FMOD功能迁移
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@@ -1,13 +1,10 @@
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//using System.Drawing;
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using UnityEngine;
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using UnityEngine.UI;
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using Yarn.Unity;
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using DG.Tweening;
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using System.Collections.Generic;
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using System.Collections;
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using AibisDream;
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using AibisDream.FixSystem;
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using AibisDream.Kit;
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public class HeatMapController : MonoBehaviour
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{
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@@ -83,10 +80,7 @@ public class HeatMapController : MonoBehaviour
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public void HideHeatMap()
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{
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var draggableUI = heatmapGameobject.GetComponent<DraggableUI>();
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heatmapGameobject.transform.DOLocalMove(outPos, 1f).OnComplete(() =>
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{
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draggableUI.UnlockDrag();
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});
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heatmapGameobject.transform.DOLocalMove(outPos, 1f).OnComplete(() => { draggableUI.UnlockDrag(); });
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heatmapGameobject.SetActive(false);
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}
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@@ -115,9 +109,9 @@ public class HeatMapController : MonoBehaviour
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Debug.Log("降温成功");
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float duration = 3.5f;
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SetTemptureSmooth(0, duration);
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AudioManager.RandomPlayInteraction("cooler_cooling");
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FmodManager.Instance.PlaySfx("event:/FollowInput/cooler_cooling");
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yield return new WaitForSeconds(duration);
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rotationTween.Kill();
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rotationTween.Kill();
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imageToRotate.localRotation = Quaternion.identity;
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// 恢复初始状态
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imageToMove.DOLocalMove(imageInitialPos, 1f);
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@@ -139,32 +133,25 @@ public class HeatMapController : MonoBehaviour
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// 恢复初始状态
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imageToMove.DOLocalMove(imageInitialPos, 1f);
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}
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void Start()
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{
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bodyModuleSystem=FindObjectOfType<BodyModuleSystem>();
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bodyModuleSystem = FindObjectOfType<BodyModuleSystem>();
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// // 初始调用,设置初始位置
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//tempture=1;
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// // 初始化数据,这里是示例,你可以根据实际需求设置
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SetDataToMaterial();
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}
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// public void SetTemture(float value)
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// {
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// tempture=value;
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// }
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public void SetDataToMaterial()
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{
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if (tempture >=0&&tempture<=1)
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if (tempture >= 0 && tempture <= 1)
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{
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uftempture = Mathf.Lerp(1.5f, 2.8f, tempture ); // 线性插值
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uftempture = Mathf.Lerp(1.5f, 2.8f, tempture); // 线性插值
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modulesTempture = Mathf.Lerp(1.5f, 1.8f, tempture);
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backtemture = Mathf.Lerp(1.5f, 2.25f, tempture);
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}
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else if (tempture >= 1&&tempture<=2)
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else if (tempture >= 1 && tempture <= 2)
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{
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uftempture = Mathf.Lerp(2.8f, 3.2f, tempture - 1);
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modulesTempture = Mathf.Lerp(1.8f, 2.3f, tempture - 1);
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@@ -181,8 +168,7 @@ public class HeatMapController : MonoBehaviour
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for (int i = 0; i < 7; i++)
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{
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//RectTransform transform=Pos[i].GetComponent<RectTransform>();
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Transform currentTransform=Pos[i].GetComponent<Transform>();
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Debug.Log($"Point {i}: {points[i]}");
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Transform currentTransform = Pos[i].GetComponent<Transform>();
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if (i == 0)
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{
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@@ -194,22 +180,24 @@ public class HeatMapController : MonoBehaviour
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}
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else
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{
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points[i] = new Vector4(Pos[i].position.x, Pos[i].position.y, modulesTempture, 0); // (x, y, z, temperature)
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points[i] = new Vector4(Pos[i].position.x, Pos[i].position.y, modulesTempture,
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0); // (x, y, z, temperature)
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}
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}
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Sprite currentSprite=currentTransform.GetComponent<SpriteRenderer>().sprite;
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properties[i] = new Vector4(currentSprite.bounds.size.x, currentSprite.bounds.size.y, 0.0f, 0.0f); // (boxsize x, boxsize y, unused, unused)
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Debug.Log($"Point {i}: {currentSprite.bounds.size.x}");
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Sprite currentSprite = currentTransform.GetComponent<SpriteRenderer>().sprite;
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properties[i] =
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new Vector4(currentSprite.bounds.size.x, currentSprite.bounds.size.y, 0.0f,
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0.0f); // (boxsize x, boxsize y, unused, unused)
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//properties[i] = new Vector4(transform.rect.width*1, transform.rect.height*1, 0.0f, 0.0f); // (boxsize x, boxsize y, unused, unused)
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//properties[i] = new Vector4(transform.rect.width*1, transform.rect.height*1, 0.0f, 0.0f); // (boxsize x, boxsize y, unused, unused)
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}
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// 将数据传递给 Shader
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heatMaterial.SetVectorArray("_Points", points);
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heatMaterial.SetVectorArray("_Properties", properties);
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}
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public void SetTemptureDirect(float value)
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public void SetTemptureDirect(float value)
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{
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Tempture = value;
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}
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@@ -223,5 +211,4 @@ public class HeatMapController : MonoBehaviour
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{
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return minTarget + (value - minSource) * (maxTarget - minTarget) / (maxSource - minSource);
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}
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}
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}
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