Merge branch '6.4.20全流程优化' into bugfix/merge

This commit is contained in:
2025-06-10 15:09:42 +08:00
35 changed files with 2519 additions and 2498 deletions
@@ -83,8 +83,11 @@ namespace AibisDream
[YarnCommand("Temp_RemoveChip")]
public static void Temp_RemoveChip()
{
var _chipModule = BodyModuleSystem.FindBodyModuleByName("Color").transform.GetComponent<ChipModule>();
_chipModule.RemoveChipModule();
var _chipModule = BodyModuleSystem.FindBodyModuleByName("Color")?.transform.GetComponent<ChipModule>();
if (_chipModule != null)
{
_chipModule.RemoveChipModule();
}
}
[YarnCommand("Temp_InstallUFColor")]
@@ -1,11 +1,14 @@
using UnityEngine;
using DG.Tweening;
using System;
using AibisDream;
namespace AibisDream.FixSystem
{
public class CableSystem : MonoBehaviour
{
private const string CABLE_RETRACTED_KEY = "$global.cableRetracted";
#region
public Plug PlugRef { get; private set; }
@@ -43,6 +46,7 @@ namespace AibisDream.FixSystem
private void Start()
{
InitSystem();
LoadCableState();
}
private void OnEnable()
@@ -81,6 +85,33 @@ namespace AibisDream.FixSystem
}
}
private void LoadCableState()
{
if (StorageSystem.Instance.TryGetValue(CABLE_RETRACTED_KEY, out bool savedRetractedState))
{
if (isCableRetracted)
{
if (!savedRetractedState)
{
DropDownCable();
}
}
else
{
if (savedRetractedState)
{
PullUpCable();
}
}
}
}
private void SaveCableState()
{
Debug.Log("Save cableRetractedstate"+isCableRetracted);
StorageSystem.Instance.SetValue(CABLE_RETRACTED_KEY, isCableRetracted);
}
private void Update()
{
// 获取线缆方向并更新转盘旋转
@@ -166,17 +197,20 @@ namespace AibisDream.FixSystem
{
PhysicCableRef.GetComponent<LineRenderer>().enabled = false;
isCableRetracted = true;
SaveCableState();
});
}
public void DropDownCable()
{
if (!isCableRetracted) return;
Debug.Log("DorpDown");
PlugRef.PullUpSocket();
CableReelRef.ResetRotation();
PlugRef.transform.DOMove(PlugRef.GetStartPos(), 0.1f).OnComplete(() =>
{
PlugRef.SwitchToPhysicCableState();
isCableRetracted = false;
SaveCableState();
});
// 只有在非收起状态时才切换到物理线缆状态
}
@@ -192,6 +226,8 @@ namespace AibisDream.FixSystem
PlugRef.transform.rotation = retractedPos.rotation;
PlugRef.GetComponent<SpriteRenderer>().sortingLayerName = CableReelRef.GetComponent<SpriteRenderer>().sortingLayerName;
PlugRef.GetComponent<SpriteRenderer>().sortingOrder = 41;
isCableRetracted = true;
//SaveCableState();
}
}
}
@@ -2,8 +2,6 @@ using UnityEngine;
using AibisDream.FixSystem;
using Cinemachine;
using AibisDream.Framework;
using AibisDream.Kit;
using UnityEditor.Localization.Plugins.XLIFF.V12;
using DG.Tweening;
using System.Collections;
@@ -11,10 +11,6 @@ public class PunchTapeSystem : MonoBehaviour
public RectTransform punchTape;
public GameObject blackPanel;
public float stepDistance = 0.5f; // Distance moved per step
public float[]
stepPatterns = { 0.3f, 0.5f, 0.2f, 0.4f, 0.6f }; // Pattern of intervals to simulate rhythmic printing
private void Awake()
{
@@ -34,37 +30,33 @@ public class PunchTapeSystem : MonoBehaviour
while (tapeCount > 0)
{
// Move the printer to x = 2 over 1 second
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1252f, punchTapeMachine.anchoredPosition.y), 1f)
.WaitForCompletion();
// 0-0.7秒:打印机移动到指定位置
AudioManager.Instance.PlaySfx("event:/Scriptal/typing");
// Gradually move the punch tape to x = -3.8 with rhythmic pattern
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1252f, punchTapeMachine.anchoredPosition.y), 0.7f)
.WaitForCompletion();
// 0.7-1秒:停顿
yield return new WaitForSeconds(0.3f);
// 1-1.6秒:纸带匀速弹出
Vector2 targetPosition = new Vector2(796f, punchTape.anchoredPosition.y);
int patternIndex = 0;
yield return punchTape.DOAnchorPos(targetPosition, 0.6f).WaitForCompletion();
while (Vector2.Distance(punchTape.anchoredPosition, targetPosition) > stepDistance)
{
punchTape.anchoredPosition =
Vector3.MoveTowards(punchTape.anchoredPosition, targetPosition, stepDistance);
yield return new WaitForSeconds(stepPatterns[patternIndex % stepPatterns.Length]);
patternIndex++;
}
// 1.6-2.3秒:停顿
yield return new WaitForSeconds(0.7f);
// Ensure exact final position
punchTape.anchoredPosition = targetPosition;
// 2.3-2.7秒:纸带淡出
yield return punchTape.GetComponent<Image>().DOFade(0f, 0.4f).WaitForCompletion();
// Fade out the punch tape over 1 second
yield return punchTape.GetComponent<Image>().DOFade(0f, 1f).WaitForCompletion();
// Reset the punch tape position and opacity
// 重置纸带位置和透明度
punchTape.anchoredPosition = tapeStartPos;
punchTape.GetComponent<Image>().color = tapeStartColor;
// Decrement the tape count
tapeCount--;
}
// Move the printer back to x = 0 over 1 second
// 打印机返回原位
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1428.186f, punchTapeMachine.anchoredPosition.y), 1f)
.WaitForCompletion();
blackPanel.SetActive(false);