Merge branch 'feature/yingli' into 'develop'
Feature/yingli See merge request aibis-dream/aibis-dream!516
This commit is contained in:
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---
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me: 打地鼠测试 #line:0559767
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===
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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>>
|
||||
===
|
||||
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|
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|
||||
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
|
||||
===
|
||||
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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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m_Father: {fileID: 367483172}
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m_AnchoredPosition: {x: 188, y: -25}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 64, y: 100}
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m_Pivot: {x: 1, y: 1}
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--- !u!222 &640896811
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@@ -10584,7 +10584,7 @@ Transform:
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m_GameObject: {fileID: 704370074}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -0.009999275, y: 0, z: -10}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@@ -10649,7 +10649,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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runMode: 1
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firstTalkSo: {fileID: 11400000, guid: 8ce86974047bb404c9096e70a606355a, type: 2}
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testTalkSo: {fileID: 11400000, guid: f9314e7bc5b932c41b8cd00507d7ac19, type: 2}
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testTalkSo: {fileID: 11400000, guid: bd44f6c25aa17a4408e172d16b903176, type: 2}
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saveFileName:
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--- !u!1 &719273460
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GameObject:
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@@ -15189,9 +15189,9 @@ RectTransform:
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- {fileID: 527148464}
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m_Father: {fileID: 367483172}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 94, y: -25}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 64, y: 100}
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m_Pivot: {x: 1, y: 1}
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--- !u!222 &1164645868
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@@ -21190,7 +21190,7 @@ RectTransform:
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m_AnchorMin: {x: 1, y: 0}
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m_AnchorMax: {x: 1, y: 0}
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m_AnchoredPosition: {x: -20, y: 10}
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m_SizeDelta: {x: 101.9, y: 25}
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m_SizeDelta: {x: 0, y: 25}
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m_Pivot: {x: 1, y: 0}
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--- !u!114 &1609388205
|
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MonoBehaviour:
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@@ -23774,9 +23774,9 @@ RectTransform:
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- {fileID: 1970860741}
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m_Father: {fileID: 367483172}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 282, y: -25}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 64, y: 100}
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m_Pivot: {x: 1, y: 1}
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--- !u!222 &1928871882
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@@ -27134,7 +27134,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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--- !u!224 &2135943277
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RectTransform:
|
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m_ObjectHideFlags: 0
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File diff suppressed because it is too large
Load Diff
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fileFormatVersion: 2
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guid: d6c3173f84145714f908d4f8c45ab92a
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -13,7 +13,7 @@ MonoBehaviour:
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m_Name: TestSO
|
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m_EditorClassIdentifier:
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nextScene: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
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yarnProject: {fileID: 7545569452688597077, guid: 9c6e0818864e6964d83f946e81e32916, type: 3}
|
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firstSceneName: ExpressFixScene
|
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yarnProject: {fileID: 7545569452688597077, guid: b81ce7d02242fc74daf531067098286f, type: 3}
|
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firstSceneName: YingliFixScene
|
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isEndOfDay: 1
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nameToPlayer:
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: c3b3523474fe2e548907d3985509ee01
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,31 @@
|
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%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
|
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 75a50c7f91b54e07857c2b21e2e843c9, type: 3}
|
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m_Name: LevelTest
|
||||
m_EditorClassIdentifier:
|
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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
|
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@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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userData:
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assetBundleVariant:
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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 表现相关的功能
|
||||
|
||||
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 打地鼠游戏流程控制
|
||||
|
||||
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 效果相关, 控制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);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user