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2025-02-12 15:12:00 +08:00
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commit 94e01a9baa
33 changed files with 3426 additions and 618 deletions
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<<indoor>>
<<load_scene 佩佩视觉模块>>
<<jump Choice>>
<<load_scene ExpressFixScene>>
<<switch_fix_system_to BodyModule>>
aaa: <notype>不答应</notype>这也行
===
title: Choice
title: LungPlugIn
tags:
---
<<start_transition ViewManager "MainView">>
->进入视觉
<<start_transition ViewManager "EyeView">>
我: 返回
<<jump Choice>>
->进入记忆
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我: 返回
<<jump Choice>>
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我: 返回
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LungModule: 肺部模块已连接
LungModule: 等待下一步指令
-> 分析
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<<clear_screen>>
Analysing: A部分正常
Analysing: B部分异常
Analysing: C部分分析中
<<close_screen>>
-> 返回
<<close_screen>>
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RectTransform:
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@@ -0,0 +1,85 @@
using System;
using System.Collections;
using AibisDream.Framework;
using Yarn.Unity;
namespace AibisDream
{
public static class BaseYarnCommand
{
#region
[YarnCommand("NextYarn")]
public static void NextYarn()
{
EnumEventSystem.Global.Send(EventEnum.NextYarn);
DialogController.Instance.ClearVariables();
DialogController.Instance.StartCoroutine(GameLoopManager.Instance.NextSceneSo());
}
[YarnCommand("switch_tv")]
public static void SwitchTV(string picName)
{
MainUIController.Instance.SwitchTV(picName);
}
[YarnCommand("show_tv_scene")]
public static void ShowTVScene(float duration)
{
MainUIController.Instance.TVFadeIn(duration);
}
[YarnCommand("load_scene")]
public static IEnumerator LoadScene(string sceneName, float duration = 1)
{
HideDialog();
yield return SceneLoader.Instance.LoadSceneAsync(sceneName);
AudioManager.PlayAmb2Audio("amb_general");
}
[YarnCommand("unload_scene")]
public static IEnumerator UnloadScene(string sceneName)
{
yield return SceneLoader.Instance.UnloadSceneAsync(sceneName);
}
[YarnCommand("hide_dialog")]
public static void HideDialog()
{
DialogCanvasManager.Instance.HideDialog();
}
[YarnCommand("fade_in")]
public static IEnumerator FadeIn(float duration)
{
return MainUIController.Instance.FadeInSync(duration);
}
[YarnCommand("fade_out")]
public static IEnumerator FadeOut(float duration)
{
return MainUIController.Instance.FadeOutSync(duration);
}
[YarnCommand("show_obj")]
public static IEnumerator ShowObj(string picName)
{
return MainUIController.Instance.ShowObj(picName);
}
[YarnCommand("hide_obj")]
public static IEnumerator HideObj()
{
return MainUIController.Instance.HideObj();
}
[YarnCommand("switch_dialog_viewer")]
public static void SwitchDialogViewer(string viewerTypeStr)
{
var viewType = Enum.Parse<DialogViewType>(viewerTypeStr);
DialogCanvasManager.Instance.SwitchDialogView(viewType);
}
#endregion
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 84356e44c7a2458e89a26f5539c34587
timeCreated: 1739095555
@@ -141,89 +141,11 @@ namespace AibisDream
/// </summary>
public void JumpLine()
{
if (!DialogCanvasManager.GetCurView().TrySkipLine())
if (!DialogCanvasManager.Instance.TrySkipLine())
{
AudioManager.Instance.StopVoice();
DialogCanvasManager.GetCurView().NextStep();
DialogCanvasManager.Instance.NextStep();
}
}
#region
[YarnCommand("NextYarn")]
public static void NextYarn()
{
EnumEventSystem.Global.Send(EventEnum.NextYarn);
Instance.ClearVariables();
Instance.StartCoroutine(GameLoopManager.Instance.NextSceneSo());
}
[YarnCommand("switch_tv")]
public static void SwitchTV(string picName)
{
MainUIController.Instance.SwitchTV(picName);
}
[YarnCommand("show_tv_scene")]
public static void ShowTVScene(float duration)
{
MainUIController.Instance.TVFadeIn(duration);
}
[YarnCommand("load_scene")]
public static IEnumerator LoadScene(string sceneName, float duration = 1)
{
HideDialog();
yield return SceneLoader.Instance.LoadSceneAsync(sceneName);
DialogCanvasManager.Instance.SwitchDialogView(sceneName == "ClinicScene"
? DialogViewType.Bubble
: DialogViewType.OldBox);
AudioManager.PlayAmb2Audio("amb_general");
}
[YarnCommand("unload_scene")]
public static IEnumerator UnloadScene(string sceneName)
{
yield return SceneLoader.Instance.UnloadSceneAsync(sceneName);
}
[YarnCommand("hide_dialog")]
public static void HideDialog()
{
DialogCanvasManager.GetCurView().HideDialog();
}
[YarnCommand("fade_in")]
public static IEnumerator FadeIn(float duration)
{
return MainUIController.Instance.FadeInSync(duration);
}
[YarnCommand("fade_out")]
public static IEnumerator FadeOut(float duration)
{
return MainUIController.Instance.FadeOutSync(duration);
}
[YarnCommand("show_obj")]
public static IEnumerator ShowObj(string picName)
{
return MainUIController.Instance.ShowObj(picName);
}
[YarnCommand("hide_obj")]
public static IEnumerator HideObj()
{
return MainUIController.Instance.HideObj();
}
[YarnCommand("switch_dialog_view")]
public static void SwitchDialogView(string viewName)
{
DialogCanvasManager.Instance.SwitchDialogView(Enum.Parse<DialogViewType>(viewName));
}
#endregion
}
}
+6 -7
View File
@@ -1,7 +1,6 @@
using System;
using AibisDream.Framework;
using AibisDream.Utility;
using UnityEngine;
using Yarn.Unity;
namespace AibisDream
@@ -17,12 +16,12 @@ namespace AibisDream
if (_isInCommand)
{
DialogCanvasManager.GetCurView().HideDialog();
DialogCanvasManager.Instance.HideDialog();
base.RunLine(dialogueLine, onDialogueLineFinished);
return;
}
EnumEventSystem.Global.Send(DialogEventEnum.LineStart, DialogLine.GetLine(dialogueLine));
EnumEventSystem.Global.Send(DialogEventEnum.LineStart, DialogText.GetLine(dialogueLine));
Action jumpVoice = SkipVoice;
HandleLineOutput(dialogueLine, jumpVoice, onDialogueLineFinished);
@@ -36,7 +35,7 @@ namespace AibisDream
private void HandleLineOutput(LocalizedLine dialogueLine, Action onTextShowed, Action onDialogueLineFinished)
{
DialogCanvasManager.GetCurView().ShowLine(dialogueLine.TextWithoutCharacterName.Text,
DialogCanvasManager.Instance.ShowLine(dialogueLine.TextWithoutCharacterName.Text,
dialogueLine.GetCharacterVo(), onDialogueLineFinished, onTextShowed, dialogueLine.IsAutoSkipLine());
}
@@ -59,14 +58,14 @@ namespace AibisDream
{
if (_isInCommand)
{
DialogCanvasManager.GetCurView().HideDialog();
DialogCanvasManager.Instance.HideDialog();
base.RunOptions(dialogueOptions, onOptionSelected);
return;
}
EnumEventSystem.Global.Send(DialogEventEnum.OptionShow);
var options = DialogOption.GeneOptions(dialogueOptions, onOptionSelected);
DialogCanvasManager.GetCurView().ShowOptions(options);
DialogCanvasManager.Instance.ShowOptions(options);
}
}
}
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 83fe8dca776a36745b37708facb03b40
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,229 @@
using System;
using System.Collections;
using AibisDream.Framework;
using AibisDream.Kit;
using DG.Tweening;
using Febucci.UI;
using TMPro;
using UnityEngine;
namespace AibisDream.FixSystem
{
public class ScreenSystem : MonoBehaviour, IScreen, IDialogView
{
private static readonly int DirectionalAlphaFadeFade = Shader.PropertyToID("_DirectionalAlphaFadeFade");
#region
public float rotateDuration = 0.5f;
#endregion
#region
private Transform _textScreen;
[SerializeField] private TMP_Text title;
[SerializeField] private TMP_Text text;
[SerializeField] private TypewriterByCharacter textTypewriter;
[SerializeField] private SpriteRenderer screenImage;
private Material _imageMaterial;
private IUnRegister _plugOutRmv;
private Action _nextStep;
#endregion
private void Awake()
{
InitComponentRefs();
Register();
}
private void InitComponentRefs()
{
_textScreen = transform.Find("旋转屏幕");
_imageMaterial = screenImage.material;
}
private void Register()
{
FixSystemCenter.SystemDic.Register(this);
DialogCanvasManager.Instance.RegisterDialogView(DialogViewType.Screen, this);
textTypewriter.onTextShowed.AddListener(() => StartCoroutine(AutoNextStep()));
}
private void OnDestroy()
{
FixSystemCenter.SystemDic.Unregister<ScreenSystem>();
DialogCanvasManager.Instance.UnregisterDialogView(DialogViewType.Screen);
}
#region
public void OpenTextScreen()
{
// 旋转
_textScreen.DORotate(new Vector3(0, 0, 0), rotateDuration);
}
public void ShowTitle(string targetTitle)
{
title.text = targetTitle;
}
public void ShowText(string targetText)
{
// 获取旧文字
var oldText = text.text;
// if (!string.IsNullOrWhiteSpace(oldText))
// {
// // 去掉notype标签,并且加上新的
// var rawOldText = oldText.Replace("<notype>", "").Replace("</notype>", "");
// oldText = "<notype> " + rawOldText + " </notype>";
// }
// 显示文字
textTypewriter.ShowText(oldText + targetText);
}
public Tween ShowImage(Sprite sprite)
{
// 先回归隐藏状态
_imageMaterial.SetFloat(DirectionalAlphaFadeFade, 0);
// 切换图片
screenImage.sprite = sprite;
// 逐渐展示
return DOTween.To(() => _imageMaterial.GetFloat(DirectionalAlphaFadeFade),
value => _imageMaterial.SetFloat(DirectionalAlphaFadeFade, value), 10f, 1f);
}
public void ClearImage()
{
_imageMaterial.SetFloat(DirectionalAlphaFadeFade, 0);
screenImage.sprite = null;
}
public void ClearTextScreen()
{
title.text = "";
text.SetText("");
}
public void CloseTextScreen()
{
// 先清除文字
ClearTextScreen();
// 旋转隐藏
_textScreen.DORotate(new Vector3(0, 0, -90), rotateDuration, RotateMode.FastBeyond360);
}
#endregion
#region
/// <summary>
/// 插头链接时播放内容
/// </summary>
/// <param name="sprite">需要播放的图片</param>
/// <returns></returns>
public IEnumerator OnLink(Sprite sprite)
{
EnumEventSystem.Global.Send(EventEnum.OpenScreen);
// 右侧加载图片
var tween = ShowImage(sprite);
yield return tween.WaitForCompletion();
// 左侧打开副屏
OpenTextScreen();
yield return new WaitForSeconds(rotateDuration + 0.2f);
}
/// <summary>
/// 收回屏幕时触发
/// </summary>
/// <returns></returns>
public IEnumerator OnUnlink()
{
// 隐藏图片
ClearImage();
yield return new WaitForSeconds(0.3f);
// 左侧回收屏幕
CloseTextScreen();
yield return new WaitForSeconds(rotateDuration + 0.2f);
EnumEventSystem.Global.Send(EventEnum.CloseScreen);
}
#endregion
#region
public void ShowLine(string dialogLine, CharacterVo character, Action nextStep, Action onTextShowed = null,
bool isAutoSkip = false)
{
ShowTitle(character.GetActorName());
ShowText(dialogLine);
// 每行自动跳过
_nextStep = nextStep;
}
public void ShowOptions(DialogOption[] dialogueOptions)
{
Debug.Log("不能在显示屏显示对话");
}
public void HideDialog()
{
// HideDialog应该由其他函数控制
}
public bool TrySkipLine()
{
// 这里不能跳过对话
return true;
}
public void NextStep()
{
// 这里不能手动跳到下一行
}
private IEnumerator AutoNextStep()
{
yield return new WaitForSeconds(0.2f);
_nextStep?.Invoke();
_nextStep = null;
}
#endregion
}
/// <summary>
/// 屏幕接口
/// </summary>
public interface IScreen
{
// 打开副屏
void OpenTextScreen();
// 显示标题文字
void ShowTitle(string title);
// 显示正文
void ShowText(string text);
// 显示图片
Tween ShowImage(Sprite sprite);
// 清除图片
void ClearImage();
// 清空屏幕
void ClearTextScreen();
// 关闭副屏
void CloseTextScreen();
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 238cb3d3aad51b84e93ef35bdd1c5536
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,30 @@
using System.Collections;
using UnityEngine;
using Yarn.Unity;
namespace AibisDream.FixSystem
{
public static class ScreenYarnCommand
{
private static ScreenSystem ScreenSystem => FixSystemCenter.SystemDic.Get<ScreenSystem>();
[YarnCommand("open_screen")]
public static IEnumerator OpenScreen()
{
Sprite sprite = Resources.Load<Sprite>("Art/Obj/gear");
return ScreenSystem.OnLink(sprite);
}
[YarnCommand("close_screen")]
public static IEnumerator CloseScreen()
{
return ScreenSystem.OnUnlink();
}
[YarnCommand("clear_screen")]
public static void ClearTextScreen()
{
ScreenSystem.ClearTextScreen();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ae94b7febe6b4b6a96f2f45939d77ed2
timeCreated: 1739105298
@@ -8,6 +8,7 @@ namespace AibisDream.Kit
public string HeadPicPath { get; set; }
public string VoicePath { get; set; }
public ActorRole Role { get; set; }
public DialogViewType DialogViewType { get; set; }
/// <summary>
/// 避免干扰,复制结构体出来使用
@@ -22,6 +23,7 @@ namespace AibisDream.Kit
vo.headPicPath = HeadPicPath;
vo.voicePath = VoicePath;
vo.role = Role;
vo.dialogViewType = DialogViewType;
return vo;
}
}
@@ -34,6 +36,7 @@ namespace AibisDream.Kit
public string headPicPath;
public string voicePath;
public ActorRole role;
public DialogViewType dialogViewType;
/// <summary>
/// 获取角色应该显示的名字
@@ -5,6 +5,12 @@ namespace AibisDream.Framework
{
public class EventSystemEx : SingletonBase<EventSystemEx>
{
#region
public bool isLocked;
#endregion
public GameObject pointerOverObj;
public GameObject draggingObj;
public GameObject holdingObj;
@@ -41,6 +47,16 @@ namespace AibisDream.Framework
}
}
#endregion
#region
public override void OnSingletonInit()
{
EnumEventSystem.Global.Register(EventEnum.OpenScreen, () => isLocked = true);
EnumEventSystem.Global.Register(EventEnum.CloseScreen, () => isLocked = false);
}
#endregion
#region
@@ -48,10 +64,6 @@ namespace AibisDream.Framework
private EventSystemEx()
{
}
public override void OnSingletonInit()
{
}
#endregion
}
@@ -87,7 +87,7 @@ namespace AibisDream.Framework
public override void OnPointerDown(PointerEventData eventData)
{
if (_interaction.IsAvailable)
if (_interaction.IsAvailable && !EventSystemEx.Instance.isLocked)
{
EventSystemEx.Instance.OnPointerDown(_interaction);
base.OnPointerDown(eventData);
@@ -96,7 +96,7 @@ namespace AibisDream.Framework
public override void OnPointerUp(PointerEventData eventData)
{
if (_interaction.IsAvailable)
if (_interaction.IsAvailable && !EventSystemEx.Instance.isLocked)
{
EventSystemEx.Instance.OnPointerUp(_interaction);
base.OnPointerUp(eventData);
+5 -3
View File
@@ -9,6 +9,8 @@ namespace AibisDream
NextYarn,
PlugIn,
PlugOut,
OpenScreen,
CloseScreen,
Menu
}
@@ -27,7 +29,7 @@ namespace AibisDream
End
}
public struct DialogLine
public struct DialogText
{
public bool isOption;
public string line;
@@ -55,9 +57,9 @@ namespace AibisDream
}
}
public static DialogLine GetLine(LocalizedLine dialogueLine)
public static DialogText GetLine(LocalizedLine dialogueLine)
{
return new DialogLine()
return new DialogText()
{
isOption = false,
line = dialogueLine.TextWithoutCharacterName.Text,
@@ -106,6 +106,8 @@ namespace AibisDream
_dragPoint = new Vector3(transform.position.x, dragY, transform.position.z);
}
#region
public bool IsActive => _engineSystem.isPullActive;
public bool IsAvailable => _engineSystem.isAvailable;
@@ -114,5 +116,7 @@ namespace AibisDream
{
return gameObject;
}
#endregion
}
}
+6 -4
View File
@@ -72,13 +72,13 @@ namespace AibisDream
private void RegisterDialogEvent()
{
// 对话相关
_unRegisters.Add(EnumEventSystem.Global.Register<DialogEventEnum, DialogLine>(DialogEventEnum.LineStart,
_unRegisters.Add(EnumEventSystem.Global.Register<DialogEventEnum, DialogText>(DialogEventEnum.LineStart,
OnLineStart));
_unRegisters.Add(EnumEventSystem.Global.Register(DialogEventEnum.LineShowed, () => SwitchCursor(nextTalk)));
_unRegisters.Add(EnumEventSystem.Global.Register(DialogEventEnum.LineEnd, OnLineEnd));
_unRegisters.Add(EnumEventSystem.Global.Register(DialogEventEnum.OptionShow, OnOptionShow));
_unRegisters.Add(
EnumEventSystem.Global.Register<DialogEventEnum, DialogLine>(DialogEventEnum.OptionSelected,
EnumEventSystem.Global.Register<DialogEventEnum, DialogText>(DialogEventEnum.OptionSelected,
OnOptionSelect));
}
@@ -127,7 +127,7 @@ namespace AibisDream
#region
private void OnLineStart(DialogLine line)
private void OnLineStart(DialogText line)
{
_isTalking = true;
SwitchCursor(talking);
@@ -149,7 +149,7 @@ namespace AibisDream
SwitchCursor(option);
}
private void OnOptionSelect(DialogLine line)
private void OnOptionSelect(DialogText line)
{
StopDelayCursor();
_switchCoroutine = StartCoroutine(DelayAction(() =>
@@ -212,6 +212,8 @@ namespace AibisDream
SwitchCursor(EventSystemEx.Instance.holdingObj == target.GetGameObject() ? interactive : defaultCursor);
}
}
#endregion
+11 -1
View File
@@ -6,9 +6,19 @@ namespace AibisDream
{
[SerializeField] protected GameObject choiceButton;
protected override void LoadChoiceButton()
private void Start()
{
// 初始化选择按钮
choiceButtonPrefab = choiceButton;
// 注册Viewer
DialogCanvasManager.Instance.RegisterDialogView(DialogViewType.OldBox, this);
gameObject.SetActive(false);
}
protected override void OnDialogViewerDestroy()
{
DialogCanvasManager.Instance.UnregisterDialogView(DialogViewType.OldBox);
}
}
}
+41 -43
View File
@@ -22,13 +22,13 @@ namespace AibisDream
#region box组件
protected TypewriterByCharacter dialogText;
protected TextMeshProUGUI actorName;
protected GameObject nextArray;
protected GameObject choiceBox;
private TypewriterByCharacter _dialogText;
private TextMeshProUGUI _actorName;
private GameObject _nextArray;
private GameObject _choiceBox;
#endregion
private bool _skipLineDelay;
private Action _nextStep;
@@ -37,17 +37,21 @@ namespace AibisDream
protected GameObject choiceButtonPrefab;
protected virtual void Awake()
private void Awake()
{
LoadChoiceButton();
InitComponents();
AddSomeListener();
}
private void OnDestroy()
{
OnDialogViewerDestroy();
}
private void AddSomeListener()
{
// 对话显示后有一段延时不可跳过
dialogText.onTypewriterStart.AddListener(() =>
_dialogText.onTypewriterStart.AddListener(() =>
{
_skipLineDelay = true;
_ = CommonUtil.Delay(delayTime, () => { _skipLineDelay = false; });
@@ -56,17 +60,16 @@ namespace AibisDream
#region
protected virtual void LoadChoiceButton()
{
Debug.Log("无选项对话框");
}
private void InitComponents()
{
actorName = transform.Find(ActorName)?.gameObject.GetComponent<TextMeshProUGUI>();
dialogText = transform.Find(DialogText)?.gameObject.GetComponent<TypewriterByCharacter>();
nextArray = transform.Find(NextArray)?.gameObject;
choiceBox = transform.Find(ChoiceBox)?.gameObject;
_actorName = transform.Find(ActorName)?.gameObject.GetComponent<TextMeshProUGUI>();
_dialogText = transform.Find(DialogText)?.gameObject.GetComponent<TypewriterByCharacter>();
_nextArray = transform.Find(NextArray)?.gameObject;
_choiceBox = transform.Find(ChoiceBox)?.gameObject;
}
protected virtual void OnDialogViewerDestroy()
{
}
#endregion
@@ -91,33 +94,28 @@ namespace AibisDream
bool isAutoSkip = false)
{
gameObject.SetActive(true);
// // 没有dialogText说明不能显示对话,直接跳过
// if (!dialogText)
// {
// return;
// }
// 把原有对话清掉
ClearBox();
dialogText.gameObject.SetActive(true);
choiceBox?.SetActive(false);
_dialogText.gameObject.SetActive(true);
_choiceBox?.SetActive(false);
// 显示内容
ShowActorName(character);
dialogText.ShowText(dialogLine);
_dialogText.ShowText(dialogLine);
// 自动跳过的回调很难独立Remove,只能全部清空再注册,下策
dialogText.onTextShowed.RemoveAllListeners();
dialogText.onTextShowed.AddListener(() => nextArray.gameObject.SetActive(true));
dialogText.onTextShowed.AddListener(() => onTextShowed?.Invoke());
dialogText.onTextShowed.AddListener(() => EnumEventSystem.Global.Send(DialogEventEnum.LineShowed));
_dialogText.onTextShowed.RemoveAllListeners();
_dialogText.onTextShowed.AddListener(() => _nextArray.gameObject.SetActive(true));
_dialogText.onTextShowed.AddListener(() => onTextShowed?.Invoke());
_dialogText.onTextShowed.AddListener(() => EnumEventSystem.Global.Send(DialogEventEnum.LineShowed));
_nextStep = nextStep;
// 执行自动跳过结局
if (isAutoSkip)
{
dialogText.onTextShowed.AddListener(() => _ = CommonUtil.Delay(200, NextStep));
_dialogText.onTextShowed.AddListener(() => _ = CommonUtil.Delay(200, NextStep));
}
}
@@ -139,18 +137,18 @@ namespace AibisDream
{
gameObject.SetActive(true);
// 没有选择框直接不显示选项
if (!choiceBox)
if (!_choiceBox)
{
return;
}
// 把原有对话清掉
ClearBox();
choiceBox.SetActive(true);
dialogText.gameObject.SetActive(false);
_choiceBox.SetActive(true);
_dialogText.gameObject.SetActive(false);
// 销毁原来的按钮
foreach (Transform child in choiceBox.transform)
foreach (Transform child in _choiceBox.transform)
{
Destroy(child.gameObject);
}
@@ -160,7 +158,7 @@ namespace AibisDream
{
if (!option.IsAvailable) continue;
var choiceInstance = Instantiate(choiceButtonPrefab, choiceBox.transform);
var choiceInstance = Instantiate(choiceButtonPrefab, _choiceBox.transform);
choiceInstance.GetComponentInChildren<TextMeshProUGUI>().text = option.Line;
choiceInstance.GetComponent<Button>().onClick.AddListener(option.Select);
}
@@ -179,14 +177,14 @@ namespace AibisDream
return true;
}
if (dialogText.isShowingText)
if (_dialogText.isShowingText)
{
dialogText.SkipTypewriter();
_dialogText.SkipTypewriter();
return true;
}
else
{
nextArray.gameObject.SetActive(false);
_nextArray.gameObject.SetActive(false);
return false;
}
}
@@ -194,15 +192,15 @@ namespace AibisDream
private void ClearBox()
{
gameObject.SetActive(true);
dialogText?.ShowText("");
nextArray?.SetActive(false);
if (!actorName) actorName.text = "";
_dialogText?.ShowText("");
_nextArray?.SetActive(false);
if (!_actorName) _actorName.text = "";
}
private void ShowActorName(CharacterVo character)
{
if (!actorName) return;
actorName.text = character.GetActorName();
if (!_actorName) return;
_actorName.text = character.GetActorName();
}
}
}
@@ -8,40 +8,40 @@ using UnityEngine.UI;
namespace AibisDream
{
public class DialogCanvasManager : Singleton<DialogCanvasManager>
public class DialogCanvasManager : Singleton<DialogCanvasManager>, IDialogView
{
private const string BubbleView = "Dialog Bubble View";
private const string OldBoxView = "Dialog Box";
private const string QuickTalk = "Quick Talk";
#region
private IDialogView _bubbleView;
private IDialogView _oldBoxView;
private readonly Dictionary<DialogViewType, IDialogView> _dialogViewDict = new();
private IDialogView _curView;
private IDialogView _lastShowView;
private GameObject _quickTalkButton;
#endregion
private List<IUnRegister> _rmvList = new();
private readonly List<IUnRegister> _rmvList = new();
public override void OnSingletonInit()
{
InitDialogViews();
InitQuickTalkButton();
InitEvent();
// 默认为旧Box
_curView = _bubbleView;
}
private void Start()
{
_curView = _dialogViewDict[DialogViewType.OldBox];
}
private void InitEvent()
{
_rmvList.Add(EnumEventSystem.Global.Register<DialogEventEnum, DialogLine>(DialogEventEnum.LineStart, AddDialogueLine));
_rmvList.Add(EnumEventSystem.Global.Register<DialogEventEnum, DialogLine>(DialogEventEnum.OptionSelected, AddDialogueLine));
_rmvList.Add(
EnumEventSystem.Global.Register<DialogEventEnum, DialogText>(DialogEventEnum.LineStart,
AddDialogueLine));
_rmvList.Add(
EnumEventSystem.Global.Register<DialogEventEnum, DialogText>(DialogEventEnum.OptionSelected,
AddDialogueLine));
_rmvList.Add(EnumEventSystem.Global.Register(EventEnum.NextYarn, CleanDialogHistory));
}
@@ -63,11 +63,6 @@ namespace AibisDream
DialogController.OnDialogueComplete -= HideDialog;
}
private void HideDialog()
{
_curView.HideDialog();
}
#endregion
private void Update()
@@ -80,15 +75,6 @@ namespace AibisDream
#region
private void InitDialogViews()
{
_bubbleView = transform.Find(BubbleView).GetComponent<IDialogView>();
_oldBoxView = transform.Find(OldBoxView).GetComponent<IDialogView>();
_bubbleView.HideDialog();
_oldBoxView.HideDialog();
}
private void InitQuickTalkButton()
{
_quickTalkButton = transform.Find(QuickTalk).gameObject;
@@ -103,36 +89,82 @@ namespace AibisDream
}
/// <summary>
/// 切换对话UI
/// 注册对话框
/// </summary>
/// <param name="viewType">UI类型</param>
/// <returns></returns>
public IDialogView SwitchDialogView(DialogViewType viewType)
/// <param name="viewType"></param>
/// <param name="dialogView"></param>
public void RegisterDialogView(DialogViewType viewType, IDialogView dialogView)
{
var newDlg = viewType switch
{
DialogViewType.Bubble => _bubbleView,
DialogViewType.OldBox => _oldBoxView,
_ => _oldBoxView
};
if (_curView != newDlg)
{
_curView.HideDialog();
_curView = newDlg;
}
return _curView;
_dialogViewDict.Add(viewType, dialogView);
}
/// <summary>
/// 获取当前正在使用的Dialog View
/// 注销对话框
/// </summary>
/// <returns>当前正在使用的Dialog View</returns>
/// <exception cref="Exception">未找到Canvas</exception>
public static IDialogView GetCurView()
/// <param name="viewType"></param>
public void UnregisterDialogView(DialogViewType viewType)
{
return Instance._curView;
_dialogViewDict.Remove(viewType);
}
#endregion
#region
public void ShowLine(string dialogLine, CharacterVo character, Action nextStep, Action onTextShowed = null,
bool isAutoSkip = false)
{
// 根据DialogViewType确定在哪个对话框显示
if (character.dialogViewType == DialogViewType.Default)
{
_lastShowView = _curView;
// 没有指定对话框,就用当前激活的
_curView.ShowLine(dialogLine, character, nextStep, onTextShowed, isAutoSkip);
}
else if (_dialogViewDict.TryGetValue(character.dialogViewType, out var view))
{
_lastShowView = view;
// 对于指定了对话框的,就在指定对话框显示
view.ShowLine(dialogLine, character, nextStep, onTextShowed, isAutoSkip);
}
else
{
Debug.Log($"{character.dialogViewType.ToString()}类型对话框不存在");
}
}
public void ShowOptions(DialogOption[] dialogueOptions)
{
// 暂时全部使用Box做选择,后面应该会有其他选择框
_dialogViewDict[DialogViewType.OldBox].ShowOptions(dialogueOptions);
}
public void HideDialog()
{
_curView.HideDialog();
}
public bool TrySkipLine()
{
return _lastShowView.TrySkipLine();
}
public void NextStep()
{
_lastShowView.NextStep();
}
public void SwitchDialogView(DialogViewType dialogViewType)
{
if (_dialogViewDict.TryGetValue(dialogViewType, out var view))
{
_curView.HideDialog();
_curView = view;
}
else
{
Debug.Log($"{dialogViewType.ToString()}类型对话框不存在");
}
}
#endregion
@@ -145,7 +177,7 @@ namespace AibisDream
/// 记录对话
/// </summary>
/// <param name="line">对话</param>
private void AddDialogueLine(DialogLine line)
private void AddDialogueLine(DialogText line)
{
logText.text += line.GetDialogText();
}
@@ -170,7 +202,9 @@ namespace AibisDream
public enum DialogViewType
{
Default,
Bubble,
OldBox
OldBox,
Screen
}
}
+13 -2
View File
@@ -45,9 +45,9 @@ namespace AibisDream
_onOptionSelected.Invoke(_option.DialogueOptionID);
}
private DialogLine TransToLine()
private DialogText TransToLine()
{
return new DialogLine
return new DialogText
{
isOption = true,
lineId = _option.TextID,
@@ -62,4 +62,15 @@ namespace AibisDream
.Select(item => new DialogOption { _option = item, _onOptionSelected = onOptionSelected }).ToArray();
}
}
public struct DialogTextLine
{
public string lineId;
public string line;
public CharacterVo character;
public Action onTextShowed;
public bool isAutoSkip;
public bool isClearScreen;
}
}
+19 -14
View File
@@ -1,14 +1,19 @@
通过key索引配置,中文名,人物角色(Player/MainActor/Aside,名称显示时的颜色,头像Pic路径,语音资源路径
Key,Cn,Role,NameColor,HeadPicPath,VoicePath
peipei,佩佩,Aside,#00FFFF,peipei_head,voice_peipei
me,,Aside,,me_head,voice_me
peipei_novoice,胆怯女声,Aside,#00FFFF,,voice_peipei
yingli_novoice,严厉女声,Aside,#FFCC00,,voice_yingli
tutorial,教学,Aside,,,
docter,儿科医生,Aside,#FFCC00,,
peipei_child,童年佩佩,Aside,#00FFFF,,voice_peipei
unknown,???,Aside,#FFCC00,,
shitou,石头,Aside,,,voice_shitou
Descent,Descent,Aside,#FFCC00,,voice_me
e-assistant,电子助手,Aside,#FFCC00,,voice_me
Gotashi_unknow,戴纯金雕塑头的男人,Aside,#FFCC00,,voice_me
通过key索引配置,中文名,"显示位置,Default使用默认,Screen插线屏幕,OldBox基本对话框",人物角色(Player/MainActor/Aside,名称显示时的颜色,头像Pic路径,语音资源路径
Key,Cn,DialogViewType,Role,NameColor,HeadPicPath,VoicePath
peipei,佩佩,Default,Aside,#00FFFF,peipei_head,voice_peipei
me,,Default,Aside,,me_head,voice_me
peipei_novoice,胆怯女声,Default,Aside,#00FFFF,,voice_peipei
yingli_novoice,严厉女声,Default,Aside,#FFCC00,,voice_yingli
tutorial,教学,Default,Aside,,,
docter,儿科医生,Default,Aside,#FFCC00,,
peipei_child,童年佩佩,Default,Aside,#00FFFF,,voice_peipei
unknown,???,Default,Aside,#FFCC00,,
shitou,石头,Default,Aside,,,voice_shitou
Descent,Descent,Default,Aside,#FFCC00,,voice_me
e-assistant,电子助手,Default,Aside,#FFCC00,,voice_me
Gotashi_unknow,戴纯金雕塑头的男人,Default,Aside,#FFCC00,,voice_me
Linking,连接中……,Screen,Aside,#E6A23C,,
Analysing,分析中,Screen,Aside,#E6A23C,,
Error,错误警告,Screen,Aside,#E6A23C,,
EyeModule,视觉模块,Screen,Aside,#F56C6C,,
LungModule,肺部模块,Screen,Aside,#E6A23C,,
1 通过key索引配置 中文名 显示位置,Default使用默认,Screen插线屏幕,OldBox基本对话框 人物角色(Player/MainActor/Aside) 名称显示时的颜色 头像Pic路径 语音资源路径
2 Key Cn DialogViewType Role NameColor HeadPicPath VoicePath
3 peipei 佩佩 Default Aside #00FFFF peipei_head voice_peipei
4 me Default Aside me_head voice_me
5 peipei_novoice 胆怯女声 Default Aside #00FFFF voice_peipei
6 yingli_novoice 严厉女声 Default Aside #FFCC00 voice_yingli
7 tutorial 教学 Default Aside
8 docter 儿科医生 Default Aside #FFCC00
9 peipei_child 童年佩佩 Default Aside #00FFFF voice_peipei
10 unknown ??? Default Aside #FFCC00
11 shitou 石头 Default Aside voice_shitou
12 Descent Descent Default Aside #FFCC00 voice_me
13 e-assistant 电子助手 Default Aside #FFCC00 voice_me
14 Gotashi_unknow 戴纯金雕塑头的男人 Default Aside #FFCC00 voice_me
15 Linking 连接中…… Screen Aside #E6A23C
16 Analysing 分析中 Screen Aside #E6A23C
17 Error 错误警告 Screen Aside #E6A23C
18 EyeModule 视觉模块 Screen Aside #F56C6C
19 LungModule 肺部模块 Screen Aside #E6A23C