using AibisDream.FixSystem; using AibisDream.Framework; using Cinemachine; using UnityEngine; using UnityEngine.Playables; using Yarn.Unity; using System.Collections; using UnityEngine.Timeline; using System.Collections.Generic; using DG.Tweening; using AibisDream.Utility; namespace AibisDream { public class OpenSystem : MonoBehaviour { public DeepInClock deepInClock; public PlayableDirector openPlayable; public LightRoom lightRoom; public GameObject screen; public SpriteRenderer dreamSprite; public BubbleSlotGroup bubbleSlotGroup; private void Awake() { // 注册 FixSystemCenter.SystemDic.Register(this); var virtualCam = transform.Find("Op Camera").GetComponent(); CameraKit.Instance.RegisterCamera(CameraEnum.Op, virtualCam); var breakCam = transform.Find("Break Camera").GetComponent(); CameraKit.Instance.RegisterCamera(CameraEnum.BreakCamera, breakCam); var dreamCam = transform.Find("Dream Camera").GetComponent(); CameraKit.Instance.RegisterCamera(CameraEnum.DreamCamera, dreamCam); } private void Start() { dreamSprite.gameObject.SetActive(true); dreamSprite.SetAlpha(0); } public void Update() { if (Input.GetKeyDown(KeyCode.K)) { EnableClock(); } } public void OpenLightRoom() { screen.SetActive(false); lightRoom.gameObject.SetActive(true); } public void EnableClock() { lightRoom.gameObject.SetActive(false); deepInClock.Enable(); } public void PlayOpenTimeline() { // 在播放Timeline之前绑定DialogController BindDialogController(); //OpenAnima.SetActive(true); openPlayable.Play(); } public void DreamFadeIn(float time, float targetAlpha) { dreamSprite.DOFade(targetAlpha, time).SetEase(Ease.InOutSine); } public void DreamDisappear() { dreamSprite.gameObject.SetActive(false); } // 添加动态绑定方法 public void BindTimelineTarget(string trackName, Object target) { if (openPlayable == null) return; var timeline = openPlayable.playableAsset as TimelineAsset; if (timeline == null) return; foreach (var track in timeline.GetOutputTracks()) { if (track.name == trackName) { openPlayable.SetGenericBinding(track, target); break; } } } // 添加DialogController绑定方法 private void BindDialogController() { if (openPlayable == null) return; var timeline = openPlayable.playableAsset as TimelineAsset; if (timeline == null) return; // 遍历所有轨道 foreach (var track in timeline.GetOutputTracks()) { // 检查轨道类型是否为Signal Track或其他需要DialogController的轨道 if (track is SignalTrack || track.name.Contains("Dialog")) { // 绑定DialogController实例 openPlayable.SetGenericBinding(track, DialogController.Instance); } } } private void BindPlayToolPanel() { if (openPlayable == null) return; var timeline = openPlayable.playableAsset as TimelineAsset; if (timeline == null) return; // 遍历所有轨道 foreach (var track in timeline.GetOutputTracks()) { // 检查轨道类型是否为Signal Track或其他需要DialogController的轨道 if (track is SignalTrack || track.name.Contains("Fade")) { // 绑定DialogController实例 openPlayable.SetGenericBinding(track, UIManager.Instance.GetPanel()); } } } // 通用的Timeline播放方法 public IEnumerator PlayTimeline(string timelinePath, Dictionary bindings = null) { // 加载Timeline资源 var timelineAsset = Resources.Load(timelinePath); if (timelineAsset == null) { Debug.LogError($"找不到Timeline资源: {timelinePath}"); yield break; } openPlayable.playableAsset = timelineAsset; BindPlayToolPanel(); // BindDialogController(); openPlayable.Play(); while (openPlayable.state == PlayState.Playing) { yield return null; } } public void PlayTimeline_noWait(string timelinePath) { // 加载Timeline资源 var timelineAsset = Resources.Load(timelinePath); if (timelineAsset == null) { Debug.LogError($"找不到Timeline资源: {timelinePath}"); return; } openPlayable.playableAsset = timelineAsset; // BindPlayToolPanel(); // BindDialogController(); openPlayable.Play(); } public void FinishCut() { DialogController.Instance.StartDialogNode("Cut_End"); } } 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__timeline")] // public static IEnumerator RunTimeline() // { // OpenSystem.PlayOpenTimeline(); // yield return null; // } [YarnCommand("Open_play_timeline")] public static IEnumerator PlayTimeline(string timelinePath) { yield return OpenSystem.PlayTimeline(timelinePath); } [YarnCommand("Open_play_timeline_no_wait")] public static void PlayTimeline_noWait(string timelinePath) { OpenSystem.PlayTimeline_noWait(timelinePath); } [YarnCommand("play_timeline_with_bindings")] public static IEnumerator PlayTimelineWithBindings(string timelinePath, string[] bindingNames) { var bindings = new Dictionary(); // 解析绑定名称并查找对应物体 foreach (var bindingName in bindingNames) { var targetObj = GameObject.Find(bindingName); if (targetObj != null) { bindings[bindingName] = targetObj; } else { Debug.LogWarning($"找不到绑定物体: {bindingName}"); } } yield return OpenSystem.PlayTimeline(timelinePath, bindings); } [YarnCommand("dream_fade_in")] public static void DreamFadeIn(float time, float targetAlpha) { OpenSystem.DreamFadeIn(time, targetAlpha); } [YarnCommand("dream_disappear")] public static void DreamDisappear() { OpenSystem.DreamDisappear(); } } }