using cfg.ShowCfg;
using Cysharp.Threading.Tasks;
using Framework;
using Gameplay.Emoji;
using PhxhSDK;
using Sirenix.OdinInspector;
using Sirenix.Utilities;
using SRF;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Experimental.Playables;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Gameplay.Show
{
public sealed class ShowController : IShow
{
///
/// 当前状态
///
private enum E_CurState
{
None = 0,
///
/// 加载角色
///
LoadingCharacters,
///
/// 当前
///
Present,
}
private ShowComponent showComponent;
///
/// 演出Timeline路径
///
private const string SHOW_TIMELINE_PATH = "Assets/Art/Show/";
///
/// 道具Timeline上角色轨道名
///
private const string ITEM_TIMELINE_TRACK_NAME = "Character";
///
/// 角色Activation轨道名
///
private const string CHARACTER_ACTIVATION_TRACK_NAME = "characterActivationTrack";
///
/// 当前场景所有角色演出点
///
private List listCharacterShowPoint = new();
///
/// 当前场景所有道具演出点
///
private List listItemShowPoint = new();
///
/// 当前场景所有演出组字典 key:组id value:演出组数据
///
private readonly Dictionary dicShowGroup = new();
///
/// 最终的演出点数据
///
private readonly List listShowPointResult = new();
///
/// Timeline资源字典
///
private readonly Dictionary dicTimeLineAsset = new();
///
/// 道具字典,部分Timeline挂载到道具上,优先使用道具上的Timeline
///
private readonly Dictionary> dicItemModel = new();
///
/// 角色模型字典
///
private readonly Dictionary dicCharacterModel = new();
///
/// 道具相对于角色的相对位置
///
private readonly Dictionary dicItemOffset = new();
///
/// 缓存的表情
///
private readonly List listCacheEmoji = new();
///
/// 已经加载的资源集合
///
private readonly HashSet setAssetToUnload = new();
///
/// 当前状态
///
private E_CurState currState = E_CurState.None;
#region (刷新数据,抽取)过程临时变量
///
/// 可以抽取的演出组数据(排序用)
///
private readonly List listRemindShowGroup = new();
///
/// 可以抽取演出的角色数据(排序用)
///
private readonly List listRemindCharacter = new();
///
/// 随机抽取的演出组链表
///
private LinkedList linkShowGroup;
///
/// 随机抽取的角色链表
///
private LinkedList linkCharacter;
///
/// 已经抽取的演出点索引集合
///
private readonly HashSet setUseShowPointIndex = new();
///
/// 已经抽取的角色id
///
private readonly HashSet setUseCharactrtId = new();
#endregion
///
/// 可以抽取的角色最大数量
///
public int CharacterMaxCount
{
get { return Mathf.Min(listRemindCharacter.Count, showComponent.CharacterMaxCount, listCharacterShowPoint.Count); }
}
public E_ShowSceneType ShowSceneType => showComponent.ShowSceneTyp;
public void Destory()
{
dicTimeLineAsset.Clear();
dicCharacterModel.Clear();
dicItemModel.Clear();
dicItemOffset.Clear();
foreach (string path in setAssetToUnload)
{
AssetManager.Instance.Unload(path);
}
foreach (var unitEmojiManager in listCacheEmoji)
{
unitEmojiManager.Dispose();
}
}
public void SetInfo(ShowComponent showComponent)
{
this.showComponent = showComponent;
#region 获取角色演出点
showComponent.GetCharacterShowPoint(ref listCharacterShowPoint);
#endregion
#region 获取道具演出点
showComponent.GetItemShowPoint(ref listItemShowPoint);
#endregion
List listShowConfig = TableManager.Instance.Tables.ShowConfig.DataList;
foreach (DataShowConfig showConfig in listShowConfig)
{
if (ShowSceneType != showConfig.ShowSceneType)
continue;
int groupID = showConfig.GroupID;
if (!dicShowGroup.TryGetValue(groupID, out ShowGroupData group))
group = new(groupID);
group.Add(showConfig);
dicShowGroup[groupID] = group;
}
foreach (ShowGroupData group in dicShowGroup.Values)
{
group.Shuffle();
}
}
public void PlayeCameraAnim(Action callback, params string[] args)
{
if (null == showComponent.CameraPlayable)
{
DebugUtil.LogError("相机Playable未赋值");
return;
}
showComponent.CameraAction = callback;
showComponent.CameraPlayable.Play();
}
public async UniTask RefreshShow(object data = null)
{
currState = E_CurState.LoadingCharacters;
RefreshShowData();
ExtractShowCharacter();
await ExecuteShowResult();
currState = E_CurState.Present;
}
///
/// 刷新演出数据
///
private void RefreshShowData()
{
listRemindShowGroup.Clear();
listRemindCharacter.Clear();
listRemindShowGroup.AddRange(dicShowGroup.Values);
#region 获取看板娘id
int kanbanbanId = 0;
if (showComponent.IsIgnoreKanban)
{
MainPanelSceneStoreData storeData = StorageMgr.Instance.GetStorage("MainPanelSceneStoreData");
if (storeData == null)
DebugUtil.LogError("没有看板娘数据");
else
kanbanbanId = storeData.PosterID;
}
#endregion
foreach (CharacterDataInfo characterDataInfo in CharacterDataInfoManager.Instance.DataList)
{
if (showComponent.IsIgnoreKanban && characterDataInfo.Cfg.RoleID == kanbanbanId)
continue; // TODO 看板娘不加进可以演出的抽取列表
listRemindCharacter.Add(characterDataInfo);
}
CommonUtils.Shuffle(listRemindShowGroup);
CommonUtils.Shuffle(listRemindCharacter);
linkShowGroup = new(listRemindShowGroup);
linkCharacter = new(listRemindCharacter);
#region 隐藏之前的角色模型
foreach (GameObject go in dicCharacterModel.Values)
{
go.SetActive(false);
}
#endregion
}
///
/// 抽取演出角色
///
private void ExtractShowCharacter()
{
listShowPointResult.Clear();
List listTempResult = new(); // 临时存放抽取的结果
if (dicShowGroup.TryGetValue(30, out ShowGroupData value1))
{
linkShowGroup.Remove(value1);
CheckShowGroup(ref listTempResult, value1, false);
}
if (dicShowGroup.TryGetValue(31, out ShowGroupData value31))
{
linkShowGroup.Remove(value31);
CheckShowGroup(ref listTempResult, value31, false);
}
if (dicShowGroup.TryGetValue(32, out ShowGroupData value32))
{
linkShowGroup.Remove(value32);
CheckShowGroup(ref listTempResult, value32, false);
}
if (dicShowGroup.TryGetValue(33, out ShowGroupData value33))
{
linkShowGroup.Remove(value33);
CheckShowGroup(ref listTempResult, value33, false);
}
if (dicShowGroup.TryGetValue(34, out ShowGroupData value34))
{
linkShowGroup.Remove(value34);
CheckShowGroup(ref listTempResult, value34, false);
}
if (dicShowGroup.TryGetValue(35, out ShowGroupData value35))
{
linkShowGroup.Remove(value31);
CheckShowGroup(ref listTempResult, value35, false);
}
while (linkShowGroup.First != null)
{
ShowGroupData groupData = linkShowGroup.First.Value;
linkShowGroup.RemoveFirst();
CheckShowGroup(ref listTempResult, groupData);
}
setUseShowPointIndex.Clear();
setUseCharactrtId.Clear();
}
private void CheckShowGroup(ref List listTempResult, ShowGroupData groupData, bool isCheck = true)
{
if (isCheck)
{
// 如果组里的演出点和当前已经使用的演出点重复,则踢出该组
if (IsShowPointExist(groupData))
return;
// 如果是固定角色的组的角色已经被使用,则踢出该组
if (!IsCanUseFixCharacter(groupData))
return;
}
listTempResult.Clear();
ExtractRecord extractRecord = new(groupData.GroupID);
foreach (DataShowConfig dataShowConfig in groupData.ListConfig)
{
// 如果当前没有剩余的演员,则直接跳出抽取
if (linkCharacter.First == null)
break;
#region 抽取timeline
string timelineName = CommonUtils.GetRandomItem(dataShowConfig.TimelineNames);
ExtractRecord.SinglePointRecord singlePointRecord = new()
{
timelineName = timelineName
};
extractRecord.Add(singlePointRecord);
if (timelineName == "0" || timelineName.IsNullOrWhitespace()) // 说明不站人
continue;
#endregion
#region 角色抽取
CharacterDataInfo characterDataInfo = null;
if (ValueValidator.IsIdValid(dataShowConfig.CharacterID)) // 抽取指定演员
{
foreach (CharacterDataInfo character in linkCharacter)
{
if ((int)character.ID == dataShowConfig.CharacterID)
{
characterDataInfo = character;
break;
}
}
if (characterDataInfo == null)
continue;
else
linkCharacter.Remove(characterDataInfo);
}
else
{
characterDataInfo = linkCharacter.First.Value;
linkCharacter.RemoveFirst();
}
#endregion
ShowPointResult result;
// 道具抽取
if (dataShowConfig.ItemNames.Count() > 0)
{
string itemName = CommonUtils.GetRandomItem(dataShowConfig.ItemNames);
result = new(groupData.GroupID,
dataShowConfig.PointID,
timelineName,
characterDataInfo,
dataShowConfig.ItemPointId,
itemName);
}
else
{
result = new(groupData.GroupID,
dataShowConfig.PointID,
timelineName,
characterDataInfo,
dataShowConfig.ItemPointId,
string.Empty);
}
singlePointRecord.showPoint = dataShowConfig.PointID;
singlePointRecord.characterID = characterDataInfo.ID;
listTempResult.Add(result);
}
if (!groupData.IsMustExist && groupData.IsMustHasCharacter && listTempResult.Count < groupData.ListConfig.Count)
{
// 如果该组必须满员但没满员
// 取出来的CharacterDataInfo归还
foreach (ShowPointResult result in listTempResult)
{
listRemindCharacter.Add(result.CharacterData);
}
}
else // 添加到最后的result列表中
{
foreach (ShowPointResult result in listTempResult)
{
listShowPointResult.Add(result);
setUseCharactrtId.Add((int)result.CharacterData.ID);
setUseShowPointIndex.Add(result.ShowPointIndex);
}
}
}
///
/// 执行演出结果
///
private async UniTask ExecuteShowResult()
{
if (listShowPointResult.Count == 0)
return;
Dictionary> dicTempGoItem = new(); // 临时道具字典
foreach (ShowPointResult result in listShowPointResult)
{
#region 获取角色演出点
int showPointIndex = result.ShowPointIndex;
if (showPointIndex < 0 || showPointIndex >= listCharacterShowPoint.Count || listCharacterShowPoint[showPointIndex] == null)
{
DebugUtil.LogError($"找不到演出点!演出点索引:{showPointIndex}");
continue;
}
Transform tsShowPoint = listCharacterShowPoint[showPointIndex].transform;
#endregion
int itemShowPointIndex = result.ItemPointIndex;
if (itemShowPointIndex >= 0 && itemShowPointIndex < listItemShowPoint.Count && listItemShowPoint[itemShowPointIndex] != null)
{
Transform tsItemShowPoint = listItemShowPoint[itemShowPointIndex].transform; // 获取道具演出点,有道具演出
GameObject goFixItemModel = await GetItemModel(result.ItemName); // 加载固定道具
if (goFixItemModel != null)
goFixItemModel.transform.SetPositionAndRotation(tsItemShowPoint.position, tsItemShowPoint.rotation);
}
GameObject goCharacterModel = await GetCharacterModel(result.CharacterData);
if (goCharacterModel == null)
continue;
goCharacterModel.SetActive(true);
goCharacterModel.transform.SetPositionAndRotation(tsShowPoint.position, tsShowPoint.rotation);
GameObject goItemModel = await GetItemModel(result.TimelineName);// 优先使用道具上的Timeline
if (goItemModel == null) // 没有道具,直接加载Timeline
{
TimelineAsset timelineAsset = await GetTimeLineAsset(result.TimelineName);
if (timelineAsset == null)
continue;
PlayableDirector playableDirector = goCharacterModel.GetComponentOrAdd();
playableDirector.playableAsset = timelineAsset;
playableDirector.extrapolationMode = DirectorWrapMode.Loop;
foreach (PlayableBinding playableBinding in timelineAsset.outputs)
{
playableDirector.SetGenericBinding(playableBinding.sourceObject, goCharacterModel.GetComponentInChildren());
}
foreach (TrackAsset trackAsset in timelineAsset.GetOutputTracks())
{
if (trackAsset.name.Equals(CHARACTER_ACTIVATION_TRACK_NAME))
playableDirector.SetGenericBinding(trackAsset, goCharacterModel.transform.GetChild(0)?.gameObject);
}
playableDirector.enabled = true;
playableDirector.time = UnityEngine.Random.Range(0f, (float)playableDirector.duration);
playableDirector.Play();
}
else // 有道具,不加载Timeline
{
#region 临时记录使用过的道具GameObject,方便后续归还给池子
if (!dicTempGoItem.TryGetValue(result.TimelineName, out Stack goStack))
{
goStack = new();
dicTempGoItem[result.TimelineName] = goStack;
}
goStack.Push(goItemModel);
#endregion
PlayableDirector playableDirector = goItemModel.GetComponentOrAdd();
TimelineAsset timelineAsset = playableDirector.playableAsset as TimelineAsset;
if (timelineAsset == null)
{
DebugUtil.LogError($"{goItemModel.name} 没有TimelineAsset");
continue;
}
if (dicItemOffset.TryGetValue(goItemModel.GetInstanceID(), out Vector3 offset))
goItemModel.transform.SetPositionAndRotation(goCharacterModel.transform.position + offset, Quaternion.identity);
else
goItemModel.transform.SetPositionAndRotation(goCharacterModel.transform.position, Quaternion.identity);
goItemModel.transform.RotateAround(goCharacterModel.transform.position, Vector3.up, goCharacterModel.transform.localEulerAngles.y);
PlayableDirector cPlayableDirector = goCharacterModel.GetComponentOrAdd();
cPlayableDirector.enabled = false;
foreach (TrackAsset trackAsset in timelineAsset.GetOutputTracks())
{
if (trackAsset.name.Equals(ITEM_TIMELINE_TRACK_NAME))
playableDirector.SetGenericBinding(trackAsset, goCharacterModel.GetComponentInChildren());
if (trackAsset.name.Equals(CHARACTER_ACTIVATION_TRACK_NAME))
{
Transform tsGo = goCharacterModel.transform.GetChild(0);
if (null == tsGo)
DebugUtil.LogError("赋值空的角色到Timeline轨道上");
else
playableDirector.SetGenericBinding(trackAsset, tsGo.gameObject);
}
}
playableDirector.time = UnityEngine.Random.Range(0f, (float)playableDirector.duration);
playableDirector.Play();
}
}
#region 放回道具
foreach (var kv in dicTempGoItem)
{
if (!dicItemModel.TryGetValue(kv.Key, out Stack stack))
continue;
stack ??= new();
while (kv.Value.Count > 0)
{
stack.Push(kv.Value.Pop());
}
}
dicTempGoItem.Clear();
#endregion
}
///
/// 初始化emoji
///
///
///
///
private UnitEmojiManager InitEmoji(GameObject cObj, CharacterDataInfo dataInfo)
{
var config = dataInfo.Cfg;
var skinID = dataInfo.SkinID > 0 ? (int)dataInfo.SkinID : Framework.Constants.DEFULT_SKINID;
var skinData = TableManager.Instance.Tables.SkinCfg.Get(skinID, dataInfo.Cfg.RoleID);
if (skinData == null)
{
DebugUtil.LogError($"找不到皮肤数据, skinID:{skinID}, roleID:{dataInfo.Cfg.RoleID}");
return null;
}
var eyebowsType = string.IsNullOrEmpty(config.EmojiEyeBowsType) ? "1" : config.EmojiEyeBowsType;
var eyesColor = string.IsNullOrEmpty(config.EmojiEyesColor) ? "#ff0000" : config.EmojiEyesColor;
var eyebowsColor = string.IsNullOrEmpty(config.EmojiEyeBowsColor) ? "#ff0000" : config.EmojiEyeBowsColor;
var unitEmojiManager = new UnitEmojiManager(cObj, eyesColor, eyebowsType, eyebowsColor);
unitEmojiManager.SwitchEmoji(config.DefaultDisplayEmojiId);
return unitEmojiManager;
}
///
/// 异步加载资源
///
///
///
///
private async UniTask LoadAssetAsync(string path) where T : UnityEngine.Object
{
T res = await AssetManager.Instance.LoadAssetAsync(path);
if (res != null)
setAssetToUnload.Add(path);
return res;
}
///
/// 获取角色模型
///
///
///
private async UniTask GetCharacterModel(CharacterDataInfo characterDataInfo)
{
if (!dicCharacterModel.TryGetValue(characterDataInfo.Cfg.RoleID, out GameObject goModel))
{
string prefabPath = CommonUtils.GetFightCharacterModelPath(characterDataInfo);
goModel = await LoadAssetAsync(prefabPath);
if (goModel == null)
{
DebugUtil.LogError($"找不到模型, path:{prefabPath}");
return null;
}
goModel = GameObject.Instantiate(goModel, showComponent.TsShowPointRoot);
goModel.SetLayerEx(Framework.Constants.Layer.UIVIEW);
HideCharacterWeapon(goModel);
dicCharacterModel.Add(characterDataInfo.Cfg.RoleID, goModel);
}
return goModel;
}
///
/// 获取道具模型
///
///
///
private async UniTask GetItemModel(string name)
{
if (!dicItemModel.TryGetValue(name, out Stack stackItem) || stackItem.Count <= 0)
{
string itemPath = $"{SHOW_TIMELINE_PATH}{ShowSceneType}/{name}.prefab";
if (!AssetManager.Instance.CanLocateAsset(itemPath))
return null;
stackItem ??= new();
GameObject goItem = await LoadAssetAsync(itemPath);
if (goItem == null)
return null;
goItem = GameObject.Instantiate(goItem, showComponent.TsItemShowPointRoot);
goItem.SetLayerEx(Framework.Constants.Layer.UIVIEW);
dicItemModel[name] = stackItem;
dicItemOffset[goItem.GetInstanceID()] = goItem.transform.position;
return goItem;
}
return stackItem.Pop();
}
///
/// 隐藏角色武器
///
private void HideCharacterWeapon(GameObject goCharacter)
{
if (goCharacter.transform.childCount < 1)
{
DebugUtil.LogError("角色节点错误:" + goCharacter.name);
return;
}
// TODO 临时隐藏武器方式
Transform tsRoot = goCharacter.transform.GetChild(0).Find("Root");
if (null == tsRoot)
return;
Transform tsWeaponRoot = tsRoot.Find("Bip001/Bip001 Spine/Bip001 Spine1/Bip001 R Clavicle/Bip001 R UpperArm/Bip001 R Forearm/Bip001 R Hand/Grip_point01");
if (null == tsWeaponRoot)
return;
tsWeaponRoot.gameObject.IsScaleShow(false);
for (int i = 0; i < tsWeaponRoot.childCount; ++i)
{
tsWeaponRoot.GetChild(i).gameObject.IsScaleShow(false);
}
}
///
/// 获取Timeline资源
///
///
///
private async UniTask GetTimeLineAsset(string timelineName)
{
if (!dicTimeLineAsset.TryGetValue(timelineName, out TimelineAsset timelineAsset))
{
string timelinePath = $"{SHOW_TIMELINE_PATH}{ShowSceneType}/{timelineName}.playable";
if (string.IsNullOrWhiteSpace(timelinePath))
{
DebugUtil.LogError($"找不到timelinePath,{nameof(timelineName)}:{timelineName}");
return null;
}
timelineAsset = await LoadAssetAsync(timelinePath);
if (timelineAsset == null)
{
DebugUtil.LogError($"找不到TimelineAsset, {nameof(timelineName)}:{timelineName} path:{timelinePath}");
return null;
}
dicTimeLineAsset.Add(timelineName, timelineAsset);
}
return timelineAsset;
}
///
/// 演出点是否重复
///
///
///
private bool IsShowPointExist(ShowGroupData group)
{
foreach (DataShowConfig showConfig in group.ListConfig)
{
if (setUseShowPointIndex.Contains(showConfig.PointID))
return true;
}
return false;
}
///
/// 是否可以使用限定角色
///
///
///
private bool IsCanUseFixCharacter(ShowGroupData group)
{
foreach (DataShowConfig showConfig in group.ListConfig)
{
if (!ValueValidator.IsIdValid(showConfig.CharacterID) && !IsCanUseCharacter(showConfig.CharacterID))
return false;
}
return true;
}
///
/// 角色是否可用
///
///
///
private bool IsCanUseCharacter(int characterId)
{
return !setUseCharactrtId.Contains(characterId);
}
}
///
/// 抽取流程的记录
///
[Serializable]
public class ExtractRecord
{
///
/// 单个演出点记录
///
[Serializable]
public struct SinglePointRecord
{
[LabelText("演出点ID")]
public int showPoint;
public string timelineName;
public uint characterID;
}
[LabelText("组ID")]
private int groupID;
[LabelText("角色记录")]
private List listRecord;
public ExtractRecord(int groupID)
{
this.groupID = groupID;
listRecord = new();
}
public void Add(SinglePointRecord singlePointRecord)
{
listRecord.Add(singlePointRecord);
}
}
///
/// 演出组数据
///
public struct ShowGroupData
{
///
/// 演出组id
///
private readonly int groupId;
///
/// 是否必须有角色
///
private bool isMustHasCharacter;
///
/// 是否必须存在
///
private bool isMustExist;
///
/// 该组演出点配置数据
///
private readonly List listConfig;
///
/// 演出组id
///
public readonly int GroupID
{
get { return groupId; }
}
///
/// 是否必须有角色
///
public readonly bool IsMustHasCharacter { get { return isMustHasCharacter; } }
///
/// 是否必须存在
///
public readonly bool IsMustExist { get { return isMustExist; } }
///
/// 该组演出点配置数据
///
public readonly List ListConfig
{
get { return listConfig; }
}
public ShowGroupData(int groupId)
{
this.groupId = groupId;
isMustHasCharacter = false;
isMustExist = false;
listConfig = new();
}
public void Add(DataShowConfig dataShowConfig)
{
isMustHasCharacter |= dataShowConfig.HasCharacter;
isMustExist |= dataShowConfig.IsMustExist;
listConfig.Add(dataShowConfig);
}
///
/// 打乱顺序
///
public readonly void Shuffle()
{
CommonUtils.Shuffle(listConfig);
}
}
///
/// 演出点结果
///
public readonly struct ShowPointResult
{
///
/// 演出组id
///
private readonly int groupID;
///
/// 演出点索引
///
private readonly int showPointIndex;
///
/// 道具演出点索引
///
private readonly int itemPointIndex;
///
/// Timeline名
///
private readonly string timelineName;
///
/// 道具名
///
private readonly string itemName;
///
/// 角色数据
///
private readonly CharacterDataInfo characterData;
#region 属性
public int GroupID
{
get { return groupID; }
}
public int ShowPointIndex
{
get { return showPointIndex; }
}
public string TimelineName
{
get { return timelineName; }
}
public int ItemPointIndex
{
get { return itemPointIndex; }
}
public string ItemName
{
get { return itemName; }
}
public CharacterDataInfo CharacterData
{
get { return characterData; }
}
#endregion
public ShowPointResult(int groupID,
int showPointIndex,
string timelineName,
CharacterDataInfo characterData,
int itemPointIndex,
string itemName)
{
this.groupID = groupID;
this.showPointIndex = showPointIndex;
this.timelineName = timelineName;
this.characterData = characterData;
this.itemPointIndex = itemPointIndex;
this.itemName = itemName;
}
}
}