Merge branch 'feature/春晖911' into 'develop'
Feature/春晖911 See merge request aibis-dream/aibis-dream!47
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@@ -24343,6 +24343,14 @@ PrefabInstance:
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propertyPath: rotationCorrection.z
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value: -180
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objectReference: {fileID: 0}
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- target: {fileID: 4414950781642350908, guid: 1afc7e4d2be0126438b5fe65aaccc901, type: 3}
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propertyPath: transformCorrection.x
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value: 0.2
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objectReference: {fileID: 0}
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- target: {fileID: 4414950781642350908, guid: 1afc7e4d2be0126438b5fe65aaccc901, type: 3}
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propertyPath: transformCorrection.y
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value: -0.15
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objectReference: {fileID: 0}
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- target: {fileID: 4991240399770923164, guid: 1afc7e4d2be0126438b5fe65aaccc901, type: 3}
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propertyPath: m_LocalScale.x
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value: 0.093240894
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@@ -4,6 +4,7 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using Yarn.Unity;
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using DG.Tweening;
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namespace AibisDream
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{
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@@ -251,6 +252,33 @@ namespace AibisDream
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{
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return MainUIController.Instance.HideObj();
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}
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[YarnCommand("move_to_fix")]
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public static IEnumerator Move_to_fix()
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{
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bool isCompleted = false;
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Sequence s = DOTween.Sequence();
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s.Append(Camera.main.transform.DOMove(new UnityEngine.Vector3(6.8f, 0, -10), 1.5f).SetEase(Ease.OutCubic))
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.OnComplete(() =>
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{
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// 动画完成后的反馈操作
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Debug.Log("Move_to_fix sequence completed.");
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isCompleted = true;
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});
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// 等待动画完成
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yield return new WaitUntil(() => isCompleted);
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// 动画完成后的其他操作
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Debug.Log("Continuing after Move_to_fix sequence.");
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}
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[YarnCommand("move_out_fix")]
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public static void Move_out_fix()
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{
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Camera.main.transform.position=new UnityEngine.Vector3(6.8f, 0, -10);
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Sequence s = DOTween.Sequence();
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//s.AppendInterval(0.5f);
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s.Append(Camera.main.transform.DOMove(new UnityEngine.Vector3(0, 0, -10), 1.5f).SetEase(Ease.OutCubic));
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}
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#endregion
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}
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@@ -7,6 +7,8 @@ public class CustomCursor : MonoBehaviour
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public Texture2D cursorTexture;
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public Vector3 rotationCorrection; // 旋转修正,你可以在 Inspector 中设置
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public Vector2 transformCorrection;
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private void Start()
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{
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// 设置旋转修正
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@@ -17,7 +19,7 @@ public class CustomCursor : MonoBehaviour
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{
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// 设置自定义光标的位置为鼠标的位置
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Vector2 cursorPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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transform.position = cursorPos;
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transform.position = cursorPos+transformCorrection;
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}
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private void OnEnable()
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