From 02508ed0b837662c05dad3b06630bc7276aec4de Mon Sep 17 00:00:00 2001 From: bottlefish <781230111@qq.com> Date: Sun, 1 Sep 2024 02:19:19 +0800 Subject: [PATCH 1/4] =?UTF-8?q?=E6=92=AC=E6=A3=8D=E5=8A=9F=E8=83=BD?= =?UTF-8?q?=E5=AE=8C=E5=96=84?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../佩佩/Scripts/EyeTransitionManager.cs | 67 ++++- Assets/Prototype/佩佩/佩佩视觉模块.unity | 232 ++++++++++++++++-- Assets/Resources/Yarn/CrowBar/CrowBar1.yarn | 9 + Assets/Resources/Yarn/Plug/Plug1.yarn | 1 + Assets/Scripts/FixSystem/Cable/ISocket.cs | 4 +- Assets/Scripts/FixSystem/Cable/Plug.cs | 16 +- Assets/Scripts/FixSystem/Cable/Socket.cs | 9 +- .../FixSystem/Crowbar/CrowBarSocket.cs | 48 ++++ .../FixSystem/Crowbar/CrowBarSocket.cs.meta | 11 + Assets/Scripts/FixSystem/Crowbar/Crowbar.cs | 151 ++++++++++-- ProjectSettings/TagManager.asset | 6 + 11 files changed, 486 insertions(+), 68 deletions(-) create mode 100644 Assets/Scripts/FixSystem/Crowbar/CrowBarSocket.cs create mode 100644 Assets/Scripts/FixSystem/Crowbar/CrowBarSocket.cs.meta diff --git a/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs b/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs index 93e1b24ff..bb5596380 100644 --- a/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs +++ b/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs @@ -35,6 +35,8 @@ public class EyeTransitionManager : MonoBehaviour public ViewState viewState; public Image VisualspriteRender; // 新增字段,用于保存视图的图片 + public CrowBarSocket crowBarSocket; + private bool _isAvailable = false; // 视图是否可用的私有字段 // 视图是否可用的公有属性 @@ -45,11 +47,11 @@ public class EyeTransitionManager : MonoBehaviour { _isAvailable = value; // 当视图的可用性改变时,更新按钮的状态 - if (activateButton != null) - { - activateButton.interactable = value; - //activateButton.gameObject.SetActive(value); - } + // if (activateButton != null) + // { + // activateButton.interactable = value; + // //activateButton.gameObject.SetActive(value); + // } } } } @@ -186,9 +188,7 @@ public class EyeTransitionManager : MonoBehaviour CloseBookButton.onClick.AddListener(() => { optionDic["CloseBook"].SelectOption(); - }); - - + }); } foreach (var viewConfig in viewConfigs) @@ -207,6 +207,11 @@ public class EyeTransitionManager : MonoBehaviour optionDic[viewConfig.viewState+ "Activate"].SelectOption(); }); } + if (optionDic.ContainsKey(viewConfig.viewState + "CrowBar")&&viewConfig.crowBarSocket!=null) + { + // 为Socket添加方法 + viewConfig.crowBarSocket.Option = optionDic[viewConfig.viewState+"CrowBar"]; + } foreach (var lineSegmentName in lineManager.GetLineSegmentNames()) { var recognizedName = lineManager.GetLineSegmentName(lineSegmentName); @@ -353,8 +358,8 @@ public void SetViewAvailability(string viewStateName, bool isAvailable) }); } } - [YarnCommand("SetViewVisual")] - public void ChangeSprite(string viewStateName, string spriteName, bool isActive) + [YarnCommand("Set_ViewVisual")] + public void ChangeSprite(string viewStateName, string spriteName) { ViewState viewState; if (!Enum.TryParse(viewStateName, out viewState)) @@ -370,10 +375,50 @@ public void SetViewAvailability(string viewStateName, bool isAvailable) { config.VisualspriteRender.sprite = Resources.Load(spriteName); - // 设置VisualspriteRender的激活状态 + } + } + [YarnCommand("Set_ViewVisualState")] + public void SetVisualState(string viewStateName,bool isActive) + { + ViewState viewState; + if (!Enum.TryParse(viewStateName, out viewState)) + { + Debug.LogError("Invalid ViewState name: " + viewStateName); + return; + } + + if (!viewConfigDictionary.TryGetValue(viewState, out ViewConfig config)) return; + + // 加载新的图片 + if (config.VisualspriteRender != null) + { bool activeStatus = isActive; config.VisualspriteRender.gameObject.SetActive(activeStatus); } + if (config.socket != null) + { + bool activeStatus = isActive; + config.socket.gameObject.SetActive(activeStatus); + } + } + [YarnCommand("Set_VeiwCrowSocketAvailable")] + public void SetCrowSocketAvailable(string viewStateName,bool isActive) + { + ViewState viewState; + if (!Enum.TryParse(viewStateName, out viewState)) + { + Debug.LogError("Invalid ViewState name: " + viewStateName); + return; + } + + if (!viewConfigDictionary.TryGetValue(viewState, out ViewConfig config)) return; + + // 加载新的图片 + if (config.crowBarSocket != null) + { + bool activeStatus = isActive; + config.crowBarSocket.IsAvailable=activeStatus; + } } 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 d2dce4e00..329adcde3 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 @@ -2758,7 +2758,7 @@ LineRenderer: m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} m_SortingLayerID: 959782197 - 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m_Name: Crowbar + m_Name: CrowBar m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 0 + m_IsActive: 1 --- !u!224 &1816976208 RectTransform: m_ObjectHideFlags: 0 @@ -18825,12 +19020,12 @@ RectTransform: m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: - - {fileID: 1559665743} + - {fileID: 258664022} m_Father: {fileID: 1141076862} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} - m_AnchoredPosition: {x: 3.18, y: -3.44} + m_AnchoredPosition: {x: 3.18, y: -7.26} m_SizeDelta: {x: 2, y: 2} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &1816976209 @@ -18849,7 +19044,8 @@ MonoBehaviour: rotationThreshold: 30 crowbarVisual: {fileID: 1559665743} crowbarInPosition: {fileID: 960673426} - crowbarSocket: {fileID: 1493993205} + box: {fileID: 420385002} + crowbarCanvas: {fileID: 258664025} --- !u!114 &1816976210 MonoBehaviour: m_ObjectHideFlags: 0 @@ -18981,7 +19177,7 @@ LineRenderer: m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} m_SortingLayerID: 959782197 - m_SortingLayer: 5 + m_SortingLayer: 7 m_SortingOrder: 5 m_Positions: - {x: 0, y: 0, z: 0} diff --git a/Assets/Resources/Yarn/CrowBar/CrowBar1.yarn b/Assets/Resources/Yarn/CrowBar/CrowBar1.yarn index 0e1c03cc3..8647a97ed 100644 --- a/Assets/Resources/Yarn/CrowBar/CrowBar1.yarn +++ b/Assets/Resources/Yarn/CrowBar/CrowBar1.yarn @@ -3,4 +3,13 @@ tags: --- <> <> +[command name=activate_socket_choice /] +<> +<> +<>//撬棍入场 +<>//设置这个模块是可拆的 +[options /] +->UFViewCrowBar//要拆除哪个veiw就加后缀 + <>//设置某个模块为false就是拆除 + 我: 拆除UF了 === diff --git a/Assets/Resources/Yarn/Plug/Plug1.yarn b/Assets/Resources/Yarn/Plug/Plug1.yarn index a195416ce..4b5165d81 100644 --- a/Assets/Resources/Yarn/Plug/Plug1.yarn +++ b/Assets/Resources/Yarn/Plug/Plug1.yarn @@ -11,6 +11,7 @@ tags: title: choice tags: --- +[options /] -> UFView 我: 插入UFview了 <> diff --git a/Assets/Scripts/FixSystem/Cable/ISocket.cs b/Assets/Scripts/FixSystem/Cable/ISocket.cs index 716434f9e..37b1e7f3a 100644 --- a/Assets/Scripts/FixSystem/Cable/ISocket.cs +++ b/Assets/Scripts/FixSystem/Cable/ISocket.cs @@ -7,6 +7,6 @@ public interface ISocket Vector2 InsertionPoint { get; } Vector2 GetPosition(); - void InsertPlug(Plug plug); - void RemovePlug(Plug plug); + void InsertPlug(); + void RemovePlug(); } \ No newline at end of file diff --git a/Assets/Scripts/FixSystem/Cable/Plug.cs b/Assets/Scripts/FixSystem/Cable/Plug.cs index e5d2cd9c4..bbb961411 100644 --- a/Assets/Scripts/FixSystem/Cable/Plug.cs +++ b/Assets/Scripts/FixSystem/Cable/Plug.cs @@ -11,7 +11,7 @@ public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUp private Vector3 startPosition; private Quaternion startRotation; private bool isDragging = false; - private ISocket currentSocket = null; + private Socket currentSocket = null; private Image image; private Vector3 pickupOffset = new Vector3(0, 0, 0); private Quaternion pickupRotationOffset = Quaternion.Euler(0, 0, 30); @@ -29,7 +29,7 @@ public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUp startPosition = initialSocket.GetPosition(); transform.position = startPosition; - initialSocket.InsertPlug(this); + initialSocket.InsertPlug(); plugSprite.enabled = false; DialogController.OnDialogueStart += HandleDialogueStart; DialogController.OnDialogueComplete += HandleDialogueComplete; @@ -63,7 +63,7 @@ public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUp } isDragging = true; image.raycastTarget = false; - currentSocket?.RemovePlug(this); + currentSocket?.RemovePlug(); plugSprite.enabled = true; @@ -97,11 +97,11 @@ public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUp image.raycastTarget = true; float closestDistance = Mathf.Infinity; - ISocket closestSocket = null; + Socket closestSocket = null; - ISocket[] sockets = FindObjectsOfType().OfType().ToArray(); + Socket[] sockets = FindObjectsOfType().OfType().ToArray(); - foreach (ISocket socket in sockets) + foreach (Socket socket in sockets) { float distance = Vector3.Distance(transform.position, socket.GetPosition()); @@ -116,7 +116,7 @@ public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUp if (closestSocket != null && closestDistance <= snappingRange) { currentSocket = closestSocket; - currentSocket.InsertPlug(this); + currentSocket.InsertPlug(); transform.position = currentSocket.GetPosition(); plugSprite.enabled = false; //transform.rotation = startRotation; @@ -126,7 +126,7 @@ public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUp transform.DOMove(startPosition, 0.1f).OnComplete(() => { //transform.rotation = startRotation; - initialSocket.InsertPlug(this); + initialSocket.InsertPlug(); plugSprite.enabled = false; // Make the plug sprite disappear when it is inserted into the initial socket. }); diff --git a/Assets/Scripts/FixSystem/Cable/Socket.cs b/Assets/Scripts/FixSystem/Cable/Socket.cs index 27abd6572..ac82cbc2c 100644 --- a/Assets/Scripts/FixSystem/Cable/Socket.cs +++ b/Assets/Scripts/FixSystem/Cable/Socket.cs @@ -13,12 +13,10 @@ public class Socket : MonoBehaviour, ISocket set => _option = value; } - public void InsertPlug(Plug plug) + public void InsertPlug() { - if (IsAvailable) { - IsAvailable = false; } @@ -26,9 +24,8 @@ public class Socket : MonoBehaviour, ISocket _option?.SelectOption(); } - public void RemovePlug(Plug plug) + public void RemovePlug() { - IsAvailable = true; } @@ -36,4 +33,4 @@ public class Socket : MonoBehaviour, ISocket { return transform.position; } -} \ No newline at end of file +} diff --git a/Assets/Scripts/FixSystem/Crowbar/CrowBarSocket.cs b/Assets/Scripts/FixSystem/Crowbar/CrowBarSocket.cs new file mode 100644 index 000000000..56ceb722d --- /dev/null +++ b/Assets/Scripts/FixSystem/Crowbar/CrowBarSocket.cs @@ -0,0 +1,48 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using AibisDream; +using System.Drawing; + +public class CrowBarSocket : MonoBehaviour, ISocket +{ + // Start is called before the first frame update + public bool IsAvailable { get; set; } = false; + public Vector2 InsertionPoint => transform.position; + public GameObject visual; + + private YarnOption _option; + + public YarnOption Option + { + set => _option = value; + } + private void Awake() + { + visual.SetActive(false); + } + + public void InsertPlug() + { + visual.SetActive(true); + } + + public void RemovePlug() + { + visual.SetActive(false); + } + public void DisableSocket() + { + gameObject.SetActive(false); + } + + public Vector2 GetPosition() + { + return transform.position; + } + public void Completed() + { + _option?.SelectOption(); + IsAvailable=false; + } +} diff --git a/Assets/Scripts/FixSystem/Crowbar/CrowBarSocket.cs.meta b/Assets/Scripts/FixSystem/Crowbar/CrowBarSocket.cs.meta new file mode 100644 index 000000000..4b32d0390 --- /dev/null +++ b/Assets/Scripts/FixSystem/Crowbar/CrowBarSocket.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 144c712a1fbddc44ab9cd1176a945568 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FixSystem/Crowbar/Crowbar.cs b/Assets/Scripts/FixSystem/Crowbar/Crowbar.cs index 1c8f3f47f..452cdc65a 100644 --- a/Assets/Scripts/FixSystem/Crowbar/Crowbar.cs +++ b/Assets/Scripts/FixSystem/Crowbar/Crowbar.cs @@ -3,6 +3,7 @@ using UnityEngine.EventSystems; using DG.Tweening; using UnityEngine.UI; using Yarn.Unity; +using System.Collections.Generic; public class Crowbar : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler { @@ -12,8 +13,10 @@ public class Crowbar : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragH public Transform crowbarVisual; //public Transform crowbarBox; public Transform crowbarInPosition; - //public Transform crowbarOutPosition; - public Transform crowbarSocket; + private Vector3 crowbarOutPosition; + private CrowBarSocket crowbarSocket; + + public Transform box; public bool IsInDialogue { get; set; } = false; private Vector3 startPosition; @@ -23,26 +26,47 @@ public class Crowbar : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragH private float progress = 0f; private Image image; private bool isPryingCompleted = false; + private List crowbarSockets; + public Canvas crowbarCanvas; private void Awake() { image = GetComponent(); + } private void Start() { - // startPosition = transform.position; - // startRotation = transform.rotation; - } + crowbarOutPosition = transform.position; + crowbarSockets = new List(FindObjectsOfType()); + } + private void Initialize() +{ + isPryingCompleted = false; + progress = 0; + isInserted = false; + crowbarVisual.rotation = startRotation; + crowbarSocket=null; + crowbarCanvas.sortingLayerName = "Tool"; + crowbarCanvas.sortingOrder = 6; +} + + [YarnCommand("CrowBarIn")] public void MoveIn() { - //transform.DOMove(crowbarInPosition.position, 0.5f); + transform.DOMove(crowbarInPosition.position, 1f); + box.DOMove(crowbarInPosition.position, 1f); + Initialize(); } - + [YarnCommand("CrowBarOut")] public void MoveOut() { - //transform.DOMove(crowbarOutPosition.position, 0.5f); + // transform.DOMove(crowbarOutPosition, 0.1f).OnComplete(() => + // { + + // }); + box.DOMove(crowbarOutPosition, 1f); } public void OnBeginDrag(PointerEventData eventData) @@ -50,7 +74,7 @@ public class Crowbar : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragH if (IsInDialogue || isInserted) return; image.raycastTarget = false; - //crowbarSocket.Activate(); + //crowbarSocket.InsertPlug(); RectTransform canvasRectTransform = (RectTransform)transform.root; Vector3 worldPoint; @@ -63,30 +87,49 @@ public class Crowbar : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragH public void OnDrag(PointerEventData eventData) { + //Debug.Log("Draging"); if (IsInDialogue || isPryingCompleted) return; if (isInserted) { + Debug.Log("insert"); float deltaY = lastMousePosition.y - Input.mousePosition.y; lastMousePosition = Input.mousePosition; // 更新 lastMousePosition + Debug.Log("Progress :"+progress); progress += deltaY*0.3f * Time.deltaTime; progress = Mathf.Clamp01(progress); // 确保 progress 不会小于0 // 计算插入旋转和插入旋转-45度之间的插值 - float startAngle = crowbarSocket.transform.eulerAngles.z; + float startAngle = crowbarSocket.visual.transform.eulerAngles.z; float endAngle = startAngle + 40f; float currentAngle = Mathf.Lerp(startAngle, endAngle, progress); + Debug.Log("currentAngle :"+currentAngle); + // 更新撬棍的旋转角度 crowbarVisual.rotation = Quaternion.Euler(0f, 0f, currentAngle); if (progress >= 1f) { + crowbarSocket.Completed(); // 触发撬动完成的逻辑 Debug.Log("Crowbar action completed."); isPryingCompleted = true; - ResetCrowbar(); + + // 定义目标位置 + Vector3 targetPosition = transform.position + new Vector3(-1, 1, 0) * 10f; // 你可能需要根据你的场景来调整这个偏移量 + + // 使用 DOTween 来移动 crowbar + transform.DOMove(targetPosition, 1f); + + transform.DORotate(new Vector3(0, 0, 360), 0.4f, RotateMode.FastBeyond360) + .SetLoops(10, LoopType.Incremental) // 设置为无限循环 + .SetEase(Ease.Linear).OnComplete(() => + { + ResetCrowbar(); + }); + } } else @@ -97,43 +140,105 @@ public void OnDrag(PointerEventData eventData) { transform.position = worldPoint; } + CrowBarSocket socket= FindNearestSocket(); + if(socket!=null) + { + socket.InsertPlug(); + } + } lastMousePosition = Input.mousePosition; } - public void OnEndDrag(PointerEventData eventData) - { - if (IsInDialogue) return; +public void OnEndDrag(PointerEventData eventData) +{ + if (IsInDialogue) return; - if (isInserted) + if (isInserted) + { + ResetCrowbarProgress(); + } + else + { + CrowBarSocket nearestSocket = null; + float minDistance = float.MaxValue; + + foreach (var socket in crowbarSockets) { - ResetCrowbarProgress(); + float distance = Vector3.Distance(transform.position, socket.transform.position); + if (distance <= minDistance && socket.IsAvailable) + { + minDistance = distance; + nearestSocket = socket; + } } - else + + if (nearestSocket != null) { float snappingRange = 1f; // You might need to adjust this for WorldSpace Canvas - if (Vector3.Distance(transform.position, crowbarSocket.transform.position) <= snappingRange) + if (minDistance <= snappingRange) { - transform.position = crowbarSocket.transform.position; - crowbarVisual.rotation = crowbarSocket.transform.rotation; + transform.position = nearestSocket.transform.position; + crowbarVisual.rotation = nearestSocket.visual.transform.rotation; isInserted = true; - //crowbarSocket.Deactivate(); + nearestSocket.RemovePlug(); + nearestSocket.DisableSocket(); + crowbarSocket=nearestSocket; + crowbarCanvas.sortingLayerName = "UnderModule"; + crowbarCanvas.sortingOrder = 6; } else { transform.DOMove(crowbarInPosition.position, 0.1f).OnComplete(() => { - //crowbarSocket.Deactivate(); + nearestSocket.RemovePlug(); }); } } + else + { + transform.DOMove(crowbarInPosition.position, 0.1f).OnComplete(() => + { + crowbarCanvas.sortingLayerName = "Tool"; + crowbarCanvas.sortingOrder = 6; + }); + } } +} +public CrowBarSocket FindNearestSocket() +{ + CrowBarSocket nearestSocket = null; + float minDistance = float.MaxValue; + + foreach (var socket in crowbarSockets) + { + float distance = Vector3.Distance(transform.position, socket.transform.position); + if (distance <= minDistance && socket.IsAvailable) + { + minDistance = distance; + nearestSocket = socket; + } + } + if (nearestSocket != null) + { + return nearestSocket; + } + else + { + return null; + } + +} + private void ResetCrowbarProgress() { //isInserted = false; progress = 0f; crowbarVisual.rotation = Quaternion.Euler(0f, 0f, 180f); + crowbarCanvas.sortingLayerName = "Tool"; + crowbarCanvas.sortingOrder = 6; + MoveOut(); } private void ResetCrowbar() { @@ -141,6 +246,6 @@ public void OnDrag(PointerEventData eventData) progress = 0f; crowbarVisual.rotation = startRotation; //isPryingCompleted = false; - transform.DOMove(crowbarInPosition.position, 0.1f); + transform.position=crowbarOutPosition; } } diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index b93e30e37..8b35e1a46 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -53,9 +53,15 @@ TagManager: - name: Front uniqueID: 3043681975 locked: 0 + - name: UnderModule + uniqueID: 428640211 + locked: 0 - name: Module uniqueID: 1607245853 locked: 0 + - name: UpperModule + uniqueID: 349519991 + locked: 0 - name: Tool uniqueID: 959782197 locked: 0 From e86726e504a584c4ca84bf894b4e76850185baa5 Mon Sep 17 00:00:00 2001 From: bottlefish <781230111@qq.com> Date: Sun, 1 Sep 2024 12:31:28 +0800 Subject: [PATCH 2/4] =?UTF-8?q?=E4=B8=8A=E4=BC=A0=E5=85=B6=E4=BB=96?= =?UTF-8?q?=E6=A8=A1=E5=9D=97view=E4=BB=A5=E5=8F=8Asocket=E9=85=8D?= =?UTF-8?q?=E7=BD=AE?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../佩佩/Scripts/EyeTransitionManager.cs | 44 +- Assets/Prototype/佩佩/佩佩视觉模块.unity | 1974 ++++++++++++++++- 2 files changed, 1963 insertions(+), 55 deletions(-) diff --git a/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs b/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs index bb5596380..941a976cd 100644 --- a/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs +++ b/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs @@ -28,10 +28,10 @@ public class EyeTransitionManager : MonoBehaviour public class ViewConfig { public GameObject viewPanel; // 视图的面板 - public Button activateButton; // 视图的激活按钮(MainView除外) - public Button returnToMainViewButton; // 视图的返回MainView按钮 + //public Button activateButton; // 视图的激活按钮(MainView除外) + //public Button returnToMainViewButton; // 视图的返回MainView按钮 public Socket socket; - public InteractiveLineSegment lineSegment; // 线段 + //public InteractiveLineSegment lineSegment; // 线段 public ViewState viewState; public Image VisualspriteRender; // 新增字段,用于保存视图的图片 @@ -75,6 +75,10 @@ public class EyeTransitionManager : MonoBehaviour EyeView, UFView, MemoryView, + LogicView, + EmoView, + ColorView, + SpeakView, //ColorView @@ -164,18 +168,18 @@ public class EyeTransitionManager : MonoBehaviour // 初始化视图状态和视图配置的映射 viewConfigDictionary = new Dictionary(); - foreach (var config in viewConfigs) - { - viewConfigDictionary[config.viewState] = config; - if (config.returnToMainViewButton != null) - { - // 绑定每个视图的返回MainView按钮 - config.returnToMainViewButton.onClick.AddListener(() => StartTransition(ViewState.MainView)); - } - // 更新按钮的可用性 - config.activateButton.interactable = config.IsAvailable; - //config.activateButton.gameObject.SetActive(false); - } + // foreach (var config in viewConfigs) + // { + // viewConfigDictionary[config.viewState] = config; + // if (config.returnToMainViewButton != null) + // { + // // 绑定每个视图的返回MainView按钮 + // config.returnToMainViewButton.onClick.AddListener(() => StartTransition(ViewState.MainView)); + // } + // // 更新按钮的可用性 + // //config.activateButton.interactable = config.IsAvailable; + // //config.activateButton.gameObject.SetActive(false); + // } LoadState(); } @@ -200,12 +204,12 @@ public class EyeTransitionManager : MonoBehaviour } if (optionDic.ContainsKey(viewConfig.viewState + "Activate")) { - viewConfig.activateButton.onClick.RemoveAllListeners(); + //viewConfig.activateButton.onClick.RemoveAllListeners(); // 为激活添加方法 - viewConfig.activateButton.onClick.AddListener(() => - { - optionDic[viewConfig.viewState+ "Activate"].SelectOption(); - }); + // viewConfig.activateButton.onClick.AddListener(() => + // { + // optionDic[viewConfig.viewState+ "Activate"].SelectOption(); + // }); } if (optionDic.ContainsKey(viewConfig.viewState + "CrowBar")&&viewConfig.crowBarSocket!=null) { 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 329adcde3..fac8661a3 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 @@ -331,6 +331,249 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 4115898} m_CullTransparentMesh: 1 +--- !u!21 &4517769 +Material: + serializedVersion: 8 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: AllIn1SpriteShader/AllIn1SpriteShader + m_Shader: {fileID: 4800000, guid: a36b7719ff0465b42ab1407d67672c5f, type: 3} + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: 3000 + stringTagMap: {} + disabledShaderPasses: [] + m_LockedProperties: + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - 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public static IEnumerator FadeIn(float duration = 1) + public static IEnumerator FadeIn(float duration) { return MainUIController.Instance.FadeInSync(duration); } [YarnCommand("fade_out")] - public static IEnumerator FadeOut(float duration = 1) + public static IEnumerator FadeOut(float duration) { return MainUIController.Instance.FadeOutSync(duration); } + + [YarnCommand("fade_in")] + public static IEnumerator FadeIn() + { + return MainUIController.Instance.FadeInSync(1); + } + + [YarnCommand("fade_out")] + public static IEnumerator FadeOut() + { + return MainUIController.Instance.FadeOutSync(1); + } #endregion } From 5ffa9f6b5f819efc3a7508cfc8a30e634ff48319 Mon Sep 17 00:00:00 2001 From: bottlefish <781230111@qq.com> Date: Sun, 1 Sep 2024 18:40:46 +0800 Subject: [PATCH 4/4] =?UTF-8?q?=E6=A8=A1=E5=9D=97=E5=92=8C=E7=BA=BF?= =?UTF-8?q?=E7=9A=84=E6=8B=86=E9=99=A4=E4=BB=A5=E5=8F=8A=E9=87=8D=E8=A3=85?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit view的visual管理,重构了line的初始化方式,支持用yarn初始化 --- Assets/Prefabs/InteractiveLineSegment.prefab | 197 +++ .../InteractiveLineSegment.prefab.meta | 7 + .../佩佩/Scripts/EyeTransitionManager.cs | 117 +- Assets/Prototype/佩佩/佩佩视觉模块.unity | 1085 +++++++++-------- Assets/Resources/Yarn/CrowBar/CrowBar1.yarn | 43 +- Assets/Resources/Yarn/CutLine/CutLine1.yarn | 6 +- Assets/Scripts/FixSystem/Cable/Plug.cs | 4 +- .../FixSystem/Crowbar/CrowBarSocket.cs | 6 +- Assets/Scripts/FixSystem/Crowbar/Crowbar.cs | 25 +- .../FixSystem/Line/InteractiveLineSegment.cs | 76 +- Assets/Scripts/FixSystem/Line/LineManager.cs | 164 ++- .../FixSystem/Line/PhysicLineSegment.cs | 3 +- .../FixSystem/Line/VisualLineSegment.cs | 5 +- 13 files changed, 1140 insertions(+), 598 deletions(-) create mode 100644 Assets/Prefabs/InteractiveLineSegment.prefab create mode 100644 Assets/Prefabs/InteractiveLineSegment.prefab.meta diff --git a/Assets/Prefabs/InteractiveLineSegment.prefab b/Assets/Prefabs/InteractiveLineSegment.prefab new file mode 100644 index 000000000..4031775e4 --- /dev/null +++ b/Assets/Prefabs/InteractiveLineSegment.prefab @@ -0,0 +1,197 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &3506613774900747202 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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public Image VisualspriteRender; // 新增字段,用于保存视图的图片 - + public List Visuals; // 用于保存视图的图片列表 + public int currentVisualIndex = 0; public CrowBarSocket crowBarSocket; + //public GameObject extraGameobject; + private bool _isAvailable = false; // 视图是否可用的私有字段 // 视图是否可用的公有属性 @@ -79,6 +81,8 @@ public class EyeTransitionManager : MonoBehaviour EmoView, ColorView, SpeakView, + + UFViewBroken, //ColorView @@ -168,18 +172,14 @@ public class EyeTransitionManager : MonoBehaviour // 初始化视图状态和视图配置的映射 viewConfigDictionary = new Dictionary(); - // foreach (var config in viewConfigs) - // { - // viewConfigDictionary[config.viewState] = config; - // if (config.returnToMainViewButton != null) - // { - // // 绑定每个视图的返回MainView按钮 - // config.returnToMainViewButton.onClick.AddListener(() => StartTransition(ViewState.MainView)); - // } - // // 更新按钮的可用性 - // //config.activateButton.interactable = config.IsAvailable; - // //config.activateButton.gameObject.SetActive(false); - // } + foreach (var config in viewConfigs) + { + viewConfigDictionary[config.viewState] = config; + if(config.Visuals.Count!=0) + { + SetVisualState(config.viewState.ToString(),config.currentVisualIndex); + } + } LoadState(); } @@ -244,6 +244,7 @@ public class EyeTransitionManager : MonoBehaviour { foreach (var viewConfig in viewConfigs) { + if(viewConfig.viewPanel!=null) viewConfig.viewPanel.SetActive(false); } return; @@ -253,6 +254,7 @@ public class EyeTransitionManager : MonoBehaviour foreach (var viewConfig in viewConfigs) { + if(viewConfig.viewPanel!=null) viewConfig.viewPanel.SetActive(viewConfig.viewState == viewState); } } @@ -362,49 +364,58 @@ public void SetViewAvailability(string viewStateName, bool isAvailable) }); } } - 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- if (!viewConfigDictionary.TryGetValue(viewState, out ViewConfig config)) return; - - // 加载新的图片 - if (config.VisualspriteRender != null) - { - config.VisualspriteRender.sprite = Resources.Load(spriteName); - - } + Debug.LogError("Invalid ViewState name: " + viewStateName); + return; } - [YarnCommand("Set_ViewVisualState")] - public void SetVisualState(string viewStateName,bool isActive) + + if (!viewConfigDictionary.TryGetValue(viewState, out ViewConfig config)) { - ViewState viewState; - if (!Enum.TryParse(viewStateName, out viewState)) - { - Debug.LogError("Invalid ViewState name: " + viewStateName); - return; - } - - if (!viewConfigDictionary.TryGetValue(viewState, out ViewConfig config)) return; - - // 加载新的图片 - if (config.VisualspriteRender != null) - { - bool activeStatus = isActive; - config.VisualspriteRender.gameObject.SetActive(activeStatus); - } - if (config.socket != null) - { - bool activeStatus = isActive; - config.socket.gameObject.SetActive(activeStatus); - } + Debug.LogError("ViewState " + viewState + " not found in viewConfigDictionary"); + return; } + + if (visualIndex < 0 || visualIndex >= config.Visuals.Count) + { + Debug.LogError("Invalid visual index for " + viewStateName); + return; + } + + for (int i = 0; i < config.Visuals.Count; i++) + { + config.Visuals[i].SetActive(i == visualIndex); + } + + config.currentVisualIndex = visualIndex; + + +} + [YarnCommand("Set_VeiwCrowSocketAvailable")] public void SetCrowSocketAvailable(string viewStateName,bool isActive) { 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 fac8661a3..417ea9020 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 @@ -152,7 +152,8 @@ RectTransform: m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 - 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{fileID: 1141076862} - {fileID: 1278583898} - {fileID: 1182811777} - - {fileID: 223296691} - - {fileID: 863689910} - {fileID: 1761949062} - {fileID: 886733272} - {fileID: 1654679524} - - {fileID: 200033297} diff --git a/Assets/Resources/Yarn/CrowBar/CrowBar1.yarn b/Assets/Resources/Yarn/CrowBar/CrowBar1.yarn index 8647a97ed..789761198 100644 --- a/Assets/Resources/Yarn/CrowBar/CrowBar1.yarn +++ b/Assets/Resources/Yarn/CrowBar/CrowBar1.yarn @@ -3,13 +3,46 @@ tags: --- <> <> +<> [command name=activate_socket_choice /] -<> -<> +<> +//<> + + +=== + +title: Day2 +tags: +--- +// <> +// <> +// <> +// <> <>//撬棍入场 -<>//设置这个模块是可拆的 +<> [options /] ->UFViewCrowBar//要拆除哪个veiw就加后缀 - <>//设置某个模块为false就是拆除 - 我: 拆除UF了 + <> + 我: 拆开了 + 我: 彻底拆掉吧 + <>//撬棍入场 + <> + [options /] + ->UFViewCrowBar + <> + 我: 彻底拆掉了 === +title: Day3 +tags: +--- +<> +我: 重新装上吧 +<> +我: 把色觉也装上吧 +<> +我: 盖子盖起来 +<> +我: 把我的色觉给佩佩吧 +<> + +=== diff --git a/Assets/Resources/Yarn/CutLine/CutLine1.yarn b/Assets/Resources/Yarn/CutLine/CutLine1.yarn index aa72f5bbd..231f500ac 100644 --- a/Assets/Resources/Yarn/CutLine/CutLine1.yarn +++ b/Assets/Resources/Yarn/CutLine/CutLine1.yarn @@ -10,7 +10,9 @@ tags: -> MemoryEyeScissor 我:剪断哦了 <> - -> MemoryUFScissor - 我:这个剪不断噢 + ->重新连接线 + <> + <> + <> === diff --git a/Assets/Scripts/FixSystem/Cable/Plug.cs b/Assets/Scripts/FixSystem/Cable/Plug.cs index bbb961411..dbd7a7e19 100644 --- a/Assets/Scripts/FixSystem/Cable/Plug.cs +++ b/Assets/Scripts/FixSystem/Cable/Plug.cs @@ -44,14 +44,14 @@ public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUp { // Dialogue has started, disable plug interactions IsInDialogue = true; - Debug.Log("in dialogue"); + //Debug.Log("in dialogue"); } void HandleDialogueComplete() { // Dialogue has completed, enable plug interactions IsInDialogue = false; - Debug.Log("dialoguecompleted"); + //Debug.Log("dialoguecompleted"); } diff --git a/Assets/Scripts/FixSystem/Crowbar/CrowBarSocket.cs b/Assets/Scripts/FixSystem/Crowbar/CrowBarSocket.cs index 56ceb722d..92fa08980 100644 --- a/Assets/Scripts/FixSystem/Crowbar/CrowBarSocket.cs +++ b/Assets/Scripts/FixSystem/Crowbar/CrowBarSocket.cs @@ -7,7 +7,7 @@ using System.Drawing; public class CrowBarSocket : MonoBehaviour, ISocket { // Start is called before the first frame update - public bool IsAvailable { get; set; } = false; + public bool IsAvailable { get; set; } = true; public Vector2 InsertionPoint => transform.position; public GameObject visual; @@ -35,6 +35,10 @@ public class CrowBarSocket : MonoBehaviour, ISocket { gameObject.SetActive(false); } + public void EnableSocket() + { + gameObject.SetActive(true); + } public Vector2 GetPosition() { diff --git a/Assets/Scripts/FixSystem/Crowbar/Crowbar.cs b/Assets/Scripts/FixSystem/Crowbar/Crowbar.cs index 452cdc65a..f61de2a5b 100644 --- a/Assets/Scripts/FixSystem/Crowbar/Crowbar.cs +++ b/Assets/Scripts/FixSystem/Crowbar/Crowbar.cs @@ -38,7 +38,6 @@ public class Crowbar : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragH private void Start() { crowbarOutPosition = transform.position; - crowbarSockets = new List(FindObjectsOfType()); } private void Initialize() @@ -50,6 +49,7 @@ public class Crowbar : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragH crowbarSocket=null; crowbarCanvas.sortingLayerName = "Tool"; crowbarCanvas.sortingOrder = 6; + crowbarSockets = new List(FindObjectsOfType()); } [YarnCommand("CrowBarIn")] @@ -67,6 +67,7 @@ public class Crowbar : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragH // }); box.DOMove(crowbarOutPosition, 1f); + transform.position=crowbarOutPosition; } public void OnBeginDrag(PointerEventData eventData) @@ -87,15 +88,15 @@ public class Crowbar : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragH public void OnDrag(PointerEventData eventData) { - //Debug.Log("Draging"); + Debug.Log("Draging"); if (IsInDialogue || isPryingCompleted) return; if (isInserted) { - Debug.Log("insert"); + Debug.Log("insert"); float deltaY = lastMousePosition.y - Input.mousePosition.y; lastMousePosition = Input.mousePosition; // 更新 lastMousePosition - Debug.Log("Progress :"+progress); + //Debug.Log("Progress :"+progress); progress += deltaY*0.3f * Time.deltaTime; progress = Mathf.Clamp01(progress); // 确保 progress 不会小于0 @@ -104,7 +105,7 @@ public void OnDrag(PointerEventData eventData) float startAngle = crowbarSocket.visual.transform.eulerAngles.z; float endAngle = startAngle + 40f; float currentAngle = Mathf.Lerp(startAngle, endAngle, progress); - Debug.Log("currentAngle :"+currentAngle); + //Debug.Log("currentAngle :"+currentAngle); // 更新撬棍的旋转角度 @@ -113,12 +114,13 @@ public void OnDrag(PointerEventData eventData) if (progress >= 1f) { crowbarSocket.Completed(); + crowbarSocket.EnableSocket(); // 触发撬动完成的逻辑 Debug.Log("Crowbar action completed."); isPryingCompleted = true; // 定义目标位置 - Vector3 targetPosition = transform.position + new Vector3(-1, 1, 0) * 10f; // 你可能需要根据你的场景来调整这个偏移量 + Vector3 targetPosition = transform.position + new Vector3(-1, 1, 0) * 6f; // 你可能需要根据你的场景来调整这个偏移量 // 使用 DOTween 来移动 crowbar transform.DOMove(targetPosition, 1f); @@ -165,6 +167,10 @@ public void OnEndDrag(PointerEventData eventData) foreach (var socket in crowbarSockets) { + if(!socket.gameObject.activeInHierarchy) + { + continue; + } float distance = Vector3.Distance(transform.position, socket.transform.position); if (distance <= minDistance && socket.IsAvailable) { @@ -182,10 +188,11 @@ public void OnEndDrag(PointerEventData eventData) crowbarVisual.rotation = nearestSocket.visual.transform.rotation; isInserted = true; nearestSocket.RemovePlug(); - nearestSocket.DisableSocket(); + nearestSocket.DisableSocket(); crowbarSocket=nearestSocket; crowbarCanvas.sortingLayerName = "UnderModule"; crowbarCanvas.sortingOrder = 6; + Debug.Log("crowbarsocket name"+crowbarSocket.name); } else { @@ -212,6 +219,10 @@ public CrowBarSocket FindNearestSocket() foreach (var socket in crowbarSockets) { + if(!socket.gameObject.activeInHierarchy) + { + continue; + } float distance = Vector3.Distance(transform.position, socket.transform.position); if (distance <= minDistance && socket.IsAvailable) { diff --git a/Assets/Scripts/FixSystem/Line/InteractiveLineSegment.cs b/Assets/Scripts/FixSystem/Line/InteractiveLineSegment.cs index b4471102a..d48c18ae8 100644 --- a/Assets/Scripts/FixSystem/Line/InteractiveLineSegment.cs +++ b/Assets/Scripts/FixSystem/Line/InteractiveLineSegment.cs @@ -4,7 +4,6 @@ using AibisDream; public class InteractiveLineSegment : VisualLineSegment { - [SerializeField] private Transform startTransform; public Transform StartTransform { @@ -12,7 +11,6 @@ public class InteractiveLineSegment : VisualLineSegment set { startTransform = value; } } - [SerializeField] private Transform endTransform; public Transform EndTransform { @@ -20,6 +18,8 @@ public class InteractiveLineSegment : VisualLineSegment set { endTransform = value; } } + private LineRenderer strokeLineRenderer; // 新的 LineRenderer 对象作为描边 + private BoxCollider2D boxCollider; private YarnOption _option; @@ -43,50 +43,70 @@ public class InteractiveLineSegment : VisualLineSegment public void OnHover() { - if (IsCuttable) - { - TurnGreen(); - } - else - { - TurnRed(); - } + strokeLineRenderer.enabled = true; + // if (IsCuttable) + // { + // TurnGreen(); + // } + // else + // { + // TurnRed(); + // } + } public void OnHoverExit() { - TurnGrey(); + // TurnGrey(); + strokeLineRenderer.enabled = false; } protected override void Awake() { base.Awake(); boxCollider = GetComponent(); + } public void Start() { Initialize(); + InitializeStrokeLineRenderer(); } + private LineRenderer CopyLineRenderer(LineRenderer source) +{ + LineRenderer newLineRenderer = new GameObject("StrokeLine").AddComponent(); + + // Copy the properties from the source LineRenderer to the new one + newLineRenderer.material = source.material; + newLineRenderer.startColor = source.startColor; + newLineRenderer.endColor = source.endColor; + newLineRenderer.startWidth = source.startWidth; + newLineRenderer.endWidth = source.endWidth; + newLineRenderer.numCornerVertices = source.numCornerVertices; + newLineRenderer.numCapVertices = source.numCapVertices; + newLineRenderer.positionCount = source.positionCount; + newLineRenderer.sortingLayerName = source.sortingLayerName; + newLineRenderer.sortingOrder = source.sortingOrder-1; + + // Set the parent of the new GameObject to the same as the source + newLineRenderer.transform.parent = source.transform; + + return newLineRenderer; +} +private void InitializeStrokeLineRenderer() +{ + strokeLineRenderer = CopyLineRenderer(GetComponent()); + // 设置描边的 LineRenderer 的属性 + strokeLineRenderer.SetPosition(0, StartTransform.position); + strokeLineRenderer.SetPosition(1, EndTransform.position); + strokeLineRenderer.endColor = Color.white; + strokeLineRenderer.startColor = Color.white; + strokeLineRenderer.widthMultiplier = lineRenderer.widthMultiplier * 1.2f; // 假设描边的宽度是原线条宽度的 1.2 倍 + strokeLineRenderer.enabled = false; // 初始时禁用描边 +} - - public void TurnGreen() - { - lineRenderer.material.color = Color.green; // 改变 LineRenderer 的颜色 - } - - public void TurnGrey() - { - lineRenderer.material.color = Color.grey; // 改变 LineRenderer 的颜色 - } - public void TurnRed() - { - lineRenderer.material.color = Color.red; // 改变 LineRenderer 的颜色 - } - - public void Initialize() { - TurnGrey(); if (StartTransform == null || EndTransform == null) { Debug.LogError("StartTransform or EndTransform is not set."); diff --git a/Assets/Scripts/FixSystem/Line/LineManager.cs b/Assets/Scripts/FixSystem/Line/LineManager.cs index 6f7378116..ed14bac45 100644 --- a/Assets/Scripts/FixSystem/Line/LineManager.cs +++ b/Assets/Scripts/FixSystem/Line/LineManager.cs @@ -6,10 +6,21 @@ using System.Collections; using AibisDream; using System.Linq; using DG.Tweening; - +[System.Serializable] +public class LineSegmentInfo +{ + public string Name; + public Transform StartTransform; + public Transform EndTransform; +} public class LineManager : MonoBehaviour { - //public GameObject interactiveLineSegmentPrefab; + public InteractiveLineSegment interactiveLineSegmentPrefab; // InteractiveLineSegment 的预制体 + [SerializeField] + private List lineSegmentInfos; // 线段信息的列表 + + // 线段字典,用于快速查找 + public GameObject physicLineSegmentPrefab; public CustomCursor customCursor; // 自定义光标,你可以在 Inspector 中设置 @@ -44,9 +55,20 @@ public class LineManager : MonoBehaviour } private InteractiveLineSegment currentLineSegment; // 当前要被剪断的线段 -private const float LONG_PRESS_THRESHOLD = 3.0f; // 长按阈值,可以根据需要调整 +private const float LONG_PRESS_THRESHOLD = 0.01f; // 长按阈值,可以根据需要调整 private float longPressTime = 0.0f; // 长按时间 -private float detectionRadius=0.4f; +private float detectionRadius=0.25f; + +private void SaveCutLine(string lineName) +{ + PlayerPrefs.SetString(lineName, "cut"); + PlayerPrefs.Save(); +} + +private bool IsLineCut(string lineName) +{ + return PlayerPrefs.HasKey(lineName); +} public void CutLine(InteractiveLineSegment originalLineSegment, Vector3 splitPoint) { @@ -60,17 +82,41 @@ public void CutLine(InteractiveLineSegment originalLineSegment, Vector3 splitPoi GameObject firstLineSegmentObject = Instantiate(physicLineSegmentPrefab, transform); PhysicLineSegment firstLineSegment = firstLineSegmentObject.GetComponent(); firstLineSegment.Initialize(originalLineSegment.StartTransform.position, splitPoint); + firstLineSegment.lineRenderer.startColor=originalLineSegment.lineRenderer.startColor; + firstLineSegment.lineRenderer.endColor=originalLineSegment.lineRenderer.endColor; // Create the second new line segment GameObject secondLineSegmentObject = Instantiate(physicLineSegmentPrefab, transform); PhysicLineSegment secondLineSegment = secondLineSegmentObject.GetComponent(); secondLineSegment.Initialize(originalLineSegment.EndTransform.position,splitPoint); - originalLineSegment.Option.SelectOption(); - + secondLineSegment.lineRenderer.startColor=originalLineSegment.lineRenderer.startColor; + secondLineSegment.lineRenderer.endColor=originalLineSegment.lineRenderer.endColor; // Immediately destroy the original line segment Destroy(originalLineSegment.gameObject); + Debug.Log("线销毁了"); + SaveCutLine(originalLineSegment.name); + + // Start the coroutine to destroy the new line segments after fade in and out + StartCoroutine(DestroyNewSegmentsAfterFade(firstLineSegmentObject, secondLineSegmentObject,originalLineSegment)); } +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); + 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); + originalLineSegment.Option.SelectOption(); +} + + private void AddPhysicsComponents(GameObject lineSegmentObject) { @@ -117,6 +163,8 @@ private void LongPressLineSegment(InteractiveLineSegment lineSegment) longPressTime += Time.deltaTime; Vector3 midpoint = (lineSegment.StartPoint + lineSegment.EndPoint) / 2; + float distance = Vector3.Distance(midpoint, lineSegment.StartPoint); + // Make the scissors shake and the line segment turn red if (longPressTime < LONG_PRESS_THRESHOLD) { @@ -127,11 +175,29 @@ private void LongPressLineSegment(InteractiveLineSegment lineSegment) // Move the scissors towards the midpoint //customCursor.transform.DOMove(midpoint, 0.1f); + + float progress = longPressTime / LONG_PRESS_THRESHOLD; + // Calculate the new position of the color gradient + float newPosition = progress * distance; + + // Create a new color gradient + // Gradient gradient = new Gradient(); + + // // Set the color keys of the gradient + // gradient.SetKeys( + // new GradientColorKey[] { new GradientColorKey(Color.red, 0.0f), new GradientColorKey(lineSegment.GetComponent().startColor, newPosition) }, + // new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, newPosition) } + // ); + + // // Set the color gradient of the LineRenderer + // lineSegment.GetComponent().colorGradient = gradient; } else { // Cut the line segment CutLine(lineSegment,midpoint); + IsScissorsMode=false; + Debug.Log("线剪断触发了"); } } @@ -139,7 +205,7 @@ private void ExitLineSegment() { if (currentLineSegment != null) { - currentLineSegment.TurnGrey(); + currentLineSegment.OnHoverExit(); } currentLineSegment = null; } @@ -195,16 +261,86 @@ private void ExitLineSegment() } +[YarnCommand("reconnected_line")] +public void Reconnected(string input) +{ + // Use GetLineSegmentName method to find the recognized name + string recognizedName = GetLineSegmentName(input); + + if (recognizedName == null) + { + Debug.LogError("Invalid LineSegmentInfo name: " + input); + return; + } + + // Find the LineSegmentInfo with the recognized name + LineSegmentInfo lineSegmentInfo = lineSegmentInfos.Find(info => info.Name == recognizedName); + + if (lineSegmentInfo == null) + { + Debug.LogError("Invalid LineSegmentInfo name: " + recognizedName); + return; + } + + // If the line is already cut, skip it + // if (!IsLineCut(lineSegmentInfo.Name)) + // { + // return; + // } + + // Instantiate a new line segment with the given info + InteractiveLineSegment newSegment = Instantiate(interactiveLineSegmentPrefab, transform); + newSegment.StartTransform = lineSegmentInfo.StartTransform; + newSegment.EndTransform = lineSegmentInfo.EndTransform; + newSegment.Initialize(); + + // Add the new line segment to the dictionary + //lineSegmentDictionary.Add(lineSegmentInfo.Name, newSegment); +} +[YarnCommand("delete_line")] +public void DeleteLine(string input) +{ + // Use GetLineSegmentName method to find the recognized name + string recognizedName = GetLineSegmentName(input); + + if (recognizedName == null) + { + Debug.LogError("Invalid LineSegmentInfo name: " + input); + return; + } + + if (lineSegmentDictionary.ContainsKey(recognizedName)) + { + InteractiveLineSegment lineSegmentToRemove = lineSegmentDictionary[recognizedName]; + lineSegmentDictionary.Remove(recognizedName); + + // Destroy the line segment GameObject + Destroy(lineSegmentToRemove.gameObject); + + Debug.Log("Line segment removed: " + recognizedName); + } + else + { + Debug.LogError("Line segment not found in dictionary: " + recognizedName); + } +} + private void Start() { - // 查找场景中的所有 InteractiveLineSegment 并添加到字典中 - InteractiveLineSegment[] lineSegments = FindObjectsOfType(); - foreach (InteractiveLineSegment lineSegment in lineSegments) - { - lineSegmentDictionary.Add(lineSegment.name, lineSegment); - Debug.Log("Added " + lineSegment.name + " to lineSegmentDictionary"); - } + foreach (LineSegmentInfo lineSegmentInfo in lineSegmentInfos) + { + if (IsLineCut(lineSegmentInfo.Name)) + { + continue; + } + InteractiveLineSegment newSegment = Instantiate(interactiveLineSegmentPrefab, transform); + newSegment.StartTransform = lineSegmentInfo.StartTransform; + newSegment.EndTransform = lineSegmentInfo.EndTransform; + newSegment.Initialize(); + lineSegmentDictionary.Add(lineSegmentInfo.Name, newSegment); + } + } public InteractiveLineSegment GetLineSegmentByName(string lineSegmentName) diff --git a/Assets/Scripts/FixSystem/Line/PhysicLineSegment.cs b/Assets/Scripts/FixSystem/Line/PhysicLineSegment.cs index 780267345..d7fae069e 100644 --- a/Assets/Scripts/FixSystem/Line/PhysicLineSegment.cs +++ b/Assets/Scripts/FixSystem/Line/PhysicLineSegment.cs @@ -12,7 +12,8 @@ public class PhysicLineSegment : MonoBehaviour private List particles = new List(); private List sticks = new List(); - private LineRenderer lineRenderer; + [HideInInspector] + public LineRenderer lineRenderer; private int segmentCount; public float gravity = -9.8f; diff --git a/Assets/Scripts/FixSystem/Line/VisualLineSegment.cs b/Assets/Scripts/FixSystem/Line/VisualLineSegment.cs index e4d55d05f..86cc462d3 100644 --- a/Assets/Scripts/FixSystem/Line/VisualLineSegment.cs +++ b/Assets/Scripts/FixSystem/Line/VisualLineSegment.cs @@ -5,8 +5,8 @@ public class VisualLineSegment : MonoBehaviour { public Vector3 StartPoint { get; private set; } public Vector3 EndPoint { get; private set; } - - protected LineRenderer lineRenderer; + [HideInInspector] + public LineRenderer lineRenderer; protected virtual void Awake() { @@ -23,6 +23,7 @@ public class VisualLineSegment : MonoBehaviour lineRenderer.SetPosition(1, EndPoint); } + // public void ShrinkAndDisappear() // { // // Shrink the line segment from the end to the start