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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using Unity.Collections.LowLevel.Unsafe;
- using Unity.VisualScripting;
- using UnityEditor.Animations;
- using UnityEngine;
- using UnityEngine.Rendering.PostProcessing;
- /* 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
- */
- public class HomeController : MonoBehaviour
- {
- private List<DogInScene> dogsInScene = new List<DogInScene>();
- private List<Coroutine> existCouroutines;
- 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。
- private bool isInitialDone = false;
- // Start is called once before the first execution of Update after the MonoBehaviour is created
- void Start()
- {
-
-
- }
- // Update is called once per frame
- void FixedUpdate()
- {
- if (!isInitialDone)
- {
- InitialScene();
- // 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
- {
- dog.StartAnimation();
- }
- }
- isInitialDone = true;
- }
- // 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, 101);
- foreach (var dog in dogsInScene)
- {
- 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) // 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.Move();
- }
- }
- }
- }
- }
- //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()
- {
- //
- foreach (var dog in UserProperty.dogs)
- {
- DogInScene dogInScene = new DogInScene(dog);
- float x = UnityEngine.Random.Range(-5f, 5f); // 随机生成位置
- 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.name);
- 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.name);
- // 加载指定的Animator controller
- Animator animator = dog.GetComponent<Animator>();
- AnimatorController animatorController = new AnimatorController();
- if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<AnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController"); }
- animator.runtimeAnimatorController = animatorController;
- // 加载bbx collider
- BoxCollider boxCollider = dog.AddComponent<BoxCollider>();
- boxCollider.isTrigger = true;
- boxCollider.center = new Vector3(0, 0.225f, 0);
- boxCollider.size = new Vector3(0.2f, 0.45f, 0.6f);
- }
- }
- // 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
- {
- public DogProperty dogProperty;
- //public Vector3 location, rotation, scale;
- public int randomFactor = UnityEngine.Random.Range(0, 101); // 生成一个随机整数(0 到 100 之间),用于时间校验
- public DateTime animationStartTime; // 记录上一个动画开始时间的,每个动作间隔至少30秒。
- private int activeIndex; // 动物的活动指数
- private GameObject gameObject { set; get; }
- private Animator animator;
- private Vector3 moveToLocation;
- public bool isMoving;
- private float moveSpeed; // 用来控制狗的移动速度 0 0.5跑,0.75快跑,1跳
- public void SetGameObject(GameObject gameObject)
- {
- this.gameObject = gameObject;
- this.animator = gameObject.GetComponent<Animator>();
- }
- 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;
- }
- 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()
- {
-
- 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(-5f, 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 * 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
- //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.isMoving = false;
- StartAnimation();
- }
- }
- public void Sleep()
- {
- this.animator.SetTrigger("sleep");
- this.animator.SetBool("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.gameObject.transform.LookAt(new Vector3(0, 0, -6));
- }
- // 用来出来音频返回结果
- public void PostListen(bool result)
- {
- if (result)
- {
- // TODO 成功,狗狗跑过来,
- }
- else
- {
- this.animator.SetBool("isListening", false);
- }
- }
- }
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