Merge branch '2.21优化' into 'develop'

2.21优化

See merge request aibis-dream/aibis-dream!263
This commit is contained in:
2025-02-21 09:47:15 +00:00
109 changed files with 41226 additions and 1234 deletions
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@@ -48,7 +48,7 @@ TextureImporter:
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spritePivot: {x: 0.5, y: 0.5}
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+1 -1
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@@ -15,4 +15,4 @@ MonoBehaviour:
nextScene: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
yarnProject: {fileID: 7545569452688597077, guid: 533dc422c8871c143a551bd5d446b439, type: 3}
firstSceneName: OutSideSceneTemp
isEndOfDay: 1
isEndOfDay: 0
+1 -1
View File
@@ -15,4 +15,4 @@ MonoBehaviour:
nextScene: {fileID: 11400000, guid: 6d49b124127007b48b6881ce33350263, type: 2}
yarnProject: {fileID: 7545569452688597077, guid: 293561ce52efc594399242651d44b366, type: 3}
firstSceneName: ClinicOut
isEndOfDay: 1
isEndOfDay: 0
+1 -1
View File
@@ -15,4 +15,4 @@ MonoBehaviour:
nextScene: {fileID: 11400000, guid: ff82a99e791be3e41acf40232f908eb3, type: 2}
yarnProject: {fileID: 7545569452688597077, guid: 25f49957c68bca34bb1aeafec7feca8b, type: 3}
firstSceneName: ClinicOut
isEndOfDay: 1
isEndOfDay: 0
+23 -10
View File
@@ -4,18 +4,28 @@ colorID: 8
position: 205,-53
---
<<hide_dialog>>
<<pause_loop_audio>>
<<set_time_of_day EnvironmentManager "day">>
<<fade_in_actor ActorManager "佩佩" 0.1>>
<<fade_out 1>>
<<wait 1>>
你走出诊室,靠在巷子的墙上。
巷子正中央站着一个人,佩佩。
me: 还没走吗?
// 你走出诊室,靠在巷子的墙上。
// 巷子正中央站着一个人,佩佩。
你走出诊室,诊室外的护栏边站着一个人,佩佩。
<<fade_in_actor ActorManager "医生" 1>>
<<wait 1>>
->点火
<<hide_dialog>>
<<wait 1>>
me: 呼...
<<hide_dialog>>
<<wait 2>>
me: 还没走吗?
<<hide_dialog>>
<<wait 1>>
她侧对着你,似乎没看见你,正抬头看着天空出神。
// 她侧对着你,似乎没看见你,正抬头看着天空出神。
peipei: 天冷了。很快就是冬天了。
她头也不回地说。
@@ -80,13 +90,16 @@ me: 它已经黄了。
peipei: 再见了,叶子。
佩佩看了你一眼,微笑了一下,转头离开了。
<<fade_out_actor ActorManager "佩佩" 1>>
<<wait 1>>
吸完最后一口烟,你长舒一口气。
->回到诊室
<<hide_dialog>>
<<NextYarn>>
<<hide_dialog>>
<<fade_out_actor ActorManager "医生" 1>>
<<wait 1>>
<<fade_in 1>>
<<NextYarn>>
===
@@ -5,9 +5,15 @@ position: 205,-53
---
<<pause_loop_audio>>
<<load_scene SubWay>>
<<set_time_of_day EnvironmentManager "night">>
<<fade_out 1>>
<<wait 1>>
me: 该回去了
->去地铁
<<fade_in 1>>
<<wait 1>>
<<load_scene SubWay 1>>
<<fade_out 1>>
你坐上了回家的地铁,地铁上挤满了机体。
部分机体都疲惫不堪,头垂在胸口,沉入了短暂的休眠。
车厢内充斥着地铁震耳欲聋的噪声,只有两个机体的谈话时不时穿透噪声的间隙。
@@ -4,9 +4,25 @@ colorID: 8
position: 205,-53
---
<<hide_dialog>>
<<set_time_of_day EnvironmentManager "day">>
<<fade_out 1>>
<<wait 1>>
<<fade_in_actor ActorManager "医生" 1>>
<<wait 1>>
me: (轻哼着)小鸟...小鸟...
->点火
<<hide_dialog>>
<<wait 1>>
me: 呼...
<<hide_dialog>>
<<wait 2>>
me: 该回去了
->回到诊室
<<hide_dialog>>
<<wait 1>>
<<fade_out_actor ActorManager "医生" 1>>
<<wait 1>>
<<fade_in 1>>
//你走出诊室,靠在巷子的墙上。
//石头正坐在台阶上,反复播放着他和你共同录制的音乐。
//【把前边关于“我是谁”的对话挪出来】
@@ -4,12 +4,24 @@ colorID: 8
position: 205,-53
---
<<hide_dialog>>
<<set_time_of_day EnvironmentManager "night">>
<<fade_in_actor ActorManager "佩佩" 0.1>>
<<fade_out 1>>
<<wait 1>>
<<fade_in_actor ActorManager "医生" 1>>
<<wait 1>>
佩佩走出诊室,你跟在后面。
她疲惫地四处张望着。这里显然已经和她印象中的世界不太一样了。
或许是因为季节的变化,或许是因为别的什么。
->点火
<<hide_dialog>>
<<wait 1>>
me: 呼...
<<hide_dialog>>
<<wait 2>>
// 佩佩走出诊室,你跟在后面。
// 她疲惫地四处张望着。这里显然已经和她印象中的世界不太一样了。
// 或许是因为季节的变化,或许是因为别的什么。
peipei: 和我想象的…不太一样。
me: 天要黑了。
me: 不过你说得对,这里没什么好看的。
@@ -29,13 +41,18 @@ me: 你会回来的……当然。
她依然沉默着,嘴角露出了一丝笑容,然后咧开嘴笑了,眼泪从她的眼角划过,溜进了她的嘴里。
她抿了一下嘴。
peipei: 在这之前…我想我可以赶上夕阳。
佩佩跌跌撞撞地向前夕阳的方向走着,离开了巷子。
你目视她离开,吸完最后一口烟,长舒一口气,转身回到诊室。
<<hide_dialog>>
<<wait 1>>
<<fade_out_actor ActorManager "佩佩" 1>>
<<wait 1>>
佩佩跌跌撞撞地向前夕阳的方向走着,离开了巷子。
你目视她离开,吸完最后一口烟,长舒一口气
<<wait 1>>
->去地铁
<<hide_dialog>>
<<fade_out_actor ActorManager "医生" 1>>
<<wait 1>>
<<fade_in 1>>
<<fade_in 1>>
当晚,佩佩没有回来。
+47 -28
View File
@@ -5,11 +5,12 @@ position: 205,-53
---
<<hide_dialog>>
<<set_time_of_day EnvironmentManager "Midnight">>
<<set_weather EnvironmentManager "snow">>
<<fade_out 1>>
场景黑屏占位
<<wait 1>>
你走出诊室,佩佩正站在院子中央。
me: 佩佩,你去哪了?
peipei: 下雪了!
@@ -17,33 +18,52 @@ peipei: 下雪了!
peipei: 你看见了吗?医生!
她背对着你喊着你,头也不回地抬头看着天空。
顺着声音看去,佩佩正在天桥上
你再次摸了摸自己的眼睛。尽管你明白这个结果,但你还没有习惯这种视觉。
->去天桥
<<hide_dialog>>
<<fade_in 1>>
<<wait 1>>
<<load_scene Bridge 1>>
<<fade_in_actor ActorManager "佩佩" 0.1>>
<<fade_out 1>>
<<wait 1>>
<<fade_in_actor ActorManager "医生" 1>>
<<wait 1>>
// 她背对着你喊着你,头也不回地抬头看着天空。
// 你再次摸了摸自己的眼睛。尽管你明白这个结果,但你还没有习惯这种视觉。
me: 你不是要回去工作吗?
佩佩依然没有回头,还是痴痴地抬头到处看,树叶和雪花一同从她的面前飘落,洋洋洒洒。
你靠着墙坐了下来,掏出烟,点上火,深深吸了一口,吐出白色的烟雾。
// 你靠着墙坐了下来,掏出烟,点上火,深深吸了一口,吐出白色的烟雾。
<<show_full_screen 2佩佩抬头>>
<<wait 1>>
peipei: 这个城市…好美啊。
<<wait 1>>
<<hide_dialog>>
<<wait 1>>
<<wait 1>>
<<show_full_screen 3环境特写>>
me: 是啊。好美啊。
<<hide_dialog>>
<<wait 2>>
<<show_full_screen 2佩佩抬头>>
<<wait 1>>
树叶从她的面前飘落。
<<wait 1>>
<<show_full_screen 4接树叶>>
<<wait 1>>
她接住了一片,举了起来,仔细端详着。
<<wait 1>>
peipei: 医生…这片树叶是什么颜色的?
<<wait 1>>
<<hide_dialog>>
<<wait 1>>
<<hide_full_screen>>
me: 你不是要回去工作吗?
@@ -54,29 +74,28 @@ me: 你不是要回去工作吗?
她伸出手,把树叶交给你。
peipei: 谢谢你,医生。
peipei: 我会有很多机会给你画画的。
->接过
她依然看着你,直直的眼神和你对视。她的嘴微张着,许多种表情从她的脸上闪过。
peipei: 我会有很多机会给你画画的。
说完,她再次给了你一个笑容,转身离开。
<<wait 1.5>>
// 她依然看着你,直直的眼神和你对视。她的嘴微张着,许多种表情从她的脸上闪过。
<<show_full_screen 5佩佩说话特写>>
<<wait 1>>
peipei: 我会有很多机会给你画画的。
// 说完,她再次给了你一个笑容,转身离开。
peipei: 再见,医生。
<<hide_full_screen>>
<<wait 1>>
<<fade_out_actor ActorManager "佩佩" 1>>
<<hide_dialog>>
<<wait 1>>
吸完最后一口烟,你长舒一口气。
peipei: 佩佩...
peipei: 该回去了。
->回到诊室
<<fade_out_actor ActorManager "医生" 1>>
//感觉可以把之前写的day1mid改到这里的BE,只是树叶其实是绿的,但你说是黄的
<<fade_in 1>>
<<fade_in 1>>
<<wait 1>>
感谢游玩艾比斯之梦,本次demo的体验流程已结束
//<<NextYarn>>
@@ -80,6 +80,7 @@ position: 248,-1739
<<declare $eyeDeepThenUf = false>>
<<jump Center>>
///一些状态初始化
@@ -125,6 +126,7 @@ colorID: 1
<<jump 进入结束对话>>
<<endif>>
<<if $gameStage == "流程结束">>
<<fade_in 1>>
<<NextYarn>>
<<endif>>
===
@@ -162,6 +162,7 @@ position: -9,21
<<close_screen>>
<<switch_fix_system_to Eye>>
<<ModuleHightLight Eye false>>
<<ModuleAlarm Eye true>>
===
@@ -181,7 +181,7 @@ peipei: 好的…<br>那么,UF……
<<wait 1>>
<<fade_in 1>>
<<show_obj "破碎美人鱼">>
<<show_obj "美人鱼错误">>
<<character_pos 无动作>>
<<character_face_new 闭眼>>
<<wait 1>>
@@ -280,7 +280,7 @@ EyeModule: 已与视觉模块建立连接!
EyeModule: 已授权深入检查。
->深入检查
<<hide_dialog>>
<<close_screen>>
// <<close_screen>>
<<clear_screen>>
<<jump EyeDeepIn>>
->结束
@@ -7,7 +7,7 @@ position: 251,-1150
<<switch_fix_system_to BodyModule>>
<<fade_out 1>>
<<add_task TaskManager "执行视觉-记忆桥截断术">>
<<task_moveIn TaskManager>>
//<<task_moveIn TaskManager>>
me: 开始吧…截断视觉-记忆桥。
<<play_timeline_cutline TimeLineController>>
// <<ShowTool ToolManager Scissor>>
@@ -34,7 +34,7 @@ title: 结束手术
position: 275,-222
---
<<complete_task TaskManager "执行视觉-记忆桥截断术">>
<<task_moveOut TaskManager>>
//<<task_moveOut TaskManager>>
<<set $gameStage = "复查">>
<<jump Center>>
===
@@ -9,7 +9,9 @@ position: 272,-1156
<<set $isFinishedEyeCheck=false>>
me: 还没结束…保险起见,我们进视觉复查一下吧。
<<add_task TaskManager "检查视觉模块">>
<<clear_tasks TaskManager>>
<<task_moveIn TaskManager>>
<<ModuleHightLight Eye true>>
===
title: EyeCheckEnd_AfterSurgery
@@ -116,6 +118,7 @@ position: 787,755
===
title: 结束复查
position: 275,-222
---
@@ -158,6 +158,7 @@ tags:
title: MemoryDeepIn
tags:
---
<<close_screen>>
<<switch_fix_system_to Memory>>
<<jump 记忆初始化深度>>
===
@@ -123,6 +123,11 @@ EyeModule: 已与视觉模块建立连接!
<<EnableDeepInButton>>
Error: 已授权深入检查。
me: 已经久到…自己的身体都不认得了吗?
->色彩校准
<<close_screen>>
<<switch_fix_system_to Eye>>
<<ModuleHightLight Eye false>>
<<jump RecoverColor>>
===
@@ -157,8 +162,9 @@ me: ……
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……
peipei: 医生……快些吧。
me: ……
<<EnableDeepInButton>>
MemModule: 已授权深入检查。
->手动记忆清除
<<jump MemoryDeepIn>>
===
@@ -4,6 +4,7 @@ colorID: 3
position: 322,-1030
---
<<switch_fix_system_to "BodyModule">>
<<SetHeat 1>>
<<add_task TaskManager "检查UF模块">>
<<task_moveIn TaskManager>>
===
@@ -72,8 +72,8 @@ position: 151,-2688
<<if $PlugCount==7>>
<<set $PlugAll=true>>
<<jump 第二次发热前对话>>
<<elseif $PlugCount==9>>
<<jump 第二次发热>>
// <<elseif $PlugCount==9>>
// <<jump 第二次发热>>
<<endif>>
===
@@ -105,7 +105,6 @@ EmoModule: 已与情绪模块建立连接!
EmoModule: #auto_next
EmoModule: 报告传输完毕。
<<wait 0.5>>
<<set $PlugCount=$PlugCount+1>>
peipei: 我再也看不见颜色了…怎么办?我…我好想……
me: 放松,佩佩。你的情绪模块压力有点大。
<<set $emoChecked = true>>
@@ -269,7 +268,7 @@ position: 155,-3395
<<open_screen>>
Linking: 正在建立连接…
<<wait 0.2>>
MemModule: 已与视觉模块建立连接!
MemModule: 已与记忆模块建立连接!
MemModule: 未检测到可查看的记忆卡带。
->检查
<<hide_dialog>>
@@ -330,25 +329,18 @@ UfModule: 已与*UnstableFusion图像生成模块*建立连接!
<<ModuleHightLight UF false>>
<<set $PlugCount=$PlugCount+1>>
<<set $UfChecked = true>>
<<else>>
me: 又回来了…希望这次能成功深入。
<<elseif $gameStage != "UF检查"&&$gameStage != "停止想象">>
me: 这里没有深入权限,还是先去在其他地方寻找未知来源吧
<<jump 屏幕结束>>
<<endif>>
<<hide_dialog>>
->深入
<<hide_dialog>>
<<jump UFDeepIn>>
->结束
<<if $PlugCount==7>>
<<jump 第二次发热前对话>>
<<endif>>
<<close_screen>>
<<clear_screen>>
<<jump 屏幕结束>>
->结束
<<if $PlugCount==7>>
<<jump 第二次发热前对话>>
<<endif>>
<<close_screen>>
<<clear_screen>>
<<jump 屏幕结束>>
===
@@ -419,6 +411,12 @@ position: 151,-2461
// <<SetHeat 1>>
// <<hide_dialog>>
===
title: 屏幕结束
position: 151,-2461
---
<<close_screen>>
<<clear_screen>>
===
@@ -8,7 +8,7 @@ me:准备好了么?
peipei: 我们来吧,医生。
<<task_moveIn TaskManager>>
<<add_task TaskManager "尝试停止想象">>
<<set $UfCount = 0>>
<<set $UFCount = 0>>
===
@@ -163,5 +163,6 @@ MemModule: 已与记忆模块建立连接!
me: ……我明白了。
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。
<<EnableDeepInButton>>
->手动记忆清除
<<jump MemoryDeepIn>>
===
@@ -6,18 +6,42 @@ position: 43,-97
<<fade_in 1>>
//<<switch_fix_system_to Clinic>>
//<<fade_out 1>>
<<delete_line LineManager MemoryEye>>
<<fade_in 1>>
<<show_full_screen 1医生看画a>>
<<wait 1>>
<<hide_full_screen>>
CenterText: 佩佩的口袋里…确实有一张折起来的纸。上面写着:给医生。
me: …
->展开
<<hide_dialog>>
<<wait 1>>
CenterText: 这是一张A4大小的复印纸,被小心地折成了1/4。你小心地展开它,引入眼帘的是一副蜡笔画。
CenterText: 一张脸透过纸张看着你。这张画非常传神,你能从她的眼神中读出一种压抑着焦虑的坚定。那是…<br>你的脸。<br>你的眼睛。<br>最下面有一行小字……
peipei: 重获色彩后我第一个看见的是:>
<<hide_dialog>>
<<show_full_screen 2医生看画动作>>
<<wait 2>>
旁白: 这是一张A4大小的复印纸,被小心地折成了1/4。你小心地展开它,引入眼帘的是一副蜡笔画。
<<hide_full_screen>>
<<wait 1>>
<<show_obj 佩佩画的医生眼睛>>
<<wait 1>>
旁白: 一张脸透过纸张看着你。这张画非常传神,你能从她的眼神中读出一种压抑着焦虑的坚定。
旁白:那是…<br>你的脸。<br>你的眼睛。
<<hide_obj>>
<<show_full_screen 4画特写>>
<<wait 1>>
最下面有一行小字……
<<wait 1>>
peipei: 重获色彩后我第一个看见的是:>
<<wait 2>>
<<hide_full_screen>>
<<show_obj 佩佩画的医生眼睛>>
<<hide_dialog>>
<<wait 2>>
me: ...
me: ......
me: ............
<<hide_dialog>>
<<wait 2>>
<<show_full_screen 3眼睛特写a>>
<<wait 2>>
me: 我…也有……眼睛。
<<hide_dialog>>
<<wait 1>>
@@ -41,10 +65,12 @@ me: 我该…怎么做?
->继续色彩初始化
<<hide_dialog>>
<<set $isPeipeiBE=true>>
<<hide_full_screen>>
<<jump 结束看画>>
->把自己的色觉晶圆给佩佩
<<hide_dialog>>
<<set $isPeipeiBE=false>>
<<hide_full_screen>>
<<jump 结束看画>>
===
title: 结束看画
@@ -3,7 +3,6 @@ tags:
colorID: 8
position: 272,-1156
---
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to BodyModule>>
<<open_screen>>
me: 没错…没错。<br>佩佩…我找到办法了。
@@ -3,7 +3,6 @@ tags:
colorID: 8
position: -449,-3574
---
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to "BodyModule">>
<<complete_task TaskManager "安装色觉晶圆">>
<<add_task TaskManager "检查视觉模块">>
@@ -29,10 +28,11 @@ EyeModule: 已与视觉模块建立连接!
Error: 检查完成!检测到一个错误:
me: 啊…别是……
Error: 检测到未识别的色彩晶圆…请进行校准。
<<EnableDeepInButton>>
Error: 已授权深入检查。
me: 嘘…还好。
me: 做完这个校准…应该就可以了。
->开始校准
<<jump EyeDeepIn>>
->结束
<<close_screen>>
<<clear_screen>>
+93 -2
View File
@@ -112,6 +112,97 @@ colorID: 1
<<jump 进入HE结束谈话>>
<<endif>>
<<if $gameStage == "流程结束">>
<<NextYarn>>
//<<NextYarn>>
<<jump 外出>>
<<endif>>
===
===
title: 外出
tags:
colorID: 8
position: 205,-53
---
<<fade_in 1>>
<<load_scene ClinicOut duration>>
<<hide_dialog>>
<<fade_out 1>>
场景黑屏占位
<<wait 1>>
me: 佩佩...
peipei: 下雪了!
me: 居然跑到了天桥上
->上天桥
<<fade_in 1>>
<<load_scene SkyBridge 1>>
<<fade_out 1>>
//你抬头看去,灰白色的天空中,除了树叶外,还飘落着一种细细的粉末,洒在你的手上。
peipei: 你看见了吗?医生!
她背对着你喊着你,头也不回地抬头看着天空。
你再次摸了摸自己的眼睛。尽管你明白这个结果,但你还没有习惯这种视觉。
me: 你不是要回去工作吗?
佩佩依然没有回头,还是痴痴地抬头到处看,树叶和雪花一同从她的面前飘落,洋洋洒洒。
你靠着墙坐了下来,掏出烟,点上火,深深吸了一口,吐出白色的烟雾。
peipei: 这个城市…好美啊。
<<hide_dialog>>
<<wait 1>>
me: 是啊。好美啊。
<<hide_dialog>>
<<wait 1>>
树叶从她的面前飘落。
她接住了一片,举了起来,仔细端详着。
peipei: 医生…这片树叶是什么颜色的?
<<hide_dialog>>
<<wait 1>>
me: 你不是要回去工作吗?
<<hide_dialog>>
<<wait 1>>
她忽然回过头看着你,露出了一个久违的笑容。
她伸出手,把树叶交给你。
peipei: 谢谢你,医生。
peipei: 我会有很多机会给你画画的。
->接过
她依然看着你,直直的眼神和你对视。她的嘴微张着,许多种表情从她的脸上闪过。
peipei: 我会有很多机会给你画画的。
说完,她再次给了你一个笑容,转身离开。
<<hide_dialog>>
<<wait 1>>
吸完最后一口烟,你长舒一口气。
->回到诊室
//感觉可以把之前写的day1mid改到这里的BE,只是树叶其实是绿的,但你说是黄的
<<fade_in 1>>
感谢游玩艾比斯之梦,本次demo的体验流程已结束
//<<NextYarn>>
===
@@ -90,6 +90,7 @@ colorID: 1
//调速阶段
<<if $gameStage == 4>>
<<fade_in 1>>
<<NextYarn>>
//<<jump 变速箱检查>>
<<endif>>
@@ -4,7 +4,6 @@ group: 入口
position: 250,-26
---
<<fade_in 1>>
<<switch_fix_system_to "Clinic">>
<<indoor_new 1>>
<<fade_out 1>>
@@ -27,7 +26,6 @@ position: 250,200
<<character_auto_blink>>
<<character_pos 直立>>
<<character_face_new 大笑>>
<<wait 1>>
shitou: 啊!~自由的小机体,在大大的城市里~<br>跑呀~跑呀~再多烦恼~统统忘掉~
@@ -323,15 +323,15 @@ shitou: 呜——!
<<step_on_gas 0.55 4>>
//石头加起速来,引擎轰鸣着达到了跑到了某个速度。#auto_next
//<<wait 3>>
me: 9800转…好高啊。
me: 14000转…好高啊。
shitou: 嘿嘿,医生,我要跑得双倍快才行哩!
me: 双倍快?
shitou: 对!我要比大家都快一倍!这样我才能跑双倍的货~
<<hide_dialog>>
<<wait 0.5>>
me: ……你是想跑到20000转吗?那样要赶上火车了。
me: ……你是想跑到30000转吗?那样要赶上火车了。
shitou: 哈哈,我真能变成火车…那就……太酷啦!
shitou: 开玩笑~医生!这只是一种比喻~<br>我只要能跑到12000转就够啦!
shitou: 开玩笑~医生!这只是一种比喻~<br>我只要能跑到24000转就够啦!
<<hide_dialog>>
<<wait 0.5>>
me: 那么…加压应该是可以做到的。
@@ -440,6 +440,7 @@ me: 这个变速箱里看起来有很多奇怪的结构……
me: 无论如何,我先把这些脱落的齿轮装回去吧。
<<add_task TaskManager "恢复变速箱的齿轮">>
<<task_moveOut TaskManager>>
//你打开引擎的变速箱盖,看到里面充满了各种奇形怪状的齿轮。
//->拿起一个齿轮
@@ -463,7 +464,7 @@ position: 393,982
<<hide_dialog>>
<<wait 1>>
<<complete_task TaskManager "恢复变速箱的齿轮">>
<<task_moveOut TaskManager>>
//<<task_moveOut TaskManager>>
<<wait 0.5>>
me: 好了。石头,再试试吧,跑起来。
// <<switch_fix_system_to Engine>>
@@ -532,7 +533,7 @@ position: 383,1182
---
<<set $gearPopupCount = 0>>
<<close_gear_cover>>
<<wait 1>>
<<wait 0.5>>
<<fade_in 1>>
<<switch_fix_system_to "Clinic">>
<<character_auto_blink>>
@@ -637,7 +638,7 @@ me: 让我找找…镍铬齿轮…
<<open_gear_panel>>
<<hide_dialog>>
<<add_task TaskManager "更换镍铬齿轮">>
<<task_moveIn TaskManager>>
//<<task_moveIn TaskManager>>
===
title: 更换镍铬齿轮
@@ -648,7 +649,7 @@ position: 387,1377
<<close_gear_panel>>
<<complete_task TaskManager "更换镍铬齿轮">>
<<task_moveOut TaskManager>>
//<<task_moveOut TaskManager>>
<<hide_dialog>>
<<wait 0.5>>
@@ -76,28 +76,10 @@ position: 384,81
title: 检查UF
tags: 待删除
colorID: 8
group:插线检查
position: -449,-3574
---
【待删除,石头无此模块】
<<jump 主维修界面_头部>>
===
title: 检查色觉
tags: 待删除
colorID: 8
group:插线检查
position: 195,-3043
---
【待删除,石头无此模块】
<<jump 主维修界面_头部>>
===
@@ -236,7 +218,7 @@ position: 195,-3243
<<open_screen>>
Linking: 正在建立连接…
<<wait 0.2>>
MemModule: 已与视觉模块建立连接!
MemModule: 已与记忆模块建立连接!
MemModule: 未检测到可查看的记忆卡带。
->检查
<<hide_dialog>>
@@ -319,7 +301,7 @@ EyeModule: 已与视觉模块建立连接!
->检查
<<hide_dialog>>
Analysing: #auto_next
<<if $eyeChecked == false>>
<<if $eyeChecked == true>>
<<wait 1.5>>
<<endif>>
EyeModule: 检查完成!未发现错误。
@@ -339,8 +321,12 @@ EyeModule: 已与视觉模块建立连接!
<<else>>
me: 碰撞导致视觉有重影,但过段时间就会恢复。
<<endif>>
->结束
<<close_screen>>
<<jump 主维修界面_头部>>
->结束
<<jump 主维修界面_头部>>
<<close_screen>>
<<jump 主维修界面_头部>>
===
@@ -421,6 +407,7 @@ shitou: 春̨̼̥̑̅́ͅ묈̪̏갚鴉싧썮계퓳뚳 ̥́펽̞͌̒瓦
<<hide_dialog>>
<<wait 1>>
shitou: 春天…我会...
<<MemoryFinished MemoryManager>>
me: 音频数据已经被完全覆盖了……
<<complete_task TaskManager "检查记忆的受损情况">>
<<hide_dialog>>
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isPullActive: 0
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targetSpeed: 0.95
targetSpeed: 0.8
coverMoveDuration: 2
coverMoveDistance: 2.8
updateSpeedEvent:
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coolingButton: {fileID: 1170503232}
heatmapGameobject: {fileID: 1652512854}
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@@ -17259,7 +17263,6 @@ GameObject:
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m_Pivot: {x: 0.5, y: 0.5}
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@@ -19933,7 +19920,7 @@ RectTransform:
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m_AnchoredPosition: {x: 0.21, y: -0.8}
m_SizeDelta: {x: 0.75, y: 1}
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public Transform[] Pos;
public Button coolingButton;
private BodyModuleSystem bodyModuleSystem;
public GameObject heatmapGameobject;
@@ -75,6 +77,7 @@ public class HeatMapController : MonoBehaviour
heatmapGameobject.GetComponent<DraggableUI>().isDone = false;
yield return new WaitForSeconds(1f); // 等待动画完成
heatmapGameobject.GetComponent<DraggableUI>().UnlockDrag();
coolingButton.interactable = true;
}
public void HideHeatMap()
@@ -89,6 +92,7 @@ public class HeatMapController : MonoBehaviour
public void StartCooling()
{
coolingButton.interactable = false;
StartCoroutine(ReduceValueCoroutine());
}
@@ -135,7 +135,6 @@ namespace AibisDream.FixSystem
// 拔出插头
bodyModuleSystem.ResetPlug();
// 切换相机
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CoolingMachine);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
// 开启交互
bodyModuleSystem.EnableSystem();
@@ -15,7 +15,7 @@ namespace AibisDream.FixSystem
#region
public float rotateDuration = 0.5f;
public float typeSpeed = 0.05f;
public float typeSpeed = 0.1f;
#endregion
@@ -101,7 +101,7 @@ namespace AibisDream.FixSystem
screenImage.sprite = sprite;
// 逐渐展示
return DOTween.To(() => _imageMaterial.GetFloat(DirectionalAlphaFadeFade),
value => _imageMaterial.SetFloat(DirectionalAlphaFadeFade, value), 10f, 1f);
value => _imageMaterial.SetFloat(DirectionalAlphaFadeFade, value), 10f, 0.5f);
}
public void ClearImage()
@@ -111,7 +111,7 @@ public class LineInteraction : MonoBehaviour
void ContinueTimeline()
{
AudioManager.RandomPlayInteraction("wire_cut");
timelineDirector.Play();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Yarn.Unity;
public class ActorManager : MonoBehaviour
{
[Header("Actors")]
public List<SpriteRenderer> actors;
[YarnCommand("fade_in_actor")]
public IEnumerator FadeInActorByName(string actorName, float duration)
{
var actor = actors.Find(a => a.name == actorName);
if (actor != null)
{
yield return StartCoroutine(FadeActor(actor, 0f, 1f, duration));
}
else
{
Debug.LogError($"Actor with name {actorName} not found.");
}
}
[YarnCommand("fade_out_actor")]
public IEnumerator FadeOutActorByName(string actorName, float duration)
{
var actor = actors.Find(a => a.name == actorName);
if (actor != null)
{
yield return StartCoroutine(FadeActor(actor, 1f, 0f, duration));
}
else
{
Debug.LogError($"Actor with name {actorName} not found.");
}
}
public void FadeInActor(SpriteRenderer actor, float duration)
{
StartCoroutine(FadeActor(actor, 0f, 1f, duration));
}
public void FadeOutActor(SpriteRenderer actor, float duration)
{
StartCoroutine(FadeActor(actor, 1f, 0f, duration));
}
private IEnumerator FadeActor(SpriteRenderer actor, float startAlpha, float endAlpha, float duration)
{
float elapsedTime = 0f;
Color color = actor.color;
while (elapsedTime < duration)
{
elapsedTime += Time.deltaTime;
float alpha = Mathf.Lerp(startAlpha, endAlpha, elapsedTime / duration);
actor.color = new Color(color.r, color.g, color.b, alpha);
yield return null;
}
actor.color = new Color(color.r, color.g, color.b, endAlpha);
}
private void Start()
{
HideAllActors();
}
private void HideAllActors()
{
foreach (var actor in actors)
{
actor.color = new Color(actor.color.r, actor.color.g, actor.color.b, 0f);
}
}
}
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using System.Collections.Generic;
using UnityEngine;
using Yarn.Unity;
public class EnvironmentManager : MonoBehaviour
{
[Header("Time of Day Objects")]
public List<GameObject> dayObjects;
public List<GameObject> nightObjects;
public List<GameObject> midnightObjects;
[Header("Weather Effects")]
public GameObject snowEffect;
private void Start()
{
// 设置默认状态
SetTimeOfDay(TimeOfDay.Day);
SetWeather(false);
}
[YarnCommand("set_time_of_day")]
public void SetTimeOfDayCommand(string timeOfDay)
{
timeOfDay = timeOfDay.ToLower();
if (timeOfDay == "day" && dayObjects.Count > 0)
{
SetTimeOfDay(TimeOfDay.Day);
}
else if (timeOfDay == "night" && nightObjects.Count > 0)
{
SetTimeOfDay(TimeOfDay.Night);
}
else if (timeOfDay == "midnight" && midnightObjects.Count > 0)
{
SetTimeOfDay(TimeOfDay.Midnight);
}
else
{
Debug.LogError($"Invalid or unavailable time of day: {timeOfDay}");
}
}
public void SetTimeOfDay(TimeOfDay timeOfDay)
{
if (dayObjects.Count > 0)
{
foreach (var obj in dayObjects)
{
obj.SetActive(timeOfDay == TimeOfDay.Day);
}
}
if (nightObjects.Count > 0)
{
foreach (var obj in nightObjects)
{
obj.SetActive(timeOfDay == TimeOfDay.Night);
}
}
if (midnightObjects.Count > 0)
{
foreach (var obj in midnightObjects)
{
obj.SetActive(timeOfDay == TimeOfDay.Midnight);
}
}
}
[YarnCommand("set_weather")]
public void SetWeatherCommand(string weatherType)
{
bool isSnowing = weatherType.ToLower() == "snow";
SetWeather(isSnowing);
}
public void SetWeather(bool isSnowing)
{
if (snowEffect != null)
{
snowEffect.SetActive(isSnowing);
}
}
}
public enum TimeOfDay
{
Day,
Night,
Midnight
}
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@@ -62,8 +73,15 @@
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@@ -62,8 +73,15 @@
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@@ -62,8 +73,15 @@
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@@ -62,8 +73,15 @@
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"$Yarn.Internal.Visiting.EmoPlugIn": 0.0,
"$Yarn.Internal.Visiting.SpeakPlugIn": 0.0,
"$Yarn.Internal.Visiting.LogicPlugIn": 0.0,
"$Yarn.Internal.Visiting.ColorPlugIn": 0.0,
"$Yarn.Internal.Visiting.MemoryPlugIn": 0.0,
"$Yarn.Internal.Visiting.UFPlugIn": 0.0,
"$Yarn.Internal.Visiting.EyePlugIn": 0.0,
"$Yarn.Internal.Visiting.检查记忆": 1.0
},
"stringDict": {
"$gameStage": "流程结束"
},
"boolDict": {
"$isFinishedUFCheck": false,
"$isFinishedEyeCheck": false,
"$hasUncheckedMemory": false,
"$isPeipeiBE": true,
"$PlugAll": true,
"$Memory1Fade_Peipei": true,
"$Memory2Fade_Peipei": true,
"$Memory3Fade_Peipei": true,
"$ufSeen": false,
"$ufKnown": false,
"$ufpurposeKnown": false,
"$chipmissingKnown": false,
"$eyeproblemKnown": false,
"$eyenocolorKnown": false,
"$eyecolorKnown": false,
"$isCheckedPunchTapeFormEye": false
},
"curSceneKey": "PeipeiFixScene",
"curTalkSceneSo": "PeipeiDay3",
"fixState": 1,
"fixStateArgs": ""
}
@@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: 6f04d8109851341438454eb65fb13105
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -3,6 +3,12 @@
"ClueData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"punchTapeFavorites": []
},
"EyeData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"currentState": 1
},
"ChipData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isChipRemoved": true
},
"AibisDream.ClinicData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"characterName": null,
"faceName": null,
@@ -10,21 +16,15 @@
"hasDevice": false,
"isShow": false
},
"EyeData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"currentState": 1
},
"ChipData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isChipRemoved": true
},
"UFData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isUFCoverRemoved": false,
"isUFCoverRemoved": true,
"isUFRemoved": false,
"isColorRemoved": false
}
},
"floatDict": {
"$memoryCount": 0.0,
"$PlugCount": 7.0,
"$PlugCount": 1.0,
"$chipDiscussCount": 0.0,
"$ufDiscussCount": 0.0,
"$eyeDiscussCount": 0.0,
@@ -32,22 +32,7 @@
"$emoDiscussCount": 0.0,
"$logicDiscussCount": 0.0,
"$speakerDiscussCount": 0.0,
"$UFPhotoID_PeipeiTalk": 1.0,
"$Yarn.Internal.Visiting.检查视觉": 1.0,
"$Yarn.Internal.Visiting.检查情绪": 1.0,
"$Yarn.Internal.Visiting.检查逻辑": 2.0,
"$Yarn.Internal.Visiting.检查语言": 1.0,
"$Yarn.Internal.Visiting.检查色觉": 1.0,
"$Yarn.Internal.Visiting.检查UF": 1.0,
"$Yarn.Internal.Visiting.记忆": 0.0,
"$Yarn.Internal.Visiting.EmoPlugIn": 0.0,
"$Yarn.Internal.Visiting.SpeakPlugIn": 0.0,
"$Yarn.Internal.Visiting.LogicPlugIn": 0.0,
"$Yarn.Internal.Visiting.ColorPlugIn": 0.0,
"$Yarn.Internal.Visiting.MemoryPlugIn": 0.0,
"$Yarn.Internal.Visiting.UFPlugIn": 0.0,
"$Yarn.Internal.Visiting.EyePlugIn": 0.0,
"$Yarn.Internal.Visiting.检查记忆": 1.0
"$UFPhotoID_PeipeiTalk": 1.0
},
"stringDict": {
"$gameStage": "清除记忆色彩"
@@ -68,7 +53,15 @@
"$eyeproblemKnown": false,
"$eyenocolorKnown": false,
"$eyecolorKnown": false,
"$isCheckedPunchTapeFormEye": false
"$isCheckedPunchTapeFormEye": false,
"$UfChecked": true,
"$emoChecked": false,
"$speakerChecked": false,
"$logicChecked": false,
"$colorChecked": false,
"$memoryChecked": false,
"$eyeChecked": false,
"$peipeiBE": false
},
"curSceneKey": "PeipeiFixScene",
"curTalkSceneSo": "PeipeiDay3",

Some files were not shown because too many files have changed in this diff Show More