diff --git a/Assets/Scenes/HuoShanFixScene.unity b/Assets/Scenes/HuoShanFixScene.unity
index 1bbb41e70..e8b97844d 100644
--- a/Assets/Scenes/HuoShanFixScene.unity
+++ b/Assets/Scenes/HuoShanFixScene.unity
@@ -10194,15 +10194,15 @@ SpriteRenderer:
m_SortingLayerID: 1134468525
m_SortingLayer: 10
m_SortingOrder: 4
- m_Sprite: {fileID: 21300000, guid: 7936cdb0ed1814d46968c96dbdcb90fa, type: 3}
+ m_Sprite: {fileID: 21300000, guid: 89c122ac23995894999ff246a846baff, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 0}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
- m_Size: {x: 2.36, y: 2.13}
+ m_Size: {x: 2.0232558, y: 1.4418604}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
- m_WasSpriteAssigned: 0
+ m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &966944386
diff --git a/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs b/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs
index 11d948692..6ebeeb6eb 100644
--- a/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs
+++ b/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs
@@ -30,23 +30,18 @@ public class HeatMapController : MonoBehaviour
[HideInInspector] private Vector4[] properties = new Vector4[7]; // 存储6个盒子大小的数组, (x,y) = boxsize
- //public Slider slider;
- private float tempNum = 0;
-
private float uftempture = 1;
private float backtemture = 1;
private float modulesTempture = 1;
- //public float uf=1;
- //public float back=1;
-
- //public float module=0.7f;
- //public Texture2D hotspotShapeTexture; // 引用热点形状纹理
-
private float tempture = 1;
+ private Tween _temptureTween;
+
+ /// 热力图面板当前是否在显示(用于 SetHeat 决定硬切还是平滑)。
+ public bool IsHeatMapVisible =>
+ heatmapGameobject != null && heatmapGameobject.activeInHierarchy;
- //public GameObject heatMap;
public float Tempture
{
get => tempture;
@@ -71,6 +66,7 @@ public class HeatMapController : MonoBehaviour
heatmapGameobject.transform.localPosition = outPos;
heatmapGameobject.SetActive(true);
+ SetDataToMaterial();
heatmapGameobject.transform.DOLocalMove(inPos, 1f);
yield return new WaitForSeconds(1f); // 等待动画完成
heatmapGameobject.GetComponent().UnlockDrag();
@@ -137,26 +133,31 @@ public class HeatMapController : MonoBehaviour
void Start()
{
bodyModuleSystem = FindObjectOfType();
- // // 初始调用,设置初始位置
- //tempture=1;
- // // 初始化数据,这里是示例,你可以根据实际需求设置
SetDataToMaterial();
}
+ void OnDestroy()
+ {
+ _temptureTween?.Kill();
+ }
+
///
- /// 热点尺寸:优先 SpriteRenderer,其次 UI Image,最后用 RectTransform 尺寸。
+ /// 热点尺寸(世界单位):自身 Sprite/Image → 父级 Sprite → RectTransform。
+ /// UFheatmap 等空 Sprite 锚点会回退到父级 Module Pic,避免静默变成 (1,1) 导致热区偏小。
///
private static bool TryGetHotspotSize(Transform t, out Vector2 size)
{
size = default;
if (t == null) return false;
- var sr = t.GetComponent();
- if (sr != null && sr.sprite != null)
- {
- var b = sr.sprite.bounds.size;
- size = new Vector2(b.x, b.y);
+ if (TryGetSpriteLocalSize(t, out size))
return true;
+
+ // 空 SpriteRenderer / 纯锚点:沿父链找有 sprite 的模块图
+ for (var p = t.parent; p != null; p = p.parent)
+ {
+ if (TryGetSpriteLocalSize(p, out size))
+ return true;
}
var image = t.GetComponent();
@@ -176,27 +177,37 @@ public class HeatMapController : MonoBehaviour
return false;
}
+ private static bool TryGetSpriteLocalSize(Transform t, out Vector2 size)
+ {
+ size = default;
+ var sr = t.GetComponent();
+ if (sr == null || sr.sprite == null)
+ return false;
+
+ var b = sr.sprite.bounds.size;
+ var ls = t.lossyScale;
+ size = new Vector2(b.x * Mathf.Abs(ls.x), b.y * Mathf.Abs(ls.y));
+ return size.x > 0.001f || size.y > 0.001f;
+ }
+
public void SetDataToMaterial()
{
- if (tempture >= 0 && tempture <= 1)
+ // 逻辑温度 0~2 → shader 侧发热强度;各段端点连续,避免跨档跳变。
+ // t=0 冷态压低,接近「看不见」;t=1/2 保持原有发热观感。
+ if (tempture <= 1f)
{
- uftempture = Mathf.Lerp(2.0f, 2.8f, tempture); // 线性插值
- modulesTempture = Mathf.Lerp(1.2f, 1.6f, tempture);
- backtemture = Mathf.Lerp(1.5f, 2.25f, tempture);
+ float t = Mathf.Clamp01(tempture);
+ uftempture = Mathf.Lerp(0.85f, 2.8f, t);
+ modulesTempture = Mathf.Lerp(0.55f, 1.6f, t);
+ backtemture = Mathf.Lerp(0.7f, 2.25f, t);
}
- else if (tempture >= 1 && tempture <= 2)
+ else
{
- uftempture = Mathf.Lerp(2.8f, 3.2f, tempture - 1);
- modulesTempture = Mathf.Lerp(1.8f, 2.3f, tempture - 1);
- backtemture = Mathf.Lerp(2.25f, 3.4f, tempture - 1);
+ float t = Mathf.Clamp01(tempture - 1f);
+ uftempture = Mathf.Lerp(2.8f, 3.2f, t);
+ modulesTempture = Mathf.Lerp(1.6f, 2.3f, t); // 原 1.8 起点与上一段不连续
+ backtemture = Mathf.Lerp(2.25f, 3.4f, t);
}
- // else if (tempture >= 2)
- // {
- // uftempture =3.2f;
- // modulesTempture = 2.6f;
- // backtemture = 3.8f;
- // }
-
if (Pos == null || heatMaterial == null)
return;
@@ -227,7 +238,10 @@ public class HeatMapController : MonoBehaviour
}
if (!TryGetHotspotSize(currentTransform, out var boxSize))
+ {
+ Debug.LogWarning($"[HeatMapController] Pos[{i}] '{Pos[i].name}' 无法取得热点尺寸,回退为 (1,1)。请检查 Sprite 或父级 Module Pic。", Pos[i]);
boxSize = Vector2.one;
+ }
properties[i] = new Vector4(boxSize.x, boxSize.y, 0.0f, 0.0f);
}
@@ -239,11 +253,15 @@ public class HeatMapController : MonoBehaviour
public void SetTemptureDirect(float value)
{
+ _temptureTween?.Kill();
Tempture = value;
}
public void SetTemptureSmooth(float targetValue, float duration)
{
- DOTween.To(() => tempture, x => Tempture = x, targetValue, duration);
+ _temptureTween?.Kill();
+ _temptureTween = DOTween.To(() => tempture, x => Tempture = x, targetValue, duration)
+ .SetEase(Ease.InOutQuad)
+ .SetTarget(this);
}
-}
\ No newline at end of file
+}
diff --git a/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs b/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs
index 38104e494..276f70d13 100644
--- a/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs
+++ b/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs
@@ -231,13 +231,32 @@ namespace AibisDream.FixSystem
}
///
- /// 设置发热
+ /// 设置发热。逻辑档位立即更新;视觉温度按热力图是否打开决定硬切/平滑,
+ /// 且降温动画已落到冷态附近时,Yarn 的 SetHeat(0) 不再把 0.5 硬切成 0。
///
public void SetHeat(int targetHeatValue)
{
HeatValue = targetHeatValue;
- heatMapController?.SetTemptureDirect(HeatValue);
+ if (heatMapController == null)
+ return;
+
+ // 降温协程已把视觉温度收到 ~0.5,随后对话里的 SetHeat(0) 只清逻辑,不冲掉视觉。
+ if (targetHeatValue <= 0 && heatMapController.Tempture <= 0.55f)
+ return;
+
+ bool mapVisible = heatMapController.IsHeatMapVisible;
+ if (mapVisible)
+ {
+ // 热力图已打开:升温/降温都走短 tween,避免档位硬切
+ float duration = targetHeatValue <= 0 ? 0.6f : 1.0f;
+ heatMapController.SetTemptureSmooth(targetHeatValue, duration);
+ }
+ else
+ {
+ // 面板未显示:直接落到目标,打开时不会再闪一下
+ heatMapController.SetTemptureDirect(targetHeatValue);
+ }
}
public void ShowHeatMap()