Files
ichni_Official/Assets/Scripts/NewStorySystem/Dialogue/SpritePortraitRenderer.cs
SoulliesOfficial 7b7d069b84 StorySystem
2026-07-07 01:28:27 -04:00

176 lines
7.0 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
namespace Ichni.Story.Dialogue
{
/// <summary>
/// 基于 <see cref="UnityEngine.UI.Image"/> 的 Sprite 立绘渲染器。
/// <para>
/// 挂载在 VN 对话 UI 内的立绘槽位 GameObject 上Left / Center / Right 等),
/// 每个槽位对应一个 <see cref="SpritePortraitRenderer"/> 实例。
/// 当前阶段仅实现静态显示Show / Hide / SetEmotion / SetPosition / SetActiveVisual
/// 后续阶段再叠加 DOTween 动画。
/// </para>
/// </summary>
[RequireComponent(typeof(Image))]
public class SpritePortraitRenderer : MonoBehaviour, IPortraitRenderer
{
// ── 设置 ────────────────────────────────────────────────────────────────
/// <summary>说话者的不透明度(满值)。</summary>
[SerializeField] private float _alphaActive = 1.0f;
/// <summary>非说话者的压暗不透明度。</summary>
[SerializeField] private float _alphaInactive = 0.7f;
// ── 组件缓存 ─────────────────────────────────────────────────────────────
private Image _image;
private RectTransform _rectTransform;
// ── 状态 ─────────────────────────────────────────────────────────────────
private CharacterData _currentCharacter;
// ── IPortraitRenderer 实现 ───────────────────────────────────────────────
/// <inheritdoc/>
public RectTransform RectTransform => _rectTransform;
// ── 生命周期 ──────────────────────────────────────────────────────────────
private void Awake()
{
_image = GetComponent<Image>();
_rectTransform = GetComponent<RectTransform>();
// 初始隐藏
SetGroupAlpha(0f);
}
// ── 接口方法 ─────────────────────────────────────────────────────────────
/// <inheritdoc/>
public void Show(CharacterData character, string emotion)
{
if (character == null)
{
Debug.LogWarning("[SpritePortraitRenderer] Show 传入了 null CharacterData。");
return;
}
_currentCharacter = character;
ApplySprite(emotion);
SetGroupAlpha(_alphaActive);
gameObject.SetActive(true);
}
/// <inheritdoc/>
public void Hide()
{
SetGroupAlpha(0f);
}
/// <inheritdoc/>
public void SetEmotion(string emotion)
{
if (_currentCharacter == null)
{
Debug.LogWarning("[SpritePortraitRenderer] SetEmotion 时尚未绑定角色数据。");
return;
}
ApplySprite(emotion);
}
/// <inheritdoc/>
public void SetPosition(Vector2 anchoredPos)
{
_rectTransform.anchoredPosition = anchoredPos;
}
/// <inheritdoc/>
public void SetActiveVisual(bool isSpeaking)
{
SetGroupAlpha(isSpeaking ? _alphaActive : _alphaInactive);
}
/// <inheritdoc/>
public void MoveTo(Vector2 anchoredPos, float duration)
{
_rectTransform.DOKill(complete: true);
_rectTransform.DOAnchorPos(anchoredPos, duration).SetEase(Ease.InOutQuad).Play();
}
/// <inheritdoc/>
public void Jump(float power, int numJumps, float duration)
{
// 对于跳跃,先停止并完成先前的动画,避免错乱(特别是被快进时)
_rectTransform.DOKill(complete: true);
// UI 的 DOJumpAnchorPos 非常适合这种表现,项目中要求手动调用 Play()
_rectTransform.DOJumpAnchorPos(_rectTransform.anchoredPosition, power, numJumps, duration).Play();
}
/// <inheritdoc/>
public void Shake(float duration, float strength, int vibrato)
{
_rectTransform.DOKill(complete: true);
// 左右震动(限制在 X 轴或以特定强度震动),项目中要求手动调用 Play()
_rectTransform.DOShakeAnchorPos(duration, new Vector2(strength, 0f), vibrato, 90, false, true).Play();
}
// ── 内部辅助 ─────────────────────────────────────────────────────────────
/// <summary>
/// 从 <see cref="CharacterData.emotionSprites"/> 中查找并赋值 Sprite。
/// 找不到指定情绪时回退到"normal",再找不到则使用字典中第一个条目,
/// 并在 Console 输出警告。
/// </summary>
private void ApplySprite(string emotion)
{
if (_currentCharacter.emotionSprites == null || _currentCharacter.emotionSprites.Count == 0)
{
Debug.LogWarning($"[SpritePortraitRenderer] 角色 '{_currentCharacter.characterId}' 没有配置任何情绪 Sprite。");
return;
}
// 1. 精确匹配
if (!string.IsNullOrEmpty(emotion) &&
_currentCharacter.emotionSprites.TryGetValue(emotion, out Sprite target))
{
_image.sprite = target;
return;
}
// 2. 回退 normal
if (_currentCharacter.emotionSprites.TryGetValue("normal", out Sprite fallback))
{
Debug.LogWarning($"[SpritePortraitRenderer] 角色 '{_currentCharacter.characterId}' 没有情绪 '{emotion}',回退到 'normal'。");
_image.sprite = fallback;
return;
}
// 3. 使用第一个条目
foreach (Sprite first in _currentCharacter.emotionSprites.Values)
{
Debug.LogWarning($"[SpritePortraitRenderer] 角色 '{_currentCharacter.characterId}' 也没有 'normal',使用第一张 Sprite。");
_image.sprite = first;
return;
}
}
private void SetGroupAlpha(float alpha)
{
if (_image != null)
{
Color c = _image.color;
c.a = alpha;
_image.color = c;
}
}
}
}