Merge branch 'develop' into 记忆检查shader优化

This commit is contained in:
2026-06-29 17:52:47 +08:00
205 changed files with 14335 additions and 14323 deletions
@@ -4,7 +4,7 @@ using UnityEngine;
using DG.Tweening;
using Yarn.Unity;
using AibisDream.Framework;
using Cinemachine;
using AibisDream.Kit;
using UnityEngine.Rendering;
using UnityEngine.UI;
using AibisDream.Kit;
@@ -37,8 +37,6 @@ namespace AibisDream.FixSystem
private static readonly int EnableSaturationId = Shader.PropertyToID("_EnableSaturation");
private static readonly int SaturationId = Shader.PropertyToID("_Saturation");
[SerializeField] private BubbleSlotGroup bubbleSlotGroup;
public BubbleSlotGroup BubbleSlotGroup => bubbleSlotGroup;
[SerializeField] private GameObject memoryView;
[SerializeField] private GameObject projector;
[SerializeField] private SpriteRenderer memoryFinishedSpriteRenderer; // 用于显示记忆处理结束的表现
@@ -55,7 +53,6 @@ namespace AibisDream.FixSystem
[SerializeField] private CanvasGroup playBackground;
[SerializeField] private GameObject memoryGroup;
[SerializeField] private CinemachineVirtualCamera memoryCamera;
private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆
private bool isPlayingFaderSound = false; // 追踪音效是否正在播放
@@ -163,8 +160,6 @@ namespace AibisDream.FixSystem
FixSystemCenter.SystemDic.Register(this);
if (memoryGroup != null)
memoryGroup.SetActive(false);
if (memoryCamera != null)
CameraKit.Instance.RegisterCamera(CameraEnum.Memory, memoryCamera);
}
@@ -363,7 +358,7 @@ namespace AibisDream.FixSystem
/// <summary>
/// 单条记忆播放结束后的复位:不调用 <see cref="MemorySlider.Init"/>(避免再次锁条并触发打开 Timeline),
/// 仅禁用拖动;完整 <see cref="MemorySlider.LockSlider"/> 仅在退出 <see cref="MemoryState"/> 时 <see cref="OnExit"/> 执行。
/// 仅禁用拖动;完整 <see cref="MemorySlider.LockSlider"/> 仅在退出 <see cref="MemoryCue"/> 时 <see cref="OnExit"/> 执行。
/// </summary>
private void ResetAfterMemoryFinished()
{