Merge branch 'feature/fmod' into 'develop'

Feature/fmod

See merge request aibis-dream/aibis-dream!283
This commit is contained in:
2025-03-05 07:58:57 +00:00
15 changed files with 1597 additions and 5367 deletions
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@@ -11,6 +11,7 @@ namespace AibisDream
public class ClinicSystem : MonoBehaviour
{
[HideInInspector] public CharacterViewer character;
[HideInInspector] public SpriteGroupKit characterGroup;
private GameObject _coolingScreen;
private readonly ClinicData _clinicData = new();
@@ -23,6 +24,9 @@ namespace AibisDream
character = transform.GetComponentInChildren<CharacterViewer>();
character.CharacterChangeEvent += OnCharacterChange;
characterGroup = transform.GetComponentInChildren<SpriteGroupKit>();
_clinicData.LoadEvent += LoadData;
// 注册Camera
@@ -1,4 +1,5 @@
using System.Collections;
using System.Collections.Generic;
using AibisDream.FixSystem;
using UnityEngine;
using Yarn.Unity;
@@ -22,6 +23,37 @@ namespace AibisDream
return ClinicSystem.Quit(duration);
}
[YarnCommand("init_character")]
public static IEnumerator InitCharacter(string key, string defaultState = "默认")
{
// 初始化
ClinicSystem.characterGroup.config.key = key;
ClinicSystem.characterGroup.gameObject.SetActive(false);
yield return ClinicSystem.characterGroup.InstantiateByConfigAsync();
// 加载初始表情
ClinicSystem.characterGroup.SwitchState(defaultState);
ClinicSystem.characterGroup.gameObject.SetActive(true);
}
[YarnCommand("switch_character_state")]
public static void SwitchCharacterState(string stateName)
{
ClinicSystem.characterGroup.SwitchState(stateName);
}
[YarnCommand("hide_character")]
public static void HideCharacter()
{
ClinicSystem.characterGroup.gameObject.SetActive(false);
}
[YarnCommand("show_character")]
public static void ShowCharacter()
{
ClinicSystem.characterGroup.gameObject.SetActive(true);
}
#region
[YarnCommand("character_init_new")]
@@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using AibisDream.Kit;
@@ -11,12 +12,11 @@ using UnityEditor;
namespace AibisDream.Framework
{
public class SpriteGroupKit : MonoBehaviour
{
#region
public Dictionary<string, SpriteRenderer> rendererDict = new();
private Dictionary<string, SpriteRenderer> _rendererDict = new();
[HideInInspector] public SpriteGroupConfig config = new();
[HideInInspector] public GameObject spriteGroup;
@@ -34,7 +34,10 @@ namespace AibisDream.Framework
// 再新建
InstantiateGroup();
// 把PSD名字填进去
config.key = spriteGroup.name;
config = new SpriteGroupConfig
{
key = spriteGroup.name
};
}
else
{
@@ -43,19 +46,25 @@ namespace AibisDream.Framework
}
public void InstantiateByConfig()
{
StartCoroutine(InstantiateByConfigAsync());
}
public IEnumerator InstantiateByConfigAsync()
{
// 校验Key是否存在
if (!config.Validate()) return;
if (!config.Validate()) yield break;
// 查查有没有Prefab
Debug.Log(config.PrefabResourcePath);
var prefab = Resources.Load<GameObject>(config.PrefabResourcePath);
if (!prefab)
var request = Resources.LoadAsync<GameObject>(config.PrefabResourcePath);
#if DEBUG
if (request.asset == null)
{
Debug.Log("对应Prefab不存在");
return;
Debug.Log($"prefab没有找到");
yield break;
}
#endif
// 实例化Prefab
spriteGroup = prefab;
spriteGroup = request.asset as GameObject;
DestroyAllChildren();
InstantiateGroup();
// 加载配置文件,没有就空着
@@ -69,10 +78,10 @@ namespace AibisDream.Framework
{
var root = Instantiate(spriteGroup, transform);
var rendererArray = root.GetComponentsInChildren<SpriteRenderer>(true);
rendererDict = new Dictionary<string, SpriteRenderer>();
_rendererDict = new Dictionary<string, SpriteRenderer>();
foreach (var rendererItem in rendererArray)
{
rendererDict[rendererItem.gameObject.name] = rendererItem;
_rendererDict[rendererItem.gameObject.name] = rendererItem;
}
}
@@ -95,7 +104,7 @@ namespace AibisDream.Framework
public void SaveState(string curState)
{
var activeArray = rendererDict
var activeArray = _rendererDict
.Where(pair => pair.Value.gameObject.activeSelf)
.Select(item => item.Key)
.ToArray();
@@ -151,7 +160,7 @@ namespace AibisDream.Framework
if (!config.stateDict.TryGetValue(stateName, out var activeArray)) return;
// 按状态激活
foreach (var item in rendererDict.Values)
foreach (var item in _rendererDict.Values)
{
item.gameObject.SetActive(activeArray.Contains(item.gameObject.name));
}
@@ -169,14 +178,14 @@ namespace AibisDream.Framework
return;
}
if (rendererDict is not { Count: > 0 })
if (_rendererDict is not { Count: > 0 })
{
Debug.LogWarning("还没有加载图集");
return;
}
// 排序
var renderers = rendererDict.Values;
var renderers = _rendererDict.Values;
var sortedRenderers = renderers.OrderBy(item => item, new LayerComparer()).ToArray();
for (var i = 0; i < sortedRenderers.Length; i++)
{
+8
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