Arrow.cs 13 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. [NonSerialized] public ArrowCamera arrowCameraComp;
  33. public System.Action onDoNextShoot;
  34. void Awake()
  35. {
  36. GameMgr.ins.gameMode.PauseTimeCounting(this);
  37. }
  38. void OnDestroy() {
  39. GameMgr.ins.gameMode.ResumeTimeCounting(this);
  40. }
  41. void Start()
  42. {
  43. Destroy(gameObject.GetComponent<BoxCollider>());
  44. mySpeed = speed;
  45. Billboard.ins?.SetArrowSpeed(speed);
  46. if (GameAssistUI.ins) {
  47. mySpeed *= GameAssistUI.ins.shootScaleValue;
  48. Billboard.ins?.SetArrowSpeedScale(GameAssistUI.ins.shootScaleValue);
  49. }
  50. Billboard.ins?.ShowSpeed();
  51. if (absoluteRay.transform) {
  52. //记录射线有没有击中靶子
  53. rayHitTargetBody = absoluteRay.transform.GetComponent<TargetBody>();
  54. //把瞄准点画成红圈,渲染在靶子上
  55. if (rayHitTargetBody) {
  56. Transform redCircle = rayHitTargetBody.transform.Find("RedCircle");
  57. redCircle.gameObject.SetActive(true);
  58. redCircle.transform.position = -redCircle.transform.forward * 0.001f + absoluteRay.point;
  59. }
  60. }
  61. SetUpBeforFly();
  62. Transform cameraTF = this.transform.Find("Camera");
  63. cameraTF.gameObject.SetActive(true);
  64. arrowCameraComp = cameraTF.gameObject.AddComponent<ArrowCamera>();
  65. arrowCameraComp.arrow = this;
  66. this.activeEffectTrail(true);
  67. }
  68. /**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 */
  69. void SetUpBeforFly()
  70. {
  71. //基础角
  72. float baseAngleX = FormatAngleX(this.transform.eulerAngles.x);
  73. //最大可调整的角度差
  74. float maxDeltaAngleX = 5;
  75. //最终角
  76. float finalAngleX = baseAngleX;
  77. if (absoluteRay.transform) {
  78. //看能否通过调整发射角让箭落在靶子的瞄准点上
  79. CalculateParabolaAngle(absoluteRay.point);
  80. //瞄准的是不是Target层
  81. bool isTargetLayer = IsTargetLayer(absoluteRay.transform.gameObject);
  82. //绝对发射角无解
  83. if (!hasParabolaAngle) {
  84. if (isTargetLayer) AimLoadChecker.ins?.ShowOutTip();
  85. } else {
  86. //来到这里,证明发射角有解,该解姑且叫它绝对角
  87. float absoluteAngleX = parabolaAngleInRadian / Mathf.PI * 180;
  88. //客户要求绝对角跟原本角度相差不能超过 maxDeltaAngleX
  89. float deltaAngleX = absoluteAngleX - baseAngleX;
  90. //如果绝对角跟原本角度相差不超过maxDeltaAngleX
  91. if (Mathf.Abs(deltaAngleX) < maxDeltaAngleX) {
  92. finalAngleX = Mathf.Clamp(absoluteAngleX + offsetAngle, -89, 89);
  93. if (Math.Abs(offsetAngle) < 0.01) {
  94. canPerfectHit = true;
  95. }
  96. if (rayHitTargetBody && Mathf.RoundToInt(rayHitTargetBody.GetDistance()) >= 50 && UnityEngine.Random.value < 0.5) {
  97. canUseSideCamera = true;
  98. }
  99. } else {
  100. finalAngleX = Mathf.Clamp(baseAngleX + maxDeltaAngleX + this.offsetAngle, -89, 89);
  101. if (isTargetLayer) AimLoadChecker.ins?.ShowOutTip();
  102. }
  103. }
  104. finalPoint = absoluteRay.point;
  105. } else {
  106. finalPoint = this.transform.position + this.transform.forward * 100;
  107. }
  108. parabolaAngleInRadian = finalAngleX / 180 * Mathf.PI;
  109. }
  110. /*
  111. 因为Unity引擎的规则,向上时359~270度,向下是0~90度
  112. 为了方便数学运算,换算成 向上时0~90度,向下是0~-90度
  113. */
  114. float FormatAngleX(float value)
  115. {
  116. if (value > 180) value = 360 - value;
  117. else value = -value;
  118. return value;
  119. }
  120. bool IsTargetLayer(GameObject gameObject) {
  121. return (1 << gameObject.layer) == LayerMask.GetMask("Target");
  122. }
  123. public Transform Head()
  124. {
  125. return this.transform.Find("Head");
  126. }
  127. /**发射角有无解 */
  128. bool hasParabolaAngle = false;
  129. /**发射角弧度解 */
  130. float parabolaAngleInRadian = 0;
  131. /**
  132. 求弓箭发射到指定坐标所需要的角度。
  133. 已知初速度大小V,重力g,起始坐标(a1,a2),目标坐标(b1,b2)。
  134. 解:
  135. 1、列出关系式
  136. Δx = b1 - a1;
  137. Δy = b2 - a2;
  138. Vx = V * cos(angle)
  139. Vy = V * sin(angle)
  140. Vy * t + 1/2 * g * t^2 = Δy
  141. Vx * t = Δx
  142. t = Δx / Vx
  143. 2、推导过程
  144. (V * sin(angle)) * Δx / (V * cos(angle)) + 1/2 * g * Δx^2 / (V^2*cos(angle)^2) = Δy
  145. tan(angle) * Δx + 1/2 * g * Δx^2 / (V^2*cos(angle)^2) = Δy
  146. tan(angle) * Δx + 1/2 * g * (Δx^2 / V^2) * (1 + tan(angle)^2) = Δy
  147. 3、根据求根公式得出结论
  148. a = 1/2 * g * Δx^2 / V^2
  149. b = Δx
  150. c = a - Δy
  151. d = tan(angle) = (-b ± (b^2 - 4*a*c)^0.5) / (2*a)
  152. angle = atan(d)
  153. 有无根的判别式,有根则b^2-4*a*c>=0
  154. */
  155. void CalculateParabolaAngle(Vector3 destination)
  156. {
  157. float deltaX = Vector2.Distance(
  158. new Vector2(destination.x, destination.z),
  159. new Vector2(this.transform.position.x, this.transform.position.z)
  160. );
  161. float deltaY = destination.y - this.transform.position.y;
  162. float a = 0.5f * Physics.gravity.y * Mathf.Pow(deltaX, 2) / Mathf.Pow(this.mySpeed, 2);
  163. float b = deltaX;
  164. float c = a - deltaY;
  165. hasParabolaAngle = Mathf.Pow(b, 2) - 4 * a * c >= 0;
  166. if (hasParabolaAngle) {
  167. float res1 = (-b + Mathf.Pow(Mathf.Pow(b, 2) - 4*a*c, 0.5f)) / (2 * a);
  168. float res2 = (-b - Mathf.Pow(Mathf.Pow(b, 2) - 4*a*c, 0.5f)) / (2 * a);
  169. parabolaAngleInRadian = Mathf.Min(Mathf.Atan(res1), Mathf.Atan(res2));
  170. }
  171. }
  172. void FixedUpdate()
  173. {
  174. if (!isHit && flyTime >= 0) {
  175. flyTime += Time.deltaTime;
  176. if (flyTime > 14) {
  177. FlyTimeOut();
  178. }
  179. this.UpdateRotate();
  180. }
  181. }
  182. void Update() {
  183. UpdateFlyLogic();
  184. }
  185. void FlyTimeOut() {
  186. Destroy(gameObject);
  187. GameMgr.ins.gameMode.HitTarget(0);
  188. AudioMgr.ins.PlayCheer(false);
  189. nextShoot();
  190. }
  191. float logicFlyTime = 0;
  192. Vector3 finalPoint;
  193. /**飞行帧逻辑(运动学) */
  194. void UpdateFlyLogic() {
  195. if (isHit) return;
  196. logicFlyTime += Time.deltaTime;
  197. Vector3 destination = finalPoint;
  198. float vx = Mathf.Cos(parabolaAngleInRadian) * mySpeed;
  199. float t = logicFlyTime;
  200. float vy = Mathf.Sin(parabolaAngleInRadian) * mySpeed + Physics.gravity.y * t;
  201. float dy = Mathf.Sin(parabolaAngleInRadian) * mySpeed * t + 0.5f * Physics.gravity.y * Mathf.Pow(t, 2);
  202. float dx = vx * t;
  203. Vector3 nextPosition = new Vector3(destination.x - shootOutPosition.x, 0, destination.z - shootOutPosition.z);
  204. nextPosition = nextPosition.normalized * dx;
  205. nextPosition.y = dy;
  206. nextPosition = shootOutPosition + nextPosition;
  207. Vector3 oldPosition = this.transform.position;
  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. float deltaDistance = Vector3.Distance(oldPosition, nextPosition);
  214. Ray ray = new Ray(oldPosition, nextPosition - oldPosition);
  215. RaycastHit raycastHit;
  216. bool raycastResult = Physics.Raycast(ray, out raycastHit, deltaDistance);
  217. if (raycastResult) {
  218. this.transform.position = raycastHit.point;
  219. OnHitAnyInFlyLogic(raycastHit);
  220. }
  221. }
  222. //飞行逻辑中检测到碰撞
  223. void OnHitAnyInFlyLogic(RaycastHit raycastHit) {
  224. this.Head().position = raycastHit.point;
  225. this.transform.SetParent(raycastHit.transform.parent);
  226. string targetName = raycastHit.transform.gameObject.name;
  227. if (targetName == "TargetBody") {
  228. Vector3 hitPoint = raycastHit.point;
  229. if (rayHitTargetBody && canPerfectHit) {
  230. hitPoint = absoluteRay.point;
  231. this.Head().position = hitPoint;
  232. }
  233. raycastHit.transform.GetComponent<TargetBody>().Hit(this, hitPoint);
  234. } else if (targetName.StartsWith("TargetAnimalPart")) {
  235. Vector3 hitPoint = raycastHit.point;
  236. string partName = targetName.Split(new char[]{'_'})[1];
  237. GetComponentInChildren<ArrowCamera>().arrowCameraTemplate?.beforeHit();
  238. raycastHit.transform.GetComponentInParent<TargetAnimal>().OnHit(this, hitPoint, partName);
  239. } else if (raycastHit.transform.GetComponent<TargetOutBound>()) {
  240. FlyTimeOut();
  241. } else {
  242. Hit();
  243. GameMgr.ins.gameMode.HitTarget(0);
  244. AudioMgr.ins.PlayCheer(false);
  245. }
  246. }
  247. public void Hit() {
  248. isHit = true;
  249. GameDebug.ins?.ShowRes(absoluteRay.point, this.Head().position);
  250. //控制箭的特效显示
  251. this.activeEffectCyclone(false);
  252. this.activeEffectBomb(true);
  253. this.activeEffectTrail(false);
  254. //最新一箭击中后会发光标记
  255. ArrowLightSick.RecoveryAll();
  256. this.GetComponentInChildren<ArrowLightSick>().Hit();
  257. }
  258. //进入下一轮射击
  259. public bool hasDoneNextShoot = false;
  260. public void nextShoot() {
  261. if (hasDoneNextShoot) return;
  262. hasDoneNextShoot = true;
  263. GameMgr.ins.gameMode.ResumeTimeCounting(this);
  264. onDoNextShoot?.Invoke();
  265. if (!GameMgr.ins.gameMode.DoNextShoot()) return;
  266. if (AimHandler.ins) AimHandler.ins.BanControlObjRotate(false);
  267. this.armBow.readyShoot();
  268. //把瞄准点画成红圈,渲染在靶子上(取消)
  269. if (rayHitTargetBody) {
  270. Transform redCircle = rayHitTargetBody.transform.Find("RedCircle");
  271. redCircle.gameObject.SetActive(false);
  272. }
  273. //最新一箭击中后会发光标记(取消)
  274. ArrowLightSick.RecoveryAll();
  275. }
  276. //---------箭矢旋转--------
  277. Vector3 rotateV3 = new Vector3(0, 0, 1400);
  278. void UpdateRotate() {
  279. this.Head().Rotate(rotateV3 * Time.deltaTime, Space.Self);
  280. }
  281. //---------箭矢特效---------
  282. public void activeEffectCyclone(bool value)
  283. {
  284. this.transform.Find("Head/EF_kuosanquan").gameObject.SetActive(value);
  285. if (!value) return;
  286. ParticleSystemRenderer ps = this.transform.Find("Head/EF_kuosanquan/kuosan").GetComponent<ParticleSystemRenderer>();
  287. ParticleSystemRenderer ps1 = this.transform.Find("Head/EF_kuosanquan/kuosan (1)").GetComponent<ParticleSystemRenderer>();
  288. DOTween.To(() => ps.minParticleSize, value => {
  289. ps.minParticleSize = value;
  290. ps.maxParticleSize = value;
  291. }, 0.4f, 0.6f);
  292. DOTween.To(() => ps1.minParticleSize, value => {
  293. ps1.minParticleSize = value;
  294. ps1.maxParticleSize = value;
  295. }, 0.8f, 0.6f);
  296. }
  297. void activeEffectBomb(bool value)
  298. {
  299. this.transform.Find("Head/EF_baodian").gameObject.SetActive(value);
  300. }
  301. void activeEffectTrail(bool value)
  302. {
  303. this.transform.Find("EF_tuowei").gameObject.SetActive(value);
  304. this.transform.Find("EF_tuowei/Trail").GetComponent<TrailRenderer>().time = 1.6f / mySpeed;
  305. }
  306. }