可用了

This commit is contained in:
张子健
2023-12-30 23:53:54 +08:00
parent 9d46fd5a0e
commit ba01cb878e
50 changed files with 4284 additions and 417 deletions
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+63
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@@ -0,0 +1,63 @@
using UnityEngine;
namespace Common.UI
{
/// <summary>
///全屏背景图片等比例拉伸自适应
/// </summary>
[ExecuteInEditMode]
public class BGScaler : MonoBehaviour
{
/// <summary>
/// 图片原大小(压缩前的)
/// </summary>
public Vector2 textureOriginSize = new Vector2(2048, 1024);
private void Awake ()
{
Scaler();
}
/// <summary>
/// 适配
/// </summary>
private void Scaler ()
{
//当前画布尺寸
Vector2 canvasSize = gameObject.GetComponentInParent<Canvas>().GetComponent<RectTransform>().sizeDelta;
//当前画布尺寸长宽比
float screenxyRate = canvasSize.x / canvasSize.y;
//图片尺寸 这个得到的结果是 (0,0) ?
//Vector2 bgSize = bg.mainTexture.texelSize;
Vector2 bgSize = textureOriginSize;
//视频尺寸长宽比
float texturexyRate = bgSize.x / bgSize.y;
RectTransform rt = (RectTransform)transform;
//视频x偏长,需要适配y(下面的判断 '>' 改为 '<' 就是视频播放器的视频方式)
if (texturexyRate > screenxyRate)
{
int newSizeY = Mathf.CeilToInt(canvasSize.y);
int newSizeX = Mathf.CeilToInt((float)newSizeY / bgSize.y * bgSize.x);
rt.sizeDelta = new Vector2(newSizeX, newSizeY);
}
else
{
int newVideoSizeX = Mathf.CeilToInt(canvasSize.x);
int newVideoSizeY = Mathf.CeilToInt((float)newVideoSizeX / bgSize.x * bgSize.y);
rt.sizeDelta = new Vector2(newVideoSizeX, newVideoSizeY);
}
}
private void Update ()
{
#if UNITY_EDITOR
//editor模式下测试用
Scaler();
#endif
}
}
}
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+23 -7
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@@ -2,6 +2,7 @@ using Common.Game;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml.Linq;
using TetraCreations.Attributes;
@@ -39,8 +40,8 @@ namespace ScenesScripts.GalPlot
public int CharacterNum;
private class CharacterConfig
{
public static GameConfig CharacterInfo = new($"{GameAPI.GetWritePath()}/Config/CharacterInfo.ini");
public static GameConfig Department = new($"{GameAPI.GetWritePath()}/Config/Department.ini");
public static GameConfig CharacterInfo = new($"{GameAPI.GetWritePath()}/HGF/CharacterInfo.ini");
public static GameConfig Department = new($"{GameAPI.GetWritePath()}/HGF/Department.ini");
}
@@ -109,10 +110,26 @@ namespace ScenesScripts.GalPlot
public IEnumerator LoadPlot ()
{
yield return null;
string _PlotText = string.Empty;
string filePath = Path.Combine(Application.streamingAssetsPath, "HGF/Test.xml");
if (Application.platform == RuntimePlatform.Android)
{
filePath = "jar:file://" + Application.dataPath + "!/assets/HGF/Test.xml";
}
UnityWebRequest www = UnityWebRequest.Get(filePath);
yield return www.SendWebRequest();
if (www.result == UnityWebRequest.Result.Success)
{
_PlotText = www.downloadHandler.text;
}
else
{
Debug.Log("Error: " + www.error);
}
try
{
var _PlotText = Resources.Load<TextAsset>("TextAsset/Plots/Test").text;
GameAPI.Print($"游戏剧本:{_PlotText}");
PlotxDoc = XDocument.Parse(_PlotText);
@@ -208,13 +225,12 @@ namespace ScenesScripts.GalPlot
_.CharacterID = _CharacterId;
_.Affiliation = CharacterConfig.Department.GetValue(CharacterConfig.CharacterInfo.GetValue(_From, "Department"), "Name");
var _CameObj = Resources.Load<GameObject>("Common/Gameobject/Galgame/Img-Character");
_CameObj.GetComponent<Image>().sprite = GameAPI.LoadTextureByIO($"{GameAPI.GetWritePath()}/static/Texture2D/Portrait/{CharacterConfig.CharacterInfo.GetValue(_From, "ResourcesPath")}/{CharacterConfig.CharacterInfo.GetValue(_From, "Portrait-Normall")}");
var _CameObj = Resources.Load<GameObject>("HGF/Img-Character");
_CameObj.GetComponent<Image>().sprite = GameAPI.LoadTextureByIO($"{GameAPI.GetWritePath()}/HGF/Texture2D/Portrait/{CharacterConfig.CharacterInfo.GetValue(_From, "ResourcesPath")}/{CharacterConfig.CharacterInfo.GetValue(_From, "Portrait-Normall")}");
_.CharacterGameObject = Instantiate(_CameObj, Gal_CharacterImg.gameObject.transform);
if (PlotData.NowPlotDataNode.Attributes("SendMessage").Count() != 0)
{
_.CharacterGameObject.GetComponent<GalManager_CharacterAnimate>().Animate_StartOrOutside = PlotData.NowPlotDataNode.Attribute("SendMessage").Value;
}
@@ -311,7 +327,7 @@ namespace ScenesScripts.GalPlot
{
//获取.wav文件,并转成AudioClip
GameAPI.Print($"{GameAPI.GetWritePath()}/{fileName}");
UnityWebRequest www = UnityWebRequestMultimedia.GetAudioClip($"{GameAPI.GetWritePath()}/static/Audio/Plot/{fileName}", AudioType.MPEG);
UnityWebRequest www = UnityWebRequestMultimedia.GetAudioClip($"{GameAPI.GetWritePath()}/HGF/Audio/Plot/{fileName}", AudioType.MPEG);
//等待转换完成
yield return www.SendWebRequest();
//获取AudioClip
@@ -8,7 +8,7 @@ namespace ScenesScripts.GalPlot
private void Start ()
{
GameObject_Choice = Resources.Load<GameObject>("Common/Gameobject/Galgame/Button-Choice");
GameObject_Choice = Resources.Load<GameObject>("HGF/Button-Choice");
}
[SerializeField]
public void CreatNewChoice (string JumpID, string Title)
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@@ -0,0 +1,42 @@
using TetraCreations.Attributes;
using UnityEngine;
using UnityEngine.UI;
namespace Common.UI
{
/// <summary>
/// 图片按比例缩放
/// </summary>
public class ZoomImage : MonoBehaviour
{
private Image _Image;
private AspectRatioFitter _AspectRatioFitter;
private Sprite lastSprite;
private void Start ()
{
_Image = GetComponent<Image>();
_AspectRatioFitter = GetComponent<AspectRatioFitter>();
if (_AspectRatioFitter == null) _AspectRatioFitter = this.gameObject.AddComponent<AspectRatioFitter>();
_AspectRatioFitter.aspectMode = AspectRatioFitter.AspectMode.HeightControlsWidth;
lastSprite = _Image.sprite;
RedsizeImage();
}
private void Update ()
{
if (Application.isPlaying && lastSprite != _Image.sprite)
{
lastSprite = _Image.sprite;
RedsizeImage();
}
}
[Button(nameof(RedsizeImage), "重新设置比例")]
public void RedsizeImage ()
{
if (GetComponent<Image>().sprite == null) return;
_AspectRatioFitter.aspectRatio = _Image.sprite.texture.width / (float)_Image.sprite.texture.height;
}
}
}
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<Speak CharacterID="1" Content="你跳转到了分支二"></Speak>
<ExitGame></ExitGame>
</BranchPlotNode>
</BranchPlot>
<MainPlot>
<!-- 添加一个角色,这个角色的ID为1 有关所有角色ID需要到相关的配置文件修改 -->
<AddCharacter CharacterID="1" From="C1" SendMessage="Outside-ToLeft"></AddCharacter>
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<Speak CharacterID="1" Content="你好啊!!! 我是不是从左侧进入的?"></Speak>
<!--分支剧情,这句话结束后会自动弹出选项-->
<Speak CharacterID="1" Content="这句话结束会弹出选项">
<!--每个Choice需要有一个JumpID ,就是点击这个之后跳转到的节点,如果不希望跳转,也就是假选项,填写-1-->
<Choice JumpID="S1">选项一(执行完分支剧情后自动继续)</Choice>
<Choice JumpID="S2">选项二(直接结束游戏)</Choice>
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<ChangeBackImg Path="D:\UserData\图片\壁纸\5552152969857735952.png"></ChangeBackImg>
<Speak CharacterID="1" Content="接下来我们继续" SendMessage="ToCenter"></Speak>
<!--AudioPath表示语音路径,可以使资源文件夹的,也可以是外部路径,但不支持URL路径(以后或许会支持)-->
<Speak CharacterID="1" SendMessage="Shake" AudioPath="HYKB/1.mp3" Content="是不是为我的突然说话感到意外?"></Speak>
<Speak CharacterID="1" SendMessage="Shake" Content="AudioPath属性是我的语音路径哦~"></Speak>
<Speak CharacterID="1" Content="那么测试章节结束啦~我们下次再见吧!"></Speak>
<!--id为1的角色退场,发送消息ToRight ,表示从屏幕右侧滑出-->
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