Merge branch 'develop' into bugfix/美术素材填充
This commit is contained in:
@@ -36,6 +36,10 @@ namespace AibisDream.FixSystem
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#region 系统状态
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public bool isCableRetracted = true; // 线缆是否收起
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// 与 isCableRetracted(当前可交互状态)分开记录最后一次指令的目标,
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// 防止相反方向或外部 DOKill 触发旧动画回调,把线缆恢复到错误状态。
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private bool targetCableRetracted = true;
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[SerializeField] private Transform retractedPos; // 收起位置
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private ISocket curSocket;
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@@ -86,6 +90,8 @@ namespace AibisDream.FixSystem
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private void InitCableVisualFromPrefab()
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{
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targetCableRetracted = isCableRetracted;
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if (isCableRetracted)
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{
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SetRetractCable();
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@@ -145,6 +151,8 @@ namespace AibisDream.FixSystem
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public void DropDownCableImmediate()
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{
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targetCableRetracted = false;
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PlugRef.transform.DOKill(false);
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PlugRef.PullUpSocketSilent();
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CableReelRef.ResetRotation();
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PlugRef.RestoreAtStartPositionImmediate();
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@@ -212,14 +220,25 @@ namespace AibisDream.FixSystem
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}
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}
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/// <summary>
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/// 从插孔拔出(若已插入),放回初始可插线位:线缆放下、可拖拽,不收起。
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/// </summary>
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public void ResetPlug()
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{
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if (IsPlugInSocket())
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bool wasPlugged = IsPlugInSocket();
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if (wasPlugged)
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{
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PlugRef.PullUpSocket();
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}
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BodyModuleSystem.CloseModuleSlots(null);
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// 已在初始可插线位且未收起:只关槽,不重复放线/音效
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if (!wasPlugged && !isCableRetracted && !targetCableRetracted)
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{
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return;
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}
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DropDownCableImmediate();
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AudioManager.Instance.PlaySfx("event:/ActionFB/mods_close");
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@@ -315,45 +334,71 @@ namespace AibisDream.FixSystem
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return BodyModuleSystem.TryFindClosestModule(sourcePos, out targetModule);
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}
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/// <summary>收起线缆:无论是否插在模块上,统一收到线盘位。</summary>
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public void PullUpCable()
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{
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if (isCableRetracted) return;
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if (IsPlugInSocket())
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bool wasPlugged = IsPlugInSocket();
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if (wasPlugged)
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{
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PlugRef.PullUpSocket();
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}
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BodyModuleSystem.CloseModuleSlots(null);
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// 收线动画:绳身按纯插值收拢到收纳位(不走拖拽物理,避免其阻尼参数在极短时长内来不及收敛而甩鞭),
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// 插头 DOMove 与绳收拢共用同一时长,动画结束时绳已真正收完,再切换到收起态不会有可见的切割感
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// 已在收起或正在收起,且本次无需拔插:不重复收线动画/音效
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if (targetCableRetracted && !wasPlugged)
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{
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isCableRetracted = true;
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return;
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}
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targetCableRetracted = true;
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isCableRetracted = true;
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PlugRef.transform.DOKill(false);
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if (physicCableRef.State == PhysicCable.CableState.Hidden)
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{
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ApplyRetractedState();
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return;
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}
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suppressPlugFollow = true;
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physicCableRef.CollapseTo(retractedPos.position, RetractDuration);
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PlugRef.transform.DOMove(retractedPos.position, RetractDuration)
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.OnComplete(() =>
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{
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ApplyRetractedState();
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isCableRetracted = true;
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});
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.OnComplete(CompleteRetractIfCurrent)
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.OnKill(CompleteRetractIfCurrent);
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AudioManager.Instance.PlaySfx("event:/ActionFB/mods_close");
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AudioManager.Instance.PlaySfx("event:/FollowInput/plugdrop");
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}
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private void CompleteRetractIfCurrent()
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{
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if (!targetCableRetracted) return;
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ApplyRetractedState();
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isCableRetracted = true;
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}
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public void DropDownCable()
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{
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if (!isCableRetracted) return;
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// 确保 Plug 已脱离 Socket(收起状态下通常已脱离,此处为防御性调用)
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if (!isCableRetracted && !targetCableRetracted) return;
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targetCableRetracted = false;
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PlugRef.PullUpSocket();
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PlugRef.transform.DOKill(false);
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CableReelRef.ResetRotation();
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suppressPlugFollow = true;
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PlugRef.transform.DOMove(PlugRef.GetStartPos(), 0.1f).OnComplete(() =>
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{
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suppressPlugFollow = false;
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physicCableRef.ShowFree(true);
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isCableRetracted = false;
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});
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PlugRef.transform.DOMove(PlugRef.GetStartPos(), 0.1f).OnComplete(CompleteDropIfCurrent)
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.OnKill(CompleteDropIfCurrent);
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}
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private void CompleteDropIfCurrent()
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{
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if (targetCableRetracted) return;
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suppressPlugFollow = false;
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physicCableRef.ShowFree(true);
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isCableRetracted = false;
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}
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/// <summary>应用收起状态的视觉与组件设置(不含动画、不含 isCableRetracted 更新)</summary>
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@@ -362,8 +407,6 @@ namespace AibisDream.FixSystem
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physicCableRef.Hide();
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suppressPlugFollow = false;
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// 强制收起时长可能短于拔出反馈动画(挤压 punch scale),未播完就会被打断,
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// 收起完成后强制清掉,避免插头带着没播完的形变停在收纳位
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PlugRef.CancelFeedbackTween();
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PlugRef.transform.position = retractedPos.position;
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@@ -376,8 +419,10 @@ namespace AibisDream.FixSystem
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public void SetRetractCable()
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{
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ApplyRetractedState();
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targetCableRetracted = true;
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isCableRetracted = true;
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PlugRef.transform.DOKill(false);
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ApplyRetractedState();
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}
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#region 灯光系统 - 供外部调用
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