feat: 添加 BubbleSlotKit 与 VirtualCamRegistry 集中管理气泡槽位和虚拟相机
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@@ -3,9 +3,8 @@ using UnityEngine;
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using DG.Tweening;
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using Yarn.Unity;
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using AibisDream.Framework;
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using Cinemachine;
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using UnityEngine.Rendering;
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using AibisDream.Kit;
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using UnityEngine.Rendering;
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using UnityEngine.ResourceManagement.AsyncOperations;
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namespace AibisDream.FixSystem
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@@ -18,8 +17,6 @@ namespace AibisDream.FixSystem
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private const float SearchStartDelay = 1f;
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private const float ProjectorMoveDuration = 2f;
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[SerializeField] private BubbleSlotGroup bubbleSlotGroup;
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public BubbleSlotGroup BubbleSlotGroup => bubbleSlotGroup;
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[SerializeField] private GameObject memoryView;
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[SerializeField] private GameObject projector;
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[SerializeField] private SpriteRenderer memoryFinishedSpriteRenderer; // 用于显示记忆处理结束的表现
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@@ -35,7 +32,6 @@ namespace AibisDream.FixSystem
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[SerializeField] private CanvasGroup playBackground;
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[SerializeField] private GameObject memoryGroup;
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[SerializeField] private CinemachineVirtualCamera memoryCamera;
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private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆
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private bool isPlayingFaderSound = false; // 追踪音效是否正在播放
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@@ -140,8 +136,6 @@ namespace AibisDream.FixSystem
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FixSystemCenter.SystemDic.Register(this);
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if (memoryGroup != null)
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memoryGroup.SetActive(false);
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if (memoryCamera != null)
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CameraKit.Instance.RegisterCamera(CameraEnum.Memory, memoryCamera);
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}
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@@ -215,7 +209,7 @@ namespace AibisDream.FixSystem
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/// <summary>
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/// 单条记忆播放结束后的复位:不调用 <see cref="MemorySlider.Init"/>(避免再次锁条并触发打开 Timeline),
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/// 仅禁用拖动;完整 <see cref="MemorySlider.LockSlider"/> 仅在退出 <see cref="MemoryState"/> 时 <see cref="OnExit"/> 执行。
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/// 仅禁用拖动;完整 <see cref="MemorySlider.LockSlider"/> 仅在退出 <see cref="MemoryCue"/> 时 <see cref="OnExit"/> 执行。
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/// </summary>
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private void ResetAfterMemoryFinished()
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{
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