using UnityEngine; using UnityEngine.UI; using DG.Tweening; using System.Collections; using AibisDream; using AibisDream.FixSystem; using AibisDream.Kit; public class HeatMapController : MonoBehaviour { public Material heatMaterial; // 需要传递数据的材质 public Transform[] Pos; public Button coolingButton; private BodyModuleSystem bodyModuleSystem; public GameObject heatmapGameobject; public RectTransform imageToMove; // 需要移动的Image public Transform imageToRotate; // 需要旋转的Image public Vector3 inPos; // Heatmap进入位置 public Vector3 outPos; // Heatmap退出位置 private Vector3 imageInitialPos; // Image的初始位置 [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 ShowHeatMap() { StartCoroutine(ShowHeatMapCoroutine()); } private IEnumerator ShowHeatMapCoroutine() { // 初始化Heatmap位置 heatmapGameobject.transform.localPosition = outPos; heatmapGameobject.SetActive(true); heatmapGameobject.transform.DOLocalMove(inPos, 1f); yield return new WaitForSeconds(1f); // 等待动画完成 heatmapGameobject.GetComponent().UnlockDrag(); coolingButton.interactable = false; } public void HideHeatMap() { var draggableUI = heatmapGameobject.GetComponent(); heatmapGameobject.transform.DOLocalMove(outPos, 1f).OnComplete(() => { draggableUI.UnlockDrag(); heatmapGameobject.SetActive(false);}); } public void StartCooling() { coolingButton.interactable = false; StartCoroutine(ReduceValueCoroutine()); } IEnumerator ReduceValueCoroutine() { var draggableUI = heatmapGameobject.GetComponent(); draggableUI.LockDrag(); // 存储初始位置 imageInitialPos = imageToMove.localPosition; // 移动和旋转动画 imageToMove.DOLocalMoveX(imageInitialPos.x + 3.5f, 1f); var rotationTween = imageToRotate.DORotate(new Vector3(0, 0, 360), 0.2f, RotateMode.FastBeyond360) .SetLoops(-1, LoopType.Restart) .SetEase(Ease.Linear); if (Tempture < 2) { Debug.Log("降温成功"); float duration = 3.5f; SetTemptureSmooth(0.5f, duration); AudioManager.Instance.PlaySfx("event:/FollowInput/cooler_cooling"); yield return new WaitForSeconds(duration); rotationTween.Kill(); imageToRotate.localRotation = Quaternion.identity; // 恢复初始状态 imageToMove.DOLocalMove(imageInitialPos, 1f); yield return new WaitForSeconds(1.5f); DialogController.Instance.StartDialogNode("降温成功"); bodyModuleSystem.OnCooling(); } else { Debug.Log("降温失败"); yield return new WaitForSeconds(3f); DialogController.Instance.StartDialogNode("降温失败"); } // 停止旋转 rotationTween.Kill(); imageToRotate.localRotation = Quaternion.identity; // 恢复初始状态 imageToMove.DOLocalMove(imageInitialPos, 1f); } 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(); } /// /// 热点尺寸:优先 SpriteRenderer,其次 UI Image,最后用 RectTransform 尺寸。 /// private static bool TryGetHotspotSize(Transform t, out Vector2 size) { size = default; if (t == null) return false; var sr = t.GetComponent(); if (sr != null && sr.sprite != null) { var b = sr.sprite.bounds.size; size = new Vector2(b.x, b.y); return true; } var image = t.GetComponent(); if (image != null && image.sprite != null) { var b = image.sprite.bounds.size; size = new Vector2(b.x, b.y); return true; } if (t is RectTransform rt) { size = new Vector2(rt.rect.width, rt.rect.height); return size.x > 0f || size.y > 0f; } return false; } public void SetDataToMaterial() { if (tempture >= 0 && tempture <= 1) { uftempture = Mathf.Lerp(2.0f, 2.8f, tempture); // 线性插值 modulesTempture = Mathf.Lerp(1.2f, 1.6f, 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; // } if (Pos == null || heatMaterial == null) return; for (int i = 0; i < 7; i++) { if (Pos[i] == null) { points[i] = Vector4.zero; properties[i] = Vector4.zero; continue; } Transform currentTransform = Pos[i].GetComponent(); 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) } if (!TryGetHotspotSize(currentTransform, out var boxSize)) boxSize = Vector2.one; properties[i] = new Vector4(boxSize.x, boxSize.y, 0.0f, 0.0f); } // 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); } }