Merge branch '12月版本佩佩优化12.26' into 佩佩merge分支

This commit is contained in:
2024-12-27 01:50:12 +08:00
42 changed files with 7561 additions and 5778 deletions
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- _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0}
- _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0}
- _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0}
- _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0}
- _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0}
- _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0}
- _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0}
- _ColorReplaceToColor: {r: 0, g: 0, b: 0.2, a: 0}
- _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0}
- _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0}
- _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0}
- _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
- _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0}
- _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
- _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0}
- _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0}
- _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0}
- _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _FadingPosition: {r: 0, g: 0, b: 0, a: 0}
- _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0}
- _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0}
- _Flip: {r: 1, g: 1, b: 1, a: 1}
- _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1}
- _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0}
- _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0}
- _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0}
- _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0}
- _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0}
- _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0}
- _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0}
- _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0}
- _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0}
- _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0}
- _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0}
- _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0}
- _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0}
- _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0}
- _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0}
- _HalftonePosition: {r: 0, g: 0, b: 0, a: 0}
- _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1}
- _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0}
- _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
- _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0}
- _InnerOutlineColor: {r: 7.129739, g: 0, b: 0, a: 1}
- _InnerOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0}
- _InnerOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0}
- _InnerOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0}
- _InnerOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
- _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1}
- _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1}
- _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0}
- _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0}
- _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0}
- _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0}
- _OuterOutlineColor: {r: 1, g: 1, b: 1, a: 1}
- _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0}
- _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0}
- _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0}
- _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
- _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0}
- _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0}
- _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
- _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0}
- _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0}
- _RainbowCenter: {r: 0, g: 0, b: 0, a: 0}
- _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
- _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0}
- _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0}
- _ShadowColor: {r: 0, g: 0, b: 0, a: 1}
- _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0}
- _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0}
- _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0}
- _ShineColor: {r: 1, g: 1, b: 1, a: 1}
- _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0}
- _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0}
- _SineMoveOffset: {r: 0, g: 0.5, b: 0, a: 0}
- _SineRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _SineScaleFactor: {r: 0.2, g: 0.2, b: 0, a: 0}
- _SourceAlphaDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- _SourceAlphaDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
- _SourceGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0}
- _SourceGlowDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- _SourceGlowDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
- _SplitToningHighlightsColor: {r: 1, g: 0.1, b: 0.1, a: 0}
- _SplitToningShadowsColor: {r: 0.1, g: 0.4000002, b: 1, a: 0}
- _SpriteSheetRect: {r: 0, g: 0, b: 1, a: 1}
- _SqueezeCenter: {r: 0.5, g: 0.5, b: 0, a: 0}
- _SqueezeScale: {r: 2, g: 0, b: 0, a: 0}
- _StrongTintTint: {r: 1, g: 1, b: 1, a: 1}
- _TextureLayer1Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1}
- _TextureLayer1Offset: {r: 0, g: 0, b: 0, a: 0}
- _TextureLayer1Scale: {r: 1, g: 1, b: 0, a: 0}
- _TextureLayer1ScrollSpeed: {r: 0, g: 1, b: 0, a: 0}
- _TextureLayer2Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1}
- _TextureLayer2Offset: {r: 0, g: 0, b: 0, a: 0}
- _TextureLayer2Scale: {r: 1, g: 1, b: 0, a: 0}
- _TextureLayer2ScrollSpeed: {r: 0, g: 1, b: 0, a: 0}
- _UVDistortFrom: {r: -0.02, g: -0.02, b: 0, a: 0}
- _UVDistortNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _UVDistortSpeed: {r: 2, g: 2, b: 0, a: 0}
- _UVDistortTo: {r: 0.02, g: 0.02, b: 0, a: 0}
- _UVRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _UVScalePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _UVScaleScale: {r: 1, g: 1, b: 0, a: 0}
- _UVScrollSpeed: {r: 0.2, g: 0, b: 0, a: 0}
- _WorldTilingOffset: {r: 0, g: 0, b: 0, a: 0}
- _WorldTilingScale: {r: 1, g: 1, b: 0, a: 0}
m_BuildTextureStacks: []
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 191da4688baf1ea4aa8964e324d9d4a0
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:
@@ -81,9 +81,10 @@ position: 43,-97
<<wait 1.2>>
我: 是了!就是这个记忆出了问题。
我: 这个记忆并不在我刚刚与佩佩的谈话中,应该是佩佩在做其他事时*回想*起来的,它混进了UF模块中。
我: 这个记忆并不在我刚刚与佩佩的谈话中
我:应该是佩佩在做其他事时*回想*起来的,它混进了UF模块中。
电子助手: 不错的推理嘛,菜鸟。
我: 让我再稍加思考……
我: 让我再稍加思考……
<<SetNodeState CanvasClueBoard Memory占位1 false>>
<<SetNodeState CanvasClueBoard Memory占位2 false>>
<<wait 1.2>>
@@ -103,7 +104,7 @@ position: 43,-97
<<wait 1.2>>
<<ScrollToNode CanvasClueBoard Memory病床>>
<<wait 1.2>>
<<ChangeConnectionVisual CanvasClueBoard Memory病床 30 Blue>>
// <<ChangeConnectionVisual CanvasClueBoard Memory病床 30 Blue>>
<<wait 1.2>>
<<ScrollToNode CanvasClueBoard EyeSky>>
<<wait 1.2>>
@@ -112,7 +113,7 @@ position: 43,-97
<<wait 1>>
<<ScrollToNode CanvasClueBoard Memory病床>>
我: 与此同时,UF也在调取记忆,这段关于蓝天的记忆也因此被UF引用。
<<ChangeConnectionVisual CanvasClueBoard UF绘图1 30 Blue>>
// <<ChangeConnectionVisual CanvasClueBoard UF绘图1 30 Blue>>
<<wait 1.2>>
<<ScrollToNode CanvasClueBoard UF绘图1>>
我: 这就是UF出现色彩错误的原因了。
@@ -158,6 +159,7 @@ title: 退出ClueBoard
tags:
position: 43,-97
---
<<ModuleHightLight Memory false>>
<<CloseClueBoard ClueBoard>>
<<if $gameStage==3>>
我: 奇怪,这个记忆不应该来到UF模块,是什么地方使用了这个记忆呢?
@@ -170,19 +172,44 @@ position: 43,-97
//玩家发现了视觉异常且深入了,没发现问题
//需要再设计
佩佩: 医生,有一件事情我不该瞒着你的。可以……再去看看我的眼睛吗?
<<ModuleAlarm Eye true>>
<<add_task TaskManager 再次检查视觉模块 找到异常记忆的来源 >>
<<elseif visited("发现视觉异常")==true&&visited("EyeCheckEnd")==false>>
我: 色觉晶圆不在了,也许我应该去视觉模块里看看佩佩眼里的世界。
<<ModuleAlarm Eye true>>
<<add_task TaskManager 全身检查,寻找错误记忆调用的来源 找到异常记忆的来源 >>
<<elseif visited("发现视觉异常")==false>>
我: 没发现什么有用的线索,也许我应该继续检查她的各个模块
我: 我应该插线检查一下佩佩身体中还没有检查过的模块
<<add_task TaskManager 全身检查,寻找错误记忆调用的来源 找到异常记忆的来源 >>
<<jump 高亮模块>>
<<endif>>
<<jump 主维修界面游戏状态检查>>
<<elseif $gameStage==5>>
<<jump 结论>>
<<endif>>
===
title: 高亮模块
tags:
position: 43,-97
---
<<if visited("EyePlugIn")==false>>
<<ModuleHightLight Eye true>>
<<endif>>
<<if visited("EmoPlugIn")==false>>
<<ModuleHightLight Emo true>>
<<endif>>
<<if visited("LogicPlugIn")==false>>
<<ModuleHightLight Logic true>>
<<endif>>
<<if visited("SpeakPlugIn")==false>>
<<ModuleHightLight Speak true>>
<<endif>>
<<if visited("ColorPlugIn")==false>>
<<ModuleHightLight Color true>>
<<endif>>
===
// title: UF图像问题回答正确
@@ -286,8 +286,12 @@ me:这里应该已经彻底检查过了
<<elseif $gameStage==3&&$eyeTargetTriggerCount == 3>>
<<complete_task TaskManager "检查视觉模块">>
【占位】目前收集的证据已经能够确定,视觉存在非法读取记忆的情况
【占位】虽然不知道为什么,但是我们应该去检查一下这些记忆都是什么,是否和UF的非法记忆有关
me: 佩佩在看东西的时候,能够唤起记忆来填补失去的颜色……
me: UF的绘图错误也是因为唤起了不该唤起的记忆
me: 说不定……
me: 先去记忆模块看看刚才佩佩都想到了什么吧
<<ModuleAlarm Eye false>>
<<ModuleHightLight Memory true>>
<<set $gameStage=4>>
<<set $gameStageDoOnceFinished=false>>
<<set $isFinishedEyeCheck=true>>
@@ -29,36 +29,39 @@ position: -1,976
<<complete_task TaskManager "查询所有新索引的记忆">>
peipei: 医生…快停下。
peipei: 我…我的头好痛……
<<hide_dialog>>
<<Set_MouseMovementLockState EyeManager false>>
<<set $gameStage=5>>
<<set $gameStageDoOnceFinished=false>>
<<set $ufDiscussCount=3>>
<<set $eyeDiscussCount=2>>
<<switch_fix_system_to "BodyModule" "Peipei1.json">>
<<switch_fix_system_to "BodyModule">>
<<ModuleHightLight Memory false>>
<<complete_task TaskManager 查询从视觉中得到的记忆索引>>
<<complete_task TaskManager 找到异常记忆的来源>>
<<add_task TaskManager "进行诊疗分析" >>
<<jump 进入分析前与病人谈话>>
<<endif>>
<<elseif $gameStage==2>>
<<if $memoryCount==3>>
【占位】UF绘图索引的记忆看完了,我们可以退出
me: 记忆看完了,我们退出
<<hide_dialog>>
<<set $gameStage=3>>
<<set $gameStageDoOnceFinished=false>>
<<switch_fix_system_to "BodyModule" "Peipei1.json">>
<<ModuleHightLight Memory false>>
<<switch_fix_system_to "BodyModule" >>
<<complete_task TaskManager 在记忆模块检查UF生成的索引>>
【占位】问题应该就出在这三个记忆中的一个,是哪个出了问题?去clueboard分析下
me: 在佩佩用UF绘图的过程中,唤起了刚才我们看到的那三个记忆
me: 也许我们能在其中发现UF绘图错误的原因
me:走吧,去诊疗面板分析下
<<jump 打开ClueBoard>>
<<endif>>
<<else>>
me: 该看的都看过了
<<switch_fix_system_to "BodyModule" "Peipei1.json">>
<<switch_fix_system_to "BodyModule">>
<<endif>>
===
title: OnMemoryViewShow
tags:
colorID: 3
@@ -81,8 +84,6 @@ position: -9,239
===
title: OnMemoryInsert
tags:
colorID: 3
@@ -119,7 +120,8 @@ peipei_child: 医生快看,它现在更像一个飞机啦!
<<wait 1>>
<<if visited("天空")==false>>
<<set $memoryCount+=1>>
【占位】哎,这个记忆我们是不是看到过?
电子助手: 哎,这个记忆我们是不是看到过?
me: 或许这就是问题所在
<<endif>>
<<jump End_memoryPaly>>
===
@@ -178,7 +180,16 @@ tags:
colorID: 8
position: 710,543
---
【占位】待描述
peipei:主管您好……我来做每日汇报了……请问我今天的工作上有什么问题吗?
???:那张人物设定你也画了很久了,是遇到了什么困难吗?
peipei:啊……是这样的主管,她的人物设定是机体公主。
peipei:公主应该尊贵端庄,可是UF出的图却穿着暴露的内衣,摆着诱惑感十足的姿势,这绝不是公主的样子。
peipei:所以我一直在调整她的服设和体态,对不起主管,今天我会加班画完的。
???:佩佩,这是数据验证最好的结果,你忘了我的话吗?
peipei:是……面向用户,数据为先……可是!
???:不用再说了,佩佩,这幅画就交给哈伦来把控吧。
peipei:可是我今晚——
???:佩佩,你真让我失望。
<<if visited("UF绘图1")==false>>
<<set $memoryCount+=1>>
<<endif>>
@@ -189,7 +200,13 @@ tags:
colorID: 8
position: 942,543
---
【占位】待描述
苔丝:佩佩,你怎么在哭?
佩佩:刚刚跟英主管开完会……我画得太差了……
苔丝:其实呢,英主管也没有恶意的,她只是希望你提高效率。
苔丝:主管要你画什么,你报给UF就好,画好画烂都是UF的责任,我们只是帮它修图而已。
苔丝:放轻松些,你效率提高了,自己开心,大家也都会开心呀。
佩佩:………
苔丝:不说了,哈伦约我去看全息玫瑰展,拜拜~
<<if visited("UF绘图2")==false>>
<<set $memoryCount+=1>>
<<endif>>
@@ -25,6 +25,7 @@ position: -2,-3039
<<MessageBoxSetNormal>>
<<if visited("EmoPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Emo false>>
<<jump PlugFinished>>
<<endif>>
===
@@ -40,6 +41,7 @@ position: 240,-2640
<<wait 0.5>>
<<if visited("SpeakPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Speak false>>
<<jump PlugFinished>>
<<endif>>
===
@@ -55,6 +57,7 @@ position: 480,-3040
<<MessageBoxSetNormal>>
<<if visited("LogicPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Logic false>>
<<jump PlugFinished>>
<<endif>>
//待编辑
@@ -72,6 +75,30 @@ position: 240,-2840
<<MessageBoxSetWarning>>
<<if visited("ColorPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Color false>>
me: 这似乎是佩佩的核心模块…让我查查。
<<hide_dialog>>
<<OpenProgressWindow WindowManager 数据库查询 正在查询:_美工_核心模块_…… 2>>
电子助手: 核心模块-色觉晶圆训练槽,是美术型机体专门安置色觉晶圆的槽位。
me:佩佩的色觉晶圆应该在这儿,可是问题是…为什么上面是空的?
<<set $chipmissingKnown=true>>
//////理论上应该这里已经解释过这个晶圆槽的?
<<if visited("FirstDialogue")==false>>
me: 如果佩佩没有色觉晶圆,难怪她的视觉里看到的都是黑白……
<<else>>
me: 如果没有色觉晶圆,佩佩可能根本看不见颜色?她可是画师啊……
<<endif>>
me:佩佩,你的色觉晶圆去哪里了,你知道吗?
peipei:哎,它没有在我后脑的那个什么槽里吗?那是我读大学时做的改造。
me:没有,那里是空的。
peipei:啊?噢……我想起来了,很久以前安装UF的时候,手术师说要给它做改造,拿走了。
佩佩: 但具体是什么改造…我记不太清了……条目很多,我就在最后签了个名。
me: 拿走晶圆?是正规手术吗?这太奇怪了。
me: 色觉晶圆……可是每个人都只有一个的啊!
peipei: 我知道……应该是的吧……那个人……他也是公司的领导
me:也……先记下来吧。
//获得信息“另一位公司领导装载UF”
<<set $chipmissingKnown=true>>
<<jump PlugFinished>>
<<endif>>
@@ -85,16 +112,15 @@ position: 240,-3040
<<MessageBoxSetChecking>>
<<wait 2>>
<<MessageBoxSetText 检测到记忆模块运转正常>>
<<MessageBoxSetText 检测到拥有合法记忆卡带>>
<<MessageBoxSetText 可以深入记忆模块查看记忆>>
<<MessageBoxSetText 检测到有记忆卡带,可以深入记忆模块调取记忆>>
<<MessageBoxSetNormal>>
<<EnableDeepInButton>>
<<if visited("MemoryPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Memory false>>
<<jump PlugFinished>>
<<endif>>
//总体表现:对工作的焦虑、虚弱的身体状态
===
title: UFPlugIn
@@ -115,11 +141,13 @@ position: 480,-2840
<<MessageBoxSetChecking>>
<<wait 2>>
<<if $gameStage==7>>
<<MessageBoxSetText 视觉模块整体干涩,但不影响工作,无需干预>>
<<MessageBoxSetText 视觉模块未发现明显异常>>
<<MessageBoxSetText 仍需深入视觉模块详细复查>>
<<MessageBoxSetWarning>>
<<else>>
<<MessageBoxSetText 视觉模块运转出现错误>>
<<MessageBoxSetText 视觉模块整体干涩,但不影响工作,无需干预>>
<<MessageBoxSetText 视觉模块有错误记录>>
<<MessageBoxSetText 需要深入视觉模块查看详细情况>>
<<MessageBoxSetError>>
<<endif>>
@@ -128,7 +156,12 @@ position: 480,-2840
<<if visited("EyePlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
//<<jump 发现视觉异常>>
<<jump PlugFinished>>
<<endif>>
<<ModuleHightLight Eye false>>
me: 视觉模块有错误记录,这里看不出来,需要去深入看看
me: 是眼睛干涩导致的并发症么?
me: 想必天天都要高强度用眼…
me: 啊别先入为主,去深入看看再说吧
<<ModuleAlarm Eye true>>
<<endif>>
===
@@ -91,9 +91,7 @@ position: 249,-1464
---
<<load_scene PeipeiFixScene>>
<<indoor_new 1>>
<<character_init_new Peipei>>
<<character_eye_new "auto_blink">>
<<SetSocketAvailable UF false>>
<<character_init_new 佩佩>>
电子助手: 早上好,医生!今天我们来玩抽卡吧!
<<show_obj "盲盒">>
@@ -108,10 +106,7 @@ me: 呃……让它消失吧。
<<hide_obj>>
电子助手: 这可是本月最热门的电子形象!
<<character_crying_new character false>>
<<character_face_new character frown>>
<<character_fade_in_new character>>
<<character_fade_in_new>>
???: 请问……
在我没注意到的时候,一个机体已经走进了诊所,像空气一样毫无存在感。
@@ -119,24 +114,23 @@ me: 呃……让它消失吧。
//这里希望做铺垫,之前石头进门会有*吱呀*声
me: 欸,你是怎么进来的?一般都会有一声*吱呀*的开门声。
peipei: 啊,对不起医生,我不知道要把门推响才能进门的。我现在出去,请您别介意。
<<character_fade_out character>>
<<character_fade_out_new>>
门: *吱呀*
me: 呃……不推响也没关系的,请进。
<<character_fade_in character>>
<<character_fade_in_new>>
me: 咳咳,你是来看病的吗?
peipei: 嗯嗯……佩佩……公司美术部来的……
me: 好的,请稍等,我查看一下你的患者信息。
<<OpenProgressWindow WindowManager 查询患者信息 "病人名称:佩佩 部门:美术部" 2.5>>
me: (佩佩,幸福公司美术部资深画师,在近期工作“机娘与野兽”设定稿中存在严重的拖延情况……)
me: (机娘与野兽?那个热门的电子形象?一会需要问问她)
//(点击眼睛)
me: 那只眼睛……非常特别,一会儿有必要问问她。
//(点击手臂)
me: 手都攥住了……她有点紧张啊。
me: 要么是诊所里有让她紧张的东西,要么是……她已经这样很久了。
//(点击躯干,这里未来想做一个图片的打印口
me: 幸福公司的工作服,这个孔干嘛用的?
// //(点击眼睛)
// me: 那只眼睛……非常特别,一会儿有必要问问她。
// //(点击手臂)
// me: 手都攥住了……她有点紧张啊。
// me: 要么是诊所里有让她紧张的东西,要么是……她已经这样很久了。
// // //(点击躯干,这里未来想做一个图片的打印口
// me: 幸福公司的工作服,这个孔干嘛用的?
//望闻问切·望环节结束
me: 那么,佩佩……
@@ -210,17 +204,12 @@ peipei: 最后,如果按工作需求的话……美人鱼还需要36E大胸加
me: 为什么会有这么……特别的要求?
peipei: 是英主管的要求……她说这样就能获得用户的喜爱,这是最重要的。
peipei: 我知道这是对的,可她说这话时……一点也不开心。
<<fade_in 1>>
<<show_obj "破碎美人鱼">>
<<fade_out 1>>
<<wait 1>>
<<hide_obj>>
<<set $gameStage=1>>
<<fade_in 1>>
<<wait 1>>
<<OpenImageWindow_UFImage WindowManager UF绘图 UF占位>>
<<fade_out 1>>
<<hide_dialog>>
<<wait 1>>
me: 呃……确实是不太对劲……它好像把你的描述全画出来了……
me: 好像还有一些疑点——
->她为什么会哭呢?
@@ -228,9 +217,8 @@ me: 好像还有一些疑点——
->为什么画面像镜子一样裂开了呢?
me: 画面会裂开,这与我们刚刚讨论的内容无关,难道是uf自己的缺陷?
me: 有必要做进一步调查了,佩佩
<<hide_obj>>
<<hide_dialog>>
<<EnableAndWaitForClosingUFImage WindowManager>>
<<jump 诊疗室初始化>>
===
@@ -241,6 +229,7 @@ position: 251,-1150
---
<<fade_in 0.5>>
<<Temp_RemoveChip>>
<<SetSocketAvailable UF false>>
<<switch_fix_system_to "BodyModule">>
//<<SetExternalError ViewManager MemoryView true>>
//<<Set_ViewVisualState ViewManager "ColorView" 1>>
@@ -248,9 +237,35 @@ position: 251,-1150
<<fade_out 0.5>>
<<add_task TaskManager 寻找绘图异常相关线索>>
<<task_moveIn TaskManager>>
【占位】进入维修后,你想要进UF内部看一看,但是UF不允许,UF只允许调取最近1h的记录
【占位】好在这也够了,你调取了上一次绘图的记录,生成了三个记忆索引
me: (脑内)刚刚我和佩佩用UF画了一幅画,检查UF的运作就能定位到问题的源头。
<<trans_camera -3.82 0.55 2 1>>
//临时补充一点解释
me: 这个模块似乎没怎么见过…
<<OpenProgressWindow WindowManager 模块查询 查询中...... 2>>
数据库: Unstable Fusion 辅助绘图强化模组
me: 应该就是她提到的UF模块?
me: 居然没有检修插孔么?还有封条?
me: 果然是美术部的核心技术啊……
me: 竟然是在其中一只眼睛上做的改装…
me: 这样真的不会对视力有影响吗?
<<return_init_camera>>
me: 插孔都没有,这该从何查起……
助手:我这里可以调取UF模块1h以内的Log记录,请稍等……
<<OpenProgressWindow WindowManager 查询中 查询UF模块1h以内的调用记录 2>>
助手:找到了!有三个调取记录
记录:记录1:调取记忆 时间:3min前<br>记录2:调取记忆 时间:3min前<br>记录3:调取记忆 时间:3min前
// //如果玩家此时插线其他模块
// me: 在做全身检查前,先检查一下UF的情况吧。
// //玩家插线UF模块
// me: 拒绝访问……?但可以调取1标准时内的Log记录,还好。
// //展示UF的Log信息(可以先用unity的log截图替代)
// me: 这些记录,标注了佩佩1标准时内与UF有关的生理心理活动。
// me: 按照出图的时间筛选一遍吧。
//未来可以做筛选log功能,但现在先用一个进度条过渡一下 (筛选中)
me: 噢?在画图时,UF引用了佩佩记忆模块中的三个记忆……
me: 也就是说,在画图时,佩佩*回想*起了三个记忆,它们直接参与到了绘图的过程里,影响到了绘图结果。
me: 佩佩想起的这三个记忆非常重要,我得去看看,帮我打印记忆卡带。
助手:好的,马上打印!
<<hide_dialog>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager UF绘图1 UFView 记忆占位>>
@@ -274,6 +289,7 @@ position: 251,-1150
助手: (脑内)语焉不详,有问题。
me: 总之先去记忆模块打开这些记忆卡带吧
<<add_task TaskManager 在记忆模块检查UF生成的索引 寻找绘图异常相关线索>>
<<ModuleHightLight Memory true>>
<<task_moveIn TaskManager>>
<<set $gameStage=2>>
<<jump 主维修界面游戏状态检查>>
@@ -336,12 +352,6 @@ colorID: 8
group:分析相关
position: -273,-535
---
// <<character_init_new Peipei>>
// <<character_eye_new "auto_blink">>
// <<character_crying_new false>>
// <<character_face_new frown>>
// <<character_fade_in_new >>
//管理discuss相关
<<set $ufDiscussCount=4>>
<<set $eyeDiscussCount=3>>
@@ -391,6 +401,7 @@ position: -272,-223
<<set_line_cuttable LineManager MemoryEye true>>
<<set $gameStage=6>>
<<set $gameStageDoOnceFinished=false>>
<<clear_tasks TaskManager>>
<<add_task TaskManager "执行视觉-记忆桥截断术">>
<<task_moveIn TaskManager>>
me: 开始吧…截断视觉-记忆桥,阻止视觉模块的记忆反流。
@@ -437,7 +448,6 @@ position: 239,-506
me: 检查应该都完成了…我们出去吧,佩佩。
<<fade_in 1>>
<<switch_fix_system_to Clinic>>
<<move_out_fix>>
<<fade_out 1>>
// <<character_init_new Peipei>>
// <<character_eye_new "auto_blink">>
@@ -450,12 +460,11 @@ peipei: OK
<<fade_in 1>>
<<wait 1>>
<<fade_out 1>>
<<OpenImageWindow_UFImage WindowManager UF绘图 can_grass_normal>>
<<show_obj 正确美人鱼>>
<<wait 1>>
peipei: 它看起来没问题!太好了!
<<wait 0.5>>
<<hide_dialog>>
<<EnableAndWaitForClosingUFImage WindowManager>>
<<hide_obj>>
me: 好了。
<<character_fade_out_new >>
//<<fade_in 1>>
@@ -714,36 +723,7 @@ position: 463,-2804
// me: 可惜…连最后一点颜色也没能保住。
// <<endif>>
===
// title: PlugInsert
// tags: 待编辑
// colorID: 8
// position: 96,-3246
// ---
// <<if $currentSocket=="UFView"&& visited("UfViewDialogue")==false>>
// <<set $PlugCount+=1>>
// <<jump UfViewDialogue>>
// <<elseif $currentSocket=="ColorView"&& visited("ChipViewDialogue")==false>>
// <<set $PlugCount+=1>>
// <<jump ChipViewDialogue>>
// <<elseif $currentSocket=="EyeView"&& visited("EyeViewDialogue")==false>>
// <<set $PlugCount+=1>>
// <<jump 发现视觉异常>>
// //<<jump EyeViewDialogue>>
// <<elseif $currentSocket=="EmoView"&& visited("EmoViewDialogue")==false>>
// <<set $PlugCount+=1>>
// <<jump EmoViewDialogue>>
// <<elseif $currentSocket=="LogicView"&& visited("LogicViewDialogue")==false>>
// <<set $PlugCount+=1>>
// <<jump LogicViewDialogue>>
// <<elseif $currentSocket=="SpeakView"&& visited("SpeakViewDialogue")==false>>
// <<set $PlugCount+=1>>
// <<jump SpeakViewDialogue>>
// <<elseif $currentSocket=="MemoryView"&& visited("MemViewDialogue")==false>>
// <<set $PlugCount+=1>>
// <<jump MemViewDialogue>>
// <<endif>>
// ===
title: 没有检查视觉的提示
@@ -751,7 +731,8 @@ tags: 待编辑
colorID: 8
position: -364,-2461
---
【占位】视觉好像有错误还没有深入,我们或应该深入检查下视觉模块
电子助手: 视觉模块刚才的错误我们好像还没有深入检查,我们或应该深入检查下视觉模块
<<ModuleAlarm Eye true>>
===
title: EGCViewDialogue
@@ -28,61 +28,56 @@ position: 43,-97
---
<<if $gameStage==1>>
<<ScrollToNode CanvasClueBoard UF绘图2_1>>
【占位】今天的起点还是UF模块的出图错误,并且...
me: 首先从佩佩的UF出图错误整理起吧。
<<SetNodeState CanvasClueBoard UFGroup2 true>>
<<SetNodeState CanvasClueBoard UF绘图2_1 true>>
<<wait 1>>
<<show_obj UF占位>>
<<wait 1>>
【占位】产生了一大堆的打孔带,这说明有大量记忆涌入了UF
me: 这么多记忆打孔带从UF模块中泄露出来,说明它正在使用大量记忆……
<<hide_obj>>
【占位】我们想要去记忆查看打孔带...
<<ScrollToNode CanvasClueBoard 记忆模块发热>>
<<SetNodeState CanvasClueBoard MemoryGroup1 true>>
<<SetNodeState CanvasClueBoard 记忆模块发热 true>>
【占位】但是记忆却因为在持续不断的被调用而无法进入,更可怕的是
me: 上次维修只是UF模块拒绝访问,可现在连记忆模块都因为过载,拒绝访问了!
<<show_obj UF占位>>
<<wait 1>>
【占位】我们发现这导致了佩佩的发热,危机生命
me: 而且大量的记忆调用让佩佩头脑发热发烫,连生命都危险了……
<<wait 1>>
<<hide_obj>>
<<wait 1>>
<<show_obj UF占位>>
【占位】这无疑就是那个连续调用进程导致的
【占位】那么一定有一个地方在调用记忆!我们需要找到那个调用进程!
me: 只有找到那个一直在调用记忆的地方,我们才能结束她的发热。
<<hide_obj>>
<<wait 1>>
【占位】UF非常可疑,但是要调查UF进程只能拆除UF,保险起见我们做了全身检查
【占位】但是我们一无所获,除了...
me: UF模块是嫌疑最大的,该死,要是公司没有给它加装封条,我就能调查它了。
电子助手:这就破防了?想想看还有哪些线索!
<<ScrollToNode CanvasClueBoard EyeSkyError>>
<<SetNodeState CanvasClueBoard EyeGroup1 true>>
<<SetNodeState CanvasClueBoard EyeSkyError true>>
【占位】在检查视觉的时候,我们发现佩佩的色彩出现了奇怪的色彩错误
me: 用不着你提醒!在检查视觉的时候,佩佩那项看到色彩的本事再次出现了,但是相当异常。
<<show_obj UF占位>>
<<wait 1>>
【占位】虽然视觉记忆的线路被切断,所以记忆发热不可能是这里导致的...
【占位】但是为什么视觉在切断线路后,依然没有停止尝试调用记忆?
me: 上次手术已经切断了视觉-记忆的连线……为什么依然没有停止调用记忆?
<<wait 1>>
<<hide_obj>>
【占位】随着调查,我们的疑问没有减少,反而增多
【占位】好像没有找到什么线索来回答我们的疑问
【占位】但是我们还没有调查UF的内部进程
me: 佩佩的大脑中未探索的部分只剩下UF模块……真的要违反公司的规定拆开它吗?
<<show_obj UF占位>>
<<wait 1>>
【占位】这意味着必须拆开UF
【占位】这是禁止的,但是佩佩现在在高烧,或许这是唯一的办法
me: 妈的,佩佩都快烧死了,赶紧拆吧。
me: (如果是你,肯定早就下手拆了,老姐。)
<<hide_obj>>
<<SetNodeState CanvasClueBoard 退出 true>>
<<elseif $gameStage==2>>
<<ScrollToNode CanvasClueBoard 学习进程>>
【占位】拆除UF后,我们在UF内发现了三个进程
me: 拆除UF后,我们在UF内发现了三个进程
<<SetNodeState CanvasClueBoard 绘图进程 true>>
<<wait 1>>
<<SetNodeState CanvasClueBoard 学习进程 true>>
<<wait 1>>
<<SetNodeState CanvasClueBoard 未定义进程 true>>
<<wait 1>>
【占位】这之中一定有我们所有疑惑的答案!
me: 这之中一定有我们所有疑惑的答案!
<<EnableQuestion CanvasClueBoard UF绘图2_1>>
<<EnableQuestion CanvasClueBoard EyeSkyError>>
<<EnableQuestion CanvasClueBoard 记忆模块发热>>
@@ -133,9 +128,9 @@ position: -204,-329
---
<<if $KnowEyeProblem==false>>
<<set $KnowEyeProblem=true>>
【占位】这个未知进程在尝试把记忆色彩转化为图像
【占位】而视觉能够去“视觉化”记忆中的色彩
【占位】即使在线路被剪断后,这个进程依然没有尝试停止这么做
me: 这个进程同时也在把记忆中的色彩……迁移到视觉中。
me: 在我剪断了视觉-记忆模块的导线以后,它还在重复这个过程……难道它是一种……本能?
me: 束缚了人类向机体进步的动物性本能……人类纪元的幽灵……还在佩佩身上残留?
<<jump 检查是否完成目标>>
<<endif>>
===
@@ -146,7 +141,8 @@ position: -204,-329
---
<<if $KnowMemoryProblem==false>>
<<set $KnowMemoryProblem=true>>
【占位】就是这个进程在不断调用记忆中的色彩进入UF,最终导致记忆的发热
me: 嗯……这个“锟斤拷烫烫烫”在把记忆的引用扩散到其他模块,导致记忆严重发热……
me: 它居然不是UF内部的进程……
<<jump 检查是否完成目标>>
<<endif>>
===
@@ -157,7 +153,8 @@ position: 40,-327
---
<<if $KnowUFProblem==false>>
<<set $KnowUFProblem=true>>
【占位】就是这个进程在不断调用记忆中的色彩进入UF,最终导致了UF绘图包含了大量错误色彩
me: 嗯……这个“锟斤拷烫烫烫”在把记忆的引用扩散到其他模块,导致记忆严重发热……
me: 它居然不是UF内部的进程……
<<jump 检查是否完成目标>>
<<endif>>
@@ -167,59 +164,50 @@ title: 解决方案
tags:
position: -204,-329
---
【占位】所以看起来一切问题就是这个活跃的进程?
【占位】我们尝试过了,没办法杀死这个进程,我们没有权限
【占位】还不到放弃的时候,想一想这个进程有什么特点
me: 所以……一切问题的根源都在这个看起来很像BUG的进程?
me: 没有关闭它的权限,它甚至不属于UF模块……
电子助手:你就这点本事吗?
me: 冷静,想想它到底有什么特性…………
<<jump Option>>
===
title: Option
tags:
position: -204,-329
---
<<if $KnowRemoveUF==true&&$KnowRemoveMemoryColor==true&&$KnowPeipeiCanStop==true>>
【占位】想不到什么别的方式了,也不能再拖了,去给佩佩说明
me: 这里已经没有新的线索了,该去给佩佩说明情况了。
<<SetNodeState CanvasClueBoard 退出 true>>
<<else>>
->【占位】这个进程的权限很特殊<<if $KnowPeipeiCanStop==false>>
->它的权限<<if $KnowPeipeiCanStop==false>>
<<set $KnowPeipeiCanStop=true>>
【占位】这个进程的权限很特殊
【占位】这个进程的权限是仅用户可管理
【占位】也就是说,这是佩佩能够管理的进程,也是只有佩佩能够管理的进程
【占位】虽然不知道为什么,是佩佩自己开启的这个进程
【占位】但是无论如何,佩佩自己也应该可以结束它
【占位】我们应该让佩佩试试
me: 是仅用户管理!
me: 如果,佩佩可以控制自己停下它呢?
<<wait 1>>
<<ScrollToNode CanvasClueBoard 佩佩自身停止>>
<<wait 1>>
<<SetNodeState CanvasClueBoard 佩佩自身停止 true>>
【占位】还有什么方式么?
<<jump Option>>
->【占位】这个进程做的事情很特殊<<if $KnowRemoveMemoryColor==false>>
->它在做的事情……<<if $KnowRemoveMemoryColor==false>>
<<set $KnowRemoveMemoryColor=true>>
【占位】这个进程似乎能够调动的”武器“主要就是记忆
【占位】喂清醒点,不能把记忆全部去除吧
【占位】仔细看,其实它主要操作的是色彩相关的记忆
【占位】至少我们可以把记忆中色的色彩部分“析出”
【占位】这样应该能最大程度上遏制这个进程
me: 它主要调用的就是记忆,那么……
电子助手:把佩佩变成没有记忆的痴呆?
me: ……不,仔细看,操作的是颜色有关的记忆,如果我们只改变记忆的颜色呢?
<<wait 1>>
<<ScrollToNode CanvasClueBoard 记忆色彩清除>>
<<wait 1>>
<<SetNodeState CanvasClueBoard 记忆色彩清除 true>>
【占位】还有什么方式么?
<<jump Option>>
->【占位】这个所在的地方很特殊<<if $KnowRemoveUF==false>>
->还有色觉晶圆<<if $KnowRemoveUF==false>>
<<set $KnowRemoveUF=true>>
【占位】这个进程当前影响的未知就是UF吧
【占位】只要把UF去除了,是不是就解决了?
【占位】喂那是不行的吧,如果没有工作的话,最终没有免疫抑制剂,一样会...
【占位】但是至少算是一个紧急方案吧,比发热到无法挽回强
me: 它会调用记忆,看起来是一种代偿,佩佩的身体在*渴望*颜色。
me: 如果,我们把色觉晶圆从UF模块上拆下来,还给佩佩……
me: 不行,那样UF模块就无法工作了,没有工作就没有钱买罐头,以后一样会...
me: 但那至少能让佩佩再撑一段时间。
<<wait 1>>
<<ScrollToNode CanvasClueBoard 拆除UF>>
<<wait 1>>
<<SetNodeState CanvasClueBoard 拆除UF true>>
<<wait 1>>
【占位】还有什么方式么?
<<jump Option>>
<<endif>>
===
@@ -235,12 +223,11 @@ me: 佩佩的色觉晶圆缺失……
<<ScrollToNode CanvasClueBoard 视觉检查黑白>>
me: 导致了佩佩看不到色彩。
me: 这恐怕是这里最简单的问题了…但也是最无法解决的。
【占位】色觉晶圆是受到严格管控的昂贵芯片,只有相关职业改造时公司会授权安装
【占位】失去了这个,可能也就意味着失去了工作
【占位】没有工作,意味着没有免疫抑制剂,等于死亡
【占位】佩佩怎么会丢失呢?丢失这个意味着没法画画吧
【占位】噢,是UF...
【占位】“佩佩”已经不再绘图了
me: 色觉晶圆是受到严格管控的昂贵芯片,只有相关职业改造时公司会授权安装
me: 失去了这个,可能也就意味着失去了工作,没有工作就没有钱买罐头,没有罐头很快就会死去。
me: 她怎么会把色觉晶圆弄丢呢?
me: 嗨,差点忘了,是UF模块啊。
me: 佩佩,她早就不用手画画了。
<<ConnectionCantBreak CanvasClueBoard>>
===
@@ -254,34 +241,10 @@ position: -422,-322
me: 原来晶圆是被放在UF中了,并不是先天缺陷……
<<hide_dialog>>
<<wait 0.5>>
【占位】呵呵
【占位】所以只是偷窃么
【占位】或者说,霸占
me:借用了机体的色觉晶圆,却导致机体终身看不到颜色……
me:这难道是正常的吗?
<<ConnectionCantBreak CanvasClueBoard>>
===
// title: 最终讨论
// tags:
// position: 154,-41
// ---
// //<<if $findChipFromForClueBoard==false>>
// me: 是的…这恐怕是唯一的方案……
// me: 如果给佩佩安装色觉晶圆,发热是解决了,但绘图问题就会变得更糟…UF甚至会无法运行了。
// me: 如果执行色彩抹除……
// <<ScrollToNode CanvasClueBoard 想象力>>
// me: 如果佩佩从没见过颜色……她也就没办法想象颜色了。
// me: 对她来说,世界本来就是黑白的,夕阳、绿叶……
// <<hide_dialog>>
// <<wait 1>>
// me: 一切就是灰色的。一切本应如此。
// <<hide_dialog>>
// <<wait 1>>
// peipei: 就像新生一样吗?
// <<wait 1>>
// //<<endif>>
// <<jump 结论2>>
// ===
title: SkipClueBoard
tags:
position: 39,149
@@ -4,6 +4,11 @@ tags:
position: -9,21
---
<<switch_fix_system_to Eye>>
<<ModuleHightLight Eye false>>
<<ModuleAlarm Eye false>>
<<if $gameStage==7&&$isPeipeiBE==false>>
<<jump RecoverColor>>
<<endif>>
===
title: IntoEyeView
tags:
@@ -38,7 +43,7 @@ position: 2500,-696
<<if $stressTimer == 4>>
//颜色不出现
<<wait 2>>
me: 没有出现?似乎……
me: 颜色没有出现?似乎……
<<wait 2>>
me: 好的…我想我们的猜想是正确的。
//<<complete_task TaskManager "验证想象力猜想">>
@@ -49,35 +54,35 @@ position: 2500,-696
peipei: 我感觉很好,太好了!
peipei: 是不是只要我能停止想象,问题就解决了?
me: 只要你能控制住,我想是的。
me: 但是这种想象在你的身上出现得太频繁了…
me: 与其说这是一种非正常,不如说这在你身上才是正常现象。
peipei: ……
peipei: 医生,我不是那样的。
peipei: 别用那种语气…就像我已经无药可救了。
me: 啊?抱歉,我…… #auto_next
peipei: 你说得就像我是一个畸形的可怜虫……
peipei: 一个注定无法适应正常社会的残疾人。
me: 不!我只是感到……
peipei: 可怜?
me: 不… #auto_next
peipei: 医生,不要可怜我……
peipei: 它没有用。
peipei: 我必须要完成工作,证明我自己……
peipei: 我一路走下来就是为了做这件事情。
peipei: 学美术,做美术相关的工作…
peipei: 我要继续做下去,我要画一辈子画。
peipei: 这是我选择的生活,我必须要克服这些困难!
me: 佩佩,听我说。
me: 我见过很多病人,我唯一的目标只是治愈病人。
me: 我们机体有相当多东西可以被简单地关掉,但想象力不是。
me: 它甚至没有实体,我的手册里没有一句对想象力的描写……
me: 我只是感到棘手。
peipei: 抱歉,医生…是我太激动了。
peipei: 过去困扰我的那些问题,离解决如此之近了。
peipei: 所以…
peipei: 如果我自己能主动克制想象力,问题就解决了?
<<wait 1>>
me: 好吧,是的。
// me: 但是这种想象在你的身上出现得太频繁了…
// me: 与其说这是一种非正常,不如说这在你身上才是正常现象。
// peipei: ……
// peipei: 医生,我不是那样的。
// peipei: 别用那种语气…就像我已经无药可救了。
// me: 啊?抱歉,我…… #auto_next
// peipei: 你说得就像我是一个畸形的可怜虫……
// peipei: 一个注定无法适应正常社会的残疾人。
// me: 不!我只是感到……
// peipei: 可怜?
// me: 不… #auto_next
// peipei: 医生,不要可怜我……
// peipei: 它没有用。
// peipei: 我必须要完成工作,证明我自己……
// peipei: 我一路走下来就是为了做这件事情。
// peipei: 学美术,做美术相关的工作…
// peipei: 我要继续做下去,我要画一辈子画。
// peipei: 这是我选择的生活,我必须要克服这些困难!
// me: 佩佩,听我说。
// me: 我见过很多病人,我唯一的目标只是治愈病人。
// me: 我们机体有相当多东西可以被简单地关掉,但想象力不是。
// me: 它甚至没有实体,我的手册里没有一句对想象力的描写……
// me: 我只是感到棘手。
// peipei: 抱歉,医生…是我太激动了。
// peipei: 过去困扰我的那些问题,离解决如此之近了。
// peipei: 所以…
// peipei: 如果我自己能主动克制想象力,问题就解决了?
// <<wait 1>>
// me: 好吧,是的。
peipei: 那就让我试试吧。
peipei: 我们已经走到了这里…我不能放弃。
peipei: 让我试试……抑制想象力。
@@ -113,12 +118,23 @@ position: 2500,-696
peipei: 不!停止,停止!
me: 好了,快停下。
me: 不能再这样下去了。
<<wait 2>>
peipei: 医生…我想要再试试
peipei: 我真的不想失去它……
佩佩:医生,停下。
peipei: 别用那种态度……你可是要治好我
me: 啊?抱歉,我…… #auto_next
peipei: 你以为我是怎么走到今天的?
me: 不!我只是感觉……
peipei: 我很可怜?
me: 不… #auto_next
peipei: 医生,不要可怜我……
peipei: 它没有用。
peipei: 我必须要完成工作,证明我自己……
peipei: 学美术,做美术相关的工作……
peipei: 我还要继续画下去,我要画一辈子画!
peipei: 这是我选择的生活!你绝对不能让我回头,知道吗!
peipei: 来,继续。
me: ……
me: 你不能再撑下去了。
peipei: 不…让我再试一次。
me: 佩佩,你真的已经太痛苦了,不要再虐待自己了……我不想看到……
peipei: 别再用那种高高在上的语气说话了,来啊!
<<elseif $stressTimer == 1>>
//颜色出现
<<set_EyeState EyeManager "EyeDisorder">>
@@ -129,6 +145,7 @@ position: 2500,-696
peipei: 都是因为你,都是因为你!我…我才……
me: 佩佩,快停下。
peipei: 停止想象!停止想象…停止……
(佩佩晕厥了过去,我托住她的机体,她比我记忆中更轻了。)
// <<complete_task TaskManager "在视觉模块验证想象力">>
me: 佩佩!
<<set $isFinishedEyeCheck = 2>>
@@ -160,7 +177,8 @@ tags:
colorID: 8
position: 2503,-333
---
me: 看起来还是黑白的啊…佩佩,你说的奇怪的颜色,是怎么回事?
me: 看起来还是黑白的啊…
me: 佩佩,你说的奇怪的颜色,是怎么回事?
peipei: 医生,你看...
<<set_EyeState EyeManager "EyeDisorder">>
<<set_Eyetarget EyeManager "sky" false>>
@@ -169,8 +187,8 @@ peipei: 嘶…好痛
<<EyeEffect_FadeIn EyeManager>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 尝试调取记忆...未找到合法路径,调取失败>>
<<wait 1>>
【占位说明】(之后替换成一堆窗口)
【占位】调取失败...理论上调取不到的话,进程是会取消的啊,需要做几次测试确认下
me: 不应该啊……获取不到记忆的话,理论上会结束进程,为什么呢?
me: 再让佩佩看些别的东西吧。
<<set $eyecolorKnown=true>>
<<jump EyeCheckEnd>>
===
@@ -245,6 +263,7 @@ me: 好了,佩佩。不要…不要太沉迷其中。
<<set $gameStage = 0>>
//这里会自动执行主界面维修
<<switch_fix_system_to BodyModule>>
<<jump 主维修界面游戏状态检查>>
===
title: Eye_sky
@@ -380,11 +399,13 @@ position: 2507,50
---
<<if $gameStage == 7>>
me:这里似乎没什么新的症状可收集了
<<hide_dialog>>
<<Set_MouseMovementLockState EyeManager false>>
<<switch_fix_system_to BodyModule>>
<<endif>>
<<if $isFinishedEyeCheck==-1>>
me:这里似乎没什么新的症状可收集了
<<hide_dialog>>
<<Set_MouseMovementLockState EyeManager false>>
<<switch_fix_system_to BodyModule>>
@@ -402,22 +423,34 @@ me:这里似乎没什么新的症状可收集了
<<if $isFinishedEyeCheck==0&&$eyeTargetTriggerCount == 3>>
// <<complete_task TaskManager "记录所有视觉症状">>
me:似乎有足够的信息了,我们离开这里吧。
<<hide_dialog>>
<<set $isFinishedEyeCheck=-1>>
<<Set_MouseMovementLockState EyeManager false>>
<<switch_fix_system_to BodyModule>>
<<ModuleHightLight Eye false>>
<<ModuleAlarm Eye false>>
<<jump 主维修界面游戏状态检查>>
<<endif>>
<<if $isFinishedEyeCheck == 2 && $stressTimer == 0>>
<<EyeEffect_FadeOut EyeManager>>
<<Set_MouseMovementLockState EyeManager false>>
me: 佩佩
me: 佩佩
me: 我不该让她这么做的……
me: 我不应该允许她这么做的…赶紧降温!
me: 妈的,事到如今……什么规定都管不了了。
me: 佩佩……抱歉……
me: 我只是……真的不想再看到有人死在我手上了……
<<ModuleHightLight Eye false>>
<<ModuleAlarm Eye false>>
<<hide_dialog>>
<<set $gameStage=4>>
<<set $feverTimer=0>>
<<SetHeat 2>>
<<complete_task TaskManager "在视觉模块验证想象力">>
<<switch_fix_system_to BodyModule>>
me: 我不应该允许她这么做的…赶紧降温!
<<MessageBoxSetError>>
<<MessageBoxSetText 检测到机体温度升高,需要紧急降温>>
<<if $feverTimer == 0>>
<<ShowHeatMap>>
<<endif>>
@@ -4,6 +4,8 @@ colorID: 6
position: -579,564
---
<<switch_fix_system_to Memory>>
<<ModuleHightLight Memory false>>
<<ModuleAlarm Memory false>>
<<if $gameStage == 7 && $isPeipeiBE == true>>
<<jump 记忆初始化深度>>
<<elseif $gameStage == 7 && $isPeipeiBE == false>>
@@ -23,12 +25,14 @@ position: -578,803
// <<set $Memory3Fade_Peipei=true>>
// <<wait 1>>
// <<fade_in 1>>
<<MessageBoxSetNormal>>
<<MessageBoxSetText 正在进行记忆清除>>
<<if $Memory1Fade_Peipei==true && $Memory2Fade_Peipei==true && $Memory3Fade_Peipei==true>>
me: 已经完成了……
<<complete_task TaskManager "执行手术-色彩记忆初始化">>
me: 没有什么再继续留恋的了。
me: 我们走吧。
<<set $gameStage = -1>>
<<hide_dialog>>
<<switch_fix_system_to BodyModule>>
me: 剩下最后一步,把UF装回到左眼上。
<<add_task TaskManager "安装UF模块">>
@@ -89,6 +93,7 @@ colorID: 8
position: 500,-176
---
me: 去记忆模块执行色彩初始化吧
<<ModuleHightLight Memory true>>
// ->执行记忆初始化
// <<hide_dialog>>
// <<messagebox MessageBox "normal" "正在执行记忆色彩初始化……请稍候">>
@@ -20,7 +20,9 @@ position: -2,-3039
<<MessageBoxSetWarning>>
<<if visited("EmoPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
【占位】
peipei:连画画都不懂,你凭什么做主管?
me:就是,你早该生气了。
<<ModuleHightLight Emo false>>
<<jump PlugFinished>>
<<endif>>
===
@@ -35,6 +37,9 @@ position: 240,-2640
<<MessageBoxSetWarning>>
<<if visited("SpeakPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
peipei:我不想说话,因为我只是一只蘑菇。
me:再等等,蘑菇小姐,我会治好你的。
<<ModuleHightLight Speak false>>
<<jump PlugFinished>>
<<endif>>
===
@@ -50,7 +55,9 @@ position: 480,-3040
<<MessageBoxSetNormal>>
<<if visited("LogicPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
受到发热的影响,佩佩有点神智不清
<<ModuleHightLight Logic false>>
peipei:如果每小时能画一张画,什么时候产能可以胜过UF呢?
me:佩佩……你不必每小时都在工作的。
<<jump PlugFinished>>
<<endif>>
//待编辑
@@ -68,7 +75,9 @@ position: 240,-2840
<<MessageBoxSetWarning>>
<<if visited("ColorPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
待编辑
peipei:最重要的颜色……它去哪里了?
me:黑白色的世界……好想死。
<<ModuleHightLight Color false>>
<<jump PlugFinished>>
<<endif>>
@@ -79,31 +88,44 @@ tags: 待编辑
colorID: 8
position: 240,-3040
---
<<if $gameStage>=5>>
<<if $gameStage==7&&$isPeipeiBE==true>>
<<MessageBoxSetChecking>>
<<wait 2>>
<<OpenSingleButtonWindow WindowManager 程序确认 是否执行记忆色彩抹除?>>
<<MessageBoxSetNormal>>
<<MessageBoxSetText 记忆删除中...>>
<<wait 1>>
me: 对不起,佩佩...
<<wait 2>>
<<OpenSingleButtonWindow WindowManager "错误" "只读的记忆,请进入记忆模块手动处理">>
me: 只读记忆?
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。
<<jump MemoryDeepIn>>
<<elseif $gameStage>=5>>
<<MessageBoxSetChecking>>
<<wait 2>>
<<MessageBoxSetText 记忆模块运转正常>>
<<MessageBoxSetText 未检测到可用的记忆卡带>>
<<MessageBoxSetNormal>>
<<else>>
<<MessageBoxSetChecking>>
<<wait 2>>
<<MessageBoxSetText 检测到记忆模正在被外部调用,无法进入>>
<<MessageBoxSetText 记忆模块温度正在以异常速度升高>>
<<MessageBoxSetWarning>>
<<endif>>
<<if visited("MemoryPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<if $gameStage==1&&$feverCount==1>>
【占位】:记忆正被外部大量调用中?无法访问?
【占位】:所以这就是温度升高的原因
【占位】:如果不解决调用源头,那么降温只是暂时的
【占位】:我们得找到是哪里在调用记忆
【占位】: UF是会调用记忆的,这很可疑
【占位】: 但是外壳是不允许拆除的……
【占位】: 无论如何,先做个头部整体检查确认下
<<ModuleHightLight Memory false>>
电子助手:有大量的记忆在使用,她的记忆模块都快干烧了。
me:明白了,如果不找到使用记忆的源头,降温也治标不治本。
me: 得赶紧把她的头部全部检查一遍。
<<complete_task TaskManager "在记忆模块查看打孔带">>
<<add_task TaskManager "全身检查,寻找记忆调用源头" 查找UF绘图错误的原因>>
<<jump PlugFinished>>
<<jump 高亮模块>>
<<endif>>
<<endif>>
@@ -137,19 +159,43 @@ position: 480,-2840
<<MessageBoxSetNormal>>
<<elseif $gameStage==7&&$isPeipeiBE==false>>
<<MessageBoxSetText 需要进入视觉模块进色彩重置>>
<<EnableDeepInButton>>
<<MessageBoxSetNormal>>
<<EnableDeepInButton>>
<<else>>
<<MessageBoxSetText 视觉模块发现异常>>
<<MessageBoxSetText 需要深入视觉模块查看详细情况>>
<<MessageBoxSetError>>
<<EnableDeepInButton>>
<<endif>>
<<wait 0.5>>
<<EnableDeepInButton>>
<<if visited("EyePlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
peipei:眼睛...眼睛好痛!
me:怎么回事...
<<add_task TaskManager 检查视觉模块 全身检查,寻找记忆调用源头>>
<<jump PlugFinished>>
<<ModuleHightLight Eye false>>
<<ModuleAlarm Eye true>>
//<<jump PlugFinished>>
<<endif>>
===
title: 高亮模块
tags:
position: 43,-97
---
<<if visited("EyePlugIn")==false>>
<<ModuleHightLight Eye true>>
<<endif>>
<<if visited("EmoPlugIn")==false>>
<<ModuleHightLight Emo true>>
<<endif>>
<<if visited("LogicPlugIn")==false>>
<<ModuleHightLight Logic true>>
<<endif>>
<<if visited("SpeakPlugIn")==false>>
<<ModuleHightLight Speak true>>
<<endif>>
<<if visited("ColorPlugIn")==false>>
<<ModuleHightLight Color true>>
<<endif>>
===
@@ -103,32 +103,53 @@ position: 239,-1813
---
<<load_scene PeipeiFixScene>>
<<indoor_new 1>>
<<character_init_new Peipei>>
<<character_eye_new "auto_blink">>
<<character_crying_new false>>
<<character_face_new frown>>
<<character_init_new 佩佩>>
<<character_fade_in_new >>
<<SetSocketAvailable UF false>>
【占位】佩佩再次前来,她的绘图还是有问题,而且这次感觉状态不太正常
【占位】你和她做绘图测试,但是这次她时不时伴随着头痛,会显得显得非常的暴躁和具有攻击性
【占位】关于她的绘制,你有三种需求可以提
->需求A
<<delete_line LineManager MemoryEye>>
peipei:医生,好久不见。
me: 佩佩?你的身体最近还好吗?
peipei:不太好,感觉距离上次和你见面……发生了很多事。
peipei:嘶……我的头好痛,而且画画的问题更严重了……看东西也怪怪的……
me: 那我们来重复一次上次的治疗方案吧,佩佩,请站过来。
me: 我需要你画——
->性感女警官
<<set $imagine_PeipeiTalk2 = 1>>
->需求B
->幸福市的地铁
<<set $imagine_PeipeiTalk2 = 2>>
->需求C
//////图片上是一个阴暗的旧房间,但画面上有很多个电视机屏幕
<<if $imagine_PeipeiTalk2 == 1>>
<<OpenImageWindow_UFImage WindowManager UF绘图 UF占位>>
->不如,来一张自画像吧?
<<if $imagine_PeipeiTalk2 == 1>>
peipei:居然要我画这种东西,连你也和他们一样吗?
me: 不是的,佩佩,我只是想模拟工作需求。
peipei:我这个月已经画了276张性感女郎了!真是够了!
me: 呃,对不起,佩佩,如果你不喜欢可以不用画的。
peipei:已经画好了。
<<show_obj 女警>>
<<elseif $imagine_PeipeiTalk2 == 2>>
<<OpenImageWindow_UFImage WindowManager UF绘图 UF占位>>
peipei:好的,地铁,塞满了垃圾。
me: 垃圾?
peipei:医生,你不觉得大家都是下水道里排队被冲走的垃圾吗?
me: 我相信你不是。
peipei:我就是垃圾。
<<show_obj 地铁>>
<<elseif $imagine_PeipeiTalk2 == 3>>
<<OpenImageWindow_UFImage WindowManager UF绘图 UF占位>>
peipei:不要,我现在这副样子……没什么值得画的。
me: 请千万别这么说,佩佩,任何时候你都值得。
peipei:你是抱着什么心情说这种话的?你有多了解我呢?
me: 是我轻率了,佩佩。
peipei:抱歉……医生……是我心情不太好……我这就画。
<<show_obj 自画像>>
<<endif>>
<<fade_out 1>>
【占位】你看到她的画中色彩混乱,有很多glitch,你们决定去诊室深度检查下
<<hide_dialog>>
<<EnableAndWaitForClosingUFImage WindowManager>>
me: 这幅画真的是一团乱麻……看来我们得去做深度检查了。
<<hide_obj>>
//收起上述画
me: 这边请,佩佩。
<<set $gameStage=1>>
<<jump 诊断初始化>>
===
@@ -139,7 +160,6 @@ position: 240,-1335
---
<<fade_in 1>>
<<switch_fix_system_to "BodyModule">>
<<delete_line LineManager MemoryEye>>
<<SetModuleState_CantStopRunning Memory true>>
<<SetHeat 1>>
//<<SetReapirState ToolManager UF盖子 false>>
@@ -148,12 +168,16 @@ position: 240,-1335
<<wait 0.5>>
<<fade_out 0.5>>
【占位】打开面板后,这里涌入了一大堆打孔带
->【占位】清理
【占位】把打孔带清理一下
<<wait 1>>
【占位】我们或许应该去记忆看一下这些打孔带
me: Hivemind在上!佩佩的脑里塞满了……这么多记忆打孔带……?
me: 而且,这些打孔带都看起来损坏好严重,应该都用不了了,得先清理一下
->清理
<<hide_dialog>>
<<fade_in 1>>
<<fade_out 1>>
me: 终于好了……去记忆模块里看看是怎么回事吧。
<<add_task TaskManager 查找UF绘图错误的原因>>
<<add_task TaskManager 在记忆模块查看打孔带 查找UF绘图错误的原因>>
<<ModuleHightLight Memory true>>
<<task_moveIn TaskManager>>
<<jump 主维修界面游戏状态检查>>
===
@@ -171,21 +195,29 @@ position: 238,-441
<<if $isFinishedEyeCheck==-1>>//检查过视觉了
<<complete_task TaskManager 检查视觉模块>>
<<if $PlugAll==false>>
【占位】继续全身检查吧
me: 佩佩在试着想象颜色...但是失败了...
me: 但至少这里不会是导致记忆发热的源头
me: 继续全身检查吧
<<elseif $PlugAll==true>>
<<complete_task TaskManager 全身检查,寻找记忆调用源头>>
<<wait 1>>
【占位】都检查完了,没有发现有和记忆调用相关的线索
me: 佩佩的情况很不好,但是应该都并发症
me: 我们还是没找到持续唤起记忆的地方
<<SetHeat 1>>
<<set $feverTimer=0>>
<<wait 1>>
【占位】再次发热,需要降温
<<MessageBoxSetError>>
<<MessageBoxSetText 检测到机体温度升高,需要紧急降温>>
peipei:医生……我的头……好烫……
me: 该死,得赶快给她降温!
<<ShowHeatMap>>
<<add_task TaskManager "给佩佩降温">>
<<endif>>
<<elseif $isFinishedEyeCheck!=-1&&$PlugAll==true>>//没检查视觉,但是全身都插了
【占位】其他地方似乎都没什么问题
【占位】视觉里还有报错,我们或许应该去深入检查下
me: 各个地方都检查了
me: 佩佩的情况很不好,但是应该都并发症
me: 我们还是没找到持续唤起记忆的地方
me: 刚才视觉模块的错误我们还没详细检查,去深入检查看看吧
<<endif>>
@@ -193,9 +225,8 @@ position: 238,-441
<<if $UFInnerSeen>>//看完UF内部后的发热
<<complete_task TaskManager "对UF内部进行检查">>
me: 时间不多了,我必须赶紧找到治疗方法
me: 希望还来得及……先让佩佩休息下吧
me: 佩佩,可以休息一下了。我现在需要对已有的症状进行分析。
me: 得分析一遍UF模块的情况,佩佩,你先休息一会吧。
peipei:好的,医生。
<<jump ClueBoard>>
<<endif>>
@@ -252,14 +283,22 @@ tags:
colorID: 8
position: -188,-408
---
【占位】告诉佩佩病理和病因
【占位】现在只有两个方式,记忆色彩抹除或者佩佩自己中止
【占位】佩佩暴躁的表示绝对不能做记忆色彩抹除
【占位】接着又冷静下来问你如何做到自己终止
【占位】你和她解释了未知进程的定义
【占位】她感到有点困惑,询问你就是说不要想象么?
【占位】你告诉他这么描述也差不多,就是停止想象
<<character_face character "frown">>
旁白:(我把佩佩生病的情况告诉了她)
me: 如果由我来根治你的发热,我们只有这个办法了……
me: 把你脑海中,那些彩色的、久远的记忆……全部改写成黑白两色。
佩佩:呵呵……医生……你不如把我杀了吧?
me: 佩佩,你冷静一点。
佩佩:我很冷静!这副样子……我受够了!
佩佩:如果连仅剩的这点让我开心的东西都没有……
me: 其实,还有一个理论上可行的办法。
佩佩:是什么!医生?
me: 嗯……你有办法控制你的视觉,让它不要再产生颜色吗?
佩佩:我有点困惑。
me: 那些颜色,你是怎么调用出来的呢?
佩佩:这简单呀,我就想象它们是什么颜色的,然后,它们就真的有颜色啦!
me: 那么……佩佩,你要控制自己,让你别再想象颜色。
佩佩:唔,就是停止想象么?
me: 没错。
peipei: 该怎么做才能停止想象?我不明白。
->让佩佩保持专注
me: 佩佩,我需要你振作起来。
@@ -278,8 +317,6 @@ peipei: 该怎么做才能停止想象?我不明白。
peipei: 好的,这不是我的错……这不是我的错。
peipei: 很快就结束了……
me: 很好,现在闭上眼睛。
<<character_face character "default">>
<<character_eye character "close">>
peipei: 好。
->提示佩佩想象罐头
me: 你说过UF给你输入了很多关于罐头的图像,你可以试着回忆一下那些图像,那些应该是安全的。
@@ -322,6 +359,7 @@ me: 那我们试试吧…在视觉模块验证一下吧。
<<set $isFinishedEyeCheck=1>>
<<set $gameStage=3>>
//<<fade_in 1>>
<<clear_tasks TaskManager>>
<<switch_fix_system_to BodyModule>>
//<<delete_line LineManager MemoryEye>>
//<<SetReapirState ToolManager YF true>>
@@ -334,6 +372,7 @@ me: 那我们试试吧…在视觉模块验证一下吧。
//<<fade_out 1>>
<<set_EyeState EyeManager "CannotImagineColor">>
<<add_task TaskManager "在视觉模块验证想象力">>
<<ModuleHightLight Eye true>>
<<task_moveIn TaskManager>>
<<jump 主维修界面游戏状态检查>>
===
@@ -350,13 +389,10 @@ position: 244,1068
me: 我们出去聊吧
// <<fade_in 1>>
<<switch_fix_system_to Clinic>>
// <<move_out_fix>>
// <<character_init character Peipei>>
// <<fade_out 1>>
// <<character_fade_in character>>
// <<character_eye character "auto_blink">>
<<if $isPeipeiBE==false>>
佩佩感谢医生,并且准备出去转一转】
佩佩:医生……真的谢谢你……
佩佩:那我走啦?你多保重。
-> 尽快回来
-> 注意安全
-> 跑的越远越好
@@ -433,12 +469,10 @@ position: 1336,-1235
<<set $feverTimer=1>>
<<set $feverMessageSeen=0>>
<<complete_task TaskManager "对佩佩进行降温">>
me: 好的…温度降下来了。
<<MessageBoxSetNull>>
peipei: 呼…忽然……好多了。
me: 还不能放松…这只是暂时的。
me: 看起来…发热的核心来源就是记忆模块。
【占位】我们需要去查看下这是怎么回事
me: 很好,现在该去记忆模块查看那些异常的记忆打孔带了
<<HideHeatMap>>
<<set $gameStage=1>>
<<set $hintFlag=true>>
@@ -452,6 +486,7 @@ position: 1365,-1025
<<SetHeat 0>>
<<set $feverCount=2>>
<<set $feverTimer=1>>
<<MessageBoxSetNull>>
me: 呼,总算……
<<complete_task TaskManager "给佩佩降温">>
me: 佩佩,头还痛吗?
@@ -603,7 +638,7 @@ position: 1032,-1298
me: 这个温度已经接近了警戒线,继续升高就会有生命危险…
<<hide_dialog>>
<<wait 1>>
me: 先别管什么线索了…必须先进行降温。
me: 先别管什么线索了…必须先找到热源,然后进行降温。
<<hide_dialog>>
<<add_task TaskManager "对佩佩进行降温">>
<<ShowHeatMap>>
@@ -671,6 +706,7 @@ position: -170,-1066
//TODO-需要一个命名规范?
//<<complete_task TaskManager "拆开UF外壳">>
<<SetSocketAvailable UF true>>
<<trans_camera -3.82 0.55 2 1>>
<<wait 0.5>>
me: 啊,这是...
me: 色觉晶圆?怎么会在这里...
@@ -680,7 +716,9 @@ me: 好吧,现在没时间在意这个了...
// me: 果然这个带子是可以用的!
// me: 所以这里到底发生了什么?为什么视觉会从UF索引素材呢……
me: 这里有插孔了,可以去检查看看了
<<return_init_camera>>
<<add_task TaskManager "对UF内部进行检查" 全身检查,寻找记忆调用源头>>
<<ModuleHightLight UF true>>
//<<ExitRepairMode ToolManager>>
<<jump 主维修界面游戏状态检查>>
//<<jump UF学习画面>>
@@ -703,8 +741,8 @@ colorID: 8
position: 1381,-772
---
me: 不…温度怎么也降不下来!
【稍加思索,没有时间了,现在唯一想到的办法就是拆除UF】
me: 只有这样了…先把热源给移除了。
me: UF模块,公司核心科技……
me: 既然你要让我的病人死,那可别怪我了。
<<HideHeatMap>>
<<add_task TaskManager "拆除UF模块">>
<<set $gameStage=5>>
@@ -727,11 +765,9 @@ position: -541,-628
<<set $feverTimer=-1>>
<<SetSocketAvailable UF false>>
<<SetHeat 0>>
<<MessageBoxSetNull>>
<<complete_task TaskManager "拆除UF模块">>
<<SetModuleState_CantStopRunning Memory false>>
<<add_task TaskManager "对佩佩进行降温">>
me: 好…现在热源被移除了。
me: 看起来系统似乎正在恢复正常……
me: 佩佩?
peipei: …
me: 她暂时昏迷过去了……
@@ -753,12 +789,12 @@ position: -543,-283
---
<<fade_in 1>>
<<character_fade_out_new>>
<<clear_tasks TaskManager>>
<<switch_fix_system_to Clinic>>
<<move_out_fix>>
<<fade_out 1>>
【占位】看来这个未知进程...或者说,想象,不是那么容易就被停止的
【占位】那么剩下的方案就只有...色彩抹除了
【占位】好了...佩佩需要休息,我...我也需要休息下
me:看来这个未知进程...或者说,想象,不是那么容易就被停止的
me:那么剩下的方案就只有...色彩抹除了
me:好了...佩佩需要休息,我...我也需要休息下
<<fade_in 1>>
<<wait 1>>
peipei: 医生?
@@ -776,10 +812,8 @@ position: -286,192
<<set $gameStage=7>>
me: 佩佩?
//TODO-佩佩出现
<<character_init_new Peipei>>
<<character_init_new 佩佩>>
<<character_fade_in_new>>
<<character_eye_new "auto_blink">>
<<character_face_new frown>>
<<fade_out 1>>
me: 你醒了……
peipei: 我感觉到了……
@@ -795,7 +829,6 @@ me: 是的,暂时。
peipei: 暂时……
peipei: 是啊。
peipei: 有那么一刻,我以为我真的要离开这里了……
<<character_eye_new "close">>
peipei: 离开这个令人折磨的处境。
peipei: 我还以为这只是个台阶…
peipei: 呼……
@@ -815,12 +848,10 @@ peipei: 我是不是搞错了什么……
peipei: 我上一次画画是什么时候?
peipei: 这是…我想要的吗?
<<wait 1>>
<<character_eye_new "auto_blink">>
peipei: 医生……
peipei: 我有一个请求。
me: 什么?
peipei: 你说过,UF里面有我的色彩晶圆,对吧
【占位】这里需要确保在clueboard连接上,并且在上次诊疗谈话中和佩佩谈论这件事
peipei: 既然已经拆除了UF…
peipei: 就请再帮我把我的晶圆装到它原本应该在的地方吧。
me: 你是说,你还是想把晶圆装上吗?但UF怎么办?这是不能解决绘图的问题的。
@@ -835,10 +866,10 @@ me: 你知道后果会是什么…
peipei: 我不会走远的……
peipei: 幸福市太小了…你知道我们走不掉。
peipei: 我会回来做那个记忆初始化的。
me: (【占位】佩佩的请求并不过分,为什么不让她获得一点喘息呢?)
me: (【占位】但是,或许这种得到又失去的感觉,会让她更痛苦?)
me: (【占位】何况,如果不进行记忆色彩清除,症状会不会...)
me: (【占位】我该怎么做?)
me: 佩佩已经差点死在我手里了……我能让她开心,为什么不呢?
me: 但是,或许这种得到又失去的感觉,会让她更痛苦?
me: 何况,如果不清除掉记忆中的色彩,症状会不会...
me: 老姐,那年你病重的时候……也是这样吗?
->建议直接进行色彩抹除
me: 在重新看见颜色之后,又立刻再次失去它吗?
me: 这真的会是一种好的体验吗?
@@ -850,7 +881,6 @@ me: (【占位】我该怎么做?)
me: 我不知道这会不会诱发什么更复杂的问题。
me: 你是我的病人,我不能把我的病人置于任何危险之中。
peipei: 医生…求你了。
<<character_crying_new true>>
peipei: 求你了……
peipei: 我不要那样…
peipei: 我不要忘掉那些色彩……
@@ -860,32 +890,24 @@ me: (【占位】我该怎么做?)
me: 短暂的获得终将失去的美好
me: ......
me: 我想你会更痛苦
<<character_eye_new "close">>
peipei:......
me: 【占位】另外,如果不进行记忆色彩抹除,我不知道你身体里的那个进程会不会什么时候又开始活跃
me: 而且,如果不进行记忆色彩抹除,我不知道你身体里的那个进程会不会什么时候又开始活跃
me: 那很危险,我不想将你置于危险之中
peipei:......
peipei:......
<<character_eye_new character "open">>
peipei: 我会记得我曾经有过那些彩色的记忆吗?
me: 你只会记得你曾经有一些记忆…
me: 但不再记得它们是什么了。
me: 就像梦一样。
peipei: 就像梦一样…
peipei: 医生……
<<character_eye_new character "close">>
peipei: 请把它们清除得干净一些。
peipei: 不要让我痛苦……
me: ……
me: 我会的。
peipei: 我们去维修室吧。
<<set $isPeipeiBE=true>>
//<<fade_in 1>>
<<switch_fix_system_to BodyModule>>
//<<delete_line LineManager MemoryEye>>
//<<SetReapirState ToolManager UFView true>>
//<<SetInstall ToolManager 色觉 false>>
//<<fade_out 1>>
<<jump 主维修界面游戏状态检查>>
//<<jump 记忆初始化>>
->同意安装色觉晶圆
@@ -900,7 +922,6 @@ me: (【占位】我该怎么做?)
me: 我可以这么做。
me: 但这意味着你会在看到颜色之后很快就失去它…
me: 你又会带着它去哪呢?
<<character_crying_new false>>
peipei: 医生……
peipei: 如果你离开这里…你会去哪里?
me: 我…
@@ -925,12 +946,10 @@ peipei: 我所拥有的…也就只有那些记忆罢了。
peipei: 我能去的只有幸福市…只有这个罐头厂。
peipei: 所以,我不可能离开的。医生。
peipei: 求求你了,帮我把晶圆装上去吧。
me: ……
me: 好吧,我会给你装的
me: 那我们一起好好活下去吧……
me: 在这座肮脏的城市里
// <<complete_task TaskManager "与患者沟通手术方案">>
// <<add_task TaskManager "安装色觉晶圆">>
<<character_eye_new state "auto_blink">>
<<character_face_new smile>>
peipei: 太好了!
peipei: 太好了…谢谢你,医生!
peipei: 我们去维修室吧
@@ -965,8 +984,7 @@ me: 那是因为还没做重置。
<<add_task TaskManager "进入视觉模块执行重置">>
me: 只要进视觉做一次重置…就好了。
<<set_EyeState EyeManager "CannotImagineColor">>
<<set $gameStage=0>>
<<jump 主维修界面游戏状态检查>>
<<ModuleHightLight Eye true>>
===
+52 -23
View File
@@ -5,7 +5,8 @@ group:UFConsole
position: 2898,-2205
---
<<switch_fix_system_to UF>>
【占位】进入UF控制台
<<ModuleHightLight UF false>>
<<ModuleAlarm UF false>>
<<jump EnterUFConsole>>
===
@@ -16,9 +17,32 @@ group:UFConsole
position: 3242,-2162
---
<<if visited("EnterUFConsole")==false>>
【占位说明】UF进程目前还未讨论达成一致,仅为尝试而制作的究极破产版
【占位说明】这里之后考虑做成一个交互式的console
【占位】现在进入了UF的控制台,我们在这里找找线索
peipei:想不出来,到底该怎么画啊……
peipei:这个脑子怎么这么笨啊!
<<show_obj UF2>>
//展示佩佩被大眼睛凝视和囚禁的图
peipei:已经多久了?看不到日出和日落。
peipei:我到底还要在这里干多久啊。
peipei:画画不是让人快乐的吗?为什么
<<show_obj UF1>>
//展示佩佩戴上假面
peipei:不能带情绪……不能带情绪……
peipei:我现在真的没有情绪了,主管。
// 展示蝴蝶同事
<<show_obj UF3>>
Descent: 其实想要画得又快又好很简单的……
Descentv只要忘记画笔怎么握就好了,佩佩。
旁白:佩佩的记忆不受控制地在UF模块里剧烈翻涌,滚动。
旁白:它们是死寂的海,熔岩与冰山,铁链锁住的巨人囚徒,于不可名状的阴影中滋生的怪物。
me:这到底是……怎么回事?
me:为什么UF要……囚禁佩佩的记忆?这么多……这么久?
me:从UF安装起就开始了?
me:能把这个东西停止掉么
电子助手:这可是公司的核心科技,不是我想停止就停止的
电子助手:哎,你是不是看不得这些?行了,帮你一把吧,谁让我摊上了你呢
me:………………
电子助手:我先隐藏掉,帮你调出控制台
<<hide_obj>>
<<declare $TryEndUnknowProgress = false>>
<<declare $TryEndLearningProgress = false>>
<<declare $TryEndDrawProgress = false>>
@@ -46,11 +70,11 @@ position: 3245,-1946
<<declare $processBprivilege = "神秘代号">>
<<declare $processCprivilege = "开放">>
【UF控制台】调取进程
-> 查看未定义进程 内存占用:{$processAState}
<<set $selectedProcess = "未定义进程">>
-> 查看锟斤拷烫烫烫 内存占用:{$processAState}
<<set $selectedProcess = "锟斤拷烫烫烫">>
<<jump ProcessOptions>>
-> 查看学习进程 (内存占用:{$processBState})
<<set $selectedProcess = "学习进程">>
-> 查看摹写创意 (内存占用:{$processBState})
<<set $selectedProcess = "摹写创意">>
<<jump ProcessOptions>>
-> 查看绘图进程 (内存占用:{$processCState})
<<set $selectedProcess = "绘图进程">>
@@ -89,24 +113,28 @@ position: 2967,-1948
---
player:
进程 {$selectedProcess} 的详细信息:
<<if $selectedProcess == "未定义进程">>
<<if $selectedProcess == "锟斤拷烫烫烫">>
【表现略】
未找到该进程记录,该进程试图将大量非提示词相关记忆的色彩信息写入到绘图进程
回忆是一条没有尽头的甬道即便最坚韧的情绪也会在转瞬间寂灭唯有孤独永恒
<<if $ReadUnknowPorgressDetail==false>>
【占位】未知的进程在把记忆中的色彩写入?
【占位】那这么说,从记忆下手或许可以处理这个问题?
me:这个进程看起来怎么像bug……
电子助手:这bug还挺文艺。
<<endif>>
<<elseif $selectedProcess == "学习进程">>
<<elseif $selectedProcess == "摹写创意">>
【表现略】
该进程是将用户记忆传输给服务器的学习进程
人类纪后,创意枯竭。
创意源于生活,而UF,永远需要新的创意。
<<if $ReadLearningPorgressDetail==false>>
【占位】居然在悄悄的把记忆向外传输?这合法么
me:从来没有人说过UF*永远*需要新创意,这么说创意是UF的……燃料
电子助手:在过去,AI制图模块能用人类的创意库进行机器学习,但是……
me:已经没有新的人类了……
me:拿机体的记忆当柴烧,这可从来没有写进过UF模块的说明书!
<<endif>>
<<elseif $selectedProcess == "绘图进程">>
该进程是使用用户记忆进行绘制的进程
【表现略】
<<if $ReadDrawPorgressDetail==false>>
【占位】佩佩没有在绘图
me:这条进程就是UF正常工作时的进程吧,它现在没有激活。
<<endif>>
<<endif>>
-> 返回
@@ -119,21 +147,22 @@ colorID: 6
group:UFConsole
position: 3257,-1724
---
<<if $selectedProcess == "未定义进程">>
<<if $selectedProcess == "锟斤拷烫烫烫">>
警告:该进程并非UF模块内部进程,请自行查找源头以确保安全。
该进程试图将记忆引用扩散至身体其他感知模块,如视觉模块。
该进程权限为:{$processAprivilege},你无权终止
<<if $TryEndUnknowProgress==false>>
【占位】权限是仅用户,也就是说这个是佩佩自己的进程
【占位】那么理论上佩佩自己可以终止?
【占位】那也许我们可以试一试
me:找到了,这个进程就是问题的源头……居然只有佩佩能终止
<<set $TryEndUnknowProgress=true>>
<<endif>>
->返回
<<jump ProcessOptions>>
<<elseif $selectedProcess == "学习进程">>
<<elseif $selectedProcess == "摹写创意">>
该进程权限为:{$processBprivilege},你无权终止
<<if $TryEndLearningProgress==false>>
【占位】神秘代号是谁?为什么权限会属于他?
【占位】至少佩佩现在面临的问题相比这个问题不是很紧急
me:神秘代号是谁?为什么权限会属于他?
me:刚刚打开UF模块的时候,这些负面记忆就消散了,至少佩佩短时间内不会再应激了。
me:那么,先去解决记忆引用的问题吧。
<<set $TryEndLearningProgress=true>>
<<endif>>
->返回
File diff suppressed because it is too large Load Diff
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@@ -133,7 +133,7 @@ public class HeatMapController : MonoBehaviour
for (int i = 0; i < 7; i++)
{
//RectTransform transform=Pos[i].GetComponent<RectTransform>();
Transform transform=Pos[i].GetComponent<Transform>();
Transform currentTransform=Pos[i].GetComponent<Transform>();
Debug.Log($"Point {i}: {points[i]}");
if (i == 0)
@@ -149,7 +149,7 @@ public class HeatMapController : MonoBehaviour
points[i] = new Vector4(Pos[i].position.x, Pos[i].position.y, modulesTempture, 0); // (x, y, z, temperature)
}
Sprite currentSprite=transform.GetComponent<SpriteRenderer>().sprite;
Sprite currentSprite=currentTransform.GetComponent<SpriteRenderer>().sprite;
properties[i] = new Vector4(currentSprite.bounds.size.x, currentSprite.bounds.size.y, 0.0f, 0.0f); // (boxsize x, boxsize y, unused, unused)
Debug.Log($"Point {i}: {currentSprite.bounds.size.x}");
//properties[i] = new Vector4(transform.rect.width*1, transform.rect.height*1, 0.0f, 0.0f); // (boxsize x, boxsize y, unused, unused)
@@ -12,12 +12,13 @@ namespace AibisDream.FixSystem
#region
[HideInInspector] public BodyModule[] BodyModules { get; private set; }
[HideInInspector] public CableSystem CableSystem { get; private set; }
[HideInInspector]public BodyModule[] BodyModules { get; private set; }
[HideInInspector]public CableSystem CableSystem { get; private set; }
public GameObject bodyModulePrefab;
[HideInInspector] public Transform bodyModuleGroup;
[HideInInspector] public OscilloscopeSystem oscilloscopeSystem;
[HideInInspector] public HeatMapController heatMapController;
[HideInInspector]public Transform bodyModuleGroup;
[HideInInspector]public OscilloscopeSystem oscilloscopeSystem;
[HideInInspector]public HeatMapController heatMapController;
#endregion
@@ -39,7 +40,6 @@ namespace AibisDream.FixSystem
public bool inHotErr;
private int heatValue;
public int HeatValue
{
get => heatValue;
@@ -49,8 +49,7 @@ namespace AibisDream.FixSystem
inHotErr = heatValue > 0;
}
}
[HideInInspector] public BodyModule curBodyModule;
[HideInInspector]public BodyModule curBodyModule;
#endregion
@@ -68,9 +67,9 @@ namespace AibisDream.FixSystem
CableSystem = transform.Find("Cable System").GetComponent<CableSystem>();
bodyModuleGroup = transform.Find("Body Module Group");
oscilloscopeSystem = transform.Find("Oscilloscope System").GetComponent<OscilloscopeSystem>();
if (transform.Find("HeatMapController"))
if(transform.Find("HeatMapController"))
{
heatMapController = transform.Find("HeatMapController").GetComponent<HeatMapController>();
heatMapController=transform.Find("HeatMapController").GetComponent<HeatMapController>();
}
FixSystemCenter.SystemDic.Register(this);
}
@@ -93,7 +92,6 @@ namespace AibisDream.FixSystem
{
continue; // 跳过不可用的模块
}
float tempDistance = Vector3.Distance(sourcePos, bodyModule.GetSocketPos());
if (tempDistance < closestDistance)
@@ -115,7 +113,6 @@ namespace AibisDream.FixSystem
return false;
}
}
/// <summary>
/// 寻找指定名称的BodyModule
/// </summary>
@@ -136,56 +133,52 @@ namespace AibisDream.FixSystem
CableSystem.curBodyModule.DeepIn();
}
}
/// <summary>
/// <summary>
/// 设置死循环状态
/// </summary>
public void SetModuleState_CantStopRunning(string moduleName, bool state)
public void SetModuleState_CantStopRunning(string moduleName,bool state)
{
BodyModule result = FindBodyModuleByName(moduleName);
if (result != null)
{
Debug.Log("Found module: " + moduleName);
result.data.cantStopRunning = state;
result.data.cantStopRunning=state;
}
else
{
Debug.Log("Module not found.");
}
}
}
/// <summary>
/// 设置发热
/// </summary>
public void SetHeat(int targetHeatValue)
{
HeatValue = targetHeatValue;
heatMapController.SetTemptureDirect(HeatValue);
HeatValue=targetHeatValue;
heatMapController.SetTemptureDirect(HeatValue);
}
public void ShowHeatMap()
{
heatMapController.ShowHeatMap();
ResetPlug();
}
public void HideHeatMap()
{
heatMapController.HideHeatMap();
}
/// <summary>
/// 冷却后处理
/// </summary>
public void OnCooling()
{
if (!inHotErr) return;
if (!inHotErr) return;
// 系统冷却
heatValue = 0;
curBodyModule?.ShowWave();
}
/// <summary>
/// 插头重新插入初始插孔
/// </summary>
@@ -193,7 +186,6 @@ namespace AibisDream.FixSystem
{
CableSystem.ResetPlug();
}
#region
public override string[] GetDataKeyOptions()
@@ -208,7 +200,7 @@ namespace AibisDream.FixSystem
Debug.Log("配置项名称为空");
return;
}
if (!ConfigUtil.Instance.TryLoadConfig<BodyModuleSystemData>(DataPath + CurDataKey,
out var data))
{
@@ -9,6 +9,8 @@ public class PunchTapeSystem : MonoBehaviour
{
public RectTransform punchTapeMachine;
public RectTransform punchTape;
public GameObject blackPanel;
public float stepInterval = 0.1f; // Interval between each printing step
public float stepDistance = 0.5f; // Distance moved per step
public float[] stepPatterns = { 0.3f, 0.5f, 0.2f, 0.4f, 0.6f }; // Pattern of intervals to simulate rhythmic printing
@@ -18,13 +20,13 @@ public class PunchTapeSystem : MonoBehaviour
FixSystemCenter.SystemDic.Register(this);
}
public void Update()
{
if (Input.GetKeyDown(KeyCode.P))
{
StartPrinting(2);
}
}
// public void Update()
// {
// if (Input.GetKeyDown(KeyCode.P))
// {
// StartPrinting(2);
// }
// }
public void StartPrinting(int tapeCount)
{
@@ -33,6 +35,7 @@ public class PunchTapeSystem : MonoBehaviour
public IEnumerator PrintPunchTapes(int tapeCount)
{
blackPanel.SetActive(true);
Vector3 machineStartPos = punchTapeMachine.anchoredPosition;
Vector3 tapeStartPos = punchTape.anchoredPosition;
Color tapeStartColor = punchTape.GetComponent<Image>().color;
@@ -69,6 +72,7 @@ public class PunchTapeSystem : MonoBehaviour
// Move the printer back to x = 0 over 1 second
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1428.186f, punchTapeMachine.anchoredPosition.y), 1f).WaitForCompletion();
blackPanel.SetActive(false);
}
}
@@ -246,8 +246,8 @@ namespace AibisDream.FixSystem
var memorySystem = FixSystemCenter.SystemDic.Get<MemoryProcess>();
yield return MainUIController.Instance.FadeInSync(Duration/2);
memorySystem.OnExit();
memorySystem.CloseMemoryView();
// 相机还原
var cameraSq = CameraKit.Instance.ReturnInitCamera(Duration);
yield return new WaitForSeconds(Duration/2);
@@ -258,7 +258,7 @@ namespace AibisDream.FixSystem
{
yield return null;
}
memorySystem.OnExit();
}
public void SetArgs(string arg)
@@ -0,0 +1 @@
{"hasHotErr":false,"moduleDataArray":[{"moduleName":"Memory","modulePicPath":"","modulePos":{"x":-2.524,"y":2.662,"z":0.0},"socketPos":{"x":-0.89,"y":-0.31,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":true,"cantStopRunning":false},{"moduleName":"UF","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/UF底板","modulePos":{"x":-4.406,"y":0.431,"z":0.0},"socketPos":{"x":-0.243,"y":0.148,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":2,"waveHasError":true,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Eye","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/右眼","modulePos":{"x":-0.471,"y":0.604,"z":0.0},"socketPos":{"x":-0.879,"y":-0.57,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":1,"waveHasError":true,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Color","modulePicPath":"Art/Fix/Peipei/Color/Color","modulePos":{"x":-2.554,"y":0.689,"z":0.0},"socketPos":{"x":-0.003,"y":-0.744,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Emo","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/情绪模块 ","modulePos":{"x":-4.5,"y":2.16,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":1,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Logic","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/思维模块","modulePos":{"x":-0.67,"y":2.16,"z":0.0},"socketPos":{"x":-0.377,"y":-0.244,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":2,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Speak","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/讲话模块","modulePos":{"x":-2.58,"y":-2.51,"z":0.0},"socketPos":{"x":-0.035,"y":-0.024,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":1,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false}]}
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