feat(scene-mgmt): 添加全屏图片展示功能

新增全屏/大图展示功能,支持 Yarn 命令控制:
- ShowLargeObj: 显示大图并淡入
- HideLargeObj: 隐藏大图并淡出
- HideAll: 同时隐藏大小图
- 实现大小图互斥切换逻辑
- 重构 HideObj 方法支持可选强制隐藏参数

在梦境场景中配置了大图渲染器和游戏对象,
添加相关 Yarn 命令绑定到 Dialog System。

Made-with: Cursor
This commit is contained in:
2026-03-06 16:49:23 +08:00
parent 0d929558c0
commit 23d363463c
3 changed files with 196 additions and 4 deletions
+86
View File
@@ -482,6 +482,90 @@ MonoBehaviour:
mipBias: 0
varianceClampScale: 0.9
contrastAdaptiveSharpening: 0
--- !u!1 &762853992
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 762853993}
- component: {fileID: 762853994}
m_Layer: 0
m_Name: "\u68A6\u5883\u5168\u5C4F\u56FE\u7247"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &762853993
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 762853992}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 861686055}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &762853994
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 762853992}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 2100000, guid: a97c105638bdf8b4a8650670310a4cd3, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 844151739
m_SortingLayer: 1
m_SortingOrder: 4
m_Sprite: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 0}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 8.930233, y: 5.023256}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 0
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &861686054
GameObject:
m_ObjectHideFlags: 0
@@ -516,6 +600,7 @@ Transform:
- {fileID: 1424643109}
- {fileID: 969796817}
- {fileID: 218986883}
- {fileID: 762853993}
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &861686057
@@ -532,6 +617,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
_spriteRenderer: {fileID: 218986884}
_backgroundSpriteRenderer: {fileID: 969796818}
_largeSpriteRenderer: {fileID: 762853994}
--- !u!1 &969796816
GameObject:
m_ObjectHideFlags: 0
@@ -122,6 +122,24 @@ namespace AibisDream
SpriteShowcase.Instance.FadeOutSync(duration);
}
[YarnCommand("show_large_sprite")]
public static IEnumerator ShowLargeSprite(string picName, float duration = 1)
{
yield return SpriteShowcase.Instance.ShowLargeObj(picName, duration);
}
[YarnCommand("hide_large_sprite")]
public static IEnumerator HideLargeSprite(float duration = 1)
{
yield return SpriteShowcase.Instance.HideLargeObj(duration);
}
[YarnCommand("hide_all_sprites")]
public static IEnumerator HideAllSprites(float duration = 1)
{
yield return SpriteShowcase.Instance.HideAll(duration);
}
[YarnCommand("show_full_screen")]
public static IEnumerator ShowFullScreen(string picName)
{
@@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using AibisDream.Kit;
using AibisDream.Utility;
using DG.Tweening;
@@ -10,21 +10,40 @@ namespace AibisDream
{
[SerializeField] private SpriteRenderer _spriteRenderer;
[SerializeField] private SpriteRenderer _backgroundSpriteRenderer;
[SerializeField] private SpriteRenderer _largeSpriteRenderer;
// 通过 activeSelf 判断当前状态
private bool IsSmallShowing => _spriteRenderer.gameObject.activeSelf;
private bool IsLargeShowing => _largeSpriteRenderer != null && _largeSpriteRenderer.gameObject.activeSelf;
public override void OnSingletonInit()
{
{
// 初始状态:隐藏
_spriteRenderer.gameObject.SetActive(false);
_spriteRenderer.SetAlpha(0);
// 大图初始状态:隐藏
if (_largeSpriteRenderer != null)
{
_largeSpriteRenderer.gameObject.SetActive(false);
_largeSpriteRenderer.SetAlpha(0);
}
}
/// <summary>
/// 显示物体
/// 显示物体(小图)
/// </summary>
/// <param name="picName">图片名称(相对于 Resources/Art/Obj/ 的路径)</param>
/// <param name="duration">淡入时长</param>
/// <returns>协程</returns>
public IEnumerator ShowObj(string picName, float duration = 1)
{
// 互斥:如果大图正在显示,先隐藏
if (IsLargeShowing)
{
yield return HideLargeObj(duration);
}
_spriteRenderer.gameObject.SetActive(true);
// 切换图片
@@ -36,14 +55,83 @@ namespace AibisDream
}
/// <summary>
/// 隐藏物体
/// 显示大图
/// </summary>
/// <param name="picName">图片名称(相对于 Resources/Art/Obj/ 的路径)</param>
/// <param name="duration">淡入时长</param>
/// <returns>协程</returns>
public IEnumerator ShowLargeObj(string picName, float duration = 1)
{
// 互斥:如果小图正在显示,先隐藏
if (IsSmallShowing)
{
yield return HideObj(duration);
}
if (_largeSpriteRenderer == null) yield break;
_largeSpriteRenderer.gameObject.SetActive(true);
// 切换图片
var newSprite = Resources.Load<Sprite>($"Art/Obj/{picName}");
_largeSpriteRenderer.sprite = newSprite;
// 然后淡入
yield return _largeSpriteRenderer.DOFade(1, duration).WaitForCompletion();
}
/// <summary>
/// 隐藏物体(小图)
/// </summary>
/// <param name="duration">淡出时长</param>
/// <returns>协程</returns>
public IEnumerator HideObj(float duration = 1)
{
yield return HideObj(force: false, duration);
}
/// <summary>
/// 隐藏物体(小图)
/// </summary>
/// <param name="force">是否强制隐藏</param>
/// <param name="duration">淡出时长</param>
/// <returns>协程</returns>
public IEnumerator HideObj(bool force, float duration = 1)
{
// force=false 时检查状态,未显示则直接返回
if (!force && !IsSmallShowing) yield break;
yield return _spriteRenderer.DOFade(0, duration).WaitForCompletion();
_spriteRenderer.gameObject.SetActive(false);
}
/// <summary>
/// 隐藏大图
/// </summary>
/// <param name="force">是否强制隐藏</param>
/// <param name="duration">淡出时长</param>
/// <returns>协程</returns>
public IEnumerator HideLargeObj(float duration = 1)
{
if (_largeSpriteRenderer == null) yield break;
yield return _largeSpriteRenderer.DOFade(0, duration).WaitForCompletion();
_largeSpriteRenderer.gameObject.SetActive(false);
}
/// <summary>
/// 隐藏所有(小图和大图)
/// </summary>
/// <param name="duration">淡出时长</param>
/// <returns>协程</returns>
public IEnumerator HideAll(float duration = 1)
{
if (IsSmallShowing)
yield return HideObj(duration);
if (IsLargeShowing)
yield return HideLargeObj(duration);
}
/// <summary>
/// 淡入(异步协程版本)