Merge branch 'develop' into yarn_0216

This commit is contained in:
Ovid
2025-02-15 09:32:50 +08:00
89 changed files with 71445 additions and 1981 deletions
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Debug.LogError("Memory not found: " + PunchTape.MemoryIndex);
}
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yield return new WaitForSeconds(1f);
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OnFrequencyChanged(frequencySlider.value);
OnClarityChanged(claritySlider.value);
@@ -332,6 +335,7 @@ public class MemoryProcess : MonoBehaviour
yield return memorySequence.WaitForCompletion();
}
public bool IsProcessing()
{
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position: 205,-53
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<<hide_dialog>>
场景黑屏占位
<<fade_out 1>>
<<wait 1>>
你走出诊室,靠在巷子的墙上。
巷子正中央站着一个人,佩佩。
@@ -77,7 +77,6 @@ peipei: 再见了,叶子。
->回到诊室
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<<pause_loop_audio>>
<<load_scene SubWay>>
<<load_scene SubWay>>
<<fade_out 1>>
你坐上了回家的地铁,地铁上挤满了机体。
@@ -4,7 +4,7 @@ colorID: 8
position: 205,-53
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场景黑屏占位
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<<wait 1>>
//你走出诊室,靠在巷子的墙上。
@@ -4,7 +4,7 @@ colorID: 8
position: 205,-53
---
<<hide_dialog>>
//<<fade_out 0.1>>
<<fade_out 1>>
场景黑屏占位
<<wait 1>>
@@ -5,7 +5,7 @@ position: 205,-53
---
<<hide_dialog>>
//<<fade_out 0.1>>
<<fade_out 1>>
场景黑屏占位
<<wait 1>>
@@ -75,7 +75,7 @@ peipei: 我会有很多机会给你画画的。
//感觉可以把之前写的day1mid改到这里的BE,只是树叶其实是绿的,但你说是黄的
//<<fade_in 1>>
<<fade_in 1>>
感谢游玩艾比斯之梦,本次demo的体验流程已结束
@@ -1,4 +1,4 @@
title: 进入手术
title: 进入手术
tags:
colorID: 3
position: 251,-1150
@@ -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: ……
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 +1,10 @@
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>>
<<fade_out 1>>
<<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 $finishFirstCoolDown=false>>
me: 发热的源头就是这个UF模块…很有可能就是它里边出问题了。
@@ -80,7 +80,6 @@ ULM自训练进程: 目标标记,{$targetDescription},正在进行第130624
<<if $UFCount == 1>>
me: 图像生成…训练?<br>在我接管这个自动进程之前,它已经生成了十几万张……
me: 这就是为什么它总是能保持“创造力”吗…?
<<endif>>
<<if $currentEyeTarget == "sky" && !$HaveSeenSky>>
@@ -135,6 +134,7 @@ ULM自训练进程: 目标标记,{$targetDescription},正在进行第130624
<<elseif $currentEyeTarget == "poster">>
<<set $HaveSeenPoster = true>>
<<endif>>
<<UF_spriteOut UFSystem>>
<<jump UFCheckEnd>>
<<elseif $UfCount == 2>>
@@ -167,28 +167,13 @@ ULM自训练进程: 目标标记,{$targetDescription},正在进行第130624
peipei: 怪不得它可以做得这么快……我自己用画笔画的时候,要好几天才能出一张图…
peipei: 我太傻了…我还真的以为那个很会画画的,天真的自己…是一个有价值,有潜力的机体,一个有用的美工机体…
peipei: 可我根本不会用UF<br>什么潜力…价值…都只是自我欺骗。其实我比所有人都差…我该怎么办?
<<if $currentEyeTarget == "sky">>
peipei: 我真的以为我会像他说的那样…能成为一个……艺术家…………啊!
<<elseif $currentEyeTarget == "plant">>
peipei: 那么多的时间…那么多的时间……我在那些没有意义的写生上面浪费了那么多……啊!
<<elseif $currentEyeTarget == "poster">>
peipei: 要是能…要是能…一直…留在那里…就好了…………啊!
<<endif>>
peipei: 嘶…医生,你说对了!我…又痛了……
me: 哪里痛?
peipei: 像是头里面…很里面…很深的地方,有什么东西在揪着我的整个脑袋……
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem imagination 3>>
【*{$targetDescription}*相关的记忆浮现】
me: 又有记忆数据传进来了…你做了什么?
peipei: 我…刚才恰好想到了这个画面来着……
<<UF_SwitchState UFSystem memory 3>>
//记忆消退融合
<<wait 1.5>>
me: 所以…这些记忆被混入了UF的生成过程当中…
me: 然后被干扰的UF就生成了错误的图像。
<<UF_SwitchState UFSystem UF 2>>
<<wait 2>>
<<UF_spriteOut UFSystem 2>>
【生成了错误的*{$targetDescription}*相关图像】
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集……
@@ -212,6 +197,7 @@ ULM自训练进程: 目标标记,{$targetDescription},正在进行第130624
<<elseif $currentEyeTarget == "poster">>
<<set $HaveSeenPoster = true>>
<<endif>>
<<UF_spriteOut UFSystem>>
<<jump UFCheckEnd>>
<<endif>>
<<elseif $UfCount == 3>>
@@ -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?
@@ -148,6 +147,8 @@ 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
<<wait 1>>
peipei: 我明白了…医生。<br>我们继续吧。
me: ……
<<UF_spriteOut UFSystem>>
<<jump UF停止想象CheckEnd>>
<<elseif $UfCount == 4>>
<<hide_dialog>>
<<wait 2>>
@@ -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>>
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@@ -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();
}
}
+18 -1
View File
@@ -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;
}
}
+24 -16
View File
@@ -2,21 +2,21 @@ using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class DraggableUI : MonoBehaviour,IDragHandler, IPointerDownHandler
public class DraggableUI : MonoBehaviour, IDragHandler, IPointerDownHandler
{
private RectTransform rectTransform;
private Canvas canvas;
public RectTransform target;
public GameObject button;
public bool isDone=false;
public bool isDone = false;
private bool isLocked = false;
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
canvas = GetComponentInParent<Canvas>();
LockDrag();
}
public void OnPointerDown(PointerEventData eventData)
@@ -24,23 +24,22 @@ public class DraggableUI : MonoBehaviour,IDragHandler, IPointerDownHandler
// 这里可以添加按下时的逻辑,比如记录初始位置
}
public void OnDrag(PointerEventData eventData)
{
if (isLocked) return;
public void OnDrag(PointerEventData eventData)
{
Vector3 screenPosition = new Vector3(eventData.position.x, eventData.position.y,
Camera.main.WorldToScreenPoint(transform.position).z);
Vector3 move = Camera.main.ScreenToWorldPoint(screenPosition);
move.z = transform.position.z;
transform.position = move;
//plugSprite.enabled = true;
Vector3 screenPosition = new Vector3(eventData.position.x, eventData.position.y,
Camera.main.WorldToScreenPoint(transform.position).z);
Vector3 move = Camera.main.ScreenToWorldPoint(screenPosition);
move.z = transform.position.z;
transform.position = move;
}
void Update()
{
// 计算两个物体之间的距离
float distance = Vector3.Distance(transform.position, target.position);
// 检查距离是否在范围内,并激活或禁用 Button
if (distance <= 1&&!isDone)
if (distance <= 1 && !isDone)
{
button.SetActive(true);
}
@@ -49,5 +48,14 @@ public class DraggableUI : MonoBehaviour,IDragHandler, IPointerDownHandler
button.SetActive(false);
}
}
}
public void LockDrag()
{
isLocked = true;
}
public void UnlockDrag()
{
isLocked = false;
}
}
@@ -19,6 +19,14 @@ public class HeatMapController : MonoBehaviour
public GameObject heatmapGameobject;
public RectTransform imageToMove; // 需要移动的Image
public Transform imageToRotate; // 需要旋转的Image
public Vector3 inPos; // Heatmap进入位置
public Vector3 outPos; // Heatmap退出位置
private Vector3 imageInitialPos; // Image的初始位置
[HideInInspector] private Vector4[] points = new Vector4[7]; // 存储6个点的数组,(x, y, z) = center, w = temperature
[HideInInspector] private Vector4[] properties = new Vector4[7]; // 存储6个盒子大小的数组, (x,y) = boxsize
@@ -55,11 +63,27 @@ public class HeatMapController : MonoBehaviour
public void ShowHeatMap()
{
heatmapGameobject.SetActive(true);
heatmapGameobject.GetComponent<DraggableUI>().isDone = false;
StartCoroutine(ShowHeatMapCoroutine());
}
private IEnumerator ShowHeatMapCoroutine()
{
// 初始化Heatmap位置
heatmapGameobject.transform.localPosition = outPos;
heatmapGameobject.SetActive(true);
heatmapGameobject.transform.DOLocalMove(inPos, 1f);
heatmapGameobject.GetComponent<DraggableUI>().isDone = false;
yield return new WaitForSeconds(1f); // 等待动画完成
heatmapGameobject.GetComponent<DraggableUI>().UnlockDrag();
}
public void HideHeatMap()
{
var draggableUI = heatmapGameobject.GetComponent<DraggableUI>();
heatmapGameobject.transform.DOLocalMove(outPos, 1f).OnComplete(() =>
{
draggableUI.UnlockDrag();
});
heatmapGameobject.SetActive(false);
}
@@ -68,29 +92,48 @@ public class HeatMapController : MonoBehaviour
StartCoroutine(ReduceValueCoroutine());
}
IEnumerator ReduceValueCoroutine()
IEnumerator ReduceValueCoroutine()
{
if (Tempture>=2)
var draggableUI = heatmapGameobject.GetComponent<DraggableUI>();
draggableUI.LockDrag();
// 存储初始位置
imageInitialPos = imageToMove.localPosition;
// 移动和旋转动画
imageToMove.DOLocalMoveX(imageInitialPos.x + 3.5f, 1f);
var rotationTween = imageToRotate.DORotate(new Vector3(0, 0, 360), 1f, RotateMode.FastBeyond360)
.SetLoops(-1, LoopType.Restart)
.SetEase(Ease.Linear);
if (Tempture < 2)
{
Debug.Log("降温失败");
heatmapGameobject.GetComponent<DraggableUI>().isDone = true;
yield return new WaitForSeconds(1);
if(DialogController.Instance!=null)
DialogController.Instance.StartDialogNode("降温失败");
yield break;
Debug.Log("降温成功");
float duration = 3.5f;
SetTemptureSmooth(0, duration);
AudioManager.RandomPlayInteraction("cooler_cooling");
yield return new WaitForSeconds(duration);
rotationTween.Kill();
imageToRotate.localRotation = Quaternion.identity;
// 恢复初始状态
imageToMove.DOLocalMove(imageInitialPos, 1f);
yield return new WaitForSeconds(1.5f);
DialogController.Instance.StartDialogNode("降温成功");
bodyModuleSystem.OnCooling();
}
else
{
Debug.Log("降温成功");
heatmapGameobject.GetComponent<DraggableUI>().isDone = true;
float duration = 2f;
SetTemptureSmooth(0,duration);
AudioManager.RandomPlayInteraction("cooler_cooling");
yield return new WaitForSeconds(duration);
DialogController.Instance.StartDialogNode("降温成功");
bodyModuleSystem.OnCooling();
Debug.Log("Value has reached zero.");
Debug.Log("降温失败");
yield return new WaitForSeconds(3f);
DialogController.Instance.StartDialogNode("降温失败");
}
// 停止旋转
rotationTween.Kill();
imageToRotate.localRotation = Quaternion.identity;
// 恢复初始状态
imageToMove.DOLocalMove(imageInitialPos, 1f);
}
void Start()
{
@@ -198,7 +198,7 @@ fixed4 frag (v2f i) : SV_Target
}
}
col.a = 0.75;
col.a = 1;
return col;
}
+18 -1
View File
@@ -10,6 +10,11 @@ namespace AibisDream.FixSystem
private IState _curState;
private string _curArgs;
public FixStateMachine()
{
// 初始化为一个默认状态
_curState = CreateState(FixState.Default, "");
}
public IEnumerator SwitchState(FixState nextState, string args = "")
{
@@ -17,6 +22,14 @@ namespace AibisDream.FixSystem
yield return _curState?.Exit();
// 检查当前状态和下一个状态
if (_curState.GetState == FixState.Clinic && nextState == FixState.BodyModule)
{
// 仅在从 Clinic 到 BodyModule 时执行这两行
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CoolingMachine);
yield return TimelineManager.Instance.PlayTimeline("ToBodyModule");
}
GameLoopManager.Instance?.UpdateFixState(nextState, _curArgs);
_curState = CreateState(nextState, _curArgs);
yield return _curState.Enter();
@@ -83,6 +96,7 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
// 切换相机
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CoolingMachine);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Clinic);
}
@@ -105,6 +119,7 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
// 拔出插头
bodyModuleSystem.ResetPlug();
// 切换相机
@@ -123,6 +138,7 @@ namespace AibisDream.FixSystem
yield break;
}
}
public struct GearState : IState
{
@@ -276,7 +292,7 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
float duration = 0.5f;
//float duration = 0.5f;
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var eyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
// 先切BodyModule
@@ -349,6 +365,7 @@ namespace AibisDream.FixSystem
memorySystem.OnExit();
memorySystem.CloseMemoryView();
yield return MainUIController.Instance.FadeOutSync(duration);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
memorySystem.PullMemoryProjector();
}
}
@@ -0,0 +1,8 @@
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folderAsset: yes
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externalObjects: {}
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@@ -0,0 +1,111 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using Yarn.Unity;
public class TimelineManager : MonoBehaviour
{
public static TimelineManager Instance { get; private set; }
// 使用字典来管理多个PlayableDirector
private Dictionary<string, PlayableDirector> directors = new Dictionary<string, PlayableDirector>();
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject); // 不销毁
}
else
{
Destroy(gameObject);
return;
}
// 自动注册所有子对象中的PlayableDirector
RegisterAllDirectors();
}
/// <summary>
/// 自动注册所有子对象中的PlayableDirector
/// </summary>
private void RegisterAllDirectors()
{
var allDirectors = GetComponentsInChildren<PlayableDirector>();
foreach (var director in allDirectors)
{
if (director.playableAsset != null)
{
RegisterDirector(director.playableAsset.name, director);
}
}
}
/// <summary>
/// 注册PlayableDirector
/// </summary>
/// <param name="name">Timeline的名称</param>
/// <param name="director">PlayableDirector实例</param>
public void RegisterDirector(string name, PlayableDirector director)
{
if (!directors.ContainsKey(name))
{
directors.Add(name, director);
Debug.Log($"Registered PlayableDirector for {name}");
}
}
/// <summary>
/// 播放指定的Timeline并等待其完成
/// </summary>
/// <param name="name">Timeline的名称</param>
[YarnCommand("play_timeline")]
public IEnumerator PlayTimeline(string name)
{
if (directors.TryGetValue(name, out var director))
{
director.Play();
Debug.Log($"Timeline {name} playing.");
// 等待Timeline播放完成
bool isPlaying = true;
director.stopped += (PlayableDirector aDirector) => { isPlaying = false; };
while (isPlaying)
{
yield return null;
}
Debug.Log($"Timeline {name} finished.");
// 重置PlayableDirector的状态
director.time = 0;
director.Evaluate(); // 评估以应用时间重置
director.Stop();
}
else
{
Debug.LogError($"PlayableDirector for {name} not found.");
}
}
/// <summary>
/// 暂停指定的Timeline
/// </summary>
/// <param name="name">Timeline的名称</param>
[YarnCommand("pause_timeline")]
public void PauseTimeline(string name)
{
if (directors.TryGetValue(name, out var director))
{
director.Pause();
Debug.Log($"Timeline {name} paused.");
}
else
{
Debug.LogError($"PlayableDirector for {name} not found.");
}
}
}
@@ -0,0 +1,11 @@
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guid: ccea65c35014bc24080e71809ed81683
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -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();
}
}
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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",
+9
View File
@@ -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,