Merge remote-tracking branch 'origin/main' into Luo

This commit is contained in:
ZYT
2026-03-20 18:22:14 +08:00
30 changed files with 12894 additions and 15208 deletions

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@@ -26,7 +26,7 @@ namespace SpiritSystem
[SerializeField] private Animator animator;
[SerializeField] private AudioSource audioSource;
[SerializeField] private Collider touchCollider;
[SerializeField] private SkinnedMeshRenderer spiritMeshRenderer;
[SerializeField] private MeshRenderer spiritMeshRenderer;
#endregion
#region
@@ -202,10 +202,12 @@ namespace SpiritSystem
ApplyMaterial(defaultMaterial);
break;
case SpiritState.Dance:
GameManager.Ins.PlaySound3DRPC("精灵开心",transform,true);
PlayAnimation(AnimDance);
ApplyMaterial(happyMaterial); // 切换到高兴材质
break;
case SpiritState.Sad:
GameManager.Ins.PlaySound3DRPC("精灵沮丧",transform,true);
PlayAnimation(AnimSad);
ApplyMaterial(sadMaterial); // 切换到沮丧材质
break;
@@ -790,6 +792,8 @@ namespace SpiritSystem
// 设置跳舞状态设置动画参数State=1
SetState(SpiritState.Dance);
yield return new WaitForSeconds(3f);
ReturnToFollow();
// 通知外部完成
onComplete?.Invoke();
@@ -862,7 +866,9 @@ namespace SpiritSystem
// 设置沮丧状态设置动画参数State=2
SetState(SpiritState.Sad);
yield return new WaitForSeconds(3f);
ReturnToFollow();
// 通知外部完成
onComplete?.Invoke();

View File

@@ -167,7 +167,7 @@ public class GameManager : MonoBehaviour
Debug.Log("AI介绍完成开始游戏正常流程");
HUDPanel.Show();
}
private IEnumerator DelayedStartIntroduction(AIController aiController)
@@ -180,6 +180,7 @@ public class GameManager : MonoBehaviour
{
CreatePlayer();
PlayBGM(0);
HUDPanel.Show();
CreateGameStartDoor(GameLocal.Ins.startDoorPos.position);
}

View File

@@ -25,6 +25,8 @@ public class Witch : MonoBehaviour
[Header("移动配置")]
public float walkDistance = 5f;
public float moveSpeed = 2f;
public Transform leg;
[Header("调试模式")]
public bool debugMode = true;

View File

@@ -1,5 +1,6 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using DarkTonic.MasterAudio;
@@ -52,12 +53,12 @@ public class WitchPurificationEvent : CutsceneBase
public float shoesToPlayerHeight = 0f; // 铁鞋到玩家的高度(与玩家脚部平齐)
[Header("铁鞋配置")]
public IronShoes ironShoes; // 圣光铁鞋引用
public GameObject ironShoes; // 圣光铁鞋引用
public float shoesFlyDuration = 2f; // 铁鞋飞行时间
public float shoesOrbitDuration = 1f; // 铁鞋环绕时间
[Header("女巫配置")]
public GameObject witchPrefab; // 女巫预制体可使用GameManager的
public GameObject witchPrefab; // 女巫预制体(可使用 GameManager 的)
public GameObject queenPrefab; // 母后预制体(和蔼可亲的形象)
public float floatUpDuration = 2f; // 飘浮上升时间
public float floatHeight = 2f; // 飘浮高度
@@ -77,7 +78,12 @@ public class WitchPurificationEvent : CutsceneBase
[Header("音效配置")]
[SoundGroup] public string narrationAudio = "1.21"; // 魔力队长旁白
[SoundGroup] public string purificationSfx = "2.30"; // 圣光转化音效
[SoundGroup] public string victoryBgm = "3.4"; // 胜利BGM
[SoundGroup] public string victoryBgm = "3.4"; // 胜利 BGM
[Header("幸福画框配置")]
public GameObject[] endGameFrames; // 6 个 3D 画框数组
public float frameFadeDuration = 2f; // 每个画框渐显时间
public float frameInterval = 1f; // 画框显示间隔
[Header("时间配置")]
public float delayBetweenPhases = 1f; // 阶段间延迟
@@ -98,9 +104,51 @@ public class WitchPurificationEvent : CutsceneBase
private Animator witchAnimator; // 女巫动画器
private Renderer[] witchRenderers; // 女巫渲染器
private Material[] witchMaterials; // 女巫材质
private Transform currentWitchLeg; // 当前女巫腿部节点
#endregion
protected override void Start()
{
base.Start();
ironShoes.gameObject.SetActive(false);
// 初始化画框透明度为 0
InitFramesTransparent();
}
/// <summary>
/// 初始化画框透明度为 0
/// </summary>
private void InitFramesTransparent()
{
if (endGameFrames == null || endGameFrames.Length == 0)
return;
for (int i = 0; i < endGameFrames.Length; i++)
{
if (endGameFrames[i] != null)
{
// 获取画框的所有 MeshRenderer包括子物体
var renderers = endGameFrames[i].GetComponentsInChildren<MeshRenderer>();
foreach (var renderer in renderers)
{
// 获取材质实例(避免修改共享材质)
var mat = renderer.material;
// 设置透明度为 0
Color color = mat.color;
color.a = 0f;
mat.color = color;
}
}
}
if (debugMode)
Debug.Log("[WitchPurificationEvent] 画框透明度已初始化为 0");
}
#region
public override void StartCutscene()
@@ -211,7 +259,7 @@ public class WitchPurificationEvent : CutsceneBase
Debug.Log("[WitchPurificationEvent] 步骤7: 母后落地");
yield return StartCoroutine(QueenLanding());
GameManager.Ins?.PlayBGM(5);
yield return new WaitForSeconds(delayBetweenPhases);
// ========== 步骤8: 旁白 ==========
@@ -258,8 +306,9 @@ public class WitchPurificationEvent : CutsceneBase
endGameScene.SetActive(false);
// 播放场景1 BGM可选
// GameManager.Ins?.PlayBGM(0);
GameManager.Ins?.PlayBGM(0);
ironShoes.gameObject.SetActive(true);
yield return new WaitForSeconds(1f);
}
@@ -350,12 +399,6 @@ public class WitchPurificationEvent : CutsceneBase
// 铁鞋脱离父级,确保在世界坐标系中移动
ironShoes.transform.SetParent(null);
// 只显示圣光铁鞋,隐藏黑色铁鞋
if (ironShoes.blackShoes != null)
ironShoes.blackShoes.SetActive(false);
if (ironShoes.holyShoes != null)
ironShoes.holyShoes.SetActive(true);
// 强制显示整个铁鞋对象
ironShoes.gameObject.SetActive(true);
@@ -371,15 +414,15 @@ public class WitchPurificationEvent : CutsceneBase
}
// 铁鞋目标位置女巫脚部高度为0
Vector3 witchFeetPos = new Vector3(currentWitch.transform.position.x, 0f, currentWitch.transform.position.z) + Vector3.down * 0.3f;
Vector3 witchFeetPos = witchController.leg.position;
Vector3 startPos = ironShoes.transform.position;
if (debugMode)
Debug.Log($"[WitchPurificationEvent] 铁鞋飞向女巫脚部,起点: {startPos}, 终点: {witchFeetPos}");
// 铁鞋先升起
ironShoes.transform.DOMove(startPos + Vector3.up * 1f, 0.5f).SetEase(Ease.OutQuad);
ironShoes.transform.DOMove(startPos + Vector3.up * 0.5f, 0.5f).SetEase(Ease.OutQuad);
ironShoes.transform.DOScale(witchController.leg.localScale,0.5f).SetEase(Ease.OutQuad);
yield return new WaitForSeconds(0.5f);
// 铁鞋飞向女巫脚部(带弧线)
@@ -397,7 +440,7 @@ public class WitchPurificationEvent : CutsceneBase
// 铁鞋旋转 - 背对女巫(鞋尖朝向女巫)
if (currentWitch != null)
{
Vector3 lookDirWitch = ironShoes.transform.position - currentWitch.transform.position;
Vector3 lookDirWitch = ironShoes.transform.position - witchController.leg.position;
lookDirWitch.y = 0;
if (lookDirWitch != Vector3.zero)
{
@@ -411,31 +454,43 @@ public class WitchPurificationEvent : CutsceneBase
// 铁鞋贴合女巫脚部
ironShoes.transform.DOMove(witchFeetPos, 0.3f).SetEase(Ease.InBack);
// 保持背对女巫(鞋尖朝向女巫)
// 铁鞋旋转 - 与女巫 Y 轴角度一致
if (currentWitch != null)
{
Vector3 lookDir = ironShoes.transform.position - currentWitch.transform.position;
lookDir.y = 0;
if (lookDir != Vector3.zero)
{
ironShoes.transform.DORotateQuaternion(Quaternion.LookRotation(lookDir), 0.3f);
}
// 获取女巫的 Y 轴旋转角度
float witchYRotation = currentWitch.transform.eulerAngles.y;
// 铁鞋 Y 轴角度与女巫一致,立即设置
ironShoes.transform.rotation = Quaternion.Euler(0, witchYRotation, 0);
}
if (debugMode)
Debug.Log($"[WitchPurificationEvent] 铁鞋已飞到女巫脚部,最终位置: {ironShoes.transform.position}");
Debug.Log($"[WitchPurificationEvent] 铁鞋已飞到女巫脚部,最终位置{ironShoes.transform.position}, 旋转 Y: {ironShoes.transform.eulerAngles.y}");
// 铁鞋父级设置为女巫腿部节点
if (witchController.leg != null)
{
// 获取女巫的腿部节点
currentWitchLeg = witchController.leg;
// 将铁鞋父级设置为女巫腿部节点
ironShoes.transform.SetParent(currentWitchLeg);
// 设置本地坐标和旋转为 0
ironShoes.transform.localPosition = Vector3.zero;
ironShoes.transform.localRotation = Quaternion.identity;
Debug.LogError("角度:"+ironShoes.transform.localPosition);
if (debugMode)
Debug.Log($"[WitchPurificationEvent] 铁鞋已设置为女巫腿部节点的子对象");
}
}
/// <summary>
/// 女巫飘浮上升
/// 女巫飘浮上升(铁鞋作为子对象自动跟随)
/// </summary>
private IEnumerator WitchFloatUp()
{
if (currentWitch == null) yield break;
// 记录铁鞋与女巫的偏移量
Vector3 shoesOffset = ironShoes != null ? ironShoes.transform.position - currentWitch.transform.position : Vector3.zero;
// 播放圣光粒子
if (holyLightParticle != null)
{
@@ -454,16 +509,6 @@ public class WitchPurificationEvent : CutsceneBase
Vector3 targetPos = currentWitch.transform.position + Vector3.up * floatHeight;
currentWitch.transform.DOMove(targetPos, floatUpDuration).SetEase(Ease.OutQuad);
// 铁鞋跟随女巫一起升高
if (ironShoes != null)
{
Vector3 shoesTargetPos = targetPos + shoesOffset;
ironShoes.transform.DOMove(shoesTargetPos, floatUpDuration).SetEase(Ease.OutQuad);
if (debugMode)
Debug.Log($"[WitchPurificationEvent] 铁鞋跟随女巫升高,从 {ironShoes.transform.position} 到 {shoesTargetPos}");
}
// 女巫旋转面向玩家
Vector3 playerPos = Camera.main != null ? Camera.main.transform.position : Vector3.zero;
Vector3 lookDir = playerPos - currentWitch.transform.position;
@@ -486,14 +531,6 @@ public class WitchPurificationEvent : CutsceneBase
currentWitch.transform.DOMoveY(targetPos.y + 0.1f, 1f)
.SetLoops(-1, LoopType.Yoyo)
.SetEase(Ease.InOutSine);
// 铁鞋也轻微浮动
if (ironShoes != null)
{
ironShoes.transform.DOMoveY(targetPos.y + shoesOffset.y + 0.1f, 1f)
.SetLoops(-1, LoopType.Yoyo)
.SetEase(Ease.InOutSine);
}
}
/// <summary>
@@ -539,21 +576,49 @@ public class WitchPurificationEvent : CutsceneBase
GameObject lightSphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
lightSphere.transform.position = heartPos;
lightSphere.transform.localScale = Vector3.zero;
lightSphere.GetComponent<Renderer>().material = new Material(Shader.Find("Standard"));
lightSphere.GetComponent<Renderer>().material.EnableKeyword("_EMISSION");
lightSphere.GetComponent<Renderer>().material.SetColor("_EmissionColor", new Color(1f, 0.95f, 0.8f) * 3f);
lightSphere.GetComponent<Renderer>().material.SetFloat("_Mode", 3); // Transparent
// URP 渲染管线材质 - 使用 Universal Render Pipeline/Lit Shader
Shader urpShader = Shader.Find("Universal Render Pipeline/Lit");
if (urpShader == null)
{
// 备用方案:尝试旧的 URP 名称
urpShader = Shader.Find("Universal Render Pipeline/Unlit");
}
Material sphereMat = new Material(urpShader);
lightSphere.GetComponent<Renderer>().material = sphereMat;
// URP 中设置透明模式
sphereMat.SetFloat("_Surface", 1f); // Transparent 模式
sphereMat.SetFloat("_Blend", 0f); // Alpha Blend
sphereMat.SetFloat("_SrcBlend", (float)UnityEngine.Rendering.BlendMode.SrcAlpha);
sphereMat.SetFloat("_DstBlend", (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
sphereMat.SetFloat("_ZWrite", 0f); // 关闭深度写入
sphereMat.DisableKeyword("_ALPHATEST_ON");
sphereMat.EnableKeyword("_ALPHABLEND_ON");
sphereMat.DisableKeyword("_ALPHAPREMULTIPLY_ON");
// 设置发光效果
sphereMat.EnableKeyword("_EMISSION");
sphereMat.SetColor("_EmissionColor", new Color(1f, 0.95f, 0.8f) * 3f);
// 设置基础颜色(包含透明度)
sphereMat.SetColor("_BaseColor", new Color(1f, 0.95f, 0.8f, 0.8f));
lightSphere.GetComponent<Collider>().enabled = false;
// 圣光球扩展动画
lightSphere.transform.DOScale(new Vector3(3f, 3f, 3f), purificationDuration)
.SetEase(Ease.OutQuad);
// 圣光球透明度渐变
Material sphereMat = lightSphere.GetComponent<Renderer>().material;
// 圣光球透明度渐变URP 使用_BaseColor
DOTween.To(
() => 0.8f,
alpha => sphereMat.SetColor("_Color", new Color(1f, 0.95f, 0.8f, alpha)),
alpha => {
Color baseColor = sphereMat.GetColor("_BaseColor");
baseColor.a = alpha;
sphereMat.SetColor("_BaseColor", baseColor);
},
0.1f,
purificationDuration
);
@@ -615,11 +680,17 @@ public class WitchPurificationEvent : CutsceneBase
yield return new WaitForSeconds(transformationDuration * 0.5f);
// 隐藏女巫
// 隐藏女巫(铁鞋作为子对象会跟随一起隐藏)
if (currentWitch != null)
{
currentWitch.SetActive(false);
}
// 隐藏铁鞋(如果还在场景中)
if (ironShoes != null)
{
ironShoes.gameObject.SetActive(false);
}
// 生成母后
if (queenPrefab != null)
@@ -733,16 +804,130 @@ public class WitchPurificationEvent : CutsceneBase
/// </summary>
private IEnumerator PlayNarration()
{
// 播放旁白语音
PlayAudio2D(narrationAudio);
endGameScene.SetActive(true);
// 等待语音播放完成语音约15秒
yield return StartCoroutine(WaitForAudioComplete(narrationAudio, 20f));
// 获取小精灵实例
var spirit = SpiritSystem.SpiritController.Instance;
// 小精灵飞到玩家面前开始介绍
if (spirit != null)
{
// 显示幸福画框
endGameScene.SetActive(true);
// 启动画框渐显效果
StartCoroutine(ShowFramesFadeIn());
// 小精灵飞到介绍位置
yield return spirit.FlyToIntroPosition();
// 显示介绍 UI
spirit.ShowIntroUI("魔力队长的旁白内容");
// 播放旁白语音
PlayAudio2D(narrationAudio);
spirit.StartIntroduction("白雪公主,你瞧!女巫那“邪恶的神情”、“恶毒的双手”以及“嫉妒的心”,皆被纯洁的圣光所驱散。她终于不再受嫉妒的吞噬,你也即将与王子开启幸福的生活。", null, 15);
// 等待语音播放完成(语音约 15 秒)
yield return StartCoroutine(WaitForAudioComplete(narrationAudio, 15f));
// 隐藏介绍 UI
spirit.HideIntroUI();
// 介绍完成后,小精灵开始跳舞
spirit.PlayDance();
}
else
{
// 小精灵未找到,直接播放旁白
endGameScene.SetActive(true);
// 启动画框渐显效果
StartCoroutine(ShowFramesFadeIn());
PlayAudio2D(narrationAudio);
yield return StartCoroutine(WaitForAudioComplete(narrationAudio, 20f));
}
yield return new WaitForSeconds(1f);
// 播放胜利BGM
PlayAudio2D(victoryBgm);
// 播放胜利 BGM
//PlayAudio2D(victoryBgm);
}
/// <summary>
/// 画框渐显效果 - 6 个画框依次从透明到不透明
/// 每个画框的子物体(如镜片)也会一起渐显
/// </summary>
private IEnumerator ShowFramesFadeIn()
{
if (endGameFrames == null || endGameFrames.Length == 0)
{
Debug.LogWarning("[WitchPurificationEvent] 未设置幸福画框数组");
yield break;
}
for (int i = 0; i < endGameFrames.Length; i++)
{
if (endGameFrames[i] != null)
{
// 获取画框的所有 MeshRenderer包括子物体
var renderers = endGameFrames[i].GetComponentsInChildren<MeshRenderer>();
if (renderers.Length > 0)
{
if (debugMode)
Debug.Log($"[WitchPurificationEvent] 画框 {i+1} 开始渐显,找到 {renderers.Length} 个 MeshRenderer");
// 遍历所有子物体的 MeshRenderer设置初始透明度为 0
List<Material> materials = new List<Material>();
foreach (var renderer in renderers)
{
// 获取材质实例(避免修改共享材质)
var mat = renderer.material;
// 保存原始颜色和材质
Color originalColor = mat.color;
Color color = originalColor;
color.a = 0f;
mat.color = color;
materials.Add(mat);
if (debugMode)
Debug.Log($"[WitchPurificationEvent] - {renderer.name} 原始颜色:{originalColor}");
}
// 渐显到透明度 12 秒)- 所有子物体同时进行
for (int j = 0; j < materials.Count; j++)
{
int index = j;
Color startColor = materials[index].color;
DOTween.To(
() => startColor.a,
alpha => {
startColor.a = alpha;
materials[index].color = startColor;
},
1f,
frameFadeDuration
).SetEase(Ease.InOutQuad);
}
}
else
{
Debug.LogWarning($"[WitchPurificationEvent] 画框 {i+1} 未找到 MeshRenderer 组件");
}
}
// 等待间隔时间后显示下一个画框(最后一个画框不需要等待)
if (i < endGameFrames.Length - 1)
{
yield return new WaitForSeconds(frameInterval);
}
}
if (debugMode)
Debug.Log("[WitchPurificationEvent] 所有画框渐显完成");
}
#endregion

View File

@@ -354,9 +354,11 @@ public class Ghost : MonoBehaviour
/// </summary>
private void ApplyScreenEffect()
{
// TODO: 调用屏幕特效系统
if (GameManager.Ins.playerHUD != null)
{
Debug.LogError("UI显示幽灵");
GameManager.Ins.playerHUD.ShowGhostUI();
}
}

View File

@@ -39,7 +39,7 @@ public class ColorButton : MonoBehaviour
[Header("交互配置")]
public LayerMask interactionLayer = -1; // 可交互的层级
public float cooldownTime = 0.3f; // 冷却时间
public float cooldownTime = 1f; // 冷却时间1 秒全局间隔)
#endregion

View File

@@ -25,6 +25,12 @@ public class ForgeHammer : MonoBehaviour
public float floatHeight = 0.1f; // 悬浮高度
public float floatSpeed = 1f; // 悬浮速度
[Header("旋转配置")]
public float initialRotationX = -50f; // 初始 X 轴旋转角度
public float strikeRotationX = 0f; // 敲击时 X 轴旋转角度
public float strikePauseDuration = 1.5f; // 停顿时间1-2 秒)
public float rotationDuration = 0.3f; // 旋转动画时长
[Header("发光配置")]
public Color glowColor = Color.red; // 发光颜色
public float glowIntensity = 2f; // 发光强度
@@ -62,7 +68,10 @@ public class ForgeHammer : MonoBehaviour
{
propertyBlock = new MaterialPropertyBlock();
originalPosition = transform.position;
originalRotation = transform.rotation;
originalRotation = Quaternion.Euler(initialRotationX, transform.localEulerAngles.y, 0);
// 设置初始旋转角度
transform.localRotation = originalRotation;
// 根据颜色设置材质
ApplyColorMaterial();
@@ -187,7 +196,7 @@ public class ForgeHammer : MonoBehaviour
#region
/// <summary>
/// 敲击动画序列
/// 敲击动画序列 - 使用 DOTween 旋转
/// </summary>
private System.Collections.IEnumerator StrikeSequence()
{
@@ -196,33 +205,30 @@ public class ForgeHammer : MonoBehaviour
// 停止悬浮
StopFloating();
// 播放动画
if (animator != null)
{
animator.SetTrigger("Strike");
}
// 旋转到 0 度(敲击)
transform.DORotate(new Vector3(strikeRotationX, transform.localEulerAngles.y, 0), rotationDuration)
.SetEase(Ease.OutQuad).OnComplete(() =>
{
// 播放敲击粒子
if (strikeParticle != null)
{
strikeParticle.Play();
}
});
// 抬起铁锤
Vector3 upPos = originalPosition + Vector3.up * strikeDistance;
transform.DOMove(upPos, strikeDuration * 0.3f).SetEase(Ease.OutQuad);
yield return new WaitForSeconds(strikeDuration * 0.3f);
// 快速敲下
transform.DOMove(originalPosition, strikeDuration * 0.2f).SetEase(Ease.InQuad);
yield return new WaitForSeconds(strikeDuration * 0.2f);
// 播放敲击粒子
if (strikeParticle != null)
{
strikeParticle.Play();
}
yield return new WaitForSeconds(rotationDuration);
// 震动效果
Camera.main?.DOShakePosition(0.1f, 0.1f);
yield return new WaitForSeconds(0.5f);
// 停顿 1-2 秒
yield return new WaitForSeconds(strikePauseDuration);
// 旋转回到初始位置 -50 度
transform.DORotate(new Vector3(initialRotationX, transform.localEulerAngles.y, 0), rotationDuration)
.SetEase(Ease.OutQuad);
yield return new WaitForSeconds(rotationDuration);
// 恢复悬浮
isStriking = false;

View File

@@ -985,33 +985,40 @@ public class ForgeShoesEvent : CutsceneBase
}
/// <summary>
/// 按玩家输入顺序播放铁锤敲击动画
/// 输入失败处理
/// </summary>
private IEnumerator PlayHammerSequence()
private void OnInputFailure()
{
foreach (var color in playerInputs)
{
StrikeHammer(color);
PlayAudio2D(strikeAudio);
yield return new WaitForSeconds(0.5f);
}
}
/// <summary>
/// 检查玩家输入序列是否正确
/// </summary>
private bool IsSequenceCorrect()
{
if (playerInputs.Count != currentSequence.Count)
return false;
if (debugMode)
Debug.Log("[ForgeShoesEvent] 输入错误!");
for (int i = 0; i < currentSequence.Count; i++)
// 隐藏倒计时 UI
HideTimerUI();
isWaitingForInput = false;
currentState = ForgeEventState.Failure;
// 禁用按钮就绪特效(一轮结束后禁止改变数据)
SetButtonsReadyEffect(false);
// 播放错误音效
PlayAudio2D(errorAudio);
// 显示失败特效
if (forgeEffect != null)
{
if (playerInputs[i] != currentSequence[i])
return false;
forgeEffect.PlayFailureEffect();
}
return true;
// 小精灵沮丧
var spirit = SpiritSystem.SpiritController.Instance;
if (spirit != null)
{
spirit.PlaySad();
}
// 重置到第一轮
StartCoroutine(ResetGame());
}
#endregion
@@ -1143,39 +1150,38 @@ public class ForgeShoesEvent : CutsceneBase
}
yield return new WaitForSeconds(successWaitTime);
// 标记本轮完成动画处理结束
isProcessingRoundComplete = false;
}
/// <summary>
/// 输入失败处理
/// 检查玩家输入序列是否正确
/// </summary>
private void OnInputFailure()
private bool IsSequenceCorrect()
{
if (debugMode)
Debug.Log("[ForgeShoesEvent] 输入错误!");
if (playerInputs.Count != currentSequence.Count)
return false;
// 隐藏倒计时UI
HideTimerUI();
isWaitingForInput = false;
currentState = ForgeEventState.Failure;
// 禁用按钮就绪特效(一轮结束后禁止改变数据)
SetButtonsReadyEffect(false);
// 播放错误音效
PlayAudio2D(errorAudio);
// 显示失败特效
if (forgeEffect != null)
for (int i = 0; i < currentSequence.Count; i++)
{
forgeEffect.PlayFailureEffect();
if (playerInputs[i] != currentSequence[i])
return false;
}
// 重置到第一轮
StartCoroutine(ResetGame());
return true;
}
/// <summary>
/// 按玩家输入顺序播放铁锤敲击动画
/// </summary>
private IEnumerator PlayHammerSequence()
{
foreach (var color in playerInputs)
{
StrikeHammer(color);
PlayAudio2D(strikeAudio);
yield return new WaitForSeconds(0.5f);
}
}
/// <summary>
@@ -1198,6 +1204,7 @@ public class ForgeShoesEvent : CutsceneBase
isResetting = false;
SpiritSystem.SpiritController.Instance.ReturnToFollow();
if (debugMode)
Debug.Log("[ForgeShoesEvent] 游戏重置到第1轮");
}
@@ -1312,10 +1319,6 @@ public class ForgeShoesEvent : CutsceneBase
if (debugMode)
Debug.Log("[ForgeShoesEvent] 启动女巫净化事件");
// 传递铁鞋引用给净化事件
purificationEvent.ironShoes = ironShoes;
purificationEvent.StartCutscene();
}
else
@@ -1608,14 +1611,18 @@ public class ForgeShoesEvent : CutsceneBase
{
// if (Input.GetKeyDown(KeyCode.Z))
// {
// redButton.OnPlayerTouch();
// TestInputRed();
// }
// if (Input.GetKeyDown(KeyCode.X))
// {
// yellowButton.OnPlayerTouch();
// TestInputGreen();
// }
// if (Input.GetKeyDown(KeyCode.C))
// {
// TestInputYellow();
// }
// if (Input.GetKeyDown(KeyCode.E))
// {
// TestTimeUp();
// }
}

View File

@@ -38,7 +38,7 @@ public class HUDPanel : UIBehaviour
public string ghostSpineAnimationName = "fly"; // Spine动画名称
// 用于存储实例化幽灵UI的Spine动画引用
private Dictionary<GameObject, SpineAnimation> _ghostSpineAnimations = new Dictionary<GameObject, SpineAnimation>();
//private Dictionary<GameObject, SpineAnimation> _ghostSpineAnimations = new Dictionary<GameObject, SpineAnimation>();
public static void Show()
{
@@ -54,7 +54,10 @@ public class HUDPanel : UIBehaviour
}
void Update()
{
if (Input.GetKeyDown(KeyCode.X))
{
ShowGhostUI();
}
}
#region
@@ -174,68 +177,39 @@ public class HUDPanel : UIBehaviour
#region
/// <summary>
/// 显示幽灵UI幽灵碰到玩家时调用
/// 显示幽灵 UI幽灵碰到玩家时调用
/// </summary>
public void ShowGhostUI()
{
if (ghostUIPrefab != null)
if (ghostUIPrefab != null && ghostUIContainer != null)
{
Transform container = ghostUIContainer != null ? ghostUIContainer : transform;
GameObject ghostUI = Instantiate(ghostUIPrefab, container);
ghostUI.SetActive(true);
// 实例化幽灵 UI
GameObject ghostInstance = Instantiate(ghostUIPrefab, ghostUIContainer);
ghostInstance.SetActive(true);
// 设置随机位置
var rectTransform = ghostUI.GetComponent<RectTransform>();
var rectTransform = ghostInstance.GetComponent<RectTransform>();
if (rectTransform != null)
{
int randomX = Random.Range(-150, 150);
int randomY = Random.Range(-100, 100);
rectTransform.anchoredPosition = new Vector2(randomX, randomY);
}
// 淡出动画保留DOTween
var canvasGroup = ghostUI.GetComponent<CanvasGroup>();
if (canvasGroup == null)
canvasGroup = ghostUI.AddComponent<CanvasGroup>();
canvasGroup.alpha = 1f;
canvasGroup.DOFade(0, ghostUIDuration).OnComplete(() =>
{
// 清理Spine动画引用
if (_ghostSpineAnimations.ContainsKey(ghostUI))
// 设置初始位置 x=752, y=0
rectTransform.anchoredPosition = new Vector2(752, 0);
// 移动时间
float moveDuration = 4f;
// 创建动画序列
Sequence sequence = DOTween.Sequence();
// 从右向左移动 (752 -> -967),同时上下浮动
sequence.Join(rectTransform.DOAnchorPosX(-967, moveDuration));
sequence.Join(rectTransform.DOAnchorPosY(50, moveDuration / 4).SetEase(Ease.InOutSine).SetLoops(4, LoopType.Yoyo));
// 移动完成后恢复初始位置并隐藏
sequence.AppendCallback(() =>
{
_ghostSpineAnimations[ghostUI].Clear();
_ghostSpineAnimations.Remove(ghostUI);
}
Destroy(ghostUI);
});
// 播放Spine动画替代DOTween移动动画
var spineGraphic = ghostUI.GetComponent<SkeletonGraphic>();
if (spineGraphic != null)
{
var spineAnim = AnimationUtility.PlaySpineAnimation(spineGraphic, ghostSpineAnimationName, true);
if (spineAnim != null)
{
_ghostSpineAnimations[ghostUI] = spineAnim;
}
rectTransform.anchoredPosition = new Vector2(752, 0);
ghostInstance.SetActive(false);
});
}
else
{
// 如果没有Spine组件回退到DOTween移动动画
if (rectTransform != null)
{
rectTransform.DOAnchorPosX(rectTransform.anchoredPosition.x + 50f, 1f)
.SetLoops(-1, LoopType.Yoyo)
.SetEase(Ease.InOutSine);
}
}
Debug.Log("[HUDPanel] 显示幽灵UI");
}
else
{
Debug.LogWarning("[HUDPanel] 幽灵UI预制体未设置!");
}
}

View File

@@ -37,13 +37,13 @@ TextureImporter:
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 1
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
@@ -52,9 +52,9 @@ TextureImporter:
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 0
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
@@ -112,7 +112,7 @@ TextureImporter:
outline: []
physicsShape: []
bones: []
spriteID:
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:

View File

@@ -8,28 +8,79 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Glow_7
m_Shader: {fileID: 200, guid: 0000000000000000f000000000000000, type: 0}
m_Shader: {fileID: 4800000, guid: 050a1819cb9a36e4b8fefcefd0d896f7, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 5
m_ValidKeywords:
- _EMISSION
- _SURFACE_TYPE_TRANSPARENT
m_InvalidKeywords:
- _FLIPBOOKBLENDING_OFF
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_CustomRenderQueue: 3000
stringTagMap:
RenderType: Transparent
disabledShaderPasses:
- DepthOnly
- SHADOWCASTER
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BaseMap:
m_Texture: {fileID: 2800000, guid: 34f3faf8380d32d4b9cb8b276e3a543a, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2800000, guid: 446278e1da330fb478cdb512193b1885, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _AlphaClip: 0
- _AlphaToMask: 0
- _Blend: 0
- _BlendOp: 0
- _CameraFadingEnabled: 0
- _CameraFarFadeDistance: 2
- _CameraNearFadeDistance: 1
- _ColorMode: 0
- _Cull: 2
- _Cutoff: 0.5
- _DistortionBlend: 0.5
- _DistortionEnabled: 0
- _DistortionStrength: 1
- _DistortionStrengthScaled: 0.1
- _DstBlend: 10
- _DstBlendAlpha: 10
- _FlipbookBlending: 0
- _FlipbookMode: 0
- _InvFade: 1
- _Mode: 0
- _QueueOffset: 0
- _SoftParticlesEnabled: 0
- _SoftParticlesFarFadeDistance: 1
- _SoftParticlesNearFadeDistance: 0
- _SrcBlend: 5
- _SrcBlendAlpha: 1
- _Surface: 1
- _ZWrite: 0
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _BaseColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0}
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
- _TintColor: {r: 0.5235849, g: 0.67761576, b: 1, a: 0.5}
m_BuildTextureStacks: []