HomeController.cs 15 KB

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  1. using Cinemachine;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using Unity.Collections.LowLevel.Unsafe;
  6. using Unity.VisualScripting;
  7. using UnityEngine;
  8. using UnityEngine.Animations;
  9. using UnityEngine.Rendering.PostProcessing;
  10. /* 本代码控制室内场景
  11. * 控制宠物在Home场景动画
  12. * !!!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
  13. * 主要调节参数在FixedUpdate代码段里面
  14. */
  15. public class HomeController : MonoBehaviour
  16. {
  17. public static List<DogInScene> dogsInScene = new List<DogInScene>();
  18. 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。
  19. private bool isInitialDone = false;
  20. public static CinemachineVirtualCamera playerCam, dogCam;
  21. public static DateTime lastCameraChange;
  22. // Start is called once before the first execution of Update after the MonoBehaviour is created
  23. void Start()
  24. {
  25. lastCameraChange = DateTime.Now;
  26. playerCam = GameObject.Find("VCam Player").GetComponent<CinemachineVirtualCamera>();
  27. dogCam = GameObject.Find("VCam Dog").GetComponent<CinemachineVirtualCamera>();
  28. //InitialScene();
  29. StartCoroutine(InitialScene());
  30. // 判断是否在睡觉时间
  31. DateTime dateTime = DateTime.Now;
  32. foreach (var dog in dogsInScene)
  33. {
  34. if (dateTime.Hour >= 22 || dateTime.Hour <= 5) // 深夜模式,狗默认在睡觉状态
  35. {
  36. dog.Sleep();
  37. }
  38. else
  39. {
  40. dog.StartAnimation();
  41. }
  42. }
  43. isInitialDone = true;
  44. }
  45. // Update is called once per frame
  46. void FixedUpdate()
  47. {
  48. #region 场景动画主循环
  49. // 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
  50. int randomCheck = UnityEngine.Random.Range(0, 51);
  51. foreach (var dog in dogsInScene)
  52. {
  53. // 如果在eat drink进程结束前不执行随机场景代码
  54. if (dog.eatProgress || dog.itemConsumeProgress)
  55. {
  56. if (dog.isMovingToBowl)
  57. {
  58. dog.MovetoBowl();
  59. }
  60. }
  61. else
  62. { // 随机动作控制控制
  63. // 随机镜头切换代码
  64. RandomCameraChange();
  65. if (listenBreak) // 如果用户按下说话按键,立刻切换到监听状态
  66. {
  67. dog.Listen();
  68. }
  69. else if (dog.isMoving)
  70. {
  71. dog.Move();
  72. }
  73. 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。
  74. {
  75. TimeSpan ts = DateTime.Now - dog.animationStartTime;
  76. 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
  77. {
  78. float r = UnityEngine.Random.Range(0, 1f);
  79. if (r > 0.6) // 随机选择开始动画,或者移动
  80. {
  81. dog.StartAnimation();
  82. }
  83. else // 狗狗开始步行移动
  84. {
  85. dog.SetMoveSpeed(0);
  86. dog.Move();
  87. }
  88. }
  89. }
  90. }
  91. }
  92. #endregion
  93. }
  94. //void AniOrWalk(DogInScene dog) // 狗在普通状态下,随机或播放动画,或移动
  95. //{
  96. //}
  97. // 初始化场景,加载所有的狗,并配置components,添加到dogsInScene List里面去
  98. //void InitialScene()
  99. IEnumerator InitialScene()
  100. {
  101. //
  102. yield return null; // 跳过第一帧
  103. Debug.Log("Home InitialScene is called");
  104. Debug.Log(isInitialDone);
  105. foreach (var dog in UserProperty.dogs)
  106. {
  107. DogInScene dogInScene = new DogInScene(dog);
  108. 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
  109. float z = UnityEngine.Random.Range(-5f, 5f);
  110. float y = UnityEngine.Random.Range(0, 360f);
  111. var initPosition = new Vector3(x, 0, z);
  112. StartCoroutine(DogComponentAdd(dog)); // 加载狗的其他组件
  113. var dogGameObject = GameObject.Find(dog.name);
  114. dogGameObject.transform.position = initPosition;
  115. dogGameObject.transform.rotation = Quaternion.Euler(0, y, 0);
  116. dogGameObject.transform.localScale = new Vector3(2, 2, 2);
  117. dogInScene.SetGameObject(dogGameObject);
  118. dogsInScene.Add(dogInScene);
  119. }
  120. }
  121. // 加载狗的其他组件
  122. IEnumerator DogComponentAdd(DogProperty dogProperty)
  123. {
  124. // 等待一帧,确保所有 Start() 方法都执行完成
  125. yield return null;
  126. // 第一帧以后开始执行
  127. GameObject dog = GameObject.Find(dogProperty.name);
  128. // 加载指定的Animator controller
  129. Animator animator = dog.GetComponent<Animator>();
  130. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController");
  131. if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController"); }
  132. animator.runtimeAnimatorController = animatorController;
  133. // 加载bbx collider
  134. BoxCollider boxCollider = dog.AddComponent<BoxCollider>();
  135. boxCollider.isTrigger = true;
  136. boxCollider.center = new Vector3(0, 0.225f, 0);
  137. boxCollider.size = new Vector3(0.2f, 0.45f, 0.6f);
  138. }
  139. // 场景随机切换镜头看向不同的狗
  140. void RandomCameraChange()
  141. {
  142. int delay = 10; // 延迟10秒执行一次
  143. TimeSpan ts = DateTime.Now - lastCameraChange;
  144. if (ts.TotalSeconds < delay) {return;}
  145. int dogCount = dogsInScene.Count;
  146. int r = UnityEngine.Random.Range(0, dogCount+1);
  147. Debug.Log("RandomCameraChange Start. R:" + r);
  148. if (r < dogCount)
  149. {
  150. dogCam.m_LookAt = dogsInScene[r].gameObject.transform;
  151. dogCam.Priority = 10;
  152. playerCam.Priority = 1;
  153. }
  154. else
  155. {
  156. dogCam.Priority = 1;
  157. playerCam.Priority = 10;
  158. }
  159. lastCameraChange = DateTime.Now;
  160. }
  161. }
  162. // 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
  163. public class DogInScene
  164. {
  165. //通用参数段
  166. public DogProperty dogProperty;
  167. public GameObject gameObject { set; get; }
  168. public Animator animator;
  169. private Vector3 moveToLocation;
  170. private float moveSpeed; // 用来控制狗的移动速度 0 0.5跑,0.75快跑,1跳
  171. // 喝水吃饭参数段
  172. public DateTime drinkStartTime, eatStartTime; // 记录吃喝开始时间
  173. 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
  174. public bool isMovingToBowl;
  175. // 随机动作参数段
  176. public int 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
  177. 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
  178. private int activeIndex; // 动物的活动指数
  179. public bool isMoving; // 动物正在移动,避免其他随机动作发生
  180. #region 通用函数段
  181. public void SetGameObject(GameObject gameObject)
  182. {
  183. this.gameObject = gameObject;
  184. this.animator = gameObject.GetComponent<Animator>();
  185. }
  186. public DogInScene(DogProperty property) {
  187. this.dogProperty = property;
  188. this.activeIndex = (int)Math.Round((property.liveliness + property.intimate) * UnityEngine.Random.Range(0.3f, 0.7f));
  189. this.isMoving = false;
  190. }
  191. #endregion
  192. #region 随机动作控制函数
  193. public void StartAnimation()
  194. {
  195. this.animationStartTime = DateTime.Now;
  196. this.animator.SetInteger("activeIndex", activeIndex);
  197. Debug.Log("activeIndex:" + this.activeIndex);
  198. float randomIndex = UnityEngine.Random.Range(0, 1f);
  199. this.animator.SetFloat("randomIndex", randomIndex);
  200. Debug.Log("randomIndex:" + randomIndex);
  201. }
  202. public void SetMoveSpeed(float speed)
  203. {
  204. this.moveSpeed = speed;
  205. }
  206. public void Move()
  207. {
  208. if (isMoving == false)
  209. {
  210. animationStartTime = DateTime.Now; // 设置动画开始时间
  211. float x = UnityEngine.Random.Range(-5f, 5f);
  212. float z = UnityEngine.Random.Range(-5f, 5f);
  213. this.moveToLocation = new Vector3(x, 0, z);
  214. //Debug.Log("move to location:" + x + ", " + z);
  215. this.isMoving = true;
  216. this.animator.SetTrigger("move");
  217. this.animator.SetBool("isMoving", true);
  218. this.animator.SetFloat("moveSpeed", this.moveSpeed);
  219. }
  220. this.gameObject.transform.LookAt(moveToLocation);
  221. 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
  222. //Debug.Log("current position:" + gameObject.transform.position.x + "z:" + gameObject.transform.position.z);
  223. // 如果狗距离到达重点就停止跑步动画
  224. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  225. if (distance < 0.1)
  226. {
  227. this.animator.SetBool("isMoving", false);
  228. this.isMoving = false;
  229. StartAnimation();
  230. }
  231. }
  232. public void Sleep()
  233. {
  234. this.animator.SetTrigger("sleep");
  235. this.animator.SetBool("isSleeping", true);
  236. }
  237. public void Listen()
  238. {
  239. //StopCoroutine(movingCoroutine);
  240. //this.animator.SetTrigger("listen");
  241. this.animator.SetBool("isListening", true);
  242. this.animator.SetBool("isMoving", false) ;
  243. this.animator.SetBool("isBarking", false);
  244. this.animator.SetBool("isSleeping", false);
  245. this.gameObject.transform.LookAt(new Vector3(0, 0, -6));
  246. HomeController.playerCam.Priority = 10;
  247. HomeController.dogCam.Priority = 1;
  248. HomeController.lastCameraChange = DateTime.Now;
  249. }
  250. // 用来出来音频返回结果
  251. public void PostListen(bool result)
  252. {
  253. if (result)
  254. {
  255. // TODO 成功,狗狗跑过来,
  256. }
  257. else
  258. {
  259. this.animator.SetBool("isListening", false);
  260. }
  261. }
  262. #endregion
  263. #region 喝水,吃食等道具消费函数
  264. // 开始整个使用道具的流程
  265. public void StartItemConsume(ItemGroup group)
  266. {
  267. GameObject bowl = new();
  268. if (group == ItemGroup.water)
  269. {
  270. this.itemConsumeProgress = true; // 开启整个喝水的进程
  271. bowl = GameObject.Find("Bowl_water");
  272. }
  273. if (group == ItemGroup.food) { } // 吃事物的过程
  274. this.moveToLocation = bowl.transform.position;
  275. this.isMovingToBowl = true;
  276. this.animator.SetTrigger("move"); // 切换为走路动画
  277. this.animator.SetBool("isMoving", true); // 保持为走路动画
  278. this.animator.SetFloat("moveSpeed", this.moveSpeed);
  279. }
  280. public void MovetoBowl()
  281. {
  282. // 隐藏主菜单
  283. //var uiPlaceholder = GameObject.Find("UI Placeholder");
  284. //var vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
  285. var vamUI = GameObject.Find("VoiceAndMenu");
  286. if (vamUI != null)
  287. {
  288. vamUI.SetActive(false);
  289. }
  290. this.gameObject.transform.LookAt(moveToLocation);
  291. 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
  292. //Debug.Log("current position:" + gameObject.transform.position.x + "z:" + gameObject.transform.position.z);
  293. // 如果狗距离到达重点就停止跑步动画
  294. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  295. if (distance < 0.1)
  296. {
  297. this.animator.SetBool("isMoving", false);
  298. }
  299. }
  300. //public IEnumerator MovetoBowl()
  301. //{
  302. // this.gameObject.transform.LookAt(moveToLocation);
  303. // // 如果狗距离到达重点就停止跑步动画
  304. // float distance = 1000;
  305. // while (distance > 0.1)
  306. // {
  307. // distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  308. // 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
  309. // }
  310. // this.animator.SetBool("isMoving", false);
  311. //}
  312. //public void DrinkAnimation()
  313. public IEnumerator DrinkAnimation()
  314. {
  315. this.animator.SetBool("isMoving", false); // 关闭移动动画
  316. TimeSpan ts = new TimeSpan();
  317. var bowlWater = GameObject.Find("Bowl_water");
  318. // 摄像头看向水盆位置
  319. HomeController.dogCam.m_LookAt = bowlWater.transform;
  320. HomeController.dogCam.Priority = 10;
  321. HomeController.playerCam.Priority = 1;
  322. while (ts.TotalSeconds < 10)
  323. {
  324. yield return new WaitForSeconds(0.25f);
  325. ts = DateTime.Now - this.drinkStartTime;
  326. Debug.Log("结束饮水过程:" + ts.TotalSeconds);
  327. }
  328. // 播放10秒后结束饮水过程
  329. this.animator.SetBool("isDrinking", false);
  330. //var water = GameObject.Find("Water");
  331. //water.SetActive(false);
  332. // 再等待几秒后让水盆消失
  333. while (ts.TotalSeconds < 15)
  334. {
  335. yield return new WaitForSeconds(0.25f);
  336. ts = DateTime.Now - this.drinkStartTime;
  337. Debug.Log("让水盆消失:" + ts.TotalSeconds);
  338. }
  339. bowlWater.transform.position = new Vector3(-1, -10, -1); // 将喝水碗回归原位
  340. this.itemConsumeProgress = false; // 关闭整个喝水的进程
  341. QuitItemConsume();
  342. }
  343. public void Eat()
  344. {
  345. this.animator.SetBool("isEating", true);
  346. this.animator.SetBool("isMoving", false);
  347. }
  348. private void QuitItemConsume()
  349. {
  350. var uiPlaceholder = GameObject.Find("UI Placeholder");
  351. var vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
  352. vamUI.SetActive(true);
  353. // 摄像头恢复玩家视角
  354. HomeController.dogCam.Priority = 1;
  355. HomeController.playerCam.Priority = 10;
  356. }
  357. #endregion
  358. }
  359. //
  360. public enum ItemGroup
  361. {
  362. food,
  363. water
  364. }