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