This commit is contained in:
2025-06-03 21:50:35 +08:00
parent 5bd103ceec
commit c8b0f8b375
46 changed files with 6296 additions and 1914 deletions
+13 -2
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//【流程相关】
//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液)
<<declare $gameStage=2>>
<<declare $gameStage=6>>
<<declare $emoChecked=false>>
<<declare $logicChecked=false>>
<<declare $memoryChecked=false>>
@@ -16,11 +16,11 @@ position: 250,-2612
// <<jump 手术准备>>
// <<fade_in 1>>
<<fade_out 1>>
<<switch_fix_system_to "BodyModule" "Head">>
<<set_light_state Warning>>
<<wait 1.5>>
// <<fade_out 1>>
<<jump 手术准备>>
<<switch_fix_system_to "EmoCut">>
// <<switch_fix_system_to "BodyModule" "Head">>
// <<set_light_state Warning>>
// <<wait 1.5>>
// <<jump 手术准备>>
// <<jump 灯光>>
// ->开灯
// <<start_system>>
@@ -64,6 +64,7 @@ position: 251,-1917
???: 它就在情绪模块…<waitfor=0.5>我能感觉到。<br>让它停下…<waitfor=0.2><shake>求求你了,医生。</shake>#line:02cb425
// <<add_task TaskManager "检查情绪模块">>
Task: 检查情绪模块 #line:002672d
<<DropCable>>
// <<task_moveIn TaskManager>>
<<hide_dialog>>
<<wait 1>>
@@ -15,6 +15,9 @@ colorID: 8
group:插线检查
position: 906,-585
---
<<fade_out 1>>
<<switch_fix_system_to "BodyModule" "Head">>
<<set_light_state Emergency>>
<<auto_charge_and_release 1>>
<<play_shock_flashback 开场1>>
<<auto_charge_and_release 0.8>>
@@ -39,15 +42,17 @@ position: 906,-585
<<play_shock_flashback 开场6>>
<<auto_charge_and_release 0.1>>
<<play_shock_flashback 开场2>>
<<auto_charge_and_release 0.1>>
<<trigger_ending 开场7>>
<<wait 2>>
<<trigger_ending 开场9>>
<<wait 2>>
<<trigger_ending 开场11>>
<<wait 2>>
<<trigger_ending 开场13>>
<<wait 2>>
// <<auto_charge_and_release 0.1>>
<<switch_camera BreakCamera>>
<<Open_play_timeline Art/TimeLineAsset/BreakEnding>>
// <<trigger_ending 开场7>>
// <<wait 2>>
// <<trigger_ending 开场9>>
// <<wait 2>>
// <<trigger_ending 开场11>>
// <<wait 2>>
// <<trigger_ending 开场13>>
// <<wait 2>>
<<jump end>>
===
@@ -7,8 +7,16 @@ position: 250,-26
//<<set_time_of_day EnvironmentManager "day">>
<<load_scene SubWay 1>>
<<jump 地铁ver2>>
===
// title: 纪录片
// tags:
// group: 入口
// position: 250,-26
// ---
// ===
@@ -17,6 +25,7 @@ tags:
colorID: 8
position: 250,200
---
<<fade_out 1>>
me: 我是怎么到这来的?我记不清了。
me: 上一秒还在床上,舒舒服服地睡着…下一秒我就已经站在这里。拿着螺丝刀,面前是一个被拆开的脑袋。
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center:
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m_Value: {x: 0.5, y: 0.5}
intensity:
m_OverrideState: 1
m_Value: 0.448
smoothness:
m_OverrideState: 1
m_Value: 0.726
rounded:
m_OverrideState: 1
m_Value: 0
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m_Name: DarkEdge Profile
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@@ -0,0 +1,8 @@
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guid: 3f6a846a90231034c927eda45c221a77
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@@ -7519,7 +7519,7 @@ Transform:
m_GameObject: {fileID: 519420028}
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m_LocalPosition: {x: -30.29, y: 0, z: -10}
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m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
+58
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@@ -0,0 +1,58 @@
using UnityEngine;
public class ExplosionEffect : MonoBehaviour
{
[Header("爆炸设置")]
public float explosionForce = 10f; // 爆炸力度
public float explosionRadius = 5f; // 爆炸范围
public float upwardForce = -5f; // 向上的力
public float destroyDelay = 10f; // 碎片销毁延迟
public float rotationForce = 5f; // 旋转力度
private void Awake()
{
// 获取所有子物体的Rigidbody组件
Rigidbody[] fragments = GetComponentsInChildren<Rigidbody>();
// 计算所有碎片的中心点
Vector3 centerPoint = Vector3.zero;
foreach (Rigidbody fragment in fragments)
{
if (fragment != null)
{
centerPoint += fragment.transform.position;
}
}
centerPoint /= fragments.Length;
foreach (Rigidbody fragment in fragments)
{
// 确保每个碎片都有Rigidbody组件
if (fragment != null)
{
// 添加爆炸力,使用计算出的中心点
fragment.AddExplosionForce(
explosionForce,
centerPoint,
explosionRadius,
upwardForce,
ForceMode.Impulse
);
// 添加随机旋转
Vector3 randomRotation = new Vector3(
Random.Range(-rotationForce, rotationForce),
Random.Range(-rotationForce, rotationForce),
Random.Range(-rotationForce, rotationForce)
);
fragment.AddTorque(randomRotation, ForceMode.Impulse);
// 延迟销毁碎片
Destroy(fragment.gameObject, destroyDelay);
}
}
// 销毁父物体
Destroy(gameObject, destroyDelay);
}
}
+11
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@@ -0,0 +1,11 @@
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@@ -8,6 +8,7 @@ using DG.Tweening;
using JetBrains.Annotations;
using Newtonsoft.Json;
using UnityEngine;
using System.Collections;
namespace AibisDream.FixSystem
{
@@ -27,10 +28,17 @@ namespace AibisDream.FixSystem
private SpriteRenderer _targetSpriteRenderer; // 目标的 SpriteRenderer
private SpriteRenderer _cutSpriteRenderer;
private SpriteRenderer _cutTextRenderer; // 添加cutText的SpriteRenderer引用
private CutLine _cutLine;
[Header("CutText闪烁效果")]
private float cutTextFlickerThreshold = 0.7f; // 开始闪烁的阈值
private float cutTextFlickerInterval = 0.1f; // 闪烁间隔
private float cutTextFlickerTimer = 0f; // 闪烁计时器
private bool isCutTextFlickering = false; // 是否正在闪烁
private Coroutine flickerCoroutine; // 闪烁协程引用
#endregion
// 模块基本数据
@@ -54,6 +62,10 @@ namespace AibisDream.FixSystem
_originalMaterial = _targetSpriteRenderer.GetComponent<SpriteRenderer>().material;
_cutSpriteRenderer = transform.Find("Cut Pic")?.GetComponent<SpriteRenderer>();
if (_cutSpriteRenderer != null)
{
_cutTextRenderer = _cutSpriteRenderer.transform.Find("Cut Text")?.GetComponent<SpriteRenderer>(); // 初始化cutText的SpriteRenderer
}
_highlightMaterial = Resources.Load<Material>("Materials/HighlightMaterial");
_alarmMaterial = Resources.Load<Material>("Materials/AlarmMaterial");
@@ -128,9 +140,16 @@ namespace AibisDream.FixSystem
{
_bodyModuleSystem.RemoveModule(this);
DialogController.Instance?.StartDialogNode($"{data.moduleName}CutDown");
EnumEventSystem.Global.Send(EventEnum.CutEnd);
Destroy(gameObject);
DialogController.Instance?.StartDialogNode($"{data.moduleName}CutDown");
EnumEventSystem.Global.Send(EventEnum.CutEnd);
Destroy(gameObject);
}
public void SetCutTextVisible(bool visible)
{
if (_cutTextRenderer != null)
{
_cutTextRenderer.enabled = visible;
}
}
public SpriteRenderer GetCutSpriteRenderer()
@@ -138,6 +157,54 @@ namespace AibisDream.FixSystem
return _cutSpriteRenderer;
}
public void StartCutTextFlicker()
{
if (!isCutTextFlickering)
{
isCutTextFlickering = true;
if (flickerCoroutine != null)
{
StopCoroutine(flickerCoroutine);
}
flickerCoroutine = StartCoroutine(CutTextFlickerCoroutine());
}
}
public void StopCutTextFlicker()
{
isCutTextFlickering = false;
if (flickerCoroutine != null)
{
StopCoroutine(flickerCoroutine);
flickerCoroutine = null;
}
// 确保最终状态是可见的
SetCutTextVisible(true);
}
private IEnumerator CutTextFlickerCoroutine()
{
while (isCutTextFlickering)
{
// 随机决定是否显示
bool shouldShow = UnityEngine.Random.value > 0.5f;
SetCutTextVisible(shouldShow);
// 随机等待时间,模拟接触不良效果
float waitTime = UnityEngine.Random.Range(cutTextFlickerInterval * 0.5f, cutTextFlickerInterval * 1.5f);
yield return new WaitForSeconds(waitTime);
}
}
public void UpdateCutProgress(float progress)
{
// 检查是否达到闪烁阈值
if (!isCutTextFlickering && progress >= cutTextFlickerThreshold)
{
StartCutTextFlicker();
}
}
// public void EnableCut()
// {
// // 打开或获取CutLine
@@ -134,6 +134,15 @@ namespace AibisDream
{
yield return PunchTapeSystem.StartCoroutine(PunchTapeSystem.PrintPunchTapes(count));
}
[YarnCommand("DropCable")]
public static void DropCable()
{
BodyModuleSystem.CableSystem.DropDownCable();
}
[YarnCommand("RetractCable")]
public static void RetractCable()
{
BodyModuleSystem.CableSystem.PullUpCable();
}
}
}
@@ -5,6 +5,8 @@ using Cinemachine;
using AibisDream.Framework;
using AibisDream.Kit;
using UnityEditor.Localization.Plugins.XLIFF.V12;
using DG.Tweening;
using System.Collections;
namespace AibisDream
{
@@ -12,10 +14,20 @@ namespace AibisDream
{
[Header("切割组件")]
public GameObject gearFollowerPrefab;
public GameObject entrancePanelPrefab; // 入场面板预制体
public float entranceDuration = 1.5f; // 入场动画时长
public float exitDuration = 1.5f; // 退场动画时长
public float panelOffsetY = 2f; // 面板在相机视野下方的偏移量
private GearFollower gearFollower;
private bool isCuttingMode = false;
private bool isEntranceComplete = false; // 入场是否完成
private bool isGearActive = false; // 标记gear是否已激活
private BodyModule _targetModule;
private SpriteRenderer _targetSpriteRenderer;
private GameObject entrancePanel; // 入场面板实例
private Camera _mainCamera;
private CinemachineVirtualCamera _currentVirtualCamera;
private void Awake()
{
@@ -33,23 +45,63 @@ namespace AibisDream
CameraKit.Instance.RegisterCamera(CameraEnum.CutEmoDeep, virtualCam4);
CameraKit.Instance.RegisterCamera(CameraEnum.CutMemoryDeep, virtualCam5);
CameraKit.Instance.RegisterCamera(CameraEnum.CutLogicDeep, virtualCam6);
_mainCamera = Camera.main;
}
private void Update()
{
if (isCuttingMode && gearFollower != null)
if (isCuttingMode && !isGearActive && gearFollower != null)
{
// 检测点击
if (Input.GetMouseButtonDown(0))
{
Ray ray = _mainCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction);
if (hit.collider != null && hit.collider.gameObject.GetComponent<GearFollower>() != null)
{
gearFollower=hit.collider.gameObject.GetComponent<GearFollower>();
ActivateGear();
}
}
}
else if (isCuttingMode && isGearActive && gearFollower != null)
{
gearFollower.GearUpdate();
}
}
public void StartCutting(BodyModule targetModule)
private void ActivateGear()
{
isGearActive = true;
if (gearFollower != null)
{
// 解除父子关系
gearFollower.transform.SetParent(null);
gearFollower.Init(_targetSpriteRenderer);
}
// 面板退场
if (entrancePanel != null)
{
Vector3 startPosition = GetPanelSpawnPosition();
entrancePanel.transform.DOMove(startPosition, exitDuration)
.SetEase(Ease.InBack)
.OnComplete(() => {
Destroy(entrancePanel);
entrancePanel = null;
});
}
}
public IEnumerator StartCutting(BodyModule targetModule)
{
// 检查参数
if (targetModule == null)
{
Debug.LogError("targetModule 为空");
return;
yield break;
}
// 保存目标模块
@@ -60,7 +112,7 @@ namespace AibisDream
if (_targetSpriteRenderer == null)
{
Debug.LogError("targetSprite 为空");
return;
yield break;
}
// 停止之前的切割
@@ -68,21 +120,94 @@ namespace AibisDream
// 设置切割模式
isCuttingMode = true;
isEntranceComplete = false;
// 创建GearFollower
Vector3 SpawnPosition = new Vector3(Screen.width / 2f, Screen.height / 4f, 0);
GameObject gearFollowerObj = Instantiate(gearFollowerPrefab, SpawnPosition, Quaternion.identity);
gearFollower = gearFollowerObj.GetComponent<GearFollower>();
gearFollower.Init(_targetSpriteRenderer);
// 创建入场面板
CreateEntrancePanel();
// 等待入场动画完成
yield return new WaitUntil(() => isEntranceComplete);
}
private Vector3 GetPanelSpawnPosition()
{
if (_mainCamera == null)
{
_mainCamera = Camera.main;
}
// 获取相机的位置和旋转
Vector3 cameraPosition = _mainCamera.transform.position;
Quaternion cameraRotation = _mainCamera.transform.rotation;
// 计算相机视野下方的位置
Vector3 forward = cameraRotation * Vector3.forward;
Vector3 right = cameraRotation * Vector3.right;
Vector3 up = cameraRotation * Vector3.up;
// 计算相机视野的底部中心点
float height = 2f * Mathf.Tan(_mainCamera.fieldOfView * 0.5f * Mathf.Deg2Rad) * _mainCamera.nearClipPlane;
float width = height * _mainCamera.aspect;
// 计算面板的起始位置(在相机视野下方)
Vector3 bottomCenter = cameraPosition + forward * _mainCamera.nearClipPlane - up * (height * 0.5f + panelOffsetY);
return bottomCenter;
}
private void CreateEntrancePanel()
{
// 获取基于当前相机位置的生成位置
Vector3 startPosition = GetPanelSpawnPosition();
if (startPosition == Vector3.zero)
{
Debug.LogError("无法获取面板生成位置");
return;
}
// 创建入场面板,保持原始旋转
entrancePanel = Instantiate(entrancePanelPrefab, startPosition, Quaternion.Euler(0,0,-90));
// 获取GearFollower组件(作为子物体)
gearFollower = entrancePanel.GetComponentInChildren<GearFollower>();
if (gearFollower == null)
{
Debug.LogError("入场面板预制体中没有找到GearFollower组件");
return;
}
// 计算相机视野高度
float height = 2f * Mathf.Tan(_mainCamera.fieldOfView * 0.5f * Mathf.Deg2Rad) * _mainCamera.nearClipPlane;
// 计算目标位置(相机视野中心偏下)
Vector3 targetPosition = startPosition + _mainCamera.transform.up * 3.5f;
// 执行入场动画
entrancePanel.transform.DOMove(targetPosition, entranceDuration)
.SetEase(Ease.OutBack)
.OnComplete(() => {
isEntranceComplete = true;
});
}
public void OnCutComplete()
{
isCuttingMode = false;
isEntranceComplete = false;
isGearActive = false;
if (gearFollower != null)
{
gearFollower.FinishCutting();
}
// 如果面板还存在,删除它
if (entrancePanel != null)
{
Destroy(entrancePanel);
entrancePanel = null;
}
}
public void UpdateModule()
{
@@ -91,11 +216,62 @@ namespace AibisDream
_targetModule.OnCuttingDown();
}
}
public void SetCutTextVisible(bool visible)
{
if (_targetModule != null)
{
_targetModule.SetCutTextVisible(visible);
}
}
public void UpdateCutProgress(float progress)
{
if (_targetModule != null)
{
_targetModule.UpdateCutProgress(progress);
}
}
public void StartCutTextFlicker()
{
if (_targetModule != null)
{
_targetModule.StartCutTextFlicker();
}
}
public void StopCutTextFlicker()
{
if (_targetModule != null)
{
_targetModule.StopCutTextFlicker();
}
}
public void StopCutting()
{
isCuttingMode = false;
if (gearFollower != null)
isEntranceComplete = false;
isGearActive = false;
if (_targetModule != null)
{
_targetModule.StopCutTextFlicker();
}
if (entrancePanel != null)
{
// 获取当前相机位置
Vector3 startPosition = GetPanelSpawnPosition();
// 执行退场动画
entrancePanel.transform.DOMove(startPosition, exitDuration)
.SetEase(Ease.InBack)
.OnComplete(() => {
Destroy(entrancePanel);
entrancePanel = null;
gearFollower = null;
});
}
else if (gearFollower != null)
{
Destroy(gearFollower.gameObject);
gearFollower = null;
@@ -6,6 +6,7 @@ using UnityEngine.VFX;
using DG.Tweening;
using AibisDream.FixSystem;
using AibisDream; // 添加OpenSystem的命名空间
using System.Collections;
public class GearFollower : MonoBehaviour
{
@@ -45,6 +46,12 @@ public class GearFollower : MonoBehaviour
public float fadeOutDelay = 1f; // 淡出前的延迟时间
public AudioClip cutCompleteSound; // 切割完成音效
[Header("CutText闪烁效果")]
private float cutTextFlickerThreshold = 0.7f; // 开始闪烁的阈值
private float cutTextFlickerInterval = 0.1f; // 闪烁间隔
private float cutTextFlickerTimer = 0f; // 闪烁计时器
private bool isCutTextFlickering = false; // 是否正在闪烁
private float totalEdgeLength = 0f; // 总边缘长度
private float cutLength = 0f; // 已切割长度
private bool isCutComplete = false;
@@ -127,6 +134,14 @@ public class GearFollower : MonoBehaviour
audioSource = gameObject.AddComponent<AudioSource>();
audioSource.playOnAwake = false;
audioSource.spatialBlend = 0f; // 2D音效
// 确保初始状态
isCutting = false;
isInTractionMode = false;
if (sparkVFX != null)
{
sparkVFX.Stop();
}
}
void Update()
{
@@ -379,6 +394,13 @@ public class GearFollower : MonoBehaviour
transform.position = targetPosition;
currentState = State.Traction;
isInTractionMode = true;
// 设置渲染顺序为5
SpriteRenderer gearRenderer = GetComponent<SpriteRenderer>();
if (gearRenderer != null)
{
gearRenderer.sortingOrder = 5;
}
}
}
private void UpdateTractionState(Vector2 mousePos)
@@ -547,7 +569,12 @@ public class GearFollower : MonoBehaviour
sparkVFX.Stop();
}
// 关闭切割光照
if (cutLight != null)
{
cutLight.enabled = false;
cutLight.intensity = 0f;
}
}
private int FindNearestEdgePointIndex(Vector2 pos, out float minDist)
{
@@ -620,6 +647,13 @@ public class GearFollower : MonoBehaviour
float progress = cutLength / totalEdgeLength;
Debug.Log($"当前切割长度: {cutLength}, 总长度: {totalEdgeLength}, 进度: {progress * 100}%");
// 更新切割进度
var cuttingManager = FixSystemCenter.SystemDic.Get<CuttingManager>();
if (cuttingManager != null)
{
cuttingManager.UpdateCutProgress(progress);
}
// 检查是否满足切割完成条件
if (!isCutComplete && progress >= cutCompletionThreshold)
{
@@ -703,7 +737,7 @@ public class GearFollower : MonoBehaviour
}
public void FinishCutting()
{
// 清理特效
// 清理特效
if (cutLight != null)
{
cutLight.enabled = false;
@@ -719,10 +753,19 @@ public class GearFollower : MonoBehaviour
// 计算随机方向
float randomAngle = Random.Range(-cutCompleteTiltAngle, cutCompleteTiltAngle);
Vector2 randomOffset = Random.insideUnitCircle * cutCompleteOffset;
var cuttingManager = FixSystemCenter.SystemDic.Get<CuttingManager>();
if (cuttingManager != null)
{
cuttingManager.StopCutTextFlicker();
cuttingManager.SetCutTextVisible(false);
}
// 立即应用倾斜和位移
targetSpriteRenderer.transform.rotation = Quaternion.Euler(0, 0, randomAngle);
targetSpriteRenderer.transform.position = originalTargetPosition + (Vector3)randomOffset;
// 创建动画序列
cutCompleteSequence = DOTween.Sequence();
@@ -751,7 +794,36 @@ public class GearFollower : MonoBehaviour
cuttingManager.UpdateModule();
}
});
}
private void StartCutTextFlicker()
{
var cuttingManager = FixSystemCenter.SystemDic.Get<CuttingManager>();
if (cuttingManager != null)
{
// 开始闪烁效果
StartCoroutine(CutTextFlickerCoroutine(cuttingManager));
}
}
private IEnumerator CutTextFlickerCoroutine(CuttingManager cuttingManager)
{
while (isCutTextFlickering && !isCutComplete)
{
// 随机决定是否显示
bool shouldShow = Random.value > 0.5f;
cuttingManager.SetCutTextVisible(shouldShow);
// 随机等待时间,模拟接触不良效果
float waitTime = Random.Range(cutTextFlickerInterval * 0.5f, cutTextFlickerInterval * 1.5f);
yield return new WaitForSeconds(waitTime);
}
// 确保最终状态是可见的
if (!isCutComplete)
{
cuttingManager.SetCutTextVisible(true);
}
}
private void OnDestroy()
@@ -79,6 +79,12 @@ namespace AibisDream.FixSystem
[SerializeField] private int panelLightBlinkCount = 2;
[SerializeField] private Color panelLightColor = Color.white;
[Header("警报灯设置")]
[SerializeField] private Light2D alarmLight;
[SerializeField] private float alarmBlinkSpeed = 0.5f;
[SerializeField] private Color alarmLightColor = Color.red;
private Tween alarmTween; // 用于控制警报灯闪烁的Tween
[SerializeField] private bool isSystemOn = false; // 系统开关状态
private LightState currentState = LightState.Normal;
@@ -107,6 +113,19 @@ namespace AibisDream.FixSystem
Error
}
public RobotECGWave.WaveType GetCurrentWaveType()
{
return ecgWave?.waveType ?? RobotECGWave.WaveType.RobotECG;
}
public void SetWaveType(RobotECGWave.WaveType waveType)
{
if (ecgWave != null)
{
ecgWave.SetWaveType(waveType);
}
}
private void Start()
{
InitializeSystemState();
@@ -251,8 +270,8 @@ namespace AibisDream.FixSystem
targetColor = emergencyColor;
breathingSpeed = emergencyBreathingSpeed;
waveType = RobotECGWave.WaveType.Noise;
environmentColor = emergencyEnvironmentColor;
environmentIntensity = emergencyEnvironmentIntensity;
environmentColor = normalEnvironmentColor; // 紧急状态不改变环境灯
environmentIntensity = normalEnvironmentIntensity;
break;
default:
targetColor = normalColor;
@@ -263,6 +282,31 @@ namespace AibisDream.FixSystem
break;
}
// 处理警报灯
if (alarmLight != null)
{
if (currentState == LightState.Emergency)
{
// 启动警报灯闪烁
alarmLight.color = alarmLightColor;
alarmTween?.Kill();
alarmTween = DOTween.To(
() => alarmLight.intensity,
x => alarmLight.intensity = x,
4f,
alarmBlinkSpeed
)
.SetLoops(-1, LoopType.Yoyo)
.SetEase(Ease.InOutSine);
}
else
{
// 关闭警报灯
alarmTween?.Kill();
alarmLight.intensity = 0f;
}
}
Debug.Log($"更新灯光状态: {currentState}, 目标颜色: {targetColor}, 呼吸速度: {breathingSpeed}");
// 更新呼吸灯
@@ -482,6 +526,36 @@ namespace AibisDream.FixSystem
}
}
public void SetAlarmBlinkSpeed(float speed)
{
if (speed > 0)
{
alarmBlinkSpeed = speed;
// 如果当前正在闪烁,更新闪烁速度
if (currentState == LightState.Emergency && alarmLight != null)
{
alarmTween?.Kill();
alarmTween = DOTween.To(
() => alarmLight.intensity,
x => alarmLight.intensity = x,
1f,
alarmBlinkSpeed
)
.SetLoops(-1, LoopType.Yoyo)
.SetEase(Ease.InOutSine);
}
}
}
public void StopAlarmLight()
{
if (alarmLight != null)
{
alarmTween?.Kill();
alarmLight.intensity = 0f;
}
}
private IEnumerator EnvironmentLightFlickerRoutine()
{
while (isEnvironmentLightFlickering)
@@ -540,6 +614,7 @@ namespace AibisDream.FixSystem
{
// 清理所有Tween
breathingTween?.Kill();
alarmTween?.Kill();
}
public IEnumerator StartSystem()
@@ -41,6 +41,24 @@ namespace AibisDream.FixSystem
LightSystem.SetEnvironmentLightFlickering(isFlickering);
}
[YarnCommand("set_alarm_blink_speed")]
public static void SetAlarmBlinkSpeed(float speed)
{
if (LightSystem != null)
{
LightSystem.SetAlarmBlinkSpeed(speed);
}
}
[YarnCommand("stop_alarm_light")]
public static void StopAlarmLight()
{
if (LightSystem != null)
{
LightSystem.StopAlarmLight();
}
}
[YarnCommand("start_system")]
public static IEnumerator StartSystem()
{
@@ -140,7 +140,7 @@ namespace AibisDream.FixSystem
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var lightSystem = FixSystemCenter.SystemDic.Get<FixLightSystem>();
// 拔出插头
//bodyModuleSystem.ResetPlug();
bodyModuleSystem.ResetPlug();
// 切换Body或Head
if (Enum.TryParse<ModuleState>(_args, out var moduleState))
{
@@ -514,7 +514,7 @@ namespace AibisDream.FixSystem
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeInAsync(0.1f);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutEmoDeep);
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutAsync(0.1f);
cuttingManager.StartCutting(bodyModule);
yield return cuttingManager.StartCutting(bodyModule);
@@ -558,7 +558,7 @@ namespace AibisDream.FixSystem
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeInAsync(0.1f);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutMemoryDeep);
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutAsync(0.1f);
cuttingManager.StartCutting(bodyModule);
yield return cuttingManager.StartCutting(bodyModule);
}
@@ -601,7 +601,7 @@ namespace AibisDream.FixSystem
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeInAsync(0.1f);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutLogicDeep);
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutAsync(0.1f);
cuttingManager.StartCutting(bodyModule);
yield return cuttingManager.StartCutting(bodyModule);
}
+50 -40
View File
@@ -20,6 +20,7 @@ namespace AibisDream
public SpriteDeepIn deepIn;
public LightRoom lightRoom;
public GameObject screen;
public GameObject breakGlass;
private bool isCuttingMode = false;
private void Awake()
@@ -28,6 +29,8 @@ namespace AibisDream
FixSystemCenter.SystemDic.Register(this);
var virtualCam = transform.Find("Op Camera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(CameraEnum.Op, virtualCam);
var breakCam = transform.Find("Break Camera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(CameraEnum.BreakCamera, breakCam);
}
public void Update()
@@ -135,49 +138,56 @@ namespace AibisDream
Debug.LogError($"找不到Timeline资源: {timelinePath}");
yield break;
}
// 创建临时PlayableDirector
var director = gameObject.AddComponent<PlayableDirector>();
director.playableAsset = timelineAsset;
// 处理绑定
if (bindings != null)
{
foreach (var track in timelineAsset.GetOutputTracks())
{
// 尝试从bindings中找到匹配的绑定
if (bindings.TryGetValue(track.name, out var binding))
{
director.SetGenericBinding(track, binding);
}
// 特殊处理DialogController
else if (track is SignalTrack || track.name.Contains("Dialog"))
{
director.SetGenericBinding(track, DialogController.Instance);
}
// 尝试在场景中查找同名物体
else
{
var targetObj = GameObject.Find(track.name);
if (targetObj != null)
{
director.SetGenericBinding(track, targetObj);
}
}
}
}
// 播放Timeline
director.Play();
// 等待Timeline播放完成
while (director.state == PlayState.Playing)
OpenPlayable.playableAsset = timelineAsset;
OpenPlayable.Play();
while (OpenPlayable.state == PlayState.Playing)
{
yield return null;
}
// 清理
Destroy(director);
// // 创建临时PlayableDirector
// var director = gameObject.AddComponent<PlayableDirector>();
// director.playableAsset = timelineAsset;
// // 处理绑定
// if (bindings != null)
// {
// foreach (var track in timelineAsset.GetOutputTracks())
// {
// // 尝试从bindings中找到匹配的绑定
// if (bindings.TryGetValue(track.name, out var binding))
// {
// director.SetGenericBinding(track, binding);
// }
// // 特殊处理DialogController
// else if (track is SignalTrack || track.name.Contains("Dialog"))
// {
// director.SetGenericBinding(track, DialogController.Instance);
// }
// // 尝试在场景中查找同名物体
// else
// {
// var targetObj = GameObject.Find(track.name);
// if (targetObj != null)
// {
// director.SetGenericBinding(track, targetObj);
// }
// }
// }
// }
// // 播放Timeline
// director.Play();
// // 等待Timeline播放完成
// while (director.state == PlayState.Playing)
// {
// yield return null;
// }
// // 清理
// Destroy(director);
}
}
@@ -211,7 +221,7 @@ namespace AibisDream
// }
}
[YarnCommand("play_timeline")]
[YarnCommand("Open_play_timeline")]
public static IEnumerator PlayTimeline(string timelinePath)
{
yield return OpenSystem.PlayTimeline(timelinePath);
@@ -2,6 +2,7 @@ using System;
using System.Collections;
using UnityEngine;
using Yarn.Unity;
using System.Collections.Generic;
namespace AibisDream.FixSystem
{
@@ -21,6 +22,7 @@ namespace AibisDream.FixSystem
var spriteFlashSystem = ShockSystem.GetComponent<SpriteFlashSystem>();
if (spriteFlashSystem != null)
{
ShockSystem.StartCoroutine(PlayShockFlash());
yield return spriteFlashSystem.TriggerFlash(imagePath);
}
}
@@ -48,5 +50,6 @@ namespace AibisDream.FixSystem
{
yield return ShockSystem.AutoChargeAndRelease(duration);
}
}
}
@@ -328,6 +328,10 @@ public class ShockSystem : MonoBehaviour
flashSequence.Kill();
}
// 获取ECG波形组件
var lightSystem = FixSystemCenter.SystemDic.Get<FixLightSystem>();
var originalWaveType = lightSystem?.GetCurrentWaveType();
flashSequence = DOTween.Sequence();
currentFlashHeadIndex = 0;
@@ -343,6 +347,12 @@ public class ShockSystem : MonoBehaviour
flashBackgroundSpriteRenderer.color = new Color(0, 0, 0, 1f); // 确保初始alpha为0
}
// 设置ECG为直线
if (lightSystem != null)
{
lightSystem.SetWaveType(RobotECGWave.WaveType.Flatline);
}
// 创建指定次数的闪烁
for (int i = 0; i < flashCount; i++)
{
@@ -388,9 +398,10 @@ public class ShockSystem : MonoBehaviour
// 等待序列完成
yield return flashSequence.WaitForCompletion();
// 闪烁结束后禁用所有精灵并重置状态
if (flashHeadSpriteRenderer != null)
// 恢复ECG波形
if (lightSystem != null && originalWaveType.HasValue)
{
lightSystem.SetWaveType(originalWaveType.Value);
flashHeadSpriteRenderer.gameObject.SetActive(false);
flashHeadSpriteRenderer.color = new Color(1, 1, 1, 0);
flashHeadSpriteRenderer.sprite = flashHeadSprites[0];
@@ -14,6 +14,8 @@ namespace AibisDream
[Header("References")]
[SerializeField] private SpriteRenderer targetSpriteRenderer;
[SerializeField] private SpriteRenderer backupSpriteRenderer;
// [SerializeField] private SpriteRenderer crossFadeRenderer1;
// [SerializeField] private SpriteRenderer crossFadeRenderer2;
// [SerializeField] private float fadeDuration = 0.5f;
// [SerializeField] private float crossFadeDuration = 2f;
[SerializeField] private UnityEngine.Rendering.Volume volume1;
@@ -45,6 +47,26 @@ namespace AibisDream
{
Debug.LogError("未设置备用SpriteRenderer");
}
// if (crossFadeRenderer1 != null)
// {
// crossFadeRenderer1.color = new Color(1f, 1f, 1f, 0f);
// crossFadeRenderer1.enabled = false;
// }
// else
// {
// Debug.LogError("未设置交叉淡入淡出SpriteRenderer1");
// }
// if (crossFadeRenderer2 != null)
// {
// crossFadeRenderer2.color = new Color(1f, 1f, 1f, 0f);
// crossFadeRenderer2.enabled = false;
// }
// else
// {
// Debug.LogError("未设置交叉淡入淡出SpriteRenderer2");
// }
}
public IEnumerator TriggerFlash(string imagePath, float fadeDuration = 0.2f)
@@ -60,6 +82,7 @@ namespace AibisDream
else
{
Debug.LogError($"无法加载闪回图片: {fullPath}");
yield break;
}
}
else
@@ -82,7 +105,7 @@ namespace AibisDream
}
else
{
yield return StartEndingCrossFade(endingSprite, fadeDuration);
yield return StartEndingFadeIn(endingSprite, fadeDuration);
}
currentEndingIndex++;
}
@@ -156,37 +179,44 @@ namespace AibisDream
currentSequence = null;
}
private IEnumerator StartEndingCrossFade(Sprite endingSprite, float crossFadeDuration = 2f)
{
isFading = true;
// private IEnumerator StartEndingCrossFade(Sprite endingSprite, float crossFadeDuration = 2f)
// {
// isFading = true;
// 设置备用渲染器的sprite
backupSpriteRenderer.sprite = endingSprite;
backupSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
// // 启用交叉淡入淡出渲染器
// crossFadeRenderer1.enabled = true;
// crossFadeRenderer2.enabled = true;
// 创建新的序列
currentSequence?.Kill();
currentSequence = DOTween.Sequence();
// // 设置第一个渲染器的sprite为当前显示的图片
// crossFadeRenderer1.sprite = targetSpriteRenderer.sprite;
// crossFadeRenderer1.color = new Color(1f, 1f, 1f, 1f);
// 当前sprite淡出,同时备用sprite淡入
currentSequence.Join(targetSpriteRenderer.DOFade(0f, crossFadeDuration).SetEase(Ease.InOutSine));
currentSequence.Join(backupSpriteRenderer.DOFade(1f, crossFadeDuration).SetEase(Ease.InOutSine));
// // 设置第二个渲染器的sprite为新图片
// crossFadeRenderer2.sprite = endingSprite;
// crossFadeRenderer2.color = new Color(1f, 1f, 1f, 0f);
// 等待序列完成
yield return currentSequence.WaitForCompletion();
// // 创建新的序列
// currentSequence?.Kill();
// currentSequence = DOTween.Sequence();
// 交换两个渲染器的角色
var tempSprite = targetSpriteRenderer.sprite;
targetSpriteRenderer.sprite = backupSpriteRenderer.sprite;
backupSpriteRenderer.sprite = tempSprite;
// // 第一个渲染器淡出,同时第二个渲染器淡入
// currentSequence.Join(crossFadeRenderer1.DOFade(0f, crossFadeDuration).SetEase(Ease.InOutSine));
// currentSequence.Join(crossFadeRenderer2.DOFade(1f, crossFadeDuration).SetEase(Ease.InOutSine));
// 重置透明度
targetSpriteRenderer.color = new Color(1f, 1f, 1f, 1f);
backupSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
// // 等待序列完成
// yield return currentSequence.WaitForCompletion();
isFading = false;
currentSequence = null;
}
// // 更新目标渲染器的sprite
// targetSpriteRenderer.sprite = endingSprite;
// targetSpriteRenderer.color = new Color(1f, 1f, 1f, 1f);
// // 禁用交叉淡入淡出渲染器
// crossFadeRenderer1.enabled = false;
// crossFadeRenderer2.enabled = false;
// isFading = false;
// currentSequence = null;
// }
private void OnDestroy()
{
+5 -1
View File
@@ -14,7 +14,8 @@ public class RobotECGWave : MonoBehaviour
Emergency,
Noise,
Abnormal,
Warning
Warning,
Flatline
}
[Header("波形设置")]
@@ -220,6 +221,9 @@ public class RobotECGWave : MonoBehaviour
case WaveType.Warning:
return GenerateWarningShape(time);
case WaveType.Flatline:
return 0f; // 返回0表示一条直线
case WaveType.RobotECG:
default:
return GenerateRobotECGShape(time);
@@ -317,6 +317,7 @@ namespace AibisDream.Framework
CutLogic,
CutEmoDeep,
CutMemoryDeep,
CutLogicDeep
CutLogicDeep,
BreakCamera,
}
}