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2/23更新

添加部分登录代码
添加部分动物在Home场景下的动画逻辑
修改Dog Initialize逻辑
添加飞盘
优化飞盘游戏代码
优化其他代码
Jees před 3 měsíci
rodič
revize
acb5e15760
46 změnil soubory, kde provedl 4151 přidání a 238 odebrání
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      Assets/Scripts/Playground/DogPlaygroundComponentInstall.cs
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 }
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+    border-left-color: rgba(185, 250, 120, 0.69);
+    border-right-color: rgba(185, 250, 120, 0.69);
+    border-top-color: rgba(185, 250, 120, 0.69);
+    border-bottom-color: rgba(185, 250, 120, 0.69);
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+    border-top-right-radius: 5px;
+    border-bottom-right-radius: 5px;
+    border-bottom-left-radius: 5px;
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+    margin-bottom: 8px;
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+    margin-left: 2px;
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         </ui:VisualElement>
+        <ui:VisualElement name="dogMenu" style="flex-grow: 1; position: absolute; top: 360px; width: auto; height: 150px; flex-direction: row; align-items: center; flex-wrap: nowrap; visibility: visible; display: flex;">
+            <ui:VisualElement name="dogIcon" style="flex-grow: 1; position: relative; background-image: url(&quot;project://database/Assets/Pictures/icon2.png?fileID=585736745&amp;guid=114975168980a5d469ca1980fd07d630&amp;type=3#icon2_8&quot;); height: 40px; width: 40px; margin-left: 4px; visibility: visible;" />
+            <ui:VisualElement name="dogList" style="flex-grow: 1; width: auto; position: relative; margin-left: 5px; visibility: visible; display: flex;">
+                <ui:Label text="Label" name="dog_0" class="dogNameLabel" style="width: 100%; -unity-font-definition: url(&quot;project://database/Assets/Font/MaoKenZhuYuanTi-MaokenZhuyuanTi-2.ttf?fileID=12800000&amp;guid=50a63638b44907e46a3fa871d63b7d39&amp;type=3#MaoKenZhuYuanTi-MaokenZhuyuanTi-2&quot;); border-top-width: 2px; border-right-width: 2px; border-bottom-width: 2px; border-left-width: 2px; border-top-left-radius: 5px; border-top-right-radius: 5px; border-bottom-right-radius: 5px; border-bottom-left-radius: 5px;" />
+                <ui:Label text="Label" name="dog_1" class="dogNameLabel" style="width: 100%; -unity-font-definition: url(&quot;project://database/Assets/Font/MaoKenZhuYuanTi-MaokenZhuyuanTi-2.ttf?fileID=12800000&amp;guid=50a63638b44907e46a3fa871d63b7d39&amp;type=3#MaoKenZhuYuanTi-MaokenZhuyuanTi-2&quot;); border-top-width: 2px; border-right-width: 2px; border-bottom-width: 2px; border-left-width: 2px; border-top-left-radius: 5px; border-top-right-radius: 5px; border-bottom-right-radius: 5px; border-bottom-left-radius: 5px;" />
+                <ui:Label text="Label" name="dog_2" class="dogNameLabel" style="width: 100%; -unity-font-definition: url(&quot;project://database/Assets/Font/MaoKenZhuYuanTi-MaokenZhuyuanTi-2.ttf?fileID=12800000&amp;guid=50a63638b44907e46a3fa871d63b7d39&amp;type=3#MaoKenZhuYuanTi-MaokenZhuyuanTi-2&quot;); border-top-width: 2px; border-right-width: 2px; border-bottom-width: 2px; border-left-width: 2px; border-top-left-radius: 5px; border-top-right-radius: 5px; border-bottom-right-radius: 5px; border-bottom-left-radius: 5px;" />
+            </ui:VisualElement>
+        </ui:VisualElement>
     </ui:VisualElement>
 </ui:UXML>

+ 1 - 0
Assets/Resources/VoiceAndManu/VoiceController.cs

@@ -62,6 +62,7 @@ public class VoiceController : MonoBehaviour
     {
 
         Debug.Log("voice button pointer down.");
+        HomeController.listenBreak = true;
         StartRecording();
         waveForm.visible = true;
     }

+ 567 - 15
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+    - targetCorrespondingSourceObject: {fileID: 919132149155446097, guid: 1c8b0f39dabc82447bb88140d253b962, type: 3}
+      insertIndex: -1
+      addedObject: {fileID: 395616985}
+  m_SourcePrefab: {fileID: 100100000, guid: 1c8b0f39dabc82447bb88140d253b962, type: 3}
 --- !u!1 &1605989736 stripped
 GameObject:
   m_CorrespondingSourceObject: {fileID: 2417705292335416526, guid: 7b8797bfcbfe3f549ba74d2a9250e660, type: 3}
@@ -2861,8 +2900,8 @@ SceneRoots:
   - {fileID: 82528520}
   - {fileID: 6316843775113258627}
   - {fileID: 72980118}
-  - {fileID: 168027944}
   - {fileID: 1418362843}
   - {fileID: 552932584}
   - {fileID: 17225207}
   - {fileID: 1981288963}
+  - {fileID: 1577838069}

+ 19 - 0
Assets/Scripts/Develop Script/HomeTestScript.cs

@@ -0,0 +1,19 @@
+using UnityEngine;
+
+public class HomeTestScript : MonoBehaviour
+{
+    // Start is called once before the first execution of Update after the MonoBehaviour is created
+    void Start()
+    {
+        GameObject dog = GameObject.Find("dog");
+        Animator animator = dog.GetComponent<Animator>();
+        animator.Play("sleep2");
+        //animator.SetBool("isSleep", true);
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        
+    }
+}

+ 2 - 0
Assets/Scripts/Develop Script/HomeTestScript.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 5a8d19a3324b5a147a33b60457d1b8e0

+ 0 - 1
Assets/Scripts/Develop Script/TestSetup.cs

@@ -9,7 +9,6 @@ public class TestSetup : MonoBehaviour
         // 初始化狗数据用于测试
         DogProperty puppy = new DogProperty();
         puppy.runSpeed = 100;
-        puppy.skin = "yellow";
         UserProperty.dogs.Add(puppy);
 
         if (EnviromentSetting.languageData == null)

+ 2 - 1
Assets/Scripts/EnviromentController.cs

@@ -39,9 +39,10 @@ public class EnviromentController : MonoBehaviour
         }
         // 默认语言为en
 
-        // 读取操作系统,unique Id
+        // 读取操作系统,unique Id,版本
         EnviromentSetting.platform = Application.platform.ToString();
         EnviromentSetting.UUID = SystemInfo.deviceUniqueIdentifier;
+        EnviromentSetting.version = Application.version.ToString();
 
         // 读取Dogbreeds 数据
         DogBreedController.LoadDogBreed();

+ 5 - 6
Assets/Scripts/EnviromentSetting.cs

@@ -1,10 +1,6 @@
 using System;
-using System.Collections;
 using System.Collections.Generic;
-using UnityEngine;
-using System.Text.RegularExpressions;
-using Newtonsoft.Json;
-using static System.Net.WebRequestMethods;
+
 
 /* 本文件包含EnviromentSetting 主要功能上游戏运行环境设定
  */
@@ -36,11 +32,14 @@ public static class EnviromentSetting
     // Unity Unique Id
     public static string UUID = null;
 
+    // 项目版本
+    public static string version;
+
     // 狗的数据库
     public static string dogDBFilePath = "Assets/Resources/Data/dogDB.json";
     public static DogBreed[] dogBreeds;
     
-
+    
 }
 
 

+ 20 - 5
Assets/Scripts/Functions/WebController.cs

@@ -1,8 +1,10 @@
-using System.Collections;
+using System;
+using System.Collections;
 using System.Collections.Generic;
 using System.IO;
 using UnityEngine;
 using UnityEngine.Networking;
+using UnityEngine.SceneManagement;
 
 
 /* 本文件二次封装Web request
@@ -26,8 +28,8 @@ public class WebController : MonoBehaviour {
 
     public static IEnumerator PostRequest(string url,  WWWForm wwwForm, string filePath = null, System.Action<string> callback=null)
     {
-     
-        // 添加access token
+
+        // 检测是否需要添加access_token
         bool accessTokenReq = true;
         foreach (string whiteUrl in EnviromentSetting.accessTokenWhiteList)
         {
@@ -37,8 +39,21 @@ public class WebController : MonoBehaviour {
             }
         }
 
-        // 检测是否需要添加access_token
-        if (accessTokenReq) { wwwForm.AddField("access_token", EnviromentSetting.accessToken); }
+        // 添加access token
+        if (accessTokenReq) 
+        { 
+            // 如果access token过期,跳转登录场景
+            TimeSpan ts = DateTime.Now - EnviromentSetting.accessTokenReceivedTime;
+            if (ts.TotalHours >= 24)
+            {
+                GameData.subScene = null;
+                SceneManager.LoadScene("Login");
+            }
+            else
+            {
+                wwwForm.AddField("access_token", EnviromentSetting.accessToken);
+            }
+        }
         
 
         // 添加表单字段

+ 27 - 28
Assets/Scripts/GameControllers/DogInitialize.cs

@@ -6,23 +6,28 @@ using UnityEngine;
  * 狗的breed和skin大小写需要注意
  */
 
-public class DogInitialize : MonoBehaviour
-{
-    public Vector3 location, rotation, scale = new Vector3(1,1,1) ;       // 狗初始化位置
-    public string dogId, dogDisplayName;        // 狗的id指的是调用用户拥有的狗的id dogName是狗在场景中的显示名
-    public DogProperty dogProperty;
+public class DogInitialize: MonoBehaviour {
+
+    public Vector3 position, rotation, scale = new Vector3(1,1,1) ;       // 狗初始化位置
+    public string dogDisplayName;        // 狗的id指的是调用用户拥有的狗的id dogName是狗在场景中的显示名
+    private DogProperty dogProperty;
+    public bool loadAllDogs = false;        // 是否读取所有的狗,如果否就读取focusDog,否则读取全部狗
 
-    private void Awake()
-    {
-        
-    }
     // Start is called once before the first execution of Update after the MonoBehaviour is created
     void Start()
     {
-        // 如果输入dog id 就优先使用dog id的数据读取
-        if (!string.IsNullOrWhiteSpace(dogId))
+
+        if (loadAllDogs)
         {
-            GetOwnedDogById(dogId);
+            foreach (var dog in UserProperty.dogs)
+            {
+                dogProperty = dog;
+                InitialDog();
+            }
+        }
+        else
+        {
+            dogProperty = UserProperty.dogs[GameData.focusDog];
             InitialDog();
         }
     }
@@ -40,10 +45,17 @@ public class DogInitialize : MonoBehaviour
         {
             var puppy = this.dogProperty;
             GameObject dog = Instantiate(Resources.Load<GameObject>("Dog/Breed/" + puppy.breed));
-            dog.name = dogDisplayName;
+            if (!string.IsNullOrWhiteSpace(dogDisplayName))
+            {
+                dog.name = dogDisplayName;
+            }
+            else
+            {
+                dog.name = puppy.name;
+            }
             if (dog != null)
             {
-                GameObject dogL2 = GameObject.Find(puppy.breed);
+                GameObject dogL2 = dog.transform.Find(puppy.breed).gameObject;
                 Renderer renderer = dogL2.GetComponent<Renderer>();
                 //Texture skin = Resources.Load<Texture>("Dog/Skin/" + puppy.breed + "/" + puppy.skin);
                 Material mat = Resources.Load<Material>("Dog/Skin/" + puppy.breed + "/" + puppy.skin);
@@ -53,23 +65,10 @@ public class DogInitialize : MonoBehaviour
                     renderer.material = mat;
                 }
             }
-            dog.transform.localPosition = location;
+            dog.transform.localPosition = position;
             dog.transform.localRotation = Quaternion.Euler(rotation);
             dog.transform.localScale = scale;
         }
     }
 
-    // 查询用户名下所有的狗
-    private void GetOwnedDogById(string id)
-    {
-        DogProperty puppy = null;
-
-        foreach (var p in UserProperty.dogs)
-        {
-            if (p.id == id) { 
-                puppy = p; 
-            }
-        }
-       this.dogProperty = puppy;
-    }
 }

+ 1 - 1
Assets/Scripts/GameControllers/DogProperty.cs

@@ -9,7 +9,7 @@ using System.IO;
  * DogProperty 用于描述具体某一只狗的属性配置
  * DogBreed 用于描述某一种狗的数据
  */
-
+[System.Serializable]
 public class DogProperty
 {
     // Start is called before the first frame update

+ 1 - 0
Assets/Scripts/GameControllers/GameData.cs

@@ -4,4 +4,5 @@
 public static class GameData
 {
     public static string subScene;      // 用于指定子场景用
+    public static int focusDog = 0;     // 游戏中目前聚焦是玩家狗list下的第几个狗。
 }

+ 1 - 6
Assets/Scripts/GameControllers/UserProperty.cs

@@ -7,6 +7,7 @@ using UnityEngine;
  * UserProperty用于保存用户游戏中的相关数据
  * GameRunningData 保存游戏中全局的数据 */
 
+[System.Serializable]
 public static class UserProperty
 {
     // Start is called before the first frame update
@@ -37,10 +38,4 @@ public class ItemStock
 }
 
 
-// 游戏运行中的数据
-public static class GameRunningData
-{
-    public static string focusDogId = null;     // 游戏中目前游玩的dog id。
-}
-
 

+ 238 - 0
Assets/Scripts/Home/HomeController.cs

@@ -0,0 +1,238 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using Unity.Collections.LowLevel.Unsafe;
+using Unity.VisualScripting;
+using UnityEditor.Animations;
+using UnityEngine;
+using UnityEngine.Rendering.PostProcessing;
+
+/* 本代码控制室内场景
+ * 控制宠物在Home场景动画
+ * !!!特别注意:Dog Initializer 必须挂载在同一个组件下,并且必须在本组价下方。确保比本组件先执行
+ * 主要调节参数在FixedUpdate代码段里面
+ */
+
+public class HomeController : MonoBehaviour
+{
+
+    private List<DogInScene> dogsInScene = new List<DogInScene>();
+    private List<Coroutine> existCouroutines;
+    public static bool listenBreak = false;       // 当按下说话按键后,所有狗停止行动,立刻切换到监听状态。
+    private bool isInitialDone = false;
+    // Start is called once before the first execution of Update after the MonoBehaviour is created
+    void Start()
+    {
+        
+
+        
+    }
+
+    // Update is called once per frame
+    void FixedUpdate()
+    {
+        if (!isInitialDone)
+        {
+            InitialScene();
+
+            // 判断是否在睡觉时间
+            DateTime dateTime = DateTime.Now;
+
+            foreach (var dog in dogsInScene)
+            {
+                if (dateTime.Hour >= 22 || dateTime.Hour <= 5)      // 深夜模式,狗默认在睡觉状态
+                {
+                    dog.Sleep();
+                }
+                else
+                {
+                    dog.StartAnimation();
+                }
+            }
+            isInitialDone = true;
+        }
+            // 生成一个数据数用于随机开启动画,如果和狗的randomFactor相同就开启动画
+            int randomCheck = UnityEngine.Random.Range(0, 101);
+        foreach (var dog in dogsInScene)
+        {
+            if (listenBreak)        // 如果用户按下说话按键,立刻切换到监听状态
+            {
+                dog.Listen();
+            }
+            else if (dog.isMoving)
+            {
+                dog.Move();
+            }
+            else if (randomCheck == dog.randomFactor)        // 当狗自身的随机数和系统随机数相同时候触发。约100秒触发一次。
+            {
+                TimeSpan ts = DateTime.Now - dog.animationStartTime;
+                if (ts.Seconds >= 30)        // 如果距离上一个动作超过30秒就可以开始新的动作
+                {
+                    float r = UnityEngine.Random.Range(0, 1f);
+                    if (r > 0.6)       // 随机选择开始动画,或者移动
+                    {
+                        dog.StartAnimation();
+                    }
+                    else        // 狗狗开始步行移动
+                    {
+                        dog.SetMoveSpeed(0);
+                        dog.Move();
+                    }
+                }
+            }
+        }
+    }
+
+    //void AniOrWalk(DogInScene dog)        // 狗在普通状态下,随机或播放动画,或移动
+    //{
+        
+    //}
+
+    // 初始化场景,加载所有的狗,并配置components,添加到dogsInScene List里面去
+    void InitialScene()
+    {
+        // 
+        foreach (var dog in UserProperty.dogs)
+        {
+            DogInScene dogInScene = new DogInScene(dog);
+            float x = UnityEngine.Random.Range(-5f, 5f);        // 随机生成位置
+            float z = UnityEngine.Random.Range(-5f, 5f);
+            float y = UnityEngine.Random.Range(0, 360f);
+            var initPosition = new Vector3(x, 0, z);
+            StartCoroutine(DogComponentAdd(dog));       // 加载狗的其他组件
+            var dogGameObject = GameObject.Find(dog.name);
+            dogGameObject.transform.position = initPosition;
+            dogGameObject.transform.rotation = Quaternion.Euler(0, y, 0);
+            dogGameObject.transform.localScale = new Vector3(2, 2, 2);
+            dogInScene.SetGameObject(dogGameObject);
+            dogsInScene.Add(dogInScene);
+        }
+    }
+
+    // 加载狗的其他组件
+    IEnumerator DogComponentAdd(DogProperty dogProperty)
+    {
+        // 等待一帧,确保所有 Start() 方法都执行完成
+        yield return null;
+
+        // 第一帧以后开始执行
+        GameObject dog = GameObject.Find(dogProperty.name);
+
+        // 加载指定的Animator controller
+        Animator animator = dog.GetComponent<Animator>();
+        AnimatorController animatorController = new AnimatorController();
+        if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<AnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController"); }
+
+        animator.runtimeAnimatorController = animatorController;
+
+        // 加载bbx collider
+        BoxCollider boxCollider = dog.AddComponent<BoxCollider>();
+        boxCollider.isTrigger = true;
+        boxCollider.center = new Vector3(0, 0.225f, 0);
+        boxCollider.size = new Vector3(0.2f, 0.45f, 0.6f);
+
+    }
+}
+
+// 本类用于管理场景中所有狗的状态包括动画状态,随机数分配等
+public class DogInScene
+{
+    public DogProperty dogProperty;
+    //public Vector3 location, rotation, scale;
+    public int randomFactor = UnityEngine.Random.Range(0, 101);        // 生成一个随机整数(0 到 100 之间),用于时间校验
+    public DateTime animationStartTime;     // 记录上一个动画开始时间的,每个动作间隔至少30秒。
+    private int activeIndex;      // 动物的活动指数
+    private GameObject gameObject { set; get; }
+    private Animator animator;
+    private Vector3 moveToLocation;
+    public bool isMoving;
+
+    private float moveSpeed;     // 用来控制狗的移动速度 0 0.5跑,0.75快跑,1跳
+
+    public void SetGameObject(GameObject gameObject)
+    {
+        this.gameObject = gameObject;
+        this.animator = gameObject.GetComponent<Animator>();
+
+    }
+    public DogInScene(DogProperty property) {
+        this.dogProperty = property;
+        this.activeIndex = (int)Math.Round((property.liveliness + property.intimate) * UnityEngine.Random.Range(0.3f, 0.7f));
+        this.isMoving = false;
+    }
+
+    public void StartAnimation()
+    {
+        this.animationStartTime = DateTime.Now;
+        this.animator.SetInteger("activeIndex", activeIndex);
+        Debug.Log("activeIndex:" + this.activeIndex);
+        float randomIndex = UnityEngine.Random.Range(0, 1f);
+        this.animator.SetFloat("randomIndex", randomIndex);
+        Debug.Log("randomIndex:" + randomIndex);
+    }
+
+    public void SetMoveSpeed(float speed)
+    {
+        this.moveSpeed = speed;
+    }
+
+    public void Move()
+    {
+        
+        if (isMoving == false)
+        {
+            animationStartTime = DateTime.Now;      // 设置动画开始时间
+            float x = UnityEngine.Random.Range(-5f, 5f);
+            float z = UnityEngine.Random.Range(-5f, 5f);
+            this.moveToLocation = new Vector3(x, 0, z);
+            //Debug.Log("move to location:" + x + ", " + z);
+            this.isMoving = true;
+            this.animator.SetTrigger("move");
+            this.animator.SetBool("isMoving", true);
+            this.animator.SetFloat("moveSpeed", this.moveSpeed);
+        }
+        this.gameObject.transform.LookAt(moveToLocation);
+        this.gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position, moveToLocation, dogProperty.runSpeed * 0.02f * 0.01f);  // 第一个0.02对应50帧fixupdate画面,后面一个数字对应速度调整
+        //Debug.Log("current position:" + gameObject.transform.position.x + "z:" + gameObject.transform.position.z);
+
+        // 如果狗距离到达重点就停止跑步动画
+        float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
+        if (distance  < 0.1)
+        {
+            this.animator.SetBool("isMoving", false);
+            this.isMoving = false;
+            StartAnimation();
+        }
+    }
+
+    public void Sleep()
+    {
+        this.animator.SetTrigger("sleep");
+        this.animator.SetBool("isSleeping", true);  
+    }
+
+    public void Listen()
+    {
+        //StopCoroutine(movingCoroutine);
+        this.animator.SetTrigger("listen");
+        this.animator.SetBool("isListening", true);
+        this.animator.SetBool("isMoving", false) ;
+        this.animator.SetBool("isBarking", false);
+        this.animator.SetBool("isSleeping", false);
+        this.gameObject.transform.LookAt(new Vector3(0, 0, -6));
+
+    }
+
+    // 用来出来音频返回结果
+    public void PostListen(bool result)
+    {
+        if (result)
+        {
+            // TODO 成功,狗狗跑过来,
+        }
+        else
+        {
+            this.animator.SetBool("isListening", false);
+        }
+    }
+}

+ 2 - 0
Assets/Scripts/Home/HomeController.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 471546b5bf461fe428ec07eb2a42f05a

+ 11 - 2
Assets/Scripts/Home/HomeSunLight.cs

@@ -21,7 +21,16 @@ public class HomeSunLight : MonoBehaviour
         //hour = 7;
         float rotateAngle = (12 - hour) * 13;
         //print(rotateAngle);
-        if (hour < 6 || hour >= 18)
+        if ( hour >=22 || hour < 5)     // Éîҹʱ¼ä
+        {
+            rotateLight.intensity = 0.1f;
+            //targetCamera.GetComponent<Camera>().backgroundColor = new Color(22, 42, 113, 239);
+            UnityEngine.RenderSettings.skybox = nightSkybox;
+            UnityEngine.RenderSettings.ambientIntensity = 0.2f;
+            UnityEngine.RenderSettings.reflectionIntensity = 0.2f;
+            homeLight.GetComponent<Light>().intensity = 0.3f;
+        }
+        else if (hour < 6 || hour >= 18)
         {
             // night time
             rotateLight.intensity = 0.1f;
@@ -42,7 +51,7 @@ public class HomeSunLight : MonoBehaviour
             UnityEngine.RenderSettings.skybox = daySkybox;
             UnityEngine.RenderSettings.ambientIntensity = 0.9f;
             UnityEngine.RenderSettings.reflectionIntensity = 1f;
-            homeLight.GetComponent<Light>().intensity = 0.4f;
+            homeLight.GetComponent<Light>().intensity = 1f;
             rotateObj.RotateAround(targetObj.transform.position, Vector3.forward, rotateAngle);
         }
         DynamicGI.UpdateEnvironment();

+ 52 - 18
Assets/Scripts/Login/LoginController.cs

@@ -1,12 +1,9 @@
 using System;
 using UnityEngine;
-using UnityEngine.Networking;
 using System.Collections;
 using System.Collections.Generic;
-using Unity.VisualScripting;
 using Newtonsoft.Json;
 using UnityEngine.SceneManagement;
-using UnityEditor;
 using Cinemachine;
 
 /* 使用login token进行登录和数据读取保存
@@ -20,19 +17,21 @@ public class LoginController : MonoBehaviour
 
     void Start()
     {
-        //启动自动采用Login Token 登录。其他登录方式为手动登录。
-        StartCoroutine(LoginTokenPost());
         canvasPlaceholder = GameObject.Find("Canvas Placeholder");
         regCanvas = canvasPlaceholder.transform.Find("Register Canvas").gameObject;
         initDogCanvas = canvasPlaceholder.transform.Find("Init Dog Canvas").gameObject;
         loginCanvas = canvasPlaceholder.transform.Find("Login Canvas").gameObject;
-
         // 判断是否要切换到注册狗的子场景
         if ( GameData.subScene == "Login_InitDog")
         {
             SwitchToInitDogScene();
             GameData.subScene = null;
         }
+        else
+        {
+            //启动自动采用Login Token 登录。其他登录方式为手动登录。
+            StartCoroutine(LoginTokenPost());
+        }
     }
 
     // Update is called once per frame
@@ -42,7 +41,6 @@ public class LoginController : MonoBehaviour
     //}
 
 
-
     // LoginToken登录方法
     IEnumerator LoginTokenPost()
     {
@@ -88,17 +86,53 @@ public class LoginController : MonoBehaviour
             // todo 用user id 获取用户数据并保存
         }
         if (UserProperty.userId != null && EnviromentSetting.accessToken != null)
-        { 
-            // 判断用户狗的数量,如果为0就跳转用户创建狗。
-            if (UserProperty.dogs.Count < 1)
-            {
-                SwitchToInitDogScene();
-            }
-             else
-            {
-                SceneManager.LoadScene("Home");
-                
-            }
+        {
+            // 启动获取用户信息请求
+            StartCoroutine(GetUserData());
+        }
+        else
+        {
+            Debug.Log("LoginTokenCallback 登陆失败");
+            Debug.Log(json);
+        }
+    }
+
+    IEnumerator GetUserData()
+    {
+        yield return null;      // 跳过第一帧
+        // 提交POST
+        string url = "/api/user/info/";
+        WWWForm form = new();
+        form.AddField("user_id", UserProperty.userId);
+        StartCoroutine(WebController.PostRequest(url, form, callback: GetUserDataCallback));
+    }
+
+    void GetUserDataCallback(string json)
+    {
+        var data = JsonConvert.DeserializeObject<Dictionary<string, string>>(json);
+        if (data != null && data["status"] == "success")
+        {
+            var user_info = JsonConvert.DeserializeObject(data["user_info"]) as Dictionary<string, string>;
+
+            UserProperty.name = user_info["name"];
+            UserProperty.coin = int.Parse(user_info["coin"]);
+            UserProperty.mobile = user_info["mobile"];
+            UserProperty.email = user_info["email"];
+            UserProperty.level = user_info["level"];
+            UserProperty.isRegUser = bool.Parse(user_info["isRegUser"]);
+
+            Dictionary<string, string>[] dogs = JsonConvert.DeserializeObject<Dictionary<string, string>[]>(data["dogs"]);
+            // todo 保存狗的数据
+        }
+        // 判断用户狗的数量,如果为0就跳转用户创建狗。
+        if (UserProperty.dogs.Count < 1)
+        {
+            SwitchToInitDogScene();
+        }
+        else
+        {
+            SceneManager.LoadScene("Home");
+
         }
     }
 

+ 13 - 6
Assets/Scripts/Playground/DogCatchDetection.cs

@@ -17,7 +17,7 @@ public class DogCatchDetection : MonoBehaviour
     {
         toy = GameObject.Find("toy");
         dog = GameObject.Find("dog");
-        dogMouth = GameObject.Find("mouth");
+        
     }
 
     // Update is called once per frame
@@ -53,16 +53,23 @@ public class DogCatchDetection : MonoBehaviour
             PlayData.gameStatus = PlayData.GameStatus.finishSuccess;
             Debug.Log("toy flied distance:" + PlayData.throwDistance());
 
-            // 将玩具碰撞体去掉,并嵌入狗内
+            // 将玩具碰撞体去掉
             Rigidbody rb = toy.GetComponent<Rigidbody>();
             rb.isKinematic = true;  // 去除重力影响
             BoxCollider boxCollider = toy.GetComponent<BoxCollider>();
             boxCollider.enabled = false;    // 去除碰撞体
-            toy.transform.SetParent(dogMouth.transform, false);
-            toy.transform.localPosition = new Vector3(0, 0.1f, 0);
-            toy.transform.localRotation = Quaternion.Euler(90,0, 0);
-            toy.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
 
+            // 将玩具嵌入狗的身体内
+            var dog = UserProperty.dogs[GameData.focusDog];     // 不同类型的狗可能嵌入位置不同
+            if (dog.breed == "shibaInu")        
+            {
+                dogMouth = GameObject.Find("mouth");
+                toy.transform.SetParent(dogMouth.transform, false);
+                toy.transform.localPosition = new Vector3(0, 0.13f, 0);
+                toy.transform.localRotation = Quaternion.Euler(0, 0, 0);
+                toy.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
+            }
+            
             isDogRunBack = true;
         }
 

+ 0 - 49
Assets/Scripts/Playground/DogComponentInstall.cs

@@ -1,49 +0,0 @@
-using UnityEditor.Animations;
-using UnityEngine;
-using System.Collections;
-
-/* 加载playground场景下狗的特定的component
- */
-
-public class DogComponentInstall : MonoBehaviour
-{
-    public string dogName;
-    // Start is called once before the first execution of Update after the MonoBehaviour is created
-    void Start()
-    {
-        StartCoroutine(DogComponentAdd());
-    }
-
-
-
-    // Update is called once per frame
-    //void Update()
-    //{
-
-    //}
-
-    IEnumerator DogComponentAdd()
-    {
-        // 等待一帧,确保所有 Start() 方法都执行完成
-        yield return null;
-
-        // 第一帧以后开始执行
-        GameObject dog = GameObject.Find(dogName);
-
-        // 加载指定的Animator controller
-        Animator animator = dog.GetComponent<Animator>();
-        AnimatorController animatorController = Resources.Load<AnimatorController>("Dog/AnimatorController/PlaygroundDogBehavior");
-        animator.runtimeAnimatorController = animatorController;
-
-        // 加载bbx collider
-        BoxCollider boxCollider = dog.AddComponent<BoxCollider>();
-        boxCollider.isTrigger = true;
-        boxCollider.center = new Vector3(0, 0.225f, 0);
-        boxCollider.size = new Vector3(0.2f, 0.45f, 0.6f);
-
-        // 加载script <DogCatchDetection>
-        DogCatchDetection dogScript = dog.AddComponent<DogCatchDetection>();
-    }
-   
-}
-

+ 53 - 0
Assets/Scripts/Playground/DogPlaygroundComponentInstall.cs

@@ -0,0 +1,53 @@
+using UnityEditor.Animations;
+using UnityEngine;
+using System.Collections;
+
+/* 加载playground场景下狗的特定的component
+ */
+
+public class DogPlaygroundComponentInstall : MonoBehaviour
+{
+    public string displayDogName;      // 在gameobject中显示的名字
+    public DogProperty dogProperty;
+    // Start is called once before the first execution of Update after the MonoBehaviour is created
+    void Start()
+    {
+        dogProperty = UserProperty.dogs[GameData.focusDog];
+        StartCoroutine(DogComponentAdd());
+    }
+
+
+
+    // Update is called once per frame
+    //void Update()
+    //{
+
+    //}
+
+    IEnumerator DogComponentAdd()
+    {
+        // 等待一帧,确保所有 Start() 方法都执行完成
+        yield return null;
+
+        // 第一帧以后开始执行
+        GameObject dog = GameObject.Find(displayDogName);
+
+        // 加载指定的Animator controller
+        Animator animator = dog.GetComponent<Animator>();
+        AnimatorController animatorController = new AnimatorController();
+        if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<AnimatorController>("Dog/AnimatorController/shibaInu/PlaygroundDogBehavior"); }
+        
+        animator.runtimeAnimatorController = animatorController;
+
+        // 加载bbx collider
+        BoxCollider boxCollider = dog.AddComponent<BoxCollider>();
+        boxCollider.isTrigger = true;
+        boxCollider.center = new Vector3(0, 0.225f, 0);
+        boxCollider.size = new Vector3(0.2f, 0.45f, 0.6f);
+
+        // 加载script <DogCatchDetection>
+        DogCatchDetection dogScript = dog.AddComponent<DogCatchDetection>();
+    }
+   
+}
+

+ 0 - 0
Assets/Scripts/Playground/DogComponentInstall.cs.meta → Assets/Scripts/Playground/DogPlaygroundComponentInstall.cs.meta