DogInScene.cs 23 KB

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  1. using System;
  2. using System.Collections;
  3. using UnityEngine;
  4. //using UnityEngine.Rendering.PostProcessing;
  5. /* 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
  6. */
  7. //[CreateAssetMenu(fileName = "DogInScene", menuName = "Scriptable Objects/DogInScene")]
  8. public class DogInScene //: ScriptableObject
  9. {
  10. //通用参数段
  11. public DogProperty dogProperty;
  12. public GameObject gameObject { set; get; }
  13. public Animator animator;
  14. public Vector3 moveToLocation;
  15. public float moveSpeed; // 用来控制狗的移动速度 0 0.5跑,0.75快跑,1跳
  16. //public string dogState; // 狗的状态代码分类通道,包括三大类使用道具(itemConsume),闲置(idle),训练(training),自由活动(interact)等
  17. public DogState dogState = DogState.IDLE;
  18. // 喝水吃饭参数段
  19. public DateTime drinkStartTime, eatStartTime; // 记录吃喝开始时间
  20. public bool itemConsumeProgress = false; // 是否在吃和喝的进程中。如果是的话,跳过常规动画检测
  21. public bool isMovingToBowl;
  22. // 随机动作参数段
  23. public int randomFactor;
  24. 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
  25. private int activeIndex; // 动物的活动指数
  26. public bool isMoving; // 动物正在移动,避免其他随机动作发生
  27. public bool isSleeping; // 动物正在正在睡觉,避免触发其他动画
  28. // 固定参数
  29. private const float moveSpeedAdj = 0.025f;
  30. // interact training 相关的参数
  31. public DateTime interactLastUpdate; // 上次交互指令时间
  32. public bool isMovingToPlayer; // 是否在向玩家移动
  33. public string interactAnimation = ""; // 交互动画
  34. public DateTime interactAnimationStartTime; // 交互动画开始时间
  35. #region 通用函数段
  36. // 这个函数主要是为了在狗的属性发生变化时,重新加载狗的属性
  37. public void ReloadDogProperty()
  38. {
  39. foreach (var dog in UserProperty.dogs)
  40. {
  41. if (dog.d_id == dogProperty.d_id)
  42. {
  43. this.dogProperty = dog;
  44. break;
  45. }
  46. }
  47. }
  48. public void SetGameObject(GameObject gameObject)
  49. {
  50. this.gameObject = gameObject;
  51. this.animator = gameObject.GetComponent<Animator>();
  52. 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
  53. Debug.Log(this.gameObject.name + "random factor is:" + randomFactor);
  54. }
  55. public DogInScene(DogProperty property)
  56. {
  57. this.dogProperty = property;
  58. this.activeIndex = (int)Math.Round((property.liveliness + property.intimate) * UnityEngine.Random.Range(0.01f, 0.5f));
  59. this.isMoving = false;
  60. }
  61. public void RemoveZzzParticle()
  62. {
  63. // 关闭狗的睡觉粒子特效
  64. var zzzParticle = gameObject.transform.Find("zzzParticle").gameObject;
  65. if (zzzParticle != null)
  66. {
  67. zzzParticle.SetActive(false);
  68. }
  69. }
  70. // 关闭所有animation动画的状态,回到默认的状态
  71. public void ResetAnimationStatus()
  72. {
  73. // 获取所有参数
  74. AnimatorControllerParameter[] parameters = animator.parameters;
  75. foreach (AnimatorControllerParameter parameter in parameters)
  76. {
  77. if (parameter.type == AnimatorControllerParameterType.Bool)
  78. {
  79. animator.SetBool(parameter.name, false);
  80. }
  81. }
  82. }
  83. bool IsPlayingAnimation(string stateName)
  84. {
  85. // 获取当前动画状态信息
  86. AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0); // 参数 0 表示第一个动画层
  87. // 检查当前状态是否是目标状态,并且是否正在播放
  88. return stateInfo.IsName(stateName) && stateInfo.normalizedTime < 1.0f;
  89. }
  90. #endregion
  91. #region interact交互函数段
  92. // 启动交互行为准备过程
  93. public void SetupInteract()
  94. {
  95. Debug.Log("SetupInteract:" + this.gameObject.name);
  96. HomeController.Instance.SetDogsIsTrigger(false);
  97. DogBarkController.Instance.PlayDogBarkWithDelay(3); // 狗叫相应一下
  98. RemoveZzzParticle(); // 关闭睡觉粒子特效
  99. if (dogProperty.voiceCall == 10)
  100. {
  101. // GameData.isFirstInteraction = false;
  102. PlayerPrefs.SetString("isFirstInteraction", "false");
  103. PlayerPrefs.Save();
  104. GameTool.PauseGameTime();
  105. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "first_touch_interactive", EnviromentSetting.languageCode });
  106. if (msg.Contains("<<dog_name>>"))
  107. {
  108. msg = msg.Replace("<<dog_name>>", dogProperty.dog_name);
  109. }
  110. MessageBoxController.ShowMessage(msg, () => GameTool.ResumeGameTime());
  111. }
  112. // 加载Interact animator controller,避免过于复杂的Animator Controller
  113. Animator animator = gameObject.GetComponent<Animator>();
  114. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogInteractController");
  115. if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogInteractController"); }
  116. animator.runtimeAnimatorController = animatorController;
  117. float randomIndex = UnityEngine.Random.Range(0, 1f);
  118. animator.SetFloat("randomIndex", randomIndex);
  119. //this.dogState = "interact";
  120. this.dogState = DogState.INTERACT; // 设置狗的状态为交互状态
  121. this.interactLastUpdate = DateTime.Now;
  122. this.moveToLocation = new Vector3(0f, 0f, -3f);
  123. this.isMovingToPlayer = true;
  124. // 如果狗距离超出一定范围才开始移动
  125. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  126. Debug.Log(this.gameObject.name + "interact move to player distance:" + distance);
  127. if (distance > 2.5f)
  128. {
  129. this.animator.SetTrigger("move"); // 切换为走路动画
  130. this.animator.SetBool("isMoving", true); // 保持为走路动画
  131. this.animator.SetFloat("moveSpeed", 0.5f);
  132. }
  133. else
  134. {
  135. this.animator.SetBool("isMoving", false);
  136. this.gameObject.transform.LookAt(new Vector3(0f, 1f, -8f));
  137. this.isMovingToPlayer = false;
  138. }
  139. }
  140. public void MovetoPlayer()
  141. {
  142. // 如果距离目标小于0.5米就把速度调整为零
  143. if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
  144. {
  145. Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
  146. this.SetMoveSpeed(0);
  147. Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
  148. }
  149. // 如果狗距离到达重点就停止跑步动画
  150. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  151. //Debug.Log(this.gameObject.name + "interact move to player distance:" + distance);
  152. if (distance > 2.5f) // 一定距离内就开始停下来,否则刹不住
  153. {
  154. this.gameObject.transform.LookAt(moveToLocation);
  155. 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.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
  156. }
  157. else
  158. {
  159. this.animator.SetBool("isMoving", false);
  160. this.gameObject.transform.LookAt(new Vector3(0f, 1f, -8f));
  161. this.isMovingToPlayer = false;
  162. }
  163. }
  164. // 交互行为计时器
  165. public bool InteractTimeout()
  166. {
  167. TimeSpan ts = new TimeSpan();
  168. ts = DateTime.Now - this.interactLastUpdate;
  169. if (ts.TotalSeconds > 10)
  170. {
  171. Debug.Log("InteractTimeout:" + this.gameObject.name);
  172. //this.dogState = "idle";
  173. this.dogState = DogState.IDLE;
  174. return true;
  175. }
  176. else { return false; }
  177. }
  178. // 交互动画行为计时器(暂时设定为6秒)
  179. public IEnumerator InteractAnimationCountDown()
  180. {
  181. TimeSpan ts = new TimeSpan();
  182. ts = DateTime.Now - this.interactAnimationStartTime;
  183. if (ts.TotalSeconds < EnviromentSetting.interactTimeoutSec)
  184. {
  185. yield return new WaitForSeconds(0.25f);
  186. }
  187. else
  188. {
  189. Debug.Log("InteractAnimation count down stop:" + this.gameObject.name);
  190. this.ResetAnimationStatus();
  191. }
  192. }
  193. public void ExitInteract()
  194. {
  195. // 结束交互行为,恢复原有的菜单
  196. this.dogState = DogState.IDLE;
  197. HomeController.Instance.SetDogsIsTrigger(true);
  198. // 恢复场景idle对应的Animator Controller
  199. Animator animator = gameObject.GetComponent<Animator>();
  200. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController");
  201. if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController"); }
  202. animator.runtimeAnimatorController = animatorController;
  203. this.RandomMove();
  204. }
  205. // 狗播放问号的表情
  206. public void PlayQuestionMark()
  207. {
  208. var questionMark = gameObject.transform.Find("QuestionMarkParticle").gameObject;
  209. if (questionMark != null)
  210. {
  211. var particleQuestionMark = questionMark.GetComponent<ParticleSystem>();
  212. if (particleQuestionMark != null && !particleQuestionMark.isPlaying)
  213. {
  214. particleQuestionMark.Play();
  215. }
  216. }
  217. }
  218. #endregion
  219. #region 随机动作控制函数
  220. // 随机选择宠物动作
  221. public void IdleAnimation()
  222. {
  223. this.animationStartTime = DateTime.Now;
  224. this.animator.SetInteger("activeIndex", activeIndex);
  225. //Debug.Log("activeIndex:" + this.activeIndex);
  226. float randomIndex = UnityEngine.Random.Range(0, 1f);
  227. this.animator.SetFloat("randomIndex", randomIndex);
  228. //this.dogState = "idle";
  229. this.dogState = DogState.IDLE;
  230. //Debug.Log("randomIndex:" + randomIndex);
  231. }
  232. public void SetMoveSpeed(float speed)
  233. {
  234. this.moveSpeed = speed;
  235. }
  236. // 宠物随机移动
  237. public void RandomMove()
  238. {
  239. //this.animator.SetBool("isMoving", true);
  240. // 如果距离目标小于0.5米就把速度调整为零
  241. if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
  242. {
  243. //Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
  244. this.SetMoveSpeed(0);
  245. //Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
  246. }
  247. if (isMoving == false)
  248. {
  249. animationStartTime = DateTime.Now; // 设置动画开始时间
  250. float x = UnityEngine.Random.Range(-5f, 5f);
  251. float z = UnityEngine.Random.Range(0f, 5f);
  252. this.moveToLocation = new Vector3(x, 0, z);
  253. //Debug.Log("move to location:" + x + ", " + z);
  254. this.isMoving = true;
  255. //this.animator.SetTrigger("move");
  256. this.animator.SetBool("isMoving", true);
  257. animator.Play("move");
  258. this.animator.SetFloat("moveSpeed", this.moveSpeed);
  259. }
  260. if (this.animator.GetBool("isMoving"))
  261. {
  262. this.gameObject.transform.LookAt(moveToLocation);
  263. 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
  264. }
  265. // 如果狗距离到达重点就停止跑步动画
  266. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  267. if (distance < 0.1)
  268. {
  269. this.animator.SetBool("isMoving", false);
  270. //this.moveSpeed = 0.4f;
  271. this.isMoving = false;
  272. IdleAnimation();
  273. }
  274. }
  275. public void Sleep()
  276. {
  277. this.animator.SetTrigger("sleep");
  278. this.animator.SetBool("isSleeping", true);
  279. this.isSleeping = true;
  280. //this.dogState = "sleep";
  281. this.dogState = DogState.SLEEP;
  282. var zzzParticle = gameObject.transform.Find("zzzParticle").gameObject;
  283. if (zzzParticle != null)
  284. {
  285. zzzParticle.SetActive(true);
  286. }
  287. }
  288. public void Listen()
  289. {
  290. //StopCoroutine(movingCoroutine);
  291. //this.animator.SetTrigger("listen");
  292. ResetAnimationStatus();
  293. this.animator.SetBool("isListening", true);
  294. animator.Play("base");
  295. this.isSleeping = false; // 主人呼叫可以唤醒狗
  296. this.gameObject.transform.LookAt(new Vector3(0, 0, -6));
  297. HomeController.playerCam.Priority = 10;
  298. HomeController.dogCam.Priority = 1;
  299. HomeController.lastCameraChange = DateTime.Now;
  300. //this.dogState = "listen";
  301. this.dogState = DogState.LISTEN;
  302. }
  303. public IEnumerator RotationToPlayerAndListen()
  304. {
  305. //计算自己方向和player之间连线的夹角
  306. float rotationSpeed = 30f;
  307. float stopAngle = 15f; // 旋转最小角度,小于这个角度就不旋转
  308. Vector3 virtualLookAtTarget = new Vector3(0, 0, -6);
  309. Vector3 direction = virtualLookAtTarget - this.gameObject.transform.position;
  310. float targetAngle = Vector3.SignedAngle(this.gameObject.transform.forward, direction, Vector3.up); // 目标旋转角度
  311. if (MathF.Abs(targetAngle) <= stopAngle)
  312. {
  313. // 旋转角度小于指定度就不旋转
  314. Listen();
  315. yield break;
  316. }
  317. else
  318. {
  319. if (targetAngle > 0)
  320. {
  321. // 逆时针旋转
  322. this.animator.SetBool("isTurningLeft", true);
  323. if (IsPlayingAnimation("turn Left") == false)
  324. {
  325. this.animator.Play("turn Left");
  326. }
  327. this.gameObject.transform.Rotate(0, rotationSpeed * Time.deltaTime, 0);
  328. }
  329. else
  330. {
  331. // 顺时针旋转
  332. this.animator.SetBool("isTurningRight", true);
  333. if (IsPlayingAnimation("turn Right") == false)
  334. {
  335. this.animator.Play("turn Right");
  336. }
  337. this.gameObject.transform.Rotate(0, -rotationSpeed * Time.deltaTime, 0);
  338. }
  339. }
  340. while (true)
  341. {
  342. yield return new WaitForSeconds(0.1f);
  343. // 再次计算夹角
  344. direction = virtualLookAtTarget - this.gameObject.transform.position;
  345. targetAngle = Vector3.SignedAngle(this.gameObject.transform.forward, direction, Vector3.up); // 目标旋转角度
  346. // Debug.Log("target angle:" + targetAngle);
  347. if (MathF.Abs(targetAngle) <= stopAngle)
  348. {
  349. this.animator.SetBool("isTurningLeft", false);
  350. this.animator.SetBool("isTurningRight", false);
  351. Listen();
  352. yield break;
  353. }
  354. else
  355. {
  356. if (targetAngle > 0)
  357. {
  358. // 逆时针旋转
  359. this.gameObject.transform.Rotate(0, rotationSpeed * Time.deltaTime, 0);
  360. }
  361. else
  362. {
  363. // 顺时针旋转
  364. this.gameObject.transform.Rotate(0, -rotationSpeed * Time.deltaTime, 0);
  365. }
  366. }
  367. }
  368. }
  369. #endregion
  370. #region 喝水,吃食等道具消费函数
  371. // 开始整个使用道具的流程
  372. public void StartItemConsume(ItemGroup group)
  373. {
  374. RemoveZzzParticle(); // 关闭睡觉粒子特效
  375. GameObject bowl = GameObject.Find("Bowl_water"); // 先指定一个碗,编译通过
  376. BoxCollider boxCollider = gameObject.GetComponent<BoxCollider>(); // 喝水吃饭场景关闭isTrigger
  377. boxCollider.isTrigger = false;
  378. this.itemConsumeProgress = true; // 开启使用道具过程
  379. //this.dogState = "itemConsume";
  380. this.dogState = DogState.ITEM_CONSUME;
  381. if (group == ItemGroup.WATER)
  382. {
  383. bowl = GameObject.Find("Bowl_water"); // 开启整个喝水的进程
  384. }
  385. if (group == ItemGroup.FOOD)
  386. {
  387. bowl = GameObject.Find("Bowl_food"); // 开启整个吃食物的进程
  388. }
  389. this.moveToLocation = bowl.transform.position;
  390. this.isMovingToBowl = true;
  391. this.animator.SetTrigger("move"); // 切换为走路动画
  392. this.animator.SetBool("isMoving", true); // 保持为走路动画
  393. this.animator.SetFloat("moveSpeed", this.moveSpeed);
  394. }
  395. public void MovetoBowl()
  396. {
  397. // 如果距离目标小于0.5米就把速度调整为零
  398. if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
  399. {
  400. Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
  401. this.SetMoveSpeed(0);
  402. Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
  403. }
  404. var vamUI = GameObject.Find("VoiceAndMenu");
  405. if (vamUI != null)
  406. {
  407. vamUI.SetActive(false);
  408. }
  409. this.gameObject.transform.LookAt(moveToLocation);
  410. 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
  411. //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
  412. //Debug.Log("current position:" + gameObject.transform.position.x + "z:" + gameObject.transform.position.z);
  413. // 如果狗距离到达重点就停止跑步动画
  414. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  415. if (distance < 0.1)
  416. {
  417. this.animator.SetBool("isMoving", false);
  418. }
  419. }
  420. public IEnumerator DrinkAnimation()
  421. {
  422. this.animator.SetBool("isMoving", false); // 关闭移动动画
  423. TimeSpan ts = new TimeSpan();
  424. var targetBowl = GameObject.Find("Bowl_water");
  425. // 摄像头看向水盆位置
  426. HomeController.dogCam.m_LookAt = targetBowl.transform;
  427. HomeController.dogCam.Priority = 10;
  428. HomeController.playerCam.Priority = 1;
  429. while (ts.TotalSeconds < 10)
  430. {
  431. yield return new WaitForSeconds(0.25f);
  432. ts = DateTime.Now - this.drinkStartTime;
  433. //Debug.Log("结束饮水过程:" + ts.TotalSeconds);
  434. // 狗一致看向谁碰,确保就算被撞击后依然看向水盆
  435. this.gameObject.transform.LookAt(targetBowl.transform.position);
  436. }
  437. // 播放10秒后结束饮水过程
  438. this.animator.SetBool("isDrinking", false);
  439. // 摄像头恢复玩家视角
  440. HomeController.dogCam.Priority = 1;
  441. HomeController.playerCam.Priority = 10;
  442. // 让水物消失
  443. var water = GameObject.Find("Water");
  444. water.transform.localPosition = new Vector3(-1, -10, -1);
  445. //var water = GameObject.Find("Water");
  446. //water.SetActive(false);
  447. // 再等待几秒后让水盆消失
  448. while (ts.TotalSeconds < 18)
  449. {
  450. yield return new WaitForSeconds(0.25f);
  451. ts = DateTime.Now - this.drinkStartTime;
  452. //Debug.Log("让水盆消失:" + ts.TotalSeconds);
  453. }
  454. targetBowl.transform.position = new Vector3(-1, -10, -1); // 将喝水碗回归原位
  455. water.transform.localPosition = Vector3.zero; // 将食物回归原位
  456. this.itemConsumeProgress = false; // 关闭整个道具使用的进程
  457. //this.dogState = "idle";
  458. this.dogState = DogState.IDLE;
  459. QuitItemConsume();
  460. }
  461. public IEnumerator EatAnimation()
  462. {
  463. this.animator.SetBool("isMoving", false); // 关闭移动动画
  464. TimeSpan ts = new TimeSpan();
  465. var targetBowl = GameObject.Find("Bowl_food");
  466. // 摄像头看向盆位置
  467. HomeController.dogCam.m_LookAt = targetBowl.transform;
  468. HomeController.dogCam.Priority = 10;
  469. HomeController.playerCam.Priority = 1;
  470. while (ts.TotalSeconds < 10)
  471. {
  472. yield return new WaitForSeconds(0.25f);
  473. ts = DateTime.Now - this.eatStartTime;
  474. // 狗一致看向谁碰,确保就算被撞击后依然看向水盆
  475. this.gameObject.transform.LookAt(targetBowl.transform.position);
  476. }
  477. // 播放10秒后结束吃狗粮过程
  478. this.animator.SetBool("isEating", false);
  479. //Debug.Log(this.dogProperty.dog_name + "狗吃完了");
  480. // 摄像头恢复玩家视角
  481. HomeController.dogCam.Priority = 1;
  482. HomeController.playerCam.Priority = 10;
  483. // 让食物消失
  484. var food = GameObject.Find("Food");
  485. food.transform.localPosition = new Vector3(-1, -10, -1);
  486. //var water = GameObject.Find("Water");
  487. //water.SetActive(false);
  488. // 再等待几秒后让饭盆消失
  489. while (ts.TotalSeconds < 18)
  490. {
  491. yield return new WaitForSeconds(0.25f);
  492. ts = DateTime.Now - this.eatStartTime;
  493. //Debug.Log("让水盆消失:" + ts.TotalSeconds);
  494. }
  495. //Debug.Log(this.dogProperty.dog_name + "把碗放回去了");
  496. targetBowl.transform.position = new Vector3(-1, -10, -1); // 将饭盆回归原位
  497. food.transform.localPosition = Vector3.zero; // 将食物回归原位
  498. this.itemConsumeProgress = false; // 关闭整个道具使用的进程
  499. //this.dogState = "idle";
  500. this.dogState = DogState.IDLE;
  501. QuitItemConsume();
  502. }
  503. public void QuitItemConsume()
  504. {
  505. var uiPlaceholder = GameObject.Find("UI Placeholder");
  506. var vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
  507. vamUI.SetActive(true);
  508. BoxCollider boxCollider = gameObject.GetComponent<BoxCollider>(); // 喝水吃饭场景关闭isTrigger
  509. boxCollider.isTrigger = true;
  510. this.moveSpeed = UnityEngine.Random.Range(0.3f, 0.6f);
  511. RandomMove();
  512. }
  513. #endregion
  514. }
  515. // Change the accessibility of the DogState enum to public to match the accessibility of the field "dog_state".
  516. public enum DogState
  517. {
  518. ITEM_CONSUME,
  519. IDLE,
  520. TRAINING,
  521. INTERACT,
  522. SLEEP,
  523. LISTEN
  524. }