Merge branch 'bugfix/cover' into 'develop'

Bugfix/cover

See merge request aibis-dream/aibis-dream!33
This commit is contained in:
2024-09-08 15:05:26 +00:00
6 changed files with 248 additions and 40 deletions
+154 -2
View File
@@ -1339,7 +1339,7 @@ MonoBehaviour:
runMode: 1
firstTalkSO: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
clinicScene: ClinicScene
testYarnProject: CutLine
testYarnProject: OptionTest
--- !u!4 &719228339
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@@ -1505,6 +1505,82 @@ CanvasRenderer:
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m_CullTransparentMesh: 1
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m_Layer: 5
m_Name: Show Obj
m_TagString: Untagged
m_Icon: {fileID: 0}
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m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
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m_Maskable: 1
m_OnCullStateChanged:
m_PersistentCalls:
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m_Sprite: {fileID: 10907, guid: 0000000000000000f000000000000000, type: 0}
m_Type: 1
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@@ -1918,6 +1994,7 @@ RectTransform:
- {fileID: 731599308}
- {fileID: 614046222}
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m_Father: {fileID: 1343879457}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
@@ -3351,7 +3428,7 @@ MonoBehaviour:
m_BlockingObjects: 0
m_BlockingMask:
serializedVersion: 2
m_Bits: 4294967295
m_Bits: 0
--- !u!114 &1604842427
MonoBehaviour:
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@@ -4344,6 +4421,81 @@ MonoBehaviour:
onCommand:
m_PersistentCalls:
m_Calls: []
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m_SizeDelta: {x: 100, y: 100}
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@@ -9,6 +9,8 @@ namespace AibisDream
{
public class DialogController : Singleton<DialogController>
{
private const string BookManager = "BookManager";
private DialogueRunner dialogueRunner;
private VariableStorageBehaviour _variableStorage;
@@ -35,6 +37,9 @@ namespace AibisDream
}
}
// 对话框被阻塞时不能继续对话框交互
public bool IsBlock { get; set; }
public static UnityAction OnDialogueStart;
public static UnityAction OnDialogueComplete;
@@ -44,7 +49,12 @@ namespace AibisDream
{
dialogueRunner = GetComponentInChildren<DialogueRunner>();
_variableStorage = GetComponentInChildren<InMemoryVariableStorage>();
// 开关书交互
BookManager bookManager = GameObject.Find(BookManager).gameObject.GetComponent<BookManager>();
bookManager.OnBookClosed += () => { IsBlock = false; };
bookManager.OnBookOpen += () => { IsBlock = true; };
dialogueRunner.onDialogueStart.AddListener(() => { OnDialogueStart?.Invoke(); });
dialogueRunner.onDialogueComplete.AddListener(() => { OnDialogueComplete?.Invoke(); });
dialogueRunner.AddCommandListener(_ => { IsTalking = false; });
@@ -230,6 +240,18 @@ namespace AibisDream
return MainUIController.Instance.FadeOutSync(duration);
}
[YarnCommand("show_obj")]
public static IEnumerator ShowObj(string picName)
{
return MainUIController.Instance.ShowObj(picName);
}
[YarnCommand("hide_obj")]
public static IEnumerator HideObj()
{
return MainUIController.Instance.HideObj();
}
#endregion
}
}
+5
View File
@@ -79,6 +79,11 @@ namespace AibisDream
{
return;
}
if (DialogController.Instance.IsBlock)
{
return;
}
if (!DialogUiViewer.Instance.TrySkipLine())
{
+35 -30
View File
@@ -1,13 +1,12 @@
using UnityEngine;
using Yarn.Unity;
using System;
using System.Collections.Generic;
using System.Collections;
using AibisDream;
using System.Linq;
using UnityEngine.UI;
using DG.Tweening;
using System.Numerics;
public class BookManager : MonoBehaviour
{
public Book book; // Reference to the book script
@@ -19,8 +18,9 @@ public class BookManager : MonoBehaviour
private RectTransform bookPos;
public event System.Action OnBookClosed;
public event Action OnBookClosed;
public event Action OnBookOpen;
void Start()
{
@@ -30,25 +30,28 @@ public class BookManager : MonoBehaviour
// 仅关闭书本,不执行额外操作
CloseBook();
});
OepnBookButton.onClick.RemoveAllListeners(); // 确保不会重复绑定
OepnBookButton.onClick.AddListener(() =>
{
// 打开书本
ButtonOpenBook();
});
DialogController.Instance.RegisterOptionCommand("listen_closeBook", CombineCloseBook);
flipmanager=book.gameObject.GetComponent<AutoFlip>();
bookPos=book.gameObject.GetComponent<RectTransform>();
flipmanager = book.gameObject.GetComponent<AutoFlip>();
bookPos = book.gameObject.GetComponent<RectTransform>();
// Initially, the book is closed
CloseBook();
}
// Open the book and flip to a specific page
public void CombineCloseBook(YarnOption[] options)
{
var optionDic = options.ToDictionary(item => item.Text, item => item);
Debug.Log("Option dictionary keys: " + string.Join(", ", optionDic.Keys));
public void CombineCloseBook(YarnOption[] options)
{
var optionDic = options.ToDictionary(item => item.Text, item => item);
Debug.Log("Option dictionary keys: " + string.Join(", ", optionDic.Keys));
if (optionDic.ContainsKey("CloseBook"))
if (optionDic.ContainsKey("CloseBook"))
{
// 监听书关闭事件
OnBookClosed -= TriggerCloseBookOption; // 避免重复监听
@@ -67,10 +70,10 @@ public void CombineCloseBook(YarnOption[] options)
StartCoroutine(OpenBook());
}
[YarnCommand("OpenBook")]
public IEnumerator OpenBook()
[YarnCommand("OpenBook")]
public IEnumerator OpenBook()
{
OnBookOpen?.Invoke();
// 如果书还没有激活,先激活它
if (!book.gameObject.activeInHierarchy)
{
@@ -81,37 +84,41 @@ public IEnumerator OpenBook()
Sequence sequence = DOTween.Sequence();
// 设置初始位置为屏幕外或者其他你想要的位置(根据需求自行设置)
bookPos.anchoredPosition = new UnityEngine.Vector2(bookPos.anchoredPosition.x, -(Screen.height+bookPos.sizeDelta.y)/2);
bookPos.anchoredPosition =
new Vector2(bookPos.anchoredPosition.x, -(Screen.height + bookPos.sizeDelta.y) / 2);
// 移动到目标位置
sequence.Append(bookPos.DOAnchorPos(UnityEngine.Vector2.zero, 0.5f).SetEase(Ease.OutQuad));
sequence.Append(bookPos.DOAnchorPos(Vector2.zero, 0.5f).SetEase(Ease.OutQuad));
// 等待序列完成
yield return sequence.WaitForCompletion();
}
[YarnCommand("Flip")]
public IEnumerator FlipToPageYarnCommand(int parameters)
{
// Parse the target page from the parameters
int targetPage =parameters;
// Start the FlipToPageCoroutine and wait for it to finish
yield return StartCoroutine(flipmanager.FlipToPageCoroutine(targetPage));
}
[YarnCommand("Flip")]
public IEnumerator FlipToPageYarnCommand(int parameters)
{
// Parse the target page from the parameters
int targetPage = parameters;
// Start the FlipToPageCoroutine and wait for it to finish
yield return StartCoroutine(flipmanager.FlipToPageCoroutine(targetPage));
}
// Close the book
public void CloseBook(Action onCloseCallback = null)
{
StartCoroutine(CloseBookCoroutine(onCloseCallback));
}
private IEnumerator CloseBookCoroutine(Action onCloseCallback = null)
private IEnumerator CloseBookCoroutine(Action onCloseCallback = null)
{
// 使用 DoTween 创建一个动画序列
Sequence sequence = DOTween.Sequence();
// 动画:将 book 移动回初始位置
sequence.Append(bookPos.DOAnchorPos(new UnityEngine.Vector2(bookPos.anchoredPosition.x, -(Screen.height+bookPos.sizeDelta.y)/2), 0.5f).SetEase(Ease.InQuad));
sequence.Append(bookPos
.DOAnchorPos(
new Vector2(bookPos.anchoredPosition.x, -(Screen.height + bookPos.sizeDelta.y) / 2), 0.5f)
.SetEase(Ease.InQuad));
// 等待动画完成
yield return sequence.WaitForCompletion();
@@ -119,8 +126,6 @@ public IEnumerator FlipToPageYarnCommand(int parameters)
// 动画完成后隐藏 book
book.gameObject.SetActive(false);
OnBookClosed?.Invoke();
OnBookClosed?.Invoke();
}
}
}
-5
View File
@@ -74,11 +74,6 @@ namespace AibisDream
dialogText.onTextShowed.AddListener(() => nextButton.gameObject.SetActive(true));
nextButton.onClick.RemoveAllListeners();
nextButton.onClick.AddListener(() =>
{
nextStep.Invoke();
nextButton.gameObject.SetActive(false);
});
}
/// <summary>
+31 -2
View File
@@ -1,4 +1,5 @@
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
namespace AibisDream
@@ -8,21 +9,24 @@ namespace AibisDream
private const string TVScene = "TV Scene";
private const string BlackImage = "Fade Image";
private const string NewsImage = "News";
private const string ObjPanel = "Show Obj";
#region
private FadeImage _tvScene;
private FadeImage _blackImage;
private FadeImage _news;
private GameObject _objPanel;
private FadeImage _objImage;
#endregion
protected override void Awake()
{
base.Awake();
InitChildObj();
}
#region
public void FadeIn(float duration)
@@ -88,6 +92,27 @@ namespace AibisDream
gameObject.SetActive(false);
}
/// <summary>
/// 显示物体
/// </summary>
/// <returns>协程</returns>
public IEnumerator ShowObj(string picName)
{
_objPanel.gameObject.SetActive(true);
_objImage.SwitchImage($"Art/Obj/{picName}");
return _objImage.FadeInSync(1);
}
/// <summary>
/// 隐藏物体
/// </summary>
/// <returns>协程</returns>
public IEnumerator HideObj()
{
yield return _objImage.FadeOutSync(1);
_objPanel.SetActive(false);
}
private void InitChildObj()
{
var rawTvScene = transform.Find(TVScene).gameObject.GetComponent<Image>();
@@ -98,6 +123,10 @@ namespace AibisDream
var rawNews = transform.Find(NewsImage).gameObject.GetComponent<Image>();
_news = new FadeImage(rawNews);
_objPanel = transform.Find(ObjPanel).gameObject;
var rawObj = _objPanel.transform.GetChild(0).GetComponent<Image>();
_objImage = new FadeImage(rawObj);
}
}
}