Merge branch '佩佩优化' into 'develop'

替换素材,增加打孔带溢出表现

See merge request aibis-dream/aibis-dream!154
This commit is contained in:
2024-12-30 03:33:12 +00:00
15 changed files with 5001 additions and 10 deletions
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title: Start
tags:
colorID: 8
position: 253,-2041
---
<<jump MemoryTest>>
===
title: MemoryTest
tags:
---
<<load_scene PeipeiFixScene>>
<<indoor_new 1>>
<<switch_fix_system_to "BodyModule">>
->打孔带溢出
<<ShowPunchTapeGroup>>
->打孔带清理
<<HidePunchTapeGroup>>
===
@@ -0,0 +1,10 @@
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@@ -0,0 +1,12 @@
{
"projectFileVersion": 2,
"sourceFiles": [
"**/*.yarn"
],
"excludeFiles": [
"**/*~/*"
],
"localisation": {},
"baseLanguage": "zh-CHS",
"compilerOptions": {}
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@@ -0,0 +1,13 @@
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@@ -267,13 +267,13 @@ position: 251,-1150
me: 佩佩想起的这三个记忆非常重要,我得去看看,帮我打印记忆卡带。
<<hide_dialog>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager UF绘图1 UFView ying2-1>>
<<generate_PunchTape ClueManager UF绘图1 UFView 英里生气>>
<<wait 1>>
->放入收藏夹
<<CollectionClue ClueManager>>
<<hide_dialog>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager UF绘图2 UFView 记忆占位>>
<<generate_PunchTape ClueManager UF绘图2 UFView 戈塔什诱惑>>
<<wait 1>>
->放入收藏夹
<<CollectionClue ClueManager>>
@@ -102,6 +102,7 @@ colorID: 8
position: 239,-1813
---
<<load_scene PeipeiFixScene>>
<<ShowPunchTapeGroup>>
<<indoor_new 1>>
<<character_init_new 佩佩>>
<<character_fade_in_new >>
@@ -176,9 +177,7 @@ position: 240,-1335
me: Hivemind在上!佩佩的脑里塞满了……这么多记忆打孔带……?
me: 而且,这些打孔带都看起来损坏好严重,应该都用不了了,得先清理一下。
->清理
<<hide_dialog>>
<<fade_in 1>>
<<fade_out 1>>
<<HidePunchTapeGroup>>
me: 终于好了……去记忆模块里看看是怎么回事吧。
<<add_task TaskManager 查找UF绘图错误的原因>>
<<add_task TaskManager 在记忆模块查看打孔带 查找UF绘图错误的原因>>
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+4 -4
View File
@@ -6728,7 +6728,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
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m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
@@ -8638,7 +8638,7 @@ MonoBehaviour:
runMode: 0
firstTalkSo: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
clinicScene: ClinicScene
testYarnProject: Re_LTS_Peipeiday1
testYarnProject: BodyModuleTest
--- !u!4 &719228339
Transform:
m_ObjectHideFlags: 0
@@ -11460,7 +11460,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: 21300000, guid: 6fc7bec4977c83145a699795210bdd65, type: 3}
m_Sprite: {fileID: 21300000, guid: 50d1bf9e2feb22c488c6869b05bb537a, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
@@ -36088,7 +36088,7 @@ MonoBehaviour:
iconOnDrag: {fileID: 8895775685280376203, guid: eb11ac9a06fb4792b393db9b83ab43b4, type: 3}
exclusiveOnDragCanvas: {fileID: 0}
useLegacyDragMethod: 0
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line:
@@ -79,7 +79,7 @@ namespace AibisDream
public static void Temp_RemoveChip()
{
var _UFCover = BodyModuleSystem.FindBodyModuleByName("Color").transform.Find("Chip").gameObject;
if(_UFCover.activeInHierarchy)
if(_UFCover.activeInHierarchy)
{
_UFCover.SetActive(false);
}
@@ -147,5 +147,15 @@ namespace AibisDream
{
yield return PunchTapeSystem.StartCoroutine(PunchTapeSystem.PrintPunchTapes(count));
}
[YarnCommand("HidePunchTapeGroup")]
public static IEnumerator HidePunchTapeGroup()
{
yield return PunchTapeSystem.StartCoroutine(PunchTapeSystem.Temp_HidePunchTapeGroup());
}
[YarnCommand("ShowPunchTapeGroup")]
public static void ShowPunchTapeGroup()
{
PunchTapeSystem.Temp_showPunchTapeGroup();
}
}
}
@@ -4,6 +4,7 @@ using DG.Tweening;
using UnityEngine;
using AibisDream.FixSystem;
using UnityEngine.UI;
using Unity.VisualScripting;
public class PunchTapeSystem : MonoBehaviour
{
@@ -15,6 +16,7 @@ public class PunchTapeSystem : MonoBehaviour
public float stepDistance = 0.5f; // Distance moved per step
public float[] stepPatterns = { 0.3f, 0.5f, 0.2f, 0.4f, 0.6f }; // Pattern of intervals to simulate rhythmic printing
public GameObject tempPunchTapeGroup;
private void Awake()
{
FixSystemCenter.SystemDic.Register(this);
@@ -74,6 +76,19 @@ public class PunchTapeSystem : MonoBehaviour
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1428.186f, punchTapeMachine.anchoredPosition.y), 1f).WaitForCompletion();
blackPanel.SetActive(false);
}
public void Temp_showPunchTapeGroup()
{
tempPunchTapeGroup.SetActive(true);
}
public IEnumerator Temp_HidePunchTapeGroup()
{
foreach(SpriteRenderer s in tempPunchTapeGroup.GetComponentsInChildren<SpriteRenderer>())
{
s.DOFade(0,0.5f);
}
yield return new WaitForSeconds(0.5f);
tempPunchTapeGroup.SetActive(false);
}
}