打孔带打印,存储替换完成

This commit is contained in:
2024-12-25 19:46:56 +08:00
parent cc4d3a5a05
commit 1eae4e42d4
14 changed files with 650 additions and 61 deletions
+9 -9
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+6 -6
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@@ -65,11 +65,7 @@ colorID: 6
group:视觉检查
position: 16,782
---
// me: 为什么视觉模块会从记忆调用数据呢…奇怪了。
// me: 我怎么也找不到……
// <<hide_dialog>>
// <<wait 1>>
// peipei: 医生…对不起…我没有主动告诉你我看不见颜色。
peipei: 还有一件事,我最好还是主动告诉你。
me: 啊…什么?
peipei: 我不是故意要瞒着的…只是我还以为,这不是什么大问题。
@@ -82,10 +78,9 @@ me: 啊?
peipei: 我其实能够以某种方式看到一些颜色……
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 记忆编号#3014_03_08_ABBA 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 非法记忆引用1 记忆索引卡带打印中...请等待... 2>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager 天空 EyeView liuying1-3>>
<<wait 1>>
me: 记忆…向视觉发送了数据?然后生成了这些颜色?
@@ -193,10 +188,9 @@ peipei: 坏了!我还有一张海报没出……
peipei: 啊……我差点忘了。我来这里就是为了这个。
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 记忆编号#3014_03_08_ABBA 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 非法记忆引用1 记忆索引卡带打印中...请等待... 2>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager "海报" "EyeView" "liuying1-1">>
->放入收藏夹
<<CollectionClue ClueManager>>
@@ -230,9 +224,9 @@ peipei: 我还是把它养死了。
peipei: 我愧疚了好久,那时的我真的以为小草可以长成一棵树。
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 记忆编号#3014_03_08_ABBA 正在向视觉非法写入色彩数据,是否打印索引?>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 非法记忆引用1 记忆索引卡带打印中...请等待... 2>>
<<PrintPunchTapes 1>>
<<wait 0.5>>
<<generate_PunchTape ClueManager "植物" "EyeView" "liuying1-2">>
->放入收藏夹
@@ -19,7 +19,7 @@ colorID: 8
position: -2,-3039
---
<<MessageBoxSetChecking>>
<<wait 1>>
<<wait 2>>
<<MessageBoxSetText 检测到情绪模块温度高,负荷超过平均值>>
<<MessageBoxSetText 仍未到达干预阈值,无需干预>>
<<MessageBoxSetNormal>>
@@ -34,7 +34,7 @@ colorID: 8
position: 240,-2640
---
<<MessageBoxSetChecking>>
<<wait 1>>
<<wait 2>>
<<MessageBoxSetText 语言模块运转正常,使用频率低>>
<<MessageBoxSetNormal>>
<<wait 0.5>>
@@ -49,7 +49,7 @@ colorID: 8
position: 480,-3040
---
<<MessageBoxSetChecking>>
<<wait 1>>
<<wait 2>>
<<MessageBoxSetText 检测到逻辑模块负荷低于平均值>>
<<MessageBoxSetText 仍未到达干预阈值,无需干预>>
<<MessageBoxSetNormal>>
@@ -67,7 +67,7 @@ colorID: 8
position: 240,-2840
---
<<MessageBoxSetChecking>>
<<wait 1>>
<<wait 2>>
<<MessageBoxSetText 未找到色觉晶圆>>
<<MessageBoxSetWarning>>
<<if visited("ColorPlugIn")==false>>
@@ -83,7 +83,7 @@ colorID: 8
position: 240,-3040
---
<<MessageBoxSetChecking>>
<<wait 1>>
<<wait 2>>
<<MessageBoxSetText 检测到记忆模块运转正常>>
<<MessageBoxSetText 检测到拥有合法记忆卡带>>
<<MessageBoxSetText 可以深入记忆模块查看记忆>>
@@ -103,7 +103,7 @@ colorID: 8
position: 0,-2840
---
<<MessageBoxSetChecking>>
<<wait 1>>
<<wait 2>>
<<MessageBoxSetText UF模块运转出现错误>>
<<MessageBoxSetText 需要深入UF模块控制台查看详细进程>>
<<MessageBoxSetError>>
@@ -119,7 +119,7 @@ position: 480,-2840
//待编辑
//佩佩很害怕,她意识到了原来的颜色再也回不来了
<<MessageBoxSetChecking>>
<<wait 1>>
<<wait 2>>
<<if $gameStage==7>>
<<MessageBoxSetText 视觉模块未发现明显异常>>
<<MessageBoxSetText 仍需深入视觉模块详细复查>>
@@ -124,41 +124,32 @@ position: 251,-1150
<<wait 0.5>>
<<fade_out 0.5>>
<<add_task TaskManager 寻找绘图异常相关线索>>
<<task_moveIn TaskManager>>
【占位】进入维修后,你想要进UF内部看一看,但是UF不允许,UF只允许调取最近1h的记录
【占位】好在这也够了,你调取了上一次绘图的记录,生成了三个记忆索引
<<MessageBoxSetWarning>>
<<MessageBoxSetText 检测到UF调取记忆记录,记忆卡带可打印>>
->打印记忆卡带
<<hide_dialog>>
<<OpenSingleButtonWindow WindowManager UF模块运行记录 共三条引用记录,是否确认调取?>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 引用1 记忆编号#3014_03_08_ABBA,是否确认打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 引用1 记忆索引卡带打印中...请等待... 2>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager UF绘图1 UFView 记忆占位>>
<<wait 1>>
->放入收藏夹
<<CollectionClue ClueManager>>
<<hide_dialog>>
<<OpenSingleButtonWindow WindowManager 引用2 记忆编号#3022_01_21_CBBA,是否确认打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 引用2 记忆索引卡带打印中...请等待... 2>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager UF绘图2 UFView 记忆占位>>
<<wait 1>>
->放入收藏夹
<<CollectionClue ClueManager>>
<<hide_dialog>>
<<OpenSingleButtonWindow WindowManager 引用3 记忆编号#3018_05_12_DBAC,是否确认打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 引用3 记忆索引卡带打印中...请等待... 2>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager UF绘图3 UFView liuying1-3>>
<<wait 1>>
->放入收藏夹
<<CollectionClue ClueManager>>
【占位】原来UF是用记忆来绘图的,有线索就好办了,去记忆看看
<<add_task TaskManager 在记忆模块检查UF生成的索引 寻找绘图异常相关线索>>
<<task_moveIn TaskManager>>
<<set $gameStage=2>>
<<jump 主维修界面游戏状态检查>>
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@@ -9,7 +9,7 @@ namespace AibisDream
private static BodyModuleSystem BodyModuleSystem => FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
private static OscilloscopeSystem OscilloscopeSystem => FixSystemCenter.SystemDic.Get<OscilloscopeSystem>();
private static PunchTapeSystem PunchTapeSystem => FixSystemCenter.SystemDic.Get<PunchTapeSystem>();
[YarnCommand("SetModuleState_CantStopRunning")]
public static void SetModuleState_CantStopRunning(string ModuleName,bool state)
{
@@ -142,5 +142,10 @@ namespace AibisDream
{
OscilloscopeSystem.StartCoroutine(OscilloscopeSystem.DisableDeepInButton());
}
[YarnCommand("PrintPunchTapes")]
public static IEnumerator PrintPunchTapes(int count)
{
yield return PunchTapeSystem.StartCoroutine(PunchTapeSystem.PrintPunchTapes(count));
}
}
}
@@ -197,7 +197,7 @@ namespace AibisDream.FixSystem
public void MessageBoxSetText(string text)
{
_screenText.color = Color.white; // 默认文本颜色
_screenText.text += text+"<br>";
_screenText.text += text+"<br>";
}
public void MessageBoxSetNull()
{
@@ -0,0 +1,76 @@
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
using AibisDream.FixSystem;
using UnityEngine.UI;
public class PunchTapeSystem : MonoBehaviour
{
public RectTransform punchTapeMachine;
public RectTransform punchTape;
public float stepInterval = 0.1f; // Interval between each printing step
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()
{
FixSystemCenter.SystemDic.Register(this);
}
public void Update()
{
if (Input.GetKeyDown(KeyCode.P))
{
StartPrinting(2);
}
}
public void StartPrinting(int tapeCount)
{
StartCoroutine(PrintPunchTapes(tapeCount));
}
public IEnumerator PrintPunchTapes(int tapeCount)
{
Vector3 machineStartPos = punchTapeMachine.anchoredPosition;
Vector3 tapeStartPos = punchTape.anchoredPosition;
Color tapeStartColor = punchTape.GetComponent<Image>().color;
while (tapeCount > 0)
{
// Move the printer to x = 2 over 1 second
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1252f, punchTapeMachine.anchoredPosition.y), 1f).WaitForCompletion();
// Gradually move the punch tape to x = -3.8 with rhythmic pattern
Vector2 targetPosition = new Vector2(796f, punchTape.anchoredPosition.y);
int patternIndex = 0;
while (Vector2.Distance(punchTape.anchoredPosition, targetPosition) > stepDistance)
{
punchTape.anchoredPosition = Vector3.MoveTowards(punchTape.anchoredPosition, targetPosition, stepDistance);
yield return new WaitForSeconds(stepPatterns[patternIndex % stepPatterns.Length]);
patternIndex++;
}
// Ensure exact final position
punchTape.anchoredPosition = targetPosition;
// Fade out the punch tape over 1 second
yield return punchTape.GetComponent<Image>().DOFade(0f, 1f).WaitForCompletion();
// Reset the punch tape position and opacity
punchTape.anchoredPosition = tapeStartPos;
punchTape.GetComponent<Image>().color = tapeStartColor;
// Decrement the tape count
tapeCount--;
}
// Move the printer back to x = 0 over 1 second
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1428.186f, punchTapeMachine.anchoredPosition.y), 1f).WaitForCompletion();
}
}
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