HomeController.cs 30 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. using ZXing.Common;
  14. /* 本代码控制室内场景
  15. * 控制宠物在Home场景动画
  16. * !!!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
  17. * 主要调节参数在FixedUpdate代码段里面
  18. * 提示用户注册
  19. */
  20. public class HomeController : MonoBehaviour
  21. {
  22. public static HomeController Instance;
  23. public static List<DogInScene> dogsInScene = new List<DogInScene>();
  24. 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。
  25. public static CinemachineVirtualCamera playerCam, dogCam;
  26. public static DateTime lastCameraChange;
  27. private bool isSleepChecked = false; // 用于检测第一次睡眠检测是否执行完成
  28. // Start is called once before the first execution of Update after the MonoBehaviour is created
  29. private GameObject centerOfDogs;
  30. private SceneMode sceneMode = SceneMode.NORMAL; // 当前场景处在的模式
  31. //private bool isInteractMode = false; // 场景是否在交互状态
  32. private Vector2 previousPointerPosition = Vector2.zero; // 前一帧鼠标位置
  33. private GameObject interactDog; // 交互的狗
  34. float interactTime = 0f; // 交互时间
  35. //private bool isTrainingMode = false; // 是否在训练状态
  36. private string trainingContent = ""; // 训练内容
  37. private int totalTrainingTimes = 2; // 训练总次数
  38. private int currentTrainingTimes = 0; // 当前训练次数
  39. private string trainingDogId = ""; // 训练的狗id
  40. private bool isTrainingMsgShowed_1 = false; // 第一条是否已经显示训练提示
  41. private bool isTrainingMsgShowed_2 = false; // 第二条是否已经显示训练提示
  42. private void Awake()
  43. {
  44. if (Instance == null)
  45. {
  46. Instance = this;
  47. //DontDestroyOnLoad(gameObject); // 必须关掉否则会导致原场景destroy不能执行
  48. }
  49. else
  50. {
  51. Destroy(gameObject);
  52. }
  53. }
  54. void Start()
  55. {
  56. dogsInScene.Clear(); // dogsInScene 是静态,每次启动要清空
  57. lastCameraChange = DateTime.Now;
  58. playerCam = GameObject.Find("VCam Player").GetComponent<CinemachineVirtualCamera>();
  59. dogCam = GameObject.Find("VCam Dog").GetComponent<CinemachineVirtualCamera>();
  60. centerOfDogs = GameObject.Find("CenterOfDogs");
  61. //InitialScene();
  62. StartCoroutine(InitialScene());
  63. }
  64. // Update is called once per frame
  65. void FixedUpdate()
  66. {
  67. if (SceneInitialCheck()) // 确保狗读取成功后执行代码
  68. {
  69. // 计算多只狗的中心位置,用于主摄像机瞄准
  70. centerOfDogs.transform.position = CenterOfDogs();
  71. if (!isSleepChecked) // 每次启动检测只进行一次是否进入睡眠
  72. {
  73. // 判断是否在睡觉时间
  74. DateTime dateTime = DateTime.Now;
  75. foreach (var dog in dogsInScene)
  76. {
  77. if (dateTime.Hour >= 22 || dateTime.Hour <= 5) // 深夜模式,狗默认在睡觉状态
  78. {
  79. dog.Sleep();
  80. }
  81. else if (dog.dogProperty.stamina <= 10) { dog.Sleep(); } // 狗体力太低了,进入睡觉模式
  82. else
  83. {
  84. dog.IdleAnimation();
  85. }
  86. }
  87. isSleepChecked = true;
  88. }
  89. #region 场景动画主循环
  90. // 检测狗是否被撞翻,如果是,立刻翻回来
  91. foreach (var dog in dogsInScene)
  92. {
  93. Quaternion curRotation = dog.gameObject.transform.rotation;
  94. if (curRotation.x != 0)
  95. {
  96. curRotation.x = 0;
  97. }
  98. if (curRotation.z != 0)
  99. {
  100. curRotation.z = 0;
  101. }
  102. dog.gameObject.transform.rotation = curRotation;
  103. }
  104. // 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
  105. int randomCheck = UnityEngine.Random.Range(0, 51);
  106. // 检测是否有狗没有通过voiceCall训练,如果有,立刻进入训练模式
  107. if (sceneMode == SceneMode.NORMAL) // 只有在正常模式下才可以进入训练模式
  108. {
  109. foreach (var dog in dogsInScene)
  110. {
  111. if (dog.dogProperty.voiceCall == 0)
  112. {
  113. //isTrainingMode = true;
  114. sceneMode = SceneMode.TRAINING;
  115. dog.RemoveZzzParticle();
  116. trainingContent = "voiceCall";
  117. trainingDogId = dog.dogProperty.d_id;
  118. totalTrainingTimes = 2;
  119. currentTrainingTimes = 0;
  120. GameData.focusDog = dogsInScene.IndexOf(dog);
  121. //GameData.focusDog = UserProperty.GetDogIndexById(dog.dogProperty.d_id);
  122. dogsInScene[GameData.focusDog].SetupInteract();
  123. interactDog = dogsInScene[GameData.focusDog].gameObject;
  124. VoiceButtonOnlySwitch(true); // 交互模式下关闭其他菜单
  125. }
  126. }
  127. }
  128. if (this.sceneMode == SceneMode.TRAINING)
  129. {
  130. foreach (var dog in dogsInScene)
  131. {
  132. if (dog.dogState == DogState.INTERACT || dog.dogState == DogState.TRAINING)
  133. {
  134. dogCam.m_LookAt = dog.gameObject.transform; // 摄像机看向交互的狗
  135. dogCam.Priority = 10;
  136. // 单只狗在交互的状态控制代码
  137. if (dog.isMovingToPlayer)
  138. {
  139. dog.MovetoPlayer();
  140. }
  141. else
  142. {
  143. //dog.dogState = "training";
  144. dog.dogState = DogState.TRAINING;
  145. if (!isTrainingMsgShowed_1 && !isTrainingMsgShowed_2 && currentTrainingTimes == 0)
  146. {
  147. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "record_dog_name", EnviromentSetting.languageCode });
  148. MessageBoxController.ShowMessage(msg);
  149. var BGM = GameObject.Find("BGM");
  150. if (BGM != null)
  151. {
  152. //BGM.GetComponent<AudioSource>().Stop();
  153. FadeBGM(BGM.GetComponent<AudioSource>(), false);
  154. }
  155. isTrainingMsgShowed_1 = true;
  156. }
  157. else if (!isTrainingMsgShowed_2 && isTrainingMsgShowed_1 && currentTrainingTimes == 1)
  158. {
  159. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "record_again", EnviromentSetting.languageCode });
  160. MessageBoxController.ShowMessage(msg);
  161. isTrainingMsgShowed_2 = true;
  162. }
  163. }
  164. }
  165. }
  166. }
  167. else if (sceneMode == SceneMode.INACTIVE)
  168. {
  169. foreach (var dog in dogsInScene)
  170. {
  171. if (dog.dogState == DogState.INTERACT)
  172. {
  173. dogCam.m_LookAt = dog.gameObject.transform; // 摄像机看向交互的狗
  174. dogCam.Priority = 10;
  175. // 单只狗在交互的状态控制代码
  176. if (dog.isMovingToPlayer)
  177. {
  178. dog.MovetoPlayer();
  179. }
  180. else if (dog.InteractTimeout()) // 如果交互时间结束,结束交互状态
  181. {
  182. dog.ExitInteract();
  183. sceneMode = SceneMode.NORMAL; // 交互结束,退出交互状态
  184. //isInteractMode = false; // 交互结束,退出交互状态
  185. VoiceButtonOnlySwitch(false); // 交互结束,打开其他菜单
  186. }
  187. else
  188. {
  189. PointerOnDog(); // 检测是否点击在狗上
  190. }
  191. }
  192. }
  193. }
  194. else
  195. {
  196. // 场景非交互模式下的控制代码
  197. foreach (var dog in dogsInScene)
  198. {
  199. // 如果在eat drink进程结束前不执行随机场景代码
  200. //if (dog.itemConsumeProgress) // TODO 以后用DogInScene.dogState来判断
  201. if (dog.dogState == DogState.ITEM_CONSUME)
  202. {
  203. if (dog.isMovingToBowl)
  204. {
  205. dog.MovetoBowl();
  206. }
  207. }
  208. else
  209. {
  210. // 随机动作控制控制
  211. RandomCameraChange();
  212. if (listenBreak) // 如果用户按下说话按键,立刻切换到监听状态
  213. {
  214. dog.Listen();
  215. }
  216. else if (dog.isMoving)
  217. {
  218. dog.RandomMove();
  219. }
  220. 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。
  221. {
  222. TimeSpan ts = DateTime.Now - dog.animationStartTime;
  223. 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
  224. {
  225. float r = UnityEngine.Random.Range(0, 1f);
  226. if (r > 0.6) // 随机选择开始动画,或者移动
  227. {
  228. dog.IdleAnimation();
  229. }
  230. else // 狗狗开始步行移动
  231. {
  232. dog.SetMoveSpeed(0);
  233. dog.moveSpeed = 0;
  234. dog.RandomMove();
  235. }
  236. }
  237. }
  238. }
  239. }
  240. }
  241. #endregion
  242. }
  243. }
  244. private void OnDestroy()
  245. {
  246. Debug.Log("Home scene is destoried.");
  247. }
  248. //void AniOrWalk(DogInScene dog) // 狗在普通状态下,随机或播放动画,或移动
  249. //{
  250. //}
  251. // 初始化场景,加载所有的狗,并配置components,添加到dogsInScene List里面去
  252. //void InitialScene()
  253. IEnumerator InitialScene()
  254. {
  255. //yield return null;
  256. //yield return null;
  257. yield return null; // 跳过三帧,初始化最多三只狗
  258. //Debug.Log(isInitialDone);
  259. foreach (var dog in UserProperty.dogs)
  260. {
  261. DogInScene dogInScene = new DogInScene(dog);
  262. 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
  263. float z = UnityEngine.Random.Range(-5f, 5f);
  264. float y = UnityEngine.Random.Range(0, 360f);
  265. var initPosition = new Vector3(x, 0, z);
  266. StartCoroutine(DogComponentInstaller(dog)); // 加载狗的其他组件
  267. var dogGameObject = GameObject.Find(dog.dog_name);
  268. if (dogGameObject == null)
  269. {
  270. Debug.Log(dog.dog_name + "is not found in Home Controller");
  271. }
  272. dogGameObject.transform.position = initPosition;
  273. dogGameObject.transform.rotation = Quaternion.Euler(0, y, 0);
  274. dogGameObject.transform.localScale = new Vector3(2, 2, 2);
  275. dogInScene.SetGameObject(dogGameObject);
  276. dogsInScene.Add(dogInScene);
  277. }
  278. }
  279. // 加载狗的其他组件
  280. IEnumerator DogComponentInstaller(DogProperty dogProperty)
  281. {
  282. // 等待一帧,确保所有 Start() 方法都执行完成
  283. yield return null;
  284. // 第一帧以后开始执行
  285. GameObject dog = GameObject.Find(dogProperty.dog_name);
  286. // 加载指定的Animator controller
  287. Animator animator = dog.GetComponent<Animator>();
  288. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController");
  289. if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController"); }
  290. animator.runtimeAnimatorController = animatorController;
  291. // 加载Rigidbody
  292. Rigidbody rigidbody = dog.AddComponent<Rigidbody>();
  293. //Rigidbody rigidbody = dog.GetComponent<Rigidbody>();
  294. //rigidbody.isKinematic = true;
  295. rigidbody.mass = 10;
  296. rigidbody.linearDamping = 10;
  297. rigidbody.angularDamping = 10;
  298. //rigidbody.freezeRotation = true;
  299. rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotation;
  300. rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
  301. rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
  302. // 加载box collider
  303. BoxCollider boxCollider = dog.AddComponent<BoxCollider>();
  304. boxCollider.isTrigger = false;
  305. boxCollider.center = new Vector3(0, 0.25f, 0);
  306. boxCollider.size = new Vector3(0.12f, 0.45f, 0.54f);
  307. // 加载Particle Question Mark
  308. ParticleSystem questionMarkParticle = Resources.Load<ParticleSystem>("Home/Particle_QuestionMark");
  309. questionMarkParticle = Instantiate(questionMarkParticle);
  310. questionMarkParticle.name = "QuestionMarkParticle";
  311. questionMarkParticle.transform.SetParent(dog.transform);
  312. questionMarkParticle.transform.localPosition = new Vector3(0, 0.4f, 0.4f);
  313. questionMarkParticle.transform.localRotation = Quaternion.Euler(-90, 0, 0);
  314. ParticleSystem ps = questionMarkParticle.GetComponent<ParticleSystem>();
  315. ps.Stop();
  316. // 加载sleep particle
  317. ParticleSystem zzzParticle = Resources.Load<ParticleSystem>("Home/Particle_Z");
  318. zzzParticle = Instantiate(zzzParticle);
  319. zzzParticle.name = "zzzParticle";
  320. zzzParticle.transform.SetParent(dog.gameObject.transform);
  321. zzzParticle.transform.localPosition = new Vector3(0.05f, 0.2f, 0.2f);
  322. zzzParticle.transform.localRotation = Quaternion.Euler(-90, 0, 0);
  323. zzzParticle.gameObject.SetActive(false); // 默认关闭
  324. //yield return null;
  325. }
  326. // 场景随机切换镜头看向不同的狗
  327. void RandomCameraChange()
  328. {
  329. int delay = 10; // 延迟10秒执行一次
  330. TimeSpan ts = DateTime.Now - lastCameraChange;
  331. if (ts.TotalSeconds < delay) { return; }
  332. int dogCount = dogsInScene.Count;
  333. int r = UnityEngine.Random.Range(0, dogCount + 1);
  334. if (r < dogCount)
  335. {
  336. dogCam.m_LookAt = dogsInScene[r].gameObject.transform;
  337. dogCam.Priority = 10;
  338. playerCam.Priority = 1;
  339. }
  340. else
  341. {
  342. dogCam.Priority = 1;
  343. playerCam.Priority = 10;
  344. }
  345. lastCameraChange = DateTime.Now;
  346. }
  347. // 检测场景是否初始化完成
  348. bool SceneInitialCheck()
  349. {
  350. bool initDone = true;
  351. if (dogsInScene.Count == UserProperty.dogs.Count) // 检测是否所有狗都被加载
  352. {
  353. foreach (var dog in dogsInScene)
  354. {
  355. if (dog.gameObject.GetComponent<Animator>().runtimeAnimatorController == null)
  356. {
  357. initDone = false;
  358. }
  359. }
  360. }
  361. else
  362. {
  363. initDone = false;
  364. }
  365. //Debug.Log("Home scene initial status:"+initDone);
  366. return initDone;
  367. }
  368. // 计算多只狗的中心位置,用于主摄像机瞄准
  369. private Vector3 CenterOfDogs()
  370. {
  371. Vector3 center = Vector3.zero;
  372. foreach (var dog in dogsInScene)
  373. {
  374. center += dog.gameObject.transform.position;
  375. }
  376. center /= dogsInScene.Count;
  377. return center;
  378. }
  379. #region 语音控制区
  380. // 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
  381. public void VoiceCallRequest(string filePath)
  382. {
  383. Debug.Log("Voice Call Post request");
  384. string url = "/api/voice/call/";
  385. WWWForm form = new();
  386. form.AddField("user_id", UserProperty.userId);
  387. // 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
  388. StartCoroutine(WebController.PostRequest(url, form, filePath, callback: VoiceCallCallback));
  389. sceneMode = SceneMode.INACTIVE; // 场景进入交互模式
  390. //isInteractMode = true; // 场景进入交互模式
  391. dogsInScene[0].SetupInteract();
  392. interactDog = dogsInScene[0].gameObject;
  393. VoiceButtonOnlySwitch(true); // 交互模式下关闭其他菜单
  394. }
  395. // 语音呼唤上传回调函数
  396. void VoiceCallCallback(string json)
  397. {
  398. Debug.Log("Voice call callback");
  399. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  400. if (data != null && data["status"].ToString() == "success")
  401. {
  402. // 刷新狗的数据
  403. string dogJson = data["dogs"].ToString();
  404. UserProperty.FreshDogInfo(dogJson);
  405. // TODO 根据返回结果设定focusdog
  406. float highestScore = 0;
  407. string highestScoreDogId = "";
  408. var scores = data["call Score MFCC"].ToString();
  409. var scoresList = JsonConvert.DeserializeObject<Dictionary<string, float>>(scores);
  410. foreach (var score in scoresList)
  411. {
  412. if (score.Value > highestScore)
  413. {
  414. highestScore = score.Value;
  415. highestScoreDogId = score.Key;
  416. }
  417. }
  418. if (highestScore >= 60) // 60分以上才可以进入交互模式
  419. {
  420. GameData.focusDog = UserProperty.GetDogIndexById(highestScoreDogId);
  421. VoiceButtonOnlySwitch(true); // 交互模式下关闭其他菜单
  422. foreach (var dog in dogsInScene)
  423. {
  424. if (dog.dogProperty.d_id == highestScoreDogId)
  425. {
  426. if (GameTool.Random100Check(dog.dogProperty.voiceCall))
  427. {
  428. dog.SetupInteract();
  429. interactDog = dog.gameObject;
  430. // focusdog 开启互动模式
  431. HomeController.dogsInScene[GameData.focusDog].dogState = DogState.INTERACT;
  432. HomeController.dogsInScene[GameData.focusDog].SetupInteract();
  433. }
  434. }
  435. }
  436. }
  437. else
  438. {
  439. HomeSoundEffectController.Instance.PlaySoundEffect(4);
  440. }
  441. }
  442. else
  443. {
  444. Debug.Log(data["message"]);
  445. }
  446. }
  447. // 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
  448. public void VoiceCommandRequest(string filePath)
  449. {
  450. if (sceneMode == SceneMode.INACTIVE)
  451. {
  452. Debug.Log("Voice Command Post request");
  453. string url = "/api/voice/command/";
  454. WWWForm form = new();
  455. form.AddField("dog_id", UserProperty.dogs[GameData.focusDog].d_id);
  456. form.AddField("user_id", UserProperty.userId);
  457. StartCoroutine(WebController.PostRequest(url, form, filePath, callback: VoiceCommandCallback));
  458. }
  459. else if (sceneMode == SceneMode.TRAINING)
  460. {
  461. Debug.Log("Voice training Post request");
  462. //Debug.Log("current times before ++:" + this.currentTrainingTimes.ToString());
  463. this.currentTrainingTimes++;
  464. string url = "/api/voice/training/";
  465. WWWForm form = new();
  466. form.AddField("dog_id", UserProperty.dogs[GameData.focusDog].d_id);
  467. form.AddField("user_id", UserProperty.userId);
  468. form.AddField("voice_type", trainingContent);
  469. form.AddField("current_times", this.currentTrainingTimes);
  470. //Debug.Log("current times after ++:" + this.currentTrainingTimes.ToString());
  471. form.AddField("total_times", totalTrainingTimes);
  472. StartCoroutine(WebController.PostRequest(url, form, filePath, callback: VoiceCommandCallback));
  473. }
  474. }
  475. // 语音呼唤上传回调函数
  476. void VoiceCommandCallback(string json)
  477. {
  478. if (sceneMode == SceneMode.INACTIVE)
  479. {
  480. Debug.Log("Voice command callback");
  481. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  482. if (data != null && data["status"].ToString() == "success")
  483. {
  484. // 刷新狗的数据
  485. string dogJson = data["dogs"].ToString();
  486. UserProperty.FreshDogInfo(dogJson);
  487. // 找到得分最高的指令
  488. float highestScore = 0;
  489. string highestScoreCommand = "";
  490. string scores = data["commandScoreMFCC"].ToString();
  491. var scoresList = JsonConvert.DeserializeObject<Dictionary<string, float>>(scores);
  492. foreach (var score in scoresList)
  493. {
  494. if (score.Value > highestScore)
  495. {
  496. highestScore = score.Value;
  497. highestScoreCommand = score.Key;
  498. }
  499. }
  500. if (highestScore >= 60)
  501. {
  502. if (GameTool.Random100Check(dogsInScene[GameData.focusDog].dogProperty.voiceCommand))
  503. {
  504. string animationTrigger = highestScoreCommand.Substring(5);
  505. string animationBool = "is" + highestScoreCommand + "ing";
  506. var animator = dogsInScene[GameData.focusDog].gameObject.GetComponent<Animator>();
  507. animator.SetTrigger(animationTrigger);
  508. if (animationBool != "isSiting" || animationBool != "isLieing" || animationBool != "isDieing")
  509. {
  510. animator.SetBool(animationBool, true);
  511. dogsInScene[GameData.focusDog].interactAnimation = animationBool;
  512. dogsInScene[GameData.focusDog].interactAnimationStartTime = DateTime.Now;
  513. }
  514. }
  515. }
  516. else
  517. {
  518. HomeSoundEffectController.Instance.PlaySoundEffect(4);
  519. }
  520. }
  521. else
  522. {
  523. Debug.Log(data["message"]);
  524. }
  525. }
  526. else if (sceneMode == SceneMode.TRAINING)
  527. {
  528. Debug.Log("Voice training Callback");
  529. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  530. if (data != null && data["status"].ToString().ToLower() == "success")
  531. {
  532. if (data["message"].ToString().ToLower() == "pass")
  533. {
  534. var BGM = GameObject.Find("BGM");
  535. if (BGM != null)
  536. {
  537. //BGM.GetComponent<AudioSource>().Play();
  538. FadeBGM(BGM.GetComponent<AudioSource>(), true);
  539. }
  540. // TODO 刷新狗的数据
  541. string dogJson = data["dogs"].ToString();
  542. UserProperty.FreshDogInfo(dogJson);
  543. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "record_success", EnviromentSetting.languageCode });
  544. Time.timeScale = 0f;
  545. foreach (var dog in dogsInScene)
  546. {
  547. if (dog.dogProperty.d_id == trainingDogId)
  548. {
  549. dog.ExitInteract();
  550. }
  551. }
  552. MessageBoxController.ShowMessage(msg, ResetTrainingModeParameters);
  553. this.sceneMode = SceneMode.NORMAL;
  554. //isTrainingMode = false;
  555. }
  556. else if (data["message"].ToString() == "fail")
  557. {
  558. HomeSoundEffectController.Instance.PlaySoundEffect(4);
  559. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "record_fail", EnviromentSetting.languageCode });
  560. Time.timeScale = 0f;
  561. MessageBoxController.ShowMessage(msg, RestartTraining);
  562. }
  563. }
  564. else
  565. {
  566. Debug.Log(data["message"]);
  567. }
  568. }
  569. }
  570. #endregion
  571. #region interact mode
  572. // 重置training相关参数
  573. private void ResetTrainingModeParameters()
  574. {
  575. //isTrainingMode = false;
  576. trainingContent = "";
  577. totalTrainingTimes = 2;
  578. currentTrainingTimes = 0;
  579. trainingDogId = "";
  580. isTrainingMsgShowed_1 = false;
  581. isTrainingMsgShowed_2 = false;
  582. Debug.Log("Reset Training Mode Parameters");
  583. Time.timeScale = 1f;
  584. }
  585. private void RestartTraining()
  586. {
  587. currentTrainingTimes = 0;
  588. isTrainingMsgShowed_1 = false;
  589. isTrainingMsgShowed_2 = false;
  590. Time.timeScale = 1f;
  591. }
  592. // 改变Voice And Menu 菜单形态
  593. public void VoiceButtonOnlySwitch(bool state)
  594. {
  595. // 交互时候关闭其他菜单
  596. var vamUI = GameObject.Find("VoiceAndMenu");
  597. if (vamUI != null)
  598. {
  599. var UIdocument = vamUI.transform.Find("UIDocument").gameObject;
  600. var voiceController = UIdocument.GetComponent<VoiceController>();
  601. voiceController.isCommandMode = state;
  602. }
  603. }
  604. // 检测是否点击在狗上
  605. void PointerOnDog()
  606. {
  607. //DetectTouchMethod();
  608. // 检查当前指针是否有效
  609. if (Pointer.current == null) return;
  610. // 获取当前指针的悬浮位置
  611. Vector2 pointerPosition = Pointer.current.position.ReadValue();
  612. var mainCamera = GameObject.Find("Camera").GetComponent<Camera>();
  613. Ray ray = mainCamera.ScreenPointToRay(pointerPosition);
  614. if (Physics.Raycast(ray, out RaycastHit hit))
  615. {
  616. //Debug.Log($"Clicked on: {hit.collider.gameObject.name}");
  617. // 射线检测起始点击是否在狗上
  618. if (hit.collider.gameObject == interactDog)
  619. {
  620. if (previousPointerPosition != pointerPosition)
  621. {
  622. interactTime += Time.deltaTime;
  623. Debug.Log("interactTime:" + interactTime);
  624. foreach (var dog in dogsInScene)
  625. {
  626. if (dog.gameObject == interactDog)
  627. {
  628. dog.interactLastUpdate = DateTime.Now;
  629. }
  630. }
  631. previousPointerPosition = pointerPosition;
  632. }
  633. }
  634. if (interactTime > 3) // 如果交互时间超过1秒,播放心形粒子效果
  635. {
  636. HeartParticlePlay();
  637. var animation = interactDog.GetComponent<Animator>();
  638. animation.SetTrigger("Hug");
  639. }
  640. }
  641. }
  642. void HeartParticlePlay()
  643. {
  644. // 播放心形粒子效果
  645. var heartParticle = GameObject.Find("Particle Heart");
  646. heartParticle.GetComponent<ParticleSystem>().Play();
  647. interactTime = 0;
  648. }
  649. #endregion
  650. #region 场景环境控制
  651. // 淡入或淡出背景音乐
  652. private void FadeBGM(AudioSource bgmSource, bool fadeIn, float duration=2f)
  653. {
  654. // fadeIn: true表示淡入 false表示淡出
  655. if (bgmSource == null) return; // 如果没有 AudioSource,则直接返回
  656. StartCoroutine(FadeBGMCoroutine(bgmSource, fadeIn, duration));
  657. }
  658. private IEnumerator FadeBGMCoroutine(AudioSource bgmSource, bool fadeIn, float duration)
  659. {
  660. float elapsedTime = 0f;
  661. float startVolume = bgmSource.volume;
  662. float targetVolume = fadeIn ? 1f : 0f; // 淡入目标音量为1,淡出目标音量为0
  663. while (elapsedTime < duration)
  664. {
  665. bgmSource.volume = Mathf.Lerp(startVolume, targetVolume, elapsedTime / duration);
  666. elapsedTime += Time.deltaTime;
  667. yield return null;
  668. }
  669. bgmSource.volume = targetVolume; // 确保音量达到目标值
  670. if (!fadeIn)
  671. {
  672. bgmSource.Stop(); // 如果是淡出,停止播放
  673. }
  674. }
  675. #endregion
  676. }
  677. public enum ItemGroup
  678. {
  679. food,
  680. water
  681. }
  682. enum SceneMode
  683. {
  684. TRAINING,
  685. INACTIVE,
  686. NORMAL,
  687. }