From 2667419d9891798abc43d092ad0d273848058c73 Mon Sep 17 00:00:00 2001
From: Ding Yuntian <1491671119@qq.com>
Date: Thu, 5 Dec 2024 12:10:11 +0800
Subject: [PATCH 1/8] Update BodyModule.cs
---
Assets/Scripts/FixSystemNew/BodyModule.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/Assets/Scripts/FixSystemNew/BodyModule.cs b/Assets/Scripts/FixSystemNew/BodyModule.cs
index c196d8093..df124bcde 100644
--- a/Assets/Scripts/FixSystemNew/BodyModule.cs
+++ b/Assets/Scripts/FixSystemNew/BodyModule.cs
@@ -38,7 +38,7 @@ namespace AibisDream.FixSystem
// 插入后先播放wave
ShowWave();
// 然后触发Yarn节点
- DialogController.Instance.StartDialogNode(data.PlugInNodeName);
+ DialogController.Instance.StartDialogNode(_bodyModuleSystem.inHotErr ? "系统过热" : data.PlugInNodeName);
}
public void PlugOut()
From 3fcff0598af8b9495193467e2cede92dbdede021 Mon Sep 17 00:00:00 2001
From: Ding Yuntian <1491671119@qq.com>
Date: Thu, 12 Dec 2024 01:07:26 +0800
Subject: [PATCH 2/8] =?UTF-8?q?=E7=9F=B3=E5=A4=B4?=
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit
---
.../Art/Background/诊所场景(冷却液限定).psb | 4 +-
.../诊所场景(冷却液限定).psb.meta | 46 +-
.../Resources/Art/Fix/Stone/身体维修界面.psb | 4 +-
.../Art/Fix/Stone/身体维修界面.psb.meta | 201 +-
Assets/Scenes/ExpressFixScene.unity | 1621 ++++++++++-------
Assets/Scripts/FixSystemNew/BodyModule.meta | 3 +
.../{ => BodyModule}/BaseSocket.cs | 0
.../{ => BodyModule}/BaseSocket.cs.meta | 0
.../{ => BodyModule}/BodyModule.cs | 0
.../{ => BodyModule}/BodyModule.cs.meta | 0
.../{ => BodyModule}/BodyModuleSystem.cs | 9 +-
.../{ => BodyModule}/BodyModuleSystem.cs.meta | 0
.../FixSystemNew/{ => BodyModule}/Cable.cs | 0
.../{ => BodyModule}/Cable.cs.meta | 0
.../{ => BodyModule}/CableSystem.cs | 9 +
.../{ => BodyModule}/CableSystem.cs.meta | 0
.../{ => BodyModule}/OscilloscopeSystem.cs | 4 +-
.../OscilloscopeSystem.cs.meta | 0
.../FixSystemNew/{ => BodyModule}/Plug.cs | 5 +-
.../{ => BodyModule}/Plug.cs.meta | 0
.../FixSystemNew/{ => BodyModule}/ScanLine.cs | 7 +-
.../{ => BodyModule}/ScanLine.cs.meta | 0
.../{ => BodyModule}/WaveSlider.cs | 0
.../{ => BodyModule}/WaveSlider.cs.meta | 0
.../{ => BodyModule}/WaveformLine.cs | 0
.../{ => BodyModule}/WaveformLine.cs.meta | 0
.../FixSystemNew/CoolingMachine/BottleSlot.cs | 44 +
.../CoolingMachine/BottleSlot.cs.meta} | 2 +-
.../CoolingMachine/CoolingBottle.cs | 69 +-
.../CoolingMachine/CoolingMachineViewer.cs | 128 +-
.../FixSystemNew/CoolingMachine/LockSlider.cs | 91 +
.../CoolingMachine/LockSlider.cs.meta} | 2 +-
.../FixSystemNew/CoolingMachine/PumpButton.cs | 47 +
.../CoolingMachine/PumpButton.cs.meta | 3 +
.../Scripts/FixSystemNew/FixSystemCenter.cs | 46 +-
.../Scripts/FixSystemNew/FixYarnCommandEx.cs | 3 +-
.../Scripts/FixSystemNew/StateTransition.meta | 8 +
.../FixSystemNew/StateTransition/FixState.cs | 175 ++
.../StateTransition/FixState.cs.meta | 3 +
Assets/Scripts/Framework/Core/Core.cs | 2 -
Assets/Scripts/Framework/LifeCycle.meta | 12 -
.../Framework/LifeCycle/LifeCycleManager.cs | 51 -
.../Framework/LifeCycle/ModuleLifeCycle.cs | 28 -
.../Scripts/Framework/Moveable/IMoveable.cs | 2 +
.../Framework/Moveable/MoveableSystem.cs | 1 +
.../Scripts/Framework/OtherKit/CameraKit.cs | 48 +
.../Framework/OtherKit/CameraKit.cs.meta | 3 +
.../Scripts/Framework/OtherKit/MonoCenter.cs | 13 +
Assets/Scripts/MiniGame/Engine/AirGate.cs | 3 +-
.../Scripts/MiniGame/Engine/EngineSystem.cs | 75 +-
.../Scripts/MiniGame/Engine/SpeedDashboard.cs | 9 +-
.../Scripts/MiniGame/Engine/StoneLifeCycle.cs | 29 -
.../MiniGame/Engine/StoneLifeCycle.cs.meta | 11 -
Assets/Scripts/MiniGame/Gear/Gear.cs | 2 +
Assets/Scripts/MiniGame/Gear/GearSystem.cs | 2 +
55 files changed, 1861 insertions(+), 964 deletions(-)
create mode 100644 Assets/Scripts/FixSystemNew/BodyModule.meta
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/BaseSocket.cs (100%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/BaseSocket.cs.meta (100%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/BodyModule.cs (100%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/BodyModule.cs.meta (100%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/BodyModuleSystem.cs (97%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/BodyModuleSystem.cs.meta (100%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/Cable.cs (100%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/Cable.cs.meta (100%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/CableSystem.cs (90%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/CableSystem.cs.meta (100%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/OscilloscopeSystem.cs (97%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/OscilloscopeSystem.cs.meta (100%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/Plug.cs (97%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/Plug.cs.meta (100%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/ScanLine.cs (92%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/ScanLine.cs.meta (100%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/WaveSlider.cs (100%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/WaveSlider.cs.meta (100%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/WaveformLine.cs (100%)
rename Assets/Scripts/FixSystemNew/{ => BodyModule}/WaveformLine.cs.meta (100%)
create mode 100644 Assets/Scripts/FixSystemNew/CoolingMachine/BottleSlot.cs
rename Assets/Scripts/{Framework/LifeCycle/ModuleLifeCycle.cs.meta => FixSystemNew/CoolingMachine/BottleSlot.cs.meta} (83%)
create mode 100644 Assets/Scripts/FixSystemNew/CoolingMachine/LockSlider.cs
rename Assets/Scripts/{Framework/LifeCycle/LifeCycleManager.cs.meta => FixSystemNew/CoolingMachine/LockSlider.cs.meta} (83%)
create mode 100644 Assets/Scripts/FixSystemNew/CoolingMachine/PumpButton.cs
create mode 100644 Assets/Scripts/FixSystemNew/CoolingMachine/PumpButton.cs.meta
create mode 100644 Assets/Scripts/FixSystemNew/StateTransition.meta
create mode 100644 Assets/Scripts/FixSystemNew/StateTransition/FixState.cs
create mode 100644 Assets/Scripts/FixSystemNew/StateTransition/FixState.cs.meta
delete mode 100644 Assets/Scripts/Framework/LifeCycle.meta
delete mode 100644 Assets/Scripts/Framework/LifeCycle/LifeCycleManager.cs
delete mode 100644 Assets/Scripts/Framework/LifeCycle/ModuleLifeCycle.cs
create mode 100644 Assets/Scripts/Framework/OtherKit/CameraKit.cs
create mode 100644 Assets/Scripts/Framework/OtherKit/CameraKit.cs.meta
delete mode 100644 Assets/Scripts/MiniGame/Engine/StoneLifeCycle.cs
delete mode 100644 Assets/Scripts/MiniGame/Engine/StoneLifeCycle.cs.meta
diff --git a/Assets/Resources/Art/Background/诊所场景(冷却液限定).psb b/Assets/Resources/Art/Background/诊所场景(冷却液限定).psb
index d879bfefc..39f6e60bf 100644
--- a/Assets/Resources/Art/Background/诊所场景(冷却液限定).psb
+++ b/Assets/Resources/Art/Background/诊所场景(冷却液限定).psb
@@ -1,3 +1,3 @@
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-size 318889979
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index b8999bcff..6c4e8ef12 100644
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+++ b/Assets/Resources/Art/Background/诊所场景(冷却液限定).psb.meta
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diff --git a/Assets/Resources/Art/Fix/Stone/身体维修界面.psb b/Assets/Resources/Art/Fix/Stone/身体维修界面.psb
index f93a7f8e9..d740561e3 100644
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@@ -1,3 +1,3 @@
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- - {fileID: 6045551082333026152}
+ - {fileID: 154381820}
- {fileID: 1410382569}
- {fileID: 657112469}
- {fileID: 1112213369}
diff --git a/Assets/Scripts/FixSystemNew/BodyModule.meta b/Assets/Scripts/FixSystemNew/BodyModule.meta
new file mode 100644
index 000000000..9caa23bb9
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/BodyModule.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 97a19921a1af4dd291a2e5fd307c02df
+timeCreated: 1733904654
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/BaseSocket.cs b/Assets/Scripts/FixSystemNew/BodyModule/BaseSocket.cs
similarity index 100%
rename from Assets/Scripts/FixSystemNew/BaseSocket.cs
rename to Assets/Scripts/FixSystemNew/BodyModule/BaseSocket.cs
diff --git a/Assets/Scripts/FixSystemNew/BaseSocket.cs.meta b/Assets/Scripts/FixSystemNew/BodyModule/BaseSocket.cs.meta
similarity index 100%
rename from Assets/Scripts/FixSystemNew/BaseSocket.cs.meta
rename to Assets/Scripts/FixSystemNew/BodyModule/BaseSocket.cs.meta
diff --git a/Assets/Scripts/FixSystemNew/BodyModule.cs b/Assets/Scripts/FixSystemNew/BodyModule/BodyModule.cs
similarity index 100%
rename from Assets/Scripts/FixSystemNew/BodyModule.cs
rename to Assets/Scripts/FixSystemNew/BodyModule/BodyModule.cs
diff --git a/Assets/Scripts/FixSystemNew/BodyModule.cs.meta b/Assets/Scripts/FixSystemNew/BodyModule/BodyModule.cs.meta
similarity index 100%
rename from Assets/Scripts/FixSystemNew/BodyModule.cs.meta
rename to Assets/Scripts/FixSystemNew/BodyModule/BodyModule.cs.meta
diff --git a/Assets/Scripts/FixSystemNew/BodyModuleSystem.cs b/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs
similarity index 97%
rename from Assets/Scripts/FixSystemNew/BodyModuleSystem.cs
rename to Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs
index 0341f7428..a905fe38e 100644
--- a/Assets/Scripts/FixSystemNew/BodyModuleSystem.cs
+++ b/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs
@@ -17,7 +17,6 @@ namespace AibisDream.FixSystem
public GameObject bodyModulePrefab;
public Transform bodyModuleGroup;
public OscilloscopeSystem oscilloscopeSystem;
-
#endregion
@@ -119,6 +118,14 @@ namespace AibisDream.FixSystem
curBodyModule?.ShowWave();
}
+ ///
+ /// 插头重新插入初始插孔
+ ///
+ public void ResetPlug()
+ {
+ CableSystem.ResetPlug();
+ }
+
#region 数据加载与保存
public override string[] GetDataKeyOptions()
diff --git a/Assets/Scripts/FixSystemNew/BodyModuleSystem.cs.meta b/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs.meta
similarity index 100%
rename from Assets/Scripts/FixSystemNew/BodyModuleSystem.cs.meta
rename to Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs.meta
diff --git a/Assets/Scripts/FixSystemNew/Cable.cs b/Assets/Scripts/FixSystemNew/BodyModule/Cable.cs
similarity index 100%
rename from Assets/Scripts/FixSystemNew/Cable.cs
rename to Assets/Scripts/FixSystemNew/BodyModule/Cable.cs
diff --git a/Assets/Scripts/FixSystemNew/Cable.cs.meta b/Assets/Scripts/FixSystemNew/BodyModule/Cable.cs.meta
similarity index 100%
rename from Assets/Scripts/FixSystemNew/Cable.cs.meta
rename to Assets/Scripts/FixSystemNew/BodyModule/Cable.cs.meta
diff --git a/Assets/Scripts/FixSystemNew/CableSystem.cs b/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs
similarity index 90%
rename from Assets/Scripts/FixSystemNew/CableSystem.cs
rename to Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs
index 986bf1480..523040671 100644
--- a/Assets/Scripts/FixSystemNew/CableSystem.cs
+++ b/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs
@@ -64,6 +64,15 @@ namespace AibisDream.FixSystem
PlugRef.InitPlug(InitSocket);
}
+ public void ResetPlug()
+ {
+ // 已经在初始插孔里了,不用动
+ if (curSocket == InitSocket) return;
+ // 不在初始插孔里,就从当前插孔拔出来,插回初始插孔
+ PlugRef.PullUpSocket();
+ PlugRef.InsertSocket(InitSocket);
+ }
+
///
/// 寻找最接近的Module
///
diff --git a/Assets/Scripts/FixSystemNew/CableSystem.cs.meta b/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs.meta
similarity index 100%
rename from Assets/Scripts/FixSystemNew/CableSystem.cs.meta
rename to Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs.meta
diff --git a/Assets/Scripts/FixSystemNew/OscilloscopeSystem.cs b/Assets/Scripts/FixSystemNew/BodyModule/OscilloscopeSystem.cs
similarity index 97%
rename from Assets/Scripts/FixSystemNew/OscilloscopeSystem.cs
rename to Assets/Scripts/FixSystemNew/BodyModule/OscilloscopeSystem.cs
index 120b798b4..a64da95d3 100644
--- a/Assets/Scripts/FixSystemNew/OscilloscopeSystem.cs
+++ b/Assets/Scripts/FixSystemNew/BodyModule/OscilloscopeSystem.cs
@@ -9,6 +9,8 @@ namespace AibisDream.FixSystem
{
#region 组件索引
+ private BodyModuleSystem _bodyModuleSystem;
+
private TMP_Text _screenText;
private WaveformLine _waveformLine;
private ScanLine _scanLine;
@@ -114,7 +116,7 @@ namespace AibisDream.FixSystem
///
public void OnScanSuccess()
{
- FixSystemCenter.SystemDic.Get().HandleDeepIn();
+ _bodyModuleSystem.HandleDeepIn();
_ = CommonUtil.Delay(2000, StopWave);
}
diff --git a/Assets/Scripts/FixSystemNew/OscilloscopeSystem.cs.meta b/Assets/Scripts/FixSystemNew/BodyModule/OscilloscopeSystem.cs.meta
similarity index 100%
rename from Assets/Scripts/FixSystemNew/OscilloscopeSystem.cs.meta
rename to Assets/Scripts/FixSystemNew/BodyModule/OscilloscopeSystem.cs.meta
diff --git a/Assets/Scripts/FixSystemNew/Plug.cs b/Assets/Scripts/FixSystemNew/BodyModule/Plug.cs
similarity index 97%
rename from Assets/Scripts/FixSystemNew/Plug.cs
rename to Assets/Scripts/FixSystemNew/BodyModule/Plug.cs
index 218c28588..e86a9a428 100644
--- a/Assets/Scripts/FixSystemNew/Plug.cs
+++ b/Assets/Scripts/FixSystemNew/BodyModule/Plug.cs
@@ -47,7 +47,7 @@ namespace AibisDream.FixSystem
/// 插入某个socket
///
/// 目标socket
- private void InsertSocket(ISocket targetSocket)
+ public void InsertSocket(ISocket targetSocket)
{
// 修改插头位置
transform.position = targetSocket.GetSocketPos();
@@ -71,7 +71,7 @@ namespace AibisDream.FixSystem
///
/// 从某个Socket拔出来
///
- private void PullUpSocket()
+ public void PullUpSocket()
{
// 修改线头位置
_cableSystem.CableRef.SetEndPos(_plugRootPos);
@@ -82,7 +82,6 @@ namespace AibisDream.FixSystem
// 触发事件
_cableSystem.BodyModuleSystem.plugOutEvent?.Invoke(_cableSystem.curSocket);
-
_cableSystem.curBodyModule = null;
_cableSystem.curSocket = null;
}
diff --git a/Assets/Scripts/FixSystemNew/Plug.cs.meta b/Assets/Scripts/FixSystemNew/BodyModule/Plug.cs.meta
similarity index 100%
rename from Assets/Scripts/FixSystemNew/Plug.cs.meta
rename to Assets/Scripts/FixSystemNew/BodyModule/Plug.cs.meta
diff --git a/Assets/Scripts/FixSystemNew/ScanLine.cs b/Assets/Scripts/FixSystemNew/BodyModule/ScanLine.cs
similarity index 92%
rename from Assets/Scripts/FixSystemNew/ScanLine.cs
rename to Assets/Scripts/FixSystemNew/BodyModule/ScanLine.cs
index 413457ae9..e6c8a6a9e 100644
--- a/Assets/Scripts/FixSystemNew/ScanLine.cs
+++ b/Assets/Scripts/FixSystemNew/BodyModule/ScanLine.cs
@@ -9,6 +9,7 @@ namespace AibisDream.FixSystem
#region 组件索引
private LineRenderer _line;
+ private OscilloscopeSystem _oscilloscopeSystem;
#endregion
@@ -33,6 +34,8 @@ namespace AibisDream.FixSystem
private void InitComponentRefs()
{
+ _oscilloscopeSystem = GetComponentInParent();
+
_line = GetComponent();
_line.enabled = false;
_line.positionCount = 2;
@@ -41,7 +44,7 @@ namespace AibisDream.FixSystem
public IEnumerator ScanForError(float spikeX)
{
_line.enabled = true;
- FixSystemCenter.SystemDic.Get().isScanning = true;
+ _oscilloscopeSystem.isScanning = true;
// 初始化扫描线
InitStartLine();
// 扫描线右移
@@ -68,7 +71,7 @@ namespace AibisDream.FixSystem
yield return null;
}
- FixSystemCenter.SystemDic.Get().isScanning = false;
+ _oscilloscopeSystem.isScanning = false;
}
private void InitStartLine()
diff --git a/Assets/Scripts/FixSystemNew/ScanLine.cs.meta b/Assets/Scripts/FixSystemNew/BodyModule/ScanLine.cs.meta
similarity index 100%
rename from Assets/Scripts/FixSystemNew/ScanLine.cs.meta
rename to Assets/Scripts/FixSystemNew/BodyModule/ScanLine.cs.meta
diff --git a/Assets/Scripts/FixSystemNew/WaveSlider.cs b/Assets/Scripts/FixSystemNew/BodyModule/WaveSlider.cs
similarity index 100%
rename from Assets/Scripts/FixSystemNew/WaveSlider.cs
rename to Assets/Scripts/FixSystemNew/BodyModule/WaveSlider.cs
diff --git a/Assets/Scripts/FixSystemNew/WaveSlider.cs.meta b/Assets/Scripts/FixSystemNew/BodyModule/WaveSlider.cs.meta
similarity index 100%
rename from Assets/Scripts/FixSystemNew/WaveSlider.cs.meta
rename to Assets/Scripts/FixSystemNew/BodyModule/WaveSlider.cs.meta
diff --git a/Assets/Scripts/FixSystemNew/WaveformLine.cs b/Assets/Scripts/FixSystemNew/BodyModule/WaveformLine.cs
similarity index 100%
rename from Assets/Scripts/FixSystemNew/WaveformLine.cs
rename to Assets/Scripts/FixSystemNew/BodyModule/WaveformLine.cs
diff --git a/Assets/Scripts/FixSystemNew/WaveformLine.cs.meta b/Assets/Scripts/FixSystemNew/BodyModule/WaveformLine.cs.meta
similarity index 100%
rename from Assets/Scripts/FixSystemNew/WaveformLine.cs.meta
rename to Assets/Scripts/FixSystemNew/BodyModule/WaveformLine.cs.meta
diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/BottleSlot.cs b/Assets/Scripts/FixSystemNew/CoolingMachine/BottleSlot.cs
new file mode 100644
index 000000000..55a3f3fd5
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/CoolingMachine/BottleSlot.cs
@@ -0,0 +1,44 @@
+using UnityEngine;
+
+namespace AibisDream
+{
+ public class BottleSlot : MonoBehaviour
+ {
+ private CoolingMachineViewer _coolingMachine;
+
+ private void Awake()
+ {
+ InitComponentRefs();
+ }
+
+ private void InitComponentRefs()
+ {
+ _coolingMachine = GetComponentInParent();
+ }
+
+ private void OnTriggerEnter2D(Collider2D other)
+ {
+ if (_coolingMachine.isLocked) return;
+
+ if (other.gameObject.TryGetComponent(out var bottle))
+ {
+ // 进入时只给吸附标记,松手才吸附
+ bottle.isSnapped = true;
+ }
+ }
+
+ private void OnTriggerExit2D(Collider2D other)
+ {
+ if (_coolingMachine.isLocked) return;
+
+ if (other.gameObject.TryGetComponent(out var bottle))
+ {
+ // 离开时直接触发拔出逻辑,不等松手
+ bottle.isSnapped = false;
+ // 拔出
+ _coolingMachine.MoveOutBottle();
+ }
+ }
+ }
+}
+
diff --git a/Assets/Scripts/Framework/LifeCycle/ModuleLifeCycle.cs.meta b/Assets/Scripts/FixSystemNew/CoolingMachine/BottleSlot.cs.meta
similarity index 83%
rename from Assets/Scripts/Framework/LifeCycle/ModuleLifeCycle.cs.meta
rename to Assets/Scripts/FixSystemNew/CoolingMachine/BottleSlot.cs.meta
index 52fc9dc75..8c7ec9a73 100644
--- a/Assets/Scripts/Framework/LifeCycle/ModuleLifeCycle.cs.meta
+++ b/Assets/Scripts/FixSystemNew/CoolingMachine/BottleSlot.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 7c928711dc2b0dc4c995288fdb23d1c7
+guid: bdcb57f53aa757b45a44803a2441d888
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingBottle.cs b/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingBottle.cs
index bfcb005f3..58d071bcf 100644
--- a/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingBottle.cs
+++ b/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingBottle.cs
@@ -1,5 +1,4 @@
-using System;
-using AibisDream.Framework;
+using AibisDream.Framework;
using DG.Tweening;
using UnityEngine;
@@ -7,41 +6,97 @@ namespace AibisDream
{
public class CoolingBottle : MonoBehaviour, IMoveable
{
- private GameObject _mask;
+ public CoolingMachineViewer coolingMachine;
+ private Transform _mask;
private Rigidbody2D _rb;
- private static readonly Vector3 UpPos = new(0, 1.56f, 0);
+ private static readonly Vector3 UpPos = new(0, 1.86f, 0);
private static readonly Vector3 DownPos = Vector3.zero;
+ public bool isSnapped;
+ public bool isInMachine;
+ public bool isLocked;
+
public bool isEmpty;
+ public bool IsBlock { get; }
private void Awake()
+ {
+ InitComponentRefs();
+ }
+
+ private void InitComponentRefs()
{
_rb = GetComponent();
+ _mask = transform.Find("Mask");
+ coolingMachine = FindObjectOfType();
+
+ _mask.localPosition = isEmpty ? DownPos : UpPos;
}
public void LiquidDown(float duration)
{
- _mask.transform.DOMove(DownPos, duration).OnComplete(() => isEmpty = true);
+ var targetPos = transform.parent.TransformPoint(DownPos);
+ _mask.transform.DOMove(targetPos, duration).OnComplete(() => isEmpty = true);
}
public void LiquidUp(float duration)
{
- _mask.transform.DOMove(UpPos, duration).OnComplete(() => isEmpty = false);
+ var targetPos = transform.parent.TransformPoint(UpPos);
+ _mask.transform.DOMove(targetPos, duration).OnComplete(() => isEmpty = false);
}
public void StartMove()
{
-
}
public void Move(Vector2 mousePos)
{
+ // 锁定后无法移动
+ if (isLocked) return;
+
_rb.MovePosition(mousePos);
}
public void StopMove()
{
+ // 松手时若是已吸附,就触发插入逻辑
+ if (isSnapped) coolingMachine.InsertBottle(this);
+ }
+
+ ///
+ /// 松手后吸附至某个位置
+ ///
+ /// 吸附点位
+ public void Snap(Vector3 snapPos)
+ {
+ // 吸附至指定位置
+ transform.position = snapPos;
+ // 停用重力
+ _rb.gravityScale = 0;
+ // 瓶子进入机器
+ isInMachine = true;
+ }
+
+ ///
+ /// 离开指定位置就停止吸附
+ ///
+ public void Unsnap()
+ {
+ // 重新启用重力
+ _rb.gravityScale = 1;
+ // 瓶子不在机器中
+ isInMachine = false;
+ }
+
+ public void Lock()
+ {
+ isLocked = true;
+ }
+
+ public void Unlock()
+ {
+ isLocked = false;
}
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingMachineViewer.cs b/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingMachineViewer.cs
index 64780461c..28038a6e6 100644
--- a/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingMachineViewer.cs
+++ b/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingMachineViewer.cs
@@ -1,17 +1,30 @@
+using DG.Tweening;
using UnityEngine;
namespace AibisDream
{
- public class CoolingMachineSystem : MonoBehaviour, ICoolingMachine
+ public class CoolingMachineViewer : MonoBehaviour, ICoolingMachine
{
- public bool isMachineEmpty;
-
- public GameObject bottleSlot;
+ [Header("引用")] public GameObject bottleSlot;
public CoolingBottle bottle;
- public GameObject pumpHead;
- public GameObject lockSwitch;
- public GameObject pumpButton;
-
+ public LockSlider lockSlider;
+ public Transform pumpHead;
+
+ private SpriteButton _button;
+
+ [Header("参数")] public float pumpDuration = 3f;
+ public float resetDuration = 0.5f;
+ public float pumpHeadUpY;
+ public float pumpHeadDownY;
+
+ #region 状态
+
+ [Header("状态")] public bool isMachineEmpty;
+ public bool isLocked;
+ public bool inLiquidChange;
+
+ #endregion
+
#region 对外暴露
public void LinkRobot()
@@ -25,30 +38,35 @@ namespace AibisDream
///
public void PumpCooling()
{
- // 泵头下降
-
+ inLiquidChange = true;
// 液面上升
-
- // 完成后液体满了
- isMachineEmpty = true;
+ bottle.LiquidUp(pumpDuration);
+ // 泵头下降
+ var sq = GenePumpHeadAnime();
+ sq.OnComplete(() =>
+ {
+ inLiquidChange = false;
+ isMachineEmpty = false;
+ });
}
public void UnlockBottle()
{
- // 卡扣上移
-
- // 瓶子外旋
-
- // 机器空置
+ // 动画效果拉杆处理了
+ // 触发锁定逻辑
isMachineEmpty = false;
+ isLocked = false;
+ bottle?.Unlock();
+ lockSlider.DisableHook();
}
public void MoveOutBottle()
{
+ if (bottle == null) return;
// 瓶子置空
bottle.transform.parent = null;
-
-
+ // 停止吸附
+ bottle?.Unsnap();
}
public void InsertBottle(CoolingBottle newBottle)
@@ -56,25 +74,33 @@ namespace AibisDream
// 改变瓶子归属
newBottle.transform.parent = bottleSlot.transform;
bottle = newBottle;
-
+ // 插入瓶子
+ bottle.Snap(bottleSlot.transform.position);
}
public void LockBottle()
{
- // 插槽回旋
-
- // 卡扣下降
-
- // 同步液体状态
- isMachineEmpty = bottle.isEmpty;
-
- // TODO 同步泵头状态
-
+ // 动画效果在拉杆的地方就处理了
+ // 触发锁定逻辑
+ isMachineEmpty = !bottle || bottle.isEmpty;
+ isLocked = true;
+ bottle?.Lock();
+ // 如果当前没有瓶子,就打开卡扣碰撞
+ if (!bottle) lockSlider.EnableHook();
}
public void InjectCool()
{
- throw new System.NotImplementedException();
+ inLiquidChange = true;
+ // 泵头下降
+ var sq = GenePumpHeadAnime();
+ sq.OnComplete(() =>
+ {
+ inLiquidChange = false;
+ isMachineEmpty = true;
+ });
+ // 液面上升
+ bottle.LiquidDown(pumpDuration);
}
public void UnlinkRobot()
@@ -82,8 +108,44 @@ namespace AibisDream
throw new System.NotImplementedException();
}
+ public bool CanPump()
+ {
+ if (inLiquidChange)
+ {
+ Debug.Log("泵机正在工作");
+ return false;
+ }
+
+ if (!isLocked)
+ {
+ Debug.Log("卡扣尚未锁定");
+ return false;
+ }
+
+ if (!bottle)
+ {
+ Debug.Log("没有瓶子");
+ return false;
+ }
+
+ return true;
+ }
+
#endregion
-
+
+ private Sequence GenePumpHeadAnime()
+ {
+ var sequence = DOTween.Sequence();
+ // 下降动画
+ var pumpDownPos = new Vector3(pumpHead.position.x, pumpHeadDownY + transform.position.y,
+ pumpHead.position.z);
+ sequence.Append(pumpHead.DOMove(pumpDownPos, pumpDuration));
+ // 上升动画
+ var pumpUpPos = new Vector3(pumpHead.position.x, pumpHeadUpY + transform.position.y, pumpHead.position.z);
+ sequence.Append(pumpHead.DOMove(pumpUpPos, resetDuration));
+
+ return sequence;
+ }
}
///
@@ -100,4 +162,4 @@ namespace AibisDream
void InjectCool();
void UnlinkRobot();
}
-}
+}
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/LockSlider.cs b/Assets/Scripts/FixSystemNew/CoolingMachine/LockSlider.cs
new file mode 100644
index 000000000..d2a832c70
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/CoolingMachine/LockSlider.cs
@@ -0,0 +1,91 @@
+using AibisDream.Framework;
+using UnityEngine;
+
+namespace AibisDream
+{
+ public class LockSlider : MonoBehaviour, IMoveable
+ {
+ private Transform _drawBar;
+ private Transform _hook;
+ private CoolingMachineViewer _coolingMachine;
+ private bool _isLocked;
+
+ private float Value
+ {
+ set
+ {
+ var sliderY = value * (offPos.position.y - onPos.position.y) + onPos.position.y;
+ transform.position = new Vector3(_drawBar.position.x, sliderY, _drawBar.position.z);
+ var hookY = value * (lockOffPos.position.y - lockOnPos.position.y) + lockOnPos.position.y;
+ _hook.position = new Vector3(_hook.position.x, hookY, _hook.position.z);
+ }
+ }
+
+ public Transform onPos;
+ public Transform offPos;
+
+ public Transform lockOnPos;
+ public Transform lockOffPos;
+
+ public bool IsBlock => _coolingMachine.inLiquidChange;
+
+ private void Awake()
+ {
+ _coolingMachine = GetComponentInParent();
+ _drawBar = transform;
+ _hook = transform.parent.Find("活动卡扣");
+ _isLocked = true;
+ }
+
+ public void StartMove()
+ {
+ }
+
+ public void Move(Vector2 mousePos)
+ {
+ var curY = Mathf.Clamp(mousePos.y, onPos.position.y, offPos.position.y);
+
+ Value = (curY - onPos.position.y) / (offPos.position.y - onPos.position.y);
+ }
+
+ public void StopMove()
+ {
+ var curValue = (_drawBar.position.y - onPos.position.y) / (offPos.position.y - onPos.position.y);
+ // 大于0.8或者小于0.2则切换状态,否则弹回去
+ _isLocked = curValue switch
+ {
+ // 移动停止时尝试吸附
+ >= 0.8f => false,
+ <= 0.2f => true,
+ _ => _isLocked
+ };
+
+ Value = _isLocked ? 0 : 1;
+ // 判定开闭锁
+ if (_isLocked)
+ {
+ _coolingMachine.LockBottle();
+ }
+ else
+ {
+ _coolingMachine.UnlockBottle();
+ }
+ }
+
+ ///
+ /// 打开卡扣碰撞
+ ///
+ public void EnableHook()
+ {
+ _hook.GetComponent().enabled = true;
+ }
+
+ ///
+ /// 关闭卡扣碰撞
+ ///
+ public void DisableHook()
+ {
+ _hook.GetComponent().enabled = false;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Framework/LifeCycle/LifeCycleManager.cs.meta b/Assets/Scripts/FixSystemNew/CoolingMachine/LockSlider.cs.meta
similarity index 83%
rename from Assets/Scripts/Framework/LifeCycle/LifeCycleManager.cs.meta
rename to Assets/Scripts/FixSystemNew/CoolingMachine/LockSlider.cs.meta
index 702111eba..d26333639 100644
--- a/Assets/Scripts/Framework/LifeCycle/LifeCycleManager.cs.meta
+++ b/Assets/Scripts/FixSystemNew/CoolingMachine/LockSlider.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 3e9b9d16043250e43b350ea79cda5e7a
+guid: 9f15b93b1e22b11459ca121bedee9ba7
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/PumpButton.cs b/Assets/Scripts/FixSystemNew/CoolingMachine/PumpButton.cs
new file mode 100644
index 000000000..2bf638b88
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/CoolingMachine/PumpButton.cs
@@ -0,0 +1,47 @@
+using UnityEngine;
+
+namespace AibisDream
+{
+ public class PumpButton : MonoBehaviour
+ {
+ private SpriteButton _button;
+ private CoolingMachineViewer _coolingMachine;
+
+ private void Awake()
+ {
+ _coolingMachine = GetComponentInParent();
+ }
+
+ private void OnEnable()
+ {
+ _button = new SpriteButton(gameObject);
+ _button.OnButtonDown += OnButtonDown;
+ }
+
+ private void OnDisable()
+ {
+ _button.OnButtonDown -= OnButtonDown;
+ _button = null;
+ }
+
+ private void Update()
+ {
+ _button.CheckButtonClick();
+ }
+
+ private void OnButtonDown()
+ {
+ if (!_coolingMachine.CanPump()) return;
+
+ if (_coolingMachine.isMachineEmpty)
+ {
+ _coolingMachine.PumpCooling();
+ }
+ else
+ {
+ Debug.Log("in");
+ _coolingMachine.InjectCool();
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/PumpButton.cs.meta b/Assets/Scripts/FixSystemNew/CoolingMachine/PumpButton.cs.meta
new file mode 100644
index 000000000..5122b4d8b
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/CoolingMachine/PumpButton.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: c1098201b6934115ac7c06afa1564dab
+timeCreated: 1733580710
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/FixSystemCenter.cs b/Assets/Scripts/FixSystemNew/FixSystemCenter.cs
index fe30b6540..a22d76322 100644
--- a/Assets/Scripts/FixSystemNew/FixSystemCenter.cs
+++ b/Assets/Scripts/FixSystemNew/FixSystemCenter.cs
@@ -1,21 +1,57 @@
using AibisDream.Framework;
+using AibisDream.Kit;
using UnityEngine;
namespace AibisDream.FixSystem
{
- public class FixSystemCenter : MonoBehaviour
+ public class FixSystemCenter : Singleton
{
- public static IOCContainer SystemDic = new();
+ public FixState curState;
- private void Awake()
+ public override void OnSingletonInit()
{
SystemDic ??= new IOCContainer();
+ InitTransitionDic();
+
+ // TODO 这个回头要改
+ curState = FixState.BodyModule;
}
- private void OnDestroy()
+ #region 系统索引
+
+ // 容纳System
+ public static IOCContainer SystemDic = new();
+
+ #endregion
+
+ #region 转场管理
+
+ private static readonly StateDictionary TransitionDic = new();
+
+ private void InitTransitionDic()
{
- SystemDic = null;
+ TransitionDic.Add(FixState.BodyModule, FixState.Engine, new BodyModuleToEngineCommand());
}
+
+ ///
+ /// 执行转场
+ ///
+ /// 需要转换的状态
+ public void TransToNextState(FixState nextState)
+ {
+ // 没存过的先打个日志报错
+ if (!TransitionDic.TryGetValue(curState, nextState, out var command))
+ {
+ Debug.Log($"源为{curState.ToString()}, 目标为{nextState.ToString()}, 转场命令不存在");
+ return;
+ }
+
+ // 存过的执行转场命令
+ StartCoroutine(command.Execute());
+ curState = nextState;
+ }
+
+ #endregion
}
}
diff --git a/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs b/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs
index 028c4a130..348e857bf 100644
--- a/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs
+++ b/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs
@@ -1,5 +1,4 @@
-using AibisDream.Framework;
-using UnityEngine;
+using UnityEngine;
using Yarn.Unity;
namespace AibisDream.FixSystem
diff --git a/Assets/Scripts/FixSystemNew/StateTransition.meta b/Assets/Scripts/FixSystemNew/StateTransition.meta
new file mode 100644
index 000000000..21c637b9d
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/StateTransition.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 51102ff352f0a80499cae251e2267fe4
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs b/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs
new file mode 100644
index 000000000..faff2503e
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs
@@ -0,0 +1,175 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using AibisDream.Framework;
+using DG.Tweening;
+using UnityEngine;
+
+namespace AibisDream.FixSystem
+{
+ public enum FixState
+ {
+ Clinic,
+ CoolingMachine,
+ BodyModule,
+ Memory,
+ VisualSense,
+ Engine,
+ Gear
+ }
+
+ public interface ITransitionCommand
+ {
+ IEnumerator Execute();
+ }
+
+ public struct BodyModuleToEngineCommand : ITransitionCommand
+ {
+ // 引擎相机设置
+ private static readonly Vector3 CameraPos = new(-2.5f, 2.13f, -10);
+ private const float OrthographicSize = 2.5f;
+ private const float Duration = 2f;
+
+ public IEnumerator Execute()
+ {
+ var bodyModuleSystem = FixSystemCenter.SystemDic.Get();
+ var engineSystem = FixSystemCenter.SystemDic.Get();
+
+ // 插头回到初始插孔
+ bodyModuleSystem.ResetPlug();
+ // 相机聚焦到目标位
+ var cameraSq = CameraKit.Instance.TransCamera(CameraPos, OrthographicSize, Duration);
+ while (cameraSq.active && !cameraSq.IsComplete())
+ {
+ yield return null;
+ }
+
+ // 打开引擎盖子
+ var coverSq = engineSystem.OpenCover();
+ while (coverSq.active && !coverSq.IsComplete())
+ {
+ yield return null;
+ }
+ }
+ }
+
+ public struct EngineToBodyModuleCommand : ITransitionCommand
+ {
+ private const float Duration = 2f;
+
+ public IEnumerator Execute()
+ {
+ var engineSystem = FixSystemCenter.SystemDic.Get();
+
+ // 关闭引擎盖
+ var coverSq = engineSystem.CloseCover();
+ while (coverSq.active && !coverSq.IsComplete())
+ {
+ yield return null;
+ }
+
+ // 相机还原
+ var cameraSq = CameraKit.Instance.ReturnInitCamera(Duration);
+ while (cameraSq.active && !cameraSq.IsComplete())
+ {
+ yield return null;
+ }
+ }
+ }
+
+ public struct EngineToGearCommand : ITransitionCommand
+ {
+ private const float Duration = 2f;
+ private static readonly Vector3 CameraPos = new(-2.5f, 2.13f, -10);
+
+ public IEnumerator Execute()
+ {
+ var engineSystem = FixSystemCenter.SystemDic.Get();
+ var gearSystem = FixSystemCenter.SystemDic.Get();
+ // 关闭一下引擎盖
+ var coverSq = engineSystem.CloseCover();
+ while (coverSq.active && !coverSq.IsComplete())
+ {
+ yield return null;
+ }
+
+ // 只需要移动一下相机就好了
+ var tween = CameraKit.Instance.TransCamera(CameraPos, Duration);
+ while (tween.active && !tween.IsComplete())
+ {
+ yield return null;
+ }
+
+ // 然后可以开启引擎盖
+
+ }
+ }
+
+ ///
+ /// 以两个Key为索引的Dic
+ ///
+ /// Value类型
+ public class StateDictionary
+ {
+ private readonly Dictionary _stateDic = new();
+
+ public T Get(FixState source, FixState target)
+ {
+ var key = new StateTransKey(source, target);
+ return _stateDic[key];
+ }
+
+ public void Add(FixState source, FixState target, T value)
+ {
+ var key = new StateTransKey(source, target);
+ _stateDic[key] = value;
+ }
+
+ public void Clear()
+ {
+ _stateDic.Clear();
+ }
+
+ public bool ContainsKey(FixState source, FixState target)
+ {
+ var key = new StateTransKey(source, target);
+ return _stateDic.ContainsKey(key);
+ }
+
+ public bool TryGetValue(FixState source, FixState target, out T value)
+ {
+ var key = new StateTransKey(source, target);
+ return _stateDic.TryGetValue(key, out value);
+ }
+
+ ///
+ /// 用于实现两个Key的Dictionary
+ ///
+ private class StateTransKey
+ {
+ private readonly FixState _sourceState;
+ private readonly FixState _targetState;
+
+ public StateTransKey(FixState sourceState, FixState targetState)
+ {
+ _sourceState = sourceState;
+ _targetState = targetState;
+ }
+
+ public override bool Equals(object obj)
+ {
+ // 类型不同肯定不相等
+ if (obj is not StateTransKey other) return false;
+ // 判断两个key相等
+ return _sourceState == other._sourceState && _targetState == other._targetState;
+ }
+
+ public override int GetHashCode()
+ {
+ return HashCode.Combine(_sourceState, _targetState);
+ }
+ }
+ }
+}
+
+
diff --git a/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs.meta b/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs.meta
new file mode 100644
index 000000000..bbd4ef39b
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: a69c67aba0d24b8994271ee886e11d3d
+timeCreated: 1733712418
\ No newline at end of file
diff --git a/Assets/Scripts/Framework/Core/Core.cs b/Assets/Scripts/Framework/Core/Core.cs
index f89da2f1d..b7f8fdac8 100644
--- a/Assets/Scripts/Framework/Core/Core.cs
+++ b/Assets/Scripts/Framework/Core/Core.cs
@@ -15,8 +15,6 @@ namespace AibisDream.Framework
public interface ISystem
{
void Init();
- void Enable();
- void Disable();
void Deinit();
}
diff --git a/Assets/Scripts/Framework/LifeCycle.meta b/Assets/Scripts/Framework/LifeCycle.meta
deleted file mode 100644
index c0076cae6..000000000
--- a/Assets/Scripts/Framework/LifeCycle.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-<<<<<<<< HEAD:Assets/Scripts/Framework/LifeCycle.meta
-guid: e83cc72ae645d204ba5edddce2e36596
-folderAsset: yes
-========
-guid: 39db4a518afdbd74f8c0100de0f68c74
->>>>>>>> develop:Assets/Scenes/ScanScopeTest.unity.meta
-DefaultImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Scripts/Framework/LifeCycle/LifeCycleManager.cs b/Assets/Scripts/Framework/LifeCycle/LifeCycleManager.cs
deleted file mode 100644
index 71c9f96c8..000000000
--- a/Assets/Scripts/Framework/LifeCycle/LifeCycleManager.cs
+++ /dev/null
@@ -1,51 +0,0 @@
-using AibisDream.Kit;
-using Yarn.Unity;
-
-namespace AibisDream
-{
- public class LifeCycleManager : Singleton
- {
- private ILifeCycle _lifeCycle;
-
- private void OnEnable()
- {
- SceneLoader.Instance.LoadSceneEvent += OnInit;
- SceneLoader.Instance.UnloadSceneEvent += OnSceneUnload;
- }
-
- private void OnDisable()
- {
- SceneLoader.Instance.LoadSceneEvent -= OnInit;
- SceneLoader.Instance.UnloadSceneEvent -= OnSceneUnload;
- }
-
- public void Register(ILifeCycle lifeCycle)
- {
- _lifeCycle = lifeCycle;
- }
-
- private void OnInit()
- {
- _lifeCycle?.OnInit();
- }
-
- [YarnCommand("game_start")]
- public void OnGameStart()
- {
- _lifeCycle?.OnGameStart();
- }
-
- [YarnCommand("game_end")]
- public void OnGameEnd()
- {
- _lifeCycle?.OnGameEnd();
- }
-
- private void OnSceneUnload()
- {
- _lifeCycle.OnSceneUnload();
- _lifeCycle = null;
- }
- }
-}
-
diff --git a/Assets/Scripts/Framework/LifeCycle/ModuleLifeCycle.cs b/Assets/Scripts/Framework/LifeCycle/ModuleLifeCycle.cs
deleted file mode 100644
index a91d6b9a1..000000000
--- a/Assets/Scripts/Framework/LifeCycle/ModuleLifeCycle.cs
+++ /dev/null
@@ -1,28 +0,0 @@
-using UnityEngine;
-
-namespace AibisDream
-{
- public interface ILifeCycle
- {
- void OnInit();
-
- void OnGameStart();
-
- void OnGameEnd();
-
- void OnSceneUnload();
- }
-
- public abstract class AbsLifeCycle : MonoBehaviour, ILifeCycle
- {
- private void Start()
- {
- LifeCycleManager.Instance.Register(this);
- }
-
- public abstract void OnInit();
- public abstract void OnGameStart();
- public abstract void OnGameEnd();
- public abstract void OnSceneUnload();
- }
-}
diff --git a/Assets/Scripts/Framework/Moveable/IMoveable.cs b/Assets/Scripts/Framework/Moveable/IMoveable.cs
index de6f4ee6e..6dff18dad 100644
--- a/Assets/Scripts/Framework/Moveable/IMoveable.cs
+++ b/Assets/Scripts/Framework/Moveable/IMoveable.cs
@@ -4,6 +4,8 @@ namespace AibisDream.Framework
{
public interface IMoveable
{
+ bool IsBlock { get; }
+
void StartMove();
void Move(Vector2 mousePos);
diff --git a/Assets/Scripts/Framework/Moveable/MoveableSystem.cs b/Assets/Scripts/Framework/Moveable/MoveableSystem.cs
index 9ad64840a..9e26b1931 100644
--- a/Assets/Scripts/Framework/Moveable/MoveableSystem.cs
+++ b/Assets/Scripts/Framework/Moveable/MoveableSystem.cs
@@ -41,6 +41,7 @@ namespace AibisDream.Framework
{
_dragObj = hit.collider.gameObject.GetComponent();
if (_dragObj == null) return;
+ if (_dragObj.IsBlock) return;
_dragObj.StartMove();
_offset = hit.collider.transform.position - GetMouseAsWorldPoint();
diff --git a/Assets/Scripts/Framework/OtherKit/CameraKit.cs b/Assets/Scripts/Framework/OtherKit/CameraKit.cs
new file mode 100644
index 000000000..039536c0f
--- /dev/null
+++ b/Assets/Scripts/Framework/OtherKit/CameraKit.cs
@@ -0,0 +1,48 @@
+using AibisDream.Kit;
+using DG.Tweening;
+using UnityEngine;
+
+namespace AibisDream.Framework
+{
+ public class CameraKit : SingletonBase
+ {
+ private readonly Camera _mainCamera = Camera.main;
+
+ private Vector3 _initPos;
+ private float _initOrthographicSize;
+
+ private CameraKit() {}
+
+ public override void OnSingletonInit()
+ {
+ // 无需初始化
+ }
+
+ public void ResetCamara()
+ {
+ _mainCamera.transform.position = _initPos;
+ _mainCamera.orthographicSize = _initOrthographicSize;
+ }
+
+ public Tween TransCamera(Vector3 targetPos, float targetOrthographicSize, float duration)
+ {
+ var sq = DOTween.Sequence();
+ // 移动
+ sq.Join(_mainCamera.transform.DOMove(targetPos, duration));
+ // 缩放
+ sq.Join(_mainCamera.DOOrthoSize(targetOrthographicSize, duration));
+
+ return sq;
+ }
+
+ public Tween ReturnInitCamera(float duration)
+ {
+ return TransCamera(_initPos, _initOrthographicSize, duration);
+ }
+
+ public Tween TransCamera(Vector3 targetPos, float duration)
+ {
+ return _mainCamera.transform.DOMove(targetPos, duration);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Framework/OtherKit/CameraKit.cs.meta b/Assets/Scripts/Framework/OtherKit/CameraKit.cs.meta
new file mode 100644
index 000000000..5067e7e2d
--- /dev/null
+++ b/Assets/Scripts/Framework/OtherKit/CameraKit.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: ab36b5f5522a4b42bf6e1054aa92bdce
+timeCreated: 1733666233
\ No newline at end of file
diff --git a/Assets/Scripts/Framework/OtherKit/MonoCenter.cs b/Assets/Scripts/Framework/OtherKit/MonoCenter.cs
index f46c77588..21c993e36 100644
--- a/Assets/Scripts/Framework/OtherKit/MonoCenter.cs
+++ b/Assets/Scripts/Framework/OtherKit/MonoCenter.cs
@@ -1,4 +1,5 @@
using System;
+using AibisDream.FixSystem;
using UnityEngine;
namespace AibisDream.Framework
@@ -24,6 +25,7 @@ namespace AibisDream.Framework
_iocContainer ??= new IOCContainer();
// 在这里添加相应的工具
Register(new MoveableSystem());
+ Register(new TransTest());
}
private void Register(T kit) where T : IMonoKit
@@ -41,6 +43,17 @@ namespace AibisDream.Framework
private void Update() => OnUpdate?.Invoke();
}
+ public class TransTest : IMonoKit
+ {
+ public void OnUpdate()
+ {
+ if (Input.GetKeyDown(KeyCode.K))
+ {
+ FixSystemCenter.Instance.TransToNextState(FixState.Engine);
+ }
+ }
+ }
+
public interface IMonoKit
{
void OnUpdate();
diff --git a/Assets/Scripts/MiniGame/Engine/AirGate.cs b/Assets/Scripts/MiniGame/Engine/AirGate.cs
index 15e8b71d9..46e2b5276 100644
--- a/Assets/Scripts/MiniGame/Engine/AirGate.cs
+++ b/Assets/Scripts/MiniGame/Engine/AirGate.cs
@@ -1,6 +1,5 @@
using AibisDream.Framework;
using UnityEngine;
-using UnityEngine.Serialization;
namespace AibisDream
{
@@ -13,6 +12,8 @@ namespace AibisDream
[SerializeField] private float heightY;
private Vector3 _offset;
+
+ public bool IsBlock { get; }
private void Awake()
{
diff --git a/Assets/Scripts/MiniGame/Engine/EngineSystem.cs b/Assets/Scripts/MiniGame/Engine/EngineSystem.cs
index 7b190f915..9a4ff3c61 100644
--- a/Assets/Scripts/MiniGame/Engine/EngineSystem.cs
+++ b/Assets/Scripts/MiniGame/Engine/EngineSystem.cs
@@ -4,7 +4,9 @@ using AibisDream.FixSystem;
using AibisDream.Framework;
using AibisDream.Kit;
using AibisDream.Utility;
+using DG.Tweening;
using UnityEngine;
+using UnityEngine.Serialization;
namespace AibisDream
{
@@ -12,16 +14,24 @@ namespace AibisDream
{
public static string DataPath = Application.streamingAssetsPath + "/LevelData/EngineSystem/";
+ private SpriteRenderer _cover;
+
[Header("系统配置")] [SerializeField] public EngineConfig config;
[Header("系统数据")] [SerializeField] private EngineData engineData;
+ [FormerlySerializedAs("盖板移动时间")] [SerializeField]
+ private float coverMoveDuration = 5f;
+ [FormerlySerializedAs("盖板移动距离")] [SerializeField]
+ private float coverMoveDistance = 2.8f;
+
private bool IsValid => engineData.isValid.Value;
-
+
public event Action UpdateDashboard;
private void Awake()
{
FixSystemCenter.SystemDic.Register(this);
+ _cover = transform.Find("Cover").GetComponent();
}
private void OnEnable()
@@ -58,13 +68,65 @@ namespace AibisDream
// 失效期无法加油门
}
+ ///
+ /// 更新引擎气门变化
+ ///
+ /// 当前气门等级
public void UpdateAirLevel(int curLevel)
{
engineData.UpdateAirLevel(curLevel, config.maxLevel);
}
+ ///
+ /// 打开盖板
+ ///
+ /// 动画序列
+ public Tween OpenCover()
+ {
+ var sq = DOTween.Sequence();
+ // 盖板上移
+ var moveDis = new Vector3(0, coverMoveDistance, 0);
+ sq.Join(_cover.transform.DOBlendableMoveBy(moveDis, coverMoveDuration));
+ // 盖板淡出
+ sq.Join(_cover.DOFade(0, coverMoveDuration));
+
+ // 为引擎系统解锁
+ sq.OnComplete(Unlock);
+
+ return sq;
+ }
+
+ ///
+ /// 关闭盖板
+ ///
+ /// 动画序列
+ public Tween CloseCover()
+ {
+ var sq = DOTween.Sequence();
+ sq.Join(_cover.DOFade(1, coverMoveDuration));
+
+ var moveDis = new Vector3(0, -coverMoveDistance, 0);
+ sq.Join(_cover.transform.DOBlendableMoveBy(moveDis, coverMoveDuration));
+
+ // 锁定引擎系统
+ sq.OnComplete(Lock);
+
+ return sq;
+ }
+
+ public void Lock()
+ {
+ // 禁止油门和气门
+
+ }
+
+ public void Unlock()
+ {
+ // 开启油门和气门
+ }
+
#region 数据加载与保存
-
+
private string[] _keyOptions;
public override string CurDataKey { get; set; }
@@ -81,7 +143,7 @@ namespace AibisDream
Debug.Log("配置项名称为空");
return;
}
-
+
if (!ConfigUtil.Instance.TryLoadConfig(DataPath + CurDataKey,
out var data))
{
@@ -94,13 +156,14 @@ namespace AibisDream
public override void Save()
{
- if (string.IsNullOrEmpty(CurDataKey))
+ if (string.IsNullOrEmpty(CurDataKey))
{
Debug.Log("名称不为空");
return;
}
+
ConfigUtil.Instance.SaveConfig(config, DataPath + CurDataKey);
-
+
if (!_keyOptions.Contains(CurDataKey))
{
// 重新读取key
@@ -176,6 +239,8 @@ namespace AibisDream
{
isValid.Value = false;
}
+
+ inAirRange = curInAirRange;
}
public void UpdateAirLevel(int level, int maxLevel)
diff --git a/Assets/Scripts/MiniGame/Engine/SpeedDashboard.cs b/Assets/Scripts/MiniGame/Engine/SpeedDashboard.cs
index 027d1f139..9fa62402e 100644
--- a/Assets/Scripts/MiniGame/Engine/SpeedDashboard.cs
+++ b/Assets/Scripts/MiniGame/Engine/SpeedDashboard.cs
@@ -6,8 +6,8 @@ namespace AibisDream
{
private Transform _pointer;
- [SerializeField] private float leftPosX;
- [SerializeField] private float rightPosX;
+ [SerializeField] private float leftRot;
+ [SerializeField] private float rightRot;
protected override void OnStart()
{
@@ -16,8 +16,9 @@ namespace AibisDream
protected override void UpdateDashboard(EngineData data)
{
- var targetPosX = (rightPosX - leftPosX) * data.curSpeed + leftPosX;
- _pointer.localPosition = new Vector3(targetPosX, _pointer.localPosition.y, _pointer.localPosition.y);
+ var targetRot = (rightRot - leftRot) * data.curSpeed + leftRot;
+
+ _pointer.eulerAngles = new Vector3(0, 0, -targetRot);
}
}
}
diff --git a/Assets/Scripts/MiniGame/Engine/StoneLifeCycle.cs b/Assets/Scripts/MiniGame/Engine/StoneLifeCycle.cs
deleted file mode 100644
index f548d95b8..000000000
--- a/Assets/Scripts/MiniGame/Engine/StoneLifeCycle.cs
+++ /dev/null
@@ -1,29 +0,0 @@
-using UnityEngine;
-
-namespace AibisDream
-{
- public class StoneLifeCycle : AbsLifeCycle
- {
- public override void OnInit()
- {
- Debug.Log("场景加载");
- }
-
- public override void OnGameStart()
- {
- GameObject.Find("Gear System").gameObject.SetActive(true);
- }
-
- public override void OnGameEnd()
- {
- GameObject.Find("Gear System").gameObject.SetActive(false);
- GameObject.Find("Engine System").gameObject.SetActive(false);
- }
-
- public override void OnSceneUnload()
- {
- Debug.Log("场景卸载");
- }
- }
-}
-
diff --git a/Assets/Scripts/MiniGame/Engine/StoneLifeCycle.cs.meta b/Assets/Scripts/MiniGame/Engine/StoneLifeCycle.cs.meta
deleted file mode 100644
index 89cb56bf8..000000000
--- a/Assets/Scripts/MiniGame/Engine/StoneLifeCycle.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 9d2cedabb95163448b13ee5c471b832a
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
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diff --git a/Assets/Scripts/MiniGame/Gear/Gear.cs b/Assets/Scripts/MiniGame/Gear/Gear.cs
index 489e04be6..39d202a80 100644
--- a/Assets/Scripts/MiniGame/Gear/Gear.cs
+++ b/Assets/Scripts/MiniGame/Gear/Gear.cs
@@ -15,6 +15,8 @@ namespace AibisDream
private SpriteRenderer _spriteRenderer;
public Shaft targetShaft;
+
+ public bool IsBlock { get; }
private void Awake()
{
diff --git a/Assets/Scripts/MiniGame/Gear/GearSystem.cs b/Assets/Scripts/MiniGame/Gear/GearSystem.cs
index a5fcc07ac..e4bd1ef64 100644
--- a/Assets/Scripts/MiniGame/Gear/GearSystem.cs
+++ b/Assets/Scripts/MiniGame/Gear/GearSystem.cs
@@ -109,6 +109,8 @@ namespace AibisDream
{
Debug.Log("达成目标");
}
+
+
#region 数据保存与加载
From 6ef406d44cd68061f76870c89e1bb2cd9cd1f0bc Mon Sep 17 00:00:00 2001
From: Ding Yuntian <1491671119@qq.com>
Date: Mon, 16 Dec 2024 22:09:56 +0800
Subject: [PATCH 3/8] =?UTF-8?q?=E7=9F=B3=E5=A4=B4=E4=B8=B2=E8=81=94?=
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit
---
.../AssetGroups/Default Local Group.asset | 5 +
Assets/Font/常用简体汉字5000个.txt | 3 +-
Assets/Resources/Art/Character/Stone.meta | 8 +
.../Art/Character/Stone/石头(佩佩饰).psb | 3 +
.../Character/Stone/石头(佩佩饰).psb.meta | 547 ++++++++++++
Assets/Resources/Characters/Stone.prefab | 543 +++++++++++
Assets/Resources/Characters/Stone.prefab.meta | 7 +
.../WenQuanYi Bitmap Song 14px SDF.asset | 4 +-
.../Resources/Prefabs/FontAsset/word_set.txt | 2 +-
Assets/Resources/SceneSO/PeipeiDay1.asset | 1 +
Assets/Resources/SceneSO/PeipeiDay2.asset | 1 +
Assets/Resources/SceneSO/PeipeiDay3.asset | 1 +
Assets/Resources/SceneSO/StoneDay1.asset | 18 +
Assets/Resources/SceneSO/StoneDay1.asset.meta | 8 +
Assets/Resources/SceneSO/TestSO.asset | 1 +
Assets/Resources/Yarn/ShitouFunctional1.meta | 8 +
.../Yarn/ShitouFunctional1/PlugOptions.yarn | 41 +
.../ShitouFunctional1/PlugOptions.yarn.meta | 10 +
.../ShitouFunctional1/ShitouFunctional1.yarn | 844 ++++++++++++++++++
.../ShitouFunctional1.yarn.meta | 10 +
.../StoneFunctional1.yarnproject | 12 +
.../StoneFunctional1.yarnproject.meta | 13 +
.../Yarn/ShitouTalk1/ShitouTalk1.yarn | 6 +-
Assets/Scenes/ExpressFixScene.unity | 95 +-
Assets/Scenes/Persistence.unity | 466 ++--------
.../FixSystemNew/BodyModule/BodyModule.cs | 4 +-
.../BodyModule/BodyModuleSystem.cs | 8 +-
.../FixSystemNew/BodyModule/CableSystem.cs | 2 -
Assets/Scripts/FixSystemNew/Clinic.meta | 8 +
.../FixSystemNew/Clinic/ClinicSystem.cs | 32 +
.../FixSystemNew/Clinic/ClinicSystem.cs.meta | 11 +
.../FixSystemNew/Clinic/ClinicYarnCommand.cs | 74 ++
.../Clinic/ClinicYarnCommand.cs.meta | 3 +
.../Scripts/FixSystemNew/FixSystemCenter.cs | 14 +-
.../FixSystemNew/FixSystemYarnCommand.cs | 28 +
.../FixSystemNew/FixSystemYarnCommand.cs.meta | 3 +
.../Scripts/FixSystemNew/FixYarnCommandEx.cs | 45 -
.../FixSystemNew/FixYarnCommandEx.cs.meta | 3 -
.../StateTransition/ClinicTransition.cs | 74 ++
.../StateTransition/ClinicTransition.cs.meta | 3 +
.../FixSystemNew/StateTransition/FixState.cs | 141 ++-
.../StateTransition/StateDictionary.cs | 71 ++
.../StateTransition/StateDictionary.cs.meta | 3 +
.../Scripts/Framework/OtherKit/CameraKit.cs | 18 +-
.../Scripts/Framework/OtherKit/MonoCenter.cs | 5 +-
Assets/Scripts/Game Loop/GameLoopManager.cs | 17 +-
Assets/Scripts/Game Loop/TalkSceneSO.cs | 5 +-
.../Scripts/MiniGame/Engine/EngineSystem.cs | 63 +-
Assets/Scripts/MiniGame/Gear/GearSystem.cs | 23 +-
Assets/Scripts/Utility/CommonUtil.cs | 21 +-
.../LevelData/BodyModuleSystem/temp.json | 1 +
.../LevelData/BodyModuleSystem/temp.json.meta | 7 +
.../LevelData/EngineSystem/stone1.json | 2 +-
53 files changed, 2725 insertions(+), 621 deletions(-)
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create mode 100644 Assets/Resources/Art/Character/Stone/石头(佩佩饰).psb
create mode 100644 Assets/Resources/Art/Character/Stone/石头(佩佩饰).psb.meta
create mode 100644 Assets/Resources/Characters/Stone.prefab
create mode 100644 Assets/Resources/Characters/Stone.prefab.meta
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create mode 100644 Assets/Resources/SceneSO/StoneDay1.asset.meta
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create mode 100644 Assets/Resources/Yarn/ShitouFunctional1/PlugOptions.yarn.meta
create mode 100644 Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn
create mode 100644 Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn.meta
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create mode 100644 Assets/Resources/Yarn/ShitouFunctional1/StoneFunctional1.yarnproject.meta
create mode 100644 Assets/Scripts/FixSystemNew/Clinic.meta
create mode 100644 Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs
create mode 100644 Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs.meta
create mode 100644 Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs
create mode 100644 Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs.meta
create mode 100644 Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs
create mode 100644 Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs.meta
delete mode 100644 Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs
delete mode 100644 Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs.meta
create mode 100644 Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs
create mode 100644 Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs.meta
create mode 100644 Assets/Scripts/FixSystemNew/StateTransition/StateDictionary.cs
create mode 100644 Assets/Scripts/FixSystemNew/StateTransition/StateDictionary.cs.meta
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create mode 100644 Assets/StreamingAssets/LevelData/BodyModuleSystem/temp.json.meta
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index 9f476d982..6b597c93e 100644
--- a/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset
+++ b/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset
@@ -37,6 +37,11 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
+ - m_GUID: 8220a2f6b45b8dd4e8dab6e1aaefb073
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+ m_ReadOnly: 0
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diff --git a/Assets/Font/常用简体汉字5000个.txt b/Assets/Font/常用简体汉字5000个.txt
index f5730d37d..fa10dbc0c 100644
--- a/Assets/Font/常用简体汉字5000个.txt
+++ b/Assets/Font/常用简体汉字5000个.txt
@@ -5080,4 +5080,5 @@ M
(
)
!
-~
\ No newline at end of file
+~
+🎵
\ No newline at end of file
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new file mode 100644
index 000000000..34d10f855
--- /dev/null
+++ b/Assets/Resources/Art/Character/Stone/石头(佩佩饰).psb
@@ -0,0 +1,3 @@
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new file mode 100644
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diff --git a/Assets/Resources/Characters/Stone.prefab.meta b/Assets/Resources/Characters/Stone.prefab.meta
new file mode 100644
index 000000000..2a36d2e53
--- /dev/null
+++ b/Assets/Resources/Characters/Stone.prefab.meta
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diff --git a/Assets/Resources/Prefabs/FontAsset/WenQuanYi Bitmap Song 14px SDF.asset b/Assets/Resources/Prefabs/FontAsset/WenQuanYi Bitmap Song 14px SDF.asset
index d3e333615..01e41ec3c 100644
--- a/Assets/Resources/Prefabs/FontAsset/WenQuanYi Bitmap Song 14px SDF.asset
+++ b/Assets/Resources/Prefabs/FontAsset/WenQuanYi Bitmap Song 14px SDF.asset
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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diff --git a/Assets/Resources/Prefabs/FontAsset/word_set.txt b/Assets/Resources/Prefabs/FontAsset/word_set.txt
index 3487c263f..5de39fc56 100644
--- a/Assets/Resources/Prefabs/FontAsset/word_set.txt
+++ b/Assets/Resources/Prefabs/FontAsset/word_set.txt
@@ -1,2 +1,2 @@
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\ No newline at end of file
diff --git a/Assets/Resources/SceneSO/PeipeiDay1.asset b/Assets/Resources/SceneSO/PeipeiDay1.asset
index 7b6226dfb..dd324bf3a 100644
--- a/Assets/Resources/SceneSO/PeipeiDay1.asset
+++ b/Assets/Resources/SceneSO/PeipeiDay1.asset
@@ -14,4 +14,5 @@ MonoBehaviour:
m_EditorClassIdentifier:
nextScene: {fileID: 11400000, guid: ff82a99e791be3e41acf40232f908eb3, type: 2}
yarnProject: {fileID: 7545569452688597077, guid: 67412ff3e7c7c75488a2dea7d7947f34, type: 3}
+ firstSceneName: ClinicScene
isEndOfDay: 1
diff --git a/Assets/Resources/SceneSO/PeipeiDay2.asset b/Assets/Resources/SceneSO/PeipeiDay2.asset
index 882204de5..2b7fa561d 100644
--- a/Assets/Resources/SceneSO/PeipeiDay2.asset
+++ b/Assets/Resources/SceneSO/PeipeiDay2.asset
@@ -14,4 +14,5 @@ MonoBehaviour:
m_EditorClassIdentifier:
nextScene: {fileID: 11400000, guid: 9e3b2c77ad4a9454188d458da2cf0ddd, type: 2}
yarnProject: {fileID: 7545569452688597077, guid: d649adb9cae2f6d429d81b069195a491, type: 3}
+ firstSceneName: ClinicScene
isEndOfDay: 1
diff --git a/Assets/Resources/SceneSO/PeipeiDay3.asset b/Assets/Resources/SceneSO/PeipeiDay3.asset
index 2d4d5c1c2..cfbc2a552 100644
--- a/Assets/Resources/SceneSO/PeipeiDay3.asset
+++ b/Assets/Resources/SceneSO/PeipeiDay3.asset
@@ -14,4 +14,5 @@ MonoBehaviour:
m_EditorClassIdentifier:
nextScene: {fileID: 0}
yarnProject: {fileID: 7545569452688597077, guid: 7323b53bbb973e2478a09b73bf000bed, type: 3}
+ firstSceneName: ClinicScene
isEndOfDay: 1
diff --git a/Assets/Resources/SceneSO/StoneDay1.asset b/Assets/Resources/SceneSO/StoneDay1.asset
new file mode 100644
index 000000000..44486ecb5
--- /dev/null
+++ b/Assets/Resources/SceneSO/StoneDay1.asset
@@ -0,0 +1,18 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 157431981b8a721458e6706c374a3867, type: 3}
+ m_Name: StoneDay1
+ m_EditorClassIdentifier:
+ nextScene: {fileID: 0}
+ yarnProject: {fileID: 7545569452688597077, guid: 23b032aeb7a33db4a94b50b89fc530a7, type: 3}
+ firstSceneName: ExpressFixScene
+ isEndOfDay: 0
diff --git a/Assets/Resources/SceneSO/StoneDay1.asset.meta b/Assets/Resources/SceneSO/StoneDay1.asset.meta
new file mode 100644
index 000000000..525fd3fd8
--- /dev/null
+++ b/Assets/Resources/SceneSO/StoneDay1.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 6d49b124127007b48b6881ce33350263
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 11400000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Resources/SceneSO/TestSO.asset b/Assets/Resources/SceneSO/TestSO.asset
index a26cd6f78..32856a257 100644
--- a/Assets/Resources/SceneSO/TestSO.asset
+++ b/Assets/Resources/SceneSO/TestSO.asset
@@ -14,4 +14,5 @@ MonoBehaviour:
m_EditorClassIdentifier:
nextScene: {fileID: 0}
yarnProject: {fileID: 7545569452688597077, guid: 34379f39eb8152f44bdf9afb5f5191bb, type: 3}
+ firstSceneName: ClinicScene
isEndOfDay: 1
diff --git a/Assets/Resources/Yarn/ShitouFunctional1.meta b/Assets/Resources/Yarn/ShitouFunctional1.meta
new file mode 100644
index 000000000..5780e804e
--- /dev/null
+++ b/Assets/Resources/Yarn/ShitouFunctional1.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 2b3bbc354689b624faaa08961a288812
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Resources/Yarn/ShitouFunctional1/PlugOptions.yarn b/Assets/Resources/Yarn/ShitouFunctional1/PlugOptions.yarn
new file mode 100644
index 000000000..89c8d22f4
--- /dev/null
+++ b/Assets/Resources/Yarn/ShitouFunctional1/PlugOptions.yarn
@@ -0,0 +1,41 @@
+title: LungPlugIn
+position: -359,-46
+---
+<>
+<>
+<>
+===
+
+title: HeartPlugIn
+position: -79,-46
+---
+<>
+<>
+<>
+===
+
+title: LiverPlugIn
+position: 204,-46
+---
+<>
+<>
+<>
+===
+
+title: StomachPlugIn
+position: 470,-51
+---
+<>
+<>
+<>
+===
+
+title: EngineSuccess
+position: -367,189
+---
+引擎玩法成功。
+<>
+<>
+<>
+===
+
diff --git a/Assets/Resources/Yarn/ShitouFunctional1/PlugOptions.yarn.meta b/Assets/Resources/Yarn/ShitouFunctional1/PlugOptions.yarn.meta
new file mode 100644
index 000000000..d819c15e2
--- /dev/null
+++ b/Assets/Resources/Yarn/ShitouFunctional1/PlugOptions.yarn.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 13bd25d068fb490478ec15aae5142649
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
diff --git a/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn b/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn
new file mode 100644
index 000000000..a85d69dc7
--- /dev/null
+++ b/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn
@@ -0,0 +1,844 @@
+title: Start
+tags:
+colorID: 8
+position: 242,-2378
+---
+//<>
+//<>
+<>
+本demo为早期验证版本,其中文本,交互,画面,声音均为过程版
+// 本demo存在较多早期功能,如果遇到困惑或BUG等问题我们表示歉意
+// 可以微信联系:15209116298 或QQ群325268983进行反馈
+// 如果您能够在游玩过程中记录反馈,我们将不胜感激
+// 好了!游戏开始~
+// <>
+// <>
+// 2024已经是遥远的过去。数十年间,社会飞速发展,人体机械化技术已经臻于成熟。
+// 从简单的机械肢体,到脑区的电子模块化,人们竞相改造自身,直到完全机械化,以适应愈发残酷的社会竞争。
+// 纯洁的“人类”已经几乎不复存在。而这些机械化的人们,则被称为“机体”。
+// 这里是幸福罐头园区,你是园区的一名机器人医生。
+// 回到你的工作岗位上,开始你新一天的工作。
+//NOTE:房间界面的对话都单句写短一些(16字以内,参考CoffeeTalk),维修的可以长一些
+////新闻:balabalabala
+///<>
+<>
+//<>
+===
+
+
+
+
+title: VarsInit
+tags:
+colorID: 4
+position: 241,-2149
+---
+///在这里决定这次诊疗的目标是什么,以及目标判断相关的数值
+
+//【流程相关】
+//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液)
+<>
+///【流程逻辑】
+//如果线索板都答对了,就自动触发这个为true,这是主目标
+<>
+
+//一次性对白标记,需要播时设为true,在检查点检查到true播放一次性对白,播放完设回false
+<>
+
+
+//是否检查过心脏
+<>
+
+
+//是否知道可以换滤板
+<>
+//是否知道可以换燃料
+<>
+//是否知道可以调压力
+<>
+//是否知道冷却液浑浊
+<>
+//是否知道冷却液换过
+<>
+//是否对冷却液换过却很脏提过疑惑
+<>
+
+//选择的透析剂
+<>
+
+
+
+//【功能相关】
+//clueboard相关
+<>
+<>
+
+//插线
+<>
+<>
+<>
+
+
+ <>
+===
+
+
+
+
+title: PlugInsert
+tags: 待编辑
+colorID: 8
+position: -227,-2451
+---
+//>
+//<>
+//<>
+//<>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+// <>
+//<>
+
+===
+
+
+
+
+title: 引入对话
+tags:
+colorID: 8
+position: 250,-1874
+---
+//分支剧情的初始化
+<>
+<>
+
+shitou: 幸福诊所~幸福诊所~来到幸福诊所~病痛都离开我……
+(敲门声)
+shitou: 您好!这是咱园区的员工诊所吗?
+
+me: 是的。看来我们来了一个音乐家?
+
+<>
+<>
+<>
+<>
+<>
+
+shitou: 亲爱的医生~谢谢你夸奖~可我不是艺术家~也没有才华~🎵
+shitou: 音乐是我的爱好~送货是我的工作~🎵~石头是我的名字~幸福园区~我的家~🎵
+shitou: 清晨睁眼他便出门~送货送到傍晚时分~🎵~他不怕辛苦不怕累~只恨没有翅膀~也不能飞~🎵
+shitou: 更快~更快~更快~~再多的烦恼也抛到脑外~只要他的双腿跑的更快~🎵!
+shitou: 医生,听说咱诊所能让我跑得更快?
+
+me: 你好~快乐的送货员~我可以~…可以~……
+me: 算了,唱歌真的不是我的强项。
+me: 我可以帮你做一些检查和调整,但我不能保证会“跑得更快”。
+
+shitou: 啊!我还以为…可以来这里调理身体嘞!…
+
+me: 调理?那当然是可以的。
+me: 理论上,我能处理你的“健康”,但不一定能让你“更快”。
+me: 毕竟这里是一个诊所,不是改造车间。
+
+shitou: 医生~调理完我的身体~我就能~重新快到飞起~🎵!不是这样么,医生?
+
+me: (和病人解释这些…一时半说不明白啊。)
+me: 这样吧。我先给你做检查,看怎样能让你跑得更快。
+
+shitou: 医生,检查费贵吗?
+shitou: 我,口袋空空~但我,快乐好多~
+
+me: 放心,检查不收钱。我们直接开始吧。
+<>
+
+<>
+===
+
+
+
+
+title: 诊断初始化
+tags:
+colorID: 3
+position: 240,-1440
+---
+<>
+
+<>
+
+shitou: 医生~不好意思~每次拆面板我都很害怕!你介意我~放声高歌吗?
+
+me: 没关系,其实你一直在唱歌。
+
+shitou: 啊!我们活在幸福镇的庇佑下~再多烦恼~只要工作~统统没掉~
+
+<>
+<>
+
+me: 检查一下他的身体,评估一下有什么能对他的速度造成影响吧。
+me: 影响速度的…最直接的应该就是动力系统了。除此之外还会有什么呢……
+
+
+
+//<>
+//<>
+//<>
+
+<>
+
+
+<>
+<>
+ <>
+
+===
+
+
+
+
+title: 主维修界面
+tags:
+colorID: 3
+position: 206,-1006
+---
+//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液)
+
+//检查阶段
+<>
+ <>
+<>
+
+//检查后对话阶段
+<>
+ <>
+<>
+
+//调速阶段
+<>
+ <>
+<>
+
+//调速后对话阶段
+<>
+ <>
+<>
+
+===
+
+
+
+
+title: 第一次检查(临时)
+tags:
+colorID: 8
+position: -237,-1007
+---
+<>
+
+ 好的…该检查的应该已经检查过了。
+ <>
+ <>
+<>
+// ->检查呼吸系统(肺)
+// <>
+// ->检查动力系统(心)
+// <>
+// ->检查循环系统(肝)
+// <>
+// ->检查消化系统(胃)
+// <>
+// ->结束检查<>
+// <>
+// <>
+===
+
+
+
+
+title: 第一次检查_肺
+tags:
+colorID: 8
+position: -595,-1288
+---
+气体循环系统,为动力系统供气。
+->整体状态
+ 功能非常健壮,看起来经常运动。
+->检查滤板
+ <>
+ 进气管道内非常浑浊,动力系统需要运转到非常高的速度才能造成这么严重的积碳。
+ <>
+ 进气管道内很浑浊。他的动力系统过于强劲,这套基础的呼吸系统承受了过大的压力……
+ <>
+ me: 滤板脏到这种程度…他的呼吸应该很吃力吧。
+ me: 更换滤板应该可以帮助他跑得更快。不过效果比较有限…主要还是会让他呼吸舒服一点。
+ <>
+->返回
+ <>
+<>
+===
+
+
+
+
+title: 第一次检查_心
+tags:
+colorID: 8
+position: -609,-1099
+---
+机体的能源模块,将机体的燃料转化为电能/机械能,驱动机体和内部模块运转。
+me: 石头的能源系统是被改造过的…这是为了用于为肢体提供高速动力的型号,非常强劲。
+me: 不过这么强劲的动力系统…也会需要同样高级的各种模块配套。
+->检查进气压力
+ 目前压力设置偏低,这意味着石头能跑出的速度上限偏低,但这也让他体感更轻松。
+ me: 可以重新调整压力值来提高石头的最高速度…提升会很大。
+ me: 不过,这会给他带来更大的机械负担。
+ <>
+->整体状态
+ 模块似乎被经过了很多次拆卸,推测进行了了多次改装。
+->检查外壳上的伤痕
+ 外表有明显的伤痕,似乎从内部炸开过,并经过了修复。
+->返回
+ <>
+<>
+===
+
+
+
+
+title: 第一次检查_胃
+tags:
+colorID: 8
+position: -594,-907
+---
+机体的物质和燃料摄入、储藏模块。
+->检查最近摄入燃料
+ 机体体内的燃料纯度很低,能提供的动力较慢。
+ me: 如果摄入更高纯度的燃料,他可以跑得快很多……这会是一条有效的建议。
+ <>
+->检查最近摄入物质
+ 机体最近摄入的食物成分非常简单而健康,全是基础款罐头。
+->返回
+ <>
+<>
+===
+
+
+
+
+title: 第一次检查_肝
+tags:
+colorID: 8
+position: -603,-754
+---
+冷却液循环的处理中枢,让模块保持良好的运行状态。
+->整体状态
+ 冷却液过于浑浊,循环系统当前压力很大。
+ <>
+ 原因可能有很多…但如果提高他的速度,循环系统压力只会更大。
+ <>
+ 这可能是因为动力系统过于强劲…也可能是因为别的什么原因。
+ 如果提高他的速度,循环系统压力只会更大。
+ <>
+ <>
+->检查冷却液
+ 冷却液很新,推测不久前彻底换过,通常大修才会换到这种程度。
+ <>
+->返回
+ <>
+
+<>
+ me: 有点奇怪…新换的冷却液理应比较干净才对。
+ me: 这意味着患者可能最近摄入了大量的药物……
+ <>
+<>
+
+<>
+===
+
+
+
+
+title: 分析准备
+tags:
+colorID: 8
+position: 626,-329
+---
+//现在关于切换场景的数据保存还没有完成,建议先不切场景
+<>
+me: 来分析一下有什么可以提高他的速度吧……
+//<>
+医生对石头的身体指标进行了分析,得出了以下结论:
+1. 可以建议患者更换纯度更高的油料
+2. 可以调整患者心脏的数值,但会带来更高的身体负担,需要平常更多休息
+3. 更换肺部滤板,不过效果也比较有限,主要是提高患者生活质量
+另外,患者的冷却液过于浑浊,出于健康考虑,提高速度之后需要进行透析
+<>
+===
+
+title: 第一次检查后对话
+tags:
+colorID: 8
+position: 627,-80
+---
+me: (供患者选择的方案已经列出来了。不过最让我担心的是这个改造过的心脏……)
+me: (他的各个身体模块负担都很大,这可能都是这个被改造得过于强劲的心脏带来的。)
+
+shitou: 医生,怎么样?现在是不是要给我做手术嘞?
+
+me: 还没到那一步。有些事情我必须要先和你说明白。
+me: 你是什么时候开始对心脏做改造的?
+
+shitou: 啊?…不好意思,我没听明白,医生!心脏…你是说引擎噻?不就是入职的时候送的嘛!
+
+me: 送的?
+
+shitou: 啊!我第一次到站点报到的时候就说了要改造,要装一个引擎,那就装嘛!
+shitou: 装上了引擎~我跑得飞快~在唱点小曲儿~岂不美哉~🎵
+shitou: 后边我又自己做了一些升级啊什么的。引擎嘛!我吃饭的家伙,肯定要强劲些嘛!
+
+me: (免费装?有这回事吗…)
+me: 好吧,总之…通俗地说,你的心脏太强劲了,给很多身体模块造成了负担。
+
+shitou: 太强劲…反而是负担?…听不懂,医生。
+
+me: 这些负担反过来对你的心脏动力造成了阻碍,让你没办法跑得更快了。
+
+shitou: 啊?那也就是说…也就是说……
+shitou: 我跑得太快…身体吃不消了?
+
+me: 你理解得还是很快嘛。
+
+shitou: 那也没得办法嘛…
+shitou: 我是来想办法跑得更快的…只有跑得更快,我才能赚积分,才能更健康是不是噻!
+shitou: 我还以为可以好简单…没有吃了就能跑得更快的药吗?
+
+me: …没有。
+me: 有三种方法可以让你跑得更快,你也可以全都做。
+me: 最好的方法是,换用更纯的油料。你的燃料提供的动力就会更高。
+
+shitou: 更纯的…医生你是说,更贵的?我没得那么多积分嘛……到时候跑一天赚的积分都不够吃油的。
+
+me: 是贵,不过这是最健康的方式了。
+me: 第二种是,更换肺部的空气滤板。你的肺部积太多碳了。这些碳让你进气不太充分,引擎动力就打了折扣。
+me: 不过换这个能提升的动力不多,主要是碳太多会让机体不舒服,影响生活质量。
+
+shitou: 那不用咯!站点有送3次免费换滤板,我就不在你这里换咯,坚持到后年再到站点换。
+
+shitou: 我跑货的,哪有什么不舒服?跑得太慢了~反倒不舒服~
+
+me: 那就只有最后一种办法了…你的心脏压力系统目前压力偏低,重新校准一下可以跑出更高的速度上限。
+
+shitou: 压力…校准…你老说这些我听不懂嘛!这个不贵吧,医生?
+
+me: 不贵…不过这需要你经常休息,不然身体的压力只会更大……
+
+shitou: 好!要得,那我就好好休息。那还等什么?医生,我们来吧。
+
+<>
+<>
+<>
+
+===
+
+
+
+
+title: 调速(临时)
+tags:
+position: -204,339
+---
+<>
+医生对引擎压力进行调试,提高了石头的最高速度
+调试期间,石头看起来有些吃力
+===
+
+
+
+
+title: 完成调速对话
+tags:
+position: 208,775
+---
+me: (他的心脏到底是经历了什么?为什么看起来这么破破烂烂的……)
+me: (总之…眼下他的身体负担太重了,必须还要做一次冷却液透析才行。)
+
+me: 好了,试试吧,走两步。
+
+shitou: 感觉好不一样!我觉得浑身~都有力!
+
+<>
+石头瞬间跑出视野
+
+shitou: 喔喔~哈哈!
+
+me: 别在诊室里乱跑!
+
+<>
+石头瞬间跑回来
+
+shitou: 不好意思,医生…你让我跑两步,我就一下子没收住……
+
+me: …我让你走两步,没让你跑两步。
+
+shitou: 是,是,不好意思,医生……
+shitou: 医生…你太厉害咯!只花积分一点点~就跑得快好多~🎵……
+shitou: 我真是来对咯!本来还以为小诊所做不了什么大事情哩!太厉害了,医生!
+
+me: 不过你还不能走,还有透析要做。
+
+shitou: 透析?干嘛用的…医生?我还急到去跑货…可以先不做吗?
+
+me: 你的冷却液已经稠得像泥一样,几乎不再有冷却效果了。透析可以让你的冷却液恢复性状,不同的透析剂还有不同的附带效果…
+me: 你自己可以不在乎,但如果不做透析,用这么高的速度跑货,可能今晚引擎就会炸掉。
+
+shitou: 炸,炸掉?…那太吓人了!医生,那还是不要炸掉比较好。
+shitou: 来嘛,咋做?我听说像以前人类…打吊桶那样?
+
+我
+
+你说的是吊瓶……不过确实有点像。
+
+只是我们机体需要把身体里的冷却液抽出来,在透析机里和注射透析剂发生反应,再输回去。
+
+你的状况…需要打三瓶澄清型才能行。让我看看给你第一瓶打什么…
+<>
+<>
+===
+
+
+
+
+title: 冷却液初始化
+tags:
+position: 208,775
+---
+【【医生给石头挂上冷却液泵】】
+shitou: 呼,好凉!医生,麻烦调慢点!
+me: 还没开始呢。
+me: (我需要找一瓶透析剂装上……任何一种澄清型的都行。)
+<>
+<>
+<>
+===
+
+
+
+title: 透析剂选择
+tags:
+position: 208,775
+---
+医生拉出冷却液架,上面摆满了各种颜色的冷却液罐
+->喜达诺透析剂
+ 澄清型透析剂。降低模块运转造成的反应,减轻患者痛苦。
+ ->装上透析剂
+ me: 希望这能让他好受一些。
+ <>
+ <>
+ <>
+ ->重新选择
+ <>
+->可善挺透析剂
+ 澄清型透析剂。降低循环系统压力,延长冷却液寿命。
+ ->装上透析剂
+ me: 希望这些冷却液能撑得更久一些。
+ <>
+ <>
+ <>
+ ->重新选择
+ <>
+->强克透析剂
+ 澄清型透析剂。降低动力系统压力,略微提高整体动力。
+ ->装上透析剂
+ me: 好吧…如果他真的需要跑得再快一些。
+ <>
+ <>
+ <>
+ ->重新选择
+ <>
+->息利康透析剂
+ 澄清型透析剂。降低气体系统压力,减轻滤板积碳。
+ ->装上透析剂
+ me: 希望能让他的滤板多坚持一会。
+ <>
+ <>
+ <>
+ ->重新选择
+ <>
+->曲妥珠透析剂
+ 澄清型透析剂。降低消化系统压力,降低摄入物造成的毒性。
+ ->装上透析剂
+ me: 希望这会有用。
+ <>
+ <>
+ <>
+ ->重新选择
+ <>
+->曲马多透析剂
+ 强冷型透析剂。降低机体全局温度。谨慎使用。
+ ->装上透析剂
+ me: 不…我肯定搞错了,不应该用这个。
+ <>
+ ->重新选择
+ <>
+===
+
+
+
+
+title: 透析对话
+tags:
+position: 623,779
+---
+<>
+ <>
+<>
+ <>
+<>
+ <>
+<>
+===
+
+
+
+
+
+title: 透析对话1
+tags:
+position: 1053,497
+---
+【【启动透析机】】
+【【透析机开始工作】】
+
+shitou: 医生…你说透析让我感觉压力小一些?但我咋没感觉到呢……
+
+me: 才刚开始打呢。而且,是让你的身体模块负担小一些,不只是你感受上舒服些。
+me: 等吧。打完三管…你就可以走了。…感觉怎样,透析痛不痛?
+
+shitou: 完全不痛~医生,你太厉害啦!你比那些机体医院的医生厉害多咯~
+shitou: 我躺那里,他们只会不停地说什么静养啊…“补液”啊的,整完一通,我反倒更慢了。
+
+<>
+<>
+
+me: ……
+me: 手术?
+
+<>
+<>
+
+shitou: 啊?医生,你说啥,我听不懂。
+
+me: 你一直在说机体医院…你去机体医院做了什么?
+me: 你不是一直都嫌贵吗,为什么会跑到机体医院去?
+
+
+shitou: 啊…医生。
+shitou: 是小问题啦…我前段时间…跟人撞了。
+shitou: 把引擎给撞坏了…修了挺久的。这个他们说只能在机体医院修。
+
+me: 为什么一开始不跟我说?
+
+shitou: 对不起嘛,医生…我以为这两件事情没有关系。
+
+me: 你怎么撞的?
+
+shitou: 是他跟我撞了嘛,不是我撞的他。
+shitou: 我从一个岔路口跑上主路,和主路交汇嘛,我肯定就往左观察是不咯。
+shitou: 路口有个好大的广告牌,刚好把视线全部挡住。我就降低速度,一直盯到左边嘛…
+shitou: 结果谁想到嘛!他是逆行从右边跑过来的。
+shitou: 我回过头来看到他那一瞬间,我脑袋里面就想,坏咯。
+shitou: 然后一下子我就不知道自己在哪里了。
+shitou: 我跑这么快,从来没飞起来过。这还是我第一次飞上天嘞!
+shitou: 然后我就发现,我怎么忽然躺在地上了嘞?耳朵什么都听不到,能看到的东西全都在转!
+shitou: 哇,我从地上爬起来,满地都是手啊脚的……
+shitou: 我还以为是我的嘞!还好到处一摸,全都在,我竟然一个都没少!不然就贵咯……
+shitou: 我感觉是因为我速度慢,所以撞到力度就没那么大。
+shitou: 我就赶紧到处看,刚才那个人咧?
+shitou: 我转了两圈,满地都是零件和冷却液,找不到人在哪里。
+shitou: 这个时候我耳朵才恢复过来,听到好像有人在说话,不过一会就不说了。
+shitou: 我走过去看,发现是个头!
+shitou: 我就捡起来看…就是刚才那个人,他对到我一直眨眼睛,嘴巴好像还在说话,不过已经没声音了。
+shitou: 我想有个头应该还能修噻,就想去拦车…
+
+me: 修不了了。
+
+shitou: 我当时不知道嘛!我看到车来就想跑去拦,才跑两步就感觉心口好痛好痛!
+shitou: 痛到不行,我停下来也一直痛,腿一软就躺到地上了。
+shitou: 那辆车没看到我,它开过去,把那些零件哗——撞得到处都是!
+
+【提示一瓶打完】
+
+shitou: 医生,是不是打完啦?还是蛮快的嘛!
+
+me: ……
+me: 我先给你换第二瓶。
+<>
+===
+
+
+
+
+title: 透析对话2
+tags:
+position: 1047,760
+---
+me: 好了。
+
+shitou: 嗯…医生,确实感觉舒服多了嘞!
+shitou: 比在大医院打得好多了。我一睡着那个机器就开始嘀嘀嘀响,烦的不行。
+
+me: 那个不是透析机,是心率仪。
+me: 所以,你应该是伤到了心脏?除了心脏呢,医生怎么说?
+
+shitou: 哈哈,他说我特别抗造,除了心脏,只有一点皮外伤。
+shitou: 可惜啊…我这个心脏是花了好多功夫改装的…以前可厉害咯!
+shitou: 不过那个兄弟就可惜了…撞成那样,不知道有没有救回来。他要是不贪那点路程……
+shitou: 不过其实那条路我也经常跑,我也晓得他为什么这么跑。
+shitou: 这个路对向是没有机行道的。本来路设计出来就是给大车跑的嘛!
+shitou: 要不逆行的话,从改造路那边绕一大圈上天桥,多花七八分钟,一来一回就是15分钟了。
+
+me: 救不回来的。你看到的时候已经死了。那些只是BIOS还没完全断电的反射行为。
+
+<>
+<>
+
+me: ……
+
+shitou: 哎~我们跑货的,都是说不好的噻!
+shitou: 清晨睁眼他便出门~送货送到傍晚时分~🎵~他不怕辛苦不怕累~只恨没有翅膀~也不能飞~🎵
+shitou: 圆圆的大地~方方的天~大道的尽头看不见~🎵~他不觉得辛苦不觉得累~因为有朋友在身边~🎵
+shitou: 医生,现在我们就是朋友啦!
+
+<>
+<>
+
+me: ……所以,你的心脏刚刚经过了一场大修。
+me: 这就是为什么心脏上有那么多痕迹…为什么冷却液这么浑浊…
+
+<>
+<>
+
+me: …和为什么压力调得那么低。
+
+<>
+
+me: ……
+me: 那我岂不是…
+
+【【提示一瓶打完】】
+
+shitou: 又打完一瓶了?真快呀!
+
+me: 别急,我需要重新评估一下……#auto_next
+
+shitou: 你不要调回来了,医生。
+
+<>
+<>
+
+shitou: 哎呀!你帮我把最后一瓶打上吧,我一会告诉你为什么。
+
+me: ……
+me: 哎,好吧。
+<>
+===
+
+
+
+
+title: 透析对话3
+tags:
+position: 1041,1033
+---
+me: 好了,这是最后一瓶了。
+me: 你最好能给出一个对你自己负责任的理由。
+me: 你这样子下去…身体肯定扛不住的。
+
+<>
+<>
+
+shitou: 医生,我修这个心脏,医保不保的。
+
+me: 所以?
+
+shitou: 医保只保了我的外伤什么的修复,心脏属于我个人改装的,不在医保范围内…
+shitou: 医生说保费范围内,只能帮我换成基础的心脏。
+shitou: 但是我还要跑货的嘛…没有这个高级心脏…我还怎么跑货嘛。
+shitou: 那边有一个医生跟我说我可以签一个协议,借一笔钱,够我修好这个心脏…
+
+me: 医疗贷款?
+
+shitou: 对的,他就是这么说的……
+
+me: 你借了多少积分?
+
+shitou: 32万积分。
+
+me: 利率多少?
+
+<>
+<>
+
+shitou: 百分之七。
+
+me: ……
+me: 这也太高了。你怎么会…
+<>
+me: 你就不能装那个普通的心脏吗?慢一点又会怎样呢……
+
+shitou: 哎呀…医生…还好啦!我不晓得吗?钱没了,可以再赚嘛!
+shitou: 只不过现在跑货实在是越来越难咯!
+shitou: 我们现在跑一天的货,根本就存不下来多少积分。
+shitou: 油料,保养,生活……哪一样不要花积分?
+shitou: 是能省点就省点…但是现在靠省,根本省不下来啊!
+shitou: 我以前刚刚开始跑货的时候,一单能赚差不多十几积分,后来单价一直掉,现在一单只有七八分了。
+shitou: 有的人存一个月下来,不仅没多,去掉吃穿用度,还有倒扣的!
+shitou: 还好我跑得快,跑得多,每个月基本都能存点。
+shitou: 假如说这个心脏没了,要以后像这样下去,每单可能会掉到只有两三分了。
+shitou: 我要是没有这个高级心脏,到时候跑单也不行了,日子才苦嘞…都不知道怎么熬!
+shitou: 我肯定要把这个心脏保住先。多跑点单,等把借的积分赶紧还完,才能轻松嘛。
+
+me: ……
+me: 也就是说,你保住这个高级心脏是为了应对未来的困难…
+me: 而且要是我给你把速度调回去了,反而影响你还款了。
+
+shitou: 对嘛!医生就是聪明,哈哈!
+shitou: (唱歌)
+
+【提示一瓶打完】
+
+shitou: 医生,打完啦~哇,感觉确实舒服多了!(甩动双腿)
+shitou: 那我就先走咯?
+
+me: …你走吧。不过——
+me: 你要明天回来复查。
+
+shitou: 好,好……医生,真是太感谢你啦!
+
+<>
+
+me: 不客气…再见。
+
+
+<>
+
+===
\ No newline at end of file
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@@ -217,7 +217,7 @@ me: 影响速度的…最直接的应该就是动力系统了。除此之外还
title: 主维修界面
tags:
colorID: 3
-position: 206,-1006
+position: 244,-1028
---
//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液)
@@ -377,7 +377,7 @@ position: -603,-754
title: 分析准备
tags:
colorID: 8
-position: 626,-329
+position: 821,-912
---
//现在关于切换场景的数据保存还没有完成,建议先不切场景
<>
@@ -397,7 +397,7 @@ me: 来分析一下有什么可以提高他的速度吧……
title: 第一次检查后对话
tags:
colorID: 8
-position: 627,-80
+position: 828,-1465
---
me: (供患者选择的方案已经列出来了。不过最让我担心的是这个改造过的心脏……)
me: (他的各个身体模块负担都很大,这可能都是这个被改造得过于强劲的心脏带来的。)
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@@ -15283,11 +15013,11 @@ PrefabInstance:
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propertyPath: ports.Array.data[1]
value:
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propertyPath: ports.Array.data[2]
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m_Name:
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m_ObjectHideFlags: 0
@@ -16494,19 +16191,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: a2f82f623f7c479cb5d1935ee6067484, type: 3}
m_Name:
m_EditorClassIdentifier:
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- - {fileID: 629580922}
- - {fileID: 149374362}
- - {fileID: 188420213}
- - {fileID: 99451802}
- - {fileID: 852388794}
+ _nodes: []
_connections: []
_cacheRaycasters: 1
--- !u!4 &1620453322
@@ -19364,11 +19049,11 @@ PrefabInstance:
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propertyPath: ports.Array.data[1]
value:
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+ objectReference: {fileID: 0}
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propertyPath: ports.Array.data[2]
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+ objectReference: {fileID: 0}
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propertyPath: ports.Array.data[3]
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addedObject: {fileID: 261070808}
m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: a1dbef2a0a50ecf49a39eae2d3e486b2, type: 3}
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m_CorrespondingSourceObject: {fileID: 7768698746163907630, guid: a1dbef2a0a50ecf49a39eae2d3e486b2, type: 3}
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- m_Name:
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GameObject:
m_ObjectHideFlags: 0
@@ -24008,7 +23660,7 @@ RectTransform:
m_Father: {fileID: 265254503306996572}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
- m_AnchorMax: {x: 0, y: 0}
+ m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 20, y: 20}
m_Pivot: {x: 0.5, y: 0.5}
@@ -30944,7 +30596,7 @@ MonoBehaviour:
rectTransform: {fileID: 8007592087727081612}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
- graphManager: {fileID: 3728315362672514892}
+ graphManager: {fileID: 0}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
@@ -32640,7 +32292,7 @@ MonoBehaviour:
rectTransform: {fileID: 7282059703919780462}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
- graphManager: {fileID: 3728315362672514892}
+ graphManager: {fileID: 0}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
@@ -34634,19 +34286,7 @@ MonoBehaviour:
mainCamera: {fileID: 519420031}
lineRenderer: {fileID: 3253743068496567163}
contentPanel: {fileID: 243936684424215245}
- localNodes:
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- - {fileID: 1592246587}
- - {fileID: 1989818782}
- - {fileID: 475823257}
- - {fileID: 1437328107}
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- - {fileID: 500438203}
- - {fileID: 629580922}
- - {fileID: 149374362}
- - {fileID: 188420213}
- - {fileID: 99451802}
- - {fileID: 852388794}
+ localNodes: []
localConnections: []
pointer:
customImage: {fileID: 1475193827753151906}
@@ -34654,7 +34294,7 @@ MonoBehaviour:
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exclusiveOnDragCanvas: {fileID: 0}
useLegacyDragMethod: 0
- position: {x: 992.36237, y: 1189.5051, z: 0}
+ position: {x: 2686.129, y: 882.63367, z: 0}
dragSelection:
customRenderer: {fileID: 0}
line:
@@ -35030,7 +34670,7 @@ MonoBehaviour:
rectTransform: {fileID: 8980408154347076217}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
- graphManager: {fileID: 3728315362672514892}
+ graphManager: {fileID: 0}
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_enableHover: 1
@@ -35513,7 +35153,7 @@ MonoBehaviour:
rectTransform: {fileID: 9150678032829601296}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
- graphManager: {fileID: 3728315362672514892}
+ graphManager: {fileID: 0}
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@@ -36504,7 +36144,7 @@ MonoBehaviour:
rectTransform: {fileID: 8305720147907504314}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
- graphManager: {fileID: 3728315362672514892}
+ graphManager: {fileID: 0}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
@@ -43363,7 +43003,7 @@ MonoBehaviour:
rectTransform: {fileID: 2041500036121329234}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
- graphManager: {fileID: 3728315362672514892}
+ graphManager: {fileID: 0}
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@@ -47161,7 +46801,7 @@ MonoBehaviour:
rectTransform: {fileID: 3037079921269169012}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
- graphManager: {fileID: 3728315362672514892}
+ graphManager: {fileID: 0}
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@@ -49129,7 +48769,7 @@ MonoBehaviour:
rectTransform: {fileID: 2592852046776807969}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
- graphManager: {fileID: 3728315362672514892}
+ graphManager: {fileID: 0}
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@@ -50284,7 +49924,7 @@ RectTransform:
m_Father: {fileID: 6498488201931268245}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
- m_AnchorMax: {x: 0, y: 0}
+ m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 20, y: 20}
m_Pivot: {x: 0.5, y: 0.5}
@@ -50558,7 +50198,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 1
+ m_IsActive: 0
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@@ -52970,7 +52610,7 @@ MonoBehaviour:
rectTransform: {fileID: 4596928483061751012}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
- graphManager: {fileID: 3728315362672514892}
+ graphManager: {fileID: 0}
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@@ -53886,7 +53526,7 @@ MonoBehaviour:
rectTransform: {fileID: 3538142130825932876}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
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diff --git a/Assets/Scripts/FixSystemNew/BodyModule/BodyModule.cs b/Assets/Scripts/FixSystemNew/BodyModule/BodyModule.cs
index df124bcde..d4997ff75 100644
--- a/Assets/Scripts/FixSystemNew/BodyModule/BodyModule.cs
+++ b/Assets/Scripts/FixSystemNew/BodyModule/BodyModule.cs
@@ -11,7 +11,7 @@ namespace AibisDream.FixSystem
private const string SocketObjName = "Socket";
private const string ModulePicName = "Module Pic";
- private Transform _socketPos;
+ public Transform _socketPos;
private BodyModuleSystem _bodyModuleSystem;
#endregion
@@ -94,6 +94,8 @@ namespace AibisDream.FixSystem
socketPos.localPosition = newData.SocketPos;
// 数据同步
data = newData;
+
+ InitReference();
}
public BodyModuleData Save()
diff --git a/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs b/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs
index a905fe38e..615bc778c 100644
--- a/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs
+++ b/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs
@@ -176,11 +176,15 @@ namespace AibisDream.FixSystem
}
// 再加载新的Module
- foreach (var newModuleData in systemData.moduleDataArray)
+ var newModules = new BodyModule[systemData.moduleDataArray.Length];
+ for (int i = 0; i < systemData.moduleDataArray.Length; i++)
{
BodyModule newModule = Instantiate(bodyModulePrefab, bodyModuleGroup).GetComponent();
- newModule.Load(newModuleData);
+ newModule.Load(systemData.moduleDataArray[i]);
+ newModules[i] = newModule;
}
+
+ BodyModules = newModules;
}
public override void Save()
diff --git a/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs b/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs
index 523040671..7d6392391 100644
--- a/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs
+++ b/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs
@@ -96,13 +96,11 @@ namespace AibisDream.FixSystem
isInDialog = false;
}
- [YarnCommand("Disable_plugInput")]
public void Disable_plugInput()
{
isActive = false;
}
- [YarnCommand("Enable_plugInput")]
public void Enable_plugInput()
{
isActive = true;
diff --git a/Assets/Scripts/FixSystemNew/Clinic.meta b/Assets/Scripts/FixSystemNew/Clinic.meta
new file mode 100644
index 000000000..ddeb160d2
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/Clinic.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 2d069b24a2b6ba748b4e2f9b0826a3ef
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs
new file mode 100644
index 000000000..13403a188
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs
@@ -0,0 +1,32 @@
+using System.Collections;
+using AibisDream.FixSystem;
+using UnityEngine;
+
+namespace AibisDream
+{
+ public class ClinicSystem : MonoBehaviour
+ {
+ [HideInInspector] public CharacterManager character;
+
+ private void Awake()
+ {
+ FixSystemCenter.SystemDic.Register(this);
+ character = transform.Find("Character").GetComponent();
+ }
+
+ public IEnumerator Indoor(float duration)
+ {
+ // 加载诊所场景
+ gameObject.SetActive(true);
+ // 开始界面淡出
+ yield return MainUIController.Instance.TVFadeOutSync(duration);
+ }
+
+ public IEnumerator Quit(float duration)
+ {
+ // 黑屏出现
+ yield return MainUIController.Instance.FadeInSync(duration);
+ gameObject.SetActive(false);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs.meta b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs.meta
new file mode 100644
index 000000000..82280cff0
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ee95229f127bf4c45ab49816cd2ea8c8
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs b/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs
new file mode 100644
index 000000000..869ef10a9
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs
@@ -0,0 +1,74 @@
+using System.Collections;
+using AibisDream.FixSystem;
+using Yarn.Unity;
+
+namespace AibisDream
+{
+ public static class ClinicYarnCommand
+ {
+ private static ClinicSystem ClinicSystem => FixSystemCenter.SystemDic.Get();
+ private static CharacterManager Character => ClinicSystem.character;
+
+ [YarnCommand("indoor_new")]
+ public static IEnumerator Indoor(float duration)
+ {
+ return ClinicSystem.Indoor(duration);
+ }
+
+ [YarnCommand("quit_clinic_new")]
+ public static IEnumerator Quit(float duration)
+ {
+ return ClinicSystem.Quit(duration);
+ }
+
+ #region 角色展示相关
+
+ [YarnCommand("character_init_new")]
+ public static IEnumerator CharacterInit(string characterName)
+ {
+ return Character.CharacterInit(characterName);
+ }
+
+ [YarnCommand("character_fade_in_new")]
+ public static IEnumerator CharacterFadeIn()
+ {
+ return Character.CharacterFadeIn();
+ }
+
+ [YarnCommand("character_fade_out_new")]
+ public static IEnumerator CharacterFadeOut()
+ {
+ return Character.CharacterFadeOut();
+ }
+
+ [YarnCommand("character_show_new")]
+ public static void CharacterShow(string characterName)
+ {
+ Character.CharacterShow(characterName);
+ }
+
+ #endregion
+
+ #region 角色动作调整
+
+ [YarnCommand("character_face_new")]
+ public static void CharacterFace(string state)
+ {
+ Character.SetFaceState(state);
+ }
+
+ [YarnCommand("character_eye_new")]
+ public static void CharacterEye(string state)
+ {
+ Character.SetEyeState(state);
+ }
+
+ [YarnCommand("character_crying_new")]
+ public static void CharacterCrying(bool isCrying)
+ {
+ Character.SetCrying(isCrying);
+ }
+
+ #endregion
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs.meta b/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs.meta
new file mode 100644
index 000000000..b090a92ee
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: a98db7194cd94b56a42e2bb8035cf2e7
+timeCreated: 1734089013
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/FixSystemCenter.cs b/Assets/Scripts/FixSystemNew/FixSystemCenter.cs
index a22d76322..373d9d66c 100644
--- a/Assets/Scripts/FixSystemNew/FixSystemCenter.cs
+++ b/Assets/Scripts/FixSystemNew/FixSystemCenter.cs
@@ -14,7 +14,7 @@ namespace AibisDream.FixSystem
InitTransitionDic();
// TODO 这个回头要改
- curState = FixState.BodyModule;
+ curState = FixState.Clinic;
}
#region 系统索引
@@ -30,25 +30,29 @@ namespace AibisDream.FixSystem
private void InitTransitionDic()
{
+ TransitionDic.Add(FixState.Clinic, FixState.BodyModule, new ClinicToBodyModuleCommand());
+ TransitionDic.Add(FixState.BodyModule, FixState.Clinic, new BodyModuleToClinicCommand());
TransitionDic.Add(FixState.BodyModule, FixState.Engine, new BodyModuleToEngineCommand());
+ TransitionDic.Add(FixState.Engine, FixState.BodyModule, new EngineToBodyModuleCommand());
+ TransitionDic.Add(FixState.Clinic, FixState.Engine, new ClinicToEngineCommand());
+ TransitionDic.Add(FixState.Engine, FixState.Clinic, new EngineToClinicCommand());
}
///
/// 执行转场
///
/// 需要转换的状态
- public void TransToNextState(FixState nextState)
+ public ITransitionCommand TransToNextState(FixState nextState)
{
// 没存过的先打个日志报错
if (!TransitionDic.TryGetValue(curState, nextState, out var command))
{
Debug.Log($"源为{curState.ToString()}, 目标为{nextState.ToString()}, 转场命令不存在");
- return;
+ return null;
}
- // 存过的执行转场命令
- StartCoroutine(command.Execute());
curState = nextState;
+ return command;
}
#endregion
diff --git a/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs b/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs
new file mode 100644
index 000000000..95deb9965
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs
@@ -0,0 +1,28 @@
+using System;
+using System.Collections;
+using UnityEngine;
+using Yarn.Unity;
+
+namespace AibisDream.FixSystem
+{
+ public static class FixSystemYarnCommand
+ {
+ [YarnCommand("switch_fix_system_to")]
+ public static IEnumerator SwitchFixSystemTo(string targetStateStr, string extraArg = "")
+ {
+ // 字符串转枚举
+ if (!Enum.TryParse(targetStateStr, out var targetState))
+ {
+ Debug.Log($"{targetStateStr}不在FixState枚举中");
+ yield break;
+ }
+
+ // 获取命令
+ var command = FixSystemCenter.Instance.TransToNextState(targetState);
+ // 传入参数
+ command.SetArgs(extraArg);
+
+ yield return command.Execute();
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs.meta b/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs.meta
new file mode 100644
index 000000000..362a00a85
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 50bf436a893f4c28882f1b3db847f210
+timeCreated: 1734103287
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs b/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs
deleted file mode 100644
index 348e857bf..000000000
--- a/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-using UnityEngine;
-using Yarn.Unity;
-
-namespace AibisDream.FixSystem
-{
- public static class FixYarnCommandEx
- {
- [YarnCommand("start_system")]
- public static void StartSystem(string systemName, string dataKey)
- {
- switch (systemName)
- {
- case "BodyModuleSystem":
- StartBodyModuleSystem(dataKey);
- break;
- case "GearSystem":
- StartGearSystem(dataKey);
- break;
- case "EngineSystem":
- StartGearSystem(dataKey);
- break;
- default:
- Debug.Log($"该系统不存在: {systemName}");
- break;
- }
- }
-
- private static void StartBodyModuleSystem(string dataKey)
- {
- var bodySystem = FixSystemCenter.SystemDic.Get();
- bodySystem.CurDataKey = dataKey;
- bodySystem.Load();
- }
-
- private static void StartGearSystem(string dataKey)
- {
- var gearSystem = FixSystemCenter.SystemDic.Get();
- }
-
- private static void StartEngineSystem(string dataKey)
- {
- var engineSystem = FixSystemCenter.SystemDic.Get();
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs.meta b/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs.meta
deleted file mode 100644
index 9a7d138b4..000000000
--- a/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs.meta
+++ /dev/null
@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: 03e3e3472f5f40a8a9e93b5c793591d4
-timeCreated: 1732917739
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs b/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs
new file mode 100644
index 000000000..ec2d3ecd9
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs
@@ -0,0 +1,74 @@
+using System.Collections;
+using AibisDream.Framework;
+using UnityEngine;
+
+namespace AibisDream.FixSystem
+{
+ public struct ClinicToBodyModuleCommand : ITransitionCommand
+ {
+ private const float FadeDuration = 1f;
+
+ private string _configName;
+
+ public IEnumerator Execute()
+ {
+ var bodyModuleSystem = FixSystemCenter.SystemDic.Get();
+ var clinicSystem = FixSystemCenter.SystemDic.Get();
+
+ // 黑屏
+ yield return MainUIController.Instance.FadeInSync(FadeDuration);
+ // 加载BodyModuleSystem
+ bodyModuleSystem.CurDataKey = _configName;
+ bodyModuleSystem.Load();
+ // 隐藏诊所
+ clinicSystem.gameObject.SetActive(false);
+ // 黑屏淡出
+ yield return MainUIController.Instance.FadeOutSync(FadeDuration);
+ }
+
+ public void SetArgs(string arg)
+ {
+ // 添加参数
+ _configName = arg;
+ }
+ }
+
+ public struct ClinicToEngineCommand : ITransitionCommand
+ {
+ private const float FadeDuration = 0.5f;
+
+ // 引擎相机设置
+ private static readonly Vector3 CameraPos = new(-2.5f, 2.13f, -10);
+ private const float OrthographicSize = 2.5f;
+ private const float Duration = 2f;
+
+ private string _configName;
+
+ public IEnumerator Execute()
+ {
+ var bodyModuleSystem = FixSystemCenter.SystemDic.Get();
+ var clinicSystem = FixSystemCenter.SystemDic.Get();
+ var engineSystem = FixSystemCenter.SystemDic.Get();
+
+ // // 黑屏
+ yield return MainUIController.Instance.FadeInSync(FadeDuration);
+ // 隐藏诊所
+ clinicSystem.gameObject.SetActive(false);
+ // 激活插线系统
+ bodyModuleSystem.gameObject.SetActive(true);
+ // // 黑屏淡出
+ yield return MainUIController.Instance.FadeOutSync(FadeDuration);
+ // 移动相机
+ yield return CameraKit.Instance.TransCameraAsync(CameraPos, OrthographicSize, Duration);
+ // 开启引擎玩法
+ engineSystem.CurDataKey = _configName;
+ engineSystem.Load();
+ yield return engineSystem.OpenCoverAsync();
+ }
+
+ public void SetArgs(string arg)
+ {
+ _configName = arg;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs.meta b/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs.meta
new file mode 100644
index 000000000..5f0c3e462
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: df122109d96340d2a8525483632bf55d
+timeCreated: 1734248940
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs b/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs
index faff2503e..4c11c93e9 100644
--- a/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs
+++ b/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs
@@ -1,6 +1,4 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
+using System.Collections;
using AibisDream.Framework;
using DG.Tweening;
using UnityEngine;
@@ -21,6 +19,32 @@ namespace AibisDream.FixSystem
public interface ITransitionCommand
{
IEnumerator Execute();
+ void SetArgs(string arg);
+ }
+
+ public struct BodyModuleToClinicCommand : ITransitionCommand
+ {
+ private const float FadeDuration = 0.5f;
+
+ public IEnumerator Execute()
+ {
+ var bodyModuleSystem = FixSystemCenter.SystemDic.Get();
+ var clinicSystem = FixSystemCenter.SystemDic.Get();
+
+ // 黑屏
+ yield return MainUIController.Instance.FadeInSync(FadeDuration);
+ // 把线插回去
+ bodyModuleSystem.ResetPlug();
+ // 诊所显示
+ clinicSystem.gameObject.SetActive(true);
+ // 黑屏淡出
+ yield return MainUIController.Instance.FadeOutSync(FadeDuration);
+ }
+
+ public void SetArgs(string arg)
+ {
+ // 暂无参数
+ }
}
public struct BodyModuleToEngineCommand : ITransitionCommand
@@ -51,9 +75,14 @@ namespace AibisDream.FixSystem
yield return null;
}
}
+
+ public void SetArgs(string arg)
+ {
+ // 添加参数
+ }
}
- public struct EngineToBodyModuleCommand : ITransitionCommand
+ public partial struct EngineToBodyModuleCommand : ITransitionCommand
{
private const float Duration = 2f;
@@ -75,99 +104,37 @@ namespace AibisDream.FixSystem
yield return null;
}
}
- }
- public struct EngineToGearCommand : ITransitionCommand
- {
- private const float Duration = 2f;
- private static readonly Vector3 CameraPos = new(-2.5f, 2.13f, -10);
-
- public IEnumerator Execute()
+ public void SetArgs(string arg)
{
- var engineSystem = FixSystemCenter.SystemDic.Get();
- var gearSystem = FixSystemCenter.SystemDic.Get();
- // 关闭一下引擎盖
- var coverSq = engineSystem.CloseCover();
- while (coverSq.active && !coverSq.IsComplete())
- {
- yield return null;
- }
-
- // 只需要移动一下相机就好了
- var tween = CameraKit.Instance.TransCamera(CameraPos, Duration);
- while (tween.active && !tween.IsComplete())
- {
- yield return null;
- }
-
- // 然后可以开启引擎盖
-
+ // 添加参数
}
}
- ///
- /// 以两个Key为索引的Dic
- ///
- /// Value类型
- public class StateDictionary
+ public struct EngineToClinicCommand : ITransitionCommand
{
- private readonly Dictionary _stateDic = new();
-
- public T Get(FixState source, FixState target)
+ private const float FadeDuration = 0.5f;
+
+ public IEnumerator Execute()
{
- var key = new StateTransKey(source, target);
- return _stateDic[key];
+ var clinicSystem = FixSystemCenter.SystemDic.Get();
+ var engineSystem = FixSystemCenter.SystemDic.Get();
+
+ // 盖上盖子
+ yield return engineSystem.CloseCoverAsync();
+ // 黑屏
+ yield return MainUIController.Instance.FadeInSync(FadeDuration);
+ // 相机归位
+ CameraKit.Instance.ResetCamara();
+ // 打开诊所
+ clinicSystem.gameObject.SetActive(true);
+ // 黑屏淡出
+ yield return MainUIController.Instance.FadeOutSync(FadeDuration);
}
- public void Add(FixState source, FixState target, T value)
+ public void SetArgs(string arg)
{
- var key = new StateTransKey(source, target);
- _stateDic[key] = value;
- }
-
- public void Clear()
- {
- _stateDic.Clear();
- }
-
- public bool ContainsKey(FixState source, FixState target)
- {
- var key = new StateTransKey(source, target);
- return _stateDic.ContainsKey(key);
- }
-
- public bool TryGetValue(FixState source, FixState target, out T value)
- {
- var key = new StateTransKey(source, target);
- return _stateDic.TryGetValue(key, out value);
- }
-
- ///
- /// 用于实现两个Key的Dictionary
- ///
- private class StateTransKey
- {
- private readonly FixState _sourceState;
- private readonly FixState _targetState;
-
- public StateTransKey(FixState sourceState, FixState targetState)
- {
- _sourceState = sourceState;
- _targetState = targetState;
- }
-
- public override bool Equals(object obj)
- {
- // 类型不同肯定不相等
- if (obj is not StateTransKey other) return false;
- // 判断两个key相等
- return _sourceState == other._sourceState && _targetState == other._targetState;
- }
-
- public override int GetHashCode()
- {
- return HashCode.Combine(_sourceState, _targetState);
- }
+ // 无需参数
}
}
}
diff --git a/Assets/Scripts/FixSystemNew/StateTransition/StateDictionary.cs b/Assets/Scripts/FixSystemNew/StateTransition/StateDictionary.cs
new file mode 100644
index 000000000..af9dec2e2
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/StateTransition/StateDictionary.cs
@@ -0,0 +1,71 @@
+using System;
+using System.Collections.Generic;
+
+namespace AibisDream.FixSystem
+{
+ ///
+ /// 以两个Key为索引的Dic
+ ///
+ /// Value类型
+ public class StateDictionary
+ {
+ private readonly Dictionary _stateDic = new();
+
+ public T Get(FixState source, FixState target)
+ {
+ var key = new StateTransKey(source, target);
+ return _stateDic[key];
+ }
+
+ public void Add(FixState source, FixState target, T value)
+ {
+ var key = new StateTransKey(source, target);
+ _stateDic[key] = value;
+ }
+
+ public void Clear()
+ {
+ _stateDic.Clear();
+ }
+
+ public bool ContainsKey(FixState source, FixState target)
+ {
+ var key = new StateTransKey(source, target);
+ return _stateDic.ContainsKey(key);
+ }
+
+ public bool TryGetValue(FixState source, FixState target, out T value)
+ {
+ var key = new StateTransKey(source, target);
+ return _stateDic.TryGetValue(key, out value);
+ }
+
+ ///
+ /// 用于实现两个Key的Dictionary
+ ///
+ private class StateTransKey
+ {
+ private readonly FixState _sourceState;
+ private readonly FixState _targetState;
+
+ public StateTransKey(FixState sourceState, FixState targetState)
+ {
+ _sourceState = sourceState;
+ _targetState = targetState;
+ }
+
+ public override bool Equals(object obj)
+ {
+ // 类型不同肯定不相等
+ if (obj is not StateTransKey other) return false;
+ // 判断两个key相等
+ return _sourceState == other._sourceState && _targetState == other._targetState;
+ }
+
+ public override int GetHashCode()
+ {
+ return HashCode.Combine(_sourceState, _targetState);
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/FixSystemNew/StateTransition/StateDictionary.cs.meta b/Assets/Scripts/FixSystemNew/StateTransition/StateDictionary.cs.meta
new file mode 100644
index 000000000..e1d082406
--- /dev/null
+++ b/Assets/Scripts/FixSystemNew/StateTransition/StateDictionary.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 2ccd2ec5e9984317a57e8d005b0dc61a
+timeCreated: 1734236591
\ No newline at end of file
diff --git a/Assets/Scripts/Framework/OtherKit/CameraKit.cs b/Assets/Scripts/Framework/OtherKit/CameraKit.cs
index 039536c0f..29316ec9b 100644
--- a/Assets/Scripts/Framework/OtherKit/CameraKit.cs
+++ b/Assets/Scripts/Framework/OtherKit/CameraKit.cs
@@ -1,4 +1,5 @@
-using AibisDream.Kit;
+using System.Collections;
+using AibisDream.Kit;
using DG.Tweening;
using UnityEngine;
@@ -44,5 +45,20 @@ namespace AibisDream.Framework
{
return _mainCamera.transform.DOMove(targetPos, duration);
}
+
+ public IEnumerator TransCameraAsync(Vector3 targetPos, float targetOrthographicSize, float duration)
+ {
+ var sq = TransCamera(targetPos, targetOrthographicSize, duration);
+ // 协程
+ while (sq.active && !sq.IsComplete())
+ {
+ yield return null;
+ }
+ }
+
+ public IEnumerator ReturnInitCameraAsync(float duration)
+ {
+ return TransCameraAsync(_initPos, _initOrthographicSize, duration);
+ }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/Framework/OtherKit/MonoCenter.cs b/Assets/Scripts/Framework/OtherKit/MonoCenter.cs
index 21c993e36..7b4dc59d0 100644
--- a/Assets/Scripts/Framework/OtherKit/MonoCenter.cs
+++ b/Assets/Scripts/Framework/OtherKit/MonoCenter.cs
@@ -39,7 +39,7 @@ namespace AibisDream.Framework
var kit = _iocContainer.Unregister();
OnUpdate -= kit.OnUpdate;
}
-
+
private void Update() => OnUpdate?.Invoke();
}
@@ -58,5 +58,4 @@ namespace AibisDream.Framework
{
void OnUpdate();
}
-}
-
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Game Loop/GameLoopManager.cs b/Assets/Scripts/Game Loop/GameLoopManager.cs
index d72cca308..020ad4e26 100644
--- a/Assets/Scripts/Game Loop/GameLoopManager.cs
+++ b/Assets/Scripts/Game Loop/GameLoopManager.cs
@@ -12,9 +12,9 @@ namespace AibisDream
private RunMode runMode;
[Header("正式环境参数")]
- [SerializeField] private TalkSceneSO firstTalkSO;
+ [SerializeField] private TalkSceneSO firstTalkSo;
- private TalkSceneSO currentTalkSceneSO;
+ private TalkSceneSO _currentTalkSceneSo;
[SerializeField]
private string clinicScene;
@@ -34,27 +34,28 @@ namespace AibisDream
public void StartNewGame()
{
- currentTalkSceneSO = firstTalkSO;
+ _currentTalkSceneSo = firstTalkSo;
StartCoroutine(LoadClinicScene());
}
public void StartNewGame(TalkSceneSO sceneSo)
{
- currentTalkSceneSO = sceneSo;
+ _currentTalkSceneSo = sceneSo;
StartCoroutine(LoadClinicScene());
}
private IEnumerator LoadClinicScene()
{
- yield return SceneLoader.Instance.LoadSceneAsync(clinicScene);
+ yield return SceneLoader.Instance.LoadSceneAsync(_currentTalkSceneSo.firstSceneName);
StartMenu.Instance.HideStartMenu();
- DialogController.Instance.StartDialog(currentTalkSceneSO.yarnProject);
+ DialogController.Instance.StartDialog(_currentTalkSceneSo.yarnProject);
}
public IEnumerator StartTestGame()
{
+ // TODO 全部改好之后这里要直接进入FixScene
yield return SceneLoader.Instance.LoadSceneAsync(clinicScene);
var proj = Resources.Load($"Yarn/{testYarnProject}/{testYarnProject}");
DialogController.Instance.StartDialog(proj);
@@ -62,9 +63,9 @@ namespace AibisDream
public IEnumerator NextSceneSo()
{
- if (currentTalkSceneSO && currentTalkSceneSO.nextScene)
+ if (_currentTalkSceneSo && _currentTalkSceneSo.nextScene)
{
- currentTalkSceneSO = currentTalkSceneSO.nextScene;
+ _currentTalkSceneSo = _currentTalkSceneSo.nextScene;
yield return MainUIController.Instance.FadeInSync(1);
yield return LoadClinicScene();
yield return MainUIController.Instance.FadeOutSync(1);
diff --git a/Assets/Scripts/Game Loop/TalkSceneSO.cs b/Assets/Scripts/Game Loop/TalkSceneSO.cs
index e28fed0ad..ff103b3df 100644
--- a/Assets/Scripts/Game Loop/TalkSceneSO.cs
+++ b/Assets/Scripts/Game Loop/TalkSceneSO.cs
@@ -1,7 +1,4 @@
-using System.Collections;
-using System.Collections.Generic;
using UnityEngine;
-using UnityEngine.AddressableAssets;
using Yarn.Unity;
namespace AibisDream
@@ -13,6 +10,8 @@ namespace AibisDream
public YarnProject yarnProject;
+ public string firstSceneName;
+
public bool isEndOfDay;
}
}
diff --git a/Assets/Scripts/MiniGame/Engine/EngineSystem.cs b/Assets/Scripts/MiniGame/Engine/EngineSystem.cs
index 9a4ff3c61..201fbc4ed 100644
--- a/Assets/Scripts/MiniGame/Engine/EngineSystem.cs
+++ b/Assets/Scripts/MiniGame/Engine/EngineSystem.cs
@@ -1,4 +1,5 @@
using System;
+using System.Collections;
using System.Linq;
using AibisDream.FixSystem;
using AibisDream.Framework;
@@ -54,6 +55,11 @@ namespace AibisDream
engineData.CalcAir(config.airMaxRatio, config.airMinRatio, config.baseAirMax);
// 推算速度
engineData.CalcSpeed(config.acceleratedSpeed, config.resistance);
+ // 判断是否成功
+ if (engineData.CheckSuccess(config.targetSpeed))
+ {
+ DialogController.Instance.StartDialogNode("EngineSuccess");
+ }
}
///
@@ -96,6 +102,15 @@ namespace AibisDream
return sq;
}
+ public IEnumerator OpenCoverAsync()
+ {
+ var sq = OpenCover();
+ if (sq.active && !sq.IsComplete())
+ {
+ yield return null;
+ }
+ }
+
///
/// 关闭盖板
///
@@ -114,6 +129,15 @@ namespace AibisDream
return sq;
}
+ public IEnumerator CloseCoverAsync()
+ {
+ var sq = CloseCover();
+ if (sq.active && !sq.IsComplete())
+ {
+ yield return null;
+ }
+ }
+
public void Lock()
{
// 禁止油门和气门
@@ -152,6 +176,8 @@ namespace AibisDream
}
config = data;
+ // 重置Data
+ OnEnable();
}
public override void Save()
@@ -185,12 +211,15 @@ namespace AibisDream
public float airMinRatio;
public float baseAirMax;
public int maxLevel;
+ public float targetSpeed;
public float invalidTime;
}
[Serializable]
public struct EngineData
{
+ private const float SuccessDuration = 3f;
+
public float curSpeed;
public float curOil;
public float curAir;
@@ -201,6 +230,9 @@ namespace AibisDream
public AutoFlipBool isValid;
public bool inAirRange;
+ public float reachTargetTime;
+ public bool isSuccess;
+
public EngineData(float flipDelayTime)
{
isValid = new AutoFlipBool(flipDelayTime, true);
@@ -211,11 +243,13 @@ namespace AibisDream
curAirMax = 0;
curAirLevel = 0;
inAirRange = false;
+ reachTargetTime = 0;
+ isSuccess = false;
}
public void OilChange(float oilChangeRatio)
{
- curOil = CommonUtil.LimitedAdd(curOil, oilChangeRatio * Time.deltaTime, 1f, 0f);
+ curOil = CommonUtil.Limit(curOil + oilChangeRatio * Time.deltaTime, 1f, 0f);
}
public void CalcSpeed(float acceleratedSpeed, float resistance)
@@ -224,13 +258,13 @@ namespace AibisDream
? (curOil * acceleratedSpeed - curSpeed * resistance) * Time.deltaTime
: -curSpeed * resistance * Time.deltaTime;
- curSpeed = CommonUtil.LimitedAdd(curSpeed, addNum, 1f, 0f);
+ curSpeed = CommonUtil.Limit(curSpeed + addNum, 1f, 0f);
}
public void CalcAir(float airMaxRatio, float airMinRatio, float baseAirMax)
{
- curAirMax = curSpeed * (curAirLevel + 1) * airMaxRatio + baseAirMax;
- curAirMin = curSpeed * (curAirLevel + 1) * airMinRatio;
+ curAirMax = CommonUtil.Limit(curSpeed * (curAirLevel + 1) * airMaxRatio + baseAirMax, 1f, 0f);
+ curAirMin = CommonUtil.Limit(curSpeed * (curAirLevel + 1) * airMinRatio, 0.8f, 0f);
curAir = curOil;
// 如果离开范围且当前在系统有效期,就进入一段失效期
@@ -256,5 +290,26 @@ namespace AibisDream
curAirLevel = 0;
}
}
+
+ public bool CheckSuccess(float targetSpeed)
+ {
+ // 已经成功就不用校验了
+ if (isSuccess) return false;
+
+ if (curSpeed >= targetSpeed)
+ {
+ reachTargetTime += Time.deltaTime;
+ }
+ else
+ {
+ reachTargetTime = 0;
+ }
+
+ // 如果速度达标时间足够就判断成功
+ if (!(reachTargetTime >= SuccessDuration)) return false;
+
+ isSuccess = true;
+ return true;
+ }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/MiniGame/Gear/GearSystem.cs b/Assets/Scripts/MiniGame/Gear/GearSystem.cs
index e4bd1ef64..689f6f1a0 100644
--- a/Assets/Scripts/MiniGame/Gear/GearSystem.cs
+++ b/Assets/Scripts/MiniGame/Gear/GearSystem.cs
@@ -25,16 +25,6 @@ namespace AibisDream
Init();
}
- private void OnEnable()
- {
- Enable();
- }
-
- private void OnDisable()
- {
- Disable();
- }
-
#region 生命周期管理
public void Init()
@@ -44,16 +34,11 @@ namespace AibisDream
_shafts = GetComponentsInChildren();
}
- public void Enable()
+ public void Start()
{
_shaftGraph = new ShaftGraph(_shafts);
}
- public void Disable()
- {
- _shaftGraph = null;
- }
-
#endregion
///