资源清理
This commit is contained in:
@@ -513,19 +513,21 @@ MonoBehaviour:
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m_PostInfinity: 2
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m_RotationOrder: 4
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_filter:
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- 0.08293076
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- 0.04532712
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- 0.016401261
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- 0.0048309183
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- 0.011565162
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- 0.08538971
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- 0.0041436465
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--- !u!114 &-6086986437317696584
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MonoBehaviour:
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m_ObjectHideFlags: 3
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+34
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@@ -10030,7 +10030,7 @@ MonoBehaviour:
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- {fileID: 11400000, guid: e749fe0f9aa32f44097e037f52a5bfe0, type: 2}
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- {fileID: 11400000, guid: 7bf300be492f2634580f0eaabcca2b2e, type: 2}
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- {fileID: 11400000, guid: 088974ca6c9487041b695af86b6c93a1, type: 2}
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runMode: 2
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runMode: 0
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firstTalkSo: {fileID: 11400000, guid: ac5ca9a66ff22ab4b9cd5adbdade6b8c, type: 2}
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testTalkSo: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
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saveFileName: "PeipeiDay2_\u505C\u6B62\u60F3\u8C61"
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+3704
-27914
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Load Diff
@@ -1,6 +1,5 @@
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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[RequireComponent(typeof(LineRenderer))]
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public class PhysicLineSegment : MonoBehaviour
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@@ -59,13 +59,6 @@ namespace AibisDream.FixSystem
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public void PlugIn()
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{
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// // 插入就在示波器显示图片
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// if (!_bodyModuleSystem.inHotErr)
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// {
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// StartCoroutine(FixSystemCenter.SystemDic.Get<IOscilloscopeSystem>()
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// ?.ShowScanImage(data.ScreenPic, data.checkPoints));
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// }
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if (DialogController.Instance)
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// 然后触发Yarn节点
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DialogController.Instance.StartDialogNode(_bodyModuleSystem.inHotErr ? "系统发热" : data.PlugInNodeName);
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@@ -73,12 +66,6 @@ namespace AibisDream.FixSystem
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public void PlugOut()
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{
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FixSystemCenter.SystemDic.Get<IOscilloscopeSystem>()?.HideScanImage();
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_bodyModuleSystem.oscilloscopeSystem.MessageBoxSetNull();
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StartCoroutine(_bodyModuleSystem.oscilloscopeSystem.DisableDeepInButton());
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// TODO 触发Yarn节点(似乎目前没有拔出对话?)
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}
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public void DeepIn()
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@@ -169,7 +156,6 @@ namespace AibisDream.FixSystem
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[Header("功能参数")] public bool cantStopRunning;
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public string showPicPath;
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public CheckPoint[] checkPoints;
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// 只读
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[JsonIgnore] public string PlugInNodeName => string.Format(PlugInNodeTemplate, moduleName);
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@@ -200,18 +186,4 @@ namespace AibisDream.FixSystem
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set => socketPos = new SerializableVector3(value);
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}
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}
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[Serializable]
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public struct CheckPoint
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{
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public string id;
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private SerializableVector3 _serializablePos3;
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[JsonIgnore]
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public Vector3 PointPos
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{
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get => _serializablePos3.ToVector3();
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set => _serializablePos3 = new SerializableVector3(value);
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}
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}
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}
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@@ -17,7 +17,6 @@ namespace AibisDream.FixSystem
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public CableSystem CableSystem { get; private set; }
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public GameObject bodyModulePrefab;
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[HideInInspector] public Transform bodyModuleGroup;
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[HideInInspector] public OscilloscopeSystem oscilloscopeSystem;
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[HideInInspector] public HeatMapController heatMapController;
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#endregion
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@@ -60,7 +59,6 @@ namespace AibisDream.FixSystem
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BodyModules = transform.GetComponentsInChildren<BodyModule>().ToList();
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CableSystem = transform.Find("Cable System").GetComponent<CableSystem>();
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bodyModuleGroup = transform.Find("Body Module Group");
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oscilloscopeSystem = transform.Find("Oscilloscope System").GetComponent<OscilloscopeSystem>();
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if (transform.Find("HeatMapController"))
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{
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heatMapController = transform.Find("HeatMapController").GetComponent<HeatMapController>();
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@@ -7,9 +7,6 @@ namespace AibisDream
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public static class BodyModuleYarnCommand
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{
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private static BodyModuleSystem BodyModuleSystem => FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
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private static OscilloscopeSystem OscilloscopeSystem => FixSystemCenter.SystemDic.Get<OscilloscopeSystem>();
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private static PunchTapeSystem PunchTapeSystem => FixSystemCenter.SystemDic.Get<PunchTapeSystem>();
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[YarnCommand("SetModuleState_CantStopRunning")]
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@@ -42,12 +39,12 @@ namespace AibisDream
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var _UFModule = BodyModuleSystem.FindBodyModuleByName("UF").transform.GetComponent<UFModule>();
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_UFModule.RemoveUFModule();
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BodyModuleSystem.FindBodyModuleByName("UF").SetSocketAvailable(false);
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}
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[YarnCommand("Temp_RemoveUFCover")]
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public static void Temp_RemoveUFCover()
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{ BodyModuleSystem.CableSystem.ResetPlug();
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{
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BodyModuleSystem.CableSystem.ResetPlug();
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var _UFModule = BodyModuleSystem.FindBodyModuleByName("UF").transform.GetComponent<UFModule>();
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_UFModule.RemoveUFCover();
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}
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@@ -70,7 +67,7 @@ namespace AibisDream
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[YarnCommand("Temp_InstallChip")]
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public static void Temp_InstallChip()
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{
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var _chipModule = BodyModuleSystem.FindBodyModuleByName("Color").transform.GetComponent<ChipModule>();
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var _chipModule = BodyModuleSystem.FindBodyModuleByName("Color").transform.GetComponent<ChipModule>();
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_chipModule.InstallChipModule();
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}
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@@ -80,10 +77,11 @@ namespace AibisDream
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var _chipModule = BodyModuleSystem.FindBodyModuleByName("Color").transform.GetComponent<ChipModule>();
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_chipModule.RemoveChipModule();
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}
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[YarnCommand("Temp_InstallUFColor")]
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public static void Temp_InstallUFChip()
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{
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var _chipModule = BodyModuleSystem.FindBodyModuleByName("UF").transform.GetComponent<UFModule>();
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var _chipModule = BodyModuleSystem.FindBodyModuleByName("UF").transform.GetComponent<UFModule>();
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_chipModule.InstallUFColor();
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}
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@@ -115,70 +113,10 @@ namespace AibisDream
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targetModule.Alarm(enable);
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}
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[YarnCommand("MessageBoxSetError")]
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public static void MessageBoxSetError()
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{
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OscilloscopeSystem.MessageBoxSetError();
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}
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[YarnCommand("MessageBoxSetWarning")]
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public static void MessageBoxSetWarning()
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{
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OscilloscopeSystem.MessageBoxSetWarning();
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}
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[YarnCommand("MessageBoxSetNormal")]
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public static void MessageBoxSetNormal()
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{
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OscilloscopeSystem.MessageBoxSetNormal();
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}
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[YarnCommand("MessageBoxSetChecking")]
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public static void MessageBoxSetChecking()
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{
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OscilloscopeSystem.MessageBoxSetChecking();
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}
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[YarnCommand("MessageBoxSetNull")]
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public static void MessageBoxSetNull()
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{
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OscilloscopeSystem.MessageBoxSetNull();
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}
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[YarnCommand("MessageBoxSetText")]
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public static void MessageBoxSetText(string text)
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{
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OscilloscopeSystem.MessageBoxSetText(text);
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}
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[YarnCommand("EnableDeepInButton")]
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public static void EnableDeepInButton()
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{
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OscilloscopeSystem.StartCoroutine(OscilloscopeSystem.EnableDeepInButton());
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}
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[YarnCommand("DisableDeepInButton")]
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public static void DisableDeepInButton()
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{
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OscilloscopeSystem.StartCoroutine(OscilloscopeSystem.DisableDeepInButton());
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}
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[YarnCommand("PrintPunchTapes")]
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public static IEnumerator PrintPunchTapes(int count)
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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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@@ -1,148 +0,0 @@
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using TMPro;
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using UnityEngine;
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using DG.Tweening;
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using System.Collections;
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using Yarn.Unity;
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namespace AibisDream.FixSystem
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{
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public class OscilloscopeSystem : MonoBehaviour
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{
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#region 旧的组件索引
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private TMP_Text _state; // 显示状态的TextMeshPro组件
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private TMP_Text _screenText; // 显示消息的TextMeshPro组件
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private SpriteButton _deepinButton;
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#endregion
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private void Awake()
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{
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FixSystemCenter.SystemDic.Register(this);
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InitComponentRefs();
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}
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private void InitComponentRefs()
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{
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_screenText = transform.Find("Screen Text").GetComponent<TMP_Text>();
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_state = transform.Find("Screen State Text").GetComponent<TMP_Text>();
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_deepinButton = new SpriteButton(transform.Find("Deepin Button").gameObject, false);
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MessageBoxSetNull();
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_deepinButton.OnButtonDown += HandleDeepInButtonClick;
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}
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private void Update()
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{
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_deepinButton.CheckButtonClick();
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}
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#region 旧显示屏接口
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public void MessageBoxSetError()
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{
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_state.text = "错误";
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_state.color = Color.red; // 红色
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}
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private void HandleDeepInButtonClick()
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{
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FixSystemCenter.SystemDic.Get<BodyModuleSystem>().HandleDeepIn();
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}
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public void MessageBoxSetWarning()
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{
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_state.text = "警告";
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_state.color = new Color(1.0f, 0.55f, 0.0f); // 琥珀色
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}
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public void MessageBoxSetNormal()
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{
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_state.text = "正常";
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_state.color = Color.blue; // 琥珀色
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}
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public void MessageBoxSetChecking()
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{
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_state.text = "检查中";
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_state.color = Color.white; // 琥珀色
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}
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public void MessageBoxSetText(string text)
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{
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_screenText.color = Color.white; // 默认文本颜色
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_screenText.text += text + "<br>";
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}
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public void MessageBoxSetNull()
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{
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_state.text = "未检测到信号";
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_state.color = Color.white; // 蓝色
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_screenText.text = "";
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_screenText.color = Color.white; // 默认文本颜色
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}
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public IEnumerator EnableDeepInButton()
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{
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yield return _deepinButton.GetTransform().DOLocalMoveX(0.35f, 0.5f).WaitForCompletion();
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_deepinButton.SetActive(true);
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}
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public IEnumerator DisableDeepInButton()
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{
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yield return _deepinButton.GetTransform().DOLocalMoveX(-0.2f, 0.5f).WaitForCompletion();
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_deepinButton.SetActive(false);
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}
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#endregion
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}
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/// <summary>
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/// 示波器接口。暂时能想到的就是这几个对外接口
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/// 用示波器显示对话的部分额外实现IDialogView接口。这部分方案定下来之后老丁来实现。
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/// </summary>
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public interface IOscilloscopeSystem
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{
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/// <summary>
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/// 展示示波器上的图片和检测点位
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/// </summary>
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/// /// <param name="moduleImage">显示在示波器里的图片</param>
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/// <param name="checkPoints">检查点信息</param>
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public IEnumerator ShowScanImage(Sprite moduleImage, CheckPoint[] checkPoints);
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/// <summary>
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/// 聚焦到某个点上
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/// </summary>
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/// <param name="checkPointId">检查点</param>
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public IEnumerator FocusOnPoint(string checkPointId);
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/// <summary>
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/// 停止聚焦
|
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/// </summary>
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/// <returns></returns>
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public IEnumerator StopFocus();
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|
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/// <summary>
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/// 隐藏显示屏上的图像
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/// </summary>
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/// <returns></returns>
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public void HideScanImage();
|
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}
|
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|
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public static class OscilloscopeYarnCommand
|
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{
|
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private static IOscilloscopeSystem OscilloscopeSystem => FixSystemCenter.SystemDic.Get<IOscilloscopeSystem>();
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|
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[YarnCommand("focus_on_point")]
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public static IEnumerator FocusOnPoint(string checkPointId)
|
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{
|
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return OscilloscopeSystem?.FocusOnPoint(checkPointId);
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}
|
||||
|
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[YarnCommand("stop_focus")]
|
||||
public static IEnumerator StopFocus()
|
||||
{
|
||||
return OscilloscopeSystem?.StopFocus();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a2e20b111511460a8f3a151bd470da9d
|
||||
timeCreated: 1731328037
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
@@ -16,13 +17,16 @@ public class PunchTapeSystem : MonoBehaviour
|
||||
public float[]
|
||||
stepPatterns = { 0.3f, 0.5f, 0.2f, 0.4f, 0.6f }; // Pattern of intervals to simulate rhythmic printing
|
||||
|
||||
public GameObject tempPunchTapeGroup;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
FixSystemCenter.SystemDic.Register(this);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
FixSystemCenter.SystemDic.Unregister<PunchTapeSystem>();
|
||||
}
|
||||
|
||||
public IEnumerator PrintPunchTapes(int tapeCount)
|
||||
{
|
||||
blackPanel.SetActive(true);
|
||||
@@ -66,20 +70,4 @@ public class PunchTapeSystem : MonoBehaviour
|
||||
.WaitForCompletion();
|
||||
blackPanel.SetActive(false);
|
||||
}
|
||||
|
||||
public void Temp_showPunchTapeGroup()
|
||||
{
|
||||
tempPunchTapeGroup.SetActive(true);
|
||||
}
|
||||
|
||||
public IEnumerator Temp_HidePunchTapeGroup()
|
||||
{
|
||||
foreach (SpriteRenderer s in tempPunchTapeGroup.GetComponentsInChildren<SpriteRenderer>())
|
||||
{
|
||||
s.DOFade(0, 0.5f);
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
tempPunchTapeGroup.SetActive(false);
|
||||
}
|
||||
}
|
||||
@@ -14,19 +14,19 @@ using AibisDream.Kit;
|
||||
|
||||
public class EyeSystem : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private List<EyeTarget> targets = new List<EyeTarget>(); // 保存目标列表
|
||||
[SerializeField] private List<EyeTarget> targets = new(); // 保存目标列表
|
||||
public List<EyeTarget> Targets => targets; // 提供目标列表的公共访问
|
||||
private EyeTarget currentTarget; // 当前选中的目标
|
||||
public EyeTarget CurrentTarget => currentTarget; // 提供当前目标的公共访问
|
||||
public RawImage eyeImage;
|
||||
public Image memoryRender;
|
||||
public Button backToFaceButton;
|
||||
public GameObject eyeView;
|
||||
public ViewCameraManager cameraManager;
|
||||
private IEyeStateEffect eyeStateEffect;
|
||||
private EyeData _eyeData=new ();
|
||||
private EyeData _eyeData = new();
|
||||
private Tween hsvShiftTween;
|
||||
private MouseFollowAndZoom mouseFollowAndZoom;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Init();
|
||||
@@ -39,14 +39,14 @@ public class EyeSystem : MonoBehaviour
|
||||
var virtualCamDeep = transform.Find("Eye DeepCamera").GetComponent<ICinemachineCamera>();
|
||||
CameraKit.Instance.RegisterCamera(CameraEnum.Eye, virtualCam);
|
||||
CameraKit.Instance.RegisterCamera(CameraEnum.EyeDeep, virtualCamDeep);
|
||||
GameLoopManager.FixDataContainer.Register(_eyeData);
|
||||
GameLoopManager.FixDataContainer.Register(_eyeData);
|
||||
// 添加加载逻辑
|
||||
_eyeData.LoadEvent += LoadData;
|
||||
}
|
||||
private void LoadData(EyeData eyedata)
|
||||
|
||||
private void LoadData(EyeData eyedata)
|
||||
{
|
||||
SetEyeColorState(eyedata.currentState);
|
||||
|
||||
}
|
||||
|
||||
public void OnEnter()
|
||||
@@ -76,10 +76,11 @@ public class EyeSystem : MonoBehaviour
|
||||
|
||||
public void OnExit()
|
||||
{
|
||||
if(currentTarget!=null)
|
||||
if (currentTarget != null)
|
||||
{
|
||||
eyeStateEffect?.CleanupEffect(CurrentTarget);
|
||||
}
|
||||
|
||||
mouseFollowAndZoom.SetIsActive(false);
|
||||
currentTarget = null;
|
||||
CloseEyeView();
|
||||
@@ -90,21 +91,10 @@ public class EyeSystem : MonoBehaviour
|
||||
private void Start()
|
||||
{
|
||||
SetEyeColorState(_eyeData.currentState);
|
||||
if (targets.Count > 0)
|
||||
{
|
||||
//SetInitialTargetState(targets[1]);
|
||||
}
|
||||
|
||||
mouseFollowAndZoom = FindObjectOfType<MouseFollowAndZoom>();
|
||||
}
|
||||
|
||||
|
||||
public void SetInitialTargetState(EyeTarget target)
|
||||
{
|
||||
currentTarget = target;
|
||||
eyeStateEffect?.InitializeEffect(target, cameraManager);
|
||||
}
|
||||
|
||||
public EyeTarget FindEyeTargetByName(string name)
|
||||
{
|
||||
return Targets.FirstOrDefault(target => target.gameObject.name == name);
|
||||
@@ -112,15 +102,13 @@ public class EyeSystem : MonoBehaviour
|
||||
|
||||
public void SetTarget(EyeTarget newTarget)
|
||||
{
|
||||
// if (newTarget != currentTarget)
|
||||
// {
|
||||
if (newTarget == null)
|
||||
{
|
||||
Debug.LogError("Target is null in SetTarget");
|
||||
return;
|
||||
}
|
||||
|
||||
StartCoroutine(SetTargetCoroutine(newTarget.gameObject.name));
|
||||
// }
|
||||
}
|
||||
|
||||
[YarnCommand("set_Eyetarget")]
|
||||
@@ -134,14 +122,8 @@ public class EyeSystem : MonoBehaviour
|
||||
yield break;
|
||||
}
|
||||
|
||||
// if (currentTarget == target)
|
||||
// {
|
||||
// DialogController.Instance.SetVariable("$currentEyeTarget",target.name);
|
||||
// yield break;
|
||||
// }
|
||||
DialogController.Instance.SetVariable("$currentEyeTarget", target.name);
|
||||
StartCoroutine(EyeEffectFadeOut());
|
||||
float duration = eyeStateEffect.TransitionDuration;
|
||||
|
||||
if (target.targetTransform != null)
|
||||
{
|
||||
@@ -152,22 +134,21 @@ public class EyeSystem : MonoBehaviour
|
||||
cameraManager.MoveCameraTo(target.transform, 1f);
|
||||
}
|
||||
|
||||
if(currentTarget!=null)
|
||||
if (currentTarget != null)
|
||||
{
|
||||
currentTarget.BlurIn(eyeStateEffect.TransitionDuration, false);
|
||||
}
|
||||
|
||||
//yield return new WaitForSeconds(eyeStateEffect.TransitionDuration);
|
||||
|
||||
if (currentTarget == target)
|
||||
{
|
||||
DialogController.Instance.StartDialogNode("重复看同一个目标");
|
||||
currentTarget = target;
|
||||
if (currentTarget == target)
|
||||
{
|
||||
DialogController.Instance.StartDialogNode("重复看同一个目标");
|
||||
currentTarget = target;
|
||||
mouseFollowAndZoom.SetIndicatorTarget(currentTarget);
|
||||
currentTarget.BlurOut(eyeStateEffect.TransitionDuration, false);
|
||||
currentTarget.BlurOut(eyeStateEffect.TransitionDuration, false);
|
||||
yield return new WaitForSeconds(eyeStateEffect.TransitionDuration);
|
||||
yield break;
|
||||
}
|
||||
}
|
||||
|
||||
currentTarget = target;
|
||||
mouseFollowAndZoom.SetIndicatorTarget(currentTarget);
|
||||
currentTarget.BlurOut(eyeStateEffect.TransitionDuration, false);
|
||||
@@ -178,9 +159,6 @@ public class EyeSystem : MonoBehaviour
|
||||
{
|
||||
DialogController.Instance.StartDialogNode("IntoEyeView");
|
||||
}
|
||||
|
||||
|
||||
//mouseFollowAndZoom.SetIsActive(true);
|
||||
}
|
||||
|
||||
[YarnCommand("Set_MouseMovementLockState")]
|
||||
@@ -189,7 +167,6 @@ public class EyeSystem : MonoBehaviour
|
||||
mouseFollowAndZoom.SetIsLock(isActive);
|
||||
}
|
||||
|
||||
|
||||
[YarnCommand("EyeEffect_FadeIn")]
|
||||
public IEnumerator EyeEffectFadeIn()
|
||||
{
|
||||
@@ -257,7 +234,7 @@ public class EyeSystem : MonoBehaviour
|
||||
|
||||
private void SetEyeColorState(EyeData.EyeColorState state)
|
||||
{
|
||||
_eyeData.currentState=state;
|
||||
_eyeData.currentState = state;
|
||||
switch (state)
|
||||
{
|
||||
case EyeData.EyeColorState.CanImagineColor:
|
||||
@@ -467,16 +444,8 @@ public class EyeSystem : MonoBehaviour
|
||||
|
||||
// 切换到 CanImagineColorEffect 状态
|
||||
}
|
||||
|
||||
public void LostColor()
|
||||
{
|
||||
// 对目标列表中的每个目标执行 ColorBack 方法
|
||||
foreach (EyeTarget target in targets)
|
||||
{
|
||||
target.ColorLost();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class EyeData : IData
|
||||
{
|
||||
public enum EyeColorState
|
||||
|
||||
Reference in New Issue
Block a user