From 963ffaaaae705a3df6cdf72700cb6503c2c3b083 Mon Sep 17 00:00:00 2001 From: Ding Yuntian <1491671119@qq.com> Date: Sun, 8 Sep 2024 22:29:33 +0800 Subject: [PATCH] =?UTF-8?q?=E9=81=AE=E7=BD=A9=E9=97=AE=E9=A2=98?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Scenes/Persistence.unity | 2 +- .../Scripts/Dialog System/DialogController.cs | 12 +++- Assets/Scripts/Dialog System/LineView.cs | 5 ++ Assets/Scripts/FixSystem/Book/BookManager.cs | 65 ++++++++++--------- Assets/Scripts/UI/DialogUiViewer.cs | 5 -- 5 files changed, 52 insertions(+), 37 deletions(-) diff --git a/Assets/Scenes/Persistence.unity b/Assets/Scenes/Persistence.unity index 4d12bb9b7..8f6278b4e 100644 --- a/Assets/Scenes/Persistence.unity +++ b/Assets/Scenes/Persistence.unity @@ -3351,7 +3351,7 @@ MonoBehaviour: m_BlockingObjects: 0 m_BlockingMask: serializedVersion: 2 - m_Bits: 4294967295 + m_Bits: 0 --- !u!114 &1604842427 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/Dialog System/DialogController.cs b/Assets/Scripts/Dialog System/DialogController.cs index 3a42bab2c..3c678c295 100644 --- a/Assets/Scripts/Dialog System/DialogController.cs +++ b/Assets/Scripts/Dialog System/DialogController.cs @@ -9,6 +9,8 @@ namespace AibisDream { public class DialogController : Singleton { + private const string BookManager = "BookManager"; + private DialogueRunner dialogueRunner; private VariableStorageBehaviour _variableStorage; @@ -35,6 +37,9 @@ namespace AibisDream } } + // 对话框被阻塞时不能继续对话框交互 + public bool IsBlock { get; set; } + public static UnityAction OnDialogueStart; public static UnityAction OnDialogueComplete; @@ -44,7 +49,12 @@ namespace AibisDream { dialogueRunner = GetComponentInChildren(); _variableStorage = GetComponentInChildren(); - + + // 开关书交互 + BookManager bookManager = GameObject.Find(BookManager).gameObject.GetComponent(); + bookManager.OnBookClosed += () => { IsBlock = false; }; + bookManager.OnBookOpen += () => { IsBlock = true; }; + dialogueRunner.onDialogueStart.AddListener(() => { OnDialogueStart?.Invoke(); }); dialogueRunner.onDialogueComplete.AddListener(() => { OnDialogueComplete?.Invoke(); }); dialogueRunner.AddCommandListener(_ => { IsTalking = false; }); diff --git a/Assets/Scripts/Dialog System/LineView.cs b/Assets/Scripts/Dialog System/LineView.cs index a11224e96..abdc5948f 100644 --- a/Assets/Scripts/Dialog System/LineView.cs +++ b/Assets/Scripts/Dialog System/LineView.cs @@ -79,6 +79,11 @@ namespace AibisDream { return; } + + if (DialogController.Instance.IsBlock) + { + return; + } if (!DialogUiViewer.Instance.TrySkipLine()) { diff --git a/Assets/Scripts/FixSystem/Book/BookManager.cs b/Assets/Scripts/FixSystem/Book/BookManager.cs index 10cf0e87e..3101fff88 100644 --- a/Assets/Scripts/FixSystem/Book/BookManager.cs +++ b/Assets/Scripts/FixSystem/Book/BookManager.cs @@ -1,13 +1,12 @@ using UnityEngine; 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 @@ -19,8 +18,9 @@ public class BookManager : MonoBehaviour private RectTransform bookPos; - public event System.Action OnBookClosed; + public event Action OnBookClosed; + public event Action OnBookOpen; void Start() { @@ -30,25 +30,28 @@ public class BookManager : MonoBehaviour // 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(() => { + // 打开书本 ButtonOpenBook(); }); + DialogController.Instance.RegisterOptionCommand("listen_closeBook", CombineCloseBook); - flipmanager=book.gameObject.GetComponent(); - bookPos=book.gameObject.GetComponent(); + flipmanager = book.gameObject.GetComponent(); + bookPos = book.gameObject.GetComponent(); // Initially, the book is closed CloseBook(); } // Open the book and flip to a specific page -public void CombineCloseBook(YarnOption[] options) -{ - var optionDic = options.ToDictionary(item => item.Text, item => item); - Debug.Log("Option dictionary keys: " + string.Join(", ", optionDic.Keys)); + public void CombineCloseBook(YarnOption[] options) + { + var optionDic = options.ToDictionary(item => item.Text, item => item); + Debug.Log("Option dictionary keys: " + string.Join(", ", optionDic.Keys)); - if (optionDic.ContainsKey("CloseBook")) + if (optionDic.ContainsKey("CloseBook")) { // 监听书关闭事件 OnBookClosed -= TriggerCloseBookOption; // 避免重复监听 @@ -67,10 +70,10 @@ public void CombineCloseBook(YarnOption[] options) StartCoroutine(OpenBook()); } -[YarnCommand("OpenBook")] - -public IEnumerator OpenBook() + [YarnCommand("OpenBook")] + public IEnumerator OpenBook() { + OnBookOpen?.Invoke(); // 如果书还没有激活,先激活它 if (!book.gameObject.activeInHierarchy) { @@ -81,37 +84,41 @@ public IEnumerator OpenBook() 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); + bookPos.anchoredPosition = + new 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)); + sequence.Append(bookPos.DOAnchorPos(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 - int targetPage =parameters; - // Start the FlipToPageCoroutine and wait for it to finish - yield return StartCoroutine(flipmanager.FlipToPageCoroutine(targetPage)); -} + [YarnCommand("Flip")] + public IEnumerator FlipToPageYarnCommand(int parameters) + { + // Parse the target page from the parameters + int targetPage = parameters; + // Start the FlipToPageCoroutine and wait for it to finish + yield return StartCoroutine(flipmanager.FlipToPageCoroutine(targetPage)); + } // Close the book public void CloseBook(Action onCloseCallback = null) { StartCoroutine(CloseBookCoroutine(onCloseCallback)); } - private IEnumerator CloseBookCoroutine(Action onCloseCallback = null) + + 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)); + sequence.Append(bookPos + .DOAnchorPos( + new 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(); @@ -119,8 +126,6 @@ public IEnumerator FlipToPageYarnCommand(int parameters) // 动画完成后隐藏 book book.gameObject.SetActive(false); - OnBookClosed?.Invoke(); + OnBookClosed?.Invoke(); } - -} - +} \ No newline at end of file diff --git a/Assets/Scripts/UI/DialogUiViewer.cs b/Assets/Scripts/UI/DialogUiViewer.cs index ce1c009fb..d781f8e1f 100644 --- a/Assets/Scripts/UI/DialogUiViewer.cs +++ b/Assets/Scripts/UI/DialogUiViewer.cs @@ -74,11 +74,6 @@ namespace AibisDream dialogText.onTextShowed.AddListener(() => nextButton.gameObject.SetActive(true)); nextButton.onClick.RemoveAllListeners(); - nextButton.onClick.AddListener(() => - { - nextStep.Invoke(); - nextButton.gameObject.SetActive(false); - }); } ///