基本齐全了
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- _SourceAlphaDissolveNoiseFactor: 0.2
|
||||
- _SourceAlphaDissolveWidth: 0.2
|
||||
- _SourceGlowDissolveFade: 1
|
||||
- _SourceGlowDissolveInvert: 0
|
||||
- _SourceGlowDissolveNoiseFactor: 0.2
|
||||
- _SourceGlowDissolveWidth: 0.1
|
||||
- _SplitToningBalance: 1
|
||||
- _SplitToningContrast: 1
|
||||
- _SplitToningFade: 1
|
||||
- _SplitToningShift: 0
|
||||
- _SpriteSheetFix: 0
|
||||
- _SqueezeFade: 1
|
||||
- _SqueezePower: 1
|
||||
- _SquishFade: 1
|
||||
- _SquishFlip: 0
|
||||
- _SquishSquish: 0.1
|
||||
- _SquishStretch: 0.1
|
||||
- _StrongTintContrast: 0
|
||||
- _StrongTintContrastToggle: 0
|
||||
- _StrongTintFade: 1
|
||||
- _StrongTintMaskToggle: 0
|
||||
- _TextureLayer1Columns: 3
|
||||
- _TextureLayer1Contrast: 1
|
||||
- _TextureLayer1ContrastToggle: 0
|
||||
- _TextureLayer1EdgeClip: 0.005
|
||||
- _TextureLayer1Fade: 1
|
||||
- _TextureLayer1Rows: 3
|
||||
- _TextureLayer1ScrollToggle: 0
|
||||
- _TextureLayer1SheetToggle: 1
|
||||
- _TextureLayer1Speed: 20
|
||||
- _TextureLayer1StartFrame: 0
|
||||
- _TextureLayer2Columns: 3
|
||||
- _TextureLayer2Contrast: 1
|
||||
- _TextureLayer2ContrastToggle: 0
|
||||
- _TextureLayer2EdgeClip: 0.005
|
||||
- _TextureLayer2Fade: 1
|
||||
- _TextureLayer2Rows: 3
|
||||
- _TextureLayer2ScrollToggle: 0
|
||||
- _TextureLayer2SheetToggle: 1
|
||||
- _TextureLayer2Speed: 20
|
||||
- _TextureLayer2StartFrame: 0
|
||||
- _TilingFix: 0
|
||||
- _TimeFPS: 5
|
||||
- _TimeFrequency: 2
|
||||
- _TimeRange: 0.5
|
||||
- _TimeSpeed: 1
|
||||
- _TimeValue: 0
|
||||
- _ToggleCustomTime: 0
|
||||
- _ToggleTimeFPS: 0
|
||||
- _ToggleTimeFrequency: 0
|
||||
- _ToggleTimeSpeed: 0
|
||||
- _ToggleUnscaledTime: 0
|
||||
- _UVDistortFade: 1
|
||||
- _UVDistortMaskToggle: 0
|
||||
- _UVRotateSpeed: 1
|
||||
- _VertexTintFirst: 0
|
||||
- _VibrateFade: 1
|
||||
- _VibrateFrequency: 100
|
||||
- _VibrateOffset: 0.04
|
||||
- _VibrateRotation: 4
|
||||
- _WiggleFade: 1
|
||||
- _WiggleFixedGroundToggle: 0
|
||||
- _WiggleFrequency: 2
|
||||
- _WiggleOffset: 0.02
|
||||
- _WiggleSpeed: 2
|
||||
- _WindFlip: 0
|
||||
- _WindHighQualityNoise: 0
|
||||
- _WindIsParallax: 0
|
||||
- _WindLocalWind: 0
|
||||
- _WindMaxIntensity: 0.4
|
||||
- _WindMaxRotation: 2
|
||||
- _WindMinIntensity: -0.4
|
||||
- _WindNoiseScale: 0.1
|
||||
- _WindNoiseSpeed: 1
|
||||
- _WindRotation: 0
|
||||
- _WindRotationWindFactor: 1
|
||||
- _WindSquishFactor: 0.3
|
||||
- _WindSquishWindFactor: 0
|
||||
- _WindXPosition: 0
|
||||
- _WorldTilingPixelsPerUnit: 100
|
||||
m_Colors:
|
||||
- _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0}
|
||||
- _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0}
|
||||
- _BlackTintColor: {r: 0, g: 0, b: 1, a: 0}
|
||||
- _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0}
|
||||
- _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
|
||||
- _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0}
|
||||
- _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0}
|
||||
- _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0}
|
||||
- _BurnPosition: {r: 0, g: 5, b: 0, a: 0}
|
||||
- _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0}
|
||||
- _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0}
|
||||
- _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0}
|
||||
- _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0}
|
||||
- _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0}
|
||||
- _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _ColorReplaceToColor: {r: 0, g: 0, b: 0.2, a: 0}
|
||||
- _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0}
|
||||
- _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
|
||||
- _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0}
|
||||
- _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0}
|
||||
- _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
|
||||
- _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0}
|
||||
- _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
|
||||
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0}
|
||||
- _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0}
|
||||
- _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0}
|
||||
- _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _FadingPosition: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0}
|
||||
- _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0}
|
||||
- _Flip: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1}
|
||||
- _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0}
|
||||
- _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0}
|
||||
- _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0}
|
||||
- _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0}
|
||||
- _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0}
|
||||
- _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0}
|
||||
- _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0}
|
||||
- _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0}
|
||||
- _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0}
|
||||
- _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0}
|
||||
- _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0}
|
||||
- _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0}
|
||||
- _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0}
|
||||
- _HalftonePosition: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1}
|
||||
- _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0}
|
||||
- _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
|
||||
- _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0}
|
||||
- _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1}
|
||||
- _InnerOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0}
|
||||
- _InnerOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0}
|
||||
- _InnerOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0}
|
||||
- _InnerOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
|
||||
- _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1}
|
||||
- _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1}
|
||||
- _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0}
|
||||
- _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0}
|
||||
- _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0}
|
||||
- _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0}
|
||||
- _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0}
|
||||
- _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: []
|
||||
@@ -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>>
|
||||
===
|
||||
|
||||
|
||||
@@ -66,3 +67,17 @@ position: 250,200
|
||||
<<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>>
|
||||
|
||||
+4865
-887
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:
|
||||
@@ -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;
|
||||
@@ -27,9 +28,9 @@ namespace AibisDream
|
||||
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()
|
||||
{
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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; // 电击器原始位置
|
||||
private Vector3 leftDeviceOriginalPos; // 左电击装置原始位置
|
||||
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);
|
||||
|
||||
// 添加EventTrigger组件
|
||||
EventTrigger trigger = baseSlider.gameObject.GetComponent<EventTrigger>();
|
||||
if (trigger == null)
|
||||
{
|
||||
trigger = baseSlider.gameObject.AddComponent<EventTrigger>();
|
||||
lever.localRotation = Quaternion.Euler(0, 0, 0);
|
||||
}
|
||||
|
||||
// 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);
|
||||
// 根据系统状态初始化灯光
|
||||
SetSystemPower(isSystemOn);
|
||||
}
|
||||
|
||||
// 初始化闪烁精灵
|
||||
if (flashHeadSpriteRenderer != null)
|
||||
private void Update()
|
||||
{
|
||||
flashHeadSpriteRenderer.gameObject.SetActive(false);
|
||||
Color color = flashHeadSpriteRenderer.color;
|
||||
color.a = 0;
|
||||
flashHeadSpriteRenderer.color = color;
|
||||
HandleLeverInput();
|
||||
UpdateLeverRotation();
|
||||
UpdateCharging();
|
||||
}
|
||||
|
||||
if (flashBackgroundSpriteRenderer != null)
|
||||
private void HandleLeverInput()
|
||||
{
|
||||
flashBackgroundSpriteRenderer.gameObject.SetActive(false);
|
||||
Color color = flashBackgroundSpriteRenderer.color;
|
||||
color.a = 0;
|
||||
color = Color.black;
|
||||
flashBackgroundSpriteRenderer.color = color;
|
||||
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);
|
||||
|
||||
if (hit.collider != null && hit.collider.transform == lever)
|
||||
{
|
||||
isDraggingLever = true;
|
||||
lastMousePosition = Input.mousePosition;
|
||||
}
|
||||
}
|
||||
else if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
isDraggingLever = false;
|
||||
// 停止充能
|
||||
if (isCharging)
|
||||
{
|
||||
isCharging = false;
|
||||
if (currentProgress >= progressBar.MaxValue)
|
||||
{
|
||||
DialogController.Instance.StartDialogNode(shockEffectNode);
|
||||
}
|
||||
ResetProgress();
|
||||
}
|
||||
}
|
||||
|
||||
if (isDraggingLever)
|
||||
{
|
||||
Vector3 mouseDelta = Input.mousePosition - lastMousePosition;
|
||||
float angleDelta = mouseDelta.x * 0.5f; // 调整灵敏度
|
||||
|
||||
//InitializeShock();
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
@@ -296,15 +291,29 @@ 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;
|
||||
// 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();
|
||||
}
|
||||
else
|
||||
}
|
||||
|
||||
private void StartCharging()
|
||||
{
|
||||
// 继续充电
|
||||
DOVirtual.DelayedCall(Time.deltaTime, StartCharging);
|
||||
}
|
||||
if (!isCharging) return;
|
||||
// 重置上次震动时间
|
||||
lastVibrateTime = Time.time;
|
||||
}
|
||||
|
||||
public IEnumerator PlayFlashEffect()
|
||||
@@ -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:
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user