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+using System.Collections.Generic; +using AibisDream.Framework; +using UnityEngine.EventSystems; + +public class ShockSystem : MonoBehaviour +{ + [Header("References")] + [SerializeField] private Transform shockDevice; // 电击器 + [SerializeField] private Transform operationPanel; // 操作面板 + [SerializeField] private SliderTransition powerSlider; // 力度滑块 + [SerializeField] private ProgressBarGridLinear progressBar; // 进度条 + [SerializeField] private Transform sliderBar; // 推杆的杆部分 + [SerializeField] private SpriteRenderer flashHeadSpriteRenderer; // 头部闪烁精灵渲染器 + [SerializeField] private SpriteRenderer flashBackgroundSpriteRenderer; // 背景闪烁精灵渲染器 + [SerializeField] private List flashHeadSprites; // 头部闪烁精灵列表 + [Header("Settings")] + [SerializeField] private Vector3 shockDeviceTargetPos; // 电击器目标位置 + [SerializeField] private Vector3 operationPanelTargetPos; // 操作面板目标位置 + [SerializeField] private float moveDuration = 1f; // 移动动画时长 + [SerializeField] private float shockDelay = 0.5f; // 释放电击延迟 + [SerializeField] private float progressIncreaseSpeed = 1f; // 进度增加基础速度 + [SerializeField] private float maxSliderValue = 3f; // 滑块最大值 + [SerializeField] private float progressDecreaseDuration = 1f; // 进度下降持续时间 + + [Header("Shock Effects")] + [SerializeField] private float flashDuration = 0.1f; // 每次闪烁持续时间 + [SerializeField] private float flashInterval = 0.1f; // 闪烁间隔 + [SerializeField] private int flashCount = 3; // 闪烁次数 + [SerializeField] private float strength = 1f; // 震动强度 + [SerializeField] private int vibrate = 10; // 震动次数 + + private bool isCharging = false; + private float currentProgress = 0f; + private Vector3 sliderBarStartScale; + private Vector3 sliderBarEndScale = new Vector3(1.2f, 1.2f, 1.2f); // 推杆最大缩放 + private Slider baseSlider; // 基础Slider组件 + private Tweener progressTweener; // 用于存储进度条动画 + private Sequence flashSequence; // 用于存储闪烁动画序列 + private int currentFlashHeadIndex = 0; // 当前闪烁头部精灵索引 + private Tweener sliderReturnTweener; // 用于存储滑块回弹动画 + + private void Start() + { + // 初始化推杆缩放 + sliderBarStartScale = sliderBar.localScale; + + // 获取基础Slider组件 + baseSlider = powerSlider.GetComponent(); + if (baseSlider != null) + { + baseSlider.onValueChanged.AddListener(OnSliderValueChanged); + + // 添加EventTrigger组件 + EventTrigger trigger = baseSlider.gameObject.GetComponent(); + if (trigger == null) + { + trigger = baseSlider.gameObject.AddComponent(); + } + + // 添加结束拖拽事件 + EventTrigger.Entry entry = new EventTrigger.Entry(); + entry.eventID = EventTriggerType.EndDrag; + entry.callback.AddListener((data) => { OnSliderEndDrag(); }); + trigger.triggers.Add(entry); + } + + // 初始化闪烁精灵 + if (flashHeadSpriteRenderer != null) + { + flashHeadSpriteRenderer.gameObject.SetActive(false); + Color color = flashHeadSpriteRenderer.color; + color.a = 0; + flashHeadSpriteRenderer.color = color; + } + + if (flashBackgroundSpriteRenderer != null) + { + flashBackgroundSpriteRenderer.gameObject.SetActive(false); + Color color = flashBackgroundSpriteRenderer.color; + color.a = 0; + color = Color.black; + flashBackgroundSpriteRenderer.color = color; + } + + + InitializeShock(); + } + + public void InitializeShock() + { + // 移动电击器和操作面板到指定位置 + shockDevice.DOLocalMove(shockDeviceTargetPos, moveDuration); + operationPanel.DOLocalMove(operationPanelTargetPos, moveDuration); + } + + private void OnSliderValueChanged(float value) + { + // 如果滑块值大于0,取消回弹动画 + if (value > 0 && sliderReturnTweener != null) + { + sliderReturnTweener.Kill(); + sliderReturnTweener = null; + } + + // 更新推杆的缩放 + // float t = value / maxSliderValue; + // sliderBar.localScale = Vector3.Lerp(sliderBarStartScale, sliderBarEndScale, t); + + if (value > 0) + { + if (!isCharging) + { + isCharging = true; + StartCharging(); + } + } + else + { + if (isCharging) + { + isCharging = false; + // 只有在进度条满时才触发闪烁效果 + if (currentProgress >= progressBar.MaxValue) + { + PlayFlashEffect(); + } + // 重置进度条 + ResetProgress(); + } + } + } + + private void OnSliderEndDrag() + { + // 如果滑块值大于0,开始回弹动画 + if (baseSlider.value > 0) + { + if (sliderReturnTweener != null) + { + sliderReturnTweener.Kill(); + } + + sliderReturnTweener = DOTween.To( + () => baseSlider.value, + x => baseSlider.value = x, + 0f, + 0.3f // 回弹动画持续时间 + ).SetEase(Ease.OutQuad); + } + } + + private void ResetProgress() + { + // 开始进度条平滑下降 + if (progressTweener != null) + { + progressTweener.Kill(); + } + + float startProgress = currentProgress; + progressTweener = DOTween.To( + () => currentProgress, + x => + { + currentProgress = x; + progressBar.CurrentValue = Mathf.FloorToInt(x); + }, + 0f, + progressDecreaseDuration + ).SetEase(Ease.OutQuad); + } + + private void StartCharging() + { + if (!isCharging) return; + + // 根据滑块值计算进度增加速度 + float currentValue = baseSlider.value; + float speedMultiplier = 1f + (currentValue / maxSliderValue); + currentProgress += progressIncreaseSpeed * speedMultiplier * Time.deltaTime; + + // 更新进度条 + int progressValue = Mathf.FloorToInt(currentProgress); + progressBar.CurrentValue = progressValue; + + // 检查是否达到最大值 + if (currentProgress >= progressBar.MaxValue) + { + // 不再自动释放电击,等待玩家松开滑块 + return; + } + else + { + // 继续充电 + DOVirtual.DelayedCall(Time.deltaTime, StartCharging); + } + } + + private void PlayFlashEffect() + { + if (flashSequence != null) + { + flashSequence.Kill(); + } + + flashSequence = DOTween.Sequence(); + currentFlashHeadIndex = 0; + + // 激活精灵渲染器 + if (flashHeadSpriteRenderer != null) + { + flashHeadSpriteRenderer.gameObject.SetActive(true); + flashHeadSpriteRenderer.color = new Color(1, 1, 1, 1); // 确保初始alpha为0 + } + if (flashBackgroundSpriteRenderer != null) + { + flashBackgroundSpriteRenderer.gameObject.SetActive(true); + flashBackgroundSpriteRenderer.color = new Color(0, 0, 0, 1); // 确保初始alpha为0 + } + + // // 首先整体淡入 + // if (flashHeadSpriteRenderer != null) + // { + // flashSequence.Join(flashHeadSpriteRenderer.DOFade(1f, flashDuration)); + // } + // if (flashBackgroundSpriteRenderer != null) + // { + // flashSequence.Join(flashBackgroundSpriteRenderer.DOFade(1f, flashDuration)); + // } + // flashHeadSpriteRenderer + + // 创建指定次数的闪烁 + for (int i = 0; i < flashCount; i++) + { + flashSequence.AppendCallback(() => + { + // 设置背景颜色:第1、3张为黑,第2张为白 + StartCoroutine(CameraKit.Instance.ShakeCamera(flashDuration, strength, vibrate)); + if (currentFlashHeadIndex == 1) + { + flashBackgroundSpriteRenderer.color = Color.white; + } + else + { + flashBackgroundSpriteRenderer.color = Color.black; + } + + // 切换头部图片 + if (flashHeadSprites.Count > 0) + { + flashHeadSpriteRenderer.sprite = flashHeadSprites[currentFlashHeadIndex]; + currentFlashHeadIndex = (currentFlashHeadIndex + 1) % flashHeadSprites.Count; + } + }); + + flashSequence.AppendInterval(flashDuration); + + if (i < flashCount - 1) + { + flashSequence.AppendInterval(flashInterval); + } + } + + + // 最后整体淡出 + if (flashHeadSpriteRenderer != null) + { + flashSequence.Append(flashHeadSpriteRenderer.DOFade(0f, flashDuration)); + } + if (flashBackgroundSpriteRenderer != null) + { + flashSequence.Join(flashBackgroundSpriteRenderer.DOFade(0f, flashDuration)); + } + + // 闪烁结束后禁用所有精灵并重置状态 + flashSequence.OnComplete(() => + { + if (flashHeadSpriteRenderer != null) + { + flashHeadSpriteRenderer.gameObject.SetActive(false); + flashHeadSpriteRenderer.color = new Color(1, 1, 1, 0); + flashHeadSpriteRenderer.sprite = flashHeadSprites[0]; + } + if (flashBackgroundSpriteRenderer != null) + { + flashBackgroundSpriteRenderer.gameObject.SetActive(false); + flashBackgroundSpriteRenderer.color = new Color(0, 0, 0, 0); + } + }); + } + + private void OnDestroy() + { + if (progressTweener != null) + { + progressTweener.Kill(); + } + if (flashSequence != null) + { + flashSequence.Kill(); + } + if (sliderReturnTweener != null) + { + sliderReturnTweener.Kill(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/Open/ShockSystem.cs.meta b/Assets/Scripts/FixSystemNew/Open/ShockSystem.cs.meta new file mode 100644 index 000000000..4810267e1 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/Open/ShockSystem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2afd153436f05f74eb8ec2e41b06a180 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FixSystemNew/Open/SpriteFlashSystem.cs b/Assets/Scripts/FixSystemNew/Open/SpriteFlashSystem.cs new file mode 100644 index 000000000..57c911e07 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/Open/SpriteFlashSystem.cs @@ -0,0 +1,188 @@ +using UnityEngine; +using System.Collections.Generic; +using DG.Tweening; +using UnityEngine.Rendering; + +namespace AibisDream +{ + public class SpriteFlashSystem : MonoBehaviour + { + [Header("Sprite Flash Settings")] + [SerializeField] private List spriteList = new List(); + [SerializeField] private List endingSpriteList = new List(); + [SerializeField] private SpriteRenderer targetSpriteRenderer; + [SerializeField] private SpriteRenderer backupSpriteRenderer; + [SerializeField] private float fadeDuration = 0.5f; + [SerializeField] private float crossFadeDuration = 2f; + [SerializeField] private UnityEngine.Rendering.Volume volume1; + + private Stack spriteStack; + private Stack endingSpriteStack; + private bool isFading = false; + private bool isEndingMode = false; + private DG.Tweening.Sequence currentSequence; + private int currentEndingIndex = 0; + + private void Awake() + { + Debug.Log("SpriteFlashSystem Awake"); + // 初始化Sprite栈 + if (spriteList != null && spriteList.Count > 0) + { + spriteStack = new Stack(spriteList); + Debug.Log($"初始化Sprite栈,共有{spriteStack.Count}个Sprite"); + } + else + { + Debug.LogWarning("Sprite列表为空!"); + } + + // 初始化Ending Sprite栈 + if (endingSpriteList != null && endingSpriteList.Count > 0) + { + endingSpriteStack = new Stack(endingSpriteList); + Debug.Log($"初始化Ending Sprite栈,共有{endingSpriteStack.Count}个Sprite"); + } + else + { + Debug.LogWarning("Ending Sprite列表为空!"); + } + + // 确保SpriteRenderer初始状态正确 + if (targetSpriteRenderer != null) + { + targetSpriteRenderer.color = new Color(1f, 1f, 1f, 0f); + } + else + { + Debug.LogError("未设置目标SpriteRenderer!"); + } + + if (backupSpriteRenderer != null) + { + backupSpriteRenderer.color = new Color(1f, 1f, 1f, 0f); + } + else + { + Debug.LogError("未设置备用SpriteRenderer!"); + } + } + + private void Update() + { + if (Input.GetKeyDown(KeyCode.Space)) + { + Debug.Log("按下空格键"); + if (!isFading) + { + if (!isEndingMode && spriteStack != null && spriteStack.Count > 0) + { + StartSpriteFlash(); + } + else if (isEndingMode && endingSpriteStack != null && endingSpriteStack.Count > 0) + { + StartEndingCrossFade(); + } + } + else + { + Debug.Log($"无法开始闪烁:isFading={isFading}, spriteStack.Count={spriteStack?.Count ?? 0}"); + } + } + } + + private void StartSpriteFlash() + { + Debug.Log("开始Sprite闪烁"); + if (spriteStack.Count > 0) + { + isFading = true; + var nextSprite = spriteStack.Pop(); + Debug.Log($"设置下一个Sprite: {nextSprite.name}"); + targetSpriteRenderer.sprite = nextSprite; + targetSpriteRenderer.color = new Color(1f, 1f, 1f, 0f); + + // 创建新的序列 + currentSequence?.Kill(); + currentSequence = DOTween.Sequence(); + + // 添加淡入效果 + currentSequence.Append(targetSpriteRenderer.DOFade(1f, fadeDuration).SetEase(Ease.InOutSine)); + if (volume1 != null) + currentSequence.Join(DOTween.To(() => volume1.weight, x => volume1.weight = x, 1f, fadeDuration).SetEase(Ease.InOutSine)); + + // 添加淡出效果 + currentSequence.Append(targetSpriteRenderer.DOFade(0f, fadeDuration).SetEase(Ease.InOutSine)); + if (volume1 != null) + currentSequence.Join(DOTween.To(() => volume1.weight, x => volume1.weight = x, 0f, fadeDuration).SetEase(Ease.InOutSine)); + + // 完成后重置状态 + currentSequence.OnComplete(() => { + Debug.Log("闪烁效果完成"); + isFading = false; + currentSequence = null; + + // 检查是否需要切换到ending模式 + if (spriteStack.Count == 0 && endingSpriteStack != null && endingSpriteStack.Count > 0) + { + isEndingMode = true; + Debug.Log("切换到Ending模式"); + // 显示第一张ending sprite + ShowNextEndingSprite(); + } + }); + } + } + + private void ShowNextEndingSprite() + { + if (endingSpriteStack.Count > 0) + { + var nextSprite = endingSpriteStack.Pop(); + targetSpriteRenderer.sprite = nextSprite; + targetSpriteRenderer.color = new Color(1f, 1f, 1f, 1f); + } + } + + private void StartEndingCrossFade() + { + if (endingSpriteStack.Count > 0) + { + isFading = true; + var nextSprite = endingSpriteStack.Pop(); + + // 设置备用渲染器的sprite + backupSpriteRenderer.sprite = nextSprite; + backupSpriteRenderer.color = new Color(1f, 1f, 1f, 0f); + + // 创建新的序列 + currentSequence?.Kill(); + currentSequence = DOTween.Sequence(); + + // 当前sprite淡出,同时备用sprite淡入 + currentSequence.Join(targetSpriteRenderer.DOFade(0f, crossFadeDuration).SetEase(Ease.InOutSine)); + currentSequence.Join(backupSpriteRenderer.DOFade(1f, crossFadeDuration).SetEase(Ease.InOutSine)); + + // 完成后交换两个渲染器的角色 + currentSequence.OnComplete(() => { + // 交换sprite + var tempSprite = targetSpriteRenderer.sprite; + targetSpriteRenderer.sprite = backupSpriteRenderer.sprite; + backupSpriteRenderer.sprite = tempSprite; + + // 重置透明度 + targetSpriteRenderer.color = new Color(1f, 1f, 1f, 1f); + backupSpriteRenderer.color = new Color(1f, 1f, 1f, 0f); + + isFading = false; + currentSequence = null; + }); + } + } + + private void OnDestroy() + { + currentSequence?.Kill(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/Open/SpriteFlashSystem.cs.meta b/Assets/Scripts/FixSystemNew/Open/SpriteFlashSystem.cs.meta new file mode 100644 index 000000000..0a8909748 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/Open/SpriteFlashSystem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e4e574bae7168264e891b7d56657ffcd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: