添加音效

This commit is contained in:
2025-06-05 20:26:52 +08:00
parent c839eb4c12
commit 123e60e176
11 changed files with 1811 additions and 851 deletions
+13 -9
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@@ -1200,6 +1535,57 @@ MonoBehaviour:
m_OpenClipOffsetRotation: {x: 0, y: 0, z: 0, w: 1}
m_Rotation: {x: 0, y: 0, z: 0, w: 1}
m_ApplyOffsets: 0
--- !u!114 &5930557223917732585
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m_Script: {fileID: 11500000, guid: 987a467495df9d942b56b1b51381d095, type: 3}
m_Name: FMODEventPlayable
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@@ -128,7 +128,6 @@ position: 104,-2498
me: 我就说嘛…肯定有问题。<br>深入检查看看吧。 #line:0408dcd
<<hide_dialog>>
->深入检查 #line:00f72a8
测试 #line:0feab84
<<hide_dialog>>
<<jump UFDeepIn>>
->结束 #line:0689336
@@ -118,7 +118,7 @@ me: 就好像有个什么东西在用记忆作为颜料,为你所看到的东
->放入收藏夹 #line:0292cab
<<hide_dialog>>
<<CollectionClue ClueManager>>
<<complete_task "line:01fada9">>
<<complete_task "#line:043e26d">>
Task: 观察更多异常色彩 #line:0a397f7
me: 嗯……我可能有线索了。需要对你做一个色觉检测。 #line:09cb45e
me: 我需要让你再观察几个东西,你只要重复刚才做的事情就好了。 #line:0911cc5
File diff suppressed because it is too large Load Diff
@@ -9,7 +9,10 @@ using AibisDream.FixSystem;
using AibisDream.Framework;
using Cinemachine;
using UnityEngine.Rendering;
using System;
using AibisDream.Kit;
using FMODUnity;
public class MemoryProcess : MonoBehaviour
{
@@ -35,6 +38,10 @@ public class MemoryProcess : MonoBehaviour
private float lockThreshold = 0.06f; // 锁定阈值
private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆
private FMOD.Studio.EventInstance faderSoundInstance; // 添加音效实例变量
private bool isPlayingFaderSound = false; // 追踪音效是否正在播放
private float lastFrequencyValue; // 记录上一帧的频率值
private float lastClarityValue; // 记录上一帧的清晰度值
private bool isColorful = false; //
private bool isFrequencyFound = false; // 追踪是否找到目标频率
@@ -58,14 +65,14 @@ public class MemoryProcess : MonoBehaviour
public IEnumerator DropMemoryProjector()
{
Sequence zoomInSequence = DOTween.Sequence();
DG.Tweening.Sequence zoomInSequence = DOTween.Sequence();
zoomInSequence.Append(projector.transform.DOLocalMoveY(-5, 2f).SetEase(Ease.OutElastic, 0.5f));
yield return zoomInSequence.WaitForCompletion();
}
public void PullMemoryProjector()
{
Sequence zoomOutSequence = DOTween.Sequence();
DG.Tweening.Sequence zoomOutSequence = DOTween.Sequence();
zoomOutSequence.Append(projector.transform.DOLocalMoveY(0, 2f).SetEase(Ease.OutElastic, 0.5f));
//yield return zoomOutSequence.WaitForCompletion();
}
@@ -143,7 +150,11 @@ public class MemoryProcess : MonoBehaviour
);
float t = Mathf.Clamp01(distance / maxDistance);
UpdateFrequencyShaderParameters(t);
CheckIfFound(t, ref isFrequencyFound); // 这里更新 isFrequencyFound
CheckIfFound(t, ref isFrequencyFound);
// 控制音效
float speed = Mathf.Abs(Input.GetAxis("Mouse X")); // 获取鼠标移动速度
UpdateFaderSound(speed);
}
void OnClarityChanged(float value)
@@ -156,7 +167,11 @@ public class MemoryProcess : MonoBehaviour
float t = Mathf.Clamp01(distance / maxDistance);
UpdateClarityShaderParameters(t);
CheckIfFound(t, ref isClarityFound); // 这里更新 isClarityFound
CheckIfFound(t, ref isClarityFound);
// 控制音效
float speed = Mathf.Abs(Input.GetAxis("Mouse X")); // 获取鼠标移动速度
UpdateFaderSound(speed);
}
void OnSearchComplete()
@@ -164,6 +179,7 @@ public class MemoryProcess : MonoBehaviour
Debug.Log("Memory search completed.");
frequencySlider.interactable = false;
claritySlider.interactable = false;
AudioManager.Instance.SetSfxParam("event:/Amb/amb_mem_tuning", "is_mem_tuning", 0);
StartCoroutine(PlayMemory());
}
@@ -204,11 +220,13 @@ public class MemoryProcess : MonoBehaviour
isFrequencyFound = false;
isClarityFound = false;
isProcessing = false;
isPlayingFaderSound = false;
if (frequencySlider != null)
{
frequencySlider.onValueChanged.AddListener(OnFrequencyChanged);
frequencySlider.gameObject.SetActive(false);
frequencySlider.value = 3;
lastFrequencyValue = frequencySlider.value;
frequencySlider.interactable = true;
}
@@ -217,6 +235,7 @@ public class MemoryProcess : MonoBehaviour
claritySlider.onValueChanged.AddListener(OnClarityChanged);
claritySlider.gameObject.SetActive(false);
claritySlider.value = 3;
lastClarityValue = claritySlider.value;
claritySlider.interactable = true;
}
fadeMaterial.SetFloat("_DirectionalDistortionFade",-15f);
@@ -276,6 +295,7 @@ public class MemoryProcess : MonoBehaviour
playBackground.gameObject.SetActive(true);
//FavoritesManager.Instance.CloseFavorites();
playBackground.alpha=0;
AudioManager.Instance.PlaySfx("event:/ActionFB/mem_play");
yield return playBackground.DOFade(1f, 1f).WaitForCompletion(); // Fade to fully opaque over 1 second
MemoryClarityVloume.weight=0;
Memoryfrequencyloume.weight=0;
@@ -288,6 +308,7 @@ public class MemoryProcess : MonoBehaviour
playBackground.gameObject.SetActive(true);
//FavoritesManager.Instance.CloseFavorites();
playBackground.alpha=0;
AudioManager.Instance.PlaySfx("event:/ActionFB/mem_play");
yield return playBackground.DOFade(1f, 1f).WaitForCompletion(); // Fade to fully opaque over 1 second
// Set material properties
MemoryClarityVloume.weight=0;
@@ -326,8 +347,10 @@ public class MemoryProcess : MonoBehaviour
Debug.LogError("Memory not found: " + PunchTape.MemoryIndex);
}
MemoryProcessVloume.weight=1;
AudioManager.Instance.PlaySfx("event:/Scriptal/mem_load");
yield return new WaitForSeconds(1f);
AudioManager.Instance.SetSfxParam("event:/Amb/amb_mem_tuning", "is_mem_tuning", 1);
memoryFinishedspRender.color=Color.white;
@@ -337,7 +360,7 @@ public class MemoryProcess : MonoBehaviour
isProcessing = true; // 开始处理,设置为true
frequencySlider.gameObject.SetActive(true);
claritySlider.gameObject.SetActive(true);
Sequence memorySequence = DOTween.Sequence();
DG.Tweening.Sequence memorySequence = DOTween.Sequence();
yield return memorySequence.WaitForCompletion();
}
@@ -346,4 +369,25 @@ public class MemoryProcess : MonoBehaviour
{
return isProcessing;
}
private void UpdateFaderSound(float speed)
{
if (speed > 0.01f) // 如果速度大于阈值
{
if (!isPlayingFaderSound)
{
// 开始播放音效
AudioManager.Instance.PlaySfx("event:/ActionFB/mem_fader");
isPlayingFaderSound = true;
}
// 更新音效参数
AudioManager.Instance.SetSfxParam("event:/ActionFB/mem_fader", "mem_fader_speed", speed);
}
else if (isPlayingFaderSound)
{
// 停止音效
AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
isPlayingFaderSound = false;
}
}
}
@@ -1,11 +1,14 @@
using UnityEngine;
using DG.Tweening;
using System;
using AibisDream;
namespace AibisDream.FixSystem
{
public class CableSystem : MonoBehaviour
{
private const string CABLE_RETRACTED_KEY = "$global.cableRetracted";
#region
public Plug PlugRef { get; private set; }
@@ -43,6 +46,7 @@ namespace AibisDream.FixSystem
private void Start()
{
InitSystem();
LoadCableState();
}
private void OnEnable()
@@ -81,6 +85,33 @@ namespace AibisDream.FixSystem
}
}
private void LoadCableState()
{
if (StorageSystem.Instance.TryGetValue(CABLE_RETRACTED_KEY, out bool savedRetractedState))
{
if (isCableRetracted)
{
if (!savedRetractedState)
{
DropDownCable();
}
}
else
{
if (savedRetractedState)
{
PullUpCable();
}
}
}
}
private void SaveCableState()
{
Debug.Log("Save cableRetractedstate"+isCableRetracted);
StorageSystem.Instance.SetValue(CABLE_RETRACTED_KEY, isCableRetracted);
}
private void Update()
{
// 获取线缆方向并更新转盘旋转
@@ -166,17 +197,20 @@ namespace AibisDream.FixSystem
{
PhysicCableRef.GetComponent<LineRenderer>().enabled = false;
isCableRetracted = true;
SaveCableState();
});
}
public void DropDownCable()
{
if (!isCableRetracted) return;
Debug.Log("DorpDown");
PlugRef.PullUpSocket();
CableReelRef.ResetRotation();
PlugRef.transform.DOMove(PlugRef.GetStartPos(), 0.1f).OnComplete(() =>
{
PlugRef.SwitchToPhysicCableState();
isCableRetracted = false;
SaveCableState();
});
// 只有在非收起状态时才切换到物理线缆状态
}
@@ -192,6 +226,8 @@ namespace AibisDream.FixSystem
PlugRef.transform.rotation = retractedPos.rotation;
PlugRef.GetComponent<SpriteRenderer>().sortingLayerName = CableReelRef.GetComponent<SpriteRenderer>().sortingLayerName;
PlugRef.GetComponent<SpriteRenderer>().sortingOrder = 41;
isCableRetracted = true;
//SaveCableState();
}
}
}
@@ -11,10 +11,6 @@ public class PunchTapeSystem : MonoBehaviour
public RectTransform punchTape;
public GameObject blackPanel;
public float stepDistance = 0.5f; // Distance moved per step
public float[]
stepPatterns = { 0.3f, 0.5f, 0.2f, 0.4f, 0.6f }; // Pattern of intervals to simulate rhythmic printing
private void Awake()
{
@@ -34,37 +30,33 @@ public class PunchTapeSystem : MonoBehaviour
while (tapeCount > 0)
{
// Move the printer to x = 2 over 1 second
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1252f, punchTapeMachine.anchoredPosition.y), 1f)
.WaitForCompletion();
// 0-0.7秒:打印机移动到指定位置
AudioManager.Instance.PlaySfx("event:/Scriptal/typing");
// Gradually move the punch tape to x = -3.8 with rhythmic pattern
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1252f, punchTapeMachine.anchoredPosition.y), 0.7f)
.WaitForCompletion();
// 0.7-1秒:停顿
yield return new WaitForSeconds(0.3f);
// 1-1.6秒:纸带匀速弹出
Vector2 targetPosition = new Vector2(796f, punchTape.anchoredPosition.y);
int patternIndex = 0;
yield return punchTape.DOAnchorPos(targetPosition, 0.6f).WaitForCompletion();
while (Vector2.Distance(punchTape.anchoredPosition, targetPosition) > stepDistance)
{
punchTape.anchoredPosition =
Vector3.MoveTowards(punchTape.anchoredPosition, targetPosition, stepDistance);
yield return new WaitForSeconds(stepPatterns[patternIndex % stepPatterns.Length]);
patternIndex++;
}
// 1.6-2.3秒:停顿
yield return new WaitForSeconds(0.7f);
// Ensure exact final position
punchTape.anchoredPosition = targetPosition;
// 2.3-2.7秒:纸带淡出
yield return punchTape.GetComponent<Image>().DOFade(0f, 0.4f).WaitForCompletion();
// Fade out the punch tape over 1 second
yield return punchTape.GetComponent<Image>().DOFade(0f, 1f).WaitForCompletion();
// Reset the punch tape position and opacity
// 重置纸带位置和透明度
punchTape.anchoredPosition = tapeStartPos;
punchTape.GetComponent<Image>().color = tapeStartColor;
// Decrement the tape count
tapeCount--;
}
// Move the printer back to x = 0 over 1 second
// 打印机返回原位
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1428.186f, punchTapeMachine.anchoredPosition.y), 1f)
.WaitForCompletion();
blackPanel.SetActive(false);
@@ -1,6 +1,7 @@
using System;
using System.Collections;
using AibisDream.Framework;
using AibisDream.Kit;
using UnityEngine;
namespace AibisDream.FixSystem
@@ -316,6 +317,7 @@ namespace AibisDream.FixSystem
SpriteRenderer sp = bodyModuleSystem.FindBodyModuleByName("Eye").transform.Find("Cover")
.GetComponent<SpriteRenderer>();
sp.sprite = Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子打开A");
AudioManager.Instance.PlaySfx("event:/ActionFB/eye_open");
yield return new WaitForSeconds(0.1f);
sp.sprite = Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子打开B");
// 插头回到初始插孔
@@ -342,6 +344,7 @@ namespace AibisDream.FixSystem
SpriteRenderer sp = bodyModuleSystem.FindBodyModuleByName("Eye").transform.Find("Cover")
.GetComponent<SpriteRenderer>();
sp.sprite = Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子打开A");
AudioManager.Instance.PlaySfx("event:/ActionFB/eye_close");
yield return new WaitForSeconds(0.1f);
sp.sprite = Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子关闭");
yield return new WaitForSeconds(0.5f);
@@ -66,7 +66,7 @@ public class LineInteraction : MonoBehaviour
public void PlayTimeline()
{
timelineDirector.Play();
actorGroup.SetActive(true);
//actorGroup.SetActive(true);
}
public void FinishCutLine()
@@ -104,6 +104,7 @@ public class LineInteraction : MonoBehaviour
// 开始阶段:淡入
scissorSpriteRenderer.transform.DOLocalMoveX(7.39f, fadeDuration);
cutLineSpriteRenderer.DOFade(1f, fadeDuration);
AudioManager.Instance.PlaySfx("event:/Scriptal/scissor_in");
yield return new WaitForSeconds(fadeDuration);
// 执行阶段:激活交互逻辑