Files
aibis-dream/Assets/Scripts/FixSystem/Book/BookManager.cs
T
2024-09-20 15:27:31 +08:00

139 lines
4.1 KiB
C#

using UnityEngine;
using Yarn.Unity;
using System;
using System.Collections;
using AibisDream;
using System.Linq;
using UnityEngine.UI;
using DG.Tweening;
public class BookManager : MonoBehaviour
{
public Book book; // Reference to the book script
private AutoFlip flipmanager;
public Button CloseBookButton;
public Button OepnBookButton;
private RectTransform bookPos;
public event Action OnBookClosed;
public event Action OnBookOpen;
void Start()
{
CloseBookButton.onClick.RemoveAllListeners(); // 确保不会重复绑定
CloseBookButton.onClick.AddListener(() =>
{
// 仅关闭书本,不执行额外操作
CloseBook();
});
OepnBookButton.onClick.RemoveAllListeners(); // 确保不会重复绑定
OepnBookButton.onClick.AddListener(() =>
{
// 打开书本
ButtonOpenBook();
});
DialogController.Instance.RegisterOptionCommand("listen_closeBook", CombineCloseBook);
flipmanager = book.gameObject.GetComponent<AutoFlip>();
bookPos = book.gameObject.GetComponent<RectTransform>();
// Initially, the book is closed
CloseBook();
}
// Open the book and flip to a specific page
public void CombineCloseBook(YarnOption[] options)
{
var optionDic = options.ToDictionary(item => item.Text, item => item);
Debug.Log("Option dictionary keys: " + string.Join(", ", optionDic.Keys));
if (optionDic.ContainsKey("CloseBook"))
{
// 监听书关闭事件
OnBookClosed -= TriggerCloseBookOption; // 避免重复监听
OnBookClosed += TriggerCloseBookOption;
// 内部方法:当书关闭时触发该选项的逻辑
void TriggerCloseBookOption()
{
optionDic["CloseBook"].SelectOption();
}
}
}
public void ButtonOpenBook()
{
StartCoroutine(OpenBook());
}
[YarnCommand("OpenBook")]
public IEnumerator OpenBook()
{
if(book.gameObject.activeInHierarchy)
{
yield break;
}
AudioManager.RandomPlayInteraction("book");
OnBookOpen?.Invoke();
// 如果书还没有激活,先激活它
if (!book.gameObject.activeInHierarchy)
{
book.gameObject.SetActive(true);
}
// 使用 DoTween 创建一个动画序列
Sequence sequence = DOTween.Sequence();
// 设置初始位置为屏幕外或者其他你想要的位置(根据需求自行设置)
bookPos.anchoredPosition =
new Vector2(bookPos.anchoredPosition.x, -(Screen.height + bookPos.sizeDelta.y) / 2);
// 移动到目标位置
sequence.Append(bookPos.DOAnchorPos(Vector2.zero, 0.5f).SetEase(Ease.OutQuad));
// 等待序列完成
yield return sequence.WaitForCompletion();
}
[YarnCommand("Flip")]
public IEnumerator FlipToPageYarnCommand(int parameters)
{
// Parse the target page from the parameters
int targetPage = parameters;
book.interactable=false;
// Start the FlipToPageCoroutine and wait for it to finish
yield return StartCoroutine(flipmanager.FlipToPageCoroutine(targetPage));
book.interactable=true;
}
// Close the book
public void CloseBook(Action onCloseCallback = null)
{
AudioManager.RandomPlayInteraction("book");
StartCoroutine(CloseBookCoroutine(onCloseCallback));
}
private IEnumerator CloseBookCoroutine(Action onCloseCallback = null)
{
// 使用 DoTween 创建一个动画序列
Sequence sequence = DOTween.Sequence();
// 动画:将 book 移动回初始位置
sequence.Append(bookPos
.DOAnchorPos(
new Vector2(bookPos.anchoredPosition.x, -(Screen.height + bookPos.sizeDelta.y) / 2), 0.5f)
.SetEase(Ease.InQuad));
// 等待动画完成
yield return sequence.WaitForCompletion();
// 动画完成后隐藏 book
book.gameObject.SetActive(false);
OnBookClosed?.Invoke();
}
}