Merge branch '春晖11.12' into 'develop'

春晖11.12

See merge request aibis-dream/aibis-dream!63
This commit is contained in:
2024-11-11 23:04:40 +00:00
18 changed files with 4150 additions and 1012 deletions
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public delegate void ViewChangeRequestedHandler(ViewState targetViewState);
public event ViewChangeRequestedHandler OnViewChangeRequested;
public event Action OnGetMainView;
public event Action OnGetDeepView;
private void Awake()
{
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}
private void OnDestroy()
{
SceneManager.sceneUnloaded -= OnSceneUnloaded;
@@ -429,6 +435,8 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
isTransitioning = false;
AudioManager.PlayAmb1Audio("amb_main");
AudioManager.PlayAmb2Audio("amb_general");
//MouseCursorManager.Instance.isInDeepView=false;
OnGetMainView.Invoke();
});
}
@@ -486,8 +494,10 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
SetView(targetViewState);
FadeFromBlack(() =>
{
//MouseCursorManager.Instance.isInDeepView=true;
currentViewState = targetViewState;
isTransitioning = false;
OnGetDeepView.Invoke();
if(targetConfig.audioName!=null)
{
AudioManager.PlayAmb1Audio(targetConfig.audioName);
@@ -78,7 +78,7 @@ public class MemoryProcess : MonoBehaviour,IViewLifecycle
public void OnExit()
{
FavoritesManager.Instance.CloseFavorites();
// 离开视图时的逻辑
Debug.Log("MemoryView exited.");
@@ -226,11 +226,11 @@ void OnClarityChanged(float value)
}
[YarnCommand("MemoryFinished")]
public void MemoryFinished()
public IEnumerator MemoryFinished()
{
AudioManager.PauseMemoryAudio();
// Fade out alpha from 1 to 0
playBackground.DOFade(0f, 1f).WaitForCompletion(); // Fade to fully transparent over 1 second
yield return playBackground.DOFade(0f, 1f).WaitForCompletion(); // Fade to fully transparent over 1 second
// Deactivate playBackground after fade out
playBackground.gameObject.SetActive(false);
@@ -252,6 +252,7 @@ public IEnumerator ColorFadeOut()
}
public IEnumerator PlayMemory()
{
FavoritesManager.Instance.CloseFavorites();
// Activate playBackground and fade in alpha from 0 to 1
AudioManager.PlayMemoryAudio("mem_"+clueSlot.punchTape.MemoryIndex);
playBackground.gameObject.SetActive(true);
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+13 -2
View File
@@ -1,8 +1,8 @@
title: UF图像问题回答正确
title: UF图像问题回答正确
tags:
---
me: UF绘图使用的红色应该是在记忆“草地”的引导下调用的
me:而草地记忆出现了glitch,这因为什么?
me:而草地记忆出现了glitch,这因为什么?
<<EnableQuestion CanvasClueBoard MemoryGrass>>
===
title: 记忆问题回答正确
@@ -13,4 +13,15 @@ me: 正常来说应该是视觉去向记忆传递信息,但是现在颜色信
me:明白了,是记忆反流症
<<EnableQuestion CanvasClueBoard EyePlant>>
<<AddNodeAndConnection CanvasClueBoard EyePlant 记忆反流>>
me:要怎么办呢?
me: 看起来只有做记忆-视觉阻断手术了
<<EnableQuestion CanvasClueBoard 记忆反流>>
<<AddNodeAndConnection CanvasClueBoard 记忆反流 手术>>
===
title: 执行手术
tags:
---
me: 这是唯一的办法了吧
->去做记忆-视觉阻断手术
->再想想
===
+91 -91
View File
@@ -7,8 +7,8 @@ position: 242,-2373
//NOTE:房间界面的对话都单句写短一些(16字以内,参考CoffeeTalk),维修的可以长一些
////新闻:balabalabala
///<<indoor>>
//<<jump VarsInit>>
<<jump 诊断初始化>>
<<jump VarsInit>>
//<<jump 诊断初始化>>
===
title: VarsInit
tags:
@@ -105,9 +105,9 @@ peipei: 画好了
me: (嗯...看着很奇怪...不知道为什么,像是绿色彻底丢失了...)
me: (先放入诊疗面板吧)
<<CollectionClue ClueManager>>
//<<AddNode CanvasClueBoard UFImage>>
// <<OpenClueBoard ClueBoard>>
// <<wait_for_ClueBoard_close ClueBoard>>
me: 噢?有新的日志?
peipei: 医生,怎么样,情况很严重么?
me: 还不知道,我们可能需要深入检查下
me: 我们去诊疗室吧
@@ -166,7 +166,7 @@ me: 先收起来吧,之后要查看下
title: AddAllClueToFavorites
tags:
colorID: 6
position: -560,-1440
position: -1098,-2867
---
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<<generate_PunchTape ClueManager "植物" "EyeView" "liuying1-2" "绿色" true>>
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// <<endif>>
// 检查主目标是否完成并提供反馈
<<if $isFinishedEyeCheck == -1>>
<<if $memoryCount == 3>>
<<if $memoryCount == 4>>
me: 似乎该检查的都检查了,应该去看下诊疗单了
//<<OpenClueBoard target>>
<<else>>
@@ -200,7 +200,7 @@ position: 245,-522
title: 结论
tags:
colorID: 8
position: 40,-1078
position: -163,-1061
---
//现在关于切换场景的数据保存还没有完成,建议先不切场景
<<set $ufDiscussCount=4>>
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title: 手术
tags:
colorID: 8
position: 40,-840
position: -157,-751
---
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position: 639,-1240
---
me: 佩佩,为什么你看到的是黑白的?
peipei: 啊……医生,这好像是很久的事情了。
me: 很久的事情……?
peipei: 是的。不记得是在装上UF的时候还是装了之后一段时间的事情……
peipei: 总之是某次设备升级之后就这样了。
me: 你们能通过UF模块产生有颜色的图片,但是你们自己却看不见颜色?
peipei: 医生,你也是公司的员工呀,你也有医疗模块吧。
me: 什么意思?
peipei: 公司的所有技术性工作都是最终由技术性模块操作完成的。
peipei: 画都是我身体里的UF画的,它自己会产生颜色,我不需要能看见或者理解颜色。
me: 也就是说成为绘图工,就会失去色觉?
me: 这听起来…太令人难以接受了。
peipei: ……其实也不必为我那么担心啦,医生。
peipei: 我还是能想办法看见颜色的。
me: 什么?可是…我没在你的视觉里看到颜色。
peipei: 没什么,医生……抱歉。我…失言了。
peipei: 但总之,不用为我担心……
me: (佩佩有什么事情瞒着我。)
->追问
me: 佩佩,你刚才想要说的话,我希望你能告诉我。
me: 我需要知道尽量多的信息,才好对你做最准确的诊断和治疗。
peipei: 你…能替我保守秘密么?
->我守口如瓶
me: 你可以信任我,我会守口如瓶的。
peipei: 谢谢你,医生。其实仔细想想……
->只要有利于治疗
me: 如果保守这个秘密有利于治疗的话:是的。毕竟我是个医生。
peipei: 你说的对,医生…我不该这么问的。其实仔细想想……
->取决于你要说什么
me: 我不知道,这取决于这个秘密的性质了。
peipei: 好吧,其实仔细想想……
peipei: 对医生应该是不能说谎的,对吧?
peipei: 小时候我经常生病。有天为了能出去玩,我对住院医生说谎了。
peipei: 那一次医生很生气。他很关心我,但是我让他失望了,没有能照顾好自己。
peipei: 所以我想,也许不该成为一个秘密。
// peipei: 啊……医生,这好像是很久的事情了。
// me: 很久的事情……?
// peipei: 是的。不记得是在装上UF的时候还是装了之后一段时间的事情……
// peipei: 总之是某次设备升级之后就这样了。
// me: 你们能通过UF模块产生有颜色的图片,但是你们自己却看不见颜色?
// peipei: 医生,你也是公司的员工呀,你也有医疗模块吧。
// me: 什么意思?
// peipei: 公司的所有技术性工作都是最终由技术性模块操作完成的。
// peipei: 画都是我身体里的UF画的,它自己会产生颜色,我不需要能看见或者理解颜色。
// me: 也就是说成为绘图工,就会失去色觉?
// me: 这听起来…太令人难以接受了。
// peipei: ……其实也不必为我那么担心啦,医生。
// peipei: 我还是能想办法看见颜色的。
// me: 什么?可是…我没在你的视觉里看到颜色。
// peipei: 没什么,医生……抱歉。我…失言了。
// peipei: 但总之,不用为我担心……
// me: (佩佩有什么事情瞒着我。)
// ->追问
// me: 佩佩,你刚才想要说的话,我希望你能告诉我。
// me: 我需要知道尽量多的信息,才好对你做最准确的诊断和治疗。
// peipei: 你…能替我保守秘密么?
// ->我守口如瓶
// me: 你可以信任我,我会守口如瓶的。
// peipei: 谢谢你,医生。其实仔细想想……
// ->只要有利于治疗
// me: 如果保守这个秘密有利于治疗的话:是的。毕竟我是个医生。
// peipei: 你说的对,医生…我不该这么问的。其实仔细想想……
// ->取决于你要说什么
// me: 我不知道,这取决于这个秘密的性质了。
// peipei: 好吧,其实仔细想想……
// peipei: 对医生应该是不能说谎的,对吧?
// peipei: 小时候我经常生病。有天为了能出去玩,我对住院医生说谎了。
// peipei: 那一次医生很生气。他很关心我,但是我让他失望了,没有能照顾好自己。
// peipei: 所以我想,也许不该成为一个秘密。
<<set_Eyetarget EyeManager "sky" false>>
peipei: 看到窗外的蓝天了吗?
<<set_EyeState EyeManager "CanImagineColor">>
@@ -344,15 +344,15 @@ peipei: 看到窗外的蓝天了吗?
me: 记忆发送了进程,为视觉进行了写入操作?这是怎么发生的?
me: 先放进文件袋,等会去看看
<<CollectionClue ClueManager>>
me: 佩佩,你做了什么?为什么突然出现了颜色?
peipei: 我不知道怎么说……我就是记得它是这个颜色。
me: 记得?
peipei: 医生,你应该也有关于天空的珍贵记忆吧。你还记得在那段记忆里,天空是什么颜色的吗?
me: 记得?
peipei: 你一定是记得的,我也是。天空的颜色不是那么容易被忘记的。
peipei: 只要想起那个记忆,眼前就浮现出颜色了
//总觉得这里想象力已经呼之欲出了
me: 佩佩,我得再做几次测试
// me: 佩佩,你做了什么?为什么突然出现了颜色?
// peipei: 我不知道怎么说……我就是记得它是这个颜色。
// me: 记得?
// peipei: 医生,你应该也有关于天空的珍贵记忆吧。你还记得在那段记忆里,天空是什么颜色的吗?
// me: 记得?
// peipei: 你一定是记得的,我也是。天空的颜色不是那么容易被忘记的。
// peipei: 只要想起那个记忆,眼前就浮现出颜色了
// //总觉得这里想象力已经呼之欲出了
// me: 佩佩,我得再做几次测试
me: 我需要让你再观察几个东西,你只要重复刚才做的事情就好了。
peipei: 好的,医生。
<<set $eyecolorKnown=true>>
@@ -437,7 +437,7 @@ position: 642,-840
---
<<if $isFinishedEyeCheck==-1>>
me:这里应该已经彻底检查过了
<<jump 主维修界面>>
//<<jump 主维修界面>>
<<endif>>
<<if $isFinishedEyeCheck==1>>
<<if $eyeTargetTriggerCount == 1>>
@@ -445,14 +445,14 @@ me:这里应该已经彻底检查过了
<<elseif $eyeTargetTriggerCount == 2>>
me:这个也没问题,看来是好了,我们离开这里吧
<<set $isFinishedEyeCheck=-1>>
<<jump 主维修界面>>
//<<jump 主维修界面>>
<<endif>>
<<elseif $isFinishedEyeCheck==0&&$eyeTargetTriggerCount == 3>>
me:视觉部分该检查的都检查了,我们离开这里吧
<<SetExternalError ViewManager MemoryView true>>
<<set $isFinishedEyeCheck=-1>>
<<jump 主维修界面>>
//<<jump 主维修界面>>
<<endif>>
<<Set_MouseMovementLockState EyeManager false>>
===
@@ -504,11 +504,11 @@ position: 2640,-840
---
<<MemoryFinished MemoryManager>>
<<if $memoryCount==3>>
me:所有的索引卡都看了,我们退出记忆吧
//me:所有的索引卡都看了,我们退出记忆吧
///todo只给提示,不自动退
<<set $ufDiscussCount=3>>
<<set $eyeDiscussCount=2>>
<<jump 主维修界面>>
//<<jump 主维修界面>>
<<endif>>
===
title: 天空
@@ -617,42 +617,42 @@ position: 3316,-1247
<<endif>>
<<jump End_memoryPaly>>
===
title: OnUFViewDeepIn
tags:
colorID: 3
position: -399,-876
---
// <<if $isFinishedUFCheck==0>>
// <<set $isFinishedUFCheck=-1>>
// <<if $ufKnown==false>>
// me: 为什么你的左眼长得不一样?
// 解释UF
// <<elseif $ufSeen==false>>>>
// me: 这就是你提到的UF吗?
// me: 没想到…竟然是加装在眼睛上的。
// <<endif>>
// me:居然无法进入,权限还挺高。
// me: 为啥要专门用一个模块来做这件事情呢,还有这么高的权限…
// peipei: 解释公司对AI绘图的规定
// <<set $ufpurposeKnown = true>>
// me:那就外部测试下吧
// me:生成UF图
// <<show_photo UFManager "can_grass_error">>
// <<hide_photo UFManager>>
// <<generate_UFClue ClueManager UFImage can_grass_error 绿色>>
// me:生成好了
// <<set $ufDiscussCount=2>>
// <<elseif $isFinishedUFCheck==1>>
// <<set $isFinishedUFCheck=-1>>
// me: 再试试生成
// <<show_photo UFManager "can_grass_normal">>
// <<hide_photo UFManager>>
// <<generate_UFClue ClueManager UFImage can_grass_normal 绿色>>
// me:生成好了
// <<set $ufDiscussCount=6>>
// <<endif>>
<<jump 主维修界面>>
===
// title: OnUFViewDeepIn
// tags:
// colorID: 3
// position: -450,-1011
// ---
// // <<if $isFinishedUFCheck==0>>
// // <<set $isFinishedUFCheck=-1>>
// // <<if $ufKnown==false>>
// // me: 为什么你的左眼长得不一样?
// // 解释UF
// // <<elseif $ufSeen==false>>>>
// // me: 这就是你提到的UF吗?
// // me: 没想到…竟然是加装在眼睛上的。
// // <<endif>>
// // me:居然无法进入,权限还挺高。
// // me: 为啥要专门用一个模块来做这件事情呢,还有这么高的权限…
// // peipei: 解释公司对AI绘图的规定
// // <<set $ufpurposeKnown = true>>
// // me:那就外部测试下吧
// // me:生成UF图
// // <<show_photo UFManager "can_grass_error">>
// // <<hide_photo UFManager>>
// // <<generate_UFClue ClueManager UFImage can_grass_error 绿色>>
// // me:生成好了
// // <<set $ufDiscussCount=2>>
// // <<elseif $isFinishedUFCheck==1>>
// // <<set $isFinishedUFCheck=-1>>
// // me: 再试试生成
// // <<show_photo UFManager "can_grass_normal">>
// // <<hide_photo UFManager>>
// // <<generate_UFClue ClueManager UFImage can_grass_normal 绿色>>
// // me:生成好了
// // <<set $ufDiscussCount=6>>
// // <<endif>>
// <<jump 主维修界面>>
// ===
title: EmoViewDialogue
tags:
colorID: 8
File diff suppressed because it is too large Load Diff
+6
View File
@@ -59,6 +59,12 @@ public class ClueBaordNew : MonoBehaviour
connection.EnableDrag=false;
DialogController.Instance.StartDialogNode("记忆问题回答正确");
}
if (connection.port0.node.ID == "手术" && connection.port1.node.ID == "solution")
{
connection.DisableClick=false;
connection.EnableDrag=false;
DialogController.Instance.StartDialogNode("执行手术");
}
}
+13 -4
View File
@@ -6,6 +6,7 @@ using DG.Tweening;
using TMPro;
using AibisDream;
using Yarn.Unity;
using System;
public class ClueBoardManager : MonoBehaviour
{
@@ -26,7 +27,11 @@ public class ClueBoardManager : MonoBehaviour
private bool isBoardOpen = false;
private Vector2 hiddenPosition; // ClueBoard隐藏时的位置
private Vector2 visiblePosition; // ClueBoard显示时的位置
public event Action OnClueBoardOpen;
public event Action OnClueBoardClose;
[YarnCommand("wait_for_ClueBoard_close")]
public IEnumerator WaitForClose()
{
// 这里等待关闭按钮点击事件
@@ -38,7 +43,7 @@ public class ClueBoardManager : MonoBehaviour
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
@@ -76,15 +81,16 @@ public class ClueBoardManager : MonoBehaviour
clueBoardUI.SetActive(true);
iamgePointer.GetComponent<Image>().enabled=true;
isBoardOpen = true;
OnClueBoardOpen?.Invoke();
MouseCursorManager.Instance.ClueBoardIn();
// 用DOTween从右侧移动到可见区域
// clueBoardRectTransform.DOAnchorPos(visiblePosition, 0.5f);
}
private void CloseClueBoard()
[YarnCommand("CloseClueBoard")]
public void CloseClueBoard()
{
isBoardOpen = false;
// 用DOTween移动回右侧屏幕外
// clueBoardRectTransform.DOAnchorPos(hiddenPosition, 0.5f).OnComplete(() =>
// {
@@ -92,6 +98,9 @@ public class ClueBoardManager : MonoBehaviour
// });
clueBoardUI.SetActive(false);
iamgePointer.GetComponent<Image>().enabled=false;
OnClueBoardClose?.Invoke();
MouseCursorManager.Instance.ClueBoardOut();
}
// 添加新的 ClueSlot
+2
View File
@@ -20,6 +20,8 @@ public class ClueManager : MonoBehaviour
//public Notification ClueBoardNotification;
ClueBaordNew clueBaord;
MouseCursorManager mouseManager;
void Start()
{
clueBaord=FindObjectOfType<ClueBaordNew>();
@@ -31,6 +31,7 @@ namespace AibisDream
if (_isTalking == value) return;
_isTalking = value;
Debug.Log($"IsTalking 状态更改: {_isTalking}");
if (value)
{
OnDialogueStart?.Invoke();
@@ -69,15 +70,15 @@ namespace AibisDream
bookManager.OnBookClosed += () => { IsBlock = false; };
bookManager.OnBookOpen += () => { IsBlock = true; };
dialogueRunner.onDialogueStart.AddListener(() => { OnDialogueStart?.Invoke(); });
dialogueRunner.onDialogueComplete.AddListener(() => { OnDialogueComplete?.Invoke(); });
dialogueRunner.AddCommandListener(_ => { IsTalking = false; });
dialogueRunner.onDialogueStart.AddListener(() => { OnDialogueStart?.Invoke(); IsTalking = true;});
dialogueRunner.onDialogueComplete.AddListener(() => { OnDialogueComplete?.Invoke(); IsTalking = false;});
//dialogueRunner.AddCommandListener(_ => { IsTalking = false; });
// 对话结束时切下一个SO
dialogueRunner.onDialogueComplete.AddListener(() =>
{
DialogCanvasManager.Instance.SwitchDialogView(DialogViewType.Bubble);
StartCoroutine(GameLoopManager.Instance.NextSceneSo());
// DialogCanvasManager.Instance.SwitchDialogView(DialogViewType.Bubble);
// StartCoroutine(GameLoopManager.Instance.NextSceneSo());
});
}
+2 -2
View File
@@ -33,7 +33,7 @@ namespace AibisDream
private void HandleLineOutput(LocalizedLine dialogueLine, Action onTextShowed, Action onDialogueLineFinished)
{
// 对话系统正在交谈状态
DialogController.Instance.IsTalking = true;
//DialogController.Instance.IsTalking = true;
DialogCanvasManager.GetCurView().ShowLine(dialogueLine.TextWithoutCharacterName.Text,
dialogueLine.GetCharacterVo(), onDialogueLineFinished, onTextShowed, dialogueLine.IsAutoSkipLine());
@@ -63,7 +63,7 @@ namespace AibisDream
return;
}
DialogController.Instance.IsTalking = true;
//DialogController.Instance.IsTalking = true;
DialogCanvasManager.GetCurView().ShowOptions(dialogueOptions, onOptionSelected);
}
+2
View File
@@ -105,6 +105,7 @@ public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUp
return;
}
isDragging = true;
MouseCursorManager.Instance.StartDraggingPlug();
image.raycastTarget = false;
// 通知 DialogueManager 开始拖拽
// DialogueManager.Instance.SetDragging(true);
@@ -155,6 +156,7 @@ public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUp
}
isDragging = false;
MouseCursorManager.Instance.StopDraggingPlug();
image.raycastTarget = true;
// 通知 DialogueManager 结束拖拽
+137 -35
View File
@@ -3,6 +3,7 @@ using UnityEngine.EventSystems;
using UnityEngine.UI;
using System.Collections.Generic;
using AibisDream;
using Unity.VisualScripting;
public class MouseCursorManager : MonoBehaviour
{
@@ -16,10 +17,14 @@ public class MouseCursorManager : MonoBehaviour
public Canvas dialogueCanvas; // 对话Canvas
public Image cursorImage; // 用于显示自定义光标的Image
private bool isInDialogue = false; // 是否处于对话状态
private bool isDraggingPlug = false; // 是否正在拖拽Plug
private bool isUsingTool = false; // 是否处于使用工具状态
private bool isInClueBoard = false; // 是否处于使用工具状态
private Vector3 defaultCursorOffset = new Vector3(20, -20, 0); // default 指针的偏移量
public List<Button> ButtonDisableWhenIsTalking;
private void Awake()
{
@@ -39,21 +44,40 @@ public class MouseCursorManager : MonoBehaviour
}
private void Update()
{
if (cursorImage.sprite != defaultCursorSprite)
{
cursorImage.transform.position = Input.mousePosition;
}
UpdateCursorState();
// 检测点击事件
if (Input.GetMouseButtonDown(0))
if (Input.GetMouseButtonDown(0)&&!isDraggingPlug)
{
HandleClick();
}
}
private void UpdateCursorState()
{
if(isInClueBoard)
{
cursorImage.gameObject.SetActive(false);
return;
}
else
{
cursorImage.gameObject.SetActive(true);
}
if (DialogController.Instance.IsTalking)
{
foreach(Button button in ButtonDisableWhenIsTalking)
{
button.interactable=false;
}
SetCursor(dialogueCursorSprite);
dialogueCanvas.sortingOrder = 1000; // 确保对话窗口在最前
dialogueCanvas.overrideSorting = true;
@@ -61,10 +85,21 @@ public class MouseCursorManager : MonoBehaviour
}
else
{
foreach(Button button in ButtonDisableWhenIsTalking)
{
button.interactable=true;
}
dialogueCanvas.overrideSorting = false;
dialogueCanvas.GetComponent<GraphicRaycaster>().blockingMask = LayerMask.GetMask("Nothing");
if (IsHoveringOverDragItem())
if(isDraggingPlug)
{
SetCursor(handCursorSprite);
}
else if (IsHoveringOverDragItem())
{
SetCursor(handCursorSprite);
}
@@ -86,13 +121,19 @@ public class MouseCursorManager : MonoBehaviour
PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
var results = new List<RaycastResult>();
EventSystem.current.RaycastAll(pointerData, results);
foreach (var result in results)
{
if (result.gameObject.CompareTag("DialogueObject")) // 物体需添加 DialogueObject 标签
{
return true;
}
{
if(result.gameObject.transform.GetChild(0).GetComponent<Socket>().IsAvailable)
{
Debug.Log("Hover Dialogue");
return true;
}
}
}
}
return false;
@@ -108,10 +149,19 @@ public class MouseCursorManager : MonoBehaviour
foreach (var result in results)
{
if (result.gameObject.CompareTag("Dragable")) // 物体需添加 Dragable 标签
{
return true;
}
// If the Canvas's sortingOrder is higher than the reference sortingOrder, ignore it
if (result.gameObject.CompareTag("Dragable")) // 物体需添加 Dragable 标签
{
return true;
}
}
}
return false;
@@ -120,31 +170,48 @@ public class MouseCursorManager : MonoBehaviour
// 处理点击事件
private void HandleClick()
{
if(DialogController.Instance.IsTalking)
{
return;
}
PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
var results = new List<RaycastResult>();
EventSystem.current.RaycastAll(pointerData, results);
foreach (var result in results)
{
if (result.gameObject.CompareTag("DialogueObject"))
{
string dialogueNode =result.gameObject.name+"Dialogue"; // 假设物体名是对话节点
DialogController.Instance.StartDialogNode(dialogueNode);
return;
}
Canvas hitCanvas = result.gameObject.GetComponentInParent<Canvas>();
if (hitCanvas != null)
{
// If the Canvas's sortingOrder is higher than the reference sortingOrder, ignore it
if (hitCanvas.renderMode==RenderMode.ScreenSpaceOverlay)
{
Debug.Log("Raycast hit an object with a higher sortingOrder that should block the raycast");
// You can add additional logic here to block interaction or trigger events
//return false; // Stop further raycasting if it should be blocked
}
else
{
if (result.gameObject.CompareTag("DialogueObject"))
{
if(result.gameObject.transform.GetChild(0).GetComponent<Socket>().IsAvailable)
{
string dialogueNode =result.gameObject.name+"Dialogue"; // 假设物体名是对话节点
DialogController.Instance.StartDialogNode(dialogueNode);
return;
}
}
}
}
}
}
public void EnterDialogue()
{
isInDialogue = true;
}
public void ExitDialogue()
{
isInDialogue = false;
ResetCursor();
}
public void StartDraggingPlug()
{
@@ -165,22 +232,57 @@ public class MouseCursorManager : MonoBehaviour
public void StopUsingTool()
{
isUsingTool = false;
ResetCursor();
}
public void ClueBoardIn()
{
isInClueBoard = true;
}
public void ClueBoardOut()
{
isInClueBoard = false;
ResetCursor();
}
public void SetCursor(Sprite cursorSprite, bool flip = false)
public void SetCursor(Sprite cursorSprite, bool flip = false)
{
if (cursorSprite != null)
{
if (cursorSprite != null)
cursorImage.sprite = cursorSprite;
cursorImage.enabled = true;
cursorImage.rectTransform.localScale = new Vector3(flip ? -1 : 1, 1, 1);
// 如果是默认指针图标,应用偏移量
if (cursorSprite == defaultCursorSprite)
{
cursorImage.sprite = cursorSprite;
cursorImage.enabled = true;
cursorImage.rectTransform.localScale = new Vector3(flip ? -1 : 1, 1, 1);
cursorImage.transform.position = Input.mousePosition + defaultCursorOffset;
}
else
{
// 非默认图标时直接跟随鼠标位置
cursorImage.transform.position = Input.mousePosition;
}
}
}
public void ResetCursor()
public void ResetCursor()
{
Cursor.visible = false;
cursorImage.sprite = defaultCursorSprite;
cursorImage.rectTransform.localScale = Vector3.one; // 恢复为不翻转的默认状态
// 如果是默认指针图标,应用偏移量
if (cursorImage.sprite == defaultCursorSprite)
{
cursorImage.sprite = defaultCursorSprite;
cursorImage.rectTransform.localScale = Vector3.one; // 恢复为不翻转的默认状态
cursorImage.transform.position = Input.mousePosition + defaultCursorOffset;
}
else
{
// 非默认图标时直接跟随鼠标位置
cursorImage.transform.position = Input.mousePosition;
}
}
}
+114
View File
@@ -0,0 +1,114 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class RaycastManager : MonoBehaviour
{
private ClueBoardManager cm;
private EyeTransitionManager em;
public List<GraphicRaycaster> graphicRaycasters = new List<GraphicRaycaster>();
// 是否开启 ClueBoard 和 DeepView
private bool isClueBoardIn = false;
private bool isDeepViewIn = false;
void Start()
{
// 查找 ClueBoardManager 和 EyeTransitionManager
cm = FindObjectOfType<ClueBoardManager>();
em = FindObjectOfType<EyeTransitionManager>();
// 订阅事件
if (cm != null)
{
Debug.Log("Successfully found ClueBoardManager and subscribed to events.");
cm.OnClueBoardOpen += HandleClueBoardOpen;
cm.OnClueBoardClose += HandleClueBoardClose;
}
else
{
Debug.LogWarning("EyeTransitionManager not found!");
}
if (em != null)
{
Debug.Log("Successfully found EyeTransitionManager and subscribed to events.");
em.OnGetMainView += HandleGetMainView;
em.OnGetDeepView += HandleGetDeepView;
}
else
{
Debug.LogWarning("EyeTransitionManager not found!");
}
// 获取所有的 Raycastable Canvas 组件
}
// ClueBoard 打开时处理
private void HandleClueBoardOpen()
{
Debug.Log("打开ClueBoard");
isClueBoardIn = true;
UpdateRaycastStatus();
}
// ClueBoard 关闭时处理
private void HandleClueBoardClose()
{
Debug.Log("关闭ClueBoard");
isClueBoardIn = false;
UpdateRaycastStatus();
}
// MainView 激活时处理
private void HandleGetMainView()
{
Debug.Log("回到MainView");
isDeepViewIn = false;
UpdateRaycastStatus();
}
// DeepView 激活时处理
private void HandleGetDeepView()
{
Debug.Log("去到DeepView");
isDeepViewIn = true;
UpdateRaycastStatus();
}
// 更新 Raycast 组件的状态
private void UpdateRaycastStatus()
{
// 如果 ClueBoard 或 DeepView 开启,禁用所有 GraphicRaycaster
foreach (var raycaster in graphicRaycasters)
{
if (isClueBoardIn || isDeepViewIn)
{
raycaster.enabled = false;
}
else
{
raycaster.enabled = true;
}
}
}
// 确保在场景切换时销毁 RaycastManager
private void OnDestroy()
{
if (cm != null)
{
cm.OnClueBoardOpen -= HandleClueBoardOpen;
cm.OnClueBoardClose -= HandleClueBoardClose;
}
if (em != null)
{
em.OnGetMainView -= HandleGetMainView;
em.OnGetDeepView -= HandleGetDeepView;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 360cd7bb154acc740941f053cbd8cff2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: