GameMananger.cs 21 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.EventSystems;
  5. using UnityEngine.UI;
  6. namespace WildAttack
  7. {
  8. /// <summary>
  9. /// 射击类型枚举
  10. /// </summary>
  11. public enum ShootTypeEnum
  12. {
  13. FixedScreen = 1,
  14. FixedCrossHair = 2,
  15. moreScreen = 3,// 超出范围 调整相机
  16. }
  17. /// <summary>
  18. /// 游戏管理器
  19. /// </summary>
  20. public class GameMananger : Singleton<GameMananger>
  21. {
  22. #region Members
  23. private int hp = 0;
  24. public int HP { get { return hp; } }
  25. private int hpMax = 0;
  26. public int HPMax { get { return hpMax; } }
  27. private int totalScore = 0;
  28. public int TotalScore { get { return totalScore; } }
  29. public int barrelTriggerCount = 0;
  30. private ShootTypeEnum typeEnum = ShootTypeEnum.FixedScreen;
  31. // 原始旋转
  32. Vector3 originalBowRotation;
  33. // 弓箭旋转对应的对象 对弓箭的操作体现在这个obj上
  34. Transform CrossHairTrans;
  35. // 射箭速度
  36. private float smartBowSpeed;
  37. private float testSpeed;
  38. // 语言类型 配合csv
  39. private LanguageType languageType;
  40. public LanguageType Language { get { return languageType; } }
  41. // 相机初始旋转信息位置信息
  42. private Vector3 camOriEular;
  43. private Vector3 camOriPos;
  44. // 游戏结束时 相机目标点
  45. private Transform gameOverTrans;
  46. // 弓
  47. private Bow bow;
  48. // 城门动画控制
  49. private Animator wallAnim;
  50. // 特效
  51. private ParticleSystem addHpParticle;
  52. private ParticleSystem failParticle;
  53. private ParticleSystem victoryParticle;
  54. //触摸检测器
  55. JCUnityLib.TouchChecker touchChecker = new JCUnityLib.TouchChecker();
  56. #endregion
  57. #region Function
  58. public void Init()
  59. {
  60. camOriEular = Camera.main.transform.eulerAngles;
  61. camOriPos = Camera.main.transform.position;
  62. gameOverTrans = GameObject.Find("GameOver").transform;
  63. bow = GameObject.Find("Bow").GetComponent<Bow>();
  64. languageType = LanguageType.CH;
  65. if (TextAutoLanguage2.GetLanguage() == LanguageEnum.English) languageType = LanguageType.EN;
  66. CrossHairTrans = GameObject.Find("CrossHairTrans").transform;
  67. originalBowRotation = CrossHairTrans.eulerAngles;
  68. wallAnim = GameObject.Find("Wall").GetComponent<Animator>();
  69. hpMax = Mathf.FloorToInt(GameModule.GetInstance().GetData("wallHp"));
  70. hp = hpMax;
  71. totalScore = 0;
  72. barrelTriggerCount = 0;
  73. //shootSpawn = GameModule.GetInstance().GetData("downTime");
  74. shootSpawn = 0;
  75. smartBowSpeed = GameModule.GetInstance().GetData("speedTimes");
  76. testSpeed = GameModule.GetInstance().GetData("testspeed");
  77. Transform particleTrans = GameObject.Find("finalPos/ParticleTrans").transform;
  78. addHpParticle = particleTrans.Find("addhp").GetChild(0).GetComponent<ParticleSystem>();
  79. failParticle = particleTrans.Find("fail").GetChild(0).GetComponent<ParticleSystem>();
  80. victoryParticle = particleTrans.Find("victory").GetChild(0).GetComponent<ParticleSystem>();
  81. Physics.autoSyncTransforms = true;
  82. InitForLimitBound();
  83. InitTouchChecker();
  84. }
  85. /// <summary>
  86. /// 射击类型相关接口
  87. /// </summary>
  88. /// <returns></returns>
  89. public ShootTypeEnum GetShootType()
  90. {
  91. return typeEnum;
  92. }
  93. public void SetShootType(ShootTypeEnum type)
  94. {
  95. this.typeEnum = type;
  96. if (this.typeEnum == ShootTypeEnum.FixedScreen)
  97. {
  98. bow.transform.Find("CameraParent").DetachChildren();
  99. GameObject.Find("UIBoxLeft").GetComponent<CanvasGroup>().blocksRaycasts = true;
  100. }
  101. else if (this.typeEnum == ShootTypeEnum.FixedCrossHair)
  102. {
  103. CrossHair.instance._rectTransform.anchoredPosition = new Vector2(0, 0);
  104. Camera.main.transform.SetParent(bow.transform.Find("CameraParent"));
  105. }
  106. else if (this.typeEnum == ShootTypeEnum.moreScreen)
  107. {
  108. bow.transform.Find("CameraParent").DetachChildren();
  109. GameObject.Find("UIBoxLeft").GetComponent<CanvasGroup>().blocksRaycasts = false;
  110. }
  111. }
  112. /// <summary>
  113. /// 游戏是否结束
  114. /// </summary>
  115. public bool isOver = false;
  116. /// <summary>
  117. /// 胜利失败
  118. /// </summary>
  119. public bool isWin;
  120. /// <summary>
  121. /// 游戏结束
  122. /// </summary>
  123. /// <param name="isWin"></param>
  124. public void GameOver(bool isWin)
  125. {
  126. isOver = true;
  127. // 血量回复
  128. this.hp = isWin ? hp : hpMax;
  129. this.isWin = isWin;
  130. // 城门对应动画
  131. wallAnim.SetBool(isWin ? "open" : "dead", true);
  132. AddScore(StagePropertyModule.GetInstance().GetData(1).score * (6 - barrelTriggerCount));
  133. // 特效
  134. if (isWin)
  135. {
  136. failParticle.Stop();
  137. victoryParticle.Play();
  138. }
  139. else
  140. {
  141. failParticle.Play();
  142. victoryParticle.Stop();
  143. // 失败时有城门破坏音效
  144. AudioSource ads = GameObject.Find("ProcessAudioSource").GetComponent<AudioSource>();
  145. ads.clip = Resources.Load<AudioClip>("Process/Broken");
  146. ads.Play();
  147. }
  148. // 调用其他管理类的GameOver
  149. ProcessManager.GetInstance().GameOver(false);
  150. if (!isWin) EnemyManager.GetInstance().GameOver();
  151. UIManager.GetInstance().HideMainPanel();
  152. }
  153. /// <summary>
  154. /// 血量
  155. /// </summary>
  156. /// <param name="hp"></param>
  157. public void SubHp(int hp)
  158. {
  159. this.hp -= hp;
  160. UIManager.GetInstance().SubHp();
  161. if (this.hp <= 0)
  162. {
  163. GameOver(false);
  164. }
  165. }
  166. public void AddHp(int hp)
  167. {
  168. this.hp += hp;
  169. if (hp != (int)GameModule.GetInstance().GetData("wallHp"))
  170. {
  171. addHpParticle.Play();
  172. }
  173. if (this.hp > hpMax)
  174. {
  175. this.hp = hpMax;
  176. }
  177. // 血量重置
  178. if (hp == hpMax)
  179. {
  180. UIManager.GetInstance().ResetHpBar();
  181. }
  182. // ui更新血条
  183. UIManager.GetInstance().AddHp();
  184. }
  185. /// <summary>
  186. /// 计分
  187. /// </summary>
  188. /// <param name="score"></param>
  189. public void AddScore(int score)
  190. {
  191. totalScore += score;
  192. }
  193. public void SetScore(int score)
  194. {
  195. totalScore = score;
  196. barrelTriggerCount = 0;
  197. }
  198. // Update is called once per frame
  199. public void Update()
  200. {
  201. bow.gameObject.SetActive(!isOver);
  202. // BGM
  203. if (!Camera.main.GetComponent<AudioSource>().isPlaying)
  204. {
  205. Camera.main.GetComponent<AudioSource>().Play();
  206. }
  207. // 设计间隔
  208. if (shootSpawn > 0)
  209. {
  210. shootSpawn -= Time.deltaTime;
  211. }
  212. // unity调试用
  213. #if UNITY_EDITOR
  214. #region pc端操作
  215. if (Input.GetKeyDown(KeyCode.N))
  216. {
  217. AddHp(5);
  218. }
  219. if (Input.GetKeyDown(KeyCode.M))
  220. {
  221. SubHp(5);
  222. }
  223. if (Input.GetKeyDown(KeyCode.P))
  224. {
  225. foreach (var item in EnemyManager.GetInstance().enemyList)
  226. {
  227. item.Hitted(4, false);
  228. }
  229. }
  230. UpdateBowUnityEditor();
  231. if (Input.GetKeyDown(KeyCode.Space))
  232. {
  233. ShootOut(testSpeed);
  234. }
  235. if (Input.GetKeyDown(KeyCode.I))
  236. {
  237. GameOver(true);
  238. }
  239. if (Input.GetKeyDown(KeyCode.O))
  240. {
  241. GameOver(false);
  242. }
  243. #endregion
  244. #endif
  245. if (BowCamera.isTouchMode) touchChecker.Update();
  246. // 游戏结束后相机移动到对应位置
  247. if (isOver)
  248. {
  249. Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, gameOverTrans.position, 2 * Time.deltaTime);
  250. Camera.main.transform.eulerAngles = Vector3.Lerp(Camera.main.transform.eulerAngles, gameOverTrans.eulerAngles, 2 * Time.deltaTime);
  251. // 到达目标点显示ui
  252. if (Vector3.Distance(Camera.main.transform.position, gameOverTrans.position) < 0.01f)
  253. {
  254. UIManager.GetInstance().GameOver(isWin);
  255. InitForLimitBound();
  256. }
  257. }
  258. }
  259. /// <summary>
  260. /// ui检测
  261. /// </summary>
  262. /// <returns></returns>
  263. //private bool CheckCrossHairOverUI()
  264. //{
  265. // if (!isOver) return false;
  266. // EventSystem eventSystem = EventSystem.current;
  267. // PointerEventData pointerEventData = new PointerEventData(eventSystem);
  268. // // 获取准星pos 通过eventsystem检测下方是否有按钮
  269. // pointerEventData.position = new Vector3(UIManager.GetInstance().GetCrossHairPos().x, UIManager.GetInstance().GetCrossHairPos().y, 0);
  270. // //射线检测ui
  271. // List<RaycastResult> uiRaycastResultCache = new List<RaycastResult>();
  272. // eventSystem.RaycastAll(pointerEventData, uiRaycastResultCache);
  273. // if (uiRaycastResultCache.Count > 0)
  274. // {
  275. // // 是否有button
  276. // Button btn = uiRaycastResultCache[0].gameObject.GetComponent<Button>();
  277. // if (btn == null)
  278. // {
  279. // // 防止检测到button下的text (ui注意设置 button下text不要勾选raycast
  280. // btn = uiRaycastResultCache[0].gameObject.transform.GetComponentInParent<Button>();
  281. // if (btn == null)
  282. // {
  283. // return false;
  284. // }
  285. // }
  286. // btn.onClick.Invoke();
  287. // //Debug.Log("eventsystem 触发 + " + uiRaycastResultCache[0].gameObject.name);
  288. // return true;
  289. // }
  290. // else
  291. // {
  292. // return false;
  293. // }
  294. //}
  295. /// <summary>
  296. /// 初始化相机等
  297. /// </summary>
  298. public void ResetMainCamera()
  299. {
  300. isOver = false;
  301. InitForLimitBound();
  302. ResetAim();
  303. // 城门动画
  304. wallAnim.SetBool("dead", false);
  305. wallAnim.SetBool("open", false);
  306. // 特效
  307. failParticle.Stop();
  308. failParticle.Clear();
  309. victoryParticle.Stop();
  310. victoryParticle.Clear();
  311. // 相机
  312. Camera.main.transform.position = camOriPos;
  313. Camera.main.transform.eulerAngles = camOriEular;
  314. }
  315. /// <summary>
  316. /// pc端旋转弓
  317. /// </summary>
  318. private void UpdateBowUnityEditor()
  319. {
  320. // axis控制弓箭旋转
  321. if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  322. float x = Input.GetAxis("Horizontal") / 2;
  323. float y = Input.GetAxis("Vertical") / 2;
  324. if (x != 0 || y != 0)
  325. {
  326. //CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - y, CrossHairTrans.eulerAngles.y + x, 0));
  327. //CrossHairTransRaycast();
  328. if (isOver)
  329. {
  330. CrossHairTrans.eulerAngles = LimitCrossHair(new Vector3(CrossHairTrans.eulerAngles.x - y, CrossHairTrans.eulerAngles.y + x, 0));
  331. }
  332. else
  333. {
  334. CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - y, CrossHairTrans.eulerAngles.y + x, 0));
  335. CrossHairTransRaycast();
  336. }
  337. }
  338. }
  339. /// <summary>
  340. /// 移动端用户触屏监听
  341. /// </summary>
  342. private void InitTouchChecker()
  343. {
  344. touchChecker.onMoved += delegate (Touch t, bool isOnUI)
  345. {
  346. if (isOnUI) return;
  347. if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  348. Vector3 dis = t.rawPosition - t.deltaPosition;
  349. if (dis.x != 0 || dis.y != 0)
  350. {
  351. if (isOver)
  352. {
  353. CrossHairTrans.eulerAngles = LimitCrossHair(new Vector3(CrossHairTrans.eulerAngles.x - (t.deltaPosition.y * Time.deltaTime), CrossHairTrans.eulerAngles.y + (t.deltaPosition.x * Time.deltaTime), 0));
  354. }
  355. else
  356. {
  357. CrossHairTrans.eulerAngles = LimitAngles(new Vector3(CrossHairTrans.eulerAngles.x - (t.deltaPosition.y * Time.deltaTime), CrossHairTrans.eulerAngles.y + (t.deltaPosition.x * Time.deltaTime), 0));
  358. CrossHairTransRaycast();
  359. }
  360. }
  361. };
  362. touchChecker.onEnded += delegate (Touch t, bool isOnUI)
  363. {
  364. if (isOnUI) return;
  365. ShootOut(testSpeed);
  366. };
  367. }
  368. /// <summary>
  369. /// 归位
  370. /// </summary>
  371. public void ResetAim()
  372. {
  373. // 连接了弓 调用sdk
  374. if (SmartBowController.Instance && SmartBowController.Instance.IsBluetoothModuleInited())
  375. {
  376. CrossHairTrans.localRotation = Quaternion.Euler(Vector3.zero);
  377. bow.transform.localRotation = CrossHairTrans.localRotation;
  378. AimHandler.ins?.DoIdentity();
  379. }
  380. else
  381. {
  382. if (isOver)
  383. {
  384. CrossHairTrans.localEulerAngles = Vector3.zero;
  385. }
  386. else
  387. {
  388. CrossHairTrans.localEulerAngles = Vector3.zero;
  389. bow.transform.eulerAngles = CrossHairTrans.eulerAngles;
  390. }
  391. }
  392. }
  393. /// <summary>
  394. /// 最高分
  395. /// </summary>
  396. private int highScore;
  397. public void SetHighScore(int score)
  398. {
  399. highScore = score;
  400. }
  401. public int GetHighScore()
  402. {
  403. return highScore;
  404. }
  405. #endregion
  406. #region SmartBlueToothSDK
  407. public void OnRotationUpdate(Quaternion rotation)
  408. {
  409. // 判断射击间隔
  410. if (shootSpawn <= GameModule.GetInstance().GetData("downTime") && shootSpawn > 0) return;
  411. // 旋转插值
  412. Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
  413. Vector3 newOffset = Vector3.zero;
  414. if (offset.x != 0)
  415. {
  416. newOffset.x = offset.x - 360f;
  417. }
  418. if (offset.y != 0)
  419. {
  420. newOffset.y = offset.y - 360f;
  421. }
  422. //Bow.Instance.transform.localRotation = rotation;
  423. float speed = 2f;
  424. Vector3 offsetEular = rotation.eulerAngles;
  425. // 真实旋转(弓箭sdk传回的参数有时为360有时为0
  426. offsetEular.x = offsetEular.x > 180 ? offsetEular.x - 360 : offsetEular.x;
  427. offsetEular.y = offsetEular.y > 180 ? offsetEular.y - 360 : offsetEular.y;
  428. offsetEular = new Vector3(offsetEular.x * speed, offsetEular.y * speed, offsetEular.z * speed) + newOffset;
  429. // 检测超出屏幕
  430. if (isOver)
  431. {
  432. CrossHairTrans.eulerAngles = LimitCrossHair(offsetEular);
  433. }
  434. else
  435. {
  436. CrossHairTrans.eulerAngles = LimitAngles(offsetEular);
  437. CrossHairTransRaycast();
  438. }
  439. }
  440. public Vector3 hitPoint;
  441. /// <summary>
  442. /// 射线检测指向点 用于同步弓旋转
  443. /// </summary>
  444. /// <returns></returns>
  445. Vector3 CrossHairTransRaycast()
  446. {
  447. Ray ray = new Ray(CrossHairTrans.position, CrossHairTrans.forward);
  448. RaycastHit hitInfo;
  449. if (Physics.Raycast(ray, out hitInfo, 100, ~1 << LayerMask.NameToLayer("Plane")))
  450. {
  451. hitPoint = hitInfo.point;
  452. }
  453. else hitPoint = CrossHairTrans.position + CrossHairTrans.forward * 100f;
  454. bow.transform.LookAt(hitPoint);
  455. Physics.SyncTransforms();
  456. return hitPoint;
  457. }
  458. public Vector3 LimitCrossHair(Vector3 angles)
  459. {
  460. Vector3 viewPos = Camera.main.WorldToViewportPoint(CrossHairTransRaycast());
  461. if (viewPos.x > 0 && viewPos.x < 1 && viewPos.y > 0 && viewPos.y < 1)
  462. {
  463. }
  464. else
  465. {
  466. if (viewPos.x < 0)
  467. {
  468. angles.y += 1f;
  469. }
  470. else if (viewPos.x > 1)
  471. {
  472. angles.y -= 1f;
  473. }
  474. if (viewPos.y < 0)
  475. {
  476. angles.x -= 1f;
  477. }
  478. else if (viewPos.y > 1)
  479. {
  480. angles.x += 1f;
  481. }
  482. }
  483. return angles;
  484. }
  485. private float shootSpawn = 0;
  486. /// <summary>
  487. /// 射箭监听
  488. /// </summary>
  489. /// <param name="speed"></param>
  490. public void OnModuleShooting(float speed)
  491. {
  492. // speed区间 7~20?
  493. // 在这里判断是否和ui交互? 优先判断ui 不是ui再射箭
  494. ShootOut(speed * smartBowSpeed);
  495. //TipText.Show((speed * smartBowSpeed).ToString());
  496. // 角度 OnRotationUpdate
  497. }
  498. void ShootOut(float speed)
  499. {
  500. if (isOver) return;
  501. bow.Shoot(speed);
  502. }
  503. public void SetShootSpawn(float spawn)
  504. {
  505. shootSpawn = spawn;
  506. }
  507. #endregion
  508. #region 限制其显示范围不超出屏幕
  509. private float _screenHeightHalf;
  510. private float _screenNormal;
  511. private float _rangeRotateY;
  512. private float _rangeRotateX;
  513. /// <summary>
  514. /// 标记是否出界(-1:未出界;0:左边出界;1:右边出界;2:上边出界;3:下边出界;)
  515. /// </summary>
  516. public int outBoundIndex = -1;
  517. void InitForLimitBound()
  518. {
  519. Camera camera = Camera.main;
  520. _rangeRotateX = camera.fieldOfView / 2;
  521. float _screenWidthHalf = Screen.width / 2f;
  522. _screenHeightHalf = Screen.height / 2f;
  523. _screenNormal = _screenHeightHalf / Mathf.Tan(_rangeRotateX / 180f * Mathf.PI);
  524. _rangeRotateY = Mathf.Atan(_screenWidthHalf / _screenNormal) / Mathf.PI * 180f;
  525. }
  526. public Vector3 LimitAngles(Vector3 angles)
  527. {
  528. InitForLimitBound();
  529. Vector3 offset = isOver ? gameOverTrans.eulerAngles : originalBowRotation;
  530. //Unity默认范围(0,360)格式化为自定义范围(-180,180)
  531. angles.y = angles.y > 180 ? angles.y - 360 : angles.y;
  532. angles.x = angles.x > 180 ? angles.x - 360 : angles.x;
  533. //记录原来的角度
  534. float angleY = angles.y;
  535. float angleX = angles.x;
  536. //返回限制边界后的角度
  537. angles.y = Mathf.Clamp(angleY, -_rangeRotateY + (offset.y - 360), _rangeRotateY + (offset.y - 360));
  538. float rayLen = _screenNormal / Mathf.Cos(Mathf.Abs(angles.y) / 180 * Mathf.PI);
  539. float maxRangeRotateX = Mathf.Atan(_screenHeightHalf / rayLen) / Mathf.PI * 180f - offset.x;
  540. if (isOver)
  541. {
  542. if (angleX < -15f)
  543. {
  544. angles.x = -15f;
  545. }
  546. else if (angleX > 45f)
  547. {
  548. angles.x = 45f;
  549. }
  550. }
  551. else
  552. {
  553. if (Mathf.Abs(angleX) > Mathf.Abs(30f)) angles.x = 30f * (angleX > 0 ? 1 : -1);
  554. }
  555. if (angles.y < -_rangeRotateY + (offset.y - 360) + 0.5f)
  556. {
  557. outBoundIndex = 0;
  558. }
  559. else if (angles.y > _rangeRotateY + (offset.y - 360) - 0.5f)
  560. {
  561. outBoundIndex = 1;
  562. }
  563. else if (angles.x < -30f + 0.5f)
  564. {
  565. outBoundIndex = 2;
  566. }
  567. else if (angles.x > 30f - 0.5f)
  568. {
  569. outBoundIndex = 3;
  570. }
  571. else
  572. {
  573. outBoundIndex = -1;
  574. }
  575. return angles;
  576. }
  577. #endregion
  578. }
  579. }