Merge branch 'feature/全屏梦境图片' into 'develop'

feat(scene-mgmt): 添加全屏图片展示功能

See merge request aibis-dream/aibis-dream!634
This commit is contained in:
2026-03-06 08:54:37 +00:00
5 changed files with 197 additions and 13 deletions
@@ -1,7 +0,0 @@
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@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.IO;
using System.Security.Cryptography;
@@ -31,7 +31,6 @@ namespace AibisDream.EditorTools
public string lastFullScanTime;
public List<TimelineNameCacheEntry> entries = new List<TimelineNameCacheEntry>();
private static readonly string CacheFolderRelativePath = "Assets/Editor/TimelineNameCollector/Cache";
private static readonly string CacheFileName = "timeline_name_cache.json";
public static string CacheFolderFullPath =>
+86
View File
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@@ -532,6 +617,7 @@ MonoBehaviour:
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@@ -122,6 +122,24 @@ namespace AibisDream
SpriteShowcase.Instance.FadeOutSync(duration);
}
[YarnCommand("show_large_sprite")]
public static IEnumerator ShowLargeSprite(string picName, float duration = 1)
{
yield return SpriteShowcase.Instance.ShowLargeObj(picName, duration);
}
[YarnCommand("hide_large_sprite")]
public static IEnumerator HideLargeSprite(float duration = 1)
{
yield return SpriteShowcase.Instance.HideLargeObj(duration);
}
[YarnCommand("hide_all_sprites")]
public static IEnumerator HideAllSprites(float duration = 1)
{
yield return SpriteShowcase.Instance.HideAll(duration);
}
[YarnCommand("show_full_screen")]
public static IEnumerator ShowFullScreen(string picName)
{
@@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using AibisDream.Kit;
using AibisDream.Utility;
using DG.Tweening;
@@ -10,21 +10,40 @@ namespace AibisDream
{
[SerializeField] private SpriteRenderer _spriteRenderer;
[SerializeField] private SpriteRenderer _backgroundSpriteRenderer;
[SerializeField] private SpriteRenderer _largeSpriteRenderer;
// 通过 activeSelf 判断当前状态
private bool IsSmallShowing => _spriteRenderer.gameObject.activeSelf;
private bool IsLargeShowing => _largeSpriteRenderer != null && _largeSpriteRenderer.gameObject.activeSelf;
public override void OnSingletonInit()
{
{
// 初始状态:隐藏
_spriteRenderer.gameObject.SetActive(false);
_spriteRenderer.SetAlpha(0);
// 大图初始状态:隐藏
if (_largeSpriteRenderer != null)
{
_largeSpriteRenderer.gameObject.SetActive(false);
_largeSpriteRenderer.SetAlpha(0);
}
}
/// <summary>
/// 显示物体
/// 显示物体(小图)
/// </summary>
/// <param name="picName">图片名称(相对于 Resources/Art/Obj/ 的路径)</param>
/// <param name="duration">淡入时长</param>
/// <returns>协程</returns>
public IEnumerator ShowObj(string picName, float duration = 1)
{
// 互斥:如果大图正在显示,先隐藏
if (IsLargeShowing)
{
yield return HideLargeObj(duration);
}
_spriteRenderer.gameObject.SetActive(true);
// 切换图片
@@ -36,14 +55,83 @@ namespace AibisDream
}
/// <summary>
/// 隐藏物体
/// 显示大图
/// </summary>
/// <param name="picName">图片名称(相对于 Resources/Art/Obj/ 的路径)</param>
/// <param name="duration">淡入时长</param>
/// <returns>协程</returns>
public IEnumerator ShowLargeObj(string picName, float duration = 1)
{
// 互斥:如果小图正在显示,先隐藏
if (IsSmallShowing)
{
yield return HideObj(duration);
}
if (_largeSpriteRenderer == null) yield break;
_largeSpriteRenderer.gameObject.SetActive(true);
// 切换图片
var newSprite = Resources.Load<Sprite>($"Art/Obj/{picName}");
_largeSpriteRenderer.sprite = newSprite;
// 然后淡入
yield return _largeSpriteRenderer.DOFade(1, duration).WaitForCompletion();
}
/// <summary>
/// 隐藏物体(小图)
/// </summary>
/// <param name="duration">淡出时长</param>
/// <returns>协程</returns>
public IEnumerator HideObj(float duration = 1)
{
yield return HideObj(force: false, duration);
}
/// <summary>
/// 隐藏物体(小图)
/// </summary>
/// <param name="force">是否强制隐藏</param>
/// <param name="duration">淡出时长</param>
/// <returns>协程</returns>
public IEnumerator HideObj(bool force, float duration = 1)
{
// force=false 时检查状态,未显示则直接返回
if (!force && !IsSmallShowing) yield break;
yield return _spriteRenderer.DOFade(0, duration).WaitForCompletion();
_spriteRenderer.gameObject.SetActive(false);
}
/// <summary>
/// 隐藏大图
/// </summary>
/// <param name="force">是否强制隐藏</param>
/// <param name="duration">淡出时长</param>
/// <returns>协程</returns>
public IEnumerator HideLargeObj(float duration = 1)
{
if (_largeSpriteRenderer == null) yield break;
yield return _largeSpriteRenderer.DOFade(0, duration).WaitForCompletion();
_largeSpriteRenderer.gameObject.SetActive(false);
}
/// <summary>
/// 隐藏所有(小图和大图)
/// </summary>
/// <param name="duration">淡出时长</param>
/// <returns>协程</returns>
public IEnumerator HideAll(float duration = 1)
{
if (IsSmallShowing)
yield return HideObj(duration);
if (IsLargeShowing)
yield return HideLargeObj(duration);
}
/// <summary>
/// 淡入(异步协程版本)