cluebaord,收藏夹,生成线索,puzzle判断等功能完成
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private float lockThreshold = 0.05f; // 锁定阈值
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private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆
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private bool isFrequencyFound = false; // 追踪是否找到目标频率
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private bool isClarityFound = false; // 追踪是否找到目标清晰度
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private Material processMaterial; // 目标材质
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private Material memoryMaterial; // 噪波材质
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private PunchTape PunchTape;
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private MemoryClueSlot clueSlot;
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private Dictionary<PunchTape, bool> processedPunchTapes = new Dictionary<PunchTape, bool>();
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public void Initialize()
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{
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// 初始化逻辑
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@@ -50,6 +59,7 @@ public class MemoryProcess : MonoBehaviour,IViewLifecycle
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{
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// 离开视图时的逻辑
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Debug.Log("memoryView showed.");
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clueSlot=FindObjectOfType<MemoryClueSlot>();
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FavoritesManager.Instance.OpenFavorites();
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}
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@@ -74,15 +84,13 @@ public class MemoryProcess : MonoBehaviour,IViewLifecycle
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{
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float distance = Mathf.Abs(value - targetFrequency);
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UpdateShaderParameters(distance);
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CheckIfFound(distance);
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CheckIfFound(distance, ref isFrequencyFound);
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}
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void OnClarityChanged(float value)
|
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{
|
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// 计算滑块值与目标清晰度之间的距离
|
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float distance = Mathf.Abs(value - targetClarity);
|
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|
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|
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// 计算滑块值与目标清晰度之间的最大可能距离
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float maxDistance = Mathf.Max(
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Mathf.Abs(claritySlider.maxValue - targetClarity),
|
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@@ -93,13 +101,24 @@ public class MemoryProcess : MonoBehaviour,IViewLifecycle
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float t = Mathf.Clamp01(distance / maxDistance);
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UpdateClarityShaderParameters(t);
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CheckIfFound(distance, ref isFrequencyFound);
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}
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void CheckIfFound(float distance)
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void OnSearchComplete()
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{
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Debug.Log("Memory search completed.");
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frequencySlider.interactable = false;
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claritySlider.interactable = false;
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//PlayMemory();
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}
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void CheckIfFound(float distance, ref bool isFound)
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{
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{
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OnFrequencyFound();
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{
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OnSearchComplete();
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}
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}
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}
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void UpdateShaderParameters(float distance)
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memoryMaterial.SetFloat("_DistortAmount", distortAmount);
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}
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}
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void OnFrequencyFound()
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{
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//frequencySlider.value=targetFrequency;
|
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Debug.Log("目标频率已找到!");
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|
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// 你可以在这里添加找到目标后的逻辑,例如播放音效、触发动画等
|
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}
|
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public void Init()
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{
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if (frequencySlider != null)
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{
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frequencySlider.onValueChanged.AddListener(OnFrequencyChanged);
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frequencySlider.gameObject.SetActive(false);
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frequencySlider.value=3;
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}
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if (claritySlider != null)
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{
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claritySlider.onValueChanged.AddListener(OnClarityChanged);
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claritySlider.gameObject.SetActive(false);
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claritySlider.value=3;
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}
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memoryProcessImage.gameObject.SetActive(true);
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processMaterial=memoryProcessImage.material;
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@@ -190,11 +203,16 @@ public class MemoryProcess : MonoBehaviour,IViewLifecycle
|
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// 归一化距离,确保 t 在 0 到 1 之间,且当滑块值等于目标清晰度时,t 等于 1
|
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float t = Mathf.Clamp01(distance / maxDistance);
|
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UpdateClarityShaderParameters(t);
|
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// 初始化材质参数
|
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//memoryProcessImage.material.SetFloat("_StrongTintFade", 1);
|
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//memoryProcessImage.material.SetFloat("_GlitchFade", 0);
|
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//memoryFinishedImage.material.SetFloat("_DirectionalDistortionFade", -2);
|
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PunchTape=null;
|
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|
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}
|
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[YarnCommand("MemoryFinished")]
|
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public void MemoryFinished()
|
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{
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Init();
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clueSlot.ReleaseSlot();
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}
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[YarnCommand("ColorFadeOut")]
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public IEnumerator ColorFadeOut()
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{
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@@ -204,19 +222,35 @@ public IEnumerator ColorFadeOut()
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Tween tween = memoryFinishedImage.material.DOFloat(-14, "_DirectionalDistortionFade", 3);
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yield return tween.WaitForCompletion();
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}
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public void PlayMemory()
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{
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DialogController.Instance.StartDialogNode(PunchTape.ClueName);
|
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}
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[YarnCommand("search_memory")]
|
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public IEnumerator SearchMemory(string memoryName,bool isColorful = true)
|
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public IEnumerator SearchMemory(PunchTape punchTape,bool isSearchedBefore=false,bool isColorful = true)
|
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{
|
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if (isSearchedBefore)
|
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{
|
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PlayMemory();
|
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yield break;
|
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}
|
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if (processedPunchTapes.TryGetValue(punchTape, out bool isProcessed) && isProcessed)
|
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{
|
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PlayMemory();
|
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yield break;
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}
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AudioManager.PauseMemoryAudio();
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if (isProcessing)
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{
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Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
|
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yield break;
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}
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Sprite memorySprite = Resources.Load<Sprite>("Art/Memory/" + memoryName);
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Sprite memorySprite = Resources.Load<Sprite>("Art/Memory/" + punchTape.MemoryIndex);
|
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if (memorySprite == null)
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{
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Debug.LogError("Memory not found: " + memoryName);
|
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Debug.LogError("Memory not found: " + punchTape.MemoryIndex);
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yield break;
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}
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if (isColorful)
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@@ -277,6 +311,8 @@ public IEnumerator ColorFadeOut()
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yield return memorySequence.WaitForCompletion();
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}
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public bool IsProcessing()
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---
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<<indoor>>
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<<load_scene 佩佩视觉模块>>
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// <<load_scene 佩佩视觉模块>>
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<<declare $conversationCount=0>>
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===
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title: memoryTest
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@@ -106,6 +106,8 @@ title: mem_sky
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position: 1049,128
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---
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<<waitforeventcomplete enemy onEnemyDied>>
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<<pause>>
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<<wait 1>>
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peipei_child: 医生!看,大象!
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docter: 哪里有?…啊,那朵云呀。确实很像大象喔。
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@@ -158,5 +160,57 @@ peipei: 如果公司这么讨厌的话,我就不在那里干就好了啊!
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title: End_memoryPaly
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position: 1666,131
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---
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<<Release_Slot target>>
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===
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title: 天空
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position: 1049,128
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---
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<<search_memory MemoryManager "liuying1-3">>
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<<wait 1>>
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peipei_child: 医生!看,大象!
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docter: 哪里有?…啊,那朵云呀。确实很像大象喔。
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docter: 但是佩佩为什么会见过大象呢?
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peipei_child: 我在博物馆见过!好大好大的大象标本,有个哥哥跟我说,大象可以比房子还大!
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docter: 佩佩是个很有想象力的小朋友噢。
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peipei_child: 想象力…是什么?
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docter: 我们的大脑里面有一个区域专门控制视觉,但是这个区域也控制想象力。
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<<wait 0.5>>
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docter: 佩佩以后会成为一个艺术家的。
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peipei_child: 艺术家又是什么?
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<<wait 0.5>>
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peipei_child: 医生快看,它现在更像一个飞机啦!
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<<wait 1>>
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<<jump End_memoryPaly>>
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===
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title: 海报
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position: 1349,131
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---
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<<search_memory MemoryManager "liuying1-1">>
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<<wait 1>>
|
||||
unknown: 好美啊。
|
||||
peipei: 嘘,别说话。
|
||||
<<wait 1>>
|
||||
unknown: 我们要是能一直坐在这儿就好了。
|
||||
peipei: 都让你别说话。
|
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<<wait 2>>
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unknown: 我爱你。
|
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<<wait 3>>
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<<jump End_memoryPaly>>
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===
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title: 植物
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position: 1666,131
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---
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<<search_memory MemoryManager "liuying1-2">>
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<<wait 1>>
|
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peipei: 要是工作也能画画…要是能永远画画就好了。
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同学: 哈哈,可能等我们进入公司就不这么觉得了。听说进公司之后做什么都不会再快乐了。
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peipei: 不会的。至少画画这件事情让我感觉到很纯粹的快乐……
|
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peipei: 那种朝九晚五,一眼看到头的生活,我想我反而会受不了的。
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同学: 哈哈……
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同学: 但愿你是对的。
|
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peipei: 我肯定是对的。
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<<wait 1>>
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peipei: 如果公司这么讨厌的话,我就不在那里干就好了啊!
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<<jump End_memoryPaly>>
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===
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@@ -3,22 +3,25 @@ using UnityEngine;
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||||
public enum ClueType
|
||||
{
|
||||
PunchTape,
|
||||
ScreenshotClue,
|
||||
ImageClue,
|
||||
// 添加其他类型
|
||||
}
|
||||
|
||||
public abstract class Clue
|
||||
{
|
||||
public string Category { get; set; }
|
||||
public string ClueName { get; set; }
|
||||
public ClueType ClueType { get; protected set; }
|
||||
|
||||
public Clue(string category, string name, ClueType type)
|
||||
public string MatchCode { get; set; }
|
||||
//public int PuzzleIndex { get; set; }
|
||||
public Clue(string category, string name,string matchCode=null)
|
||||
{
|
||||
Category = category;
|
||||
ClueName = name;
|
||||
ClueType = type;
|
||||
MatchCode=matchCode;
|
||||
//PuzzleIndex=puzzleIndex;
|
||||
}
|
||||
|
||||
public abstract void Display(ClueItem clueitem);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,153 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Collections.Generic;
|
||||
using DG.Tweening;
|
||||
using TMPro;
|
||||
using AibisDream;
|
||||
|
||||
public class ClueBoardManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private GameObject clueBoardUI; // ClueBoard UI的GameObject
|
||||
[SerializeField] private Button toggleButton; // 开启/关闭ClueBoard的按钮
|
||||
[SerializeField] private Button submitButton; // 提交按钮
|
||||
[SerializeField] private TMP_Text conclue; // 提交按钮
|
||||
[SerializeField] private ClueSlotBase initialClueSlotPrefab; // 初始的ClueSlot预制体
|
||||
[SerializeField] private Transform clueSlotContainer; // ClueSlot的容器
|
||||
|
||||
private RectTransform clueBoardRectTransform; // ClueBoard的RectTransform
|
||||
private List<ClueSlotBase> clueSlots = new List<ClueSlotBase>(); // 当前存在的所有ClueSlot
|
||||
private int currentStep = 0; // 当前步骤编号
|
||||
|
||||
private int maxStep = 3; // 当前步骤编号
|
||||
private bool isBoardOpen = false;
|
||||
private Vector2 hiddenPosition; // ClueBoard隐藏时的位置
|
||||
private Vector2 visiblePosition; // ClueBoard显示时的位置
|
||||
|
||||
private void Start()
|
||||
{
|
||||
clueBoardRectTransform = clueBoardUI.GetComponent<RectTransform>();
|
||||
|
||||
// 定义ClueBoard UI的位置
|
||||
hiddenPosition = new Vector2(-Screen.width, clueBoardRectTransform.anchoredPosition.y); // 屏幕右侧
|
||||
visiblePosition = new Vector2(0, clueBoardRectTransform.anchoredPosition.y); // 屏幕内
|
||||
|
||||
// 设置初始位置和状态
|
||||
clueBoardRectTransform.anchoredPosition = hiddenPosition;
|
||||
clueBoardUI.SetActive(false);
|
||||
|
||||
toggleButton.onClick.AddListener(ToggleClueBoard); // 绑定按钮事件
|
||||
submitButton.onClick.AddListener(CheckCurrentSlot); // 绑定提交事件
|
||||
|
||||
conclue.text="待分析症状";
|
||||
|
||||
// 初始化第一个ClueSlot
|
||||
AddNewClueSlot();
|
||||
}
|
||||
|
||||
// 开启或关闭 ClueBoard
|
||||
private void ToggleClueBoard()
|
||||
{
|
||||
if (isBoardOpen)
|
||||
{
|
||||
CloseClueBoard();
|
||||
}
|
||||
else
|
||||
{
|
||||
OpenClueBoard();
|
||||
}
|
||||
}
|
||||
|
||||
private void OpenClueBoard()
|
||||
{
|
||||
clueBoardUI.SetActive(true);
|
||||
isBoardOpen = true;
|
||||
|
||||
// 用DOTween从右侧移动到可见区域
|
||||
clueBoardRectTransform.DOAnchorPos(visiblePosition, 0.5f);
|
||||
}
|
||||
|
||||
private void CloseClueBoard()
|
||||
{
|
||||
isBoardOpen = false;
|
||||
|
||||
// 用DOTween移动回右侧屏幕外
|
||||
clueBoardRectTransform.DOAnchorPos(hiddenPosition, 0.5f).OnComplete(() =>
|
||||
{
|
||||
clueBoardUI.SetActive(false); // 移动完成后隐藏UI
|
||||
});
|
||||
}
|
||||
|
||||
// 添加新的 ClueSlot
|
||||
private void AddNewClueSlot()
|
||||
{
|
||||
ClueSlotBase newSlot = Instantiate(initialClueSlotPrefab, clueSlotContainer);
|
||||
newSlot.ReleaseSlot(); // 初始化插槽为未占用状态
|
||||
clueSlots.Add(newSlot);
|
||||
}
|
||||
|
||||
private void CheckCurrentSlot()
|
||||
{
|
||||
if (currentStep >= clueSlots.Count) return;
|
||||
|
||||
ClueSlotBase currentSlot = clueSlots[currentStep];
|
||||
if (!currentSlot.isOccupied)
|
||||
{
|
||||
conclue.text="还有待填入的症状";
|
||||
Debug.Log("Slot is empty. Please insert a Clue.");
|
||||
return;
|
||||
}
|
||||
|
||||
Clue currentClue = currentSlot.GetComponentInChildren<ClueItem>()?.GetClueData();
|
||||
if (currentClue == null) return;
|
||||
|
||||
// // 执行判定逻辑
|
||||
if (IsValidClueForStep(currentStep, currentClue))
|
||||
{
|
||||
|
||||
Debug.Log("Correct Clue for step " + currentStep);
|
||||
currentStep++;
|
||||
|
||||
if (HasNextStep())
|
||||
{
|
||||
conclue.text="正确,但似乎这个症状不是源头";
|
||||
AddNewClueSlot();
|
||||
}
|
||||
else
|
||||
{
|
||||
conclue.text="完成分析";
|
||||
Debug.Log("All steps completed. Puzzle is solved!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
conclue.text="症状分析错误";
|
||||
Debug.Log("Incorrect Clue. Please try again.");
|
||||
}
|
||||
}
|
||||
|
||||
// 根据步骤判定当前 Clue 是否符合条件
|
||||
private bool IsValidClueForStep(int step, Clue clue)
|
||||
{
|
||||
switch (step)
|
||||
{
|
||||
case 0:
|
||||
return clue.Category == "UFView"; // 第一关要求Clue的Category为"UF"
|
||||
case 1:
|
||||
Clue previousClue = clueSlots[step - 1].GetComponentInChildren<ClueItem>()?.GetClueData();
|
||||
return clue.Category == "MemoryView" && clue.MatchCode == previousClue?.MatchCode; // 第二关要求Category为"Memory"且匹配MatchCode
|
||||
// 可以根据需要继续添加更多步骤和判定规则
|
||||
case 2:
|
||||
Clue previousClue2 = clueSlots[step - 1].GetComponentInChildren<ClueItem>()?.GetClueData();
|
||||
return clue.Category == "EyeView" && clue.MatchCode == previousClue2?.MatchCode; // 第二关要求Category为"EyeView"且匹配MatchCode
|
||||
// 可以根据需要继续添加更多步骤和判定规则
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// // 检查是否包含下一步
|
||||
private bool HasNextStep()
|
||||
{
|
||||
return currentStep < 3;
|
||||
}
|
||||
}
|
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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|
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MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -2,29 +2,47 @@ using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using Yarn.Unity;
|
||||
|
||||
public class ClueInteraction : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler,IBeginDragHandler, IDragHandler, IEndDragHandler
|
||||
public class ClueInteraction : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler, IBeginDragHandler, IDragHandler, IEndDragHandler
|
||||
{
|
||||
private Transform originalParent;
|
||||
public Transform OriginalParent
|
||||
{
|
||||
get { return originalParent; }
|
||||
}
|
||||
public Transform OriginalParent => originalParent;
|
||||
private Canvas canvas;
|
||||
private ClueItem clueItem;
|
||||
private bool isFavorited = false; // 初始未收藏
|
||||
|
||||
//public Texture2D favoriteCursor; // 收藏夹样式的鼠标指针
|
||||
private RectTransform rectTransform;
|
||||
private Vector2 originalAnchorMin;
|
||||
private Vector2 originalAnchorMax;
|
||||
private Vector2 originalOffsetMin;
|
||||
private Vector2 originalOffsetMax;
|
||||
private Vector2 originalPivot;
|
||||
|
||||
private CursorMode cursorMode = CursorMode.Auto;
|
||||
|
||||
private void Start()
|
||||
private void Start()
|
||||
{
|
||||
canvas = GetComponentInParent<Canvas>();
|
||||
clueItem = GetComponent<ClueItem>();
|
||||
rectTransform = GetComponent<RectTransform>();
|
||||
|
||||
// 存储初始尺寸属性
|
||||
StoreOriginalTransform();
|
||||
}
|
||||
|
||||
private void StoreOriginalTransform()
|
||||
{
|
||||
originalParent = transform.parent;
|
||||
originalAnchorMin = rectTransform.anchorMin;
|
||||
originalAnchorMax = rectTransform.anchorMax;
|
||||
originalOffsetMin = rectTransform.offsetMin;
|
||||
originalOffsetMax = rectTransform.offsetMax;
|
||||
originalPivot = rectTransform.pivot;
|
||||
}
|
||||
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
//Cursor.SetCursor(favoriteCursor, Vector2.zero, cursorMode);
|
||||
// 可以设置收藏夹样式的鼠标指针
|
||||
// Cursor.SetCursor(favoriteCursor, Vector2.zero, cursorMode);
|
||||
}
|
||||
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
@@ -36,47 +54,35 @@ public class ClueInteraction : MonoBehaviour, IPointerEnterHandler, IPointerExit
|
||||
{
|
||||
if (isFavorited)
|
||||
{
|
||||
// 已收藏时的交互逻辑
|
||||
Debug.Log("已经收藏,点击查看详情");
|
||||
}
|
||||
else
|
||||
{
|
||||
// 未收藏时的交互逻辑,例如添加到收藏夹
|
||||
FavoritesManager.Instance.AddClue(clueItem.GetClueData());
|
||||
Destroy(gameObject);
|
||||
// 切换到收藏状态的交互
|
||||
Debug.Log("收藏成功!");
|
||||
}
|
||||
}
|
||||
|
||||
public void OnBeginDrag(PointerEventData eventData)
|
||||
{
|
||||
if (!isFavorited)
|
||||
{
|
||||
return;
|
||||
}
|
||||
originalParent = transform.parent;
|
||||
if (!isFavorited) return;
|
||||
|
||||
transform.SetParent(canvas.transform);
|
||||
GetComponent<CanvasGroup>().blocksRaycasts = false;
|
||||
}
|
||||
|
||||
// 拖动过程中跟随鼠标
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
if (!isFavorited)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (!isFavorited) return;
|
||||
|
||||
transform.position = Input.mousePosition;
|
||||
}
|
||||
|
||||
// 拖动结束后处理放置逻辑
|
||||
public void OnEndDrag(PointerEventData eventData)
|
||||
{
|
||||
if (!isFavorited)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (!isFavorited) return;
|
||||
|
||||
if (transform.parent == canvas.transform)
|
||||
{
|
||||
ReturnToOriginalPosition();
|
||||
@@ -84,20 +90,29 @@ public class ClueInteraction : MonoBehaviour, IPointerEnterHandler, IPointerExit
|
||||
GetComponent<CanvasGroup>().blocksRaycasts = true;
|
||||
}
|
||||
|
||||
// 返回原位
|
||||
public void ReturnToOriginalPosition()
|
||||
{
|
||||
transform.SetParent(originalParent);
|
||||
transform.position = originalParent.position;
|
||||
}
|
||||
public void SetClueParentAndPosition(Transform newParent)
|
||||
{
|
||||
transform.SetParent(newParent);
|
||||
transform.position = newParent.position;
|
||||
}
|
||||
public void SetIsFavorited(bool IsFavorited)
|
||||
{
|
||||
isFavorited=IsFavorited;
|
||||
rectTransform.anchorMin = originalAnchorMin;
|
||||
rectTransform.anchorMax = originalAnchorMax;
|
||||
rectTransform.offsetMin = originalOffsetMin;
|
||||
rectTransform.offsetMax = originalOffsetMax;
|
||||
rectTransform.pivot = originalPivot;
|
||||
transform.localPosition = Vector3.zero; // 重置为初始局部位置
|
||||
}
|
||||
|
||||
public void SetClueParentAndPosition(Transform newParent)
|
||||
{
|
||||
rectTransform.SetParent(newParent);
|
||||
rectTransform.anchorMin = Vector2.zero;
|
||||
rectTransform.anchorMax = Vector2.one;
|
||||
rectTransform.offsetMin = Vector2.zero;
|
||||
rectTransform.offsetMax = Vector2.zero;
|
||||
rectTransform.pivot = new Vector2(0.5f, 0.5f);
|
||||
}
|
||||
|
||||
public void SetIsFavorited(bool isFavorited)
|
||||
{
|
||||
this.isFavorited = isFavorited;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,13 +1,50 @@
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Yarn.Unity;
|
||||
|
||||
public class ClueManager : MonoBehaviour
|
||||
{
|
||||
public GameObject cluePrefab; // 通用线索预制件
|
||||
public GameObject punchTapecluePrefab; // 通用线索预制件
|
||||
|
||||
public GameObject imageCluePrefab;
|
||||
public Canvas canvas; // UI画布
|
||||
|
||||
// 用于测试的按钮函数
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
if(Input.GetKeyDown(KeyCode.U))
|
||||
{
|
||||
GenerateUFClue("错误绘制","UFView","can_grass_error","绿色");
|
||||
}
|
||||
if(Input.GetKeyDown(KeyCode.M))
|
||||
{
|
||||
GenerateMemoryClue("草地","MemoryView","liuying1-2","绿色");
|
||||
}
|
||||
if(Input.GetKeyDown(KeyCode.V))
|
||||
{
|
||||
GeneratePunchTape("植物","EyeView","天空","绿色");
|
||||
}
|
||||
// if(Input.GetKeyDown(KeyCode.E))
|
||||
// {
|
||||
// GenerateImageClue("错误绘制","UFView","can_grass_error");
|
||||
// }
|
||||
// if(Input.GetKeyDown(KeyCode.Keypad5))
|
||||
// {
|
||||
// GeneratePunchTape("海报","EyeView","天空");
|
||||
// }
|
||||
// if(Input.GetKeyDown(KeyCode.Keypad6))
|
||||
// {
|
||||
// GeneratePunchTape("植物","EyeView","天空");
|
||||
// }
|
||||
|
||||
|
||||
|
||||
}
|
||||
public void GetPunchTape()
|
||||
{
|
||||
// 动态生成打孔带的数据
|
||||
@@ -18,21 +55,39 @@ public class ClueManager : MonoBehaviour
|
||||
|
||||
// 实例化打孔带线索
|
||||
PunchTape punchTape = new PunchTape(category, name, memoryIndex);
|
||||
GameObject clueGO = Instantiate(cluePrefab, canvas.transform);
|
||||
GameObject clueGO = Instantiate(punchTapecluePrefab, canvas.transform);
|
||||
|
||||
ClueItem clueItem = clueGO.GetComponent<ClueItem>();
|
||||
clueItem.Setup(punchTape);
|
||||
|
||||
}
|
||||
//用于生成打孔带的函数
|
||||
[YarnCommand("generate_PunchTape")]
|
||||
public void GeneratePunchTape(string clueName, string category, string memoryIndex)
|
||||
public void GeneratePunchTape(string clueName, string category, string memoryIndex,string mathCode)
|
||||
{
|
||||
PunchTape punchTape = new PunchTape(category, clueName, memoryIndex);
|
||||
GameObject clueGO = Instantiate(cluePrefab, canvas.transform);
|
||||
PunchTape punchTape = new PunchTape(category, clueName, memoryIndex,mathCode);
|
||||
GameObject clueGO = Instantiate(punchTapecluePrefab, canvas.transform);
|
||||
|
||||
ClueItem clueItem = clueGO.GetComponent<ClueItem>();
|
||||
clueItem.Setup(punchTape);
|
||||
}
|
||||
[YarnCommand("generate_UFClue")]
|
||||
public void GenerateUFClue(string clueName, string category, string imageName,string mathCode)
|
||||
{
|
||||
Sprite UFSprite = Resources.Load<Sprite>("Art/Photos/" + imageName);
|
||||
ImageClue imageClue=new ImageClue(category, clueName, UFSprite,mathCode);
|
||||
GameObject clueGO = Instantiate(imageCluePrefab, canvas.transform);
|
||||
ClueItem clueItem = clueGO.GetComponent<ClueItem>();
|
||||
clueItem.Setup(imageClue);
|
||||
}
|
||||
|
||||
public void GenerateMemoryClue(string clueName, string category, string imageName,string mathCode)
|
||||
{
|
||||
Sprite UFSprite = Resources.Load<Sprite>("Art/Memory/" + imageName);
|
||||
ImageClue imageClue=new ImageClue(category, clueName, UFSprite,mathCode);
|
||||
GameObject clueGO = Instantiate(imageCluePrefab, canvas.transform);
|
||||
ClueItem clueItem = clueGO.GetComponent<ClueItem>();
|
||||
clueItem.Setup(imageClue);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -8,10 +8,25 @@ public class ClueSlot : MonoBehaviour, IDropHandler
|
||||
{
|
||||
public ClueType expectedClueType;
|
||||
|
||||
private MemoryProcess memoryManager;
|
||||
|
||||
private PunchTape punchTape;
|
||||
|
||||
private ClueInteraction interaction;
|
||||
|
||||
[HideInInspector]
|
||||
public bool isOccupied=false;
|
||||
//public string memoryIndex; // 存储的memory string
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
memoryManager=FindObjectOfType<MemoryProcess>();
|
||||
interaction=null;
|
||||
punchTape=null;
|
||||
|
||||
}
|
||||
|
||||
public void OnDrop(PointerEventData eventData)
|
||||
{
|
||||
if(isOccupied)
|
||||
@@ -24,7 +39,7 @@ public class ClueSlot : MonoBehaviour, IDropHandler
|
||||
if (clueItem != null)
|
||||
{
|
||||
Clue clue = clueItem.GetClueData();
|
||||
ClueInteraction interaction=clueItem.GetComponent<ClueInteraction>();
|
||||
interaction=clueItem.GetComponent<ClueInteraction>();
|
||||
Debug.Log(clue.ClueType+" "+expectedClueType);
|
||||
if (clue!=null && clue.ClueType == expectedClueType&&interaction!=null)
|
||||
{
|
||||
@@ -39,9 +54,13 @@ public class ClueSlot : MonoBehaviour, IDropHandler
|
||||
//clueItem.transform.SetParent(transform);
|
||||
//clueItem.transform.position = transform.position;
|
||||
|
||||
|
||||
if (clue is PunchTape)
|
||||
{
|
||||
punchTape= clue as PunchTape;
|
||||
PlayMemory(punchTape);
|
||||
}
|
||||
// 播放记忆
|
||||
PlayMemory(clue);
|
||||
|
||||
|
||||
// 从收藏夹移除线索
|
||||
//FavoritesManager.Instance.RemoveClue(clue);
|
||||
@@ -58,7 +77,6 @@ public class ClueSlot : MonoBehaviour, IDropHandler
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayMemory(Clue clue)
|
||||
{
|
||||
// 根据线索的记忆索引播放对应的记忆
|
||||
@@ -68,15 +86,18 @@ public class ClueSlot : MonoBehaviour, IDropHandler
|
||||
string memoryIndex = punchTape.MemoryIndex;
|
||||
// 播放对应的记忆内容
|
||||
Debug.Log("播放记忆:" + memoryIndex);
|
||||
DialogController.Instance.StartDialogNode(memoryIndex);
|
||||
StartCoroutine(memoryManager.SearchMemory(punchTape));
|
||||
//DialogController.Instance.StartDialogNode(memoryIndex);
|
||||
// 您可以在这里实现播放记忆的具体逻辑
|
||||
}
|
||||
}
|
||||
|
||||
[YarnCommand("Release_Slot")]
|
||||
// [YarnCommand("Release_Slot")]
|
||||
public void ReleaseSlot()
|
||||
{
|
||||
isOccupied=false;
|
||||
|
||||
interaction.ReturnToOriginalPosition();
|
||||
interaction=null;
|
||||
punchTape=null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,115 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
public class ClueSlotBase : MonoBehaviour, IDropHandler
|
||||
{
|
||||
protected ClueType expectedClueType; // 期望的 Clue 类型
|
||||
protected ClueInteraction interaction; // Clue 的交互
|
||||
|
||||
protected RectTransform OriginalTransform; // Clue 的交互
|
||||
[HideInInspector]
|
||||
public ClueItem currentClueItem; // 当前插入的 ClueItem
|
||||
|
||||
[HideInInspector]
|
||||
public bool isOccupied = false; // 插槽是否已占用
|
||||
|
||||
[HideInInspector]
|
||||
public bool isLocked = false; // 插槽是否已占用
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
currentClueItem = null;
|
||||
}
|
||||
|
||||
public void OnDrop(PointerEventData eventData)
|
||||
{
|
||||
if(isLocked)
|
||||
{
|
||||
Debug.Log("clueSlot locked");
|
||||
return;
|
||||
}
|
||||
ClueItem clueItem = eventData.pointerDrag.GetComponent<ClueItem>();
|
||||
if (clueItem != null)
|
||||
{
|
||||
Clue clue = clueItem.GetClueData();
|
||||
interaction = clueItem.GetComponent<ClueInteraction>();
|
||||
|
||||
if (clue != null && interaction != null)
|
||||
{
|
||||
isOccupied = true;
|
||||
// 如果当前已经有一个 ClueItem,返回它到集合
|
||||
if (currentClueItem != null)
|
||||
{
|
||||
ReturnClueToCollection(currentClueItem);
|
||||
}
|
||||
|
||||
// 更新当前的 ClueItem
|
||||
currentClueItem = clueItem;
|
||||
|
||||
// 调整位置和父对象
|
||||
interaction.SetClueParentAndPosition(transform);
|
||||
|
||||
|
||||
|
||||
|
||||
// 调整 RectTransform 的属性以匹配插槽大小
|
||||
RectTransform clueRectTransform = clueItem.GetComponent<RectTransform>();
|
||||
|
||||
OriginalTransform=clueRectTransform;
|
||||
RectTransform slotRectTransform = GetComponent<RectTransform>();
|
||||
|
||||
clueRectTransform.SetParent(slotRectTransform);
|
||||
clueRectTransform.anchorMin = Vector2.zero; // 左下角
|
||||
clueRectTransform.anchorMax = Vector2.one; // 右上角
|
||||
clueRectTransform.offsetMin = Vector2.zero; // 左下偏移
|
||||
clueRectTransform.offsetMax = Vector2.zero; // 右上偏移
|
||||
clueRectTransform.pivot = new Vector2(0.5f, 0.5f); // 居中
|
||||
|
||||
// 调用虚方法处理插入逻辑
|
||||
OnClueInserted(clue);
|
||||
}
|
||||
else
|
||||
{
|
||||
interaction?.ReturnToOriginalPosition(); // 类型不匹配,返回原位
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 释放插槽时调用
|
||||
public virtual void ReleaseSlot()
|
||||
{
|
||||
if (currentClueItem != null)
|
||||
{
|
||||
ReturnClueToCollection(currentClueItem);
|
||||
}
|
||||
isOccupied = false;
|
||||
currentClueItem = null;
|
||||
interaction = null;
|
||||
}
|
||||
|
||||
// 将 ClueItem 返回到集合的逻辑
|
||||
protected void ReturnClueToCollection(ClueItem clueItem)
|
||||
{
|
||||
// 这里调用 ClueInteraction 的返回逻辑
|
||||
if (clueItem != null)
|
||||
{
|
||||
ClueInteraction clueInteraction = clueItem.GetComponent<ClueInteraction>();
|
||||
RectTransform transform=clueInteraction.GetComponent<RectTransform>();
|
||||
transform=OriginalTransform;
|
||||
clueInteraction?.ReturnToOriginalPosition(); // 返回到原位的逻辑
|
||||
// 你也可以在这里添加额外的逻辑来处理集合的更新
|
||||
}
|
||||
}
|
||||
|
||||
// 插入线索时调用的虚方法,子类可以重写此方法以实现特定功能
|
||||
protected virtual void OnClueInserted(Clue clue)
|
||||
{
|
||||
// 默认不做任何操作
|
||||
Debug.Log("Clue inserted in base slot.");
|
||||
}
|
||||
public void SetSlotLockState(bool lockState)
|
||||
{
|
||||
isLocked=lockState;
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bd0b32d1dec841247984791d91171633
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -8,6 +8,7 @@ public class FavoritesManager : MonoBehaviour
|
||||
|
||||
public Button toggleFavoritesButton; // 用于打开/关闭收藏夹的按钮
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
@@ -22,6 +23,8 @@ public class FavoritesManager : MonoBehaviour
|
||||
//public Transform screenshotContent; // 截图分类的Content
|
||||
public GameObject clueItemPrefab; // 收藏夹中线索Item的预制件
|
||||
|
||||
public GameObject imageClueItemPrefab; // 收藏夹中线索Item的预制件
|
||||
|
||||
//public Button punchTapeTabButton; // 切换到打孔带
|
||||
//public Button screenshotTabButton; // 切换到截图
|
||||
|
||||
@@ -32,6 +35,8 @@ public class FavoritesManager : MonoBehaviour
|
||||
private Vector2 visiblePosition; // 收藏夹显示时的位置
|
||||
private bool isFavoritesOpen = false; // 收藏夹是否打开的状态
|
||||
|
||||
|
||||
|
||||
private void Start()
|
||||
{
|
||||
favoritesUIRectTransform=favoritesUI.GetComponent<RectTransform>();
|
||||
@@ -71,10 +76,12 @@ public class FavoritesManager : MonoBehaviour
|
||||
UpdateFavoritesUI();
|
||||
}
|
||||
}
|
||||
// else if (clue is ScreenshotClue)
|
||||
// {
|
||||
// screenshotFavorites.Add(clue as ScreenshotClue);
|
||||
// }
|
||||
else if (clue.ClueType==ClueType.ImageClue)
|
||||
if (!punchTapeFavorites.Contains(clue))
|
||||
{
|
||||
punchTapeFavorites.Add(clue);
|
||||
UpdateFavoritesUI();
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveClue(Clue clue)
|
||||
@@ -87,29 +94,51 @@ public class FavoritesManager : MonoBehaviour
|
||||
UpdateFavoritesUI();
|
||||
}
|
||||
}
|
||||
// else if (clue is ScreenshotClue)
|
||||
// {
|
||||
// screenshotFavorites.Remove(clue as ScreenshotClue);
|
||||
// }
|
||||
}
|
||||
private void UpdateFavoritesUI()
|
||||
{
|
||||
// 清空现有的UI元素
|
||||
foreach (Transform child in punchTapeContent)
|
||||
if (clue.ClueType==ClueType.ImageClue)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
if (punchTapeFavorites.Contains(clue))
|
||||
{
|
||||
punchTapeFavorites.Remove(clue);
|
||||
UpdateFavoritesUI();
|
||||
}
|
||||
}
|
||||
}
|
||||
private void UpdateFavoritesUI()
|
||||
{
|
||||
// 清空现有的UI元素
|
||||
foreach (Transform child in punchTapeContent)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
|
||||
// 重新创建剩余线索的UI
|
||||
foreach (Clue clue in punchTapeFavorites)
|
||||
{
|
||||
GameObject clueItemGO;
|
||||
ClueItem clueItem;
|
||||
ClueInteraction clueInteraction;
|
||||
|
||||
// 根据 ClueType 实例化不同的预制件
|
||||
if (clue.ClueType == ClueType.PunchTape)
|
||||
{
|
||||
clueItemGO = Instantiate(clueItemPrefab, punchTapeContent);
|
||||
}
|
||||
else if (clue.ClueType == ClueType.ImageClue)
|
||||
{
|
||||
clueItemGO = Instantiate(imageClueItemPrefab, punchTapeContent);
|
||||
}
|
||||
else
|
||||
{
|
||||
continue; // 如果有其他 ClueType,不处理并继续
|
||||
}
|
||||
|
||||
// 重新创建剩余线索的UI
|
||||
foreach (PunchTape clue in punchTapeFavorites)
|
||||
{
|
||||
GameObject clueItemGO = Instantiate(clueItemPrefab, punchTapeContent);
|
||||
ClueItem clueItem = clueItemGO.GetComponent<ClueItem>();
|
||||
ClueInteraction clueInteraction=clueItemGO.GetComponent<ClueInteraction>();
|
||||
clueItem.Setup(clue);
|
||||
clueInteraction.SetIsFavorited(true);
|
||||
}
|
||||
// 设置 ClueItem 和 ClueInteraction
|
||||
clueItem = clueItemGO.GetComponent<ClueItem>();
|
||||
clueInteraction = clueItemGO.GetComponent<ClueInteraction>();
|
||||
clueItem.Setup(clue);
|
||||
clueInteraction.SetIsFavorited(true);
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenFavorites()
|
||||
{
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class ImageClue : Clue
|
||||
{
|
||||
public Sprite Sprite { get; set; }
|
||||
|
||||
public ImageClue(string category, string name, Sprite sprite, string matchCode = null)
|
||||
: base(category, name, matchCode)
|
||||
{
|
||||
Sprite = sprite;
|
||||
ClueType = ClueType.ImageClue;
|
||||
}
|
||||
|
||||
public override void Display(ClueItem clueItem)
|
||||
{
|
||||
if (clueItem == null)
|
||||
{
|
||||
Debug.LogWarning("ClueItem is null. Display aborted.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (clueItem.categoryText != null) clueItem.categoryText.text = "分类:" + Category;
|
||||
if (clueItem.nameText != null) clueItem.nameText.text = "名称:" + ClueName;
|
||||
if (clueItem.clueImageUI != null) clueItem.clueImageUI.sprite = Sprite;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 035955ca7355f12458c5d08f82b7f281
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,38 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class MemoryClueSlot : ClueSlotBase
|
||||
{
|
||||
private MemoryProcess memoryManager;
|
||||
private PunchTape punchTape;
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start(); // 初始化基类中的内容
|
||||
memoryManager = FindObjectOfType<MemoryProcess>();
|
||||
expectedClueType=ClueType.ImageClue;
|
||||
}
|
||||
|
||||
// 重写基类的 OnClueInserted 方法,处理播放记忆的逻辑
|
||||
protected override void OnClueInserted(Clue clue)
|
||||
{
|
||||
if (clue is PunchTape)
|
||||
{
|
||||
punchTape = clue as PunchTape;
|
||||
PlayMemory(punchTape);
|
||||
}
|
||||
}
|
||||
public override void ReleaseSlot()
|
||||
{
|
||||
base.ReleaseSlot();
|
||||
punchTape = null; // 清除 PunchTape 引用
|
||||
}
|
||||
private void PlayMemory(PunchTape punchTape)
|
||||
{
|
||||
if (punchTape != null)
|
||||
{
|
||||
string memoryIndex = punchTape.MemoryIndex;
|
||||
Debug.Log("播放记忆:" + memoryIndex);
|
||||
StartCoroutine(memoryManager.SearchMemory(punchTape));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 08ace7d1cbb872b49a73a914f1f93b10
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,18 +1,26 @@
|
||||
using UnityEngine;
|
||||
public class PunchTape : Clue
|
||||
{
|
||||
public string MemoryIndex { get; set; }
|
||||
|
||||
public PunchTape(string category, string name, string memoryIndex)
|
||||
: base(category, name, ClueType.PunchTape)
|
||||
// 构造函数,初始化特有属性并传递给基类
|
||||
public PunchTape(string category, string name, string memoryIndex, string matchCode = null)
|
||||
: base(category, name, matchCode)
|
||||
{
|
||||
MemoryIndex = memoryIndex;
|
||||
ClueType = ClueType.PunchTape;
|
||||
}
|
||||
|
||||
public override void Display(ClueItem clueitem)
|
||||
// 重写 Display 方法,实现 PunchTape 的展示逻辑
|
||||
public override void Display(ClueItem clueItem)
|
||||
{
|
||||
|
||||
if (clueitem.categoryText != null) clueitem.categoryText.text = "分类:" + Category;
|
||||
if (clueitem.nameText != null) clueitem.nameText.text = "名称:" + ClueName;
|
||||
}
|
||||
if (clueItem == null)
|
||||
{
|
||||
Debug.LogWarning("ClueItem is null. Display aborted.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (clueItem.categoryText != null) clueItem.categoryText.text = "分类:" + Category;
|
||||
if (clueItem.nameText != null) clueItem.nameText.text = "名称:" + ClueName;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user