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userData:
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assetBundleName:
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@@ -1,26 +0,0 @@
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using UnityEngine;
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using UnityEngine.Events;
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|
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public class ClickableSprite : MonoBehaviour
|
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{
|
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public UnityEvent OnPointerClick;
|
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private void Awake()
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{
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OnPointerClick = new UnityEvent();
|
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}
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private void Update()
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{
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if (Input.GetMouseButtonDown(0))
|
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{
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Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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RaycastHit2D hit = Physics2D.Raycast(mousePosition, Vector2.zero);
|
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if (hit.collider != null && hit.collider.gameObject == this.gameObject)
|
||||
{
|
||||
Debug.Log("Sprite was clicked!");
|
||||
OnPointerClick?.Invoke();
|
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}
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}
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}
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}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,22 +0,0 @@
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using System.Collections;
|
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using UnityEngine;
|
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using DG.Tweening;
|
||||
public class CameraZoom : MonoBehaviour
|
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{
|
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public Transform eyeTransform; // 眼睛的Transform
|
||||
public float zoomDuration = 1; // 缩放的持续时间
|
||||
|
||||
public IEnumerator ZoomToEye()
|
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{
|
||||
// 计算缩放的目标位置和大小
|
||||
Vector3 targetPosition = eyeTransform.position;
|
||||
float targetSize = 0.1f; // 你可以根据需要调整这个值
|
||||
|
||||
// 缩放相机
|
||||
Camera.main.transform.DOMove(targetPosition, zoomDuration);
|
||||
Camera.main.DOOrthoSize(targetSize, zoomDuration);
|
||||
|
||||
// 等待缩放完成
|
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yield return new WaitForSeconds(zoomDuration);
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 4fcb562c81d056c4faf9dbc6bb3f4e81
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,10 +1,5 @@
|
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using System.Collections;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using Unity.Mathematics;
|
||||
using AibisDream;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
using UnityEngine.Rendering;
|
||||
using AibisDream.Utility;
|
||||
using AibisDream.Kit;
|
||||
|
||||
@@ -46,10 +41,6 @@ public class EyeTarget : MonoBehaviour
|
||||
SetNoImage();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
}
|
||||
|
||||
public void ImageIn(float duration)
|
||||
{
|
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imageSpriteRender.DOFade(1, duration);
|
||||
@@ -130,7 +121,7 @@ public class EyeTarget : MonoBehaviour
|
||||
AudioManager.Instance.PlaySfx("event:/ActionFB/visualturn");
|
||||
Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
|
||||
targetMaterial.DOFloat(1f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine)
|
||||
.OnComplete(() => { AudioManager.Instance.StopSfx("event:/ActionFB/visualturn"); });
|
||||
.OnComplete(() => { AudioManager.Instance.StopSfx("event:/ActionFB/visualturn"); });
|
||||
}
|
||||
|
||||
public void BlurOut(float duration, bool isForwardMaterial = true)
|
||||
@@ -139,7 +130,7 @@ public class EyeTarget : MonoBehaviour
|
||||
AudioManager.Instance.PlaySfx("event:/ActionFB/visualturn");
|
||||
Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
|
||||
targetMaterial.DOFloat(0f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine)
|
||||
.OnComplete(() => { AudioManager.Instance.StopSfx("event:/ActionFB/visualturn"); });
|
||||
.OnComplete(() => { AudioManager.Instance.StopSfx("event:/ActionFB/visualturn"); });
|
||||
}
|
||||
|
||||
public void ColorBack()
|
||||
|
||||
@@ -1,14 +1,10 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections;
|
||||
using System.Linq;
|
||||
using AibisDream;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
using Yarn.Unity;
|
||||
using UnityEngine.SceneManagement;
|
||||
using System.Numerics;
|
||||
|
||||
public class EyeTransitionManager : MonoBehaviour
|
||||
{
|
||||
@@ -22,15 +18,10 @@ public class EyeTransitionManager : MonoBehaviour
|
||||
{
|
||||
public ViewState viewState;
|
||||
public MonoBehaviour manager;
|
||||
[HideInInspector] public IViewLifecycle viewLifecycle; // 引用视图的生命周期接口
|
||||
public GameObject viewPanel; // 视图的面板
|
||||
public float cameraSize;
|
||||
|
||||
public UnityEngine.Vector2 cameraPos;
|
||||
|
||||
public Socket socket;
|
||||
public string audioName = "amb_remove";
|
||||
public string soundName = "remove_in_1";
|
||||
}
|
||||
|
||||
// 在 Unity 编辑器中配置视图(不包括MainView)
|
||||
@@ -57,11 +48,6 @@ public class EyeTransitionManager : MonoBehaviour
|
||||
// 当前的视图状态,默认为 MainView
|
||||
private ViewState currentViewState = ViewState.MainView;
|
||||
|
||||
// 视图更改请求的事件
|
||||
public delegate void ViewChangeRequestedHandler(ViewState targetViewState);
|
||||
|
||||
public event ViewChangeRequestedHandler OnViewChangeRequested;
|
||||
|
||||
public event Action OnGetMainView;
|
||||
public event Action OnGetDeepView;
|
||||
|
||||
@@ -93,48 +79,9 @@ public class EyeTransitionManager : MonoBehaviour
|
||||
foreach (var config in viewConfigs)
|
||||
{
|
||||
viewConfigDictionary[config.viewState] = config;
|
||||
|
||||
if (config.manager != null && (config.manager is IViewLifecycle lifecycle))
|
||||
{
|
||||
// 查找视图的 IViewLifecycle 组件
|
||||
config.viewLifecycle = lifecycle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[YarnCommand("SetExternalError")]
|
||||
public void SetExternalError(string targetViewStateName, bool hasExternalError)
|
||||
{
|
||||
ViewState targetViewState;
|
||||
if (!Enum.TryParse(targetViewStateName, out targetViewState))
|
||||
{
|
||||
Debug.LogError("Invalid ViewState name: " + targetViewStateName);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (!viewConfigDictionary.TryGetValue(targetViewState, out ViewConfig config)) return;
|
||||
|
||||
config.socket.targetData.isExternalError = hasExternalError;
|
||||
}
|
||||
|
||||
[YarnCommand("SetIsRunning")]
|
||||
public void SetIsRunning(string targetViewStateName, bool isRunning)
|
||||
{
|
||||
ViewState targetViewState;
|
||||
if (!Enum.TryParse(targetViewStateName, out targetViewState))
|
||||
{
|
||||
Debug.LogError("Invalid ViewState name: " + targetViewStateName);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (!viewConfigDictionary.TryGetValue(targetViewState, out ViewConfig config)) return;
|
||||
|
||||
config.socket.targetData.isRunning = isRunning;
|
||||
}
|
||||
|
||||
private void InitializeView()
|
||||
{
|
||||
// 默认激活 MainView
|
||||
@@ -162,11 +109,6 @@ public class EyeTransitionManager : MonoBehaviour
|
||||
{
|
||||
config.viewPanel.SetActive(true);
|
||||
}
|
||||
|
||||
if (config.viewLifecycle != null)
|
||||
{
|
||||
config.viewLifecycle?.OnEnter(); // 初始化视图
|
||||
}
|
||||
}
|
||||
|
||||
private void ExitView(ViewState viewState)
|
||||
@@ -177,61 +119,11 @@ public class EyeTransitionManager : MonoBehaviour
|
||||
{
|
||||
config.viewPanel.SetActive(false);
|
||||
}
|
||||
|
||||
if (config.viewLifecycle != null)
|
||||
{
|
||||
config.viewLifecycle?.OnExit(); // 初始化视图
|
||||
}
|
||||
}
|
||||
|
||||
[YarnCommand("BackToMainView")]
|
||||
public void BackToFace()
|
||||
{
|
||||
StartCoroutine(StartTransitionCoroutine("MainView"));
|
||||
}
|
||||
|
||||
// Yarn 命令,开始视图过渡
|
||||
[YarnCommand("start_transition")]
|
||||
public IEnumerator StartTransitionCoroutine(string targetViewStateName)
|
||||
{
|
||||
Debug.Log("start_transition To " + targetViewStateName);
|
||||
//eyeManager.EyeEffectInit();
|
||||
//memoryProcess.Init();
|
||||
ViewState targetViewState;
|
||||
if (!Enum.TryParse(targetViewStateName, out targetViewState))
|
||||
{
|
||||
Debug.LogError("Invalid ViewState name: " + targetViewStateName);
|
||||
}
|
||||
|
||||
if (targetViewStateName == "MainView")
|
||||
{
|
||||
StartTransition(targetViewState);
|
||||
while (isTransitioning)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
yield break;
|
||||
}
|
||||
|
||||
if (!viewConfigDictionary.TryGetValue(targetViewState, out ViewConfig targetConfig))
|
||||
{
|
||||
Debug.LogError("Invalid Viewconfig name: " + targetViewStateName);
|
||||
yield break;
|
||||
}
|
||||
|
||||
StartTransition(targetViewState);
|
||||
while (isTransitioning)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
//SaveState();
|
||||
}
|
||||
|
||||
// 开始视图过渡
|
||||
private void StartTransition(ViewState targetViewState)
|
||||
{
|
||||
// AudioManager.PauseMemoryAudio();
|
||||
// 如果正在进行视图过渡,或者目标视图是当前视图,或者 MemoryProcess 正在处理,就不进行视图过渡
|
||||
//if (isTransitioning || currentViewState == targetViewState || (memoryProcess != null && memoryProcess.IsProcessing()))
|
||||
if (isTransitioning || currentViewState == targetViewState)
|
||||
@@ -284,7 +176,6 @@ public class EyeTransitionManager : MonoBehaviour
|
||||
// AudioManager.RandomPlayInteraction(targetConfig.soundName);
|
||||
// Zoom In 的时候,开始 Zoom
|
||||
Sequence zoomInSequence = DOTween.Sequence();
|
||||
Sequence roateSequence = DOTween.Sequence();
|
||||
|
||||
float FadeTiming = zoomDuration / 4;
|
||||
if (targetViewState == ViewState.MemoryView)
|
||||
@@ -323,11 +214,6 @@ public class EyeTransitionManager : MonoBehaviour
|
||||
currentViewState = targetViewState;
|
||||
isTransitioning = false;
|
||||
OnGetDeepView.Invoke();
|
||||
|
||||
if (targetConfig.viewLifecycle != null)
|
||||
{
|
||||
targetConfig.viewLifecycle?.OnShow(); // 初始化视图
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
@@ -18,7 +18,7 @@ public class CanImagineColorEffect : IEyeStateEffect
|
||||
target.SetToNoWrongColor();
|
||||
target.SetToMaxBurnRadius();
|
||||
target.SetToMinBlur();
|
||||
if(target.targetTransform)
|
||||
if (target.targetTransform)
|
||||
{
|
||||
cameraManager.SetCameraPosition(target.targetTransform);
|
||||
}
|
||||
@@ -26,7 +26,6 @@ public class CanImagineColorEffect : IEyeStateEffect
|
||||
{
|
||||
cameraManager.SetCameraPosition(target.transform);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void CleanupEffect(EyeTarget target)
|
||||
@@ -56,7 +55,7 @@ public class CannotImagineColorEffect : IEyeStateEffect
|
||||
target.SetToMinBlur(false);
|
||||
target.SetToMinBurnRadius();
|
||||
target.SetToNoWrongColor();
|
||||
if(target.targetTransform)
|
||||
if (target.targetTransform)
|
||||
{
|
||||
cameraManager.SetCameraPosition(target.targetTransform);
|
||||
}
|
||||
@@ -74,12 +73,12 @@ public class CannotImagineColorEffect : IEyeStateEffect
|
||||
|
||||
public void ApplyFocusedEffect(EyeTarget target)
|
||||
{
|
||||
target.BlurOut(TransitionDuration,false);
|
||||
target.BlurOut(TransitionDuration, false);
|
||||
}
|
||||
|
||||
public void ApplyUnfocusedEffect(EyeTarget target)
|
||||
{
|
||||
target.BlurIn(TransitionDuration,false);
|
||||
target.BlurIn(TransitionDuration, false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -91,7 +90,7 @@ public class EyeDisorderEffect : IEyeStateEffect
|
||||
{
|
||||
target.SetToMinBurnRadius();
|
||||
// Add initialization logic here
|
||||
if(target.targetTransform)
|
||||
if (target.targetTransform)
|
||||
{
|
||||
cameraManager.SetCameraPosition(target.targetTransform);
|
||||
}
|
||||
@@ -99,6 +98,7 @@ public class EyeDisorderEffect : IEyeStateEffect
|
||||
{
|
||||
cameraManager.SetCameraPosition(target.transform);
|
||||
}
|
||||
|
||||
target.SetToWrongColor();
|
||||
target.SetToMinBlur(false);
|
||||
}
|
||||
@@ -119,10 +119,9 @@ public class EyeDisorderEffect : IEyeStateEffect
|
||||
target.WrongColorOut(TransitionDuration);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public class CanSeeColorEffect : IEyeStateEffect
|
||||
|
||||
|
||||
public class CanSeeColorEffect : IEyeStateEffect
|
||||
{
|
||||
public float TransitionDuration { get; } = 1f;
|
||||
|
||||
@@ -130,7 +129,7 @@ public class EyeDisorderEffect : IEyeStateEffect
|
||||
{
|
||||
target.SetToNoWrongColor();
|
||||
target.SetToMaxBurnRadius();
|
||||
if(target.targetTransform)
|
||||
if (target.targetTransform)
|
||||
{
|
||||
cameraManager.SetCameraPosition(target.targetTransform);
|
||||
}
|
||||
@@ -138,6 +137,7 @@ public class EyeDisorderEffect : IEyeStateEffect
|
||||
{
|
||||
cameraManager.SetCameraPosition(target.transform);
|
||||
}
|
||||
|
||||
target.SetToMinBlur();
|
||||
}
|
||||
|
||||
@@ -145,7 +145,6 @@ public class EyeDisorderEffect : IEyeStateEffect
|
||||
{
|
||||
// Add cleanup logic here
|
||||
target.SetToMaxBlur();
|
||||
|
||||
}
|
||||
|
||||
public void ApplyFocusedEffect(EyeTarget target)
|
||||
@@ -165,25 +164,18 @@ public class HaveChip : IEyeStateEffect
|
||||
|
||||
public void InitializeEffect(EyeTarget target, ViewCameraManager cameraManager)
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void CleanupEffect(EyeTarget target)
|
||||
{
|
||||
|
||||
// Add cleanup logic here
|
||||
}
|
||||
|
||||
public void ApplyFocusedEffect(EyeTarget target)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void ApplyUnfocusedEffect(EyeTarget target)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -7,8 +7,7 @@ public class Page : MonoBehaviour
|
||||
|
||||
public void SetupPage(ManualManager manualManager, EyeTransitionManager eyeTransitionManager)
|
||||
{
|
||||
foreach (var entry in entries)
|
||||
{
|
||||
foreach (var entry in entries) {
|
||||
entry.SetupButton(manualManager, eyeTransitionManager);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,249 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
|
||||
public class ShootingManager : MonoBehaviour
|
||||
{
|
||||
public GameObject photoScene; // 包含前景,中景,背景的父物体
|
||||
public Slider focusSlider; // 焦点滑块
|
||||
public Slider exposureSlider; // 曝光滑块
|
||||
public Camera mainCamera; // 主相机
|
||||
public Camera shootingCamera; // 拍照相机
|
||||
public Image photoImage; // 用于显示"相片"的UI Image组件
|
||||
public Image baseImage; // 用于显示底板的UI Image组件
|
||||
|
||||
private int forwardFocus = 2;
|
||||
private int midFocus = 4;
|
||||
private int backFocus = 8;
|
||||
private int currentFocus = -1; // 当前焦点
|
||||
public int currentbaseExposure = 0; // 当前基础曝光
|
||||
|
||||
public Camera viewCamera;
|
||||
public RawImage viewImage;
|
||||
|
||||
public Transform startTransform; // 照片开始的位置
|
||||
public Transform endTransform; // 照片结束的位置
|
||||
|
||||
List<_2dxFX_BlurHQX> viewForwardSprites = new List<_2dxFX_BlurHQX>();
|
||||
List<_2dxFX_BlurHQX> viewMidSprites = new List<_2dxFX_BlurHQX>();
|
||||
List<_2dxFX_BlurHQX> viewBackSprites = new List<_2dxFX_BlurHQX>();
|
||||
|
||||
|
||||
private void Start()
|
||||
{
|
||||
FindSpritesAndAddToList(photoScene.transform.Find("Forward"), viewForwardSprites);
|
||||
FindSpritesAndAddToList(photoScene.transform.Find("Mid"), viewMidSprites);
|
||||
FindSpritesAndAddToList(photoScene.transform.Find("Back"), viewBackSprites);
|
||||
ApplyBlur(viewForwardSprites, forwardFocus, "Forward");
|
||||
ApplyBlur(viewMidSprites, midFocus, "Mid");
|
||||
ApplyBlur(viewBackSprites, backFocus, "Back");
|
||||
ShowView();
|
||||
RenderTexture renderTexture = new RenderTexture(Screen.width, Screen.height, 24);
|
||||
shootingCamera.targetTexture = renderTexture;
|
||||
// 设置滑块的范围和步长
|
||||
focusSlider.minValue = 0;
|
||||
focusSlider.maxValue = 8;
|
||||
focusSlider.wholeNumbers = true;
|
||||
|
||||
// 设置曝光滑块的范围和初始值
|
||||
exposureSlider.minValue = -3;
|
||||
exposureSlider.maxValue = 3;
|
||||
exposureSlider.value = 0;
|
||||
|
||||
// 当滑块的值改变时,更新焦点
|
||||
focusSlider.onValueChanged.AddListener(UpdateFocus);
|
||||
}
|
||||
|
||||
// 更新焦点
|
||||
private void UpdateFocus(float value)
|
||||
{
|
||||
currentFocus = (int)value;
|
||||
ApplyBlur(viewForwardSprites, forwardFocus, "Forward");
|
||||
ApplyBlur(viewMidSprites, midFocus, "Mid");
|
||||
ApplyBlur(viewBackSprites, backFocus, "Back");
|
||||
}
|
||||
private void ShowView()
|
||||
{
|
||||
// Create a new RenderTexture
|
||||
RenderTexture renderTexture = new RenderTexture(Screen.width, Screen.height, 24);
|
||||
renderTexture.Create();
|
||||
|
||||
// Set the camera to render to the RenderTexture
|
||||
viewCamera.targetTexture = renderTexture;
|
||||
|
||||
// Set the RenderTexture as the texture for the RawImage
|
||||
viewImage.texture = renderTexture;
|
||||
|
||||
}
|
||||
|
||||
// 查找所有Sprite并添加到列表中
|
||||
private void FindSpritesAndAddToList(Transform parent, List<_2dxFX_BlurHQX> list)
|
||||
{
|
||||
_2dxFX_BlurHQX[] sprites = parent.GetComponentsInChildren<_2dxFX_BlurHQX>();
|
||||
foreach (_2dxFX_BlurHQX sprite in sprites)
|
||||
{
|
||||
list.Add(sprite);
|
||||
}
|
||||
}
|
||||
private void FindComponentsAndAddToList<T>(GameObject parent, List<T> list) where T : Component
|
||||
{
|
||||
T[] components = parent.GetComponentsInChildren<T>();
|
||||
foreach (T component in components)
|
||||
{
|
||||
list.Add(component);
|
||||
}
|
||||
}
|
||||
|
||||
// 应用模糊效果
|
||||
private void ApplyBlur(List<_2dxFX_BlurHQX> sprites, int focusPoint, string layerName)
|
||||
{
|
||||
float blurValue;
|
||||
foreach (_2dxFX_BlurHQX sprite in sprites)
|
||||
{
|
||||
blurValue = Mathf.Clamp01(Mathf.Abs(currentFocus - focusPoint) / 8f) * 4f;
|
||||
sprite.Blur = blurValue;
|
||||
//Debug.Log($"{layerName} blur: {blurValue}");
|
||||
}
|
||||
}
|
||||
private void ApplyExposure(float baseExposure, List<_2dxFX_ColorChange> sprites)
|
||||
{
|
||||
float finalExposure = exposureSlider.value + baseExposure; // Add base exposure to current exposure
|
||||
finalExposure = Mathf.Clamp(finalExposure, -5, 5); // Clamp final exposure between -5 and 5
|
||||
float mappedExposure = Mathf.Lerp(-1, 1, Mathf.InverseLerp(-5, 5, finalExposure)); // Map final exposure from [-5, 5] to [-1, 1]
|
||||
|
||||
foreach (_2dxFX_ColorChange sprite in sprites)
|
||||
{
|
||||
sprite._ValueBrightness = mappedExposure;
|
||||
}
|
||||
}
|
||||
private void DisApplyBlur(List<_2dxFX_BlurHQX> sprites)
|
||||
{
|
||||
foreach (_2dxFX_BlurHQX sprite in sprites)
|
||||
{
|
||||
sprite.Blur = 0;
|
||||
}
|
||||
}
|
||||
void SetLayerRecursively(GameObject obj, int newLayer)
|
||||
{
|
||||
if (null == obj)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
obj.layer = newLayer;
|
||||
|
||||
foreach (Transform child in obj.transform)
|
||||
{
|
||||
if (null == child)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
SetLayerRecursively(child.gameObject, newLayer);
|
||||
}
|
||||
}
|
||||
|
||||
// 拍照
|
||||
public IEnumerator TakePhotoProcess()
|
||||
{
|
||||
|
||||
// 创建一个场景的克隆
|
||||
GameObject clone = Instantiate(photoScene);
|
||||
|
||||
// 将克隆和拍照相机移动到一个新的层上
|
||||
clone.layer = 20;
|
||||
SetLayerRecursively(clone, 20);
|
||||
shootingCamera.gameObject.layer = 20;
|
||||
|
||||
// 让拍照相机只渲染层 20
|
||||
shootingCamera.cullingMask = 1 << 20;
|
||||
|
||||
// 查找克隆中的所有Sprite并添加到列表中
|
||||
List<_2dxFX_BlurHQX> forwardSprites = new List<_2dxFX_BlurHQX>();
|
||||
List<_2dxFX_BlurHQX> midSprites = new List<_2dxFX_BlurHQX>();
|
||||
List<_2dxFX_BlurHQX> backSprites = new List<_2dxFX_BlurHQX>();
|
||||
|
||||
FindSpritesAndAddToList(clone.transform.Find("Forward"), forwardSprites);
|
||||
FindSpritesAndAddToList(clone.transform.Find("Mid"), midSprites);
|
||||
FindSpritesAndAddToList(clone.transform.Find("Back"), backSprites);
|
||||
|
||||
List<_2dxFX_ColorChange> colorChangeSprites = new List<_2dxFX_ColorChange>();
|
||||
_2dxFX_ColorChange[] sprites = clone.GetComponentsInChildren<_2dxFX_ColorChange>();
|
||||
FindComponentsAndAddToList(clone, colorChangeSprites);
|
||||
|
||||
// 创建一个新的RenderTexture
|
||||
RenderTexture renderTexture = new RenderTexture(Screen.width, Screen.height, 24);
|
||||
shootingCamera.targetTexture = renderTexture;
|
||||
|
||||
// 应用模糊效果并渲染一帧
|
||||
ApplyBlur(forwardSprites, forwardFocus, "Forward");
|
||||
ApplyBlur(midSprites, midFocus, "Mid");
|
||||
ApplyBlur(backSprites, backFocus, "Back");
|
||||
ApplyExposure(currentbaseExposure, colorChangeSprites);
|
||||
|
||||
yield return new WaitForSeconds(0.2f);
|
||||
shootingCamera.Render();
|
||||
// 将RenderTexture中的图像转换为Texture2D
|
||||
Texture2D photo = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.RGB24, false);
|
||||
RenderTexture.active = renderTexture;
|
||||
photo.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
|
||||
photo.Apply();
|
||||
|
||||
// 使用Texture2D来创建一个新的Sprite
|
||||
Sprite photoSprite = Sprite.Create(photo, new Rect(0, 0, photo.width, photo.height), new Vector2(0.5f, 0.5f));
|
||||
|
||||
// 删除克隆并将相机的targetTexture设置为null
|
||||
Destroy(clone);
|
||||
shootingCamera.targetTexture = null;
|
||||
|
||||
// 释放RenderTexture资源
|
||||
RenderTexture.active = null;
|
||||
renderTexture.Release();
|
||||
|
||||
// 显示"相片"
|
||||
ShowPhoto(photoSprite);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 拍照
|
||||
public void TakePhoto()
|
||||
{
|
||||
// 开始拍照过程的协程
|
||||
StartCoroutine(TakePhotoProcess());
|
||||
}
|
||||
// 显示"相片"
|
||||
private void ShowPhoto(Sprite photo)
|
||||
{
|
||||
// 激活底板
|
||||
baseImage.gameObject.SetActive(true);
|
||||
// 设置照片并使其可见
|
||||
photoImage.sprite = photo;
|
||||
photoImage.gameObject.SetActive(true);
|
||||
|
||||
// 初始化透明度为 0
|
||||
Color c = photoImage.color;
|
||||
c.a = 0f;
|
||||
photoImage.color = c;
|
||||
|
||||
// 设置照片初始位置
|
||||
baseImage.rectTransform.position = startTransform.position;
|
||||
|
||||
// 移动和淡入照片
|
||||
float moveAndFadeInTime = 4.0f; // 移动和淡入时间,可以根据需要调整
|
||||
baseImage.rectTransform.DOMove(endTransform.position, moveAndFadeInTime);
|
||||
photoImage.DOFade(1f, moveAndFadeInTime).SetEase(Ease.InOutQuad); // 使用Ease.InOutQuad曲线,可以根据需要调整
|
||||
}
|
||||
|
||||
|
||||
private void PrintDirectChildren(Transform parent)
|
||||
{
|
||||
Debug.Log("Direct children of " + parent.name + ":");
|
||||
foreach (Transform child in parent)
|
||||
{
|
||||
Debug.Log(child.name);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: abeacc885d7e2ba49bc9ecf6bde8d611
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,5 +0,0 @@
|
||||
public abstract class State
|
||||
{
|
||||
public abstract void EnterState();
|
||||
public abstract void ExitState();
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 039318752ccc7244d8e5f6988f5ad0a8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,18 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ToolEffect : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: de2c9c02286f8564db03897d1ac96f99
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,34 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class ToolFollowMouse : MonoBehaviour
|
||||
{
|
||||
public RectTransform toolRectTransform; // Assign this in the inspector
|
||||
public Canvas canvas; // Assign this in the inspector
|
||||
|
||||
private bool isFollowing = false;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (isFollowing)
|
||||
{
|
||||
Vector2 position;
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||||
canvas.transform as RectTransform,
|
||||
Input.mousePosition,
|
||||
canvas.worldCamera,
|
||||
out position);
|
||||
|
||||
toolRectTransform.position = canvas.transform.TransformPoint(position);
|
||||
}
|
||||
}
|
||||
|
||||
public void StartFollowingMouse()
|
||||
{
|
||||
isFollowing = true;
|
||||
}
|
||||
|
||||
public void StopFollowingMouse()
|
||||
{
|
||||
isFollowing = false;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ab3271a01a74ee04d84a89029b49987a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,19 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ToolSelection : MonoBehaviour
|
||||
{
|
||||
public ToolFollowMouse toolFollowMouseScript; // Assign this in the inspector
|
||||
//public Button toolButton; // Assign this in the inspector
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Add the listener to the tool button
|
||||
//toolButton.onClick.AddListener(OnToolSelected);
|
||||
}
|
||||
|
||||
public void OnToolSelected()
|
||||
{
|
||||
toolFollowMouseScript.StartFollowingMouse();
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3632476b6046afd47967ea35d167b23b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,128 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
using Yarn.Unity;
|
||||
using System.Collections;
|
||||
using AibisDream;
|
||||
|
||||
public class UFmanager : MonoBehaviour
|
||||
{
|
||||
public Image photoImage; // 用于显示"相片"的UI Image组件
|
||||
public Image baseImage; // 用于显示底板的UI Image组件
|
||||
|
||||
//public Transform startTransform; // 照片开始的位置
|
||||
//public Transform endTransform; // 照片结束的位置
|
||||
|
||||
private bool isShowingPhoto = false; // 是否正在显示照片的标志
|
||||
|
||||
// "Draw" 按钮的点击事件处理
|
||||
public void OnDrawButtonPressed(Sprite photo)
|
||||
{
|
||||
if (!isShowingPhoto)
|
||||
{
|
||||
StartCoroutine(ShowPhoto(photo));
|
||||
}
|
||||
}
|
||||
/*public void ShowPhoto(Sprite photo)
|
||||
{
|
||||
isShowingPhoto = true; // 设置标志,表示照片显示正在进行
|
||||
|
||||
// 激活底板
|
||||
baseImage.gameObject.SetActive(true);
|
||||
// 设置照片并使其可见
|
||||
photoImage.sprite = photo;
|
||||
photoImage.gameObject.SetActive(true);
|
||||
|
||||
// 初始化透明度为 0
|
||||
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|
||||
c.a = 0f;
|
||||
photoImage.color = c;
|
||||
|
||||
// 设置照片初始位置
|
||||
baseImage.rectTransform.position = startTransform.position;
|
||||
|
||||
// 移动和淡入照片
|
||||
float moveAndFadeInTime = 4.0f;
|
||||
Sequence mySequence = DOTween.Sequence();
|
||||
mySequence.Append(baseImage.rectTransform.DOMove(endTransform.position, moveAndFadeInTime));
|
||||
mySequence.Join(photoImage.DOFade(1f, moveAndFadeInTime).SetEase(Ease.InOutQuad));
|
||||
mySequence.OnComplete(() => {
|
||||
isShowingPhoto = false; // 动画完成后,重置标志
|
||||
});
|
||||
}*/
|
||||
public IEnumerator ShowPhoto(Sprite photo)
|
||||
{
|
||||
isShowingPhoto = true; // 设置标志,表示照片显示正在进行
|
||||
|
||||
// AudioManager.RandomPlayInteraction("uf");
|
||||
|
||||
// 激活底板
|
||||
baseImage.gameObject.SetActive(true);
|
||||
// 设置照片并使其可见
|
||||
photoImage.sprite = photo;
|
||||
photoImage.gameObject.SetActive(true);
|
||||
|
||||
// 初始化透明度为 0
|
||||
Color c = photoImage.color;
|
||||
c.a = 0f;
|
||||
photoImage.color = c;
|
||||
|
||||
// 设置照片初始位置
|
||||
//baseImage.rectTransform.position = startTransform.position;
|
||||
|
||||
// 移动和淡入照片
|
||||
float moveAndFadeInTime = 4.0f;
|
||||
Sequence mySequence = DOTween.Sequence();
|
||||
//mySequence.Append(baseImage.rectTransform.DOMove(endTransform.position, moveAndFadeInTime));
|
||||
mySequence.Join(photoImage.DOFade(1f, moveAndFadeInTime).SetEase(Ease.InOutQuad));
|
||||
mySequence.OnComplete(() => {
|
||||
//isShowingPhoto = false; // 动画完成后,重置标志
|
||||
});
|
||||
|
||||
// 等待动画完成
|
||||
yield return mySequence.WaitForCompletion();
|
||||
}
|
||||
[YarnCommand("show_photo")]
|
||||
public IEnumerator ShowPhotoYarnCommand(string photoName)
|
||||
{
|
||||
Sprite photo = GetPhotoByName(photoName); // 你需要实现这个方法
|
||||
yield return StartCoroutine(ShowPhoto(photo));
|
||||
}
|
||||
public Sprite GetPhotoByName(string name)
|
||||
{
|
||||
Sprite photo = Resources.Load<Sprite>("Art/Photos/" + name);
|
||||
if (photo == null)
|
||||
{
|
||||
Debug.LogError("Photo not found: " + name);
|
||||
}
|
||||
return photo;
|
||||
}
|
||||
|
||||
public void HidePhoto()
|
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{
|
||||
if (isShowingPhoto)
|
||||
{
|
||||
isShowingPhoto = false; // 设置标志,表示照片隐藏正在进行
|
||||
|
||||
// 直接设置透明度为 0 并禁用照片显示
|
||||
Color c = photoImage.color;
|
||||
c.a = 0f;
|
||||
photoImage.color = c;
|
||||
photoImage.gameObject.SetActive(false); // 隐藏照片
|
||||
baseImage.gameObject.SetActive(false); // 隐藏底板
|
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}
|
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}
|
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[YarnCommand("hide_photo")]
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public void HidePhotoYarnCommand()
|
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{
|
||||
HidePhoto();
|
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}
|
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||||
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// ...其他方法和逻辑
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}
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