485 lines
17 KiB
C#
485 lines
17 KiB
C#
using System.Collections;
|
|
using DG.Tweening;
|
|
using UnityEngine;
|
|
using AibisDream.FixSystem;
|
|
using AibisDream.MiniGame.Language;
|
|
using System.Collections.Generic;
|
|
|
|
namespace AibisDream
|
|
{
|
|
/// <summary>
|
|
/// 表达系统顶层管理器(原 ExpressionManager,现改为语言粒子系统)
|
|
/// </summary>
|
|
public class ExpressionManager : MonoBehaviour
|
|
{
|
|
[Header("系统组件")]
|
|
[SerializeField] private LanguageParticleManager particleManager;
|
|
[SerializeField] private GameObject expressionView;
|
|
[SerializeField] private LogReleasePresentationController logReleasePresentation;
|
|
|
|
[Header("默认配置")]
|
|
[SerializeField] private List<string> defaultAnxietyPhrases = new List<string>
|
|
{
|
|
"哈哈",
|
|
"嘿嘿",
|
|
"呵呵"
|
|
};
|
|
[SerializeField] private string defaultTargetSentence = "这是一个测试示例";
|
|
|
|
[Header("Sprite 淡入淡出")]
|
|
[SerializeField] private SpriteRenderer screenOverlayRenderer;
|
|
[SerializeField] private SpriteRenderer volcanoOverlayRenderer;
|
|
[SerializeField, Range(0f, 1f)] private float spriteOverlayFadeInAlpha = 1f;
|
|
[Tooltip("屏幕淡入时的亮度倍率。大于 1 的部分由 Bloom 提取,Sprite 原本的绿色保持不变。")]
|
|
[SerializeField, Min(1f)] private float screenBloomBrightness = 1.35f;
|
|
|
|
[Header("Glitch 噪波效果")]
|
|
[Tooltip("噪波故障效果控制器,可选;置于 Expression View 子物体上")]
|
|
[SerializeField] private SpriteNoiseGlitchController glitchController;
|
|
|
|
public LogReleasePresentationController LogReleasePresentation => logReleasePresentation;
|
|
|
|
void Start()
|
|
{
|
|
// 注册到系统字典
|
|
FixSystemCenter.SystemDic.Register(this);
|
|
|
|
// 查找并初始化表达视图
|
|
if (expressionView == null)
|
|
{
|
|
expressionView = transform.Find("Expression View")?.gameObject;
|
|
}
|
|
|
|
if (expressionView != null)
|
|
{
|
|
expressionView.SetActive(false);
|
|
}
|
|
|
|
// 查找粒子管理器
|
|
if (particleManager == null)
|
|
{
|
|
particleManager = GetComponentInChildren<LanguageParticleManager>(true);
|
|
}
|
|
|
|
if (glitchController == null)
|
|
{
|
|
glitchController = GetComponentInChildren<SpriteNoiseGlitchController>(true);
|
|
}
|
|
|
|
if (logReleasePresentation == null)
|
|
{
|
|
logReleasePresentation = GetComponent<LogReleasePresentationController>();
|
|
}
|
|
|
|
if (particleManager != null)
|
|
{
|
|
particleManager.SetPresentationController(logReleasePresentation);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 打开表达视图(只显示美术背景,不启动粒子系统)
|
|
/// 先设置所有初始状态,再打开视图
|
|
/// </summary>
|
|
public void OpenView()
|
|
{
|
|
// 先设置所有初始状态再打开
|
|
if (particleManager != null)
|
|
{
|
|
particleManager.SetInitialStatesBeforeOpen();
|
|
}
|
|
|
|
if (expressionView != null)
|
|
{
|
|
expressionView.SetActive(true);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 启动粒子系统(在打开视图后调用,通常通过 Yarn 对话控制)
|
|
/// </summary>
|
|
/// <param name="anxietyPhrases">干扰短句列表(笑话等,非目标粒子从中随机取字符)</param>
|
|
/// <param name="targetSentence">目标句子</param>
|
|
/// <param name="completionNodeName">完成时触发的对话节点名称(可选)</param>
|
|
/// <param name="nonTargetParticleTotal">非目标候选粒子总数;<0 时使用 Inspector 默认候选池大小</param>
|
|
public void StartSystem(List<string> anxietyPhrases, string targetSentence, string completionNodeName = null, int nonTargetParticleTotal = -1)
|
|
{
|
|
HideSpriteOverlaysForMinigame();
|
|
|
|
if (particleManager != null)
|
|
{
|
|
particleManager.SetPresentationController(logReleasePresentation);
|
|
// 使用传入的配置,如果没有则使用默认配置
|
|
var phrases = anxietyPhrases ?? defaultAnxietyPhrases;
|
|
var sentence = targetSentence ?? defaultTargetSentence;
|
|
|
|
particleManager.InitializeSystem(phrases, sentence, completionNodeName, nonTargetParticleTotal);
|
|
}
|
|
}
|
|
|
|
private void HideSpriteOverlaysForMinigame()
|
|
{
|
|
List<SpriteRenderer> renderers = CollectSpriteOverlayRenderers();
|
|
for (int i = 0; i < renderers.Count; i++)
|
|
{
|
|
SpriteRenderer sr = renderers[i];
|
|
if (sr == null) continue;
|
|
|
|
DOTween.Kill(sr);
|
|
if (IsScreenOverlayRenderer(sr))
|
|
{
|
|
LockScreenOverlayRgb(sr, 0f);
|
|
}
|
|
else
|
|
{
|
|
Color color = sr.color;
|
|
color.a = 0f;
|
|
sr.color = color;
|
|
}
|
|
|
|
sr.enabled = false;
|
|
sr.gameObject.SetActive(false);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 启动粒子系统(字符串数组版本,方便 Yarn 调用)
|
|
/// </summary>
|
|
public void StartSystem(string[] anxietyPhrases, string targetSentence, string completionNodeName = null, int nonTargetParticleTotal = -1)
|
|
{
|
|
List<string> phrasesList = anxietyPhrases != null ? new List<string>(anxietyPhrases) : null;
|
|
StartSystem(phrasesList, targetSentence, completionNodeName, nonTargetParticleTotal);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 若火山释放 log 界面已淡出,则先淡入再返回(start_expression 时调用)
|
|
/// </summary>
|
|
/// <param name="duration">淡入时长(秒)</param>
|
|
public IEnumerator EnsureReleaseLogFadedIn(float duration = 1f)
|
|
{
|
|
if (particleManager == null) yield break;
|
|
yield return particleManager.FadeInReleaseLogIfNeeded(duration);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 再次 <c>start_expression</c> 前淡出上一轮粒子与连线(若尚未初始化则立即结束)。
|
|
/// duration≤0 时使用 LanguageParticleManager 上的默认时长。
|
|
/// </summary>
|
|
public IEnumerator FadeOutParticlesBeforeNewRound(float duration = 0f)
|
|
{
|
|
if (particleManager == null) yield break;
|
|
yield return StartCoroutine(particleManager.FadeOutBeforeNewExpressionRound(duration));
|
|
}
|
|
|
|
public IEnumerator PreparePresentationForNextRound()
|
|
{
|
|
if (logReleasePresentation == null) yield break;
|
|
yield return logReleasePresentation.PrepareForNextRound();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 等待表达流程就绪(开场表现 + 火山表达panel 播完)
|
|
/// </summary>
|
|
public IEnumerator WaitUntilExpressionFlowReady()
|
|
{
|
|
if (particleManager == null) yield break;
|
|
yield return particleManager.WaitUntilExpressionFlowReady();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 从聚焦保持态触发稳定化(概率递增 → 文字锁定 → 排列)
|
|
/// </summary>
|
|
public void ResolveFocusSequence()
|
|
{
|
|
if (particleManager != null)
|
|
{
|
|
particleManager.ResolveFocusSequence();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 触发聚焦稳定化并等待全流程完成
|
|
/// </summary>
|
|
public IEnumerator ResolveFocusAndWait()
|
|
{
|
|
if (particleManager == null) yield break;
|
|
particleManager.ResolveFocusSequence();
|
|
yield return particleManager.WaitUntilFocusFinished();
|
|
}
|
|
|
|
public IEnumerator PlayFocusInterferenceAndWait(
|
|
string direction,
|
|
float duration,
|
|
string characterPool,
|
|
string colorHex,
|
|
float shakeAmplitude,
|
|
float shakeSpeed,
|
|
float changeInterval,
|
|
float transitionRatio)
|
|
{
|
|
if (particleManager == null) yield break;
|
|
yield return particleManager.PlayFocusInterferenceAndWait(
|
|
direction,
|
|
duration,
|
|
characterPool,
|
|
colorHex,
|
|
shakeAmplitude,
|
|
shakeSpeed,
|
|
changeInterval,
|
|
transitionRatio);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 开发预览:跳过玩法,直接进入 FocusHolding(目标字已就位)。
|
|
/// </summary>
|
|
public IEnumerator SkipToFocusHoldingPreview()
|
|
{
|
|
if (particleManager == null)
|
|
yield break;
|
|
|
|
if (!particleManager.IsInitialized)
|
|
yield break;
|
|
|
|
yield return particleManager.WaitUntilExpressionFlowReady();
|
|
particleManager.DebugCompleteTargets();
|
|
|
|
float timeout = 8f;
|
|
float elapsed = 0f;
|
|
while (elapsed < timeout &&
|
|
particleManager.CurrentCompletionPhase != CompletionPhase.FocusHolding &&
|
|
particleManager.CurrentCompletionPhase != CompletionPhase.Focusing)
|
|
{
|
|
elapsed += Time.deltaTime;
|
|
yield return null;
|
|
}
|
|
|
|
while (particleManager.CurrentCompletionPhase == CompletionPhase.Focusing)
|
|
yield return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 关闭表达系统
|
|
/// </summary>
|
|
public void CloseView()
|
|
{
|
|
if (logReleasePresentation != null)
|
|
{
|
|
logReleasePresentation.ForceCleanupImmediate(true);
|
|
}
|
|
|
|
if (expressionView != null)
|
|
{
|
|
expressionView.SetActive(false);
|
|
}
|
|
|
|
if (particleManager != null)
|
|
{
|
|
particleManager.StopSystem();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 重置系统(保持当前配置)
|
|
/// </summary>
|
|
public void ResetSystem(bool playEntranceEffect = true)
|
|
{
|
|
if (logReleasePresentation != null)
|
|
{
|
|
logReleasePresentation.ForceCleanupImmediate(true);
|
|
}
|
|
|
|
if (particleManager != null)
|
|
{
|
|
particleManager.ResetGame(playEntranceEffect);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 淡入 Sprite 图片(屏幕、火山同步)
|
|
/// </summary>
|
|
/// <param name="duration">淡入时长(秒)</param>
|
|
public IEnumerator FadeInSpriteOverlay(float duration = 1f)
|
|
{
|
|
List<SpriteRenderer> renderers = CollectSpriteOverlayRenderers();
|
|
if (renderers.Count == 0) yield break;
|
|
|
|
float fadeDuration = Mathf.Max(0.01f, duration);
|
|
float targetAlpha = Mathf.Clamp01(spriteOverlayFadeInAlpha);
|
|
Sequence sequence = DOTween.Sequence().SetTarget(this);
|
|
for (int i = 0; i < renderers.Count; i++)
|
|
{
|
|
SpriteRenderer sr = renderers[i];
|
|
DOTween.Kill(sr);
|
|
PrepareOverlayRendererForFade(sr, 0f);
|
|
sr.enabled = true;
|
|
sr.gameObject.SetActive(true);
|
|
sequence.Join(sr.DOFade(targetAlpha, fadeDuration).SetEase(Ease.OutQuad));
|
|
}
|
|
|
|
yield return sequence.WaitForCompletion();
|
|
|
|
for (int i = 0; i < renderers.Count; i++)
|
|
LockScreenOverlayRgb(renderers[i], renderers[i] != null ? renderers[i].color.a : 0f);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 淡出 Sprite 图片(屏幕、火山同步)
|
|
/// </summary>
|
|
/// <param name="duration">淡出时长(秒)</param>
|
|
public IEnumerator FadeOutSpriteOverlay(float duration = 1f)
|
|
{
|
|
List<SpriteRenderer> renderers = CollectSpriteOverlayRenderers();
|
|
if (renderers.Count == 0) yield break;
|
|
|
|
float fadeDuration = Mathf.Max(0.01f, duration);
|
|
Sequence sequence = DOTween.Sequence().SetTarget(this);
|
|
for (int i = 0; i < renderers.Count; i++)
|
|
{
|
|
SpriteRenderer sr = renderers[i];
|
|
DOTween.Kill(sr);
|
|
LockScreenOverlayRgb(sr, sr.color.a);
|
|
sr.enabled = true;
|
|
sr.gameObject.SetActive(true);
|
|
sequence.Join(sr.DOFade(0f, fadeDuration).SetEase(Ease.InQuad));
|
|
}
|
|
|
|
yield return sequence.WaitForCompletion();
|
|
|
|
for (int i = 0; i < renderers.Count; i++)
|
|
{
|
|
SpriteRenderer sr = renderers[i];
|
|
if (sr == null) continue;
|
|
LockScreenOverlayRgb(sr, 0f);
|
|
sr.enabled = false;
|
|
sr.gameObject.SetActive(false);
|
|
}
|
|
}
|
|
|
|
private List<SpriteRenderer> CollectSpriteOverlayRenderers()
|
|
{
|
|
var result = new List<SpriteRenderer>();
|
|
if (screenOverlayRenderer != null)
|
|
result.Add(screenOverlayRenderer);
|
|
if (volcanoOverlayRenderer != null && volcanoOverlayRenderer != screenOverlayRenderer)
|
|
result.Add(volcanoOverlayRenderer);
|
|
return result;
|
|
}
|
|
|
|
private bool IsScreenOverlayRenderer(SpriteRenderer sr)
|
|
{
|
|
return sr != null && sr == screenOverlayRenderer;
|
|
}
|
|
|
|
private void PrepareOverlayRendererForFade(SpriteRenderer sr, float alpha)
|
|
{
|
|
if (sr == null) return;
|
|
if (IsScreenOverlayRenderer(sr))
|
|
{
|
|
LockScreenOverlayRgb(sr, alpha);
|
|
return;
|
|
}
|
|
|
|
Color color = sr.color;
|
|
color.a = alpha;
|
|
sr.color = color;
|
|
}
|
|
|
|
private void LockScreenOverlayRgb(SpriteRenderer sr, float alpha)
|
|
{
|
|
if (!IsScreenOverlayRenderer(sr)) return;
|
|
Color locked = Color.white * screenBloomBrightness;
|
|
locked.a = Mathf.Clamp01(alpha);
|
|
sr.color = locked;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Glitch 噪波过渡:从当前强度平滑过渡到 to,不瞬移(类似 DOTween)。
|
|
/// </summary>
|
|
public void TransitionGlitch(float to, float duration = 0f)
|
|
{
|
|
if (glitchController == null) return;
|
|
glitchController.TransitionTo(to, duration);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Glitch 噪波过渡并等待完成:从当前强度平滑过渡到 to。
|
|
/// </summary>
|
|
public IEnumerator TransitionGlitchAndWait(float to, float duration = 0f)
|
|
{
|
|
if (glitchController == null) yield break;
|
|
yield return glitchController.StartCoroutine(glitchController.TransitionToAndWait(to, duration));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Glitch 噪波过渡并等待完成:从当前强度平滑过渡到 to(from 忽略,保持丝滑连续)。
|
|
/// </summary>
|
|
public IEnumerator TransitionGlitchAndWait(float from, float to, float duration)
|
|
{
|
|
if (glitchController == null) yield break;
|
|
yield return glitchController.StartCoroutine(glitchController.TransitionToAndWait(to, duration));
|
|
}
|
|
|
|
public IEnumerator BeginExpressionMemory(
|
|
string memoryKey,
|
|
float fadeDuration = -1f,
|
|
float pushSpeed = -1f,
|
|
float horizontalSpeed = -1f,
|
|
bool preserveGlitch = false,
|
|
float targetOpacity = 1f)
|
|
{
|
|
if (logReleasePresentation == null)
|
|
{
|
|
Debug.LogError("[ExpressionManager] LogReleasePresentationController 未配置;记忆命令安全结束。");
|
|
yield break;
|
|
}
|
|
yield return logReleasePresentation.BeginMemory(
|
|
memoryKey,
|
|
fadeDuration,
|
|
pushSpeed,
|
|
horizontalSpeed,
|
|
preserveGlitch,
|
|
targetOpacity);
|
|
}
|
|
|
|
public IEnumerator BeginExpressionLie(string keyword, string preset)
|
|
{
|
|
if (logReleasePresentation == null)
|
|
{
|
|
Debug.LogError("[ExpressionManager] LogReleasePresentationController 未配置;谎话命令安全结束。");
|
|
yield break;
|
|
}
|
|
yield return logReleasePresentation.BeginLie(keyword, preset);
|
|
}
|
|
|
|
public IEnumerator BreakExpressionLie()
|
|
{
|
|
if (logReleasePresentation == null) yield break;
|
|
yield return logReleasePresentation.BreakLie();
|
|
}
|
|
|
|
public IEnumerator RevealExpressionTruth()
|
|
{
|
|
if (logReleasePresentation == null) yield break;
|
|
yield return logReleasePresentation.RevealTruth();
|
|
}
|
|
|
|
public IEnumerator EndExpressionMemory()
|
|
{
|
|
if (logReleasePresentation == null) yield break;
|
|
yield return logReleasePresentation.EndMemory();
|
|
}
|
|
|
|
public void ImpactExpressionTruth()
|
|
{
|
|
logReleasePresentation?.TruthImpact();
|
|
}
|
|
|
|
private void OnDisable()
|
|
{
|
|
if (logReleasePresentation != null)
|
|
logReleasePresentation.ForceCleanupImmediate(true);
|
|
}
|
|
|
|
}
|
|
}
|