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|
||||
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m_BuildTextureStacks: []
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- 0.0048309183
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File diff suppressed because it is too large
Load Diff
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@@ -19,7 +19,7 @@ position: 205,199
|
||||
|
||||
//【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。
|
||||
|
||||
+2326
-1397
File diff suppressed because it is too large
Load Diff
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|
||||
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|
||||
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|
||||
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|
||||
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 899c54efeace73346a0a16faa3afe726, type: 3}
|
||||
m_Name: Vignette
|
||||
m_EditorClassIdentifier:
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active: 1
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color:
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||||
m_OverrideState: 1
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m_Value: {r: 0, g: 0, b: 0, a: 1}
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center:
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m_OverrideState: 1
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intensity:
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m_OverrideState: 1
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rounded:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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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_GameObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3}
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m_Name: DarkEdge Profile
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||||
m_EditorClassIdentifier:
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components:
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fileFormatVersion: 2
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guid: 3f6a846a90231034c927eda45c221a77
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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@@ -7519,7 +7519,7 @@ Transform:
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m_GameObject: {fileID: 519420028}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -30.29, y: 0, z: -10}
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m_LocalPosition: {x: -0.009999275, y: 0, z: -10}
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||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dddc15df4f52c984887b1e6e2f7d69de
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -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()
|
||||
{
|
||||
|
||||
@@ -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,
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user