剪线蒙太奇替换完成
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|
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title: 进入手术
|
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tags:
|
||||
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||||
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|
||||
<<fade_out 1>>
|
||||
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|
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|
||||
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|
||||
<<task_moveIn TaskManager>>
|
||||
me: 开始吧…截断视觉-记忆桥。
|
||||
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|
||||
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|
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// <<ShowTool ToolManager Scissor>>
|
||||
===
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||||
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||||
title: CutLine
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@@ -19,18 +17,14 @@ tags:
|
||||
group:手术相关
|
||||
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|
||||
---
|
||||
<<if $isLineCut==true>>
|
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|
||||
peipei: 啊…眼睛……我的……
|
||||
peipei: 好痛!
|
||||
me: 怎么了?怪了,这不应该引起任何痛觉的…
|
||||
peipei: ……
|
||||
peipei: 呼……
|
||||
peipei: 好像……好多了。
|
||||
<<jump 结束手术>>
|
||||
<<else>>
|
||||
me: 这不是我应该剪断的线……
|
||||
<<endif>>
|
||||
<<wait 0.5>>
|
||||
peipei: 啊…眼睛……我的……
|
||||
peipei: 好痛!
|
||||
me: 怎么了?怪了,这不应该引起任何痛觉的…
|
||||
peipei: ……
|
||||
peipei: 呼……
|
||||
peipei: 好像……好多了。
|
||||
<<jump 结束手术>>
|
||||
===
|
||||
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||||
title: 结束手术
|
||||
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||||
@@ -1,9 +1,8 @@
|
||||
title: 进入手术
|
||||
title: 进入手术
|
||||
tags:
|
||||
colorID: 3
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position: 246,-866
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
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<<switch_fix_system_to BodyModule>>
|
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<<if $isPeipeiBE==true>>
|
||||
<<add_task TaskManager "执行手术-色彩记忆初始化">>
|
||||
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@@ -1,11 +1,9 @@
|
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title: 进入结束对话
|
||||
title: 进入结束对话
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 251,-1150
|
||||
---
|
||||
<<switch_fix_system_to Clinic>>
|
||||
【占位】:再次测试绘图,发现ok了
|
||||
【占位】:佩佩离开
|
||||
<<jump 结束结束对话>>
|
||||
===
|
||||
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||||
|
||||
@@ -1,10 +1,9 @@
|
||||
title: 进入佩佩开场对话
|
||||
title: 进入佩佩开场对话
|
||||
tags:
|
||||
colorID: 8
|
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position: 272,-1156
|
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---
|
||||
<<Temp_RemoveChip>>
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
<<indoor_new 1>>
|
||||
peipei: 我搞砸了…我搞砸了。
|
||||
<<character_init_new 佩佩>>
|
||||
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||||
@@ -1,9 +1,8 @@
|
||||
title: 进入身体检查
|
||||
title: 进入身体检查
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -443,-3575
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
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<<switch_fix_system_to "BodyModule">>
|
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<<declare $finishFirstCoolDown=false>>
|
||||
me: 发热算是停住了……不过为什么会这么严重?
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
title: 进入UF拆壳
|
||||
title: 进入UF拆壳
|
||||
tags:
|
||||
position: 43,-97
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
me: 管不了那么多了。<br>佩佩,如果发热不尽早止住的话,你会有生命危险。
|
||||
me: 我不能…我不能允许再有机体死在我的诊室了。
|
||||
peipei: 对不起…医生…
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
title: 进入UF检查
|
||||
title: 进入UF检查
|
||||
tags:
|
||||
position: 43,-97
|
||||
---
|
||||
@@ -9,7 +9,6 @@ position: 43,-97
|
||||
<<declare $targetDescription="">>
|
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<<declare $memoryDescription="">>
|
||||
<<declare $memoryTarget="">>
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
现在可以插线来深入UF了
|
||||
===
|
||||
|
||||
|
||||
@@ -2,7 +2,6 @@ title: 进入停止想象
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||||
tags:
|
||||
position: 428,-88
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<declare $CheckTargetCount=0>>
|
||||
me:准备好了么?
|
||||
@@ -91,9 +90,9 @@ ULM自训练进程: 已池化图像卷积数据!正在上传神经网络数据
|
||||
<<wait 1.5>>
|
||||
<<UF_SwitchState UFSystem imagination 1>>
|
||||
peipei: 好痛,呼……
|
||||
<<UF_SwitchState UFSystem imagination 3>>
|
||||
peipei: 停止想象,停止想象,停止想象,停止!
|
||||
<<UF_SwitchState UFSystem imagination 3>>
|
||||
peipei: 停止想象,停止想象,停止想象,停止!
|
||||
<<UF_SwitchState UFSystem memory 3>>
|
||||
<<wait 1.5>>
|
||||
peipei: 啧,现在它变得这么顽固了……
|
||||
me: 还差一点,佩佩,再坚持一下
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
|
||||
|
||||
title: 进入UF拆除
|
||||
tags:
|
||||
position: 43,-97
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
->拆除UF
|
||||
<<fade_in 1>>
|
||||
<<wait 1>>
|
||||
|
||||
+925
-276
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m_LocalScale: {x: 1, y: 1, z: 1}
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testTalkSo: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
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saveFileName: "PeipeiDay1_\u89C6\u89C9\u68C0\u67E5"
|
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saveFileName: "PeipeiDay1_\u624B\u672F"
|
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--- !u!4 &719228339
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,117 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Playables;
|
||||
using DG.Tweening; // 引入 DoTween 命名空间
|
||||
using Yarn.Unity;
|
||||
using AibisDream;
|
||||
|
||||
public class LineInteraction : MonoBehaviour
|
||||
{
|
||||
public GameObject actorGroup; // 关联的Playable Director
|
||||
public PlayableDirector timelineDirector; // 关联的Playable Director
|
||||
public SpriteRenderer scissorSpriteRenderer; // 剪刀的SpriteRenderer
|
||||
public SpriteRenderer cutLineSpriteRenderer; // 剪刀的SpriteRenderer
|
||||
public Sprite closedScissorSprite; // 剪刀合上的Sprite
|
||||
public Sprite openScissorSprite; // 剪刀张开的Sprite
|
||||
public float openYMin; // Y轴范围的最小值
|
||||
public float openYMax; // Y轴范围的最大值
|
||||
public float fadeDuration = 0.5f; // 淡入淡出持续时间
|
||||
|
||||
private bool isPaused = false;
|
||||
private bool isActive = false;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
// 初始状态不激活
|
||||
actorGroup.SetActive(false);
|
||||
scissorSpriteRenderer.transform.localPosition = new Vector3(12f, openYMin - 3, scissorSpriteRenderer.transform.position.z);
|
||||
cutLineSpriteRenderer.enabled = false;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (!isActive) return;
|
||||
|
||||
// 获取鼠标在世界坐标中的位置
|
||||
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.nearClipPlane));
|
||||
|
||||
// 更新剪刀的Y轴位置以跟随鼠标
|
||||
scissorSpriteRenderer.transform.localPosition = new Vector3(scissorSpriteRenderer.transform.localPosition.x, mousePosition.y, scissorSpriteRenderer.transform.localPosition.z);
|
||||
|
||||
// 检查Y轴位置并更换Sprite
|
||||
if (mousePosition.y >= openYMin && mousePosition.y <= openYMax)
|
||||
{
|
||||
scissorSpriteRenderer.sprite = openScissorSprite;
|
||||
cutLineSpriteRenderer.enabled = true;
|
||||
// 检查玩家交互(例如按下鼠标左键)
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
ContinueTimeline();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
scissorSpriteRenderer.sprite = closedScissorSprite;
|
||||
cutLineSpriteRenderer.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
[YarnCommand("play_timeline_cutline")]
|
||||
public void PlayTimeline()
|
||||
{
|
||||
timelineDirector.Play();
|
||||
actorGroup.SetActive(true);
|
||||
}
|
||||
|
||||
public void FinishCutLine()
|
||||
{
|
||||
StartCoroutine(FinishSequence());
|
||||
}
|
||||
|
||||
private IEnumerator FinishSequence()
|
||||
{
|
||||
// 淡出剪刀和切割线
|
||||
scissorSpriteRenderer.DOFade(0f, fadeDuration);
|
||||
cutLineSpriteRenderer.DOFade(0f, fadeDuration);
|
||||
yield return new WaitForSeconds(fadeDuration*4);
|
||||
foreach (SpriteRenderer child in actorGroup.GetComponentsInChildren<SpriteRenderer>())
|
||||
{
|
||||
child.DOFade(0f, fadeDuration*2);
|
||||
}
|
||||
yield return new WaitForSeconds(fadeDuration*2);
|
||||
|
||||
// 销毁GameObject
|
||||
Destroy(gameObject);
|
||||
|
||||
// 调用对话控制器
|
||||
DialogController.Instance.StartDialogNode("CutLine");
|
||||
}
|
||||
|
||||
public void ActivateInteraction()
|
||||
{
|
||||
StartCoroutine(InteractionSequence());
|
||||
}
|
||||
|
||||
private IEnumerator InteractionSequence()
|
||||
{
|
||||
// 开始阶段:淡入
|
||||
scissorSpriteRenderer.transform.DOLocalMoveX(7.39f, fadeDuration);
|
||||
cutLineSpriteRenderer.DOFade(1f, fadeDuration);
|
||||
yield return new WaitForSeconds(fadeDuration);
|
||||
|
||||
// 执行阶段:激活交互逻辑
|
||||
isActive = true;
|
||||
|
||||
// 等待交互完成
|
||||
yield return null;
|
||||
}
|
||||
|
||||
void ContinueTimeline()
|
||||
{
|
||||
|
||||
timelineDirector.Play();
|
||||
}
|
||||
}
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"com.unity.cinemachine": "2.9.7",
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"com.unity.feature.2d": "2.0.0",
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"com.unity.ide.visualstudio": "2.0.22",
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"com.unity.localization": "1.4.5",
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@@ -165,6 +165,15 @@
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"com.unity.2d.aseprite": "1.0.0"
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"com.unity.ide.rider": {
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"version": "3.0.24",
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"depth": 0,
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Reference in New Issue
Block a user