HomeController.cs 33 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 = String.Empty; // 训练内容 _xx 对于language.json 0x开始提示 1x成功提示 2x失败提示
  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.voiceCallEnable)
  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. else if (dog.dogProperty.voiceCall > 40 && !dog.dogProperty.voiceCommandEnable && dog.dogProperty.voiceCallEnable)
  127. {
  128. // 当狗的voiceCall大于40,且没有voiceCommand能力时,进入第一阶段指令训练模式
  129. int random = UnityEngine.Random.Range(0, 100);
  130. if (random < 25 && !dog.dogProperty.commandSit)
  131. {
  132. trainingContent = "commandSit";
  133. }
  134. else if (random < 50 && !dog.dogProperty.commandStand)
  135. {
  136. trainingContent = "commandStand";
  137. }
  138. else if (random < 75 && !dog.dogProperty.commandBark)
  139. {
  140. trainingContent = "commandBark";
  141. }
  142. else if (random < 100 && !dog.dogProperty.commandLieDown)
  143. {
  144. trainingContent = "commandLieDown";
  145. }
  146. else
  147. {
  148. trainingContent = String.Empty;
  149. }
  150. if (trainingContent != String.Empty)
  151. {
  152. sceneMode = SceneMode.TRAINING;
  153. dog.RemoveZzzParticle();
  154. trainingDogId = dog.dogProperty.d_id;
  155. totalTrainingTimes = 2;
  156. currentTrainingTimes = 0;
  157. GameData.focusDog = dogsInScene.IndexOf(dog);
  158. //GameData.focusDog = UserProperty.GetDogIndexById(dog.dogProperty.d_id);
  159. dogsInScene[GameData.focusDog].SetupInteract();
  160. interactDog = dogsInScene[GameData.focusDog].gameObject;
  161. VoiceButtonOnlySwitch(true); // 交互模式下关闭其他菜单
  162. }
  163. }
  164. }
  165. }
  166. else if (this.sceneMode == SceneMode.TRAINING)
  167. {
  168. foreach (var dog in dogsInScene)
  169. {
  170. if (dog.dogState == DogState.INTERACT || dog.dogState == DogState.TRAINING)
  171. {
  172. dogCam.m_LookAt = dog.gameObject.transform; // 摄像机看向交互的狗
  173. dogCam.Priority = 10;
  174. // 单只狗在交互的状态控制代码
  175. if (dog.isMovingToPlayer)
  176. {
  177. dog.MovetoPlayer();
  178. }
  179. else
  180. {
  181. dog.dogState = DogState.TRAINING;
  182. if (!isTrainingMsgShowed_1 && !isTrainingMsgShowed_2 && currentTrainingTimes == 0)
  183. {
  184. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", trainingContent + "_00", EnviromentSetting.languageCode });
  185. MessageBoxController.ShowMessage(msg);
  186. var BGM = GameObject.Find("BGM");
  187. if (BGM != null)
  188. {
  189. FadeBGM(BGM.GetComponent<AudioSource>(), false);
  190. }
  191. isTrainingMsgShowed_1 = true;
  192. }
  193. else if (!isTrainingMsgShowed_2 && isTrainingMsgShowed_1 && currentTrainingTimes == 1)
  194. {
  195. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", trainingContent + "_01", EnviromentSetting.languageCode });
  196. MessageBoxController.ShowMessage(msg);
  197. isTrainingMsgShowed_2 = true;
  198. }
  199. }
  200. }
  201. else
  202. {
  203. // 暂时将其他非训练状态的狗game object隐藏
  204. dog.gameObject.SetActive(false);
  205. }
  206. }
  207. }
  208. else if (sceneMode == SceneMode.INACTIVE)
  209. {
  210. foreach (var dog in dogsInScene)
  211. {
  212. if (dog.dogState == DogState.INTERACT)
  213. {
  214. dogCam.m_LookAt = dog.gameObject.transform; // 摄像机看向交互的狗
  215. dogCam.Priority = 10;
  216. // 单只狗在交互的状态控制代码
  217. if (dog.isMovingToPlayer)
  218. {
  219. dog.MovetoPlayer();
  220. }
  221. else if (dog.InteractTimeout()) // 如果交互时间结束,结束交互状态
  222. {
  223. dog.ExitInteract();
  224. sceneMode = SceneMode.NORMAL; // 交互结束,退出交互状态
  225. //isInteractMode = false; // 交互结束,退出交互状态
  226. VoiceButtonOnlySwitch(false); // 交互结束,打开其他菜单
  227. }
  228. else
  229. {
  230. PointerOnDog(); // 检测是否点击在狗上
  231. }
  232. }
  233. }
  234. }
  235. else
  236. {
  237. // 场景非交互模式下的控制代码
  238. foreach (var dog in dogsInScene)
  239. {
  240. // 如果在eat drink进程结束前不执行随机场景代码
  241. // 检测有隐藏的狗,显示出来
  242. if (dog.gameObject.activeSelf == false)
  243. {
  244. dog.gameObject.SetActive(true);
  245. }
  246. if (dog.dogState == DogState.ITEM_CONSUME)
  247. {
  248. if (dog.isMovingToBowl)
  249. {
  250. dog.MovetoBowl();
  251. }
  252. }
  253. else
  254. {
  255. // 随机动作控制控制
  256. RandomCameraChange();
  257. if (listenBreak) // 如果用户按下说话按键,立刻切换到监听状态
  258. {
  259. dog.Listen();
  260. }
  261. else if (dog.isMoving)
  262. {
  263. dog.RandomMove();
  264. }
  265. 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。
  266. {
  267. TimeSpan ts = DateTime.Now - dog.animationStartTime;
  268. 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
  269. {
  270. float r = UnityEngine.Random.Range(0, 1f);
  271. if (r > 0.6) // 随机选择开始动画,或者移动
  272. {
  273. dog.IdleAnimation();
  274. }
  275. else // 狗狗开始步行移动
  276. {
  277. dog.SetMoveSpeed(0);
  278. dog.moveSpeed = 0;
  279. dog.RandomMove();
  280. }
  281. }
  282. }
  283. }
  284. }
  285. }
  286. #endregion
  287. }
  288. }
  289. private void OnDestroy()
  290. {
  291. Debug.Log("Home scene is destoried.");
  292. }
  293. //void AniOrWalk(DogInScene dog) // 狗在普通状态下,随机或播放动画,或移动
  294. //{
  295. //}
  296. // 初始化场景,加载所有的狗,并配置components,添加到dogsInScene List里面去
  297. //void InitialScene()
  298. IEnumerator InitialScene()
  299. {
  300. //yield return null;
  301. //yield return null;
  302. yield return null; // 跳过三帧,初始化最多三只狗
  303. //Debug.Log(isInitialDone);
  304. foreach (var dog in UserProperty.dogs)
  305. {
  306. DogInScene dogInScene = new DogInScene(dog);
  307. 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
  308. float z = UnityEngine.Random.Range(-5f, 5f);
  309. float y = UnityEngine.Random.Range(0, 360f);
  310. var initPosition = new Vector3(x, 0, z);
  311. StartCoroutine(DogComponentInstaller(dog)); // 加载狗的其他组件
  312. var dogGameObject = GameObject.Find(dog.dog_name);
  313. if (dogGameObject == null)
  314. {
  315. Debug.Log(dog.dog_name + "is not found in Home Controller");
  316. }
  317. dogGameObject.transform.position = initPosition;
  318. dogGameObject.transform.rotation = Quaternion.Euler(0, y, 0);
  319. dogGameObject.transform.localScale = new Vector3(2, 2, 2);
  320. dogInScene.SetGameObject(dogGameObject);
  321. dogsInScene.Add(dogInScene);
  322. }
  323. }
  324. // 加载狗的其他组件
  325. IEnumerator DogComponentInstaller(DogProperty dogProperty)
  326. {
  327. // 等待一帧,确保所有 Start() 方法都执行完成
  328. yield return null;
  329. // 第一帧以后开始执行
  330. GameObject dog = GameObject.Find(dogProperty.dog_name);
  331. // 加载指定的Animator controller
  332. Animator animator = dog.GetComponent<Animator>();
  333. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController");
  334. if (dogProperty.breed == "shibaInu") { animatorController = Resources.Load<RuntimeAnimatorController>("Dog/AnimatorController/shibaInu/HomeDogAnimatorController"); }
  335. animator.runtimeAnimatorController = animatorController;
  336. // 加载Rigidbody
  337. Rigidbody rigidbody = dog.AddComponent<Rigidbody>();
  338. //Rigidbody rigidbody = dog.GetComponent<Rigidbody>();
  339. //rigidbody.isKinematic = true;
  340. rigidbody.mass = 10;
  341. rigidbody.linearDamping = 10;
  342. rigidbody.angularDamping = 10;
  343. //rigidbody.freezeRotation = true;
  344. rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotation;
  345. rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
  346. rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
  347. // 加载box collider
  348. BoxCollider boxCollider = dog.AddComponent<BoxCollider>();
  349. boxCollider.isTrigger = false;
  350. boxCollider.center = new Vector3(0, 0.25f, 0);
  351. boxCollider.size = new Vector3(0.12f, 0.45f, 0.54f);
  352. // 加载Particle Question Mark
  353. ParticleSystem questionMarkParticle = Resources.Load<ParticleSystem>("Home/Particle_QuestionMark");
  354. questionMarkParticle = Instantiate(questionMarkParticle);
  355. questionMarkParticle.name = "QuestionMarkParticle";
  356. questionMarkParticle.transform.SetParent(dog.transform);
  357. questionMarkParticle.transform.localPosition = new Vector3(0, 0.4f, 0.4f);
  358. questionMarkParticle.transform.localRotation = Quaternion.Euler(-90, 0, 0);
  359. ParticleSystem ps = questionMarkParticle.GetComponent<ParticleSystem>();
  360. ps.Stop();
  361. // 加载sleep particle
  362. ParticleSystem zzzParticle = Resources.Load<ParticleSystem>("Home/Particle_Z");
  363. zzzParticle = Instantiate(zzzParticle);
  364. zzzParticle.name = "zzzParticle";
  365. zzzParticle.transform.SetParent(dog.gameObject.transform);
  366. zzzParticle.transform.localPosition = new Vector3(0.05f, 0.2f, 0.2f);
  367. zzzParticle.transform.localRotation = Quaternion.Euler(-90, 0, 0);
  368. zzzParticle.gameObject.SetActive(false); // 默认关闭
  369. //yield return null;
  370. }
  371. // 场景随机切换镜头看向不同的狗
  372. void RandomCameraChange()
  373. {
  374. int delay = 10; // 延迟10秒执行一次
  375. TimeSpan ts = DateTime.Now - lastCameraChange;
  376. if (ts.TotalSeconds < delay) { return; }
  377. int dogCount = dogsInScene.Count;
  378. int r = UnityEngine.Random.Range(0, dogCount + 1);
  379. if (r < dogCount)
  380. {
  381. dogCam.m_LookAt = dogsInScene[r].gameObject.transform;
  382. dogCam.Priority = 10;
  383. playerCam.Priority = 1;
  384. }
  385. else
  386. {
  387. dogCam.Priority = 1;
  388. playerCam.Priority = 10;
  389. }
  390. lastCameraChange = DateTime.Now;
  391. }
  392. // 检测场景是否初始化完成
  393. bool SceneInitialCheck()
  394. {
  395. bool initDone = true;
  396. if (dogsInScene.Count == UserProperty.dogs.Count) // 检测是否所有狗都被加载
  397. {
  398. foreach (var dog in dogsInScene)
  399. {
  400. if (dog.gameObject.GetComponent<Animator>().runtimeAnimatorController == null)
  401. {
  402. initDone = false;
  403. }
  404. }
  405. }
  406. else
  407. {
  408. initDone = false;
  409. }
  410. //Debug.Log("Home scene initial status:"+initDone);
  411. return initDone;
  412. }
  413. // 计算多只狗的中心位置,用于主摄像机瞄准
  414. private Vector3 CenterOfDogs()
  415. {
  416. Vector3 center = Vector3.zero;
  417. foreach (var dog in dogsInScene)
  418. {
  419. center += dog.gameObject.transform.position;
  420. }
  421. center /= dogsInScene.Count;
  422. return center;
  423. }
  424. #region 语音控制区
  425. // 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
  426. public void VoiceCallRequest(string filePath)
  427. {
  428. Debug.Log("Voice Call Post request");
  429. string url = "/api/voice/call/";
  430. WWWForm form = new();
  431. form.AddField("user_id", UserProperty.userId);
  432. // 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
  433. StartCoroutine(WebController.PostRequest(url, form, filePath, callback: VoiceCallCallback));
  434. sceneMode = SceneMode.INACTIVE; // 场景进入交互模式
  435. //isInteractMode = true; // 场景进入交互模式
  436. dogsInScene[0].SetupInteract();
  437. interactDog = dogsInScene[0].gameObject;
  438. VoiceButtonOnlySwitch(true); // 交互模式下关闭其他菜单
  439. }
  440. // 语音呼唤上传回调函数
  441. void VoiceCallCallback(string json)
  442. {
  443. Debug.Log("Voice call callback");
  444. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  445. if (data != null && data["status"].ToString() == "success")
  446. {
  447. // 刷新狗的数据
  448. string dogJson = data["dogs"].ToString();
  449. UserProperty.FreshDogInfo(dogJson);
  450. // TODO 根据返回结果设定focusdog
  451. float highestScore = 0;
  452. string highestScoreDogId = "";
  453. var scores = data["call Score MFCC"].ToString();
  454. var scoresList = JsonConvert.DeserializeObject<Dictionary<string, float>>(scores);
  455. foreach (var score in scoresList)
  456. {
  457. if (score.Value > highestScore)
  458. {
  459. highestScore = score.Value;
  460. highestScoreDogId = score.Key;
  461. }
  462. }
  463. if (highestScore >= 60) // 60分以上才可以进入交互模式
  464. {
  465. GameData.focusDog = UserProperty.GetDogIndexById(highestScoreDogId);
  466. VoiceButtonOnlySwitch(true); // 交互模式下关闭其他菜单
  467. foreach (var dog in dogsInScene)
  468. {
  469. if (dog.dogProperty.d_id == highestScoreDogId)
  470. {
  471. if (GameTool.Random100Check(dog.dogProperty.voiceCall))
  472. {
  473. dog.SetupInteract();
  474. interactDog = dog.gameObject;
  475. // focusdog 开启互动模式
  476. HomeController.dogsInScene[GameData.focusDog].dogState = DogState.INTERACT;
  477. HomeController.dogsInScene[GameData.focusDog].SetupInteract();
  478. }
  479. }
  480. }
  481. }
  482. else
  483. {
  484. HomeSoundEffectController.Instance.PlaySoundEffect(4);
  485. }
  486. }
  487. else
  488. {
  489. Debug.Log(data["message"]);
  490. }
  491. }
  492. // 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
  493. public void VoiceCommandRequest(string filePath)
  494. {
  495. if (sceneMode == SceneMode.INACTIVE)
  496. {
  497. Debug.Log("Voice Command Post request");
  498. string url = "/api/voice/command/";
  499. WWWForm form = new();
  500. form.AddField("dog_id", UserProperty.dogs[GameData.focusDog].d_id);
  501. form.AddField("user_id", UserProperty.userId);
  502. StartCoroutine(WebController.PostRequest(url, form, filePath, callback: VoiceCommandCallback));
  503. }
  504. else if (sceneMode == SceneMode.TRAINING)
  505. {
  506. Debug.Log("Voice training Post request");
  507. //Debug.Log("current times before ++:" + this.currentTrainingTimes.ToString());
  508. this.currentTrainingTimes++;
  509. string url = "/api/voice/training/";
  510. WWWForm form = new();
  511. form.AddField("dog_id", UserProperty.dogs[GameData.focusDog].d_id);
  512. form.AddField("user_id", UserProperty.userId);
  513. form.AddField("voice_type", trainingContent);
  514. form.AddField("current_times", this.currentTrainingTimes);
  515. //Debug.Log("current times after ++:" + this.currentTrainingTimes.ToString());
  516. form.AddField("total_times", totalTrainingTimes);
  517. StartCoroutine(WebController.PostRequest(url, form, filePath, callback: VoiceCommandCallback));
  518. }
  519. }
  520. // 语音呼唤上传回调函数
  521. void VoiceCommandCallback(string json)
  522. {
  523. if (sceneMode == SceneMode.INACTIVE)
  524. {
  525. Debug.Log("Voice command callback");
  526. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  527. if (data != null && data["status"].ToString() == "success")
  528. {
  529. // 刷新狗的数据
  530. string dogJson = data["dogs"].ToString();
  531. UserProperty.FreshDogInfo(dogJson);
  532. // 找到得分最高的指令
  533. float highestScore = 0;
  534. string highestScoreCommand = "";
  535. string scores = data["commandScoreMFCC"].ToString();
  536. var scoresList = JsonConvert.DeserializeObject<Dictionary<string, float>>(scores);
  537. foreach (var score in scoresList)
  538. {
  539. if (score.Value > highestScore)
  540. {
  541. highestScore = score.Value;
  542. highestScoreCommand = score.Key;
  543. }
  544. }
  545. if (highestScore >= 60)
  546. {
  547. if (GameTool.Random100Check(dogsInScene[GameData.focusDog].dogProperty.voiceCommand))
  548. {
  549. string animationTrigger = highestScoreCommand.Substring(5);
  550. string animationBool = "is" + highestScoreCommand + "ing";
  551. var animator = dogsInScene[GameData.focusDog].gameObject.GetComponent<Animator>();
  552. animator.SetTrigger(animationTrigger);
  553. if (animationBool != "isSiting" || animationBool != "isLieing" || animationBool != "isDieing")
  554. {
  555. animator.SetBool(animationBool, true);
  556. dogsInScene[GameData.focusDog].interactAnimation = animationBool;
  557. dogsInScene[GameData.focusDog].interactAnimationStartTime = DateTime.Now;
  558. }
  559. }
  560. }
  561. else
  562. {
  563. HomeSoundEffectController.Instance.PlaySoundEffect(4);
  564. }
  565. }
  566. else
  567. {
  568. Debug.Log(data["message"]);
  569. }
  570. }
  571. else if (sceneMode == SceneMode.TRAINING)
  572. {
  573. Debug.Log("Voice training Callback");
  574. var data = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
  575. if (data != null && data["status"].ToString().ToLower() == "success")
  576. {
  577. if (data["message"].ToString().ToLower() == "pass")
  578. {
  579. var BGM = GameObject.Find("BGM");
  580. if (BGM != null)
  581. {
  582. //BGM.GetComponent<AudioSource>().Play();
  583. FadeBGM(BGM.GetComponent<AudioSource>(), true);
  584. }
  585. // TODO 刷新狗的数据
  586. string dogJson = data["dogs"].ToString();
  587. UserProperty.FreshDogInfo(dogJson);
  588. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", trainingContent + "_10", EnviromentSetting.languageCode });
  589. Time.timeScale = 0f;
  590. foreach (var dog in dogsInScene)
  591. {
  592. if (dog.dogProperty.d_id == trainingDogId)
  593. {
  594. dog.ExitInteract();
  595. }
  596. }
  597. MessageBoxController.ShowMessage(msg, ResetTrainingModeParameters);
  598. this.sceneMode = SceneMode.NORMAL;
  599. GameData.isVoiceTrainingToday = true; // 训练完成,设置为true
  600. string todayDate = System.DateTime.Now.ToString("yyyy-MM-dd");
  601. PlayerPrefs.SetString("lastTrainingDate", todayDate);
  602. PlayerPrefs.Save();
  603. }
  604. else if (data["message"].ToString() == "fail")
  605. {
  606. HomeSoundEffectController.Instance.PlaySoundEffect(4);
  607. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", trainingContent + "_20", EnviromentSetting.languageCode });
  608. Time.timeScale = 0f;
  609. MessageBoxController.ShowMessage(msg, RestartTraining);
  610. }
  611. }
  612. else
  613. {
  614. Debug.Log(data["message"]);
  615. }
  616. }
  617. }
  618. #endregion
  619. #region interact mode
  620. // 重置training相关参数
  621. private void ResetTrainingModeParameters()
  622. {
  623. //isTrainingMode = false;
  624. trainingContent = String.Empty;
  625. totalTrainingTimes = 2;
  626. currentTrainingTimes = 0;
  627. trainingDogId = "";
  628. isTrainingMsgShowed_1 = false;
  629. isTrainingMsgShowed_2 = false;
  630. Debug.Log("Reset Training Mode Parameters");
  631. Time.timeScale = 1f;
  632. }
  633. private void RestartTraining()
  634. {
  635. currentTrainingTimes = 0;
  636. isTrainingMsgShowed_1 = false;
  637. isTrainingMsgShowed_2 = false;
  638. Time.timeScale = 1f;
  639. }
  640. // 改变Voice And Menu 菜单形态
  641. public void VoiceButtonOnlySwitch(bool state)
  642. {
  643. // 交互时候关闭其他菜单
  644. var vamUI = GameObject.Find("VoiceAndMenu");
  645. if (vamUI != null)
  646. {
  647. var UIdocument = vamUI.transform.Find("UIDocument").gameObject;
  648. var voiceController = UIdocument.GetComponent<VoiceController>();
  649. voiceController.isCommandMode = state;
  650. }
  651. }
  652. // 检测是否点击在狗上
  653. void PointerOnDog()
  654. {
  655. //DetectTouchMethod();
  656. // 检查当前指针是否有效
  657. if (Pointer.current == null) return;
  658. // 获取当前指针的悬浮位置
  659. Vector2 pointerPosition = Pointer.current.position.ReadValue();
  660. var mainCamera = GameObject.Find("Camera").GetComponent<Camera>();
  661. Ray ray = mainCamera.ScreenPointToRay(pointerPosition);
  662. if (Physics.Raycast(ray, out RaycastHit hit))
  663. {
  664. //Debug.Log($"Clicked on: {hit.collider.gameObject.name}");
  665. // 射线检测起始点击是否在狗上
  666. if (hit.collider.gameObject == interactDog)
  667. {
  668. if (previousPointerPosition != pointerPosition)
  669. {
  670. interactTime += Time.deltaTime;
  671. Debug.Log("interactTime:" + interactTime);
  672. foreach (var dog in dogsInScene)
  673. {
  674. if (dog.gameObject == interactDog)
  675. {
  676. dog.interactLastUpdate = DateTime.Now;
  677. }
  678. }
  679. previousPointerPosition = pointerPosition;
  680. }
  681. }
  682. if (interactTime > 3) // 如果交互时间超过1秒,播放心形粒子效果
  683. {
  684. HeartParticlePlay();
  685. var animation = interactDog.GetComponent<Animator>();
  686. animation.SetTrigger("Hug");
  687. }
  688. }
  689. }
  690. void HeartParticlePlay()
  691. {
  692. // 播放心形粒子效果
  693. var heartParticle = GameObject.Find("Particle Heart");
  694. heartParticle.GetComponent<ParticleSystem>().Play();
  695. interactTime = 0;
  696. }
  697. #endregion
  698. #region 场景环境控制
  699. // 淡入或淡出背景音乐
  700. private void FadeBGM(AudioSource bgmSource, bool fadeIn, float duration = 2f)
  701. {
  702. // fadeIn: true表示淡入 false表示淡出
  703. if (bgmSource == null) return; // 如果没有 AudioSource,则直接返回
  704. StartCoroutine(FadeBGMCoroutine(bgmSource, fadeIn, duration));
  705. }
  706. private IEnumerator FadeBGMCoroutine(AudioSource bgmSource, bool fadeIn, float duration)
  707. {
  708. float elapsedTime = 0f;
  709. float startVolume = bgmSource.volume;
  710. float targetVolume = fadeIn ? 1f : 0f; // 淡入目标音量为1,淡出目标音量为0
  711. while (elapsedTime < duration)
  712. {
  713. bgmSource.volume = Mathf.Lerp(startVolume, targetVolume, elapsedTime / duration);
  714. elapsedTime += Time.deltaTime;
  715. yield return null;
  716. }
  717. bgmSource.volume = targetVolume; // 确保音量达到目标值
  718. if (!fadeIn)
  719. {
  720. bgmSource.Stop(); // 如果是淡出,停止播放
  721. }
  722. }
  723. #endregion
  724. }
  725. public enum ItemGroup
  726. {
  727. food,
  728. water
  729. }
  730. enum SceneMode
  731. {
  732. TRAINING,
  733. INACTIVE,
  734. NORMAL,
  735. }