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
@@ -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()
{