using System.Collections; using System.Collections.Generic; using UnityEngine; using AibisDream; using AibisDream.FixSystem; using AibisDream.Framework; using Cinemachine; using UnityEngine.Rendering; using Yarn.Unity; using DG.Tweening; using VolFx; using System.Drawing.Text; // 引入 DoTween 命名空间 using UnityEngine.Rendering.Universal; using System; using AibisDream.Kit; public class UFSystem : MonoBehaviour { // Start is called before the first frame update private GameObject _UFCover; private GameObject _UAudioule; private EyeSystem eyeSystem; public GameObject UFPanel; public SpriteRenderer face; private bool isLoopImage = false; [SerializeField] private Volume FullAscillVolume; [SerializeField] private Volume imageAscillVolume; [SerializeField] private Volume imageVolume; [SerializeField] private Volume finalVolume; private AsciiVol ascii; private Tween scaleTween; // 存储 Tween 动画 public enum UFState { UF, imagination, memory } private void Awake() { FixSystemCenter.SystemDic.Register(this); var virtualCam = transform.Find("UF Camera").GetComponent(); CameraKit.Instance.RegisterCamera(CameraEnum.UF, virtualCam); eyeSystem = FindObjectOfType(); } public void TweenWeight(Volume postProcessingVolume, float targetWeight, float duration) { // 动态调整权重 DOTween.To(() => postProcessingVolume.weight, x => postProcessingVolume.weight = x, targetWeight, duration); } [YarnCommand("UF_spriteIn")] public IEnumerator UF_spriteIn(float duration = 1.5f) { if (eyeSystem.CurrentTarget != null) { AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); eyeSystem.CurrentTarget.ImageIn(duration); } yield return new WaitForSeconds(duration); } [YarnCommand("UF_spriteOut")] public IEnumerator UF_spriteOut(float duration = 1.5f) { if (eyeSystem.CurrentTarget != null) { AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); eyeSystem.CurrentTarget.ImageOut(duration); } yield return new WaitForSeconds(duration); } [YarnCommand("UF_AllspriteIn")] public IEnumerator UF_AllspriteIn(float duration = 1.5f) { foreach (EyeTarget target in eyeSystem.Targets) { target.ImageIn(duration); } yield return new WaitForSeconds(duration); } [YarnCommand("UF_AllspriteOut")] public IEnumerator UF_AllspriteOut(float duration = 1.5f) { foreach (EyeTarget target in eyeSystem.Targets) { target.ImageOut(duration); } yield return new WaitForSeconds(duration); } [YarnCommand("UF_faceIn")] public IEnumerator UF_faceIn(float duration = 1.5f) { face.gameObject.SetActive(true); face.DOFade(1f, duration); yield return new WaitForSeconds(duration); } [YarnCommand("UF_faceOut")] public IEnumerator UF_faceOut(float duration = 1.5f) { face.DOFade(0f, duration); yield return new WaitForSeconds(duration); face.gameObject.SetActive(false); } [YarnCommand("UF_ImaginationEffectIn")] public IEnumerator UF_ImaginationEffectIn(float duration = 1.5f) { AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); TweenWeight(imageVolume, 1, duration); yield return new WaitForSeconds(0); } [YarnCommand("UF_ImaginationEffectOut")] public IEnumerator UF_ImaginationEffectOut(float duration = 1.5f) { TweenWeight(imageVolume, 0, duration); AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); yield return new WaitForSeconds(0); } [YarnCommand("UF_MemoryEffectIn")] public IEnumerator UF_MemoryEffectIn(float duration = 1.5f) { AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); TweenWeight(finalVolume, 1, duration); yield return new WaitForSeconds(0); } [YarnCommand("UF_MemoryEffectOut")] public IEnumerator UF_MemoryEffectOut(float duration = 1.5f) { TweenWeight(finalVolume, 0, duration); AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); yield return new WaitForSeconds(0); } [YarnCommand("UF_EyeTargetAscillIn")] public IEnumerator UF_EyeTargetAscillIn(float duration = 1.5f) { AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); TweenWeight(imageAscillVolume, 1, duration); yield return new WaitForSeconds(0); } [YarnCommand("UF_EyeTargetAscillOut")] public IEnumerator UF_EyeTargetAscillOut(float duration = 1.5f) { TweenWeight(imageAscillVolume, 0, duration); AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); yield return new WaitForSeconds(0); } [YarnCommand("UF_SetBorkenValue")] public void UF_Borken(int value) { FullAscillVolume.profile.TryGet(out ascii); ascii.m_Depth.value = value; ascii.m_Ascii.value = Color.red; } [YarnCommand("StartUFEffect_loop")] public void UFImageLoop() { StartCoroutine(UFImageLoopProcess()); } [YarnCommand("StopUFEffect_loop")] public void StopUFImageLoop() { isLoopImage = false; } [YarnCommand("UF_fightEffect")] public void UF_fightEffect() { scaleTween = DOTween.To(() => 0f, t => { // 根据 t(0 到 1 的变化)更新多个值 imageVolume.weight = Mathf.Lerp(0f, 1f, t); // 例如:imageVolume 的 weight imageAscillVolume.weight = Mathf.Lerp(0f, 1f, t); // 假设 saturation 是另一个值 finalVolume.weight = Mathf.Lerp(1f, 0f, t); // 假设 contrast 是另一个值 }, 1f, 1f) .SetEase(Ease.InOutSine) // 平滑缓动 .SetLoops(-1, LoopType.Yoyo); // 无限循环 } [YarnCommand("UF_StopfightEffect")] public void UF_StopfightEffect() { scaleTween.Kill(); } public IEnumerator UFImageLoopProcess() { int index = 0; isLoopImage = true; while (isLoopImage) // 无限循环 { eyeSystem.StartCoroutine(eyeSystem.SetTargetCoroutine(eyeSystem.Targets[index].name, false)); yield return new WaitForSeconds(0.5f); StartCoroutine(UF_spriteIn(0.5f)); StartCoroutine(UF_ImaginationEffectIn(0.5f)); eyeSystem.Targets[index].ImageIn(0.5f); yield return new WaitForSeconds(0.5f); StartCoroutine(UF_ImaginationEffectOut(0.5f)); StartCoroutine(UF_MemoryEffectIn(0.5f)); yield return new WaitForSeconds(1f); eyeSystem.Targets[index].ImageOut(0.5f); StartCoroutine(UF_MemoryEffectOut(0.5f)); index++; // 如果到达列表末尾,则回到开头 if (index >= eyeSystem.Targets.Count - 2) { index = 0; } //yield return new WaitForSeconds(1f); // 每隔1秒打印一次 } } public void OpenUFView() { if (!FullAscillVolume.gameObject.activeInHierarchy) { FullAscillVolume.gameObject.SetActive(true); imageAscillVolume.weight = 1; imageVolume.weight = 0; finalVolume.weight = 0; } } public void CloseUFView() { if (FullAscillVolume.gameObject.activeInHierarchy) { FullAscillVolume.gameObject.SetActive(false); imageAscillVolume.weight = 1; imageVolume.weight = 0; finalVolume.weight = 0; //scaleTween.Kill(); } } public void OpenCover() { var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); _UFCover = bodyModuleSystem.FindBodyModuleByName("UF").transform.Find("Cover").gameObject; if (_UFCover.activeInHierarchy) { _UFCover.SetActive(false); } } public void RemoveUF() { var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); _UAudioule = bodyModuleSystem.FindBodyModuleByName("UF").gameObject; if (_UAudioule.activeInHierarchy) { _UAudioule.SetActive(false); } } [YarnCommand("UF_SwitchState")] public IEnumerator SwitchState(string stateName, float duration) { UFState state; if (!Enum.TryParse(stateName, true, out state)) { Debug.LogError($"Invalid state name: {stateName}"); yield break; } switch (state) { case UFState.UF: AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); TweenWeight(imageAscillVolume, 1, duration); TweenWeight(imageVolume, 0, duration); TweenWeight(finalVolume, 0, duration); break; case UFState.imagination: AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); TweenWeight(imageAscillVolume, 0, duration); TweenWeight(imageVolume, 1, duration); TweenWeight(finalVolume, 0, duration); break; case UFState.memory: AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); TweenWeight(imageAscillVolume, 0, duration); TweenWeight(imageVolume, 0, duration); TweenWeight(finalVolume, 1, duration); break; default: Debug.LogError($"Unhandled state: {state}"); yield break; } yield return new WaitForSeconds(duration); } }