修复bug 增加选关

This commit is contained in:
2025-02-23 20:31:30 +08:00
parent 480c5c33d1
commit ccc54eace9
24 changed files with 1665 additions and 37 deletions
+257
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@@ -0,0 +1,257 @@
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@@ -56,10 +56,11 @@ LungModule: 进行内外部气体与热量交换,处理呼吸和散热相关
<<set $lungProblemKnown=true>>
<<endif>>
me: 嗯…看起来没有受到撞击的影响。
<<close_screen>>
<<clear_screen>>
->结束
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面>>
<<close_screen>>
<<clear_screen>>
===
@@ -106,7 +107,6 @@ HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部
<<jump 刻录>>
->结束
<<close_screen>>
<<jump 检查状态>>
===
@@ -138,10 +138,11 @@ DigestModule: 与机体的物料和燃油摄入、处理和储存相关。
<<set $fuelProblemKnown = true>>
<<endif>>
me: 模块一切正常……<br>摄入物也和昨天没有什么变化。
<<close_screen>>
<<clear_screen>>
->结束
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面>>
<<close_screen>>
<<clear_screen>>
===
@@ -173,10 +174,11 @@ LiverModule: 处理机体的冷却液循环与净化,保障各模块运行状
<<set $bloodProblemKnown = true>>
<<endif>>
me: 循环模块看起来没什么问题。
<<close_screen>>
<<clear_screen>>
->结束
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面>>
<<close_screen>>
<<clear_screen>>
===
File diff suppressed because it is too large Load Diff
@@ -106,6 +106,10 @@ namespace AibisDream
_dialogueRunner.SetProject(yarnProject);
_dialogueRunner.StartDialogue("Start");
}
public void StopDialog()
{
_dialogueRunner.Stop();
}
public void LoadDialog(YarnProject yarnProject)
{
@@ -47,6 +47,13 @@ namespace AibisDream
#else
runMode = RunMode.Product;
#endif
}
public void StartWithTalkSceneSO(TalkSceneSO sceneSO)
{
_currentTalkSceneSo = sceneSO;
StartCoroutine(LoadScene());
}
public void StartNewGame()
@@ -67,6 +74,13 @@ namespace AibisDream
StartMenu.Instance.HideStartMenu();
DialogController.Instance.StartDialog(_currentTalkSceneSo.yarnProject);
}
private IEnumerator LoadScene()
{
yield return SceneLoader.Instance.LoadSceneAsync(_currentTalkSceneSo.firstSceneName);
StartMenu.Instance.HideStartMenu();
DialogController.Instance.StartDialog(_currentTalkSceneSo.yarnProject);
MainUIController.Instance.HideMainUI();
}
public IEnumerator NextSceneSo()
{
@@ -0,0 +1,64 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace AibisDream
{
public class SceneSelectionUIController : MonoBehaviour
{
[Header("UI References")]
public GameObject panel; // 用于显示选择界面的面板
public Button buttonPrefab; // 按钮预制体
public Transform buttonParent; // 按钮容器,用来放置动态创建的按钮
public Button returnButton;
private void Start()
{
// 确保场景选择面板开始时是隐藏的
panel.SetActive(false);
}
public void ShowSceneSelection(TalkSceneSO[] sceneSos)
{
// 清空当前的按钮
foreach (Transform child in buttonParent)
{
Destroy(child.gameObject);
}
// 动态创建按钮
foreach (var sceneSo in sceneSos)
{
Button button = Instantiate(buttonPrefab, buttonParent);
button.GetComponentInChildren<TMP_Text>().text = sceneSo.nameToPlayer;
button.onClick.AddListener(() => OnSceneSelected(sceneSo));
returnButton.onClick.AddListener(() => close());
}
// 显示选择面板
panel.SetActive(true);
}
private void OnSceneSelected(TalkSceneSO selectedScene)
{
// 在场景管理器中加载选定的场景
GameLoopManager.Instance.StartWithTalkSceneSO(selectedScene);
panel.SetActive(false); // 隐藏选择面板
}
private void close()
{
panel.SetActive(false);
}
private void Update() {
if (Input.GetKeyDown(KeyCode.A) && Input.GetKey(KeyCode.L))
{
DialogController.Instance.StopDialog();
ShowSceneSelection(GameLoopManager.Instance.totalSceneSos);
}
}
}
}
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@@ -13,6 +13,8 @@ namespace AibisDream {
[SerializeField] private Button quitButton;
[SerializeField] private GameObject startTab;
[SerializeField] private SceneSelectionUIController sceneSelection;
[SerializeField] private GameObject levelTab;
[SerializeField] private GameObject buttonPrefab;
@@ -41,9 +43,8 @@ namespace AibisDream {
}
private void SwitchToLevelTab()
{
startTab.SetActive(false);
levelTab.SetActive(true);
{
sceneSelection.ShowSceneSelection(GameLoopManager.Instance.totalSceneSos);
}
private void SwitchToStartTab()
+2
View File
@@ -13,6 +13,8 @@ namespace AibisDream
public string firstSceneName;
public bool isEndOfDay;
public string nameToPlayer;
}
}