资源清理

This commit is contained in:
2025-03-24 15:24:11 +08:00
parent 8528fb7d29
commit d75c019b97
6 changed files with 133 additions and 820 deletions
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@@ -1,7 +1,4 @@
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.PlayerLoop;
using Yarn.Unity;
namespace AibisDream.FixSystem
{
@@ -15,9 +12,6 @@ namespace AibisDream.FixSystem
public PhysicCable PhysicCableRef { get; private set; }
public Transform CableRootPos { get; private set; }
public Transform ControlPoint { get; private set; }
public ISocket InitSocket { get; private set; }
public BodyModuleSystem BodyModuleSystem { get; private set; }
#endregion
@@ -59,7 +53,6 @@ namespace AibisDream.FixSystem
PlugRef = transform.Find("Plug").GetComponent<Plug>();
CableRef = transform.Find("Cable").GetComponent<Cable>();
CableRootPos = transform.Find("Cable Root Pos").transform;
InitSocket = transform.Find("Init Socket").GetComponent<ISocket>();
PhysicCableRef = transform.Find("PhysicCable").GetComponent<PhysicCable>();
BodyModuleSystem = transform.parent.GetComponent<BodyModuleSystem>();
@@ -67,19 +60,12 @@ namespace AibisDream.FixSystem
private void InitSystem()
{
//PhysicCableRef.Init();
PlugRef.InitPlug(InitSocket);
}
public void Update()
{
// 初始状态Plug垂下
PlugRef.InitPlug();
}
public void ResetPlug()
{
// 已经在初始插孔里了,不用动
if (curSocket == InitSocket) return;
// 不在初始插孔里,就从当前插孔拔出来,插回初始插孔
PlugRef.PullUpSocket();
PlugRef.ReturnToStartPosition();
+18 -26
View File
@@ -2,7 +2,6 @@
using AibisDream.Kit;
using AibisDream.Utility;
using DG.Tweening;
using MeadowGames.UINodeConnect4.GraphicRenderer;
using UnityEngine;
using UnityEngine.EventSystems;
@@ -17,8 +16,7 @@ namespace AibisDream.FixSystem
private readonly Vector3 _pickupOffset = new(0, 0, 0);
private readonly Quaternion _pickupRotationOffset = Quaternion.Euler(0, 0, 30);
private readonly Quaternion initRotation = Quaternion.Euler(0, 0, 180);
private readonly Quaternion _initRotation = Quaternion.Euler(0, 0, 180);
#endregion
@@ -32,7 +30,7 @@ namespace AibisDream.FixSystem
#endregion
private bool _isDragging;
private bool _isPhysicCableActive=false;
private bool _isPhysicCableActive;
private void Awake()
{
@@ -48,7 +46,7 @@ namespace AibisDream.FixSystem
_plugRootPos = transform.Find("Plug Root Pos");
_trigger = GetComponent<EventTriggerEx>();
}
private void EventRegister()
{
_trigger.Register(EventTriggerType.Drag, OnDrag);
@@ -56,17 +54,16 @@ namespace AibisDream.FixSystem
_trigger.Register(EventTriggerType.PointerUp, OnPointerUp);
}
public void InitPlug(ISocket initSocket)
public void InitPlug()
{
ReturnToStartPosition();
}
/// <summary>
/// 插入某个socket
/// </summary>
/// <param name="targetSocket">目标socket</param>
public void InsertSocket(ISocket targetSocket)
private void InsertSocket(ISocket targetSocket)
{
// 修改插头位置
transform.position = targetSocket.GetSocketPos();
@@ -93,18 +90,18 @@ namespace AibisDream.FixSystem
{
// 修改线头位置
_cableSystem.CableRef.SetEndPos(_plugRootPos);
_cableSystem.curSocket?.PlugOut();
AudioManager.Instance.PlaySfx("event:/FollowInput/plugout");
_sprite.enabled = true;
if (_cableSystem.curSocket is BodyModule)
{
// 从模块拔出时触发事件
EnumEventSystem.Global.Send(EventEnum.PlugOut);
_cableSystem.curBodyModule = null;
}
_cableSystem.curSocket = null;
}
@@ -112,10 +109,10 @@ namespace AibisDream.FixSystem
{
// 系统被锁定就返回
if (!_cableSystem.IsPlugAvailable()) return;
// 未被拖拽也返回
if (!_isDragging) return;
if (eventData is PointerEventData pointerData)
{
transform.position = CommonUtil.GetMouseWorldPos(pointerData.position, transform);
@@ -155,17 +152,14 @@ namespace AibisDream.FixSystem
}
else
{
// 没找到就回初始位置
// 没找到就回初始位置
ReturnToStartPosition();
}
}
public void ReturnToStartPosition()
{
transform.DOMove(_startPos, 0.1f).OnComplete(() =>
{
SwitchToPhysicCableState();
});
transform.DOMove(_startPos, 0.1f).OnComplete(SwitchToPhysicCableState);
}
private void AdjustPlugPos()
@@ -173,26 +167,24 @@ namespace AibisDream.FixSystem
transform.position += _pickupOffset;
transform.rotation = _pickupRotationOffset;
}
private void PlugPosBack()
{
transform.position -= _pickupOffset;
transform.rotation = initRotation;
transform.rotation = _initRotation;
}
private void SwitchToPhysicCableState()
{
// 隐藏 Cable 的 LineRenderer
PlugPosBack();
_cableSystem.PhysicCableRef.Init(transform.position);
_cableSystem.PhysicCableRef.Init(transform.position);
_cableSystem.CableRef.GetComponent<LineRenderer>().enabled = false;
// 激活 PhysicCable
_cableSystem.PhysicCableRef.GetComponent<LineRenderer>().enabled = true;
_cableSystem.PhysicCableRef.GetComponent<LineRenderer>().enabled = true;
_isPhysicCableActive = true;
}
private void Update()
{
if (_isPhysicCableActive)
@@ -125,14 +125,7 @@ public class EyeSystem : MonoBehaviour
DialogController.Instance.SetVariable("$currentEyeTarget", target.name);
StartCoroutine(EyeEffectFadeOut());
if (target.targetTransform != null)
{
cameraManager.MoveCameraTo(target.targetTransform, 1f);
}
else
{
cameraManager.MoveCameraTo(target.transform, 1f);
}
cameraManager.MoveCameraTo(target.targetTransform ? target.targetTransform : target.transform, 1f);
if (currentTarget != null)
{
@@ -220,10 +213,8 @@ public class EyeSystem : MonoBehaviour
[YarnCommand("set_EyeColorState")]
public void SetEyeColorStateForYarn(string state)
{
EyeData.EyeColorState eyeState;
// Try to parse the string as an EyeColorState
if (!Enum.TryParse(state, true, out eyeState))
if (!Enum.TryParse(state, true, out EyeData.EyeColorState eyeState))
{
throw new ArgumentException("Invalid eye state: " + state, nameof(state));
}
@@ -239,23 +230,18 @@ public class EyeSystem : MonoBehaviour
{
case EyeData.EyeColorState.CanImagineColor:
eyeStateEffect = new CanImagineColorEffect();
//isFirstSetTargetAfterStateChange = true;
break;
case EyeData.EyeColorState.CannotImagineColor:
eyeStateEffect = new CannotImagineColorEffect();
//isFirstSetTargetAfterStateChange = true;
break;
case EyeData.EyeColorState.EyeDisorder:
eyeStateEffect = new EyeDisorderEffect();
//isFirstSetTargetAfterStateChange = true;
break;
case EyeData.EyeColorState.CanSeeColor:
eyeStateEffect = new CanSeeColorEffect();
//isFirstSetTargetAfterStateChange = false;
break;
case EyeData.EyeColorState.HaveChip:
eyeStateEffect = new HaveChip();
//isFirstSetTargetAfterStateChange = false;
break;
default:
throw new ArgumentException("Unknown eye state: " + state.ToString(), nameof(state));