Files
aibis-dream/Assets/Scripts/SceneManagement/SpriteShowcase.cs
T

201 lines
7.2 KiB
C#

using System;
using System.Collections;
using AibisDream.Framework;
using AibisDream.Kit;
using AibisDream.Utility;
using DG.Tweening;
using UnityEngine;
using UnityEngine.ResourceManagement.AsyncOperations;
namespace AibisDream
{
public class SpriteShowcase : Singleton<SpriteShowcase>
{
/// <summary>Addressable Key 模板,与 Scene_Dream 中梦境图 Address 一致。</summary>
private const string DreamSpritePath = "Dream/梦境/{0}.png";
[SerializeField] private SpriteRenderer _spriteRenderer;
[SerializeField] private SpriteRenderer _backgroundSpriteRenderer;
[SerializeField] private SpriteRenderer _largeSpriteRenderer;
// 通过 activeSelf 判断当前状态
private bool IsSmallShowing => _spriteRenderer.gameObject.activeSelf;
private bool IsLargeShowing => _largeSpriteRenderer != null && _largeSpriteRenderer.gameObject.activeSelf;
public override void OnSingletonInit()
{
// 初始状态:隐藏
_spriteRenderer.gameObject.SetActive(false);
_spriteRenderer.SetAlpha(0);
// 大图初始状态:隐藏
if (_largeSpriteRenderer != null)
{
_largeSpriteRenderer.gameObject.SetActive(false);
_largeSpriteRenderer.SetAlpha(0);
}
}
private static string NormalizeDreamPicName(string picName)
{
if (string.IsNullOrEmpty(picName)) return picName;
return picName.EndsWith(".png", StringComparison.OrdinalIgnoreCase)
? picName.Substring(0, picName.Length - 4)
: picName;
}
private IEnumerator LoadDreamSpriteInto(SpriteRenderer target, string picName)
{
var key = string.Format(DreamSpritePath, NormalizeDreamPicName(picName));
var handle = ResourceSystem.LoadAsync<Sprite>(key);
yield return handle;
if (handle.Status == AsyncOperationStatus.Succeeded && handle.Result != null)
target.sprite = handle.Result;
else
Debug.LogError($"[SpriteShowcase] Failed to load sprite: {key}");
}
/// <summary>
/// 显示物体(小图)
/// </summary>
/// <param name="picName">图片名(无扩展名,与 Yarn 中一致;Addressable Key 由 <see cref="DreamSpritePath"/> 拼接)</param>
/// <param name="duration">淡入时长</param>
/// <returns>协程</returns>
public IEnumerator ShowObj(string picName, float duration = 1)
{
// 互斥:如果大图正在显示,先隐藏
if (IsLargeShowing)
{
yield return HideLargeObj(duration);
}
_spriteRenderer.gameObject.SetActive(true);
yield return LoadDreamSpriteInto(_spriteRenderer, picName);
yield return _spriteRenderer.DOFade(1, duration).WaitForCompletion();
}
/// <summary>
/// 显示大图
/// </summary>
/// <param name="picName">图片名(无扩展名,与 Yarn 中一致;Addressable Key 由 <see cref="DreamSpritePath"/> 拼接)</param>
/// <param name="duration">淡入时长</param>
/// <returns>协程</returns>
public IEnumerator ShowLargeObj(string picName, float duration = 1)
{
// 互斥:如果小图正在显示,先隐藏
if (IsSmallShowing)
{
yield return HideObj(duration);
}
if (_largeSpriteRenderer == null) yield break;
_largeSpriteRenderer.gameObject.SetActive(true);
yield return LoadDreamSpriteInto(_largeSpriteRenderer, picName);
yield return _largeSpriteRenderer.DOFade(1, duration).WaitForCompletion();
}
/// <summary>
/// 隐藏物体(小图)
/// </summary>
/// <param name="duration">淡出时长</param>
/// <returns>协程</returns>
public IEnumerator HideObj(float duration = 1)
{
yield return HideObj(force: false, duration);
}
/// <summary>
/// 隐藏物体(小图)
/// </summary>
/// <param name="force">是否强制隐藏</param>
/// <param name="duration">淡出时长</param>
/// <returns>协程</returns>
public IEnumerator HideObj(bool force, float duration = 1)
{
// force=false 时检查状态,未显示则直接返回
if (!force && !IsSmallShowing) yield break;
yield return _spriteRenderer.DOFade(0, duration).WaitForCompletion();
_spriteRenderer.gameObject.SetActive(false);
}
/// <summary>
/// 隐藏大图
/// </summary>
/// <param name="force">是否强制隐藏</param>
/// <param name="duration">淡出时长</param>
/// <returns>协程</returns>
public IEnumerator HideLargeObj(float duration = 1)
{
if (_largeSpriteRenderer == null) yield break;
yield return _largeSpriteRenderer.DOFade(0, duration).WaitForCompletion();
_largeSpriteRenderer.gameObject.SetActive(false);
}
/// <summary>
/// 隐藏所有(小图和大图)
/// </summary>
/// <param name="duration">淡出时长</param>
/// <returns>协程</returns>
public IEnumerator HideAll(float duration = 1)
{
if (IsSmallShowing)
yield return HideObj(duration);
if (IsLargeShowing)
yield return HideLargeObj(duration);
}
/// <summary>
/// 淡入(异步协程版本)
/// </summary>
/// <param name="duration">淡入时长</param>
/// <returns>协程</returns>
public IEnumerator FadeInAsync(float duration = 1)
{
if (_backgroundSpriteRenderer == null) yield break;
_backgroundSpriteRenderer.gameObject.SetActive(true);
yield return _backgroundSpriteRenderer.DOFade(1, duration).WaitForCompletion();
}
/// <summary>
/// 淡出(异步协程版本)
/// </summary>
/// <param name="duration">淡出时长</param>
/// <returns>协程</returns>
public IEnumerator FadeOutAsync(float duration = 1)
{
if (_backgroundSpriteRenderer == null) yield break;
_backgroundSpriteRenderer.gameObject.SetActive(true);
yield return _backgroundSpriteRenderer.DOFade(0, duration).WaitForCompletion();
_backgroundSpriteRenderer.gameObject.SetActive(false);
}
/// <summary>
/// 淡入(同步版本,启动协程)
/// </summary>
/// <param name="duration">淡入时长</param>
public void FadeInSync(float duration = 1)
{
StartCoroutine(FadeInAsync(duration));
}
/// <summary>
/// 淡出(同步版本,启动协程)
/// </summary>
/// <param name="duration">淡出时长</param>
public void FadeOutSync(float duration = 1)
{
StartCoroutine(FadeOutAsync(duration));
}
}
}