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m_SchemaSet:
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@@ -0,0 +1,29 @@
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using UnityEditor;
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using UnityEngine;
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namespace AibisDream.SystemEditor
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{
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[CustomEditor(typeof(ActorManager))]
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public class ActorManagerEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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var example = (ActorManager)target;
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EditorGUILayout.BeginHorizontal();
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// 保存按钮
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if (GUILayout.Button("加载角色(仅调试)"))
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{
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example.InitAllDefault();
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}
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// 加载按钮
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if (GUILayout.Button("销毁角色(仅调试)"))
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{
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example.DestroyEditorTemp();
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}
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EditorGUILayout.EndHorizontal();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: a26f39f29d894a04abdd507b2bc3cd17
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timeCreated: 1749396776
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@@ -0,0 +1,29 @@
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using UnityEditor;
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using UnityEngine;
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namespace AibisDream.SystemEditor
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{
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[CustomEditor(typeof(Bubble))]
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public class BubbleEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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var example = (Bubble)target;
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EditorGUILayout.BeginHorizontal();
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// 保存按钮
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if (GUILayout.Button("保存"))
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{
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example.SaveStyle();
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}
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// 加载按钮
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if (GUILayout.Button("加载"))
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{
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example.LoadStyle();
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}
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EditorGUILayout.EndHorizontal();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: e31b37a9f61345a087925a463504a2a1
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timeCreated: 1749293279
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@@ -226,7 +226,7 @@ MonoBehaviour:
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@@ -461,7 +461,7 @@ MonoBehaviour:
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m_Padding:
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m_Right: 30
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m_Top: 30
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m_Bottom: 50
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@@ -503,3 +503,5 @@ MonoBehaviour:
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|
||||
fileFormatVersion: 2
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PrefabImporter:
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NativeFormatImporter:
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||||
mainObjectFileID: 11400000
|
||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -17,4 +17,5 @@ MonoBehaviour:
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||||
lineFontSize: 30
|
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actorPadding: {x: 0, y: 0, z: 0, w: 0}
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actorFontSize: 32
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hasActorName: 1
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bubbleSpriteAddress: "BubbleSprite/\u5927\u5BF9\u8BDD\u6846"
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||||
@@ -17,4 +17,5 @@ MonoBehaviour:
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||||
lineFontSize: 30
|
||||
actorPadding: {x: 0, y: 0, z: 0, w: 0}
|
||||
actorFontSize: 32
|
||||
hasActorName: 1
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||||
bubbleSpriteAddress: "BubbleSprite/\u5927\u5BF9\u8BDD\u6846"
|
||||
|
||||
@@ -17,4 +17,5 @@ MonoBehaviour:
|
||||
lineFontSize: 18
|
||||
actorPadding: {x: 0, y: 0, z: 0, w: 0}
|
||||
actorFontSize: 20
|
||||
hasActorName: 1
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||||
bubbleSpriteAddress: "BubbleSprite/\u5916\u51FA\u5BF9\u8BDD\u6846 "
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 758f8de9462d3a54295cb2c1fc8ed407, type: 3}
|
||||
m_Name: Subway Style
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||||
m_EditorClassIdentifier:
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||||
bubblePadding: {x: 30, y: 40, z: 55, w: 30}
|
||||
linePadding: {x: 30, y: 10, z: 20, w: 10}
|
||||
lineFontSize: 30
|
||||
actorPadding: {x: 0, y: 0, z: 0, w: 0}
|
||||
actorFontSize: 32
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bubbleSpriteAddress: "BubbleSprite/\u5927\u5BF9\u8BDD\u6846"
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+3
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@@ -1,7 +1,8 @@
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fileFormatVersion: 2
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PrefabImporter:
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NativeFormatImporter:
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externalObjects: {}
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||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
@@ -118,7 +118,7 @@ namespace AibisDream.FixSystem
|
||||
var data = clinicSystem.bubbleSlotGroup.CollectData();
|
||||
BubbleGroup.Instance.LoadBubbles(data);
|
||||
Debug.Log("气泡加载完成");
|
||||
DialogCanvasManager.Instance.SwitchDialogView(DialogViewType.ClinicBubble);
|
||||
DialogCanvasManager.Instance.SwitchDialogView(DialogViewType.StandardBubble);
|
||||
}
|
||||
|
||||
public IEnumerator Exit()
|
||||
@@ -151,7 +151,7 @@ namespace AibisDream.FixSystem
|
||||
bodyModuleSystem.SwitchModuleGroup(moduleState);
|
||||
}
|
||||
|
||||
if (lightSystem != null && !lightSystem.IsSystemOn())
|
||||
if (lightSystem && !lightSystem.IsSystemOn())
|
||||
{
|
||||
// 切换相机
|
||||
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModuleCenter);
|
||||
@@ -165,6 +165,12 @@ namespace AibisDream.FixSystem
|
||||
bodyModuleSystem.ResetPlug();
|
||||
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
|
||||
}
|
||||
|
||||
// 加载气泡
|
||||
var data = FixSystemCenter.SystemDic.Get<ScreenSystem>().BubbleSlotGroup.CollectData();
|
||||
BubbleGroup.Instance.LoadBubbles(data);
|
||||
DialogCanvasManager.Instance.SwitchDialogView(DialogViewType.Screen);
|
||||
|
||||
// 开启交互
|
||||
bodyModuleSystem.EnableSystem();
|
||||
}
|
||||
|
||||
@@ -21,6 +21,8 @@ namespace AibisDream.FixSystem
|
||||
private GameObject _textItemPrefab;
|
||||
private Queue<TypewriterByCharacter> _lineQueue;
|
||||
|
||||
public BubbleSlotGroup BubbleSlotGroup { get; private set; }
|
||||
|
||||
public TaskScreen TaskScreen { get; private set; }
|
||||
|
||||
public int maxLineNum = 10;
|
||||
@@ -38,7 +40,7 @@ namespace AibisDream.FixSystem
|
||||
TaskScreen = GetComponentInChildren<TaskScreen>();
|
||||
_lineQueue = new Queue<TypewriterByCharacter>();
|
||||
_textItemPrefab = ResourceKit.LoadAssetSync<GameObject>(ConstRef.ScreenTextName);
|
||||
// TODO 调整估算文本框的宽度
|
||||
BubbleSlotGroup = GetComponentInChildren<BubbleSlotGroup>();
|
||||
}
|
||||
|
||||
private void Register()
|
||||
|
||||
@@ -92,6 +92,7 @@ namespace AibisDream.Framework
|
||||
|
||||
var itemList = items.ToList();
|
||||
_items = new List<T>(itemList.Count);
|
||||
_batchWeight = new List<int>(itemList.Count);
|
||||
|
||||
int sum = 0;
|
||||
foreach (var item in itemList)
|
||||
@@ -107,6 +108,8 @@ namespace AibisDream.Framework
|
||||
_items.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
_curBatchWeight = new List<int>(_batchWeight);
|
||||
|
||||
_totalWeight = sum;
|
||||
_currentWeight = sum;
|
||||
|
||||
@@ -23,9 +23,25 @@ namespace AibisDream
|
||||
public override void OnSingletonInit()
|
||||
{
|
||||
InitRefs();
|
||||
DestroyEditorTemp();
|
||||
InitDefaultActor();
|
||||
}
|
||||
|
||||
|
||||
public void DestroyEditorTemp()
|
||||
{
|
||||
foreach (Transform child in _actorRoot)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
DestroyImmediate(child.gameObject);
|
||||
continue;
|
||||
}
|
||||
#endif
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
private void InitDefaultActor()
|
||||
{
|
||||
foreach (var slot in _slotDict.Values.Where(slot => slot.hasDefaultActor))
|
||||
@@ -47,13 +63,28 @@ namespace AibisDream
|
||||
_actorFactory = new ActorFactory(_actorRoot);
|
||||
}
|
||||
|
||||
public void InitActor(string actorName, string slotName, ActorType actorType)
|
||||
#if UNITY_EDITOR
|
||||
public void InitAllDefault()
|
||||
{
|
||||
InitRefs();
|
||||
DestroyEditorTemp();
|
||||
foreach (var slot in _slotDict.Values)
|
||||
{
|
||||
var actor = InitActor(slot.defaultActorName, slot.slotName, slot.defaultActorType);
|
||||
actor.Show();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
public AbsActor InitActor(string actorName, string slotName, ActorType actorType)
|
||||
{
|
||||
var slot = _slotDict[slotName];
|
||||
// 生成新组件
|
||||
var actor = _actorFactory.CreateActor(actorName, slot, actorType);
|
||||
// 保存
|
||||
_actorDict.Add(actorName, actor);
|
||||
|
||||
return actor;
|
||||
}
|
||||
|
||||
public bool TryFindActor(string actorOrSlot, out AbsActor actor)
|
||||
|
||||
@@ -7,7 +7,7 @@ namespace AibisDream
|
||||
protected TimesOfDay curTime;
|
||||
protected Weather curWeather;
|
||||
|
||||
public abstract void Init(TimesOfDay time, Weather weather);
|
||||
public abstract void Init(TimesOfDay time, Weather weather = Weather.Sunny);
|
||||
public abstract void OnTimeChange(TimesOfDay time);
|
||||
public abstract void OnWeatherChange(Weather weather);
|
||||
}
|
||||
|
||||
@@ -8,7 +8,7 @@ namespace AibisDream
|
||||
{
|
||||
[SerializeField] private ActivePartAsset[] activePartAssets;
|
||||
|
||||
public override void Init(TimesOfDay time, Weather weather)
|
||||
public override void Init(TimesOfDay time, Weather weather = Weather.Sunny)
|
||||
{
|
||||
curWeather = weather;
|
||||
OnTimeChange(time);
|
||||
|
||||
@@ -8,7 +8,7 @@ namespace AibisDream
|
||||
{
|
||||
private Animator _animator;
|
||||
|
||||
public override void Init(TimesOfDay timesOfDay, Weather weather)
|
||||
public override void Init(TimesOfDay timesOfDay, Weather weather = Weather.Sunny)
|
||||
{
|
||||
_animator = GetComponent<Animator>();
|
||||
|
||||
|
||||
@@ -7,42 +7,39 @@ namespace AibisDream
|
||||
{
|
||||
public class EnvironmentManager : Singleton<EnvironmentManager>
|
||||
{
|
||||
public bool initOnAwake = true;
|
||||
public TimesOfDay defaultTime;
|
||||
public Weather defaultWeather;
|
||||
|
||||
private AbsScenePart[] _absSceneParts;
|
||||
|
||||
public override void OnSingletonInit()
|
||||
{
|
||||
if (initOnAwake)
|
||||
{
|
||||
InitEnvironment(defaultTime, defaultWeather);
|
||||
}
|
||||
}
|
||||
|
||||
public void InitEnvironment(TimesOfDay timeOfDay, Weather weather)
|
||||
{
|
||||
_absSceneParts = GetComponentsInChildren<AbsScenePart>(true);
|
||||
foreach (var part in _absSceneParts)
|
||||
{
|
||||
part.Init(defaultTime, defaultWeather);
|
||||
part.Init(timeOfDay, weather);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTimeOfDay(string timeOfDay)
|
||||
public void SetTimeOfDay(TimesOfDay timeOfDay)
|
||||
{
|
||||
if (!Enum.TryParse<TimesOfDay>(timeOfDay, out var time))
|
||||
{
|
||||
Debug.Log($"{timeOfDay}是不存在的时间");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var part in _absSceneParts)
|
||||
{
|
||||
part.OnTimeChange(time);
|
||||
part.OnTimeChange(timeOfDay);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetWeather(string weatherType)
|
||||
public void SetWeather(Weather weather)
|
||||
{
|
||||
if (!Enum.TryParse<Weather>(weatherType, out var weather))
|
||||
{
|
||||
Debug.Log($"{weatherType}是不存在的时间");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var part in _absSceneParts)
|
||||
{
|
||||
part.OnWeatherChange(weather);
|
||||
@@ -52,16 +49,46 @@ namespace AibisDream
|
||||
|
||||
public static class EnvironmentYarnCommand
|
||||
{
|
||||
[YarnCommand("init_emvironment")]
|
||||
public static void InitEnvironment(string timeOfDay, string weatherType = "Sunny")
|
||||
{
|
||||
if (!Enum.TryParse<TimesOfDay>(timeOfDay, out var time))
|
||||
{
|
||||
Debug.Log($"{timeOfDay}是不存在的时间");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!Enum.TryParse<Weather>(weatherType, out var weather))
|
||||
{
|
||||
Debug.Log($"{weatherType}是不存在的天气");
|
||||
return;
|
||||
}
|
||||
|
||||
EnvironmentManager.Instance.InitEnvironment(time, weather);
|
||||
}
|
||||
|
||||
[YarnCommand("set_time_of_day")]
|
||||
public static void SetTimeOfDay(string timeOfDay)
|
||||
{
|
||||
EnvironmentManager.Instance.SetTimeOfDay(timeOfDay);
|
||||
if (!Enum.TryParse<TimesOfDay>(timeOfDay, out var time))
|
||||
{
|
||||
Debug.Log($"{timeOfDay}是不存在的时间");
|
||||
return;
|
||||
}
|
||||
|
||||
EnvironmentManager.Instance.SetTimeOfDay(time);
|
||||
}
|
||||
|
||||
[YarnCommand("set_weather")]
|
||||
public static void SetWeather(string weatherType)
|
||||
{
|
||||
EnvironmentManager.Instance.SetWeather(weatherType);
|
||||
if (!Enum.TryParse<Weather>(weatherType, out var weather))
|
||||
{
|
||||
Debug.Log($"{weatherType}是不存在的天气");
|
||||
return;
|
||||
}
|
||||
|
||||
EnvironmentManager.Instance.SetWeather(weather);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream
|
||||
{
|
||||
[RequireComponent(typeof(Spawner))]
|
||||
public class SpawnScenePart : AbsScenePart
|
||||
{
|
||||
private Spawner _spawner;
|
||||
[SerializeField] private SpawnerPartAsset[] spawnerPartAssets;
|
||||
|
||||
public override void Init(TimesOfDay time, Weather weather = Weather.Sunny)
|
||||
{
|
||||
_spawner = GetComponent<Spawner>();
|
||||
// 处理数据切换
|
||||
curWeather = weather;
|
||||
OnTimeChange(time);
|
||||
// 切换完成后再行初始化
|
||||
_spawner.Init();
|
||||
}
|
||||
|
||||
public override void OnTimeChange(TimesOfDay time)
|
||||
{
|
||||
curTime = time;
|
||||
|
||||
var timeArray = spawnerPartAssets.Where(item => item.time == time).ToArray();
|
||||
if (timeArray.Length == 0) return;
|
||||
var res = timeArray.DefaultIfEmpty(timeArray[0]).First(item => item.weather == curWeather);
|
||||
UpdateSpawner(res.mobileAddressData);
|
||||
}
|
||||
|
||||
public override void OnWeatherChange(Weather weather)
|
||||
{
|
||||
curWeather = weather;
|
||||
|
||||
var weatherArray = spawnerPartAssets.Where(item => item.weather == weather).ToArray();
|
||||
if (weatherArray.Length == 0) return;
|
||||
var res = weatherArray.DefaultIfEmpty(weatherArray[0]).First(item => item.time == curTime);
|
||||
UpdateSpawner(res.mobileAddressData);
|
||||
}
|
||||
|
||||
private void UpdateSpawner(AddressArray[] addressArrays)
|
||||
{
|
||||
// 先把addressArray转为字典
|
||||
var dict = addressArrays.ToDictionary(addressArray => addressArray.itemName);
|
||||
// 处理Spawner
|
||||
var newData = _spawner.mobileObjectDatas.Select(item => UpdateSpawnerData(item, dict)).ToArray();
|
||||
_spawner.mobileObjectDatas = newData;
|
||||
// 处理下面的初始化物体
|
||||
var initObjects = GetComponentsInChildren<AbsMobileObject>();
|
||||
foreach (var initObject in initObjects)
|
||||
{
|
||||
initObject.mobileObjectData = UpdateSpawnerData(initObject.mobileObjectData, dict);
|
||||
}
|
||||
}
|
||||
|
||||
private MobileObjectData UpdateSpawnerData(MobileObjectData mobileObjectData,
|
||||
Dictionary<string, AddressArray> addressDict)
|
||||
{
|
||||
if (addressDict.TryGetValue(mobileObjectData.itemName, out var partAsset))
|
||||
{
|
||||
mobileObjectData.assetAddressArray = partAsset.assetAddressArray;
|
||||
}
|
||||
|
||||
return mobileObjectData;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct SpawnerPartAsset
|
||||
{
|
||||
public TimesOfDay time;
|
||||
public Weather weather;
|
||||
public AddressArray[] mobileAddressData;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct AddressArray
|
||||
{
|
||||
public string itemName;
|
||||
public string[] assetAddressArray;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2973f622187142fd9230396685c3fdf6
|
||||
timeCreated: 1749392263
|
||||
@@ -10,7 +10,7 @@ namespace AibisDream
|
||||
[SerializeField] private SpritePartAsset[] spritePartAssets;
|
||||
private SpriteRenderer _spriteRenderer;
|
||||
|
||||
public override void Init(TimesOfDay time, Weather weather)
|
||||
public override void Init(TimesOfDay time, Weather weather = Weather.Sunny)
|
||||
{
|
||||
_spriteRenderer = GetComponent<SpriteRenderer>();
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@ namespace AibisDream
|
||||
{
|
||||
public class AbsMobileObject : MonoBehaviour
|
||||
{
|
||||
[SerializeField] protected MobileObjectData mobileObjectData;
|
||||
[SerializeField] public MobileObjectData mobileObjectData;
|
||||
private Vector3 _initPos;
|
||||
|
||||
public bool IsActive { get; private set; }
|
||||
|
||||
@@ -12,6 +12,7 @@ namespace AibisDream
|
||||
|
||||
protected override ISelector<MobileObjectData> CreateSelector(IEnumerable<MobileObjectData> datas)
|
||||
{
|
||||
Debug.Log("创建选择器");
|
||||
return new BatchSelector<MobileObjectData>(datas, item => item.weight);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,13 +1,18 @@
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using AibisDream.Framework;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace AibisDream
|
||||
{
|
||||
public class Spawner : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private MobileObjectData[] mobileObjectDatas;
|
||||
[SerializeField] public MobileObjectData[] mobileObjectDatas;
|
||||
|
||||
[SerializeField] public bool playOnAwake;
|
||||
[SerializeField] private InitMode initMode;
|
||||
|
||||
[SerializeField] private bool isDistanceMode = true;
|
||||
[SerializeField] private float existTime;
|
||||
[SerializeField] private float existDistance;
|
||||
@@ -24,10 +29,13 @@ namespace AibisDream
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Init();
|
||||
if (playOnAwake)
|
||||
{
|
||||
Init();
|
||||
}
|
||||
}
|
||||
|
||||
private void Init()
|
||||
public void Init()
|
||||
{
|
||||
// 先为Data赋一些公共值
|
||||
var newMobileDatas = SetPublicVariable();
|
||||
@@ -37,13 +45,30 @@ namespace AibisDream
|
||||
factory = new MobileObjectFactory(transform);
|
||||
// 收集初始物体
|
||||
CollectDefaultMobiles();
|
||||
// 间隔归零
|
||||
curInterval = 0;
|
||||
targetInterval = Random.Range(intervalRange.x, intervalRange.y);
|
||||
// 生成第一个物体
|
||||
Spawn();
|
||||
targetInterval = Random.Range(intervalRange.x, intervalRange.y);
|
||||
SpawnFirst();
|
||||
}
|
||||
|
||||
protected void SpawnFirst()
|
||||
{
|
||||
switch (initMode)
|
||||
{
|
||||
case InitMode.Immediate:
|
||||
curInterval = 0;
|
||||
Spawn();
|
||||
break;
|
||||
case InitMode.Random:
|
||||
curInterval = Random.Range(0, targetInterval);
|
||||
break;
|
||||
case InitMode.Next:
|
||||
curInterval = 0;
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual ISelector<MobileObjectData> CreateSelector(IEnumerable<MobileObjectData> datas)
|
||||
{
|
||||
return new RandomSelector<MobileObjectData>(datas, data => data.weight);
|
||||
@@ -72,6 +97,11 @@ namespace AibisDream
|
||||
factory.AddRecycleMobiles(initObjects);
|
||||
foreach (var initObject in initObjects)
|
||||
{
|
||||
// 赋公共值
|
||||
initObject.mobileObjectData.isDistanceMode = isDistanceMode;
|
||||
initObject.mobileObjectData.existTime = existTime;
|
||||
initObject.mobileObjectData.existDistance = existDistance;
|
||||
// 启动
|
||||
initObject.Init();
|
||||
mobileObjects.Add(initObject);
|
||||
initObject.OnDisposed += o => mobileObjects.Remove(o);
|
||||
@@ -105,4 +135,11 @@ namespace AibisDream
|
||||
mobileObj.OnDisposed += o => mobileObjects.Remove(o);
|
||||
}
|
||||
}
|
||||
|
||||
public enum InitMode
|
||||
{
|
||||
Immediate,
|
||||
Random,
|
||||
Next
|
||||
}
|
||||
}
|
||||
@@ -11,17 +11,20 @@ namespace AibisDream
|
||||
public Vector4 actorPadding;
|
||||
public float actorFontSize;
|
||||
|
||||
public bool hasActorName;
|
||||
|
||||
public string bubbleSpriteAddress;
|
||||
|
||||
public RectOffset GetBubblePadding()
|
||||
public RectOffset BubblePadding
|
||||
{
|
||||
return new RectOffset
|
||||
get => new()
|
||||
{
|
||||
left = (int) bubblePadding.x,
|
||||
left = (int)bubblePadding.x,
|
||||
right = (int)bubblePadding.y,
|
||||
top = (int)bubblePadding.z,
|
||||
bottom = (int)bubblePadding.w
|
||||
};
|
||||
set => bubblePadding = new Vector4(value.left, value.right, value.top, value.bottom);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,8 +2,6 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using Yarn.Unity;
|
||||
using AibisDream;
|
||||
|
||||
|
||||
[System.Serializable]
|
||||
@@ -34,7 +32,6 @@ public class ParallaxManager : MonoBehaviour
|
||||
private Dictionary<string, List<GameObject>> objectPools = new Dictionary<string, List<GameObject>>(); // 物体池
|
||||
private float previousSpeedMultiplier; // 用于记录上一次的值
|
||||
|
||||
[YarnCommand("EnterTunnel")]
|
||||
public void EnterTunnel()
|
||||
{
|
||||
if (tunnelSprite != null && !isInTunnel)
|
||||
@@ -54,7 +51,6 @@ public class ParallaxManager : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
[YarnCommand("ExitTunnel")]
|
||||
public void ExitTunnel()
|
||||
{
|
||||
if (tunnelSprite != null && isInTunnel)
|
||||
|
||||
@@ -42,7 +42,6 @@ namespace AibisDream
|
||||
idx = data.idx;
|
||||
maxWidth = data.maxWidth;
|
||||
minWidth = data.minWidth;
|
||||
_actorName.gameObject.SetActive(data.hasActorName);
|
||||
transform.position = data.slotPosition;
|
||||
// 设置style
|
||||
SetStyle(data.bubbleStyle, data.pivotType);
|
||||
@@ -51,11 +50,13 @@ namespace AibisDream
|
||||
private void SetStyle(BubbleStyle bubbleStyle, PivotType pivotType)
|
||||
{
|
||||
// padding内容
|
||||
_layoutGroup.padding = bubbleStyle.GetBubblePadding();
|
||||
_layoutGroup.padding = bubbleStyle.BubblePadding;
|
||||
_lineText.margin = bubbleStyle.linePadding;
|
||||
_lineText.fontSize = bubbleStyle.lineFontSize;
|
||||
_actorName.margin = bubbleStyle.actorPadding;
|
||||
_actorName.fontSize = bubbleStyle.actorFontSize;
|
||||
// 是否展示名称
|
||||
_actorName.gameObject.SetActive(bubbleStyle.hasActorName);
|
||||
|
||||
// 锚点相关
|
||||
_rect.pivot = CommonUtil.GetPivotByType(pivotType);
|
||||
@@ -130,5 +131,32 @@ namespace AibisDream
|
||||
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(_rect);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public BubbleStyle testBubbleStyle;
|
||||
public PivotType testPivotType;
|
||||
|
||||
public void LoadStyle()
|
||||
{
|
||||
InitRefs();
|
||||
SetStyle(testBubbleStyle, testPivotType);
|
||||
}
|
||||
|
||||
public void SaveStyle()
|
||||
{
|
||||
if (!testBubbleStyle) return;
|
||||
|
||||
InitRefs();
|
||||
|
||||
testBubbleStyle.linePadding = _lineText.margin;
|
||||
testBubbleStyle.lineFontSize = _lineText.fontSize;
|
||||
testBubbleStyle.actorPadding = _actorName.margin;
|
||||
testBubbleStyle.actorFontSize = _actorName.fontSize;
|
||||
|
||||
testBubbleStyle.BubblePadding = _layoutGroup.padding;
|
||||
|
||||
testBubbleStyle.hasActorName = _actorName.gameObject.activeSelf;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -73,7 +73,6 @@ namespace AibisDream
|
||||
[HideInInspector] public Vector3 slotPosition;
|
||||
public ActorRole actorRole;
|
||||
public int idx;
|
||||
public bool hasActorName;
|
||||
public int maxWidth;
|
||||
public int minWidth;
|
||||
public BubbleStyle bubbleStyle;
|
||||
|
||||
@@ -52,7 +52,7 @@ namespace AibisDream
|
||||
var centerOption = transform.Find("Center Option").GetComponent<IDialogView>();
|
||||
RegisterDialogView(DialogViewType.CenterOption, centerOption);
|
||||
var bubbleGroup = transform.Find("Bubble Group").GetComponent<IDialogView>();
|
||||
RegisterDialogView(DialogViewType.ClinicBubble, bubbleGroup);
|
||||
RegisterDialogView(DialogViewType.StandardBubble, bubbleGroup);
|
||||
|
||||
_defaultView = _dialogViewDict[DialogViewType.OldBox];
|
||||
}
|
||||
@@ -327,7 +327,6 @@ namespace AibisDream
|
||||
CenterText,
|
||||
CenterOption,
|
||||
Task,
|
||||
ClinicBubble,
|
||||
ModuleBubble
|
||||
StandardBubble
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user