不知道改了神秘先提交下

This commit is contained in:
2024-11-14 11:40:57 +08:00
parent ff1b00d37c
commit 2bb41f4649
3 changed files with 209 additions and 72 deletions
+66 -64
View File
@@ -25,12 +25,12 @@ public class UFProcess : MonoBehaviour,IViewLifecycle
//drawButton.onClick.AddListener(ProcessMemory);
// 初始化UI状态
memoryProcessImage.gameObject.SetActive(true);
memoryFinishedImage.gameObject.SetActive(false);
memoryFinishedImageColorWrong.gameObject.SetActive(false);
UFImage.gameObject.SetActive(false);
memoryProcessImage.material.SetFloat("_StrongTintFade", 1);
memoryProcessImage.material.SetFloat("_GlitchFade", 0);
// memoryProcessImage.gameObject.SetActive(true);
// memoryFinishedImage.gameObject.SetActive(false);
// memoryFinishedImageColorWrong.gameObject.SetActive(false);
// UFImage.gameObject.SetActive(false);
// memoryProcessImage.material.SetFloat("_StrongTintFade", 1);
// memoryProcessImage.material.SetFloat("_GlitchFade", 0);
}
public void Initialize()
{
@@ -44,8 +44,8 @@ public class UFProcess : MonoBehaviour,IViewLifecycle
}
public void OnShow()
{
Debug.Log("UFview Show");
StartCoroutine(ProcessMemory("liuying1-2"));
// Debug.Log("UFview Show");
// StartCoroutine(ProcessMemory("liuying1-2"));
}
public void OnExit()
@@ -68,79 +68,81 @@ public class UFProcess : MonoBehaviour,IViewLifecycle
isProcessing = true; // 开始处理,设置为true
Sprite memoryFinishedSprite = Resources.Load<Sprite>("Art/Memory/" + memoryFinishedImageName);
Sprite UFMemorySprite = Resources.Load<Sprite>("Art/Photos/" + memoryFinishedImageName+"Error");
if (memoryFinishedSprite == null)
{
Debug.LogError("Memory finished image not found: " + memoryFinishedImageName);
yield break;
}
// if (UFMemorySprite == null)
// Sprite memoryFinishedSprite = Resources.Load<Sprite>("Art/Memory/" + memoryFinishedImageName);
// Sprite UFMemorySprite = Resources.Load<Sprite>("Art/Photos/" + memoryFinishedImageName+"Error");
// if (memoryFinishedSprite == null)
// {
// Debug.LogError("UF image not found: " + UFImageName);
// Debug.LogError("Memory finished image not found: " + memoryFinishedImageName);
// yield break;
// }
memoryFinishedImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
// // if (UFMemorySprite == null)
// // {
// // Debug.LogError("UF image not found: " + UFImageName);
// // yield break;
// // }
// memoryFinishedImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
// 开始处理记忆的表现
memoryProcessImage.gameObject.SetActive(true);
//memoryProcessImage.sprite = defaultSprite; // 设置默认图片
memoryProcessImage.color = Color.white; // 设置初始颜色
// // 开始处理记忆的表现
// memoryProcessImage.gameObject.SetActive(true);
// //memoryProcessImage.sprite = defaultSprite; // 设置默认图片
// memoryProcessImage.color = Color.white; // 设置初始颜色
Sequence memorySequence = DOTween.Sequence();
// Sequence memorySequence = DOTween.Sequence();
// 修改memoryprocess的参数
memorySequence.Append(memoryProcessImage.material.DOFloat(0, "_StrongTintFade", 1));
memorySequence.Join(memoryProcessImage.material.DOFloat(1, "_GlitchFade", 1));
// // 修改memoryprocess的参数
// memorySequence.Append(memoryProcessImage.material.DOFloat(0, "_StrongTintFade", 1));
// memorySequence.Join(memoryProcessImage.material.DOFloat(1, "_GlitchFade", 1));
memorySequence.AppendInterval(2f);
// memorySequence.AppendInterval(2f);
// 记忆处理结束,激活memoryFinishedImage
memorySequence.AppendCallback(() =>
{
memoryFinishedImage.color= Color.white;
memoryProcessImage.gameObject.SetActive(false);
// // 记忆处理结束,激活memoryFinishedImage
// memorySequence.AppendCallback(() =>
// {
// memoryFinishedImage.color= Color.white;
// memoryProcessImage.gameObject.SetActive(false);
memoryFinishedImage.gameObject.SetActive(true);
memoryFinishedImage.sprite = memoryFinishedSprite; // 设置记忆处理结束的图片
memoryFinishedImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
});
// memoryFinishedImage.gameObject.SetActive(true);
// memoryFinishedImage.sprite = memoryFinishedSprite; // 设置记忆处理结束的图片
// memoryFinishedImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
// });
memorySequence.AppendInterval(0f); // 添加4秒的延时
// memorySequence.AppendInterval(0f); // 添加4秒的延时
memorySequence.Append(memoryFinishedImage.material.DOFloat(1, "_TwistUvAmount", 3f));
memorySequence.Join(memoryFinishedImage.material.DOFloat(0, "_Alpha", 3f));
memorySequence.AppendInterval(1f); // 添加1.5秒的延时
// memorySequence.Append(memoryFinishedImage.material.DOFloat(1, "_TwistUvAmount", 3f));
// memorySequence.Join(memoryFinishedImage.material.DOFloat(0, "_Alpha", 3f));
// memorySequence.AppendInterval(1f); // 添加1.5秒的延时
// 激活UFImage,并开始像素淡入效果
memorySequence.AppendCallback(() =>
{
memoryFinishedImage.gameObject.SetActive(false);
UFImage.gameObject.SetActive(true);
UFImage.color= Color.white;
UFImage.sprite = UFMemorySprite; // 设置糅合后的广告图
UFImage.material.SetFloat("Pixel_Fade", 1); // 设置 Pixel_Fade 为1
UFImage.rectTransform.anchoredPosition = new Vector2(0, -111f); // 重置位置
});
// // 激活UFImage,并开始像素淡入效果
// memorySequence.AppendCallback(() =>
// {
// memoryFinishedImage.gameObject.SetActive(false);
// UFImage.gameObject.SetActive(true);
// UFImage.color= Color.white;
// UFImage.sprite = UFMemorySprite; // 设置糅合后的广告图
// UFImage.material.SetFloat("Pixel_Fade", 1); // 设置 Pixel_Fade 为1
// UFImage.rectTransform.anchoredPosition = new Vector2(0, -111f); // 重置位置
// });
// Pixel_Fade 从1变为0,持续1.5秒
memorySequence.Append(DOTween.To(() => UFImage.material.GetFloat("Pixel_Fade"), x => UFImage.material.SetFloat("Pixel_Fade", x), 0, 3f));
// // Pixel_Fade 从1变为0,持续1.5秒
// memorySequence.Append(DOTween.To(() => UFImage.material.GetFloat("Pixel_Fade"), x => UFImage.material.SetFloat("Pixel_Fade", x), 0, 3f));
memorySequence.AppendInterval(1f); // 添加2秒的延时
// memorySequence.AppendInterval(1f); // 添加2秒的延时
// UFImage向右移动
memorySequence.Append(UFImage.rectTransform.DOAnchorPosX(1000, 1f)); // 假设向右移动1000单位
// // UFImage向右移动
// memorySequence.Append(UFImage.rectTransform.DOAnchorPosX(1000, 1f)); // 假设向右移动1000单位
// 序列完成时更新索引
memorySequence.OnComplete(() =>
{
UFImage.gameObject.SetActive(false);
isProcessing = false; // 处理完成,设置为false
AudioManager.PauseLoopAudio();
});
yield return memorySequence.WaitForCompletion();
// // 序列完成时更新索引
// memorySequence.OnComplete(() =>
// {
// UFImage.gameObject.SetActive(false);
// isProcessing = false; // 处理完成,设置为false
// AudioManager.PauseLoopAudio();
// });
yield return new WaitForSeconds(3f);
AudioManager.PauseLoopAudio();
isProcessing = false;
DialogController.Instance.StartDialogNode("UF进程播放完毕");
}
public bool IsProcessing()
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