石头串联

This commit is contained in:
2024-12-16 22:09:56 +08:00
parent 7edaac2201
commit 6ef406d44c
53 changed files with 2725 additions and 621 deletions
@@ -0,0 +1,74 @@
using System.Collections;
using AibisDream.Framework;
using UnityEngine;
namespace AibisDream.FixSystem
{
public struct ClinicToBodyModuleCommand : ITransitionCommand
{
private const float FadeDuration = 1f;
private string _configName;
public IEnumerator Execute()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
// 黑屏
yield return MainUIController.Instance.FadeInSync(FadeDuration);
// 加载BodyModuleSystem
bodyModuleSystem.CurDataKey = _configName;
bodyModuleSystem.Load();
// 隐藏诊所
clinicSystem.gameObject.SetActive(false);
// 黑屏淡出
yield return MainUIController.Instance.FadeOutSync(FadeDuration);
}
public void SetArgs(string arg)
{
// 添加参数
_configName = arg;
}
}
public struct ClinicToEngineCommand : ITransitionCommand
{
private const float FadeDuration = 0.5f;
// 引擎相机设置
private static readonly Vector3 CameraPos = new(-2.5f, 2.13f, -10);
private const float OrthographicSize = 2.5f;
private const float Duration = 2f;
private string _configName;
public IEnumerator Execute()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
// // 黑屏
yield return MainUIController.Instance.FadeInSync(FadeDuration);
// 隐藏诊所
clinicSystem.gameObject.SetActive(false);
// 激活插线系统
bodyModuleSystem.gameObject.SetActive(true);
// // 黑屏淡出
yield return MainUIController.Instance.FadeOutSync(FadeDuration);
// 移动相机
yield return CameraKit.Instance.TransCameraAsync(CameraPos, OrthographicSize, Duration);
// 开启引擎玩法
engineSystem.CurDataKey = _configName;
engineSystem.Load();
yield return engineSystem.OpenCoverAsync();
}
public void SetArgs(string arg)
{
_configName = arg;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: df122109d96340d2a8525483632bf55d
timeCreated: 1734248940
@@ -1,6 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections;
using AibisDream.Framework;
using DG.Tweening;
using UnityEngine;
@@ -21,6 +19,32 @@ namespace AibisDream.FixSystem
public interface ITransitionCommand
{
IEnumerator Execute();
void SetArgs(string arg);
}
public struct BodyModuleToClinicCommand : ITransitionCommand
{
private const float FadeDuration = 0.5f;
public IEnumerator Execute()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
// 黑屏
yield return MainUIController.Instance.FadeInSync(FadeDuration);
// 把线插回去
bodyModuleSystem.ResetPlug();
// 诊所显示
clinicSystem.gameObject.SetActive(true);
// 黑屏淡出
yield return MainUIController.Instance.FadeOutSync(FadeDuration);
}
public void SetArgs(string arg)
{
// 暂无参数
}
}
public struct BodyModuleToEngineCommand : ITransitionCommand
@@ -51,9 +75,14 @@ namespace AibisDream.FixSystem
yield return null;
}
}
public void SetArgs(string arg)
{
// 添加参数
}
}
public struct EngineToBodyModuleCommand : ITransitionCommand
public partial struct EngineToBodyModuleCommand : ITransitionCommand
{
private const float Duration = 2f;
@@ -75,99 +104,37 @@ namespace AibisDream.FixSystem
yield return null;
}
}
}
public struct EngineToGearCommand : ITransitionCommand
{
private const float Duration = 2f;
private static readonly Vector3 CameraPos = new(-2.5f, 2.13f, -10);
public IEnumerator Execute()
public void SetArgs(string arg)
{
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
var gearSystem = FixSystemCenter.SystemDic.Get<GearSystem>();
// 关闭一下引擎盖
var coverSq = engineSystem.CloseCover();
while (coverSq.active && !coverSq.IsComplete())
{
yield return null;
}
// 只需要移动一下相机就好了
var tween = CameraKit.Instance.TransCamera(CameraPos, Duration);
while (tween.active && !tween.IsComplete())
{
yield return null;
}
// 然后可以开启引擎盖
// 添加参数
}
}
/// <summary>
/// 以两个Key为索引的Dic
/// </summary>
/// <typeparam name="T">Value类型</typeparam>
public class StateDictionary<T>
public struct EngineToClinicCommand : ITransitionCommand
{
private readonly Dictionary<StateTransKey, T> _stateDic = new();
public T Get(FixState source, FixState target)
private const float FadeDuration = 0.5f;
public IEnumerator Execute()
{
var key = new StateTransKey(source, target);
return _stateDic[key];
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
// 盖上盖子
yield return engineSystem.CloseCoverAsync();
// 黑屏
yield return MainUIController.Instance.FadeInSync(FadeDuration);
// 相机归位
CameraKit.Instance.ResetCamara();
// 打开诊所
clinicSystem.gameObject.SetActive(true);
// 黑屏淡出
yield return MainUIController.Instance.FadeOutSync(FadeDuration);
}
public void Add(FixState source, FixState target, T value)
public void SetArgs(string arg)
{
var key = new StateTransKey(source, target);
_stateDic[key] = value;
}
public void Clear()
{
_stateDic.Clear();
}
public bool ContainsKey(FixState source, FixState target)
{
var key = new StateTransKey(source, target);
return _stateDic.ContainsKey(key);
}
public bool TryGetValue(FixState source, FixState target, out T value)
{
var key = new StateTransKey(source, target);
return _stateDic.TryGetValue(key, out value);
}
/// <summary>
/// 用于实现两个Key的Dictionary
/// </summary>
private class StateTransKey
{
private readonly FixState _sourceState;
private readonly FixState _targetState;
public StateTransKey(FixState sourceState, FixState targetState)
{
_sourceState = sourceState;
_targetState = targetState;
}
public override bool Equals(object obj)
{
// 类型不同肯定不相等
if (obj is not StateTransKey other) return false;
// 判断两个key相等
return _sourceState == other._sourceState && _targetState == other._targetState;
}
public override int GetHashCode()
{
return HashCode.Combine(_sourceState, _targetState);
}
// 无需参数
}
}
}
@@ -0,0 +1,71 @@
using System;
using System.Collections.Generic;
namespace AibisDream.FixSystem
{
/// <summary>
/// 以两个Key为索引的Dic
/// </summary>
/// <typeparam name="T">Value类型</typeparam>
public class StateDictionary<T>
{
private readonly Dictionary<StateTransKey, T> _stateDic = new();
public T Get(FixState source, FixState target)
{
var key = new StateTransKey(source, target);
return _stateDic[key];
}
public void Add(FixState source, FixState target, T value)
{
var key = new StateTransKey(source, target);
_stateDic[key] = value;
}
public void Clear()
{
_stateDic.Clear();
}
public bool ContainsKey(FixState source, FixState target)
{
var key = new StateTransKey(source, target);
return _stateDic.ContainsKey(key);
}
public bool TryGetValue(FixState source, FixState target, out T value)
{
var key = new StateTransKey(source, target);
return _stateDic.TryGetValue(key, out value);
}
/// <summary>
/// 用于实现两个Key的Dictionary
/// </summary>
private class StateTransKey
{
private readonly FixState _sourceState;
private readonly FixState _targetState;
public StateTransKey(FixState sourceState, FixState targetState)
{
_sourceState = sourceState;
_targetState = targetState;
}
public override bool Equals(object obj)
{
// 类型不同肯定不相等
if (obj is not StateTransKey other) return false;
// 判断两个key相等
return _sourceState == other._sourceState && _targetState == other._targetState;
}
public override int GetHashCode()
{
return HashCode.Combine(_sourceState, _targetState);
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2ccd2ec5e9984317a57e8d005b0dc61a
timeCreated: 1734236591