Merge branch 'feature/fmod' into 'develop'

Feature/fmod

See merge request aibis-dream/aibis-dream!288
This commit is contained in:
2025-03-08 04:11:57 +00:00
725 changed files with 1837 additions and 8463 deletions
@@ -385,7 +385,7 @@ MonoBehaviour:
sourceBankPathUnformatted:
BankRefreshCooldown: 5
ShowBankRefreshWindow: 1
AutomaticEventLoading: 1
AutomaticEventLoading: 0
BankLoadType: 0
AutomaticSampleLoading: 0
EncryptionKey:
@@ -405,7 +405,12 @@ MonoBehaviour:
MasterBanks:
- Master
Banks:
- Ambience
- Environment
- Interactions
- Music
- UI
- VO
BanksToLoad: []
LiveUpdatePort: 9264
EnableMemoryTracking: 0
+47 -46
View File
@@ -10,20 +10,16 @@ using AibisDream.Utility;
public class EyeTarget : MonoBehaviour
{
public Transform targetTransform; // EyeTarget的位置
[SerializeField]
private float burnRadiusMin = 0f; // 对应_BurnRadius的最小值
[SerializeField] private float burnRadiusMin = 0f; // 对应_BurnRadius的最小值
[SerializeField]
private float burnRadiusMax = 1f; // 对应_BurnRadius的最大值
[SerializeField] private float burnRadiusMax = 1f; // 对应_BurnRadius的最大值
private Material forwardMaterial;
[SerializeField]
private SpriteRenderer backSpriteRenderer;
[SerializeField] private SpriteRenderer backSpriteRenderer;
[SerializeField]
private SpriteRenderer wrongColorSpriteRenderer;
[SerializeField]private SpriteRenderer imageSpriteRender;
[SerializeField] private SpriteRenderer wrongColorSpriteRenderer;
[SerializeField] private SpriteRenderer imageSpriteRender;
private Material backMaterial;
private Material wrongColorMaterial;
@@ -36,37 +32,38 @@ public class EyeTarget : MonoBehaviour
forwardMaterial = spriteRenderer.material;
forwardMaterial.SetFloat("_SourceGlowDissolveFade", burnRadiusMin);
backMaterial=backSpriteRenderer.material;
wrongColorMaterial=wrongColorSpriteRenderer.material;;
backMaterial = backSpriteRenderer.material;
wrongColorMaterial = wrongColorSpriteRenderer.material;
;
}
public void Init()
{
SetToMinBurnRadius();
SetToMaxBlur(false);
SetToNoWrongColor();
SetNoImage();
}
private void Start()
{
}
public void ImageIn(float duration)
{
imageSpriteRender.DOFade(1,duration);
imageSpriteRender.DOFade(1, duration);
}
public void ImageOut(float duration)
{
imageSpriteRender.DOFade(0,duration);
imageSpriteRender.DOFade(0, duration);
}
public void SetNoImage()
public void SetNoImage()
{
imageSpriteRender.SetAlpha(0);
imageSpriteRender.SetAlpha(0);
}
public void SetToMinBurnRadius()
{
forwardMaterial.SetFloat("_SourceGlowDissolveFade", burnRadiusMin);
@@ -76,79 +73,83 @@ public class EyeTarget : MonoBehaviour
{
forwardMaterial.SetFloat("_SourceGlowDissolveFade", burnRadiusMax);
}
public void SetToMaxBlur( bool isForwardMaterial = true)
public void SetToMaxBlur(bool isForwardMaterial = true)
{
Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
targetMaterial.SetFloat("_GaussianBlurFade", 1f);
}
public void SetToMinBlur( bool isForwardMaterial = true)
public void SetToMinBlur(bool isForwardMaterial = true)
{
Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
targetMaterial.SetFloat("_GaussianBlurFade", 0f);
}
public void SetToNoWrongColor()
{
wrongColorMaterial.SetFloat( "_Alpha", 0f);
wrongColorMaterial.SetFloat("_Alpha", 0f);
}
public void SetToWrongColor()
public void SetToWrongColor()
{
wrongColorMaterial.SetFloat( "_Alpha", 1f);
wrongColorMaterial.SetFloat("_Alpha", 1f);
}
public void FadeOut(float duration)
{
// 使用DoTween库来改变_BurnRadius,使目标褪色
forwardMaterial.DOFloat(burnRadiusMin, "_SourceGlowDissolveFade", duration);
forwardMaterial.DOFloat(1f, "_GaussianBlurFade", duration).SetEase(Ease.InSine);
forwardMaterial.DOFloat(1f, "_UVDistortFade", duration/2).SetEase(Ease.InSine).SetLoops(2, LoopType.Yoyo);;
forwardMaterial.DOFloat(1f, "_UVDistortFade", duration / 2).SetEase(Ease.InSine).SetLoops(2, LoopType.Yoyo);
;
}
public void ColorIn(float duration)
{
forwardMaterial.DOFloat(burnRadiusMax, "_SourceGlowDissolveFade", duration).SetEase(Ease.InOutSine);
forwardMaterial.DOFloat(0f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine);
forwardMaterial.DOFloat(1f, "_UVDistortFade", duration/2).SetEase(Ease.InOutSine).SetLoops(2, LoopType.Yoyo);;
forwardMaterial.DOFloat(1f, "_UVDistortFade", duration / 2).SetEase(Ease.InOutSine).SetLoops(2, LoopType.Yoyo);
;
}
public void WrongColorIn(float duration)
{
wrongColorMaterial.DOFloat(1f, "_Alpha", duration).SetEase(Ease.InOutSine);
}
public void WrongColorOut(float duration)
public void WrongColorOut(float duration)
{
wrongColorMaterial.DOFloat(0f, "_Alpha", duration).SetEase(Ease.InOutSine);
}
public void BlurIn(float duration,bool isForwardMaterial = true)
public void BlurIn(float duration, bool isForwardMaterial = true)
{
AudioManager.PlayLoopAudio("visualturn");
// AudioManager.PlayLoopAudio("visualturn");
Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
targetMaterial.DOFloat(1f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine).OnComplete(() => {
AudioManager.PauseLoopAudio();
});
targetMaterial.DOFloat(1f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine);
// .OnComplete(() => { AudioManager.PauseLoopAudio(); });
}
public void BlurOut(float duration,bool isForwardMaterial = true)
public void BlurOut(float duration, bool isForwardMaterial = true)
{
AudioManager.PlayLoopAudio("visualturn");
// AudioManager.PlayLoopAudio("visualturn");
Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
targetMaterial.DOFloat(0f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine).OnComplete(() => {
AudioManager.PauseLoopAudio();
});
targetMaterial.DOFloat(0f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine);
// .OnComplete(() => { AudioManager.PauseLoopAudio(); });
}
public void ColorBack()
{
SetToMaxBurnRadius();
SetToNoWrongColor();
SetToMinBlur();
}
public void ColorLost()
public void ColorLost()
{
SetToMinBurnRadius();
//SetToNoWrongColor();
SetToMaxBlur();
}
}
}
@@ -231,7 +231,7 @@ public class EyeTransitionManager : MonoBehaviour
// 开始视图过渡
private void StartTransition(ViewState targetViewState)
{
AudioManager.PauseMemoryAudio();
// AudioManager.PauseMemoryAudio();
// 如果正在进行视图过渡,或者目标视图是当前视图,或者 MemoryProcess 正在处理,就不进行视图过渡
//if (isTransitioning || currentViewState == targetViewState || (memoryProcess != null && memoryProcess.IsProcessing()))
if (isTransitioning || currentViewState == targetViewState)
@@ -271,8 +271,6 @@ public class EyeTransitionManager : MonoBehaviour
{
currentViewState = ViewState.MainView;
isTransitioning = false;
AudioManager.PlayAmb1Audio("amb_main");
AudioManager.PlayAmb2Audio("amb_general");
OnGetMainView.Invoke();
//MouseCursorManager.Instance.isInDeepView=false;
DialogController.Instance.StartDialogNode("主维修界面游戏状态检查");
@@ -283,7 +281,7 @@ public class EyeTransitionManager : MonoBehaviour
{
if (!viewConfigDictionary.TryGetValue(targetViewState, out ViewConfig targetConfig)) return;
AudioManager.RandomPlayInteraction(targetConfig.soundName);
// AudioManager.RandomPlayInteraction(targetConfig.soundName);
// Zoom In 的时候,开始 Zoom
Sequence zoomInSequence = DOTween.Sequence();
Sequence roateSequence = DOTween.Sequence();
@@ -325,10 +323,6 @@ public class EyeTransitionManager : MonoBehaviour
currentViewState = targetViewState;
isTransitioning = false;
OnGetDeepView.Invoke();
if (targetConfig.audioName != null)
{
AudioManager.PlayAmb1Audio(targetConfig.audioName);
}
if (targetConfig.viewLifecycle != null)
{
@@ -226,7 +226,7 @@ public class MemoryProcess : MonoBehaviour
[YarnCommand("MemoryFinished")]
public IEnumerator MemoryFinished()
{
AudioManager.PauseMemoryAudio();
// AudioManager.PauseMemoryAudio();
// Fade out alpha from 1 to 0
yield return playBackground.DOFade(0f, 1f).WaitForCompletion(); // Fade to fully transparent over 1 second
@@ -244,8 +244,7 @@ public class MemoryProcess : MonoBehaviour
[YarnCommand("ColorFadeOut")]
public IEnumerator ColorFadeOut()
{ fadeMaterial.SetFloat("_DirectionalDistortionFade",-15f);
AudioManager.RandomPlayInteraction("colorerase");
AudioManager.PauseMemoryAudio();
// AudioManager.PauseMemoryAudio();
Tween tween = fadeMaterial.DOFloat(0, "_DirectionalDistortionFade", 3);
yield return tween.WaitForCompletion();
}
@@ -266,7 +265,7 @@ public class MemoryProcess : MonoBehaviour
Debug.LogError("Memory not found: " + memName);
}
AudioManager.PlayMemoryAudio("mem_" + memName);
// AudioManager.PlayMemoryAudio("mem_" + memName);
playBackground.gameObject.SetActive(true);
//FavoritesManager.Instance.CloseFavorites();
playBackground.alpha=0;
@@ -278,7 +277,7 @@ public class MemoryProcess : MonoBehaviour
{
FavoritesManager.Instance.CloseFavorites();
// Activate playBackground and fade in alpha from 0 to 1
AudioManager.PlayMemoryAudio("mem_" + clueSlot.punchTape.MemoryIndex);
// AudioManager.PlayMemoryAudio("mem_" + clueSlot.punchTape.MemoryIndex);
playBackground.gameObject.SetActive(true);
//FavoritesManager.Instance.CloseFavorites();
playBackground.alpha=0;
@@ -305,7 +304,7 @@ public class MemoryProcess : MonoBehaviour
PunchTape = punchTape;
AudioManager.PauseMemoryAudio();
// AudioManager.PauseMemoryAudio();
if (isProcessing)
{
Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
+1 -1
View File
@@ -56,7 +56,7 @@ public class UFmanager : MonoBehaviour
{
isShowingPhoto = true; // 设置标志,表示照片显示正在进行
AudioManager.RandomPlayInteraction("uf");
// AudioManager.RandomPlayInteraction("uf");
// 激活底板
baseImage.gameObject.SetActive(true);
+3
View File
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f6e3f324944742f19f02c4352c8ac50b
timeCreated: 1741338372

Some files were not shown because too many files have changed in this diff Show More