lvjincheng 4 лет назад
Родитель
Сommit
bd10672422
38 измененных файлов с 3514 добавлено и 106 удалено
  1. 8 0
      Assets/BowArrow/Models/ArmBow.meta
  2. 199 0
      Assets/BowArrow/Models/ArmBow/New Animator Controller.controller
  3. 8 0
      Assets/BowArrow/Models/ArmBow/New Animator Controller.controller.meta
  4. 8 0
      Assets/BowArrow/Models/ArmBow/动作.meta
  5. BIN
      Assets/BowArrow/Models/ArmBow/动作/人射箭动作.FBX
  6. 133 0
      Assets/BowArrow/Models/ArmBow/动作/人射箭动作.FBX.meta
  7. BIN
      Assets/BowArrow/Models/ArmBow/动作/人拉弓动作.FBX
  8. 133 0
      Assets/BowArrow/Models/ArmBow/动作/人拉弓动作.FBX.meta
  9. BIN
      Assets/BowArrow/Models/ArmBow/动作/人搭箭动作.FBX
  10. 133 0
      Assets/BowArrow/Models/ArmBow/动作/人搭箭动作.FBX.meta
  11. BIN
      Assets/BowArrow/Models/ArmBow/动作/人搭箭待机动作.FBX
  12. 133 0
      Assets/BowArrow/Models/ArmBow/动作/人搭箭待机动作.FBX.meta
  13. 72 0
      Assets/BowArrow/Models/ArmBow/动作/带人带弓带箭绑定无弓箭模型.controller
  14. 8 0
      Assets/BowArrow/Models/ArmBow/动作/带人带弓带箭绑定无弓箭模型.controller.meta
  15. BIN
      Assets/BowArrow/Models/ArmBow/动作/弓初始待机.FBX
  16. 104 0
      Assets/BowArrow/Models/ArmBow/动作/弓初始待机.FBX.meta
  17. BIN
      Assets/BowArrow/Models/ArmBow/动作/弓射箭动作.FBX
  18. 104 0
      Assets/BowArrow/Models/ArmBow/动作/弓射箭动作.FBX.meta
  19. BIN
      Assets/BowArrow/Models/ArmBow/动作/弓拉弓动作.FBX
  20. 104 0
      Assets/BowArrow/Models/ArmBow/动作/弓拉弓动作.FBX.meta
  21. BIN
      Assets/BowArrow/Models/ArmBow/动作/弓搭箭待机.FBX
  22. 104 0
      Assets/BowArrow/Models/ArmBow/动作/弓搭箭待机.FBX.meta
  23. 8 0
      Assets/BowArrow/Models/ArmBow/模型.meta
  24. BIN
      Assets/BowArrow/Models/ArmBow/模型/带人带弓带箭绑定无动作.FBX
  25. 101 0
      Assets/BowArrow/Models/ArmBow/模型/带人带弓带箭绑定无动作.FBX.meta
  26. BIN
      Assets/BowArrow/Models/ArmBow/模型/带人带弓带箭绑定无弓箭模型.FBX
  27. 101 0
      Assets/BowArrow/Models/ArmBow/模型/带人带弓带箭绑定无弓箭模型.FBX.meta
  28. BIN
      Assets/BowArrow/Models/ArmBow/模型/弓.FBX
  29. 101 0
      Assets/BowArrow/Models/ArmBow/模型/弓.FBX.meta
  30. BIN
      Assets/BowArrow/Models/ArmBow/模型/箭.FBX
  31. 101 0
      Assets/BowArrow/Models/ArmBow/模型/箭.FBX.meta
  32. 1821 0
      Assets/BowArrow/Scenes/Bow.unity
  33. 2 2
      Assets/BowArrow/Scenes/Game.unity
  34. 3 3
      Assets/BowArrow/Scripts/Bluetooth/BluetoothAim.cs
  35. 1 1
      Assets/BowArrow/Scripts/Bluetooth/BluetoothShoot.cs
  36. 15 0
      Assets/BowArrow/Scripts/Bluetooth/ShootCheck.cs
  37. 8 99
      Assets/BowArrow/Scripts/Bluetooth/o09DOF.cs
  38. 1 1
      Assets/BowArrow/Scripts/Game/ArmBow.cs

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+ 101 - 0
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Assets/BowArrow/Models/ArmBow/模型/箭.FBX


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Разница между файлами не показана из-за своего большого размера
+ 1821 - 0
Assets/BowArrow/Scenes/Bow.unity


+ 2 - 2
Assets/BowArrow/Scenes/Game.unity

@@ -3993,7 +3993,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!114 &924470122
 MonoBehaviour:
   m_ObjectHideFlags: 0
@@ -4769,7 +4769,7 @@ MonoBehaviour:
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 992649507}
-  m_Enabled: 1
+  m_Enabled: 0
   m_EditorHideFlags: 0
   m_Script: {fileID: 11500000, guid: 0640518c4d8627a41a16e391f6b84960, type: 3}
   m_Name: 

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

@@ -101,7 +101,7 @@ public class BluetoothAim : MonoBehaviour
             bluetoothHelper.OnCharacteristicChanged += (helper, value, characteristic) =>
             {
                 byte[] bytes = value;
-                Log(String.Join(",", bytes));
+                // Log(String.Join(",", bytes));
                 BluetoothClient.UploadData(0, bytes);
                 aimHandler.OnDataReceived(bytes);
             };
@@ -308,7 +308,7 @@ class AimHandler
         return (float) shortNum; 
     }
 
-    o0MagneticCalibraterSimple MagCalibrater;
+    o0MagneticCalibrater MagCalibrater;
     o0Vector3Filter MagFilter = new o0Vector3Filter();
     long msOld = 0;
     public AimHandler(Transform controlObj, Button SetIdentity, Button CalibrationButton, Text MagScaleText)
@@ -320,7 +320,7 @@ class AimHandler
         
         SetIdentity.onClick.AddListener(DoIdentity);
         
-        MagCalibrater = new o0MagneticCalibraterSimple();
+        MagCalibrater = new o0MagneticCalibrater();
         string caliraterDataStr = PlayerPrefs.GetString("o0MagneticCalibrater");
         if (caliraterDataStr.Length > 0)
         {

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

@@ -83,7 +83,7 @@ public class BluetoothShoot : MonoBehaviour
             bluetoothHelper.OnCharacteristicChanged += (helper, value, characteristic) =>
             {
                 byte[] bytes = value;
-                Log(String.Join(",", bytes));
+                // Log(String.Join(",", bytes));
                 BluetoothClient.UploadData(1, bytes);
                 if (ShootCheck.ins != null)
                 {

+ 15 - 0
Assets/BowArrow/Scripts/Bluetooth/ShootCheck.cs

@@ -103,6 +103,17 @@ public class ShootCheck : MonoBehaviour
                 hasReachShootThreshold = false;
                 Log("不符合短时间爆发加速");
             }
+            // if (this.isSteady()) {
+            //     hitCount++;
+            //     shootSpeed = integral / 16f;
+            //     Log("第" + hitCount + "次识别射箭\n振幅:" + integral);
+            //     integral = 0;
+            //     validFrameCount = 0;
+            //     hasReachShootThreshold = false;
+            //     return true;
+            // } else {
+            //     integral += Mathf.Abs(acc - gravity);
+            // }
             return false;
         }
         if (dataCount > steadyFrameCount)
@@ -115,11 +126,15 @@ public class ShootCheck : MonoBehaviour
             {
                 hasReachShootThreshold = true;
                 maxAcc = acc;
+
+                // integral += Mathf.Abs(acc - gravity);
             }
         }
         return false;
     }
 
+    // float integral = 0;
+
     int steadyFrameCount = 6;
     bool isSteady() {
         float totalAcc = 0;

+ 8 - 99
Assets/BowArrow/Scripts/Bluetooth/o09DOF.cs

@@ -22,97 +22,6 @@ public class o0Vector3Filter
         return state;
     }
 }
-public class o0MagneticCalibraterSimple//默认在无磁干扰环境下,有磁干扰则无法保证效果
-{
-    public Vector3 _Center = Vector3.zero;
-    public Vector3 _Radius = new Vector3(2, 2, 2);
-
-    public o0Project.Vector3f Center
-    {
-        get
-        {
-            return new o0Project.Vector3f(_Center.x, _Center.y, _Center.z);
-        }
-        set
-        {
-            _Center = new Vector3(value.x, value.y, value.z);
-        }
-    }
-    public o0Project.Vector3f Radius
-    {
-        get
-        {
-            return new o0Project.Vector3f(_Radius.x, _Radius.y, _Radius.z);
-        }
-        set
-        {
-            _Radius = new Vector3(value.x, value.y, value.z);
-        }
-    }
-
-    public o0MagneticCalibraterSimple()
-    {
-        //Calibration = true;
-    }
-    public o0MagneticCalibraterSimple(o0Project.Vector3f Center, o0Project.Vector3f Radius)
-    {
-        this.Center = Center;
-        this.Radius = Radius;
-    }
-
-    Vector3 Min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
-    Vector3 Max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
-    public bool Calibration
-    {
-        get
-        {
-            return Min != default && Max != default;
-        }
-        set
-        {
-            if (value == true)
-            {
-                Min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
-                Max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
-            }
-            else
-            {
-                Min = default;
-                Max = default;
-            }
-        }
-    }
-    public System.Random r = new System.Random();
-    public Vector3 Update(Vector3 v)
-    {
-        if (v.magnitude > 30)
-            Debug.Log(v);
-        if (Calibration)
-        {
-            if (Min.x > v.x)
-                Min.x = v.x;
-            if (Min.y > v.y)
-                Min.y = v.y;
-            if (Min.z > v.z)
-                Min.z = v.z;
-            if (Max.x < v.x)
-                Max.x = v.x;
-            if (Max.y < v.y)
-                Max.y = v.y;
-            if (Max.z < v.z)
-                Max.z = v.z;
-            _Center = (Max + Min) / 2;
-            _Radius = (Max - Min) / 2;
-        }
-        v -= _Center;
-        v = new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z);
-        return v;
-    }
-    public float CalibratCompletionPercentage()
-    {
-        return 0;
-    }
-}
 public class o0MagneticCalibrater//默认在无磁干扰环境下,有磁干扰则无法保证效果
 {
     public Vector3 _Center = Vector3.zero;
@@ -251,7 +160,7 @@ public class o0MagneticCalibrater//默认在无磁干扰环境下,有磁干扰
         if (Calibration)
         {
             AddPoint(v);
-            if (Point.Count > 100)
+            if (Point.Count > 60)
             {
                 RemovePoint(MinDistancePoint());
                 _Radius = RadiusScale();
@@ -292,7 +201,7 @@ public class o0MagneticCalibrater//默认在无磁干扰环境下,有磁干扰
             var v = i - _Center;
             ScaleDistance.Add(new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z).magnitude);
         }
-        while (ScaleDistance.Count < 100)
+        while (ScaleDistance.Count < 60)
             ScaleDistance.Add(0);
         float average = 0;
         foreach (var i in ScaleDistance)
@@ -364,8 +273,8 @@ public class o09DOF
 
 
 
-        float AccLengthToAngle = 90;//1倍引力差相当于多少度方差
-        float MagLengthToAngle = 90;//1倍磁力差相当于多少度方差
+        float AccLengthToAngle = 180;//1倍引力差相当于多少度方差
+        float MagLengthToAngle = 180;//1倍磁力差相当于多少度方差
 
 
         /*
@@ -376,10 +285,10 @@ public class o09DOF
         float MagVariance = TimeGap / 100 + Mathf.Pow((Mag.magnitude - 500) / 500 * MagLengthToAngle, 2) + Mathf.Pow(Vector3.Angle(Mag, Last.Mag) * 0.1f, 2);
         /**/
 
-        float GyrVariance = state.Variance + TimeGap / 100 + (Gyr * TimeGap).magnitude * 0.05f;
-        float AccVariance = TimeGap / 30 + Mathf.Sqrt(Mathf.Pow((Acc.magnitude - 9.8f) / 9.8f * AccLengthToAngle, 2) + Mathf.Pow(Vector3.Angle(Acc, Last.Acc) * 0.5f, 2));
-        Debug.Log(AccVariance);
-        float MagVariance = TimeGap / 100 + Mathf.Sqrt(Mathf.Pow((Mag.magnitude - 500) / 500 * MagLengthToAngle, 2) + Mathf.Pow(Vector3.Angle(Mag, Last.Mag) * 0.1f, 2));
+        float GyrVariance = state.Variance + TimeGap / 1000 + (Gyr * TimeGap).magnitude * 0.05f;
+        float AccVariance = Mathf.Max(TimeGap / 10, Mathf.Sqrt(Mathf.Pow((Acc.magnitude - 9.8f) / 9.8f * AccLengthToAngle, 2) + Mathf.Pow(Vector3.Angle(Acc, Last.Acc) * 0.8f, 2)));
+        //Debug.Log(AccVariance);
+        float MagVariance = Mathf.Max(TimeGap / 1, Mathf.Sqrt(Mathf.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 2) + Mathf.Pow(Vector3.Angle(Mag, Last.Mag) * 0.05f, 2)));
         state.Variance = state.Variance * AccVariance / (state.Variance + AccVariance);
         state.Variance = state.Variance * MagVariance / (state.Variance + MagVariance);
 

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

@@ -133,7 +133,7 @@ public class ArmBow : MonoBehaviour
         // arrowComp.calculateSpeed(rayHitPoint);
         // Arrow.speed = BaseSpeedSlider.ins.getValue() * DebugBowPower.ins.getPowerPercent();
         // Arrow.speed = BaseSpeedSlider.ins.getValue();
-        Arrow.speed = Mathf.Pow(ShootCheck.ins.shootSpeed, 2.5f);
+        Arrow.speed = Mathf.Pow(ShootCheck.ins.shootSpeed, ShootCheck.ins.shootSpeed < 13 ? 2f: (ShootCheck.ins.shootSpeed < 15 ? 2.5f : 3.0f));
 
         arrowCopy.SetActive(true);  
         arrow.SetActive(false);

Некоторые файлы не были показаны из-за большого количества измененных файлов