2025-09-25 19:04:05 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using Convention;
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using UnityEngine;
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namespace Demo.Game
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{
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public class ParticleJudgement : IJudgementHookObject, IAssetBundleLoader
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{
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public static ParticleJudgement Make()
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{
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return new GameObject().AddComponent<ParticleJudgement>();
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}
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2025-12-02 16:39:29 +08:00
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[Content, SerializeField] private List<IEnumerator> TaskLoader = new();
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2025-10-02 22:19:52 +08:00
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[Content, SerializeField] private Dictionary<IInteraction.JudgementLevel, string> AssetBundles = new();
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[Content, SerializeField] private Dictionary<IInteraction.JudgementLevel, GameObject> Prefabs = new();
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[Content, SerializeField] private Dictionary<IInteraction.JudgementLevel, float> Durations = new();
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2025-09-25 19:04:05 +08:00
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2025-12-02 16:39:29 +08:00
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protected override IEnumerator DoSomethingDuringApplyScript()
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{
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yield return base.DoSomethingDuringApplyScript();
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foreach (var task in TaskLoader)
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yield return task;
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}
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2025-09-25 19:04:05 +08:00
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public override IEnumerator UnloadScript()
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{
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yield return base.UnloadScript();
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foreach (var ab in AssetBundles)
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yield return this.UnloadAssetBundle(ab.Value);
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}
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/// <summary>
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/// 加载预制体作为子物体
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/// </summary>
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2025-12-02 16:23:56 +08:00
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/// <param name="level">设置的判定效果对应的等级</param>
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2025-09-25 19:04:05 +08:00
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/// <param name="ab"></param>
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/// <param name="prefab"></param>
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2025-10-02 22:19:52 +08:00
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/// <param name="duration">判定效果会现形的持续时间</param>
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2025-10-27 20:24:15 +08:00
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[Convention.RScript.Variable.Attr.Method]
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2025-12-02 16:39:29 +08:00
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public void Load(IInteraction.JudgementLevel levelId, string ab, string prefab, float duration)
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2025-09-25 19:04:05 +08:00
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{
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2025-12-02 16:39:29 +08:00
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TaskLoader.Add(this.LoadAssetBundle(ab, assetBundle =>
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{
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var obj = assetBundle.LoadAsset<GameObject>(prefab);
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GameObject sub = Instantiate(obj);
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sub.SetActive(false);
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Prefabs.Add(levelId, sub);
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sub.transform.SetParent(transform);
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AssetBundles.Add(levelId, ab);
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Durations.Add(levelId, duration);
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}));
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2025-09-25 19:04:05 +08:00
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}
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private void CreateParticle(GameObject prefab)
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{
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prefab.SetActive(true);
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}
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private void DestroyParticle(GameObject prefab)
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{
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prefab.SetActive(false);
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}
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2025-10-02 22:19:52 +08:00
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public override void OnJudgement(IInteraction.JudgementLevel level)
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2025-09-25 19:04:05 +08:00
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{
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2025-10-02 22:19:52 +08:00
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if (Prefabs.TryGetValue(level, out var effect))
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2025-09-25 19:04:05 +08:00
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{
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2025-10-02 22:19:52 +08:00
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ConventionUtility.CreateSteps()
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.Next(() => CreateParticle(effect))
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.Wait(Durations[level], () => DestroyParticle(effect))
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.Invoke();
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2025-09-25 19:04:05 +08:00
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}
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}
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}
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}
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