存储功能测试

This commit is contained in:
2025-03-26 14:39:10 +08:00
parent 7f5c17dff8
commit bcb1544611
34 changed files with 104 additions and 1024 deletions
+8 -47
View File
@@ -30,11 +30,11 @@ namespace AibisDream.FixSystem
public IEnumerator SwitchState(FixState nextState, string args = "")
{
if (CurState == nextState) yield break;
_curArgs = args;
yield return _curState?.Exit();
_curState = CreateState(nextState, _curArgs);
EnumEventSystem.Global.Send(EventEnum.FixStateSwitch, nextState);
@@ -54,7 +54,6 @@ namespace AibisDream.FixSystem
{
FixState.Clinic => new ClinicState(),
FixState.Engine => new EngineState(),
FixState.CoolingMachine => new CoolingMachineState(),
FixState.BodyModule => new BodyModuleState(),
FixState.Memory => new MemoryState(),
FixState.Eye => new EyeState(),
@@ -72,7 +71,6 @@ namespace AibisDream.FixSystem
{
Default,
Clinic,
CoolingMachine,
BodyModule,
Memory,
Eye,
@@ -212,43 +210,6 @@ namespace AibisDream.FixSystem
}
}
public struct CoolingMachineState : IState
{
private bool _playLink;
public FixState GetState => FixState.CoolingMachine;
public void SetArgs(string args)
{
_playLink = !string.IsNullOrEmpty(args);
}
public IEnumerator Enter()
{
var coolingSystem = FixSystemCenter.SystemDic.Get<CoolingSystem>();
// 切相机
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CoolingMachine);
// 打开泵机
coolingSystem.gameObject.SetActive(true);
yield return coolingSystem.OpenCoolingSystem();
// 播放插线动画
if (_playLink)
{
yield return coolingSystem.LinkTube();
}
}
public IEnumerator Exit()
{
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
yield return cooling.CloseBottleUI();
yield return cooling.CloseCoolingSystem();
yield return new WaitForSeconds(1f);
}
}
public struct UfState : IState
{
public FixState GetState => FixState.UF;
@@ -260,8 +221,8 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var UFSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
var EyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
var ufSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
var eyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
// 先切BodyModule
if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule))
{
@@ -273,20 +234,20 @@ namespace AibisDream.FixSystem
// 切换相机
yield return CameraKit.Instance.SwitchCamera(CameraEnum.UF);
yield return MainUIController.Instance?.FadeInSync(0.5f);
UFSystem.OpenUFView();
ufSystem.OpenUFView();
yield return CameraKit.Instance.SwitchCamera(CameraEnum.EyeDeep);
EyeSystem.OnEnter();
eyeSystem.OnEnter();
yield return MainUIController.Instance?.FadeOutSync(0.5f);
}
public IEnumerator Exit()
{
float duration = 0.5f;
var UFSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
var ufSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
var eyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
yield return MainUIController.Instance?.FadeInSync(duration);
eyeSystem.OnExit();
UFSystem.CloseUFView();
ufSystem.CloseUFView();
yield return CameraKit.Instance.SwitchCamera(CameraEnum.UF);
yield return MainUIController.Instance?.FadeOutSync(duration);
yield return null;