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@@ -43,6 +43,11 @@ namespace AibisDream.FixSystem
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[SerializeField] public float plugSnappingRange = 1f;
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private Vector3 _headModuleOriginalPos;
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private Coroutine _breathingCoroutine;
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private Coroutine _painShakeCoroutine;
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private Coroutine _continuousPainCoroutine;
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private void Awake()
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{
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InitComponentRefs();
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@@ -228,6 +233,131 @@ namespace AibisDream.FixSystem
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{
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BodyModules.Remove(module);
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}
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private void Start()
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{
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if (_headModuleGroup != null)
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{
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_headModuleOriginalPos = _headModuleGroup.transform.localPosition;
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StartBreathing();
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}
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}
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public void StartBreathing()
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{
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if (_breathingCoroutine != null)
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{
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StopCoroutine(_breathingCoroutine);
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}
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_breathingCoroutine = StartCoroutine(BreathingAnimation());
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}
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public void StopBreathing()
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{
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if (_breathingCoroutine != null)
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{
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StopCoroutine(_breathingCoroutine);
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_breathingCoroutine = null;
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}
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if (_headModuleGroup != null)
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{
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_headModuleGroup.transform.localPosition = _headModuleOriginalPos;
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}
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}
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private IEnumerator BreathingAnimation()
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{
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float time = 0;
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while (true)
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{
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time += Time.deltaTime;
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float yOffset = Mathf.Sin(time * 2f) * 0.02f; // 调整呼吸幅度和速度
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_headModuleGroup.transform.localPosition = _headModuleOriginalPos + new Vector3(0, yOffset, 0);
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yield return null;
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}
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}
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public void TriggerPainShake()
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{
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if (_painShakeCoroutine != null)
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{
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StopCoroutine(_painShakeCoroutine);
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}
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_painShakeCoroutine = StartCoroutine(PainShakeAnimation());
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}
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private IEnumerator PainShakeAnimation()
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{
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StopBreathing();
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float duration = 0.5f;
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float elapsed = 0f;
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Vector3 originalPos = _headModuleGroup.transform.localPosition;
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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float intensity = 1f - (elapsed / duration);
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_headModuleGroup.transform.localPosition = originalPos + new Vector3(
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UnityEngine.Random.Range(-0.1f, 0.1f) * intensity,
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UnityEngine.Random.Range(-0.1f, 0.1f) * intensity,
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UnityEngine.Random.Range(-0.1f, 0.1f) * intensity
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);
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yield return null;
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}
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_headModuleGroup.transform.localPosition = originalPos;
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StartBreathing();
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}
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public void StartContinuousPain()
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{
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if (_continuousPainCoroutine != null)
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{
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StopCoroutine(_continuousPainCoroutine);
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}
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_continuousPainCoroutine = StartCoroutine(ContinuousPainAnimation());
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}
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public void StopContinuousPain()
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{
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if (_continuousPainCoroutine != null)
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{
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StopCoroutine(_continuousPainCoroutine);
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_continuousPainCoroutine = null;
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}
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if (_headModuleGroup != null)
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{
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_headModuleGroup.transform.localPosition = _headModuleOriginalPos;
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}
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StartBreathing();
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}
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private IEnumerator ContinuousPainAnimation()
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{
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StopBreathing();
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while (true)
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{
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// 抖动阶段
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float shakeDuration = 1f;
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float shakeElapsed = 0f;
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Vector3 originalPos = _headModuleGroup.transform.localPosition;
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while (shakeElapsed < shakeDuration)
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{
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shakeElapsed += Time.deltaTime;
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_headModuleGroup.transform.localPosition = originalPos + new Vector3(
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UnityEngine.Random.Range(-0.05f, 0.05f),
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UnityEngine.Random.Range(-0.05f, 0.05f),
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UnityEngine.Random.Range(-0.05f, 0.05f)
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);
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yield return null;
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}
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// 暂停阶段
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_headModuleGroup.transform.localPosition = originalPos;
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yield return new WaitForSeconds(0.5f);
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}
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}
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}
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[LoadIndex(2)]
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