Merge branch 'bugfix/test' into 'develop'

fadein

See merge request aibis-dream/aibis-dream!312
This commit is contained in:
2025-03-11 08:16:11 +00:00
17 changed files with 72 additions and 17719 deletions
@@ -62,11 +62,6 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 51f6d15ecae344f4c8f675df6e590bfa
m_Address: SkyBridge
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 110d9b981abe28046801f2d3b2198391
m_Address: Bridge
m_ReadOnly: 0
+13 -9
View File
@@ -1053,15 +1053,19 @@ MonoBehaviour:
m_PostInfinity: 2
m_RotationOrder: 4
_filter:
- 0.007228916
- 0.043749984
- 0.12409639
- 0.20444278
- 0.24096388
- 0.20444278
- 0.12409639
- 0.043749984
- 0.007228916
- 0.0048309183
- 0.016401261
- 0.04532712
- 0.08293076
- 0.12053438
- 0.14946026
- 0.1610306
- 0.14946026
- 0.12053438
- 0.08293076
- 0.04532712
- 0.016401261
- 0.0048309183
--- !u!114 &-6086986437317696584
MonoBehaviour:
m_ObjectHideFlags: 3
@@ -107,7 +107,7 @@ peipei: 你一定是记得的,我也是。天空的颜色不是那么容易被
<<hide_dialog>>
<<wait 0.5>>
me: 等会…有一个报错弹窗传过来了。
<<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?>>
// <<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>>
@@ -224,7 +224,7 @@ me: 这倒是很奇特的比喻。
<<EyeEffect_FadeIn EyeManager>>
<<hide_dialog>>
<<wait 0.5>>
<<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?>>
// <<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">>
@@ -260,7 +260,7 @@ 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 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>>
<<PrintPunchTapes 1>>
<<wait 0.5>>
@@ -170,6 +170,7 @@ me: ……
me: ……
MemModule: 已授权深入检查。
->手动记忆清除
<<hide_dialog>>
<<jump MemoryDeepIn>>
===
@@ -139,7 +139,7 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
<<hide_dialog>>
<<wait 1>>
peipei: 啊,痛!又开始了……
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem imagination 3>>
【*{$targetDescription}*相关的记忆浮现】
me: 这是怎么回事…佩佩?<br>这好像是…我们上次看过的记忆画面。
@@ -241,14 +241,14 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
<<endif>>
peipei: 我可以的…我可以的……
<<set $UFCount = $UFCount + 1>>
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem imagination 3>>
【*{$targetDescription}*相关的记忆浮现】
peipei: 真的…好痛……
<<UF_SwitchState UFSystem memory 1>>
<<wait 2>>
<<UF_SwitchState UFSystem imagination 1>>
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem memory 1>>
peipei: 痛…痛死了……看这些…UF……请帮我……画一张……
<<UF_SwitchState UFSystem imagination 1>>
@@ -95,7 +95,7 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
<<hide_dialog>>
<<wait 0.5>>
peipei: 啊…#auto_next
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem imagination 2>>
【*{$currentEyeTarget}*相关的记忆浮现】
peipei: 不……停止。停止。
@@ -124,7 +124,7 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
<<jump UF停止想象CheckEnd>>
<<elseif $UFCount == 3>>
peipei: 啧…
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem imagination 3>>
【*{$currentEyeTarget}*相关的记忆浮现】
peipei: 不!停止,停止!
@@ -157,7 +157,7 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
<<hide_dialog>>
<<wait 2>>
peipei: 嘶!不对…不!停止!#auto_next
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem imagination 3>>
【*{$currentEyeTarget}*相关的记忆浮现】
peipei: 停止想象!停止想象!停止想象!#auto_next
@@ -176,17 +176,17 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
<<StartUFEffect_loop UFSystem>>
peipei: 你还不明白吗?这在他们看来一点都不重要!!
me: 佩佩,你在和谁说话?冷静……#auto_next
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
//【佩佩眨眼睛,画面出现数据乱流】
<<UF_faceIn UFSystem>>
peipei: 这没什么好看的…这没什么好看的。停下!停下!!
me: 佩佩!冷静。
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
//【植物变成油画风格】
<<UF_fightEffect UFSystem>>
peipei: 停止想象!停止想象!停止,停止,停止!
peipei: 停下!你做的所有事情都是错的……所有!他们有认真看过你一眼吗!有吗!!
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
//【画面闪白,佩佩拍自己,数据乱流加重】
<<UF_faceOut UFSystem>>
<<UF_StopfightEffect UFSystem>>
@@ -195,14 +195,14 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
peipei: 你同意了的…你同意了让做改造…你同意了他们拿走那个破晶圆…你同意了他们定义的美……你…为什么现在又…………
peipei: 我不要再这样了…我不要再这样了…让我……
me: 佩佩!#auto_next
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
// <<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SetBorkenValue UFSystem 3>>
<<wait 2>>
<<UF_SetBorkenValue UFSystem 2>>
<<wait 2>>
<<UF_SetBorkenValue UFSystem 1>>
<<wait 2>>
<<OpenSingleButtonWindow WindowManager 警告! 温度濒临临界值>>
// <<OpenSingleButtonWindow WindowManager 警告! 温度濒临临界值>>
me: 喂……!佩佩!
me: 我真是……操了…
<<complete_task TaskManager "尝试停止想象">>
@@ -164,5 +164,6 @@ MemModule: 已与记忆模块建立连接!
me: 一定是那些让佩佩对色彩留下印象深刻的记忆。像钉子一样被钉在了那里,不希望被忘记……
me: 佩佩,该放手了。不然你就永远也无法醒来了。
->手动记忆清除
<<hide_dialog>>
<<jump MemoryDeepIn>>
===
@@ -253,7 +253,7 @@ MemModule: 未检测到可查看的记忆卡带。
<<hide_dialog>>
<<clear_screen>>
MemModule: 正在生成样本打孔带…
<<OpenSingleButtonWindow WindowManager 进程检测 已定位到正在被覆盖数据的记忆……是否打印索引?>>
// <<OpenSingleButtonWindow WindowManager 进程检测 已定位到正在被覆盖数据的记忆……是否打印索引?>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager "朋友" "Memory" "shitou_0">>
+1 -1
View File
@@ -17325,7 +17325,7 @@ Canvas:
m_AdditionalShaderChannelsFlag: 25
m_UpdateRectTransformForStandalone: 0
m_SortingLayerID: 0
m_SortingOrder: 0
m_SortingOrder: 18
m_TargetDisplay: 0
--- !u!224 &1695219948
RectTransform:
+1 -1
View File
@@ -837,7 +837,7 @@ Canvas:
m_AdditionalShaderChannelsFlag: 25
m_UpdateRectTransformForStandalone: 0
m_SortingLayerID: 0
m_SortingOrder: 0
m_SortingOrder: 18
m_TargetDisplay: 0
--- !u!224 &370776970
RectTransform:
+2 -2
View File
@@ -9563,9 +9563,9 @@ MonoBehaviour:
- {fileID: 11400000, guid: e749fe0f9aa32f44097e037f52a5bfe0, type: 2}
- {fileID: 11400000, guid: 7bf300be492f2634580f0eaabcca2b2e, type: 2}
- {fileID: 11400000, guid: 088974ca6c9487041b695af86b6c93a1, type: 2}
runMode: 0
runMode: 1
firstTalkSo: {fileID: 11400000, guid: ac5ca9a66ff22ab4b9cd5adbdade6b8c, type: 2}
testTalkSo: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
testTalkSo: {fileID: 11400000, guid: ff82a99e791be3e41acf40232f908eb3, type: 2}
saveFileName: "PeipeiDay2_\u7B2C\u4E00\u6B21\u53D1\u70ED"
--- !u!4 &719228339
Transform:
File diff suppressed because it is too large Load Diff
-7
View File
@@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: 51f6d15ecae344f4c8f675df6e590bfa
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -72,7 +72,6 @@ namespace AibisDream
private void ResetDialog()
{
_dialogueRunner.Stop();
_dialogueRunner.SetProject(null);
_variableStorage.Clear();
DialogCanvasManager.Instance.HideDialog();
DialogCanvasManager.Instance.SwitchDialogView(DialogViewType.OldBox);
@@ -60,7 +60,7 @@ namespace AibisDream
characterGroup.config.key = data.groupName;
characterGroup.InstantiateByConfig();
characterGroup.SwitchState(data.state);
characterGroup.SetActive(data.shown);
yield return characterGroup.Fade(data.shown);
}
public IEnumerator Quit(float duration)
@@ -12,10 +12,9 @@ namespace AibisDream
[Obsolete]
[YarnCommand("indoor_new")]
public static IEnumerator Indoor(float duration)
public static void Indoor(float duration)
{
Debug.Log("indoor 已废除");
yield break;
}
[YarnCommand("quit_clinic_new")]
@@ -44,43 +43,39 @@ namespace AibisDream
}
[YarnCommand("hide_character")]
public static void HideCharacter()
public static IEnumerator HideCharacter(float duration = 1f)
{
ClinicSystem.characterGroup.SetActive(false);
return ClinicSystem.characterGroup.Fade(false, duration);
}
[YarnCommand("show_character")]
public static void ShowCharacter()
public static IEnumerator ShowCharacter(float duration = 1f)
{
ClinicSystem.characterGroup.SetActive(true);
return ClinicSystem.characterGroup.Fade(true, duration);
}
#region
[YarnCommand("character_init_new")]
public static IEnumerator CharacterInit(string characterName)
public static void CharacterInit(string characterName)
{
// return Character.CharacterInit(characterName);
Debug.Log("旧表情系统已废弃,请停止使用");
yield break;
}
[YarnCommand("character_fade_in_new")]
public static IEnumerator CharacterFadeIn()
public static void CharacterFadeIn()
{
// return Character.CharacterFadeIn();
Debug.Log("旧表情系统已废弃,请停止使用");
yield break;
}
[YarnCommand("character_fade_out_new")]
public static IEnumerator CharacterFadeOut()
public static void CharacterFadeOut()
{
// return Character.CharacterFadeOut();
Debug.Log("旧表情系统已废弃,请停止使用");
yield break;
}
[YarnCommand("character_show_new")]
public static void CharacterShow(string characterName)
@@ -3,6 +3,8 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using AibisDream.Kit;
using AibisDream.Utility;
using DG.Tweening;
using Newtonsoft.Json;
using UnityEngine;
@@ -19,6 +21,7 @@ namespace AibisDream.Framework
private Dictionary<string, SpriteRenderer> _rendererDict = new();
[HideInInspector] public SpriteGroupConfig config = new();
[HideInInspector] public GameObject spriteGroup;
private float _alpha;
#endregion
@@ -128,6 +131,8 @@ namespace AibisDream.Framework
{
_rendererDict[rendererItem.gameObject.name] = rendererItem;
}
_alpha = 1;
}
private void DestroyAllChildren()
@@ -209,7 +214,7 @@ namespace AibisDream.Framework
{
item.gameObject.SetActive(activeArray.Contains(item.gameObject.name));
}
if (Application.isPlaying)
{
data.curState = stateName;
@@ -220,12 +225,34 @@ namespace AibisDream.Framework
public void SetActive(bool active)
{
if (transform.childCount <= 0) return;
transform.GetChild(0).gameObject.SetActive(active);
data.shown = active;
ChangeEvent?.Invoke(data);
}
public IEnumerator Fade(bool visible, float duration = 0.1f)
{
if (transform.childCount <= 0) yield break;
var endAlpha = visible ? 1 : 0;
yield return DOTween.To(() => _alpha, x => _alpha = x, endAlpha, duration)
.OnUpdate(() => SetAlpha(_alpha))
.WaitForCompletion();
data.shown = visible;
ChangeEvent?.Invoke(data);
}
private void SetAlpha(float alpha)
{
foreach (var rendererItem in _rendererDict.Values)
{
rendererItem.SetAlpha(alpha);
}
}
#endregion
#region