This commit is contained in:
kridoo
2025-09-26 09:36:52 +08:00
parent 6e91a0c7f0
commit a9c7992a7a
37 changed files with 12827 additions and 469 deletions

View File

@@ -576,7 +576,13 @@ MonoBehaviour:
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- Assets/JGW/Vfx/ShuiMo.fbx - Assets/JGW/Vfx/ShuiMo.fbx
- Assets/JGW/Vfx/mianpian.fbx - Assets/JGW/Vfx/mianpian.fbx
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- Assets/Res/Models/Characters/NPC_Animation/s04_fbx_v001/HuDongZhenRen/0905_AddBiaoqing/C5_2/S4_s04_npc_C5_2_z_rig1.fbx
- Assets/Res/Models/Characters/NPC_Animation/s04_fbx_v001/HuDongZhenRen/0905_AddBiaoqing/C5_2/S4_C5_2_R.fbx
- Assets/Res/Models/Characters/NPC_Animation/s04_fbx_v001/HuDongZhenRen/0905_AddBiaoqing/C5_2/S4_C5_2_L.fbx
- Assets/Res/Models/Characters/NPC_Animation/s04_fbx_v001/HuDongZhenRen/0905_AddBiaoqing/C5_3/S4_C5_3_z_R.fbx
- Assets/Res/Models/Characters/NPC_Animation/s04_fbx_v001/HuDongZhenRen/0905_AddBiaoqing/C5_3/S4_C5_3_z_L.fbx
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gpuName: NVIDIA GeForce RTX 3070 gpuName: NVIDIA GeForce RTX 3070

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@@ -33,8 +33,8 @@ Material:
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m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}

View File

@@ -12,7 +12,7 @@ ModelImporter:
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removeConstantScaleCurves: 0 removeConstantScaleCurves: 0
motionNodeName: motionNodeName:
@@ -24,7 +24,7 @@ ModelImporter:
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animationPositionError: 0.5 animationPositionError: 0.5
animationScaleError: 0.5 animationScaleError: 0.5

View File

@@ -12,7 +12,7 @@ ModelImporter:
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@@ -24,7 +24,7 @@ ModelImporter:
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animationScaleError: 0.5 animationScaleError: 0.5

View File

@@ -6,7 +6,7 @@ AnimationClip:
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@@ -3551,7 +3812,7 @@ AnimationClip:
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View File

@@ -85,7 +85,7 @@ AnimatorStateMachine:
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View File

@@ -18,7 +18,7 @@ Material:
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View File

@@ -16,7 +16,7 @@ Material:
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View File

@@ -16,7 +16,7 @@ Material:
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View File

@@ -16,7 +16,7 @@ Material:
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@@ -6,7 +6,7 @@ TextureImporter:
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@@ -78,7 +78,7 @@ MonoBehaviour:
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m_DisplayName: ShuiMoSample_55 m_DisplayName: ShuiMoSample_55
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{ {
float times; float times;
public bool isOtherPlayer; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> public bool isOtherPlayer; //其他玩家
public string sn; //<EFBFBD>SN public string sn; //设备SN
public TextMeshProUGUI user; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>dz<EFBFBD> public TextMeshProUGUI user; //体验者昵称
public uint human; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ʾ<EFBFBD><CABE>animator<6F><72><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵڼ<C4B5><DABC><EFBFBD>ģģ<C4A3><C4A3> ע<><D7A2>:<3A><><EFBFBD><EFBFBD>ʾ<EFBFBD>˾<EFBFBD><CBBE>Dz<EFBFBD><C7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD><D6BB>2<EFBFBD><32><EFBFBD>˵<EFBFBD><CBB5><EFBFBD><EFBFBD>ͣ<EFBFBD>ɨ<EFBFBD><C9A8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫע<D2AA><D7A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> public uint human; //人类 表示用animator数组里面的第几个模模型 注意:不显示人就是查这个参数本地只有2种人的类型扫码那里要注意这个参数
public uint group; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> public uint group; //分组名
public int x, y, z, q, w, e, r; //λ<EFBFBD>ú<EFBFBD><EFBFBD><EFBFBD>ת public int x, y, z, q, w, e, r; //位置和旋转
public float LastTime ; public float LastTime ;
public GameObject[] meshRendererObj;//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>˻<EFBFBD>ɫ<EFBFBD><EFBFBD>С<EFBFBD><EFBFBD><EFBFBD><EFBFBD>С<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><EFBFBD> public GameObject[] meshRendererObj;//人物形态(大人,大人黄色,小孩,小孩黄色)
public GameObject[] manModelList; //<EFBFBD><EFBFBD>ģ<EFBFBD>ͣ<EFBFBD><EFBFBD><EFBFBD>С<EFBFBD><EFBFBD>С<EFBFBD><EFBFBD><EFBFBD><EFBFBD> public GameObject[] manModelList; //人模型(大小,小孩)
public Animator[] animator; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>˻<EFBFBD>ɫ<EFBFBD><EFBFBD>С<EFBFBD><EFBFBD><EFBFBD><EFBFBD>С<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><EFBFBD> public Animator[] animator; //人物动画(大人,大人黄色,小孩,小孩黄色)
int indexPlay = 0; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̬<EFBFBD>Ͷ<EFBFBD><EFBFBD><EFBFBD> int indexPlay = 0; //具体是哪个人物形态和动画
float manFirstHight = -1; //<EFBFBD><EFBFBD><EFBFBD>ҳ<EFBFBD>ʼ<EFBFBD>ĸ߶<EFBFBD> float manFirstHight = -1; //玩家初始的高度
float state = 1; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD>ߣ<EFBFBD>վ<EFBFBD><EFBFBD><EFBFBD>ף<EFBFBD> float state = 1; //玩家状态(走,站,蹲)
float height = 0f; //<EFBFBD><EFBFBD><EFBFBD>ָ߶<EFBFBD> float height = 0f; //文字高度
float distanceToTarget; float distanceToTarget;
void Start() void Start()
@@ -30,7 +30,7 @@ public class Player : MonoBehaviour
//collider = this.GetComponent<CapsuleCollider>(); //collider = this.GetComponent<CapsuleCollider>();
} }
private uint lastHuman = 100; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>ε<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> private uint lastHuman = 100; // 缓存上一次的索引
private void Update() private void Update()
{ {
if (Time.time - LastTime > 5) if (Time.time - LastTime > 5)
@@ -40,7 +40,7 @@ public class Player : MonoBehaviour
gameObject.SetActive(false); gameObject.SetActive(false);
} }
} }
if (human != lastHuman) if (human != lastHuman)
{ {
for (int i = 0; i < manModelList.Length; i++) for (int i = 0; i < manModelList.Length; i++)
@@ -52,20 +52,20 @@ public class Player : MonoBehaviour
{ {
height = 0f; height = 0f;
} }
else else
{ {
height = -0.3f; height = -0.3f;
} }
//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ߶<EFBFBD> //设置文字高度
//user.gameObject.transform.localPosition = new Vector3(user.gameObject.transform.localPosition.x, user.gameObject.transform.localPosition.y + height, user.gameObject.transform.localPosition.z); //user.gameObject.transform.localPosition = new Vector3(user.gameObject.transform.localPosition.x, user.gameObject.transform.localPosition.y + height, user.gameObject.transform.localPosition.z);
lastHuman = human; // <EFBFBD><EFBFBD><EFBFBD>»<EFBFBD><EFBFBD><EFBFBD> lastHuman = human; // 更新缓存
} }
if (isOtherPlayer) if (isOtherPlayer)
{ {
if(manFirstHight == -1)//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҳ<EFBFBD>ʼ<EFBFBD>߶<EFBFBD> if(manFirstHight == -1)//设置玩家初始高度
manFirstHight = y / times; manFirstHight = y / times;
Vector3 tarpos = new Vector3(x / times, 0, z / times); Vector3 tarpos = new Vector3(x / times, 0, z / times);
@@ -78,9 +78,9 @@ public class Player : MonoBehaviour
Quaternion targetq = Quaternion.Euler(targetv); Quaternion targetq = Quaternion.Euler(targetv);
//Debug.Log(sn+"<EFBFBD>յ<EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:" + tarpos+"||<EFBFBD>յ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD>:"+ targetq); //Debug.Log(sn+"收到的位置是:" + tarpos+"||收到的旋转是:"+ targetq);
//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʼֵ<EFBFBD><EFBFBD>Ŀ<EFBFBD><EFBFBD><EFBFBD>Ƕ<EFBFBD>С<EFBFBD><EFBFBD>2<EFBFBD><EFBFBD><EFBFBD>ͽ<EFBFBD>Ŀ<EFBFBD><EFBFBD><EFBFBD>Ƕȸ<EFBFBD>ֵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʼ<EFBFBD>Ƕȣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD>ĽǶ<EFBFBD> //当初始值跟目标角度小于2就将目标角度赋值给初始角度让旋转角度是需要的角度
if (Quaternion.Angle(currq, targetq) < 2) if (Quaternion.Angle(currq, targetq) < 2)
{ {
transform.rotation = targetq; transform.rotation = targetq;
@@ -93,7 +93,7 @@ public class Player : MonoBehaviour
distanceToTarget = Vector3.Distance(transform.position, tarpos); distanceToTarget = Vector3.Distance(transform.position, tarpos);
if (distanceToTarget > 0.1f) if (distanceToTarget > 0.1f)
{ {
// λ<EFBFBD>ñ仯<EFBFBD><EFBFBD><EFBFBD>ȳ<EFBFBD><EFBFBD><EFBFBD> 10cm <20>Ĵ<EFBFBD><C4B4><EFBFBD><EFBFBD>߼<EFBFBD> // 位置变化幅度超过 10cm 的处理逻辑
//animator[human].SetBool("iswalk", true); //animator[human].SetBool("iswalk", true);
if (transform.position == Vector3.zero) if (transform.position == Vector3.zero)
{ {
@@ -106,58 +106,65 @@ public class Player : MonoBehaviour
} }
else else
{ {
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>С<EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD> 10cm ʱֹͣ<CDA3>ƶ<EFBFBD> // 距离小于等于 10cm 时停止移动
transform.position = tarpos; transform.position = tarpos;
} }
if (Config.Group == group) //ͬ<EFBFBD><EFBFBD> if (Config.Group == group) //同组
{ {
if (human == 0)//<EFBFBD><EFBFBD><EFBFBD><EFBFBD> if (human == 0)//大人
{ {
indexPlay = 0; indexPlay = 0;
meshRendererObj[human].gameObject.SetActive(true); meshRendererObj[human].gameObject.SetActive(true);
meshRendererObj[human + 1].gameObject.SetActive(false); meshRendererObj[human + 1].gameObject.SetActive(false);
} }
else //С<EFBFBD><EFBFBD> else //小孩
{ {
indexPlay = 2; indexPlay = 2;
meshRendererObj[2].gameObject.SetActive(true); meshRendererObj[2].gameObject.SetActive(true);
meshRendererObj[3].gameObject.SetActive(false); meshRendererObj[3].gameObject.SetActive(false);
} }
} }
else //<EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD> else //不同组
{ {
if (human == 0)//<EFBFBD><EFBFBD><EFBFBD><EFBFBD> if (human == 0)//大人
{ {
indexPlay = 1; indexPlay = 1;
meshRendererObj[human].gameObject.SetActive(false); meshRendererObj[human].gameObject.SetActive(false);
meshRendererObj[human + 1].gameObject.SetActive(true); meshRendererObj[human + 1].gameObject.SetActive(true);
} }
else //С<EFBFBD><EFBFBD> else //小孩
{ {
indexPlay = 3; indexPlay = 3;
// Debug.Log("<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:"+ meshRendererObj.Length+"||"+ human); // Debug.Log("数组长度:"+ meshRendererObj.Length+"||"+ human);
meshRendererObj[2].gameObject.SetActive(false); meshRendererObj[2].gameObject.SetActive(false);
meshRendererObj[3].gameObject.SetActive(true); meshRendererObj[3].gameObject.SetActive(true);
} }
} }
state = y / times; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD>λ<EFBFBD>õ<EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD> state = y / times; //玩家在传位置的时候就用这个作为状态传的
if (state % 1 != 0)
{
state = 2;
}
// Debug.Log("最终状态是:"+ state);
//Debug.Log("<22><><EFBFBD><EFBFBD>״̬<D7B4><CCAC>:"+ state); if (state == 1)//人物站
if (state == 1)//<2F><><EFBFBD><EFBFBD>վ
{ {
animator[indexPlay].Play("01_Man_Idle"); animator[indexPlay].Play("01_Man_Idle");
} }
else if (state == 2) //<EFBFBD><EFBFBD> else if (state == 2) //
{ {
animator[indexPlay].Play("01_Man_Walk"); animator[indexPlay].Play("01_Man_Walk");
} }
else //<2F><> else
{ {
animator[indexPlay].Play("01_Man_Down"); animator[indexPlay].Play("01_Man_Down");
} }
} }
else else
{ {

View File

@@ -31,19 +31,19 @@ public class VR2 : MonoBehaviour
Register register = new(); Register register = new();
Logout logout = new(); Logout logout = new();
VRInfo vrinfo = new(); VRInfo vrinfo = new();
VRPos vrpos = new();//<EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD> VRPos vrpos = new();//自己的位置
ObjPos gPos = new(); ObjPos gPos = new();
Ask ask = new(); Ask ask = new();
Inform inform = new(); Inform inform = new();
BackInfo backInfo = new(); BackInfo backInfo = new();
float statHight = 0; //<EFBFBD><EFBFBD>ʼ<EFBFBD>ĸ߶<EFBFBD> float statHight = 0; //开始的高度
Vector3 lastPos; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD> Vector3 lastPos; //最后的位置
float distance = 0; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>ú<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>õľ<EFBFBD><EFBFBD><EFBFBD> float distance = 0; //最后的位置和最新位置的距离
Vector3 myPositionChang; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD>޸Ĺ<EFBFBD><EFBFBD>ĸ߶ȣ<EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Vector3 myPositionChang; //这个是自己修改过的高度,要传给服务器
Vector3 db_myPosition; //<EFBFBD>Լ<EFBFBD><EFBFBD>ԱȾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD> Vector3 db_myPosition; //自己对比距离的位置
Vector3 db_otherPosition; //<EFBFBD><EFBFBD><EFBFBD>˶ԱȾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD> Vector3 db_otherPosition; //别人对比距离的位置
float db_distance = 0; //<EFBFBD>Աȵľ<EFBFBD><EFBFBD><EFBFBD> float db_distance = 0; //对比的距离
//TimelineProgress timelineProgress = new(); //TimelineProgress timelineProgress = new();
string user = "u"; string user = "u";
@@ -61,11 +61,11 @@ public class VR2 : MonoBehaviour
public GameObject cubeObj; public GameObject cubeObj;
internal UnityEvent<uint, int> OnTimelineProgress = new(); internal UnityEvent<uint, int> OnTimelineProgress = new();
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Good<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD> // 存储所有Good对象的字典
private Dictionary<string, Good> goodsDictionary = new Dictionary<string, Good>(); private Dictionary<string, Good> goodsDictionary = new Dictionary<string, Good>();
int erorrCount; int erorrCount;
private Memory<byte> _receiveMemory = Memory<byte>.Empty; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> private Memory<byte> _receiveMemory = Memory<byte>.Empty; //缓冲区
private void Awake() private void Awake()
{ {
@@ -83,15 +83,32 @@ public class VR2 : MonoBehaviour
GlobalEventMgr.Listen<int>(GameEvent.EventAnimalSend, GameDataManage_EventAnimalSend); GlobalEventMgr.Listen<int>(GameEvent.EventAnimalSend, GameDataManage_EventAnimalSend);
// MyLoadSceneAsync(1);//<EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݳ<EFBFBD><EFBFBD><EFBFBD> // MyLoadSceneAsync(1);//加载第一个内容场景
} }
void ReadConfig()
void Init()
{ {
if (File.Exists(Config.IpConfig)) if (File.Exists(Config.IpConfig))
Config.TcpHost = File.ReadAllText(Config.IpConfig); {
string[] str = File.ReadAllText(Config.IpConfig).Split('\n');
Config.TcpHost = str[0];
WebNet.webIp = str[1];
WebNet.assetsUrl = $"{WebNet.webIp}/api/dev/login";
WebNet.DownAssetsUrl = $"{WebNet.webIp}/storage/resource";
WebNet.UploadInfoUrl = $"{WebNet.webIp}/api/dev/uploadUsageInfo";
WebNet.getDeviceList = $"{WebNet.webIp}/api/tablet/getDeviceList";
WebNet.uploadEQ = $"{WebNet.webIp}/api/dev/uploadEQ";
}
else else
File.WriteAllText(Config.IpConfig, Config.TcpHost); {
string str = $"{Config.TcpHost}\n{WebNet.webIp}";
File.WriteAllText(Config.IpConfig, str);
}
}
void Init()
{
ReadConfig();
cameraTran = Camera.main.transform; cameraTran = Camera.main.transform;
statHight = Camera.main.transform.position.y; statHight = Camera.main.transform.position.y;
@@ -123,7 +140,7 @@ public class VR2 : MonoBehaviour
_messageHandlers[21] = HandleTimeLineProgress; _messageHandlers[21] = HandleTimeLineProgress;
} }
//<EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD> //发送创建动物事件
void GameDataManage_EventAnimalSend(int animalType) void GameDataManage_EventAnimalSend(int animalType)
{ {
sendCom(3, animalType, 0); sendCom(3, animalType, 0);
@@ -131,7 +148,7 @@ public class VR2 : MonoBehaviour
void Update() void Update()
{ {
//<EFBFBD><EFBFBD><EFBFBD><EFBFBD> //测试
if (Input.GetKeyDown(KeyCode.Space)) if (Input.GetKeyDown(KeyCode.Space))
{ {
//Logout logout = new Logout(); //Logout logout = new Logout();
@@ -150,7 +167,7 @@ public class VR2 : MonoBehaviour
MyLoadSceneAsync(1); MyLoadSceneAsync(1);
} }
//<EFBFBD>˳<EFBFBD><EFBFBD><EFBFBD>Ϸ //退出游戏
if (Input.GetKey(KeyCode.JoystickButton0)) if (Input.GetKey(KeyCode.JoystickButton0))
{ {
quitTimers += Time.deltaTime; quitTimers += Time.deltaTime;
@@ -193,7 +210,7 @@ public class VR2 : MonoBehaviour
} }
} }
//ͷ<EFBFBD><EFBFBD><EFBFBD> //头盔变化
if (Application.platform == RuntimePlatform.Android) if (Application.platform == RuntimePlatform.Android)
{ {
if (InputDevices.GetDeviceAtXRNode(XRNode.Head).TryGetFeatureValue(CommonUsages.userPresence, out bool userPresence)) if (InputDevices.GetDeviceAtXRNode(XRNode.Head).TryGetFeatureValue(CommonUsages.userPresence, out bool userPresence))
@@ -210,7 +227,7 @@ public class VR2 : MonoBehaviour
} }
//<EFBFBD><EFBFBD><EFBFBD>ӷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> //连接服务器
if (client != null) if (client != null)
{ {
if (!isConnecting) if (!isConnecting)
@@ -218,9 +235,7 @@ public class VR2 : MonoBehaviour
if (DateTime.Now > connTime.AddSeconds(2)) if (DateTime.Now > connTime.AddSeconds(2))
{ {
connTime = DateTime.Now; connTime = DateTime.Now;
Debug.Log("<22><>ʼ<EFBFBD><CABC>ַ:"+ Config.IpConfig); Debug.Log($"连接中。。。ip:{Config.TcpHost}");
Config.TcpHost = File.ReadAllText(Config.IpConfig);
Debug.Log($"<22><><EFBFBD><EFBFBD><EFBFBD>С<EFBFBD><D0A1><EFBFBD><EFBFBD><EFBFBD>ip:{Config.TcpHost}");
client.Open(new Host(Config.TcpHost, Config.TcpPort)); client.Open(new Host(Config.TcpHost, Config.TcpPort));
Invoke("sendRegister", 1f); Invoke("sendRegister", 1f);
} }
@@ -237,7 +252,7 @@ public class VR2 : MonoBehaviour
if (DateTime.Now > posTime.AddSeconds(0.5f)) if (DateTime.Now > posTime.AddSeconds(0.5f))
{ {
posTime = DateTime.Now; posTime = DateTime.Now;
if (cameraTran.position.y < (statHight * 0.7f)) //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD>ж<EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD> <20><><EFBFBD><EFBFBD> if (cameraTran.position.y < (statHight * 0.7f)) //这个是自己判断自己的状态后加的 蹲着
{ {
myPositionChang = new Vector3(cameraTran.position.x, 3, cameraTran.position.z); myPositionChang = new Vector3(cameraTran.position.x, 3, cameraTran.position.z);
//cameraTran.position = new Vector3(cameraTran.position.x, 3, cameraTran.position.z); //cameraTran.position = new Vector3(cameraTran.position.x, 3, cameraTran.position.z);
@@ -245,20 +260,20 @@ public class VR2 : MonoBehaviour
else else
{ {
distance = Vector3.Distance(lastPos, cameraTran.position); distance = Vector3.Distance(lastPos, cameraTran.position);
//Debug.Log("<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD>:" + lastPos + "||" + cameraTran.position+"||"+ distance); //Debug.Log("最后的位置:" + lastPos + "||" + cameraTran.position+"||"+ distance);
if (distance <= 0.1f) if (distance <= 0.1f)
{ {
myPositionChang = new Vector3(cameraTran.position.x, 1, cameraTran.position.z); myPositionChang = new Vector3(cameraTran.position.x, 1, cameraTran.position.z);
//cameraTran.position = new Vector3(cameraTran.position.x, 1, cameraTran.position.z); //վ<EFBFBD><EFBFBD> //cameraTran.position = new Vector3(cameraTran.position.x, 1, cameraTran.position.z); //站立
} }
else else
{ {
myPositionChang = new Vector3(cameraTran.position.x, 2, cameraTran.position.z); myPositionChang = new Vector3(cameraTran.position.x, 2, cameraTran.position.z);
//cameraTran.position = new Vector3(cameraTran.position.x, 2, cameraTran.position.z); //<EFBFBD><EFBFBD><EFBFBD><EFBFBD> //cameraTran.position = new Vector3(cameraTran.position.x, 2, cameraTran.position.z); //行走
} }
} }
lastPos = cameraTran.position; lastPos = cameraTran.position;
//Debug.Log("<EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʲô״̬:" + myPositionChang.y); //Debug.Log("自己传的是什么状态:" + myPositionChang.y);
sendvrPos(Config.SN, user, Config.Group, myPositionChang, cameraTran.rotation); sendvrPos(Config.SN, user, Config.Group, myPositionChang, cameraTran.rotation);
} }
@@ -284,14 +299,14 @@ public class VR2 : MonoBehaviour
/// <summary> /// <summary>
/// ע<EFBFBD><EFBFBD>Good<EFBFBD><EFBFBD><EFBFBD><EFBFBD> /// 注册Good对象
/// </summary> /// </summary>
/// <param name="good">Ҫע<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Good<EFBFBD><EFBFBD><EFBFBD><EFBFBD></param> /// <param name="good">要注册的Good对象</param>
public void RegisterGood(Good good) public void RegisterGood(Good good)
{ {
if (good == null) return; if (good == null) return;
string key = good.gameObject.name; // ʹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD> string key = good.gameObject.name; // 使用物体名作为键
if (!goodsDictionary.ContainsKey(key)) if (!goodsDictionary.ContainsKey(key))
{ {
@@ -299,15 +314,15 @@ public class VR2 : MonoBehaviour
} }
else else
{ {
// <EFBFBD>Ѵ<EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>󣬿<EFBFBD><EFBFBD><EFBFBD>ѡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> // 已存在同名对象,可以选择替换或忽略
goodsDictionary[key] = good; goodsDictionary[key] = good;
Debug.LogWarning($"<EFBFBD>Ѵ<EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD>Good<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: {key}, <20><><EFBFBD>滻Ϊ<E6BBBB><EFBFBD><C2B6><EFBFBD>"); Debug.LogWarning($"已存在同名Good对象: {key}, 已替换为新对象");
} }
} }
/// <summary> /// <summary>
/// ע<EFBFBD><EFBFBD>Good<EFBFBD><EFBFBD><EFBFBD><EFBFBD> /// 注销Good对象
/// </summary> /// </summary>
/// <param name="good">Ҫע<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Good<EFBFBD><EFBFBD><EFBFBD><EFBFBD></param> /// <param name="good">要注销的Good对象</param>
public void UnregisterGood(Good good) public void UnregisterGood(Good good)
{ {
if (good == null) return; if (good == null) return;
@@ -316,7 +331,7 @@ public class VR2 : MonoBehaviour
if (goodsDictionary.ContainsKey(key)) if (goodsDictionary.ContainsKey(key))
{ {
// ȷ<EFBFBD><EFBFBD><EFBFBD>Ƴ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> // 确保移除的是同一个对象
if (goodsDictionary[key] == good) if (goodsDictionary[key] == good)
{ {
goodsDictionary.Remove(key); goodsDictionary.Remove(key);
@@ -324,35 +339,35 @@ public class VR2 : MonoBehaviour
} }
} }
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD> #region
void sendMessage<T>(uint type, T msg) void sendMessage<T>(uint type, T msg)
{ {
try try
{ {
// <EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><EFBFBD><EFBFBD>Ϣ // 序列化消息
string json = JsonConvert.SerializeObject(msg); string json = JsonConvert.SerializeObject(msg);
Debug.Log($"<EFBFBD><EFBFBD><EFBFBD>͵<EFBFBD>json: {json}"); Debug.Log($"发送的json: {json}");
byte[] msgBytes = NE.GetBytes(json); byte[] msgBytes = NE.GetBytes(json);
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܳ<EFBFBD><EFBFBD>ȣ<EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> + <20><>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD> + <20><>β<EFBFBD><CEB2>0<EFBFBD><30> // 计算总长度(消息类型 + 消息内容 + 结尾的0
int totalLength = sizeof(uint) + msgBytes.Length + 1; // <EFBFBD><EFBFBD><EFBFBD>ͳ<EFBFBD><EFBFBD><EFBFBD> + <20><>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD> + 1<><31><EFBFBD><EFBFBD>β<EFBFBD><CEB2>0<EFBFBD><30> int totalLength = sizeof(uint) + msgBytes.Length + 1; // 类型长度 + 消息长度 + 1结尾的0
// ʹ<EFBFBD><EFBFBD> MemoryStream <EFBFBD><EFBFBD> BinaryWriter <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> // 使用 MemoryStream BinaryWriter 构建字节数组
using (var stream = new MemoryStream()) using (var stream = new MemoryStream())
using (var writer = new BinaryWriter(stream)) using (var writer = new BinaryWriter(stream))
{ {
writer.Write(totalLength); // д<EFBFBD><EFBFBD><EFBFBD>ܳ<EFBFBD><EFBFBD><EFBFBD> writer.Write(totalLength); // 写入总长度
writer.Write(type); // д<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> writer.Write(type); // 写入消息类型
writer.Write(msgBytes); // д<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> writer.Write(msgBytes); // 写入消息内容
writer.Write((byte)0); // д<EFBFBD><EFBFBD><EFBFBD><EFBFBD>β<EFBFBD><EFBFBD>0 writer.Write((byte)0); // 写入结尾的0
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> // 发送数据
client.ToData(stream.ToArray()); client.ToData(stream.ToArray());
} }
} }
catch (Exception ex) catch (Exception ex)
{ {
Debug.LogError("<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣʧ<EFBFBD><EFBFBD>: " + ex.Message); Debug.LogError("发送消息失败: " + ex.Message);
} }
} }
// //
@@ -366,7 +381,7 @@ public class VR2 : MonoBehaviour
} }
void error(Exception e) void error(Exception e)
{ {
Debug.LogError($"<EFBFBD><EFBFBD><EFBFBD>Ӵ<EFBFBD><EFBFBD><EFBFBD>:{e.Message}"); Debug.LogError($"连接错误:{e.Message}");
} }
void msgEvent(string name, byte[] bytes) void msgEvent(string name, byte[] bytes)
{ {
@@ -377,7 +392,7 @@ public class VR2 : MonoBehaviour
{ {
if (bytes == null || bytes.Length == 0) if (bytes == null || bytes.Length == 0)
{ {
Debug.LogError("<EFBFBD><EFBFBD>Ч<EFBFBD><EFBFBD><EFBFBD>ݰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"); Debug.LogError("无效数据包:空数据");
return; return;
} }
//string hexResult = ""; //string hexResult = "";
@@ -385,10 +400,10 @@ public class VR2 : MonoBehaviour
//{ //{
// hexResult += b.ToString("X2") + " "; // hexResult += b.ToString("X2") + " ";
//} //}
//Debug.Log($"<EFBFBD><EFBFBD>Ϣ<EFBFBD>ֽ<EFBFBD>: {hexResult}"); //Debug.Log($"消息字节: {hexResult}");
#region Memory<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> #region Memory缓冲区
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>׷<EFBFBD>ӵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> // 将新数据追加到缓冲区
_receiveMemory = CombineMemory(_receiveMemory, bytes.AsMemory()); _receiveMemory = CombineMemory(_receiveMemory, bytes.AsMemory());
try try
@@ -396,77 +411,77 @@ public class VR2 : MonoBehaviour
while (_receiveMemory.Length >= 8) while (_receiveMemory.Length >= 8)
{ {
var bufferSpan = _receiveMemory.Span; var bufferSpan = _receiveMemory.Span;
int contentLength = BitConverter.ToInt32(bufferSpan.Slice(0, 4));//<EFBFBD><EFBFBD><EFBFBD>ݳ<EFBFBD><EFBFBD><EFBFBD> int contentLength = BitConverter.ToInt32(bufferSpan.Slice(0, 4));//数据长度
int type = BitConverter.ToInt32(bufferSpan.Slice(4, 4));// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> int type = BitConverter.ToInt32(bufferSpan.Slice(4, 4));// 数据类型
if (type > 100) if (type > 100)
{ {
// <EFBFBD>ҵ<EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD> 0 <20>ֽڵ<D6BD>λ<EFBFBD><CEBB> // 找到第一个 0 字节的位置
int zeroIndex = _receiveMemory.Span.IndexOf((byte)0); int zeroIndex = _receiveMemory.Span.IndexOf((byte)0);
if (zeroIndex >= 0) if (zeroIndex >= 0)
{ {
_receiveMemory = _receiveMemory.Slice(zeroIndex + 1); // <EFBFBD>Ƴ<EFBFBD><EFBFBD><EFBFBD> 0 <20>ֽ<EFBFBD>֮<EFBFBD><D6AE> _receiveMemory = _receiveMemory.Slice(zeroIndex + 1); // 移除到 0 字节之后
Debug.LogError($"<EFBFBD><EFBFBD><EFBFBD>ݰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD><EFBFBD>: {type}<7D><><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD> 0 <20>ֽ<EFBFBD>֮<EFBFBD><D6AE>"); Debug.LogError($"数据包类型错误: {type},移除到 0 字节之后");
} }
else else
{ {
_receiveMemory = Memory<byte>.Empty; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><EFBFBD> 0 <20>ֽڣ<D6BD><DAA3><EFBFBD><EFBFBD>ջ<EFBFBD><D5BB><EFBFBD><EFBFBD><EFBFBD> _receiveMemory = Memory<byte>.Empty; // 如果没有 0 字节,清空缓冲区
Debug.LogError($"<EFBFBD><EFBFBD><EFBFBD>ݰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><EFBFBD><EFBFBD>: {type}<7D><>û<EFBFBD><C3BB> 0 <20>ֽڣ<D6BD><DAA3><EFBFBD><EFBFBD>ջ<EFBFBD><D5BB><EFBFBD><EFBFBD><EFBFBD>"); Debug.LogError($"数据包类型错误: {type},没有 0 字节,清空缓冲区");
} }
break; break;
} }
int totalPacketLength = 4 + contentLength; int totalPacketLength = 4 + contentLength;
int msgLength = contentLength - 5;//(<EFBFBD><EFBFBD>4<EFBFBD><EFBFBD>1) int msgLength = contentLength - 5;//(减4减1)
try try
{ {
//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD>յ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݰ<EFBFBD> //检查是否收到完整的数据包
if (_receiveMemory.Length >= totalPacketLength) if (_receiveMemory.Length >= totalPacketLength)
{ {
// <EFBFBD><EFBFBD>֤<EFBFBD><EFBFBD>β<EFBFBD>ֽ<EFBFBD><EFBFBD>Ƿ<EFBFBD>Ϊ0 // 验证结尾字节是否为0
if (bufferSpan[totalPacketLength - 1] != 0) if (bufferSpan[totalPacketLength - 1] != 0)
{ {
_receiveMemory = Memory<byte>.Empty; _receiveMemory = Memory<byte>.Empty;
Debug.LogError("<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݰ<EFBFBD><EFBFBD><EFBFBD>ʽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ȱ<>ٽ<EFBFBD>β0<CEB2>ֽ<EFBFBD>"); Debug.LogError("清除缓冲区,数据包格式错误: 缺少结尾0字节");
break; break;
} }
var msgMemory = _receiveMemory.Slice(8, msgLength); var msgMemory = _receiveMemory.Slice(8, msgLength);
string msg = Encoding.UTF8.GetString(msgMemory.Span); string msg = Encoding.UTF8.GetString(msgMemory.Span);
Debug.Log($"<EFBFBD>յ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ:{msg}"); Debug.Log($"收到的消息:{msg}");
if (_messageHandlers.TryGetValue(type, out var handler)) if (_messageHandlers.TryGetValue(type, out var handler))
{ {
try try
{ {
handler(msg);//ҵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> handler(msg);//业务处理
} }
catch (Exception e) catch (Exception e)
{ {
Debug.LogError($"ҵ<EFBFBD><EFBFBD><EFBFBD>߼<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>{e.Message}"); Debug.LogError($"业务逻辑处理报错:{e.Message}");
} }
} }
else else
{ {
//Debug.LogError($"δ֪<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: {type}"); //Debug.LogError($"未知的消息类型: {type}");
} }
//Debug.Log("<EFBFBD>ӻ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƴ<EFBFBD><EFBFBD>Ѵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"); //Debug.Log("从缓冲区移除已处理的数据");
_receiveMemory = _receiveMemory.Slice(totalPacketLength); _receiveMemory = _receiveMemory.Slice(totalPacketLength);
erorrCount = 0; erorrCount = 0;
} }
else else
{ {
Debug.LogError($"<EFBFBD><EFBFBD><EFBFBD>ݲ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͣ<EFBFBD>{type}<7D><>Ԥ<EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>: {totalPacketLength}, ʵ<EFBFBD>ʳ<EFBFBD><EFBFBD><EFBFBD>: {_receiveMemory.Length}"); Debug.LogError($"数据不完整,类型:{type},预期长度: {totalPacketLength}, 实际长度: {_receiveMemory.Length}");
erorrCount++; erorrCount++;
if (erorrCount >= 10) if (erorrCount >= 10)
{ {
erorrCount = 0; erorrCount = 0;
_receiveMemory = Memory<byte>.Empty; _receiveMemory = Memory<byte>.Empty;
Debug.LogError("<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݲ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>10<EFBFBD><EFBFBD>"); Debug.LogError("清除缓冲区数据不完整超过10次");
} }
break; break;
} }
} }
catch (Exception e) catch (Exception e)
{ {
Debug.LogError($"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݰ<EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: {e.Message}"); Debug.LogError($"清除缓冲区,处理数据包时出错: {e.Message}");
_receiveMemory = Memory<byte>.Empty; _receiveMemory = Memory<byte>.Empty;
} }
} }
@@ -474,7 +489,7 @@ public class VR2 : MonoBehaviour
} }
catch (Exception e) catch (Exception e)
{ {
Debug.LogError($"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: {e.Message}"); Debug.LogError($"清除缓冲区,消息处理异常: {e.Message}");
_receiveMemory = Memory<byte>.Empty; _receiveMemory = Memory<byte>.Empty;
} }
@@ -482,7 +497,7 @@ public class VR2 : MonoBehaviour
} }
/// <summary> /// <summary>
/// <EFBFBD><EFBFBD><EFBFBD>ظ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD> /// 加载更新玩家位置
/// </summary> /// </summary>
void LoadPlayer(VRPos vrpos, ref Player player) void LoadPlayer(VRPos vrpos, ref Player player)
{ {
@@ -499,9 +514,19 @@ public class VR2 : MonoBehaviour
player.isOtherPlayer = true; player.isOtherPlayer = true;
player.transform.name = vrpos.sn; player.transform.name = vrpos.sn;
player.sn = vrpos.sn; player.sn = vrpos.sn;
if(player.user) if (player.user)
{
player.user.text = vrpos.user; player.user.text = vrpos.user;
player.human = vrpos.human; if (vrpos.human > 1)
{
player.human = 0;
}
else
{
player.human = vrpos.human;
}
}
player.group = vrpos.group; player.group = vrpos.group;
player.x = vrpos.x; player.x = vrpos.x;
player.y = vrpos.y; player.y = vrpos.y;
@@ -512,11 +537,11 @@ public class VR2 : MonoBehaviour
player.r = vrpos.r; player.r = vrpos.r;
player.LastTime = Time.time; player.LastTime = Time.time;
if (Config.Group == player.group) //ͬ<EFBFBD><EFBFBD> if (Config.Group == player.group) //同组
{ {
player.gameObject.SetActive(true); player.gameObject.SetActive(true);
} }
else //<EFBFBD><EFBFBD>ͬ<EFBFBD><EFBFBD> else //不同组
{ {
db_myPosition.x = lastPos.x; db_myPosition.x = lastPos.x;
db_myPosition.y = 0; db_myPosition.y = 0;
@@ -525,8 +550,8 @@ public class VR2 : MonoBehaviour
db_otherPosition.y = 0; db_otherPosition.y = 0;
db_otherPosition.z = player.z/ Config.times; db_otherPosition.z = player.z/ Config.times;
db_distance = Vector3.Distance(db_myPosition, db_otherPosition); db_distance = Vector3.Distance(db_myPosition, db_otherPosition);
//Debug.Log("<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>:"+ db_distance); //Debug.Log("多少米:"+ db_distance);
if (db_distance < 3) if (db_distance < 5)
player.gameObject.SetActive(true); player.gameObject.SetActive(true);
else else
player.gameObject.SetActive(false); player.gameObject.SetActive(false);
@@ -535,7 +560,7 @@ public class VR2 : MonoBehaviour
} }
/// <summary> /// <summary>
/// <EFBFBD><EFBFBD><EFBFBD>ظ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD> /// 加载更新物体位置
/// </summary> /// </summary>
void LoadGood(Good good, ObjPos gPos) void LoadGood(Good good, ObjPos gPos)
{ {
@@ -552,10 +577,10 @@ public class VR2 : MonoBehaviour
} }
#endregion #endregion
#region <EFBFBD><EFBFBD>Ϣ #region
/// <summary> /// <summary>
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> /// 发送时间轴进度
/// </summary> /// </summary>
public void sendTimeLineProgress(uint scene, int progress) public void sendTimeLineProgress(uint scene, int progress)
{ {
@@ -564,11 +589,11 @@ public class VR2 : MonoBehaviour
//timelineProgress.scene = scene; //timelineProgress.scene = scene;
//timelineProgress.progress = progress; //timelineProgress.progress = progress;
//sendMessage(16, timelineProgress); //sendMessage(16, timelineProgress);
//Debug.Log($"<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ: {timelineProgress.scene}+++++{timelineProgress.progress}"); //Debug.Log($"发送时间轴消息: {timelineProgress.scene}+++++{timelineProgress.progress}");
} }
/// <summary> /// <summary>
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>vr<EFBFBD><EFBFBD><EFBFBD>Ϣ /// 发送vr设备信息
/// </summary> /// </summary>
void sendvrInfo(string sn, string name, uint power, uint status, uint wear) void sendvrInfo(string sn, string name, uint power, uint status, uint wear)
{ {
@@ -582,7 +607,7 @@ public class VR2 : MonoBehaviour
} }
/// <summary> /// <summary>
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>vrλ<EFBFBD><EFBFBD> /// 发送vr位置
/// </summary> /// </summary>
void sendvrPos(string sn, string name, uint group, Vector3 v3, Quaternion qua) void sendvrPos(string sn, string name, uint group, Vector3 v3, Quaternion qua)
{ {
@@ -601,7 +626,7 @@ public class VR2 : MonoBehaviour
} }
/// <summary> /// <summary>
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD> /// 发送物体位置
/// </summary> /// </summary>
public void sendGoodPos(string objname, Vector3 v3, Quaternion qua) public void sendGoodPos(string objname, Vector3 v3, Quaternion qua)
{ {
@@ -620,7 +645,7 @@ public class VR2 : MonoBehaviour
} }
/// <summary> /// <summary>
/// ע<EFBFBD><EFBFBD> /// 注册
/// </summary> /// </summary>
void sendRegister() void sendRegister()
{ {
@@ -631,7 +656,7 @@ public class VR2 : MonoBehaviour
} }
/// <summary> /// <summary>
/// ע<EFBFBD><EFBFBD> /// 注销
/// </summary> /// </summary>
public void sendLogout() public void sendLogout()
{ {
@@ -645,7 +670,7 @@ public class VR2 : MonoBehaviour
Application.Quit(); Application.Quit();
} }
/// <summary> /// <summary>
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> /// 请求人物全量数据
/// </summary> /// </summary>
void sendAskInfo() void sendAskInfo()
{ {
@@ -653,7 +678,7 @@ public class VR2 : MonoBehaviour
sendMessage(5, ask); sendMessage(5, ask);
} }
/// <summary> /// <summary>
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʒȫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> /// 请求物品全量数据
/// </summary> /// </summary>
void sendGoodAskInfo() void sendGoodAskInfo()
{ {
@@ -662,7 +687,7 @@ public class VR2 : MonoBehaviour
} }
/// <summary> /// <summary>
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>֪ͨ /// 发送通知
/// </summary> /// </summary>
void sendCom(uint com, int value, float f) void sendCom(uint com, int value, float f)
{ {
@@ -676,7 +701,7 @@ public class VR2 : MonoBehaviour
} }
/// <summary> /// <summary>
/// <EFBFBD>ظ<EFBFBD>ƽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ /// 回给平板消息
/// </summary> /// </summary>
void sendBackInfo() void sendBackInfo()
{ {
@@ -686,13 +711,13 @@ public class VR2 : MonoBehaviour
} }
#endregion #endregion
#region <EFBFBD>յ<EFBFBD><EFBFBD><EFBFBD>Ϣִ<EFBFBD><EFBFBD> #region
private void HandleTimeLineProgress(string msg) private void HandleTimeLineProgress(string msg)
{ {
try try
{ {
//TimelineProgress timelineProgress = JsonConvert.DeserializeObject<TimelineProgress>(msg); //TimelineProgress timelineProgress = JsonConvert.DeserializeObject<TimelineProgress>(msg);
//Debug.Log($"<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ: {msg}"); //Debug.Log($"解析时间轴消息: {msg}");
//if (Config.Group == timelineProgress.group) //if (Config.Group == timelineProgress.group)
//{ //{
// OnTimelineProgress.Invoke(timelineProgress.scene, timelineProgress.progress); // OnTimelineProgress.Invoke(timelineProgress.scene, timelineProgress.progress);
@@ -700,7 +725,7 @@ public class VR2 : MonoBehaviour
} }
catch (Exception ex) catch (Exception ex)
{ {
Debug.LogError($"<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: {ex.Message}"); Debug.LogError($"解析时间轴时遇到错误: {ex.Message}");
} }
} }
@@ -721,7 +746,7 @@ public class VR2 : MonoBehaviour
// if (Config.SN != inform.sn) // if (Config.SN != inform.sn)
// { // {
// Player player = otherPlayers.Find(inform.sn).GetComponent<Player>(); // Player player = otherPlayers.Find(inform.sn).GetComponent<Player>();
// GlobalEventMgr.Dispatch(GameEvent.EventAnimalSync, inform.value, player.transform.position); //<EFBFBD>յ<EFBFBD>ͬ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> // GlobalEventMgr.Dispatch(GameEvent.EventAnimalSync, inform.value, player.transform.position); //收到同组玩家创建动物
// } // }
// break; // break;
// default: // default:
@@ -730,7 +755,7 @@ public class VR2 : MonoBehaviour
//} //}
//catch (Exception ex) //catch (Exception ex)
//{ //{
// Debug.LogError($"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֪ͨʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: {ex.Message}"); // Debug.LogError($"解析玩家通知时遇到错误: {ex.Message}");
//} //}
} }
private void HandleVRControl(string msg) private void HandleVRControl(string msg)
@@ -761,13 +786,13 @@ public class VR2 : MonoBehaviour
case 6: case 6:
switch (vrControl.volume) switch (vrControl.volume)
{ {
case 0://<EFBFBD><EFBFBD><EFBFBD><EFBFBD> case 0://启动
break; break;
case 1://<EFBFBD><EFBFBD>ͣ case 1://暂停
break; break;
case 2://<EFBFBD>ر<EFBFBD> case 2://关闭
break; break;
} }
@@ -777,7 +802,7 @@ public class VR2 : MonoBehaviour
} }
catch (Exception ex) catch (Exception ex)
{ {
Debug.LogError($"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>豸ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: {ex.Message}"); Debug.LogError($"解析控制设备时遇到错误: {ex.Message}");
} }
} }
@@ -787,16 +812,16 @@ public class VR2 : MonoBehaviour
try try
{ {
var allIfo = JsonConvert.DeserializeObject<AllIfo>(msg); var allIfo = JsonConvert.DeserializeObject<AllIfo>(msg);
var currentSNs = new HashSet<string>(); // <EFBFBD><EFBFBD>ǰ֡<EFBFBD><EFBFBD> SN <20><><EFBFBD><EFBFBD> var currentSNs = new HashSet<string>(); // 当前帧的 SN 集合
foreach (var vrGroupInfo in allIfo.all) foreach (var vrGroupInfo in allIfo.all)
{ {
foreach (var vrpos in vrGroupInfo.vrs) foreach (var vrpos in vrGroupInfo.vrs)
{ {
// <EFBFBD><EFBFBD>¼<EFBFBD><EFBFBD><EFBFBD><EFBFBD> vrpos.sn // 记录所有 vrpos.sn
currentSNs.Add(vrpos.sn); currentSNs.Add(vrpos.sn);
Player p; Player p;
if (string.Equals(vrpos.sn, Config.SN))//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>dz<EFBFBD> if (string.Equals(vrpos.sn, Config.SN))//如果是自己,则获得组名,获得体验者昵称
{ {
p = cameraTran.Find("Player").GetComponent<Player>(); p = cameraTran.Find("Player").GetComponent<Player>();
p.group = Config.Group = vrpos.group; p.group = Config.Group = vrpos.group;
@@ -811,19 +836,19 @@ public class VR2 : MonoBehaviour
} }
} }
// <EFBFBD>ԱȲ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧ<EFBFBD><EFBFBD> SN // 对比差异并隐藏消失的 SN
var missingSNs = _previousSNs.Except(currentSNs); var missingSNs = _previousSNs.Except(currentSNs);
foreach (var sn in missingSNs) foreach (var sn in missingSNs)
{ {
otherPlayers.Find(sn).gameObject.SetActive(false); otherPlayers.Find(sn).gameObject.SetActive(false);
} }
// <EFBFBD><EFBFBD><EFBFBD>»<EFBFBD><EFBFBD><EFBFBD> // 更新缓存
_previousSNs = currentSNs; _previousSNs = currentSNs;
} }
catch (Exception ex) catch (Exception ex)
{ {
Debug.LogError($"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: {ex.Message}"); Debug.LogError($"解析所有玩家信息时遇到错误: {ex.Message}");
} }
} }
@@ -839,7 +864,7 @@ public class VR2 : MonoBehaviour
} }
catch (Exception ex) catch (Exception ex)
{ {
Debug.LogError($"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: {ex.Message}"); Debug.LogError($"解析物体位置时遇到错误: {ex.Message}");
} }
} }
void HandleVRPosition(string msg) void HandleVRPosition(string msg)
@@ -852,7 +877,7 @@ public class VR2 : MonoBehaviour
} }
catch (Exception ex) catch (Exception ex)
{ {
Debug.LogError($"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: {ex.Message}"); Debug.LogError($"解析玩家位置时遇到错误: {ex.Message}");
} }
} }
@@ -866,13 +891,13 @@ public class VR2 : MonoBehaviour
} }
catch (Exception ex) catch (Exception ex)
{ {
Debug.LogError($"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ע<EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: {ex.Message}"); Debug.LogError($"解析玩家注销时遇到错误: {ex.Message}");
} }
} }
#endregion #endregion
int lastSceneIndex;//<EFBFBD>ϴγ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> int lastSceneIndex;//上次场景索引
IEnumerator loadSceneAsync(int index) IEnumerator loadSceneAsync(int index)
{ {
if (lastSceneIndex > 0) if (lastSceneIndex > 0)
@@ -888,14 +913,14 @@ public class VR2 : MonoBehaviour
lastSceneIndex = index; lastSceneIndex = index;
} }
/// <summary> /// <summary>
/// ж<EFBFBD>ؾɳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ټ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>³<EFBFBD><EFBFBD><EFBFBD> /// 卸载旧场景再加载新场景
/// </summary> /// </summary>
public void MyLoadSceneAsync(int index) public void MyLoadSceneAsync(int index)
{ {
StartCoroutine(loadSceneAsync(index)); StartCoroutine(loadSceneAsync(index));
} }
// <EFBFBD>ϲ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Memory<byte><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD> List<byte>.AddRange<EFBFBD><EFBFBD> // 合并两个 Memory<byte>(模拟 List<byte>.AddRange
private Memory<byte> CombineMemory(Memory<byte> a, Memory<byte> b) private Memory<byte> CombineMemory(Memory<byte> a, Memory<byte> b)
{ {
if (a.IsEmpty) return b; if (a.IsEmpty) return b;

View File

@@ -34,7 +34,7 @@ public class UploadInfoToWeb : MonoBehaviour
begin_at = DateTime.Now; begin_at = DateTime.Now;
dateTime = DateTime.Now.AddSeconds(-10); dateTime = DateTime.Now.AddSeconds(-10);
StartCoroutine(check()); //StartCoroutine(check());
InvokeRepeating("UploadEQ", 1f, 60f); InvokeRepeating("UploadEQ", 1f, 60f);
} }

View File

@@ -4,13 +4,13 @@ public class Config
{ {
public static string RootPath = $"sdcard/{Application.productName}"; public static string RootPath = $"sdcard/{Application.productName}";
public static int TcpPort = 3000; public static int TcpPort = 3000;
public static string TcpHost = "192.168.50.199";// 192.168.50.199 192.168.50.107 192.169.0.199 public static string TcpHost = "192.168.50.107";// 192.168.50.199 192.168.50.107 192.169.0.199
public static string IpConfig = $"{RootPath}/ipconfig.txt"; public static string IpConfig = $"{RootPath}/ipconfig.txt";
public static string DeviceModel = $"{RootPath}/<2F><EFBFBD>ͺ<EFBFBD>.txt";//ƽ<><C6BD><EFBFBD><EFBFBD><EFBFBD>ͺţ<CDBA><C5A3>ͺ<EFBFBD>̨<EFBFBD><CCA8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB> public static string DeviceModel = $"{RootPath}/<2F><EFBFBD>ͺ<EFBFBD>.txt";//ƽ<><C6BD><EFBFBD><EFBFBD><EFBFBD>ͺţ<CDBA><C5A3>ͺ<EFBFBD>̨<EFBFBD><CCA8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>
// //
public static string SN; public static string SN;
public static uint Group = 1; public static uint Group = 1;
public static int times = 100;//<2F><><EFBFBD><EFBFBD> public static int times = 1000;//<2F><><EFBFBD><EFBFBD>
// //
public static string AppPath = $"{RootPath}/Assets/App";//App<70><70>Դ·<D4B4><C2B7> public static string AppPath = $"{RootPath}/Assets/App";//App<70><70>Դ·<D4B4><C2B7>
public static string AppIconPath = $"{RootPath}/Assets/AppIcon"; public static string AppIconPath = $"{RootPath}/Assets/AppIcon";

View File

@@ -141,6 +141,8 @@ PlayerSettings:
bundleVersion: 1.0 bundleVersion: 1.0
preloadedAssets: preloadedAssets:
- {fileID: 11400000, guid: 9e7be553448fa2546aea5752021cbcf7, type: 2} - {fileID: 11400000, guid: 9e7be553448fa2546aea5752021cbcf7, type: 2}
- {fileID: -1506098009177567215, guid: f2f89e34580da664ea7627784c93a3d6, type: 2}
- {fileID: 11400000, guid: 846a6119e15216d4fbad905eb21e4169, type: 2}
metroInputSource: 0 metroInputSource: 0
wsaTransparentSwapchain: 0 wsaTransparentSwapchain: 0
m_HolographicPauseOnTrackingLoss: 1 m_HolographicPauseOnTrackingLoss: 1
@@ -178,8 +180,8 @@ PlayerSettings:
stripEngineCode: 1 stripEngineCode: 1
iPhoneStrippingLevel: 0 iPhoneStrippingLevel: 0
iPhoneScriptCallOptimization: 0 iPhoneScriptCallOptimization: 0
ForceInternetPermission: 0 ForceInternetPermission: 1
ForceSDCardPermission: 0 ForceSDCardPermission: 1
CreateWallpaper: 0 CreateWallpaper: 0
APKExpansionFiles: 1 APKExpansionFiles: 1
keepLoadedShadersAlive: 0 keepLoadedShadersAlive: 0
@@ -934,4 +936,4 @@ PlayerSettings:
hmiLoadingImage: {fileID: 0} hmiLoadingImage: {fileID: 0}
platformRequiresReadableAssets: 0 platformRequiresReadableAssets: 0
virtualTexturingSupportEnabled: 0 virtualTexturingSupportEnabled: 0
insecureHttpOption: 0 insecureHttpOption: 2

View File

@@ -0,0 +1,2 @@
192.168.10.107
http://124.221.151.193

View File