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

77 lines
2.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
using AibisDream.FixSystem;
using UnityEngine.UI;
public class PunchTapeSystem : MonoBehaviour
{
public RectTransform punchTapeMachine;
public RectTransform punchTape;
public float stepInterval = 0.1f; // Interval between each printing step
public float stepDistance = 0.5f; // Distance moved per step
public float[] stepPatterns = { 0.3f, 0.5f, 0.2f, 0.4f, 0.6f }; // Pattern of intervals to simulate rhythmic printing
private void Awake()
{
FixSystemCenter.SystemDic.Register(this);
}
public void Update()
{
if (Input.GetKeyDown(KeyCode.P))
{
StartPrinting(2);
}
}
public void StartPrinting(int tapeCount)
{
StartCoroutine(PrintPunchTapes(tapeCount));
}
public IEnumerator PrintPunchTapes(int tapeCount)
{
Vector3 machineStartPos = punchTapeMachine.anchoredPosition;
Vector3 tapeStartPos = punchTape.anchoredPosition;
Color tapeStartColor = punchTape.GetComponent<Image>().color;
while (tapeCount > 0)
{
// Move the printer to x = 2 over 1 second
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1252f, punchTapeMachine.anchoredPosition.y), 1f).WaitForCompletion();
// Gradually move the punch tape to x = -3.8 with rhythmic pattern
Vector2 targetPosition = new Vector2(796f, punchTape.anchoredPosition.y);
int patternIndex = 0;
while (Vector2.Distance(punchTape.anchoredPosition, targetPosition) > stepDistance)
{
punchTape.anchoredPosition = Vector3.MoveTowards(punchTape.anchoredPosition, targetPosition, stepDistance);
yield return new WaitForSeconds(stepPatterns[patternIndex % stepPatterns.Length]);
patternIndex++;
}
// Ensure exact final position
punchTape.anchoredPosition = targetPosition;
// Fade out the punch tape over 1 second
yield return punchTape.GetComponent<Image>().DOFade(0f, 1f).WaitForCompletion();
// Reset the punch tape position and opacity
punchTape.anchoredPosition = tapeStartPos;
punchTape.GetComponent<Image>().color = tapeStartColor;
// Decrement the tape count
tapeCount--;
}
// Move the printer back to x = 0 over 1 second
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1428.186f, punchTapeMachine.anchoredPosition.y), 1f).WaitForCompletion();
}
}