317 lines
12 KiB
C#
317 lines
12 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.Text;
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using BITFALL.Bullet;
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using UnityEngine;
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using BITKit;
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using BITKit.Entities;
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using Cysharp.Threading.Tasks;
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using Unity.Mathematics;
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using UnityEditor;
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using UnityEngine.Animations;
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using UnityEngine.UIElements;
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namespace BITFALL
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{
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[Serializable]
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public record InstanceBullet : SpawnBullet
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{
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public Vector3 GraphicsPosition;
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public Vector3 Velocity;
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public Vector3 CurrentPos;
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public float CurrentSpeed = 64;
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public float ElapsedTime;
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}
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[Serializable]
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public class BulletServiceSingleton : IBulletService
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{
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public void Spawn(SpawnBullet bullet)=>BulletService.Spawn?.Invoke(bullet);
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}
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public class BulletService : MonoBehaviour, IBulletService
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{
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public static Action<SpawnBullet> Spawn;
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[Header(Constant.Header.Settings)]
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[SerializeField] private LayerMask layerMask;
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[SerializeField] private Material material;
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[SerializeField] private Optional<float> bulletLerpSpeed;
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[SerializeField] private Optional<AnimationCurve> bulletScaleCurve;
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[Header(Constant.Header.Prefabs)]
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[SerializeField] private Mesh rectangleMesh;
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[SerializeField] private Mesh quadMesh;
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[Header(Constant.Header.Providers)]
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[SerializeField, SerializeReference, SubclassSelector]
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private IEntitiesService entitiesService;
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[SerializeField, SerializeReference, SubclassSelector]
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private INetProvider netProvider;
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[SerializeField, SerializeReference, SubclassSelector]
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private IDamageService damageService;
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[Header(Constant.Header.InternalVariables)]
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private readonly List<InstanceBullet> instances = new();
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private readonly RaycastHit[] _raycastHits = new RaycastHit[16];
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private const float dragCoefficient = 0.045f; // 子弹的阻力系数
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private const float bulletMass = 0.015f; // 子弹的质量,单位:千克
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private readonly Queue<(Vector3 Position,Vector3 Forward,Quaternion StartRotation,float ElaspedTime,Vector3 StartPosition)> DrawQueue=new();
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private readonly Queue<InstanceBullet> _newBulletQueue = new();
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private readonly Queue<InstanceBullet> _removeBulletQueue = new();
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private void Start()
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{
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Spawn += SpawnBullet;
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}
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private void OnDestroy()
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{
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Spawn -= SpawnBullet;
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}
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private void Update()
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{
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var camera = Camera.main;
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if (!camera) return;
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var cameraTransform = camera.transform;
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//var rot = camera.transform.rotation * Quaternion.Euler(0, 180, 0);
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foreach (var bullet in instances.ToArray())
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{
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if (bullet.ElapsedTime < 0.04f) continue;
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bullet.GraphicsPosition =
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Vector3.MoveTowards(bullet.GraphicsPosition, bullet.CurrentPos, bullet.StartSpeed*Time.deltaTime);
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DrawQueue.Enqueue((bullet.GraphicsPosition,bullet.Forward,bullet.Rotation,bullet.ElapsedTime,bullet.Position));
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}
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while (DrawQueue.TryDequeue(out var queue))
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{
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var direction = camera.transform.position - queue.Position;
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var rot = Quaternion.LookRotation(queue.Position + queue.Forward, direction);
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// 获取目标方向
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var mesh = rectangleMesh;
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//if (MathV.InFovRange(cameraTransform.position, cameraTransform.forward, bullet.CurrentPos,8))
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if (Vector3.Angle(cameraTransform.forward, queue.Forward) < 8)
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{
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if (Vector3.Distance(queue.StartPosition, queue.Position) < 3.2f)
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continue;
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mesh = quadMesh;
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rot = cameraTransform.rotation * Quaternion.Euler(0, 180, 0);
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}
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const int count = 1;
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var matrix = Matrix4x4.TRS(
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queue.Position,
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rot,
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Vector3.one *
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Mathf.Lerp(
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0,1,Vector3.Distance(queue.StartPosition,queue.Position)
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)
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+ Vector3.one *
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(bulletScaleCurve.Allow ? bulletScaleCurve.Value.Evaluate(queue.ElaspedTime) : 0)
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);
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Graphics.DrawMesh(mesh, matrix, material,
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LayerMask.NameToLayer("TransparentFX"));
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}
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}
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private void FixedUpdate()
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{
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foreach (var bullet in instances)
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{
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if (destroyCancellationToken.IsCancellationRequested) return;
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var size = Physics.RaycastNonAlloc(bullet.CurrentPos, bullet.Velocity, _raycastHits, Vector3.Distance(default,bullet.Velocity) * Time.fixedDeltaTime, layerMask);
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var validHit = false;
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RaycastHit hit=default;
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foreach (var raycastHit in _raycastHits.Take(size).OrderBy(x => Vector3.Distance(bullet.Position, x.point)))
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{
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if (!IsValidHit(raycastHit, bullet,out hit))
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continue;
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validHit = true;
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break;
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}
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if (validHit || bullet.CurrentSpeed <= 0 || bullet.Velocity.sqrMagnitude <= 0.01f ||
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bullet.ElapsedTime >= 8)
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{
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_removeBulletQueue.Enqueue(bullet);
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if (validHit)
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{
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DrawQueue.Enqueue((hit.point - bullet.Velocity.normalized * 0.5f, bullet.Forward, bullet.Rotation,
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bullet.ElapsedTime,bullet.Position));
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}
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else
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{
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DrawQueue.Enqueue((bullet.CurrentPos + bullet.Velocity * 0.5f, bullet.Forward, bullet.Rotation,
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bullet.ElapsedTime,bullet.Position));
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}
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//pool.Return(bullet.model);
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}
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else
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{
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// // 计算子弹的下坠距离
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// float distance =Mathf.Clamp(
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// 0.5f * Physics.gravity.y * bullet.ElapsedTime * bullet.ElapsedTime,
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// Physics.gravity.y
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// ,0
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// ) ;
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//
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// bullet.currentSpeed -= bullet.startSpeed * Time.fixedDeltaTime;
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// bullet.currentPos += (Vector3)bullet.forward * (bullet.currentSpeed * Time.fixedDeltaTime);
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// bullet.currentPos += Vector3.up * distance;
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// bullet.model.transform.position = bullet.currentPos;
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//
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// bullet.ElapsedTime += Time.fixedDeltaTime;
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// 计算重力下坠
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bullet.ElapsedTime+=Time.fixedDeltaTime;
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bullet.Velocity+= Physics.gravity * (Time.fixedDeltaTime * bullet.ElapsedTime);
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// // 计算空气阻力
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// float airDragForce = 0.5f * dragCoefficient * 1.225f * bullet.Velocity.magnitude * bullet.Velocity.magnitude;
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//
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// if (float.IsNaN(airDragForce))
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// {
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// bullet.Velocity=Vector3.zero;
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// continue;
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// }
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//
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// Vector3 airDragDirection = -bullet.Velocity.normalized;
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// Vector3 airDrag = airDragDirection * airDragForce / bulletMass;
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var newVelocity =bullet.Velocity * Time.fixedDeltaTime;
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bullet.CurrentPos+=newVelocity;
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float CalculateElevationAngle(float distance)
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{
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float g = Mathf.Abs(Physics.gravity.y);
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float angle = 0.5f * Mathf.Asin(distance * g / (bullet.StartSpeed * bullet.StartSpeed));
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return angle * Mathf.Rad2Deg;
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}
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}
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}
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while (_removeBulletQueue.TryDequeue(out var removeBullet))
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{
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instances.Remove(removeBullet);
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}
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while (_newBulletQueue.TryDequeue(out var newBullet))
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{
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instances.Add(newBullet);
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}
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}
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private async void RpcSpawnBullet(SpawnBullet x)
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{
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await UniTask.SwitchToMainThread();
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InstanceBullet bullet = new()
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{
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Initiator = x.Initiator,
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CurrentPos = x.Position,
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StartSpeed = x.StartSpeed,
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Position = x.Position,
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GraphicsPosition=x.Position,
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Rotation = x.Rotation,
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Forward = x.Forward,
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InitialDamage = x.InitialDamage,
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InitialForce = x.InitialForce,
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Velocity =x.Forward * x.StartSpeed,
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Token = x.Token
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};
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// InstanceBullet bullet = x with
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// {
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//
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// };
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_newBulletQueue.Enqueue(bullet);
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//instances.Add(bullet);
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}
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private void SpawnBullet(SpawnBullet x)
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{
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RpcSpawnBullet(x);
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}
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private bool IsValidHit(RaycastHit raycastHit, InstanceBullet bullet,out RaycastHit hit)
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{
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hit = default;
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if (layerMask.Includes(raycastHit.collider.gameObject.layer) is false) return false;
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raycastHit.collider.TryGetComponentAny<IPhysicsInfo>(out var physicsInfo);
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var force = (raycastHit.point - (Vector3)bullet.Position).normalized * (physicsInfo?.AddForceMultiple ?? 64);
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if (raycastHit.collider.TryGetComponent<IDamagable>(out var damagable))
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{
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if (damagable.UnityEntity?.Id == bullet.Initiator) return false;
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if (layerMask.Includes(raycastHit.collider.gameObject.layer) is false) return false;
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var msg = new DamageMessage()
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{
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Initiator = entitiesService.Get(bullet.Initiator) as Entity,
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Target = damagable.UnityEntity,
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Hit = damagable,
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Damage = bullet.InitialDamage,
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};
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if (damagable is IEntityComponent)
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{
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damageService.Execute(msg);
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}
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else
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{
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damagable.GiveDamage(msg);
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}
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}
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var _rigidbody = (raycastHit.rigidbody,damagable?.Rigidbody) switch
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{
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(null, null) => null,
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(null, not null) => damagable?.Rigidbody,
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(not null, null) => raycastHit.rigidbody,
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(not null, not null) => damagable?.Rigidbody,
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};
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if (_rigidbody && _rigidbody.gameObject.layer is not 0)
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{
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_rigidbody.AddForceAtPositionAsync(force, raycastHit.point, ForceMode.Impulse).Forget();
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}
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List<string> tags = new()
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{
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"BulletHit",
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};
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if (raycastHit.collider.TryGetComponent<ITag>(out var _tag))
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{
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tags.AddRange(_tag.GetTags());
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}
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Location location = new()
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{
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position = raycastHit.point,
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forward = tags.Contains("IgnoreRotation") ? bullet.Forward : Quaternion.LookRotation(raycastHit.normal) * Vector3.forward,
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};
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var vfx = DI.Get<VFXService>().Spawn(location, tags.ToArray());
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if (_rigidbody is not null && tags.Contains("Fixed") is false)
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{
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vfx.SetParentConstraint(_rigidbody.transform);
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}
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else
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{
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vfx.gameObject.RemoveComponent<ParentConstraint>();
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}
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hit = raycastHit;
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return true;
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}
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void IBulletService.Spawn(SpawnBullet bullet) => SpawnBullet(bullet);
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}
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}
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