修补缺漏
记忆图片替换 调整task层级
This commit is contained in:
@@ -32,13 +32,13 @@ public class UFProcess : MonoBehaviour
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memoryProcessImage.material.SetFloat("_GlitchFade", 0);
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}
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[YarnCommand("UFprocess")]
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public void ProcessMemory(string memoryFinishedImageName, string UFImageName,bool isColorWrong=false)
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public IEnumerator ProcessMemory(string memoryFinishedImageName, string UFImageName,bool isColorWrong=false)
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{
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if (isProcessing)
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{
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Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
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return;
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yield break;
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}
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isProcessing = true; // 开始处理,设置为true
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@@ -57,13 +57,13 @@ public class UFProcess : MonoBehaviour
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if (memoryFinishedSprite == null)
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{
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Debug.LogError("Memory finished image not found: " + memoryFinishedImageName);
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return;
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yield break;
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}
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if (UFMemorySprite == null)
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{
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Debug.LogError("UF image not found: " + UFImageName);
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return;
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yield break;
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}
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currentImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
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@@ -123,6 +123,7 @@ public class UFProcess : MonoBehaviour
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UFImage.gameObject.SetActive(false);
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isProcessing = false; // 处理完成,设置为false
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});
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yield return memorySequence.WaitForCompletion();
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}
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public bool IsProcessing()
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{
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@@ -8075,6 +8075,7 @@ RectTransform:
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m_LocalScale: {x: 0, y: 0, z: 0}
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 555910940}
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- {fileID: 1613208941}
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- {fileID: 1649538715}
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- {fileID: 180053801}
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@@ -8085,7 +8086,6 @@ RectTransform:
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- {fileID: 2060600359}
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- {fileID: 550049039}
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- {fileID: 783911287}
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- {fileID: 555910940}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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Binary file not shown.
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Before Width: | Height: | Size: 369 KiB After Width: | Height: | Size: 1.3 MiB |
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Before Width: | Height: | Size: 1.5 MiB After Width: | Height: | Size: 1.5 MiB |
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Before Width: | Height: | Size: 421 KiB After Width: | Height: | Size: 362 KiB |
@@ -164,7 +164,7 @@ Material:
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- _DirectionalAlphaFadeNoiseFactor: 0.2
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- _DirectionalAlphaFadeRotation: 0
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- _DirectionalAlphaFadeWidth: 0.2
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- _DirectionalDistortionFade: -2
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- _DirectionalDistortionFade: -14
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- _DirectionalDistortionInvert: 0
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- _DirectionalDistortionNoiseFactor: 0.2
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- _DirectionalDistortionRandomDirection: 0.1
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@@ -5,7 +5,6 @@ tags:
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//<<load_scene 佩佩视觉模块>>
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->打开书并翻到第四页
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<<OpenBook BookManager>>
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<<wait 0.5>>
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<<Flip BookManager 4 >>
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//页码需要在编辑内找到book去配置
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[command name=listen_closeBook /]
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@@ -78,8 +78,8 @@ position: 69,-488
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->查询手册
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<<OpenBook BookManager>>
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<<Flip BookManager 1 >>
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///[command name=activate_socket_choice /]
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///[options /]
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[command name=listen_closeBook /]
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[options /]
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->CloseBook
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我: 原来是通过UnstableFusion模块直接调用记忆进行绘图的。
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我: 嗯…无论如何问题听起来都在头部。来看一看吧。
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@@ -126,7 +126,7 @@ position: 71,-262
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<<jump Choice>>
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===
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title: Choice
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position: 76,21
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position: 76,20
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---
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<<start_transition ViewManager "MainView">>
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<<if $FirstVisitedHead_PeipeiTalk==false>>
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@@ -187,7 +187,7 @@ position: 76,21
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->查询手册
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<<OpenBook BookManager>>
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<<Flip BookManager 3 >>
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[command name=activate_socket_choice /]
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[command name=listen_closeBook /]
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[options /]
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->CloseBook
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//<<解锁条目-UF模块1>>
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@@ -201,7 +201,7 @@ position: 76,21
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->查询手册
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<<OpenBook BookManager>>
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<<Flip BookManager 3 >>
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[command name=activate_socket_choice /]
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[command name=listen_closeBook /]
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[options /]
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->CloseBook
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我: 好的…我明白了。我需要做一个快速绘图流程,然后才能知道UF可能存在的问题。
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@@ -361,7 +361,7 @@ position: 553,9
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->查询手册
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<<OpenBook BookManager>>
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<<Flip BookManager 3 >>
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[command name=activate_socket_choice /]
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[command name=listen_closeBook /]
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[options /]
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->CloseBook
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我: 好的,我明白了。
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@@ -426,7 +426,7 @@ position: -384,22
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->查询手册
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<<OpenBook BookManager>>
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<<Flip BookManager 4 >>
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[command name=activate_socket_choice /]
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[command name=listen_closeBook /]
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[options /]
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->CloseBook
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我: 不兼容型排异反应:由于受到一些记忆的排异,UF无法正常读取素材。按照手册说的,看来需要在记忆模块定位排异源。
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@@ -524,6 +524,8 @@ position: -266,367
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->检查手册
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<<OpenBook BookManager>>
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<<Flip BookManager 5 >>
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[command name=listen_closeBook /]
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[options /]
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///[command name=activate_socket_choice /]
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///[options /]
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->CloseBook
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@@ -567,6 +569,7 @@ position: 85,821
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---
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/////头部视角-视觉-记忆桥截断术
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//<<start_transition ViewManager "MainView">>
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[command name=activate_socket_choice /]
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[options /]
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-> MemoryEyeScissor
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<<set_scissors_mode LineManager false>>
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@@ -677,7 +680,7 @@ position: 86,1272
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佩佩: 其实还挺不错的……比我想象的好多了。
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佩佩: 医生,我是你遇到过最矫情的员工吗?
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->(一些互动对话,略)
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<<character_fade_Out duration>>
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<<character_fade_Out 1>>
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//////这段对话形式还需要探索下——我需要玩玩coffeetalk等
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===
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@@ -36,6 +36,8 @@ position: 66,-520
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---
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///<<播放急切冲进门的声音>>
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//<<character_into Peipei>>
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<<character_switch_image Peipei_1>>
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<<character_fade_in 1>>
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佩佩: 对不起,我搞砸了。
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我: 佩佩?怎么了?
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我: 你眼睛那儿流的是…冷却液吗?
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@@ -517,6 +519,7 @@ position: 124,513
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//<<fade_out 2>>
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<<load_scene ClinicScene>>
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<<character_init Peipei_1>>
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我: 我想我们失败了,佩佩。
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佩佩: 也就是说,现在没有任何办法了治好我了?
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我: 我说过我一定会把你治好的……冷静。再想想……
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@@ -592,12 +595,10 @@ position: 85,821
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佩佩: 什么?……我不知道,他们就让我签了一个协议。
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我: 好吧,先别管它了……
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我: 看起来数据都汇入了这个自我学习模块……
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<<start_transition ViewManager "UFView">>
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<<start_transition ViewManager "UFView">>
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<<hide_dialog>>
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->执行绘图
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<<UFprocess UFManager "liuying1-3" "广告尝试2" true>>
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<<hide_dialog>>
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<<wait 5>>
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///替代描述: 【观察自我学习模块的预览窗口】
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///替代描述: 【看到画面被UF揉碎、扭曲、变成罐头图片】
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我: 这个过程……无法被停止。
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@@ -622,7 +623,9 @@ position: 85,821
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佩佩: 它回来了,想象力……回来了。我已经好久没有看到过颜色了,医生…帮我把色觉插上吧。
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///没插上之前是想象颜色吧,强调下插上后的感觉,就是不用想象颜色了,肯定和想象还是不一样的
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->执行色觉连接操作
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<<fade_in 2>>
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<<reconnected_line LineManager MemoryEye>>
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<<fade_out 2>>
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<<set $EyeVisited_PeipeiTalk2 to false>>
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<<set $UFVisited_PeipeiTalk2 to false>>
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<<jump ColorRecover>>
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@@ -13,10 +13,11 @@ position: 0,0
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title: Test1
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position: 55,-1208
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---
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<<character_switch_image Peipei_1>>
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<<character_fade_in 1>>
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我:坚持住,佩佩。
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我:我们还剩…三个小时。我们开始吧。
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///进入维修界面
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<<load_scene 佩佩视觉模块>>
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///设置成UF模块缺失的状态
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<<Set_ViewVisualState ViewManager "ColorView" 1>>
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@@ -333,7 +334,7 @@ position: 55,-1208
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我: ……
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我: 不。好像还有一个……不愿意被忘掉的记忆。
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->播放给医生的留言
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<<search_memory MemoryManager "liuying1-1">>
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<<search_memory MemoryManager "liuying3-1">>
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我: ……
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->忘了这一切吧。
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->我们怎么到今天这步的?
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@@ -10,8 +10,9 @@ title: ScreenEffect
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tags:
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---
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->黑屏过渡
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<<fadeIn ScreenEffect 1 1>>
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<<fadeIn ScreenEffect 1>>
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<<hide_dialog>>
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<<fadeOut ScreenEffect 1>>
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<<jump ScreenEffect>>
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->震动屏幕
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<<shakeScreen ScreenEffect>>
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@@ -1233,10 +1233,10 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 18a3ec3914131d44199ae33902edf159, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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runMode: 0
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runMode: 1
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firstTalkSO: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
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clinicScene: ClinicScene
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testYarnProject: Task
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testYarnProject: CutLine
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--- !u!4 &719228339
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Transform:
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m_ObjectHideFlags: 0
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@@ -1576,12 +1576,12 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 886733270}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0.49306798, y: -0.30097836, z: 0.10314257}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: -747.66504, y: -442.781, z: 11.91071}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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||||
m_Father: {fileID: 0}
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||||
m_Father: {fileID: 1009826577}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &886733273
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MonoBehaviour:
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@@ -1597,6 +1597,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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book: {fileID: 996104069}
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||||
CloseBookButton: {fileID: 791733126}
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||||
OepnBookButton: {fileID: 1210536474}
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||||
--- !u!1 &973075152
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||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -1774,10 +1775,14 @@ PrefabInstance:
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||||
propertyPath: m_IsActive
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||||
value: 0
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||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 11403584, guid: fe9bfb5044c0cc646baba1ad7d354100, type: 3}
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||||
propertyPath: m_Sprite
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||||
value:
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||||
objectReference: {fileID: 21300000, guid: 9392513c59cb1ca47baf6defed520dcd, type: 3}
|
||||
- target: {fileID: 11415212, guid: fe9bfb5044c0cc646baba1ad7d354100, type: 3}
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||||
propertyPath: canvas
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||||
value:
|
||||
objectReference: {fileID: 0}
|
||||
objectReference: {fileID: 1654679523}
|
||||
- target: {fileID: 11415212, guid: fe9bfb5044c0cc646baba1ad7d354100, type: 3}
|
||||
propertyPath: background
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||||
value:
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||||
@@ -1972,6 +1977,7 @@ Transform:
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||||
m_Children:
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||||
- {fileID: 72512886}
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||||
- {fileID: 719228339}
|
||||
- {fileID: 886733272}
|
||||
m_Father: {fileID: 0}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!1 &1095691305
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||||
@@ -2348,19 +2354,7 @@ MonoBehaviour:
|
||||
m_TargetGraphic: {fileID: 1210536475}
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||||
m_OnClick:
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||||
m_PersistentCalls:
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||||
m_Calls:
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||||
- m_Target: {fileID: 886733273}
|
||||
m_TargetAssemblyTypeName: BookManager, Assembly-CSharp
|
||||
m_MethodName: OpenBook
|
||||
m_Mode: 1
|
||||
m_Arguments:
|
||||
m_ObjectArgument: {fileID: 0}
|
||||
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
|
||||
m_IntArgument: 0
|
||||
m_FloatArgument: 0
|
||||
m_StringArgument:
|
||||
m_BoolArgument: 0
|
||||
m_CallState: 2
|
||||
m_Calls: []
|
||||
--- !u!114 &1210536475
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -3494,8 +3488,8 @@ RectTransform:
|
||||
m_LocalScale: {x: 0, y: 0, z: 0}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children:
|
||||
- {fileID: 996104070}
|
||||
- {fileID: 1210536473}
|
||||
- {fileID: 996104070}
|
||||
m_Father: {fileID: 0}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
@@ -4054,5 +4048,4 @@ SceneRoots:
|
||||
- {fileID: 1343879457}
|
||||
- {fileID: 1009826577}
|
||||
- {fileID: 1655147933}
|
||||
- {fileID: 886733272}
|
||||
- {fileID: 1654679524}
|
||||
|
||||
@@ -15,6 +15,8 @@ public class BookManager : MonoBehaviour
|
||||
|
||||
public Button CloseBookButton;
|
||||
|
||||
public Button OepnBookButton;
|
||||
|
||||
private RectTransform bookPos;
|
||||
|
||||
public event System.Action OnBookClosed;
|
||||
@@ -28,6 +30,11 @@ public class BookManager : MonoBehaviour
|
||||
// 仅关闭书本,不执行额外操作
|
||||
CloseBook();
|
||||
});
|
||||
OepnBookButton.onClick.RemoveAllListeners(); // 确保不会重复绑定
|
||||
OepnBookButton.onClick.AddListener(() =>
|
||||
{
|
||||
ButtonOpenBook();
|
||||
});
|
||||
DialogController.Instance.RegisterOptionCommand("listen_closeBook", CombineCloseBook);
|
||||
flipmanager=book.gameObject.GetComponent<AutoFlip>();
|
||||
bookPos=book.gameObject.GetComponent<RectTransform>();
|
||||
@@ -55,6 +62,11 @@ public void CombineCloseBook(YarnOption[] options)
|
||||
}
|
||||
}
|
||||
|
||||
public void ButtonOpenBook()
|
||||
{
|
||||
StartCoroutine(OpenBook());
|
||||
}
|
||||
|
||||
[YarnCommand("OpenBook")]
|
||||
|
||||
public IEnumerator OpenBook()
|
||||
|
||||
@@ -31,7 +31,7 @@ public class ScreenEffectManager : MonoBehaviour
|
||||
else
|
||||
{
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject); // 可选:保持在场景加载之间
|
||||
//DontDestroyOnLoad(gameObject); // 可选:保持在场景加载之间
|
||||
}
|
||||
}
|
||||
|
||||
@@ -59,17 +59,23 @@ public class ScreenEffectManager : MonoBehaviour
|
||||
|
||||
// 黑屏淡入淡出效果
|
||||
[YarnCommand("fadeIn")]
|
||||
public IEnumerator FadeIn(float waitTime, float duration)
|
||||
public IEnumerator FadeIn(float duration)
|
||||
{
|
||||
blackoutPanel.gameObject.SetActive(true);
|
||||
Sequence fadeInSequence = DOTween.Sequence();
|
||||
fadeInSequence.Append(blackoutPanel.DOFade(1f, duration));
|
||||
fadeInSequence.AppendInterval(waitTime);
|
||||
fadeInSequence.Append(blackoutPanel.DOFade(0f, duration).OnComplete(() =>
|
||||
//fadeInSequence.AppendInterval(waitTime);
|
||||
yield return fadeInSequence.WaitForCompletion();
|
||||
}
|
||||
[YarnCommand("fadeOut")]
|
||||
public IEnumerator FadeOut(float duration)
|
||||
{
|
||||
Sequence fadeOutSequence = DOTween.Sequence();
|
||||
fadeOutSequence.Append(blackoutPanel.DOFade(0f, duration).OnComplete(() =>
|
||||
{
|
||||
blackoutPanel.gameObject.SetActive(false);
|
||||
}));
|
||||
yield return fadeInSequence.WaitForCompletion();
|
||||
yield return fadeOutSequence.WaitForCompletion();
|
||||
}
|
||||
|
||||
// 红色闪烁效果
|
||||
|
||||
@@ -94,6 +94,8 @@ public void CutLine(InteractiveLineSegment originalLineSegment, Vector3 splitPoi
|
||||
// Immediately destroy the original line segment
|
||||
Destroy(originalLineSegment.gameObject);
|
||||
Debug.Log("线销毁了");
|
||||
StartCoroutine(ScreenEffectManager.Instance.FlashRed(0.3f));
|
||||
StartCoroutine(ScreenEffectManager.Instance.ShakeScreen());
|
||||
SaveCutLine(originalLineSegment.name);
|
||||
|
||||
// Start the coroutine to destroy the new line segments after fade in and out
|
||||
@@ -102,17 +104,12 @@ public void CutLine(InteractiveLineSegment originalLineSegment, Vector3 splitPoi
|
||||
|
||||
private IEnumerator DestroyNewSegmentsAfterFade(GameObject firstLineSegmentObject, GameObject secondLineSegmentObject,InteractiveLineSegment originalLineSegment)
|
||||
{
|
||||
// Assume FadeIn() is a method that starts the fade in animation and returns the duration of the animation
|
||||
float fadeDuration = 2f;
|
||||
DialogController.FadeIn(fadeDuration);
|
||||
// Wait for the fade in animation to finish
|
||||
// Destroy the new line segments
|
||||
yield return new WaitForSeconds(fadeDuration);
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
|
||||
yield return StartCoroutine(ScreenEffectManager.Instance.FadeIn(1));
|
||||
Destroy(firstLineSegmentObject);
|
||||
Destroy(secondLineSegmentObject);
|
||||
// Assume FadeOut() is a method that starts the fade out animation and returns the duration of the animation
|
||||
DialogController.FadeOut(fadeDuration);
|
||||
yield return new WaitForSeconds(fadeDuration);
|
||||
yield return StartCoroutine(ScreenEffectManager.Instance.FadeOut(1));
|
||||
originalLineSegment.Option.SelectOption();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user