using Cinemachine; 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 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 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(); //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 { // 每次启动检测一次是否进入睡眠 if (!isSleepChecked) { // 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.StartAnimation(); } } 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); 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.eatProgress || dog.itemConsumeProgress) { if (dog.isMovingToBowl) { dog.MovetoBowl(); } } else { // 随机动作控制控制 // 随机镜头切换代码 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.Move(); } 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.StartAnimation(); } else // 狗狗开始步行移动 { dog.SetMoveSpeed(0); dog.moveSpeed = 0; dog.Move(); } } } } } #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; } } // 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 { //通用参数段 public DogProperty dogProperty; public GameObject gameObject { set; get; } public Animator animator; private Vector3 moveToLocation; public float moveSpeed; // 用来控制狗的移动速度 0 0.5跑,0.75快跑,1跳 // 喝水吃饭参数段 public DateTime drinkStartTime, eatStartTime; // 记录吃喝开始时间 public bool itemConsumeProgress, eatProgress = false; // 是否在吃和喝的进程中。如果是的话,跳过常规动画检测 public bool isMovingToBowl; // 随机动作参数段 public int randomFactor; public DateTime animationStartTime; // 记录上一个动画开始时间的,每个随机动作间隔至少30秒 private int activeIndex; // 动物的活动指数 public bool isMoving; // 动物正在移动,避免其他随机动作发生 public bool isSleeping; // 动物正在正在睡觉,避免触发其他动画 // 固定参数 private float moveSpeedAdj = 0.025f; #region 通用函数段 public void SetGameObject(GameObject gameObject) { this.gameObject = gameObject; this.animator = gameObject.GetComponent(); this.randomFactor = UnityEngine.Random.Range(0, 51); // 生成一个随机整数(0 到 50 之间),用于时间校验 Debug.Log(this.gameObject.name + "random factor is:"+randomFactor); } 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; } #endregion #region 随机动作控制函数 // 随机选择宠物动作 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() { // 如果距离目标小于0.5米就把速度调整为零 if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f) { //Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed); this.SetMoveSpeed(0); //Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed); } 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(0f, 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 * (1 + moveSpeed) * 0.02f * moveSpeedAdj); // 第一个0.02对应50帧fixupdate画面,后面一个数字对应速度调整,对应RM动画 //this.gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position, moveToLocation, (100 + dogProperty.runSpeed) * (1 + moveSpeed) * 0.02f * 0.015f); // 第一个0.02对应50帧fixupdate画面,后面一个数字对应速度调整,对应IF动画 //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.moveSpeed = 0.4f; this.isMoving = false; StartAnimation(); } } public void Sleep() { this.animator.SetTrigger("sleep"); this.animator.SetBool("isSleeping", true); this.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.isSleeping= false; // 主人呼叫可以唤醒狗 this.gameObject.transform.LookAt(new Vector3(0, 0, -6)); HomeController.playerCam.Priority = 10; HomeController.dogCam.Priority = 1; HomeController.lastCameraChange = DateTime.Now; } // 用来出来音频返回结果 public void PostListen(bool result) { if (result) { // TODO 语音信息识别成功,狗狗跑过来 } else { this.animator.SetBool("isListening", false); } } #endregion #region 喝水,吃食等道具消费函数 // 开始整个使用道具的流程 public void StartItemConsume(ItemGroup group) { GameObject bowl = GameObject.Find("Bowl_water"); // 先指定一个碗,编译通过 this.itemConsumeProgress = true; // 开启使用道具过程 if (group == ItemGroup.water) { bowl = GameObject.Find("Bowl_water"); // 开启整个喝水的进程 } if (group == ItemGroup.food) { bowl = GameObject.Find("Bowl_food"); // 开启整个吃食物的进程 } this.moveToLocation = bowl.transform.position; this.isMovingToBowl = true; this.animator.SetTrigger("move"); // 切换为走路动画 this.animator.SetBool("isMoving", true); // 保持为走路动画 this.animator.SetFloat("moveSpeed", this.moveSpeed); } public void MovetoBowl() { // 如果距离目标小于0.5米就把速度调整为零 if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f) { Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed); this.SetMoveSpeed(0); Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed); } var vamUI = GameObject.Find("VoiceAndMenu"); if (vamUI != null) { vamUI.SetActive(false); } this.gameObject.transform.LookAt(moveToLocation); this.gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position, moveToLocation, dogProperty.runSpeed * (1 + moveSpeed) * 0.02f * moveSpeedAdj); // 第一个0.02对应50帧fixupdate画面,后面一个数字对应速度调整,对应RM动画 //this.gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position, moveToLocation, (100+dogProperty.runSpeed) * (1 + moveSpeed) * 0.02f * 0.015f); // 第一个0.02对应50帧fixupdate画面,后面一个数字对应速度调整,对应IF动画 //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); } } public IEnumerator DrinkAnimation() { this.animator.SetBool("isMoving", false); // 关闭移动动画 TimeSpan ts = new TimeSpan(); var targetBowl = GameObject.Find("Bowl_water"); // 摄像头看向水盆位置 HomeController.dogCam.m_LookAt = targetBowl.transform; HomeController.dogCam.Priority = 10; HomeController.playerCam.Priority = 1; while (ts.TotalSeconds < 10) { yield return new WaitForSeconds(0.25f); ts = DateTime.Now - this.drinkStartTime; //Debug.Log("结束饮水过程:" + ts.TotalSeconds); // 狗一致看向谁碰,确保就算被撞击后依然看向水盆 this.gameObject.transform.LookAt(targetBowl.transform.position); } // 播放10秒后结束饮水过程 this.animator.SetBool("isDrinking", false); // 摄像头恢复玩家视角 HomeController.dogCam.Priority = 1; HomeController.playerCam.Priority = 10; //var water = GameObject.Find("Water"); //water.SetActive(false); // 再等待几秒后让水盆消失 while (ts.TotalSeconds < 18) { yield return new WaitForSeconds(0.25f); ts = DateTime.Now - this.drinkStartTime; //Debug.Log("让水盆消失:" + ts.TotalSeconds); } targetBowl.transform.position = new Vector3(-1, -10, -1); // 将喝水碗回归原位 this.itemConsumeProgress = false; // 关闭整个喝水的进程 QuitItemConsume(); } public IEnumerator EatAnimation() { this.animator.SetBool("isMoving", false); // 关闭移动动画 TimeSpan ts = new TimeSpan(); var targetBowl = GameObject.Find("Bowl_food"); // 摄像头看向盆位置 HomeController.dogCam.m_LookAt = targetBowl.transform; HomeController.dogCam.Priority = 10; HomeController.playerCam.Priority = 1; while (ts.TotalSeconds < 10) { yield return new WaitForSeconds(0.25f); ts = DateTime.Now - this.eatStartTime; //Debug.Log("结束饮水过程:" + ts.TotalSeconds); // 狗一致看向谁碰,确保就算被撞击后依然看向水盆 this.gameObject.transform.LookAt(targetBowl.transform.position); } // 播放10秒后结束饮水过程 this.animator.SetBool("isEating", false); // 摄像头恢复玩家视角 HomeController.dogCam.Priority = 1; HomeController.playerCam.Priority = 10; //var water = GameObject.Find("Water"); //water.SetActive(false); // 再等待几秒后让水盆消失 while (ts.TotalSeconds < 15) { yield return new WaitForSeconds(0.25f); ts = DateTime.Now - this.drinkStartTime; //Debug.Log("让水盆消失:" + ts.TotalSeconds); } targetBowl.transform.position = new Vector3(-1, -10, -1); // 将喝水碗回归原位 this.itemConsumeProgress = false; // 关闭整个喝水的进程 QuitItemConsume(); } private void QuitItemConsume() { var uiPlaceholder = GameObject.Find("UI Placeholder"); var vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject; vamUI.SetActive(true); this.moveSpeed = UnityEngine.Random.Range(0.3f,0.6f); Move(); } #endregion } // public enum ItemGroup { food, water }