新增手册,UF相关Yarn功能,记忆颜色擦除
This commit is contained in:
+16
-16
@@ -7,7 +7,7 @@ Material:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: MemoryProcess
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m_Name: MemoryColorWrong
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m_Shader: {fileID: 4800000, guid: a36b7719ff0465b42ab1407d67672c5f, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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@@ -15,8 +15,8 @@ Material:
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- CHROMABERR_ON
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- DISTORT_ON
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- DOODLE_ON
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- FLICKER_ON
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- GLITCH_ON
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- TWISTUV_ON
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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@@ -90,11 +90,11 @@ Material:
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- _BlurIntensity: 0
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- _Brightness: 0
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- _ChromAberrAlpha: 0.761
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- _ChromAberrAmount: 0.766
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- _ChromAberrAmount: 0.212
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- _ClipUvDown: 0
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- _ClipUvLeft: 0
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- _ClipUvRight: 0
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- _ClipUvUp: 0.275
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- _ClipUvUp: 0
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- _ColorChangeLuminosity: 0
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- _ColorChangeTolerance: 0.25
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- _ColorChangeTolerance2: 0.25
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@@ -108,9 +108,9 @@ Material:
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- _ColorSwapRedLuminosity: 0.5
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- _Contrast: 1
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- _CullingOption: 0
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- _DistortAmount: 0.46
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- _DistortTexXSpeed: 1.6
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- _DistortTexYSpeed: 5
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- _DistortAmount: 0.09
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- _DistortTexXSpeed: -20.7
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- _DistortTexYSpeed: 2.7
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- _EditorDrawers: 6
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- _FadeAmount: -0.1
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- _FadeBurnGlow: 2
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@@ -123,8 +123,8 @@ Material:
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- _GhostBlend: 1
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- _GhostColorBoost: 1
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- _GhostTransparency: 0
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- _GlitchAmount: 10.5
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- _GlitchSize: 2.72
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- _GlitchAmount: 2.3
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- _GlitchSize: 2.35
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- _Glow: 10
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- _GlowGlobal: 1
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- _GradBlend: 1
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@@ -139,7 +139,7 @@ Material:
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- _GreyscaleBlend: 1
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- _GreyscaleLuminosity: 0
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- _GreyscaleOutline: 0
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- _HandDrawnAmount: 10
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- _HandDrawnAmount: 5.8
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- _HandDrawnSpeed: 5
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- _HitEffectBlend: 1
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- _HitEffectGlow: 5
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@@ -164,8 +164,8 @@ Material:
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- _MyDstMode: 10
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- _MySrcMode: 5
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- _NegativeAmount: 0
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- _OffsetUvX: 0
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- _OffsetUvY: 0
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- _OffsetUvX: 0.02
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- _OffsetUvY: 0.19
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- _OnlyInnerOutline: 0
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- _OnlyOutline: 0
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- _OutlineAlpha: 1
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@@ -190,7 +190,7 @@ Material:
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- _RadialClip2: 0
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- _RadialStartAngle: 90
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- _RandomSeed: 0
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- _RectSize: 1
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- _RectSize: 1.07
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- _RotateUvAmount: 0
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- _RoundWaveSpeed: 2
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- _RoundWaveStrength: 0.7
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@@ -204,7 +204,7 @@ Material:
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- _ShineLocation: 0.5
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- _ShineRotate: 0
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- _ShineWidth: 0.1
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- _TextureScrollXSpeed: 1
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- _TextureScrollXSpeed: 2.08
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- _TextureScrollYSpeed: 0
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- _TwistUvAmount: 0
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- _TwistUvPosX: 0.5
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@@ -213,14 +213,14 @@ Material:
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- _WarpScale: 0.5
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- _WarpSpeed: 8
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- _WarpStrength: 0.025
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- _WaveAmount: 8.7
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- _WaveAmount: 0
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- _WaveSpeed: 10
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- _WaveStrength: 7.5
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- _WaveX: 0
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- _WaveY: 0.5
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- _ZTestMode: 4
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- _ZWrite: 0
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- _ZoomUvAmount: 0.5
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- _ZoomUvAmount: 0.1
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m_Colors:
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- _AlphaOutlineColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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@@ -18,7 +18,9 @@ public class AutoFlip : MonoBehaviour
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if (!ControledBook)
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ControledBook = GetComponent<Book>();
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if (AutoStartFlip)
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StartFlipping();
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//FlipToPage(6);
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//StartFlipping();
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ControledBook.OnFlip.AddListener(new UnityEngine.Events.UnityAction(PageFlipped));
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}
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void PageFlipped()
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@@ -125,4 +127,36 @@ public class AutoFlip : MonoBehaviour
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}
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ControledBook.ReleasePage();
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}
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public void FlipToPage(int targetPage)
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{
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StartCoroutine(FlipToPageCoroutine(targetPage));
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}
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public IEnumerator FlipToPageCoroutine(int targetPage)
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{
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int pageDifference = Mathf.Abs((targetPage - ControledBook.currentPage + 1) / 2);
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float timePerFlip = 0.00001f / pageDifference; // Calculate the time per flip
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if (targetPage > ControledBook.currentPage)
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{
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for (int i = 0; i < pageDifference; i++)
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{
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PageFlipTime = timePerFlip; // Update the PageFlipTime
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FlipRightPage();
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yield return new WaitUntil(() => !isFlipping);
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}
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}
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else if (targetPage < ControledBook.currentPage)
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{
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for (int i = 0; i < pageDifference; i++)
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{
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PageFlipTime = timePerFlip; // Update the PageFlipTime
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FlipLeftPage();
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yield return new WaitUntil(() => !isFlipping);
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}
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}
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}
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}
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@@ -177,6 +177,7 @@ public class EyeTransitionManager : MonoBehaviour
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public void ActivateSocketChoice(YarnOption[] options)
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{
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var optionDic = options.ToDictionary(item => item.Text, item => item);
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Debug.Log("Option dictionary keys: " + string.Join(", ", optionDic.Keys));
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foreach (var viewConfig in viewConfigs)
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{
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@@ -9,6 +9,8 @@ public class MemoryProcess : MonoBehaviour
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{
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public Image memoryProcessImage; // 用于显示调取记忆的表现
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public Image memoryFinishedImage; // 用于显示记忆处理结束的表现
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public Image memoryFinishedImageNoColor; // 用于显示记忆处理结束的表现
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public Button searchMemoryButton; // 搜寻记忆按钮
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//public Sprite defaultSprite; // 默认图片
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@@ -27,14 +29,31 @@ public class MemoryProcess : MonoBehaviour
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// 初始化UI状态
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memoryProcessImage.gameObject.SetActive(true);
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memoryFinishedImage.gameObject.SetActive(false);
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memoryFinishedImageNoColor.gameObject.SetActive(false);
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// 初始化材质参数
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memoryProcessImage.material.SetFloat("_StrongTintFade", 1);
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memoryProcessImage.material.SetFloat("_GlitchFade", 0);
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memoryFinishedImage.material.SetFloat("_DirectionalDistortionFade", -2);
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}
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[YarnCommand("search_memory")]
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public IEnumerator SearchMemory(string memoryName)
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[YarnCommand("ColorFadeOut")]
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public IEnumerator ColorFadeOut()
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{
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// 在3秒内把 _DirectionalDistortionFade 从 -2 变成 -14
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Tween tween = memoryFinishedImage.material.DOFloat(-14, "_DirectionalDistortionFade", 3);
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yield return tween.WaitForCompletion();
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}
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[YarnCommand("search_memory")]
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public IEnumerator SearchMemory(string memoryName,bool isColorful = true)
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{
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if (isColorful)
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{
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memoryFinishedImage.material.SetFloat("_DirectionalDistortionFade", -2);
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}
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else
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{
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memoryFinishedImage.material.SetFloat("_DirectionalDistortionFade", -14);
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}
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if (isProcessing)
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{
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Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
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@@ -43,6 +62,7 @@ public class MemoryProcess : MonoBehaviour
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memoryProcessImage.gameObject.SetActive(true); // 重新激活 memoryProcessImage
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memoryFinishedImage.gameObject.SetActive(false); // 禁用 memoryFinishedImage
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memoryFinishedImageNoColor.gameObject.SetActive(false);
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isProcessing = true; // 开始处理,设置为true
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@@ -66,7 +86,9 @@ public class MemoryProcess : MonoBehaviour
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{
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memoryProcessImage.gameObject.SetActive(false);
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memoryFinishedImage.gameObject.SetActive(true);
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memoryFinishedImageNoColor.gameObject.SetActive(true);
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memoryFinishedImage.sprite = memorySprite; // 设置记忆处理结束的图片
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memoryFinishedImageNoColor.sprite = memorySprite; // 设置记忆处理结束的图片
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});
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// 序列完成时更新索引
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@@ -3,34 +3,38 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using DG.Tweening;
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using Yarn.Unity;
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public class UFProcess : MonoBehaviour
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{
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public Image memoryProcessImage; // 用于显示调取记忆的表现
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public Image memoryFinishedImage; // 用于显示记忆处理结束的表现
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public Image memoryFinishedImageColorWrong; // 用于显示记忆处理结束的表现
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public Image UFImage; // 用于显示糅合后的广告图
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public Button drawButton; // 绘图按钮
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public Sprite defaultSprite; // 默认图片
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public List<Sprite> memorySprites; // 记忆图片列表
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public List<Sprite> memoryFinishedSprites; // 记忆处理完成图片列表
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public List<Sprite> UFMemorySprites; // 糅合后的广告图列表
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private int currentMemoryIndex = 0; // 当前记忆索引
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private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆
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private void Start()
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{
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// 绑定绘图按钮事件
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drawButton.onClick.AddListener(ProcessMemory);
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//drawButton.onClick.AddListener(ProcessMemory);
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// 初始化UI状态
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memoryProcessImage.gameObject.SetActive(false);
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memoryProcessImage.gameObject.SetActive(true);
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memoryFinishedImage.gameObject.SetActive(false);
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memoryFinishedImageColorWrong.gameObject.SetActive(false);
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UFImage.gameObject.SetActive(false);
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memoryProcessImage.material.SetFloat("_StrongTintFade", 1);
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memoryProcessImage.material.SetFloat("_GlitchFade", 0);
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}
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private void ProcessMemory()
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[YarnCommand("UFprocess")]
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public void ProcessMemory(string memoryFinishedImageName, string UFImageName,bool isColorWrong=false)
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{
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if (isProcessing)
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{
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Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
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@@ -38,61 +42,69 @@ public class UFProcess : MonoBehaviour
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}
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isProcessing = true; // 开始处理,设置为true
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// 确保当前索引有效
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if (currentMemoryIndex >= memorySprites.Count || currentMemoryIndex >= memoryFinishedSprites.Count || currentMemoryIndex >= UFMemorySprites.Count)
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Image currentImage;
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if(isColorWrong)
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{
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Debug.LogWarning("Memory index is out of range.");
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currentImage=memoryFinishedImageColorWrong;
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}
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else
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{
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currentImage=memoryFinishedImage;
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}
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Sprite memoryFinishedSprite = Resources.Load<Sprite>("Art/Memory/" + memoryFinishedImageName);
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Sprite UFMemorySprite = Resources.Load<Sprite>("Art/Photos/" + UFImageName);
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if (memoryFinishedSprite == null)
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{
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Debug.LogError("Memory finished image not found: " + memoryFinishedImageName);
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return;
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}
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if (UFMemorySprite == null)
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{
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Debug.LogError("UF image not found: " + UFImageName);
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return;
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}
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currentImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
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// 开始处理记忆的表现
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memoryProcessImage.gameObject.SetActive(true);
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memoryProcessImage.sprite = defaultSprite; // 设置默认图片
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//memoryProcessImage.sprite = defaultSprite; // 设置默认图片
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memoryProcessImage.color = Color.white; // 设置初始颜色
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Sequence memorySequence = DOTween.Sequence();
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// 图片闪烁效果
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// 图片闪烁效果
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memorySequence.Append(memoryProcessImage.DOColor(Color.white, 0)); // 确保开始时是白色
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for (int i = 0; i < 20; i++) // 闪烁10次
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{
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memorySequence.Append(memoryProcessImage.DOColor(new Color(Random.value, Random.value, Random.value), 0.075f)); // 随机颜色
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memorySequence.Append(memoryProcessImage.DOColor(Color.white, 0.075f)); // 返回到白色
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}
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// 修改memoryprocess的参数
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memorySequence.Append(memoryProcessImage.material.DOFloat(0, "_StrongTintFade", 1));
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memorySequence.Join(memoryProcessImage.material.DOFloat(1, "_GlitchFade", 1));
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// 加载并显示记忆图片
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memorySequence.AppendCallback(() =>
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{
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memoryProcessImage.color = Color.white;
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memoryProcessImage.sprite = memorySprites[currentMemoryIndex]; // 设置当前记忆图片
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});
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memorySequence.AppendInterval(4f); // 添加1.5秒的延时
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memorySequence.AppendInterval(3f);
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// 记忆处理结束,激活memoryFinishedImage
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memorySequence.AppendCallback(() =>
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{
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currentImage.color= Color.white;
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memoryProcessImage.gameObject.SetActive(false);
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memoryFinishedImage.gameObject.SetActive(true);
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memoryFinishedImage.color= Color.white;
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memoryFinishedImage.sprite = memoryFinishedSprites[currentMemoryIndex]; // 设置记忆处理结束的图片
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memoryFinishedImage.material.SetFloat("Pixel_Fade", 0); // 设置 Pixel_Fade 为0
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currentImage.gameObject.SetActive(true);
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currentImage.sprite = memoryFinishedSprite; // 设置记忆处理结束的图片
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currentImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
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});
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// Pixel_Fade 从0变为1,持续1.5秒
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memorySequence.Append(DOTween.To(() => memoryFinishedImage.material.GetFloat("Pixel_Fade"), x => memoryFinishedImage.material.SetFloat("Pixel_Fade", x), 1, 3f));
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memorySequence.AppendInterval(2f); // 添加4秒的延时
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memorySequence.AppendInterval(1.5f); // 添加1.5秒的延时
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memorySequence.Append(currentImage.material.DOFloat(1, "_TwistUvAmount", 3f));
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memorySequence.Join(currentImage.material.DOFloat(0, "_Alpha", 3f));
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memorySequence.AppendInterval(1f); // 添加1.5秒的延时
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// 激活UFImage,并开始像素淡入效果
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memorySequence.AppendCallback(() =>
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{
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memoryFinishedImage.gameObject.SetActive(false);
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currentImage.gameObject.SetActive(false);
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UFImage.gameObject.SetActive(true);
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UFImage.color= Color.white;
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UFImage.sprite = UFMemorySprites[currentMemoryIndex]; // 设置糅合后的广告图
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UFImage.sprite = UFMemorySprite; // 设置糅合后的广告图
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UFImage.material.SetFloat("Pixel_Fade", 1); // 设置 Pixel_Fade 为1
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UFImage.rectTransform.anchoredPosition = new Vector2(0, -111f); // 重置位置
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});
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@@ -100,7 +112,7 @@ public class UFProcess : MonoBehaviour
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// Pixel_Fade 从1变为0,持续1.5秒
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memorySequence.Append(DOTween.To(() => UFImage.material.GetFloat("Pixel_Fade"), x => UFImage.material.SetFloat("Pixel_Fade", x), 0, 3f));
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memorySequence.AppendInterval(2f); // 添加2秒的延时
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memorySequence.AppendInterval(1f); // 添加2秒的延时
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// UFImage向右移动
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memorySequence.Append(UFImage.rectTransform.DOAnchorPosX(1000, 1f)); // 假设向右移动1000单位
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@@ -110,14 +122,6 @@ public class UFProcess : MonoBehaviour
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{
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UFImage.gameObject.SetActive(false);
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isProcessing = false; // 处理完成,设置为false
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if (currentMemoryIndex < memorySprites.Count - 1)
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||||
{
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currentMemoryIndex++;
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}
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||||
else
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||||
{
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Debug.LogWarning("Memory index is out of range.");
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||||
}
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||||
});
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}
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public bool IsProcessing()
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||||
+1766
-77
File diff suppressed because it is too large
Load Diff
Binary file not shown.
|
After Width: | Height: | Size: 22 KiB |
@@ -0,0 +1,140 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f1412f68a2eaf3f46b22686332552ed2
|
||||
TextureImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 12
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
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title: Start
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tags:
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---
|
||||
<<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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===
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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
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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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@@ -0,0 +1,46 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 400c1e67877b4014fa862547c432b0b8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,160 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8bf187ebf600021479fd43ecfe56b42d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user