Arrow.cs 11 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using DG.Tweening;
  4. public class Arrow : MonoBehaviour
  5. {
  6. private Rigidbody newRigidbody;
  7. public Vector3 shootOutPosition;
  8. public float flyTime = 0;
  9. public bool isHit = false;
  10. public RaycastHit absoluteRay;
  11. public float offsetAngle;
  12. private float mySpeed = 0;
  13. public bool simulatedParabola = false; //模拟抛物线
  14. public ArmBow armBow;
  15. public static float speed = GameMgr.RealSizeToGameSize(60);
  16. void Awake()
  17. {
  18. GameMgr.ins.gameMode.PauseTimeCounting(this);
  19. }
  20. void Start()
  21. {
  22. newRigidbody = this.gameObject.AddComponent<Rigidbody>();
  23. mySpeed = speed;
  24. if (GameAssistUI.ins) {
  25. mySpeed *= (1 + GameAssistUI.ins.shootScaleValue);
  26. }
  27. if (absoluteRay.transform && absoluteRay.transform.gameObject.name == "TargetBody") {
  28. //把瞄准点画成红圈,渲染在靶子上
  29. Transform redCircle = TargetBody.ins.transform.Find("RedCircle");
  30. redCircle.gameObject.SetActive(true);
  31. redCircle.transform.position = -redCircle.transform.forward * 0.001f + absoluteRay.point;
  32. }
  33. if (absoluteRay.transform && absoluteRay.transform.gameObject.name == "TargetBody") {
  34. SetUpBeforFly();
  35. }
  36. newRigidbody.velocity = this.transform.forward * mySpeed;
  37. newRigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
  38. newRigidbody.drag = 0;
  39. newRigidbody.angularDrag = 0;
  40. Transform cameraTF = this.transform.Find("Camera");
  41. cameraTF.gameObject.SetActive(true);
  42. cameraTF.gameObject.AddComponent<ArrowCamera>().arrow = this;
  43. this.activeEffectTrail(true);
  44. //是update运动,则禁用物理运动
  45. if (useUpdatePhysics) {
  46. this.GetComponent<BoxCollider>().enabled = false;
  47. Destroy(newRigidbody);
  48. }
  49. }
  50. void SetUpBeforFly()
  51. {
  52. CalculateParabolaAngle(absoluteRay.point);
  53. float maxAngleX = 5;
  54. if (!hasParabolaAngle) return;
  55. float absoluteAngleX = parabolaAngleInRadian / Mathf.PI * 180;
  56. if (absoluteAngleX > maxAngleX) {
  57. absoluteAngleX = maxAngleX;
  58. }
  59. float finalAngleX = absoluteAngleX + this.offsetAngle;
  60. float vy = Mathf.Sin(finalAngleX / 180 * Mathf.PI) * this.mySpeed;
  61. float vx = Mathf.Cos(finalAngleX / 180 * Mathf.PI) * this.mySpeed;
  62. float deltaX = Mathf.Sqrt(
  63. Mathf.Pow(absoluteRay.point.x - this.shootOutPosition.x, 2) +
  64. Mathf.Pow(absoluteRay.point.z - this.shootOutPosition.z, 2)
  65. );
  66. float deltaY = absoluteRay.point.y - this.shootOutPosition.y;
  67. float tx = deltaX / vx;
  68. float finalDeltaY = vy * tx + 0.5f * Physics.gravity.y * tx * tx;
  69. float dy = finalDeltaY - deltaY;
  70. if (Mathf.Abs(dy) < 0.62f) { //再靶子范围内,则用update运算物理
  71. finalPoint = absoluteRay.point;
  72. finalPoint.y += dy;
  73. useUpdatePhysics = true;
  74. parabolaAngleInRadian = finalAngleX / 180 * Mathf.PI;
  75. RandomUseSideCamera();
  76. } else {
  77. Vector3 eulerAngle = this.transform.eulerAngles;
  78. eulerAngle.x = -finalAngleX;
  79. this.transform.eulerAngles = eulerAngle;
  80. }
  81. }
  82. void RandomUseSideCamera() {
  83. //有几率进入侧面镜头观看
  84. float distance = TargetBody.ins.GetDistance();
  85. if (Mathf.RoundToInt(distance) >= 50) {
  86. if (Random.value < 0.5) simulatedParabola = true;
  87. }
  88. }
  89. bool hasParabolaAngle = false;
  90. float parabolaAngleInRadian = 0;
  91. void CalculateParabolaAngle(Vector3 destination)
  92. {
  93. float deltaX = Vector2.Distance(
  94. new Vector2(destination.x, destination.z),
  95. new Vector2(this.transform.position.x, this.transform.position.z)
  96. );
  97. float deltaY = destination.y - this.transform.position.y;
  98. float a = 0.5f * Physics.gravity.y * Mathf.Pow(deltaX, 2) / Mathf.Pow(this.mySpeed, 2);
  99. float b = deltaX;
  100. float c = a - deltaY;
  101. hasParabolaAngle = Mathf.Pow(b, 2) - 4 * a * c >= 0;
  102. if (hasParabolaAngle) {
  103. float res1 = (-b + Mathf.Pow(Mathf.Pow(b, 2) - 4*a*c, 0.5f)) / (2 * a);
  104. float res2 = (-b - Mathf.Pow(Mathf.Pow(b, 2) - 4*a*c, 0.5f)) / (2 * a);
  105. parabolaAngleInRadian = Mathf.Min(Mathf.Atan(res1), Mathf.Atan(res2));
  106. }
  107. }
  108. void OnDestroy() {
  109. GameMgr.ins.gameMode.ResumeTimeCounting(this);
  110. if (this.newRigidbody)
  111. {
  112. Destroy(this.newRigidbody);
  113. }
  114. }
  115. Vector3 position;
  116. Quaternion rotation;
  117. void FixedUpdate()
  118. {
  119. if (newRigidbody) {
  120. transform.forward = newRigidbody.velocity.normalized;
  121. }
  122. if (!isHit && flyTime >= 0) {
  123. flyTime += Time.deltaTime;
  124. this.position = this.transform.position;
  125. this.rotation = this.transform.rotation;
  126. if (flyTime > 14) {
  127. Destroy(gameObject);
  128. GameMgr.ins.gameMode.HitTarget(0);
  129. AudioMgr.ins.PlayCheer(false);
  130. nextShoot();
  131. }
  132. this.UpdateRotate();
  133. }
  134. // this.UpdateShake();
  135. }
  136. void Update() {
  137. UpdateFlyWithoutPhysics();
  138. }
  139. bool useUpdatePhysics = false;
  140. float flyTimeWithoutPhysics = 0;
  141. Vector3 finalPoint = default;
  142. void UpdateFlyWithoutPhysics() {
  143. if (!useUpdatePhysics || isHit) return;
  144. flyTimeWithoutPhysics += Time.deltaTime;
  145. Vector3 destination = finalPoint;
  146. float deltaX = Mathf.Sqrt(
  147. Mathf.Pow(destination.x - shootOutPosition.x, 2) +
  148. Mathf.Pow(destination.z - shootOutPosition.z, 2)
  149. );
  150. float vx = Mathf.Cos(parabolaAngleInRadian) * mySpeed;
  151. float t = deltaX / vx;
  152. if (flyTimeWithoutPhysics < t) {
  153. t = flyTimeWithoutPhysics;
  154. }
  155. float vy = Mathf.Sin(parabolaAngleInRadian) * mySpeed + Physics.gravity.y * t;
  156. float dy = Mathf.Sin(parabolaAngleInRadian) * mySpeed * t + 0.5f * Physics.gravity.y * Mathf.Pow(t, 2);
  157. float dx = vx * t;
  158. Vector3 nextPosition = new Vector3(destination.x - shootOutPosition.x, 0, destination.z - shootOutPosition.z);
  159. nextPosition = nextPosition.normalized * dx;
  160. nextPosition.y = shootOutPosition.y + dy;
  161. this.transform.position = nextPosition;
  162. Vector3 eulerAngles = this.transform.eulerAngles;
  163. float angleX = Mathf.Atan(vy / vx) / Mathf.PI * 180;
  164. eulerAngles.x = -angleX;
  165. this.transform.eulerAngles = eulerAngles;
  166. //箭头到达目标点时,触发碰撞(之所以用以下,是因为箭的锚点在尾部,而箭的长度接近1.1)
  167. if (Vector3.Distance(nextPosition, destination) < 1.1f) {
  168. this.transform.SetParent(TargetBody.ins.transform);
  169. TargetBody.ins.Hit(this, destination);
  170. }
  171. }
  172. public void Hit() {
  173. GameDebug.ins.ShowRes(absoluteRay.point, this.getHeadPosition());
  174. gameObject.GetComponent<BoxCollider>().enabled = false;
  175. if (newRigidbody) {
  176. newRigidbody.useGravity = false;
  177. newRigidbody.velocity = Vector3.zero;
  178. Destroy(newRigidbody);
  179. newRigidbody = null;
  180. }
  181. isHit = true;
  182. // this.Shake();
  183. this.activeEffectCyclone(false);
  184. this.activeEffectBomb(true);
  185. this.activeEffectTrail(false);
  186. //最新一箭击中后会发光标记
  187. ArrowLightSick.RecoveryAll();
  188. this.GetComponentInChildren<ArrowLightSick>().Hit();
  189. }
  190. public Vector3 getHeadPosition() {
  191. return this.transform.Find("Head").position;
  192. }
  193. /**箭矢旋转 */
  194. private Vector3 rotateV3 = new Vector3(0, 0, 1400);
  195. private void UpdateRotate() {
  196. this.transform.Find("Head").Rotate(rotateV3 * Time.deltaTime, Space.Self);
  197. }
  198. /**箭矢震动 */
  199. private bool shaking = false;
  200. private float shakeTime = 0;
  201. private float shakeTimeMax = 0.5f;
  202. private float shakeRange = 5;
  203. private int shakeDirection = 1;
  204. private Vector3 shakeAngles = new Vector3();
  205. private void Shake()
  206. {
  207. this.shaking = true;
  208. this.shakeTime = 0;
  209. this.shakeDirection = 1;
  210. }
  211. private void UpdateShake()
  212. {
  213. if (!this.shaking) {
  214. return;
  215. }
  216. Transform transform = this.transform.Find("Head").transform;
  217. float shakeRangeNow = (1 - this.shakeTime / this.shakeTimeMax) * this.shakeRange;
  218. if (shakeRangeNow <= 0) {//震动结束
  219. this.shaking = false;
  220. this.shakeAngles.x = 0;
  221. } else {
  222. this.shakeAngles.x = -this.shakeDirection * shakeRangeNow;
  223. this.shakeDirection *= -1;
  224. }
  225. transform.localEulerAngles = this.shakeAngles;
  226. this.shakeTime += Time.deltaTime;
  227. }
  228. //进入下一轮射击
  229. public bool hasDoneNextShoot = false;
  230. public void nextShoot() {
  231. if (hasDoneNextShoot) return;
  232. hasDoneNextShoot = true;
  233. GameMgr.ins.gameMode.ResumeTimeCounting(this);
  234. if (!GameMgr.ins.gameMode.DoNextShoot()) return;
  235. this.armBow.readyShoot();
  236. //把瞄准点画成红圈,渲染在靶子上(取消)
  237. Transform redCircle = TargetBody.ins.transform.Find("RedCircle");
  238. redCircle.gameObject.SetActive(false);
  239. //最新一箭击中后会发光标记(取消)
  240. ArrowLightSick.RecoveryAll();
  241. }
  242. void OnCollisionEnter(Collision collision) {
  243. if ((1 << collision.gameObject.layer) != LayerMask.GetMask("Target"))
  244. {
  245. this.Hit();
  246. GameMgr.ins.gameMode.HitTarget(0);
  247. AudioMgr.ins.PlayCheer(false);
  248. }
  249. this.transform.SetParent(collision.transform.parent);
  250. }
  251. public void activeEffectCyclone(bool value)
  252. {
  253. this.transform.Find("Head/EF_kuosanquan").gameObject.SetActive(value);
  254. if (!value) return;
  255. ParticleSystemRenderer ps = this.transform.Find("Head/EF_kuosanquan/kuosan").GetComponent<ParticleSystemRenderer>();
  256. ParticleSystemRenderer ps1 = this.transform.Find("Head/EF_kuosanquan/kuosan (1)").GetComponent<ParticleSystemRenderer>();
  257. DOTween.To(() => ps.minParticleSize, value => {
  258. ps.minParticleSize = value;
  259. ps.maxParticleSize = value;
  260. }, 0.4f, 0.6f);
  261. DOTween.To(() => ps1.minParticleSize, value => {
  262. ps1.minParticleSize = value;
  263. ps1.maxParticleSize = value;
  264. }, 0.8f, 0.6f);
  265. }
  266. void activeEffectBomb(bool value)
  267. {
  268. this.transform.Find("Head/EF_baodian").gameObject.SetActive(value);
  269. }
  270. void activeEffectTrail(bool value)
  271. {
  272. this.transform.Find("EF_tuowei").gameObject.SetActive(value);
  273. this.transform.Find("EF_tuowei/Trail").GetComponent<TrailRenderer>().time = 1.6f / mySpeed;
  274. }
  275. }