canConnect = true;
     [SerializeField] Text textUI;
+    public BluetoothStatusEnum status = BluetoothStatusEnum.Connect;
     public static bool scanLock = false; //防止同时扫描冲突
+    public static BluetoothAim ins;
+
+    void Start() {
+        ins = this;
+    }
 
     void OnDestroy()
     {
@@ -23,12 +30,27 @@ public class BluetoothAim : MonoBehaviour
         }
     }
 
-    void FixedUpdate()
+    // void FixedUpdate()
+    // {
+    //     Connect();
+    // }
+    void SetStatus(BluetoothStatusEnum statusValue) 
     {
-        Connect();
+        status = statusValue;
+        if (status == BluetoothStatusEnum.ConnectFail) {
+            status = BluetoothStatusEnum.ConnectFail;
+            Sequence sequence = DOTween.Sequence();
+            sequence.AppendInterval(2f);
+            sequence.AppendCallback(delegate() {
+                if (status == BluetoothStatusEnum.ConnectFail) {
+                    status = BluetoothStatusEnum.Connect;        
+                }
+            });
+            DeviceReconnectView.Show();
+        }
     }
 
-    void Connect()
+    public void Connect()
     {
         if (BluetoothShoot.scanLock)
         {
@@ -40,6 +62,7 @@ public class BluetoothAim : MonoBehaviour
         }
         scanLock = true;
         canConnect = false;
+        SetStatus(BluetoothStatusEnum.Connecting);
         try
         {
             BluetoothHelper.BLE = true;
@@ -48,6 +71,7 @@ public class BluetoothAim : MonoBehaviour
             bluetoothHelper.OnConnected += (BluetoothHelper helper) =>
             {
                 Log("连接成功\n" + helper.getDeviceName());
+                SetStatus(BluetoothStatusEnum.ConnectSuccess);
                 foreach (BluetoothHelperService service in helper.getGattServices())
                 {
                 
@@ -77,6 +101,7 @@ public class BluetoothAim : MonoBehaviour
             {
                 canConnect = true;
                 Log("连接失败\n" + helper.getDeviceName());
+                SetStatus(BluetoothStatusEnum.ConnectFail);
             };
             bluetoothHelper.OnCharacteristicChanged += (helper, value, characteristic) =>
             {
@@ -104,6 +129,7 @@ public class BluetoothAim : MonoBehaviour
                 }
                 canConnect = true;
                 Log("没有发现设备");
+                SetStatus(BluetoothStatusEnum.ConnectFail);
             };
 
             bluetoothHelper.ScanNearbyDevices();

+ 6 - 0
Assets/BowArrow/Scripts/Bluetooth/BluetoothHolder.cs

@@ -1,9 +1,11 @@
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
+using UnityEngine.UI;
 
 public class BluetoothHolder : MonoBehaviour
 {   
+    bool debug = true;
     public static BluetoothHolder ins;
 
     void Awake() 
@@ -18,6 +20,10 @@ public class BluetoothHolder : MonoBehaviour
 
     void Start() {
         ins = this;
+        if (!debug) {
+            this.transform.Find("CanvasForOpenDebug").gameObject.SetActive(false);
+        }
+        CloseDebug();
     } 
 
     public void openDebug() {

+ 28 - 3
Assets/BowArrow/Scripts/Bluetooth/BluetoothShoot.cs

@@ -14,7 +14,13 @@ public class BluetoothShoot : MonoBehaviour
     string deviceName = "";
     bool canConnect = true;
     [SerializeField] Text textUI;
+    public BluetoothStatusEnum status = BluetoothStatusEnum.Connect;
     public static bool scanLock = false; //防止同时扫描冲突
+    public static BluetoothShoot ins;
+
+    void Start() {
+        ins = this;
+    }
 
     void OnDestroy()
     {
@@ -24,12 +30,27 @@ public class BluetoothShoot : MonoBehaviour
         }
     }
 
-    void FixedUpdate()
+    // void FixedUpdate()
+    // {
+    //     Connect();
+    // }
+    void SetStatus(BluetoothStatusEnum statusValue) 
     {
-        Connect();
+        status = statusValue;
+        if (status == BluetoothStatusEnum.ConnectFail) {
+            status = BluetoothStatusEnum.ConnectFail;
+            Sequence sequence = DOTween.Sequence();
+            sequence.AppendInterval(2f);
+            sequence.AppendCallback(delegate() {
+                if (status == BluetoothStatusEnum.ConnectFail) {
+                    status = BluetoothStatusEnum.Connect;        
+                }
+            });
+            DeviceReconnectView.Show();
+        }
     }
 
-    void Connect()
+    public void Connect()
     {
         if (BluetoothAim.scanLock)
         {
@@ -41,6 +62,7 @@ public class BluetoothShoot : MonoBehaviour
         }
         scanLock = true;
         canConnect = false;
+        SetStatus(BluetoothStatusEnum.Connecting);
         try
         {
             BluetoothHelper.BLE = true;
@@ -49,6 +71,7 @@ public class BluetoothShoot : MonoBehaviour
             bluetoothHelper.OnConnected += (BluetoothHelper helper) =>
             {
                 Log("连接成功\n" + helper.getDeviceName());
+                SetStatus(BluetoothStatusEnum.ConnectSuccess);
                 foreach (BluetoothHelperService service in helper.getGattServices())
                 {
                   
@@ -78,6 +101,7 @@ public class BluetoothShoot : MonoBehaviour
             {
                 canConnect = true;
                 Log("连接失败\n" + helper.getDeviceName());
+                SetStatus(BluetoothStatusEnum.ConnectFail);
             };
             bluetoothHelper.OnCharacteristicChanged += (helper, value, characteristic) =>
             {
@@ -105,6 +129,7 @@ public class BluetoothShoot : MonoBehaviour
                 }
                 canConnect = true;
                 Log("没有发现设备");
+                SetStatus(BluetoothStatusEnum.ConnectFail);
             };
 
             bluetoothHelper.ScanNearbyDevices();

+ 27 - 0
Assets/BowArrow/Scripts/Bluetooth/BluetoothStatus.cs

@@ -0,0 +1,27 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class BluetoothStatus
+{
+    public static (string, Color) GetStatusInfo(BluetoothStatusEnum status) 
+    {
+        if (status == BluetoothStatusEnum.Connecting) {
+            return ("正在连接", Color.yellow);
+        } else if (status == BluetoothStatusEnum.ConnectSuccess) {
+            return ("连接成功", Color.green);
+        } else if (status == BluetoothStatusEnum.ConnectFail) {
+            return ("连接失败", Color.red);
+        } 
+        return ("连接", Color.white);
+    }
+}
+
+public enum BluetoothStatusEnum 
+{
+    None,
+    Connect,
+    Connecting,
+    ConnectSuccess,
+    ConnectFail
+}

+ 11 - 0
Assets/BowArrow/Scripts/Bluetooth/BluetoothStatus.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: aadbb4adee4c1b74dae375bc0652f436
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 2 - 10
Assets/BowArrow/Scripts/Debug/TargetDistanceSlider.cs

@@ -5,18 +5,10 @@ using UnityEngine.UI;
 
 public class TargetDistanceSlider : MonoBehaviour
 {
-    GameObject target;
-    Text text;
-
-    void Start()
-    {
-        target = GameObject.Find("GameArea/010");
-        text = this.transform.Find("Text").GetComponent<Text>();
-        this.onSlider();
-    }
-
     public void onSlider() 
     {
+        GameObject target = GameObject.Find("GameArea/010");
+        Text text = this.transform.Find("Text").GetComponent<Text>();
         float value = this.GetComponent<Slider>().value;
         Vector3 v3 = target.transform.localPosition;
         v3.x = 7.718f + (-17.12f - 7.718f) * value;

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

@@ -98,7 +98,7 @@ public class ArmBow : MonoBehaviour
     }
 
     public void ADS_fire() {
-        if (!canShoot || banShoot) return;
+        if (!canShoot || banShoot || GameMgr.ins.gamePause) return;
         GameMgr.ins.gameMode.onBowShoot();
         this.pulling = false;
         this.canShoot = false;

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

@@ -42,7 +42,7 @@ public class Arrow : MonoBehaviour
             flyTime += Time.deltaTime;
             this.position = this.transform.position;
             this.rotation = this.transform.rotation;
-            if (flyTime > 6.0) {
+            if (flyTime > 4) {
                 Destroy(gameObject);
                 GameMgr.ins.gameMode.HitTarget(0);
                 AudioMgr.ins.PlayCheer(false);

+ 18 - 0
Assets/BowArrow/Scripts/Game/DeviceCalibrateUI.cs

@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class DeviceCalibrateUI : MonoBehaviour
+{
+    public void Calibrate(int doID) 
+    {
+        AudioMgr.ins.PlayBtn();
+        if (doID == 1) {
+            DeviceCalibrateView.Create(DeviceCalibrateItem.Gyr);
+        } else if (doID == 2) {
+            DeviceCalibrateView.Create(DeviceCalibrateItem.Mag);
+        } else if (doID == 3) {
+            AimHandler.ins.DoIdentity();
+        }
+    }
+}

+ 11 - 0
Assets/BowArrow/Scripts/Game/DeviceCalibrateUI.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e77b4206371b0bc49adef73ae0dd0fae
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 0 - 18
Assets/BowArrow/Scripts/Manager/AvatarMgr.cs

@@ -1,18 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class AvatarMgr : MonoBehaviour
-{
-    static string[] playerNames = {"漩涡鸣人", "宇智波佐助"};
-    static int avatarCount {
-        get {
-            return playerNames.Length;
-        }
-    }
-    public static (Sprite, string) GetPlayerInfo(int id)
-    {
-        Sprite sprite = Resources.Load<Sprite>("Textures/Avatar/Player" + id);
-        return (sprite, playerNames[id - 1]);
-    }
-}

+ 104 - 40
Assets/BowArrow/Scripts/Manager/GameMgr.cs

@@ -1,4 +1,6 @@
-using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
 using DG.Tweening;
 using UnityEngine.UI;
 
@@ -7,7 +9,6 @@ public class GameMgr : MonoBehaviour
     public static int gameType = 0;
     public GameMode gameMode;
     public bool gameOver = false;
-    
     public static GameMgr ins;
 
     void Awake() 
@@ -15,6 +16,7 @@ public class GameMgr : MonoBehaviour
         ins = this;
         AudioMgr.init();
         this.InitGameMode();
+        this.CheckGuide();
     }
 
     void FixedUpdate()
@@ -26,6 +28,9 @@ public class GameMgr : MonoBehaviour
         if (gameType == 0) gameMode = new GameModeTest(this);
         if (gameType == 1) gameMode = new TimeLimitGameMode(this);
         if (gameType == 2) gameMode = new PKGameMode(this);
+        if (gameType > 0) {
+            GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/Views/GameRuleView"));
+        }
     }
 
     public void StopGame() {
@@ -37,30 +42,86 @@ public class GameMgr : MonoBehaviour
         }
     }
 
-    public void OpenBluetoothDebug() {
-        BluetoothHolder.ins.openDebug();
+    public void SetTargetDistance(Transform target, float value) {
+        Vector3 v3 = target.transform.localPosition;
+        v3.x = 7.718f + (-17.12f - 7.718f) * ((value - 10f) / 60f);
+        target.transform.localPosition = v3;
+    }
+
+    bool guideFinish = false;
+    public void CheckGuide() {
+        int deviceCalibrateGuideFinish = PlayerPrefs.GetInt("DeviceCalibrateGuide", 0);
+        if (deviceCalibrateGuideFinish != 1) {
+            DeviceCalibrateView.Create();
+            return;
+        }
+        int gameRuleGuideFinish = PlayerPrefs.GetInt("GameRuleGuide" + gameType, 0);
+        if (gameRuleGuideFinish != 1) {
+            GameRuleView gameRuleView = GameObject.FindObjectOfType<GameRuleView>();
+            if (gameRuleView) {
+                gameRuleView.Click();
+                return;
+            }
+        }
+        guideFinish = true;
+        gameMode.Start();
+    }
+
+    public void FinishGameRuleGuide() {
+        if (guideFinish) return;
+        PlayerPrefs.SetInt("GameRuleGuide" + gameType, 1);
+        CheckGuide();
+    }
+    public void FinishDeviceCalibrateGuide() {
+        if (guideFinish) return;
+        PlayerPrefs.SetInt("DeviceCalibrateGuide", 1);
+        CheckGuide();
+    }
+
+    HashSet<Object> gamePauseLockers = new HashSet<Object>();
+    public bool gamePause {
+        get {
+            return gamePauseLockers.Count > 0;
+        }
+    }
+    public void addLockerForGamePause(Object o) 
+    {
+        gamePauseLockers.Add(o);
+        if (gamePauseLockers.Count > 0) {
+            Time.timeScale = 0;
+        }
+    }
+    public void removeLockerForGamePause(Object o) 
+    {
+        gamePauseLockers.Remove(o);
+        if (gamePauseLockers.Count == 0) {
+            Time.timeScale = 1;
+        }
     }
 }
 
 public abstract class GameMode 
 {
     public GameMgr gameMgr;
+    public bool pauseTimeCounting = false;
     public GameMode(GameMgr gameMgr) {
         this.gameMgr = gameMgr;
-        //记录可射击的靶子
-        TargetBody targetBody = GameObject.Find("GameArea/010/TargetBody").GetComponent<TargetBody>();
-        GameObject.Find("Main Camera/ArmBow").GetComponent<ArmBow>().validTargets.Add(targetBody);
     }
     public abstract void HitTarget(int score);
     public abstract bool DoNextShoot();
     public abstract object[] Settle();
+    public virtual void Start() {}
     public virtual void Update() {}
     public virtual void onBowReady() {}
     public virtual void onBowShoot() {}
 }
 
 public class GameModeTest : GameMode {
-    public GameModeTest(GameMgr gameMgr) : base(gameMgr) {}
+    public GameModeTest(GameMgr gameMgr) : base(gameMgr) {
+        //记录可射击的靶子
+        TargetBody targetBody = GameObject.Find("GameArea/010/TargetBody").GetComponent<TargetBody>();
+        GameObject.Find("Main Camera/ArmBow").GetComponent<ArmBow>().validTargets.Add(targetBody);
+    }
     public override void HitTarget(int score) {}
     public override bool DoNextShoot() { return true; }
     public override object[] Settle() { return null; }
@@ -72,14 +133,13 @@ public class TimeLimitGameMode : GameMode {
     int oneStarScore = 10;
     float time = 60;
 
-    public TimeLimitGameMode(GameMgr gameMgr) : base(gameMgr)
-    {
-        //添加游戏界面
-        GameObject view = Resources.Load<GameObject>("Prefabs/Views/TimeLimitGameView");
-        GameObject.Instantiate(view);
+    public TimeLimitGameMode(GameMgr gameMgr) : base(gameMgr) {
         //记录可射击的靶子
         TargetBody targetBody = GameObject.Find("GameArea/010/TargetBody").GetComponent<TargetBody>();
         GameObject.Find("Main Camera/ArmBow").GetComponent<ArmBow>().validTargets.Add(targetBody);
+        //添加游戏界面
+        GameObject view = Resources.Load<GameObject>("Prefabs/Views/TimeLimitGameView");
+        GameObject.Instantiate(view);
     }
 
     public override void HitTarget(int score) {
@@ -101,7 +161,7 @@ public class TimeLimitGameMode : GameMode {
     }
 
     public override void Update() {
-        if (gameMgr.gameOver) return;
+        if (gameMgr.gameOver || pauseTimeCounting) return;
         if (this.time > 0) {
             this.time -= Time.deltaTime;
         } else {
@@ -145,29 +205,33 @@ public class PKGameMode : GameMode {
     public int[] totalScores = {0, 0};
     public int[] currentScores = {0, 0};
     public int round = 1;
+    float[] targetDistancesOnRound = {10, 20, 30, 50, 70, 70};
     int maxRound = 5;
     int shootCount = 0;
     int maxShootCount = 3;
     public float singleShootReadyTime = 20;
     public float singleShootReadyMaxTime = 20;
     bool singleShootTimeRunning = false;
-    public static int[] playerIDs = {1, 2};
+    public static int[] playerRoleIDs = {1, 2};
     string[] gameRes = {"平局", "平局"};
+    //记录可射击的靶子
+    TargetBody targetBody;
 
-    public PKGameMode(GameMgr gameMgr) : base(gameMgr)
-    {
+    public PKGameMode(GameMgr gameMgr) : base(gameMgr) {
+        //记录可射击的靶子
+        targetBody = GameObject.Find("GameArea/010/TargetBody").GetComponent<TargetBody>();
+        GameObject.Find("Main Camera/ArmBow").GetComponent<ArmBow>().validTargets.Add(targetBody);
+        gameMgr.SetTargetDistance(targetBody.transform.parent, targetDistancesOnRound[round - 1]);
         //添加游戏界面
         GameObject view = Resources.Load<GameObject>("Prefabs/Views/PKGameView");
         GameObject.Instantiate(view);
-        //记录可射击的靶子
-        TargetBody targetBody = GameObject.Find("GameArea/010/TargetBody").GetComponent<TargetBody>();
-        GameObject.Find("Main Camera/ArmBow").GetComponent<ArmBow>().validTargets.Add(targetBody);
+    }
+
+    public override void Start() {
         //禁止动作-相机和手臂
-        BanForReady();
+        BanBowReady();
         //添加预备界面
         AddReadyView();
-        // GameObject view = Resources.Load<GameObject>("Prefabs/Views/PKGameSettleView");
-        // GameObject.Instantiate(view);
     }
 
     void AddReadyView() 
@@ -176,23 +240,17 @@ public class PKGameMode : GameMode {
         GameObject.Instantiate(view);
     }
 
-    void BanForReady() {
-        // GameObject.FindObjectOfType<BowCamera>().banRotate = true;
+    void BanBowReady() {
         ArmBow armBow =  GameObject.FindObjectOfType<ArmBow>();
         armBow.banReady = true;
         armBow.banShoot = true;
     }
 
-    void UnbanForReady() {
-        // GameObject.FindObjectOfType<BowCamera>().banRotate = false;
+    public void UnbanBowReady() {
         ArmBow armBow =  GameObject.FindObjectOfType<ArmBow>();
         armBow.banReady = false;
         armBow.banShoot = false;
-    }
-
-    public void PressReady() {
-        UnbanForReady();
-        GameObject.FindObjectOfType<ArmBow>().ready();
+        GameObject.FindObjectOfType<ArmBow>().readyShoot();
     }
 
     public override void HitTarget(int score) {
@@ -221,8 +279,13 @@ public class PKGameMode : GameMode {
                 }
                 //根据总比分判断游戏是否结束
                 if (totalScores[0] == totalScores[1] && round == maxRound) {
-                    gameEnd = true;    
-                    gameRes = new string[]{"平局", "平局"};
+                    if (round == 5) {
+                        maxShootCount = 1;
+                        maxRound = 6;
+                    } else {
+                        gameEnd = true;    
+                        gameRes = new string[]{"平局", "平局"};
+                    }
                 } else if (totalScores[0] >= 6) {
                     gameEnd = true;
                     gameRes = new string[]{"胜利", "失败"};
@@ -242,11 +305,14 @@ public class PKGameMode : GameMode {
             GameObject.Instantiate(view);
             return false;
         } else if (nextPlayer) {
+            //进入下一回合?
             if (nextRound) {
                 round++;
                 currentScores[0] = currentScores[1] = 0;
+                gameMgr.SetTargetDistance(targetBody.transform.parent, targetDistancesOnRound[round - 1]);
             }
-            BanForReady();
+            //准备切换玩家
+            BanBowReady();
             AddReadyView();
             //清除箭矢
             Arrow[] arrows = GameObject.FindObjectsOfType<Arrow>();
@@ -258,8 +324,6 @@ public class PKGameMode : GameMode {
                     Debug.Log("Delete Arrow Error\n" + e.Message);
                 }
             }
-        } else {
-            UnbanForReady();
         }
         return true; 
     }
@@ -270,13 +334,13 @@ public class PKGameMode : GameMode {
     }
 
     public override void Update() {
-        if (singleShootTimeRunning) {
+        if (singleShootTimeRunning && !pauseTimeCounting) {
             singleShootReadyTime -= Time.deltaTime;
             if (singleShootReadyTime <= 0) {
                 singleShootReadyTime = 0;
                 singleShootTimeRunning = false;
                 HitTarget(0);
-                BanForReady();
+                BanBowReady();
                 //超时显示
                 Text timeoutText = PKGameView.ins.transform.Find("TimeoutText").GetComponent<Text>();
                 Sequence seq = DOTween.Sequence();
@@ -285,7 +349,7 @@ public class PKGameMode : GameMode {
                 seq.Append(timeoutText.DOFade(0, 0.5f));
                 seq.AppendCallback(delegate(){
                     if (DoNextShoot()) {
-                        ArmBow.ins.readyShoot();
+                        UnbanBowReady();
                     }
                 });
             }

+ 18 - 0
Assets/BowArrow/Scripts/Manager/RoleMgr.cs

@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class RoleMgr : MonoBehaviour
+{
+    static string[] roleNames = {"海绵宝宝", "方狗狗", "五六七", "CHANEL", "Mimi", "喵了个咪"};
+    public static int roleCount {
+        get {
+            return roleNames.Length;
+        }
+    }
+    public static (Sprite, string) GetRoleInfo(int id)
+    {
+        Sprite sprite = Resources.Load<Sprite>("Textures/Avatar/Player" + id);
+        return (sprite, roleNames[id - 1]);
+    }
+}

+ 0 - 0
Assets/BowArrow/Scripts/Manager/AvatarMgr.cs.meta → Assets/BowArrow/Scripts/Manager/RoleMgr.cs.meta


+ 151 - 0
Assets/BowArrow/Scripts/View/DeviceCalibrateView.cs

@@ -0,0 +1,151 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class DeviceCalibrateView : MonoBehaviour
+{
+    [SerializeField] Button btnGyrCalibrate;
+    [SerializeField] Text progressGyrCalibrate;
+    [SerializeField] Button btnMagCalibrate;
+    [SerializeField] Button btnIdentityCalibrate;
+    [SerializeField] Button btnBack;
+    [SerializeField] Button btnNext;
+    [SerializeField] Button btnFinish;
+
+    bool canUpdateGyrCalibrateProgress = false;
+    public DeviceCalibrateItem deviceCalibrateItem = DeviceCalibrateItem.Guide;
+    DeviceCalibrateItem[] deviceCalibrateItemForGuide = {
+        DeviceCalibrateItem.Gyr,
+        DeviceCalibrateItem.Mag,
+        DeviceCalibrateItem.Identity
+    };
+    int guideIndex = 0;
+    public bool guide = true;
+
+    public static void Create(DeviceCalibrateItem itemType = DeviceCalibrateItem.Guide) {
+        GameObject o = GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/Views/DeviceCalibrateView"));
+        o.GetComponent<DeviceCalibrateView>().deviceCalibrateItem = itemType;
+        o.GetComponent<DeviceCalibrateView>().guide = itemType == DeviceCalibrateItem.Guide;
+    }
+
+    void Start()
+    {
+        GameMgr.ins.addLockerForGamePause(this);
+        btnGyrCalibrate.GetComponent<Button>().onClick.AddListener(ClickGyrCalibrate);
+        btnMagCalibrate.GetComponent<Button>().onClick.AddListener(ClickMagCalibrate);
+        btnIdentityCalibrate.GetComponent<Button>().onClick.AddListener(ClickIdentityCalibrate);
+        btnBack.GetComponent<Button>().onClick.AddListener(delegate() {
+            guideIndex--;
+            RefreshPage();
+        });
+        btnNext.GetComponent<Button>().onClick.AddListener(delegate() {
+            guideIndex++;
+            RefreshPage();
+        });
+        btnFinish.GetComponent<Button>().onClick.AddListener(delegate() {
+            Destroy(this.gameObject);
+            if (guide && guideIndex == deviceCalibrateItemForGuide.Length - 1) {
+                GameMgr.ins.FinishDeviceCalibrateGuide();
+            }
+        });
+        RefreshPage();
+    }
+
+    void OnDestroy()
+    {
+        GameMgr.ins.removeLockerForGamePause(this);
+
+        if (guide) 
+        {
+            AimHandler.ins.CalibrateGyr(false);
+            AimHandler.ins.CalibrateMag(false);
+        } 
+        else if (deviceCalibrateItem == DeviceCalibrateItem.Gyr)
+        {
+            AimHandler.ins.CalibrateGyr(false);
+        }
+        else if (deviceCalibrateItem == DeviceCalibrateItem.Mag)
+        {
+            AimHandler.ins.CalibrateMag(false);
+        }
+    }
+
+    void Update()
+    {   
+        if (canUpdateGyrCalibrateProgress) {
+            int progress = (int) ((float) AimHandler.ins.gyrCalibrateCompleteCount * 100 / (float) AimHandler.ins.gyrCalibrateTotalCount);
+             progressGyrCalibrate.text = progress + "%";
+            if (progress >= 100) {
+                ClickGyrCalibrate();
+            }
+        }
+    }
+
+    void ClickGyrCalibrate() 
+    {
+        Button btn = btnGyrCalibrate.GetComponent<Button>();
+        btn.enabled = !btn.enabled;
+        if (btn.enabled) {
+            btn.GetComponent<Image>().sprite = Resources.Load<Sprite>("Textures/Common/ButtonBlue");
+            btn.GetComponentInChildren<Text>().color = Color.white;
+            canUpdateGyrCalibrateProgress = false;
+            AimHandler.ins.CalibrateGyr(false);
+        } else {
+            btn.GetComponent<Image>().sprite = Resources.Load<Sprite>("Textures/Common/ButtonGray");
+            btn.GetComponentInChildren<Text>().color = Color.gray;
+            AimHandler.ins.gyrCalibrateCompleteCount = 0;
+            canUpdateGyrCalibrateProgress = true;
+            AimHandler.ins.CalibrateGyr(true);
+        }
+    }
+
+    bool magCalibrating = false;
+    void ClickMagCalibrate() 
+    {
+        Button btn = btnMagCalibrate.GetComponent<Button>();
+        magCalibrating = !magCalibrating;
+        if (magCalibrating) {
+            btn.GetComponentInChildren<Text>().text = "停止校准";
+            AimHandler.ins.CalibrateMag(true);
+        } else {
+            btn.GetComponentInChildren<Text>().text = "开始校准";
+            AimHandler.ins.CalibrateMag(false);
+        }
+    }
+
+    void ClickIdentityCalibrate() {
+        AimHandler.ins.DoIdentity();
+    }
+
+    void RefreshPage() {
+        if (guide) {
+            deviceCalibrateItem = deviceCalibrateItemForGuide[guideIndex];
+            if (guideIndex == 0) {
+                btnBack.gameObject.SetActive(false);
+                btnNext.gameObject.SetActive(true);
+                btnFinish.gameObject.SetActive(false);
+            } else if (guideIndex == deviceCalibrateItemForGuide.Length - 1) {
+                btnBack.gameObject.SetActive(true);
+                btnNext.gameObject.SetActive(false);
+                btnFinish.gameObject.SetActive(true);    
+            } else {
+                btnBack.gameObject.SetActive(true);
+                btnNext.gameObject.SetActive(true);
+                btnFinish.gameObject.SetActive(false);
+            }
+        } else {
+            btnBack.gameObject.SetActive(false);
+            btnNext.gameObject.SetActive(false);
+            btnFinish.gameObject.SetActive(true);
+        }
+        this.transform.Find("Gyr").gameObject.SetActive(deviceCalibrateItem == DeviceCalibrateItem.Gyr);
+        this.transform.Find("Mag").gameObject.SetActive(deviceCalibrateItem == DeviceCalibrateItem.Mag);
+        this.transform.Find("Identity").gameObject.SetActive(deviceCalibrateItem == DeviceCalibrateItem.Identity);
+    }
+}
+
+public enum  DeviceCalibrateItem
+{
+    Guide, Gyr, Mag, Identity
+}

+ 11 - 0
Assets/BowArrow/Scripts/View/DeviceCalibrateView.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 701d3eb12c9f50c409dac667570608fa
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 85 - 0
Assets/BowArrow/Scripts/View/DeviceReconnectView.cs

@@ -0,0 +1,85 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.SceneManagement;
+
+public class DeviceReconnectView : MonoBehaviour
+{
+    [SerializeField] GameObject btnConnectBow;
+    [SerializeField] GameObject btnConnectArrow;
+    static DeviceReconnectView ins;
+
+    public static void Show() {
+        if (SceneManager.GetActiveScene().name != "Game") {
+            return;
+        }
+        try {
+            if (!ins) {
+                GameObject view = Resources.Load<GameObject>("Prefabs/Views/DeviceReconnectView");
+                GameObject.Instantiate(view);
+            }
+        } catch (Exception) {}
+    }
+    
+    void Start()
+    {
+        ins = this;
+        InitBtnForConnect();
+        GameMgr.ins.addLockerForGamePause(this);
+    }
+
+    void OnDestroy()
+    {
+        GameMgr.ins.removeLockerForGamePause(this);
+    }
+
+    void Update()
+    {
+        UpdateBtnForConnect();
+    }
+
+    void InitBtnForConnect()
+    {
+        btnConnectBow.GetComponent<Button>().onClick.AddListener(delegate() {
+            BluetoothAim.ins.Connect();
+        });
+        btnConnectArrow.GetComponent<Button>().onClick.AddListener(delegate() {
+            BluetoothShoot.ins.Connect();
+        });
+    }
+
+    BluetoothStatusEnum bowStatus;
+    BluetoothStatusEnum arrowStatus;
+
+    void UpdateBtnForConnect() {
+        if (BluetoothAim.ins && bowStatus != BluetoothAim.ins.status) {
+            bowStatus = BluetoothAim.ins.status;
+            (string text1, Color color1) = BluetoothStatus.GetStatusInfo(BluetoothAim.ins.status);
+            btnConnectBow.GetComponentInChildren<Text>().text = text1;
+            btnConnectBow.GetComponentInChildren<Text>().color = color1;
+            if (BluetoothAim.ins.status == BluetoothStatusEnum.Connect) {
+                btnConnectBow.GetComponent<Button>().enabled = true;
+            } else {
+                btnConnectBow.GetComponent<Button>().enabled = false;
+            }
+        }
+        if (BluetoothShoot.ins && arrowStatus != BluetoothShoot.ins.status) {
+            arrowStatus = BluetoothShoot.ins.status;
+            (string text2, Color color2) = BluetoothStatus.GetStatusInfo(BluetoothShoot.ins.status);
+            btnConnectArrow.GetComponentInChildren<Text>().text = text2;
+            btnConnectArrow.GetComponentInChildren<Text>().color = color2;
+            if (BluetoothShoot.ins.status == BluetoothStatusEnum.Connect) {
+                btnConnectArrow.GetComponent<Button>().enabled = true;
+            } else {
+                btnConnectArrow.GetComponent<Button>().enabled = false;
+            }
+        }
+    }
+
+    public void Close() {
+        AudioMgr.ins.PlayBtn();
+        Destroy(this.gameObject);
+    }
+}

+ 11 - 0
Assets/BowArrow/Scripts/View/DeviceReconnectView.cs.meta

@@ -0,0 +1,11 @@
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+guid: 8a427fcf2bb555240ae6f462329b43ed
+MonoImporter:
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+ 37 - 0
Assets/BowArrow/Scripts/View/GameRuleView.cs

@@ -0,0 +1,37 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class GameRuleView : MonoBehaviour
+{
+    public string[] rule1 = new string[]{"在固定的时间内尽量射更多的箭。", "总环数逐渐增加,挑战自己的纪录。"};
+    public string[] rule2 = new string[]{
+        "两个人轮流射箭,使用奥运会的规则进行PK。",
+        "比赛一共5局,每局3支箭,累计得分高者胜出。",
+        "获胜者获得永久积分2分,打平各1分,输者不得积分。",
+        "先得6分者胜利,如5局打完是平局,则加赛一箭定胜负", "总环数逐渐增加,挑战自己的纪录。"
+    };
+    int ruleLookIndex = 0;
+
+    void OnDestroy()
+    {
+        GameMgr.ins.removeLockerForGamePause(this);
+    }
+
+    public void Click() {
+        string[] rule = (string[]) this.GetType().GetField("rule" + GameMgr.gameType).GetValue(this);
+        if (ruleLookIndex >= rule.Length) {
+            ruleLookIndex = 0;
+            this.transform.Find("BG").gameObject.SetActive(false);
+            GameMgr.ins.removeLockerForGamePause(this);
+            GameMgr.ins.FinishGameRuleGuide();
+        } else {
+            this.transform.Find("BG").gameObject.SetActive(true);
+            this.transform.Find("BG/Panel/Content").GetComponent<Text>().text = rule[ruleLookIndex];
+            LayoutRebuilder.ForceRebuildLayoutImmediate(this.transform.Find("BG/Panel").GetComponent<RectTransform>());
+            ruleLookIndex++;
+            GameMgr.ins.addLockerForGamePause(this);
+        }
+    }
+}

+ 11 - 0
Assets/BowArrow/Scripts/View/GameRuleView.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f81a77ddcc119c64d822f432a9d80e9c
+MonoImporter:
+  externalObjects: {}
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+ 47 - 2
Assets/BowArrow/Scripts/View/HomeView.cs

@@ -8,6 +8,8 @@ public class HomeView : MonoBehaviour
 {
     [SerializeField] Text nickNameText;
     [SerializeField] GameObject[] genders;
+    [SerializeField] GameObject btnConnectBow;
+    [SerializeField] GameObject btnConnectArrow;
     public static HomeView ins;
 
     void Start()
@@ -27,6 +29,12 @@ public class HomeView : MonoBehaviour
         AudioMgr.init();
 
         RenderNameOrGender();
+        InitBtnForConnect();
+    }
+
+    void FixedUpdate()
+    {
+        UpdateBtnForConnect();
     }
 
     public void RenderNameOrGender() {
@@ -36,6 +44,44 @@ public class HomeView : MonoBehaviour
         LayoutRebuilder.ForceRebuildLayoutImmediate(nickNameText.transform.parent.GetComponent<RectTransform>());
     }
 
+    void InitBtnForConnect()
+    {
+        btnConnectBow.GetComponent<Button>().onClick.AddListener(delegate() {
+            BluetoothAim.ins.Connect();
+        });
+        btnConnectArrow.GetComponent<Button>().onClick.AddListener(delegate() {
+            BluetoothShoot.ins.Connect();
+        });
+    }
+
+    BluetoothStatusEnum bowStatus;
+    BluetoothStatusEnum arrowStatus;
+
+    void UpdateBtnForConnect() {
+        if (BluetoothAim.ins && bowStatus != BluetoothAim.ins.status) {
+            bowStatus = BluetoothAim.ins.status;
+            (string text1, Color color1) = BluetoothStatus.GetStatusInfo(BluetoothAim.ins.status);
+            btnConnectBow.GetComponentInChildren<Text>().text = text1;
+            btnConnectBow.GetComponentInChildren<Text>().color = color1;
+            if (BluetoothAim.ins.status == BluetoothStatusEnum.Connect) {
+                btnConnectBow.GetComponent<Button>().enabled = true;
+            } else {
+                btnConnectBow.GetComponent<Button>().enabled = false;
+            }
+        }
+        if (BluetoothShoot.ins && arrowStatus != BluetoothShoot.ins.status) {
+            arrowStatus = BluetoothShoot.ins.status;
+            (string text2, Color color2) = BluetoothStatus.GetStatusInfo(BluetoothShoot.ins.status);
+            btnConnectArrow.GetComponentInChildren<Text>().text = text2;
+            btnConnectArrow.GetComponentInChildren<Text>().color = color2;
+            if (BluetoothShoot.ins.status == BluetoothStatusEnum.Connect) {
+                btnConnectArrow.GetComponent<Button>().enabled = true;
+            } else {
+                btnConnectArrow.GetComponent<Button>().enabled = false;
+            }
+        }
+    }
+
     public void GoTo(string target) {
         AudioMgr.ins.PlayBtn();
         switch (target)
@@ -48,8 +94,7 @@ public class HomeView : MonoBehaviour
                 SceneManager.LoadScene("Game", LoadSceneMode.Single);
                 break;
             case "对战":
-                GameMgr.gameType = 2;
-                SceneManager.LoadScene("Game", LoadSceneMode.Single);
+                GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/Views/RoleSelectView"));
                 break;
             case "教程":
                 GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/Views/CourseView"), Vector3.zero, new Quaternion());

+ 2 - 2
Assets/BowArrow/Scripts/View/PKGameReadyView.cs

@@ -10,7 +10,7 @@ public class PKGameReadyView : MonoBehaviour
     void Start()
     {   
         pKGameMode = (PKGameMode) GameMgr.ins.gameMode;
-        (Sprite avatar, string nickName) = AvatarMgr.GetPlayerInfo(pKGameMode.currentPlayerID);
+        (Sprite avatar, string nickName) = RoleMgr.GetRoleInfo(PKGameMode.playerRoleIDs[pKGameMode.currentPlayerID - 1]);
         this.transform.Find("Avatar/Sprite").GetComponent<Image>().sprite = avatar;
         this.transform.Find("Name").GetComponent<Text>().text = nickName;
     }
@@ -18,6 +18,6 @@ public class PKGameReadyView : MonoBehaviour
     public void Continue()
     {
         Destroy(this.gameObject);
-        pKGameMode.PressReady();
+        pKGameMode.UnbanBowReady();
     }
 }

+ 2 - 2
Assets/BowArrow/Scripts/View/PKGameSettleView.cs

@@ -16,8 +16,8 @@ public class PKGameSettleView : MonoBehaviour
         }
         string[] results = (string[]) GameMgr.ins.gameMode.Settle();
         for (int i = 1; i <= 2; i++) {
-            int playerID = PKGameMode.playerIDs[i - 1];
-            (Sprite avatar, string nickName) = AvatarMgr.GetPlayerInfo(playerID);
+            int playerRoleID = PKGameMode.playerRoleIDs[i - 1];
+            (Sprite avatar, string nickName) = RoleMgr.GetRoleInfo(playerRoleID);
             this.transform.Find("Avatar" + i + "/Sprite").GetComponent<Image>().sprite = avatar;
             this.transform.Find("Name" + i).GetComponent<Text>().text = nickName;
             this.transform.Find("Win" + i).gameObject.SetActive(results[i - 1] == "胜利");

+ 5 - 5
Assets/BowArrow/Scripts/View/PKGameView.cs

@@ -17,18 +17,18 @@ public class PKGameView : MonoBehaviour
     {
         ins = this;
         pKGameMode = (PKGameMode) GameMgr.ins.gameMode;
-        RenderPlayerInfo(1, PKGameMode.playerIDs[0]);
-        RenderPlayerInfo(2, PKGameMode.playerIDs[1]);
+        RenderPlayerInfo(1, PKGameMode.playerRoleIDs[0]);
+        RenderPlayerInfo(2, PKGameMode.playerRoleIDs[1]);
     }
 
     void RenderPlayerInfo(int posNum, int playerID)
     {
-        (Sprite avatar, string nickName) = AvatarMgr.GetPlayerInfo(playerID);
+        (Sprite avatar, string nickName) = RoleMgr.GetRoleInfo(playerID);
         this.transform.Find("TotalScore/Avatar" + posNum + "/Sprite").GetComponent<Image>().sprite = avatar;
         this.transform.Find("TotalScore/Name" + posNum).GetComponent<Text>().text = nickName;
     }
 
-    void FixedUpdate()
+    void Update()
     {
         scoreTexts[0].text = "第" + numCNs[pKGameMode.round] + "局";
         scoreTexts[1].text = pKGameMode.currentScores[0].ToString();
@@ -38,7 +38,7 @@ public class PKGameView : MonoBehaviour
         if (currentPlayerID != pKGameMode.currentPlayerID)
         {
             currentPlayerID = pKGameMode.currentPlayerID;
-            (Sprite avatar, string nickName) = AvatarMgr.GetPlayerInfo(currentPlayerID);
+            (Sprite avatar, string nickName) = RoleMgr.GetRoleInfo(PKGameMode.playerRoleIDs[currentPlayerID - 1]);
             this.transform.Find("CurrentPlayer/Avatar").GetComponent<Image>().sprite = avatar;
             this.transform.Find("CurrentPlayer/Name").GetComponent<Text>().text = nickName;
         }

+ 62 - 0
Assets/BowArrow/Scripts/View/RoleSelectView.cs

@@ -0,0 +1,62 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.SceneManagement;
+
+public class RoleSelectView : MonoBehaviour
+{
+    bool[] inited = {false, false};
+
+    void Start()
+    {
+        RenderPlayer(0);
+        RenderPlayer(1);
+    }
+
+    void RenderPlayer(int playerIndex) {
+        Transform root = this.transform.Find("Player" + (playerIndex + 1));
+        int roleID = PKGameMode.playerRoleIDs[playerIndex];
+        if (!inited[playerIndex]) {
+            inited[playerIndex] = true;
+            Button left = root.Find("Left").GetComponent<Button>();
+            left.onClick.AddListener(delegate() {
+                AudioMgr.ins.PlayBtn();
+                NextRole(playerIndex, -1);
+                RenderPlayer(playerIndex);
+            });
+            Button right = root.Find("Right").GetComponent<Button>();
+            right.onClick.AddListener(delegate() {
+                AudioMgr.ins.PlayBtn();
+                NextRole(playerIndex, +1);
+                RenderPlayer(playerIndex);
+            });
+        }
+        (Sprite sprite, string name) = RoleMgr.GetRoleInfo(roleID);
+        root.Find("Avatar").GetComponent<Image>().sprite = sprite;
+        root.Find("Name").GetComponent<Text>().text = name;
+    }
+
+    void NextRole(int playerIndex, int variety) {
+        PKGameMode.playerRoleIDs[playerIndex] += variety;
+        if (PKGameMode.playerRoleIDs[playerIndex] < 1) {
+            PKGameMode.playerRoleIDs[playerIndex] = RoleMgr.roleCount;
+        } else if (PKGameMode.playerRoleIDs[playerIndex] > RoleMgr.roleCount) {
+            PKGameMode.playerRoleIDs[playerIndex] = 1;
+        }
+        if (PKGameMode.playerRoleIDs[playerIndex] == PKGameMode.playerRoleIDs[1 - playerIndex]) {
+            NextRole(playerIndex, variety);
+        }
+    }
+
+    public void back() {
+        AudioMgr.ins.PlayBtn();
+        Destroy(this.gameObject);
+    }
+
+    public void StartGame() {
+        AudioMgr.ins.PlayBtn();
+        GameMgr.gameType = 2;
+        SceneManager.LoadScene("Game", LoadSceneMode.Single);
+    }
+}

+ 11 - 0
Assets/BowArrow/Scripts/View/RoleSelectView.cs.meta

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+ 1 - 1
Assets/BowArrow/Scripts/View/TimeLimitGameView.cs

@@ -23,7 +23,7 @@ public class TimeLimitGameView : MonoBehaviour
         highestScoreTxt.text = gameMode.GetHighestScore().ToString();
     }
 
-    void FixedUpdate()
+    void Update()
     {
         timeTxt.text = gameMode.GetTimeStr();
         currentScoreTxt.text = gameMode.score.ToString();

+ 8 - 0
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