Merge branch '剪线操作&蒙太奇' into 'develop'
剪线操作&蒙太奇 See merge request aibis-dream/aibis-dream!230
This commit is contained in:
@@ -52,6 +52,11 @@ MonoBehaviour:
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+1953
-204
File diff suppressed because it is too large
Load Diff
@@ -320,7 +320,10 @@ public class MemoryProcess : MonoBehaviour
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Debug.LogError("Memory not found: " + PunchTape.MemoryIndex);
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}
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MemoryProcessVloume.weight=1;
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yield return new WaitForSeconds(1f);
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memoryFinishedspRender.color=Color.white;
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OnFrequencyChanged(frequencySlider.value);
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OnClarityChanged(claritySlider.value);
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@@ -332,6 +335,7 @@ public class MemoryProcess : MonoBehaviour
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yield return memorySequence.WaitForCompletion();
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}
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|
||||
@@ -6,12 +6,10 @@ position: 251,-1150
|
||||
<<fade_in 1>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<fade_out 1>>
|
||||
<<set_line_cuttable LineManager MemoryEye true>>
|
||||
<<clear_tasks TaskManager>>
|
||||
<<add_task TaskManager "执行视觉-记忆桥截断术">>
|
||||
<<task_moveIn TaskManager>>
|
||||
me: 开始吧…截断视觉-记忆桥。
|
||||
<<ShowTool ToolManager Scissor>>
|
||||
<<play_timeline_cutline TimeLineController>>
|
||||
// <<ShowTool ToolManager Scissor>>
|
||||
===
|
||||
|
||||
title: CutLine
|
||||
@@ -19,18 +17,14 @@ tags:
|
||||
group:手术相关
|
||||
position: -273,-66
|
||||
---
|
||||
<<if $isLineCut==true>>
|
||||
<<complete_task TaskManager "执行视觉-记忆桥截断术">>
|
||||
peipei: 啊…眼睛……我的……
|
||||
peipei: 好痛!
|
||||
me: 怎么了?怪了,这不应该引起任何痛觉的…
|
||||
peipei: ……
|
||||
peipei: 呼……
|
||||
peipei: 好像……好多了。
|
||||
<<jump 结束手术>>
|
||||
<<else>>
|
||||
me: 这不是我应该剪断的线……
|
||||
<<endif>>
|
||||
<<wait 0.5>>
|
||||
peipei: 啊…眼睛……我的……
|
||||
peipei: 好痛!
|
||||
me: 怎么了?怪了,这不应该引起任何痛觉的…
|
||||
peipei: ……
|
||||
peipei: 呼……
|
||||
peipei: 好像……好多了。
|
||||
<<jump 结束手术>>
|
||||
===
|
||||
|
||||
title: 结束手术
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
title: 进入手术
|
||||
title: 进入手术
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 246,-866
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<if $isPeipeiBE==true>>
|
||||
<<add_task TaskManager "执行手术-色彩记忆初始化">>
|
||||
|
||||
@@ -1,11 +1,9 @@
|
||||
title: 进入结束对话
|
||||
title: 进入结束对话
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 251,-1150
|
||||
---
|
||||
<<switch_fix_system_to Clinic>>
|
||||
【占位】:再次测试绘图,发现ok了
|
||||
【占位】:佩佩离开
|
||||
<<jump 结束结束对话>>
|
||||
===
|
||||
|
||||
|
||||
@@ -1,10 +1,9 @@
|
||||
title: 进入佩佩开场对话
|
||||
title: 进入佩佩开场对话
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 272,-1156
|
||||
---
|
||||
<<Temp_RemoveChip>>
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
<<indoor_new 1>>
|
||||
peipei: 我搞砸了…我搞砸了。
|
||||
<<character_init_new 佩佩>>
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
title: 进入身体检查
|
||||
title: 进入身体检查
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -443,-3575
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
<<switch_fix_system_to "BodyModule">>
|
||||
<<declare $finishFirstCoolDown=false>>
|
||||
me: 发热算是停住了……不过为什么会这么严重?
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
title: 进入UF拆壳
|
||||
title: 进入UF拆壳
|
||||
tags:
|
||||
position: 43,-97
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
me: 管不了那么多了。<br>佩佩,如果发热不尽早止住的话,你会有生命危险。
|
||||
me: 我不能…我不能允许再有机体死在我的诊室了。
|
||||
peipei: 对不起…医生…
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
title: 进入UF检查
|
||||
title: 进入UF检查
|
||||
tags:
|
||||
position: 43,-97
|
||||
---
|
||||
@@ -9,7 +9,6 @@ position: 43,-97
|
||||
<<declare $targetDescription="">>
|
||||
<<declare $memoryDescription="">>
|
||||
<<declare $memoryTarget="">>
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
现在可以插线来深入UF了
|
||||
===
|
||||
|
||||
@@ -43,6 +42,7 @@ position: -2052,-2351
|
||||
---
|
||||
ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目标……
|
||||
<<UF_SwitchState UFSystem UF 0.1>>
|
||||
<<wait 0.1>>
|
||||
<<UF_spriteIn UFSystem>>
|
||||
ULM自训练进程: 已池化图像卷积数据!正在上传神经网络数据集……
|
||||
//绑定一些描述,减少后面重复判断的逻辑
|
||||
@@ -74,11 +74,13 @@ position: -2052,-2351
|
||||
me: 【占位】这就是UF创造力的来源么
|
||||
peipei: 啊,痛…又开始了……
|
||||
<<UF_SwitchState UFSystem imagination 3>>
|
||||
<<wait 3>>
|
||||
peipei: 【占位】那些颜色,那些感受,我都还记得...
|
||||
<<set $UfCount = $UfCount + 1>>
|
||||
me: 【占位】佩佩,你做了什么?
|
||||
<<hide_dialog>>
|
||||
<<UF_SwitchState UFSystem memory 3>>
|
||||
<<UF_SwitchState UFSystem memory 2>>
|
||||
<<wait 2>>
|
||||
peipei: 【占位】{$memoryDescription}
|
||||
<<wait 1>>
|
||||
me: 【占位】是佩佩的记忆!佩佩的记忆在做数据写入!
|
||||
@@ -86,6 +88,7 @@ position: -2052,-2351
|
||||
|
||||
<<OpenSingleButtonWindow WindowManager 警告! 发现未授权的数据传入!正在清除...>>
|
||||
<<UF_SwitchState UFSystem UF 2>>
|
||||
<<wait 2>>
|
||||
<<UF_spriteOut UFSystem 2>>
|
||||
me: 【占位】UF清除了这些数据...
|
||||
me: 【占位】数据污染...这就是绘图异常的原因么?
|
||||
@@ -110,11 +113,12 @@ position: -2052,-2351
|
||||
|
||||
<<if $memoryTarget!="">>
|
||||
<<UF_SwitchState UFSystem imagination 3>>
|
||||
<<wait 1.5>>
|
||||
<<UF_SwitchState UFSystem memory 3>>
|
||||
<<wait 1.5>>
|
||||
<<wait 3>>
|
||||
<<UF_SwitchState UFSystem memory 2>>
|
||||
<<wait 2>>
|
||||
me: 【占位】嗯,{$memoryTarget}这里流入的信息是佩佩的记忆...
|
||||
<<UF_SwitchState UFSystem UF 2>>
|
||||
<<wait 2>>
|
||||
<<UF_spriteOut UFSystem 2>>
|
||||
me: 【占位】我得确认下其他部分
|
||||
<<set $memoryTarget = "">>
|
||||
@@ -122,10 +126,10 @@ position: -2052,-2351
|
||||
<<else>>
|
||||
<<set $UfCount = $UfCount + 1>>
|
||||
<<UF_SwitchState UFSystem imagination 3>>
|
||||
<<wait 1>>
|
||||
<<wait 3>>
|
||||
peipei: 【占位】{$memoryDescription}
|
||||
<<UF_SwitchState UFSystem memory 3>>
|
||||
<<wait 1.5>>
|
||||
<<UF_SwitchState UFSystem memory 2>>
|
||||
<<wait 2>>
|
||||
<<OpenSingleButtonWindow WindowManager 警告! 发现未授权的数据传入!正在清除...>>
|
||||
me: 这里流入的也是记忆数据...
|
||||
<<UF_SwitchState UFSystem UF 2>>
|
||||
|
||||
@@ -2,7 +2,6 @@ title: 进入停止想象
|
||||
tags:
|
||||
position: 428,-88
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<declare $CheckTargetCount=0>>
|
||||
me:准备好了么?
|
||||
@@ -91,9 +90,9 @@ ULM自训练进程: 已池化图像卷积数据!正在上传神经网络数据
|
||||
<<wait 1.5>>
|
||||
<<UF_SwitchState UFSystem imagination 1>>
|
||||
peipei: 好痛,呼……
|
||||
<<UF_SwitchState UFSystem imagination 3>>
|
||||
peipei: 停止想象,停止想象,停止想象,停止!
|
||||
<<UF_SwitchState UFSystem imagination 3>>
|
||||
peipei: 停止想象,停止想象,停止想象,停止!
|
||||
<<UF_SwitchState UFSystem memory 3>>
|
||||
<<wait 1.5>>
|
||||
peipei: 啧,现在它变得这么顽固了……
|
||||
me: 还差一点,佩佩,再坚持一下
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
|
||||
|
||||
title: 进入UF拆除
|
||||
tags:
|
||||
position: 43,-97
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
->拆除UF
|
||||
<<fade_in 1>>
|
||||
<<wait 1>>
|
||||
|
||||
+2093
-307
File diff suppressed because it is too large
Load Diff
@@ -7937,10 +7937,10 @@ MonoBehaviour:
|
||||
- {fileID: 11400000, guid: 8d8b11f0c2fbc4d4cb8c2857d98383c9, type: 2}
|
||||
- {fileID: 11400000, guid: afc5b01ef301cc74db7cae741acad427, type: 2}
|
||||
- {fileID: 11400000, guid: ac5ca9a66ff22ab4b9cd5adbdade6b8c, type: 2}
|
||||
runMode: 0
|
||||
runMode: 2
|
||||
firstTalkSo: {fileID: 11400000, guid: ac5ca9a66ff22ab4b9cd5adbdade6b8c, type: 2}
|
||||
testTalkSo: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
|
||||
saveFileName: "PeipeiDay2_UF\u68C0\u67E5"
|
||||
saveFileName: "PeipeiDay1_\u8BB0\u5FC6\u68C0\u67E5"
|
||||
--- !u!4 &719228339
|
||||
Transform:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 34febb805e2eef74d92145779e0770a7
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,13 +1,16 @@
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
using System.Numerics;
|
||||
using AibisDream;
|
||||
|
||||
public class ClueSlotBase : MonoBehaviour, IDropHandler
|
||||
{
|
||||
public Image filmImage; // 新增的胶片Image
|
||||
|
||||
public Image RoateImage; // 新增的胶片Image
|
||||
|
||||
private Transform filmStartPos;
|
||||
protected ClueType expectedClueType; // 期望的 Clue 类型
|
||||
protected ClueInteraction interaction; // Clue 的交互
|
||||
|
||||
@@ -23,10 +26,9 @@ public class ClueSlotBase : MonoBehaviour, IDropHandler
|
||||
[HideInInspector]
|
||||
public bool isOccupied = false; // 插槽是否已占用
|
||||
|
||||
[HideInInspector]
|
||||
[HideInInspector]
|
||||
public bool isLocked = false; // 插槽是否已占用
|
||||
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
currentClueItem = null;
|
||||
@@ -35,45 +37,46 @@ public class ClueSlotBase : MonoBehaviour, IDropHandler
|
||||
punchTapeImage.enabled=false;
|
||||
punchtapeStartpos=punchTapeImage.rectTransform;
|
||||
//slotFrame.color=Color.white;
|
||||
filmStartPos=filmImage.rectTransform;
|
||||
}
|
||||
public void SetSlotCorrect()
|
||||
{
|
||||
|
||||
SetSlotLockState(true);
|
||||
}
|
||||
|
||||
public void OnDrop(PointerEventData eventData)
|
||||
{
|
||||
ClueItem clueItem = eventData.pointerDrag.GetComponent<ClueItem>();
|
||||
if (clueItem != null)
|
||||
public void OnDrop(PointerEventData eventData)
|
||||
{
|
||||
Clue clue = clueItem.GetClueData();
|
||||
interaction = clueItem.GetComponent<ClueInteraction>();
|
||||
|
||||
if (clue != null && interaction != null&&!isOccupied)
|
||||
ClueItem clueItem = eventData.pointerDrag.GetComponent<ClueItem>();
|
||||
if (clueItem != null)
|
||||
{
|
||||
interaction.SetClueParentAndPosition(transform);
|
||||
// 更新当前的 ClueItem
|
||||
currentClueItem = clueItem;
|
||||
isOccupied = true;
|
||||
punchTapeImage.enabled=true;
|
||||
AudioManager.RandomPlayInteraction("punchtape");
|
||||
punchTapeImage.rectTransform.DOAnchorPosY(-473f,4f)
|
||||
.OnComplete(() =>
|
||||
{
|
||||
punchTapeImage.enabled=false;
|
||||
punchTapeImage.rectTransform.DOAnchorPosY(-3f,0.1f);
|
||||
OnClueInserted(clue);
|
||||
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
// 如果类型不匹配,返回 ClueItem 到原位
|
||||
interaction?.ReturnToOriginalPosition();
|
||||
Clue clue = clueItem.GetClueData();
|
||||
interaction = clueItem.GetComponent<ClueInteraction>();
|
||||
|
||||
if (clue != null && interaction != null&&!isOccupied)
|
||||
{
|
||||
interaction.SetClueParentAndPosition(transform);
|
||||
// 更新当前的 ClueItem
|
||||
currentClueItem = clueItem;
|
||||
isOccupied = true;
|
||||
punchTapeImage.enabled=true;
|
||||
AudioManager.RandomPlayInteraction("punchtape");
|
||||
StartFilmAnimation();
|
||||
punchTapeImage.rectTransform.DOAnchorPosY(-473f,4f)
|
||||
.OnComplete(() =>
|
||||
{
|
||||
punchTapeImage.enabled=false;
|
||||
punchTapeImage.rectTransform.DOAnchorPosY(-3f,0.1f);
|
||||
OnClueInserted(clue);
|
||||
StopFilmAnimation();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
// 如果类型不匹配,返回 ClueItem 到原位
|
||||
interaction?.ReturnToOriginalPosition();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// 释放插槽时调用
|
||||
public virtual void ReleaseSlot()
|
||||
{
|
||||
@@ -83,6 +86,7 @@ public void OnDrop(PointerEventData eventData)
|
||||
isOccupied = false;
|
||||
currentClueItem = null;
|
||||
interaction = null;
|
||||
filmImage.rectTransform.localPosition=filmStartPos.localPosition;
|
||||
}
|
||||
|
||||
// 将 ClueItem 返回到集合的逻辑
|
||||
@@ -109,6 +113,24 @@ public void OnDrop(PointerEventData eventData)
|
||||
public void SetSlotLockState(bool lockState)
|
||||
{
|
||||
isLocked=lockState;
|
||||
}
|
||||
|
||||
private void StartFilmAnimation()
|
||||
{
|
||||
// 使用 DOTween 实现胶片的循环移动
|
||||
filmImage.rectTransform.DOLocalMoveX(-1256f, 1f)
|
||||
.SetLoops(-1, LoopType.Restart)
|
||||
.SetEase(Ease.Linear);
|
||||
RoateImage.rectTransform.DORotate(new Vector3(0, 0, 360), 1f, RotateMode.FastBeyond360)
|
||||
.SetLoops(-1, LoopType.Restart)
|
||||
.SetEase(Ease.Linear);
|
||||
}
|
||||
|
||||
private void StopFilmAnimation()
|
||||
{
|
||||
// 停止胶片动画
|
||||
filmImage.rectTransform.DOKill();
|
||||
RoateImage.rectTransform.DOKill();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,14 @@
|
||||
using System.Drawing;
|
||||
using UnityEngine;
|
||||
|
||||
using DG.Tweening;
|
||||
public class MemoryClueSlot : ClueSlotBase
|
||||
{
|
||||
private MemoryProcess memoryManager;
|
||||
[HideInInspector]
|
||||
public PunchTape punchTape;
|
||||
|
||||
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start(); // 初始化基类中的内容
|
||||
@@ -37,4 +39,19 @@ public class MemoryClueSlot : ClueSlotBase
|
||||
StartCoroutine(memoryManager.SearchMemory(punchTape));
|
||||
}
|
||||
}
|
||||
private void StartFilmAnimation()
|
||||
{
|
||||
// 使用 DOTween 实现胶片的循环移动
|
||||
filmImage.rectTransform.DOLocalMoveX(-1256f, 1f)
|
||||
.SetLoops(-1, LoopType.Restart)
|
||||
.SetEase(Ease.Linear);
|
||||
}
|
||||
|
||||
private void StopFilmAnimation()
|
||||
{
|
||||
// 停止胶片动画
|
||||
filmImage.rectTransform.DOKill();
|
||||
// 重置胶片位置
|
||||
filmImage.rectTransform.localPosition = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 215dcf8eb94fe3b47be54d9feeed5c26
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,117 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Playables;
|
||||
using DG.Tweening; // 引入 DoTween 命名空间
|
||||
using Yarn.Unity;
|
||||
using AibisDream;
|
||||
|
||||
public class LineInteraction : MonoBehaviour
|
||||
{
|
||||
public GameObject actorGroup; // 关联的Playable Director
|
||||
public PlayableDirector timelineDirector; // 关联的Playable Director
|
||||
public SpriteRenderer scissorSpriteRenderer; // 剪刀的SpriteRenderer
|
||||
public SpriteRenderer cutLineSpriteRenderer; // 剪刀的SpriteRenderer
|
||||
public Sprite closedScissorSprite; // 剪刀合上的Sprite
|
||||
public Sprite openScissorSprite; // 剪刀张开的Sprite
|
||||
public float openYMin; // Y轴范围的最小值
|
||||
public float openYMax; // Y轴范围的最大值
|
||||
public float fadeDuration = 0.5f; // 淡入淡出持续时间
|
||||
|
||||
private bool isPaused = false;
|
||||
private bool isActive = false;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
// 初始状态不激活
|
||||
actorGroup.SetActive(false);
|
||||
scissorSpriteRenderer.transform.localPosition = new Vector3(12f, openYMin - 3, scissorSpriteRenderer.transform.position.z);
|
||||
cutLineSpriteRenderer.enabled = false;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (!isActive) return;
|
||||
|
||||
// 获取鼠标在世界坐标中的位置
|
||||
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.nearClipPlane));
|
||||
|
||||
// 更新剪刀的Y轴位置以跟随鼠标
|
||||
scissorSpriteRenderer.transform.localPosition = new Vector3(scissorSpriteRenderer.transform.localPosition.x, mousePosition.y, scissorSpriteRenderer.transform.localPosition.z);
|
||||
|
||||
// 检查Y轴位置并更换Sprite
|
||||
if (mousePosition.y >= openYMin && mousePosition.y <= openYMax)
|
||||
{
|
||||
scissorSpriteRenderer.sprite = openScissorSprite;
|
||||
cutLineSpriteRenderer.enabled = true;
|
||||
// 检查玩家交互(例如按下鼠标左键)
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
ContinueTimeline();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
scissorSpriteRenderer.sprite = closedScissorSprite;
|
||||
cutLineSpriteRenderer.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
[YarnCommand("play_timeline_cutline")]
|
||||
public void PlayTimeline()
|
||||
{
|
||||
timelineDirector.Play();
|
||||
actorGroup.SetActive(true);
|
||||
}
|
||||
|
||||
public void FinishCutLine()
|
||||
{
|
||||
StartCoroutine(FinishSequence());
|
||||
}
|
||||
|
||||
private IEnumerator FinishSequence()
|
||||
{
|
||||
// 淡出剪刀和切割线
|
||||
scissorSpriteRenderer.DOFade(0f, fadeDuration);
|
||||
cutLineSpriteRenderer.DOFade(0f, fadeDuration);
|
||||
yield return new WaitForSeconds(fadeDuration*4);
|
||||
foreach (SpriteRenderer child in actorGroup.GetComponentsInChildren<SpriteRenderer>())
|
||||
{
|
||||
child.DOFade(0f, fadeDuration*2);
|
||||
}
|
||||
yield return new WaitForSeconds(fadeDuration*2);
|
||||
|
||||
// 销毁GameObject
|
||||
Destroy(gameObject);
|
||||
|
||||
// 调用对话控制器
|
||||
DialogController.Instance.StartDialogNode("CutLine");
|
||||
}
|
||||
|
||||
public void ActivateInteraction()
|
||||
{
|
||||
StartCoroutine(InteractionSequence());
|
||||
}
|
||||
|
||||
private IEnumerator InteractionSequence()
|
||||
{
|
||||
// 开始阶段:淡入
|
||||
scissorSpriteRenderer.transform.DOLocalMoveX(7.39f, fadeDuration);
|
||||
cutLineSpriteRenderer.DOFade(1f, fadeDuration);
|
||||
yield return new WaitForSeconds(fadeDuration);
|
||||
|
||||
// 执行阶段:激活交互逻辑
|
||||
isActive = true;
|
||||
|
||||
// 等待交互完成
|
||||
yield return null;
|
||||
}
|
||||
|
||||
void ContinueTimeline()
|
||||
{
|
||||
|
||||
timelineDirector.Play();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: 2e1670b729b600f4aa5f54e762b35f73
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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||||
guid: cd1ecb68ca232674aa643bb43920988a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,14 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
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||||
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: d6fa2d92fc1b3f34da284357edf89c3b, type: 3}
|
||||
m_Name: New Signal
|
||||
m_EditorClassIdentifier:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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||||
guid: bbacc6ad8c87f3b4b8ced53f42b836a1
|
||||
NativeFormatImporter:
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||||
externalObjects: {}
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||||
mainObjectFileID: 11400000
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,14 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: d6fa2d92fc1b3f34da284357edf89c3b, type: 3}
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||||
m_Name: finishCut
|
||||
m_EditorClassIdentifier:
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||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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guid: 278bb9caee85c644a8586f035b22a04a
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -4,6 +4,7 @@
|
||||
"com.unity.cinemachine": "2.9.7",
|
||||
"com.unity.collab-proxy": "2.0.5",
|
||||
"com.unity.feature.2d": "2.0.0",
|
||||
"com.unity.ide.cursor": "https://github.com/boxqkrtm/com.unity.ide.cursor.git",
|
||||
"com.unity.ide.rider": "3.0.24",
|
||||
"com.unity.ide.visualstudio": "2.0.22",
|
||||
"com.unity.localization": "1.4.5",
|
||||
|
||||
@@ -165,6 +165,15 @@
|
||||
"com.unity.2d.aseprite": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.ide.cursor": {
|
||||
"version": "https://github.com/boxqkrtm/com.unity.ide.cursor.git",
|
||||
"depth": 0,
|
||||
"source": "git",
|
||||
"dependencies": {
|
||||
"com.unity.test-framework": "1.1.9"
|
||||
},
|
||||
"hash": "2c0153a9bab1abc783e5599fa2d2cc3c69d5e389"
|
||||
},
|
||||
"com.unity.ide.rider": {
|
||||
"version": "3.0.24",
|
||||
"depth": 0,
|
||||
|
||||
Reference in New Issue
Block a user