From 2bb41f4649d65669b2e4435da804164a5c52ccf9 Mon Sep 17 00:00:00 2001 From: bottlefish <781230111@qq.com> Date: Thu, 14 Nov 2024 11:40:57 +0800 Subject: [PATCH] =?UTF-8?q?=E4=B8=8D=E7=9F=A5=E9=81=93=E6=94=B9=E4=BA=86?= =?UTF-8?q?=E7=A5=9E=E7=A7=98=E5=85=88=E6=8F=90=E4=BA=A4=E4=B8=8B?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Prototype/佩佩/Scripts/UFProcess.cs | 130 +++++++++---------- Assets/Prototype/佩佩/佩佩视觉模块.unity | 137 ++++++++++++++++++++- Assets/Scenes/Persistence.unity | 14 +-- 3 files changed, 209 insertions(+), 72 deletions(-) diff --git a/Assets/Prototype/佩佩/Scripts/UFProcess.cs b/Assets/Prototype/佩佩/Scripts/UFProcess.cs index 5b59ffac7..e9bd6c11e 100644 --- a/Assets/Prototype/佩佩/Scripts/UFProcess.cs +++ b/Assets/Prototype/佩佩/Scripts/UFProcess.cs @@ -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("Art/Memory/" + memoryFinishedImageName); - Sprite UFMemorySprite = Resources.Load("Art/Photos/" + memoryFinishedImageName+"Error"); - if (memoryFinishedSprite == null) - { - Debug.LogError("Memory finished image not found: " + memoryFinishedImageName); - yield break; - } - - // if (UFMemorySprite == null) + // Sprite memoryFinishedSprite = Resources.Load("Art/Memory/" + memoryFinishedImageName); + // Sprite UFMemorySprite = Resources.Load("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() diff --git a/Assets/Prototype/佩佩/佩佩视觉模块.unity b/Assets/Prototype/佩佩/佩佩视觉模块.unity index cbc38ac76..b015043ee 100644 --- a/Assets/Prototype/佩佩/佩佩视觉模块.unity +++ b/Assets/Prototype/佩佩/佩佩视觉模块.unity @@ -11560,7 +11560,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - 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