Files
aibis-dream/Assets/Scripts/FixSystemNew/BodyModule/Modules/BodyModule.cs
T

363 lines
12 KiB
C#

using System;
using AibisDream.Framework;
using Newtonsoft.Json;
using UnityEngine;
using System.Collections;
using DG.Tweening;
using AibisDream.Kit;
namespace AibisDream.FixSystem
{
public class BodyModule : MonoBehaviour, ISocket
{
#region 组件引用
private const string SocketObjName = "Socket";
private Transform _socketPos;
private Transform _socketLeft;
private Transform _socketRight;
private Tween _socketTween;
private BodyModuleSystem _bodyModuleSystem;
private Material _highlightMaterial;
private Material _alarmMaterial;
private Material _originalMaterial; // 原材质
/// <summary>
/// Yarn 可能在 Start 里异步加载材质完成前就调用 ModuleHightLight,需记下来待加载后再套材质。
/// </summary>
private bool _wantsHighlight;
private bool _wantsAlarm;
public bool IsHighlighted => _wantsHighlight;
public bool IsAlarmed => _wantsAlarm;
[SerializeField]
private SpriteRenderer targetSpriteRenderer; // 目标的 SpriteRenderer
[Header("模块运行状态")]
[SerializeField] private ModuleConditionVisual conditionVisual;
[SerializeField] private ModuleCondition condition = ModuleCondition.Normal;
public ModuleCondition Condition => condition;
public bool SupportsConditionVisual => conditionVisual != null && conditionVisual.IsConfigured;
private SpriteRenderer _cutSpriteRenderer;
private SpriteRenderer _cutTextRenderer; // 添加cutText的SpriteRenderer引用
[Header("CutText闪烁效果")] private float cutTextFlickerThreshold = 0.4f; // 开始闪烁的阈值
private float cutTextFlickerInterval = 0.1f; // 闪烁间隔
private bool isCutTextFlickering = false; // 是否正在闪烁
private Coroutine flickerCoroutine; // 闪烁协程引用
#endregion
// 模块基本数据
[SerializeField] public BodyModuleData data;
public bool available = true;
private bool _isOpen;
private void Awake()
{
// 获取组件索引
InitReference();
}
private void Start()
{
StartCoroutine(LoadMaterial());
conditionVisual?.ApplyCondition(condition);
}
protected virtual void InitReference()
{
_socketPos = transform.Find(SocketObjName);
_socketLeft = _socketPos.Find("Left");
_socketRight = _socketPos.Find("Right");
_bodyModuleSystem = transform.parent.parent.parent.GetComponent<BodyModuleSystem>();
if (targetSpriteRenderer == null)
{
targetSpriteRenderer = transform.Find("Module Pic").GetComponent<SpriteRenderer>();
}
_originalMaterial = targetSpriteRenderer.GetComponent<SpriteRenderer>().material;
_cutSpriteRenderer = transform.Find("Cut Pic")?.GetComponent<SpriteRenderer>();
if (_cutSpriteRenderer != null)
{
// 初始化cutText的SpriteRenderer
_cutTextRenderer =
_cutSpriteRenderer.transform.Find("Cut Text")?.GetComponent<SpriteRenderer>();
}
}
private IEnumerator LoadMaterial()
{
// 异步加载材质
var highlightHandle = ResourceSystem.LoadAsync<Material>(FixAssetRef.HighlightMaterial);
var alarmHandle = ResourceSystem.LoadAsync<Material>(FixAssetRef.AlarmMaterial);
yield return highlightHandle;
yield return alarmHandle;
if (highlightHandle.Status == UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationStatus.Succeeded)
_highlightMaterial = highlightHandle.Result;
else
Debug.LogError("[BodyModule] Failed to load HighlightMaterial");
if (alarmHandle.Status == UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationStatus.Succeeded)
_alarmMaterial = alarmHandle.Result;
else
Debug.LogError("[BodyModule] Failed to load AlarmMaterial");
ApplyModuleVisual();
}
#region 插槽功能
public bool IsAvailable()
{
return available;
}
public void SetSocketAvailable(bool isAvailable)
{
available = isAvailable;
}
public virtual void PlugIn()
{
if (DialogController.Instance)
// 然后触发Yarn节点
DialogController.Instance.StartDialogNode(_bodyModuleSystem.inHotErr ? "系统发热" : data.PlugInNodeName);
}
public virtual void PlugOut()
{
}
public Transform GetSocketPos()
{
return _socketPos;
}
public void OpenPlugSlot()
{
if (!_socketLeft) return;
if (_isOpen) return;
_isOpen = true;
// 打开插槽
if (_socketTween.IsActive() && _socketTween.IsPlaying()) _socketTween.Kill(true);
var sequence = DOTween.Sequence();
sequence.Join(_socketLeft.DOScale(new Vector3(0, 1, 1), 0.2f).SetEase(Ease.InSine));
sequence.Join(_socketRight.DOScale(new Vector3(0, 1, 1), 0.2f).SetEase(Ease.InSine));
_socketTween = sequence;
}
public void ClosePlugSlot()
{
if (!_socketLeft) return;
if (!_isOpen) return;
_isOpen = false;
// 关闭插槽
if (_socketTween.IsActive() && _socketTween.IsPlaying()) _socketTween.Kill(true);
var sequence = DOTween.Sequence();
sequence.Join(_socketLeft.DOScale(new Vector3(1, 1, 1), 0.2f).SetEase(Ease.OutSine));
sequence.Join(_socketRight.DOScale(new Vector3(1, 1, 1), 0.2f).SetEase(Ease.OutSine));
_socketTween = sequence;
}
#endregion
#region 高亮提示和隐藏
public void Highlight(bool enable)
{
_wantsHighlight = enable;
ApplyModuleVisual();
}
public void Alarm(bool enable)
{
_wantsAlarm = enable;
ApplyModuleVisual();
}
private void ApplyModuleVisual()
{
if (targetSpriteRenderer == null) return;
if (_wantsAlarm && _alarmMaterial != null)
targetSpriteRenderer.material = _alarmMaterial;
else if (_wantsHighlight && _highlightMaterial != null)
targetSpriteRenderer.material = _highlightMaterial;
else
targetSpriteRenderer.material = _originalMaterial;
}
#endregion
#region 模块运行状态
/// <summary>
/// 设置模块表现状态。状态只影响独立文字与火花,不影响 Module Pic、插线或切割逻辑。
/// </summary>
public bool SetCondition(ModuleCondition newCondition)
{
if (conditionVisual == null)
{
Debug.LogWarning($"[BodyModule] Module {data.moduleName} has no ModuleConditionVisual configured.", this);
return false;
}
condition = newCondition;
conditionVisual.ApplyCondition(newCondition);
return true;
}
#endregion
#region 切割相关
public void OnCuttingDown()
{
_bodyModuleSystem.RemoveModule(this);
DialogController.Instance?.StartDialogNode($"{data.moduleName}CutDown");
EnumEventSystem.Global.Send(EventEnum.CutEnd);
Destroy(gameObject);
}
public void SetCutTextVisible(bool visible)
{
if (_cutTextRenderer != null)
{
_cutTextRenderer.enabled = visible;
}
}
/// <summary>
/// 按当前 ModuleCondition 同步 CutText 亮灭,与舱外 ModuleText 表现一致。
/// Normal 常亮 / Damaged 闪烁 / PoweredOff 熄灭。
/// </summary>
public void ApplyCutTextFromCondition()
{
// 没有独立 CutText 的模块(如无特写文字的模块)直接跳过,避免起无效闪烁协程。
if (_cutTextRenderer == null)
return;
StopCutTextFlicker(restoreVisible: false);
switch (condition)
{
case ModuleCondition.Normal:
SetCutTextVisible(true);
break;
case ModuleCondition.Damaged:
// 与舱外文字当前的瞬时亮灭相位对齐,而非固定为常亮,避免入场瞬间闪烁不同步
bool currentlyVisible = conditionVisual == null || conditionVisual.IsTextCurrentlyVisible;
SetCutTextVisible(currentlyVisible);
StartCutTextFlicker();
break;
case ModuleCondition.PoweredOff:
SetCutTextVisible(false);
break;
}
}
public SpriteRenderer GetCutSpriteRenderer()
{
return _cutSpriteRenderer;
}
public SpriteRenderer GetCutTextSpriteRenderer()
{
return _cutTextRenderer;
}
public void StartCutTextFlicker()
{
if (!isCutTextFlickering)
{
isCutTextFlickering = true;
if (flickerCoroutine != null)
{
StopCoroutine(flickerCoroutine);
}
flickerCoroutine = StartCoroutine(CutTextFlickerCoroutine());
}
}
public void StopCutTextFlicker(bool restoreVisible = true)
{
isCutTextFlickering = false;
if (flickerCoroutine != null)
{
StopCoroutine(flickerCoroutine);
flickerCoroutine = null;
}
if (restoreVisible)
SetCutTextVisible(true);
}
private IEnumerator CutTextFlickerCoroutine()
{
while (isCutTextFlickering)
{
// 随机决定是否显示
bool shouldShow = UnityEngine.Random.value > 0.5f;
SetCutTextVisible(shouldShow);
// 播放相应的音效
if (shouldShow)
{
AudioManager.Instance.PlaySfx("event:/ActionFB/light_flicker_on");
}
else
{
AudioManager.Instance.PlaySfx("event:/ActionFB/light_flicker_off");
}
// 随机等待时间,模拟接触不良效果
float waitTime = UnityEngine.Random.Range(cutTextFlickerInterval * 0.5f, cutTextFlickerInterval * 1.5f);
yield return new WaitForSeconds(waitTime);
}
}
public void UpdateCutProgress(float progress)
{
// 检查是否达到闪烁阈值
if (!isCutTextFlickering && progress >= cutTextFlickerThreshold)
{
StartCutTextFlicker();
}
}
#endregion
}
[Serializable]
public struct BodyModuleData
{
public const string PlugInNodeTemplate = "{0}PlugIn";
// ID
public string moduleName;
// 只读
[JsonIgnore] public string PlugInNodeName => string.Format(PlugInNodeTemplate, moduleName);
}
public enum ModuleCondition
{
Normal,
Damaged,
PoweredOff
}
}