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InitSocket = transform.Find("Init Socket").GetComponent(); PhysicCableRef = transform.Find("PhysicCable").GetComponent(); BodyModuleSystem = transform.parent.GetComponent(); @@ -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(); diff --git a/Assets/Scripts/FixSystemNew/BodyModule/Plug.cs b/Assets/Scripts/FixSystemNew/BodyModule/Plug.cs index 5f8ae98b4..d9eb0f112 100644 --- a/Assets/Scripts/FixSystemNew/BodyModule/Plug.cs +++ b/Assets/Scripts/FixSystemNew/BodyModule/Plug.cs @@ -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(); } - + 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(); } - - + /// /// 插入某个socket /// /// 目标socket - 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 { - // 没找到就插回初始位置 + // 没找到就回到初始位置 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().enabled = false; // 激活 PhysicCable - _cableSystem.PhysicCableRef.GetComponent().enabled = true; + _cableSystem.PhysicCableRef.GetComponent().enabled = true; _isPhysicCableActive = true; - } - - private void Update() { if (_isPhysicCableActive) diff --git a/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs b/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs index 5b430f17c..6d81b0613 100644 --- a/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs +++ b/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs @@ -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(); - 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