feat(fix-system): 重构打孔带流程并接入新收藏与插槽系统

Made-with: Cursor
This commit is contained in:
2026-03-30 15:56:55 +08:00
parent fbfda00150
commit 6ee319ab4f
19 changed files with 1382 additions and 474 deletions
+412 -402
View File
@@ -1,5 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
@@ -13,448 +12,459 @@ using AibisDream.Kit;
using UnityEngine.EventSystems;
using UnityEngine.ResourceManagement.AsyncOperations;
public class MemoryProcess : MonoBehaviour
namespace AibisDream.FixSystem
{
private const string MemorySpritePath = "Sprite/Memory/{0}.png";
public BubbleSlotGroup bubbleSlotGroup;
public GameObject memoryView;
public GameObject projector;
public SpriteRenderer memoryFinishedspRender; // 用于显示记忆处理结束的表现
public SpriteRenderer memoryFinishedImageNoColor; // 用于显示记忆处理结束的表现
[SerializeField] private Volume MainEffect;
[SerializeField] private Volume MemoryClarityVloume;
[SerializeField] private Volume Memoryfrequencyloume;
[SerializeField] private Volume MemoryProcessVloume;
public Slider frequencySlider; // 频率调节滑动条
public Slider claritySlider; // 频率调节滑动条
public CanvasGroup playBackground;
public float targetFrequency = 1.25f; // 目标频率
public float targetClarity = 5.7f; // 目标频率
private GameObject memoryGroup;
private float lockThreshold = 0.06f; // 锁定阈值
private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆
private FMOD.Studio.EventInstance faderSoundInstance; // 添加音效实例变量
private bool isPlayingFaderSound = false; // 追踪音效是否正在播放
private float lastFrequencyValue; // 记录上一帧的频率值
private float lastClarityValue; // 记录上一帧的清晰度值
private bool isColorful = false; //
private bool isFrequencyFound = false; // 追踪是否找到目标频率
private bool isClarityFound = false; // 追踪是否找到目标清晰度
private Material memoryMaterial; // 噪波材质
private PunchTape PunchTape;
private MemoryClueSlot clueSlot;
public Material fadeMaterial;
private Dictionary<PunchTape, bool> processedPunchTapes = new Dictionary<PunchTape, bool>();
public void OpenMemoryView()
public class MemoryProcess : MonoBehaviour
{
memoryGroup.SetActive(true);
memoryView.gameObject.SetActive(true);
}
private const string MemorySpritePath = "Sprite/Memory/{0}.png";
public IEnumerator DropMemoryProjector()
{
DG.Tweening.Sequence zoomInSequence = DOTween.Sequence();
zoomInSequence.Append(projector.transform.DOLocalMoveY(-5, 2f).SetEase(Ease.OutElastic, 0.5f));
yield return zoomInSequence.WaitForCompletion();
}
public BubbleSlotGroup bubbleSlotGroup;
public GameObject memoryView;
public GameObject projector;
public SpriteRenderer memoryFinishedspRender; // 用于显示记忆处理结束的表现
public SpriteRenderer memoryFinishedImageNoColor; // 用于显示记忆处理结束的表现
public void PullMemoryProjector()
{
DG.Tweening.Sequence zoomOutSequence = DOTween.Sequence();
zoomOutSequence.Append(projector.transform.DOLocalMoveY(0, 2f).SetEase(Ease.OutElastic, 0.5f));
//yield return zoomOutSequence.WaitForCompletion();
}
[SerializeField] private Volume MainEffect;
[SerializeField] private Volume MemoryClarityVloume;
[SerializeField] private Volume Memoryfrequencyloume;
[SerializeField] private Volume MemoryProcessVloume;
public Slider frequencySlider; // 频率调节滑动条
public void CloseMemoryView()
{
memoryView.gameObject.SetActive(false);
memoryGroup.SetActive(false);
}
public Slider claritySlider; // 频率调节滑动条
public void OnEnter()
{
OpenMemoryView();
clueSlot = FindObjectOfType<MemoryClueSlot>();
FavoritesManager.Instance.OpenFavorites();
playBackground.gameObject.SetActive(false);
playBackground.alpha = 0;
}
public CanvasGroup playBackground;
public float targetFrequency = 1.25f; // 目标频率
public void OnShow()
{
Debug.Log("memoryView showed.");
clueSlot = FindObjectOfType<MemoryClueSlot>();
FavoritesManager.Instance.OpenFavorites();
playBackground.gameObject.SetActive(false);
playBackground.alpha = 0;
}
public float targetClarity = 5.7f; // 目标频率
public void OnExit()
{
// 停止拉条音频
if (isPlayingFaderSound)
private GameObject memoryGroup;
private float lockThreshold = 0.06f; // 锁定阈值
private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆
private FMOD.Studio.EventInstance faderSoundInstance; // 添加音效实例变量
private bool isPlayingFaderSound = false; // 追踪音效是否正在播放
private float lastFrequencyValue; // 记录上一帧的频率值
private float lastClarityValue; // 记录上一帧的清晰度值
private bool isColorful = false; //
private bool isFrequencyFound = false; // 追踪是否找到目标频率
private bool isClarityFound = false; // 追踪是否找到目标清晰度
private Material memoryMaterial; // 噪波材质
private PunchTape _activePunchTape;
[SerializeField] private MemoryPunchTapeSlot punchTapeSlot;
public Material fadeMaterial;
public void OpenMemoryView()
{
AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
isPlayingFaderSound = false;
memoryGroup.SetActive(true);
memoryView.gameObject.SetActive(true);
}
FavoritesManager.Instance.CloseFavorites();
CloseMemoryView();
// 离开视图时的逻辑
Debug.Log("MemoryView exited.");
}
private void Awake()
{
InitSystem();
}
private void InitSystem()
{
FixSystemCenter.SystemDic.Register(this);
memoryGroup = transform.Find("Memory Group").gameObject;
memoryGroup.SetActive(false);
var virtualCam = transform.Find("Memory Camera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(CameraEnum.Memory, virtualCam);
}
private void Start()
{
Init();
}
float GetRandomNumber()
{
// 随机决定选择哪个区间
if (UnityEngine.Random.value < 0.5f) // 50% 概率选择第一个区间
public IEnumerator DropMemoryProjector()
{
return UnityEngine.Random.Range(0.5f, 2f);
DG.Tweening.Sequence zoomInSequence = DOTween.Sequence();
zoomInSequence.Append(projector.transform.DOLocalMoveY(-5, 2f).SetEase(Ease.OutElastic, 0.5f));
yield return zoomInSequence.WaitForCompletion();
}
else // 50% 概率选择第二个区间
public void PullMemoryProjector()
{
return UnityEngine.Random.Range(4f, 5.5f);
DG.Tweening.Sequence zoomOutSequence = DOTween.Sequence();
zoomOutSequence.Append(projector.transform.DOLocalMoveY(0, 2f).SetEase(Ease.OutElastic, 0.5f));
//yield return zoomOutSequence.WaitForCompletion();
}
}
void OnFrequencyChanged(float value)
{
float distance = Mathf.Abs(value - targetFrequency);
float maxDistance = Mathf.Max(
Mathf.Abs(frequencySlider.maxValue - targetFrequency),
Mathf.Abs(frequencySlider.minValue - targetFrequency)
);
float t = Mathf.Clamp01(distance / maxDistance);
UpdateFrequencyShaderParameters(t);
CheckIfFound(t, ref isFrequencyFound);
// 控制音效 - 使用更平滑的速度计算
float currentSpeed = Mathf.Abs(value - lastFrequencyValue) / Time.deltaTime;
lastFrequencyValue = value;
// UpdateFaderSound(currentSpeed);
}
void OnClarityChanged(float value)
{
float distance = Mathf.Abs(value - targetClarity);
float maxDistance = Mathf.Max(
Mathf.Abs(claritySlider.maxValue - targetClarity),
Mathf.Abs(claritySlider.minValue - targetClarity)
);
float t = Mathf.Clamp01(distance / maxDistance);
UpdateClarityShaderParameters(t);
CheckIfFound(t, ref isClarityFound);
// 控制音效 - 使用更平滑的速度计算
float currentSpeed = Mathf.Abs(value - lastClarityValue) / Time.deltaTime;
lastClarityValue = value;
// UpdateFaderSound(currentSpeed);
}
void OnSearchComplete()
{
Debug.Log("Memory search completed.");
frequencySlider.interactable = false;
claritySlider.interactable = false;
// 停止拉条音频
if (isPlayingFaderSound)
public void CloseMemoryView()
{
AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
isPlayingFaderSound = false;
memoryView.gameObject.SetActive(false);
memoryGroup.SetActive(false);
}
AudioManager.Instance.SetSfxParam("event:/Amb/amb_mem_tuning", "is_mem_tuning", 0);
StartCoroutine(PlayMemory());
}
void CheckIfFound(float distance, ref bool isFound)
{
if (distance < lockThreshold)
public void OnEnter()
{
isFound = true;
// 检查是否两个条件都满足
if (isFrequencyFound && isClarityFound)
OpenMemoryView();
EnsurePunchTapeSlotReference();
PunchTapeManager.Instance.OpenFavoritesPanel();
playBackground.gameObject.SetActive(false);
playBackground.alpha = 0;
}
public void OnShow()
{
Debug.Log("memoryView showed.");
EnsurePunchTapeSlotReference();
PunchTapeManager.Instance.OpenFavoritesPanel();
playBackground.gameObject.SetActive(false);
playBackground.alpha = 0;
}
public void OnExit()
{
// 停止拉条音频
if (isPlayingFaderSound)
{
OnSearchComplete(); // 一旦条件满足,调用完成处理
}
}
else
{
isFound = false;
}
}
void UpdateFrequencyShaderParameters(float distance)
{
Memoryfrequencyloume.weight = Mathf.Lerp(0, 1, distance);
}
void UpdateClarityShaderParameters(float t)
{
MemoryClarityVloume.weight = Mathf.Lerp(0, 1, t);
}
public void TweenWeight(Volume postProcessingVolume, float targetWeight, float duration)
{
// 动态调整权重
DOTween.To(() => postProcessingVolume.weight, x => postProcessingVolume.weight = x, targetWeight, duration);
}
public void Init()
{
isFrequencyFound = false;
isClarityFound = false;
isProcessing = false;
// 停止拉条音频
if (isPlayingFaderSound)
{
AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
isPlayingFaderSound = false;
}
if (frequencySlider != null)
{
frequencySlider.onValueChanged.AddListener(OnFrequencyChanged);
frequencySlider.gameObject.SetActive(false);
frequencySlider.value = 3;
lastFrequencyValue = frequencySlider.value;
frequencySlider.interactable = true;
// 添加EventTrigger监听
var trigger = frequencySlider.gameObject.GetComponent<EventTrigger>() ?? frequencySlider.gameObject.AddComponent<EventTrigger>();
var entryDown = new EventTrigger.Entry { eventID = EventTriggerType.PointerDown };
entryDown.callback.AddListener((data) => OnFaderPointerDown());
trigger.triggers.Add(entryDown);
var entryUp = new EventTrigger.Entry { eventID = EventTriggerType.PointerUp };
entryUp.callback.AddListener((data) => OnFaderPointerUp());
trigger.triggers.Add(entryUp);
}
if (claritySlider != null)
{
claritySlider.onValueChanged.AddListener(OnClarityChanged);
claritySlider.gameObject.SetActive(false);
claritySlider.value = 3;
lastClarityValue = claritySlider.value;
claritySlider.interactable = true;
// 添加EventTrigger监听
var trigger = claritySlider.gameObject.GetComponent<EventTrigger>() ?? claritySlider.gameObject.AddComponent<EventTrigger>();
var entryDown = new EventTrigger.Entry { eventID = EventTriggerType.PointerDown };
entryDown.callback.AddListener((data) => OnFaderPointerDown());
trigger.triggers.Add(entryDown);
var entryUp = new EventTrigger.Entry { eventID = EventTriggerType.PointerUp };
entryUp.callback.AddListener((data) => OnFaderPointerUp());
trigger.triggers.Add(entryUp);
}
fadeMaterial.SetFloat("_DirectionalDistortionFade", -15f);
memoryFinishedspRender.color = Color.black;
MemoryProcessVloume.weight = 0;
MemoryClarityVloume.weight = 0;
Memoryfrequencyloume.weight = 0;
PunchTape = null;
playBackground.gameObject.SetActive(false);
playBackground.alpha = 0;
}
[YarnCommand("MemoryFinished")]
public IEnumerator MemoryFinished()
{
// AudioManager.PauseMemoryAudio();
// Fade out alpha from 1 to 0
yield return playBackground.DOFade(0f, 1f).WaitForCompletion(); // Fade to fully transparent over 1 second
// Deactivate playBackground after fade out
playBackground.gameObject.SetActive(false);
FavoritesManager.Instance.OpenFavorites();
// Initialize and release slot
Init();
clueSlot.punchTape.used = true;
clueSlot.ReleaseSlot();
}
[YarnCommand("ColorFadeOut")]
public IEnumerator ColorFadeOut()
{
fadeMaterial.SetFloat("_DirectionalDistortionFade", -15f);
// AudioManager.PauseMemoryAudio();
Tween tween = fadeMaterial.DOFloat(0, "_DirectionalDistortionFade", 3);
yield return tween.WaitForCompletion();
}
[YarnCommand("PlayMemory")]
public IEnumerator PlayMemory(bool useYarn = false, string memName = "")
{
memoryFinishedspRender.color = Color.white;
if (useYarn)
{
fadeMaterial.SetFloat("_DirectionalDistortionFade", -15);
FavoritesManager.Instance.CloseFavorites();
var memoryKey = string.Format(MemorySpritePath, memName);
var memoryHandle = ResourceSystem.LoadAsync<Sprite>(memoryKey);
yield return memoryHandle;
Sprite memSprite = memoryHandle.Status == AsyncOperationStatus.Succeeded ? memoryHandle.Result : null;
memoryFinishedspRender.sprite = memSprite;
memoryFinishedImageNoColor.sprite = memSprite;
if (memSprite == null)
{
Debug.LogError("Memory not found: " + memoryKey);
AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
isPlayingFaderSound = false;
}
// AudioManager.PlayMemoryAudio("mem_" + memName);
playBackground.gameObject.SetActive(true);
//FavoritesManager.Instance.CloseFavorites();
playBackground.alpha = 0;
AudioManager.Instance.PlaySfx("event:/ActionFB/mem_play");
yield return playBackground.DOFade(1f, 1f).WaitForCompletion(); // Fade to fully opaque over 1 second
PunchTapeManager.Instance.CloseFavoritesPanel();
CloseMemoryView();
// 离开视图时的逻辑
Debug.Log("MemoryView exited.");
}
private void Awake()
{
InitSystem();
}
private void EnsurePunchTapeSlotReference()
{
if (punchTapeSlot != null) return;
punchTapeSlot = MemoryPunchTapeSlot.ActiveInstance;
if (punchTapeSlot == null)
{
Debug.LogWarning(
"[MemoryProcess] 未配置 MemoryPunchTapeSlot:请在 Inspector 将 punchTapeSlot 赋值为场景中的插槽,或确保存在 MemoryPunchTapeSlot。",
this);
}
}
private void InitSystem()
{
FixSystemCenter.SystemDic.Register(this);
memoryGroup = transform.Find("Memory Group").gameObject;
memoryGroup.SetActive(false);
var virtualCam = transform.Find("Memory Camera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(CameraEnum.Memory, virtualCam);
}
private void Start()
{
Init();
}
float GetRandomNumber()
{
// 随机决定选择哪个区间
if (UnityEngine.Random.value < 0.5f) // 50% 概率选择第一个区间
{
return UnityEngine.Random.Range(0.5f, 2f);
}
else // 50% 概率选择第二个区间
{
return UnityEngine.Random.Range(4f, 5.5f);
}
}
void OnFrequencyChanged(float value)
{
float distance = Mathf.Abs(value - targetFrequency);
float maxDistance = Mathf.Max(
Mathf.Abs(frequencySlider.maxValue - targetFrequency),
Mathf.Abs(frequencySlider.minValue - targetFrequency)
);
float t = Mathf.Clamp01(distance / maxDistance);
UpdateFrequencyShaderParameters(t);
CheckIfFound(t, ref isFrequencyFound);
// 控制音效 - 使用更平滑的速度计算
float currentSpeed = Mathf.Abs(value - lastFrequencyValue) / Time.deltaTime;
lastFrequencyValue = value;
// UpdateFaderSound(currentSpeed);
}
void OnClarityChanged(float value)
{
float distance = Mathf.Abs(value - targetClarity);
float maxDistance = Mathf.Max(
Mathf.Abs(claritySlider.maxValue - targetClarity),
Mathf.Abs(claritySlider.minValue - targetClarity)
);
float t = Mathf.Clamp01(distance / maxDistance);
UpdateClarityShaderParameters(t);
CheckIfFound(t, ref isClarityFound);
// 控制音效 - 使用更平滑的速度计算
float currentSpeed = Mathf.Abs(value - lastClarityValue) / Time.deltaTime;
lastClarityValue = value;
// UpdateFaderSound(currentSpeed);
}
void OnSearchComplete()
{
Debug.Log("Memory search completed.");
frequencySlider.interactable = false;
claritySlider.interactable = false;
// 停止拉条音频
if (isPlayingFaderSound)
{
AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
isPlayingFaderSound = false;
}
AudioManager.Instance.SetSfxParam("event:/Amb/amb_mem_tuning", "is_mem_tuning", 0);
StartCoroutine(PlayMemory());
}
void CheckIfFound(float distance, ref bool isFound)
{
if (distance < lockThreshold)
{
isFound = true;
// 检查是否两个条件都满足
if (isFrequencyFound && isClarityFound)
{
OnSearchComplete(); // 一旦条件满足,调用完成处理
}
}
else
{
isFound = false;
}
}
void UpdateFrequencyShaderParameters(float distance)
{
Memoryfrequencyloume.weight = Mathf.Lerp(0, 1, distance);
}
void UpdateClarityShaderParameters(float t)
{
MemoryClarityVloume.weight = Mathf.Lerp(0, 1, t);
}
public void TweenWeight(Volume postProcessingVolume, float targetWeight, float duration)
{
// 动态调整权重
DOTween.To(() => postProcessingVolume.weight, x => postProcessingVolume.weight = x, targetWeight, duration);
}
public void Init()
{
isFrequencyFound = false;
isClarityFound = false;
isProcessing = false;
// 停止拉条音频
if (isPlayingFaderSound)
{
AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
isPlayingFaderSound = false;
}
if (frequencySlider != null)
{
frequencySlider.onValueChanged.RemoveAllListeners();
frequencySlider.onValueChanged.AddListener(OnFrequencyChanged);
frequencySlider.gameObject.SetActive(false);
frequencySlider.value = 3;
lastFrequencyValue = frequencySlider.value;
frequencySlider.interactable = true;
// 添加EventTrigger监听(避免 Init 重复调用时叠加)
var trigger = frequencySlider.gameObject.GetComponent<EventTrigger>() ?? frequencySlider.gameObject.AddComponent<EventTrigger>();
trigger.triggers.Clear();
var entryDown = new EventTrigger.Entry { eventID = EventTriggerType.PointerDown };
entryDown.callback.AddListener((data) => OnFaderPointerDown());
trigger.triggers.Add(entryDown);
var entryUp = new EventTrigger.Entry { eventID = EventTriggerType.PointerUp };
entryUp.callback.AddListener((data) => OnFaderPointerUp());
trigger.triggers.Add(entryUp);
}
if (claritySlider != null)
{
claritySlider.onValueChanged.RemoveAllListeners();
claritySlider.onValueChanged.AddListener(OnClarityChanged);
claritySlider.gameObject.SetActive(false);
claritySlider.value = 3;
lastClarityValue = claritySlider.value;
claritySlider.interactable = true;
var trigger = claritySlider.gameObject.GetComponent<EventTrigger>() ?? claritySlider.gameObject.AddComponent<EventTrigger>();
trigger.triggers.Clear();
var entryDown = new EventTrigger.Entry { eventID = EventTriggerType.PointerDown };
entryDown.callback.AddListener((data) => OnFaderPointerDown());
trigger.triggers.Add(entryDown);
var entryUp = new EventTrigger.Entry { eventID = EventTriggerType.PointerUp };
entryUp.callback.AddListener((data) => OnFaderPointerUp());
trigger.triggers.Add(entryUp);
}
fadeMaterial.SetFloat("_DirectionalDistortionFade", -15f);
memoryFinishedspRender.color = Color.black;
MemoryProcessVloume.weight = 0;
MemoryClarityVloume.weight = 0;
Memoryfrequencyloume.weight = 0;
}
else
{
FavoritesManager.Instance.CloseFavorites();
// Activate playBackground and fade in alpha from 0 to 1
// AudioManager.PlayMemoryAudio("mem_" + clueSlot.punchTape.MemoryIndex);
playBackground.gameObject.SetActive(true);
//FavoritesManager.Instance.CloseFavorites();
_activePunchTape = null;
playBackground.gameObject.SetActive(false);
playBackground.alpha = 0;
AudioManager.Instance.PlaySfx("event:/ActionFB/mem_play");
yield return playBackground.DOFade(1f, 1f).WaitForCompletion(); // Fade to fully opaque over 1 second
// Set material properties
MemoryClarityVloume.weight = 0;
Memoryfrequencyloume.weight = 0;
DialogController.Instance.StartDialogNode(clueSlot.punchTape.YarnNodeName);
}
}
[YarnCommand("search_memory")]
public IEnumerator SearchMemory(PunchTape punchTape, bool isSkipDialogue = false)
{
// 停止之前的拉条音频
if (isPlayingFaderSound)
[YarnCommand("MemoryFinished")]
public IEnumerator MemoryFinished()
{
AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
isPlayingFaderSound = false;
// AudioManager.PauseMemoryAudio();
// Fade out alpha from 1 to 0
yield return playBackground.DOFade(0f, 1f).WaitForCompletion(); // Fade to fully transparent over 1 second
// Deactivate playBackground after fade out
playBackground.gameObject.SetActive(false);
PunchTapeManager.Instance.OpenFavoritesPanel();
// Initialize and release slot
Init();
EnsurePunchTapeSlotReference();
if (punchTapeSlot != null && punchTapeSlot.punchTape != null)
{
punchTapeSlot.punchTape.used = true;
punchTapeSlot.ReleaseSlot();
}
}
targetClarity = GetRandomNumber();
targetFrequency = GetRandomNumber();
FavoritesManager.Instance.CloseFavorites();
//FavoritesManager.Instance.CloseFavorites();
if (punchTape == null)
[YarnCommand("ColorFadeOut")]
public IEnumerator ColorFadeOut()
{
Debug.Log("no punchTape");
yield break;
fadeMaterial.SetFloat("_DirectionalDistortionFade", -15f);
// AudioManager.PauseMemoryAudio();
Tween tween = fadeMaterial.DOFloat(0, "_DirectionalDistortionFade", 3);
yield return tween.WaitForCompletion();
}
PunchTape = punchTape;
// AudioManager.PauseMemoryAudio();
if (isProcessing)
[YarnCommand("PlayMemory")]
public IEnumerator PlayMemory(bool useYarn = false, string memName = "")
{
Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
yield break;
memoryFinishedspRender.color = Color.white;
if (useYarn)
{
fadeMaterial.SetFloat("_DirectionalDistortionFade", -15);
PunchTapeManager.Instance.CloseFavoritesPanel();
var memoryKey = string.Format(MemorySpritePath, memName);
var memoryHandle = ResourceSystem.LoadAsync<Sprite>(memoryKey);
yield return memoryHandle;
Sprite memSprite = memoryHandle.Status == AsyncOperationStatus.Succeeded ? memoryHandle.Result : null;
memoryFinishedspRender.sprite = memSprite;
memoryFinishedImageNoColor.sprite = memSprite;
if (memSprite == null)
{
Debug.LogError("Memory not found: " + memoryKey);
}
// AudioManager.PlayMemoryAudio("mem_" + memName);
playBackground.gameObject.SetActive(true);
//PunchTapeManager.Instance.CloseFavoritesPanel();
playBackground.alpha = 0;
AudioManager.Instance.PlaySfx("event:/ActionFB/mem_play");
yield return playBackground.DOFade(1f, 1f).WaitForCompletion(); // Fade to fully opaque over 1 second
MemoryClarityVloume.weight = 0;
Memoryfrequencyloume.weight = 0;
}
else
{
PunchTapeManager.Instance.CloseFavoritesPanel();
// Activate playBackground and fade in alpha from 0 to 1
// AudioManager.PlayMemoryAudio("mem_" + punchTapeSlot.punchTape.MemoryIndex);
playBackground.gameObject.SetActive(true);
//PunchTapeManager.Instance.CloseFavoritesPanel();
playBackground.alpha = 0;
AudioManager.Instance.PlaySfx("event:/ActionFB/mem_play");
yield return playBackground.DOFade(1f, 1f).WaitForCompletion(); // Fade to fully opaque over 1 second
// Set material properties
MemoryClarityVloume.weight = 0;
Memoryfrequencyloume.weight = 0;
EnsurePunchTapeSlotReference();
if (punchTapeSlot == null || punchTapeSlot.punchTape == null)
{
Debug.LogError("[MemoryProcess] PlayMemory:未配置插槽或打孔带数据缺失。", this);
yield break;
}
DialogController.Instance.StartDialogNode(
LocalizationKit.GetL10NParamKey(punchTapeSlot.punchTape.ClueName));
}
}
var searchMemoryKey = string.Format(MemorySpritePath, PunchTape.MemoryIndex);
var searchMemoryHandle = ResourceSystem.LoadAsync<Sprite>(searchMemoryKey);
yield return searchMemoryHandle;
Sprite memorySprite = searchMemoryHandle.Status == AsyncOperationStatus.Succeeded
? searchMemoryHandle.Result
: null;
memoryFinishedspRender.sprite = memorySprite;
memoryFinishedImageNoColor.sprite = memorySprite;
if (memorySprite == null)
[YarnCommand("search_memory")]
public IEnumerator SearchMemory(PunchTape punchTape, bool isSkipDialogue = false)
{
Debug.LogError("Memory not found: " + searchMemoryKey);
// 停止之前的拉条音频
if (isPlayingFaderSound)
{
AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
isPlayingFaderSound = false;
}
targetClarity = GetRandomNumber();
targetFrequency = GetRandomNumber();
PunchTapeManager.Instance.CloseFavoritesPanel();
//PunchTapeManager.Instance.CloseFavoritesPanel();
if (punchTape == null)
{
Debug.Log("no punchTape");
yield break;
}
_activePunchTape = punchTape;
// AudioManager.PauseMemoryAudio();
if (isProcessing)
{
Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
yield break;
}
var searchMemoryKey = string.Format(MemorySpritePath, _activePunchTape.MemoryIndex);
var searchMemoryHandle = ResourceSystem.LoadAsync<Sprite>(searchMemoryKey);
yield return searchMemoryHandle;
Sprite memorySprite = searchMemoryHandle.Status == AsyncOperationStatus.Succeeded
? searchMemoryHandle.Result
: null;
memoryFinishedspRender.sprite = memorySprite;
memoryFinishedImageNoColor.sprite = memorySprite;
if (memorySprite == null)
{
Debug.LogError("Memory not found: " + searchMemoryKey);
}
MemoryProcessVloume.weight = 1;
AudioManager.Instance.PlaySfx("event:/Scriptal/mem_load");
yield return new WaitForSeconds(1f);
AudioManager.Instance.SetSfxParam("event:/Amb/amb_mem_tuning", "is_mem_tuning", 1);
memoryFinishedspRender.color = Color.white;
OnFrequencyChanged(frequencySlider.value);
OnClarityChanged(claritySlider.value);
MemoryProcessVloume.weight = 0;
isProcessing = true; // 开始处理,设置为true
frequencySlider.gameObject.SetActive(true);
claritySlider.gameObject.SetActive(true);
DG.Tweening.Sequence memorySequence = DOTween.Sequence();
yield return memorySequence.WaitForCompletion();
}
MemoryProcessVloume.weight = 1;
AudioManager.Instance.PlaySfx("event:/Scriptal/mem_load");
yield return new WaitForSeconds(1f);
AudioManager.Instance.SetSfxParam("event:/Amb/amb_mem_tuning", "is_mem_tuning", 1);
public bool IsProcessing()
{
return isProcessing;
}
private void OnFaderPointerDown()
{
}
memoryFinishedspRender.color = Color.white;
OnFrequencyChanged(frequencySlider.value);
OnClarityChanged(claritySlider.value);
MemoryProcessVloume.weight = 0;
isProcessing = true; // 开始处理,设置为true
frequencySlider.gameObject.SetActive(true);
claritySlider.gameObject.SetActive(true);
DG.Tweening.Sequence memorySequence = DOTween.Sequence();
yield return memorySequence.WaitForCompletion();
private void OnFaderPointerUp()
{
}
}
public bool IsProcessing()
{
return isProcessing;
}
private void OnFaderPointerDown()
{
// if (!isPlayingFaderSound)
// {
// AudioManager.Instance.PlaySfx("event:/ActionFB/mem_fader");
// isPlayingFaderSound = true;
// }
}
private void OnFaderPointerUp()
{
// if (isPlayingFaderSound)
// {
// AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
// isPlayingFaderSound = false;
// }
}
// private void UpdateFaderSound(float speed)
// {
// // 速度归一化,最大速度可根据实际情况调整
// float normalizedSpeed = Mathf.Clamp01(speed / 10f);
// AudioManager.Instance.SetSfxParam("event:/ActionFB/mem_fader", "mem_fader_speed", normalizedSpeed);
// }
}
@@ -0,0 +1,190 @@
using AibisDream;
using AibisDream.FixSystem;
using AibisDream.Kit;
using DG.Tweening;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 记忆流程中的打孔带投放槽:胶片动画、投放逻辑;插入后触发 <see cref="MemoryProcess.SearchMemory"/>。
/// </summary>
namespace AibisDream.FixSystem
{
public class MemoryPunchTapeSlot : MonoBehaviour
{
/// <summary>当前场景中的记忆插槽(用于 MemoryProcess 等避免 FindObjectOfType)。</summary>
public static MemoryPunchTapeSlot ActiveInstance { get; private set; }
public Image filmImage;
public Image RoateImage;
private Vector3 filmStartLocalPosition;
private PunchTapeInteraction interaction;
[HideInInspector]
public PunchTapeItem currentPunchTapeItem;
public Image punchTapeImage;
public Image coverClose;
public Image coverOpen;
[HideInInspector]
public bool isOccupied = false;
[HideInInspector]
public bool isLocked = false;
private MemoryProcess memoryManager;
[HideInInspector] public PunchTape punchTape;
private void Awake()
{
if (ActiveInstance != null && ActiveInstance != this)
{
Debug.LogWarning("[MemoryPunchTapeSlot] 场景中存在多个 MemoryPunchTapeSlotActiveInstance 将保留最先 Awake 的实例。", this);
}
else
{
ActiveInstance = this;
}
}
private void OnDestroy()
{
if (ActiveInstance == this)
ActiveInstance = null;
}
private void OnEnable()
{
PunchTapeFavoritesDragEvents.DragStarted += OnFavoriteDragStarted;
PunchTapeFavoritesDragEvents.DragEnded += OnFavoriteDragEnded;
}
private void OnDisable()
{
PunchTapeFavoritesDragEvents.DragStarted -= OnFavoriteDragStarted;
PunchTapeFavoritesDragEvents.DragEnded -= OnFavoriteDragEnded;
}
private void OnFavoriteDragStarted()
{
if (isOccupied) return;
coverOpen.enabled = true;
coverClose.enabled = false;
}
private void OnFavoriteDragEnded()
{
if (isOccupied) return;
coverOpen.enabled = false;
coverClose.enabled = true;
}
private void Start()
{
currentPunchTapeItem = null;
coverClose.enabled = true;
coverOpen.enabled = false;
punchTapeImage.enabled = false;
filmStartLocalPosition = filmImage.rectTransform.localPosition;
memoryManager = FixSystemCenter.SystemDic.Get<MemoryProcess>();
if (memoryManager == null)
Debug.LogWarning("[MemoryPunchTapeSlot] 未在 FixSystemCenter.SystemDic 中注册 MemoryProcess。", this);
}
public void SetSlotCorrect()
{
SetSlotLockState(true);
}
public bool TryAcceptDrop(PunchTapeItem item)
{
if (isOccupied || item == null) return false;
PunchTape droppedTape = item.GetPunchTapeData();
if (droppedTape == null) return false;
interaction = item.GetComponent<PunchTapeInteraction>();
currentPunchTapeItem = item;
isOccupied = true;
punchTapeImage.enabled = true;
AudioManager.Instance.PlaySfx("event:/ActionFB/mem_insert");
StartFilmAnimation();
PunchTapeManager.Instance.CloseFavoritesPanel();
punchTapeImage.rectTransform.DOAnchorPosY(-473f, 4f)
.OnComplete(() =>
{
punchTapeImage.enabled = false;
punchTapeImage.rectTransform.DOAnchorPosY(-3f, 0.1f);
OnPunchTapeInsertedAfterAnimation(droppedTape);
StopFilmAnimation();
});
return true;
}
public void ReleaseSlot()
{
Debug.Log("释放记忆插槽");
coverClose.enabled = false;
coverOpen.enabled = true;
isOccupied = false;
currentPunchTapeItem = null;
interaction = null;
filmImage.rectTransform.localPosition = filmStartLocalPosition;
}
private void OnPunchTapeInsertedAfterAnimation(PunchTape tape)
{
punchTape = tape;
coverClose.enabled = true;
coverOpen.enabled = false;
PlayMemory(punchTape);
PunchTapeManager.Instance.RemovePunchTape(tape);
}
private void PlayMemory(PunchTape tape)
{
if (tape != null)
{
Debug.Log("播放记忆:" + tape.MemoryIndex);
if (memoryManager != null)
memoryManager.StartCoroutine(memoryManager.SearchMemory(tape));
}
}
public void SetSlotLockState(bool lockState)
{
isLocked = lockState;
}
private void StartFilmAnimation()
{
filmImage.rectTransform.DOLocalMoveX(-494f, 1f)
.SetLoops(-1, LoopType.Restart)
.SetEase(Ease.Linear);
RoateImage.rectTransform.DORotate(new Vector3(0, 0, 360), 1f, RotateMode.FastBeyond360)
.SetLoops(-1, LoopType.Restart)
.SetEase(Ease.Linear);
}
private void StopFilmAnimation()
{
filmImage.rectTransform.DOKill();
RoateImage.rectTransform.DOKill();
}
}
/// <summary>
/// 收藏夹内打孔带拖拽生命周期事件,供插槽等监听以切换封面表现,避免 UI Item 直接引用插槽。
/// </summary>
public static class PunchTapeFavoritesDragEvents
{
public static event System.Action DragStarted;
public static event System.Action DragEnded;
public static void NotifyDragStarted() => DragStarted?.Invoke();
public static void NotifyDragEnded() => DragEnded?.Invoke();
}
}
@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@@ -0,0 +1,64 @@
using System;
/// <summary>
/// 打孔带数据:用于记忆系统的资源键与对话节点,不依赖已废弃的 Clue 体系。
/// 仅保留可序列化字段;本地化与 Yarn 键由 UI / 流程层调用 LocalizationKit 处理。
/// </summary>
namespace AibisDream.FixSystem
{
[Serializable]
public class PunchTape : IEquatable<PunchTape>
{
public string Category;
public string ClueName;
public string MemoryIndex;
public bool used;
public PunchTape()
{
}
public PunchTape(string category, string name, string memoryIndex)
{
Category = category;
ClueName = name;
MemoryIndex = memoryIndex;
}
/// <summary>用于收藏列表去重与 UI 行映射(与 Equals 一致)。</summary>
public string GetRowKey()
{
return $"{Category ?? string.Empty}\u001f{ClueName ?? string.Empty}\u001f{MemoryIndex ?? string.Empty}";
}
public bool Equals(PunchTape other)
{
if (other is null) return false;
if (ReferenceEquals(this, other)) return true;
return string.Equals(Category, other.Category, StringComparison.Ordinal) &&
string.Equals(ClueName, other.ClueName, StringComparison.Ordinal) &&
string.Equals(MemoryIndex, other.MemoryIndex, StringComparison.Ordinal);
}
public override bool Equals(object obj) => Equals(obj as PunchTape);
public override int GetHashCode()
{
unchecked
{
var hc = (Category != null ? StringComparer.Ordinal.GetHashCode(Category) : 0);
hc = (hc * 397) ^ (ClueName != null ? StringComparer.Ordinal.GetHashCode(ClueName) : 0);
hc = (hc * 397) ^ (MemoryIndex != null ? StringComparer.Ordinal.GetHashCode(MemoryIndex) : 0);
return hc;
}
}
public static bool operator ==(PunchTape left, PunchTape right)
{
if (left is null) return right is null;
return left.Equals(right);
}
public static bool operator !=(PunchTape left, PunchTape right) => !(left == right);
}
}
@@ -0,0 +1,11 @@
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externalObjects: {}
serializedVersion: 2
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@@ -0,0 +1,191 @@
using System.Collections.Generic;
using AibisDream.Kit;
using DG.Tweening;
using UnityEngine;
/// <summary>
/// 打孔带收藏夹视图。侧栏(<see cref="favoritesUI"/> 上的 RectTransform)做滑入滑出;
/// 可选的 <see cref="punchTapePanel"/> 仅显隐,与侧栏同开同关。数据来自 <see cref="PunchTapeManager"/>。
/// </summary>
namespace AibisDream.FixSystem
{
public class PunchTapeFavoritesPanel : MonoBehaviour
{
private const float PanelSlideDuration = 0.5f;
[Header("收藏夹 UI")]
[Tooltip("列表项父节点(Vertical Layout 等)")]
[SerializeField] private Transform punchTapeContent;
[SerializeField] private GameObject punchTapeItemPrefab;
[Tooltip("配套列表面板")]
[SerializeField] private RectTransform punchTapePanel;
[Header("定位信息")]
[SerializeField] private Vector2 panelHiddenAnchoredPos;
[SerializeField] private Vector2 panelVisibleAnchoredPos;
private SimpleObjectPool<GameObject> _rowPool;
private readonly Dictionary<string, GameObject> _rowByTapeKey = new();
private PunchTapeManager PunchTapeManager => PunchTapeManager.Instance;
private void Start()
{
if (punchTapeContent == null)
{
Debug.LogError("[PunchTapeFavoritesPanel] 未指定 punchTapeContent。", this);
enabled = false;
return;
}
if (punchTapeItemPrefab == null)
{
Debug.LogError("[PunchTapeFavoritesPanel] 未指定 punchTapeItemPrefab。", this);
enabled = false;
return;
}
PunchTapeManager.OnCollectionChanged += HandleCollectionChanged;
ApplyClosedLayout();
SyncListToData();
}
private void OnDestroy()
{
if (PunchTapeManager != null)
PunchTapeManager.OnCollectionChanged -= HandleCollectionChanged;
punchTapePanel?.DOKill();
DisposeRowPool();
_rowByTapeKey.Clear();
}
private void HandleCollectionChanged() => SyncListToData();
private void DisposeRowPool()
{
if (_rowPool == null)
return;
_rowPool.Clear(Destroy);
_rowPool = null;
}
private void EnsureRowPool()
{
if (_rowPool != null)
return;
_rowPool = new SimpleObjectPool<GameObject>(
() =>
{
var go = Instantiate(punchTapeItemPrefab, punchTapeContent);
go.SetActive(false);
return go;
},
go =>
{
go.SetActive(false);
go.transform.SetParent(punchTapeContent, false);
});
}
private void SyncListToData()
{
EnsureRowPool();
var favorites = PunchTapeManager.GetFavorites();
RemoveRowsNotInFavorites(favorites);
EnsureRowsForFavorites(favorites);
}
private void RemoveRowsNotInFavorites(IReadOnlyList<PunchTape> favorites)
{
var keepKeys = new HashSet<string>();
for (var i = 0; i < favorites.Count; i++)
keepKeys.Add(favorites[i].GetRowKey());
var staleKeys = new List<string>();
foreach (var key in _rowByTapeKey.Keys)
{
if (!keepKeys.Contains(key))
staleKeys.Add(key);
}
foreach (var key in staleKeys)
{
if (_rowByTapeKey.TryGetValue(key, out var go) && go != null)
_rowPool.Recycle(go);
_rowByTapeKey.Remove(key);
}
}
private void EnsureRowsForFavorites(IReadOnlyList<PunchTape> favorites)
{
for (var i = 0; i < favorites.Count; i++)
{
var tape = favorites[i];
var key = tape.GetRowKey();
if (!_rowByTapeKey.TryGetValue(key, out var rowGo) || rowGo == null)
{
rowGo = _rowPool.Allocate();
rowGo.transform.SetParent(punchTapeContent, false);
_rowByTapeKey[key] = rowGo;
}
BindRow(rowGo, tape);
rowGo.SetActive(true);
rowGo.transform.SetSiblingIndex(i);
}
}
private static void BindRow(GameObject rowGo, PunchTape tape)
{
var interaction = rowGo.GetComponent<PunchTapeInteraction>();
if (interaction != null)
{
interaction.SetIsLock(false);
interaction.SetIsFavorited(true);
}
var item = rowGo.GetComponent<PunchTapeItem>();
if (item != null)
item.Setup(tape);
}
private void ApplyClosedLayout()
{
punchTapePanel.anchoredPosition = panelHiddenAnchoredPos;
punchTapePanel.gameObject.SetActive(false);
}
/// <summary>侧栏滑入并显示;<see cref="punchTapePanel"/> 若有则一并显示。</summary>
public void OpenPanel()
{
SyncListToData();
punchTapePanel.gameObject.SetActive(true);
punchTapePanel.DOKill();
punchTapePanel.DOAnchorPos(panelVisibleAnchoredPos, PanelSlideDuration);
}
/// <summary>侧栏滑出,结束后侧栏与 <see cref="punchTapePanel"/> 一并隐藏。</summary>
public void ClosePanel()
{
punchTapePanel.DOKill();
punchTapePanel
.DOAnchorPos(panelHiddenAnchoredPos, PanelSlideDuration)
.OnComplete(OnSidebarClosed);
}
private void OnSidebarClosed()
{
punchTapePanel.gameObject.SetActive(false);
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,150 @@
using System;
using UnityEngine;
using UnityEngine.EventSystems;
/// <summary>
/// 打孔带在 UI 中的拖拽与点击交互。
/// </summary>
namespace AibisDream.FixSystem
{
public class PunchTapeInteraction : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler,
IBeginDragHandler, IDragHandler, IEndDragHandler
{
private Transform originalParent;
public Transform OriginalParent => originalParent;
private Canvas canvas;
[HideInInspector]
public bool isFavorited = false;
private RectTransform rectTransform;
private Vector2 originalAnchorMin;
private Vector2 originalAnchorMax;
private Vector2 originalOffsetMin;
private Vector2 originalOffsetMax;
private Vector2 originalPivot;
private CursorMode cursorMode = CursorMode.Auto;
public event Action OnInteraction;
private bool isLocked = false;
private bool _favoriteDragActive;
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
}
private void OnEnable()
{
canvas = GetComponentInParent<Canvas>();
StoreOriginalTransform();
}
private void OnDisable()
{
if (_favoriteDragActive)
{
_favoriteDragActive = false;
PunchTapeFavoritesDragEvents.NotifyDragEnded();
}
}
private void StoreOriginalTransform()
{
originalParent = transform.parent;
originalAnchorMin = rectTransform.anchorMin;
originalAnchorMax = rectTransform.anchorMax;
originalOffsetMin = rectTransform.offsetMin;
originalOffsetMax = rectTransform.offsetMax;
originalPivot = rectTransform.pivot;
}
public void OnPointerEnter(PointerEventData eventData)
{
}
public void OnPointerExit(PointerEventData eventData)
{
Cursor.SetCursor(null, Vector2.zero, cursorMode);
}
public void OnPointerClick(PointerEventData eventData)
{
}
public void OnBeginDrag(PointerEventData eventData)
{
if (!isFavorited || isLocked) return;
transform.SetParent(canvas.transform, true);
transform.SetAsLastSibling();
var cg = GetComponent<CanvasGroup>();
if (cg != null) cg.blocksRaycasts = false;
_favoriteDragActive = true;
PunchTapeFavoritesDragEvents.NotifyDragStarted();
}
public void OnDrag(PointerEventData eventData)
{
if (!isFavorited || isLocked) return;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(
canvas.transform as RectTransform,
eventData.position,
eventData.pressEventCamera,
out Vector2 localPoint))
{
rectTransform.localPosition = new Vector3(localPoint.x, localPoint.y + 200f, 0f);
}
transform.rotation = Quaternion.Euler(0, 0, -90f);
}
public void OnEndDrag(PointerEventData eventData)
{
if (!isFavorited || isLocked) return;
var cg = GetComponent<CanvasGroup>();
if (cg != null) cg.blocksRaycasts = true;
var slot = eventData.pointerEnter?
.GetComponentInParent<MemoryPunchTapeSlot>();
var item = GetComponent<PunchTapeItem>();
bool accepted = slot != null && slot.TryAcceptDrop(item);
if (_favoriteDragActive)
{
_favoriteDragActive = false;
PunchTapeFavoritesDragEvents.NotifyDragEnded();
}
if (accepted)
Destroy(gameObject);
else
ReturnToOriginalPosition();
}
public void ReturnToOriginalPosition()
{
isLocked = false;
transform.rotation = Quaternion.Euler(0, 0, 0);
transform.SetParent(originalParent, false);
rectTransform.anchorMin = originalAnchorMin;
rectTransform.anchorMax = originalAnchorMax;
rectTransform.offsetMin = originalOffsetMin;
rectTransform.offsetMax = originalOffsetMax;
rectTransform.pivot = originalPivot;
}
public void SetIsFavorited(bool favorited)
{
isFavorited = favorited;
}
public void SetIsLock(bool locked)
{
isLocked = locked;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,61 @@
using UnityEngine;
using TMPro;
using UnityEngine.UI;
using UnityEngine.Localization.Components;
using AibisDream.Framework;
/// <summary>
/// 收藏夹 / 生成窗口中的打孔带 UI 项。
/// </summary>
namespace AibisDream.FixSystem
{
public class PunchTapeItem : MonoBehaviour
{
public Image clueImageUI;
public TMP_Text categoryText;
public LocalizeStringEvent nameText;
public GameObject stateText;
[HideInInspector]
public bool used = false;
private PunchTape punchTapeData;
public GameObject finished;
public void Setup(PunchTape punchTape)
{
punchTapeData = punchTape;
used = punchTape != null && punchTape.used;
ApplyDisplay(punchTapeData);
}
private void ApplyDisplay(PunchTape pt)
{
if (pt == null)
{
Debug.LogWarning("PunchTape is null. Display aborted.");
return;
}
if (clueImageUI != null && pt.used)
clueImageUI.color = Color.grey;
if (stateText != null)
stateText.SetActive(pt.used);
if (categoryText != null)
categoryText.text = "分类:" + pt.Category;
if (nameText != null)
{
nameText.StringReference.Arguments = new object[] { LocalizationKit.LocalizeParam(pt.ClueName) };
nameText.RefreshString();
}
}
public PunchTape GetPunchTapeData()
{
return punchTapeData;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,147 @@
using System;
using System.Collections;
using System.Collections.Generic;
using AibisDream.Kit;
using UnityEngine;
using AibisDream.Framework;
namespace AibisDream.FixSystem
{
/// <summary>
/// 打孔带系统入口:收藏数据、存档注册、Yarn 命令、弹窗与收藏夹面板代理。
/// </summary>
public class PunchTapeManager : Singleton<PunchTapeManager>
{
public GameObject punchTapecluePrefab;
[SerializeField] private PunchTapeFavoritesPanel favoritesPanel;
[SerializeField] private PunchTapePrinter punchTapePrinter;
public PunchTapePrinter PunchTapePrinter => punchTapePrinter;
private readonly PunchTapeCollectionData _collectionData = new();
private GameObject currentPunchTapeGO;
/// <summary>收藏列表变更时通知 <see cref="PunchTapeFavoritesPanel"/> 等订阅方。</summary>
public event Action OnCollectionChanged;
public override void OnSingletonInit()
{
StorageSystem.Instance.RegisterData(_collectionData);
_collectionData.LoadEvent += OnCollectionDataLoaded;
}
public override void OnSingletonDestroy()
{
_collectionData.LoadEvent -= OnCollectionDataLoaded;
}
private void OnCollectionDataLoaded(PunchTapeCollectionData data)
{
OnCollectionChanged?.Invoke();
}
public IReadOnlyList<PunchTape> GetFavorites()
{
return _collectionData.punchTapeFavorites;
}
public void AddPunchTape(PunchTape punchTape)
{
if (punchTape == null) return;
if (_collectionData.punchTapeFavorites.Contains(punchTape))
return;
_collectionData.punchTapeFavorites.Add(punchTape);
OnCollectionChanged?.Invoke();
}
public void RemovePunchTape(PunchTape punchTape)
{
if (punchTape == null) return;
if (!_collectionData.punchTapeFavorites.Remove(punchTape))
return;
OnCollectionChanged?.Invoke();
}
public void OpenFavoritesPanel()
{
if (favoritesPanel == null)
{
Debug.LogWarning("[PunchTapeManager] 未指定 _favoritesPanel,无法打开收藏夹面板。", this);
return;
}
favoritesPanel.OpenPanel();
}
public void CloseFavoritesPanel()
{
if (favoritesPanel == null)
{
Debug.LogWarning("[PunchTapeManager] 未指定 _favoritesPanel,无法关闭收藏夹面板。", this);
return;
}
favoritesPanel.ClosePanel();
}
public void GeneratePunchTapeWindow(string clueName, string category, string memoryIndex,
bool directlyAddToFavorites = false)
{
PunchTape punchTape = new PunchTape(category, clueName, memoryIndex);
if (directlyAddToFavorites)
{
AddPunchTape(punchTape);
return;
}
GameObject go = Instantiate(punchTapecluePrefab, favoritesPanel.transform);
PunchTapeItem item = go.GetComponent<PunchTapeItem>();
currentPunchTapeGO = go;
item.Setup(punchTape);
}
/// <summary>
/// 将当前弹窗中的打孔带收入收藏。兼容旧 Yarn&lt;&lt;CollectionClue ClueManager&gt;&gt; 会传入参数,仍应执行收藏。
/// </summary>
public void CollectPunchTapeFromWindow()
{
if (currentPunchTapeGO == null)
{
Debug.LogWarning("PunchTapeManager: 没有当前打孔带窗口,无法收藏。");
return;
}
PunchTapeItem item = currentPunchTapeGO.GetComponent<PunchTapeItem>();
if (item == null)
{
Debug.LogWarning("PunchTapeManager: 当前物体上缺少 PunchTapeItem。");
return;
}
AddPunchTape(item.GetPunchTapeData());
Destroy(currentPunchTapeGO.gameObject);
currentPunchTapeGO = null;
}
}
/// <summary>
/// 打孔带收藏列表的存档载体;由 <see cref="PunchTapeManager"/> 注册到 <see cref="StorageSystem"/>。
/// </summary>
public class PunchTapeCollectionData : IData
{
public List<PunchTape> punchTapeFavorites = new();
public event Action<PunchTapeCollectionData> LoadEvent;
public IEnumerator Load()
{
LoadEvent?.Invoke(this);
yield break;
}
}
}
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@@ -0,0 +1,59 @@
using System.Collections;
using DG.Tweening;
using UnityEngine;
using UnityEngine.UI;
using AibisDream.Kit;
namespace AibisDream.FixSystem
{
/// <summary>
/// 躯体维修界面中的「打孔纸带打印机」纯 UI 动画(与叙事侧 <see cref="PunchTapeManager"/> 无关)。
/// 注册到 <see cref="FixSystemCenter.SystemDic"/>,由 Yarn &lt;&lt;PrintPunchTapes&gt;&gt; 经 <see cref="AibisDream.BodyModuleYarnCommand"/> 驱动。
/// </summary>
public class PunchTapePrinter : MonoBehaviour
{
public RectTransform punchTapeMachine;
public RectTransform punchTape;
public GameObject blackPanel;
/// <summary>打印机位移动画序列,可重复调用次数由 <paramref name="tapeCount"/> 决定。</summary>
public IEnumerator RunPrintAnimation(int tapeCount)
{
blackPanel.SetActive(true);
Vector3 tapeStartPos = punchTape.anchoredPosition;
Color tapeStartColor = punchTape.GetComponent<Image>().color;
while (tapeCount > 0)
{
// 0-0.7秒:打印机移动到指定位置
AudioManager.Instance.PlaySfx("event:/Scriptal/typing");
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1252f, punchTapeMachine.anchoredPosition.y), 0.7f)
.WaitForCompletion();
// 0.7-1秒:停顿
yield return new WaitForSeconds(0.3f);
// 1-1.6秒:纸带匀速弹出
Vector2 targetPosition = new Vector2(796f, punchTape.anchoredPosition.y);
yield return punchTape.DOAnchorPos(targetPosition, 0.6f).WaitForCompletion();
// 1.6-2.3秒:停顿
yield return new WaitForSeconds(0.7f);
// 2.3-2.7秒:纸带淡出
yield return punchTape.GetComponent<Image>().DOFade(0f, 0.4f).WaitForCompletion();
// 重置纸带位置和透明度
punchTape.anchoredPosition = tapeStartPos;
punchTape.GetComponent<Image>().color = tapeStartColor;
tapeCount--;
}
// 打印机返回原位
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1428.186f, punchTapeMachine.anchoredPosition.y), 1f)
.WaitForCompletion();
blackPanel.SetActive(false);
}
}
}
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using System.Collections;
using AibisDream.FixSystem;
using Yarn.Unity;
namespace AibisDream
{
public static class PunchTypeYarnCommand
{
private static PunchTapeManager PunchTapeManager => PunchTapeManager.Instance;
private static PunchTapePrinter PunchTapePrinter => PunchTapeManager.Instance.PunchTapePrinter;
[YarnCommand("generate_PunchTape")]
public static void GeneratePunchTapeWindow(string clueName, string category, string memoryIndex,
bool directlyAddToFavorites = false)
{
PunchTapeManager.GeneratePunchTapeWindow(clueName, category, memoryIndex, directlyAddToFavorites);
}
[YarnCommand("CollectionClue")]
public static void CollectPunchTapeFromWindow()
{
PunchTapeManager.CollectPunchTapeFromWindow();
}
[YarnCommand("PrintPunchTapes")]
public static IEnumerator PrintPunchTapes(int count)
{
yield return PunchTapePrinter.RunPrintAnimation(count);
}
}
}
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