提交
This commit is contained in:
@@ -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()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user