HomeController.cs 19 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. * 提示用户注册
  15. */
  16. public class HomeController : MonoBehaviour
  17. {
  18. public static List<DogInScene> dogsInScene = new List<DogInScene>();
  19. 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。
  20. private bool isInitialDone = false;
  21. public static CinemachineVirtualCamera playerCam, dogCam;
  22. public static DateTime lastCameraChange;
  23. // Start is called once before the first execution of Update after the MonoBehaviour is created
  24. void Start()
  25. {
  26. lastCameraChange = DateTime.Now;
  27. playerCam = GameObject.Find("VCam Player").GetComponent<CinemachineVirtualCamera>();
  28. dogCam = GameObject.Find("VCam Dog").GetComponent<CinemachineVirtualCamera>();
  29. //InitialScene();
  30. StartCoroutine(InitialScene());
  31. // 判断是否在睡觉时间
  32. DateTime dateTime = DateTime.Now;
  33. foreach (var dog in dogsInScene)
  34. {
  35. if (dateTime.Hour >= 22 || dateTime.Hour <= 5) // 深夜模式,狗默认在睡觉状态
  36. {
  37. dog.Sleep();
  38. }else if(dog.dogProperty.stamina <= 10) { dog.Sleep(); } // 狗体力太低了,进入睡觉模式
  39. else
  40. {
  41. dog.StartAnimation();
  42. }
  43. }
  44. isInitialDone = true;
  45. }
  46. // Update is called once per frame
  47. void FixedUpdate()
  48. {
  49. #region 场景动画主循环
  50. // 检测狗是否被撞翻,如果是,立刻翻回来
  51. foreach (var dog in dogsInScene)
  52. {
  53. Quaternion curRotation = dog.gameObject.transform.rotation;
  54. if (curRotation.x !=0)
  55. {
  56. curRotation.x = 0;
  57. }
  58. if (curRotation.z != 0)
  59. {
  60. curRotation.z = 0;
  61. }
  62. dog.gameObject.transform.rotation = curRotation;
  63. }
  64. // 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
  65. int randomCheck = UnityEngine.Random.Range(0, 51);
  66. foreach (var dog in dogsInScene)
  67. {
  68. // 如果在eat drink进程结束前不执行随机场景代码
  69. if (dog.eatProgress || dog.itemConsumeProgress)
  70. {
  71. if (dog.isMovingToBowl)
  72. {
  73. dog.MovetoBowl();
  74. }
  75. }
  76. else
  77. { // 随机动作控制控制
  78. // 随机镜头切换代码
  79. RandomCameraChange();
  80. if (listenBreak) // 如果用户按下说话按键,立刻切换到监听状态
  81. {
  82. dog.Listen();
  83. }
  84. else if (dog.isMoving)
  85. {
  86. dog.Move();
  87. }
  88. 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。
  89. {
  90. TimeSpan ts = DateTime.Now - dog.animationStartTime;
  91. 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
  92. {
  93. float r = UnityEngine.Random.Range(0, 1f);
  94. if (r > 0.6) // 随机选择开始动画,或者移动
  95. {
  96. dog.StartAnimation();
  97. }
  98. else // 狗狗开始步行移动
  99. {
  100. dog.SetMoveSpeed(0);
  101. dog.moveSpeed = 0;
  102. dog.Move();
  103. }
  104. }
  105. }
  106. }
  107. }
  108. #endregion
  109. }
  110. //void AniOrWalk(DogInScene dog) // 狗在普通状态下,随机或播放动画,或移动
  111. //{
  112. //}
  113. // 初始化场景,加载所有的狗,并配置components,添加到dogsInScene List里面去
  114. //void InitialScene()
  115. IEnumerator InitialScene()
  116. {
  117. //yield return null;
  118. //yield return null;
  119. yield return null; // 跳过三帧,初始化最多三只狗
  120. //Debug.Log(isInitialDone);
  121. foreach (var dog in UserProperty.dogs)
  122. {
  123. DogInScene dogInScene = new DogInScene(dog);
  124. 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
  125. float z = UnityEngine.Random.Range(-5f, 5f);
  126. float y = UnityEngine.Random.Range(0, 360f);
  127. var initPosition = new Vector3(x, 0, z);
  128. StartCoroutine(DogComponentAdd(dog)); // 加载狗的其他组件
  129. var dogGameObject = GameObject.Find(dog.dog_name);
  130. if (dogGameObject == null)
  131. {
  132. Debug.Log(dog.dog_name + "is not found in Home Controller");
  133. }
  134. dogGameObject.transform.position = initPosition;
  135. dogGameObject.transform.rotation = Quaternion.Euler(0, y, 0);
  136. dogGameObject.transform.localScale = new Vector3(2, 2, 2);
  137. dogInScene.SetGameObject(dogGameObject);
  138. dogsInScene.Add(dogInScene);
  139. }
  140. }
  141. // 加载狗的其他组件
  142. IEnumerator DogComponentAdd(DogProperty dogProperty)
  143. {
  144. // 等待一帧,确保所有 Start() 方法都执行完成
  145. yield return null;
  146. // 第一帧以后开始执行
  147. GameObject dog = GameObject.Find(dogProperty.dog_name);
  148. // 加载指定的Animator controller
  149. Animator animator = dog.GetComponent<Animator>();
  150. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController");
  151. if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController"); }
  152. animator.runtimeAnimatorController = animatorController;
  153. // 加载Rigidbody
  154. Rigidbody rigidbody = dog.AddComponent<Rigidbody>();
  155. //Rigidbody rigidbody = dog.GetComponent<Rigidbody>();
  156. //rigidbody.isKinematic = true;
  157. rigidbody.mass = 10;
  158. rigidbody.linearDamping = 10;
  159. rigidbody.angularDamping = 10;
  160. //rigidbody.freezeRotation = true;
  161. rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotation;
  162. rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
  163. rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
  164. // 加载box collider
  165. BoxCollider boxCollider = dog.AddComponent<BoxCollider>();
  166. boxCollider.isTrigger = false;
  167. boxCollider.center = new Vector3(0, 0.25f, 0);
  168. boxCollider.size = new Vector3(0.12f, 0.45f, 0.54f);
  169. //yield return null;
  170. }
  171. // 场景随机切换镜头看向不同的狗
  172. void RandomCameraChange()
  173. {
  174. int delay = 10; // 延迟10秒执行一次
  175. TimeSpan ts = DateTime.Now - lastCameraChange;
  176. if (ts.TotalSeconds < delay) {return;}
  177. int dogCount = dogsInScene.Count;
  178. int r = UnityEngine.Random.Range(0, dogCount+1);
  179. if (r < dogCount)
  180. {
  181. dogCam.m_LookAt = dogsInScene[r].gameObject.transform;
  182. dogCam.Priority = 10;
  183. playerCam.Priority = 1;
  184. }
  185. else
  186. {
  187. dogCam.Priority = 1;
  188. playerCam.Priority = 10;
  189. }
  190. lastCameraChange = DateTime.Now;
  191. }
  192. }
  193. // 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
  194. public class DogInScene
  195. {
  196. //通用参数段
  197. public DogProperty dogProperty;
  198. public GameObject gameObject { set; get; }
  199. public Animator animator;
  200. private Vector3 moveToLocation;
  201. public float moveSpeed; // 用来控制狗的移动速度 0 0.5跑,0.75快跑,1跳
  202. // 喝水吃饭参数段
  203. public DateTime drinkStartTime, eatStartTime; // 记录吃喝开始时间
  204. 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
  205. public bool isMovingToBowl;
  206. // 随机动作参数段
  207. public int randomFactor;
  208. 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
  209. private int activeIndex; // 动物的活动指数
  210. public bool isMoving; // 动物正在移动,避免其他随机动作发生
  211. // 固定参数
  212. private float moveSpeedAdj = 0.025f;
  213. #region 通用函数段
  214. public void SetGameObject(GameObject gameObject)
  215. {
  216. this.gameObject = gameObject;
  217. this.animator = gameObject.GetComponent<Animator>();
  218. 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
  219. Debug.Log(this.gameObject.name + "random factor is:"+randomFactor);
  220. }
  221. public DogInScene(DogProperty property) {
  222. this.dogProperty = property;
  223. this.activeIndex = (int)Math.Round((property.liveliness + property.intimate) * UnityEngine.Random.Range(0.3f, 0.7f));
  224. this.isMoving = false;
  225. }
  226. #endregion
  227. #region 随机动作控制函数
  228. // 随机选择宠物动作
  229. public void StartAnimation()
  230. {
  231. this.animationStartTime = DateTime.Now;
  232. this.animator.SetInteger("activeIndex", activeIndex);
  233. //Debug.Log("activeIndex:" + this.activeIndex);
  234. float randomIndex = UnityEngine.Random.Range(0, 1f);
  235. this.animator.SetFloat("randomIndex", randomIndex);
  236. //Debug.Log("randomIndex:" + randomIndex);
  237. }
  238. public void SetMoveSpeed(float speed)
  239. {
  240. this.moveSpeed = speed;
  241. }
  242. public void Move()
  243. {
  244. // 如果距离目标小于0.5米就把速度调整为零
  245. if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
  246. {
  247. //Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
  248. this.SetMoveSpeed(0);
  249. //Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
  250. }
  251. if (isMoving == false)
  252. {
  253. animationStartTime = DateTime.Now; // 设置动画开始时间
  254. float x = UnityEngine.Random.Range(-5f, 5f);
  255. float z = UnityEngine.Random.Range(0f, 5f);
  256. this.moveToLocation = new Vector3(x, 0, z);
  257. //Debug.Log("move to location:" + x + ", " + z);
  258. this.isMoving = true;
  259. this.animator.SetTrigger("move");
  260. this.animator.SetBool("isMoving", true);
  261. this.animator.SetFloat("moveSpeed", this.moveSpeed);
  262. }
  263. this.gameObject.transform.LookAt(moveToLocation);
  264. 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
  265. //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
  266. //Debug.Log("current position:" + gameObject.transform.position.x + "z:" + gameObject.transform.position.z);
  267. // 如果狗距离到达重点就停止跑步动画
  268. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  269. if (distance < 0.1)
  270. {
  271. this.animator.SetBool("isMoving", false);
  272. //this.moveSpeed = 0.4f;
  273. this.isMoving = false;
  274. StartAnimation();
  275. }
  276. }
  277. public void Sleep()
  278. {
  279. this.animator.SetTrigger("sleep");
  280. this.animator.SetBool("isSleeping", true);
  281. }
  282. public void Listen()
  283. {
  284. //StopCoroutine(movingCoroutine);
  285. //this.animator.SetTrigger("listen");
  286. this.animator.SetBool("isListening", true);
  287. this.animator.SetBool("isMoving", false) ;
  288. this.animator.SetBool("isBarking", false);
  289. this.animator.SetBool("isSleeping", false);
  290. this.gameObject.transform.LookAt(new Vector3(0, 0, -6));
  291. HomeController.playerCam.Priority = 10;
  292. HomeController.dogCam.Priority = 1;
  293. HomeController.lastCameraChange = DateTime.Now;
  294. }
  295. // 用来出来音频返回结果
  296. public void PostListen(bool result)
  297. {
  298. if (result)
  299. {
  300. // TODO 语音信息识别成功,狗狗跑过来
  301. }
  302. else
  303. {
  304. this.animator.SetBool("isListening", false);
  305. }
  306. }
  307. #endregion
  308. #region 喝水,吃食等道具消费函数
  309. // 开始整个使用道具的流程
  310. public void StartItemConsume(ItemGroup group)
  311. {
  312. GameObject bowl = GameObject.Find("Bowl_water"); // 先指定一个碗,编译通过
  313. this.itemConsumeProgress = true; // 开启使用道具过程
  314. if (group == ItemGroup.water)
  315. {
  316. bowl = GameObject.Find("Bowl_water"); // 开启整个喝水的进程
  317. }
  318. if (group == ItemGroup.food)
  319. {
  320. bowl = GameObject.Find("Bowl_food"); // 开启整个吃食物的进程
  321. }
  322. this.moveToLocation = bowl.transform.position;
  323. this.isMovingToBowl = true;
  324. this.animator.SetTrigger("move"); // 切换为走路动画
  325. this.animator.SetBool("isMoving", true); // 保持为走路动画
  326. this.animator.SetFloat("moveSpeed", this.moveSpeed);
  327. }
  328. public void MovetoBowl()
  329. {
  330. // 如果距离目标小于0.5米就把速度调整为零
  331. if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
  332. {
  333. Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
  334. this.SetMoveSpeed(0);
  335. Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
  336. }
  337. var vamUI = GameObject.Find("VoiceAndMenu");
  338. if (vamUI != null)
  339. {
  340. vamUI.SetActive(false);
  341. }
  342. this.gameObject.transform.LookAt(moveToLocation);
  343. 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
  344. //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
  345. //Debug.Log("current position:" + gameObject.transform.position.x + "z:" + gameObject.transform.position.z);
  346. // 如果狗距离到达重点就停止跑步动画
  347. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  348. if (distance < 0.1)
  349. {
  350. this.animator.SetBool("isMoving", false);
  351. }
  352. }
  353. public IEnumerator DrinkAnimation()
  354. {
  355. this.animator.SetBool("isMoving", false); // 关闭移动动画
  356. TimeSpan ts = new TimeSpan();
  357. var targetBowl = GameObject.Find("Bowl_water");
  358. // 摄像头看向水盆位置
  359. HomeController.dogCam.m_LookAt = targetBowl.transform;
  360. HomeController.dogCam.Priority = 10;
  361. HomeController.playerCam.Priority = 1;
  362. while (ts.TotalSeconds < 10)
  363. {
  364. yield return new WaitForSeconds(0.25f);
  365. ts = DateTime.Now - this.drinkStartTime;
  366. //Debug.Log("结束饮水过程:" + ts.TotalSeconds);
  367. // 狗一致看向谁碰,确保就算被撞击后依然看向水盆
  368. this.gameObject.transform.LookAt(targetBowl.transform.position);
  369. }
  370. // 播放10秒后结束饮水过程
  371. this.animator.SetBool("isDrinking", false);
  372. // 摄像头恢复玩家视角
  373. HomeController.dogCam.Priority = 1;
  374. HomeController.playerCam.Priority = 10;
  375. //var water = GameObject.Find("Water");
  376. //water.SetActive(false);
  377. // 再等待几秒后让水盆消失
  378. while (ts.TotalSeconds < 18)
  379. {
  380. yield return new WaitForSeconds(0.25f);
  381. ts = DateTime.Now - this.drinkStartTime;
  382. //Debug.Log("让水盆消失:" + ts.TotalSeconds);
  383. }
  384. targetBowl.transform.position = new Vector3(-1, -10, -1); // 将喝水碗回归原位
  385. this.itemConsumeProgress = false; // 关闭整个喝水的进程
  386. QuitItemConsume();
  387. }
  388. public IEnumerator EatAnimation()
  389. {
  390. this.animator.SetBool("isMoving", false); // 关闭移动动画
  391. TimeSpan ts = new TimeSpan();
  392. var targetBowl = GameObject.Find("Bowl_food");
  393. // 摄像头看向盆位置
  394. HomeController.dogCam.m_LookAt = targetBowl.transform;
  395. HomeController.dogCam.Priority = 10;
  396. HomeController.playerCam.Priority = 1;
  397. while (ts.TotalSeconds < 10)
  398. {
  399. yield return new WaitForSeconds(0.25f);
  400. ts = DateTime.Now - this.eatStartTime;
  401. //Debug.Log("结束饮水过程:" + ts.TotalSeconds);
  402. // 狗一致看向谁碰,确保就算被撞击后依然看向水盆
  403. this.gameObject.transform.LookAt(targetBowl.transform.position);
  404. }
  405. // 播放10秒后结束饮水过程
  406. this.animator.SetBool("isEating", false);
  407. // 摄像头恢复玩家视角
  408. HomeController.dogCam.Priority = 1;
  409. HomeController.playerCam.Priority = 10;
  410. //var water = GameObject.Find("Water");
  411. //water.SetActive(false);
  412. // 再等待几秒后让水盆消失
  413. while (ts.TotalSeconds < 15)
  414. {
  415. yield return new WaitForSeconds(0.25f);
  416. ts = DateTime.Now - this.drinkStartTime;
  417. //Debug.Log("让水盆消失:" + ts.TotalSeconds);
  418. }
  419. targetBowl.transform.position = new Vector3(-1, -10, -1); // 将喝水碗回归原位
  420. this.itemConsumeProgress = false; // 关闭整个喝水的进程
  421. QuitItemConsume();
  422. }
  423. private void QuitItemConsume()
  424. {
  425. var uiPlaceholder = GameObject.Find("UI Placeholder");
  426. var vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
  427. vamUI.SetActive(true);
  428. this.moveSpeed = UnityEngine.Random.Range(0.3f,0.6f);
  429. Move();
  430. }
  431. #endregion
  432. }
  433. //
  434. public enum ItemGroup
  435. {
  436. food,
  437. water
  438. }