Merge branch 'develop' into 卓亚0904

This commit is contained in:
G0Done
2024-09-05 00:52:07 +08:00
17 changed files with 1121 additions and 20 deletions
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eyeManager.InitializeEyeEffect();
eyeManager.EyeEffectInit();
memoryProcess.Init();
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//searchMemoryButton.onClick.AddListener(SearchMemory);
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@@ -96,6 +96,8 @@ position: 71,-262
我: 我在拆卸你的头部背板,这可能会让你感觉有些痒。
///表示进入头部维修界面
<<load_scene 佩佩视觉模块>>
///拆除color模块
<<Set_ViewVisualState ViewManager "ColorView" 1>>
///让佩佩的眼睛处于可以想象颜色的状态
<<set_EyeState EyeManager "CannotImagineColor">>
///确认当前的试图状态为头部的概览视图
@@ -374,8 +374,10 @@ position: 85,821
<<Set_ViewVisualState ViewManager "UFView" 3>>
佩佩: 呼……
佩佩: 它回来了,想象力……回来了。我已经好久没有看到过颜色了,医生…帮我把色觉插上吧。
///没插上之前是想象颜色吧,强调下插上后的感觉,就是不用想象颜色了,肯定和想象还是不一样的
->执行色觉连接操作
替代描述: 【色觉重新连接】
<<Set_ViewVisualState ViewManager "ColorView" 0>>
我: 还差最后一步,我需要帮你校准颜色。
<<set $EyeVisited to false>>
<<set $UFVisited to false>>
@@ -19,6 +19,7 @@ position: 55,-1208
<<load_scene 佩佩视觉模块>>
///设置成UF模块缺失的状态
<<Set_ViewVisualState ViewManager "ColorView" 1>>
<<Set_ViewVisualState ViewManager "UFView" 3>>
佩佩的pulse正在怠速运行,旁边的工具台上摆着一个新的UF
//////我会用“屏幕”这个说话人来代表我希望右上角屏幕显示什么东西,应该不需要专门让玩家点一次
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title: Start
tags:
---
<<indoor>>
<<load_scene 佩佩视觉模块>>
<<add_task TaskManager "使用检查线检查头部模块">>
<<wait 1>>
<<task_moveIn TaskManager>>
<<jump Choice>>
===
title: Choice
tags:
---
->插入UFView
<<add_task TaskManager "插入UF模块进行UF测试" "使用检查线检查头部模块">>
<<jump Choice>>
->插入EyeView
<<add_task TaskManager "插入Eye模块进行深度检查""使用检查线检查头部模块">>
<<jump Choice>>
->EyeView深度检查
<<complete_task TaskManager "插入Eye模块进行深度检查">>
<<jump Choice>>
->UFtest完成
<<complete_task TaskManager "插入UF模块进行UF测试">>
<<jump Choice>>
->finish
<<task_moveOut TaskManager>>
===
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using Yarn.Unity;
using System.Linq; // 添加这个 using 语句
using DG.Tweening;
public class TaskEntry
{
public string Text { get; set; }
public bool IsCompleted { get; set; }
public int IndentLevel { get; set; }
public List<TaskEntry> SubTasks { get; set; }
public TaskEntry(string text, int indentLevel = 0)
{
Text = text;
IsCompleted = false;
IndentLevel = indentLevel;
SubTasks = new List<TaskEntry>();
}
}
public class TaskManager : MonoBehaviour
{
public GameObject taskTextPrefab; // 用于显示任务的文本预制体
public Transform taskListParent; // 任务列表的父物体
private List<TaskEntry> tasks = new List<TaskEntry>();
private RectTransform pos;
public void Awake()
{
pos=GetComponent<RectTransform>();
}
[YarnCommand("task_moveIn")]
public void Task_moveIn()
{
pos.DOAnchorPosY(-150f,1f);
}
[YarnCommand("task_moveOut")]
public void Task_moveOut()
{
pos.DOAnchorPosY(160f,1f);
}
[YarnCommand("add_task")]
public void AddTask(string text, string parentTaskText = null)
{
TaskEntry newTask = new TaskEntry(text);
if (!string.IsNullOrEmpty(parentTaskText))
{
TaskEntry parentTask = FindTaskByText(tasks, parentTaskText);
if (parentTask != null)
{
newTask.IndentLevel = parentTask.IndentLevel + 1;
parentTask.SubTasks.Add(newTask);
}
else
{
Debug.LogError("Parent task not found");
}
}
else
{
tasks.Add(newTask);
}
UpdateTaskUI();
}
[YarnCommand("complete_task")]
public void CompleteTask(string taskText)
{
TaskEntry task = FindTaskByText(tasks, taskText);
if (task != null)
{
task.IsCompleted = true;
UpdateTaskUI();
}
else
{
Debug.LogError("Task not found");
}
}
[YarnCommand("clear_tasks")]
public void ClearTasks()
{
tasks.Clear(); // 清空任务列表
UpdateTaskUI(); // 更新 UI,清除所有显示的任务
}
private TaskEntry FindTaskByText(List<TaskEntry> tasks, string text)
{
foreach (var task in tasks)
{
if (task.Text == text) return task;
TaskEntry found = FindTaskByText(task.SubTasks, text);
if (found != null) return found;
}
return null;
}
private void UpdateTaskUI()
{
foreach (Transform child in taskListParent)
{
Destroy(child.gameObject);
}
foreach (var task in tasks)
{
CreateTaskUI(task);
}
}
private void CreateTaskUI(TaskEntry task)
{
GameObject taskObject = Instantiate(taskTextPrefab, taskListParent);
TextMeshProUGUI taskText = taskObject.GetComponent<TextMeshProUGUI>();
if (task.IsCompleted)
{
taskText.text = "<s>" + new string(' ', task.IndentLevel * 4) + task.Text + "</s>";
taskText.color = Color.gray;
}
else
{
taskText.text = new string(' ', task.IndentLevel * 4) + task.Text;
}
foreach (var subTask in task.SubTasks)
{
CreateTaskUI(subTask);
}
}
}
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