Ver.0.3.0.33
This commit is contained in:
@@ -1,34 +1,32 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using AibisDream.Framework;
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using AibisDream.Kit;
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using AibisDream.Utility;
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using DG.Tweening;
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using Febucci.UI;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace AibisDream.FixSystem
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{
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public class ScreenSystem : MonoBehaviour, IScreen, IDialogView
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public class ScreenSystem : MonoBehaviour, IDialogView
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{
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private static readonly int DirectionalAlphaFadeFade = Shader.PropertyToID("_DirectionalAlphaFadeFade");
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#region 效果参数
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public float rotateDuration = 0.5f;
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public float typeSpeed = 0.05f;
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#endregion
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#region 索引
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private Transform _textScreen;
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[SerializeField] private TMP_Text title;
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[SerializeField] private TMP_Text text;
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[SerializeField] private SpriteRenderer screenImage;
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private Material _imageMaterial;
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[SerializeField] private RectTransform textRoot;
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[SerializeField] private TMP_Text textForEstimation;
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private GameObject _textItemPrefab;
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private Queue<TypewriterByCharacter> _lineQueue;
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private IUnRegister _plugOutRmv;
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private Action _nextStep;
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public BubbleSlotGroup BubbleSlotGroup { get; private set; }
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public TaskScreen TaskScreen { get; private set; }
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public int maxLineNum = 10;
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#endregion
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@@ -40,142 +38,87 @@ namespace AibisDream.FixSystem
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private void InitComponentRefs()
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{
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_textScreen = transform.Find("旋转屏幕");
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_imageMaterial = screenImage.material;
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TaskScreen = GetComponentInChildren<TaskScreen>();
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_lineQueue = new Queue<TypewriterByCharacter>();
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_textItemPrefab = ResourceKit.LoadAssetSync<GameObject>(ConstRef.ScreenTextName);
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BubbleSlotGroup = GetComponentInChildren<BubbleSlotGroup>();
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}
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private void Register()
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{
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FixSystemCenter.SystemDic.Register(this);
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DialogCanvasManager.Instance.RegisterDialogView(DialogViewType.Screen, this);
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DialogCanvasManager.Instance.RegisterDialogView(DialogViewType.Task, TaskScreen);
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}
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private void OnDestroy()
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{
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FixSystemCenter.SystemDic.Unregister<ScreenSystem>();
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DialogCanvasManager.Instance.UnregisterDialogView(DialogViewType.Screen);
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DialogCanvasManager.Instance.UnregisterDialogView(DialogViewType.Task);
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}
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#region 基础功能
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public void OpenTextScreen()
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{
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// 旋转
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_textScreen.DORotate(new Vector3(0, 0, 0), rotateDuration);
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}
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public void ShowTitle(string targetTitle)
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private void ShowTitle(string targetTitle)
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{
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title.text = targetTitle;
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}
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public IEnumerator ShowText(string targetText)
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{
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// 先换行
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if (!string.IsNullOrEmpty(text.text))
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{
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text.text += "\n";
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}
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var oldText = text.text;
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var targetLength = text.text.Length + targetText.Length;
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// 逐个字符添加
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yield return DOTween.To(() => text.text.Length, x => UpdateText(x, targetText, oldText), targetLength,
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targetText.Length * typeSpeed).WaitForCompletion();
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EnumEventSystem.Global.Send(DialogEventEnum.LineShown);
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yield return new WaitForSeconds(0.5f);
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EnumEventSystem.Global.Send(DialogEventEnum.LineEnd);
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_nextStep.Invoke();
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}
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private void UpdateText(int currentLength, string nextText, string oldText)
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{
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var appendLength = currentLength - oldText.Length;
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text.text = oldText + nextText[..appendLength];
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}
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public Tween ShowImage(Sprite sprite)
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{
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// 先回归隐藏状态
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_imageMaterial.SetFloat(DirectionalAlphaFadeFade, 0);
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// 切换图片
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screenImage.sprite = sprite;
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// 逐渐展示
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return DOTween.To(() => _imageMaterial.GetFloat(DirectionalAlphaFadeFade),
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value => _imageMaterial.SetFloat(DirectionalAlphaFadeFade, value), 10f, 0.5f);
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}
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public void ClearImage()
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{
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_imageMaterial.SetFloat(DirectionalAlphaFadeFade, 0);
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screenImage.sprite = null;
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}
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public void ClearTextScreen()
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{
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title.text = "";
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text.SetText("");
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}
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public void CloseTextScreen()
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{
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// 先清除文字
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ClearTextScreen();
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// 旋转隐藏
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if (transform.eulerAngles.z >= -80f)
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while (_lineQueue.Count > 0)
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{
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_textScreen.DORotate(new Vector3(0, 0, -90), rotateDuration, RotateMode.FastBeyond360);
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var text = _lineQueue.Dequeue();
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Destroy(text.gameObject);
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}
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ShowTitle(string.Empty);
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}
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#endregion
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#region 状态切换
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/// <summary>
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/// 插头链接时播放内容
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/// </summary>
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/// <param name="sprite">需要播放的图片</param>
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/// <returns></returns>
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public IEnumerator OnLink(Sprite sprite)
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public void ShowTaskPanel()
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{
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EnumEventSystem.Global.Send(EventEnum.OpenScreen);
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// 右侧加载图片
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var tween = ShowImage(sprite);
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yield return tween.WaitForCompletion();
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// 左侧打开副屏
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OpenTextScreen();
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yield return new WaitForSeconds(rotateDuration + 0.2f);
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}
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/// <summary>
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/// 收回屏幕时触发
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/// </summary>
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/// <returns></returns>
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public IEnumerator OnUnlink()
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{
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// 隐藏图片
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ClearImage();
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yield return new WaitForSeconds(0.3f);
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// 左侧回收屏幕
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CloseTextScreen();
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yield return new WaitForSeconds(rotateDuration + 0.2f);
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EnumEventSystem.Global.Send(EventEnum.CloseScreen);
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TaskScreen.transform.DOLocalMoveY(3.85f, 1f);
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}
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#endregion
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#region 对话框功能实现
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public void ShowLine(string dialogLine, CharacterVo character, Action nextStep, bool isAutoSkip = false)
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public void ShowLine(string dialogLine, CharacterVo character, Action nextStep, string lineId, bool isAutoSkip = false)
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{
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if (string.IsNullOrWhiteSpace(dialogLine))
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{
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dialogLine = " ";
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}
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ShowTitle(character.GetActorName());
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StartCoroutine(ShowText(dialogLine));
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// 每行自动跳过
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_nextStep = nextStep;
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// 生成新文本组件
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var textItem = Instantiate(_textItemPrefab, textRoot);
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var textItemTypewriter = textItem.GetComponent<TypewriterByCharacter>();
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// 估算文本高度
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var newLineNum = EstimateLineNum(dialogLine);
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var oldLineNum = CalcTotalLineNum();
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if (newLineNum + oldLineNum > maxLineNum)
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{
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Destroy(_lineQueue.Dequeue().gameObject);
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}
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_lineQueue.Enqueue(textItemTypewriter);
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// 播放文本
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textItemTypewriter.ShowText(dialogLine);
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textItemTypewriter.onTextShowed.AddListener(() => AfterLineShown(textItemTypewriter, nextStep));
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// 强制更新布局
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LayoutRebuilder.ForceRebuildLayoutImmediate(textRoot);
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}
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private void AfterLineShown(TypewriterByCharacter typewriter, Action nextStop)
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{
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EnumEventSystem.Global.Send(DialogEventEnum.LineShown);
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ActionKit.Delay(0.3f, () =>
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{
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EnumEventSystem.Global.Send(DialogEventEnum.LineEnd);
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nextStop.Invoke();
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}).StartGlobal();
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typewriter.onTextShowed.RemoveAllListeners();
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}
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public void ShowOptions(DialogOption[] dialogueOptions)
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@@ -198,34 +141,24 @@ namespace AibisDream.FixSystem
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{
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// 这里不能手动跳到下一行
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}
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public void OnLocalizationChanged(string value)
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{
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// 屏幕不需要本地化
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}
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#endregion
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}
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private int EstimateLineNum(string text)
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{
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textForEstimation.text = text;
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textForEstimation.ForceMeshUpdate();
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return textForEstimation.textInfo.lineCount;
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}
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/// <summary>
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/// 屏幕接口
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/// </summary>
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public interface IScreen
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{
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// 打开副屏
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void OpenTextScreen();
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// 显示标题文字
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void ShowTitle(string title);
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// 显示正文
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IEnumerator ShowText(string text);
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// 显示图片
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Tween ShowImage(Sprite sprite);
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// 清除图片
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void ClearImage();
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// 清空屏幕
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void ClearTextScreen();
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// 关闭副屏
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void CloseTextScreen();
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private int CalcTotalLineNum()
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{
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return _lineQueue.Select(x => x.GetComponent<TMP_Text>().textInfo.lineCount).Sum();
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}
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}
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}
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