Merge branch '春晖11.13.20.08' into 'develop'

春晖11.13.20.08

See merge request aibis-dream/aibis-dream!71
This commit is contained in:
2024-11-13 21:34:18 +00:00
41 changed files with 11598 additions and 12837 deletions
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@@ -267,7 +267,7 @@ Material:
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- _FrozenSnowContrast: 1
- _FrozenSnowDensity: 0.25
- _FullAlphaDissolveFade: 0
- _FullAlphaDissolveFade: 1
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@@ -275,7 +275,7 @@ Material:
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- _GlitchFade: 1
- _GlitchFade: 0
- _GlitchHueSpeed: 1
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@@ -409,7 +409,7 @@ Material:
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@@ -38,10 +38,12 @@ me: 我们对这种症状的产生原因知之甚少…
me: 总之,针对“记忆反流” ,机体医学已知的应对方案是……
<<ConnectionCantBreak CanvasClueBoard>>
<<EnableQuestion CanvasClueBoard EyePlant>>
<<AddNodeAndConnection CanvasClueBoard EyePlant 记忆反流>>
<<AddNode CanvasClueBoard 记忆反流>>
<<AddNodeConnection CanvasClueBoard EyePlant 2 记忆反流 0>>
<<ConnectionCantBreak CanvasClueBoard>>
<<EnableQuestion CanvasClueBoard 记忆反流>>
<<AddNodeAndConnection CanvasClueBoard 记忆反流 手术>>
<<AddNode CanvasClueBoard 手术>>
<<AddNodeConnection CanvasClueBoard 记忆反流 3 手术 0>>
<<ConnectionCantBreak CanvasClueBoard>>
===
title: 执行手术
@@ -3,6 +3,7 @@ tags:
colorID: 8
position: 242,-2378
---
//<<OpenClueBoard ClueBoard>>
<<jump 诊断初始化>>
<<fade_in 1>>
本demo为早期验证版本,其中文本,交互,画面,声音均为过程版
@@ -284,6 +285,7 @@ position: 240,-1440
---
<<fade_in 0.5>>
<<load_scene 佩佩视觉模块>>
<<NodeInit CanvasClueBoard 1>>
<<SetExternalError ViewManager MemoryView true>>
// <<OpenClueBoard ClueBoard>>
//<<Set_ViewVisualState ViewManager "ColorView" 1>>
@@ -0,0 +1,169 @@
title: 检查ClueBoard
tags:
position: -95,-631
---
触发了
<<if $StartNode=="UF发热"&&$EndNode=="UF内部进程">>
<<jump UF发热原因找到>>
<<elseif $StartNode=="UFImage2"&&$EndNode=="UF内部进程">>
<<jump UF绘图错误原因找到>>
<<elseif $StartNode=="晶圆缺失"&&$EndNode=="UF中的晶圆">>
<<jump 找到晶圆来源>>
<<elseif $StartNode=="UF打孔带"&&$EndNode=="UF内部进程">>
<<jump 找到UF打孔带来源>>
<<elseif $StartNode=="视觉检查黑白"&&$EndNode=="晶圆缺失">>
<<jump 视觉黑白原因找到>>
<<elseif $StartNode=="安装晶圆"&&$EndNode=="UF中的晶圆">>
<<jump 试图安装UF中的晶圆>>
<<elseif $StartNode=="色彩抹除"&&$EndNode=="solution">>
<<jump 最终讨论>>
<<elseif ($StartNode=="EyePlant2"|| $StartNode=="EyePoster2"||$StartNode=="EyeSky2")&&$EndNode=="UF打孔带">>
<<jump 找到视觉检查和打孔带的联系>>
<<endif>>
===
title: 找到视觉检查和打孔带的联系
tags:
position: -204,-329
---
me: 视觉的错误都是由这个神秘的打孔带引起的
<<if $StartNode=="EyePlant2">>
<<ConnectionCantBreak CanvasClueBoard>>
<<AddNodeConnection CanvasClueBoard EyeSky2 2 UF打孔带 3>>
<<AddNodeConnection CanvasClueBoard EyePlant2 2 UF打孔带 3>>
<<elseif $StartNode=="EyeSky2">>
<<AddNodeConnection CanvasClueBoard EyePoster2 2 UF打孔带 3>>
<<AddNodeConnection CanvasClueBoard EyePlant2 2 UF打孔带 3>>
<<elseif $StartNode=="EyePoster2">>
<<AddNodeConnection CanvasClueBoard EyeSky2 2 UF打孔带 3>>
<<AddNodeConnection CanvasClueBoard EyePlant2 2 UF打孔带 3>>
<<endif>>
===
title: 试图安装UF中的晶圆
tags:
position: -204,-329
---
me: 如果没猜错,这大概率是佩佩原本的晶圆
me: 但是如果UF没有晶圆,是无法运作的,UF依赖晶圆和记忆共同绘制图像
me: 如果UF没法运作,佩佩最终也...
me: 很遗憾,这可能不是一个选项
me: 就现在而言,或许这条路真的走不通...
<<set $findChipFromForClueBoard=true>>
===
title: UF发热原因找到
tags:
position: -204,-329
---
me: UF发热就是因为内部的不明进程调用,UF在不停传送数据
<<ConnectionCantBreak CanvasClueBoard>>
<<set $whayHeatKnown=true>>
<<jump 检查是否明白了发热和视觉错误的原因>>
===
title: 视觉黑白原因找到
tags:
position: 568,-327
---
me: 视觉看不到颜色,就是因为色觉晶圆不见了
<<ConnectionCantBreak CanvasClueBoard>>
===
title: UF绘图错误原因找到
tags:
position: 40,-327
---
me: UF绘图错误就是因为内部的不明进程调用,涌入大量的错误数据
me: 这进程是什么导致的呢?
<<ConnectionCantBreak CanvasClueBoard>>
<<jump 检查是否明白了发热和视觉错误的原因>>
===
title: 找到晶圆来源
tags:
position: -422,-322
---
me: 原来晶圆是被放在UF中了,并不是先天缺陷
me: 佩佩说是后来做的手术
me: 先让晶圆成熟,然后再悄悄移植么?
<<ConnectionCantBreak CanvasClueBoard>>
===
title: 找到UF打孔带来源
tags:
position: 311,-334
---
me: 打孔带是UF从记忆中获取的,再传递给视觉
me: 这就是佩佩眼睛成像错误的原因吧
<<ConnectionCantBreak CanvasClueBoard>>
<<set $whayEyeErrortKnown=true>>
<<jump 检查是否明白了发热和视觉错误的原因>>
===
title: 检查是否明白了发热和视觉错误的原因
tags:
position: 154,-41
---
<<if $whayHeatKnown==true&&$whayEyeErrortKnown==true>>
me: 一切问题都在这个神秘的进程上?
<<EnableQuestion CanvasClueBoard UF内部进程>>
<<AddNode CanvasClueBoard 神秘进程>>
<<AddNodeConnection CanvasClueBoard UF内部进程 0 神秘进程 2>>
me: 一切问题都在这个神秘的进程上?到底是什么呢?
<<EnableQuestion CanvasClueBoard 神秘进程>>
<<wait 1>>
//<<jump 明白想象力>>
<<CloseClueBoard ClueBoard>>
<<jump 结论1>>
<<endif>>
===
title: 明白想象力
tags:
position: 552,-51
---
me: 现在明白了
me: 因为缺失晶圆从而看不到颜色,但是却激发了想象力
<<AddNode CanvasClueBoard 想象力>>
<<AddNodeConnection CanvasClueBoard 视觉检查黑白 1 想象力 2>>
<<wait 1>>
me: 能够拿得到颜色的地方只有记忆了,但是和视觉的通路却被切断了
me: 于是”想象力“去借助UF来传递...
//<<AddNode CanvasClueBoard 神秘进程>>
<<AddNodeConnection CanvasClueBoard 神秘进程 0 想象力 1 >>
me: 不是什么神秘进程...是...想象力导致了这一切
me: 发热也好,眼睛痛也好,其实是一种...
me: 一种幻痛
me: 因为失去了颜色而渴望颜色的幻痛
<<EnableQuestion CanvasClueBoard 想象力>>
<<AddNode CanvasClueBoard 幻痛>>
<<AddNodeConnection CanvasClueBoard 想象力 0 幻痛 2>>
me: 对于这种幻痛,只有两种处理办法
me: 第一,彻底去除色彩
me: 对佩佩所渴求的记忆中的颜色,进行抹除
me: 不再有所渴求,也就不再会痛了
<<AddNode CanvasClueBoard 色彩抹除>>
<<AddNodeConnection CanvasClueBoard 幻痛 1 色彩抹除 2>>
<<set $memoryColorFadeKnown=true>>
///这里怎么理解UF里的色觉?UF有色觉为么还要调用记忆的色彩?引导?感觉有点难理解,记忆抹除为什么不影响UF?就算不影响,需要担心UF的色彩泄露么
me: 第二,让佩佩能看到颜色
me: 如果能看到颜色,当然也就不存在幻痛了
me: 如果能找到佩佩缺失的晶圆装上,那么应该就可以了
<<AddNode CanvasClueBoard 安装晶圆>>
<<AddNodeConnection CanvasClueBoard 幻痛 0 安装晶圆 2>>
<<EnableQuestion CanvasClueBoard 安装晶圆>>
me: 晶圆是严格管制品,外部不可能找得到,晶圆从何而来呢?
//<<CloseClueBoard ClueBoard>>
//<<jump 结论2>>
===
title: 最终讨论
tags:
position: 154,-41
---
//<<if $findChipFromForClueBoard==false>>
me:只有这一种方法了么...
->只能这样了
me:我得和佩佩谈谈
<<CloseClueBoard ClueBoard>>
<<jump 结论2>>
->再想想
me:我再想想
//<<endif>>
<<jump 结论2>>
//感觉出去后或许可以省略和佩佩交代的过程?fadein&out,佩佩沉默,然后提出请求
===
@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: ca788d04feeee49419fc3c5e7c12fdbf
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
@@ -3,10 +3,11 @@ tags:
colorID: 8
position: 240,-2240
---
//<<OpenClueBoard ClueBoard>>
新闻:balabalabala
<<indoor>>
//<<jump VarsInit>>
<<jump 诊断初始化>>
// <<indoor>>
<<jump VarsInit>>
//<<jump 诊断初始化>>
===
title: VarsInit
tags:
@@ -87,6 +88,14 @@ position: 240,-2040
<<declare $UFInnerSeen=false>>
<<declare $StartNode="">>
<<declare $EndNode="">>
<<declare $whayHeatKnown=false>>
<<declare $whayEyeErrortKnown=false>>
<<declare $findChipFromForClueBoard=false>>
<<declare $memoryColorFadeKnown=false>>
<<jump 引入对话>>
===
title: 引入对话
@@ -111,6 +120,7 @@ position: 239,-1328
<<load_scene 佩佩视觉模块>>
<<SetReapirState ToolManager UF盖子 false>>
<<SetInstall ToolManager 色觉 false>>
<<NodeInit CanvasClueBoard 2 >>
<<fade_out 1>>
<<SetHeat Plug 1>>
//<<OpenClueBoard ClueBoard>>
@@ -229,7 +239,7 @@ position: -162,-616
title: 结论1
tags:
colorID: 8
position: -156,-398
position: -158,-420
---
//现在关于切换场景的数据保存还没有完成,建议先不切场景
<<CloseClueBoard ClueBoard>>
@@ -417,6 +427,8 @@ position: 2966,-544
【佩佩说她很痛】
<<elseif $eyeTargetTriggerCount == 2>>
【佩佩说她很痛】
<<elseif $eyeTargetTriggerCount == 3>>
【佩佩说她很痛】
<<set $isFinishedEyeCheck=-1>>
//<<jump 主维修界面>>
<<endif>>
@@ -592,7 +604,7 @@ position: 1018,-1538
title: EnterRepairMode
tags: 待编辑
colorID: 8
position: -496,-1391
position: -511,-1381
---
<<if $feverCount==1&&$gameStage==1>>
me: 嗯?这里有警告?不让拆?
@@ -1345,7 +1357,7 @@ me: 只有这样了…先把热源给移除了。
title: 检查UF固定螺丝移除
tags:
colorID: 8
position: -157,-26
position: -145,-47
---
【移除了所有UF的螺丝,取下UF,发热停止了】
<<set $feverCount=4>>
@@ -1370,12 +1382,12 @@ me:我们出去吧,让她在这里休息
title: Clueboard2
tags:
colorID: 1
position: -160,160
position: -157,154
---
<<wait 1>>
<<OpenClueBoard ClueBoard>>
【得出两种处理方案:安装晶圆和记忆色彩初始化】
<<jump 结论2>>
//【得出两种处理方案:安装晶圆和记忆色彩初始化】
//<<jump 结论2>>
===
title: 结论2
tags:
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 72bc754046dc91748aaa37391d695801
guid: 8cba3ebad5f1b7a4ca781f90f5bc2ddd
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
+8
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: fe27a36bcd318084aad1d8122d8a0d4f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 4aad767b736b70841bc35927960ed5a9
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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fileFormatVersion: 2
guid: 2df16409ffe782a459110a3fd41a1f1e
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,12 @@
{
"projectFileVersion": 2,
"sourceFiles": [
"*.yarn"
],
"excludeFiles": [
"**/*~/*"
],
"localisation": {},
"baseLanguage": "zh-CHS",
"compilerOptions": {}
}
@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: 72bc754046dc91748aaa37391d695801
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 053561912b1654d80a424bb0696a74ae, type: 3}
useAddressableAssets: 0
UseUnityLocalisationSystem: 0
unityLocalisationStringTableCollection: {instanceID: 0}
File diff suppressed because it is too large Load Diff
+60 -38
View File
@@ -6,6 +6,7 @@ using MeadowGames.UINodeConnect4;
using UnityEngine;
using Yarn.Unity;
using RainbowArt.CleanFlatUI;
using UnityEditor.Localization.Plugins.XLIFF.V20;
public class ClueBaordNew : MonoBehaviour
{
@@ -13,17 +14,20 @@ public class ClueBaordNew : MonoBehaviour
private GraphManager gm;
public List<Node> nodeLists;
public List<Node> Day1InitnodeLists;
public List<Node> Day2InitnodeLists;
public Notification ClueBoardNotification;
private Dictionary<string, Vector3> nodePositions = new Dictionary<string, Vector3>();
//private Dictionary<string, Vector3> nodePositions = new Dictionary<string, Vector3>();
private Connection currentConnection;
private bool isTriggerDialogue=true;
void Start()
{
gm=GetComponent<GraphManager>();
gm.OnConnectionAdded += CheckConnection;
nodePositions["UFImage"] = new Vector3(-795, -263, 0);
nodePositions["memoryGrass"] = new Vector3(1, 1, 0);
nodePositions["EyePlant"] = new Vector3(2, 2, 0);
}
// Update is called once per frame
@@ -36,20 +40,51 @@ public class ClueBaordNew : MonoBehaviour
{
gm.localNodes.Find(node => node.ID == nodeID).gameObject.SetActive(isactive);
}
[YarnCommand("NodeInit")]
public void NodeInit(int day)
{
if(day==1)
{
foreach(Node node in Day1InitnodeLists)
{
node.gameObject.SetActive(true);
}
}
if(day==2)
{
foreach(Node node in Day2InitnodeLists)
{
node.gameObject.SetActive(true);
}
}
}
public Node GetNode(string nodeID)
{
return gm.localNodes.Find(node => node.ID == nodeID);
}
[YarnCommand("SetIsTriggerDialogueWhenConnect")]
public void SetIsTriggerDialogueWhenConnect(bool isTrigger)
{
isTriggerDialogue=isTrigger;
}
[YarnCommand("CheckClueBoard")]
//[YarnCommand("CheckClueBoard")]
public void CheckConnection(Connection connection)
{
currentConnection=connection;
DialogController.Instance.SetVariable("$StartNode",connection.port0.node.ID);
DialogController.Instance.SetVariable("$EndNode",connection.port1.node.ID);
DialogController.Instance.StartDialogNode("检查ClueBoard");
if(isTriggerDialogue)
{
DialogController.Instance.StartDialogNode("检查ClueBoard");
}
// if (connection.port0.node.ID == "UFImage" && connection.port1.node.ID == "MemoryGrass")
@@ -84,26 +119,28 @@ public class ClueBaordNew : MonoBehaviour
currentConnection.DisableClick=false;
currentConnection.EnableDrag=false;
currentConnection=null;
currentConnection.EnableHover=false;
currentConnection.line.color=Color.green;
//currentConnection.port0.node.
//currentConnection=null;
}
[YarnCommand("AddNodeAndConnection")]
public void CreateNodeAndConnection(string startNode,string nodeToAdd)
[YarnCommand("AddNodeConnection")]
public void CreateConnection(string starNode,int startPort,string endNode,int endPort)
{
Vector3 pos;
Node start= GetNode(startNode);
pos=start.transform.position+new Vector3(500,0,0);
Debug.Log("记忆问题回答正确");
Node newNode=nodeLists.Find(node => node.ID == nodeToAdd);
newNode.gameObject.SetActive(true);
Connection newConnection=start.ports[1].ConnectTo(newNode.ports[0]);
newConnection.DisableClick=false;
newConnection.EnableDrag=false;
gm.UnselectAllElements();
newNode.Select();
Node start= GetNode(starNode);
Node end= GetNode(endNode);
Connection newConnection=start.ports[startPort].ConnectTo(end.ports[endPort]);
newConnection.DisableClick=false;
newConnection.EnableDrag=false;
gm.UnselectAllElements();
newConnection.DisableClick=false;
newConnection.EnableDrag=false;
newConnection.EnableHover=false;
newConnection.line.color=Color.green;
//currentConnection=null;
}
[YarnCommand("AddNode")]
public void CreateNode(string NodeID)
{
@@ -114,26 +151,11 @@ public class ClueBaordNew : MonoBehaviour
return;
}
targetNode.gameObject.SetActive(true);
// 获取 NodeID 对应的 position
// Vector3 position;
// if (!nodePositions.TryGetValue(NodeID, out position))
// {
// Debug.LogWarning($"Position for NodeID {NodeID} not found.");
// position = Vector3.zero; // 若未找到则设置一个默认位置
// }
// // 实例化节点,并将其放置在指定的位置
// Node newNode = gm.InstantiateNode(targetNode, position);
ClueBoardNotification.ShowNotification();
}
[YarnCommand("EnableQuestion")]
public void EnableQuestion(string nodeID)
{
GetNode(nodeID).transform.GetChild(1).gameObject.SetActive(true);
}
@@ -1,6 +1,7 @@
//using System.Drawing;
using UnityEngine;
using UnityEngine.UI;
using Yarn.Unity;
public class HeatMapController : MonoBehaviour
{
@@ -30,39 +31,75 @@ public class HeatMapController : MonoBehaviour
//public Texture2D hotspotShapeTexture; // 引用热点形状纹理
private float tempture;
private float tempture=1;
public Slider xSlider; // 拖入X轴控制的Slider
public Slider ySlider; // 拖入Y轴控制的Slider
private float xMin = -4.5f;
private float xMax = 2.1f;
private float yMin = -3.3f;
private float yMax = 2.9f;
public RectTransform targetObject; // 拖入要控制的物体的Transform
void Start()
{
slider.value=1;
tempture=slider.value;
xSlider.minValue = 1;
xSlider.maxValue = 10;
ySlider.minValue = 1;
ySlider.maxValue = 10;
// 注册Slider值改变事件
xSlider.onValueChanged.AddListener(UpdatePosition);
ySlider.onValueChanged.AddListener(UpdatePosition);
// 初始调用,设置初始位置
UpdatePosition(0);
//tempture=1;
//tempture=tempture;
// 初始化数据,这里是示例,你可以根据实际需求设置
SetDataToMaterial();
}
private void UpdatePosition(float value)
{
// 使用InverseLerp将Slider的值映射到0到1范围,然后再使用Lerp进行插值
float xPos = Mathf.Lerp(xMin, xMax, Mathf.InverseLerp(1, 10, xSlider.value));
float yPos = Mathf.Lerp(yMin, yMax, Mathf.InverseLerp(1, 10, ySlider.value));
// 更新物体位置
targetObject.position = new Vector3(xPos, yPos, targetObject.position.z);
}
public void SetTemture(float value)
{
tempture=value;
}
public void SetDataToMaterial()
{
// uftempture=slider.value;
// uftempture=tempture;
// uftempture=Map(uftempture,0,3,1.5f,2.6f);
// backtemture=slider.value;
// backtemture=tempture;
// backtemture=Map(backtemture,0,3,1.5f,3.6f);
// modulesTempture=slider.value;
// modulesTempture=tempture;
// modulesTempture=Map(modulesTempture,0,3f,1.5f,2.3f);
if (slider.value <= 1)
if (tempture <= 1)
{
uftempture = Mathf.Lerp(1.5f, 2.4f, slider.value ); // 线性插值
modulesTempture = Mathf.Lerp(1.5f, 2.1f, slider.value)-tempNum;
backtemture = Mathf.Lerp(1.5f, 2.1f, slider.value);
uftempture = Mathf.Lerp(1.5f, 2.4f, tempture ); // 线性插值
modulesTempture = Mathf.Lerp(1.5f, 2.1f, tempture)-tempNum;
backtemture = Mathf.Lerp(1.5f, 2.1f, tempture);
}
else if (slider.value <= 2)
else if (tempture <= 2)
{
uftempture = Mathf.Lerp(2.4f, 2.7f, slider.value - 1);
modulesTempture = Mathf.Lerp(2.1f, 2.3f, slider.value - 1);
backtemture = Mathf.Lerp(2.1f, 3.6f, slider.value - 1);
uftempture = Mathf.Lerp(2.4f, 2.7f, tempture - 1);
modulesTempture = Mathf.Lerp(2.1f, 2.3f, tempture - 1);
backtemture = Mathf.Lerp(2.1f, 3.6f, tempture - 1);
}
else
{
@@ -37,6 +37,8 @@ public class OscilloscopeController : MonoBehaviour
private int heatNum=0;
// HeatMapController hm;
void Start()
{
heatNum=0;
@@ -53,6 +55,7 @@ public class OscilloscopeController : MonoBehaviour
plug.OnPlugInserted += HandlePlugInserted;
plug.OnPlugRemoved += HandlePlugRemoved;
}
//hm=FindObjectOfType<HeatMapController>();
}
@@ -60,8 +63,10 @@ public class OscilloscopeController : MonoBehaviour
public void SetHeat(int heat)
{
heatNum=heat;
//hm.SetTemture(heat);
}
private void HandlePlugInserted(Plug plug)
{
DialogController.Instance.SetVariable("$currentSocket",plug.currentSocket.name);
+46 -46
View File
@@ -103,10 +103,10 @@ public class MouseCursorManager : MonoBehaviour
{
SetCursor(handCursorSprite);
}
// else if (IsHoveringOverDialogueItem())
// {
// SetCursor(searchCursorSprite, true); // 使用翻转光标
// }
else if (IsHoveringOverDialogueItem())
{
SetCursor(searchCursorSprite, true); // 使用翻转光标
}
else
{
ResetCursor();
@@ -114,72 +114,72 @@ public class MouseCursorManager : MonoBehaviour
}
}
// private bool IsHoveringOverDialogueItem()
// {
// if (EventSystem.current.IsPointerOverGameObject())
// {
// PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
// var results = new List<RaycastResult>();
// EventSystem.current.RaycastAll(pointerData, results);
// foreach (var result in results)
// {
// if (result.gameObject.CompareTag("DialogueObject")) // 物体需添加 DialogueObject 标签
// {
// if(result.gameObject.transform.GetChild(0)!=null)
// {
// if(result.gameObject.transform.GetChild(0).GetComponent<Socket>().IsAvailable)
// {
// Debug.Log("Hover Dialogue");
// return true;
private bool IsHoveringOverDialogueItem()
{
// if (EventSystem.current.IsPointerOverGameObject())
// {
// PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
// var results = new List<RaycastResult>();
// EventSystem.current.RaycastAll(pointerData, results);
// foreach (var result in results)
// {
// if (result.gameObject.CompareTag("DialogueObject")) // 物体需添加 DialogueObject 标签
// {
// if(result.gameObject.transform.GetChild(0)!=null)
// {
// if(result.gameObject.transform.GetChild(0).GetComponent<Socket>().IsAvailable)
// {
// Debug.Log("Hover Dialogue");
// return true;
// }
// }
// }
// }
// }
// }
// }
// }
// return false;
// }
// }
// }
return false;
}
private bool IsHoveringOverDragItem()
{
if (EventSystem.current.IsPointerOverGameObject())
{
PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
var results = new List<RaycastResult>();
EventSystem.current.RaycastAll(pointerData, results);
// if (EventSystem.current.IsPointerOverGameObject())
// {
// PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
// var results = new List<RaycastResult>();
// EventSystem.current.RaycastAll(pointerData, results);
foreach (var result in results)
{
// foreach (var result in results)
// {
// If the Canvas's sortingOrder is higher than the reference sortingOrder, ignore it
// // If the Canvas's sortingOrder is higher than the reference sortingOrder, ignore it
if (result.gameObject.CompareTag("Dragable")) // 物体需添加 Dragable 标签
{
return true;
}
// if (result.gameObject.CompareTag("Dragable")) // 物体需添加 Dragable 标签
// {
// return true;
// }
}
}
// }
// }
return false;
}
// 处理点击事件
private void HandleClick()
{
if(DialogController.Instance.IsTalking)
{
return;
}
// if(DialogController.Instance.IsTalking)
// {
// return;
// }
// PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
// var results = new List<RaycastResult>();
+2 -2
View File
@@ -11,8 +11,8 @@ public class RaycastManager : MonoBehaviour
public List<GraphicRaycaster> graphicRaycasters = new List<GraphicRaycaster>();
// 是否开启 ClueBoard 和 DeepView
private bool isClueBoardIn = false;
private bool isDeepViewIn = false;
public bool isClueBoardIn = false;
public bool isDeepViewIn = false;
void Start()
{