替换素材,增加打孔带溢出表现
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@@ -79,7 +79,7 @@ namespace AibisDream
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public static void Temp_RemoveChip()
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{
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var _UFCover = BodyModuleSystem.FindBodyModuleByName("Color").transform.Find("Chip").gameObject;
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if(_UFCover.activeInHierarchy)
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if(_UFCover.activeInHierarchy)
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{
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_UFCover.SetActive(false);
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}
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@@ -147,5 +147,15 @@ namespace AibisDream
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{
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yield return PunchTapeSystem.StartCoroutine(PunchTapeSystem.PrintPunchTapes(count));
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}
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[YarnCommand("HidePunchTapeGroup")]
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public static IEnumerator HidePunchTapeGroup()
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{
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yield return PunchTapeSystem.StartCoroutine(PunchTapeSystem.Temp_HidePunchTapeGroup());
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}
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[YarnCommand("ShowPunchTapeGroup")]
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public static void ShowPunchTapeGroup()
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{
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PunchTapeSystem.Temp_showPunchTapeGroup();
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}
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}
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}
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@@ -4,6 +4,7 @@ using DG.Tweening;
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using UnityEngine;
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using AibisDream.FixSystem;
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using UnityEngine.UI;
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using Unity.VisualScripting;
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public class PunchTapeSystem : MonoBehaviour
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{
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@@ -15,6 +16,7 @@ public class PunchTapeSystem : MonoBehaviour
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public float stepDistance = 0.5f; // Distance moved per step
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public float[] stepPatterns = { 0.3f, 0.5f, 0.2f, 0.4f, 0.6f }; // Pattern of intervals to simulate rhythmic printing
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public GameObject tempPunchTapeGroup;
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private void Awake()
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{
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FixSystemCenter.SystemDic.Register(this);
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@@ -74,6 +76,19 @@ public class PunchTapeSystem : MonoBehaviour
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yield return punchTapeMachine.DOAnchorPos(new Vector2(-1428.186f, punchTapeMachine.anchoredPosition.y), 1f).WaitForCompletion();
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blackPanel.SetActive(false);
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}
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public void Temp_showPunchTapeGroup()
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{
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tempPunchTapeGroup.SetActive(true);
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}
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public IEnumerator Temp_HidePunchTapeGroup()
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{
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foreach(SpriteRenderer s in tempPunchTapeGroup.GetComponentsInChildren<SpriteRenderer>())
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{
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s.DOFade(0,0.5f);
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}
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yield return new WaitForSeconds(0.5f);
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tempPunchTapeGroup.SetActive(false);
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}
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}
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