2782 lines
111 KiB
C#
2782 lines
111 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using DG.Tweening;
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using Shapes;
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using TMPro;
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using UnityEngine.UI;
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using AibisDream;
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namespace AibisDream.MiniGame.Language
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{
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/// <summary>
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/// 粒子排布区域形状
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/// </summary>
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public enum LayoutShape
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{
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Rectangle, // 矩形
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Circle // 圆形
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}
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/// <summary>
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/// 游戏完成阶段
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/// </summary>
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public enum CompletionPhase
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{
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None, // 未完成
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Completed, // 已完成但尚未进入聚焦流程
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FocusHolding, // 聚焦位置保持态(文字飘动/变换,等待外部命令触发下一步)
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Focusing, // 正在聚焦放大并收敛
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Finished // 全流程完成
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}
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/// <summary>
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/// 语言粒子系统主管理器
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/// </summary>
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public class LanguageParticleManager : MonoBehaviour
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{
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[Header("Canvas设置")]
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[SerializeField] private Canvas worldCanvas;
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[SerializeField] private float canvasSize = 10f;
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[SerializeField] private LayoutShape layoutShape = LayoutShape.Rectangle;
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[Tooltip("圆形布局时的半径(留空则自动使用 canvasSize/2 - textMargin)")]
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[SerializeField] private float circleRadiusOverride = -1f;
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[Header("字体设置")]
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[SerializeField] private TMP_FontAsset chineseFontAsset;
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[Header("粒子预制体")]
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[SerializeField] private GameObject floatingParticlePrefab;
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[SerializeField] private GameObject candidateParticlePrefab;
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[Header("粒子数量")]
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[SerializeField] private int floatingCount = 100;
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[SerializeField] private int candidateCount = 50;
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[SerializeField] private int redParticleCount = 8;
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[Header("游戏参数")]
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[SerializeField] private float connectionDistance = 2f; // Unity单位
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[SerializeField] private float textMargin = 1f;
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[Header("游戏配置")]
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[SerializeField] private List<string> anxietyPhrases = new List<string>(); // 干扰短句(笑话等,用于非目标粒子,Yarn 会覆盖)
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[SerializeField] private string targetSentence = "这是一个测试示例"; // 目标句子
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[SerializeField] private string completionDialogNode = ""; // 完成时触发的对话节点
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[Header("波形参数")]
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[SerializeField] private float waveformAmplitude = 0.3f;
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[SerializeField] private float interactionRadius = 0.5f;
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[Header("鼠标交互参数")]
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[SerializeField] private float mouseInteractionRadius = 1.5f;
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[SerializeField] private float repulsionForce = 2f;
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[SerializeField] private float attractionForce = 1.5f;
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[Header("颜色配置(用于粒子/字的颜色,与目标/非目标解绑,可自由搭配)")]
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[SerializeField] private Color targetParticleColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标粒子颜色
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[SerializeField] private Color nonTargetParticleColor = new Color(0.2f, 0.78f, 1f, 1f); // 非目标粒子颜色(如笑话短句)
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[SerializeField] private Color floatingTextColor = new Color(0.7f, 0.78f, 1f, 1f); // 背景浮动文字颜色
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[SerializeField] private Color targetCalmColor = new Color(0.78f, 0.59f, 0.59f, 1f); // 目标粒子平静后颜色
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[Header("连接线颜色(用于连线的颜色,与上面可分开调节)")]
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[SerializeField] private Color targetConnectionColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标连线颜色
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[SerializeField] private Color nonTargetConnectionColor = new Color(0.39f, 0.78f, 1f, 0.7f);// 非目标连线颜色
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[Header("文字样式配置")]
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[SerializeField] private float targetParticleFontSize = 4.5f; // 目标粒子字体大小
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[SerializeField] private float nonTargetParticleFontSize = 3.7f; // 非目标粒子字体大小
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[SerializeField] private float floatingTextFontSize = 3f; // 背景浮动文字大小
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[SerializeField] private bool targetParticleBold = true; // 目标粒子是否加粗
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[SerializeField] private bool nonTargetParticleBold = false; // 非目标粒子是否加粗
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[Header("非目标粒子干扰效果")]
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[SerializeField, Range(0f, 0.1f)] private float nonTargetShakeIntensity = 0.02f; // 非目标粒子抖动强度
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[SerializeField, Range(1f, 20f)] private float nonTargetShakeSpeed = 8f; // 非目标粒子抖动速度
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[SerializeField, Range(0.1f, 1f)] private float nonTargetChangeInterval = 0.4f; // 非目标粒子变字间隔(越小越快)
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[SerializeField, Range(0f, 0.03f)] private float nonTargetFloatAmplitude = 0.015f; // 非目标粒子漂浮幅度
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/// <summary>
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/// 按轮干扰表现档位:递进主要靠"文字更躁"传达,不实质加难
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/// </summary>
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[System.Serializable]
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public class InterferencePresentationPreset
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{
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[Tooltip("非目标粒子抖动强度")] public float shakeIntensity = 0.02f;
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[Tooltip("非目标粒子抖动速度")] public float shakeSpeed = 8f;
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[Tooltip("非目标粒子变字间隔(越小越快越躁)")] public float changeInterval = 0.4f;
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[Tooltip("非目标粒子漂浮幅度")] public float floatAmplitude = 0.015f;
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[Tooltip("干扰计数映射的 glitch 基线上限(0 关闭联动)")] [Range(0f, 0.3f)] public float glitchBaselineMax = 0f;
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[Tooltip("非目标粒子向目标簇的轻微漂移加速度(仅观感,远小于玩家施力,0 关闭)")] public float driftBias = 0f;
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}
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[Header("干扰表现递进(start_expression 第5参为档位索引,缺省用上方全局参数)")]
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[SerializeField] private InterferencePresentationPreset[] interferencePresets = new InterferencePresentationPreset[]
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{
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new InterferencePresentationPreset(),
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new InterferencePresentationPreset
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{
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shakeIntensity = 0.035f, shakeSpeed = 10f, changeInterval = 0.28f,
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floatAmplitude = 0.02f, glitchBaselineMax = 0.08f, driftBias = 0.25f
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},
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new InterferencePresentationPreset
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{
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shakeIntensity = 0.05f, shakeSpeed = 12f, changeInterval = 0.18f,
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floatAmplitude = 0.028f, glitchBaselineMax = 0.15f, driftBias = 0.4f
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},
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};
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[Header("连接线粗细")]
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[SerializeField] private float targetConnectionThickness = 0.04f; // 目标连线粗细
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[SerializeField] private float nonTargetConnectionThickness = 0.02f; // 非目标连线粗细
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[Header("Bloom 发光效果")]
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[SerializeField] private bool enableBloomGlow = true; // 是否启用 Bloom 发光
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[SerializeField, Range(1f, 5f)] private float textGlowIntensity = 1.8f; // 文字发光强度
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[SerializeField, Range(1f, 5f)] private float targetTextGlowIntensity = 2.5f; // 目标粒子文字发光强度
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[SerializeField, Range(1f, 5f)] private float lineGlowIntensity = 2f; // 连接线发光强度
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[SerializeField, Range(1f, 5f)] private float targetLineGlowIntensity = 2.5f; // 目标连接线发光强度
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[SerializeField, Range(0f, 1f)] private float glowDilate = 0.3f; // 发光扩散
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[SerializeField, Range(0f, 1f)] private float glowSoftness = 0.5f; // 发光柔和度
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[Header("目标 UI")]
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[SerializeField] private TMP_Text integrationProgressText;
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[SerializeField] private TMP_Text interferenceCountText;
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[Header("完成/确认阶段 — 屏幕内显示范围")]
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[Tooltip("为真时,完成连线后(含确认按钮、聚焦、稳定化)目标字符位置会被限制在裁剪区域内,避免超出电视机屏幕可视区")]
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[SerializeField] private bool clampCompletionPhasePositions = true;
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[Tooltip("可选:场景中一块与屏幕内框对齐的 RectTransform(World Space Canvas 子物体即可)。不指定则用粒子用的 movementBounds(canvasSize - textMargin)")]
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[SerializeField] private RectTransform completionScreenClipRect;
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[Tooltip("在裁剪区基础上再向内缩进的世界单位距离,避免放大后的字半个挂在边外")]
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[SerializeField] private float completionClipEdgePadding = 0.2f;
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[Tooltip("将目标粒子拉回屏幕裁剪区时的平滑时间(越大越柔和,略增加拖尾感)")]
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[SerializeField, Range(0.02f, 0.55f)] private float completionPositionSmoothTime = 0.2f;
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[Header("完成阶段 UI")]
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[SerializeField] private GameObject languageDeepPanel1;
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[SerializeField] private GameObject languageDeepPanel2;
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[SerializeField] private Button focusSequenceButton;
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[Tooltip("火山释放log界面,触发 focus 时对其 SpriteRenderer 做淡出,重新开始时恢复")]
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[SerializeField] private SpriteRenderer releaseLogSpriteRenderer;
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[Tooltip("开场表达panel Timeline 名称(DirectorName 或 DirectorName/AddressableKey),播完才算表达流程完成")]
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[SerializeField] private string expressionPanelTimelineName = "火山表达模块/火山表达panel";
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[Tooltip("火山表达确认 Timeline 名称,播完才解锁按钮交互")]
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[SerializeField] private string expressionConfirmTimelineName = "火山表达模块/火山表达确认";
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[SerializeField] private float focusZoomScale = 1.6f;
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[SerializeField] private float focusMoveDuration = 1.2f;
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[Tooltip("聚焦阶段 UI/粒子淡出时长 = focusMoveDuration × 此比例,与粒子聚焦移动同节奏")]
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[SerializeField, Range(0.3f, 1f)] private float focusFadeRatio = 0.8f;
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[Tooltip("再次 start_expression 时,若上一轮粒子/UI 仍在,先淡出再重开;协程 duration≤0 时用此值(秒)")]
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[SerializeField] private float restartExpressionFadeDuration = 0.55f;
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[SerializeField] private float probabilityDuration = 3.5f;
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[SerializeField] private float predictionSequenceGap = 0.4f;
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[SerializeField] private float spreadDistance = 0.35f;
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[Header("完成释放表现")]
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[Tooltip("完成瞬间冲击波扩散时长(秒)")]
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[SerializeField] private float completionShockwaveDuration = 0.6f;
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[Tooltip("非目标粒子被吹散的径向冲量")]
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[SerializeField] private float completionBlastForce = 3.5f;
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[Tooltip("吹散后非目标粒子透明度(相对 baseAlpha 的比例)")]
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[SerializeField, Range(0f, 1f)] private float completionBlastAlphaRatio = 0.35f;
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[Tooltip("吹散后到进入平静态的延迟(秒)")]
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[SerializeField] private float completionCalmDelay = 0.55f;
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[Tooltip("完成瞬间 glitch 脉冲峰值(0 关闭)")]
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[SerializeField, Range(0f, 1f)] private float completionGlitchPulsePeak = 0.25f;
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[Header("节奏统一")]
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[Tooltip("完成时确认按钮淡入/上浮时长(秒)")]
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[SerializeField] private float confirmButtonFadeDuration = 0.35f;
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[Tooltip("确认按钮上浮距离(Canvas 局部单位)")]
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[SerializeField] private float confirmButtonRiseOffset = 0.35f;
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[Tooltip("入场 cascade 进行到该比例时并行启动火山表达panel(消除串行空档)")]
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[SerializeField, Range(0f, 1f)] private float panelStartAtEntranceProgress = 0.6f;
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[Tooltip("状态文字数值滚动速度(百分点/秒)")]
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[SerializeField] private float statusCountUpSpeed = 90f;
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[Header("聚焦表现")]
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[SerializeField] private Color focusRingColor = Color.white;
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[SerializeField, Range(0.01f, 0.3f)] private float focusRingThickness = 0.08f;
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[SerializeField, Range(0.05f, 1f)] private float focusRingAlpha = 0.85f;
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[Tooltip("不稳定期聚焦环虚线旋转速度(DashOffset/秒)")]
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[SerializeField] private float focusRingDashRotateSpeed = 0.35f;
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[SerializeField] private float statusFadeOutDuration = 0.45f;
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[SerializeField] private float shuffleDistance = 0.35f;
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[SerializeField] private float shuffleFrequency = 3.5f;
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[SerializeField] private float shuffleVerticalScale = 0.6f;
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[Header("开场表现")]
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[SerializeField] private float entranceDelay = 0.45f;
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[SerializeField] private int entranceCoreCount = 8;
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[SerializeField] private float entranceCoreRadius = 0.55f;
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[SerializeField] private float entranceInitialScale = 0.25f;
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[SerializeField] private float entranceCoreBurstDuration = 1f;
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[SerializeField] private float entranceCoreStagger = 0.08f;
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[SerializeField] private float entranceCascadeDuration = 0.8f;
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[SerializeField] private float entranceCascadeStagger = 0.03f;
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[SerializeField] private float entranceSearchRadius = 2f;
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[Header("渲染层设置")]
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[SerializeField] private string renderLayerName = "HuoshanScreen";
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private int renderLayer = 0;
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[Header("调试/测试")]
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[SerializeField] private bool enableDebugShortcuts = true;
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[SerializeField] private KeyCode debugCompleteKey = KeyCode.F5;
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[SerializeField] private KeyCode debugResetKey = KeyCode.F9;
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[SerializeField] private KeyCode debugFullTestKey = KeyCode.F10;
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[SerializeField] private bool autoRunDebugTestOnStart = false;
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[Header("布局优化")]
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[SerializeField] private bool enableSeparation = true; // 是否启用粒子分离力
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[SerializeField] private float minParticleSpacing = 0.6f; // 粒子最小间距
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[SerializeField] private float separationForce = 2.5f; // 分离力度
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[SerializeField] private float lineAlphaMultiplier = 0.65f; // 连接线透明度缩放
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// 粒子列表
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private List<FloatingTextParticle> floatingParticles = new List<FloatingTextParticle>();
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private List<CandidateParticle> candidateParticles = new List<CandidateParticle>();
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private List<CandidateParticle> targetParticles = new List<CandidateParticle>(); // 目标粒子列表(原 redParticles)
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// 效果系统(传播效果已移除,保留空列表供渲染器使用)
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private static readonly List<EffectPropagation> s_emptyPropagations = new List<EffectPropagation>();
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private bool initializationComplete = false;
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private int initializationFrames = 0;
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// 游戏状态
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private bool isCompleted = false;
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private CompletionPhase completionPhase = CompletionPhase.None;
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private float completionTimer = 0f;
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private float fadeOutAlpha = 1f;
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private List<CandidateParticle> orderedRedParticles = new List<CandidateParticle>();
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private bool allowInput = true;
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private float focusTimer = 0f;
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private Dictionary<CandidateParticle, TargetFocusVisual> focusVisuals = new Dictionary<CandidateParticle, TargetFocusVisual>();
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/// <summary>完成阶段屏幕钳制用 SmoothDamp 速度缓存(按粒子)</summary>
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private readonly Dictionary<CandidateParticle, Vector3> completionClampSmoothVelocity = new Dictionary<CandidateParticle, Vector3>();
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private Vector3 focusCentroid;
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private List<string> finalTargetCharacters = new List<string>();
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private List<Vector3> finalTargetPositions = new List<Vector3>();
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private bool interferenceLogicSuspended = false;
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private bool statusUIHidden = false;
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private float integrationTextBaseAlpha = 1f;
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private float interferenceTextBaseAlpha = 1f;
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private Coroutine entranceRoutine;
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private Coroutine expressionPanelRoutine;
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private Coroutine debugTestRoutine;
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private Coroutine confirmTimelineRoutine;
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private readonly Dictionary<CandidateParticle, Vector3> entranceTargets = new Dictionary<CandidateParticle, Vector3>();
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private class TargetFocusVisual
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{
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public CandidateParticle particle;
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public GameObject ringObject;
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public Disc ringDisc;
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public TMP_Text probabilityLabel;
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public Vector3 labelBasePos;
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public float probability = 90f;
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public float targetProbability = 100f;
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public float startShakeIntensity;
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public string finalChar;
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public bool stabilized;
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public Vector3 focusPosition;
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public Vector3 finalPosition;
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public int orderIndex;
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}
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/// <summary>聚焦阶段 UI/粒子统一淡出时长(与聚焦移动同节奏)</summary>
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private float FocusUiFadeDuration => focusMoveDuration * focusFadeRatio;
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// 入场表现是否结束(panel timeline 并行播放时,两者都完成才 allowInput)
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private bool entranceVisualsFinished = true;
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// 确认按钮基准位置(淡入上浮动画的落点,首次完成时捕获)
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private Vector2 confirmButtonBaseAnchoredPos;
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private bool confirmButtonBasePosCaptured;
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// 状态文字 count-up 显示值与脉冲检测
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private float displayedIntegrationPercent;
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private float displayedInterferenceCount;
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private int lastInterferenceCount = -1;
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private Color interferenceTextBaseColor = Color.white;
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private bool interferenceTextBaseColorCaptured;
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// 完成瞬间吹散→延迟平静协程
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private Coroutine completionBurstRoutine;
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// 当前生效的干扰表现参数(InitializeSystem 时由档位或全局参数决定)
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private float activeShakeIntensity;
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private float activeShakeSpeed;
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private float activeChangeInterval;
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private float activeFloatAmplitude;
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private float activeGlitchBaselineMax;
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private float activeDriftBias;
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private bool interferenceActiveParamsSet;
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private float glitchLinkTimer;
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// 顶层表达管理器(glitch 脉冲/联动用),粒子管理器挂在其子物体上
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private ExpressionManager expressionManagerRef;
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private ExpressionManager ExpressionManagerRef
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{
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get
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{
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if (expressionManagerRef == null)
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{
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expressionManagerRef = GetComponentInParent<ExpressionManager>(true);
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}
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return expressionManagerRef;
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}
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}
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private bool focusTweensCompleted = false;
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// 边界
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private Bounds movementBounds;
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private Vector3 boundsCenter;
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private float boundsRadius; // 圆形时有效
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// 连接渲染(使用Shapes)
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private ConnectionRenderer connectionRenderer;
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// 噪点叠加渲染器(复古显示器效果)
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private NoiseOverlayRenderer noiseOverlayRenderer;
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[Header("复古显示器效果")]
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[SerializeField] private bool enableRetroEffect = true;
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[SerializeField, Range(0f, 1f)] private float retroEffectIntensity = 0.5f;
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// 是否已经初始化
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private bool isInitialized = false;
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|
||
// 鼠标坐标换算用主相机缓存(避免每帧 Camera.main 查找)
|
||
private Camera cachedMainCamera;
|
||
|
||
/// <summary>Inspector 中的候选粒子总数,用于未在 Yarn 中指定非目标数量时恢复默认</summary>
|
||
private int defaultCandidateCountFromInspector;
|
||
private bool hasCapturedDefaultCandidateCount;
|
||
|
||
private void CaptureDefaultCandidateCountFromInspector()
|
||
{
|
||
if (hasCapturedDefaultCandidateCount) return;
|
||
defaultCandidateCountFromInspector = candidateCount;
|
||
hasCapturedDefaultCandidateCount = true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 选择本轮生效的干扰表现参数:有效档位用预设,否则回落到 Inspector 全局参数(行为与旧版一致)
|
||
/// </summary>
|
||
private void ApplyInterferencePreset(int presetIndex)
|
||
{
|
||
if (presetIndex >= 0 && interferencePresets != null &&
|
||
presetIndex < interferencePresets.Length && interferencePresets[presetIndex] != null)
|
||
{
|
||
var p = interferencePresets[presetIndex];
|
||
activeShakeIntensity = p.shakeIntensity;
|
||
activeShakeSpeed = p.shakeSpeed;
|
||
activeChangeInterval = p.changeInterval;
|
||
activeFloatAmplitude = p.floatAmplitude;
|
||
activeGlitchBaselineMax = p.glitchBaselineMax;
|
||
activeDriftBias = p.driftBias;
|
||
}
|
||
else
|
||
{
|
||
activeShakeIntensity = nonTargetShakeIntensity;
|
||
activeShakeSpeed = nonTargetShakeSpeed;
|
||
activeChangeInterval = nonTargetChangeInterval;
|
||
activeFloatAmplitude = nonTargetFloatAmplitude;
|
||
activeGlitchBaselineMax = 0f;
|
||
activeDriftBias = 0f;
|
||
}
|
||
interferenceActiveParamsSet = true;
|
||
glitchLinkTimer = 0f;
|
||
}
|
||
|
||
private void EnsureActiveInterferenceParams()
|
||
{
|
||
if (!interferenceActiveParamsSet)
|
||
{
|
||
ApplyInterferencePreset(-1);
|
||
}
|
||
}
|
||
|
||
private void Start()
|
||
{
|
||
// Start 中不再自动初始化,等待外部调用 InitializeSystem
|
||
}
|
||
|
||
/// <summary>
|
||
/// 初始化系统(可以由外部调用,用于配置游戏参数)
|
||
/// </summary>
|
||
/// <param name="phrases">焦虑短句列表</param>
|
||
/// <param name="sentence">目标句子</param>
|
||
/// <param name="dialogNode">完成时触发的对话节点</param>
|
||
/// <param name="nonTargetParticleTotal">
|
||
/// 非目标候选粒子总数(蓝/干扰侧可交互粒子数量)。≥0 时候选池大小 = 目标句字数 + 该值;<0 时使用 Inspector 的 Candidate Count。
|
||
/// </param>
|
||
/// <param name="interferencePresetIndex">干扰表现档位索引;<0 或越界时使用 Inspector 全局干扰参数</param>
|
||
public void InitializeSystem(List<string> phrases, string sentence, string dialogNode = null, int nonTargetParticleTotal = -1, int interferencePresetIndex = -1)
|
||
{
|
||
CaptureDefaultCandidateCountFromInspector();
|
||
ApplyInterferencePreset(interferencePresetIndex);
|
||
|
||
string useSentence = string.IsNullOrEmpty(sentence) ? "这是一个测试示例" : sentence;
|
||
|
||
if (nonTargetParticleTotal >= 0)
|
||
{
|
||
candidateCount = Mathf.Max(useSentence.Length + nonTargetParticleTotal, useSentence.Length);
|
||
}
|
||
else
|
||
{
|
||
candidateCount = defaultCandidateCountFromInspector;
|
||
}
|
||
|
||
// 如果是第一次初始化,先执行基础初始化
|
||
if (!isInitialized)
|
||
{
|
||
InitializeCanvas();
|
||
InitializeParticles();
|
||
InitializeRenderers();
|
||
|
||
if (integrationProgressText != null)
|
||
{
|
||
integrationTextBaseAlpha = integrationProgressText.color.a;
|
||
}
|
||
if (interferenceCountText != null)
|
||
{
|
||
interferenceTextBaseAlpha = interferenceCountText.color.a;
|
||
interferenceTextBaseColor = interferenceCountText.color;
|
||
interferenceTextBaseColorCaptured = true;
|
||
}
|
||
|
||
if (focusSequenceButton != null)
|
||
{
|
||
focusSequenceButton.interactable = false;
|
||
focusSequenceButton.gameObject.SetActive(false);
|
||
focusSequenceButton.onClick.RemoveListener(HandleFocusButtonClicked);
|
||
focusSequenceButton.onClick.AddListener(HandleFocusButtonClicked);
|
||
}
|
||
|
||
if (languageDeepPanel1 != null)
|
||
languageDeepPanel1.SetActive(false);
|
||
if (languageDeepPanel2 != null)
|
||
languageDeepPanel2.SetActive(false);
|
||
|
||
isInitialized = true;
|
||
}
|
||
else
|
||
{
|
||
EnsureCandidatePoolSize(candidateCount);
|
||
}
|
||
|
||
// 设置游戏配置
|
||
anxietyPhrases = phrases ?? new List<string>();
|
||
targetSentence = useSentence;
|
||
completionDialogNode = dialogNode ?? "";
|
||
|
||
// 设置全局焦虑短句配置
|
||
TextParticle.SetAnxietyPhrases(anxietyPhrases);
|
||
|
||
// 根据目标句子更新目标粒子数量
|
||
redParticleCount = Mathf.Min(targetSentence.Length, candidateCount);
|
||
|
||
// 重新初始化游戏状态并播放入场动画
|
||
ResetGame(true);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 在再次 <c>start_expression</c> 前调用:若系统已初始化过,则淡出当前粒子、连线与相关 UI,避免与新一轮重叠。
|
||
/// duration≤0 时使用 <see cref="restartExpressionFadeDuration"/>。
|
||
/// </summary>
|
||
public IEnumerator FadeOutBeforeNewExpressionRound(float duration)
|
||
{
|
||
if (!isInitialized)
|
||
yield break;
|
||
|
||
float d = duration > 0f ? duration : restartExpressionFadeDuration;
|
||
|
||
// 火山释放 log 与文字同时叠在屏幕上时,先把 log 藏起来,等文字淡出结束后再由 FadeInReleaseLogIfNeeded 出现
|
||
HideReleaseLogImmediate();
|
||
|
||
if (entranceRoutine != null)
|
||
{
|
||
StopCoroutine(entranceRoutine);
|
||
entranceRoutine = null;
|
||
}
|
||
if (expressionPanelRoutine != null)
|
||
{
|
||
StopCoroutine(expressionPanelRoutine);
|
||
expressionPanelRoutine = null;
|
||
}
|
||
if (confirmTimelineRoutine != null)
|
||
{
|
||
StopCoroutine(confirmTimelineRoutine);
|
||
confirmTimelineRoutine = null;
|
||
}
|
||
if (completionBurstRoutine != null)
|
||
{
|
||
StopCoroutine(completionBurstRoutine);
|
||
completionBurstRoutine = null;
|
||
}
|
||
|
||
DOTween.Kill(this);
|
||
foreach (var p in candidateParticles)
|
||
{
|
||
if (p != null)
|
||
{
|
||
DOTween.Kill(p);
|
||
p.transform.DOKill();
|
||
p.velocity = Vector2.zero;
|
||
p.isStatic = true;
|
||
}
|
||
}
|
||
foreach (var f in floatingParticles)
|
||
{
|
||
if (f != null)
|
||
{
|
||
DOTween.Kill(f);
|
||
f.transform.DOKill();
|
||
f.velocity = Vector2.zero;
|
||
f.isCalmed = true;
|
||
}
|
||
}
|
||
|
||
interferenceLogicSuspended = true;
|
||
allowInput = false;
|
||
isCompleted = false;
|
||
completionPhase = CompletionPhase.None;
|
||
|
||
DestroyFocusVisualDecorationsAndClear();
|
||
|
||
DOTween.To(() => fadeOutAlpha, v => fadeOutAlpha = v, 0f, d)
|
||
.SetEase(Ease.OutQuad)
|
||
.SetTarget(this);
|
||
|
||
if (connectionRenderer != null)
|
||
{
|
||
DOTween.To(() => connectionRenderer.NonTargetAlphaScale, v => connectionRenderer.NonTargetAlphaScale = v, 0f, d)
|
||
.SetEase(Ease.OutQuad)
|
||
.SetTarget(this);
|
||
DOTween.To(() => connectionRenderer.TargetAlphaScale, v => connectionRenderer.TargetAlphaScale = v, 0f, d)
|
||
.SetEase(Ease.OutQuad)
|
||
.SetTarget(this);
|
||
}
|
||
|
||
foreach (var p in candidateParticles)
|
||
{
|
||
if (p != null)
|
||
FadeOutTextParticle(p, d);
|
||
}
|
||
foreach (var f in floatingParticles)
|
||
{
|
||
if (f != null)
|
||
FadeOutTextParticle(f, d);
|
||
}
|
||
|
||
SetStatusUIVisibility(false, d);
|
||
if (focusSequenceButton != null && focusSequenceButton.gameObject.activeSelf)
|
||
FadeOutUIElement(focusSequenceButton.gameObject, d);
|
||
FadeOutUIElement(languageDeepPanel1, d);
|
||
FadeOutUIElement(languageDeepPanel2, d);
|
||
|
||
yield return new WaitForSeconds(d);
|
||
fadeOutAlpha = 0f;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 在打开视图前设置所有初始状态(panels、button 等不激活)
|
||
/// </summary>
|
||
public void SetInitialStatesBeforeOpen()
|
||
{
|
||
if (languageDeepPanel1 != null)
|
||
languageDeepPanel1.SetActive(false);
|
||
if (languageDeepPanel2 != null)
|
||
languageDeepPanel2.SetActive(false);
|
||
if (focusSequenceButton != null)
|
||
{
|
||
focusSequenceButton.gameObject.SetActive(false);
|
||
focusSequenceButton.interactable = false;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 等待表达流程就绪(开场表现 + 火山表达panel 播完)
|
||
/// </summary>
|
||
public IEnumerator WaitUntilExpressionFlowReady()
|
||
{
|
||
if (!isInitialized) yield break;
|
||
while (!allowInput)
|
||
{
|
||
yield return null;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 停止系统(关闭时调用,但保持初始化状态,可以重新开启)
|
||
/// </summary>
|
||
public void StopSystem()
|
||
{
|
||
// 如果未初始化,直接返回
|
||
if (!isInitialized)
|
||
return;
|
||
|
||
if (entranceRoutine != null)
|
||
{
|
||
StopCoroutine(entranceRoutine);
|
||
entranceRoutine = null;
|
||
}
|
||
|
||
if (debugTestRoutine != null)
|
||
{
|
||
StopCoroutine(debugTestRoutine);
|
||
debugTestRoutine = null;
|
||
}
|
||
|
||
if (confirmTimelineRoutine != null)
|
||
{
|
||
StopCoroutine(confirmTimelineRoutine);
|
||
confirmTimelineRoutine = null;
|
||
}
|
||
|
||
if (expressionPanelRoutine != null)
|
||
{
|
||
StopCoroutine(expressionPanelRoutine);
|
||
expressionPanelRoutine = null;
|
||
}
|
||
|
||
if (completionBurstRoutine != null)
|
||
{
|
||
StopCoroutine(completionBurstRoutine);
|
||
completionBurstRoutine = null;
|
||
}
|
||
|
||
// 停止所有 DOTween 动画
|
||
DOTween.Kill(this);
|
||
foreach (var particle in candidateParticles)
|
||
{
|
||
if (particle != null)
|
||
{
|
||
particle.transform.DOKill();
|
||
}
|
||
}
|
||
foreach (var particle in floatingParticles)
|
||
{
|
||
if (particle != null)
|
||
{
|
||
particle.transform.DOKill();
|
||
}
|
||
}
|
||
|
||
// 重置游戏状态(但不重置 isInitialized,这样可以重新开启)
|
||
isCompleted = false;
|
||
completionPhase = CompletionPhase.None;
|
||
allowInput = false;
|
||
ClearCompletionClampSmoothVelocity();
|
||
}
|
||
|
||
private void InitializeCanvas()
|
||
{
|
||
// 获取渲染层索引
|
||
renderLayer = LayerMask.NameToLayer(renderLayerName);
|
||
if (renderLayer == -1)
|
||
{
|
||
Debug.LogWarning($"Layer '{renderLayerName}' not found, using default layer.");
|
||
renderLayer = 0;
|
||
}
|
||
|
||
// 如果没有指定canvas,创建一个
|
||
if (worldCanvas == null)
|
||
{
|
||
GameObject canvasObj = new GameObject("Language Canvas");
|
||
canvasObj.transform.SetParent(transform);
|
||
canvasObj.transform.localPosition = Vector3.zero;
|
||
canvasObj.layer = renderLayer;
|
||
worldCanvas = canvasObj.AddComponent<Canvas>();
|
||
worldCanvas.renderMode = RenderMode.WorldSpace;
|
||
|
||
RectTransform rectTransform = canvasObj.GetComponent<RectTransform>();
|
||
rectTransform.sizeDelta = new Vector2(canvasSize, canvasSize);
|
||
}
|
||
else
|
||
{
|
||
// 设置已有 Canvas 的 layer
|
||
worldCanvas.gameObject.layer = renderLayer;
|
||
}
|
||
|
||
// 确保 Canvas 配置正确
|
||
if (worldCanvas != null)
|
||
{
|
||
// 设置 WorldSpace Canvas 的相机
|
||
if (worldCanvas.worldCamera == null)
|
||
{
|
||
worldCanvas.worldCamera = Camera.main;
|
||
}
|
||
}
|
||
|
||
// 设置运动边界
|
||
boundsCenter = worldCanvas.transform.position;
|
||
float halfSize = canvasSize / 2f - textMargin;
|
||
if (layoutShape == LayoutShape.Circle)
|
||
{
|
||
boundsRadius = circleRadiusOverride > 0 ? circleRadiusOverride : halfSize;
|
||
movementBounds = new Bounds(boundsCenter, new Vector3(boundsRadius * 2f, boundsRadius * 2f, 0f));
|
||
}
|
||
else
|
||
{
|
||
boundsRadius = 0f;
|
||
movementBounds = new Bounds(
|
||
boundsCenter,
|
||
new Vector3(halfSize * 2f, halfSize * 2f, 0f)
|
||
);
|
||
}
|
||
}
|
||
|
||
private void InitializeParticles()
|
||
{
|
||
// 创建背景浮动文字
|
||
for (int i = 0; i < floatingCount; i++)
|
||
{
|
||
Vector3 pos = GetRandomPositionInBounds();
|
||
GameObject obj = CreateParticleObject(pos, $"FloatingParticle_{i}");
|
||
FloatingTextParticle particle = obj.AddComponent<FloatingTextParticle>();
|
||
particle.SetFont(chineseFontAsset);
|
||
particle.SetColor(floatingTextColor);
|
||
particle.SetFontSize(floatingTextFontSize);
|
||
SetParticleBounds(particle);
|
||
|
||
// 设置发光效果
|
||
if (enableBloomGlow)
|
||
{
|
||
particle.SetGlowSettings(true, textGlowIntensity, floatingTextColor);
|
||
particle.SetUnderlaySettings(glowDilate, glowSoftness);
|
||
}
|
||
|
||
floatingParticles.Add(particle);
|
||
}
|
||
|
||
// 创建候选粒子
|
||
for (int i = 0; i < candidateCount; i++)
|
||
{
|
||
AddOneCandidateParticle(i);
|
||
}
|
||
|
||
// 选择红色粒子
|
||
SelectRedParticles();
|
||
}
|
||
|
||
private GameObject CreateParticleObject(Vector3 position, string name)
|
||
{
|
||
GameObject obj = new GameObject(name);
|
||
obj.layer = renderLayer;
|
||
|
||
// 添加 RectTransform(在 Canvas 下必需)
|
||
RectTransform rectTransform = obj.AddComponent<RectTransform>();
|
||
rectTransform.SetParent(worldCanvas.transform, false);
|
||
rectTransform.position = position;
|
||
rectTransform.localScale = Vector3.one;
|
||
rectTransform.sizeDelta = Vector2.zero; // 父对象不需要大小
|
||
|
||
return obj;
|
||
}
|
||
|
||
private void AddOneCandidateParticle(int index)
|
||
{
|
||
Vector3 pos = GetRandomPositionInBounds();
|
||
GameObject obj = CreateParticleObject(pos, $"CandidateParticle_{index}");
|
||
CandidateParticle particle = obj.AddComponent<CandidateParticle>();
|
||
particle.SetFont(chineseFontAsset);
|
||
particle.SetColors(targetParticleColor, nonTargetParticleColor, nonTargetParticleColor, targetCalmColor);
|
||
particle.SetFontStyles(targetParticleFontSize, nonTargetParticleFontSize, targetParticleBold, nonTargetParticleBold);
|
||
EnsureActiveInterferenceParams();
|
||
particle.SetInterferenceParams(activeShakeIntensity, activeShakeSpeed, activeChangeInterval, activeFloatAmplitude);
|
||
SetParticleBounds(particle);
|
||
|
||
if (enableBloomGlow)
|
||
{
|
||
particle.SetGlowSettings(true, textGlowIntensity, nonTargetParticleColor);
|
||
particle.SetUnderlaySettings(glowDilate, glowSoftness);
|
||
}
|
||
|
||
candidateParticles.Add(particle);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 增删候选粒子以匹配目标数量(用于 Yarn 动态指定非目标粒子总数后复用同一视图)
|
||
/// </summary>
|
||
private void EnsureCandidatePoolSize(int targetSize)
|
||
{
|
||
if (targetSize < 0) targetSize = 0;
|
||
candidateCount = targetSize;
|
||
|
||
while (candidateParticles.Count < targetSize)
|
||
{
|
||
AddOneCandidateParticle(candidateParticles.Count);
|
||
}
|
||
|
||
while (candidateParticles.Count > targetSize)
|
||
{
|
||
int last = candidateParticles.Count - 1;
|
||
CandidateParticle p = candidateParticles[last];
|
||
candidateParticles.RemoveAt(last);
|
||
if (p != null)
|
||
{
|
||
p.transform.DOKill();
|
||
Destroy(p.gameObject);
|
||
}
|
||
}
|
||
}
|
||
|
||
private Vector3 GetRandomPositionInBounds()
|
||
{
|
||
if (layoutShape == LayoutShape.Circle)
|
||
{
|
||
Vector2 offset = Random.insideUnitCircle * boundsRadius;
|
||
return boundsCenter + new Vector3(offset.x, offset.y, 0f);
|
||
}
|
||
float x = Random.Range(movementBounds.min.x, movementBounds.max.x);
|
||
float y = Random.Range(movementBounds.min.y, movementBounds.max.y);
|
||
return new Vector3(x, y, 0f);
|
||
}
|
||
|
||
private void SetParticleBounds(TextParticle particle)
|
||
{
|
||
particle.SetMovementBounds(movementBounds);
|
||
if (layoutShape == LayoutShape.Circle)
|
||
particle.SetCircularBounds(boundsCenter, boundsRadius);
|
||
}
|
||
|
||
private void InitializeRenderers()
|
||
{
|
||
// 连接线渲染器
|
||
GameObject connObj = new GameObject("ConnectionRenderer");
|
||
connObj.transform.SetParent(transform);
|
||
connObj.transform.localPosition = Vector3.zero;
|
||
connObj.layer = renderLayer;
|
||
connectionRenderer = connObj.AddComponent<ConnectionRenderer>();
|
||
connectionRenderer.manager = this;
|
||
connectionRenderer.connectionDistance = connectionDistance;
|
||
connectionRenderer.SetConnectionStyles(
|
||
targetConnectionColor,
|
||
nonTargetConnectionColor,
|
||
nonTargetConnectionColor,
|
||
targetConnectionThickness,
|
||
nonTargetConnectionThickness,
|
||
nonTargetConnectionThickness
|
||
);
|
||
connectionRenderer.NonTargetAlphaScale = lineAlphaMultiplier;
|
||
connectionRenderer.TargetAlphaScale = 1f;
|
||
|
||
// 设置连接线发光效果
|
||
if (enableBloomGlow)
|
||
{
|
||
connectionRenderer.SetGlowSettings(
|
||
true,
|
||
targetLineGlowIntensity,
|
||
lineGlowIntensity,
|
||
lineGlowIntensity
|
||
);
|
||
}
|
||
|
||
// 噪点叠加渲染器(复古显示器效果)
|
||
if (enableRetroEffect)
|
||
{
|
||
GameObject noiseObj = new GameObject("NoiseOverlayRenderer");
|
||
noiseObj.transform.SetParent(transform);
|
||
noiseObj.transform.localPosition = Vector3.zero;
|
||
noiseObj.layer = renderLayer;
|
||
noiseOverlayRenderer = noiseObj.AddComponent<NoiseOverlayRenderer>();
|
||
|
||
// 设置效果区域为 Canvas 区域
|
||
Vector3 center = worldCanvas != null ? worldCanvas.transform.position : Vector3.zero;
|
||
noiseOverlayRenderer.SetArea(center, new Vector2(canvasSize, canvasSize));
|
||
noiseOverlayRenderer.SetIntensity(retroEffectIntensity);
|
||
}
|
||
}
|
||
|
||
private void SelectRedParticles()
|
||
{
|
||
targetParticles.Clear();
|
||
List<CandidateParticle> shuffled = candidateParticles.OrderBy(x => Random.value).ToList();
|
||
float effectiveSize = layoutShape == LayoutShape.Circle
|
||
? boundsRadius * 2f
|
||
: Mathf.Min(movementBounds.size.x, movementBounds.size.y);
|
||
float minDistance = effectiveSize / (redParticleCount * 0.8f);
|
||
|
||
foreach (var particle in shuffled)
|
||
{
|
||
if (targetParticles.Count >= redParticleCount) break;
|
||
|
||
bool tooClose = false;
|
||
foreach (var selected in targetParticles)
|
||
{
|
||
if (Vector3.Distance(particle.transform.position, selected.transform.position) < minDistance)
|
||
{
|
||
tooClose = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (!tooClose || targetParticles.Count == 0)
|
||
{
|
||
particle.isRed = true;
|
||
particle.originalIsRed = true;
|
||
targetParticles.Add(particle);
|
||
|
||
// 为目标粒子设置更强的发光效果
|
||
if (enableBloomGlow)
|
||
{
|
||
particle.SetGlowSettings(true, targetTextGlowIntensity, targetParticleColor);
|
||
}
|
||
}
|
||
}
|
||
|
||
// 如果不够,强制添加
|
||
int remaining = redParticleCount - targetParticles.Count;
|
||
for (int i = 0; i < remaining && i < shuffled.Count; i++)
|
||
{
|
||
if (!shuffled[i].isRed)
|
||
{
|
||
shuffled[i].isRed = true;
|
||
shuffled[i].originalIsRed = true;
|
||
targetParticles.Add(shuffled[i]);
|
||
|
||
// 为目标粒子设置更强的发光效果
|
||
if (enableBloomGlow)
|
||
{
|
||
shuffled[i].SetGlowSettings(true, targetTextGlowIntensity, targetParticleColor);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
private void Update()
|
||
{
|
||
// 如果系统未初始化,不执行任何逻辑
|
||
if (!isInitialized)
|
||
return;
|
||
|
||
// 初始化检查
|
||
if (!initializationComplete)
|
||
{
|
||
initializationFrames++;
|
||
if (initializationFrames >= 30)
|
||
{
|
||
initializationComplete = true;
|
||
}
|
||
}
|
||
HandleDebugShortcuts();
|
||
UpdateConnections();
|
||
if (!statusUIHidden)
|
||
{
|
||
UpdateStatusUI();
|
||
}
|
||
|
||
if (completionPhase == CompletionPhase.None)
|
||
{
|
||
if (!isCompleted && CheckRedParticlesConnected())
|
||
{
|
||
isCompleted = true;
|
||
OnTargetsCompleted();
|
||
}
|
||
|
||
if (allowInput && !interferenceLogicSuspended)
|
||
{
|
||
UpdateInput();
|
||
}
|
||
|
||
if (!interferenceLogicSuspended)
|
||
{
|
||
ApplySeparationForces();
|
||
ApplyInterferenceDrift();
|
||
UpdateInterferenceGlitchLink();
|
||
}
|
||
}
|
||
|
||
if (completionPhase == CompletionPhase.FocusHolding)
|
||
{
|
||
UpdateFocusHolding();
|
||
}
|
||
else if (completionPhase == CompletionPhase.Focusing)
|
||
{
|
||
UpdateFocusSequence();
|
||
}
|
||
UpdateRenderers();
|
||
}
|
||
|
||
private void LateUpdate()
|
||
{
|
||
if (!isInitialized || !clampCompletionPhasePositions || !isCompleted)
|
||
return;
|
||
if (completionPhase == CompletionPhase.None)
|
||
return;
|
||
// 连线刚完成、等待确认时保持粒子当前世界坐标,避免 GetCompletionClipBounds(含 padding/屏幕 Rect)
|
||
// 比游玩用 movementBounds 更紧时,在 Completed 首帧 LateUpdate 产生生硬瞬移。
|
||
if (completionPhase == CompletionPhase.Completed)
|
||
return;
|
||
|
||
Bounds clip = GetCompletionClipBounds();
|
||
if (clip.size.x < 0.01f || clip.size.y < 0.01f)
|
||
return;
|
||
|
||
float dt = Time.deltaTime;
|
||
if (dt < 1e-6f)
|
||
dt = 1e-6f;
|
||
float smooth = Mathf.Max(0.0001f, completionPositionSmoothTime);
|
||
|
||
for (int i = 0; i < targetParticles.Count; i++)
|
||
{
|
||
var p = targetParticles[i];
|
||
if (p == null) continue;
|
||
Vector3 cur = p.transform.position;
|
||
Vector3 desired = ClampPositionToBounds(cur, clip);
|
||
if (!completionClampSmoothVelocity.TryGetValue(p, out Vector3 vel))
|
||
vel = Vector3.zero;
|
||
Vector3 next = Vector3.SmoothDamp(cur, desired, ref vel, smooth, Mathf.Infinity, dt);
|
||
completionClampSmoothVelocity[p] = vel;
|
||
p.transform.position = next;
|
||
}
|
||
}
|
||
|
||
private void ClearCompletionClampSmoothVelocity()
|
||
{
|
||
completionClampSmoothVelocity.Clear();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 完成阶段使用的裁剪范围:优先用 Inspector 指定的屏幕 Rect,否则与粒子运动边界一致。
|
||
/// </summary>
|
||
private Bounds GetCompletionClipBounds()
|
||
{
|
||
Bounds b;
|
||
if (completionScreenClipRect != null)
|
||
{
|
||
var corners = new Vector3[4];
|
||
completionScreenClipRect.GetWorldCorners(corners);
|
||
float minX = float.MaxValue, maxX = float.MinValue;
|
||
float minY = float.MaxValue, maxY = float.MinValue;
|
||
for (int c = 0; c < 4; c++)
|
||
{
|
||
minX = Mathf.Min(minX, corners[c].x);
|
||
maxX = Mathf.Max(maxX, corners[c].x);
|
||
minY = Mathf.Min(minY, corners[c].y);
|
||
maxY = Mathf.Max(maxY, corners[c].y);
|
||
}
|
||
float z = corners[0].z;
|
||
Vector3 center = new Vector3((minX + maxX) * 0.5f, (minY + maxY) * 0.5f, z);
|
||
Vector3 size = new Vector3(Mathf.Max(0f, maxX - minX), Mathf.Max(0f, maxY - minY), 0f);
|
||
b = new Bounds(center, size);
|
||
}
|
||
else
|
||
{
|
||
b = movementBounds;
|
||
}
|
||
|
||
if (completionClipEdgePadding > 0f)
|
||
{
|
||
Bounds shrunk = b;
|
||
shrunk.Expand(-completionClipEdgePadding);
|
||
if (shrunk.size.x >= 0.01f && shrunk.size.y >= 0.01f)
|
||
{
|
||
b = shrunk;
|
||
}
|
||
}
|
||
|
||
return b;
|
||
}
|
||
|
||
private static Vector3 ClampPositionToBounds(Vector3 worldPos, Bounds b)
|
||
{
|
||
return new Vector3(
|
||
Mathf.Clamp(worldPos.x, b.min.x, b.max.x),
|
||
Mathf.Clamp(worldPos.y, b.min.y, b.max.y),
|
||
worldPos.z
|
||
);
|
||
}
|
||
|
||
private void UpdateRenderers()
|
||
{
|
||
// 更新连接线渲染器
|
||
if (connectionRenderer != null)
|
||
{
|
||
connectionRenderer.SetData(
|
||
candidateParticles,
|
||
s_emptyPropagations,
|
||
completionPhase,
|
||
fadeOutAlpha
|
||
);
|
||
}
|
||
}
|
||
|
||
private void UpdateConnections()
|
||
{
|
||
// 重置所有连接
|
||
foreach (var particle in candidateParticles)
|
||
{
|
||
particle.connections.Clear();
|
||
}
|
||
|
||
// 聚焦及之后阶段非目标粒子已淡出,只需维护目标粒子间连线,跳过全量 O(n²)
|
||
if (completionPhase == CompletionPhase.Focusing ||
|
||
completionPhase == CompletionPhase.FocusHolding ||
|
||
completionPhase == CompletionPhase.Finished)
|
||
{
|
||
for (int i = 0; i < targetParticles.Count; i++)
|
||
{
|
||
for (int j = i + 1; j < targetParticles.Count; j++)
|
||
{
|
||
float d = Vector3.Distance(
|
||
targetParticles[i].transform.position,
|
||
targetParticles[j].transform.position
|
||
);
|
||
if (d < connectionDistance)
|
||
{
|
||
targetParticles[i].connections.Add(targetParticles[j]);
|
||
targetParticles[j].connections.Add(targetParticles[i]);
|
||
}
|
||
}
|
||
}
|
||
return;
|
||
}
|
||
|
||
// 完成目标后,不再创建目标粒子与非目标粒子的新连接
|
||
bool suppressTargetNonTargetConnections = isCompleted;
|
||
|
||
// 检测连接
|
||
for (int i = 0; i < candidateParticles.Count; i++)
|
||
{
|
||
for (int j = i + 1; j < candidateParticles.Count; j++)
|
||
{
|
||
if (suppressTargetNonTargetConnections)
|
||
{
|
||
bool iIsTarget = candidateParticles[i].isRed;
|
||
bool jIsTarget = candidateParticles[j].isRed;
|
||
if (iIsTarget != jIsTarget)
|
||
continue;
|
||
}
|
||
|
||
float distance = Vector3.Distance(
|
||
candidateParticles[i].transform.position,
|
||
candidateParticles[j].transform.position
|
||
);
|
||
|
||
if (distance < connectionDistance)
|
||
{
|
||
candidateParticles[i].connections.Add(candidateParticles[j]);
|
||
candidateParticles[j].connections.Add(candidateParticles[i]);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
private bool CheckRedParticlesConnected()
|
||
{
|
||
if (targetParticles.Count == 0) return false;
|
||
if (targetParticles.Count == 1) return true;
|
||
|
||
// 检查所有目标粒子是否连通
|
||
HashSet<CandidateParticle> visited = new HashSet<CandidateParticle>();
|
||
Queue<CandidateParticle> queue = new Queue<CandidateParticle>();
|
||
queue.Enqueue(targetParticles[0]);
|
||
visited.Add(targetParticles[0]);
|
||
|
||
while (queue.Count > 0)
|
||
{
|
||
var current = queue.Dequeue();
|
||
foreach (var connected in current.connections)
|
||
{
|
||
if (connected.isRed && !visited.Contains(connected))
|
||
{
|
||
visited.Add(connected);
|
||
queue.Enqueue(connected);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (visited.Count != targetParticles.Count)
|
||
return false;
|
||
|
||
// 检查目标粒子是否与非目标粒子分离
|
||
foreach (var red in targetParticles)
|
||
{
|
||
foreach (var other in candidateParticles)
|
||
{
|
||
if (other.isRed) continue;
|
||
|
||
float dist = Vector3.Distance(red.transform.position, other.transform.position);
|
||
if (dist < connectionDistance)
|
||
return false;
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
private void OnTargetsCompleted()
|
||
{
|
||
completionPhase = CompletionPhase.Completed;
|
||
completionTimer = 0f;
|
||
focusTimer = 0f;
|
||
fadeOutAlpha = 1f;
|
||
allowInput = false;
|
||
DestroyFocusVisualDecorationsAndClear();
|
||
finalTargetCharacters.Clear();
|
||
finalTargetPositions.Clear();
|
||
focusTweensCompleted = false;
|
||
interferenceLogicSuspended = false;
|
||
SetStatusUIVisibility(true, 0f);
|
||
|
||
orderedRedParticles = GetOrderedRedParticles();
|
||
int displayLength = Mathf.Min(orderedRedParticles.Count, targetSentence.Length);
|
||
|
||
if (displayLength < orderedRedParticles.Count)
|
||
{
|
||
orderedRedParticles = orderedRedParticles.Take(displayLength).ToList();
|
||
}
|
||
|
||
for (int i = 0; i < displayLength; i++)
|
||
{
|
||
finalTargetCharacters.Add(targetSentence[i].ToString());
|
||
}
|
||
|
||
Vector3 displayCenter = worldCanvas != null ? worldCanvas.transform.position : Vector3.zero;
|
||
if (finalTargetCharacters.Count > 0)
|
||
{
|
||
float spacing = 0.9f;
|
||
float totalWidth = spacing * Mathf.Max(0, finalTargetCharacters.Count - 1);
|
||
float startX = -totalWidth / 2f;
|
||
finalTargetPositions.Clear();
|
||
Bounds clip = GetCompletionClipBounds();
|
||
for (int i = 0; i < finalTargetCharacters.Count; i++)
|
||
{
|
||
Vector3 pos = displayCenter + new Vector3(startX + i * spacing, 0f, 0f);
|
||
finalTargetPositions.Add(ClampPositionToBounds(pos, clip));
|
||
}
|
||
}
|
||
|
||
// 完成目标后:停止目标粒子的移动
|
||
foreach (var particle in targetParticles)
|
||
{
|
||
if (particle != null)
|
||
{
|
||
particle.velocity = Vector2.zero;
|
||
particle.isStatic = true;
|
||
}
|
||
}
|
||
|
||
// 激活 button 并淡入上浮(不可交互,播放火山表达确认后再解锁),与确认 timeline 并行
|
||
if (focusSequenceButton != null)
|
||
{
|
||
var btnCg = focusSequenceButton.GetComponent<CanvasGroup>();
|
||
if (btnCg == null)
|
||
btnCg = focusSequenceButton.gameObject.AddComponent<CanvasGroup>();
|
||
var btnRect = focusSequenceButton.transform as RectTransform;
|
||
if (btnRect != null && !confirmButtonBasePosCaptured)
|
||
{
|
||
confirmButtonBaseAnchoredPos = btnRect.anchoredPosition;
|
||
confirmButtonBasePosCaptured = true;
|
||
}
|
||
|
||
focusSequenceButton.gameObject.SetActive(true);
|
||
focusSequenceButton.interactable = false;
|
||
|
||
DOTween.Kill(btnCg);
|
||
btnCg.alpha = 0f;
|
||
btnCg.DOFade(1f, confirmButtonFadeDuration).SetEase(Ease.OutQuad);
|
||
if (btnRect != null)
|
||
{
|
||
btnRect.DOKill();
|
||
btnRect.anchoredPosition = confirmButtonBaseAnchoredPos + Vector2.down * confirmButtonRiseOffset;
|
||
btnRect.DOAnchorPos(confirmButtonBaseAnchoredPos, confirmButtonFadeDuration).SetEase(Ease.OutQuad);
|
||
}
|
||
}
|
||
if (confirmTimelineRoutine != null)
|
||
{
|
||
StopCoroutine(confirmTimelineRoutine);
|
||
}
|
||
confirmTimelineRoutine = StartCoroutine(PlayConfirmTimelineAndUnlockButton());
|
||
|
||
foreach (var particle in candidateParticles)
|
||
{
|
||
if (!particle.isRed)
|
||
{
|
||
particle.hasEffect = false;
|
||
particle.isOrange = false;
|
||
particle.changeSpeedMultiplier = 1f;
|
||
}
|
||
}
|
||
|
||
foreach (var particle in floatingParticles)
|
||
{
|
||
particle.isCalmed = true;
|
||
}
|
||
|
||
// 释放感:冲击波 + 笑话粒子被吹散 + glitch 短脉冲
|
||
PlayCompletionBurst();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 完成瞬间的释放表现:从目标簇质心放出冲击波环,非目标粒子被径向吹散并渐隐,
|
||
/// 延迟后进入平静态;同时打一次 glitch 短脉冲。
|
||
/// </summary>
|
||
private void PlayCompletionBurst()
|
||
{
|
||
Vector3 center = ComputeCentroid(targetParticles);
|
||
|
||
// 冲击波环(Shapes Ring 扩散淡出)
|
||
GameObject waveObj = new GameObject("CompletionShockwave");
|
||
waveObj.layer = renderLayer;
|
||
waveObj.transform.SetParent(transform, false);
|
||
float z = worldCanvas != null ? worldCanvas.transform.position.z : center.z;
|
||
waveObj.transform.position = new Vector3(center.x, center.y, z);
|
||
|
||
var wave = waveObj.AddComponent<Disc>();
|
||
wave.Type = DiscType.Ring;
|
||
wave.Radius = 0.2f;
|
||
wave.Thickness = 0.12f;
|
||
Color waveColor = targetParticleColor;
|
||
waveColor.a = 0.9f;
|
||
wave.Color = waveColor;
|
||
|
||
float maxRadius = layoutShape == LayoutShape.Circle
|
||
? boundsRadius
|
||
: Mathf.Max(movementBounds.extents.x, movementBounds.extents.y);
|
||
maxRadius *= 1.1f;
|
||
Color waveEnd = waveColor;
|
||
waveEnd.a = 0f;
|
||
|
||
Sequence waveSeq = DOTween.Sequence();
|
||
waveSeq.Append(DOTween.To(() => wave.Radius, r => wave.Radius = r, maxRadius, completionShockwaveDuration).SetEase(Ease.OutCubic));
|
||
waveSeq.Join(DOTween.To(() => wave.Thickness, t => wave.Thickness = t, 0.02f, completionShockwaveDuration).SetEase(Ease.OutQuad));
|
||
waveSeq.Join(DOTween.To(() => wave.Color, c => wave.Color = c, waveEnd, completionShockwaveDuration).SetEase(Ease.OutQuad));
|
||
waveSeq.OnComplete(() =>
|
||
{
|
||
if (waveObj != null)
|
||
Destroy(waveObj);
|
||
});
|
||
waveSeq.SetLink(waveObj);
|
||
|
||
// 非目标粒子径向吹散 + 渐隐
|
||
foreach (var particle in candidateParticles)
|
||
{
|
||
if (particle == null || particle.isRed)
|
||
continue;
|
||
|
||
Vector2 dir = (Vector2)(particle.transform.position - center);
|
||
dir = dir.sqrMagnitude < 0.0001f ? Random.insideUnitCircle.normalized : dir.normalized;
|
||
particle.isCalmed = false;
|
||
particle.ApplyForce(dir * completionBlastForce);
|
||
|
||
DOTween.To(() => particle.alpha, v => particle.alpha = v,
|
||
particle.baseAlpha * completionBlastAlphaRatio, completionCalmDelay)
|
||
.SetEase(Ease.OutQuad)
|
||
.SetTarget(particle);
|
||
}
|
||
|
||
if (completionBurstRoutine != null)
|
||
{
|
||
StopCoroutine(completionBurstRoutine);
|
||
}
|
||
completionBurstRoutine = StartCoroutine(CalmNonTargetsAfterBlast());
|
||
|
||
// glitch 短脉冲
|
||
if (completionGlitchPulsePeak > 0f && ExpressionManagerRef != null)
|
||
{
|
||
ExpressionManagerRef.PlayGlitchPulse(completionGlitchPulsePeak, 0.5f);
|
||
}
|
||
}
|
||
|
||
private IEnumerator CalmNonTargetsAfterBlast()
|
||
{
|
||
yield return new WaitForSeconds(completionCalmDelay);
|
||
|
||
foreach (var particle in candidateParticles)
|
||
{
|
||
if (particle != null && !particle.isRed)
|
||
{
|
||
particle.isCalmed = true;
|
||
particle.velocity = Vector2.zero;
|
||
}
|
||
}
|
||
completionBurstRoutine = null;
|
||
}
|
||
|
||
private List<CandidateParticle> GetOrderedRedParticles()
|
||
{
|
||
if (targetParticles.Count == 0) return new List<CandidateParticle>();
|
||
if (targetParticles.Count == 1) return new List<CandidateParticle>(targetParticles);
|
||
|
||
// 从最左边的粒子开始
|
||
var ordered = new List<CandidateParticle>();
|
||
var startParticle = targetParticles.OrderBy(p => p.transform.position.x).First();
|
||
|
||
HashSet<CandidateParticle> visited = new HashSet<CandidateParticle>();
|
||
Stack<CandidateParticle> stack = new Stack<CandidateParticle>();
|
||
stack.Push(startParticle);
|
||
visited.Add(startParticle);
|
||
|
||
while (stack.Count > 0)
|
||
{
|
||
var current = stack.Pop();
|
||
ordered.Add(current);
|
||
|
||
foreach (var connected in current.connections)
|
||
{
|
||
if (connected.isRed && !visited.Contains(connected))
|
||
{
|
||
visited.Add(connected);
|
||
stack.Push(connected);
|
||
}
|
||
}
|
||
}
|
||
|
||
return ordered;
|
||
}
|
||
|
||
private IEnumerator PlayConfirmTimelineAndUnlockButton()
|
||
{
|
||
if (!string.IsNullOrEmpty(expressionConfirmTimelineName) && TimelineCenter.Instance != null)
|
||
{
|
||
yield return TimelineCenter.Instance.PlayTimelineAsync(expressionConfirmTimelineName);
|
||
}
|
||
|
||
if (focusSequenceButton != null)
|
||
{
|
||
focusSequenceButton.interactable = true;
|
||
}
|
||
confirmTimelineRoutine = null;
|
||
}
|
||
|
||
private void HandleFocusButtonClicked()
|
||
{
|
||
if (completionPhase != CompletionPhase.Completed)
|
||
return;
|
||
|
||
BeginFocusSequence();
|
||
}
|
||
|
||
private void BeginFocusSequence()
|
||
{
|
||
if (focusSequenceButton != null)
|
||
{
|
||
focusSequenceButton.interactable = false;
|
||
}
|
||
|
||
ClearCompletionClampSmoothVelocity();
|
||
|
||
completionPhase = CompletionPhase.Focusing;
|
||
focusTimer = 0f;
|
||
focusTweensCompleted = false;
|
||
interferenceLogicSuspended = true;
|
||
SetStatusUIVisibility(false, statusFadeOutDuration);
|
||
|
||
// 两个 panel、confirm button、火山释放 log 界面在 focus 触发时淡出(与粒子聚焦移动同节奏)
|
||
float uiFadeDuration = FocusUiFadeDuration;
|
||
FadeOutUIElement(languageDeepPanel1, uiFadeDuration);
|
||
FadeOutUIElement(languageDeepPanel2, uiFadeDuration);
|
||
if (focusSequenceButton != null)
|
||
{
|
||
FadeOutUIElement(focusSequenceButton.gameObject, uiFadeDuration);
|
||
}
|
||
FadeOutSpriteRenderer(releaseLogSpriteRenderer, uiFadeDuration);
|
||
|
||
if (connectionRenderer != null)
|
||
{
|
||
connectionRenderer.NonTargetAlphaScale = 0f;
|
||
connectionRenderer.TargetAlphaScale = 1.2f;
|
||
}
|
||
|
||
foreach (var particle in floatingParticles)
|
||
{
|
||
particle.isCalmed = true;
|
||
particle.velocity = Vector2.zero;
|
||
FadeOutTextParticle(particle, uiFadeDuration);
|
||
}
|
||
|
||
foreach (var particle in candidateParticles)
|
||
{
|
||
if (!particle.isRed)
|
||
{
|
||
particle.isCalmed = true;
|
||
particle.velocity = Vector2.zero;
|
||
FadeOutTextParticle(particle, uiFadeDuration);
|
||
}
|
||
else
|
||
{
|
||
particle.isStatic = false;
|
||
particle.isCalmed = false;
|
||
particle.InitializeAnxietyEffect();
|
||
particle.changeSpeedMultiplier = 6f;
|
||
particle.anxietyShakeIntensity = Mathf.Max(particle.anxietyShakeIntensity, 4f);
|
||
particle.SetChangeInterval(0.05f);
|
||
particle.ResetChangeTimer(0.05f);
|
||
}
|
||
}
|
||
|
||
focusCentroid = ComputeCentroid(orderedRedParticles);
|
||
Vector3 focusTargetCenter = worldCanvas != null ? worldCanvas.transform.position : Vector3.zero;
|
||
Bounds focusClipBounds = GetCompletionClipBounds();
|
||
|
||
DestroyFocusVisualDecorationsAndClear();
|
||
int tweenTargetCount = orderedRedParticles.Count;
|
||
int completedTweens = 0;
|
||
|
||
for (int i = 0; i < orderedRedParticles.Count; i++)
|
||
{
|
||
var particle = orderedRedParticles[i];
|
||
Vector3 offset = particle.transform.position - focusCentroid;
|
||
float indexCenter = (orderedRedParticles.Count - 1) * 0.5f;
|
||
Vector3 spreadOffset = new Vector3((i - indexCenter) * spreadDistance, Mathf.Sin(i * 1.4f) * spreadDistance * 0.6f, 0f);
|
||
Vector3 focusPosition = focusTargetCenter + offset * focusZoomScale + spreadOffset;
|
||
Vector3 finalPosition = finalTargetPositions.Count > i ? finalTargetPositions[i] : focusTargetCenter;
|
||
focusPosition = ClampPositionToBounds(focusPosition, focusClipBounds);
|
||
finalPosition = ClampPositionToBounds(finalPosition, focusClipBounds);
|
||
|
||
particle.transform.DOKill();
|
||
particle.transform.DOMove(focusPosition, focusMoveDuration)
|
||
.SetEase(Ease.InOutQuad)
|
||
.OnComplete(() =>
|
||
{
|
||
completedTweens++;
|
||
if (completedTweens >= tweenTargetCount)
|
||
{
|
||
EnterFocusHolding();
|
||
}
|
||
});
|
||
particle.transform.DOScale(Vector3.one * focusZoomScale, focusMoveDuration).SetEase(Ease.InOutQuad);
|
||
|
||
string finalChar = i < finalTargetCharacters.Count ? finalTargetCharacters[i] : particle.currentChar;
|
||
TargetFocusVisual visual = CreateFocusVisual(particle, finalChar);
|
||
visual.focusPosition = focusPosition;
|
||
visual.finalPosition = finalPosition;
|
||
visual.orderIndex = i;
|
||
focusVisuals[particle] = visual;
|
||
}
|
||
|
||
if (tweenTargetCount == 0)
|
||
{
|
||
EnterFocusHolding();
|
||
}
|
||
}
|
||
|
||
private TargetFocusVisual CreateFocusVisual(CandidateParticle particle, string finalChar)
|
||
{
|
||
TargetFocusVisual visual = new TargetFocusVisual
|
||
{
|
||
particle = particle,
|
||
finalChar = finalChar,
|
||
startShakeIntensity = Mathf.Max(particle.anxietyShakeIntensity, 4f)
|
||
};
|
||
|
||
GameObject ringObj = new GameObject("FocusRing");
|
||
ringObj.layer = renderLayer;
|
||
ringObj.transform.SetParent(particle.transform, false);
|
||
visual.ringObject = ringObj;
|
||
|
||
float estimatedRadius = 0.55f;
|
||
if (particle != null && particle.textMesh != null)
|
||
{
|
||
estimatedRadius = Mathf.Clamp(particle.textMesh.fontSize * 0.05f, 0.35f, 0.75f);
|
||
}
|
||
|
||
var disc = ringObj.AddComponent<Disc>();
|
||
disc.Type = DiscType.Ring;
|
||
disc.Radius = estimatedRadius;
|
||
disc.Thickness = Mathf.Clamp(focusRingThickness, 0.01f, 0.3f);
|
||
Color ringColor = focusRingColor;
|
||
ringColor.a = focusRingAlpha;
|
||
disc.Color = ringColor;
|
||
// 不稳定期为旋转虚线环,锁定时收敛为实线(见 PlayFocusLockEffect)
|
||
disc.Dashed = true;
|
||
visual.ringDisc = disc;
|
||
|
||
GameObject labelObj = new GameObject("ProbabilityLabel");
|
||
labelObj.layer = renderLayer;
|
||
labelObj.transform.SetParent(particle.transform, false);
|
||
RectTransform rectTransform = labelObj.AddComponent<RectTransform>();
|
||
rectTransform.localPosition = new Vector3(0f, estimatedRadius + 0.55f, 0f);
|
||
rectTransform.localScale = Vector3.one;
|
||
rectTransform.sizeDelta = new Vector2(2f, 0.6f);
|
||
visual.labelBasePos = rectTransform.localPosition;
|
||
|
||
var label = labelObj.AddComponent<TextMeshPro>();
|
||
if (chineseFontAsset != null)
|
||
{
|
||
label.font = chineseFontAsset;
|
||
}
|
||
label.fontSize = 2f;
|
||
label.alignment = TextAlignmentOptions.Center;
|
||
Color labelColor = targetParticleColor;
|
||
labelColor.a = 0.9f;
|
||
label.color = labelColor;
|
||
label.text = FormatProbabilityText(visual.probability);
|
||
visual.probabilityLabel = label;
|
||
|
||
return visual;
|
||
}
|
||
|
||
/// <summary>概率标签统一终端风格式</summary>
|
||
private static string FormatProbabilityText(float probability)
|
||
{
|
||
return $"> {Mathf.RoundToInt(probability)}%_";
|
||
}
|
||
|
||
/// <summary>
|
||
/// 不稳定期聚焦环虚线旋转 + 概率标签轻微抖动(每帧调用)
|
||
/// </summary>
|
||
private void UpdateFocusVisualIdle(TargetFocusVisual visual)
|
||
{
|
||
if (visual == null || visual.stabilized)
|
||
return;
|
||
|
||
if (visual.ringDisc != null)
|
||
{
|
||
visual.ringDisc.DashOffset += Time.deltaTime * focusRingDashRotateSpeed;
|
||
}
|
||
|
||
if (visual.probabilityLabel != null)
|
||
{
|
||
float jitter = 0.015f;
|
||
Vector3 offset = new Vector3(
|
||
(Mathf.PerlinNoise(Time.time * 9f, visual.orderIndex * 3.7f) - 0.5f) * jitter * 2f,
|
||
(Mathf.PerlinNoise(visual.orderIndex * 5.1f, Time.time * 9f) - 0.5f) * jitter * 2f,
|
||
0f);
|
||
visual.probabilityLabel.rectTransform.localPosition = visual.labelBasePos + offset;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 单字锁定表现:环收敛为实线并闪白后淡出,标签定格 100% 后淡出,字符弹跳强调
|
||
/// </summary>
|
||
private void PlayFocusLockEffect(TargetFocusVisual visual)
|
||
{
|
||
if (visual == null)
|
||
return;
|
||
|
||
if (visual.particle != null)
|
||
{
|
||
visual.particle.transform.DOPunchScale(
|
||
Vector3.one * (focusZoomScale * 0.15f), 0.25f, 6, 0.6f);
|
||
}
|
||
|
||
if (visual.ringDisc != null)
|
||
{
|
||
var disc = visual.ringDisc;
|
||
var ringObj = visual.ringObject;
|
||
disc.Dashed = false;
|
||
|
||
Color flashColor = Color.white;
|
||
flashColor.a = 1f;
|
||
Color fadeColor = focusRingColor;
|
||
fadeColor.a = 0f;
|
||
float baseRadius = disc.Radius;
|
||
|
||
Sequence seq = DOTween.Sequence();
|
||
seq.Append(DOTween.To(() => disc.Color, c => disc.Color = c, flashColor, 0.08f));
|
||
seq.Join(DOTween.To(() => disc.Radius, r => disc.Radius = r, baseRadius * 0.82f, 0.16f).SetEase(Ease.OutQuad));
|
||
seq.Append(DOTween.To(() => disc.Color, c => disc.Color = c, fadeColor, 0.4f).SetEase(Ease.OutQuad));
|
||
seq.OnComplete(() =>
|
||
{
|
||
if (ringObj != null)
|
||
Destroy(ringObj);
|
||
});
|
||
if (ringObj != null)
|
||
seq.SetLink(ringObj);
|
||
|
||
visual.ringDisc = null;
|
||
visual.ringObject = null;
|
||
}
|
||
|
||
if (visual.probabilityLabel != null)
|
||
{
|
||
var label = visual.probabilityLabel;
|
||
label.rectTransform.localPosition = visual.labelBasePos;
|
||
label.text = FormatProbabilityText(100f);
|
||
var labelSeq = DOTween.Sequence();
|
||
labelSeq.AppendInterval(0.3f);
|
||
labelSeq.Append(label.DOFade(0f, 0.3f));
|
||
labelSeq.OnComplete(() =>
|
||
{
|
||
if (label != null)
|
||
Destroy(label.gameObject);
|
||
});
|
||
labelSeq.SetLink(label.gameObject);
|
||
|
||
visual.probabilityLabel = null;
|
||
}
|
||
}
|
||
|
||
private void EnterFocusHolding()
|
||
{
|
||
completionPhase = CompletionPhase.FocusHolding;
|
||
focusTimer = 0f;
|
||
|
||
if (!string.IsNullOrEmpty(completionDialogNode))
|
||
{
|
||
DialogController.Instance?.StartDialogNode(completionDialogNode);
|
||
}
|
||
}
|
||
|
||
private void UpdateFocusHolding()
|
||
{
|
||
focusTimer += Time.deltaTime;
|
||
|
||
foreach (var visual in focusVisuals.Values)
|
||
{
|
||
if (visual == null || visual.particle == null)
|
||
continue;
|
||
|
||
Vector3 shuffleOffset = CalculateShuffleOffset(visual, 0f, focusTimer);
|
||
visual.particle.transform.position = visual.focusPosition + shuffleOffset;
|
||
UpdateFocusVisualIdle(visual);
|
||
}
|
||
}
|
||
|
||
private void UpdateFocusSequence()
|
||
{
|
||
if (!focusTweensCompleted)
|
||
return;
|
||
|
||
focusTimer += Time.deltaTime;
|
||
float baseInterval = Mathf.Max(0.2f, probabilityDuration);
|
||
float arrangementDuration = Mathf.Max(0.2f, probabilityDuration * 0.6f);
|
||
|
||
foreach (var visual in focusVisuals.Values)
|
||
{
|
||
if (visual == null || visual.particle == null)
|
||
continue;
|
||
|
||
float localTime = focusTimer - visual.orderIndex * predictionSequenceGap;
|
||
float probabilityProgress = Mathf.Clamp01(localTime / baseInterval);
|
||
float arrangementProgress = Mathf.Clamp01(localTime / arrangementDuration);
|
||
|
||
float probability = Mathf.Lerp(visual.probability, visual.targetProbability, probabilityProgress);
|
||
if (visual.probabilityLabel != null)
|
||
{
|
||
visual.probabilityLabel.text = FormatProbabilityText(probability);
|
||
}
|
||
UpdateFocusVisualIdle(visual);
|
||
|
||
float interval = Mathf.Lerp(0.05f, 0.8f, probabilityProgress);
|
||
visual.particle.SetChangeInterval(interval);
|
||
visual.particle.changeSpeedMultiplier = Mathf.Lerp(6f, 1f, probabilityProgress);
|
||
visual.particle.anxietyShakeIntensity = Mathf.Lerp(visual.startShakeIntensity, 0f, probabilityProgress);
|
||
|
||
Vector3 dynamicTarget = GetDynamicArrangementTarget(visual, arrangementProgress, localTime);
|
||
Vector3 targetPosition = Vector3.Lerp(visual.focusPosition, dynamicTarget, Mathf.SmoothStep(0f, 1f, arrangementProgress));
|
||
Vector3 shuffleOffset = CalculateShuffleOffset(visual, arrangementProgress, localTime);
|
||
visual.particle.transform.position = targetPosition + shuffleOffset;
|
||
|
||
if (!visual.stabilized && probabilityProgress >= 1f)
|
||
{
|
||
visual.particle.ForceSetCharacter(visual.finalChar);
|
||
visual.particle.SetChangeInterval(1.5f);
|
||
visual.particle.ResetChangeTimer(visual.particle.changeSpeedMultiplier);
|
||
visual.particle.isStatic = true;
|
||
visual.stabilized = true;
|
||
PlayFocusLockEffect(visual);
|
||
}
|
||
}
|
||
|
||
bool allStable = focusVisuals.Values.All(v => v.stabilized);
|
||
if (allStable)
|
||
{
|
||
CompleteFocusSequence();
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 从 FocusHolding 进入稳定化阶段(概率递增、文字锁定、排列到最终位置)
|
||
/// </summary>
|
||
public void ResolveFocusSequence()
|
||
{
|
||
if (completionPhase != CompletionPhase.FocusHolding)
|
||
return;
|
||
|
||
completionPhase = CompletionPhase.Focusing;
|
||
focusTweensCompleted = true;
|
||
focusTimer = 0f;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 等待聚焦流程全部完成(稳定化 → Finished)
|
||
/// </summary>
|
||
public IEnumerator WaitUntilFocusFinished()
|
||
{
|
||
while (completionPhase != CompletionPhase.Finished && completionPhase != CompletionPhase.None)
|
||
{
|
||
yield return null;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// Returns the combined world-space bounds of the target sentence while it is
|
||
/// in the focused completion presentation. Other UI and dialogue text are excluded.
|
||
/// </summary>
|
||
public bool TryGetFocusedTextBounds(out Bounds textBounds)
|
||
{
|
||
textBounds = default;
|
||
if (completionPhase != CompletionPhase.Focusing &&
|
||
completionPhase != CompletionPhase.FocusHolding &&
|
||
completionPhase != CompletionPhase.Finished)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
bool hasBounds = false;
|
||
foreach (var particle in orderedRedParticles)
|
||
{
|
||
if (particle == null || particle.textMesh == null ||
|
||
!particle.textMesh.gameObject.activeInHierarchy)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
Renderer textRenderer = particle.textMesh.GetComponent<Renderer>();
|
||
if (textRenderer == null || !textRenderer.enabled)
|
||
continue;
|
||
|
||
Bounds particleBounds = textRenderer.bounds;
|
||
if (particleBounds.size.sqrMagnitude <= Mathf.Epsilon)
|
||
continue;
|
||
|
||
if (!hasBounds)
|
||
{
|
||
textBounds = particleBounds;
|
||
hasBounds = true;
|
||
}
|
||
else
|
||
{
|
||
textBounds.Encapsulate(particleBounds);
|
||
}
|
||
}
|
||
|
||
return hasBounds;
|
||
}
|
||
|
||
private void DestroyFocusVisualDecorationsAndClear()
|
||
{
|
||
foreach (var visual in focusVisuals.Values)
|
||
{
|
||
if (visual == null)
|
||
continue;
|
||
if (visual.ringObject != null)
|
||
Destroy(visual.ringObject);
|
||
if (visual.probabilityLabel != null)
|
||
Destroy(visual.probabilityLabel.gameObject);
|
||
}
|
||
focusVisuals.Clear();
|
||
}
|
||
|
||
private void CompleteFocusSequence()
|
||
{
|
||
var particlesToScale = new List<CandidateParticle>();
|
||
foreach (var visual in focusVisuals.Values)
|
||
{
|
||
if (visual?.particle != null)
|
||
particlesToScale.Add(visual.particle);
|
||
}
|
||
DestroyFocusVisualDecorationsAndClear();
|
||
foreach (var p in particlesToScale)
|
||
{
|
||
p.transform.DOKill();
|
||
p.transform.DOScale(Vector3.one * focusZoomScale, 0.3f).SetEase(Ease.OutQuad);
|
||
p.isStatic = true;
|
||
p.changeSpeedMultiplier = 1f;
|
||
}
|
||
|
||
if (connectionRenderer != null)
|
||
{
|
||
connectionRenderer.TargetAlphaScale = 0f;
|
||
}
|
||
|
||
completionPhase = CompletionPhase.Finished;
|
||
}
|
||
|
||
private Vector3 GetDynamicArrangementTarget(TargetFocusVisual visual, float arrangementProgress, float localTime)
|
||
{
|
||
if (visual == null)
|
||
{
|
||
return Vector3.zero;
|
||
}
|
||
|
||
Vector3 target = visual.finalPosition;
|
||
if (!visual.stabilized && finalTargetPositions.Count > 1)
|
||
{
|
||
int swapIndex = (visual.orderIndex + 1) % finalTargetPositions.Count;
|
||
swapIndex = Mathf.Clamp(swapIndex, 0, finalTargetPositions.Count - 1);
|
||
Vector3 neighbor = finalTargetPositions[swapIndex];
|
||
float swapStrength = Mathf.Clamp01(Mathf.Sin(Mathf.Max(0f, localTime) * shuffleFrequency * 0.25f));
|
||
float blend = (1f - arrangementProgress) * swapStrength * 0.5f;
|
||
target = Vector3.Lerp(target, neighbor, blend);
|
||
}
|
||
|
||
return target;
|
||
}
|
||
|
||
private Vector3 CalculateShuffleOffset(TargetFocusVisual visual, float arrangementProgress, float localTime)
|
||
{
|
||
if (visual == null || shuffleDistance <= 0f || visual.stabilized)
|
||
{
|
||
return Vector3.zero;
|
||
}
|
||
|
||
float shuffleAmount = Mathf.Clamp01(1f - arrangementProgress);
|
||
if (shuffleAmount <= 0f)
|
||
{
|
||
return Vector3.zero;
|
||
}
|
||
|
||
float timeSeed = (focusTimer + localTime * 0.35f) * shuffleFrequency + visual.orderIndex * 0.75f;
|
||
float x = Mathf.Sin(timeSeed) * shuffleDistance * shuffleAmount;
|
||
float y = Mathf.Cos(timeSeed * 0.8f) * shuffleDistance * shuffleVerticalScale * shuffleAmount;
|
||
return new Vector3(x, y, 0f);
|
||
}
|
||
|
||
private void FadeOutTextParticle(TextParticle particle, float duration)
|
||
{
|
||
if (particle == null) return;
|
||
|
||
DOTween.To(() => particle.alpha, value => particle.alpha = value, 0f, duration)
|
||
.SetEase(Ease.OutQuad);
|
||
|
||
if (particle.glowSprite != null)
|
||
{
|
||
particle.glowSprite.DOFade(0f, duration);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 淡出 UI 元素(使用 CanvasGroup),结束后 SetActive(false)
|
||
/// </summary>
|
||
private void FadeOutUIElement(GameObject obj, float duration)
|
||
{
|
||
if (obj == null || !obj.activeSelf) return;
|
||
|
||
var cg = obj.GetComponent<CanvasGroup>();
|
||
if (cg == null)
|
||
cg = obj.AddComponent<CanvasGroup>();
|
||
cg.alpha = 1f;
|
||
cg.DOFade(0f, duration)
|
||
.SetEase(Ease.OutQuad)
|
||
.OnComplete(() => obj.SetActive(false));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 淡出 SpriteRenderer,结束后禁用并隐藏
|
||
/// </summary>
|
||
private void FadeOutSpriteRenderer(SpriteRenderer sr, float duration)
|
||
{
|
||
if (sr == null || !sr.gameObject.activeSelf) return;
|
||
|
||
sr.DOFade(0f, duration)
|
||
.SetEase(Ease.OutQuad)
|
||
.OnComplete(() =>
|
||
{
|
||
sr.enabled = false;
|
||
sr.gameObject.SetActive(false);
|
||
});
|
||
}
|
||
|
||
/// <summary>
|
||
/// 立即隐藏火山释放 log(无动画),用于新一轮 start 前先淡出文字、再单独淡入 log。
|
||
/// </summary>
|
||
private void HideReleaseLogImmediate()
|
||
{
|
||
if (releaseLogSpriteRenderer == null)
|
||
return;
|
||
DOTween.Kill(releaseLogSpriteRenderer);
|
||
releaseLogSpriteRenderer.enabled = false;
|
||
releaseLogSpriteRenderer.gameObject.SetActive(false);
|
||
Color c = releaseLogSpriteRenderer.color;
|
||
c.a = 0f;
|
||
releaseLogSpriteRenderer.color = c;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 若火山释放 log 界面已淡出,则淡入显示(start_expression 时调用,确保流程开始前界面可见)
|
||
/// </summary>
|
||
/// <param name="duration">淡入时长(秒)</param>
|
||
public IEnumerator FadeInReleaseLogIfNeeded(float duration = 1f)
|
||
{
|
||
if (releaseLogSpriteRenderer == null) yield break;
|
||
if (releaseLogSpriteRenderer.gameObject.activeSelf && releaseLogSpriteRenderer.color.a > 0.9f)
|
||
yield break; // 已显示,跳过
|
||
|
||
DOTween.Kill(releaseLogSpriteRenderer);
|
||
releaseLogSpriteRenderer.enabled = true;
|
||
releaseLogSpriteRenderer.gameObject.SetActive(true);
|
||
Color c = releaseLogSpriteRenderer.color;
|
||
c.a = 0f;
|
||
releaseLogSpriteRenderer.color = c;
|
||
yield return releaseLogSpriteRenderer.DOFade(1f, duration).SetEase(Ease.OutQuad).WaitForCompletion();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 恢复 SpriteRenderer 显示(用于重新开始时恢复火山释放 log 界面)
|
||
/// </summary>
|
||
private void RestoreSpriteRenderer(SpriteRenderer sr)
|
||
{
|
||
if (sr == null) return;
|
||
DOTween.Kill(sr);
|
||
sr.enabled = true;
|
||
sr.gameObject.SetActive(true);
|
||
Color c = sr.color;
|
||
c.a = 1f;
|
||
sr.color = c;
|
||
}
|
||
|
||
private Vector3 ComputeCentroid(List<CandidateParticle> particles)
|
||
{
|
||
if (particles == null || particles.Count == 0)
|
||
{
|
||
return worldCanvas != null ? worldCanvas.transform.position : Vector3.zero;
|
||
}
|
||
|
||
Vector3 sum = Vector3.zero;
|
||
foreach (var particle in particles)
|
||
{
|
||
sum += particle.transform.position;
|
||
}
|
||
|
||
return sum / particles.Count;
|
||
}
|
||
|
||
private void UpdateInput()
|
||
{
|
||
// 只在允许输入时处理鼠标逻辑
|
||
if (!allowInput || completionPhase != CompletionPhase.None) return;
|
||
|
||
Vector2 mouseWorldPos = GetMouseWorldPosition();
|
||
|
||
// 左键点击:排斥附近粒子
|
||
if (Input.GetMouseButton(0))
|
||
{
|
||
ApplyForceToNearbyParticles(mouseWorldPos, mouseInteractionRadius, repulsionForce);
|
||
}
|
||
|
||
// 右键点击:吸引附近粒子
|
||
if (Input.GetMouseButton(1))
|
||
{
|
||
ApplyForceToNearbyParticles(mouseWorldPos, mouseInteractionRadius, -attractionForce);
|
||
}
|
||
}
|
||
|
||
private void ApplyForceToNearbyParticles(Vector2 center, float repulsionRadius, float repulsionForce)
|
||
{
|
||
foreach (var particle in candidateParticles)
|
||
{
|
||
Vector2 particlePos = particle.transform.position;
|
||
float distance = Vector2.Distance(center, particlePos);
|
||
|
||
if (distance < repulsionRadius && distance > 0.01f)
|
||
{
|
||
// 计算方向和力度
|
||
Vector2 direction = (particlePos - center).normalized;
|
||
float forceMagnitude = repulsionForce * (1f - distance / repulsionRadius);
|
||
|
||
// 应用力
|
||
particle.ApplyForce(direction * forceMagnitude);
|
||
}
|
||
}
|
||
}
|
||
|
||
private Vector2 GetMouseWorldPosition()
|
||
{
|
||
Vector3 mousePos = Input.mousePosition;
|
||
if (cachedMainCamera == null)
|
||
{
|
||
cachedMainCamera = Camera.main;
|
||
}
|
||
Camera cam = cachedMainCamera;
|
||
if (cam != null)
|
||
{
|
||
// 对于正交相机,需要使用正确的Z距离
|
||
float zDistance = cam.transform.position.z - worldCanvas.transform.position.z;
|
||
Vector3 worldPos = cam.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, Mathf.Abs(zDistance)));
|
||
return new Vector2(worldPos.x, worldPos.y);
|
||
}
|
||
return Vector2.zero;
|
||
}
|
||
|
||
public void ResetGame(bool playEntranceEffect = true)
|
||
{
|
||
isCompleted = false;
|
||
completionPhase = CompletionPhase.None;
|
||
completionTimer = 0f;
|
||
focusTimer = 0f;
|
||
fadeOutAlpha = 1f;
|
||
allowInput = !playEntranceEffect;
|
||
orderedRedParticles.Clear();
|
||
DestroyFocusVisualDecorationsAndClear();
|
||
finalTargetCharacters.Clear();
|
||
finalTargetPositions.Clear();
|
||
initializationComplete = false;
|
||
initializationFrames = 0;
|
||
focusTweensCompleted = false;
|
||
interferenceLogicSuspended = false;
|
||
ClearCompletionClampSmoothVelocity();
|
||
displayedIntegrationPercent = 0f;
|
||
displayedInterferenceCount = 0f;
|
||
lastInterferenceCount = -1;
|
||
if (interferenceCountText != null && interferenceTextBaseColorCaptured)
|
||
{
|
||
DOTween.Kill(interferenceCountText);
|
||
interferenceCountText.color = interferenceTextBaseColor;
|
||
}
|
||
SetStatusUIVisibility(true, 0f);
|
||
if (entranceRoutine != null)
|
||
{
|
||
StopCoroutine(entranceRoutine);
|
||
entranceRoutine = null;
|
||
}
|
||
|
||
if (confirmTimelineRoutine != null)
|
||
{
|
||
StopCoroutine(confirmTimelineRoutine);
|
||
confirmTimelineRoutine = null;
|
||
}
|
||
|
||
if (expressionPanelRoutine != null)
|
||
{
|
||
StopCoroutine(expressionPanelRoutine);
|
||
expressionPanelRoutine = null;
|
||
}
|
||
|
||
if (completionBurstRoutine != null)
|
||
{
|
||
StopCoroutine(completionBurstRoutine);
|
||
completionBurstRoutine = null;
|
||
}
|
||
|
||
if (focusSequenceButton != null)
|
||
{
|
||
focusSequenceButton.onClick.RemoveListener(HandleFocusButtonClicked);
|
||
focusSequenceButton.onClick.AddListener(HandleFocusButtonClicked);
|
||
focusSequenceButton.interactable = false;
|
||
focusSequenceButton.gameObject.SetActive(false);
|
||
}
|
||
|
||
if (languageDeepPanel1 != null)
|
||
languageDeepPanel1.SetActive(false);
|
||
if (languageDeepPanel2 != null)
|
||
languageDeepPanel2.SetActive(false);
|
||
|
||
// 恢复火山释放 log 界面 SpriteRenderer(重新开始时恢复)
|
||
RestoreSpriteRenderer(releaseLogSpriteRenderer);
|
||
|
||
if (connectionRenderer != null)
|
||
{
|
||
connectionRenderer.NonTargetAlphaScale = lineAlphaMultiplier;
|
||
connectionRenderer.TargetAlphaScale = 1f;
|
||
}
|
||
|
||
// 重置所有粒子
|
||
foreach (var p in candidateParticles)
|
||
{
|
||
p.isRed = false;
|
||
p.isOrange = false;
|
||
p.hasEffect = false;
|
||
p.isStatic = false;
|
||
p.originalIsRed = false;
|
||
p.changeSpeedMultiplier = 1f;
|
||
p.vibrationOffset = Vector2.zero;
|
||
p.velocity = new Vector2(Random.Range(-0.5f, 0.5f), Random.Range(-0.5f, 0.5f));
|
||
p.transform.position = GetRandomPositionInBounds();
|
||
p.isCalmed = false;
|
||
p.alpha = p.baseAlpha;
|
||
p.transform.localScale = Vector3.one;
|
||
p.transform.DOKill();
|
||
DOTween.Kill(p);
|
||
EnsureActiveInterferenceParams();
|
||
p.SetInterferenceParams(activeShakeIntensity, activeShakeSpeed, activeChangeInterval, activeFloatAmplitude);
|
||
|
||
if (p.glowSprite != null)
|
||
{
|
||
Color glowColor = p.glowSprite.color;
|
||
glowColor.a = 0.2f;
|
||
p.glowSprite.color = glowColor;
|
||
}
|
||
}
|
||
|
||
foreach (var floating in floatingParticles)
|
||
{
|
||
floating.isCalmed = false;
|
||
floating.alpha = floating.baseAlpha;
|
||
floating.transform.DOKill();
|
||
}
|
||
|
||
SelectRedParticles();
|
||
UpdateStatusUI();
|
||
if (playEntranceEffect)
|
||
{
|
||
PlayEntranceSequence();
|
||
}
|
||
}
|
||
|
||
private void HandleDebugShortcuts()
|
||
{
|
||
if (!enableDebugShortcuts || !Application.isPlaying)
|
||
return;
|
||
|
||
// 如果未初始化,先初始化
|
||
if (!isInitialized)
|
||
return;
|
||
|
||
if (Input.GetKeyDown(debugCompleteKey))
|
||
{
|
||
DebugCompleteTargets();
|
||
}
|
||
|
||
if (Input.GetKeyDown(debugResetKey))
|
||
{
|
||
ResetGame();
|
||
}
|
||
|
||
if (Input.GetKeyDown(debugFullTestKey))
|
||
{
|
||
QueueDebugFullFlow();
|
||
}
|
||
}
|
||
|
||
[ContextMenu("Debug/一键完成目标")]
|
||
public void DebugCompleteTargets()
|
||
{
|
||
if (!isCompleted)
|
||
{
|
||
isCompleted = true;
|
||
OnTargetsCompleted();
|
||
}
|
||
|
||
if (completionPhase == CompletionPhase.Completed)
|
||
{
|
||
BeginFocusSequence();
|
||
}
|
||
}
|
||
|
||
[ContextMenu("Debug/重置场景")]
|
||
public void DebugResetScene()
|
||
{
|
||
ResetGame();
|
||
}
|
||
|
||
[ContextMenu("Debug/完整流程测试")]
|
||
public void DebugPlayFullFlow()
|
||
{
|
||
QueueDebugFullFlow();
|
||
}
|
||
|
||
private void QueueDebugFullFlow()
|
||
{
|
||
if (!gameObject.activeInHierarchy)
|
||
return;
|
||
|
||
if (debugTestRoutine != null)
|
||
{
|
||
StopCoroutine(debugTestRoutine);
|
||
}
|
||
|
||
debugTestRoutine = StartCoroutine(DebugFullFlowRoutine());
|
||
}
|
||
|
||
private IEnumerator DebugFullFlowRoutine()
|
||
{
|
||
DebugCompleteTargets();
|
||
if (completionPhase == CompletionPhase.Completed)
|
||
{
|
||
BeginFocusSequence();
|
||
}
|
||
|
||
while (completionPhase == CompletionPhase.Focusing)
|
||
{
|
||
yield return null;
|
||
}
|
||
|
||
if (completionPhase == CompletionPhase.FocusHolding)
|
||
{
|
||
yield return new WaitForSeconds(1.5f);
|
||
ResolveFocusSequence();
|
||
}
|
||
|
||
while (completionPhase != CompletionPhase.Finished)
|
||
{
|
||
yield return null;
|
||
}
|
||
|
||
yield return new WaitForSeconds(0.5f);
|
||
ResetGame();
|
||
debugTestRoutine = null;
|
||
}
|
||
|
||
private void PlayEntranceSequence()
|
||
{
|
||
if (!gameObject.activeInHierarchy || candidateParticles.Count == 0)
|
||
{
|
||
Debug.LogWarning($"[LanguageParticleManager] PlayEntranceSequence 跳过: activeInHierarchy={gameObject.activeInHierarchy}, candidateParticles.Count={candidateParticles.Count} (不会播放火山表达panel)");
|
||
entranceVisualsFinished = true;
|
||
allowInput = true; // 否则 allowInput 会一直为 false
|
||
return;
|
||
}
|
||
|
||
if (entranceRoutine != null)
|
||
{
|
||
StopCoroutine(entranceRoutine);
|
||
}
|
||
|
||
entranceRoutine = StartCoroutine(EntranceSequenceRoutine());
|
||
}
|
||
|
||
private IEnumerator EntranceSequenceRoutine()
|
||
{
|
||
allowInput = false;
|
||
entranceVisualsFinished = false;
|
||
entranceTargets.Clear();
|
||
|
||
Vector3 burstOrigin = worldCanvas != null ? worldCanvas.transform.position : transform.position;
|
||
List<CandidateParticle> particles = candidateParticles.Where(p => p != null).ToList();
|
||
if (particles.Count == 0)
|
||
{
|
||
entranceVisualsFinished = true;
|
||
allowInput = true;
|
||
entranceRoutine = null;
|
||
yield break;
|
||
}
|
||
|
||
float initialScale = Mathf.Max(0.05f, entranceInitialScale);
|
||
|
||
foreach (var candidate in particles)
|
||
{
|
||
entranceTargets[candidate] = candidate.transform.position;
|
||
candidate.transform.DOKill();
|
||
candidate.velocity = Vector2.zero;
|
||
candidate.transform.position = burstOrigin;
|
||
candidate.transform.localScale = Vector3.one * initialScale;
|
||
candidate.alpha = 0f;
|
||
if (candidate.glowSprite != null)
|
||
{
|
||
Color glowColor = candidate.glowSprite.color;
|
||
glowColor.a = 0f;
|
||
candidate.glowSprite.color = glowColor;
|
||
}
|
||
}
|
||
|
||
yield return new WaitForSeconds(Mathf.Max(0f, entranceDelay));
|
||
|
||
int coreCount = Mathf.Clamp(entranceCoreCount, 1, particles.Count);
|
||
var shuffled = particles.OrderBy(_ => Random.value).ToList();
|
||
var coreCandidates = shuffled.Take(coreCount).ToList();
|
||
var remainingCandidates = shuffled.Skip(coreCount).ToList();
|
||
float radius = Mathf.Max(0.1f, entranceCoreRadius);
|
||
float maxCoreTime = 0f;
|
||
|
||
for (int i = 0; i < coreCandidates.Count; i++)
|
||
{
|
||
var candidate = coreCandidates[i];
|
||
float angle = (Mathf.PI * 2f / Mathf.Max(1, coreCandidates.Count)) * i;
|
||
Vector3 startPos = burstOrigin + new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0f) * radius;
|
||
candidate.transform.position = startPos;
|
||
|
||
float delay = i * Mathf.Max(0f, entranceCoreStagger);
|
||
Sequence seq = DOTween.Sequence();
|
||
seq.SetDelay(delay);
|
||
seq.Append(candidate.transform.DOMove(entranceTargets[candidate], entranceCoreBurstDuration).SetEase(Ease.OutCubic));
|
||
seq.Join(candidate.transform.DOScale(Vector3.one, entranceCoreBurstDuration).SetEase(Ease.OutBack));
|
||
seq.Join(DOTween.To(() => candidate.alpha, value => candidate.alpha = value, candidate.baseAlpha, entranceCoreBurstDuration).SetEase(Ease.OutQuad));
|
||
if (candidate.glowSprite != null)
|
||
{
|
||
seq.Join(candidate.glowSprite.DOFade(0.2f, entranceCoreBurstDuration));
|
||
}
|
||
seq.OnComplete(() =>
|
||
{
|
||
candidate.velocity = new Vector2(Random.Range(-0.5f, 0.5f), Random.Range(-0.5f, 0.5f));
|
||
});
|
||
maxCoreTime = Mathf.Max(maxCoreTime, delay + entranceCoreBurstDuration);
|
||
}
|
||
|
||
if (coreCandidates.Count > 0)
|
||
{
|
||
yield return new WaitForSeconds(maxCoreTime * 0.6f);
|
||
}
|
||
|
||
float cascadeDuration = 0f;
|
||
for (int i = 0; i < remainingCandidates.Count; i++)
|
||
{
|
||
var candidate = remainingCandidates[i];
|
||
Vector2 offset = Random.insideUnitCircle * entranceSearchRadius;
|
||
candidate.transform.position = burstOrigin + new Vector3(offset.x, offset.y, 0f);
|
||
float delay = i * Mathf.Max(0f, entranceCascadeStagger);
|
||
Sequence seq = DOTween.Sequence();
|
||
seq.SetDelay(delay);
|
||
seq.Append(candidate.transform.DOMove(entranceTargets[candidate], entranceCascadeDuration).SetEase(Ease.OutQuad));
|
||
seq.Join(candidate.transform.DOScale(Vector3.one, entranceCascadeDuration * 0.8f).SetEase(Ease.OutBack));
|
||
seq.Join(DOTween.To(() => candidate.alpha, value => candidate.alpha = value, candidate.baseAlpha, entranceCascadeDuration).SetEase(Ease.OutSine));
|
||
if (candidate.glowSprite != null)
|
||
{
|
||
seq.Join(candidate.glowSprite.DOFade(0.2f, entranceCascadeDuration));
|
||
}
|
||
seq.OnComplete(() =>
|
||
{
|
||
candidate.velocity = new Vector2(Random.Range(-0.5f, 0.5f), Random.Range(-0.5f, 0.5f));
|
||
});
|
||
cascadeDuration = Mathf.Max(cascadeDuration, delay + entranceCascadeDuration);
|
||
}
|
||
|
||
float waitTime = Mathf.Max(maxCoreTime, cascadeDuration);
|
||
if (waitTime > 0f)
|
||
{
|
||
// cascade 进行到指定比例时并行启动火山表达panel,消除"粒子播完才出 UI"的空档
|
||
float panelDelay = waitTime * Mathf.Clamp01(panelStartAtEntranceProgress);
|
||
yield return new WaitForSeconds(panelDelay);
|
||
StartExpressionPanelRoutine();
|
||
yield return new WaitForSeconds(waitTime - panelDelay + 0.2f);
|
||
}
|
||
else
|
||
{
|
||
StartExpressionPanelRoutine();
|
||
}
|
||
|
||
foreach (var candidate in particles)
|
||
{
|
||
if (candidate == null) continue;
|
||
candidate.alpha = candidate.baseAlpha;
|
||
candidate.transform.localScale = Vector3.one;
|
||
}
|
||
|
||
entranceTargets.Clear();
|
||
entranceVisualsFinished = true;
|
||
entranceRoutine = null;
|
||
}
|
||
|
||
private void StartExpressionPanelRoutine()
|
||
{
|
||
if (expressionPanelRoutine != null)
|
||
{
|
||
StopCoroutine(expressionPanelRoutine);
|
||
}
|
||
expressionPanelRoutine = StartCoroutine(PlayExpressionPanelThenReady());
|
||
}
|
||
|
||
/// <summary>
|
||
/// 独立协程:播放火山表达panel,播完后将表达流程标记为就绪
|
||
/// </summary>
|
||
private IEnumerator PlayExpressionPanelThenReady()
|
||
{
|
||
if (!string.IsNullOrEmpty(expressionPanelTimelineName) && TimelineCenter.Instance != null)
|
||
{
|
||
// 火山表达 panel timeline 驱动 panel1/2,播放前需先激活(若之前被 fade 过,需重置 alpha)
|
||
if (languageDeepPanel1 != null)
|
||
{
|
||
var cg1 = languageDeepPanel1.GetComponent<CanvasGroup>();
|
||
if (cg1 != null) cg1.alpha = 1f;
|
||
languageDeepPanel1.SetActive(true);
|
||
}
|
||
if (languageDeepPanel2 != null)
|
||
{
|
||
var cg2 = languageDeepPanel2.GetComponent<CanvasGroup>();
|
||
if (cg2 != null) cg2.alpha = 1f;
|
||
languageDeepPanel2.SetActive(true);
|
||
}
|
||
|
||
yield return null; // 确保 DirectorHandler 已注册
|
||
yield return TimelineCenter.Instance.PlayTimelineAsync(expressionPanelTimelineName);
|
||
}
|
||
else if (string.IsNullOrEmpty(expressionPanelTimelineName))
|
||
{
|
||
Debug.LogWarning("[LanguageParticleManager] expressionPanelTimelineName 未配置,跳过火山表达panel播放");
|
||
}
|
||
else if (TimelineCenter.Instance == null)
|
||
{
|
||
Debug.LogWarning("[LanguageParticleManager] TimelineCenter.Instance 为空,无法播放火山表达panel");
|
||
}
|
||
|
||
// panel 与入场表现并行,两者都完成才解锁输入
|
||
while (!entranceVisualsFinished)
|
||
{
|
||
yield return null;
|
||
}
|
||
|
||
allowInput = true;
|
||
expressionPanelRoutine = null;
|
||
}
|
||
|
||
private void ApplySeparationForces()
|
||
{
|
||
if (!enableSeparation || candidateParticles.Count <= 1)
|
||
return;
|
||
|
||
float minSpacingSqr = minParticleSpacing * minParticleSpacing;
|
||
|
||
for (int i = 0; i < candidateParticles.Count - 1; i++)
|
||
{
|
||
var particleA = candidateParticles[i];
|
||
if (particleA.isStatic)
|
||
continue;
|
||
|
||
Vector2 posA = particleA.transform.position;
|
||
|
||
for (int j = i + 1; j < candidateParticles.Count; j++)
|
||
{
|
||
var particleB = candidateParticles[j];
|
||
if (particleB.isStatic)
|
||
continue;
|
||
|
||
Vector2 posB = particleB.transform.position;
|
||
Vector2 diff = posA - posB;
|
||
float distSqr = diff.sqrMagnitude;
|
||
|
||
if (distSqr < minSpacingSqr && distSqr > 0.0001f)
|
||
{
|
||
float distance = Mathf.Sqrt(distSqr);
|
||
float pushStrength = 1f - (distance / minParticleSpacing);
|
||
Vector2 direction = diff / distance;
|
||
Vector2 push = direction * (pushStrength * separationForce);
|
||
|
||
particleA.ApplyForce(push * Time.deltaTime);
|
||
particleB.ApplyForce(-push * Time.deltaTime);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 非目标粒子向最近目标粒子的轻微漂移偏置(仅观感"笑话往真话凑",远小于玩家施力)
|
||
/// </summary>
|
||
private void ApplyInterferenceDrift()
|
||
{
|
||
if (activeDriftBias <= 0f || isCompleted || targetParticles.Count == 0)
|
||
return;
|
||
|
||
foreach (var particle in candidateParticles)
|
||
{
|
||
if (particle == null || particle.isRed || particle.isStatic || particle.isCalmed)
|
||
continue;
|
||
|
||
Vector2 pos = particle.transform.position;
|
||
CandidateParticle nearest = null;
|
||
float bestSqr = float.MaxValue;
|
||
foreach (var t in targetParticles)
|
||
{
|
||
if (t == null) continue;
|
||
float sqr = ((Vector2)t.transform.position - pos).sqrMagnitude;
|
||
if (sqr < bestSqr)
|
||
{
|
||
bestSqr = sqr;
|
||
nearest = t;
|
||
}
|
||
}
|
||
|
||
if (nearest == null || bestSqr < 0.01f)
|
||
continue;
|
||
|
||
Vector2 dir = ((Vector2)nearest.transform.position - pos).normalized;
|
||
particle.ApplyForce(dir * (activeDriftBias * Time.deltaTime));
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 游玩期 glitch 基线随干扰计数轻微浮动(每 0.5s 更新一次;yarn 手动驱动后自动失效)
|
||
/// </summary>
|
||
private void UpdateInterferenceGlitchLink()
|
||
{
|
||
if (activeGlitchBaselineMax <= 0f || isCompleted || !allowInput)
|
||
return;
|
||
|
||
glitchLinkTimer += Time.deltaTime;
|
||
if (glitchLinkTimer < 0.5f)
|
||
return;
|
||
glitchLinkTimer = 0f;
|
||
|
||
var em = ExpressionManagerRef;
|
||
if (em == null)
|
||
return;
|
||
|
||
// 以 6 处干扰为满强度参照,映射到 0~baselineMax
|
||
float normalized = Mathf.Clamp01(CountInterferenceNodes() / 6f);
|
||
em.SetGameplayGlitchBaseline(normalized * activeGlitchBaselineMax, 0.6f);
|
||
}
|
||
|
||
private void UpdateStatusUI()
|
||
{
|
||
if (statusUIHidden)
|
||
return;
|
||
|
||
if (integrationProgressText != null)
|
||
{
|
||
float targetPercent = CalculateIntegrationRatio() * 100f;
|
||
displayedIntegrationPercent = Mathf.MoveTowards(
|
||
displayedIntegrationPercent, targetPercent, statusCountUpSpeed * Time.deltaTime);
|
||
integrationProgressText.text = $"{Mathf.RoundToInt(displayedIntegrationPercent)}% 语言整合完成度";
|
||
}
|
||
|
||
if (interferenceCountText != null)
|
||
{
|
||
int interferenceCount = CountInterferenceNodes();
|
||
if (lastInterferenceCount >= 0 && interferenceCount < lastInterferenceCount)
|
||
{
|
||
PulseInterferenceText();
|
||
}
|
||
lastInterferenceCount = interferenceCount;
|
||
|
||
displayedInterferenceCount = Mathf.MoveTowards(
|
||
displayedInterferenceCount, interferenceCount, statusCountUpSpeed * 0.3f * Time.deltaTime);
|
||
interferenceCountText.text = $"{Mathf.RoundToInt(displayedInterferenceCount)} 处异常思绪仍在干扰表达";
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 干扰计数下降时闪一下目标色,给玩家正反馈
|
||
/// </summary>
|
||
private void PulseInterferenceText()
|
||
{
|
||
if (interferenceCountText == null || statusUIHidden || !interferenceTextBaseColorCaptured)
|
||
return;
|
||
|
||
DOTween.Kill(interferenceCountText);
|
||
Color pulse = targetParticleColor;
|
||
pulse.a = interferenceTextBaseAlpha;
|
||
Color baseColor = interferenceTextBaseColor;
|
||
baseColor.a = interferenceTextBaseAlpha;
|
||
|
||
Sequence seq = DOTween.Sequence().SetTarget(interferenceCountText);
|
||
seq.Append(DOTween.To(
|
||
() => interferenceCountText.color, c => interferenceCountText.color = c, pulse, 0.08f));
|
||
seq.Append(DOTween.To(
|
||
() => interferenceCountText.color, c => interferenceCountText.color = c, baseColor, 0.4f));
|
||
}
|
||
|
||
private float CalculateIntegrationRatio()
|
||
{
|
||
if (targetParticles.Count == 0)
|
||
return 0f;
|
||
|
||
HashSet<CandidateParticle> visited = new HashSet<CandidateParticle>();
|
||
int largestCluster = 0;
|
||
|
||
foreach (var red in targetParticles)
|
||
{
|
||
if (visited.Contains(red))
|
||
continue;
|
||
|
||
int clusterSize = 0;
|
||
Queue<CandidateParticle> queue = new Queue<CandidateParticle>();
|
||
queue.Enqueue(red);
|
||
visited.Add(red);
|
||
|
||
while (queue.Count > 0)
|
||
{
|
||
var current = queue.Dequeue();
|
||
clusterSize++;
|
||
|
||
foreach (var connected in current.connections)
|
||
{
|
||
if (connected == null || !connected.isRed)
|
||
continue;
|
||
|
||
if (!visited.Contains(connected))
|
||
{
|
||
visited.Add(connected);
|
||
queue.Enqueue(connected);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (clusterSize > largestCluster)
|
||
{
|
||
largestCluster = clusterSize;
|
||
}
|
||
}
|
||
|
||
largestCluster = Mathf.Clamp(largestCluster, 0, targetParticles.Count);
|
||
return largestCluster / Mathf.Max(1f, targetParticles.Count);
|
||
}
|
||
|
||
private int CountInterferenceNodes()
|
||
{
|
||
if (targetParticles.Count == 0)
|
||
return 0;
|
||
|
||
HashSet<CandidateParticle> interferingParticles = new HashSet<CandidateParticle>();
|
||
|
||
foreach (var red in targetParticles)
|
||
{
|
||
foreach (var connected in red.connections)
|
||
{
|
||
if (connected == null)
|
||
continue;
|
||
|
||
if (!connected.isRed)
|
||
{
|
||
interferingParticles.Add(connected);
|
||
}
|
||
}
|
||
}
|
||
|
||
return interferingParticles.Count;
|
||
}
|
||
|
||
private void SetStatusUIVisibility(bool visible, float duration = 0f)
|
||
{
|
||
statusUIHidden = !visible;
|
||
float integrationAlpha = visible ? integrationTextBaseAlpha : 0f;
|
||
float interferenceAlpha = visible ? interferenceTextBaseAlpha : 0f;
|
||
|
||
AnimateStatusText(integrationProgressText, integrationAlpha, duration);
|
||
AnimateStatusText(interferenceCountText, interferenceAlpha, duration);
|
||
}
|
||
|
||
private void AnimateStatusText(TMP_Text text, float targetAlpha, float duration)
|
||
{
|
||
if (text == null)
|
||
return;
|
||
|
||
DOTween.Kill(text);
|
||
if (duration > 0f)
|
||
{
|
||
text.DOFade(targetAlpha, duration);
|
||
}
|
||
else
|
||
{
|
||
Color color = text.color;
|
||
color.a = targetAlpha;
|
||
text.color = color;
|
||
}
|
||
}
|
||
|
||
#if UNITY_EDITOR
|
||
private void OnDrawGizmosSelected()
|
||
{
|
||
Vector3 center = worldCanvas != null ? worldCanvas.transform.position : transform.position;
|
||
float halfSize = canvasSize / 2f - textMargin;
|
||
float radius = layoutShape == LayoutShape.Circle && circleRadiusOverride > 0
|
||
? circleRadiusOverride
|
||
: halfSize;
|
||
|
||
Gizmos.color = new Color(0.2f, 0.8f, 1f, 0.5f);
|
||
|
||
if (layoutShape == LayoutShape.Circle)
|
||
{
|
||
// 圆形:用多段线近似圆
|
||
const int segments = 64;
|
||
Vector3 prev = center + new Vector3(radius, 0f, 0f);
|
||
for (int i = 1; i <= segments; i++)
|
||
{
|
||
float angle = (float)i / segments * Mathf.PI * 2f;
|
||
Vector3 curr = center + new Vector3(Mathf.Cos(angle) * radius, Mathf.Sin(angle) * radius, 0f);
|
||
Gizmos.DrawLine(prev, curr);
|
||
prev = curr;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// 矩形
|
||
Vector3 ext = new Vector3(halfSize, halfSize, 0f);
|
||
Gizmos.DrawLine(center + new Vector3(-ext.x, -ext.y, 0f), center + new Vector3(ext.x, -ext.y, 0f));
|
||
Gizmos.DrawLine(center + new Vector3(ext.x, -ext.y, 0f), center + new Vector3(ext.x, ext.y, 0f));
|
||
Gizmos.DrawLine(center + new Vector3(ext.x, ext.y, 0f), center + new Vector3(-ext.x, ext.y, 0f));
|
||
Gizmos.DrawLine(center + new Vector3(-ext.x, ext.y, 0f), center + new Vector3(-ext.x, -ext.y, 0f));
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
}
|
||
|