Arrow.cs 13 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using DG.Tweening;
  4. public class Arrow : MonoBehaviour
  5. {
  6. private Rigidbody newRigidbody;
  7. public Vector3 shootOutPosition;
  8. public float flyTime = 0;
  9. public bool isHit = false;
  10. public RaycastHit absoluteRay;
  11. public float offsetAngle;
  12. private float mySpeed = 0;
  13. public bool simulatedParabola = false; //模拟抛物线
  14. public ArmBow armBow;
  15. public static float speed = GameMgr.RealSizeToGameSize(60);
  16. void Awake()
  17. {
  18. GameMgr.ins.gameMode.PauseTimeCounting(this);
  19. }
  20. void Start()
  21. {
  22. newRigidbody = this.gameObject.AddComponent<Rigidbody>();
  23. mySpeed = speed;
  24. if (GameAssistUI.ins) {
  25. mySpeed *= GameAssistUI.ins.shootScaleValue;
  26. }
  27. if (absoluteRay.transform && absoluteRay.transform.gameObject.name == "TargetBody") {
  28. //把瞄准点画成红圈,渲染在靶子上
  29. Transform redCircle = TargetBody.ins.transform.Find("RedCircle");
  30. redCircle.gameObject.SetActive(true);
  31. redCircle.transform.position = -redCircle.transform.forward * 0.001f + absoluteRay.point;
  32. }
  33. if (absoluteRay.transform && absoluteRay.transform.gameObject.name == "TargetBody") {
  34. SetUpBeforFly();
  35. }
  36. newRigidbody.velocity = this.transform.forward * mySpeed;
  37. newRigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
  38. newRigidbody.drag = 0;
  39. newRigidbody.angularDrag = 0;
  40. Transform cameraTF = this.transform.Find("Camera");
  41. cameraTF.gameObject.SetActive(true);
  42. cameraTF.gameObject.AddComponent<ArrowCamera>().arrow = this;
  43. this.activeEffectTrail(true);
  44. //是update运动,则禁用物理运动
  45. if (useUpdatePhysics) {
  46. this.GetComponent<BoxCollider>().enabled = false;
  47. Destroy(newRigidbody);
  48. }
  49. }
  50. /**在箭飞行前初始化&如果瞄准射线的落点在靶子上时,才调用该函数 */
  51. void SetUpBeforFly()
  52. {
  53. //看能否通过调整发射角让箭落在靶子的瞄准点上
  54. CalculateParabolaAngle(absoluteRay.point);
  55. if (!hasParabolaAngle) { //发射角无解,就提示用户
  56. if (AimLoadChecker.ins) AimLoadChecker.ins.ShowOutTip();
  57. return;
  58. }
  59. //来到这里,证明发射角有解,该解姑且叫它绝对角
  60. //因为Unity引擎的规则,向上时359~270度,向下是0~90度
  61. //为了方便数学运算,换算成 向上时0~90度,向下是0~-90度
  62. float baseAngleX = this.transform.eulerAngles.x;
  63. if (baseAngleX > 180) baseAngleX = baseAngleX - 360;
  64. baseAngleX *= -1;
  65. //绝对角
  66. float absoluteAngleX = parabolaAngleInRadian / Mathf.PI * 180;
  67. //客户要求绝对角跟原本角度相差不能超过 maxDeltaAngleX
  68. float deltaAngleX = absoluteAngleX - baseAngleX;
  69. float maxDeltaAngleX = 5;
  70. //最终的角还要加上偏移角度,偏移角也是客户要求加,单纯是为了增加误差,简单模式偏移角度为0
  71. float finalAngleX = this.offsetAngle;
  72. //如果绝对角跟原本角度相差超过 maxDeltaAngleX,就不能用绝对角了,直接在原本角度上加上最大差角
  73. if (Mathf.Abs(deltaAngleX) > maxDeltaAngleX) {
  74. finalAngleX += baseAngleX;
  75. finalAngleX += deltaAngleX > 0 ? maxDeltaAngleX : -maxDeltaAngleX;
  76. if (AimLoadChecker.ins) AimLoadChecker.ins.ShowOutTip();
  77. } else {//不超过就最好,直接用绝对角
  78. finalAngleX += absoluteAngleX;
  79. }
  80. //拆分两轴的速度
  81. float vy = Mathf.Sin(finalAngleX / 180 * Mathf.PI) * this.mySpeed;
  82. float vx = Mathf.Cos(finalAngleX / 180 * Mathf.PI) * this.mySpeed;
  83. //x轴距离
  84. float deltaX = Mathf.Sqrt(
  85. Mathf.Pow(absoluteRay.point.x - this.shootOutPosition.x, 2) +
  86. Mathf.Pow(absoluteRay.point.z - this.shootOutPosition.z, 2)
  87. );
  88. //x方向的耗时
  89. float tx = deltaX / vx;
  90. //最终y轴的位移
  91. float dy = vy * tx + 0.5f * Physics.gravity.y * tx * tx;
  92. float tbRadius = 0.62f;//靶子半径
  93. //之所以这样比较,是因为发射位置跟靶子中心是等高的,靶子半径是已知的
  94. if (Mathf.Abs(dy) < tbRadius) { //在靶子范围内,则用update运算物理
  95. finalPoint = absoluteRay.point;
  96. finalPoint.y = absoluteRay.transform.parent.position.y + dy;
  97. useUpdatePhysics = true;
  98. parabolaAngleInRadian = finalAngleX / 180 * Mathf.PI;
  99. RandomUseSideCamera();
  100. } else { //否则,调下角度就好,到时候用unity物理运算
  101. Vector3 eulerAngle = this.transform.eulerAngles;
  102. eulerAngle.x = -finalAngleX;
  103. this.transform.eulerAngles = eulerAngle;
  104. }
  105. }
  106. void RandomUseSideCamera() {
  107. //有几率进入侧面镜头观看
  108. float distance = TargetBody.ins.GetDistance();
  109. if (Mathf.RoundToInt(distance) >= 50) {
  110. if (Random.value < 0.5) simulatedParabola = true;
  111. }
  112. }
  113. /**发射角有无解 */
  114. bool hasParabolaAngle = false;
  115. /**发射角弧度解 */
  116. float parabolaAngleInRadian = 0;
  117. /**
  118. 求弓箭发射到指定坐标所需要的角度。
  119. 已知初速度大小V,重力g,起始坐标(a1,a2),目标坐标(b1,b2)。
  120. 解:
  121. 1、列出关系式
  122. Δx = b1 - a1;
  123. Δy = b2 - a2;
  124. Vx = V * cos(angle)
  125. Vy = V * sin(angle)
  126. Vy * t + 1/2 * g * t^2 = Δy
  127. Vx * t = Δx
  128. t = Δx / Vx
  129. 2、推导过程
  130. (V * sin(angle)) * Δx / (V * cos(angle)) + 1/2 * g * Δx^2 / (V^2*cos(angle)^2) = Δy
  131. tan(angle) * Δx + 1/2 * g * Δx^2 / (V^2*cos(angle)^2) = Δy
  132. tan(angle) * Δx + 1/2 * g * (Δx^2 / V^2) * (1 + tan(angle)^2) = Δy
  133. 3、根据求根公式得出结论
  134. a = 1/2 * g * Δx^2 / V^2
  135. b = Δx
  136. c = a - Δy
  137. d = tan(angle) = (-b ± (b^2 - 4*a*c)^0.5) / (2*a)
  138. angle = atan(d)
  139. 有无根的判别式,有根则b^2-4*a*c>=0
  140. */
  141. void CalculateParabolaAngle(Vector3 destination)
  142. {
  143. float deltaX = Vector2.Distance(
  144. new Vector2(destination.x, destination.z),
  145. new Vector2(this.transform.position.x, this.transform.position.z)
  146. );
  147. float deltaY = destination.y - this.transform.position.y;
  148. float a = 0.5f * Physics.gravity.y * Mathf.Pow(deltaX, 2) / Mathf.Pow(this.mySpeed, 2);
  149. float b = deltaX;
  150. float c = a - deltaY;
  151. hasParabolaAngle = Mathf.Pow(b, 2) - 4 * a * c >= 0;
  152. if (hasParabolaAngle) {
  153. float res1 = (-b + Mathf.Pow(Mathf.Pow(b, 2) - 4*a*c, 0.5f)) / (2 * a);
  154. float res2 = (-b - Mathf.Pow(Mathf.Pow(b, 2) - 4*a*c, 0.5f)) / (2 * a);
  155. parabolaAngleInRadian = Mathf.Min(Mathf.Atan(res1), Mathf.Atan(res2));
  156. }
  157. }
  158. void OnDestroy() {
  159. GameMgr.ins.gameMode.ResumeTimeCounting(this);
  160. if (this.newRigidbody)
  161. {
  162. Destroy(this.newRigidbody);
  163. }
  164. }
  165. void FixedUpdate()
  166. {
  167. if (newRigidbody) {
  168. transform.forward = newRigidbody.velocity.normalized;
  169. }
  170. if (!isHit && flyTime >= 0) {
  171. flyTime += Time.deltaTime;
  172. if (flyTime > 14) {
  173. Destroy(gameObject);
  174. GameMgr.ins.gameMode.HitTarget(0);
  175. AudioMgr.ins.PlayCheer(false);
  176. nextShoot();
  177. }
  178. this.UpdateRotate();
  179. }
  180. // this.UpdateShake();
  181. }
  182. void Update() {
  183. UpdateFlyWithoutPhysics();
  184. }
  185. bool useUpdatePhysics = false;
  186. float flyTimeWithoutPhysics = 0;
  187. Vector3 finalPoint = default;
  188. /**更新箭的飞行轨迹(非Unity物理运算)*/
  189. void UpdateFlyWithoutPhysics() {
  190. if (!useUpdatePhysics || isHit) return;
  191. flyTimeWithoutPhysics += Time.deltaTime;
  192. Vector3 destination = finalPoint;
  193. float deltaX = Mathf.Sqrt(
  194. Mathf.Pow(destination.x - shootOutPosition.x, 2) +
  195. Mathf.Pow(destination.z - shootOutPosition.z, 2)
  196. );
  197. float vx = Mathf.Cos(parabolaAngleInRadian) * mySpeed;
  198. float t = deltaX / vx;
  199. if (flyTimeWithoutPhysics < t) {
  200. t = flyTimeWithoutPhysics;
  201. }
  202. float vy = Mathf.Sin(parabolaAngleInRadian) * mySpeed + Physics.gravity.y * t;
  203. float dy = Mathf.Sin(parabolaAngleInRadian) * mySpeed * t + 0.5f * Physics.gravity.y * Mathf.Pow(t, 2);
  204. float dx = vx * t;
  205. Vector3 nextPosition = new Vector3(destination.x - shootOutPosition.x, 0, destination.z - shootOutPosition.z);
  206. nextPosition = nextPosition.normalized * dx;
  207. nextPosition.y = shootOutPosition.y + dy;
  208. this.transform.position = nextPosition;
  209. Vector3 eulerAngles = this.transform.eulerAngles;
  210. float angleX = Mathf.Atan(vy / vx) / Mathf.PI * 180;
  211. eulerAngles.x = -angleX;
  212. this.transform.eulerAngles = eulerAngles;
  213. //箭头到达目标点时,触发碰撞(之所以用以下,是因为箭的锚点在尾部,而箭的长度接近1.1)
  214. if (Vector3.Distance(nextPosition, destination) < 1.1f) {
  215. this.transform.SetParent(TargetBody.ins.transform);
  216. TargetBody.ins.Hit(this, destination);
  217. }
  218. }
  219. public void Hit() {
  220. if (GameDebug.ins) GameDebug.ins.ShowRes(absoluteRay.point, this.getHeadPosition());
  221. gameObject.GetComponent<BoxCollider>().enabled = false;
  222. if (newRigidbody) {
  223. newRigidbody.useGravity = false;
  224. newRigidbody.velocity = Vector3.zero;
  225. Destroy(newRigidbody);
  226. newRigidbody = null;
  227. }
  228. isHit = true;
  229. // this.Shake();
  230. this.activeEffectCyclone(false);
  231. this.activeEffectBomb(true);
  232. this.activeEffectTrail(false);
  233. //最新一箭击中后会发光标记
  234. ArrowLightSick.RecoveryAll();
  235. this.GetComponentInChildren<ArrowLightSick>().Hit();
  236. }
  237. public Vector3 getHeadPosition() {
  238. return this.transform.Find("Head").position;
  239. }
  240. /**箭矢旋转 */
  241. private Vector3 rotateV3 = new Vector3(0, 0, 1400);
  242. private void UpdateRotate() {
  243. this.transform.Find("Head").Rotate(rotateV3 * Time.deltaTime, Space.Self);
  244. }
  245. /**箭矢震动 */
  246. private bool shaking = false;
  247. private float shakeTime = 0;
  248. private float shakeTimeMax = 0.5f;
  249. private float shakeRange = 5;
  250. private int shakeDirection = 1;
  251. private Vector3 shakeAngles = new Vector3();
  252. private void Shake()
  253. {
  254. this.shaking = true;
  255. this.shakeTime = 0;
  256. this.shakeDirection = 1;
  257. }
  258. private void UpdateShake()
  259. {
  260. if (!this.shaking) {
  261. return;
  262. }
  263. Transform transform = this.transform.Find("Head").transform;
  264. float shakeRangeNow = (1 - this.shakeTime / this.shakeTimeMax) * this.shakeRange;
  265. if (shakeRangeNow <= 0) {//震动结束
  266. this.shaking = false;
  267. this.shakeAngles.x = 0;
  268. } else {
  269. this.shakeAngles.x = -this.shakeDirection * shakeRangeNow;
  270. this.shakeDirection *= -1;
  271. }
  272. transform.localEulerAngles = this.shakeAngles;
  273. this.shakeTime += Time.deltaTime;
  274. }
  275. //进入下一轮射击
  276. public bool hasDoneNextShoot = false;
  277. public void nextShoot() {
  278. if (hasDoneNextShoot) return;
  279. hasDoneNextShoot = true;
  280. GameMgr.ins.gameMode.ResumeTimeCounting(this);
  281. if (!GameMgr.ins.gameMode.DoNextShoot()) return;
  282. if (AimHandler.ins) AimHandler.ins.BanControlObjRotate(false);
  283. this.armBow.readyShoot();
  284. //把瞄准点画成红圈,渲染在靶子上(取消)
  285. Transform redCircle = TargetBody.ins.transform.Find("RedCircle");
  286. redCircle.gameObject.SetActive(false);
  287. //最新一箭击中后会发光标记(取消)
  288. ArrowLightSick.RecoveryAll();
  289. }
  290. void OnCollisionEnter(Collision collision) {
  291. if ((1 << collision.gameObject.layer) != LayerMask.GetMask("Target"))
  292. {
  293. this.Hit();
  294. GameMgr.ins.gameMode.HitTarget(0);
  295. AudioMgr.ins.PlayCheer(false);
  296. }
  297. this.transform.SetParent(collision.transform.parent);
  298. }
  299. public void activeEffectCyclone(bool value)
  300. {
  301. this.transform.Find("Head/EF_kuosanquan").gameObject.SetActive(value);
  302. if (!value) return;
  303. ParticleSystemRenderer ps = this.transform.Find("Head/EF_kuosanquan/kuosan").GetComponent<ParticleSystemRenderer>();
  304. ParticleSystemRenderer ps1 = this.transform.Find("Head/EF_kuosanquan/kuosan (1)").GetComponent<ParticleSystemRenderer>();
  305. DOTween.To(() => ps.minParticleSize, value => {
  306. ps.minParticleSize = value;
  307. ps.maxParticleSize = value;
  308. }, 0.4f, 0.6f);
  309. DOTween.To(() => ps1.minParticleSize, value => {
  310. ps1.minParticleSize = value;
  311. ps1.maxParticleSize = value;
  312. }, 0.8f, 0.6f);
  313. }
  314. void activeEffectBomb(bool value)
  315. {
  316. this.transform.Find("Head/EF_baodian").gameObject.SetActive(value);
  317. }
  318. void activeEffectTrail(bool value)
  319. {
  320. this.transform.Find("EF_tuowei").gameObject.SetActive(value);
  321. this.transform.Find("EF_tuowei/Trail").GetComponent<TrailRenderer>().time = 1.6f / mySpeed;
  322. }
  323. }