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diff --git a/Assets/RawResources/Art/梦境素材/梦境图片/D2S风筝5_底图.png b/Assets/RawResources/Art/梦境素材/梦境图片/D2S风筝5_底图.png
new file mode 100644
index 000000000..52ae6b8b2
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+++ b/Assets/RawResources/Art/梦境素材/梦境图片/D2S风筝5_底图.png
@@ -0,0 +1,3 @@
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diff --git a/Assets/RawResources/Art/梦境素材/梦境图片/D2S风筝5_风筝层.png b/Assets/RawResources/Art/梦境素材/梦境图片/D2S风筝5_风筝层.png
new file mode 100644
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+++ b/Assets/RawResources/Art/梦境素材/梦境图片/D2S风筝5_风筝层.png
@@ -0,0 +1,3 @@
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diff --git a/Assets/Scripts/Dialog System/BaseYarnCommand.cs b/Assets/Scripts/Dialog System/BaseYarnCommand.cs
index 64785e84e..e8cbf2ba4 100644
--- a/Assets/Scripts/Dialog System/BaseYarnCommand.cs
+++ b/Assets/Scripts/Dialog System/BaseYarnCommand.cs
@@ -92,6 +92,77 @@ namespace AibisDream
yield return SpriteShowcase.Instance.ShowObj(picName, duration);
}
+ [YarnCommand("show_sprite_motion")]
+ public static IEnumerator ShowSpriteMotion(string picName, string motionProfile, float duration = 0.35f)
+ {
+ var showcase = SpriteShowcase.Instance;
+ if (showcase == null) yield break;
+ yield return showcase.ShowObjWithMotion(picName, motionProfile, duration);
+ }
+
+ [YarnCommand("sprite_motion")]
+ public static IEnumerator SpriteMotion(string motionProfile, float leadDuration = 0.18f)
+ {
+ var showcase = SpriteShowcase.Instance;
+ if (showcase == null) yield break;
+
+ showcase.PlayCurrentMotion(motionProfile);
+ if (leadDuration > 0f)
+ {
+ yield return new WaitForSeconds(leadDuration);
+ }
+ }
+
+ [YarnCommand("kite_show")]
+ public static IEnumerator KiteShow(float height = 0, int wind = 0, float duration = 0.35f)
+ {
+ var showcase = SpriteShowcase.Instance;
+ if (showcase == null) yield break;
+ yield return showcase.ShowKite(height, wind, duration);
+ }
+
+ [YarnCommand("kite_state")]
+ public static IEnumerator KiteState(float height, int wind, float duration = 0.9f, float leadDuration = 0.35f)
+ {
+ var showcase = SpriteShowcase.Instance;
+ if (showcase == null) yield break;
+
+ showcase.SetKiteState(height, wind, duration);
+ if (leadDuration > 0f)
+ {
+ yield return new WaitForSeconds(Mathf.Min(leadDuration, duration));
+ }
+ }
+
+ [YarnCommand("kite_wind")]
+ public static void KiteWind(int wind, float turbulence = -1f)
+ {
+ var showcase = SpriteShowcase.Instance;
+ if (showcase == null) return;
+ showcase.SetKiteWind(wind, turbulence);
+ }
+
+ [YarnCommand("kite_accent")]
+ public static IEnumerator KiteAccent(string profile, float leadDuration = 0.18f)
+ {
+ var showcase = SpriteShowcase.Instance;
+ if (showcase == null) yield break;
+
+ showcase.PlayKiteAccent(profile);
+ if (leadDuration > 0f)
+ {
+ yield return new WaitForSeconds(leadDuration);
+ }
+ }
+
+ [YarnCommand("kite_hide")]
+ public static IEnumerator KiteHide(float duration = 1)
+ {
+ var showcase = SpriteShowcase.Instance;
+ if (showcase == null) yield break;
+ yield return showcase.HideKite(duration);
+ }
+
[YarnCommand("hide_sprite")]
public static IEnumerator HideSprite(float duration = 1)
{
@@ -209,4 +280,4 @@ namespace AibisDream
#endregion
}
-}
\ No newline at end of file
+}
diff --git a/Assets/Scripts/SceneManagement/SpriteShowcase.cs b/Assets/Scripts/SceneManagement/SpriteShowcase.cs
index c444291c8..d387ca1c5 100644
--- a/Assets/Scripts/SceneManagement/SpriteShowcase.cs
+++ b/Assets/Scripts/SceneManagement/SpriteShowcase.cs
@@ -13,17 +13,30 @@ namespace AibisDream
{
/// Addressable Key 模板,与 Scene_Dream 中梦境图 Address 一致。
private const string DreamSpritePath = "Sprite/梦境/{0}.png";
+ private const string KiteBaseSuffix = "_底图";
+ private const string KiteMotionSuffix = "_风筝层";
[SerializeField] private SpriteRenderer _spriteRenderer;
[SerializeField] private SpriteRenderer _backgroundSpriteRenderer;
[SerializeField] private SpriteRenderer _largeSpriteRenderer;
+ private SpriteRenderer _smallMotionRenderer;
+ private SpriteMask _smallMotionMask;
+ private DG.Tweening.Sequence _smallMotionSequence;
+ private Vector3 _smallBaseLocalPosition;
+ private Quaternion _smallBaseLocalRotation;
+ private Vector3 _smallBaseLocalScale;
+ private Vector3 _smallMotionBaseOffset;
+ private string _currentSmallPicName;
+
// 通过 activeSelf 判断当前状态
private bool IsSmallShowing => _spriteRenderer.gameObject.activeSelf;
private bool IsLargeShowing => _largeSpriteRenderer != null && _largeSpriteRenderer.gameObject.activeSelf;
public override void OnSingletonInit()
{
+ CaptureSmallBaseTransform();
+
// 初始状态:隐藏
_spriteRenderer.gameObject.SetActive(false);
_spriteRenderer.SetAlpha(0);
@@ -36,6 +49,16 @@ namespace AibisDream
}
}
+ private void CaptureSmallBaseTransform()
+ {
+ if (_spriteRenderer == null) return;
+
+ var tr = _spriteRenderer.transform;
+ _smallBaseLocalPosition = tr.localPosition;
+ _smallBaseLocalRotation = tr.localRotation;
+ _smallBaseLocalScale = tr.localScale;
+ }
+
private static string NormalizeDreamPicName(string picName)
{
if (string.IsNullOrEmpty(picName)) return picName;
@@ -55,6 +78,276 @@ namespace AibisDream
Debug.LogError($"[SpriteShowcase] Failed to load sprite: {key}");
}
+ private void EnsureSmallMotionRenderer()
+ {
+ if (_smallMotionRenderer != null || _spriteRenderer == null) return;
+
+ var motionObject = new GameObject($"{_spriteRenderer.name} Motion");
+ motionObject.transform.SetParent(_spriteRenderer.transform.parent);
+ _smallMotionRenderer = motionObject.AddComponent();
+ CopySmallRendererSettings(_smallMotionRenderer, 1, SpriteMaskInteraction.VisibleInsideMask);
+ _smallMotionRenderer.gameObject.SetActive(false);
+ _smallMotionRenderer.SetAlpha(0);
+ }
+
+ private void CopySmallRendererSettings(SpriteRenderer target, int sortingOrderOffset, SpriteMaskInteraction maskInteraction)
+ {
+ if (target == null || _spriteRenderer == null) return;
+
+ target.sharedMaterial = _spriteRenderer.sharedMaterial;
+ target.sortingLayerID = _spriteRenderer.sortingLayerID;
+ target.sortingOrder = _spriteRenderer.sortingOrder + sortingOrderOffset;
+ target.drawMode = _spriteRenderer.drawMode;
+ target.size = _spriteRenderer.size;
+ target.flipX = _spriteRenderer.flipX;
+ target.flipY = _spriteRenderer.flipY;
+ target.maskInteraction = maskInteraction;
+ }
+
+ private void EnsureSmallMotionMask()
+ {
+ if (_smallMotionMask != null || _spriteRenderer == null) return;
+
+ var maskObject = new GameObject($"{_spriteRenderer.name} Motion Mask");
+ maskObject.transform.SetParent(_spriteRenderer.transform.parent);
+ _smallMotionMask = maskObject.AddComponent();
+ _smallMotionMask.alphaCutoff = 0.01f;
+ _smallMotionMask.isCustomRangeActive = true;
+ _smallMotionMask.enabled = false;
+ }
+
+ private void ConfigureSmallMotionMask()
+ {
+ EnsureSmallMotionMask();
+ if (_smallMotionMask == null) return;
+
+ _smallMotionMask.sprite = _spriteRenderer.sprite;
+ _smallMotionMask.frontSortingLayerID = _spriteRenderer.sortingLayerID;
+ _smallMotionMask.backSortingLayerID = _spriteRenderer.sortingLayerID;
+ _smallMotionMask.frontSortingOrder = _spriteRenderer.sortingOrder + 2;
+ _smallMotionMask.backSortingOrder = _spriteRenderer.sortingOrder;
+
+ var maskTr = _smallMotionMask.transform;
+ maskTr.localPosition = _smallBaseLocalPosition;
+ maskTr.localRotation = _smallBaseLocalRotation;
+ maskTr.localScale = _smallBaseLocalScale;
+ _smallMotionMask.enabled = true;
+ }
+
+ private void KillSmallTweenState()
+ {
+ _smallMotionSequence?.Kill();
+ _smallMotionSequence = null;
+ }
+
+ private void ResetSmallTransform(bool resetMotionLayer = true)
+ {
+ if (_spriteRenderer == null) return;
+
+ var tr = _spriteRenderer.transform;
+ tr.localPosition = _smallBaseLocalPosition;
+ tr.localRotation = _smallBaseLocalRotation;
+ tr.localScale = _smallBaseLocalScale;
+
+ if (!resetMotionLayer || _smallMotionRenderer == null) return;
+
+ var motionTr = _smallMotionRenderer.transform;
+ motionTr.localPosition = _smallBaseLocalPosition + _smallMotionBaseOffset;
+ motionTr.localRotation = _smallBaseLocalRotation;
+ motionTr.localScale = _smallBaseLocalScale;
+ }
+
+ private static string NormalizeMotionProfile(string motionProfile)
+ {
+ return string.IsNullOrEmpty(motionProfile)
+ ? string.Empty
+ : motionProfile.Trim().ToLowerInvariant();
+ }
+
+ private Vector3 BaseOffset(float x, float y)
+ {
+ return _smallBaseLocalPosition + _smallMotionBaseOffset + new Vector3(x, y, 0f);
+ }
+
+ private static bool TryGetSplitMotionPicNames(string picName, out string basePicName, out string motionPicName)
+ {
+ var normalized = NormalizeDreamPicName(picName);
+
+ // 风筝图已改由风筝 Rig(ShowKite 等)连续驱动,分层底图+遮罩通路仅保留给轱辘特写
+ if (normalized == "D2S轱辘")
+ {
+ basePicName = $"{normalized}{KiteBaseSuffix}";
+ motionPicName = $"{normalized}{KiteMotionSuffix}";
+ return true;
+ }
+
+ basePicName = picName;
+ motionPicName = null;
+ return false;
+ }
+
+ private void PlaySmallMotion(string motionProfile)
+ {
+ _smallMotionSequence?.Kill();
+ _smallMotionSequence = null;
+
+ var profile = NormalizeMotionProfile(motionProfile);
+ if (string.IsNullOrEmpty(profile) || profile == "none") return;
+
+ var target = _smallMotionRenderer != null && _smallMotionRenderer.gameObject.activeSelf
+ ? _smallMotionRenderer
+ : _spriteRenderer;
+ var tr = target.transform;
+ var seq = DOTween.Sequence();
+
+ switch (profile)
+ {
+ // 轱辘:全力拉住——先被拽进受力姿态(只进一次),之后进入拔河式的角力拉锯。
+ // 拉锯循环见 PlayReelHold。
+ case "reel_tension":
+ seq.Append(tr.DOLocalMove(BaseOffset(0.13f, -0.32f), 0.22f).SetEase(Ease.OutCubic));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -2.8f), 0.22f).SetEase(Ease.OutCubic));
+ seq.OnComplete(() => PlayReelHold(tr));
+ break;
+
+ default:
+ seq.Kill();
+ return;
+ }
+
+ _smallMotionSequence = seq;
+ }
+
+ ///
+ /// 轱辘“拔河角力”常驻循环:一场正在输掉的拔河。
+ /// strain 随回合递增(0→1):节奏越来越快、姿态被拽得越来越深、猛夺越来越频繁;
+ /// 往回挣不再是平滑回弹,而是“向下被拖住→抬回一点→又沉下去→再咬住”的三段拉锯。
+ /// 每回合参数随机,OnComplete 续下一回合;用纵向位移和停顿表达强拉,避免机械抖动。
+ ///
+ private void PlayReelHold(Transform tr, float strain = 0f)
+ {
+ _smallMotionSequence?.Kill();
+
+ // 姿态整体随 strain 加深;时长随 strain 收紧。旋转只做小角度,避免贴图边缘穿帮。
+ var deepX = strain * 0.06f;
+ var deepY = strain * 0.14f;
+ var speed = Mathf.Lerp(1f, 0.62f, strain);
+ var rotBias = strain * 0.8f;
+
+ var seq = DOTween.Sequence();
+
+ // 对面加力:被一点点拽深
+ var strainDur = UnityEngine.Random.Range(0.35f, 0.6f) * speed;
+ seq.Append(tr.DOLocalMove(
+ BaseOffset(UnityEngine.Random.Range(0.17f, 0.23f) + deepX,
+ UnityEngine.Random.Range(-0.42f, -0.34f) - deepY),
+ strainDur)
+ .SetEase(Ease.InOutSine));
+ seq.Join(tr.DOLocalRotate(
+ new Vector3(0f, 0f, UnityEngine.Random.Range(-3.6f, -2.4f) - rotBias), strainDur)
+ .SetEase(Ease.InOutSine));
+
+ // 猛夺一小截:概率与深度都随 strain 提升;夺完手上发麻——
+ // 不是连续 shake,而是被向下拽住、短暂停顿,再勉强抬回一点。
+ if (UnityEngine.Random.value < 0.55f + strain * 0.35f)
+ {
+ var yankDur = UnityEngine.Random.Range(0.1f, 0.16f) * speed;
+ seq.Append(tr.DOLocalMove(
+ BaseOffset(UnityEngine.Random.Range(0.25f, 0.34f) + deepX,
+ UnityEngine.Random.Range(-0.62f, -0.5f) - deepY),
+ yankDur)
+ .SetEase(Ease.OutCubic));
+ seq.Join(tr.DOLocalRotate(
+ new Vector3(0f, 0f, UnityEngine.Random.Range(-4.8f, -3.4f) - rotBias), yankDur)
+ .SetEase(Ease.OutCubic));
+ seq.AppendInterval(UnityEngine.Random.Range(0.05f, 0.11f) * speed);
+ var biteDur = UnityEngine.Random.Range(0.12f, 0.2f) * speed;
+ seq.Append(tr.DOLocalMove(
+ BaseOffset(UnityEngine.Random.Range(0.19f, 0.27f) + deepX,
+ UnityEngine.Random.Range(-0.48f, -0.4f) - deepY),
+ biteDur)
+ .SetEase(Ease.OutCubic));
+ seq.Join(tr.DOLocalRotate(
+ new Vector3(0f, 0f, UnityEngine.Random.Range(-3.4f, -2.2f) - rotBias), biteDur)
+ .SetEase(Ease.OutCubic));
+ }
+
+ // 往回挣(一):咬牙拉回一点
+ var recoverDur = UnityEngine.Random.Range(0.16f, 0.24f) * speed;
+ seq.Append(tr.DOLocalMove(
+ BaseOffset(UnityEngine.Random.Range(0.12f, 0.16f) + deepX,
+ UnityEngine.Random.Range(-0.32f, -0.26f) - deepY * 0.55f),
+ recoverDur)
+ .SetEase(Ease.OutCubic));
+ seq.Join(tr.DOLocalRotate(
+ new Vector3(0f, 0f, UnityEngine.Random.Range(-2.3f, -1.3f) - rotBias * 0.7f), recoverDur)
+ .SetEase(Ease.OutCubic));
+ // 滑走半截:手上又被抽走一段
+ var slipDur = UnityEngine.Random.Range(0.09f, 0.15f) * speed;
+ seq.Append(tr.DOLocalMove(
+ BaseOffset(UnityEngine.Random.Range(0.2f, 0.27f) + deepX,
+ UnityEngine.Random.Range(-0.5f, -0.4f) - deepY),
+ slipDur)
+ .SetEase(Ease.OutQuad));
+ seq.Join(tr.DOLocalRotate(
+ new Vector3(0f, 0f, UnityEngine.Random.Range(-4.1f, -2.8f) - rotBias), slipDur)
+ .SetEase(Ease.OutQuad));
+ // 四成回合再快速地向下沉半口气又咬住,上下拉锯的小碎步。
+ if (UnityEngine.Random.value < 0.45f)
+ {
+ var dipDur = UnityEngine.Random.Range(0.08f, 0.12f) * speed;
+ seq.Append(tr.DOLocalMove(
+ BaseOffset(UnityEngine.Random.Range(0.21f, 0.28f) + deepX,
+ UnityEngine.Random.Range(-0.56f, -0.47f) - deepY),
+ dipDur)
+ .SetEase(Ease.OutQuad));
+ seq.Join(tr.DOLocalRotate(
+ new Vector3(0f, 0f, UnityEngine.Random.Range(-4.4f, -3f) - rotBias), dipDur)
+ .SetEase(Ease.OutQuad));
+ var braceDur = UnityEngine.Random.Range(0.11f, 0.16f) * speed;
+ seq.Append(tr.DOLocalMove(
+ BaseOffset(UnityEngine.Random.Range(0.16f, 0.22f) + deepX,
+ UnityEngine.Random.Range(-0.4f, -0.33f) - deepY),
+ braceDur)
+ .SetEase(Ease.OutCubic));
+ seq.Join(tr.DOLocalRotate(
+ new Vector3(0f, 0f, UnityEngine.Random.Range(-3f, -1.8f) - rotBias), braceDur)
+ .SetEase(Ease.OutCubic));
+ }
+ // 往回挣(二):再咬住,但回不到最初的姿态
+ var pullDur = UnityEngine.Random.Range(0.25f, 0.38f) * speed;
+ seq.Append(tr.DOLocalMove(
+ BaseOffset(UnityEngine.Random.Range(0.13f, 0.18f) + deepX,
+ UnityEngine.Random.Range(-0.35f, -0.28f) - deepY * 0.75f),
+ pullDur)
+ .SetEase(Ease.InOutSine));
+ seq.Join(tr.DOLocalRotate(
+ new Vector3(0f, 0f, UnityEngine.Random.Range(-2.8f, -1.6f) - rotBias), pullDur)
+ .SetEase(Ease.InOutSine));
+ // 偶尔结尾再沉一下,像手腕被拖住,不做高频震动。
+ if (UnityEngine.Random.value < 0.35f)
+ {
+ var sagDur = UnityEngine.Random.Range(0.12f, 0.2f) * speed;
+ seq.Append(tr.DOLocalMove(
+ BaseOffset(UnityEngine.Random.Range(0.18f, 0.24f) + deepX,
+ UnityEngine.Random.Range(-0.46f, -0.38f) - deepY),
+ sagDur)
+ .SetEase(Ease.InOutSine));
+ seq.Join(tr.DOLocalRotate(
+ new Vector3(0f, 0f, UnityEngine.Random.Range(-3.5f, -2.2f) - rotBias), sagDur)
+ .SetEase(Ease.InOutSine));
+ }
+
+ seq.OnComplete(() => PlayReelHold(tr, Mathf.Min(1f, strain + 0.22f)));
+ _smallMotionSequence = seq;
+ }
+
+ public void PlayCurrentMotion(string motionProfile)
+ {
+ if (_spriteRenderer == null || !IsSmallShowing) return;
+ PlaySmallMotion(motionProfile);
+ }
+
///
/// 显示物体(小图)
///
@@ -69,13 +362,94 @@ namespace AibisDream
yield return HideLargeObj(duration);
}
+ // 互斥:风筝 Rig 正在显示时先隐藏
+ if (IsKiteShowing)
+ {
+ yield return HideKite(Mathf.Min(duration, 0.25f));
+ }
+
+ KillSmallTweenState();
+ ResetSmallTransform();
+
+ if (_smallMotionRenderer != null)
+ {
+ _smallMotionRenderer.gameObject.SetActive(false);
+ _smallMotionRenderer.SetAlpha(0);
+ _smallMotionRenderer.maskInteraction = SpriteMaskInteraction.None;
+ }
+
+ if (_smallMotionMask != null)
+ {
+ _smallMotionMask.enabled = false;
+ }
+
_spriteRenderer.gameObject.SetActive(true);
yield return LoadDreamSpriteInto(_spriteRenderer, picName);
+ _currentSmallPicName = NormalizeDreamPicName(picName);
yield return _spriteRenderer.DOFade(1, duration).WaitForCompletion();
}
+ public IEnumerator ShowObjWithMotion(string picName, string motionProfile, float duration)
+ {
+ // 互斥:如果大图正在显示,先隐藏
+ if (IsLargeShowing)
+ {
+ yield return HideLargeObj(duration);
+ }
+
+ // 互斥:风筝 Rig 正在显示时先隐藏
+ if (IsKiteShowing)
+ {
+ yield return HideKite(Mathf.Min(duration, 0.25f));
+ }
+
+ var normalizedName = NormalizeDreamPicName(picName);
+ var useSplitMotion = TryGetSplitMotionPicNames(picName, out var basePicName, out var motionPicName);
+ var isSamePic = string.Equals(_currentSmallPicName, normalizedName, StringComparison.OrdinalIgnoreCase);
+ _smallMotionBaseOffset = normalizedName == "D2S轱辘" ? new Vector3(0f, -0.32f, 0f) : Vector3.zero;
+
+ KillSmallTweenState();
+
+ ResetSmallTransform(resetMotionLayer: !isSamePic);
+ _spriteRenderer.gameObject.SetActive(true);
+
+ if (!isSamePic || _spriteRenderer.sprite == null)
+ {
+ yield return LoadDreamSpriteInto(_spriteRenderer, useSplitMotion ? basePicName : picName);
+ _currentSmallPicName = normalizedName;
+ }
+ _spriteRenderer.SetAlpha(1f);
+
+ if (useSplitMotion)
+ {
+ EnsureSmallMotionRenderer();
+ _smallMotionRenderer.gameObject.SetActive(true);
+ CopySmallRendererSettings(_smallMotionRenderer, 1, SpriteMaskInteraction.VisibleInsideMask);
+ ConfigureSmallMotionMask();
+ ResetSmallTransform(resetMotionLayer: !isSamePic);
+ if (!isSamePic || _smallMotionRenderer.sprite == null)
+ {
+ yield return LoadDreamSpriteInto(_smallMotionRenderer, motionPicName);
+ }
+ _smallMotionRenderer.SetAlpha(1f);
+ }
+ else if (_smallMotionRenderer != null)
+ {
+ _smallMotionRenderer.gameObject.SetActive(false);
+ _smallMotionRenderer.SetAlpha(0);
+ _smallMotionRenderer.maskInteraction = SpriteMaskInteraction.None;
+
+ if (_smallMotionMask != null)
+ {
+ _smallMotionMask.enabled = false;
+ }
+ }
+
+ PlaySmallMotion(motionProfile);
+ }
+
///
/// 显示大图
///
@@ -84,10 +458,15 @@ namespace AibisDream
/// 协程
public IEnumerator ShowLargeObj(string picName, float duration = 1)
{
- // 互斥:如果小图正在显示,先隐藏
+ // 互斥:小图立刻关掉,避免风筝层与底图不同步淡出造成的怪 fade
if (IsSmallShowing)
{
- yield return HideObj(duration);
+ yield return HideObj(0f);
+ }
+
+ if (IsKiteShowing)
+ {
+ yield return HideKite(0f);
}
if (_largeSpriteRenderer == null) yield break;
@@ -117,11 +496,47 @@ namespace AibisDream
/// 协程
public IEnumerator HideObj(bool force, float duration = 1)
{
+ // 风筝 Rig 视作小图的一种,hide_sprite 时一并隐藏
+ if (IsKiteShowing)
+ {
+ yield return HideKite(duration);
+ }
+
// force=false 时检查状态,未显示则直接返回
if (!force && !IsSmallShowing) yield break;
- yield return _spriteRenderer.DOFade(0, duration).WaitForCompletion();
+ KillSmallTweenState();
+ ResetSmallTransform();
+
+ var motionActive = _smallMotionRenderer != null && _smallMotionRenderer.gameObject.activeSelf;
+ if (duration <= 0f)
+ {
+ _spriteRenderer.SetAlpha(0);
+ if (motionActive)
+ _smallMotionRenderer.SetAlpha(0);
+ }
+ else
+ {
+ var fade = _spriteRenderer.DOFade(0, duration);
+ if (motionActive)
+ _smallMotionRenderer.DOFade(0, duration);
+ yield return fade.WaitForCompletion();
+ }
+
_spriteRenderer.gameObject.SetActive(false);
+ _currentSmallPicName = null;
+
+ if (_smallMotionRenderer != null)
+ {
+ _smallMotionRenderer.gameObject.SetActive(false);
+ _smallMotionRenderer.SetAlpha(0);
+ _smallMotionRenderer.maskInteraction = SpriteMaskInteraction.None;
+ }
+
+ if (_smallMotionMask != null)
+ {
+ _smallMotionMask.enabled = false;
+ }
}
///
@@ -145,13 +560,463 @@ namespace AibisDream
/// 协程
public IEnumerator HideAll(float duration = 1)
{
- if (IsSmallShowing)
+ if (IsSmallShowing || IsKiteShowing)
yield return HideObj(duration);
if (IsLargeShowing)
yield return HideLargeObj(duration);
}
+ #region 风筝 Rig
+
+ // 风筝段落弃用切图(D2S风筝1/2/3),改为单张风筝图 + 三层 Transform 连续驱动:
+ // Kite Rig(高度补间:缩放+位移)→ Sway(常驻风况循环)→ Accent(一次性顿挫 + Renderer)
+ // 三层各持有独立 Tween,互不覆盖。白色底图挂在独立的静态 renderer 上,不随高度缩放。
+ private const string KiteSpritePicName = "D2S风筝1_风筝层";
+ private const string KiteBasePicName = "D2S风筝1_底图";
+ private const float KiteMaxHeight = 13f;
+ /// 每升高 1 点高度,缩放乘以该系数。
+ private const float KiteScalePerHeight = 0.84f;
+ /// 缩放下限:最远处的风筝也不小于该比例。
+ private const float KiteMinScaleFactor = 0.12f;
+ /// 高度最大时风筝相对基准位置的漂移量(向上飘 + 少量横移)。
+ private static readonly Vector3 KiteTopDrift = new Vector3(0.5f, 1.2f, 0f);
+
+ private Transform _kiteRootPivot;
+ private Transform _kiteSwayPivot;
+ private SpriteRenderer _kiteRenderer;
+ private SpriteRenderer _kiteBaseRenderer;
+ private SpriteMask _kiteMask;
+ private DG.Tweening.Sequence _kiteHeightSequence;
+ private DG.Tweening.Sequence _kiteSwaySequence;
+ private DG.Tweening.Sequence _kiteAccentSequence;
+ private Tween _kiteFadeTween;
+ private float _kiteHeight;
+ /// 当前乱度 0~1,由 kite_wind 显式设定;kite_state 沿用上次的值(粘滞)。
+ private float _kiteTurbulence;
+ private bool _kiteSpriteLoaded;
+ private bool _kiteBaseSpriteLoaded;
+
+ private bool IsKiteShowing => _kiteRootPivot != null && _kiteRootPivot.gameObject.activeSelf;
+
+ private void EnsureKiteRig()
+ {
+ if (_kiteRootPivot != null || _spriteRenderer == null) return;
+
+ var root = new GameObject("Kite Rig");
+ root.transform.SetParent(_spriteRenderer.transform.parent);
+ root.transform.localPosition = _smallBaseLocalPosition;
+ root.transform.localRotation = _smallBaseLocalRotation;
+ root.transform.localScale = _smallBaseLocalScale;
+
+ var sway = new GameObject("Kite Sway");
+ sway.transform.SetParent(root.transform, false);
+
+ var accent = new GameObject("Kite Accent");
+ accent.transform.SetParent(sway.transform, false);
+
+ // 白色底图:独立静态节点,不随高度层缩放
+ var baseObject = new GameObject("Kite Base");
+ baseObject.transform.SetParent(_spriteRenderer.transform.parent);
+ baseObject.transform.localPosition = _smallBaseLocalPosition;
+ baseObject.transform.localRotation = _smallBaseLocalRotation;
+ baseObject.transform.localScale = _smallBaseLocalScale;
+
+ // 遮罩:把风筝层限制在底图(天空)范围内,不会飘出画框
+ var maskObject = new GameObject("Kite Mask");
+ maskObject.transform.SetParent(_spriteRenderer.transform.parent);
+ maskObject.transform.localPosition = _smallBaseLocalPosition;
+ maskObject.transform.localRotation = _smallBaseLocalRotation;
+ maskObject.transform.localScale = _smallBaseLocalScale;
+
+ _kiteRootPivot = root.transform;
+ _kiteSwayPivot = sway.transform;
+ _kiteRenderer = accent.AddComponent();
+ CopySmallRendererSettings(_kiteRenderer, 1, SpriteMaskInteraction.VisibleInsideMask);
+ _kiteBaseRenderer = baseObject.AddComponent();
+ CopySmallRendererSettings(_kiteBaseRenderer, 0, SpriteMaskInteraction.None);
+ _kiteMask = maskObject.AddComponent();
+ _kiteMask.alphaCutoff = 0.01f;
+ _kiteMask.isCustomRangeActive = true;
+ _kiteMask.enabled = false;
+
+ root.SetActive(false);
+ baseObject.SetActive(false);
+ _kiteRenderer.SetAlpha(0);
+ _kiteBaseRenderer.SetAlpha(0);
+ }
+
+ private static float KiteScaleFactor(float height) =>
+ Mathf.Max(Mathf.Pow(KiteScalePerHeight, height), KiteMinScaleFactor);
+
+ private Vector3 KitePosition(float height) =>
+ _smallBaseLocalPosition + KiteTopDrift * (height / KiteMaxHeight);
+
+ private Vector3 KiteScale(float height) => _smallBaseLocalScale * KiteScaleFactor(height);
+
+ /// 极高处降低不透明度,配合“几乎看不见”的文本。
+ private static float KiteAlpha(float height) =>
+ height <= 8f ? 1f : Mathf.Lerp(1f, 0.75f, (height - 8f) / (KiteMaxHeight - 8f));
+
+ private void KillKiteTweens()
+ {
+ _kiteHeightSequence?.Kill();
+ _kiteHeightSequence = null;
+ _kiteSwaySequence?.Kill();
+ _kiteSwaySequence = null;
+ _kiteAccentSequence?.Kill();
+ _kiteAccentSequence = null;
+ _kiteFadeTween?.Kill();
+ _kiteFadeTween = null;
+ }
+
+ private void ApplyKiteStateImmediate(float height)
+ {
+ _kiteRootPivot.localPosition = KitePosition(height);
+ _kiteRootPivot.localRotation = _smallBaseLocalRotation;
+ _kiteRootPivot.localScale = KiteScale(height);
+ _kiteSwayPivot.localPosition = Vector3.zero;
+ _kiteSwayPivot.localRotation = Quaternion.identity;
+ _kiteRenderer.transform.localPosition = Vector3.zero;
+ _kiteRenderer.transform.localRotation = Quaternion.identity;
+ }
+
+ ///
+ /// 显示风筝 Rig。已显示时等价于 (幂等)。
+ ///
+ /// 风筝高度(对应 Yarn 变量 $h)
+ /// 风向(对应 Yarn 变量 $wind:1 强 / 0 无 / -1 弱)
+ /// 保留参数以兼容既有调用;出现不再淡入,仅用于互斥隐藏其它图
+ public IEnumerator ShowKite(float height, int wind, float duration = 0.35f)
+ {
+ if (IsLargeShowing)
+ {
+ yield return HideLargeObj(duration);
+ }
+
+ if (IsSmallShowing)
+ {
+ yield return HideObj(Mathf.Min(duration, 0.25f));
+ }
+
+ EnsureKiteRig();
+ if (_kiteRenderer == null) yield break;
+
+ height = Mathf.Clamp(height, 0f, KiteMaxHeight);
+
+ if (IsKiteShowing)
+ {
+ SetKiteState(height, wind, duration);
+ yield break;
+ }
+
+ KillKiteTweens();
+ ApplyKiteStateImmediate(height);
+ _kiteHeight = height;
+ _kiteRootPivot.gameObject.SetActive(true);
+ _kiteBaseRenderer.gameObject.SetActive(true);
+
+ if (!_kiteSpriteLoaded)
+ {
+ yield return LoadDreamSpriteInto(_kiteRenderer, KiteSpritePicName);
+ _kiteSpriteLoaded = _kiteRenderer.sprite != null;
+ }
+
+ if (!_kiteBaseSpriteLoaded)
+ {
+ yield return LoadDreamSpriteInto(_kiteBaseRenderer, KiteBasePicName);
+ _kiteBaseSpriteLoaded = _kiteBaseRenderer.sprite != null;
+ }
+
+ if (_kiteBaseSpriteLoaded)
+ {
+ _kiteMask.sprite = _kiteBaseRenderer.sprite;
+ _kiteMask.frontSortingLayerID = _kiteRenderer.sortingLayerID;
+ _kiteMask.backSortingLayerID = _kiteRenderer.sortingLayerID;
+ _kiteMask.frontSortingOrder = _spriteRenderer.sortingOrder + 2;
+ _kiteMask.backSortingOrder = _spriteRenderer.sortingOrder;
+ _kiteMask.enabled = true;
+ }
+
+ _kiteTurbulence = 0f;
+ PlayKiteSway(wind);
+ // 不做淡入:背景是硬切的,风筝单独 fade 反而突兀,直接以目标透明度出现
+ _kiteBaseRenderer.SetAlpha(1f);
+ _kiteRenderer.SetAlpha(KiteAlpha(height));
+ }
+
+ ///
+ /// 高度补间(每次选择的主反馈)+ 切换风况循环。
+ ///
+ public void SetKiteState(float height, int wind, float duration = 0.9f)
+ {
+ if (!IsKiteShowing) return;
+
+ height = Mathf.Clamp(height, 0f, KiteMaxHeight);
+ _kiteHeight = height;
+
+ _kiteHeightSequence?.Kill();
+ var seq = DOTween.Sequence();
+ seq.Append(_kiteRootPivot.DOLocalMove(KitePosition(height), duration).SetEase(Ease.InOutSine));
+ seq.Join(_kiteRootPivot.DOScale(KiteScale(height), duration).SetEase(Ease.InOutSine));
+ _kiteHeightSequence = seq;
+
+ _kiteFadeTween?.Kill();
+ _kiteFadeTween = _kiteRenderer.DOFade(KiteAlpha(height), duration);
+
+ PlayKiteSway(wind);
+ }
+
+ /// 仅切换风况循环(选择前 telegraph 风向)。
+ /// 风向:1 强 / 0 无 / -1 弱
+ /// 乱度 0~1;负数或省略表示平稳。设定后粘滞,kite_state 沿用。
+ public void SetKiteWind(int wind, float turbulence = -1f)
+ {
+ if (!IsKiteShowing) return;
+ _kiteTurbulence = turbulence >= 0f ? Mathf.Clamp01(turbulence) : 0f;
+ PlayKiteSway(wind);
+ }
+
+ /// 屏幕可读性补偿:高度层缩小时适度放大局部位移(开方衰减),避免远处几乎不动。
+ private float KiteSwayComp() =>
+ Mathf.Clamp(1f / Mathf.Sqrt(KiteScaleFactor(_kiteHeight)), 1f, 3f);
+
+ ///
+ /// 常驻风况循环。位移在高度层的子空间里会随缩放变小,用 comp 做部分补偿保证远处仍有可读的移动。
+ /// 平稳(乱度 0):沿 CatmullRom 曲线大而缓地漫游,绝不抖。
+ /// 乱流(乱度 >0):转交 ,每一阵的方向、力度、间隔都随机。
+ ///
+ private void PlayKiteSway(int wind)
+ {
+ _kiteSwaySequence?.Kill();
+ _kiteSwaySequence = null;
+
+ if (wind > 0 && _kiteTurbulence > 0.01f)
+ {
+ PlayKiteGust();
+ return;
+ }
+
+ var tr = _kiteSwayPivot;
+ var comp = KiteSwayComp();
+ // 幅度随高度补偿放大后,周期也同步拉长:漂移更明显,但速度不变快,保持轻松
+ var drift = 1f + (comp - 1f) * 0.4f;
+ var seq = DOTween.Sequence();
+
+ if (wind > 0)
+ {
+ // 稳定的风:顶着风侧倾,沿弧线缓慢巡游(位移为主,平稳无抖)
+ var path = new[]
+ {
+ new Vector3(0.26f, 0.15f, 0f) * comp,
+ new Vector3(0.46f, 0.05f, 0f) * comp,
+ new Vector3(0.33f, 0.24f, 0f) * comp,
+ new Vector3(0.11f, 0.11f, 0f) * comp,
+ };
+ var dur = 9.2f * drift;
+ seq.Append(tr.DOLocalPath(path, dur, PathType.CatmullRom).SetEase(Ease.InOutSine));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -7.5f), dur / 4f).SetEase(Ease.InOutSine)
+ .SetLoops(4, LoopType.Yoyo));
+ }
+ else if (wind == 0)
+ {
+ // 平稳无风:自由自在地沿曲线漫游,幅度加大、节奏放缓
+ var path = new[]
+ {
+ new Vector3(0.3f, 0.16f, 0f) * comp,
+ new Vector3(0.08f, 0.36f, 0f) * comp,
+ new Vector3(-0.28f, 0.24f, 0f) * comp,
+ new Vector3(-0.38f, 0.03f, 0f) * comp,
+ };
+ var dur = 12f * drift;
+ seq.Append(tr.DOLocalPath(path, dur, PathType.CatmullRom).SetEase(Ease.InOutSine));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 4f), dur / 4f).SetEase(Ease.InOutSine)
+ .SetLoops(4, LoopType.Yoyo));
+ }
+ else
+ {
+ // 风弱:沿弧线缓缓向下飘
+ var path = new[]
+ {
+ new Vector3(0.12f, -0.14f, 0f) * comp,
+ new Vector3(0.03f, -0.28f, 0f) * comp,
+ new Vector3(-0.17f, -0.21f, 0f) * comp,
+ };
+ var dur = 7.8f * drift;
+ seq.Append(tr.DOLocalPath(path, dur, PathType.CatmullRom).SetEase(Ease.InOutSine));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 3f), dur / 3f).SetEase(Ease.InOutSine)
+ .SetLoops(3, LoopType.Yoyo));
+ }
+
+ seq.SetLoops(-1, LoopType.Yoyo);
+ _kiteSwaySequence = seq;
+ }
+
+ ///
+ /// 单次阵风,播完通过 OnComplete 用一组新的随机参数接下一阵——节奏永不重复。
+ /// 猛拽段 X 快、Y 慢半拍(不同时长+缓动),走出弧线而不是直线。
+ /// 乱度越高越狂:间隔与荡回时间大幅压缩、拽得更快更斜,
+ /// 甩过头弹回之外,还有概率来不及回稳就被反向再抽一鞭。
+ ///
+ private void PlayKiteGust()
+ {
+ if (!IsKiteShowing) return;
+
+ _kiteSwaySequence?.Kill();
+
+ var tr = _kiteSwayPivot;
+ var storm = _kiteTurbulence;
+ var amp = KiteSwayComp() * (1f + storm * 1.15f);
+ // 高乱度整体提速:猛拽更快、几乎没有喘息
+ var frantic = Mathf.Lerp(1f, 0.7f, storm);
+
+ // 阵风方向:多数顺着主风向,偶尔反向兜一下;上下随机
+ var side = UnityEngine.Random.value < 0.72f ? 1f : -1f;
+ var jerk = new Vector3(
+ UnityEngine.Random.Range(0.34f, 0.58f) * side,
+ UnityEngine.Random.Range(-0.1f, 0.3f),
+ 0f) * amp;
+ var jerkDur = UnityEngine.Random.Range(0.14f, 0.26f) * frantic;
+ var rot = (14f + storm * 18f) * UnityEngine.Random.Range(0.7f, 1.15f) * -side;
+ var settle = jerk * UnityEngine.Random.Range(0.15f, 0.4f);
+ var settleDur = UnityEngine.Random.Range(0.7f, 1.2f) * Mathf.Lerp(1f, 0.45f, storm);
+ var rest = Mathf.Lerp(
+ UnityEngine.Random.Range(0.35f, 0.75f),
+ UnityEngine.Random.Range(0.02f, 0.1f),
+ storm);
+
+ var seq = DOTween.Sequence();
+ seq.AppendInterval(rest);
+ // 猛地被拽走:X 快 Y 慢,轨迹成弧
+ seq.Append(tr.DOLocalMoveX(jerk.x, jerkDur).SetEase(Ease.OutCubic));
+ seq.Join(tr.DOLocalMoveY(jerk.y, jerkDur * UnityEngine.Random.Range(1.4f, 1.9f)).SetEase(Ease.OutSine));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, rot), jerkDur * 1.2f).SetEase(Ease.OutCubic));
+ // 失控:甩过头再弹回来一下
+ if (storm > 0.7f && UnityEngine.Random.value < 0.6f)
+ {
+ seq.Append(tr.DOLocalRotate(new Vector3(0f, 0f, -rot * 0.65f), 0.22f).SetEase(Ease.InOutSine));
+ seq.Join(tr.DOLocalMoveX(jerk.x * 0.7f, 0.22f).SetEase(Ease.InOutSine));
+ }
+ // 更失控:来不及回稳,就被反方向再抽一鞭
+ if (storm > 0.6f && UnityEngine.Random.value < 0.5f)
+ {
+ var whipDur = UnityEngine.Random.Range(0.12f, 0.2f);
+ seq.Append(tr.DOLocalMoveX(-jerk.x * UnityEngine.Random.Range(0.5f, 0.9f), whipDur)
+ .SetEase(Ease.OutCubic));
+ seq.Join(tr.DOLocalMoveY(UnityEngine.Random.Range(-0.16f, 0.2f) * amp, whipDur * 1.5f)
+ .SetEase(Ease.OutSine));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -rot * UnityEngine.Random.Range(0.7f, 1.1f)), whipDur * 1.3f)
+ .SetEase(Ease.OutCubic));
+ }
+ // 荡回来(X/Y 不同步 → 回程也是弧线;高乱度下这一步也短促)
+ seq.Append(tr.DOLocalMoveX(settle.x, settleDur).SetEase(Ease.InOutSine));
+ seq.Join(tr.DOLocalMoveY(settle.y, settleDur * UnityEngine.Random.Range(0.7f, 0.95f)).SetEase(Ease.InOutSine));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, rot * UnityEngine.Random.Range(-0.3f, 0.15f)), settleDur)
+ .SetEase(Ease.InOutSine));
+ seq.OnComplete(PlayKiteGust);
+ _kiteSwaySequence = seq;
+ }
+
+ ///
+ /// 一次性顿挫动效,叠加在 Accent 层上,结束回到原位,不打断高度/风况补间。
+ /// 支持:lift(上冲回落)/ sink(下坠沉降)/ taut(前扯抖动)/ drop(猛地下坠)/ flutter(原地挣扎扑腾)
+ /// / wrench(侧面兜住猛甩,最强档)。
+ ///
+ public void PlayKiteAccent(string profile)
+ {
+ if (!IsKiteShowing) return;
+
+ _kiteAccentSequence?.Kill();
+ _kiteAccentSequence = null;
+
+ var tr = _kiteRenderer.transform;
+ // 位移在高度层的子空间里,随缩放自动变小,无需额外乘缩放系数
+ var seq = DOTween.Sequence();
+
+ switch (NormalizeMotionProfile(profile))
+ {
+ case "lift":
+ seq.Append(tr.DOLocalMove(new Vector3(0.14f, 0.3f, 0f), 0.35f).SetEase(Ease.OutQuad));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -6f), 0.35f).SetEase(Ease.OutQuad));
+ break;
+
+ case "sink":
+ seq.Append(tr.DOLocalMove(new Vector3(-0.06f, -0.28f, 0f), 0.4f).SetEase(Ease.OutSine));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 5f), 0.4f).SetEase(Ease.OutSine));
+ break;
+
+ // 绷紧:猛地被扯直,然后绷住缓慢微颤(小幅慢速拉锯,不是震动)
+ case "taut":
+ seq.Append(tr.DOLocalMove(new Vector3(0.3f, 0.06f, 0f), 0.2f).SetEase(Ease.OutCubic));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -9f), 0.2f).SetEase(Ease.OutCubic));
+ seq.Append(tr.DOLocalMove(new Vector3(0.26f, 0.03f, 0f), 0.3f).SetEase(Ease.InOutSine));
+ seq.Append(tr.DOLocalMove(new Vector3(0.31f, 0.07f, 0f), 0.26f).SetEase(Ease.InOutSine));
+ seq.Append(tr.DOLocalMove(new Vector3(0.27f, 0.04f, 0f), 0.3f).SetEase(Ease.InOutSine));
+ break;
+
+ case "drop":
+ seq.Append(tr.DOLocalMove(new Vector3(0.04f, -0.42f, 0f), 0.55f).SetEase(Ease.InQuad));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 7f), 0.55f).SetEase(Ease.InQuad));
+ break;
+
+ // 侧面兜住(最强档,切轱辘前用):先被回带半拍蓄力,随即狠狠横甩出去,
+ // 挣了一下没挣回来,又被兜得更远、倾得更狠——位移远超其它档位
+ case "wrench":
+ seq.Append(tr.DOLocalMove(new Vector3(-0.11f, 0.04f, 0f), 0.09f).SetEase(Ease.OutQuad));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 4f), 0.09f).SetEase(Ease.OutQuad));
+ seq.Append(tr.DOLocalMove(new Vector3(0.7f, 0.2f, 0f), 0.16f).SetEase(Ease.OutCubic));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -24f), 0.16f).SetEase(Ease.OutCubic));
+ seq.Append(tr.DOLocalMove(new Vector3(0.45f, 0.09f, 0f), 0.2f).SetEase(Ease.InOutSine));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -10f), 0.2f).SetEase(Ease.InOutSine));
+ seq.Append(tr.DOLocalMove(new Vector3(0.92f, 0.3f, 0f), 0.15f).SetEase(Ease.OutCubic));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -30f), 0.15f).SetEase(Ease.OutCubic));
+ seq.AppendInterval(0.25f);
+ break;
+
+ // 挣扎:左右交替的几下小拉扯,力度递减
+ case "flutter":
+ seq.Append(tr.DOLocalMove(new Vector3(0.1f, 0.14f, 0f), 0.2f).SetEase(Ease.OutCubic));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -5f), 0.2f).SetEase(Ease.OutCubic));
+ seq.Append(tr.DOLocalMove(new Vector3(-0.08f, 0.06f, 0f), 0.26f).SetEase(Ease.InOutSine));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 4.5f), 0.26f).SetEase(Ease.InOutSine));
+ seq.Append(tr.DOLocalMove(new Vector3(0.06f, 0.1f, 0f), 0.22f).SetEase(Ease.OutCubic));
+ seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -3.5f), 0.22f).SetEase(Ease.OutCubic));
+ break;
+
+ default:
+ seq.Kill();
+ return;
+ }
+
+ // 回到原位,保证可与高度/风况补间叠加
+ seq.Append(tr.DOLocalMove(Vector3.zero, 0.5f).SetEase(Ease.InOutSine));
+ seq.Join(tr.DOLocalRotate(Vector3.zero, 0.5f).SetEase(Ease.InOutSine));
+ _kiteAccentSequence = seq;
+ }
+
+ ///
+ /// 隐藏风筝 Rig。与显示一致不做淡出,直接消失(过渡由外层屏幕 fade 承担)。
+ ///
+ /// 保留参数以兼容既有调用,实际忽略
+ public IEnumerator HideKite(float duration = 1)
+ {
+ if (!IsKiteShowing) yield break;
+
+ KillKiteTweens();
+
+ _kiteRenderer.SetAlpha(0);
+ _kiteBaseRenderer.SetAlpha(0);
+
+ _kiteRootPivot.gameObject.SetActive(false);
+ _kiteBaseRenderer.gameObject.SetActive(false);
+ if (_kiteMask != null)
+ {
+ _kiteMask.enabled = false;
+ }
+ }
+
+ #endregion
+
///
/// 淡入(异步协程版本)
///
diff --git a/Assets/Scripts/UI/DialogUI/OnelineBox.cs b/Assets/Scripts/UI/DialogUI/OnelineBox.cs
index a85cbd0a1..deb3d9d14 100644
--- a/Assets/Scripts/UI/DialogUI/OnelineBox.cs
+++ b/Assets/Scripts/UI/DialogUI/OnelineBox.cs
@@ -39,10 +39,13 @@ namespace AibisDream
syncToken.SkipTextAnima += () => content.SkipTypewriter();
syncToken.OnAdvance += AfterAdvance;
+ // TMP ClearMesh 依赖 canvasRenderer;box 未激活时 SetText 会 NRE
+ if (box != null && !box.activeSelf)
+ box.SetActive(true);
+
// 播放文字
content.TextAnimator.SetText(string.Empty);
var lineText = GetOneLineText(syncToken.lineInfo);
- box.SetActive(true);
HandleLayout(lineText);
content.ShowText(lineText);
syncToken.TextStart();
diff --git a/Assets/Yarn/FP/FP_Day2_sleep/FP_Day2_sleep.yarn b/Assets/Yarn/FP/FP_Day2_sleep/FP_Day2_sleep.yarn
index bd9565868..346f5ad27 100644
--- a/Assets/Yarn/FP/FP_Day2_sleep/FP_Day2_sleep.yarn
+++ b/Assets/Yarn/FP/FP_Day2_sleep/FP_Day2_sleep.yarn
@@ -186,9 +186,11 @@ position: 3,80
她牵着风筝跑了起来。 #line:039b319
<>
风筝线骨碌碌地被拉了出去。 #line:0226637
- girl: 快!放线! #line:018921c
+ girl: 快!放线! #line:018921c
<>
- ->放线 #line:06d26de
+ <>
+ <>
+ ->放线 #line:06d26de
<>
//->不同意 #line:0995f5e
<>
@@ -283,45 +285,53 @@ position: 642,-24
---
<>
- 轱辘在手里猛烈地旋转着,风筝线被一圈圈地放出去。 #line:050df8f
+ 轱辘在手里猛烈地旋转着,风筝线被一圈圈地放出去。 #line:050df8f
<>
- <>
+ <>
<>
<>
- girl: 飞起来啦。再高些! #line:0f93679
- me: 风不够大啊…… #line:0aa1f57
- //girl: 还不够高呢! #line:0c2f2ff
- me: 该怎么做来着…… #line:0bcfa62
+ girl: 飞起来啦。再高些! #line:0f93679
+ me: 风不够大啊…… #line:0aa1f57
+ //girl: 还不够高呢! #line:0c2f2ff
+ me: 该怎么做来着…… #line:0bcfa62
<>
- <>
- 风筝摇摇晃晃地上升着。 #line:0f56000
- 手里的线仿佛有自己的生命,时而紧,时而松。 #line:013729f
- girl: 再高些! #line:0051916
- me: 跟着风的感觉…好像是这么说的? #line:099f2be
+ <>
+ 风筝摇摇晃晃地上升着。 #line:0f56000
+ 手里的线仿佛有自己的生命,时而紧,时而松。 #line:013729f
+ girl: 再高些! #line:0051916
+ me: 跟着风的感觉…好像是这么说的? #line:099f2be
<>
- <>
- //me: 跟着风的感觉! #line:0675827
- 你尝试去感觉风。 #line:064f718
- 风的气息若有若无地吹过你的脸,杂乱无章。 #line:05ea773
+ <>
+ <>
+ <>
+ //me: 跟着风的感觉! #line:0675827
+ 你尝试去感觉风。 #line:064f718
+ 风的气息若有若无地吹过你的脸,杂乱无章。 #line:05ea773
<>
- <>
- 风筝停止了上升,开始往下落。 #line:02c49e6
- girl: 要掉啦! #line:0b3c2c8
+ <>
+ <>
+ 风筝停止了上升,开始往下落。 #line:02c49e6
+ girl: 要掉啦! #line:0b3c2c8
<>
//==================================================================================
//==[回跳内容]展示图片、描述、初始内容
//==================================================================================
-->放线 #line:0788a12
-->收线 #line:0f26666
-->保持 #line:042d942
-<>
+->放线 #line:0788a12
+ <>
+->收线 #line:0f26666
+ <>
+->保持 #line:042d942
+ <>
+<>
<>
<>
<>
- 风筝掉到了地上。女孩捡起风筝,排掉上面的尘土。 #line:0918f11
- 差一点就飞起来了!可惜。 #line:05fd02b
+ <>
+ <>
+ 风筝掉到了地上。女孩捡起风筝,排掉上面的尘土。 #line:0918f11
+ 差一点就飞起来了!可惜。 #line:05fd02b
<>
<>
<>
@@ -336,19 +346,20 @@ cluster: Day2_Plaza
position: 642,197
---
<>
- 线轱辘在手里猛烈地旋转着,风筝线被一圈圈地放出去。 #line:05a3328
+ 线轱辘在手里猛烈地旋转着,风筝线被一圈圈地放出去。 #line:05a3328
<>
- <>
- 风筝轻轻摇晃着,飘带随风飘动。 #line:0e0465e
+ <>
+ 风筝轻轻摇晃着,飘带随风飘动。 #line:0e0465e
<>
- <>
- 风筝飞在高处,像一只自由的小鸟。风筝线垂在空中,轻轻地跳动着。 #line:09505c0
+ <>
+ 风筝飞在高处,却不再像刚才那样听话。风筝线一会儿垂下去,一会儿又猛地弹紧。 #line:09505c0
<>
- <>
- 风筝变成了空中的一个小点,几乎看不见了。手上的拉力越来越模糊。 #line:056ef2d
+ <>
+ 风筝变成了空中的一个小点,在乱风里忽左忽右。手上的拉力一阵清楚,一阵又像被什么东西吞掉。 #line:056ef2d
<>
- <>
- 轱辘停止了转动。所有的线都被放出去了。你被拽得向前走了两步。 #line:080edb4
+ <>
+ <>
+ 线轱辘猛地一顿,所有线都被放出去了。线头像被卡死一样绷住,你来不及收手,被拽得踉跄向前。 #line:080edb4
<>
<>
me: 她怎么说的来着?…风大放线,风小收线……对吧… #line:0fd0200
@@ -359,25 +370,29 @@ position: 642,197
<>
<>
- <>
- girl: 飞起来啦。再高些! #line:0f8030a
- girl: 跟着风筝的感觉! #line:09f9f72
- 线轱辘在手里猛烈地旋转着,风筝线被一圈圈地放出去。 #line:0e787b6
+ <>
+ girl: 飞起来啦。再高些! #line:0f8030a
+ girl: 跟着风筝的感觉! #line:09f9f72
+ 线轱辘在手里猛烈地旋转着,风筝线被一圈圈地放出去。 #line:0e787b6
<>
<>
- girl: 总算飞起来了! #line:06a5d65
- 风似乎弱了一些,风筝停在了半空中,缓缓地飘落。 #line:01b9a87
+ <>
+ girl: 总算飞起来了! #line:06a5d65
+ 风似乎弱了一些,风筝停在了半空中,缓缓地飘落。 #line:01b9a87
<>
<>
- girl: 飞呀!飞得越高越好! #line:0e6b0ee
- 风筝摇摇晃晃地上升着,你感到风筝线正在收紧。 #line:030fbe4
+ <>
+ girl: 飞呀!飞得越高越好! #line:0e6b0ee
+ 风筝摇摇晃晃地上升着,你感到风筝线正在收紧。 #line:030fbe4
<>
<>
- girl: 你好厉害! #line:004b85e
- girl: 等我长大,我也要像你一样厉害! #line:008e022
- 一阵风刮过,你感到风筝线正在收紧。 #line:066c8e4
+ <>
+ girl: 你好厉害! #line:004b85e
+ girl: 等我长大,我也要像你一样厉害! #line:008e022
+ 一阵风刮过,你感到风筝线正在收紧。 #line:066c8e4
<>
<>
+ <>
girl: 你有什么感觉吗? #line:047b70e
me: 感觉? #line:0434441
girl: 姐姐说,等我把风筝放起来了,我就能知道她的感觉。 #line:07ed92a
@@ -386,16 +401,19 @@ position: 642,197
风平稳了下来,风筝懒洋洋地在天上晃动。 #line:041ddd8
<>
<>
- me: 风…好像停了。好像…没有什么规律。 #line:0c86a64
- girl: 所以她感觉…没有什么规律?搞不懂…… #line:0d5cc4e
- 你努力搜刮着回忆。 #line:0e2133b
- me: 她…怎么了? #line:094b24d
- girl: 我不知道。 #line:0992ff4
- girl: 我只知道…她的病只有那个装进脑袋里的机器能治。 #line:0ad2dc9
+ me: 风…好像停了。好像…没有什么规律。 #line:0c86a64
+ girl: 所以她感觉…没有什么规律?搞不懂…… #line:0d5cc4e
+ 你努力搜刮着回忆。 #line:0e2133b
+ me: 她…怎么了? #line:094b24d
+ girl: 我不知道。 #line:0992ff4
+ girl: 我只知道…她的病只有那个装进脑袋里的机器能治。 #line:0ad2dc9
+ <>
+ <>
风筝开始抖动起来。手上感受到的拉力变大、变乱了。 #line:09afac0
<>
<>
- me: 脑袋里的机器? #line:0099492
+ <>
+ me: 脑袋里的机器? #line:0099492
girl: 对。但是每次医生装进去,都很快就拿出来了。 #line:08b9df1
girl: 医生说…她的思维太杂乱了。 #line:0bc3841
me: 排异反应? #line:04ba331
@@ -403,17 +421,21 @@ position: 642,197
风筝线长长地垂下来,风筝正轻轻地向下飘落。 #line:0345f40
<>
<>
- me: 我…我也是个医生。 #line:0b31de3
+ <>
+ me: 我…我也是个医生。 #line:0b31de3
girl: 哇!你也太厉害了吧! #line:0a58e7e
girl: 等我长大了,也想当一个医生! #line:0494ee2
girl: 我要消灭排异反应!到时候,姐姐想去哪就可以去哪了! #line:0a4bcf5
+ <>
高处的风胡乱地刮着。风筝线越来越紧。 #line:00317ee
<>
<>
<>
<>
<>
- girl: 好大的风啊!快把风筝收回来吧。 #line:0551b46
+ <>
+ <>
+ girl: 好大的风啊!快把风筝收回来吧。 #line:0551b46
me: …… #line:09f8d1a
me: 路斯… #line:0b91d55
girl: 嗯? #line:00b1fed
@@ -426,26 +448,32 @@ position: 642,197
<>
<>
<>
- girl: 这么大风…是不是要下雨了呀? #line:0589599
+ <>
+ <>
+ girl: 这么大风…是不是要下雨了呀? #line:0589599
girl: 我们该把风筝收回来了。不早了。 #line:0d9c578
+ <>
风越来越大,线绷得越来越紧。 #line:02cc1b1
<>
<>
- girl: 小心! #line:0d41d32
- 你被带着向前又走了两步。 #line:0629fc9
- girl: 该放手了!别要了。 #line:05c16f5
- 风筝线崩成了一条直线。女孩焦躁不安地看看你,又看看高处的风筝。 #line:0f7de8e
- <>
+ <>
+ <>
+ girl: 小心! #line:0d41d32
+ 风又从侧面兜住了风筝。你下意识抱住轱辘,脚步还是被带乱了半拍。 #line:0629fc9
+ girl: 该放手了!别要了。 #line:05c16f5
+ <>
+ 风筝线绷成一条发白的直线。女孩焦躁不安地看看你,又看看高处乱摆的风筝。 #line:0f7de8e
+ <>
->放手 #line:0e492d7
你下定决心,松开了手。 #line:0707e86
轱辘掉在了你的腿上,紧接着是一阵忽如其来的失重感。 #line:056985d
->抓紧 #line:0f9b0e7
- 你紧紧地拽着线轱辘,手指关节被压得像是要碎了。 #line:08c160b
+ 你把线轱辘往怀里死死压住,顺着拉力后退半步,才勉强没有摔倒。 #line:08c160b
girl: 太危险了,让它走吧! #line:000fb69
me: 来帮忙呀! #line:0bbc2c2
girl: 不!快放手! #line:0cb1ddd
- 女孩想要跳起来去解开轱辘上的线头。 #line:0331894
- 一阵强大的拉力拉得你飞了起来。紧接着是一阵失重感。 #line:060a67f
+ 女孩想要跳起来去解开轱辘上的线头,却被绷紧的线逼得停在半路。 #line:0331894
+ 下一阵风忽然兜满了风筝。轱辘从你掌心滑脱,紧接着是一阵失重感。 #line:060a67f
//你仰面摔在了地上。 #line:0cb513b
//me: 飞…走了…… #line:0c4b572
//风筝变成了一个小小的小点,在高空中随着风越飞越远。 #line:0ac5fd8
@@ -457,55 +485,71 @@ position: 642,197
<>
<>
-->放线 #line:08c3eee
+->放线 #line:08c3eee
<>
- <>
+ <>
<>
- 风把风筝吹得越来越高,越来越远。 #line:001a06f
+ <>
+ <>
+ 风把风筝吹得越来越高,越来越远。 #line:001a06f
<>
<>
- 风筝在风中轻轻摇晃着。 #line:0b3c4dc
+ <>
+ 风筝在风中轻轻摇晃着。 #line:0b3c4dc
<>
- <>
+ <>
<>
- 风筝摇摇晃晃地下落了一段高度。 #line:0c73bc9
+ <>
+ <>
+ 风筝摇摇晃晃地下落了一段高度。 #line:0c73bc9
<>
-->收线 #line:08e99b8
+->收线 #line:08e99b8
<>
- <>
+ <>
<>
- 风把风筝吹得更远,也更低了。 #line:0382454
+ <>
+ <>
+ 风把风筝吹得更远,也更低了。 #line:0382454
<>
<>
- 风筝在风中轻轻摇晃着。 #line:00d85cc
+ <>
+ 风筝在风中轻轻摇晃着。 #line:00d85cc
<>
- <>
+ <>
<>
- 风筝在空中扑地抖了一下,又向高处爬了一截。 #line:00d73d6
+ <>
+ <>
+ 风筝在空中扑地抖了一下,又向高处爬了一截。 #line:00d73d6
<>
-->保持 #line:0e846d1
+->保持 #line:0e846d1
<>
<>
- 风筝线绷得笔直,像是要断掉。 #line:01334ad
+ <>
+ 风筝线绷得笔直,像是要断掉。 #line:01334ad
<>
- <>
+ <>
<>
- 风筝在风中轻轻摇晃。 #line:03c1cb3
+ <>
+ 风筝在风中轻轻摇晃。 #line:03c1cb3
<>
- <>
+ <>
<>
- 风筝线轻轻地垂下来,形成一个更大的弧度。 #line:0d36850
+ <>
+ <>
+ 风筝线轻轻地垂下来,形成一个更大的弧度。 #line:0d36850
<>
-<>
+<>
<0>>
<>
<>
- 风筝掉到了地上。女孩捡起风筝,排掉上面的尘土。 #line:0079d8f
- 差一点就飞起来了!可惜。 #line:0b780bf
+ <>
+ <>
+ 风筝掉到了地上。女孩捡起风筝,排掉上面的尘土。 #line:0079d8f
+ 差一点就飞起来了!可惜。 #line:0b780bf
<>
<>
- 风筝线越收越紧。 #line:0599877
+ 风筝线越收越紧。 #line:0599877
<>
<>
@@ -526,6 +570,7 @@ cluster: Day2_Ascent
position: -2,398
---
<>
+ <>
<>
轻飘飘地... #line:0a6d6a5
<>
@@ -660,7 +705,7 @@ position: -4,927
<>
有那么一瞬间,你感觉脑袋里面有什么东西断开了。 #line:0f8991d
<>
- <>
+ <>
<>
你觉得你在哪见过这些纹路。 #line:0473a22
->推门 #line:02467b3
@@ -694,7 +739,7 @@ position: -4,927
// <>
<>
<>
- <>
+ <>
<>
<>
<>
@@ -891,4 +936,4 @@ me: … #line:0030ebf
它抬起手,盖下了印章。 #line:027b5ea
<>
<>
-===
\ No newline at end of file
+===
diff --git a/Docs/风筝命令使用指南.md b/Docs/风筝命令使用指南.md
new file mode 100644
index 000000000..d49c7a9b3
--- /dev/null
+++ b/Docs/风筝命令使用指南.md
@@ -0,0 +1,113 @@
+# 风筝 Yarn 命令使用指南
+
+适用范围:`Assets/Yarn/FP/FP_Day2_sleep/FP_Day2_sleep.yarn` 的 `风筝1` / `风筝2` 节点。
+
+## 背景
+
+放风筝段落原来用 `D2S风筝1/2/3` 三张切图按高度阈值硬切,跨阈值时尺寸跳变,且节点顶部的常驻动效会覆盖选项里的一次性反馈。现已改为**单张风筝图 + 连续参数驱动**,不再使用切图。
+
+实现在 [`SpriteShowcase.cs`](../Assets/Scripts/SceneManagement/SpriteShowcase.cs) 的“风筝 Rig”区域(`#region 风筝 Rig`),命令注册在 [`BaseYarnCommand.cs`](../Assets/Scripts/Dialog%20System/BaseYarnCommand.cs)。
+
+### Rig 结构
+
+```
+Kite Rig(高度层:缩放 + 位移,对应 $h)
+ └─ Kite Sway(风况层:常驻循环,对应 $wind / 乱度)
+ └─ Kite Accent(顿挫层:一次性动效 + 实际 SpriteRenderer)
+
+Kite Base(白色底图,独立静态节点,不随高度缩放)
+Kite Mask(SpriteMask,以底图为形状,风筝层被裁在天空范围内)
+```
+
+三层动效各自持有独立 Tween,互不 `Kill`,所以选项里的一次性顿挫不会被节点顶部的常驻风况覆盖掉。
+
+只用到两张图(Addressable key `Sprite/梦境/{图名}`):
+
+- `D2S风筝1_风筝层`:风筝本体,挂在顶层可动。
+- `D2S风筝1_底图`:白色天空底图,静态显示 + 兼作遮罩形状。
+
+`D2S风筝2/3/4/5` 全套图不再使用(文件保留,未删除)。
+
+## 命令一览
+
+| 命令 | 签名 | 说明 |
+|---|---|---|
+| `kite_show` | `height=0 wind=0 duration=0.35` | 显示风筝 Rig。若已显示则等价于 `kite_state`(幂等)。会顺带隐藏正在显示的小图/大图。**总是把乱度重置为平稳**,之后要乱流需再调 `kite_wind`。 |
+| `kite_state` | `height wind duration=0.9 leadDuration=0.35` | 高度补间(缩放+位移,**每次选择的主反馈**)+ 按当前乱度重放风况循环。`leadDuration` 是命令返回前的等待时间,一般不用传。 |
+| `kite_wind` | `wind turbulence=-1` | 只切换风况循环,不改变高度。用于在选项出现**之前** telegraph 风况,让玩家读画面做判断。 |
+| `kite_accent` | `profile leadDuration=0.18` | 播放一次性顿挫动效,叠加在顶层,结束后自动回到原位,不打断高度/风况补间。 |
+| `kite_hide` | `duration=1` | 隐藏风筝 Rig(含底图、遮罩)。 |
+
+### 参数含义
+
+- `height` 对应 Yarn 变量 `$h`,范围会被 clamp 到 `[0, 13]`。缩放曲线是 `0.84^height`,且不低于 12%(避免缩到看不见)。
+- `wind` 对应 Yarn 变量 `$wind`:`1` 强风 / `0` 无风 / `-1` 风弱。
+- `turbulence`(乱度)范围 `0~1`,**默认表示平稳(0),不是“保持不变”**:
+ - 省略或传负数 → 平稳,风筝沿 CatmullRom 曲线大而缓地漫游(有风时顶风侧倾巡游,无风时自由漂,风弱时缓缓下坠),绝不抖动。
+ - 传正数 → 阵风:静一下 → 猛地被拽走一截(位移+旋转,X/Y 不同步走出弧线)→ 慢慢荡回 → 再来一阵。**每一阵的方向、力度、间隔都是随机的,节奏不重复**;数值越大拉扯越猛、间隔越短,乱度 ≥0.7 时还会概率性甩过头再弹回,读出“失控”。
+ - **乱度是粘滞的**:由 `kite_wind` 显式设定后会保留,后续 `kite_state` 只切高度和风向,仍沿用当前乱度,直到下一次 `kite_wind` 改变它。`kite_show` 会把乱度重置为 0。
+
+### `kite_accent` 支持的 profile
+
+| profile | 效果 | 典型使用场景 |
+|---|---|---|
+| `lift` | 上冲后回落 | 放线时风筝被吹高 |
+| `sink` | 下坠沉降 | 收线、风弱掉高度 |
+| `taut` | 猛地扯直,然后绷住小幅慢速拉锯(不是震动) | 线绷紧、风大顶线 |
+| `drop` | 猛地下坠(比 sink 更快更急) | 风筝真的掉下去了 |
+| `flutter` | 左右交替的几下小拉扯,力度递减 | 保持不动、原地挣扎 |
+
+轱辘特写(`D2S轱辘`)不属于这套 Rig,仍用旧的 `<>`,动效在 `SpriteShowcase.PlaySmallMotion` / `PlayReelHold` 里维护:先被猛地拽进受力姿态(只进一次),之后绷在那里持续高频颤抖,偶尔再被拽深一点——是“全力拉住”的发力感,不会松回原位。
+
+## 典型用法模式
+
+### 1. 进入风筝段落:`kite_show`
+
+```yarn
+<>
+ <>
+ <>
+ <>
+```
+
+首次显示传初始高度/风向,乱度自动是平稳的。
+
+### 2. 每轮风况变化:先 `kite_wind` 让画面 telegraph,再给选项
+
+`风筝2` 节点里,每次 `<>` 之后紧跟一次 `kite_wind`,选项出现前画面已经在演风况了:
+
+```yarn
+<>
+ <>
+ <>
+ me: 风…好像停了。好像…没有什么规律。 #line:0c86a64
+ ...
+ <>
+ 风筝开始抖动起来。手上感受到的拉力变大、变乱了。 #line:09afac0
+```
+
+**乱度取值要对着台词**:台词说“平稳/懒洋洋”就不传乱度(或传 0);台词明确说“乱”“没有规律”“胡乱刮着”才传正数,且数值随描述的混乱程度递增(本节点里 0.55 → 0.8 → 0.95 → 1,逐轮加码)。
+
+### 3. 选项分支:`kite_state` 是主反馈,`kite_accent` 是点缀
+
+```yarn
+->放线 #line:08c3eee
+ <>
+ <>
+ <>
+ <>
+ 风把风筝吹得越来越高,越来越远。 #line:001a06f
+```
+
+先改 `$h`,再调用 `kite_state {$h} {$wind}` 让缩放/位置连续补间过去(这是玩家能感知到的主要反馈),再叠加一个短促的 `kite_accent` 强调这次选择的性质。乱度不用每次都传,`kite_state` 会沿用当前乱度。
+
+### 4. 离场:`kite_hide` 或让互斥逻辑自动处理
+
+风筝 Rig 已经接入 `ShowObj` / `ShowObjWithMotion` / `ShowLargeObj` / `HideObj` / `HideAll` 的互斥逻辑,切到大图或普通小图时会自动隐藏,不必每次手动 `kite_hide`。只有明确要求“风筝消失但暂不显示别的图”时才需要显式调用。
+
+## 常见坑
+
+- **忘记补 `kite_wind` 就直接改 `$wind` 用于选项判断**:`$wind` 变量本身不会驱动画面,画面只认 `kite_wind`/`kite_state` 里传入的 `wind` 参数。改了变量务必配一次画面调用,否则玩家看不出风况变了。
+- **乱度传太随意**:乱度是“文本说乱才乱”,不要在台词写“平稳”“懒洋洋”的段落里传正数乱度,也不要在台词强调失控时仍用默认的 0。
+- **以为 `kite_state` 会重置乱度**:不会,乱度只由 `kite_wind` 改变。如果需要在同一句里既改高度又改乱度,要显式调用两条命令(先 `kite_wind` 定乱度,再 `kite_state` 走高度)。
+- **给风筝以外的图误用 `kite_*` 命令**:这套 Rig 硬编码只加载 `D2S风筝1_风筝层` / `D2S风筝1_底图`,不接受图名参数,不能拿来做别的分层动效——别的分层动效(如轱辘)继续用 `show_sprite_motion`/`sprite_motion`。