详情见最新RomanVersion

Merge Request: 详情见最新RomanVersion

Created By: @Roman
Accepted By: @Roman
URL: https://gensokyogroup.coding.net/p/RedGame/d/Warcorrespondents/git/merge/87
This commit is contained in:
Roman 2021-08-13 00:32:23 +08:00
commit c8c9c895f8
13 changed files with 498 additions and 8 deletions

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@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WhenTheConversationAfterRecollectionIsCompleted : Event
{
//事件:当完成回忆后的对话后
public override void OnCall()
{
//此时按照剧本应该弹出一段CG字幕【第二天】  父亲渐行渐远动画  字幕【一段时间后】
FindObjectOfType<CGAdministrator>().CallACG("暂用");
}
}

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@ -40,6 +40,8 @@ public class IndexRecoder : MonoBehaviour
public float strengthOfThrowing; public float strengthOfThrowing;
[SerializeField][Tooltip("演出名称,这个不给你改,这个是我做多态用的,在这里只读")][ReadOnly] [SerializeField][Tooltip("演出名称,这个不给你改,这个是我做多态用的,在这里只读")][ReadOnly]
public string stageName; public string stageName;
[Tooltip("CG的淡入淡出时间")]
public float CGFadeTime;
void Start() void Start()
{ {
@ -59,7 +61,7 @@ public class IndexRecoder : MonoBehaviour
codeBook.Add("----.","9"); codeBook.Add("----.","9");
codeBook.Add("-----","0"); codeBook.Add("-----","0");
stageName = "序章-家中-打码"; stageName = "序章-家中-打码";
} }
// Update is called once per frame // Update is called once per frame

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@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//写一个类代表一个CG里面保存CG需要的内容
public class ACG : MonoBehaviour
{
[Tooltip("名字,同时也是唯一调用标识,别吐槽我用中文,这里是中国")]
public string CGName;
[Tooltip("这个CG要显示的东西据说视频也可以")]
public Texture texture;
[Tooltip("这个CG要显示多长时间")]
public float time;
}

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@ -0,0 +1,67 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
public class CGAdministrator : MonoBehaviour
{
// Start is called before the first frame update
//CG管理员相关代码
private RawImage rawImage;
[Tooltip("记录这个场景中的所有CG要加的话直接扩容数组并往新的CG里面加内容")]
public ACG[] CGs;
private IndexRecoder indexRecoder;
void Start()
{
rawImage = GetComponent<RawImage>();
indexRecoder = FindObjectOfType<IndexRecoder>();
}
// Update is called once per frame
void Update()
{
}
//外部呼叫CG用传入你要调用的CG名
public void CallACG(string CGName)
{
//当外面叫了一个CG传入CG名
foreach(ACG CG in CGs)
{
//找到这个CG
if(CG.CGName.Equals(CGName))
{
Debug.Log("正在显示CG"+CG.name);
rawImage.texture = CG.texture;//把CG的内容装载上
rawImage.CrossFadeAlpha(1,indexRecoder.CGFadeTime,true);//淡入显示CG
Invoke("StopIt",CG.time);
}
}
}
//改变标记使管理员意识到CG该停了
private void StopIt(){rawImage.CrossFadeAlpha(0f,indexRecoder.CGFadeTime,true);}//淡出CG
//制造一个只读的变量,不要动这些
public class ReadOnlyAttribute : PropertyAttribute{}
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyDrawer : PropertyDrawer
{
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUI.GetPropertyHeight(property, label, true);
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = false;
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
}
//
}

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