新增插模块和剪线
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using UnityEngine;
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using UnityEngine.Events;
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public class ClickableSprite : MonoBehaviour
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{
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public UnityEvent OnPointerClick;
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private void Awake()
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{
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OnPointerClick = new UnityEvent();
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}
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private void Update()
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{
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if (Input.GetMouseButtonDown(0))
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{
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if (hit.collider != null && hit.collider.gameObject == this.gameObject)
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{
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Debug.Log("Sprite was clicked!");
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OnPointerClick?.Invoke();
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}
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}
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}
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}
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@@ -10,18 +10,19 @@ public class EyeTransitionManager : MonoBehaviour
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{
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public float zoomDuration = 1f;
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public Image blackScreenImage;
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public RectTransform faceRectTransform;
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public UFProcess ufProcess; // 需要引用UFProcess组件
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//public RectTransform faceRectTransform;
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//public UFProcess ufProcess; // 需要引用UFProcess组件
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public MemoryProcess memoryProcess; // 需要引用 MemoryProcess 组件
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[System.Serializable]
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public class ViewConfig
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{
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public GameObject viewPanel;
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public Button activateButton; // 视图的激活按钮(MainView除外)
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public Button returnToMainViewButton; // 视图的返回MainView按钮
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public Vector2 viewScale;
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public Vector2 viewPosition;
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//public Vector2 viewScale; // 视图的缩放
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//public Vector2 viewPosition; // 视图的位置
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public ViewState viewState;
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}
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@@ -55,7 +56,7 @@ public class EyeTransitionManager : MonoBehaviour
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foreach (var config in viewConfigs)
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{
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viewConfigDictionary[config.viewState] = config;
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if (config.activateButton != null)
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if (config.activateButton != null)
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{
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// 绑定非MainView的视图激活按钮
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config.activateButton.onClick.AddListener(() => StartTransition(config.viewState));
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@@ -79,8 +80,8 @@ public class EyeTransitionManager : MonoBehaviour
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// 如果是MainView,就设置为默认值
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if (viewState == ViewState.MainView)
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{
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faceRectTransform.localScale = Vector2.one; // 或者MainView的默认缩放
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faceRectTransform.anchoredPosition = Vector2.zero; // 或者MainView的默认位置
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//faceRectTransform.localScale = Vector2.one; // 或者MainView的默认缩放
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//faceRectTransform.anchoredPosition = Vector2.zero; // 或者MainView的默认位置
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foreach (var viewConfig in viewConfigs)
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{
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viewConfig.viewPanel.SetActive(false);
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@@ -90,8 +91,8 @@ public class EyeTransitionManager : MonoBehaviour
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if (!viewConfigDictionary.TryGetValue(viewState, out ViewConfig config)) return;
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faceRectTransform.localScale = config.viewScale;
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faceRectTransform.anchoredPosition = config.viewPosition;
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//faceRectTransform.localScale = config.viewScale;
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//faceRectTransform.anchoredPosition = config.viewPosition;
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foreach (var viewConfig in viewConfigs)
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{
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@@ -150,8 +151,8 @@ public class EyeTransitionManager : MonoBehaviour
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zoomOutSequence.Append(blackScreenImage.DOFade(0f, zoomDuration).OnComplete(() => blackScreenImage.gameObject.SetActive(false)));
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// 在淡出黑屏到一半时开始 Zoom Out
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zoomOutSequence.Insert(zoomDuration / 2, faceRectTransform.DOAnchorPos(Vector2.zero, zoomDuration).SetEase(Ease.OutCubic));
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zoomOutSequence.Insert(zoomDuration / 2, faceRectTransform.DOScale(Vector2.one, zoomDuration).SetEase(Ease.OutCubic));
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//zoomOutSequence.Insert(zoomDuration / 2, faceRectTransform.DOAnchorPos(Vector2.zero, zoomDuration).SetEase(Ease.OutCubic));
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//zoomOutSequence.Insert(zoomDuration / 2, faceRectTransform.DOScale(Vector2.one, zoomDuration).SetEase(Ease.OutCubic));
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// 在整个动画完成后更新视图状态
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zoomOutSequence.OnComplete(() =>
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@@ -166,8 +167,8 @@ public class EyeTransitionManager : MonoBehaviour
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// Zoom In 的时候,开始 Zoom
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Sequence zoomInSequence = DOTween.Sequence();
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zoomInSequence.Append(faceRectTransform.DOAnchorPos(targetConfig.viewPosition, zoomDuration).SetEase(Ease.OutCubic));
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zoomInSequence.Join(faceRectTransform.DOScale(targetConfig.viewScale, zoomDuration).SetEase(Ease.OutCubic));
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//zoomInSequence.Append(faceRectTransform.DOAnchorPos(targetConfig.viewPosition, zoomDuration).SetEase(Ease.OutCubic));
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//zoomInSequence.Join(faceRectTransform.DOScale(targetConfig.viewScale, zoomDuration).SetEase(Ease.OutCubic));
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// 在 Zoom 到一半时开始黑屏过渡
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zoomInSequence.Insert(zoomDuration / 2, blackScreenImage.DOFade(1f, zoomDuration / 2).OnStart(() => blackScreenImage.gameObject.SetActive(true)));
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@@ -199,3 +200,5 @@ public class EyeTransitionManager : MonoBehaviour
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StartTransition(targetViewState);
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}
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}
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@@ -11,8 +11,8 @@ public class UFmanager : MonoBehaviour
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public Image photoImage; // 用于显示"相片"的UI Image组件
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public Image baseImage; // 用于显示底板的UI Image组件
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||||
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||||
public Transform startTransform; // 照片开始的位置
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public Transform endTransform; // 照片结束的位置
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//public Transform startTransform; // 照片开始的位置
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//public Transform endTransform; // 照片结束的位置
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private bool isShowingPhoto = false; // 是否正在显示照片的标志
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@@ -21,7 +21,7 @@ public class UFmanager : MonoBehaviour
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{
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if (!isShowingPhoto)
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{
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ShowPhoto(photo);
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StartCoroutine(ShowPhoto(photo));
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}
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}
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/*public void ShowPhoto(Sprite photo)
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@@ -67,12 +67,12 @@ public class UFmanager : MonoBehaviour
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photoImage.color = c;
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// 设置照片初始位置
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baseImage.rectTransform.position = startTransform.position;
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//baseImage.rectTransform.position = startTransform.position;
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// 移动和淡入照片
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float moveAndFadeInTime = 4.0f;
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Sequence mySequence = DOTween.Sequence();
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mySequence.Append(baseImage.rectTransform.DOMove(endTransform.position, moveAndFadeInTime));
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||||
//mySequence.Append(baseImage.rectTransform.DOMove(endTransform.position, moveAndFadeInTime));
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mySequence.Join(photoImage.DOFade(1f, moveAndFadeInTime).SetEase(Ease.InOutQuad));
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mySequence.OnComplete(() => {
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isShowingPhoto = false; // 动画完成后,重置标志
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Binary file not shown.
@@ -4,17 +4,27 @@
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我: 这是选项测试文件 #line:069537f
|
||||
<<character_move_to_fix>>
|
||||
<<fade_in 1>>
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||||
我: 点击不同按钮可以执行不同命令 #line:00147c3
|
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<<fade_out 1>>
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<<load_scene OptionTestScene>>
|
||||
我: 加载测试场景 #line:0a67910
|
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我: 提供两个按钮进行点击 #line:0cb2011
|
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我: 代码部分在Asset->Scripts->Test->OptionTest #line:0344182
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[command name=show_buttons /] #line:006eeaa
|
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-> 按钮1 #line:0db0f08
|
||||
我: 按下了按钮1 #line:0d84460
|
||||
-> 按钮2 #line:0556913
|
||||
我: 按下了按钮2 #line:0b552f4
|
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// 我: 点击不同按钮可以执行不同命令 #line:00147c3
|
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// <<fade_out 1>>
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// <<load_scene OptionTestScene>>
|
||||
// 我: 加载测试场景 #line:0a67910
|
||||
// 我: 提供两个按钮进行点击 #line:0cb2011
|
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// 我: 代码部分在Asset->Scripts->Test->OptionTest #line:0344182
|
||||
// [command name=show_buttons /] #line:006eeaa
|
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// -> 按钮1 #line:0db0f08
|
||||
// 我: 按下了按钮1 #line:0d84460
|
||||
// -> 按钮2 #line:0556913
|
||||
// 我: 按下了按钮2 #line:0b552f4
|
||||
|
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// 我: 测试完成 #line:011c95f
|
||||
|
||||
|
||||
|
||||
[command name=Check_Line /]
|
||||
-> 按钮1
|
||||
我: 按下了按钮1
|
||||
-> 按钮2
|
||||
我: 按下了按钮2
|
||||
|
||||
|
||||
我: 测试完成 #line:011c95f
|
||||
===
|
||||
|
||||
@@ -48,7 +48,7 @@ position: 74,-513
|
||||
佩佩: 医生好,我可以进来吗?
|
||||
///<<播放轻轻的敲门声>>
|
||||
我: 当然,请进吧。
|
||||
<<character_into Peipei>>
|
||||
//<<character_into Peipei>>
|
||||
佩佩: ……
|
||||
佩佩: 打扰了,医生。能帮我做个检查吗?
|
||||
我: 当然没问题。美工组的佩佩,是么?
|
||||
@@ -80,7 +80,7 @@ position: 71,-262
|
||||
///让佩佩的眼睛处于可以想象颜色的状态
|
||||
<<set_EyeState EyeManager "CannotImagineColor">>
|
||||
///确认当前的试图状态为头部的概览视图
|
||||
<<start_transition FaceCanvas "MainView">>
|
||||
<<start_transition ViewManager "MainView">>
|
||||
///表示视觉模块在当前维修阶段是否已经进入过了
|
||||
<<declare $EyeVisited = false>>
|
||||
///表示UF模块在当前维修阶段是否已经进入过了
|
||||
@@ -118,7 +118,7 @@ title: EyeView
|
||||
position: 440,16
|
||||
---
|
||||
///进入视觉模块
|
||||
<<start_transition FaceCanvas "EyeView">>
|
||||
<<start_transition ViewManager "EyeView">>
|
||||
WARNING: 无法读取色觉模组。(病症介绍,可能是普遍现象)
|
||||
我: 你的色觉是失效的……你怎么没跟我说,你自己不知道吗?
|
||||
佩佩: 啊…这个很久啦,我已经不记得是什么时候开始的了,应该是装UF的时候开始的。但这不是什么大问题。
|
||||
@@ -156,7 +156,7 @@ title: MainViewUF
|
||||
position: -324,10
|
||||
---
|
||||
///确保是在主视角下进行UF模块的操作
|
||||
<<start_transition FaceCanvas "MainView">>
|
||||
<<start_transition ViewManager "MainView">>
|
||||
我: 我们用UF画一张图吧
|
||||
<<show_photo UFManager "colorError">>
|
||||
//【图片颜色错误】
|
||||
@@ -185,7 +185,7 @@ position: -324,10
|
||||
title: MemoryView
|
||||
position: 75,242
|
||||
---
|
||||
<<start_transition FaceCanvas "MemoryView">>
|
||||
<<start_transition ViewManager "MemoryView">>
|
||||
我: 定位一下排异的记忆…
|
||||
///一个闪烁的图片:两个女孩的身影正在写生;自然环境AMB,非常稀疏的钢琴和弦BGM
|
||||
<<search_memory MemoryManager "liuying1-2">>
|
||||
@@ -287,7 +287,7 @@ position: 76,708
|
||||
---
|
||||
<<load_scene 佩佩视觉模块>>
|
||||
->进入视觉模块
|
||||
<<start_transition FaceCanvas "EyeView">>
|
||||
<<start_transition ViewManager "EyeView">>
|
||||
<<set_EyeState EyeManager "CannotImagineColor">>
|
||||
我: 我们开始吧。
|
||||
->指示佩佩看天空
|
||||
@@ -346,7 +346,7 @@ position: 81,962
|
||||
---
|
||||
/////头部视角-视觉-记忆桥截断术
|
||||
<<load_scene 佩佩视觉模块>>
|
||||
<<start_transition FaceCanvas "MainView">>
|
||||
<<start_transition ViewManager "MainView">>
|
||||
->执行视觉-记忆桥阻断术
|
||||
佩佩: 啊…眼睛……我的……
|
||||
佩佩: 好痛!
|
||||
@@ -361,7 +361,7 @@ position: 81,962
|
||||
title: review
|
||||
position: 81,962
|
||||
---
|
||||
<<start_transition FaceCanvas "MainView">>
|
||||
<<start_transition ViewManager "MainView">>
|
||||
<<if $UFVisited==false&&$EyeVisited>>
|
||||
我: 视觉系统正常,我们再看看UF是不是恢复正常了吧。这才是最终的目的。
|
||||
<<elseif $UFVisited&&$EyeVisited==false>>
|
||||
@@ -380,7 +380,7 @@ position: 81,962
|
||||
title: EyeViewFollowUp
|
||||
position: 378,1051
|
||||
---
|
||||
<<start_transition FaceCanvas "EyeView">>
|
||||
<<start_transition ViewManager "EyeView">>
|
||||
<<set_EyeState EyeManager "CannotImagineColor">>
|
||||
我: 试试吧
|
||||
->指示佩佩看背景
|
||||
@@ -401,7 +401,7 @@ position: 378,1051
|
||||
title: UFViewFollowUp
|
||||
position: -171,1128
|
||||
---
|
||||
<<start_transition FaceCanvas "MainView">>
|
||||
<<start_transition ViewManager "MainView">>
|
||||
|
||||
///<<任务提示更新:进行UF绘图测试>>
|
||||
我: 我们用UF画一张图吧
|
||||
|
||||
@@ -1233,8 +1233,8 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 18a3ec3914131d44199ae33902edf159, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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runMode: 0
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firstTalkSO: {fileID: 11400000, guid: 2cc7ecb3ca3ad4f418430e814a7d1dc5, type: 2}
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runMode: 1
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firstTalkSO: {fileID: 11400000, guid: bd44f6c25aa17a4408e172d16b903176, type: 2}
|
||||
clinicScene: ClinicScene
|
||||
testYarnProject: OptionTest
|
||||
--- !u!4 &719228339
|
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@@ -2353,7 +2353,7 @@ Canvas:
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m_AdditionalShaderChannelsFlag: 25
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m_UpdateRectTransformForStandalone: 0
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|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(LineRenderer))]
|
||||
public class Cable : MonoBehaviour
|
||||
{
|
||||
public Transform start;
|
||||
public Transform end;
|
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public int resolution = 10;
|
||||
public float dstMin = 0.1f;
|
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public float dstMax = 1.0f;
|
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public float forceMin = 0.1f;
|
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public float forceMax = 1.0f;
|
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public int k = 10;
|
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|
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private LineRenderer lineRenderer;
|
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private Vector3[] points;
|
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|
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private void Start()
|
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{
|
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lineRenderer = GetComponent<LineRenderer>();
|
||||
points = new Vector3[resolution];
|
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for (int i = 0; i < resolution; i++)
|
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{
|
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float t = i / (float)(resolution - 1);
|
||||
points[i] = Vector3.Lerp(start.position, end.position, t);
|
||||
}
|
||||
lineRenderer.positionCount = resolution;
|
||||
}
|
||||
|
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private void FixedUpdate()
|
||||
{
|
||||
UpdateRope();
|
||||
for (int i = 0; i < resolution; i++)
|
||||
{
|
||||
lineRenderer.SetPosition(i, points[i] + Vector3.forward * -.3f);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateRope()
|
||||
{
|
||||
float t = Mathf.InverseLerp(dstMin, dstMax, (start.position - end.position).magnitude);
|
||||
float F = Mathf.Lerp(forceMin, forceMax, t);
|
||||
points[0] = start.position;
|
||||
points[points.Length - 1] = end.position;
|
||||
|
||||
for (int ik = 0; ik < k; ik++)
|
||||
{
|
||||
for (int i = 1; i < points.Length - 1; i++)
|
||||
{
|
||||
Vector3 offsetPrev = (points[i - 1] - points[i]);
|
||||
Vector3 offsetNext = points[i + 1] - points[i];
|
||||
Vector3 velocity = offsetPrev.normalized * offsetPrev.magnitude * F + offsetNext.normalized * offsetNext.magnitude * F;
|
||||
points[i] += velocity * Time.deltaTime / k;
|
||||
}
|
||||
for (int i = 1; i < points.Length - 1; i++)
|
||||
{
|
||||
points[i] += Vector3.down * 9.8f * Time.deltaTime / k;
|
||||
}
|
||||
}
|
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}
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}
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userData:
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@@ -0,0 +1,13 @@
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using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
public interface ISocket
|
||||
{
|
||||
bool IsAvailable { get; }
|
||||
Vector2 InsertionPoint { get; }
|
||||
|
||||
Vector2 GetPosition();
|
||||
void InsertPlug(Plug plug);
|
||||
void RemovePlug(Plug plug);
|
||||
|
||||
|
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}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,107 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
using System.Linq;
|
||||
using DG.Tweening;
|
||||
|
||||
public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUpHandler
|
||||
{
|
||||
private Vector3 startPosition;
|
||||
private Quaternion startRotation;
|
||||
private bool isDragging = false;
|
||||
private ISocket currentSocket = null;
|
||||
private Image image;
|
||||
private Vector3 pickupOffset = new Vector3(0, 0, 0);
|
||||
private Quaternion pickupRotationOffset = Quaternion.Euler(0, 0, 30);
|
||||
public Socket initialSocket; // new variable
|
||||
public Image plugSprite; // new variable
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
image = GetComponent<Image>();
|
||||
}
|
||||
private void Start()
|
||||
{
|
||||
startPosition = initialSocket.GetPosition();
|
||||
|
||||
transform.position=startPosition;
|
||||
//startRotation = initialSocket.GetRotation();
|
||||
|
||||
// Insert the plug into the initial socket and make the sprite disappear.
|
||||
initialSocket.InsertPlug(this);
|
||||
plugSprite.enabled = false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
isDragging = true;
|
||||
image.raycastTarget = false;
|
||||
currentSocket?.RemovePlug(this);
|
||||
|
||||
plugSprite.enabled = true;
|
||||
|
||||
transform.position += pickupOffset;
|
||||
transform.rotation = pickupRotationOffset;
|
||||
}
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
if (isDragging)
|
||||
{
|
||||
Vector3 screenPosition = new Vector3(eventData.position.x, eventData.position.y, Camera.main.WorldToScreenPoint(transform.position).z);
|
||||
Vector3 move = Camera.main.ScreenToWorldPoint(screenPosition);
|
||||
move.z = transform.position.z;
|
||||
transform.position = move;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
isDragging = false;
|
||||
image.raycastTarget = true;
|
||||
|
||||
float closestDistance = Mathf.Infinity;
|
||||
ISocket closestSocket = null;
|
||||
|
||||
ISocket[] sockets = FindObjectsOfType<MonoBehaviour>().OfType<ISocket>().ToArray();
|
||||
|
||||
foreach (ISocket socket in sockets)
|
||||
{
|
||||
float distance = Vector3.Distance(transform.position, socket.GetPosition());
|
||||
|
||||
if (distance < closestDistance)
|
||||
{
|
||||
closestDistance = distance;
|
||||
closestSocket = socket;
|
||||
}
|
||||
}
|
||||
|
||||
float snappingRange = 1f; // You might need to adjust this for WorldSpace Canvas
|
||||
if (closestSocket != null && closestDistance <= snappingRange)
|
||||
{
|
||||
currentSocket = closestSocket;
|
||||
currentSocket.InsertPlug(this);
|
||||
transform.position = currentSocket.GetPosition();
|
||||
plugSprite.enabled = false;
|
||||
//transform.rotation = startRotation;
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.DOMove(startPosition, 0.1f).OnComplete(() => {
|
||||
//transform.rotation = startRotation;
|
||||
initialSocket.InsertPlug(this);
|
||||
plugSprite.enabled = false; // Make the plug sprite disappear when it is inserted into the initial socket.
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
float snappingRange = 1.0f; // You might need to adjust this for WorldSpace Canvas
|
||||
Gizmos.DrawWireSphere(transform.position, snappingRange);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e52fef95146aaeb41a90b1faaa1a2e6e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,27 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class Socket : MonoBehaviour, ISocket
|
||||
{
|
||||
public bool IsAvailable { get; private set; } = true;
|
||||
public Vector2 InsertionPoint => transform.position;
|
||||
|
||||
public void InsertPlug(Plug plug)
|
||||
{
|
||||
if (IsAvailable)
|
||||
{
|
||||
// Here you can add the functionality that will be executed when a plug is inserted
|
||||
IsAvailable = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void RemovePlug(Plug plug)
|
||||
{
|
||||
// Here you can add the functionality that will be executed when a plug is removed
|
||||
IsAvailable = true;
|
||||
}
|
||||
public Vector2 GetPosition()
|
||||
{
|
||||
return transform.position;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2a37d0f43cb6f14c8011e55a756c448
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf9f43cdbdd9b62459339d221d602590
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,65 @@
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
public class InteractiveLineSegment : VisualLineSegment
|
||||
{
|
||||
[SerializeField]
|
||||
private Transform startTransform;
|
||||
public Transform StartTransform
|
||||
{
|
||||
get { return startTransform; }
|
||||
set { startTransform = value; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private Transform endTransform;
|
||||
public Transform EndTransform
|
||||
{
|
||||
get { return endTransform; }
|
||||
set { endTransform = value; }
|
||||
}
|
||||
|
||||
private BoxCollider2D boxCollider;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
boxCollider = GetComponent<BoxCollider2D>();
|
||||
}
|
||||
public void Start()
|
||||
{
|
||||
Initialize();
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
if (StartTransform == null || EndTransform == null)
|
||||
{
|
||||
Debug.LogError("StartTransform or EndTransform is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
base.Initialize(StartTransform.position, EndTransform.position);
|
||||
|
||||
// Calculate the length of the line segment
|
||||
float length = Vector3.Distance(StartPoint, EndPoint);
|
||||
|
||||
// Calculate the direction of the line segment
|
||||
Vector3 direction = (EndPoint - StartPoint).normalized;
|
||||
|
||||
// Set the size of the BoxCollider2D
|
||||
boxCollider.size = new Vector2(length, 0.6f); // Change 0.1f to the desired thickness of the line
|
||||
|
||||
// Set the center of the BoxCollider2D
|
||||
boxCollider.offset = new Vector2(length / 2, 0);
|
||||
|
||||
// Rotate the BoxCollider2D to align with the line segment
|
||||
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
|
||||
boxCollider.transform.rotation = Quaternion.Euler(0, 0, angle);
|
||||
|
||||
// Set the position of the BoxCollider2D to the start point
|
||||
boxCollider.transform.position = StartPoint;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 067e5e9e7bcd7a2429feff639d0ef630
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,57 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class LineManager : MonoBehaviour
|
||||
{
|
||||
//public GameObject interactiveLineSegmentPrefab;
|
||||
public GameObject visualLineSegmentPrefab;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
// Convert the mouse position to a 2D ray
|
||||
Vector2 ray = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||||
|
||||
// Check if the ray hits a line segment
|
||||
RaycastHit2D hit = Physics2D.Raycast(ray, Vector2.zero);
|
||||
if (hit.collider != null)
|
||||
{
|
||||
Debug.Log("Raycast hit: " + hit.transform.name);
|
||||
|
||||
InteractiveLineSegment originalLineSegment = hit.transform.GetComponent<InteractiveLineSegment>();
|
||||
if (originalLineSegment != null)
|
||||
{
|
||||
Debug.Log("Line segment hit: " + originalLineSegment.name);
|
||||
|
||||
// Calculate the split point
|
||||
Vector3 splitPoint = hit.point;
|
||||
|
||||
// Create the first new line segment
|
||||
GameObject firstLineSegmentObject = Instantiate(visualLineSegmentPrefab, transform);
|
||||
VisualLineSegment firstLineSegment = firstLineSegmentObject.GetComponent<VisualLineSegment>();
|
||||
firstLineSegment.Initialize(originalLineSegment.StartPoint, splitPoint);
|
||||
|
||||
// Create the second new line segment
|
||||
GameObject secondLineSegmentObject = Instantiate(visualLineSegmentPrefab, transform);
|
||||
VisualLineSegment secondLineSegment = secondLineSegmentObject.GetComponent<VisualLineSegment>();
|
||||
secondLineSegment.Initialize(originalLineSegment.EndPoint,splitPoint);
|
||||
|
||||
// Immediately destroy the original line segment
|
||||
Destroy(originalLineSegment.gameObject);
|
||||
|
||||
// Shrink and disappear the new line segments
|
||||
firstLineSegment.ShrinkAndDisappear();
|
||||
secondLineSegment.ShrinkAndDisappear();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Hit object is not a line segment");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("No raycast hit");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 11d7356c830440f48bbd0208dde62749
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,76 @@
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
|
||||
public class LineSegment : MonoBehaviour
|
||||
{
|
||||
public Vector3 StartPoint { get; private set; }
|
||||
public Vector3 EndPoint { get; private set; }
|
||||
public Transform start;
|
||||
public Transform end;
|
||||
|
||||
private LineRenderer lineRenderer;
|
||||
private BoxCollider2D boxCollider;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
lineRenderer = GetComponent<LineRenderer>();
|
||||
boxCollider = GetComponent<BoxCollider2D>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (start != null && end != null)
|
||||
{
|
||||
Initialize(start.position, end.position);
|
||||
}
|
||||
}
|
||||
|
||||
public void Initialize(Vector3 startPoint, Vector3 endPoint)
|
||||
{
|
||||
StartPoint = startPoint;
|
||||
EndPoint = endPoint;
|
||||
|
||||
lineRenderer.positionCount = 2;
|
||||
lineRenderer.SetPosition(0, StartPoint);
|
||||
lineRenderer.SetPosition(1, EndPoint);
|
||||
|
||||
// Calculate the length of the line segment
|
||||
float length = Vector3.Distance(StartPoint, EndPoint);
|
||||
|
||||
// Calculate the direction of the line segment
|
||||
Vector3 direction = (EndPoint - StartPoint).normalized;
|
||||
|
||||
// Set the size of the BoxCollider2D
|
||||
boxCollider.size = new Vector2(length, 0.6f); // Change 0.1f to the desired thickness of the line
|
||||
|
||||
// Set the center of the BoxCollider2D
|
||||
boxCollider.offset = new Vector2(length / 2, 0);
|
||||
|
||||
// Rotate the BoxCollider2D to align with the line segment
|
||||
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
|
||||
boxCollider.transform.rotation = Quaternion.Euler(0, 0, angle);
|
||||
|
||||
// Set the position of the BoxCollider2D to the start point
|
||||
boxCollider.transform.position = StartPoint;
|
||||
}
|
||||
|
||||
|
||||
public void ShrinkAndDisappear()
|
||||
{
|
||||
// Shrink the line segment from the end to the start
|
||||
DOTween.To(() => EndPoint, x => EndPoint = x, StartPoint, 1f)
|
||||
.OnUpdate(() => {
|
||||
lineRenderer.SetPosition(0, StartPoint);
|
||||
lineRenderer.SetPosition(1, EndPoint);
|
||||
// Update the BoxCollider2D
|
||||
float length = Vector3.Distance(StartPoint, EndPoint);
|
||||
Vector3 direction = (EndPoint - StartPoint).normalized;
|
||||
boxCollider.size = new Vector2(length, 0.6f); // Change 0.1f to the desired thickness of the line
|
||||
boxCollider.offset = new Vector2(length / 2, 0);
|
||||
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
|
||||
boxCollider.transform.rotation = Quaternion.Euler(0, 0, angle);
|
||||
})
|
||||
.OnComplete(() => Destroy(gameObject));
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bd58475108e94554a95044c629590d95
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,36 @@
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
|
||||
public class VisualLineSegment : MonoBehaviour
|
||||
{
|
||||
public Vector3 StartPoint { get; private set; }
|
||||
public Vector3 EndPoint { get; private set; }
|
||||
|
||||
protected LineRenderer lineRenderer;
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
lineRenderer = GetComponent<LineRenderer>();
|
||||
}
|
||||
|
||||
public void Initialize(Vector3 startPoint, Vector3 endPoint)
|
||||
{
|
||||
StartPoint = startPoint;
|
||||
EndPoint = endPoint;
|
||||
|
||||
lineRenderer.positionCount = 2;
|
||||
lineRenderer.SetPosition(0, StartPoint);
|
||||
lineRenderer.SetPosition(1, EndPoint);
|
||||
}
|
||||
|
||||
public void ShrinkAndDisappear()
|
||||
{
|
||||
// Shrink the line segment from the end to the start
|
||||
DOTween.To(() => EndPoint, x => EndPoint = x, StartPoint, 1f)
|
||||
.OnUpdate(() => {
|
||||
lineRenderer.SetPosition(0, StartPoint);
|
||||
lineRenderer.SetPosition(1, EndPoint);
|
||||
})
|
||||
.OnComplete(() => Destroy(gameObject));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0676eb0b4da0a494481e884be84068e9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 66396da4416c4704b8de9d1e3073c484
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,18 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Module : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7e3a15ec4d5079e45b4a663a654825ca
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -6,6 +6,7 @@ TagManager:
|
||||
tags:
|
||||
- Moveable
|
||||
- Shaft
|
||||
- EyeTarget
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
@@ -52,3 +53,9 @@ TagManager:
|
||||
- name: Front
|
||||
uniqueID: 3043681975
|
||||
locked: 0
|
||||
- name: Module
|
||||
uniqueID: 1607245853
|
||||
locked: 0
|
||||
- name: Tool
|
||||
uniqueID: 959782197
|
||||
locked: 0
|
||||
|
||||
Reference in New Issue
Block a user