HomeController.cs 27 KB

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  1. using Cinemachine;
  2. using Newtonsoft.Json;
  3. using System;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. using Unity.Collections.LowLevel.Unsafe;
  7. using Unity.VisualScripting;
  8. using UnityEngine;
  9. using UnityEngine.InputSystem;
  10. using UnityEngine.Animations;
  11. using UnityEngine.Rendering.PostProcessing;
  12. using UnityEngine.SceneManagement;
  13. /* 本代码控制室内场景
  14. * 控制宠物在Home场景动画
  15. * !!!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
  16. * 主要调节参数在FixedUpdate代码段里面
  17. * 提示用户注册
  18. */
  19. public class HomeController : MonoBehaviour
  20. {
  21. public static HomeController Instance;
  22. public static List<DogInScene> dogsInScene = new List<DogInScene>();
  23. 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。
  24. public static CinemachineVirtualCamera playerCam, dogCam;
  25. public static DateTime lastCameraChange;
  26. private bool isSleepChecked = false; // 用于检测第一次睡眠检测是否执行完成
  27. // Start is called once before the first execution of Update after the MonoBehaviour is created
  28. private GameObject centerOfDogs;
  29. private bool isInteractMode = false; // 场景是否在交互状态
  30. private Vector2 previousPointerPosition = Vector2.zero; // 前一帧鼠标位置
  31. private GameObject interactDog; // 交互的狗
  32. float interactTime = 0f; // 交互时间
  33. private bool isTrainingMode = false; // 是否在训练状态
  34. private string trainingContent = ""; // 训练内容
  35. private int totalTrainingTimes = 2; // 训练总次数
  36. private int currentTrainingTimes = 0; // 当前训练次数
  37. private string trainingDogId = ""; // 训练的狗id
  38. private bool isTrainingMsgShowed_1 = false; // 第一条是否已经显示训练提示
  39. private bool isTrainingMsgShowed_2 = false; // 第二条是否已经显示训练提示
  40. private void Awake()
  41. {
  42. if (Instance == null)
  43. {
  44. Instance = this;
  45. //DontDestroyOnLoad(gameObject); // 必须关掉否则会导致原场景destroy不能执行
  46. }
  47. else
  48. {
  49. Destroy(gameObject);
  50. }
  51. }
  52. void Start()
  53. {
  54. dogsInScene.Clear(); // dogsInScene 是静态,每次启动要清空
  55. lastCameraChange = DateTime.Now;
  56. playerCam = GameObject.Find("VCam Player").GetComponent<CinemachineVirtualCamera>();
  57. dogCam = GameObject.Find("VCam Dog").GetComponent<CinemachineVirtualCamera>();
  58. centerOfDogs = GameObject.Find("CenterOfDogs");
  59. //InitialScene();
  60. StartCoroutine(InitialScene());
  61. }
  62. // Update is called once per frame
  63. void FixedUpdate()
  64. {
  65. if (SceneInitialCheck()) // 确保狗读取成功后执行代码
  66. {
  67. // 计算多只狗的中心位置,用于主摄像机瞄准
  68. centerOfDogs.transform.position = CenterOfDogs();
  69. if (!isSleepChecked) // 每次启动检测只进行一次是否进入睡眠
  70. {
  71. // 判断是否在睡觉时间
  72. DateTime dateTime = DateTime.Now;
  73. foreach (var dog in dogsInScene)
  74. {
  75. if (dateTime.Hour >= 18 || dateTime.Hour <= 5) // 深夜模式,狗默认在睡觉状态
  76. {
  77. dog.Sleep();
  78. }
  79. else if (dog.dogProperty.stamina <= 10) { dog.Sleep(); } // 狗体力太低了,进入睡觉模式
  80. else
  81. {
  82. dog.IdleAnimation();
  83. }
  84. }
  85. isSleepChecked = true;
  86. }
  87. #region 场景动画主循环
  88. // 检测狗是否被撞翻,如果是,立刻翻回来
  89. foreach (var dog in dogsInScene)
  90. {
  91. Quaternion curRotation = dog.gameObject.transform.rotation;
  92. if (curRotation.x != 0)
  93. {
  94. curRotation.x = 0;
  95. }
  96. if (curRotation.z != 0)
  97. {
  98. curRotation.z = 0;
  99. }
  100. dog.gameObject.transform.rotation = curRotation;
  101. }
  102. // 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
  103. int randomCheck = UnityEngine.Random.Range(0, 51);
  104. // 检测是否有狗没有通过voiceCall训练,如果有,立刻进入训练模式
  105. foreach (var dog in dogsInScene)
  106. {
  107. if (dog.dogProperty.voiceCall == 0)
  108. {
  109. isTrainingMode = true;
  110. trainingContent = "voiceCall";
  111. trainingDogId = dog.dogProperty.d_id;
  112. totalTrainingTimes = 2;
  113. currentTrainingTimes = 0;
  114. GameData.focusDog = dogsInScene.IndexOf(dog);
  115. //GameData.focusDog = UserProperty.GetDogIndexById(dog.dogProperty.d_id);
  116. dogsInScene[GameData.focusDog].SetupInteract();
  117. interactDog = dogsInScene[GameData.focusDog].gameObject;
  118. VoiceButtonOnlySwitch(true); // 交互模式下关闭其他菜单
  119. }
  120. }
  121. if (isTrainingMode)
  122. {
  123. foreach (var dog in dogsInScene)
  124. {
  125. if (dog.dogState == "interact")
  126. {
  127. dogCam.m_LookAt = dog.gameObject.transform; // 摄像机看向交互的狗
  128. dogCam.Priority = 10;
  129. // 单只狗在交互的状态控制代码
  130. if (dog.isMovingToPlayer)
  131. {
  132. dog.MovetoPlayer();
  133. }
  134. else
  135. {
  136. dog.dogState = "training";
  137. if (!isTrainingMsgShowed_1 && !isTrainingMsgShowed_2 && currentTrainingTimes == 0)
  138. {
  139. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "record_dog_name", EnviromentSetting.languageCode });
  140. MessageBoxController.ShowMessage(msg);
  141. isTrainingMsgShowed_1 = true;
  142. }
  143. else if (!isTrainingMsgShowed_2 && isTrainingMsgShowed_1 && currentTrainingTimes == 1)
  144. {
  145. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "record_again", EnviromentSetting.languageCode });
  146. MessageBoxController.ShowMessage(msg);
  147. isTrainingMsgShowed_2 = true;
  148. }
  149. }
  150. }
  151. }
  152. }
  153. else
  154. if (isInteractMode)
  155. {
  156. foreach (var dog in dogsInScene)
  157. {
  158. if (dog.dogState == "interact")
  159. {
  160. dogCam.m_LookAt = dog.gameObject.transform; // 摄像机看向交互的狗
  161. dogCam.Priority = 10;
  162. // 单只狗在交互的状态控制代码
  163. if (dog.isMovingToPlayer)
  164. {
  165. dog.MovetoPlayer();
  166. }
  167. else if (dog.InteractTimeout()) // 如果交互时间结束,结束交互状态
  168. {
  169. dog.ExitInteract();
  170. isInteractMode = false; // 交互结束,退出交互状态
  171. VoiceButtonOnlySwitch(false); // 交互结束,打开其他菜单
  172. }
  173. else
  174. {
  175. PointerOnDog(); // 检测是否点击在狗上
  176. }
  177. }
  178. }
  179. }
  180. else
  181. {
  182. // 场景非交互模式下的控制代码
  183. foreach (var dog in dogsInScene)
  184. {
  185. // 如果在eat drink进程结束前不执行随机场景代码
  186. //if (dog.itemConsumeProgress) // TODO 以后用DogInScene.dogState来判断
  187. if (dog.dogState == "itemConsume")
  188. {
  189. if (dog.isMovingToBowl)
  190. {
  191. dog.MovetoBowl();
  192. }
  193. }
  194. else
  195. {
  196. // 随机动作控制控制
  197. RandomCameraChange();
  198. if (listenBreak) // 如果用户按下说话按键,立刻切换到监听状态
  199. {
  200. dog.Listen();
  201. }
  202. else if (dog.isMoving)
  203. {
  204. dog.RandomMove();
  205. }
  206. 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。
  207. {
  208. TimeSpan ts = DateTime.Now - dog.animationStartTime;
  209. 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
  210. {
  211. float r = UnityEngine.Random.Range(0, 1f);
  212. if (r > 0.6) // 随机选择开始动画,或者移动
  213. {
  214. dog.IdleAnimation();
  215. }
  216. else // 狗狗开始步行移动
  217. {
  218. dog.SetMoveSpeed(0);
  219. dog.moveSpeed = 0;
  220. dog.RandomMove();
  221. }
  222. }
  223. }
  224. }
  225. }
  226. }
  227. #endregion
  228. }
  229. }
  230. private void OnDestroy()
  231. {
  232. Debug.Log("Home scene is destoried.");
  233. }
  234. //void AniOrWalk(DogInScene dog) // 狗在普通状态下,随机或播放动画,或移动
  235. //{
  236. //}
  237. // 初始化场景,加载所有的狗,并配置components,添加到dogsInScene List里面去
  238. //void InitialScene()
  239. IEnumerator InitialScene()
  240. {
  241. //yield return null;
  242. //yield return null;
  243. yield return null; // 跳过三帧,初始化最多三只狗
  244. //Debug.Log(isInitialDone);
  245. foreach (var dog in UserProperty.dogs)
  246. {
  247. DogInScene dogInScene = new DogInScene(dog);
  248. 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
  249. float z = UnityEngine.Random.Range(-5f, 5f);
  250. float y = UnityEngine.Random.Range(0, 360f);
  251. var initPosition = new Vector3(x, 0, z);
  252. StartCoroutine(DogComponentInstaller(dog)); // 加载狗的其他组件
  253. var dogGameObject = GameObject.Find(dog.dog_name);
  254. if (dogGameObject == null)
  255. {
  256. Debug.Log(dog.dog_name + "is not found in Home Controller");
  257. }
  258. dogGameObject.transform.position = initPosition;
  259. dogGameObject.transform.rotation = Quaternion.Euler(0, y, 0);
  260. dogGameObject.transform.localScale = new Vector3(2, 2, 2);
  261. dogInScene.SetGameObject(dogGameObject);
  262. dogsInScene.Add(dogInScene);
  263. }
  264. }
  265. // 加载狗的其他组件
  266. IEnumerator DogComponentInstaller(DogProperty dogProperty)
  267. {
  268. // 等待一帧,确保所有 Start() 方法都执行完成
  269. yield return null;
  270. // 第一帧以后开始执行
  271. GameObject dog = GameObject.Find(dogProperty.dog_name);
  272. // 加载指定的Animator controller
  273. Animator animator = dog.GetComponent<Animator>();
  274. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController");
  275. if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController"); }
  276. animator.runtimeAnimatorController = animatorController;
  277. // 加载Rigidbody
  278. Rigidbody rigidbody = dog.AddComponent<Rigidbody>();
  279. //Rigidbody rigidbody = dog.GetComponent<Rigidbody>();
  280. //rigidbody.isKinematic = true;
  281. rigidbody.mass = 10;
  282. rigidbody.linearDamping = 10;
  283. rigidbody.angularDamping = 10;
  284. //rigidbody.freezeRotation = true;
  285. rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotation;
  286. rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
  287. rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
  288. // 加载box collider
  289. BoxCollider boxCollider = dog.AddComponent<BoxCollider>();
  290. boxCollider.isTrigger = false;
  291. boxCollider.center = new Vector3(0, 0.25f, 0);
  292. boxCollider.size = new Vector3(0.12f, 0.45f, 0.54f);
  293. // 加载Particle Question Mark
  294. ParticleSystem questionMarkParticle = Resources.Load<ParticleSystem>("Home/Particle_QuestionMark");
  295. questionMarkParticle = Instantiate(questionMarkParticle);
  296. questionMarkParticle.name = "QuestionMarkParticle";
  297. questionMarkParticle.transform.SetParent(dog.transform);
  298. questionMarkParticle.transform.localPosition = new Vector3(0, 0.4f, 0.4f);
  299. questionMarkParticle.transform.localRotation = Quaternion.Euler(-90, 0, 0);
  300. // 加载sleep particle
  301. ParticleSystem zzzParticle = Resources.Load<ParticleSystem>("Home/Particle_Z");
  302. zzzParticle = Instantiate(zzzParticle);
  303. zzzParticle.name = "zzzParticle";
  304. zzzParticle.transform.SetParent(dog.gameObject.transform);
  305. zzzParticle.transform.localPosition = new Vector3(0.05f, 0.2f, 0.2f);
  306. zzzParticle.transform.localRotation = Quaternion.Euler(-90, 0, 0);
  307. zzzParticle.gameObject.SetActive(false); // 默认关闭
  308. //yield return null;
  309. }
  310. // 场景随机切换镜头看向不同的狗
  311. void RandomCameraChange()
  312. {
  313. int delay = 10; // 延迟10秒执行一次
  314. TimeSpan ts = DateTime.Now - lastCameraChange;
  315. if (ts.TotalSeconds < delay) { return; }
  316. int dogCount = dogsInScene.Count;
  317. int r = UnityEngine.Random.Range(0, dogCount + 1);
  318. if (r < dogCount)
  319. {
  320. dogCam.m_LookAt = dogsInScene[r].gameObject.transform;
  321. dogCam.Priority = 10;
  322. playerCam.Priority = 1;
  323. }
  324. else
  325. {
  326. dogCam.Priority = 1;
  327. playerCam.Priority = 10;
  328. }
  329. lastCameraChange = DateTime.Now;
  330. }
  331. // 检测场景是否初始化完成
  332. bool SceneInitialCheck()
  333. {
  334. bool initDone = true;
  335. if (dogsInScene.Count == UserProperty.dogs.Count) // 检测是否所有狗都被加载
  336. {
  337. foreach (var dog in dogsInScene)
  338. {
  339. if (dog.gameObject.GetComponent<Animator>().runtimeAnimatorController == null)
  340. {
  341. initDone = false;
  342. }
  343. }
  344. }
  345. else
  346. {
  347. initDone = false;
  348. }
  349. //Debug.Log("Home scene initial status:"+initDone);
  350. return initDone;
  351. }
  352. // 计算多只狗的中心位置,用于主摄像机瞄准
  353. private Vector3 CenterOfDogs()
  354. {
  355. Vector3 center = Vector3.zero;
  356. foreach (var dog in dogsInScene)
  357. {
  358. center += dog.gameObject.transform.position;
  359. }
  360. center /= dogsInScene.Count;
  361. return center;
  362. }
  363. #region 语音控制区
  364. // 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
  365. public void VoiceCallRequest(string filePath)
  366. {
  367. Debug.Log("Voice Call Post request");
  368. string url = "/api/voice/call/";
  369. WWWForm form = new();
  370. form.AddField("user_id", UserProperty.userId);
  371. // 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
  372. // StartCoroutine(WebController.PostRequest(url, form, filePath, callback: VoiceCallCallback));
  373. isInteractMode = true; // 场景进入交互模式
  374. dogsInScene[0].SetupInteract();
  375. interactDog = dogsInScene[0].gameObject;
  376. VoiceButtonOnlySwitch(true); // 交互模式下关闭其他菜单
  377. }
  378. // 语音呼唤上传回调函数
  379. void VoiceCallCallback(string json)
  380. {
  381. Debug.Log("Voice call callback");
  382. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  383. if (data != null && data["status"].ToString() == "success")
  384. {
  385. // 刷新狗的数据
  386. string dogJson = data["dogs"].ToString();
  387. UserProperty.FreshDogInfo(dogJson);
  388. // TODO 根据返回结果设定focusdog
  389. float highestScore = 0;
  390. string highestScoreDogId = "";
  391. var scores = data["call Score MFCC"].ToString();
  392. var scoresList = JsonConvert.DeserializeObject<Dictionary<string, float>>(scores);
  393. foreach (var score in scoresList)
  394. {
  395. if (score.Value > highestScore)
  396. {
  397. highestScore = score.Value;
  398. highestScoreDogId = score.Key;
  399. }
  400. }
  401. if (highestScore >= 60) // 60分以上才可以进入交互模式
  402. {
  403. GameData.focusDog = UserProperty.GetDogIndexById(highestScoreDogId);
  404. VoiceButtonOnlySwitch(true); // 交互模式下关闭其他菜单
  405. foreach (var dog in dogsInScene)
  406. {
  407. if (dog.dogProperty.d_id == highestScoreDogId)
  408. {
  409. if (GameTool.Random100Check(dog.dogProperty.voiceCall))
  410. {
  411. dog.SetupInteract();
  412. interactDog = dog.gameObject;
  413. // focusdog 开启互动模式
  414. HomeController.dogsInScene[GameData.focusDog].dogState = "interact";
  415. HomeController.dogsInScene[GameData.focusDog].SetupInteract();
  416. }
  417. }
  418. }
  419. }
  420. else
  421. {
  422. HomeSoundEffectController.Instance.PlaySoundEffect(4);
  423. }
  424. }
  425. else
  426. {
  427. Debug.Log(data["message"]);
  428. }
  429. }
  430. // 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
  431. public void VoiceCommandRequest(string filePath)
  432. {
  433. if (isInteractMode)
  434. {
  435. Debug.Log("Voice Command Post request");
  436. string url = "/api/voice/command/";
  437. WWWForm form = new();
  438. form.AddField("dog_id", UserProperty.dogs[GameData.focusDog].d_id);
  439. form.AddField("user_id", UserProperty.userId);
  440. StartCoroutine(WebController.PostRequest(url, form, filePath, callback: VoiceCommandCallback));
  441. }
  442. else if (isTrainingMode)
  443. {
  444. Debug.Log("Voice training Post request");
  445. currentTrainingTimes++;
  446. string url = "/api/voice/training/";
  447. WWWForm form = new();
  448. form.AddField("dog_id", UserProperty.dogs[GameData.focusDog].d_id);
  449. form.AddField("user_id", UserProperty.userId);
  450. form.AddField("voice_type", trainingContent);
  451. form.AddField("current_times", currentTrainingTimes);
  452. form.AddField("total_times", totalTrainingTimes);
  453. StartCoroutine(WebController.PostRequest(url, form, filePath, callback: VoiceCommandCallback));
  454. }
  455. }
  456. // 语音呼唤上传回调函数
  457. void VoiceCommandCallback(string json)
  458. {
  459. if (isInteractMode)
  460. {
  461. Debug.Log("Voice command callback");
  462. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  463. if (data != null && data["status"].ToString() == "success")
  464. {
  465. // 刷新狗的数据
  466. string dogJson = data["dogs"].ToString();
  467. UserProperty.FreshDogInfo(dogJson);
  468. // 找到得分最高的指令
  469. float highestScore = 0;
  470. string highestScoreCommand = "";
  471. string scores = data["commandScoreMFCC"].ToString();
  472. var scoresList = JsonConvert.DeserializeObject<Dictionary<string, float>>(scores);
  473. foreach (var score in scoresList)
  474. {
  475. if (score.Value > highestScore)
  476. {
  477. highestScore = score.Value;
  478. highestScoreCommand = score.Key;
  479. }
  480. }
  481. if (highestScore >= 60)
  482. {
  483. if (GameTool.Random100Check(dogsInScene[GameData.focusDog].dogProperty.voiceCommand))
  484. {
  485. string animationTrigger = highestScoreCommand.Substring(5);
  486. string animationBool = "is" + highestScoreCommand + "ing";
  487. var animator = dogsInScene[GameData.focusDog].gameObject.GetComponent<Animator>();
  488. animator.SetTrigger(animationTrigger);
  489. if (animationBool != "isSiting" || animationBool != "isLieing" || animationBool != "isDieing")
  490. {
  491. animator.SetBool(animationBool, true);
  492. dogsInScene[GameData.focusDog].interactAnimation = animationBool;
  493. dogsInScene[GameData.focusDog].interactAnimationStartTime = DateTime.Now;
  494. }
  495. }
  496. }
  497. else
  498. {
  499. HomeSoundEffectController.Instance.PlaySoundEffect(4);
  500. }
  501. }
  502. else
  503. {
  504. Debug.Log(data["message"]);
  505. }
  506. }
  507. else if (isTrainingMode)
  508. {
  509. Debug.Log("Voice training Callback");
  510. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  511. if (data != null && data["status"].ToString() == "success")
  512. {
  513. if (data["message"].ToString() == "pass")
  514. {
  515. // 刷新狗的数据
  516. string dogJson = data["dogs"].ToString();
  517. UserProperty.FreshDogInfo(dogJson);
  518. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "record_success", EnviromentSetting.languageCode });
  519. MessageBoxController.ShowMessage(msg);
  520. ResetTrainingModeParameters();
  521. isTrainingMode = false;
  522. foreach (var dog in dogsInScene)
  523. {
  524. if (dog.dogProperty.d_id == trainingDogId)
  525. {
  526. dog.ExitInteract();
  527. }
  528. }
  529. }
  530. else if (data["message"].ToString() == "fail")
  531. {
  532. HomeSoundEffectController.Instance.PlaySoundEffect(4);
  533. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "record_fail", EnviromentSetting.languageCode });
  534. MessageBoxController.ShowMessage(msg);
  535. }
  536. }
  537. else
  538. {
  539. Debug.Log(data["message"]);
  540. }
  541. }
  542. }
  543. #endregion
  544. #region interact mode
  545. // 重置training相关参数
  546. public void ResetTrainingModeParameters()
  547. {
  548. //isTrainingMode = false;
  549. trainingContent = "";
  550. totalTrainingTimes = 2;
  551. currentTrainingTimes = 0;
  552. trainingDogId = "";
  553. isTrainingMsgShowed_1 = false;
  554. isTrainingMsgShowed_2 = false;
  555. }
  556. // 改变Voice And Menu 菜单形态
  557. public void VoiceButtonOnlySwitch(bool state)
  558. {
  559. // 交互时候关闭其他菜单
  560. var vamUI = GameObject.Find("VoiceAndMenu");
  561. if (vamUI != null)
  562. {
  563. var UIdocument = vamUI.transform.Find("UIDocument").gameObject;
  564. var voiceController = UIdocument.GetComponent<VoiceController>();
  565. voiceController.isCommandMode = state;
  566. }
  567. }
  568. // 检测是否点击在狗上
  569. void PointerOnDog()
  570. {
  571. //DetectTouchMethod();
  572. // 检查当前指针是否有效
  573. if (Pointer.current == null) return;
  574. // 获取当前指针的悬浮位置
  575. Vector2 pointerPosition = Pointer.current.position.ReadValue();
  576. var mainCamera = GameObject.Find("Camera").GetComponent<Camera>();
  577. Ray ray = mainCamera.ScreenPointToRay(pointerPosition);
  578. if (Physics.Raycast(ray, out RaycastHit hit))
  579. {
  580. //Debug.Log($"Clicked on: {hit.collider.gameObject.name}");
  581. // 射线检测起始点击是否在狗上
  582. if (hit.collider.gameObject == interactDog)
  583. {
  584. if (previousPointerPosition != pointerPosition)
  585. {
  586. interactTime += Time.deltaTime;
  587. Debug.Log("interactTime:" + interactTime);
  588. foreach (var dog in dogsInScene)
  589. {
  590. if (dog.gameObject == interactDog)
  591. {
  592. dog.interactLastUpdate = DateTime.Now;
  593. }
  594. }
  595. previousPointerPosition = pointerPosition;
  596. }
  597. }
  598. if (interactTime > 3) // 如果交互时间超过1秒,播放心形粒子效果
  599. {
  600. HeartParticlePlay();
  601. var animation = interactDog.GetComponent<Animator>();
  602. animation.SetTrigger("Hug");
  603. }
  604. }
  605. }
  606. void HeartParticlePlay()
  607. {
  608. // 播放心形粒子效果
  609. var heartParticle = GameObject.Find("Particle Heart");
  610. heartParticle.GetComponent<ParticleSystem>().Play();
  611. interactTime = 0;
  612. }
  613. #endregion
  614. }
  615. public enum ItemGroup
  616. {
  617. food,
  618. water
  619. }