小问题修改

1. 缺字
2. 切换State关闭其他场景
3. 引擎抽风
This commit is contained in:
2024-12-30 02:09:24 +08:00
parent 22aff4dada
commit 0d73a2ce54
9 changed files with 97 additions and 64 deletions
File diff suppressed because one or more lines are too long
+4
View File
@@ -332,6 +332,10 @@ PrefabInstance:
propertyPath: m_Name
value: Body Module System
objectReference: {fileID: 0}
- target: {fileID: 4070921155132268514, guid: 92aec29b557d59a4ca5363aadd06c7bb, type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
- target: {fileID: 8209014069305634267, guid: 92aec29b557d59a4ca5363aadd06c7bb, type: 3}
propertyPath: m_Materials.Array.data[0]
value:
@@ -1,3 +1,4 @@
using System;
using System.Linq;
using AibisDream.Framework;
using AibisDream.Kit;
@@ -71,9 +72,15 @@ namespace AibisDream.FixSystem
{
heatMapController=transform.Find("HeatMapController").GetComponent<HeatMapController>();
}
Debug.Log("Register");
FixSystemCenter.SystemDic.Register(this);
}
private void Start()
{
gameObject.SetActive(false);
}
/// <summary>
/// 寻找最接近的Module
/// </summary>
@@ -1,10 +1,67 @@
using System.Collections;
using AibisDream.Framework;
using DG.Tweening;
using UnityEditor.Localization.Plugins.XLIFF.V12;
using UnityEngine;
namespace AibisDream.FixSystem
{
public struct BodyModuleToClinicCommand : ITransitionCommand
{
private const float FadeDuration = 0.5f;
public IEnumerator Execute()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
// 黑屏
yield return MainUIController.Instance.FadeInSync(FadeDuration);
// 把线插回去
bodyModuleSystem.ResetPlug();
// 诊所显示
clinicSystem.gameObject.SetActive(true);
// 关闭其他
ITransitionCommand.SetBodyModuleSystemActive(false);
// 黑屏淡出
yield return MainUIController.Instance.FadeOutSync(FadeDuration);
}
public void SetArgs(string arg)
{
// 暂无参数
}
}
public struct EngineToClinicCommand : ITransitionCommand
{
private const float FadeDuration = 0.5f;
public IEnumerator Execute()
{
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
// 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);
// 关闭其他
ITransitionCommand.SetBodyModuleSystemActive(false);
// 黑屏淡出
yield return MainUIController.Instance?.FadeOutSync(FadeDuration);
}
public void SetArgs(string arg)
{
// 无需参数
}
}
public struct GearToBodyModuleCommand : ITransitionCommand
{
private const float Duration = 2f;
@@ -74,6 +131,8 @@ namespace AibisDream.FixSystem
CameraKit.Instance.ResetCamara();
// 打开诊所
clinicSystem.gameObject.SetActive(true);
// 关闭其他
ITransitionCommand.SetBodyModuleSystemActive(false);
// 黑屏淡出
yield return MainUIController.Instance.FadeOutSync(FadeDuration);
}
@@ -13,9 +13,13 @@ namespace AibisDream.FixSystem
public IEnumerator Execute()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
// 黑屏
yield return MainUIController.Instance.FadeInSync(FadeDuration);
// 激活
ITransitionCommand.SetBodyModuleSystemActive(true);
// 加载BodyModuleSystem
bodyModuleSystem.CurDataKey = _configName;
bodyModuleSystem.Load();
@@ -47,16 +51,15 @@ namespace AibisDream.FixSystem
public IEnumerator Execute()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
// 黑屏
yield return MainUIController.Instance?.FadeInSync(FadeDuration);
// 激活
ITransitionCommand.SetBodyModuleSystemActive(true);
// 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
@@ -120,8 +123,6 @@ namespace AibisDream.FixSystem
public struct ClinicToGearCommand : ITransitionCommand
{
private const float FadeDuration = 0.5f;
// 引擎相机设置
private static readonly Vector3 CameraPos = new(-1.09f, -0.07f, -10);
private const float OrthographicSize = 1.6f;
@@ -131,14 +132,12 @@ namespace AibisDream.FixSystem
public IEnumerator Execute()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
var gearSystem = FixSystemCenter.SystemDic.Get<GearSystem>();
// 激活
ITransitionCommand.SetBodyModuleSystemActive(true);
// 隐藏诊所
clinicSystem.gameObject.SetActive(false);
// 激活插线系统
bodyModuleSystem.gameObject.SetActive(true);
// 移动相机
yield return CameraKit.Instance.TransCameraAsync(CameraPos, OrthographicSize, Duration);
// 开启引擎玩法
@@ -20,35 +20,21 @@ namespace AibisDream.FixSystem
public interface ITransitionCommand
{
protected static void SetBodyModuleSystemActive(bool active)
{
var gearSystem = FixSystemCenter.SystemDic.Get<GearSystem>();
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
gearSystem?.gameObject.SetActive(active);
bodyModuleSystem?.gameObject.SetActive(active);
engineSystem?.gameObject.SetActive(active);
}
IEnumerator Execute();
void SetArgs(string arg);
}
public struct BodyModuleToClinicCommand : ITransitionCommand
{
private const float FadeDuration = 0.5f;
public IEnumerator Execute()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
// 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
{
// 引擎相机设置
@@ -113,33 +99,6 @@ namespace AibisDream.FixSystem
}
}
public struct EngineToClinicCommand : ITransitionCommand
{
private const float FadeDuration = 0.5f;
public IEnumerator Execute()
{
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
// 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 SetArgs(string arg)
{
// 无需参数
}
}
public struct BodyModuleToEyeCommand : ITransitionCommand
{
// 引擎相机设置
@@ -45,6 +45,9 @@ namespace AibisDream
_airGate.MoveToLevel(2);
DialogController.Instance?.SetVariable("$curAirLevel", 2);
engineData.UpdateAirLevel(1, config.maxLevel); // 内部档位从0计数,1就是2
gameObject.SetActive(false);
}
private void Update()
@@ -62,6 +62,8 @@ namespace AibisDream
_shaftGraph = new ShaftGraph(shafts, panelShafts);
_panel.gameObject.SetActive(false);
gameObject.SetActive(false);
}
#endregion