开头调通

This commit is contained in:
2025-06-09 22:11:19 +08:00
parent f815c36936
commit 9b54b16b23
41 changed files with 5580 additions and 1354 deletions
@@ -32,8 +32,7 @@ namespace AibisDream.FixSystem
private CutLine _cutLine;
[Header("CutText闪烁效果")]
private float cutTextFlickerThreshold = 0.7f; // 开始闪烁的阈值
[Header("CutText闪烁效果")] private float cutTextFlickerThreshold = 0.7f; // 开始闪烁的阈值
private float cutTextFlickerInterval = 0.1f; // 闪烁间隔
private float cutTextFlickerTimer = 0f; // 闪烁计时器
private bool isCutTextFlickering = false; // 是否正在闪烁
@@ -63,7 +62,9 @@ namespace AibisDream.FixSystem
_cutSpriteRenderer = transform.Find("Cut Pic")?.GetComponent<SpriteRenderer>();
if (_cutSpriteRenderer != null)
{
_cutTextRenderer = _cutSpriteRenderer.transform.Find("Cut Text")?.GetComponent<SpriteRenderer>(); // 初始化cutText的SpriteRenderer
_cutTextRenderer =
_cutSpriteRenderer.transform.Find("Cut Text")
?.GetComponent<SpriteRenderer>(); // 初始化cutText的SpriteRenderer
}
_highlightMaterial = Resources.Load<Material>("Materials/HighlightMaterial");
@@ -142,6 +143,7 @@ namespace AibisDream.FixSystem
EnumEventSystem.Global.Send(EventEnum.CutEnd);
Destroy(gameObject);
}
public void SetCutTextVisible(bool visible)
{
if (_cutTextRenderer != null)
@@ -164,6 +166,7 @@ namespace AibisDream.FixSystem
{
StopCoroutine(flickerCoroutine);
}
flickerCoroutine = StartCoroutine(CutTextFlickerCoroutine());
}
}
@@ -176,6 +179,7 @@ namespace AibisDream.FixSystem
StopCoroutine(flickerCoroutine);
flickerCoroutine = null;
}
// 确保最终状态是可见的
SetCutTextVisible(true);
}
@@ -187,7 +191,7 @@ namespace AibisDream.FixSystem
// 随机决定是否显示
bool shouldShow = UnityEngine.Random.value > 0.5f;
SetCutTextVisible(shouldShow);
// 随机等待时间,模拟接触不良效果
float waitTime = UnityEngine.Random.Range(cutTextFlickerInterval * 0.5f, cutTextFlickerInterval * 1.5f);
yield return new WaitForSeconds(waitTime);
@@ -209,7 +213,7 @@ namespace AibisDream.FixSystem
// ShowCutLine();
// _cutLine.OnCuttingDown += OnCuttingDown;
// _cutting = true;
// EnumEventSystem.Global.Send(EventEnum.CutStart);
// }