887 lines
31 KiB
C#
887 lines
31 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using AibisDream;
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using AibisDream.FixSystem;
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using AibisDream.Framework;
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using DG.Tweening;
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using RainbowArt.CleanFlatUI;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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/// <summary>
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/// 电击器系统。拉杆交互通过 EventTriggerEx 统一管理,支持 EventSystemEx.isLocked 与 IInteraction,
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/// 光标由 EventTriggerEx → EventSystemEx → CursorManager 自动驱动。
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/// </summary>
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public class ShockSystem : MonoBehaviour, IInteraction
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{
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[Header("References")]
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[SerializeField] private Transform shockDevice; // 电击器
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[SerializeField] private Transform leftShockDevice; // 左电击装置
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[SerializeField] private Transform rightShockDevice; // 右电击装置
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[SerializeField] private Transform operationPanel; // 操作面板
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[SerializeField] private ProgressBarGridLinear progressBar; // 进度条
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[SerializeField] private Transform lever; // 转动杆
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[SerializeField] private SpriteRenderer flashHeadSpriteRenderer; // 头部闪烁精灵渲染器
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[SerializeField] private SpriteRenderer flashBackgroundSpriteRenderer; // 背景闪烁精灵渲染器
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[SerializeField] private SpriteRenderer flashSpriteRenderer;
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[SerializeField] private List<Sprite> flashHeadSprites; // 头部闪烁精灵列表
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[SerializeField] private SpriteFlashSystem spriteFlashSystem; // Sprite闪烁系统
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[SerializeField] private GameObject sparkEffect1; // 火花特效1
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[SerializeField] private GameObject sparkEffect2; // 火花特效2
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[SerializeField] private Image progressBarFg; // 进度条前景
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[Header("Settings")]
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[SerializeField] private bool isSystemOn = false; // 系统开关状态
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[SerializeField] private Vector3 leftShockDeviceTargetPos; // 左电击装置目标位置
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[SerializeField] private Vector3 rightShockDeviceTargetPos; // 右电击装置目标位置
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[SerializeField] private Vector3 leftShockDeviceStartPos; // 左电击装置起始位置
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[SerializeField] private Vector3 rightShockDeviceStartPos; // 右电击装置起始位置
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[SerializeField] private Vector3 operationPanelTargetPos; // 操作面板目标位置
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[SerializeField] private Vector3 operationPanelStartPos; // 操作面板起始位置
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[SerializeField] private float moveDuration = 1f; // 移动动画时长
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[SerializeField] private float shockDelay = 0.5f; // 释放电击延迟
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[SerializeField] private float progressIncreaseSpeed = 1f; // 进度增加基础速度
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[SerializeField] private float maxSliderValue = 3f; // 滑块最大值
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[SerializeField] private float progressDecreaseDuration = 1f; // 进度下降持续时间
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[SerializeField] private string shockEffectNode = "ShockEffect"; // 电击效果节点名称
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[Header("Shock Effects")]
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[SerializeField] private float flashDuration = 0.1f; // 每次闪烁持续时间
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[SerializeField] private float flashInterval = 0.1f; // 闪烁间隔
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[SerializeField] private int flashCount = 3; // 闪烁次数
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[SerializeField] private float strength = 1f; // 震动强度
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[SerializeField] private int vibrate = 10; // 震动次数
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[SerializeField] private float minVibrateStrength = 0.05f; // 最小震动强度
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[SerializeField] private float maxVibrateStrength = 0.2f; // 最大震动强度
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[SerializeField] private float vibrateInterval = 0.1f; // 震动间隔
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[SerializeField] private float deviceShakeAmount = 0.1f; // 电击器震动幅度
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[SerializeField] private float deviceShakeSpeed = 10f; // 电击器震动速度
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[Header("Auto Charge Settings")]
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[SerializeField] private float autoChargeSpeed = 5f; // 自动充能速度
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[SerializeField] private float autoChargeDuration = 1f; // 自动充能持续时间
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[Header("Lever Settings")]
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[SerializeField] private float maxLeverAngle = 90f; // 最大转动角度
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[SerializeField] private float leverReturnSpeed = 300f; // 杆回弹速度
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[SerializeField] private float leverSmoothTime = 0.1f; // 杆转动平滑时间
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[Header("Abnormal State Settings")]
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[SerializeField] private bool isAbnormalState = false; // 是否处于异常状态
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[SerializeField] private float abnormalLeverShakeAmount = 30f; // 异常状态下拉杆震动幅度
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[SerializeField] private float abnormalLeverShakeSpeed = 20f; // 异常状态下拉杆震动速度
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[SerializeField] private float abnormalPanelShakeAmount = 0.1f; // 异常状态下面板震动幅度
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[SerializeField] private float abnormalPanelShakeSpeed = 15f; // 异常状态下面板震动速度
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[SerializeField] private Color abnormalProgressBarColor = Color.red; // 异常状态下进度条颜色
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[Header("Audio Settings")]
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[SerializeField] private string chargingEvent = "event:/FollowInput/defib/defib_charging";
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[SerializeField] private string shockEvent = "event:/FollowInput/defib/defib_shock";
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[SerializeField] private string defibProgressParam = "defibProgress";
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[SerializeField] private string shockReverbParam = "reverb";
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[SerializeField] private float shockFlashDelay = 0.05f; // 声音与闪烁的延迟,可配置
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[Range(0,1)] public float shockReverb = 0f; // 0=真实,1=梦境
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private string chargingAudioKey = "defib_charging";
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private string shockAudioKey = "defib_shock";
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private bool isCharging = false;
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private float currentProgress = 0f;
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private float currentLeverAngle = 0f; // 当前杆的角度
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private float targetLeverAngle = 0f; // 目标杆的角度
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private float leverVelocity = 0f; // 用于平滑转动
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private bool isDraggingLever = false; // 是否正在拖动杆
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private Vector3 lastMousePosition; // 上一帧鼠标位置
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private Tweener progressTweener; // 用于存储进度条动画
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private Sequence flashSequence; // 用于存储闪烁动画序列
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private int currentFlashHeadIndex = 0; // 当前闪烁头部精灵索引
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private float lastVibrateTime = 0f; // 上次震动时间
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private Vector3 leftDeviceOriginalPos; // 左电击装置原始位置
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private Vector3 rightDeviceOriginalPos; // 右电击装置原始位置
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private Tweener deviceShakeTweener; // 电击器震动动画
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private Tweener abnormalLeverShakeTweener; // 异常状态下拉杆震动动画
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private Tweener abnormalPanelShakeTweener; // 异常状态下面板震动动画
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private Color normalProgressBarColor; // 正常状态下进度条颜色
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private EventTriggerEx _eventTrigger;
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private ShockLeverInteractionBridge _leverBridge;
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private bool _useEventTrigger;
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private bool _leverInputLocked;
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private bool _leverPointerOver;
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// 公共访问器
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public float FlashDuration => flashDuration;
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public float FlashInterval => flashInterval;
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public int FlashCount => flashCount;
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#region IInteraction
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public bool IsActive => true;
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public bool IsAvailable => !isAbnormalState && !_leverInputLocked;
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public GameObject GetGameObject() => gameObject;
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#endregion
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private void Awake()
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{
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FixSystemCenter.SystemDic.Register(this);
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EnsureLeverInteraction();
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}
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/// <summary>
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/// 为拉杆挂接 ShockLeverInteractionBridge + EventTriggerEx(对齐 CrankController)。
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/// 悬停光标另用 LateUpdate 射线校正:指针 Collider 细长且会旋转,EventSystem 易丢 PointerExit。
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/// </summary>
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private void EnsureLeverInteraction()
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{
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if (lever == null) return;
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var leverGo = lever.gameObject;
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if (leverGo.GetComponent<Collider2D>() == null)
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{
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#if UNITY_EDITOR
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Debug.LogWarning("[ShockSystem] 拉杆未找到 Collider2D!请添加 Collider2D 以接入交互与光标。", this);
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#endif
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return;
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}
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_leverBridge = leverGo.GetComponent<ShockLeverInteractionBridge>();
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if (_leverBridge == null)
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_leverBridge = leverGo.AddComponent<ShockLeverInteractionBridge>();
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_eventTrigger = leverGo.GetComponent<EventTriggerEx>();
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if (_eventTrigger == null)
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_eventTrigger = leverGo.AddComponent<EventTriggerEx>();
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_useEventTrigger = true;
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EnsureEventTriggerEntries();
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_eventTrigger.Register(EventTriggerType.PointerDown, OnEventPointerDown);
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_eventTrigger.Register(EventTriggerType.PointerUp, OnEventPointerUp);
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_eventTrigger.Register(EventTriggerType.Drag, OnEventDrag);
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}
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private void EnsureEventTriggerEntries()
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{
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if (_eventTrigger == null) return;
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var triggers = _eventTrigger.triggers;
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var needed = new[] { EventTriggerType.PointerDown, EventTriggerType.PointerUp, EventTriggerType.Drag };
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foreach (var t in needed)
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{
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if (triggers.Any(e => e.eventID == t)) continue;
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triggers.Add(new EventTrigger.Entry { eventID = t });
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}
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}
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private void Start()
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{
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// 保存电击器原始位置
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if (leftShockDevice != null)
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{
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leftDeviceOriginalPos = leftShockDevice.localPosition;
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}
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if (rightShockDevice != null)
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{
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rightDeviceOriginalPos = rightShockDevice.localPosition;
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}
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if (operationPanel != null)
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{
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operationPanelStartPos = operationPanel.localPosition;
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}
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// 初始化杆的位置
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if (lever != null)
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{
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lever.localRotation = Quaternion.Euler(0, 0, 0);
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}
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// 保存正常状态下的进度条颜色
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if (progressBarFg != null)
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{
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normalProgressBarColor = progressBarFg.color;
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}
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// 确保火花效果初始状态为关闭
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if (sparkEffect1 != null) sparkEffect1.SetActive(false);
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if (sparkEffect2 != null) sparkEffect2.SetActive(false);
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}
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private void Update()
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{
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if (isAbnormalState)
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{
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UpdateAbnormalState();
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}
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else
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{
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if (_useEventTrigger)
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UpdateLeverReturn();
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else
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HandleLeverInputFallback();
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UpdateLeverRotation();
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UpdateCharging();
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}
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}
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private void LateUpdate()
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{
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SyncLeverHoverCursor();
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}
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#region 拉杆输入(EventTriggerEx 驱动 / 回退)
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private bool IsMouseOverLever()
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{
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if (lever == null) return false;
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var cam = Camera.main;
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if (cam == null) return false;
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Ray ray = cam.ScreenPointToRay(Input.mousePosition);
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RaycastHit2D hit = Physics2D.GetRayIntersection(ray, float.MaxValue);
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if (hit.collider != null && hit.collider.transform == lever)
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return true;
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hit = Physics2D.Raycast(ray.origin, ray.direction);
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return hit.collider != null && hit.collider.transform == lever;
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}
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/// <summary>
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/// 以射线结果校正悬停光标,弥补细长旋转 Collider 丢失 PointerExit 的情况。
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/// </summary>
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private void SyncLeverHoverCursor()
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{
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if (_leverBridge == null || EventSystemEx.Instance == null) return;
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bool over = IsAvailable && IsMouseOverLever();
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if (over == _leverPointerOver) return;
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_leverPointerOver = over;
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if (over)
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EventSystemEx.Instance.OnPointerEnter(_leverBridge);
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else
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EventSystemEx.Instance.OnPointerExit(_leverBridge);
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}
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private void OnEventPointerDown(BaseEventData eventData)
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{
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if (!IsAvailable || (EventSystemEx.Instance != null && EventSystemEx.Instance.isLocked)) return;
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if (eventData is not PointerEventData { button: PointerEventData.InputButton.Left } pointerData) return;
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isDraggingLever = true;
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lastMousePosition = pointerData.position;
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}
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private void OnEventPointerUp(BaseEventData eventData)
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{
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if (eventData is not PointerEventData { button: PointerEventData.InputButton.Left }) return;
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EndLeverDrag();
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}
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private void OnEventDrag(BaseEventData eventData)
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{
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if (!isDraggingLever || !IsAvailable || (EventSystemEx.Instance != null && EventSystemEx.Instance.isLocked)) return;
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if (eventData is not PointerEventData pointerData) return;
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ApplyLeverDrag(pointerData.position);
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}
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/// <summary>无 EventTriggerEx 时回退到 Input + Raycast。</summary>
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private void HandleLeverInputFallback()
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{
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if (!IsAvailable || (EventSystemEx.Instance != null && EventSystemEx.Instance.isLocked))
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{
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UpdateLeverReturn();
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return;
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}
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if (Input.GetMouseButtonDown(0))
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{
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var cam = Camera.main;
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if (cam != null && lever != null)
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{
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Ray ray = cam.ScreenPointToRay(Input.mousePosition);
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RaycastHit2D hit = Physics2D.GetRayIntersection(ray, float.MaxValue);
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if (hit.collider != null && hit.collider.transform == lever)
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{
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isDraggingLever = true;
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lastMousePosition = Input.mousePosition;
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}
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}
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}
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else if (Input.GetMouseButtonUp(0))
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{
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EndLeverDrag();
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}
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if (isDraggingLever)
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ApplyLeverDrag(Input.mousePosition);
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else
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UpdateLeverReturn();
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}
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private void ApplyLeverDrag(Vector3 mousePosition)
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{
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Vector3 mouseDelta = mousePosition - lastMousePosition;
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float angleDelta = mouseDelta.x * 0.5f;
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targetLeverAngle = Mathf.Clamp(targetLeverAngle + angleDelta, 0f, maxLeverAngle);
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lastMousePosition = mousePosition;
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float progressRatio = targetLeverAngle / maxLeverAngle;
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if (progressRatio > 0 && !isCharging)
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{
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isCharging = true;
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StartCharging();
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AibisDream.Kit.AudioManager.Instance.PlaySfx(chargingEvent, chargingAudioKey);
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}
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}
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private void UpdateLeverReturn()
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{
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if (isDraggingLever) return;
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targetLeverAngle = Mathf.MoveTowards(targetLeverAngle, 0f, leverReturnSpeed * Time.deltaTime);
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if (targetLeverAngle < 0.1f && isCharging)
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{
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isCharging = false;
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if (currentProgress >= progressBar.MaxValue)
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DialogController.Instance.StartDialogNode(shockEffectNode);
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ResetProgress();
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}
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}
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private void EndLeverDrag()
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{
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if (!isDraggingLever && !isCharging)
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{
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isDraggingLever = false;
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return;
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}
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isDraggingLever = false;
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if (!isCharging) return;
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isCharging = false;
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bool shouldShock = currentProgress >= progressBar.MaxValue;
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ResetProgress();
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// 先清交互光标状态,再开对话(DialogStart 会 isLocked,旧逻辑会跳过 Up/EndDrag 清理)
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if (_leverBridge != null && EventSystemEx.Instance != null)
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EventSystemEx.Instance.UnRegister(_leverBridge);
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_leverPointerOver = false;
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if (shouldShock)
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DialogController.Instance.StartDialogNode(shockEffectNode);
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}
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private void ForceClearLeverInteraction()
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{
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isDraggingLever = false;
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if (isCharging)
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{
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isCharging = false;
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ResetProgress();
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}
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if (_leverBridge != null && EventSystemEx.Instance != null)
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EventSystemEx.Instance.UnRegister(_leverBridge);
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_leverPointerOver = false;
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}
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#endregion
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private void UpdateLeverRotation()
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{
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if (lever != null)
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{
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currentLeverAngle = Mathf.SmoothDamp(currentLeverAngle, targetLeverAngle, ref leverVelocity, leverSmoothTime);
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lever.localRotation = Quaternion.Euler(0, 0, -currentLeverAngle);
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}
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}
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// public void InitializeShock()
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// {
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// // 移动电击器和操作面板到指定位置
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// shockDevice.DOLocalMove(shockDeviceTargetPos, moveDuration);
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// operationPanel.DOLocalMove(operationPanelTargetPos, moveDuration);
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// powerSlider.EnableSliderInteraction();
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// }
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// public void SetFlashBack(bool useFlashback,)
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// {
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// this.useFlashback = useFlashback;
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// }
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public IEnumerator StartShock()
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{
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// 移动左右电击装置到各自的目标位置
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var moveLeft = leftShockDevice.DOLocalMove(leftShockDeviceTargetPos, moveDuration);
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var moveRight = rightShockDevice.DOLocalMove(rightShockDeviceTargetPos, moveDuration);
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var movePanel = operationPanel.DOLocalMove(operationPanelTargetPos, moveDuration);
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yield return moveLeft.WaitForCompletion();
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yield return moveRight.WaitForCompletion();
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yield return movePanel.WaitForCompletion();
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}
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public IEnumerator StopShock()
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{
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var moveLeft = leftShockDevice.DOLocalMove(leftDeviceOriginalPos, moveDuration);
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var moveRight = rightShockDevice.DOLocalMove(rightDeviceOriginalPos, moveDuration);
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var movePanel = operationPanel.DOLocalMove(operationPanelStartPos, moveDuration);
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yield return moveLeft.WaitForCompletion();
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yield return moveRight.WaitForCompletion();
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yield return movePanel.WaitForCompletion();
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}
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private void ResetProgress()
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{
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// 停止充能音效
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AibisDream.Kit.AudioManager.Instance.StopSfx(chargingAudioKey);
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// 开始进度条平滑下降
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if (progressTweener != null)
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{
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progressTweener.Kill();
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}
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float startProgress = currentProgress;
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progressTweener = DOTween.To(
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() => currentProgress,
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x =>
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{
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currentProgress = x;
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progressBar.CurrentValue = Mathf.FloorToInt(x);
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},
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0f,
|
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progressDecreaseDuration
|
||
).SetEase(Ease.OutQuad);
|
||
}
|
||
|
||
private void UpdateCharging()
|
||
{
|
||
if (!isCharging) return;
|
||
|
||
// 根据杆的角度计算进度增加速度
|
||
float progressRatio = currentLeverAngle / maxLeverAngle;
|
||
float speedMultiplier = 1f + progressRatio;
|
||
currentProgress += progressIncreaseSpeed * speedMultiplier * Time.deltaTime;
|
||
|
||
// 更新进度条
|
||
int progressValue = Mathf.FloorToInt(currentProgress);
|
||
progressBar.CurrentValue = progressValue;
|
||
|
||
// 同步defibProgress参数到音频
|
||
float progressParam = Mathf.Clamp01(currentProgress / progressBar.MaxValue);
|
||
AibisDream.Kit.AudioManager.Instance.SetSfxParam(chargingAudioKey, defibProgressParam, progressParam);
|
||
|
||
// 计算震动强度
|
||
float currentVibrateStrength = Mathf.Lerp(minVibrateStrength, maxVibrateStrength, progressRatio);
|
||
|
||
// 检查是否需要震动
|
||
if (Time.time - lastVibrateTime >= vibrateInterval)
|
||
{
|
||
// 电击器震动
|
||
if (shockDevice != null)
|
||
{
|
||
if (deviceShakeTweener != null)
|
||
{
|
||
deviceShakeTweener.Kill();
|
||
}
|
||
|
||
// 计算电击器震动幅度(随进度增加)
|
||
float currentShakeAmount = deviceShakeAmount * progressRatio;
|
||
|
||
// 创建电击器震动动画
|
||
deviceShakeTweener = shockDevice.DOShakePosition(
|
||
vibrateInterval,
|
||
currentShakeAmount,
|
||
vibrate,
|
||
deviceShakeSpeed,
|
||
false,
|
||
false
|
||
).SetEase(Ease.Linear);
|
||
}
|
||
|
||
lastVibrateTime = Time.time;
|
||
}
|
||
|
||
// 检查是否达到最大值
|
||
if (currentProgress >= progressBar.MaxValue)
|
||
{
|
||
// 保持最大值
|
||
currentProgress = progressBar.MaxValue;
|
||
progressBar.CurrentValue = Mathf.FloorToInt(currentProgress);
|
||
|
||
// 触发释放效果
|
||
DialogController.Instance.StartDialogNode(shockEffectNode);
|
||
|
||
// 停止充能
|
||
isCharging = false;
|
||
|
||
// 强制杆回弹
|
||
targetLeverAngle = 0f;
|
||
|
||
// 重置进度
|
||
ResetProgress();
|
||
}
|
||
}
|
||
|
||
private void StartCharging()
|
||
{
|
||
if (!isCharging) return;
|
||
// 重置上次震动时间
|
||
lastVibrateTime = Time.time;
|
||
}
|
||
|
||
public IEnumerator PlayFlashEffect()
|
||
{
|
||
if (flashSequence != null)
|
||
{
|
||
flashSequence.Kill();
|
||
}
|
||
|
||
// 先播放shock音效
|
||
AibisDream.Kit.AudioManager.Instance.PlaySfx(shockEvent, shockAudioKey);
|
||
// 设置reverb参数
|
||
AibisDream.Kit.AudioManager.Instance.SetSfxParam(shockAudioKey, shockReverbParam, shockReverb);
|
||
// 延迟shockFlashDelay秒后再闪烁
|
||
yield return new WaitForSeconds(shockFlashDelay);
|
||
|
||
// 获取ECG波形组件
|
||
var cablePanel = FixPanelSystem.GetRepairPanel<CablePanel>();
|
||
var originalWaveType = cablePanel?.GetCurrentWaveType();
|
||
|
||
flashSequence = DOTween.Sequence();
|
||
currentFlashHeadIndex = 0;
|
||
|
||
// 激活精灵渲染器
|
||
if (flashHeadSpriteRenderer != null)
|
||
{
|
||
flashHeadSpriteRenderer.gameObject.SetActive(true);
|
||
flashHeadSpriteRenderer.color = new Color(1, 1, 1, 1); // 确保初始alpha为0
|
||
}
|
||
if (flashBackgroundSpriteRenderer != null)
|
||
{
|
||
flashBackgroundSpriteRenderer.gameObject.SetActive(true);
|
||
flashBackgroundSpriteRenderer.color = new Color(0, 0, 0, 1f); // 确保初始alpha为0
|
||
}
|
||
|
||
// 设置ECG为直线
|
||
if (cablePanel != null)
|
||
{
|
||
cablePanel.SetWaveType(RobotECGWave.WaveType.Flatline);
|
||
}
|
||
|
||
// 创建指定次数的闪烁
|
||
for (int i = 0; i < flashCount; i++)
|
||
{
|
||
flashSequence.AppendCallback(() =>
|
||
{
|
||
// 设置背景颜色:第1、3张为黑,第2张为白
|
||
StartCoroutine(CameraKit.Instance.ShakeCamera(flashDuration, strength, vibrate));
|
||
if (currentFlashHeadIndex == 1)
|
||
{
|
||
flashBackgroundSpriteRenderer.color = Color.white;
|
||
}
|
||
else
|
||
{
|
||
flashBackgroundSpriteRenderer.color = Color.black;
|
||
}
|
||
|
||
// 切换头部图片
|
||
if (flashHeadSprites.Count > 0)
|
||
{
|
||
flashHeadSpriteRenderer.sprite = flashHeadSprites[currentFlashHeadIndex];
|
||
currentFlashHeadIndex = (currentFlashHeadIndex + 1) % flashHeadSprites.Count;
|
||
}
|
||
});
|
||
|
||
flashSequence.AppendInterval(flashDuration);
|
||
|
||
if (i < flashCount - 1)
|
||
{
|
||
flashSequence.AppendInterval(flashInterval);
|
||
}
|
||
}
|
||
|
||
// 最后整体淡出
|
||
if (flashHeadSpriteRenderer != null)
|
||
{
|
||
flashSequence.Append(flashHeadSpriteRenderer.DOFade(0f, flashDuration));
|
||
}
|
||
if (flashBackgroundSpriteRenderer != null)
|
||
{
|
||
flashSequence.Join(flashBackgroundSpriteRenderer.DOFade(0f, flashDuration));
|
||
}
|
||
|
||
// 等待序列完成
|
||
yield return flashSequence.WaitForCompletion();
|
||
|
||
// 恢复ECG波形
|
||
if (cablePanel != null && originalWaveType.HasValue)
|
||
{
|
||
cablePanel.SetWaveType(originalWaveType.Value);
|
||
flashHeadSpriteRenderer.gameObject.SetActive(false);
|
||
flashHeadSpriteRenderer.color = new Color(1, 1, 1, 0);
|
||
flashHeadSpriteRenderer.sprite = flashHeadSprites[0];
|
||
}
|
||
if (flashBackgroundSpriteRenderer != null)
|
||
{
|
||
flashBackgroundSpriteRenderer.gameObject.SetActive(false);
|
||
flashBackgroundSpriteRenderer.color = new Color(0, 0, 0, 0);
|
||
}
|
||
}
|
||
|
||
private void UpdateAbnormalState()
|
||
{
|
||
// 在异常状态下,拉杆会不受控制地震动
|
||
if (lever != null)
|
||
{
|
||
float randomAngle = Mathf.Sin(Time.time * abnormalLeverShakeSpeed) * abnormalLeverShakeAmount;
|
||
lever.localRotation = Quaternion.Euler(0, 0, randomAngle);
|
||
}
|
||
|
||
// 更新充能状态
|
||
UpdateCharging();
|
||
}
|
||
|
||
public void SetAbnormalState(bool isAbnormal)
|
||
{
|
||
isAbnormalState = isAbnormal;
|
||
|
||
if (isAbnormal)
|
||
{
|
||
ForceClearLeverInteraction();
|
||
StartAbnormalEffects();
|
||
}
|
||
else
|
||
{
|
||
StopAbnormalEffects();
|
||
}
|
||
}
|
||
|
||
private void StartAbnormalEffects()
|
||
{
|
||
// 设置进度条颜色为红色
|
||
if (progressBarFg != null)
|
||
{
|
||
progressBarFg.color = abnormalProgressBarColor;
|
||
}
|
||
|
||
// 启动面板震动,使用随机参数
|
||
if (operationPanel != null)
|
||
{
|
||
StartCoroutine(RandomPanelShake());
|
||
}
|
||
|
||
// 激活火花特效并添加随机闪烁
|
||
if (sparkEffect1 != null)
|
||
{
|
||
sparkEffect1.SetActive(true);
|
||
StartCoroutine(RandomSparkEffect(sparkEffect1));
|
||
}
|
||
if (sparkEffect2 != null)
|
||
{
|
||
sparkEffect2.SetActive(true);
|
||
StartCoroutine(RandomSparkEffect(sparkEffect2));
|
||
}
|
||
}
|
||
|
||
private IEnumerator RandomPanelShake()
|
||
{
|
||
while (isAbnormalState)
|
||
{
|
||
// 随机震动参数
|
||
float randomAmount = Random.Range(abnormalPanelShakeAmount * 0.5f, abnormalPanelShakeAmount * 1.5f);
|
||
float randomSpeed = Random.Range(abnormalPanelShakeSpeed * 0.7f, abnormalPanelShakeSpeed * 1.3f);
|
||
float randomDuration = Random.Range(0.2f, 0.5f);
|
||
|
||
if (abnormalPanelShakeTweener != null)
|
||
{
|
||
abnormalPanelShakeTweener.Kill();
|
||
}
|
||
|
||
abnormalPanelShakeTweener = operationPanel.DOShakePosition(
|
||
randomDuration,
|
||
randomAmount,
|
||
vibrate,
|
||
randomSpeed,
|
||
false,
|
||
false
|
||
).SetEase(Ease.Linear);
|
||
|
||
yield return new WaitForSeconds(randomDuration);
|
||
}
|
||
}
|
||
|
||
private IEnumerator RandomSparkEffect(GameObject sparkEffect)
|
||
{
|
||
while (isAbnormalState)
|
||
{
|
||
// 随机闪烁间隔
|
||
float randomInterval = Random.Range(0.1f, 0.3f);
|
||
sparkEffect.SetActive(!sparkEffect.activeSelf);
|
||
yield return new WaitForSeconds(randomInterval);
|
||
}
|
||
}
|
||
|
||
private void StopAbnormalEffects()
|
||
{
|
||
// 恢复进度条颜色
|
||
if (progressBarFg != null)
|
||
{
|
||
progressBarFg.color = normalProgressBarColor;
|
||
}
|
||
|
||
// 停止面板震动
|
||
if (abnormalPanelShakeTweener != null)
|
||
{
|
||
abnormalPanelShakeTweener.Kill();
|
||
}
|
||
|
||
// 停止拉杆震动
|
||
if (abnormalLeverShakeTweener != null)
|
||
{
|
||
abnormalLeverShakeTweener.Kill();
|
||
}
|
||
|
||
// 关闭火花特效
|
||
if (sparkEffect1 != null) sparkEffect1.SetActive(false);
|
||
if (sparkEffect2 != null) sparkEffect2.SetActive(false);
|
||
}
|
||
|
||
// 自动充能并释放
|
||
public IEnumerator AutoChargeAndRelease(float duration = 1f)
|
||
{
|
||
bool originalAbnormalState = isAbnormalState;
|
||
isAbnormalState = false;
|
||
_leverInputLocked = true;
|
||
ForceClearLeverInteraction();
|
||
|
||
// 设置杆的角度
|
||
targetLeverAngle = maxLeverAngle;
|
||
currentLeverAngle = maxLeverAngle;
|
||
lever.localRotation = Quaternion.Euler(0, 0, -maxLeverAngle);
|
||
|
||
// 开始充能
|
||
isCharging = true;
|
||
StartCharging();
|
||
|
||
// 计算需要的充能速度
|
||
float targetProgress = progressBar.MaxValue;
|
||
float chargeSpeed = targetProgress / duration;
|
||
float originalProgressIncreaseSpeed = progressIncreaseSpeed;
|
||
progressIncreaseSpeed = chargeSpeed;
|
||
|
||
// 等待充能完成
|
||
float startTime = Time.time;
|
||
while (Time.time - startTime < duration)
|
||
{
|
||
UpdateCharging();
|
||
yield return null;
|
||
}
|
||
|
||
// 恢复原始设置
|
||
progressIncreaseSpeed = originalProgressIncreaseSpeed;
|
||
isCharging = false;
|
||
_leverInputLocked = false;
|
||
|
||
// 重置杆的角度
|
||
targetLeverAngle = 0f;
|
||
ResetProgress();
|
||
|
||
// 恢复异常状态
|
||
isAbnormalState = originalAbnormalState;
|
||
}
|
||
|
||
// 使用默认参数的自动充能方法
|
||
public IEnumerator AutoChargeAndRelease()
|
||
{
|
||
yield return AutoChargeAndRelease(autoChargeDuration);
|
||
}
|
||
|
||
private void OnDestroy()
|
||
{
|
||
if (_eventTrigger != null)
|
||
{
|
||
_eventTrigger.UnRegister(EventTriggerType.PointerDown, OnEventPointerDown);
|
||
_eventTrigger.UnRegister(EventTriggerType.PointerUp, OnEventPointerUp);
|
||
_eventTrigger.UnRegister(EventTriggerType.Drag, OnEventDrag);
|
||
}
|
||
|
||
ForceClearLeverInteraction();
|
||
|
||
if (progressTweener != null)
|
||
{
|
||
progressTweener.Kill();
|
||
}
|
||
if (flashSequence != null)
|
||
{
|
||
flashSequence.Kill();
|
||
}
|
||
if (deviceShakeTweener != null)
|
||
{
|
||
deviceShakeTweener.Kill();
|
||
}
|
||
if (abnormalLeverShakeTweener != null)
|
||
{
|
||
abnormalLeverShakeTweener.Kill();
|
||
}
|
||
if (abnormalPanelShakeTweener != null)
|
||
{
|
||
abnormalPanelShakeTweener.Kill();
|
||
}
|
||
}
|
||
|
||
// 设置系统电源状态
|
||
public void SetSystemPower(bool isOn)
|
||
{
|
||
isSystemOn = isOn;
|
||
|
||
// 更新灯光状态
|
||
if (isSystemOn)
|
||
{
|
||
if (flashHeadSpriteRenderer != null)
|
||
{
|
||
flashHeadSpriteRenderer.gameObject.SetActive(true);
|
||
flashHeadSpriteRenderer.color = new Color(1, 1, 1, 1);
|
||
}
|
||
if (flashBackgroundSpriteRenderer != null)
|
||
{
|
||
flashBackgroundSpriteRenderer.gameObject.SetActive(true);
|
||
flashBackgroundSpriteRenderer.color = new Color(0, 0, 0, 1);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (flashHeadSpriteRenderer != null)
|
||
{
|
||
flashHeadSpriteRenderer.gameObject.SetActive(false);
|
||
flashHeadSpriteRenderer.color = new Color(1, 1, 1, 0);
|
||
}
|
||
if (flashBackgroundSpriteRenderer != null)
|
||
{
|
||
flashBackgroundSpriteRenderer.gameObject.SetActive(false);
|
||
flashBackgroundSpriteRenderer.color = new Color(0, 0, 0, 0);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 电击器拉杆交互桥接:挂在 Collider 所在子物体上,将 IInteraction 转交给父级 ShockSystem(对齐 CrankInteractionBridge)。
|
||
/// </summary>
|
||
public class ShockLeverInteractionBridge : MonoBehaviour, IInteraction
|
||
{
|
||
private ShockSystem _shockSystem;
|
||
|
||
private void Awake()
|
||
{
|
||
_shockSystem = GetComponentInParent<ShockSystem>();
|
||
}
|
||
|
||
public bool IsActive => _shockSystem?.IsActive ?? true;
|
||
public bool IsAvailable => _shockSystem?.IsAvailable ?? true;
|
||
public GameObject GetGameObject() => gameObject;
|
||
} |