lvjincheng 4 年之前
父節點
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8f7f3d5170
共有 61 個文件被更改,包括 3395 次插入1053 次删除
  1. 59 7
      Assets/BowArrow/Resources/Prefabs/BluetoothHolder.prefab
  2. 5 133
      Assets/BowArrow/Resources/Prefabs/Views/ChallengeGameView.prefab
  3. 259 22
      Assets/BowArrow/Resources/Prefabs/Views/DeviceCalibrateView.prefab
  4. 1155 34
      Assets/BowArrow/Resources/Prefabs/Views/DeviceView.prefab
  5. 330 14
      Assets/BowArrow/Resources/Prefabs/Views/HomeView.prefab
  6. 208 232
      Assets/BowArrow/Resources/Prefabs/Views/PKGameReadyView.prefab
  7. 23 138
      Assets/BowArrow/Resources/Prefabs/Views/PKGameView.prefab
  8. 11 2
      Assets/BowArrow/Resources/Prefabs/Views/SetUpView.prefab
  9. 3 136
      Assets/BowArrow/Resources/Prefabs/Views/TimeLimitGameView.prefab
  10. 801 174
      Assets/BowArrow/Scenes/Game.unity
  11. 3 3
      Assets/BowArrow/Scenes/Home.unity
  12. 106 0
      Assets/BowArrow/Scenes/Login.unity
  13. 1 1
      Assets/BowArrow/Scripts/Bluetooth/AimHandler.cs
  14. 13 5
      Assets/BowArrow/Scripts/Bluetooth/BluetoothAim.cs
  15. 14 5
      Assets/BowArrow/Scripts/Bluetooth/BluetoothShoot.cs
  16. 1 1
      Assets/BowArrow/Scripts/Bluetooth/ShootCheck.cs
  17. 29 8
      Assets/BowArrow/Scripts/Components/TextAutoLanguage.cs
  18. 16 2
      Assets/BowArrow/Scripts/Game/ArmBow.cs
  19. 0 2
      Assets/BowArrow/Scripts/Game/Arrow.cs
  20. 32 11
      Assets/BowArrow/Scripts/Game/CrossHair.cs
  21. 0 18
      Assets/BowArrow/Scripts/Game/DeviceCalibrateUI.cs
  22. 46 2
      Assets/BowArrow/Scripts/Game/GameAssistUI.cs
  23. 0 30
      Assets/BowArrow/Scripts/Game/StartTimer.cs
  24. 0 11
      Assets/BowArrow/Scripts/Game/StartTimer.cs.meta
  25. 8 0
      Assets/BowArrow/Scripts/Manager/DeviceMgr.cs
  26. 1 1
      Assets/BowArrow/Scripts/Manager/DeviceMgr.cs.meta
  27. 16 8
      Assets/BowArrow/Scripts/Manager/GameMgr.cs
  28. 15 2
      Assets/BowArrow/Scripts/Manager/LoginMgr.cs
  29. 0 7
      Assets/BowArrow/Scripts/View/ChallengeGameView.cs
  30. 2 8
      Assets/BowArrow/Scripts/View/DeviceReconnectView.cs
  31. 13 0
      Assets/BowArrow/Scripts/View/DeviceView.cs
  32. 5 2
      Assets/BowArrow/Scripts/View/HomeView.cs
  33. 25 4
      Assets/BowArrow/Scripts/View/PKGameReadyView.cs
  34. 0 6
      Assets/BowArrow/Scripts/View/PKGameView.cs
  35. 2 1
      Assets/BowArrow/Scripts/View/SetUpView.cs
  36. 0 6
      Assets/BowArrow/Scripts/View/TimeLimitGameView.cs
  37. 二進制
      Assets/BowArrow/Textures/DeviceCalibrate/组 30 (5).png
  38. 二進制
      Assets/BowArrow/Textures/DeviceCalibrate/组 30 (6).png
  39. 二進制
      Assets/BowArrow/Textures/DeviceCalibrate/组 30 (7).png
  40. 0 0
      Assets/BowArrow/Textures/Game/BaseRect.png
  41. 0 0
      Assets/BowArrow/Textures/Game/BaseRect.png.meta
  42. 二進制
      Assets/BowArrow/Textures/Game/IconIdentity.png
  43. 1 1
      Assets/BowArrow/Textures/Game/IconIdentity.png.meta
  44. 0 0
      Assets/BowArrow/Textures/Game/IconQuit.png
  45. 0 0
      Assets/BowArrow/Textures/Game/IconQuit.png.meta
  46. 二進制
      Assets/BowArrow/Textures/Game/IconViewTarget.png
  47. 1 1
      Assets/BowArrow/Textures/Game/IconViewTarget.png.meta
  48. 二進制
      Assets/BowArrow/Textures/Game/IconViewTargetClose.png
  49. 1 1
      Assets/BowArrow/Textures/Game/IconViewTargetClose.png.meta
  50. 二進制
      Assets/BowArrow/Textures/Home/LeftPanel/图标-退出游戏.png
  51. 7 5
      Assets/BowArrow/Textures/Home/LeftPanel/图标-退出游戏.png.meta
  52. 0 0
      Assets/BowArrow/Textures/Me/名字框.png
  53. 0 0
      Assets/BowArrow/Textures/Me/名字框.png.meta
  54. 0 0
      Assets/BowArrow/Textures/Me/头像框.png
  55. 0 0
      Assets/BowArrow/Textures/Me/头像框.png.meta
  56. 二進制
      Assets/BowArrow/Textures/Me/我的_4.png
  57. 二進制
      Assets/test-ellipse/Yellow.jpg
  58. 96 0
      Assets/test-ellipse/Yellow.jpg.meta
  59. 79 0
      Assets/test-ellipse/Yellow.mat
  60. 3 3
      Assets/test-ellipse/Yellow.mat.meta
  61. 5 6
      Assets/test-ellipse/ellipse.mat

+ 59 - 7
Assets/BowArrow/Resources/Prefabs/BluetoothHolder.prefab

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File diff suppressed because it is too large
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+ 1 - 1
Assets/BowArrow/Scripts/Bluetooth/AimHandler.cs

@@ -200,7 +200,7 @@ public class AimHandler : MonoBehaviour
         // Debug.Log("瞄准模块数据长度" + bytes.Length);
         if (bytes.Length != 27)
         {
-            if (bytes.Length == 1) 
+            if (bytes.Length == 2) 
             {
                 DeviceBatteryView.ins.RenderBattery(1, bytes[0]);
                 return;

+ 13 - 5
Assets/BowArrow/Scripts/Bluetooth/BluetoothAim.cs

@@ -31,10 +31,17 @@ public class BluetoothAim : MonoBehaviour
         }
     }
 
-    // void FixedUpdate()
-    // {
-    //     Connect();
-    // }
+    private bool doConnect = false;
+    public void DoConnect() {
+        if (status == BluetoothStatusEnum.Connect) {
+            doConnect = true;
+            SetStatus(BluetoothStatusEnum.Connecting);
+        }
+    }
+    void Update()
+    {
+        if (doConnect) Connect();
+    }
 
     void SetStatus(BluetoothStatusEnum statusValue) 
     {
@@ -52,7 +59,7 @@ public class BluetoothAim : MonoBehaviour
         }
     }
 
-    public void Connect()
+    void Connect()
     {
         if (BluetoothShoot.scanLock)
         {
@@ -62,6 +69,7 @@ public class BluetoothAim : MonoBehaviour
         {
             return;
         }
+        doConnect = false;
         scanLock = true;
         canConnect = false;
         SetStatus(BluetoothStatusEnum.Connecting);

+ 14 - 5
Assets/BowArrow/Scripts/Bluetooth/BluetoothShoot.cs

@@ -31,10 +31,18 @@ public class BluetoothShoot : MonoBehaviour
         }
     }
 
-    // void FixedUpdate()
-    // {
-    //     Connect();
-    // }
+    private bool doConnect = false;
+    public void DoConnect() {
+        if (status == BluetoothStatusEnum.Connect) {
+            doConnect = true;
+            SetStatus(BluetoothStatusEnum.Connecting);
+        }
+    }
+    void Update()
+    {
+        if (doConnect) Connect();
+    }
+
     void SetStatus(BluetoothStatusEnum statusValue) 
     {
         status = statusValue;
@@ -52,7 +60,7 @@ public class BluetoothShoot : MonoBehaviour
         }
     }
 
-    public void Connect()
+    void Connect()
     {
         if (BluetoothAim.scanLock)
         {
@@ -62,6 +70,7 @@ public class BluetoothShoot : MonoBehaviour
         {
             return;
         }
+        doConnect = false;
         scanLock = true;
         canConnect = false;
         SetStatus(BluetoothStatusEnum.Connecting);

+ 1 - 1
Assets/BowArrow/Scripts/Bluetooth/ShootCheck.cs

@@ -105,7 +105,7 @@ public class ShootCheck : MonoBehaviour
     }
 
     public void OnDataReceived(byte[] bytes) {
-        if (bytes.Length == 1) 
+        if (bytes.Length == 2) 
         {
             DeviceBatteryView.ins.RenderBattery(2, bytes[0]);
             return;

+ 29 - 8
Assets/BowArrow/Scripts/Components/TextAutoLanguage.cs

@@ -141,8 +141,6 @@ class LanguageDefault {
     public string text55 = "陀螺仪校准";
     public string text56 = "地磁计校准";
     public string text57 = "简体中文";
-    public string text59 = "关于我们";
-    public string text60 = "退出游戏";
     public string text61 = "请连接设备";
     public string text62 = "关闭";
     public string text63 = "商品";
@@ -157,7 +155,6 @@ class LanguageDefault {
     public string text72 = "玩家1";
     public string text73 = "玩家2";
     public string text74 = "开始游戏";
-    public string text75 = "查看靶子";
     public string text76 = "视角归位";
     public string text77 = "上一步";
     public string text78 = "下一步";
@@ -169,7 +166,7 @@ class LanguageDefault {
     public string text84 = "尽量尝试多角度旋转模块,直到XYZ三个象限中多点形成圆形为止。";
     public string text85 = "开始校准";
     public string text86 = "校准时需要将瞄准模块静止放在桌面上。";
-    public string text87 = "等待玩家准备就绪";
+    public string text87 = "本轮玩家";
     public string text88 = "继续";
     public string text89 = "主页";
     public string text90 = "分享";
@@ -197,7 +194,20 @@ class LanguageDefault {
     public string text112 = "需要装备射程卡";
     public string text113 = "弓";
     public string text114 = "箭";
+    public string text115 = "第 {0} 回 合";
+    //主页面
+    public string text400 = "退出游戏";
+    //设置页面
+    public string text300 = "退出登录";
+    public string text301 = "关于我们";
 
+    //游戏场景通用UI信息
+    public string text200 = "引导";
+    public string text201 = "开镜";
+    public string text202 = "加速";
+    public string text203 = "视角归位";
+    public string text204 = "查看靶子";
+    public string text205 = "关闭";
 
     // 游戏规则
     public string text1000 = "在固定的时间内尽量射更多的箭。";
@@ -274,8 +284,6 @@ class LanguageEnglish : LanguageDefault {
     public new string text55 = "Gyr Calibration";
     public new string text56 = "Mag Calibration";
     public new string text57 = "English";
-    public new string text59 = "About";
-    public new string text60 = "Quit";
     public new string text61 = "Please Connect Device";
     public new string text62 = "Close";
     public new string text63 = "Products";
@@ -290,7 +298,6 @@ class LanguageEnglish : LanguageDefault {
     public new string text72 = "Player1";
     public new string text73 = "Player2";
     public new string text74 = "Start";
-    public new string text75 = "View Target";
     public new string text76 = "Identity";
     public new string text77 = "Back";
     public new string text78 = "Next";
@@ -302,7 +309,7 @@ class LanguageEnglish : LanguageDefault {
     public new string text84 = "Try to rotate the module at multiple angles until \nmultiple points in the three quadrants of XYZ form a circle.";
     public new string text85 = "Calibrate";
     public new string text86 = "During calibration, the aiming module needs to be placed on the desktop.";
-    public new string text87 = "Wait For The Player Yo Be Ready";
+    public new string text87 = "Current Round Player";
     public new string text88 = "Continue";
     public new string text89 = "Home";
     public new string text90 = "Share";
@@ -330,6 +337,20 @@ class LanguageEnglish : LanguageDefault {
     public new string text112 = "Shoot Card Is Required";
     public new string text113 = "Bow";
     public new string text114 = "Arrow";
+    public new string text115 = "Round {0}";
+    //主页面
+    public new string text400 = "Quit Game";
+    //设置页面
+    public new string text300 = "Quit Login";
+    public new string text301 = "About Us";
+
+    //游戏场景通用UI信息
+    public new string text200 = "Guide";
+    public new string text201 = "Scope";
+    public new string text202 = "Acc";
+    public new string text203 = "Identity";
+    public new string text204 = "View Target";
+    public new string text205 = "Close";
 
     // 游戏规则
     public new string text1000 = "Shoot as many arrows as you can at a fixed time.";

+ 16 - 2
Assets/BowArrow/Scripts/Game/ArmBow.cs

@@ -49,7 +49,6 @@ public class ArmBow : MonoBehaviour
         {
             this.bowCamera.updateGiveUpPullBow();
         }
-        CrossHair.ins.gameObject.SetActive(this.canShoot);
     }
 
     void onComplete(AnimationPlayerCompleteResult res) {
@@ -114,7 +113,7 @@ public class ArmBow : MonoBehaviour
         this.ready();
     }
 
-    public void shoot() {
+    void shoot() {
         // Vector3 rayHitPoint = CrossHair.ins.getRayHitPoint();
 
         // 筛选出一个稳定的发射角度---start
@@ -172,6 +171,21 @@ public class ArmBow : MonoBehaviour
         AudioMgr.GetAudioSource(this.gameObject).clip = null;
     }
 
+    public void Hide()
+    {
+        this.transform.localScale = Vector3.zero;
+    }
+
+    public void Show()
+    {
+        this.transform.localScale = new Vector3(1, 1, 1);
+    }
+
+    public bool NeedCrossHair()
+    {
+        return canShoot;
+    }
+
     //debug
     public void mouseDown() 
     {

+ 0 - 2
Assets/BowArrow/Scripts/Game/Arrow.cs

@@ -14,7 +14,6 @@ public class Arrow : MonoBehaviour
 
     void Start()
     {
-        // CrossHair.ins.gameObject.SetActive(false);
         newRigidbody = this.gameObject.AddComponent<Rigidbody>();
         float speedCopy = speed;
         if (GameAssistUI.ins) {
@@ -181,7 +180,6 @@ public class Arrow : MonoBehaviour
     public void nextShoot() {
         if (!GameMgr.ins.gameMode.DoNextShoot()) return;
         this.armBow.readyShoot();
-        // CrossHair.ins.gameObject.SetActive(true);
     }
 
     void OnCollisionEnter(Collision collision) {

+ 32 - 11
Assets/BowArrow/Scripts/Game/CrossHair.cs

@@ -1,26 +1,47 @@
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
+using UnityEngine.UI;
 
 public class CrossHair : MonoBehaviour
 {
-    // Start is called before the first frame update
-    public Camera bowCamera;
     public static CrossHair ins;
+    private Image image = null;
+    private bool open = false; 
+    private bool visiable = false;
 
-    void Start()
+    void Awake()
     {
         ins = this;
     }
 
-    public Vector3 getRayHitPoint() {
+    void Start()
+    {
+        this.image = this.GetComponent<Image>();
+        this.open = LoginMgr.myUserInfo.openCrossHair;
+        this.visiable = this.image.enabled;
+        this.SetVisiable(false);
+    }
+
+    void Update()
+    {
+        if (open) SetVisiable(ArmBow.ins && ArmBow.ins.NeedCrossHair());
+    }
+
+    void SetVisiable(bool value)
+    {
+        if (this.visiable == value) return;
+        this.visiable = value;
+        this.GetComponent<Image>().enabled = this.visiable;
+    }
+
+    public Vector3 GetRayHitPoint() {
+        float maxDistance = 60;
+        int layerMask = 1 << 8;
         RaycastHit hit;
-        Ray ray = bowCamera.ScreenPointToRay(this.transform.position, Camera.MonoOrStereoscopicEye.Mono);
-        bool raycastResult = Physics.Raycast(ray.origin, ray.direction, out hit, 60, 1 << 8);
-        if (raycastResult) {
-            return hit.point;
-        } else {
-            return bowCamera.transform.position + bowCamera.transform.forward * 60;
-        }
+        Ray ray = Camera.main.ScreenPointToRay(this.transform.position, Camera.MonoOrStereoscopicEye.Mono);
+        bool raycastResult = Physics.Raycast(ray.origin, ray.direction, out hit, maxDistance, layerMask);
+        if (raycastResult) return hit.point;
+        else return Camera.main.transform.position + Camera.main.transform.forward * maxDistance;
     }    
 }

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

@@ -1,18 +0,0 @@
-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();
-        }
-    }
-}

+ 46 - 2
Assets/BowArrow/Scripts/Game/GameAssistUI.cs

@@ -3,6 +3,7 @@ using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using DG.Tweening;
+using UnityEngine.SceneManagement;
 
 public class GameAssistUI : MonoBehaviour
 {
@@ -14,12 +15,17 @@ public class GameAssistUI : MonoBehaviour
     void Start()
     {
         ins = this;
+        this.transform.Find("Button0").GetComponent<Button>().onClick.AddListener(delegate(){
+            AudioMgr.ins.PlayBtn();
+            SceneManager.LoadScene("Home", LoadSceneMode.Single);
+        });
         this.transform.Find("Button1").GetComponent<Button>().onClick.AddListener(delegate(){
+            AudioMgr.ins.PlayBtn();
             GameRuleView.Create();
         });
         Button btnScaleAim = this.transform.Find("Button2").GetComponent<Button>();
-        Button btnScaleShoot = this.transform.Find("Button3").GetComponent<Button>();
         btnScaleAim.onClick.AddListener(delegate(){
+            AudioMgr.ins.PlayBtn();
             if (btnScaleAim.GetComponentInChildren<Image>().material == outlight) {
                 btnScaleAim.GetComponentInChildren<Image>().material = null;
                 closeScaleAim();
@@ -29,7 +35,9 @@ public class GameAssistUI : MonoBehaviour
                 }
             }
         });
+        Button btnScaleShoot = this.transform.Find("Button3").GetComponent<Button>();
         btnScaleShoot.onClick.AddListener(delegate(){
+            AudioMgr.ins.PlayBtn();
             if (btnScaleShoot.GetComponentInChildren<Image>().material == outlight) {
                 btnScaleShoot.GetComponentInChildren<Image>().material = null;
                 closeScaleShoot();
@@ -39,7 +47,41 @@ public class GameAssistUI : MonoBehaviour
                 }
             }
         });
+        Button btnIdentity = this.transform.Find("Button4").GetComponent<Button>();
+        btnIdentity.onClick.AddListener(delegate(){
+            AudioMgr.ins.PlayBtn();
+            AimHandler.ins.DoIdentity();
+        });
+
+        // ------ 查看靶子 ------
+        Transform targetView = this.transform.Find("TargetView");
+        Button btnViewTarget = this.transform.Find("Button10").GetComponent<Button>();
+        btnViewTarget.onClick.AddListener(delegate(){
+            AudioMgr.ins.PlayBtn();
+            Transform icon1 = btnViewTarget.transform.Find("Icon1");
+            Transform icon2 = btnViewTarget.transform.Find("Icon2");
+            bool isOpen = icon2.gameObject.activeSelf;
+            if (isOpen) {
+                icon1.gameObject.SetActive(true);
+                icon2.gameObject.SetActive(false);
+                targetView.gameObject.SetActive(false);
+                btnViewTarget.GetComponentInChildren<TextAutoLanguage>().SetText(204);
+            } else {
+                icon1.gameObject.SetActive(false);
+                icon2.gameObject.SetActive(true);
+                targetView.gameObject.SetActive(true);
+                btnViewTarget.GetComponentInChildren<TextAutoLanguage>().SetText(205);
+            }
+        });
+        targetView.gameObject.SetActive(false);
+        if (GameMgr.gameType == 2) {
+            targetView.transform.GetComponent<RectTransform>().anchoredPosition = new Vector2(45, 30);
+            btnViewTarget.transform.GetComponent<RectTransform>().anchoredPosition = new Vector2(45, 195);
+        }
     }
+
+    // ------ 开镜瞄准功能 ------
+
     Transform scope = null;
     float[] scaleAimFieldOfViews = {30, 20, 12, 6, 3};
     float[] scaleAimArmBowZs = {-0.813f, -0.799f, -0.77f, -0.695f, -0.55f};
@@ -97,6 +139,8 @@ public class GameAssistUI : MonoBehaviour
         return 0;
     }
 
+    // ------ 发射加速功能 ------
+
     public int shootScaleValue = 0;
     Sequence seq2 = null;
 
@@ -124,4 +168,4 @@ public class GameAssistUI : MonoBehaviour
     {
         shootScaleValue = 0;
     }
-}
+}

+ 0 - 30
Assets/BowArrow/Scripts/Game/StartTimer.cs

@@ -1,30 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.UI;
-using DG.Tweening;
-
-public class StartTimer : MonoBehaviour
-{
-    int time = 3;
-
-    void Start()
-    {
-        this.ChangeTime();
-    }
-
-    void ChangeTime() 
-    {
-        this.transform.localScale = new Vector3(1, 1, 1);
-        this.GetComponent<Text>().text = this.time > 0 ? this.time.ToString() : "开始";
-        this.transform.DOScale(new Vector3(0.75f, 0.75f, 1), 0.8f).OnComplete(delegate() {
-            this.time--;
-            if (this.time >= 0) 
-            {
-                this.ChangeTime();
-            } else {
-                Destroy(this.gameObject);
-            }
-        });
-    }
-}

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

@@ -1,11 +0,0 @@
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-MonoImporter:
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-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
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-  assetBundleVariant: 

+ 8 - 0
Assets/BowArrow/Scripts/Manager/DeviceMgr.cs

@@ -0,0 +1,8 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class DeviceMgr
+{
+    
+}

+ 1 - 1
Assets/BowArrow/Scripts/Game/DeviceCalibrateUI.cs.meta → Assets/BowArrow/Scripts/Manager/DeviceMgr.cs.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: e77b4206371b0bc49adef73ae0dd0fae
+guid: 7b9463e35baf8604aacc4cf8766890ab
 MonoImporter:
   externalObjects: {}
   serializedVersion: 2

+ 16 - 8
Assets/BowArrow/Scripts/Manager/GameMgr.cs

@@ -21,13 +21,18 @@ public class GameMgr : MonoBehaviour
         }
         AudioMgr.Init();
         this.InitGameMode();
-        if (!debugInEditor && !BluetoothStatus.IsAllConnected()) {
-            GameObject view = DeviceReconnectView.Show();
-            if (view) {
-                view.GetComponent<DeviceReconnectView>().onComplete = CheckGuide;
-            }
+        if (debugInEditor) {
+            guideFinish = true;
+            gameMode.Start();
         } else {
-            this.CheckGuide();
+            if (!BluetoothStatus.IsAllConnected()) {
+                GameObject view = DeviceReconnectView.Show();
+                if (view) {
+                    view.GetComponent<DeviceReconnectView>().onComplete = CheckGuide;
+                }
+            } else {
+                this.CheckGuide();
+            }
         }
     }
 
@@ -278,10 +283,14 @@ public class PKGameMode : GameMode {
     public override void HitTarget(int score) {
         currentScores[currentPlayerID - 1] += score;
         shootCount++;
-        HitTargetNumber.Create(score);
+        if (score > 0)
+        {
+            HitTargetNumber.Create(score);
+        }
     }
 
     public override bool DoNextShoot() {
+        if (gameMgr.gameOver) return false;
         bool nextPlayer = false;
         bool nextRound = false;
         bool gameEnd = false; //游戏是否结束
@@ -352,7 +361,6 @@ public class PKGameMode : GameMode {
     }
 
     public override object[] Settle() {
-        
         return gameRes;
     }
 

+ 15 - 2
Assets/BowArrow/Scripts/Manager/LoginMgr.cs

@@ -31,6 +31,7 @@ public class LoginMgr : MonoBehaviour
 
     public static UserInfo myUserInfo = new UserInfo();
     static int userInfo_version = 0;
+    static bool firstComeIn = true;
 
     int loginMode = 1;
 
@@ -53,9 +54,20 @@ public class LoginMgr : MonoBehaviour
                 }
             });       
         }
+        
+        string username = PlayerPrefs.GetString("LoginRecord_User_" + userInfo_version, "");
+        string password = PlayerPrefs.GetString("LoginRecord_PWD_" + userInfo_version, "");
+        GetInputField(loginInUser).text = username;
+        GetInputField(loginInPWD).text = password;
+        if (firstComeIn && username.Length > 0 && password.Length > 0) {
+            this.transform.Find("Mask").gameObject.SetActive(true);
+            login();
+        }
+    }
 
-        GetInputField(loginInUser).text = PlayerPrefs.GetString("LoginRecord_User_" + userInfo_version, "");
-        GetInputField(loginInPWD).text = PlayerPrefs.GetString("LoginRecord_PWD_" + userInfo_version, "");
+    void OnDestroy()
+    {
+        firstComeIn = false;
     }
 
     InputField GetInputField(GameObject inputNode)
@@ -244,6 +256,7 @@ public class UserInfo {
     public bool deviceCalibrateGuideFinish = false;
     public bool gameRule1GuideFinish = false;
     public bool gameRule2GuideFinish = false;
+    public bool openCrossHair = true;
 
     public void Save()
     {

+ 0 - 7
Assets/BowArrow/Scripts/View/ChallengeGameView.cs

@@ -24,11 +24,4 @@ public class ChallengeGameView : MonoBehaviour
     {
         
     }
-
-    public void back() 
-    {
-        AudioMgr.ins.PlayBtn();
-        // SceneManager.LoadScene("Home", LoadSceneMode.Single);
-        Application.Quit();
-    }
 }

+ 2 - 8
Assets/BowArrow/Scripts/View/DeviceReconnectView.cs

@@ -36,12 +36,6 @@ public class DeviceReconnectView : MonoBehaviour
     {
         InitBtnForConnect();
         GameMgr.ins.addLockerForGamePause(this);
-
-        //debug不做连接检测
-        Destroy(this.gameObject);
-        if (onComplete != null) {
-            onComplete();   
-        }
     }
 
     void OnDestroy()
@@ -58,10 +52,10 @@ public class DeviceReconnectView : MonoBehaviour
     void InitBtnForConnect()
     {
         btnConnectBow.GetComponent<Button>().onClick.AddListener(delegate() {
-            BluetoothAim.ins.Connect();
+            BluetoothAim.ins.DoConnect();
         });
         btnConnectArrow.GetComponent<Button>().onClick.AddListener(delegate() {
-            BluetoothShoot.ins.Connect();
+            BluetoothShoot.ins.DoConnect();
         });
     }
 

+ 13 - 0
Assets/BowArrow/Scripts/View/DeviceView.cs

@@ -1,9 +1,22 @@
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
+using UnityEngine.UI;
 
 public class DeviceView : MonoBehaviour
 {
+    void Start()
+    {
+        Transform t = this.transform.Find("ScrollView/Viewport/Content");
+        for (int i = 0; i < t.childCount; i++)
+        {
+            int k = i;
+            t.GetChild(i).GetComponent<Button>().onClick.AddListener(delegate() {
+                Debug.Log(k);
+            });
+        }
+    }
+
     public void Back() {
         AudioMgr.ins.PlayBtn();
         Destroy(this.gameObject);

+ 5 - 2
Assets/BowArrow/Scripts/View/HomeView.cs

@@ -38,10 +38,10 @@ public class HomeView : MonoBehaviour
     void InitBtnForConnect()
     {
         btnConnectBow.GetComponent<Button>().onClick.AddListener(delegate() {
-            BluetoothAim.ins.Connect();
+            BluetoothAim.ins.DoConnect();
         });
         btnConnectArrow.GetComponent<Button>().onClick.AddListener(delegate() {
-            BluetoothShoot.ins.Connect();
+            BluetoothShoot.ins.DoConnect();
         });
     }
 
@@ -102,6 +102,9 @@ public class HomeView : MonoBehaviour
             case "商城":
                 GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/Views/ShopView"), Vector3.zero, new Quaternion());
                 break;
+            case "退出":
+                Application.Quit();
+                break;
             default:
                 break;
         }

+ 25 - 4
Assets/BowArrow/Scripts/View/PKGameReadyView.cs

@@ -2,6 +2,7 @@ using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
+using DG.Tweening;
 
 public class PKGameReadyView : MonoBehaviour
 {
@@ -9,15 +10,35 @@ public class PKGameReadyView : MonoBehaviour
 
     void Start()
     {   
+        GameObject.FindObjectOfType<ArmBow>().Hide();
+        
         pKGameMode = (PKGameMode) GameMgr.ins.gameMode;
         (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;
+        this.transform.Find("Panel/Avatar/Sprite").GetComponent<Image>().sprite = avatar;
+        this.transform.Find("Panel/Name").GetComponent<Text>().text = nickName;
+        Image mask = this.transform.Find("Mask").GetComponent<Image>();
+        Transform panel = this.transform.Find("Panel"); 
+        TextAutoLanguage round = this.transform.Find("Round").GetComponent<TextAutoLanguage>(); 
+        Sequence seq = DOTween.Sequence();
+        seq.Append(mask.DOFade(0, 1f));
+        seq.AppendInterval(1f);
+        seq.Append(panel.DOScaleX(0, 0.4f));
+        seq.AppendCallback(delegate() {
+            round.textFormatArgs = new string[]{pKGameMode.round.ToString()};
+            round.transform.localScale = new Vector3(0, 0, 0);
+            round.gameObject.SetActive(true);
+        });
+        seq.Append(round.transform.DOScale(new Vector3(1.1f, 1.1f, 1f), 0.6f));
+        seq.Append(round.transform.DOScale(new Vector3(1, 1, 1), 0.6f));
+        seq.Append(round.transform.GetComponent<Text>().DOFade(0, 0.3f));
+        seq.AppendCallback(delegate() {
+            Destroy(this.gameObject);
+        });
     }
 
-    public void Continue()
+    void OnDestroy()
     {
-        Destroy(this.gameObject);
+        GameObject.FindObjectOfType<ArmBow>().Show();
         pKGameMode.UnbanBowReady();
     }
 }

+ 0 - 6
Assets/BowArrow/Scripts/View/PKGameView.cs

@@ -50,10 +50,4 @@ public class PKGameView : MonoBehaviour
             this.transform.Find("CurrentPlayer/Time").GetComponent<Text>().text = pKGameMode.GetTimeStr();
         }
     }
-
-    public void Back() 
-    {
-        AudioMgr.ins.PlayBtn();
-        SceneManager.LoadScene("Home", LoadSceneMode.Single);
-    }
 }

+ 2 - 1
Assets/BowArrow/Scripts/View/SetUpView.cs

@@ -1,6 +1,7 @@
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
+using UnityEngine.SceneManagement;
 
 public class SetUpView : MonoBehaviour
 {
@@ -16,7 +17,7 @@ public class SetUpView : MonoBehaviour
     public void Quit() 
     {
         AudioMgr.ins.PlayBtn();
-        Application.Quit();
+        SceneManager.LoadScene("Login", LoadSceneMode.Single);
     }
 
     public void CheckBox(GameObject checkBox) {

+ 0 - 6
Assets/BowArrow/Scripts/View/TimeLimitGameView.cs

@@ -28,10 +28,4 @@ public class TimeLimitGameView : MonoBehaviour
         timeTxt.text = gameMode.GetTimeStr();
         currentScoreTxt.text = gameMode.score.ToString();
     }
-
-    public void Back() 
-    {
-        AudioMgr.ins.PlayBtn();
-        SceneManager.LoadScene("Home", LoadSceneMode.Single);
-    }
 }

二進制
Assets/BowArrow/Textures/DeviceCalibrate/组 30 (5).png


二進制
Assets/BowArrow/Textures/DeviceCalibrate/组 30 (6).png


二進制
Assets/BowArrow/Textures/DeviceCalibrate/组 30 (7).png


+ 0 - 0
Assets/BowArrow/Textures/DeviceCalibrate/Rect.png → Assets/BowArrow/Textures/Game/BaseRect.png


+ 0 - 0
Assets/BowArrow/Textures/DeviceCalibrate/Rect.png.meta → Assets/BowArrow/Textures/Game/BaseRect.png.meta


二進制
Assets/BowArrow/Textures/Game/IconIdentity.png


+ 1 - 1
Assets/BowArrow/Textures/DeviceCalibrate/组 30 (5).png.meta → Assets/BowArrow/Textures/Game/IconIdentity.png.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: e546bb61ca14bf54a9f7b795800f7334
+guid: bccbbafaf8a95c446901780dce51e128
 TextureImporter:
   internalIDToNameTable: []
   externalObjects: {}

+ 0 - 0
Assets/BowArrow/Textures/ChallengeGame/组 28 (1).png → Assets/BowArrow/Textures/Game/IconQuit.png


+ 0 - 0
Assets/BowArrow/Textures/ChallengeGame/组 28 (1).png.meta → Assets/BowArrow/Textures/Game/IconQuit.png.meta


二進制
Assets/BowArrow/Textures/Game/IconViewTarget.png


+ 1 - 1
Assets/BowArrow/Textures/DeviceCalibrate/组 30 (6).png.meta → Assets/BowArrow/Textures/Game/IconViewTarget.png.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: d06f5e6a89880004eae89e7bea025d6f
+guid: 29af4c4f4923f6343b0e155e2a652821
 TextureImporter:
   internalIDToNameTable: []
   externalObjects: {}

二進制
Assets/BowArrow/Textures/Game/IconViewTargetClose.png


+ 1 - 1
Assets/BowArrow/Textures/DeviceCalibrate/组 30 (7).png.meta → Assets/BowArrow/Textures/Game/IconViewTargetClose.png.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: e01aad06cccb90a46af1d6fb9bb32a1f
+guid: b545e6fc87fe1104aa3ccc92be4983d1
 TextureImporter:
   internalIDToNameTable: []
   externalObjects: {}

二進制
Assets/BowArrow/Textures/Home/LeftPanel/图标-退出游戏.png


+ 7 - 5
Assets/BowArrow/Textures/Me/我的_4.png.meta → Assets/BowArrow/Textures/Home/LeftPanel/图标-退出游戏.png.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: b83bf473124acef428719823f1b441a9
+guid: 3d647dc868f370548bcd6f120bcf58b6
 TextureImporter:
   internalIDToNameTable: []
   externalObjects: {}
@@ -32,12 +32,12 @@ TextureImporter:
   maxTextureSize: 2048
   textureSettings:
     serializedVersion: 2
-    filterMode: -1
-    aniso: -1
-    mipBias: -100
+    filterMode: 1
+    aniso: 1
+    mipBias: 0
     wrapU: 1
     wrapV: 1
-    wrapW: -1
+    wrapW: 0
   nPOTScale: 0
   lightmap: 0
   compressionQuality: 50
@@ -55,6 +55,8 @@ TextureImporter:
   textureType: 8
   textureShape: 1
   singleChannelComponent: 0
+  flipbookRows: 1
+  flipbookColumns: 1
   maxTextureSizeSet: 0
   compressionQualitySet: 0
   textureFormatSet: 0

+ 0 - 0
Assets/BowArrow/Textures/Me/_0001_名字框.png → Assets/BowArrow/Textures/Me/名字框.png


+ 0 - 0
Assets/BowArrow/Textures/Me/_0001_名字框.png.meta → Assets/BowArrow/Textures/Me/名字框.png.meta


+ 0 - 0
Assets/BowArrow/Textures/Me/_0000_头像框.png → Assets/BowArrow/Textures/Me/头像框.png


+ 0 - 0
Assets/BowArrow/Textures/Me/_0000_头像框.png.meta → Assets/BowArrow/Textures/Me/头像框.png.meta


二進制
Assets/BowArrow/Textures/Me/我的_4.png


二進制
Assets/test-ellipse/Yellow.jpg


+ 96 - 0
Assets/test-ellipse/Yellow.jpg.meta

@@ -0,0 +1,96 @@
+fileFormatVersion: 2
+guid: 5aeec83a798da754e93a0337b506afe2
+TextureImporter:
+  internalIDToNameTable: []
+  externalObjects: {}
+  serializedVersion: 11
+  mipmaps:
+    mipMapMode: 0
+    enableMipMap: 1
+    sRGBTexture: 1
+    linearTexture: 0
+    fadeOut: 0
+    borderMipMap: 0
+    mipMapsPreserveCoverage: 0
+    alphaTestReferenceValue: 0.5
+    mipMapFadeDistanceStart: 1
+    mipMapFadeDistanceEnd: 3
+  bumpmap:
+    convertToNormalMap: 0
+    externalNormalMap: 0
+    heightScale: 0.25
+    normalMapFilter: 0
+  isReadable: 0
+  streamingMipmaps: 0
+  streamingMipmapsPriority: 0
+  vTOnly: 0
+  grayScaleToAlpha: 0
+  generateCubemap: 6
+  cubemapConvolution: 0
+  seamlessCubemap: 0
+  textureFormat: 1
+  maxTextureSize: 2048
+  textureSettings:
+    serializedVersion: 2
+    filterMode: 1
+    aniso: 1
+    mipBias: 0
+    wrapU: 0
+    wrapV: 0
+    wrapW: 0
+  nPOTScale: 1
+  lightmap: 0
+  compressionQuality: 50
+  spriteMode: 0
+  spriteExtrude: 1
+  spriteMeshType: 1
+  alignment: 0
+  spritePivot: {x: 0.5, y: 0.5}
+  spritePixelsToUnits: 100
+  spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+  spriteGenerateFallbackPhysicsShape: 1
+  alphaUsage: 1
+  alphaIsTransparency: 0
+  spriteTessellationDetail: -1
+  textureType: 0
+  textureShape: 1
+  singleChannelComponent: 0
+  flipbookRows: 1
+  flipbookColumns: 1
+  maxTextureSizeSet: 0
+  compressionQualitySet: 0
+  textureFormatSet: 0
+  ignorePngGamma: 0
+  applyGammaDecoding: 0
+  platformSettings:
+  - serializedVersion: 3
+    buildTarget: DefaultTexturePlatform
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  spriteSheet:
+    serializedVersion: 2
+    sprites: []
+    outline: []
+    physicsShape: []
+    bones: []
+    spriteID: 
+    internalID: 0
+    vertices: []
+    indices: 
+    edges: []
+    weights: []
+    secondaryTextures: []
+  spritePackingTag: 
+  pSDRemoveMatte: 0
+  pSDShowRemoveMatteOption: 0
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 79 - 0
Assets/test-ellipse/Yellow.mat

@@ -0,0 +1,79 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
+Material:
+  serializedVersion: 6
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_Name: Yellow
+  m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0}
+  m_ShaderKeywords: 
+  m_LightmapFlags: 4
+  m_EnableInstancingVariants: 0
+  m_DoubleSidedGI: 0
+  m_CustomRenderQueue: -1
+  stringTagMap: {}
+  disabledShaderPasses: []
+  m_SavedProperties:
+    serializedVersion: 3
+    m_TexEnvs:
+    - _BumpMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _DetailAlbedoMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _DetailMask:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _DetailNormalMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _EmissionMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _MainTex:
+        m_Texture: {fileID: 2800000, guid: 5aeec83a798da754e93a0337b506afe2, type: 3}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _MetallicGlossMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _OcclusionMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _ParallaxMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    m_Ints: []
+    m_Floats:
+    - _BumpScale: 1
+    - _Cutoff: 0.5
+    - _DetailNormalMapScale: 1
+    - _DstBlend: 0
+    - _GlossMapScale: 1
+    - _Glossiness: 0.5
+    - _GlossyReflections: 1
+    - _Metallic: 0
+    - _Mode: 0
+    - _OcclusionStrength: 1
+    - _Parallax: 0.02
+    - _SmoothnessTextureChannel: 0
+    - _SpecularHighlights: 1
+    - _SrcBlend: 1
+    - _UVSec: 0
+    - _ZWrite: 1
+    m_Colors:
+    - _Color: {r: 1, g: 1, b: 1, a: 1}
+    - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+  m_BuildTextureStacks: []

+ 3 - 3
Assets/BowArrow/Textures/DeviceCalibrate.meta → Assets/test-ellipse/Yellow.mat.meta

@@ -1,8 +1,8 @@
 fileFormatVersion: 2
-guid: 53b795606472f5247987eb93ff1e29f0
-folderAsset: yes
-DefaultImporter:
+guid: 9c0a769128c0d3b48b2501f6d7e4dbf7
+NativeFormatImporter:
   externalObjects: {}
+  mainObjectFileID: 2100000
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 5 - 6
Assets/test-ellipse/ellipse.mat

@@ -8,14 +8,13 @@ Material:
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
   m_Name: ellipse
-  m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+  m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0}
   m_ShaderKeywords: _ALPHAPREMULTIPLY_ON
   m_LightmapFlags: 4
   m_EnableInstancingVariants: 0
   m_DoubleSidedGI: 0
-  m_CustomRenderQueue: 3000
-  stringTagMap:
-    RenderType: Transparent
+  m_CustomRenderQueue: -1
+  stringTagMap: {}
   disabledShaderPasses: []
   m_SavedProperties:
     serializedVersion: 3
@@ -41,7 +40,7 @@ Material:
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _MainTex:
-        m_Texture: {fileID: 0}
+        m_Texture: {fileID: 2800000, guid: 5aeec83a798da754e93a0337b506afe2, type: 3}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _MetallicGlossMap:
@@ -75,6 +74,6 @@ Material:
     - _UVSec: 0
     - _ZWrite: 0
     m_Colors:
-    - _Color: {r: 0.21960786, g: 0.21960786, b: 0.21960786, a: 0.39215687}
+    - _Color: {r: 1, g: 1, b: 0, a: 0.39215687}
     - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
   m_BuildTextureStacks: []

Some files were not shown because too many files changed in this diff