797 lines
29 KiB
C#
797 lines
29 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering.Universal;
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using System.Collections;
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using System.Collections.Generic;
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using AibisDream.Framework;
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using DG.Tweening; // 添加DOTween引用
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namespace AibisDream.FixSystem
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{
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public class FixLightSystem : MonoBehaviour
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{
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private void Awake()
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{
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// 注册系统
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FixSystemCenter.SystemDic.Register(this);
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// 自动获取呼吸灯的SpriteRenderer
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if (breathingLight != null)
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{
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breathingLightSprite = breathingLight.GetComponentInParent<SpriteRenderer>();
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}
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// 自动获取小灯的SpriteRenderer
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smallLightSprites.Clear();
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foreach (var light in smallLights)
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{
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if (light != null)
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{
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var spriteRenderer = light.GetComponentInParent<SpriteRenderer>();
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smallLightSprites.Add(spriteRenderer);
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}
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}
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}
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[Header("呼吸灯设置")]
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[SerializeField] private Light2D breathingLight;
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private SpriteRenderer breathingLightSprite;
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[SerializeField] private float normalBreathingSpeed = 1f;
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[SerializeField] private float warningBreathingSpeed = 2f;
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[SerializeField] private float emergencyBreathingSpeed = 3f;
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[SerializeField] private Color normalColor = Color.green;
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[SerializeField] private Color warningColor = Color.yellow;
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[SerializeField] private Color emergencyColor = Color.red;
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[SerializeField] private RobotECGWave ecgWave;
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[Header("小灯设置")]
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[SerializeField] private List<Light2D> smallLights = new List<Light2D>();
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private List<SpriteRenderer> smallLightSprites = new List<SpriteRenderer>();
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[SerializeField] private float smallLightBlinkInterval = 0.5f;
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[SerializeField] private int currentSmallLightIndex = 0;
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[SerializeField] private Color smallLightDefaultColor = Color.yellow;
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[SerializeField] private Color smallLightNormalColor = Color.green;
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[SerializeField] private Color smallLightErrorColor = Color.red;
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[SerializeField] private float operationBlinkDuration = 1f;
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[SerializeField] private float operationBlinkInterval = 0.1f;
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[Header("环境灯设置")]
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[SerializeField] private Light2D environmentLight;
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[SerializeField] private bool isEnvironmentLightFlickering = false;
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[SerializeField] private float normalEnvironmentIntensity = 1f;
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[SerializeField] private float warningEnvironmentIntensity = 1f;
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[SerializeField] private float emergencyEnvironmentIntensity = 1f;
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[SerializeField] private float brokenLightFlickerInterval = 0.1f;
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[SerializeField] private float brokenLightFlickerDuration = 0.05f;
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[SerializeField] private float brokenLightPatternInterval = 2f;
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[SerializeField] private float brokenLightDarkDuration = 0.8f;
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[SerializeField] private Color normalEnvironmentColor = Color.white;
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[SerializeField] private Color warningEnvironmentColor = Color.yellow;
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[SerializeField] private Color emergencyEnvironmentColor = Color.red;
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[Header("音频设置")]
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[SerializeField] private AudioSource audioSource;
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[Header("面板灯设置")]
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[SerializeField] private Light2D panelLight;
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[SerializeField] private float panelLightIntensity = 1f;
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[SerializeField] private float panelLightBlinkDuration = 0.2f;
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[SerializeField] private int panelLightBlinkCount = 2;
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[SerializeField] private Color panelLightColor = Color.white;
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[Header("警报灯设置")]
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[SerializeField] private Light2D alarmLight;
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[SerializeField] private float alarmBlinkSpeed = 0.5f;
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[SerializeField] private Color alarmLightColor = Color.red;
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private Tween alarmTween; // 用于控制警报灯闪烁的Tween
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[SerializeField] private bool isSystemOn = false; // 系统开关状态
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private LightState currentState = LightState.Normal;
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private SmallLightState smallLightState = SmallLightState.Default;
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private SmallLightStatus smallLightStatus = SmallLightStatus.Normal;
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private Coroutine currentBreathingCoroutine;
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private Tween breathingTween; // 添加Tween引用
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private bool isSystemStarting = false;
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public enum LightState
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{
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Normal,
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Warning,
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Emergency
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}
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public enum SmallLightState
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{
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Default,
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Operation
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}
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public enum SmallLightStatus
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{
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Normal,
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Error
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}
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public RobotECGWave.WaveType GetCurrentWaveType()
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{
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return ecgWave?.waveType ?? RobotECGWave.WaveType.RobotECG;
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}
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public void SetWaveType(RobotECGWave.WaveType waveType)
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{
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if (ecgWave != null)
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{
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ecgWave.SetWaveType(waveType);
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}
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}
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private void Start()
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{
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InitializeSystemState();
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SetEnvironmentLightBroken();
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SetEnvironmentLightFlickering(isEnvironmentLightFlickering);
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StartCoroutine(SmallLightsBlinkRoutine());
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SetSmallLightState(SmallLightState.Default);
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}
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private void InitializeSystemState()
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{
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if (isSystemOn)
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{
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// 系统开启时的初始化
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if (breathingLight != null)
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{
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breathingLight.color = normalColor;
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breathingLight.intensity = 1f;
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if (breathingLightSprite != null)
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{
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breathingLightSprite.color = normalColor;
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}
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}
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// 初始化小灯
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foreach (var light in smallLights)
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{
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if (light != null)
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{
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light.color = smallLightDefaultColor;
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light.intensity = 1f;
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}
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}
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foreach (var sprite in smallLightSprites)
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{
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if (sprite != null)
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{
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sprite.color = smallLightDefaultColor;
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}
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}
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// 初始化面板灯
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if (panelLight != null)
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{
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panelLight.color = panelLightColor;
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panelLight.intensity = panelLightIntensity;
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}
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// 初始化ECG波形
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if (ecgWave != null)
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{
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ecgWave.gameObject.SetActive(true);
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}
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environmentLight.intensity = normalEnvironmentIntensity;
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}
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else
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{
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// 系统关闭时的初始化
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if (breathingLight != null)
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{
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breathingLight.intensity = 0f;
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if (breathingLightSprite != null)
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{
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breathingLightSprite.color = new Color(normalColor.r, normalColor.g, normalColor.b, 0f);
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}
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}
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// 关闭所有小灯
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foreach (var light in smallLights)
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{
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if (light != null)
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{
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light.intensity = 0f;
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}
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}
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foreach (var sprite in smallLightSprites)
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{
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if (sprite != null)
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{
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sprite.color = new Color(0f, 0f, 0f, 0f);
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}
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}
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// 关闭面板灯
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if (panelLight != null)
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{
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panelLight.intensity = 0f;
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}
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// 关闭ECG波形
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if (ecgWave != null)
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{
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ecgWave.gameObject.SetActive(false);
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}
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// 设置环境灯为0.8强度
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if (environmentLight != null)
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{
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environmentLight.intensity = 0.4f;
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}
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}
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}
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public bool IsSystemOn()
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{
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return isSystemOn;
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}
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private void Update()
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{
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}
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public void SetLightState(LightState newState)
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{
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if (!isSystemOn) return; // 如果系统未开启,不处理状态变化
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if (currentState != newState)
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{
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currentState = newState;
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UpdateLightsState();
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Debug.Log($"灯光状态已切换为: {newState}");
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}
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}
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private void UpdateLightsState()
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{
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Color targetColor;
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float breathingSpeed;
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RobotECGWave.WaveType waveType;
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Color environmentColor;
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float environmentIntensity;
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switch (currentState)
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{
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case LightState.Normal:
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targetColor = normalColor;
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breathingSpeed = normalBreathingSpeed;
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waveType = RobotECGWave.WaveType.RobotECG;
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environmentColor = normalEnvironmentColor;
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environmentIntensity = normalEnvironmentIntensity;
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break;
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case LightState.Warning:
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targetColor = warningColor;
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breathingSpeed = warningBreathingSpeed;
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waveType = RobotECGWave.WaveType.Warning;
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environmentColor = warningEnvironmentColor;
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environmentIntensity = warningEnvironmentIntensity;
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break;
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case LightState.Emergency:
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targetColor = emergencyColor;
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breathingSpeed = emergencyBreathingSpeed;
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waveType = RobotECGWave.WaveType.Noise;
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environmentColor = normalEnvironmentColor; // 紧急状态不改变环境灯
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environmentIntensity = normalEnvironmentIntensity;
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break;
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default:
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targetColor = normalColor;
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breathingSpeed = normalBreathingSpeed;
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waveType = RobotECGWave.WaveType.RobotECG;
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environmentColor = normalEnvironmentColor;
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environmentIntensity = normalEnvironmentIntensity;
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break;
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}
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// 处理警报灯
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if (alarmLight != null)
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{
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if (currentState == LightState.Emergency)
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{
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// 启动警报灯闪烁
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alarmLight.color = alarmLightColor;
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alarmTween?.Kill();
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alarmTween = DOTween.To(
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() => alarmLight.intensity,
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x => alarmLight.intensity = x,
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4f,
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alarmBlinkSpeed
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)
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.SetLoops(-1, LoopType.Yoyo)
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.SetEase(Ease.InOutSine);
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}
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else
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{
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// 关闭警报灯
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alarmTween?.Kill();
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alarmLight.intensity = 0f;
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}
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}
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Debug.Log($"更新灯光状态: {currentState}, 目标颜色: {targetColor}, 呼吸速度: {breathingSpeed}");
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// 更新呼吸灯
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if (breathingLight != null)
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{
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breathingLight.color = targetColor;
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if (breathingLightSprite != null)
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{
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breathingLightSprite.color = targetColor;
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}
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// 使用DOTween实现呼吸效果
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breathingTween?.Kill();
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breathingTween = DOTween.To(
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() => breathingLight.intensity,
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x => breathingLight.intensity = x,
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1f,
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1f / breathingSpeed
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)
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.SetLoops(-1, LoopType.Yoyo)
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.SetEase(Ease.InOutSine);
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}
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else
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{
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Debug.LogWarning("呼吸灯组件未设置!");
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}
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// 更新波形
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if (ecgWave != null)
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{
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ecgWave.SetWaveType(waveType);
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}
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else
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{
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Debug.LogWarning("ECG波形组件未设置!");
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}
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// 更新环境灯颜色和强度
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if (environmentLight != null)
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{
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environmentLight.color = environmentColor;
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if (isSystemOn)
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{
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// 如果系统开启,使用当前状态对应的强度
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environmentLight.intensity = environmentIntensity;
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}
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else
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{
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// 如果系统关闭,使用0.8强度
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environmentLight.intensity = 0.4f;
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}
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}
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}
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public void SetSmallLightState(SmallLightState newState)
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{
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if (smallLightState != newState)
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{
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smallLightState = newState;
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if (newState == SmallLightState.Default)
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{
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smallLightStatus = SmallLightStatus.Normal;
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}
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StartCoroutine(HandleSmallLightStateChange());
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}
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}
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public void SetSmallLightStatus(SmallLightStatus newStatus)
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{
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if (smallLightStatus != newStatus)
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{
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smallLightStatus = newStatus;
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UpdateSmallLightsStatus();
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}
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}
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private IEnumerator HandleSmallLightStateChange()
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{
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if (smallLightState == SmallLightState.Operation)
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{
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// 快速随机闪烁
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float endTime = Time.time + operationBlinkDuration;
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while (Time.time < endTime)
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{
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foreach (var light in smallLights)
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{
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if (light != null)
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{
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light.intensity = Random.value > 0.5f ? 1f : 0f;
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}
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}
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yield return new WaitForSeconds(operationBlinkInterval);
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}
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// 切换到常亮状态,根据当前LightState设置颜色
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Color targetColor = currentState switch
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{
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LightState.Normal => smallLightNormalColor,
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LightState.Warning => warningColor,
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LightState.Emergency => emergencyColor,
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_ => smallLightNormalColor
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};
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for (int i = 0; i < smallLights.Count; i++)
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{
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if (smallLights[i] != null)
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{
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smallLights[i].color = targetColor;
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smallLights[i].intensity = 1f;
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if (i < smallLightSprites.Count && smallLightSprites[i] != null)
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{
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smallLightSprites[i].color = targetColor;
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}
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}
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}
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}
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else
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{
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// 恢复到默认状态(只有第一个灯闪烁)
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currentSmallLightIndex = 0;
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foreach (var light in smallLights)
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{
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if (light != null)
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{
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light.color = smallLightDefaultColor;
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light.intensity = 0f;
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}
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}
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if (smallLights.Count > 0 && smallLights[0] != null)
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{
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smallLights[0].intensity = 1f;
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if (smallLightSprites.Count > 0 && smallLightSprites[0] != null)
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{
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smallLightSprites[0].color = smallLightDefaultColor;
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}
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}
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}
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}
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private void UpdateSmallLightsStatus()
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{
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Color targetColor = smallLightStatus == SmallLightStatus.Normal ? smallLightNormalColor : smallLightErrorColor;
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foreach (var light in smallLights)
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{
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if (light != null)
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{
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light.color = targetColor;
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light.intensity = 1f;
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}
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}
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}
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private IEnumerator SmallLightsBlinkRoutine()
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{
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while (true)
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{
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if (!isSystemOn)
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{
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// 系统关闭时,所有小灯都关闭
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for (int i = 0; i < smallLights.Count; i++)
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{
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if (smallLights[i] != null)
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{
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smallLights[i].intensity = 0f;
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if (i < smallLightSprites.Count && smallLightSprites[i] != null)
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{
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smallLightSprites[i].color = new Color(0f, 0f, 0f, 0f);
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}
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}
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}
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}
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else if (smallLightState == SmallLightState.Default)
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{
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// 关闭所有小灯
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for (int i = 0; i < smallLights.Count; i++)
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{
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if (smallLights[i] != null)
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{
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smallLights[i].intensity = 0f;
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if (i < smallLightSprites.Count && smallLightSprites[i] != null)
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{
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smallLightSprites[i].color = new Color(smallLightDefaultColor.r, smallLightDefaultColor.g, smallLightDefaultColor.b, 0f);
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}
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}
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}
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// 只有第一个灯闪烁黄色
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if (smallLights.Count > 0 && smallLights[0] != null)
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{
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smallLights[0].color = smallLightDefaultColor;
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smallLights[0].intensity = 1f;
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if (smallLightSprites.Count > 0 && smallLightSprites[0] != null)
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{
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smallLightSprites[0].color = smallLightDefaultColor;
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}
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}
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}
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yield return new WaitForSeconds(smallLightBlinkInterval);
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}
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}
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public void SetEnvironmentLightBroken()
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{
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if (environmentLight != null)
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{
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environmentLight.color = currentState switch
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{
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LightState.Normal => normalEnvironmentColor,
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LightState.Warning => warningEnvironmentColor,
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LightState.Emergency => emergencyEnvironmentColor,
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_ => normalEnvironmentColor
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};
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}
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}
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public void SetEnvironmentLightFlickering(bool isFlickering)
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{
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if (isEnvironmentLightFlickering != isFlickering)
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{
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isEnvironmentLightFlickering = isFlickering;
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if (isFlickering)
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{
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StartCoroutine(EnvironmentLightFlickerRoutine());
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}
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}
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}
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public void SetAlarmBlinkSpeed(float speed)
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{
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if (speed > 0)
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{
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alarmBlinkSpeed = speed;
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// 如果当前正在闪烁,更新闪烁速度
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if (currentState == LightState.Emergency && alarmLight != null)
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{
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alarmTween?.Kill();
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alarmTween = DOTween.To(
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() => alarmLight.intensity,
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x => alarmLight.intensity = x,
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1f,
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alarmBlinkSpeed
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)
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.SetLoops(-1, LoopType.Yoyo)
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.SetEase(Ease.InOutSine);
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}
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|
}
|
|
}
|
|
|
|
public void StopAlarmLight()
|
|
{
|
|
if (alarmLight != null)
|
|
{
|
|
alarmTween?.Kill();
|
|
alarmLight.intensity = 0f;
|
|
}
|
|
}
|
|
|
|
private IEnumerator EnvironmentLightFlickerRoutine()
|
|
{
|
|
while (isEnvironmentLightFlickering)
|
|
{
|
|
if (environmentLight != null)
|
|
{
|
|
// 获取当前状态对应的强度
|
|
float currentIntensity = currentState switch
|
|
{
|
|
LightState.Normal => normalEnvironmentIntensity,
|
|
LightState.Warning => warningEnvironmentIntensity,
|
|
LightState.Emergency => emergencyEnvironmentIntensity,
|
|
_ => normalEnvironmentIntensity
|
|
};
|
|
|
|
// 默认保持亮起
|
|
environmentLight.intensity = currentIntensity;
|
|
|
|
// 等待随机间隔(3-8秒)
|
|
yield return new WaitForSeconds(Random.Range(3f, 8f));
|
|
|
|
// 随机闪烁2-3次
|
|
int blinkCount = Random.Range(2, 4);
|
|
for (int i = 0; i < blinkCount; i++)
|
|
{
|
|
// 关闭
|
|
environmentLight.intensity = 0f;
|
|
yield return new WaitForSeconds(brokenLightFlickerDuration);
|
|
|
|
// 打开
|
|
environmentLight.intensity = currentIntensity;
|
|
yield return new WaitForSeconds(brokenLightFlickerInterval);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
yield return new WaitForSeconds(0.1f);
|
|
}
|
|
}
|
|
|
|
// 确保灯光在停止闪烁时是亮着的
|
|
if (environmentLight != null)
|
|
{
|
|
float currentIntensity = currentState switch
|
|
{
|
|
LightState.Normal => normalEnvironmentIntensity,
|
|
LightState.Warning => warningEnvironmentIntensity,
|
|
LightState.Emergency => emergencyEnvironmentIntensity,
|
|
_ => normalEnvironmentIntensity
|
|
};
|
|
environmentLight.intensity = currentIntensity;
|
|
}
|
|
}
|
|
|
|
private void OnDestroy()
|
|
{
|
|
// 清理所有Tween
|
|
breathingTween?.Kill();
|
|
alarmTween?.Kill();
|
|
}
|
|
|
|
public IEnumerator StartSystem()
|
|
{
|
|
if (isSystemStarting) yield break;
|
|
if (isSystemOn) yield break;
|
|
isSystemStarting = true;
|
|
yield return StartCoroutine(SystemStartSequence());
|
|
isSystemStarting = false;
|
|
}
|
|
|
|
public void SetSystemPower(bool isOn)
|
|
{
|
|
isSystemOn = isOn;
|
|
if (!isOn)
|
|
{
|
|
// 关闭所有灯光(除了环境灯)
|
|
if (breathingLight != null)
|
|
{
|
|
breathingLight.intensity = 0f;
|
|
if (breathingLightSprite != null)
|
|
{
|
|
breathingLightSprite.color = new Color(normalColor.r, normalColor.g, normalColor.b, 0f);
|
|
}
|
|
}
|
|
if (panelLight != null)
|
|
{
|
|
panelLight.intensity = 0f;
|
|
}
|
|
if (ecgWave != null)
|
|
{
|
|
ecgWave.gameObject.SetActive(false);
|
|
}
|
|
// 关闭所有小灯
|
|
for (int i = 0; i < smallLights.Count; i++)
|
|
{
|
|
if (smallLights[i] != null)
|
|
{
|
|
smallLights[i].intensity = 0f;
|
|
if (i < smallLightSprites.Count && smallLightSprites[i] != null)
|
|
{
|
|
smallLightSprites[i].color = new Color(0f, 0f, 0f, 0f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// 系统开启时,从Normal状态开始
|
|
//currentState = LightState.Normal;
|
|
UpdateLightsState();
|
|
}
|
|
}
|
|
|
|
private IEnumerator SystemStartSequence()
|
|
{
|
|
// 1. 激活ECG波形
|
|
if (ecgWave != null)
|
|
{
|
|
ecgWave.gameObject.SetActive(true);
|
|
}
|
|
yield return new WaitForSeconds(0.1f);
|
|
ecgWave.gameObject.SetActive(false);
|
|
yield return new WaitForSeconds(0.1f);
|
|
ecgWave.gameObject.SetActive(true);
|
|
yield return new WaitForSeconds(0.2f);
|
|
// 2. 小灯自检模式
|
|
yield return StartCoroutine(SmallLightsSelfCheck());
|
|
|
|
// 3. 启动呼吸灯
|
|
if (breathingLight != null)
|
|
{
|
|
breathingLight.intensity = 1f;
|
|
if (breathingLightSprite != null)
|
|
{
|
|
breathingLightSprite.color = normalColor;
|
|
}
|
|
}
|
|
yield return new WaitForSeconds(0.5f);
|
|
|
|
// 4. 启动面板灯
|
|
if (panelLight != null)
|
|
{
|
|
// 闪烁两次
|
|
for (int i = 0; i < panelLightBlinkCount; i++)
|
|
{
|
|
// 渐亮
|
|
DOTween.To(() => panelLight.intensity, x => panelLight.intensity = x, panelLightIntensity, panelLightBlinkDuration * 0.5f)
|
|
.SetEase(Ease.InOutQuad);
|
|
DOTween.To(() => environmentLight.intensity, x => environmentLight.intensity = x, normalEnvironmentIntensity, panelLightBlinkDuration * 0.5f)
|
|
.SetEase(Ease.InOutQuad);
|
|
yield return new WaitForSeconds(panelLightBlinkDuration);
|
|
|
|
// 渐暗
|
|
DOTween.To(() => panelLight.intensity, x => panelLight.intensity = x, 0f, panelLightBlinkDuration * 0.5f)
|
|
.SetEase(Ease.InOutQuad);
|
|
DOTween.To(() => environmentLight.intensity, x => environmentLight.intensity = x, 0f, panelLightBlinkDuration * 0.5f)
|
|
.SetEase(Ease.InOutQuad);
|
|
yield return new WaitForSeconds(panelLightBlinkDuration);
|
|
}
|
|
// 最后渐亮到常亮状态
|
|
DOTween.To(() => panelLight.intensity, x => panelLight.intensity = x, panelLightIntensity, panelLightBlinkDuration * 0.5f)
|
|
.SetEase(Ease.InOutQuad);
|
|
DOTween.To(() => environmentLight.intensity, x => environmentLight.intensity = x, normalEnvironmentIntensity, panelLightBlinkDuration * 0.5f)
|
|
.SetEase(Ease.InOutQuad);
|
|
}
|
|
|
|
// 5. 设置系统状态为Normal
|
|
SetSystemPower(true); // 开启系统
|
|
}
|
|
|
|
private IEnumerator SmallLightsSelfCheck()
|
|
{
|
|
// 关闭所有小灯
|
|
foreach (var light in smallLights)
|
|
{
|
|
if (light != null)
|
|
{
|
|
light.intensity = 0f;
|
|
}
|
|
}
|
|
|
|
// 自检两次
|
|
for (int check = 0; check < 2; check++)
|
|
{
|
|
// 从左到右点亮
|
|
for (int i = 0; i < smallLights.Count; i++)
|
|
{
|
|
if (smallLights[i] != null)
|
|
{
|
|
smallLights[i].color = smallLightDefaultColor;
|
|
smallLights[i].intensity = 1f;
|
|
if (i < smallLightSprites.Count && smallLightSprites[i] != null)
|
|
{
|
|
smallLightSprites[i].color = smallLightDefaultColor;
|
|
}
|
|
}
|
|
yield return new WaitForSeconds(0.05f);
|
|
}
|
|
|
|
// 关闭所有灯
|
|
foreach (var light in smallLights)
|
|
{
|
|
if (light != null)
|
|
{
|
|
light.intensity = 0f;
|
|
}
|
|
}
|
|
yield return new WaitForSeconds(0.1f);
|
|
}
|
|
|
|
// 恢复到默认状态(只有第一个灯闪烁)
|
|
if (smallLights.Count > 0 && smallLights[0] != null)
|
|
{
|
|
smallLights[0].color = smallLightDefaultColor;
|
|
smallLights[0].intensity = 1f;
|
|
if (smallLightSprites.Count > 0 && smallLightSprites[0] != null)
|
|
{
|
|
smallLightSprites[0].color = smallLightDefaultColor;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |