修复bug,重构yarn
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@@ -2,6 +2,7 @@
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using UnityEngine;
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using UnityEngine.UI;
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using Yarn.Unity;
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using DG.Tweening;
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public class HeatMapController : MonoBehaviour
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{
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@@ -65,38 +66,30 @@ public class HeatMapController : MonoBehaviour
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public void SetDataToMaterial()
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{
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// uftempture=tempture;
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// uftempture=Map(uftempture,0,3,1.5f,2.6f);
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// backtemture=tempture;
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// backtemture=Map(backtemture,0,3,1.5f,3.6f);
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// modulesTempture=tempture;
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// modulesTempture=Map(modulesTempture,0,3f,1.5f,2.3f);
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if (tempture <= 1)
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if (tempture >=0&&tempture<=1)
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{
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uftempture = Mathf.Lerp(1.5f, 2.4f, tempture ); // 线性插值
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modulesTempture = Mathf.Lerp(1.5f, 2.1f, tempture)-tempNum;
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backtemture = Mathf.Lerp(1.5f, 2.1f, tempture);
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uftempture = Mathf.Lerp(1.5f, 2.8f, tempture ); // 线性插值
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modulesTempture = Mathf.Lerp(1.5f, 1.8f, tempture);
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backtemture = Mathf.Lerp(1.5f, 2.25f, tempture);
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}
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else if (tempture <= 2)
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else if (tempture >= 1&&tempture<=2)
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{
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uftempture = Mathf.Lerp(2.4f, 2.7f, tempture - 1);
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modulesTempture = Mathf.Lerp(2.1f, 2.3f, tempture - 1);
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backtemture = Mathf.Lerp(2.1f, 3.6f, tempture - 1);
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}
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else
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{
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uftempture =2.7f;
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modulesTempture = 2.6f;
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backtemture = 3.8f;
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uftempture = Mathf.Lerp(2.8f, 3.2f, tempture - 1);
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modulesTempture = Mathf.Lerp(1.8f, 2.3f, tempture - 1);
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backtemture = Mathf.Lerp(2.25f, 3.4f, tempture - 1);
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}
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// else if (tempture >= 2)
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// {
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// uftempture =3.2f;
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// modulesTempture = 2.6f;
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// backtemture = 3.8f;
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// }
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for (int i = 0; i < 7; i++)
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{
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RectTransform transform=Pos[i].GetComponent<RectTransform>();
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Debug.Log($"Point {i}: {points[i]}");
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if(i==0)
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{
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@@ -120,9 +113,19 @@ public class HeatMapController : MonoBehaviour
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heatMaterial.SetVectorArray("_Properties", properties);
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}
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public void SetTemptureDirect(float value)
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{
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Tempture = value;
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}
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public void SetTemptureSmooth(float targetValue, float duration)
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{
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DOTween.To(() => tempture, x => Tempture = x, targetValue, duration);
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}
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float Map(float value, float minSource, float maxSource, float minTarget, float maxTarget)
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{
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return minTarget + (value - minSource) * (maxTarget - minTarget) / (maxSource - minSource);
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}
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{
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return minTarget + (value - minSource) * (maxTarget - minTarget) / (maxSource - minSource);
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}
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}
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