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