Merge branch '3.11美术合入' into 'develop'

3.11美术合入

See merge request aibis-dream/aibis-dream!313
This commit is contained in:
2025-03-11 10:25:03 +00:00
99 changed files with 7198 additions and 275 deletions
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- _UVDistortNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _UVDistortSpeed: {r: 2, g: 2, b: 0, a: 0}
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- _UVRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
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+13 -10
View File
@@ -5,22 +5,25 @@ position: 205,-53
---
<<hide_dialog>>
<<set_time_of_day EnvironmentManager "day">>
<<fade_in_actor ActorManager "佩佩" 0.1>>
<<initialize_actor_at_slot ActorManager 佩佩 诊室外栏杆>>
<<fade_in_actor ActorManager 佩佩 0.1>>
<<fade_out 1>>
<<wait 1>>
// 你走出诊室,靠在巷子的墙上。
// 巷子正中央站着一个人,佩佩。
你走出诊室,诊室外的护栏边站着一个熟悉的人影。
<<hide_dialog>>
<<fade_in_actor ActorManager "医生" 1>>
<<hide_dialog>>
<<initialize_actor_at_slot ActorManager 医生 诊室外电线杆>>
<<fade_in_actor ActorManager 医生 1>>
<<wait 1>>
->CenterOption: 点火
<<hide_dialog>>
<<wait 1>>
me: 呼…
<<hide_dialog>>
<<wait 2>>
me: 还没走吗?佩佩。
// ->CenterOption: 点火
<<hide_dialog>>
<<wait 1>>
<<play_actor_animation ActorManager 医生 PlaySmoke>>
me: 呼…
<<hide_dialog>>
<<wait 2>>
me: 还没走吗?佩佩。
<<hide_dialog>>
<<wait 2>>
+12 -11
View File
@@ -7,22 +7,23 @@ position: 205,-53
<<set_time_of_day EnvironmentManager "day">>
<<fade_out 1>>
<<wait 1>>
<<initialize_actor_at_slot ActorManager 医生 诊室外电线杆>>
<<fade_in_actor ActorManager "医生" 1>>
<<wait 1>>
me: (轻哼)小鸟...小鸟……
->CenterOption: 点火
<<play_actor_animation ActorManager 医生 PlaySmoke>>
<<hide_dialog>>
<<wait 1>>
me: ……
<<hide_dialog>>
<<wait 2>>
->CenterOption: 回到岗位
<<hide_dialog>>
<<wait 1>>
me: ……
<<hide_dialog>>
<<wait 2>>
->CenterOption: 回到岗位
<<hide_dialog>>
<<wait 1>>
<<fade_out_actor ActorManager "医生" 1>>
<<wait 1>>
<<fade_in 1>>
<<NextYarn>>
<<fade_out_actor ActorManager "医生" 1>>
<<wait 1>>
<<fade_in 1>>
<<NextYarn>>
//你走出诊室,靠在巷子的墙上。
//石头正坐在台阶上,反复播放着他和你共同录制的音乐。
//【把前边关于“我是谁”的对话挪出来】
@@ -5,6 +5,8 @@ position: 205,-53
---
<<hide_dialog>>
<<set_time_of_day EnvironmentManager "Midnight">>
<<initialize_actor_at_slot ActorManager 医生 诊室外电线杆>>
<<initialize_actor_at_slot ActorManager 佩佩 诊室外栏杆>>
<<fade_in_actor ActorManager "佩佩" 0.1>>
<<fade_out 1>>
<<wait 1>>
@@ -19,12 +21,12 @@ me: ……
//或许是因为季节的变化,或许是因为别的什么。
<<hide_dialog>>
<<wait 1>>
->CenterOption:点火
<<hide_dialog>>
<<wait 1>>
me: 呼…
<<hide_dialog>>
<<wait 2>>
<<play_actor_animation ActorManager 医生 PlaySmoke>>
<<hide_dialog>>
<<wait 1>>
me: 呼…
<<hide_dialog>>
<<wait 2>>
// 佩佩走出诊室,你跟在后面。
// 她疲惫地四处张望着。这里显然已经和她印象中的世界不太一样了。
// 或许是因为季节的变化,或许是因为别的什么。
@@ -7,7 +7,9 @@ position: 205,-53
<<hide_dialog>>
<<set_time_of_day EnvironmentManager "Midnight">>
<<set_weather EnvironmentManager "snow">>
<<fade_in_actor ActorManager "佩佩天桥" 0.1>>
<<initialize_actor_at_slot ActorManager 天桥小佩佩 诊室天桥>>
<<fade_out 1>>
<<wait 1>>
@@ -20,10 +22,9 @@ me: 跑到哪里去了……
peipei: 下雪了!
你抬头看去,灰白色的天空中,除了树叶外,还飘落着一种细细的粉末,洒在你的手上。
<<hide_dialog>>
<<wait 1>>
<<fade_in_actor ActorManager "天桥小佩佩" 1>>
peipei: 你看见了吗?医生!
头顶的天桥栏杆上面探出一个脑袋,佩佩正笑着朝你打招呼。
@@ -35,11 +36,13 @@ peipei: 医生!来这里!
<<fade_in 1>>
<<wait 1>>
<<load_scene Bridge 1>>
<<fade_in_actor ActorManager "佩佩" 0.1>>
<<initialize_actor_at_slot ActorManager 天桥佩佩 天桥左>>
<<initialize_actor_at_slot ActorManager 天桥医生 天桥右>>
<<fade_in_actor ActorManager "天桥佩佩" 0.1>>
<<fade_out 1>>
<<wait 1>>
<<fade_in_actor ActorManager "医生" 1>>
<<fade_in_actor ActorManager "天桥医生" 1>>
<<wait 2>>
// 她背对着你喊着你,头也不回地抬头看着天空。
@@ -110,7 +113,7 @@ peipei: 医生…这片树叶是什么颜色的?
peipei: 再见,医生。
<<hide_full_screen>>
<<wait 1>>
<<fade_out_actor ActorManager "佩佩" 1>>
<<fade_out_actor ActorManager "天桥佩佩" 1>>
<<hide_dialog>>
<<wait 1>>
@@ -122,7 +125,7 @@ me: 你会有的…
->CenterOption: 回到岗位
<<fade_out_actor ActorManager "医生" 1>>
<<fade_out_actor ActorManager "天桥医生" 1>>
//感觉可以把之前写的day1mid改到这里的BE,只是树叶其实是绿的,但你说是黄的
<<fade_in 1>>
@@ -138,7 +138,7 @@ me:啊,确实有一个不一样。<br>我在数据库查查……
<<hide_dialog>>
<<hide_obj>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 查询患者信息 "正在检索: UF ……" 2>>
<<OpenProgressWindow WindowManager UF模块 "null" 2>>
<<wait 0.2>>
me: UnstableFusion,非稳态聚合模块,是幸福罐头公司技术部研发的图像生成AI。)
me: (它广泛列装于公司美工机体中,受到美术部的大力欢迎,极大提高了公司的图像产能。)
@@ -196,6 +196,8 @@ position: 205,-53
<<fade_in 1>>
<<load_scene ClinicOut 1>>
<<set_time_of_day EnvironmentManager "Midnight">>
<<initialize_actor_at_slot ActorManager 医生 诊室外电线杆>>
<<initialize_actor_at_slot ActorManager 佩佩 诊室外栏杆>>
<<fade_in_actor ActorManager "佩佩" 0.1>>
<<fade_out 1>>
<<wait 1>>
@@ -210,12 +212,12 @@ me: ……
<<hide_dialog>>
<<wait 1>>
->CenterOption: 点火
<<hide_dialog>>
<<wait 1>>
me: 呼…
<<hide_dialog>>
<<wait 2>>
<<play_actor_animation ActorManager 医生 PlaySmoke>>
<<hide_dialog>>
<<wait 1>>
me: 呼…
<<hide_dialog>>
<<wait 2>>
// 佩佩走出诊室,你跟在后面。
// 她疲惫地四处张望着。这里显然已经和她印象中的世界不太一样了。
// 或许是因为季节的变化,或许是因为别的什么。
+101 -5
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public class BackgroundMoveableCharacter : MovableObject
{
public bool defaultFacingRight = true; // 该角色默认朝向是否向右
protected override void Initialize()
protected override void Initialize()
{
AdjustFacingDirection();
}
private void AdjustFacingDirection()
{
// 如果默认朝右,但方向是左,则翻转;如果默认朝左,但方向是右,也翻转
bool shouldFlip = (defaultFacingRight && direction.x < 0) || (!defaultFacingRight && direction.x > 0);
// 如果生成在左边,朝向右;如果生成在右边,朝向左
bool movingRight = transform.position.x < 0;
bool shouldFlip = (defaultFacingRight && !movingRight) || (!defaultFacingRight && movingRight);
transform.localScale = new Vector3(shouldFlip ? -1 : 1, 1, 1);
direction = movingRight ? Vector2.right : Vector2.left;
}
}
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private void SpawnCharacter(GameObject characterPrefab)
{
Transform spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)]; // 随机选择生成点
GameObject obj = Instantiate(characterPrefab, spawnPoint.position, Quaternion.identity);
GameObject obj = Instantiate(characterPrefab, spawnPoint.position, Quaternion.identity,this.transform);
BackgroundMoveableCharacter character = obj.GetComponent<BackgroundMoveableCharacter>();
// 计算方向:左边出生向右走,右边出生向左走
@@ -4,17 +4,22 @@ using UnityEngine;
public class MoveableVehicle : MovableObject
{
public bool shouldStop;
public bool shouldStop;
public float stopTime;
private bool isStopped = false;
public bool defaultFacingRight = true; // 车辆默认朝向是否向右
public Vector3 positionOffset = Vector3.zero; // 位置偏移量
protected override void Initialize()
{
shouldStop = Random.value > 0.5f; // 50% 概率停留
stopTime = Random.Range(1f, 3f);
AdjustFacingDirection();
SetWheelRotation();
ApplyPositionOffset();
}
protected override void Update()
{
if (!isStopped)
@@ -37,4 +42,45 @@ public bool shouldStop;
StartCoroutine(StopCoroutine());
}
}
private void AdjustFacingDirection()
{
// 如果生成在左边,朝向右;如果生成在右边,朝向左
bool movingRight = transform.position.x < 0;
bool shouldFlip = (defaultFacingRight && !movingRight) || (!defaultFacingRight && movingRight);
transform.localScale = new Vector3(shouldFlip ? -1 : 1, 1, 1);
direction = movingRight ? Vector2.right : Vector2.left;
}
private void SetWheelRotation()
{
// 从 Resources 加载材质
Material wheelMaterial = Resources.Load<Material>("Materials/BigCarRoation");
if (wheelMaterial == null)
{
Debug.LogError("Material 'BigCarRoation' not found in Resources/Material.");
return;
}
float rotationSpeed = direction.x > 0 ? 1f : -1f; // 右为正,左为负
foreach (Transform child in transform)
{
Renderer renderer = child.GetComponent<Renderer>();
if (renderer != null)
{
foreach (var material in renderer.materials)
{
// 应用加载的材质
material.CopyPropertiesFromMaterial(wheelMaterial);
material.SetFloat("_UVRotateSpeed", rotationSpeed);
}
}
}
}
private void ApplyPositionOffset()
{
// 应用位置偏移量
transform.position += positionOffset;
}
}
+1 -1
View File
@@ -37,7 +37,7 @@ public class Spawner : MonoBehaviour
private void SpawnObject()
{
Transform spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)];
GameObject obj = Instantiate(prefab, spawnPoint.position, Quaternion.identity);
GameObject obj = Instantiate(prefab, spawnPoint.position, Quaternion.identity,this.transform);
StartCoroutine(DestoryObject(obj));
@@ -0,0 +1,99 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VehicleSpawner : MonoBehaviour
{
public List<GameObject> vehiclePrefabs; // 所有可用的车辆预制体
public Transform[] spawnPoints; // 生成点
public Vector2 IntervalBetweenWave = new Vector2(6f, 10f); // 生成间隔
public int minSpawnCount = 1; // 最少生成车辆数
public int maxSpawnCount = 3; // 最多生成车辆数
public Vector2 IntervalBetweenVehicle = new Vector2(1f, 3f); // 车辆生成间隔
public float destroyAfterSeconds = 10f; // 生成多少秒后销毁
void Start()
{
StartCoroutine(SpawnCoroutine()); // 进入循环
}
private IEnumerator SpawnCoroutine()
{
while (true)
{
int spawnCount = Random.Range(minSpawnCount, maxSpawnCount + 1); // 确保包含 maxSpawnCount
List<GameObject> selectedVehicles = PickUpVehiclesToSpawn(spawnCount); // 选定本轮要生成的车辆
foreach (GameObject vehiclePrefab in selectedVehicles)
{
SpawnVehicle(vehiclePrefab);
yield return new WaitForSeconds(Random.Range(IntervalBetweenVehicle.x, IntervalBetweenVehicle.y)); // 车辆生成间隔
}
yield return new WaitForSeconds(Random.Range(IntervalBetweenWave.x, IntervalBetweenWave.y)); // 等待下一轮生成
}
}
private void SpawnVehicle(GameObject vehiclePrefab)
{
Transform spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)]; // 随机选择生成点
GameObject obj = Instantiate(vehiclePrefab, spawnPoint.position, Quaternion.identity, this.transform);
// 添加按时间销毁组件
obj.AddComponent<DestroyByTime>().Initialize(destroyAfterSeconds);
}
private List<GameObject> PickUpVehiclesToSpawn(int num)
{
List<GameObject> availableVehicles = GetAvailableVehicles(); // 获取当前可用的车辆
List<GameObject> selectedVehicles = new List<GameObject>();
if (availableVehicles.Count == 0) return selectedVehicles; // 如果没有可用车辆,直接返回空列表
int spawnCount = Mathf.Min(num, availableVehicles.Count); // 确保不会超过可用车辆数
for (int i = 0; i < spawnCount; i++)
{
int randomIndex = Random.Range(0, availableVehicles.Count);
selectedVehicles.Add(availableVehicles[randomIndex]);
// ✅ 立即从列表中移除,确保不会重复选择
availableVehicles.RemoveAt(randomIndex);
}
return selectedVehicles;
}
private List<GameObject> GetAvailableVehicles()
{
List<GameObject> available = new List<GameObject>(vehiclePrefabs); // 复制所有车辆
GameObject[] existingVehicles = GameObject.FindGameObjectsWithTag("Vehicle"); // 获取当前场景中的车辆
// 遍历场景中已经存在的车辆
foreach (GameObject existing in existingVehicles)
{
string existingName = existing.name.Replace("(Clone)", "").Trim();
available.RemoveAll(c => c.name == existingName);
}
return available;
}
}
public class DestroyByTime : MonoBehaviour
{
private float lifetime;
public void Initialize(float seconds)
{
lifetime = seconds;
StartCoroutine(DestroyAfterTime());
}
private IEnumerator DestroyAfterTime()
{
yield return new WaitForSeconds(lifetime);
Destroy(gameObject);
}
}
@@ -0,0 +1,11 @@
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@@ -88,7 +88,7 @@ public class EyeSystem : MonoBehaviour
SetEyeColorState(_eyeData.currentState);
if (targets.Count > 0)
{
SetInitialTargetState(targets[1]);
//SetInitialTargetState(targets[1]);
}
mouseFollowAndZoom = FindObjectOfType<MouseFollowAndZoom>();
+55
View File
@@ -0,0 +1,55 @@
using UnityEngine;
public class Actor : MonoBehaviour
{
private Animator animator;
private void Awake()
{
// 自动获取 Animator 组件
animator = GetComponent<Animator>();
if (animator == null)
{
Debug.LogError("Animator component not found on actor.");
}
}
public void PlayAnimation(string animationName)
{
if (animator != null)
{
animator.Play(animationName);
}
else
{
Debug.LogError("Animator not found on actor.");
}
}
public void InitializeAtSlot(Transform slot)
{
if (slot != null)
{
transform.position = slot.position;
transform.rotation = slot.rotation;
}
else
{
Debug.LogError("Slot transform is null.");
}
}
public void SetAnimationState(string stateName)
{
if (animator != null)
{
animator.SetTrigger(stateName);
Debug.Log("Trigger"+stateName);
}
else
{
Debug.LogError("Animator not found on actor.");
}
}
}
@@ -0,0 +1,11 @@
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+59 -8
View File
@@ -1,12 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using AibisDream.Utility;
using UnityEngine;
using Yarn.Unity;
public class ActorManager : MonoBehaviour
{
[Header("Actors")]
public List<SpriteRenderer> actors;
private List<Actor> actors = new List<Actor>();
[Header("Slots")]
public List<Transform> slotList = new List<Transform>(); // 用于在编辑器中设置插槽
private Dictionary<string, Transform> slots = new Dictionary<string, Transform>();
[YarnCommand("fade_in_actor")]
public IEnumerator FadeInActorByName(string actorName, float duration)
@@ -14,7 +19,7 @@ public class ActorManager : MonoBehaviour
var actor = actors.Find(a => a.name == actorName);
if (actor != null)
{
yield return StartCoroutine(FadeActor(actor, 0f, 1f, duration));
yield return StartCoroutine(FadeActor(actor.GetComponent<SpriteRenderer>(), 0f, 1f, duration));
}
else
{
@@ -28,7 +33,7 @@ public class ActorManager : MonoBehaviour
var actor = actors.Find(a => a.name == actorName);
if (actor != null)
{
yield return StartCoroutine(FadeActor(actor, 1f, 0f, duration));
yield return StartCoroutine(FadeActor(actor.GetComponent<SpriteRenderer>(), 1f, 0f, duration));
}
else
{
@@ -36,14 +41,39 @@ public class ActorManager : MonoBehaviour
}
}
public void FadeInActor(SpriteRenderer actor, float duration)
[YarnCommand("play_actor_animation")]
public void PlayActorAnimation(string actorName, string animationName)
{
StartCoroutine(FadeActor(actor, 0f, 1f, duration));
var actor = actors.Find(a => a.name == actorName);
if (actor != null)
{
actor.SetAnimationState(animationName);
}
else
{
Debug.LogError($"Actor with name {actorName} not found.");
}
}
public void FadeOutActor(SpriteRenderer actor, float duration)
[YarnCommand("initialize_actor_at_slot")]
public void InitializeActorAtSlot(string actorName, string slotName)
{
StartCoroutine(FadeActor(actor, 1f, 0f, duration));
var prefab = Resources.Load<GameObject>($"CharacterPrefab/{actorName}");
if (prefab != null && slots.TryGetValue(slotName, out var slot))
{
var actorInstance = Instantiate(prefab, slot.position, slot.rotation,this.transform);
actorInstance.name = actorName; // 去掉 "(Clone)" 后缀
var actor = actorInstance.GetComponent<Actor>();
if (actor != null)
{
actors.Add(actor);
actor.InitializeAtSlot(slot);
}
}
else
{
Debug.LogError($"Actor prefab with name {actorName} not found or slot with name {slotName} not found.");
}
}
private IEnumerator FadeActor(SpriteRenderer actor, float startAlpha, float endAlpha, float duration)
@@ -62,16 +92,37 @@ public class ActorManager : MonoBehaviour
actor.color = new Color(color.r, color.g, color.b, endAlpha);
}
private void SetActorAlphaZero(SpriteRenderer actor)
{
actor.SetAlpha(0);
}
private void Start()
{
InitializeSlots();
HideAllActors();
}
private void InitializeSlots()
{
foreach (var slot in slotList)
{
if (slot != null)
{
slots[slot.name] = slot;
}
}
}
private void HideAllActors()
{
foreach (var actor in actors)
{
actor.color = new Color(actor.color.r, actor.color.g, actor.color.b, 0f);
var spriteRenderer = actor.GetComponent<SpriteRenderer>();
if (spriteRenderer != null)
{
spriteRenderer.color = new Color(spriteRenderer.color.r, spriteRenderer.color.g, spriteRenderer.color.b, 0f);
}
}
}
}
+12 -1
View File
@@ -65,7 +65,6 @@ public class WindowManager : MonoBehaviour
singleButtonWindowPrefab.OnConfirm.RemoveAllListeners();
}
[YarnCommand("OpenProgressWindow")]
public IEnumerator OpenProgressWindow(string title, string description, float duration)
{
@@ -73,6 +72,7 @@ public class WindowManager : MonoBehaviour
progressWindowPrefab.TitleValue = title;
progressWindowPrefab.DescriptionValue = description;
float currentProgress = 0;
DOTween.To(
() => currentProgress,
value =>
@@ -83,13 +83,24 @@ public class WindowManager : MonoBehaviour
100,
duration
);
progressWindowPrefab.ShowModalWindow();
// 获取 moveText 的 RectTransform
RectTransform moveTextRect = progressWindowPrefab.transform.Find("View/mask/moveText")?.GetComponent<RectTransform>();
if (moveTextRect != null)
{
moveTextRect.DOAnchorPosY(330f, duration).SetEase(Ease.Linear);
}
// 等待用户确认
yield return new WaitUntil(() => currentProgress >= 100);
progressWindowPrefab.HideModalWindow();
moveTextRect.DOAnchorPosY(-611f, 0.1f).SetEase(Ease.Linear);
}
[YarnCommand("OpenImageWindow_UFImage")]
public void OpenImageSingleButtonWindowPrefab(string title, string imageName)
{
+66
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@@ -11,6 +11,7 @@ TagManager:
- Dragable
- DialogueObject
- MoveableCharacter
- Vehicle
layers:
- Default
- TransparentFX