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[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); - 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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 diff --git a/Assets/ScriptableObjects/SceneSO/Demo/GeneralEnd.asset b/Assets/ScriptableObjects/SceneSO/Demo/GeneralEnd.asset index 86ebabe76..1a2b3cb8d 100644 --- a/Assets/ScriptableObjects/SceneSO/Demo/GeneralEnd.asset +++ b/Assets/ScriptableObjects/SceneSO/Demo/GeneralEnd.asset @@ -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 diff --git a/Assets/Scripts/Dialog System/BaseYarnCommand.cs b/Assets/Scripts/Dialog System/BaseYarnCommand.cs index 88ae66606..d822b64f7 100644 --- a/Assets/Scripts/Dialog System/BaseYarnCommand.cs +++ b/Assets/Scripts/Dialog System/BaseYarnCommand.cs @@ -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) { diff --git a/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs b/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs index e148f1038..c044f9899 100644 --- a/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs +++ b/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs @@ -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); } diff --git a/Assets/Scripts/FixSystem/HeatMap/HeatTest.shader b/Assets/Scripts/FixSystem/HeatMap/HeatTest.shader index dee4d0ae4..eb181a5e4 100644 --- a/Assets/Scripts/FixSystem/HeatMap/HeatTest.shader +++ b/Assets/Scripts/FixSystem/HeatMap/HeatTest.shader @@ -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); } } diff --git a/Assets/Scripts/FixSystem/HeatMap/Test.mat b/Assets/Scripts/FixSystem/HeatMap/Test.mat index 3e29d0695..1a194eae2 100644 --- a/Assets/Scripts/FixSystem/HeatMap/Test.mat +++ b/Assets/Scripts/FixSystem/HeatMap/Test.mat @@ -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} diff --git a/Assets/Scripts/FixSystemNew/BodyModule/CuttingManager.cs b/Assets/Scripts/FixSystemNew/BodyModule/CuttingManager.cs index 2e4cdcee2..89eb1cba0 100644 --- a/Assets/Scripts/FixSystemNew/BodyModule/CuttingManager.cs +++ b/Assets/Scripts/FixSystemNew/BodyModule/CuttingManager.cs @@ -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; } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/FixSystemNew/States/CutFixCues.cs b/Assets/Scripts/FixSystemNew/States/CutFixCues.cs index fb5a7953b..d6c8ff92d 100644 --- a/Assets/Scripts/FixSystemNew/States/CutFixCues.cs +++ b/Assets/Scripts/FixSystemNew/States/CutFixCues.cs @@ -83,7 +83,7 @@ namespace AibisDream.FixSystem yield return UIManager.Instance.GetPanel().FadeInAsync(0.1f); yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutMemoryDeep); yield return UIManager.Instance.GetPanel().FadeOutAsync(0.1f); - yield return cuttingManager.StartCutting(bodyModule); + yield return cuttingManager.StartCutting(bodyModule, flickerCutTextOnEnter: true); } diff --git a/Assets/Scripts/SceneManagement/SpriteShowcase.cs b/Assets/Scripts/SceneManagement/SpriteShowcase.cs index d9851a04d..02dcc7438 100644 --- a/Assets/Scripts/SceneManagement/SpriteShowcase.cs +++ b/Assets/Scripts/SceneManagement/SpriteShowcase.cs @@ -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 /// 协程 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 } } + /// + /// 按“前缀1.png … 前缀N.png”加载并循环播放全屏序列帧。 + /// + 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 = $"{NormalizeDreamPicName(picNamePrefix)}{i + 1}"; + var key = string.Format(DreamSpritePath, picName); + var handle = ResourceSystem.LoadAsync(key); + yield return handle; + + if (handle.Status != AsyncOperationStatus.Succeeded || handle.Result == null) + { + Debug.LogError($"[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) diff --git a/Assets/Scripts/SceneManagement/TimelineKit/StarfieldDefocusController.cs b/Assets/Scripts/SceneManagement/TimelineKit/StarfieldDefocusController.cs index 389fc9f00..747efc7e9 100644 --- a/Assets/Scripts/SceneManagement/TimelineKit/StarfieldDefocusController.cs +++ b/Assets/Scripts/SceneManagement/TimelineKit/StarfieldDefocusController.cs @@ -7,14 +7,14 @@ namespace AibisDream { /// /// 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. /// 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)); } /// diff --git a/Assets/Yarn/FP/FP_Day2_night/FP_Day2_night.yarn b/Assets/Yarn/FP/FP_Day2_night/FP_Day2_night.yarn index cd160b212..97ad28108 100644 --- a/Assets/Yarn/FP/FP_Day2_night/FP_Day2_night.yarn +++ b/Assets/Yarn/FP/FP_Day2_night/FP_Day2_night.yarn @@ -4,7 +4,7 @@ colorID: 8 position: 205,-53 --- <> - <> + <> <> <> <> diff --git a/Assets/Yarn/FP/FP_Day2_sleep/FP_Day2_sleep.yarn b/Assets/Yarn/FP/FP_Day2_sleep/FP_Day2_sleep.yarn index 67c311833..e0e2d26ac 100644 --- a/Assets/Yarn/FP/FP_Day2_sleep/FP_Day2_sleep.yarn +++ b/Assets/Yarn/FP/FP_Day2_sleep/FP_Day2_sleep.yarn @@ -22,23 +22,33 @@ position: 1,-422 <>//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 <>//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 - -<> -<> +<> +<> +<> +// <> +<> 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 -<> -<> // <> +<> ???: …抓紧… #line:0c8c60b -<> +<> +// <> +<> +// <> ???: 抓紧…快抓紧。 #line:07bfa4b +<> +<> +// <> +<> +<> // <> //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 +<> ->站起身 #line:007b1d4 -<> +<> 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 +<> 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 -<> -<> -<> -<> +<> +// <> +// <> +<> +// <> +// <> // 场景闪白 #line:0d8d75a // <> 你感到一阵眩晕。 #line:0ebd65e @@ -87,12 +100,18 @@ color: green cluster: Day2_Entry position: 1,-236 --- +<> ???: 抓紧! #line:02447ee +<> +// <> +// <> +<> +<> 你感到手上的什么东西传来的震动。骨碌碌…骨碌碌…… #line:06ac82f 骨碌碌…骨碌碌…… #line:04cf538 +<> ???: 喂!你睡着啦! #line:087325f -<> -<> +// <> ->抓住 #line:079843f 一阵强烈的拉力,手里的东西差点脱手而出。 #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 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。 #line:0a832a0 你向上看去。 #line:0718f75 +<> 天蓝蓝的,像一望无际的蓝色大海。
闪闪发亮,亮得有些睁不开眼。
#line:085e65a <> === @@ -226,6 +246,7 @@ position: 3,59 <> <> <> + <> 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 <> 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 - <> + <> ->放手 #line:0e492d7 me: 再见了…路斯。 #line:08d7ffc + <> + <> + <> + <> + <> 你松开了手。 #line:0707e86 风筝…飘走了…… #line:0a1138b <> + <> ->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 <> <> <> + <> 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 <> @@ -752,7 +780,11 @@ color: purple cluster: Day2_Ascent position: 0,619 --- -<> +// 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。 +<> +<> +<> +<> // 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】 -【白色的天花板,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】 +<> 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。 +<> me: 她就那样一直握在手里。而我…… <> @@ -818,7 +851,7 @@ me: 为了她,十年……我竟然一次也没有…… <> me: 为什么从来都不提醒我…为什么…… -【画面变得更模糊了】 +<> 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】 -<> +// 记忆被白光吞没;白幕下预置下一张高空图。 +<> +<> girl: 喂——! #line:0d8fdbe <> 轻飘飘地... #line:0a6d6a5 -<> +<> <> girl: 别忘了我啊——! #line:022357e -【画面从模糊变得清晰】 +<> +<> -<> +<> <> girl: 往前走——但是别忘了我——! #line:0b267e5 -<> +<> <> girl: 等你再回来的时候——!要告诉我——!海的那边…… #line:0b51e73 <> girl: 别忘了回来的路——!别忘了——!我在海…… #line:020bf92 <> - +<> <> -<> +// <> <> <> 【关门的声音】 #line:01c4bb5 -<> +// <> +<> 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。
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 你知道穿过这扇门你就无法再回来了。 #line:05ac743 ->推门 #line:02467b3 + <> + <> + <> 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 // <> @@ -1087,6 +1126,7 @@ position: 326,937 <> 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 +<> ???: 海真的存在吗?好好想想。 #line:0d5db81 ->存在 #line:01fd63c <> @@ -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 -// <> +<> <> // 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 // 画面转到现实,一个头显被从屏幕上摘下。 #line:0cd259a // 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。 #line:0a53861 // 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。 #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 -<> +// ???: 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 +// <> <> === diff --git a/Assets/Yarn/FP/FP_Huoshan1/Center.yarn b/Assets/Yarn/FP/FP_Huoshan1/Center.yarn index 45dcd6031..4a3eb3868 100644 --- a/Assets/Yarn/FP/FP_Huoshan1/Center.yarn +++ b/Assets/Yarn/FP/FP_Huoshan1/Center.yarn @@ -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 <> <> diff --git a/Assets/Yarn/FP/FP_Huoshan1/Stage7.yarn b/Assets/Yarn/FP/FP_Huoshan1/Stage7.yarn index f79ba312d..af7f8f64c 100644 --- a/Assets/Yarn/FP/FP_Huoshan1/Stage7.yarn +++ b/Assets/Yarn/FP/FP_Huoshan1/Stage7.yarn @@ -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) // ═══════════════════════════════════════════════════════════════ <> <> <> -<> -<> -<> -// 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 - -<> +<> +<> === @@ -29,6 +21,7 @@ tags: content colorID: 2 position: 500,2820 --- +// 已废弃:不再在 Stage7 检查模块 <> === @@ -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 <> <> === diff --git a/Assets/Yarn/Test/Test_GeneralEnd/GeneralEnd.yarn b/Assets/Yarn/Test/Test_GeneralEnd/GeneralEnd.yarn index 5888daaa4..975cc5876 100644 --- a/Assets/Yarn/Test/Test_GeneralEnd/GeneralEnd.yarn +++ b/Assets/Yarn/Test/Test_GeneralEnd/GeneralEnd.yarn @@ -3,15 +3,15 @@ tags: colorID: 8 position: 250,200 --- -<> +// <> <> -<> -<> +// <> +// <> <> -<> +<> <> 感谢游玩 爱与机器人维修技术 ;
本次playtest的体验流程已结束。 #line:0cd82d0 -<> +// <> ===