Merge branch 'bugfix/peipei_clueboard2' into 'develop'

Bugfix/peipei clueboard2

See merge request aibis-dream/aibis-dream!89
This commit is contained in:
2024-11-14 22:36:29 +00:00
8 changed files with 470 additions and 51 deletions
+181
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@@ -0,0 +1,181 @@
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me: 佩佩的视觉中出现了怪异的颜色…这和昨天看到的记忆反流情况类似,却也不同。
me: 最直接的不同之处在于,昨天的记忆反流生成了索引向记忆的打孔带…
me: 而这一次却生成了一张奇怪的打孔带,这意味着数据的来源却和昨天的不一样。
<<if $StartNode=="EyePlant2">>
<<ConnectionCantBreak CanvasClueBoard>>
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+8 -1
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@@ -39,10 +39,17 @@ namespace AibisDream
StartCoroutine(LoadClinicScene());
}
public void StartNewGame(TalkSceneSO sceneSo)
{
currentTalkSceneSO = sceneSo;
StartCoroutine(LoadClinicScene());
}
private IEnumerator LoadClinicScene()
{
yield return SceneLoader.Instance.LoadSceneAsync(clinicScene);
StartMenuViewer.Instance.HideStartMenu();
StartMenu.Instance.HideStartMenu();
DialogController.Instance.StartDialog(currentTalkSceneSO.yarnProject);
}
+63 -6
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@@ -1,26 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using AibisDream.Kit;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace AibisDream {
public class StartMenu : MonoBehaviour
public class StartMenu : Singleton<StartMenu>
{
[SerializeField] private Button startButton;
[SerializeField] private Button continueButton;
[SerializeField] private Button selectLevelButton;
[SerializeField] private Button quitButton;
[SerializeField] private GameObject startTab;
[SerializeField] private GameObject levelTab;
[SerializeField] private TalkSceneSO[] talkSceneSoArray;
[SerializeField] private GameObject buttonPrefab;
private void OnEnable()
{
startButton.onClick.AddListener(StartGame);
//continueButton.onClick.AddListener(ContinueGame);
selectLevelButton.onClick.AddListener(SelectLevel);
quitButton.onClick.AddListener(QuitGame);
}
private void OnDisable()
{
startButton?.onClick.RemoveListener(StartGame);
//continueButton?.onClick.RemoveListener(ContinueGame);
selectLevelButton?.onClick.RemoveListener(SelectLevel);
quitButton?.onClick.RemoveListener(QuitGame);
}
@@ -29,15 +37,64 @@ namespace AibisDream {
GameLoopManager.Instance.StartNewGame();
}
public void ContinueGame()
public void SelectLevel()
{
Debug.Log("继续游戏功能暂未开发");
SwitchToLevelTab();
// 生成关卡按钮
GeneLevelButtons();
}
private void GeneLevelButtons()
{
// 销毁原来的按钮
foreach (Transform child in levelTab.transform)
{
if (child.gameObject.name == "Suggestion")
{
continue;
}
Destroy(child.gameObject);
}
// 生成新按钮
for (int i = 0; i < talkSceneSoArray.Length; i++)
{
var tempButton = Instantiate(buttonPrefab, levelTab.transform);
tempButton.GetComponent<TextMeshProUGUI>().text = $"第{i + 1}关";
var idx = i;
tempButton.GetComponent<Button>().onClick.AddListener(() =>
{
GameLoopManager.Instance.StartNewGame(talkSceneSoArray[idx]);
});
}
// 生成返回按钮
var returnButton = Instantiate(buttonPrefab, levelTab.transform);
returnButton.GetComponent<TextMeshProUGUI>().text = "返回";
returnButton.GetComponent<Button>().onClick.AddListener(SwitchToStartTab);
}
private void SwitchToLevelTab()
{
startTab.SetActive(false);
levelTab.SetActive(true);
}
private void SwitchToStartTab()
{
startTab.SetActive(true);
levelTab.SetActive(false);
}
public void QuitGame()
{
Application.Quit();
}
public void HideStartMenu()
{
gameObject.SetActive(false);
}
}
}
-12
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@@ -1,12 +0,0 @@
using AibisDream.Kit;
namespace AibisDream
{
public class StartMenuViewer : Singleton<StartMenuViewer>
{
public void HideStartMenu()
{
gameObject.gameObject.SetActive(false);
}
}
}
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