AutoResetView.cs 4.0 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using UnityEngine.UI;
  6. using UnityEngine.SceneManagement;
  7. /*
  8. 按下自动校准键出现倒计时3秒,同时伴有文字提示用户“三秒后即将开始校准,
  9. 请扶稳弓箭。”倒计时3秒后出现一个进度条也是三秒,用户在3秒内自己尽量扶稳弓即可,
  10. 进度条完成后,取一个平均值作为校准值。
  11. */
  12. public class AutoResetView : MonoBehaviour
  13. {
  14. public static AutoResetView ins;
  15. public static Action onInstantiate;
  16. public static void DoIdentity() {
  17. //if (InfraredDemo.running) return;
  18. //如果不是运行九轴,不进行校准页面
  19. if (!AimHandler.ins.bRuning9Axis())
  20. {
  21. return;
  22. }
  23. if (SceneManager.GetActiveScene().name.StartsWith("GameDouble"))
  24. {
  25. if (GameObject.Find("AutoResetViewNewLeft")) return;
  26. GameObject resetView = Instantiate(Resources.Load<GameObject>("AutoResetViewNew"));
  27. resetView.name = "AutoResetViewNewLeft";
  28. AutoResetViewNew autoResetViewNewScript = resetView.GetComponent<AutoResetViewNew>();
  29. autoResetViewNewScript.setPosLeft();
  30. autoResetViewNewScript.action_OnDestroy += () =>
  31. {
  32. //使用旧模式重置1p
  33. AimHandler.ins?.DoIdentity();
  34. };
  35. }else if (SceneManager.GetActiveScene().name.StartsWith("Game")) {
  36. Instantiate(Resources.Load<GameObject>("Prefabs/Views/AutoResetView"));
  37. }
  38. else if (SceneManager.GetActiveScene().name.StartsWith("DuckHunter")) {
  39. Instantiate(Resources.Load<GameObject>("Prefabs/Views/AutoResetView"));
  40. }
  41. else if (SceneManager.GetActiveScene().name.StartsWith("WildAttack"))
  42. {
  43. Instantiate(Resources.Load<GameObject>("Prefabs/Views/AutoResetView"));
  44. }
  45. else if (SceneManager.GetActiveScene().name.StartsWith("FruitMaster"))
  46. {
  47. Instantiate(Resources.Load<GameObject>("Prefabs/Views/AutoResetView"));
  48. }
  49. else {
  50. AimHandler.ins.DoIdentity();
  51. }
  52. }
  53. void Awake() {
  54. if (ins) {
  55. Destroy(gameObject);
  56. return;
  57. }
  58. ins = this;
  59. }
  60. void Start() {
  61. prepareTime = UserSettings.ins.calibrationTime;
  62. Debug.Log("弓箭重置时间:" + prepareTime);
  63. if (SceneManager.GetActiveScene().name == "Game") {
  64. (transform.Find("IconHumanShoot") as RectTransform).anchoredPosition = new Vector2(-193, -85);
  65. }
  66. GetGuideTip().textFormatArgs = new object[]{showedPrepareTime = Mathf.CeilToInt(prepareTime)};
  67. GetGuideTip().ApplyToText();
  68. ChallengeTargetForResetView.Show();
  69. onInstantiate?.Invoke();
  70. }
  71. public Action action_OnDestroy;
  72. void OnDestroy() {
  73. if (ins == this) ins = null;
  74. action_OnDestroy?.Invoke();
  75. }
  76. float prepareTime = 3;
  77. int showedPrepareTime;
  78. void Update() {
  79. prepareTime -= Time.deltaTime;
  80. if (prepareTime <= 0) {
  81. try {
  82. if (SceneManager.GetActiveScene().name.StartsWith("WildAttack")){
  83. WildAttack.GameMananger.GetInstance().ResetAim();
  84. }
  85. else
  86. {
  87. AimHandler.ins.DoIdentity();
  88. }
  89. }
  90. catch (Exception) {}
  91. Destroy(gameObject);
  92. } else {
  93. int curTime = Mathf.CeilToInt(prepareTime);
  94. if (showedPrepareTime != curTime) {
  95. showedPrepareTime = curTime;
  96. TextAutoLanguage2 gt = GetGuideTip();
  97. gt.textFormatArgs[0] = Mathf.CeilToInt(prepareTime);
  98. gt.ApplyToText();
  99. }
  100. }
  101. }
  102. TextAutoLanguage2 _guideTip;
  103. TextAutoLanguage2 GetGuideTip() {
  104. if (_guideTip == null) _guideTip = transform.Find("FrameTip").GetComponentInChildren<TextAutoLanguage2>();
  105. return _guideTip;
  106. }
  107. }