fix(heatmap): 优化温度过渡并修复热点尺寸

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-07-11 19:40:10 +08:00
co-authored by Cursor
parent bd3988424f
commit cd00a524bb
3 changed files with 78 additions and 41 deletions
@@ -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;
/// <summary>热力图面板当前是否在显示(用于 SetHeat 决定硬切还是平滑)。</summary>
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<DraggableUI>().UnlockDrag();
@@ -137,26 +133,31 @@ public class HeatMapController : MonoBehaviour
void Start()
{
bodyModuleSystem = FindObjectOfType<BodyModuleSystem>();
// // 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();
}
/// <summary>
/// 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。
/// </summary>
private static bool TryGetHotspotSize(Transform t, out Vector2 size)
{
size = default;
if (t == null) return false;
var sr = t.GetComponent<SpriteRenderer>();
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<Image>();
@@ -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<SpriteRenderer>();
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);
}
}
}
@@ -231,13 +231,32 @@ namespace AibisDream.FixSystem
}
/// <summary>
/// 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。
/// </summary>
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()