using System.Collections; using AibisDream.Framework; using UnityEngine; namespace AibisDream.FixSystem { public class FixStateMachine { public FixState CurState => _curState.GetState; private IState _curState; private string _curArgs; public FixStateMachine() { // 初始化为一个默认状态 _curState = CreateState(FixState.Default, ""); } /// /// 播放诊所到场景的timeline /// /// public IEnumerator PlayClinicCut() { yield return CameraKit.Instance.SwitchCamera(CameraEnum.CoolingMachine); yield return TimelineManager.Instance.PlayTimeline("ToBodyModule"); } public IEnumerator SwitchState(FixState nextState, string args = "") { if (CurState == nextState) yield break; _curArgs = args; yield return _curState?.Exit(); GameLoopManager.Instance?.UpdateFixState(nextState, _curArgs); _curState = CreateState(nextState, _curArgs); EnumEventSystem.Global.Send(EventEnum.FixStateSwitch, nextState); yield return _curState.Enter(); } public IEnumerator QuitState() { _curArgs = null; yield return _curState?.Exit(); GameLoopManager.Instance?.UpdateFixState(FixState.Default, _curArgs); _curState = null; } private static IState CreateState(FixState nextState, string args) { IState res = nextState switch { FixState.Clinic => new ClinicState(), FixState.Engine => new EngineState(), FixState.CoolingMachine => new CoolingMachineState(), FixState.BodyModule => new BodyModuleState(), FixState.Memory => new MemoryState(), FixState.Eye => new EyeState(), FixState.UF => new UfState(), FixState.Gear => new GearState(), _ => new ClinicState() }; res.SetArgs(args); return res; } } public enum FixState { Default, Clinic, CoolingMachine, BodyModule, Memory, Eye, UF, Engine, Gear } public interface IState { public FixState GetState { get; } public void SetArgs(string args); public IEnumerator Enter(); public IEnumerator Exit(); } public struct ClinicState : IState { public FixState GetState => FixState.Clinic; public void SetArgs(string args) { // 无 } public IEnumerator Enter() { // 切换相机 // yield return CameraKit.Instance.SwitchCamera(CameraEnum.CoolingMachine); yield return CameraKit.Instance.SwitchCamera(CameraEnum.Clinic); } public IEnumerator Exit() { // 无 yield break; } } public struct BodyModuleState : IState { public FixState GetState => FixState.BodyModule; public void SetArgs(string args) { // 无 } public IEnumerator Enter() { var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); // 拔出插头 bodyModuleSystem.ResetPlug(); // 切换相机 yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); // 开启交互 bodyModuleSystem.EnableSystem(); } public IEnumerator Exit() { var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); // 拔出插头 bodyModuleSystem.ResetPlug(); // 关闭交互 bodyModuleSystem.DisableSystem(); yield break; } } public struct GearState : IState { public FixState GetState => FixState.Gear; private string _configKey; public void SetArgs(string args) { _configKey = args; } public IEnumerator Enter() { // 先切BodyModule if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) { yield return MainUIController.Instance?.FadeInSync(0.5f); yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); yield return MainUIController.Instance?.FadeOutSync(0.5f); } // 切换相机 yield return CameraKit.Instance.SwitchCamera(CameraEnum.Gear); // 加载关卡数据 if (!string.IsNullOrEmpty(_configKey)) { var gearSystem = FixSystemCenter.SystemDic.Get(); gearSystem.CurDataKey = _configKey; gearSystem.LoadLevel(); } } public IEnumerator Exit() { yield break; } } public struct EngineState : IState { public FixState GetState => FixState.Engine; public void SetArgs(string args) { // 无 } public IEnumerator Enter() { var engineSystem = FixSystemCenter.SystemDic.Get(); // 先切BodyModule if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) { yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); } // 切换相机 yield return CameraKit.Instance.SwitchCamera(CameraEnum.Engine); } public IEnumerator Exit() { var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); bodyModuleSystem.ResetPlug(); yield break; } } public struct CoolingMachineState : IState { private bool _playLink; public FixState GetState => FixState.CoolingMachine; public void SetArgs(string args) { _playLink = !string.IsNullOrEmpty(args); } public IEnumerator Enter() { var coolingSystem = FixSystemCenter.SystemDic.Get(); // 切相机 yield return CameraKit.Instance.SwitchCamera(CameraEnum.CoolingMachine); // 打开泵机 coolingSystem.gameObject.SetActive(true); yield return coolingSystem.OpenCoolingSystem(); // 播放插线动画 if (_playLink) { yield return coolingSystem.LinkTube(); } } public IEnumerator Exit() { var cooling = FixSystemCenter.SystemDic.Get(); yield return cooling.CloseBottleUI(); yield return cooling.CloseCoolingSystem(); yield return new WaitForSeconds(1f); } } public struct UfState : IState { public FixState GetState => FixState.UF; public void SetArgs(string args) { } public IEnumerator Enter() { var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); var UFSystem = FixSystemCenter.SystemDic.Get(); var EyeSystem = FixSystemCenter.SystemDic.Get(); // 先切BodyModule if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) { yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); } // 插头回到初始插孔 bodyModuleSystem.ResetPlug(); // 切换相机 yield return CameraKit.Instance.SwitchCamera(CameraEnum.UF); yield return MainUIController.Instance?.FadeInSync(0.5f); UFSystem.OpenUFView(); yield return CameraKit.Instance.SwitchCamera(CameraEnum.EyeDeep); EyeSystem.OnEnter(); yield return MainUIController.Instance?.FadeOutSync(0.5f); } public IEnumerator Exit() { float duration = 0.5f; var UFSystem = FixSystemCenter.SystemDic.Get(); var eyeSystem = FixSystemCenter.SystemDic.Get(); yield return MainUIController.Instance?.FadeInSync(duration); eyeSystem.OnExit(); UFSystem.CloseUFView(); yield return CameraKit.Instance.SwitchCamera(CameraEnum.UF); yield return MainUIController.Instance?.FadeOutSync(duration); yield return null; } } public struct EyeState : IState { public FixState GetState => FixState.Eye; public void SetArgs(string args) { } public IEnumerator Enter() { //float duration = 0.5f; var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); var eyeSystem = FixSystemCenter.SystemDic.Get(); // 先切BodyModule if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) { yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); } //打开盖子 SpriteRenderer sp= bodyModuleSystem.FindBodyModuleByName("Eye").transform.Find("Cover").GetComponent(); sp.sprite=Resources.Load("Art/Fix/Peipei/Eye/视觉模块盖子打开A"); yield return new WaitForSeconds(0.1f); sp.sprite=Resources.Load("Art/Fix/Peipei/Eye/视觉模块盖子打开B"); // 插头回到初始插孔 bodyModuleSystem.ResetPlug(); // 切换相机 yield return CameraKit.Instance.SwitchCamera(CameraEnum.Eye); yield return MainUIController.Instance?.FadeInSync(0.5f); yield return CameraKit.Instance.SwitchCamera(CameraEnum.EyeDeep); eyeSystem.OnEnter(); yield return MainUIController.Instance?.FadeOutSync(0.5f); } public IEnumerator Exit() { var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); float duration = 0.5f; var eyeSystem = FixSystemCenter.SystemDic.Get(); yield return MainUIController.Instance?.FadeInSync(duration); yield return CameraKit.Instance.SwitchCamera(CameraEnum.Eye); eyeSystem.OnExit(); yield return new WaitForSeconds(0.1f); yield return MainUIController.Instance.FadeOutSync(duration); //关上 SpriteRenderer sp= bodyModuleSystem.FindBodyModuleByName("Eye").transform.Find("Cover").GetComponent(); sp.sprite=Resources.Load("Art/Fix/Peipei/Eye/视觉模块盖子打开A"); yield return new WaitForSeconds(0.1f); sp.sprite=Resources.Load("Art/Fix/Peipei/Eye/视觉模块盖子关闭"); yield return new WaitForSeconds(0.5f); } } public struct MemoryState : IState { public FixState GetState => FixState.Memory; public void SetArgs(string args) { } public IEnumerator Enter() { float duration = 0.5f; var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); var memorySystem = FixSystemCenter.SystemDic.Get(); // 先切BodyModule if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) { yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); } yield return memorySystem.DropMemoryProjector(); // 插头回到初始插孔 bodyModuleSystem.ResetPlug(); // 相机聚焦到目标位 yield return CameraKit.Instance.SwitchCamera(CameraEnum.Memory); yield return MainUIController.Instance?.FadeInSync(0.5f); memorySystem.OnEnter(); yield return MainUIController.Instance.FadeOutSync(duration); } public IEnumerator Exit() { float duration = 0.5f; var memorySystem = FixSystemCenter.SystemDic.Get(); yield return MainUIController.Instance.FadeInSync(duration); memorySystem.OnExit(); memorySystem.CloseMemoryView(); yield return MainUIController.Instance.FadeOutSync(duration); yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); memorySystem.PullMemoryProjector(); } } }