Merge branch '6.13维修崩溃部分优化' into 'develop'
提交 See merge request aibis-dream/aibis-dream!449
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m_BuildTextureStacks: []
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,8 @@
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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=1>>
|
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<<declare $gameStage=2>>
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||||
<<declare $emoChecked=false>>
|
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<<declare $logicChecked=false>>
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<<declare $memoryChecked=false>>
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@@ -17,9 +17,11 @@ position: 250,-2612
|
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// <<fade_in 1>>
|
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// <<fade_out 1>>
|
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//<<switch_fix_system_to "EmoCut">>
|
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<<StartHeadBreathing>>
|
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<<fade_out 1>>
|
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<<switch_fix_system_to "BodyModule" "Head">>
|
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<<set_light_state Warning>>
|
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// <<set_light_state Emergency>>
|
||||
// <<open_warning_window 正在向视觉非法写入色彩数据,即将打印索引>>
|
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<<jump 手术准备>>
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@@ -125,10 +127,12 @@ gotash?: <shake>啊…<waitfor=0.2>啊!</shake> #line:037a594
|
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<<set_light_state Normal>>
|
||||
<<switch_fix_system_to "BodyModule" "Head">>
|
||||
me:体征已经重新稳定。 #line:0b1dd52
|
||||
<<StartHeadContinuousPain>>
|
||||
gotash?: 我<waitfor=0.1>这是<waitfor=0.1>什么?<waitfor=0.1>我<waitfor=0.1>不应该<waitfor=0.1>还<waitfor=0.1>活着。 #line:0274eb9
|
||||
gotash?: <shake>我<waitfor=0.1>必须<waitfor=0.2>[[size]]死[[^size]],回收<waitfor=0.1>必须<waitfor=0.1>被<waitfor=0.1>完成…</shake> #line:0ab8d02
|
||||
<<set_light_state warning>>
|
||||
gotash?: <shake>必须<waitfor=0.1>完成……<waitfor=0.3><rainb>excλute_core₭₭</rainb><waitfor=0.1>呃…<waitfor=0.1>啊……</shake> #line:083eaa8
|
||||
<<StopHeadContinuousPain>>
|
||||
me:病灶转移了,<waitfor=0.2>现在<waitfor=0.1>重新定位目标。 #line:015afd3
|
||||
<<hide_dialog>>
|
||||
// <<add_task TaskManager "检查逻辑模块">>
|
||||
@@ -174,8 +178,13 @@ gotash?: <shake>它还<waitfor=0.1>活着……<br>为什么!<waitfor=0.1>我<
|
||||
gotash?: <shake>这是梦…<waitfor=0.1>这是梦。<waitfor=0.1>我必须醒来,<waitfor=0.2>我必须醒来……</shake> #line:0d70b5d
|
||||
<<hide_dialog>>
|
||||
<<set_light_state Emergency>>
|
||||
me: 正在丢失生命体征,<waitfor=0.2>现在进行电击。 #line:015ac4e
|
||||
<<StartHeadContinuousPain>>
|
||||
gotash?:<shake>啊啊啊…</shake>
|
||||
<<wait 1>>
|
||||
me: 正在丢失生命体征。 #line:015ac4e
|
||||
me: 得先让他稳定下来。
|
||||
<<hide_dialog>>
|
||||
<<RetractCable>>
|
||||
<<start_shock>>
|
||||
|
||||
===
|
||||
@@ -192,36 +201,96 @@ position: 907,-2702
|
||||
<<if $flashCount==0>>
|
||||
<<play_shock_flash>>
|
||||
gotash?: <shake>[[size]]啊啊啊</shake>[[^size]] #auto_next #line:002dd4c
|
||||
<<set_light_state Warning>>
|
||||
<<set $flashCount=$flashCount+1>>
|
||||
<<wait 0.3>>
|
||||
gotash?: 这是哪里…<waitfor=0.1>为什么?<waitfor=0.1>我又回来了… #line:0baa994
|
||||
<<stop_shock>>
|
||||
<<wait 1>>
|
||||
<<StopHeadContinuousPain>>
|
||||
<<wait 1>>
|
||||
<<set_light_state Warning>>
|
||||
<<wait 1.5>>
|
||||
gotash?: 这是哪里…<waitfor=0.1>为什么?<waitfor=0.1>我又回来了… #line:0baa994
|
||||
<<wait 1>>
|
||||
me: 至少稳定下来了…
|
||||
me: 看起来是记忆模块的问题。 #line:0f7b387
|
||||
<<DropCable>>
|
||||
<<ModuleHightLight Memory true>>
|
||||
Task:检查记忆模块 #line:0b2facf
|
||||
<<set $gameStage = 5>>
|
||||
<<elseif $flashCount==1>>
|
||||
<<play_shock_flash>>
|
||||
<<wait 0.3>>
|
||||
<<stop_shock>>
|
||||
<<wait 0.5>>
|
||||
<<set_light_state Warning>>
|
||||
<<wait 1>>
|
||||
<<StopHeadContinuousPain>>
|
||||
<<wait 1.5>>
|
||||
me: 稳定了么?接下来… #auto_next
|
||||
<<StartHeadContinuousPain>>
|
||||
gotash?: <shake>啊啊,又开始了!</shake>
|
||||
<<set_light_state Emergency>>
|
||||
<<set $flashCount=$flashCount+1>>
|
||||
gotash?: 妈妈… #auto_next #line:08ee885
|
||||
gotash?: [[size]]<shake>妈妈…</shake>[[^size]] #line:08ee885
|
||||
me:再来一次,坚持住。
|
||||
<<start_shock>>
|
||||
<<elseif $flashCount==2>>
|
||||
<<play_shock_flash>>
|
||||
<<set_light_state Emergency>>
|
||||
<<wait 0.5>>
|
||||
<<stop_shock>>
|
||||
<<set $flashCount=$flashCount+1>>
|
||||
// me:听得到吗? #line:075ce88
|
||||
me:听得到吗? #line:075ce88
|
||||
gotash?: [[size]]<shake>啊啊啊啊啊…</shake>[[^size]]
|
||||
me:妈的,怎么回事???
|
||||
<<start_shock>>
|
||||
<<elseif $flashCount==3>>
|
||||
<<play_shock_flashback 开场1>>
|
||||
<<set $flashCount=$flashCount+1>>
|
||||
// me: 就差一点了…再坚持一下! #line:0ba461f
|
||||
<<wait 0.5>>
|
||||
<<stop_shock>>
|
||||
gotash?: [[size]]<shake>啊啊啊啊啊…</shake>[[^size]]
|
||||
me:[[size]]<shake>为什么???<waitfor=0.5>给我回来!!</shake>[[^size]]
|
||||
<<start_shock>>
|
||||
<<elseif $flashCount==4>>
|
||||
<<play_shock_flashback 开场2>>
|
||||
<<set $flashCount=$flashCount+1>>
|
||||
<<stop_shock>>
|
||||
<<start_shock>>
|
||||
<<elseif $flashCount==5>>
|
||||
<<play_shock_flashback 开场1>>
|
||||
<<set $flashCount=$flashCount+1>>
|
||||
<<stop_shock>>
|
||||
me:<shake>求求你…<waitfor=0.5>求求你…</shake>
|
||||
me:[[size]]<shake>回来!</shake>[[^size]]
|
||||
<<set $gameStage = 6>>
|
||||
<<jump Center>>
|
||||
// <<elseif $flashCount==6>>
|
||||
// <<play_shock_flashback 开场2>>
|
||||
// <<stop_shock>>
|
||||
// <<resume_timeline>>
|
||||
// <<set $flashCount=$flashCount+1>>
|
||||
// // me:[[size]]<shake>回来!!</shake>[[^size]]
|
||||
// // <<wait 1>>
|
||||
// <<elseif $flashCount==7>>
|
||||
// <<play_shock_flashback 开场2>>
|
||||
// <<stop_shock>>
|
||||
// <<resume_timeline>>
|
||||
// <<set $flashCount=$flashCount+1>>
|
||||
// // me:[[size]]<shake>回来!!</shake>[[^size]]
|
||||
// // <<wait 1>>
|
||||
// <<set $gameStage = 6>>
|
||||
// <<jump Center>>
|
||||
// <<elseif $flashCount==8>>
|
||||
// <<play_shock_flashback 开场2>>
|
||||
// <<stop_shock>>
|
||||
// <<resume_timeline>>
|
||||
// <<set $flashCount=$flashCount+1>>
|
||||
// // me:[[size]]<shake>回来!!</shake>[[^size]]
|
||||
// // <<wait 1>>
|
||||
// <<switch_camera BreakCamera>>
|
||||
// <<Open_play_timeline Art/TimeLineAsset/BreakEnding>>
|
||||
// <<set $gameStage = 6>>
|
||||
// <<jump Center>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
@@ -253,8 +322,11 @@ position: 907,-2702
|
||||
gotash?: 呃呃呃呃呃呃呃呃#auto_next #line:0cf6d36
|
||||
<<switch_fix_system_to "BodyModule" "Head">>
|
||||
me:应该结束了。现在应该… #line:0c23843
|
||||
<<StartHeadContinuousPain>>
|
||||
gotash?:<shake>啊好痛!让我去死吧!</shake>#auto_next
|
||||
<<set_light_state Emergency>>
|
||||
me:就差一点… #line:0b93ed1
|
||||
me:为什么??为什么不起作用?? #line:0b93ed1
|
||||
<<RetractCable>>
|
||||
<<start_shock>>
|
||||
// <<hide_dialog>>
|
||||
// <<wait 1>>
|
||||
@@ -287,6 +359,7 @@ position: 907,-2702
|
||||
<<task_moveOut>>
|
||||
Linking: 正在建立连接… #line:0e7b127
|
||||
<<wait 0.2>>
|
||||
<<TriggerHeadPainShake>>
|
||||
gotash?: 啊!痛…好痛! #line:0348ba1
|
||||
EmoModule: 已与情绪模块建立连接! #line:02a0fcf
|
||||
<<play_sfx "event:/Scriptal/beep_warning">>
|
||||
@@ -362,7 +435,7 @@ MemModule: 未检测到可查看的记忆卡带。 #line:0ce000f
|
||||
Error: 请定位坏死模块以中止溃解。 #line:08251a5
|
||||
<<else>>
|
||||
<<set $memoryChecked=true>>
|
||||
gotash?: 这一切都是徒劳。 #line:084b284
|
||||
gotash?: 没用的…没用的。 #line:084b284
|
||||
Error: 检测到模块发生递归性坏死!请尽快处理。 #line:031572d
|
||||
Error: 模块核心完整度:让我死吧 #line:0e21b2b
|
||||
Error: 里面是什么?:让我死吧 #line:04add2c
|
||||
@@ -394,7 +467,7 @@ Error: 检测到溃解信号流!进入隔离模式… #line:09bc69e
|
||||
Error: 请定位坏死模块以中止溃解。 #line:0286596
|
||||
// ->结束 #line:02b2f2f
|
||||
// <<close_screen>>
|
||||
<<clear_screen>>
|
||||
<<Reset_Plug>>
|
||||
<<jump 主维修界面_头部>>
|
||||
===
|
||||
|
||||
@@ -417,6 +490,6 @@ Error: 请定位坏死模块以中止溃解。 #line:0668599
|
||||
// ->结束 #line:0cbf347
|
||||
// <<close_screen>>
|
||||
// <<close_screen>>
|
||||
<<clear_screen>>
|
||||
<<Reset_Plug>>
|
||||
<<jump 主维修界面_头部>>
|
||||
===
|
||||
@@ -5,8 +5,8 @@ group:插线检查
|
||||
position: 906,-585
|
||||
---
|
||||
// <<enable_cut "HeadCover">>
|
||||
// <<jump end>>
|
||||
<<jump AutoChargeAndRelease>>
|
||||
//<<jump end>>
|
||||
<<jump AutoChargeAndRelease>>
|
||||
===
|
||||
|
||||
title:AutoChargeAndRelease
|
||||
@@ -18,31 +18,34 @@ position: 906,-585
|
||||
// <<fade_out 1>>
|
||||
// <<switch_fix_system_to "BodyModule" "Head">>
|
||||
<<set_light_state Emergency>>
|
||||
<<start_shock>>
|
||||
<<start_shock_abnormal>>
|
||||
<<wait 1.5>>
|
||||
<<auto_charge_and_release 1>>
|
||||
<<play_shock_flashback 开场1>>
|
||||
<<auto_charge_and_release 0.8>>
|
||||
<<play_shock_flashback 开场2>>
|
||||
<<auto_charge_and_release 0.6>>
|
||||
<<play_shock_flashback 开场1>>
|
||||
<<auto_charge_and_release 0.4>>
|
||||
<<play_shock_flashback 开场2>>
|
||||
<<auto_charge_and_release 0.4>>
|
||||
<<play_shock_flashback 开场1>>
|
||||
<<auto_charge_and_release 0.4>>
|
||||
<<play_shock_flashback 开场2>>
|
||||
<<Open_play_timeline Art/TimeLineAsset/Emergency>>
|
||||
<<auto_charge_and_release 0.4>>
|
||||
<<play_shock_flashback 开场1>>
|
||||
<<auto_charge_and_release 0.2>>
|
||||
<<play_shock_flashback 开场2>>
|
||||
<<auto_charge_and_release 0.2>>
|
||||
<<play_shock_flashback 开场1>>
|
||||
<<resume_timeline>>
|
||||
<<auto_charge_and_release 0.1>>
|
||||
<<play_shock_flashback 开场2>>
|
||||
<<auto_charge_and_release 0.1>>
|
||||
<<play_shock_flashback 开场1>>
|
||||
<<resume_timeline>>
|
||||
<<auto_charge_and_release 0.1>>
|
||||
<<play_shock_flashback 开场1>>
|
||||
<<auto_charge_and_release 0.1>>
|
||||
<<play_shock_flashback 开场2>>
|
||||
<<auto_charge_and_release 0.1>>
|
||||
<<play_shock_flashback 开场1>>
|
||||
<<auto_charge_and_release 0.1>>
|
||||
<<play_shock_flashback 开场2>>
|
||||
<<auto_charge_and_release 0.1>>
|
||||
<<resume_timeline>>
|
||||
<<switch_camera BreakCamera>>
|
||||
<<Open_play_timeline Art/TimeLineAsset/BreakEnding>>
|
||||
// <<trigger_ending 开场7>>
|
||||
|
||||
+8920
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m_OverrideState: 0
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@@ -43,6 +43,11 @@ namespace AibisDream.FixSystem
|
||||
|
||||
[SerializeField] public float plugSnappingRange = 1f;
|
||||
|
||||
private Vector3 _headModuleOriginalPos;
|
||||
private Coroutine _breathingCoroutine;
|
||||
private Coroutine _painShakeCoroutine;
|
||||
private Coroutine _continuousPainCoroutine;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
InitComponentRefs();
|
||||
@@ -228,6 +233,131 @@ namespace AibisDream.FixSystem
|
||||
{
|
||||
BodyModules.Remove(module);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (_headModuleGroup != null)
|
||||
{
|
||||
_headModuleOriginalPos = _headModuleGroup.transform.localPosition;
|
||||
StartBreathing();
|
||||
}
|
||||
}
|
||||
|
||||
public void StartBreathing()
|
||||
{
|
||||
if (_breathingCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_breathingCoroutine);
|
||||
}
|
||||
_breathingCoroutine = StartCoroutine(BreathingAnimation());
|
||||
}
|
||||
|
||||
public void StopBreathing()
|
||||
{
|
||||
if (_breathingCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_breathingCoroutine);
|
||||
_breathingCoroutine = null;
|
||||
}
|
||||
if (_headModuleGroup != null)
|
||||
{
|
||||
_headModuleGroup.transform.localPosition = _headModuleOriginalPos;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator BreathingAnimation()
|
||||
{
|
||||
float time = 0;
|
||||
while (true)
|
||||
{
|
||||
time += Time.deltaTime;
|
||||
float yOffset = Mathf.Sin(time * 2f) * 0.02f; // 调整呼吸幅度和速度
|
||||
_headModuleGroup.transform.localPosition = _headModuleOriginalPos + new Vector3(0, yOffset, 0);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
public void TriggerPainShake()
|
||||
{
|
||||
if (_painShakeCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_painShakeCoroutine);
|
||||
}
|
||||
_painShakeCoroutine = StartCoroutine(PainShakeAnimation());
|
||||
}
|
||||
|
||||
private IEnumerator PainShakeAnimation()
|
||||
{
|
||||
StopBreathing();
|
||||
float duration = 0.5f;
|
||||
float elapsed = 0f;
|
||||
Vector3 originalPos = _headModuleGroup.transform.localPosition;
|
||||
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float intensity = 1f - (elapsed / duration);
|
||||
_headModuleGroup.transform.localPosition = originalPos + new Vector3(
|
||||
UnityEngine.Random.Range(-0.1f, 0.1f) * intensity,
|
||||
UnityEngine.Random.Range(-0.1f, 0.1f) * intensity,
|
||||
UnityEngine.Random.Range(-0.1f, 0.1f) * intensity
|
||||
);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_headModuleGroup.transform.localPosition = originalPos;
|
||||
StartBreathing();
|
||||
}
|
||||
|
||||
public void StartContinuousPain()
|
||||
{
|
||||
if (_continuousPainCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_continuousPainCoroutine);
|
||||
}
|
||||
_continuousPainCoroutine = StartCoroutine(ContinuousPainAnimation());
|
||||
}
|
||||
|
||||
public void StopContinuousPain()
|
||||
{
|
||||
if (_continuousPainCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_continuousPainCoroutine);
|
||||
_continuousPainCoroutine = null;
|
||||
}
|
||||
if (_headModuleGroup != null)
|
||||
{
|
||||
_headModuleGroup.transform.localPosition = _headModuleOriginalPos;
|
||||
}
|
||||
StartBreathing();
|
||||
}
|
||||
|
||||
private IEnumerator ContinuousPainAnimation()
|
||||
{
|
||||
StopBreathing();
|
||||
while (true)
|
||||
{
|
||||
// 抖动阶段
|
||||
float shakeDuration = 1f;
|
||||
float shakeElapsed = 0f;
|
||||
Vector3 originalPos = _headModuleGroup.transform.localPosition;
|
||||
|
||||
while (shakeElapsed < shakeDuration)
|
||||
{
|
||||
shakeElapsed += Time.deltaTime;
|
||||
_headModuleGroup.transform.localPosition = originalPos + new Vector3(
|
||||
UnityEngine.Random.Range(-0.05f, 0.05f),
|
||||
UnityEngine.Random.Range(-0.05f, 0.05f),
|
||||
UnityEngine.Random.Range(-0.05f, 0.05f)
|
||||
);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 暂停阶段
|
||||
_headModuleGroup.transform.localPosition = originalPos;
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[LoadIndex(2)]
|
||||
|
||||
@@ -147,5 +147,35 @@ namespace AibisDream
|
||||
{
|
||||
BodyModuleSystem.CableSystem.PullUpCable();
|
||||
}
|
||||
|
||||
[YarnCommand("StartHeadBreathing")]
|
||||
public static void StartHeadBreathing()
|
||||
{
|
||||
BodyModuleSystem.StartBreathing();
|
||||
}
|
||||
|
||||
[YarnCommand("StopHeadBreathing")]
|
||||
public static void StopHeadBreathing()
|
||||
{
|
||||
BodyModuleSystem.StopBreathing();
|
||||
}
|
||||
|
||||
[YarnCommand("TriggerHeadPainShake")]
|
||||
public static void TriggerHeadPainShake()
|
||||
{
|
||||
BodyModuleSystem.TriggerPainShake();
|
||||
}
|
||||
|
||||
[YarnCommand("StartHeadContinuousPain")]
|
||||
public static void StartHeadContinuousPain()
|
||||
{
|
||||
BodyModuleSystem.StartContinuousPain();
|
||||
}
|
||||
|
||||
[YarnCommand("StopHeadContinuousPain")]
|
||||
public static void StopHeadContinuousPain()
|
||||
{
|
||||
BodyModuleSystem.StopContinuousPain();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -68,6 +68,15 @@ namespace AibisDream
|
||||
gearFollower.GearUpdate();
|
||||
}
|
||||
}
|
||||
public void ClearCutLine()
|
||||
{
|
||||
if (gearFollower != null)
|
||||
{
|
||||
gearFollower.ClearCutLine();
|
||||
Destroy(gearFollower.gameObject);
|
||||
gearFollower = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void ActivateGear()
|
||||
{
|
||||
|
||||
@@ -735,6 +735,14 @@ public class GearFollower : MonoBehaviour
|
||||
cuttingManager.OnCutComplete();
|
||||
}
|
||||
}
|
||||
public void ClearCutLine()
|
||||
{
|
||||
if (cutLineRenderer != null)
|
||||
{
|
||||
cutLineRenderer.positionCount = 0;
|
||||
Destroy(this.gameObject);
|
||||
}
|
||||
}
|
||||
public void FinishCutting()
|
||||
{
|
||||
// 清理特效
|
||||
@@ -746,10 +754,7 @@ public class GearFollower : MonoBehaviour
|
||||
{
|
||||
sparkVFX.Stop();
|
||||
}
|
||||
if (cutLineRenderer != null)
|
||||
{
|
||||
cutLineRenderer.positionCount = 0;
|
||||
}
|
||||
|
||||
// 计算随机方向
|
||||
float randomAngle = Random.Range(-cutCompleteTiltAngle, cutCompleteTiltAngle);
|
||||
Vector2 randomOffset = Random.insideUnitCircle * cutCompleteOffset;
|
||||
@@ -787,7 +792,7 @@ public class GearFollower : MonoBehaviour
|
||||
}
|
||||
cutCompleteSequence.OnComplete(() =>
|
||||
{
|
||||
Destroy(this.gameObject);
|
||||
|
||||
var cuttingManager = FixSystemCenter.SystemDic.Get<CuttingManager>();
|
||||
if (cuttingManager != null)
|
||||
{
|
||||
|
||||
@@ -7,8 +7,10 @@ public class HeatLineSegmentController : MonoBehaviour
|
||||
private Sequence sequence;
|
||||
|
||||
public float duration = 4f; // 整个冷却淡出时间
|
||||
public Color hotColor = Color.red;
|
||||
public Color coldColor = Color.black;
|
||||
public Color whiteColor = Color.white; // 最热 - 白色
|
||||
public Color orangeColor = new Color(1f, 0.5f, 0f, 1f); // 次热 - 橙色
|
||||
public Color redColor = Color.red; // 较热 - 红色
|
||||
public Color coldColor = Color.black; // 冷却 - 黑色
|
||||
|
||||
void Awake()
|
||||
{
|
||||
@@ -17,7 +19,7 @@ public class HeatLineSegmentController : MonoBehaviour
|
||||
{
|
||||
Debug.LogError("HeatLineSegmentController需要LineRenderer组件");
|
||||
}
|
||||
lineRenderer.startColor = lineRenderer.endColor = hotColor;
|
||||
lineRenderer.startColor = lineRenderer.endColor = whiteColor;
|
||||
}
|
||||
|
||||
void Start()
|
||||
@@ -25,11 +27,23 @@ public class HeatLineSegmentController : MonoBehaviour
|
||||
// 创建颜色渐变序列
|
||||
sequence = DOTween.Sequence();
|
||||
|
||||
// 颜色从热色到冷色
|
||||
// 白色到橙色 (快速过渡)
|
||||
sequence.Append(DOTween.To(() => lineRenderer.startColor, x => {
|
||||
lineRenderer.startColor = x;
|
||||
lineRenderer.endColor = x;
|
||||
}, coldColor, duration * 0.7f).SetEase(Ease.InOutQuad));
|
||||
}, orangeColor, duration * 0.1f).SetEase(Ease.InOutQuad));
|
||||
|
||||
// 橙色到红色
|
||||
sequence.Append(DOTween.To(() => lineRenderer.startColor, x => {
|
||||
lineRenderer.startColor = x;
|
||||
lineRenderer.endColor = x;
|
||||
}, redColor, duration * 0.3f).SetEase(Ease.InOutQuad));
|
||||
|
||||
// 红色到黑色
|
||||
sequence.Append(DOTween.To(() => lineRenderer.startColor, x => {
|
||||
lineRenderer.startColor = x;
|
||||
lineRenderer.endColor = x;
|
||||
}, coldColor, duration * 0.3f).SetEase(Ease.InOutQuad));
|
||||
|
||||
// 淡出效果
|
||||
sequence.Append(DOTween.To(() => lineRenderer.startColor.a, x => {
|
||||
|
||||
@@ -563,6 +563,8 @@ namespace AibisDream.FixSystem
|
||||
{
|
||||
// 无
|
||||
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeInAsync(0.1f);
|
||||
var cuttingManager = FixSystemCenter.SystemDic.Get<CuttingManager>();
|
||||
cuttingManager.ClearCutLine();
|
||||
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutEmo);
|
||||
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutAsync(0.1f);
|
||||
}
|
||||
@@ -606,6 +608,8 @@ namespace AibisDream.FixSystem
|
||||
public IEnumerator Exit()
|
||||
{
|
||||
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeInAsync(0.1f);
|
||||
var cuttingManager = FixSystemCenter.SystemDic.Get<CuttingManager>();
|
||||
cuttingManager.ClearCutLine();
|
||||
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutMemory);
|
||||
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutAsync(0.1f);
|
||||
}
|
||||
@@ -646,6 +650,8 @@ namespace AibisDream.FixSystem
|
||||
public IEnumerator Exit()
|
||||
{
|
||||
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeInAsync(0.1f);
|
||||
var cuttingManager = FixSystemCenter.SystemDic.Get<CuttingManager>();
|
||||
cuttingManager.ClearCutLine();
|
||||
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutLogic);
|
||||
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutAsync(0.1f);
|
||||
}
|
||||
|
||||
@@ -20,7 +20,7 @@ namespace AibisDream
|
||||
public GameObject screen;
|
||||
|
||||
public SpriteRenderer dreamSprite;
|
||||
|
||||
|
||||
public BubbleSlotGroup bubbleSlotGroup;
|
||||
|
||||
private void Awake()
|
||||
@@ -128,7 +128,7 @@ namespace AibisDream
|
||||
foreach (var track in timeline.GetOutputTracks())
|
||||
{
|
||||
// 检查轨道类型是否为Signal Track或其他需要DialogController的轨道
|
||||
if (track is SignalTrack || track.name.Contains("Fade"))
|
||||
if (track.name.Contains("Fade"))
|
||||
{
|
||||
// 绑定DialogController实例
|
||||
openPlayable.SetGenericBinding(track, UIManager.Instance.GetPanel<PlayToolPanel>());
|
||||
@@ -148,7 +148,6 @@ namespace AibisDream
|
||||
}
|
||||
|
||||
openPlayable.playableAsset = timelineAsset;
|
||||
BindPlayToolPanel();
|
||||
// BindDialogController();
|
||||
openPlayable.Play();
|
||||
while (openPlayable.state == PlayState.Playing)
|
||||
@@ -176,6 +175,29 @@ namespace AibisDream
|
||||
{
|
||||
DialogController.Instance.StartDialogNode("Cut_End");
|
||||
}
|
||||
|
||||
public void PauseTimeline()
|
||||
{
|
||||
Debug.Log("TRY PAUSE Timeline"); // 添加这行
|
||||
if (openPlayable != null && openPlayable.state == PlayState.Playing)
|
||||
{
|
||||
Debug.Log("Timeline is being paused"); // 添加这行
|
||||
openPlayable.Pause();
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerator ResumeTimeline()
|
||||
{
|
||||
if (openPlayable != null && openPlayable.state == PlayState.Paused)
|
||||
{
|
||||
openPlayable.Resume();
|
||||
// 等待 Timeline 播放完成
|
||||
while (openPlayable.state == PlayState.Playing)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static class OpenYarnCommand
|
||||
@@ -245,5 +267,17 @@ namespace AibisDream
|
||||
{
|
||||
OpenSystem.DreamDisappear();
|
||||
}
|
||||
|
||||
[YarnCommand("resume_timeline")]
|
||||
public static IEnumerator ResumeTimeline()
|
||||
{
|
||||
yield return OpenSystem.ResumeTimeline();
|
||||
}
|
||||
|
||||
[YarnCommand("pause_timeline")]
|
||||
public static void PauseTimeline()
|
||||
{
|
||||
OpenSystem.PauseTimeline();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -51,5 +51,22 @@ namespace AibisDream.FixSystem
|
||||
yield return ShockSystem.AutoChargeAndRelease(duration);
|
||||
}
|
||||
|
||||
// [YarnCommand("set_shock_abnormal")]
|
||||
// public static void SetShockAbnormal(bool isAbnormal)
|
||||
// {
|
||||
// ShockSystem.SetAbnormalState(isAbnormal);
|
||||
// }
|
||||
|
||||
[YarnCommand("start_shock_abnormal")]
|
||||
public static void StartShockAbnormal()
|
||||
{
|
||||
ShockSystem.SetAbnormalState(true);
|
||||
}
|
||||
|
||||
[YarnCommand("stop_shock_abnormal")]
|
||||
public static void StopShockAbnormal()
|
||||
{
|
||||
ShockSystem.SetAbnormalState(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -24,6 +24,9 @@ public class ShockSystem : MonoBehaviour
|
||||
[SerializeField] private SpriteRenderer flashSpriteRenderer;
|
||||
[SerializeField] private List<Sprite> flashHeadSprites; // 头部闪烁精灵列表
|
||||
[SerializeField] private SpriteFlashSystem spriteFlashSystem; // Sprite闪烁系统
|
||||
[SerializeField] private GameObject sparkEffect1; // 火花特效1
|
||||
[SerializeField] private GameObject sparkEffect2; // 火花特效2
|
||||
[SerializeField] private Image progressBarFg; // 进度条前景
|
||||
[Header("Settings")]
|
||||
[SerializeField] private bool isSystemOn = false; // 系统开关状态
|
||||
[SerializeField] private Vector3 leftShockDeviceTargetPos; // 左电击装置目标位置
|
||||
@@ -60,6 +63,14 @@ public class ShockSystem : MonoBehaviour
|
||||
[SerializeField] private float leverReturnSpeed = 300f; // 杆回弹速度
|
||||
[SerializeField] private float leverSmoothTime = 0.1f; // 杆转动平滑时间
|
||||
|
||||
[Header("Abnormal State Settings")]
|
||||
[SerializeField] private bool isAbnormalState = false; // 是否处于异常状态
|
||||
[SerializeField] private float abnormalLeverShakeAmount = 30f; // 异常状态下拉杆震动幅度
|
||||
[SerializeField] private float abnormalLeverShakeSpeed = 20f; // 异常状态下拉杆震动速度
|
||||
[SerializeField] private float abnormalPanelShakeAmount = 0.1f; // 异常状态下面板震动幅度
|
||||
[SerializeField] private float abnormalPanelShakeSpeed = 15f; // 异常状态下面板震动速度
|
||||
[SerializeField] private Color abnormalProgressBarColor = Color.red; // 异常状态下进度条颜色
|
||||
|
||||
private bool isCharging = false;
|
||||
private float currentProgress = 0f;
|
||||
private float currentLeverAngle = 0f; // 当前杆的角度
|
||||
@@ -74,6 +85,9 @@ public class ShockSystem : MonoBehaviour
|
||||
private Vector3 leftDeviceOriginalPos; // 左电击装置原始位置
|
||||
private Vector3 rightDeviceOriginalPos; // 右电击装置原始位置
|
||||
private Tweener deviceShakeTweener; // 电击器震动动画
|
||||
private Tweener abnormalLeverShakeTweener; // 异常状态下拉杆震动动画
|
||||
private Tweener abnormalPanelShakeTweener; // 异常状态下面板震动动画
|
||||
private Color normalProgressBarColor; // 正常状态下进度条颜色
|
||||
|
||||
// 公共访问器
|
||||
public float FlashDuration => flashDuration;
|
||||
@@ -109,15 +123,29 @@ public class ShockSystem : MonoBehaviour
|
||||
lever.localRotation = Quaternion.Euler(0, 0, 0);
|
||||
}
|
||||
|
||||
// // 根据系统状态初始化灯光
|
||||
// SetSystemPower(isSystemOn);
|
||||
// 保存正常状态下的进度条颜色
|
||||
if (progressBarFg != null)
|
||||
{
|
||||
normalProgressBarColor = progressBarFg.color;
|
||||
}
|
||||
|
||||
// 确保火花效果初始状态为关闭
|
||||
if (sparkEffect1 != null) sparkEffect1.SetActive(false);
|
||||
if (sparkEffect2 != null) sparkEffect2.SetActive(false);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
HandleLeverInput();
|
||||
UpdateLeverRotation();
|
||||
UpdateCharging();
|
||||
if (isAbnormalState)
|
||||
{
|
||||
UpdateAbnormalState();
|
||||
}
|
||||
else
|
||||
{
|
||||
HandleLeverInput();
|
||||
UpdateLeverRotation();
|
||||
UpdateCharging();
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleLeverInput()
|
||||
@@ -413,9 +441,134 @@ public class ShockSystem : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateAbnormalState()
|
||||
{
|
||||
// 在异常状态下,拉杆会不受控制地震动
|
||||
if (lever != null)
|
||||
{
|
||||
float randomAngle = Mathf.Sin(Time.time * abnormalLeverShakeSpeed) * abnormalLeverShakeAmount;
|
||||
lever.localRotation = Quaternion.Euler(0, 0, randomAngle);
|
||||
}
|
||||
|
||||
// 更新充能状态
|
||||
UpdateCharging();
|
||||
}
|
||||
|
||||
public void SetAbnormalState(bool isAbnormal)
|
||||
{
|
||||
isAbnormalState = isAbnormal;
|
||||
|
||||
if (isAbnormal)
|
||||
{
|
||||
// 启动异常状态效果
|
||||
StartAbnormalEffects();
|
||||
}
|
||||
else
|
||||
{
|
||||
// 停止异常状态效果
|
||||
StopAbnormalEffects();
|
||||
}
|
||||
}
|
||||
|
||||
private void StartAbnormalEffects()
|
||||
{
|
||||
// 设置进度条颜色为红色
|
||||
if (progressBarFg != null)
|
||||
{
|
||||
progressBarFg.color = abnormalProgressBarColor;
|
||||
}
|
||||
|
||||
// 启动面板震动,使用随机参数
|
||||
if (operationPanel != null)
|
||||
{
|
||||
StartCoroutine(RandomPanelShake());
|
||||
}
|
||||
|
||||
// 激活火花特效并添加随机闪烁
|
||||
if (sparkEffect1 != null)
|
||||
{
|
||||
sparkEffect1.SetActive(true);
|
||||
StartCoroutine(RandomSparkEffect(sparkEffect1));
|
||||
}
|
||||
if (sparkEffect2 != null)
|
||||
{
|
||||
sparkEffect2.SetActive(true);
|
||||
StartCoroutine(RandomSparkEffect(sparkEffect2));
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator RandomPanelShake()
|
||||
{
|
||||
while (isAbnormalState)
|
||||
{
|
||||
// 随机震动参数
|
||||
float randomAmount = Random.Range(abnormalPanelShakeAmount * 0.5f, abnormalPanelShakeAmount * 1.5f);
|
||||
float randomSpeed = Random.Range(abnormalPanelShakeSpeed * 0.7f, abnormalPanelShakeSpeed * 1.3f);
|
||||
float randomDuration = Random.Range(0.2f, 0.5f);
|
||||
|
||||
if (abnormalPanelShakeTweener != null)
|
||||
{
|
||||
abnormalPanelShakeTweener.Kill();
|
||||
}
|
||||
|
||||
abnormalPanelShakeTweener = operationPanel.DOShakePosition(
|
||||
randomDuration,
|
||||
randomAmount,
|
||||
vibrate,
|
||||
randomSpeed,
|
||||
false,
|
||||
false
|
||||
).SetEase(Ease.Linear);
|
||||
|
||||
yield return new WaitForSeconds(randomDuration);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator RandomSparkEffect(GameObject sparkEffect)
|
||||
{
|
||||
while (isAbnormalState)
|
||||
{
|
||||
// 随机闪烁间隔
|
||||
float randomInterval = Random.Range(0.1f, 0.3f);
|
||||
sparkEffect.SetActive(!sparkEffect.activeSelf);
|
||||
yield return new WaitForSeconds(randomInterval);
|
||||
}
|
||||
}
|
||||
|
||||
private void StopAbnormalEffects()
|
||||
{
|
||||
// 恢复进度条颜色
|
||||
if (progressBarFg != null)
|
||||
{
|
||||
progressBarFg.color = normalProgressBarColor;
|
||||
}
|
||||
|
||||
// 停止面板震动
|
||||
if (abnormalPanelShakeTweener != null)
|
||||
{
|
||||
abnormalPanelShakeTweener.Kill();
|
||||
}
|
||||
|
||||
// 停止拉杆震动
|
||||
if (abnormalLeverShakeTweener != null)
|
||||
{
|
||||
abnormalLeverShakeTweener.Kill();
|
||||
}
|
||||
|
||||
// 关闭火花特效
|
||||
if (sparkEffect1 != null) sparkEffect1.SetActive(false);
|
||||
if (sparkEffect2 != null) sparkEffect2.SetActive(false);
|
||||
}
|
||||
|
||||
// 自动充能并释放
|
||||
public IEnumerator AutoChargeAndRelease(float duration = 1f)
|
||||
{
|
||||
// 保存当前异常状态
|
||||
bool originalAbnormalState = isAbnormalState;
|
||||
|
||||
// 临时禁用异常状态
|
||||
isAbnormalState = false;
|
||||
|
||||
// 禁用玩家输入
|
||||
bool originalIsDraggingLever = isDraggingLever;
|
||||
isDraggingLever = false;
|
||||
@@ -448,12 +601,12 @@ public class ShockSystem : MonoBehaviour
|
||||
isCharging = false;
|
||||
isDraggingLever = originalIsDraggingLever;
|
||||
|
||||
// 触发 Yarn 节点来决定使用哪种效果
|
||||
// DialogController.Instance.StartDialogNode(shockEffectNode);
|
||||
|
||||
// 重置杆的角度
|
||||
targetLeverAngle = 0f;
|
||||
ResetProgress();
|
||||
|
||||
// 恢复异常状态
|
||||
isAbnormalState = originalAbnormalState;
|
||||
}
|
||||
|
||||
// 使用默认参数的自动充能方法
|
||||
@@ -476,6 +629,14 @@ public class ShockSystem : MonoBehaviour
|
||||
{
|
||||
deviceShakeTweener.Kill();
|
||||
}
|
||||
if (abnormalLeverShakeTweener != null)
|
||||
{
|
||||
abnormalLeverShakeTweener.Kill();
|
||||
}
|
||||
if (abnormalPanelShakeTweener != null)
|
||||
{
|
||||
abnormalPanelShakeTweener.Kill();
|
||||
}
|
||||
}
|
||||
|
||||
// 设置系统电源状态
|
||||
|
||||
@@ -6,13 +6,17 @@ using Yarn.Unity;
|
||||
namespace AibisDream
|
||||
{
|
||||
public class TimelineSignalReceiver : MonoBehaviour, INotificationReceiver {
|
||||
public string nodeToRunOnSignal = "TimelineFinished"; // Yarn 节点名称
|
||||
public string nodeToRunOnSignal = "TimelineFinished"; // Yarn 节点名称
|
||||
|
||||
public void OnNotify(Playable origin, INotification notification, object context) {
|
||||
if (notification is SignalEmitter signal && signal.asset.name == "TimelineDone") {
|
||||
Debug.Log("Timeline done, triggering Yarn node: " + nodeToRunOnSignal);
|
||||
DialogController.Instance.StartDialogNode(nodeToRunOnSignal);
|
||||
public void OnNotify(Playable origin, INotification notification, object context) {
|
||||
Debug.Log($"Signal received: {notification.GetType().Name}");
|
||||
if (notification is SignalEmitter signal) {
|
||||
Debug.Log($"Signal asset name: {signal.asset.name}");
|
||||
if (signal.asset.name == "TimelineDone") {
|
||||
Debug.Log("Timeline done, triggering Yarn node: " + nodeToRunOnSignal);
|
||||
DialogController.Instance.StartDialogNode(nodeToRunOnSignal);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,14 @@
|
||||
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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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_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: d6fa2d92fc1b3f34da284357edf89c3b, type: 3}
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m_Name: pause
|
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m_EditorClassIdentifier:
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@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 817fabdfc1e5eb241a42c2554add0a7c
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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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Reference in New Issue
Block a user