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_ColorReplaceRange: 0.05 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 1 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableExternalAlpha: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 0.5 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _NegativeFade: 1 + - _NormalIntensity: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 2 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _StrongTintContrast: 0 + - _StrongTintContrastToggle: 0 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 0, g: 0, b: 0.2, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _Flip: {r: 1, g: 1, b: 1, a: 1} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0} + - _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0} + - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0} + - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0} + - _RainbowCenter: {r: 0, g: 0, b: 0, a: 0} + - _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - 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LogicCut, Dream, AnalysisMode, + Sales, BlockPuzzle } @@ -755,6 +757,52 @@ namespace AibisDream.FixSystem } } + public struct SalesState : IState + { + private string _systemView; + + public FixState GetState => FixState.Sales; + + public void SetArgs(string args) + { + _systemView = args; + } + + public IEnumerator Enter() + { + // 获取销售系统管理器 + var salesManager = FixSystemCenter.SystemDic.Get(); + if (salesManager != null) + { + // FadeIn + yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); + + // 打开销售系统视图,传入systemView参数 + salesManager.OpenView(); + + // FadeOut + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); + } + } + + public IEnumerator Exit() + { + float duration = 0.5f; + var salesManager = FixSystemCenter.SystemDic.Get(); + + yield return UIManager.Instance.GetPanel().FadeInAsync(duration); + + // 关闭销售系统视图 + if (salesManager != null) + { + salesManager.CloseView(); + } + + yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); + yield return null; + } + } + public struct BlockPuzzleState : IState { private string _puzzleName; diff --git a/Assets/Scripts/Framework/OtherKit/CameraKit.cs b/Assets/Scripts/Framework/OtherKit/CameraKit.cs index a12882f95..86ef2ee73 100644 --- a/Assets/Scripts/Framework/OtherKit/CameraKit.cs +++ b/Assets/Scripts/Framework/OtherKit/CameraKit.cs @@ -424,6 +424,8 @@ namespace AibisDream.Framework LanguageDeep, AnalysisMode, AnalysisModeDeep, + SaleCamera, + SaleDeepCamera, BlockPuzzle, } } \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived.meta b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived.meta new file mode 100644 index 000000000..d0e97e8c2 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9b444fd3e39721945b1e810cfbb294c0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisGridCell.cs b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisGridCell.cs new file mode 100644 index 000000000..af4e3dca9 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisGridCell.cs @@ -0,0 +1,125 @@ +using UnityEngine; +using UnityEngine.UI; +using TMPro; + +namespace AibisDream.MiniGame.Language +{ + /// + /// 分析模式网格单元格组件 + /// + [RequireComponent(typeof(RectTransform))] + public class AnalysisGridCell : MonoBehaviour + { + [Header("UI 组件")] + [SerializeField] private Image backgroundImage; + [SerializeField] private TMP_Text contentText; + + [Header("样式配置")] + [SerializeField] private Color normalBackgroundColor = new Color(0f, 0.04f, 0f, 0.2f); + [SerializeField] private Color highlightBackgroundColor = new Color(0f, 0f, 0f, 0.8f); + + private void Awake() + { + // 自动查找组件 + if (backgroundImage == null) + { + backgroundImage = GetComponent(); + } + + if (contentText == null) + { + contentText = GetComponentInChildren(); + } + + // 设置默认样式 + if (backgroundImage != null) + { + backgroundImage.color = normalBackgroundColor; + } + + if (contentText != null) + { + contentText.color = Color.white; + contentText.fontSize = 13f; + contentText.alignment = TextAlignmentOptions.Center; + contentText.enableWordWrapping = false; + contentText.overflowMode = TextOverflowModes.Overflow; + } + } + + /// + /// 设置单元格文本 + /// + public void SetText(string text) + { + if (contentText != null) + { + contentText.text = text; + } + } + + /// + /// 设置文本颜色 + /// + public void SetTextColor(Color color) + { + if (contentText != null) + { + contentText.color = color; + } + } + + /// + /// 设置背景颜色 + /// + public void SetBackgroundColor(Color color) + { + if (backgroundImage != null) + { + backgroundImage.color = color; + } + } + + /// + /// 设置字体样式 + /// + public void SetFontStyle(FontStyles style) + { + if (contentText != null) + { + contentText.fontStyle = style; + } + } + + /// + /// 设置透明度 + /// + public void SetAlpha(float alpha) + { + if (contentText != null) + { + Color color = contentText.color; + color.a = alpha; + contentText.color = color; + } + } + + /// + /// 重置为默认样式 + /// + public void ResetStyle() + { + if (backgroundImage != null) + { + backgroundImage.color = normalBackgroundColor; + } + + if (contentText != null) + { + contentText.color = Color.white; + contentText.fontStyle = FontStyles.Normal; + } + } + } +} + diff --git a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisGridCell.cs.meta b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisGridCell.cs.meta new file mode 100644 index 000000000..87763442f --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisGridCell.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9547756a801380143846ebc10ce8274e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeData.cs b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeData.cs new file mode 100644 index 000000000..6e4fbed8c --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeData.cs @@ -0,0 +1,237 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace AibisDream.MiniGame.Language +{ + /// + /// 分析模式关卡配置(ScriptableObject) + /// 用于存储每个分析谜题的数据 + /// + [CreateAssetMenu(fileName = "AnalysisLevel", menuName = "AIBIS/Language/Analysis Level")] + public class AnalysisModeData : ScriptableObject + { + [Header("关卡基础信息")] + [Tooltip("关卡名称")] + public string levelName = "Level 1"; + + [Tooltip("关卡描述")] + [TextArea(2, 4)] + public string description = "找出隐藏在笑话中的真实情绪"; + + [Header("解码器配置")] + [Tooltip("解码器宽度(列数)")] + public int decoderWidth = 5; + + [Tooltip("解码器高度(行数)")] + public int decoderHeight = 3; + + [Tooltip("孔洞位置(相对于解码器左上角)")] + public List holePositions = new List + { + new Vector2Int(0, 0), // 第1行第1列 + new Vector2Int(1, 1), // 第2行第2列 + new Vector2Int(2, 4) // 第3行第5列 + }; + + [Tooltip("解码器文字(按行从上到下、列从左到右的顺序)\n每个格子显示2字,孔洞位置自动跳过\n例如:要来了,不合格被骂了,这让我很\n需要字符数 = (宽×高 - 孔洞数) × 2")] + [TextArea(2, 5)] + public string decoderText = "要来了,不合格被骂了,这让我很"; + + [Header("答案配置")] + [Tooltip("答案所属情绪")] + public EmotionType answerEmotion = EmotionType.Fear; + + [Tooltip("答案词语(按孔洞顺序)")] + public List answerWords = new List { "临检", "英里", "担心" }; + + [Tooltip("解码器在网格中的正确位置(行,列)")] + public Vector2Int correctDecoderPosition = new Vector2Int(3, 5); + + [Tooltip("完整的答案句子(用于提示)")] + public string completeSentence = "[临检]要来了,不合格[英里]被骂了,这让我很[担心]"; + + [Header("词池配置")] + [Tooltip("每种情绪的词库(用于填充网格)")] + public EmotionWordPool wordPool = new EmotionWordPool(); + + [Header("笑话配置(可选)")] + [Tooltip("笑话短句(用于初始演出,如果为空则使用词池)")] + public List jokePhrases = new List(); + + [Header("难度配置")] + [Tooltip("诱饵数量:每种情绪的非答案词数量")] + [Range(5, 50)] + public int decoyCountPerEmotion = 15; + + [Tooltip("频率容差:验证时允许的频率偏差")] + [Range(1f, 15f)] + public float frequencyTolerance = 8f; + + [Header("完成回调")] + [Tooltip("成功完成时跳转的Yarn节点")] + public string successNodeName = ""; + + [Tooltip("失败时跳转的Yarn节点")] + public string failNodeName = ""; + + /// + /// 验证配置是否有效 + /// + public bool Validate(out string errorMessage) + { + // 检查答案词数量与孔洞数量是否匹配 + if (answerWords.Count != holePositions.Count) + { + errorMessage = $"答案词数量({answerWords.Count})与孔洞数量({holePositions.Count})不匹配"; + return false; + } + + // 检查答案词是否都是2字符 + foreach (var word in answerWords) + { + if (string.IsNullOrEmpty(word) || word.Length != 2) + { + errorMessage = $"答案词'{word}'必须是2个字符"; + return false; + } + } + + // 检查孔洞位置是否在解码器范围内 + foreach (var hole in holePositions) + { + if (hole.x < 0 || hole.x >= decoderHeight || hole.y < 0 || hole.y >= decoderWidth) + { + errorMessage = $"孔洞位置({hole.x}, {hole.y})超出解码器范围({decoderHeight}x{decoderWidth})"; + return false; + } + } + + // 检查词池是否有足够的词 + if (!wordPool.HasEnoughWords(answerEmotion, decoyCountPerEmotion + answerWords.Count)) + { + errorMessage = $"情绪{answerEmotion}的词池不足,需要至少{decoyCountPerEmotion + answerWords.Count}个词"; + return false; + } + + errorMessage = ""; + return true; + } + + /// + /// 获取网格尺寸建议(根据词数量自动计算) + /// + public Vector2Int GetRecommendedGridSize() + { + // 计算总词数:答案词 + 诱饵词(所有情绪) + int totalWords = answerWords.Count + decoyCountPerEmotion * 4; // 4种情绪 + + // 添加一些中性词作为填充 + int neutralWords = totalWords / 2; + totalWords += neutralWords; + + // 推荐网格尺寸(接近正方形) + int size = Mathf.CeilToInt(Mathf.Sqrt(totalWords)); + return new Vector2Int(size, size); + } + } + + /// + /// 情绪词池 + /// + [System.Serializable] + public class EmotionWordPool + { + [Header("快乐词语")] + [Tooltip("Joy情绪的词语库(2字词)")] + public List joyWords = new List + { + "开心", "快乐", "高兴", "喜悦", "欢笑", "愉快", "兴奋", "幸福", + "满足", "得意", "舒畅", "轻松", "欣慰", "庆幸", "欢喜", "喜庆" + }; + + [Header("悲伤词语")] + [Tooltip("Sadness情绪的词语库(2字词)")] + public List sadnessWords = new List + { + "悲伤", "难过", "伤心", "痛苦", "失望", "沮丧", "忧伤", "哀愁", + "失落", "绝望", "悲痛", "心碎", "凄凉", "孤独", "寂寞", "落寞" + }; + + [Header("愤怒词语")] + [Tooltip("Anger情绪的词语库(2字词)")] + public List angerWords = new List + { + "愤怒", "生气", "恼怒", "暴怒", "气愤", "愤恨", "恨意", "怒火", + "恼火", "火大", "抓狂", "烦躁", "憋屈", "不爽", "愤慨", "恼恨" + }; + + [Header("恐惧词语")] + [Tooltip("Fear情绪的词语库(2字词)")] + public List fearWords = new List + { + "恐惧", "害怕", "惊恐", "畏惧", "担心", "忧虑", "焦虑", "紧张", + "不安", "慌张", "惊慌", "胆怯", "恐慌", "惊吓", "惧怕", "临检", + "英里", "担忧", "忐忑", "惶恐" + }; + + [Header("中性词语")] + [Tooltip("Neutral情绪的词语库(用于填充,2字词)")] + public List neutralWords = new List + { + "工作", "学习", "生活", "时间", "地方", "事情", "人们", "世界", + "问题", "方法", "结果", "过程", "开始", "结束", "继续", "停止", + "前进", "后退", "上下", "左右", "这里", "那里", "现在", "以后" + }; + + /// + /// 获取指定情绪的词语列表 + /// + public List GetWords(EmotionType emotion) + { + switch (emotion) + { + case EmotionType.Joy: return joyWords; + case EmotionType.Sadness: return sadnessWords; + case EmotionType.Anger: return angerWords; + case EmotionType.Fear: return fearWords; + case EmotionType.Neutral: return neutralWords; + default: return neutralWords; + } + } + + /// + /// 检查是否有足够的词 + /// + public bool HasEnoughWords(EmotionType emotion, int requiredCount) + { + return GetWords(emotion).Count >= requiredCount; + } + + /// + /// 获取随机词(不重复) + /// + public List GetRandomWords(EmotionType emotion, int count, List exclude = null) + { + List pool = new List(GetWords(emotion)); + + // 排除指定词语 + if (exclude != null) + { + pool.RemoveAll(w => exclude.Contains(w)); + } + + // 随机打乱 + for (int i = 0; i < pool.Count; i++) + { + int randomIndex = Random.Range(i, pool.Count); + string temp = pool[i]; + pool[i] = pool[randomIndex]; + pool[randomIndex] = temp; + } + + // 返回指定数量 + return pool.GetRange(0, Mathf.Min(count, pool.Count)); + } + } +} + diff --git a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeData.cs.meta b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeData.cs.meta new file mode 100644 index 000000000..773236d30 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2d8de6401e07b534584449fb63ed5bd8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeGenerator.cs b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeGenerator.cs new file mode 100644 index 000000000..b8e1e3578 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeGenerator.cs @@ -0,0 +1,358 @@ +using UnityEngine; +using System.Collections.Generic; +using System.Linq; + +namespace AibisDream.MiniGame.Language +{ + /// + /// 分析模式网格生成器 + /// 根据配置数据智能生成网格布局,确保唯一解 + /// + public class AnalysisModeGenerator + { + private AnalysisModeData config; + private System.Random random; + + public AnalysisModeGenerator(AnalysisModeData config, int seed = -1) + { + this.config = config; + this.random = seed >= 0 ? new System.Random(seed) : new System.Random(); + } + + /// + /// 生成完整的网格数据 + /// + public GridCell[,] GenerateGrid(int gridWidth, int gridHeight) + { + GridCell[,] grid = new GridCell[gridHeight, gridWidth]; + + // 第一步:放置答案词(在正确的解码器位置) + PlaceAnswerWords(grid, gridWidth, gridHeight); + + // 第二步:放置诱饵词(相同情绪,但位置不匹配解码器) + PlaceDecoyWords(grid, gridWidth, gridHeight); + + // 第三步:填充中性词 + FillNeutralWords(grid, gridWidth, gridHeight); + + // 第四步:验证唯一解 + if (!ValidateUniqueSolution(grid, gridWidth, gridHeight)) + { + Debug.LogWarning("[AnalysisModeGenerator] 生成的网格可能没有唯一解,建议调整配置"); + } + + return grid; + } + + /// + /// 放置答案词 + /// + private void PlaceAnswerWords(GridCell[,] grid, int gridWidth, int gridHeight) + { + Vector2Int decoderPos = config.correctDecoderPosition; + + for (int i = 0; i < config.answerWords.Count; i++) + { + // 计算答案词的绝对位置 = 解码器位置 + 孔洞相对位置 + Vector2Int holeOffset = config.holePositions[i]; + int row = decoderPos.x + holeOffset.x; + int col = decoderPos.y + holeOffset.y; + + // 确保位置在网格范围内 + if (row < 0 || row >= gridHeight || col < 0 || col >= gridWidth) + { + Debug.LogError($"[AnalysisModeGenerator] 答案词位置({row}, {col})超出网格范围"); + continue; + } + + // 放置答案词 + grid[row, col] = new GridCell + { + row = row, + col = col, + word = config.answerWords[i], + emotion = config.answerEmotion, + isTarget = true + }; + } + } + + /// + /// 放置诱饵词(相同情绪,但不匹配解码器) + /// + private void PlaceDecoyWords(GridCell[,] grid, int gridWidth, int gridHeight) + { + // 为每种情绪生成诱饵词 + EmotionType[] emotions = { EmotionType.Joy, EmotionType.Sadness, EmotionType.Anger, EmotionType.Fear }; + + foreach (var emotion in emotions) + { + // 获取该情绪的诱饵词数量 + int decoyCount = config.decoyCountPerEmotion; + + // 如果是答案情绪,减去答案词数量 + if (emotion == config.answerEmotion) + { + decoyCount = Mathf.Max(0, decoyCount - config.answerWords.Count); + } + + // 获取随机词语(排除答案词) + List decoyWords = config.wordPool.GetRandomWords( + emotion, + decoyCount, + emotion == config.answerEmotion ? config.answerWords : null + ); + + // 放置诱饵词 + PlaceWordsRandomly(grid, gridWidth, gridHeight, decoyWords, emotion, false); + } + } + + /// + /// 填充中性词 + /// + private void FillNeutralWords(GridCell[,] grid, int gridWidth, int gridHeight) + { + List neutralWords = new List(config.wordPool.neutralWords); + + // 随机打乱 + neutralWords = neutralWords.OrderBy(x => random.Next()).ToList(); + + int wordIndex = 0; + for (int row = 0; row < gridHeight; row++) + { + for (int col = 0; col < gridWidth; col++) + { + if (grid[row, col] == null) + { + // 如果词库用完了,重新开始 + if (wordIndex >= neutralWords.Count) + { + wordIndex = 0; + } + + grid[row, col] = new GridCell + { + row = row, + col = col, + word = neutralWords[wordIndex], + emotion = EmotionType.Neutral, + isTarget = false + }; + + wordIndex++; + } + } + } + } + + /// + /// 随机放置词语 + /// + private void PlaceWordsRandomly(GridCell[,] grid, int gridWidth, int gridHeight, + List words, EmotionType emotion, bool isTarget) + { + List availablePositions = new List(); + + // 收集所有可用位置 + for (int row = 0; row < gridHeight; row++) + { + for (int col = 0; col < gridWidth; col++) + { + if (grid[row, col] == null) + { + availablePositions.Add(new Vector2Int(row, col)); + } + } + } + + // 随机打乱 + availablePositions = availablePositions.OrderBy(x => random.Next()).ToList(); + + // 放置词语 + for (int i = 0; i < words.Count && i < availablePositions.Count; i++) + { + Vector2Int pos = availablePositions[i]; + grid[pos.x, pos.y] = new GridCell + { + row = pos.x, + col = pos.y, + word = words[i], + emotion = emotion, + isTarget = isTarget + }; + } + } + + /// + /// 验证唯一解:检查是否只有一个位置和情绪组合能匹配所有答案词 + /// + private bool ValidateUniqueSolution(GridCell[,] grid, int gridWidth, int gridHeight) + { + int matchCount = 0; + Vector2Int correctPos = config.correctDecoderPosition; + + // 遍历所有可能的解码器位置 + for (int row = 0; row <= gridHeight - config.decoderHeight; row++) + { + for (int col = 0; col <= gridWidth - config.decoderWidth; col++) + { + // 遍历所有情绪 + foreach (EmotionType emotion in System.Enum.GetValues(typeof(EmotionType))) + { + if (emotion == EmotionType.Neutral) continue; + + // 检查是否所有孔洞位置都匹配该情绪 + bool allMatch = true; + List matchedWords = new List(); + + foreach (var hole in config.holePositions) + { + int checkRow = row + hole.x; + int checkCol = col + hole.y; + + if (checkRow >= gridHeight || checkCol >= gridWidth) + { + allMatch = false; + break; + } + + GridCell cell = grid[checkRow, checkCol]; + if (cell == null || cell.emotion != emotion) + { + allMatch = false; + break; + } + + matchedWords.Add(cell.word); + } + + // 如果所有孔洞都匹配 + if (allMatch) + { + matchCount++; + + // 检查是否是正确答案 + bool isCorrectAnswer = (row == correctPos.x && col == correctPos.y && + emotion == config.answerEmotion); + + if (isCorrectAnswer) + { + // 验证词语是否完全匹配 + bool wordsMatch = true; + for (int i = 0; i < config.answerWords.Count; i++) + { + if (matchedWords[i] != config.answerWords[i]) + { + wordsMatch = false; + break; + } + } + + if (!wordsMatch) + { + Debug.LogError("[AnalysisModeGenerator] 正确位置的词语不匹配答案!"); + return false; + } + } + else + { + // 诱饵解 + Debug.Log($"[AnalysisModeGenerator] 发现诱饵解: 位置({row},{col}), 情绪{emotion}, 词语[{string.Join(",", matchedWords)}]"); + } + } + } + } + } + + // 应该恰好有一个解 + if (matchCount == 0) + { + Debug.LogError("[AnalysisModeGenerator] 没有找到任何解!"); + return false; + } + else if (matchCount > 1) + { + Debug.LogWarning($"[AnalysisModeGenerator] 找到 {matchCount} 个可能的解(包括诱饵),这可能增加难度"); + } + else + { + Debug.Log("[AnalysisModeGenerator] 验证通过:唯一解"); + } + + return true; + } + + /// + /// 生成笑话演出数据(可选) + /// 将网格数据转换为笑话段落,用于初始演出 + /// + public List GenerateJokePhrases(GridCell[,] grid, int gridWidth, int gridHeight) + { + // 如果配置中有笑话,直接使用 + if (config.jokePhrases != null && config.jokePhrases.Count > 0) + { + return new List(config.jokePhrases); + } + + // 否则从网格词语生成简单的笑话段落 + List phrases = new List(); + System.Text.StringBuilder sb = new System.Text.StringBuilder(); + + for (int row = 0; row < gridHeight; row++) + { + for (int col = 0; col < gridWidth; col += 10) // 每10个词组成一句 + { + sb.Clear(); + for (int i = 0; i < 10 && col + i < gridWidth; i++) + { + if (grid[row, col + i] != null) + { + sb.Append(grid[row, col + i].word); + } + } + if (sb.Length > 0) + { + phrases.Add(sb.ToString()); + } + } + } + + return phrases; + } + + /// + /// 生成解析目标配置(用于 AnalysisModeManager) + /// + public AnalysisTarget GenerateAnalysisTarget() + { + AnalysisTarget target = new AnalysisTarget + { + name = config.levelName, + emotion = config.answerEmotion, + stripPosition = config.correctDecoderPosition, + isCorrectAnswer = true, + words = new List() + }; + + // 添加目标词 + for (int i = 0; i < config.answerWords.Count; i++) + { + Vector2Int holeOffset = config.holePositions[i]; + Vector2Int absolutePos = new Vector2Int( + config.correctDecoderPosition.x + holeOffset.x, + config.correctDecoderPosition.y + holeOffset.y + ); + + target.words.Add(new TargetWord + { + position = absolutePos, + word = config.answerWords[i] + }); + } + + return target; + } + } +} + diff --git a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeGenerator.cs.meta b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeGenerator.cs.meta new file mode 100644 index 000000000..3bea34162 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeGenerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 641e33af9f9410841b81fa65933f357d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeManager.cs b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeManager.cs new file mode 100644 index 000000000..a784a6753 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeManager.cs @@ -0,0 +1,1763 @@ +using UnityEngine; +using UnityEngine.UI; +using TMPro; +using System.Collections.Generic; +using System.Linq; +using DG.Tweening; +using Shapes; +using AibisDream.FixSystem; +using AibisDream.Framework; +using Cinemachine; + +namespace AibisDream.MiniGame.Language +{ + + /// + /// 情绪类型 + /// + public enum EmotionType + { + Joy, // 快乐 - 15Hz + Sadness, // 悲伤 - 40Hz + Anger, // 愤怒 - 65Hz + Fear, // 恐惧 - 90Hz + Neutral // 中性/噪音 + } + + /// + /// 情绪配置 + /// + [System.Serializable] + public class EmotionConfig + { + public EmotionType type; + public float frequency; // 0-100 的频率值 + public Color color; + public string displayName; + + public static EmotionConfig Joy => new EmotionConfig + { + type = EmotionType.Joy, + frequency = 15f, + color = new Color(1f, 1f, 0f, 1f), + displayName = "JOY" + }; + + public static EmotionConfig Sadness => new EmotionConfig + { + type = EmotionType.Sadness, + frequency = 40f, + color = new Color(0f, 0.67f, 1f, 1f), + displayName = "SADNESS" + }; + + public static EmotionConfig Anger => new EmotionConfig + { + type = EmotionType.Anger, + frequency = 65f, + color = new Color(1f, 0.2f, 0.2f, 1f), + displayName = "ANGER" + }; + + public static EmotionConfig Fear => new EmotionConfig + { + type = EmotionType.Fear, + frequency = 90f, + color = new Color(0.67f, 0f, 1f, 1f), + displayName = "FEAR" + }; + + public static EmotionConfig Neutral => new EmotionConfig + { + type = EmotionType.Neutral, + frequency = -1f, + color = new Color(0.5f, 0.5f, 0.5f, 1f), + displayName = "NOISE" + }; + } + + /// + /// 网格单元格数据 + /// + [System.Serializable] + public class GridCell + { + public string word; // 词语内容 + public EmotionType emotion; + public bool isTarget; // 是否是目标词 + public int row; + public int col; + } + + /// + /// 解析目标配置 + /// + [System.Serializable] + public class AnalysisTarget + { + public string name; + public EmotionType emotion; + public List words = new List(); + public Vector2Int stripPosition; // 解码器条纹正确位置(行,列) + public bool isCorrectAnswer; // 是否是正确答案 + } + + /// + /// 目标词配置 + /// + [System.Serializable] + public class TargetWord + { + public Vector2Int position; // 在网格中的位置(行,列) + public string word; // 词语内容 + } + + /// + /// 粒子视觉状态(用于平滑过渡) + /// + public class ParticleVisualState + { + public float targetAlpha = 1f; + public float currentAlpha = 1f; + public Color targetColor = Color.white; + public Color currentColor = Color.white; + public float targetScale = 1f; + public float currentScale = 1f; + public Vector3 basePosition; + public Vector3 jitterOffset = Vector3.zero; + public bool isShowingWord = false; // true = word, false = cover + public Tweener alphaTween; + public Tweener colorTween; + public Tweener scaleTween; + public Tweener jitterTween; + } + + /// + /// 分析模式管理器 + /// + public class AnalysisModeManager : MonoBehaviour + { + public BubbleSlotGroup bubbleSlotGroup; + [Header("Canvas 引用(共享)")] + [SerializeField] private Canvas sharedCanvas; // 共享 LanguageParticleManager 的 canvas + + [Header("UI 引用")] + [SerializeField] private RectTransform analysisPanel; + [SerializeField] private Button initializeButton; + [SerializeField] private Slider emotionSlider; + [SerializeField] private TMP_Text frequencyText; + [SerializeField] private TMP_Text signalStrengthText; + [SerializeField] private Button startFilterButton; + [SerializeField] private Button verifyButton; + + [Header("网格配置(舞台布局)")] + [Tooltip("可选:用于定位网格中心的容器")] + [SerializeField] private RectTransform gridContainer; + [Tooltip("网格宽度(列数)")] + [SerializeField] private int gridWidth = 20; + [Tooltip("网格高度(行数)")] + [SerializeField] private int gridHeight = 20; + [Tooltip("单元格大小(Unity单位)")] + [SerializeField] private float cellSize = 0.4f; + [Tooltip("单元格间距(Unity单位)")] + [SerializeField] private float cellGap = 0.05f; + [Tooltip("文字大小")] + [SerializeField] private float cellFontSize = 2.5f; + [Tooltip("网格中心偏移量")] + [SerializeField] private Vector3 gridCenterOffset = Vector3.zero; + + + [Header("字体配置")] + [Tooltip("中文字体资源(用于网格文字)")] + [SerializeField] private TMP_FontAsset chineseFontAsset; + + [Header("动画配置")] + + [Tooltip("视觉效果过渡时长(颜色、透明度等)")] + [SerializeField] private float visualTransitionDuration = 0.15f; + [Tooltip("闪烁效果间隔")] + [SerializeField] private float glitchInterval = 0.1f; + [Tooltip("抖动强度")] + [SerializeField] private float jitterIntensity = 0.002f; + + [Header("网格样式")] + [SerializeField] private Color gridLineColor = new Color(1f, 1f, 1f, 0.1f); + [SerializeField] private float gridThickness = 0.02f; + + [Header("关卡配置(数据驱动)")] + [Tooltip("默认关卡配置数据(ScriptableObject)\n也可以通过代码动态加载其他关卡")] + [SerializeField] private AnalysisModeData currentLevelData; + + // 运行时数据 + private List analysisTargets = new List(); + private AnalysisModeGenerator generator; + private int stripWidth; // 从关卡数据动态获取 + private int stripHeight; // 从关卡数据动态获取 + + // 状态 + private bool isAnalysisModeActive = false; + private bool isFilteringActive = false; + private float currentFrequency = 50f; + private GridCell[,] gridData; + private Dictionary gridParticles = new Dictionary(); + private bool isInitialized = false; + private string completionNodeName = ""; + + // 平滑过渡状态存储 + private Dictionary particleStates = new Dictionary(); + + // 闪烁计时器(用于平滑闪烁) + private Dictionary glitchTimers = new Dictionary(); + + // Shapes 格子绘制器 + private GameObject mainGridDrawerObj; + private GameObject decoderGridDrawerObj; + + private Vector3 gridStartPos; // 网格起始位置(左上角) + + // 解码器相关 + private Dictionary decoderParticles = new Dictionary(); + private Vector2Int currentDecoderGridPos; // 解码器在主网格中的位置(行,列) + private bool isDraggingDecoder = false; + private Vector3 dragStartMouseWorldPos; // 拖拽开始时的鼠标世界坐标 + private Vector3 dragStartDecoderWorldPos; // 拖拽开始时的解码器世界坐标 + private Vector2Int dragStartGridPos; // 拖拽开始时的解码器网格坐标 + + private void Start() + { + // 注册到系统字典 + FixSystemCenter.SystemDic.Register(this); + + // 注册相机 + var virtualCam = transform.Find("Analysis Camera")?.GetComponent(); + if (virtualCam != null) + { + CameraKit.Instance.RegisterCamera(CameraEnum.AnalysisMode, virtualCam); + } + + SetupUI(); + } + + private void OnDestroy() + { + CameraKit.Instance?.UnRegisterCamera(CameraEnum.AnalysisMode); + CameraKit.Instance?.UnRegisterCamera(CameraEnum.AnalysisModeDeep); + } + + /// + /// 进入分析模式(由状态机调用) + /// + public void OnEnter() + { + // 开启分析模式视图 + // if (!isAnalysisModeActive) + // { + // OpenView(); + // } + } + + /// + /// 退出分析模式(由状态机调用) + /// + public void OnExit() + { + // 关闭分析模式视图 + if (isAnalysisModeActive) + { + CloseView(); + } + } + + private void SetupUI() + { + if (analysisPanel != null) + { + analysisPanel.gameObject.SetActive(false); + } + + if (initializeButton != null) + { + initializeButton.onClick.AddListener(OnInitializeClicked); + // 初始化按钮默认可用 + initializeButton.interactable = true; + } + + if (startFilterButton != null) + { + startFilterButton.onClick.AddListener(OnStartFilterClicked); + // 过滤按钮在初始化前不可用 + startFilterButton.interactable = false; + } + + if (verifyButton != null) + { + verifyButton.onClick.AddListener(OnVerifyClicked); + verifyButton.interactable = false; + } + + if (emotionSlider != null) + { + emotionSlider.minValue = 0f; + emotionSlider.maxValue = 100f; + emotionSlider.value = 50f; + emotionSlider.onValueChanged.AddListener(OnEmotionSliderChanged); + // 滑动条在过滤模式开启前不可用 + emotionSlider.interactable = false; + } + + } + + /// + /// 加载关卡数据(数据驱动) + /// + private void LoadLevelData(AnalysisModeData levelData) + { + if (levelData == null) + { + Debug.LogError("[AnalysisModeManager] 关卡数据为空!"); + return; + } + + // 验证配置 + if (!levelData.Validate(out string errorMessage)) + { + Debug.LogError($"[AnalysisModeManager] 关卡配置无效: {errorMessage}"); + return; + } + + currentLevelData = levelData; + + // 创建生成器 + generator = new AnalysisModeGenerator(levelData); + + // 清空目标列表 + analysisTargets.Clear(); + + // 使用生成器创建目标 + AnalysisTarget target = generator.GenerateAnalysisTarget(); + analysisTargets.Add(target); + + // 更新解码器尺寸 + stripWidth = levelData.decoderWidth; + stripHeight = levelData.decoderHeight; + + Debug.Log($"[AnalysisModeManager] 已加载关卡: {levelData.levelName}"); + } + + /// + /// 启动分析模式(独立系统入口) + /// + /// 关卡配置数据 + /// 完成回调节点(可选,会覆盖配置中的节点) + public void OpenView(AnalysisModeData levelData = null, string completionNode = null) + { + if (isAnalysisModeActive) return; + + // 加载关卡数据 + if (levelData != null) + { + LoadLevelData(levelData); + } + else if (currentLevelData != null) + { + // 使用默认配置 + LoadLevelData(currentLevelData); + } + else + { + Debug.LogError("[AnalysisModeManager] 没有可用的关卡数据!"); + return; + } + + // 设置完成回调节点(优先使用参数,其次使用配置) + completionNodeName = !string.IsNullOrEmpty(completionNode) + ? completionNode + : currentLevelData.successNodeName; + + // 显示分析控制面板 + isAnalysisModeActive = true; + if (analysisPanel != null) + { + analysisPanel.gameObject.SetActive(true); + } + + // 自动初始化网格 + if (!isInitialized) + { + InitializeGrid(); + } + } + + /// + /// 关闭分析模式 + /// + public void CloseView() + { + if (!isAnalysisModeActive) return; + + isAnalysisModeActive = false; + + // 重置状态 + isFilteringActive = false; + isInitialized = false; + currentFrequency = 50f; + ClearGrid(); + + } + + private void OnInitializeClicked() + { + // 只能初始化一次 + if (isInitialized) + { + return; + } + + // 禁用初始化按钮 + if (initializeButton != null) + { + initializeButton.interactable = false; + } + + InitializeGrid(); + } + + private void InitializeGrid() + { + if (currentLevelData == null || generator == null) + { + Debug.LogError("[AnalysisModeManager] 未加载关卡数据或生成器未初始化!"); + return; + } + + // 使用生成器创建网格数据(数据驱动,智能生成) + gridData = generator.GenerateGrid(gridWidth, gridHeight); + + // 创建网格 UI(带动画) + StartCoroutine(AnimateGridCreation()); + } + + private System.Collections.IEnumerator AnimateGridCreation() + { + ClearGrid(); + + // 计算网格中心位置 + Vector3 gridCenter = Vector3.zero; + if (sharedCanvas != null) + { + gridCenter = sharedCanvas.transform.position + gridCenterOffset; + } + + // 计算网格总大小 + float totalWidth = gridWidth * cellSize + (gridWidth - 1) * cellGap; + float totalHeight = gridHeight * cellSize + (gridHeight - 1) * cellGap; + + // 计算起始位置(左上角) + gridStartPos = gridCenter - new Vector3(totalWidth / 2f, totalHeight / 2f, 0f); + + // 创建主矩阵 Shapes 格子绘制器 + CreateMainGridDrawer(); + + // 随机顺序创建单元格(Matrix 风格) + List cellPositions = new List(); + for (int row = 0; row < gridHeight; row++) + { + for (int col = 0; col < gridWidth; col++) + { + cellPositions.Add(new Vector2Int(row, col)); + } + } + cellPositions = cellPositions.OrderBy(x => Random.value).ToList(); + + int batchSize = 10; + for (int i = 0; i < cellPositions.Count; i++) + { + var pos = cellPositions[i]; + CreateGridParticle(pos.x, pos.y, gridStartPos); + + if (i % batchSize == 0) + { + yield return new WaitForSeconds(0.01f); + } + } + + yield return new WaitForSeconds(0.5f); + + isInitialized = true; + + if (startFilterButton != null) + { + startFilterButton.interactable = true; + } + } + + /// + /// 创建主矩阵 Shapes 格子绘制器 + /// + private void CreateMainGridDrawer() + { + if (sharedCanvas == null) return; + + // 清理旧的绘制器 + if (mainGridDrawerObj != null) + { + Destroy(mainGridDrawerObj); + } + + // 创建绘制器对象 + mainGridDrawerObj = new GameObject("MainGridDrawer"); + // 保持在 Canvas 下 + mainGridDrawerObj.transform.SetParent(sharedCanvas.transform, false); + + // 设置位置到网格起始点(左上角),并保持旋转一致 + mainGridDrawerObj.transform.position = gridStartPos; + mainGridDrawerObj.transform.rotation = sharedCanvas.transform.rotation; + mainGridDrawerObj.transform.localScale = Vector3.one; + + // 添加 RectTransform(Canvas 下通常需要,虽然 Shapes 主要用 Transform) + RectTransform rect = mainGridDrawerObj.AddComponent(); + rect.anchorMin = new Vector2(0.5f, 0.5f); + rect.anchorMax = new Vector2(0.5f, 0.5f); + rect.sizeDelta = Vector2.zero; + + // 计算步长 + float stride = cellSize + cellGap; + float halfStride = stride / 2f; + + // 创建网格容器(避免 Hierarchy 太乱) + GameObject linesContainer = new GameObject("Lines"); + linesContainer.transform.SetParent(mainGridDrawerObj.transform, false); + linesContainer.transform.localPosition = Vector3.zero; + + // 绘制水平线 (Rows + 1) + // Y轴向下为负,Row 0 中心在 0,上方边界在 +halfStride + float startX = -halfStride; + float endX = (gridWidth * stride) - halfStride; + + for (int row = 0; row <= gridHeight; row++) + { + float yPos = -(row * stride) + halfStride; + CreateGridLine(linesContainer.transform, new Vector3(startX, yPos, 0), new Vector3(endX, yPos, 0)); + } + + // 绘制垂直线 (Cols + 1) + // X轴向右为正,Col 0 中心在 0,左方边界在 -halfStride + float startY = halfStride; + float endY = -(gridHeight * stride) + halfStride; + + for (int col = 0; col <= gridWidth; col++) + { + float xPos = (col * stride) - halfStride; + CreateGridLine(linesContainer.transform, new Vector3(xPos, startY, 0), new Vector3(xPos, endY, 0)); + } + } + + private void CreateGridLine(Transform parent, Vector3 start, Vector3 end) + { + GameObject lineObj = new GameObject("GridLine"); + lineObj.transform.SetParent(parent, false); + + Line line = lineObj.AddComponent(); + line.Start = start; + line.End = end; + line.Color = gridLineColor; + line.Thickness = gridThickness; + line.ThicknessSpace = ThicknessSpace.Meters; // 或者 Pixels,取决于需求,通常 World Space 用 Meters + line.SortingOrder = 5; + + // 确保渲染顺序正确(如果是在 Overlay Canvas 下,Z轴可能无效,需要 SortingOrder) + // Shapes 通常会自动处理,但在 UI 中可能需要调整 Z + line.transform.localPosition = Vector3.zero; + } + + /// + /// 创建解码器 + /// + private void CreateDecoder() + { + if (currentLevelData == null || sharedCanvas == null) return; + + // 清理旧的解码器 + ClearDecoder(); + + // 初始化解码器位置(网格坐标,默认在中心附近) + currentDecoderGridPos = new Vector2Int( + gridHeight / 2 - stripHeight / 2, + gridWidth / 2 - stripWidth / 2 + ); + + // 创建解码器网格绘制器 + CreateDecoderGridDrawer(); + + // 创建解码器文字粒子 + CreateDecoderParticles(); + + // 更新解码器位置 + UpdateDecoderPosition(); + } + + /// + /// 创建解码器网格绘制器(类似MainGridDrawer) + /// + private void CreateDecoderGridDrawer() + { + if (sharedCanvas == null) return; + + // 创建绘制器对象 + decoderGridDrawerObj = new GameObject("DecoderGridDrawer"); + decoderGridDrawerObj.transform.SetParent(sharedCanvas.transform, false); + + // 设置初始位置 + decoderGridDrawerObj.transform.rotation = sharedCanvas.transform.rotation; + decoderGridDrawerObj.transform.localScale = Vector3.one; + + // 添加 RectTransform + RectTransform rect = decoderGridDrawerObj.AddComponent(); + rect.anchorMin = new Vector2(0.5f, 0.5f); + rect.anchorMax = new Vector2(0.5f, 0.5f); + rect.sizeDelta = Vector2.zero; + + // 计算步长(与主网格一致) + float stride = cellSize + cellGap; + float halfStride = stride / 2f; + + // 创建网格容器 + GameObject linesContainer = new GameObject("Lines"); + linesContainer.transform.SetParent(decoderGridDrawerObj.transform, false); + linesContainer.transform.localPosition = Vector3.zero; + + // 绘制水平线 (stripHeight + 1 条) + float startX = -halfStride; + float endX = (stripWidth * stride) - halfStride; + + for (int row = 0; row <= stripHeight; row++) + { + float yPos = -(row * stride) + halfStride; + CreateDecoderGridLine(linesContainer.transform, new Vector3(startX, yPos, 0), new Vector3(endX, yPos, 0)); + } + + // 绘制垂直线 (stripWidth + 1 条) + float startY = halfStride; + float endY = -(stripHeight * stride) + halfStride; + + for (int col = 0; col <= stripWidth; col++) + { + float xPos = (col * stride) - halfStride; + CreateDecoderGridLine(linesContainer.transform, new Vector3(xPos, startY, 0), new Vector3(xPos, endY, 0)); + } + + // 添加拖拽功能 + AddDecoderDragHandler(); + } + + /// + /// 创建解码器网格线(与主网格不同的颜色和渲染顺序) + /// + private void CreateDecoderGridLine(Transform parent, Vector3 start, Vector3 end) + { + GameObject lineObj = new GameObject("DecoderGridLine"); + lineObj.transform.SetParent(parent, false); + + Line line = lineObj.AddComponent(); + line.Start = start; + line.End = end; + // 使用 cyan 颜色(参考 web 版本的 border: 1px solid cyan) + line.Color = new Color(0f, 1f, 1f, 0.8f); // Cyan 青色,较高不透明度 + line.Thickness = gridThickness * 1.5f; // 稍微粗一些 + line.ThicknessSpace = ThicknessSpace.Meters; + line.SortingOrder = 10; // 更高的渲染顺序,显示在主网格之上 + + line.transform.localPosition = Vector3.zero; + } + + /// + /// 添加解码器拖拽处理器 + /// + private void AddDecoderDragHandler() + { + if (decoderGridDrawerObj == null) return; + + // 创建一个透明的Image作为拖拽区域 + GameObject dragAreaObj = new GameObject("DragArea"); + dragAreaObj.transform.SetParent(decoderGridDrawerObj.transform, false); + + RectTransform dragRect = dragAreaObj.AddComponent(); + dragRect.anchorMin = Vector2.zero; + dragRect.anchorMax = Vector2.one; + dragRect.offsetMin = Vector2.zero; + dragRect.offsetMax = Vector2.zero; + + float stride = cellSize + cellGap; + dragRect.sizeDelta = new Vector2(stripWidth * stride, stripHeight * stride); + dragRect.anchoredPosition = new Vector2( + (stripWidth * stride) / 2f, + -(stripHeight * stride) / 2f + ); + + // 添加半透明背景,让解码器区域更明显,同时也是拖拽响应区域 + Image dragImage = dragAreaObj.AddComponent(); + dragImage.color = new Color(0f, 0f, 0f, 0.1f); // 极淡的半透明背景,主要用于拖拽响应 + dragImage.raycastTarget = true; + + // 添加 EventTrigger 组件用于处理鼠标事件 + UnityEngine.EventSystems.EventTrigger eventTrigger = dragAreaObj.AddComponent(); + + // 开始拖拽 + UnityEngine.EventSystems.EventTrigger.Entry beginDragEntry = new UnityEngine.EventSystems.EventTrigger.Entry(); + beginDragEntry.eventID = UnityEngine.EventSystems.EventTriggerType.BeginDrag; + beginDragEntry.callback.AddListener((data) => { OnDecoderBeginDrag((UnityEngine.EventSystems.PointerEventData)data); }); + eventTrigger.triggers.Add(beginDragEntry); + + // 拖拽中 + UnityEngine.EventSystems.EventTrigger.Entry dragEntry = new UnityEngine.EventSystems.EventTrigger.Entry(); + dragEntry.eventID = UnityEngine.EventSystems.EventTriggerType.Drag; + dragEntry.callback.AddListener((data) => { OnDecoderDrag((UnityEngine.EventSystems.PointerEventData)data); }); + eventTrigger.triggers.Add(dragEntry); + + // 结束拖拽 + UnityEngine.EventSystems.EventTrigger.Entry endDragEntry = new UnityEngine.EventSystems.EventTrigger.Entry(); + endDragEntry.eventID = UnityEngine.EventSystems.EventTriggerType.EndDrag; + endDragEntry.callback.AddListener((data) => { OnDecoderEndDrag((UnityEngine.EventSystems.PointerEventData)data); }); + eventTrigger.triggers.Add(endDragEntry); + } + + /// + /// 创建解码器文字粒子 + /// + private void CreateDecoderParticles() + { + if (currentLevelData == null || sharedCanvas == null) return; + + // 解析解码器文字 + string decoderText = currentLevelData.decoderText; + List words = SplitIntoTwoCharChunks(decoderText); + int wordIndex = 0; + + // 创建HashSet用于快速查找孔洞 + HashSet holes = new HashSet(currentLevelData.holePositions); + + for (int row = 0; row < stripHeight; row++) + { + for (int col = 0; col < stripWidth; col++) + { + Vector2Int localPos = new Vector2Int(row, col); + + // 如果是孔洞,跳过 + if (holes.Contains(localPos)) + { + continue; + } + + // 如果还有词可以显示 + if (wordIndex < words.Count) + { + CreateDecoderParticle(row, col, words[wordIndex]); + wordIndex++; + } + } + } + } + + /// + /// 创建单个解码器粒子 + /// + private void CreateDecoderParticle(int row, int col, string word) + { + if (sharedCanvas == null) return; + + // 先创建背景方块(使用 Shapes) + CreateDecoderCellBackground(row, col); + + // 创建粒子对象 + GameObject particleObj = new GameObject($"DecoderParticle_{row}_{col}"); + + // 添加 RectTransform + RectTransform rectTransform = particleObj.AddComponent(); + rectTransform.SetParent(decoderGridDrawerObj.transform, false); + rectTransform.localScale = Vector3.one; + rectTransform.sizeDelta = Vector2.zero; + + // 计算局部位置(相对于解码器左上角) + float stride = cellSize + cellGap; + float xPos = col * stride; + float yPos = -row * stride; + rectTransform.localPosition = new Vector3(xPos, yPos, -0.15f); // 在背景之上 + + // 添加 TextParticle 组件 + TextParticle particle = particleObj.AddComponent(); + particle.SetFont(chineseFontAsset); + + // 设置为完全静态 + particle.isStatic = true; + particle.isCalmed = true; + particle.velocity = Vector2.zero; + + // 设置透明度 + particle.alpha = 1f; + particle.baseAlpha = 1f; + + // 设置文字内容 + particle.ForceSetCharacter(word); + + // 设置字体大小和颜色(参考 web 版本的 cyan 颜色) + if (particle.textMesh != null) + { + particle.textMesh.fontSize = cellFontSize; + // 使用 cyan 颜色(0, 255, 255)参考 web 版本 + particle.textMesh.color = new Color(0f, 1f, 1f, 1f); // Cyan 青色 + particle.textMesh.fontStyle = FontStyles.Bold; + } + + // 添加发光效果(参考 web 版本的 text-shadow: 0 0 8px cyan) + if (particle.glowSprite != null) + { + particle.glowSprite.color = new Color(0f, 1f, 1f, 0.6f); // Cyan 发光 + } + + Vector2Int pos = new Vector2Int(row, col); + decoderParticles[pos] = particle; + } + + /// + /// 创建解码器单元格背景(遮挡主网格文字) + /// + private void CreateDecoderCellBackground(int row, int col) + { + if (decoderGridDrawerObj == null) return; + + // 创建背景对象 + GameObject bgObj = new GameObject($"DecoderBg_{row}_{col}"); + bgObj.transform.SetParent(decoderGridDrawerObj.transform, false); + + // 计算局部位置(相对于解码器左上角) + float stride = cellSize + cellGap; + float xPos = col * stride; + float yPos = -row * stride; + bgObj.transform.localPosition = new Vector3(xPos, yPos, -0.1f); // 更靠前的 Z 轴,确保遮挡主网格 + + // 添加 Shapes Rectangle 组件 + Shapes.Rectangle rect = bgObj.AddComponent(); + // 背景大小应该填充整个格子区域(包括间隙),确保完全遮挡下方文字 + rect.Width = stride; + rect.Height = stride; + // 使用深青色背景,80% 不透明度 + rect.Color = new Color(0f, 0.12f, 0.12f, 0.8f); + rect.SortingOrder = 8; // 在主网格之上,在解码器网格线之下 + rect.CornerRadii = Vector4.one * 0.02f; // 轻微圆角 + // 设置为不透明渲染模式 + rect.BlendMode = Shapes.ShapesBlendMode.Opaque; + } + + /// + /// 更新解码器位置(对齐到网格) + /// + private void UpdateDecoderPosition() + { + if (decoderGridDrawerObj == null) return; + + // 计算解码器的世界位置 + float stride = cellSize + cellGap; + Vector3 decoderWorldPos = gridStartPos + new Vector3( + currentDecoderGridPos.y * stride, + -currentDecoderGridPos.x * stride, + -0.1f // Z轴稍微往前,确保显示在主网格之上 + ); + + decoderGridDrawerObj.transform.position = decoderWorldPos; + } + + /// + /// 开始拖拽解码器 + /// + private void OnDecoderBeginDrag(UnityEngine.EventSystems.PointerEventData eventData) + { + isDraggingDecoder = true; + dragStartGridPos = currentDecoderGridPos; + + // 记录鼠标的世界坐标 + if (RectTransformUtility.ScreenPointToWorldPointInRectangle( + sharedCanvas.transform as RectTransform, + eventData.position, + eventData.pressEventCamera, + out dragStartMouseWorldPos)) + { + // 记录解码器的世界坐标 + if (decoderGridDrawerObj != null) + { + dragStartDecoderWorldPos = decoderGridDrawerObj.transform.position; + } + } + } + + /// + /// 拖拽解码器中 + /// + private void OnDecoderDrag(UnityEngine.EventSystems.PointerEventData eventData) + { + if (!isDraggingDecoder || decoderGridDrawerObj == null) return; + + // 获取当前鼠标的世界坐标 + Vector3 currentMouseWorldPos; + if (RectTransformUtility.ScreenPointToWorldPointInRectangle( + sharedCanvas.transform as RectTransform, + eventData.position, + eventData.pressEventCamera, + out currentMouseWorldPos)) + { + // 计算鼠标移动的增量(世界坐标) + Vector3 mouseDelta = currentMouseWorldPos - dragStartMouseWorldPos; + + // 计算解码器应该在的世界坐标(保持鼠标和解码器的相对位置) + Vector3 targetDecoderWorldPos = dragStartDecoderWorldPos + mouseDelta; + + // 将目标世界坐标转换为网格坐标 + Vector3 offsetFromGridStart = targetDecoderWorldPos - gridStartPos; + float stride = cellSize + cellGap; + + int targetGridRow = Mathf.RoundToInt(-offsetFromGridStart.y / stride); // Y轴反向 + int targetGridCol = Mathf.RoundToInt(offsetFromGridStart.x / stride); + + // 限制在主网格范围内 + targetGridRow = Mathf.Clamp(targetGridRow, 0, gridHeight - stripHeight); + targetGridCol = Mathf.Clamp(targetGridCol, 0, gridWidth - stripWidth); + + Vector2Int newGridPos = new Vector2Int(targetGridRow, targetGridCol); + + // 如果位置改变,更新解码器 + if (newGridPos != currentDecoderGridPos) + { + currentDecoderGridPos = newGridPos; + UpdateDecoderPosition(); + } + } + } + + /// + /// 结束拖拽解码器 + /// + private void OnDecoderEndDrag(UnityEngine.EventSystems.PointerEventData eventData) + { + isDraggingDecoder = false; + + // 确保最终位置对齐到网格 + UpdateDecoderPosition(); + } + + /// + /// 清理解码器 + /// + private void ClearDecoder() + { + // 清理解码器粒子 + foreach (var particle in decoderParticles.Values) + { + if (particle != null) + { + Destroy(particle.gameObject); + } + } + decoderParticles.Clear(); + + // 清理解码器绘制器 + if (decoderGridDrawerObj != null) + { + Destroy(decoderGridDrawerObj); + decoderGridDrawerObj = null; + } + } + + /// + /// 创建网格粒子(直接使用 TextParticle,与 LanguageParticleManager 一致) + /// + private void CreateGridParticle(int row, int col, Vector3 gridStartPos) + { + if (sharedCanvas == null) return; + + // 计算粒子位置(从左上角开始) + float xPos = col * (cellSize + cellGap); + float yPos = -row * (cellSize + cellGap); // Y 轴向下 + Vector3 position = gridStartPos + new Vector3(xPos, yPos, 0f); + + // 创建粒子对象(参考 LanguageParticleManager.CreateParticleObject) + GameObject particleObj = new GameObject($"GridParticle_{row}_{col}"); + + // 添加 RectTransform(在 Canvas 下必需) + RectTransform rectTransform = particleObj.AddComponent(); + rectTransform.SetParent(sharedCanvas.transform, false); + rectTransform.position = position; + rectTransform.localScale = Vector3.one; + rectTransform.sizeDelta = Vector2.zero; + + // 添加 TextParticle 组件 + TextParticle particle = particleObj.AddComponent(); + particle.SetFont(chineseFontAsset); + + // 设置为完全静态(固定在格子里,不飘动) + particle.isStatic = true; // 静态粒子 + particle.isCalmed = true; // 完全平静,不受力影响 + particle.velocity = Vector2.zero; // 速度为0 + + // 重要:设置透明度,否则粒子不可见! + particle.alpha = 1f; + particle.baseAlpha = 1f; + + // 设置文字内容 + if (gridData != null) + { + GridCell cellData = gridData[row, col]; + particle.ForceSetCharacter(cellData.word); // 显示词语 + + // 设置字体大小和颜色 + if (particle.textMesh != null) + { + particle.textMesh.fontSize = cellFontSize; + particle.textMesh.color = Color.white; + } + } + + Vector2Int pos = new Vector2Int(row, col); + gridParticles[pos] = particle; + + // 初始化视觉状态 + if (!particleStates.ContainsKey(pos)) + { + particleStates[pos] = new ParticleVisualState + { + basePosition = position, + currentAlpha = 1f, + targetAlpha = 1f, + currentColor = Color.white, + targetColor = Color.white, + currentScale = 1f, + targetScale = 1f, + isShowingWord = true + }; + } + + // 初始化闪烁计时器 + if (!glitchTimers.ContainsKey(pos)) + { + glitchTimers[pos] = Random.Range(0f, glitchInterval); + } + } + + private void ClearGrid() + { + // 清理所有Tween + foreach (var state in particleStates.Values) + { + if (state.alphaTween != null) state.alphaTween.Kill(); + if (state.colorTween != null) state.colorTween.Kill(); + if (state.scaleTween != null) state.scaleTween.Kill(); + if (state.jitterTween != null) state.jitterTween.Kill(); + } + + foreach (var particle in gridParticles.Values) + { + if (particle != null) + { + Destroy(particle.gameObject); + } + } + gridParticles.Clear(); + particleStates.Clear(); + glitchTimers.Clear(); + + if (mainGridDrawerObj != null) + { + Destroy(mainGridDrawerObj); + mainGridDrawerObj = null; + } + + // 同时清理解码器 + ClearDecoder(); + } + + private List SplitIntoTwoCharChunks(string text) + { + List chunks = new List(); + for (int i = 0; i < text.Length; i += 2) + { + if (i + 1 < text.Length) + { + chunks.Add(text.Substring(i, 2)); + } + else + { + chunks.Add(text[i] + " "); // 奇数长度时补空格 + } + } + return chunks; + } + + private void OnStartFilterClicked() + { + if (!isInitialized || isFilteringActive) return; + + isFilteringActive = true; + + // 显示解码器条纹 + CreateDecoder(); + + // 启用滑动条和验证按钮 + if (emotionSlider != null) + { + emotionSlider.interactable = true; + } + + if (verifyButton != null) + { + verifyButton.interactable = true; + } + + if (startFilterButton != null) + { + startFilterButton.interactable = false; + } + + // 应用初始过滤效果 + UpdateGridVisualsWithFilter(); + } + + + private void OnEmotionSliderChanged(float value) + { + currentFrequency = value; + + if (frequencyText != null) + { + frequencyText.text = $"{value:F1} Hz"; + + // 确保频率文本使用正确的字体和大小 + if (chineseFontAsset != null && frequencyText.font != chineseFontAsset) + { + frequencyText.font = chineseFontAsset; + } + } + + // 更新网格显示 + if (isFilteringActive) + { + UpdateGridVisualsWithFilter(); + } + } + + private void Update() + { + // 在过滤模式下,持续更新视觉效果以确保闪烁效果平滑 + // 注意:只在闪烁区域需要频繁更新,其他区域DOTween会自动处理过渡 + if (isFilteringActive && isInitialized) + { + // 只更新处于闪烁状态的粒子(距离在5-20之间) + // 这样可以减少性能开销 + bool needsUpdate = false; + foreach (var kvp in gridParticles) + { + Vector2Int pos = kvp.Key; + if (gridData == null || pos.x >= gridHeight || pos.y >= gridWidth) continue; + + GridCell cellData = gridData[pos.x, pos.y]; + if (cellData.emotion == EmotionType.Neutral) continue; + + EmotionConfig emotion = GetEmotionConfig(cellData.emotion); + float distance = CalculateFrequencyDistance(emotion); + + // 如果处于闪烁区域,需要持续更新 + if (distance >= 5f && distance < 20f) + { + needsUpdate = true; + break; + } + } + + // 如果有粒子处于闪烁状态,每帧更新(但限制更新频率) + if (needsUpdate) + { + UpdateGridVisualsWithFilter(); + } + } + } + + private void UpdateGridVisualsWithFilter() + { + if (gridData == null) return; + + float maxSignal = 0f; + + for (int row = 0; row < gridHeight; row++) + { + for (int col = 0; col < gridWidth; col++) + { + float cellSignal = UpdateCellVisual(row, col); + maxSignal = Mathf.Max(maxSignal, cellSignal); + } + } + + UpdateSignalStrengthDisplay(maxSignal); + } + + /// + /// 更新单个单元格的视觉效果 + /// + private float UpdateCellVisual(int row, int col) + { + Vector2Int pos = new Vector2Int(row, col); + if (!gridParticles.ContainsKey(pos)) return 0f; + + TextParticle particle = gridParticles[pos]; + if (particle == null || particle.textMesh == null) return 0f; + + GridCell cellData = gridData[row, col]; + EmotionConfig emotion = GetEmotionConfig(cellData.emotion); + + // 计算频率距离 + float distance = CalculateFrequencyDistance(emotion); + + + // 根据情绪类型应用不同的视觉效果 + if (cellData.emotion == EmotionType.Neutral) + { + ApplyNeutralState(particle, cellData); + return 0f; + } + else + { + return ApplyEmotionState(particle, cellData, emotion, distance); + } + } + + + /// + /// 计算与当前频率的距离 + /// + private float CalculateFrequencyDistance(EmotionConfig emotion) + { + if (emotion.type == EmotionType.Neutral) + { + return 100f; + } + return Mathf.Abs(currentFrequency - emotion.frequency); + } + + /// + /// 应用情绪相关的视觉状态(参考 HTML 原型的视觉效果) + /// + private float ApplyEmotionState(TextParticle particle, GridCell cellData, EmotionConfig emotion, float distance) + { + bool isTargetWord = cellData.isTarget; + Vector2Int pos = new Vector2Int(cellData.row, cellData.col); + + if (!particleStates.ContainsKey(pos)) + { + particleStates[pos] = new ParticleVisualState + { + basePosition = particle.transform.position, + currentAlpha = particle.alpha, + targetAlpha = particle.alpha, + currentColor = particle.textMesh.color, + targetColor = particle.textMesh.color, + currentScale = 1f, + targetScale = 1f, + isShowingWord = true + }; + } + + ParticleVisualState state = particleStates[pos]; + state.basePosition = particle.transform.position; + + // 确保显示词语 + if (particle.currentChar != cellData.word) + { + particle.ForceSetCharacter(cellData.word); + state.isShowingWord = true; + } + + // 根据距离应用不同的视觉效果(参考 HTML) + if (distance < 5f) + { + // 锁定状态:高亮显示 + return ApplyLockedStateSimple(particle, cellData, emotion, distance, state); + } + else if (distance < 20f) + { + // 闪烁状态 + return ApplyGlitchingStateSimple(particle, cellData, emotion, distance, state); + } + else if (distance < 35f) + { + // 淡出状态 + return ApplyFadingStateSimple(particle, cellData, distance, state); + } + else + { + // 隐藏状态 + return ApplyHiddenStateSimple(particle, cellData, state); + } + } + + /// + /// 锁定状态:频率匹配,高亮显示(参考 HTML) + /// + private float ApplyLockedStateSimple(TextParticle particle, GridCell cellData, EmotionConfig emotion, float distance, ParticleVisualState state) + { + // 计算信号强度 + float signalStrength = 100f - distance * 20f; + signalStrength = Mathf.Clamp01(signalStrength / 100f); + + // 目标值:高亮、放大、加粗 + state.targetAlpha = 1f; + state.targetColor = emotion.color; + state.targetScale = 1.15f; + + // 平滑过渡 + SmoothTransition(state, particle, visualTransitionDuration); + + // 应用样式 + if (particle.textMesh != null) + { + particle.textMesh.fontStyle = FontStyles.Bold; + } + + // 设置光晕 + SetParticleGlow(particle, emotion.color, 0.3f + signalStrength * 0.4f); + + // 停止抖动 + if (state.jitterTween != null) + { + state.jitterTween.Kill(); + state.jitterTween = null; + } + particle.transform.position = state.basePosition; + + return signalStrength * 100f; + } + + /// + /// 闪烁状态:颜色和光晕闪烁(参考 HTML) + /// + private float ApplyGlitchingStateSimple(TextParticle particle, GridCell cellData, EmotionConfig emotion, float distance, ParticleVisualState state) + { + Vector2Int pos = new Vector2Int(cellData.row, cellData.col); + + // 计算闪烁强度 + float glitchChance = 1f - (distance / 20f); + glitchChance = Mathf.Clamp01(glitchChance); + + // 使用 Time.time 作为基础时间 + if (!glitchTimers.ContainsKey(pos)) + { + glitchTimers[pos] = Time.time + Random.Range(0f, glitchInterval * 2f); + } + + // 颜色在情绪色和白色之间过渡(闪烁效果) + float timePhase = (Time.time - glitchTimers[pos]) * (10f + glitchChance * 20f); + float glitchPhase = Mathf.Sin(timePhase) * 0.5f + 0.5f; + float colorLerp = glitchChance * (0.5f + glitchPhase * 0.5f); + + state.targetColor = Color.Lerp(Color.white, emotion.color, colorLerp); + + // 目标值:轻微模糊、中等透明度 + float blurFactor = (distance - 5f) / 15f; + state.targetAlpha = 0.9f - blurFactor * 0.2f; + state.targetScale = 1f; + + // 平滑过渡 + SmoothTransition(state, particle, visualTransitionDuration * 0.5f); + + // 应用样式 + if (particle.textMesh != null) + { + particle.textMesh.fontStyle = FontStyles.Normal; + } + + // 设置光晕(闪烁效果) + float glowAlpha = 0.2f + glitchChance * 0.2f + glitchPhase * 0.1f; + SetParticleGlow(particle, emotion.color, glowAlpha); + + // 添加抖动效果 + float jitterAmount = glitchChance * jitterIntensity; + Vector3 jitterOffset = new Vector3( + Random.Range(-jitterAmount, jitterAmount), + Random.Range(-jitterAmount, jitterAmount), + 0f + ); + particle.transform.position = state.basePosition + jitterOffset; + + return 0f; + } + + /// + /// 淡出状态:逐渐淡化(参考 HTML) + /// + private float ApplyFadingStateSimple(TextParticle particle, GridCell cellData, float distance, ParticleVisualState state) + { + // 计算透明度 + float alpha = 0.6f - ((distance - 20f) / 30f); + alpha = Mathf.Clamp01(alpha); + + state.targetAlpha = alpha; + state.targetColor = Color.white; + state.targetScale = 1f; + + // 平滑过渡 + SmoothTransition(state, particle, visualTransitionDuration); + + // 应用样式 + if (particle.textMesh != null) + { + particle.textMesh.fontStyle = FontStyles.Normal; + } + + // 清除光晕 + SetParticleGlow(particle, Color.clear, 0f); + + // 停止抖动 + if (state.jitterTween != null) + { + state.jitterTween.Kill(); + state.jitterTween = null; + } + particle.transform.position = state.basePosition; + + return 0f; + } + + /// + /// 隐藏状态:几乎不可见(参考 HTML) + /// + private float ApplyHiddenStateSimple(TextParticle particle, GridCell cellData, ParticleVisualState state) + { + state.targetAlpha = 0.05f; + state.targetColor = Color.white; + state.targetScale = 1f; + + // 平滑过渡 + SmoothTransition(state, particle, visualTransitionDuration); + + // 应用样式 + if (particle.textMesh != null) + { + particle.textMesh.fontStyle = FontStyles.Normal; + } + + // 清除光晕 + SetParticleGlow(particle, Color.clear, 0f); + + // 停止抖动 + if (state.jitterTween != null) + { + state.jitterTween.Kill(); + state.jitterTween = null; + } + particle.transform.position = state.basePosition; + + return 0f; + } + + /// + /// 中性状态:噪音/普通内容(参考 HTML) + /// + private void ApplyNeutralState(TextParticle particle, GridCell cellData) + { + Vector2Int pos = new Vector2Int(cellData.row, cellData.col); + + if (!particleStates.ContainsKey(pos)) + { + particleStates[pos] = new ParticleVisualState + { + basePosition = particle.transform.position, + currentAlpha = particle.alpha, + targetAlpha = particle.alpha, + currentColor = particle.textMesh.color, + targetColor = particle.textMesh.color, + currentScale = 1f, + targetScale = 1f, + isShowingWord = true + }; + } + + ParticleVisualState state = particleStates[pos]; + + // 确保显示词语 + if (particle.currentChar != cellData.word) + { + particle.ForceSetCharacter(cellData.word); + state.isShowingWord = true; + } + + // 中性颜色:灰色,淡化显示 + Color neutralColor = new Color(0.4f, 0.5f, 0.4f, 1f); + state.targetAlpha = 0.3f; + state.targetColor = neutralColor; + state.targetScale = 1f; + + // 平滑过渡 + SmoothTransition(state, particle, visualTransitionDuration); + + // 应用样式 + if (particle.textMesh != null) + { + particle.textMesh.fontStyle = FontStyles.Normal; + } + + // 清除光晕 + SetParticleGlow(particle, Color.clear, 0f); + + // 停止抖动 + if (state.jitterTween != null) + { + state.jitterTween.Kill(); + state.jitterTween = null; + } + particle.transform.position = state.basePosition; + } + + /// + /// 平滑过渡到目标视觉状态 + /// + private void SmoothTransition(ParticleVisualState state, TextParticle particle, float duration) + { + // Alpha 过渡 + if (Mathf.Abs(state.currentAlpha - state.targetAlpha) > 0.01f) + { + if (state.alphaTween != null && state.alphaTween.IsActive()) + { + state.alphaTween.Kill(); + } + state.alphaTween = DOTween.To(() => state.currentAlpha, x => { + state.currentAlpha = x; + particle.alpha = x; + }, state.targetAlpha, duration).SetEase(Ease.OutQuad); + } + + // Color 过渡 + if (ColorDistance(state.currentColor, state.targetColor) > 0.01f) + { + if (state.colorTween != null && state.colorTween.IsActive()) + { + state.colorTween.Kill(); + } + state.colorTween = DOTween.To(() => state.currentColor, x => { + state.currentColor = x; + if (particle.textMesh != null) + { + Color finalColor = x; + finalColor.a = state.currentAlpha; // 保持alpha同步 + particle.textMesh.color = finalColor; + } + }, state.targetColor, duration).SetEase(Ease.OutQuad); + } + + // Scale 过渡(通过transform.localScale) + if (Mathf.Abs(state.currentScale - state.targetScale) > 0.01f) + { + if (state.scaleTween != null && state.scaleTween.IsActive()) + { + state.scaleTween.Kill(); + } + Vector3 targetScale = Vector3.one * state.targetScale; + state.scaleTween = particle.transform.DOScale(targetScale, duration).SetEase(Ease.OutQuad); + state.currentScale = state.targetScale; + } + } + + /// + /// 计算两个颜色的距离(用于判断是否需要过渡) + /// + private float ColorDistance(Color a, Color b) + { + return Mathf.Abs(a.r - b.r) + Mathf.Abs(a.g - b.g) + Mathf.Abs(a.b - b.b); + } + + /// + /// 设置粒子光晕效果(平滑过渡) + /// + private void SetParticleGlow(TextParticle particle, Color color, float alpha) + { + if (particle.glowSprite != null) + { + Color glowColor = color; + glowColor.a = alpha; + // 使用DOTween平滑过渡光晕 + particle.glowSprite.DOColor(glowColor, visualTransitionDuration).SetEase(Ease.OutQuad); + } + } + + /// + /// 更新信号强度显示 + /// + private void UpdateSignalStrengthDisplay(float maxSignal) + { + if (signalStrengthText != null) + { + signalStrengthText.text = $"信号强度: {Mathf.RoundToInt(maxSignal)}%"; + } + } + + private void OnVerifyClicked() + { + if (!isFilteringActive || currentLevelData == null) return; + + // 检查解码器位置是否正确 + bool isPositionCorrect = (currentDecoderGridPos == currentLevelData.correctDecoderPosition); + + // 检查频率是否正确(匹配答案情绪) + EmotionConfig answerEmotion = GetEmotionConfig(currentLevelData.answerEmotion); + float frequencyDistance = Mathf.Abs(currentFrequency - answerEmotion.frequency); + bool isFrequencyCorrect = frequencyDistance <= currentLevelData.frequencyTolerance; + + // 验证答案 + bool isCorrect = isPositionCorrect && isFrequencyCorrect; + + if (isCorrect) + { + Debug.Log($"[AnalysisModeManager] 验证成功!位置: {currentDecoderGridPos}, 频率: {currentFrequency:F1} Hz"); + + // 显示成功反馈 + ShowDecoderFeedback(true); + + // 延迟后触发完成回调 + StartCoroutine(DelayedComplete(true)); + } + else + { + Debug.Log($"[AnalysisModeManager] 验证失败。位置正确: {isPositionCorrect}, 频率正确: {isFrequencyCorrect}"); + + // 显示失败反馈 + ShowDecoderFeedback(false); + } + } + + /// + /// 显示解码器验证反馈 + /// + private void ShowDecoderFeedback(bool isCorrect) + { + if (decoderGridDrawerObj == null) return; + + // 改变解码器边框颜色 + Color feedbackColor = isCorrect ? Color.green : Color.red; + Color originalColor = new Color(0f, 1f, 1f, 0.8f); // Cyan 原始颜色 + + // 找到所有网格线并改变颜色 + Transform linesContainer = decoderGridDrawerObj.transform.Find("Lines"); + if (linesContainer != null) + { + Line[] lines = linesContainer.GetComponentsInChildren(); + foreach (Line line in lines) + { + Color startColor = line.Color; + + // 使用DOTween.To来动画化颜色变化 + DOTween.To(() => startColor, x => line.Color = x, feedbackColor, 0.3f) + .SetEase(Ease.OutQuad); + + if (!isCorrect) + { + // 失败时闪烁后恢复 + DOTween.To(() => feedbackColor, x => line.Color = x, originalColor, 0.3f) + .SetDelay(0.6f) + .SetEase(Ease.OutQuad); + } + } + } + } + + /// + /// 延迟完成(用于播放动画) + /// + private System.Collections.IEnumerator DelayedComplete(bool success) + { + yield return new WaitForSeconds(1f); + OnAnalysisComplete(success); + + // 关闭分析模式 + if (analysisPanel != null) + { + analysisPanel.gameObject.SetActive(false); + } + } + + private void OnAnalysisComplete(bool success) + { + Debug.Log($"[AnalysisModeManager] OnAnalysisComplete 被调用,结果: {(success ? "成功" : "失败")}"); + Debug.Log($"[AnalysisModeManager] completionNodeName: {(string.IsNullOrEmpty(completionNodeName) ? "空" : completionNodeName)}"); + Debug.Log($"[AnalysisModeManager] currentLevelData: {(currentLevelData == null ? "null" : currentLevelData.levelName)}"); + + // 通过 Yarn 对话系统反馈结果 + if (success) + { + // 成功节点:优先使用 completionNodeName,其次使用配置中的节点 + string successNode = !string.IsNullOrEmpty(completionNodeName) + ? completionNodeName + : (currentLevelData != null && !string.IsNullOrEmpty(currentLevelData.successNodeName)) + ? currentLevelData.successNodeName + : ""; + + Debug.Log($"[AnalysisModeManager] 成功节点选择: {(string.IsNullOrEmpty(successNode) ? "未找到节点" : successNode)}"); + + if (!string.IsNullOrEmpty(successNode)) + { + Debug.Log($"[AnalysisModeManager] 准备启动对话节点: {successNode}"); + if (DialogController.Instance == null) + { + Debug.LogError("[AnalysisModeManager] DialogController.Instance 为 null,无法启动对话节点!"); + } + else + { + DialogController.Instance.StartDialogNode(successNode); + Debug.Log($"[AnalysisModeManager] 已调用 StartDialogNode: {successNode}"); + } + } + else + { + Debug.LogWarning("[AnalysisModeManager] 成功时未找到任何对话节点!"); + } + } + else + { + // 失败节点 + string failNode = !string.IsNullOrEmpty(completionNodeName) + ? completionNodeName + "_Fail" + : (currentLevelData != null && !string.IsNullOrEmpty(currentLevelData.failNodeName)) + ? currentLevelData.failNodeName + : ""; + + Debug.Log($"[AnalysisModeManager] 失败节点选择: {(string.IsNullOrEmpty(failNode) ? "未找到节点" : failNode)}"); + + if (!string.IsNullOrEmpty(failNode)) + { + Debug.Log($"[AnalysisModeManager] 准备启动对话节点: {failNode}"); + if (DialogController.Instance == null) + { + Debug.LogError("[AnalysisModeManager] DialogController.Instance 为 null,无法启动对话节点!"); + } + else + { + DialogController.Instance.StartDialogNode(failNode); + Debug.Log($"[AnalysisModeManager] 已调用 StartDialogNode: {failNode}"); + } + } + else + { + Debug.LogWarning("[AnalysisModeManager] 失败时未找到任何对话节点!"); + } + } + } + + private EmotionConfig GetEmotionConfig(EmotionType type) + { + switch (type) + { + case EmotionType.Joy: return EmotionConfig.Joy; + case EmotionType.Sadness: return EmotionConfig.Sadness; + case EmotionType.Anger: return EmotionConfig.Anger; + case EmotionType.Fear: return EmotionConfig.Fear; + default: return EmotionConfig.Neutral; + } + } + + + } +} + diff --git a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeManager.cs.meta b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeManager.cs.meta new file mode 100644 index 000000000..805ede67e --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3cf72a773ae1e5442aea05dc7691d4e0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeSetup.txt b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeSetup.txt new file mode 100644 index 000000000..3911243d2 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeSetup.txt @@ -0,0 +1,223 @@ +# 分析模式设置指南 + +## 一、创建关卡配置 + +### 1. 创建 ScriptableObject + +1. 在 Project 窗口中,找到 `Assets/Resources/AnalysisLevels/` 文件夹(如果没有请创建) +2. 右键 → `Create > AIBIS > Language > Analysis Level` +3. 命名为 `AnalysisLevel_Fear_01` + +### 2. 配置关卡数据 + +在 Inspector 中填写: + +**关卡基础信息:** +- Level Name: "恐惧关卡1" +- Description: "找出隐藏在笑话中的焦虑" + +**解码器配置:** +- Decoder Width: 5 +- Decoder Height: 3 +- Hole Positions: (点击 + 添加3个位置) + - Element 0: X=0, Y=0 + - Element 1: X=1, Y=1 + - Element 2: X=2, Y=4 + +**答案配置:** +- Answer Emotion: Fear +- Answer Words: (点击 + 添加3个词) + - Element 0: "临检" + - Element 1: "英里" + - Element 2: "担心" +- Correct Decoder Position: X=3, Y=5 +- Complete Sentence: "[临检]要来了,不合格[英里]被骂了,这让我很[担心]" + +**词池配置:** +展开 Word Pool,确保: +- Fear Words 列表中包含 "临检", "英里", "担心" +- 每种情绪至少有 15 个词 + +**难度配置:** +- Decoy Count Per Emotion: 15 +- Frequency Tolerance: 8.0 + +**完成回调:** +- Success Node Name: "Analysis_Fear_01_Success" +- Fail Node Name: "Analysis_Fear_01_Fail" + +--- + +## 二、设置 AnalysisModeManager + +### 1. 在场景中找到或创建 AnalysisModeManager + +1. 在 Hierarchy 中找到包含 `AnalysisModeManager` 的物体 +2. 如果没有,创建一个空物体,添加 `AnalysisModeManager` 组件 + +### 2. 配置 Inspector + +**Canvas 引用:** +- Shared Canvas: 拖入共享的 Canvas(与 LanguageParticleManager 使用同一个) + +**UI 引用:** +- Analysis Panel: 分析面板 RectTransform +- Initialize Button: "初始化" 按钮 +- Emotion Slider: 情绪频率滑动条 +- Frequency Text: 频率显示文本 +- Signal Strength Text: 信号强度文本 +- Start Filter Button: "启动过滤" 按钮 +- Verify Button: "验证" 按钮 + +**网格配置:** +- Grid Container: 可选 +- Grid Width: 20 +- Grid Height: 20 +- Cell Size: 0.4 +- Cell Gap: 0.05 +- Cell Font Size: 2.5 +- Grid Center Offset: (0, 0, 0) + +**解码器条纹:** +- Decoder Strip: 拖入解码器条纹 Prefab + +**字体配置:** +- Chinese Font Asset: 拖入中文字体 + +**关卡配置:** +- Current Level Data: 拖入刚创建的 `AnalysisLevel_Fear_01` + +--- + +## 三、创建解码器条纹 Prefab + +### 1. 创建 UI 对象 + +1. 在 Canvas 下创建空物体 +2. 命名为 "DecoderStrip" +3. 添加组件: + - RectTransform (自动添加) + - Image + - Canvas Group + - AnalysisDecoderStrip + +### 2. 配置组件 + +**RectTransform:** +- Anchor: Center +- Pivot: (0.5, 0.5) +- Size Delta: 会被代码动态设置 + +**Image:** +- Color: R=0, G=30, B=30, A=242 (半透明深青色) + +**AnalysisDecoderStrip:** +- Is Draggable: ✓ +- Drag Alpha: 0.7 +- Strip Color: (0, 0.12, 0.12, 0.95) +- Border Color: Cyan +- Border Width: 2 + +### 3. 添加孔洞标记(可选) + +在 DecoderStrip 下创建子物体标记孔洞位置: + +1. 创建3个 Image 子物体,命名为 "Hole_1", "Hole_2", "Hole_3" +2. 设置为小圆圈或方框 +3. 位置对应配置中的 holePositions + +### 4. 保存为 Prefab + +将 DecoderStrip 拖到 Project 窗口,保存为 Prefab + +--- + +## 四、在 Yarn 脚本中使用 + +创建或编辑 .yarn 文件: + +```yarn +title: TestAnalysisMode +--- +艾比斯: 让我看看这些记忆背后藏着什么... + +<> + +// 玩家进行分析游戏,成功后自动跳转到下一个节点 + +=== + +title: Analysis_Fear_01_Success +--- +艾比斯: 我明白了...这些笑话背后藏着焦虑... +艾比斯: [临检]要来了,不合格[英里]被骂了,这让我很[担心]... +-> 继续 + <> +=== + +title: Analysis_Fear_01_Fail +--- +艾比斯: 似乎不对...让我再试试... +=== +``` + +--- + +## 五、测试 + +1. 运行场景 +2. 触发包含 `start_analysis` 命令的对话 +3. 观察分析模式是否正确启动 +4. 调整频率滑动条,拖动解码器条纹 +5. 点击验证按钮测试 + +--- + +## 六、调试 + +### 查看日志 + +生成器会输出详细日志: + +``` +[AnalysisModeGenerator] 验证通过:唯一解 +[AnalysisModeManager] 已加载关卡: 恐惧关卡1 +``` + +### 常见问题 + +**Q: 提示"找不到关卡配置"** +A: 确保配置文件在 `Assets/Resources/AnalysisLevels/` 目录下 + +**Q: 提示"类型找不到"** +A: 在 Unity 中等待编译完成,或重启 Unity + +**Q: 网格没有生成** +A: 检查 Console 是否有错误日志,确认配置数据有效 + +**Q: 解码器条纹不能拖动** +A: 检查 Canvas 的 Raycast Target 设置,确保 EventSystem 存在 + +--- + +## 七、进阶配置 + +### 创建更多关卡 + +复制 `AnalysisLevel_Fear_01`,修改: +- 答案词 +- 孔洞位置 +- 解码器正确位置 +- 诱饵词数量 + +### 增加难度 + +- 增加 `decoyCountPerEmotion` (诱饵词数量) +- 减小 `frequencyTolerance` (频率容差) +- 增加网格尺寸 +- 使用更多孔洞 + +--- + +完成!现在可以创建和配置分析模式关卡了。 + diff --git a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeSetup.txt.meta b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeSetup.txt.meta new file mode 100644 index 000000000..3e191a447 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeSetup.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 60c809b2091567c4ba8ad39cde46bdf2 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeYarnCommand.cs b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeYarnCommand.cs new file mode 100644 index 000000000..a20d72fa2 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeYarnCommand.cs @@ -0,0 +1,62 @@ +using System.Collections; +using AibisDream.FixSystem; +using UnityEngine; +using Yarn.Unity; + +namespace AibisDream.MiniGame.Language +{ + /// + /// 分析模式的 Yarn 命令接口 + /// + public static class AnalysisModeYarnCommand + { + private static AnalysisModeManager AnalysisModeManager => FixSystemCenter.SystemDic.Get(); + + /// + /// 启动分析模式(使用 ScriptableObject 配置 - 推荐) + /// <> + /// 或 + /// <> + /// + /// 关卡配置名称(Resources/AnalysisLevels/ 下的文件名) + /// 完成时触发的对话节点(可选,会覆盖配置中的节点) + [YarnCommand("start_analysis")] + public static void StartAnalysis(string levelName, string completionNode = "") + { + if (AnalysisModeManager == null) + { + Debug.LogError("AnalysisModeManager 未找到!请确保场景中有 AnalysisModeManager 组件。"); + return; + } + + // 从 Resources 加载关卡配置 + AnalysisModeData levelData = Resources.Load($"AnalysisLevels/{levelName}"); + + if (levelData == null) + { + Debug.LogError($"找不到关卡配置: Resources/AnalysisLevels/{levelName}.asset"); + return; + } + + // 启动分析模式 + AnalysisModeManager.OpenView(levelData, completionNode); + } + + /// + /// 关闭分析模式 + /// <> + /// + [YarnCommand("close_analysis")] + public static void CloseAnalysis() + { + if (AnalysisModeManager == null) + { + Debug.LogWarning("AnalysisModeManager 未找到!"); + return; + } + + AnalysisModeManager.CloseView(); + } + } +} + diff --git a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeYarnCommand.cs.meta b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeYarnCommand.cs.meta new file mode 100644 index 000000000..337b7504c --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeYarnCommand.cs.meta @@ 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+PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/SalesSystem.meta b/Assets/Scripts/MiniGame/HuoShan/SalesSystem.meta new file mode 100644 index 000000000..50801e233 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/SalesSystem.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a63826444a342884f89e86a6ec5aab5a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/SalesSystem/SalesManager.cs b/Assets/Scripts/MiniGame/HuoShan/SalesSystem/SalesManager.cs new file mode 100644 index 000000000..39f9c94a2 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/SalesSystem/SalesManager.cs @@ -0,0 +1,167 @@ +using UnityEngine; +using Cinemachine; +using AibisDream.FixSystem; +using AibisDream.Framework; +using System.Collections.Generic; + +namespace AibisDream.MiniGame.Language +{ + /// + /// 销售系统管理器 + /// + public class SalesManager : MonoBehaviour + { + [Header("UI配置")] + [Tooltip("销售系统主视图对象(会自动查找名为'SaleView'的子对象)")] + [SerializeField] private GameObject saleView; + + [Header("相机配置")] + [Tooltip("主销售相机")] + [SerializeField] private CameraEnum mainCamera = CameraEnum.SaleCamera; + + [Tooltip("深度销售相机(可选)")] + [SerializeField] private CameraEnum deepCamera = CameraEnum.SaleDeepCamera; + + private readonly List registeredCameras = new(); + + private void Start() + { + RegisterToSystem(); + RegisterCameras(); + FindSaleView(); + } + + private void OnDestroy() + { + UnregisterCameras(); + } + + /// + /// 查找销售视图(按名字"SaleView") + /// + private void FindSaleView() + { + if (saleView == null) + { + Transform viewTransform = transform.Find("SaleView"); + if (viewTransform != null) + { + saleView = viewTransform.gameObject; + Debug.Log("[SalesManager] 找到 SaleView"); + } + else + { + Debug.LogWarning("[SalesManager] 未找到名为 'SaleView' 的子对象"); + } + } + + // 初始时隐藏视图 + if (saleView != null) + { + saleView.SetActive(false); + } + } + + /// + /// 注册到系统字典 + /// + private void RegisterToSystem() + { + FixSystemCenter.SystemDic.Register(this); + } + + /// + /// 注册所有相机到CameraKit + /// + private void RegisterCameras() + { + if (CameraKit.Instance == null) + { + Debug.LogError("[SalesManager] CameraKit.Instance 为 null,无法注册相机!"); + return; + } + + // 获取所有相机 + var virtualCams = GetComponentsInChildren(); + + if (virtualCams.Length == 0) + { + Debug.LogWarning("[SalesManager] 未找到任何 ICinemachineCamera 组件!"); + return; + } + + // 注册主相机 + if (virtualCams.Length > 0) + { + CameraKit.Instance.RegisterCamera(mainCamera, virtualCams[0]); + registeredCameras.Add(mainCamera); + Debug.Log($"[SalesManager] 成功注册主相机: {mainCamera}"); + } + + // 注册深度相机(如果有) + if (virtualCams.Length > 1) + { + CameraKit.Instance.RegisterCamera(deepCamera, virtualCams[1]); + registeredCameras.Add(deepCamera); + Debug.Log($"[SalesManager] 成功注册深度相机: {deepCamera}"); + } + } + + /// + /// 从CameraKit注销所有相机 + /// + private void UnregisterCameras() + { + if (CameraKit.Instance == null) return; + + foreach (var cameraType in registeredCameras) + { + CameraKit.Instance.UnRegisterCamera(cameraType); + Debug.Log($"[SalesManager] 已注销相机: {cameraType}"); + } + + registeredCameras.Clear(); + } + + /// + /// 打开销售系统界面 + /// + public void OpenView() + { + gameObject.SetActive(true); + + if (saleView != null) + { + saleView.SetActive(true); + Debug.Log("[SalesManager] 销售系统已打开"); + } + else + { + Debug.LogError("[SalesManager] SaleView 未找到,无法打开销售界面"); + } + } + + /// + /// 关闭销售系统界面 + /// + public void CloseView() + { + if (saleView != null) + { + saleView.SetActive(false); + } + + gameObject.SetActive(false); + Debug.Log("[SalesManager] 销售系统已关闭"); + } + + /// + /// 初始化销售系统 + /// + public void Initialize() + { + Debug.Log("[SalesManager] 初始化销售系统"); + // 这里添加初始化逻辑 + } + } +} diff --git a/Assets/Scripts/MiniGame/HuoShan/SalesSystem/SalesManager.cs.meta b/Assets/Scripts/MiniGame/HuoShan/SalesSystem/SalesManager.cs.meta new file mode 100644 index 000000000..14f3ff8de --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/SalesSystem/SalesManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eeed0d4635e952b48b5723f2d9e30025 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/split_commit.py b/split_commit.py new file mode 100644 index 000000000..d76518e87 --- /dev/null +++ b/split_commit.py @@ -0,0 +1,346 @@ +#!/usr/bin/env python +# -*- coding: utf-8 -*- +""" +Split Commit Tool - 交互式拆分未提交变更为多个原子提交 +""" + +import os +import sys +import subprocess +from pathlib import Path + +# 配置 +PROTECTED_BRANCHES = ['main', 'master', 'release/', 'hotfix/'] +REPO_ROOT = Path(__file__).parent.absolute() +os.chdir(REPO_ROOT) + +def run_command(cmd, capture_output=True): + """执行Git命令""" + try: + result = subprocess.run( + cmd, + shell=True, + capture_output=capture_output, + text=True, + encoding='utf-8' + ) + return result.returncode == 0, result.stdout, result.stderr + except Exception as e: + return False, "", str(e) + +def is_protected_branch(branch_name): + """检查是否为保护分支""" + for protected in PROTECTED_BRANCHES: + if protected.endswith('/') and branch_name.startswith(protected): + return True + if branch_name == protected: + return True + return False + +def get_current_branch(): + """获取当前分支""" + success, stdout, stderr = run_command("git branch --show-current") + return stdout.strip() if success else "" + +def analyze_changes(): + """分析变更""" + print("=" * 60) + print("步骤 1: 分析变更") + print("=" * 60) + + # git status + print("\n[git status]") + success, stdout, stderr = run_command("git status") + print(stdout or stderr) + + # git diff --stat + print("\n[git diff --stat]") + success, stdout, stderr = run_command("git diff --stat") + print(stdout or stderr) + + return True + +def create_commit(msg): + """使用msg.txt创建提交(避免中文乱码)""" + msg_file = REPO_ROOT / "msg.txt" + try: + with open(msg_file, 'w', encoding='utf-8') as f: + f.write(msg) + f.write("\n\nCo-Authored-By: Claude Code \n") + + success, stdout, stderr = run_command("git commit -F msg.txt") + if not success: + print(f"❌ 提交失败: {stderr}") + return False + + print(f"✅ 提交成功: {msg}") + return True + finally: + if msg_file.exists(): + msg_file.unlink() + +def commit_all_changes(): + """一次性提交所有变更""" + print("\n" + "=" * 60) + print("一次性提交所有变更") + print("=" * 60) + + # 处理删除的文件 + run_command("git ls-files --deleted -z | xargs -0 git rm", capture_output=False) + + # 添加所有变更 + run_command("git add -A", capture_output=False) + + # 创建提交 + create_commit("chore: 批量提交变更") + + # 显示提交历史 + print("\n[提交历史]") + run_command("git log --oneline -5", capture_output=False) + +def interactive_split(): + """交互式拆分提交""" + print("\n" + "=" * 60) + print("步骤 2: 分组变更") + print("=" * 60) + + # 获取所有变更 + success, status_output, _ = run_command("git status --short") + if not success: + print("❌ 无法获取变更状态") + return False + + # 分析变更类型 + staged_files = [] + modified_files = [] + deleted_files = [] + untracked_files = [] + + for line in status_output.strip().split('\n'): + if not line: + continue + + status = line[:2] + file_path = line[3:] + + if status == 'M ': + staged_files.append(file_path) + elif status == ' M': + modified_files.append(file_path) + elif status == 'D ': + deleted_files.append(file_path) + elif status == ' D': + deleted_files.append(file_path) + elif status == '??': + untracked_files.append(file_path) + elif status == 'MM': + staged_files.append(file_path) + modified_files.append(file_path) + + # 显示分组建议 + groups = [] + print("\n[变更分组方案]") + + order = 1 + + # 删除文件 + if deleted_files: + groups.append({ + 'order': order, + 'files': deleted_files, + 'message': '删除旧文件', + 'type': 'delete' + }) + print(f"{order}. 删除 {len(deleted_files)} 个文件") + for f in deleted_files[:3]: + print(f" - {f}") + if len(deleted_files) > 3: + print(f" ... 还有 {len(deleted_files) - 3} 个文件") + order += 1 + + # 修改的meta文件 + meta_files = [f for f in modified_files if f.endswith('.meta')] + if meta_files: + groups.append({ + 'order': order, + 'files': meta_files, + 'message': '更新.meta文件', + 'type': 'meta' + }) + print(f"{order}. 修改 {len(meta_files)} 个.meta文件") + for f in meta_files[:3]: + print(f" - {f}") + if len(meta_files) > 3: + print(f" ... 还有 {len(meta_files) - 3} 个文件") + order += 1 + + # 场景文件 + scene_files = [f for f in modified_files if f.endswith('.unity')] + if scene_files: + groups.append({ + 'order': order, + 'files': scene_files, + 'message': '更新场景', + 'type': 'scene' + }) + print(f"{order}. 修改 {len(scene_files)} 个场景文件") + for f in scene_files: + print(f" - {f}") + order += 1 + + # 脚本文件 + script_files = [f for f in modified_files if f.endswith('.cs')] + if script_files: + for script_file in script_files: + groups.append({ + 'order': order, + 'files': [script_file], + 'message': f'更新脚本: {Path(script_file).name}', + 'type': 'script' + }) + print(f"{order}. 修改脚本: {script_file}") + order += 1 + + # 未跟踪文件 + if untracked_files: + groups.append({ + 'order': order, + 'files': untracked_files, + 'message': '添加新文件', + 'type': 'untracked' + }) + print(f"{order}. 添加 {len(untracked_files)} 个新文件") + for f in untracked_files[:3]: + print(f" - {f}") + if len(untracked_files) > 3: + print(f" ... 还有 {len(untracked_files) - 3} 个文件") + + print("\n" + "=" * 60) + print("步骤 3: 确认拆分方案") + print("=" * 60) + + choice = input("\n是否开始拆分? [1] 开始拆分 [2] 取消拆分 [3] 自定义分组: ") + + if choice == '2': + print("\n已取消拆分") + return False + + if choice == '3': + print("\n自定义分组功能暂未实现,请使用自动分组") + return False + + # 开始拆分 + print("\n" + "=" * 60) + print("步骤 4: 执行拆分") + print("=" * 60) + + for group in groups: + print(f"\n>>> 处理第 {group['order']} 组") + + # 根据类型执行不同的git操作 + if group['type'] == 'delete': + # 删除文件 + for file_path in group['files']: + run_command(f'git rm "{file_path}"', capture_output=False) + elif group['type'] == 'untracked': + # 添加新文件 + run_command('git add -A', capture_output=False) + else: + # 修改文件 + for file_path in group['files']: + run_command(f'git add "{file_path}"', capture_output=False) + + # 创建提交 + success = create_commit(group['message']) + if not success: + print(f"❌ 第 {group['order']} 组提交失败,拆分中止") + return False + + input("\n按回车继续下一组...") + + print("\n" + "=" * 60) + print("步骤 5: 完成") + print("=" * 60) + + print("\n[提交历史]") + success, stdout, _ = run_command("git log --oneline -" + str(len(groups))) + print(stdout) + + print(f"\n✅ 拆分完成!共创建 {len(groups)} 个原子提交") + return True + +def main(): + """主函数""" + print("=" * 60) + print("Split Commit - 交互式拆分提交工具") + print("=" * 60) + + # 检查保护分支 + current_branch = get_current_branch() + print(f"\n当前分支: {current_branch}") + + if is_protected_branch(current_branch): + print("\n❌ 当前为保护分支,无法直接拆分") + print("\n选项:") + print("[1] 创建新分支再拆分 (推荐)") + print("[2] 压成单commit并移到新分支") + print("[3] 取消") + + choice = input("\n请选择: ") + + if choice == '1': + branch_name = input("请输入新分支名: ") + if not branch_name: + print("❌ 分支名不能为空") + return + + print("\n执行:") + print("1. git stash push --include-untracked") + print(f"2. git checkout -b {branch_name}") + print("3. git stash pop") + + confirm = input("\n确认执行?(y/n): ") + if confirm.lower() == 'y': + run_command("git stash push --include-untracked", capture_output=False) + run_command(f"git checkout -b {branch_name}", capture_output=False) + run_command("git stash pop", capture_output=False) + print(f"\n✅ 已切换到新分支: {branch_name}") + print("请重新运行此工具进行拆分") + + elif choice == '2': + print("\n功能暂未实现") + + return + + # 非保护分支,继续拆分流程 + print("\n✅ 非保护分支,可以进行拆分") + + # 分析变更 + if not analyze_changes(): + return + + # 选择模式 + print("\n" + "=" * 60) + print("选择拆分模式:") + print("=" * 60) + print("[1] 交互式拆分 (推荐)") + print("[2] 一次性提交所有变更") + + mode = input("\n请选择: ") + + if mode == '1': + interactive_split() + elif mode == '2': + commit_all_changes() + else: + print("❌ 无效选择") + +if __name__ == "__main__": + try: + main() + except KeyboardInterrupt: + print("\n\n已取消操作") + sys.exit(0) + except Exception as e: + print(f"\n❌ 发生错误: {e}") + sys.exit(1)