冷却器表现添加,进入手术室timeline添加,其他表现优化

This commit is contained in:
2025-02-14 18:16:22 +08:00
parent e07cbb7a64
commit 877ec0627f
39 changed files with 3705 additions and 149 deletions
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<<hide_dialog>>
场景黑屏占位
<<fade_out 1>>
<<wait 1>>
你走出诊室,靠在巷子的墙上。
巷子正中央站着一个人,佩佩。
@@ -77,7 +77,6 @@ peipei: 再见了,叶子。
->回到诊室
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<<load_scene SubWay>>
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你坐上了回家的地铁,地铁上挤满了机体。
@@ -4,7 +4,7 @@ colorID: 8
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场景黑屏占位
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你走出诊室,靠在巷子的墙上。
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position: 205,-53
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<<hide_dialog>>
//<<fade_out 0.1>>
<<fade_out 1>>
场景黑屏占位
<<wait 1>>
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场景黑屏占位
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@@ -75,7 +75,7 @@ peipei: 我会有很多机会给你画画的。
//感觉可以把之前写的day1mid改到这里的BE,只是树叶其实是绿的,但你说是黄的
//<<fade_in 1>>
<<fade_in 1>>
感谢游玩艾比斯之梦,本次demo的体验流程已结束
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position: 272,-1156
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<<indoor_new 1>>
peipei: 我搞砸了…我搞砸了。
<<character_init_new 佩佩>>
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+24 -16
View File
@@ -2,21 +2,21 @@ using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class DraggableUI : MonoBehaviour,IDragHandler, IPointerDownHandler
public class DraggableUI : MonoBehaviour, IDragHandler, IPointerDownHandler
{
private RectTransform rectTransform;
private Canvas canvas;
public RectTransform target;
public GameObject button;
public bool isDone=false;
public bool isDone = false;
private bool isLocked = false;
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
canvas = GetComponentInParent<Canvas>();
LockDrag();
}
public void OnPointerDown(PointerEventData eventData)
@@ -24,23 +24,22 @@ public class DraggableUI : MonoBehaviour,IDragHandler, IPointerDownHandler
// 这里可以添加按下时的逻辑,比如记录初始位置
}
public void OnDrag(PointerEventData eventData)
{
if (isLocked) return;
public void OnDrag(PointerEventData eventData)
{
Vector3 screenPosition = new Vector3(eventData.position.x, eventData.position.y,
Camera.main.WorldToScreenPoint(transform.position).z);
Vector3 move = Camera.main.ScreenToWorldPoint(screenPosition);
move.z = transform.position.z;
transform.position = move;
//plugSprite.enabled = true;
Vector3 screenPosition = new Vector3(eventData.position.x, eventData.position.y,
Camera.main.WorldToScreenPoint(transform.position).z);
Vector3 move = Camera.main.ScreenToWorldPoint(screenPosition);
move.z = transform.position.z;
transform.position = move;
}
void Update()
{
// 计算两个物体之间的距离
float distance = Vector3.Distance(transform.position, target.position);
// 检查距离是否在范围内,并激活或禁用 Button
if (distance <= 1&&!isDone)
if (distance <= 1 && !isDone)
{
button.SetActive(true);
}
@@ -49,5 +48,14 @@ public class DraggableUI : MonoBehaviour,IDragHandler, IPointerDownHandler
button.SetActive(false);
}
}
}
public void LockDrag()
{
isLocked = true;
}
public void UnlockDrag()
{
isLocked = false;
}
}
@@ -19,6 +19,14 @@ public class HeatMapController : MonoBehaviour
public GameObject heatmapGameobject;
public RectTransform imageToMove; // 需要移动的Image
public Transform imageToRotate; // 需要旋转的Image
public Vector3 inPos; // Heatmap进入位置
public Vector3 outPos; // Heatmap退出位置
private Vector3 imageInitialPos; // Image的初始位置
[HideInInspector] private Vector4[] points = new Vector4[7]; // 存储6个点的数组,(x, y, z) = center, w = temperature
[HideInInspector] private Vector4[] properties = new Vector4[7]; // 存储6个盒子大小的数组, (x,y) = boxsize
@@ -55,11 +63,27 @@ public class HeatMapController : MonoBehaviour
public void ShowHeatMap()
{
heatmapGameobject.SetActive(true);
heatmapGameobject.GetComponent<DraggableUI>().isDone = false;
StartCoroutine(ShowHeatMapCoroutine());
}
private IEnumerator ShowHeatMapCoroutine()
{
// 初始化Heatmap位置
heatmapGameobject.transform.localPosition = outPos;
heatmapGameobject.SetActive(true);
heatmapGameobject.transform.DOLocalMove(inPos, 1f);
heatmapGameobject.GetComponent<DraggableUI>().isDone = false;
yield return new WaitForSeconds(1f); // 等待动画完成
heatmapGameobject.GetComponent<DraggableUI>().UnlockDrag();
}
public void HideHeatMap()
{
var draggableUI = heatmapGameobject.GetComponent<DraggableUI>();
heatmapGameobject.transform.DOLocalMove(outPos, 1f).OnComplete(() =>
{
draggableUI.UnlockDrag();
});
heatmapGameobject.SetActive(false);
}
@@ -68,29 +92,48 @@ public class HeatMapController : MonoBehaviour
StartCoroutine(ReduceValueCoroutine());
}
IEnumerator ReduceValueCoroutine()
IEnumerator ReduceValueCoroutine()
{
if (Tempture>=2)
var draggableUI = heatmapGameobject.GetComponent<DraggableUI>();
draggableUI.LockDrag();
// 存储初始位置
imageInitialPos = imageToMove.localPosition;
// 移动和旋转动画
imageToMove.DOLocalMoveX(imageInitialPos.x + 3.5f, 1f);
var rotationTween = imageToRotate.DORotate(new Vector3(0, 0, 360), 1f, RotateMode.FastBeyond360)
.SetLoops(-1, LoopType.Restart)
.SetEase(Ease.Linear);
if (Tempture < 2)
{
Debug.Log("降温失败");
heatmapGameobject.GetComponent<DraggableUI>().isDone = true;
yield return new WaitForSeconds(1);
if(DialogController.Instance!=null)
DialogController.Instance.StartDialogNode("降温失败");
yield break;
Debug.Log("降温成功");
float duration = 3.5f;
SetTemptureSmooth(0, duration);
AudioManager.RandomPlayInteraction("cooler_cooling");
yield return new WaitForSeconds(duration);
rotationTween.Kill();
imageToRotate.localRotation = Quaternion.identity;
// 恢复初始状态
imageToMove.DOLocalMove(imageInitialPos, 1f);
yield return new WaitForSeconds(1.5f);
DialogController.Instance.StartDialogNode("降温成功");
bodyModuleSystem.OnCooling();
}
else
{
Debug.Log("降温成功");
heatmapGameobject.GetComponent<DraggableUI>().isDone = true;
float duration = 2f;
SetTemptureSmooth(0,duration);
AudioManager.RandomPlayInteraction("cooler_cooling");
yield return new WaitForSeconds(duration);
DialogController.Instance.StartDialogNode("降温成功");
bodyModuleSystem.OnCooling();
Debug.Log("Value has reached zero.");
Debug.Log("降温失败");
yield return new WaitForSeconds(3f);
DialogController.Instance.StartDialogNode("降温失败");
}
// 停止旋转
rotationTween.Kill();
imageToRotate.localRotation = Quaternion.identity;
// 恢复初始状态
imageToMove.DOLocalMove(imageInitialPos, 1f);
}
void Start()
{
@@ -198,7 +198,7 @@ fixed4 frag (v2f i) : SV_Target
}
}
col.a = 0.75;
col.a = 1;
return col;
}
@@ -105,9 +105,12 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
// 拔出插头
bodyModuleSystem.ResetPlug();
// 切换相机
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CoolingMachine);
yield return TimelineManager.Instance.PlayTimeline("ToBodyModule");
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
// 开启交互
bodyModuleSystem.EnableSystem();
@@ -276,7 +279,7 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
float duration = 0.5f;
//float duration = 0.5f;
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var eyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
// 先切BodyModule
@@ -349,6 +352,7 @@ namespace AibisDream.FixSystem
memorySystem.OnExit();
memorySystem.CloseMemoryView();
yield return MainUIController.Instance.FadeOutSync(duration);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
memorySystem.PullMemoryProjector();
}
}
@@ -0,0 +1,8 @@
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guid: 81a3c7f5c3edcc94e83bef49a64c7183
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -0,0 +1,111 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using Yarn.Unity;
public class TimelineManager : MonoBehaviour
{
public static TimelineManager Instance { get; private set; }
// 使用字典来管理多个PlayableDirector
private Dictionary<string, PlayableDirector> directors = new Dictionary<string, PlayableDirector>();
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject); // 不销毁
}
else
{
Destroy(gameObject);
return;
}
// 自动注册所有子对象中的PlayableDirector
RegisterAllDirectors();
}
/// <summary>
/// 自动注册所有子对象中的PlayableDirector
/// </summary>
private void RegisterAllDirectors()
{
var allDirectors = GetComponentsInChildren<PlayableDirector>();
foreach (var director in allDirectors)
{
if (director.playableAsset != null)
{
RegisterDirector(director.playableAsset.name, director);
}
}
}
/// <summary>
/// 注册PlayableDirector
/// </summary>
/// <param name="name">Timeline的名称</param>
/// <param name="director">PlayableDirector实例</param>
public void RegisterDirector(string name, PlayableDirector director)
{
if (!directors.ContainsKey(name))
{
directors.Add(name, director);
Debug.Log($"Registered PlayableDirector for {name}");
}
}
/// <summary>
/// 播放指定的Timeline并等待其完成
/// </summary>
/// <param name="name">Timeline的名称</param>
[YarnCommand("play_timeline")]
public IEnumerator PlayTimeline(string name)
{
if (directors.TryGetValue(name, out var director))
{
director.Play();
Debug.Log($"Timeline {name} playing.");
// 等待Timeline播放完成
bool isPlaying = true;
director.stopped += (PlayableDirector aDirector) => { isPlaying = false; };
while (isPlaying)
{
yield return null;
}
Debug.Log($"Timeline {name} finished.");
// 重置PlayableDirector的状态
director.time = 0;
director.Evaluate(); // 评估以应用时间重置
director.Stop();
}
else
{
Debug.LogError($"PlayableDirector for {name} not found.");
}
}
/// <summary>
/// 暂停指定的Timeline
/// </summary>
/// <param name="name">Timeline的名称</param>
[YarnCommand("pause_timeline")]
public void PauseTimeline(string name)
{
if (directors.TryGetValue(name, out var director))
{
director.Pause();
Debug.Log($"Timeline {name} paused.");
}
else
{
Debug.LogError($"PlayableDirector for {name} not found.");
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ccea65c35014bc24080e71809ed81683
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: