接入火山情绪模块深入
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@@ -30,6 +30,8 @@ public class MemoryProcess : MonoBehaviour
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public float targetFrequency = 1.25f; // 目标频率
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public float targetClarity = 5.7f; // 目标频率
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private GameObject memoryGroup;
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private float lockThreshold = 0.06f; // 锁定阈值
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private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆
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@@ -51,6 +53,7 @@ public class MemoryProcess : MonoBehaviour
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public void OpenMemoryView()
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{
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memoryView.gameObject.SetActive(true);
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memoryGroup.SetActive(true);
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}
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public IEnumerator DropMemoryProjector()
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@@ -70,6 +73,7 @@ public class MemoryProcess : MonoBehaviour
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public void CloseMemoryView()
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{
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memoryView.gameObject.SetActive(false);
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memoryGroup.SetActive(false);
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}
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public void OnEnter()
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{
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@@ -92,6 +96,7 @@ public class MemoryProcess : MonoBehaviour
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public void OnExit()
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{
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FavoritesManager.Instance.CloseFavorites();
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CloseMemoryView();
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// 离开视图时的逻辑
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Debug.Log("MemoryView exited.");
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}
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@@ -104,6 +109,8 @@ public class MemoryProcess : MonoBehaviour
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private void InitSystem()
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{
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FixSystemCenter.SystemDic.Register(this);
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memoryGroup = transform.Find("Memory Group").gameObject;
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memoryGroup.SetActive(false);
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var virtualCam = transform.Find("Memory Camera").GetComponent<ICinemachineCamera>();
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CameraKit.Instance.RegisterCamera(CameraEnum.Memory, virtualCam);
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}
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