Merge branch 'bugfix/UI小修改' into 'develop'

Bugfix/ui小修改

See merge request aibis-dream/aibis-dream!537
This commit is contained in:
2025-08-20 06:05:55 +00:00
53 changed files with 12684 additions and 12102 deletions
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@@ -74,9 +74,9 @@ SpriteRenderer:
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m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 1134468525
m_SortingLayer: 10
m_SortingOrder: 25
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m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
@@ -85,7 +85,7 @@ SpriteRenderer:
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m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_WasSpriteAssigned: 0
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!58 &-8692931752727397524
@@ -71,9 +71,9 @@ SpriteRenderer:
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m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
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@@ -4,9 +4,6 @@ group: 入口
position: 250,-26
---
<<switch_fix_system_to "Clinic">>
// <<indoor_new 1>>
<<jump 引入对话>>
===
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@@ -10451,9 +10451,9 @@ MonoBehaviour:
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+29 -26
View File
@@ -1,6 +1,4 @@
using System;
using System.Drawing;
using DG.Tweening.Plugins.Core.PathCore;
using UnityEngine;
namespace AibisDream.FixSystem
@@ -12,25 +10,37 @@ namespace AibisDream.FixSystem
private Transform _end;
private LineRenderer _lineRenderer;
private LineRenderer _stiffLineRenderer; // 用于渲染刚性部分
private LineRenderer _stiffLineRenderer; // 用于渲染刚性部分
private Vector3[] _points;
private CableSystem _cableSystem;
[SerializeField]
private CableConfig config = CableConfig.GeneDefaultConfig();
[SerializeField] private CableConfig config = CableConfig.GeneDefaultConfig();
public void ShowCable()
{
_lineRenderer.enabled = true;
_stiffLineRenderer.enabled = true;
}
public void HideCable()
{
_lineRenderer.enabled = false;
_stiffLineRenderer.enabled = false;
}
private void Awake()
{
_lineRenderer = GetComponent<LineRenderer>();
_lineRenderer.positionCount = config.resolution - config.stiffCount;
// 创建第二个LineRenderer用于刚性部分
GameObject stiffObj = new GameObject("StiffLineRenderer");
stiffObj.transform.SetParent(transform);
_stiffLineRenderer = stiffObj.AddComponent<LineRenderer>();
_stiffLineRenderer.positionCount = config.stiffCount;
}
private void Start()
{
InitComponentRefs();
@@ -40,15 +50,6 @@ namespace AibisDream.FixSystem
private void InitComponentRefs()
{
_cableSystem = transform.parent.GetComponent<CableSystem>();
_lineRenderer = GetComponent<LineRenderer>();
_lineRenderer.positionCount = config.resolution - config.stiffCount;
// 创建第二个LineRenderer用于刚性部分
GameObject stiffObj = new GameObject("StiffLineRenderer");
stiffObj.transform.SetParent(transform);
_stiffLineRenderer = stiffObj.AddComponent<LineRenderer>();
_stiffLineRenderer.positionCount = config.stiffCount;
// 复制第一个LineRenderer的属性到第二个
_stiffLineRenderer.startWidth = _lineRenderer.startWidth;
@@ -56,7 +57,8 @@ namespace AibisDream.FixSystem
_stiffLineRenderer.material = _lineRenderer.material;
_stiffLineRenderer.startColor = _lineRenderer.startColor;
_stiffLineRenderer.endColor = _lineRenderer.startColor;
_stiffLineRenderer.sortingLayerName = _cableSystem.CableReelRef.GetComponent<SpriteRenderer>().sortingLayerName;
_stiffLineRenderer.sortingLayerName =
_cableSystem.CableReelRef.GetComponent<SpriteRenderer>().sortingLayerName;
_stiffLineRenderer.sortingOrder = _cableSystem.CableReelRef.GetComponent<SpriteRenderer>().sortingOrder - 1;
// 连线起止点
@@ -82,13 +84,13 @@ namespace AibisDream.FixSystem
void DrawLine()
{
var points = UpdateRope();
// 渲染刚性部分
for (int i = 0; i < config.stiffCount; i++)
{
_stiffLineRenderer.SetPosition(i, points[i] + Vector3.forward * -.3f);
}
// 渲染非刚性部分
for (int i = 0; i < config.resolution - config.stiffCount; i++)
{
@@ -100,26 +102,26 @@ namespace AibisDream.FixSystem
{
float t = Mathf.InverseLerp(config.dstMin, config.dstMax, (_start.position - _end.position).magnitude);
float F = Mathf.Lerp(config.forceMin, config.forceMax, t);
// 计算出线方向(从转盘出线口到起始点)
Vector3 dir = (_start.position - _cableSystem.CableReelRef.transform.position).normalized;
// 设置刚性部分
for (int i = 0; i < config.stiffCount; i++)
{
float t_stiff = (float)i / (config.stiffCount - 1);
_points[i] = _start.position + dir * (config.stiffLength * t_stiff);
}
// 设置末端点
_points[^1] = _end.position;
_points[^1] = _end.position;
// 只对非刚性部分进行物理模拟
for (int ik = 0; ik < config.k; ik++)
{
{
// 确保非刚性部分的第一个点与刚性部分的最后一个点重合
_points[config.stiffCount] = _points[config.stiffCount - 1];
for (int i = config.stiffCount + 1; i < _points.Length - 1; i++)
{
Vector3 offsetPrev = _points[i - 1] - _points[i];
@@ -127,7 +129,7 @@ namespace AibisDream.FixSystem
Vector3 velocity = offsetPrev.normalized * (offsetPrev.magnitude * F) +
offsetNext.normalized * (offsetNext.magnitude * F);
_points[i] += velocity * Time.deltaTime / config.k;
}
}
for (int i = config.stiffCount + 1; i < _points.Length - 1; i++)
{
@@ -146,6 +148,7 @@ namespace AibisDream.FixSystem
{
_end = endPos;
}
public Vector3 GetDirection()
{
return _points[^1] - _points[^2];
@@ -161,7 +164,7 @@ namespace AibisDream.FixSystem
public float forceMin;
public float forceMax;
public int k;
public int stiffCount; // 刚性部分点数
public int stiffCount; // 刚性部分点数
public float stiffLength; // 刚性部分长度
public static CableConfig GeneDefaultConfig()
@@ -56,7 +56,7 @@ namespace AibisDream.FixSystem
_socketPos = transform.Find(SocketObjName);
_socketLeft = _socketPos.Find("Left");
_socketRight = _socketPos.Find("Right");
_bodyModuleSystem = transform.parent.parent.GetComponent<BodyModuleSystem>();
_targetSpriteRenderer = transform.Find("Module Pic").GetComponent<SpriteRenderer>();
@@ -105,7 +105,7 @@ namespace AibisDream.FixSystem
public void OpenPlugSlot()
{
if (!_socketLeft) return;
if (_isOpen) return;
_isOpen = true;
// 打开插槽
@@ -120,7 +120,7 @@ namespace AibisDream.FixSystem
{
if (!_socketLeft) return;
if (!_isOpen) return;
_isOpen = false;
// 关闭插槽
if (_socketTween.IsActive() && _socketTween.IsPlaying()) _socketTween.Kill(true);
@@ -176,6 +176,7 @@ namespace AibisDream.FixSystem
{
return _cutSpriteRenderer;
}
public SpriteRenderer GetCutTextSpriteRenderer()
{
return _cutTextRenderer;
@@ -114,13 +114,12 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
// 切换相机
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Clinic);
// 注册对话气泡
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
var data = clinicSystem.bubbleSlotGroup.CollectData();
BubbleGroup.Instance.LoadBubbles(data);
DialogCanvasManager.Instance.SwitchDialogView(DialogViewType.StandardBubble);
// 切换相机
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Clinic);
}
public IEnumerator Exit()
@@ -202,20 +201,19 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeInAsync(0.5f);
// 先切BodyModule
if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule))
{
// 先切BodyModule
var bodyModule = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
bodyModule.SwitchModuleGroup(ModuleState.Body);
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeInAsync(0.5f);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutAsync(0.5f);
}
// 切换相机
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Gear);
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutAsync(0.5f);
// 加载关卡数据
if (!string.IsNullOrEmpty(_configKey))
{
@@ -251,8 +249,10 @@ namespace AibisDream.FixSystem
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
}
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeInAsync(0.5f);
// 切换相机
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Engine);
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutAsync(0.5f);
}
public IEnumerator Exit()
@@ -1,7 +1,6 @@
using AibisDream.Framework;
using AibisDream.Kit;
using AibisDream.Utility;
using Unity.VisualScripting;
using UnityEngine;
namespace AibisDream.FixSystem
+1 -1
View File
@@ -63,7 +63,7 @@ namespace AibisDream
_engineSystem.AddAirPress(pullDelta);
}
transform.position = new Vector3(transform.position.x, curY, transform.position.y);
transform.position = new Vector3(transform.position.x, curY, transform.position.z);
}
private void OnDrag(BaseEventData data)
@@ -12,7 +12,7 @@ namespace AibisDream
{
public class EngineSystem : MonoBehaviour
{
private SpriteRenderer _cover;
[SerializeField]private SpriteRenderer cover;
[Header("系统配置")] public EngineConfig engineConfig;
public bool isAvailable;
@@ -23,12 +23,12 @@ namespace AibisDream
public float targetSpeed = 0.95f;
[SerializeField] private float coverMoveDuration = 5f;
[SerializeField] private float coverMoveDistance = 2.8f;
[HideInInspector] public UnityEvent<float, float> updateSpeedEvent = new();
public UnityEvent<float, float> updateSpeedEvent = new();
private void Awake()
{
FixSystemCenter.SystemDic.Register(this);
_cover = transform.Find("Cover").GetComponent<SpriteRenderer>();
// 注册相机
var virtualCam = transform.Find("Engine Camera").GetComponent<ICinemachineCamera>();
@@ -93,9 +93,9 @@ namespace AibisDream
var sq = DOTween.Sequence();
// 盖板上移
var moveDis = new Vector3(0, coverMoveDistance, 0);
sq.Join(_cover.transform.DOBlendableMoveBy(moveDis, coverMoveDuration));
sq.Join(cover.transform.DOBlendableMoveBy(moveDis, coverMoveDuration));
// 盖板淡出
sq.Join(_cover.DOFade(0, coverMoveDuration));
sq.Join(cover.DOFade(0, coverMoveDuration));
// 为引擎系统解锁
sq.OnComplete(EnableSystem);
@@ -110,10 +110,10 @@ namespace AibisDream
public Tween CloseCover()
{
var sq = DOTween.Sequence();
sq.Join(_cover.DOFade(1, coverMoveDuration));
sq.Join(cover.DOFade(1, coverMoveDuration));
var moveDis = new Vector3(0, -coverMoveDistance, 0);
sq.Join(_cover.transform.DOBlendableMoveBy(moveDis, coverMoveDuration));
sq.Join(cover.transform.DOBlendableMoveBy(moveDis, coverMoveDuration));
// 锁定引擎系统
sq.OnComplete(DisableSystem);
@@ -1,7 +1,7 @@
using System;
using AibisDream.FixSystem;
using DG.Tweening;
using UnityEngine;
using UnityEngine.UIElements;
namespace AibisDream
{
@@ -10,26 +10,20 @@ namespace AibisDream
#region
[Header("可动组件索引")] public EngineGear[] engineGears;
public GameObject piston;
private EngineSystem EngineSystem => FixSystemCenter.SystemDic.Get<EngineSystem>();
#endregion
private EngineSystem _engineSystem;
private void Awake()
{
_engineSystem = transform.GetComponentInParent<EngineSystem>();
}
private void Start()
{
// 赋予初始速度
foreach (var gear in engineGears)
{
gear.Rotate(_engineSystem.engineConfig.gearSpeed);
gear.Rotate(EngineSystem.engineConfig.gearSpeed);
}
_engineSystem.updateSpeedEvent.AddListener(OnSpeedUpdate);
EngineSystem.updateSpeedEvent.AddListener(OnSpeedUpdate);
}
private void OnSpeedUpdate(float originSpeed, float speedScale)
@@ -1,29 +0,0 @@
using UnityEngine;
using RainbowArt.CleanFlatUI;
namespace AibisDream
{
public class SpeedDashboard : MonoBehaviour
{
private Material _material;
private EngineSystem _engineSystem;
private ProgressBarGridCircular progress;
private static readonly int VibrateFade = Shader.PropertyToID("_VibrateFade");
private void Awake()
{
_engineSystem = transform.parent.GetComponent<EngineSystem>();
// _material = _engineSystem.transform.Find("心脏引擎").GetComponent<SpriteRenderer>().material;
progress = FindObjectOfType<ProgressBarGridCircular>();
_engineSystem.updateSpeedEvent.AddListener(OnSpeedChange);
}
private void OnSpeedChange(float originSpeed, float speedScale)
{
// _material.SetFloat(VibrateFade, originSpeed);
progress.CurrentValue = Mathf.RoundToInt(originSpeed * 50);
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 4d9cead340d34293bf0fd9631aede238
timeCreated: 1737626210
+40 -44
View File
@@ -1,6 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using AibisDream.FixSystem;
using AibisDream.Framework;
@@ -18,15 +17,19 @@ namespace AibisDream
public GameObject gearPrefab;
public GameObject shaftPrefab;
private Transform _panel;
private SpriteRenderer _cover;
private Transform _coverStick;
private Transform _needle;
[Header("组件索引")]
[SerializeField] private Transform panel;
[SerializeField] private SpriteRenderer cover;
[SerializeField] private Transform coverStick;
[SerializeField] private Transform needle;
[SerializeField] private Transform shaftRoot;
private ShaftGraph _shaftGraph;
#endregion
[Header("位置参数")]
public Vector3 coverUpPos;
public Vector3 coverDownPos;
@@ -36,18 +39,17 @@ namespace AibisDream
public Vector3 needleEmptyPos;
public Vector3[] needlePosArr;
public float needleDuration;
public float initSpeed = 1;
private bool _isTargetReached;
private bool _isDiscReady;
public bool isAvailable;
[HideInInspector] public bool isAvailable;
private bool _isInteractive;
public bool IsGearActive => isAvailable && _isInteractive;
private IUnRegister[] _evtUnRegisters;
public float initSpeed = 1;
private void Awake()
{
Init();
@@ -55,13 +57,9 @@ namespace AibisDream
#region
public void Init()
private void Init()
{
FixSystemCenter.SystemDic.Register(this);
_cover = transform.Find("Cover").GetComponent<SpriteRenderer>();
_coverStick = transform.Find("Cover Stick");
_panel = transform.Find("Empty Shafts Panel");
_needle = transform.Find("Needle");
// 注册相机
var virtualCam = transform.Find("Gear Camera").GetComponent<ICinemachineCamera>();
@@ -91,8 +89,8 @@ namespace AibisDream
private void InitShaftGraph()
{
var shafts = transform.Find("Shafts").GetComponentsInChildren<Shaft>();
var panelShafts = _panel.GetComponentsInChildren<Shaft>();
var shafts = shaftRoot.GetComponentsInChildren<Shaft>();
var panelShafts = panel.GetComponentsInChildren<Shaft>();
_shaftGraph = new ShaftGraph(shafts, panelShafts);
}
@@ -155,15 +153,21 @@ namespace AibisDream
/// <returns></returns>
public void PopupGearByShaftName(string shaftName)
{
var shafts = transform.Find("Shafts").GetComponentsInChildren<Shaft>();
var shafts = shaftRoot.GetComponentsInChildren<Shaft>();
var target = Array.Find(shafts, shaft => shaft.gameObject.name == shaftName);
target.PopupGear();
}
#region
public bool IsShaftInBox(Transform shaft)
{
return shaftRoot == shaft.parent;
}
public void CheckGearSystemState()
{
Debug.Log("Check Gear");
if (_shaftGraph.AllRunning())
{
if (_shaftGraph.AllNewGear())
@@ -198,11 +202,11 @@ namespace AibisDream
public IEnumerator OpenCover()
{
// 旋转拉杆
yield return _coverStick.DORotate(new Vector3(0, 0, -90), 1.5f).WaitForCompletion();
yield return coverStick.DORotate(new Vector3(0, 0, -90), 1.5f).WaitForCompletion();
// 开盖
var sq = DOTween.Sequence();
sq.Join(_cover.transform.DOLocalMove(coverUpPos, 1.5f));
sq.Join(_cover.DOFade(0, 1.5f));
sq.Join(cover.transform.DOLocalMove(coverUpPos, 1.5f));
sq.Join(cover.DOFade(0, 1.5f));
yield return sq.WaitForCompletion();
isAvailable = true;
}
@@ -212,23 +216,23 @@ namespace AibisDream
isAvailable = false;
// 关盖
var sq = DOTween.Sequence();
sq.Join(_cover.transform.DOLocalMove(coverDownPos, 1.5f));
sq.Join(_cover.DOFade(1, 1.5f));
sq.Join(cover.transform.DOLocalMove(coverDownPos, 1.5f));
sq.Join(cover.DOFade(1, 1.5f));
yield return sq.WaitForCompletion();
// 旋转拉杆
yield return _coverStick.DORotate(new Vector3(0, 0, 0), 1.5f).WaitForCompletion();
yield return coverStick.DORotate(new Vector3(0, 0, 0), 1.5f).WaitForCompletion();
}
public IEnumerator OpenGearPanel()
{
_panel.gameObject.SetActive(true);
yield return _panel.DOLocalMove(panelOpenPos, 1f).WaitForCompletion();
panel.gameObject.SetActive(true);
yield return panel.DOLocalMove(panelOpenPos, 1f).WaitForCompletion();
}
public IEnumerator CloseGearPanel()
{
yield return _panel.DOLocalMove(panelClosePos, 1f).WaitForCompletion();
_panel.gameObject.SetActive(false);
yield return panel.DOLocalMove(panelClosePos, 1f).WaitForCompletion();
panel.gameObject.SetActive(false);
}
public IEnumerator MoveNeedle(int discIdx)
@@ -243,12 +247,12 @@ namespace AibisDream
target = needlePosArr[discIdx - 1];
}
yield return _needle.DORotate(target, needleDuration).WaitForCompletion();
yield return needle.DORotate(target, needleDuration).WaitForCompletion();
}
#region
public static string DataPath = Application.streamingAssetsPath + "/LevelData/GearSystem/";
private static readonly string DataPath = Application.streamingAssetsPath + "/LevelData/GearSystem/";
private string[] _keyOptions;
public override string CurDataKey { get; set; }
@@ -303,7 +307,6 @@ namespace AibisDream
}
// 再添加
var shaftRoot = transform.Find("Shafts");
var shafts = new Shaft[gearSystemData.shaftLevelDataArray.Length];
for (int i = 0; i < gearSystemData.shaftLevelDataArray.Length; i++)
{
@@ -311,20 +314,15 @@ namespace AibisDream
newShaft.Load(gearSystemData.shaftLevelDataArray[i]);
shafts[i] = newShaft;
}
var panelShaftRoot = transform.Find("Empty Shafts Panel");
var panelShafts = new Shaft[gearSystemData.panelShaftArray.Length];
for (int i = 0; i < gearSystemData.panelShaftArray.Length; i++)
{
var newShaft = Instantiate(shaftPrefab, panelShaftRoot, true).GetComponent<Shaft>();
var newShaft = Instantiate(shaftPrefab, panel, true).GetComponent<Shaft>();
newShaft.Load(gearSystemData.panelShaftArray[i]);
panelShafts[i] = newShaft;
}
_cover = transform.Find("Cover").GetComponent<SpriteRenderer>();
_coverStick = transform.Find("Cover Stick");
_panel = transform.Find("Empty Shafts Panel");
#if UNITY_EDITOR
if (!EditorApplication.isPlaying) return;
#endif
@@ -342,11 +340,11 @@ namespace AibisDream
private void SaveByKey(string key)
{
var shaftDataArray = transform.Find("Shafts")
var shaftDataArray = shaftRoot
.GetComponentsInChildren<Shaft>()
.Select(shaft => shaft.Save())
.ToArray();
var panelShaftArray = transform.Find("Empty Shafts Panel")
var panelShaftArray = panel
.GetComponentsInChildren<Shaft>()
.Select(shaft => shaft.Save())
.ToArray();
@@ -362,7 +360,6 @@ namespace AibisDream
public void AddShaft()
{
var shaftRoot = transform.Find("Shafts");
Instantiate(shaftPrefab, shaftRoot);
}
@@ -376,18 +373,17 @@ namespace AibisDream
}
// 删除面板上的齿轮
var panelShafts = transform.Find("Empty Shafts Panel").GetComponentsInChildren<Shaft>();
var panelShafts = panel.GetComponentsInChildren<Shaft>();
foreach (var shaftItem in panelShafts)
{
Destroy(shaftItem);
}
// 读取数据
var panelShaftRoot = transform.Find("Empty Shafts Panel");
var newPanelShafts = new Shaft[data.panelShaftArray.Length];
for (int i = 0; i < data.panelShaftArray.Length; i++)
{
var newShaft = Instantiate(shaftPrefab, panelShaftRoot, true).GetComponent<Shaft>();
var newShaft = Instantiate(shaftPrefab, panel, true).GetComponent<Shaft>();
newShaft.Load(data.panelShaftArray[i]);
newPanelShafts[i] = newShaft;
}
+9 -15
View File
@@ -1,6 +1,6 @@
using System;
using AibisDream.FixSystem;
using AibisDream.Framework;
using AibisDream.Utility;
using DG.Tweening;
using Newtonsoft.Json;
using UnityEngine;
@@ -50,19 +50,13 @@ namespace AibisDream
}
}
private GearSystem _gearSystem;
private void Awake()
{
_gearSystem = transform.parent.parent.GetComponent<GearSystem>();
}
private GearSystem GearSystem => FixSystemCenter.SystemDic.Get<GearSystem>();
/// <summary>
/// 初始化当前轴位置
/// </summary>
public void InitShaft()
{
_gearSystem = transform.parent.parent.GetComponent<GearSystem>();
// 如果不带齿轮
if (!hasGear) return;
@@ -74,7 +68,7 @@ namespace AibisDream
private Gear InitGear(float radius, Sprite sprite, bool isBroken = false, bool isDisc = false)
{
var gear = Instantiate(_gearSystem.gearPrefab, transform).GetComponent<Gear>();
var gear = Instantiate(GearSystem.gearPrefab, transform).GetComponent<Gear>();
gear.radius = radius;
gear.gearSprite = sprite;
gear.gearProp = gearProp;
@@ -89,13 +83,13 @@ namespace AibisDream
{
childGear = gear;
gear.transform.parent = transform;
_gearSystem.ChangeGraphVertex(GetInstanceID());
GearSystem.ChangeGraphVertex(GetInstanceID());
// 面板里的齿轮才能触发
if (transform.parent.name == "Shafts")
if (GearSystem.IsShaftInBox(transform))
{
OnGearPlugIn();
_gearSystem.CheckGearSystemState();
GearSystem.CheckGearSystemState();
}
}
@@ -123,7 +117,7 @@ namespace AibisDream
childGear.transform.parent = null;
childGear = null;
_gearSystem.ChangeGraphVertex(GetInstanceID());
GearSystem.ChangeGraphVertex(GetInstanceID());
}
public void ChangeRotateState()
@@ -161,11 +155,11 @@ namespace AibisDream
if (targetSpeed <= Mathf.Abs(speed * _speedScale))
{
_gearSystem.ReachTargetSpeed();
GearSystem.ReachTargetSpeed();
}
else
{
_gearSystem.ResetTargetState();
GearSystem.ResetTargetState();
}
}
+1 -1
View File
@@ -305,7 +305,7 @@ namespace AibisDream
{
if (i == idx) continue; // 不需要计算和自身的关系
float availableDis = Shaft.CalcShaftAvailableDis(sourceShaft.transform.position, _vertexArray[i]);
if (availableDis < gearRadius - 0.05f)
if (availableDis < gearRadius - 0.2f)
{
isShaftAvailable = false;
break;
@@ -0,0 +1,142 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Localization.Settings;
namespace AibisDream
{
public class CircularProgress : MonoBehaviour
{
[SerializeField] private int currentValue;
[SerializeField] private int maxValue = 10;
[SerializeField] private float startAngle;
[SerializeField] private float endAngle;
[SerializeField] private Transform background;
[SerializeField] private Transform foreground;
[SerializeField] private SpriteRenderer bgTemplate;
[SerializeField] private SpriteRenderer fgTemplate;
[SerializeField] private TMP_Text tmpText;
[SerializeField] private UnityEvent<int> onValueChanged;
private readonly List<Transform> _bgList = new();
private readonly List<Transform> _fgList = new();
public int CurrentValue
{
get => currentValue;
set
{
if (currentValue == value)
{
return;
}
currentValue = value;
OnValueChanged();
UpdateGUI();
}
}
private float NormalizedValue
{
get => (float)currentValue / maxValue;
set => CurrentValue = Mathf.RoundToInt(value * maxValue);
}
void Start()
{
CreateList(_bgList, background, bgTemplate);
CreateList(_fgList, foreground, fgTemplate);
OnValueChanged();
}
private void OnValueChanged()
{
if (currentValue < 0)
{
currentValue = 0;
}
if (maxValue < 0)
{
maxValue = 10;
}
if (currentValue > maxValue)
{
currentValue = maxValue;
}
onValueChanged?.Invoke(currentValue);
UpdateGUI();
}
void CreateList(List<Transform> list, Transform root, SpriteRenderer template)
{
template.gameObject.SetActive(false);
float angle = (startAngle - endAngle) / maxValue;
for (int i = 0; i < maxValue; i++)
{
Transform item = CreateItem(root, template, i);
list.Add(item);
item.RotateAround(root.position, Vector3.forward, startAngle - angle * i);
}
}
Transform CreateItem(Transform root, SpriteRenderer template, int index)
{
var obj = Instantiate(template.gameObject, root);
obj.gameObject.SetActive(true);
obj.gameObject.name = "item" + (index + 1);
return obj.transform;
}
private void UpdateGUI()
{
UpdateForeground();
UpdateText();
}
private void UpdateForeground()
{
for (int i = 0; i < _fgList.Count; i++)
{
Transform rectTrans = _fgList[i];
SpriteRenderer image = rectTrans.GetComponent<SpriteRenderer>();
rectTrans.gameObject.SetActive(i < currentValue);
image.color = i < maxValue / 2
? Color.Lerp(Color.green, Color.yellow, 2 * i / (float)maxValue)
: Color.Lerp(Color.yellow, Color.red, 2 * (i - (float)maxValue / 2) / maxValue);
}
}
private void UpdateText()
{
if (tmpText == null) return;
tmpText.text = LocalizationSettings.SelectedLocale.Identifier.Code == "en"
? $"{NormalizedValue * 25000 :0} RPM"
: $"{NormalizedValue * 25000 :0} 转";
Debug.Log(tmpText.text);
}
public void OnSpeedChanged(float originSpeed, float speedScale)
{
NormalizedValue = originSpeed;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 88e4949dd698411281b9597c2ace4213
timeCreated: 1755257531
@@ -1 +1,125 @@
{"shaftLevelDataArray":[{"shaftName":"Pluggable Shaft3","shaftType":2,"targetSpeed":0.0,"hasChildGear":true,"radius":0.4,"gearProp":"","isGearBroken":false,"isDisc":true,"discIdx":0,"shaftPos":{"x":-1.232,"y":-0.319,"z":0.0},"gearPicPath":"Art/Fix/变速箱齿轮/唱片齿轮"},{"shaftName":"Pluggable Shaft2","shaftType":2,"targetSpeed":0.0,"hasChildGear":true,"radius":0.3,"gearProp":"","isGearBroken":false,"isDisc":false,"discIdx":0,"shaftPos":{"x":-2.498,"y":-0.502,"z":0.0},"gearPicPath":"Art/Fix/变速箱齿轮/普通齿轮B"},{"shaftName":"Pluggable Shaft1","shaftType":2,"targetSpeed":0.0,"hasChildGear":true,"radius":0.5,"gearProp":"","isGearBroken":false,"isDisc":false,"discIdx":0,"shaftPos":{"x":-1.861,"y":-0.922,"z":0.0},"gearPicPath":"Art/Fix/变速箱齿轮/普通齿轮C"},{"shaftName":"Driver Shaft","shaftType":0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.49,"gearProp":"","isGearBroken":false,"isDisc":false,"discIdx":0,"shaftPos":{"x":-2.263,"y":0.193,"z":0.0},"gearPicPath":"Art/Fix/变速箱齿轮/普通齿轮A"}],"panelShaftArray":[{"shaftName":"Panel Shaft1","shaftType":2,"targetSpeed":0.0,"hasChildGear":true,"radius":0.5,"gearProp":"","isGearBroken":false,"isDisc":false,"discIdx":0,"shaftPos":{"x":-0.015,"y":0.883,"z":0.0},"gearPicPath":"Art/Fix/变速箱齿轮/普通齿轮C"},{"shaftName":"Panel Shaft2","shaftType":2,"targetSpeed":0.0,"hasChildGear":true,"radius":0.3,"gearProp":"","isGearBroken":false,"isDisc":false,"discIdx":0,"shaftPos":{"x":-0.007,"y":-0.076,"z":0.0},"gearPicPath":"Art/Fix/变速箱齿轮/普通齿轮B"},{"shaftName":"Panel Shaft3","shaftType":2,"targetSpeed":0.0,"hasChildGear":true,"radius":0.4,"gearProp":"","isGearBroken":false,"isDisc":true,"discIdx":0,"shaftPos":{"x":-0.007,"y":-0.898,"z":0.0},"gearPicPath":"Art/Fix/变速箱齿轮/唱片齿轮"}]}
{
"shaftLevelDataArray": [
{
"shaftName": "Pluggable Shaft3",
"shaftType": 2,
"targetSpeed": 0.0,
"hasChildGear": true,
"radius": 1.34,
"gearProp": "",
"isGearBroken": false,
"isDisc": true,
"discIdx": 0,
"shaftPos": {
"x": 1.64,
"y": 0.12,
"z": 0.0
},
"gearPicPath": "Art/Fix/变速箱齿轮/唱片齿轮"
},
{
"shaftName": "Pluggable Shaft2",
"shaftType": 2,
"targetSpeed": 0.0,
"hasChildGear": true,
"radius": 1.02,
"gearProp": "",
"isGearBroken": false,
"isDisc": false,
"discIdx": 0,
"shaftPos": {
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