人物修改

This commit is contained in:
2024-12-25 22:21:44 +08:00
parent da27623d2d
commit 0595ae6156
26 changed files with 1714 additions and 187 deletions
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@@ -39,3 +39,45 @@ position: -367,189
<<jump 主维修界面>>
===
title: 插入冷却液
---
<<if $curBottleName == "喜达诺">>
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。
<<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。
<<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">>
曲马多,强冷型透析剂。降低机体全局温度。
<<endif>>
===
title: 开启泵机
---
<<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。
<<elseif $curBottleName == "曲妥珠">>
希望这会有用。
<<elseif $curBottleName == "曲马多">>
【占位】降一下滴速,不然他会不舒服的。
<<endif>>
<<set $gameStage = $gameStage + 1>>
<<wait 2>>
<<close_bottle_ui>>
<<close_cooling_system>>
<<switch_fix_system_to "Clinic">>
<<jump 透析对话>>
===
@@ -531,13 +531,12 @@ title: 冷却液初始化
tags:
position: 208,775
---
【【医生给石头挂上冷却液泵】】
<<switch_fix_system_to "CoolingMachine">>
shitou: 呼,好凉!医生,麻烦调慢点!
me: 还没开始呢。
me: (我需要找一瓶透析剂装上……任何一种澄清型的都行。)
<<wait 1>>
<<jump 透析剂选择>>
<<fade_out 1>>
===
@@ -546,6 +545,7 @@ title: 透析剂选择
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
->喜达诺透析剂
澄清型透析剂。降低模块运转造成的反应,减轻患者痛苦。
@@ -834,7 +834,7 @@ me: 你要明天回来复查。
shitou: 好,好……医生,真是太感谢你啦!
<<character_fade_out character>>
<<character_fade_out_new character>>
me: 不客气…再见。
+138 -16
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GameObject:
m_ObjectHideFlags: 0
@@ -3679,6 +3762,9 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
character: {fileID: 0}
pumpUpPos: {x: 0, y: 0, z: 0}
pumpDownPos: {x: 0, y: 0, z: 0}
pumpDuration: 0
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GameObject:
m_ObjectHideFlags: 0
@@ -4462,7 +4548,7 @@ GameObject:
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m_StaticEditorFlags: 0
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Transform:
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@@ -6052,7 +6138,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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@@ -6608,6 +6694,39 @@ SpriteRenderer:
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
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m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
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m_GameObject: {fileID: 2057350028}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 5449320178873640439}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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GameObject:
m_ObjectHideFlags: 0
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m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
m_IsActive: 1
--- !u!4 &2742888092830762139
Transform:
m_ObjectHideFlags: 0
@@ -8861,8 +8980,7 @@ Transform:
m_Children:
- {fileID: 1537135417389927140}
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- {fileID: 4055730028068989532}
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m_Father: {fileID: 5449320178873640439}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@@ -9003,11 +9121,11 @@ Transform:
m_GameObject: {fileID: 4112260238635059984}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
m_Father: {fileID: 3512200925740993632}
m_Father: {fileID: 2057350029}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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GameObject:
@@ -9203,11 +9321,11 @@ Transform:
m_GameObject: {fileID: 8896627361608028971}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 7.6051054, y: -4.0465465, z: 0}
m_LocalPosition: {x: -0.0019917488, y: 0.029948711, z: 0}
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m_Children: []
m_Father: {fileID: 3512200925740993632}
m_Father: {fileID: 2057350029}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &4743841279531421233
SpriteRenderer:
@@ -9813,6 +9931,7 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 2057350029}
- {fileID: 3512200925740993632}
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- {fileID: 2742888092830762139}
@@ -9901,7 +10020,7 @@ GameObject:
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m_StaticEditorFlags: 0
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m_IsActive: 1
--- !u!114 &6490201648993155036
MonoBehaviour:
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@@ -9915,6 +10034,9 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
character: {fileID: 0}
pumpUpPos: {x: 7.6, y: -4.1, z: 0}
pumpDownPos: {x: 7.6, y: -5.2, z: 0}
pumpDuration: 2
--- !u!1 &6555330201112027695
GameObject:
m_ObjectHideFlags: 0
@@ -10605,7 +10727,7 @@ MonoBehaviour:
m_GameObject: {fileID: 5284943801058875444}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: d109d83a617c845469dcde9ac20246be, type: 3}
m_Script: {fileID: 11500000, guid: 26c6d766a411186449e3e0fd4c9f1ca5, type: 3}
m_Name:
m_EditorClassIdentifier:
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@@ -10673,7 +10795,7 @@ GameObject:
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m_StaticEditorFlags: 0
m_IsActive: 1
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--- !u!114 &8043825578382505353
MonoBehaviour:
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@@ -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}
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propertyPath: orthographic size
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.x
@@ -11252,11 +11374,11 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 8556345213791081418, guid: 13f00ab6092291d49a9312e52873d80b, type: 3}
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useLegacyDragMethod: 0
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@@ -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
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@@ -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
[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
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))