using System.Linq.Expressions; using AibisDream.FixSystem; using AibisDream.Framework; using AibisDream.Kit; using Cinemachine; using UnityEngine; using UnityEngine.Playables; using Yarn.Unity; using System.Collections; namespace AibisDream { public class OpenSystem : MonoBehaviour { public DeepInClock deepInClock; public PlayableDirector OpenPlayable; public GameObject OpenAnima; public SpriteDeepIn deepIn; public LightRoom lightRoom; public GameObject screen; private bool isCuttingMode = false; private void Awake() { // 注册 FixSystemCenter.SystemDic.Register(this); var virtualCam = transform.Find("Op Camera").GetComponent(); CameraKit.Instance.RegisterCamera(CameraEnum.Op, virtualCam); // 组装 // deepInClock.OnClockReached += PlayFadeIn; // fadeInPlayable.stopped += PlayDeepIn; // deepIn.OnFinished += Finished; } public void Update() { if (Input.GetKeyDown(KeyCode.K)) { EnableClock(); } } private void OnDestroy() { // deepInClock.OnClockReached -= PlayFadeIn; // fadeInPlayable.stopped -= PlayDeepIn; // deepIn.OnFinished -= Finished; } public void OpenLightRoom() { screen.SetActive(false); lightRoom.gameObject.SetActive(true); } public void EnableClock() { lightRoom.gameObject.SetActive(false); deepInClock.Enable(); } // public void PlayFadeIn() // { // fadeInAnima.SetActive(true); // fadeInPlayable.Play(); // } public void PlayOpenTimeline() { OpenAnima.SetActive(true); OpenPlayable.Play(); } // private void PlayDeepIn(PlayableDirector director) // { // fadeInAnima.SetActive(false); // deepIn.gameObject.SetActive(true); // deepIn.Play(); // } private void Finished() { DialogController.Instance.StartDialogNode("DeepInEnd"); } } public static class OpenYarnCommand { private static OpenSystem OpenSystem => FixSystemCenter.SystemDic.Get(); [YarnCommand("enable_clock")] public static void EnableClock() { OpenSystem.EnableClock(); } [YarnCommand("open_light_room")] public static void OpenLightRoom() { OpenSystem.OpenLightRoom(); } [YarnCommand("play_open_timeline")] public static IEnumerator RunTimeline() { OpenSystem.PlayOpenTimeline(); if (true) { while (OpenSystem.OpenPlayable.state == PlayState.Playing) { yield return null; } } } } }