Merge branch 'develop' into feature/YarnScript-9月切片
This commit is contained in:
+16
-16
@@ -7,7 +7,7 @@ Material:
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@@ -15,8 +15,8 @@ Material:
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@@ -108,9 +108,9 @@ Material:
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@@ -164,8 +164,8 @@ Material:
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@@ -213,14 +213,14 @@ Material:
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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@@ -18,7 +18,9 @@ public class AutoFlip : MonoBehaviour
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if (!ControledBook)
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ControledBook = GetComponent<Book>();
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if (AutoStartFlip)
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StartFlipping();
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//FlipToPage(6);
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//StartFlipping();
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ControledBook.OnFlip.AddListener(new UnityEngine.Events.UnityAction(PageFlipped));
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}
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void PageFlipped()
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@@ -125,4 +127,36 @@ public class AutoFlip : MonoBehaviour
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}
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ControledBook.ReleasePage();
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}
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public void FlipToPage(int targetPage)
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{
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StartCoroutine(FlipToPageCoroutine(targetPage));
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}
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public IEnumerator FlipToPageCoroutine(int targetPage)
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{
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int pageDifference = Mathf.Abs((targetPage - ControledBook.currentPage + 1) / 2);
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float timePerFlip = 0.00001f / pageDifference; // Calculate the time per flip
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if (targetPage > ControledBook.currentPage)
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{
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for (int i = 0; i < pageDifference; i++)
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{
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PageFlipTime = timePerFlip; // Update the PageFlipTime
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FlipRightPage();
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||||
yield return new WaitUntil(() => !isFlipping);
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}
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}
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else if (targetPage < ControledBook.currentPage)
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{
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for (int i = 0; i < pageDifference; i++)
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{
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PageFlipTime = timePerFlip; // Update the PageFlipTime
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FlipLeftPage();
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||||
yield return new WaitUntil(() => !isFlipping);
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}
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}
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}
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@@ -5,6 +5,10 @@ using UnityEngine;
|
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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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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.");
|
||||
}
|
||||
});
|
||||
}
|
||||
public bool IsProcessing()
|
||||
|
||||
+3000
-94
File diff suppressed because it is too large
Load Diff
Binary file not shown.
|
After Width: | Height: | Size: 521 KiB |
@@ -0,0 +1,140 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 07f0e92a84eb90c43a1e3ebacb573796
|
||||
TextureImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 12
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
flipGreenChannel: 0
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
vTOnly: 0
|
||||
ignoreMipmapLimit: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
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- _EnableRecolorRGBYCP: 0
|
||||
- _EnableSaturation: 1
|
||||
- _EnableScreenTiling: 0
|
||||
- _EnableShadow: 0
|
||||
- _EnableSharpen: 0
|
||||
- _EnableShiftHue: 0
|
||||
- _EnableShifting: 0
|
||||
- _EnableShine: 0
|
||||
- _EnableSineGlow: 0
|
||||
- _EnableSineMove: 0
|
||||
- _EnableSineRotate: 0
|
||||
- _EnableSineScale: 0
|
||||
- _EnableSmoke: 0
|
||||
- _EnableSmoothPixelArt: 0
|
||||
- _EnableSourceAlphaDissolve: 0
|
||||
- _EnableSourceGlowDissolve: 0
|
||||
- _EnableSplitToning: 0
|
||||
- _EnableSqueeze: 0
|
||||
- _EnableSquish: 0
|
||||
- _EnableStrongTint: 0
|
||||
- _EnableTextureLayer1: 0
|
||||
- _EnableTextureLayer2: 0
|
||||
- _EnableUVDistort: 0
|
||||
- _EnableUVRotate: 0
|
||||
- _EnableUVScale: 0
|
||||
- _EnableUVScroll: 0
|
||||
- _EnableVibrate: 0
|
||||
- _EnableWiggle: 0
|
||||
- _EnableWind: 0
|
||||
- _EnableWorldTiling: 0
|
||||
- _EnchantedBrightness: 1
|
||||
- _EnchantedContrast: 0.5
|
||||
- _EnchantedFade: 1
|
||||
- _EnchantedLerpToggle: 0
|
||||
- _EnchantedRainbowDensity: 0.5
|
||||
- _EnchantedRainbowSaturation: 0.8
|
||||
- _EnchantedRainbowSpeed: 0.5
|
||||
- _EnchantedRainbowToggle: 0
|
||||
- _EnchantedReduce: 0
|
||||
- _FadingFade: 1
|
||||
- _FadingNoiseFactor: 0.2
|
||||
- _FadingWidth: 0.3
|
||||
- _FlameBrightness: 10
|
||||
- _FlameNoiseFactor: 2.5
|
||||
- _FlameNoiseHeightFactor: 1.5
|
||||
- _FlameRadius: 0.2
|
||||
- _FlameSmooth: 2
|
||||
- _FrozenContrast: 2
|
||||
- _FrozenFade: 1
|
||||
- _FrozenHighlightContrast: 2
|
||||
- _FrozenHighlightDensity: 1
|
||||
- _FrozenSnowContrast: 1
|
||||
- _FrozenSnowDensity: 0.25
|
||||
- _FullAlphaDissolveFade: 0.5
|
||||
- _FullAlphaDissolveWidth: 0.5
|
||||
- _FullDistortionFade: 1
|
||||
- _FullGlowDissolveFade: 0.5
|
||||
- _FullGlowDissolveWidth: 0.5
|
||||
- _GaussianBlurFade: 1
|
||||
- _GaussianBlurOffset: 0.5
|
||||
- _GlitchBrightness: 4
|
||||
- _GlitchFade: 1
|
||||
- _GlitchHueSpeed: 1
|
||||
- _GlitchMaskMin: 0.4
|
||||
- _HalftoneFade: 1
|
||||
- _HalftoneFadeWidth: 1.5
|
||||
- _HalftoneInvert: 0
|
||||
- _HalftoneTiling: 4
|
||||
- _HologramContrast: 1
|
||||
- _HologramDistortionDensity: 0.5
|
||||
- _HologramDistortionOffset: 0.5
|
||||
- _HologramDistortionScale: 10
|
||||
- _HologramDistortionSpeed: 2
|
||||
- _HologramFade: 1
|
||||
- _HologramLineFrequency: 500
|
||||
- _HologramLineGap: 3
|
||||
- _HologramLineSpeed: 0.01
|
||||
- _HologramMinAlpha: 0.2
|
||||
- _Hue: 0
|
||||
- _InkSpreadContrast: 2
|
||||
- _InkSpreadDistance: 3
|
||||
- _InkSpreadFade: 1
|
||||
- _InkSpreadNoiseFactor: 0.5
|
||||
- _InkSpreadWidth: 0.2
|
||||
- _InnerOutlineDistortionToggle: 0
|
||||
- _InnerOutlineFade: 1
|
||||
- _InnerOutlineOutlineOnlyToggle: 0
|
||||
- _InnerOutlineTextureToggle: 0
|
||||
- _InnerOutlineWidth: 0.02
|
||||
- _MetalContrast: 2
|
||||
- _MetalFade: 1
|
||||
- _MetalHighlightContrast: 2
|
||||
- _MetalHighlightDensity: 1
|
||||
- _MetalMaskToggle: 0
|
||||
- _NegativeFade: 1
|
||||
- _OuterOutlineDistortionToggle: 0
|
||||
- _OuterOutlineFade: 1
|
||||
- _OuterOutlineOutlineOnlyToggle: 0
|
||||
- _OuterOutlineTextureToggle: 0
|
||||
- _OuterOutlineWidth: 0.04
|
||||
- _PingPongGlowContrast: 1
|
||||
- _PingPongGlowFade: 1
|
||||
- _PingPongGlowFrequency: 3
|
||||
- _PixelOutlineFade: 1
|
||||
- _PixelOutlineOutlineOnlyToggle: 0
|
||||
- _PixelOutlineTextureToggle: 0
|
||||
- _PixelOutlineWidth: 1
|
||||
- _PixelPerfectSpace: 0
|
||||
- _PixelPerfectUV: 0
|
||||
- _PixelateFade: 1
|
||||
- _PixelatePixelDensity: 16
|
||||
- _PixelatePixelsPerUnit: 100
|
||||
- _PixelsPerUnit: 100
|
||||
- _PoisonDensity: 3
|
||||
- _PoisonFade: 1
|
||||
- _PoisonNoiseBrightness: 2
|
||||
- _PoisonRecolorFactor: 0.5
|
||||
- _PoisonShiftSpeed: 0.2
|
||||
- _RainbowBrightness: 2
|
||||
- _RainbowContrast: 1
|
||||
- _RainbowDensity: 0.5
|
||||
- _RainbowFade: 1
|
||||
- _RainbowNoiseFactor: 0.2
|
||||
- _RainbowSaturation: 1
|
||||
- _RainbowSpeed: 1
|
||||
- _RecolorRGBFade: 1
|
||||
- _RecolorRGBTextureToggle: 0
|
||||
- _RecolorRGBYCPFade: 1
|
||||
- _RecolorRGBYCPTextureToggle: 0
|
||||
- _RectHeight: 100
|
||||
- _RectWidth: 100
|
||||
- _Saturation: 0
|
||||
- _ScreenTilingPixelsPerUnit: 100
|
||||
- _ScreenWidthUnits: 10
|
||||
- _ShaderFading: 0
|
||||
- _ShaderSpace: 0
|
||||
- _ShadowFade: 1
|
||||
- _SharpenFactor: 4
|
||||
- _SharpenFade: 1
|
||||
- _SharpenOffset: 2
|
||||
- _ShiftHueSpeed: 0.5
|
||||
- _ShiftingBrightness: 1
|
||||
- _ShiftingContrast: 0.5
|
||||
- _ShiftingDensity: 1.5
|
||||
- _ShiftingFade: 1
|
||||
- _ShiftingRainbowToggle: 0
|
||||
- _ShiftingSaturation: 0.8
|
||||
- _ShiftingSpeed: 0.5
|
||||
- _ShineContrast: 2
|
||||
- _ShineFade: 1
|
||||
- _ShineFrequency: 0.3
|
||||
- _ShineMaskToggle: 0
|
||||
- _ShineRotation: 30
|
||||
- _ShineSaturation: 0.5
|
||||
- _ShineSmooth: 1
|
||||
- _ShineSpeed: 5
|
||||
- _ShineWidth: 0.1
|
||||
- _SineGlowContrast: 1
|
||||
- _SineGlowFade: 1
|
||||
- _SineGlowFrequency: 4
|
||||
- _SineGlowMaskToggle: 0
|
||||
- _SineGlowMax: 1
|
||||
- _SineGlowMin: 0
|
||||
- _SineMoveFade: 1
|
||||
- _SineRotateAngle: 15
|
||||
- _SineRotateFade: 1
|
||||
- _SineRotateFrequency: 1
|
||||
- _SineScaleFrequency: 2
|
||||
- _SmokeAlpha: 1
|
||||
- _SmokeDarkEdge: 1
|
||||
- _SmokeNoiseFactor: 0.4
|
||||
- _SmokeNoiseScale: 0.5
|
||||
- _SmokeSmoothness: 1
|
||||
- _SmokeVertexSeed: 0
|
||||
- _SourceAlphaDissolveFade: 1
|
||||
- _SourceAlphaDissolveInvert: 0
|
||||
- _SourceAlphaDissolveNoiseFactor: 0.2
|
||||
- _SourceAlphaDissolveWidth: 0.2
|
||||
- _SourceGlowDissolveFade: 1
|
||||
- _SourceGlowDissolveInvert: 0
|
||||
- _SourceGlowDissolveNoiseFactor: 0.2
|
||||
- _SourceGlowDissolveWidth: 0.1
|
||||
- _SplitToningBalance: 1
|
||||
- _SplitToningContrast: 1
|
||||
- _SplitToningFade: 1
|
||||
- _SplitToningShift: 0
|
||||
- _SpriteSheetFix: 0
|
||||
- _SqueezeFade: 1
|
||||
- _SqueezePower: 1
|
||||
- _SquishFade: 1
|
||||
- _SquishFlip: 0
|
||||
- _SquishSquish: 0.1
|
||||
- _SquishStretch: 0.1
|
||||
- _StrongTintContrast: 0
|
||||
- _StrongTintContrastToggle: 0
|
||||
- _StrongTintFade: 1
|
||||
- _StrongTintMaskToggle: 0
|
||||
- _TextureLayer1Columns: 3
|
||||
- _TextureLayer1Contrast: 1
|
||||
- _TextureLayer1ContrastToggle: 0
|
||||
- _TextureLayer1EdgeClip: 0.005
|
||||
- _TextureLayer1Fade: 1
|
||||
- _TextureLayer1Rows: 3
|
||||
- _TextureLayer1ScrollToggle: 0
|
||||
- _TextureLayer1SheetToggle: 1
|
||||
- _TextureLayer1Speed: 20
|
||||
- _TextureLayer1StartFrame: 0
|
||||
- _TextureLayer2Columns: 3
|
||||
- _TextureLayer2Contrast: 1
|
||||
- _TextureLayer2ContrastToggle: 0
|
||||
- _TextureLayer2EdgeClip: 0.005
|
||||
- _TextureLayer2Fade: 1
|
||||
- _TextureLayer2Rows: 3
|
||||
- _TextureLayer2ScrollToggle: 0
|
||||
- _TextureLayer2SheetToggle: 1
|
||||
- _TextureLayer2Speed: 20
|
||||
- _TextureLayer2StartFrame: 0
|
||||
- _TilingFix: 0
|
||||
- _TimeFPS: 5
|
||||
- _TimeFrequency: 2
|
||||
- _TimeRange: 0.5
|
||||
- _TimeSpeed: 1
|
||||
- _TimeValue: 0
|
||||
- _ToggleCustomTime: 0
|
||||
- _ToggleTimeFPS: 0
|
||||
- _ToggleTimeFrequency: 0
|
||||
- _ToggleTimeSpeed: 0
|
||||
- _ToggleUnscaledTime: 0
|
||||
- _UVDistortFade: 1
|
||||
- _UVDistortMaskToggle: 0
|
||||
- _UVRotateSpeed: 1
|
||||
- _VertexTintFirst: 0
|
||||
- _VibrateFade: 1
|
||||
- _VibrateFrequency: 100
|
||||
- _VibrateOffset: 0.04
|
||||
- _VibrateRotation: 4
|
||||
- _WiggleFade: 1
|
||||
- _WiggleFixedGroundToggle: 0
|
||||
- _WiggleFrequency: 2
|
||||
- _WiggleOffset: 0.02
|
||||
- _WiggleSpeed: 2
|
||||
- _WindFlip: 0
|
||||
- _WindHighQualityNoise: 0
|
||||
- _WindIsParallax: 0
|
||||
- _WindLocalWind: 0
|
||||
- _WindMaxIntensity: 0.4
|
||||
- _WindMaxRotation: 2
|
||||
- _WindMinIntensity: -0.4
|
||||
- _WindNoiseScale: 0.1
|
||||
- _WindNoiseSpeed: 1
|
||||
- _WindRotation: 0
|
||||
- _WindRotationWindFactor: 1
|
||||
- _WindSquishFactor: 0.3
|
||||
- _WindSquishWindFactor: 0
|
||||
- _WindXPosition: 0
|
||||
- _WorldTilingPixelsPerUnit: 100
|
||||
m_Colors:
|
||||
- _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0}
|
||||
- _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0}
|
||||
- _BlackTintColor: {r: 0, g: 0, b: 1, a: 0}
|
||||
- _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0}
|
||||
- _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
|
||||
- _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0}
|
||||
- _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0}
|
||||
- _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0}
|
||||
- _BurnPosition: {r: 0, g: 5, b: 0, a: 0}
|
||||
- _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0}
|
||||
- _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0}
|
||||
- _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0}
|
||||
- _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0}
|
||||
- _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0}
|
||||
- _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _ColorReplaceToColor: {r: 0, g: 0, b: 0.2, a: 0}
|
||||
- _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0}
|
||||
- _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
|
||||
- _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0}
|
||||
- _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0}
|
||||
- _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
|
||||
- _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0}
|
||||
- _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
|
||||
- _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0}
|
||||
- _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0}
|
||||
- _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0}
|
||||
- _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _FadingPosition: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0}
|
||||
- _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0}
|
||||
- _Flip: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1}
|
||||
- _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0}
|
||||
- _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0}
|
||||
- _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0}
|
||||
- _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0}
|
||||
- _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0}
|
||||
- _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0}
|
||||
- _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
|
||||
- _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0}
|
||||
- _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0}
|
||||
- _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0}
|
||||
- _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0}
|
||||
- _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0}
|
||||
- _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0}
|
||||
- _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0}
|
||||
- _HalftonePosition: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1}
|
||||
- _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0}
|
||||
- _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
|
||||
- _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0}
|
||||
- _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1}
|
||||
- _InnerOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0}
|
||||
- _InnerOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0}
|
||||
- _InnerOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0}
|
||||
- _InnerOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
|
||||
- _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1}
|
||||
- _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1}
|
||||
- _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0}
|
||||
- _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0}
|
||||
- _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0}
|
||||
- _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0}
|
||||
- _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0}
|
||||
- _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0}
|
||||
- _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0}
|
||||
- _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
|
||||
- _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0}
|
||||
- _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0}
|
||||
- _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
|
||||
- _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0}
|
||||
- _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0}
|
||||
- _RainbowCenter: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
|
||||
- _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
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|
||||
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|
||||
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|
||||
|
||||
->打开书并翻到第四页
|
||||
<<OpenBook BookManager>>
|
||||
<<Flip BookManager 4 >>
|
||||
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|
||||
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|
||||
[options /]
|
||||
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|
||||
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|
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|
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<<indoor>>
|
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|
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<<set_scissors_mode LineManager true>>
|
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<<set_line_cuttable LineManager MemoryEye true>>
|
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[command name=activate_socket_choice /]
|
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[options /]
|
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-> MemoryEyeScissor
|
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我:剪断哦了
|
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<<set_scissors_mode LineManager false>>
|
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-> MemoryUFScissor
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我:这个剪不断噢
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|
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<<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
|
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<<set_EyeState EyeManager "CannotImagineColor">>
|
||||
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|
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->看角色
|
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<<set_Eyetarget EyeManager "character">>
|
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->滴入红色
|
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<<hide_dialog>>
|
||||
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|
||||
->滴入黄色
|
||||
<<hide_dialog>>
|
||||
<<set_EyeColor EyeManager "yellow">>
|
||||
->滴入蓝色
|
||||
<<hide_dialog>>
|
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<<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>>
|
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<<set_EyeState EyeManager "CanSeeColor">>
|
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<<EyeGetColor EyeManager>>
|
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|
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<<indoor>>
|
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//<<load_scene 佩佩视觉模块>>
|
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->进入记忆
|
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<<start_transition ViewManager "MemoryView">>
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->搜寻记忆
|
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|
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->褪色
|
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|
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->搜寻记忆
|
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---
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<<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">>
|
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我::插入Memoryview
|
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<<jump Test2>>
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---
|
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<<character_init Art/Character/Express_1>>
|
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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
|
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我: 点击不同按钮可以执行不同命令 #line:00147c3 # auto_next
|
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<<load_scene OptionTestScene>>
|
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我: 加载测试场景 #line:0a67910
|
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我: 提供两个按钮进行点击 #line:0cb2011
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---
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<<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
|
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<<jump choice>>
|
||||
-> EyeView
|
||||
我: 插入Eyeview了
|
||||
<<jump choice>>
|
||||
-> MemoryView
|
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我: 插入MemoryView了
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<<jump choice>>
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|
||||
guid: 0e1c4776b7afb874fbd95afe5c211bab
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 053561912b1654d80a424bb0696a74ae, type: 3}
|
||||
useAddressableAssets: 0
|
||||
UseUnityLocalisationSystem: 0
|
||||
unityLocalisationStringTableCollection: {instanceID: 0}
|
||||
@@ -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>>
|
||||
|
||||
===
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0f216a93eac4533458c3a3b22bd4d6cf
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
|
||||
@@ -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 变量操作
|
||||
@@ -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();
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a29396a6175045d488caf12e1d0b1c46
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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));
|
||||
// }
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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 += () =>
|
||||
{
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user