石头引擎合入,添加了抖动,进度条,速度显示
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@@ -20,6 +20,7 @@ namespace AibisDream
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private bool _isSuccess;
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public float curSpeed;
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public float targetSpeed=0.95f;
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[HideInInspector] public UnityEvent<float, float> updateSpeedEvent = new();
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[SerializeField] private float coverMoveDuration = 5f;
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@@ -61,7 +62,7 @@ namespace AibisDream
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private void Update()
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{
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updateSpeedEvent.Invoke(curSpeed, GetSpeedScale());
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if (curSpeed >= 0.99f && !_isSuccess)
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if (curSpeed >= targetSpeed && !_isSuccess)
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{
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_isSuccess = true;
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isPullActive = false;
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@@ -1,4 +1,5 @@
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using UnityEngine;
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using RainbowArt.CleanFlatUI;
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namespace AibisDream
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{
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@@ -6,19 +7,24 @@ namespace AibisDream
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{
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private Material _material;
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private EngineSystem _engineSystem;
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private ProgressBarGridCircular progress;
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private static readonly int Progress1 = Shader.PropertyToID("_Progress");
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private void Awake()
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{
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_material = GetComponent<SpriteRenderer>().material;
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{
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_engineSystem = transform.parent.GetComponent<EngineSystem>();
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_material = _engineSystem.transform.Find("心脏引擎").GetComponent<SpriteRenderer>().material;
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progress=FindObjectOfType<ProgressBarGridCircular>();
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_engineSystem.updateSpeedEvent.AddListener(OnSpeedChange);
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}
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private void OnSpeedChange(float originSpeed, float speedScale)
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{
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_material.SetFloat(Progress1, originSpeed);
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_material.SetFloat("_VibrateFade", originSpeed);
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progress.CurrentValue=Mathf.RoundToInt(originSpeed * 50);
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//_material.SetFloat(Progress1, originSpeed);
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}
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}
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}
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