cluebaord,收藏夹,生成线索,puzzle判断等功能完成

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2024-10-28 01:48:01 +08:00
parent e9c37bc50f
commit 3c20c23b14
27 changed files with 4278 additions and 494 deletions
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@@ -26,10 +26,19 @@ public class MemoryProcess : MonoBehaviour,IViewLifecycle
private float lockThreshold = 0.05f; // 锁定阈值
private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆
private bool isFrequencyFound = false; // 追踪是否找到目标频率
private bool isClarityFound = false; // 追踪是否找到目标清晰度
private Material processMaterial; // 目标材质
private Material memoryMaterial; // 噪波材质
private PunchTape PunchTape;
private MemoryClueSlot clueSlot;
private Dictionary<PunchTape, bool> processedPunchTapes = new Dictionary<PunchTape, bool>();
public void Initialize()
{
// 初始化逻辑
@@ -50,6 +59,7 @@ public class MemoryProcess : MonoBehaviour,IViewLifecycle
{
// 离开视图时的逻辑
Debug.Log("memoryView showed.");
clueSlot=FindObjectOfType<MemoryClueSlot>();
FavoritesManager.Instance.OpenFavorites();
}
@@ -74,15 +84,13 @@ public class MemoryProcess : MonoBehaviour,IViewLifecycle
{
float distance = Mathf.Abs(value - targetFrequency);
UpdateShaderParameters(distance);
CheckIfFound(distance);
CheckIfFound(distance, ref isFrequencyFound);
}
void OnClarityChanged(float value)
{
// 计算滑块值与目标清晰度之间的距离
float distance = Mathf.Abs(value - targetClarity);
// 计算滑块值与目标清晰度之间的最大可能距离
float maxDistance = Mathf.Max(
Mathf.Abs(claritySlider.maxValue - targetClarity),
@@ -93,13 +101,24 @@ public class MemoryProcess : MonoBehaviour,IViewLifecycle
float t = Mathf.Clamp01(distance / maxDistance);
UpdateClarityShaderParameters(t);
CheckIfFound(distance, ref isFrequencyFound);
}
void CheckIfFound(float distance)
void OnSearchComplete()
{
Debug.Log("Memory search completed.");
frequencySlider.interactable = false;
claritySlider.interactable = false;
//PlayMemory();
}
void CheckIfFound(float distance, ref bool isFound)
{
if (distance < lockThreshold)
{
//frequencySlider.interactable = false;
OnFrequencyFound();
isFound = true;
if (isFrequencyFound && isClarityFound)
{
OnSearchComplete();
}
}
}
void UpdateShaderParameters(float distance)
@@ -153,25 +172,19 @@ public class MemoryProcess : MonoBehaviour,IViewLifecycle
memoryMaterial.SetFloat("_DistortAmount", distortAmount);
}
}
void OnFrequencyFound()
{
//frequencySlider.value=targetFrequency;
Debug.Log("目标频率已找到!");
//claritySlider.gameObject.SetActive(true);
// 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
}
public void Init()
{
if (frequencySlider != null)
{
frequencySlider.onValueChanged.AddListener(OnFrequencyChanged);
frequencySlider.gameObject.SetActive(false);
frequencySlider.value=3;
}
if (claritySlider != null)
{
claritySlider.onValueChanged.AddListener(OnClarityChanged);
claritySlider.gameObject.SetActive(false);
claritySlider.value=3;
}
memoryProcessImage.gameObject.SetActive(true);
processMaterial=memoryProcessImage.material;
@@ -190,11 +203,16 @@ public class MemoryProcess : MonoBehaviour,IViewLifecycle
// 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
float t = Mathf.Clamp01(distance / maxDistance);
UpdateClarityShaderParameters(t);
// 初始化材质参数
//memoryProcessImage.material.SetFloat("_StrongTintFade", 1);
//memoryProcessImage.material.SetFloat("_GlitchFade", 0);
//memoryFinishedImage.material.SetFloat("_DirectionalDistortionFade", -2);
PunchTape=null;
}
[YarnCommand("MemoryFinished")]
public void MemoryFinished()
{
Init();
clueSlot.ReleaseSlot();
}
[YarnCommand("ColorFadeOut")]
public IEnumerator ColorFadeOut()
{
@@ -204,19 +222,35 @@ public IEnumerator ColorFadeOut()
Tween tween = memoryFinishedImage.material.DOFloat(-14, "_DirectionalDistortionFade", 3);
yield return tween.WaitForCompletion();
}
public void PlayMemory()
{
DialogController.Instance.StartDialogNode(PunchTape.ClueName);
}
[YarnCommand("search_memory")]
public IEnumerator SearchMemory(string memoryName,bool isColorful = true)
public IEnumerator SearchMemory(PunchTape punchTape,bool isSearchedBefore=false,bool isColorful = true)
{
if (isSearchedBefore)
{
PlayMemory();
yield break;
}
if (processedPunchTapes.TryGetValue(punchTape, out bool isProcessed) && isProcessed)
{
PlayMemory();
yield break;
}
AudioManager.PauseMemoryAudio();
if (isProcessing)
{
Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
yield break;
}
Sprite memorySprite = Resources.Load<Sprite>("Art/Memory/" + memoryName);
Sprite memorySprite = Resources.Load<Sprite>("Art/Memory/" + punchTape.MemoryIndex);
if (memorySprite == null)
{
Debug.LogError("Memory not found: " + memoryName);
Debug.LogError("Memory not found: " + punchTape.MemoryIndex);
yield break;
}
if (isColorful)
@@ -277,6 +311,8 @@ public IEnumerator ColorFadeOut()
yield return memorySequence.WaitForCompletion();
}
public bool IsProcessing()
{
return isProcessing;
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position: 642,-710
---
<<indoor>>
<<load_scene 佩佩视觉模块>>
// <<load_scene 佩佩视觉模块>>
<<declare $conversationCount=0>>
<<declare $currentTarget="未定义">>
// <<declare $conversationCount=0>>
// <<declare $currentTarget="未定义">>
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<<jump memoryTest>>
// //<<start_transition ViewManager "MainView">>
// <<jump memoryTest>>
===
title: memoryTest
@@ -106,6 +106,8 @@ title: mem_sky
position: 1049,128
---
<<search_memory MemoryManager "liuying1-3">>
<<waitforeventcomplete enemy onEnemyDied>>
<<pause>>
<<wait 1>>
peipei_child: 医生!看,大象!
docter: 哪里有?…啊,那朵云呀。确实很像大象喔。
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title: End_memoryPaly
position: 1666,131
---
<<Release_Slot target>>
<<MemoryFinished MemoryManager>>
===
title: 天空
position: 1049,128
---
<<search_memory MemoryManager "liuying1-3">>
<<wait 1>>
peipei_child: 医生!看,大象!
docter: 哪里有?…啊,那朵云呀。确实很像大象喔。
docter: 但是佩佩为什么会见过大象呢?
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!
docter: 佩佩是个很有想象力的小朋友噢。
peipei_child: 想象力…是什么?
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。
<<wait 0.5>>
docter: 佩佩以后会成为一个艺术家的。
peipei_child: 艺术家又是什么?
<<wait 0.5>>
peipei_child: 医生快看,它现在更像一个飞机啦!
<<wait 1>>
<<jump End_memoryPaly>>
===
title: 海报
position: 1349,131
---
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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。
<<wait 2>>
unknown: 我爱你。
<<wait 3>>
<<jump End_memoryPaly>>
===
title: 植物
position: 1666,131
---
<<search_memory MemoryManager "liuying1-2">>
<<wait 1>>
peipei: 要是工作也能画画…要是能永远画画就好了。
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。
peipei: 不会的。至少画画这件事情让我感觉到很纯粹的快乐……
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。
同学: 哈哈……
同学: 但愿你是对的。
peipei: 我肯定是对的。
<<wait 1>>
peipei: 如果公司这么讨厌的话,我就不在那里干就好了啊!
<<jump End_memoryPaly>>
===
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@@ -5170,6 +5637,23 @@ PrefabInstance:
m_AddedGameObjects: []
m_AddedComponents: []
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+8 -5
View File
@@ -3,22 +3,25 @@ using UnityEngine;
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);
}
+153
View File
@@ -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;
}
}
@@ -0,0 +1,11 @@
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userData:
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+52 -37
View File
@@ -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;
}
}
+62 -7
View File
@@ -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);
}
}
+28 -7
View File
@@ -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;
}
}
+115
View File
@@ -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;
}
}
+11
View File
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: bd0b32d1dec841247984791d91171633
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+52 -23
View File
@@ -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()
{
+26
View File
@@ -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;
}
}
+11
View File
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 035955ca7355f12458c5d08f82b7f281
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+38
View File
@@ -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:
+15 -7
View File
@@ -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;
}
}