chore: 删除废弃的 Screen System、FixLightSystem 和相关代码
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using System;
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using System.Collections;
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using AibisDream.Utility;
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using DG.Tweening;
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using UnityEngine;
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namespace AibisDream.FixSystem
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{
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public class CharacterViewer : MonoBehaviour
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{
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private string _curCharacterName;
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private GameObject _curCharacter;
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private float _characterAlpha;
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private Coroutine _autoBlinkCoroutine;
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private Transform FaceGroup => _curCharacter.transform.Find("表情");
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private Transform PoseGroup => _curCharacter.transform.Find("动作");
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private Transform LinkDevice => _curCharacter.transform.Find("换液设备");
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private SpriteRenderer _blinkLayer;
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public CharacterData characterData;
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public event Action<CharacterData> CharacterChangeEvent;
|
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|
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public IEnumerator CharacterInit(string characterName)
|
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{
|
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// 异步加载角色预制体(psb)
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ResourceRequest request = Resources.LoadAsync<GameObject>($"Characters/{characterName}");
|
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yield return request;
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#if DEBUG
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if (request.asset == null)
|
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{
|
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Debug.Log($"{characterName}没有找到");
|
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yield break;
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}
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#endif
|
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// 先卸载旧的
|
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if (_curCharacter != null)
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{
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Destroy(_curCharacter);
|
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_curCharacter = null;
|
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}
|
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|
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characterData = new CharacterData();
|
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characterData.characterName = characterName;
|
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// 加载新的
|
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GameObject characterPrefab = request.asset as GameObject;
|
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_curCharacter = Instantiate(characterPrefab, transform);
|
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// 初始化处理
|
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_curCharacter.SetActive(false);
|
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_blinkLayer = _curCharacter.transform.Find("闭眼").GetComponent<SpriteRenderer>();
|
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_blinkLayer.enabled = false;
|
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// 表情和动作只留一种
|
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characterData.faceName = ActiveLayer(FaceGroup);
|
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characterData.poseName = ActiveLayer(PoseGroup);
|
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// 换液设备先隐藏
|
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RemoveLinkDevice();
|
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|
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// 初始化角色透明度
|
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SetCharacterAlpha(0);
|
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|
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// 等待一帧,确保初始化完成
|
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yield return new WaitForSeconds(1);
|
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// 激活角色
|
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_curCharacter.SetActive(true);
|
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|
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characterData.isShow = false;
|
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UpdateCharacterData();
|
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}
|
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|
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private void UpdateCharacterData()
|
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{
|
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CharacterChangeEvent?.Invoke(characterData);
|
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}
|
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|
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private static string ActiveLayer(Transform root, string layerName = null)
|
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{
|
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var childLayers = root.GetComponentsInChildren<SpriteRenderer>(true);
|
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if (childLayers.Length == 0) return null;
|
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|
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foreach (var layer in childLayers)
|
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{
|
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layer.enabled = layer.gameObject.name == layerName;
|
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}
|
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|
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// 如果输入为空,就默认激活一层
|
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if (layerName == null)
|
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{
|
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childLayers[0].enabled = true;
|
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return childLayers[0].gameObject.name;
|
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}
|
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|
||||
return layerName;
|
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}
|
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|
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private void SetCharacterAlpha(float alpha)
|
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{
|
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_characterAlpha = alpha;
|
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SpriteRenderer[] renderers = _curCharacter.GetComponentsInChildren<SpriteRenderer>(true);
|
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Array.ForEach(renderers, spriteRenderer => { spriteRenderer.SetAlpha(alpha); });
|
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}
|
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|
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public IEnumerator CharacterFadeIn(float duration = 1f)
|
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{
|
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if (_curCharacter)
|
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{
|
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yield return FadeCharacter(1, duration);
|
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characterData.isShow = true;
|
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UpdateCharacterData();
|
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}
|
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}
|
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|
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public IEnumerator CharacterFadeOut(float duration = 1f)
|
||||
{
|
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if (_curCharacter != null)
|
||||
{
|
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yield return FadeCharacter(0, duration);
|
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characterData.isShow = false;
|
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UpdateCharacterData();
|
||||
}
|
||||
}
|
||||
|
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private IEnumerator FadeCharacter(float toAlpha, float duration)
|
||||
{
|
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yield return DOTween.To(() => _characterAlpha, x => SetCharacterAlpha(x), toAlpha, duration)
|
||||
.WaitForCompletion();
|
||||
}
|
||||
|
||||
public void SwitchPose(string poseName)
|
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{
|
||||
characterData.poseName = ActiveLayer(PoseGroup, poseName);
|
||||
UpdateCharacterData();
|
||||
}
|
||||
|
||||
public void SwitchFace(string faceName)
|
||||
{
|
||||
StopAutoBlink();
|
||||
characterData.faceName = ActiveLayer(FaceGroup, faceName);
|
||||
UpdateCharacterData();
|
||||
}
|
||||
|
||||
public void Blink()
|
||||
{
|
||||
_blinkLayer.enabled = true;
|
||||
_ = CommonUtil.Delay(100, () => { _blinkLayer.enabled = false; });
|
||||
}
|
||||
|
||||
public void AutoBlink()
|
||||
{
|
||||
StopAutoBlink();
|
||||
_autoBlinkCoroutine = StartCoroutine(AutoBlinkAsync());
|
||||
}
|
||||
|
||||
public void StopAutoBlink()
|
||||
{
|
||||
if (_autoBlinkCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_autoBlinkCoroutine);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator AutoBlinkAsync()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
yield return new WaitForSeconds(6f);
|
||||
Blink();
|
||||
}
|
||||
}
|
||||
|
||||
public void AddLinkDevice()
|
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{
|
||||
characterData.hasDevice = true;
|
||||
UpdateCharacterData();
|
||||
LinkDevice.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void RemoveLinkDevice()
|
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{
|
||||
characterData.hasDevice = false;
|
||||
UpdateCharacterData();
|
||||
LinkDevice.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void CharacterShow(string characterName = "")
|
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{
|
||||
if (_curCharacter != null)
|
||||
{
|
||||
characterData.isShow = true;
|
||||
UpdateCharacterData();
|
||||
// 将角色的透明度设置为 1
|
||||
SetCharacterAlpha(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"Character {characterName} not found in loaded characters.");
|
||||
}
|
||||
}
|
||||
|
||||
public void OnDestroy()
|
||||
{
|
||||
characterData = new CharacterData();
|
||||
UpdateCharacterData();
|
||||
}
|
||||
}
|
||||
|
||||
public struct CharacterData
|
||||
{
|
||||
public string characterName;
|
||||
public string faceName;
|
||||
public string poseName;
|
||||
public bool hasDevice;
|
||||
public bool isShow;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26c6d766a411186449e3e0fd4c9f1ca5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,111 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using AibisDream.FixSystem;
|
||||
using UnityEngine;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace AibisDream
|
||||
{
|
||||
public static class ClinicYarnCommand
|
||||
{
|
||||
private static ClinicSystem ClinicSystem => FixSystemCenter.SystemDic.Get<ClinicSystem>();
|
||||
|
||||
[YarnCommand("quit_clinic_new")]
|
||||
public static IEnumerator Quit(float duration)
|
||||
{
|
||||
return ClinicSystem.Quit(duration);
|
||||
}
|
||||
|
||||
#region 角色展示相关
|
||||
|
||||
[YarnCommand("character_init_new")]
|
||||
public static void CharacterInit(string characterName)
|
||||
{
|
||||
// return Character.CharacterInit(characterName);
|
||||
Debug.Log("旧表情系统已废弃,请停止使用");
|
||||
}
|
||||
|
||||
[YarnCommand("character_fade_in_new")]
|
||||
public static void CharacterFadeIn()
|
||||
{
|
||||
// return Character.CharacterFadeIn();
|
||||
Debug.Log("旧表情系统已废弃,请停止使用");
|
||||
}
|
||||
|
||||
[YarnCommand("character_fade_out_new")]
|
||||
public static void CharacterFadeOut()
|
||||
{
|
||||
// return Character.CharacterFadeOut();
|
||||
Debug.Log("旧表情系统已废弃,请停止使用");
|
||||
}
|
||||
|
||||
[YarnCommand("character_show_new")]
|
||||
public static void CharacterShow(string characterName)
|
||||
{
|
||||
// Character.CharacterShow(characterName);
|
||||
Debug.Log("旧表情系统已废弃,请停止使用");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 角色动作调整
|
||||
|
||||
[YarnCommand("character_face_new")]
|
||||
public static void CharacterFace(string state)
|
||||
{
|
||||
// Character.SwitchFace(state);
|
||||
Debug.Log("旧表情系统已废弃,请停止使用");
|
||||
}
|
||||
|
||||
[YarnCommand("character_eye_new")]
|
||||
public static void CharacterEye(string state)
|
||||
{
|
||||
// Character.SetEyeState(state);
|
||||
Debug.LogWarning("该命令已废弃");
|
||||
}
|
||||
|
||||
[YarnCommand("character_crying_new")]
|
||||
public static void CharacterCrying(bool isCrying)
|
||||
{
|
||||
// Character.SetCrying(isCrying);
|
||||
Debug.LogWarning("该命令已废弃");
|
||||
}
|
||||
|
||||
[YarnCommand("character_pos")]
|
||||
public static void SwitchPos(string poseName)
|
||||
{
|
||||
// Character.SwitchPose(poseName);
|
||||
Debug.Log("旧表情系统已废弃,请停止使用");
|
||||
}
|
||||
|
||||
[YarnCommand("character_auto_blink")]
|
||||
public static void AutoBlink()
|
||||
{
|
||||
// Character.AutoBlink();
|
||||
Debug.Log("旧表情系统已废弃,请停止使用");
|
||||
}
|
||||
|
||||
[YarnCommand("character_stop_auto_blink")]
|
||||
public static void StopAutoBlink()
|
||||
{
|
||||
// Character.StopAutoBlink();
|
||||
Debug.Log("旧表情系统已废弃,请停止使用");
|
||||
}
|
||||
|
||||
[YarnCommand("character_add_device")]
|
||||
public static void AddLinkDevice()
|
||||
{
|
||||
// Character.AddLinkDevice();
|
||||
Debug.Log("旧表情系统已废弃,请停止使用");
|
||||
}
|
||||
|
||||
[YarnCommand("character_remove_device")]
|
||||
public static void RemoveLinkDevice()
|
||||
{
|
||||
// Character.RemoveLinkDevice();
|
||||
Debug.Log("旧表情系统已废弃,请停止使用");
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a98db7194cd94b56a42e2bb8035cf2e7
|
||||
timeCreated: 1734089013
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d37d6eefb3cebe8409b623ca8f703ed3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,905 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DG.Tweening;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// 灯光系统控制器,管理呼吸灯、小灯、环境灯、面板灯和警报灯的状态
|
||||
/// </summary>
|
||||
public class FixLightSystem : MonoBehaviour
|
||||
{
|
||||
#region 枚举定义
|
||||
|
||||
/// <summary>
|
||||
/// 灯光状态
|
||||
/// </summary>
|
||||
public enum LightState
|
||||
{
|
||||
Normal, // 正常状态
|
||||
Warning, // 警告状态
|
||||
Emergency // 紧急状态
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region 常量定义
|
||||
|
||||
private const float SYSTEM_OFF_ENVIRONMENT_INTENSITY = 0.4f;
|
||||
private const float SELF_CHECK_DELAY = 0.05f;
|
||||
private const float SELF_CHECK_INTERVAL = 0.1f;
|
||||
private const float ECG_WAVE_TOGGLE_DELAY = 0.1f;
|
||||
private const float ECG_WAVE_FINAL_DELAY = 0.2f;
|
||||
private const float BREATHING_LIGHT_START_DELAY = 0.5f;
|
||||
private const float ALARM_LIGHT_MAX_INTENSITY = 4f;
|
||||
private const float BREATHING_LIGHT_MAX_INTENSITY = 1f;
|
||||
private const int SELF_CHECK_COUNT = 2;
|
||||
private const int MIN_FLICKER_BLINK_COUNT = 2;
|
||||
private const int MAX_FLICKER_BLINK_COUNT = 4;
|
||||
private const float MIN_FLICKER_INTERVAL = 3f;
|
||||
private const float MAX_FLICKER_INTERVAL = 8f;
|
||||
|
||||
#endregion
|
||||
|
||||
#region 呼吸灯相关字段
|
||||
|
||||
[Header("呼吸灯设置")]
|
||||
[SerializeField] private Light2D breathingLight;
|
||||
[SerializeField] private float normalBreathingSpeed = 1f;
|
||||
[SerializeField] private float warningBreathingSpeed = 2f;
|
||||
[SerializeField] private float emergencyBreathingSpeed = 3f;
|
||||
[SerializeField] private Color normalColor = Color.green;
|
||||
[SerializeField] private Color warningColor = Color.yellow;
|
||||
[SerializeField] private Color emergencyColor = Color.red;
|
||||
[SerializeField] private RobotECGWave ecgWave;
|
||||
|
||||
private SpriteRenderer breathingLightSprite;
|
||||
private Tween breathingTween;
|
||||
|
||||
#endregion
|
||||
|
||||
#region 小灯相关字段
|
||||
|
||||
[Header("小灯设置")]
|
||||
[SerializeField] private List<Light2D> smallLights = new List<Light2D>();
|
||||
[SerializeField] private float smallLightBlinkInterval = 0.5f;
|
||||
[SerializeField] private Color smallLightDefaultColor = Color.yellow;
|
||||
[SerializeField] private Color smallLightNormalColor = Color.green;
|
||||
[SerializeField] private Color smallLightErrorColor = Color.red;
|
||||
[SerializeField] private float operationBlinkDuration = 1f;
|
||||
[SerializeField] private float operationBlinkInterval = 0.1f;
|
||||
|
||||
private List<SpriteRenderer> smallLightSprites = new List<SpriteRenderer>();
|
||||
private SmallLightState smallLightState = SmallLightState.Default;
|
||||
private SmallLightStatus smallLightStatus = SmallLightStatus.Normal;
|
||||
|
||||
#endregion
|
||||
|
||||
#region 环境灯相关字段
|
||||
|
||||
[Header("环境灯设置")]
|
||||
[SerializeField] private Light2D environmentLight;
|
||||
[SerializeField] private bool isEnvironmentLightFlickering = false;
|
||||
[SerializeField] private float normalEnvironmentIntensity = 1f;
|
||||
[SerializeField] private float warningEnvironmentIntensity = 1f;
|
||||
[SerializeField] private float emergencyEnvironmentIntensity = 1f;
|
||||
[SerializeField] private float brokenLightFlickerInterval = 0.1f;
|
||||
[SerializeField] private float brokenLightFlickerDuration = 0.05f;
|
||||
[SerializeField] private float brokenLightPatternInterval = 2f;
|
||||
[SerializeField] private float brokenLightDarkDuration = 0.8f;
|
||||
[SerializeField] private Color normalEnvironmentColor = Color.white;
|
||||
[SerializeField] private Color warningEnvironmentColor = Color.yellow;
|
||||
[SerializeField] private Color emergencyEnvironmentColor = Color.red;
|
||||
|
||||
#endregion
|
||||
|
||||
#region 面板灯相关字段
|
||||
|
||||
[Header("面板灯设置")]
|
||||
[SerializeField] private Light2D panelLight;
|
||||
[SerializeField] private float panelLightIntensity = 1f;
|
||||
[SerializeField] private float panelLightBlinkDuration = 0.2f;
|
||||
[SerializeField] private int panelLightBlinkCount = 2;
|
||||
[SerializeField] private Color panelLightColor = Color.white;
|
||||
|
||||
#endregion
|
||||
|
||||
#region 警报灯相关字段
|
||||
|
||||
[Header("警报灯设置")]
|
||||
[SerializeField] private Light2D alarmLight;
|
||||
[SerializeField] private float alarmBlinkSpeed = 0.5f;
|
||||
[SerializeField] private Color alarmLightColor = Color.red;
|
||||
|
||||
private Tween alarmTween;
|
||||
|
||||
#endregion
|
||||
|
||||
#region 系统状态相关字段
|
||||
|
||||
[SerializeField] private bool isSystemOn = false;
|
||||
private LightState currentState = LightState.Normal;
|
||||
private bool isSystemStarting = false;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity生命周期方法
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// 初始化SpriteRenderer引用
|
||||
InitializeSpriteRenderers();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
InitializeSystemState();
|
||||
SetEnvironmentLightBroken();
|
||||
SetEnvironmentLightFlickering(isEnvironmentLightFlickering);
|
||||
StartCoroutine(SmallLightsBlinkRoutine());
|
||||
SetSmallLightState(SmallLightState.Default);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// 清理所有Tween
|
||||
breathingTween?.Kill();
|
||||
alarmTween?.Kill();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 初始化方法
|
||||
|
||||
/// <summary>
|
||||
/// 初始化SpriteRenderer引用
|
||||
/// </summary>
|
||||
private void InitializeSpriteRenderers()
|
||||
{
|
||||
// 自动获取呼吸灯的SpriteRenderer
|
||||
if (breathingLight != null)
|
||||
{
|
||||
breathingLightSprite = breathingLight.GetComponentInParent<SpriteRenderer>();
|
||||
}
|
||||
|
||||
// 自动获取小灯的SpriteRenderer
|
||||
smallLightSprites.Clear();
|
||||
foreach (var light in smallLights)
|
||||
{
|
||||
if (light != null)
|
||||
{
|
||||
var spriteRenderer = light.GetComponentInParent<SpriteRenderer>();
|
||||
smallLightSprites.Add(spriteRenderer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 初始化系统状态
|
||||
/// </summary>
|
||||
private void InitializeSystemState()
|
||||
{
|
||||
if (isSystemOn)
|
||||
{
|
||||
InitializeSystemOn();
|
||||
}
|
||||
else
|
||||
{
|
||||
InitializeSystemOff();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 系统开启时的初始化
|
||||
/// </summary>
|
||||
private void InitializeSystemOn()
|
||||
{
|
||||
SetBreathingLight(normalColor, BREATHING_LIGHT_MAX_INTENSITY);
|
||||
InitializeSmallLights(smallLightDefaultColor, BREATHING_LIGHT_MAX_INTENSITY);
|
||||
SetPanelLight(panelLightColor, panelLightIntensity);
|
||||
SetECGWaveActive(true);
|
||||
SetEnvironmentLightIntensity(normalEnvironmentIntensity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 系统关闭时的初始化
|
||||
/// </summary>
|
||||
private void InitializeSystemOff()
|
||||
{
|
||||
SetBreathingLight(normalColor, 0f, true);
|
||||
TurnOffAllSmallLights();
|
||||
SetPanelLight(panelLightColor, 0f);
|
||||
SetECGWaveActive(false);
|
||||
SetEnvironmentLightIntensity(SYSTEM_OFF_ENVIRONMENT_INTENSITY);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 公共方法 - 系统控制
|
||||
|
||||
/// <summary>
|
||||
/// 检查系统是否开启
|
||||
/// </summary>
|
||||
public bool IsSystemOn()
|
||||
{
|
||||
return isSystemOn;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置系统电源状态
|
||||
/// </summary>
|
||||
public void SetSystemPower(bool isOn)
|
||||
{
|
||||
isSystemOn = isOn;
|
||||
if (!isOn)
|
||||
{
|
||||
TurnOffAllLights();
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateLightsState();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 启动系统
|
||||
/// </summary>
|
||||
public IEnumerator StartSystem()
|
||||
{
|
||||
if (isSystemStarting || isSystemOn) yield break;
|
||||
|
||||
isSystemStarting = true;
|
||||
yield return StartCoroutine(SystemStartSequence());
|
||||
isSystemStarting = false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 公共方法 - 灯光状态控制
|
||||
|
||||
/// <summary>
|
||||
/// 设置灯光状态
|
||||
/// </summary>
|
||||
public void SetLightState(LightState newState)
|
||||
{
|
||||
if (!isSystemOn) return;
|
||||
|
||||
if (currentState != newState)
|
||||
{
|
||||
currentState = newState;
|
||||
UpdateLightsState();
|
||||
Debug.Log($"灯光状态已切换为: {newState}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置小灯状态
|
||||
/// </summary>
|
||||
public void SetSmallLightState(SmallLightState newState)
|
||||
{
|
||||
if (smallLightState != newState)
|
||||
{
|
||||
smallLightState = newState;
|
||||
if (newState == SmallLightState.Default)
|
||||
{
|
||||
smallLightStatus = SmallLightStatus.Normal;
|
||||
}
|
||||
StartCoroutine(HandleSmallLightStateChange());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置小灯状态状态
|
||||
/// </summary>
|
||||
public void SetSmallLightStatus(SmallLightStatus newStatus)
|
||||
{
|
||||
if (smallLightStatus != newStatus)
|
||||
{
|
||||
smallLightStatus = newStatus;
|
||||
UpdateSmallLightsStatus();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置环境灯闪烁状态
|
||||
/// </summary>
|
||||
public void SetEnvironmentLightFlickering(bool isFlickering)
|
||||
{
|
||||
if (isEnvironmentLightFlickering != isFlickering)
|
||||
{
|
||||
isEnvironmentLightFlickering = isFlickering;
|
||||
if (isFlickering)
|
||||
{
|
||||
StartCoroutine(EnvironmentLightFlickerRoutine());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置环境灯损坏状态
|
||||
/// </summary>
|
||||
public void SetEnvironmentLightBroken()
|
||||
{
|
||||
if (environmentLight != null)
|
||||
{
|
||||
environmentLight.color = GetEnvironmentColorByState(currentState);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置警报灯闪烁速度
|
||||
/// </summary>
|
||||
public void SetAlarmBlinkSpeed(float speed)
|
||||
{
|
||||
if (speed > 0)
|
||||
{
|
||||
alarmBlinkSpeed = speed;
|
||||
// 如果当前正在闪烁,更新闪烁速度
|
||||
if (currentState == LightState.Emergency && alarmLight != null)
|
||||
{
|
||||
StartAlarmLightBlink();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 停止警报灯
|
||||
/// </summary>
|
||||
public void StopAlarmLight()
|
||||
{
|
||||
if (alarmLight != null)
|
||||
{
|
||||
alarmTween?.Kill();
|
||||
alarmLight.intensity = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 公共方法 - ECG波形控制
|
||||
|
||||
/// <summary>
|
||||
/// 获取当前波形类型
|
||||
/// </summary>
|
||||
public RobotECGWave.WaveType GetCurrentWaveType()
|
||||
{
|
||||
return ecgWave?.waveType ?? RobotECGWave.WaveType.RobotECG;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置波形类型
|
||||
/// </summary>
|
||||
public void SetWaveType(RobotECGWave.WaveType waveType)
|
||||
{
|
||||
if (ecgWave != null)
|
||||
{
|
||||
ecgWave.SetWaveType(waveType);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 私有方法 - 灯光状态更新
|
||||
|
||||
/// <summary>
|
||||
/// 更新所有灯光状态
|
||||
/// </summary>
|
||||
private void UpdateLightsState()
|
||||
{
|
||||
var stateConfig = GetStateConfig(currentState);
|
||||
|
||||
UpdateAlarmLight(stateConfig);
|
||||
UpdateBreathingLight(stateConfig);
|
||||
UpdateECGWave(stateConfig);
|
||||
UpdateEnvironmentLight(stateConfig);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取状态配置
|
||||
/// </summary>
|
||||
private (Color color, float breathingSpeed, RobotECGWave.WaveType waveType, Color envColor, float envIntensity) GetStateConfig(LightState state)
|
||||
{
|
||||
return state switch
|
||||
{
|
||||
LightState.Normal => (normalColor, normalBreathingSpeed, RobotECGWave.WaveType.RobotECG, normalEnvironmentColor, normalEnvironmentIntensity),
|
||||
LightState.Warning => (warningColor, warningBreathingSpeed, RobotECGWave.WaveType.Warning, warningEnvironmentColor, warningEnvironmentIntensity),
|
||||
LightState.Emergency => (emergencyColor, emergencyBreathingSpeed, RobotECGWave.WaveType.Noise, normalEnvironmentColor, normalEnvironmentIntensity),
|
||||
_ => (normalColor, normalBreathingSpeed, RobotECGWave.WaveType.RobotECG, normalEnvironmentColor, normalEnvironmentIntensity)
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新警报灯
|
||||
/// </summary>
|
||||
private void UpdateAlarmLight((Color color, float breathingSpeed, RobotECGWave.WaveType waveType, Color envColor, float envIntensity) config)
|
||||
{
|
||||
if (alarmLight == null) return;
|
||||
|
||||
if (currentState == LightState.Emergency)
|
||||
{
|
||||
alarmLight.color = alarmLightColor;
|
||||
StartAlarmLightBlink();
|
||||
}
|
||||
else
|
||||
{
|
||||
StopAlarmLight();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 启动警报灯闪烁
|
||||
/// </summary>
|
||||
private void StartAlarmLightBlink()
|
||||
{
|
||||
if (alarmLight == null) return;
|
||||
|
||||
alarmTween?.Kill();
|
||||
alarmTween = DOTween.To(
|
||||
() => alarmLight.intensity,
|
||||
x => alarmLight.intensity = x,
|
||||
ALARM_LIGHT_MAX_INTENSITY,
|
||||
alarmBlinkSpeed
|
||||
)
|
||||
.SetLoops(-1, LoopType.Yoyo)
|
||||
.SetEase(Ease.InOutSine);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新呼吸灯
|
||||
/// </summary>
|
||||
private void UpdateBreathingLight((Color color, float breathingSpeed, RobotECGWave.WaveType waveType, Color envColor, float envIntensity) config)
|
||||
{
|
||||
if (breathingLight == null)
|
||||
{
|
||||
Debug.LogWarning("呼吸灯组件未设置!");
|
||||
return;
|
||||
}
|
||||
|
||||
SetBreathingLight(config.color, BREATHING_LIGHT_MAX_INTENSITY);
|
||||
StartBreathingEffect(config.breathingSpeed);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 启动呼吸效果
|
||||
/// </summary>
|
||||
private void StartBreathingEffect(float breathingSpeed)
|
||||
{
|
||||
breathingTween?.Kill();
|
||||
breathingTween = DOTween.To(
|
||||
() => breathingLight.intensity,
|
||||
x => breathingLight.intensity = x,
|
||||
BREATHING_LIGHT_MAX_INTENSITY,
|
||||
1f / breathingSpeed
|
||||
)
|
||||
.SetLoops(-1, LoopType.Yoyo)
|
||||
.SetEase(Ease.InOutSine);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新ECG波形
|
||||
/// </summary>
|
||||
private void UpdateECGWave((Color color, float breathingSpeed, RobotECGWave.WaveType waveType, Color envColor, float envIntensity) config)
|
||||
{
|
||||
if (ecgWave != null)
|
||||
{
|
||||
ecgWave.SetWaveType(config.waveType);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("ECG波形组件未设置!");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新环境灯
|
||||
/// </summary>
|
||||
private void UpdateEnvironmentLight((Color color, float breathingSpeed, RobotECGWave.WaveType waveType, Color envColor, float envIntensity) config)
|
||||
{
|
||||
if (environmentLight == null) return;
|
||||
|
||||
environmentLight.color = config.envColor;
|
||||
float targetIntensity = isSystemOn ? config.envIntensity : SYSTEM_OFF_ENVIRONMENT_INTENSITY;
|
||||
environmentLight.intensity = targetIntensity;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 私有方法 - 灯光设置辅助方法
|
||||
|
||||
/// <summary>
|
||||
/// 设置呼吸灯
|
||||
/// </summary>
|
||||
private void SetBreathingLight(Color color, float intensity, bool useTransparent = false)
|
||||
{
|
||||
if (breathingLight != null)
|
||||
{
|
||||
breathingLight.color = color;
|
||||
breathingLight.intensity = intensity;
|
||||
}
|
||||
|
||||
if (breathingLightSprite != null)
|
||||
{
|
||||
breathingLightSprite.color = useTransparent
|
||||
? new Color(color.r, color.g, color.b, 0f)
|
||||
: color;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置面板灯
|
||||
/// </summary>
|
||||
private void SetPanelLight(Color color, float intensity)
|
||||
{
|
||||
if (panelLight != null)
|
||||
{
|
||||
panelLight.color = color;
|
||||
panelLight.intensity = intensity;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置环境灯强度
|
||||
/// </summary>
|
||||
private void SetEnvironmentLightIntensity(float intensity)
|
||||
{
|
||||
if (environmentLight != null)
|
||||
{
|
||||
environmentLight.intensity = intensity;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置ECG波形激活状态
|
||||
/// </summary>
|
||||
private void SetECGWaveActive(bool active)
|
||||
{
|
||||
if (ecgWave != null)
|
||||
{
|
||||
ecgWave.gameObject.SetActive(active);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 初始化小灯
|
||||
/// </summary>
|
||||
private void InitializeSmallLights(Color color, float intensity)
|
||||
{
|
||||
SetSmallLightsColorAndIntensity(color, intensity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置小灯颜色和强度
|
||||
/// </summary>
|
||||
private void SetSmallLightsColorAndIntensity(Color color, float intensity)
|
||||
{
|
||||
for (int i = 0; i < smallLights.Count; i++)
|
||||
{
|
||||
if (smallLights[i] != null)
|
||||
{
|
||||
smallLights[i].color = color;
|
||||
smallLights[i].intensity = intensity;
|
||||
}
|
||||
|
||||
if (i < smallLightSprites.Count && smallLightSprites[i] != null)
|
||||
{
|
||||
smallLightSprites[i].color = color;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 关闭所有小灯
|
||||
/// </summary>
|
||||
private void TurnOffAllSmallLights()
|
||||
{
|
||||
SetSmallLightsColorAndIntensity(Color.clear, 0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 关闭所有灯光
|
||||
/// </summary>
|
||||
private void TurnOffAllLights()
|
||||
{
|
||||
SetBreathingLight(normalColor, 0f, true);
|
||||
SetPanelLight(panelLightColor, 0f);
|
||||
SetECGWaveActive(false);
|
||||
TurnOffAllSmallLights();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据状态获取环境灯颜色
|
||||
/// </summary>
|
||||
private Color GetEnvironmentColorByState(LightState state)
|
||||
{
|
||||
return state switch
|
||||
{
|
||||
LightState.Normal => normalEnvironmentColor,
|
||||
LightState.Warning => warningEnvironmentColor,
|
||||
LightState.Emergency => emergencyEnvironmentColor,
|
||||
_ => normalEnvironmentColor
|
||||
};
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 私有方法 - 小灯相关
|
||||
|
||||
/// <summary>
|
||||
/// 处理小灯状态变化
|
||||
/// </summary>
|
||||
private IEnumerator HandleSmallLightStateChange()
|
||||
{
|
||||
if (smallLightState == SmallLightState.Operation)
|
||||
{
|
||||
yield return StartCoroutine(OperationBlinkSequence());
|
||||
SetSmallLightsToOperationState();
|
||||
}
|
||||
else
|
||||
{
|
||||
ResetSmallLightsToDefault();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 运行状态闪烁序列
|
||||
/// </summary>
|
||||
private IEnumerator OperationBlinkSequence()
|
||||
{
|
||||
float endTime = Time.time + operationBlinkDuration;
|
||||
while (Time.time < endTime)
|
||||
{
|
||||
foreach (var light in smallLights)
|
||||
{
|
||||
if (light != null)
|
||||
{
|
||||
light.intensity = Random.value > 0.5f ? BREATHING_LIGHT_MAX_INTENSITY : 0f;
|
||||
}
|
||||
}
|
||||
yield return new WaitForSeconds(operationBlinkInterval);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置小灯为运行状态
|
||||
/// </summary>
|
||||
private void SetSmallLightsToOperationState()
|
||||
{
|
||||
Color targetColor = GetSmallLightColorByState(currentState);
|
||||
SetSmallLightsColorAndIntensity(targetColor, BREATHING_LIGHT_MAX_INTENSITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据当前状态获取小灯颜色
|
||||
/// </summary>
|
||||
private Color GetSmallLightColorByState(LightState state)
|
||||
{
|
||||
return state switch
|
||||
{
|
||||
LightState.Normal => smallLightNormalColor,
|
||||
LightState.Warning => warningColor,
|
||||
LightState.Emergency => emergencyColor,
|
||||
_ => smallLightNormalColor
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重置小灯为默认状态
|
||||
/// </summary>
|
||||
private void ResetSmallLightsToDefault()
|
||||
{
|
||||
SetSmallLightsColorAndIntensity(smallLightDefaultColor, 0f);
|
||||
|
||||
// 只有第一个灯闪烁
|
||||
if (smallLights.Count > 0 && smallLights[0] != null)
|
||||
{
|
||||
smallLights[0].intensity = BREATHING_LIGHT_MAX_INTENSITY;
|
||||
if (smallLightSprites.Count > 0 && smallLightSprites[0] != null)
|
||||
{
|
||||
smallLightSprites[0].color = smallLightDefaultColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新小灯状态状态
|
||||
/// </summary>
|
||||
private void UpdateSmallLightsStatus()
|
||||
{
|
||||
Color targetColor = smallLightStatus == SmallLightStatus.Normal
|
||||
? smallLightNormalColor
|
||||
: smallLightErrorColor;
|
||||
|
||||
SetSmallLightsColorAndIntensity(targetColor, BREATHING_LIGHT_MAX_INTENSITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 小灯闪烁协程
|
||||
/// </summary>
|
||||
private IEnumerator SmallLightsBlinkRoutine()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
if (!isSystemOn)
|
||||
{
|
||||
TurnOffAllSmallLights();
|
||||
}
|
||||
else if (smallLightState == SmallLightState.Default)
|
||||
{
|
||||
ResetSmallLightsToDefault();
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(smallLightBlinkInterval);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 私有方法 - 环境灯相关
|
||||
|
||||
/// <summary>
|
||||
/// 环境灯闪烁协程
|
||||
/// </summary>
|
||||
private IEnumerator EnvironmentLightFlickerRoutine()
|
||||
{
|
||||
while (isEnvironmentLightFlickering)
|
||||
{
|
||||
if (environmentLight == null)
|
||||
{
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
continue;
|
||||
}
|
||||
|
||||
float currentIntensity = GetEnvironmentIntensityByState(currentState);
|
||||
environmentLight.intensity = currentIntensity;
|
||||
|
||||
// 等待随机间隔
|
||||
yield return new WaitForSeconds(Random.Range(MIN_FLICKER_INTERVAL, MAX_FLICKER_INTERVAL));
|
||||
|
||||
// 随机闪烁
|
||||
int blinkCount = Random.Range(MIN_FLICKER_BLINK_COUNT, MAX_FLICKER_BLINK_COUNT);
|
||||
for (int i = 0; i < blinkCount; i++)
|
||||
{
|
||||
environmentLight.intensity = 0f;
|
||||
yield return new WaitForSeconds(brokenLightFlickerDuration);
|
||||
|
||||
environmentLight.intensity = currentIntensity;
|
||||
yield return new WaitForSeconds(brokenLightFlickerInterval);
|
||||
}
|
||||
}
|
||||
|
||||
// 确保灯光在停止闪烁时是亮着的
|
||||
if (environmentLight != null)
|
||||
{
|
||||
environmentLight.intensity = GetEnvironmentIntensityByState(currentState);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据状态获取环境灯强度
|
||||
/// </summary>
|
||||
private float GetEnvironmentIntensityByState(LightState state)
|
||||
{
|
||||
return state switch
|
||||
{
|
||||
LightState.Normal => normalEnvironmentIntensity,
|
||||
LightState.Warning => warningEnvironmentIntensity,
|
||||
LightState.Emergency => emergencyEnvironmentIntensity,
|
||||
_ => normalEnvironmentIntensity
|
||||
};
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 私有方法 - 系统启动序列
|
||||
|
||||
/// <summary>
|
||||
/// 系统启动序列
|
||||
/// </summary>
|
||||
private IEnumerator SystemStartSequence()
|
||||
{
|
||||
// 1. ECG波形闪烁
|
||||
yield return StartCoroutine(ECGWaveToggleSequence());
|
||||
|
||||
// 2. 小灯自检
|
||||
yield return StartCoroutine(SmallLightsSelfCheck());
|
||||
|
||||
// 3. 启动呼吸灯
|
||||
SetBreathingLight(normalColor, BREATHING_LIGHT_MAX_INTENSITY);
|
||||
yield return new WaitForSeconds(BREATHING_LIGHT_START_DELAY);
|
||||
|
||||
// 4. 启动面板灯
|
||||
yield return StartCoroutine(PanelLightStartSequence());
|
||||
|
||||
// 5. 设置系统状态为开启
|
||||
SetSystemPower(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ECG波形闪烁序列
|
||||
/// </summary>
|
||||
private IEnumerator ECGWaveToggleSequence()
|
||||
{
|
||||
if (ecgWave == null) yield break;
|
||||
|
||||
ecgWave.gameObject.SetActive(true);
|
||||
yield return new WaitForSeconds(ECG_WAVE_TOGGLE_DELAY);
|
||||
ecgWave.gameObject.SetActive(false);
|
||||
yield return new WaitForSeconds(ECG_WAVE_TOGGLE_DELAY);
|
||||
ecgWave.gameObject.SetActive(true);
|
||||
yield return new WaitForSeconds(ECG_WAVE_FINAL_DELAY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 面板灯启动序列
|
||||
/// </summary>
|
||||
private IEnumerator PanelLightStartSequence()
|
||||
{
|
||||
if (panelLight == null) yield break;
|
||||
|
||||
for (int i = 0; i < panelLightBlinkCount; i++)
|
||||
{
|
||||
// 渐亮
|
||||
DOTween.To(() => panelLight.intensity, x => panelLight.intensity = x, panelLightIntensity, panelLightBlinkDuration * 0.5f)
|
||||
.SetEase(Ease.InOutQuad);
|
||||
DOTween.To(() => environmentLight.intensity, x => environmentLight.intensity = x, normalEnvironmentIntensity, panelLightBlinkDuration * 0.5f)
|
||||
.SetEase(Ease.InOutQuad);
|
||||
yield return new WaitForSeconds(panelLightBlinkDuration);
|
||||
|
||||
// 渐暗
|
||||
DOTween.To(() => panelLight.intensity, x => panelLight.intensity = x, 0f, panelLightBlinkDuration * 0.5f)
|
||||
.SetEase(Ease.InOutQuad);
|
||||
DOTween.To(() => environmentLight.intensity, x => environmentLight.intensity = x, 0f, panelLightBlinkDuration * 0.5f)
|
||||
.SetEase(Ease.InOutQuad);
|
||||
yield return new WaitForSeconds(panelLightBlinkDuration);
|
||||
}
|
||||
|
||||
// 最后渐亮到常亮状态
|
||||
DOTween.To(() => panelLight.intensity, x => panelLight.intensity = x, panelLightIntensity, panelLightBlinkDuration * 0.5f)
|
||||
.SetEase(Ease.InOutQuad);
|
||||
DOTween.To(() => environmentLight.intensity, x => environmentLight.intensity = x, normalEnvironmentIntensity, panelLightBlinkDuration * 0.5f)
|
||||
.SetEase(Ease.InOutQuad);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 小灯自检序列
|
||||
/// </summary>
|
||||
private IEnumerator SmallLightsSelfCheck()
|
||||
{
|
||||
// 关闭所有小灯
|
||||
SetSmallLightsColorAndIntensity(Color.clear, 0f);
|
||||
|
||||
// 自检两次
|
||||
for (int check = 0; check < SELF_CHECK_COUNT; check++)
|
||||
{
|
||||
// 从左到右点亮
|
||||
for (int i = 0; i < smallLights.Count; i++)
|
||||
{
|
||||
if (smallLights[i] != null)
|
||||
{
|
||||
smallLights[i].color = smallLightDefaultColor;
|
||||
smallLights[i].intensity = BREATHING_LIGHT_MAX_INTENSITY;
|
||||
}
|
||||
|
||||
if (i < smallLightSprites.Count && smallLightSprites[i] != null)
|
||||
{
|
||||
smallLightSprites[i].color = smallLightDefaultColor;
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(SELF_CHECK_DELAY);
|
||||
}
|
||||
|
||||
// 关闭所有灯
|
||||
SetSmallLightsColorAndIntensity(Color.clear, 0f);
|
||||
yield return new WaitForSeconds(SELF_CHECK_INTERVAL);
|
||||
}
|
||||
|
||||
// 恢复到默认状态(只有第一个灯闪烁)
|
||||
ResetSmallLightsToDefault();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 38591e07419b3674191c088bacecfed7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,145 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using AibisDream.Framework;
|
||||
using AibisDream.Utility;
|
||||
using Febucci.UI;
|
||||
using Febucci.UI.Core;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
public class ScreenSystem : MonoBehaviour, ILineView
|
||||
{
|
||||
#region 索引
|
||||
|
||||
[SerializeField] private TMP_Text title;
|
||||
[SerializeField] private RectTransform textRoot;
|
||||
[SerializeField] private TMP_Text textForEstimation;
|
||||
[SerializeField] private int maxLineNum = 10;
|
||||
|
||||
private GameObject _textItemPrefab;
|
||||
private Queue<TypewriterByCharacter> _lineQueue;
|
||||
|
||||
public BubbleSlotGroup BubbleSlotGroup { get; private set; }
|
||||
|
||||
public TaskScreen TaskScreen { get; private set; }
|
||||
|
||||
#endregion
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
InitComponentRefs();
|
||||
Register();
|
||||
}
|
||||
|
||||
private void InitComponentRefs()
|
||||
{
|
||||
TaskScreen = GetComponentInChildren<TaskScreen>();
|
||||
_lineQueue = new Queue<TypewriterByCharacter>();
|
||||
_textItemPrefab = ResourceKit.LoadAssetSync<GameObject>(ConstRef.ScreenTextName);
|
||||
BubbleSlotGroup = GetComponentInChildren<BubbleSlotGroup>();
|
||||
}
|
||||
|
||||
private void Register()
|
||||
{
|
||||
FixSystemCenter.SystemDic.Register(this);
|
||||
DialogUIManager.Instance.RegisterScreenView(DialogViewType.Screen, this);
|
||||
DialogUIManager.Instance.RegisterScreenView(DialogViewType.Task, TaskScreen);
|
||||
// StorageSystem.Instance.RegisterData(this);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
FixSystemCenter.SystemDic.Unregister<ScreenSystem>();
|
||||
DialogUIManager.Instance.UnRegisterScreenView(DialogViewType.Screen);
|
||||
DialogUIManager.Instance.UnRegisterScreenView(DialogViewType.Task);
|
||||
}
|
||||
|
||||
#region 基础功能
|
||||
|
||||
private void ShowTitle(string targetTitle)
|
||||
{
|
||||
title.text = targetTitle;
|
||||
}
|
||||
|
||||
public void ClearTextScreen()
|
||||
{
|
||||
while (_lineQueue.Count > 0)
|
||||
{
|
||||
var text = _lineQueue.Dequeue();
|
||||
Destroy(text.gameObject);
|
||||
}
|
||||
|
||||
ShowTitle(string.Empty);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public void RunLine(LineSyncToken token)
|
||||
{
|
||||
// 空格延长一点避免报错
|
||||
if (string.IsNullOrWhiteSpace(token.lineInfo.lineText))
|
||||
{
|
||||
token.lineInfo.lineText = " ";
|
||||
}
|
||||
|
||||
// 显示标题
|
||||
ShowTitle(token.lineInfo.character.GetActorName());
|
||||
// 显示文本
|
||||
TypewriterCore textItemTypewriter = AddText(token);
|
||||
|
||||
token.TextStart();
|
||||
// 强制更新布局
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(textRoot);
|
||||
}
|
||||
|
||||
private float GetTextSpeedValue()
|
||||
{
|
||||
var textSpeedStr = SettingLoader.Instance.TryRead("TextSpeed", out string textSpeed) ? textSpeed : "1";
|
||||
return float.TryParse(textSpeedStr, NumberStyles.Float, CultureInfo.InvariantCulture, out float result) ? result : 1f;
|
||||
}
|
||||
|
||||
private void OnTextShown(LineSyncToken syncToken, TypewriterCore typewriter)
|
||||
{
|
||||
typewriter.onTextShowed.RemoveAllListeners();
|
||||
syncToken.TextShown();
|
||||
}
|
||||
|
||||
private TypewriterByCharacter AddText(LineSyncToken token)
|
||||
{
|
||||
// 生成新文本组件
|
||||
var textItem = Instantiate(_textItemPrefab, textRoot);
|
||||
var textItemTypewriter = textItem.GetComponent<TypewriterByCharacter>();
|
||||
// 估算文本高度
|
||||
var newLineNum = EstimateLineNum(token.lineInfo.lineText);
|
||||
var oldLineNum = CalcTotalLineNum();
|
||||
if (newLineNum + oldLineNum > maxLineNum)
|
||||
{
|
||||
Destroy(_lineQueue.Dequeue().gameObject);
|
||||
}
|
||||
_lineQueue.Enqueue(textItemTypewriter);
|
||||
|
||||
// 播放文本
|
||||
textItemTypewriter.SetTypewriterSpeed(GetTextSpeedValue());
|
||||
textItemTypewriter.onTextShowed.AddListener(() => OnTextShown(token, textItemTypewriter));
|
||||
textItemTypewriter.ShowText(token.lineInfo.lineText);
|
||||
|
||||
return textItemTypewriter;
|
||||
}
|
||||
|
||||
private int EstimateLineNum(string text)
|
||||
{
|
||||
textForEstimation.text = text;
|
||||
textForEstimation.ForceMeshUpdate();
|
||||
return textForEstimation.textInfo.lineCount;
|
||||
}
|
||||
|
||||
private int CalcTotalLineNum()
|
||||
{
|
||||
return _lineQueue.Select(x => x.GetComponent<TMP_Text>().textInfo.lineCount).Sum();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 238cb3d3aad51b84e93ef35bdd1c5536
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,63 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using AibisDream.Framework;
|
||||
using AibisDream.Utility;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace AibisDream
|
||||
{
|
||||
public class TaskScreen : MonoBehaviour, ILineView
|
||||
{
|
||||
#region 索引
|
||||
|
||||
private Transform _taskListParent;
|
||||
private GameObject _taskItemPrefab;
|
||||
private readonly Dictionary<string, GameObject> _taskDict = new();
|
||||
|
||||
#endregion
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_taskListParent = transform.Find("Record");
|
||||
_taskItemPrefab = ResourceKit.LoadAssetSync<GameObject>(ConstRef.TaskItemName);
|
||||
}
|
||||
|
||||
public void CompleteTask(string lineId)
|
||||
{
|
||||
if (_taskDict.Remove(lineId, out var taskItem))
|
||||
{
|
||||
Destroy(taskItem);
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearTasks()
|
||||
{
|
||||
foreach (var task in _taskDict)
|
||||
{
|
||||
Destroy(task.Value);
|
||||
}
|
||||
_taskDict.Clear();
|
||||
}
|
||||
|
||||
public void RunLine(LineSyncToken token)
|
||||
{
|
||||
if (_taskDict.ContainsKey(token.lineInfo.lineId))
|
||||
{
|
||||
EnumEventSystem.Global.Send(DialogEventEnum.LineShown);
|
||||
token.ForceAdvance();
|
||||
return;
|
||||
}
|
||||
|
||||
var taskItem = Instantiate(_taskItemPrefab, _taskListParent);
|
||||
var task = taskItem.GetComponent<TMP_Text>();
|
||||
task.text = $"\u25cf {token.lineInfo.lineText}";
|
||||
token.TextStart();
|
||||
|
||||
_taskDict[token.lineInfo.lineId] = taskItem;
|
||||
token.TextShown();
|
||||
token.ForceAdvance();
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(_taskListParent.GetComponent<RectTransform>());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0f72dbb55b1a5ae4cb3de148301904ec
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user