新增手册,UF相关Yarn功能,记忆颜色擦除

This commit is contained in:
2024-08-29 18:14:10 +08:00
parent 33bd173ae1
commit b38fe879f4
39 changed files with 4307 additions and 144 deletions
@@ -7,7 +7,7 @@ Material:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: MemoryProcess
m_Name: MemoryColorWrong
m_Shader: {fileID: 4800000, guid: a36b7719ff0465b42ab1407d67672c5f, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
@@ -15,8 +15,8 @@ Material:
- CHROMABERR_ON
- DISTORT_ON
- DOODLE_ON
- FLICKER_ON
- GLITCH_ON
- TWISTUV_ON
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
@@ -90,11 +90,11 @@ Material:
- _BlurIntensity: 0
- _Brightness: 0
- _ChromAberrAlpha: 0.761
- _ChromAberrAmount: 0.766
- _ChromAberrAmount: 0.212
- _ClipUvDown: 0
- _ClipUvLeft: 0
- _ClipUvRight: 0
- _ClipUvUp: 0.275
- _ClipUvUp: 0
- _ColorChangeLuminosity: 0
- _ColorChangeTolerance: 0.25
- _ColorChangeTolerance2: 0.25
@@ -108,9 +108,9 @@ Material:
- _ColorSwapRedLuminosity: 0.5
- _Contrast: 1
- _CullingOption: 0
- _DistortAmount: 0.46
- _DistortTexXSpeed: 1.6
- _DistortTexYSpeed: 5
- _DistortAmount: 0.09
- _DistortTexXSpeed: -20.7
- _DistortTexYSpeed: 2.7
- _EditorDrawers: 6
- _FadeAmount: -0.1
- _FadeBurnGlow: 2
@@ -123,8 +123,8 @@ Material:
- _GhostBlend: 1
- _GhostColorBoost: 1
- _GhostTransparency: 0
- _GlitchAmount: 10.5
- _GlitchSize: 2.72
- _GlitchAmount: 2.3
- _GlitchSize: 2.35
- _Glow: 10
- _GlowGlobal: 1
- _GradBlend: 1
@@ -139,7 +139,7 @@ Material:
- _GreyscaleBlend: 1
- _GreyscaleLuminosity: 0
- _GreyscaleOutline: 0
- _HandDrawnAmount: 10
- _HandDrawnAmount: 5.8
- _HandDrawnSpeed: 5
- _HitEffectBlend: 1
- _HitEffectGlow: 5
@@ -164,8 +164,8 @@ Material:
- _MyDstMode: 10
- _MySrcMode: 5
- _NegativeAmount: 0
- _OffsetUvX: 0
- _OffsetUvY: 0
- _OffsetUvX: 0.02
- _OffsetUvY: 0.19
- _OnlyInnerOutline: 0
- _OnlyOutline: 0
- _OutlineAlpha: 1
@@ -190,7 +190,7 @@ Material:
- _RadialClip2: 0
- _RadialStartAngle: 90
- _RandomSeed: 0
- _RectSize: 1
- _RectSize: 1.07
- _RotateUvAmount: 0
- _RoundWaveSpeed: 2
- _RoundWaveStrength: 0.7
@@ -204,7 +204,7 @@ Material:
- _ShineLocation: 0.5
- _ShineRotate: 0
- _ShineWidth: 0.1
- _TextureScrollXSpeed: 1
- _TextureScrollXSpeed: 2.08
- _TextureScrollYSpeed: 0
- _TwistUvAmount: 0
- _TwistUvPosX: 0.5
@@ -213,14 +213,14 @@ Material:
- _WarpScale: 0.5
- _WarpSpeed: 8
- _WarpStrength: 0.025
- _WaveAmount: 8.7
- _WaveAmount: 0
- _WaveSpeed: 10
- _WaveStrength: 7.5
- _WaveX: 0
- _WaveY: 0.5
- _ZTestMode: 4
- _ZWrite: 0
- _ZoomUvAmount: 0.5
- _ZoomUvAmount: 0.1
m_Colors:
- _AlphaOutlineColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
@@ -18,7 +18,9 @@ public class AutoFlip : MonoBehaviour
if (!ControledBook)
ControledBook = GetComponent<Book>();
if (AutoStartFlip)
StartFlipping();
//FlipToPage(6);
//StartFlipping();
ControledBook.OnFlip.AddListener(new UnityEngine.Events.UnityAction(PageFlipped));
}
void PageFlipped()
@@ -125,4 +127,36 @@ public class AutoFlip : MonoBehaviour
}
ControledBook.ReleasePage();
}
public void FlipToPage(int targetPage)
{
StartCoroutine(FlipToPageCoroutine(targetPage));
}
public IEnumerator FlipToPageCoroutine(int targetPage)
{
int pageDifference = Mathf.Abs((targetPage - ControledBook.currentPage + 1) / 2);
float timePerFlip = 0.00001f / pageDifference; // Calculate the time per flip
if (targetPage > ControledBook.currentPage)
{
for (int i = 0; i < pageDifference; i++)
{
PageFlipTime = timePerFlip; // Update the PageFlipTime
FlipRightPage();
yield return new WaitUntil(() => !isFlipping);
}
}
else if (targetPage < ControledBook.currentPage)
{
for (int i = 0; i < pageDifference; i++)
{
PageFlipTime = timePerFlip; // Update the PageFlipTime
FlipLeftPage();
yield return new WaitUntil(() => !isFlipping);
}
}
}
}
@@ -177,6 +177,7 @@ public class EyeTransitionManager : MonoBehaviour
public void ActivateSocketChoice(YarnOption[] options)
{
var optionDic = options.ToDictionary(item => item.Text, item => item);
Debug.Log("Option dictionary keys: " + string.Join(", ", optionDic.Keys));
foreach (var viewConfig in viewConfigs)
{
@@ -9,6 +9,8 @@ public class MemoryProcess : MonoBehaviour
{
public Image memoryProcessImage; // 用于显示调取记忆的表现
public Image memoryFinishedImage; // 用于显示记忆处理结束的表现
public Image memoryFinishedImageNoColor; // 用于显示记忆处理结束的表现
public Button searchMemoryButton; // 搜寻记忆按钮
//public Sprite defaultSprite; // 默认图片
@@ -27,14 +29,31 @@ public class MemoryProcess : MonoBehaviour
// 初始化UI状态
memoryProcessImage.gameObject.SetActive(true);
memoryFinishedImage.gameObject.SetActive(false);
memoryFinishedImageNoColor.gameObject.SetActive(false);
// 初始化材质参数
memoryProcessImage.material.SetFloat("_StrongTintFade", 1);
memoryProcessImage.material.SetFloat("_GlitchFade", 0);
memoryFinishedImage.material.SetFloat("_DirectionalDistortionFade", -2);
}
[YarnCommand("ColorFadeOut")]
public IEnumerator ColorFadeOut()
{
// 在3秒内把 _DirectionalDistortionFade 从 -2 变成 -14
Tween tween = memoryFinishedImage.material.DOFloat(-14, "_DirectionalDistortionFade", 3);
yield return tween.WaitForCompletion();
}
[YarnCommand("search_memory")]
public IEnumerator SearchMemory(string memoryName)
public IEnumerator SearchMemory(string memoryName,bool isColorful = true)
{
if (isColorful)
{
memoryFinishedImage.material.SetFloat("_DirectionalDistortionFade", -2);
}
else
{
memoryFinishedImage.material.SetFloat("_DirectionalDistortionFade", -14);
}
if (isProcessing)
{
Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
@@ -43,6 +62,7 @@ public class MemoryProcess : MonoBehaviour
memoryProcessImage.gameObject.SetActive(true); // 重新激活 memoryProcessImage
memoryFinishedImage.gameObject.SetActive(false); // 禁用 memoryFinishedImage
memoryFinishedImageNoColor.gameObject.SetActive(false);
isProcessing = true; // 开始处理,设置为true
@@ -66,7 +86,9 @@ public class MemoryProcess : MonoBehaviour
{
memoryProcessImage.gameObject.SetActive(false);
memoryFinishedImage.gameObject.SetActive(true);
memoryFinishedImageNoColor.gameObject.SetActive(true);
memoryFinishedImage.sprite = memorySprite; // 设置记忆处理结束的图片
memoryFinishedImageNoColor.sprite = memorySprite; // 设置记忆处理结束的图片
});
// 序列完成时更新索引
+50 -46
View File
@@ -3,34 +3,38 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using Yarn.Unity;
public class UFProcess : MonoBehaviour
{
public Image memoryProcessImage; // 用于显示调取记忆的表现
public Image memoryFinishedImage; // 用于显示记忆处理结束的表现
public Image memoryFinishedImageColorWrong; // 用于显示记忆处理结束的表现
public Image UFImage; // 用于显示糅合后的广告图
public Button drawButton; // 绘图按钮
public Sprite defaultSprite; // 默认图片
public List<Sprite> memorySprites; // 记忆图片列表
public List<Sprite> memoryFinishedSprites; // 记忆处理完成图片列表
public List<Sprite> UFMemorySprites; // 糅合后的广告图列表
private int currentMemoryIndex = 0; // 当前记忆索引
private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆
private void Start()
{
// 绑定绘图按钮事件
drawButton.onClick.AddListener(ProcessMemory);
//drawButton.onClick.AddListener(ProcessMemory);
// 初始化UI状态
memoryProcessImage.gameObject.SetActive(false);
memoryProcessImage.gameObject.SetActive(true);
memoryFinishedImage.gameObject.SetActive(false);
memoryFinishedImageColorWrong.gameObject.SetActive(false);
UFImage.gameObject.SetActive(false);
memoryProcessImage.material.SetFloat("_StrongTintFade", 1);
memoryProcessImage.material.SetFloat("_GlitchFade", 0);
}
private void ProcessMemory()
[YarnCommand("UFprocess")]
public void ProcessMemory(string memoryFinishedImageName, string UFImageName,bool isColorWrong=false)
{
if (isProcessing)
{
Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
@@ -38,61 +42,69 @@ public class UFProcess : MonoBehaviour
}
isProcessing = true; // 开始处理,设置为true
// 确保当前索引有效
if (currentMemoryIndex >= memorySprites.Count || currentMemoryIndex >= memoryFinishedSprites.Count || currentMemoryIndex >= UFMemorySprites.Count)
Image currentImage;
if(isColorWrong)
{
Debug.LogWarning("Memory index is out of range.");
currentImage=memoryFinishedImageColorWrong;
}
else
{
currentImage=memoryFinishedImage;
}
Sprite memoryFinishedSprite = Resources.Load<Sprite>("Art/Memory/" + memoryFinishedImageName);
Sprite UFMemorySprite = Resources.Load<Sprite>("Art/Photos/" + UFImageName);
if (memoryFinishedSprite == null)
{
Debug.LogError("Memory finished image not found: " + memoryFinishedImageName);
return;
}
if (UFMemorySprite == null)
{
Debug.LogError("UF image not found: " + UFImageName);
return;
}
currentImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
// 开始处理记忆的表现
memoryProcessImage.gameObject.SetActive(true);
memoryProcessImage.sprite = defaultSprite; // 设置默认图片
//memoryProcessImage.sprite = defaultSprite; // 设置默认图片
memoryProcessImage.color = Color.white; // 设置初始颜色
Sequence memorySequence = DOTween.Sequence();
// 图片闪烁效果
// 图片闪烁效果
memorySequence.Append(memoryProcessImage.DOColor(Color.white, 0)); // 确保开始时是白色
for (int i = 0; i < 20; i++) // 闪烁10次
{
memorySequence.Append(memoryProcessImage.DOColor(new Color(Random.value, Random.value, Random.value), 0.075f)); // 随机颜色
memorySequence.Append(memoryProcessImage.DOColor(Color.white, 0.075f)); // 返回到白色
}
// 修改memoryprocess的参数
memorySequence.Append(memoryProcessImage.material.DOFloat(0, "_StrongTintFade", 1));
memorySequence.Join(memoryProcessImage.material.DOFloat(1, "_GlitchFade", 1));
// 加载并显示记忆图片
memorySequence.AppendCallback(() =>
{
memoryProcessImage.color = Color.white;
memoryProcessImage.sprite = memorySprites[currentMemoryIndex]; // 设置当前记忆图片
});
memorySequence.AppendInterval(4f); // 添加1.5秒的延时
memorySequence.AppendInterval(3f);
// 记忆处理结束,激活memoryFinishedImage
memorySequence.AppendCallback(() =>
{
currentImage.color= Color.white;
memoryProcessImage.gameObject.SetActive(false);
memoryFinishedImage.gameObject.SetActive(true);
memoryFinishedImage.color= Color.white;
memoryFinishedImage.sprite = memoryFinishedSprites[currentMemoryIndex]; // 设置记忆处理结束的图片
memoryFinishedImage.material.SetFloat("Pixel_Fade", 0); // 设置 Pixel_Fade 为0
currentImage.gameObject.SetActive(true);
currentImage.sprite = memoryFinishedSprite; // 设置记忆处理结束的图片
currentImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
});
// Pixel_Fade 从0变为1,持续1.5秒
memorySequence.Append(DOTween.To(() => memoryFinishedImage.material.GetFloat("Pixel_Fade"), x => memoryFinishedImage.material.SetFloat("Pixel_Fade", x), 1, 3f));
memorySequence.AppendInterval(2f); // 添加4秒的延时
memorySequence.AppendInterval(1.5f); // 添加1.5秒的延时
memorySequence.Append(currentImage.material.DOFloat(1, "_TwistUvAmount", 3f));
memorySequence.Join(currentImage.material.DOFloat(0, "_Alpha", 3f));
memorySequence.AppendInterval(1f); // 添加1.5秒的延时
// 激活UFImage,并开始像素淡入效果
memorySequence.AppendCallback(() =>
{
memoryFinishedImage.gameObject.SetActive(false);
currentImage.gameObject.SetActive(false);
UFImage.gameObject.SetActive(true);
UFImage.color= Color.white;
UFImage.sprite = UFMemorySprites[currentMemoryIndex]; // 设置糅合后的广告图
UFImage.sprite = UFMemorySprite; // 设置糅合后的广告图
UFImage.material.SetFloat("Pixel_Fade", 1); // 设置 Pixel_Fade 为1
UFImage.rectTransform.anchoredPosition = new Vector2(0, -111f); // 重置位置
});
@@ -100,7 +112,7 @@ public class UFProcess : MonoBehaviour
// Pixel_Fade 从1变为0,持续1.5秒
memorySequence.Append(DOTween.To(() => UFImage.material.GetFloat("Pixel_Fade"), x => UFImage.material.SetFloat("Pixel_Fade", x), 0, 3f));
memorySequence.AppendInterval(2f); // 添加2秒的延时
memorySequence.AppendInterval(1f); // 添加2秒的延时
// UFImage向右移动
memorySequence.Append(UFImage.rectTransform.DOAnchorPosX(1000, 1f)); // 假设向右移动1000单位
@@ -110,14 +122,6 @@ public class UFProcess : MonoBehaviour
{
UFImage.gameObject.SetActive(false);
isProcessing = false; // 处理完成,设置为false
if (currentMemoryIndex < memorySprites.Count - 1)
{
currentMemoryIndex++;
}
else
{
Debug.LogWarning("Memory index is out of range.");
}
});
}
public bool IsProcessing()
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- _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608}
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- _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0}
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- _SplitToningHighlightsColor: {r: 1, g: 0.1, b: 0.1, a: 0}
- _SplitToningShadowsColor: {r: 0.1, g: 0.4000002, b: 1, a: 0}
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- _UVRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
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- _WorldTilingOffset: {r: 0, g: 0, b: 0, a: 0}
- _WorldTilingScale: {r: 1, g: 1, b: 0, a: 0}
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title: Start
tags:
---
<<indoor>>
<<load_scene 佩佩视觉模块>>
->打开书
<<OpenBook BookManager>>
我: 打开了
->翻到第四页
<<Flip BookManager 4 >>
//页码需要在编辑内找到book去配置
===
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@@ -6,14 +6,20 @@ tags:
//我们的两次上色都是从无色开始,所以先进入无色模式
<<set_EyeState EyeManager "CannotImagineColor">>
<<start_transition ViewManager "EyeView">>
->看角色
<<set_Eyetarget EyeManager "character">>
->滴入红色
<<hide_dialog>>
<<set_EyeColor EyeManager "red">>
->滴入黄色
<<hide_dialog>>
<<set_EyeColor EyeManager "yellow">>
->滴入蓝色
<<hide_dialog>>
<<set_EyeColor EyeManager "blue">>
//如果这里不想要混合这一步,也可以自己做逻辑判断,在最后一部直接调用以下部分
->混合
<<hide_dialog>>
<<set_EyeState EyeManager "CanSeeColor">>
<<EyeGetColor EyeManager>>
<<set_EyeColor EyeManager "All">>
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title: Start
tags:
---
<<indoor>>
//<<load_scene 佩佩视觉模块>>
->进入记忆
<<start_transition ViewManager "MemoryView">>
->搜寻记忆
<<search_memory MemoryManager "liuying1-3">>
->褪色
<<ColorFadeOut MemoryManager>>
->搜寻记忆
<<search_memory MemoryManager "liuying1-2">>
===
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title: Start
tags:
---
<<indoor>>
//<<load_scene 佩佩视觉模块>>
->进入UF视图
<<start_transition ViewManager "UFView">>
<<hide_dialog>>
->执行绘图
<<UFprocess UFManager "liuying1-3" "广告尝试2" true>>
<<hide_dialog>>
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using UnityEngine;
using Yarn.Unity;
using System;
using System.Collections.Generic;
using System.Collections;
public class BookManager : MonoBehaviour
{
public Book book; // Reference to the book script
private AutoFlip flipmanager;
void Start()
{
flipmanager=book.gameObject.GetComponent<AutoFlip>();
// Initially, the book is closed
CloseBook();
}
// Open the book and flip to a specific page
[YarnCommand("OpenBook")]
public void OpenBook()
{
if (!book.gameObject.activeInHierarchy)
{
book.gameObject.SetActive(true);
}
}
[YarnCommand("Flip")]
public IEnumerator FlipToPageYarnCommand(int parameters)
{
// Parse the target page from the parameters
int targetPage =parameters;
// Start the FlipToPageCoroutine and wait for it to finish
yield return StartCoroutine(flipmanager.FlipToPageCoroutine(targetPage));
}
// Close the book
public void CloseBook()
{
if (book.gameObject.activeInHierarchy)
{
book.gameObject.SetActive(false);
}
}
}
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using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Book))]
public class FlipManager : MonoBehaviour
{
public FlipMode Mode;
public float PageFlipTime = 1;
public float TimeBetweenPages = 1;
public float DelayBeforeStarting = 0;
public bool AutoStartFlip = true;
public Book ControledBook;
public int AnimationFramesCount = 40;
bool isFlipping = false;
public bool IsFlipping
{
get { return isFlipping; }
}
// Use this for initialization
void Start()
{
if (!ControledBook)
ControledBook = GetComponent<Book>();
if (AutoStartFlip)
//StartFlipping();
FlipToPage(6);
ControledBook.OnFlip.AddListener(new UnityEngine.Events.UnityAction(PageFlipped));
}
void PageFlipped()
{
isFlipping = false;
}
public void StartFlipping()
{
StartCoroutine(FlipToEnd());
}
public void FlipRightPage()
{
if (isFlipping) return;
if (ControledBook.currentPage >= ControledBook.TotalPageCount) return;
isFlipping = true;
float frameTime = PageFlipTime / AnimationFramesCount;
float xc = (ControledBook.EndBottomRight.x + ControledBook.EndBottomLeft.x) / 2;
float xl = ((ControledBook.EndBottomRight.x - ControledBook.EndBottomLeft.x) / 2) * 0.9f;
//float h = ControledBook.Height * 0.5f;
float h = Mathf.Abs(ControledBook.EndBottomRight.y) * 0.9f;
float dx = (xl) * 2 / AnimationFramesCount;
StartCoroutine(FlipRTL(xc, xl, h, frameTime, dx));
}
public void FlipLeftPage()
{
if (isFlipping) return;
if (ControledBook.currentPage <= 0) return;
isFlipping = true;
float frameTime = PageFlipTime / AnimationFramesCount;
float xc = (ControledBook.EndBottomRight.x + ControledBook.EndBottomLeft.x) / 2;
float xl = ((ControledBook.EndBottomRight.x - ControledBook.EndBottomLeft.x) / 2) * 0.9f;
//float h = ControledBook.Height * 0.5f;
float h = Mathf.Abs(ControledBook.EndBottomRight.y) * 0.9f;
float dx = (xl) * 2 / AnimationFramesCount;
StartCoroutine(FlipLTR(xc, xl, h, frameTime, dx));
}
IEnumerator FlipToEnd()
{
yield return new WaitForSeconds(DelayBeforeStarting);
float frameTime = PageFlipTime / AnimationFramesCount;
float xc = (ControledBook.EndBottomRight.x + ControledBook.EndBottomLeft.x) / 2;
float xl = ((ControledBook.EndBottomRight.x - ControledBook.EndBottomLeft.x) / 2) * 0.9f;
//float h = ControledBook.Height * 0.5f;
float h = Mathf.Abs(ControledBook.EndBottomRight.y) * 0.9f;
//y=-(h/(xl)^2)*(x-xc)^2
// y
// |
// |
// |
//_______________|_________________x
// o|o |
// o | o |
// o | o | h
// o | o |
// o------xc-------o -
// |<--xl-->
// |
// |
float dx = (xl) * 2 / AnimationFramesCount;
switch (Mode)
{
case FlipMode.RightToLeft:
while (ControledBook.currentPage < ControledBook.TotalPageCount)
{
StartCoroutine(FlipRTL(xc, xl, h, frameTime, dx));
yield return new WaitForSeconds(TimeBetweenPages);
}
break;
case FlipMode.LeftToRight:
while (ControledBook.currentPage > 0)
{
StartCoroutine(FlipLTR(xc, xl, h, frameTime, dx));
yield return new WaitForSeconds(TimeBetweenPages);
}
break;
}
}
IEnumerator FlipRTL(float xc, float xl, float h, float frameTime, float dx)
{
float x = xc + xl;
float y = (-h / (xl * xl)) * (x - xc) * (x - xc);
ControledBook.DragRightPageToPoint(new Vector3(x, y, 0));
for (int i = 0; i < AnimationFramesCount; i++)
{
y = (-h / (xl * xl)) * (x - xc) * (x - xc);
ControledBook.UpdateBookRTLToPoint(new Vector3(x, y, 0));
yield return new WaitForSeconds(frameTime);
x -= dx;
}
ControledBook.ReleasePage();
}
IEnumerator FlipLTR(float xc, float xl, float h, float frameTime, float dx)
{
float x = xc - xl;
float y = (-h / (xl * xl)) * (x - xc) * (x - xc);
ControledBook.DragLeftPageToPoint(new Vector3(x, y, 0));
for (int i = 0; i < AnimationFramesCount; i++)
{
y = (-h / (xl * xl)) * (x - xc) * (x - xc);
ControledBook.UpdateBookLTRToPoint(new Vector3(x, y, 0));
yield return new WaitForSeconds(frameTime);
x += dx;
}
ControledBook.ReleasePage();
}
public void FlipToPage(int targetPage)
{
StartCoroutine(FlipToPageCoroutine(targetPage));
}
private IEnumerator FlipToPageCoroutine(int targetPage)
{
int pageDifference = targetPage - ControledBook.currentPage;
if (pageDifference > 0)
{
for (int i = 0; i < pageDifference; i++)
{
FlipRightPage();
yield return new WaitUntil(() => !isFlipping);
}
}
else if (pageDifference < 0)
{
for (int i = 0; i < -pageDifference; i++)
{
FlipLeftPage();
yield return new WaitUntil(() => !isFlipping);
}
}
}
}
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