Merge branch 'feature/stone-day2' into 'develop'

Feature/stone day2

See merge request aibis-dream/aibis-dream!137
This commit is contained in:
2024-12-28 19:26:14 +00:00
38 changed files with 5152 additions and 3248 deletions
+4 -2
View File
@@ -9,11 +9,13 @@ namespace AibisDream.SystemEditor
{
private int _selectedIndex;
private string _inputText = "";
private string[] _options;
public override void OnInspectorGUI()
{
// 获取目标对象
SystemHasData example = (SystemHasData)target;
_options = example.GetDataKeyOptions();
// 绘制默认的 Inspector
DrawDefaultInspector();
@@ -21,14 +23,14 @@ namespace AibisDream.SystemEditor
GUILayout.Label("数据加载与保存");
// 绘制下拉选择和输入框
EditorGUILayout.BeginHorizontal();
int newIndex = EditorGUILayout.Popup(_selectedIndex, example.GetDataKeyOptions());
int newIndex = EditorGUILayout.Popup(_selectedIndex, _options);
_inputText = EditorGUILayout.TextField(_inputText);
EditorGUILayout.EndHorizontal();
if (newIndex != _selectedIndex)
{
_selectedIndex = newIndex;
_inputText = example.GetDataKeyOptions()[newIndex];
_inputText = _options[newIndex];
}
// 保存按钮
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+1 -1
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@@ -13,6 +13,6 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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firstSceneName: ExpressFixScene
isEndOfDay: 0
@@ -83,19 +83,19 @@ title: 泵机运行
title: 引擎过速
description: 引擎过速触发
---
当前档位为{$curAirLevel}
过速
===
title: 引擎掉速
description: 引擎掉速触发
---
当前档位为{$curAirLevel}
掉速
===
title: 调整进气档位
description: 调整进气档位时触发
---
当前档位为{$curAirLevel}
调整进气档位
===
// title: EngineSuccess
@@ -25,3 +25,33 @@ position: 470,-51
---
<<jump 检查_胃>>
===
title: 破损齿轮插入
descrption: 每个破损齿轮每次插入都会触发,具体怎么处理先交给yarn
---
<<if $gameStage == 4>>
<<jump 复原完成>>
<<endif>>
===
title: 齿轮系统状态变化
---
<<if ($discIdx == 1 || $discIdx == 2 || $discIdx == 3) && $speedReached>>
<<move_needle>>
目标达成
<<jump 第二次维修结束>>
<<elseif $speedReached>>
齿轮达到目标速度
<<elseif $discIdx == 1 || $discIdx == 2 || $discIdx == 3>>
<<if $gameStage == 6>>
$discIdx是唱片齿轮插入的轴的序号,1-3意味着插入的是目标的三个轴,0是其他轴
<<move_needle>>
<<endif>>
<<else>>
<<if $gameStage == 6>>
这个命令是指把唱针挪到对应序号的轴上,参数为0则悬空
<<move_needle>>
<<endif>>
<<endif>>
===
@@ -101,9 +101,10 @@ position: 250,-1874
<<indoor 1>>
<<fade_out 1>>
// FIXUP 立绘指令修改
<<character_init_new "石头">>
<<character_fade_in_new character>>
<<character_fade_in_new>>
// 立绘指令修改
隔了一天,石头出现在了诊所门口。
@@ -144,10 +145,8 @@ me: 我记得他的动力系统是出过事故的…希望这次不是那么严
<<wait 0.5>>
<<set $gameStage=2>>
<<switch_fix_system_to "BodyModule" "stone1.json">>
<<jump 主维修界面 >>
<<jump 主维修界面 >>
===
@@ -173,7 +172,7 @@ position: 206,-1006
//变速箱阶段
<<if $gameStage == 4>>
<<jump 检查(临时)>>
<<jump 变速箱维修_复原(临时)>>
<<endif>>
//变速箱后对话阶段
@@ -255,7 +254,7 @@ position: -609,-1099
目前压力已被设置为了中等,石头现在能跑出更高的速度上限了。
->缺陷检查
检查到动力系统内部有缺齿的机械声音,可能与变速箱故障有关。
->深入检查 // 这里没动。需要修改的时候找老丁交流
->深入检查
<<jump 变速箱维修(临时)>>
->返回
<<jump 检查(临时)>>
@@ -328,12 +327,14 @@ position: -876,-409
---
->拆开变速箱螺丝
<<set $gearBoxOpened=true>>
拆开的一瞬间,里面的齿轮嘭的一声崩了出来。
我们都被吓了一跳。我把散落的齿轮收集起来,好在看起来一个都没少。
其中还有一些奇怪形状的齿轮…看起来像唱片一样。
<<jump 变速箱维修(临时)>>
->返回
<<jump 主维修界面>>
<<switch_fix_system_to "Gear" "stone_day2_1.json">>
齿轮坏了blabla,然后回到诊所界面
<<set $gearBoxOpened = true>>
->返回
<<set $gameStage = 3>> // 丁注:我理解是这里就可以回去看准备维修对话了
<<switch_fix_system_to "Clinic">>
<<jump 主维修界面>>
===
@@ -344,21 +345,30 @@ tags:
colorID: 8
position: -867,-152
---
<<if $gearProblemKnown == false>>
->复原齿轮
当我重新把齿轮安装回去的时候,发现这些齿轮已经严重磨损了。
装上后,我看到齿轮开始滑牙。这就是石头感到动力中断的原因。
<<set $gearProblemKnown = true>>
<<jump 主维修界面>>
->返回
<<jump 主维修界面>>
<<else>>
磨损的齿轮正在不断滑牙,这就是石头感到动力中断的原因。
<<jump 主维修界面>>
<<endif>>
// <<if $gearProblemKnown == false>>
// ->复原齿轮
// 当我重新把齿轮安装回去的时候,发现这些齿轮已经严重磨损了。
// 装上后,我看到齿轮开始滑牙。这就是石头感到动力中断的原因。
// <<set $gearProblemKnown = true>>
// <<jump 主维修界面>>
// ->返回
// <<jump 主维修界面>>
// <<else>>
// 磨损的齿轮正在不断滑牙,这就是石头感到动力中断的原因。
// <<jump 主维修界面>>
// <<endif>>
<<switch_fix_system_to "Gear">>
直接开启修复玩法
===
title: 复原完成
description: 把错误齿轮放回去就会触发
---
<<set $gameStage = 5>>
-> 返回诊所
<<switch_fix_system_to "Clinic">>
<<jump 主维修界面>>
===
title: 分析准备
@@ -366,11 +376,6 @@ tags:
colorID: 8
position: 626,-314
---
//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
<<fade_in 1>>
<<load_scene ClinicScene>>
<<move_out_fix>>
<<fade_out 1>>
//<<OpenClueBoard ClueBoard>>
me: 正是变速箱这套齿轮的缺损导致了动力的中断。这些锻钢齿轮还是不够耐磨……
me: 不过能磨损这么严重,要施加很大的机械压力…这应该会非常痛才对。
@@ -397,7 +402,6 @@ position: 627,-80
石头的眼神变得得意起来。他告诉我这是他最中意的改装,只要跑起来,他就能听到音乐。
他让我快把这些唱片装回去,他好和我分享他最爱的音乐。
<<set $gameStage = 4>>
<<fade_in 1>>
<<jump 主维修界面>>
===
@@ -450,11 +454,9 @@ title: 变速箱后对话
tags:
position: 311,143
---
<<fade_out 1>>
me: (这应该够他扛一段时间了,只要他不再出事故…)
变速箱修好了,接下来应该在引擎中测试一下确认故障已经被修好。
<<set $gameStage = 6>>
<<fade_in 1>>
<<jump 主维修界面>>
===
@@ -465,27 +467,39 @@ title: 加压(临时)
tags:
position: 311,143
---
->踩油门
随着速度升高,齿轮的声音也变得尖锐起来。
但是没有再发生动力中断的问题。
石头看起来非常开心。他再次唱起了歌,并夸赞我的医术。
“把压力再提高一档吧!”他忽然说。
<<hide_dialog>>
<<wait 0.5>>
“什么?…压力…我已经提高过一次了。”我说。
<<hide_dialog>>
<<wait 1>>
“是的!那就让他再高一档吧!”石头唱起了歌。在歌里,他无忧无虑,在城市街头快乐地穿梭。
“我感觉非常好!多亏了你,我觉得我能再快一些!”
->提高压力
你把压力调高了一档。这次速度升得更高了。引擎的声音如此之大,他的身体显然承受着巨大的压力。
<<hide_dialog>>
<<wait 1>>
在引擎的轰鸣声中,你听到了石头的歌声。
他的声音如此快活,仿佛他不是在送货,而是在像鸟儿一样自由翱翔。
->结束
<<set $gameStage = 7>>
<<jump 主维修界面>>
// ->踩油门
// 随着速度升高,齿轮的声音也变得尖锐起来。
// 但是没有再发生动力中断的问题。
// 石头看起来非常开心。他再次唱起了歌,并夸赞我的医术。
// “把压力再提高一档吧!”他忽然说。
// <<hide_dialog>>
// <<wait 0.5>>
// “什么?…压力…我已经提高过一次了。”我说。
// <<hide_dialog>>
// <<wait 1>>
// “是的!那就让他再高一档吧!”石头唱起了歌。在歌里,他无忧无虑,在城市街头快乐地穿梭。
// “我感觉非常好!多亏了你,我觉得我能再快一些!”
// ->提高压力
// 你把压力调高了一档。这次速度升得更高了。引擎的声音如此之大,他的身体显然承受着巨大的压力。
// <<hide_dialog>>
// <<wait 1>>
// 在引擎的轰鸣声中,你听到了石头的歌声。
// 他的声音如此快活,仿佛他不是在送货,而是在像鸟儿一样自由翱翔。
// ->结束
// <<set $gameStage = 7>>
// <<jump 主维修界面>>
这里是第二次维修
<<switch_fix_system_to "Gear" "stone_day2_3.json">>
完成齿轮和唱片操作
===
title: 第二次维修结束
---
第二次维修结束
<<set $gameStage = 7>>
<<switch_fix_system_to "Clinic">>
<<jump 主维修界面>>
===
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@@ -11,8 +11,6 @@ namespace AibisDream
{
public class DialogController : Singleton<DialogController>
{
private const string BookManager = "BookManager";
private DialogueRunner dialogueRunner;
private VariableStorageBehaviour _variableStorage;
@@ -61,11 +59,6 @@ namespace AibisDream
dialogueRunner = GetComponentInChildren<DialogueRunner>();
_variableStorage = GetComponentInChildren<InMemoryVariableStorage>();
// 开关书交互
BookManager bookManager = GameObject.Find(BookManager).gameObject.GetComponent<BookManager>();
bookManager.OnBookClosed += () => { IsBlock = false; };
bookManager.OnBookOpen += () => { IsBlock = true; };
dialogueRunner.onDialogueStart.AddListener(() =>
{
OnDialogueStart?.Invoke();
@@ -44,6 +44,10 @@ namespace AibisDream.FixSystem
TransitionDic.Add(FixState.UF, FixState.BodyModule, new UFToBodyModuleCommand());
TransitionDic.Add(FixState.Clinic, FixState.CoolingMachine, new ClinicToCoolingCommand());
TransitionDic.Add(FixState.CoolingMachine, FixState.Clinic, new CoolingToClinicCommand());
TransitionDic.Add(FixState.BodyModule, FixState.Gear, new BodyModuleToGearCommand());
TransitionDic.Add(FixState.Gear, FixState.BodyModule, new GearToBodyModuleCommand());
TransitionDic.Add(FixState.Clinic, FixState.Gear, new ClinicToGearCommand());
TransitionDic.Add(FixState.Gear, FixState.Clinic, new GearToClinicCommand());
}
/// <summary>
@@ -5,45 +5,86 @@ using UnityEngine;
namespace AibisDream.FixSystem
{
public class BodyModuleTransition
public struct GearToBodyModuleCommand : ITransitionCommand
{
public struct BodyModuleToGearCommand : ITransitionCommand
{
private static readonly Vector3 CameraPos = new(-2.5f, 2.13f, -10);
private const float OrthographicSize = 2.5f;
private const float Duration = 2f;
private const float Duration = 2f;
public IEnumerator Execute()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var gearSystem = FixSystemCenter.SystemDic.Get<GearSystem>();
// 插头回到初始插孔
bodyModuleSystem.ResetPlug();
// 相机聚焦到目标位
yield return CameraKit.Instance.TransCamera(CameraPos, OrthographicSize, Duration).WaitForCompletion();
// 打开引擎盖子
yield return gearSystem.OpenCover();
}
public void SetArgs(string arg)
{
// 暂无参数
}
}
public struct GearToBodyModuleCommand : ITransitionCommand
public IEnumerator Execute()
{
public IEnumerator Execute()
{
throw new System.NotImplementedException();
}
var gearSystem = FixSystemCenter.SystemDic.Get<GearSystem>();
// 关盖子
yield return gearSystem.CloseGearPanel();
yield return gearSystem.CloseCover();
// 相机返回
yield return CameraKit.Instance.ReturnInitCamera(Duration).WaitForCompletion();
}
public void SetArgs(string arg)
public void SetArgs(string arg)
{
// 没有参数
}
}
public struct BodyModuleToGearCommand : ITransitionCommand
{
private static readonly Vector3 CameraPos = new(-1.09f, -0.07f, -10);
private const float OrthographicSize = 1.6f;
private const float Duration = 2f;
private string _configKey;
public IEnumerator Execute()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var gearSystem = FixSystemCenter.SystemDic.Get<GearSystem>();
// 插头回到初始插孔
bodyModuleSystem.ResetPlug();
// 相机聚焦到目标位
yield return CameraKit.Instance.TransCamera(CameraPos, OrthographicSize, Duration).WaitForCompletion();
if (!string.IsNullOrEmpty(_configKey))
{
throw new System.NotImplementedException();
gearSystem.CurDataKey = _configKey;
gearSystem.Load();
}
// 打开引擎盖子
yield return gearSystem.OpenCover();
yield return gearSystem.OpenGearPanel();
}
public void SetArgs(string arg)
{
_configKey = arg.Trim();
}
}
public struct GearToClinicCommand : ITransitionCommand
{
private const float FadeDuration = 0.5f;
public IEnumerator Execute()
{
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
var gearSystem = FixSystemCenter.SystemDic.Get<GearSystem>();
// 盖上盖子
yield return gearSystem.CloseGearPanel();
yield return gearSystem.CloseCover();
// 黑屏
yield return MainUIController.Instance.FadeInSync(FadeDuration);
// 相机归位
CameraKit.Instance.ResetCamara();
// 打开诊所
clinicSystem.gameObject.SetActive(true);
// 黑屏淡出
yield return MainUIController.Instance.FadeOutSync(FadeDuration);
}
public void SetArgs(string arg)
{
// 没有参数
}
}
}
@@ -1,3 +1,3 @@
fileFormatVersion: 2
guid: ae4ece844a9a417687bd443b4cdf7820
timeCreated: 1735242780
guid: 31019d1b228d41eeb89a89fa9d9dd7e4
timeCreated: 1735296030
@@ -51,13 +51,13 @@ namespace AibisDream.FixSystem
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
// // 黑屏
// 黑屏
yield return MainUIController.Instance.FadeInSync(FadeDuration);
// 隐藏诊所
clinicSystem.gameObject.SetActive(false);
// 激活插线系统
bodyModuleSystem.gameObject.SetActive(true);
// // 黑屏淡出
// 黑屏淡出
yield return MainUIController.Instance.FadeOutSync(FadeDuration);
// 移动相机
yield return CameraKit.Instance.TransCameraAsync(CameraPos, OrthographicSize, Duration);
@@ -117,4 +117,48 @@ namespace AibisDream.FixSystem
// 没有需要设置的
}
}
public struct ClinicToGearCommand : ITransitionCommand
{
private const float FadeDuration = 0.5f;
// 引擎相机设置
private static readonly Vector3 CameraPos = new(-1.09f, -0.07f, -10);
private const float OrthographicSize = 1.6f;
private const float Duration = 2f;
private string _configName;
public IEnumerator Execute()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
var gearSystem = FixSystemCenter.SystemDic.Get<GearSystem>();
// 黑屏
// yield return MainUIController.Instance.FadeInSync(FadeDuration);
// 隐藏诊所
clinicSystem.gameObject.SetActive(false);
// 激活插线系统
bodyModuleSystem.gameObject.SetActive(true);
// 黑屏淡出
// yield return MainUIController.Instance.FadeOutSync(FadeDuration);
// 移动相机
yield return CameraKit.Instance.TransCameraAsync(CameraPos, OrthographicSize, Duration);
// 开启引擎玩法
if (!string.IsNullOrEmpty(_configName))
{
gearSystem.CurDataKey = _configName;
gearSystem.Load();
}
yield return gearSystem.OpenCover();
yield return gearSystem.OpenGearPanel();
}
public void SetArgs(string arg)
{
_configName = arg.Trim();
}
}
}
@@ -49,8 +49,7 @@ namespace AibisDream.Framework
{
if (Input.GetKeyDown(KeyCode.K))
{
MonoCenter.Mono.StartCoroutine(FixSystemCenter.SystemDic.Get<CoolingSystem>().OpenCoolingSystem());
MonoCenter.Mono.StartCoroutine(FixSystemCenter.SystemDic.Get<CoolingSystem>().OpenBottleUI());
MonoCenter.Mono.StartCoroutine(FixSystemYarnCommand.SwitchFixSystemTo("Gear"));
}
}
}
+3 -5
View File
@@ -10,15 +10,13 @@ namespace AibisDream
[SerializeField] private int curLevel;
[SerializeField] private float heightY;
private Vector3 _offset;
[SerializeField] private float minY;
public bool IsBlock { get; }
private void Awake()
{
_engineSystem = transform.parent.GetComponent<EngineSystem>();
_offset = transform.position;
}
public void StartMove()
@@ -35,13 +33,13 @@ namespace AibisDream
private void UpdateTransform()
{
float levelHeight = heightY / (_engineSystem.config.maxLevel - 1);
var curY = levelHeight * curLevel + _offset.y;
var curY = levelHeight * curLevel + minY;
transform.position = new Vector3(transform.position.x, curY, transform.position.z);
}
private void SwitchAirLevel(float mouseY)
{
mouseY -= _offset.y;
mouseY -= minY;
float levelHeight = heightY / _engineSystem.config.maxLevel;
curLevel = (int)(mouseY / levelHeight);
@@ -35,9 +35,10 @@ namespace AibisDream
_cover = transform.Find("Cover").GetComponent<SpriteRenderer>();
}
private void OnEnable()
private void Start()
{
engineData = new EngineData(config.invalidTime);
DialogController.Instance?.SetVariable("$curAirLevel", 2);
}
private void Update()
@@ -179,7 +180,7 @@ namespace AibisDream
config = data;
// 重置Data
OnEnable();
Start();
}
public override void Save()
@@ -275,8 +276,8 @@ namespace AibisDream
if (inAirRange && !curInAirRange && !isSuccess)
{
// 出界的话
if (curAir > curAirMax) DialogController.Instance.StartDialogNode("调速popup-过速");
if (curAir < curAirMin) DialogController.Instance.StartDialogNode("调速popup-掉速");
if (curAir > curAirMax) DialogController.Instance?.StartDialogNode("引擎过速");
if (curAir < curAirMin) DialogController.Instance?.StartDialogNode("引擎掉速");
isValid.Value = false;
}
+52 -7
View File
@@ -7,15 +7,26 @@ namespace AibisDream
{
public class Gear : MonoBehaviour, IMoveable
{
[SerializeField] public float radius;
[SerializeField] public Sprite gearSprite;
private const int ShakeAngle = 15;
public float radius;
public Sprite gearSprite;
public bool isBroken;
public bool isDisc;
public float speed;
private Tweener _rotationTweener;
#region
private GearSystem _gearSystem;
private CircleCollider2D _circleCollider;
private SpriteRenderer _spriteRenderer;
#endregion
public Shaft targetShaft;
public bool IsBlock { get; }
private void Awake()
@@ -34,7 +45,7 @@ namespace AibisDream
/// <summary>
/// 设置齿轮信息
/// </summary>
public void InitGearModel()
private void InitGearModel()
{
// 给齿轮赋值
_spriteRenderer.sprite = gearSprite;
@@ -43,6 +54,39 @@ namespace AibisDream
_spriteRenderer.size = new Vector2(radius * 2, radius * 2);
}
public void UpdateRotation(float newSpeed, float speedScale)
{
// 初始化速度
speed = Mathf.Abs(newSpeed);
var target = newSpeed >= 0 ? new Vector3(0, 0, 360) : new Vector3(0, 0, -360);
_rotationTweener?.Kill();
// 打开动画
if (isBroken)
{
_rotationTweener = transform.DORotate(new Vector3(0, 0, ShakeAngle), ShakeAngle / speed / 360,
RotateMode.LocalAxisAdd)
.SetEase(Ease.Linear)
.SetLoops(-1, LoopType.Yoyo)
.SetDelay(0.1f);
}
else
{
_rotationTweener = transform.DORotate(target, 1 / Mathf.Abs(speed), RotateMode.LocalAxisAdd)
.SetEase(Ease.Linear)
.SetLoops(-1, LoopType.Incremental);
}
_rotationTweener.timeScale = speedScale;
}
public void UpdateSpeedScale(float speedScale)
{
_rotationTweener.timeScale = speedScale;
}
#region
public void StartMove()
{
targetShaft?.PlugOutGear();
@@ -69,6 +113,7 @@ namespace AibisDream
targetShaft = tempShaft;
}
}
}
}
#endregion
}
}
+133 -53
View File
@@ -5,6 +5,7 @@ using AibisDream.FixSystem;
using AibisDream.Framework;
using AibisDream.Kit;
using DG.Tweening;
using UnityEditor;
using UnityEngine;
namespace AibisDream
@@ -13,15 +14,29 @@ namespace AibisDream
{
#region
[SerializeField] private GameObject gearPrefab;
[SerializeField] private GameObject shaftPrefab;
private Shaft[] _shafts;
public GameObject gearPrefab;
public GameObject shaftPrefab;
private Transform _panel;
private SpriteRenderer _cover;
private Transform _coverStick;
private Transform _needle;
private ShaftGraph _shaftGraph;
#endregion
private ShaftGraph _shaftGraph;
public Vector3 coverUpPos;
public Vector3 coverDownPos;
public Vector3 panelOpenPos;
public Vector3 panelClosePos;
public Vector3 needleEmptyPos;
public Vector3[] needlePosArr;
public float needleDuration;
private bool _isTargetReached;
private bool _isDiscReady;
private void Awake()
{
@@ -33,18 +48,20 @@ namespace AibisDream
public void Init()
{
FixSystemCenter.SystemDic.Register(this);
_shafts = GetComponentsInChildren<Shaft>();
_cover = transform.Find("Cover").GetComponent<SpriteRenderer>();
_coverStick = transform.Find("Cover Stick");
_panel = transform.Find("Empty Shafts Panel");
_needle = transform.Find("Needle");
}
public void Start()
{
if (_shafts != null && _shafts.Length != 0)
{
_shaftGraph = new ShaftGraph(_shafts);
}
_shaftGraph?.Clear();
var shafts = transform.Find("Shafts").GetComponentsInChildren<Shaft>();
var panelShafts = _panel.GetComponentsInChildren<Shaft>();
_shaftGraph = new ShaftGraph(shafts, panelShafts);
_panel.gameObject.SetActive(false);
}
#endregion
@@ -71,23 +88,6 @@ namespace AibisDream
return _shaftGraph.CheckGearSuitable(sourceShaft, gearRadius);
}
/// <summary>
/// 生成齿轮
/// </summary>
/// <param name="pos">位置</param>
/// <param name="radius">半径</param>
/// <param name="sprite">齿轮图片</param>
/// <returns>齿轮Obj</returns>
public GameObject InitGear(Vector3 pos, float radius, Sprite sprite)
{
GameObject gearObj = Instantiate(gearPrefab, pos, Quaternion.identity);
gearObj.transform.parent = transform.Find("Gears").transform;
Gear gear = gearObj.GetComponent<Gear>();
gear.radius = radius;
gear.gearSprite = sprite;
return gearObj;
}
/// <summary>
/// 某个轴上齿轮发生变化时更新临接关系
/// </summary>
@@ -97,31 +97,80 @@ namespace AibisDream
_shaftGraph?.ChangeVertex(shaftId);
}
public void Succeed()
#region
public void CheckGearSystemState()
{
Debug.Log("达成目标");
DialogController.Instance.StartDialogNode("齿轮系统状态变化");
}
public void ReachTargetSpeed()
{
if (!_isTargetReached)
{
DialogController.Instance?.SetVariable("$speedReached", true);
_isTargetReached = true;
}
}
public void ResetTargetState()
{
if (_isTargetReached)
{
DialogController.Instance?.SetVariable("$speedReached", false);
_isTargetReached = false;
}
}
#endregion
public IEnumerator OpenCover()
{
// 滑杆旋转
yield return _coverStick.DORotate(new Vector3(0, 0, -90f), 1f).WaitForCompletion();
// 盖子移动
// 旋转拉杆
yield return _coverStick.DORotate(new Vector3(0, 0, -90), 1.5f).WaitForCompletion();
//
var sq = DOTween.Sequence();
sq.Join(_cover.transform.DOLocalMove(new Vector3(-1.86f, 2.11f, 0), 1f));
sq.Join(_cover.DOFade(0, 1f));
sq.Join(_cover.transform.DOLocalMove(coverUpPos, 1.5f));
sq.Join(_cover.DOFade(0, 1.5f));
yield return sq.WaitForCompletion();
}
public IEnumerator CloseCover()
{
// 盖子移动
//
var sq = DOTween.Sequence();
sq.Join(_cover.transform.DOLocalMove(new Vector3(-1.86f, -0.38f, 0), 1f));
sq.Join(_cover.DOFade(0, 1f));
sq.Join(_cover.transform.DOLocalMove(coverDownPos, 1.5f));
sq.Join(_cover.DOFade(1, 1.5f));
yield return sq.WaitForCompletion();
// 滑杆旋转
yield return _coverStick.DORotate(new Vector3(0, 0, 0), 1f).WaitForCompletion();
// 旋转拉杆
yield return _coverStick.DORotate(new Vector3(0, 0, 0), 1.5f).WaitForCompletion();
}
public IEnumerator OpenGearPanel()
{
_panel.gameObject.SetActive(true);
yield return _panel.DOLocalMove(panelOpenPos, 1f).WaitForCompletion();
}
public IEnumerator CloseGearPanel()
{
yield return _panel.DOLocalMove(panelClosePos, 1f).WaitForCompletion();
_panel.gameObject.SetActive(false);
}
public IEnumerator MoveNeedle(int discIdx)
{
Vector3 target;
if (discIdx > needlePosArr.Length || discIdx <= 0)
{
target = needleEmptyPos;
}
else
{
target = needlePosArr[discIdx - 1];
}
yield return _needle.DORotate(target, needleDuration).WaitForCompletion();
}
#region
@@ -163,23 +212,51 @@ namespace AibisDream
private void LoadByData(GearSystemData gearSystemData)
{
// 先清除
var shaftRoot = transform.Find("Shafts");
var shaftsObj = shaftRoot.GetComponentsInChildren<Shaft>();
var shaftsObj = GetComponentsInChildren<Shaft>(true);
foreach (var oldShaft in shaftsObj)
{
#if UNITY_EDITOR
DestroyImmediate(oldShaft.gameObject);
if (!EditorApplication.isPlaying)
{
DestroyImmediate(oldShaft.gameObject);
}
else
{
Destroy(oldShaft.gameObject);
}
#else
Destory(oldShaft.gameObject);
Destroy(oldShaft.gameObject);
#endif
}
// 再添加
foreach (var shaftData in gearSystemData.shaftLevelDataArray)
var shaftRoot = transform.Find("Shafts");
var shafts = new Shaft[gearSystemData.shaftLevelDataArray.Length];
for (int i = 0; i < gearSystemData.shaftLevelDataArray.Length; i++)
{
var newShaft = Instantiate(shaftPrefab, shaftRoot).GetComponent<Shaft>();
newShaft.Load(shaftData);
newShaft.Load(gearSystemData.shaftLevelDataArray[i]);
shafts[i] = newShaft;
}
var panelShaftRoot = transform.Find("Empty Shafts Panel");
var panelShafts = new Shaft[gearSystemData.panelShaftArray.Length];
for (int i = 0; i < gearSystemData.panelShaftArray.Length; i++)
{
var newShaft = Instantiate(shaftPrefab, panelShaftRoot).GetComponent<Shaft>();
newShaft.Load(gearSystemData.panelShaftArray[i]);
panelShafts[i] = newShaft;
}
_cover = transform.Find("Cover").GetComponent<SpriteRenderer>();
_coverStick = transform.Find("Cover Stick");
_panel = transform.Find("Empty Shafts Panel");
#if UNITY_EDITOR
if (!EditorApplication.isPlaying) return;
#endif
_shaftGraph?.Clear();
_shaftGraph = new ShaftGraph(shafts, panelShafts);
}
public override void Save()
@@ -196,17 +273,19 @@ namespace AibisDream
private void SaveByKey(string key)
{
var shaftsObj = transform.Find("Shafts").GetComponentsInChildren<Shaft>();
var shaftDataArray = new ShaftLevelData[shaftsObj.Length];
for (int i = 0; i < shaftDataArray.Length; i++)
{
shaftDataArray[i] = shaftsObj[i].Save();
}
var shaftDataArray = transform.Find("Shafts")
.GetComponentsInChildren<Shaft>()
.Select(shaft => shaft.Save())
.ToArray();
var panelShaftArray = transform.Find("Empty Shafts Panel")
.GetComponentsInChildren<Shaft>()
.Select(shaft => shaft.Save())
.ToArray();
var data = new GearSystemData
{
shaftLevelDataArray = shaftDataArray
shaftLevelDataArray = shaftDataArray,
panelShaftArray = panelShaftArray
};
ConfigUtil.Instance.SaveConfig(data, DataPath + key);
@@ -225,5 +304,6 @@ namespace AibisDream
public struct GearSystemData
{
public ShaftLevelData[] shaftLevelDataArray;
public ShaftLevelData[] panelShaftArray;
}
}
@@ -0,0 +1,30 @@
using System.Collections;
using AibisDream.FixSystem;
using UnityEngine;
using Yarn.Unity;
namespace AibisDream
{
public static class GearYarnCommand
{
[YarnCommand("move_needle")]
public static IEnumerator MoveNeedle()
{
DialogController.Instance.TryGetVariable<float>("$discIdx", out var discIdx);
Debug.Log(discIdx);
return FixSystemCenter.SystemDic.Get<GearSystem>().MoveNeedle((int) discIdx);
}
[YarnCommand("open_gear_panel")]
public static IEnumerator OpenGearPanel()
{
return FixSystemCenter.SystemDic.Get<GearSystem>().OpenGearPanel();
}
[YarnCommand("close_gear_panel")]
public static IEnumerator CloseGearPanel()
{
return FixSystemCenter.SystemDic.Get<GearSystem>().CloseGearPanel();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 73b9ebccdc5e4c12be4c93d3e0a71e52
timeCreated: 1735397288
+87 -66
View File
@@ -1,6 +1,5 @@
using System;
using AibisDream.Framework;
using AibisDream.Utility;
using DG.Tweening;
using Newtonsoft.Json;
using UnityEngine;
@@ -14,11 +13,14 @@ namespace AibisDream
[SerializeField] public ShaftType shaftType;
// 初始齿轮
[SerializeField] private bool hasGear;
[SerializeField] private bool isInitGearBroken;
[SerializeField] private bool isInitGearDisc;
[SerializeField] private float initRadius;
[SerializeField] private Sprite initSprite;
[SerializeField] private bool hasGear;
[SerializeField] private int discIdx;
[SerializeField] private GameObject childGear;
[SerializeField] private Gear childGear;
// 初始角速度
[SerializeField] private float initialSpeed;
@@ -28,8 +30,10 @@ namespace AibisDream
// 当前角速度
public float speed;
private float _speedScale = 1;
public bool IsPluggable => shaftType is ShaftType.Pluggable or ShaftType.Driver or ShaftType.Target;
public bool IsBroken => childGear != null && childGear.isBroken;
public bool IsDisc => childGear != null && childGear.isDisc;
/// <summary>
/// 当前齿轮半径
@@ -43,13 +47,7 @@ namespace AibisDream
return 0;
}
if (IsPluggable)
{
Gear gear = childGear.GetComponent<Gear>();
return gear.radius;
}
return initRadius;
return childGear.radius;
}
}
@@ -65,63 +63,73 @@ namespace AibisDream
/// </summary>
public void InitShaft()
{
_gearSystem = transform.parent.parent.GetComponent<GearSystem>();
// 如果不带齿轮
if (!hasGear) return;
// 如果带齿轮,要根据齿轮类型生成
childGear = IsPluggable ? InitPluggableGear() : InitStaticGear();
childGear = InitGear(initRadius, initSprite, isInitGearBroken, isInitGearDisc);
speed = initialSpeed;
UpdateSpeed();
childGear.UpdateRotation(speed, _speedScale);
}
private GameObject InitStaticGear()
private Gear InitGear(float radius, Sprite sprite, bool isBroken = false, bool isDisc = false)
{
GameObject staticGear = transform.GetChild(0).gameObject;
// 添加齿轮图片
staticGear.SetActive(true);
var staticGearRenderer = staticGear.GetComponent<SpriteRenderer>();
staticGearRenderer.sprite = initSprite;
staticGearRenderer.size = new Vector2(initRadius * 2, initRadius * 2);
// 如果有初速,就要开始转动了
if (!CommonUtil.IsZero(initialSpeed))
{
staticGear.transform.DORotate(new Vector3(0, 0, 360), 1 / initialSpeed, RotateMode.LocalAxisAdd)
.SetEase(Ease.Linear).SetLoops(-1, LoopType.Incremental);
}
return staticGear;
}
private GameObject InitPluggableGear()
{
var gear = _gearSystem.InitGear(transform.position, initRadius, initSprite);
gear.GetComponent<Gear>().targetShaft = this;
var gear = Instantiate(_gearSystem.gearPrefab, transform).GetComponent<Gear>();
gear.radius = radius;
gear.gearSprite = sprite;
gear.isBroken = isBroken;
gear.targetShaft = this;
gear.isDisc = isDisc;
return gear;
}
public void PlugInGear(Gear gear)
{
childGear = gear.gameObject;
childGear = gear;
gear.transform.parent = transform;
_gearSystem.ChangeGraphVertex(GetInstanceID());
// 面板里的齿轮才能触发
if (transform.parent.name == "Shafts")
{
OnGearPlugIn();
_gearSystem.CheckGearSystemState();
}
}
private void OnGearPlugIn()
{
// 破损齿轮插进来就发一次事件,交给yarn处理
if (IsBroken)
{
DialogController.Instance?.StartDialogNode("破损齿轮插入");
}
if (IsDisc)
{
DialogController.Instance?.SetVariable("$discIdx", discIdx);
}
}
public void PlugOutGear()
{
// 拔出时齿轮停转
childGear.UpdateRotation(0, _speedScale);
childGear.transform.parent = null;
childGear = null;
_gearSystem.ChangeGraphVertex(GetInstanceID());
}
public void UpdateSpeed()
public void ChangeRotateState()
{
UpdateSpeedAnima();
CheckGameState();
}
/// <summary>
/// 速度修改后改变动画
/// 速度修改后改变动画(可能改变方向)
/// </summary>
private void UpdateSpeedAnima()
{
@@ -131,34 +139,30 @@ namespace AibisDream
return;
}
if (CommonUtil.IsZero(speed))
{
childGear.transform.DOPause();
return;
}
childGear.UpdateRotation(speed, _speedScale);
}
// 更新动画
childGear.transform.DOKill();
if (speed > 0)
{
childGear.transform.DORotate(new Vector3(0, 0, 360), 1 / speed, RotateMode.LocalAxisAdd)
.SetEase(Ease.Linear).SetLoops(-1, LoopType.Incremental);
}
else
{
childGear.transform.DORotate(new Vector3(0, 0, -360), 1 / -speed, RotateMode.LocalAxisAdd)
.SetEase(Ease.Linear).SetLoops(-1, LoopType.Incremental);
}
public void UpdateSpeedScale(float newSpeedScale)
{
_speedScale = newSpeedScale;
if (!HasChildGear()) return;
childGear.UpdateSpeedScale(_speedScale);
CheckGameState();
}
private void CheckGameState()
{
if (shaftType == ShaftType.Target)
// 只有目标轴判断
if (shaftType != ShaftType.Target) return;
//
if (targetSpeed <= Mathf.Abs(speed * _speedScale))
{
if (targetSpeed <= Mathf.Abs(speed))
{
_gearSystem.Succeed();
}
_gearSystem.ReachTargetSpeed();
}
else
{
_gearSystem.ResetTargetState();
}
}
@@ -226,6 +230,16 @@ namespace AibisDream
return shaft1.GearRadius / shaft2.GearRadius;
}
public void OnDestroy()
{
if (childGear != null)
{
childGear.transform.DOKill();
}
Destroy(childGear);
Destroy(gameObject);
}
public void OnDrawGizmos()
{
Gizmos.color = Color.red;
@@ -240,9 +254,12 @@ namespace AibisDream
gameObject.name = levelData.shaftName;
transform.localPosition = levelData.ShaftPos;
initSprite = levelData.GearPic;
shaftType = levelData.shaftType;
hasGear = levelData.hasChildGear;
isInitGearBroken = levelData.isGearBroken;
isInitGearDisc = levelData.isDisc;
discIdx = levelData.discIdx;
initialSpeed = levelData.initialSpeed;
targetSpeed = levelData.targetSpeed;
initRadius = levelData.radius;
@@ -257,6 +274,9 @@ namespace AibisDream
GearPic = initSprite,
shaftType = shaftType,
hasChildGear = hasGear,
isGearBroken = isInitGearBroken,
isDisc = isInitGearDisc,
discIdx = discIdx,
initialSpeed = initialSpeed,
targetSpeed = targetSpeed,
radius = initRadius
@@ -270,22 +290,23 @@ namespace AibisDream
{
Driver, // 拥有初始速度,没有目标速度,全局仅有一个
Target, // 没有初始速度,有目标速度,全局有多个
Constant, // 没有初始速度,没有目标速度,不可拖动
Pluggable // 没有初始速度,没有目标速度,可拔插
}
[Serializable]
public struct ShaftLevelData
{
public string shaftName;
// 关卡数据
public ShaftType shaftType;
public float initialSpeed;
public float targetSpeed;
public bool hasChildGear;
public float radius;
public float isGearBroken;
public float brokenAngle;
public bool isGearBroken;
public bool isDisc;
public int discIdx;
// 外形数据
public SerializableVector3 shaftPos;
+41 -12
View File
@@ -1,4 +1,6 @@
using System;
using System.Linq;
using AibisDream.FixSystem;
using UnityEngine;
namespace AibisDream
@@ -9,6 +11,7 @@ namespace AibisDream
private readonly int _vertexSize;
// 顶点Map
private readonly Shaft[] _vertexArray;
private readonly Shaft[] _panelShafts;
// 邻接表
private float[,] _edgeTable;
// 遍历记录
@@ -16,24 +19,32 @@ namespace AibisDream
// 动力轴序号
private readonly int _rootIdx;
public ShaftGraph(Shaft[] shafts)
public ShaftGraph(Shaft[] shafts, Shaft[] panelShafts)
{
// 为轴赋值
_vertexSize = shafts.Length;
_vertexRecordArray = new bool[_vertexSize];
_vertexArray = shafts;
_panelShafts = panelShafts;
foreach (var shaft in _vertexArray)
{
shaft.InitShaft();
}
foreach (var shaft in _panelShafts)
{
shaft.InitShaft();
}
// 寻找唯一的驱动轴序号
_rootIdx = FindDriverIdx();
// 生成边邻接表
GeneEdgeTable();
UpdateSpeed();
var engine = FixSystemCenter.SystemDic.Get<EngineSystem>();
engine.UpdateDashboard += Accelerate;
}
private int FindDriverIdx()
@@ -83,6 +94,7 @@ namespace AibisDream
{
// 找到对应idx
int idx = TranInstanceIDToIdx(instanceID);
if (idx == -1) return;
// 更新该节点对应的邻接表
for (int i = 0; i < _vertexSize; i++)
@@ -128,7 +140,7 @@ namespace AibisDream
/// <summary>
/// 更新当前所有轴的速度
/// </summary>
public void UpdateSpeed()
private void UpdateSpeed()
{
// 清除遍历记录
Array.Clear(_vertexRecordArray, 0, _vertexSize);
@@ -140,7 +152,7 @@ namespace AibisDream
// 更新完速度后统一更新动画
foreach (var shaft in _vertexArray)
{
shaft.UpdateSpeed();
shaft.ChangeRotateState();
}
}
@@ -165,8 +177,11 @@ namespace AibisDream
// 已遍历的轴加上标记
_vertexRecordArray[i] = true;
// 继续寻找相邻齿轮
UpdateShaftSpeedByIdx(i);
// 如果当前齿轮未破碎,继续更新相邻齿轮
if (!_vertexArray[i].IsBroken)
{
UpdateShaftSpeedByIdx(i);
}
}
}
}
@@ -199,9 +214,11 @@ namespace AibisDream
// 查询距离最近的,可吸附的Shaft
Shaft closestShaft = null;
float minDistance = -1;
foreach (var vertex in _vertexArray)
var totalArray = _vertexArray.Concat(_panelShafts);
foreach (var vertex in totalArray)
{
if (vertex.IsPluggable && !vertex.HasChildGear())
if (!vertex.HasChildGear())
{
float tempDis = Vector3.Distance(vertex.transform.position, pos);
if (minDistance < 0 || tempDis < minDistance)
@@ -239,7 +256,7 @@ namespace AibisDream
{
if (i == idx) continue; // 不需要计算和自身的关系
float availableDis = Shaft.CalcShaftAvailableDis(sourceShaft.transform.position, _vertexArray[i]);
if (availableDis < gearRadius - 0.15f)
if (availableDis < gearRadius - 0.05f)
{
isShaftAvailable = false;
break;
@@ -249,10 +266,22 @@ namespace AibisDream
return isShaftAvailable;
}
public void AddDriverSpeed(float curSpeed)
/// <summary>
/// 通过引擎系统加速
/// </summary>
/// <param name="engineData"></param>
private void Accelerate(EngineData engineData)
{
foreach (var shaft in _vertexArray)
{
if (shaft.HasChildGear()) shaft.UpdateSpeedScale(1 + engineData.curSpeed);
}
}
public void Clear()
{
var engine = FixSystemCenter.SystemDic.Get<EngineSystem>();
engine.UpdateDashboard -= Accelerate;
}
}
}
+13 -10
View File
@@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using AibisDream.FixSystem;
public class UFSystem : MonoBehaviour
{
// Start is called before the first frame update
@@ -9,52 +10,54 @@ public class UFSystem : MonoBehaviour
private GameObject _UFModule;
public GameObject UFPanel;
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void Awake()
{
FixSystemCenter.SystemDic.Register(this);
}
public void OpenUFView()
{
if(!UFPanel.activeInHierarchy)
if (!UFPanel.activeInHierarchy)
{
UFPanel.SetActive(true);
}
}
public void CloseUFView()
{
if(UFPanel.activeInHierarchy)
if (UFPanel.activeInHierarchy)
{
UFPanel.SetActive(false);
}
}
public void OpenCover()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
_UFCover = bodyModuleSystem.FindBodyModuleByName("UF").transform.Find("Cover").gameObject;
if(_UFCover.activeInHierarchy)
if (_UFCover.activeInHierarchy)
{
_UFCover.SetActive(false);
}
}
public void RemoveUF()
public void RemoveUF()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
_UFModule = bodyModuleSystem.FindBodyModuleByName("UF").gameObject;
if(_UFModule.activeInHierarchy)
if (_UFModule.activeInHierarchy)
{
_UFModule.SetActive(false);
}
}
}
}
@@ -1 +1 @@
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