视频路书编辑器完善

This commit is contained in:
lishuo 2022-05-30 15:17:55 +08:00
parent 17c2a44e40
commit 9f0f42981e
12 changed files with 5980 additions and 175 deletions

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@ -14,6 +14,11 @@ public class MyBuildPostprocessor
//System.IO.File.AppendAllText("D:\\test.txt",pathToBuiltProject);
#if !(UNITY_IOS || UNITY_ANDROID)
var dir = Path.GetDirectoryName(pathToBuiltProject);
var managedPath = dir + "\\PowerFun_Data\\Managed";
if (!Directory.Exists(managedPath))
{
Directory.CreateDirectory(managedPath);
}
File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\ANT_WrappedLib.dll", dir + "\\PowerFun_Data\\Managed\\ANT_WrappedLib.dll");
File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\DSI_CP210xManufacturing_3_1.dll", dir + "\\PowerFun_Data\\Managed\\DSI_CP210xManufacturing_3_1.dll");
File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\DSI_SiUSBXp_3_1.dll", dir + "\\PowerFun_Data\\Managed\\DSI_SiUSBXp_3_1.dll");

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@ -3692,7 +3692,7 @@ Transform:
m_GameObject: {fileID: 1535700487792324436}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: -1, z: 3}
m_LocalScale: {x: 0.75, y: 0.75, z: 0.75}
m_LocalScale: {x: 0.65, y: 0.65, z: 0.65}
m_Children:
- {fileID: 5510178270068819320}
- {fileID: 3524312104137692172}

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@ -1,33 +1,37 @@
243~592:-15,15,0
750~908:5,-5,0
908~1055:15,-15,0
1055~1100:15,-15,0
1100~1220:10,0,0
1220~1310:10,5,0
1330~1695:-5,10,0
1899~1925:5,-5,1
1925~2340:10,-5,1
2524~2790:-5,5,1
2960~3120:10,-5,1
3120~3300:15,-5,0
3300~3555:10,5,0
3555~3755:-15,5,0
3967~4336:-5,5,0
4483~4590:10,-5,0
4590~4781:15,-5,0
4817~5129:-5,0,0
5191~5279:5,0,0
5279~5509:10,0,0
5630~5900:-10,0,0
6578~7641:5,-5,0
7838~7919:5,-5,0
7919~8050:15,0,0
8471~8985:5,0,0
9536~9605:-5,0,0
9605~9709:-10,0,0
10123~10515:5,0,0
10500~10700:-5,0,0
10807~10834:5,0,0
10834~11670:10,-5,0
11734~11870:-5,0,0
12170~12320:-15,0,0
10:10,-5,0,-,-,-
243:-15,10,0,-,-,-
750:5,-5,1,-,-,-
849:30,-10,2,-,-,-
1055:15,-15,1,-,-,-
1100:10,0,0,-,-,-
1220:10,5,0,-,-,-
1330:-10,5,0,-,-,-
1899:5,-5,1,-,-,-
1925:10,-5,1,-,-,-
2524:-5,5,1,-,-,-
2960:10,-5,1,-,-,-
3120:15,-5,0,-,-,-
3300:5,5,0,-,-,-
3555:-10,5,0,-,-,-
3967:-10,5,1,-,-,-
4483:10,-5,1,-,-,-
4590:15,-5,1,-,-,-
4817:-5,0,1,-,-,-
5191:5,0,1,-,-,-
5279:10,0,1,-,-,-
5630:-10,0,0,-,-,-
6578:5,-5,0,-,-,-
7838:5,-5,1,-,-,-
7919:15,0,1,-,-,-
8471:10,0,1,-,-,-
9536:-5,0,0,-,-,-
9605:-10,0,0,-,-,-
10123:5,0,0,-,-,-
10500:-5,0,0,-,-,-
10807:5,0,0,-,-,-
10834:15,-5,1,-,-,-
11033:5,-5,1,-,-,-
11400:5,-5,1,-,-,-
11528:5,0,1,-,-,-
11734:-5,0,0,-,-,-
12170:-25,5,0,-,-,-

File diff suppressed because it is too large Load Diff

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@ -71,12 +71,51 @@ namespace Assets.Scripts.Scenes.VideoRide
bone_bottle_2 = transform.Find("bone_cable_20");
}
//人物状态
public const int HERO_UP = 0;
public const int HERO_RIGHT = 1;
public const int HERO_DOWN = 2;
public const int HERO_LEFT = 3;
//人物当前行走的方向状态
public int state = 0;
//人物移动速度
public int moveSpeed = 2;
void setHeroState(int newState)
{
//根据当前人物方向与上一次备份的方向计算出模型旋转的角度
Vector3 transformValue = new Vector3();
//模型移动的位置数值
switch (newState)
{
case HERO_UP:
transformValue = Vector3.forward * Time.deltaTime;
break;
case HERO_DOWN:
transformValue = (-Vector3.forward) * Time.deltaTime;
break;
case HERO_LEFT:
transformValue = Vector3.left * Time.deltaTime;
break;
case HERO_RIGHT:
transformValue = (-Vector3.left) * Time.deltaTime;
break;
}
//移动人物
transform.Translate(transformValue * moveSpeed, Space.World);
state = newState;
}
protected virtual void Update()
{
#if UNITY_EDITOR
#endif
timer -= Time.deltaTime;
CreateHeadImage();
CharacterControl();
Turn();
while (timer <= 0)
{
try
@ -90,7 +129,6 @@ namespace Assets.Scripts.Scenes.VideoRide
ComputeRecord();
ComputeVideo();
RayCastHit();
Turn();
}
ComputeAnimator();//控制动画
timer += 1f;
@ -104,6 +142,52 @@ namespace Assets.Scripts.Scenes.VideoRide
}
}
private Vector3 rotation = Vector3.zero;
private void CharacterControl()
{
float KeyVertical = Input.GetAxis("Vertical");
float KeyHorizontal = Input.GetAxis("Horizontal");
var delta = 0.2f;
var zdelta = 0.1f;
//控制人物左右倾斜
if (Input.GetKey(KeyCode.Q))
{
rotation.y -= delta;
rotation.z += zdelta;
transform.DORotate(rotation, 0);
}
if (Input.GetKey(KeyCode.E))
{
rotation.y += delta;
rotation.z -= zdelta;
transform.DORotate(rotation, 0);
}
//空格键记录当前人物数据
if (Input.GetKey(KeyCode.Space))
{
Debug.Log($"{manager.GetCurrentFrame()}:{transform.rotation.y},{transform.rotation.z},{transform.position.x}");
}
//人物前后左右
if (KeyVertical == -1)
{
setHeroState(HERO_DOWN); //下
}
else if (KeyVertical == 1)
{
setHeroState(HERO_UP); //上
}
if (KeyHorizontal == 1)
{
setHeroState(HERO_RIGHT); //右
}
else if (KeyHorizontal == -1)
{
setHeroState(HERO_LEFT); //左
}
}
//人物碰撞
void OnCollisionEnter(Collision collision)
@ -111,7 +195,7 @@ namespace Assets.Scripts.Scenes.VideoRide
}
void RayCastHit()
void RayCastHit()
{
Vector3 pos = transform.position;
Ray ray = new Ray(pos, new Vector3(0, 0, 1));
@ -132,104 +216,56 @@ namespace Assets.Scripts.Scenes.VideoRide
animator.SetFloat("speed", (float)speed);
animator.SetFloat("grade", (float)currentSlope);
animator.SetFloat("power", (float)power);
animator.SetFloat("bearing", bearing);
//播放喝水和回头的动画
var headBack = ticks % 60 == 0 && speed > 0;
var drink = ticks % 125 == 0 && speed > 0;
animator.SetBool("headBack", headBack);
animator.SetBool("drinking", drink);
}
}
protected virtual int GetCurrentFrame()
{
protected virtual int GetCurrentFrame()
{
return manager.GetCurrentFrame();
}
private bool animated = false;
private float offset = 0;
private Vector3 rotation = Vector3.zero;
protected CustomRange currentRange { get; set; }
//控制角色进行向左或向右
private CustomRange pre;
private CustomRange next;
protected virtual void Turn()
{
//控制人物的转向
var currentFrame = GetCurrentFrame();
currentRange = manager.mockDirection.Where(c => c.Start < currentFrame && c.End > currentFrame).FirstOrDefault();
if (currentRange != null)
{
bearing = currentRange.RotationY;
rotation.y = currentRange.RotationY;
rotation.z = currentRange.RotationZ;
}
else
{
rotation.y = 0;
rotation.z = 0;
bearing = 0;
}
var headBack = ticks % 60 == 0 && speed > 0 && bearing == 0;
var drink = ticks % 125 == 0 && speed > 0 && bearing == 0;
var config = manager.mockDirection;
animator.SetFloat("bearing", bearing);
animator.SetBool("headBack", headBack);
animator.SetBool("drinking", drink);
pre = config[0];
next = config[0];
var waiting = ratio == 0 ? 1 : 1 / ratio;
//直角拐弯
if (Math.Abs(bearing) > 30)
for (int i = 0; i < config.Count; i++)
{
if (!animated)
if (config[i].KeyFrame >= currentFrame)
{
animated = true;
var tween = transform.DORotate(new Vector3(0, bearing, -bearing/5), waiting);
tween.onComplete += () =>
{
var zoffset = bearing / 10.5f;
var doMoveX = transform.DOMoveX(transform.position.x + zoffset, waiting);
doMoveX.onComplete += () =>
{
offset = -zoffset;
};
};
tween.SetEase(Ease.InOutSine).SetLoops(2, LoopType.Incremental);
pre = i > 0 ? config[i - 1] : config[i];
next = config[i];
break;
}
}
else
{
//直角拐弯回正
if (offset != 0)
{
var cpoffset = offset;
transform.DORotate(new Vector3(0, bearing, 0), 1.2f * waiting).onComplete += () =>
{
transform.DOMoveX(transform.position.x + cpoffset, 1.2f * waiting).onComplete += () =>
{
animated = false;
};
};
offset = 0;
}
//正常拐弯
else
{
transform.DORotate(rotation, 0.6f);
}
}
}
Vector3 current;
Vector3 forward;
//0-90 右转弯 -90-0左转弯
protected virtual void TurnAround()
{
StartCoroutine(MoveTo());
var p = new Vector3(0, pre.RotationY, pre.RotationZ);
var q = new Vector3(0, next.RotationY, next.RotationZ);
var t = (float)(currentFrame - pre.KeyFrame) / (float)(next.KeyFrame - pre.KeyFrame);
var rt = Vector3.Slerp(p, q, t);
transform.DORotate(rt, 0, RotateMode.Fast);
//控制人物的前后左右
var l = new Vector3(pre.PositionX, pre.PositionY, pre.PositionZ);
var s = new Vector3(next.PositionX, next.PositionY, next.PositionZ);
var pos = Vector3.Slerp(l,s, t);
transform.DOMove(pos,0);
//TODO:控制光线
}
protected virtual IEnumerator MoveTo()
{
float t = 0;
while (t < 1)
{
t += Time.deltaTime;
Vector3 v = Vector3.Lerp(current, forward, t);
current = v;
transform.DORotate(v, 0);
yield return new WaitForEndOfFrame();
}
}
//计算人物当前属性
protected virtual void ComputePlayer()
{
@ -252,7 +288,9 @@ namespace Assets.Scripts.Scenes.VideoRide
}
}
}
Vector3 current { get; set; }
Vector3 forward { get; set; }
//计算当前人物的经纬度
protected virtual void Forward()
{
try
@ -260,30 +298,13 @@ namespace Assets.Scripts.Scenes.VideoRide
if (mapData == null)
mapData = manager.GetMapData();
currentlatLon = manager.Along(totalDistance % mapData.TotalDistance);
////根据人物速度设置人物距离摄像头远近
//if (speed > 20 && speed < 30)
//{
// transform.DOMoveZ(3, 1f);
//}
//else if (speed > 30 && speed < 40)
//{
// transform.DOMoveZ(3.5f, 1f);
//}
//else if (speed > 40)
//{
// transform.DOMoveZ(4, 1f);
//}
//else
//{
// transform.DOMoveZ(3, 1f);
//}
}
catch (Exception e)
{
Debug.LogError(e);
}
}
protected float ratio = 1;
protected float ratio = 1;//视频播放速率
protected virtual void ComputeVideo()
{
@ -369,7 +390,7 @@ namespace Assets.Scripts.Scenes.VideoRide
}
}
}
//显示人物海拔图的头像
public void CreateHeadImage()
{
if (head == null)

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@ -24,28 +24,38 @@ namespace Assets.Scripts.Scenes.VideoRide
{
public class CustomRange
{
public int KeyFrame { get; set; }//帧数
public int Start { get; set; }//起始帧
public int End { get; set; }//结束帧
public int PositionX { get; set; }
public int PositionY { get; set; }
public int PositionZ { get; set; }
public int RotationY { get; set; }
public int RotationZ { get; set; }
public int ShadowDirection { get; set; }
public float PositionX { get; set; }
public float PositionY { get; set; }
public float PositionZ { get; set; }
public float RotationY { get; set; }
public float RotationZ { get; set; }
public float LightY { get; set; }
private const float defaultRotationY = 0;
private const float defaultRotationZ = 0;
private const float defaultPositionX = 0;
private const float defaultPositionY = -1;
private const float defaultPositionZ = 3;
private const float defaultLightY = 0;
public static CustomRange Read(string s)
{
//243~573:-15,13,12
// - 代表默认值
//KeyFrame:RotationY,RotationZ,PositionX,PositionY,PositionZ,LightY
var result = s.Split(':');
var range = result[0].Split('~');
var v = result[1].Split(',');
CustomRange r = new CustomRange()
{
Start = Convert.ToInt32(range[0]),
End = Convert.ToInt32(range[1]),
RotationY = Convert.ToInt32(v[0]),
RotationZ = Convert.ToInt32(v[1]),
PositionX = Convert.ToInt32(v[2]),
KeyFrame = Convert.ToInt32(result[0]),
RotationY = v[0].Equals("-") ? defaultRotationY : (float)Convert.ToDouble(v[0]),
RotationZ = v[1].Equals("-") ? defaultRotationZ : (float)Convert.ToDouble(v[1]),
PositionX = v[2].Equals("-") ? defaultPositionX : (float)Convert.ToDouble(v[2]),
PositionY = v[3].Equals("-") ? defaultPositionY : (float)Convert.ToDouble(v[3]),
PositionZ = v[4].Equals("-") ? defaultPositionZ : (float)Convert.ToDouble(v[4]),
LightY = v[5].Equals("-") ? defaultLightY : (float)Convert.ToDouble(v[5]),
};
return r;
}

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@ -48,14 +48,6 @@ namespace Assets.Scripts.Scenes.VideoRide
protected override void Turn()
{
base.Turn();
if (currentRange != null)
{
transform.DOMoveX(currentRange.PositionX, 0.8f);
}
else
{
transform.DOMoveX(1, 0.8f);
}
}
protected override void ComputePlayer()
{

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@ -19,9 +19,9 @@ public class MultiTips:PFUIText
if (result.result)
{
tips = result.data.ToArray();
random = new System.Random();
currentIndex = random.Next(0, tips.Length);
}
random = new System.Random();
currentIndex = random.Next(0, tips.Length);
SetText();
}
// Start is called before the first frame update

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@ -0,0 +1,488 @@
using DG.Tweening;
using RenderHeads.Media.AVProVideo;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using System.Linq;
using UnityEngine;
using System.IO;
using Assets.Scripts.Scenes.VideoRide;
using System.Reflection;
using UnityEngine.UI;
using Assets.Scripts;
public class TestVideoController : MonoBehaviour
{
public Transform Player;
public GameObject QuitBtn;
public GameObject PauseBtn;
public GameObject CancelBtn;
public Transform Light;
public Transform FrameContent;
public GameObject FrameBtnPrefab;
public GameObject PreviewBtn;
public GameObject SaveBtn;
public GameObject ResetBtn;
public GameObject DeleteBtn;
public MediaPlayer mediaPlayer;
public Text Frametext;
private Dictionary<int, string> list = new Dictionary<int, string>();
Vector3 originPos = new Vector3(0, -1, 3);
Vector3 originRotation = Vector3.zero;
// Start is called before the first frame update
void Start()
{
lightRotation = new Vector3(50f,-45,0);
InitConfig();
UIManager.AddEvent(QuitBtn, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
{
Application.Quit();
});
UIManager.AddEvent(PauseBtn, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
{
PlayOrPause();
});
UIManager.AddEvent(PreviewBtn, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
{
BuildList();
isPlay = true;
mediaPlayer.Control.SeekFast(0);
mediaPlayer.Play();
});
UIManager.AddEvent(slider.gameObject, UnityEngine.EventSystems.EventTriggerType.Drag, (e) =>
{
OnTimeSliderDrag();
});
UIManager.AddEvent(SaveBtn, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
{
DoRecord();
});
UIManager.AddEvent(ResetBtn, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
{
Player.DOMove(originPos,0);
Player.DORotate(originRotation, 0);
});
UIManager.AddEvent(CancelBtn, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
{
var k = mockRange.Where(c => c.KeyFrame == currentFrame).FirstOrDefault();
if (k != null)
{
Player.DOMove(new Vector3(k.PositionX, k.PositionY, k.PositionZ), 0);
Player.DORotate(new Vector3(0, k.RotationY, k.RotationZ), 0);
}
});
UIManager.AddEvent(DeleteBtn, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
{
DeleteFrame(currentFrame);
});
}
public Text PlayBtnText;
// Update is called once per frame
void Update()
{
Frametext.text = $"当前视频帧数:{GetCurrentFrame()}";
//视频播放时间
TimeRange timelineRange = GetTimelineRange();
double time = mediaPlayer.Control.GetCurrentTime();
sliderText.text = $"{ Assets.Scenes.Ride.Scripts.Helper.FormatTicks((int)Math.Floor(time))}/{Assets.Scenes.Ride.Scripts.Helper.FormatTicks((int)Math.Floor(timelineRange.duration))}";
if (timelineRange.duration != 0)
{
slider.value = (float)(time / timelineRange.duration);
}
//键盘输入
CharacterControl();
//计算当前帧数在哪个区段
ComputeCurrentFrame();
//人物控制
if (isPlay)
{
Turn();
}
//暂停或播放
var isPause = mediaPlayer.Control.IsPaused();
ResetBtn.SetActive(isPause);
if (!isPause)
{
CancelBtn.SetActive(false);
DeleteBtn.SetActive(false);
}
PlayBtnText.text = isPause ? "播放" : "暂停";
}
public int currentFrame { get; set; }
public void PlayToFrame(int frame)
{
var config = mockRange.Where(c => c.KeyFrame == frame).FirstOrDefault();
if (config != null)
{
CancelBtn.SetActive(true);
DeleteBtn.SetActive(true);
currentFrame = frame;
SeekToFrame(frame);
mediaPlayer.Pause();
isPlay = false;
var rotation = new Vector3(0, config.RotationY, config.RotationZ);
Player.DORotate(rotation, 0);
var pos = new Vector3(config.PositionX, config.PositionY, config.PositionZ);
Player.DOMove(pos, 0);
}
}
private string ConfigPath = Application.streamingAssetsPath + "/newdirection.txt";
//初始化配置
private void InitConfig()
{
var text = File.ReadAllText(ConfigPath);
var arr = text.Replace("\r\n", " ").Split(' ');
foreach (var item in arr)
{
if (!string.IsNullOrEmpty(item))
{
int key = Convert.ToInt32(item.Split(':')[0]);
list.Add(key, item);
}
}
BuildList();
if (mockRange.Count > 0)
{
pre = mockRange[0];
next = mockRange[0];
}
}
private void DeleteFrame(int frame)
{
//删除当前帧数
var s = mockRange.Where(c => c.KeyFrame == frame).FirstOrDefault();
if (s != null)
{
mockRange.Remove(s);
}
if (list.ContainsKey(frame))
{
list.Remove(frame);
}
//回到上一帧
var l = mockRange.OrderBy(c => c.KeyFrame).ToList();
var btnList = FindObjectsOfType<TestVideoFrameButton>();
var needRemove = btnList.Where(c => c.Frame == frame).FirstOrDefault();
if (needRemove != null)
{
needRemove.Destroy();
}
var nextFrame = 0;
foreach (var item in l)
{
if (item.KeyFrame < frame)
{
nextFrame = item.KeyFrame;
}
else
{
break;
}
}
var btn = btnList.Where(c => c.Frame == nextFrame).FirstOrDefault();
if (btn != null)
{
btn.SelectFrame(nextFrame);
}
//同步到txt
Save();
}
private void BuildList()
{
var l = list.OrderBy(c => c.Key);
mockRange.Clear();
Utils.DestroyChildren(FrameContent);
foreach (var item in l)
{
mockRange.Add(CustomRange.Read(item.Value));
var btn = Instantiate<GameObject>(FrameBtnPrefab, FrameContent);
btn.SetActive(true);
btn.GetComponent<TestVideoFrameButton>().SetInfo(item.Key);
}
}
private bool isPlay { get; set; } = true;
private List<CustomRange> mockRange = new List<CustomRange>();
private CustomRange pre;
private CustomRange next;
private void ComputeCurrentFrame()
{
var currentFrame = GetCurrentFrame();
var config = mockRange;
if (config.Count == 0)
return;
for (int i = 0; i < config.Count; i++)
{
if (config[i].KeyFrame >= currentFrame)
{
pre = i > 0 ? config[i - 1] : config[i];
next = config[i];
break;
}
}
}
private void Turn()
{
var currentFrame = GetCurrentFrame();
//控制人物的转向
var p = new Vector3(0, pre.RotationY, pre.RotationZ);
var q = new Vector3(0, next.RotationY, next.RotationZ);
var t = next.KeyFrame - pre.KeyFrame == 0? 1 : (float)(currentFrame - pre.KeyFrame) / (float)(next.KeyFrame - pre.KeyFrame);
var rt = Vector3.Lerp(p, q, t);
Player.DORotate(rt, 0, RotateMode.Fast);
//控制人物的前后左右
var l = new Vector3(pre.PositionX, pre.PositionY, pre.PositionZ);
var s = new Vector3(next.PositionX, next.PositionY, next.PositionZ);
var pos = Vector3.Lerp(l, s, t);
Player.DOMove(pos, 0);
//控制光线
var z = new Vector3(50, pre.LightY, 0);
var c = new Vector3(50, next.LightY, 0);
var zc = Vector3.Lerp(z, c, t);
Light.DORotate(zc, 0);
}
public Slider slider;
public Text sliderText;
private void OnTimeSliderDrag()
{
if (mediaPlayer && mediaPlayer.Control != null)
{
TimeRange timelineRange = GetTimelineRange();
double time = timelineRange.startTime + ( slider.value*timelineRange.duration);
mediaPlayer.Control.Seek(time);
}
}
private TimeRange GetTimelineRange()
{
if (mediaPlayer.Info != null)
{
return Helper.GetTimelineRange(mediaPlayer.Info.GetDuration(), mediaPlayer.Control.GetSeekableTimes());
}
return new TimeRange();
}
private void SeekToFrame(int frame)
{
mediaPlayer.Control.SeekToFrame(frame);
}
private int GetCurrentFrame()
{
return mediaPlayer.Control.GetCurrentTimeFrames();
}
private int GetPreFrame(int frame)
{
return mediaPlayer.Control.GetCurrentTimeFrames();
}
private Vector3 rotation = Vector3.zero;
private Vector3 lightRotation;
private void CharacterControl()
{
var delta = 0.2f;
var zdelta = 0.1f;
//控制太阳
if (Input.GetKey(KeyCode.Z))
{
//lightRotation.x -= delta;
lightRotation.y += zdelta;
Light.DORotate(lightRotation, 0);
isPlay = false;
}
if (Input.GetKey(KeyCode.C))
{
// lightRotation.x += delta;
lightRotation.y -= zdelta;
Light.DORotate(lightRotation, 0);
isPlay = false;
}
//控制人物方向
if (Input.GetKey(KeyCode.Q))
{
rotation.y -= delta;
Player.DORotate(rotation, 0);
isPlay = false;
}
if (Input.GetKey(KeyCode.E))
{
rotation.y += delta;
Player.DORotate(rotation, 0);
isPlay = false;
}
//控制人物左右倾斜
if (Input.GetKey(KeyCode.J))
{
rotation.z += zdelta;
Player.DORotate(rotation, 0);
isPlay = false;
}
if (Input.GetKey(KeyCode.K))
{
rotation.z -= zdelta;
Player.DORotate(rotation, 0);
isPlay = false;
}
//空格键记录当前人物数据
if (Input.GetKeyDown(KeyCode.Space))
{
PlayOrPause();
}
//人物前后左右
if (Input.GetKey(KeyCode.S))
{
setHeroState(HERO_DOWN); //下
}
else if (Input.GetKey(KeyCode.W))
{
setHeroState(HERO_UP); //上
}
if (Input.GetKey(KeyCode.D))
{
setHeroState(HERO_RIGHT); //右
}
else if (Input.GetKey(KeyCode.A))
{
setHeroState(HERO_LEFT); //左
}
//控制视频播放进度
if (Input.GetKey(KeyCode.LeftArrow))
{
var frame = GetCurrentFrame()-1;
SeekToFrame(frame);
}
if (Input.GetKey(KeyCode.RightArrow))
{
var frame = GetCurrentFrame() + 1;
SeekToFrame(frame);
}
}
private void PlayOrPause()
{
if (mediaPlayer.Control.IsPaused())
{
isPlay = true;
mediaPlayer.Play();
}
else
{
isPlay = false;
mediaPlayer.Pause();
}
}
private void DoRecord()
{
Save();
BuildList();
//回到上一个节点
if (pre != null)
{
mediaPlayer.Control.SeekToFrame(pre.KeyFrame);
}
isPlay = true;
mediaPlayer.Play();
}
private void Save()
{
var key = GetCurrentFrame();
//获取人物inpector面板的rotation值
Vector3 vect3 = Vector3.zero;
Vector3 vect = Vector3.zero;
MethodInfo mth = typeof(Transform).GetMethod("GetLocalEulerAngles", BindingFlags.Instance | BindingFlags.NonPublic);
PropertyInfo pi = typeof(Transform).GetProperty("rotationOrder", BindingFlags.Instance | BindingFlags.NonPublic);
object rotationOrder = null;
object lightRotationOrder = null;
if (pi != null)
{
rotationOrder = pi.GetValue(Player, null);
lightRotationOrder= pi.GetValue(Light, null);
}
if (mth != null)
{
object retVector3 = mth.Invoke(Player, new object[] { rotationOrder });
vect3 = (Vector3)retVector3;
object retVector = mth.Invoke(Light, new object[] { lightRotationOrder });
vect = (Vector3)retVector;
}
//保存记录
var s = $"{key}:{ Math.Round(vect3.y, 3)},{ Math.Round(vect3.z, 3)},{Math.Round(Player.position.x,3)},{Math.Round(Player.position.y,3)},{Math.Round(Player.position.z,3)},{Math.Round(vect.y,3)}";
if (list.ContainsKey(key))
{
list[key] = s;
}
else
{
list.Add(key, s);
}
var coll = list.OrderBy(c => c.Key);
StringBuilder sb = new StringBuilder();
foreach (var item in coll)
{
sb.AppendLine(item.Value);
}
File.WriteAllText(ConfigPath, sb.ToString());
}
//人物状态
public const int HERO_UP = 0;
public const int HERO_RIGHT = 1;
public const int HERO_DOWN = 2;
public const int HERO_LEFT = 3;
//人物当前行走的方向状态
public int state = 0;
//人物移动速度
public int moveSpeed = 2;
void setHeroState(int newState)
{
isPlay = false;
//根据当前人物方向与上一次备份的方向计算出模型旋转的角度
Vector3 transformValue = new Vector3();
//模型移动的位置数值
switch (newState)
{
case HERO_UP:
transformValue = Vector3.forward * Time.deltaTime;
break;
case HERO_DOWN:
transformValue = (-Vector3.forward) * Time.deltaTime;
break;
case HERO_LEFT:
transformValue = Vector3.left * Time.deltaTime;
break;
case HERO_RIGHT:
transformValue = (-Vector3.left) * Time.deltaTime;
break;
}
////移动人物
Player.Translate(transformValue * moveSpeed, Space.World);
state = newState;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestVideoFrameButton : MonoBehaviour
{
public int Frame { get; private set; }
private TestVideoController manager { get; set; }
public GameObject Bg;
// Start is called before the first frame update
void Start()
{
manager = FindObjectOfType<TestVideoController>();
UIManager.AddEvent(gameObject, UnityEngine.EventSystems.EventTriggerType.PointerClick, (e) =>
{
SelectFrame(Frame);
});
}
public void SelectFrame(int frame)
{
manager.PlayToFrame(Frame);
var list = FindObjectsOfType<TestVideoFrameButton>();
foreach (var item in list)
{
item.SetBg(item.Frame == Frame);
}
}
public void SetBg(bool active)
{
Bg.SetActive(active);
}
public void SetInfo(int frame)
{
this.Frame = frame;
}
public void Destroy()
{
gameObject.Destroy();
}
}

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