美术资源替换

This commit is contained in:
2025-06-14 22:59:52 +08:00
parent cde651f0ff
commit 36643009bb
34 changed files with 2318 additions and 2136 deletions
+7 -10
View File
@@ -4,7 +4,6 @@ using AibisDream.Utility;
using DG.Tweening;
using UnityEngine;
using UnityEngine.EventSystems;
using Yarn;
namespace AibisDream.FixSystem
{
@@ -16,8 +15,7 @@ namespace AibisDream.FixSystem
#region
private Vector3 _startPos;
private Vector3 _RetractedPos;
private readonly Vector3 _pickupOffset = new(0, 0, 0);
private readonly Quaternion _pickupRotationOffset = Quaternion.Euler(0, 0, 30);
private readonly Quaternion _initRotation = Quaternion.Euler(0, 0, 180);
@@ -40,7 +38,6 @@ namespace AibisDream.FixSystem
{
InitComponentRef();
EventRegister();
_RetractedPos = transform.position;
_startPos = new Vector3(transform.position.x + 0.3f, transform.position.y - 2f,
transform.position.z); // 初始化时记录初始位置
}
@@ -134,13 +131,11 @@ namespace AibisDream.FixSystem
private void OnPointerDown(BaseEventData eventData)
{
Debug.Log($"OnPointerDown - IsPlugAvailable: {_cableSystem.IsPlugAvailable()}, isDragging: {_isDragging}");
GetComponent<SpriteRenderer>().sortingLayerName = "Tools";
GetComponent<SpriteRenderer>().sortingOrder = 48;
// 系统被锁定就返回
if (!_cableSystem.IsPlugAvailable()) return;
// 首次拖拽后关闭高亮
if (GlobalVariableKit.IsPlugHighLight)
{
@@ -162,6 +157,9 @@ namespace AibisDream.FixSystem
_cableSystem.PhysicCableRef.GetComponent<LineRenderer>().enabled = false;
_isPhysicCableActive = false;
_cableSystem.CableRef.ShowCable();
// 打开所有模块
FixSystemCenter.SystemDic.Get<BodyModuleSystem>().OpenModuleSlots();
}
private void OnPointerUp(BaseEventData eventData)
@@ -174,11 +172,13 @@ namespace AibisDream.FixSystem
{
// 找到了就插入目标Module
InsertSocket(targetModule);
FixSystemCenter.SystemDic.Get<BodyModuleSystem>().CloseModuleSlots(targetModule);
}
else
{
// 没找到就回到初始位置
ReturnToStartPosition();
FixSystemCenter.SystemDic.Get<BodyModuleSystem>().CloseModuleSlots(null);
}
}
@@ -223,9 +223,6 @@ namespace AibisDream.FixSystem
{
_cableSystem.PhysicCableRef.physicLine.UpdatePlug(transform);
}
// 如果未锁定,就一直查询是否靠近最近的插孔
if (!_cableSystem.IsPlugAvailable()) return;
_cableSystem.TryFindClosestModule(transform.position, out _);
}
void OnDrawGizmosSelected()