using System; using AibisDream.Framework; using Newtonsoft.Json; using UnityEngine; using System.Collections; using DG.Tweening; using AibisDream.Kit; namespace AibisDream.FixSystem { public class BodyModule : MonoBehaviour, ISocket { #region 组件引用 private const string SocketObjName = "Socket"; private Transform _socketPos; private Transform _socketLeft; private Transform _socketRight; private Tween _socketTween; private BodyModuleSystem _bodyModuleSystem; private Material _highlightMaterial; private Material _alarmMaterial; private Material _originalMaterial; // 原材质 [SerializeField] private SpriteRenderer targetSpriteRenderer; // 目标的 SpriteRenderer private SpriteRenderer _cutSpriteRenderer; private SpriteRenderer _cutTextRenderer; // 添加cutText的SpriteRenderer引用 [Header("CutText闪烁效果")] private float cutTextFlickerThreshold = 0.4f; // 开始闪烁的阈值 private float cutTextFlickerInterval = 0.1f; // 闪烁间隔 private bool isCutTextFlickering = false; // 是否正在闪烁 private Coroutine flickerCoroutine; // 闪烁协程引用 #endregion // 模块基本数据 [SerializeField] public BodyModuleData data; public bool available = true; private bool _isOpen; private void Awake() { // 获取组件索引 InitReference(); StartCoroutine(LoadMaterial()); } protected virtual void InitReference() { _socketPos = transform.Find(SocketObjName); _socketLeft = _socketPos.Find("Left"); _socketRight = _socketPos.Find("Right"); _bodyModuleSystem = transform.parent.parent.GetComponent(); if (targetSpriteRenderer == null) { targetSpriteRenderer = transform.Find("Module Pic").GetComponent(); } _originalMaterial = targetSpriteRenderer.GetComponent().material; _cutSpriteRenderer = transform.Find("Cut Pic")?.GetComponent(); if (_cutSpriteRenderer != null) { // 初始化cutText的SpriteRenderer _cutTextRenderer = _cutSpriteRenderer.transform.Find("Cut Text")?.GetComponent(); } } private IEnumerator LoadMaterial() { // 异步加载材质 var highlightHandle = ResourceSystem.LoadAsync(FixAssetRef.HighlightMaterial); var alarmHandle = ResourceSystem.LoadAsync(FixAssetRef.AlarmMaterial); yield return highlightHandle; yield return alarmHandle; if (highlightHandle.Status == UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationStatus.Succeeded) _highlightMaterial = highlightHandle.Result; else Debug.LogError("[BodyModule] Failed to load HighlightMaterial"); if (alarmHandle.Status == UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationStatus.Succeeded) _alarmMaterial = alarmHandle.Result; else Debug.LogError("[BodyModule] Failed to load AlarmMaterial"); } #region 插槽功能 public bool IsAvailable() { return available; } public void SetSocketAvailable(bool isAvailable) { available = isAvailable; } public virtual void PlugIn() { if (DialogController.Instance) // 然后触发Yarn节点 DialogController.Instance.StartDialogNode(_bodyModuleSystem.inHotErr ? "系统发热" : data.PlugInNodeName); } public virtual void PlugOut() { } public Transform GetSocketPos() { return _socketPos; } public void OpenPlugSlot() { if (!_socketLeft) return; if (_isOpen) return; _isOpen = true; // 打开插槽 if (_socketTween.IsActive() && _socketTween.IsPlaying()) _socketTween.Kill(true); var sequence = DOTween.Sequence(); sequence.Join(_socketLeft.DOScale(new Vector3(0, 1, 1), 0.2f).SetEase(Ease.InSine)); sequence.Join(_socketRight.DOScale(new Vector3(0, 1, 1), 0.2f).SetEase(Ease.InSine)); _socketTween = sequence; } public void ClosePlugSlot() { if (!_socketLeft) return; if (!_isOpen) return; _isOpen = false; // 关闭插槽 if (_socketTween.IsActive() && _socketTween.IsPlaying()) _socketTween.Kill(true); var sequence = DOTween.Sequence(); sequence.Join(_socketLeft.DOScale(new Vector3(1, 1, 1), 0.2f).SetEase(Ease.OutSine)); sequence.Join(_socketRight.DOScale(new Vector3(1, 1, 1), 0.2f).SetEase(Ease.OutSine)); _socketTween = sequence; } #endregion #region 高亮提示和隐藏 public void Highlight(bool enable) { if (targetSpriteRenderer != null && _highlightMaterial != null && targetSpriteRenderer.material != _alarmMaterial) { targetSpriteRenderer.material = enable ? _highlightMaterial : _originalMaterial; } } public void Alarm(bool enable) { if (targetSpriteRenderer != null && _alarmMaterial != null) { targetSpriteRenderer.material = enable ? _alarmMaterial : _originalMaterial; } } #endregion #region 切割相关 public void OnCuttingDown() { _bodyModuleSystem.RemoveModule(this); DialogController.Instance?.StartDialogNode($"{data.moduleName}CutDown"); EnumEventSystem.Global.Send(EventEnum.CutEnd); Destroy(gameObject); } public void SetCutTextVisible(bool visible) { if (_cutTextRenderer != null) { _cutTextRenderer.enabled = visible; } } public SpriteRenderer GetCutSpriteRenderer() { return _cutSpriteRenderer; } public SpriteRenderer GetCutTextSpriteRenderer() { return _cutTextRenderer; } public void StartCutTextFlicker() { if (!isCutTextFlickering) { isCutTextFlickering = true; if (flickerCoroutine != null) { StopCoroutine(flickerCoroutine); } flickerCoroutine = StartCoroutine(CutTextFlickerCoroutine()); } } public void StopCutTextFlicker() { isCutTextFlickering = false; if (flickerCoroutine != null) { StopCoroutine(flickerCoroutine); flickerCoroutine = null; } // 确保最终状态是可见的 SetCutTextVisible(true); } private IEnumerator CutTextFlickerCoroutine() { while (isCutTextFlickering) { // 随机决定是否显示 bool shouldShow = UnityEngine.Random.value > 0.5f; SetCutTextVisible(shouldShow); // 播放相应的音效 if (shouldShow) { AudioManager.Instance.PlaySfx("event:/ActionFB/light_flicker_on"); } else { AudioManager.Instance.PlaySfx("event:/ActionFB/light_flicker_off"); } // 随机等待时间,模拟接触不良效果 float waitTime = UnityEngine.Random.Range(cutTextFlickerInterval * 0.5f, cutTextFlickerInterval * 1.5f); yield return new WaitForSeconds(waitTime); } } public void UpdateCutProgress(float progress) { // 检查是否达到闪烁阈值 if (!isCutTextFlickering && progress >= cutTextFlickerThreshold) { StartCutTextFlicker(); } } #endregion } [Serializable] public struct BodyModuleData { public const string PlugInNodeTemplate = "{0}PlugIn"; // ID public string moduleName; // 只读 [JsonIgnore] public string PlugInNodeName => string.Format(PlugInNodeTemplate, moduleName); } }