using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using DG.Tweening;
using Shapes;
using TMPro;
using UnityEngine.UI;
using AibisDream;
namespace AibisDream.MiniGame.Language
{
///
/// 粒子排布区域形状
///
public enum LayoutShape
{
Rectangle, // 矩形
Circle // 圆形
}
///
/// 游戏完成阶段
///
public enum CompletionPhase
{
None, // 未完成
Completed, // 已完成但尚未进入聚焦流程
FocusHolding, // 聚焦位置保持态(文字飘动/变换,等待外部命令触发下一步)
Focusing, // 正在聚焦放大并收敛
Finished // 全流程完成
}
///
/// 语言粒子系统主管理器
///
public class LanguageParticleManager : MonoBehaviour
{
[Header("Canvas设置")]
[SerializeField] private Canvas worldCanvas;
[SerializeField] private float canvasSize = 10f;
[SerializeField] private LayoutShape layoutShape = LayoutShape.Rectangle;
[Tooltip("圆形布局时的半径(留空则自动使用 canvasSize/2 - textMargin)")]
[SerializeField] private float circleRadiusOverride = -1f;
[Header("字体设置")]
[SerializeField] private TMP_FontAsset chineseFontAsset;
[Header("粒子预制体")]
[SerializeField] private GameObject floatingParticlePrefab;
[SerializeField] private GameObject candidateParticlePrefab;
[Header("粒子数量")]
[SerializeField] private int floatingCount = 100;
[SerializeField] private int candidateCount = 50;
[SerializeField] private int redParticleCount = 8;
[Header("游戏参数")]
[SerializeField] private float connectionDistance = 2f; // Unity单位
[SerializeField] private float textMargin = 1f;
[Header("游戏配置")]
[SerializeField] private List anxietyPhrases = new List(); // 干扰短句(笑话等,用于非目标粒子,Yarn 会覆盖)
[SerializeField] private string targetSentence = "这是一个测试示例"; // 目标句子
[SerializeField] private string completionDialogNode = ""; // 完成时触发的对话节点
[Header("波形参数")]
[SerializeField] private float waveformAmplitude = 0.3f;
[SerializeField] private float interactionRadius = 0.5f;
[Header("鼠标交互参数")]
[SerializeField] private float mouseInteractionRadius = 1.5f;
[SerializeField] private float repulsionForce = 2f;
[SerializeField] private float attractionForce = 1.5f;
[Header("颜色配置(用于粒子/字的颜色,与目标/非目标解绑,可自由搭配)")]
[SerializeField] private Color targetParticleColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标粒子颜色
[SerializeField] private Color nonTargetParticleColor = new Color(0.2f, 0.78f, 1f, 1f); // 非目标粒子颜色(如笑话短句)
[SerializeField] private Color floatingTextColor = new Color(0.7f, 0.78f, 1f, 1f); // 背景浮动文字颜色
[SerializeField] private Color targetCalmColor = new Color(0.78f, 0.59f, 0.59f, 1f); // 目标粒子平静后颜色
[Header("连接线颜色(用于连线的颜色,与上面可分开调节)")]
[SerializeField] private Color targetConnectionColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标连线颜色
[SerializeField] private Color nonTargetConnectionColor = new Color(0.39f, 0.78f, 1f, 0.7f);// 非目标连线颜色
[Header("文字样式配置")]
[SerializeField] private float targetParticleFontSize = 4.5f; // 目标粒子字体大小
[SerializeField] private float nonTargetParticleFontSize = 3.7f; // 非目标粒子字体大小
[SerializeField] private float floatingTextFontSize = 3f; // 背景浮动文字大小
[SerializeField] private bool targetParticleBold = true; // 目标粒子是否加粗
[SerializeField] private bool nonTargetParticleBold = false; // 非目标粒子是否加粗
[Header("非目标粒子干扰效果")]
[SerializeField, Range(0f, 0.1f)] private float nonTargetShakeIntensity = 0.02f; // 非目标粒子抖动强度
[SerializeField, Range(1f, 20f)] private float nonTargetShakeSpeed = 8f; // 非目标粒子抖动速度
[SerializeField, Range(0.1f, 1f)] private float nonTargetChangeInterval = 0.4f; // 非目标粒子变字间隔(越小越快)
[SerializeField, Range(0f, 0.03f)] private float nonTargetFloatAmplitude = 0.015f; // 非目标粒子漂浮幅度
///
/// 按轮干扰表现档位:递进主要靠"文字更躁"传达,不实质加难
///
[System.Serializable]
public class InterferencePresentationPreset
{
[Tooltip("非目标粒子抖动强度")] public float shakeIntensity = 0.02f;
[Tooltip("非目标粒子抖动速度")] public float shakeSpeed = 8f;
[Tooltip("非目标粒子变字间隔(越小越快越躁)")] public float changeInterval = 0.4f;
[Tooltip("非目标粒子漂浮幅度")] public float floatAmplitude = 0.015f;
[Tooltip("干扰计数映射的 glitch 基线上限(0 关闭联动)")] [Range(0f, 0.3f)] public float glitchBaselineMax = 0f;
[Tooltip("非目标粒子向目标簇的轻微漂移加速度(仅观感,远小于玩家施力,0 关闭)")] public float driftBias = 0f;
}
[Header("干扰表现递进(start_expression 第5参为档位索引,缺省用上方全局参数)")]
[SerializeField] private InterferencePresentationPreset[] interferencePresets = new InterferencePresentationPreset[]
{
new InterferencePresentationPreset(),
new InterferencePresentationPreset
{
shakeIntensity = 0.035f, shakeSpeed = 10f, changeInterval = 0.28f,
floatAmplitude = 0.02f, glitchBaselineMax = 0f, driftBias = 0.25f
},
new InterferencePresentationPreset
{
shakeIntensity = 0.05f, shakeSpeed = 12f, changeInterval = 0.18f,
floatAmplitude = 0.028f, glitchBaselineMax = 0f, driftBias = 0.4f
},
};
[Header("连接线粗细")]
[SerializeField] private float targetConnectionThickness = 0.04f; // 目标连线粗细
[SerializeField] private float nonTargetConnectionThickness = 0.02f; // 非目标连线粗细
[Header("Bloom 发光效果")]
[SerializeField] private bool enableBloomGlow = true; // 是否启用 Bloom 发光
[SerializeField, Range(1f, 5f)] private float textGlowIntensity = 1.8f; // 文字发光强度
[SerializeField, Range(1f, 5f)] private float targetTextGlowIntensity = 2.5f; // 目标粒子文字发光强度
[SerializeField, Range(1f, 5f)] private float lineGlowIntensity = 2f; // 连接线发光强度
[SerializeField, Range(1f, 5f)] private float targetLineGlowIntensity = 2.5f; // 目标连接线发光强度
[SerializeField, Range(0f, 1f)] private float glowDilate = 0.3f; // 发光扩散
[SerializeField, Range(0f, 1f)] private float glowSoftness = 0.5f; // 发光柔和度
[Header("目标 UI")]
[SerializeField] private TMP_Text integrationProgressText;
[SerializeField] private TMP_Text interferenceCountText;
[Header("完成/确认阶段 — 屏幕内显示范围")]
[Tooltip("为真时,完成连线后(含确认按钮、聚焦、稳定化)目标字符位置会被限制在裁剪区域内,避免超出电视机屏幕可视区")]
[SerializeField] private bool clampCompletionPhasePositions = true;
[Tooltip("可选:场景中一块与屏幕内框对齐的 RectTransform(World Space Canvas 子物体即可)。不指定则用粒子用的 movementBounds(canvasSize - textMargin)")]
[SerializeField] private RectTransform completionScreenClipRect;
[Tooltip("在裁剪区基础上再向内缩进的世界单位距离,避免放大后的字半个挂在边外")]
[SerializeField] private float completionClipEdgePadding = 0.2f;
[Tooltip("将目标粒子拉回屏幕裁剪区时的平滑时间(越大越柔和,略增加拖尾感)")]
[SerializeField, Range(0.02f, 0.55f)] private float completionPositionSmoothTime = 0.2f;
[Header("完成阶段 UI")]
[SerializeField] private GameObject languageDeepPanel1;
[SerializeField] private GameObject languageDeepPanel2;
[SerializeField] private Button focusSequenceButton;
[Tooltip("火山释放log界面,触发 focus 时对其 SpriteRenderer 做淡出,重新开始时恢复")]
[SerializeField] private SpriteRenderer releaseLogSpriteRenderer;
[Tooltip("开场表达panel Timeline 名称(DirectorName 或 DirectorName/AddressableKey),播完才算表达流程完成")]
[SerializeField] private string expressionPanelTimelineName = "火山表达模块/火山表达panel";
[Tooltip("火山表达确认 Timeline 名称,播完才解锁按钮交互")]
[SerializeField] private string expressionConfirmTimelineName = "火山表达模块/火山表达确认";
[SerializeField] private float focusZoomScale = 1.6f;
[SerializeField] private float focusMoveDuration = 1.2f;
[Tooltip("聚焦阶段 UI/粒子淡出时长 = focusMoveDuration × 此比例,与粒子聚焦移动同节奏")]
[SerializeField, Range(0.3f, 1f)] private float focusFadeRatio = 0.8f;
[Tooltip("再次 start_expression 时,若上一轮粒子/UI 仍在,先淡出再重开;协程 duration≤0 时用此值(秒)")]
[SerializeField] private float restartExpressionFadeDuration = 0.55f;
[SerializeField] private float probabilityDuration = 3.5f;
[SerializeField] private float predictionSequenceGap = 0.4f;
[SerializeField] private float spreadDistance = 0.35f;
[Header("完成释放表现")]
[Tooltip("完成瞬间冲击波扩散时长(秒)")]
[SerializeField] private float completionShockwaveDuration = 0.6f;
[Tooltip("非目标粒子被吹散的径向冲量")]
[SerializeField] private float completionBlastForce = 3.5f;
[Tooltip("吹散后非目标粒子透明度(相对 baseAlpha 的比例)")]
[SerializeField, Range(0f, 1f)] private float completionBlastAlphaRatio = 0.35f;
[Tooltip("吹散后到进入平静态的延迟(秒)")]
[SerializeField] private float completionCalmDelay = 0.55f;
[Tooltip("完成瞬间 glitch 脉冲峰值(0 关闭)")]
[SerializeField, Range(0f, 1f)] private float completionGlitchPulsePeak = 0f;
[Header("节奏统一")]
[Tooltip("完成时确认按钮淡入/上浮时长(秒)")]
[SerializeField] private float confirmButtonFadeDuration = 0.35f;
[Tooltip("确认按钮上浮距离(Canvas 局部单位)")]
[SerializeField] private float confirmButtonRiseOffset = 0.35f;
[Tooltip("入场 cascade 进行到该比例时并行启动火山表达panel(消除串行空档)")]
[SerializeField, Range(0f, 1f)] private float panelStartAtEntranceProgress = 0.6f;
[Tooltip("状态文字数值滚动速度(百分点/秒)")]
[SerializeField] private float statusCountUpSpeed = 90f;
[Header("聚焦表现")]
[SerializeField] private Color focusRingColor = Color.white;
[SerializeField, Range(0.01f, 0.3f)] private float focusRingThickness = 0.08f;
[SerializeField, Range(0.05f, 1f)] private float focusRingAlpha = 0.85f;
[Tooltip("不稳定期聚焦环虚线旋转速度(DashOffset/秒)")]
[SerializeField] private float focusRingDashRotateSpeed = 0.35f;
[SerializeField] private float statusFadeOutDuration = 0.45f;
[SerializeField] private float shuffleDistance = 0.35f;
[SerializeField] private float shuffleFrequency = 3.5f;
[SerializeField] private float shuffleVerticalScale = 0.6f;
[Header("开场表现")]
[SerializeField] private float entranceDelay = 0.45f;
[SerializeField] private int entranceCoreCount = 8;
[SerializeField] private float entranceCoreRadius = 0.55f;
[SerializeField] private float entranceInitialScale = 0.25f;
[SerializeField] private float entranceCoreBurstDuration = 1f;
[SerializeField] private float entranceCoreStagger = 0.08f;
[SerializeField] private float entranceCascadeDuration = 0.8f;
[SerializeField] private float entranceCascadeStagger = 0.03f;
[SerializeField] private float entranceSearchRadius = 2f;
[Header("渲染层设置")]
[SerializeField] private string renderLayerName = "HuoshanScreen";
private int renderLayer = 0;
[Header("调试/测试")]
[SerializeField] private bool enableDebugShortcuts = true;
[SerializeField] private KeyCode debugCompleteKey = KeyCode.F5;
[SerializeField] private KeyCode debugResetKey = KeyCode.F9;
[SerializeField] private KeyCode debugFullTestKey = KeyCode.F10;
[SerializeField] private bool autoRunDebugTestOnStart = false;
[Header("布局优化")]
[SerializeField] private bool enableSeparation = true; // 是否启用粒子分离力
[SerializeField] private float minParticleSpacing = 0.6f; // 粒子最小间距
[SerializeField] private float separationForce = 2.5f; // 分离力度
[SerializeField] private float lineAlphaMultiplier = 0.65f; // 连接线透明度缩放
// 粒子列表
private List floatingParticles = new List();
private List candidateParticles = new List();
private List targetParticles = new List(); // 目标粒子列表(原 redParticles)
// 效果系统(传播效果已移除,保留空列表供渲染器使用)
private static readonly List s_emptyPropagations = new List();
private bool initializationComplete = false;
private int initializationFrames = 0;
// 游戏状态
private bool isCompleted = false;
private CompletionPhase completionPhase = CompletionPhase.None;
private float completionTimer = 0f;
private float fadeOutAlpha = 1f;
private List orderedRedParticles = new List();
private bool allowInput = true;
private float focusTimer = 0f;
private Dictionary focusVisuals = new Dictionary();
/// 完成阶段屏幕钳制用 SmoothDamp 速度缓存(按粒子)
private readonly Dictionary completionClampSmoothVelocity = new Dictionary();
private Vector3 focusCentroid;
private List finalTargetCharacters = new List();
private List finalTargetPositions = new List();
private bool interferenceLogicSuspended = false;
private bool statusUIHidden = false;
private float integrationTextBaseAlpha = 1f;
private float interferenceTextBaseAlpha = 1f;
private Coroutine entranceRoutine;
private Coroutine expressionPanelRoutine;
private Coroutine debugTestRoutine;
private Coroutine confirmTimelineRoutine;
private readonly Dictionary entranceTargets = new Dictionary();
private class TargetFocusVisual
{
public CandidateParticle particle;
public GameObject ringObject;
public Disc ringDisc;
public TMP_Text probabilityLabel;
public Vector3 labelBasePos;
public float probability = 90f;
public float targetProbability = 100f;
public float startShakeIntensity;
public string finalChar;
public bool stabilized;
public Vector3 focusPosition;
public Vector3 finalPosition;
public int orderIndex;
}
/// 聚焦阶段 UI/粒子统一淡出时长(与聚焦移动同节奏)
private float FocusUiFadeDuration => focusMoveDuration * focusFadeRatio;
// 入场表现是否结束(panel timeline 并行播放时,两者都完成才 allowInput)
private bool entranceVisualsFinished = true;
// 确认按钮基准位置(淡入上浮动画的落点,首次完成时捕获)
private Vector2 confirmButtonBaseAnchoredPos;
private bool confirmButtonBasePosCaptured;
// 状态文字 count-up 显示值与脉冲检测
private float displayedIntegrationPercent;
private float displayedInterferenceCount;
private int lastInterferenceCount = -1;
private Color interferenceTextBaseColor = Color.white;
private bool interferenceTextBaseColorCaptured;
// 完成瞬间吹散→延迟平静协程
private Coroutine completionBurstRoutine;
// 当前生效的干扰表现参数(InitializeSystem 时由档位或全局参数决定)
private float activeShakeIntensity;
private float activeShakeSpeed;
private float activeChangeInterval;
private float activeFloatAmplitude;
private float activeGlitchBaselineMax;
private float activeDriftBias;
private bool interferenceActiveParamsSet;
private float glitchLinkTimer;
// 顶层表达管理器(glitch 脉冲/联动用),粒子管理器挂在其子物体上
private ExpressionManager expressionManagerRef;
private ExpressionManager ExpressionManagerRef
{
get
{
if (expressionManagerRef == null)
{
expressionManagerRef = GetComponentInParent(true);
}
return expressionManagerRef;
}
}
private bool focusTweensCompleted = false;
// 边界
private Bounds movementBounds;
private Vector3 boundsCenter;
private float boundsRadius; // 圆形时有效
// 连接渲染(使用Shapes)
private ConnectionRenderer connectionRenderer;
// 噪点叠加渲染器(复古显示器效果)
private NoiseOverlayRenderer noiseOverlayRenderer;
[Header("复古显示器效果")]
[SerializeField] private bool enableRetroEffect = true;
[SerializeField, Range(0f, 1f)] private float retroEffectIntensity = 0.5f;
// 是否已经初始化
private bool isInitialized = false;
// 鼠标坐标换算用主相机缓存(避免每帧 Camera.main 查找)
private Camera cachedMainCamera;
/// Inspector 中的候选粒子总数,用于未在 Yarn 中指定非目标数量时恢复默认
private int defaultCandidateCountFromInspector;
private bool hasCapturedDefaultCandidateCount;
private void CaptureDefaultCandidateCountFromInspector()
{
if (hasCapturedDefaultCandidateCount) return;
defaultCandidateCountFromInspector = candidateCount;
hasCapturedDefaultCandidateCount = true;
}
///
/// 选择本轮生效的干扰表现参数:有效档位用预设,否则回落到 Inspector 全局参数(行为与旧版一致)
///
private void ApplyInterferencePreset(int presetIndex)
{
if (presetIndex >= 0 && interferencePresets != null &&
presetIndex < interferencePresets.Length && interferencePresets[presetIndex] != null)
{
var p = interferencePresets[presetIndex];
activeShakeIntensity = p.shakeIntensity;
activeShakeSpeed = p.shakeSpeed;
activeChangeInterval = p.changeInterval;
activeFloatAmplitude = p.floatAmplitude;
activeGlitchBaselineMax = p.glitchBaselineMax;
activeDriftBias = p.driftBias;
}
else
{
activeShakeIntensity = nonTargetShakeIntensity;
activeShakeSpeed = nonTargetShakeSpeed;
activeChangeInterval = nonTargetChangeInterval;
activeFloatAmplitude = nonTargetFloatAmplitude;
activeGlitchBaselineMax = 0f;
activeDriftBias = 0f;
}
interferenceActiveParamsSet = true;
glitchLinkTimer = 0f;
}
private void EnsureActiveInterferenceParams()
{
if (!interferenceActiveParamsSet)
{
ApplyInterferencePreset(-1);
}
}
private void Start()
{
// Start 中不再自动初始化,等待外部调用 InitializeSystem
}
///
/// 初始化系统(可以由外部调用,用于配置游戏参数)
///
/// 焦虑短句列表
/// 目标句子
/// 完成时触发的对话节点
///
/// 非目标候选粒子总数(蓝/干扰侧可交互粒子数量)。≥0 时候选池大小 = 目标句字数 + 该值;<0 时使用 Inspector 的 Candidate Count。
///
/// 干扰表现档位索引;<0 或越界时使用 Inspector 全局干扰参数
public void InitializeSystem(List phrases, string sentence, string dialogNode = null, int nonTargetParticleTotal = -1, int interferencePresetIndex = -1)
{
CaptureDefaultCandidateCountFromInspector();
ApplyInterferencePreset(interferencePresetIndex);
string useSentence = string.IsNullOrEmpty(sentence) ? "这是一个测试示例" : sentence;
if (nonTargetParticleTotal >= 0)
{
candidateCount = Mathf.Max(useSentence.Length + nonTargetParticleTotal, useSentence.Length);
}
else
{
candidateCount = defaultCandidateCountFromInspector;
}
// 如果是第一次初始化,先执行基础初始化
if (!isInitialized)
{
InitializeCanvas();
InitializeParticles();
InitializeRenderers();
if (integrationProgressText != null)
{
integrationTextBaseAlpha = integrationProgressText.color.a;
}
if (interferenceCountText != null)
{
interferenceTextBaseAlpha = interferenceCountText.color.a;
interferenceTextBaseColor = interferenceCountText.color;
interferenceTextBaseColorCaptured = true;
}
if (focusSequenceButton != null)
{
focusSequenceButton.interactable = false;
focusSequenceButton.gameObject.SetActive(false);
focusSequenceButton.onClick.RemoveListener(HandleFocusButtonClicked);
focusSequenceButton.onClick.AddListener(HandleFocusButtonClicked);
}
if (languageDeepPanel1 != null)
languageDeepPanel1.SetActive(false);
if (languageDeepPanel2 != null)
languageDeepPanel2.SetActive(false);
isInitialized = true;
}
else
{
EnsureCandidatePoolSize(candidateCount);
}
// 设置游戏配置
anxietyPhrases = phrases ?? new List();
targetSentence = useSentence;
completionDialogNode = dialogNode ?? "";
// 设置全局焦虑短句配置
TextParticle.SetAnxietyPhrases(anxietyPhrases);
// 根据目标句子更新目标粒子数量
redParticleCount = Mathf.Min(targetSentence.Length, candidateCount);
// 重新初始化游戏状态并播放入场动画
ResetGame(true);
}
///
/// 在再次 start_expression 前调用:若系统已初始化过,则淡出当前粒子、连线与相关 UI,避免与新一轮重叠。
/// duration≤0 时使用 。
///
public IEnumerator FadeOutBeforeNewExpressionRound(float duration)
{
if (!isInitialized)
yield break;
float d = duration > 0f ? duration : restartExpressionFadeDuration;
// 火山释放 log 与文字同时叠在屏幕上时,先把 log 藏起来,等文字淡出结束后再由 FadeInReleaseLogIfNeeded 出现
HideReleaseLogImmediate();
if (entranceRoutine != null)
{
StopCoroutine(entranceRoutine);
entranceRoutine = null;
}
if (expressionPanelRoutine != null)
{
StopCoroutine(expressionPanelRoutine);
expressionPanelRoutine = null;
}
if (confirmTimelineRoutine != null)
{
StopCoroutine(confirmTimelineRoutine);
confirmTimelineRoutine = null;
}
if (completionBurstRoutine != null)
{
StopCoroutine(completionBurstRoutine);
completionBurstRoutine = null;
}
DOTween.Kill(this);
foreach (var p in candidateParticles)
{
if (p != null)
{
DOTween.Kill(p);
p.transform.DOKill();
p.velocity = Vector2.zero;
p.isStatic = true;
}
}
foreach (var f in floatingParticles)
{
if (f != null)
{
DOTween.Kill(f);
f.transform.DOKill();
f.velocity = Vector2.zero;
f.isCalmed = true;
}
}
interferenceLogicSuspended = true;
allowInput = false;
isCompleted = false;
completionPhase = CompletionPhase.None;
DestroyFocusVisualDecorationsAndClear();
DOTween.To(() => fadeOutAlpha, v => fadeOutAlpha = v, 0f, d)
.SetEase(Ease.OutQuad)
.SetTarget(this);
if (connectionRenderer != null)
{
DOTween.To(() => connectionRenderer.NonTargetAlphaScale, v => connectionRenderer.NonTargetAlphaScale = v, 0f, d)
.SetEase(Ease.OutQuad)
.SetTarget(this);
DOTween.To(() => connectionRenderer.TargetAlphaScale, v => connectionRenderer.TargetAlphaScale = v, 0f, d)
.SetEase(Ease.OutQuad)
.SetTarget(this);
}
foreach (var p in candidateParticles)
{
if (p != null)
FadeOutTextParticle(p, d);
}
foreach (var f in floatingParticles)
{
if (f != null)
FadeOutTextParticle(f, d);
}
SetStatusUIVisibility(false, d);
if (focusSequenceButton != null && focusSequenceButton.gameObject.activeSelf)
FadeOutUIElement(focusSequenceButton.gameObject, d);
FadeOutUIElement(languageDeepPanel1, d);
FadeOutUIElement(languageDeepPanel2, d);
yield return new WaitForSeconds(d);
fadeOutAlpha = 0f;
}
///
/// 在打开视图前设置所有初始状态(panels、button 等不激活)
///
public void SetInitialStatesBeforeOpen()
{
if (languageDeepPanel1 != null)
languageDeepPanel1.SetActive(false);
if (languageDeepPanel2 != null)
languageDeepPanel2.SetActive(false);
if (focusSequenceButton != null)
{
focusSequenceButton.gameObject.SetActive(false);
focusSequenceButton.interactable = false;
}
}
///
/// 等待表达流程就绪(开场表现 + 火山表达panel 播完)
///
public IEnumerator WaitUntilExpressionFlowReady()
{
if (!isInitialized) yield break;
while (!allowInput)
{
yield return null;
}
}
///
/// 停止系统(关闭时调用,但保持初始化状态,可以重新开启)
///
public void StopSystem()
{
// 如果未初始化,直接返回
if (!isInitialized)
return;
if (entranceRoutine != null)
{
StopCoroutine(entranceRoutine);
entranceRoutine = null;
}
if (debugTestRoutine != null)
{
StopCoroutine(debugTestRoutine);
debugTestRoutine = null;
}
if (confirmTimelineRoutine != null)
{
StopCoroutine(confirmTimelineRoutine);
confirmTimelineRoutine = null;
}
if (expressionPanelRoutine != null)
{
StopCoroutine(expressionPanelRoutine);
expressionPanelRoutine = null;
}
if (completionBurstRoutine != null)
{
StopCoroutine(completionBurstRoutine);
completionBurstRoutine = null;
}
// 停止所有 DOTween 动画
DOTween.Kill(this);
foreach (var particle in candidateParticles)
{
if (particle != null)
{
particle.transform.DOKill();
}
}
foreach (var particle in floatingParticles)
{
if (particle != null)
{
particle.transform.DOKill();
}
}
// 重置游戏状态(但不重置 isInitialized,这样可以重新开启)
isCompleted = false;
completionPhase = CompletionPhase.None;
allowInput = false;
ClearCompletionClampSmoothVelocity();
}
private void InitializeCanvas()
{
// 获取渲染层索引
renderLayer = LayerMask.NameToLayer(renderLayerName);
if (renderLayer == -1)
{
Debug.LogWarning($"Layer '{renderLayerName}' not found, using default layer.");
renderLayer = 0;
}
// 如果没有指定canvas,创建一个
if (worldCanvas == null)
{
GameObject canvasObj = new GameObject("Language Canvas");
canvasObj.transform.SetParent(transform);
canvasObj.transform.localPosition = Vector3.zero;
canvasObj.layer = renderLayer;
worldCanvas = canvasObj.AddComponent