Merge branch 'develop' into 火山美术合入2.11

This commit is contained in:
2026-03-13 18:33:30 +08:00
283 changed files with 59298 additions and 51093 deletions
@@ -1,4 +1,4 @@
using UnityEngine;
using UnityEngine;
namespace AibisDream.FixSystem
{
@@ -6,7 +6,7 @@ namespace AibisDream.FixSystem
{
public void PlugIn();
public void PlugOut();
public Vector3 GetSocketPos();
public Transform GetSocketPos();
public bool IsAvailable(); // 新增方法
}
@@ -24,9 +24,9 @@ namespace AibisDream.FixSystem
Debug.Log("Plug Out InitSocket");
}
public Vector3 GetSocketPos()
public Transform GetSocketPos()
{
return transform.position;
return transform;
}
public bool IsAvailable()
@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
@@ -6,6 +6,7 @@ using AibisDream.Framework;
using Cinemachine;
using JetBrains.Annotations;
using UnityEngine;
using AibisDream.Kit;
namespace AibisDream.FixSystem
{
@@ -18,7 +19,6 @@ namespace AibisDream.FixSystem
private GameObject _bodyModuleGroup;
private GameObject _headModuleGroup;
public CableSystem CableSystem { get; private set; }
[HideInInspector] public HeatMapController heatMapController;
#endregion
@@ -28,7 +28,6 @@ namespace AibisDream.FixSystem
private readonly ModuleSystemData _data = new();
public bool inHotErr;
private int _heatValue;
public bool isAvailable;
private int HeatValue
{
@@ -62,7 +61,6 @@ namespace AibisDream.FixSystem
// 处理内部索引
_bodyModuleGroup = transform.Find("Body Module Group")?.gameObject;
_headModuleGroup = transform.Find("Scalehandler")?.transform.Find("Head Module Group")?.gameObject;
CableSystem = transform.Find("Cable System").GetComponent<CableSystem>();
if (transform.Find("HeatMapController"))
{
heatMapController = transform.Find("HeatMapController").GetComponent<HeatMapController>();
@@ -70,9 +68,10 @@ namespace AibisDream.FixSystem
FixSystemCenter.SystemDic.Register(this);
// 注册到维修系统管理器
RepairSystemManager.Register(this);
// 注册Camera
var virtualCam = transform.Find("Body Module Camera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(CameraEnum.BodyModule, virtualCam);
var virtualCam2 = transform.Find("Body Module Camera Center").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(CameraEnum.BodyModuleCenter, virtualCam2);
}
@@ -80,7 +79,7 @@ namespace AibisDream.FixSystem
private void OnDestroy()
{
StorageSystem.Instance.UnregisterData<ModuleSystemData>();
CameraKit.Instance.UnRegisterCamera(CameraEnum.BodyModule);
CameraKit.Instance.UnRegisterCamera(CameraEnum.BodyModuleCenter);
}
/// <summary>
@@ -108,7 +107,7 @@ namespace AibisDream.FixSystem
continue; // 跳过不可用的模块
}
float tempDistance = Vector3.Distance(sourcePos, bodyModule.GetSocketPos());
float tempDistance = Vector3.Distance(sourcePos, bodyModule.GetSocketPos().position);
if (tempDistance < closestDistance)
{
@@ -134,6 +133,7 @@ namespace AibisDream.FixSystem
public void OpenModuleSlots()
{
AudioManager.Instance.PlaySfx("event:/ActionFB/mods_open");
foreach (var module in BodyModules)
{
module.OpenPlugSlot();
@@ -177,7 +177,7 @@ namespace AibisDream.FixSystem
{
heatMapController.ShowHeatMap();
DisableSystem();
ResetPlug();
FixPanelSystem.GetRepairPanel<CablePanel>().ResetPlug();
}
public void HideHeatMap()
@@ -196,20 +196,12 @@ namespace AibisDream.FixSystem
_heatValue = 0;
}
/// <summary>
/// 插头重新插入初始插孔
/// </summary>
public void ResetPlug()
{
CableSystem.ResetPlug();
}
/// <summary>
/// 激活交互系统
/// </summary>
public void EnableSystem()
{
isAvailable = true;
// isAvailable = true;
}
/// <summary>
@@ -217,7 +209,7 @@ namespace AibisDream.FixSystem
/// </summary>
public void DisableSystem()
{
isAvailable = false;
// isAvailable = false;
}
public void SwitchModuleGroup(ModuleState moduleState)
@@ -1,6 +1,5 @@
using System.Collections;
using System.Collections;
using AibisDream.FixSystem;
using AibisDream.Framework;
using Yarn.Unity;
using UnityEngine;
@@ -10,6 +9,7 @@ namespace AibisDream
{
private static BodyModuleSystem BodyModuleSystem => FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
private static PunchTapeSystem PunchTapeSystem => FixSystemCenter.SystemDic.Get<PunchTapeSystem>();
private static CablePanel CablePanel => FixPanelSystem.GetRepairPanel<CablePanel>();
[YarnCommand("enable_cut")]
public static void EnableCut(string moduleName)
@@ -22,7 +22,7 @@ namespace AibisDream
[YarnCommand("Reset_Plug")]
public static void Reset_Plug()
{
BodyModuleSystem.CableSystem.ResetPlug();
CablePanel.ResetPlug();
}
[YarnCommand("ShowHeatMap")]
@@ -54,7 +54,7 @@ namespace AibisDream
[YarnCommand("Temp_RemoveUFCover")]
public static void Temp_RemoveUFCover()
{
BodyModuleSystem.CableSystem.ResetPlug();
CablePanel.ResetPlug();
var _UFModule = BodyModuleSystem.FindBodyModuleByName("UF").transform.GetComponent<UFModule>();
_UFModule.RemoveUFCover();
}
@@ -142,13 +142,13 @@ namespace AibisDream
[YarnCommand("DropCable")]
public static void DropCable()
{
BodyModuleSystem.CableSystem.DropDownCable();
CablePanel.DropDownCable();
}
[YarnCommand("RetractCable")]
public static void RetractCable()
{
BodyModuleSystem.CableSystem.PullUpCable();
CablePanel.PullUpCable();
}
[YarnCommand("StartHeadBreathing")]
@@ -13,7 +13,7 @@ namespace AibisDream.FixSystem
private LineRenderer _stiffLineRenderer; // 用于渲染刚性部分
private Vector3[] _points;
private CableSystem _cableSystem;
private CablePanel _cablePanel;
[SerializeField] private CableConfig config = CableConfig.GeneDefaultConfig();
@@ -49,8 +49,8 @@ namespace AibisDream.FixSystem
private void InitComponentRefs()
{
_cableSystem = transform.parent.GetComponent<CableSystem>();
_cablePanel = transform.GetComponentInParent<CablePanel>();
// 复制第一个LineRenderer的属性到第二个
_stiffLineRenderer.startWidth = _lineRenderer.startWidth;
_stiffLineRenderer.endWidth = _lineRenderer.startWidth;
@@ -58,12 +58,12 @@ namespace AibisDream.FixSystem
_stiffLineRenderer.startColor = _lineRenderer.startColor;
_stiffLineRenderer.endColor = _lineRenderer.startColor;
_stiffLineRenderer.sortingLayerName =
_cableSystem.CableReelRef.GetComponent<SpriteRenderer>().sortingLayerName;
_stiffLineRenderer.sortingOrder = _cableSystem.CableReelRef.GetComponent<SpriteRenderer>().sortingOrder - 1;
_cablePanel.CableReelRef.GetComponent<SpriteRenderer>().sortingLayerName;
_stiffLineRenderer.sortingOrder = _cablePanel.CableReelRef.GetComponent<SpriteRenderer>().sortingOrder - 1;
// 连线起止点
_start = _cableSystem.CableRootPos;
_end = _cableSystem.PlugRef.transform;
_start = _cablePanel.CableRootPos;
_end = _cablePanel.PlugRef.transform;
}
private void InitPoints()
@@ -104,7 +104,7 @@ namespace AibisDream.FixSystem
float F = Mathf.Lerp(config.forceMin, config.forceMax, t);
// 计算出线方向(从转盘出线口到起始点)
Vector3 dir = (_start.position - _cableSystem.CableReelRef.transform.position).normalized;
Vector3 dir = (_start.position - _cablePanel.CableReelRef.transform.position).normalized;
// 设置刚性部分
for (int i = 0; i < config.stiffCount; i++)
@@ -1,4 +1,4 @@
using UnityEngine;
using UnityEngine;
namespace AibisDream.FixSystem
{
@@ -8,7 +8,7 @@ namespace AibisDream.FixSystem
[SerializeField] private float torqueStrength = 200f; // 扭矩强度
[SerializeField] private float angularDamping = 5f; // 角速度阻尼
private CableSystem cableSystem;
private CablePanel cablePanel;
private float angularVelocity; // 角速度
private float currentAngle; // 当前角度
public Vector3 outletPos { get; private set; } // 出线口位置
@@ -17,8 +17,8 @@ namespace AibisDream.FixSystem
private void Start()
{
// 获取CableSystem引用
cableSystem = transform.parent.GetComponent<CableSystem>();
// 获取CablePanel引用
cablePanel = transform.GetComponentInParent<CablePanel>();
currentAngle = transform.eulerAngles.z;
// 获取SpriteRenderer并计算半径
@@ -56,16 +56,16 @@ namespace AibisDream.FixSystem
public void UpdateRotation()
{
// 如果PhysicCable激活,不进行旋转
if (cableSystem == null || cableSystem.PlugRef == null ||
cableSystem.PhysicCableRef.GetComponent<LineRenderer>().enabled) return;
if (cablePanel == null || cablePanel.PlugRef == null ||
cablePanel.PhysicCableRef.GetComponent<LineRenderer>().enabled) return;
Vector2 center = transform.position;
// 使用当前出线口位置
Vector2 outlet = outletPos;
// 力向量(线缆拉力方向)
Vector2 force = (Vector2)cableSystem.PlugRef.transform.position - outlet;
Vector2 force = (Vector2)cablePanel.PlugRef.transform.position - outlet;
// 杆臂向量(力作用点相对于圆心的位置)
Vector2 r = outlet - center;
@@ -1,5 +1,4 @@
using AibisDream.Framework;
using UnityEngine;
using UnityEngine;
using DG.Tweening;
using AibisDream.Kit;
@@ -24,42 +23,24 @@ namespace AibisDream.FixSystem
#region
public bool isInDialog;
public bool isActive = true;
public bool isCableRetracted = true; // 线缆是否收起
[SerializeField] private Transform retractedPos; // 收起位置
[SerializeField] private float dropDownDuration = 0.5f; // 放下动画时长
[SerializeField] private float swingDuration = 0.3f; // 摆动动画时长
[SerializeField] private float swingAngle = 15f; // 摆动角度
[HideInInspector] public ISocket curSocket;
[HideInInspector] public BodyModule curBodyModule;
#endregion
private void Awake()
{
InitComponentRefs();
}
private void Start()
{
InitComponentRefs();
InitSystem();
LoadCableState();
}
private void OnEnable()
{
EnumEventSystem.Global.Register(InteractionEventEnum.DialogEnd, HandleDialogueComplete);
EnumEventSystem.Global.Register(InteractionEventEnum.DialogStart, HandleDialogueStart);
}
private void OnDisable()
{
EnumEventSystem.Global.UnRegister(InteractionEventEnum.DialogEnd, HandleDialogueComplete);
EnumEventSystem.Global.UnRegister(InteractionEventEnum.DialogStart, HandleDialogueStart);
}
private void InitComponentRefs()
{
@@ -69,7 +50,7 @@ namespace AibisDream.FixSystem
CableRootPos = CableReelRef.transform.Find("Cable Root Pos").transform;
PhysicCableRef = transform.Find("PhysicCable").GetComponent<PhysicCable>();
BodyModuleSystem = transform.parent.GetComponent<BodyModuleSystem>();
BodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
}
private void InitSystem()
@@ -143,16 +124,6 @@ namespace AibisDream.FixSystem
#region
private void HandleDialogueStart()
{
isInDialog = true;
}
private void HandleDialogueComplete()
{
isInDialog = false;
}
public void Disable_plugInput()
{
isActive = false;
@@ -163,15 +134,6 @@ namespace AibisDream.FixSystem
isActive = true;
}
/// <summary>
/// 查询插线系统是否可用
/// </summary>
/// <returns></returns>
public bool IsPlugAvailable()
{
return isActive && !isInDialog;
}
#endregion
public void PullUpCable()
@@ -180,7 +142,7 @@ namespace AibisDream.FixSystem
//禁用plug交互
Disable_plugInput();
ResetPlug();
PlugRef.SetPhysicCableActive(false);
// PlugRef.SetPhysicCableActive(false);
PlugRef.GetComponent<SpriteRenderer>().sortingLayerName =
CableReelRef.GetComponent<SpriteRenderer>().sortingLayerName;
PlugRef.GetComponent<SpriteRenderer>().sortingOrder = 41;
@@ -195,12 +157,11 @@ namespace AibisDream.FixSystem
public void DropDownCable()
{
if (!isCableRetracted) return;
Debug.Log("DorpDown");
PlugRef.PullUpSocket();
CableReelRef.ResetRotation();
PlugRef.transform.DOMove(PlugRef.GetStartPos(), 0.1f).OnComplete(() =>
{
PlugRef.SwitchToPhysicCableState();
// PlugRef.SwitchToPhysicCableState();
isCableRetracted = false;
SaveCableState();
// 添加一个短暂的延迟来确保状态正确设置
@@ -224,7 +185,6 @@ namespace AibisDream.FixSystem
CableReelRef.GetComponent<SpriteRenderer>().sortingLayerName;
PlugRef.GetComponent<SpriteRenderer>().sortingOrder = 41;
isCableRetracted = true;
//SaveCableState();
}
}
}
@@ -1,4 +1,4 @@
using System;
using System;
using AibisDream.Framework;
using Newtonsoft.Json;
using UnityEngine;
@@ -35,7 +35,6 @@ namespace AibisDream.FixSystem
[Header("CutText闪烁效果")] private float cutTextFlickerThreshold = 0.4f; // 开始闪烁的阈值
private float cutTextFlickerInterval = 0.1f; // 闪烁间隔
private float cutTextFlickerTimer = 0f; // 闪烁计时器
private bool isCutTextFlickering = false; // 是否正在闪烁
private Coroutine flickerCoroutine; // 闪烁协程引用
@@ -44,7 +43,6 @@ namespace AibisDream.FixSystem
// 模块基本数据
[SerializeField] public BodyModuleData data;
public bool available = true;
private bool _cutting;
private bool _isOpen;
private void Awake()
@@ -102,9 +100,9 @@ namespace AibisDream.FixSystem
{
}
public Vector3 GetSocketPos()
public Transform GetSocketPos()
{
return _socketPos.position;
return _socketPos;
}
public void OpenPlugSlot()
@@ -1,20 +1,19 @@
using UnityEngine;
using UnityEngine;
using AibisDream.Framework;
using AibisDream;
using System;
using System.Collections;
using AibisDream.FixSystem;
public class UFModule : MonoBehaviour
{
private GameObject _ufCover;
private GameObject _ufModule;
private GameObject _ufSocket;
private GameObject _ufSocket;
private GameObject _ufColor;
private UFData _ufData=new ();
private UFData _ufData = new();
private void Awake()
{
// 将数据注册到数据容器内
@@ -24,9 +23,8 @@ public class UFModule : MonoBehaviour
_ufModule = transform.Find("Module Pic").gameObject;
_ufSocket = transform.Find("Socket").gameObject;
_ufCover = _ufModule.transform.Find("Cover").gameObject;
_ufColor=_ufModule.transform.Find("Color").gameObject;
_ufColor = _ufModule.transform.Find("Color").gameObject;
}
// Start is called before the first frame update
public void RemoveUFCover()
{
@@ -44,7 +42,7 @@ public class UFModule : MonoBehaviour
{
_ufModule.SetActive(false);
_ufSocket.SetActive(false);
}
_ufData.isUFRemoved = true;
@@ -79,7 +77,7 @@ public class UFModule : MonoBehaviour
_ufData.isColorRemoved = false;
}
public void RemoveUFColor()
public void RemoveUFColor()
{
if (_ufColor.activeInHierarchy)
{
@@ -1,268 +0,0 @@
using AibisDream.Framework;
using AibisDream.Kit;
using AibisDream.Utility;
using DG.Tweening;
using UnityEngine;
using UnityEngine.EventSystems;
namespace AibisDream.FixSystem
{
[RequireComponent(typeof(EventTriggerEx))]
public class Plug : MonoBehaviour, IInteraction
{
private static readonly int ShineFade = Shader.PropertyToID("_ShineFade");
#region
private Vector3 _startPos;
private readonly Vector3 _pickupOffset = new(0, 0, 0);
private readonly Quaternion _pickupRotationOffset = Quaternion.Euler(0, 0, 30);
private readonly Quaternion _initRotation = Quaternion.Euler(0, 0, 180);
#endregion
#region
private CableSystem _cableSystem;
private SpriteRenderer _sprite;
private Transform _plugRootPos;
private EventTriggerEx _trigger;
#endregion
private bool _isDragging;
private bool _isPhysicCableActive;
private void Awake()
{
InitComponentRef();
EventRegister();
_startPos = new Vector3(transform.position.x + 0.3f, transform.position.y - 2f,
transform.position.z); // 初始化时记录初始位置
}
private void InitComponentRef()
{
_cableSystem = transform.parent.GetComponent<CableSystem>();
_sprite = GetComponent<SpriteRenderer>();
_plugRootPos = transform.Find("Plug Root Pos");
_trigger = GetComponent<EventTriggerEx>();
// 处理插头高亮
_sprite.material.SetFloat(ShineFade, GlobalVariableKit.IsPlugHighLight ? 1 : 0);
}
private void EventRegister()
{
_trigger.Register(EventTriggerType.Drag, OnDrag);
_trigger.Register(EventTriggerType.PointerDown, OnPointerDown);
_trigger.Register(EventTriggerType.PointerUp, OnPointerUp);
}
/// <summary>
/// 插入某个socket
/// </summary>
/// <param name="targetSocket">目标socket</param>
private void InsertSocket(ISocket targetSocket)
{
// 修改插头位置
transform.position = targetSocket.GetSocketPos();
_cableSystem.CableRef.SetEndPos(transform);
// 处理插槽插入
targetSocket.PlugIn();
AudioManager.Instance.PlaySfx("event:/FollowInput/plugin");
_sprite.enabled = false;
_cableSystem.curSocket = targetSocket;
if (targetSocket is BodyModule bodyModule)
{
// 插入模块时触发插入事件
EnumEventSystem.Global.Send(EventEnum.PlugIn);
_cableSystem.curBodyModule = bodyModule;
}
}
/// <summary>
/// 从某个Socket拔出来
/// </summary>
public void PullUpSocket()
{
// 修改线头位置
_cableSystem.CableRef.SetEndPos(_plugRootPos);
_cableSystem.curSocket?.PlugOut();
AudioManager.Instance.PlaySfx("event:/FollowInput/plugout");
_sprite.enabled = true;
if (_cableSystem.curSocket is BodyModule)
{
// 从模块拔出时触发事件
EnumEventSystem.Global.Send(EventEnum.PlugOut);
_cableSystem.curBodyModule = null;
// 清除屏幕
var screenSystem = FixSystemCenter.SystemDic.Get<ScreenSystem>();
if (screenSystem != null)
{
screenSystem.ClearTextScreen();
}
}
_cableSystem.curSocket = null;
}
private void OnDrag(BaseEventData eventData)
{
// 系统被锁定就返回
if (!_cableSystem.IsPlugAvailable())
{
Debug.Log("OnDrag - System not available");
return;
}
// 未被拖拽也返回
if (!_isDragging)
{
Debug.Log("OnDrag - Not dragging");
return;
}
if (eventData is PointerEventData pointerData)
{
transform.position = CameraKit.GetMouseWorldPos(pointerData.position);
}
}
private void OnPointerDown(BaseEventData eventData)
{
if (eventData is PointerEventData { button: PointerEventData.InputButton.Right })
{
return;
}
GetComponent<SpriteRenderer>().sortingLayerName = "Tools";
GetComponent<SpriteRenderer>().sortingOrder = 48;
// 系统被锁定就返回
if (!_cableSystem.IsPlugAvailable()) return;
// 首次拖拽后关闭高亮
if (GlobalVariableKit.IsPlugHighLight)
{
GlobalVariableKit.IsPlugHighLight = false;
_sprite.material.SetFloat(ShineFade, 0);
DialogController.Instance.StartDialogNode("拿起插头");
}
// 开启拖拽
_isDragging = true;
// 进行插拔动作
if (_cableSystem.curSocket != null) PullUpSocket();
// 调整插头形状
AdjustPlugPos();
// 关闭 PhysicCable 的更新,并显示 Cable 的 LineRenderer
_cableSystem.PhysicCableRef.GetComponent<LineRenderer>().enabled = false;
_isPhysicCableActive = false;
_cableSystem.CableRef.ShowCable();
// 打开所有模块
FixSystemCenter.SystemDic.Get<BodyModuleSystem>().OpenModuleSlots();
AudioManager.Instance.PlaySfx("event:/ActionFB/mods_open");
AudioManager.Instance.PlaySfx("event:/FollowInput/plugpick");
}
private void OnPointerUp(BaseEventData eventData)
{
Debug.Log("OnPointerUp");
if (eventData is PointerEventData { button: PointerEventData.InputButton.Right })
{
return;
}
// 停止拖拽
_isDragging = false;
// 寻找可吸附的Module
if (_cableSystem.TryFindClosestModule(transform.position, out var targetModule))
{
// 找到了就插入目标Module
InsertSocket(targetModule);
FixSystemCenter.SystemDic.Get<BodyModuleSystem>().CloseModuleSlots(targetModule);
}
else
{
// 没找到就回到初始位置
ReturnToStartPosition();
FixSystemCenter.SystemDic.Get<BodyModuleSystem>().CloseModuleSlots(null);
}
}
public void ReturnToStartPosition()
{
PlugPosBack();
transform.DOMove(_startPos, 0.1f).OnComplete(() =>
{
_cableSystem.CableReelRef.ResetRotation();
SwitchToPhysicCableState();
});
}
private void AdjustPlugPos()
{
transform.position += _pickupOffset;
transform.rotation = _pickupRotationOffset;
}
private void PlugPosBack()
{
transform.position -= _pickupOffset;
transform.rotation = _initRotation;
}
public void SwitchToPhysicCableState()
{
_cableSystem.PhysicCableRef.Init(transform.position);
_cableSystem.CableRef.HideCable();
_cableSystem.PhysicCableRef.GetComponent<LineRenderer>().enabled = true;
_isPhysicCableActive = true;
}
public void SetPhysicCableActive(bool active)
{
_isPhysicCableActive = active;
}
private void Update()
{
if (_isPhysicCableActive && !_cableSystem.isCableRetracted)
{
_cableSystem.PhysicCableRef.physicLine.UpdatePlug(transform);
}
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, 0.5f);
}
public bool IsActive => true;
public bool IsAvailable => _cableSystem.BodyModuleSystem.isAvailable && !_cableSystem.isCableRetracted;
public GameObject GetGameObject()
{
return gameObject;
}
public Vector3 GetStartPos()
{
return _startPos;
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: eceaf3bcec07439d8391175331323e3c
timeCreated: 1731043337