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a/Assets/_MrCs/Scripts/Bullets/Bullet.cs +++ b/Assets/_MrCs/Scripts/Bullets/Bullet.cs @@ -141,9 +141,18 @@ public class Bullet : NetworkBehaviour if (item != null && item.identity != null) { Player player = item.identity.GetComponent(); - if (player != null) + if (player != null&& player.index == ownerIndex) { team = player.teamType; + switch (team) + { + case TeamType.Red: + AddLayerToHitLayer("Shield_Blue"); + break; + case TeamType.Blue: + AddLayerToHitLayer("Shield_Red"); + break; + } } } @@ -151,14 +160,27 @@ public class Bullet : NetworkBehaviour gameObject.layer= GetBulletLayer(team); } + public void AddLayerToHitLayer(string layerName) + { + int layer = LayerMask.NameToLayer(layerName); + if (layer == -1) + { + Debug.LogWarning("Layer 名称不存在:" + layerName); + return; + } + + // LayerMask 使用位掩码表示,每一位对应一个 Layer + HitLayer |= (1 << layer); + } + public static int GetBulletLayer(TeamType team) { switch (team) { case TeamType.Blue: - return LayerMask.NameToLayer("Bullet_Red"); - case TeamType.Red: return LayerMask.NameToLayer("Bullet_Blue"); + case TeamType.Red: + return LayerMask.NameToLayer("Bullet_Red"); } return 0; } @@ -210,15 +232,6 @@ public class Bullet : NetworkBehaviour return true; if (Physics.Raycast(position, velocity, out _handlingHit, velocity.magnitude, HitLayer)) { - // if (_handlingHit.collider != null ) - // { - // var item = _handlingHit.collider.gameObject.GetComponent(); - // if (item != null) - // { - // if (item.team == team) - // return false; - // } - // } if (hit_trigger && _handlingHit.collider.isTrigger) { return false; diff --git a/Assets/_MrCs/Scripts/Enemys/DamageBox.cs b/Assets/_MrCs/Scripts/Enemys/DamageBox.cs index 48dd3249..f18792e2 100644 --- a/Assets/_MrCs/Scripts/Enemys/DamageBox.cs +++ b/Assets/_MrCs/Scripts/Enemys/DamageBox.cs @@ -10,6 +10,7 @@ using UnityEngine; public class DamageBox : MonoBehaviour, IDamagable { + public ShieldExplosion ex; public float Health { get; set; } public TeamType team; public bool isDie; @@ -18,17 +19,20 @@ public class DamageBox : MonoBehaviour, IDamagable public string audioSound; private bool _isServer; + public int id; private void Start() { isDie = false; } - public void Init(TeamType curTeam,float hp,bool isServer) + public void Init(int curId,TeamType curTeam,float hp,bool isServer) { + id=curId; team = curTeam; Health = hp; _isServer=isServer; + collider.enabled = true; SetTeamLayer(); } @@ -45,20 +49,14 @@ public class DamageBox : MonoBehaviour, IDamagable if (_isServer) { GameManager.Ins.CreateDamageNumber(value,_sender.position,false); - Health -= value; - if (Health <= 0&& !isDie) - { - isDie = true; - collider.enabled = false; - gameObject.SetActive(false); - //破碎效果 - // MasterAudio.PlaySound3DAtTransform(audioSound, transform); - // CoroutineTaskManager.Instance.WaitSecondTodo(() => - // { - // gameObject.SetActive(false); - // }, 2f); - } } + Health -= value; + if (Health <= 0&& !isDie) + { + isDie = true; + collider.enabled = false; + ex.HideModel(id); + } } @@ -75,23 +73,23 @@ public class DamageBox : MonoBehaviour, IDamagable } // 根据层级动态屏蔽碰撞(只屏蔽友方子弹) - int layerShield = gameObject.layer; - int layerBulletRed = LayerMask.NameToLayer("Bullet_Red"); - int layerBulletBlue = LayerMask.NameToLayer("Bullet_Blue"); - - // Red Shield 屏蔽 Red Bullet - Physics.IgnoreLayerCollision( - LayerMask.NameToLayer("Shield_Red"), - layerBulletRed, - true - ); - - // Blue Shield 屏蔽 Blue Bullet - Physics.IgnoreLayerCollision( - LayerMask.NameToLayer("Shield_Blue"), - layerBulletBlue, - true - ); + // int layerShield = gameObject.layer; + // int layerBulletRed = LayerMask.NameToLayer("Bullet_Red"); + // int layerBulletBlue = LayerMask.NameToLayer("Bullet_Blue"); + // + // // Red Shield 屏蔽 Red Bullet + // Physics.IgnoreLayerCollision( + // LayerMask.NameToLayer("Shield_Red"), + // layerBulletRed, + // true + // ); + // + // // Blue Shield 屏蔽 Blue Bullet + // Physics.IgnoreLayerCollision( + // LayerMask.NameToLayer("Shield_Blue"), + // layerBulletBlue, + // true + // ); } } diff --git a/Assets/_MrCs/Scripts/Explosions/AtkDummyExplosion.cs b/Assets/_MrCs/Scripts/Explosions/AtkDummyExplosion.cs index e29909a2..e1e3dbb6 100644 --- a/Assets/_MrCs/Scripts/Explosions/AtkDummyExplosion.cs +++ b/Assets/_MrCs/Scripts/Explosions/AtkDummyExplosion.cs @@ -7,6 +7,14 @@ public class AtkDummyExplosion : Explosion { public GameObject bulletPrefab; // 假人的子弹 public Transform shootPoint; // 发射点 + public Transform roteTransform; // 炮台旋转节点(只旋转这个) + + public MeshRenderer meshRenderer1; + public MeshRenderer meshRenderer2; + + public Material redMaterial; + public Material blueMaterial; + private float shootTimer; private float shootRate; private float damage; @@ -14,25 +22,36 @@ public class AtkDummyExplosion : Explosion private float userTime; private GameObject target; - private TeamType myTeam; - public override void OnSpawn(TeamType team, float curDurationTime,int id) + public override void OnSpawn(TeamType team, float curDurationTime, int id) { - base.OnSpawn(team, curDurationTime,id); + base.OnSpawn(team, curDurationTime, id); + + transform.eulerAngles = Vector3.zero; - myTeam = team; - transform.eulerAngles=Vector3.zero; // 读取武器信息 GunInfo info = GameManager.Ins.GunInfos[(GunType)type][1]; shootRate = info.ShootRate * 2f; // 攻击速度减半 damage = info.Damage; - recoil=info.Recoil; + recoil = info.Recoil; userTime = info.Time; - if(!isServer) + if (!isServer) return; - // 开始攻击协程 + Material mat = curTeam == TeamType.Red ? redMaterial : blueMaterial; + meshRenderer1.material = mat; + meshRenderer2.material = mat; + RpcSetTeamMaterial(curTeam); StartCoroutine(AutoAttackRoutine()); } + + [ClientRpc] + private void RpcSetTeamMaterial(TeamType team) + { + Material mat = team == TeamType.Red ? redMaterial : blueMaterial; + + meshRenderer1.material = mat; + meshRenderer2.material = mat; + } [Server] private IEnumerator AutoAttackRoutine() @@ -46,11 +65,15 @@ public class AtkDummyExplosion : Explosion if (target != null) { - // 朝向敌人 - Vector3 dir = target.transform.position - transform.position; + // 🔥 只旋转炮台,不旋转整体物体 + Vector3 dir = target.transform.position - roteTransform.position; dir.y = 0; + if (dir.sqrMagnitude > 0.01f) - transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(dir), Time.deltaTime * 5f); + { + Quaternion targetRot = Quaternion.LookRotation(dir); + roteTransform.rotation = Quaternion.Lerp(roteTransform.rotation, targetRot, Time.deltaTime * 6f); + } // 攻击计时 shootTimer += Time.deltaTime; @@ -70,12 +93,15 @@ public class AtkDummyExplosion : Explosion { if (bulletPrefab == null || shootPoint == null) return; + // 子弹朝向 = 炮台方向 GameObject bullet = Instantiate(bulletPrefab, shootPoint.position, shootPoint.rotation); + if (bullet.TryGetComponent(out Bullet bulletComp)) { - bulletComp.OnSpawn(playerId,target.transform.position - shootPoint.position,recoil, userTime); + Vector3 fireDir = roteTransform.forward; // 🔥 使用炮台的 forward + bulletComp.OnSpawn(playerId, fireDir, recoil, userTime); } - // 网络同步(如果是服务器端) + if (NetworkServer.active) { NetworkServer.Spawn(bullet); @@ -87,11 +113,10 @@ public class AtkDummyExplosion : Explosion float minDist = float.MaxValue; GameObject nearest = null; - foreach (var identity in NetworkServer.connections.Values) + foreach (var player in GameManager.Ins.allPlayers) { - var player = identity.identity.GetComponent(); if (player == null) continue; - if (player.teamType == myTeam) continue; + if (player.teamType == curTeam) continue; if (IsDead(player.gameObject)) continue; float dist = Vector3.Distance(transform.position, player.transform.position); diff --git a/Assets/_MrCs/Scripts/Explosions/HpExplosion.cs b/Assets/_MrCs/Scripts/Explosions/HpExplosion.cs index 026be19a..d644df01 100644 --- a/Assets/_MrCs/Scripts/Explosions/HpExplosion.cs +++ b/Assets/_MrCs/Scripts/Explosions/HpExplosion.cs @@ -14,7 +14,7 @@ public class HpExplosion : Explosion base.OnSpawn(team,curDurationTime,id); GunInfo info = GameManager.Ins.GunInfos[(GunType)type][1]; damagePerTick = info.Buff; - transform.position=new Vector3(this.transform.position.x,this.transform.position.y+0.1f,this.transform.position.z); + transform.position=new Vector3(transform.position.x,0.1f,transform.position.z); if (isServer) // 只在服务端计算伤害 { StartCoroutine(DamageRoutine(curDurationTime)); @@ -40,7 +40,7 @@ public class HpExplosion : Explosion foreach (var item in NetworkServer.spawned.Values) { Player player = item.GetComponent(); - if (player == null) continue; + if (player == null|| player.teamType!= curTeam) continue; // 计算玩家与回复圈中心的距离 float dist = Vector3.Distance(transform.position, player.transform.position); diff --git a/Assets/_MrCs/Scripts/Explosions/PoisonExplosion.cs b/Assets/_MrCs/Scripts/Explosions/PoisonExplosion.cs index 705abf32..dd648318 100644 --- a/Assets/_MrCs/Scripts/Explosions/PoisonExplosion.cs +++ b/Assets/_MrCs/Scripts/Explosions/PoisonExplosion.cs @@ -9,11 +9,13 @@ public class PoisonExplosion : Explosion public float radius = 3f; // 毒圈半径 public float tickInterval = 1f; // 每秒伤害间隔 public float damagePerTick = 10f; // 每次伤害 + [SyncVar] private TeamType ownerTeam; public override void OnSpawn(TeamType team,float curDurationTime,int id) { base.OnSpawn(team,curDurationTime,id); ownerTeam = team; + transform.position=new Vector3(transform.position.x,0.1f,transform.position.z); GunInfo info = GameManager.Ins.GunInfos[(GunType)type][1]; damagePerTick = info.Buff; if (isServer) // 只在服务端计算伤害 @@ -38,10 +40,10 @@ public class PoisonExplosion : Explosion private void ApplyDamageToPlayers() { // 假设你有一个所有玩家的列表 GameManager.Ins.AllPlayers - foreach (var item in NetworkServer.spawned.Values) + foreach (var item in NetworkServer.connections.Values) { - Player player = item.GetComponent(); - if (player == null) continue; + Player player = item.identity.GetComponent(); + if (player == null|| player.teamType== ownerTeam) continue; // 计算玩家与毒气中心的距离 float dist = Vector3.Distance(transform.position, player.transform.position); diff --git a/Assets/_MrCs/Scripts/Explosions/ShieldExplosion.cs b/Assets/_MrCs/Scripts/Explosions/ShieldExplosion.cs index 57daf3e5..cec80ea3 100644 --- a/Assets/_MrCs/Scripts/Explosions/ShieldExplosion.cs +++ b/Assets/_MrCs/Scripts/Explosions/ShieldExplosion.cs @@ -1,14 +1,25 @@ +using System; using System.Collections; using System.Collections.Generic; using DamageNumbersPro; using DragonLi.Frame; +using Mirror; using UnityEngine; public class ShieldExplosion : Explosion { public int hp; public GameObject[] models; - public override void OnSpawn(TeamType team,float curDurationTime,int id) + + private void Awake() + { + foreach (var model in models) + { + model.GetComponent().enabled = false; + } + } + + public override void OnSpawn(TeamType team,float curDurationTime,int id) { base.OnSpawn(team,curDurationTime,id); if(!isServer) @@ -16,14 +27,17 @@ public class ShieldExplosion : Explosion transform.eulerAngles=new Vector3(0,120,0); GunInfo info = GameManager.Ins.GunInfos[(GunType)type][1]; hp=info.Hp; + int index = 0; + Debug.LogError("初始化"); foreach (var model in models) { var shieldModel = model.GetComponent(); if (shieldModel != null) { - shieldModel.Init(team,hp,isServer); + shieldModel.Init(index,team,hp,isServer); } model.SetActive(false); + index++; } StartCoroutine(ShowModels()); @@ -44,5 +58,11 @@ public class ShieldExplosion : Explosion models[8].SetActive(true); } + [Server] + public void HideModel(int index) + { + models[index].transform.localScale=Vector3.zero; + } + public float Health { get; set; } } diff --git a/Assets/_MrCs/Scripts/GameLocal.cs b/Assets/_MrCs/Scripts/GameLocal.cs index 809de143..eb7d6ffe 100644 --- a/Assets/_MrCs/Scripts/GameLocal.cs +++ b/Assets/_MrCs/Scripts/GameLocal.cs @@ -91,11 +91,9 @@ public class GameLocal : MonoBehaviour BGMState.StateChange(0); #if !UNITY_EDITOR && UNITY_ANDROID && PICO //PXRManager.enabled = true; - ChangeMaterial(true); PXR_MixedReality.EnableVideoSeeThrough(true); #elif !UNITY_EDITOR && UNITY_ANDROID && VIVE //PXRManager.enabled = false; - ChangeMaterial(true); Interop.WVR_ShowPassthroughUnderlay(true); #endif } diff --git a/Assets/_MrCs/Scripts/GameManager.cs b/Assets/_MrCs/Scripts/GameManager.cs index 16f9be29..bf6f5c80 100644 --- a/Assets/_MrCs/Scripts/GameManager.cs +++ b/Assets/_MrCs/Scripts/GameManager.cs @@ -53,8 +53,6 @@ public class GameManager : NetworkBehaviour public GameObject damageNumberPre; public GameObject redDamageNumberPre; - // 怪物预制集合 - public GameObject[] EnemyPres; // 怪物ui预制体 public GameObject EnemyUIPre; @@ -69,25 +67,12 @@ public class GameManager : NetworkBehaviour // json数据库 private JsonLiteDB DB; + // 怪物信息集合 public Dictionary> EnemyInfos = new Dictionary>(); - // 炮塔信息集合 - public Dictionary> TowerInfos = new Dictionary>(); + // 枪械信息集合 public Dictionary> GunInfos = new Dictionary>(); - // 子弹信息集合 - public Dictionary> BulletInfos = new Dictionary>(); - // 剧情信息 - public Dictionary> CombatUnitInfos = new Dictionary>(); - /// - /// 敌人自增 - /// - private int enemyIndex = 0; - - /// - /// 所有敌人 - /// - public Dictionary EnemyList = new Dictionary(); /// /// 所有敌人UI @@ -95,12 +80,9 @@ public class GameManager : NetworkBehaviour public Dictionary EnemyUIList = new Dictionary(); public Dictionary SettleInfos = new Dictionary(); - - /// - /// 波次自增 - /// - [SyncVar] - public int roundIndex = 0; + + public List allPlayers = new List(); + // 游玩结束时间 [NonSerialized] [SyncVar] @@ -175,7 +157,7 @@ public class GameManager : NetworkBehaviour if (dmg != null) { dmg.worldPos = pos; - dmg.damageValue = damage; + dmg.damageValue = isCritical? damage*2 : damage; dmg.OnStartClient(); } @@ -199,7 +181,7 @@ public class GameManager : NetworkBehaviour if (dmg != null) { dmg.worldPos = pos; - dmg.damageValue = damage; + dmg.damageValue = isCritical? damage*2 : damage; dmg.OnStartClient(); } Destroy(obj, 10f); @@ -208,6 +190,7 @@ public class GameManager : NetworkBehaviour [Server] public void GameStart() { + AutoAssignTeams(); gameState = GameState.Playing; vistEnd = (long)(DateTime.Now.Subtract(new DateTime(1970, 1, 1))).TotalSeconds + vistAllTime; _airdropTime = 25; @@ -237,6 +220,71 @@ public class GameManager : NetworkBehaviour GameOver(); }, vistAllTime); } + + [Server] + public void RegisterPlayer(Player p) + { + if (!allPlayers.Contains(p)) + allPlayers.Add(p); + } + + + // ★ 玩家离开游戏时调用(在Player.OnStopServer里调用) + [Server] + public void UnRegisterPlayer(Player p) + { + if (allPlayers.Contains(p)) + allPlayers.Remove(p); + } + + // ★ 游戏开始时调用 → 自动分配队伍 + [Server] + public void AutoAssignTeams() + { + int redCount = 0; + int blueCount = 0; + + // 计算已分配队伍的人数 + foreach (var p in allPlayers) + { + if (p.teamType == TeamType.Red) redCount++; + else if (p.teamType == TeamType.Blue) blueCount++; + } + + // 遍历玩家 → 给没选队伍的自动分配 + foreach (var p in allPlayers) + { + if (p.teamType != TeamType.None) + continue; + + // 队伍数量对比 + if (redCount < blueCount) + { + p.teamType = TeamType.Red; + redCount++; + } + else if (blueCount < redCount) + { + p.teamType = TeamType.Blue; + blueCount++; + } + else + { + // 一样多 → 随机 + if (Random.value > 0.5f) + { + p.teamType = TeamType.Red; + redCount++; + } + else + { + p.teamType = TeamType.Blue; + blueCount++; + } + } + GivePistol(p.index); + } + } [ClientRpc] public void RpcShowSettle() @@ -256,7 +304,6 @@ public class GameManager : NetworkBehaviour player.GivePistol(); } } - //GameLocal.Ins.self.PickUpGun(GunType.Pistol, -999); } [Server] @@ -265,11 +312,6 @@ public class GameManager : NetworkBehaviour gameState = state; } - //1.游戏时间到 - //2.所有怪物被消灭 - //3.玩家被消灭 - //以上都要跳出结算 - [Server] public void GameOver() { @@ -304,39 +346,12 @@ public class GameManager : NetworkBehaviour SettlePanel.Show(); } - /// - /// 下一波进攻开始 - /// - [ClientRpc] - public void RpcMessageRound() - { - CoroutineTaskManager.Instance.WaitSecondTodo(() => - { - DragonLi.Core.EventDispatcher.TriggerEvent("NewWaveStart", roundIndex); - }, 0.5f); - } - [ClientRpc] public void ChangeBgmRpc(int i) { GameLocal.Ins.BGMState.StateChange(i); } - /// - /// 创建敌方单位 - /// - public void CreateEnemy(EnemyType type, Vector3 pos, float angleY) - { - GameObject enemy = Instantiate(EnemyPres[(int)type]); - NetworkServer.Spawn(enemy); - enemy.transform.position = pos; - enemy.transform.eulerAngles = new Vector3(0, angleY, 0); - enemyIndex++; - Enemy enemyScript = enemy.GetComponent(); - enemyScript.OnSpawn(enemyIndex, type, 1); - EnemyList.Add(enemyIndex, enemyScript); - } - [Server] public void CreateAirdropPlane(Vector3 startPos, Vector3 endPos) { @@ -347,9 +362,9 @@ public class GameManager : NetworkBehaviour } [Server] - public void CreateAirDropItem(GunType type ,Vector3 startPos) + public void CreateAirDropItem(int id ,Vector3 startPos) { - GameObject airdropItem = Instantiate(airdropItems[(int)type],startPos,quaternion.identity); + GameObject airdropItem = Instantiate(airdropItems[id],startPos,quaternion.identity); NetworkServer.Spawn(airdropItem); } @@ -360,22 +375,9 @@ public class GameManager : NetworkBehaviour [Command(requiresAuthority = false)] public void DamageAllEnemy() { - foreach (Enemy enemy in EnemyList.Values) - { - enemy.ApplyDamage(999999, null, null); - } + } - public void CreateAir(EnemyType type, Vector3 pos, float angleY) - { - GameObject enemy = Instantiate(EnemyPres[(int)type]); - NetworkServer.Spawn(enemy); - enemy.transform.position = pos; - enemy.transform.eulerAngles = new Vector3(0, angleY, 0); - Airdrop enemyScript = enemy.GetComponent(); - enemyScript.OnSpawn(type, 1); - } - /// /// 更新配置表 /// @@ -413,25 +415,6 @@ public class GameManager : NetworkBehaviour Debug.Log("游戏数值更新 -> complete"); } - /// - /// 获取范围内敌人 - /// - public int GetRangeEnemyId(Vector3 pos, float radius) - { - int res = -1; - foreach (Enemy enemy in EnemyList.Values) - { - float dis = Vector3.Distance(enemy.transform.position, pos); - if (dis <= radius) - { - radius = dis; - res = enemy.id; - break; - } - } - return res; - } - [Server] public void CreateEnemyUI(Enemy enemy) { @@ -455,40 +438,6 @@ public class GameManager : NetworkBehaviour { HUDPanel.Show(); } - - [ClientRpc] - public void TriggerEvent(string key, int param) - { - DragonLi.Core.EventDispatcher.TriggerEvent(key, param); - } - - public void AddScore(string index, int damage) - { - if (SettleInfos.ContainsKey(index)) - { - SettleInfos[index].Score += damage; - } - string jsonStr = JsonMapper.ToJson(SettleInfos); - settleData = jsonStr; - } - - public void SetTitle(string index, string title) - { - if (SettleInfos.ContainsKey(index)) - { - SettleInfos[index].Title = title; - } - - Debug.Log(SettleInfos); - } - - public void SetPlayerName(string index) - { - if (SettleInfos.ContainsKey(index)) - { - SettleInfos[index].playerName = int.Parse(index); - } - } [Server] public void AddData(int playerIndex) @@ -496,11 +445,6 @@ public class GameManager : NetworkBehaviour SettleInfos.Add(playerIndex.ToString(), new SettleInfo()); } - public string SerializeSettleInfos() - { - return JsonUtility.ToJson(SettleInfos); - } - #region 工具 public string GetLessTimeStr() { diff --git a/Assets/_MrCs/Scripts/Guns/BombGun.cs b/Assets/_MrCs/Scripts/Guns/BombGun.cs index 1c6209ea..5cb2d46b 100644 --- a/Assets/_MrCs/Scripts/Guns/BombGun.cs +++ b/Assets/_MrCs/Scripts/Guns/BombGun.cs @@ -81,7 +81,6 @@ public class BombGun : Launcher [Client] public void ClickRrightTrigger() { - if (!gameObject.activeInHierarchy) return; // 已隐藏就不调用 Cmd CmdShoot(); } diff --git a/Assets/_MrCs/Scripts/Guns/ShotGun.cs b/Assets/_MrCs/Scripts/Guns/ShotGun.cs index 98b586f8..954dfac2 100644 --- a/Assets/_MrCs/Scripts/Guns/ShotGun.cs +++ b/Assets/_MrCs/Scripts/Guns/ShotGun.cs @@ -84,7 +84,6 @@ public class ShotGun : Launcher [Client] public void ClickRrightTrigger() { - if (!gameObject.activeInHierarchy) return; // 已隐藏就不调用 Cmd CmdShoot(); } diff --git a/Assets/_MrCs/Scripts/Guns/StunGun.cs b/Assets/_MrCs/Scripts/Guns/StunGun.cs index a403614f..3365625f 100644 --- a/Assets/_MrCs/Scripts/Guns/StunGun.cs +++ b/Assets/_MrCs/Scripts/Guns/StunGun.cs @@ -8,164 +8,168 @@ public class StunGun : Launcher { public float maxDistance = 50f; public LayerMask hitMask; - public Transform stunEffectPos; - private float _damage; - private float _curAtkTime; - private bool _isShot; + [SyncVar] private float _damage; + [SyncVar] private float _curAtkTime; + + private bool _isShot = false; private RaycastHit _hit; + private void Start() { - if (isServer && isClient && isOwned) - { - type = GunType.DianJiGun; - GunInfo gunInfo = GameManager.Ins.GunInfos[type][1]; - shootRate = gunInfo.ShootRate; - recoil = gunInfo.Recoil; - userTime = gunInfo.Time; - curUserTime = gunInfo.Time; - waitBulletTime = gunInfo.CoolDown; - _damage = gunInfo.Damage; - if (hand == HandType.Left) - { - MRInput.Ins.RegisterHoldPressLeftTrigger(ClickLeftTrigger); - } - else if (hand == HandType.Right) - { - MRInput.Ins.RegisterHoldPressRightTrigger(ClickRightTrigger); - MRInput.Ins.RegisterUpPressRightTrigger(UpRightTrigger); - } - } - // 主机其他 - else if (isServer && isClient) - { - type = GunType.DianJiGun; - GunInfo gunInfo = GameManager.Ins.GunInfos[type][1]; - shootRate = gunInfo.ShootRate; - recoil = gunInfo.Recoil; - userTime = gunInfo.Time; - curUserTime = gunInfo.Time; - //bullet_amount=gunInfo.BulletAmount; - waitBulletTime = gunInfo.CoolDown; - } - // 从机自身 - else if (isClient && isOwned) - { - if (hand == HandType.Left) - { - MRInput.Ins.RegisterHoldPressLeftTrigger(ClickLeftTrigger); - } - else if (hand == HandType.Right) - { - MRInput.Ins.RegisterHoldPressRightTrigger(ClickRightTrigger); - } - } - bullet_prefab.SetActive(false); - } - - public void Update() - { - if (!isOwned) - { - return; - } + type = GunType.DianJiGun; + GunInfo gunInfo = GameManager.Ins.GunInfos[type][1]; - if (isServer&&_isShot) + shootRate = gunInfo.ShootRate; + recoil = gunInfo.Recoil; + userTime = gunInfo.Time; + curUserTime = gunInfo.Time; + waitBulletTime = gunInfo.CoolDown; + _damage = gunInfo.Damage; + + bullet_prefab.SetActive(false); + + if (isOwned) { - _curAtkTime-=Time.deltaTime; - if (_curAtkTime <= 0) - { - OnReceiveDamage(); - _curAtkTime = 1; - } + if (hand == HandType.Left) + MRInput.Ins.RegisterHoldPressLeftTrigger(ClickLeftTrigger); + else + MRInput.Ins.RegisterHoldPressRightTrigger(ClickRightTrigger); + + MRInput.Ins.RegisterUpPressRightTrigger(UpRightTrigger); } - // 左手 + } + + private void Update() + { + if (!isOwned) return; + + // 手部跟随 if (hand == HandType.Left) { transform.position = GameLocal.Ins.self.LeftHand.position; transform.rotation = GameLocal.Ins.self.LeftHand.rotation; } - // 右手 - else if (hand == HandType.Right) + else { transform.position = GameLocal.Ins.self.RightHand.position; transform.rotation = GameLocal.Ins.self.RightHand.rotation; } + + // 服务器持续伤害 + if (isServer && _isShot) + { + _curAtkTime -= Time.deltaTime; + if (_curAtkTime <= 0) + { + ServerDealDamage(); + _curAtkTime = 1; + } + } } - [Client] - public void ClickLeftTrigger() - { - CmdShoot(); - } + // ================= 按键事件(客户端) ================ + [Client] private void ClickLeftTrigger() => CmdShoot(); + [Client] private void ClickRightTrigger() => CmdShoot(); + [Client] private void UpRightTrigger() => CmdUpShoot(); - [Client] - public void ClickRightTrigger() - { - if (!gameObject.activeInHierarchy) return; // 已隐藏就不调用 Cmd - CmdShoot(); - } - - [Client] - public void UpRightTrigger() - { - if (!gameObject.activeInHierarchy) return; // 已隐藏就不调用 Cmd - CmdUpShoot(); - } + // ====================== 开始射击 ====================== [Command] - public void CmdShoot() + private void CmdShoot() { _isShot = true; - bullet_prefab.gameObject.SetActive(true); + + // 让所有客户端显示激光 + RpcShowLaser(); + + // 服务器射线检测 Ray ray = new Ray(bulletPoint.position, bulletPoint.forward); + if (Physics.Raycast(ray, out _hit, maxDistance, hitMask)) { - stunEffectPos.position = new Vector3(0,0,_hit.point.z); + } else { - stunEffectPos.position = new Vector3(0, 0, maxDistance); _isShot = false; _curAtkTime = 0; } } - public void OnReceiveDamage() - { - Player curPlayer=_hit.collider.GetComponent(); - if (curPlayer != null&& curPlayer.teamType== team) - { - return; - } - - DamageBox box=_hit.collider.GetComponent(); - if (box != null&& box.team== team) - { - return; - } - - var damagable = _hit.collider.transform.GetComponent(); - if (damagable != null) - { + // ====================== 停止射击 ====================== - if (curPlayer != null) - { - bool isCriticalHit = Vector3.Distance(transform.position, curPlayer.helmet.position) < 1.5f; - GameManager.Ins.CreateDamageNumber(_damage,curPlayer.helmet.position+new Vector3(0,1,0),isCriticalHit); - } - damagable.ApplyDamage(_damage,null,_hit.transform); - } - } - - [Command] - public void CmdUpShoot() + private void CmdUpShoot() { - bullet_prefab.gameObject.SetActive(false); _isShot = false; _curAtkTime = 0; + + RpcHideLaser(); + } + + // ====================== 客户端渲染 ====================== + + [ClientRpc] + private void RpcShowLaser() + { + bullet_prefab.SetActive(true); + } + + [ClientRpc] + private void RpcHideLaser() + { + bullet_prefab.SetActive(false); + } + + [ClientRpc] + // private void RpcSetLaserEndPoint(Vector3 endPos) + // { + // if (stunEffectPos.parent != null) + // { + // // 若 VFX 使用 local,需要转换 + // var v3 = stunEffectPos.parent.InverseTransformPoint(endPos); + // v3 = new Vector3(0, 0, endPos.z); + // stunEffectPos.localPosition = v3; + // } + // else + // { + // // 若 VFX 使用 world space + // stunEffectPos.position = endPos; + // } + // } + + + // ====================== 服务器伤害计算 ====================== + + [Server] + private void ServerDealDamage() + { + if(_hit.collider==null) + return; + IDamagable damagable = _hit.collider.GetComponent(); + + if (damagable == null) return; + + Player targetPlayer = _hit.collider.GetComponent(); + + if (targetPlayer != null && targetPlayer.teamType == team) + return; + + damagable.ApplyDamage(_damage, null, _hit.transform); + + // 伤害飘字(客户端执行) + if (targetPlayer != null) + { + bool crit = Vector3.Distance(transform.position, targetPlayer.helmet.position) < 1.5f; + RpcShowDamageNumber(targetPlayer.helmet.position + new Vector3(0, 1, 0), _damage, crit); + } + } + + // 飘字由客户端显示 + [ClientRpc] + private void RpcShowDamageNumber(Vector3 pos, float dmg, bool crit) + { + GameManager.Ins.CreateDamageNumber(dmg, pos, crit); } - - } diff --git a/Assets/_MrCs/Scripts/Item/AirdropItem.cs b/Assets/_MrCs/Scripts/Item/AirdropItem.cs index 140947eb..359acd90 100644 --- a/Assets/_MrCs/Scripts/Item/AirdropItem.cs +++ b/Assets/_MrCs/Scripts/Item/AirdropItem.cs @@ -1,6 +1,7 @@ using System; using System.Collections; using System.Collections.Generic; +using DragonLi.Core; using Mirror; using UnityEngine; using UnityEngine.UIElements; @@ -9,10 +10,28 @@ public class AirdropItem : NetworkBehaviour { public GunType type ; public BoxCollider boxCollider; + public Rigidbody rigidbody; + + private bool isDie; private void Start() { + if(rigidbody == null) + rigidbody = GetComponent(); boxCollider.enabled = isServer; + rigidbody.isKinematic = !isServer; + isDie = false; + if (isServer) + { + CoroutineTaskManager.Instance.WaitSecondTodo(() => + { + if (!isDie) + { + NetworkServer.Destroy(gameObject); + isDie = true; + } + }, 20); + } } private void OnCollisionEnter(Collision other) @@ -33,6 +52,7 @@ public class AirdropItem : NetworkBehaviour } boxCollider.enabled = false; + isDie = true; NetworkServer.Destroy(gameObject); } } diff --git a/Assets/_MrCs/Scripts/Item/AirdropPlane.cs b/Assets/_MrCs/Scripts/Item/AirdropPlane.cs index ebb18c9b..e183a7bd 100644 --- a/Assets/_MrCs/Scripts/Item/AirdropPlane.cs +++ b/Assets/_MrCs/Scripts/Item/AirdropPlane.cs @@ -72,9 +72,8 @@ public class AirdropPlane : NetworkBehaviour { passedDistance = 0; dropCount--; - int itemId=Random.Range(0, GameManager.Ins.GunInfos.Count-1); - GameManager.Ins.CreateAirDropItem((GunType)(itemId+1), transform.position); - + int itemId=Random.Range(0, GameManager.Ins.airdropItems.Length); + GameManager.Ins.CreateAirDropItem(1, transform.position); // 计算下一段距离 _nextDropDistance = _totalDistance / (dropCount + 1); } diff --git a/Assets/_MrCs/Scripts/Item/StartGameItem.cs b/Assets/_MrCs/Scripts/Item/StartGameItem.cs index c611201e..53c9fe0a 100644 --- a/Assets/_MrCs/Scripts/Item/StartGameItem.cs +++ b/Assets/_MrCs/Scripts/Item/StartGameItem.cs @@ -29,7 +29,7 @@ public class StartGameItem : NetworkBehaviour,IDamagable return; } HpIndex--; - GameManager.Ins.CreateDamageNumber(value,_sender.position,false); + RpcShowDamageNumber(_sender.position,value,false); if (HpIndex <= 0) { Over(); @@ -38,6 +38,13 @@ public class StartGameItem : NetworkBehaviour,IDamagable Shake(); } + // 飘字由客户端显示 + [ClientRpc] + private void RpcShowDamageNumber(Vector3 pos, float dmg, bool crit) + { + GameManager.Ins.CreateDamageNumber(dmg, pos, crit); + } + public void Over() { if(GameManager.Ins.gameState== GameState.Playing) diff --git a/Assets/_MrCs/Scripts/Player.cs b/Assets/_MrCs/Scripts/Player.cs index 94995274..bdf17a21 100644 --- a/Assets/_MrCs/Scripts/Player.cs +++ b/Assets/_MrCs/Scripts/Player.cs @@ -7,6 +7,7 @@ using DragonLi.Frame; using Mirror; using UnityEngine; using UnityEngine.XR; +using Random = UnityEngine.Random; /// /// 手类型 @@ -19,8 +20,9 @@ public enum HandType public enum TeamType { - Red, - Blue + None = 0, + Red=1, + Blue=2 } /// @@ -119,14 +121,15 @@ public class Player : NetworkRoomPlayer,IDamagable Collider.enabled = false; StartCoroutine(InitHeight()); } - if (isServer) - { - GameManager.Ins.AddData(index); - Collider.enabled = true; - } IsUserAirdropItem = false; currentHp= maxHp; ShowInvincible(); + if (isServer) + { + GameManager.Ins.AddData(index); + GameManager.Ins.RegisterPlayer(this); + Collider.enabled = true; + } } IEnumerator InitHeight() @@ -582,8 +585,8 @@ public class Player : NetworkRoomPlayer,IDamagable Vector3 directionFormHit=(transform.position-_sender.position).normalized; float angle = Vector3.Angle(forward, directionFormHit); int index = Random.Range(0, 4); - if(TrueGearEffectManager.Ins!=null) - TrueGearEffectManager.Ins.OnHit(angle > 90,index,false); + // if(TrueGearEffectManager.Ins!=null) + // TrueGearEffectManager.Ins.OnHit(angle > 90,index,false); } #endif if (currentHp <= 0 && IsAlive) diff --git a/Assets/_MrCs/Textures/icon.jpg b/Assets/_MrCs/Textures/icon.jpg new file mode 100644 index 00000000..3bbe3128 Binary files /dev/null and b/Assets/_MrCs/Textures/icon.jpg differ diff --git a/Assets/_MrCs/Textures/icon.png.meta b/Assets/_MrCs/Textures/icon.jpg.meta similarity index 91% rename from Assets/_MrCs/Textures/icon.png.meta rename to Assets/_MrCs/Textures/icon.jpg.meta index f6d90a91..e680a81a 100644 --- a/Assets/_MrCs/Textures/icon.png.meta +++ b/Assets/_MrCs/Textures/icon.jpg.meta @@ -1,9 +1,9 @@ fileFormatVersion: 2 -guid: 522f349785fc9cd4d8eb33719991a1c9 +guid: 2efa97f244fdb7b4491348b4415f5c0d TextureImporter: internalIDToNameTable: [] externalObjects: {} - serializedVersion: 12 + serializedVersion: 13 mipmaps: mipMapMode: 0 enableMipMap: 0 @@ -20,11 +20,12 @@ TextureImporter: externalNormalMap: 0 heightScale: 0.25 normalMapFilter: 0 + flipGreenChannel: 0 isReadable: 0 streamingMipmaps: 0 streamingMipmapsPriority: 0 vTOnly: 0 - ignoreMasterTextureLimit: 0 + ignoreMipmapLimit: 0 grayScaleToAlpha: 0 generateCubemap: 6 cubemapConvolution: 0 @@ -63,6 +64,7 @@ TextureImporter: textureFormatSet: 0 ignorePngGamma: 0 applyGammaDecoding: 0 + swizzle: 50462976 cookieLightType: 0 platformSettings: - serializedVersion: 3 @@ -75,6 +77,7 @@ TextureImporter: crunchedCompression: 0 allowsAlphaSplitting: 0 overridden: 0 + ignorePlatformSupport: 0 androidETC2FallbackOverride: 0 forceMaximumCompressionQuality_BC6H_BC7: 0 - serializedVersion: 3 @@ -87,6 +90,7 @@ TextureImporter: crunchedCompression: 0 allowsAlphaSplitting: 0 overridden: 0 + ignorePlatformSupport: 0 androidETC2FallbackOverride: 0 forceMaximumCompressionQuality_BC6H_BC7: 0 - serializedVersion: 3 @@ -99,6 +103,7 @@ TextureImporter: crunchedCompression: 0 allowsAlphaSplitting: 0 overridden: 0 + ignorePlatformSupport: 0 androidETC2FallbackOverride: 0 forceMaximumCompressionQuality_BC6H_BC7: 0 spriteSheet: @@ -115,9 +120,8 @@ TextureImporter: weights: [] secondaryTextures: [] nameFileIdTable: {} - spritePackingTag: + mipmapLimitGroupName: pSDRemoveMatte: 0 - pSDShowRemoveMatteOption: 0 userData: assetBundleName: assetBundleVariant: diff --git a/Assets/_MrCs/Textures/icon.png b/Assets/_MrCs/Textures/icon.png deleted file mode 100644 index 928fb89c..00000000 Binary files a/Assets/_MrCs/Textures/icon.png and /dev/null differ diff --git a/ProjectSettings/DynamicsManager.asset b/ProjectSettings/DynamicsManager.asset index ed4391ff..ae71080d 100644 --- a/ProjectSettings/DynamicsManager.asset +++ b/ProjectSettings/DynamicsManager.asset @@ -3,7 +3,7 @@ --- !u!55 &1 PhysicsManager: m_ObjectHideFlags: 0 - serializedVersion: 13 + serializedVersion: 14 m_Gravity: {x: 0, y: -9.81, z: 0} m_DefaultMaterial: {fileID: 0} m_BounceThreshold: 2 @@ -18,10 +18,11 @@ PhysicsManager: m_ClothInterCollisionDistance: 0.1 m_ClothInterCollisionStiffness: 0.2 m_ContactsGeneration: 1 - m_LayerCollisionMatrix: f7e7fffff7e7fffff7e7ffff00e4fffff7e7fffff7e7fffff7e7ffff77f0ffff77e6ffff77e7ffff7fe7ffff00f0ffff80e8ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff - m_AutoSimulation: 1 + m_LayerCollisionMatrix: f7e7fffff7e7fffff7e7ffff00e4fffff7e7fffff7e7fffff7e7ffff77f0ffff77e6ffff77e7ffff7fe7ffff00f0ffff80e8fffffffffffffffffffffffffffffffffbfffffff7fffffffefffffffdffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff + m_SimulationMode: 0 m_AutoSyncTransforms: 0 m_ReuseCollisionCallbacks: 0 + m_InvokeCollisionCallbacks: 1 m_ClothInterCollisionSettingsToggle: 0 m_ClothGravity: {x: 0, y: -9.81, z: 0} m_ContactPairsMode: 0 @@ -36,3 +37,4 @@ PhysicsManager: m_ImprovedPatchFriction: 0 m_SolverType: 0 m_DefaultMaxAngularSpeed: 50 + m_FastMotionThreshold: 3.4028235e+38 diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 6885f0e9..a18abead 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -289,7 +289,7 @@ PlayerSettings: - m_BuildTarget: m_Icons: - serializedVersion: 2 - m_Icon: {fileID: 2800000, guid: 522f349785fc9cd4d8eb33719991a1c9, type: 3} + m_Icon: {fileID: 2800000, guid: 2efa97f244fdb7b4491348b4415f5c0d, type: 3} m_Width: 128 m_Height: 128 m_Kind: 0