using System; using System.Collections.Generic; using BestHTTP; using DragonLi.Core; using Unity.Mathematics; using Unity.XR.PXR; using UnityEngine; using XPlugin.Data.JsonLiteDB; using static XPlugin.Data.JsonLiteDB.JsonLiteDB; using Random = UnityEngine.Random; /// /// 游戏场地 /// public enum GamePlace { Test=-1, Company1Floor=0, LiaoningAnShan=1, HangZhouLongHuTianJie=2, Nanjing_Yuhua_Wanxiang=3, Nanjing_Xianlin_WanDaMao=4, Yangzhou_Hanjiang_Tansuozhongxin=5, Yangzhou_Hanjiang_TansuoZhongxin_wai=-5, Zhejiang_Jinhua_KeJiGuan=6, Guangzhou_Panyv_Zhanting=7, Anhui_Wuhu_Guanwei=8, Shandong_Jining_Shangchang = 9 , ShanDong_Langfang_QingzhouTaihuacheng=10, } public class GameManager : MonoBehaviour { public static GameManager Ins { get; private set; } /// /// 是否时间到了 /// public bool isTimeEnd = true; // json数据库 private JsonLiteDB DB; // Enemy子弹数据 public Dictionary EnemyBulletDataDic = new Dictionary(); // Player子弹数据 public Dictionary PlayerBulletDataDic = new Dictionary(); public Dictionary PropDataDic = new Dictionary(); public Dictionary BossPosDataDic = new Dictionary(); public List curEnemyList=new List(); public Dictionary EnemyDataDic = new Dictionary(); [Header("道具")] public GameObject EnergyPumpPre; public GameObject gameStartPointPre; public GameObject enemyDoorPre; [Header("敌人")] public GameObject[] enemyPre; public GameObject callEffectPre;//召唤特效 [Header("玩家")] public GameObject playerPre; public GameObject player; /// /// 血包 /// public GameObject BloodBagPre; /// /// 武器道具 /// public GameObject weaponItemPre; /// /// 攻击BUFF /// public GameObject AtkBuffPre; public GameObject deffBuffPre; public bool GameStart = false; public bool isGameEnd = false; public int EnergyPumpTag = 0; public float EnergyPumpFillAmount = 0; public float curTime; public float buffAtk = 0f; public float buffDef = 0f; public LoginInfo loginInfo=new LoginInfo(); public Enemy curBoss; public int curLevel = 0; public void Start() { Ins = this; CreatePlayer(); LoginPanel.Show(); #if !UNITY_EDITOR PXR_Enterprise.InitEnterpriseService(); PXR_Enterprise.BindEnterpriseService(); #endif CoroutineTaskManager.Instance.WaitSecondTodo(ShowPlayerUI, 1.5f); } /// /// 登录 /// public void Request(Action cb = null) { string url = "https://startcount-bgovpxyjzl.cn-hangzhou.fcapp.run"; HTTPRequest request = new HTTPRequest(new Uri(url), HTTPMethods.Post, (req, response) => { if (response != null) { Debug.Log("收到数据 ->" + response.DataAsText); } cb?.Invoke(req, response); }); loginInfo.deviceSn = GetPicoSn(); loginInfo.startAt = ConvertTimestampToDateTime(GetTimestamp()) + ""; loginInfo.shop = 0; #if !UNITY_EDITOR && UNITY_ANDROID && PICO loginInfo.shop = (int)GameInit.Ins.gamePlace; if(GameInit.Ins.gamePlace== GamePlace.Yangzhou_Hanjiang_TansuoZhongxin_wai) loginInfo.shop = 5; #endif loginInfo.gameId = 2; string authJson = JsonUtility.ToJson(loginInfo); Debug.Log("发送数据 -> " + authJson); request.RawData = System.Text.Encoding.UTF8.GetBytes(authJson); request.AddHeader("Content-Type", "application/json"); request.Send(); } /// /// 更新配置表 /// public void InitData() { string text = ""; string text0 = Resources.Load(string.Format("zh/{0}Data",GameInit.Ins.gamePlace)).text; GetReaderJson(text0); } public static string ConvertTimestampToDateTime(long timestamp) { // Unix时间戳是从1970年1月1日00:00:00开始的秒数或毫秒数 // 这里以秒为单位,如果时间戳是毫秒则除以1000 DateTime dateTime = DateTimeOffset.FromUnixTimeSeconds(timestamp).DateTime; return dateTime.ToString("yyyy-MM-dd HH:mm:ss"); } public void GetReaderJson(string text) { DB = new JsonLiteDB(); DB.Load(text); // 读取Info表数据 TableReader infoReader = DB["EnemyData"].GetReader(); EnemyDataDic.Clear(); while (infoReader.Read()) { EnemyData info = new EnemyData(infoReader); EnemyDataDic.Add(info.Id, info); } // 敌人子弹数据 TableReader EnemyBulletReader = DB["EnemyBulletData"].GetReader(); EnemyBulletDataDic.Clear(); while (EnemyBulletReader.Read()) { BulletData data = new BulletData(EnemyBulletReader); EnemyBulletDataDic.Add(data.ID,data); } // 玩家子弹数据 TableReader PlayerBulletReader = DB["PlayerBulletData"].GetReader(); PlayerBulletDataDic.Clear(); while (PlayerBulletReader.Read()) { BulletData data = new BulletData(PlayerBulletReader); PlayerBulletDataDic.Add(data.ID,data); } // 道具表 TableReader PropReader = DB["PropData"].GetReader(); PropDataDic.Clear(); while (PropReader.Read()) { PropData data = new PropData(PropReader); PropDataDic.Add(data.PropId,data); } // Boss位置 TableReader BossPosReader = DB["BossPosData"].GetReader(); BossPosDataDic.Clear(); while (BossPosReader.Read()) { BossPosData data = new BossPosData(BossPosReader); BossPosDataDic.Add(data.ID,data); } } /// /// Get sn /// public string GetPicoSn() { string res = "UnityEditor"; #if !UNITY_EDITOR && UNITY_ANDROID && PICO res = PXR_Enterprise.StateGetDeviceInfo(SystemInfoEnum.EQUIPMENT_SN); #endif return res; } public long GetTimestamp() { return (long)DateTime.Now.Subtract(new DateTime(1970, 1, 1)).TotalSeconds; } public bool isGamePlay; // 游戏开始 public void GamePlay() { isGamePlay = true; CreateBoss(); PlayerUIMessage(0); CoroutineTaskManager.Instance.WaitSecondTodo(() => AudioManager.Ins?.SoundPlay("bgm2", true), 10f); CoroutineTaskManager.Instance.WaitSecondTodo(() => AudioManager.Ins?.SoundPlay("2.39BGM", true), 30f); } public void ShowPlayerUI() { OverlayUI.Ins.Cover("UI/PlayerUI", false); } public void ShowEndGameUI(bool isWin) { CurEnemyDie(); GameEndPanel.Show(isWin); } public GameObject CreateEnemy(int id,Vector3 pos,Vector3 eulerAngles,bool isBoss) { GameObject go=Instantiate(enemyPre[id],pos,Quaternion.identity); go.transform.localEulerAngles = eulerAngles; Enemy enemy = go.GetComponent(); enemy.Init(); if (isBoss) { curBoss = enemy; } else { curEnemyList.Add(enemy); } return go; } public GameObject CreateCallEnemyEffect(Vector3 pos) { GameObject go=Instantiate(callEffectPre,pos,quaternion.identity); MonoSingleton.Instance.WaitSecondTodo(() => { Destroy(go); },3f); return go; } void Destroy() { #if !UNITY_EDITOR PXR_Enterprise.UnBindEnterpriseService(); #endif } public void CreateEnergyPump(Vector3 pos) { isGamePlay = false; GameObject EnergyPump = Instantiate(EnergyPumpPre); //EnergyPump.transform.position = pos; EnergyPump.transform.position = new Vector3(2,0,2); if (GameInit.Ins.gamePlace == GamePlace.Nanjing_Xianlin_WanDaMao) { EnergyPump.transform.position = new Vector3(-1.2f,0,1.5f); } if (GameInit.Ins.gamePlace == GamePlace.Nanjing_Yuhua_Wanxiang) { EnergyPump.transform.position = new Vector3(-3,0,2); } if (GameInit.Ins.gamePlace == GamePlace.Yangzhou_Hanjiang_Tansuozhongxin) { EnergyPump.transform.position = new Vector3(-1.2f,0,0f); } if (GameInit.Ins.gamePlace == GamePlace.Yangzhou_Hanjiang_TansuoZhongxin_wai) { EnergyPump.transform.position = new Vector3(0,0,2f); } if (GameInit.Ins.gamePlace == GamePlace.Zhejiang_Jinhua_KeJiGuan) { EnergyPump.transform.position = new Vector3(0,0,2f); } if (GameInit.Ins.gamePlace == GamePlace.Guangzhou_Panyv_Zhanting) { EnergyPump.transform.position = new Vector3(0,0,2f); } if (GameInit.Ins.gamePlace == GamePlace.ShanDong_Langfang_QingzhouTaihuacheng) { EnergyPump.transform.position = pos; } EnergyPumpTag++; EnergyPump.GetComponent().Init(EnergyPumpTag); } public void PlayerUIMessage(int index) { EventDispatcher.TriggerEvent("PromptMessage", index); } public void CreateGameStartPoint() { GameStart = true; isGamePlay = false; GameObject point = Instantiate(gameStartPointPre); if (GameInit.Ins.gamePlace == GamePlace.LiaoningAnShan) { point.transform.position = new Vector3(-2, 0, 2); } else { point.transform.position = Vector3.zero; } CoroutineTaskManager.Instance.WaitSecondTodo(() => { if(isGamePlay) return; Destroy(point.gameObject); GamePlay(); }, 5f); } public GameObject CreateEnemyDoor(Vector3 pos, Vector3 angle,Vector3 scale) { GameObject crack = Instantiate(enemyDoorPre); crack.transform.position = new Vector3(pos.x, pos.y, pos.z); crack.transform.localEulerAngles = angle; crack.transform.localScale = scale; return crack; } /// /// 创建攻击BUFF /// /// public void CreateAtkBuff(Vector3 pos) { GameObject atkBuff = Instantiate(AtkBuffPre); atkBuff.transform.position = new Vector3(pos.x, 0, pos.z); } /// /// 创建防御BUFF /// /// public void CreateDeeBuff(Vector3 pos) { GameObject deeBuff = Instantiate(deffBuffPre); deeBuff.transform.position = new Vector3(pos.x, 0, pos.z); } /// /// 创建血包 /// public void CreateBloodBag(Vector3 pos) { GameObject bloodBag = Instantiate(BloodBagPre); bloodBag.transform.position = new Vector3(pos.x, 0, pos.z); } /// /// 创建武器道具 /// public void CreatePlayerWeapon(PlayerWeaponType type, Vector3 pos) { GameObject prop = Instantiate(weaponItemPre); prop.GetComponent().Init(type); prop.transform.position = new Vector3(pos.x,1f,pos.z); } public bool isFirstGetWeapon; public void EnemyDisGetWeapon(Vector3 pos) { bool isGet = Random.Range(0, 100) > 70; if (!isGet) return; int index = Random.Range(0, 100); int id = 2; if (index <= 10) id = Random.Range(8, 10); if(index is > 10 and <= 50) id= Random.Range(5, 8); if(index is > 50) id= Random.Range(2, 5); CreatePlayerWeapon((PlayerWeaponType)id, pos); if (!isFirstGetWeapon) { GameInit.Ins.PlayAudio("1.5",GameInit.Ins.self.transform,true); isFirstGetWeapon = true; } } public void CurEnemyDie() { foreach (var enemy in curEnemyList) { if(enemy!=null) enemy.Dead(); } curEnemyList.Clear(); } public int GetCurEnemyListCount() { int count = 0; foreach (var enemy in curEnemyList) { if(enemy!=null) count++; } return count; } public void CreatePlayer() { player=Instantiate(playerPre); } public bool IsAllBossPetDie() { foreach (var enemy in curEnemyList) { if (enemy != null && enemy.health > 0) return false; } return true; } public void CurLevelWin(Vector3 pos) { curLevel++; CurEnemyDie(); CreateEnergyPump(pos); } public void CreateBoss() { BossPosData data = BossPosDataDic[curLevel]; GameObject door = null; if(curLevel!=0) door=CreateEnemyDoor(data.DoorPos, data.DoorAng,Vector3.one*data.DoorScale); switch (curLevel) { case 0: CreateEnemy(0, data.BossPos, Vector3.zero,true); break; case 1: //舰载机 MonoSingleton.Instance.WaitSecondTodo(() => { door.GetComponent().desTime = 6; door.GetComponent().InitData(); },1f); MonoSingleton.Instance.WaitSecondTodo(() => { CreateEnemy(2, data.BossPos,data.BossAng,true); },3f); break; case 2: MonoSingleton.Instance.WaitSecondTodo(() => { door.GetComponent().desTime = 10; door.GetComponent().InitData(); },1f); MonoSingleton.Instance.WaitSecondTodo(() => { CreateEnemy(3, data.BossPos,data.BossAng,true); },3f); break; case 3: MonoSingleton.Instance.WaitSecondTodo(() => { door.GetComponent().desTime = 10; door.GetComponent().InitData(); },1f); MonoSingleton.Instance.WaitSecondTodo(() => { CreateEnemy(5, data.BossPos,data.BossAng,true); },3f); break; case 4: MonoSingleton.Instance.WaitSecondTodo(() => { door.GetComponent().desTime = 6; door.GetComponent().InitData(); },1f); MonoSingleton.Instance.WaitSecondTodo(() => { CreateEnemy(7, data.BossPos,data.BossAng,true); },1f); break; } } public void WinEndGame() { isGameEnd = true; ShowEndGameUI(true); GameInit.Ins.PlayAudio("1.17",GameInit.Ins.self.transform,true); AudioManager.Ins?.SoundPlay("bgm4", true); } public void LoseEndGame() { ShowEndGameUI(false); if (curBoss != null) { Destroy(curBoss.gameObject); } GameInit.Ins.self.IsAlive = false; GameInit.Ins.self.End(); isGameEnd = true; CurEnemyDie(); AudioManager.Ins?.SoundPlay("bgm4", true); } }