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
+158 -57
View File
@@ -19,18 +19,24 @@ namespace AibisDream.Framework
#region
private CinemachineBrain _cameraBrain;
private static Camera _mainCam;
public static Camera UICamera => UIManager.Instance.UICamera;
private CinemachineBrain _orthoCameraBrain;
private CinemachineBrain _perspectiveCameraBrain;
private readonly Dictionary<CameraEnum, ICinemachineCamera> _virtualCameraDict = new();
private readonly Dictionary<CameraEnum, CamState> _camInitStateDict = new();
private CameraEnum _curCameraEnum;
private CamState _curInitState;
public Camera uiCamera;
private Camera _orthoMainCamera;
private Camera _perspectiveMainCamera;
private struct CamState
{
public Vector3 pos;
public float initOrthoSize;
public bool isPerspective;
}
#endregion
@@ -41,65 +47,82 @@ namespace AibisDream.Framework
public override void OnSingletonInit()
{
_cameraBrain = Camera.main?.GetComponent<CinemachineBrain>();
_curCameraEnum = CameraEnum.Default;
// 获取UICamera
if (Camera.main && Camera.main.TryGetComponent<UniversalAdditionalCameraData>(out var cameraData))
{
// 获取Stack Cameras
var stackCameras = cameraData.cameraStack;
// 获取正交相机
_orthoMainCamera = Camera.main;
_orthoCameraBrain = _orthoMainCamera?.GetComponent<CinemachineBrain>();
// 获取UICamera
uiCamera = stackCameras.Find(cam => cam && cam.name == "UI Camera");
// 获取透视相机
_perspectiveMainCamera = GameObject.Find("PerspectiveMainCamera")?.GetComponent<Camera>();
_perspectiveCameraBrain = _perspectiveMainCamera?.GetComponent<CinemachineBrain>();
_curCameraEnum = CameraEnum.Default;
if (_orthoMainCamera && _perspectiveMainCamera)
{
// 默认激活正交相机,禁用透视相机
_orthoMainCamera.gameObject.SetActive(true);
_perspectiveMainCamera.gameObject.SetActive(false);
}
}
#region
/// <summary>
/// 添加UI相机
/// </summary>
public void AddUICamera(Camera camera)
public void RegisterUICamera(Camera overlayCamera)
{
if (Camera.main && Camera.main.TryGetComponent<UniversalAdditionalCameraData>(out var cameraData))
// 获取 Main Camera 的 UniversalAdditionalCameraData
var mainCameraData = _orthoMainCamera.GetUniversalAdditionalCameraData();
if (mainCameraData != null)
{
cameraData.cameraStack.Add(camera);
// 检查 Overlay Camera 是否已经在 Stack 中
if (!mainCameraData.cameraStack.Contains(overlayCamera))
{
// 将 Overlay Camera 添加到 Stack
mainCameraData.cameraStack.Insert(0, overlayCamera);
Debug.Log("Overlay Camera added to Main Camera stack.");
}
}
else
{
Debug.LogError("Main Camera does not have UniversalAdditionalCameraData.");
}
}
public void RemoveUICamera(Camera camera)
public void UnRegisterUICamera(Camera overlayCamera)
{
if (Camera.main && Camera.main.TryGetComponent<UniversalAdditionalCameraData>(out var cameraData))
// 获取 Main Camera 的 UniversalAdditionalCameraData
var mainCameraData = _orthoMainCamera.GetUniversalAdditionalCameraData();
if (mainCameraData != null)
{
cameraData.cameraStack.Remove(camera);
// 检查 Overlay Camera 是否已经在 Stack 中
if (!mainCameraData.cameraStack.Contains(overlayCamera))
{
// 将 Overlay Camera 添加到 Stack
mainCameraData.cameraStack.Remove(overlayCamera);
Debug.Log("Overlay Camera added to Main Camera stack.");
}
}
else
{
Debug.LogError("Main Camera does not have UniversalAdditionalCameraData.");
}
}
public void RegisterCamera(CameraEnum camType, ICinemachineCamera virtualCamera)
public void RegisterCamera(CameraEnum camType, ICinemachineCamera virtualCamera, bool isPerspective = false)
{
_virtualCameraDict[camType] = virtualCamera;
var initState = new CamState
{
pos = virtualCamera.VirtualCameraGameObject.transform.localPosition,
initOrthoSize = virtualCamera.VirtualCameraGameObject.gameObject
.GetComponent<CinemachineVirtualCamera>().m_Lens.OrthographicSize
.GetComponent<CinemachineVirtualCamera>().m_Lens.OrthographicSize,
isPerspective = isPerspective
};
_camInitStateDict[camType] = initState;
}
public void UnRegisterCamera(CameraEnum camType, ICinemachineCamera virtualCamera)
{
if (!_virtualCameraDict.TryGetValue(camType, out var curCam)) return;
if (virtualCamera == curCam)
{
_virtualCameraDict.Remove(camType);
_camInitStateDict.Remove(camType);
}
}
public void UnRegisterCamera(CameraEnum camType)
{
_virtualCameraDict.Remove(camType);
@@ -129,18 +152,31 @@ namespace AibisDream.Framework
/// </summary>
/// <param name="camType"></param>
public IEnumerator SwitchCamera(CameraEnum camType)
{
var switchDuration = SwitchCameraSync(camType);
yield return new WaitForSeconds(switchDuration);
}
public float SwitchCameraSync(CameraEnum camType)
{
if (_curCameraEnum == camType)
{
yield break;
return 0;
}
if (!_virtualCameraDict.ContainsKey(camType))
{
Debug.Log($"{camType.ToString()}相机未注册");
yield break;
return 0;
}
// 切换主相机
bool isPerspective = _camInitStateDict[camType].isPerspective;
_orthoMainCamera.gameObject.SetActive(!isPerspective);
// _perspectiveMainCamera.gameObject.SetActive(isPerspective);
var activeBrain = isPerspective ? _perspectiveCameraBrain : _orthoCameraBrain;
// 设置虚拟相机优先级
foreach (var camPair in _virtualCameraDict)
{
if (camPair.Key == camType) camPair.Value.Priority = HighPriority;
@@ -148,13 +184,44 @@ namespace AibisDream.Framework
}
_curInitState = _camInitStateDict[camType];
yield return new WaitForSeconds(_cameraBrain.m_DefaultBlend.BlendTime);
var lastCamEnum = _curCameraEnum;
_curCameraEnum = camType;
// 切完之后记得复原
ActionKit.Delay(activeBrain.m_DefaultBlend.BlendTime, () => ResetVirCam(lastCamEnum)).StartGlobal();
return activeBrain.m_DefaultBlend.BlendTime;
}
public void ResetCamera()
{
_curCameraEnum = CameraEnum.Default;
_camInitStateDict.Clear();
_camInitStateDict.Clear();
}
private void ResetVirCam(CameraEnum cameraEnum)
{
if (cameraEnum == CameraEnum.Default)
{
return;
}
if (!_virtualCameraDict.TryGetValue(cameraEnum, out var virCam))
{
return;
}
var camState = _camInitStateDict[cameraEnum];
virCam.VirtualCameraGameObject.transform.localPosition = camState.pos;
var camObj = virCam.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
camObj.m_Lens.OrthographicSize = camState.initOrthoSize;
}
public Tween TransCamera(Vector3 targetPos, float targetOrthographicSize, float duration)
{
// 寻找现在正在激活的相机
var curCamera = _cameraBrain.ActiveVirtualCamera;
var curCamera = _orthoCameraBrain.ActiveVirtualCamera;
var sq = DOTween.Sequence();
// 移动
@@ -165,17 +232,11 @@ namespace AibisDream.Framework
return sq;
}
public Tween ReturnInitCamera(float duration)
private Tween ReturnInitCamera(float duration)
{
return TransCamera(_curInitState.pos, _curInitState.initOrthoSize, duration);
}
public IEnumerator TransCameraAsync(Vector3 targetPos, float duration)
{
var curCamera = _cameraBrain.ActiveVirtualCamera;
yield return curCamera.DOLocalMove(targetPos, duration).WaitForCompletion();
}
public IEnumerator TransCameraAsync(Vector3 targetPos, float targetOrthographicSize, float duration)
{
yield return TransCamera(targetPos, targetOrthographicSize, duration).WaitForCompletion();
@@ -190,11 +251,41 @@ namespace AibisDream.Framework
[Obsolete]
public IEnumerator ShakeCamera(float duration, float strength, int vibrate)
{
var curCamera = _cameraBrain.ActiveVirtualCamera;
var curCamera = _orthoCameraBrain.ActiveVirtualCamera;
yield return curCamera.VirtualCameraGameObject.transform
.DOShakePosition(duration, strength, vibrate, 90, false, false)
.WaitForCompletion();
}
/// <summary>
/// 获取当前激活的相机
/// </summary>
public Camera GetCurrentCamera()
{
return _camInitStateDict.TryGetValue(_curCameraEnum, out var state) && state.isPerspective
? _perspectiveMainCamera
: _orthoMainCamera;
}
/// <summary>
/// 获取鼠标在世界中的位置
/// </summary>
/// <param name="mousePoint">鼠标界面位置</param>
/// <returns>世界位置</returns>
public static Vector3 GetMouseWorldPos(Vector3 mousePoint)
{
if (!_mainCam) _mainCam = Camera.main;
var pos = _mainCam.ScreenToWorldPoint(mousePoint);
return new Vector3(pos.x, pos.y, 0);
}
public static Vector3 GetScreenPos(Vector3 worldPos)
{
if (!_mainCam) _mainCam = Camera.main;
worldPos.z = 0;
return _mainCam.WorldToScreenPoint(worldPos);
}
}
public static class CinemachineExtension
@@ -209,7 +300,7 @@ namespace AibisDream.Framework
public static TweenerCore<float, float, FloatOptions> DOOrthoSize(this ICinemachineCamera camera,
float endValue, float duration)
{
var virtualCamera = camera.VirtualCameraGameObject.gameObject.GetComponent<CinemachineVirtualCamera>();
var virtualCamera = camera.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
var currentOrthoSize = virtualCamera.m_Lens.OrthographicSize;
return DOTween.To(() => currentOrthoSize, x => currentOrthoSize = x, endValue, duration)
.OnUpdate(() => virtualCamera.m_Lens.OrthographicSize = currentOrthoSize);
@@ -231,13 +322,6 @@ namespace AibisDream.Framework
return CameraKit.Instance.TransCameraAsync(targetPos, targetOrthographicSize, duration);
}
[YarnCommand("trans_camera_pos")]
public static IEnumerator TransCameraAsync(float x, float y, float duration)
{
Vector3 targetPos = new Vector3(x, y, -10);
return CameraKit.Instance.TransCameraAsync(targetPos, duration);
}
[YarnCommand("shake_camera")]
public static IEnumerator ShakeCamera(float duration, float strength, int vibrate = 10)
{
@@ -264,11 +348,28 @@ namespace AibisDream.Framework
Clinic,
CoolingMachine,
BodyModule,
BodyModuleCenter,
Memory,
Logic,
Eye,
UF,
Expression,
Engine,
Gear,
EyeDeep,
ExpressionDeep,
Emo,
EmoDeep,
Op,
CutEmo,
CutMemory,
CutLogic,
CutEmoDeep,
CutMemoryDeep,
CutLogicDeep,
BreakCamera,
DreamCamera,
Subway,
SubwayTV
}
}
@@ -0,0 +1,40 @@
using System.Collections;
using DG.Tweening;
using UnityEngine;
using UnityEngine.UI;
namespace AibisDream.Framework
{
public static class FadeKit
{
public static IEnumerator FadeInAsync(this Image image, float duration)
{
image.gameObject.SetActive(true);
var tweener = image.DOBlendableColor(Color.white, duration);
yield return tweener.WaitForCompletion();
}
public static void FadeIn(this Image image, float duration)
{
image.gameObject.SetActive(true);
var tweener = image.DOBlendableColor(Color.white, duration);
}
public static IEnumerator FadeOutAsync(this Image image, float duration)
{
image.gameObject.SetActive(true);
var tweener = image.DOBlendableColor(Color.clear, duration);
yield return tweener.WaitForCompletion();
image.gameObject.SetActive(false);
}
public static void FadeOut(this Image image, float duration)
{
image.gameObject.SetActive(true);
image.DOBlendableColor(Color.clear, duration).onComplete += () =>
{
image.gameObject.SetActive(false);
};
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 09319533608646369f9418994e9c8ae1
timeCreated: 1744781879
@@ -0,0 +1,141 @@
using UnityEditor;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.Settings;
using UnityEngine.Localization.Tables;
namespace AibisDream.Framework
{
public static class LocalizationKit
{
private const string LocalizationPrefix = "l10n.";
private const string ActorTableName = "ActorName";
private const string ParamTableName = "Params";
private static LocalizationTable _paramTable;
public static LocalizationTable ActorTable { get; private set; }
static LocalizationKit()
{
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += OnPlayModeChanged;
#else
_paramTable = new LocalizationTable(ParamTableName);
ActorTable = new LocalizationTable(ActorTableName);
#endif
}
#if UNITY_EDITOR
private static void OnPlayModeChanged(PlayModeStateChange playMode)
{
if (playMode == PlayModeStateChange.EnteredPlayMode)
{
// 进入游戏模式的时候
_paramTable?.Dispose();
ActorTable?.Dispose();
_paramTable = new LocalizationTable(ParamTableName);
ActorTable = new LocalizationTable(ActorTableName);
}
else if (playMode == PlayModeStateChange.ExitingPlayMode)
{
_paramTable?.Dispose();
ActorTable?.Dispose();
_paramTable = null;
ActorTable = null;
}
}
#endif
public static void SwitchLanguage(string localeCode)
{
var selectedLocale =
LocalizationSettings.AvailableLocales.Locales.Find(locale => locale.Identifier.Code == localeCode);
if (selectedLocale)
{
LocalizationSettings.SelectedLocale = selectedLocale;
}
else
{
Debug.LogWarning($"Locale with code {localeCode} not found.");
}
}
/// <summary>
/// 本地化参数
/// </summary>
/// <param name="param">参数名</param>
/// <param name="table">本地化表</param>
/// <returns></returns>
public static string LocalizeParam(string param, LocalizationTable table)
{
// 非本地化参数直接返回
if (!param.StartsWith(LocalizationPrefix)) return param;
var localizationKey = param[LocalizationPrefix.Length..];
// 获取本地化值
if (table.TryGetValue(localizationKey, out var value))
{
return value.LocalizedValue;
}
// 如果找不到,则使用原始值
Debug.LogWarning($"Variable Key '{localizationKey}' not found in localization table.");
return localizationKey;
}
/// <summary>
/// 本地化参数
/// </summary>
/// <param name="param"></param>
/// <returns></returns>
public static string LocalizeParam(string param)
{
return LocalizeParam(param, _paramTable);
}
public static string GetL10NParamKey(string key)
{
// 本地化参数则去除前缀,非本地化参数直接返回
return key.StartsWith(LocalizationPrefix) ? key[LocalizationPrefix.Length..] : key;
}
}
public class LocalizationTable
{
public string TableName { get; }
private StringTable _stringTable;
public LocalizationTable(string tableName)
{
TableName = tableName;
_stringTable = LocalizationSettings.StringDatabase.GetTable(TableName);
LocalizationSettings.SelectedLocaleChanged += OnLocaleChanged;
Debug.Log($"表格{_stringTable.TableCollectionName}已加载");
}
public void Dispose()
{
LocalizationSettings.SelectedLocaleChanged -= OnLocaleChanged;
_stringTable = null;
}
private void OnLocaleChanged(Locale locale)
{
_stringTable = LocalizationSettings.StringDatabase.GetTable(TableName);
}
public StringTableEntry this[string key] => _stringTable[key];
public bool TryGetValue(string key, out StringTableEntry value)
{
value = _stringTable.GetEntry(key);
return value != null;
}
public LocaleIdentifier LocaleIdentifier => _stringTable.LocaleIdentifier;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bd25d4c834624b57984f2157197507e8
timeCreated: 1745481747
@@ -40,14 +40,16 @@ namespace AibisDream.Framework
OnUpdate -= kit.OnUpdate;
}
private void Update() => OnUpdate?.Invoke();
private void Update()
{
OnUpdate?.Invoke();
}
}
public class TransTest : IMonoKit
{
public void OnUpdate()
{
}
}
@@ -0,0 +1,170 @@
using System;
using System.Collections.Generic;
using System.Linq;
namespace AibisDream.Framework
{
public class RandomSelector<T> : ISelector<T>
{
private readonly List<T> _items;
private readonly List<int> _prefixSums;
private readonly int _totalWeight;
private readonly Random _random;
public int Count => _items.Count;
public RandomSelector(IEnumerable<T> items, Func<T, int> weightSelector)
{
if (items == null) throw new ArgumentNullException(nameof(items));
if (weightSelector == null) throw new ArgumentNullException(nameof(weightSelector));
var itemList = items.ToList();
_items = new List<T>(itemList.Count);
_prefixSums = new List<int>(itemList.Count);
int sum = 0;
foreach (var item in itemList)
{
int weight = weightSelector(item);
if (weight < 0)
throw new ArgumentException("Weights cannot be negative", nameof(items));
if (weight > 0)
{
sum += weight;
_prefixSums.Add(sum);
_items.Add(item);
}
}
_totalWeight = sum;
_random = new Random();
}
public T Select()
{
if (_totalWeight == 0)
throw new InvalidOperationException("All weights are zero");
int randomValue = _random.Next(0, _totalWeight);
int index = BinarySearch(randomValue);
return _items[index];
}
private int BinarySearch(int value)
{
int left = 0;
int right = _prefixSums.Count - 1;
while (left < right)
{
int mid = left + (right - left) / 2;
if (_prefixSums[mid] <= value)
{
left = mid + 1;
}
else
{
right = mid;
}
}
return left;
}
}
public class BatchSelector<T> : ISelector<T>
{
private readonly List<T> _items;
private readonly List<int> _batchWeight;
private readonly int _totalWeight;
private readonly Random _random;
private int _currentWeight;
private List<int> _curBatchWeight;
public int Count => _totalWeight;
public BatchSelector(IEnumerable<T> items, Func<T, int> weightSelector)
{
if (items == null) throw new ArgumentNullException(nameof(items));
if (weightSelector == null) throw new ArgumentNullException(nameof(weightSelector));
var itemList = items.ToList();
_items = new List<T>(itemList.Count);
_batchWeight = new List<int>(itemList.Count);
int sum = 0;
foreach (var item in itemList)
{
int weight = weightSelector(item);
if (weight < 0)
throw new ArgumentException("Weights cannot be negative", nameof(items));
if (weight > 0)
{
sum += weight;
_batchWeight.Add(weight);
_items.Add(item);
}
}
_curBatchWeight = new List<int>(_batchWeight);
_totalWeight = sum;
_currentWeight = sum;
_random = new Random();
if (_totalWeight == 0)
{
// 出错了
throw new InvalidOperationException("All weights are zero");
}
}
public T Select()
{
// 如果已经抽完就重置
if (_currentWeight == 0)
{
ResetSelector();
}
int randomValue = _random.Next(0, _currentWeight);
int index = BinarySearch(randomValue);
// 选择后减去权重
_currentWeight -= 1;
_curBatchWeight[index] -= 1;
return _items[index];
}
private void ResetSelector()
{
_currentWeight = _totalWeight;
_curBatchWeight = new List<int>(_batchWeight);
}
private int BinarySearch(int value)
{
var sum = 0;
for (var i = 0; i < _curBatchWeight.Count; i++)
{
sum += _curBatchWeight[i];
if (sum >= value)
{
return i;
}
}
return _curBatchWeight.Count - 1;
}
}
public interface ISelector<out T>
{
T Select();
int Count { get; }
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 70b0a1ccda984fecbcfdc4d196e0453b
timeCreated: 1748522566
@@ -0,0 +1,17 @@
using UnityEngine;
namespace AibisDream.Framework
{
public class UICamera : MonoBehaviour
{
private void Awake()
{
CameraKit.Instance.RegisterUICamera(GetComponent<Camera>());
}
private void OnDestroy()
{
CameraKit.Instance.UnRegisterUICamera(GetComponent<Camera>());
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 061bb2d8e88b4f7c96c1a1b10e32d6eb
timeCreated: 1749649908