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.Animations; using UnityEngine.Rendering.PostProcessing; using UnityEngine.SceneManagement; /* 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 */ 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 bool isInteractMode = false; // 是否在交互状态 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 randomCheck = UnityEngine.Random.Range(0, 51); if (isInteractMode) { foreach (var dog in dogsInScene) { if (dog.dogState == "interact") { dogCam.m_LookAt = dog.gameObject.transform; dogCam.Priority = 10; // 单只狗在交互的状态控制代码 if (dog.isMovingToPlayer) { dog.MovetoPlayer(); } if (dog.InteractTimeout()) // 如果交互时间结束,结束交互状态 { dog.ExitInteract(); isInteractMode = false; // 交互结束,退出交互状态 } } } } else { foreach (var dog in dogsInScene) { // 如果在eat drink进程结束前不执行随机场景代码 //if (dog.itemConsumeProgress) // TODO 以后用DogInScene.dogState来判断 if (dog.dogState == "itemConsume") { 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(); } else if (dog.isMoving) { dog.RandomMove(); } else if (randomCheck == 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."); } //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() IEnumerator InitialScene() { //yield return null; //yield return null; 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(DogComponentAdd(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 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.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 rigidbody = dog.GetComponent(); //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); //yield return null; } // 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() { Vector3 center = Vector3.zero; foreach (var dog in dogsInScene) { center += dog.gameObject.transform.position; } center /= dogsInScene.Count; return center; } #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); // TODO 待后台开发完成后,开启网络通讯功能,目前暂用临时直接赋值 // StartCoroutine(WebController.PostRequest(url, form, filePath, callback: VoiceCallCallback)); isInteractMode = true; // 进入交互模式 dogsInScene[0].SetupInteract(); VoiceButtonOnlySwitch(true); // 交互模式下关闭其他菜单 } // 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 = ""; var scores = data["scores"].ToString(); var scoresList = JsonConvert.DeserializeObject>(scores); foreach (var score in scoresList) { if (score.Value > highestScore) { highestScore = score.Value; highestScoreDogId = score.Key; } } if (highestScore > 60) // 60分以上才可以进入交互模式 { GameData.focusDog = UserProperty.GetDogIndex(highestScoreDogId); VoiceButtonOnlySwitch(true); // 交互模式下关闭其他菜单 foreach (var dog in dogsInScene) { if (dog.dogProperty.d_id == highestScoreDogId) { dog.SetupInteract(); } } } // focusdog 开启互动模式 HomeController.dogsInScene[GameData.focusDog].dogState = "interact"; HomeController.dogsInScene[GameData.focusDog].SetupInteract(); } 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"); 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)); } // 语音呼唤上传回调函数 void VoiceCommandCallback(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); } else { Debug.Log(data["message"]); } } // 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; } } #endregion } public enum ItemGroup { food, water }