Merge branch '7.19春优化' into 'develop'

fix(heatmap): 低温段改为蓝色噪点并保留发热色带

See merge request aibis-dream/aibis-dream!754
This commit is contained in:
2026-07-19 19:55:33 +00:00
59 changed files with 5502 additions and 971 deletions
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View File
@@ -8,7 +8,7 @@ Shader "AIBIS/KiteFocusSprite"
[Header(Focus Blur)]
_BlurAmount ("Blur Amount", Range(0, 1)) = 0
_BlurSize ("Blur Size", Range(0, 0.05)) = 0.012
[HideInInspector] _UseGaussianBlur ("Use Gaussian Blur", Float) = 0
[HideInInspector] _UseSoftFocus ("Use Soft Focus", Float) = 0
_DefocusBloom ("Defocus Highlight Bloom", Range(0, 1)) = 0.32
_HaloStrength ("Large Circle Halo", Range(0, 0.6)) = 0.22
_ChromaticFringe ("Lens Color Fringe", Range(0, 0.6)) = 0.14
@@ -76,7 +76,7 @@ Shader "AIBIS/KiteFocusSprite"
fixed4 _Color;
float _BlurAmount;
float _BlurSize;
float _UseGaussianBlur;
float _UseSoftFocus;
float _DefocusBloom;
float _HaloStrength;
float _ChromaticFringe;
@@ -152,30 +152,31 @@ Shader "AIBIS/KiteFocusSprite"
return result * 0.125;
}
// Same directional Gaussian kernel used by EyeUnifiedSprite in the
// Peipei eye module, including its lower-cost mobile fallback.
half3 EyeGaussianBlurRgb(float2 uv, float stepSize)
half4 SoftFocusBlur(float2 uv, float radius)
{
float angle = 1.937315;
float2 stepDir = float2(sin(angle), cos(angle));
float2 stepUv = stepDir * stepSize;
float nearRadius = radius * 0.48;
half4 result = samplePremultiplied(uv) * 0.20;
#if defined(SHADER_API_MOBILE)
half3 rgb = tex2D(_MainTex, saturate(uv)).rgb * 0.34;
rgb += tex2D(_MainTex, saturate(uv + stepUv)).rgb * 0.33;
rgb += tex2D(_MainTex, saturate(uv - stepUv)).rgb * 0.33;
#else
half3 rgb = tex2D(_MainTex, saturate(uv)).rgb * 0.18;
rgb += tex2D(_MainTex, saturate(uv + stepUv * 1.0)).rgb * 0.15;
rgb += tex2D(_MainTex, saturate(uv - stepUv * 1.0)).rgb * 0.15;
rgb += tex2D(_MainTex, saturate(uv + stepUv * 2.0)).rgb * 0.12;
rgb += tex2D(_MainTex, saturate(uv - stepUv * 2.0)).rgb * 0.12;
rgb += tex2D(_MainTex, saturate(uv + stepUv * 3.0)).rgb * 0.09;
rgb += tex2D(_MainTex, saturate(uv - stepUv * 3.0)).rgb * 0.09;
rgb += tex2D(_MainTex, saturate(uv + stepUv * 4.0)).rgb * 0.05;
rgb += tex2D(_MainTex, saturate(uv - stepUv * 4.0)).rgb * 0.05;
#endif
return rgb;
result += samplePremultiplied(uv + float2( nearRadius, 0)) * 0.08;
result += samplePremultiplied(uv + float2(-nearRadius, 0)) * 0.08;
result += samplePremultiplied(uv + float2(0, nearRadius)) * 0.08;
result += samplePremultiplied(uv + float2(0, -nearRadius)) * 0.08;
result += samplePremultiplied(uv + float2( nearRadius, nearRadius)) * 0.055;
result += samplePremultiplied(uv + float2(-nearRadius, nearRadius)) * 0.055;
result += samplePremultiplied(uv + float2( nearRadius, -nearRadius)) * 0.055;
result += samplePremultiplied(uv + float2(-nearRadius, -nearRadius)) * 0.055;
result += samplePremultiplied(uv + float2( radius, 0)) * 0.04;
result += samplePremultiplied(uv + float2(-radius, 0)) * 0.04;
result += samplePremultiplied(uv + float2(0, radius)) * 0.04;
result += samplePremultiplied(uv + float2(0, -radius)) * 0.04;
result += samplePremultiplied(uv + float2( radius, radius)) * 0.025;
result += samplePremultiplied(uv + float2(-radius, radius)) * 0.025;
result += samplePremultiplied(uv + float2( radius, -radius)) * 0.025;
result += samplePremultiplied(uv + float2(-radius, -radius)) * 0.025;
return result;
}
fixed4 frag(v2f i) : SV_Target
@@ -193,18 +194,15 @@ Shader "AIBIS/KiteFocusSprite"
float2 texel = max(abs(_MainTex_TexelSize.xy), float2(1e-5, 1e-5));
float radius = (length(texel) * 0.5 + _BlurSize) * (0.28 + blurAmt * 1.72);
if (_UseGaussianBlur > 0.5)
if (_UseSoftFocus > 0.5)
{
float stepSize = length(texel) + _BlurSize;
half3 blurredRgb = EyeGaussianBlurRgb(i.uv, stepSize);
float blurStrength = pow(blurAmt, 0.75);
half4 sharpPremul = sharp;
sharpPremul.rgb *= sharpPremul.a;
half4 gaussianColor = half4(blurredRgb * sharp.a, sharp.a);
gaussianColor = lerp(sharpPremul, gaussianColor, blurStrength);
gaussianColor.rgb *= i.color.rgb * i.color.a;
gaussianColor.a *= i.color.a;
return gaussianColor;
half4 softBlurred = SoftFocusBlur(i.uv, radius);
half4 softSharp = sharp;
softSharp.rgb *= softSharp.a;
half4 softColor = lerp(softSharp, softBlurred, smoothstep(0.0, 1.0, blurAmt));
softColor.rgb *= i.color.rgb * i.color.a;
softColor.a *= i.color.a;
return softColor;
}
half4 disc = ApertureDisc(i.uv, radius);
+76 -260
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value: -0
objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.x
value: -90
objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.y
value: 0
objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []
m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 87957cfe30e56984b82c1d9a90fad889, type: 3}
--- !u!4 &1811207268 stripped
Transform:
m_CorrespondingSourceObject: {fileID: 5296327770213497549, guid: 87957cfe30e56984b82c1d9a90fad889, type: 3}
m_PrefabInstance: {fileID: 1811207267}
m_PrefabAsset: {fileID: 0}
--- !u!1 &1857008256
GameObject:
m_ObjectHideFlags: 0
@@ -2211,11 +2027,11 @@ Transform:
m_GameObject: {fileID: 1948760199}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 5.3, y: -6.68, z: 0}
m_LocalPosition: {x: 0, y: -5, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 1811207268}
- {fileID: 1325553536}
m_Father: {fileID: 812657464}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1948760201
+9 -8
View File
@@ -424,18 +424,19 @@ MonoBehaviour:
initialBlur: 0.58
blurSize: 0.0045
firstAttemptStart: 0.45
firstFocusDuration: 0.82
firstFocusDuration: 0.72
firstNearFocusBlur: 0.16
firstHoldDuration: 0.12
firstSlipDuration: 0.48
firstHoldDuration: 0.1
firstSlipDuration: 0.42
firstSlipBlur: 0.52
secondAttemptStart: 2
secondFocusDuration: 0.92
secondAttemptStart: 1.85
secondFocusDuration: 0.82
secondNearFocusBlur: 0.08
secondHoldDuration: 0.14
secondSlipDuration: 0.58
secondHoldDuration: 0.12
secondSlipDuration: 0.5
unresolvedBlur: 0.44
descentStart: 4
blurFadeStart: 4
blurFadeDuration: 3.2
--- !u!1 &218986882
GameObject:
m_ObjectHideFlags: 0
@@ -14,7 +14,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
exits: []
yarnProject: {fileID: 7545569452688597077, guid: e6bac2644a8a04b4899ce2fe8ae1f4fc, type: 3}
firstSceneName: Scene/SubWay
firstSceneName: Scene/Bridge
title: "\u8BD5\u73A9\u7ED3\u675F"
titleKey: scene_general_end
description: PlaytestEnd
@@ -522,6 +522,47 @@ namespace AibisDream
yield return SpriteShowcase.Instance.ShowLargeObj(picName, duration);
}
[YarnCommand("show_large_sprite_animation")]
public static IEnumerator ShowLargeSpriteAnimation(
string picNamePrefix,
int frameCount,
float secondsPerFrame = 0.2f,
float duration = 1f)
{
yield return SpriteShowcase.Instance.ShowLargeSpriteAnimation(
picNamePrefix,
frameCount,
secondsPerFrame,
duration);
}
[YarnCommand("set_large_sprite_blur")]
public static void SetLargeSpriteBlur(float amount, float blurSize = 0.012f)
{
SpriteShowcase.Instance.SetLargeSpriteBlur(amount, blurSize);
}
[YarnCommand("tween_large_sprite_blur")]
public static IEnumerator TweenLargeSpriteBlur(
float targetAmount,
float duration,
float blurSize = 0.012f)
{
yield return SpriteShowcase.Instance.TweenLargeSpriteBlur(targetAmount, duration, blurSize);
}
[YarnCommand("tween_large_sprite_blur_async")]
public static void TweenLargeSpriteBlurAsync(
float targetAmount,
float duration,
float blurSize = 0.012f)
{
if (DialogController.Instance == null) return;
DialogController.Instance.StartCoroutine(
SpriteShowcase.Instance.TweenLargeSpriteBlur(targetAmount, duration, blurSize));
}
[YarnCommand("hide_large_sprite")]
public static IEnumerator HideLargeSprite(float duration = 1)
{
@@ -22,8 +22,8 @@ public class HeatMapController : MonoBehaviour
public Transform imageToRotate; // 需要旋转的Image
[SerializeField, Min(0f)] private float fanStopDuration = 0.15f;
[Header("低温背景")]
[SerializeField] private Color coldBaseColor = new Color(0.015f, 0.075f, 0.16f, 1f);
[SerializeField] private Color coldHighlightColor = new Color(0.02f, 0.27f, 0.48f, 1f);
[SerializeField] private Color coldBaseColor = new Color(0.005f, 0.02f, 0.55f, 1f);
[SerializeField] private Color coldHighlightColor = new Color(0f, 0.3f, 1f, 1f);
[SerializeField, Min(0.01f)] private float coldNoiseScale = 1.8f;
[SerializeField, Range(0f, 1f)] private float coldNoiseStrength = 0.45f;
public Vector3 inPos; // Heatmap进入位置
@@ -244,7 +244,7 @@ public class HeatMapController : MonoBehaviour
public void SetDataToMaterial()
{
// 逻辑温度 0~2 → shader 侧发热强度;各段端点连续,避免跨档跳变。
// t=0 冷态压低,接近「看不见」;t=1/2 保持原有发热观感
// 保持原有温度映射,冷色替换只由 shader 处理
if (tempture <= 1f)
{
float t = Mathf.Clamp01(tempture);
@@ -256,7 +256,7 @@ public class HeatMapController : MonoBehaviour
{
float t = Mathf.Clamp01(tempture - 1f);
uftempture = Mathf.Lerp(2.8f, 3.2f, t);
modulesTempture = Mathf.Lerp(1.6f, 2.3f, t); // 原 1.8 起点与上一段不连续
modulesTempture = Mathf.Lerp(1.6f, 2.3f, t);
backtemture = Mathf.Lerp(2.25f, 3.4f, t);
}
@@ -12,8 +12,8 @@ Shader "Unlit/HeatTest"
_Speaktexture ("_Speaktexture", 2D) = "white" {}
_headtexture ("_headtexture", 2D) = "white" {}
_Temtupre("_Temtupre", float) = 0 // 世界空间中的中心
_ColdBaseColor ("Cold Base Color", Color) = (0.015, 0.075, 0.16, 1)
_ColdHighlightColor ("Cold Highlight Color", Color) = (0.02, 0.27, 0.48, 1)
_ColdBaseColor ("Cold Base Color", Color) = (0.005, 0.02, 0.55, 1)
_ColdHighlightColor ("Cold Highlight Color", Color) = (0, 0.3, 1, 1)
_ColdNoiseScale ("Cold Noise Scale", Float) = 1.8
_ColdNoiseStrength ("Cold Noise Strength", Range(0, 1)) = 0.45
}
@@ -150,7 +150,8 @@ fixed4 frag (v2f i) : SV_Target
float2 coldNoiseUV = worldPos.xy + float2(_Time.y * 0.012, -_Time.y * 0.009);
float coldNoise = Unity_SimpleNoise(coldNoiseUV, _ColdNoiseScale);
float coldVariation = saturate(0.18 + coldNoise * _ColdNoiseStrength);
fixed4 col = lerp(_ColdBaseColor, _ColdHighlightColor, coldVariation);
fixed4 coldColor = lerp(_ColdBaseColor, _ColdHighlightColor, coldVariation);
fixed4 col = coldColor;
bool isFind = false;
@@ -184,7 +185,10 @@ fixed4 frag (v2f i) : SV_Target
fixed4 rampColor = tex2D(_RampTexture, float2(alpha, 0));
col = rampColor;
// 保留原有色带映射,只把接近黑色的冷端替换为蓝色。
float brightestChannel = max(rampColor.r, max(rampColor.g, rampColor.b));
float blackMask = 1.0 - smoothstep(0.035, 0.12, brightestChannel);
col = lerp(rampColor, coldColor, blackMask);
}
}
@@ -206,7 +210,9 @@ fixed4 frag (v2f i) : SV_Target
alpha=backalpha;
fixed4 rampColor = tex2D(_RampTexture, float2(alpha, 0));
col = rampColor;
float brightestChannel = max(rampColor.r, max(rampColor.g, rampColor.b));
float blackMask = 1.0 - smoothstep(0.035, 0.12, brightestChannel);
col = lerp(rampColor, coldColor, blackMask);
}
}
@@ -128,6 +128,8 @@ Material:
m_Floats:
- _Alpha: 0.992
- _Boolean: 0
- _ColdNoiseScale: 1.8
- _ColdNoiseStrength: 0.45
- _ColorHSV_Brightness_1: 1
- _ColorHSV_Hue_1: 104
- _ColorHSV_Saturation_1: 1
@@ -158,6 +160,8 @@ Material:
- _Center: {r: -3.77, g: 0.91, b: 0, a: 0}
- _CenterScale: {r: 0, g: 0, b: 0, a: 0}
- _CircleModuleSize: {r: 1, g: 1, b: 0, a: 0}
- _ColdBaseColor: {r: 0.005, g: 0.02, b: 0.55, a: 1}
- _ColdHighlightColor: {r: 0, g: 0.3, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _ColorX: {r: 1, g: 1, b: 1, a: 1}
- _Flip: {r: 1, g: 1, b: 1, a: 1}
@@ -99,7 +99,7 @@ namespace AibisDream
}
}
public IEnumerator StartCutting(BodyModule targetModule)
public IEnumerator StartCutting(BodyModule targetModule, bool flickerCutTextOnEnter = false)
{
// 检查参数
if (targetModule == null)
@@ -121,6 +121,13 @@ namespace AibisDream
// 停止之前的切割
StopCutting();
// StopCutting 会将 Cut Text 恢复为可见,因此需要在调用后同步进入状态。
_targetModule.SetCutTextVisible(flickerCutTextOnEnter);
if (flickerCutTextOnEnter)
{
_targetModule.StartCutTextFlicker();
}
// 设置切割模式
isCuttingMode = true;
@@ -322,4 +329,4 @@ namespace AibisDream
_targetSpriteRenderer = null;
}
}
}
}
@@ -83,7 +83,7 @@ namespace AibisDream.FixSystem
yield return UIManager.Instance.GetPanel<ScreenTransitionPanel>().FadeInAsync(0.1f);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutMemoryDeep);
yield return UIManager.Instance.GetPanel<ScreenTransitionPanel>().FadeOutAsync(0.1f);
yield return cuttingManager.StartCutting(bodyModule);
yield return cuttingManager.StartCutting(bodyModule, flickerCutTextOnEnter: true);
}
@@ -16,6 +16,7 @@ namespace AibisDream
private const string DreamSpritePath = "Sprite/梦境/{0}.png";
private const string KiteBaseSuffix = "_底图";
private const string KiteMotionSuffix = "_风筝层";
private const float ReelMotionSpeedMultiplier = 2f;
[SerializeField] private SpriteRenderer _spriteRenderer;
[SerializeField] private SpriteRenderer _backgroundSpriteRenderer;
@@ -37,6 +38,13 @@ namespace AibisDream
private Quaternion _largeBaseLocalRotation;
private Vector3 _largeBaseLocalScale;
private float _largeBaseAlpha;
private Material _largeBaseMaterial;
private MaterialPropertyBlock _largePropertyBlock;
private Coroutine _largeSpriteAnimationCoroutine;
private static readonly int BlurAmountId = Shader.PropertyToID("_BlurAmount");
private static readonly int BlurSizeId = Shader.PropertyToID("_BlurSize");
private static readonly int UseSoftFocusId = Shader.PropertyToID("_UseSoftFocus");
// 通过 activeSelf 判断当前状态
private bool IsSmallShowing => _spriteRenderer.gameObject.activeSelf;
@@ -89,6 +97,95 @@ namespace AibisDream
_largeBaseLocalRotation = tr.localRotation;
_largeBaseLocalScale = tr.localScale;
_largeBaseAlpha = _largeSpriteRenderer.color.a;
_largeBaseMaterial = _largeSpriteRenderer.sharedMaterial;
}
private void StopLargeSpriteAnimation()
{
if (_largeSpriteAnimationCoroutine == null) return;
StopCoroutine(_largeSpriteAnimationCoroutine);
_largeSpriteAnimationCoroutine = null;
}
private IEnumerator LoopLargeSpriteAnimation(Sprite[] frames, float secondsPerFrame)
{
var frameIndex = 0;
var wait = new WaitForSeconds(Mathf.Max(0.01f, secondsPerFrame));
while (frames.Length > 0)
{
if (_largeSpriteRenderer != null)
{
_largeSpriteRenderer.sprite = frames[frameIndex];
}
frameIndex = (frameIndex + 1) % frames.Length;
yield return wait;
}
}
private void ApplyLargeSpriteBlur(float amount, float blurSize)
{
if (_largeSpriteRenderer == null) return;
amount = Mathf.Clamp01(amount);
if (amount <= 0.001f)
{
_largeSpriteRenderer.SetPropertyBlock(null);
_largeSpriteRenderer.sharedMaterial = _largeBaseMaterial;
return;
}
if (_kiteFocusMaterial == null)
{
Debug.LogWarning("[SpriteShowcase] 未配置全屏图片可用的对焦材质。", this);
return;
}
_largeSpriteRenderer.sharedMaterial = _kiteFocusMaterial;
_largePropertyBlock ??= new MaterialPropertyBlock();
_largeSpriteRenderer.GetPropertyBlock(_largePropertyBlock);
_largePropertyBlock.SetFloat(BlurAmountId, amount);
_largePropertyBlock.SetFloat(BlurSizeId, Mathf.Max(0f, blurSize));
_largePropertyBlock.SetFloat(UseSoftFocusId, 1f);
_largeSpriteRenderer.SetPropertyBlock(_largePropertyBlock);
}
public void SetLargeSpriteBlur(float amount, float blurSize = 0.012f)
{
ApplyLargeSpriteBlur(amount, blurSize);
}
public IEnumerator TweenLargeSpriteBlur(float targetAmount, float duration, float blurSize = 0.012f)
{
if (_largeSpriteRenderer == null) yield break;
_largePropertyBlock ??= new MaterialPropertyBlock();
_largeSpriteRenderer.GetPropertyBlock(_largePropertyBlock);
var startAmount = _largeSpriteRenderer.sharedMaterial == _kiteFocusMaterial
? _largePropertyBlock.GetFloat(BlurAmountId)
: 0f;
targetAmount = Mathf.Clamp01(targetAmount);
duration = Mathf.Max(0f, duration);
if (duration <= 0f)
{
ApplyLargeSpriteBlur(targetAmount, blurSize);
yield break;
}
var elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
var t = Mathf.Clamp01(elapsed / duration);
t = t * t * (3f - 2f * t);
ApplyLargeSpriteBlur(Mathf.Lerp(startAmount, targetAmount, t), blurSize);
yield return null;
}
ApplyLargeSpriteBlur(targetAmount, blurSize);
}
public IEnumerator AnimateLargePresentation(float scaleMultiplier, float targetAlpha, float duration)
@@ -164,6 +261,8 @@ namespace AibisDream
{
if (_largeSpriteRenderer == null) return;
StopLargeSpriteAnimation();
ApplyLargeSpriteBlur(0f, 0f);
ResetLargePresentationImmediate();
_largeSpriteRenderer.gameObject.SetActive(false);
}
@@ -295,6 +394,12 @@ namespace AibisDream
: motionProfile.Trim().ToLowerInvariant();
}
private static bool IsReelPic(string picName)
{
var normalized = NormalizeDreamPicName(picName);
return normalized == "D2S轱辘" || normalized == "D2S轱辘没线";
}
private Vector3 BaseOffset(float x, float y)
{
return _smallBaseLocalPosition + _smallMotionBaseOffset + new Vector3(x, y, 0f);
@@ -304,8 +409,9 @@ namespace AibisDream
{
var normalized = NormalizeDreamPicName(picName);
// 风筝图已改由风筝 Rig(ShowKite 等)连续驱动,分层底图+遮罩通路仅保留给轱辘特写
if (normalized == "D2S轱辘")
// 风筝图已改由风筝 Rig(ShowKite 等)连续驱动,分层底图+遮罩通路仅保留给轱辘特写
// 普通阶段用有线轱辘,结尾受力晃动改用无线轱辘;两张图各自使用对应的拆分层。
if (IsReelPic(normalized))
{
basePicName = $"{normalized}{KiteBaseSuffix}";
motionPicName = $"{normalized}{KiteMotionSuffix}";
@@ -346,6 +452,7 @@ namespace AibisDream
return;
}
seq.timeScale = ReelMotionSpeedMultiplier;
_smallMotionSequence = seq;
}
@@ -470,6 +577,7 @@ namespace AibisDream
}
seq.OnComplete(() => PlayReelHold(tr, Mathf.Min(1f, strain + 0.22f)));
seq.timeScale = ReelMotionSpeedMultiplier;
_smallMotionSequence = seq;
}
@@ -510,6 +618,9 @@ namespace AibisDream
private void ClearLargeImmediate()
{
StopLargeSpriteAnimation();
ApplyLargeSpriteBlur(0f, 0f);
if (_largeSpriteRenderer != null)
{
_largeSpriteRenderer.DOKill();
@@ -614,7 +725,7 @@ namespace AibisDream
var useSplitMotion = TryGetSplitMotionPicNames(picName, out var basePicName, out var motionPicName);
var isSamePic = string.Equals(_currentSmallPicName, normalizedName, StringComparison.OrdinalIgnoreCase)
&& _currentSmallUsesSplitLayers == useSplitMotion;
_smallMotionBaseOffset = normalizedName == "D2S轱辘" ? new Vector3(0f, -0.32f, 0f) : Vector3.zero;
_smallMotionBaseOffset = IsReelPic(normalizedName) ? new Vector3(0f, -0.32f, 0f) : Vector3.zero;
KillSmallTweenState();
@@ -685,6 +796,8 @@ namespace AibisDream
/// <returns>协程</returns>
public IEnumerator ShowLargeObj(string picName, float duration = 1)
{
StopLargeSpriteAnimation();
// 互斥:小图立刻关掉,避免风筝层与底图不同步淡出造成的怪 fade
if (IsSmallShowing)
{
@@ -721,6 +834,65 @@ namespace AibisDream
}
}
/// <summary>
/// 按“前缀1.png … 前缀N.png”加载并循环播放全屏序列帧。
/// </summary>
public IEnumerator ShowLargeSpriteAnimation(
string picNamePrefix,
int frameCount,
float secondsPerFrame = 0.2f,
float duration = 1f)
{
if (_largeSpriteRenderer == null || frameCount <= 0) yield break;
StopLargeSpriteAnimation();
if (IsSmallShowing)
{
yield return HideObj(0f);
}
if (IsKiteShowing)
{
yield return HideKite(0f);
}
var frames = new Sprite[frameCount];
for (var i = 0; i < frameCount; i++)
{
var picName = $"{NormalizeDreamPicName(picNamePrefix)}{i + 1}";
var key = string.Format(DreamSpritePath, picName);
var handle = ResourceSystem.LoadAsync<Sprite>(key);
yield return handle;
if (handle.Status != AsyncOperationStatus.Succeeded || handle.Result == null)
{
Debug.LogError($"[SpriteShowcase] Failed to load animation frame: {key}");
ClearLargeImmediate();
yield break;
}
frames[i] = handle.Result;
}
ResetLargePresentationImmediate();
_largeSpriteRenderer.gameObject.SetActive(true);
_largeSpriteRenderer.sprite = frames[0];
_largeSpriteRenderer.SetAlpha(0f);
_currentLargePicName = $"{NormalizeDreamPicName(picNamePrefix)}1";
_largeSpriteAnimationCoroutine = StartCoroutine(
LoopLargeSpriteAnimation(frames, secondsPerFrame));
if (duration <= 0f)
{
_largeSpriteRenderer.SetAlpha(1f);
}
else
{
yield return _largeSpriteRenderer.DOFade(1f, duration).WaitForCompletion();
}
}
public void SetLargeSpriteImmediate(Sprite sprite)
{
if (_largeSpriteRenderer != null && sprite != null)
@@ -799,6 +971,7 @@ namespace AibisDream
{
if (_largeSpriteRenderer == null) yield break;
StopLargeSpriteAnimation();
KillLargePresentationTweens();
if (duration <= 0f)
{
@@ -811,6 +984,7 @@ namespace AibisDream
_largeSpriteRenderer.gameObject.SetActive(false);
_currentLargePicName = null;
ApplyLargeSpriteBlur(0f, 0f);
ResetLargePresentationImmediate();
}
@@ -908,7 +1082,7 @@ namespace AibisDream
if (_spriteRenderer == null) yield break;
var normalizedName = NormalizeDreamPicName(picName);
_smallMotionBaseOffset = normalizedName == "D2S轱辘" ? new Vector3(0f, -0.32f, 0f) : Vector3.zero;
_smallMotionBaseOffset = IsReelPic(normalizedName) ? new Vector3(0f, -0.32f, 0f) : Vector3.zero;
_spriteRenderer.gameObject.SetActive(true);
if (usesSplitLayers)
@@ -7,14 +7,14 @@ namespace AibisDream
{
/// <summary>
/// Drives the deliberately unsuccessful focus pulls at the start of the
/// starfield-to-sea Timeline and keeps the starfield defocused until the
/// Timeline reaches the sea.
/// starfield-to-sea Timeline. The effect is evaluated from Timeline time so
/// pausing, frame drops and repeated playback remain deterministic.
/// </summary>
public sealed class StarfieldDefocusController : MonoBehaviour
{
private static readonly int BlurAmountId = Shader.PropertyToID("_BlurAmount");
private static readonly int BlurSizeId = Shader.PropertyToID("_BlurSize");
private static readonly int UseGaussianBlurId = Shader.PropertyToID("_UseGaussianBlur");
private static readonly int UseSoftFocusId = Shader.PropertyToID("_UseSoftFocus");
[Header("References")]
[SerializeField] private PlayableDirector director;
@@ -30,34 +30,36 @@ namespace AibisDream
[Min(0f)]
[SerializeField] private float firstAttemptStart = 0.45f;
[Min(0.01f)]
[SerializeField] private float firstFocusDuration = 0.82f;
[SerializeField] private float firstFocusDuration = 0.48f;
[Range(0f, 1f)]
[SerializeField] private float firstNearFocusBlur = 0.38f;
[Min(0f)]
[SerializeField] private float firstHoldDuration = 0.12f;
[SerializeField] private float firstHoldDuration = 0.14f;
[Min(0.01f)]
[SerializeField] private float firstSlipDuration = 0.48f;
[SerializeField] private float firstSlipDuration = 0.38f;
[Range(0f, 1f)]
[SerializeField] private float firstSlipBlur = 0.72f;
[Header("Focus Attempt 2")]
[Min(0f)]
[SerializeField] private float secondAttemptStart = 2f;
[SerializeField] private float secondAttemptStart = 1.72f;
[Min(0.01f)]
[SerializeField] private float secondFocusDuration = 0.92f;
[SerializeField] private float secondFocusDuration = 0.55f;
[Range(0f, 1f)]
[SerializeField] private float secondNearFocusBlur = 0.28f;
[Min(0f)]
[SerializeField] private float secondHoldDuration = 0.14f;
[SerializeField] private float secondHoldDuration = 0.18f;
[Min(0.01f)]
[SerializeField] private float secondSlipDuration = 0.58f;
[SerializeField] private float secondSlipDuration = 0.46f;
[Range(0f, 1f)]
[SerializeField] private float unresolvedBlur = 0.62f;
[Header("Downward Pan")]
[Tooltip("Timeline time at which the starfield starts moving down toward the sea.")]
[Min(0f)]
[SerializeField] private float descentStart = 4f;
[SerializeField] private float blurFadeStart = 4f;
[Min(0.01f)]
[SerializeField] private float blurFadeDuration = 3.2f;
private MaterialPropertyBlock propertyBlock;
@@ -158,7 +160,7 @@ namespace AibisDream
}
director.Pause();
SetTimelineTime(descentStart);
SetTimelineTime(blurFadeStart);
director.Play();
while (director.state == PlayState.Playing)
@@ -246,7 +248,7 @@ namespace AibisDream
starfieldRenderer.GetPropertyBlock(propertyBlock);
propertyBlock.SetFloat(BlurAmountId, EvaluateBlur(time));
propertyBlock.SetFloat(BlurSizeId, blurSize);
propertyBlock.SetFloat(UseGaussianBlurId, 1f);
propertyBlock.SetFloat(UseSoftFocusId, 1f);
starfieldRenderer.SetPropertyBlock(propertyBlock);
}
@@ -306,7 +308,12 @@ namespace AibisDream
return SmoothLerp(secondNearFocusBlur, unresolvedBlur, InverseLerp(secondHoldEnd, secondSlipEnd, time));
}
return unresolvedBlur;
if (time < blurFadeStart)
{
return unresolvedBlur;
}
return SmoothLerp(unresolvedBlur, 0f, InverseLerp(blurFadeStart, blurFadeStart + blurFadeDuration, time));
}
/// <summary>
@@ -4,7 +4,7 @@ colorID: 8
position: 205,-53
---
<<if $global_isPeipeiBE == true>>
<<detour BE_init>>
<<detour BE_init_Func>>
<<jump BE>>
<<else>>
<<detour HE_init_Func>>
+76 -36
View File
@@ -22,23 +22,33 @@ position: 1,-422
<<declare $leaving = false>>//用来判断玩家是否正在尝试离开当前场景的flag,使用完就应该被放下
<<declare $gameStage = 1>>//1 风筝1 → 2 放完风筝1 → 3 从树上取完风筝 → 4 放完风筝2 → 5 乌鸦揭示完秘密
<<show_sprite whiteboard 0.01>>
<<dream_overflow_on "entry" 0>>
<<fade_in_white 0>>
<<show_sprite "D2S白底" 0>>
<<set_volume_weight "BloomEffect" 0.4>>
// <<show_sprite whiteboard 0.01>>
<<fade_out 2.5>>
jg: 数据溢出:未知来源的记忆… #line:09952c6
jg: VERYFYING…bool seaExists = false; waiting for imput… #auto_next #line:05a8257
<<fade_out 1>>
<<dream_overflow_off 1>>
// <<jump Test>>
<<tween_volume_weight "BloomEffect" 0.8 2.2>>
???: …抓紧… #line:0c8c60b
<<show_large_sprite "D2S枯树特写">>
<<tween_volume_weight_async "BloomEffect" 1 2.5>>
// <<tween_volume_brightness_async "BloomEffect" 1 2.5>>
<<fade_in_white 2.5>>
// <<wait 2.5>>
???: 抓紧…快抓紧。 #line:07bfa4b
<<show_sprite "D2S枯树特写" 0>>
<<wait 1.5>>
// <<tween_volume_brightness "BloomEffect" 0 2.5>>
<<fade_out 2.5>>
<<wait 1>>
// <<fade_out 1>>
//你发现自己正躺在一片空白之中。空白场景的正中央是一颗枯树。 #line:038350e
声音似乎是从树梢上一只乌鸦发出来的。 #line:09134e1
乌鸦: 抓紧。抓紧。 #line:0416ffa
<<tween_volume_weight "BloomEffect" 0 2.5>>
->站起身 #line:007b1d4
<<show_large_sprite "D2S枯树">>
<<show_sprite "D2S枯树">>
你扶着发麻的膝盖站了起来。身体很沉重,像没有润滑过一样干涩。 #line:07e15e9
me: 这次又是…哪里? #line:03f8114
乌鸦歪着头看着你,眼睛滴溜溜地转着。像是刚刚才注意到你。它转动脑袋,又看向了远方。 #line:0fd4ed3
@@ -46,13 +56,16 @@ me: 这次又是…哪里? #line:03f8114
//你感到有什么东西落在身上。那是雪,正从天空洋洋洒洒地飘落。 #line:0c0d4da
me: 找到什么?哪里… #line:0ef08ad
你忽然感到一阵头痛。 #line:0379a7a
<<tween_volume_weight "BloomEffect" 0.7 2.2>>
jg: 数据溢出:未知来源的记忆… #line:007d96c
me: 啊…又来了… #line:0b0acd0
jg: VERYFYING…bool seaExists = waiting f 【WARNING: UNEXP #auto_next #line:07f7aba
<<dream_overflow_on "rupture" 0.45>>
<<show_sprite whiteboard 0.05>>
<<fade_in 0.35>>
<<dream_overflow_off 0>>
<<tween_volume_weight_async "BloomEffect" 1 2>>
// <<tween_volume_brightness_async "BloomEffect" 1 2>>
// <<wait 2>>
<<fade_in_white 2>>
// <<show_large_sprite "D2S白底" 0>>
// <<fade_in 0.35>>
// <i>场景闪白</i> #line:0d8d75a
// <<hide_sprite>>
你感到一阵眩晕。 #line:0ebd65e
@@ -87,12 +100,18 @@ color: green
cluster: Day2_Entry
position: 1,-236
---
<<show_sprite "D2S轱辘">>
???: 抓紧! #line:02447ee
<<wait 1>>
// <<tween_volume_brightness_async "BloomEffect" 0 3>>
// <<wait 1>>
<<tween_volume_weight_async "BloomEffect" 0.45 3>>
<<fade_out 3>>
<i>你感到手上的什么东西传来的震动。骨碌碌…骨碌碌……</i> #line:06ac82f
<i>骨碌碌…骨碌碌……</i> #line:04cf538
<<tween_volume_weight "BloomEffect" 0 2.5>>
???: 喂!你睡着啦! #line:087325f
<<show_sprite "D2S轱辘">>
<<fade_out 1>>
// <<fade_out 1>>
->抓住 #line:079843f
<i>一阵强烈的拉力,手里的东西差点脱手而出。</i> #line:0ac9cab
girl: 快看!飞起来啦! #line:030481b
@@ -103,6 +122,7 @@ girl: 快看!飞起来啦! #line:030481b
// girl: 快下来吧。 #line:0bff6d0
<i>天上什么东西正在发出猎猎的声音,像涨满的风帆的抖动声。</i> #line:0a832a0
<i>你向上看去。</i> #line:0718f75
<<show_sprite "D2S蓝天">>
<i>天蓝蓝的,像一望无际的蓝色大海。<br>闪闪发亮,亮得有些睁不开眼。</i> #line:085e65a
<<jump 风筝1>>
===
@@ -226,6 +246,7 @@ position: 3,59
<<kite_wind 0 0>>
<<kite_state 0 0 1>>
<<kite_accent drop>>
<<wait 1>>
手上的线忽然一轻。风弱了下来,变得完全没有了。 #line:064cfbd
风离开了。它没有追上风。
girl: 为什么呢。 #line:02a0d93
@@ -641,12 +662,18 @@ position: 3,280
<<kite_accent wrench>>
轱辘发出咚的一声,停止了转动。你被拽得向前走了两步,几乎要被带离地面。 #line:0629fc9
所有的线都被放出去了。你知道只有一个办法让它飞得更高了。 #line:002fd88
<<show_sprite_motion "D2S轱辘" "reel_tension" 0.25>>
<<show_sprite_motion "D2S轱辘没线" "reel_tension" 0.25>>
->放手 #line:0e492d7
me: 再见了…路斯。 #line:08d7ffc
<<kite_show {$h} {$wind} 0>>
<<kite_state 0 -1 0.8>>
<<kite_accent drop>>
<<wait 0.8>>
<<show_large_sprite "D2S风筝放手" 0>>
你松开了手。 #line:0707e86
风筝…飘走了…… #line:0a1138b
<<set $grab=false>>
<<wait 1.5>>
->抓紧 #line:0f9b0e7
me: 对不起…路斯。 #line:035c07a
你紧紧地拽着线轱辘,手指关节被压得像是要碎了。 #line:08c160b
@@ -728,6 +755,7 @@ position: 3,280
<<elseif $t<10>>
<<kite_state 0 -1 1>>
<<kite_accent drop>>
<<wait 0.8>>
风筝掉到了地上。女孩捡起风筝,排掉上面的尘土。 #line:0079d8f
差一点就飞起来了!可惜。 #line:0b780bf
<<jump 广场>>
@@ -752,7 +780,11 @@ color: purple
cluster: Day2_Ascent
position: 0,619
---
<<show_large_sprite "whiteboard">>
// 上升进入:沿用本节点前段的 Bloom + 曝光,将风筝场景推至全白后切入诊疗室。
<<bloom_exposure_in "BloomEffect" 2.2 0.6>>
<<show_large_sprite_animation "D2S天花板风扇" 5 0.2 0>>
<<set_large_sprite_blur 0>>
<<bloom_exposure_out "BloomEffect" 1.6 0.5>>
// me: 742号记录,我想应该也是最后一条记录。
// me: 1号对象…死亡了。
@@ -772,7 +804,7 @@ position: 0,619
// me: 对不起。我想这不是记录该录的内容。我需要——
// 【录音结束】
白色天花板,旋转的风扇】
// 白色天花板;“风扇侧面”5 帧以原素材 200ms/帧循环。
???: …所以你得知她去世的时候,你是什么感觉?
me: 我不记得了。
???: 如果你真的想忘掉,现在就必须记起来。否则β-阻滞剂就无法生效。
@@ -797,7 +829,7 @@ me: 人总是要死的。
me: “重要的是告别,而不是离开”。这是她说的。
me: 但是…
me: 我……
【白色的天花板变得模糊】
<<tween_large_sprite_blur 0.68 2.2 0.012>>
me: …
me: 对不起。
@@ -805,7 +837,8 @@ me: 对不起。
me: 我想应该是那本星图。没完成的星图。
【画面切到星图】
// 两张素材均为 16:9 全屏图;切图时保留前一段失焦程度。
<<show_large_sprite "D2S星图" 0>>
me: 她就那样一直握在手里。而我……
<<wait 1>>
@@ -818,7 +851,7 @@ me: 为了她,十年……我竟然一次也没有……
<<wait 1>>
me: 为什么从来都不提醒我…为什么……
【画面变得更模糊了】
<<tween_large_sprite_blur 0.9 1.8 0.014>>
me: …
@@ -834,38 +867,41 @@ me: ……
???: 你可能会连带忘掉很多相关的东西。包括…
【fade白】
<<wait 2>>
// 记忆被白光吞没;白幕下预置下一张高空图。
<<bloom_exposure_in "BloomEffect" 1.8 0.6>>
<<wait 0.8>>
girl: 喂——! #line:0d8fdbe
<<wait 1>>
<i>轻飘飘地...</i> #line:0a6d6a5
<<show_large_sprite "高空B近景" 1>>
<<show_large_sprite "高空B近景" 0>>
<<wait 1>>
girl: 别忘了我啊——! #line:022357e
【画面从模糊变得清晰】
<<tween_large_sprite_blur_async 0 1.8 0.012>>
<<bloom_exposure_out "BloomEffect" 1.8 0.6>>
<<show_large_sprite "高空C中景" 1>>
<<show_large_sprite "高空C中景" 0>>
<<wait 1>>
girl: 往前走——但是别忘了我——! #line:0b267e5
<<show_large_sprite "高空D全景" 1>>
<<show_large_sprite "高空D全景" 0>>
<<if $grab == false>>
girl: 等你再回来的时候——!要告诉我——!海的那边…… #line:0b51e73
<<else>>
girl: 别忘了回来的路——!别忘了——!我在海…… #line:020bf92
<<endif>>
<<bloom_exposure_in "BloomEffect" 2.2 0.6>>
<<set $gameStage = 4>>
<<fade_in>>
// <<fade_in>>
<<wait 2>>
<<show_large_sprite "D2S枯树-Large">>
【关门的声音】 #line:01c4bb5
<<fade_out 0>>
// <<fade_out 0>>
<<bloom_exposure_out "BloomEffect" 2.2 0.6>>
你深吸一口气,猛地睁开了眼睛。 #line:0734efc
你的头顶是一片洁白,脚下是一片茂密的绿色。<br>头顶的洁白轻轻地晃动着,像摇篮一样。 #line:09b3498
->解开脚踝的线 #line:0a940c9
@@ -946,6 +982,9 @@ position: -4,927
你好像听到门的那边有人在呼唤你。 #line:029c773
<i>你知道穿过这扇门你就无法再回来了。</i> #line:05ac743
->推门 #line:02467b3
<<show_large_sprite "D2S门把手特写" 0>>
<<wait 1>>
<<show_large_sprite "门框特写" 0>>
门的那边传来了一种窸窸窣窣的声音。 #line:03e96a2
你有一种奇怪的感觉,仿佛你是听着这种声音长大的。 #line:08b0cf3
// <<fade_in 0.5>>
@@ -1087,6 +1126,7 @@ position: 326,937
<<show_large_sprite "门上乌鸦特写">>
一只黑色的鸟正站在门顶上,歪着脑袋,眼睛一眨不眨地看着你。 #line:0a6b416
me: 你是谁? #line:07e8aa5
<<show_large_sprite "D2S戈塔什乌鸦静态" 0>>
???: 海真的存在吗?好好想想。 #line:0d5db81
->存在 #line:01fd63c
<<set $seaExist="存在…">>
@@ -1256,7 +1296,7 @@ position: -2,1417
---
// 矩形: 等待校验结果… #line:002e55b
// //这里发生一些代码流和glitch,然后屏幕闪一下关闭
// <<fade_in 0.1>>
<<fade_in 0.1>>
<<wait 2>>
// 黑暗似乎流动了起来,矩形的边界变得模糊。延展。吞噬了一切。 #line:006df51
// 你感到自己仿佛融化了,变成了它的一部分。你的意识快速地向前穿梭,把你刚刚溶解的身躯远远地抛在后面。 #line:0f3e3cc
@@ -1264,12 +1304,12 @@ position: -2,1417
// <i>画面转到现实,一个头显被从屏幕上摘下。</i> #line:0cd259a
// <i>你逐渐适应光线。面前站着数个研究人员,它们手上拿着数据板忙碌着。</i> #line:0a53861
// <i>这是一个纯白的房间,房间里到处都是数字设备。你的面前,一块屏幕上正记录着刚才风筝广场的梦境代码。</i> #line:0b511aa
???: 怎么耽误了这么久? #line:0224096
其中一个人完成了手上的记录,交给另一个人。 #line:0b90254
它看着报告,然后抬起头面无表情地看着你。 #line:08cfce6
它手上拿着两个印章。一个红色,一个绿色。 #line:0f83e92
me: … #line:0030ebf
它抬起手,盖下了印章。 #line:027b5ea
<<fade_in 2>>
// ???: 怎么耽误了这么久? #line:0224096
// 其中一个人完成了手上的记录,交给另一个人。 #line:0b90254
// 它看着报告,然后抬起头面无表情地看着你。 #line:08cfce6
// 它手上拿着两个印章。一个红色,一个绿色。 #line:0f83e92
// me: … #line:0030ebf
// 它抬起手,盖下了印章。 #line:027b5ea
// <<fade_in 2>>
<<NextYarn>>
===
+2 -1
View File
@@ -74,7 +74,8 @@ colorID: 1
// Stage4: 表达模块RAM - 发现堆积的未处理log
// Stage5: 诊室对话 - 理解问题,火山承认,达成共识
// Stage6: 后脑检查 - 释放RAM,处理log
// Stage7: 诊室结束 - 最终对话
// Stage7: 回到头部后直接回诊室(不再检查模块)
// Stage8: 诊室结束 - 最终对话
<<if $gameStage == 1>>
<<jump Stage1>>
+4 -12
View File
@@ -4,21 +4,13 @@ colorID: 2
position: 500,2700
---
// ═══════════════════════════════════════════════════════════════
// Stage7: 最终检查与结束对话
// 目标:1.最终检查表达模块和滤波器
// 2.结束对话
// Stage7: log释放完成后回到头部,直接返回诊室(不再检查模块)
// ═══════════════════════════════════════════════════════════════
<<fade_in 1>>
<<switch_fix_system_to "BodyModule" "Head">>
<<fade_out 1>>
<<show_task_panel>>
<<DropCable>>
<<set $TaskToDo = 2>>
// me: 最后确认一下状态,检查【表达模块】和【滤波器】 #line:018323b
// Task: 检查表达模块 #line:0b72487
// Task: 检查滤波器 #line:0aed89c
<<jump Stage7就绪>>
<<wait 0.5>>
<<jump 结束Stage7>>
===
@@ -29,6 +21,7 @@ tags: content
colorID: 2
position: 500,2820
---
// 已废弃:不再在 Stage7 检查模块
<<wait 0.1>>
===
@@ -40,7 +33,6 @@ tags: end
colorID: 2
position: 500,2850
---
// 此节点已废弃,流程改为在检查滤波器节点中自动跳转到Stage4
<<set $gameStage = 8>>
<<jump Center>>
===
@@ -3,15 +3,15 @@ tags:
colorID: 8
position: 250,200
---
<<init_environment Night>>
// <<init_environment Night>>
<<set_weather "Snowy">>
<<init_actor 地铁医生 左边>>
<<show_actor 地铁医生>>
// <<init_actor 地铁医生 左边>>
// <<show_actor 地铁医生>>
<<play_music event:/Music/music_ending_temp>>
<<fade_out>>
<<fade_out 1>>
<<wait 1>>
感谢游玩 爱与机器人维修技术 <waitfor=0.3><br>本次playtest的体验流程已结束。 #line:0cd82d0
<<OpenEndMenu>>
// <<OpenEndMenu>>
===