DogInScene.cs 16 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. private 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),和主人交互(interact)等
  17. // 喝水吃饭参数段
  18. public DateTime drinkStartTime, eatStartTime; // 记录吃喝开始时间
  19. 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
  20. public bool isMovingToBowl;
  21. // 随机动作参数段
  22. public int randomFactor;
  23. 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
  24. private int activeIndex; // 动物的活动指数
  25. public bool isMoving; // 动物正在移动,避免其他随机动作发生
  26. public bool isSleeping; // 动物正在正在睡觉,避免触发其他动画
  27. // 固定参数
  28. private const float moveSpeedAdj = 0.025f;
  29. // interact相关的参数
  30. public DateTime interactLastUpdate; // 上次交互指令时间
  31. public bool isMovingToPlayer; // 是否在向玩家移动
  32. #region 通用函数段
  33. public void SetGameObject(GameObject gameObject)
  34. {
  35. this.gameObject = gameObject;
  36. this.animator = gameObject.GetComponent<Animator>();
  37. 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
  38. Debug.Log(this.gameObject.name + "random factor is:" + randomFactor);
  39. }
  40. public DogInScene(DogProperty property)
  41. {
  42. this.dogProperty = property;
  43. this.activeIndex = (int)Math.Round((property.liveliness + property.intimate) * UnityEngine.Random.Range(0.3f, 0.7f));
  44. this.isMoving = false;
  45. }
  46. #endregion
  47. #region interact交互函数段
  48. // 启动交互行为准备过程
  49. public void SetupInteract()
  50. {
  51. // 加载Interact animator controller,避免过于复杂的Animator Controller
  52. Animator animator = gameObject.GetComponent<Animator>();
  53. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogInteractController");
  54. if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogInteractController"); }
  55. animator.runtimeAnimatorController = animatorController;
  56. this.dogState = "interact";
  57. this.interactLastUpdate = DateTime.Now;
  58. this.moveToLocation = new Vector3(0f, 0f, -4f);
  59. this.isMovingToPlayer = true;
  60. this.animator.SetTrigger("move"); // 切换为走路动画
  61. this.animator.SetBool("isMoving", true); // 保持为走路动画
  62. this.animator.SetFloat("moveSpeed", 0.5f);
  63. }
  64. public void MovetoPlayer()
  65. {
  66. // 如果距离目标小于0.5米就把速度调整为零
  67. if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
  68. {
  69. Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
  70. this.SetMoveSpeed(0);
  71. Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
  72. }
  73. // 如果狗距离到达重点就停止跑步动画
  74. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  75. Debug.Log(this.gameObject.name + "interact move to player distance:" + distance);
  76. if (distance > 2f) // 距离一米就开始停下来,否则刹不住
  77. {
  78. this.gameObject.transform.LookAt(moveToLocation);
  79. 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, 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
  80. }
  81. else
  82. {
  83. this.animator.SetBool("isMoving", false);
  84. this.gameObject.transform.LookAt(new Vector3(0f, 1f, -8f));
  85. this.isMovingToPlayer = false;
  86. }
  87. }
  88. // 交互行为计时器
  89. public bool InteractTimeout()
  90. {
  91. TimeSpan ts = new TimeSpan();
  92. ts = DateTime.Now - this.interactLastUpdate;
  93. if (ts.TotalSeconds > 10)
  94. {
  95. Debug.Log("InteractTimeout:" + this.gameObject.name);
  96. this.dogState= "idle";
  97. return true;
  98. }
  99. else { return false; }
  100. }
  101. public void ExitInteract()
  102. {
  103. // 结束交互行为,恢复原有的菜单
  104. this.dogState = "idle";
  105. // 恢复场景idle对应的Animator Controller
  106. Animator animator = gameObject.GetComponent<Animator>();
  107. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController");
  108. if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController"); }
  109. animator.runtimeAnimatorController = animatorController;
  110. }
  111. #endregion
  112. #region 随机动作控制函数
  113. // 随机选择宠物动作
  114. public void IdleAnimation()
  115. {
  116. this.animationStartTime = DateTime.Now;
  117. this.animator.SetInteger("activeIndex", activeIndex);
  118. //Debug.Log("activeIndex:" + this.activeIndex);
  119. float randomIndex = UnityEngine.Random.Range(0, 1f);
  120. this.animator.SetFloat("randomIndex", randomIndex);
  121. this.dogState = "idle";
  122. //Debug.Log("randomIndex:" + randomIndex);
  123. }
  124. public void SetMoveSpeed(float speed)
  125. {
  126. this.moveSpeed = speed;
  127. }
  128. // 宠物随机移动
  129. public void RandomMove()
  130. {
  131. // 如果距离目标小于0.5米就把速度调整为零
  132. if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
  133. {
  134. //Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
  135. this.SetMoveSpeed(0);
  136. //Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
  137. }
  138. if (isMoving == false)
  139. {
  140. animationStartTime = DateTime.Now; // 设置动画开始时间
  141. float x = UnityEngine.Random.Range(-5f, 5f);
  142. float z = UnityEngine.Random.Range(0f, 5f);
  143. this.moveToLocation = new Vector3(x, 0, z);
  144. //Debug.Log("move to location:" + x + ", " + z);
  145. this.isMoving = true;
  146. this.animator.SetTrigger("move");
  147. this.animator.SetBool("isMoving", true);
  148. this.animator.SetFloat("moveSpeed", this.moveSpeed);
  149. }
  150. this.gameObject.transform.LookAt(moveToLocation);
  151. 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
  152. //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
  153. //Debug.Log("current position:" + gameObject.transform.position.x + "z:" + gameObject.transform.position.z);
  154. // 如果狗距离到达重点就停止跑步动画
  155. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  156. if (distance < 0.1)
  157. {
  158. this.animator.SetBool("isMoving", false);
  159. //this.moveSpeed = 0.4f;
  160. this.isMoving = false;
  161. IdleAnimation();
  162. }
  163. }
  164. public void Sleep()
  165. {
  166. this.animator.SetTrigger("sleep");
  167. this.animator.SetBool("isSleeping", true);
  168. this.isSleeping = true;
  169. this.dogState = "sleep";
  170. }
  171. public void Listen()
  172. {
  173. //StopCoroutine(movingCoroutine);
  174. //this.animator.SetTrigger("listen");
  175. this.animator.SetBool("isListening", true);
  176. this.animator.SetBool("isMoving", false);
  177. this.animator.SetBool("isBarking", false);
  178. this.animator.SetBool("isSleeping", false);
  179. this.isSleeping = false; // 主人呼叫可以唤醒狗
  180. this.gameObject.transform.LookAt(new Vector3(0, 0, -6));
  181. HomeController.playerCam.Priority = 10;
  182. HomeController.dogCam.Priority = 1;
  183. HomeController.lastCameraChange = DateTime.Now;
  184. this.dogState = "listen";
  185. }
  186. // 用来出来音频返回结果
  187. //public void PostListenRequest(bool result)
  188. //{
  189. // if (result)
  190. // {
  191. // // TODO 语音信息识别成功,狗狗语音适配得分最高的跑过来
  192. // this.animator.SetBool("isListening", false);
  193. // }
  194. // else
  195. // {
  196. // this.animator.SetBool("isListening", false);
  197. // }
  198. // // TODO 根据返回结果设定focusdog
  199. // // focusdog 开启互动模式
  200. // HomeController.dogsInScene[GameData.focusDog].dogState = "interact";
  201. // HomeController.dogsInScene[GameData.focusDog].SetupInteract();
  202. //}
  203. #endregion
  204. #region 喝水,吃食等道具消费函数
  205. // 开始整个使用道具的流程
  206. public void StartItemConsume(ItemGroup group)
  207. {
  208. GameObject bowl = GameObject.Find("Bowl_water"); // 先指定一个碗,编译通过
  209. this.itemConsumeProgress = true; // 开启使用道具过程
  210. this.dogState = "itemConsume";
  211. if (group == ItemGroup.water)
  212. {
  213. bowl = GameObject.Find("Bowl_water"); // 开启整个喝水的进程
  214. }
  215. if (group == ItemGroup.food)
  216. {
  217. bowl = GameObject.Find("Bowl_food"); // 开启整个吃食物的进程
  218. }
  219. this.moveToLocation = bowl.transform.position;
  220. this.isMovingToBowl = true;
  221. this.animator.SetTrigger("move"); // 切换为走路动画
  222. this.animator.SetBool("isMoving", true); // 保持为走路动画
  223. this.animator.SetFloat("moveSpeed", this.moveSpeed);
  224. }
  225. public void MovetoBowl()
  226. {
  227. // 如果距离目标小于0.5米就把速度调整为零
  228. if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
  229. {
  230. Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
  231. this.SetMoveSpeed(0);
  232. Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
  233. }
  234. var vamUI = GameObject.Find("VoiceAndMenu");
  235. if (vamUI != null)
  236. {
  237. vamUI.SetActive(false);
  238. }
  239. this.gameObject.transform.LookAt(moveToLocation);
  240. 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
  241. //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
  242. //Debug.Log("current position:" + gameObject.transform.position.x + "z:" + gameObject.transform.position.z);
  243. // 如果狗距离到达重点就停止跑步动画
  244. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  245. if (distance < 0.1)
  246. {
  247. this.animator.SetBool("isMoving", false);
  248. }
  249. }
  250. public IEnumerator DrinkAnimation()
  251. {
  252. this.animator.SetBool("isMoving", false); // 关闭移动动画
  253. TimeSpan ts = new TimeSpan();
  254. var targetBowl = GameObject.Find("Bowl_water");
  255. // 摄像头看向水盆位置
  256. HomeController.dogCam.m_LookAt = targetBowl.transform;
  257. HomeController.dogCam.Priority = 10;
  258. HomeController.playerCam.Priority = 1;
  259. while (ts.TotalSeconds < 10)
  260. {
  261. yield return new WaitForSeconds(0.25f);
  262. ts = DateTime.Now - this.drinkStartTime;
  263. //Debug.Log("结束饮水过程:" + ts.TotalSeconds);
  264. // 狗一致看向谁碰,确保就算被撞击后依然看向水盆
  265. this.gameObject.transform.LookAt(targetBowl.transform.position);
  266. }
  267. // 播放10秒后结束饮水过程
  268. this.animator.SetBool("isDrinking", false);
  269. // 摄像头恢复玩家视角
  270. HomeController.dogCam.Priority = 1;
  271. HomeController.playerCam.Priority = 10;
  272. // 让水物消失
  273. var water = GameObject.Find("Water");
  274. water.transform.localPosition = new Vector3(-1, -10, -1);
  275. //var water = GameObject.Find("Water");
  276. //water.SetActive(false);
  277. // 再等待几秒后让水盆消失
  278. while (ts.TotalSeconds < 18)
  279. {
  280. yield return new WaitForSeconds(0.25f);
  281. ts = DateTime.Now - this.drinkStartTime;
  282. //Debug.Log("让水盆消失:" + ts.TotalSeconds);
  283. }
  284. targetBowl.transform.position = new Vector3(-1, -10, -1); // 将喝水碗回归原位
  285. water.transform.localPosition = Vector3.zero; // 将食物回归原位
  286. this.itemConsumeProgress = false; // 关闭整个道具使用的进程
  287. this.dogState = "idle";
  288. QuitItemConsume();
  289. }
  290. public IEnumerator EatAnimation()
  291. {
  292. this.animator.SetBool("isMoving", false); // 关闭移动动画
  293. TimeSpan ts = new TimeSpan();
  294. var targetBowl = GameObject.Find("Bowl_food");
  295. // 摄像头看向盆位置
  296. HomeController.dogCam.m_LookAt = targetBowl.transform;
  297. HomeController.dogCam.Priority = 10;
  298. HomeController.playerCam.Priority = 1;
  299. while (ts.TotalSeconds < 10)
  300. {
  301. yield return new WaitForSeconds(0.25f);
  302. ts = DateTime.Now - this.eatStartTime;
  303. // 狗一致看向谁碰,确保就算被撞击后依然看向水盆
  304. this.gameObject.transform.LookAt(targetBowl.transform.position);
  305. }
  306. // 播放10秒后结束吃狗粮过程
  307. this.animator.SetBool("isEating", false);
  308. //Debug.Log(this.dogProperty.dog_name + "狗吃完了");
  309. // 摄像头恢复玩家视角
  310. HomeController.dogCam.Priority = 1;
  311. HomeController.playerCam.Priority = 10;
  312. // 让食物消失
  313. var food = GameObject.Find("Food");
  314. food.transform.localPosition = new Vector3(-1, -10, -1);
  315. //var water = GameObject.Find("Water");
  316. //water.SetActive(false);
  317. // 再等待几秒后让饭盆消失
  318. while (ts.TotalSeconds < 18)
  319. {
  320. yield return new WaitForSeconds(0.25f);
  321. ts = DateTime.Now - this.eatStartTime;
  322. //Debug.Log("让水盆消失:" + ts.TotalSeconds);
  323. }
  324. //Debug.Log(this.dogProperty.dog_name + "把碗放回去了");
  325. targetBowl.transform.position = new Vector3(-1, -10, -1); // 将饭盆回归原位
  326. food.transform.localPosition = Vector3.zero; // 将食物回归原位
  327. this.itemConsumeProgress = false; // 关闭整个道具使用的进程
  328. this.dogState = "idle";
  329. QuitItemConsume();
  330. }
  331. public void QuitItemConsume()
  332. {
  333. var uiPlaceholder = GameObject.Find("UI Placeholder");
  334. var vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
  335. vamUI.SetActive(true);
  336. this.moveSpeed = UnityEngine.Random.Range(0.3f, 0.6f);
  337. RandomMove();
  338. }
  339. #endregion
  340. }