FMOD功能迁移
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@@ -405,7 +405,12 @@ MonoBehaviour:
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MasterBanks:
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- Master
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Banks:
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- Ambience
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- Environment
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- Interactions
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- Music
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- UI
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- VO
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BanksToLoad: []
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LiveUpdatePort: 9264
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EnableMemoryTracking: 0
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@@ -10,20 +10,16 @@ using AibisDream.Utility;
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public class EyeTarget : MonoBehaviour
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{
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public Transform targetTransform; // EyeTarget的位置
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[SerializeField]
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private float burnRadiusMin = 0f; // 对应_BurnRadius的最小值
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[SerializeField] private float burnRadiusMin = 0f; // 对应_BurnRadius的最小值
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[SerializeField]
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private float burnRadiusMax = 1f; // 对应_BurnRadius的最大值
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[SerializeField] private float burnRadiusMax = 1f; // 对应_BurnRadius的最大值
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private Material forwardMaterial;
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[SerializeField]
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private SpriteRenderer backSpriteRenderer;
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[SerializeField] private SpriteRenderer backSpriteRenderer;
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[SerializeField]
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private SpriteRenderer wrongColorSpriteRenderer;
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[SerializeField]private SpriteRenderer imageSpriteRender;
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[SerializeField] private SpriteRenderer wrongColorSpriteRenderer;
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[SerializeField] private SpriteRenderer imageSpriteRender;
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private Material backMaterial;
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private Material wrongColorMaterial;
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@@ -36,37 +32,38 @@ public class EyeTarget : MonoBehaviour
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forwardMaterial = spriteRenderer.material;
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forwardMaterial.SetFloat("_SourceGlowDissolveFade", burnRadiusMin);
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backMaterial=backSpriteRenderer.material;
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wrongColorMaterial=wrongColorSpriteRenderer.material;;
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backMaterial = backSpriteRenderer.material;
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wrongColorMaterial = wrongColorSpriteRenderer.material;
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;
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}
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public void Init()
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{
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SetToMinBurnRadius();
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SetToMaxBlur(false);
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SetToNoWrongColor();
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SetNoImage();
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}
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private void Start()
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{
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}
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public void ImageIn(float duration)
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{
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imageSpriteRender.DOFade(1,duration);
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imageSpriteRender.DOFade(1, duration);
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}
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public void ImageOut(float duration)
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{
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imageSpriteRender.DOFade(0,duration);
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imageSpriteRender.DOFade(0, duration);
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}
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public void SetNoImage()
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public void SetNoImage()
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{
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imageSpriteRender.SetAlpha(0);
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imageSpriteRender.SetAlpha(0);
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}
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public void SetToMinBurnRadius()
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{
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forwardMaterial.SetFloat("_SourceGlowDissolveFade", burnRadiusMin);
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@@ -76,79 +73,83 @@ public class EyeTarget : MonoBehaviour
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{
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forwardMaterial.SetFloat("_SourceGlowDissolveFade", burnRadiusMax);
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}
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public void SetToMaxBlur( bool isForwardMaterial = true)
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public void SetToMaxBlur(bool isForwardMaterial = true)
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{
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Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
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targetMaterial.SetFloat("_GaussianBlurFade", 1f);
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}
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public void SetToMinBlur( bool isForwardMaterial = true)
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public void SetToMinBlur(bool isForwardMaterial = true)
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{
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Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
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targetMaterial.SetFloat("_GaussianBlurFade", 0f);
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}
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public void SetToNoWrongColor()
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{
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wrongColorMaterial.SetFloat( "_Alpha", 0f);
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wrongColorMaterial.SetFloat("_Alpha", 0f);
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}
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public void SetToWrongColor()
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public void SetToWrongColor()
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{
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wrongColorMaterial.SetFloat( "_Alpha", 1f);
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wrongColorMaterial.SetFloat("_Alpha", 1f);
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}
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public void FadeOut(float duration)
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{
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// 使用DoTween库来改变_BurnRadius,使目标褪色
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forwardMaterial.DOFloat(burnRadiusMin, "_SourceGlowDissolveFade", duration);
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forwardMaterial.DOFloat(1f, "_GaussianBlurFade", duration).SetEase(Ease.InSine);
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forwardMaterial.DOFloat(1f, "_UVDistortFade", duration/2).SetEase(Ease.InSine).SetLoops(2, LoopType.Yoyo);;
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forwardMaterial.DOFloat(1f, "_UVDistortFade", duration / 2).SetEase(Ease.InSine).SetLoops(2, LoopType.Yoyo);
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;
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}
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public void ColorIn(float duration)
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{
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forwardMaterial.DOFloat(burnRadiusMax, "_SourceGlowDissolveFade", duration).SetEase(Ease.InOutSine);
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forwardMaterial.DOFloat(0f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine);
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forwardMaterial.DOFloat(1f, "_UVDistortFade", duration/2).SetEase(Ease.InOutSine).SetLoops(2, LoopType.Yoyo);;
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forwardMaterial.DOFloat(1f, "_UVDistortFade", duration / 2).SetEase(Ease.InOutSine).SetLoops(2, LoopType.Yoyo);
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;
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}
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public void WrongColorIn(float duration)
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{
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wrongColorMaterial.DOFloat(1f, "_Alpha", duration).SetEase(Ease.InOutSine);
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}
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public void WrongColorOut(float duration)
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public void WrongColorOut(float duration)
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{
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wrongColorMaterial.DOFloat(0f, "_Alpha", duration).SetEase(Ease.InOutSine);
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}
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public void BlurIn(float duration,bool isForwardMaterial = true)
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public void BlurIn(float duration, bool isForwardMaterial = true)
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{
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AudioManager.PlayLoopAudio("visualturn");
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// AudioManager.PlayLoopAudio("visualturn");
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Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
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targetMaterial.DOFloat(1f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine).OnComplete(() => {
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AudioManager.PauseLoopAudio();
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});
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targetMaterial.DOFloat(1f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine);
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// .OnComplete(() => { AudioManager.PauseLoopAudio(); });
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}
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public void BlurOut(float duration,bool isForwardMaterial = true)
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public void BlurOut(float duration, bool isForwardMaterial = true)
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{
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AudioManager.PlayLoopAudio("visualturn");
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// AudioManager.PlayLoopAudio("visualturn");
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Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
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targetMaterial.DOFloat(0f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine).OnComplete(() => {
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AudioManager.PauseLoopAudio();
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});
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targetMaterial.DOFloat(0f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine);
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// .OnComplete(() => { AudioManager.PauseLoopAudio(); });
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}
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public void ColorBack()
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{
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SetToMaxBurnRadius();
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SetToNoWrongColor();
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SetToMinBlur();
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}
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public void ColorLost()
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public void ColorLost()
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{
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SetToMinBurnRadius();
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//SetToNoWrongColor();
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SetToMaxBlur();
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}
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}
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}
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@@ -231,7 +231,7 @@ public class EyeTransitionManager : MonoBehaviour
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// 开始视图过渡
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private void StartTransition(ViewState targetViewState)
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{
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AudioManager.PauseMemoryAudio();
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// AudioManager.PauseMemoryAudio();
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// 如果正在进行视图过渡,或者目标视图是当前视图,或者 MemoryProcess 正在处理,就不进行视图过渡
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//if (isTransitioning || currentViewState == targetViewState || (memoryProcess != null && memoryProcess.IsProcessing()))
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if (isTransitioning || currentViewState == targetViewState)
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@@ -271,8 +271,6 @@ public class EyeTransitionManager : MonoBehaviour
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{
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currentViewState = ViewState.MainView;
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isTransitioning = false;
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AudioManager.PlayAmb1Audio("amb_main");
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AudioManager.PlayAmb2Audio("amb_general");
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OnGetMainView.Invoke();
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//MouseCursorManager.Instance.isInDeepView=false;
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DialogController.Instance.StartDialogNode("主维修界面游戏状态检查");
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@@ -283,7 +281,7 @@ public class EyeTransitionManager : MonoBehaviour
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{
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if (!viewConfigDictionary.TryGetValue(targetViewState, out ViewConfig targetConfig)) return;
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AudioManager.RandomPlayInteraction(targetConfig.soundName);
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// AudioManager.RandomPlayInteraction(targetConfig.soundName);
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// Zoom In 的时候,开始 Zoom
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Sequence zoomInSequence = DOTween.Sequence();
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Sequence roateSequence = DOTween.Sequence();
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@@ -325,10 +323,6 @@ public class EyeTransitionManager : MonoBehaviour
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currentViewState = targetViewState;
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isTransitioning = false;
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OnGetDeepView.Invoke();
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if (targetConfig.audioName != null)
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{
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AudioManager.PlayAmb1Audio(targetConfig.audioName);
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}
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if (targetConfig.viewLifecycle != null)
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{
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@@ -226,7 +226,7 @@ public class MemoryProcess : MonoBehaviour
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[YarnCommand("MemoryFinished")]
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public IEnumerator MemoryFinished()
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{
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AudioManager.PauseMemoryAudio();
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// AudioManager.PauseMemoryAudio();
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// Fade out alpha from 1 to 0
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yield return playBackground.DOFade(0f, 1f).WaitForCompletion(); // Fade to fully transparent over 1 second
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@@ -244,8 +244,7 @@ public class MemoryProcess : MonoBehaviour
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[YarnCommand("ColorFadeOut")]
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public IEnumerator ColorFadeOut()
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{ fadeMaterial.SetFloat("_DirectionalDistortionFade",-15f);
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AudioManager.RandomPlayInteraction("colorerase");
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AudioManager.PauseMemoryAudio();
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// AudioManager.PauseMemoryAudio();
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Tween tween = fadeMaterial.DOFloat(0, "_DirectionalDistortionFade", 3);
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yield return tween.WaitForCompletion();
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}
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@@ -266,7 +265,7 @@ public class MemoryProcess : MonoBehaviour
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Debug.LogError("Memory not found: " + memName);
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}
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AudioManager.PlayMemoryAudio("mem_" + memName);
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// AudioManager.PlayMemoryAudio("mem_" + memName);
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playBackground.gameObject.SetActive(true);
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//FavoritesManager.Instance.CloseFavorites();
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playBackground.alpha=0;
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@@ -278,7 +277,7 @@ public class MemoryProcess : MonoBehaviour
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{
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FavoritesManager.Instance.CloseFavorites();
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// Activate playBackground and fade in alpha from 0 to 1
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AudioManager.PlayMemoryAudio("mem_" + clueSlot.punchTape.MemoryIndex);
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// AudioManager.PlayMemoryAudio("mem_" + clueSlot.punchTape.MemoryIndex);
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playBackground.gameObject.SetActive(true);
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//FavoritesManager.Instance.CloseFavorites();
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playBackground.alpha=0;
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@@ -305,7 +304,7 @@ public class MemoryProcess : MonoBehaviour
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PunchTape = punchTape;
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AudioManager.PauseMemoryAudio();
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// AudioManager.PauseMemoryAudio();
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if (isProcessing)
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{
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Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
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@@ -56,7 +56,7 @@ public class UFmanager : MonoBehaviour
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{
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isShowingPhoto = true; // 设置标志,表示照片显示正在进行
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AudioManager.RandomPlayInteraction("uf");
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// AudioManager.RandomPlayInteraction("uf");
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// 激活底板
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baseImage.gameObject.SetActive(true);
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: f6e3f324944742f19f02c4352c8ac50b
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timeCreated: 1741338372
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