小问题修改

This commit is contained in:
2024-12-27 04:45:38 +08:00
parent 2eb86db1f7
commit 23c6a2cf3f
32 changed files with 1064 additions and 3256 deletions
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@@ -1,52 +0,0 @@
title: Start
position: -118,-175
---
<<switch_tv 新闻>>
TV: 大家好,这里是幸福罐头产业园区,下面是今天的园区新闻: #line:0918e0d
TV: 销售大赛是园区一年一度的盛举,旨在通过销售,促进幸福罐头公司员工进一步提高生产、销售效率,扩大产业规模。 #line:05de3d2
TV: 我宣布,幸福罐头产业园区第1011届销售大赛正式开幕! #line:0add1f9
-> 这是选项1
<<indoor>>
<<jump SelfTalk>>
-> 这是选项2
<<jump StartFix>>
===
title: SelfTalk
position: -120,50
---
我: 我叫杰克,是一名医生,也是幸福罐头产业园区的员工; #line:01a2bd9
我: 我的工作是给公司里所有部门的员工看病,直到被公司回收。 #line:0bf02cc
我: 就像数据库里的一句很久以前的人类老话——“铁饭碗” ! #line:0604666
我: 虽然我们这些机器人,从来没见过幸福镇以外的世界,更不用说人类了。 #line:029bb37
<<character_into Express_3>>
???:你好~亲爱的医生~这里是我们园区的员工诊所吗? #line:02706de
我: 没错,咱公司什么时候有歌唱家了? #line:0cfb2a2
???: 我不是~歌唱家~只是公司滴送货员~石头~ #line:0d4ca28
石头: 公司举办~销售大赛~很多罐头~需要我送~忙碌工作~日以继夜~ #line:09b352e
<<character_into Express_1>>
石头: 更快!更快!更快!我需要更快!医生,我需要安装高速运动模块! #line:07ac1f8
石头: 亲爱的医生,我从朋友那里淘来一个新模块;亲爱的医生,安装费贵吗? #line:0e1cc9d
<<character_into Express_3>>
石头: 我~口袋空空;可是我,快乐很多~ #line:05f0c69
我: 不贵不贵,那我们这就开始吧。 #line:01f83dd
<<character_moveto_fix>>
<<cover>>
石头: 医生~不好意思~每次拆背板我都很害怕~你介意我~放声高歌吗? #line:081c768
我: 没关系,其实你一直在唱歌的。 #line:0090431
石头: 啊!我们活在幸福镇的庇佑下~再多烦恼~只要工作~统统没掉~ #line:0a9e78c
我: 我想想接下来是要做什么?先把背板拆掉吧. #line:0fb276a
<<jump StartFix>>
===
title: StartFix
position: -118,318
---
<<load_scene GearScene>>
我: 好的,这就是他的内部面板了。 #line:0d20ac5
石头: 拆下来了?不好意思~很久没有维护~我的身体里有点乱。 #line:0bd0f8c
石头: 那么医生~把我的运动模块接进去吧?这是跑了好久的单才挣到的呢! #line:071d04e
石头: 接下来就麻烦你~把旧的运动模块拆掉,把高级运动模块装上吧! #line:0534428
我: 好的,那我先拆掉它。 #line:05dec00
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title: Start
---
me: test1.
me: test2.
me: test3.
===
title: New
---
me: inter1.
me: inter2.
===
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@@ -101,11 +101,9 @@ position: 250,-1874
<<indoor 1>>
<<fade_out 1>>
// TODO 立绘指令修改
【石头出现】
<<character_init character Shitou>>
<<character_fade_in character>>
<<character_eye character "auto_blink">>
// FIXUP 立绘指令修改
<<character_init_new "石头">>
<<character_fade_in_new character>>
// 立绘指令修改
隔了一天,石头出现在了诊所门口。
@@ -146,7 +144,10 @@ me: 我记得他的动力系统是出过事故的…希望这次不是那么严
<<wait 0.5>>
<<set $gameStage=2>>
<<jump 主维修界面 >>
<<switch_fix_system_to "BodyModule" "stone1.json">>
<<jump 主维修界面 >>
===
@@ -206,6 +207,7 @@ position: -237,-1007
me: 变速箱已经修好了,应该不会再发生动力中断了…一段时间内。
<<endif>>
// FIXUP 这里用选择按钮推进
<<if $gearProblemKnown==true && $gameStage==2>>
->结束检查
<<set $gameStage = $gameStage + 1>>
@@ -217,6 +219,7 @@ position: -237,-1007
<<set $gameStage = $gameStage + 1>>
<<jump 主维修界面>>
<<endif>>
// 这里用选择按钮推进
===
@@ -252,7 +255,7 @@ position: -609,-1099
目前压力已被设置为了中等,石头现在能跑出更高的速度上限了。
->缺陷检查
检查到动力系统内部有缺齿的机械声音,可能与变速箱故障有关。
->深入检查
->深入检查 // 这里没动。需要修改的时候找老丁交流
<<jump 变速箱维修(临时)>>
->返回
<<jump 检查(临时)>>
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@@ -91,6 +91,10 @@ namespace AibisDream.FixSystem
{
coolingBottle.Rotate(true);
}
}
public void ChangeSlot(CoolingBottle coolingBottle)
{
InsertSlotEvent?.Invoke(coolingBottle);
}
@@ -50,6 +50,7 @@ namespace AibisDream.FixSystem
public void StartMove()
{
_rb.isKinematic = false;
gameObject.layer = LayerMask.NameToLayer("Clinic");
// 开始移动时就切换成横版
Rotate(false);
}
@@ -92,13 +93,15 @@ namespace AibisDream.FixSystem
// 更新到新的Slot
curSnapSlot = targetSlot;
curSnapSlot.InsertSlot(this);
curSnapSlot.ChangeSlot(this);
}
targetSnapSlotSet.Clear();
// 吸附到目标位置
_rb.isKinematic = true;
gameObject.layer = LayerMask.NameToLayer("Default");
curSnapSlot.InsertSlot(this);
transform.DOMove(curSnapSlot.transform.position, SnapMoveTime);
// TODO 停止描边
@@ -68,14 +68,14 @@ namespace AibisDream.Framework
public void InsertBottle(CoolingBottle bottle)
{
// 设置当前瓶子名称
DialogController.Instance.SetVariable("$curBottleName", bottle.data.name);
// 触发插入对话
DialogController.Instance.StartDialogNode("插入冷却液");
// DialogController.Instance.SetVariable("$curBottleName", bottle.data.name);
// // 触发插入对话
// DialogController.Instance.StartDialogNode("插入冷却液");
}
public void RemoveBottle()
{
DialogController.Instance.SetVariable("$curBottleName", "");
// DialogController.Instance.SetVariable("$curBottleName", "");
}
public void Lock()
@@ -0,0 +1,49 @@
using System.Collections;
using AibisDream.Framework;
using DG.Tweening;
using UnityEngine;
namespace AibisDream.FixSystem
{
public class BodyModuleTransition
{
public struct BodyModuleToGearCommand : ITransitionCommand
{
private static readonly Vector3 CameraPos = new(-2.5f, 2.13f, -10);
private const float OrthographicSize = 2.5f;
private const float Duration = 2f;
public IEnumerator Execute()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var gearSystem = FixSystemCenter.SystemDic.Get<GearSystem>();
// 插头回到初始插孔
bodyModuleSystem.ResetPlug();
// 相机聚焦到目标位
yield return CameraKit.Instance.TransCamera(CameraPos, OrthographicSize, Duration).WaitForCompletion();
// 打开引擎盖子
yield return gearSystem.OpenCover();
}
public void SetArgs(string arg)
{
// 暂无参数
}
}
public struct GearToBodyModuleCommand : ITransitionCommand
{
public IEnumerator Execute()
{
throw new System.NotImplementedException();
}
public void SetArgs(string arg)
{
throw new System.NotImplementedException();
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ae4ece844a9a417687bd443b4cdf7820
timeCreated: 1735242780
@@ -49,8 +49,8 @@ namespace AibisDream.Framework
{
if (Input.GetKeyDown(KeyCode.K))
{
MonoCenter.Mono.StartCoroutine(FixSystemYarnCommand.SwitchFixSystemTo("Eye"));
MonoCenter.Mono.StartCoroutine(FixSystemCenter.SystemDic.Get<CoolingSystem>().OpenCoolingSystem());
MonoCenter.Mono.StartCoroutine(FixSystemCenter.SystemDic.Get<CoolingSystem>().OpenBottleUI());
}
}
}
+34 -5
View File
@@ -1,9 +1,10 @@
using System;
using System.Collections;
using System.Linq;
using AibisDream.FixSystem;
using AibisDream.Framework;
using AibisDream.Kit;
using Framework.Core;
using DG.Tweening;
using UnityEngine;
namespace AibisDream
@@ -15,7 +16,9 @@ namespace AibisDream
[SerializeField] private GameObject gearPrefab;
[SerializeField] private GameObject shaftPrefab;
private Shaft[] _shafts;
private SpriteRenderer _cover;
private Transform _coverStick;
#endregion
private ShaftGraph _shaftGraph;
@@ -30,13 +33,18 @@ namespace AibisDream
public void Init()
{
FixSystemCenter.SystemDic.Register(this);
this.FindComponents();
_shafts = GetComponentsInChildren<Shaft>();
_cover = transform.Find("Cover").GetComponent<SpriteRenderer>();
_coverStick = transform.Find("Cover Stick");
}
public void Start()
{
_shaftGraph = new ShaftGraph(_shafts);
if (_shafts != null && _shafts.Length != 0)
{
_shaftGraph = new ShaftGraph(_shafts);
}
}
#endregion
@@ -69,7 +77,6 @@ namespace AibisDream
/// <param name="pos">位置</param>
/// <param name="radius">半径</param>
/// <param name="sprite">齿轮图片</param>
/// <param name="speed">速度</param>
/// <returns>齿轮Obj</returns>
public GameObject InitGear(Vector3 pos, float radius, Sprite sprite)
{
@@ -95,6 +102,28 @@ namespace AibisDream
Debug.Log("达成目标");
}
public IEnumerator OpenCover()
{
// 滑杆旋转
yield return _coverStick.DORotate(new Vector3(0, 0, -90f), 1f).WaitForCompletion();
// 盖子移动
var sq = DOTween.Sequence();
sq.Join(_cover.transform.DOLocalMove(new Vector3(-1.86f, 2.11f, 0), 1f));
sq.Join(_cover.DOFade(0, 1f));
yield return sq.WaitForCompletion();
}
public IEnumerator CloseCover()
{
// 盖子移动
var sq = DOTween.Sequence();
sq.Join(_cover.transform.DOLocalMove(new Vector3(-1.86f, -0.38f, 0), 1f));
sq.Join(_cover.DOFade(0, 1f));
yield return sq.WaitForCompletion();
// 滑杆旋转
yield return _coverStick.DORotate(new Vector3(0, 0, 0), 1f).WaitForCompletion();
}
#region
public static string DataPath = Application.streamingAssetsPath + "/LevelData/GearSystem/";
-8
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@@ -1,8 +0,0 @@
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folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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-41
View File
@@ -1,41 +0,0 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace AibisDream.Test
{
public class OptionTest : MonoBehaviour
{
private GameObject panel;
private GameObject prefab;
private GameObject[] buttonGroup;
private YarnOption[] _options;
void Start()
{
// 初始化时注册Command
// 第一个参数为[command name=xxx]的参数
// 第二个参数是注册的函数,在Yarn走到选择项时触发
DialogController.Instance.RegisterPauseCommand("show_buttons", ShowButtons);
// 不重要
panel = transform.GetChild(0).gameObject;
prefab = Resources.Load<GameObject>("Prefabs/UI/Choice Button");
}
public void ShowButtons(YarnContinueStep step)
{
var option = step;
var instance = Instantiate(prefab, panel.transform, true);
var textMesh = instance.GetComponentInChildren<TextMeshProUGUI>();
textMesh.text = "继续对话";
instance.GetComponent<Button>().onClick.AddListener(() => {
// 执行SelectOption(), 对话就会从对应的选项往下继续执行
option.ContinueTalk();
instance.SetActive(false);
});
}
}
}
-11
View File
@@ -1,11 +0,0 @@
fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -1,5 +1,5 @@
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guid: d1db976de7d9c0545a776fa4f33b82f2
DefaultImporter:
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userData:
@@ -1 +1 @@
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@@ -0,0 +1 @@
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