Merge branch 'feature/yingli' into 'develop'

Feature/yingli

See merge request aibis-dream/aibis-dream!516
This commit is contained in:
2025-07-23 11:40:06 +00:00
55 changed files with 15996 additions and 3660 deletions
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title: Start
tags:
---
<<fade_out>>
<<switch_fix_system_to BodyModule "Head">>
<<DropCable>>
me: 打地鼠测试 #line:0559767
<<start_whack_game "LevelTest">>
===
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@@ -1,24 +0,0 @@
title: Start
tags:
position: -150,-353
---
<<jump 数据初始化>>
===
title: 数据初始化
position: -152,-106
---
// 初始化变量
<<declare $gameStage="开头">>
<<jump Center>>
===
title: Center
position: -156,103
---
<<if $gameStage == "开头">>
<<jump 开头>>
<<endif>>
===
@@ -1,10 +0,0 @@
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@@ -1,45 +0,0 @@
title: LightOn
---
<<jump 房间开灯>>
===
title: MemoryCutDown
---
<<jump 记忆切除>>
===
title: EyeCutDown
---
<<jump 视觉切除>>
===
title: EmoCutDown
---
<<jump 感情切除>>
===
title: LogicCutDown
---
<<jump 逻辑切除>>
===
title: SpeakCutDown
---
<<jump 表达切除>>
===
title: LeftEyeCutDown
---
<<jump 左眼切除>>
===
title: HeadCoverCutDown
---
<<jump 背板切除>>
===
title: DeepInEnd
---
深入结束 #line:05be36b
===
@@ -1,10 +0,0 @@
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-66
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@@ -1,66 +0,0 @@
title: 开头
tags:
position: -284,-211
---
<<wait 1>>
<<switch_fix_system_to "BodyModule" "Head">>
===
title: 房间开灯
position: -155,-336
---
房间灯已经打开 #line:0ce9452
切换到插线部分 #line:09e6780
<<fade_in>>
<<switch_fix_system_to "BodyModule" "Head">>
<<fade_out>>
切割指定模块 #line:0e76bc9
<<enable_cut "Memory">>
===
title: 记忆切除
position: -330,48
---
<<enable_cut "Eye">>
===
title: 视觉切除
position: 151,131
---
<<enable_cut "Emo">>
===
title: 感情切除
position: -191,105
---
<<enable_cut "Logic">>
===
title: 逻辑切除
position: 54,-106
---
<<enable_cut "Speak">>
===
title: 表达切除
position: 258,-18
---
<<enable_cut "LeftEye">>
===
title: 左眼切除
position: 71,-232
---
<<enable_cut "HeadCover">>
===
title: 背板切除
position: -13,201
---
<<switch_fix_system_to "Op">>
<<enable_clock>>
===
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+15 -15
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@@ -5706,7 +5706,7 @@ RectTransform:
m_AnchorMin: {x: 1, y: 1}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 312, y: 150}
m_SizeDelta: {x: 0, y: 150}
m_Pivot: {x: 1, y: 1}
--- !u!114 &367483173
MonoBehaviour:
@@ -8360,7 +8360,7 @@ Transform:
m_GameObject: {fileID: 519420028}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: -10}
m_LocalPosition: {x: -0.009999275, y: 0, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -9511,9 +9511,9 @@ RectTransform:
- {fileID: 576009914}
m_Father: {fileID: 367483172}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 64, y: 100}
m_Pivot: {x: 1, y: 1}
--- !u!222 &640896811
@@ -10584,7 +10584,7 @@ Transform:
m_GameObject: {fileID: 704370074}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: -10}
m_LocalPosition: {x: -0.009999275, y: 0, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -10649,7 +10649,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
runMode: 1
firstTalkSo: {fileID: 11400000, guid: 8ce86974047bb404c9096e70a606355a, type: 2}
testTalkSo: {fileID: 11400000, guid: f9314e7bc5b932c41b8cd00507d7ac19, type: 2}
testTalkSo: {fileID: 11400000, guid: bd44f6c25aa17a4408e172d16b903176, type: 2}
saveFileName:
--- !u!1 &719273460
GameObject:
@@ -15189,9 +15189,9 @@ RectTransform:
- {fileID: 527148464}
m_Father: {fileID: 367483172}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 64, y: 100}
m_Pivot: {x: 1, y: 1}
--- !u!222 &1164645868
@@ -21190,7 +21190,7 @@ RectTransform:
m_AnchorMin: {x: 1, y: 0}
m_AnchorMax: {x: 1, y: 0}
m_AnchoredPosition: {x: -20, y: 10}
m_SizeDelta: {x: 101.9, y: 25}
m_SizeDelta: {x: 0, y: 25}
m_Pivot: {x: 1, y: 0}
--- !u!114 &1609388205
MonoBehaviour:
@@ -23774,9 +23774,9 @@ RectTransform:
- {fileID: 1970860741}
m_Father: {fileID: 367483172}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 282, y: -25}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 64, y: 100}
m_Pivot: {x: 1, y: 1}
--- !u!222 &1928871882
@@ -27134,7 +27134,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
m_IsActive: 1
--- !u!224 &2135943277
RectTransform:
m_ObjectHideFlags: 0
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@@ -13,7 +13,7 @@ MonoBehaviour:
m_Name: TestSO
m_EditorClassIdentifier:
nextScene: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
yarnProject: {fileID: 7545569452688597077, guid: 9c6e0818864e6964d83f946e81e32916, type: 3}
firstSceneName: ExpressFixScene
yarnProject: {fileID: 7545569452688597077, guid: b81ce7d02242fc74daf531067098286f, type: 3}
firstSceneName: YingliFixScene
isEndOfDay: 1
nameToPlayer:
@@ -0,0 +1,8 @@
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folderAsset: yes
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%TAG !u! tag:unity3d.com,2011:
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 75a50c7f91b54e07857c2b21e2e843c9, type: 3}
m_Name: LevelTest
m_EditorClassIdentifier:
nodes:
- command: 0
moduleName: Memory
flickerTime: 3
lightOnTime: 5
- command: 0
moduleName: Eye
flickerTime: 3
lightOnTime: 5
- command: 0
moduleName: Logic
flickerTime: 3
lightOnTime: 5
- command: 0
moduleName: Speak
flickerTime: 3
lightOnTime: 5
@@ -0,0 +1,8 @@
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@@ -51,7 +51,7 @@ namespace AibisDream.FixSystem
InitReference();
}
private void InitReference()
protected virtual void InitReference()
{
_socketPos = transform.Find(SocketObjName);
_socketLeft = _socketPos.Find("Left");
@@ -4,31 +4,61 @@ namespace AibisDream.FixSystem
{
public class MoleModule : BodyModule
{
private static WhackMoleSystem WhackMoleSystem => FixSystemCenter.SystemDic.Get<WhackMoleSystem>();
private Material _picMaterial;
public bool isInMoleGame;
private static readonly int SineGlowFade = Shader.PropertyToID("_SineGlowFade");
private static readonly int AddColorFade = Shader.PropertyToID("_AddColorFade");
private static readonly int AddColorColor = Shader.PropertyToID("_AddColorColor");
protected override void InitReference()
{
base.InitReference();
_picMaterial = transform.Find("Module Pic").GetComponent<SpriteRenderer>().material;
}
// 重写PlugIn和PlugOut就好了
public override void PlugIn()
{
{
if (!isInMoleGame)
{
base.PlugIn();
}
else
{
// 触发WhackMoleSystem的插入事件
WhackMoleSystem.OnPlugIn(data.moduleName);
}
}
public override void PlugOut()
{
{
// TODO 拔出来会有效果吗?存疑
}
#region
public void StartFlicker()
{
_picMaterial.SetFloat(SineGlowFade, 1);
}
public void StopFlicker()
{
_picMaterial.SetFloat(SineGlowFade, 0);
}
public void LightOn(Color color)
{
_picMaterial.SetColor(AddColorColor, color);
_picMaterial.SetFloat(AddColorFade, 1);
}
public void LightOff()
{
_picMaterial.SetFloat(AddColorFade, 0);
}
#endregion
@@ -1,5 +1,6 @@
using System;
using System.Collections;
using AibisDream.Framework;
using UnityEngine;
using UnityEngine.Events;
@@ -9,9 +10,9 @@ namespace AibisDream.FixSystem
{
private readonly MonoBehaviour _mono;
private AbsWhackMoleNodeHandler _nodeHandler;
public event Action OnGameEnd;
public event Action<bool> OnGameEnd;
private WhackMoleHandler(MonoBehaviour mono)
{
_mono = mono;
@@ -22,12 +23,22 @@ namespace AibisDream.FixSystem
_nodeHandler.OnPlugIn(moduleName);
}
public void OnPlugOut(string moduleName)
{
_nodeHandler.OnPlugOut(moduleName);
}
public void StartGame()
{
Handle();
}
private void Handle()
{
_nodeHandler.onHandleEnd.AddListener(OnHandleEnd);
_mono.StartCoroutine(_nodeHandler.Handle());
}
private void OnHandleEnd(bool isSuccess)
{
if (isSuccess)
@@ -41,35 +52,38 @@ namespace AibisDream.FixSystem
}
else
{
OnGameEnd?.Invoke();
OnGameEnd?.Invoke(true);
OnGameEnd = null;
}
}
else
{
// TODO 进入失败结局
OnGameEnd?.Invoke();
OnGameEnd?.Invoke(false);
OnGameEnd = null;
}
}
public static WhackMoleHandler Create(WhackMoleData data, MonoBehaviour mono)
{
var res = new WhackMoleHandler(mono);
AbsWhackMoleNodeHandler lastHandler = null;
foreach (var node in data.nodes)
{
var handler = CreateNodeHandler(node);
var handler = res.CreateNodeHandler(node);
res._nodeHandler ??= handler;
if (lastHandler != null)
{
lastHandler.nextHandler = handler;
}
lastHandler = handler;
}
return res;
}
private static AbsWhackMoleNodeHandler CreateNodeHandler(WhackMoleNode node)
private AbsWhackMoleNodeHandler CreateNodeHandler(WhackMoleNode node)
{
AbsWhackMoleNodeHandler handler = node.command switch
{
@@ -83,73 +97,76 @@ namespace AibisDream.FixSystem
return handler;
}
}
public abstract class AbsWhackMoleNodeHandler
{
protected static WhackMoleSystem WhackMoleSystem => FixSystemCenter.SystemDic.Get<WhackMoleSystem>();
protected WhackMoleNode node;
public AbsWhackMoleNodeHandler nextHandler;
public readonly UnityEvent<bool> onHandleEnd = new();
public virtual void Init(WhackMoleNode nodeData)
public readonly UnityEvent<bool> onHandleEnd = new();
public void Init(WhackMoleNode nodeData)
{
node = nodeData;
}
public IEnumerator Handle()
{
EnumEventSystem.Global.Send(WhackMoleState.BeforePlug);
yield return BeforePlug();
EnumEventSystem.Global.Send(WhackMoleState.WaitPlug, node.lightOnTime);
yield return WaitPlug();
EnumEventSystem.Global.Send(WhackMoleState.AfterPlug);
yield return AfterPlug();
}
protected virtual IEnumerator BeforePlug()
{
// TODO 全部模块闪烁3S
WhackMoleSystem.StartAllFlicker();
yield return new WaitForSeconds(node.flickerTime);
WhackMoleSystem.StopAllFlicker();
}
protected abstract IEnumerator WaitPlug();
protected abstract IEnumerator AfterPlug();
public abstract void OnPlugIn(string moduleName);
public abstract void OnPlugOut(string moduleName);
}
public class SingleModuleLightOnHandler : AbsWhackMoleNodeHandler
{
private bool _isPlugIn;
public override void Init(WhackMoleNode nodeData)
{
base.Init(nodeData);
// 处理Random
if (nodeData.moduleName.ToLowerInvariant() == "random")
{
// TODO 随机选择一个模块
node.moduleName = "";
}
}
protected override IEnumerator WaitPlug()
{
// TODO 高亮某个模块
// FixSystemCenter.SystemDic.Get<BodyModuleSystem>().Highlight(node.moduleName);
// 进入循环等待插入事件,2s内未插入则进入失败结局
Debug.Log("进入等待");
// 先等待
yield return new WaitForSeconds(1f);
_isPlugIn = false;
WhackMoleSystem.LightOnModule(node.moduleName);
// 进入循环等待插入事件,规定时间内未插入则进入失败结局
var waitTime = 0f;
while (!_isPlugIn && waitTime < node.lightOnTime)
{
waitTime += Time.deltaTime;
yield return null;
EnumEventSystem.Global.Send(WhackMoleState.WaitPlug, node.lightOnTime - waitTime);
}
}
protected override IEnumerator AfterPlug()
{
Debug.Log("进入后处理");
WhackMoleSystem.LightOffModule(node.moduleName);
if (_isPlugIn)
{
// TODO 正常插入,触发效果并进入下一个关卡
yield return null;
yield return new WaitForSeconds(1);
onHandleEnd?.Invoke(true);
}
else
@@ -166,8 +183,16 @@ namespace AibisDream.FixSystem
_isPlugIn = true;
}
}
public override void OnPlugOut(string moduleName)
{
if (moduleName == node.moduleName)
{
_isPlugIn = false;
}
}
}
public class MultipleModuleLightOnHandler : AbsWhackMoleNodeHandler
{
protected override IEnumerator WaitPlug()
@@ -183,10 +208,14 @@ namespace AibisDream.FixSystem
public override void OnPlugIn(string moduleName)
{
}
public override void OnPlugOut(string moduleName)
{
throw new NotImplementedException();
}
}
public class SingleModuleColorOnHandler : AbsWhackMoleNodeHandler
{
protected override IEnumerator WaitPlug()
@@ -201,10 +230,14 @@ namespace AibisDream.FixSystem
public override void OnPlugIn(string moduleName)
{
}
public override void OnPlugOut(string moduleName)
{
throw new NotImplementedException();
}
}
public class MultipleModuleColorOnHandler : AbsWhackMoleNodeHandler
{
protected override IEnumerator WaitPlug()
@@ -219,7 +252,18 @@ namespace AibisDream.FixSystem
public override void OnPlugIn(string moduleName)
{
}
public override void OnPlugOut(string moduleName)
{
throw new NotImplementedException();
}
}
public enum WhackMoleState
{
BeforePlug,
WaitPlug,
AfterPlug,
}
}
@@ -0,0 +1,57 @@
using System;
using AibisDream.Framework;
using TMPro;
using UnityEngine;
namespace AibisDream.FixSystem
{
public class WhackMoleLog : MonoBehaviour
{
private TMP_Text _countDownText;
private TMP_Text _stateText;
private TMP_Text _resText;
private void Awake()
{
_countDownText = transform.Find("倒计时").GetComponent<TMP_Text>();
_stateText = transform.Find("当前状态").GetComponent<TMP_Text>();
_resText = transform.Find("结果").GetComponent<TMP_Text>();
EnumEventSystem.Global.Register(WhackMoleState.BeforePlug, OnBeforePlug);
EnumEventSystem.Global.Register<WhackMoleState, float>(WhackMoleState.WaitPlug, OnWaitPlug);
EnumEventSystem.Global.Register(WhackMoleState.AfterPlug, OnAfterPlug);
}
public void Init()
{
_countDownText.text = "倒计时:等待";
_stateText.text = "当前状态:开始";
_resText.text = "结果:等待";
}
private void OnBeforePlug()
{
_stateText.text = "当前状态:前置效果";
_countDownText.text = "倒计时:0";
}
private void OnWaitPlug(float time)
{
_stateText.text = "当前状态:插线倒计时";
_countDownText.text = $"倒计时:{time:F}";
}
private void OnAfterPlug()
{
_stateText.text = "当前状态:后置效果";
_countDownText.text = "倒计时:0";
}
public void OnGameEnd(bool isSuccess)
{
_stateText.text = "当前状态:游戏结束";
_countDownText.text = "倒计时:0";
_resText.text = "结果:" + (isSuccess ? "成功" : "失败");
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1c60dc35d51a4c349889aa59f70a6442
timeCreated: 1753262821
@@ -1,31 +1,115 @@
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using AibisDream.Framework;
using UnityEngine;
using Yarn.Unity;
namespace AibisDream.FixSystem
{
[RequireComponent(typeof(BodyModuleSystem))]
public class WhackMoleSystem : MonoBehaviour
{
private BodyModuleSystem _bodyModuleSystem;
private WhackMoleHandler _handler;
private WhackMoleLog _log;
private Dictionary<string, MoleModule> _moleModules;
private void Awake()
{
_bodyModuleSystem = GetComponent<BodyModuleSystem>();
FixSystemCenter.SystemDic.Register(this);
_log = GetComponentInChildren<WhackMoleLog>();
}
#region
public void StartWhack(WhackMoleData levelData)
{
_handler = WhackMoleHandler.Create(levelData, this);
_handler.OnGameEnd += OnWhackEnd;
// 获取当前所有模块
_moleModules =
_bodyModuleSystem.BodyModules.ToDictionary(item => item.data.moduleName, item => item as MoleModule);
_moleModules.Values.ToList().ForEach(item => item.isInMoleGame = true);
_log.Init();
_handler.StartGame();
}
private void OnWhackEnd(bool isSuccess)
{
_moleModules.Values.ToList().ForEach(item => item.isInMoleGame = false);
// TODO 触发游戏结束
_log.OnGameEnd(isSuccess);
DialogController.Instance.StartDialogNode("游戏结束");
}
public void OnPlugIn(string moduleName)
{
_handler?.OnPlugIn(moduleName);
}
public void OnPlugOut(string moduleName)
{
_handler?.OnPlugOut(moduleName);
}
#endregion
#region , BodyModuleSystem实现
public void StartAllFlicker()
{
}
public void StopAllFlicker()
{
foreach (var module in _moleModules.Values)
{
module.StartFlicker();
}
}
public void LightOnModule()
public void StopAllFlicker()
{
foreach (var module in _moleModules.Values)
{
module.StopFlicker();
}
}
public void LightOffModule()
public void LightOnModule(string moduleName)
{
if (_moleModules.TryGetValue(moduleName, out var moleModule))
{
moleModule.LightOn(Color.red);
}
else
{
Debug.LogError($"没有找到模块:{moduleName}");
}
}
public void LightOffModule(string moduleName)
{
if (_moleModules.TryGetValue(moduleName, out var moleModule))
{
moleModule.LightOff();
}
else
{
Debug.LogError($"没有找到模块:{moduleName}");
}
}
#endregion
}
public static class WholeMoleCommand
{
private static WhackMoleSystem WhackMoleSystem => FixSystemCenter.SystemDic.Get<WhackMoleSystem>();
[YarnCommand("start_whack_game")]
public static void StartWhack(string levelName)
{
var levelData = ResourceKit.LoadAssetSync<WhackMoleData>($"WhackMoleData/{levelName}.asset");
WhackMoleSystem.StartWhack(levelData);
}
}
}