feat(fix-system): 修复系统迁移到 DeepRepairDataRegistry
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@@ -4,6 +4,7 @@ using System.Collections.Generic;
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using AibisDream.Kit;
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using UnityEngine;
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using AibisDream.Framework;
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using AibisDream.SaveSystem;
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namespace AibisDream.FixSystem
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{
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@@ -28,7 +29,7 @@ namespace AibisDream.FixSystem
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public override void OnSingletonInit()
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{
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StorageSystem.Instance.RegisterData(_collectionData);
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DeepRepairDataRegistry.RegisterData(_collectionData);
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_collectionData.LoadEvent += OnCollectionDataLoaded;
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}
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@@ -131,7 +132,7 @@ namespace AibisDream.FixSystem
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}
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/// <summary>
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/// 打孔带收藏列表的存档载体;由 <see cref="PunchTapeManager"/> 注册到 <see cref="StorageSystem"/>。
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/// 打孔带收藏列表的存档载体;由 <see cref="PunchTapeManager"/> 注册到 <see cref="DeepRepairDataRegistry"/>。
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/// </summary>
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public class PunchTapeCollectionData : IData
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{
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@@ -7,6 +7,7 @@ using Cinemachine;
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using JetBrains.Annotations;
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using UnityEngine;
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using AibisDream.Kit;
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using AibisDream.SaveSystem;
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namespace AibisDream.FixSystem
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{
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@@ -56,7 +57,7 @@ namespace AibisDream.FixSystem
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private void InitComponentRefs()
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{
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// 注册数据
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StorageSystem.Instance.RegisterData(_data);
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DeepRepairDataRegistry.RegisterData(_data);
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// 处理内部索引
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_bodyModuleGroup = transform.Find("Scalehandler")?.transform.Find("Body Module Group")?.gameObject;
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@@ -78,7 +79,7 @@ namespace AibisDream.FixSystem
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private void OnDestroy()
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{
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StorageSystem.Instance.UnregisterData<ModuleSystemData>();
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DeepRepairDataRegistry.UnregisterData<ModuleSystemData>();
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CameraKit.Instance.UnRegisterCamera(CameraEnum.BodyModuleCenter);
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}
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using UnityEngine;
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using AibisDream.Framework;
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using AibisDream;
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using AibisDream.SaveSystem;
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using System;
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@@ -15,7 +16,7 @@ public class ChipModule : MonoBehaviour
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private void Awake()
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{
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// 将数据注册到数据容器内
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StorageSystem.Instance.RegisterData(_chipData);
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DeepRepairDataRegistry.RegisterData(_chipData);
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// 添加加载逻辑
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_chipData.LoadEvent += LoadData;
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_chipModule = transform.Find("Chip").gameObject;
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@@ -1,6 +1,7 @@
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using UnityEngine;
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using AibisDream.Framework;
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using AibisDream;
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using AibisDream.SaveSystem;
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using System;
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using System.Collections;
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@@ -17,7 +18,7 @@ public class UFModule : MonoBehaviour
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private void Awake()
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{
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// 将数据注册到数据容器内
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StorageSystem.Instance.RegisterData(_ufData);
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DeepRepairDataRegistry.RegisterData(_ufData);
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// 添加加载逻辑
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_ufData.LoadEvent += LoadData;
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_ufModule = transform.Find("Module Pic").gameObject;
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@@ -2,6 +2,7 @@
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using System.Collections;
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using AibisDream.Framework;
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using AibisDream.Kit;
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using AibisDream.SaveSystem;
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namespace AibisDream.FixSystem
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{
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@@ -20,13 +21,13 @@ namespace AibisDream.FixSystem
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StateMachine = new FixStateMachine(_data);
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StartCoroutine(StateMachine.Init(defaultState));
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// 注册
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StorageSystem.Instance.RegisterData(_data);
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DeepRepairDataRegistry.RegisterData(_data);
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}
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public override void OnSingletonDestroy()
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{
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// 注销
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StorageSystem.Instance.UnregisterData<FixSystemData>();
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DeepRepairDataRegistry.UnregisterData<FixSystemData>();
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CameraKit.Instance.RemoveAllCam();
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GameManager.Instance.StartCoroutine(StateMachine.QuitState());
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SystemDic.Clear();
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@@ -7,6 +7,7 @@ using Yarn.Unity;
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using System.Linq;
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using UnityEngine.UI;
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using AibisDream.FixSystem;
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using AibisDream.SaveSystem;
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using Cinemachine;
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using AibisDream.Framework;
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using AibisDream.Kit;
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@@ -72,7 +73,7 @@ namespace AibisDream
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var virtualCamDeep = transform.Find("Eye DeepCamera").GetComponent<ICinemachineCamera>();
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CameraKit.Instance.RegisterCamera(CameraEnum.Eye, virtualCam);
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CameraKit.Instance.RegisterCamera(CameraEnum.EyeDeep, virtualCamDeep);
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StorageSystem.Instance.RegisterData(_eyeData);
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DeepRepairDataRegistry.RegisterData(_eyeData);
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// 添加加载逻辑
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_eyeData.LoadEvent += LoadData;
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@@ -174,7 +175,7 @@ namespace AibisDream
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yield break;
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}
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StorageSystem.Instance.SetValue("$currentEyeTarget", target.name);
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YarnVariableStorage.Instance.SetValue("$currentEyeTarget", target.name);
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StartCoroutine(EyeEffectFadeOut());
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cameraManager.MoveCameraTo(target.targetTransform ? target.targetTransform : target.transform, 1f);
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