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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- /* 弓对象 */
- public class ArmBow : MonoBehaviour
- {
- [SerializeField] AnimationPlayer AP_arm;
- [SerializeField] AnimationPlayer AP_bow;
- [SerializeField] GameObject arrow;
- [SerializeField] BowCamera bowCamera;
- public HashSet<TargetBody> validTargets = new HashSet<TargetBody>();
- public int shootBackTime = 0;
- private bool canShoot = false;
- private bool pulling = false;
- private bool readying = false;
- //禁止准备的外部接口
- public bool banReady = false;
- //禁止射击的外部接口
- public bool banShoot = false;
- public static ArmBow ins;
- public Quaternion[] recordRotations = new Quaternion[100];
- public float[] recordRotationVars = new float[99];
- public int recordCount = 0;
- void Start()
- {
- ins = this;
- this.readyShoot();
- //initdata
- int currentShootLevel = LoginMgr.myUserInfo.shootLevel;
- int[] shootBackTimes = {0, 1, 5};
- shootBackTime = shootBackTimes[currentShootLevel];
- }
- void FixedUpdate()
- {
- if (this.canShoot)
- {
- if (DebugBowPower.ins) DebugBowPower.ins.DoUpdate();
- }
- }
- void Update()
- {
- if (Input.GetKeyDown(KeyCode.Q))
- {
- this.ADS_fire();
- }
- if (this.pulling) {
- this.bowCamera.updateFollowPullBow();
- }
- else if (!this.canShoot)
- {
- this.bowCamera.updateGiveUpPullBow();
- }
- }
- void onComplete(AnimationPlayerCompleteResult res) {
- if (res.index == 0) {
- this.readying = true;
- this.idle();
- this.Invoke("idleToADS", 0.1f);
- }
- else if (res.index == 2) {
- this.ADS_idle();
- }
- }
- public void ready() {
- if (banReady) return;
- GameMgr.ins.gameMode.PauseTimeCounting(this);
- GameMgr.ins.gameMode.onBowReady();
- this.arrow.SetActive(true);
- AP_arm.play(0, WrapMode.Once);
- AP_bow.play(0, WrapMode.Once);
- AP_arm.completeCallback = onComplete;
- this.pulling = false;
- this.canShoot = false;
- }
- void idle() {
- AP_arm.play(1, WrapMode.Loop);
- AP_bow.play(1, WrapMode.Loop);
- AP_arm.completeCallback = null;
- this.pulling = false;
- this.canShoot = false;
- if (DebugBowPower.ins) DebugBowPower.ins.Init();
- }
- public void idleToADS() {
- AP_arm.play(2, WrapMode.Once);
- AP_bow.play(2, WrapMode.Once);
- AP_arm.completeCallback = onComplete;
- this.pulling = true;
- this.canShoot = false;
- }
- void ADS_idle() {
- GameMgr.ins.gameMode.ResumeTimeCounting(this);
- this.canShoot = true;
- this.pulling = false;
- if (DebugBowPower.ins) DebugBowPower.ins.PullFinish();
- }
- public void ADS_fire() {
- if (!canShoot || banShoot || GameMgr.ins.gamePause) return;
- GameMgr.ins.gameMode.onBowShoot();
- this.pulling = false;
- this.canShoot = false;
- this.readying = false;
- AP_bow.play(0, WrapMode.Once);
- this.arrow.SetActive(false);
- shoot();
- }
- public void readyShoot() {
- this.bowCamera.setFieldOfView(60, false);
- // this.gameObject.SetActive(true);
- this.ready();
- }
- void shoot() {
- // 筛选出一个稳定的发射角度
- Quaternion absolute_rotation = this.bowCamera.transform.rotation;
- Quaternion final_rotation = this.bowCamera.transform.rotation;
- if (recordCount >= recordRotations.Length) {
- int single_check_count = 6;
- float min_wave = float.MaxValue;
- for (int i = 0; i < recordRotationVars.Length; i++)
- {
- recordRotationVars[i] = Quaternion.Angle(recordRotations[i], recordRotations[i + 1]);
- if (i >= single_check_count - 1)
- {
- float wave = 0;
- for (int j = i; j > i - single_check_count; j--)
- {
- wave += recordRotationVars[j];
- }
- if (wave < min_wave)
- {
- min_wave = wave;
- int best_rotation_index = i - single_check_count + 1;
- absolute_rotation = recordRotations[best_rotation_index];
- best_rotation_index -= this.shootBackTime;
- if (best_rotation_index < 0) best_rotation_index = 0;
- final_rotation = recordRotations[best_rotation_index];
- }
- }
- }
- }
- Quaternion oldCameraRotation = Camera.main.transform.rotation;
- Camera.main.transform.rotation = absolute_rotation;
- RaycastHit absoluteRay = CrossHair.ins.GetRaycastHit();
- Camera.main.transform.rotation = oldCameraRotation;
-
- Vector3 shootOutPosition = this.bowCamera.transform.position;
- Vector3 arrowEuler = absolute_rotation.eulerAngles;
- arrowEuler.z = 0; //绝对角可能是从原始九轴记录数组里取出来的,它的z可能不是0
- GameObject arrowCopy = GameObject.Instantiate(this.arrow, shootOutPosition, Quaternion.Euler(arrowEuler));
- Vector3 s1 = arrowCopy.transform.localScale;
- Vector3 s2 = bowCamera.transform.localScale;
- arrowCopy.transform.localScale = new Vector3(s1.x * s2.x, s1.y * s2.y, s1.z * s2.z);
- Arrow arrowComp = arrowCopy.AddComponent<Arrow>();
- arrowComp.armBow = this;
- arrowComp.shootOutPosition = shootOutPosition;
- arrowComp.absoluteRay = absoluteRay;
- arrowComp.offsetAngle = GameDebug.ins ?
- GameDebug.ins.GetOffsetAngle() :
- FormatAngle(final_rotation.eulerAngles.x) - FormatAngle(absolute_rotation.eulerAngles.x);
- if (ShootCheck.ins && !GameMgr.debugInEditor)
- {
- Arrow.speed = GameMgr.RealSizeToGameSize(ShootCheck.ins.shootSpeed);
- }
- //在提示板显示速度
- Billboard.ShowSpeed(Arrow.speed);
- arrowCopy.SetActive(true);
- arrow.SetActive(false);
- AudioMgr.ins.PlayShoot(AudioMgr.GetAudioSource(arrowCopy));
- // this.gameObject.SetActive(false);
- if (AimHandler.ins) AimHandler.ins.BanControlObjRotate(true);
- }
- //因为Unity引擎的规则,向上时359~270度,向下是0~90度
- //为了方便数学运算,换算成 向上时0~90度,向下是0~-90度
- float FormatAngle(float value)
- {
- if (value > 180) value = 360 - value;
- else value = -value;
- return value;
- }
- public void OnEnable()
- {
- AudioMgr.GetAudioSource(this.gameObject).clip = null;
- }
- public void Hide()
- {
- this.transform.localScale = Vector3.zero;
- }
- public void Show()
- {
- this.transform.localScale = new Vector3(1, 1, 1);
- }
- public bool IsCanShoot()
- {
- return canShoot;
- }
- //debug
- public void mouseDown()
- {
- if (!this.readying) return;
- if (this.pulling || this.canShoot) return;
- this.idleToADS();
- }
- public void mouseUp()
- {
- if (!this.readying) return;
- if (this.pulling) {
- this.idle();
- } else if (this.canShoot) {
- this.ADS_fire();
- }
- }
- }
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