Files
plugin-library/Assets/Main/Script/Runtime/kkController/DigitalHumanSystem.cs
2025-05-23 18:26:47 +08:00

220 lines
6.8 KiB
C#

using System.Collections.Generic;
using DG.Tweening;
using Stary.Evo;
using Stary.Evo.AudioCore;
using Stary.Evo.TableTextConversion;
using UnityEngine;
using YooAsset;
namespace Main
{
public interface IDigitalHuman : ISystem
{
void LoadKKController(Transform parent);
void AddPointData(DigitalHumanPointData pointData);
void SetStartState();
void SetPositionOfPoint(Transform pointTransform);
void SetPositionOfPoint();
void SetIdleState(KKIdleStateParam param);
void SetTalkState(AudioClip clip, List<UITableData.SubtitleInfo> info);
void SetTalkState(AudioClip clip, Sprite icon);
void SetTalkState(AudioClip clip);
void SetTalkState(Sprite icon);
void KillTalkState();
void SetHintState(bool isContinue);
void SetReactState();
void SetDigitalHumanCoord(Vector3 position, Vector3 scale);
void SetEndState();
}
public class DigitalHuman : AbstractSystem, IDigitalHuman
{
private GameObject kkController;
private Transform fxFlowing;
private KKFsmSystem fsmSystem;
/// <summary>
/// 点位位置数据
/// </summary>
private List<DigitalHumanPointData> points = new List<DigitalHumanPointData>();
protected override void OnInit()
{
}
public async void LoadKKController(Transform parent)
{
var package = YooAssets.TryGetPackage("Main");
if (package != null)
{
var handle = package.LoadAssetAsync<GameObject>(R.Res.Main.prefabs.kkcontroller_prefab);
await handle.Task;
kkController = handle.InstantiateSync(parent);
fxFlowing = kkController.transform.Find("fx_spiraltrail_flowing");
fsmSystem = new KKFsmSystem(kkController);
fsmSystem.AddState(new KKIdleState(fsmSystem));
fsmSystem.AddState(new KKHintState(fsmSystem));
fsmSystem.AddState(new KKGuideState(fsmSystem));
fsmSystem.AddState(new KKReactState(fsmSystem));
fsmSystem.AddState(new KKTalkState(fsmSystem));
fsmSystem.AddState(new KKRunState(fsmSystem));
fsmSystem.AddState(new KKStartState(fsmSystem));
fsmSystem.AddState(new KKEndState(fsmSystem));
fsmSystem.SetCurState(nameof(DefaultState));
}
}
public void AddPointData(DigitalHumanPointData pointData)
{
for (int i = 0; i < points.Count; i++)
{
if (points[i].Name != pointData.Name)
{
points.Add(pointData);
}
else
{
Debug.Log("UnityEvo:点位数据存在重复,数字人无法设置点位位置:" + pointData.Name);
}
}
}
/// <summary>
/// 开场动画
/// </summary>
public void SetStartState()
{
fsmSystem.SetCurState(nameof(KKStartState));
}
/// <summary>
/// 设置到达点位位置
/// </summary>
public void SetPositionOfPoint(Transform pointTransform)
{
fsmSystem.SetCurState(nameof(KKGuideState), pointTransform);
}
/// <summary>
/// 设置到达点位位置
/// </summary>
public void SetPositionOfPoint()
{
if (points.Count > 0)
{
int index = -1;
for (int i = 0; i < points.Count; i++)
{
if (AppConfig.ASSETPACKGENAME == points[i].Name)
{
index = i;
break;
}
}
if (index != -1 && index + 1 < points.Count)
{
fsmSystem.SetCurState(nameof(KKGuideState), points[index + 1].pointTransform);
}
}
}
/// <summary>
/// 设置idle站立状态
/// </summary>
/// <param name="param">是否指引玩家靠近</param>
public void SetIdleState(KKIdleStateParam param)
{
fsmSystem.SetCurState(nameof(KKIdleState), (object)param);
}
/// <summary>
/// 设置讲解状态
/// </summary>
public void SetTalkState(AudioClip clip, Sprite icon)
{
fsmSystem.SetCurState(nameof(KKTalkState), clip, icon);
}
public void SetTalkState(AudioClip clip)
{
fsmSystem.SetCurState(nameof(KKTalkState), clip, (Sprite)null);
}
public void SetTalkState(Sprite icon)
{
fsmSystem.SetCurState(nameof(KKTalkState), (AudioClip)null, icon);
}
/// <summary>
/// 设置讲解状态
/// </summary>
public void SetTalkState(AudioClip clip, List<UITableData.SubtitleInfo> info)
{
fsmSystem.SetCurState(nameof(KKTalkState), clip, info);
}
/// <summary>
/// 强制打断讲解状态
/// </summary>
public void KillTalkState()
{
AudioCoreManager.StopVoice();
fsmSystem.CloseImage();
fsmSystem.CloseText();
}
/// <summary>
/// 设置问答反馈状态
/// </summary>
/// <param name="isContinue">正确还是错误</param>
public void SetHintState(bool isContinue)
{
fsmSystem.SetCurState(nameof(KKHintState), (object)isContinue);
}
/// <summary>
/// 设置鼓掌状态
/// </summary>
public void SetReactState()
{
fsmSystem.SetCurState(nameof(KKReactState));
}
/// <summary>
/// 设置虚拟人坐标
/// </summary>
/// <param name="position"></param>
/// <param name="scale"></param>
public void SetDigitalHumanCoord(Vector3 position, Vector3 scale)
{
fsmSystem.SetCurState(nameof(KKRunState));
kkController.transform.DOMove(position, 2f).OnComplete(() =>
{
fsmSystem.SetCurState(nameof(KKIdleState), (object)KKIdleStateParam.NotVoice);
});
kkController.transform.DOScale(scale, 2f);
if (fxFlowing != null)
fxFlowing.transform.DOScale(scale, 2f);
}
public void SetEndState()
{
fsmSystem.SetCurState(nameof(KKEndState));
}
public override void Dispose()
{
fsmSystem = null;
if (kkController != null)
{
GameObject.Destroy(kkController);
kkController = null;
}
}
}
}