Merge branch 'bugfix/reorder_resource' into 'develop'

Bugfix/reorder resource

See merge request aibis-dream/aibis-dream!356
This commit is contained in:
2025-03-24 07:25:12 +00:00
1035 changed files with 5186 additions and 143295 deletions
+1
View File
@@ -74,3 +74,4 @@
*.ogg filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.psb filter=lfs diff=lfs merge=lfs -text
*.bank filter=lfs diff=lfs merge=lfs -text
+2 -2
View File
@@ -87,8 +87,8 @@ crashlytics-build.properties
# 暂时把bank放到Stream里,不忽略
# Ignore bank files in the StreamingAssets folder.
# /[Aa]ssets/StreamingAssets/**/*.bank
# /[Aa]ssets/StreamingAssets/**/*.bank.meta
/[Aa]ssets/StreamingAssets/**/*.bank
/[Aa]ssets/StreamingAssets/**/*.bank.meta
# If the source bank files are kept outside of the StreamingAssets folder then these can be ignored.
# Log files can be ignored.
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using UnityEngine;
using UnityEngine.Events;
public class ClickableSprite : MonoBehaviour
{
public UnityEvent OnPointerClick;
private void Awake()
{
OnPointerClick = new UnityEvent();
}
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
RaycastHit2D hit = Physics2D.Raycast(mousePosition, Vector2.zero);
if (hit.collider != null && hit.collider.gameObject == this.gameObject)
{
Debug.Log("Sprite was clicked!");
OnPointerClick?.Invoke();
}
}
}
}
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using System.Collections;
using UnityEngine;
using DG.Tweening;
public class CameraZoom : MonoBehaviour
{
public Transform eyeTransform; // 眼睛的Transform
public float zoomDuration = 1; // 缩放的持续时间
public IEnumerator ZoomToEye()
{
// 计算缩放的目标位置和大小
Vector3 targetPosition = eyeTransform.position;
float targetSize = 0.1f; // 你可以根据需要调整这个值
// 缩放相机
Camera.main.transform.DOMove(targetPosition, zoomDuration);
Camera.main.DOOrthoSize(targetSize, zoomDuration);
// 等待缩放完成
yield return new WaitForSeconds(zoomDuration);
}
}
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using UnityEngine;
using UnityEngine.UI;
using System;
[System.Serializable]
public class Entry
{
private EyeTransitionManager eyeTransitionManager;
public enum ButtonAction
{
ExecuteCode,
EnterEyeView,
EnterUFView,
EnterMemoryView
// 添加其他你需要的操作
}
public Button button;
public ButtonAction buttonAction;
public string codeDescription; // 添加一个字段来存储代码的描述
public void SetupButton(ManualManager manualManager, EyeTransitionManager eyeTransitionManager)
{
this.eyeTransitionManager = eyeTransitionManager; // Store a reference to the EyeTransitionManager
button.onClick.AddListener(() =>
{
manualManager.ShowCode(this); // 修改这里,将当前条目传递给 ShowCode 方法
});
}
}
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using UnityEngine;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine.UI;
using TMPro;
public class ManualManager : MonoBehaviour
{
public List<Page> pages;
public EyeTransitionManager eyeTransitionManager;
public GameObject manualGameObject;
public Button manualButton;
public GameObject executeWindow;
public TextMeshProUGUI executeWindowText;
public Button executeWindowButton;
public Button nextPageButton;
public Button previousPageButton;
private bool isManualVisible = false;
private int currentIndex = 0;
private Entry currentEntry; // 添加一个变量来保存当前选中的条目
private void Start()
{
foreach (var page in pages)
{
page.SetupPage(this, eyeTransitionManager);
page.gameObject.SetActive(false); // 初始化时隐藏所有页面
}
manualButton.onClick.AddListener(ToggleManual);
nextPageButton.onClick.AddListener(NextPage);
previousPageButton.onClick.AddListener(PreviousPage);
}
private void ToggleManual()
{
isManualVisible = !isManualVisible;
manualGameObject.SetActive(isManualVisible);
if (isManualVisible)
{
pages[currentIndex].gameObject.SetActive(true); // 显示当前页面
}
else
{
foreach (var page in pages)
{
page.gameObject.SetActive(false); // 隐藏所有页面
}
}
}
public void ShowCode(Entry entry) // 修改这个方法,使其接受一个 Entry 对象作为参数
{
currentEntry = entry; // 更新当前选中的条目
executeWindow.SetActive(true);
executeWindowText.text = entry.codeDescription; // 显示条目的代码描述
executeWindowButton.onClick.AddListener(() =>
{
executeWindow.SetActive(false);
ExecuteCode(); // 在这里添加执行代码的逻辑
});
}
public void ExecuteCode()
{
if (currentEntry != null)
{
Debug.Log("Executing code: " + currentEntry.codeDescription);
switch (currentEntry.buttonAction)
{
case Entry.ButtonAction.ExecuteCode:
// 在这里添加执行代码的逻辑
break;
case Entry.ButtonAction.EnterEyeView:
eyeTransitionManager.RequestViewChange(EyeTransitionManager.ViewState.EyeView);
break;
case Entry.ButtonAction.EnterUFView:
eyeTransitionManager.RequestViewChange(EyeTransitionManager.ViewState.UFView);
break;
case Entry.ButtonAction.EnterMemoryView:
eyeTransitionManager.RequestViewChange(EyeTransitionManager.ViewState.MemoryView);
break;
}
}
executeWindowButton.onClick.RemoveAllListeners(); // 执行完操作后,移除监听器
}
private void NextPage()
{
if (currentIndex < pages.Count - 1)
{
pages[currentIndex].gameObject.SetActive(false); // 隐藏当前页面
currentIndex++;
pages[currentIndex].gameObject.SetActive(true); // 显示新页面
}
}
private void PreviousPage()
{
if (currentIndex > 0)
{
pages[currentIndex].gameObject.SetActive(false); // 隐藏当前页面
currentIndex--;
pages[currentIndex].gameObject.SetActive(true); // 显示新页面
}
}
}
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using UnityEngine;
using System.Collections.Generic;
public class Page : MonoBehaviour
{
public List<Entry> entries;
public void SetupPage(ManualManager manualManager, EyeTransitionManager eyeTransitionManager)
{
foreach (var entry in entries)
{
entry.SetupButton(manualManager, eyeTransitionManager);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
public class ShootingManager : MonoBehaviour
{
public GameObject photoScene; // 包含前景,中景,背景的父物体
public Slider focusSlider; // 焦点滑块
public Slider exposureSlider; // 曝光滑块
public Camera mainCamera; // 主相机
public Camera shootingCamera; // 拍照相机
public Image photoImage; // 用于显示"相片"的UI Image组件
public Image baseImage; // 用于显示底板的UI Image组件
private int forwardFocus = 2;
private int midFocus = 4;
private int backFocus = 8;
private int currentFocus = -1; // 当前焦点
public int currentbaseExposure = 0; // 当前基础曝光
public Camera viewCamera;
public RawImage viewImage;
public Transform startTransform; // 照片开始的位置
public Transform endTransform; // 照片结束的位置
List<_2dxFX_BlurHQX> viewForwardSprites = new List<_2dxFX_BlurHQX>();
List<_2dxFX_BlurHQX> viewMidSprites = new List<_2dxFX_BlurHQX>();
List<_2dxFX_BlurHQX> viewBackSprites = new List<_2dxFX_BlurHQX>();
private void Start()
{
FindSpritesAndAddToList(photoScene.transform.Find("Forward"), viewForwardSprites);
FindSpritesAndAddToList(photoScene.transform.Find("Mid"), viewMidSprites);
FindSpritesAndAddToList(photoScene.transform.Find("Back"), viewBackSprites);
ApplyBlur(viewForwardSprites, forwardFocus, "Forward");
ApplyBlur(viewMidSprites, midFocus, "Mid");
ApplyBlur(viewBackSprites, backFocus, "Back");
ShowView();
RenderTexture renderTexture = new RenderTexture(Screen.width, Screen.height, 24);
shootingCamera.targetTexture = renderTexture;
// 设置滑块的范围和步长
focusSlider.minValue = 0;
focusSlider.maxValue = 8;
focusSlider.wholeNumbers = true;
// 设置曝光滑块的范围和初始值
exposureSlider.minValue = -3;
exposureSlider.maxValue = 3;
exposureSlider.value = 0;
// 当滑块的值改变时,更新焦点
focusSlider.onValueChanged.AddListener(UpdateFocus);
}
// 更新焦点
private void UpdateFocus(float value)
{
currentFocus = (int)value;
ApplyBlur(viewForwardSprites, forwardFocus, "Forward");
ApplyBlur(viewMidSprites, midFocus, "Mid");
ApplyBlur(viewBackSprites, backFocus, "Back");
}
private void ShowView()
{
// Create a new RenderTexture
RenderTexture renderTexture = new RenderTexture(Screen.width, Screen.height, 24);
renderTexture.Create();
// Set the camera to render to the RenderTexture
viewCamera.targetTexture = renderTexture;
// Set the RenderTexture as the texture for the RawImage
viewImage.texture = renderTexture;
}
// 查找所有Sprite并添加到列表中
private void FindSpritesAndAddToList(Transform parent, List<_2dxFX_BlurHQX> list)
{
_2dxFX_BlurHQX[] sprites = parent.GetComponentsInChildren<_2dxFX_BlurHQX>();
foreach (_2dxFX_BlurHQX sprite in sprites)
{
list.Add(sprite);
}
}
private void FindComponentsAndAddToList<T>(GameObject parent, List<T> list) where T : Component
{
T[] components = parent.GetComponentsInChildren<T>();
foreach (T component in components)
{
list.Add(component);
}
}
// 应用模糊效果
private void ApplyBlur(List<_2dxFX_BlurHQX> sprites, int focusPoint, string layerName)
{
float blurValue;
foreach (_2dxFX_BlurHQX sprite in sprites)
{
blurValue = Mathf.Clamp01(Mathf.Abs(currentFocus - focusPoint) / 8f) * 4f;
sprite.Blur = blurValue;
//Debug.Log($"{layerName} blur: {blurValue}");
}
}
private void ApplyExposure(float baseExposure, List<_2dxFX_ColorChange> sprites)
{
float finalExposure = exposureSlider.value + baseExposure; // Add base exposure to current exposure
finalExposure = Mathf.Clamp(finalExposure, -5, 5); // Clamp final exposure between -5 and 5
float mappedExposure = Mathf.Lerp(-1, 1, Mathf.InverseLerp(-5, 5, finalExposure)); // Map final exposure from [-5, 5] to [-1, 1]
foreach (_2dxFX_ColorChange sprite in sprites)
{
sprite._ValueBrightness = mappedExposure;
}
}
private void DisApplyBlur(List<_2dxFX_BlurHQX> sprites)
{
foreach (_2dxFX_BlurHQX sprite in sprites)
{
sprite.Blur = 0;
}
}
void SetLayerRecursively(GameObject obj, int newLayer)
{
if (null == obj)
{
return;
}
obj.layer = newLayer;
foreach (Transform child in obj.transform)
{
if (null == child)
{
continue;
}
SetLayerRecursively(child.gameObject, newLayer);
}
}
// 拍照
public IEnumerator TakePhotoProcess()
{
// 创建一个场景的克隆
GameObject clone = Instantiate(photoScene);
// 将克隆和拍照相机移动到一个新的层上
clone.layer = 20;
SetLayerRecursively(clone, 20);
shootingCamera.gameObject.layer = 20;
// 让拍照相机只渲染层 20
shootingCamera.cullingMask = 1 << 20;
// 查找克隆中的所有Sprite并添加到列表中
List<_2dxFX_BlurHQX> forwardSprites = new List<_2dxFX_BlurHQX>();
List<_2dxFX_BlurHQX> midSprites = new List<_2dxFX_BlurHQX>();
List<_2dxFX_BlurHQX> backSprites = new List<_2dxFX_BlurHQX>();
FindSpritesAndAddToList(clone.transform.Find("Forward"), forwardSprites);
FindSpritesAndAddToList(clone.transform.Find("Mid"), midSprites);
FindSpritesAndAddToList(clone.transform.Find("Back"), backSprites);
List<_2dxFX_ColorChange> colorChangeSprites = new List<_2dxFX_ColorChange>();
_2dxFX_ColorChange[] sprites = clone.GetComponentsInChildren<_2dxFX_ColorChange>();
FindComponentsAndAddToList(clone, colorChangeSprites);
// 创建一个新的RenderTexture
RenderTexture renderTexture = new RenderTexture(Screen.width, Screen.height, 24);
shootingCamera.targetTexture = renderTexture;
// 应用模糊效果并渲染一帧
ApplyBlur(forwardSprites, forwardFocus, "Forward");
ApplyBlur(midSprites, midFocus, "Mid");
ApplyBlur(backSprites, backFocus, "Back");
ApplyExposure(currentbaseExposure, colorChangeSprites);
yield return new WaitForSeconds(0.2f);
shootingCamera.Render();
// 将RenderTexture中的图像转换为Texture2D
Texture2D photo = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.RGB24, false);
RenderTexture.active = renderTexture;
photo.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
photo.Apply();
// 使用Texture2D来创建一个新的Sprite
Sprite photoSprite = Sprite.Create(photo, new Rect(0, 0, photo.width, photo.height), new Vector2(0.5f, 0.5f));
// 删除克隆并将相机的targetTexture设置为null
Destroy(clone);
shootingCamera.targetTexture = null;
// 释放RenderTexture资源
RenderTexture.active = null;
renderTexture.Release();
// 显示"相片"
ShowPhoto(photoSprite);
yield return null;
}
// 拍照
public void TakePhoto()
{
// 开始拍照过程的协程
StartCoroutine(TakePhotoProcess());
}
// 显示"相片"
private void ShowPhoto(Sprite photo)
{
// 激活底板
baseImage.gameObject.SetActive(true);
// 设置照片并使其可见
photoImage.sprite = photo;
photoImage.gameObject.SetActive(true);
// 初始化透明度为 0
Color c = photoImage.color;
c.a = 0f;
photoImage.color = c;
// 设置照片初始位置
baseImage.rectTransform.position = startTransform.position;
// 移动和淡入照片
float moveAndFadeInTime = 4.0f; // 移动和淡入时间,可以根据需要调整
baseImage.rectTransform.DOMove(endTransform.position, moveAndFadeInTime);
photoImage.DOFade(1f, moveAndFadeInTime).SetEase(Ease.InOutQuad); // 使用Ease.InOutQuad曲线,可以根据需要调整
}
private void PrintDirectChildren(Transform parent)
{
Debug.Log("Direct children of " + parent.name + ":");
foreach (Transform child in parent)
{
Debug.Log(child.name);
}
}
}

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