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===
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//医生要处理这些坏死,防止机体整体溃解关机
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<<fade_out 1>>
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->开始电击
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m_Flicker:
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active: 1
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m_Intencity:
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m_OverrideState: 1
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m_Value: 2.6
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m_Value: 1.5
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m_Threshold:
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m_OverrideState: 1
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m_Value:
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@@ -38,8 +38,8 @@ MonoBehaviour:
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serializedVersion: 2
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m_Curve:
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time: 0.57
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tangentMode: 0
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@@ -59,41 +59,41 @@ MonoBehaviour:
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m_PostInfinity: 2
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m_RotationOrder: 4
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externalObjects: {}
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userData:
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assetBundleName:
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@@ -24,6 +24,12 @@ namespace AibisDream.FixSystem
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yield return spriteFlashSystem.TriggerFlash(imagePath);
|
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}
|
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}
|
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[YarnCommand("trigger_ending")]
|
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public static IEnumerator TriggerEnding(string imagePath, float duration = 3f)
|
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{
|
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var spriteFlashSystem = ShockSystem.GetComponent<SpriteFlashSystem>();
|
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yield return spriteFlashSystem.TriggerEnding(imagePath, duration);
|
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}
|
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|
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[YarnCommand("start_shock")]
|
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public static IEnumerator StartShock()
|
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|
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@@ -3,6 +3,9 @@ using System.Collections.Generic;
|
||||
using DG.Tweening;
|
||||
using UnityEngine.Rendering;
|
||||
using System.Collections;
|
||||
using AibisDream.Framework;
|
||||
using UnityEngine.EventSystems;
|
||||
using AibisDream.FixSystem;
|
||||
|
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namespace AibisDream
|
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{
|
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@@ -42,7 +45,7 @@ namespace AibisDream
|
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}
|
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}
|
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|
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public IEnumerator TriggerFlash(string imagePath, float fadeDuration = 0.5f)
|
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public IEnumerator TriggerFlash(string imagePath, float fadeDuration = 0.2f)
|
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{
|
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if (!isFading)
|
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{
|
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@@ -63,7 +66,7 @@ namespace AibisDream
|
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}
|
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}
|
||||
|
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public void TriggerEnding(string imagePath,float fadeDuration=2f)
|
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public IEnumerator TriggerEnding(string imagePath, float fadeDuration = 2f)
|
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{
|
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if (!isFading)
|
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{
|
||||
@@ -73,13 +76,11 @@ namespace AibisDream
|
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{
|
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if (currentEndingIndex == 0)
|
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{
|
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// 第一张图片使用淡入效果
|
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StartEndingFadeIn(endingSprite,fadeDuration);
|
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yield return StartEndingFadeIn(endingSprite, 0.01f);
|
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}
|
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else
|
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{
|
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// 后续图片使用交叉淡入淡出效果
|
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StartEndingCrossFade(endingSprite,fadeDuration);
|
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yield return StartEndingCrossFade(endingSprite, fadeDuration);
|
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}
|
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currentEndingIndex++;
|
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}
|
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@@ -100,6 +101,7 @@ namespace AibisDream
|
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isFading = true;
|
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targetSpriteRenderer.sprite = flashSprite;
|
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targetSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
|
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StartCoroutine(CameraKit.Instance.ShakeCamera(fadeDuration, 0.25f, 60));
|
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|
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// 创建新的序列
|
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currentSequence?.Kill();
|
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@@ -125,7 +127,7 @@ namespace AibisDream
|
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DialogController.Instance.StartDialogNode("闪回完成");
|
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}
|
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|
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private void StartEndingFadeIn(Sprite endingSprite,float fadeDuration=2f)
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private IEnumerator StartEndingFadeIn(Sprite endingSprite, float fadeDuration = 2f)
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{
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isFading = true;
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targetSpriteRenderer.sprite = endingSprite;
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@@ -137,17 +139,18 @@ namespace AibisDream
|
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|
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// 添加淡入效果
|
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currentSequence.Append(targetSpriteRenderer.DOFade(1f, fadeDuration).SetEase(Ease.InOutSine));
|
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if (volume1 != null)
|
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currentSequence.Join(DOTween.To(() => volume1.weight, x => volume1.weight = x, 1f, fadeDuration).SetEase(Ease.InOutSine));
|
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// if (volume1 != null)
|
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// currentSequence.Join(DOTween.To(() => volume1.weight, x => volume1.weight = x, 1f, fadeDuration).SetEase(Ease.InOutSine));
|
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|
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// 等待序列完成
|
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yield return currentSequence.WaitForCompletion();
|
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|
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// 完成后重置状态
|
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currentSequence.OnComplete(() => {
|
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isFading = false;
|
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currentSequence = null;
|
||||
});
|
||||
isFading = false;
|
||||
currentSequence = null;
|
||||
}
|
||||
|
||||
private void StartEndingCrossFade(Sprite endingSprite,float crossFadeDuration=2f)
|
||||
private IEnumerator StartEndingCrossFade(Sprite endingSprite, float crossFadeDuration = 2f)
|
||||
{
|
||||
isFading = true;
|
||||
|
||||
@@ -163,20 +166,20 @@ namespace AibisDream
|
||||
currentSequence.Join(targetSpriteRenderer.DOFade(0f, crossFadeDuration).SetEase(Ease.InOutSine));
|
||||
currentSequence.Join(backupSpriteRenderer.DOFade(1f, crossFadeDuration).SetEase(Ease.InOutSine));
|
||||
|
||||
// 完成后交换两个渲染器的角色
|
||||
currentSequence.OnComplete(() => {
|
||||
// 交换sprite
|
||||
var tempSprite = targetSpriteRenderer.sprite;
|
||||
targetSpriteRenderer.sprite = backupSpriteRenderer.sprite;
|
||||
backupSpriteRenderer.sprite = tempSprite;
|
||||
// 等待序列完成
|
||||
yield return currentSequence.WaitForCompletion();
|
||||
|
||||
// 重置透明度
|
||||
targetSpriteRenderer.color = new Color(1f, 1f, 1f, 1f);
|
||||
backupSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
|
||||
// 交换两个渲染器的角色
|
||||
var tempSprite = targetSpriteRenderer.sprite;
|
||||
targetSpriteRenderer.sprite = backupSpriteRenderer.sprite;
|
||||
backupSpriteRenderer.sprite = tempSprite;
|
||||
|
||||
isFading = false;
|
||||
currentSequence = null;
|
||||
});
|
||||
// 重置透明度
|
||||
targetSpriteRenderer.color = new Color(1f, 1f, 1f, 1f);
|
||||
backupSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
|
||||
|
||||
isFading = false;
|
||||
currentSequence = null;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
|
||||
Reference in New Issue
Block a user