187 lines
6.7 KiB
C#
187 lines
6.7 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using DG.Tweening;
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using UnityEngine.Rendering;
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using System.Collections;
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namespace AibisDream
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{
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public class SpriteFlashSystem : MonoBehaviour
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{
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[Header("References")]
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[SerializeField] private SpriteRenderer targetSpriteRenderer;
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[SerializeField] private SpriteRenderer backupSpriteRenderer;
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// [SerializeField] private float fadeDuration = 0.5f;
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// [SerializeField] private float crossFadeDuration = 2f;
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[SerializeField] private UnityEngine.Rendering.Volume volume1;
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private bool isFading = false;
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private bool isEndingMode = false;
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private DG.Tweening.Sequence currentSequence;
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private int currentEndingIndex = 0;
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private void Awake()
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{
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// 确保SpriteRenderer初始状态正确
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if (targetSpriteRenderer != null)
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{
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targetSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
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}
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else
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{
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Debug.LogError("未设置目标SpriteRenderer!");
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}
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if (backupSpriteRenderer != null)
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{
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backupSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
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}
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else
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{
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Debug.LogError("未设置备用SpriteRenderer!");
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}
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}
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public IEnumerator TriggerFlash(string imagePath, float fadeDuration = 0.5f)
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{
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if (!isFading)
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{
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string fullPath = $"Assets/Resources/Art/CG/{imagePath}";
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Sprite flashSprite = Resources.Load<Sprite>($"Art/CG/{imagePath}");
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if (flashSprite != null)
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{
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yield return StartFlash(flashSprite, fadeDuration);
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}
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else
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{
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Debug.LogError($"无法加载闪回图片: {fullPath}");
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}
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}
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else
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{
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Debug.Log($"无法开始闪烁:isFading={isFading}");
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}
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}
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public void TriggerEnding(string imagePath,float fadeDuration=2f)
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{
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if (!isFading)
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{
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string fullPath = $"Assets/Resources/Art/CG/{imagePath}";
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Sprite endingSprite = Resources.Load<Sprite>($"Art/CG/{imagePath}");
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if (endingSprite != null)
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{
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if (currentEndingIndex == 0)
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{
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// 第一张图片使用淡入效果
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StartEndingFadeIn(endingSprite,fadeDuration);
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}
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else
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{
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// 后续图片使用交叉淡入淡出效果
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StartEndingCrossFade(endingSprite,fadeDuration);
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}
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currentEndingIndex++;
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}
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else
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{
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Debug.LogError($"无法加载结局图片: {fullPath}");
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}
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}
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else
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{
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Debug.Log($"无法开始闪烁:isFading={isFading}");
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}
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}
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private IEnumerator StartFlash(Sprite flashSprite, float fadeDuration = 0.5f)
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{
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Debug.Log("开始Sprite闪烁");
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isFading = true;
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targetSpriteRenderer.sprite = flashSprite;
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targetSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
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// 创建新的序列
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currentSequence?.Kill();
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currentSequence = DOTween.Sequence();
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// 添加淡入效果
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currentSequence.Append(targetSpriteRenderer.DOFade(1f, fadeDuration).SetEase(Ease.InOutSine));
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if (volume1 != null)
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currentSequence.Join(DOTween.To(() => volume1.weight, x => volume1.weight = x, 1f, fadeDuration).SetEase(Ease.InOutSine));
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// 添加淡出效果
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currentSequence.Append(targetSpriteRenderer.DOFade(0f, fadeDuration).SetEase(Ease.InOutSine));
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if (volume1 != null)
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currentSequence.Join(DOTween.To(() => volume1.weight, x => volume1.weight = x, 0f, fadeDuration).SetEase(Ease.InOutSine));
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// 等待序列完成
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yield return currentSequence.WaitForCompletion();
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// 完成后重置状态
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Debug.Log("闪烁效果完成");
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isFading = false;
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currentSequence = null;
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DialogController.Instance.StartDialogNode("闪回完成");
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}
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private void StartEndingFadeIn(Sprite endingSprite,float fadeDuration=2f)
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{
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isFading = true;
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targetSpriteRenderer.sprite = endingSprite;
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targetSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
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// 创建新的序列
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currentSequence?.Kill();
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currentSequence = DOTween.Sequence();
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// 添加淡入效果
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currentSequence.Append(targetSpriteRenderer.DOFade(1f, fadeDuration).SetEase(Ease.InOutSine));
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if (volume1 != null)
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currentSequence.Join(DOTween.To(() => volume1.weight, x => volume1.weight = x, 1f, fadeDuration).SetEase(Ease.InOutSine));
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// 完成后重置状态
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currentSequence.OnComplete(() => {
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isFading = false;
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currentSequence = null;
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});
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}
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private void StartEndingCrossFade(Sprite endingSprite,float crossFadeDuration=2f)
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{
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isFading = true;
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// 设置备用渲染器的sprite
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backupSpriteRenderer.sprite = endingSprite;
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backupSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
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// 创建新的序列
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currentSequence?.Kill();
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currentSequence = DOTween.Sequence();
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// 当前sprite淡出,同时备用sprite淡入
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currentSequence.Join(targetSpriteRenderer.DOFade(0f, crossFadeDuration).SetEase(Ease.InOutSine));
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currentSequence.Join(backupSpriteRenderer.DOFade(1f, crossFadeDuration).SetEase(Ease.InOutSine));
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// 完成后交换两个渲染器的角色
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currentSequence.OnComplete(() => {
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// 交换sprite
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var tempSprite = targetSpriteRenderer.sprite;
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targetSpriteRenderer.sprite = backupSpriteRenderer.sprite;
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backupSpriteRenderer.sprite = tempSprite;
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// 重置透明度
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targetSpriteRenderer.color = new Color(1f, 1f, 1f, 1f);
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backupSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);
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isFading = false;
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currentSequence = null;
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});
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}
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private void OnDestroy()
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{
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currentSequence?.Kill();
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}
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}
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} |