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<> === diff --git a/Assets/Resources/Yarn/FP_Day1_night/Day1_night.yarn b/Assets/Resources/Yarn/FP_Day1_night/Day1_night.yarn index 7a4375c29..f5919401f 100644 --- a/Assets/Resources/Yarn/FP_Day1_night/Day1_night.yarn +++ b/Assets/Resources/Yarn/FP_Day1_night/Day1_night.yarn @@ -5,7 +5,7 @@ position: 205,-53 --- <> -<> +<> <> 你坐上了回家的地铁,地铁上挤满了机体。 diff --git a/Assets/Resources/Yarn/FP_Day2_mid/Day2_mid.yarn b/Assets/Resources/Yarn/FP_Day2_mid/Day2_mid.yarn index 8bf4dcf11..ccc9e713a 100644 --- a/Assets/Resources/Yarn/FP_Day2_mid/Day2_mid.yarn +++ b/Assets/Resources/Yarn/FP_Day2_mid/Day2_mid.yarn @@ -4,7 +4,7 @@ colorID: 8 position: 205,-53 --- <> -场景黑屏占位 +<> <> 你走出诊室,靠在巷子的墙上。 diff --git a/Assets/Resources/Yarn/FP_Day2_night/Day2_night.yarn b/Assets/Resources/Yarn/FP_Day2_night/Day2_night.yarn index ed2e9e0c4..8075975e8 100644 --- a/Assets/Resources/Yarn/FP_Day2_night/Day2_night.yarn +++ b/Assets/Resources/Yarn/FP_Day2_night/Day2_night.yarn @@ -4,7 +4,7 @@ colorID: 8 position: 205,-53 --- <> -//<> +<> 场景黑屏占位 <> diff --git a/Assets/Resources/Yarn/FP_Day3_mid/Day3_mid.yarn b/Assets/Resources/Yarn/FP_Day3_mid/Day3_mid.yarn index 45446544f..80e0c0642 100644 --- a/Assets/Resources/Yarn/FP_Day3_mid/Day3_mid.yarn +++ b/Assets/Resources/Yarn/FP_Day3_mid/Day3_mid.yarn @@ -5,7 +5,7 @@ position: 205,-53 --- <> -//<> +<> 场景黑屏占位 <> @@ -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 -//<> +<> 感谢游玩艾比斯之梦,本次demo的体验流程已结束 diff --git a/Assets/Resources/Yarn/FP_Peipei2/Stage1_佩佩开场对话.yarn b/Assets/Resources/Yarn/FP_Peipei2/Stage1_佩佩开场对话.yarn index 731a1e60a..873eae606 100644 --- a/Assets/Resources/Yarn/FP_Peipei2/Stage1_佩佩开场对话.yarn +++ b/Assets/Resources/Yarn/FP_Peipei2/Stage1_佩佩开场对话.yarn @@ -4,6 +4,7 @@ colorID: 8 position: 272,-1156 --- <> +<> <> peipei: 我搞砸了…我搞砸了。 <> diff --git a/Assets/Scenes/ClinicOut.unity b/Assets/Scenes/ClinicOut.unity index a81d4a22a..07b88e5e8 100644 --- a/Assets/Scenes/ClinicOut.unity +++ b/Assets/Scenes/ClinicOut.unity @@ -9849,7 +9849,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - 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public GameObject button; - - public bool isDone=false; + public bool isDone = false; + private bool isLocked = false; private void Awake() { rectTransform = GetComponent(); canvas = GetComponentInParent(); + 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; + } +} \ No newline at end of file diff --git a/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs b/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs index 2edaf5714..2ab06aeaa 100644 --- a/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs +++ b/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs @@ -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().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().isDone = false; + yield return new WaitForSeconds(1f); // 等待动画完成 + heatmapGameobject.GetComponent().UnlockDrag(); + } + public void HideHeatMap() { + var draggableUI = heatmapGameobject.GetComponent(); + 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.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().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().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() { diff --git a/Assets/Scripts/FixSystem/HeatMap/HeatTest.shader b/Assets/Scripts/FixSystem/HeatMap/HeatTest.shader index aaa51327d..e20f10d49 100644 --- a/Assets/Scripts/FixSystem/HeatMap/HeatTest.shader +++ b/Assets/Scripts/FixSystem/HeatMap/HeatTest.shader @@ -198,7 +198,7 @@ fixed4 frag (v2f i) : SV_Target } } - col.a = 0.75; + col.a = 1; return col; } diff --git a/Assets/Scripts/FixSystemNew/FixStateMachine.cs b/Assets/Scripts/FixSystemNew/FixStateMachine.cs index cdf5f9cf4..6f1b71e5a 100644 --- a/Assets/Scripts/FixSystemNew/FixStateMachine.cs +++ b/Assets/Scripts/FixSystemNew/FixStateMachine.cs @@ -105,9 +105,12 @@ namespace AibisDream.FixSystem public IEnumerator Enter() { var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + // 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(); var eyeSystem = FixSystemCenter.SystemDic.Get(); // 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(); } } diff --git a/Assets/Scripts/Framework/TimelineKit.meta b/Assets/Scripts/Framework/TimelineKit.meta new file mode 100644 index 000000000..2f6beb66e --- /dev/null +++ b/Assets/Scripts/Framework/TimelineKit.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 81a3c7f5c3edcc94e83bef49a64c7183 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Framework/TimelineKit/TimelineManager.cs b/Assets/Scripts/Framework/TimelineKit/TimelineManager.cs new file mode 100644 index 000000000..d95e0dcd7 --- /dev/null +++ b/Assets/Scripts/Framework/TimelineKit/TimelineManager.cs @@ -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 directors = new Dictionary(); + + 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(); + } + + /// + /// 自动注册所有子对象中的PlayableDirector + /// + private void RegisterAllDirectors() + { + var allDirectors = GetComponentsInChildren(); + foreach (var director in allDirectors) + { + if (director.playableAsset != null) + { + RegisterDirector(director.playableAsset.name, director); + } + } + } + + /// + /// 注册PlayableDirector + /// + /// Timeline的名称 + /// PlayableDirector实例 + public void RegisterDirector(string name, PlayableDirector director) + { + if (!directors.ContainsKey(name)) + { + directors.Add(name, director); + Debug.Log($"Registered PlayableDirector for {name}"); + } + } + + /// + /// 播放指定的Timeline并等待其完成 + /// + /// Timeline的名称 + [YarnCommand("play_timeline")] + public IEnumerator PlayTimeline(string name) + { + if (directors.TryGetValue(name, out var director)) + { + director.Play(); + Debug.Log($"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."); + } + } + + /// + /// 暂停指定的Timeline + /// + /// Timeline的名称 + [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."); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/TimelineKit/TimelineManager.cs.meta b/Assets/Scripts/Framework/TimelineKit/TimelineManager.cs.meta new file mode 100644 index 000000000..2fb50fe13 --- /dev/null +++ b/Assets/Scripts/Framework/TimelineKit/TimelineManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ccea65c35014bc24080e71809ed81683 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/finishCut.signal b/Assets/Signal/finishCut.signal similarity index 100% rename from Assets/finishCut.signal rename to Assets/Signal/finishCut.signal diff --git a/Assets/finishCut.signal.meta b/Assets/Signal/finishCut.signal.meta similarity index 100% rename from Assets/finishCut.signal.meta rename to Assets/Signal/finishCut.signal.meta