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
@@ -0,0 +1,226 @@
using UnityEngine;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine.Rendering;
using System.Collections;
using AibisDream.Framework;
using UnityEngine.EventSystems;
using AibisDream.FixSystem;
namespace AibisDream
{
public class SpriteFlashSystem : MonoBehaviour
{
[Header("References")]
[SerializeField] private SpriteRenderer targetSpriteRenderer;
[SerializeField] private SpriteRenderer backupSpriteRenderer;
// [SerializeField] private SpriteRenderer crossFadeRenderer1;
// [SerializeField] private SpriteRenderer crossFadeRenderer2;
// [SerializeField] private float fadeDuration = 0.5f;
// [SerializeField] private float crossFadeDuration = 2f;
[SerializeField] private UnityEngine.Rendering.Volume volume1;
private bool isFading = false;
private bool isEndingMode = false;
private DG.Tweening.Sequence currentSequence;
private int currentEndingIndex = 0;
private void Awake()
{
// 确保SpriteRenderer初始状态正确
if (targetSpriteRenderer != null)
{
targetSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
targetSpriteRenderer.enabled = false;
}
else
{
Debug.LogError("未设置目标SpriteRenderer");
}
if (backupSpriteRenderer != null)
{
backupSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
backupSpriteRenderer.enabled = false;
}
else
{
Debug.LogError("未设置备用SpriteRenderer");
}
// if (crossFadeRenderer1 != null)
// {
// crossFadeRenderer1.color = new Color(1f, 1f, 1f, 0f);
// crossFadeRenderer1.enabled = false;
// }
// else
// {
// Debug.LogError("未设置交叉淡入淡出SpriteRenderer1");
// }
// if (crossFadeRenderer2 != null)
// {
// crossFadeRenderer2.color = new Color(1f, 1f, 1f, 0f);
// crossFadeRenderer2.enabled = false;
// }
// else
// {
// Debug.LogError("未设置交叉淡入淡出SpriteRenderer2");
// }
}
public IEnumerator TriggerFlash(string imagePath, float fadeDuration = 0.2f)
{
if (!isFading)
{
string fullPath = $"Assets/Resources/Art/CG/{imagePath}";
Sprite flashSprite = Resources.Load<Sprite>($"Art/CG/{imagePath}");
if (flashSprite != null)
{
yield return StartFlash(flashSprite, fadeDuration);
}
else
{
Debug.LogError($"无法加载闪回图片: {fullPath}");
yield break;
}
}
else
{
Debug.Log($"无法开始闪烁:isFading={isFading}");
}
}
public IEnumerator TriggerEnding(string imagePath, float fadeDuration = 2f)
{
if (!isFading)
{
string fullPath = $"Assets/Resources/Art/CG/{imagePath}";
Sprite endingSprite = Resources.Load<Sprite>($"Art/CG/{imagePath}");
if (endingSprite != null)
{
if (currentEndingIndex == 0)
{
yield return StartEndingFadeIn(endingSprite, 0.01f);
}
else
{
yield return StartEndingFadeIn(endingSprite, fadeDuration);
}
currentEndingIndex++;
}
else
{
Debug.LogError($"无法加载结局图片: {fullPath}");
}
}
else
{
Debug.Log($"无法开始闪烁:isFading={isFading}");
}
}
private IEnumerator StartFlash(Sprite flashSprite, float fadeDuration = 0.5f)
{
targetSpriteRenderer.enabled = true;
backupSpriteRenderer.enabled = true;
Debug.Log("开始Sprite闪烁");
isFading = true;
targetSpriteRenderer.sprite = flashSprite;
targetSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
StartCoroutine(CameraKit.Instance.ShakeCamera(fadeDuration, 0.25f, 60));
// 创建新的序列
currentSequence?.Kill();
currentSequence = DOTween.Sequence();
// 添加淡入效果
currentSequence.Append(targetSpriteRenderer.DOFade(1f, fadeDuration).SetEase(Ease.InOutSine));
if (volume1 != null)
currentSequence.Join(DOTween.To(() => volume1.weight, x => volume1.weight = x, 1f, fadeDuration).SetEase(Ease.InOutSine));
// 添加淡出效果
currentSequence.Append(targetSpriteRenderer.DOFade(0f, fadeDuration).SetEase(Ease.InOutSine));
if (volume1 != null)
currentSequence.Join(DOTween.To(() => volume1.weight, x => volume1.weight = x, 0f, fadeDuration).SetEase(Ease.InOutSine));
// 等待序列完成
yield return currentSequence.WaitForCompletion();
// 完成后重置状态
Debug.Log("闪烁效果完成");
isFading = false;
currentSequence = null;
targetSpriteRenderer.enabled = false;
backupSpriteRenderer.enabled = false;
DialogController.Instance.StartDialogNode("闪回完成");
}
private IEnumerator StartEndingFadeIn(Sprite endingSprite, float fadeDuration = 2f)
{
isFading = true;
targetSpriteRenderer.sprite = endingSprite;
targetSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
// 创建新的序列
currentSequence?.Kill();
currentSequence = DOTween.Sequence();
// 添加淡入效果
currentSequence.Append(targetSpriteRenderer.DOFade(1f, fadeDuration).SetEase(Ease.InOutSine));
// if (volume1 != null)
// currentSequence.Join(DOTween.To(() => volume1.weight, x => volume1.weight = x, 1f, fadeDuration).SetEase(Ease.InOutSine));
// 等待序列完成
yield return currentSequence.WaitForCompletion();
// 完成后重置状态
isFading = false;
currentSequence = null;
}
// private IEnumerator StartEndingCrossFade(Sprite endingSprite, float crossFadeDuration = 2f)
// {
// isFading = true;
// // 启用交叉淡入淡出渲染器
// crossFadeRenderer1.enabled = true;
// crossFadeRenderer2.enabled = true;
// // 设置第一个渲染器的sprite为当前显示的图片
// crossFadeRenderer1.sprite = targetSpriteRenderer.sprite;
// crossFadeRenderer1.color = new Color(1f, 1f, 1f, 1f);
// // 设置第二个渲染器的sprite为新图片
// crossFadeRenderer2.sprite = endingSprite;
// crossFadeRenderer2.color = new Color(1f, 1f, 1f, 0f);
// // 创建新的序列
// currentSequence?.Kill();
// currentSequence = DOTween.Sequence();
// // 第一个渲染器淡出,同时第二个渲染器淡入
// currentSequence.Join(crossFadeRenderer1.DOFade(0f, crossFadeDuration).SetEase(Ease.InOutSine));
// currentSequence.Join(crossFadeRenderer2.DOFade(1f, crossFadeDuration).SetEase(Ease.InOutSine));
// // 等待序列完成
// yield return currentSequence.WaitForCompletion();
// // 更新目标渲染器的sprite
// targetSpriteRenderer.sprite = endingSprite;
// targetSpriteRenderer.color = new Color(1f, 1f, 1f, 1f);
// // 禁用交叉淡入淡出渲染器
// crossFadeRenderer1.enabled = false;
// crossFadeRenderer2.enabled = false;
// isFading = false;
// currentSequence = null;
// }
private void OnDestroy()
{
currentSequence?.Kill();
}
}
}