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