Yarn命令变化

This commit is contained in:
2025-05-30 18:38:00 +08:00
parent beba63b987
commit 00d10fe0ad
39 changed files with 352 additions and 1131 deletions
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<<set_time_of_day "Day">>
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你好,陌生的人类。 #line:08816f7
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// 巷子正中央站着一个人,佩佩。
你走出诊室,诊室外的护栏边站着一个熟悉的人影。 #line:012d086
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me: 呼… #line:0f8a4c3
@@ -100,13 +100,13 @@ me: 它已经黄了。 #line:0049b60
peipei: 再见了,叶子。 #line:0694ade
佩佩看了你一眼,微笑了一下,转头离开了。 #line:00d0440
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吸完最后一口烟,你长舒一口气。 #line:0a732a9
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me: (轻哼)小鸟...小鸟…… #line:0114a4d
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->CenterOption: 回到岗位 #line:024f4c4
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佩佩双手撑在栏杆上,四处好奇地张望着。 #line:0a4bb44
<<actor_fade_in "天桥医生">>
<<fade_in_actor "天桥医生">>
<<wait 1>>
//她疲惫的眼神透露出一种陌生的情绪。<br>这里显然已经和她印象中的世界不太一样了。
@@ -182,7 +182,7 @@ me: 去吧。找一个更高的地方。 #line:0175172
<<wait 1>>
peipei: 一会…一会见。 #line:026c5a8
<<wait 1>>
<<fade_out_actor ActorManager "天桥佩佩" 1>>
<<fade_out_actor "天桥佩佩">>
<<hide_dialog>>
<<wait 1>>
佩佩跌跌撞撞地离开了天桥。 #line:09e9be9
@@ -191,7 +191,7 @@ peipei: 一会…一会见。 #line:026c5a8
<<wait 1>>
->CenterOption: 回到岗位 #line:0859319
<<hide_dialog>>
<<actor_fade_out "天桥医生" 1>>
<<fade_out_actor "天桥医生" 1>>
<<wait 1>>
<<fade_in 1>>
@@ -226,7 +226,7 @@ peipei: 一会…一会见。 #line:026c5a8
<<hide_dialog>>
<<wait 1>>
<<load_scene SubWay 1>>
<<set_time_of_day EnvironmentManager "night">>
<<set_time_of_day "Evening">>
<<play_music event:/Music/mus_peipei>>
<<set_music_param event:/Music/mus_peipei peipeiEmo 2>>
//me: 我就知道没那么简单。这下可闯大祸了…
@@ -7,12 +7,12 @@ position: 205,-53
<<hide_dialog>>
<<set_time_of_day EnvironmentManager "Midnight">>
<<set_weather EnvironmentManager "snow">>
<<initialize_actor_at_slot ActorManager 天桥小佩佩 诊室天桥>>
<<init_actor 佩佩挥手 诊室天桥>>
<<fade_out 1>>
<<wait 1>>
诊室外医生
me: 佩佩?
me: 跑到哪里去了……
@@ -24,7 +24,7 @@ peipei: 下雪了!
你抬头看去,灰白色的天空中,除了树叶外,还飘落着一种细细的粉末,洒在你的手上。
<<hide_dialog>>
<<wait 1>>
<<fade_in_actor ActorManager "天桥小佩佩" 1>>
<<fade_in_actor "佩佩挥手" 1>>
peipei: 你看见了吗?医生!
头顶的天桥栏杆上面探出一个脑袋,佩佩正笑着朝你打招呼。
@@ -36,13 +36,13 @@ peipei: 医生!来这里!
<<fade_in 1>>
<<wait 1>>
<<load_scene Bridge 1>>
<<initialize_actor_at_slot ActorManager 天桥佩佩 天桥左>>
<<initialize_actor_at_slot ActorManager 天桥医生 天桥右>>
<<fade_in_actor ActorManager "天桥佩佩" 0.1>>
<<init_actor 天桥佩佩 天桥左>>
<<init_actor 天桥医生 天桥右>>
<<show_actor "天桥佩佩">>
<<fade_out 1>>
<<wait 1>>
<<fade_in_actor ActorManager "天桥医生" 1>>
<<fade_in_actor "天桥医生" 1>>
<<wait 2>>
// 她背对着你喊着你,头也不回地抬头看着天空。
@@ -113,7 +113,7 @@ peipei: 医生…这片树叶是什么颜色的?
peipei: 再见,医生。
<<hide_full_screen>>
<<wait 1>>
<<fade_out_actor ActorManager "天桥佩佩" 1>>
<<fade_out_actor "天桥佩佩" 1>>
<<hide_dialog>>
<<wait 1>>
@@ -125,7 +125,7 @@ me: 你会有的…
->CenterOption: 回到岗位
<<fade_out_actor ActorManager "天桥医生" 1>>
<<fade_out_actor "天桥医生" 1>>
//感觉可以把之前写的day1mid改到这里的BE,只是树叶其实是绿的,但你说是黄的
<<fade_in 1>>
@@ -58,8 +58,8 @@ position: 0,400
---
// <<indoor_new 1>>
<<initialize_actor_at_slot ActorManager 佩佩英里 窗外>>
<<fade_in_actor ActorManager 佩佩英里 1>>
<<init_actor 窗外佩佩 窗外>>
<<fade_in_actor 窗外佩佩>>
yingli_novoice: 我不希望就因为你的这个怪病,而让我们部门的评价受到影响。 #line:0706187
peipei_novoice: 我没病,组长…我只是自己没发现……<br>…我会注意的。我会完成得很好的…相信我。 #line:0a29d9c
peipei_novoice: 我以前……#auto_next #line:0d5302d
@@ -82,8 +82,8 @@ yingli_novoice: …… #line:0691cca
yingli_novoice: 做个身体检查,接受治疗。<br>无论如何,今晚好好休息。 #line:0e36c2b
peipei_novoice: 是的,组长。 #line:07b19bb
<<fade_out_actor ActorManager 佩佩英里 1>>
<<wait 1>>
<<fade_out_actor 窗外佩佩>>
<<wait 1>>
<<show_character>>
<<hide_dialog>>
@@ -212,16 +212,16 @@ position: 205,-53
<<hide_dialog>>
<<fade_in 1>>
<<load_scene ClinicOut 1>>
<<set_time_of_day EnvironmentManager "Midnight">>
<<initialize_actor_at_slot ActorManager 医生 诊室外电线杆>>
<<initialize_actor_at_slot ActorManager 佩佩 诊室外栏杆>>
<<fade_in_actor ActorManager "佩佩" 0.1>>
<<set_time_of_day "Night">>
<<init_actor 诊室外医生 诊室外电线杆>>
<<init_actor 诊室外佩佩 诊室外栏杆>>
<<fade_in_actor "诊室外佩佩" 0.1>>
<<fade_out 1>>
<<wait 1>>
佩佩双手撑在栏杆上,呆呆地望着远方。 #line:01905d9
<<hide_dialog>>
<<fade_in_actor ActorManager "医生" 1>>
<<fade_in_actor 诊室外医生 1>>
<<wait 1>>
me: …… #line:06df2f5
//她疲惫的眼神透露出一种陌生的情绪。<br>这里显然已经和她印象中的世界不太一样了。
@@ -229,7 +229,7 @@ me: …… #line:06df2f5
<<hide_dialog>>
<<wait 1>>
<<play_actor_animation ActorManager 医生 PlaySmoke>>
<<change_actor_state_async 诊室外医生 "SMOKE">>
<<hide_dialog>>
<<wait 1>>
me: 呼… #line:060ff16
@@ -296,7 +296,7 @@ peipei: 这是我们的职责。 #line:080c8a0
<<hide_dialog>>
<<wait 1>>
<<fade_out_actor ActorManager "佩佩" 1>>
<<fade_out_actor "诊室外佩佩" 1>>
<<hide_dialog>>
<<wait 1>>
你目视她离开,吸完最后一口烟,长舒一口气。 #line:0dc3000
@@ -304,13 +304,13 @@ peipei: 这是我们的职责。 #line:080c8a0
<<wait 1>>
->CenterOption: 回到岗位 #line:0ba7be1
<<hide_dialog>>
<<fade_out_actor ActorManager "医生" 1>>
<<fade_out_actor "诊室外医生" 1>>
<<wait 1>>
<<fade_in 1>>
<<wait 1>>
<<load_scene SubWay 1>>
<<set_time_of_day EnvironmentManager "night">>
<<set_time_of_day "Evening">>
<<fade_out 1>>
CenterText: 未完待续...<br>感谢游玩 爱与机器人维修技术 <br>本次demo的体验流程已结束。 #line:00f29a9
<<wait 1>>
@@ -36,7 +36,7 @@ me: 好了,试试吧,走两步。 #line:052c8b3
shitou: 呼!呜!好快啊,从来没有过的感觉! #line:0d5bdc9
<<hide_dialog>>
<<actor_fade_out>>
<<fade_out_actor>>
<<wait 0.5>>
shitou: 喔喔~哈哈! #line:058d88a
@@ -45,7 +45,7 @@ me: 别在诊室里乱跑! #line:0c42be2
<<hide_dialog>>
<<wait 1>>
<<actor_fade_in>>
<<fade_in_actor>>
<<wait 0.5>>
<<change_actor_state laugh_hand>>
@@ -17,7 +17,7 @@ colorID: 8
position: 250,200
---
<<hide_dialog>>
<<set_time_of_day EnvironmentManager "day">>
<<set_time_of_day "Day">>
<<fade_out 1>>
<<wait 1>>
@@ -137,22 +137,22 @@ colorID: 8
position: 250,200
---
<<hide_dialog>>
<<set_time_of_day EnvironmentManager "day">>
<<initialize_actor_at_slot ActorManager 佩佩 诊室外栏杆>>
<<fade_in_actor ActorManager 佩佩 0.1>>
<<set_time_of_day "Day">>
<<init_actor 诊室外佩佩 诊室外栏杆>>
<<show_actor 诊室外佩佩>>
<<fade_out 1>>
<<wait 1>>
// 你走出诊室,靠在巷子的墙上。
// 巷子正中央站着一个人,佩佩。
你走出诊室,诊室外的护栏边站着一个熟悉的人影。 #line:012d086
<<hide_dialog>>
<<initialize_actor_at_slot ActorManager 医生 诊室外电线杆>>
<<fade_in_actor ActorManager 医生 1>>
<<init_actor 诊室外医生 诊室外电线杆>>
<<fade_in_actor 诊室外医生 1>>
<<wait 1>>
// ->CenterOption: 点火
<<hide_dialog>>
<<wait 1>>
<<play_actor_animation ActorManager 医生 PlaySmoke>>
<<change_actor_state 诊室外医生 "SMOKE">>
me: 呼… #line:0f8a4c3
<<hide_dialog>>
<<wait 2>>
@@ -239,7 +239,7 @@ me: 它已经黄了。 #line:0049b60
peipei: 再见了,叶子。 #line:0694ade
佩佩看了你一眼,微笑了一下,转头离开了。 #line:00d0440
<<fade_out_actor ActorManager "佩佩" 1>>
<<fade_out_actor "诊室外佩佩" 1>>
<<wait 1>>
hs: 美工机体也会故障?这可比我促销失败还罕见啊。 #line:0dda97b
@@ -280,9 +280,9 @@ me: 这家伙…… #line:09f05d5
<<stop_music music>>
->CenterOption: 回到诊室 #line:05dd25e
<<hide_dialog>>
<<fade_out_actor ActorManager "医生" 1>>
<<fade_out_actor "诊室外医生" 1>>
<<wait 1>>
<<fade_in 1>>
<<fade_in 1>>W
<<hide_dialog>>
<<NextYarn>>
+1 -1
View File
@@ -344,7 +344,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
m_IsActive: 1
--- !u!114 &519420030
MonoBehaviour:
m_ObjectHideFlags: 0
-7
View File
@@ -2020,7 +2020,6 @@ MonoBehaviour:
socketPos: {fileID: 0}
data:
moduleName: Color
clickRadius: 0.2
available: 1
--- !u!114 &162810236
MonoBehaviour:
@@ -3629,7 +3628,6 @@ MonoBehaviour:
socketPos: {fileID: 0}
data:
moduleName: Eye
clickRadius: 0.2
available: 1
--- !u!1 &236862861
GameObject:
@@ -7837,7 +7835,6 @@ MonoBehaviour:
socketPos: {fileID: 0}
data:
moduleName: Logic
clickRadius: 0.2
available: 1
--- !u!1 &693974688
GameObject:
@@ -8848,7 +8845,6 @@ MonoBehaviour:
socketPos: {fileID: 0}
data:
moduleName: Memory
clickRadius: 0.2
available: 1
--- !u!1 &905842940
GameObject:
@@ -17266,7 +17262,6 @@ MonoBehaviour:
socketPos: {fileID: 0}
data:
moduleName: UF
clickRadius: 0.2
available: 1
--- !u!114 &1822610252
MonoBehaviour:
@@ -17792,7 +17787,6 @@ MonoBehaviour:
socketPos: {fileID: 0}
data:
moduleName: Emo
clickRadius: 0.2
available: 1
--- !u!1 &1952854102
GameObject:
@@ -18956,7 +18950,6 @@ MonoBehaviour:
socketPos: {fileID: 0}
data:
moduleName: Speak
clickRadius: 0.2
available: 1
--- !u!1 &2108328658
GameObject:
@@ -110,7 +110,7 @@ namespace AibisDream
}
}
[YarnCommand("actor_fade_in")]
[YarnCommand("fade_in_actor")]
public static IEnumerator ActorFadeIn(string actorName = ClinicSlotName, float duration = 1)
{
if (ActorManager.Instance.TryFindActor(actorName, out var actor))
@@ -119,7 +119,7 @@ namespace AibisDream
}
}
[YarnCommand("actor_fade_out")]
[YarnCommand("fade_out_actor")]
public static IEnumerator ActorFadeOut(string actorName = ClinicSlotName, float duration = 1)
{
if (ActorManager.Instance.TryFindActor(actorName, out var actor))
@@ -1,4 +1,5 @@
using AibisDream.Framework;
using AibisDream.Utility;
using UnityEngine;
namespace AibisDream
@@ -10,6 +11,7 @@ namespace AibisDream
base.Init(actorName, slot);
// 赋值
spriteRenderer.sprite = ResourceKit.LoadAssetSync<Sprite>($"Sprite/{ActorName}_Idle");
spriteRenderer.SetAlpha(0);
}
public override void ChangeState(string stateName)
-3
View File
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 98de6971e73e45b5ae6f1df075d7d55f
timeCreated: 1747892423
@@ -1,55 +0,0 @@
using UnityEngine;
public class Actor : MonoBehaviour
{
private Animator animator;
private void Awake()
{
// 自动获取 Animator 组件
animator = GetComponent<Animator>();
if (animator == null)
{
Debug.LogError("Animator component not found on actor.");
}
}
public void PlayAnimation(string animationName)
{
if (animator != null)
{
animator.Play(animationName);
}
else
{
Debug.LogError("Animator not found on actor.");
}
}
public void InitializeAtSlot(Transform slot)
{
if (slot != null)
{
transform.position = slot.position;
transform.rotation = slot.rotation;
}
else
{
Debug.LogError("Slot transform is null.");
}
}
public void SetAnimationState(string stateName)
{
if (animator != null)
{
animator.SetTrigger(stateName);
Debug.Log("Trigger"+stateName);
}
else
{
Debug.LogError("Animator not found on actor.");
}
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 62e221e22720bec40b69d4bf463b3db2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,128 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using AibisDream.Utility;
using UnityEngine;
using Yarn.Unity;
public class ActorManager : MonoBehaviour
{
[Header("Actors")]
private List<Actor> actors = new();
[Header("Slots")]
public List<Transform> slotList = new(); // 用于在编辑器中设置插槽
private Dictionary<string, Transform> slots = new();
[YarnCommand("fade_in_actor")]
public IEnumerator FadeInActorByName(string actorName, float duration)
{
var actor = actors.Find(a => a.name == actorName);
if (actor != null)
{
yield return StartCoroutine(FadeActor(actor.GetComponent<SpriteRenderer>(), 0f, 1f, duration));
}
else
{
Debug.LogError($"Actor with name {actorName} not found.");
}
}
[YarnCommand("fade_out_actor")]
public IEnumerator FadeOutActorByName(string actorName, float duration)
{
var actor = actors.Find(a => a.name == actorName);
if (actor != null)
{
yield return StartCoroutine(FadeActor(actor.GetComponent<SpriteRenderer>(), 1f, 0f, duration));
}
else
{
Debug.LogError($"Actor with name {actorName} not found.");
}
}
[YarnCommand("play_actor_animation")]
public void PlayActorAnimation(string actorName, string animationName)
{
var actor = actors.Find(a => a.name == actorName);
if (actor != null)
{
actor.SetAnimationState(animationName);
}
else
{
Debug.LogError($"Actor with name {actorName} not found.");
}
}
[YarnCommand("initialize_actor_at_slot")]
public void InitializeActorAtSlot(string actorName, string slotName)
{
var prefab = Resources.Load<GameObject>($"CharacterPrefab/{actorName}");
if (prefab != null && slots.TryGetValue(slotName, out var slot))
{
var actorInstance = Instantiate(prefab, slot.position, slot.rotation,this.transform);
actorInstance.name = actorName; // 去掉 "(Clone)" 后缀
var actor = actorInstance.GetComponent<Actor>();
if (actor != null)
{
actors.Add(actor);
actor.InitializeAtSlot(slot);
}
}
else
{
Debug.LogError($"Actor prefab with name {actorName} not found or slot with name {slotName} not found.");
}
}
private IEnumerator FadeActor(SpriteRenderer actor, float startAlpha, float endAlpha, float duration)
{
float elapsedTime = 0f;
Color color = actor.color;
while (elapsedTime < duration)
{
elapsedTime += Time.deltaTime;
float alpha = Mathf.Lerp(startAlpha, endAlpha, elapsedTime / duration);
actor.color = new Color(color.r, color.g, color.b, alpha);
yield return null;
}
actor.color = new Color(color.r, color.g, color.b, endAlpha);
}
private void SetActorAlphaZero(SpriteRenderer actor)
{
actor.SetAlpha(0);
}
private void Start()
{
InitializeSlots();
HideAllActors();
}
private void InitializeSlots()
{
foreach (var slot in slotList)
{
if (slot != null)
{
slots[slot.name] = slot;
}
}
}
private void HideAllActors()
{
foreach (var actor in actors)
{
var spriteRenderer = actor.GetComponent<SpriteRenderer>();
if (spriteRenderer != null)
{
spriteRenderer.color = new Color(spriteRenderer.color.r, spriteRenderer.color.g, spriteRenderer.color.b, 0f);
}
}
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 40a5ab0dc89da0f469155caebeaf7383
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,92 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using Yarn.Unity;
public class EnvironmentManager : MonoBehaviour
{
[Header("Time of Day Objects")]
public List<GameObject> dayObjects;
public List<GameObject> nightObjects;
public List<GameObject> midnightObjects;
[Header("Weather Effects")]
public GameObject snowEffect;
private void Start()
{
// 设置默认状态
SetTimeOfDay(TimeOfDay.Day);
SetWeather(false);
}
// [YarnCommand("set_time_of_day")]
public void SetTimeOfDayCommand(string timeOfDay)
{
timeOfDay = timeOfDay.ToLower();
if (timeOfDay == "day" && dayObjects.Count > 0)
{
SetTimeOfDay(TimeOfDay.Day);
}
else if (timeOfDay == "night" && nightObjects.Count > 0)
{
SetTimeOfDay(TimeOfDay.Night);
}
else if (timeOfDay == "midnight" && midnightObjects.Count > 0)
{
SetTimeOfDay(TimeOfDay.Midnight);
}
else
{
Debug.LogError($"Invalid or unavailable time of day: {timeOfDay}");
}
}
public void SetTimeOfDay(TimeOfDay timeOfDay)
{
if (dayObjects.Count > 0)
{
foreach (var obj in dayObjects)
{
obj.SetActive(timeOfDay == TimeOfDay.Day);
}
}
if (nightObjects.Count > 0)
{
foreach (var obj in nightObjects)
{
obj.SetActive(timeOfDay == TimeOfDay.Night);
}
}
if (midnightObjects.Count > 0)
{
foreach (var obj in midnightObjects)
{
obj.SetActive(timeOfDay == TimeOfDay.Midnight);
}
}
}
// [YarnCommand("set_weather")]
public void SetWeatherCommand(string weatherType)
{
bool isSnowing = weatherType.ToLower() == "snow";
SetWeather(isSnowing);
}
public void SetWeather(bool isSnowing)
{
if (snowEffect != null)
{
snowEffect.SetActive(isSnowing);
}
}
}
public enum TimeOfDay
{
Day,
Night,
Midnight
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 9ebc4f12b48436f4985f9bf4ee8b92b1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: