重构暂存
This commit is contained in:
@@ -1,456 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using Yarn.Unity;
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using System.Linq;
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using UnityEngine.UI;
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using AibisDream;
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public class EyeManager : MonoBehaviour, IViewLifecycle
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{
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[SerializeField]
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private List<EyeTarget> targets = new List<EyeTarget>(); // 保存目标列表
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public List<EyeTarget> Targets => targets; // 提供目标列表的公共访问
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private EyeTarget currentTarget; // 当前选中的目标
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public EyeTarget CurrentTarget => currentTarget; // 提供当前目标的公共访问
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public RawImage eyeImage;
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public Image memoryRender;
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public Button backToFaceButton;
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public GameObject eyeView;
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public enum EyeState
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{
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CanImagineColor,
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CannotImagineColor,
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EyeDisorder,
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CanSeeColor,
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HaveChip
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}
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public ViewCameraManager cameraManager;
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private IEyeStateEffect eyeStateEffect;
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private EyeState currentState=EyeState.CannotImagineColor;
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public EyeState CurrentState
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{
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get { return currentState; }
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set
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{
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if (currentState != value)
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{
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SetEyeState(currentState);
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// StartCoroutine(SetEyeStateCoroutine(currentState));
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currentState = value;
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}
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}
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}
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private Tween hsvShiftTween;
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private MouseFollowAndZoom mouseFollowAndZoom;
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public void Initialize()
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{
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// 初始化逻辑
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Debug.Log("EyeView initialized.");
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}
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public void OnEnter()
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{
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//SetInitialTargetState(targets[1]);
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mouseFollowAndZoom.SetIsActive(true);
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mouseFollowAndZoom.SetIsLock(false);
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// 进入视图时的逻辑
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Debug.Log("EyeView entered.");
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// 可以在这里进行一些特定的初始化或加载数据
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}
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public void OnShow()
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{
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// 离开视图时的逻辑
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Debug.Log("EyeView showed.");
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}
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public void OnExit()
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{
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eyeStateEffect?.CleanupEffect(CurrentTarget);
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mouseFollowAndZoom.SetIsActive(false);
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// 离开视图时的逻辑
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Debug.Log("EyeView exited.");
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}
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private void Start()
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{
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SetEyeState(currentState);
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if (targets.Count > 0)
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{
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SetInitialTargetState(targets[1]);
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}
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mouseFollowAndZoom = FindObjectOfType<MouseFollowAndZoom>();
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//eyeView.SetActive(false);
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//LostColor();
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}
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public void SetInitialTargetState(EyeTarget target)
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{
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currentTarget=target;
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eyeStateEffect?.InitializeEffect(target,cameraManager);
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}
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public EyeTarget FindEyeTargetByName(string name)
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{
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return Targets.FirstOrDefault(target => target.gameObject.name == name);
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}
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public void SetTarget(EyeTarget newTarget)
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{
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if (newTarget != currentTarget)
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{
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StartCoroutine(SetTargetCoroutine(newTarget.gameObject.name));
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}
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}
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[YarnCommand("set_Eyetarget")]
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public IEnumerator SetTargetCoroutine(string targetName,bool startDialogue=true)
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{
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mouseFollowAndZoom.SetIsLock(true);
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EyeTarget target = FindEyeTargetByName(targetName);
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if (target == null)
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{
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Debug.LogError("Invalid EyeTarget name: " + targetName);
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yield break;
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}
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if (currentTarget == target)
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{
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// DialogController.Instance.SetVariable("$currentEyeTarget",target.name);
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yield break;
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}
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DialogController.Instance.SetVariable("$currentEyeTarget",target.name);
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StartCoroutine(EyeEffectFadeOut());
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float duration = eyeStateEffect.TransitionDuration;
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if(target.targetTransform!=null)
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{
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cameraManager.MoveCameraTo(target.targetTransform, 1f);
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}
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else
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{
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cameraManager.MoveCameraTo(target.transform, 1f);
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}
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currentTarget.BlurIn(eyeStateEffect.TransitionDuration,false);
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//yield return new WaitForSeconds(eyeStateEffect.TransitionDuration);
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currentTarget = target;
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mouseFollowAndZoom.SetIndicatorTarget(currentTarget);
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currentTarget.BlurOut(eyeStateEffect.TransitionDuration,false);
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yield return new WaitForSeconds(eyeStateEffect.TransitionDuration);
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if(startDialogue)
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{
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DialogController.Instance.StartDialogNode("IntoEyeView");
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}
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//mouseFollowAndZoom.SetIsActive(true);
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}
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[YarnCommand("Set_MouseMovementLockState")]
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public void SetMouseMovementLockState(bool isActive)
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{
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mouseFollowAndZoom.SetIsLock(isActive);
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}
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[YarnCommand("EyeEffect_FadeIn")]
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public IEnumerator EyeEffectFadeIn()
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{
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if(currentTarget!=null)
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{
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AudioManager.RandomPlayInteraction("colorimagine");
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eyeStateEffect?.ApplyFocusedEffect(currentTarget);
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}
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yield return new WaitForSeconds(eyeStateEffect.TransitionDuration);
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}
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[YarnCommand("EyeEffect_FadeOut")]
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public IEnumerator EyeEffectFadeOut()
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{
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if(currentTarget!=null)
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{
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AudioManager.RandomPlayInteraction("colorimagine");
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eyeStateEffect?.ApplyUnfocusedEffect(currentTarget);
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}
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yield return new WaitForSeconds(eyeStateEffect.TransitionDuration);
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}
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[YarnCommand("EyeEffect_Init")]
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public void EyeEffectInit()
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{
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foreach (EyeTarget target in targets)
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{
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target.Init();
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}
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if(currentTarget!=null)
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{
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eyeStateEffect?.InitializeEffect(currentTarget,cameraManager);
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}
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}
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[YarnCommand("EyeEffect_Clean")]
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public void EyeEffectClean()
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{
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if(currentTarget!=null)
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{
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eyeStateEffect?.CleanupEffect(currentTarget);
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}
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}
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[YarnCommand("set_EyeState")]
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public void SetEyeStateForYarn(string state)
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{
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EyeState eyeState;
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// Try to parse the string as an EyeState
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if (!Enum.TryParse(state, true, out eyeState))
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{
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throw new ArgumentException("Invalid eye state: " + state, nameof(state));
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}
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// Start the coroutine for setting the eye state
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SetEyeState(eyeState);
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}
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private void SetEyeState(EyeState state)
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{
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// 保存旧的状态
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//oldEyeStateEffect = eyeStateEffect;
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switch (state)
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{
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case EyeState.CanImagineColor:
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eyeStateEffect = new CanImagineColorEffect();
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//isFirstSetTargetAfterStateChange = true;
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break;
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case EyeState.CannotImagineColor:
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eyeStateEffect = new CannotImagineColorEffect();
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//isFirstSetTargetAfterStateChange = true;
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break;
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case EyeState.EyeDisorder:
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eyeStateEffect = new EyeDisorderEffect();
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//isFirstSetTargetAfterStateChange = true;
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break;
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case EyeState.CanSeeColor:
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eyeStateEffect = new CanSeeColorEffect();
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//isFirstSetTargetAfterStateChange = false;
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break;
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case EyeState.HaveChip:
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eyeStateEffect = new HaveChip();
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//isFirstSetTargetAfterStateChange = false;
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break;
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default:
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throw new ArgumentException("Unknown eye state: " + state.ToString(), nameof(state));
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}
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}
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[YarnCommand("Set_Saturation")]
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public IEnumerator Set_Saturation(float targetSaturation, float duration)
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{
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// 确保 targetSaturation 在 0 到 1 之间
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targetSaturation = Mathf.Clamp01(targetSaturation);
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Material material = eyeImage.material;
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Sequence saturationSequence = DOTween.Sequence();
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// 使用映射函数将目标饱和度转换为 ColorAdjustments 的范围
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float mappedSaturation = MapSaturation(targetSaturation);
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// 同时启动材质的饱和度变化和 ColorAdjustments 的饱和度变化
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saturationSequence.Join(material.DOFloat(targetSaturation, "_HsvSaturation", duration));
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// 获取 Tween 对象并添加到序列中
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Tween saturationTween = ScreenEffectManager.Instance.TweenSaturation(mappedSaturation, duration);
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if (saturationTween != null)
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{
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saturationSequence.Join(saturationTween);
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}
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// 启动 Sequence 并等待完成
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yield return saturationSequence.WaitForCompletion();
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}
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private float MapSaturation(float input)
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{
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return Mathf.Lerp(-100, 0, input);
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}
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private Sequence glitchin;
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[YarnCommand("EyeGlitch_in")]
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public IEnumerator EyeGlitch_in()
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{
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glitchin = DOTween.Sequence();
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Material material = eyeImage.material;
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if(eyeImage==null)
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{
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Debug.LogError("No eyeImage");
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yield break;
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}
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// AudioManager.RandomPlayInteraction("colorcorrect_in");
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// AudioManager.PlayLoopAudio("colorcorrect_loop");
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// _HsvShift 从 0 ~ 360 来回变化
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hsvShiftTween = DOTween.To(() => material.GetFloat("_HsvShift"), x => material.SetFloat("_HsvShift", x), 360, 1f)
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.SetLoops(-1, LoopType.Yoyo);
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glitchin.Append(hsvShiftTween);
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// _GlitchAmount 1 秒内从 0 ~ 8
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glitchin.Insert(0, DOTween.To(() => material.GetFloat("_GlitchAmount"), x => material.SetFloat("_GlitchAmount", x), 8, 1f));
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// _WarpStrength 1 秒内从 0 ~ 0.015
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glitchin.Insert(0, DOTween.To(() => material.GetFloat("_WarpStrength"), x => material.SetFloat("_WarpStrength", x), 0.015f, 1f));
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yield return new WaitForSeconds(1f);
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}
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[YarnCommand("EyeGlitch_out")]
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public void EyeGlitch_out(float duration)
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{
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Material material = eyeImage.material;
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if(eyeImage==null)
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{
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Debug.LogError("No eyeImage");
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return;
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}
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if (glitchin != null && glitchin.IsActive())
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{
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glitchin.Kill();
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}
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material.DOFloat(0,"_WarpStrength", duration);
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material.DOFloat(0,"_GlitchAmount", duration);
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material.DOFloat(0,"_HsvShift", duration);
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// 确保之前的动画被停止
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}
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[YarnCommand("set_EyeColor")]
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public IEnumerator SetEyeColor(string color,string memoryName=null)
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{
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Material material = eyeImage.material;
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Material memoryMaterial = memoryRender.material;
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memoryRender.sprite = null;
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memoryMaterial.SetFloat("_FullDistortionFade", 0f);
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memoryMaterial.SetFloat("_SqueezePower", 18f);
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if(eyeImage==null)
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{
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Debug.LogError("No eyeImage");
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yield break;
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}
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if (memoryName!=null)
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{
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Sprite memorySprite = Resources.Load<Sprite>("Art/Memory/" + memoryName);
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if (memorySprite == null)
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{
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Debug.LogWarning("Memory not found: " + memoryName);
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yield break;
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}
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memoryRender.sprite = memorySprite;
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// 使 memoryRender 可见
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memoryRender.gameObject.SetActive(true);
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// 创建一个新的 DOTween 序列
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Sequence memorySequence = DOTween.Sequence();
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memorySequence.Append(memoryMaterial.DOFloat(0.85f, "_FullDistortionFade", 1.5f));
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memorySequence.AppendInterval(1.5f);
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memorySequence.Append(memoryMaterial.DOFloat(0f, "_SqueezePower", 2f));
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memorySequence.Insert(4.5f, memoryMaterial.DOFloat(0f, "_FullDistortionFade", 0.5f).OnComplete(() =>
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{
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memoryRender.gameObject.SetActive(false);
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AudioManager.RandomPlayInteraction("water_drip");
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}));
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// 等待序列完成
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yield return memorySequence.WaitForCompletion();
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}
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Sequence sequence = DOTween.Sequence();
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// 添加一个 tween 来改变 _RoundWaveStrength 的值
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sequence.Append(material.DOFloat(1, "_RoundWaveStrength", 2)).OnComplete(() =>
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{
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EyeGlitch_out(0.5f);
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});
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// 根据颜色改变 _ColorChangeTolerance 的值
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switch (color.ToLower())
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{
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case "blue":
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sequence.Join(material.DOFloat(0, "_ColorChangeTolerance", 2));
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sequence.Join(material.DOFloat(1, "_ColorChangeTolerance3", 2));
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sequence.Join(material.DOFloat(1, "_ColorChangeTolerance2", 2));
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break;
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case "red":
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sequence.Join(material.DOFloat(0, "_ColorChangeTolerance3", 2));
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sequence.Join(material.DOFloat(1, "_ColorChangeTolerance", 2));
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sequence.Join(material.DOFloat(1, "_ColorChangeTolerance2", 2));
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break;
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case "green":
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sequence.Join(material.DOFloat(0, "_ColorChangeTolerance2", 2));
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sequence.Join(material.DOFloat(1, "_ColorChangeTolerance", 2));
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sequence.Join(material.DOFloat(1, "_ColorChangeTolerance3", 2));
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break;
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case "All":
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sequence.Join(material.DOFloat(1, "_ColorChangeTolerance2", 2));
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sequence.Join(material.DOFloat(1, "_ColorChangeTolerance", 2));
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sequence.Join(material.DOFloat(1, "_ColorChangeTolerance3", 2));
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break;
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default:
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Debug.LogWarning("Unknown color: " + color);
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break;
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}
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// 添加一个 tween 来将 _RoundWaveStrength 的值回复为 0
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sequence.Append(material.DOFloat(0, "_RoundWaveStrength", 0.5f));
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// 开始这个序列
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sequence.Play();
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// 等待序列完成
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yield return sequence.WaitForCompletion();
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}
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[YarnCommand("EyeGetColor")]
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public void GetColor()
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{
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SetEyeState(EyeState.CanImagineColor);
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// 对目标列表中的每个目标执行 ColorBack 方法
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foreach (EyeTarget target in targets)
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{
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target.ColorBack();
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}
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// 切换到 CanImagineColorEffect 状态
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}
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public void LostColor()
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{
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// 对目标列表中的每个目标执行 ColorBack 方法
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foreach (EyeTarget target in targets)
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{
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target.ColorLost();
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 71c43244d34c88b4ea5fdebb34d5f273
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -4,7 +4,7 @@ using TMPro; // 添加这个命名空间来使用TextMesh Pro的组件
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public class EyeTargetDropdown : MonoBehaviour
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{
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public EyeManager eyeManager;
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public EyeSystem eyeManager;
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private TMP_Dropdown dropdown; // 修改类型为TMP_Dropdown
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private void Start()
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@@ -5,9 +5,11 @@ using UnityEngine.UI;
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using DG.Tweening;
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using Yarn.Unity;
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using AibisDream;
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using AibisDream.FixSystem;
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public class MemoryProcess : MonoBehaviour,IViewLifecycle
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public class MemoryProcess : MonoBehaviour
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{
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public GameObject memoryView;
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public Image memoryProcessImage; // 用于显示调取记忆的表现
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public Image memoryFinishedImage; // 用于显示记忆处理结束的表现
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@@ -45,8 +47,16 @@ public class MemoryProcess : MonoBehaviour,IViewLifecycle
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public Material fadeMaterial;
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private Dictionary<PunchTape, bool> processedPunchTapes = new Dictionary<PunchTape, bool>();
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public void OpenMemoryView()
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{
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memoryView.gameObject.SetActive(true);
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}
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public void CloseMemoryView()
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{
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memoryView.gameObject.SetActive(false);
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}
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||||
public void Initialize()
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||||
{
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||||
// 初始化逻辑
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||||
@@ -72,7 +82,7 @@ public class MemoryProcess : MonoBehaviour,IViewLifecycle
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color.a = 0f;
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playBackground.color = color;
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playBackground.gameObject.SetActive(false);
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DialogController.Instance.StartDialogNode("OnMemoryViewShow");
|
||||
//DialogController.Instance.StartDialogNode("OnMemoryViewShow");
|
||||
}
|
||||
|
||||
public void OnExit()
|
||||
@@ -82,6 +92,15 @@ public class MemoryProcess : MonoBehaviour,IViewLifecycle
|
||||
Debug.Log("MemoryView exited.");
|
||||
|
||||
}
|
||||
private void Awake()
|
||||
{
|
||||
InitSystem();
|
||||
}
|
||||
private void InitSystem()
|
||||
{
|
||||
FixSystemCenter.SystemDic.Register(this);
|
||||
}
|
||||
|
||||
|
||||
private void Start()
|
||||
{
|
||||
|
||||
@@ -22940,7 +22940,6 @@ MonoBehaviour:
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EndTransform: {fileID: 1106034699}
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customCursor: {fileID: 0}
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--- !u!4 &1182811777
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||||
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m_ObjectHideFlags: 0
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@@ -25448,74 +25447,6 @@ PrefabInstance:
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propertyPath: m_LocalPosition.x
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value: 7.2
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.y
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value: 3.38
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objectReference: {fileID: 0}
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propertyPath: m_SortingLayer
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value: 7
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objectReference: {fileID: 0}
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propertyPath: m_SortingOrder
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value: 0
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objectReference: {fileID: 0}
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propertyPath: m_SortingLayerID
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objectReference: {fileID: 0}
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propertyPath: m_Materials.Array.data[0]
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value:
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objectReference: {fileID: 1874798912}
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- target: {fileID: 1334345756432993617, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
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propertyPath: m_IsActive
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value: 1
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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value: 0
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objectReference: {fileID: 0}
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propertyPath: m_IsActive
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objectReference: {fileID: 0}
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propertyPath: m_SortingLayer
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value: 7
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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value:
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects:
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- {fileID: 449361851162706709, guid: fd04c28739017964789d58d573f9fabb, type: 3}
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||||
|
||||
Reference in New Issue
Block a user