feat(fix-system): 修复系统迁移到 DeepRepairDataRegistry

This commit is contained in:
2026-06-03 19:57:46 +08:00
parent 2c89feec9d
commit 8e5346da46
6 changed files with 16 additions and 10 deletions
@@ -4,6 +4,7 @@ using System.Collections.Generic;
using AibisDream.Kit;
using UnityEngine;
using AibisDream.Framework;
using AibisDream.SaveSystem;
namespace AibisDream.FixSystem
{
@@ -28,7 +29,7 @@ namespace AibisDream.FixSystem
public override void OnSingletonInit()
{
StorageSystem.Instance.RegisterData(_collectionData);
DeepRepairDataRegistry.RegisterData(_collectionData);
_collectionData.LoadEvent += OnCollectionDataLoaded;
}
@@ -131,7 +132,7 @@ namespace AibisDream.FixSystem
}
/// <summary>
/// 打孔带收藏列表的存档载体;由 <see cref="PunchTapeManager"/> 注册到 <see cref="StorageSystem"/>。
/// 打孔带收藏列表的存档载体;由 <see cref="PunchTapeManager"/> 注册到 <see cref="DeepRepairDataRegistry"/>。
/// </summary>
public class PunchTapeCollectionData : IData
{
@@ -7,6 +7,7 @@ using Cinemachine;
using JetBrains.Annotations;
using UnityEngine;
using AibisDream.Kit;
using AibisDream.SaveSystem;
namespace AibisDream.FixSystem
{
@@ -56,7 +57,7 @@ namespace AibisDream.FixSystem
private void InitComponentRefs()
{
// 注册数据
StorageSystem.Instance.RegisterData(_data);
DeepRepairDataRegistry.RegisterData(_data);
// 处理内部索引
_bodyModuleGroup = transform.Find("Scalehandler")?.transform.Find("Body Module Group")?.gameObject;
@@ -78,7 +79,7 @@ namespace AibisDream.FixSystem
private void OnDestroy()
{
StorageSystem.Instance.UnregisterData<ModuleSystemData>();
DeepRepairDataRegistry.UnregisterData<ModuleSystemData>();
CameraKit.Instance.UnRegisterCamera(CameraEnum.BodyModuleCenter);
}
@@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using AibisDream.Framework;
using AibisDream;
using AibisDream.SaveSystem;
using System;
@@ -15,7 +16,7 @@ public class ChipModule : MonoBehaviour
private void Awake()
{
// 将数据注册到数据容器内
StorageSystem.Instance.RegisterData(_chipData);
DeepRepairDataRegistry.RegisterData(_chipData);
// 添加加载逻辑
_chipData.LoadEvent += LoadData;
_chipModule = transform.Find("Chip").gameObject;
@@ -1,6 +1,7 @@
using UnityEngine;
using AibisDream.Framework;
using AibisDream;
using AibisDream.SaveSystem;
using System;
using System.Collections;
@@ -17,7 +18,7 @@ public class UFModule : MonoBehaviour
private void Awake()
{
// 将数据注册到数据容器内
StorageSystem.Instance.RegisterData(_ufData);
DeepRepairDataRegistry.RegisterData(_ufData);
// 添加加载逻辑
_ufData.LoadEvent += LoadData;
_ufModule = transform.Find("Module Pic").gameObject;
@@ -2,6 +2,7 @@
using System.Collections;
using AibisDream.Framework;
using AibisDream.Kit;
using AibisDream.SaveSystem;
namespace AibisDream.FixSystem
{
@@ -20,13 +21,13 @@ namespace AibisDream.FixSystem
StateMachine = new FixStateMachine(_data);
StartCoroutine(StateMachine.Init(defaultState));
// 注册
StorageSystem.Instance.RegisterData(_data);
DeepRepairDataRegistry.RegisterData(_data);
}
public override void OnSingletonDestroy()
{
// 注销
StorageSystem.Instance.UnregisterData<FixSystemData>();
DeepRepairDataRegistry.UnregisterData<FixSystemData>();
CameraKit.Instance.RemoveAllCam();
GameManager.Instance.StartCoroutine(StateMachine.QuitState());
SystemDic.Clear();
@@ -7,6 +7,7 @@ using Yarn.Unity;
using System.Linq;
using UnityEngine.UI;
using AibisDream.FixSystem;
using AibisDream.SaveSystem;
using Cinemachine;
using AibisDream.Framework;
using AibisDream.Kit;
@@ -72,7 +73,7 @@ namespace AibisDream
var virtualCamDeep = transform.Find("Eye DeepCamera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(CameraEnum.Eye, virtualCam);
CameraKit.Instance.RegisterCamera(CameraEnum.EyeDeep, virtualCamDeep);
StorageSystem.Instance.RegisterData(_eyeData);
DeepRepairDataRegistry.RegisterData(_eyeData);
// 添加加载逻辑
_eyeData.LoadEvent += LoadData;
@@ -174,7 +175,7 @@ namespace AibisDream
yield break;
}
StorageSystem.Instance.SetValue("$currentEyeTarget", target.name);
YarnVariableStorage.Instance.SetValue("$currentEyeTarget", target.name);
StartCoroutine(EyeEffectFadeOut());
cameraManager.MoveCameraTo(target.targetTransform ? target.targetTransform : target.transform, 1f);