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This commit is contained in:
@@ -576,7 +576,13 @@ MonoBehaviour:
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- Assets/JGW/Vfx/Mesh/SM_doorEdge.fbx
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- Assets/JGW/Vfx/Mesh/SM_doorEdge.fbx
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- Assets/JGW/Vfx/ShuiMo.fbx
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- Assets/JGW/Vfx/ShuiMo.fbx
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- Assets/JGW/Vfx/mianpian.fbx
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- 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
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- Assets/Res/Models/Characters/NPC_Animation/s04_fbx_v001/HuDongZhenRen/0905_AddBiaoqing/C5_2/S4_C5_2_R.fbx
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- Assets/Res/Models/Characters/NPC_Animation/s04_fbx_v001/HuDongZhenRen/0905_AddBiaoqing/C5_2/S4_C5_2_L.fbx
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- Assets/Res/Models/Characters/NPC_Animation/s04_fbx_v001/HuDongZhenRen/0905_AddBiaoqing/C5_3/S4_C5_3_z_R.fbx
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- 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
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@@ -12,7 +12,7 @@ ModelImporter:
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propertyPath: m_Name
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@@ -8,20 +8,20 @@ public class Player : MonoBehaviour
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{
|
{
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float times;
|
float times;
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||||||
|
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||||||
public bool isOtherPlayer; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
public bool isOtherPlayer; //其他玩家
|
||||||
public string sn; //<EFBFBD>豸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>ﶯ<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>鳤<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) //走
|
||||||
{
|
{
|
||||||
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
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -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>洢<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>仯
|
//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>滻<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($"已存在同名Good对象: {key}, 已替换为新对象");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// ע<EFBFBD><EFBFBD>Good<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
/// 注销Good对象
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="good">Ҫע<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Good<EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
|
/// <param name="good">要注销的Good对象</param>
|
||||||
public void UnregisterGood(Good good)
|
public void UnregisterGood(Good good)
|
||||||
{
|
{
|
||||||
if (good == null) return;
|
if (good == null) return;
|
||||||
@@ -316,7 +331,7 @@ public class VR2 : MonoBehaviour
|
|||||||
|
|
||||||
if (goodsDictionary.ContainsKey(key))
|
if (goodsDictionary.ContainsKey(key))
|
||||||
{
|
{
|
||||||
// ȷ<EFBFBD><EFBFBD><EFBFBD>Ƴ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
// 确保移除的是同一个对象
|
||||||
if (goodsDictionary[key] == good)
|
if (goodsDictionary[key] == good)
|
||||||
{
|
{
|
||||||
goodsDictionary.Remove(key);
|
goodsDictionary.Remove(key);
|
||||||
@@ -324,35 +339,35 @@ public class VR2 : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
#region 网络
|
||||||
void sendMessage<T>(uint type, T msg)
|
void sendMessage<T>(uint type, T msg)
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
// <EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><EFBFBD><EFBFBD>Ϣ
|
// 序列化消息
|
||||||
string json = JsonConvert.SerializeObject(msg);
|
string json = JsonConvert.SerializeObject(msg);
|
||||||
Debug.Log($"<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 和 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>쳣: {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 消息
|
||||||
|
|
||||||
/// <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>豸<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 收到消息执行
|
||||||
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>첢<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;
|
||||||
|
|||||||
@@ -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);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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>豸<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>豸<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";
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
2
sdcard/王子的荣耀/ipconfig.txt
Normal file
2
sdcard/王子的荣耀/ipconfig.txt
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
192.168.10.107
|
||||||
|
http://124.221.151.193
|
||||||
0
sdcard/王子的荣耀/设备型号.txt
Normal file
0
sdcard/王子的荣耀/设备型号.txt
Normal file
Reference in New Issue
Block a user