HomeController.cs 21 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. using UnityEngine.SceneManagement;
  11. /* 本代码控制室内场景
  12. * 控制宠物在Home场景动画
  13. * !!!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
  14. * 主要调节参数在FixedUpdate代码段里面
  15. * 提示用户注册
  16. */
  17. public class HomeController : MonoBehaviour
  18. {
  19. public static List<DogInScene> dogsInScene = new List<DogInScene>();
  20. 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。
  21. public static CinemachineVirtualCamera playerCam, dogCam;
  22. public static DateTime lastCameraChange;
  23. private bool isSleepChecked = false; // 用于检测第一次睡眠检测是否执行完成
  24. // Start is called once before the first execution of Update after the MonoBehaviour is created
  25. void Start()
  26. {
  27. dogsInScene.Clear(); // dogsInScene 是静态,每次启动要清空
  28. lastCameraChange = DateTime.Now;
  29. playerCam = GameObject.Find("VCam Player").GetComponent<CinemachineVirtualCamera>();
  30. dogCam = GameObject.Find("VCam Dog").GetComponent<CinemachineVirtualCamera>();
  31. //InitialScene();
  32. StartCoroutine(InitialScene());
  33. }
  34. // Update is called once per frame
  35. void FixedUpdate()
  36. {
  37. if (SceneInitialCheck()) // 确保狗读取成功后执行代码
  38. {
  39. // 每次启动检测一次是否进入睡眠
  40. if (!isSleepChecked)
  41. {
  42. // 判断是否在睡觉时间
  43. DateTime dateTime = DateTime.Now;
  44. foreach (var dog in dogsInScene)
  45. {
  46. if (dateTime.Hour >= 22 || dateTime.Hour <= 5) // 深夜模式,狗默认在睡觉状态
  47. {
  48. dog.Sleep();
  49. }
  50. else if (dog.dogProperty.stamina <= 10) { dog.Sleep(); } // 狗体力太低了,进入睡觉模式
  51. else
  52. {
  53. dog.StartAnimation();
  54. }
  55. }
  56. isSleepChecked = true;
  57. }
  58. #region 场景动画主循环
  59. // 检测狗是否被撞翻,如果是,立刻翻回来
  60. foreach (var dog in dogsInScene)
  61. {
  62. Quaternion curRotation = dog.gameObject.transform.rotation;
  63. if (curRotation.x != 0)
  64. {
  65. curRotation.x = 0;
  66. }
  67. if (curRotation.z != 0)
  68. {
  69. curRotation.z = 0;
  70. }
  71. dog.gameObject.transform.rotation = curRotation;
  72. }
  73. // 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
  74. int randomCheck = UnityEngine.Random.Range(0, 51);
  75. foreach (var dog in dogsInScene)
  76. {
  77. // 如果在eat drink进程结束前不执行随机场景代码
  78. if (dog.eatProgress || dog.itemConsumeProgress)
  79. {
  80. if (dog.isMovingToBowl)
  81. {
  82. dog.MovetoBowl();
  83. }
  84. }
  85. else
  86. { // 随机动作控制控制
  87. // 随机镜头切换代码
  88. RandomCameraChange();
  89. if (listenBreak) // 如果用户按下说话按键,立刻切换到监听状态
  90. {
  91. dog.Listen();
  92. }
  93. else if (dog.isMoving)
  94. {
  95. dog.Move();
  96. }
  97. 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。
  98. {
  99. TimeSpan ts = DateTime.Now - dog.animationStartTime;
  100. 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
  101. {
  102. float r = UnityEngine.Random.Range(0, 1f);
  103. if (r > 0.6) // 随机选择开始动画,或者移动
  104. {
  105. dog.StartAnimation();
  106. }
  107. else // 狗狗开始步行移动
  108. {
  109. dog.SetMoveSpeed(0);
  110. dog.moveSpeed = 0;
  111. dog.Move();
  112. }
  113. }
  114. }
  115. }
  116. }
  117. #endregion
  118. }
  119. }
  120. private void OnDestroy()
  121. {
  122. Debug.Log("Home scene is destoried.");
  123. }
  124. //void AniOrWalk(DogInScene dog) // 狗在普通状态下,随机或播放动画,或移动
  125. //{
  126. //}
  127. // 初始化场景,加载所有的狗,并配置components,添加到dogsInScene List里面去
  128. //void InitialScene()
  129. IEnumerator InitialScene()
  130. {
  131. //yield return null;
  132. //yield return null;
  133. yield return null; // 跳过三帧,初始化最多三只狗
  134. //Debug.Log(isInitialDone);
  135. foreach (var dog in UserProperty.dogs)
  136. {
  137. DogInScene dogInScene = new DogInScene(dog);
  138. 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
  139. float z = UnityEngine.Random.Range(-5f, 5f);
  140. float y = UnityEngine.Random.Range(0, 360f);
  141. var initPosition = new Vector3(x, 0, z);
  142. StartCoroutine(DogComponentAdd(dog)); // 加载狗的其他组件
  143. var dogGameObject = GameObject.Find(dog.dog_name);
  144. if (dogGameObject == null)
  145. {
  146. Debug.Log(dog.dog_name + "is not found in Home Controller");
  147. }
  148. dogGameObject.transform.position = initPosition;
  149. dogGameObject.transform.rotation = Quaternion.Euler(0, y, 0);
  150. dogGameObject.transform.localScale = new Vector3(2, 2, 2);
  151. dogInScene.SetGameObject(dogGameObject);
  152. dogsInScene.Add(dogInScene);
  153. }
  154. }
  155. // 加载狗的其他组件
  156. IEnumerator DogComponentAdd(DogProperty dogProperty)
  157. {
  158. // 等待一帧,确保所有 Start() 方法都执行完成
  159. yield return null;
  160. // 第一帧以后开始执行
  161. GameObject dog = GameObject.Find(dogProperty.dog_name);
  162. // 加载指定的Animator controller
  163. Animator animator = dog.GetComponent<Animator>();
  164. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController");
  165. if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController"); }
  166. animator.runtimeAnimatorController = animatorController;
  167. // 加载Rigidbody
  168. Rigidbody rigidbody = dog.AddComponent<Rigidbody>();
  169. //Rigidbody rigidbody = dog.GetComponent<Rigidbody>();
  170. //rigidbody.isKinematic = true;
  171. rigidbody.mass = 10;
  172. rigidbody.linearDamping = 10;
  173. rigidbody.angularDamping = 10;
  174. //rigidbody.freezeRotation = true;
  175. rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotation;
  176. rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
  177. rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
  178. // 加载box collider
  179. BoxCollider boxCollider = dog.AddComponent<BoxCollider>();
  180. boxCollider.isTrigger = false;
  181. boxCollider.center = new Vector3(0, 0.25f, 0);
  182. boxCollider.size = new Vector3(0.12f, 0.45f, 0.54f);
  183. //yield return null;
  184. }
  185. // 场景随机切换镜头看向不同的狗
  186. void RandomCameraChange()
  187. {
  188. int delay = 10; // 延迟10秒执行一次
  189. TimeSpan ts = DateTime.Now - lastCameraChange;
  190. if (ts.TotalSeconds < delay) {return;}
  191. int dogCount = dogsInScene.Count;
  192. int r = UnityEngine.Random.Range(0, dogCount+1);
  193. if (r < dogCount)
  194. {
  195. dogCam.m_LookAt = dogsInScene[r].gameObject.transform;
  196. dogCam.Priority = 10;
  197. playerCam.Priority = 1;
  198. }
  199. else
  200. {
  201. dogCam.Priority = 1;
  202. playerCam.Priority = 10;
  203. }
  204. lastCameraChange = DateTime.Now;
  205. }
  206. // 检测场景是否初始化完成
  207. bool SceneInitialCheck()
  208. {
  209. bool initDone = true;
  210. if (dogsInScene.Count == UserProperty.dogs.Count) // 检测是否所有狗都被加载
  211. {
  212. foreach (var dog in dogsInScene)
  213. {
  214. if(dog.gameObject.GetComponent<Animator>().runtimeAnimatorController == null)
  215. {
  216. initDone = false;
  217. }
  218. }
  219. }
  220. else
  221. {
  222. initDone=false;
  223. }
  224. //Debug.Log("Home scene initial status:"+initDone);
  225. return initDone;
  226. }
  227. }
  228. // 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
  229. public class DogInScene
  230. {
  231. //通用参数段
  232. public DogProperty dogProperty;
  233. public GameObject gameObject { set; get; }
  234. public Animator animator;
  235. private Vector3 moveToLocation;
  236. public float moveSpeed; // 用来控制狗的移动速度 0 0.5跑,0.75快跑,1跳
  237. // 喝水吃饭参数段
  238. public DateTime drinkStartTime, eatStartTime; // 记录吃喝开始时间
  239. 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
  240. public bool isMovingToBowl;
  241. // 随机动作参数段
  242. public int randomFactor;
  243. 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
  244. private int activeIndex; // 动物的活动指数
  245. public bool isMoving; // 动物正在移动,避免其他随机动作发生
  246. public bool isSleeping; // 动物正在正在睡觉,避免触发其他动画
  247. // 固定参数
  248. private float moveSpeedAdj = 0.025f;
  249. #region 通用函数段
  250. public void SetGameObject(GameObject gameObject)
  251. {
  252. this.gameObject = gameObject;
  253. this.animator = gameObject.GetComponent<Animator>();
  254. 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
  255. Debug.Log(this.gameObject.name + "random factor is:"+randomFactor);
  256. }
  257. public DogInScene(DogProperty property) {
  258. this.dogProperty = property;
  259. this.activeIndex = (int)Math.Round((property.liveliness + property.intimate) * UnityEngine.Random.Range(0.3f, 0.7f));
  260. this.isMoving = false;
  261. }
  262. #endregion
  263. #region 随机动作控制函数
  264. // 随机选择宠物动作
  265. public void StartAnimation()
  266. {
  267. this.animationStartTime = DateTime.Now;
  268. this.animator.SetInteger("activeIndex", activeIndex);
  269. //Debug.Log("activeIndex:" + this.activeIndex);
  270. float randomIndex = UnityEngine.Random.Range(0, 1f);
  271. this.animator.SetFloat("randomIndex", randomIndex);
  272. //Debug.Log("randomIndex:" + randomIndex);
  273. }
  274. public void SetMoveSpeed(float speed)
  275. {
  276. this.moveSpeed = speed;
  277. }
  278. public void Move()
  279. {
  280. // 如果距离目标小于0.5米就把速度调整为零
  281. if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
  282. {
  283. //Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
  284. this.SetMoveSpeed(0);
  285. //Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
  286. }
  287. if (isMoving == false)
  288. {
  289. animationStartTime = DateTime.Now; // 设置动画开始时间
  290. float x = UnityEngine.Random.Range(-5f, 5f);
  291. float z = UnityEngine.Random.Range(0f, 5f);
  292. this.moveToLocation = new Vector3(x, 0, z);
  293. //Debug.Log("move to location:" + x + ", " + z);
  294. this.isMoving = true;
  295. this.animator.SetTrigger("move");
  296. this.animator.SetBool("isMoving", true);
  297. this.animator.SetFloat("moveSpeed", this.moveSpeed);
  298. }
  299. this.gameObject.transform.LookAt(moveToLocation);
  300. 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
  301. //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
  302. //Debug.Log("current position:" + gameObject.transform.position.x + "z:" + gameObject.transform.position.z);
  303. // 如果狗距离到达重点就停止跑步动画
  304. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  305. if (distance < 0.1)
  306. {
  307. this.animator.SetBool("isMoving", false);
  308. //this.moveSpeed = 0.4f;
  309. this.isMoving = false;
  310. StartAnimation();
  311. }
  312. }
  313. public void Sleep()
  314. {
  315. this.animator.SetTrigger("sleep");
  316. this.animator.SetBool("isSleeping", true);
  317. this.isSleeping = true;
  318. }
  319. public void Listen()
  320. {
  321. //StopCoroutine(movingCoroutine);
  322. //this.animator.SetTrigger("listen");
  323. this.animator.SetBool("isListening", true);
  324. this.animator.SetBool("isMoving", false) ;
  325. this.animator.SetBool("isBarking", false);
  326. this.animator.SetBool("isSleeping", false);
  327. this.isSleeping= false; // 主人呼叫可以唤醒狗
  328. this.gameObject.transform.LookAt(new Vector3(0, 0, -6));
  329. HomeController.playerCam.Priority = 10;
  330. HomeController.dogCam.Priority = 1;
  331. HomeController.lastCameraChange = DateTime.Now;
  332. }
  333. // 用来出来音频返回结果
  334. public void PostListen(bool result)
  335. {
  336. if (result)
  337. {
  338. // TODO 语音信息识别成功,狗狗跑过来
  339. }
  340. else
  341. {
  342. this.animator.SetBool("isListening", false);
  343. }
  344. }
  345. #endregion
  346. #region 喝水,吃食等道具消费函数
  347. // 开始整个使用道具的流程
  348. public void StartItemConsume(ItemGroup group)
  349. {
  350. GameObject bowl = GameObject.Find("Bowl_water"); // 先指定一个碗,编译通过
  351. this.itemConsumeProgress = true; // 开启使用道具过程
  352. if (group == ItemGroup.water)
  353. {
  354. bowl = GameObject.Find("Bowl_water"); // 开启整个喝水的进程
  355. }
  356. if (group == ItemGroup.food)
  357. {
  358. bowl = GameObject.Find("Bowl_food"); // 开启整个吃食物的进程
  359. }
  360. this.moveToLocation = bowl.transform.position;
  361. this.isMovingToBowl = true;
  362. this.animator.SetTrigger("move"); // 切换为走路动画
  363. this.animator.SetBool("isMoving", true); // 保持为走路动画
  364. this.animator.SetFloat("moveSpeed", this.moveSpeed);
  365. }
  366. public void MovetoBowl()
  367. {
  368. // 如果距离目标小于0.5米就把速度调整为零
  369. if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
  370. {
  371. Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
  372. this.SetMoveSpeed(0);
  373. Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
  374. }
  375. var vamUI = GameObject.Find("VoiceAndMenu");
  376. if (vamUI != null)
  377. {
  378. vamUI.SetActive(false);
  379. }
  380. this.gameObject.transform.LookAt(moveToLocation);
  381. 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
  382. //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
  383. //Debug.Log("current position:" + gameObject.transform.position.x + "z:" + gameObject.transform.position.z);
  384. // 如果狗距离到达重点就停止跑步动画
  385. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  386. if (distance < 0.1)
  387. {
  388. this.animator.SetBool("isMoving", false);
  389. }
  390. }
  391. public IEnumerator DrinkAnimation()
  392. {
  393. this.animator.SetBool("isMoving", false); // 关闭移动动画
  394. TimeSpan ts = new TimeSpan();
  395. var targetBowl = GameObject.Find("Bowl_water");
  396. // 摄像头看向水盆位置
  397. HomeController.dogCam.m_LookAt = targetBowl.transform;
  398. HomeController.dogCam.Priority = 10;
  399. HomeController.playerCam.Priority = 1;
  400. while (ts.TotalSeconds < 10)
  401. {
  402. yield return new WaitForSeconds(0.25f);
  403. ts = DateTime.Now - this.drinkStartTime;
  404. //Debug.Log("结束饮水过程:" + ts.TotalSeconds);
  405. // 狗一致看向谁碰,确保就算被撞击后依然看向水盆
  406. this.gameObject.transform.LookAt(targetBowl.transform.position);
  407. }
  408. // 播放10秒后结束饮水过程
  409. this.animator.SetBool("isDrinking", false);
  410. // 摄像头恢复玩家视角
  411. HomeController.dogCam.Priority = 1;
  412. HomeController.playerCam.Priority = 10;
  413. //var water = GameObject.Find("Water");
  414. //water.SetActive(false);
  415. // 再等待几秒后让水盆消失
  416. while (ts.TotalSeconds < 18)
  417. {
  418. yield return new WaitForSeconds(0.25f);
  419. ts = DateTime.Now - this.drinkStartTime;
  420. //Debug.Log("让水盆消失:" + ts.TotalSeconds);
  421. }
  422. targetBowl.transform.position = new Vector3(-1, -10, -1); // 将喝水碗回归原位
  423. this.itemConsumeProgress = false; // 关闭整个喝水的进程
  424. QuitItemConsume();
  425. }
  426. public IEnumerator EatAnimation()
  427. {
  428. this.animator.SetBool("isMoving", false); // 关闭移动动画
  429. TimeSpan ts = new TimeSpan();
  430. var targetBowl = GameObject.Find("Bowl_food");
  431. // 摄像头看向盆位置
  432. HomeController.dogCam.m_LookAt = targetBowl.transform;
  433. HomeController.dogCam.Priority = 10;
  434. HomeController.playerCam.Priority = 1;
  435. while (ts.TotalSeconds < 10)
  436. {
  437. yield return new WaitForSeconds(0.25f);
  438. ts = DateTime.Now - this.eatStartTime;
  439. //Debug.Log("结束饮水过程:" + ts.TotalSeconds);
  440. // 狗一致看向谁碰,确保就算被撞击后依然看向水盆
  441. this.gameObject.transform.LookAt(targetBowl.transform.position);
  442. }
  443. // 播放10秒后结束饮水过程
  444. this.animator.SetBool("isEating", false);
  445. // 摄像头恢复玩家视角
  446. HomeController.dogCam.Priority = 1;
  447. HomeController.playerCam.Priority = 10;
  448. //var water = GameObject.Find("Water");
  449. //water.SetActive(false);
  450. // 再等待几秒后让水盆消失
  451. while (ts.TotalSeconds < 15)
  452. {
  453. yield return new WaitForSeconds(0.25f);
  454. ts = DateTime.Now - this.drinkStartTime;
  455. //Debug.Log("让水盆消失:" + ts.TotalSeconds);
  456. }
  457. targetBowl.transform.position = new Vector3(-1, -10, -1); // 将喝水碗回归原位
  458. this.itemConsumeProgress = false; // 关闭整个喝水的进程
  459. QuitItemConsume();
  460. }
  461. private void QuitItemConsume()
  462. {
  463. var uiPlaceholder = GameObject.Find("UI Placeholder");
  464. var vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
  465. vamUI.SetActive(true);
  466. this.moveSpeed = UnityEngine.Random.Range(0.3f,0.6f);
  467. Move();
  468. }
  469. #endregion
  470. }
  471. //
  472. public enum ItemGroup
  473. {
  474. food,
  475. water
  476. }