using Cinemachine; using Newtonsoft.Json; using System; using System.Collections; using System.Collections.Generic; using Unity.Collections.LowLevel.Unsafe; using Unity.VisualScripting; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.Animations; /* 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 * 提示用户注册 * SetDogsIsTrigger 正常模式下为true。交互模式和进食模式下为false。 */ public class HomeController : MonoBehaviour { public static HomeController Instance; public static List dogsInScene = new List(); 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。 public static CinemachineVirtualCamera playerCam, dogCam; public static DateTime lastCameraChange; private bool isSleepChecked = false; // 用于检测第一次睡眠检测是否执行完成 // Start is called once before the first execution of Update after the MonoBehaviour is created private GameObject centerOfDogs; private SceneMode sceneMode = SceneMode.NORMAL; // 当前场景处在的模式 //private bool isInteractMode = false; // 场景是否在交互状态 private Vector2 previousPointerPosition = Vector2.zero; // 前一帧鼠标位置 private GameObject interactDog; // 交互的狗 float interactTime = 0f; // 交互时间 //private bool isTrainingMode = false; // 是否在训练状态 private string trainingContent = String.Empty; // 训练内容 _xx 对于language.json 0x开始提示 1x成功提示 2x失败提示 private int totalTrainingTimes = 2; // 训练总次数 private int currentTrainingTimes = 0; // 当前训练次数 private string trainingDogId = ""; // 训练的狗id private bool isTrainingMsgShowed_1 = false; // 第一条是否已经显示训练提示 private bool isTrainingMsgShowed_2 = false; // 第二条是否已经显示训练提示 private bool isTrainingAnimationPlayed = false; // 训练动画是否已经播放 private void Awake() { if (Instance == null) { Instance = this; //DontDestroyOnLoad(gameObject); // 必须关掉否则会导致原场景destroy不能执行 } else { Destroy(gameObject); } } void Start() { dogsInScene.Clear(); // dogsInScene 是静态,每次启动要清空 lastCameraChange = DateTime.Now; playerCam = GameObject.Find("VCam Player").GetComponent(); dogCam = GameObject.Find("VCam Dog").GetComponent(); centerOfDogs = GameObject.Find("CenterOfDogs"); //InitialScene(); StartCoroutine(InitialScene()); } // Update is called once per frame void FixedUpdate() { if (SceneInitialCheck()) // 确保狗读取成功后执行代码 { // 计算多只狗的中心位置,用于主摄像机瞄准 centerOfDogs.transform.position = CenterOfDogs(); if (!isSleepChecked) // 每次启动检测只进行一次是否进入睡眠 { // 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 if (dog.dogProperty.stamina <= 10) { dog.Sleep(); } // 狗体力太低了,进入睡觉模式 else { dog.IdleAnimation(); } } isSleepChecked = true; } #region 场景动画主循环 // 检测狗是否被撞翻,如果是,立刻翻回来 foreach (var dog in dogsInScene) { Quaternion curRotation = dog.gameObject.transform.rotation; if (curRotation.x != 0) { curRotation.x = 0; } if (curRotation.z != 0) { curRotation.z = 0; } dog.gameObject.transform.rotation = curRotation; } // 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 sceneRandomFactor = UnityEngine.Random.Range(0, 51); // 检测是否有狗没有通过voiceCall训练,如果有,立刻进入训练模式 if (sceneMode == SceneMode.NORMAL) // 这段代码用于在NORMAL场景下检测是否有狗进入训练模式 { trainingContent = String.Empty; foreach (var dog in dogsInScene) { if (trainingContent != String.Empty) { break; } // 如果已经有狗进入训练模式,跳出循环 if (!dog.dogProperty.voiceCallEnable) { trainingContent = "voiceCall"; } if (trainingContent != String.Empty) { sceneMode = SceneMode.TRAINING; dog.RemoveZzzParticle(); trainingDogId = dog.dogProperty.d_id; totalTrainingTimes = 2; currentTrainingTimes = 0; GameData.focusDog = dogsInScene.IndexOf(dog); //GameData.focusDog = UserProperty.GetDogIndexById(dog.dogProperty.d_id); dogsInScene[GameData.focusDog].SetupInteract(); interactDog = dogsInScene[GameData.focusDog].gameObject; GameData.isVoiceTrainingToday = true; VoiceButtonOnlySwitch(true); // 交互模式下关闭其他菜单 } } foreach (var dog in dogsInScene) { if (trainingContent != String.Empty) { break; } // 如果已经有狗进入训练模式,跳出循环 if (dog.dogProperty.voiceCallEnable && !GameData.isVoiceTrainingToday) { if (dog.dogProperty.voiceCall >= 40 && dog.dogProperty.CommandTrainingPhase() < 4) { // 当狗的voiceCall大于等于40,进入第一阶段指令训练模式 int random = UnityEngine.Random.Range(0, 100); if (GameTool.IntBetween(0, 25, random) && !dog.dogProperty.commandSit) { trainingContent = "commandSit"; } else if (GameTool.IntBetween(25, 50, random) && !dog.dogProperty.commandStand) { trainingContent = "commandStand"; } else if (GameTool.IntBetween(50, 75, random) && !dog.dogProperty.commandBark) { trainingContent = "commandBark"; } else if (GameTool.IntBetween(75, 100, random) && !dog.dogProperty.commandLieDown) { trainingContent = "commandLieDown"; } else { GameData.isVoiceTrainingToday = true; } } else if (dog.dogProperty.voiceCommand >= 40 && dog.dogProperty.CommandTrainingPhase() >= 4) { // 当狗的voiceCommand大于等于40并且完成第一阶段所有训练,进入第二阶段指令训练模式 int random = UnityEngine.Random.Range(0, 100); if (GameTool.IntBetween(0, 20, random) && !dog.dogProperty.commandShake) { trainingContent = "commandShake"; } else if (GameTool.IntBetween(20, 40, random) && !dog.dogProperty.commandTouch) { trainingContent = "commandTouch"; } else if (GameTool.IntBetween(40, 60, random) && !dog.dogProperty.commandDeath) { trainingContent = "commandDeath"; } else if (GameTool.IntBetween(60, 80, random) && !dog.dogProperty.commandTurnL) { trainingContent = "commandTurnL"; } else if (GameTool.IntBetween(80, 100, random) && !dog.dogProperty.commandTurnR) { trainingContent = "commandTurnR"; } } } if (trainingContent != String.Empty) { sceneMode = SceneMode.TRAINING; dog.RemoveZzzParticle(); trainingDogId = dog.dogProperty.d_id; totalTrainingTimes = 2; currentTrainingTimes = 0; GameData.focusDog = dogsInScene.IndexOf(dog); //GameData.focusDog = UserProperty.GetDogIndexById(dog.dogProperty.d_id); dogsInScene[GameData.focusDog].SetupInteract(); interactDog = dogsInScene[GameData.focusDog].gameObject; GameData.isVoiceTrainingToday = true; VoiceButtonOnlySwitch(true); // 交互模式下关闭其他菜单 } } } if (this.sceneMode == SceneMode.TRAINING) // 这段代码控制场景进入训练模式 { foreach (var dog in dogsInScene) { if (dog.dogState == DogState.INTERACT || dog.dogState == DogState.TRAINING) { dogCam.m_LookAt = dog.gameObject.transform; // 摄像机看向交互的狗 dogCam.Priority = 10; // 单只狗在交互的状态控制代码 if (dog.isMovingToPlayer) { dog.MovetoPlayer(); } else { // 开始训练时让狗播放动画 if (trainingContent != "voiceCall" && !isTrainingAnimationPlayed) { string command = trainingContent.Substring(7); dog.animator.SetTrigger(command); dog.animator.SetBool(command + "_status", true); isTrainingAnimationPlayed = true; } // 狗完成移动后,开始进入正式训练交互模式 dog.dogState = DogState.TRAINING; if (!isTrainingMsgShowed_1 && !isTrainingMsgShowed_2 && currentTrainingTimes == 0) { string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", trainingContent + "_00", EnviromentSetting.languageCode }); if (msg.Contains("<>")) { msg = msg.Replace("<>", dog.dogProperty.dog_name); } MessageBoxController.ShowMessage(msg); var BGM = GameObject.Find("BGM"); if (BGM != null) { FadeBGM(BGM.GetComponent(), false); } isTrainingMsgShowed_1 = true; } else if (!isTrainingMsgShowed_2 && isTrainingMsgShowed_1 && currentTrainingTimes == 1) { string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", trainingContent + "_01", EnviromentSetting.languageCode }); if (msg.Contains("<>")) { msg = msg.Replace("<>", dog.dogProperty.dog_name); } MessageBoxController.ShowMessage(msg); isTrainingMsgShowed_2 = true; } } } else { // 暂时将其他非训练状态的狗game object隐藏 //dog.gameObject.SetActive(false); } } } else if (sceneMode == SceneMode.INACTIVE) // 这段代码控制场景在交互模式 { foreach (var dog in dogsInScene) { if (dog.dogState == DogState.INTERACT) { dogCam.m_LookAt = dog.gameObject.transform; // 摄像机看向交互的狗 dogCam.Priority = 10; // 单只狗在交互的状态控制代码 if (dog.isMovingToPlayer) { dog.MovetoPlayer(); } else if (dog.InteractTimeout()) // 如果交互时间结束,结束交互状态 { dog.ExitInteract(); sceneMode = SceneMode.NORMAL; // 交互结束,退出交互状态 //isInteractMode = false; // 交互结束,退出交互状态 VoiceButtonOnlySwitch(false); // 交互结束,打开其他菜单 } else { PointerOnDog(); // 检测是否点击在狗上 } } } } else { // 普通场景下的控制代码 foreach (var dog in dogsInScene) { // 如果在eat drink进程结束前不执行随机场景代码 // 恢复因为交互,训练模式隐藏的狗 //if (dog.gameObject.activeSelf == false) //{ // dog.gameObject.SetActive(true); //} if (dog.dogState == DogState.ITEM_CONSUME) { if (dog.isMovingToBowl) { dog.MovetoBowl(); } } else { // 随机动作控制控制 RandomCameraChange(); if (listenBreak) // 如果用户按下说话按键,立刻切换到监听状态 { // dog.Listen(); StartCoroutine(dog.RotationToPlayerAndListen()); } else if (dog.isMoving) { dog.RandomMove(); } else if (sceneRandomFactor == dog.randomFactor && !dog.isSleeping) // 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.IdleAnimation(); } else // 狗狗开始步行移动 { dog.SetMoveSpeed(0); dog.moveSpeed = 0; dog.RandomMove(); } } } } } } #endregion } } private void OnDestroy() { Debug.Log("Home scene is destoried."); } IEnumerator InitialScene() { yield return null; // 跳过三帧,初始化最多三只狗 //Debug.Log(isInitialDone); foreach (var dog in UserProperty.dogs) { DogInScene dogInScene = new DogInScene(dog); float x = UnityEngine.Random.Range(-1f, 1f); // 随机生成位置,考虑到手机评估宽度限制宽度 float z = UnityEngine.Random.Range(-5f, 5f); float y = UnityEngine.Random.Range(0, 360f); var initPosition = new Vector3(x, 0, z); StartCoroutine(DogComponentInstaller(dog)); // 加载狗的其他组件 var dogGameObject = GameObject.Find(dog.dog_name); if (dogGameObject == null) { Debug.Log(dog.dog_name + "is not found in Home Controller"); } 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 DogComponentInstaller(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.dog_name); // 加载指定的Animator controller Animator animator = dog.GetComponent(); RuntimeAnimatorController animatorController = Resources.Load("Dog/AnimatorController/shibaInu/HomeDogAnimatorController"); if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load("Dog/AnimatorController/shibaInu/HomeDogAnimatorController"); } animator.runtimeAnimatorController = animatorController; // 加载Rigidbody Rigidbody rigidbody = dog.AddComponent(); //rigidbody.isKinematic = true; rigidbody.mass = 10; rigidbody.linearDamping = 10; rigidbody.angularDamping = 10; //rigidbody.freezeRotation = true; rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotation; rigidbody.interpolation = RigidbodyInterpolation.Interpolate; rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative; // 加载box collider BoxCollider boxCollider = dog.AddComponent(); boxCollider.isTrigger = false; boxCollider.center = new Vector3(0, 0.25f, 0); boxCollider.size = new Vector3(0.12f, 0.45f, 0.54f); boxCollider.isTrigger = true; // 加载Particle Question Mark ParticleSystem questionMarkParticle = Resources.Load("Home/Particle_QuestionMark"); questionMarkParticle = Instantiate(questionMarkParticle); questionMarkParticle.name = "QuestionMarkParticle"; questionMarkParticle.transform.SetParent(dog.transform); questionMarkParticle.transform.localPosition = new Vector3(0, 0.4f, 0.4f); questionMarkParticle.transform.localRotation = Quaternion.Euler(-90, 0, 0); ParticleSystem ps = questionMarkParticle.GetComponent(); ps.Stop(); // 加载sleep particle ParticleSystem zzzParticle = Resources.Load("Home/Particle_Z"); zzzParticle = Instantiate(zzzParticle); zzzParticle.name = "zzzParticle"; zzzParticle.transform.SetParent(dog.gameObject.transform); zzzParticle.transform.localPosition = new Vector3(0.05f, 0.2f, 0.2f); zzzParticle.transform.localRotation = Quaternion.Euler(-90, 0, 0); zzzParticle.gameObject.SetActive(false); // 默认关闭 // 添加DogCollisionController DogCollisionController dogCollisionController = dog.AddComponent(); //yield return null; } #region 语音控制区 // 用户语音呼唤上传,Voice call指令用于呼唤所有的狗,得分最高的过来进入交互模式 public void VoiceCallRequest(string filePath) { Debug.Log("Voice Call Post request"); string url = "/api/voice/call/"; WWWForm form = new(); form.AddField("user_id", UserProperty.userId); StartCoroutine(WebController.PostRequest(url, form, filePath, callback: VoiceCallCallback)); } // 语音呼唤上传回调函数 void VoiceCallCallback(string json) { Debug.Log("Voice call callback"); var data = JsonConvert.DeserializeObject>(json); if (data != null && data["status"].ToString() == "success") { // 刷新狗的数据 string dogJson = data["dogs"].ToString(); UserProperty.FreshDogInfo(dogJson); // TODO 根据返回结果设定focusdog float highestScore = 0; string highestScoreDogId = String.Empty; var scores = data["call Score MFCC"].ToString(); var scoresList = JsonConvert.DeserializeObject>(scores); foreach (var score in scoresList) { // 根据狗的数量度修正得分。计算方式为狗的voiceCall属性值/1000 int dogIndex = UserProperty.GetDogIndexById(score.Key); if (dogIndex < 0) { continue; } float scoreFactor = UserProperty.dogs[dogIndex].voiceCall / 1000f; float adjScore = score.Value + scoreFactor; if (adjScore > 1) { adjScore = 1; } if (adjScore > highestScore) { highestScore = adjScore; highestScoreDogId = score.Key; } } if (highestScore >= EnviromentSetting.voiceRecognitionScore) // 60分以上才可以进入交互模式 { GameData.focusDog = UserProperty.GetDogIndexById(highestScoreDogId); sceneMode = SceneMode.INACTIVE; // 交互模式 VoiceButtonOnlySwitch(true); // 交互模式下关闭其他菜单 foreach (var dog in dogsInScene) { if (dog.dogProperty.d_id == highestScoreDogId) { // if (GameTool.Random100Check(dog.dogProperty.voiceCall)) // { // dog.SetupInteract(); interactDog = dog.gameObject; // focusdog 开启互动模式 // HomeController.dogsInScene[GameData.focusDog].dogState = DogState.INTERACT; HomeController.dogsInScene[GameData.focusDog].SetupInteract(); // 其他狗进入隐藏模式(先保留代码) //foreach (var otherDog in dogsInScene) //{ // if (otherDog.dogProperty.d_id != highestScoreDogId) // { // otherDog.gameObject.SetActive(false); // } //} } } HomeSoundEffectController.Instance.PlaySoundEffect(5); } else { HomeSoundEffectController.Instance.PlaySoundEffect(4); } } else { Debug.Log(data["message"]); } } // 用户语音呼唤上传,Voice call指令用于呼唤所有的狗,得分最高的过来进入交互模式 public void VoiceCommandRequest(string filePath) { //Debug.Log("Voice Command Post request"); if (sceneMode == SceneMode.INACTIVE) { Debug.Log("Voice Command Post request"); string url = "/api/voice/command/"; WWWForm form = new(); form.AddField("dog_id", UserProperty.dogs[GameData.focusDog].d_id); form.AddField("user_id", UserProperty.userId); StartCoroutine(WebController.PostRequest(url, form, filePath, callback: VoiceCommandCallback)); } else if (sceneMode == SceneMode.TRAINING) { //Debug.Log("current times before ++:" + this.currentTrainingTimes.ToString()); this.currentTrainingTimes++; string url = "/api/voice/training/"; WWWForm form = new(); form.AddField("dog_id", UserProperty.dogs[GameData.focusDog].d_id); form.AddField("user_id", UserProperty.userId); form.AddField("voice_type", trainingContent); form.AddField("current_times", this.currentTrainingTimes); //Debug.Log("current times after ++:" + this.currentTrainingTimes.ToString()); form.AddField("total_times", totalTrainingTimes); StartCoroutine(WebController.PostRequest(url, form, filePath, callback: VoiceCommandCallback)); } } // 语音呼唤上传回调函数 void VoiceCommandCallback(string json) { if (sceneMode == SceneMode.INACTIVE) { Debug.Log("Voice command callback"); var data = JsonConvert.DeserializeObject>(json); if (data != null && data["status"].ToString() == "success") { // 刷新狗的数据 string dogJson = data["dogs"].ToString(); UserProperty.FreshDogInfo(dogJson); // 找到得分最高的指令 float highestScore = 0; string highestScoreCommand = ""; string scores = data["commandScoreMFCC"].ToString(); var scoresList = JsonConvert.DeserializeObject>(scores); foreach (var score in scoresList) { if (score.Value > highestScore) { highestScore = score.Value; highestScoreCommand = score.Key; } } // 根据狗的voiceCommand属性值修正得分。计算方式为狗的voiceCommand属性值/1000 highestScore += UserProperty.dogs[GameData.focusDog].voiceCommand / 1000f; if (highestScore > 1) { highestScore = 1; } Debug.Log("Highest score:" + highestScore.ToString()); Debug.Log("Highest command:" + highestScoreCommand); dogsInScene[GameData.focusDog].ResetAnimationStatus(); // 重置狗的动画状态 if (highestScore >= EnviromentSetting.voiceRecognitionScore) { string animationTrigger = highestScoreCommand.Substring(7); string animationBool = animationTrigger + "_status"; var animator = dogsInScene[GameData.focusDog].gameObject.GetComponent(); if (highestScoreCommand == "commandBark") { DogBarkController.Instance.PlayDogBarkWithDelay(3); // 狗叫相应一下 } else { HomeSoundEffectController.Instance.PlaySoundEffect(5); } //animator.SetTrigger(animationTrigger); animator.Play(animationTrigger); animator.SetBool(animationBool, true); // 交互动画执行一段时间后停止 StartCoroutine(dogsInScene[GameData.focusDog].InteractAnimationCountDown()); } else { HomeSoundEffectController.Instance.PlaySoundEffect(4); dogsInScene[GameData.focusDog].PlayQuestionMark(); } } else { Debug.Log(data["message"]); } } else if (sceneMode == SceneMode.TRAINING) { Debug.Log("Voice training Callback"); var data = JsonConvert.DeserializeObject>(json); if (data != null && data["status"].ToString().ToLower() == "success") { if (data["message"].ToString().ToLower() == "pass") { // 刷新狗的数据,包含dogsInScene string dogJson = data["dogs"].ToString(); UserProperty.FreshDogInfo(dogJson); var trainingDog = dogsInScene[GameData.focusDog]; trainingDog.ReloadDogProperty(); // 刷新狗的数据 // 成功后让狗子播放训练的动画 if (trainingContent != "voiceCall") { string command = trainingContent.Substring(7); trainingDog.animator.SetTrigger(command); trainingDog.animator.SetBool("is" + command + "ing", true); } string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", trainingContent + "_10", EnviromentSetting.languageCode }); if (msg.Contains("<>")) { msg = msg.Replace("<>", interactDog.name); } GameTool.PauseGameTime(); MessageBoxController.ShowMessage(msg, ExitTrainingMode); this.sceneMode = SceneMode.NORMAL; VoiceButtonOnlySwitch(false); // 交互结束,打开其他菜单 GameData.isVoiceTrainingToday = true; // 训练完成,设置为true string todayDate = System.DateTime.Now.ToString("yyyy-MM-dd"); PlayerPrefs.SetString("lastTrainingDate", todayDate); PlayerPrefs.Save(); } else if (data["message"].ToString() == "fail") { HomeSoundEffectController.Instance.PlaySoundEffect(4); string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", trainingContent + "_20", EnviromentSetting.languageCode }); if (msg.Contains("<>")) { msg = msg.Replace("<>", interactDog.name); } GameTool.PauseGameTime(); MessageBoxController.ShowMessage(msg, RestartTraining); } } else { Debug.Log(data["message"]); if (EnviromentSetting.runEnv == "Release") { HomeSoundEffectController.Instance.PlaySoundEffect(4); string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", trainingContent + "_20", EnviromentSetting.languageCode }); if (msg.Contains("<>")) { msg = msg.Replace("<>", interactDog.name); } GameTool.PauseGameTime(); MessageBoxController.ShowMessage(msg, RestartTraining); } } SetDogsIsTrigger(true); } } #endregion #region interact mode // 重置training相关参数 private void ExitTrainingMode() { foreach (var dog in dogsInScene) { if (dog.dogProperty.d_id == trainingDogId) { dog.ExitInteract(); } } trainingContent = String.Empty; totalTrainingTimes = 2; currentTrainingTimes = 0; trainingDogId = ""; isTrainingMsgShowed_1 = false; isTrainingMsgShowed_2 = false; isTrainingAnimationPlayed = false; sceneMode = SceneMode.NORMAL; // 交互模式 Debug.Log("Reset Training Mode Parameters"); GameTool.ResumeGameTime(); GameData.isVoiceTrainingToday = true; // 训练完成,设置为true var BGM = GameObject.Find("BGM"); if (BGM != null) { FadeBGM(BGM.GetComponent(), true); } } private void RestartTraining() { currentTrainingTimes = 0; isTrainingMsgShowed_1 = false; isTrainingMsgShowed_2 = false; Time.timeScale = 1f; } // 改变Voice And Menu 菜单形态 public void VoiceButtonOnlySwitch(bool state) { // 交互时候关闭其他菜单 var vamUI = GameObject.Find("VoiceAndMenu"); if (vamUI != null) { var UIdocument = vamUI.transform.Find("UIDocument").gameObject; var voiceController = UIdocument.GetComponent(); voiceController.isCommandMode = state; } } // 检测是否点击在狗上 void PointerOnDog() { //DetectTouchMethod(); // 检查当前指针是否有效 if (Pointer.current == null) return; // 获取当前指针的悬浮位置 Vector2 pointerPosition = Pointer.current.position.ReadValue(); var mainCamera = GameObject.Find("Camera").GetComponent(); Ray ray = mainCamera.ScreenPointToRay(pointerPosition); if (Physics.Raycast(ray, out RaycastHit hit)) { //Debug.Log($"Clicked on: {hit.collider.gameObject.name}"); // 射线检测起始点击是否在狗上 if (hit.collider.gameObject == interactDog) { if (previousPointerPosition != pointerPosition) { interactTime += Time.deltaTime; Debug.Log("interactTime:" + interactTime); foreach (var dog in dogsInScene) { if (dog.gameObject == interactDog) { dog.interactLastUpdate = DateTime.Now; } } previousPointerPosition = pointerPosition; } } if (interactTime > 2.5) // 如果交互时间超过1秒,播放心形粒子效果 { HeartParticlePlay(); DogBarkController.Instance.PlayDogBarkWithDelay(1); // 狗叫相应一下 } } } void HeartParticlePlay() { // 播放心形粒子效果 var heartParticle = GameObject.Find("Particle Heart"); heartParticle.GetComponent().Play(); interactTime = 0; } public void SetInteractDog(GameObject dog) { interactDog = dog; } #endregion #region 场景环境控制 // 淡入或淡出背景音乐 private void FadeBGM(AudioSource bgmSource, bool fadeIn, float duration = 2f) { // fadeIn: true表示淡入 false表示淡出 if (bgmSource == null) return; // 如果没有 AudioSource,则直接返回 StartCoroutine(FadeBGMCoroutine(bgmSource, fadeIn, duration)); } private IEnumerator FadeBGMCoroutine(AudioSource bgmSource, bool fadeIn, float duration) { float elapsedTime = 0f; float startVolume = bgmSource.volume; float targetVolume = fadeIn ? 0.4f : 0f; // 淡入目标音量为1,淡出目标音量为0 while (elapsedTime < duration) { bgmSource.volume = Mathf.Lerp(startVolume, targetVolume, elapsedTime / duration); elapsedTime += Time.deltaTime; yield return null; } bgmSource.volume = targetVolume; // 确保音量达到目标值 if (!fadeIn) { bgmSource.Stop(); // 如果是淡出,停止播放 } else { bgmSource.Play(); // 如果是淡入,开始播放 } } // 设置场景模式 public void SetSceneMode(SceneMode mode) { this.sceneMode = mode; } // 刷新dogInScene的狗数据 public void RefreshDogInScene() { foreach (var dog in dogsInScene) { dog.ReloadDogProperty(); } } // 场景随机切换镜头看向不同的狗 void RandomCameraChange() { int delay = 10; // 延迟10秒执行一次 TimeSpan ts = DateTime.Now - lastCameraChange; if (ts.TotalSeconds < delay) { return; } int dogCount = dogsInScene.Count; int r = UnityEngine.Random.Range(0, dogCount + 1); if (r < dogCount) { dogCam.m_LookAt = dogsInScene[r].gameObject.transform; dogCam.Priority = 10; playerCam.Priority = 1; } else { dogCam.Priority = 1; playerCam.Priority = 10; } lastCameraChange = DateTime.Now; } // 检测场景是否初始化完成 bool SceneInitialCheck() { bool initDone = true; if (dogsInScene.Count == UserProperty.dogs.Count) // 检测是否所有狗都被加载 { foreach (var dog in dogsInScene) { if (dog.gameObject.GetComponent().runtimeAnimatorController == null) { initDone = false; } } } else { initDone = false; } //Debug.Log("Home scene initial status:"+initDone); return initDone; } // 计算多只狗的中心位置,用于主摄像机瞄准 private Vector3 CenterOfDogs() { if (dogsInScene.Count == 0) { return Vector3.zero; } Vector3 center = Vector3.zero; foreach (var dog in dogsInScene) { center += dog.gameObject.transform.position; } center /= dogsInScene.Count; return center; } // 设置所有狗is trigger属性 public void SetDogsIsTrigger(bool triggerSetting) { foreach ( var dog in dogsInScene) { BoxCollider boxCollider = dog.gameObject.GetComponent(); if (boxCollider != null) { boxCollider.isTrigger = triggerSetting; } } } #endregion } public enum ItemGroup { FOOD, WATER } public enum SceneMode { TRAINING, INACTIVE, NORMAL, }