增加了camera缩放
不知道为什么之前会选用特别蠢的图片缩放方案....浪费了些时间
This commit is contained in:
@@ -8,12 +8,13 @@ using UnityEngine.UI;
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using DG.Tweening;
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using Yarn.Unity;
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using UnityEngine.SceneManagement;
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using System.Numerics;
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public class EyeTransitionManager : MonoBehaviour
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{
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// 视图过渡的持续时间
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public float zoomDuration = 1f;
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private float zoomDuration = 1.5f;
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// 黑屏图片
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public Image blackScreenImage;
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@@ -36,8 +37,9 @@ public class EyeTransitionManager : MonoBehaviour
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public List<GameObject> Visuals; // 用于保存视图的图片列表
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public int currentVisualIndex = 0;
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public CrowBarSocket crowBarSocket;
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//public GameObject extraGameobject;
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// public UnityEngine.Vector2 viewPosition;
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public float cameraSize;
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public UnityEngine.Vector2 cameraPos;
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private bool _isAvailable = false; // 视图是否可用的私有字段
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@@ -70,6 +72,8 @@ public class EyeTransitionManager : MonoBehaviour
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public Button CloseBookButton;
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public Transform faceTransform;
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public Transform projector;
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// 视图状态枚举
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public enum ViewState
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{
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@@ -318,6 +322,7 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
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if (targetViewState == ViewState.MainView)
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{
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Debug.Log("into mainview");
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// Zoom Out 的时候,先黑屏淡入
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blackScreenImage.gameObject.SetActive(true);
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Sequence zoomOutSequence = DOTween.Sequence();
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@@ -335,6 +340,17 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
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// 开始淡出黑屏
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zoomOutSequence.Append(blackScreenImage.DOFade(0f, zoomDuration).OnComplete(() => blackScreenImage.gameObject.SetActive(false)));
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// 在淡出黑屏到一半时开始 Zoom Out
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// zoomOutSequence.Insert(zoomDuration / 2, faceTransform.DOLocalMove(UnityEngine.Vector2.zero, zoomDuration).SetEase(Ease.OutCubic));
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// zoomOutSequence.Insert(zoomDuration / 2, faceTransform.DOScale(UnityEngine.Vector2.one, zoomDuration).SetEase(Ease.OutCubic));
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zoomOutSequence.Insert(zoomDuration / 2,Camera.main.DOOrthoSize(5f, zoomDuration).SetEase(Ease.OutCubic));
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zoomOutSequence.Insert(zoomDuration / 2, Camera.main.transform.DOMove(new UnityEngine.Vector3(0,0,-10) , zoomDuration).SetEase(Ease.OutCubic));
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if(projector.localPosition.y<=0)
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{
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zoomOutSequence.Append(projector.DOLocalMove(new UnityEngine.Vector2(0,3.5f), zoomDuration).SetEase(Ease.OutCubic));
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}
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// 在整个动画完成后更新视图状态
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zoomOutSequence.OnComplete(() =>
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{
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@@ -342,15 +358,25 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
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isTransitioning = false;
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});
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}
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else
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{
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if (!viewConfigDictionary.TryGetValue(targetViewState, out ViewConfig targetConfig)) return;
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// Zoom In 的时候,开始 Zoom
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Sequence zoomInSequence = DOTween.Sequence();
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// zoomInSequence.Append(faceTransform.DOLocalMove(targetConfig.viewPosition, zoomDuration).SetEase(Ease.OutCubic));
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// zoomInSequence.Join(faceTransform.DOScale(UnityEngine.Vector2.one*1.5f, zoomDuration).SetEase(Ease.OutCubic));
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float FadeTiming=zoomDuration/2;
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if (targetViewState == ViewState.MemoryView)
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{
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FadeTiming*=2;
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zoomInSequence.Append(projector.DOLocalMove(new UnityEngine.Vector2(0,-3f), zoomDuration).SetEase(Ease.OutCubic));
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}
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zoomInSequence.Append(Camera.main.DOOrthoSize(targetConfig.cameraSize, zoomDuration).SetEase(Ease.OutCubic));
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zoomInSequence.Join( Camera.main.transform.DOMove(targetConfig.cameraPos, zoomDuration).SetEase(Ease.OutCubic));
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// 在 Zoom 到一半时开始黑屏过渡
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zoomInSequence.Insert(zoomDuration / 2, blackScreenImage.DOFade(1f, zoomDuration / 2).OnStart(() => blackScreenImage.gameObject.SetActive(true)));
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zoomInSequence.Insert(FadeTiming, blackScreenImage.DOFade(1f, zoomDuration / 2).OnStart(() => blackScreenImage.gameObject.SetActive(true)));
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// 在整个 Zoom 完成后激活 Eye View
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zoomInSequence.OnComplete(() =>
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@@ -386,7 +412,6 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
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[YarnCommand("Set_ViewVisualState")]
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public void SetVisualState(string viewStateName, int visualIndex)
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{
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Debug.Log("SetVisualState: ");
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ViewState viewState;
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if (!Enum.TryParse(viewStateName, out viewState))
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{
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tags:
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---
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<<indoor>>
|
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<<load_scene 佩佩视觉模块>>
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<<jump Choice>>
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===
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title: Choice
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tags:
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---
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<<start_transition ViewManager "MainView">>
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->进入视觉
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<<start_transition ViewManager "EyeView">>
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我: 返回
|
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<<jump Choice>>
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->进入记忆
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<<start_transition ViewManager "MemoryView">>
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我: 返回
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<<jump Choice>>
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->进入UF
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<<start_transition ViewManager "UFView">>
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我: 返回
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<<jump Choice>>
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===
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{
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Initialize();
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InitializeStrokeLineRenderer();
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Initialize();
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}
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private LineRenderer CopyLineRenderer(LineRenderer source)
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Debug.LogError("StartTransform or EndTransform is not set.");
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return;
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}
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base.Initialize(StartTransform.position, EndTransform.position);
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// {
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// // Shrink the line segment from the end to the start
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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void Start()
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}
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void Update()
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Reference in New Issue
Block a user