Files
aibis-dream/Assets/Scripts/FixSystemNew/BodyModule/Modules/BodyModule.cs
T
2025-08-20 14:04:32 +08:00

319 lines
10 KiB
C#

using System;
using AibisDream.Framework;
using Newtonsoft.Json;
using UnityEngine;
using System.Collections;
using DG.Tweening;
using AibisDream.Kit;
namespace AibisDream.FixSystem
{
public class BodyModule : MonoBehaviour, ISocket
{
#region 组件引用
private const string SocketObjName = "Socket";
private Transform _socketPos;
private Transform _socketLeft;
private Transform _socketRight;
private Tween _socketTween;
private BodyModuleSystem _bodyModuleSystem;
private Material _highlightMaterial;
private Material _alarmMaterial;
private Material _originalMaterial; // 原材质
private SpriteRenderer _targetSpriteRenderer; // 目标的 SpriteRenderer
private SpriteRenderer _cutSpriteRenderer;
private SpriteRenderer _cutTextRenderer; // 添加cutText的SpriteRenderer引用
private CutLine _cutLine;
[Header("CutText闪烁效果")] private float cutTextFlickerThreshold = 0.4f; // 开始闪烁的阈值
private float cutTextFlickerInterval = 0.1f; // 闪烁间隔
private float cutTextFlickerTimer = 0f; // 闪烁计时器
private bool isCutTextFlickering = false; // 是否正在闪烁
private Coroutine flickerCoroutine; // 闪烁协程引用
#endregion
// 模块基本数据
[SerializeField] public BodyModuleData data;
public bool available = true;
private bool _cutting;
private bool _isOpen;
private void Awake()
{
// 获取组件索引
InitReference();
}
protected virtual void InitReference()
{
_socketPos = transform.Find(SocketObjName);
_socketLeft = _socketPos.Find("Left");
_socketRight = _socketPos.Find("Right");
_bodyModuleSystem = transform.parent.parent.GetComponent<BodyModuleSystem>();
_targetSpriteRenderer = transform.Find("Module Pic").GetComponent<SpriteRenderer>();
_originalMaterial = _targetSpriteRenderer.GetComponent<SpriteRenderer>().material;
_cutSpriteRenderer = transform.Find("Cut Pic")?.GetComponent<SpriteRenderer>();
if (_cutSpriteRenderer != null)
{
_cutTextRenderer =
_cutSpriteRenderer.transform.Find("Cut Text")
?.GetComponent<SpriteRenderer>(); // 初始化cutText的SpriteRenderer
}
_highlightMaterial = Resources.Load<Material>("Materials/HighlightMaterial");
_alarmMaterial = Resources.Load<Material>("Materials/AlarmMaterial");
}
#region 插槽功能
public bool IsAvailable()
{
return available;
}
public void SetSocketAvailable(bool isAvailable)
{
available = isAvailable;
}
public virtual void PlugIn()
{
if (DialogController.Instance)
// 然后触发Yarn节点
DialogController.Instance.StartDialogNode(_bodyModuleSystem.inHotErr ? "系统发热" : data.PlugInNodeName);
}
public virtual void PlugOut()
{
}
public Vector3 GetSocketPos()
{
return _socketPos.position;
}
public void OpenPlugSlot()
{
if (!_socketLeft) return;
if (_isOpen) return;
_isOpen = true;
// 打开插槽
if (_socketTween.IsActive() && _socketTween.IsPlaying()) _socketTween.Kill(true);
var sequence = DOTween.Sequence();
sequence.Join(_socketLeft.DOScale(new Vector3(0, 1, 1), 0.2f).SetEase(Ease.InSine));
sequence.Join(_socketRight.DOScale(new Vector3(0, 1, 1), 0.2f).SetEase(Ease.InSine));
_socketTween = sequence;
}
public void ClosePlugSlot()
{
if (!_socketLeft) return;
if (!_isOpen) return;
_isOpen = false;
// 关闭插槽
if (_socketTween.IsActive() && _socketTween.IsPlaying()) _socketTween.Kill(true);
var sequence = DOTween.Sequence();
sequence.Join(_socketLeft.DOScale(new Vector3(1, 1, 1), 0.2f).SetEase(Ease.OutSine));
sequence.Join(_socketRight.DOScale(new Vector3(1, 1, 1), 0.2f).SetEase(Ease.OutSine));
_socketTween = sequence;
}
#endregion
#region 高亮提示和隐藏
public void Highlight(bool enable)
{
if (_targetSpriteRenderer != null && _highlightMaterial != null &&
_targetSpriteRenderer.material != _alarmMaterial)
{
_targetSpriteRenderer.material = enable ? _highlightMaterial : _originalMaterial;
}
}
public void Alarm(bool enable)
{
if (_targetSpriteRenderer != null && _alarmMaterial != null)
{
_targetSpriteRenderer.material = enable ? _alarmMaterial : _originalMaterial;
}
}
#endregion
#region 切割相关
public void OnCuttingDown()
{
_bodyModuleSystem.RemoveModule(this);
DialogController.Instance?.StartDialogNode($"{data.moduleName}CutDown");
EnumEventSystem.Global.Send(EventEnum.CutEnd);
Destroy(gameObject);
}
public void SetCutTextVisible(bool visible)
{
if (_cutTextRenderer != null)
{
_cutTextRenderer.enabled = visible;
}
}
public SpriteRenderer GetCutSpriteRenderer()
{
return _cutSpriteRenderer;
}
public SpriteRenderer GetCutTextSpriteRenderer()
{
return _cutTextRenderer;
}
public void StartCutTextFlicker()
{
if (!isCutTextFlickering)
{
isCutTextFlickering = true;
if (flickerCoroutine != null)
{
StopCoroutine(flickerCoroutine);
}
flickerCoroutine = StartCoroutine(CutTextFlickerCoroutine());
}
}
public void StopCutTextFlicker()
{
isCutTextFlickering = false;
if (flickerCoroutine != null)
{
StopCoroutine(flickerCoroutine);
flickerCoroutine = null;
}
// 确保最终状态是可见的
SetCutTextVisible(true);
}
private IEnumerator CutTextFlickerCoroutine()
{
while (isCutTextFlickering)
{
// 随机决定是否显示
bool shouldShow = UnityEngine.Random.value > 0.5f;
SetCutTextVisible(shouldShow);
// 播放相应的音效
if (shouldShow)
{
AudioManager.Instance.PlaySfx("event:/ActionFB/light_flicker_on");
}
else
{
AudioManager.Instance.PlaySfx("event:/ActionFB/light_flicker_off");
}
// 随机等待时间,模拟接触不良效果
float waitTime = UnityEngine.Random.Range(cutTextFlickerInterval * 0.5f, cutTextFlickerInterval * 1.5f);
yield return new WaitForSeconds(waitTime);
}
}
public void UpdateCutProgress(float progress)
{
// 检查是否达到闪烁阈值
if (!isCutTextFlickering && progress >= cutTextFlickerThreshold)
{
StartCutTextFlicker();
}
}
// public void EnableCut()
// {
// // 打开或获取CutLine
// ShowCutLine();
// _cutLine.OnCuttingDown += OnCuttingDown;
// _cutting = true;
// EnumEventSystem.Global.Send(EventEnum.CutStart);
// }
// private void OnCut()
// {
// Vector2 mousePos = CommonUtil.GetMouseWorldPos(Input.mousePosition);
// _cutLine.DetectLineClick(mousePos, clickRadius);
// }
// private void OnCuttingDown()
// {
// _cutLine.OnCuttingDown -= OnCuttingDown;
// _cutting = false;
// // 模块脱落
// _cutLine.HideLine();
// _bodyModuleSystem.RemoveModule(this);
// ActionKit.Sequence()
// .Delay(0.8f)
// .DOTween(() => transform.DOMoveY(ConstRef.TweenEndY,
// (transform.position.y - ConstRef.TweenEndY) / (ConstRef.FallSpeed * 0.6f))
// .SetEase(Ease.InQuad))
// .Callback(() => DialogController.Instance?.StartDialogNode($"{data.moduleName}CutDown"))
// .Callback(() => EnumEventSystem.Global.Send(EventEnum.CutEnd))
// .Start(this, () => Destroy(gameObject));
// }
// private void ShowCutLine()
// {
// // 切割线不存在,就新建一个
// if (!_cutLine)
// {
// var prefab = ResourceKit.LoadAssetSync<GameObject>(ConstRef.CutLinePrefabName);
// var cutLineObj = Instantiate(prefab, transform);
// _cutLine = cutLineObj.GetComponent<CutLine>();
// }
// // 对切割线进行初始化
// var shapePoints = new List<Vector2>();
// _targetSpriteRenderer.sprite.GetPhysicsShape(0, shapePoints);
// if (shapePoints.Count <= 0)
// {
// Debug.LogWarning($"{name} has no shape");
// return;
// }
// // 本地坐标转世界坐标
// var shapePointsV3 = shapePoints
// .Select(item => _targetSpriteRenderer.transform.TransformPoint(item))
// .ToList();
// _cutLine.Init(shapePointsV3, clickRadius);
// }
#endregion
}
[Serializable]
public struct BodyModuleData
{
public const string PlugInNodeTemplate = "{0}PlugIn";
// ID
public string moduleName;
// 只读
[JsonIgnore] public string PlugInNodeName => string.Format(PlugInNodeTemplate, moduleName);
}
}