Ver.0.3.0.33

This commit is contained in:
2025-07-08 08:32:46 +00:00
parent 99f4dd67c2
commit 0ad5e29917
6831 changed files with 695623 additions and 234455 deletions
@@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LayeredMouseFollowEffect : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
@@ -1,11 +0,0 @@
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@@ -1,188 +1,187 @@
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using TMPro;
using AibisDream;
using Cinemachine;
public class MouseFollowAndZoom : MonoBehaviour
namespace AibisDream
{
public CinemachineVirtualCamera virtualCamera;
public GameObject targetIndicator; // UI 目标框
public TMP_Text targetNameText; // 显示目标名称的文本
public float zoomInScale = 1.5f; // 缩放倍数
public float zoomDuration = 1.0f; // 缩放持续时间(减慢)
public Vector2 sceneBoundsMin; // 场景边界的左下角
public Vector2 sceneBoundsMax; // 场景边界的右上角
private EyeSystem eyemanager;
private EyeTarget currentTarget; // 当前目标
private bool isActive = false;
private bool isLocked = false;
public Camera viewCamera;
public float parallaxEffectMultiplier = 0.1f;
public Vector2 maxOffset = new Vector2(2f, 2f);
private Vector3 initialPosition;
private float viewOffset = 0;
// 读写访问
public void SetIsActive(bool value)
public class MouseFollowAndZoom : MonoBehaviour
{
isActive = value;
}
public GameObject targetIndicator; // UI 目标框
public TMP_Text targetNameText; // 显示目标名称的文本
public Vector2 sceneBoundsMin; // 场景边界的左下角
public Vector2 sceneBoundsMax; // 场景边界的右上角
private EyeSystem eyemanager;
private EyeTarget currentTarget; // 当前目标
private bool isActive = false;
private bool isLocked = false;
public void SetIsLock(bool value)
{
isLocked = value;
}
public Camera viewCamera;
public float parallaxEffectMultiplier = 0.1f;
public Vector2 maxOffset = new Vector2(2f, 2f);
private Vector3 initialPosition;
void Start()
{
initialPosition = transform.position;
targetIndicator.SetActive(false); // 初始时隐藏目标框
eyemanager = FindObjectOfType<EyeSystem>();
if (eyemanager == null)
private float viewOffset = 0;
// 读写访问
public void SetIsActive(bool value)
{
Debug.LogError("EyeManager instance not found in the scene.");
}
}
void Update()
{
if (!isActive)
{
targetIndicator.SetActive(false);
return;
isActive = value;
}
HandleTargetIndicator(); // 显示指示器
if (isLocked) return;
HandleMouseMovement();
UpdateCurrentTarget(); // 更新当前目标
}
private Vector3 currentOffset; // 当前的偏移量
void HandleMouseMovement()
{
// 获取鼠标位置
Vector3 mousePosition = Input.mousePosition;
Vector3 worldMousePosition = viewCamera.ScreenToWorldPoint(mousePosition);
worldMousePosition.z = 0; // 确保 z 为 0
// 计算目标偏移量并反向
Vector3 targetOffset = (viewCamera.transform.position - worldMousePosition) * parallaxEffectMultiplier;
targetOffset.x = Mathf.Clamp(targetOffset.x, -maxOffset.x, maxOffset.x);
targetOffset.y = Mathf.Clamp(targetOffset.y, -maxOffset.y, maxOffset.y);
// 平滑处理偏移量
float smoothFactor = 0.01f; // 平滑系数,值越小平滑效果越强,响应越慢
currentOffset = Vector3.Lerp(currentOffset, targetOffset, smoothFactor);
// 计算目标位置
Vector3 targetPosition = initialPosition + currentOffset;
// 限制目标位置在场景边界范围内
targetPosition.x = Mathf.Clamp(targetPosition.x, sceneBoundsMin.x, sceneBoundsMax.x);
targetPosition.y = Mathf.Clamp(targetPosition.y, sceneBoundsMin.y, sceneBoundsMax.y);
// 使用插值(Lerp)平滑更新位置
float followSpeed = 0.1f; // 跟随速度,值越小延迟越大
Vector3 smoothedPosition = Vector3.Lerp(transform.position, targetPosition, followSpeed);
// 应用平滑后的位置
transform.position = smoothedPosition;
}
void UpdateCurrentTarget()
{
// 获取鼠标位置
Vector3 mousePosition = Input.mousePosition;
Vector3 worldPosition = Camera.main.ScreenToWorldPoint(mousePosition);
RaycastHit2D hit = Physics2D.Raycast(worldPosition+viewCamera.transform.position-Camera.main.transform.position, Vector2.zero);
// 检查是否有目标
if (hit.collider != null && hit.collider.CompareTag("EyeTarget"))
public void SetIsLock(bool value)
{
currentTarget = hit.collider.GetComponent<EyeTarget>(); // 更新当前目标
isLocked = value;
}
// 处理鼠标点击事件
if (Input.GetMouseButtonDown(0))
void Start()
{
initialPosition = transform.position;
targetIndicator.SetActive(false); // 初始时隐藏目标框
eyemanager = FindObjectOfType<EyeSystem>();
if (eyemanager == null)
{
Debug.Log("点击目标触发了");
if (currentTarget != null)
{
eyemanager.SetTarget(currentTarget); // 设置目标
}
else
{
Debug.LogWarning("The collider does not have an EyeTarget component.");
}
Debug.LogError("EyeManager instance not found in the scene.");
}
}
else
void Update()
{
currentTarget = null; // 如果没有目标,设置为 null
if (!isActive)
{
targetIndicator.SetActive(false);
return;
}
HandleTargetIndicator(); // 显示指示器
if (isLocked) return;
HandleMouseMovement();
UpdateCurrentTarget(); // 更新当前目标
}
private Vector3 currentOffset; // 当前的偏移量
void HandleMouseMovement()
{
// 获取鼠标位置
Vector3 mousePosition = Input.mousePosition;
mousePosition.x -= 40f; // 为x坐标加上40.3
Vector3 worldMousePosition = viewCamera.ScreenToWorldPoint(mousePosition);
worldMousePosition.z = 0; // 确保 z 为 0
// 计算目标偏移量并反向
Vector3 targetOffset = (viewCamera.transform.position - worldMousePosition) * parallaxEffectMultiplier;
targetOffset.x = Mathf.Clamp(targetOffset.x, -maxOffset.x, maxOffset.x);
targetOffset.y = Mathf.Clamp(targetOffset.y, -maxOffset.y, maxOffset.y);
// 平滑处理偏移量
float smoothFactor = 0.01f; // 平滑系数,值越小平滑效果越强,响应越慢
currentOffset = Vector3.Lerp(currentOffset, targetOffset, smoothFactor);
// 计算目标位置
Vector3 targetPosition = initialPosition + currentOffset;
// 限制目标位置在场景边界范围内
targetPosition.x = Mathf.Clamp(targetPosition.x, sceneBoundsMin.x, sceneBoundsMax.x);
targetPosition.y = Mathf.Clamp(targetPosition.y, sceneBoundsMin.y, sceneBoundsMax.y);
// 使用插值(Lerp)平滑更新位置
float followSpeed = 0.1f; // 跟随速度,值越小延迟越大
Vector3 smoothedPosition = Vector3.Lerp(transform.position, targetPosition, followSpeed);
// 应用平滑后的位置
transform.position = smoothedPosition;
}
void UpdateCurrentTarget()
{
// 获取鼠标位置
Vector3 mousePosition = Input.mousePosition;
mousePosition.x -= 40f; // 为x坐标加上40.3
Vector3 worldPosition = Camera.main.ScreenToWorldPoint(mousePosition);
RaycastHit2D hit =
Physics2D.Raycast(worldPosition + viewCamera.transform.position - Camera.main.transform.position,
Vector2.zero);
// 检查是否有目标
if (hit.collider != null && hit.collider.CompareTag("EyeTarget"))
{
currentTarget = hit.collider.GetComponent<EyeTarget>(); // 更新当前目标
// 处理鼠标点击事件
if (Input.GetMouseButtonDown(0))
{
Debug.Log("点击目标触发了");
if (currentTarget != null)
{
eyemanager.SetTarget(currentTarget); // 设置目标
}
else
{
Debug.LogWarning("The collider does not have an EyeTarget component.");
}
}
}
else
{
currentTarget = null; // 如果没有目标,设置为 null
}
}
void HandleTargetIndicator()
{
if (currentTarget == null)
{
targetIndicator.SetActive(false); // 隐藏指示器
return;
}
// 获取目标的 BoxCollider2D
BoxCollider2D boxCollider = currentTarget.GetComponent<BoxCollider2D>();
if (boxCollider != null)
{
Vector3 boxCenter = boxCollider.bounds.center;
Vector3 boxSize = boxCollider.bounds.size;
// 转换为世界空间坐标
Vector3 worldCenter = boxCenter;
Vector3 worldSize = boxSize;
// 设置目标框的位置
RectTransform indicatorRectTransform = targetIndicator.GetComponent<RectTransform>();
indicatorRectTransform.position = worldCenter;
indicatorRectTransform.sizeDelta = new Vector2(worldSize.x, worldSize.y);
// 设置目标名称
targetNameText.text = currentTarget.name + " " +
"R" + currentTarget._color.r.ToString("F1") +
" G" + currentTarget._color.g.ToString("F1") +
" B" + currentTarget._color.b.ToString("F1");
// 显示指示器
targetIndicator.SetActive(true);
}
}
public void SetIndicatorTarget(EyeTarget target)
{
currentTarget = target;
}
void OnDrawGizmos()
{
// 设置 Gizmos 颜色
Gizmos.color = Color.red;
// 绘制场景边界
Vector3 bottomLeft = new Vector3(sceneBoundsMin.x, sceneBoundsMin.y, 0);
Vector3 topRight = new Vector3(sceneBoundsMax.x, sceneBoundsMax.y, 0);
// 绘制边界框
Gizmos.DrawLine(bottomLeft, new Vector3(bottomLeft.x, topRight.y, 0));
Gizmos.DrawLine(bottomLeft, new Vector3(topRight.x, bottomLeft.y, 0));
Gizmos.DrawLine(topRight, new Vector3(bottomLeft.x, topRight.y, 0));
Gizmos.DrawLine(topRight, new Vector3(topRight.x, bottomLeft.y, 0));
}
}
void HandleTargetIndicator()
{
if (currentTarget == null)
{
targetIndicator.SetActive(false); // 隐藏指示器
return;
}
// 获取目标的 BoxCollider2D
BoxCollider2D boxCollider = currentTarget.GetComponent<BoxCollider2D>();
if (boxCollider != null)
{
Vector3 boxCenter = boxCollider.bounds.center;
Vector3 boxSize = boxCollider.bounds.size;
// 转换为世界空间坐标
Vector3 worldCenter = boxCenter;
Vector3 worldSize = boxSize;
// 设置目标框的位置
RectTransform indicatorRectTransform = targetIndicator.GetComponent<RectTransform>();
indicatorRectTransform.position = worldCenter;
indicatorRectTransform.sizeDelta=new Vector2(worldSize.x, worldSize.y);
// 设置目标名称
targetNameText.text = currentTarget.name + " " +
"R" + currentTarget._color.r.ToString("F1") +
" G" + currentTarget._color.g.ToString("F1") +
" B" + currentTarget._color.b.ToString("F1");
// 显示指示器
targetIndicator.SetActive(true);
}
}
public void SetIndicatorTarget(EyeTarget target)
{
currentTarget = target;
}
void OnDrawGizmos()
{
// 设置 Gizmos 颜色
Gizmos.color = Color.red;
// 绘制场景边界
Vector3 bottomLeft = new Vector3(sceneBoundsMin.x, sceneBoundsMin.y, 0);
Vector3 topRight = new Vector3(sceneBoundsMax.x, sceneBoundsMax.y, 0);
// 绘制边界框
Gizmos.DrawLine(bottomLeft, new Vector3(bottomLeft.x, topRight.y, 0));
Gizmos.DrawLine(bottomLeft, new Vector3(topRight.x, bottomLeft.y, 0));
Gizmos.DrawLine(topRight, new Vector3(bottomLeft.x, topRight.y, 0));
Gizmos.DrawLine(topRight, new Vector3(topRight.x, bottomLeft.y, 0));
}
}
@@ -1,26 +1,16 @@
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using Yarn.Unity;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using System.Collections;
public class ScreenEffectManager : MonoBehaviour
{
public static ScreenEffectManager Instance { get; private set; }
public Image blackoutPanel; // 黑屏面板
public Image redFlashPanel; // 红色闪烁面板
private float shakeDuration = 0.5f; // 震屏持续时间
private float shakeIntensity = 0.04f; // 震屏强度
public Volume saturation;
private ColorAdjustments colorAdjustments;
private Vector3 originalCameraPosition;
private void Awake()
{
// 确保单例模式
@@ -37,8 +27,6 @@ public class ScreenEffectManager : MonoBehaviour
private void Start()
{
// 保存初始相机位置
originalCameraPosition = Camera.main.transform.localPosition;
// 获取 ColorAdjustments 设置
if (saturation.profile.TryGet(out colorAdjustments))
{
@@ -50,48 +38,6 @@ public class ScreenEffectManager : MonoBehaviour
}
}
// 震屏效果
[YarnCommand("shakeScreen")]
public IEnumerator ShakeScreen()
{
yield return Camera.main.transform.DOPunchPosition(new Vector3(1, 0, 0) * shakeIntensity, shakeDuration, 8, 1f)
.WaitForCompletion();
}
// 黑屏淡入淡出效果
[YarnCommand("fadeIn")]
public IEnumerator FadeIn(float duration)
{
blackoutPanel.gameObject.SetActive(true);
Sequence fadeInSequence = DOTween.Sequence();
fadeInSequence.Append(blackoutPanel.DOFade(1f, duration));
//fadeInSequence.AppendInterval(waitTime);
yield return fadeInSequence.WaitForCompletion();
}
[YarnCommand("fadeOut")]
public IEnumerator FadeOut(float duration)
{
Sequence fadeOutSequence = DOTween.Sequence();
fadeOutSequence.Append(blackoutPanel.DOFade(0f, duration).OnComplete(() =>
{
blackoutPanel.gameObject.SetActive(false);
}));
yield return fadeOutSequence.WaitForCompletion();
}
// 红色闪烁效果
[YarnCommand("flashRed")]
public IEnumerator FlashRed(float duration)
{
redFlashPanel.gameObject.SetActive(true);
yield return redFlashPanel.DOFade(1, duration / 2).WaitForCompletion();
yield return redFlashPanel.DOFade(0, duration / 2).OnComplete(() =>
{
redFlashPanel.gameObject.SetActive(false);
}).WaitForCompletion();
}
// 动态调整饱和度
public Tween TweenSaturation(float targetSaturation, float duration)
{