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<> - me: 还没走吗?佩佩。 +// ->CenterOption: 点火 +<> +<> +<> +me: 呼… +<> +<> +me: 还没走吗?佩佩。 <> <> diff --git a/Assets/Resources/Yarn/FP_Day2_mid/Day2_mid.yarn b/Assets/Resources/Yarn/FP_Day2_mid/Day2_mid.yarn index bd8b35913..1792a3fa5 100644 --- a/Assets/Resources/Yarn/FP_Day2_mid/Day2_mid.yarn +++ b/Assets/Resources/Yarn/FP_Day2_mid/Day2_mid.yarn @@ -7,22 +7,23 @@ position: 205,-53 <> <> <> +<> <> <> me: (轻哼)小鸟...小鸟…… -->CenterOption: 点火 +<> +<> +<> +me: …… +<> +<> +->CenterOption: 回到岗位 <> <> - me: …… - <> - <> - ->CenterOption: 回到岗位 - <> - <> - <> - <> - <> - <> + <> + <> + <> + <> //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】 diff --git a/Assets/Resources/Yarn/FP_Day2_night/Day2_night.yarn b/Assets/Resources/Yarn/FP_Day2_night/Day2_night.yarn index c197cb19e..a688d0ee6 100644 --- a/Assets/Resources/Yarn/FP_Day2_night/Day2_night.yarn +++ b/Assets/Resources/Yarn/FP_Day2_night/Day2_night.yarn @@ -5,6 +5,8 @@ position: 205,-53 --- <> <> +<> +<> <> <> <> @@ -19,12 +21,12 @@ me: …… //或许是因为季节的变化,或许是因为别的什么。 <> <> -->CenterOption:点火 - <> - <> - me: 呼… - <> - <> +<> +<> +<> +me: 呼… +<> +<> // 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。 diff --git a/Assets/Resources/Yarn/FP_Day3_mid/Day3_mid.yarn b/Assets/Resources/Yarn/FP_Day3_mid/Day3_mid.yarn index ad3f30f6b..831ed3ace 100644 --- a/Assets/Resources/Yarn/FP_Day3_mid/Day3_mid.yarn +++ b/Assets/Resources/Yarn/FP_Day3_mid/Day3_mid.yarn @@ -7,7 +7,9 @@ position: 205,-53 <> <> <> -<> +<> + + <> <> @@ -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。 - <> <> - +<> 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! <> <> <> - <> + <> + <> + <> <> <> -<> +<> <> // 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。 <> <> -<> +<> <> <> @@ -122,7 +125,7 @@ me: 你会有的… ->CenterOption: 回到岗位 - <> + <> //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 <> diff --git a/Assets/Resources/Yarn/FP_Peipei1/Stage1_佩佩开场对话.yarn b/Assets/Resources/Yarn/FP_Peipei1/Stage1_佩佩开场对话.yarn index 64e4f9288..9d5a67fdc 100644 --- a/Assets/Resources/Yarn/FP_Peipei1/Stage1_佩佩开场对话.yarn +++ b/Assets/Resources/Yarn/FP_Peipei1/Stage1_佩佩开场对话.yarn @@ -138,7 +138,7 @@ me:啊,确实有一个不一样。
我在数据库查查…… <> <> <> -<> +<> <> 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。) diff --git a/Assets/Resources/Yarn/FP_Peipei2/Stage12_结束对话.yarn b/Assets/Resources/Yarn/FP_Peipei2/Stage12_结束对话.yarn index aae2c323a..047adf5c5 100644 --- a/Assets/Resources/Yarn/FP_Peipei2/Stage12_结束对话.yarn +++ b/Assets/Resources/Yarn/FP_Peipei2/Stage12_结束对话.yarn @@ -196,6 +196,8 @@ position: 205,-53 <> <> <> +<> +<> <> <> <> @@ -210,12 +212,12 @@ me: …… <> <> -->CenterOption: 点火 - <> - <> - me: 呼… - <> - <> +<> +<> +<> +me: 呼… +<> +<> // 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。 diff --git a/Assets/Scenes/Bridge.unity b/Assets/Scenes/Bridge.unity index 0aa46fae5..7579ad8aa 100644 --- a/Assets/Scenes/Bridge.unity +++ b/Assets/Scenes/Bridge.unity @@ -5119,7 +5119,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!212 &79519863 SpriteRenderer: m_ObjectHideFlags: 0 @@ -5271,6 +5271,39 @@ SpriteRenderer: m_WasSpriteAssigned: 1 m_MaskInteraction: 0 m_SpriteSortPoint: 0 +--- !u!1 &92698609 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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actors: - - {fileID: 172576940} - - {fileID: 1501389275} - - {fileID: 869492464} + slotList: + - {fileID: 1246487451} + - {fileID: 725363607} + - {fileID: 686675859} --- !u!1001 &2034462922 PrefabInstance: m_ObjectHideFlags: 0 @@ -9974,6 +10022,7 @@ SceneRoots: - {fileID: 208156660} - {fileID: 1031091240} - {fileID: 47105643} - - {fileID: 722432562} - {fileID: 391493974} + - {fileID: 564118403} - {fileID: 1649230951} + - {fileID: 1828825570} diff --git a/Assets/Scenes/ShitouHeadiFixScene.unity b/Assets/Scenes/ShitouHeadiFixScene.unity index 427695b8a..6e632cd9a 100644 --- a/Assets/Scenes/ShitouHeadiFixScene.unity +++ b/Assets/Scenes/ShitouHeadiFixScene.unity @@ -13170,10 +13170,10 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 0cd44c1031e13a943bb63640046fad76, type: 3} m_Name: m_EditorClassIdentifier: - m_UiScaleMode: 0 + m_UiScaleMode: 1 m_ReferencePixelsPerUnit: 100 m_ScaleFactor: 1 - m_ReferenceResolution: {x: 800, y: 600} + m_ReferenceResolution: {x: 1920, y: 1080} m_ScreenMatchMode: 0 m_MatchWidthOrHeight: 0 m_PhysicalUnit: 3 diff --git a/Assets/Scripts/AnimationManage/BackgroundMoveableCharacter.cs b/Assets/Scripts/AnimationManage/BackgroundMoveableCharacter.cs index 0ca8704b3..9d76fd005 100644 --- a/Assets/Scripts/AnimationManage/BackgroundMoveableCharacter.cs +++ b/Assets/Scripts/AnimationManage/BackgroundMoveableCharacter.cs @@ -5,15 +5,18 @@ using UnityEngine; 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; } } diff --git a/Assets/Scripts/AnimationManage/CharacterSpawner.cs b/Assets/Scripts/AnimationManage/CharacterSpawner.cs index cb500a1f2..bbbf62087 100644 --- a/Assets/Scripts/AnimationManage/CharacterSpawner.cs +++ b/Assets/Scripts/AnimationManage/CharacterSpawner.cs @@ -37,7 +37,7 @@ public class CharacterSpawner : MonoBehaviour 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(); // 计算方向:左边出生向右走,右边出生向左走 diff --git a/Assets/Scripts/AnimationManage/MoveableVehicle.cs b/Assets/Scripts/AnimationManage/MoveableVehicle.cs index c5deae862..6393bf91d 100644 --- a/Assets/Scripts/AnimationManage/MoveableVehicle.cs +++ b/Assets/Scripts/AnimationManage/MoveableVehicle.cs @@ -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("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(); + 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; + } } diff --git a/Assets/Scripts/AnimationManage/Spawner.cs b/Assets/Scripts/AnimationManage/Spawner.cs index 805924183..a0d151a94 100644 --- a/Assets/Scripts/AnimationManage/Spawner.cs +++ b/Assets/Scripts/AnimationManage/Spawner.cs @@ -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)); diff --git a/Assets/Scripts/AnimationManage/VehicleSpawner.cs b/Assets/Scripts/AnimationManage/VehicleSpawner.cs new file mode 100644 index 000000000..fa50fe198 --- /dev/null +++ b/Assets/Scripts/AnimationManage/VehicleSpawner.cs @@ -0,0 +1,99 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class VehicleSpawner : MonoBehaviour +{ + public List 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 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().Initialize(destroyAfterSeconds); + } + + private List PickUpVehiclesToSpawn(int num) + { + List availableVehicles = GetAvailableVehicles(); // 获取当前可用的车辆 + List selectedVehicles = new List(); + + 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 GetAvailableVehicles() + { + List available = new List(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); + } +} \ No newline at end of file diff --git a/Assets/Scripts/AnimationManage/VehicleSpawner.cs.meta b/Assets/Scripts/AnimationManage/VehicleSpawner.cs.meta new file mode 100644 index 000000000..523aa075a --- /dev/null +++ b/Assets/Scripts/AnimationManage/VehicleSpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 003157d5fef9b80429f7401aa8a64b6b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs b/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs index 064e52a54..0ed1d60b1 100644 --- a/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs +++ b/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs @@ -88,7 +88,7 @@ public class EyeSystem : MonoBehaviour SetEyeColorState(_eyeData.currentState); if (targets.Count > 0) { - SetInitialTargetState(targets[1]); + //SetInitialTargetState(targets[1]); } mouseFollowAndZoom = FindObjectOfType(); diff --git a/Assets/Scripts/SceneManagement/Actor.cs b/Assets/Scripts/SceneManagement/Actor.cs new file mode 100644 index 000000000..c0dc69116 --- /dev/null +++ b/Assets/Scripts/SceneManagement/Actor.cs @@ -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(); + 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."); + } + } +} + diff --git a/Assets/Scripts/SceneManagement/Actor.cs.meta b/Assets/Scripts/SceneManagement/Actor.cs.meta new file mode 100644 index 000000000..07dc69906 --- /dev/null +++ b/Assets/Scripts/SceneManagement/Actor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 62e221e22720bec40b69d4bf463b3db2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SceneManagement/ActorManager.cs b/Assets/Scripts/SceneManagement/ActorManager.cs index 2d4482dea..ead9f45ac 100644 --- a/Assets/Scripts/SceneManagement/ActorManager.cs +++ b/Assets/Scripts/SceneManagement/ActorManager.cs @@ -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 actors; + private List actors = new List(); + + [Header("Slots")] + public List slotList = new List(); // 用于在编辑器中设置插槽 + private Dictionary slots = new Dictionary(); [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(), 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(), 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($"Actor with name {actorName} not found."); + } } - public void FadeOutActor(SpriteRenderer actor, float duration) + [YarnCommand("initialize_actor_at_slot")] + public void InitializeActorAtSlot(string actorName, string slotName) { - StartCoroutine(FadeActor(actor, 1f, 0f, duration)); + var prefab = Resources.Load($"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(); + 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(); + if (spriteRenderer != null) + { + spriteRenderer.color = new Color(spriteRenderer.color.r, spriteRenderer.color.g, spriteRenderer.color.b, 0f); + } } } } \ No newline at end of file diff --git a/Assets/Scripts/SystemWindow/WindowManager.cs b/Assets/Scripts/SystemWindow/WindowManager.cs index 333b16cca..1a3bc4bf0 100644 --- a/Assets/Scripts/SystemWindow/WindowManager.cs +++ b/Assets/Scripts/SystemWindow/WindowManager.cs @@ -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(); + 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) { diff --git a/Assets/WAVE.anim b/Assets/WAVE.anim new file mode 100644 index 000000000..46c4d42a4 --- /dev/null +++ b/Assets/WAVE.anim @@ -0,0 +1,66 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!74 &7400000 +AnimationClip: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: WAVE + serializedVersion: 7 + m_Legacy: 0 + m_Compressed: 0 + m_UseHighQualityCurve: 1 + m_RotationCurves: [] + m_CompressedRotationCurves: [] + m_EulerCurves: [] + m_PositionCurves: [] + m_ScaleCurves: [] + m_FloatCurves: [] + m_PPtrCurves: + - 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