基本齐全了

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2025-05-29 13:59:11 +08:00
parent 31e8ae41be
commit 08a377724b
29 changed files with 9798 additions and 1058 deletions
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- _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0}
- _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0}
- _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
- _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0}
- _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0}
- _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
- _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0}
- _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0}
- _RainbowCenter: {r: 0, g: 0, b: 0, a: 0}
- _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
- _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0}
- _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0}
- _ShadowColor: {r: 0, g: 0, b: 0, a: 0}
- _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0}
- _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0}
- _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0}
- _ShineColor: {r: 11.98431, g: 11.98431, b: 11.98431, a: 0}
- _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0}
- _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0}
- _SineMoveOffset: {r: 0, g: 0.5, b: 0, a: 0}
- _SineRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _SineScaleFactor: {r: 0.2, g: 0.2, b: 0, a: 0}
- _SourceAlphaDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- _SourceAlphaDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
- _SourceGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0}
- _SourceGlowDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- _SourceGlowDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
- _SplitToningHighlightsColor: {r: 1, g: 0.1, b: 0.1, a: 0}
- _SplitToningShadowsColor: {r: 0.1, g: 0.4000002, b: 1, a: 0}
- _SpriteSheetRect: {r: 0, g: 0, b: 1, a: 1}
- _SqueezeCenter: {r: 0.5, g: 0.5, b: 0, a: 0}
- _SqueezeScale: {r: 2, g: 0, b: 0, a: 0}
- _StrongTintTint: {r: 1, g: 1, b: 1, a: 1}
- _TextureLayer1Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1}
- _TextureLayer1Offset: {r: 0, g: 0, b: 0, a: 0}
- _TextureLayer1Scale: {r: 1, g: 1, b: 0, a: 0}
- _TextureLayer1ScrollSpeed: {r: 0, g: 1, b: 0, a: 0}
- _TextureLayer2Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1}
- _TextureLayer2Offset: {r: 0, g: 0, b: 0, a: 0}
- _TextureLayer2Scale: {r: 1, g: 1, b: 0, a: 0}
- _TextureLayer2ScrollSpeed: {r: 0, g: 1, b: 0, a: 0}
- _UVDistortFrom: {r: -0.02, g: -0.02, b: 0, a: 0}
- _UVDistortNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _UVDistortSpeed: {r: 2, g: 2, b: 0, a: 0}
- _UVDistortTo: {r: 0.02, g: 0.02, b: 0, a: 0}
- _UVRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _UVScalePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _UVScaleScale: {r: 1, g: 1, b: 0, a: 0}
- _UVScrollSpeed: {r: 0.2, g: 0, b: 0, a: 0}
- _WorldTilingOffset: {r: 0, g: 0, b: 0, a: 0}
- _WorldTilingScale: {r: 1, g: 1, b: 0, a: 0}
m_BuildTextureStacks: []
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: adffdcdd0ed0a5940af20596d1550807
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:
@@ -7,8 +7,9 @@ position: 250,-2611
//医生要处理这些坏死,防止机体整体溃解关机
////需要用两种跳字效果来区分两个人格
<<hide_dialog>>
<<fade_in>>
<<jump 开灯>>
// <<fade_in>>
// <<jump 开灯>>
<<jump 开盖>>
===
@@ -65,4 +66,18 @@ position: 250,200
???: 它就在情绪模块…我能感觉到。<br>让它停下…求求你了,医生。 #line:09748e9
<<set $gameStage = 2>>
<<jump Center>>
===
title: 开盖
tags:
colorID: 8
position: 250,200
---
<<wait 1>>
<<fade_out 1>>
<<play_open_timeline>>
<<wait 2>>
<<set $gameStage = 2>>
<<jump Center>>
===
@@ -7,14 +7,47 @@ position: 250,-2612
//医生要处理这些坏死,防止机体整体溃解关机
////需要用两种跳字效果来区分两个人格
//<<switch_fix_system_to "EmoCut">>
<<set $flashCount=7>>
<<fade_out 1>>
->开始电击
<<start_shock>>
// <<set $flashCount=7>>
// <<fade_out 1>>
// ->开始电击
// <<start_shock>>
// <<hide_dialog>>
// <<switch_fix_system_to "BodyModule" "Head">>
// <<jump 手术准备>>
<<fade_in 1>>
<<switch_fix_system_to "BodyModule" "Head">>
<<fade_out 1>>
// <<jump 灯光>>
// ->开灯
// <<start_system>>
// <<jump 手术准备>>
<<start_shock>>
// <<jump 手术准备>>
===
title: 灯光
tags:
group: 入口
position: 250,-2612
---
->设置为紧急
<<set_light_state "Emergency">>
返回
<<jump 灯光>>
->设置为警告
<<set_light_state "Warning">>
返回
<<jump 灯光>>
->设置为正常
<<set_light_state "Normal">>
返回
<<jump 灯光>>
// <<jump 手术准备>>
===
@@ -25,7 +58,8 @@ colorID: 8
position: 251,-1917
---
???: 它就在情绪模块…我能感觉到。<br>让它停下…求求你了,医生。 #line:02cb425
<<add_task TaskManager "检查情绪模块">>
// <<add_task TaskManager "检查情绪模块">>
Task: 检查情绪模块
<<task_moveIn TaskManager>>
<<hide_dialog>>
<<wait 1>>
@@ -56,7 +90,7 @@ group:插线检查
position: 907,-2702
---
<<hide_dialog>>
Task: 切除情绪模块
// Task: 切除情绪模块
<<wait 1>>
me: 会有点痛。 #line:01f32fe
//<<enable_cut "Emo">>
@@ -185,9 +219,9 @@ group:插线检查
position: 907,-2702
---
<<ModuleHightLight Emo false>>
<<complete_task TaskManager "检查情绪模块">>
// <<complete_task TaskManager "检查情绪模块">>
<<wait 0.1>>
<<open_screen Emo>>
// <<open_screen Emo>>
<<task_moveOut TaskManager>>
Linking: 正在建立连接… #line:0e7b127
<<wait 0.2>>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,689 @@
using UnityEngine;
using UnityEngine.Rendering.Universal;
using System.Collections;
using System.Collections.Generic;
using AibisDream.Framework;
using DG.Tweening; // 添加DOTween引用
namespace AibisDream.FixSystem
{
public class FixLightSystem : MonoBehaviour
{
private void Awake()
{
// 注册系统
FixSystemCenter.SystemDic.Register(this);
// 自动获取呼吸灯的SpriteRenderer
if (breathingLight != null)
{
breathingLightSprite = breathingLight.GetComponentInParent<SpriteRenderer>();
}
// 自动获取小灯的SpriteRenderer
smallLightSprites.Clear();
foreach (var light in smallLights)
{
if (light != null)
{
var spriteRenderer = light.GetComponentInParent<SpriteRenderer>();
smallLightSprites.Add(spriteRenderer);
}
}
}
[Header("呼吸灯设置")]
[SerializeField] private Light2D breathingLight;
private SpriteRenderer breathingLightSprite;
[SerializeField] private float normalBreathingSpeed = 1f;
[SerializeField] private float warningBreathingSpeed = 2f;
[SerializeField] private float emergencyBreathingSpeed = 3f;
[SerializeField] private Color normalColor = Color.green;
[SerializeField] private Color warningColor = Color.yellow;
[SerializeField] private Color emergencyColor = Color.red;
[SerializeField] private RobotECGWave ecgWave;
[Header("小灯设置")]
[SerializeField] private List<Light2D> smallLights = new List<Light2D>();
private List<SpriteRenderer> smallLightSprites = new List<SpriteRenderer>();
[SerializeField] private float smallLightBlinkInterval = 0.5f;
[SerializeField] private int currentSmallLightIndex = 0;
[SerializeField] private Color smallLightDefaultColor = Color.yellow;
[SerializeField] private Color smallLightNormalColor = Color.green;
[SerializeField] private Color smallLightErrorColor = Color.red;
[SerializeField] private float operationBlinkDuration = 1f;
[SerializeField] private float operationBlinkInterval = 0.1f;
[Header("环境灯设置")]
[SerializeField] private Light2D environmentLight;
[SerializeField] private bool isEnvironmentLightFlickering = false;
[SerializeField] private float normalEnvironmentIntensity = 1f;
[SerializeField] private float warningEnvironmentIntensity = 1f;
[SerializeField] private float emergencyEnvironmentIntensity = 1f;
[SerializeField] private float brokenLightFlickerInterval = 0.1f;
[SerializeField] private float brokenLightFlickerDuration = 0.05f;
[SerializeField] private float brokenLightPatternInterval = 2f;
[SerializeField] private float brokenLightDarkDuration = 0.8f;
[SerializeField] private Color normalEnvironmentColor = Color.white;
[SerializeField] private Color warningEnvironmentColor = Color.yellow;
[SerializeField] private Color emergencyEnvironmentColor = Color.red;
[Header("音频设置")]
[SerializeField] private AudioSource audioSource;
[Header("面板灯设置")]
[SerializeField] private Light2D panelLight;
[SerializeField] private float panelLightIntensity = 1f;
[SerializeField] private float panelLightBlinkDuration = 0.2f;
[SerializeField] private int panelLightBlinkCount = 2;
[SerializeField] private Color panelLightColor = Color.white;
[SerializeField] private bool isSystemOn = false; // 系统开关状态
private LightState currentState = LightState.Normal;
private SmallLightState smallLightState = SmallLightState.Default;
private SmallLightStatus smallLightStatus = SmallLightStatus.Normal;
private Coroutine currentBreathingCoroutine;
private Tween breathingTween; // 添加Tween引用
private bool isSystemStarting = false;
public enum LightState
{
Normal,
Warning,
Emergency
}
public enum SmallLightState
{
Default,
Operation
}
public enum SmallLightStatus
{
Normal,
Error
}
private void Start()
{
InitializeSystemState();
SetEnvironmentLightBroken();
SetEnvironmentLightFlickering(isEnvironmentLightFlickering);
StartCoroutine(SmallLightsBlinkRoutine());
SetSmallLightState(SmallLightState.Default);
}
private void InitializeSystemState()
{
if (isSystemOn)
{
// 系统开启时的初始化
if (breathingLight != null)
{
breathingLight.color = normalColor;
breathingLight.intensity = 1f;
if (breathingLightSprite != null)
{
breathingLightSprite.color = normalColor;
}
}
// 初始化小灯
foreach (var light in smallLights)
{
if (light != null)
{
light.color = smallLightDefaultColor;
light.intensity = 1f;
}
}
foreach (var sprite in smallLightSprites)
{
if (sprite != null)
{
sprite.color = smallLightDefaultColor;
}
}
// 初始化面板灯
if (panelLight != null)
{
panelLight.color = panelLightColor;
panelLight.intensity = panelLightIntensity;
}
// 初始化ECG波形
if (ecgWave != null)
{
ecgWave.gameObject.SetActive(true);
}
}
else
{
// 系统关闭时的初始化
if (breathingLight != null)
{
breathingLight.intensity = 0f;
if (breathingLightSprite != null)
{
breathingLightSprite.color = new Color(normalColor.r, normalColor.g, normalColor.b, 0f);
}
}
// 关闭所有小灯
foreach (var light in smallLights)
{
if (light != null)
{
light.intensity = 0f;
}
}
foreach (var sprite in smallLightSprites)
{
if (sprite != null)
{
sprite.color = new Color(0f, 0f, 0f, 0f);
}
}
// 关闭面板灯
if (panelLight != null)
{
panelLight.intensity = 0f;
}
// 关闭ECG波形
if (ecgWave != null)
{
ecgWave.gameObject.SetActive(false);
}
}
}
private void Update()
{
}
public void SetLightState(LightState newState)
{
if (!isSystemOn) return; // 如果系统未开启,不处理状态变化
if (currentState != newState)
{
currentState = newState;
UpdateLightsState();
Debug.Log($"灯光状态已切换为: {newState}");
}
}
private void UpdateLightsState()
{
Color targetColor;
float breathingSpeed;
RobotECGWave.WaveType waveType;
Color environmentColor;
float environmentIntensity;
switch (currentState)
{
case LightState.Normal:
targetColor = normalColor;
breathingSpeed = normalBreathingSpeed;
waveType = RobotECGWave.WaveType.RobotECG;
environmentColor = normalEnvironmentColor;
environmentIntensity = normalEnvironmentIntensity;
break;
case LightState.Warning:
targetColor = warningColor;
breathingSpeed = warningBreathingSpeed;
waveType = RobotECGWave.WaveType.Warning;
environmentColor = warningEnvironmentColor;
environmentIntensity = warningEnvironmentIntensity;
break;
case LightState.Emergency:
targetColor = emergencyColor;
breathingSpeed = emergencyBreathingSpeed;
waveType = RobotECGWave.WaveType.Noise;
environmentColor = emergencyEnvironmentColor;
environmentIntensity = emergencyEnvironmentIntensity;
break;
default:
targetColor = normalColor;
breathingSpeed = normalBreathingSpeed;
waveType = RobotECGWave.WaveType.RobotECG;
environmentColor = normalEnvironmentColor;
environmentIntensity = normalEnvironmentIntensity;
break;
}
Debug.Log($"更新灯光状态: {currentState}, 目标颜色: {targetColor}, 呼吸速度: {breathingSpeed}");
// 更新呼吸灯
if (breathingLight != null)
{
breathingLight.color = targetColor;
if (breathingLightSprite != null)
{
breathingLightSprite.color = targetColor;
}
// 使用DOTween实现呼吸效果
breathingTween?.Kill();
breathingTween = DOTween.To(
() => breathingLight.intensity,
x => breathingLight.intensity = x,
1f,
1f / breathingSpeed
)
.SetLoops(-1, LoopType.Yoyo)
.SetEase(Ease.InOutSine);
}
else
{
Debug.LogWarning("呼吸灯组件未设置!");
}
// 更新波形
if (ecgWave != null)
{
ecgWave.SetWaveType(waveType);
}
else
{
Debug.LogWarning("ECG波形组件未设置!");
}
// 更新环境灯颜色和强度(独立于系统开关状态)
if (environmentLight != null)
{
environmentLight.color = environmentColor;
environmentLight.intensity = environmentIntensity;
}
}
public void SetSmallLightState(SmallLightState newState)
{
if (smallLightState != newState)
{
smallLightState = newState;
if (newState == SmallLightState.Default)
{
smallLightStatus = SmallLightStatus.Normal;
}
StartCoroutine(HandleSmallLightStateChange());
}
}
public void SetSmallLightStatus(SmallLightStatus newStatus)
{
if (smallLightStatus != newStatus)
{
smallLightStatus = newStatus;
UpdateSmallLightsStatus();
}
}
private IEnumerator HandleSmallLightStateChange()
{
if (smallLightState == SmallLightState.Operation)
{
// 快速随机闪烁
float endTime = Time.time + operationBlinkDuration;
while (Time.time < endTime)
{
foreach (var light in smallLights)
{
if (light != null)
{
light.intensity = Random.value > 0.5f ? 1f : 0f;
}
}
yield return new WaitForSeconds(operationBlinkInterval);
}
// 切换到常亮状态,根据当前LightState设置颜色
Color targetColor = currentState switch
{
LightState.Normal => smallLightNormalColor,
LightState.Warning => warningColor,
LightState.Emergency => emergencyColor,
_ => smallLightNormalColor
};
for (int i = 0; i < smallLights.Count; i++)
{
if (smallLights[i] != null)
{
smallLights[i].color = targetColor;
smallLights[i].intensity = 1f;
if (i < smallLightSprites.Count && smallLightSprites[i] != null)
{
smallLightSprites[i].color = targetColor;
}
}
}
}
else
{
// 恢复到默认状态(只有第一个灯闪烁)
currentSmallLightIndex = 0;
foreach (var light in smallLights)
{
if (light != null)
{
light.color = smallLightDefaultColor;
light.intensity = 0f;
}
}
if (smallLights.Count > 0 && smallLights[0] != null)
{
smallLights[0].intensity = 1f;
if (smallLightSprites.Count > 0 && smallLightSprites[0] != null)
{
smallLightSprites[0].color = smallLightDefaultColor;
}
}
}
}
private void UpdateSmallLightsStatus()
{
Color targetColor = smallLightStatus == SmallLightStatus.Normal ? smallLightNormalColor : smallLightErrorColor;
foreach (var light in smallLights)
{
if (light != null)
{
light.color = targetColor;
light.intensity = 1f;
}
}
}
private IEnumerator SmallLightsBlinkRoutine()
{
while (true)
{
if (!isSystemOn)
{
// 系统关闭时,所有小灯都关闭
for (int i = 0; i < smallLights.Count; i++)
{
if (smallLights[i] != null)
{
smallLights[i].intensity = 0f;
if (i < smallLightSprites.Count && smallLightSprites[i] != null)
{
smallLightSprites[i].color = new Color(0f, 0f, 0f, 0f);
}
}
}
}
else if (smallLightState == SmallLightState.Default)
{
// 关闭所有小灯
for (int i = 0; i < smallLights.Count; i++)
{
if (smallLights[i] != null)
{
smallLights[i].intensity = 0f;
if (i < smallLightSprites.Count && smallLightSprites[i] != null)
{
smallLightSprites[i].color = new Color(smallLightDefaultColor.r, smallLightDefaultColor.g, smallLightDefaultColor.b, 0f);
}
}
}
// 只有第一个灯闪烁黄色
if (smallLights.Count > 0 && smallLights[0] != null)
{
smallLights[0].color = smallLightDefaultColor;
smallLights[0].intensity = 1f;
if (smallLightSprites.Count > 0 && smallLightSprites[0] != null)
{
smallLightSprites[0].color = smallLightDefaultColor;
}
}
}
yield return new WaitForSeconds(smallLightBlinkInterval);
}
}
public void SetEnvironmentLightBroken()
{
if (environmentLight != null)
{
environmentLight.color = currentState switch
{
LightState.Normal => normalEnvironmentColor,
LightState.Warning => warningEnvironmentColor,
LightState.Emergency => emergencyEnvironmentColor,
_ => normalEnvironmentColor
};
}
}
public void SetEnvironmentLightFlickering(bool isFlickering)
{
if (isEnvironmentLightFlickering != isFlickering)
{
isEnvironmentLightFlickering = isFlickering;
if (isFlickering)
{
StartCoroutine(EnvironmentLightFlickerRoutine());
}
}
}
private IEnumerator EnvironmentLightFlickerRoutine()
{
while (isEnvironmentLightFlickering)
{
if (environmentLight != null)
{
// 获取当前状态对应的强度
float currentIntensity = currentState switch
{
LightState.Normal => normalEnvironmentIntensity,
LightState.Warning => warningEnvironmentIntensity,
LightState.Emergency => emergencyEnvironmentIntensity,
_ => normalEnvironmentIntensity
};
// 默认保持亮起
environmentLight.intensity = currentIntensity;
// 等待随机间隔(3-8秒)
yield return new WaitForSeconds(Random.Range(3f, 8f));
// 随机闪烁2-3次
int blinkCount = Random.Range(2, 4);
for (int i = 0; i < blinkCount; i++)
{
// 关闭
environmentLight.intensity = 0f;
yield return new WaitForSeconds(brokenLightFlickerDuration);
// 打开
environmentLight.intensity = currentIntensity;
yield return new WaitForSeconds(brokenLightFlickerInterval);
}
}
else
{
yield return new WaitForSeconds(0.1f);
}
}
// 确保灯光在停止闪烁时是亮着的
if (environmentLight != null)
{
float currentIntensity = currentState switch
{
LightState.Normal => normalEnvironmentIntensity,
LightState.Warning => warningEnvironmentIntensity,
LightState.Emergency => emergencyEnvironmentIntensity,
_ => normalEnvironmentIntensity
};
environmentLight.intensity = currentIntensity;
}
}
private void OnDestroy()
{
// 清理所有Tween
breathingTween?.Kill();
}
public void StartSystem()
{
if (isSystemStarting) return;
isSystemStarting = true;
StartCoroutine(SystemStartSequence());
}
public void SetSystemPower(bool isOn)
{
isSystemOn = isOn;
if (!isOn)
{
// 关闭所有灯光(除了环境灯)
if (breathingLight != null)
{
breathingLight.intensity = 0f;
if (breathingLightSprite != null)
{
breathingLightSprite.color = new Color(normalColor.r, normalColor.g, normalColor.b, 0f);
}
}
if (panelLight != null)
{
panelLight.intensity = 0f;
}
if (ecgWave != null)
{
ecgWave.gameObject.SetActive(false);
}
// 关闭所有小灯
for (int i = 0; i < smallLights.Count; i++)
{
if (smallLights[i] != null)
{
smallLights[i].intensity = 0f;
if (i < smallLightSprites.Count && smallLightSprites[i] != null)
{
smallLightSprites[i].color = new Color(0f, 0f, 0f, 0f);
}
}
}
}
else
{
// 系统开启时,从Normal状态开始
//currentState = LightState.Normal;
UpdateLightsState();
}
}
private IEnumerator SystemStartSequence()
{
// 1. 激活ECG波形
if (ecgWave != null)
{
ecgWave.gameObject.SetActive(true);
}
yield return new WaitForSeconds(0.1f);
ecgWave.gameObject.SetActive(false);
yield return new WaitForSeconds(0.1f);
ecgWave.gameObject.SetActive(true);
yield return new WaitForSeconds(0.2f);
// 2. 小灯自检模式
yield return StartCoroutine(SmallLightsSelfCheck());
// 3. 启动呼吸灯
if (breathingLight != null)
{
breathingLight.intensity = 1f;
if (breathingLightSprite != null)
{
breathingLightSprite.color = normalColor;
}
}
yield return new WaitForSeconds(0.5f);
// 4. 启动面板灯
if (panelLight != null)
{
// 闪烁两次
for (int i = 0; i < panelLightBlinkCount; i++)
{
panelLight.intensity = panelLightIntensity;
yield return new WaitForSeconds(panelLightBlinkDuration);
panelLight.intensity = 0f;
yield return new WaitForSeconds(panelLightBlinkDuration);
}
// 常亮
panelLight.intensity = panelLightIntensity;
}
// 5. 设置系统状态为Normal
SetSystemPower(true); // 开启系统
isSystemStarting = false;
}
private IEnumerator SmallLightsSelfCheck()
{
// 关闭所有小灯
foreach (var light in smallLights)
{
if (light != null)
{
light.intensity = 0f;
}
}
// 自检两次
for (int check = 0; check < 2; check++)
{
// 从左到右点亮
for (int i = 0; i < smallLights.Count; i++)
{
if (smallLights[i] != null)
{
smallLights[i].color = smallLightDefaultColor;
smallLights[i].intensity = 1f;
if (i < smallLightSprites.Count && smallLightSprites[i] != null)
{
smallLightSprites[i].color = smallLightDefaultColor;
}
}
yield return new WaitForSeconds(0.05f);
}
// 关闭所有灯
foreach (var light in smallLights)
{
if (light != null)
{
light.intensity = 0f;
}
}
yield return new WaitForSeconds(0.1f);
}
// 恢复到默认状态(只有第一个灯闪烁)
if (smallLights.Count > 0 && smallLights[0] != null)
{
smallLights[0].color = smallLightDefaultColor;
smallLights[0].intensity = 1f;
if (smallLightSprites.Count > 0 && smallLightSprites[0] != null)
{
smallLightSprites[0].color = smallLightDefaultColor;
}
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 38591e07419b3674191c088bacecfed7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,50 @@
using AibisDream.Framework;
using Yarn.Unity;
using System.Collections;
namespace AibisDream.FixSystem
{
public static class FixLightYarnCommand
{
private static FixLightSystem LightSystem => FixSystemCenter.SystemDic.Get<FixLightSystem>();
[YarnCommand("set_light_state")]
public static void SetLightState(string state)
{
if (System.Enum.TryParse<FixLightSystem.LightState>(state, true, out var lightState))
{
LightSystem.SetLightState(lightState);
}
}
[YarnCommand("set_small_light_state")]
public static void SetSmallLightState(string state)
{
if (System.Enum.TryParse<FixLightSystem.SmallLightState>(state, true, out var smallLightState))
{
LightSystem.SetSmallLightState(smallLightState);
}
}
[YarnCommand("set_small_light_status")]
public static void SetSmallLightStatus(string status)
{
if (System.Enum.TryParse<FixLightSystem.SmallLightStatus>(status, true, out var smallLightStatus))
{
LightSystem.SetSmallLightStatus(smallLightStatus);
}
}
[YarnCommand("set_environment_light_flickering")]
public static void SetEnvironmentLightFlickering(bool isFlickering)
{
LightSystem.SetEnvironmentLightFlickering(isFlickering);
}
[YarnCommand("start_system")]
public static void StartSystem()
{
LightSystem.StartSystem();
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 86ed6beef9609fb46a73fd453c767b39
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+38 -19
View File
@@ -6,14 +6,15 @@ using Cinemachine;
using UnityEngine;
using UnityEngine.Playables;
using Yarn.Unity;
using System.Collections;
namespace AibisDream
{
public class OpenSystem : MonoBehaviour
{
public DeepInClock deepInClock;
public PlayableDirector fadeInPlayable;
public GameObject fadeInAnima;
public PlayableDirector OpenPlayable;
public GameObject OpenAnima;
public SpriteDeepIn deepIn;
public LightRoom lightRoom;
public GameObject screen;
@@ -25,11 +26,11 @@ namespace AibisDream
FixSystemCenter.SystemDic.Register(this);
var virtualCam = transform.Find("Op Camera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(CameraEnum.Op, virtualCam);
// 组装
deepInClock.OnClockReached += PlayFadeIn;
fadeInPlayable.stopped += PlayDeepIn;
deepIn.OnFinished += Finished;
// deepInClock.OnClockReached += PlayFadeIn;
// fadeInPlayable.stopped += PlayDeepIn;
// deepIn.OnFinished += Finished;
}
public void Update()
@@ -42,9 +43,9 @@ namespace AibisDream
private void OnDestroy()
{
deepInClock.OnClockReached -= PlayFadeIn;
fadeInPlayable.stopped -= PlayDeepIn;
deepIn.OnFinished -= Finished;
// deepInClock.OnClockReached -= PlayFadeIn;
// fadeInPlayable.stopped -= PlayDeepIn;
// deepIn.OnFinished -= Finished;
}
public void OpenLightRoom()
@@ -59,18 +60,23 @@ namespace AibisDream
deepInClock.Enable();
}
private void PlayFadeIn()
// public void PlayFadeIn()
// {
// fadeInAnima.SetActive(true);
// fadeInPlayable.Play();
// }
public void PlayOpenTimeline()
{
fadeInAnima.SetActive(true);
fadeInPlayable.Play();
OpenAnima.SetActive(true);
OpenPlayable.Play();
}
private void PlayDeepIn(PlayableDirector director)
{
fadeInAnima.SetActive(false);
deepIn.gameObject.SetActive(true);
deepIn.Play();
}
// private void PlayDeepIn(PlayableDirector director)
// {
// fadeInAnima.SetActive(false);
// deepIn.gameObject.SetActive(true);
// deepIn.Play();
// }
private void Finished()
{
@@ -81,7 +87,7 @@ namespace AibisDream
public static class OpenYarnCommand
{
private static OpenSystem OpenSystem => FixSystemCenter.SystemDic.Get<OpenSystem>();
[YarnCommand("enable_clock")]
public static void EnableClock()
{
@@ -93,5 +99,18 @@ namespace AibisDream
{
OpenSystem.OpenLightRoom();
}
[YarnCommand("play_open_timeline")]
public static IEnumerator RunTimeline()
{
OpenSystem.PlayOpenTimeline();
if (true)
{
while (OpenSystem.OpenPlayable.state == PlayState.Playing)
{
yield return null;
}
}
}
}
}
+179 -140
View File
@@ -14,17 +14,22 @@ public class ShockSystem : MonoBehaviour
{
[Header("References")]
[SerializeField] private Transform shockDevice; // 电击器
[SerializeField] private Transform leftShockDevice; // 左电击装置
[SerializeField] private Transform rightShockDevice; // 右电击装置
[SerializeField] private Transform operationPanel; // 操作面板
[SerializeField] private SliderTransition powerSlider; // 力度滑块
[SerializeField] private ProgressBarGridLinear progressBar; // 进度条
[SerializeField] private Transform sliderBar; // 推杆的杆部分
[SerializeField] private Transform lever; // 转动杆
[SerializeField] private SpriteRenderer flashHeadSpriteRenderer; // 头部闪烁精灵渲染器
[SerializeField] private SpriteRenderer flashBackgroundSpriteRenderer; // 背景闪烁精灵渲染器
[SerializeField] private SpriteRenderer flashSpriteRenderer;
[SerializeField] private List<Sprite> flashHeadSprites; // 头部闪烁精灵列表
[SerializeField] private SpriteFlashSystem spriteFlashSystem; // Sprite闪烁系统
[Header("Settings")]
[SerializeField] private Vector3 shockDeviceTargetPos; // 电击器目标位置
[SerializeField] private bool isSystemOn = false; // 系统开关状态
[SerializeField] private Vector3 leftShockDeviceTargetPos; // 左电击装置目标位置
[SerializeField] private Vector3 rightShockDeviceTargetPos; // 右电击装置目标位置
[SerializeField] private Vector3 leftShockDeviceStartPos; // 左电击装置起始位置
[SerializeField] private Vector3 rightShockDeviceStartPos; // 右电击装置起始位置
[SerializeField] private Vector3 operationPanelTargetPos; // 操作面板目标位置
[SerializeField] private float moveDuration = 1f; // 移动动画时长
[SerializeField] private float shockDelay = 0.5f; // 释放电击延迟
@@ -49,15 +54,24 @@ public class ShockSystem : MonoBehaviour
[SerializeField] private float autoChargeSpeed = 5f; // 自动充能速度
[SerializeField] private float autoChargeDuration = 1f; // 自动充能持续时间
[Header("Lever Settings")]
[SerializeField] private float maxLeverAngle = 90f; // 最大转动角度
[SerializeField] private float leverReturnSpeed = 300f; // 杆回弹速度
[SerializeField] private float leverSmoothTime = 0.1f; // 杆转动平滑时间
private bool isCharging = false;
private float currentProgress = 0f;
private Slider baseSlider; // 基础Slider组件
private float currentLeverAngle = 0f; // 当前杆的角度
private float targetLeverAngle = 0f; // 目标杆的角度
private float leverVelocity = 0f; // 用于平滑转动
private bool isDraggingLever = false; // 是否正在拖动杆
private Vector3 lastMousePosition; // 上一帧鼠标位置
private Tweener progressTweener; // 用于存储进度条动画
private Sequence flashSequence; // 用于存储闪烁动画序列
private int currentFlashHeadIndex = 0; // 当前闪烁头部精灵索引
private Tweener sliderReturnTweener; // 用于存储滑块回弹动画
private float lastVibrateTime = 0f; // 上次震动时间
private Vector3 deviceOriginalPos; // 电击原始位置
private Vector3 leftDeviceOriginalPos; // 电击装置原始位置
private Vector3 rightDeviceOriginalPos; // 右电击装置原始位置
private Tweener deviceShakeTweener; // 电击器震动动画
// 公共访问器
@@ -75,51 +89,102 @@ public class ShockSystem : MonoBehaviour
private void Start()
{
// 保存电击器原始位置
if (shockDevice != null)
if (leftShockDevice != null)
{
deviceOriginalPos = shockDevice.localPosition;
leftDeviceOriginalPos = leftShockDevice.localPosition;
}
if (rightShockDevice != null)
{
rightDeviceOriginalPos = rightShockDevice.localPosition;
}
// 获取基础Slider组件
baseSlider = powerSlider.GetComponent<Slider>();
if (baseSlider != null)
// 初始化杆的位置
if (lever != null)
{
baseSlider.onValueChanged.AddListener(OnSliderValueChanged);
lever.localRotation = Quaternion.Euler(0, 0, 0);
}
// 根据系统状态初始化灯光
SetSystemPower(isSystemOn);
}
private void Update()
{
HandleLeverInput();
UpdateLeverRotation();
UpdateCharging();
}
private void HandleLeverInput()
{
if (Input.GetMouseButtonDown(0))
{
// 检查是否点击到杆
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction);
// 添加EventTrigger组件
EventTrigger trigger = baseSlider.gameObject.GetComponent<EventTrigger>();
if (trigger == null)
if (hit.collider != null && hit.collider.transform == lever)
{
trigger = baseSlider.gameObject.AddComponent<EventTrigger>();
isDraggingLever = true;
lastMousePosition = Input.mousePosition;
}
// 添加结束拖拽事件
EventTrigger.Entry entry = new EventTrigger.Entry();
entry.eventID = EventTriggerType.EndDrag;
entry.callback.AddListener((data) => { OnSliderEndDrag(); });
trigger.triggers.Add(entry);
}
// 初始化闪烁精灵
if (flashHeadSpriteRenderer != null)
else if (Input.GetMouseButtonUp(0))
{
flashHeadSpriteRenderer.gameObject.SetActive(false);
Color color = flashHeadSpriteRenderer.color;
color.a = 0;
flashHeadSpriteRenderer.color = color;
isDraggingLever = false;
// 停止充能
if (isCharging)
{
isCharging = false;
if (currentProgress >= progressBar.MaxValue)
{
DialogController.Instance.StartDialogNode(shockEffectNode);
}
ResetProgress();
}
}
if (flashBackgroundSpriteRenderer != null)
if (isDraggingLever)
{
flashBackgroundSpriteRenderer.gameObject.SetActive(false);
Color color = flashBackgroundSpriteRenderer.color;
color.a = 0;
color = Color.black;
flashBackgroundSpriteRenderer.color = color;
Vector3 mouseDelta = Input.mousePosition - lastMousePosition;
float angleDelta = mouseDelta.x * 0.5f; // 调整灵敏度
targetLeverAngle = Mathf.Clamp(targetLeverAngle + angleDelta, 0f, maxLeverAngle);
lastMousePosition = Input.mousePosition;
// 根据杆的角度计算进度
float progressRatio = targetLeverAngle / maxLeverAngle;
if (progressRatio > 0 && !isCharging)
{
isCharging = true;
StartCharging();
}
}
else
{
// 杆自动回弹
targetLeverAngle = Mathf.MoveTowards(targetLeverAngle, 0f, leverReturnSpeed * Time.deltaTime);
// 如果杆已经回弹到接近0度,确保停止充能
if (targetLeverAngle < 0.1f && isCharging)
{
isCharging = false;
if (currentProgress >= progressBar.MaxValue)
{
DialogController.Instance.StartDialogNode(shockEffectNode);
}
ResetProgress();
}
}
}
//InitializeShock();
private void UpdateLeverRotation()
{
if (lever != null)
{
currentLeverAngle = Mathf.SmoothDamp(currentLeverAngle, targetLeverAngle, ref leverVelocity, leverSmoothTime);
lever.localRotation = Quaternion.Euler(0, 0, -currentLeverAngle);
}
}
// public void InitializeShock()
@@ -137,91 +202,25 @@ public class ShockSystem : MonoBehaviour
public IEnumerator StartShock()
{
// 移动电击器和操作面板到指定位置
var move1 = shockDevice.DOLocalMove(shockDeviceTargetPos, moveDuration);
var move2 = operationPanel.DOLocalMove(operationPanelTargetPos, moveDuration);
powerSlider.EnableSliderInteraction();
// 移动左右电击装置到各自的目标位置
var moveLeft = leftShockDevice.DOLocalMove(leftShockDeviceTargetPos, moveDuration);
var moveRight = rightShockDevice.DOLocalMove(rightShockDeviceTargetPos, moveDuration);
var movePanel = operationPanel.DOLocalMove(operationPanelTargetPos, moveDuration);
yield return move1.WaitForCompletion();
yield return move2.WaitForCompletion();
yield return moveLeft.WaitForCompletion();
yield return moveRight.WaitForCompletion();
yield return movePanel.WaitForCompletion();
}
public IEnumerator StopShock()
{
var move1 = shockDevice.DOLocalMove(deviceOriginalPos, moveDuration);
var move2 = operationPanel.DOLocalMove(operationPanelTargetPos, moveDuration);
powerSlider.DisableSliderInteraction();
var moveLeft = leftShockDevice.DOLocalMove(leftDeviceOriginalPos, moveDuration);
var moveRight = rightShockDevice.DOLocalMove(rightDeviceOriginalPos, moveDuration);
var movePanel = operationPanel.DOLocalMove(operationPanelTargetPos, moveDuration);
yield return move1.WaitForCompletion();
yield return move2.WaitForCompletion();
}
private void OnSliderValueChanged(float value)
{
if(value > 0)
{
sliderBar.localPosition = new Vector3(0, -89, 0);
}
else
{
sliderBar.localPosition = new Vector3(0, 80, 0);
// 停止电击器震动
if (deviceShakeTweener != null)
{
deviceShakeTweener.Kill();
deviceShakeTweener = null;
}
}
// 如果滑块值大于0,取消回弹动画
if (value > 0 && sliderReturnTweener != null)
{
sliderReturnTweener.Kill();
sliderReturnTweener = null;
sliderBar.localPosition = new Vector3(0, -89, 0);
}
if (value > 0)
{
if (!isCharging)
{
isCharging = true;
StartCharging();
}
}
else
{
if (isCharging)
{
isCharging = false;
// 只有在进度条满时才触发闪烁效果
if (currentProgress >= progressBar.MaxValue)
{
// 触发 Yarn 节点来决定使用哪种效果
DialogController.Instance.StartDialogNode(shockEffectNode);
}
// 重置进度条
ResetProgress();
}
}
}
private void OnSliderEndDrag()
{
// 如果滑块值大于0,开始回弹动画
if (baseSlider.value > 0)
{
if (sliderReturnTweener != null)
{
sliderReturnTweener.Kill();
}
sliderReturnTweener = DOTween.To(
() => baseSlider.value,
x => baseSlider.value = x,
0f,
0.3f // 回弹动画持续时间
).SetEase(Ease.OutQuad);
}
yield return moveLeft.WaitForCompletion();
yield return moveRight.WaitForCompletion();
yield return movePanel.WaitForCompletion();
}
private void ResetProgress()
@@ -245,13 +244,13 @@ public class ShockSystem : MonoBehaviour
).SetEase(Ease.OutQuad);
}
private void StartCharging()
private void UpdateCharging()
{
if (!isCharging) return;
// 根据滑块值计算进度增加速度
float currentValue = baseSlider.value;
float speedMultiplier = 1f + (currentValue / maxSliderValue);
// 根据杆的角度计算进度增加速度
float progressRatio = currentLeverAngle / maxLeverAngle;
float speedMultiplier = 1f + progressRatio;
currentProgress += progressIncreaseSpeed * speedMultiplier * Time.deltaTime;
// 更新进度条
@@ -259,15 +258,11 @@ public class ShockSystem : MonoBehaviour
progressBar.CurrentValue = progressValue;
// 计算震动强度
float progressRatio = Mathf.Min(currentProgress / progressBar.MaxValue, 1f);
float currentVibrateStrength = Mathf.Lerp(minVibrateStrength, maxVibrateStrength, progressRatio);
// 检查是否需要震动
if (Time.time - lastVibrateTime >= vibrateInterval)
{
// 相机震动
//StartCoroutine(CameraKit.Instance.ShakeCamera(vibrateInterval, currentVibrateStrength, vibrate));
// 电击器震动
if (shockDevice != null)
{
@@ -296,17 +291,31 @@ public class ShockSystem : MonoBehaviour
// 检查是否达到最大值
if (currentProgress >= progressBar.MaxValue)
{
// 继续充电和震动
DOVirtual.DelayedCall(Time.deltaTime, StartCharging);
return;
}
else
{
// 继续充电
DOVirtual.DelayedCall(Time.deltaTime, StartCharging);
// 保持最大值
currentProgress = progressBar.MaxValue;
progressBar.CurrentValue = Mathf.FloorToInt(currentProgress);
// 触发释放效果
DialogController.Instance.StartDialogNode(shockEffectNode);
// 停止充能
isCharging = false;
// 强制杆回弹
targetLeverAngle = 0f;
// 重置进度
ResetProgress();
}
}
private void StartCharging()
{
if (!isCharging) return;
// 重置上次震动时间
lastVibrateTime = Time.time;
}
public IEnumerator PlayFlashEffect()
{
if (flashSequence != null)
@@ -391,8 +400,8 @@ public class ShockSystem : MonoBehaviour
// 自动充能并释放
public IEnumerator AutoChargeAndRelease(float chargeSpeed = 5f, float duration = 1f)
{
// 设置滑块值
baseSlider.value = maxSliderValue;
// 设置杆的角度
targetLeverAngle = maxLeverAngle;
// 等待充能完成
float startTime = Time.time;
@@ -411,8 +420,8 @@ public class ShockSystem : MonoBehaviour
// 触发 Yarn 节点来决定使用哪种效果
DialogController.Instance.StartDialogNode(shockEffectNode);
// 重置滑块
baseSlider.value = 0;
// 重置杆的角度
targetLeverAngle = 0f;
ResetProgress();
}
@@ -432,13 +441,43 @@ public class ShockSystem : MonoBehaviour
{
flashSequence.Kill();
}
if (sliderReturnTweener != null)
{
sliderReturnTweener.Kill();
}
if (deviceShakeTweener != null)
{
deviceShakeTweener.Kill();
}
}
// 设置系统电源状态
public void SetSystemPower(bool isOn)
{
isSystemOn = isOn;
// 更新灯光状态
if (isSystemOn)
{
if (flashHeadSpriteRenderer != null)
{
flashHeadSpriteRenderer.gameObject.SetActive(true);
flashHeadSpriteRenderer.color = new Color(1, 1, 1, 1);
}
if (flashBackgroundSpriteRenderer != null)
{
flashBackgroundSpriteRenderer.gameObject.SetActive(true);
flashBackgroundSpriteRenderer.color = new Color(0, 0, 0, 1);
}
}
else
{
if (flashHeadSpriteRenderer != null)
{
flashHeadSpriteRenderer.gameObject.SetActive(false);
flashHeadSpriteRenderer.color = new Color(1, 1, 1, 0);
}
if (flashBackgroundSpriteRenderer != null)
{
flashBackgroundSpriteRenderer.gameObject.SetActive(false);
flashBackgroundSpriteRenderer.color = new Color(0, 0, 0, 0);
}
}
}
}
@@ -0,0 +1,18 @@
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
using Yarn.Unity;
namespace AibisDream
{
public class TimelineSignalReceiver : MonoBehaviour, INotificationReceiver {
public string nodeToRunOnSignal = "TimelineFinished"; // Yarn 节点名称
public void OnNotify(Playable origin, INotification notification, object context) {
if (notification is SignalEmitter signal && signal.asset.name == "TimelineDone") {
Debug.Log("Timeline done, triggering Yarn node: " + nodeToRunOnSignal);
DialogController.Instance.StartDialogNode(nodeToRunOnSignal);
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 49781e7f96267e94ab36e339b8d55dc0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+137 -1
View File
@@ -12,7 +12,9 @@ public class RobotECGWave : MonoBehaviour
Square,
HumanECG,
Emergency,
Noise
Noise,
Abnormal,
Warning
}
[Header("波形设置")]
@@ -23,6 +25,11 @@ public class RobotECGWave : MonoBehaviour
public float waveStretch = 1f;
public float speed = 2f;
[Header("颜色设置")]
[SerializeField] private Color[] normalColors = new Color[4];
[SerializeField] private Color[] warningColors = new Color[4];
[SerializeField] private Color[] emergencyColors = new Color[4];
[Header("绘图设置")]
public int resolution = 300;
public float updateInterval = 0.02f;
@@ -56,6 +63,7 @@ public class RobotECGWave : MonoBehaviour
Init();
}
void Init()
{
if (lineRenderer == null)
@@ -146,6 +154,44 @@ public class RobotECGWave : MonoBehaviour
}
}
public void SetWaveType(WaveType type)
{
waveType = type;
// switch (type)
// {
// case WaveType.RobotECG:
// SetWaveColors(normalColors);
// break;
// case WaveType.Noise:
// SetWaveColors(emergencyColors);
// break;
// case WaveType.Abnormal:
// SetWaveColors(warningColors);
// break;
// }
}
private void SetWaveColors(Color[] colors)
{
if (lineRenderer != null && colors != null && colors.Length > 0)
{
Gradient gradient = new Gradient();
GradientColorKey[] colorKeys = new GradientColorKey[colors.Length];
GradientAlphaKey[] alphaKeys = new GradientAlphaKey[2];
for (int i = 0; i < colors.Length; i++)
{
colorKeys[i] = new GradientColorKey(colors[i], i / (float)(colors.Length - 1));
}
alphaKeys[0] = new GradientAlphaKey(1f, 0f);
alphaKeys[1] = new GradientAlphaKey(1f, 1f);
gradient.SetKeys(colorKeys, alphaKeys);
lineRenderer.colorGradient = gradient;
}
}
float GetWaveValue(float time)
{
switch (waveType)
@@ -168,6 +214,12 @@ public class RobotECGWave : MonoBehaviour
case WaveType.Noise:
return GenerateNoiseShape(time);
case WaveType.Abnormal:
return GenerateAbnormalShape(time);
case WaveType.Warning:
return GenerateWarningShape(time);
case WaveType.RobotECG:
default:
return GenerateRobotECGShape(time);
@@ -308,4 +360,88 @@ public class RobotECGWave : MonoBehaviour
// 确保波形在合理范围内
return Mathf.Clamp(noise, -1f, 1f);
}
float GenerateAbnormalShape(float time)
{
float t = time % 1.0f;
float baseValue = GenerateRobotECGShape(t);
// 添加随机抖动
if (Random.value < 0.1f) // 10%的概率发生抖动
{
float jitterAmount = Random.Range(-0.3f, 0.3f);
baseValue += jitterAmount;
}
// 添加周期性波动
float periodicWave = Mathf.Sin(t * 20f) * 0.1f;
baseValue += periodicWave;
return Mathf.Clamp(baseValue, -1f, 1f);
}
float GenerateWarningShape(float time)
{
float t = time % 1.0f;
float baseValue = 0f;
// 警告状态的特征波形
if (t < 0.15f)
{
// 快速上升段,带有轻微抖动
baseValue = Mathf.Lerp(0f, 1.2f, t / 0.15f) + Mathf.Sin(t * 100f) * 0.1f;
}
else if (t < 0.25f)
{
// 高频震荡段
baseValue = 1.2f + Mathf.Sin(t * 200f) * 0.2f;
}
else if (t < 0.35f)
{
// 快速下降段,带有不规则波动
baseValue = Mathf.Lerp(1.2f, -0.5f, (t - 0.25f) / 0.1f) + Mathf.Sin(t * 150f) * 0.15f;
}
else if (t < 0.45f)
{
// 不规则波动段
baseValue = -0.5f + Mathf.Sin(t * 80f) * 0.3f + Mathf.Sin(t * 120f) * 0.2f;
}
else if (t < 0.55f)
{
// 快速上升段,带有高频抖动
baseValue = Mathf.Lerp(-0.5f, 0.8f, (t - 0.45f) / 0.1f) + Mathf.Sin(t * 180f) * 0.15f;
}
else if (t < 0.65f)
{
// 剧烈波动段
baseValue = 0.8f + Mathf.Sin(t * 250f) * 0.25f + Mathf.Sin(t * 150f) * 0.15f;
}
else if (t < 0.75f)
{
// 快速下降段,带有不规则波动
baseValue = Mathf.Lerp(0.8f, -0.3f, (t - 0.65f) / 0.1f) + Mathf.Sin(t * 200f) * 0.2f;
}
else
{
// 不规则底噪段,增加波动频率
baseValue = -0.3f + Mathf.Sin(t * 100f) * 0.2f + Mathf.Sin(t * 150f) * 0.15f;
}
// 添加随机扰动,增加不稳定性
if (Random.value < 0.2f) // 20%的概率发生较大抖动
{
float jitterAmount = Random.Range(-0.3f, 0.3f);
baseValue += jitterAmount;
}
// 添加随机尖峰,增加警告感
if (Random.value < 0.1f) // 10%的概率出现尖峰
{
float spikeAmount = Random.Range(0.2f, 0.4f);
baseValue += spikeAmount;
}
// 确保波形在合理范围内
return Mathf.Clamp(baseValue, -1f, 1f);
}
}