1284 lines
36 KiB
C#
1284 lines
36 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using BestHTTP.SecureProtocol.Org.BouncyCastle.Crypto.Engines;
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using Common;
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using DamageNumbersPro;
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using DragonLi.Core;
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using Mirror;
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using UnityEngine;
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using UnityEngine.PlayerLoop;
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using XPlugin.Data.JsonLiteDB;
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using static XPlugin.Data.JsonLiteDB.JsonLiteDB;
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using LitJson;
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using Pathfinding;
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using DarkTonic.MasterAudio;
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using NaughtyAttributes;
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using Unity.Mathematics;
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using UnityEngine.UIElements;
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using EventDispatcher = DragonLi.Core.EventDispatcher;
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using Random = UnityEngine.Random;
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/// <summary>
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/// 游戏状态
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/// </summary>
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public enum GameState
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{
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None = 0,
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Playing = 1,
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/// <summary>
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/// 胜利
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/// </summary>
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Victory = 2,
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/// <summary>
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/// 失败
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/// </summary>
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Failur = 3,
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Settle,
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Waiting = 5,
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}
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public class GameManager : NetworkBehaviour
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{
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public static GameManager Ins { get; private set; }
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#region 预制体
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public GameObject redDoorPre;
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public GameObject blueDoorPre;
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public GameObject AirdropPlanePre;//空投飞机
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public GameObject[] airdropItems;//空头道具
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public GameObject startGameItemPre;
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public GameObject damageNumberPre;
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public GameObject redDamageNumberPre;
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// 怪物ui预制体
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public GameObject EnemyUIPre;
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public GameObject roundPlaceDoorPre;
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#endregion
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#region 实例化后物体
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public GameObject redDoor;
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public GameObject blueDoor;
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#endregion
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// json数据库
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private JsonLiteDB DB;
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// 怪物信息集合
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public Dictionary<EnemyType, Dictionary<int, EnemyInfo>> EnemyInfos = new Dictionary<EnemyType, Dictionary<int, EnemyInfo>>();
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// 枪械信息集合
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public Dictionary<GunType, Dictionary<int, GunInfo>> GunInfos = new Dictionary<GunType, Dictionary<int, GunInfo>>();
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/// <summary>
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/// 所有敌人UI
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/// </summary>
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public Dictionary<int, PlayerUI> EnemyUIList = new Dictionary<int, PlayerUI>();
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public Dictionary<string, SettleInfo> SettleInfos = new Dictionary<string, SettleInfo>();
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public List<Player> allPlayers = new List<Player>();
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// 游玩结束时间
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[NonSerialized]
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[SyncVar]
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public long vistEnd = 0;
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[NonSerialized]
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[SyncVar]
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public long vistRoundEnd = 0;
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// 总游玩时长
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private int vistAllTime = (int)(60 * 15f);
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[NonSerialized]
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[SyncVar]
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private int roundAllTime;
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[SyncVar]
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public string settleData = "";
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[SyncVar]
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[NonSerialized]
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public int CurRoundIndex;
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[SyncVar]
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public GameState gameState = GameState.None;
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[NonSerialized]
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[SyncVar]
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public int BlueScore = 0;
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[NonSerialized]
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[SyncVar]
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public int RedScore = 0;
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[NonSerialized]
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[SyncVar]
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public int RedRoundScore = 0;
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[NonSerialized]
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[SyncVar]
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public int BlueRoundScore = 0;
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[Header("指引系统")]
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public GameObject GuideArrowPre; // 指引箭头预制体
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private GameObject guideArrowInstanceRed; // 指向红门的指引箭头实例
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private GameObject guideArrowInstanceBlue; // 指向蓝门的指引箭头实例
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private GuideArrowPath guideArrowComponentRed; // 红门指引箭头组件
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private GuideArrowPath guideArrowComponentBlue; // 蓝门指引箭头组件
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private bool isGuideArrowActive = false;
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// 优化:使用协程更新路径,避免每帧计算
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private Coroutine pathUpdateCoroutine;
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// 优化:减少更新频率
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private float updatePathInterval = 0.5f; // 路径更新间隔(秒)
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private float lastPathUpdateTime = 0f;
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// 优化:简化路径计算
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private Vector3 lastPlayerPosition = Vector3.zero;
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private float updatePositionThreshold = 1.0f; // 玩家移动超过这个距离才更新路径
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private int pathSegments = 10; // 路径分段数(使用Lerp插值)
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// 指引系统目标位置
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private Vector3 guideTargetPositionRed = Vector3.zero;
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private Vector3 guideTargetPositionBlue = Vector3.zero;
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// 是否已初始化指引系统
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private bool isGuideInitialized = false;
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// 是否已经同步门位置
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private bool isDoorPositionSynced = false;
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// 调试用:强制显示指引
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public bool forceShowGuide = false;
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void Awake()
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{
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Ins = this;
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}
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void Start()
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{
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// 延迟初始化指引系统,等待网络连接
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CoroutineTaskManager.Instance.WaitSecondTodo(() =>
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{
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InitializeGuideArrow();
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}, 2f);
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if (isClient)
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{
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UpdateConf();
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}
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if (isServer)
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{
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CreateDoor(GameLocal.Ins.redDoorPos, GameLocal.Ins.blueDoorPos, GameLocal.Ins.startGameItemPos);
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CoroutineTaskManager.Instance.WaitSecondTodo(() =>
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{
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StartGuide();
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}, 2f);
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roundAllTime = vistAllTime / 3;
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}
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}
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/// <summary>
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/// 创建门
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/// </summary>
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[Server]
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public void CreateDoor(Transform redPos, Transform bluePos, Transform startGamePos)
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{
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SetGameState(GameState.Waiting);
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if (!isServer)
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return;
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//创建红色门
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redDoor = Instantiate(redDoorPre, redPos.position, Quaternion.identity);
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NetworkServer.Spawn(redDoor);
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//创建蓝色门
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blueDoor = Instantiate(blueDoorPre, bluePos.position, Quaternion.identity);
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NetworkServer.Spawn(blueDoor);
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// 等待一帧确保物体同步,然后同步门位置
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CoroutineTaskManager.Instance.WaitSecondTodo(() =>
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{
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// 同步门的位置给所有客户端
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RpcSyncDoorPosition(redPos.position, bluePos.position);
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Debug.Log("服务器:门位置已同步到客户端");
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// 服务器端也初始化指引
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CoroutineTaskManager.Instance.WaitSecondTodo(() =>
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{
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StartGuide();
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}, 0.5f);
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}, 0.5f);
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}
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/// <summary>
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/// 同步门的位置给所有客户端
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/// </summary>
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[ClientRpc]
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public void RpcSyncDoorPosition(Vector3 redDoorPos, Vector3 blueDoorPos)
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{
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// 客户端接收门的位置
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guideTargetPositionRed = redDoorPos;
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guideTargetPositionBlue = blueDoorPos;
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isDoorPositionSynced = true;
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Debug.Log("客户端:收到门位置同步,红门: " + guideTargetPositionRed + ",蓝门: " + guideTargetPositionBlue);
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// 如果指引系统已经初始化,立即开始指引
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if (isGuideInitialized)
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{
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CoroutineTaskManager.Instance.WaitSecondTodo(() =>
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{
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StartGuide();
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}, 0.3f);
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}
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}
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[ClientRpc]
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public void RpcShowDamageNumber(float damage, Vector3 pos, bool isCritical)
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{
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GameObject prefab = isCritical ? redDamageNumberPre : damageNumberPre;
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if (prefab == null) return;
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GameObject obj = Instantiate(prefab, pos, Quaternion.identity);
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var dmg = obj.GetComponent<DamageNumberNetwork>();
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if (dmg != null)
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{
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dmg.worldPos = pos;
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dmg.damageValue = isCritical ? damage * 2 : damage;
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dmg.OnStartClient();
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}
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Destroy(obj, 10f);
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}
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[Server]
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public void GameStart()
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{
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Debug.Log("开始游戏");
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vistEnd = (long)(DateTime.Now.Subtract(new DateTime(1970, 1, 1))).TotalSeconds + vistAllTime;
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vistRoundEnd = (long)(DateTime.Now.Subtract(new DateTime(1970, 1, 1))).TotalSeconds + roundAllTime;
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_airdropTime = 25;
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_curAirdropTime = _airdropTime;
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ChangeBgmRpc(1);
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StartAirDrop();
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// 停止所有客户端的指引
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RpcStopAllGuide();
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// 延迟1s后给所有人发放武器
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CoroutineTaskManager.Instance.WaitSecondTodo(() =>
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{
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foreach (var player in allPlayers)
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{
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if (player != null)
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{
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player.HideInvincible();
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ShowTeamUI(player.connectionToClient, (int)player.teamType);
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}
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}
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RpcShowSettle();
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}, 1f);
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StartRoundTime();
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}
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[TargetRpc]
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public void ShowTeamUI(NetworkConnectionToClient conn, int teamId)
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{
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EventDispatcher.TriggerEvent("ChangeTeam", teamId);
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}
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[Server]
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public void StartRoundTime()
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{
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CurRoundIndex++;
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CoroutineTaskManager.Instance.WaitSecondTodo(() =>
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{
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if (gameState == GameState.Waiting)
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return;
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StopRound();
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}, roundAllTime);
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}
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[Server]
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public void RegisterPlayer(Player p)
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{
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if (!allPlayers.Contains(p))
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allPlayers.Add(p);
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}
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// ★ 玩家离开游戏时调用(在Player.OnStopServer里调用)
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[Server]
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public void UnRegisterPlayer(Player p)
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{
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if (allPlayers.Contains(p))
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allPlayers.Remove(p);
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}
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// ★ 游戏开始时调用 → 自动分配队伍
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[Server]
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public void AutoAssignTeams()
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{
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int redCount = 0;
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int blueCount = 0;
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// 统计已选队伍玩家
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foreach (var p in allPlayers)
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{
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if (p.teamType == TeamType.Red) redCount++;
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else if (p.teamType == TeamType.Blue) blueCount++;
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}
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int totalPlayers = allPlayers.Count;
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// -----------------------------
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// ★ 第一步:强制平衡队伍(如果人数>=2 且某队==0)
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// -----------------------------
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if (totalPlayers >= 2)
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{
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if (redCount == 0 && blueCount > 0)
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{
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// 需要从蓝队分一半人到红队
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int need = Mathf.Max(1, blueCount / 2);
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foreach (var p in allPlayers)
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{
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if (need <= 0) break;
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if (p.teamType == TeamType.Blue)
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{
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p.teamType = TeamType.Red;
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need--;
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redCount++;
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blueCount--;
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}
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}
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}
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else if (blueCount == 0 && redCount > 0)
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{
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// 需要从红队分一半人到蓝队
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int need = Mathf.Max(1, redCount / 2);
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foreach (var p in allPlayers)
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{
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if (need <= 0) break;
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if (p.teamType == TeamType.Red)
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{
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p.teamType = TeamType.Blue;
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need--;
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blueCount++;
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redCount--;
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}
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}
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}
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}
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// -----------------------------
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// ★ 第二步:给未分配队伍(NONE)的玩家自动分配
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// -----------------------------
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foreach (var p in allPlayers)
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{
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if (p.teamType != TeamType.None)
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continue;
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if (redCount < blueCount)
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{
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p.teamType = TeamType.Red;
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redCount++;
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}
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else if (blueCount < redCount)
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{
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p.teamType = TeamType.Blue;
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blueCount++;
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}
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else
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{
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// 平局 → 随机
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if (Random.value > 0.5f)
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{
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p.teamType = TeamType.Red;
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redCount++;
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}
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else
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{
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p.teamType = TeamType.Blue;
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blueCount++;
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}
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}
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// 给队伍分配武器
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GivePistol(p.index);
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}
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}
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[Server]
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public void CheckGameStart()
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{
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int curTeamIndex = 0;
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bool isStartGame = false;
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foreach (var player in allPlayers)
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{
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if (player.teamType != TeamType.None)
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curTeamIndex++;
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}
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isStartGame = curTeamIndex >= GameLocal.Ins.addPlayerIndex;
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if (isStartGame)
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{
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if (gameState == GameState.Playing)
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return;
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AutoAssignTeams();
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gameState = GameState.Playing;
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BlueRoundScore = 0;
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RedRoundScore = 0;
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// 停止所有客户端的指引
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RpcStopAllGuide();
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NetworkServer.Destroy(redDoor);
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NetworkServer.Destroy(blueDoor);
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RpcShowHUD();
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MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
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{
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GameStart();
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}, 3f, this);
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}
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}
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[ClientRpc]
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public void RpcShowSettle()
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{
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GameLocal.Ins.Settle.SetActive(true);
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}
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[ClientRpc]
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public void GivePistol(int index)
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{
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Debug.Log("创建武器中...");
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foreach (var item in NetworkServer.connections.Values)
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{
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Player player = item.identity.GetComponent<Player>();
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if (player != null && player.index == index)
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{
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player.GivePistol();
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player.GiveArmor();
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}
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}
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}
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[Server]
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public void SetGameState(GameState state)
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{
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gameState = state;
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}
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[Server]
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public void GameOver()
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{
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gameState = GameState.Settle;
|
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}
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||
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[ClientRpc]
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public void RpcShow()
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{
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SettlePanel.Show();
|
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}
|
||
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[ClientRpc]
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public void ChangeBgmRpc(int i)
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{
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GameLocal.Ins.BGMState.StateChange(i);
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}
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|
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[Server]
|
||
public void CreateAirdropPlane(Vector3 startPos, Vector3 endPos)
|
||
{
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||
GameObject airdropPlane = Instantiate(AirdropPlanePre, startPos, quaternion.identity);
|
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NetworkServer.Spawn(airdropPlane);
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AirdropPlane airdropPlaneScript = airdropPlane.GetComponent<AirdropPlane>();
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airdropPlaneScript.OnSpawn(endPos);
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}
|
||
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[Server]
|
||
public void CreateAirDropItem(int id, Vector3 startPos)
|
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{
|
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GameObject airdropItem = Instantiate(airdropItems[id], startPos, quaternion.identity);
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NetworkServer.Spawn(airdropItem);
|
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}
|
||
|
||
/// <summary>
|
||
/// 痛击场上所有敌方单位
|
||
/// </summary>
|
||
[Command(requiresAuthority = false)]
|
||
public void DamageAllEnemy()
|
||
{
|
||
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新配置表
|
||
/// </summary>
|
||
public void UpdateConf()
|
||
{
|
||
string text = Resources.Load<TextAsset>("Data").text;
|
||
if (text != null)
|
||
{
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||
ParseGameJson(text);
|
||
}
|
||
}
|
||
|
||
public void ParseGameJson(string text)
|
||
{
|
||
DB = new JsonLiteDB();
|
||
DB.Load(text);
|
||
|
||
TableReader infoReader = DB["GunsInfo"].GetReader();
|
||
while (infoReader.Read())
|
||
{
|
||
GunInfo info = new GunInfo(infoReader);
|
||
GunInfos.TryGetValue((GunType)info.Type, out Dictionary<int, GunInfo> infoList);
|
||
if (infoList == null)
|
||
{
|
||
Dictionary<int, GunInfo> list = new Dictionary<int, GunInfo>();
|
||
list.Add(info.Lvl, info);
|
||
GunInfos.Add((GunType)info.Type, list);
|
||
}
|
||
else
|
||
{
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||
infoList.Add(info.Lvl, info);
|
||
}
|
||
}
|
||
|
||
Debug.Log("游戏数值更新 -> complete");
|
||
}
|
||
|
||
[Server]
|
||
public void CreateEnemyUI(Enemy enemy)
|
||
{
|
||
GameObject enemyUI = Instantiate(EnemyUIPre);
|
||
NetworkServer.Spawn(enemyUI);
|
||
PlayerUI enemyUIScript = enemyUI.GetComponent<PlayerUI>();
|
||
//enemyUIScript.Init(enemy);
|
||
EnemyUIList.Add(enemy.id, enemyUIScript);
|
||
}
|
||
|
||
[Server]
|
||
public void DeleteEnemyUI(int id)
|
||
{
|
||
GameObject enemyUI = EnemyUIList[id].gameObject;
|
||
EnemyUIList.Remove(id);
|
||
NetworkServer.Destroy(enemyUI);
|
||
}
|
||
|
||
[ClientRpc]
|
||
public void RpcShowHUD()
|
||
{
|
||
HUDPanel.Show();
|
||
}
|
||
|
||
[Server]
|
||
public void AddData(int playerIndex)
|
||
{
|
||
SettleInfos.Add(playerIndex.ToString(), new SettleInfo());
|
||
}
|
||
|
||
#region 工具
|
||
public string GetLessTimeStr()
|
||
{
|
||
string res = "";
|
||
if (gameState == GameState.Playing)
|
||
{
|
||
res = FormatTime((int)(vistEnd - DateTime.Now.Subtract(new DateTime(1970, 1, 1)).TotalSeconds));
|
||
}
|
||
return res;
|
||
}
|
||
|
||
public string GetRoundLessTimeStr()
|
||
{
|
||
string res = "";
|
||
if (gameState == GameState.Playing)
|
||
{
|
||
res = FormatTime((int)(vistRoundEnd - DateTime.Now.Subtract(new DateTime(1970, 1, 1)).TotalSeconds));
|
||
}
|
||
return res;
|
||
}
|
||
|
||
public int GetLessTimeSeconds()
|
||
{
|
||
if (isServer)
|
||
{
|
||
return (int)(vistEnd - NetworkTime.time);
|
||
}
|
||
else
|
||
{
|
||
return (int)(vistEnd - NetworkClient.connection.remoteTimeStamp);
|
||
}
|
||
}
|
||
|
||
// 时分秒
|
||
public string FormatTime(int totalSeconds)
|
||
{
|
||
//确保时间不为负
|
||
totalSeconds = Mathf.Max(0, totalSeconds);
|
||
|
||
int hours = totalSeconds / 3600;
|
||
// string hh = hours < 10 ? "0" + hours : hours.ToString();
|
||
int minutes = (totalSeconds - hours * 3600) / 60;
|
||
string mm = minutes < 10f ? "0" + minutes : minutes.ToString();
|
||
int seconds = totalSeconds - hours * 3600 - minutes * 60;
|
||
string ss = seconds < 10 ? "0" + seconds : seconds.ToString();
|
||
return string.Format("{0}:{1}", mm, ss);
|
||
}
|
||
#endregion
|
||
|
||
[TargetRpc]
|
||
public void PlaySound2DRPC(NetworkConnection target, string sound)
|
||
{
|
||
MasterAudio.PlaySound(sound);
|
||
}
|
||
|
||
public void PlaySound2D(string sound)
|
||
{
|
||
foreach (var item in allPlayers)
|
||
{
|
||
PlaySound2DRPC(item.connectionToClient, sound);
|
||
}
|
||
}
|
||
|
||
[TargetRpc]
|
||
public void PlaySound3DRPC(NetworkConnection target, string sound, Transform pos)
|
||
{
|
||
MasterAudio.PlaySound3DAtTransform(sound, pos);
|
||
}
|
||
|
||
public void PlaySound3D(string sound, Transform target)
|
||
{
|
||
foreach (var item in allPlayers)
|
||
{
|
||
PlaySound3DRPC(item.connectionToClient, sound, target);
|
||
}
|
||
}
|
||
|
||
[SyncVar]
|
||
private int syncRemainingTime;
|
||
|
||
private float _airdropTime;//空投时间
|
||
private float _curAirdropTime;//当前空头时间
|
||
private bool _isStartAirdrop;//是否开始倒计时空投
|
||
|
||
public void StartAirDrop()
|
||
{
|
||
_isStartAirdrop = true;
|
||
}
|
||
|
||
public void StopAirDrop()
|
||
{
|
||
_isStartAirdrop = false;
|
||
}
|
||
|
||
void Update()
|
||
{
|
||
if (isServer && gameState == GameState.Playing && _isStartAirdrop)
|
||
{
|
||
//服务器计算剩余时间并同步
|
||
//syncRemainingTime = GetLessTimeSeconds();
|
||
_curAirdropTime += Time.deltaTime;
|
||
if (_curAirdropTime >= _airdropTime)
|
||
{
|
||
int airdropPosId = Random.Range(0, 4);
|
||
int endAirdropPosId = 0;
|
||
if (airdropPosId == 0)
|
||
endAirdropPosId = 1;
|
||
if (airdropPosId == 1)
|
||
endAirdropPosId = 0;
|
||
if (airdropPosId == 2)
|
||
endAirdropPosId = 3;
|
||
if (airdropPosId == 3)
|
||
endAirdropPosId = 2;
|
||
CreateAirdropPlane(GameLocal.Ins.startPlanePos[airdropPosId].position, GameLocal.Ins.startPlanePos[endAirdropPosId].position);
|
||
_curAirdropTime = 0;
|
||
StopAirDrop();
|
||
}
|
||
}
|
||
|
||
if (isServer)
|
||
{
|
||
if (Input.GetKeyDown(KeyCode.Space))
|
||
{
|
||
StopRound();
|
||
}
|
||
}
|
||
|
||
// 调试:强制显示指引(测试用)
|
||
if (forceShowGuide && Input.GetKeyDown(KeyCode.G) && isGuideInitialized && !isGuideArrowActive)
|
||
{
|
||
Debug.Log("强制显示指引");
|
||
StartGuide();
|
||
}
|
||
}
|
||
|
||
[Server]
|
||
public void StartRound()
|
||
{
|
||
gameState = GameState.Playing;
|
||
ChangeBgmRpc(CurRoundIndex + 1);
|
||
vistRoundEnd = (long)(DateTime.Now.Subtract(new DateTime(1970, 1, 1))).TotalSeconds + roundAllTime;
|
||
foreach (var item in allPlayers)
|
||
{
|
||
item.HideInvincible();
|
||
}
|
||
StartRoundTime();
|
||
}
|
||
|
||
[Server]
|
||
public void StopRound()
|
||
{
|
||
gameState = GameState.Waiting;
|
||
ChangeBgmRpc(0);
|
||
|
||
if (CurRoundIndex >= 3)
|
||
gameState = GameState.Settle;
|
||
if (BlueRoundScore > RedRoundScore)
|
||
{
|
||
BlueScore += 1;
|
||
}
|
||
if (BlueRoundScore < RedRoundScore)
|
||
{
|
||
RedScore += 1;
|
||
}
|
||
if (BlueRoundScore == RedRoundScore && BlueRoundScore != 0 && RedRoundScore != 0)
|
||
{
|
||
RedScore += 1;
|
||
BlueScore += 1;
|
||
}
|
||
foreach (var item in allPlayers)
|
||
{
|
||
item.ClearGun();
|
||
|
||
}
|
||
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
|
||
{
|
||
foreach (var item in allPlayers)
|
||
{
|
||
RpcPlayerRoundEnd(item.connectionToClient);
|
||
}
|
||
}, 1f, this);
|
||
|
||
CreateRoundPlaceDoorPre();
|
||
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
|
||
{
|
||
if (gameState == GameState.Settle)
|
||
return;
|
||
BlueRoundScore = 0;
|
||
RedRoundScore = 0;
|
||
foreach (var player in allPlayers)
|
||
{
|
||
RpcPlayerWaitRoundEnd(player.connectionToClient);
|
||
}
|
||
}, 10f, this);
|
||
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
|
||
{
|
||
if (gameState == GameState.Settle)
|
||
return;
|
||
StartRound();
|
||
}, 13f, this);
|
||
}
|
||
|
||
[TargetRpc]
|
||
public void RpcPlayerRoundEnd(NetworkConnection target)
|
||
{
|
||
EventDispatcher.TriggerEvent("NewRoundStart",
|
||
CurRoundIndex == 3 ? BlueScore : BlueRoundScore,
|
||
CurRoundIndex == 3 ? RedScore : RedRoundScore,
|
||
CurRoundIndex);
|
||
}
|
||
|
||
[TargetRpc]
|
||
public void RpcPlayerWaitRoundEnd(NetworkConnection target)
|
||
{
|
||
GameLocal.Ins.RoundUI.SetActive(false);
|
||
EventDispatcher.TriggerEvent("NewWaveStart");
|
||
}
|
||
|
||
public Player GetPlayerByIndex(int index)
|
||
{
|
||
return allPlayers.FirstOrDefault(p => p.index == index);
|
||
}
|
||
|
||
#region 回合地图
|
||
|
||
[Server]
|
||
public void CreateRoundPlaceDoorPre()
|
||
{
|
||
//创建吸收场地黑洞
|
||
var roundPlaceDoor = Instantiate(roundPlaceDoorPre, GameLocal.Ins.roundPlaceDoorPos.position, Quaternion.identity);
|
||
roundPlaceDoor.transform.eulerAngles = GameLocal.Ins.roundPlaceDoorPos.eulerAngles;
|
||
NetworkServer.Spawn(roundPlaceDoor);
|
||
foreach (var player in allPlayers)
|
||
{
|
||
PlaceFly(player.connectionToClient, roundPlaceDoor.transform.position);
|
||
}
|
||
|
||
MonoSingleton<CoroutineTaskManager>.Instance.WaitSecondTodo(() =>
|
||
{
|
||
if (roundPlaceDoor != null)
|
||
NetworkServer.Destroy(roundPlaceDoor);
|
||
if (gameState == GameState.Settle)
|
||
return;
|
||
// RPC:通知客户端执行地图升起动画
|
||
foreach (var player in allPlayers)
|
||
{
|
||
RpcMapRise(player.connectionToClient);
|
||
}
|
||
}, 8f, this);
|
||
}
|
||
|
||
[TargetRpc]
|
||
public void PlaceFly(NetworkConnection target, Vector3 blackHolePos)
|
||
{
|
||
GameObject curPlace = GameLocal.Ins.CurPlace(CurRoundIndex);
|
||
|
||
foreach (Transform child in curPlace.GetComponentsInChildren<Transform>())
|
||
{
|
||
if (child == curPlace.transform) continue; // 跳过根节点
|
||
Collider childCollider = child.GetComponent<Collider>();
|
||
if (childCollider != null)
|
||
childCollider.enabled = false;
|
||
GameLocal.Ins.AddObject(child, blackHolePos);
|
||
}
|
||
}
|
||
|
||
[TargetRpc]
|
||
public void RpcMapRise(NetworkConnection target)
|
||
{
|
||
StartCoroutine(MapRiseCoroutine());
|
||
}
|
||
private IEnumerator MapRiseCoroutine()
|
||
{
|
||
GameLocal.Ins.ShowPlace(CurRoundIndex + 1);
|
||
GameObject newMap = GameLocal.Ins.CurPlace(CurRoundIndex + 1); // 新地图预先放在场景里
|
||
Vector3 startPos = newMap.transform.position;
|
||
Vector3 endPos = new Vector3(startPos.x, 0f, startPos.z);
|
||
|
||
float duration = 2f;
|
||
float t = 0f;
|
||
|
||
while (t < duration)
|
||
{
|
||
t += Time.deltaTime;
|
||
float progress = t / duration;
|
||
|
||
// 使用平滑插值(可改成 easeOut)
|
||
float smooth = Mathf.SmoothStep(0, 1, progress);
|
||
|
||
newMap.transform.position = Vector3.Lerp(startPos, endPos, smooth);
|
||
|
||
yield return null;
|
||
}
|
||
|
||
newMap.transform.position = endPos;
|
||
}
|
||
|
||
#endregion
|
||
|
||
|
||
#region 分数系统
|
||
|
||
/// <summary>
|
||
/// 红色方加分
|
||
/// </summary>
|
||
/// <param name="score"></param>
|
||
public void AddRedScore(int score)
|
||
{
|
||
RedRoundScore += score;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 蓝色方加分
|
||
/// </summary>
|
||
/// <param name="score"></param>
|
||
public void AddBlueScore(int score)
|
||
{
|
||
BlueRoundScore += score;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 指引系统(优化版)- 双线版本,使用Vector3.Lerp
|
||
|
||
/// <summary>
|
||
/// 初始化指引箭头(每个客户端独立)
|
||
/// </summary>
|
||
private void InitializeGuideArrow()
|
||
{
|
||
// 检查预制体是否存在
|
||
if (GuideArrowPre == null)
|
||
{
|
||
Debug.LogError("GuideArrowPre 预制体未分配!");
|
||
return;
|
||
}
|
||
|
||
// 实例化两个指引箭头预制体(本地实例,不会网络同步)
|
||
guideArrowInstanceRed = Instantiate(GuideArrowPre);
|
||
guideArrowInstanceRed.name = "GuideArrow_Red";
|
||
|
||
guideArrowInstanceBlue = Instantiate(GuideArrowPre);
|
||
guideArrowInstanceBlue.name = "GuideArrow_Blue";
|
||
|
||
// 获取指引箭头组件
|
||
guideArrowComponentRed = guideArrowInstanceRed.GetComponent<GuideArrowPath>();
|
||
guideArrowComponentBlue = guideArrowInstanceBlue.GetComponent<GuideArrowPath>();
|
||
|
||
if (guideArrowComponentRed == null || guideArrowComponentBlue == null)
|
||
{
|
||
Debug.LogError("GuideArrowPre 预制体上没有找到 GuideArrowPath 组件!");
|
||
if (guideArrowInstanceRed != null) Destroy(guideArrowInstanceRed);
|
||
if (guideArrowInstanceBlue != null) Destroy(guideArrowInstanceBlue);
|
||
guideArrowInstanceRed = null;
|
||
guideArrowInstanceBlue = null;
|
||
return;
|
||
}
|
||
|
||
// 初始化玩家位置
|
||
if (GameLocal.Ins.self != null)
|
||
{
|
||
lastPlayerPosition = GameLocal.Ins.self.transform.position;
|
||
}
|
||
|
||
isGuideInitialized = true;
|
||
Debug.Log("指引系统初始化完成,创建了2个指引箭头,等待门位置同步...");
|
||
|
||
// 如果已经收到门位置同步,立即开始指引
|
||
if (isDoorPositionSynced && guideTargetPositionRed != Vector3.zero && guideTargetPositionBlue != Vector3.zero)
|
||
{
|
||
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
|
||
{
|
||
StartGuide();
|
||
}, 0.5f);
|
||
}
|
||
// 如果是客户端,尝试查找网络上的门
|
||
else if (!isServer)
|
||
{
|
||
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
|
||
{
|
||
TryFindDoorsAndStartGuide();
|
||
}, 1f);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 尝试查找门并开始指引(客户端使用)
|
||
/// </summary>
|
||
private void TryFindDoorsAndStartGuide()
|
||
{
|
||
if (isGuideInitialized && !isGuideArrowActive)
|
||
{
|
||
Vector3[] doorPositions = FindDoorPositions();
|
||
if (doorPositions[0] != Vector3.zero && doorPositions[1] != Vector3.zero)
|
||
{
|
||
guideTargetPositionRed = doorPositions[0];
|
||
guideTargetPositionBlue = doorPositions[1];
|
||
StartGuide();
|
||
}
|
||
else
|
||
{
|
||
Debug.Log("客户端:未找到两个门,等待门位置同步...");
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 查找门的位置(客户端使用)- 优化版,减少查找频率
|
||
/// </summary>
|
||
private Vector3[] FindDoorPositions()
|
||
{
|
||
Vector3[] doorPositions = new Vector3[2] { Vector3.zero, Vector3.zero };
|
||
|
||
// 使用缓存的门对象,避免频繁查找
|
||
if (redDoor != null && redDoor.activeInHierarchy)
|
||
{
|
||
doorPositions[0] = redDoor.transform.position;
|
||
}
|
||
else if (blueDoor != null && blueDoor.activeInHierarchy)
|
||
{
|
||
// 注意:这里需要区分红门和蓝门
|
||
// 假设红门和蓝门都有对应的变量
|
||
}
|
||
|
||
// 如果没有缓存,则尝试查找
|
||
if (doorPositions[0] == Vector3.zero)
|
||
{
|
||
GameObject redDoorObj = GameObject.FindWithTag("RedDoor");
|
||
if (redDoorObj != null) doorPositions[0] = redDoorObj.transform.position;
|
||
}
|
||
|
||
if (doorPositions[1] == Vector3.zero)
|
||
{
|
||
GameObject blueDoorObj = GameObject.FindWithTag("BlueDoor");
|
||
if (blueDoorObj != null) doorPositions[1] = blueDoorObj.transform.position;
|
||
}
|
||
|
||
// 备用查找方案
|
||
if (doorPositions[0] == Vector3.zero || doorPositions[1] == Vector3.zero)
|
||
{
|
||
GameObject[] allDoors = GameObject.FindGameObjectsWithTag("Door");
|
||
foreach (var door in allDoors)
|
||
{
|
||
if (door.name.Contains("Red") && doorPositions[0] == Vector3.zero)
|
||
{
|
||
doorPositions[0] = door.transform.position;
|
||
}
|
||
else if (door.name.Contains("Blue") && doorPositions[1] == Vector3.zero)
|
||
{
|
||
doorPositions[1] = door.transform.position;
|
||
}
|
||
}
|
||
}
|
||
|
||
return doorPositions;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 开始指引(在创建门后调用)
|
||
/// </summary>
|
||
public void StartGuide()
|
||
{
|
||
if (!isGuideInitialized)
|
||
{
|
||
Debug.LogWarning("指引系统未初始化,无法开始指引");
|
||
return;
|
||
}
|
||
|
||
if (GameLocal.Ins.self == null)
|
||
{
|
||
Debug.LogWarning("玩家对象未找到,无法开始指引");
|
||
return;
|
||
}
|
||
|
||
// 获取门位置
|
||
Vector3 doorPositionRed = guideTargetPositionRed;
|
||
Vector3 doorPositionBlue = guideTargetPositionBlue;
|
||
|
||
if (doorPositionRed == Vector3.zero || doorPositionBlue == Vector3.zero)
|
||
{
|
||
Vector3[] doorPositions = FindDoorPositions();
|
||
if (doorPositions[0] == Vector3.zero || doorPositions[1] == Vector3.zero)
|
||
{
|
||
Debug.LogWarning("未找到两个门位置,指引无法开始。");
|
||
return;
|
||
}
|
||
else
|
||
{
|
||
guideTargetPositionRed = doorPositions[0];
|
||
guideTargetPositionBlue = doorPositions[1];
|
||
}
|
||
}
|
||
|
||
Debug.Log("开始指引,红门位置: " + guideTargetPositionRed +
|
||
",蓝门位置: " + guideTargetPositionBlue +
|
||
",玩家位置: " + GameLocal.Ins.self.transform.position);
|
||
|
||
// 记录初始位置
|
||
lastPlayerPosition = GameLocal.Ins.self.transform.position;
|
||
|
||
// 初始计算路径
|
||
UpdateGuidePaths();
|
||
|
||
// 启动路径更新协程
|
||
if (pathUpdateCoroutine != null)
|
||
{
|
||
StopCoroutine(pathUpdateCoroutine);
|
||
}
|
||
pathUpdateCoroutine = StartCoroutine(UpdatePathsCoroutine());
|
||
|
||
// 显示指引
|
||
ShowGuideArrow();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 路径更新协程 - 优化性能,减少更新频率
|
||
/// </summary>
|
||
private IEnumerator UpdatePathsCoroutine()
|
||
{
|
||
while (isGuideArrowActive && isGuideInitialized)
|
||
{
|
||
// 检查时间间隔
|
||
if (Time.time - lastPathUpdateTime >= updatePathInterval)
|
||
{
|
||
UpdateGuidePaths();
|
||
lastPathUpdateTime = Time.time;
|
||
}
|
||
|
||
// 等待下一帧
|
||
yield return null;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新指引路径 - 使用Vector3.Lerp优化计算
|
||
/// </summary>
|
||
private void UpdateGuidePaths()
|
||
{
|
||
if (!isGuideArrowActive || GameLocal.Ins.self == null || !isGuideInitialized)
|
||
return;
|
||
|
||
// 获取玩家当前位置
|
||
Vector3 currentPlayerPosition = GameLocal.Ins.self.transform.position;
|
||
|
||
// 检查玩家是否移动了足够远的距离
|
||
float distanceMoved = Vector3.Distance(currentPlayerPosition, lastPlayerPosition);
|
||
|
||
// 如果移动距离小于阈值,且门位置未变化,则跳过更新
|
||
if (distanceMoved < updatePositionThreshold)
|
||
{
|
||
return;
|
||
}
|
||
|
||
// 更新玩家位置
|
||
lastPlayerPosition = currentPlayerPosition;
|
||
|
||
// 计算两条路径
|
||
List<Vector3> pathToRed = CalculateSimplePath(currentPlayerPosition, guideTargetPositionRed);
|
||
List<Vector3> pathToBlue = CalculateSimplePath(currentPlayerPosition, guideTargetPositionBlue);
|
||
|
||
// 设置路径
|
||
if (pathToRed != null && pathToRed.Count > 1)
|
||
{
|
||
guideArrowComponentRed.SetPath(pathToRed);
|
||
}
|
||
|
||
if (pathToBlue != null && pathToBlue.Count > 1)
|
||
{
|
||
guideArrowComponentBlue.SetPath(pathToBlue);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 计算简单路径 - 使用Vector3.Lerp插值
|
||
/// </summary>
|
||
private List<Vector3> CalculateSimplePath(Vector3 start, Vector3 end)
|
||
{
|
||
if (start == Vector3.zero || end == Vector3.zero)
|
||
return null;
|
||
|
||
List<Vector3> path = new List<Vector3>();
|
||
|
||
// 添加起点
|
||
path.Add(start);
|
||
|
||
// 使用Vector3.Lerp生成中间点
|
||
for (int i = 1; i < pathSegments; i++)
|
||
{
|
||
float t = (float)i / pathSegments;
|
||
Vector3 point = Vector3.Lerp(start, end, t);
|
||
|
||
// 轻微调整高度,形成自然曲线
|
||
float height = Mathf.Sin(t * Mathf.PI) * 0.5f;
|
||
point.y += height;
|
||
|
||
path.Add(point);
|
||
}
|
||
|
||
// 添加终点
|
||
path.Add(end);
|
||
|
||
return path;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 显示指引箭头(本地调用)
|
||
/// </summary>
|
||
public void ShowGuideArrow()
|
||
{
|
||
if (guideArrowComponentRed != null && guideArrowComponentBlue != null &&
|
||
GameLocal.Ins.self != null && isGuideInitialized)
|
||
{
|
||
guideArrowComponentRed.ShowPath();
|
||
guideArrowComponentBlue.ShowPath();
|
||
isGuideArrowActive = true;
|
||
Debug.Log("指引箭头已显示(2条线)");
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 隐藏指引箭头(本地调用)
|
||
/// </summary>
|
||
public void HideGuideArrow()
|
||
{
|
||
if (guideArrowComponentRed != null && guideArrowComponentBlue != null && isGuideInitialized)
|
||
{
|
||
guideArrowComponentRed.ClosePath();
|
||
guideArrowComponentBlue.ClosePath();
|
||
isGuideArrowActive = false;
|
||
|
||
// 停止协程
|
||
if (pathUpdateCoroutine != null)
|
||
{
|
||
StopCoroutine(pathUpdateCoroutine);
|
||
pathUpdateCoroutine = null;
|
||
}
|
||
|
||
Debug.Log("指引箭头已隐藏(2条线)");
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 清理指引箭头实例
|
||
/// </summary>
|
||
public void CleanupGuideArrow()
|
||
{
|
||
// 停止协程
|
||
if (pathUpdateCoroutine != null)
|
||
{
|
||
StopCoroutine(pathUpdateCoroutine);
|
||
pathUpdateCoroutine = null;
|
||
}
|
||
|
||
if (guideArrowInstanceRed != null)
|
||
{
|
||
Destroy(guideArrowInstanceRed);
|
||
guideArrowInstanceRed = null;
|
||
}
|
||
|
||
if (guideArrowInstanceBlue != null)
|
||
{
|
||
Destroy(guideArrowInstanceBlue);
|
||
guideArrowInstanceBlue = null;
|
||
}
|
||
|
||
guideArrowComponentRed = null;
|
||
guideArrowComponentBlue = null;
|
||
isGuideArrowActive = false;
|
||
isGuideInitialized = false;
|
||
}
|
||
|
||
/// <summary>
|
||
/// RPC调用:停止所有客户端的指引
|
||
/// </summary>
|
||
[ClientRpc]
|
||
public void RpcStopAllGuide()
|
||
{
|
||
StopGuide();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 停止指引(在游戏开始或删除门时调用)
|
||
/// </summary>
|
||
public void StopGuide()
|
||
{
|
||
HideGuideArrow();
|
||
}
|
||
|
||
#endregion
|
||
} |