1550 lines
46 KiB
C#
1550 lines
46 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices.WindowsRuntime;
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using BestHTTP;
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using BestHTTP.JSON;
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using DragonLi.Core;
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using JetBrains.Annotations;
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using MechanicalAge;
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using Mirror;
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using Unity.Mathematics;
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using Unity.VisualScripting;
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using Unity.XR.PXR;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.XR.Interaction.Toolkit;
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using XPlugin.Data.Json;
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using XPlugin.Data.JsonLiteDB;
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using static XPlugin.Data.JsonLiteDB.JsonLiteDB;
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using Random = UnityEngine.Random;
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/// <summary>
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/// 游戏场地
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/// </summary>
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public enum GamePlace
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{
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Company1Floor=0,
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LiaoningAnShan=1,
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HangZhouLongHuTianJie=2,
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Nanjing_Yuhua_Wanxiang=3,
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Nanjing_Xianlin_WanDaMao=4,
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Yangzhou_Hanjiang_Tansuozhongxin=5,
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Yangzhou_Hanjiang_TansuoZhongxin_wai=-5,
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Zhejiang_Jinhua_KeJiGuan = 6,
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Shandong_Jining_Wanhuicheng_nei =-9,
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Shandong_Langfang_QingzhouTaihuacheng=10,
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Hubei_Xiangyang_Kejiguan=11,
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Zhejiang_Shaoxing_Shengzhou_WuyueGuangchang=12,
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Hunan_Jishou_Qianzhou_Tianhong=13,
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Jilin_Tonghua_Liuhe=14,
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Shandong_Jinan_Huaiyin_ShengfutongShangmao=15,
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Shandong_Jinan_Huaiyin_ShengfutongShangmao_wai=-15,
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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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private string Version = "2.1.9";
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//private string Author = "Bearer eyJhbGciOiJIUzUxMiJ9.eyJqdGkiOiJhMGE4OTE0ZjRjODE0NTNiYWZmMTdiODFmYjBjNmU5YSIsInVzZXIiOiJkZXZpY2UtMDAxIiwic3ViIjoiZGV2aWNlLTAwMSJ9.krKxq1NQYUTlqAMcb0FwHlsI17TLos08OjqUIi_5zmK8sh-LA6hL2awyXZpblrE-LYuWh0g8qA8DjRcjP74hOQ";
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private string Author = "";
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public string HttpServerUrl = "";
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[SyncVar]
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public List<Transform> players;
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//[NonSerialized]
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[SyncVar]
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public List<Transform> enemyList = new List<Transform>();
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/// <summary>
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/// 护盾
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/// </summary>
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private Dictionary<int, Shield> Shields = new Dictionary<int, Shield>();
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private int ShieldId = 0;
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[SyncVar]
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public int AllEnemyAmount;
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/// <summary>
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/// 在倒计时之内
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/// </summary>
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[SyncVar]
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public bool isWithinTime = true;
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[SyncVar]
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// 游玩结束时间
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public long vistEnd = 0;
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//总共游玩时间
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// 总游玩时长
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private int vistAllTime = (int)(60 * 10f);
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// json数据库
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private JsonLiteDB DB;
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// 怪物详情
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public Dictionary<int, EnemyInfo> EnemyDescInfos = new Dictionary<int, EnemyInfo>();
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// 武器详情
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public Dictionary<int, WeaponData> WeaponDescInfos = new Dictionary<int, WeaponData>();
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// 道具表
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public Dictionary<int, PropInfo> PropDescInfos = new Dictionary<int, PropInfo>();
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// 关卡难度
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public Dictionary<int, DifficultyInfo> DifficultyescInfos = new Dictionary<int, DifficultyInfo>();
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// 称号表
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public Dictionary<int, TitleInfo> TitleDescInfos = new Dictionary<int, TitleInfo>();
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// 子弹详情
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public Dictionary<int, BulletInfo> BulletDescInfos = new Dictionary<int, BulletInfo>();
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//剧情
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public Dictionary<int, StoryInfo> StoryDescInfos = new Dictionary<int, StoryInfo>();
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public Dictionary<int, TitleConditionInfo> titleConditionDescInfos = new Dictionary<int, TitleConditionInfo>();
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public Dictionary<int, StoryInfo1> GameStoryInfos = new Dictionary<int, StoryInfo1>();
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//临时对象
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public Dictionary<int, TempInfo> tempDescInfos = new Dictionary<int, TempInfo>();
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// 保存传送门
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public List<GameObject> cracksList = new List<GameObject>();
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[Header("预制体")]
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public GameObject wallPre;
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public GameObject doorPre;
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public GameObject EnergyPumpPre;
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public GameObject gameStartPointPre;
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[Header("怪物预制体")]
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public GameObject RobotGuardianPre;
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public GameObject CrackPre;
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public GameObject QYPre;
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public GameObject EskyPre;
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public GameObject TurretPre;
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public GameObject SpiderPre;
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public GameObject EliteSpiderPre;
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public GameObject RobotMechPre;
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public GameObject EskyClonePre;
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public GameObject SpiderClonePre;
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public GameObject ShadowPre;
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public GameObject ShadowCastPre;
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public GameObject BossPre;
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public GameObject MachineHeartPre;
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public GameObject HudPre;
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public GameObject radarPoint;
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//闪电特效
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public GameObject LightningPre;
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/// <summary>
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/// 护盾
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/// </summary>
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public GameObject ShieldPre;
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/// <summary>
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/// 血包
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/// </summary>
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public GameObject BloodBagPre;
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/// <summary>
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/// 武器道具
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/// </summary>
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public GameObject WeaponPropPre;
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/// <summary>
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/// 攻击BUFF
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/// </summary>
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public GameObject AtkBuffPre;
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public GameObject deffBuffPre;
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[Header("特效")]
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public GameObject RockfallPre;
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public GameObject BOSS_lightPre;
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//激光蓄力
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public AudioClip xuliEffect;
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//激光射线
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public AudioClip LayEffect;
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//切换枪支
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public AudioClip SwitchGunEffect;
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public Collider StartPoint;
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public GameObject Landmarks;
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[SyncVar]
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public bool GameStart = false;
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//怪物index
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[NonSerialized]
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[SyncVar]
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public int EnemyAmount = 0;
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[SyncVar]
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public int SummonAmount = 0;
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[NonSerialized]
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[SyncVar]
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public float PumpsMaxAmount = 5;
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public ScriptableObject scriptMachineGraph;
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private Shadow NowShadow;
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[SyncVar]
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public bool isGameEnd = false;
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[SyncVar]
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public int EnergyPumpTag = 0;
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[SyncVar]
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public float EnergyPumpFillAmount = 0;
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public float buffAtk = 0f;
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public float buffDef = 0f;
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public AuthInfo authInfo=new AuthInfo();
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//关闭手柄射线
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[ClientRpc]
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public void CloseLay()
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{
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GameInit.Ins.MRLeftControl.GetComponent<XRRayInteractor>().enabled = false;
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GameInit.Ins.MRRightControl.GetComponent<XRRayInteractor>().enabled = false;
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}
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private void Awake()
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{
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AllEnemyAmount = -1;
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}
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public void Start()
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{
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Ins = this;
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Landmarks = GameInit.Ins.Landmarks;
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vistEnd = (long)(DateTime.Now.Subtract(new DateTime(1970, 1, 1))).TotalSeconds + vistAllTime;
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if (isClient)
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{
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// 鉴权
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AuthorPanel.Show();
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}
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#if !UNITY_EDITOR
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// PXR_Enterprise.InitEnterpriseService();
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// PXR_Enterprise.BindEnterpriseService();
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#endif
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CoroutineTaskManager.Instance.WaitSecondTodo(() =>
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{
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CustomEvent.Trigger(GameInit.Ins.Event.gameObject, "GameManager", transform);
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if (isClient)
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{
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CoroutineTaskManager.Instance.WaitSecondTodo(() =>
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{
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// 创建头盔
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CustomEvent.Trigger(GameInit.Ins.Event.gameObject, "StartGame");
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GenerateHUD();
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}, 0.5f);
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}
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}, 1.0f);
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}
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public void Update()
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{
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// if (isServer && enemyList.Count > 0)
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// {
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// List<Vector3> vectors = new List<Vector3>();
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// for (int i = 0; i < enemyList.Count; i++)
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// {
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// if (enemyList[i] != null)
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// {
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// vectors.Add(enemyList[i].position);
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// }
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// }
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// EnemysPosRpc(vectors);
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// }
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}
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/// <summary>
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/// 鉴权
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/// </summary>
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public void RequestAuth(Action<HTTPRequest, HTTPResponse> cb = null)
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{
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string url = "https://startcount-bgovpxyjzl.cn-hangzhou.fcapp.run";
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HTTPRequest request = new HTTPRequest(new Uri(url), HTTPMethods.Post, (req, response) =>
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{
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if (response != null)
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{
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Debug.Log("收到数据 ->" + response.DataAsText);
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}
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cb?.Invoke(req, response);
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});
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//request.AddHeader("Authorization", Author);
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authInfo.deviceSn = GetSn();
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authInfo.startAt = ConvertTimestampToDateTime(GetTimestamp()) + "";
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//authInfo.paid = 2;
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//authInfo.uuid = GetSn() + GetTimestamp();
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authInfo.shop = 0;
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#if !UNITY_EDITOR && UNITY_ANDROID && PICO
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authInfo.shop = (int)GameInit.Ins.gamePlace;
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if(GameInit.Ins.gamePlace== GamePlace.Yangzhou_Hanjiang_TansuoZhongxin_wai)
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authInfo.shop = 5;
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if (GameInit.Ins.gamePlace == GamePlace.Shandong_Jining_Wanhuicheng_nei)
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authInfo.shop = 9;
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if (GameInit.Ins.gamePlace == GamePlace.Shandong_Jinan_Huaiyin_ShengfutongShangmao_wai)
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authInfo.shop = 15;
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#endif
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//authInfo.shop = 0;
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authInfo.gameId = 2;
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string authJson = JsonUtility.ToJson(authInfo);
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Debug.Log("发送数据 -> " + authJson);
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request.RawData = System.Text.Encoding.UTF8.GetBytes(authJson);
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request.AddHeader("Content-Type", "application/json");
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request.Send();
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}
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[ClientRpc]
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public void GameEnd()
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{
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//RequestNotifyEnd();
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}
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/// <summary>
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/// 通知服务器已开始游戏
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/// </summary>
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// public void RequestNotifyStart(Action cb = null)
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// {
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// string url = HttpServerUrl + "/api/record";
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// HTTPRequest request = new HTTPRequest(new Uri(url), HTTPMethods.Put, (req, response) =>
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// {
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// if (response != null)
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// {
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// Debug.Log("收到数据 ->" + response.DataAsText);
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// cb?.Invoke();
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// }
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// });
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// request.AddHeader("Authorization", Author);
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// authInfo.paid = 1;
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// string authJson = JsonUtility.ToJson(authInfo);
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// Debug.Log("发送数据 -> " + authJson);
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// request.RawData = System.Text.Encoding.UTF8.GetBytes(authJson);
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// request.AddHeader("Content-Type", "application/json");
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// request.Send();
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// }
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/// <summary>
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/// 通知服务器游戏结束
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/// </summary>
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public void RequestNotifyEnd(Action<HTTPRequest, HTTPResponse> cb = null)
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{
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// string url = HttpServerUrl + "/api/record";
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// HTTPRequest request = new HTTPRequest(new Uri(url), HTTPMethods.Put, (req, response) =>
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// {
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// if (response != null)
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// {
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// Debug.Log("收到数据 ->" + response.DataAsText);
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// cb?.Invoke(req, response);
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// }
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// });
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// request.AddHeader("Authorization", Author);
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// authInfo.endAt = ConvertTimestampToDateTime(GetTimestamp()) + "";
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// authInfo.dur = (int)(((long)(DateTime.Now.Subtract(new DateTime(1970, 1, 1))).TotalSeconds) - (vistEnd - vistAllTime));
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// Debug.Log("dur---:" + authInfo.dur);
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// string authJson = JsonUtility.ToJson(authInfo);
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// Debug.Log("发送数据 -> " + authJson);
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// request.RawData = System.Text.Encoding.UTF8.GetBytes(authJson);
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// request.AddHeader("Content-Type", "application/json");
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// request.Send();
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}
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/// <summary>
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/// 游戏开始
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/// </summary>
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/// <summary>
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/// 请求配置
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/// </summary>
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public void RequestConf(Action<HTTPRequest, HTTPResponse> cb = null)
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{
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string url = HttpServerUrl + "/api/config/info?deviceSn={0}&gameType=1&version={1}";
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url = string.Format(url, GetSn(), Version);
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Debug.Log("发送数据 -> " + url);
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HTTPRequest request = new HTTPRequest(new Uri(url), HTTPMethods.Get, (req, response) =>
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{
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cb?.Invoke(req, response);
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});
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request.AddHeader("Authorization", Author);
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request.Send();
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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 = "";
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string text0 = Resources.Load<TextAsset>(string.Format("zh/{0}Data",GameInit.Ins.gamePlace)).text;
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ParseGameJson(text0);
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// switch (gamePlace)
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// {
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// case GamePlace.HongYueCheng:
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// RequestConf((req, response) =>
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// {
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// if (response != null)
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// {
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// Debug.Log("收到数据 -> " + response.DataAsText);
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// JObject jObj = JObject.OptParse(response.DataAsText);
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// text = jObj["data"]["data"].AsString();
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// int status = jObj["status"].AsInt();
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// if (status >= 200 && status < 300 && text != "")
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// {
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// ParseGameJson(text);
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// }
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// else
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// {
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// string text0 = Resources.Load<TextAsset>("MechanicalAgeDataHongYuecheng").text;
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// ParseGameJson(text0);
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// }
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// }
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// else
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// {
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//
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// string text0 = Resources.Load<TextAsset>("MechanicalAgeDataHongYuecheng").text;
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// ParseGameJson(text0);
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// }
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// });
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// break;
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// case GamePlace.BeiJing:
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// text = Resources.Load<TextAsset>("MechanicalAgeDataBeiJing").text;
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// ParseGameJson(text);
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// break;
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// case GamePlace.YuHua:
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// text = Resources.Load<TextAsset>("MechanicalAgeDataYuHua").text;
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// ParseGameJson(text);
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// break;
|
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// case GamePlace.ZhengHong:
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// text = Resources.Load<TextAsset>("MechanicalAgeDataZhengHong").text;
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// ParseGameJson(text);
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// break;
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// case GamePlace.SuZhouAoti:
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// text = Resources.Load<TextAsset>("MechanicalAgeDataAoti").text;
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// ParseGameJson(text);
|
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// break;
|
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// case GamePlace.JNWD_F2:
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// text = Resources.Load<TextAsset>("JNWD").text;
|
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// ParseGameJson(text);
|
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// break;
|
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// case GamePlace.JNWD_F1:
|
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// text = Resources.Load<TextAsset>("JNWD_F1").text;
|
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// ParseGameJson(text);
|
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// break;
|
||
//
|
||
// }
|
||
}
|
||
|
||
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");
|
||
}
|
||
|
||
/// <summary>
|
||
/// 解析游戏使用的json
|
||
/// </summary>
|
||
public void ParseGameJson(string text)
|
||
{
|
||
DB = new JsonLiteDB();
|
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DB.Load(text);
|
||
// 读取Info表数据
|
||
TableReader infoReader = DB["EnemyInfo"].GetReader();
|
||
Dictionary<int, EnemyInfo> EnemyDescInfosC = new Dictionary<int, EnemyInfo>();
|
||
while (infoReader.Read())
|
||
{
|
||
EnemyInfo info = new EnemyInfo(infoReader);
|
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EnemyDescInfosC.Add(info.Id, info);
|
||
}
|
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EnemyDescInfos = EnemyDescInfosC;
|
||
|
||
// 读取武器表数据
|
||
TableReader weaponReader = DB["WeaponInfo"].GetReader();
|
||
Dictionary<int, WeaponData> WeaponDescInfosC = new Dictionary<int, WeaponData>();
|
||
while (weaponReader.Read())
|
||
{
|
||
WeaponData info = new WeaponData(weaponReader);
|
||
WeaponDescInfosC.Add(info.Id, info);
|
||
}
|
||
WeaponDescInfos = WeaponDescInfosC;
|
||
|
||
// 解析子弹详情表
|
||
TableReader BulletReader = DB["BulletInfo"].GetReader();
|
||
Dictionary<int, BulletInfo> BulletDescInfosC = new Dictionary<int, BulletInfo>();
|
||
while (BulletReader.Read())
|
||
{
|
||
BulletInfo info = new BulletInfo(BulletReader);
|
||
BulletDescInfosC.Add(info.ID, info);
|
||
}
|
||
BulletDescInfos = BulletDescInfosC;
|
||
|
||
// 道具表
|
||
TableReader PropReader = DB["PropInfo"].GetReader();
|
||
Dictionary<int, PropInfo> PropDescInfosC = new Dictionary<int, PropInfo>();
|
||
while (PropReader.Read())
|
||
{
|
||
PropInfo info = new PropInfo(PropReader);
|
||
PropDescInfosC.Add(info.PropId, info);
|
||
}
|
||
PropDescInfos = PropDescInfosC;
|
||
|
||
// 关卡难度表
|
||
TableReader DifficultyReader = DB["DifficultyInfo"].GetReader();
|
||
Dictionary<int, DifficultyInfo> DifficultyescInfosC = new Dictionary<int, DifficultyInfo>();
|
||
while (DifficultyReader.Read())
|
||
{
|
||
DifficultyInfo info = new DifficultyInfo(DifficultyReader);
|
||
DifficultyescInfosC.Add(info.Id, info);
|
||
}
|
||
DifficultyescInfos = DifficultyescInfosC;
|
||
|
||
// 称号列表
|
||
TableReader TitleDescInfosReader = DB["TitleInfo"].GetReader();
|
||
Dictionary<int, TitleInfo> TitleDescInfosC = new Dictionary<int, TitleInfo>();
|
||
while (TitleDescInfosReader.Read())
|
||
{
|
||
TitleInfo info = new TitleInfo(TitleDescInfosReader);
|
||
TitleDescInfosC.Add(info.Id, info);
|
||
}
|
||
TitleDescInfos = TitleDescInfosC;
|
||
|
||
TableReader storyReader = DB["Story"].GetReader();
|
||
while (storyReader.Read())
|
||
{
|
||
StoryInfo info = new StoryInfo(storyReader);
|
||
StoryDescInfos.Add(info.Id, info);
|
||
}
|
||
|
||
|
||
TableReader titleConditionInfo = DB["TitleConditionInfo"].GetReader();
|
||
while (titleConditionInfo.Read())
|
||
{
|
||
TitleConditionInfo info = new TitleConditionInfo(titleConditionInfo);
|
||
titleConditionDescInfos.Add(info.Id, info);
|
||
}
|
||
|
||
|
||
TableReader tempReader = DB["TempInfo"].GetReader();
|
||
while (tempReader.Read())
|
||
{
|
||
TempInfo info = new TempInfo(tempReader);
|
||
tempDescInfos.Add(info.Id, info);
|
||
}
|
||
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取sn号
|
||
/// </summary>
|
||
public string GetSn()
|
||
{
|
||
string res = "UnityEditor";
|
||
// string res = "PA8E10MGH7210380D";
|
||
|
||
#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;
|
||
}
|
||
|
||
[ClientRpc]
|
||
public void EnemysPosRpc(List<Vector3> vectors)
|
||
{
|
||
EventDispatcher.TriggerEvent("EnemyList", vectors);
|
||
}
|
||
|
||
[ClientRpc]
|
||
public void ShowWinUI(float time)
|
||
{
|
||
if (GameInit.Ins.Win)
|
||
GameInit.Ins.Win.SetActive(true);
|
||
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
|
||
{
|
||
GameInit.Ins.Win.SetActive(false);
|
||
}, time);
|
||
}
|
||
|
||
public void PlaySwitchGunSound()
|
||
{
|
||
GameInit.Ins.bgm.PlayOneShot(SwitchGunEffect);
|
||
}
|
||
|
||
[ClientRpc]
|
||
public void ShowJxsdLogo()
|
||
{
|
||
GameInit.Ins.JxsdLogo.SetActive(true);
|
||
}
|
||
|
||
|
||
[ClientRpc]
|
||
public void PlayOneShotAudioTrriger(string name)
|
||
{
|
||
|
||
EventDispatcher.TriggerEvent("PlayOnShotAudio", "Audio/" + name);
|
||
//
|
||
//CustomEvent.Trigger(GameInit.Ins.Event.gameObject, "PlayOnShotAudio");
|
||
}
|
||
|
||
public void PlayAudioTrriger(string name)
|
||
{
|
||
EventDispatcher.TriggerEvent("PlayAudio", "Audio/Background" + name);
|
||
}
|
||
|
||
//---------------播放音乐-------------------
|
||
[ClientRpc]
|
||
public void PlayXuliSound()
|
||
{
|
||
GameInit.Ins.bgm.PlayOneShot(xuliEffect);
|
||
}
|
||
|
||
[ClientRpc]
|
||
public void StopSound()
|
||
{
|
||
GameInit.Ins.bgm.Stop();
|
||
}
|
||
|
||
// 游戏开始
|
||
[Server]
|
||
public void GameOK()
|
||
{
|
||
GameStart = true;
|
||
|
||
//关闭射线
|
||
CloseLay();
|
||
StartPointClose();
|
||
}
|
||
|
||
|
||
public string FormatTime(int 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);
|
||
}
|
||
|
||
public GameObject GenerateHUD()
|
||
{
|
||
|
||
OverlayUIManager.Ins.Cover("UI/HUD", false);
|
||
//return Instantiate(HudPre, new Vector3(2000, 0, 0), quaternion.identity);
|
||
return null;
|
||
}
|
||
|
||
[ClientRpc]
|
||
public void ShowLandmark(int index1, int index2)
|
||
{
|
||
return;
|
||
GameObject landmark1 = Landmarks.transform.GetChild(index1).gameObject;
|
||
GameObject landmark2 = Landmarks.transform.GetChild(index2).gameObject;
|
||
if (index2 == 0)
|
||
{
|
||
landmark1.SetActive(true);
|
||
}
|
||
else
|
||
{
|
||
landmark1.SetActive(false);
|
||
landmark2.SetActive(true);
|
||
}
|
||
}
|
||
|
||
[ClientRpc]
|
||
public void StartPointClose()
|
||
{
|
||
if (StartPoint)
|
||
{
|
||
StartPoint.gameObject.SetActive(false);
|
||
}
|
||
|
||
}
|
||
|
||
|
||
public void CreateItemDrop(int enemyIndex, Vector3 pos)
|
||
{
|
||
int storyId = StoryManager.Ins.currentStoryIndex - 1;
|
||
StoryInfo storyInfo = StoryDescInfos[storyId];
|
||
//当前怪物的序号 索引从开始需要加1
|
||
int currentIndex = (enemyIndex + 1);
|
||
|
||
if (currentIndex % storyInfo.ItemRule == 0)
|
||
{
|
||
if (storyInfo.ALLEnemyAmount[StoryManager.Ins.gameDifficulty] > 1)
|
||
{
|
||
int counter = Mathf.FloorToInt(currentIndex / storyInfo.ItemRule);
|
||
int itemIndex = (counter - 1) % storyInfo.ItemDrop.Length; // 使用取余操作符确保循环索引
|
||
Debug.Log($"当前怪物index:{enemyIndex}当前物品index:{itemIndex}当前物品ID:{storyInfo.ItemDrop[itemIndex]}");
|
||
if (storyInfo.BulletAmount.ContainsKey(storyInfo.ItemDrop[itemIndex]))
|
||
{
|
||
int amount = storyInfo.BulletAmount[storyInfo.ItemDrop[itemIndex]];
|
||
Debug.Log("amount" + amount);
|
||
CreateItemProp(storyInfo.ItemDrop[itemIndex], pos, amount);
|
||
}
|
||
else
|
||
{
|
||
CreateItemProp(storyInfo.ItemDrop[itemIndex], pos);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
for (int i = 0; i < storyInfo.ItemDrop.Length; i++)
|
||
{
|
||
int key = storyInfo.ItemDrop[i];
|
||
if (storyInfo.BulletAmount.ContainsKey(key))
|
||
{
|
||
int amount = storyInfo.BulletAmount[key];
|
||
CreateItemProp(storyInfo.ItemDrop[i], pos + new Vector3(i + 0.5f, 0, 0), amount);
|
||
// Debug.Log("当前子弹数量为:" + amount);
|
||
}
|
||
else
|
||
{
|
||
CreateItemProp(storyInfo.ItemDrop[i], pos + new Vector3(i + 0.5f, 0, 0));
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
|
||
|
||
// // 解锁所有人的超级武器
|
||
// [Server]
|
||
// public void UnLockAllSuperGunServer()
|
||
// {
|
||
// Debug.Log("解锁所有人的超级武器");
|
||
// UnLockSuperGun();
|
||
// }
|
||
|
||
// [Server]
|
||
// public void DestoryALLWeapon()
|
||
// {
|
||
|
||
// SwitchNULL();
|
||
// }
|
||
|
||
// [ClientRpc]
|
||
// public void SwitchNULL()
|
||
// {
|
||
// GameInit.Ins.self.SwitchNULL();
|
||
// }
|
||
|
||
// [ClientRpc]
|
||
// public void UnLockSuperGun()
|
||
// {
|
||
// GameInit.Ins.self.UnLockSuperGun();
|
||
// }
|
||
|
||
// 给所有客户端播放音乐
|
||
[ClientRpc]
|
||
public void PlayeBGM2AllClient()
|
||
{
|
||
CustomEvent.Trigger(GameInit.Ins.Event.gameObject, "PlayBGM2");
|
||
}
|
||
|
||
[ClientRpc]
|
||
public void PlayerBGM()
|
||
{
|
||
|
||
CustomEvent.Trigger(GameInit.Ins.Event.gameObject, "PlayBGM2");
|
||
|
||
}
|
||
public void WaitDestoryObject(GameObject obj, float time)
|
||
{
|
||
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
|
||
{
|
||
NetworkServer.Destroy(obj);
|
||
}, time);
|
||
}
|
||
void Destroy()
|
||
{
|
||
#if !UNITY_EDITOR
|
||
//PXR_Enterprise.UnBindEnterpriseService();
|
||
#endif
|
||
}
|
||
|
||
[Server]
|
||
public void InitEnemyAmount()
|
||
{
|
||
EnemyAmount = 0;
|
||
enemyList.Clear();
|
||
}
|
||
|
||
|
||
public Transform RandomFloundEnemy(XAgent.BodyPoint point)
|
||
{
|
||
|
||
List<Transform> notNullElements = enemyList.Where(element => element != null).ToList();
|
||
Transform res = null;
|
||
if (notNullElements.Count > 0)
|
||
{
|
||
Transform enemy = notNullElements[Random.Range(0, notNullElements.Count)];
|
||
if (enemy != null)
|
||
{
|
||
res = enemy.GetComponent<XAgent>().FindBody(point);
|
||
}
|
||
}
|
||
return res;
|
||
}
|
||
|
||
public List<Transform> GetRangeEnemys(Vector3 Pos, float radius)
|
||
{
|
||
Collider[] colliders;
|
||
colliders = new Collider[15];
|
||
int colliderCount = Physics.OverlapSphereNonAlloc(Pos, radius, colliders);
|
||
List<Transform> enemys = new List<Transform>();
|
||
for (int i = 0; i < colliderCount; i++)
|
||
{
|
||
if (colliders[i].CompareTag("Enemy"))
|
||
{
|
||
enemys.Add(colliders[i].transform);
|
||
}
|
||
}
|
||
return enemys;
|
||
}
|
||
|
||
public List<Transform> GetRangePlayers(Vector3 Pos, float radius)
|
||
{
|
||
Collider[] colliders;
|
||
colliders = new Collider[15];
|
||
int colliderCount = Physics.OverlapSphereNonAlloc(Pos, radius, colliders);
|
||
List<Transform> players = new List<Transform>();
|
||
for (int i = 0; i < colliderCount; i++)
|
||
{
|
||
if (colliders[i].CompareTag("Player"))
|
||
{
|
||
players.Add(colliders[i].transform);
|
||
}
|
||
}
|
||
return players;
|
||
}
|
||
|
||
|
||
public Transform[] FoundNearestEnemy(int amount, Transform self)
|
||
{
|
||
if (enemyList.Count <= 0) return null;
|
||
var sortedEnemies = enemyList.OrderBy(e => Vector3.Distance(self.position, e.position));
|
||
if (enemyList.Count >= amount)
|
||
{
|
||
return sortedEnemies.Take(amount).ToArray();
|
||
}
|
||
else
|
||
{
|
||
return sortedEnemies.Take(enemyList.Count).ToArray();
|
||
}
|
||
}
|
||
|
||
|
||
//创建能量泵
|
||
[Server]
|
||
public void GenerateEnergyPump(Vector3 pos)
|
||
{
|
||
GameObject EnergyPump = Instantiate(EnergyPumpPre);
|
||
NetworkServer.Spawn(EnergyPump);
|
||
//EnergyPump.transform.position = pos;
|
||
EnergyPump.transform.position = pos;
|
||
if(GameInit.Ins.gamePlace == GamePlace.Company1Floor)
|
||
{
|
||
EnergyPump.transform.position = new Vector3(-3f, 0, 5f);
|
||
}
|
||
if(GameInit.Ins.gamePlace == GamePlace.Zhejiang_Jinhua_KeJiGuan)
|
||
{
|
||
EnergyPump.transform.position = new Vector3(-3f, 0, 5f);
|
||
}
|
||
if(GameInit.Ins.gamePlace == GamePlace.Zhejiang_Shaoxing_Shengzhou_WuyueGuangchang)
|
||
{
|
||
EnergyPump.transform.position = new Vector3(-3f, 0, 5f);
|
||
}
|
||
if (GameInit.Ins.gamePlace == GamePlace.Nanjing_Xianlin_WanDaMao)
|
||
{
|
||
EnergyPump.transform.position = new Vector3(-1.2f,0,1.5f);
|
||
}
|
||
if (GameInit.Ins.gamePlace == GamePlace.Yangzhou_Hanjiang_Tansuozhongxin)
|
||
{
|
||
EnergyPump.transform.position = new Vector3(1,0,-2.61f);
|
||
}
|
||
if (GameInit.Ins.gamePlace == GamePlace.Yangzhou_Hanjiang_TansuoZhongxin_wai)
|
||
{
|
||
EnergyPump.transform.position = new Vector3(0,0,2f);
|
||
}
|
||
if (GameInit.Ins.gamePlace == GamePlace.Shandong_Jining_Wanhuicheng_nei)
|
||
{
|
||
EnergyPump.transform.position = new Vector3(0,0,2f);
|
||
}
|
||
|
||
if (GameInit.Ins.gamePlace == GamePlace.Shandong_Langfang_QingzhouTaihuacheng)
|
||
{
|
||
EnergyPump.transform.position = new Vector3(7.36f, 0, 7.58f);
|
||
}
|
||
|
||
if (GameInit.Ins.gamePlace == GamePlace.Hubei_Xiangyang_Kejiguan)
|
||
{
|
||
EnergyPump.transform.position = new Vector3(0,0,5f);
|
||
}
|
||
if (GameInit.Ins.gamePlace == GamePlace.Jilin_Tonghua_Liuhe)
|
||
{
|
||
EnergyPump.transform.position = new Vector3(1.87f,0,2.17f);
|
||
}
|
||
if (GameInit.Ins.gamePlace == GamePlace.Hunan_Jishou_Qianzhou_Tianhong)
|
||
{
|
||
EnergyPump.transform.position = new Vector3(0f,0,2f);
|
||
}
|
||
if (GameInit.Ins.gamePlace == GamePlace.Shandong_Jinan_Huaiyin_ShengfutongShangmao)
|
||
{
|
||
EnergyPump.transform.position = new Vector3(-0.84f,0,-0.11f);
|
||
}
|
||
if (GameInit.Ins.gamePlace == GamePlace.Shandong_Jinan_Huaiyin_ShengfutongShangmao_wai)
|
||
{
|
||
EnergyPump.transform.position = new Vector3(0.09f,0,1.09f);
|
||
}
|
||
EnergyPumpTag++;
|
||
EnergyPump.GetComponent<EnergyPump>().Init(EnergyPumpTag);
|
||
|
||
|
||
}
|
||
|
||
//创建闪电
|
||
[Server]
|
||
public void GenerateLightning(Vector3 transform, Vector3 angle, float time)
|
||
{
|
||
GameObject Lightning = Instantiate(LightningPre);
|
||
NetworkServer.Spawn(Lightning);
|
||
Lightning.transform.position = transform;
|
||
Lightning.transform.eulerAngles = angle;
|
||
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
|
||
{
|
||
NetworkServer.Destroy(Lightning);
|
||
}, time);
|
||
|
||
}
|
||
|
||
|
||
[ClientRpc]
|
||
public void ShowTex()
|
||
{
|
||
GameInit.Ins.Tex.SetActive(true);
|
||
}
|
||
|
||
[ClientRpc]
|
||
public void OpenCoillder(GameObject obj)
|
||
{
|
||
obj.GetComponent<CapsuleCollider>().enabled = true;
|
||
}
|
||
|
||
[Server]
|
||
public void DestoryEnergyPump(GameObject obj)
|
||
{
|
||
NetworkServer.Destroy(obj);
|
||
}
|
||
|
||
[Server]
|
||
public void GenerateWall(int index, Vector3 position, Vector3 angle)
|
||
{
|
||
//EnergyPump1
|
||
GameObject wall = Instantiate(wallPre);
|
||
//NetworkServer.Spawn(wall);
|
||
wall.tag = "Story" + index.ToString();
|
||
wall.transform.position = position;
|
||
wall.transform.eulerAngles = angle;
|
||
}
|
||
|
||
//创建雷达点
|
||
[Server]
|
||
public void GenerateRadarPoint()
|
||
{
|
||
GameObject point = Instantiate(doorPre);
|
||
NetworkServer.Spawn(point);
|
||
point.transform.position = new Vector3(transform.transform.position.x, transform.transform.position.y, transform.transform.position.z);
|
||
point.transform.localEulerAngles = new Vector3(0, 0, 0);
|
||
}
|
||
|
||
//创建大门
|
||
[Server]
|
||
public GameObject GenerateDoor()
|
||
{
|
||
GameObject door = Instantiate(doorPre);
|
||
Vector3 pos = tempDescInfos[1].Positions[0];
|
||
Vector3 scale = tempDescInfos[1].Scales[0];
|
||
NetworkServer.Spawn(door);
|
||
door.transform.position = new Vector3(pos.x, pos.y, pos.z);
|
||
door.transform.localScale = scale;
|
||
door.transform.localEulerAngles = tempDescInfos[1].Angles[0];
|
||
door.GetComponentInChildren<Animator>().SetBool("IsOpen", true);
|
||
return door;
|
||
}
|
||
|
||
// 创建巡逻兵
|
||
[Server]
|
||
public void GenerateRobotGuardian(Transform pos)
|
||
{
|
||
Debug.Log("创建巡逻兵");
|
||
GameObject RobotGuardian = Instantiate(RobotGuardianPre);
|
||
NetworkServer.Spawn(RobotGuardian);
|
||
RobotGuardian.transform.position = new Vector3(pos.transform.position.x, pos.transform.position.y, pos.transform.position.z);
|
||
RobotGuardian.GetComponent<RobotGuardian>().OnSpawn();
|
||
}
|
||
|
||
[Server]
|
||
public GameObject GenerateEnemy(EnemyType Type, Vector3 pos, Vector3 angle, Vector3 scale, string pathId = "0")
|
||
{
|
||
GameObject enemy = null;
|
||
switch (Type)
|
||
{
|
||
case EnemyType.RobotGuardian:
|
||
enemy = CreateRobotGuardian(pos, angle, scale, pathId);
|
||
break;
|
||
case EnemyType.QY:
|
||
enemy = CreateQY(pos, angle, scale, pathId);
|
||
break;
|
||
case EnemyType.Esky:
|
||
enemy = CreateEsky(pos, angle, scale, pathId);
|
||
break;
|
||
case EnemyType.Spider:
|
||
enemy = CreateSpider(pos, angle, scale, pathId);
|
||
break;
|
||
case EnemyType.EliteSpider:
|
||
enemy = CreateEliteSpiderPre(pos, angle, scale);
|
||
break;
|
||
case EnemyType.RobotMech:
|
||
enemy = CreateRobotMesh(pos, angle, scale);
|
||
break;
|
||
case EnemyType.Shadow:
|
||
enemy = CreateShadow(pos, angle, scale);
|
||
break;
|
||
case EnemyType.ShadowCast:
|
||
enemy = CreateShadowCast(pos, angle, scale);
|
||
break;
|
||
case EnemyType.Boss:
|
||
enemy = CreateBoos(pos, angle, scale, pathId);
|
||
break;
|
||
}
|
||
|
||
XAgent xagent = enemy.GetComponent<XAgent>();
|
||
xagent.index = EnemyAmount;
|
||
enemyList.Add(xagent.transform);
|
||
EnemyAmount++;
|
||
return enemy;
|
||
}
|
||
|
||
|
||
|
||
[Server]
|
||
public GameObject CreateQY(Vector3 pos, Vector3 angle, Vector3 scale, string pathId)
|
||
{
|
||
GameObject QY = Instantiate(QYPre);
|
||
NetworkServer.Spawn(QY);
|
||
QY.transform.position = pos;
|
||
QY.transform.localEulerAngles = angle;
|
||
QY.transform.localScale = scale;
|
||
QY qyScript = QY.GetComponent<QY>();
|
||
qyScript.OnSpawn();
|
||
qyScript.SetPathId(pathId);
|
||
return QY;
|
||
}
|
||
|
||
// 创建起义兵
|
||
[Server]
|
||
public GameObject CreateRobotGuardian(Vector3 pos, Vector3 angle, Vector3 scale, string pathId)
|
||
{
|
||
GameObject robotGuardian = Instantiate(RobotGuardianPre);
|
||
NetworkServer.Spawn(robotGuardian);
|
||
robotGuardian.transform.position = pos;
|
||
robotGuardian.transform.localEulerAngles = angle;
|
||
robotGuardian.transform.localScale = scale;
|
||
RobotGuardian robotScript = robotGuardian.GetComponent<RobotGuardian>();
|
||
robotScript.OnSpawn();
|
||
robotScript.SetPathId(pathId);
|
||
return robotGuardian;
|
||
}
|
||
|
||
[ClientRpc]
|
||
public void HudMessage(int index)
|
||
{
|
||
EventDispatcher.TriggerEvent("PromptMessage", index);
|
||
}
|
||
|
||
|
||
[ClientRpc]
|
||
public void Message(string text, string clipName)
|
||
{
|
||
EventDispatcher.TriggerEvent("Message", text, clipName);
|
||
}
|
||
|
||
[ClientRpc]
|
||
public void ShowTeachUI(int index)
|
||
{
|
||
EventDispatcher.TriggerEvent("ShowTeachUI", index);
|
||
}
|
||
|
||
[Server]
|
||
public GameObject CreateEliteSpiderPre(Vector3 pos, Vector3 angle, Vector3 scale)
|
||
{
|
||
GameObject eliteSpider = Instantiate(EliteSpiderPre);
|
||
NetworkServer.Spawn(eliteSpider);
|
||
eliteSpider.transform.position = pos;
|
||
eliteSpider.transform.localEulerAngles = angle;
|
||
eliteSpider.transform.localScale = scale;
|
||
eliteSpider.GetComponent<EliteSpider>().OnSpawn();
|
||
return eliteSpider;
|
||
}
|
||
|
||
[Server]
|
||
public GameObject CreateRobotMesh(Vector3 pos, Vector3 angle, Vector3 scale)
|
||
{
|
||
GameObject robotMesh = Instantiate(RobotMechPre);
|
||
NetworkServer.Spawn(robotMesh);
|
||
robotMesh.transform.position = pos;
|
||
robotMesh.transform.localEulerAngles = angle;
|
||
robotMesh.transform.localScale = scale;
|
||
robotMesh.GetComponent<RobotMech>().OnSpawn();
|
||
return robotMesh;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 创建幻影者
|
||
/// </summary>
|
||
/// <param name="pos"></param>
|
||
/// <param name="angle"></param>
|
||
/// <returns></returns>
|
||
[Server]
|
||
public GameObject CreateShadow(Vector3 pos, Vector3 angle, Vector3 scale)
|
||
{
|
||
GameObject Shadow = Instantiate(ShadowPre);
|
||
NetworkServer.Spawn(Shadow);
|
||
Shadow.transform.position = pos;
|
||
Shadow.transform.localEulerAngles = angle;
|
||
Shadow.transform.localScale = scale;
|
||
Shadow shadow = Shadow.GetComponent<Shadow>();
|
||
NowShadow = shadow;
|
||
shadow.OnSpawn();
|
||
return Shadow;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 创建幻影者分身
|
||
/// </summary>
|
||
/// <param name="pos"></param>
|
||
/// <param name="angle"></param>
|
||
/// <returns></returns>
|
||
public GameObject CreateShadowCast(Vector3 pos, Vector3 angle, Vector3 scale)
|
||
{
|
||
GameObject Shadow = Instantiate(ShadowCastPre);
|
||
NetworkServer.Spawn(Shadow);
|
||
Shadow.transform.position = pos;
|
||
Shadow.transform.localEulerAngles = angle;
|
||
Shadow.transform.localScale = scale;
|
||
ShadowCast shadow = Shadow.GetComponent<ShadowCast>();
|
||
shadow.Init(NowShadow.OriginHealth, NowShadow.Health);
|
||
return Shadow;
|
||
}
|
||
|
||
[Server]
|
||
public GameObject CreateBoos(Vector3 pos, Vector3 angle, Vector3 scale, string pathId)
|
||
{
|
||
GameObject boss = Instantiate(BossPre);
|
||
NetworkServer.Spawn(boss);
|
||
boss.transform.position = pos;
|
||
boss.transform.localEulerAngles = angle;
|
||
boss.transform.localScale = scale;
|
||
Boss bossScript = boss.GetComponent<Boss>();
|
||
bossScript.OnSpawn();
|
||
bossScript.SetPathId(pathId);
|
||
return boss;
|
||
}
|
||
|
||
[Command(requiresAuthority = false)]
|
||
public void CreateGameStartPoint()
|
||
{
|
||
Vector3 pos = tempDescInfos[0].Positions[0];
|
||
|
||
GameObject point = Instantiate(gameStartPointPre);
|
||
NetworkServer.Spawn(point);
|
||
point.transform.position = pos;
|
||
// point.transform.position = new Vector3(5.55f, 0, 2.19f);//beijing
|
||
|
||
}
|
||
|
||
|
||
[Server]
|
||
// 创建苍蝇
|
||
public GameObject CreateEsky(Vector3 pos, Vector3 angle, Vector3 scale, string pathId)
|
||
{
|
||
GameObject Esky = Instantiate(EskyPre);
|
||
NetworkServer.Spawn(Esky);
|
||
Esky.transform.position = pos;
|
||
Esky.transform.localEulerAngles = angle;
|
||
Esky.transform.localScale = scale;
|
||
Esky eskyScript = Esky.GetComponent<Esky>();
|
||
eskyScript.OnSpawn();
|
||
eskyScript.SetPathId(pathId);
|
||
return Esky;
|
||
}
|
||
|
||
[Server]
|
||
public GameObject CreateEskyClone(Vector3 pos, Vector3 angle)
|
||
{
|
||
GameObject EskyClone = Instantiate(EskyClonePre);
|
||
NetworkServer.Spawn(EskyClone);
|
||
EskyClone.transform.position = pos;
|
||
EskyClone.transform.localEulerAngles = angle;
|
||
EskyClone eskyScript = EskyClone.GetComponent<EskyClone>();
|
||
eskyScript.OnSpawn();
|
||
return EskyClone;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
[Server]
|
||
//创建炮台
|
||
public GameObject GenerateTurret(Vector3 pos, Vector3 scale, Vector3 angle)
|
||
{
|
||
GameObject turret = Instantiate(TurretPre);
|
||
NetworkServer.Spawn(turret);
|
||
turret.transform.position = pos;
|
||
turret.transform.localScale = scale;
|
||
turret.transform.localEulerAngles = angle;
|
||
return turret;
|
||
}
|
||
|
||
public void CreateProp(PropType propType, Vector3 pos)
|
||
{
|
||
switch (propType)
|
||
{
|
||
|
||
case PropType.BloodBag:
|
||
CreateBloodBag(pos);
|
||
break;
|
||
|
||
case PropType.EnergyMask:
|
||
CreateShield(pos);
|
||
break;
|
||
|
||
case PropType.AtkBuff:
|
||
CreateAtkBuff(pos);
|
||
break;
|
||
|
||
case PropType.DefenseBuff:
|
||
CreateDeeBuff(pos);
|
||
break;
|
||
|
||
case PropType.EnergyPump:
|
||
GenerateEnergyPump(pos);
|
||
break;
|
||
}
|
||
}
|
||
|
||
[Server]
|
||
public void CreateItemProp(int index, Vector3 pos, int amount = 1)
|
||
{
|
||
if (index < 500)
|
||
{
|
||
//武器
|
||
CreateWeaponProp((WeaponType)(index), pos, amount);
|
||
}
|
||
else if (index > 500 && index < 1000)
|
||
{
|
||
//道具
|
||
CreateProp((PropType)(index), pos);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
//创建蜘蛛
|
||
[Server]
|
||
public GameObject CreateSpider(Vector3 pos, Vector3 angle, Vector3 scale, string pathId = "")
|
||
{
|
||
GameObject Spider = Instantiate(SpiderPre);
|
||
NetworkServer.Spawn(Spider);
|
||
Spider.transform.position = pos;
|
||
Spider.transform.localEulerAngles = angle;
|
||
Spider.transform.localScale = scale;
|
||
Spider.GetComponent<Spider>().OnSpawn();
|
||
Spider.GetComponent<Spider>().SetPathId(pathId);
|
||
return Spider;
|
||
}
|
||
[Server]
|
||
public GameObject CreateSpiderClone(Vector3 pos, Vector3 angle)
|
||
{
|
||
GameObject SpiderClone = Instantiate(SpiderClonePre);
|
||
NetworkServer.Spawn(SpiderClone);
|
||
SpiderClone.transform.position = pos;
|
||
SpiderClone.transform.localEulerAngles = angle;
|
||
SpiderClone.GetComponent<SpiderClone>().OnSpawn();
|
||
return SpiderClone;
|
||
}
|
||
|
||
//创建落石特效
|
||
[Server]
|
||
public GameObject GenerateRockfall(Vector3 pos, Vector3 angle)
|
||
{
|
||
GameObject Rockfall = Instantiate(RockfallPre);
|
||
Rockfall.transform.position = pos;
|
||
Rockfall.transform.localEulerAngles = angle;
|
||
NetworkServer.Spawn(Rockfall);
|
||
return Rockfall;
|
||
}
|
||
|
||
[Server]
|
||
public GameObject CreateCrack(Vector3 pos, Vector3 angle)
|
||
{
|
||
GameObject Crack = Instantiate(CrackPre);
|
||
NetworkServer.Spawn(Crack);
|
||
Crack.transform.position = new Vector3(pos.x, pos.y, pos.z);
|
||
Crack.transform.localEulerAngles = angle;
|
||
return Crack;
|
||
}
|
||
|
||
[Server]
|
||
public void CreatePortal(Vector3 pos, float angleY, int amount, float interval, bool isActive, EnemyType type)
|
||
{
|
||
GameObject portal = Instantiate(CrackPre);
|
||
NetworkServer.Spawn(portal);
|
||
portal.transform.position = pos;
|
||
portal.transform.localEulerAngles = new Vector3(0, angleY, 0);
|
||
portal.GetComponent<Portal>().Init(amount, interval, isActive, type);
|
||
}
|
||
|
||
// 创建传送门
|
||
[Server]
|
||
public GameObject SpwanCrack(Transform pos)
|
||
{
|
||
GameObject Crack = Instantiate(CrackPre);
|
||
NetworkServer.Spawn(Crack);
|
||
Crack.transform.position = new Vector3(pos.position.x, pos.position.y, pos.position.z);
|
||
return Crack;
|
||
}
|
||
|
||
|
||
public bool EnemyDie()
|
||
{
|
||
|
||
if (AllEnemyAmount > 0)
|
||
AllEnemyAmount--;
|
||
if (AllEnemyAmount == 0)
|
||
{
|
||
EnemyAmount = 0;
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
// 获取第一个玩家
|
||
public Transform GetPlayer1()
|
||
{
|
||
Transform player = null;
|
||
if (MRNetworkManager.Ins.roomSlots.Count > 0)
|
||
{
|
||
player = MRNetworkManager.Ins.roomSlots[0].transform;
|
||
}
|
||
return player;
|
||
}
|
||
|
||
public Transform GetPlayer(int index)
|
||
{
|
||
NetworkRoomPlayer roomPlayer = null;
|
||
roomPlayer = MRNetworkManager.Ins.roomSlots[index];
|
||
Transform play = roomPlayer.transform;
|
||
return play;
|
||
}
|
||
|
||
public int GetRandomPlayerIndex()
|
||
{
|
||
int index = 0;
|
||
//怪物随机选取目标 只取一次
|
||
index = Random.Range(0, MRNetworkManager.Ins.roomSlots.Count);
|
||
return index;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 创建护盾
|
||
/// </summary>
|
||
[Command(requiresAuthority = false)]
|
||
public void CreateShield(Vector3 pos)
|
||
{
|
||
GameObject shield = Instantiate(ShieldPre);
|
||
NetworkServer.Spawn(shield);
|
||
shield.transform.position = new Vector3(pos.x, 0, pos.z);
|
||
Shield shieldScript = shield.GetComponent<Shield>();
|
||
shieldScript.Id = ShieldId;
|
||
Shields.Add(ShieldId, shieldScript);
|
||
ShieldId++;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 删除护盾
|
||
/// </summary>
|
||
public void DelShield(int id)
|
||
{
|
||
Shield shield = Shields[id];
|
||
if (shield != null)
|
||
{
|
||
Shields.Remove(id);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 创建攻击BUFF
|
||
/// </summary>
|
||
/// <param name="pos"></param>
|
||
[Command(requiresAuthority = false)]
|
||
public void CreateAtkBuff(Vector3 pos)
|
||
{
|
||
GameObject atkBuff = Instantiate(AtkBuffPre);
|
||
NetworkServer.Spawn(atkBuff);
|
||
atkBuff.transform.position = new Vector3(pos.x, 0, pos.z);
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// 创建攻击BUFF
|
||
/// </summary>
|
||
/// <param name="pos"></param>
|
||
[Command(requiresAuthority = false)]
|
||
public void CreateDeeBuff(Vector3 pos)
|
||
{
|
||
GameObject deeBuff = Instantiate(deffBuffPre);
|
||
NetworkServer.Spawn(deeBuff);
|
||
deeBuff.transform.position = new Vector3(pos.x, 0, pos.z);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 创建血包
|
||
/// </summary>
|
||
[Command(requiresAuthority = false)]
|
||
public void CreateBloodBag(Vector3 pos)
|
||
{
|
||
GameObject bloodBag = Instantiate(BloodBagPre);
|
||
NetworkServer.Spawn(bloodBag);
|
||
bloodBag.transform.position = new Vector3(pos.x, 0, pos.z);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 创建武器道具
|
||
/// </summary>
|
||
[Command(requiresAuthority = false)]
|
||
public void CreateWeaponProp(WeaponType type, Vector3 pos, int amount)
|
||
{
|
||
GameObject prop = Instantiate(WeaponPropPre);
|
||
NetworkServer.Spawn(prop);
|
||
prop.GetComponent<WeaponProp>().Init(type, amount);
|
||
prop.transform.position = pos;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 找到有玩家x在里面的护盾
|
||
/// </summary>
|
||
/// <param name="playerIndex"></param>
|
||
/// <returns></returns>
|
||
public int FindPlayerInShield(int playerIndex)
|
||
{
|
||
int res = -1;
|
||
foreach (Shield shield in Shields.Values)
|
||
{
|
||
float dis = MathExtension.GetDistanceXOZ(MRNetworkManager.Ins.roomSlots[playerIndex].transform.position, shield.transform.position);
|
||
if (dis <= 2.5f)
|
||
{
|
||
res = shield.Id;
|
||
break;
|
||
}
|
||
}
|
||
return res;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 判断玩家x是否在护盾内
|
||
/// </summary>
|
||
/// <param name="playerIndex"></param>
|
||
/// <returns></returns>
|
||
public bool IsPlayerInShield(int playerIndex = 0)
|
||
{
|
||
bool res = false;
|
||
int find = FindPlayerInShield(playerIndex);
|
||
if (find != -1)
|
||
{
|
||
res = true;
|
||
}
|
||
return res;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 根据位置获取能攻击的护盾
|
||
/// </summary>
|
||
/// <param name="point"></param>
|
||
/// <param name="playerIndex"></param>
|
||
/// <param name="attackArea"></param>
|
||
/// <returns></returns>
|
||
public Shield GetCanAttackShield(Vector3 point, int playerIndex, float attackArea)
|
||
{
|
||
Shield res = null;
|
||
int find = FindPlayerInShield(playerIndex);
|
||
if (find != -1)
|
||
{
|
||
float dis = MathExtension.GetDistanceXOZ(Shields[find].transform.position, point);
|
||
if (dis > 2.5f && dis < 2.5f + attackArea)
|
||
{
|
||
res = Shields[find];
|
||
}
|
||
}
|
||
return res;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 判断是否能攻击护盾
|
||
/// </summary>
|
||
public bool IsCanAttackShield(Transform enemy, int playerIndex, float attackArea)
|
||
{
|
||
bool res = false;
|
||
Shield find = GetCanAttackShield(enemy.position, playerIndex, attackArea);
|
||
res = find == null ? false : true;
|
||
return res;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 判断是否能攻击玩家
|
||
/// </summary>
|
||
/// <param name="playerIndex"></param>
|
||
/// <returns></returns>
|
||
public bool IsCanAttackPlayer(Transform enemy, int playerIndex, float attackArea)
|
||
{
|
||
bool res = false;
|
||
Transform player = MRNetworkManager.Ins.roomSlots[playerIndex].transform;
|
||
float dis = MathExtension.GetDistanceXOZ(player.position, enemy.transform.position);
|
||
if (dis <= attackArea)
|
||
{
|
||
res = true;
|
||
}
|
||
return res;
|
||
}
|
||
}
|