新增全屏/大图展示功能,支持 Yarn 命令控制: - ShowLargeObj: 显示大图并淡入 - HideLargeObj: 隐藏大图并淡出 - HideAll: 同时隐藏大小图 - 实现大小图互斥切换逻辑 - 重构 HideObj 方法支持可选强制隐藏参数 在梦境场景中配置了大图渲染器和游戏对象, 添加相关 Yarn 命令绑定到 Dialog System。 Made-with: Cursor
181 lines
6.2 KiB
C#
181 lines
6.2 KiB
C#
using System.Collections;
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using AibisDream.Kit;
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using AibisDream.Utility;
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using DG.Tweening;
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using UnityEngine;
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namespace AibisDream
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{
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public class SpriteShowcase : Singleton<SpriteShowcase>
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{
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[SerializeField] private SpriteRenderer _spriteRenderer;
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[SerializeField] private SpriteRenderer _backgroundSpriteRenderer;
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[SerializeField] private SpriteRenderer _largeSpriteRenderer;
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// 通过 activeSelf 判断当前状态
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private bool IsSmallShowing => _spriteRenderer.gameObject.activeSelf;
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private bool IsLargeShowing => _largeSpriteRenderer != null && _largeSpriteRenderer.gameObject.activeSelf;
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public override void OnSingletonInit()
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{
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// 初始状态:隐藏
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_spriteRenderer.gameObject.SetActive(false);
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_spriteRenderer.SetAlpha(0);
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// 大图初始状态:隐藏
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if (_largeSpriteRenderer != null)
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{
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_largeSpriteRenderer.gameObject.SetActive(false);
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_largeSpriteRenderer.SetAlpha(0);
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}
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}
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/// <summary>
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/// 显示物体(小图)
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/// </summary>
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/// <param name="picName">图片名称(相对于 Resources/Art/Obj/ 的路径)</param>
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/// <param name="duration">淡入时长</param>
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/// <returns>协程</returns>
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public IEnumerator ShowObj(string picName, float duration = 1)
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{
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// 互斥:如果大图正在显示,先隐藏
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if (IsLargeShowing)
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{
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yield return HideLargeObj(duration);
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}
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_spriteRenderer.gameObject.SetActive(true);
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// 切换图片
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var newSprite = Resources.Load<Sprite>($"Art/Obj/{picName}");
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_spriteRenderer.sprite = newSprite;
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// 然后淡入
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yield return _spriteRenderer.DOFade(1, duration).WaitForCompletion();
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}
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/// <summary>
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/// 显示大图
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/// </summary>
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/// <param name="picName">图片名称(相对于 Resources/Art/Obj/ 的路径)</param>
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/// <param name="duration">淡入时长</param>
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/// <returns>协程</returns>
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public IEnumerator ShowLargeObj(string picName, float duration = 1)
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{
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// 互斥:如果小图正在显示,先隐藏
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if (IsSmallShowing)
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{
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yield return HideObj(duration);
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}
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if (_largeSpriteRenderer == null) yield break;
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_largeSpriteRenderer.gameObject.SetActive(true);
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// 切换图片
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var newSprite = Resources.Load<Sprite>($"Art/Obj/{picName}");
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_largeSpriteRenderer.sprite = newSprite;
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// 然后淡入
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yield return _largeSpriteRenderer.DOFade(1, duration).WaitForCompletion();
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}
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/// <summary>
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/// 隐藏物体(小图)
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/// </summary>
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/// <param name="duration">淡出时长</param>
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/// <returns>协程</returns>
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public IEnumerator HideObj(float duration = 1)
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{
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yield return HideObj(force: false, duration);
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}
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/// <summary>
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/// 隐藏物体(小图)
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/// </summary>
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/// <param name="force">是否强制隐藏</param>
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/// <param name="duration">淡出时长</param>
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/// <returns>协程</returns>
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public IEnumerator HideObj(bool force, float duration = 1)
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{
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// force=false 时检查状态,未显示则直接返回
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if (!force && !IsSmallShowing) yield break;
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yield return _spriteRenderer.DOFade(0, duration).WaitForCompletion();
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_spriteRenderer.gameObject.SetActive(false);
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}
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/// <summary>
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/// 隐藏大图
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/// </summary>
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/// <param name="force">是否强制隐藏</param>
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/// <param name="duration">淡出时长</param>
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/// <returns>协程</returns>
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public IEnumerator HideLargeObj(float duration = 1)
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{
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if (_largeSpriteRenderer == null) yield break;
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yield return _largeSpriteRenderer.DOFade(0, duration).WaitForCompletion();
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_largeSpriteRenderer.gameObject.SetActive(false);
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}
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/// <summary>
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/// 隐藏所有(小图和大图)
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/// </summary>
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/// <param name="duration">淡出时长</param>
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/// <returns>协程</returns>
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public IEnumerator HideAll(float duration = 1)
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{
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if (IsSmallShowing)
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yield return HideObj(duration);
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if (IsLargeShowing)
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yield return HideLargeObj(duration);
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}
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/// <summary>
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/// 淡入(异步协程版本)
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/// </summary>
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/// <param name="duration">淡入时长</param>
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/// <returns>协程</returns>
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public IEnumerator FadeInAsync(float duration = 1)
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{
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if (_backgroundSpriteRenderer == null) yield break;
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_backgroundSpriteRenderer.gameObject.SetActive(true);
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yield return _backgroundSpriteRenderer.DOFade(1, duration).WaitForCompletion();
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}
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/// <summary>
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/// 淡出(异步协程版本)
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/// </summary>
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/// <param name="duration">淡出时长</param>
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/// <returns>协程</returns>
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public IEnumerator FadeOutAsync(float duration = 1)
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{
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if (_backgroundSpriteRenderer == null) yield break;
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_backgroundSpriteRenderer.gameObject.SetActive(true);
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yield return _backgroundSpriteRenderer.DOFade(0, duration).WaitForCompletion();
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_backgroundSpriteRenderer.gameObject.SetActive(false);
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}
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/// <summary>
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/// 淡入(同步版本,启动协程)
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/// </summary>
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/// <param name="duration">淡入时长</param>
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public void FadeInSync(float duration = 1)
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{
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StartCoroutine(FadeInAsync(duration));
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}
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/// <summary>
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/// 淡出(同步版本,启动协程)
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/// </summary>
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/// <param name="duration">淡出时长</param>
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public void FadeOutSync(float duration = 1)
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{
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StartCoroutine(FadeOutAsync(duration));
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}
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}
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} |