Beispiel #1
0
        public void Update()
        {
            TimelineInfo timelineInfoToDestroy = null;

            if (mPlayingTimeline != null)
            {
                PlayableDirector playableDirector = mPlayingTimeline.PlayableDirector;
                if (playableDirector != null && playableDirector.isActiveAndEnabled)
                {
                    //GameDebug.LogError("playableDirector.state: " + playableDirector.state.ToString()
                    //    + ", playableDirector.time: " + playableDirector.time
                    //    + ", playableDirector.duration: " + playableDirector.duration);
                    if (playableDirector.state == PlayState.Paused)
                    {
                        if (playableDirector.time > 0f) // 暂停状态下,如果已经走了一段时间则算是播放结束
                        {
                            timelineInfoToDestroy = mPlayingTimeline;
                        }
                        else  // 否则需要恢复播放
                        {
                            playableDirector.Resume();
                        }
                    }
                    else if (playableDirector.time >= playableDirector.duration)    // 时间大于等于总时间,则算是播放结束
                    {
                        timelineInfoToDestroy = mPlayingTimeline;
                    }
                }
            }
            if (timelineInfoToDestroy != null)
            {
                StopImpl(timelineInfoToDestroy);

                // 播放缓存下来的动画
                if (mCacheTimelineList.Count > 0)
                {
                    TimelineInfo cacheTimelineInfo = mCacheTimelineList.Dequeue();
                    PlayImpl(cacheTimelineInfo);
                }
                else
                {
                    if (mAllFinishCallbacks.Count > 0)
                    {
                        foreach (System.Action finishCallback in mAllFinishCallbacks)
                        {
                            if (finishCallback != null)
                            {
                                finishCallback();
                            }
                        }
                        mAllFinishCallbacks.Clear();
                    }
                }
            }
        }
Beispiel #2
0
        /// <summary>
        /// 加载timeline prefab协程
        /// </summary>
        /// <param name="id"></param>
        /// <param name="prefabPath"></param>
        /// <param name="finishCallback"></param>
        /// <param name="pos"></param>
        /// <param name="needCameraFollowInterpolationWhenFinished"></param>
        /// <param name="showLocalPlayer"></param>
        /// <returns></returns>
        IEnumerator LoadPrefabCoroutine(TimelineConfig config, System.Action finishCallback, AvatarProperty avatarProperty)
        {
            uint    id         = config.Id;
            string  prefabPath = config.PrefabPath;
            Vector3 pos        = config.Pos;
            Vector3 rotation   = config.Rotation;
            bool    needCameraFollowInterpolationWhenFinished = config.NeedCameraFollowInterpolationWhenFinished;
            bool    showLocalPlayer   = config.ShowLocalPlayer;
            bool    noStopLocalPlayer = config.NoStopLocalPlayer;
            bool    showUI            = config.ShowUI;
            bool    pauseMusic        = config.PauseMusic;
            bool    needGC            = config.NeedGC;

            SGameEngine.PrefabResource pr = new SGameEngine.PrefabResource();
            yield return(SGameEngine.ResourceLoader.Instance.StartCoroutine(SGameEngine.ResourceLoader.Instance.load_prefab(string.Format("Assets/Res{0}.prefab", prefabPath), pr)));

            // 延迟资源的加载,测试用
            //yield return new WaitForSeconds(5f);

            // 恢复玩家操作
            GameInput.Instance.EnableInput(true, true);

            GameObject obj = pr.obj_;

            if (obj == null)
            {
                if (finishCallback != null)
                {
                    finishCallback();
                }

                if (mLoadingTimelineIdList.Contains(id) == true)
                {
                    mLoadingTimelineIdList.Remove(id);
                }

                GameDebug.LogError("Play timeline " + prefabPath + " error, can not load prefab!");
                yield break;
            }

            PlayableDirector playableDirector = obj.GetComponent <PlayableDirector>();

            if (playableDirector == null)
            {
                GameObject.DestroyImmediate(obj);

                if (finishCallback != null)
                {
                    finishCallback();
                }

                if (mLoadingTimelineIdList.Contains(id) == true)
                {
                    mLoadingTimelineIdList.Remove(id);
                }

                GameDebug.LogError("Play timeline " + prefabPath + " error, can not find PlayableDirector component!");
                yield break;
            }

            string relatedPrefabPath = config.RelatedPrefabPath;

            SGameEngine.PrefabResource relatedPrefabPr = null;
            if (string.IsNullOrEmpty(relatedPrefabPath) == false)
            {
                relatedPrefabPr = new SGameEngine.PrefabResource();
                yield return(SGameEngine.ResourceLoader.Instance.StartCoroutine(SGameEngine.ResourceLoader.Instance.load_prefab(string.Format("Assets/Res{0}.prefab", relatedPrefabPath), relatedPrefabPr)));
            }

            obj.SetActive(false);
            obj.transform.position         = pos;
            obj.transform.localScale       = Vector3.one;
            obj.transform.localEulerAngles = rotation;

            TimelineInfo timelineInfo = new TimelineInfo();

            playableDirector.time         = 0;
            timelineInfo.Id               = id;
            timelineInfo.PlayableDirector = playableDirector;
            timelineInfo.FinishCallback   = finishCallback;
            timelineInfo.AvatarProperty   = avatarProperty;
            timelineInfo.NeedCameraFollowInterpolationWhenFinished = needCameraFollowInterpolationWhenFinished;
            timelineInfo.ShowLocalPlayer   = showLocalPlayer;
            timelineInfo.NoStopLocalPlayer = noStopLocalPlayer;
            timelineInfo.ShowUI            = showUI;
            timelineInfo.PauseMusic        = pauseMusic;
            timelineInfo.NeedGC            = needGC;

            // 关联GameObject
            timelineInfo.RelatedGameObject = null;
            if (relatedPrefabPr != null)
            {
                if (relatedPrefabPr.obj_ != null)
                {
                    timelineInfo.RelatedGameObject = relatedPrefabPr.obj_;
                    timelineInfo.RelatedGameObject.SetActive(false);
                    timelineInfo.RelatedGameObject.transform.position         = config.RelatedPrefabPos;
                    timelineInfo.RelatedGameObject.transform.localScale       = Vector3.one;
                    timelineInfo.RelatedGameObject.transform.localEulerAngles = Vector3.zero;
                }
                else
                {
                    GameDebug.LogError("Play timeline " + id + " error, can not load related prefab " + relatedPrefabPath);
                }
            }

            // lua脚本
            if (string.IsNullOrEmpty(config.BehaviorScript) == false)
            {
                if (LuaScriptMgr.Instance != null && LuaScriptMgr.Instance.IsLuaScriptExist(config.BehaviorScript))
                {
                    LuaMonoBehaviour com = obj.AddComponent <LuaMonoBehaviour>();
                    com.Init(config.BehaviorScript);
                }
                else
                {
                    System.Type t = System.Type.GetType(config.BehaviorScript);
                    if (t != null)
                    {
                        obj.AddComponent(t);
                    }
                }
            }

            // 延迟资源的加载,测试用
            //yield return new WaitForSeconds(10f);

            if (mPlayingTimeline != null)
            {
                mCacheTimelineList.Enqueue(timelineInfo);
            }
            else
            {
                PlayImpl(timelineInfo);
            }

            if (mLoadingTimelineIdList.Contains(id) == true)
            {
                mLoadingTimelineIdList.Remove(id);
            }

            //GameDebug.LogError("TimelineManager.LoadPrefabCoroutine: " + id);
        }
Beispiel #3
0
        /// <summary>
        /// 开始播放剧情
        /// </summary>
        /// <param name="timelineInfo"></param>
        void PlayImpl(TimelineInfo timelineInfo)
        {
            //GameDebug.LogError("TimelineManager.PlayImpl: " + timelineInfo.Id);

            mPlayingTimeline = timelineInfo;

            PlayableDirector playableDirector = timelineInfo.PlayableDirector;

            if (playableDirector == null)
            {
                if (timelineInfo.FinishCallback != null)
                {
                    timelineInfo.FinishCallback();
                }

                if (timelineInfo.RelatedGameObject != null)
                {
                    GameObject.DestroyImmediate(timelineInfo.RelatedGameObject);
                }

                return;
            }

            if (playableDirector.playableAsset == null)
            {
                if (timelineInfo.FinishCallback != null)
                {
                    timelineInfo.FinishCallback();
                }

                GameDebug.LogError("Play timeline " + playableDirector.gameObject.name + " error, playable asset is null!");

                mPlayingTimeline = null;
                GameObject.DestroyImmediate(playableDirector.gameObject);
                if (timelineInfo.RelatedGameObject != null)
                {
                    GameObject.DestroyImmediate(timelineInfo.RelatedGameObject);
                }
                return;
            }

            if (Game.Instance.MainCamera == null)
            {
                if (timelineInfo.FinishCallback != null)
                {
                    timelineInfo.FinishCallback();
                }

                GameDebug.LogError("Play timeline " + playableDirector.gameObject.name + " error, main camera is null!");

                mPlayingTimeline = null;
                GameObject.DestroyImmediate(playableDirector.gameObject);
                if (timelineInfo.RelatedGameObject != null)
                {
                    GameObject.DestroyImmediate(timelineInfo.RelatedGameObject);
                }
                return;
            }

            Cinemachine.CinemachineBrain cinemachineBrain = Game.Instance.MainCamera.GetComponent <Cinemachine.CinemachineBrain>();
            if (cinemachineBrain == null)
            {
                cinemachineBrain = Game.Instance.MainCamera.gameObject.AddComponent <Cinemachine.CinemachineBrain>();
            }
            if (cinemachineBrain != null)
            {
                cinemachineBrain.enabled = true;
            }
            else
            {
                GameDebug.LogError("Play timeline " + playableDirector.gameObject.name + " error, can not find CinemachineBrain component in main camera!");

                mPlayingTimeline = null;
                GameObject.DestroyImmediate(playableDirector.gameObject);
                if (timelineInfo.RelatedGameObject != null)
                {
                    GameObject.DestroyImmediate(timelineInfo.RelatedGameObject);
                }

                if (timelineInfo.FinishCallback != null)
                {
                    timelineInfo.FinishCallback();
                }

                return;
            }

            // 隐藏所有角色
            SetAllActorsVisible(false, timelineInfo.ShowLocalPlayer);

            // 野外场景中记住正在寻路的任务
            if (SceneHelp.Instance.IsInWildInstance() == true)
            {
                Task navigatingTask = TaskManager.Instance.NavigatingTask;
                if (navigatingTask != null)
                {
                    mNavigatingTaskIdBeforePlay = navigatingTask.Define.Id;
                }
            }

            Actor localPlayer = Game.Instance.GetLocalPlayer();

            TimelineAsset asset = playableDirector.playableAsset as TimelineAsset;

            foreach (TrackAsset track in asset.GetOutputTracks())
            {
                GroupTrack group = track.GetGroup();
                if (group != null)
                {
                    // 绑定主摄像机
                    if (group.name.StartsWith("Camera") == true)
                    {
                        Camera mainCamera = Game.Instance.MainCamera;
                        if (mainCamera != null)
                        {
                            foreach (PlayableBinding output in track.outputs)
                            {
                                if (output.sourceObject != null)
                                {
                                    playableDirector.SetGenericBinding(output.sourceObject, mainCamera.gameObject);
                                }
                            }
                        }
                    }

                    if (group.name.StartsWith("Hero") == true)
                    {
                        if (localPlayer != null)
                        {
                            foreach (PlayableBinding output in track.outputs)
                            {
                                GameObject actorModel = null;
                                if (output.sourceObject != null)
                                {
                                    Object binding = playableDirector.GetGenericBinding(output.sourceObject);
                                    if (binding == null)
                                    {
                                        GameDebug.LogError("Player timeline " + timelineInfo.PlayableDirector.name + " error!!! " + output.sourceObject.name + " 's binding object is null!!!");
                                        continue;
                                    }
                                    GameObject bindingObj = binding as GameObject;
                                    if (bindingObj != null)
                                    {
                                        bindingObj.SetActive(false);
                                    }

                                    // 根据职业显示主角的模型
                                    if (bindingObj != null && bindingObj.name.StartsWith("Hero_") == true)
                                    {
                                        uint vocation = uint.Parse(bindingObj.name.Substring(5));
                                        if (vocation == LocalPlayerManager.Instance.LocalActorAttribute.Vocation)
                                        {
                                            //playableDirector.SetGenericBinding(output.sourceObject, localPlayer.gameObject);
                                            CommonTool.SetActive(bindingObj, true);
                                            actorModel = bindingObj;
                                        }
                                        else
                                        {
                                            CommonTool.SetActive(bindingObj, false);
                                        }
                                    }
                                }
                                if (actorModel != null && changeSkin)
                                {
                                    //changeSkin = false;
                                    if (timelineInfo.AvatarProperty != null)
                                    {
                                        ResourceLoader.Instance.StartCoroutine(AvatarUtils.ChangeModel(actorModel, timelineInfo.AvatarProperty));
                                    }
                                    else
                                    {
                                        AvatarProperty avatarProperty;
                                        if (localPlayer.mAvatarCtrl != null && localPlayer.mAvatarCtrl.GetLatestAvatartProperty() != null)
                                        {
                                            avatarProperty = localPlayer.mAvatarCtrl.GetLatestAvatartProperty();
                                        }
                                        else
                                        {
                                            avatarProperty = mPlayerLastSceneAvatarProperty;
                                        }
                                        ResourceLoader.Instance.StartCoroutine(AvatarUtils.ChangeModel(actorModel, avatarProperty));
                                    }
                                }
                            }
                        }
                    }
                }

                // 音效是否静音
                AudioTrack audioTrack = track as AudioTrack;
                if (audioTrack != null)
                {
                    audioTrack.muted = GlobalSettings.Instance.SFXMute;
                }
            }

            if (Game.Instance.CameraControl != null)
            {
                Game.Instance.CameraControl.Target = null;
            }

            // 记住当前状态并暂停主角的自动战斗
            mIsAutoFightingWhenPlaying = InstanceManager.Instance.IsAutoFighting;
            InstanceManager.Instance.IsAutoFighting = false;

            // 停止主角的寻路
            if (timelineInfo.NoStopLocalPlayer == false)
            {
                TargetPathManager.Instance.StopPlayerAndReset();
            }

            mCameraRotationBeforePlay = Game.Instance.MainCamera.transform.rotation;
            mCameraFOVBeforePlay      = Game.Instance.MainCamera.fieldOfView;

            bool setUI = true;

            if (timelineInfo.ShowUI == true)
            {
                setUI = false;
            }
            GameInput.Instance.EnableInput(false, setUI);

            // 暂停CullManager的Update
            CullManager.Instance.IsEnabled = false;

            // 隐藏UI
            if (timelineInfo.ShowUI == false)
            {
                xc.ui.ugui.UIManager.Instance.CloseAllWindow();
            }

            if (!GlobalSettings.Instance.MusicMute && timelineInfo.PauseMusic)
            {
                AudioManager.Instance.PauseMusic(true);
            }

            playableDirector.gameObject.SetActive(true);

            if (timelineInfo.RelatedGameObject != null)
            {
                timelineInfo.RelatedGameObject.SetActive(true);
            }

            playableDirector.Play();

            ClientEventMgr.Instance.FireEvent((int)ClientEvent.CE_TIMELINE_START, new CEventBaseArgs(timelineInfo.Id));
        }
Beispiel #4
0
        /// <summary>
        /// 停止播放剧情
        /// </summary>
        /// <param name="timelineInfo"></param>
        void StopImpl(TimelineInfo timelineInfo)
        {
            //GameDebug.LogError("TimelineManager.StopImpl: " + timelineInfo.Id);

            Actor localPlayer = Game.Instance.GetLocalPlayer();

            if (localPlayer != null)
            {
                if (Game.Instance.CameraControl != null)
                {
                    Game.Instance.CameraControl.Target = localPlayer.Trans;
                    Game.Instance.CameraControl.NeedFollowInterpolation = timelineInfo.NeedCameraFollowInterpolationWhenFinished;
                }
                else
                {
                    GameDebug.LogError("Stop timeline error, CameraControl is null!!!");
                }
            }
            else
            {
                // 播放动画的时候有可能还没登录游戏,所以LocalPlayer有可能不存在,这里的报错屏蔽掉
                //GameDebug.LogError("Stop timeline error, can not get local player!!!");
            }
            if (Game.Instance.MainCamera != null)
            {
                Cinemachine.CinemachineBrain cinemachineBrain = Game.Instance.MainCamera.GetComponent <Cinemachine.CinemachineBrain>();
                if (cinemachineBrain != null)
                {
                    cinemachineBrain.enabled = false;
                }
                Game.Instance.MainCamera.transform.rotation = mCameraRotationBeforePlay;
                Game.Instance.MainCamera.fieldOfView        = mCameraFOVBeforePlay;
            }
            else
            {
                GameDebug.LogError("Stop timeline error, can not get main camera!!!");
            }

            if (timelineInfo.PlayableDirector != null)
            {
                timelineInfo.PlayableDirector.time = timelineInfo.PlayableDirector.duration;
                GameObject.DestroyImmediate(timelineInfo.PlayableDirector.gameObject);
            }
            else
            {
                GameDebug.LogError("Stop timeline error, PlayableDirector is null!!!");
            }
            if (timelineInfo.RelatedGameObject != null)
            {
                GameObject.DestroyImmediate(timelineInfo.RelatedGameObject);
            }
            mPlayingTimeline = null;

            SetAllActorsVisible(true, timelineInfo.ShowLocalPlayer);

            // 恢复主角的自动战斗
            if (InstanceManager.Instance.IsAutoFighting != mIsAutoFightingWhenPlaying)
            {
                InstanceManager.Instance.IsAutoFighting = mIsAutoFightingWhenPlaying;
            }
            mIsAutoFightingWhenPlaying = false;

            GameInput.Instance.EnableInput(true, true);

            // 恢复CullManager的Update
            CullManager.Instance.IsEnabled = true;

            // 显示UI
            if (timelineInfo.ShowUI == false)
            {
                xc.ui.ugui.UIManager.Instance.ShowAllWindow();
            }

            // 恢复新手引导
            //GuideManager.Instance.Resume();

            // 恢复任务寻路
            if (mNavigatingTaskIdBeforePlay > 0)
            {
                Task task = TaskManager.Instance.GetTask(mNavigatingTaskIdBeforePlay);
                if (task != null)
                {
                    TaskHelper.TaskGuide(task);
                }
                mNavigatingTaskIdBeforePlay = 0;
            }

            // 恢复背景音乐
            if (!GlobalSettings.Instance.MusicMute && timelineInfo.PauseMusic)
            {
                AudioManager.Instance.PauseMusic(false);
            }

            ClientEventMgr.Instance.FireEvent((int)ClientEvent.CE_TIMELINE_FINISH, new CEventBaseArgs(timelineInfo.Id));

            if (timelineInfo.FinishCallback != null)
            {
                timelineInfo.FinishCallback();
            }

            // 释放预加载的资源
            SGameEngine.AssetResource ar = null;
            if (mPreloadedTimelineReses.TryGetValue(timelineInfo.Id, out ar) == true)
            {
                if (ar != null)
                {
                    ar.destroy();
                }

                mPreloadedTimelineReses.Remove(timelineInfo.Id);
            }

            // 如果有待播放的系统开放动画,则重新开放
            if (SysConfigManager.Instance.IsWaiting() == true)
            {
                if (SceneHelp.Instance.IsInWildInstance())
                {
                    TargetPathManager.Instance.StopPlayerAndReset();//有系统开启停止寻路
                    ClientEventMgr.GetInstance().FireEvent((int)ClientEvent.CE_NEW_WAITING_SYS, new CEventBaseArgs());
                }
                else
                {
                    ClientEventMgr.GetInstance().PostEvent((int)ClientEvent.CE_NEW_WAITING_SYS, new CEventBaseArgs());
                }
            }

            // 短时间内播放同一个模型的动画两次,第二个剧情会播放不出来,调用一下ResourceLoader的gc就好了,通过表格配置
            if (timelineInfo.NeedGC == true)
            {
                ResourceLoader.Instance.gc();
            }
        }