From 0595ae61562e099b20eb601b49a945bcabad8c16 Mon Sep 17 00:00:00 2001 From: Ding Yuntian <1491671119@qq.com> Date: Wed, 25 Dec 2024 22:21:44 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BA=BA=E7=89=A9=E4=BF=AE=E6=94=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Art/Background/主界面尝试尝试最新导出.psb | 4 +- .../主界面尝试尝试最新导出.psb.meta | 143 +++-- Assets/Resources/Characters/佩佩.psb | 3 + Assets/Resources/Characters/佩佩.psb.meta | 489 ++++++++++++++++ Assets/Resources/Characters/石头.psb | 3 + Assets/Resources/Characters/石头.psb.meta | 520 ++++++++++++++++++ .../Yarn/ShitouFunctional1/PlugOptions.yarn | 42 ++ .../ShitouFunctional1/ShitouFunctional1.yarn | 6 +- Assets/Scenes/ExpressFixScene.unity | 154 +++++- Assets/Scenes/Persistence.unity | 2 +- .../FixSystemNew/Clinic/CharacterViewer.cs | 177 ++++++ .../Clinic/CharacterViewer.cs.meta | 11 + .../FixSystemNew/Clinic/ClinicSystem.cs | 24 +- .../FixSystemNew/Clinic/ClinicYarnCommand.cs | 39 +- .../CoolingMachine/BottleShelf.cs | 13 +- .../FixSystemNew/CoolingMachine/BottleSlot.cs | 2 + .../CoolingMachine/CoolingBottle.cs | 11 +- .../CoolingMachine/CoolingSystem.cs | 38 +- .../CoolingMachine/CoolingSystemCommand.cs | 87 +++ .../CoolingSystemCommand.cs.meta | 3 + .../CoolingMachine/PumpController.cs | 25 +- .../CoolingMachine/TubeController.cs | 8 +- .../StateTransition/ClinicTransition.cs | 3 +- .../FixSystemNew/StateTransition/FixState.cs | 83 ++- .../Scripts/Framework/OtherKit/CameraKit.cs | 7 +- .../Scripts/Framework/OtherKit/MonoCenter.cs | 4 +- 26 files changed, 1714 insertions(+), 187 deletions(-) create mode 100644 Assets/Resources/Characters/佩佩.psb create mode 100644 Assets/Resources/Characters/佩佩.psb.meta create mode 100644 Assets/Resources/Characters/石头.psb create mode 100644 Assets/Resources/Characters/石头.psb.meta create mode 100644 Assets/Scripts/FixSystemNew/Clinic/CharacterViewer.cs create mode 100644 Assets/Scripts/FixSystemNew/Clinic/CharacterViewer.cs.meta 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a/Assets/Resources/Yarn/ShitouFunctional1/PlugOptions.yarn b/Assets/Resources/Yarn/ShitouFunctional1/PlugOptions.yarn index 89c8d22f4..609efc7b2 100644 --- a/Assets/Resources/Yarn/ShitouFunctional1/PlugOptions.yarn +++ b/Assets/Resources/Yarn/ShitouFunctional1/PlugOptions.yarn @@ -39,3 +39,45 @@ position: -367,189 <> === +title: 插入冷却液 +--- +<> +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。 +<> +可善,澄清型透析剂。降低循环系统压力,延长冷却液寿命。 +<> +强克,澄清型透析剂。降低动力系统压力,略微提高整体动力。 +<> +息利康,澄清型透析剂。降低气体系统压力,减轻滤板积碳。 +<> +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。 +<> +曲马多,强冷型透析剂。降低机体全局温度。 +<> +=== + +title: 开启泵机 +--- + +<> +希望这能让他好受一些。 +<> +希望这些冷却液能撑得更久一些。 +<> +好吧…如果他真的需要跑得再快一些。 +<> +希望能让他的滤板多坚持一会。 +<> +希望这会有用。 +<> +【占位】降一下滴速,不然他会不舒服的。 +<> + +<> + +<> +<> +<> +<> +<> +=== diff --git a/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn b/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn index a85d69dc7..a98d67a26 100644 --- a/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn +++ b/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn @@ -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】】 +<> 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。) <> <> -<> === @@ -546,6 +545,7 @@ title: 透析剂选择 tags: position: 208,775 --- +<> 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! -<> +<> me: 不客气…再见。 diff --git a/Assets/Scenes/ExpressFixScene.unity b/Assets/Scenes/ExpressFixScene.unity index 8a597b0fb..21c8cb813 100644 --- a/Assets/Scenes/ExpressFixScene.unity +++ b/Assets/Scenes/ExpressFixScene.unity @@ -2769,6 +2769,89 @@ BoxCollider2D: serializedVersion: 2 m_Size: {x: 1.0037398, y: 0.34917247} m_EdgeRadius: 0 +--- !u!1 &750333137 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 750333138} + - component: 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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($"Characters/{characterName}"); + yield return request; +#if DEBUG + if (request.asset == null) + { + Debug.Log($"{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(); + _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(); + 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(); + 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."); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/Clinic/CharacterViewer.cs.meta b/Assets/Scripts/FixSystemNew/Clinic/CharacterViewer.cs.meta new file mode 100644 index 000000000..c6766a5c0 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/Clinic/CharacterViewer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 26c6d766a411186449e3e0fd4c9f1ca5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs index 13403a188..9783c9d37 100644 --- a/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs +++ b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs @@ -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(); + character = transform.GetComponentInChildren(); + + _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); + } } } \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs b/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs index 869ef10a9..d1846d3f1 100644 --- a/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs +++ b/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs @@ -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(); - 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 diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/BottleShelf.cs b/Assets/Scripts/FixSystemNew/CoolingMachine/BottleShelf.cs index 05b557bb6..dacc903f7 100644 --- a/Assets/Scripts/FixSystemNew/CoolingMachine/BottleShelf.cs +++ b/Assets/Scripts/FixSystemNew/CoolingMachine/BottleShelf.cs @@ -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(); } /// @@ -52,11 +47,7 @@ namespace AibisDream.FixSystem /// 隐藏 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); } } diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/BottleSlot.cs b/Assets/Scripts/FixSystemNew/CoolingMachine/BottleSlot.cs index 5394e8d9c..08d790091 100644 --- a/Assets/Scripts/FixSystemNew/CoolingMachine/BottleSlot.cs +++ b/Assets/Scripts/FixSystemNew/CoolingMachine/BottleSlot.cs @@ -7,6 +7,7 @@ namespace AibisDream.FixSystem public class BottleSlot : MonoBehaviour { public event Action 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(); } /// diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingBottle.cs b/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingBottle.cs index 5b03cdc88..abe43b792 100644 --- a/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingBottle.cs +++ b/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingBottle.cs @@ -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; } diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingSystem.cs b/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingSystem.cs index b729f648b..a1dd1c030 100644 --- a/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingSystem.cs +++ b/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingSystem.cs @@ -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(); @@ -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.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.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(); } } \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingSystemCommand.cs b/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingSystemCommand.cs new file mode 100644 index 000000000..f7e1610bf --- /dev/null +++ b/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingSystemCommand.cs @@ -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(); + return cooling.OpenCoolingSystem(); + } + + // 插管 + [YarnCommand("link_tube")] + public static IEnumerator LinkTube() + { + var cooling = FixSystemCenter.SystemDic.Get(); + 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(); + return cooling.OpenBottleUI(); + } + + // 打开卡扣 + [YarnCommand("unlock")] + public static void Unlock() + { + var cooling = FixSystemCenter.SystemDic.Get(); + cooling.Unlock(); + } + + // 关闭卡扣 + [YarnCommand("lock")] + public static void Lock() + { + var cooling = FixSystemCenter.SystemDic.Get(); + cooling.Lock(); + } + + // 点击泵机开关 + [YarnCommand("start_pump")] + public static void StartPump() + { + var cooling = FixSystemCenter.SystemDic.Get(); + cooling.StartPump(); + } + + // 冷却液架收回 + [YarnCommand("close_bottle_ui")] + public static IEnumerator CloseBottleUI() + { + var cooling = FixSystemCenter.SystemDic.Get(); + return cooling.CloseBottleUI(); + } + + // 冷却系统UI收回 + [YarnCommand("close_cooling_system")] + public static IEnumerator CloseCoolingSystem() + { + var cooling = FixSystemCenter.SystemDic.Get(); + return cooling.CloseCoolingSystem(); + } + + // 拔管 + [YarnCommand("pull_out_tube")] + public static IEnumerator PullOutTube() + { + var cooling = FixSystemCenter.SystemDic.Get(); + return cooling.PullOutTube(); + } + + // 运行结束 + public static void StopPump() + { + var cooling = FixSystemCenter.SystemDic.Get(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingSystemCommand.cs.meta b/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingSystemCommand.cs.meta new file mode 100644 index 000000000..73995d647 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingSystemCommand.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 4b0dd86fff64466d893bbba5891722c4 +timeCreated: 1735114274 \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/PumpController.cs b/Assets/Scripts/FixSystemNew/CoolingMachine/PumpController.cs index f87f8487c..97c2fe23a 100644 --- a/Assets/Scripts/FixSystemNew/CoolingMachine/PumpController.cs +++ b/Assets/Scripts/FixSystemNew/CoolingMachine/PumpController.cs @@ -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.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(); } /// @@ -125,11 +126,7 @@ namespace AibisDream.FixSystem /// 隐藏 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); } diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/TubeController.cs b/Assets/Scripts/FixSystemNew/CoolingMachine/TubeController.cs index 97b6816d6..4dc1d02d8 100644 --- a/Assets/Scripts/FixSystemNew/CoolingMachine/TubeController.cs +++ b/Assets/Scripts/FixSystemNew/CoolingMachine/TubeController.cs @@ -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) diff --git a/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs b/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs index 53be469bf..051169ce7 100644 --- a/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs +++ b/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs @@ -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) diff --git a/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs b/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs index ff28a0746..ab326759b 100644 --- a/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs +++ b/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs @@ -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(); var clinicSystem = FixSystemCenter.SystemDic.Get(); - + // 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(); - + // 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(); var engineSystem = FixSystemCenter.SystemDic.Get(); - + // 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.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(); 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(); + var UFSystem = FixSystemCenter.SystemDic.Get(); 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 } } - - -} - - +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/OtherKit/CameraKit.cs b/Assets/Scripts/Framework/OtherKit/CameraKit.cs index ccde19f5b..4284f9847 100644 --- a/Assets/Scripts/Framework/OtherKit/CameraKit.cs +++ b/Assets/Scripts/Framework/OtherKit/CameraKit.cs @@ -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) diff --git a/Assets/Scripts/Framework/OtherKit/MonoCenter.cs b/Assets/Scripts/Framework/OtherKit/MonoCenter.cs index 891986d78..9aa7ef41f 100644 --- a/Assets/Scripts/Framework/OtherKit/MonoCenter.cs +++ b/Assets/Scripts/Framework/OtherKit/MonoCenter.cs @@ -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(); - MonoCenter.Mono.StartCoroutine(cooling.OpenCoolingSystem()); + MonoCenter.Mono.StartCoroutine(FixSystemYarnCommand.SwitchFixSystemTo("CoolingMachine")); } if (Input.GetKeyDown(KeyCode.A))