191 lines
5.6 KiB
C#
191 lines
5.6 KiB
C#
using System;
|
||
using System.Collections.Generic;
|
||
using Cysharp.Threading.Tasks;
|
||
using Gameplay;
|
||
using PhxhSDK;
|
||
using UnityEngine;
|
||
using UnityEngine.Playables;
|
||
using UnityEngine.SceneManagement;
|
||
using UnityEngine.Timeline;
|
||
using Framework;
|
||
using Constants = Framework.Constants;
|
||
|
||
public class FightWinComponent: MonoBehaviour
|
||
{
|
||
private List<uint> _characterIDs;
|
||
private uint _vehicleID;
|
||
private GameObject _objRoot;
|
||
private List<Transform> _posTransList;
|
||
|
||
private Camera _camera;
|
||
private PlayableDirector _timelinePlayable;
|
||
|
||
//test
|
||
private List<GameObject> _testObjs = new List<GameObject>();
|
||
|
||
private readonly int Vehicle_Model_Index = 5;
|
||
|
||
#region Unity EventFunction
|
||
private void Awake()
|
||
{
|
||
//test
|
||
for (int i = 1; i <= 5; i++)
|
||
{
|
||
_testObjs.Add(GameObject.Find("Content/P_S_A0000" + i));
|
||
}
|
||
|
||
_camera = GameObject.Find("CameraRoot").GetComponent<CameraRoot>().Camera;
|
||
_objRoot = GameObject.Find("Content/ObjRoot");
|
||
var posRootTrans = GameObject.Find("Content/PosRoot").transform;
|
||
_posTransList = new List<Transform>();
|
||
for (int i = 0; i < posRootTrans.childCount; i++)
|
||
{
|
||
var child = posRootTrans.GetChild(i);
|
||
_posTransList.Add(child);
|
||
}
|
||
|
||
_Load();
|
||
_timelinePlayable.Play();
|
||
}
|
||
|
||
#endregion
|
||
|
||
private void _Load()
|
||
{
|
||
_LoadTimeline();
|
||
}
|
||
|
||
private async void _LoadModels()
|
||
{
|
||
if (_characterIDs != null)
|
||
{
|
||
for (int i = 0; i < _characterIDs.Count; i++)
|
||
{
|
||
await _AddCharacterModel(_characterIDs[i], i);
|
||
}
|
||
}
|
||
|
||
if (_vehicleID != Constants.INVALID_UINT_ID)
|
||
{
|
||
await _AddVehicleModel(_vehicleID);
|
||
}
|
||
|
||
}
|
||
|
||
private async UniTask _AddCharacterModel(uint uid, int idx)
|
||
{
|
||
var modelPath = CommonUtils.GetCharacterShowModelPath(uid);
|
||
if (modelPath != null)
|
||
{
|
||
var prefab = await AssetManager.Instance.LoadAssetAsync<GameObject>(modelPath);
|
||
var model = Instantiate(prefab, _objRoot.transform);
|
||
var posTrans = _posTransList[idx];
|
||
model.transform.SetPositionAndRotation(posTrans.position, posTrans.rotation);
|
||
model.transform.localScale = posTrans.localScale;
|
||
}
|
||
}
|
||
|
||
private async UniTask _AddVehicleModel(uint uid)
|
||
{
|
||
var modelPath = CommonUtils.GetVehicleShowModelPath(uid);
|
||
if (modelPath != null)
|
||
{
|
||
var prefab = await AssetManager.Instance.LoadAssetAsync<GameObject>(modelPath);
|
||
var model = Instantiate(prefab, _objRoot.transform);
|
||
var posTrans = _posTransList[Vehicle_Model_Index];
|
||
model.transform.SetPositionAndRotation(posTrans.position, posTrans.rotation);
|
||
model.transform.localScale = posTrans.localScale;
|
||
}
|
||
}
|
||
|
||
private async void _LoadTimeline()
|
||
{
|
||
var timeLineObj = new GameObject("GameTimeLine");
|
||
var timeline = timeLineObj.AddComponent<PlayableDirector>();
|
||
// var playableAsset =
|
||
// await AssetManager.Instance.LoadAssetAsync<PlayableAsset>("Assets/_Test/Prefab/VictoryTimeLine.playable");
|
||
|
||
//test
|
||
#if UNITY_EDITOR
|
||
var playableAsset =
|
||
UnityEditor.AssetDatabase.LoadAssetAtPath<PlayableAsset>("Assets/_Test/Prefab/VictoryTimeLine.playable");
|
||
|
||
var timeLineAsset = playableAsset as TimelineAsset;
|
||
if (!timeLineAsset)
|
||
{
|
||
DebugUtil.LogError("加载的TimeLine资源为空!!!");
|
||
return;
|
||
}
|
||
timeline.playableAsset = timeLineAsset;
|
||
timeline.timeUpdateMode = DirectorUpdateMode.GameTime;
|
||
timeline.playOnAwake = false;
|
||
|
||
_timelinePlayable = timeline;
|
||
var trackIEnumerable = timeLineAsset.GetOutputTracks();
|
||
int index = 0;
|
||
foreach (var trackAsset in trackIEnumerable)
|
||
{
|
||
//test
|
||
if (index < _testObjs.Count)
|
||
{
|
||
var animObj = _testObjs[index].transform.GetChild(0);
|
||
|
||
var anim = animObj.GetComponent<Animator>();
|
||
if (!anim)
|
||
{
|
||
DebugUtil.LogError("TimeLine使用的模型未绑定Animator组件!!!");
|
||
}
|
||
timeline.SetGenericBinding(trackAsset, anim);
|
||
}
|
||
else
|
||
{
|
||
var anim = _camera.GetComponent<Animator>();
|
||
if (anim)
|
||
{
|
||
timeline.SetGenericBinding(trackAsset, anim);
|
||
}
|
||
}
|
||
index++;
|
||
|
||
// if (index < _characterIDs.Count)
|
||
// {
|
||
// var animObj = _objRoot.transform.GetChild(index).GetChild(0).gameObject;
|
||
//
|
||
// var anim = animObj.GetComponent<Animator>();
|
||
// if (!anim)
|
||
// {
|
||
// DebugUtil.LogError("TimeLine使用的模型未绑定Animator组件!!!");
|
||
// }
|
||
// timeline.SetGenericBinding(trackAsset, anim);
|
||
// }
|
||
//index++;
|
||
|
||
}
|
||
#endif
|
||
}
|
||
|
||
#region API
|
||
|
||
public void SetData(List<uint> charIDList)
|
||
{
|
||
_characterIDs = charIDList;
|
||
}
|
||
|
||
|
||
public void SetData(uint vehicleID)
|
||
{
|
||
_vehicleID = vehicleID;
|
||
}
|
||
|
||
public void SetData(List<uint> charIDList, uint vehicleID)
|
||
{
|
||
_characterIDs = charIDList;
|
||
_vehicleID = vehicleID;
|
||
}
|
||
|
||
public void StartPlay()
|
||
{
|
||
_timelinePlayable.Play();
|
||
}
|
||
#endregion
|
||
} |