Merge branch 'feature/9.5春晖开发' into 'develop'

修补缺漏

See merge request aibis-dream/aibis-dream!20
This commit is contained in:
2024-09-05 17:19:34 +00:00
35 changed files with 1188 additions and 993 deletions
@@ -70,8 +70,6 @@ public class EyeTransitionManager : MonoBehaviour
// 是否正在进行视图过渡
private bool isTransitioning = false;
public Button CloseBookButton;
public Transform faceTransform;
public Transform projector;
// 视图状态枚举
@@ -170,6 +168,7 @@ public class EyeTransitionManager : MonoBehaviour
{
// 首先注册命令
DialogController.Instance.RegisterOptionCommand("activate_socket_choice", ActivateSocketChoice);
// 初始化视图
InitializeView();
@@ -191,13 +190,6 @@ public class EyeTransitionManager : MonoBehaviour
{
var optionDic = options.ToDictionary(item => item.Text, item => item);
Debug.Log("Option dictionary keys: " + string.Join(", ", optionDic.Keys));
if (optionDic.ContainsKey("CloseBook"))
{
CloseBookButton.onClick.AddListener(() =>
{
optionDic["CloseBook"].SelectOption();
});
}
foreach (var viewConfig in viewConfigs)
{
+5 -4
View File
@@ -32,13 +32,13 @@ public class UFProcess : MonoBehaviour
memoryProcessImage.material.SetFloat("_GlitchFade", 0);
}
[YarnCommand("UFprocess")]
public void ProcessMemory(string memoryFinishedImageName, string UFImageName,bool isColorWrong=false)
public IEnumerator ProcessMemory(string memoryFinishedImageName, string UFImageName,bool isColorWrong=false)
{
if (isProcessing)
{
Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
return;
yield break;
}
isProcessing = true; // 开始处理,设置为true
@@ -57,13 +57,13 @@ public class UFProcess : MonoBehaviour
if (memoryFinishedSprite == null)
{
Debug.LogError("Memory finished image not found: " + memoryFinishedImageName);
return;
yield break;
}
if (UFMemorySprite == null)
{
Debug.LogError("UF image not found: " + UFImageName);
return;
yield break;
}
currentImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
@@ -123,6 +123,7 @@ public class UFProcess : MonoBehaviour
UFImage.gameObject.SetActive(false);
isProcessing = false; // 处理完成,设置为false
});
yield return memorySequence.WaitForCompletion();
}
public bool IsProcessing()
{
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- _DirectionalDistortionRandomDirection: 0.1
+2 -3
View File
@@ -2,13 +2,12 @@
tags:
---
<<indoor>>
<<load_scene 佩佩视觉模块>>
//<<load_scene 佩佩视觉模块>>
->打开书并翻到第四页
<<OpenBook BookManager>>
<<Flip BookManager 4 >>
//页码需要在编辑内找到book去配置
[command name=activate_socket_choice /]
[command name=listen_closeBook /]
[options /]
->CloseBook
我: 嗯,刚刚的内容很有趣
@@ -22,9 +22,9 @@ position: 66,-976
我: 销售大赛…给机器人销售罐头?为什么呢……
???: 就是这里了,员工诊所。身体检查一定会对你的生产效率有帮助的。
我: 看起来有人来了。
<<declare $EyeMemory = false>>
<<declare $EyeMemory_PeipeiTalk = false>>
///表示UF模块在当前维修阶段是否已经进入过了
<<declare $EyeUF = false>>
<<declare $EyeUF_PeipeiTalk = false>>
<<indoor>>
<<jump OutDoorTalk>>
@@ -78,8 +78,8 @@ position: 69,-488
->查询手册
<<OpenBook BookManager>>
<<Flip BookManager 1 >>
///[command name=activate_socket_choice /]
///[options /]
[command name=listen_closeBook /]
[options /]
->CloseBook
我: 原来是通过UnstableFusion模块直接调用记忆进行绘图的。
我: 嗯…无论如何问题听起来都在头部。来看一看吧。
@@ -106,55 +106,55 @@ position: 71,-262
<<set_EyeState EyeManager "CannotImagineColor">>
///确认当前的试图状态为头部的概览视图
<<start_transition ViewManager "MainView">>
<<declare $FirstVisitedHead = false>>
<<declare $FirstModuleVisited = false>>
<<declare $AllModuleVisited = false>>
<<declare $FirstVisitedHead_PeipeiTalk = false>>
<<declare $FirstModuleVisited_PeipeiTalk = false>>
<<declare $AllModuleVisited_PeipeiTalk = false>>
///表示视觉模块在当前维修阶段是否已经进入过了
<<declare $EyeVisited = false>>
<<declare $EyeVisited_PeipeiTalk = false>>
///表示UF模块在当前维修阶段是否已经进入过了
<<declare $UFVisited = false>>
<<declare $UFVisited_PeipeiTalk = false>>
///表示记忆模块在当前维修阶段是否已经进入过了
<<declare $MemoryVisited = false>>
<<declare $EyeSocketVisited = false>>
<<declare $MemoryVisited_PeipeiTalk = false>>
<<declare $EyeSocketVisited_PeipeiTalk = false>>
///表示UF模块在当前维修阶段是否已经进入过了
<<declare $UFSocketVisited = false>>
<<declare $UFSocketVisited_PeipeiTalk = false>>
///表示记忆模块在当前维修阶段是否已经进入过了
<<declare $MemorySocketVisited = false>>
<<declare $surgery = false>>
<<declare $MemorySocketVisited_PeipeiTalk = false>>
<<declare $surgery_PeipeiTalk = false>>
我: 好了,先简单检查下你各个头部模块的状态吧。
[command name=activate_socket_choice /]
<<jump Choice>>
===
title: Choice
position: 76,21
position: 76,20
---
<<start_transition ViewManager "MainView">>
<<if $FirstVisitedHead==false>>
<<set $FirstVisitedHead=true>>
<<if $FirstVisitedHead_PeipeiTalk==false>>
<<set $FirstVisitedHead_PeipeiTalk=true>>
我: 我还是第一次看美工的头部…看起来和别人的有些不一样。
我: 总之,先插线检查一下每个模块吧。
<<endif>>
<<if $surgery==true>>
<<if $surgery_PeipeiTalk==true>>
<<set_scissors_mode LineManager true>>
<<set_line_cuttable LineManager MemoryEye true>>
<<jump Surgery>>
<<elseif $UFVisited==false&&$EyeVisited==true&&$FirstModuleVisited==false>>
<<elseif $UFVisited_PeipeiTalk==false&&$EyeVisited_PeipeiTalk==true&&$FirstModuleVisited_PeipeiTalk==false>>
我: 她的视觉还保留有想象力,不过这不应该影响工作,看来只有看看UF才知道原因了
<<set $FirstModuleVisited=true>>
<<elseif $UFVisited==true&&$EyeVisited==false&&$EyeSocketVisited==false&&$FirstModuleVisited==false>>
<<set $FirstModuleVisited_PeipeiTalk=true>>
<<elseif $UFVisited_PeipeiTalk==true&&$EyeVisited_PeipeiTalk==false&&$EyeSocketVisited_PeipeiTalk==false&&$FirstModuleVisited_PeipeiTalk==false>>
我: 她的UF无法调用到足够的记忆素材,需要看看是什么模块占用到了
<<set $FirstModuleVisited=true>>
<<elseif $UFVisited==true&&$EyeVisited==false&&$EyeSocketVisited==true&&$FirstModuleVisited==false>>
<<set $FirstModuleVisited_PeipeiTalk=true>>
<<elseif $UFVisited_PeipeiTalk==true&&$EyeVisited_PeipeiTalk==false&&$EyeSocketVisited_PeipeiTalk==true&&$FirstModuleVisited_PeipeiTalk==false>>
我: 她的UF无法调用到足够的记忆素材,这跟她视觉的报错有关系吗
<<set $FirstModuleVisited=true>>
<<elseif $UFVisited==true&&$EyeVisited==true&&$MemoryVisited==false&&$AllModuleVisited==false>>
<<set $AllModuleVisited=true>>
<<set $FirstModuleVisited_PeipeiTalk=true>>
<<elseif $UFVisited_PeipeiTalk==true&&$EyeVisited_PeipeiTalk==true&&$MemoryVisited_PeipeiTalk==false&&$AllModuleVisited_PeipeiTalk==false>>
<<set $AllModuleVisited_PeipeiTalk=true>>
我: 看起来是有些记忆被视觉占用了,导致UF无法读取,需要检查下记忆模块处理一下这些被占用的记忆
///刷新任务,提示检查视觉
<<complete_task TaskManager "使用检查线检查头部模块">>
<<clear_tasks TaskManager>>
<<add_task TaskManager "检查记忆模块,定位病因">>
<<elseif $UFVisited==true&&$EyeVisited==true&&$MemoryVisited==true>>
<<elseif $UFVisited_PeipeiTalk==true&&$EyeVisited_PeipeiTalk==true&&$MemoryVisited_PeipeiTalk==true>>
我: 我好像明白了……
<<complete_task TaskManager "检查记忆模块,定位病因">>
<<task_moveOut TaskManager>>
@@ -165,8 +165,8 @@ position: 76,21
-> UFView
//插入UF模块
<<messagebox MessageBox "warning" "UFModule has error#114514">>
<<if $UFSocketVisited==false>>
<<set $UFSocketVisited= true>>
<<if $UFSocketVisited_PeipeiTalk==false>>
<<set $UFSocketVisited_PeipeiTalk= true>>
///Q:怎么管理右上角报错屏幕的文本?
///Q:每一次插入的文本不一样,怎么管理?
///Q:手册的文本怎么管理?
@@ -187,7 +187,7 @@ position: 76,21
->查询手册
<<OpenBook BookManager>>
<<Flip BookManager 3 >>
[command name=activate_socket_choice /]
[command name=listen_closeBook /]
[options /]
->CloseBook
//<<解锁条目-UF模块1>>
@@ -201,7 +201,7 @@ position: 76,21
->查询手册
<<OpenBook BookManager>>
<<Flip BookManager 3 >>
[command name=activate_socket_choice /]
[command name=listen_closeBook /]
[options /]
->CloseBook
我: 好的…我明白了。我需要做一个快速绘图流程,然后才能知道UF可能存在的问题。
@@ -214,7 +214,7 @@ position: 76,21
->先看看其他模块
我: 不着急,我们先把其他部分检查完。
<<jump Choice>>
<<elseif $UFSocketVisited==true&&$UFVisited==false>>
<<elseif $UFSocketVisited_PeipeiTalk==true&&$UFVisited_PeipeiTalk==false>>
我: 我需要进行快速绘图才能知道UF具体出现了什么问题……
->进行绘图测试
我: 来吧,佩佩。
@@ -230,8 +230,8 @@ position: 76,21
-> EyeView
//插入Eye模块
<<messagebox MessageBox "warning" "EyeModule has error#415411">>
<<if $EyeSocketVisited==false>>
<<set $EyeSocketVisited= true>>
<<if $EyeSocketVisited_PeipeiTalk==false>>
<<set $EyeSocketVisited_PeipeiTalk= true>>
信息: 被质询的记忆访问,特征码:219CD0
我: 这个报错信息是什么意思?……最好进去看看。
<<add_task TaskManager "深入视觉模块进行检查" "使用检查线检查头部模块">>
@@ -239,7 +239,7 @@ position: 76,21
<<jump EyeView>>
->先看看其他模块
<<jump Choice>>
<<elseif $EyeSocketVisited==true&&$EyeVisited==false>>
<<elseif $EyeSocketVisited_PeipeiTalk==true&&$EyeVisited_PeipeiTalk==false>>
我: 视觉的报错需要查查
->检查视觉
<<jump EyeView>>
@@ -253,8 +253,8 @@ position: 76,21
-> MemoryView
//插入Memory模块
<<messagebox MessageBox "normal" "MemoryModule is normal">>
<<if $EyeVisited==true&&$UFVisited==true>>
<<set $MemorySocketVisited= true>>
<<if $EyeVisited_PeipeiTalk==true&&$UFVisited_PeipeiTalk==true>>
<<set $MemorySocketVisited_PeipeiTalk= true>>
我: 一切问题看起来都收束在了这里……记忆模块。
我: 让我们看一下究竟是什么记忆影响了佩佩的视觉和UF模块吧。
->输入特征码:E1F32B7
@@ -354,14 +354,14 @@ position: 553,9
//////Q:在得出正确结论之后,要以某种方式获得MEM的权限
///这里最好弹出去看手册和特征码
<<set_view_availability ViewManager "EyeView" false>>
<<set $EyeVisited = true>>
<<set $EyeVisited_PeipeiTalk = true>>
信息: 被质询的记忆访问,特征码:E1F32B7
我: 这个特征码是什么?
我: 先不管它,我需要对佩佩的视觉模块病情做出诊断。
->查询手册
<<OpenBook BookManager>>
<<Flip BookManager 3 >>
[command name=activate_socket_choice /]
[command name=listen_closeBook /]
[options /]
->CloseBook
我: 好的,我明白了。
@@ -426,7 +426,7 @@ position: -384,22
->查询手册
<<OpenBook BookManager>>
<<Flip BookManager 4 >>
[command name=activate_socket_choice /]
[command name=listen_closeBook /]
[options /]
->CloseBook
我: 不兼容型排异反应:由于受到一些记忆的排异,UF无法正常读取素材。按照手册说的,看来需要在记忆模块定位排异源。
@@ -441,14 +441,14 @@ position: -207,-227
佩佩: 占用是什么?
我: 嗯……简单来说,UF需要使用记忆素材来绘图,但是你身体其他的模块已经在用这部分记忆了,所以UF受到干扰,绘制的图片颜色不正确。
佩佩: 也就是说我的工作表现不佳不是我的能力原因,而是因为我身体里面有些东西…出问题了?
<<if $EyeVisited==false>>
<<if $EyeVisited_PeipeiTalk==false>>
我: 不好说,我需要先找到是什么占用了这个记忆,然后获得特征码去看记忆。
<<else>>
我: 不好说,但我感觉应该跟刚才视觉模块生成的特征码有关系,我需要检查一下记忆模块
<<endif>>
佩佩: 好的,麻烦医生了。
//标记现在已经访问主视角下的UF模块了
<<set $UFVisited to true>>
<<set $UFVisited_PeipeiTalk to true>>
<<jump Choice>>
->UF的逻辑存在问题,导致绘制错图案
我: 好像她的表现不是这样,再想想或者再查查书吧
@@ -508,7 +508,7 @@ position: 557,290
佩佩: 停下,医生……快停下……
我: 感觉反胃是吗?记忆引起的情绪波动导致的,我这就退出来。
<<set $MemoryVisited to true>>
<<set $MemoryVisited_PeipeiTalk to true>>
<<set_view_availability ViewManager "MemoryView" false>>
<<jump Choice>>
===
@@ -524,6 +524,8 @@ position: -266,367
->检查手册
<<OpenBook BookManager>>
<<Flip BookManager 5 >>
[command name=listen_closeBook /]
[options /]
///[command name=activate_socket_choice /]
///[options /]
->CloseBook
@@ -556,8 +558,10 @@ position: 421,440
///<<签名>>
///<<任务提示更新:进行视觉-记忆桥截断术>>
我: 好的,那么我们开始吧。
<<set $surgery=true>>
<<set $surgery_PeipeiTalk=true>>
<<load_scene 佩佩视觉模块>>
<<Set_ViewVisualState ViewManager "ColorView" 1>>
<<jump Choice>>
===
title: Surgery
@@ -565,6 +569,7 @@ position: 85,821
---
/////头部视角-视觉-记忆桥截断术
//<<start_transition ViewManager "MainView">>
[command name=activate_socket_choice /]
[options /]
-> MemoryEyeScissor
<<set_scissors_mode LineManager false>>
@@ -580,8 +585,8 @@ position: 85,821
佩佩: 呼……
佩佩: 好像……好多了。
我: 进视觉和UF模块检查一下吧。
<<set $EyeVisited to false>>
<<set $UFVisited to false>>
<<set $EyeVisited_PeipeiTalk to false>>
<<set $UFVisited_PeipeiTalk to false>>
<<jump review>>
-> MemoryUFScissor
我: 我们要剪的不是这个吧
@@ -594,8 +599,8 @@ position: 85,821
// 佩佩: 呼……
// 佩佩: 好像……好多了。
// 我: 进视觉和UF模块检查一下吧。
// <<set $EyeVisited to false>>
// <<set $UFVisited to false>>
// <<set $EyeVisited_PeipeiTalk to false>>
// <<set $UFVisited_PeipeiTalk to false>>
// <<jump review>>
===
@@ -603,22 +608,22 @@ title: review
position: 85,1052
---
<<start_transition ViewManager "MainView">>
<<if $UFVisited==false&&$EyeVisited==false>>
<<if $UFVisited_PeipeiTalk==false&&$EyeVisited_PeipeiTalk==false>>
->检查视觉
<<jump EyeViewFollowUp>>
->进行绘图测试
<<jump UFViewFollowUp>>
<<elseif $UFVisited==false&&$EyeVisited>>
<<elseif $UFVisited_PeipeiTalk==false&&$EyeVisited_PeipeiTalk>>
我: 视觉系统正常,我们再看看UF是不是恢复正常了吧。这才是最终的目的。
->进行绘图测试
<<jump UFViewFollowUp>>
<<elseif $UFVisited&&$EyeVisited==false>>
<<elseif $UFVisited_PeipeiTalk&&$EyeVisited_PeipeiTalk==false>>
我: UF正常了,谨慎起见,我们还是检查一下视觉模块吧。
->检查视觉
<<jump EyeViewFollowUp>>
<<elseif $UFVisited&&$EyeVisited>>
<<elseif $UFVisited_PeipeiTalk&&$EyeVisited_PeipeiTalk>>
我: 好,都没问题了。
->结束治疗<<if $EyeVisited&&$UFVisited>>
->结束治疗<<if $EyeVisited_PeipeiTalk&&$UFVisited_PeipeiTalk>>
<<jump EndTreatment>>
<<endif>>
@@ -643,7 +648,7 @@ position: 441,1082
///<<任务提示更新:检查视觉模块完成>>
我: 看来成功了。你的色觉想象被阻断了。
我: (虽然“成功”这个说法在这里实在太奇怪了……)
<<set $EyeVisited to true>>
<<set $EyeVisited_PeipeiTalk to true>>
<<jump review>>
===
@@ -656,7 +661,7 @@ position: -171,1128
我: 佩佩,我们用UF画一张图吧
<<show_photo UFManager "normal">>
我: 总算是好了。你恢复正确的绘制能力了
<<set $UFVisited to true>>
<<set $UFVisited_PeipeiTalk to true>>
<<jump review>>
===
@@ -675,7 +680,7 @@ position: 86,1272
佩佩: 其实还挺不错的……比我想象的好多了。
佩佩: 医生,我是你遇到过最矫情的员工吗?
->(一些互动对话,略)
<<character_fade_Out duration>>
<<character_fade_Out 1>>
//////这段对话形式还需要探索下——我需要玩玩coffeetalk等
===
@@ -36,6 +36,8 @@ position: 66,-520
---
///<<播放急切冲进门的声音>>
//<<character_into Peipei>>
<<character_switch_image Peipei_1>>
<<character_fade_in 1>>
佩佩: 对不起,我搞砸了。
我: 佩佩?怎么了?
我: 你眼睛那儿流的是…冷却液吗?
@@ -517,6 +519,7 @@ position: 124,513
//<<fade_out 2>>
<<load_scene ClinicScene>>
<<character_init Peipei_1>>
我: 我想我们失败了,佩佩。
佩佩: 也就是说,现在没有任何办法了治好我了?
我: 我说过我一定会把你治好的……冷静。再想想……
@@ -592,12 +595,10 @@ position: 85,821
佩佩: 什么?……我不知道,他们就让我签了一个协议。
我: 好吧,先别管它了……
我: 看起来数据都汇入了这个自我学习模块……
<<start_transition ViewManager "UFView">>
<<start_transition ViewManager "UFView">>
<<hide_dialog>>
->执行绘图
<<UFprocess UFManager "liuying1-3" "广告尝试2" true>>
<<hide_dialog>>
<<wait 5>>
///替代描述: 【观察自我学习模块的预览窗口】
///替代描述: 【看到画面被UF揉碎、扭曲、变成罐头图片】
我: 这个过程……无法被停止。
@@ -622,7 +623,9 @@ position: 85,821
佩佩: 它回来了,想象力……回来了。我已经好久没有看到过颜色了,医生…帮我把色觉插上吧。
///没插上之前是想象颜色吧,强调下插上后的感觉,就是不用想象颜色了,肯定和想象还是不一样的
->执行色觉连接操作
<<fade_in 2>>
<<reconnected_line LineManager MemoryEye>>
<<fade_out 2>>
<<set $EyeVisited_PeipeiTalk2 to false>>
<<set $UFVisited_PeipeiTalk2 to false>>
<<jump ColorRecover>>
@@ -13,10 +13,11 @@ position: 0,0
title: Test1
position: 55,-1208
---
<<character_switch_image Peipei_1>>
<<character_fade_in 1>>
我:坚持住,佩佩。
我:我们还剩…三个小时。我们开始吧。
///进入维修界面
<<load_scene 佩佩视觉模块>>
///设置成UF模块缺失的状态
<<Set_ViewVisualState ViewManager "ColorView" 1>>
@@ -333,7 +334,7 @@ position: 55,-1208
我: ……
我: 不。好像还有一个……不愿意被忘掉的记忆。
->播放给医生的留言
<<search_memory MemoryManager "liuying1-1">>
<<search_memory MemoryManager "liuying3-1">>
我: ……
->忘了这一切吧。
->我们怎么到今天这步的?
@@ -457,7 +458,7 @@ position: 55,-1208
我: 这是完成了吗?我已经……完全看不到颜色了。
我: 我们成功了吗……佩佩?
//////总感觉应该要提供机会给玩家->尝试想象颜色23333
<<load_scene 佩佩视觉模块>>
<<start_transition ViewManager "MainView">>
屏幕: 重新启动中
佩佩: 我这是在哪?医生……医生?
我: 别动,我要先把你的背板装好。
@@ -10,8 +10,9 @@ title: ScreenEffect
tags:
---
->黑屏过渡
<<fadeIn ScreenEffect 1 1>>
<<fadeIn ScreenEffect 1>>
<<hide_dialog>>
<<fadeOut ScreenEffect 1>>
<<jump ScreenEffect>>
->震动屏幕
<<shakeScreen ScreenEffect>>
+877 -1
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@@ -1236,7 +1236,7 @@ MonoBehaviour:
runMode: 1
firstTalkSO: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
clinicScene: ClinicScene
testYarnProject: PeipeiTalk
testYarnProject: CutLine
--- !u!4 &719228339
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m_AnchoredPosition: {x: 144, y: 12}
m_SizeDelta: {x: 150, y: 150}
m_Pivot: {x: 1, y: 1}
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+91 -11
View File
@@ -3,30 +3,95 @@ using Yarn.Unity;
using System;
using System.Collections.Generic;
using System.Collections;
using AibisDream;
using System.Linq;
using UnityEngine.UI;
using DG.Tweening;
using System.Numerics;
public class BookManager : MonoBehaviour
{
public Book book; // Reference to the book script
private AutoFlip flipmanager;
public Button CloseBookButton;
public Button OepnBookButton;
private RectTransform bookPos;
public event System.Action OnBookClosed;
void Start()
{
CloseBookButton.onClick.RemoveAllListeners(); // 确保不会重复绑定
CloseBookButton.onClick.AddListener(() =>
{
// 仅关闭书本,不执行额外操作
CloseBook();
});
OepnBookButton.onClick.RemoveAllListeners(); // 确保不会重复绑定
OepnBookButton.onClick.AddListener(() =>
{
ButtonOpenBook();
});
DialogController.Instance.RegisterOptionCommand("listen_closeBook", CombineCloseBook);
flipmanager=book.gameObject.GetComponent<AutoFlip>();
bookPos=book.gameObject.GetComponent<RectTransform>();
// Initially, the book is closed
CloseBook();
}
// Open the book and flip to a specific page
[YarnCommand("OpenBook")]
public void OpenBook()
public void CombineCloseBook(YarnOption[] options)
{
if (!book.gameObject.activeInHierarchy)
var optionDic = options.ToDictionary(item => item.Text, item => item);
Debug.Log("Option dictionary keys: " + string.Join(", ", optionDic.Keys));
if (optionDic.ContainsKey("CloseBook"))
{
// 监听书关闭事件
OnBookClosed -= TriggerCloseBookOption; // 避免重复监听
OnBookClosed += TriggerCloseBookOption;
// 内部方法:当书关闭时触发该选项的逻辑
void TriggerCloseBookOption()
{
optionDic["CloseBook"].SelectOption();
}
}
}
public void ButtonOpenBook()
{
book.gameObject.SetActive(true);
StartCoroutine(OpenBook());
}
[YarnCommand("OpenBook")]
public IEnumerator OpenBook()
{
// 如果书还没有激活,先激活它
if (!book.gameObject.activeInHierarchy)
{
book.gameObject.SetActive(true);
}
// 使用 DoTween 创建一个动画序列
Sequence sequence = DOTween.Sequence();
// 设置初始位置为屏幕外或者其他你想要的位置(根据需求自行设置)
bookPos.anchoredPosition = new UnityEngine.Vector2(bookPos.anchoredPosition.x, -(Screen.height+bookPos.sizeDelta.y)/2);
// 移动到目标位置
sequence.Append(bookPos.DOAnchorPos(UnityEngine.Vector2.zero, 0.5f).SetEase(Ease.OutQuad));
// 等待序列完成
yield return sequence.WaitForCompletion();
}
}
[YarnCommand("Flip")]
public IEnumerator FlipToPageYarnCommand(int parameters)
{
// Parse the target page from the parameters
@@ -36,11 +101,26 @@ public IEnumerator FlipToPageYarnCommand(int parameters)
}
// Close the book
public void CloseBook()
public void CloseBook(Action onCloseCallback = null)
{
if (book.gameObject.activeInHierarchy)
{
book.gameObject.SetActive(false);
}
StartCoroutine(CloseBookCoroutine(onCloseCallback));
}
private IEnumerator CloseBookCoroutine(Action onCloseCallback = null)
{
// 使用 DoTween 创建一个动画序列
Sequence sequence = DOTween.Sequence();
// 动画:将 book 移动回初始位置
sequence.Append(bookPos.DOAnchorPos(new UnityEngine.Vector2(bookPos.anchoredPosition.x, -(Screen.height+bookPos.sizeDelta.y)/2), 0.5f).SetEase(Ease.InQuad));
// 等待动画完成
yield return sequence.WaitForCompletion();
// 动画完成后隐藏 book
book.gameObject.SetActive(false);
OnBookClosed?.Invoke();
}
}
@@ -31,7 +31,7 @@ public class ScreenEffectManager : MonoBehaviour
else
{
Instance = this;
DontDestroyOnLoad(gameObject); // 可选:保持在场景加载之间
//DontDestroyOnLoad(gameObject); // 可选:保持在场景加载之间
}
}
@@ -59,17 +59,23 @@ public class ScreenEffectManager : MonoBehaviour
// 黑屏淡入淡出效果
[YarnCommand("fadeIn")]
public IEnumerator FadeIn(float waitTime, float duration)
public IEnumerator FadeIn(float duration)
{
blackoutPanel.gameObject.SetActive(true);
Sequence fadeInSequence = DOTween.Sequence();
fadeInSequence.Append(blackoutPanel.DOFade(1f, duration));
fadeInSequence.AppendInterval(waitTime);
fadeInSequence.Append(blackoutPanel.DOFade(0f, duration).OnComplete(() =>
//fadeInSequence.AppendInterval(waitTime);
yield return fadeInSequence.WaitForCompletion();
}
[YarnCommand("fadeOut")]
public IEnumerator FadeOut(float duration)
{
Sequence fadeOutSequence = DOTween.Sequence();
fadeOutSequence.Append(blackoutPanel.DOFade(0f, duration).OnComplete(() =>
{
blackoutPanel.gameObject.SetActive(false);
}));
yield return fadeInSequence.WaitForCompletion();
yield return fadeOutSequence.WaitForCompletion();
}
// 红色闪烁效果
+6 -9
View File
@@ -94,6 +94,8 @@ public void CutLine(InteractiveLineSegment originalLineSegment, Vector3 splitPoi
// Immediately destroy the original line segment
Destroy(originalLineSegment.gameObject);
Debug.Log("线销毁了");
StartCoroutine(ScreenEffectManager.Instance.FlashRed(0.3f));
StartCoroutine(ScreenEffectManager.Instance.ShakeScreen());
SaveCutLine(originalLineSegment.name);
// Start the coroutine to destroy the new line segments after fade in and out
@@ -102,17 +104,12 @@ public void CutLine(InteractiveLineSegment originalLineSegment, Vector3 splitPoi
private IEnumerator DestroyNewSegmentsAfterFade(GameObject firstLineSegmentObject, GameObject secondLineSegmentObject,InteractiveLineSegment originalLineSegment)
{
// Assume FadeIn() is a method that starts the fade in animation and returns the duration of the animation
float fadeDuration = 2f;
DialogController.FadeIn(fadeDuration);
// Wait for the fade in animation to finish
// Destroy the new line segments
yield return new WaitForSeconds(fadeDuration);
yield return new WaitForSeconds(1.5f);
yield return StartCoroutine(ScreenEffectManager.Instance.FadeIn(1));
Destroy(firstLineSegmentObject);
Destroy(secondLineSegmentObject);
// Assume FadeOut() is a method that starts the fade out animation and returns the duration of the animation
DialogController.FadeOut(fadeDuration);
yield return new WaitForSeconds(fadeDuration);
yield return StartCoroutine(ScreenEffectManager.Instance.FadeOut(1));
originalLineSegment.Option.SelectOption();
}
+2 -2
View File
@@ -39,14 +39,14 @@ public class TaskManager : MonoBehaviour
[YarnCommand("task_moveIn")]
public void Task_moveIn()
{
pos.DOAnchorPosY(-150f,1f);
pos.DOAnchorPosY(-pos.sizeDelta.y/4,1f);
}
[YarnCommand("task_moveOut")]
public void Task_moveOut()
{
pos.DOAnchorPosY(160f,1f);
pos.DOAnchorPosY(pos.sizeDelta.y/3.5f,1f);
}
[YarnCommand("add_task")]