石头Day2

This commit is contained in:
2024-12-29 03:19:06 +08:00
parent 381a691c84
commit 915044d55c
32 changed files with 4496 additions and 3766 deletions
+120 -41
View File
@@ -5,6 +5,7 @@ using AibisDream.FixSystem;
using AibisDream.Framework;
using AibisDream.Kit;
using DG.Tweening;
using UnityEditor;
using UnityEngine;
namespace AibisDream
@@ -13,18 +14,29 @@ namespace AibisDream
{
#region
[SerializeField] private GameObject gearPrefab;
[SerializeField] private GameObject shaftPrefab;
private Shaft[] _shafts;
public GameObject gearPrefab;
public GameObject shaftPrefab;
private Transform _panel;
private SpriteRenderer _cover;
private Transform _coverStick;
private Transform _needle;
private ShaftGraph _shaftGraph;
#endregion
public Vector3 coverUpPos;
public Vector3 coverDownPos;
private ShaftGraph _shaftGraph;
public Vector3 panelOpenPos;
public Vector3 panelClosePos;
public Vector3 needleEmptyPos;
public Vector3[] needlePosArr;
public float needleDuration;
private bool _isTargetReached;
private bool _isDiscReady;
private void Awake()
{
@@ -36,14 +48,20 @@ namespace AibisDream
public void Init()
{
FixSystemCenter.SystemDic.Register(this);
_shafts = GetComponentsInChildren<Shaft>();
_cover = transform.Find("Cover").GetComponent<SpriteRenderer>();
_coverStick = transform.Find("Cover Stick");
_panel = transform.Find("Empty Shafts Panel");
_needle = transform.Find("Needle");
}
public void Start()
{
_shaftGraph = new ShaftGraph(_shafts);
_shaftGraph?.Clear();
var shafts = transform.Find("Shafts").GetComponentsInChildren<Shaft>();
var panelShafts = _panel.GetComponentsInChildren<Shaft>();
_shaftGraph = new ShaftGraph(shafts, panelShafts);
_panel.gameObject.SetActive(false);
}
#endregion
@@ -70,25 +88,6 @@ namespace AibisDream
return _shaftGraph.CheckGearSuitable(sourceShaft, gearRadius);
}
/// <summary>
/// 生成齿轮
/// </summary>
/// <param name="pos">位置</param>
/// <param name="radius">半径</param>
/// <param name="sprite">齿轮图片</param>
/// <param name="isBroken">齿轮已损坏</param>
/// <returns>齿轮Obj</returns>
public GameObject InitGear(Vector3 pos, float radius, Sprite sprite, bool isBroken = false)
{
GameObject gearObj = Instantiate(gearPrefab, pos, Quaternion.identity);
gearObj.transform.parent = transform.Find("Gears").transform;
Gear gear = gearObj.GetComponent<Gear>();
gear.radius = radius;
gear.gearSprite = sprite;
gear.isBroken = isBroken;
return gearObj;
}
/// <summary>
/// 某个轴上齿轮发生变化时更新临接关系
/// </summary>
@@ -98,10 +97,32 @@ namespace AibisDream
_shaftGraph?.ChangeVertex(shaftId);
}
public void Succeed()
#region
public void CheckGearSystemState()
{
Debug.Log("达成目标");
DialogController.Instance.StartDialogNode("齿轮系统状态变化");
}
public void ReachTargetSpeed()
{
if (!_isTargetReached)
{
DialogController.Instance?.SetVariable("$speedReached", true);
_isTargetReached = true;
}
}
public void ResetTargetState()
{
if (_isTargetReached)
{
DialogController.Instance?.SetVariable("$speedReached", false);
_isTargetReached = false;
}
}
#endregion
public IEnumerator OpenCover()
{
@@ -125,6 +146,33 @@ namespace AibisDream
yield return _coverStick.DORotate(new Vector3(0, 0, 0), 1.5f).WaitForCompletion();
}
public IEnumerator OpenGearPanel()
{
_panel.gameObject.SetActive(true);
yield return _panel.DOLocalMove(panelOpenPos, 1f).WaitForCompletion();
}
public IEnumerator CloseGearPanel()
{
yield return _panel.DOLocalMove(panelClosePos, 1f).WaitForCompletion();
_panel.gameObject.SetActive(false);
}
public IEnumerator MoveNeedle(int discIdx)
{
Vector3 target;
if (discIdx > needlePosArr.Length || discIdx <= 0)
{
target = needleEmptyPos;
}
else
{
target = needlePosArr[discIdx - 1];
}
yield return _needle.DORotate(target, needleDuration).WaitForCompletion();
}
#region
public static string DataPath = Application.streamingAssetsPath + "/LevelData/GearSystem/";
@@ -164,23 +212,51 @@ namespace AibisDream
private void LoadByData(GearSystemData gearSystemData)
{
// 先清除
var shaftRoot = transform.Find("Shafts");
var shaftsObj = shaftRoot.GetComponentsInChildren<Shaft>();
var shaftsObj = GetComponentsInChildren<Shaft>(true);
foreach (var oldShaft in shaftsObj)
{
#if UNITY_EDITOR
DestroyImmediate(oldShaft.gameObject);
if (!EditorApplication.isPlaying)
{
DestroyImmediate(oldShaft.gameObject);
}
else
{
Destroy(oldShaft.gameObject);
}
#else
Destory(oldShaft.gameObject);
Destroy(oldShaft.gameObject);
#endif
}
// 再添加
foreach (var shaftData in gearSystemData.shaftLevelDataArray)
var shaftRoot = transform.Find("Shafts");
var shafts = new Shaft[gearSystemData.shaftLevelDataArray.Length];
for (int i = 0; i < gearSystemData.shaftLevelDataArray.Length; i++)
{
var newShaft = Instantiate(shaftPrefab, shaftRoot).GetComponent<Shaft>();
newShaft.Load(shaftData);
newShaft.Load(gearSystemData.shaftLevelDataArray[i]);
shafts[i] = newShaft;
}
var panelShaftRoot = transform.Find("Empty Shafts Panel");
var panelShafts = new Shaft[gearSystemData.panelShaftArray.Length];
for (int i = 0; i < gearSystemData.panelShaftArray.Length; i++)
{
var newShaft = Instantiate(shaftPrefab, panelShaftRoot).GetComponent<Shaft>();
newShaft.Load(gearSystemData.panelShaftArray[i]);
panelShafts[i] = newShaft;
}
_cover = transform.Find("Cover").GetComponent<SpriteRenderer>();
_coverStick = transform.Find("Cover Stick");
_panel = transform.Find("Empty Shafts Panel");
#if UNITY_EDITOR
if (!EditorApplication.isPlaying) return;
#endif
_shaftGraph?.Clear();
_shaftGraph = new ShaftGraph(shafts, panelShafts);
}
public override void Save()
@@ -197,17 +273,19 @@ namespace AibisDream
private void SaveByKey(string key)
{
var shaftsObj = transform.Find("Shafts").GetComponentsInChildren<Shaft>();
var shaftDataArray = new ShaftLevelData[shaftsObj.Length];
for (int i = 0; i < shaftDataArray.Length; i++)
{
shaftDataArray[i] = shaftsObj[i].Save();
}
var shaftDataArray = transform.Find("Shafts")
.GetComponentsInChildren<Shaft>()
.Select(shaft => shaft.Save())
.ToArray();
var panelShaftArray = transform.Find("Empty Shafts Panel")
.GetComponentsInChildren<Shaft>()
.Select(shaft => shaft.Save())
.ToArray();
var data = new GearSystemData
{
shaftLevelDataArray = shaftDataArray
shaftLevelDataArray = shaftDataArray,
panelShaftArray = panelShaftArray
};
ConfigUtil.Instance.SaveConfig(data, DataPath + key);
@@ -226,5 +304,6 @@ namespace AibisDream
public struct GearSystemData
{
public ShaftLevelData[] shaftLevelDataArray;
public ShaftLevelData[] panelShaftArray;
}
}