UF检查和停止想象接入完成
This commit is contained in:
@@ -3,6 +3,9 @@ using UnityEngine;
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using DG.Tweening;
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using Unity.Mathematics;
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using AibisDream;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Rendering;
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using AibisDream.Utility;
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public class EyeTarget : MonoBehaviour
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{
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@@ -20,6 +23,7 @@ public class EyeTarget : MonoBehaviour
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[SerializeField]
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private SpriteRenderer wrongColorSpriteRenderer;
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[SerializeField]private SpriteRenderer imageSpriteRender;
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private Material backMaterial;
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private Material wrongColorMaterial;
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@@ -41,12 +45,26 @@ public class EyeTarget : MonoBehaviour
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SetToMinBurnRadius();
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SetToMaxBlur(false);
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SetToNoWrongColor();
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SetNoImage();
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}
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private void Start()
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{
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}
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public void ImageIn(float duration)
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{
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imageSpriteRender.DOFade(1,duration);
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}
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public void ImageOut(float duration)
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{
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imageSpriteRender.DOFade(0,duration);
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}
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public void SetNoImage()
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{
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imageSpriteRender.SetAlpha(0);
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}
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public void SetToMinBurnRadius()
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{
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forwardMaterial.SetFloat("_SourceGlowDissolveFade", burnRadiusMin);
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@@ -105,15 +105,6 @@ position: 480,-2840
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<<endif>>
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<<jump 检查视觉>>
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===
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title: IntoEyeView
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tags:
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group:视觉检查
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colorID: 6
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position: 244,271
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---
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<<if false>>
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<<endif>>
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===
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title: UFDeepIn
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tags:
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@@ -123,7 +114,8 @@ tags:
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<<elseif $gameStage=="第一次发热"||$gameStage=="身体检查">>
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<<jump UF深入失败>>
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<<elseif $gameStage=="停止想象">>
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<<jump 进入UF检查引导停止想象>>
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<<switch_fix_system_to UF>>
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// <<jump 进入UF检查引导停止想象>>
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<<endif>>
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===
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title: MemoryDeepIn
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@@ -139,4 +131,16 @@ position: -9,21
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<<switch_fix_system_to Eye>>
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<<ModuleHightLight Eye false>>
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===
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title: IntoEyeView
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tags:
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group:视觉检查
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colorID: 6
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position: 244,271
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---
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<<if $gameStage=="UF检查">>
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<<jump UFCheck>>
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<<elseif $gameStage=="停止想象">>
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<<jump 停止想象Check>>
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<<endif>>
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===
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@@ -1,9 +1,11 @@
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title: 进入UF检查
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title: 进入UF检查
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tags:
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position: 43,-97
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---
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<<delete_line LineManager MemoryEye>>
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现在可以插线来深入UF了
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===
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title: 结束UF检查
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position: 275,-222
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---
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@@ -14,10 +16,112 @@ position: 275,-222
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title: 第一次进入UF检查
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position: 275,-222
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---
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// <<switch_fix_system_to UF>>
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【功能制作中】
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【这里看到UF控制下的视觉】
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【你可以操控UF,发现佩佩在给UF理解的世界注入色彩想象】
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【这个过程变得越来越不受控制,最后你失去了控制,视点在疯狂移动】
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<<jump 结束UF检查>>
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<<switch_fix_system_to UF>>
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// 【功能制作中】
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// 【这里看到UF控制下的视觉】
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// 【你可以操控UF,发现佩佩在给UF理解的世界注入色彩想象】
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// 【这个过程变得越来越不受控制,最后你失去了控制,视点在疯狂移动】
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// <<jump 结束UF检查>>
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===
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title: UFCheck
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tags:
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colorID: 3
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group:视觉检查
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position: -2052,-2351
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---
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me: 【占位】这就是UF看到的世界么
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me: 【占位】形状,数据...
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peiepi:【占位】不是这个样子...不是这个样子的...
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<<UFEffect_ImageOut UFSystem>>
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<<if $currentEyeTarget=="sky">>
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<<set_Eyetarget EyeManager "sky" false>>
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<<UFEffect_ImageIn UFSystem>>
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me:【占位】发生了什么?数据错乱了?
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<<UFEffect_ImageFinish UFSystem>>
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peiepi:【占位】我还记得,我还记得那些颜色...
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<<UFEffect_ImageOut UFSystem>>
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<<set_Eyetarget EyeManager "poster" false>>
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<<UFEffect_ImageIn UFSystem>>
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<<UFEffect_ImageFinish UFSystem>>
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<<wait 1>>
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<<UFEffect_ImageOut UFSystem>>
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<<set_Eyetarget EyeManager "plant" false>>
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<<UFEffect_ImageIn UFSystem>>
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<<UFEffect_ImageFinish UFSystem>>
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<<wait 1>>
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<<UFEffect_ImageOut UFSystem>>
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<<elseif $currentEyeTarget=="plant">>
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<<set_Eyetarget EyeManager "plant" false>>
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<<UFEffect_ImageIn UFSystem>>
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me:【占位】发生了什么?数据错乱了?
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<<UFEffect_ImageFinish UFSystem>>
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peiepi:【占位】我还记得,我还记得那些颜色...
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<<UFEffect_ImageOut UFSystem>>
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<<set_Eyetarget EyeManager "poster" false>>
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<<UFEffect_ImageIn UFSystem>>
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<<UFEffect_ImageFinish UFSystem>>
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<<wait 1>>
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<<UFEffect_ImageOut UFSystem>>
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<<set_Eyetarget EyeManager "sky" false>>
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<<UFEffect_ImageIn UFSystem>>
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<<UFEffect_ImageFinish UFSystem>>
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<<wait 1>>
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<<UFEffect_ImageOut UFSystem>>
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<<elseif $currentEyeTarget=="poster">>
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<<set_Eyetarget EyeManager "poster" false>>
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<<UFEffect_ImageIn UFSystem>>
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me:【占位】发生了什么?数据错乱了?
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<<UFEffect_ImageFinish UFSystem>>
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peiepi:【占位】我还记得,我还记得那些颜色...
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<<UFEffect_ImageOut UFSystem>>
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<<set_Eyetarget EyeManager "sky" false>>
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<<UFEffect_ImageIn UFSystem>>
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<<UFEffect_ImageFinish UFSystem>>
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<<wait 1>>
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<<UFEffect_ImageOut UFSystem>>
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<<set_Eyetarget EyeManager "plant" false>>
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<<UFEffect_ImageIn UFSystem>>
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<<UFEffect_ImageFinish UFSystem>>
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<<wait 1>>
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<<UFEffect_ImageOut UFSystem>>
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<<elseif $currentEyeTarget=="computer">>
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<<set_Eyetarget EyeManager "sky" false>>
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<<UFEffect_ImageIn UFSystem>>
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me:【占位】发生了什么?数据错乱了?
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<<UFEffect_ImageFinish UFSystem>>
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peiepi:【占位】我还记得,我还记得那些颜色...
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<<UFEffect_ImageOut UFSystem>>
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<<set_Eyetarget EyeManager "plant" false>>
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<<UFEffect_ImageIn UFSystem>>
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<<UFEffect_ImageFinish UFSystem>>
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<<wait 1>>
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<<UFEffect_ImageOut UFSystem>>
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<<set_Eyetarget EyeManager "poster" false>>
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<<UFEffect_ImageIn UFSystem>>
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<<UFEffect_ImageFinish UFSystem>>
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<<wait 1>>
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<<UFEffect_ImageOut UFSystem>>
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<<endif>>
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<<StartUFEffect_loop UFSystem>>
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me: 这就是UF发热的原因么...佩佩在修改UF的数据
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me: 我们先出去吧
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<<StopUFEffect_loop UFSystem>>
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<<jump 退出UF>>
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===
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title: UFCheckEnd
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tags:
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colorID: 3
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group:视觉检查
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position: -2052,-2351
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---
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<<Set_MouseMovementLockState EyeManager false>>
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===
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title: 退出UF
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tags:
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colorID: 3
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group:视觉检查
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position: -2052,-2351
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---
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<<Set_MouseMovementLockState EyeManager false>>
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<<switch_fix_system_to BodyModule>>
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===
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@@ -2,7 +2,9 @@ title: 进入停止想象
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tags:
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position: 428,-88
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---
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<<delete_line LineManager MemoryEye>>
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<<switch_fix_system_to BodyModule>>
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<<declare $CheckTargetCount=0>>
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【占位】:我们去UF模块来引导佩佩吧
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===
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title: 结束停止想象
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@@ -12,11 +14,92 @@ position: 259,432
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<<jump Center>>
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===
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title: 进入UF检查引导停止想象
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title: 停止想象Check
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position: 71,-93
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---
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// <<switch_fix_system_to UF>>
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【这里佩佩试图停止想象,但是失败了,并且引起了发热】
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<<if $CheckTargetCount==0>>
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<<wait 2>>
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me: 颜色没有出现?似乎……
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<<wait 2>>
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me: 好的…我想我们的猜想是正确的。
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//<<complete_task TaskManager "验证想象力猜想">>
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peipei: 太好了,医生!
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peipei: 我们总算找到原因了!对吧?
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me: 别激动…佩佩。
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//TODO-感觉这里可以先让佩佩把眼睛闭上?
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peipei: 我感觉很好,太好了!
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peipei: 是不是只要我能停止想象,问题就解决了?
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me: 只要你能控制住,我想是的。
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peipei: 那就让我试试吧。
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peipei: 我们已经走到了这里…我不能放弃。
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peipei: 让我试试……抑制想象力。
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peipei: 呼…
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peipei: 我们来吧。
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<<set $CheckTargetCount=$CheckTargetCount+1>>
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<<elseif $CheckTargetCount == 1>>
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//颜色不出现,一会又出现了
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<<wait 2>>
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me: 似乎成功了,很好……
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<<UFEffect_ImageIn UFSystem>>
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peipei: 啊…痛!
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<<shake_camera 1 0.3 10>>
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peipei: 不…不是这个颜色…
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peipei: 不,根本不应该有颜色。停止。停止。停止想象,停止想象。
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//<<画面波动了一下,颜色消失>>
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<<UFEffect_ImageOut UFSystem>>
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peipei: 停止想象……
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//<<颜色慢慢重新出现>>
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peipei: 好痛,呼……
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<<UFEffect_ImageIn UFSystem>>
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<<shake_camera 1 0.4 10>>
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<<UFEffect_ImageFinish UFSystem>>
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peipei: 停止想象,停止想象,停止想象,停止!
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<<UFEffect_ImageOut UFSystem>>
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me: 冷静,佩佩。
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me: 佩佩…
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peipei: 啧,现在它变得这么顽固了……
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peipei: 不,医生,我想再试试。
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<<set $CheckTargetCount=$CheckTargetCount+1>>
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<<elseif $CheckTargetCount == 2>>
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<<UFEffect_ImageIn UFSystem>>
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peipei: 不!停止,停止!
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<<UFEffect_ImageFinish UFSystem>>
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me: 好了,快停下。
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me: 不能再这样下去了。
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peipei: 别用那种态度……你可是要治好我!
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me: 啊?抱歉,我…… #auto_next
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peipei: 你以为我是怎么走到今天的?
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me: 不!我只是感觉……
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peipei: 我很可怜?
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me: 不… #auto_next
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peipei: 医生,不要可怜我……
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peipei: 它没有用。
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peipei: 我必须要完成工作,证明我自己……
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peipei: 学美术,做美术相关的工作……
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peipei: 我还要继续画下去,我要画一辈子画!
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<<shake_camera 1 0.5 10>>
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peipei: 这是我选择的生活!你绝对不能让我回头,知道吗!
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<<UFEffect_ImageOut UFSystem>>
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peipei: 来,继续。
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me: ……
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me: 佩佩,你真的已经太痛苦了,不要再虐待自己了……我不想看到……
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peipei: 别再用那种高高在上的语气说话了,来啊!
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<<shake_camera 1.5 0.5 10>>
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<<set $CheckTargetCount=$CheckTargetCount+1>>
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<<elseif $CheckTargetCount == 3>>
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//颜色出现
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<<UFEffect_ImageIn UFSystem>>
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peipei: 不!停止!
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<<shake_camera 1.5 0.5 10>>
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peipei: 停止想象!停止想象!停止想象!
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<<UFEffect_ImageOut UFSystem>>
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peipei: 都是因为你,都是因为你!我…我才……
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<<UFEffect_ImageIn UFSystem>>
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me: 佩佩,快停下。
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<<UFEffect_ImageFinish UFSystem>>
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peipei: 停止想象!停止想象…停止……
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<<UFEffect_ImageAll UFSystem>>
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me: 佩佩!
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me: 我不该允许她这么做的……
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me: 感觉她全身都好烫,赶紧降温!!!
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me: 妈的,事到如今……什么规定都管不了了。
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@@ -26,6 +109,17 @@ position: 71,-93
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<<SetHeat 2>>
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<<switch_fix_system_to BodyModule>>
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<<ShowHeatMap>>
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<<endif>>
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<<jump UF停止想象CheckEnd>>
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===
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title: UF停止想象CheckEnd
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tags:
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colorID: 3
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group:视觉检查
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position: -2052,-2351
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---
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<<Set_MouseMovementLockState EyeManager false>>
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===
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title: 降温失败的对话
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position: 255,114
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@@ -2,6 +2,7 @@ title: 进入分析
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tags:
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position: 43,-97
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---
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<<delete_line LineManager MemoryEye>>
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///可以先用思考专用黑幕,把showobj之外的部分都盖住,每次分析用showobj展示ppt,做一个思考阶段,把线索回顾一下
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【占位】:刚才我们看到似乎记忆在破坏UF做的图像学习
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【占位】:查询,这是原型改造遗留的bug【想象】(这里感觉讲不清楚不行,但是讲清楚了可能会有点剧透)
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@@ -1,8 +1,9 @@
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title: 进入第一次发热
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title: 进入第一次发热
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tags:
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colorID: 3
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position: 322,-1030
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---
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<<delete_line LineManager MemoryEye>>
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<<switch_fix_system_to "BodyModule">>
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===
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@@ -1,4 +1,4 @@
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title: MemoryDeepIn
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title: MemoryDeepIn
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tags:
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---
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<<switch_fix_system_to Memory>>
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@@ -73,26 +73,26 @@ position: -1,976
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===
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title: OnMemoryViewShow
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tags:
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colorID: 3
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position: -9,239
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---
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<<if visited("OnMemoryViewShow")==false>>
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me: 把打孔带放进插槽里,读取记忆吧。
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<<ShowNotification ClueManager 提示 将打孔带拖至槽位>>
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<<endif>>
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<<if $gameStage<4>>
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<<if $memoryCount==3>>
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me: 该看的都看过了
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<<switch_fix_system_to "BodyModule" "Peipei1.json">>
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<<endif>>
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<<elseif $gameStage>4>>
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me: 该看的都看过了
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<<BackToMainView target>>
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<<switch_fix_system_to "BodyModule" "Peipei1.json">>
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<<endif>>
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===
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// title: OnMemoryViewShow
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// tags:
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||||
// colorID: 3
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// position: -9,239
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// ---
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||||
// <<if visited("OnMemoryViewShow")==false>>
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// me: 把打孔带放进插槽里,读取记忆吧。
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// <<ShowNotification ClueManager 提示 将打孔带拖至槽位>>
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// <<endif>>
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// <<if $gameStage<4>>
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// <<if $memoryCount==3>>
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||||
// me: 该看的都看过了
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||||
// <<switch_fix_system_to "BodyModule" "Peipei1.json">>
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// <<endif>>
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||||
// <<elseif $gameStage>4>>
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||||
// me: 该看的都看过了
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||||
// <<BackToMainView target>>
|
||||
// <<switch_fix_system_to "BodyModule" "Peipei1.json">>
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// <<endif>>
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// ===
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title: OnMemoryInsert
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@@ -210,7 +210,7 @@ me: 终于好了……去记忆模块里看看是怎么回事吧。
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title: 主维修界面游戏状态检查
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tags:
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position: 238,-441
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position: 238,-443
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---
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<<if $gameStage == 0>>//结尾talk
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<<jump 流程结束>>
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@@ -872,7 +872,7 @@ peipei: 医生?
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title: 结论2
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tags:
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colorID: 8
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position: -286,192
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position: -530,-61
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---
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<<set $gameStage=7>>
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me: 佩佩?
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@@ -958,6 +958,7 @@ me: 何况,如果不清除掉记忆中的色彩,症状会不会……
|
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===
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title: 色彩抹除后续
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position: -23,-260
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---
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peipei: 医生……
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<<character_face_new "微笑">>
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@@ -1009,6 +1010,7 @@ peipei: 我们去维修室吧。
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title: 色彩抹除选项组_level1
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position: -38,-77
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---
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->建议直接进行色彩抹除
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me: 你不会想这么做的。
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@@ -1031,6 +1033,7 @@ title: 色彩抹除选项组_level1
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===
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title: 色彩抹除选择组_level2
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position: -302,42
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---
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->建议直接进行色彩抹除
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me: 佩佩…
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@@ -1076,7 +1079,7 @@ title: 色彩抹除选择组_level2
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title: 安装晶圆
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position: -63,715
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---
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<<complete_task TaskManager "安装色觉晶圆">>
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me: 装好了……
|
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@@ -1094,7 +1097,7 @@ me: 只要进视觉做一次重置…就好了。
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title: FinishInstall
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position: -309,564
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position: -16,371
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---
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<<if $gameStage==7>>
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- {r: 0.08498357, g: 0.08498357, b: 0.08498357, a: 0.08498357}
|
||||
- {r: 0.112748355, g: 0.112748355, b: 0.112748355, a: 0.112748355}
|
||||
- {r: 0.14427674, g: 0.14427674, b: 0.14427674, a: 0.14427674}
|
||||
- {r: 0.17917256, g: 0.17917256, b: 0.17917256, a: 0.17917256}
|
||||
- {r: 0.21703963, g: 0.21703963, b: 0.21703963, a: 0.21703963}
|
||||
- {r: 0.25748178, g: 0.25748178, b: 0.25748178, a: 0.25748178}
|
||||
- {r: 0.30010286, g: 0.30010286, b: 0.30010286, a: 0.30010286}
|
||||
- {r: 0.3445067, g: 0.3445067, b: 0.3445067, a: 0.3445067}
|
||||
- {r: 0.39029714, g: 0.39029714, b: 0.39029714, a: 0.39029714}
|
||||
- {r: 0.43707803, g: 0.43707803, b: 0.43707803, a: 0.43707803}
|
||||
- {r: 0.48445314, g: 0.48445314, b: 0.48445314, a: 0.48445314}
|
||||
- {r: 0.5320263, g: 0.5320263, b: 0.5320263, a: 0.5320263}
|
||||
- {r: 0.5794015, g: 0.5794015, b: 0.5794015, a: 0.5794015}
|
||||
- {r: 0.62618226, g: 0.62618226, b: 0.62618226, a: 0.62618226}
|
||||
- {r: 0.67197275, g: 0.67197275, b: 0.67197275, a: 0.67197275}
|
||||
- {r: 0.7163766, g: 0.7163766, b: 0.7163766, a: 0.7163766}
|
||||
- {r: 0.7589977, g: 0.7589977, b: 0.7589977, a: 0.7589977}
|
||||
- {r: 0.7994399, g: 0.7994399, b: 0.7994399, a: 0.7994399}
|
||||
- {r: 0.837307, g: 0.837307, b: 0.837307, a: 0.837307}
|
||||
- {r: 0.87220275, g: 0.87220275, b: 0.87220275, a: 0.87220275}
|
||||
- {r: 0.90373117, g: 0.90373117, b: 0.90373117, a: 0.90373117}
|
||||
- {r: 0.9314959, g: 0.9314959, b: 0.9314959, a: 0.9314959}
|
||||
- {r: 0.9551009, g: 0.9551009, b: 0.9551009, a: 0.9551009}
|
||||
- {r: 0.97415006, g: 0.97415006, b: 0.97415006, a: 0.97415006}
|
||||
- {r: 0.9882471, g: 0.9882471, b: 0.9882471, a: 0.9882471}
|
||||
- {r: 0.9969956, g: 0.9969956, b: 0.9969956, a: 0.9969956}
|
||||
- {r: 1, g: 1, b: 1, a: 1}
|
||||
m_Image:
|
||||
m_OverrideState: 1
|
||||
m_Value: {r: 0, g: 0, b: 0, a: 1}
|
||||
m_Solid:
|
||||
m_OverrideState: 1
|
||||
m_Value: 1
|
||||
m_Gradient:
|
||||
m_OverrideState: 1
|
||||
m_Value: {fileID: 2800000, guid: a4e4b50799621d14faeade24b5182c49, type: 3}
|
||||
m_Depth:
|
||||
m_OverrideState: 1
|
||||
m_Value: 3
|
||||
m_Fps:
|
||||
m_OverrideState: 1
|
||||
m_Value: 17
|
||||
m_Noise:
|
||||
m_OverrideState: 1
|
||||
m_Value: 3
|
||||
m_Palette:
|
||||
m_OverrideState: 1
|
||||
m_Value: {fileID: 2800000, guid: 375120ba5ec0f1d4eaa7f761d1a3d758, type: 3}
|
||||
m_Impact:
|
||||
m_OverrideState: 1
|
||||
m_Value: 1
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -118,6 +221,7 @@ MonoBehaviour:
|
||||
- {fileID: 4765057437051461016}
|
||||
- {fileID: 5229455696092315415}
|
||||
- {fileID: 3625888515786733794}
|
||||
- {fileID: -5474144875945555693}
|
||||
--- !u!114 &3625888515786733794
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 3
|
||||
@@ -130,7 +234,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 96468967439741488ad1b1af1ab44b9b, type: 3}
|
||||
m_Name: ScanlinesVol
|
||||
m_EditorClassIdentifier:
|
||||
active: 1
|
||||
active: 0
|
||||
m_Intensity:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0.405
|
||||
@@ -173,7 +277,7 @@ MonoBehaviour:
|
||||
m_Value: -0.051
|
||||
_Split:
|
||||
m_OverrideState: 1
|
||||
m_Value: 1
|
||||
m_Value: 0.46
|
||||
_Sat:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0.802
|
||||
|
||||
@@ -94,7 +94,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 2aebac967aa993140ab1982d43b8450a, type: 3}
|
||||
m_Name: GlitchVol
|
||||
m_EditorClassIdentifier:
|
||||
active: 0
|
||||
active: 1
|
||||
_weight:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0.561
|
||||
|
||||
@@ -4,9 +4,9 @@ Shader "Unlit/HeatTest"
|
||||
{
|
||||
//_MainTex ("Texture", 2D) = "white" {}
|
||||
_RampTexture ("_RampTexture", 2D) = "white" {}
|
||||
_UFtexture ("_UFtexture", 2D) = "white" {}
|
||||
_Memorytexture ("_Memorytexture", 2D) = "white" {}
|
||||
_Eyetexture ("_Eyetexture", 2D) = "white" {}
|
||||
_UFtexture ("_UFtexture", 2D) = "white" {}
|
||||
_Emotexture ("_Emotexture", 2D) = "white" {}
|
||||
_Logictexture ("_Logictexture", 2D) = "white" {}
|
||||
_Speaktexture ("_Speaktexture", 2D) = "white" {}
|
||||
@@ -48,9 +48,9 @@ Shader "Unlit/HeatTest"
|
||||
sampler2D _Noise;
|
||||
uniform float4 _Points[7]; // (x, y) = center z = tempture
|
||||
uniform float4 _Properties[7]; // (x,y) = boxsize
|
||||
sampler2D _UFtexture;
|
||||
sampler2D _Memorytexture;
|
||||
sampler2D _Eyetexture ;
|
||||
sampler2D _UFtexture;
|
||||
sampler2D _Emotexture;
|
||||
sampler2D _Logictexture ;
|
||||
sampler2D _Speaktexture;
|
||||
@@ -111,11 +111,11 @@ float remap(float x, float a, float b, float c, float d)
|
||||
float GetAlphaForTexture(int j, float2 localPos)
|
||||
{
|
||||
if (j == 0)
|
||||
return tex2D(_Memorytexture, localPos).a;
|
||||
else if (j == 1)
|
||||
return tex2D(_Eyetexture, localPos).a;
|
||||
else if (j == 2)
|
||||
return tex2D(_UFtexture, localPos).a;
|
||||
else if (j == 1)
|
||||
return tex2D(_Memorytexture, localPos).a;
|
||||
else if (j == 2)
|
||||
return tex2D(_Eyetexture, localPos).a;
|
||||
else if (j == 3)
|
||||
return tex2D(_Emotexture, localPos).a;
|
||||
else if (j == 4)
|
||||
|
||||
@@ -247,6 +247,7 @@ namespace AibisDream.FixSystem
|
||||
float duration = 0.5f;
|
||||
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
|
||||
var UFSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
|
||||
var EyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
|
||||
// 先切BodyModule
|
||||
if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule))
|
||||
{
|
||||
@@ -261,13 +262,16 @@ namespace AibisDream.FixSystem
|
||||
yield return CameraKit.Instance.SwitchCamera(CameraEnum.UF);
|
||||
yield return MainUIController.Instance.FadeInSync(duration);
|
||||
UFSystem.OpenUFView();
|
||||
EyeSystem.OnEnter();
|
||||
yield return MainUIController.Instance.FadeOutSync(duration);
|
||||
}
|
||||
|
||||
public IEnumerator Exit()
|
||||
{
|
||||
var UFSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
|
||||
var eyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
|
||||
eyeSystem.OnExit();
|
||||
UFSystem.CloseUFView();
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,38 +1,184 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using AibisDream;
|
||||
using AibisDream.FixSystem;
|
||||
using AibisDream.Framework;
|
||||
using Cinemachine;
|
||||
|
||||
using UnityEngine.Rendering;
|
||||
using Yarn.Unity;
|
||||
using DG.Tweening;
|
||||
using VolFx;
|
||||
using System.Drawing.Text; // 引入 DoTween 命名空间
|
||||
public class UFSystem : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
private GameObject _UFCover;
|
||||
private GameObject _UFModule;
|
||||
|
||||
private EyeSystem eyeSystem;
|
||||
|
||||
public GameObject UFPanel;
|
||||
|
||||
private bool isLoopImage = false;
|
||||
|
||||
[SerializeField] private Volume FullAscillVolume;
|
||||
[SerializeField] private Volume imageAscillVolume;
|
||||
[SerializeField] private Volume imageVolume;
|
||||
[SerializeField] private Volume finalVolume;
|
||||
|
||||
|
||||
private AsciiVol ascii;
|
||||
|
||||
private Tween scaleTween; // 存储 Tween 动画
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
FixSystemCenter.SystemDic.Register(this);
|
||||
var virtualCam = transform.Find("UF Camera").GetComponent<ICinemachineCamera>();
|
||||
CameraKit.Instance.RegisterCamera(CameraEnum.UF, virtualCam);
|
||||
eyeSystem = FindObjectOfType<EyeSystem>();
|
||||
}
|
||||
public void TweenWeight(Volume postProcessingVolume, float targetWeight, float duration)
|
||||
{
|
||||
// 动态调整权重
|
||||
DOTween.To(() => postProcessingVolume.weight, x => postProcessingVolume.weight = x, targetWeight, duration);
|
||||
}
|
||||
[YarnCommand("UFEffect_ImageIn")]
|
||||
public IEnumerator UFImageIn(float duration = 1.5f)
|
||||
{
|
||||
if (eyeSystem.CurrentTarget != null)
|
||||
{
|
||||
AudioManager.RandomPlayInteraction("colorimagine");
|
||||
eyeSystem.CurrentTarget.ImageIn(duration);
|
||||
TweenWeight(imageVolume, 1, duration);
|
||||
}
|
||||
yield return new WaitForSeconds(duration);
|
||||
}
|
||||
[YarnCommand("UFEffect_ImageOut")]
|
||||
public IEnumerator UFImageOut(float duration = 1.5f)
|
||||
{
|
||||
if (eyeSystem.CurrentTarget != null)
|
||||
{
|
||||
eyeSystem.CurrentTarget.ImageOut(duration);
|
||||
TweenWeight(imageVolume, 0, duration);
|
||||
TweenWeight(imageAscillVolume, 1, duration);
|
||||
TweenWeight(finalVolume, 0, duration);
|
||||
AudioManager.RandomPlayInteraction("colorimagine");
|
||||
}
|
||||
yield return new WaitForSeconds(0);
|
||||
}
|
||||
// [YarnCommand("UFEffect_Processing")]
|
||||
// public IEnumerator UFProcessing(EyeTarget eyeSystem.CurrentTarget)
|
||||
// {
|
||||
// if (eyeSystem.CurrentTarget != null)
|
||||
// {
|
||||
// TweenWeight(imageVolume,1,1);
|
||||
// TweenWeight(imageAscillVolume,1,1);
|
||||
// TweenWeight(finalVolume,0,1);
|
||||
// AudioManager.RandomPlayInteraction("colorimagine");
|
||||
// }
|
||||
// yield return new WaitForSeconds(1);
|
||||
// }
|
||||
// [YarnCommand("UFEffect_ImageOutFinfish")]
|
||||
// public IEnumerator UFImageOutFinfish(float duration=1.5f)
|
||||
// {
|
||||
// if (eyeSystem.CurrentTarget != null)
|
||||
// {
|
||||
// AudioManager.RandomPlayInteraction("colorimagine");
|
||||
// eyeSystem.CurrentTarget.ImageOut(2);
|
||||
// TweenWeight(imageVolume,0,2);
|
||||
// }
|
||||
// yield return new WaitForSeconds(2);
|
||||
// }
|
||||
[YarnCommand("UFEffect_ImageFinish")]
|
||||
public IEnumerator UFImageFinish(float duration = 1.5f)
|
||||
{
|
||||
if (eyeSystem.CurrentTarget != null)
|
||||
{
|
||||
AudioManager.RandomPlayInteraction("colorimagine");
|
||||
TweenWeight(imageVolume, 0, duration);
|
||||
TweenWeight(imageAscillVolume, 0, duration);
|
||||
TweenWeight(finalVolume, 1, duration);
|
||||
}
|
||||
yield return new WaitForSeconds(duration);
|
||||
}
|
||||
|
||||
|
||||
[YarnCommand("StartUFEffect_loop")]
|
||||
public void UFImageLoop()
|
||||
{
|
||||
StartCoroutine(UFImageLoopProcess());
|
||||
}
|
||||
[YarnCommand("StopUFEffect_loop")]
|
||||
public void StopUFImageLoop()
|
||||
{
|
||||
isLoopImage = false;
|
||||
}
|
||||
[YarnCommand("UFEffect_ImageAll")]
|
||||
public void ImageAll()
|
||||
{
|
||||
UFImageIn(1);
|
||||
foreach (EyeTarget target in eyeSystem.Targets)
|
||||
{
|
||||
target.ImageIn(1);
|
||||
}
|
||||
scaleTween = DOTween.To(() => 0f, t =>
|
||||
{
|
||||
// 根据 t(0 到 1 的变化)更新多个值
|
||||
imageVolume.weight = Mathf.Lerp(0f, 1f, t); // 例如:imageVolume 的 weight
|
||||
imageAscillVolume.weight = Mathf.Lerp(0f, 1f, t); // 假设 saturation 是另一个值
|
||||
finalVolume.weight = Mathf.Lerp(1f, 0f, t); // 假设 contrast 是另一个值
|
||||
}, 1f, 1f)
|
||||
.SetEase(Ease.InOutSine) // 平滑缓动
|
||||
.SetLoops(-1, LoopType.Yoyo); // 无限循环
|
||||
}
|
||||
|
||||
public IEnumerator UFImageLoopProcess()
|
||||
{
|
||||
int index = 0;
|
||||
isLoopImage = true;
|
||||
while (isLoopImage) // 无限循环
|
||||
{
|
||||
eyeSystem.StartCoroutine(eyeSystem.SetTargetCoroutine(eyeSystem.Targets[index].name, false));
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
StartCoroutine(UFImageIn(0.5f));
|
||||
eyeSystem.Targets[index].ImageIn(0.5f);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
StartCoroutine(UFImageFinish(0.5f));
|
||||
yield return new WaitForSeconds(1f);
|
||||
eyeSystem.Targets[index].ImageOut(0.5f);
|
||||
StartCoroutine(UFImageOut(0.5f));
|
||||
index++;
|
||||
// 如果到达列表末尾,则回到开头
|
||||
if (index >= eyeSystem.Targets.Count)
|
||||
{
|
||||
index = 0;
|
||||
}
|
||||
//yield return new WaitForSeconds(1f); // 每隔1秒打印一次
|
||||
}
|
||||
}
|
||||
public void OpenUFView()
|
||||
{
|
||||
if (!UFPanel.activeInHierarchy)
|
||||
if (!FullAscillVolume.gameObject.activeInHierarchy)
|
||||
{
|
||||
UFPanel.SetActive(true);
|
||||
FullAscillVolume.gameObject.SetActive(true);
|
||||
imageAscillVolume.weight = 1;
|
||||
imageVolume.weight = 0;
|
||||
finalVolume.weight = 0;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void CloseUFView()
|
||||
{
|
||||
if (UFPanel.activeInHierarchy)
|
||||
if (FullAscillVolume.gameObject.activeInHierarchy)
|
||||
{
|
||||
UFPanel.SetActive(false);
|
||||
FullAscillVolume.gameObject.SetActive(false);
|
||||
imageAscillVolume.weight = 1;
|
||||
imageVolume.weight = 0;
|
||||
finalVolume.weight = 0;
|
||||
//scaleTween.Kill();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user