Arrow.cs 12 KB

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  1. using System;
  2. using UnityEngine;
  3. using DG.Tweening;
  4. /* 箭对象 */
  5. public class Arrow : MonoBehaviour
  6. {
  7. //飞行时间统计
  8. [NonSerialized] public float flyTime = 0;
  9. //标识—是否击中了什么
  10. [NonSerialized] public bool isHit = false;
  11. //箭的初速度(私用)
  12. private float mySpeed = 0;
  13. //箭的初速度(公用)
  14. public static float speed = GameMgr.RealSizeToGameSize(60);
  15. //箭射出时从弓传过来的参数
  16. #region
  17. //手臂弓
  18. [NonSerialized] public ArmBow armBow;
  19. //射出时的起始坐标
  20. [NonSerialized] public Vector3 shootOutPosition;
  21. //绝对射线
  22. [NonSerialized] public RaycastHit absoluteRay;
  23. //制作误差偏移角(强行制造误差,为了增加游戏难度,该偏移角的大小根据难度而定)
  24. [NonSerialized] public float offsetAngle;
  25. #endregion
  26. //射线击中的靶子
  27. TargetBody rayHitTargetBody;
  28. //能够完美击中射线点
  29. bool canPerfectHit;
  30. //能否使用侧面镜头
  31. [NonSerialized] public bool canUseSideCamera;
  32. void Awake()
  33. {
  34. GameMgr.ins.gameMode.PauseTimeCounting(this);
  35. }
  36. void OnDestroy() {
  37. GameMgr.ins.gameMode.ResumeTimeCounting(this);
  38. }
  39. void Start()
  40. {
  41. Destroy(gameObject.GetComponent<BoxCollider>());
  42. mySpeed = speed;
  43. Billboard.ins?.SetArrowSpeed(speed);
  44. if (GameAssistUI.ins) {
  45. mySpeed *= GameAssistUI.ins.shootScaleValue;
  46. Billboard.ins?.SetArrowSpeedScale(GameAssistUI.ins.shootScaleValue);
  47. }
  48. Billboard.ins?.ShowSpeed();
  49. if (absoluteRay.transform) {
  50. TargetBody targetBody = absoluteRay.transform.GetComponent<TargetBody>();
  51. rayHitTargetBody = targetBody??null;
  52. //把瞄准点画成红圈,渲染在靶子上
  53. if (rayHitTargetBody) {
  54. Transform redCircle = rayHitTargetBody.transform.Find("RedCircle");
  55. redCircle.gameObject.SetActive(true);
  56. redCircle.transform.position = -redCircle.transform.forward * 0.001f + absoluteRay.point;
  57. }
  58. }
  59. SetUpBeforFly();
  60. Transform cameraTF = this.transform.Find("Camera");
  61. cameraTF.gameObject.SetActive(true);
  62. cameraTF.gameObject.AddComponent<ArrowCamera>().arrow = this;
  63. this.activeEffectTrail(true);
  64. }
  65. /**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 */
  66. void SetUpBeforFly()
  67. {
  68. //基础角
  69. float baseAngleX = FormatAngleX(this.transform.eulerAngles.x);
  70. //最大可调整的角度差
  71. float maxDeltaAngleX = 5;
  72. //最终角
  73. float finalAngleX;
  74. if (absoluteRay.transform) {
  75. //看能否通过调整发射角让箭落在靶子的瞄准点上
  76. CalculateParabolaAngle(absoluteRay.point);
  77. //瞄准的是不是Target层
  78. bool isTargetLayer = IsTargetLayer(absoluteRay.transform.gameObject);
  79. //绝对发射角无解
  80. if (!hasParabolaAngle) {
  81. finalAngleX = Mathf.Clamp(baseAngleX + maxDeltaAngleX + this.offsetAngle, -89, 89);
  82. if (isTargetLayer) AimLoadChecker.ins?.ShowOutTip();
  83. } else {
  84. //来到这里,证明发射角有解,该解姑且叫它绝对角
  85. float absoluteAngleX = parabolaAngleInRadian / Mathf.PI * 180;
  86. //客户要求绝对角跟原本角度相差不能超过 maxDeltaAngleX
  87. float deltaAngleX = absoluteAngleX - baseAngleX;
  88. //如果绝对角跟原本角度相差不超过maxDeltaAngleX
  89. if (Mathf.Abs(deltaAngleX) < maxDeltaAngleX) {
  90. finalAngleX = Mathf.Clamp(absoluteAngleX + offsetAngle, -89, 89);
  91. if (Math.Abs(offsetAngle) < 0.01) {
  92. canPerfectHit = true;
  93. }
  94. if (rayHitTargetBody && Mathf.RoundToInt(rayHitTargetBody.GetDistance()) >= 50 && UnityEngine.Random.value < 0.5) {
  95. canUseSideCamera = true;
  96. }
  97. } else {
  98. finalAngleX = Mathf.Clamp(baseAngleX + maxDeltaAngleX + this.offsetAngle, -89, 89);
  99. if (isTargetLayer) AimLoadChecker.ins?.ShowOutTip();
  100. }
  101. }
  102. finalPoint = absoluteRay.point;
  103. } else {
  104. finalAngleX = baseAngleX;
  105. finalPoint = this.transform.position + this.transform.forward * 100;
  106. }
  107. parabolaAngleInRadian = finalAngleX / 180 * Mathf.PI;
  108. }
  109. /*
  110. 因为Unity引擎的规则,向上时359~270度,向下是0~90度
  111. 为了方便数学运算,换算成 向上时0~90度,向下是0~-90度
  112. */
  113. float FormatAngleX(float value)
  114. {
  115. if (value > 180) value = 360 - value;
  116. else value = -value;
  117. return value;
  118. }
  119. bool IsTargetLayer(GameObject gameObject) {
  120. return (1 << gameObject.layer) == LayerMask.GetMask("Target");
  121. }
  122. /**发射角有无解 */
  123. [NonSerialized] public bool hasParabolaAngle = false;
  124. /**发射角弧度解 */
  125. float parabolaAngleInRadian = 0;
  126. /**
  127. 求弓箭发射到指定坐标所需要的角度。
  128. 已知初速度大小V,重力g,起始坐标(a1,a2),目标坐标(b1,b2)。
  129. 解:
  130. 1、列出关系式
  131. Δx = b1 - a1;
  132. Δy = b2 - a2;
  133. Vx = V * cos(angle)
  134. Vy = V * sin(angle)
  135. Vy * t + 1/2 * g * t^2 = Δy
  136. Vx * t = Δx
  137. t = Δx / Vx
  138. 2、推导过程
  139. (V * sin(angle)) * Δx / (V * cos(angle)) + 1/2 * g * Δx^2 / (V^2*cos(angle)^2) = Δy
  140. tan(angle) * Δx + 1/2 * g * Δx^2 / (V^2*cos(angle)^2) = Δy
  141. tan(angle) * Δx + 1/2 * g * (Δx^2 / V^2) * (1 + tan(angle)^2) = Δy
  142. 3、根据求根公式得出结论
  143. a = 1/2 * g * Δx^2 / V^2
  144. b = Δx
  145. c = a - Δy
  146. d = tan(angle) = (-b ± (b^2 - 4*a*c)^0.5) / (2*a)
  147. angle = atan(d)
  148. 有无根的判别式,有根则b^2-4*a*c>=0
  149. */
  150. void CalculateParabolaAngle(Vector3 destination)
  151. {
  152. float deltaX = Vector2.Distance(
  153. new Vector2(destination.x, destination.z),
  154. new Vector2(this.transform.position.x, this.transform.position.z)
  155. );
  156. float deltaY = destination.y - this.transform.position.y;
  157. float a = 0.5f * Physics.gravity.y * Mathf.Pow(deltaX, 2) / Mathf.Pow(this.mySpeed, 2);
  158. float b = deltaX;
  159. float c = a - deltaY;
  160. hasParabolaAngle = Mathf.Pow(b, 2) - 4 * a * c >= 0;
  161. if (hasParabolaAngle) {
  162. float res1 = (-b + Mathf.Pow(Mathf.Pow(b, 2) - 4*a*c, 0.5f)) / (2 * a);
  163. float res2 = (-b - Mathf.Pow(Mathf.Pow(b, 2) - 4*a*c, 0.5f)) / (2 * a);
  164. parabolaAngleInRadian = Mathf.Min(Mathf.Atan(res1), Mathf.Atan(res2));
  165. }
  166. }
  167. void FixedUpdate()
  168. {
  169. if (!isHit && flyTime >= 0) {
  170. flyTime += Time.deltaTime;
  171. if (flyTime > 14) {
  172. FlyTimeOut();
  173. }
  174. this.UpdateRotate();
  175. }
  176. }
  177. void Update() {
  178. UpdateFlyLogic();
  179. }
  180. void FlyTimeOut() {
  181. Destroy(gameObject);
  182. GameMgr.ins.gameMode.HitTarget(0);
  183. AudioMgr.ins.PlayCheer(false);
  184. nextShoot();
  185. }
  186. float logicFlyTime = 0;
  187. Vector3 finalPoint;
  188. /**飞行帧逻辑(运动学) */
  189. void UpdateFlyLogic() {
  190. if (isHit) return;
  191. logicFlyTime += Time.deltaTime;
  192. Vector3 destination = finalPoint;
  193. float vx = Mathf.Cos(parabolaAngleInRadian) * mySpeed;
  194. float t = logicFlyTime;
  195. float vy = Mathf.Sin(parabolaAngleInRadian) * mySpeed + Physics.gravity.y * t;
  196. float dy = Mathf.Sin(parabolaAngleInRadian) * mySpeed * t + 0.5f * Physics.gravity.y * Mathf.Pow(t, 2);
  197. float dx = vx * t;
  198. Vector3 nextPosition = new Vector3(destination.x - shootOutPosition.x, 0, destination.z - shootOutPosition.z);
  199. nextPosition = nextPosition.normalized * dx;
  200. nextPosition.y = shootOutPosition.y + dy;
  201. Vector3 oldPosition = this.transform.position;
  202. this.transform.position = nextPosition;
  203. Vector3 eulerAngles = this.transform.eulerAngles;
  204. float angleX = Mathf.Atan(vy / vx) / Mathf.PI * 180;
  205. eulerAngles.x = -angleX;
  206. this.transform.eulerAngles = eulerAngles;
  207. float deltaDistance = Vector3.Distance(oldPosition, nextPosition);
  208. Ray ray = new Ray(oldPosition, nextPosition - oldPosition);
  209. RaycastHit raycastHit;
  210. bool raycastResult = Physics.Raycast(ray, out raycastHit, deltaDistance);
  211. if (raycastResult) {
  212. OnHitAnyInFlyLogic(raycastHit);
  213. }
  214. }
  215. //飞行逻辑中检测到碰撞
  216. void OnHitAnyInFlyLogic(RaycastHit raycastHit) {
  217. this.transform.Find("Head").position = raycastHit.point;
  218. this.transform.SetParent(raycastHit.transform.parent);
  219. string targetName = raycastHit.transform.gameObject.name;
  220. if (targetName == "TargetBody") {
  221. Vector3 hitPoint = raycastHit.point;
  222. if (rayHitTargetBody && canPerfectHit) {
  223. hitPoint = absoluteRay.point;
  224. this.transform.Find("Head").position = hitPoint;
  225. }
  226. raycastHit.transform.GetComponent<TargetBody>().Hit(this, hitPoint);
  227. } else if (raycastHit.transform.GetComponent<TargetOutBound>()) {
  228. FlyTimeOut();
  229. } else {
  230. Hit();
  231. GameMgr.ins.gameMode.HitTarget(0);
  232. AudioMgr.ins.PlayCheer(false);
  233. }
  234. }
  235. public void Hit() {
  236. isHit = true;
  237. GameDebug.ins?.ShowRes(absoluteRay.point, this.transform.Find("Head").position);
  238. //控制箭的特效显示
  239. this.activeEffectCyclone(false);
  240. this.activeEffectBomb(true);
  241. this.activeEffectTrail(false);
  242. //最新一箭击中后会发光标记
  243. ArrowLightSick.RecoveryAll();
  244. this.GetComponentInChildren<ArrowLightSick>().Hit();
  245. }
  246. //进入下一轮射击
  247. public bool hasDoneNextShoot = false;
  248. public void nextShoot() {
  249. if (hasDoneNextShoot) return;
  250. hasDoneNextShoot = true;
  251. GameMgr.ins.gameMode.ResumeTimeCounting(this);
  252. if (!GameMgr.ins.gameMode.DoNextShoot()) return;
  253. if (AimHandler.ins) AimHandler.ins.BanControlObjRotate(false);
  254. this.armBow.readyShoot();
  255. //把瞄准点画成红圈,渲染在靶子上(取消)
  256. if (rayHitTargetBody) {
  257. Transform redCircle = rayHitTargetBody.transform.Find("RedCircle");
  258. redCircle.gameObject.SetActive(false);
  259. }
  260. //最新一箭击中后会发光标记(取消)
  261. ArrowLightSick.RecoveryAll();
  262. }
  263. //---------箭矢旋转--------
  264. Vector3 rotateV3 = new Vector3(0, 0, 1400);
  265. void UpdateRotate() {
  266. this.transform.Find("Head").Rotate(rotateV3 * Time.deltaTime, Space.Self);
  267. }
  268. //---------箭矢特效---------
  269. public void activeEffectCyclone(bool value)
  270. {
  271. this.transform.Find("Head/EF_kuosanquan").gameObject.SetActive(value);
  272. if (!value) return;
  273. ParticleSystemRenderer ps = this.transform.Find("Head/EF_kuosanquan/kuosan").GetComponent<ParticleSystemRenderer>();
  274. ParticleSystemRenderer ps1 = this.transform.Find("Head/EF_kuosanquan/kuosan (1)").GetComponent<ParticleSystemRenderer>();
  275. DOTween.To(() => ps.minParticleSize, value => {
  276. ps.minParticleSize = value;
  277. ps.maxParticleSize = value;
  278. }, 0.4f, 0.6f);
  279. DOTween.To(() => ps1.minParticleSize, value => {
  280. ps1.minParticleSize = value;
  281. ps1.maxParticleSize = value;
  282. }, 0.8f, 0.6f);
  283. }
  284. void activeEffectBomb(bool value)
  285. {
  286. this.transform.Find("Head/EF_baodian").gameObject.SetActive(value);
  287. }
  288. void activeEffectTrail(bool value)
  289. {
  290. this.transform.Find("EF_tuowei").gameObject.SetActive(value);
  291. this.transform.Find("EF_tuowei/Trail").GetComponent<TrailRenderer>().time = 1.6f / mySpeed;
  292. }
  293. }