757 lines
25 KiB
C#
757 lines
25 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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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;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace AibisDream.UI
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{
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/// <summary>
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/// 梦境命令窗口:全部用 Shapes 即时模式绘制,无需手动配置任何 Canvas 或 UI 组件。
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/// 挂在 Door 节点(或其子节点)上即可。
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/// </summary>
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[ExecuteAlways]
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public class DreamTerminalUI : ImmediateModeShapeDrawer
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{
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#region 样式参数
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[Header("尺寸(世界单位)")]
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[SerializeField] private Vector2 terminalSize = new(6.8f, 4.2f);
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[SerializeField] private Vector2 morphStartSize = new(8.6f, 5.6f);
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[Header("琥珀色调色盘")]
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[SerializeField] private Color colAmberMain = new(1f, 0.69f, 0f, 1f); // #ffb000
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[SerializeField] private Color colAmberDim = new(0.72f, 0.52f, 0.04f, 1f); // #b8860b
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[SerializeField] private Color colWhiteGlow = new(1f, 1f, 1f, 1f);
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[SerializeField] private Color colBg = new(0.02f, 0.02f, 0.02f, 0.96f);
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[Header("布局")]
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[SerializeField] private float borderThickness = 0.05f;
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[SerializeField] private float padding = 0.3f;
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[SerializeField] private float lineHeight = 0.3f;
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[SerializeField] private float fontSize = 0.24f;
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[SerializeField] private float inputAreaHeight = 0.58f;
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[SerializeField] private int maxVisibleLines = 9;
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[Header("扫描线")]
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[SerializeField] private float scanlineSpacing = 0.07f;
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[SerializeField] private float scanlineAlpha = 0.08f;
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[Header("光标")]
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[SerializeField] private float cursorBlinkRate = 0.5f;
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[SerializeField] private Vector2 cursorSize = new(0.14f, 0.24f);
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[Header("形变")]
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[Range(0f, 1f)]
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[SerializeField] private float morphProgress = 0f;
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[Header("编辑器预览")]
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[SerializeField] private bool previewInEditor = true;
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[Range(0f, 1f)]
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[SerializeField] private float previewAlpha = 1f;
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[Range(0f, 1f)]
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[SerializeField] private float previewMorphProgress = 1f;
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[SerializeField] private PreviewStage previewStage = PreviewStage.WaitingInput;
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[SerializeField] private bool animatePreviewCursor = true;
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[SerializeField] private string previewInputBuffer = "false";
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[TextArea(3, 8)]
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[SerializeField] private string previewLines =
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">> WARNING: TRAP DETECTED.\n" +
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">> SYSTEM: Reality_Engine.sys stopped.\n" +
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">> SYSTEM: Rendering underlying code...\n" +
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">> LOADING: Ocean_Simulation.sh ... OK\n" +
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"root@sys:~$ print_string(\"海是存在的吗?\")";
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[SerializeField] private string previewTypingLine = "";
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[Header("交互")]
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[SerializeField] private int maxInputLength = 20;
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[SerializeField] private string promptString = "> bit seaExists = ";
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[SerializeField] private string onCompleteNode = "苏醒";
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[Header("启动日志")]
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[SerializeField] private List<BootLogEntry> bootSequence = new()
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{
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new BootLogEntry { text = ">> WARNING: TRAP DETECTED.", style = LogStyle.Alert, delayAfter = 0.5f },
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new BootLogEntry { text = ">> SYSTEM: Reality_Engine.sys stopped.", style = LogStyle.Dim, delayAfter = 0.2f },
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new BootLogEntry { text = ">> SYSTEM: Rendering underlying code...", style = LogStyle.Dim, delayAfter = 0.2f },
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new BootLogEntry { text = ">> LOADING: Ocean_Simulation.sh ... OK", style = LogStyle.Dim, delayAfter = 0.8f },
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new BootLogEntry { text = "root@sys:~$ print_string(\"海是存在的吗?\")", style = LogStyle.Highlight, delayAfter = 0.5f },
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};
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#endregion
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#region 状态
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private enum TerminalPhase { Idle, BootSequence, WaitingInput, Confirming, EndAnimation, Done }
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private TerminalPhase _phase = TerminalPhase.Idle;
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// 可见文本行及其颜色
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private readonly List<string> _lines = new();
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private readonly List<Color> _lineColors = new();
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// 打字机
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private string _typingTarget = "";
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private string _typingCurrent = "";
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private bool _typingDone = false;
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private Color _typingColor;
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private Coroutine _typewriterCoroutine;
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// 输入
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private string _inputBuffer = "";
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private bool _cursorVisible = true;
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private Coroutine _cursorBlinkCoroutine;
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private Coroutine _crashSpamCoroutine;
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private double _editorLastRepaintTime;
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// 全局 alpha(用于 DreamDoorSystem 淡入淡出)
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public float Alpha { get; set; } = 0f;
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public float MorphProgress
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{
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get => morphProgress;
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set => morphProgress = Mathf.Clamp01(value);
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}
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#endregion
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#region 生命周期
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private void Awake()
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{
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Alpha = 0f;
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MorphProgress = 0f;
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_phase = TerminalPhase.Idle;
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}
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private void Update()
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{
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if (!Application.isPlaying)
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{
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UpdateEditorPreview();
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return;
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}
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if (_phase == TerminalPhase.WaitingInput)
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HandleTypingInput();
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else if (_phase == TerminalPhase.Confirming)
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HandleConfirmInput();
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}
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public override void OnDisable()
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{
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base.OnDisable();
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_phase = TerminalPhase.Idle;
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StopAllCoroutines();
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}
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public override void OnEnable()
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{
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base.OnEnable();
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if (!Application.isPlaying)
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ApplyEditorPreviewState();
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}
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private void OnValidate()
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{
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MorphProgress = morphProgress;
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if (!Application.isPlaying)
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ApplyEditorPreviewState();
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}
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#endregion
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#region 公共接口
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public void Begin()
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{
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if (_phase != TerminalPhase.Idle) return;
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_lines.Clear();
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_lineColors.Clear();
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_inputBuffer = "";
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MorphProgress = 1f;
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StartCoroutine(RunBootSequence());
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}
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public void ForceEnd()
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{
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StopAllCoroutines();
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_phase = TerminalPhase.Done;
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}
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public void ResetVisualState()
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{
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StopAllCoroutines();
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_phase = TerminalPhase.Idle;
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_lines.Clear();
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_lineColors.Clear();
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_typingTarget = "";
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_typingCurrent = "";
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_typingDone = false;
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_inputBuffer = "";
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_cursorVisible = false;
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MorphProgress = 0f;
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}
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[ContextMenu("Preview/Frame Only")]
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private void PreviewFrameOnly()
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{
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previewInEditor = true;
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previewStage = PreviewStage.FrameOnly;
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previewAlpha = 1f;
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previewMorphProgress = 0.65f;
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ApplyEditorPreviewState();
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}
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[ContextMenu("Preview/Waiting Input")]
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private void PreviewWaitingInput()
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{
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previewInEditor = true;
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previewStage = PreviewStage.WaitingInput;
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previewAlpha = 1f;
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previewMorphProgress = 1f;
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ApplyEditorPreviewState();
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}
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[ContextMenu("Preview/Clear")]
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private void ClearPreview()
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{
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previewInEditor = false;
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ApplyEditorPreviewState();
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}
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#endregion
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#region Shapes 绘制(DrawShapes 覆写)
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public override void DrawShapes(Camera cam)
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{
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if (Alpha <= 0.01f) return;
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float frameProgress = Mathf.SmoothStep(0f, 1f, MorphProgress);
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float textReveal = Mathf.InverseLerp(0.78f, 1f, frameProgress);
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Vector2 currentSize = Vector2.Lerp(morphStartSize, terminalSize, frameProgress);
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using (Draw.Command(cam))
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{
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Draw.BlendMode = ShapesBlendMode.Transparent;
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Draw.ZTest = UnityEngine.Rendering.CompareFunction.Always;
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using (Draw.MatrixScope)
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{
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Draw.Matrix = transform.localToWorldMatrix;
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DrawBackground(currentSize, frameProgress);
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DrawScanlines(currentSize, frameProgress);
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DrawBorder(currentSize, frameProgress);
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DrawLogLines(currentSize, textReveal);
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DrawInputArea(currentSize, textReveal);
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}
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}
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}
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// ----- 背景 -----
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private void DrawBackground(Vector2 currentSize, float frameProgress)
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{
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Color bg = colBg;
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bg.a *= Alpha * Mathf.Lerp(0.18f, 1f, frameProgress);
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Draw.Rectangle(Vector3.zero, Quaternion.identity, currentSize, bg);
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}
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// ----- CRT 扫描线 -----
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private void DrawScanlines(Vector2 currentSize, float frameProgress)
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{
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float scanReveal = Mathf.InverseLerp(0.35f, 1f, frameProgress);
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if (scanReveal <= 0f) return;
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float halfH = currentSize.y * 0.5f;
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float halfW = currentSize.x * 0.5f;
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Color scanCol = new Color(0f, 0f, 0f, scanlineAlpha * Alpha * scanReveal);
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Draw.Thickness = scanlineSpacing * 0.5f;
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Draw.LineGeometry = LineGeometry.Flat2D;
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// 横向扫描线(每隔 spacing 画一条暗线)
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float y = -halfH + scanlineSpacing;
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while (y < halfH)
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{
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Draw.Line(new Vector3(-halfW, y, 0f), new Vector3(halfW, y, 0f), scanCol);
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y += scanlineSpacing * 2f;
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}
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}
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// ----- 琥珀色边框 -----
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private void DrawBorder(Vector2 currentSize, float frameProgress)
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{
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float borderReveal = Mathf.InverseLerp(0.15f, 0.78f, frameProgress);
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if (borderReveal <= 0f) return;
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Color borderCol = colAmberMain;
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borderCol.a *= Alpha * borderReveal;
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Draw.RectangleBorder(Vector3.zero, Quaternion.identity, currentSize, borderThickness, borderCol);
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float halfW = currentSize.x * 0.5f;
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float halfH = currentSize.y * 0.5f;
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float cornerLen = Mathf.Lerp(0.25f, 0.6f, borderReveal);
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float inset = borderThickness * 0.6f;
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Draw.Thickness = borderThickness * 0.75f;
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Draw.LineGeometry = LineGeometry.Flat2D;
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DrawCorner(new Vector2(-halfW + inset, halfH - inset), Vector2.right, Vector2.down, cornerLen, borderCol);
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DrawCorner(new Vector2( halfW - inset, halfH - inset), Vector2.left, Vector2.down, cornerLen, borderCol);
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DrawCorner(new Vector2(-halfW + inset, -halfH + inset), Vector2.right, Vector2.up, cornerLen, borderCol);
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DrawCorner(new Vector2( halfW - inset, -halfH + inset), Vector2.left, Vector2.up, cornerLen, borderCol);
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float separatorReveal = Mathf.InverseLerp(0.45f, 0.95f, frameProgress);
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if (separatorReveal > 0f)
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{
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Color divCol = colAmberDim;
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divCol.a *= Alpha * separatorReveal;
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float botY = -currentSize.y * 0.5f + inputAreaHeight;
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float lineHalfWidth = (halfW - padding) * separatorReveal;
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Draw.Thickness = 0.015f;
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Draw.Line(
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new Vector3(-lineHalfWidth, botY, 0f),
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new Vector3(lineHalfWidth, botY, 0f),
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divCol
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);
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}
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}
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// ----- 日志文本区 -----
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private void DrawLogLines(Vector2 currentSize, float textReveal)
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{
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if (textReveal <= 0f) return;
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float halfW = currentSize.x * 0.5f;
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float topY = currentSize.y * 0.5f - padding;
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// 最多显示 maxVisibleLines 行
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int startIdx = Mathf.Max(0, _lines.Count - maxVisibleLines);
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for (int i = startIdx; i < _lines.Count; i++)
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{
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int row = i - startIdx;
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float y = topY - row * lineHeight;
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Color c = _lineColors.Count > i ? _lineColors[i] : colAmberMain;
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c.a *= Alpha * textReveal;
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Draw.FontSize = fontSize;
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Draw.Text(
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new Vector3(-halfW + padding, y, 0f),
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Quaternion.identity,
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_lines[i],
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TextAlign.TopLeft,
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c
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);
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}
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// 正在打字的当前行
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if (!string.IsNullOrEmpty(_typingCurrent))
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{
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int row = Mathf.Min(_lines.Count - startIdx, maxVisibleLines - 1);
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float y = topY - row * lineHeight;
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Color c = _typingColor;
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c.a *= Alpha * textReveal;
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Draw.FontSize = fontSize;
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Draw.Text(
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new Vector3(-halfW + padding, y, 0f),
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Quaternion.identity,
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_typingCurrent,
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TextAlign.TopLeft,
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c
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);
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}
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}
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// ----- 输入区 -----
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private void DrawInputArea(Vector2 currentSize, float textReveal)
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{
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if (textReveal <= 0f)
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return;
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if (_phase != TerminalPhase.WaitingInput && _phase != TerminalPhase.Confirming)
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return;
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float halfW = currentSize.x * 0.5f;
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float botY = -currentSize.y * 0.5f + inputAreaHeight;
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// Prompt + 用户输入
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string display = promptString + _inputBuffer;
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Color promptCol = colAmberMain;
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promptCol.a *= Alpha * textReveal;
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float textY = botY - lineHeight * 0.6f;
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Draw.FontSize = fontSize;
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Draw.Text(
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new Vector3(-halfW + padding, textY, 0f),
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Quaternion.identity,
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display,
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TextAlign.TopLeft,
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promptCol
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);
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// 闪烁光标
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if (_cursorVisible && _phase == TerminalPhase.WaitingInput)
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{
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// 估算文本宽度(粗略按字符数 × fontSize × 0.6)
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float textWidth = display.Length * fontSize * 0.6f;
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Vector3 cursorPos = new Vector3(-halfW + padding + textWidth, textY - cursorSize.y * 0.3f, 0f);
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Color cursorCol = colAmberMain;
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cursorCol.a *= Alpha * textReveal;
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Draw.Rectangle(cursorPos, Quaternion.identity, cursorSize, cursorCol);
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}
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}
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private static void DrawCorner(Vector2 pivot, Vector2 horizontalDir, Vector2 verticalDir, float length, Color color)
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{
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Draw.Line(
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new Vector3(pivot.x, pivot.y, 0f),
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new Vector3(pivot.x + horizontalDir.x * length, pivot.y + horizontalDir.y * length, 0f),
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color
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);
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Draw.Line(
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new Vector3(pivot.x, pivot.y, 0f),
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new Vector3(pivot.x + verticalDir.x * length, pivot.y + verticalDir.y * length, 0f),
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color
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);
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}
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#endregion
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#region 打字机
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private void AddLine(string text, Color color)
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{
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_lines.Add(text);
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_lineColors.Add(color);
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}
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private void AppendToLastLine(string text)
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{
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if (_lines.Count > 0)
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_lines[^1] += text;
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}
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private IEnumerator TypewriterLine(string text, Color color, float charDelay = 0.025f)
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{
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_typingTarget = text;
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_typingCurrent = "";
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_typingColor = color;
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_typingDone = false;
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foreach (char c in text)
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{
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_typingCurrent += c;
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yield return new WaitForSeconds(charDelay);
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}
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// 提交为已完成行
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AddLine(_typingCurrent, color);
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_typingCurrent = "";
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_typingTarget = "";
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_typingDone = true;
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}
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private IEnumerator WaitForTypewriter()
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{
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while (!_typingDone)
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yield return null;
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}
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#endregion
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#region Boot Sequence
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private IEnumerator RunBootSequence()
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{
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_phase = TerminalPhase.BootSequence;
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yield return new WaitForSeconds(0.3f);
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foreach (var entry in bootSequence)
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{
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Color c = StyleToColor(entry.style);
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_typewriterCoroutine = StartCoroutine(TypewriterLine(entry.text, c));
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yield return WaitForTypewriter();
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if (entry.delayAfter > 0f)
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yield return new WaitForSeconds(entry.delayAfter);
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}
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yield return new WaitForSeconds(0.3f);
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EnterInputPhase();
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}
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private Color StyleToColor(LogStyle style) => style switch
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{
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LogStyle.Alert => colWhiteGlow,
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LogStyle.Highlight => colWhiteGlow,
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LogStyle.Dim => colAmberDim,
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_ => colAmberMain
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};
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#endregion
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#region Input Phase
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private void EnterInputPhase()
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{
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_phase = TerminalPhase.WaitingInput;
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_inputBuffer = "";
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StartCursorBlink();
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}
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private void HandleTypingInput()
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{
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foreach (char c in Input.inputString)
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{
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if (c == '\b')
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{
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if (_inputBuffer.Length > 0)
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_inputBuffer = _inputBuffer[..^1];
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}
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else if (c == '\n' || c == '\r')
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{
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if (_inputBuffer.Length > 0)
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EnterConfirmPhase();
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return;
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}
|
||
else if (!char.IsControl(c) && _inputBuffer.Length < maxInputLength)
|
||
{
|
||
_inputBuffer += c;
|
||
}
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Confirm Phase
|
||
|
||
private void EnterConfirmPhase()
|
||
{
|
||
_phase = TerminalPhase.Confirming;
|
||
StopCursorBlink();
|
||
AddLine(">> Submit Reality Check? (Y/N)", colWhiteGlow);
|
||
}
|
||
|
||
private void HandleConfirmInput()
|
||
{
|
||
if (Input.GetKeyDown(KeyCode.Y))
|
||
{
|
||
_phase = TerminalPhase.EndAnimation;
|
||
StartCoroutine(HandleSubmission(_inputBuffer));
|
||
}
|
||
else if (Input.GetKeyDown(KeyCode.N))
|
||
{
|
||
_phase = TerminalPhase.WaitingInput;
|
||
StartCursorBlink();
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region End Animation
|
||
|
||
private IEnumerator HandleSubmission(string input)
|
||
{
|
||
string val = input.Trim().ToLower();
|
||
bool isFalse = val is "false" or "0" or "no" or "不存在";
|
||
|
||
if (isFalse)
|
||
yield return PlayShutdownEnding();
|
||
else
|
||
yield return PlayCrashEnding();
|
||
|
||
_phase = TerminalPhase.Done;
|
||
yield return new WaitForSeconds(1f);
|
||
DialogController.Instance.StartDialogNode(onCompleteNode);
|
||
}
|
||
|
||
private IEnumerator PlayShutdownEnding()
|
||
{
|
||
AddLine(">> FALSE. SHUTTING DOWN...", colWhiteGlow);
|
||
yield return new WaitForSeconds(1.5f);
|
||
yield return DreamDoorSystem.Instance.PlayShutdownEffect();
|
||
}
|
||
|
||
private IEnumerator PlayCrashEnding()
|
||
{
|
||
AddLine(">> TRUE. ERROR: OVERFLOW.", colWhiteGlow);
|
||
yield return new WaitForSeconds(0.8f);
|
||
|
||
DreamDoorSystem.Instance.PlayCrashEffect();
|
||
_crashSpamCoroutine = StartCoroutine(SpamErrorLines());
|
||
|
||
yield return new WaitForSeconds(3f);
|
||
|
||
if (_crashSpamCoroutine != null)
|
||
StopCoroutine(_crashSpamCoroutine);
|
||
|
||
DreamDoorSystem.Instance.StopAllEffects();
|
||
}
|
||
|
||
private IEnumerator SpamErrorLines()
|
||
{
|
||
while (true)
|
||
{
|
||
string hex = UnityEngine.Random.Range(0, 0xFFFF).ToString("x4");
|
||
AddLine($"0x{hex} SYSTEM FAILURE", colAmberDim);
|
||
yield return new WaitForSeconds(0.05f);
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 光标闪烁
|
||
|
||
private void StartCursorBlink()
|
||
{
|
||
_cursorVisible = true;
|
||
_cursorBlinkCoroutine = StartCoroutine(BlinkCursor());
|
||
}
|
||
|
||
private void StopCursorBlink()
|
||
{
|
||
if (_cursorBlinkCoroutine != null)
|
||
StopCoroutine(_cursorBlinkCoroutine);
|
||
_cursorVisible = false;
|
||
}
|
||
|
||
private IEnumerator BlinkCursor()
|
||
{
|
||
while (true)
|
||
{
|
||
_cursorVisible = !_cursorVisible;
|
||
yield return new WaitForSeconds(cursorBlinkRate);
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 数据结构
|
||
|
||
[Serializable]
|
||
public class BootLogEntry
|
||
{
|
||
public string text;
|
||
public LogStyle style;
|
||
public float delayAfter;
|
||
}
|
||
|
||
private enum PreviewStage
|
||
{
|
||
Hidden,
|
||
FrameOnly,
|
||
BootText,
|
||
WaitingInput,
|
||
Confirming
|
||
}
|
||
|
||
public enum LogStyle { Normal, Alert, Highlight, Dim }
|
||
|
||
#endregion
|
||
|
||
#if UNITY_EDITOR
|
||
private void UpdateEditorPreview()
|
||
{
|
||
ApplyEditorPreviewState();
|
||
|
||
if (previewInEditor)
|
||
{
|
||
EditorApplication.QueuePlayerLoopUpdate();
|
||
|
||
double now = EditorApplication.timeSinceStartup;
|
||
if (now - _editorLastRepaintTime > 0.08d)
|
||
{
|
||
_editorLastRepaintTime = now;
|
||
SceneView.RepaintAll();
|
||
}
|
||
}
|
||
}
|
||
|
||
private void ApplyEditorPreviewState()
|
||
{
|
||
if (Application.isPlaying)
|
||
return;
|
||
|
||
if (!previewInEditor)
|
||
{
|
||
Alpha = 0f;
|
||
MorphProgress = 0f;
|
||
_phase = TerminalPhase.Idle;
|
||
_lines.Clear();
|
||
_lineColors.Clear();
|
||
_typingCurrent = "";
|
||
_inputBuffer = "";
|
||
_cursorVisible = false;
|
||
return;
|
||
}
|
||
|
||
Alpha = previewAlpha;
|
||
MorphProgress = previewMorphProgress;
|
||
|
||
_lines.Clear();
|
||
_lineColors.Clear();
|
||
|
||
if (!string.IsNullOrWhiteSpace(previewLines))
|
||
{
|
||
var previewEntries = previewLines.Replace("\r\n", "\n").Split('\n', StringSplitOptions.RemoveEmptyEntries);
|
||
foreach (var line in previewEntries)
|
||
AddPreviewLine(line);
|
||
}
|
||
|
||
_typingCurrent = previewTypingLine ?? "";
|
||
_typingColor = colAmberMain;
|
||
_inputBuffer = previewInputBuffer ?? "";
|
||
|
||
switch (previewStage)
|
||
{
|
||
case PreviewStage.Hidden:
|
||
Alpha = 0f;
|
||
MorphProgress = 0f;
|
||
_phase = TerminalPhase.Idle;
|
||
_cursorVisible = false;
|
||
break;
|
||
case PreviewStage.FrameOnly:
|
||
_phase = TerminalPhase.Idle;
|
||
_typingCurrent = "";
|
||
_cursorVisible = false;
|
||
break;
|
||
case PreviewStage.BootText:
|
||
_phase = TerminalPhase.BootSequence;
|
||
_cursorVisible = false;
|
||
break;
|
||
case PreviewStage.WaitingInput:
|
||
_phase = TerminalPhase.WaitingInput;
|
||
_cursorVisible = animatePreviewCursor
|
||
? ((EditorApplication.timeSinceStartup % (cursorBlinkRate * 2f)) < cursorBlinkRate)
|
||
: true;
|
||
break;
|
||
case PreviewStage.Confirming:
|
||
_phase = TerminalPhase.Confirming;
|
||
_cursorVisible = false;
|
||
AddPreviewLine(">> Submit Reality Check? (Y/N)");
|
||
break;
|
||
}
|
||
}
|
||
|
||
private void AddPreviewLine(string text)
|
||
{
|
||
Color color = text.Contains("WARNING") || text.Contains("FALSE") || text.Contains("ERROR")
|
||
? colWhiteGlow
|
||
: text.Contains("SYSTEM") || text.Contains("LOADING")
|
||
? colAmberDim
|
||
: colAmberMain;
|
||
|
||
_lines.Add(text);
|
||
_lineColors.Add(color);
|
||
}
|
||
#endif
|
||
}
|
||
}
|