day1基本走通,接下来优化clueboard

This commit is contained in:
2024-12-06 00:13:04 +08:00
parent 65607f9678
commit 0400a63fa8
9 changed files with 582 additions and 145 deletions
@@ -12,6 +12,7 @@ namespace RainbowArt.CleanFlatUI
{
SerializedProperty iconTitle;
SerializedProperty title;
SerializedProperty image;
SerializedProperty buttonClose;
SerializedProperty buttonConfirm;
SerializedProperty buttonCancel;
@@ -23,7 +24,8 @@ namespace RainbowArt.CleanFlatUI
protected virtual void OnEnable()
{
iconTitle = serializedObject.FindProperty("iconTitle");
title = serializedObject.FindProperty("title");
title = serializedObject.FindProperty("title");
image= serializedObject.FindProperty("image");
buttonClose = serializedObject.FindProperty("buttonClose");
buttonConfirm = serializedObject.FindProperty("buttonConfirm");
buttonCancel = serializedObject.FindProperty("buttonCancel");
@@ -37,6 +39,7 @@ namespace RainbowArt.CleanFlatUI
{
serializedObject.Update();
EditorGUILayout.PropertyField(iconTitle);
EditorGUILayout.PropertyField(image);
EditorGUILayout.PropertyField(title);
EditorGUILayout.PropertyField(buttonClose);
EditorGUILayout.PropertyField(buttonConfirm);
@@ -47,6 +47,9 @@ namespace RainbowArt.CleanFlatUI
[SerializeField]
Image iconTitle;
[SerializeField]
Image image;
[SerializeField]
TextMeshProUGUI title;
@@ -62,12 +65,11 @@ namespace RainbowArt.CleanFlatUI
[SerializeField]
Animator animator;
//[SerializeField]
[SerializeField]
TextMeshProUGUI description;
//[SerializeField]
Image image;
private bool isConfirmButtonActive;
[Serializable]
public class ModalWindowEvent : UnityEvent{ }
@@ -84,7 +86,7 @@ namespace RainbowArt.CleanFlatUI
{
set
{
buttonConfirm.enabled=value;
buttonConfirm.gameObject.SetActive(value);
}
}
public string DescriptionValue
@@ -8,7 +8,6 @@ position: 249,-2054
title: 数据初始化
tags:
colorID: 4
@@ -102,14 +101,17 @@ position: 251,-1496
<<hide_dialog>>
<<wait 1>>
【占位】这张图看起来很奇怪,大片的草地变成了蓝色,上面有鱼在游动,佩佩自己也很困惑,提示词没有输入这些啊
<<hide_dialog>>
<<EnableAndWaitForClosingUFImage WindowManager>>
【占位】和佩佩前往诊室
<<jump 诊疗室初始化>>
===
title: 诊疗室初始化
tags:
colorID: 3
position: 250,-1179
position: 256,-1154
---
<<fade_in 0.5>>
<<load_scene 佩佩视觉模块>>
@@ -137,23 +139,30 @@ position: 250,-777
<<hide_dialog>>
<<OpenSingleButtonWindow WindowManager UF模块运行记录 共三条引用记录,是否确认调取?>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 引用1 记忆编号#3014_03_08_ABBA,是否确认打印索引?>>
<<OpenProgressWindow WindowManager 引用1 记忆索引卡带打印中...请等待...>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 引用1 记忆索引卡带打印中...请等待... 2>>
<<wait 0.5>>
<<generate_PunchTape ClueManager UF绘图1 UFView 记忆占位>>
<<wait 1>>
->放入收藏夹
<<CollectionClue ClueManager>>
<<hide_dialog>>
<<OpenSingleButtonWindow WindowManager 引用2 记忆编号#3022_01_21_CBBA,是否确认打印索引?>>
<<OpenProgressWindow WindowManager 引用2 记忆索引卡带打印中...请等待...>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 引用2 记忆索引卡带打印中...请等待... 2>>
<<wait 0.5>>
<<generate_PunchTape ClueManager UF绘图2 UFView 记忆占位>>
<<wait 1>>
->放入收藏夹
<<CollectionClue ClueManager>>
<<hide_dialog>>
<<OpenSingleButtonWindow WindowManager 引用3 记忆编号#3018_05_12_DBAC,是否确认打印索引?>>
<<OpenProgressWindow WindowManager 引用3 记忆索引卡带打印中...请等待...>>
<<generate_PunchTape ClueManager UF绘图3 UFView 记忆占位>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 引用3 记忆索引卡带打印中...请等待... 2>>
<<wait 0.5>>
<<generate_PunchTape ClueManager UF绘图3 UFView liuying1-3>>
<<wait 1>>
->放入收藏夹
<<CollectionClue ClueManager>>
@@ -338,12 +347,16 @@ me: 检查应该都完成了…我们出去吧,佩佩。
<<character_face character frown>>
<<character_fade_in character>>
【占位】要求佩佩再次绘制之前绘制过的图片
<<hide_dialog>>
<<fade_in 1>>
<<wait 1>>
<<fade_out 1>>
<<generate_UFClue ClueManager UFImage can_grass_normal>>
<<OpenImageWindow_UFImage WindowManager UF绘图 can_grass_normal>>
<<wait 1>>
【占位】检查发现没问题
<<CollectionClue ClueManager>>
<<wait 0.5>>
<<hide_dialog>>
<<EnableAndWaitForClosingUFImage WindowManager>>
【占位】结束对话
<<character_fade_out character>>
<<fade_in 1>>
@@ -427,14 +440,17 @@ peipei: 看到窗外的蓝天了吗?
<<EyeEffect_FadeIn EyeManager>>
me: 啊?
peipei: 我其实能够以某种方式看到一些颜色……
<<OpenSingleButtonWindow WindowManager 视觉进程检测 视觉被记忆非法写入,是否确认打印索引?>>
<<OpenProgressWindow WindowManager 非法记忆引用 记忆索引卡带打印中...请等待...>>
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 记忆编号#3014_03_08_ABBA 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 非法记忆引用1 记忆索引卡带打印中...请等待... 2>>
<<wait 0.5>>
<<generate_PunchTape ClueManager 天空 EyeView liuying1-3>>
<<wait 1>>
me: 啊…有一条和记忆相关的错误记录生成了。
me: 记忆…向视觉发送了数据?然后生成了这些颜色?
<<complete_task TaskManager "找到视觉模块中读取记忆的来源">>
me: 我需要做更多的症状记录……
me: 从来没见过……我需要做更多的症状记录……
->放入收藏夹
<<CollectionClue ClueManager>>
me: 我需要让你再观察几个东西,你只要重复刚才做的事情就好了。
peipei: 好的,医生。
@@ -535,10 +551,14 @@ peipei: 啊,又是罐头……
peipei: 坏了!我还有一张海报没出……
<<EyeEffect_FadeIn EyeManager>>
peipei: 啊……我差点忘了。我来这里就是为了这个。
<<ShowNotification ClueManager 进程检测 视觉被记忆非法写入,打印记忆索引卡... 近期请求次数 15次>>
<<wait 1>>
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 记忆编号#3014_03_08_ABBA 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 非法记忆引用1 记忆索引卡带打印中...请等待... 2>>
<<wait 0.5>>
<<generate_PunchTape ClueManager "海报" "EyeView" "liuying1-1">>
me:把这个卡带收起来
->放入收藏夹
<<CollectionClue ClueManager>>
//<<jump EyeCheckEnd>>
<<endif>>
@@ -568,10 +588,14 @@ peipei: 可惜……
///<<set_EyeState EyeManager "CanImagineColor">>枯萎的叶子变成了正确的黄色
peipei: 我还是把它养死了。
peipei: 我愧疚了好久,那时的我真的以为小草可以长成一棵树。
<<ShowNotification ClueManager 进程检测 视觉被记忆非法写入,打印记忆索引卡... 近期请求次数 32次>>
<<wait 1>>
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 记忆编号#3014_03_08_ABBA 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 非法记忆引用1 记忆索引卡带打印中...请等待... 2>>
<<wait 0.5>>
<<generate_PunchTape ClueManager "植物" "EyeView" "liuying1-2">>
me:先收起来
->放入收藏夹
<<CollectionClue ClueManager>>
//<<jump EyeCheckEnd>>
<<endif>>
@@ -678,7 +702,7 @@ title: Eye_posterAfterSurgery
tags:
colorID: 8
group:视觉检查
position: 1690,-1264
position: 1688,-1272
---
<<if visited("Eye_posterAfterSurgery")==false>>
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
@@ -722,7 +746,7 @@ position: 2323,-1044
<<set $eyeDiscussCount=2>>
<<BackToMainView ViewManager>>
<<endif>>
<<elseif $gameStage==2&&$memoryCount==3>>
<<elseif $gameStage==2>>
<<if $memoryCount==3>>
【占位】UF绘图索引的记忆都看完了,我们可以退出了
<<set $gameStage=3>>
@@ -7,3 +7,11 @@ position: -864,-2670
<<generate_PunchTape ClueManager "植物" "EyeView" "liuying1-2" "绿色" true>>
<<generate_PunchTape ClueManager "天空" "EyeView" "liuying1-3" "蓝色" true>>
===
title: UFImageTest
tags:
colorID: 6
position: -864,-2670
---
<<OpenImageWindow_UFImage WindowManager UF绘图 UF占位>>
===
@@ -9,6 +9,10 @@ position: -870,-2464
me: 拖动波形显示下方的滑条,直到“缺陷波形”变得最清晰,然后点击【深入】。
<<ShowNotification ClueManager 提示 拖动滑条调整波形以深入检查>>
暴漏后点击“深入”即可深入
<<add_task TaskManager 深入视觉模块 寻找绘图异常相关线索>>
<<if $gameStage<=2>>>
<<add_task TaskManager 深入视觉模块 寻找绘图异常相关线索>>
<<elseif $gameStage>=3>>
<<add_task TaskManager 深入视觉模块 找到异常记忆的来源>>
<<endif>>
<<endif>>
===
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GameObject:
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m_ConstrainProportionsScale: 0
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m_Father: {fileID: 0}
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@@ -14335,6 +14806,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
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ImageSingleButtonWindowPrefab: {fileID: 2083058504}
progressWindowPrefab: {fileID: 1978869333}
--- !u!1001 &7847025846205992388
PrefabInstance:
+19 -19
View File
@@ -89,27 +89,27 @@ public class ClueManager : MonoBehaviour
clueItem.Setup(punchTape);
}
[YarnCommand("generate_UFClue")]
public void GenerateUFClue(string clueName, string imageName,bool directlyAddToFavorites=false)
{
Sprite UFSprite = Resources.Load<Sprite>("Art/Photos/" + imageName);
ImageClue imageClue=new ImageClue("UFView", clueName, UFSprite);
// if(directlyAddToFavorites)
// {
// FavoritesManager.Instance.AddClue(imageClue);
// return;
// }
GameObject clueGO = Instantiate(imageCluePrefab, canvas.transform);
ClueItem clueItem = clueGO.GetComponent<ClueItem>();
currentClue=clueGO;
clueItem.Setup(imageClue);
// ClueInteraction clueInteraction = clueGO.GetComponent<ClueInteraction>();
// clueInteraction.enabled=false;
// currentClueInteraction=clueInteraction;
// [YarnCommand("generate_UFClue")]
// public void GenerateUFClue(string clueName, string imageName,bool directlyAddToFavorites=false)
// {
// Sprite UFSprite = Resources.Load<Sprite>("Art/Photos/" + imageName);
// ImageClue imageClue=new ImageClue("UFView", clueName, UFSprite);
// // if(directlyAddToFavorites)
// // {
// // FavoritesManager.Instance.AddClue(imageClue);
// // return;
// // }
// GameObject clueGO = Instantiate(imageCluePrefab, canvas.transform);
// ClueItem clueItem = clueGO.GetComponent<ClueItem>();
// currentClue=clueGO;
// clueItem.Setup(imageClue);
// // ClueInteraction clueInteraction = clueGO.GetComponent<ClueInteraction>();
// // clueInteraction.enabled=false;
// // currentClueInteraction=clueInteraction;
// currentClueInteraction.OnInteraction+=ShowClueBoardNotification;
// // currentClueInteraction.OnInteraction+=ShowClueBoardNotification;
}
// }
// [YarnCommand("generate_MemoryClue")]
// public void GenerateMemoryClue(string nodeID, string imageName,string mathCode,bool directlyAddToFavorites=false)
// {
+1 -88
View File
@@ -51,7 +51,7 @@ public class MouseCursorManager : MonoBehaviour
}
UpdateCursorState();
// 检测点击事件
//检测点击事件
if (Input.GetMouseButtonDown(0)&&!isDraggingPlug)
{
@@ -113,108 +113,21 @@ public class MouseCursorManager : MonoBehaviour
}
}
}
private bool IsHoveringOverDialogueItem()
{
// if (EventSystem.current.IsPointerOverGameObject())
// {
// PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
// var results = new List<RaycastResult>();
// EventSystem.current.RaycastAll(pointerData, results);
// foreach (var result in results)
// {
// if (result.gameObject.CompareTag("DialogueObject")) // 物体需添加 DialogueObject 标签
// {
// if(result.gameObject.transform.GetChild(0)!=null)
// {
// if(result.gameObject.transform.GetChild(0).GetComponent<Socket>().IsAvailable)
// {
// Debug.Log("Hover Dialogue");
// return true;
// }
// }
// }
// }
// }
return false;
}
private bool IsHoveringOverDragItem()
{
// if (EventSystem.current.IsPointerOverGameObject())
// {
// PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
// var results = new List<RaycastResult>();
// EventSystem.current.RaycastAll(pointerData, results);
// foreach (var result in results)
// {
// // If the Canvas's sortingOrder is higher than the reference sortingOrder, ignore it
// if (result.gameObject.CompareTag("Dragable")) // 物体需添加 Dragable 标签
// {
// return true;
// }
// }
// }
return false;
}
// 处理点击事件
private void HandleClick()
{
// if(DialogController.Instance.IsTalking)
// {
// return;
// }
// PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
// var results = new List<RaycastResult>();
// EventSystem.current.RaycastAll(pointerData, results);
// foreach (var result in results)
// {
// Canvas hitCanvas = result.gameObject.GetComponentInParent<Canvas>();
// if (hitCanvas != null)
// {
// // If the Canvas's sortingOrder is higher than the reference sortingOrder, ignore it
// if (hitCanvas.renderMode==RenderMode.ScreenSpaceOverlay)
// {
// Debug.Log("Raycast hit an object with a higher sortingOrder that should block the raycast");
// // You can add additional logic here to block interaction or trigger events
// //return false; // Stop further raycasting if it should be blocked
// }
// else
// {
// if (result.gameObject.CompareTag("DialogueObject"))
// {
// if(result.gameObject.transform.GetChild(0).GetComponent<Socket>().IsAvailable)
// {
// string dialogueNode =result.gameObject.name+"Dialogue"; // 假设物体名是对话节点
// DialogController.Instance.StartDialogNode(dialogueNode);
// return;
// }
// }
// }
// }
// }
}
+20 -9
View File
@@ -2,6 +2,7 @@ using UnityEngine;
using RainbowArt.CleanFlatUI;
using Yarn.Unity;
using System.Collections;
using DG.Tweening;
public class WindowManager : MonoBehaviour
{
@@ -36,7 +37,7 @@ public class WindowManager : MonoBehaviour
singleButtonWindowPrefab.DescriptionValue = description;
singleButtonWindowPrefab.OnConfirm.AddListener(() => isConfirmed = true);
singleButtonWindowPrefab.gameObject.SetActive(true);
singleButtonWindowPrefab.ShowModalWindow();
// 等待用户确认
yield return new WaitUntil(() => isConfirmed);
@@ -44,18 +45,27 @@ public class WindowManager : MonoBehaviour
singleButtonWindowPrefab.OnConfirm.RemoveAllListeners();
}
[YarnCommand("OpenProgressWindow")]
public IEnumerator OpenProgressWindow(string title, string description)
public IEnumerator OpenProgressWindow(string title, string description,float duration)
{
bool isConfirmed = false;
progressWindowPrefab.TitleValue = title;
progressWindowPrefab.DescriptionValue = description;
progressWindowPrefab.OnFinish.AddListener(() => isConfirmed = true);
progressWindowPrefab.gameObject.SetActive(true);
float currentProgress=0;
DOTween.To(
() => currentProgress,
value =>
{
currentProgress = value;
progressWindowPrefab.SetProgress(currentProgress); // 更新进度
},
100,
duration
);
progressWindowPrefab.ShowModalWindow();
// 等待用户确认
yield return new WaitUntil(() => isConfirmed);
progressWindowPrefab.OnFinish.RemoveAllListeners();
yield return new WaitUntil(() => currentProgress>=100);
progressWindowPrefab.HideModalWindow();
}
[YarnCommand("OpenImageWindow_UFImage")]
public void OpenImageSingleButtonWindowPrefab(string title, string imageName)
@@ -66,15 +76,16 @@ public class WindowManager : MonoBehaviour
ImageSingleButtonWindowPrefab.ImageValue=Resources.Load<Sprite>("Art/Photos/" + imageName);
ImageSingleButtonWindowPrefab.DescriptionValue="";
//progressWindowPrefab.OnFinish.AddListener(() => isConfirmed = true);
progressWindowPrefab.gameObject.SetActive(true);
ImageSingleButtonWindowPrefab.ShowModalWindow();
}
[YarnCommand("EnableAndWaitForClosingUFImage")]
public IEnumerator EnableAndWaitForClosingUFImage()
{
bool isConfirmed = false;
ImageSingleButtonWindowPrefab.IsConfirmButtonActive=true;
ImageSingleButtonWindowPrefab.OnConfirm.AddListener(() => isConfirmed = true);
yield return new WaitUntil(() => isConfirmed);
progressWindowPrefab.OnFinish.RemoveAllListeners();
ImageSingleButtonWindowPrefab.OnConfirm.RemoveAllListeners();
}
}