From c2f5afd502579288d8edb22ecc0a65ae231efbe9 Mon Sep 17 00:00:00 2001 From: bottlefish <781230111@qq.com> Date: Mon, 21 Oct 2024 20:26:44 +0800 Subject: [PATCH] =?UTF-8?q?=E6=8A=8A=E8=A7=86=E8=A7=89=E9=83=A8=E5=88=86?= =?UTF-8?q?=E6=8E=A5=E5=85=A5=E4=BA=86=EF=BC=8C=E5=8F=A6=E5=A4=96=E5=9C=B0?= =?UTF-8?q?=E9=93=81=E6=96=B0=E5=A2=9E=E4=BA=86=E6=B5=8B=E8=AF=95=E6=B5=81?= =?UTF-8?q?=E7=A8=8B?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Prototype/佩佩/Scripts/EyeManager.cs | 45 +- .../佩佩/Scripts/EyeTransitionManager.cs | 6 +- .../Prototype/佩佩/Scripts/IEyeStateEffect.cs | 4 +- Assets/Prototype/佩佩/佩佩视觉模块.unity | 37 +- .../Resources/Art/SubWay/横板地铁夜晚导出.psb | Bin 30504737 -> 30504737 bytes .../Art/SubWay/横板地铁夜晚导出.psb.meta | 52 +- Assets/Resources/Yarn/PeipeiNew.meta | 8 + .../Resources/Yarn/PeipeiNew/PeipeiNew.yarn | 14 + .../Yarn/PeipeiNew/PeipeiNew.yarn.meta | 10 + .../Yarn/PeipeiNew/PeipeiNew.yarnproject | 12 + .../Yarn/PeipeiNew/PeipeiNew.yarnproject.meta | 13 + Assets/Scenes/SubWay.unity | 963 ++++++++++++++++++ Assets/Scenes/SubWay.unity.meta | 7 + Assets/Scripts/FixSystem/Cable/Socket.cs | 3 +- .../FixSystem/Effect/MouseFollowEffect.cs | 153 ++- .../FixSystem/Scope/OscilloscopeController.cs | 6 + Assets/Scripts/SubWay.meta | 8 + Assets/Scripts/SubWay/ParallaxManager.cs | 33 + Assets/Scripts/SubWay/ParallaxManager.cs.meta | 11 + 19 files changed, 1263 insertions(+), 122 deletions(-) create mode 100644 Assets/Resources/Yarn/PeipeiNew.meta create mode 100644 Assets/Resources/Yarn/PeipeiNew/PeipeiNew.yarn create mode 100644 Assets/Resources/Yarn/PeipeiNew/PeipeiNew.yarn.meta create mode 100644 Assets/Resources/Yarn/PeipeiNew/PeipeiNew.yarnproject create mode 100644 Assets/Resources/Yarn/PeipeiNew/PeipeiNew.yarnproject.meta create mode 100644 Assets/Scenes/SubWay.unity create mode 100644 Assets/Scenes/SubWay.unity.meta create mode 100644 Assets/Scripts/SubWay.meta create mode 100644 Assets/Scripts/SubWay/ParallaxManager.cs create mode 100644 Assets/Scripts/SubWay/ParallaxManager.cs.meta diff --git a/Assets/Prototype/佩佩/Scripts/EyeManager.cs b/Assets/Prototype/佩佩/Scripts/EyeManager.cs index 25b4c9d60..226e10294 100644 --- a/Assets/Prototype/佩佩/Scripts/EyeManager.cs +++ b/Assets/Prototype/佩佩/Scripts/EyeManager.cs @@ -12,7 +12,6 @@ public class EyeManager : MonoBehaviour, IViewLifecycle { [SerializeField] private List targets = new List(); // 保存目标列表 - public List Targets => targets; // 提供目标列表的公共访问 private EyeTarget currentTarget; // 当前选中的目标 @@ -47,7 +46,7 @@ public class EyeManager : MonoBehaviour, IViewLifecycle // private float colorTransitionDuration; - private EyeState currentState=EyeState.CanImagineColor; + private EyeState currentState=EyeState.CannotImagineColor; public EyeState CurrentState { get { return currentState; } @@ -73,9 +72,14 @@ public void Initialize() public void OnEnter() { //eyeView.SetActive(true); + // if(currentTarget!=null) + // { + // Debug.Log("设置初始目标"); + // SetTarget(currentTarget); + // } mouseFollowAndZoom.SetIsActive(true); // 进入视图时的逻辑 - Debug.Log("MemoryView entered."); + Debug.Log("EyeView entered."); // 可以在这里进行一些特定的初始化或加载数据 @@ -97,11 +101,12 @@ public void Initialize() } private void Start() { + //InitializeTargets(); + SetEyeState(currentState); if (targets.Count > 0) { SetInitialTargetState(targets[1]); } - SetEyeState(currentState); mouseFollowAndZoom = FindObjectOfType(); //eyeView.SetActive(false); //LostColor(); @@ -110,22 +115,26 @@ public void Initialize() } public void SetInitialTargetState(EyeTarget target) { - currentTarget = target; + currentTarget=target; + eyeStateEffect?.InitializeEffect(target,cameraManager); + + //target.BlurIn(eyeStateEffect.TransitionDuration,false); } - private void InitializeTargets() - { - // 查找所有带有EyeTarget标签的物体 - GameObject[] eyeTargets = GameObject.FindGameObjectsWithTag("EyeTarget"); - foreach (GameObject go in eyeTargets) - { - EyeTarget eyeTarget = go.GetComponent(); - if (eyeTarget != null) - { - targets.Add(eyeTarget); - } - } - } + // private void InitializeTargets() + // { + // // 查找所有带有EyeTarget标签的物体 + // GameObject[] eyeTargets = GameObject.FindGameObjectsWithTag("EyeTarget"); + // foreach (GameObject go in eyeTargets) + // { + // EyeTarget eyeTarget = go.GetComponent(); + // if (eyeTarget != null) + // { + // targets.Add(eyeTarget); + // Debug.Log(eyeTarget.name+" add"); + // } + // } + // } public EyeTarget FindEyeTargetByName(string name) { return Targets.FirstOrDefault(target => target.gameObject.name == name); diff --git a/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs b/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs index fd950e265..f87f4ca9f 100644 --- a/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs +++ b/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs @@ -298,8 +298,8 @@ public class EyeTransitionManager : MonoBehaviour public IEnumerator StartTransitionCoroutine(string targetViewStateName) { Debug.Log("start_transition To "+targetViewStateName); - eyeManager.EyeEffectInit(); - memoryProcess.Init(); + //eyeManager.EyeEffectInit(); + //memoryProcess.Init(); ViewState targetViewState; if (!Enum.TryParse(targetViewStateName, out targetViewState)) { @@ -385,7 +385,7 @@ public void SetViewAvailability(string viewStateName, bool isAvailable) // 在黑屏淡入完成后关闭 Panel zoomOutSequence.AppendCallback(() => { - ExitView(currentViewState); + //ExitView(currentViewState); // foreach (var viewConfig in viewConfigs) // { // viewConfig.viewPanel.SetActive(false); diff --git a/Assets/Prototype/佩佩/Scripts/IEyeStateEffect.cs b/Assets/Prototype/佩佩/Scripts/IEyeStateEffect.cs index a22235db8..9fd950033 100644 --- a/Assets/Prototype/佩佩/Scripts/IEyeStateEffect.cs +++ b/Assets/Prototype/佩佩/Scripts/IEyeStateEffect.cs @@ -1,3 +1,5 @@ +using System.Diagnostics; + public interface IEyeStateEffect { float TransitionDuration { get; } @@ -51,6 +53,7 @@ public class CannotImagineColorEffect : IEyeStateEffect public void InitializeEffect(EyeTarget target, ViewCameraManager cameraManager) { + target.SetToMinBlur(false); target.SetToMinBurnRadius(); target.SetToNoWrongColor(); if(target.targetTransform) @@ -61,7 +64,6 @@ public class CannotImagineColorEffect : IEyeStateEffect { cameraManager.SetCameraPosition(target.transform); } - target.SetToMinBlur(false); } public void CleanupEffect(EyeTarget target) diff --git a/Assets/Prototype/佩佩/佩佩视觉模块.unity b/Assets/Prototype/佩佩/佩佩视觉模块.unity index ff34a0b20..b9893f593 100644 --- a/Assets/Prototype/佩佩/佩佩视觉模块.unity +++ b/Assets/Prototype/佩佩/佩佩视觉模块.unity @@ -3402,6 +3402,7 @@ GameObject: - component: {fileID: 147706100} - component: {fileID: 147706099} - component: {fileID: 147706104} + - component: {fileID: 147706105} m_Layer: 0 m_Name: ViewCamera m_TagString: Untagged @@ -3519,6 +3520,21 @@ MonoBehaviour: mipBias: 0 varianceClampScale: 0.9 contrastAdaptiveSharpening: 0 +--- !u!114 &147706105 +MonoBehaviour: + m_ObjectHideFlags: 0 + 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a/Assets/Scripts/FixSystem/Cable/Socket.cs +++ b/Assets/Scripts/FixSystem/Cable/Socket.cs @@ -27,8 +27,7 @@ public class Socket : MonoBehaviour, ISocket { plug.transform.position=transform.position; } - } - + } public void InsertPlug(Plug p) { if (IsAvailable) diff --git a/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs b/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs index 774ff9634..e71224105 100644 --- a/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs +++ b/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs @@ -2,6 +2,7 @@ using UnityEngine; using UnityEngine.UI; using DG.Tweening; using TMPro; +using UnityEditor.Localization.Plugins.XLIFF.V12; public class MouseFollowAndZoom : MonoBehaviour { @@ -19,12 +20,15 @@ public class MouseFollowAndZoom : MonoBehaviour private Vector3 initialPosition; private Vector3 zoomedInPosition; // 保存缩放时的相机位置 private bool isZoomedIn = false; - private Transform currentTarget; + private EyeManager eyemanager; private float viewOffset=40.3f; private bool isActive=false; + private bool isInTargetProcessing=false; + + // 只读访问 public bool GetMyPrivateVariable() { @@ -43,36 +47,61 @@ public class MouseFollowAndZoom : MonoBehaviour MainCamera = Camera.main; initialPosition = transform.position; targetIndicator.SetActive(false); // 初始时隐藏目标框 - exitZoomButton.gameObject.SetActive(false); // 初始时隐藏退出按钮 - exitZoomButton.onClick.AddListener(ExitZoom); + eyemanager=FindObjectOfType(); + if (eyemanager == null) + { + Debug.LogError("EyeManager instance not found in the scene."); + } } void Update() { //if (isZoomedIn) return; // 如果已经缩放,不再更新位置 - //if(!isActive) return; + if(!isActive) return; - HandleMouseMovement(); + // if(!isInTargetProcessing) + // { + + + // } + HandleMouseMovement(); HandleTargetIndicator(); } - void HandleMouseMovement() - { - // 获取鼠标位置 - Vector3 mousePosition = Input.mousePosition; - Vector3 worldMousePosition = viewCamera.ScreenToWorldPoint(mousePosition); - worldMousePosition.z = 0; // 确保 z 为 0 +private Vector3 currentOffset; // 当前的偏移量 - // 计算偏移量并反向 - Vector3 offset = (viewCamera.transform.position - worldMousePosition) * parallaxEffectMultiplier; - offset.x = Mathf.Clamp(offset.x, -maxOffset.x, maxOffset.x); - offset.y = Mathf.Clamp(offset.y, -maxOffset.y, maxOffset.y); +void HandleMouseMovement() +{ + // 获取鼠标位置 + Vector3 mousePosition = Input.mousePosition; + Vector3 worldMousePosition = viewCamera.ScreenToWorldPoint(mousePosition); + worldMousePosition.z = 0; // 确保 z 为 0 + + // 计算目标偏移量并反向 + Vector3 targetOffset = (viewCamera.transform.position - worldMousePosition) * parallaxEffectMultiplier; + targetOffset.x = Mathf.Clamp(targetOffset.x, -maxOffset.x, maxOffset.x); + targetOffset.y = Mathf.Clamp(targetOffset.y, -maxOffset.y, maxOffset.y); + + // 平滑处理偏移量 + float smoothFactor = 0.01f; // 平滑系数,值越小平滑效果越强,响应越慢 + currentOffset = Vector3.Lerp(currentOffset, targetOffset, smoothFactor); + + // 计算目标位置 + Vector3 targetPosition = initialPosition + currentOffset; + + // 限制目标位置在场景边界范围内 + targetPosition.x = Mathf.Clamp(targetPosition.x, sceneBoundsMin.x, sceneBoundsMax.x); + targetPosition.y = Mathf.Clamp(targetPosition.y, sceneBoundsMin.y, sceneBoundsMax.y); + + // 使用插值(Lerp)平滑更新位置 + float followSpeed = 0.1f; // 跟随速度,值越小延迟越大 + Vector3 smoothedPosition = Vector3.Lerp(transform.position, targetPosition, followSpeed); + + // 应用平滑后的位置 + transform.position = smoothedPosition; +} - // 更新位置 - Vector3 targetPosition = initialPosition + offset; - transform.DOMove(targetPosition, 0.2f).SetEase(Ease.OutSine); - } void HandleTargetIndicator() { @@ -122,81 +151,29 @@ public class MouseFollowAndZoom : MonoBehaviour targetNameText.text = hit.collider.name; } - // 点击目标框触发缩放 - // if (Input.GetMouseButtonDown(0)) - // { - // currentTarget = hit.collider.transform; - // ZoomIn(); - // } + //点击目标框触发缩放 + if (Input.GetMouseButtonDown(0)) + { + Debug.Log("点击目标触发了"); + EyeTarget target; + + if (hit.collider != null && hit.collider.GetComponent() != null) + { + isInTargetProcessing = true; + target = hit.collider.GetComponent(); + eyemanager.SetTarget(target); + } + else + { + Debug.LogWarning("The collider does not have an EyeTarget component."); + } + } } else { targetIndicator.SetActive(false); } } - - void ZoomIn() - { - isZoomedIn = true; - targetIndicator.SetActive(false); // 隐藏目标框 - - Vector3 targetPosition = currentTarget.position; - targetPosition.z = -10; // 确保 Z 轴位置为 -10 - - // 防止相机超出场景边界 - float cameraHalfHeight = MainCamera.orthographicSize; - float cameraHalfWidth = cameraHalfHeight * MainCamera.aspect; - targetPosition.x = Mathf.Clamp(targetPosition.x, sceneBoundsMin.x + cameraHalfWidth, sceneBoundsMax.x - cameraHalfWidth); - targetPosition.y = Mathf.Clamp(targetPosition.y, sceneBoundsMin.y + cameraHalfHeight, sceneBoundsMax.y - cameraHalfHeight); - - // 动画效果:缩放相机 - MainCamera.transform.DOMove(targetPosition, zoomDuration).SetEase(Ease.OutExpo); // 使用更平滑的缓动 - MainCamera.DOOrthoSize(MainCamera.orthographicSize / zoomInScale, zoomDuration).SetEase(Ease.OutExpo).OnComplete(() => - { - // 缩放结束后显示退出按钮 - ShowExitButton(); - }); - } - - void ShowExitButton() - { - // 设置按钮位置在目标上方 - Vector3 buttonPosition = currentTarget.position; - buttonPosition.z = 0; // 确保 z 为 0 - buttonPosition.y += 1.0f; // 根据需要调整按钮的高度 - - exitZoomButton.transform.position = MainCamera.WorldToScreenPoint(buttonPosition); // 将按钮位置设置为目标上方 - exitZoomButton.gameObject.SetActive(true); // 显示退出缩放按钮 - } - - void ExitZoom() - { - if (!isZoomedIn) return; // 如果没有缩放则直接返回 - - isZoomedIn = false; - targetIndicator.SetActive(false); // 确保在退出缩放时隐藏目标框 - exitZoomButton.gameObject.SetActive(false); // 隐藏退出缩放按钮 - - // 计算目标缩放 - float targetOrthoSize = MainCamera.orthographicSize * zoomInScale; - - // 获取缩放时的目标位置 - Vector3 targetPosition = currentTarget.position; - targetPosition.z = -10; // 确保 Z 轴位置为 -10 - - // 确保目标位置在边界内 - float cameraHalfHeight = targetOrthoSize; // 使用目标缩放计算边界 - float cameraHalfWidth = cameraHalfHeight * MainCamera.aspect; - - targetPosition.x = Mathf.Clamp(targetPosition.x, sceneBoundsMin.x + cameraHalfWidth, sceneBoundsMax.x - cameraHalfWidth); - targetPosition.y = Mathf.Clamp(targetPosition.y, sceneBoundsMin.y + cameraHalfHeight, sceneBoundsMax.y - cameraHalfHeight); - - // 动画效果:先缩放再移动 - Sequence zoomOutSequence = DOTween.Sequence(); - zoomOutSequence.Append(MainCamera.DOOrthoSize(targetOrthoSize, zoomDuration).SetEase(Ease.OutExpo)); - zoomOutSequence.Join(MainCamera.transform.DOMove(targetPosition, zoomDuration).SetEase(Ease.OutExpo)); - } - void OnDrawGizmos() { // 设置 Gizmos 颜色 diff --git a/Assets/Scripts/FixSystem/Scope/OscilloscopeController.cs b/Assets/Scripts/FixSystem/Scope/OscilloscopeController.cs index 7209c535e..958382d82 100644 --- a/Assets/Scripts/FixSystem/Scope/OscilloscopeController.cs +++ b/Assets/Scripts/FixSystem/Scope/OscilloscopeController.cs @@ -6,6 +6,7 @@ using UnityEngine.UI; using System.Text.RegularExpressions; using DG.Tweening; using TMPro; +using UnityEditor.Localization.Plugins.XLIFF.V20; public class OscilloscopeController : MonoBehaviour { @@ -15,6 +16,8 @@ public class OscilloscopeController : MonoBehaviour //public SliderCircular phaseSlider; public Slider phaseSlider; + public SliderCircular checkLine; + public Button DeepInButton; private float phaseShiftMax = Mathf.PI*1.5f; @@ -59,6 +62,9 @@ public class OscilloscopeController : MonoBehaviour string originalString = currentSocket.name; string trimmedString = originalString.Replace("Socket", ""); + + + StartCoroutine(ScanForError(trimmedString)); // 启动扫描协程 } diff --git a/Assets/Scripts/SubWay.meta b/Assets/Scripts/SubWay.meta new file mode 100644 index 000000000..9743890cf --- /dev/null +++ b/Assets/Scripts/SubWay.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 90e984c20d32d3a4299e82ebdd74e303 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SubWay/ParallaxManager.cs b/Assets/Scripts/SubWay/ParallaxManager.cs new file mode 100644 index 000000000..fe93b4125 --- /dev/null +++ b/Assets/Scripts/SubWay/ParallaxManager.cs @@ -0,0 +1,33 @@ +using UnityEngine; + +[System.Serializable] +public class ParallaxLayerConfig +{ + public GameObject layer; // 背景层的游戏对象 + public float scrollSpeed; // 每层的滚动速度 + + public float scrollOffset; +} + +public class ParallaxManager : MonoBehaviour +{ + public ParallaxLayerConfig[] layerConfigs; // 背景层配置数组 + //public float scrollOffset = 39.69f; // 背景循环的偏移量 + + + void Update() + { + foreach (var config in layerConfigs) + { + // 根据配置的速度滚动背景 + float parallax = config.scrollSpeed * Time.deltaTime; + config.layer.transform.position += new Vector3(-parallax, 0, 0); + + // 如果背景移出视野范围,则将其重新放到另一边 + if (config.layer.transform.position.x <= -config.scrollOffset) + { + config.layer.transform.position = new Vector3(config.layer.transform.position.x + 2 * config.scrollOffset, config.layer.transform.position.y, 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