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- using Cinemachine;
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using Unity.Collections.LowLevel.Unsafe;
- using Unity.VisualScripting;
- using UnityEngine;
- using UnityEngine.Animations;
- using UnityEngine.Rendering.PostProcessing;
- using UnityEngine.SceneManagement;
- /* 本代码控制室内场景
- * 控制宠物在Home场景动画
- * !!!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
- * 主要调节参数在FixedUpdate代码段里面
- * 提示用户注册
- */
- public class HomeController : MonoBehaviour
- {
- public static List<DogInScene> dogsInScene = new List<DogInScene>();
- 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。
- public static CinemachineVirtualCamera playerCam, dogCam;
- public static DateTime lastCameraChange;
- private bool isSleepChecked = false; // 用于检测第一次睡眠检测是否执行完成
- // Start is called once before the first execution of Update after the MonoBehaviour is created
- void Start()
- {
- dogsInScene.Clear(); // dogsInScene 是静态,每次启动要清空
- lastCameraChange = DateTime.Now;
- playerCam = GameObject.Find("VCam Player").GetComponent<CinemachineVirtualCamera>();
- dogCam = GameObject.Find("VCam Dog").GetComponent<CinemachineVirtualCamera>();
- //InitialScene();
- StartCoroutine(InitialScene());
- }
- // Update is called once per frame
- void FixedUpdate()
- {
- if (SceneInitialCheck()) // 确保狗读取成功后执行代码
- {
- // 每次启动检测一次是否进入睡眠
- if (!isSleepChecked)
- {
- // 判断是否在睡觉时间
- DateTime dateTime = DateTime.Now;
- foreach (var dog in dogsInScene)
- {
- if (dateTime.Hour >= 22 || dateTime.Hour <= 5) // 深夜模式,狗默认在睡觉状态
- {
- dog.Sleep();
- }
- else if (dog.dogProperty.stamina <= 10) { dog.Sleep(); } // 狗体力太低了,进入睡觉模式
- else
- {
- dog.StartAnimation();
- }
- }
- isSleepChecked = true;
- }
- #region 场景动画主循环
- // 检测狗是否被撞翻,如果是,立刻翻回来
- foreach (var dog in dogsInScene)
- {
- Quaternion curRotation = dog.gameObject.transform.rotation;
- if (curRotation.x != 0)
- {
- curRotation.x = 0;
- }
- if (curRotation.z != 0)
- {
- curRotation.z = 0;
- }
- dog.gameObject.transform.rotation = curRotation;
- }
- // 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
- int randomCheck = UnityEngine.Random.Range(0, 51);
- foreach (var dog in dogsInScene)
- {
- // 如果在eat drink进程结束前不执行随机场景代码
- if (dog.eatProgress || dog.itemConsumeProgress)
- {
- if (dog.isMovingToBowl)
- {
- dog.MovetoBowl();
- }
- }
- else
- { // 随机动作控制控制
- // 随机镜头切换代码
- RandomCameraChange();
- if (listenBreak) // 如果用户按下说话按键,立刻切换到监听状态
- {
- dog.Listen();
- }
- else if (dog.isMoving)
- {
- dog.Move();
- }
- 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。
- {
- TimeSpan ts = DateTime.Now - dog.animationStartTime;
- 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
- {
- float r = UnityEngine.Random.Range(0, 1f);
- if (r > 0.6) // 随机选择开始动画,或者移动
- {
- dog.StartAnimation();
- }
- else // 狗狗开始步行移动
- {
- dog.SetMoveSpeed(0);
- dog.moveSpeed = 0;
- dog.Move();
- }
- }
- }
- }
- }
- #endregion
- }
- }
- private void OnDestroy()
- {
- Debug.Log("Home scene is destoried.");
- }
- //void AniOrWalk(DogInScene dog) // 狗在普通状态下,随机或播放动画,或移动
- //{
- //}
- // 初始化场景,加载所有的狗,并配置components,添加到dogsInScene List里面去
- //void InitialScene()
- IEnumerator InitialScene()
- {
- //yield return null;
- //yield return null;
- yield return null; // 跳过三帧,初始化最多三只狗
- //Debug.Log(isInitialDone);
- foreach (var dog in UserProperty.dogs)
- {
- DogInScene dogInScene = new DogInScene(dog);
- 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
- float z = UnityEngine.Random.Range(-5f, 5f);
- float y = UnityEngine.Random.Range(0, 360f);
- var initPosition = new Vector3(x, 0, z);
- StartCoroutine(DogComponentAdd(dog)); // 加载狗的其他组件
- var dogGameObject = GameObject.Find(dog.dog_name);
- if (dogGameObject == null)
- {
- Debug.Log(dog.dog_name + "is not found in Home Controller");
- }
- dogGameObject.transform.position = initPosition;
- dogGameObject.transform.rotation = Quaternion.Euler(0, y, 0);
- dogGameObject.transform.localScale = new Vector3(2, 2, 2);
- dogInScene.SetGameObject(dogGameObject);
- dogsInScene.Add(dogInScene);
- }
- }
- // 加载狗的其他组件
- IEnumerator DogComponentAdd(DogProperty dogProperty)
- {
- // 等待一帧,确保所有 Start() 方法都执行完成
- yield return null;
- // 第一帧以后开始执行
- GameObject dog = GameObject.Find(dogProperty.dog_name);
- // 加载指定的Animator controller
- Animator animator = dog.GetComponent<Animator>();
- RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController");
- if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController"); }
- animator.runtimeAnimatorController = animatorController;
- // 加载Rigidbody
- Rigidbody rigidbody = dog.AddComponent<Rigidbody>();
- //Rigidbody rigidbody = dog.GetComponent<Rigidbody>();
- //rigidbody.isKinematic = true;
- rigidbody.mass = 10;
- rigidbody.linearDamping = 10;
- rigidbody.angularDamping = 10;
- //rigidbody.freezeRotation = true;
- rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotation;
- rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
- rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
- // 加载box collider
- BoxCollider boxCollider = dog.AddComponent<BoxCollider>();
- boxCollider.isTrigger = false;
- boxCollider.center = new Vector3(0, 0.25f, 0);
- boxCollider.size = new Vector3(0.12f, 0.45f, 0.54f);
- //yield return null;
- }
- // 场景随机切换镜头看向不同的狗
- void RandomCameraChange()
- {
- int delay = 10; // 延迟10秒执行一次
- TimeSpan ts = DateTime.Now - lastCameraChange;
- if (ts.TotalSeconds < delay) {return;}
- int dogCount = dogsInScene.Count;
- int r = UnityEngine.Random.Range(0, dogCount+1);
- if (r < dogCount)
- {
- dogCam.m_LookAt = dogsInScene[r].gameObject.transform;
- dogCam.Priority = 10;
- playerCam.Priority = 1;
- }
- else
- {
- dogCam.Priority = 1;
- playerCam.Priority = 10;
- }
- lastCameraChange = DateTime.Now;
- }
- // 检测场景是否初始化完成
- bool SceneInitialCheck()
- {
- bool initDone = true;
- if (dogsInScene.Count == UserProperty.dogs.Count) // 检测是否所有狗都被加载
- {
- foreach (var dog in dogsInScene)
- {
- if(dog.gameObject.GetComponent<Animator>().runtimeAnimatorController == null)
- {
- initDone = false;
- }
- }
- }
- else
- {
- initDone=false;
- }
- //Debug.Log("Home scene initial status:"+initDone);
- return initDone;
- }
- }
- // 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
- public class DogInScene
- {
- //通用参数段
- public DogProperty dogProperty;
- public GameObject gameObject { set; get; }
- public Animator animator;
- private Vector3 moveToLocation;
- public float moveSpeed; // 用来控制狗的移动速度 0 0.5跑,0.75快跑,1跳
- // 喝水吃饭参数段
- public DateTime drinkStartTime, eatStartTime; // 记录吃喝开始时间
- 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
- public bool isMovingToBowl;
- // 随机动作参数段
- public int randomFactor;
- 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
- private int activeIndex; // 动物的活动指数
- public bool isMoving; // 动物正在移动,避免其他随机动作发生
- public bool isSleeping; // 动物正在正在睡觉,避免触发其他动画
- // 固定参数
- private float moveSpeedAdj = 0.025f;
- #region 通用函数段
- public void SetGameObject(GameObject gameObject)
- {
- this.gameObject = gameObject;
- this.animator = gameObject.GetComponent<Animator>();
- 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
- Debug.Log(this.gameObject.name + "random factor is:"+randomFactor);
- }
-
- public DogInScene(DogProperty property) {
- this.dogProperty = property;
- this.activeIndex = (int)Math.Round((property.liveliness + property.intimate) * UnityEngine.Random.Range(0.3f, 0.7f));
- this.isMoving = false;
- }
- #endregion
- #region 随机动作控制函数
- // 随机选择宠物动作
- public void StartAnimation()
- {
- this.animationStartTime = DateTime.Now;
- this.animator.SetInteger("activeIndex", activeIndex);
- //Debug.Log("activeIndex:" + this.activeIndex);
- float randomIndex = UnityEngine.Random.Range(0, 1f);
- this.animator.SetFloat("randomIndex", randomIndex);
- //Debug.Log("randomIndex:" + randomIndex);
- }
- public void SetMoveSpeed(float speed)
- {
- this.moveSpeed = speed;
- }
- public void Move()
- {
- // 如果距离目标小于0.5米就把速度调整为零
- if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
- {
- //Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
- this.SetMoveSpeed(0);
- //Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
- }
-
- if (isMoving == false)
- {
- animationStartTime = DateTime.Now; // 设置动画开始时间
- float x = UnityEngine.Random.Range(-5f, 5f);
- float z = UnityEngine.Random.Range(0f, 5f);
- this.moveToLocation = new Vector3(x, 0, z);
- //Debug.Log("move to location:" + x + ", " + z);
- this.isMoving = true;
- this.animator.SetTrigger("move");
- this.animator.SetBool("isMoving", true);
- this.animator.SetFloat("moveSpeed", this.moveSpeed);
- }
- this.gameObject.transform.LookAt(moveToLocation);
- 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, (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
- //Debug.Log("current position:" + gameObject.transform.position.x + "z:" + gameObject.transform.position.z);
- // 如果狗距离到达重点就停止跑步动画
- float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
- if (distance < 0.1)
- {
- this.animator.SetBool("isMoving", false);
- //this.moveSpeed = 0.4f;
- this.isMoving = false;
- StartAnimation();
- }
- }
- public void Sleep()
- {
- this.animator.SetTrigger("sleep");
- this.animator.SetBool("isSleeping", true);
- this.isSleeping = true;
- }
- public void Listen()
- {
- //StopCoroutine(movingCoroutine);
- //this.animator.SetTrigger("listen");
- this.animator.SetBool("isListening", true);
- this.animator.SetBool("isMoving", false) ;
- this.animator.SetBool("isBarking", false);
- this.animator.SetBool("isSleeping", false);
- this.isSleeping= false; // 主人呼叫可以唤醒狗
- this.gameObject.transform.LookAt(new Vector3(0, 0, -6));
- HomeController.playerCam.Priority = 10;
- HomeController.dogCam.Priority = 1;
- HomeController.lastCameraChange = DateTime.Now;
- }
- // 用来出来音频返回结果
- public void PostListen(bool result)
- {
- if (result)
- {
- // TODO 语音信息识别成功,狗狗跑过来
- }
- else
- {
- this.animator.SetBool("isListening", false);
- }
- }
- #endregion
- #region 喝水,吃食等道具消费函数
- // 开始整个使用道具的流程
- public void StartItemConsume(ItemGroup group)
- {
- GameObject bowl = GameObject.Find("Bowl_water"); // 先指定一个碗,编译通过
- this.itemConsumeProgress = true; // 开启使用道具过程
- if (group == ItemGroup.water)
- {
- bowl = GameObject.Find("Bowl_water"); // 开启整个喝水的进程
- }
- if (group == ItemGroup.food)
- {
- bowl = GameObject.Find("Bowl_food"); // 开启整个吃食物的进程
- }
- this.moveToLocation = bowl.transform.position;
- this.isMovingToBowl = true;
- this.animator.SetTrigger("move"); // 切换为走路动画
- this.animator.SetBool("isMoving", true); // 保持为走路动画
- this.animator.SetFloat("moveSpeed", this.moveSpeed);
- }
- public void MovetoBowl()
- {
- // 如果距离目标小于0.5米就把速度调整为零
- if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
- {
- Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
- this.SetMoveSpeed(0);
- Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
- }
- var vamUI = GameObject.Find("VoiceAndMenu");
- if (vamUI != null)
- {
- vamUI.SetActive(false);
- }
- this.gameObject.transform.LookAt(moveToLocation);
- 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, (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
- //Debug.Log("current position:" + gameObject.transform.position.x + "z:" + gameObject.transform.position.z);
- // 如果狗距离到达重点就停止跑步动画
- float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
- if (distance < 0.1)
- {
- this.animator.SetBool("isMoving", false);
- }
- }
- public IEnumerator DrinkAnimation()
- {
- this.animator.SetBool("isMoving", false); // 关闭移动动画
- TimeSpan ts = new TimeSpan();
- var targetBowl = GameObject.Find("Bowl_water");
-
- // 摄像头看向水盆位置
- HomeController.dogCam.m_LookAt = targetBowl.transform;
- HomeController.dogCam.Priority = 10;
- HomeController.playerCam.Priority = 1;
- while (ts.TotalSeconds < 10)
- {
- yield return new WaitForSeconds(0.25f);
- ts = DateTime.Now - this.drinkStartTime;
- //Debug.Log("结束饮水过程:" + ts.TotalSeconds);
- // 狗一致看向谁碰,确保就算被撞击后依然看向水盆
- this.gameObject.transform.LookAt(targetBowl.transform.position);
- }
- // 播放10秒后结束饮水过程
- this.animator.SetBool("isDrinking", false);
- // 摄像头恢复玩家视角
- HomeController.dogCam.Priority = 1;
- HomeController.playerCam.Priority = 10;
- //var water = GameObject.Find("Water");
- //water.SetActive(false);
- // 再等待几秒后让水盆消失
- while (ts.TotalSeconds < 18)
- {
- yield return new WaitForSeconds(0.25f);
- ts = DateTime.Now - this.drinkStartTime;
- //Debug.Log("让水盆消失:" + ts.TotalSeconds);
- }
-
- targetBowl.transform.position = new Vector3(-1, -10, -1); // 将喝水碗回归原位
- this.itemConsumeProgress = false; // 关闭整个喝水的进程
- QuitItemConsume();
- }
- public IEnumerator EatAnimation()
- {
- this.animator.SetBool("isMoving", false); // 关闭移动动画
- TimeSpan ts = new TimeSpan();
- var targetBowl = GameObject.Find("Bowl_food");
- // 摄像头看向盆位置
- HomeController.dogCam.m_LookAt = targetBowl.transform;
- HomeController.dogCam.Priority = 10;
- HomeController.playerCam.Priority = 1;
- while (ts.TotalSeconds < 10)
- {
- yield return new WaitForSeconds(0.25f);
- ts = DateTime.Now - this.eatStartTime;
- //Debug.Log("结束饮水过程:" + ts.TotalSeconds);
- // 狗一致看向谁碰,确保就算被撞击后依然看向水盆
- this.gameObject.transform.LookAt(targetBowl.transform.position);
- }
- // 播放10秒后结束饮水过程
- this.animator.SetBool("isEating", false);
- // 摄像头恢复玩家视角
- HomeController.dogCam.Priority = 1;
- HomeController.playerCam.Priority = 10;
- //var water = GameObject.Find("Water");
- //water.SetActive(false);
- // 再等待几秒后让水盆消失
- while (ts.TotalSeconds < 15)
- {
- yield return new WaitForSeconds(0.25f);
- ts = DateTime.Now - this.drinkStartTime;
- //Debug.Log("让水盆消失:" + ts.TotalSeconds);
- }
- targetBowl.transform.position = new Vector3(-1, -10, -1); // 将喝水碗回归原位
- this.itemConsumeProgress = false; // 关闭整个喝水的进程
- QuitItemConsume();
- }
- private void QuitItemConsume()
- {
- var uiPlaceholder = GameObject.Find("UI Placeholder");
- var vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
- vamUI.SetActive(true);
- this.moveSpeed = UnityEngine.Random.Range(0.3f,0.6f);
- Move();
-
- }
- #endregion
-
- }
- //
- public enum ItemGroup
- {
- food,
- water
- }
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