Files
aibis-dream/Assets/Scripts/FixSystemNew/Open/ShockSystem.cs
T
2025-05-26 15:40:53 +08:00

444 lines
15 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using TMPro;
using RainbowArt.CleanFlatUI;
using System.Collections.Generic;
using AibisDream.Framework;
using UnityEngine.EventSystems;
using AibisDream.FixSystem;
using System.Collections;
using AibisDream; // 添加 SpriteFlashSystem 的命名空间
public class ShockSystem : MonoBehaviour
{
[Header("References")]
[SerializeField] private Transform shockDevice; // 电击器
[SerializeField] private Transform operationPanel; // 操作面板
[SerializeField] private SliderTransition powerSlider; // 力度滑块
[SerializeField] private ProgressBarGridLinear progressBar; // 进度条
[SerializeField] private Transform sliderBar; // 推杆的杆部分
[SerializeField] private SpriteRenderer flashHeadSpriteRenderer; // 头部闪烁精灵渲染器
[SerializeField] private SpriteRenderer flashBackgroundSpriteRenderer; // 背景闪烁精灵渲染器
[SerializeField] private SpriteRenderer flashSpriteRenderer;
[SerializeField] private List<Sprite> flashHeadSprites; // 头部闪烁精灵列表
[SerializeField] private SpriteFlashSystem spriteFlashSystem; // Sprite闪烁系统
[Header("Settings")]
[SerializeField] private Vector3 shockDeviceTargetPos; // 电击器目标位置
[SerializeField] private Vector3 operationPanelTargetPos; // 操作面板目标位置
[SerializeField] private float moveDuration = 1f; // 移动动画时长
[SerializeField] private float shockDelay = 0.5f; // 释放电击延迟
[SerializeField] private float progressIncreaseSpeed = 1f; // 进度增加基础速度
[SerializeField] private float maxSliderValue = 3f; // 滑块最大值
[SerializeField] private float progressDecreaseDuration = 1f; // 进度下降持续时间
[SerializeField] private string shockEffectNode = "ShockEffect"; // 电击效果节点名称
[Header("Shock Effects")]
[SerializeField] private float flashDuration = 0.1f; // 每次闪烁持续时间
[SerializeField] private float flashInterval = 0.1f; // 闪烁间隔
[SerializeField] private int flashCount = 3; // 闪烁次数
[SerializeField] private float strength = 1f; // 震动强度
[SerializeField] private int vibrate = 10; // 震动次数
[SerializeField] private float minVibrateStrength = 0.05f; // 最小震动强度
[SerializeField] private float maxVibrateStrength = 0.2f; // 最大震动强度
[SerializeField] private float vibrateInterval = 0.1f; // 震动间隔
[SerializeField] private float deviceShakeAmount = 0.1f; // 电击器震动幅度
[SerializeField] private float deviceShakeSpeed = 10f; // 电击器震动速度
[Header("Auto Charge Settings")]
[SerializeField] private float autoChargeSpeed = 5f; // 自动充能速度
[SerializeField] private float autoChargeDuration = 1f; // 自动充能持续时间
private bool isCharging = false;
private float currentProgress = 0f;
private Slider baseSlider; // 基础Slider组件
private Tweener progressTweener; // 用于存储进度条动画
private Sequence flashSequence; // 用于存储闪烁动画序列
private int currentFlashHeadIndex = 0; // 当前闪烁头部精灵索引
private Tweener sliderReturnTweener; // 用于存储滑块回弹动画
private float lastVibrateTime = 0f; // 上次震动时间
private Vector3 deviceOriginalPos; // 电击器原始位置
private Tweener deviceShakeTweener; // 电击器震动动画
// 公共访问器
public float FlashDuration => flashDuration;
public float FlashInterval => flashInterval;
public int FlashCount => flashCount;
private void Awake()
{
// 注册
FixSystemCenter.SystemDic.Register(this);
}
private void Start()
{
// 保存电击器原始位置
if (shockDevice != null)
{
deviceOriginalPos = shockDevice.localPosition;
}
// 获取基础Slider组件
baseSlider = powerSlider.GetComponent<Slider>();
if (baseSlider != null)
{
baseSlider.onValueChanged.AddListener(OnSliderValueChanged);
// 添加EventTrigger组件
EventTrigger trigger = baseSlider.gameObject.GetComponent<EventTrigger>();
if (trigger == null)
{
trigger = baseSlider.gameObject.AddComponent<EventTrigger>();
}
// 添加结束拖拽事件
EventTrigger.Entry entry = new EventTrigger.Entry();
entry.eventID = EventTriggerType.EndDrag;
entry.callback.AddListener((data) => { OnSliderEndDrag(); });
trigger.triggers.Add(entry);
}
// 初始化闪烁精灵
if (flashHeadSpriteRenderer != null)
{
flashHeadSpriteRenderer.gameObject.SetActive(false);
Color color = flashHeadSpriteRenderer.color;
color.a = 0;
flashHeadSpriteRenderer.color = color;
}
if (flashBackgroundSpriteRenderer != null)
{
flashBackgroundSpriteRenderer.gameObject.SetActive(false);
Color color = flashBackgroundSpriteRenderer.color;
color.a = 0;
color = Color.black;
flashBackgroundSpriteRenderer.color = color;
}
//InitializeShock();
}
// public void InitializeShock()
// {
// // 移动电击器和操作面板到指定位置
// shockDevice.DOLocalMove(shockDeviceTargetPos, moveDuration);
// operationPanel.DOLocalMove(operationPanelTargetPos, moveDuration);
// powerSlider.EnableSliderInteraction();
// }
// public void SetFlashBack(bool useFlashback,)
// {
// this.useFlashback = useFlashback;
// }
public IEnumerator StartShock()
{
// 移动电击器和操作面板到指定位置
var move1 = shockDevice.DOLocalMove(shockDeviceTargetPos, moveDuration);
var move2 = operationPanel.DOLocalMove(operationPanelTargetPos, moveDuration);
powerSlider.EnableSliderInteraction();
yield return move1.WaitForCompletion();
yield return move2.WaitForCompletion();
}
public IEnumerator StopShock()
{
var move1 = shockDevice.DOLocalMove(deviceOriginalPos, moveDuration);
var move2 = operationPanel.DOLocalMove(operationPanelTargetPos, moveDuration);
powerSlider.DisableSliderInteraction();
yield return move1.WaitForCompletion();
yield return move2.WaitForCompletion();
}
private void OnSliderValueChanged(float value)
{
if(value > 0)
{
sliderBar.localPosition = new Vector3(0, -89, 0);
}
else
{
sliderBar.localPosition = new Vector3(0, 80, 0);
// 停止电击器震动
if (deviceShakeTweener != null)
{
deviceShakeTweener.Kill();
deviceShakeTweener = null;
}
}
// 如果滑块值大于0,取消回弹动画
if (value > 0 && sliderReturnTweener != null)
{
sliderReturnTweener.Kill();
sliderReturnTweener = null;
sliderBar.localPosition = new Vector3(0, -89, 0);
}
if (value > 0)
{
if (!isCharging)
{
isCharging = true;
StartCharging();
}
}
else
{
if (isCharging)
{
isCharging = false;
// 只有在进度条满时才触发闪烁效果
if (currentProgress >= progressBar.MaxValue)
{
// 触发 Yarn 节点来决定使用哪种效果
DialogController.Instance.StartDialogNode(shockEffectNode);
}
// 重置进度条
ResetProgress();
}
}
}
private void OnSliderEndDrag()
{
// 如果滑块值大于0,开始回弹动画
if (baseSlider.value > 0)
{
if (sliderReturnTweener != null)
{
sliderReturnTweener.Kill();
}
sliderReturnTweener = DOTween.To(
() => baseSlider.value,
x => baseSlider.value = x,
0f,
0.3f // 回弹动画持续时间
).SetEase(Ease.OutQuad);
}
}
private void ResetProgress()
{
// 开始进度条平滑下降
if (progressTweener != null)
{
progressTweener.Kill();
}
float startProgress = currentProgress;
progressTweener = DOTween.To(
() => currentProgress,
x =>
{
currentProgress = x;
progressBar.CurrentValue = Mathf.FloorToInt(x);
},
0f,
progressDecreaseDuration
).SetEase(Ease.OutQuad);
}
private void StartCharging()
{
if (!isCharging) return;
// 根据滑块值计算进度增加速度
float currentValue = baseSlider.value;
float speedMultiplier = 1f + (currentValue / maxSliderValue);
currentProgress += progressIncreaseSpeed * speedMultiplier * Time.deltaTime;
// 更新进度条
int progressValue = Mathf.FloorToInt(currentProgress);
progressBar.CurrentValue = progressValue;
// 计算震动强度
float progressRatio = Mathf.Min(currentProgress / progressBar.MaxValue, 1f);
float currentVibrateStrength = Mathf.Lerp(minVibrateStrength, maxVibrateStrength, progressRatio);
// 检查是否需要震动
if (Time.time - lastVibrateTime >= vibrateInterval)
{
// 相机震动
//StartCoroutine(CameraKit.Instance.ShakeCamera(vibrateInterval, currentVibrateStrength, vibrate));
// 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)
{
// 继续充电和震动
DOVirtual.DelayedCall(Time.deltaTime, StartCharging);
return;
}
else
{
// 继续充电
DOVirtual.DelayedCall(Time.deltaTime, StartCharging);
}
}
public IEnumerator PlayFlashEffect()
{
if (flashSequence != null)
{
flashSequence.Kill();
}
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
}
// 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();
// 闪烁结束后禁用所有精灵并重置状态
if (flashHeadSpriteRenderer != null)
{
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);
}
}
// 自动充能并释放
public IEnumerator AutoChargeAndRelease(float chargeSpeed = 5f, float duration = 1f)
{
// 设置滑块值
baseSlider.value = maxSliderValue;
// 等待充能完成
float startTime = Time.time;
while (Time.time - startTime < duration)
{
// 使用指定的充能速度
currentProgress += chargeSpeed * Time.deltaTime;
progressBar.CurrentValue = Mathf.FloorToInt(currentProgress);
yield return null;
}
// 确保进度达到最大值
currentProgress = progressBar.MaxValue;
progressBar.CurrentValue = Mathf.FloorToInt(currentProgress);
// 触发 Yarn 节点来决定使用哪种效果
DialogController.Instance.StartDialogNode(shockEffectNode);
// 重置滑块
baseSlider.value = 0;
ResetProgress();
}
// 使用默认参数的自动充能方法
public IEnumerator AutoChargeAndRelease()
{
yield return AutoChargeAndRelease(autoChargeSpeed, autoChargeDuration);
}
private void OnDestroy()
{
if (progressTweener != null)
{
progressTweener.Kill();
}
if (flashSequence != null)
{
flashSequence.Kill();
}
if (sliderReturnTweener != null)
{
sliderReturnTweener.Kill();
}
if (deviceShakeTweener != null)
{
deviceShakeTweener.Kill();
}
}
}