添加湖南衡阳东洲岛,云南恒基,新疆伊犁场景

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ZYT
2026-02-09 09:53:33 +08:00
parent c859df9fc2
commit 16dbaae99f
41 changed files with 107808 additions and 1279 deletions

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@@ -26,6 +26,12 @@ public class GameInit : MonoBehaviour
[NonSerialized]
public GameObject DieUI;
public Transform startDoorPos;
public int gameTime = 60 * 15;
public float curGameTime;
/// <summary>
/// 游戏场地
@@ -55,6 +61,7 @@ public class GameInit : MonoBehaviour
private void Start()
{
gameId = GameKey.XMen2;
curGameTime = 0;
CloseLine();
}
@@ -64,6 +71,15 @@ public class GameInit : MonoBehaviour
{
//GameManager.Ins.CreateEnemy(0, Vector3.zero,Vector3.zero);
}
if (GameManager.Ins.isGamePlay)
{
curGameTime+=Time.deltaTime;
}
}
public int GetNowTime()
{
return Mathf.RoundToInt(curGameTime);
}
public void PlayAudio(string audioName, Transform tran,bool isAllStop,Action cb=null)

View File

@@ -47,11 +47,11 @@ public enum GamePlace
Wulanhaote_Ouya_Shangchang = 21,
Wulanhaote_Wanda_Shangchang = -21,
Yunnan_Mile_Jinchen_Shidaiguangchang = 22,
Xinjiang_Yili_Yining_Wanrong = 23,
Hunan_Hengyang_Zhuhui_Dongzhoudao = 24,
Hunan_Hengyang_Zhuhui_Dongzhoudao_nei = -24,
Xinjiang_Yili_Yining_Wanrong = 23,//
Hunan_Hengyang_Zhuhui_Dongzhoudao = 24,//
Hunan_Hengyang_Zhuhui_Dongzhoudao_nei = -24,//
Yunnan_Lincang_Linxiang_Hengji = 25,
Yunnan_Lincang_Linxiang_Hengji_Dixia = -25,
Yunnan_Lincang_Linxiang_Hengji_Dixia = -25,//后做
Guangxi_Guilin_Gongcheng_Shijixincheng = 26,
Guangdong_shenzheng_Guangming_Shijiguangchang=27,
Gansu_Jinchang_Jinchuan_Shijiguangchang = 28,
@@ -79,7 +79,7 @@ public enum GamePlace
Hebei_Hengshui_Xinji_WandaGuangchang=44,
Hebei_Hengshui_Taocheng_WandaGuangchang = -44,
Ningxia_Yinchuan_Jinfeng_XinhualianGuangchang = 45,
Hunan_Zhuzhou_Wanda_Shennongcheng_Chaowanshe = 46,
Hunan_Zhuzhou_Wanda_Shennongcheng_Chaowanshe = 46,//
Anhui_Suzhou_Yueshan_Guchengshangyejie_Shinei=47,
Zhejiang_Wenzhou_Cangnan_Yintaicheng = 48,
Shandong_Jining_Shangchang_3=49,
@@ -441,7 +441,7 @@ public class GameManager : MonoBehaviour
}
else
{
point.transform.position = Vector3.zero;
point.transform.position = GameInit .Ins .startDoorPos.transform .position;
}
CoroutineTaskManager.Instance.WaitSecondTodo(() =>

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@@ -0,0 +1,304 @@
using System;
using System.IO;
using System.Net;
using System.Text;
using System.Threading;
using System.Collections.Concurrent;
using UnityEngine;
[Serializable]
public class IntentMessage
{
public string intent;
}
[Serializable]
public class PlayingStatusResponse
{
public int code;
public ServerData data;
public string message;
}
[Serializable]
public class ServerData
{
public string gameName;
public int gameTotalTime;
public int currentPlayTime;
}
public class HttpServer : MonoBehaviour
{
private HttpListener listener;
private Thread serverThread;
private volatile bool isRunning;
private const string SERVER_URL = "http://+:12345/";
// 子线程 → 主线程
private static ConcurrentQueue<NetMessage> messageQueue = new ConcurrentQueue<NetMessage>();
void Awake()
{
DontDestroyOnLoad(gameObject);
}
void Start()
{
StartServer();
}
#region HTTP Server
private void StartServer()
{
try
{
listener = new HttpListener();
listener.Prefixes.Add(SERVER_URL);
listener.Start();
isRunning = true;
serverThread = new Thread(ListenLoop)
{
IsBackground = true
};
serverThread.Start();
Debug.Log($"✅ HTTP Server 启动成功:{SERVER_URL}");
}
catch (Exception e)
{
Debug.LogError("❌ HTTP Server 启动失败:" + e);
}
}
private void ListenLoop()
{
while (isRunning && listener.IsListening)
{
try
{
var context = listener.GetContext();
ThreadPool.QueueUserWorkItem(ProcessRequest, context);
}
catch (HttpListenerException)
{
break;
}
catch (Exception e)
{
Debug.LogError(e);
}
}
}
private void ProcessRequest(object state)
{
var context = (HttpListenerContext)state;
var request = context.Request;
var response = context.Response;
response.AddHeader("Access-Control-Allow-Origin", "*");
response.AddHeader("Access-Control-Allow-Methods", "POST, GET, OPTIONS");
response.AddHeader("Access-Control-Allow-Headers", "Content-Type");
response.ContentType = "application/json; charset=utf-8";
try
{
if (request.HttpMethod == "POST")
{
string raw;
using (var reader = new StreamReader(
request.InputStream,
request.ContentEncoding ?? Encoding.UTF8))
{
raw = reader.ReadToEnd();
}
Debug.Log($"📩 收到原始 JSON{raw}");
// 解析 intent
IntentMessage intentMsg = null;
try
{
intentMsg = JsonUtility.FromJson<IntentMessage>(raw);
}
catch (Exception e)
{
Debug.LogError("JSON 解析失败:" + e);
}
// 只处理 is_playing
if (intentMsg != null && intentMsg.intent == "is_playing")
{
var resp = new PlayingStatusResponse
{
code = 200,
data = new ServerData()
{
gameName = GetCurrentGameName(),
gameTotalTime = GetGameTotalTime(),
currentPlayTime = GetCurrentPlayTime()
},
message = "请求成功"
};
string json = JsonUtility.ToJson(resp);
byte[] data = Encoding.UTF8.GetBytes(json);
response.OutputStream.Write(data, 0, data.Length);
}
else
{
// 未知 intent
string err = "{\"code\":400,\"msg\":\"unknown intent\"}";
byte[] data = Encoding.UTF8.GetBytes(err);
response.OutputStream.Write(data, 0, data.Length);
}
response.Close();
return;
}
}
catch (Exception e)
{
Debug.LogError(e);
WriteResponse(response, 500, "error");
}
finally
{
response.Close();
}
}
private void WriteResponse(HttpListenerResponse response, int code, string msg)
{
string json = $"{{\"code\":{code},\"msg\":\"{msg}\"}}";
byte[] data = Encoding.UTF8.GetBytes(json);
response.OutputStream.Write(data, 0, data.Length);
}
#endregion
#region Unity Main Thread
void Update()
{
while (messageQueue.TryDequeue(out var msg))
{
Debug.Log($"📩 来自 [{msg.sender}] 指令 [{msg.command}]");
HandleMessage(msg);
}
}
#endregion
#region Message Logic
[Serializable]
public class NetMessage
{
public string sender;
public string command;
}
private NetMessage ParseMessage(string raw)
{
if (string.IsNullOrEmpty(raw))
return null;
try
{
raw = raw.Replace("\"", "").Trim();
var parts = raw.Split(':');
if (parts.Length != 2)
{
Debug.LogWarning($"消息格式错误:{raw}");
return null;
}
return new NetMessage
{
sender = parts[0].Trim(),
command = parts[1].Trim()
};
}
catch (Exception e)
{
Debug.LogError($"解析失败:{raw}\n{e}");
return null;
}
}
private void HandleMessage(NetMessage msg)
{
switch (msg.command)
{
case "isStart":
OnStartCommand(msg.sender);
break;
default:
Debug.LogWarning($"未知指令:{msg.command}");
break;
}
}
private void OnStartCommand(string sender)
{
Debug.Log($"🚀 Start 指令来自:{sender}");
// ✅ 在这里安全调用 Unity API
// GameManager.Ins.QuitGame();
}
private string GetCurrentGameName()
{
return GameInit.Ins.gameId.ToString(); // 或你自己的 GameManager
}
private int GetGameTotalTime()
{
return Mathf.FloorToInt(GameInit.Ins.gameTime); // 举例1 小时(秒)
}
private int GetCurrentPlayTime()
{
return GameInit.Ins.GetNowTime();
}
#endregion
#region Shutdown
void OnDestroy()
{
StopServer();
}
private void StopServer()
{
isRunning = false;
try
{
listener?.Stop();
listener?.Close();
}
catch { }
try
{
if (serverThread != null && serverThread.IsAlive)
serverThread.Join(300);
}
catch { }
Debug.Log("🛑 HTTP Server 已关闭");
}
#endregion
}

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@@ -45,6 +45,7 @@ public class PlayerUI : MonoBehaviour
{
GameInit.Ins.HitUI = hitEffect;
GameInit.Ins.DieUI = dieUI;
second = GameInit.Ins.gameTime;
}
void Start()

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