剪线蒙太奇替换完成

This commit is contained in:
2025-02-13 16:31:09 +08:00
parent f21d2d39a6
commit 38be876a74
27 changed files with 3867 additions and 353 deletions
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spriteLibAssetName:
skeletonAssetName:
secondarySpriteTextures: []
@@ -1,4 +1,4 @@
title: 进入手术 title: 进入手术
tags: tags:
colorID: 3 colorID: 3
position: 251,-1150 position: 251,-1150
@@ -6,12 +6,10 @@ position: 251,-1150
<<fade_in 1>> <<fade_in 1>>
<<switch_fix_system_to BodyModule>> <<switch_fix_system_to BodyModule>>
<<fade_out 1>> <<fade_out 1>>
<<set_line_cuttable LineManager MemoryEye true>>
<<clear_tasks TaskManager>> <<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。 me: 开始吧…截断视觉-记忆桥。
<<ShowTool ToolManager Scissor>> <<play_timeline_cutline TimeLineController>>
// <<ShowTool ToolManager Scissor>>
=== ===
title: CutLine title: CutLine
@@ -19,18 +17,14 @@ tags:
group:手术相关 group:手术相关
position: -273,-66 position: -273,-66
--- ---
<<if $isLineCut==true>> <<wait 0.5>>
<<complete_task TaskManager "执行视觉-记忆桥截断术">> peipei: 啊…眼睛……我的……
peipei: 啊…眼睛……我的…… peipei: 好痛!
peipei: 好痛! me: 怎么了?怪了,这不应该引起任何痛觉的…
me: 怎么了?怪了,这不应该引起任何痛觉的 peipei: …
peipei: …… peipei: ……
peipei: 呼…… peipei: 好像……好多了。
peipei: 好像……好多了。 <<jump 结束手术>>
<<jump 结束手术>>
<<else>>
me: 这不是我应该剪断的线……
<<endif>>
=== ===
title: 结束手术 title: 结束手术
@@ -1,9 +1,8 @@
title: 进入手术 title: 进入手术
tags: tags:
colorID: 3 colorID: 3
position: 246,-866 position: 246,-866
--- ---
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to BodyModule>> <<switch_fix_system_to BodyModule>>
<<if $isPeipeiBE==true>> <<if $isPeipeiBE==true>>
<<add_task TaskManager "执行手术-色彩记忆初始化">> <<add_task TaskManager "执行手术-色彩记忆初始化">>
@@ -1,11 +1,9 @@
title: 进入结束对话 title: 进入结束对话
tags: tags:
colorID: 3 colorID: 3
position: 251,-1150 position: 251,-1150
--- ---
<<switch_fix_system_to Clinic>> <<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>> <<jump 结束结束对话>>
=== ===
@@ -1,10 +1,9 @@
title: 进入佩佩开场对话 title: 进入佩佩开场对话
tags: tags:
colorID: 8 colorID: 8
position: 272,-1156 position: 272,-1156
--- ---
<<Temp_RemoveChip>> <<Temp_RemoveChip>>
<<delete_line LineManager MemoryEye>>
<<indoor_new 1>> <<indoor_new 1>>
peipei: 我搞砸了…我搞砸了。 peipei: 我搞砸了…我搞砸了。
<<character_init_new 佩佩>> <<character_init_new 佩佩>>
@@ -1,9 +1,8 @@
title: 进入身体检查 title: 进入身体检查
tags: tags:
colorID: 8 colorID: 8
position: -443,-3575 position: -443,-3575
--- ---
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to "BodyModule">> <<switch_fix_system_to "BodyModule">>
<<declare $finishFirstCoolDown=false>> <<declare $finishFirstCoolDown=false>>
me: 发热算是停住了……不过为什么会这么严重? 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: tags:
position: 43,-97 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: 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。 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… peipei: 对不起…医生…
@@ -1,4 +1,4 @@
title: 进入UF检查 title: 进入UF检查
tags: tags:
position: 43,-97 position: 43,-97
--- ---
@@ -9,7 +9,6 @@ position: 43,-97
<<declare $targetDescription="">> <<declare $targetDescription="">>
<<declare $memoryDescription="">> <<declare $memoryDescription="">>
<<declare $memoryTarget="">> <<declare $memoryTarget="">>
<<delete_line LineManager MemoryEye>>
现在可以插线来深入UF了 现在可以插线来深入UF了
=== ===
@@ -2,7 +2,6 @@ title: 进入停止想象
tags: tags:
position: 428,-88 position: 428,-88
--- ---
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to BodyModule>> <<switch_fix_system_to BodyModule>>
<<declare $CheckTargetCount=0>> <<declare $CheckTargetCount=0>>
me:准备好了么? 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>> <<wait 1.5>>
<<UF_SwitchState UFSystem imagination 1>> <<UF_SwitchState UFSystem imagination 1>>
peipei: 好痛,呼…… 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>> <<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>> <<wait 1.5>>
peipei: 啧,现在它变得这么顽固了…… peipei: 啧,现在它变得这么顽固了……
me: 还差一点,佩佩,再坚持一下 me: 还差一点,佩佩,再坚持一下
@@ -1,9 +1,8 @@
title: 进入UF拆除 title: 进入UF拆除
tags: tags:
position: 43,-97 position: 43,-97
--- ---
<<delete_line LineManager MemoryEye>>
->拆除UF ->拆除UF
<<fade_in 1>> <<fade_in 1>>
<<wait 1>> <<wait 1>>
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serializedVersion: 2 serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: -10} m_LocalPosition: {x: -4.66, y: 0, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []
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runMode: 2 runMode: 2
firstTalkSo: {fileID: 11400000, guid: ac5ca9a66ff22ab4b9cd5adbdade6b8c, type: 2} firstTalkSo: {fileID: 11400000, guid: ac5ca9a66ff22ab4b9cd5adbdade6b8c, type: 2}
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saveFileName: "PeipeiDay1_\u89C6\u89C9\u68C0\u67E5" saveFileName: "PeipeiDay1_\u624B\u672F"
--- !u!4 &719228339 --- !u!4 &719228339
Transform: Transform:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
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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", "com.unity.cinemachine": "2.9.7",
"com.unity.collab-proxy": "2.0.5", "com.unity.collab-proxy": "2.0.5",
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"com.unity.ide.rider": "3.0.24", "com.unity.ide.rider": "3.0.24",
"com.unity.ide.visualstudio": "2.0.22", "com.unity.ide.visualstudio": "2.0.22",
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"com.unity.2d.aseprite": "1.0.0" "com.unity.2d.aseprite": "1.0.0"
} }
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