diff --git a/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs b/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs index 98e43a63b..5f6a54aff 100644 --- a/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs +++ b/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs @@ -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) { diff --git a/Assets/Prototype/佩佩/Scripts/UFProcess.cs b/Assets/Prototype/佩佩/Scripts/UFProcess.cs index 2b3bf8737..093b4d9c3 100644 --- a/Assets/Prototype/佩佩/Scripts/UFProcess.cs +++ b/Assets/Prototype/佩佩/Scripts/UFProcess.cs @@ -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() { diff --git a/Assets/Prototype/佩佩/佩佩视觉模块.unity b/Assets/Prototype/佩佩/佩佩视觉模块.unity index 12f2caa45..cfbb2d157 100644 --- a/Assets/Prototype/佩佩/佩佩视觉模块.unity +++ b/Assets/Prototype/佩佩/佩佩视觉模块.unity @@ -7180,7 +7180,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} - 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serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 spriteSheet: serializedVersion: 2 sprites: [] diff --git a/Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF2.png b/Assets/Resources/Art/Book/BookPeipeiUF2.png similarity index 100% rename from Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF2.png rename to Assets/Resources/Art/Book/BookPeipeiUF2.png diff --git a/Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF2.png.meta b/Assets/Resources/Art/Book/BookPeipeiUF2.png.meta similarity index 89% rename from Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF2.png.meta rename to Assets/Resources/Art/Book/BookPeipeiUF2.png.meta index 93b38e399..780c857ce 100644 --- a/Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF2.png.meta +++ b/Assets/Resources/Art/Book/BookPeipeiUF2.png.meta @@ -106,6 +106,19 @@ TextureImporter: ignorePlatformSupport: 0 androidETC2FallbackOverride: 0 forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 spriteSheet: serializedVersion: 2 sprites: [] diff --git a/Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF3.png b/Assets/Resources/Art/Book/BookPeipeiUF3.png similarity index 100% rename from Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF3.png rename to Assets/Resources/Art/Book/BookPeipeiUF3.png diff --git a/Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF3.png.meta b/Assets/Resources/Art/Book/BookPeipeiUF3.png.meta similarity index 89% rename from Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF3.png.meta rename to Assets/Resources/Art/Book/BookPeipeiUF3.png.meta index 4d585cac8..f220d0454 100644 --- a/Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF3.png.meta +++ b/Assets/Resources/Art/Book/BookPeipeiUF3.png.meta @@ -106,6 +106,19 @@ TextureImporter: ignorePlatformSupport: 0 androidETC2FallbackOverride: 0 forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 spriteSheet: serializedVersion: 2 sprites: [] diff --git a/Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF4.png b/Assets/Resources/Art/Book/BookPeipeiUF4.png similarity index 100% rename from Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF4.png rename to Assets/Resources/Art/Book/BookPeipeiUF4.png diff --git a/Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF4.png.meta b/Assets/Resources/Art/Book/BookPeipeiUF4.png.meta similarity index 89% rename from Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF4.png.meta rename to Assets/Resources/Art/Book/BookPeipeiUF4.png.meta index f8f048ae9..43c1df91f 100644 --- a/Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF4.png.meta +++ b/Assets/Resources/Art/Book/BookPeipeiUF4.png.meta @@ -106,6 +106,19 @@ TextureImporter: ignorePlatformSupport: 0 androidETC2FallbackOverride: 0 forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 spriteSheet: serializedVersion: 2 sprites: [] diff --git a/Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF5.png b/Assets/Resources/Art/Book/BookPeipeiUF5.png similarity index 100% rename from Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF5.png rename to Assets/Resources/Art/Book/BookPeipeiUF5.png diff --git a/Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF5.png.meta b/Assets/Resources/Art/Book/BookPeipeiUF5.png.meta similarity index 89% rename from Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF5.png.meta rename to Assets/Resources/Art/Book/BookPeipeiUF5.png.meta index 21c524167..843a8e6a0 100644 --- a/Assets/Plugins/Book-Page Curl/Example/sprites/BookPeipeiUF5.png.meta +++ b/Assets/Resources/Art/Book/BookPeipeiUF5.png.meta @@ -106,6 +106,19 @@ TextureImporter: ignorePlatformSupport: 0 androidETC2FallbackOverride: 0 forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 spriteSheet: serializedVersion: 2 sprites: [] diff --git a/Assets/Resources/Art/Memory/liuying1-1.png b/Assets/Resources/Art/Memory/liuying1-1.png index 48de7cbc4..188317b23 100644 Binary files a/Assets/Resources/Art/Memory/liuying1-1.png and b/Assets/Resources/Art/Memory/liuying1-1.png differ diff --git a/Assets/Resources/Art/Memory/liuying1-2.png b/Assets/Resources/Art/Memory/liuying1-2.png index e6638c50d..55819db9e 100644 Binary files a/Assets/Resources/Art/Memory/liuying1-2.png and b/Assets/Resources/Art/Memory/liuying1-2.png differ diff --git a/Assets/Resources/Art/Memory/liuying1-3.png b/Assets/Resources/Art/Memory/liuying1-3.png index f7d17cfa4..049f18ce0 100644 Binary files a/Assets/Resources/Art/Memory/liuying1-3.png and b/Assets/Resources/Art/Memory/liuying1-3.png differ diff --git a/Assets/Resources/Materials/MemoryColor.mat b/Assets/Resources/Materials/MemoryColor.mat index ea0531edd..db0f8bc2c 100644 --- a/Assets/Resources/Materials/MemoryColor.mat +++ b/Assets/Resources/Materials/MemoryColor.mat @@ -164,7 +164,7 @@ Material: - _DirectionalAlphaFadeNoiseFactor: 0.2 - _DirectionalAlphaFadeRotation: 0 - _DirectionalAlphaFadeWidth: 0.2 - - _DirectionalDistortionFade: -2 + - _DirectionalDistortionFade: -14 - _DirectionalDistortionInvert: 0 - _DirectionalDistortionNoiseFactor: 0.2 - _DirectionalDistortionRandomDirection: 0.1 diff --git a/Assets/Resources/Yarn/Book/Book1.yarn b/Assets/Resources/Yarn/Book/Book1.yarn index 3ed9e6652..04a011c48 100644 --- a/Assets/Resources/Yarn/Book/Book1.yarn +++ b/Assets/Resources/Yarn/Book/Book1.yarn @@ -2,13 +2,12 @@ tags: --- <> -<> - +//<> ->打开书并翻到第四页 <> <> //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 diff --git a/Assets/Resources/Yarn/PeipeiTalk/PeipeiTalk1.yarn b/Assets/Resources/Yarn/PeipeiTalk/PeipeiTalk1.yarn index c5671e00b..00acec59a 100644 --- a/Assets/Resources/Yarn/PeipeiTalk/PeipeiTalk1.yarn +++ b/Assets/Resources/Yarn/PeipeiTalk/PeipeiTalk1.yarn @@ -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。 -<> +<> ///表示UF模块在当前维修阶段是否已经进入过了 -<> +<> <> <> @@ -78,8 +78,8 @@ position: 69,-488 ->查询手册 <> <> -///[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 <> ///确认当前的试图状态为头部的概览视图 <> -<> -<> -<> +<> +<> +<> ///表示视觉模块在当前维修阶段是否已经进入过了 -<> +<> ///表示UF模块在当前维修阶段是否已经进入过了 -<> +<> ///表示记忆模块在当前维修阶段是否已经进入过了 -<> -<> +<> +<> ///表示UF模块在当前维修阶段是否已经进入过了 -<> +<> ///表示记忆模块在当前维修阶段是否已经进入过了 -<> -<> +<> +<> 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 /] <> === title: Choice -position: 76,21 +position: 76,20 --- <> -<> -<> +<> +<> 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。 <> -<> +<> <> <> <> -<> +<> 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 - <> -<> + <> +<> 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 - <> -<> + <> +<> 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 - <> -<> - <> + <> +<> + <> 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 <> <> <> -<> +<> 我: 我好像明白了…… <> <> @@ -165,8 +165,8 @@ position: 76,21 -> UFView //插入UF模块 <> - <> - <> + <> + <> ///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 <> <> - [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 <> <> - [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。 <> - <> + <> 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 <> - <> - <> + <> + <> 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。 <> @@ -239,7 +239,7 @@ position: 76,21 <> ->先看看其他模块 <> - <> + <> 我: 视觉的报错需要查查 ->检查视觉 <> @@ -253,8 +253,8 @@ position: 76,21 -> MemoryView //插入Memory模块 <> - <> - <> + <> + <> 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 <> -<> +<> 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 <> <> -[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 <> <> -[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? - <> + <> 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。 <> 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 <> 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 - <> + <> <> ->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。 - <> + <> <> <> === @@ -524,6 +524,8 @@ position: -266,367 ->检查手册 <> <> +[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。 -<> +<> <> +<> + <> === title: Surgery @@ -565,6 +569,7 @@ position: 85,821 --- /////头部视角-视觉-记忆桥截断术 //<> + [command name=activate_socket_choice /] [options /] -> MemoryEyeScissor <> @@ -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。 - <> - <> + <> + <> <> -> 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。 -// <> -// <> +// <> +// <> // <> === @@ -603,22 +608,22 @@ title: review position: 85,1052 --- <> -<> +<> ->检查视觉 <> ->进行绘图测试 <> -<> +<> 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 <> -<> +<> 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 <> -<> +<> 我: 好,都没问题了。 -->结束治疗<> +->结束治疗<> <> <> @@ -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……) -<> +<> <> === @@ -656,7 +661,7 @@ position: -171,1128 我: 佩佩,我们用UF画一张图吧 <> 我: 总算是好了。你恢复正确的绘制能力了 -<> +<> <> === @@ -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) - <> + <> //////这段对话形式还需要探索下——我需要玩玩coffeetalk等 === diff --git a/Assets/Resources/Yarn/PeipeiTalk2/PeipeiTalk2.yarn b/Assets/Resources/Yarn/PeipeiTalk2/PeipeiTalk2.yarn index 9456a78cd..c64e01305 100644 --- a/Assets/Resources/Yarn/PeipeiTalk2/PeipeiTalk2.yarn +++ b/Assets/Resources/Yarn/PeipeiTalk2/PeipeiTalk2.yarn @@ -36,6 +36,8 @@ position: 66,-520 --- ///<<播放急切冲进门的声音>> //<> +<> +<> 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 //<> <> +<> 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…… -<> + <> <> ->执行绘图 <> - <> - <> ///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 + <> <> + <> <> <> <> diff --git a/Assets/Resources/Yarn/PeipeiTalk3/PeipeiTalk3.yarn b/Assets/Resources/Yarn/PeipeiTalk3/PeipeiTalk3.yarn index 7fa3ef154..70e1b1e8c 100644 --- a/Assets/Resources/Yarn/PeipeiTalk3/PeipeiTalk3.yarn +++ b/Assets/Resources/Yarn/PeipeiTalk3/PeipeiTalk3.yarn @@ -13,10 +13,11 @@ position: 0,0 title: Test1 position: 55,-1208 --- +<> +<> 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 - <> ///设置成UF模块缺失的状态 <> @@ -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 -<> +<> 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 -<> +<> 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。 diff --git a/Assets/Resources/Yarn/ScreenEffect/ScreenEffect1.yarn b/Assets/Resources/Yarn/ScreenEffect/ScreenEffect1.yarn index 1afa579a7..ceb5140ba 100644 --- a/Assets/Resources/Yarn/ScreenEffect/ScreenEffect1.yarn +++ b/Assets/Resources/Yarn/ScreenEffect/ScreenEffect1.yarn @@ -10,8 +10,9 @@ title: ScreenEffect tags: --- ->黑屏过渡 - <> + <> <> + <> <> ->震动屏幕 <> diff --git a/Assets/Scenes/Persistence.unity b/Assets/Scenes/Persistence.unity index c0758f427..8409a6572 100644 --- a/Assets/Scenes/Persistence.unity +++ b/Assets/Scenes/Persistence.unity @@ -1236,7 +1236,7 @@ MonoBehaviour: runMode: 1 firstTalkSO: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2} clinicScene: ClinicScene - 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{fileID: 1343879457} - {fileID: 1009826577} - {fileID: 1655147933} + - {fileID: 1654679524} diff --git a/Assets/Scripts/FixSystem/Book/BookManager.cs b/Assets/Scripts/FixSystem/Book/BookManager.cs index 90089be1e..10cf0e87e 100644 --- a/Assets/Scripts/FixSystem/Book/BookManager.cs +++ b/Assets/Scripts/FixSystem/Book/BookManager.cs @@ -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(); + bookPos=book.gameObject.GetComponent(); // 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(); + } + } + diff --git a/Assets/Scripts/FixSystem/Effect/ScreenEffectManager.cs b/Assets/Scripts/FixSystem/Effect/ScreenEffectManager.cs index 51701e476..73817c66a 100644 --- a/Assets/Scripts/FixSystem/Effect/ScreenEffectManager.cs +++ b/Assets/Scripts/FixSystem/Effect/ScreenEffectManager.cs @@ -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 diff --git a/Assets/Scripts/FixSystem/Line/LineManager.cs b/Assets/Scripts/FixSystem/Line/LineManager.cs index 468ce0936..6a43da479 100644 --- a/Assets/Scripts/FixSystem/Line/LineManager.cs +++ b/Assets/Scripts/FixSystem/Line/LineManager.cs @@ -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(); } diff --git a/Assets/Scripts/Task/TaskManager.cs b/Assets/Scripts/Task/TaskManager.cs index 1159b145b..4e37027c7 100644 --- a/Assets/Scripts/Task/TaskManager.cs +++ b/Assets/Scripts/Task/TaskManager.cs @@ -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")]