826 lines
21 KiB
C#
826 lines
21 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*5f);
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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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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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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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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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//创建开始球
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// GameObject gameStartObj = Instantiate(startGameItemPre,startGamePos.position,Quaternion.identity);
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// gameStartObj.transform.eulerAngles = new Vector3(0f,180f,0f);
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// NetworkServer.Spawn(gameStartObj);
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//测试枪械
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//GameLocal.Ins.self.GivePistol();
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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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AutoAssignTeams();
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gameState = GameState.Playing;
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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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RpcShowHUD();
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ChangeBgmRpc(1);
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StartAirDrop();
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//AstarPath.active.Scan();
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NetworkServer.Destroy(redDoor);
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NetworkServer.Destroy(blueDoor);
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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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// CoroutineTaskManager.Instance.WaitSecondTodo(() =>
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// {
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// GameOver();
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// }, vistAllTime);
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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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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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Debug.Log("开始游戏");
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GameStart();
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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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// bool isBlue = GameLocal.Ins.self.teamType == TeamType.Blue;
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// bool isWin;
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// if (isBlue)
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// {
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// isWin = BlueScore > RedScore;
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// }
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// RpcShowWin(isBlue);
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// if (blueScore >= redScore)
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// {
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// RpcShowWin(true);
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// }
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// else
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// {
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// RpcShowWin(false);
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// }
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}
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[ClientRpc]
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public void RpcShowWin(bool isBlue)
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{
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GameLocal.Ins.Settle.SetActive(false);
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if (isBlue)
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{
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GameLocal.Ins.BlueWin.SetActive(true);
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}
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else
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{
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GameLocal.Ins.RedWin.SetActive(true);
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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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[Server]
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public void CreateAirdropPlane(Vector3 startPos, Vector3 endPos)
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{
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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]
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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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}
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/// <summary>
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/// 痛击场上所有敌方单位
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/// </summary>
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[Command(requiresAuthority = false)]
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public void DamageAllEnemy()
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{
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}
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/// <summary>
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/// 更新配置表
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/// </summary>
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public void UpdateConf()
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{
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string text = Resources.Load<TextAsset>("Data").text;
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if (text != null)
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{
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ParseGameJson(text);
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}
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}
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public void ParseGameJson(string text)
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{
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DB = new JsonLiteDB();
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DB.Load(text);
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TableReader infoReader = DB["GunsInfo"].GetReader();
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while (infoReader.Read())
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{
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GunInfo info = new GunInfo(infoReader);
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GunInfos.TryGetValue((GunType)info.Type, out Dictionary<int, GunInfo> infoList);
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if (infoList == null)
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{
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Dictionary<int, GunInfo> list = new Dictionary<int, GunInfo>();
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list.Add(info.Lvl, info);
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GunInfos.Add((GunType)info.Type, list);
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}
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else
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{
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infoList.Add(info.Lvl, info);
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}
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}
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||
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Debug.Log("游戏数值更新 -> complete");
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}
|
||
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[Server]
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public void CreateEnemyUI(Enemy enemy)
|
||
{
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GameObject enemyUI = Instantiate(EnemyUIPre);
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NetworkServer.Spawn(enemyUI);
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PlayerUI enemyUIScript = enemyUI.GetComponent<PlayerUI>();
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//enemyUIScript.Init(enemy);
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EnemyUIList.Add(enemy.id, enemyUIScript);
|
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}
|
||
|
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[Server]
|
||
public void DeleteEnemyUI(int id)
|
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{
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GameObject enemyUI = EnemyUIList[id].gameObject;
|
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EnemyUIList.Remove(id);
|
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NetworkServer.Destroy(enemyUI);
|
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}
|
||
|
||
[ClientRpc]
|
||
public void RpcShowHUD()
|
||
{
|
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HUDPanel.Show();
|
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}
|
||
|
||
[Server]
|
||
public void AddData(int playerIndex)
|
||
{
|
||
SettleInfos.Add(playerIndex.ToString(), new SettleInfo());
|
||
}
|
||
|
||
#region 工具
|
||
public string GetLessTimeStr()
|
||
{
|
||
string res = "";
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||
if (gameState == GameState.Playing)
|
||
{
|
||
res = FormatTime((int)(vistEnd - DateTime.Now.Subtract(new DateTime(1970, 1, 1)).TotalSeconds));
|
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}
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return res;
|
||
}
|
||
|
||
public string GetRoundLessTimeStr()
|
||
{
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||
string res = "";
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||
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
|
||
|
||
[ClientRpc]
|
||
public void PlaySound2DRPC(string sound)
|
||
{
|
||
MasterAudio.PlaySound(sound);
|
||
}
|
||
|
||
[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();
|
||
}
|
||
}
|
||
}
|
||
|
||
[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;
|
||
Debug.LogError("本回合结束");
|
||
ChangeBgmRpc(0);
|
||
if (CurRoundIndex >= 3)
|
||
gameState = GameState.Settle;
|
||
foreach (var item in allPlayers)
|
||
{
|
||
item.ClearGun();
|
||
RpcPlayerRoundEnd(item.connectionToClient);
|
||
}
|
||
|
||
if (BlueRoundScore > RedRoundScore)
|
||
{
|
||
BlueScore += 1;
|
||
}
|
||
if (BlueRoundScore < RedRoundScore)
|
||
{
|
||
RedScore += 1;
|
||
}
|
||
if (BlueRoundScore == RedRoundScore)
|
||
{
|
||
RedScore += 1;
|
||
BlueScore += 1;
|
||
}
|
||
|
||
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()
|
||
{
|
||
Debug.LogError(CurRoundIndex);
|
||
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
|
||
}
|
||
|