添加音效
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@@ -128,7 +128,6 @@ position: 104,-2498
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me: 我就说嘛…肯定有问题。<br>深入检查看看吧。 #line:0408dcd
|
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<<hide_dialog>>
|
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->深入检查 #line:00f72a8
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测试 #line:0feab84
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<<hide_dialog>>
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<<jump UFDeepIn>>
|
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->结束 #line:0689336
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@@ -118,7 +118,7 @@ me: 就好像有个什么东西在用记忆作为颜料,为你所看到的东
|
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->放入收藏夹 #line:0292cab
|
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<<hide_dialog>>
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<<CollectionClue ClueManager>>
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<<complete_task "line:01fada9">>
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<<complete_task "#line:043e26d">>
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Task: 观察更多异常色彩 #line:0a397f7
|
||||
me: 嗯……我可能有线索了。需要对你做一个色觉检测。 #line:09cb45e
|
||||
me: 我需要让你再观察几个东西,你只要重复刚才做的事情就好了。 #line:0911cc5
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+813
-810
File diff suppressed because it is too large
Load Diff
@@ -9,7 +9,10 @@ using AibisDream.FixSystem;
|
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using AibisDream.Framework;
|
||||
using Cinemachine;
|
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using UnityEngine.Rendering;
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using System;
|
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using AibisDream.Kit;
|
||||
using FMODUnity;
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public class MemoryProcess : MonoBehaviour
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{
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private float lockThreshold = 0.06f; // 锁定阈值
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private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆
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private FMOD.Studio.EventInstance faderSoundInstance; // 添加音效实例变量
|
||||
private bool isPlayingFaderSound = false; // 追踪音效是否正在播放
|
||||
private float lastFrequencyValue; // 记录上一帧的频率值
|
||||
private float lastClarityValue; // 记录上一帧的清晰度值
|
||||
|
||||
private bool isColorful = false; //
|
||||
private bool isFrequencyFound = false; // 追踪是否找到目标频率
|
||||
@@ -58,14 +65,14 @@ public class MemoryProcess : MonoBehaviour
|
||||
|
||||
public IEnumerator DropMemoryProjector()
|
||||
{
|
||||
Sequence zoomInSequence = DOTween.Sequence();
|
||||
DG.Tweening.Sequence zoomInSequence = DOTween.Sequence();
|
||||
zoomInSequence.Append(projector.transform.DOLocalMoveY(-5, 2f).SetEase(Ease.OutElastic, 0.5f));
|
||||
yield return zoomInSequence.WaitForCompletion();
|
||||
}
|
||||
|
||||
public void PullMemoryProjector()
|
||||
{
|
||||
Sequence zoomOutSequence = DOTween.Sequence();
|
||||
DG.Tweening.Sequence zoomOutSequence = DOTween.Sequence();
|
||||
zoomOutSequence.Append(projector.transform.DOLocalMoveY(0, 2f).SetEase(Ease.OutElastic, 0.5f));
|
||||
//yield return zoomOutSequence.WaitForCompletion();
|
||||
}
|
||||
@@ -143,7 +150,11 @@ public class MemoryProcess : MonoBehaviour
|
||||
);
|
||||
float t = Mathf.Clamp01(distance / maxDistance);
|
||||
UpdateFrequencyShaderParameters(t);
|
||||
CheckIfFound(t, ref isFrequencyFound); // 这里更新 isFrequencyFound
|
||||
CheckIfFound(t, ref isFrequencyFound);
|
||||
|
||||
// 控制音效
|
||||
float speed = Mathf.Abs(Input.GetAxis("Mouse X")); // 获取鼠标移动速度
|
||||
UpdateFaderSound(speed);
|
||||
}
|
||||
|
||||
void OnClarityChanged(float value)
|
||||
@@ -156,7 +167,11 @@ public class MemoryProcess : MonoBehaviour
|
||||
float t = Mathf.Clamp01(distance / maxDistance);
|
||||
|
||||
UpdateClarityShaderParameters(t);
|
||||
CheckIfFound(t, ref isClarityFound); // 这里更新 isClarityFound
|
||||
CheckIfFound(t, ref isClarityFound);
|
||||
|
||||
// 控制音效
|
||||
float speed = Mathf.Abs(Input.GetAxis("Mouse X")); // 获取鼠标移动速度
|
||||
UpdateFaderSound(speed);
|
||||
}
|
||||
|
||||
void OnSearchComplete()
|
||||
@@ -164,6 +179,7 @@ public class MemoryProcess : MonoBehaviour
|
||||
Debug.Log("Memory search completed.");
|
||||
frequencySlider.interactable = false;
|
||||
claritySlider.interactable = false;
|
||||
AudioManager.Instance.SetSfxParam("event:/Amb/amb_mem_tuning", "is_mem_tuning", 0);
|
||||
StartCoroutine(PlayMemory());
|
||||
}
|
||||
|
||||
@@ -204,11 +220,13 @@ public class MemoryProcess : MonoBehaviour
|
||||
isFrequencyFound = false;
|
||||
isClarityFound = false;
|
||||
isProcessing = false;
|
||||
isPlayingFaderSound = false;
|
||||
if (frequencySlider != null)
|
||||
{
|
||||
frequencySlider.onValueChanged.AddListener(OnFrequencyChanged);
|
||||
frequencySlider.gameObject.SetActive(false);
|
||||
frequencySlider.value = 3;
|
||||
lastFrequencyValue = frequencySlider.value;
|
||||
frequencySlider.interactable = true;
|
||||
}
|
||||
|
||||
@@ -217,6 +235,7 @@ public class MemoryProcess : MonoBehaviour
|
||||
claritySlider.onValueChanged.AddListener(OnClarityChanged);
|
||||
claritySlider.gameObject.SetActive(false);
|
||||
claritySlider.value = 3;
|
||||
lastClarityValue = claritySlider.value;
|
||||
claritySlider.interactable = true;
|
||||
}
|
||||
fadeMaterial.SetFloat("_DirectionalDistortionFade",-15f);
|
||||
@@ -276,6 +295,7 @@ public class MemoryProcess : MonoBehaviour
|
||||
playBackground.gameObject.SetActive(true);
|
||||
//FavoritesManager.Instance.CloseFavorites();
|
||||
playBackground.alpha=0;
|
||||
AudioManager.Instance.PlaySfx("event:/ActionFB/mem_play");
|
||||
yield return playBackground.DOFade(1f, 1f).WaitForCompletion(); // Fade to fully opaque over 1 second
|
||||
MemoryClarityVloume.weight=0;
|
||||
Memoryfrequencyloume.weight=0;
|
||||
@@ -288,6 +308,7 @@ public class MemoryProcess : MonoBehaviour
|
||||
playBackground.gameObject.SetActive(true);
|
||||
//FavoritesManager.Instance.CloseFavorites();
|
||||
playBackground.alpha=0;
|
||||
AudioManager.Instance.PlaySfx("event:/ActionFB/mem_play");
|
||||
yield return playBackground.DOFade(1f, 1f).WaitForCompletion(); // Fade to fully opaque over 1 second
|
||||
// Set material properties
|
||||
MemoryClarityVloume.weight=0;
|
||||
@@ -326,8 +347,10 @@ public class MemoryProcess : MonoBehaviour
|
||||
Debug.LogError("Memory not found: " + PunchTape.MemoryIndex);
|
||||
}
|
||||
MemoryProcessVloume.weight=1;
|
||||
AudioManager.Instance.PlaySfx("event:/Scriptal/mem_load");
|
||||
|
||||
yield return new WaitForSeconds(1f);
|
||||
AudioManager.Instance.SetSfxParam("event:/Amb/amb_mem_tuning", "is_mem_tuning", 1);
|
||||
|
||||
|
||||
memoryFinishedspRender.color=Color.white;
|
||||
@@ -337,7 +360,7 @@ public class MemoryProcess : MonoBehaviour
|
||||
isProcessing = true; // 开始处理,设置为true
|
||||
frequencySlider.gameObject.SetActive(true);
|
||||
claritySlider.gameObject.SetActive(true);
|
||||
Sequence memorySequence = DOTween.Sequence();
|
||||
DG.Tweening.Sequence memorySequence = DOTween.Sequence();
|
||||
yield return memorySequence.WaitForCompletion();
|
||||
}
|
||||
|
||||
@@ -346,4 +369,25 @@ public class MemoryProcess : MonoBehaviour
|
||||
{
|
||||
return isProcessing;
|
||||
}
|
||||
|
||||
private void UpdateFaderSound(float speed)
|
||||
{
|
||||
if (speed > 0.01f) // 如果速度大于阈值
|
||||
{
|
||||
if (!isPlayingFaderSound)
|
||||
{
|
||||
// 开始播放音效
|
||||
AudioManager.Instance.PlaySfx("event:/ActionFB/mem_fader");
|
||||
isPlayingFaderSound = true;
|
||||
}
|
||||
// 更新音效参数
|
||||
AudioManager.Instance.SetSfxParam("event:/ActionFB/mem_fader", "mem_fader_speed", speed);
|
||||
}
|
||||
else if (isPlayingFaderSound)
|
||||
{
|
||||
// 停止音效
|
||||
AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
|
||||
isPlayingFaderSound = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +1,14 @@
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using System;
|
||||
using AibisDream;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
public class CableSystem : MonoBehaviour
|
||||
{
|
||||
private const string CABLE_RETRACTED_KEY = "$global.cableRetracted";
|
||||
|
||||
#region 组件索引
|
||||
|
||||
public Plug PlugRef { get; private set; }
|
||||
@@ -43,6 +46,7 @@ namespace AibisDream.FixSystem
|
||||
private void Start()
|
||||
{
|
||||
InitSystem();
|
||||
LoadCableState();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -81,6 +85,33 @@ namespace AibisDream.FixSystem
|
||||
}
|
||||
}
|
||||
|
||||
private void LoadCableState()
|
||||
{
|
||||
if (StorageSystem.Instance.TryGetValue(CABLE_RETRACTED_KEY, out bool savedRetractedState))
|
||||
{
|
||||
if (isCableRetracted)
|
||||
{
|
||||
if (!savedRetractedState)
|
||||
{
|
||||
DropDownCable();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (savedRetractedState)
|
||||
{
|
||||
PullUpCable();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SaveCableState()
|
||||
{
|
||||
Debug.Log("Save cableRetractedstate"+isCableRetracted);
|
||||
StorageSystem.Instance.SetValue(CABLE_RETRACTED_KEY, isCableRetracted);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// 获取线缆方向并更新转盘旋转
|
||||
@@ -166,17 +197,20 @@ namespace AibisDream.FixSystem
|
||||
{
|
||||
PhysicCableRef.GetComponent<LineRenderer>().enabled = false;
|
||||
isCableRetracted = true;
|
||||
SaveCableState();
|
||||
});
|
||||
}
|
||||
public void DropDownCable()
|
||||
{
|
||||
if (!isCableRetracted) return;
|
||||
Debug.Log("DorpDown");
|
||||
PlugRef.PullUpSocket();
|
||||
CableReelRef.ResetRotation();
|
||||
PlugRef.transform.DOMove(PlugRef.GetStartPos(), 0.1f).OnComplete(() =>
|
||||
{
|
||||
PlugRef.SwitchToPhysicCableState();
|
||||
isCableRetracted = false;
|
||||
SaveCableState();
|
||||
});
|
||||
// 只有在非收起状态时才切换到物理线缆状态
|
||||
}
|
||||
@@ -192,6 +226,8 @@ namespace AibisDream.FixSystem
|
||||
PlugRef.transform.rotation = retractedPos.rotation;
|
||||
PlugRef.GetComponent<SpriteRenderer>().sortingLayerName = CableReelRef.GetComponent<SpriteRenderer>().sortingLayerName;
|
||||
PlugRef.GetComponent<SpriteRenderer>().sortingOrder = 41;
|
||||
isCableRetracted = true;
|
||||
//SaveCableState();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -11,10 +11,6 @@ public class PunchTapeSystem : MonoBehaviour
|
||||
public RectTransform punchTape;
|
||||
|
||||
public GameObject blackPanel;
|
||||
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
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -34,37 +30,33 @@ public class PunchTapeSystem : MonoBehaviour
|
||||
|
||||
while (tapeCount > 0)
|
||||
{
|
||||
// Move the printer to x = 2 over 1 second
|
||||
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1252f, punchTapeMachine.anchoredPosition.y), 1f)
|
||||
.WaitForCompletion();
|
||||
// 0-0.7秒:打印机移动到指定位置
|
||||
AudioManager.Instance.PlaySfx("event:/Scriptal/typing");
|
||||
// Gradually move the punch tape to x = -3.8 with rhythmic pattern
|
||||
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1252f, punchTapeMachine.anchoredPosition.y), 0.7f)
|
||||
.WaitForCompletion();
|
||||
|
||||
|
||||
// 0.7-1秒:停顿
|
||||
yield return new WaitForSeconds(0.3f);
|
||||
|
||||
// 1-1.6秒:纸带匀速弹出
|
||||
Vector2 targetPosition = new Vector2(796f, punchTape.anchoredPosition.y);
|
||||
int patternIndex = 0;
|
||||
yield return punchTape.DOAnchorPos(targetPosition, 0.6f).WaitForCompletion();
|
||||
|
||||
while (Vector2.Distance(punchTape.anchoredPosition, targetPosition) > stepDistance)
|
||||
{
|
||||
punchTape.anchoredPosition =
|
||||
Vector3.MoveTowards(punchTape.anchoredPosition, targetPosition, stepDistance);
|
||||
yield return new WaitForSeconds(stepPatterns[patternIndex % stepPatterns.Length]);
|
||||
patternIndex++;
|
||||
}
|
||||
// 1.6-2.3秒:停顿
|
||||
yield return new WaitForSeconds(0.7f);
|
||||
|
||||
// Ensure exact final position
|
||||
punchTape.anchoredPosition = targetPosition;
|
||||
// 2.3-2.7秒:纸带淡出
|
||||
yield return punchTape.GetComponent<Image>().DOFade(0f, 0.4f).WaitForCompletion();
|
||||
|
||||
// Fade out the punch tape over 1 second
|
||||
yield return punchTape.GetComponent<Image>().DOFade(0f, 1f).WaitForCompletion();
|
||||
|
||||
// Reset the punch tape position and opacity
|
||||
// 重置纸带位置和透明度
|
||||
punchTape.anchoredPosition = tapeStartPos;
|
||||
punchTape.GetComponent<Image>().color = tapeStartColor;
|
||||
|
||||
// Decrement the tape count
|
||||
tapeCount--;
|
||||
}
|
||||
|
||||
// Move the printer back to x = 0 over 1 second
|
||||
// 打印机返回原位
|
||||
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1428.186f, punchTapeMachine.anchoredPosition.y), 1f)
|
||||
.WaitForCompletion();
|
||||
blackPanel.SetActive(false);
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using AibisDream.Framework;
|
||||
using AibisDream.Kit;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
@@ -316,6 +317,7 @@ namespace AibisDream.FixSystem
|
||||
SpriteRenderer sp = bodyModuleSystem.FindBodyModuleByName("Eye").transform.Find("Cover")
|
||||
.GetComponent<SpriteRenderer>();
|
||||
sp.sprite = Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子打开A");
|
||||
AudioManager.Instance.PlaySfx("event:/ActionFB/eye_open");
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
sp.sprite = Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子打开B");
|
||||
// 插头回到初始插孔
|
||||
@@ -342,6 +344,7 @@ namespace AibisDream.FixSystem
|
||||
SpriteRenderer sp = bodyModuleSystem.FindBodyModuleByName("Eye").transform.Find("Cover")
|
||||
.GetComponent<SpriteRenderer>();
|
||||
sp.sprite = Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子打开A");
|
||||
AudioManager.Instance.PlaySfx("event:/ActionFB/eye_close");
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
sp.sprite = Resources.Load<Sprite>("Art/Fix/Peipei/Eye/视觉模块盖子关闭");
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
@@ -66,7 +66,7 @@ public class LineInteraction : MonoBehaviour
|
||||
public void PlayTimeline()
|
||||
{
|
||||
timelineDirector.Play();
|
||||
actorGroup.SetActive(true);
|
||||
//actorGroup.SetActive(true);
|
||||
}
|
||||
|
||||
public void FinishCutLine()
|
||||
@@ -104,6 +104,7 @@ public class LineInteraction : MonoBehaviour
|
||||
// 开始阶段:淡入
|
||||
scissorSpriteRenderer.transform.DOLocalMoveX(7.39f, fadeDuration);
|
||||
cutLineSpriteRenderer.DOFade(1f, fadeDuration);
|
||||
AudioManager.Instance.PlaySfx("event:/Scriptal/scissor_in");
|
||||
yield return new WaitForSeconds(fadeDuration);
|
||||
|
||||
// 执行阶段:激活交互逻辑
|
||||
|
||||
Reference in New Issue
Block a user