//using System.Drawing; using UnityEngine; using UnityEngine.UI; using Yarn.Unity; using DG.Tweening; using System.Collections.Generic; using System.Collections; using AibisDream; using AibisDream.FixSystem; public class HeatMapController : MonoBehaviour { public Material heatMaterial; // 需要传递数据的材质 public Transform[] Pos; private BodyModuleSystem bodyModuleSystem; [HideInInspector] private Vector4[] points = new Vector4[7]; // 存储6个点的数组,(x, y, z) = center, w = temperature [HideInInspector] private Vector4[] properties = new Vector4[7]; // 存储6个盒子大小的数组, (x,y) = boxsize //public Slider slider; private float tempNum = 0; private float uftempture = 1; private float backtemture = 1; private float modulesTempture = 1; //public float uf=1; //public float back=1; //public float module=0.7f; //public Texture2D hotspotShapeTexture; // 引用热点形状纹理 private float tempture = 1; //public GameObject heatMap; public float Tempture { get => tempture; set { if (tempture != value) { tempture = value; SetDataToMaterial(); // 调用方法更新材质数据 } } } public void StartCooling() { StartCoroutine(ReduceValueCoroutine()); ; } IEnumerator ReduceValueCoroutine() { if (Tempture>=2) { Debug.Log("降温失败"); GetComponent().isDone = true; yield return new WaitForSeconds(1); if(DialogController.Instance!=null) DialogController.Instance.StartDialogNode("降温失败"); yield break; } else { Debug.Log("降温成功"); GetComponent().isDone = true; float duration = 2f; SetTemptureSmooth(0,duration); yield return new WaitForSeconds(duration); DialogController.Instance.StartDialogNode("降温成功"); bodyModuleSystem.OnCooling(); Debug.Log("Value has reached zero."); } } void Start() { bodyModuleSystem=FindObjectOfType(); // // 初始调用,设置初始位置 //tempture=1; // // 初始化数据,这里是示例,你可以根据实际需求设置 SetDataToMaterial(); } // public void SetTemture(float value) // { // tempture=value; // } public void SetDataToMaterial() { if (tempture >=0&&tempture<=1) { uftempture = Mathf.Lerp(1.5f, 2.8f, tempture ); // 线性插值 modulesTempture = Mathf.Lerp(1.5f, 1.8f, tempture); backtemture = Mathf.Lerp(1.5f, 2.25f, tempture); } else if (tempture >= 1&&tempture<=2) { uftempture = Mathf.Lerp(2.8f, 3.2f, tempture - 1); modulesTempture = Mathf.Lerp(1.8f, 2.3f, tempture - 1); backtemture = Mathf.Lerp(2.25f, 3.4f, tempture - 1); } // else if (tempture >= 2) // { // uftempture =3.2f; // modulesTempture = 2.6f; // backtemture = 3.8f; // } for (int i = 0; i < 7; i++) { //RectTransform transform=Pos[i].GetComponent(); Transform transform=Pos[i].GetComponent(); Debug.Log($"Point {i}: {points[i]}"); if (i == 0) { points[i] = new Vector4(Pos[i].position.x, Pos[i].position.y, uftempture, 0); } else if (i == 6) { points[i] = new Vector4(Pos[i].position.x, Pos[i].position.y, backtemture, 0); } else { points[i] = new Vector4(Pos[i].position.x, Pos[i].position.y, modulesTempture, 0); // (x, y, z, temperature) } Sprite currentSprite=transform.GetComponent().sprite; properties[i] = new Vector4(currentSprite.bounds.size.x, currentSprite.bounds.size.y, 0.0f, 0.0f); // (boxsize x, boxsize y, unused, unused) Debug.Log($"Point {i}: {currentSprite.bounds.size.x}"); //properties[i] = new Vector4(transform.rect.width*1, transform.rect.height*1, 0.0f, 0.0f); // (boxsize x, boxsize y, unused, unused) //properties[i] = new Vector4(transform.rect.width*1, transform.rect.height*1, 0.0f, 0.0f); // (boxsize x, boxsize y, unused, unused) } // 将数据传递给 Shader heatMaterial.SetVectorArray("_Points", points); heatMaterial.SetVectorArray("_Properties", properties); } public void SetTemptureDirect(float value) { Tempture = value; } public void SetTemptureSmooth(float targetValue, float duration) { DOTween.To(() => tempture, x => Tempture = x, targetValue, duration); } float Map(float value, float minSource, float maxSource, float minTarget, float maxTarget) { return minTarget + (value - minSource) * (maxTarget - minTarget) / (maxSource - minSource); } }