Merge branch 'develop' into feature/YarnScript-9月切片

This commit is contained in:
2024-08-31 20:55:03 +08:00
93 changed files with 7147 additions and 293 deletions
@@ -7,7 +7,7 @@ Material:
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m_Name: MemoryColorWrong
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@@ -15,8 +15,8 @@ Material:
- CHROMABERR_ON
- DISTORT_ON
- DOODLE_ON
- FLICKER_ON
- GLITCH_ON
- TWISTUV_ON
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
@@ -90,11 +90,11 @@ Material:
- _BlurIntensity: 0
- _Brightness: 0
- _ChromAberrAlpha: 0.761
- _ChromAberrAmount: 0.766
- _ChromAberrAmount: 0.212
- _ClipUvDown: 0
- _ClipUvLeft: 0
- _ClipUvRight: 0
- _ClipUvUp: 0.275
- _ClipUvUp: 0
- _ColorChangeLuminosity: 0
- _ColorChangeTolerance: 0.25
- _ColorChangeTolerance2: 0.25
@@ -108,9 +108,9 @@ Material:
- _ColorSwapRedLuminosity: 0.5
- _Contrast: 1
- _CullingOption: 0
- _DistortAmount: 0.46
- _DistortTexXSpeed: 1.6
- _DistortTexYSpeed: 5
- _DistortAmount: 0.09
- _DistortTexXSpeed: -20.7
- _DistortTexYSpeed: 2.7
- _EditorDrawers: 6
- _FadeAmount: -0.1
- _FadeBurnGlow: 2
@@ -123,8 +123,8 @@ Material:
- _GhostBlend: 1
- _GhostColorBoost: 1
- _GhostTransparency: 0
- _GlitchAmount: 10.5
- _GlitchSize: 2.72
- _GlitchAmount: 2.3
- _GlitchSize: 2.35
- _Glow: 10
- _GlowGlobal: 1
- _GradBlend: 1
@@ -139,7 +139,7 @@ Material:
- _GreyscaleBlend: 1
- _GreyscaleLuminosity: 0
- _GreyscaleOutline: 0
- _HandDrawnAmount: 10
- _HandDrawnAmount: 5.8
- _HandDrawnSpeed: 5
- _HitEffectBlend: 1
- _HitEffectGlow: 5
@@ -164,8 +164,8 @@ Material:
- _MyDstMode: 10
- _MySrcMode: 5
- _NegativeAmount: 0
- _OffsetUvX: 0
- _OffsetUvY: 0
- _OffsetUvX: 0.02
- _OffsetUvY: 0.19
- _OnlyInnerOutline: 0
- _OnlyOutline: 0
- _OutlineAlpha: 1
@@ -190,7 +190,7 @@ Material:
- _RadialClip2: 0
- _RadialStartAngle: 90
- _RandomSeed: 0
- _RectSize: 1
- _RectSize: 1.07
- _RotateUvAmount: 0
- _RoundWaveSpeed: 2
- _RoundWaveStrength: 0.7
@@ -204,7 +204,7 @@ Material:
- _ShineLocation: 0.5
- _ShineRotate: 0
- _ShineWidth: 0.1
- _TextureScrollXSpeed: 1
- _TextureScrollXSpeed: 2.08
- _TextureScrollYSpeed: 0
- _TwistUvAmount: 0
- _TwistUvPosX: 0.5
@@ -213,14 +213,14 @@ Material:
- _WarpScale: 0.5
- _WarpSpeed: 8
- _WarpStrength: 0.025
- _WaveAmount: 8.7
- _WaveAmount: 0
- _WaveSpeed: 10
- _WaveStrength: 7.5
- _WaveX: 0
- _WaveY: 0.5
- _ZTestMode: 4
- _ZWrite: 0
- _ZoomUvAmount: 0.5
- _ZoomUvAmount: 0.1
m_Colors:
- _AlphaOutlineColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
@@ -18,7 +18,9 @@ public class AutoFlip : MonoBehaviour
if (!ControledBook)
ControledBook = GetComponent<Book>();
if (AutoStartFlip)
StartFlipping();
//FlipToPage(6);
//StartFlipping();
ControledBook.OnFlip.AddListener(new UnityEngine.Events.UnityAction(PageFlipped));
}
void PageFlipped()
@@ -125,4 +127,36 @@ public class AutoFlip : MonoBehaviour
}
ControledBook.ReleasePage();
}
public void FlipToPage(int targetPage)
{
StartCoroutine(FlipToPageCoroutine(targetPage));
}
public IEnumerator FlipToPageCoroutine(int targetPage)
{
int pageDifference = Mathf.Abs((targetPage - ControledBook.currentPage + 1) / 2);
float timePerFlip = 0.00001f / pageDifference; // Calculate the time per flip
if (targetPage > ControledBook.currentPage)
{
for (int i = 0; i < pageDifference; i++)
{
PageFlipTime = timePerFlip; // Update the PageFlipTime
FlipRightPage();
yield return new WaitUntil(() => !isFlipping);
}
}
else if (targetPage < ControledBook.currentPage)
{
for (int i = 0; i < pageDifference; i++)
{
PageFlipTime = timePerFlip; // Update the PageFlipTime
FlipLeftPage();
yield return new WaitUntil(() => !isFlipping);
}
}
}
}
+152
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+101 -4
View File
@@ -5,6 +5,10 @@ using UnityEngine;
using DG.Tweening;
using Yarn.Unity;
using System.Linq;
using UnityEngine.UI;
using JetBrains.Annotations;
using UnityEditor.Build.Pipeline;
using UnityEditor.Localization.Plugins.XLIFF.V12;
public class EyeManager : MonoBehaviour
{
@@ -16,12 +20,15 @@ public class EyeManager : MonoBehaviour
private EyeTarget currentTarget; // 当前选中的目标
public EyeTarget CurrentTarget => currentTarget; // 提供当前目标的公共访问
public RawImage eyeImage;
public enum EyeState
{
CanImagineColor,
CannotImagineColor,
EyeDisorder
EyeDisorder,
CanSeeColor
}
public ViewCameraManager cameraManager;
@@ -62,6 +69,8 @@ public class EyeManager : MonoBehaviour
SetInitialTargetState(targets[0]);
}
SetEyeState(currentState);
//LostColor();
}
public void SetInitialTargetState(EyeTarget target)
@@ -161,21 +170,28 @@ public class EyeManager : MonoBehaviour
switch (state)
{
case EyeState.CanImagineColor:
eyeStateEffect = new CanImagineColorEffect();
eyeStateEffect = new CanImagineColorEffect();
isFirstSetTargetAfterStateChange = true;
break;
case EyeState.CannotImagineColor:
eyeStateEffect = new CannotImagineColorEffect();
isFirstSetTargetAfterStateChange = true;
break;
case EyeState.EyeDisorder:
eyeStateEffect = new EyeDisorderEffect();
isFirstSetTargetAfterStateChange = true;
break;
case EyeState.CanSeeColor:
eyeStateEffect = new CanSeeColorEffect();
isFirstSetTargetAfterStateChange = false;
break;
default:
throw new ArgumentException("Unknown eye state: " + state.ToString(), nameof(state));
}
colorTransitionDuration = eyeStateEffect.TransitionDuration;
// Update transition duration
colorTransitionDuration = eyeStateEffect.TransitionDuration;
isFirstSetTargetAfterStateChange = true;
}
public void InitializeEyeEffect()
{
@@ -183,5 +199,86 @@ public class EyeManager : MonoBehaviour
eyeStateEffect.InitializeEffect(currentTarget, cameraManager);
}
[YarnCommand("set_EyeColor")]
public IEnumerator SetEyeColor(string color)
{
if(eyeImage==null)
{
Debug.Log("No eyeImage");
yield break;
}
// 获取你要修改的 image 的 material
Material material = eyeImage.material;
// 创建一个新的 DOTween 序列
Sequence sequence = DOTween.Sequence();
// 添加一个 tween 来改变 _RoundWaveStrength 的值
sequence.Append(material.DOFloat(1, "_RoundWaveStrength", 2));
// 根据颜色改变 _ColorChangeTolerance 的值
switch (color.ToLower())
{
case "blue":
sequence.Append(material.DOFloat(0, "_ColorChangeTolerance", 2));
sequence.Join(material.DOFloat(1, "_ColorChangeTolerance3", 2));
sequence.Join(material.DOFloat(1, "_ColorChangeTolerance2", 2));
break;
case "red":
sequence.Append(material.DOFloat(0, "_ColorChangeTolerance3", 2));
sequence.Join(material.DOFloat(1, "_ColorChangeTolerance", 2));
sequence.Join(material.DOFloat(1, "_ColorChangeTolerance2", 2));
break;
case "yellow":
sequence.Append(material.DOFloat(0, "_ColorChangeTolerance2", 2));
sequence.Join(material.DOFloat(1, "_ColorChangeTolerance", 2));
sequence.Join(material.DOFloat(1, "_ColorChangeTolerance3", 2));
break;
case "all":
sequence.Append(material.DOFloat(1, "_ColorChangeTolerance2", 2));
sequence.Join(material.DOFloat(1, "_ColorChangeTolerance", 2));
sequence.Join(material.DOFloat(1, "_ColorChangeTolerance3", 2));
break;
default:
Debug.LogWarning("Unknown color: " + color);
break;
}
// 添加一个 tween 来将 _RoundWaveStrength 的值回复为 0
sequence.Join(material.DOFloat(0, "_RoundWaveStrength", 2));
// 开始这个序列
sequence.Play();
// 等待序列完成
yield return sequence.WaitForCompletion();
}
[YarnCommand("EyeGetColor")]
public void GetColor()
{
// 对目标列表中的每个目标执行 ColorBack 方法
foreach (EyeTarget target in targets)
{
target.ColorBack();
}
// 切换到 CanImagineColorEffect 状态
SetEyeState(EyeState.CanImagineColor);
}
public void LostColor()
{
// 对目标列表中的每个目标执行 ColorBack 方法
foreach (EyeTarget target in targets)
{
target.ColorLost();
}
// 切换到 CanImagineColorEffect 状态
//SetEyeState(EyeState.CanImagineColor);
}
}
+16 -10
View File
@@ -93,22 +93,28 @@ public class EyeTarget : MonoBehaviour
wrongColorMaterial.DOFloat(0f, "_Alpha", duration).SetEase(Ease.InOutSine);
}
public void BlurIn(float duration)
public void BlurIn(float duration,bool isForwardMaterial = true)
{
wrongColorMaterial.DOFloat(0f, "General Alpha", duration).SetEase(Ease.InOutSine);
Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
targetMaterial.DOFloat(1f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine);
}
public void BlurOut(float duration)
public void BlurOut(float duration,bool isForwardMaterial = true)
{
backMaterial.DOFloat(0f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine);
Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
targetMaterial.DOFloat(0f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine);
}
public void AddDisorderEffect(float duration)
public void ColorBack()
{
// 这里添加错乱效果的具体实现
SetToMaxBurnRadius();
SetToNoWrongColor();
SetToMaxBlur();
}
public void ColorLost()
{
SetToMinBurnRadius();
//SetToNoWrongColor();
SetToMaxBlur();
}
public void RemoveDisorderEffect(float duration)
{
// 这里移除错乱效果的具体实现
}
}
@@ -33,6 +33,7 @@ public class EyeTransitionManager : MonoBehaviour
public Socket socket;
public InteractiveLineSegment lineSegment; // 线段
public ViewState viewState;
public Image VisualspriteRender; // 新增字段,用于保存视图的图片
private bool _isAvailable = false; // 视图是否可用的私有字段
@@ -63,13 +64,18 @@ public class EyeTransitionManager : MonoBehaviour
// 是否正在进行视图过渡
private bool isTransitioning = false;
public Button CloseBookButton;
// 视图状态枚举
public enum ViewState
{
MainView,
EyeView,
UFView,
MemoryView
MemoryView,
//ColorView
// 为未来的视图添加更多状态
}
@@ -174,6 +180,16 @@ public class EyeTransitionManager : MonoBehaviour
public void ActivateSocketChoice(YarnOption[] options)
{
var optionDic = options.ToDictionary(item => item.Text, item => item);
Debug.Log("Option dictionary keys: " + string.Join(", ", optionDic.Keys));
if (optionDic.ContainsKey("CloseBook"))
{
CloseBookButton.onClick.AddListener(() =>
{
optionDic["CloseBook"].SelectOption();
});
}
foreach (var viewConfig in viewConfigs)
{
@@ -337,6 +353,29 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
});
}
}
[YarnCommand("SetViewVisual")]
public void ChangeSprite(string viewStateName, string spriteName, 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)
{
config.VisualspriteRender.sprite = Resources.Load<Sprite>(spriteName);
// 设置VisualspriteRender的激活状态
bool activeStatus = isActive;
config.VisualspriteRender.gameObject.SetActive(activeStatus);
}
}
// 从黑屏淡出
private void FadeFromBlack(TweenCallback onComplete)
@@ -54,12 +54,12 @@ public class CannotImagineColorEffect : IEyeStateEffect
public void ApplyFocusedEffect(EyeTarget target)
{
target.BlurOut(TransitionDuration);
target.BlurOut(TransitionDuration,false);
}
public void ApplyUnfocusedEffect(EyeTarget target)
{
target.BlurIn(TransitionDuration);
target.BlurIn(TransitionDuration,false);
}
}
@@ -72,6 +72,7 @@ public class EyeDisorderEffect : IEyeStateEffect
// Add initialization logic here
cameraManager.SetCameraPosition(target.targetTransform);
target.SetToWrongColor();
//target.SetToMinBlur(false);
}
public void CleanupEffect(EyeTarget target)
@@ -90,3 +91,34 @@ public class EyeDisorderEffect : IEyeStateEffect
target.WrongColorOut(TransitionDuration);
}
}
public class CanSeeColorEffect : IEyeStateEffect
{
public float TransitionDuration { get; } = 1f;
public void InitializeEffect(EyeTarget target, ViewCameraManager cameraManager)
{
target.SetToMaxBurnRadius();
cameraManager.SetCameraPosition(target.targetTransform);
target.SetToMinBlur();
}
public void CleanupEffect(EyeTarget target)
{
// Add cleanup logic here
target.SetToMaxBlur();
}
public void ApplyFocusedEffect(EyeTarget target)
{
target.BlurOut(TransitionDuration);
}
public void ApplyUnfocusedEffect(EyeTarget target)
{
target.BlurIn(TransitionDuration);
}
}
@@ -9,6 +9,8 @@ public class MemoryProcess : MonoBehaviour
{
public Image memoryProcessImage; // 用于显示调取记忆的表现
public Image memoryFinishedImage; // 用于显示记忆处理结束的表现
public Image memoryFinishedImageNoColor; // 用于显示记忆处理结束的表现
public Button searchMemoryButton; // 搜寻记忆按钮
//public Sprite defaultSprite; // 默认图片
@@ -27,14 +29,31 @@ public class MemoryProcess : MonoBehaviour
// 初始化UI状态
memoryProcessImage.gameObject.SetActive(true);
memoryFinishedImage.gameObject.SetActive(false);
memoryFinishedImageNoColor.gameObject.SetActive(false);
// 初始化材质参数
memoryProcessImage.material.SetFloat("_StrongTintFade", 1);
memoryProcessImage.material.SetFloat("_GlitchFade", 0);
memoryFinishedImage.material.SetFloat("_DirectionalDistortionFade", -2);
}
[YarnCommand("search_memory")]
public IEnumerator SearchMemory(string memoryName)
[YarnCommand("ColorFadeOut")]
public IEnumerator ColorFadeOut()
{
// 在3秒内把 _DirectionalDistortionFade 从 -2 变成 -14
Tween tween = memoryFinishedImage.material.DOFloat(-14, "_DirectionalDistortionFade", 3);
yield return tween.WaitForCompletion();
}
[YarnCommand("search_memory")]
public IEnumerator SearchMemory(string memoryName,bool isColorful = true)
{
if (isColorful)
{
memoryFinishedImage.material.SetFloat("_DirectionalDistortionFade", -2);
}
else
{
memoryFinishedImage.material.SetFloat("_DirectionalDistortionFade", -14);
}
if (isProcessing)
{
Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
@@ -43,6 +62,7 @@ public class MemoryProcess : MonoBehaviour
memoryProcessImage.gameObject.SetActive(true); // 重新激活 memoryProcessImage
memoryFinishedImage.gameObject.SetActive(false); // 禁用 memoryFinishedImage
memoryFinishedImageNoColor.gameObject.SetActive(false);
isProcessing = true; // 开始处理,设置为true
@@ -66,7 +86,9 @@ public class MemoryProcess : MonoBehaviour
{
memoryProcessImage.gameObject.SetActive(false);
memoryFinishedImage.gameObject.SetActive(true);
memoryFinishedImageNoColor.gameObject.SetActive(true);
memoryFinishedImage.sprite = memorySprite; // 设置记忆处理结束的图片
memoryFinishedImageNoColor.sprite = memorySprite; // 设置记忆处理结束的图片
});
// 序列完成时更新索引
+50 -46
View File
@@ -3,34 +3,38 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using Yarn.Unity;
public class UFProcess : MonoBehaviour
{
public Image memoryProcessImage; // 用于显示调取记忆的表现
public Image memoryFinishedImage; // 用于显示记忆处理结束的表现
public Image memoryFinishedImageColorWrong; // 用于显示记忆处理结束的表现
public Image UFImage; // 用于显示糅合后的广告图
public Button drawButton; // 绘图按钮
public Sprite defaultSprite; // 默认图片
public List<Sprite> memorySprites; // 记忆图片列表
public List<Sprite> memoryFinishedSprites; // 记忆处理完成图片列表
public List<Sprite> UFMemorySprites; // 糅合后的广告图列表
private int currentMemoryIndex = 0; // 当前记忆索引
private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆
private void Start()
{
// 绑定绘图按钮事件
drawButton.onClick.AddListener(ProcessMemory);
//drawButton.onClick.AddListener(ProcessMemory);
// 初始化UI状态
memoryProcessImage.gameObject.SetActive(false);
memoryProcessImage.gameObject.SetActive(true);
memoryFinishedImage.gameObject.SetActive(false);
memoryFinishedImageColorWrong.gameObject.SetActive(false);
UFImage.gameObject.SetActive(false);
memoryProcessImage.material.SetFloat("_StrongTintFade", 1);
memoryProcessImage.material.SetFloat("_GlitchFade", 0);
}
private void ProcessMemory()
[YarnCommand("UFprocess")]
public void ProcessMemory(string memoryFinishedImageName, string UFImageName,bool isColorWrong=false)
{
if (isProcessing)
{
Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
@@ -38,61 +42,69 @@ public class UFProcess : MonoBehaviour
}
isProcessing = true; // 开始处理,设置为true
// 确保当前索引有效
if (currentMemoryIndex >= memorySprites.Count || currentMemoryIndex >= memoryFinishedSprites.Count || currentMemoryIndex >= UFMemorySprites.Count)
Image currentImage;
if(isColorWrong)
{
currentImage=memoryFinishedImageColorWrong;
}
else
{
currentImage=memoryFinishedImage;
}
Sprite memoryFinishedSprite = Resources.Load<Sprite>("Art/Memory/" + memoryFinishedImageName);
Sprite UFMemorySprite = Resources.Load<Sprite>("Art/Photos/" + UFImageName);
if (memoryFinishedSprite == null)
{
Debug.LogWarning("Memory index is out of range.");
Debug.LogError("Memory finished image not found: " + memoryFinishedImageName);
return;
}
if (UFMemorySprite == null)
{
Debug.LogError("UF image not found: " + UFImageName);
return;
}
currentImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
// 开始处理记忆的表现
memoryProcessImage.gameObject.SetActive(true);
memoryProcessImage.sprite = defaultSprite; // 设置默认图片
//memoryProcessImage.sprite = defaultSprite; // 设置默认图片
memoryProcessImage.color = Color.white; // 设置初始颜色
Sequence memorySequence = DOTween.Sequence();
// 图片闪烁效果
// 图片闪烁效果
memorySequence.Append(memoryProcessImage.DOColor(Color.white, 0)); // 确保开始时是白色
for (int i = 0; i < 20; i++) // 闪烁10次
{
memorySequence.Append(memoryProcessImage.DOColor(new Color(Random.value, Random.value, Random.value), 0.075f)); // 随机颜色
memorySequence.Append(memoryProcessImage.DOColor(Color.white, 0.075f)); // 返回到白色
}
// 修改memoryprocess的参数
memorySequence.Append(memoryProcessImage.material.DOFloat(0, "_StrongTintFade", 1));
memorySequence.Join(memoryProcessImage.material.DOFloat(1, "_GlitchFade", 1));
// 加载并显示记忆图片
memorySequence.AppendCallback(() =>
{
memoryProcessImage.color = Color.white;
memoryProcessImage.sprite = memorySprites[currentMemoryIndex]; // 设置当前记忆图片
});
memorySequence.AppendInterval(4f); // 添加1.5秒的延时
memorySequence.AppendInterval(3f);
// 记忆处理结束,激活memoryFinishedImage
memorySequence.AppendCallback(() =>
{
currentImage.color= Color.white;
memoryProcessImage.gameObject.SetActive(false);
memoryFinishedImage.gameObject.SetActive(true);
memoryFinishedImage.color= Color.white;
memoryFinishedImage.sprite = memoryFinishedSprites[currentMemoryIndex]; // 设置记忆处理结束的图片
memoryFinishedImage.material.SetFloat("Pixel_Fade", 0); // 设置 Pixel_Fade 为0
currentImage.gameObject.SetActive(true);
currentImage.sprite = memoryFinishedSprite; // 设置记忆处理结束的图片
currentImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
});
// Pixel_Fade 从0变为1,持续1.5秒
memorySequence.Append(DOTween.To(() => memoryFinishedImage.material.GetFloat("Pixel_Fade"), x => memoryFinishedImage.material.SetFloat("Pixel_Fade", x), 1, 3f));
memorySequence.AppendInterval(2f); // 添加4秒的延时
memorySequence.AppendInterval(1.5f); // 添加1.5秒的延时
memorySequence.Append(currentImage.material.DOFloat(1, "_TwistUvAmount", 3f));
memorySequence.Join(currentImage.material.DOFloat(0, "_Alpha", 3f));
memorySequence.AppendInterval(1f); // 添加1.5秒的延时
// 激活UFImage,并开始像素淡入效果
memorySequence.AppendCallback(() =>
{
memoryFinishedImage.gameObject.SetActive(false);
currentImage.gameObject.SetActive(false);
UFImage.gameObject.SetActive(true);
UFImage.color= Color.white;
UFImage.sprite = UFMemorySprites[currentMemoryIndex]; // 设置糅合后的广告图
UFImage.sprite = UFMemorySprite; // 设置糅合后的广告图
UFImage.material.SetFloat("Pixel_Fade", 1); // 设置 Pixel_Fade 为1
UFImage.rectTransform.anchoredPosition = new Vector2(0, -111f); // 重置位置
});
@@ -100,7 +112,7 @@ public class UFProcess : MonoBehaviour
// Pixel_Fade 从1变为0,持续1.5秒
memorySequence.Append(DOTween.To(() => UFImage.material.GetFloat("Pixel_Fade"), x => UFImage.material.SetFloat("Pixel_Fade", x), 0, 3f));
memorySequence.AppendInterval(2f); // 添加2秒的延时
memorySequence.AppendInterval(1f); // 添加2秒的延时
// UFImage向右移动
memorySequence.Append(UFImage.rectTransform.DOAnchorPosX(1000, 1f)); // 假设向右移动1000单位
@@ -110,14 +122,6 @@ public class UFProcess : MonoBehaviour
{
UFImage.gameObject.SetActive(false);
isProcessing = false; // 处理完成,设置为false
if (currentMemoryIndex < memorySprites.Count - 1)
{
currentMemoryIndex++;
}
else
{
Debug.LogWarning("Memory index is out of range.");
}
});
}
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title: Start
tags:
---
<<indoor>>
<<load_scene 佩佩视觉模块>>
->打开书并翻到第四页
<<OpenBook BookManager>>
<<Flip BookManager 4 >>
//页码需要在编辑内找到book去配置
[command name=activate_socket_choice /]
[options /]
->CloseBook
我: 嗯,刚刚的内容很有趣
===
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title: Start
tags:
---
<<indoor>>
<<load_scene 佩佩视觉模块>>
===
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@@ -0,0 +1,16 @@
title: Start
tags:
---
<<indoor>>
<<load_scene 佩佩视觉模块>>
<<set_scissors_mode LineManager true>>
<<set_line_cuttable LineManager MemoryEye true>>
[command name=activate_socket_choice /]
[options /]
-> MemoryEyeScissor
我:剪断哦了
<<set_scissors_mode LineManager false>>
-> MemoryUFScissor
我:这个剪不断噢
===
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title: Start
tags:
---
<<indoor>>
<<load_scene 佩佩视觉模块>>
//我们的两次上色都是从无色开始,所以先进入无色模式
<<set_EyeState EyeManager "CannotImagineColor">>
<<start_transition ViewManager "EyeView">>
->看角色
<<set_Eyetarget EyeManager "character">>
->滴入红色
<<hide_dialog>>
<<set_EyeColor EyeManager "red">>
->滴入黄色
<<hide_dialog>>
<<set_EyeColor EyeManager "yellow">>
->滴入蓝色
<<hide_dialog>>
<<set_EyeColor EyeManager "blue">>
//如果这里不想要混合这一步,也可以自己做逻辑判断,在最后一部直接调用以下部分
->混合
<<hide_dialog>>
<<set_EyeState EyeManager "CanSeeColor">>
<<EyeGetColor EyeManager>>
<<set_EyeColor EyeManager "All">>
===
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@@ -0,0 +1,15 @@
title: Start
tags:
---
<<indoor>>
//<<load_scene 佩佩视觉模块>>
->进入记忆
<<start_transition ViewManager "MemoryView">>
->搜寻记忆
<<search_memory MemoryManager "liuying1-3">>
->褪色
<<ColorFadeOut MemoryManager>>
->搜寻记忆
<<search_memory MemoryManager "liuying1-2">>
===
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@@ -0,0 +1,26 @@
title: Start
tags:
---
<<indoor>>
<<load_scene 佩佩视觉模块>>
<<jump Test2>>
===
title: Test
position: 537,-1196
---
[command name=activate_socket_choice /]
[options /]
-> UFView
<<messagebox MessageBox "warning" "UFModule has error">>
我::插入UFview
<<jump Test2>>
-> EyeView
<<messagebox MessageBox "warning" "EyeModule has error">>
我::插入Eyeview
<<jump Test2>>
-> MemoryView
<<messagebox MessageBox "normal" "MemoryModule is normal">>
我::插入Memoryview
<<jump Test2>>
===
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@@ -2,7 +2,7 @@
---
<<character_init Art/Character/Express_1>>
我: 这是选项测试文件 #line:069537f
我: 点击不同按钮可以执行不同命令 #line:00147c3
我: 点击不同按钮可以执行不同命令 #line:00147c3 # auto_next
<<load_scene OptionTestScene>>
我: 加载测试场景 #line:0a67910
我: 提供两个按钮进行点击 #line:0cb2011
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title: Start
tags:
---
<<indoor>>
<<load_scene 佩佩视觉模块>>
[command name=activate_socket_choice /]
<<start_transition ViewManager "MainView">>
<<jump choice>>
===
title: choice
tags:
---
-> UFView
我: 插入UFview了
<<jump choice>>
-> EyeView
我: 插入Eyeview了
<<jump choice>>
-> MemoryView
我: 插入MemoryView了
<<jump choice>>
===
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@@ -0,0 +1,13 @@
title: Start
tags:
---
<<indoor>>
//<<load_scene 佩佩视觉模块>>
->进入UF视图
<<start_transition ViewManager "UFView">>
<<hide_dialog>>
->执行绘图
<<UFprocess UFManager "liuying1-3" "广告尝试2" true>>
<<hide_dialog>>
===
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@@ -42,6 +42,7 @@ namespace AibisDream
return;
}
DialogController.Instance.IsTalking = false;
// 传输选项
YarnOption[] options = YarnOption.GeneOptions(dialogueOptions, onOptionSelected);
DialogController.Instance.InvokeOptionCommand(commandName, options);
@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using Yarn.Unity;
namespace AibisDream
@@ -14,8 +15,28 @@ namespace AibisDream
private Dictionary<string, Action<YarnOption[]>> commandMap = new();
public static event Action OnDialogueStart;
public static event Action OnDialogueComplete;
private bool _isTalking;
public bool IsTalking
{
set
{
if (_isTalking == value) return;
_isTalking = value;
if (value)
{
OnDialogueStart?.Invoke();
}
else
{
OnDialogueComplete?.Invoke();
}
}
}
public static UnityAction OnDialogueStart;
public static UnityAction OnDialogueComplete;
public bool quickRunMode;
@@ -23,8 +44,10 @@ namespace AibisDream
{
dialogueRunner = GetComponentInChildren<DialogueRunner>();
_variableStorage = GetComponentInChildren<InMemoryVariableStorage>();
dialogueRunner.onDialogueStart.AddListener(() => OnDialogueStart?.Invoke());
dialogueRunner.onDialogueComplete.AddListener(() => OnDialogueComplete?.Invoke());
dialogueRunner.onDialogueStart.AddListener(() => { OnDialogueStart?.Invoke(); });
dialogueRunner.onDialogueComplete.AddListener(() => { OnDialogueComplete?.Invoke(); });
dialogueRunner.AddCommandListener(_ => { IsTalking = false; });
}
#region
@@ -38,12 +61,12 @@ namespace AibisDream
{
_variableStorage.SetValue(variableName, value);
}
public void SetVariable(string variableName, bool value)
{
_variableStorage.SetValue(variableName, value);
}
public void SetVariable(string variableName, float value)
{
_variableStorage.SetValue(variableName, value);
@@ -95,8 +118,7 @@ namespace AibisDream
{
Debug.Log($"命令 {commandName} 已经存在,将被替换");
}
Debug.Log(commandMap == null);
commandMap[commandName] = commandAction;
}
@@ -137,7 +159,6 @@ namespace AibisDream
[YarnCommand("character_init")]
public static void CharacterInit(string picName)
{
Debug.Log(picName);
MainSceneController.Instance.Guest.SwitchImage(picName);
MainSceneController.Instance.Guest.Show();
}
+26 -3
View File
@@ -1,10 +1,13 @@
using System;
using System.Linq;
using Yarn.Unity;
namespace AibisDream
{
public class LineView : DialogueViewBase
{
private const string AutoNext = "auto_next";
// 进入指令选项模式
private bool _isInCommand;
@@ -18,9 +21,8 @@ namespace AibisDream
base.RunLine(dialogueLine, onDialogueLineFinished);
return;
}
DialogUiViewer.Instance.ShowLine(dialogueLine.TextWithoutCharacterName.Text,
dialogueLine.CharacterName, onDialogueLineFinished);
HandleLineOutput(dialogueLine, onDialogueLineFinished);
if (DialogController.Instance.quickRunMode)
{
@@ -28,6 +30,26 @@ namespace AibisDream
}
}
private void HandleLineOutput(LocalizedLine dialogueLine, Action onDialogueLineFinished)
{
// 对话系统正在交谈状态
DialogController.Instance.IsTalking = true;
// 解析LocalizedLine
if (dialogueLine.Metadata != null && dialogueLine.Metadata.Contains(AutoNext))
{
// 自动跳过
DialogUiViewer.Instance.ShowAutoLine(dialogueLine.TextWithoutCharacterName.Text,
dialogueLine.CharacterName, onDialogueLineFinished);
}
else
{
// 需要玩家点击
DialogUiViewer.Instance.ShowLine(dialogueLine.TextWithoutCharacterName.Text,
dialogueLine.CharacterName, onDialogueLineFinished);
}
}
public override void RunOptions(DialogueOption[] dialogueOptions, Action<int> onOptionSelected)
{
if (_isInCommand)
@@ -37,6 +59,7 @@ namespace AibisDream
return;
}
DialogController.Instance.IsTalking = true;
DialogUiViewer.Instance.ShowOptions(dialogueOptions, onOptionSelected);
}
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 204d7deedfa30dc41a72ca0fcc7f83cc
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,46 @@
using UnityEngine;
using Yarn.Unity;
using System;
using System.Collections.Generic;
using System.Collections;
public class BookManager : MonoBehaviour
{
public Book book; // Reference to the book script
private AutoFlip flipmanager;
void Start()
{
flipmanager=book.gameObject.GetComponent<AutoFlip>();
// Initially, the book is closed
CloseBook();
}
// Open the book and flip to a specific page
[YarnCommand("OpenBook")]
public void OpenBook()
{
if (!book.gameObject.activeInHierarchy)
{
book.gameObject.SetActive(true);
}
}
[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()
{
if (book.gameObject.activeInHierarchy)
{
book.gameObject.SetActive(false);
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 400c1e67877b4014fa862547c432b0b8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,160 @@
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Book))]
public class FlipManager : MonoBehaviour
{
public FlipMode Mode;
public float PageFlipTime = 1;
public float TimeBetweenPages = 1;
public float DelayBeforeStarting = 0;
public bool AutoStartFlip = true;
public Book ControledBook;
public int AnimationFramesCount = 40;
bool isFlipping = false;
public bool IsFlipping
{
get { return isFlipping; }
}
// Use this for initialization
void Start()
{
if (!ControledBook)
ControledBook = GetComponent<Book>();
if (AutoStartFlip)
//StartFlipping();
FlipToPage(6);
ControledBook.OnFlip.AddListener(new UnityEngine.Events.UnityAction(PageFlipped));
}
void PageFlipped()
{
isFlipping = false;
}
public void StartFlipping()
{
StartCoroutine(FlipToEnd());
}
public void FlipRightPage()
{
if (isFlipping) return;
if (ControledBook.currentPage >= ControledBook.TotalPageCount) return;
isFlipping = true;
float frameTime = PageFlipTime / AnimationFramesCount;
float xc = (ControledBook.EndBottomRight.x + ControledBook.EndBottomLeft.x) / 2;
float xl = ((ControledBook.EndBottomRight.x - ControledBook.EndBottomLeft.x) / 2) * 0.9f;
//float h = ControledBook.Height * 0.5f;
float h = Mathf.Abs(ControledBook.EndBottomRight.y) * 0.9f;
float dx = (xl) * 2 / AnimationFramesCount;
StartCoroutine(FlipRTL(xc, xl, h, frameTime, dx));
}
public void FlipLeftPage()
{
if (isFlipping) return;
if (ControledBook.currentPage <= 0) return;
isFlipping = true;
float frameTime = PageFlipTime / AnimationFramesCount;
float xc = (ControledBook.EndBottomRight.x + ControledBook.EndBottomLeft.x) / 2;
float xl = ((ControledBook.EndBottomRight.x - ControledBook.EndBottomLeft.x) / 2) * 0.9f;
//float h = ControledBook.Height * 0.5f;
float h = Mathf.Abs(ControledBook.EndBottomRight.y) * 0.9f;
float dx = (xl) * 2 / AnimationFramesCount;
StartCoroutine(FlipLTR(xc, xl, h, frameTime, dx));
}
IEnumerator FlipToEnd()
{
yield return new WaitForSeconds(DelayBeforeStarting);
float frameTime = PageFlipTime / AnimationFramesCount;
float xc = (ControledBook.EndBottomRight.x + ControledBook.EndBottomLeft.x) / 2;
float xl = ((ControledBook.EndBottomRight.x - ControledBook.EndBottomLeft.x) / 2) * 0.9f;
//float h = ControledBook.Height * 0.5f;
float h = Mathf.Abs(ControledBook.EndBottomRight.y) * 0.9f;
//y=-(h/(xl)^2)*(x-xc)^2
// y
// |
// |
// |
//_______________|_________________x
// o|o |
// o | o |
// o | o | h
// o | o |
// o------xc-------o -
// |<--xl-->
// |
// |
float dx = (xl) * 2 / AnimationFramesCount;
switch (Mode)
{
case FlipMode.RightToLeft:
while (ControledBook.currentPage < ControledBook.TotalPageCount)
{
StartCoroutine(FlipRTL(xc, xl, h, frameTime, dx));
yield return new WaitForSeconds(TimeBetweenPages);
}
break;
case FlipMode.LeftToRight:
while (ControledBook.currentPage > 0)
{
StartCoroutine(FlipLTR(xc, xl, h, frameTime, dx));
yield return new WaitForSeconds(TimeBetweenPages);
}
break;
}
}
IEnumerator FlipRTL(float xc, float xl, float h, float frameTime, float dx)
{
float x = xc + xl;
float y = (-h / (xl * xl)) * (x - xc) * (x - xc);
ControledBook.DragRightPageToPoint(new Vector3(x, y, 0));
for (int i = 0; i < AnimationFramesCount; i++)
{
y = (-h / (xl * xl)) * (x - xc) * (x - xc);
ControledBook.UpdateBookRTLToPoint(new Vector3(x, y, 0));
yield return new WaitForSeconds(frameTime);
x -= dx;
}
ControledBook.ReleasePage();
}
IEnumerator FlipLTR(float xc, float xl, float h, float frameTime, float dx)
{
float x = xc - xl;
float y = (-h / (xl * xl)) * (x - xc) * (x - xc);
ControledBook.DragLeftPageToPoint(new Vector3(x, y, 0));
for (int i = 0; i < AnimationFramesCount; i++)
{
y = (-h / (xl * xl)) * (x - xc) * (x - xc);
ControledBook.UpdateBookLTRToPoint(new Vector3(x, y, 0));
yield return new WaitForSeconds(frameTime);
x += dx;
}
ControledBook.ReleasePage();
}
public void FlipToPage(int targetPage)
{
StartCoroutine(FlipToPageCoroutine(targetPage));
}
private IEnumerator FlipToPageCoroutine(int targetPage)
{
int pageDifference = targetPage - ControledBook.currentPage;
if (pageDifference > 0)
{
for (int i = 0; i < pageDifference; i++)
{
FlipRightPage();
yield return new WaitUntil(() => !isFlipping);
}
}
else if (pageDifference < 0)
{
for (int i = 0; i < -pageDifference; i++)
{
FlipLeftPage();
yield return new WaitUntil(() => !isFlipping);
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8bf187ebf600021479fd43ecfe56b42d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a29396a6175045d488caf12e1d0b1c46
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+146
View File
@@ -0,0 +1,146 @@
using UnityEngine;
using UnityEngine.EventSystems;
using DG.Tweening;
using UnityEngine.UI;
using Yarn.Unity;
public class Crowbar : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
public float rotationSpeed = 10f; // 拖动旋转的速度
public float rotationThreshold = 30f; // 触发撬动完成的旋转阈值
public Transform crowbarVisual;
//public Transform crowbarBox;
public Transform crowbarInPosition;
//public Transform crowbarOutPosition;
public Transform crowbarSocket;
public bool IsInDialogue { get; set; } = false;
private Vector3 startPosition;
private Quaternion startRotation= Quaternion.Euler(0f, 0f, -225f);
private bool isInserted = false;
private Vector3 lastMousePosition;
private float progress = 0f;
private Image image;
private bool isPryingCompleted = false;
private void Awake()
{
image = GetComponent<Image>();
}
private void Start()
{
// startPosition = transform.position;
// startRotation = transform.rotation;
}
public void MoveIn()
{
//transform.DOMove(crowbarInPosition.position, 0.5f);
}
public void MoveOut()
{
//transform.DOMove(crowbarOutPosition.position, 0.5f);
}
public void OnBeginDrag(PointerEventData eventData)
{
if (IsInDialogue || isInserted) return;
image.raycastTarget = false;
//crowbarSocket.Activate();
RectTransform canvasRectTransform = (RectTransform)transform.root;
Vector3 worldPoint;
if (RectTransformUtility.ScreenPointToWorldPointInRectangle(canvasRectTransform, eventData.position, eventData.pressEventCamera, out worldPoint))
{
transform.position = worldPoint;
}
lastMousePosition = Input.mousePosition;
}
public void OnDrag(PointerEventData eventData)
{
if (IsInDialogue || isPryingCompleted) return;
if (isInserted)
{
float deltaY = lastMousePosition.y - Input.mousePosition.y;
lastMousePosition = Input.mousePosition; // 更新 lastMousePosition
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 endAngle = startAngle + 40f;
float currentAngle = Mathf.Lerp(startAngle, endAngle, progress);
// 更新撬棍的旋转角度
crowbarVisual.rotation = Quaternion.Euler(0f, 0f, currentAngle);
if (progress >= 1f)
{
// 触发撬动完成的逻辑
Debug.Log("Crowbar action completed.");
isPryingCompleted = true;
ResetCrowbar();
}
}
else
{
RectTransform canvasRectTransform = (RectTransform)transform.root;
Vector3 worldPoint;
if (RectTransformUtility.ScreenPointToWorldPointInRectangle(canvasRectTransform, eventData.position, eventData.pressEventCamera, out worldPoint))
{
transform.position = worldPoint;
}
}
lastMousePosition = Input.mousePosition;
}
public void OnEndDrag(PointerEventData eventData)
{
if (IsInDialogue) return;
if (isInserted)
{
ResetCrowbarProgress();
}
else
{
float snappingRange = 1f; // You might need to adjust this for WorldSpace Canvas
if (Vector3.Distance(transform.position, crowbarSocket.transform.position) <= snappingRange)
{
transform.position = crowbarSocket.transform.position;
crowbarVisual.rotation = crowbarSocket.transform.rotation;
isInserted = true;
//crowbarSocket.Deactivate();
}
else
{
transform.DOMove(crowbarInPosition.position, 0.1f).OnComplete(() =>
{
//crowbarSocket.Deactivate();
});
}
}
}
private void ResetCrowbarProgress()
{
//isInserted = false;
progress = 0f;
crowbarVisual.rotation = Quaternion.Euler(0f, 0f, 180f);
}
private void ResetCrowbar()
{
isInserted=false;
progress = 0f;
crowbarVisual.rotation = startRotation;
//isPryingCompleted = false;
transform.DOMove(crowbarInPosition.position, 0.1f);
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7f0d3b645b9cb60418d0059fad6b7cc6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -31,6 +31,11 @@ public class CustomCursor : MonoBehaviour
// 当禁用自定义光标时,显示默认的鼠标光标
Cursor.visible = true;
}
public void Shake(float intensity, float speed)
{
float shakeAmount = Mathf.Sin(Time.time * speed) * intensity;
transform.rotation = Quaternion.Euler(rotationCorrection + new Vector3(0, 0, shakeAmount));
}
}
@@ -36,12 +36,27 @@ public class InteractiveLineSegment : VisualLineSegment
{
_isCuttable = value;
// Change the color of the line segment based on its cuttability
GetComponent<LineRenderer>().material.color = value ? Color.white : Color.black;
//GetComponent<LineRenderer>().material.color = value ? Color.white : Color.black;
}
}
private bool _isCuttable=false;
public void OnHover()
{
if (IsCuttable)
{
TurnGreen();
}
else
{
TurnRed();
}
}
public void OnHoverExit()
{
TurnGrey();
}
protected override void Awake()
{
base.Awake();
@@ -52,11 +67,26 @@ public class InteractiveLineSegment : VisualLineSegment
Initialize();
}
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.");
@@ -84,5 +114,7 @@ public class InteractiveLineSegment : VisualLineSegment
// Set the position of the BoxCollider2D to the start point
boxCollider.transform.position = StartPoint;
}
}
+151 -77
View File
@@ -5,11 +5,12 @@ using System.Collections.Generic;
using System.Collections;
using AibisDream;
using System.Linq;
using DG.Tweening;
public class LineManager : MonoBehaviour
{
//public GameObject interactiveLineSegmentPrefab;
public GameObject visualLineSegmentPrefab;
public GameObject physicLineSegmentPrefab;
public CustomCursor customCursor; // 自定义光标,你可以在 Inspector 中设置
@@ -41,6 +42,145 @@ public class LineManager : MonoBehaviour
{
return lineSegmentDictionary.Keys;
}
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 float longPressTime = 0.0f; // 长按时间
private float detectionRadius=0.4f;
public void CutLine(InteractiveLineSegment originalLineSegment, Vector3 splitPoint)
{
// 如果线段不可剪断,就直接返回,不进行剪断操作
if (!originalLineSegment.IsCuttable)
{
return;
}
// Create the first new line segment
GameObject firstLineSegmentObject = Instantiate(physicLineSegmentPrefab, transform);
PhysicLineSegment firstLineSegment = firstLineSegmentObject.GetComponent<PhysicLineSegment>();
firstLineSegment.Initialize(originalLineSegment.StartTransform.position, splitPoint);
// Create the second new line segment
GameObject secondLineSegmentObject = Instantiate(physicLineSegmentPrefab, transform);
PhysicLineSegment secondLineSegment = secondLineSegmentObject.GetComponent<PhysicLineSegment>();
secondLineSegment.Initialize(originalLineSegment.EndTransform.position,splitPoint);
originalLineSegment.Option.SelectOption();
// Immediately destroy the original line segment
Destroy(originalLineSegment.gameObject);
}
private void AddPhysicsComponents(GameObject lineSegmentObject)
{
// Add Rigidbody2D
Rigidbody2D rb = lineSegmentObject.AddComponent<Rigidbody2D>();
rb.gravityScale = 1; // Enable gravity
// Add HingeJoint2D
HingeJoint2D hinge = lineSegmentObject.AddComponent<HingeJoint2D>();
hinge.anchor = Vector2.zero; // Set the anchor at one end of the line segment
}
public void BindOptionToLineSegment(string lineSegmentName, YarnOption option)
{
InteractiveLineSegment lineSegment = GetLineSegmentByName(lineSegmentName);
if (lineSegment != null)
{
if (option != null)
{
lineSegment.Option = option;
Debug.Log("Binded option to " + lineSegmentName);
}
else
{
Debug.LogError("Option is null for " + lineSegmentName);
}
}
}
private void EnterLineSegment(InteractiveLineSegment lineSegment)
{
if (currentLineSegment != null)
{
lineSegment.OnHoverExit();
}
lineSegment.OnHover();
currentLineSegment = lineSegment;
}
private void LongPressLineSegment(InteractiveLineSegment lineSegment)
{
if(!lineSegment.IsCuttable)
{
lineSegment.Option.SelectOption();
return;
}
longPressTime += Time.deltaTime;
Vector3 midpoint = (lineSegment.StartPoint + lineSegment.EndPoint) / 2;
// Make the scissors shake and the line segment turn red
if (longPressTime < LONG_PRESS_THRESHOLD)
{
customCursor.Shake(longPressTime * 5.0f, 10.0f); // 抖动强度随时间增加
//lineSegment.TurnRed(longPressTime / LONG_PRESS_THRESHOLD); // 线段变红的程度随时间增加
// Calculate the midpoint of the line segment
// Move the scissors towards the midpoint
//customCursor.transform.DOMove(midpoint, 0.1f);
}
else
{
// Cut the line segment
CutLine(lineSegment,midpoint);
}
}
private void ExitLineSegment()
{
if (currentLineSegment != null)
{
currentLineSegment.TurnGrey();
}
currentLineSegment = null;
}
private void Update()
{
if (isScissorsMode)
{
// Get the position of the mouse in world coordinates
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
// Check if there is a line segment in the scissors' detection range
Collider2D hitCollider = Physics2D.OverlapCircle(mousePosition, detectionRadius);
InteractiveLineSegment hitLineSegment = hitCollider != null ? hitCollider.GetComponent<InteractiveLineSegment>() : null;
if (hitLineSegment != null)
{
EnterLineSegment(hitLineSegment);
if (Input.GetMouseButtonDown(0))
{
longPressTime = 0.0f;
}
else if (Input.GetMouseButton(0))
{
LongPressLineSegment(hitLineSegment);
}
else if (Input.GetMouseButtonUp(0))
{
longPressTime = 0.0f;
//customCursor.ResetRotation(); // 假设你有一个方法来重置剪刀的旋转
//currentLineSegment.ResetColor(); // 假设你有一个方法来重置线段的颜色
}
}
else
{
ExitLineSegment();
}
}
}
private void SetScissorsCursor()
{
@@ -56,16 +196,17 @@ public class LineManager : MonoBehaviour
private void Start()
private void Start()
{
// 查找场景中的所有 InteractiveLineSegment 并添加到字典中
InteractiveLineSegment[] lineSegments = FindObjectsOfType<InteractiveLineSegment>();
foreach (InteractiveLineSegment lineSegment in lineSegments)
{
// 查找场景中的所有 InteractiveLineSegment 并添加到字典中
InteractiveLineSegment[] lineSegments = FindObjectsOfType<InteractiveLineSegment>();
foreach (InteractiveLineSegment lineSegment in lineSegments)
{
lineSegmentDictionary.Add(lineSegment.name, lineSegment);
}
lineSegmentDictionary.Add(lineSegment.name, lineSegment);
Debug.Log("Added " + lineSegment.name + " to lineSegmentDictionary");
}
}
public InteractiveLineSegment GetLineSegmentByName(string lineSegmentName)
{
if (lineSegmentDictionary.TryGetValue(lineSegmentName, out InteractiveLineSegment lineSegment))
@@ -126,74 +267,7 @@ public class LineManager : MonoBehaviour
IsScissorsMode = isEnabled;
}
public void CutLine(InteractiveLineSegment originalLineSegment, Vector3 splitPoint)
{
// 如果线段不可剪断,就直接返回,不进行剪断操作
if (!originalLineSegment.IsCuttable)
{
return;
}
// Create the first new line segment
GameObject firstLineSegmentObject = Instantiate(visualLineSegmentPrefab, transform);
VisualLineSegment firstLineSegment = firstLineSegmentObject.GetComponent<VisualLineSegment>();
firstLineSegment.Initialize(originalLineSegment.StartPoint, splitPoint);
// Create the second new line segment
GameObject secondLineSegmentObject = Instantiate(visualLineSegmentPrefab, transform);
VisualLineSegment secondLineSegment = secondLineSegmentObject.GetComponent<VisualLineSegment>();
secondLineSegment.Initialize(originalLineSegment.EndPoint, splitPoint);
// Immediately destroy the original line segment
Destroy(originalLineSegment.gameObject);
// Shrink and disappear the new line segments
firstLineSegment.ShrinkAndDisappear();
secondLineSegment.ShrinkAndDisappear();
}
public void BindOptionToLineSegment(string lineSegmentName, YarnOption option)
{
InteractiveLineSegment lineSegment = GetLineSegmentByName(lineSegmentName);
if (lineSegment != null)
{
lineSegment.Option = option;
}
}
private void Update()
{
if (Input.GetMouseButtonDown(0) && isScissorsMode)
{
// Convert the mouse position to a 2D ray
Vector2 ray = Camera.main.ScreenToWorldPoint(Input.mousePosition);
// Check if the ray hits a line segment
RaycastHit2D hit = Physics2D.Raycast(ray, Vector2.zero);
if (hit.collider != null)
{
Debug.Log("Raycast hit: " + hit.transform.name);
InteractiveLineSegment originalLineSegment = hit.transform.GetComponent<InteractiveLineSegment>();
if (originalLineSegment != null)
{
Debug.Log("Line segment hit: " + originalLineSegment.name);
CutLine(originalLineSegment,hit.point);
// Check if Option is not null before selecting it
if (originalLineSegment.Option != null)
{
originalLineSegment.Option.SelectOption();
}
}
else
{
//Debug.Log("Hit object is not a line segment");
}
}
}
}
@@ -0,0 +1,83 @@
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(LineRenderer))]
public class PhysicLineSegment : MonoBehaviour
{
public float segmentSpacing = 0.1f;
public int k = 30;
public Vector3 start;
public Vector3 end;
private List<VerletParticle> particles = new List<VerletParticle>();
private List<VerletStick> sticks = new List<VerletStick>();
private LineRenderer lineRenderer;
private int segmentCount;
public float gravity = -9.8f;
public void Initialize(Vector3 start, Vector3 end)
{
this.start = start;
this.end = end;
//originalLength = Vector3.Distance(start, end);
// Calculate the number of segments and the spacing between them
segmentCount = Mathf.RoundToInt(Vector3.Distance(start, end) / segmentSpacing);
lineRenderer = GetComponent<LineRenderer>();
// Initialize particles
for (int i = 0; i < segmentCount; i++)
{
// Calculate the position of the segment
var particle = new VerletParticle(Vector3.Lerp(start, end, i / (float)segmentCount));
particles.Add(particle);
}
// Initialize sticks
for (int i = 0; i < segmentCount - 1; i++)
{
sticks.Add(new VerletStick(particles[i], particles[i + 1], segmentSpacing));
}
// Lock the first particle
particles[0].isLocked = true;
lineRenderer.positionCount = segmentCount;
}
void FixedUpdate()
{
UpdateLine();
for (int i = 0; i < segmentCount; i++)
{
lineRenderer.SetPosition(i, particles[i].position);
}
}
void UpdateLine()
{
// Apply gravity to particles
for (int i = 1; i < particles.Count; i++)
{
particles[i].ApplyForce(Vector3.up * gravity * Time.deltaTime);
particles[i].UpdatePosition(Time.deltaTime);
}
// Update sticks
for (int ik = 0; ik < k; ik++)
{
foreach (var stick in sticks)
{
stick.UpdateStick();
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 1198bee0150e12d4aa20514b2c8f3362
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,31 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VerletParticle
{
public Vector3 position;
public Vector3 previousPosition;
public bool isLocked;
public VerletParticle(Vector3 position)
{
this.position = position;
this.previousPosition = position;
this.isLocked = false;
}
public void ApplyForce(Vector3 force)
{
Vector3 temp = position;
position += position - previousPosition + force;
previousPosition = temp;
}
public void UpdatePosition(float deltaTime)
{
Vector3 temp = position;
position += (position - previousPosition) * deltaTime;
previousPosition = temp;
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: cdb6feb01313af04f8abf13c63227196
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,35 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VerletStick
{
private VerletParticle particleA;
private VerletParticle particleB;
private float length;
public float stiffness = 0.8f; // Add this line
public VerletStick(VerletParticle particleA, VerletParticle particleB, float length)
{
this.particleA = particleA;
this.particleB = particleB;
this.length = length;
}
public void UpdateStick()
{
float currentLength = Vector3.Distance(particleA.position, particleB.position);
float difference = length - currentLength;
Vector3 direction = (particleB.position - particleA.position).normalized;
if (!particleA.isLocked)
{
particleA.position -= direction * difference * stiffness; // Change this line
}
if (!particleB.isLocked)
{
particleB.position += direction * difference * stiffness; // Change this line
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4f52ebcdf1c225c48ad6413459d49309
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -23,14 +23,14 @@ public class VisualLineSegment : MonoBehaviour
lineRenderer.SetPosition(1, EndPoint);
}
public void ShrinkAndDisappear()
{
// Shrink the line segment from the end to the start
DOTween.To(() => EndPoint, x => EndPoint = x, StartPoint, 1f)
.OnUpdate(() => {
lineRenderer.SetPosition(0, StartPoint);
lineRenderer.SetPosition(1, EndPoint);
})
.OnComplete(() => Destroy(gameObject));
}
// public void ShrinkAndDisappear()
// {
// // Shrink the line segment from the end to the start
// DOTween.To(() => EndPoint, x => EndPoint = x, StartPoint, 1f)
// .OnUpdate(() => {
// lineRenderer.SetPosition(0, StartPoint);
// lineRenderer.SetPosition(1, EndPoint);
// })
// .OnComplete(() => Destroy(gameObject));
// }
}
+37 -7
View File
@@ -4,6 +4,7 @@ using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Yarn.Unity;
using System.Threading.Tasks;
namespace AibisDream
{
@@ -42,6 +43,16 @@ namespace AibisDream
GetDialogComponentInBox(dialogBox);
}
private void OnEnable()
{
DialogController.OnDialogueComplete += HideDialog;
}
private void OnDisable()
{
DialogController.OnDialogueComplete -= HideDialog;
}
/// <summary>
/// 显示文字
/// </summary>
@@ -56,6 +67,11 @@ namespace AibisDream
actorName.text = actor;
dialogText.ShowText(dialogLine);
// 显示完成后处理
dialogText.onTextShowed.RemoveAllListeners();
dialogText.onTextShowed.AddListener(() => nextButton.gameObject.SetActive(true));
nextButton.onClick.RemoveAllListeners();
nextButton.onClick.AddListener(() =>
{
@@ -63,6 +79,27 @@ namespace AibisDream
nextButton.gameObject.SetActive(false);
});
}
/// <summary>
/// 显示文字,显示完成自动跳过
/// </summary>
/// <param name="dialogLine"></param>
/// <param name="actor"></param>
/// <param name="nextStep"></param>
public void ShowAutoLine(string dialogLine, string actor, Action nextStep)
{
dialogBox.SetActive(true);
dialogText.gameObject.SetActive(true);
choiceBox.SetActive(false);
actorName.text = actor;
nextButton.onClick.RemoveAllListeners();
dialogText.ShowText(dialogLine);
// 对话显示完成后自动跳过
dialogText.onTextShowed.RemoveAllListeners();
dialogText.onTextShowed.AddListener(() => CommonUtil.Delay(200, nextStep));
}
/// <summary>
/// 显示选项
@@ -96,11 +133,6 @@ namespace AibisDream
}
}
public void ShowNextButton()
{
nextButton.gameObject.SetActive(true);
}
public void HideDialog()
{
dialogBox?.SetActive(false);
@@ -140,8 +172,6 @@ namespace AibisDream
quickTalkButton = box.transform.Find(QUICK_TALK).gameObject;
quickTalkButton.GetComponent<Button>().onClick.AddListener(SwitchQuickTalkMode);
dialogText.onTextShowed.AddListener(ShowNextButton);
}
}
}
+14
View File
@@ -1,5 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
namespace AibisDream
@@ -29,6 +32,17 @@ namespace AibisDream
{
return Mathf.Abs(value1 - value2) < Epsilon;
}
/// <summary>
/// 简单延时实现
/// </summary>
/// <param name="delayTime">延时</param>
/// <param name="action">函数</param>
public static async Task Delay(int delayTime, Action action)
{
await Task.Delay(delayTime);
action?.Invoke();
}
}
}
-1
View File
@@ -56,7 +56,6 @@ namespace AibisDream
public void FadeOut(float duration)
{
Debug.Log("Fade out");
_image.gameObject.SetActive(true);
_image.DOBlendableColor(Color.clear, duration).onComplete += () =>
{
+12 -5
View File
@@ -1,28 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Yarn;
using Yarn.Markup;
using Yarn.Unity;
namespace AibisDream
{
public static class YarnUtil
{
private const string COMMAND_ATTR = "command";
private const string CommandAttr = "command";
private const string OptionAttr = "options";
private const string COMMAND_PROP = "name";
private const string CommandProp = "name";
public static bool HasCommandAttr(this MarkupParseResult text)
{
return text.TryGetAttributeWithName(COMMAND_ATTR, out var attribute1) ||
return text.TryGetAttributeWithName(CommandAttr, out var attribute1) ||
text.TryGetAttributeWithName(OptionAttr, out var attribute2);
}
public static bool TryGetCommandAttr(this MarkupParseResult text, out string commandName)
{
bool res = text.TryGetAttributeWithName(COMMAND_ATTR, out var attribute);
commandName = res ? attribute.Properties[COMMAND_PROP].StringValue : null;
bool res = text.TryGetAttributeWithName(CommandAttr, out var attribute);
commandName = res ? attribute.Properties[CommandProp].StringValue : null;
return res;
}
@@ -30,5 +32,10 @@ namespace AibisDream
{
return text.TryGetAttributeWithName(OptionAttr, out var outStr);
}
public static void AddCommandListener(this DialogueRunner runner, CommandHandler onCommand)
{
runner.Dialogue.CommandHandler += onCommand;
}
}
}