通了一版
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references:
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version: 2
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RefIds: []
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+58
-4
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@@ -34,17 +34,17 @@ tags:
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group: 入口
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position: 250,-2612
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---
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->设置为紧急
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->设置为紧急 #line:0238d8f
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<<set_light_state "Emergency">>
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返回
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返回 #line:0c332b8
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<<jump 灯光>>
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->设置为警告
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->设置为警告 #line:01803fe
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<<set_light_state "Warning">>
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返回
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返回 #line:0d9a126
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<<jump 灯光>>
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->设置为正常
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->设置为正常 #line:07c564c
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<<set_light_state "Normal">>
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返回
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返回 #line:0cd0c41
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<<jump 灯光>>
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// <<jump 手术准备>>
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@@ -61,7 +61,7 @@ position: 251,-1917
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---
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???: 它就在情绪模块…我能感觉到。<br>让它停下…求求你了,医生。 #line:02cb425
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// <<add_task TaskManager "检查情绪模块">>
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Task: 检查情绪模块
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Task: 检查情绪模块 #line:002672d
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// <<task_moveIn TaskManager>>
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<<hide_dialog>>
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<<wait 1>>
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@@ -119,15 +119,15 @@ position: 907,-2702
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// ???: 什么?不…你错了。<br>不不不…我不能这么做。 #line:0509e8b
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// ???: 我必须完成指令…我必须完成指令。 #line:0fda55a
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// ???: 医生。它没有消失。它转移了…<br>逻辑模块…它在那儿。 #line:099e8a3
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<<set_light_state Normal>>>>
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<<set_light_state Normal>>>> #line:01c16dc
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<<switch_fix_system_to "BodyModule" "Head">>
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me:看起来稳定些了…
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???: 啊…好疼!
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???: 完成…指令…指令必须完成…
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me:看起来稳定些了… #line:0b1dd52
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???: 啊…好疼! #line:0ab8d02
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???: 完成…指令…指令必须完成… #line:08ffc78
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<<set_light_state warning>>
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???: 必须完成……/excλute_core₭₭
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???: 啊…啊!
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me:转移到逻辑模块了么…
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???: 必须完成……/excλute_core₭₭ #line:083eaa8
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???: 啊…啊! #line:0efd344
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me:转移到逻辑模块了么… #line:015afd3
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// <<add_task TaskManager "检查逻辑模块">>
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<<ModuleHightLight Logic true>>
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<<set $gameStage = 4>>
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@@ -172,7 +172,7 @@ position: 907,-2702
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错误声音: 你以为你在做什么?医生。你以为我是什么? #line:027615e
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错误声音: 我不是个错误。我才是这个身体的主人……<br>你无权杀死我!你不能这么做…你……#auto_next #line:006512a
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<<set_light_state Emergency>>
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me:得先让他稳定下来
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me:得先让他稳定下来 #line:0dad10a
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<<start_shock>>
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===
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@@ -191,7 +191,7 @@ position: 907,-2702
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???: ……<br>记忆模块。正在。发生。坏死。<br>必须。处理。…完成。指令。 #line:024f2de
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<<stop_shock>>
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<<ModuleHightLight Memory true>>
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Task:检查记忆模块
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Task:检查记忆模块 #line:0b2facf
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<<set $gameStage = 5>>
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<<elseif $flashCount==1>>
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<<play_shock_flash>>
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@@ -199,12 +199,12 @@ position: 907,-2702
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<<wait 1>>
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<<set_light_state Emergency>>
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<<set $flashCount=$flashCount+1>>
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me:还不行么?再试一次
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me:还不行么?再试一次 #line:0ba461f
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<<elseif $flashCount==2>>
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<<play_shock_flash>>
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<<set_light_state Emergency>>
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<<set $flashCount=$flashCount+1>>
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me:继续
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me:继续 #line:075ce88
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<<elseif $flashCount==3>>
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<<play_shock_flashback 开场1>>
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<<set $flashCount=$flashCount+1>>
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@@ -212,37 +212,11 @@ position: 907,-2702
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<<elseif $flashCount==4>>
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<<play_shock_flashback 开场2>>
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<<set $flashCount=$flashCount+1>>
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<<auto_charge_and_release 1>>
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<<elseif $flashCount==5>>
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<<play_shock_flashback 开场3>>
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<<set $flashCount=$flashCount+1>>
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<<auto_charge_and_release 0.8>>
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<<elseif $flashCount==6>>
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<<play_shock_flashback 开场4>>
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<<set $flashCount=$flashCount+1>>
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<<auto_charge_and_release 0.6>>
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<<elseif $flashCount==7>>
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<<play_shock_flashback 开场5>>
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<<set $flashCount=$flashCount+1>>
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<<auto_charge_and_release 0.4>>
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<<elseif $flashCount==8>>
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<<play_shock_flashback 开场6>>
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<<set $flashCount=$flashCount+1>>
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<<auto_charge_and_release 0.2>>
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<<elseif $flashCount==9>>
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<<trigger_ending 开场7>>
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<<wait 2>>
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<<trigger_ending 开场9>>
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<<wait 2>>
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<<trigger_ending 开场11>>
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<<wait 2>>
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<<trigger_ending 开场13>>
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<<set $gameStage = 6>>
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<<jump Center>>
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<<endif>>
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===
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title: 切除记忆
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tags:
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colorID: 8
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@@ -268,7 +242,7 @@ position: 907,-2702
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???: 呃呃呃呃呃呃呃呃#auto_next #line:0cf6d36
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<<switch_fix_system_to "BodyModule" "Head">>
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<<set_light_state Emergency>>
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me:怎么回事?
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me:怎么回事? #line:0c23843
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<<start_shock>>
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// <<hide_dialog>>
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// <<wait 1>>
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@@ -282,7 +256,7 @@ me:怎么回事?
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// <<hide_dialog>>
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// <<wait 1>>
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// <<set $gameStage = 6>>
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<<jump Center>>
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// <<jump Center>>
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===
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@@ -328,10 +302,10 @@ position: 1382,-2706
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---
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<<ModuleHightLight Logic false>>
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<<if $gameStage == 2>>
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<<complete_task TaskManager "检查逻辑模块">>
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// <<complete_task TaskManager "检查逻辑模块">>
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<<endif>>
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<<wait 0.1>>
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<<open_screen Logic>>
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// <<open_screen Logic>>
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Linking: 正在建立连接… #line:02b2195
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<<wait 0.2>>
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LogicModule: 已与逻辑处理模块建立连接! #line:0ff21b3
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@@ -365,10 +339,10 @@ position: 1149,-2703
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---
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<<ModuleHightLight Memory false>>
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<<if $emoRemoved == true>>
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<<complete_task TaskManager "检查记忆模块">>
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// <<complete_task TaskManager "检查记忆模块">>
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<<endif>>
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<<wait 0.1>>
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<<open_screen Memory>>
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// <<open_screen Memory>>
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Linking: 正在建立连接… #line:0d127c8
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<<wait 0.2>>
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<<clear_screen>>
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@@ -4,10 +4,52 @@ colorID: 8
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group:插线检查
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position: 906,-585
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---
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<<enable_cut "HeadCover">>
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// <<enable_cut "HeadCover">>
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// <<jump end>>
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<<jump AutoChargeAndRelease>>
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===
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title:AutoChargeAndRelease
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tags:
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colorID: 8
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group:插线检查
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position: 906,-585
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---
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<<auto_charge_and_release 1>>
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<<play_shock_flashback 开场1>>
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<<auto_charge_and_release 0.8>>
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<<play_shock_flashback 开场2>>
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||||
<<auto_charge_and_release 0.6>>
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||||
<<play_shock_flashback 开场4>>
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<<auto_charge_and_release 0.4>>
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<<play_shock_flashback 开场2>>
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<<auto_charge_and_release 0.4>>
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<<play_shock_flashback 开场4>>
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<<auto_charge_and_release 0.2>>
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<<play_shock_flashback 开场2>>
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||||
<<auto_charge_and_release 0.2>>
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||||
<<play_shock_flashback 开场4>>
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||||
<<auto_charge_and_release 0.1>>
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||||
<<play_shock_flashback 开场2>>
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||||
<<auto_charge_and_release 0.1>>
|
||||
<<play_shock_flashback 开场6>>
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||||
<<auto_charge_and_release 0.1>>
|
||||
<<play_shock_flashback 开场2>>
|
||||
<<auto_charge_and_release 0.1>>
|
||||
<<play_shock_flashback 开场6>>
|
||||
<<auto_charge_and_release 0.1>>
|
||||
<<play_shock_flashback 开场2>>
|
||||
<<auto_charge_and_release 0.1>>
|
||||
<<trigger_ending 开场7>>
|
||||
<<wait 2>>
|
||||
<<trigger_ending 开场9>>
|
||||
<<wait 2>>
|
||||
<<trigger_ending 开场11>>
|
||||
<<wait 2>>
|
||||
<<trigger_ending 开场13>>
|
||||
<<wait 2>>
|
||||
<<jump end>>
|
||||
===
|
||||
|
||||
title: 背板切除后
|
||||
tags:
|
||||
@@ -33,18 +75,18 @@ title: end
|
||||
group: 出口
|
||||
position: 248,443
|
||||
---
|
||||
【我猛地从床上坐起】(背景的墙上有面镜子,也许?) #line:07f6601
|
||||
me: 啊! #line:07401ee
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
me: 啊…… #line:05c76b0
|
||||
【我低头用手捧住脑袋】 #line:0c3c692
|
||||
【顶部居中白字】我讨厌这种感觉。 #line:0a72930
|
||||
<<fade_in 1>>
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
火山: 你看清那张脸了吗? #line:02f64d8
|
||||
【声音桥,转场到地铁】 #line:002d60b
|
||||
// 【我猛地从床上坐起】(背景的墙上有面镜子,也许?) #line:07f6601
|
||||
// me: 啊! #line:07401ee
|
||||
// <<hide_dialog>>
|
||||
// <<wait 1>>
|
||||
// me: 啊…… #line:05c76b0
|
||||
// 【我低头用手捧住脑袋】 #line:0c3c692
|
||||
// 【顶部居中白字】我讨厌这种感觉。 #line:0a72930
|
||||
// <<fade_in 1>>
|
||||
// <<hide_dialog>>
|
||||
// <<wait 1>>
|
||||
// 火山: 你看清那张脸了吗? #line:02f64d8
|
||||
// 【声音桥,转场到地铁】 #line:002d60b
|
||||
<<set $gameStage = 999>>
|
||||
<<jump Center>>
|
||||
===
|
||||
|
||||
+809
-808
File diff suppressed because it is too large
Load Diff
@@ -31,6 +31,7 @@ public class ShockSystem : MonoBehaviour
|
||||
[SerializeField] private Vector3 leftShockDeviceStartPos; // 左电击装置起始位置
|
||||
[SerializeField] private Vector3 rightShockDeviceStartPos; // 右电击装置起始位置
|
||||
[SerializeField] private Vector3 operationPanelTargetPos; // 操作面板目标位置
|
||||
[SerializeField] private Vector3 operationPanelStartPos; // 操作面板起始位置
|
||||
[SerializeField] private float moveDuration = 1f; // 移动动画时长
|
||||
[SerializeField] private float shockDelay = 0.5f; // 释放电击延迟
|
||||
[SerializeField] private float progressIncreaseSpeed = 1f; // 进度增加基础速度
|
||||
@@ -97,6 +98,10 @@ public class ShockSystem : MonoBehaviour
|
||||
{
|
||||
rightDeviceOriginalPos = rightShockDevice.localPosition;
|
||||
}
|
||||
if (operationPanel != null)
|
||||
{
|
||||
operationPanelStartPos = operationPanel.localPosition;
|
||||
}
|
||||
|
||||
// 初始化杆的位置
|
||||
if (lever != null)
|
||||
@@ -216,7 +221,7 @@ public class ShockSystem : MonoBehaviour
|
||||
{
|
||||
var moveLeft = leftShockDevice.DOLocalMove(leftDeviceOriginalPos, moveDuration);
|
||||
var moveRight = rightShockDevice.DOLocalMove(rightDeviceOriginalPos, moveDuration);
|
||||
var movePanel = operationPanel.DOLocalMove(operationPanelTargetPos, moveDuration);
|
||||
var movePanel = operationPanel.DOLocalMove(operationPanelStartPos, moveDuration);
|
||||
|
||||
yield return moveLeft.WaitForCompletion();
|
||||
yield return moveRight.WaitForCompletion();
|
||||
@@ -400,29 +405,40 @@ public class ShockSystem : MonoBehaviour
|
||||
// 自动充能并释放
|
||||
public IEnumerator AutoChargeAndRelease(float duration = 1f)
|
||||
{
|
||||
// 禁用玩家输入
|
||||
bool originalIsDraggingLever = isDraggingLever;
|
||||
isDraggingLever = false;
|
||||
|
||||
// 设置杆的角度
|
||||
targetLeverAngle = maxLeverAngle;
|
||||
currentLeverAngle = maxLeverAngle;
|
||||
lever.localRotation = Quaternion.Euler(0, 0, -maxLeverAngle);
|
||||
|
||||
// 开始充能
|
||||
isCharging = true;
|
||||
StartCharging();
|
||||
|
||||
// 计算需要的充能速度
|
||||
float targetProgress = progressBar.MaxValue;
|
||||
float chargeSpeed = targetProgress / duration;
|
||||
float originalProgressIncreaseSpeed = progressIncreaseSpeed;
|
||||
progressIncreaseSpeed = chargeSpeed;
|
||||
|
||||
// 等待充能完成
|
||||
float startTime = Time.time;
|
||||
while (Time.time - startTime < duration)
|
||||
{
|
||||
// 使用计算出的充能速度
|
||||
currentProgress += chargeSpeed * Time.deltaTime;
|
||||
progressBar.CurrentValue = Mathf.FloorToInt(currentProgress);
|
||||
UpdateCharging();
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 确保进度达到最大值
|
||||
currentProgress = progressBar.MaxValue;
|
||||
progressBar.CurrentValue = Mathf.FloorToInt(currentProgress);
|
||||
// 恢复原始设置
|
||||
progressIncreaseSpeed = originalProgressIncreaseSpeed;
|
||||
isCharging = false;
|
||||
isDraggingLever = originalIsDraggingLever;
|
||||
|
||||
// 触发 Yarn 节点来决定使用哪种效果
|
||||
DialogController.Instance.StartDialogNode(shockEffectNode);
|
||||
// DialogController.Instance.StartDialogNode(shockEffectNode);
|
||||
|
||||
// 重置杆的角度
|
||||
targetLeverAngle = 0f;
|
||||
|
||||
Reference in New Issue
Block a user