人物修改
This commit is contained in:
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<<jump 主维修界面>>
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===
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title: 插入冷却液
|
||||
---
|
||||
<<if $curBottleName == "喜达诺">>
|
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喜达诺,澄清型透析剂。降低模块运转造成的反应,减轻患者痛苦。
|
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<<elseif $curBottleName == "可善挺">>
|
||||
可善,澄清型透析剂。降低循环系统压力,延长冷却液寿命。
|
||||
<<elseif $curBottleName == "强克">>
|
||||
强克,澄清型透析剂。降低动力系统压力,略微提高整体动力。
|
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<<elseif $curBottleName == "息利康">>
|
||||
息利康,澄清型透析剂。降低气体系统压力,减轻滤板积碳。
|
||||
<<elseif $curBottleName == "曲妥珠">>
|
||||
曲妥珠,澄清型透析剂。降低消化系统压力,降低摄入物造成的毒性。
|
||||
<<elseif $curBottleName == "曲马多">>
|
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曲马多,强冷型透析剂。降低机体全局温度。
|
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<<endif>>
|
||||
===
|
||||
|
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title: 开启泵机
|
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---
|
||||
|
||||
<<if $curBottleName == "喜达诺">>
|
||||
希望这能让他好受一些。
|
||||
<<elseif $curBottleName == "可善挺">>
|
||||
希望这些冷却液能撑得更久一些。
|
||||
<<elseif $curBottleName == "强克">>
|
||||
好吧…如果他真的需要跑得再快一些。
|
||||
<<elseif $curBottleName == "息利康">>
|
||||
希望能让他的滤板多坚持一会。
|
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<<elseif $curBottleName == "曲妥珠">>
|
||||
希望这会有用。
|
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<<elseif $curBottleName == "曲马多">>
|
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【占位】降一下滴速,不然他会不舒服的。
|
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<<endif>>
|
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<<set $gameStage = $gameStage + 1>>
|
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<<wait 2>>
|
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<<close_bottle_ui>>
|
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<<close_cooling_system>>
|
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<<switch_fix_system_to "Clinic">>
|
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<<jump 透析对话>>
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===
|
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@@ -531,13 +531,12 @@ title: 冷却液初始化
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tags:
|
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position: 208,775
|
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---
|
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【【医生给石头挂上冷却液泵】】
|
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<<switch_fix_system_to "CoolingMachine">>
|
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shitou: 呼,好凉!医生,麻烦调慢点!
|
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me: 还没开始呢。
|
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me: (我需要找一瓶透析剂装上……任何一种澄清型的都行。)
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<<wait 1>>
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<<jump 透析剂选择>>
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<<fade_out 1>>
|
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===
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@@ -546,6 +545,7 @@ title: 透析剂选择
|
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tags:
|
||||
position: 208,775
|
||||
---
|
||||
<<switch_fix_system_to "CoolingMachine">>
|
||||
医生拉出冷却液架,上面摆满了各种颜色的冷却液罐
|
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->喜达诺透析剂
|
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澄清型透析剂。降低模块运转造成的反应,减轻患者痛苦。
|
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@@ -834,7 +834,7 @@ me: 你要明天回来复查。
|
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shitou: 好,好……医生,真是太感谢你啦!
|
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<<character_fade_out_new character>>
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me: 不客气…再见。
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--- !u!4 &7660918536041312851
|
||||
@@ -10673,7 +10795,7 @@ GameObject:
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
m_IsActive: 1
|
||||
m_IsActive: 0
|
||||
--- !u!114 &8043825578382505353
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -10787,7 +10909,7 @@ SpriteRenderer:
|
||||
m_AdaptiveModeThreshold: 0.5
|
||||
m_SpriteTileMode: 0
|
||||
m_WasSpriteAssigned: 1
|
||||
m_MaskInteraction: 0
|
||||
m_MaskInteraction: 2
|
||||
m_SpriteSortPoint: 0
|
||||
--- !u!212 &8239509622042514909
|
||||
SpriteRenderer:
|
||||
@@ -11204,7 +11326,7 @@ PrefabInstance:
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 7037918505330246345, guid: 13f00ab6092291d49a9312e52873d80b, type: 3}
|
||||
propertyPath: orthographic size
|
||||
value: 1.5
|
||||
value: 5
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 7611243318142021168, guid: 13f00ab6092291d49a9312e52873d80b, type: 3}
|
||||
propertyPath: m_LocalPosition.x
|
||||
@@ -11252,11 +11374,11 @@ PrefabInstance:
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 8556345213791081418, guid: 13f00ab6092291d49a9312e52873d80b, type: 3}
|
||||
propertyPath: m_LocalPosition.x
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||||
value: -1.43
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||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 8556345213791081418, guid: 13f00ab6092291d49a9312e52873d80b, type: 3}
|
||||
propertyPath: m_LocalPosition.y
|
||||
value: -0.3
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
m_RemovedComponents: []
|
||||
m_RemovedGameObjects: []
|
||||
|
||||
@@ -34428,7 +34428,7 @@ MonoBehaviour:
|
||||
iconOnDrag: {fileID: 8895775685280376203, guid: eb11ac9a06fb4792b393db9b83ab43b4, type: 3}
|
||||
exclusiveOnDragCanvas: {fileID: 0}
|
||||
useLegacyDragMethod: 0
|
||||
position: {x: 3386.25, y: 735.5, z: 0}
|
||||
position: {x: 0, y: 0, z: 0}
|
||||
dragSelection:
|
||||
customRenderer: {fileID: 0}
|
||||
line:
|
||||
|
||||
@@ -0,0 +1,177 @@
|
||||
using System.Collections;
|
||||
using AibisDream.Utility;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
public class CharacterViewer : MonoBehaviour
|
||||
{
|
||||
private string _curCharacterName;
|
||||
private GameObject _curCharacter;
|
||||
private float _characterAlpha;
|
||||
private Coroutine _autoBlinkCoroutine;
|
||||
|
||||
private Transform FaceGroup => _curCharacter.transform.Find("表情");
|
||||
private Transform PoseGroup => _curCharacter.transform.Find("动作");
|
||||
private Transform LinkDevice => _curCharacter.transform.Find("换液设备");
|
||||
private SpriteRenderer _blinkLayer;
|
||||
|
||||
public IEnumerator CharacterInit(string characterName)
|
||||
{
|
||||
// 异步加载角色预制体(psb)
|
||||
ResourceRequest request = Resources.LoadAsync<GameObject>($"Characters/{characterName}");
|
||||
yield return request;
|
||||
#if DEBUG
|
||||
if (request.asset == null)
|
||||
{
|
||||
Debug.Log($"{characterName}没有找到");
|
||||
yield break;
|
||||
}
|
||||
#endif
|
||||
// 先卸载旧的
|
||||
if (_curCharacter != null)
|
||||
{
|
||||
Destroy(_curCharacter);
|
||||
_curCharacter = null;
|
||||
}
|
||||
|
||||
// 加载新的
|
||||
GameObject characterPrefab = request.asset as GameObject;
|
||||
_curCharacter = Instantiate(characterPrefab, transform);
|
||||
|
||||
// 初始化处理
|
||||
_curCharacter.SetActive(false);
|
||||
_blinkLayer = transform.Find("眨眼").GetComponent<SpriteRenderer>();
|
||||
_blinkLayer.enabled = false;
|
||||
// 表情和动作只留一种
|
||||
ActiveLayer(FaceGroup);
|
||||
ActiveLayer(PoseGroup);
|
||||
// 换液设备先隐藏
|
||||
RemoveLinkDevice();
|
||||
|
||||
// 初始化角色透明度
|
||||
SetCharacterAlpha(0);
|
||||
|
||||
// 等待一帧,确保初始化完成
|
||||
yield return new WaitForSeconds(1);
|
||||
// 激活角色
|
||||
_curCharacter.SetActive(true);
|
||||
}
|
||||
|
||||
private static void ActiveLayer(Transform root, string layerName = null)
|
||||
{
|
||||
var childLayers = root.GetComponentsInChildren<SpriteRenderer>();
|
||||
if (childLayers.Length == 0) return;
|
||||
|
||||
foreach (var layer in childLayers)
|
||||
{
|
||||
layer.enabled = layer.gameObject.name == layerName;
|
||||
}
|
||||
|
||||
// 如果输入为空,就默认激活一层
|
||||
if (layerName == null)
|
||||
{
|
||||
childLayers[0].enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void SetCharacterAlpha(float alpha)
|
||||
{
|
||||
SpriteRenderer[] renderers = _curCharacter.GetComponentsInChildren<SpriteRenderer>();
|
||||
foreach (var childRenderer in renderers)
|
||||
{
|
||||
Color color = childRenderer.color;
|
||||
color.a = alpha;
|
||||
childRenderer.color = color;
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerator CharacterFadeIn(float duration = 1f)
|
||||
{
|
||||
if (_curCharacter != null)
|
||||
{
|
||||
_curCharacter.SetActive(true);
|
||||
yield return FadeCharacter(1, duration);
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerator CharacterFadeOut(float duration = 1f)
|
||||
{
|
||||
if (_curCharacter != null)
|
||||
{
|
||||
yield return FadeCharacter(0, duration);
|
||||
_curCharacter.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator FadeCharacter(float toAlpha, float duration)
|
||||
{
|
||||
yield return DOTween.To(() => _characterAlpha, x => SetCharacterAlpha(x), toAlpha, duration)
|
||||
.WaitForCompletion();
|
||||
}
|
||||
|
||||
public void SwitchPose(string poseName)
|
||||
{
|
||||
ActiveLayer(PoseGroup, poseName);
|
||||
}
|
||||
|
||||
public void SwitchFace(string faceName)
|
||||
{
|
||||
StopAutoBlink();
|
||||
ActiveLayer(FaceGroup, faceName);
|
||||
}
|
||||
|
||||
public void Blink()
|
||||
{
|
||||
_blinkLayer.enabled = true;
|
||||
_ = CommonUtil.Delay(100, () => { _blinkLayer.enabled = false; });
|
||||
}
|
||||
|
||||
public void AutoBlink()
|
||||
{
|
||||
StopAutoBlink();
|
||||
_autoBlinkCoroutine = StartCoroutine(AutoBlinkAsync());
|
||||
}
|
||||
|
||||
public void StopAutoBlink()
|
||||
{
|
||||
if (_autoBlinkCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_autoBlinkCoroutine);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator AutoBlinkAsync()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
yield return new WaitForSeconds(6f);
|
||||
Blink();
|
||||
}
|
||||
}
|
||||
|
||||
public void AddLinkDevice()
|
||||
{
|
||||
LinkDevice.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void RemoveLinkDevice()
|
||||
{
|
||||
LinkDevice.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void CharacterShow(string characterName)
|
||||
{
|
||||
if (_curCharacter != null)
|
||||
{
|
||||
// 将角色的透明度设置为 1
|
||||
SetCharacterAlpha(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"Character {characterName} not found in loaded characters.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26c6d766a411186449e3e0fd4c9f1ca5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,17 +1,25 @@
|
||||
using System.Collections;
|
||||
using AibisDream.FixSystem;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream
|
||||
{
|
||||
public class ClinicSystem : MonoBehaviour
|
||||
{
|
||||
[HideInInspector] public CharacterManager character;
|
||||
[HideInInspector] public CharacterViewer character;
|
||||
private Transform _pumpHead;
|
||||
|
||||
public Vector3 pumpUpPos;
|
||||
public Vector3 pumpDownPos;
|
||||
public float pumpDuration;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
FixSystemCenter.SystemDic.Register(this);
|
||||
character = transform.Find("Character").GetComponent<CharacterManager>();
|
||||
character = transform.GetComponentInChildren<CharacterViewer>();
|
||||
|
||||
_pumpHead = transform.Find("正图").Find("近景").Find("桌上泵头");
|
||||
}
|
||||
|
||||
public IEnumerator Indoor(float duration)
|
||||
@@ -28,5 +36,17 @@ namespace AibisDream
|
||||
yield return MainUIController.Instance.FadeInSync(duration);
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void StartTablePump()
|
||||
{
|
||||
_pumpHead.DOLocalMove(pumpDownPos, pumpDuration).SetLoops(-1, LoopType.Yoyo)
|
||||
.SetEase(Ease.Linear);
|
||||
}
|
||||
|
||||
public void StopTablePump()
|
||||
{
|
||||
_pumpHead.DOKill();
|
||||
_pumpHead.DOLocalMove(pumpUpPos, 0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Collections;
|
||||
using AibisDream.FixSystem;
|
||||
using UnityEngine;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace AibisDream
|
||||
@@ -7,7 +8,7 @@ namespace AibisDream
|
||||
public static class ClinicYarnCommand
|
||||
{
|
||||
private static ClinicSystem ClinicSystem => FixSystemCenter.SystemDic.Get<ClinicSystem>();
|
||||
private static CharacterManager Character => ClinicSystem.character;
|
||||
private static CharacterViewer Character => ClinicSystem.character;
|
||||
|
||||
[YarnCommand("indoor_new")]
|
||||
public static IEnumerator Indoor(float duration)
|
||||
@@ -51,22 +52,48 @@ namespace AibisDream
|
||||
|
||||
#region 角色动作调整
|
||||
|
||||
[YarnCommand("character_face_new")]
|
||||
[YarnCommand("character_face")]
|
||||
public static void CharacterFace(string state)
|
||||
{
|
||||
Character.SetFaceState(state);
|
||||
Character.SwitchFace(state);
|
||||
}
|
||||
|
||||
[YarnCommand("character_eye_new")]
|
||||
[YarnCommand("character_eye")]
|
||||
public static void CharacterEye(string state)
|
||||
{
|
||||
Character.SetEyeState(state);
|
||||
// Character.SetEyeState(state);
|
||||
Debug.LogWarning("该命令已废弃");
|
||||
}
|
||||
|
||||
[YarnCommand("character_crying_new")]
|
||||
public static void CharacterCrying(bool isCrying)
|
||||
{
|
||||
Character.SetCrying(isCrying);
|
||||
// Character.SetCrying(isCrying);
|
||||
Debug.LogWarning("该命令已废弃");
|
||||
}
|
||||
|
||||
[YarnCommand("character_pos")]
|
||||
public static void SwitchPos(string poseName)
|
||||
{
|
||||
Character.SwitchPose(poseName);
|
||||
}
|
||||
|
||||
[YarnCommand("character_auto_blink")]
|
||||
public static void AutoBlink()
|
||||
{
|
||||
Character.AutoBlink();
|
||||
}
|
||||
|
||||
[YarnCommand("character_add_device")]
|
||||
public static void AddLinkDevice()
|
||||
{
|
||||
Character.AddLinkDevice();
|
||||
}
|
||||
|
||||
[YarnCommand("character_remove_device")]
|
||||
public static void RemoveLinkDevice()
|
||||
{
|
||||
Character.RemoveLinkDevice();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -21,7 +21,6 @@ namespace AibisDream.FixSystem
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
transform.localPosition = hidePos;
|
||||
|
||||
InitRefs();
|
||||
@@ -39,11 +38,7 @@ namespace AibisDream.FixSystem
|
||||
public IEnumerator Show()
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
Tween tween = transform.DOLocalMove(showPos, showDuration);
|
||||
while (tween.active && !tween.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
yield return transform.DOLocalMove(showPos, showDuration).WaitForCompletion();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -52,11 +47,7 @@ namespace AibisDream.FixSystem
|
||||
/// <returns>隐藏</returns>
|
||||
public IEnumerator Hide()
|
||||
{
|
||||
Tween tween = transform.DOLocalMove(hidePos, showDuration);
|
||||
while (tween.active && !tween.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
yield return transform.DOLocalMove(hidePos, showDuration).WaitForCompletion();
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@ namespace AibisDream.FixSystem
|
||||
public class BottleSlot : MonoBehaviour
|
||||
{
|
||||
public event Action<CoolingBottle> InsertSlotEvent;
|
||||
public event Action RemoveSlotEvent;
|
||||
public CoolingBottleData initBottleData;
|
||||
|
||||
private CoolingBottle _curBottle;
|
||||
@@ -74,6 +75,7 @@ namespace AibisDream.FixSystem
|
||||
public void RemoveBottle()
|
||||
{
|
||||
_curBottle = null;
|
||||
RemoveSlotEvent?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -50,7 +50,6 @@ namespace AibisDream.FixSystem
|
||||
public void StartMove()
|
||||
{
|
||||
_rb.isKinematic = false;
|
||||
curSnapSlot.RemoveBottle();
|
||||
// 开始移动时就切换成横版
|
||||
Rotate(false);
|
||||
}
|
||||
@@ -75,11 +74,8 @@ namespace AibisDream.FixSystem
|
||||
sq.Join(rotate);
|
||||
Tween scaleTw = transform.DOScale(scale, RotateTime);
|
||||
sq.Join(scaleTw);
|
||||
|
||||
while (sq.active && !sq.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
yield return sq.WaitForCompletion();
|
||||
}
|
||||
|
||||
public void Move(Vector2 mousePos)
|
||||
@@ -91,6 +87,9 @@ namespace AibisDream.FixSystem
|
||||
{
|
||||
if (TryFindClosestSlot(out var targetSlot))
|
||||
{
|
||||
// 从原有Slot移出
|
||||
curSnapSlot.RemoveBottle();
|
||||
// 更新到新的Slot
|
||||
curSnapSlot = targetSlot;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
using System.Collections;
|
||||
using AibisDream.FixSystem;
|
||||
using UnityEngine;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace AibisDream.Framework
|
||||
{
|
||||
@@ -28,7 +27,7 @@ namespace AibisDream.Framework
|
||||
FixSystemCenter.SystemDic.Register(this);
|
||||
InitRefs();
|
||||
}
|
||||
|
||||
|
||||
private void InitRefs()
|
||||
{
|
||||
_pumpUI = transform.Find("Pump Part").GetComponent<PumpController>();
|
||||
@@ -48,7 +47,6 @@ namespace AibisDream.Framework
|
||||
public IEnumerator LinkTube()
|
||||
{
|
||||
// 播放插线动画,完成后自动关闭
|
||||
// 立绘变化待补充
|
||||
yield return _tubeUI.PlayLinkAnime();
|
||||
}
|
||||
|
||||
@@ -69,7 +67,15 @@ namespace AibisDream.Framework
|
||||
|
||||
public void InsertBottle(CoolingBottle bottle)
|
||||
{
|
||||
// 插入似乎没有太多逻辑?
|
||||
// 设置当前瓶子名称
|
||||
DialogController.Instance.SetVariable("curBottleName", bottle.data.name);
|
||||
// 触发插入对话
|
||||
DialogController.Instance.StartDialogNode("插入冷却液");
|
||||
}
|
||||
|
||||
public void RemoveBottle()
|
||||
{
|
||||
DialogController.Instance.SetVariable("curBottleName", "");
|
||||
}
|
||||
|
||||
public void Lock()
|
||||
@@ -90,27 +96,33 @@ namespace AibisDream.Framework
|
||||
{
|
||||
// 播放pump动画
|
||||
_pumpUI.PlayPumpAnime();
|
||||
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
|
||||
clinicSystem.StartTablePump();
|
||||
// 播放泵机运行对话
|
||||
// DialogController.Instance.StartDialogNode($"泵机运行_{CurBottle.data.name}");
|
||||
Debug.Log($"泵机运行_{CurBottle.data.name}");
|
||||
DialogController.Instance.StartDialogNode($"泵机运行_{CurBottle.data.name}");
|
||||
}
|
||||
}
|
||||
|
||||
[YarnCommand("close_bottle_ui")]
|
||||
public IEnumerator CloseBottleUI()
|
||||
{
|
||||
yield return _bottomUI.Hide();
|
||||
}
|
||||
|
||||
[YarnCommand("close_cooling_system")]
|
||||
public IEnumerator CloseCoolingSystem()
|
||||
{
|
||||
yield return _pumpUI.Hide();
|
||||
_pumpUI.StopPumpAnime();
|
||||
_pumpUI.DestroyBottle();
|
||||
}
|
||||
|
||||
[YarnCommand("pull_out_tube")]
|
||||
public void StopPump()
|
||||
{
|
||||
// 冷却液界面
|
||||
_pumpUI.StopPumpAnime();
|
||||
_pumpUI.DestroyBottle();
|
||||
// 诊所界面
|
||||
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
|
||||
clinicSystem.StopTablePump();
|
||||
}
|
||||
|
||||
public IEnumerator PullOutTube()
|
||||
{
|
||||
yield return _tubeUI.PlayPullOutAnime();
|
||||
@@ -131,6 +143,8 @@ namespace AibisDream.Framework
|
||||
public void Unlock();
|
||||
// 插入冷却液瓶子
|
||||
public void InsertBottle(CoolingBottle bottle);
|
||||
// 移出冷却液瓶子
|
||||
public void RemoveBottle();
|
||||
// 关闭卡扣
|
||||
public void Lock();
|
||||
// 点击泵机开关
|
||||
@@ -141,5 +155,7 @@ namespace AibisDream.Framework
|
||||
public IEnumerator CloseCoolingSystem();
|
||||
// 拔管
|
||||
public IEnumerator PullOutTube();
|
||||
// 停止泵机
|
||||
public void StopPump();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,87 @@
|
||||
using System.Collections;
|
||||
using AibisDream.Framework;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
public static class CoolingSystemCommand
|
||||
{
|
||||
// 打开冷却系统UI
|
||||
[YarnCommand("open_cooling_system")]
|
||||
public static IEnumerator OpenCoolingSystem()
|
||||
{
|
||||
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
return cooling.OpenCoolingSystem();
|
||||
}
|
||||
|
||||
// 插管
|
||||
[YarnCommand("link_tube")]
|
||||
public static IEnumerator LinkTube()
|
||||
{
|
||||
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
return cooling.LinkTube();
|
||||
}
|
||||
|
||||
// 打开左侧冷却液界面
|
||||
[YarnCommand("open_bottle_ui")]
|
||||
public static IEnumerator OpenBottleUI()
|
||||
{
|
||||
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
return cooling.OpenBottleUI();
|
||||
}
|
||||
|
||||
// 打开卡扣
|
||||
[YarnCommand("unlock")]
|
||||
public static void Unlock()
|
||||
{
|
||||
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
cooling.Unlock();
|
||||
}
|
||||
|
||||
// 关闭卡扣
|
||||
[YarnCommand("lock")]
|
||||
public static void Lock()
|
||||
{
|
||||
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
cooling.Lock();
|
||||
}
|
||||
|
||||
// 点击泵机开关
|
||||
[YarnCommand("start_pump")]
|
||||
public static void StartPump()
|
||||
{
|
||||
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
cooling.StartPump();
|
||||
}
|
||||
|
||||
// 冷却液架收回
|
||||
[YarnCommand("close_bottle_ui")]
|
||||
public static IEnumerator CloseBottleUI()
|
||||
{
|
||||
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
return cooling.CloseBottleUI();
|
||||
}
|
||||
|
||||
// 冷却系统UI收回
|
||||
[YarnCommand("close_cooling_system")]
|
||||
public static IEnumerator CloseCoolingSystem()
|
||||
{
|
||||
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
return cooling.CloseCoolingSystem();
|
||||
}
|
||||
|
||||
// 拔管
|
||||
[YarnCommand("pull_out_tube")]
|
||||
public static IEnumerator PullOutTube()
|
||||
{
|
||||
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
return cooling.PullOutTube();
|
||||
}
|
||||
|
||||
// 运行结束
|
||||
public static void StopPump()
|
||||
{
|
||||
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4b0dd86fff64466d893bbba5891722c4
|
||||
timeCreated: 1735114274
|
||||
@@ -1,8 +1,8 @@
|
||||
using System.Collections;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using AibisDream.Framework;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
@@ -45,8 +45,6 @@ namespace AibisDream.FixSystem
|
||||
private void Awake()
|
||||
{
|
||||
InitRefs();
|
||||
// 隐藏
|
||||
gameObject.SetActive(false);
|
||||
transform.localPosition = hidePos;
|
||||
}
|
||||
|
||||
@@ -74,8 +72,15 @@ namespace AibisDream.FixSystem
|
||||
|
||||
bottleSlot = GetComponentInChildren<BottleSlot>();
|
||||
bottleSlot.InsertSlotEvent += _coolingSystem.InsertBottle;
|
||||
bottleSlot.RemoveSlotEvent += _coolingSystem.RemoveBottle;
|
||||
}
|
||||
|
||||
// private void Start()
|
||||
// {
|
||||
// // 隐藏
|
||||
// gameObject.SetActive(false);
|
||||
// }
|
||||
|
||||
#region 按钮
|
||||
|
||||
private void LockButtonDown()
|
||||
@@ -112,11 +117,7 @@ namespace AibisDream.FixSystem
|
||||
public IEnumerator Show()
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
Tween tween = transform.DOLocalMove(showPos, showDuration);
|
||||
while (tween.active && !tween.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
yield return transform.DOLocalMove(showPos, showDuration).WaitForCompletion();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -125,11 +126,7 @@ namespace AibisDream.FixSystem
|
||||
/// <returns>隐藏</returns>
|
||||
public IEnumerator Hide()
|
||||
{
|
||||
Tween tween = transform.DOLocalMove(hidePos, showDuration);
|
||||
while (tween.active && !tween.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
yield return transform.DOLocalMove(hidePos, showDuration).WaitForCompletion();
|
||||
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
@@ -22,8 +22,6 @@ namespace AibisDream.FixSystem
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
|
||||
InitRefs();
|
||||
}
|
||||
|
||||
@@ -61,7 +59,8 @@ namespace AibisDream.FixSystem
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
// TODO 插完线后更新人物图片
|
||||
// 插完线后更新人物图片
|
||||
ClinicYarnCommand.AddLinkDevice();
|
||||
}
|
||||
|
||||
private IEnumerator PullOutAction()
|
||||
@@ -72,7 +71,8 @@ namespace AibisDream.FixSystem
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
// TODO 插完线后更新人物图片
|
||||
// 插完线后更新人物图片
|
||||
ClinicYarnCommand.RemoveLinkDevice();
|
||||
}
|
||||
|
||||
private IEnumerator ShowAndHide(IEnumerator middleAction)
|
||||
|
||||
@@ -83,11 +83,10 @@ namespace AibisDream.FixSystem
|
||||
// 移动相机
|
||||
yield return CameraKit.Instance.TransCameraAsync(CameraPos, Duration);
|
||||
// 打开泵机
|
||||
coolingSystem.gameObject.SetActive(true);
|
||||
yield return coolingSystem.OpenCoolingSystem();
|
||||
// 播放插线动画
|
||||
yield return coolingSystem.LinkTube();
|
||||
// 打开冷却液架
|
||||
yield return coolingSystem.OpenBottleUI();
|
||||
}
|
||||
|
||||
public void SetArgs(string arg)
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace AibisDream.FixSystem
|
||||
Engine,
|
||||
Gear
|
||||
}
|
||||
|
||||
|
||||
public interface ITransitionCommand
|
||||
{
|
||||
IEnumerator Execute();
|
||||
@@ -27,12 +27,12 @@ namespace AibisDream.FixSystem
|
||||
public struct BodyModuleToClinicCommand : ITransitionCommand
|
||||
{
|
||||
private const float FadeDuration = 0.5f;
|
||||
|
||||
|
||||
public IEnumerator Execute()
|
||||
{
|
||||
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
|
||||
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
|
||||
|
||||
|
||||
// 黑屏
|
||||
yield return MainUIController.Instance.FadeInSync(FadeDuration);
|
||||
// 把线插回去
|
||||
@@ -69,7 +69,7 @@ namespace AibisDream.FixSystem
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
|
||||
// 打开引擎盖子
|
||||
var coverSq = engineSystem.OpenCover();
|
||||
while (coverSq.active && !coverSq.IsComplete())
|
||||
@@ -84,21 +84,21 @@ namespace AibisDream.FixSystem
|
||||
}
|
||||
}
|
||||
|
||||
public partial struct EngineToBodyModuleCommand : ITransitionCommand
|
||||
public struct EngineToBodyModuleCommand : ITransitionCommand
|
||||
{
|
||||
private const float Duration = 2f;
|
||||
|
||||
|
||||
public IEnumerator Execute()
|
||||
{
|
||||
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
|
||||
|
||||
|
||||
// 关闭引擎盖
|
||||
var coverSq = engineSystem.CloseCover();
|
||||
while (coverSq.active && !coverSq.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
|
||||
// 相机还原
|
||||
var cameraSq = CameraKit.Instance.ReturnInitCamera(Duration);
|
||||
while (cameraSq.active && !cameraSq.IsComplete())
|
||||
@@ -112,16 +112,16 @@ namespace AibisDream.FixSystem
|
||||
// 添加参数
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public struct EngineToClinicCommand : ITransitionCommand
|
||||
{
|
||||
private const float FadeDuration = 0.5f;
|
||||
|
||||
|
||||
public IEnumerator Execute()
|
||||
{
|
||||
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
|
||||
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
|
||||
|
||||
|
||||
// 盖上盖子
|
||||
yield return engineSystem.CloseCoverAsync();
|
||||
// 黑屏
|
||||
@@ -139,9 +139,10 @@ namespace AibisDream.FixSystem
|
||||
// 无需参数
|
||||
}
|
||||
}
|
||||
public struct BodyModuleToEyeCommand : ITransitionCommand
|
||||
|
||||
public struct BodyModuleToEyeCommand : ITransitionCommand
|
||||
{
|
||||
// 引擎相机设置
|
||||
// 引擎相机设置
|
||||
private static readonly Vector3 CameraPos = new(0f, 0.5f, -10);
|
||||
private const float OrthographicSize = 2.5f;
|
||||
private const float Duration = 2f;
|
||||
@@ -159,6 +160,7 @@ namespace AibisDream.FixSystem
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
eyeSystem.OpenEyeView();
|
||||
eyeSystem.OnEnter();
|
||||
}
|
||||
@@ -168,24 +170,26 @@ namespace AibisDream.FixSystem
|
||||
// 添加参数
|
||||
}
|
||||
}
|
||||
public partial struct EyeToBodyModuleCommand : ITransitionCommand
|
||||
|
||||
public struct EyeToBodyModuleCommand : ITransitionCommand
|
||||
{
|
||||
private const float Duration = 2f;
|
||||
|
||||
|
||||
public IEnumerator Execute()
|
||||
{
|
||||
var eyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
|
||||
eyeSystem.CloseEyeView();
|
||||
|
||||
|
||||
// 相机还原
|
||||
var cameraSq = CameraKit.Instance.ReturnInitCamera(Duration);
|
||||
while (cameraSq.active && !cameraSq.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
eyeSystem.OnExit();
|
||||
}
|
||||
|
||||
|
||||
public void SetArgs(string arg)
|
||||
{
|
||||
// 添加参数
|
||||
@@ -194,7 +198,7 @@ namespace AibisDream.FixSystem
|
||||
|
||||
public struct BodyModuleToMemoryCommand : ITransitionCommand
|
||||
{
|
||||
// 引擎相机设置
|
||||
// 引擎相机设置
|
||||
private static readonly Vector3 CameraPos = new(0f, 0.5f, -10);
|
||||
private const float OrthographicSize = 2.5f;
|
||||
private const float Duration = 2f;
|
||||
@@ -212,6 +216,7 @@ namespace AibisDream.FixSystem
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
memorySystem.OpenMemoryView();
|
||||
memorySystem.OnShow();
|
||||
}
|
||||
@@ -221,32 +226,30 @@ namespace AibisDream.FixSystem
|
||||
// 添加参数
|
||||
}
|
||||
}
|
||||
public partial struct MemoryToBodyModuleCommand : ITransitionCommand
|
||||
|
||||
public struct MemoryToBodyModuleCommand : ITransitionCommand
|
||||
{
|
||||
private const float Duration = 2f;
|
||||
|
||||
|
||||
public IEnumerator Execute()
|
||||
{
|
||||
var memorySystem = FixSystemCenter.SystemDic.Get<MemoryProcess>();
|
||||
memorySystem.CloseMemoryView();
|
||||
|
||||
|
||||
// 相机还原
|
||||
var cameraSq = CameraKit.Instance.ReturnInitCamera(Duration);
|
||||
while (cameraSq.active && !cameraSq.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
yield return CameraKit.Instance.ReturnInitCamera(Duration).WaitForCompletion();
|
||||
memorySystem.OnExit();
|
||||
}
|
||||
|
||||
|
||||
public void SetArgs(string arg)
|
||||
{
|
||||
// 添加参数
|
||||
}
|
||||
}
|
||||
|
||||
public struct BodyModuleToUFCommand : ITransitionCommand
|
||||
{
|
||||
// 引擎相机设置
|
||||
// 引擎相机设置
|
||||
private static readonly Vector3 CameraPos = new(0f, 0.5f, -10);
|
||||
private const float OrthographicSize = 2.5f;
|
||||
private const float Duration = 2f;
|
||||
@@ -258,13 +261,8 @@ namespace AibisDream.FixSystem
|
||||
// 插头回到初始插孔
|
||||
bodyModuleSystem.ResetPlug();
|
||||
// 相机聚焦到目标位
|
||||
var cameraSq = CameraKit.Instance.TransCamera(CameraPos, OrthographicSize, Duration);
|
||||
while (cameraSq.active && !cameraSq.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
yield return CameraKit.Instance.TransCamera(CameraPos, OrthographicSize, Duration).WaitForCompletion();
|
||||
UFSystem.OpenUFView();
|
||||
|
||||
}
|
||||
|
||||
public void SetArgs(string arg)
|
||||
@@ -272,15 +270,16 @@ namespace AibisDream.FixSystem
|
||||
// 添加参数
|
||||
}
|
||||
}
|
||||
public partial struct UFToBodyModuleCommand : ITransitionCommand
|
||||
|
||||
public struct UFToBodyModuleCommand : ITransitionCommand
|
||||
{
|
||||
private const float Duration = 2f;
|
||||
|
||||
|
||||
public IEnumerator Execute()
|
||||
{
|
||||
var UFSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
|
||||
var UFSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
|
||||
UFSystem.CloseUFView();
|
||||
|
||||
|
||||
// 相机还原
|
||||
var cameraSq = CameraKit.Instance.ReturnInitCamera(Duration);
|
||||
while (cameraSq.active && !cameraSq.IsComplete())
|
||||
@@ -288,14 +287,10 @@ namespace AibisDream.FixSystem
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void SetArgs(string arg)
|
||||
{
|
||||
// 添加参数
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -59,12 +59,7 @@ namespace AibisDream.Framework
|
||||
|
||||
public IEnumerator TransCameraAsync(Vector3 targetPos, float targetOrthographicSize, float duration)
|
||||
{
|
||||
var sq = TransCamera(targetPos, targetOrthographicSize, duration);
|
||||
// 协程
|
||||
while (sq.active && !sq.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
yield return TransCamera(targetPos, targetOrthographicSize, duration).WaitForCompletion();
|
||||
}
|
||||
|
||||
public IEnumerator ReturnInitCameraAsync(float duration)
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using AibisDream.FixSystem;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -50,8 +49,7 @@ namespace AibisDream.Framework
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.K))
|
||||
{
|
||||
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
MonoCenter.Mono.StartCoroutine(cooling.OpenCoolingSystem());
|
||||
MonoCenter.Mono.StartCoroutine(FixSystemYarnCommand.SwitchFixSystemTo("CoolingMachine"));
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.A))
|
||||
|
||||
Reference in New Issue
Block a user