Files
aibis-dream/Assets/Scripts/FixSystemNew/Screen System/Core/FixPanelSystem.cs
T
2026-07-26 18:07:34 +08:00

323 lines
9.9 KiB
C#

using AibisDream.Framework;
using AibisDream.Kit;
using AibisDream.SaveSystem;
using UnityEngine;
using System.Collections;
using DG.Tweening;
namespace AibisDream.FixSystem
{
public enum SystemStartupMode
{
AutoOnHead,
Deferred
}
/// <summary>
/// 维修面板系统 - 统一管理所有侧边栏面板
/// 包括常驻面板(对话、任务)和随状态切换的游戏面板
/// </summary>
public class FixPanelSystem : Singleton<FixPanelSystem>
{
private void Start()
{
InitLight();
}
private void OnEnable()
{
RegisterCanvasCamera();
RegisterPanels();
RegisterScreenView();
}
private void OnDisable()
{
UnRegisterCanvasCamera();
_panelContainer.Clear();
UnRegisterScreenView();
}
#region 维修面板
private static IOCContainer _panelContainer = new();
public static T GetRepairPanel<T>() where T : class
{
return _panelContainer.Get<T>();
}
public void RegisterPanels()
{
var panels = GetComponentsInChildren<IOperatorPanel>(true);
foreach (var panel in panels)
{
_panelContainer.RegisterByInstance(panel);
}
}
#endregion
#region 维修管理扩展
[Header("光照系统")]
[SerializeField] private bool isSystemOn = false;
public bool IsSystemOn => isSystemOn;
public bool ShouldAutoStartOnHeadEntry =>
!isSystemOn && (!isStartupPrepared || startupMode == SystemStartupMode.AutoOnHead);
[SerializeField] private FixPanelLight panelLight;
public FixPanelLight PanelLight => panelLight;
private bool isStarting;
private bool isStartupPrepared;
private SystemStartupMode startupMode = SystemStartupMode.AutoOnHead;
private LightState targetLightState = LightState.Normal;
[Header("维修切换管理")]
[SerializeField] private RepairSystemManager repairSystemManager;
public RepairSystemManager RepairSystemManager => repairSystemManager;
private void InitLight()
{
panelLight.Initialize(isSystemOn, targetLightState);
GetRepairPanel<CablePanel>().InitLight(isSystemOn);
// 无光环境下屏幕也不能亮
if (!isSystemOn)
{
screenPanel.gameObject.SetActive(false);
}
}
#endregion
#region 系统启动协调
/// <summary>
/// 为指定剧情准备一次系统启动。只有显式调用该接口的 YarnProject 会改变默认表现。
/// </summary>
public void PrepareSystemStartup(SystemStartupMode mode)
{
startupMode = mode;
isStartupPrepared = true;
targetLightState = LightState.Normal;
ApplySystemOnImmediate(false);
taskPanel?.SetVisible(false, immediate: true);
}
/// <summary>
/// 启动所有系统(协调灯光系统和 CablePanel 的启动顺序)
/// </summary>
public IEnumerator StartAllSystems()
{
if (isSystemOn) yield break;
if (isStarting)
{
while (isStarting)
{
yield return null;
}
yield break;
}
isStarting = true;
// 1. 先启动 CablePanel 的系统自检
var cablePanel = GetRepairPanel<CablePanel>();
if (cablePanel != null)
{
yield return cablePanel.StartSystem();
}
// 2. 再启动灯光序列
if (panelLight != null)
{
yield return panelLight.PanelLightStartSequence();
}
// 3. 再启动屏幕面板
screenPanel.gameObject.SetActive(true);
isSystemOn = true;
isStarting = false;
isStartupPrepared = false;
// 开机动画使用 Normal 表现,完成后再进入 Yarn 在关机期间缓存的目标状态。
ApplyLightState(targetLightState);
}
/// <summary>
/// 设置灯光状态,并同步更新相关面板的灯光效果
/// </summary>
public void SetLightState(LightState newState)
{
targetLightState = newState;
// 关机时只缓存目标状态,避免序章的 Warning 提前点亮面板。
if (!isSystemOn) return;
ApplyLightState(newState);
}
private void ApplyLightState(LightState newState)
{
// 1. 更新主灯光系统
if (panelLight != null)
{
panelLight.SetLightState(newState);
}
// 2. 同步更新 CablePanel 的灯光效果
var cablePanel = GetRepairPanel<CablePanel>();
if (cablePanel != null)
{
cablePanel.UpdateBreathingLight(newState);
cablePanel.UpdateECGWave(newState);
}
}
#endregion
#region 快照 Capture / Restore
public FixPanelSnapshotDto CapturePanelSnapshot()
{
var cablePanel = GetRepairPanel<CablePanel>();
var dto = new FixPanelSnapshotDto
{
isSystemOn = isSystemOn,
lightState = targetLightState.ToString(),
currentRepairSystemType = repairSystemManager?.GetCurrentSystemType()?.Name,
isCableRetracted = cablePanel != null && cablePanel.isCableRetracted
};
if (cablePanel != null && cablePanel.TryGetPluggedModuleName(out var moduleName))
{
dto.pluggedModuleName = moduleName;
}
if (dto.isCableRetracted && !string.IsNullOrEmpty(dto.pluggedModuleName))
{
Debug.LogWarning("[FixPanelSystem] Capture: isCableRetracted 与 pluggedModuleName 冲突,忽略 pluggedModuleName。");
dto.pluggedModuleName = null;
}
if (taskPanel != null)
{
taskPanel.CaptureSnapshot(out dto.isTaskPanelRequestedVisible, dto.tasks);
}
return dto;
}
public void ApplyPanelSnapshot(FixPanelSnapshotDto dto)
{
if (dto == null) return;
// 读档恢复的是稳定终态,不继承可能仍留在场景中的待启动模式。
isStartupPrepared = false;
startupMode = SystemStartupMode.AutoOnHead;
targetLightState = LightState.Normal;
if (!string.IsNullOrEmpty(dto.lightState)
&& !System.Enum.TryParse(dto.lightState, true, out targetLightState))
{
Debug.LogWarning($"[FixPanelSystem] Unknown saved light state '{dto.lightState}'; using Normal.");
targetLightState = LightState.Normal;
}
ApplySystemOnImmediate(dto.isSystemOn);
if (repairSystemManager != null)
{
repairSystemManager.RestoreSystemType(dto.currentRepairSystemType);
}
GetRepairPanel<CablePanel>()?.ApplyCableSnapshot(dto.isCableRetracted, dto.pluggedModuleName);
taskPanel?.ApplySnapshot(dto.isTaskPanelRequestedVisible, dto.tasks);
}
/// <summary>读档终态:跳过 StartAllSystems 动画,直接写面板壳层状态。</summary>
public void ApplySystemOnImmediate(bool isOn)
{
isSystemOn = isOn;
isStarting = false;
if (panelLight != null)
{
panelLight.Initialize(isOn, targetLightState);
}
var cablePanel = GetRepairPanel<CablePanel>();
cablePanel?.InitLight(isOn);
if (screenPanel != null)
{
screenPanel.gameObject.SetActive(isOn);
}
}
#endregion
#region 屏幕相关操作
[Header("默认画布")]
[SerializeField] private Canvas canvas;
[Header("全景遮罩")]
[SerializeField] private SpriteRenderer mask;
[Header("任务面板")]
[SerializeField] private TaskPanel taskPanel;
public TaskPanel TaskPanel => taskPanel;
[Header("屏幕面板")]
[SerializeField] private ScreenPanel screenPanel;
public ScreenPanel ScreenPanel => screenPanel;
private void RegisterScreenView()
{
DialogUIManager.Instance.RegisterScreenView(DialogViewType.Screen, screenPanel);
DialogUIManager.Instance.RegisterScreenView(DialogViewType.Task, taskPanel);
}
private void UnRegisterScreenView()
{
DialogUIManager.Instance.UnRegisterScreenView(DialogViewType.Screen);
DialogUIManager.Instance.UnRegisterScreenView(DialogViewType.Task);
}
private void RegisterCanvasCamera()
{
canvas.worldCamera = Camera.main;
}
private void UnRegisterCanvasCamera()
{
canvas.worldCamera = null;
}
/// <summary>
/// 遮罩淡入(从当前透明度过渡到不透明)
/// </summary>
/// <param name="duration">淡入时长(秒)</param>
public IEnumerator MaskFadeIn(float duration = 1f)
{
if (mask == null) yield break;
yield return mask.DOFade(1f, duration).WaitForCompletion();
}
/// <summary>
/// 遮罩淡出(从当前透明度过渡到透明)
/// </summary>
/// <param name="duration">淡出时长(秒)</param>
public IEnumerator MaskFadeOut(float duration = 1f)
{
if (mask == null) yield break;
yield return mask.DOFade(0f, duration).WaitForCompletion();
}
#endregion
}
}