314 lines
9.2 KiB
C#
314 lines
9.2 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using DG.Tweening;
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using System.Collections;
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using AibisDream;
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using AibisDream.FixSystem;
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using AibisDream.Kit;
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public class HeatMapController : MonoBehaviour
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{
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public Material heatMaterial; // 需要传递数据的材质
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public Transform[] Pos;
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public Button coolingButton;
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private BodyModuleSystem bodyModuleSystem;
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public GameObject heatmapGameobject;
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public RectTransform imageToMove; // 需要移动的Image
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public Transform imageToRotate; // 需要旋转的Image
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[SerializeField, Min(0f)] private float fanStopDuration = 0.15f;
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public Vector3 inPos; // Heatmap进入位置
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public Vector3 outPos; // Heatmap退出位置
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private Vector3 imageInitialPos; // Image的初始位置
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[HideInInspector] private Vector4[] points = new Vector4[7]; // 存储6个点的数组,(x, y, z) = center, w = temperature
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[HideInInspector] private Vector4[] properties = new Vector4[7]; // 存储6个盒子大小的数组, (x,y) = boxsize
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private float uftempture = 1;
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private float backtemture = 1;
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private float modulesTempture = 1;
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private float tempture = 1;
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private Tween _temptureTween;
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private Tween _fanSpeedTween;
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private float _fanAngularSpeed;
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private const float FanAngularSpeed = 1800f;
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/// <summary>热力图面板当前是否在显示(用于 SetHeat 决定硬切还是平滑)。</summary>
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public bool IsHeatMapVisible =>
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heatmapGameobject != null && heatmapGameobject.activeInHierarchy;
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public float Tempture
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{
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get => tempture;
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set
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{
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if (tempture != value)
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{
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tempture = value;
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SetDataToMaterial(); // 调用方法更新材质数据
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}
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}
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}
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public void ShowHeatMap()
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{
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StartCoroutine(ShowHeatMapCoroutine());
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}
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private IEnumerator ShowHeatMapCoroutine()
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{
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// 初始化Heatmap位置
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heatmapGameobject.transform.localPosition = outPos;
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heatmapGameobject.SetActive(true);
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SetDataToMaterial();
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heatmapGameobject.transform.DOLocalMove(inPos, 1f);
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yield return new WaitForSeconds(1f); // 等待动画完成
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heatmapGameobject.GetComponent<DraggableUI>().UnlockDrag();
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coolingButton.interactable = false;
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}
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public void HideHeatMap()
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{
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var draggableUI = heatmapGameobject.GetComponent<DraggableUI>();
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heatmapGameobject.transform.DOLocalMove(outPos, 1f).OnComplete(() => { draggableUI.UnlockDrag(); heatmapGameobject.SetActive(false);});
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}
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public void StartCooling()
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{
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coolingButton.interactable = false;
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StartCoroutine(ReduceValueCoroutine());
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}
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IEnumerator ReduceValueCoroutine()
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{
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var draggableUI = heatmapGameobject.GetComponent<DraggableUI>();
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draggableUI.LockDrag();
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// 存储初始位置
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imageInitialPos = imageToMove.localPosition;
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// 移动和旋转动画
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imageToMove.DOLocalMoveX(imageInitialPos.x + 3.5f, 1f);
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StartFan();
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bool coolingSucceeded = Tempture < 2;
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if (coolingSucceeded)
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{
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Debug.Log("降温成功");
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float duration = 3.5f;
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SetTemptureSmooth(0.5f, duration);
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AudioManager.Instance.PlaySfx("event:/FollowInput/cooler_cooling");
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yield return new WaitForSeconds(duration);
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}
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else
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{
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Debug.Log("降温失败");
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yield return new WaitForSeconds(3f);
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}
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yield return StopFanSmoothly();
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// 恢复初始状态
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imageToMove.DOLocalMove(imageInitialPos, 1f);
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if (coolingSucceeded)
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{
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yield return new WaitForSeconds(1.5f);
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DialogController.Instance.StartDialogNode("降温成功");
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bodyModuleSystem.OnCooling();
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}
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else
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{
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DialogController.Instance.StartDialogNode("降温失败");
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}
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}
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private void Update()
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{
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if (imageToRotate == null || Mathf.Approximately(_fanAngularSpeed, 0f))
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return;
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imageToRotate.Rotate(0f, 0f, _fanAngularSpeed * Time.deltaTime, Space.Self);
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}
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private void StartFan()
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{
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_fanSpeedTween?.Kill();
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_fanSpeedTween = null;
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_fanAngularSpeed = FanAngularSpeed;
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}
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private IEnumerator StopFanSmoothly()
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{
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_fanSpeedTween?.Kill();
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if (fanStopDuration <= 0f)
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{
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_fanAngularSpeed = 0f;
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_fanSpeedTween = null;
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yield break;
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}
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_fanSpeedTween = DOTween.To(
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() => _fanAngularSpeed,
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value => _fanAngularSpeed = value,
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0f,
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fanStopDuration)
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.SetEase(Ease.OutQuad)
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.SetTarget(this);
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yield return _fanSpeedTween.WaitForCompletion();
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_fanAngularSpeed = 0f;
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_fanSpeedTween = null;
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}
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void Start()
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{
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bodyModuleSystem = FindObjectOfType<BodyModuleSystem>();
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SetDataToMaterial();
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}
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void OnDestroy()
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{
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_temptureTween?.Kill();
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_fanSpeedTween?.Kill();
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_fanAngularSpeed = 0f;
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}
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/// <summary>
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/// 热点尺寸(世界单位):自身 Sprite/Image → 父级 Sprite → RectTransform。
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/// UFheatmap 等空 Sprite 锚点会回退到父级 Module Pic,避免静默变成 (1,1) 导致热区偏小。
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/// </summary>
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private static bool TryGetHotspotSize(Transform t, out Vector2 size)
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{
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size = default;
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if (t == null) return false;
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if (TryGetSpriteLocalSize(t, out size))
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return true;
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// 空 SpriteRenderer / 纯锚点:沿父链找有 sprite 的模块图
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for (var p = t.parent; p != null; p = p.parent)
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{
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if (TryGetSpriteLocalSize(p, out size))
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return true;
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}
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var image = t.GetComponent<Image>();
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if (image != null && image.sprite != null)
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{
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var b = image.sprite.bounds.size;
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size = new Vector2(b.x, b.y);
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return true;
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}
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if (t is RectTransform rt)
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{
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size = new Vector2(rt.rect.width, rt.rect.height);
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return size.x > 0f || size.y > 0f;
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}
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return false;
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}
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private static bool TryGetSpriteLocalSize(Transform t, out Vector2 size)
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{
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size = default;
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var sr = t.GetComponent<SpriteRenderer>();
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if (sr == null || sr.sprite == null)
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return false;
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var b = sr.sprite.bounds.size;
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var ls = t.lossyScale;
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size = new Vector2(b.x * Mathf.Abs(ls.x), b.y * Mathf.Abs(ls.y));
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return size.x > 0.001f || size.y > 0.001f;
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}
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public void SetDataToMaterial()
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{
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// 逻辑温度 0~2 → shader 侧发热强度;各段端点连续,避免跨档跳变。
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// t=0 冷态压低,接近「看不见」;t=1/2 保持原有发热观感。
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if (tempture <= 1f)
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{
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float t = Mathf.Clamp01(tempture);
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uftempture = Mathf.Lerp(0.85f, 2.8f, t);
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modulesTempture = Mathf.Lerp(0.55f, 1.6f, t);
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backtemture = Mathf.Lerp(0.7f, 2.25f, t);
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}
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else
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{
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float t = Mathf.Clamp01(tempture - 1f);
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uftempture = Mathf.Lerp(2.8f, 3.2f, t);
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modulesTempture = Mathf.Lerp(1.6f, 2.3f, t); // 原 1.8 起点与上一段不连续
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backtemture = Mathf.Lerp(2.25f, 3.4f, t);
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}
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if (Pos == null || heatMaterial == null)
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return;
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for (int i = 0; i < 7; i++)
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{
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if (Pos[i] == null)
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{
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points[i] = Vector4.zero;
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properties[i] = Vector4.zero;
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continue;
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}
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Transform currentTransform = Pos[i].GetComponent<Transform>();
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if (i == 0)
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{
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points[i] = new Vector4(Pos[i].position.x, Pos[i].position.y, uftempture, 0);
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}
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else if (i == 6)
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{
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points[i] = new Vector4(Pos[i].position.x, Pos[i].position.y, backtemture, 0);
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}
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else
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{
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points[i] = new Vector4(Pos[i].position.x, Pos[i].position.y, modulesTempture,
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0); // (x, y, z, temperature)
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}
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if (!TryGetHotspotSize(currentTransform, out var boxSize))
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{
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Debug.LogWarning($"[HeatMapController] Pos[{i}] '{Pos[i].name}' 无法取得热点尺寸,回退为 (1,1)。请检查 Sprite 或父级 Module Pic。", Pos[i]);
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boxSize = Vector2.one;
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}
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properties[i] = new Vector4(boxSize.x, boxSize.y, 0.0f, 0.0f);
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}
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// 将数据传递给 Shader
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heatMaterial.SetVectorArray("_Points", points);
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heatMaterial.SetVectorArray("_Properties", properties);
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}
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public void SetTemptureDirect(float value)
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{
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_temptureTween?.Kill();
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Tempture = value;
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}
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public void SetTemptureSmooth(float targetValue, float duration)
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{
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_temptureTween?.Kill();
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_temptureTween = DOTween.To(() => tempture, x => Tempture = x, targetValue, duration)
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.SetEase(Ease.InOutQuad)
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.SetTarget(this);
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}
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}
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