Merge branch 'develop' into 记忆检查shader优化
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@@ -4,7 +4,7 @@ using UnityEngine;
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using DG.Tweening;
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using Yarn.Unity;
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using AibisDream.Framework;
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using Cinemachine;
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using AibisDream.Kit;
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using UnityEngine.Rendering;
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using UnityEngine.UI;
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using AibisDream.Kit;
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@@ -37,8 +37,6 @@ namespace AibisDream.FixSystem
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private static readonly int EnableSaturationId = Shader.PropertyToID("_EnableSaturation");
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private static readonly int SaturationId = Shader.PropertyToID("_Saturation");
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[SerializeField] private BubbleSlotGroup bubbleSlotGroup;
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public BubbleSlotGroup BubbleSlotGroup => bubbleSlotGroup;
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[SerializeField] private GameObject memoryView;
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[SerializeField] private GameObject projector;
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[SerializeField] private SpriteRenderer memoryFinishedSpriteRenderer; // 用于显示记忆处理结束的表现
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@@ -55,7 +53,6 @@ namespace AibisDream.FixSystem
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[SerializeField] private CanvasGroup playBackground;
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[SerializeField] private GameObject memoryGroup;
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[SerializeField] private CinemachineVirtualCamera memoryCamera;
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private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆
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private bool isPlayingFaderSound = false; // 追踪音效是否正在播放
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@@ -163,8 +160,6 @@ namespace AibisDream.FixSystem
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FixSystemCenter.SystemDic.Register(this);
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if (memoryGroup != null)
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memoryGroup.SetActive(false);
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if (memoryCamera != null)
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CameraKit.Instance.RegisterCamera(CameraEnum.Memory, memoryCamera);
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}
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@@ -363,7 +358,7 @@ namespace AibisDream.FixSystem
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/// <summary>
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/// 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),
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/// 仅禁用拖动;完整 <see cref="MemorySlider.LockSlider"/> 仅在退出 <see cref="MemoryState"/> 时 <see cref="OnExit"/> 执行。
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/// 仅禁用拖动;完整 <see cref="MemorySlider.LockSlider"/> 仅在退出 <see cref="MemoryCue"/> 时 <see cref="OnExit"/> 执行。
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/// </summary>
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private void ResetAfterMemoryFinished()
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{
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