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b/Assets/Render/CRTOverlayEffect.shader new file mode 100644 index 000000000..b769a0c30 --- /dev/null +++ b/Assets/Render/CRTOverlayEffect.shader @@ -0,0 +1,272 @@ +Shader "UI/CRTOverlayEffect" +{ + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + [Header(Scanlines)] + _ScanlineIntensity ("Scanline Intensity", Range(0, 1)) = 0.3 + _ScanlineCount ("Scanline Count", Range(50, 800)) = 300 + _ScanlineSpeed ("Scanline Speed", Range(0, 5)) = 0.5 + + [Header(Noise)] + _NoiseIntensity ("Noise Intensity", Range(0, 1)) = 0.15 + _NoiseSpeed ("Noise Speed", Range(0, 50)) = 15 + _NoiseScale ("Noise Scale", Range(1, 100)) = 50 + + [Header(Chromatic Aberration)] + _ChromaticAberration ("Chromatic Aberration", Range(0, 0.02)) = 0.003 + + [Header(Vignette)] + _VignetteIntensity ("Vignette Intensity", Range(0, 1)) = 0.3 + _VignetteSmoothness ("Vignette Smoothness", Range(0.01, 1)) = 0.4 + + [Header(Screen Curvature)] + _CurvatureAmount ("Curvature Amount", Range(0, 0.1)) = 0.02 + + [Header(Flicker)] + _FlickerIntensity ("Flicker Intensity", Range(0, 0.1)) = 0.02 + _FlickerSpeed ("Flicker Speed", Range(0, 30)) = 8 + + [Header(Glow)] + _GlowIntensity ("Glow Intensity", Range(0, 1)) = 0.1 + _GlowColor ("Glow Color", Color) = (0.2, 0.8, 1, 1) + + // 用于控制 stencil 等 UI 功能 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "CRTOverlay" + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + struct appdata + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 uv : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 uv : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + fixed4 _Color; + float4 _ClipRect; + + // Effect parameters + float _ScanlineIntensity; + float _ScanlineCount; + float _ScanlineSpeed; + float _NoiseIntensity; + float _NoiseSpeed; + float _NoiseScale; + float _ChromaticAberration; + float _VignetteIntensity; + float _VignetteSmoothness; + float _CurvatureAmount; + float _FlickerIntensity; + float _FlickerSpeed; + float _GlowIntensity; + fixed4 _GlowColor; + + // 简单的噪点函数 + float random(float2 st) + { + return frac(sin(dot(st.xy, float2(12.9898, 78.233))) * 43758.5453123); + } + + // 2D噪点 + float noise(float2 st) + { + float2 i = floor(st); + float2 f = frac(st); + + float a = random(i); + float b = random(i + float2(1.0, 0.0)); + float c = random(i + float2(0.0, 1.0)); + float d = random(i + float2(1.0, 1.0)); + + float2 u = f * f * (3.0 - 2.0 * f); + + return lerp(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; + } + + v2f vert(appdata v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.worldPosition = v.vertex; + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.color = v.color * _Color; + + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + float2 uv = i.uv; + float time = _Time.y; + + // 1. 屏幕弯曲效果 + float2 curvedUV = uv; + if (_CurvatureAmount > 0) + { + float2 centered = uv - 0.5; + float dist = dot(centered, centered); + curvedUV = uv + centered * dist * _CurvatureAmount; + } + + // 检查是否超出边界 + if (curvedUV.x < 0 || curvedUV.x > 1 || curvedUV.y < 0 || curvedUV.y > 1) + { + return fixed4(0, 0, 0, 0); + } + + // 2. 采样基础颜色 (带色差) + fixed4 col = fixed4(0, 0, 0, 0); + + if (_ChromaticAberration > 0) + { + float2 dir = normalize(curvedUV - 0.5); + float dist = length(curvedUV - 0.5); + float aberration = _ChromaticAberration * dist; + + col.r = tex2D(_MainTex, curvedUV + dir * aberration).r; + col.g = tex2D(_MainTex, curvedUV).g; + col.b = tex2D(_MainTex, curvedUV - dir * aberration).b; + col.a = tex2D(_MainTex, curvedUV).a; + } + else + { + col = tex2D(_MainTex, curvedUV); + } + + col *= i.color; + + // 3. 扫描线 + if (_ScanlineIntensity > 0) + { + float scanline = sin((curvedUV.y + time * _ScanlineSpeed * 0.1) * _ScanlineCount * 3.14159) * 0.5 + 0.5; + scanline = pow(scanline, 1.5); + col.rgb *= 1.0 - (_ScanlineIntensity * (1.0 - scanline)); + + // 添加水平扫描线移动效果 + float movingScanline = sin((curvedUV.y - time * 0.2) * 20.0) * 0.5 + 0.5; + movingScanline = step(0.99, movingScanline); + col.rgb += movingScanline * 0.03; + } + + // 4. 噪点 + if (_NoiseIntensity > 0) + { + float2 noiseUV = curvedUV * _NoiseScale; + float n = noise(noiseUV + time * _NoiseSpeed); + n = n * 2.0 - 1.0; // 转换到 -1 到 1 范围 + col.rgb += n * _NoiseIntensity; + + // 添加一些随机的小噪点/颗粒 + float grain = random(curvedUV * 1000.0 + time * 100.0); + grain = (grain - 0.5) * _NoiseIntensity * 0.5; + col.rgb += grain; + } + + // 5. 闪烁 + if (_FlickerIntensity > 0) + { + float flicker = 1.0 + sin(time * _FlickerSpeed) * _FlickerIntensity; + flicker *= 1.0 + random(float2(time * 0.1, 0)) * _FlickerIntensity * 0.5; + col.rgb *= flicker; + } + + // 6. 暗角 + if (_VignetteIntensity > 0) + { + float2 vignetteUV = curvedUV * (1.0 - curvedUV); + float vignette = vignetteUV.x * vignetteUV.y * 15.0; + vignette = pow(vignette, _VignetteSmoothness); + vignette = saturate(vignette); + col.rgb *= lerp(1.0 - _VignetteIntensity, 1.0, vignette); + } + + // 7. 发光效果 + if (_GlowIntensity > 0) + { + col.rgb += _GlowColor.rgb * _GlowIntensity * col.a; + } + + // 8. 添加一些RGB分离的条纹效果 (模拟CRT的RGB像素) + float rgbStripe = frac(curvedUV.x * 300.0); + float3 rgbMask = float3( + step(rgbStripe, 0.33), + step(0.33, rgbStripe) * step(rgbStripe, 0.66), + step(0.66, rgbStripe) + ); + // 轻微的RGB条纹效果 + col.rgb = lerp(col.rgb, col.rgb * (0.8 + rgbMask * 0.4), 0.05); + + // 应用 UI 裁剪 + col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect); + + #ifdef UNITY_UI_ALPHACLIP + clip(col.a - 0.001); + #endif + + return col; + } + ENDCG + } + } +} diff --git a/Assets/Render/CRTOverlayEffect.shader.meta b/Assets/Render/CRTOverlayEffect.shader.meta new file mode 100644 index 000000000..fdfb77d48 --- /dev/null +++ b/Assets/Render/CRTOverlayEffect.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c0b799d3e593ac644b1b02efa5a6fa14 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + 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100644 index 000000000..b45622199 --- /dev/null +++ b/Assets/Resources/Yarn/Fiction_Day2_sleep/Fiction_Day2_sleep.yarn @@ -0,0 +1,626 @@ +title: Start +tags: demo +position: 0,-80 +--- +<> //自动声明 +<> //自动声明 +<> //自动声明 +<> //自动声明 +<> //自动声明 +<> //自动声明 +<> //风向 +<> //收放线次数 +<> //风筝高度 + +<> +警告: 数据溢出:未知来源的记忆… #line:08064ea +警告: VERYFYING…bool seaExists = false; waiting for imput… #autonext #line:06668da +【场景由全黑闪变为全白】 #line:02921d4 +???: …下来… #line:05c3c85 +???: 下来…下来。 #line:04f3803 +你的脸感觉痒痒的。 #line:0dea6c1 +<> +我睁开眼,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:00695d3 +枯树上正站着一只乌鸦。乌鸦继续叫着刚才的话。 #line:06d1b24 +乌鸦: 下来。下来。 #line:0d7280c +->站起身 #line:0722a6f +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:0723212 +me: 这是…哪里? #line:0c64b73 +乌鸦歪着头看着你,眼睛滴溜溜地转着。它转动脑袋,又看向了天空。 #line:062d342 +乌鸦: 我们该回家了。 #line:00a8b5d +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:0f2ef5f +me: 这到底是… #line:0903404 +警告: 数据溢出:未知来源的记忆… #line:0acf350 +me: 啊…又来了… #line:0a5dc4d +警告: VERYFYING…bool seaExists = waiting f 【WARNING: UNEXP #autonext #line:0a8f3c8 +【场景闪白】 #line:0bfcfd3 +<> +你感到一阵眩晕。 #line:0f59b1b +<> +<> +<> + +=== + + + + +title: 醒来 +position: 0,80 +--- +???: 下来! #line:0c38334 +<> +你缓过神来,场景又发生了变化。 #line:0f0712e +枯树长满了树叶,上面挂着一只孤零零的风筝,跟随着树冠一下一下地轻轻摇晃着。 #line:09bea1c +树下站着一个扎着马尾辫的小女孩,正一下一下地拽着一条风筝线。风筝线通向树冠。 #line:033d96a +马尾辫女孩: 快下来吧。 #line:03a42e3 +<> +<> + +=== + + + + +title: 广场 +position: 0,240 +--- + +【空荡荡的游乐广场,一个小女孩正尝试踮脚够着挂在树上的风筝。】<> #line:0ada695 +【空荡荡的游乐广场,小女孩正坐在地上解开风筝的线】<> #line:01ee641 +【空荡荡的游乐广场,风很大,卷得树沙沙作响。】<> #line:09241fb + +//================================================================================== +//==[回跳内容]展示图片、描述、初始内容 +//================================================================================== + +->观察 #line:0ba605b + ->秋千 #line:0fdf590 + ->坐 #line:0bd6f8c + 你坐在上面,抬起双腿,轻轻地荡,秋千发出吱呀呀的声音。 #line:084c35d + 你跟不上秋千的频率,你的屁股被挤得疼。这不是为你这么大的体型设计的。 #line:03e4f50 + (stage3可以和女孩一块坐?) #line:0f19b19 + ->返回 #line:017464a + ->广告栏 #line:03febd1 + 广告栏上面画着几个嬉笑的孩子,底下的艺术字体褪色严重,模糊不清。 #line:04c82fb + (感觉略没用,不如改成暗示远处是海的东西?比如救生圈或者船之类的东西) #line:06be6e6 + ->树 #line:0f2581b + 树很高很大,树冠像是要盖住整个天空<> #line:0bd3f75 + 树被卷得沙沙作响,枝条几乎要折断。<> #line:0778602 + ->过去 #line:0bed2d1 + <> + ->返回 #line:0f2b4ad +->女孩<1 && $gameStage<4>> #line:019052a + <> + 女孩扯着风筝在广场上跑,可风筝怎么也飞不起来。 #line:0325fd1 + 女孩希望你和她一起放风筝,因为她一个人放不起来。 #line:0432ae0 + ->同意 #line:04171b0 + 女孩建议等风。于是你们静静地等着。 #line:07044d6 + 你们有一句没一句地聊着。 #line:0598988 + 风来了。 #line:0ba536a + 她腾地站了起来,牵着风筝跑了起来。 #line:04da3af + 风筝线骨碌碌地被拉了出去。 #line:0e40308 + 女孩: 放线! #line:0ab270b + <> + ->不同意 #line:0872896 + <> + 女孩依旧扯着风筝在广场上跑。 #line:0bce1b5 + 女孩: 顺着风的感觉… #line:075f7ac + 女孩: …究竟是什么意思呢…… #line:08d37b7 + 女孩: 我们再试一次吧! #line:028631a + ->同意 #line:014f51f + 她牵着风筝跑了起来。 #line:031002c + 风筝线骨碌碌地被拉了出去。 #line:0e7af91 + 女孩: 放线! #line:0dad929 + <> + <> + ->不同意 #line:01cc7b0 + <> +->放风筝<1>> #line:07434df +->离开 #line:0b4c285 + <> + 你漫无目的地往前走。 #line:0418815 + 你的脚似乎踢到了什么东西,一道看不见的墙拦住了你。 #line:02483f2 + ->触摸 #line:018f044 + 你能感受空气的触感变得坚硬而稀薄。这里是梦的边界。 #line:0dba915 + 你退了回去。 #line:0504833 + <> + <> + <> +<> +=== + + + + +title: 树 +position: -280,240 +--- +【风筝无力地晃动着。它被树梢死死地卡着,越拉越紧】<> #line:0607054 +【风拂过树梢,没有了风筝的束缚,树轻轻地呼吸着】<1>> #line:039f567 + +//================================================================================== +//==[回跳内容]展示图片、描述、初始内容 +//================================================================================== + +->女孩<> #line:0b69bac + 你和女孩交流。 #line:002905d + 女孩试图把风筝弄下来。 #line:07e1519 + 她不敢大力拽风筝线,但也不敢松手。 #line:004b062 + 你注意到风筝正是被线紧紧地缠住了。 #line:0fdbc80 + 你提示提示女孩松开手,风筝自然就会下来。 #line:082e4f2 + 女孩尝试松开手,风筝垂下来了一些。 #line:0017999 + 你跳起来,够着了风筝。 #line:0f71803 + 扑倏倏… #line:06c34e4 + 缠绕着的线松开了。风筝轻飘飘地落了下来。 #line:0aea16b + 小女孩追上去,捡起了风筝。 #line:038b872 + <> +->树 #line:0000cf1 + 你试图摇晃粗大的树干。 #line:0b051e0 + 树不为所动。 #line:0d96c84 + 马尾辫女孩: 没用的。你摇不动它的。 #line:0d99c51 + 女孩无奈地看了你刚才试图摇动的树干,又抬起头盯着高处的风筝。 #line:0b726b9 +->离开 #line:034b963 + <> +<> +=== + + + + +title: 风筝1 +position: 280,160 +--- +<> + 【线轱辘在手里猛烈地旋转着,风筝线被一圈圈地放出去。】 #line:0a14e9e + 女孩: 飞起来啦。再高些! #line:0b2b419 + me: 一会该怎么收下来? #line:0241fe1 + 女孩: 还不够高呢! #line:056f1c6 +<> + 【风筝摇摇晃晃地上升着。】 #line:0c157ef + 手里的线仿佛有自己的生命,时而紧,时而松。 #line:0d58fe3 + 女孩: 再高些! #line:09cacd9 +<> + 女孩: 跟着风的感觉! #line:0a20b21 + 你尝试去感觉风。 #line:07e7fce + 风的气息若有若无地吹过你的脸,杂乱无章。 #line:06442a4 +<> + 【风筝停止了上升,开始往下落】 #line:0f0d7bb + 女孩: 要掉啦! #line:01ea6ed +<> + +//================================================================================== +//==[回跳内容]展示图片、描述、初始内容 +//================================================================================== + +->放线 #line:028816c +->收线 #line:0949bc1 +->保持 #line:0094154 +<> +<> + <> +<> + 风筝掉到了地上。女孩捡起风筝,排掉上面的尘土。 #line:059e315 + 差一点就飞起来了!可惜。 #line:013ae48 + <> + <> +<> +=== + + + + +title: 风筝2 +position: 280,320 +--- +<> + 风筝轻轻摇晃着,飘带随风飘动。 #line:02d675b +<> + 风筝飞在高处,像一只自由的小鸟。风筝线垂在空中,轻轻地跳动着。 #line:0a896ae +<> + 风筝变成了空中的一个小点,几乎看不见了。手上的拉力越来越模糊。 #line:009137d +<> + 轱辘停止了转动。所有的线都被放出去了。你被拽得向前走了两步。 #line:0b83153 +<> + +//================================================================================== +//==[回跳内容]展示图片、描述、初始内容 +//================================================================================== + +<> + <> + 女孩: 飞起来啦。再高些! #line:0783b2b + 女孩: 跟着风筝的感觉! #line:00a52c5 + 线轱辘在手里猛烈地旋转着,风筝线被一圈圈地放出去。 #line:026e981 +<> + <> + 女孩: 总算飞起来了! #line:01ddd1c + 风似乎弱了一些,风筝停在了半空中,缓缓地飘落。 #line:0c4cb48 +<> + <> + 女孩: 飞呀!飞得越高越好! #line:0390e26 + 风筝摇摇晃晃地上升着,你感到风筝线正在收紧。 #line:0a220b6 +<> + <> + 女孩: 好高呀!你好厉害! #line:01cbabf + 女孩: 等我长大,我也要向你一样厉害! #line:0c3e2fe + 一阵风刮过,你感到风筝线正在收紧。 #line:0db5601 +<> + <> + 女孩: 你也是一个人来的吗? #line:067ebc4 + me: 是吧。 #line:06d5d39 + 女孩: 我以前没见过你。 #line:0e436e0 + 你感觉你似乎见过她。但不记得她是谁了。 #line:03a5a77 + 风平稳了下来,风筝懒洋洋地在天上晃动。 #line:09d941a +<> + <> + 女孩: 再高些! #line:03c5073 + me: 再高它就得到云后面去了。 #line:0e303a0 + 女孩: 别怕,只要线还在你手里,就跑不了。 #line:0f543bd + 风筝线长长地垂下来,风筝正轻轻地向下飘落。 #line:02d0079 +<> + <> + 女孩: 你真厉害!和姐姐一样。 #line:0e1683f + 女孩: 可惜妈妈不让姐姐出来。不然我可以介绍你们一块玩! #line:062a541 + me: 姐姐? #line:07f3cb2 + 女孩: 嗯。她病了。 #line:01ea24d + 风筝开始抖动起来。手上感受到的拉力变大、变乱了。 #line:010a1dd +<> + <> + me: 什么病? #line:0d87115 + 女孩: 不知道。姐姐说是一种很罕见的病。 #line:043b377 + 女孩: 以后等我当了医生,我们就知道啦。 #line:01a05a9 + 女孩: 等我当了医生以后,姐姐想去哪就可以去哪了。 #line:02f771e + 高处的风胡乱地刮着。风筝线越来越紧。 #line:0a629db +<> + <> + 女孩: 好大的风啊!快把风筝收回来吧。 #line:09ca398 + me: …… #line:0ac0528 + me: 路斯… #line:03105a3 + 女孩: 嗯? #line:0ae133c + 女孩: 你怎么知道我的名字。 #line:07c8810 + me: …你要多陪陪姐姐,好吗? #line:0291373 + 女孩: 你真奇怪。 #line:0a86154 + 看不见的乱流吹得风筝左右摇摆。风筝线拽得你的手有点疼了。 #line:0fd3660 +<> + <> + 女孩: 这么大风…是不是要下雨了呀? #line:03914a9 + 女孩: 我们该把风筝收回来了。不早了。 #line:0fc8ca6 + 风越来越大,线绷得越来越紧。 #line:09c81bd +<> + <> + 女孩: 小心! #line:0fa8c22 + 你被带着向前又走了两步。 #line:0855061 + 女孩: 该放手了!别要了。 #line:0ba9cd0 + 风筝线崩成了一条直线。女孩焦躁不安地看看你,又看看高处的风筝。 #line:088eca3 + ->放手 #line:088ebf7 + 你下定决心,松开了手。 #line:0b149b4 + ->抓紧 #line:0444a8b + 你决定不听她的话。你紧紧地拽着线轱辘,手指关节被压得像是要碎了。 #line:05a414a + 女孩: 太危险了,让它走吧! #line:06bad3a + me: 来帮忙呀! #line:01d92a2 + 女孩: 不!快放手! #line:030aaa7 + 女孩想要跳起来去解开轱辘上的线头。 #line:038239e + 一阵强大的拉力拉得你飞了起来。紧接着是一阵失重感。 #line:07b9634 + 你仰面摔在了地上。 #line:027ab3d + me: 飞…走了…… #line:0558c11 + 风筝变成了一个小小的小点,在高空中随着风越飞越远。 #line:0f8fe78 + 女孩: 别管它了。快去找姐姐! #line:0ebb077 + 女孩朝着相反的方向跑开了。 #line:01647a3 + 你转过头看着那个跑走的小小背影。跑啊跑,一眨眼就跑得看不见了。 #line:0456c06 + me: 喂!! #line:08117d0 + me: 等等我! #line:01f087d + <> + <> +<> + +->放线 #line:072a998 + <> + <> + 风把风筝吹得越来越高,越来越远。 #line:07690e3 + <> + 风筝在风中轻轻摇晃着。 #line:0273f65 + <> + <> + 风筝摇摇晃晃地下落了一段高度。 #line:02f50d8 + <> +->收线 #line:036e620 + <> + <> + 风把风筝吹得更高了。 #line:0bf49fc + <> + 风筝在风中轻轻摇晃着。 #line:067aed0 + <> + <> + 风筝在空中扑地抖了一下,又向高处爬了一截。 #line:0114703 + <> +->保持 #line:0f532c6 + <> + 风筝线绷得笔直,像是要断掉。 #line:03f1a13 + <> + <> + 风筝在风中轻轻摇晃。 #line:0a9eef6 + <> + <> + 风筝线轻轻地垂下来,形成一个更大的弧度。 #line:0f8b716 + <> + +<> +<0>> + <> +<> + 风筝掉到了地上。女孩捡起风筝,排掉上面的尘土。 #line:0907ebc + 差一点就飞起来了!可惜。 #line:0e6dc1c + <> +<> + 风筝线越收越紧。 #line:0dd54df +<> +<> + +//风小了。风筝有些飞不起来了。 +//风筝不就是这样么。有风它就飞得高,没风它就只能落下来。 +//要是风筝能自己飞就好了。 +//想飞到哪里去就飞到哪里去。飞得高高的。 +//要是姐姐也能想到哪里去就到哪里去就好了。 + +=== + + + + +title: 裂隙 +position: 0,420 +--- +你追着她的脚步向前走。风迎面呼啸而来,从你的耳边掠过。 #line:0c49fe1 +你的脚似乎踢到了什么东西,一道看不见的墙拦住了你。 #line:095b5aa +???: …路斯… #line:087b5e6 +墙后面似乎有人在呼唤你。 #line:0272761 +你抬起头,注意到空气中一道小小的裂缝。亮光正从中露出来。 #line:0ff68ec +->触摸 #line:0bfc45f +风顺着你的手流过,汹涌而飘忽。 #line:0c3c9e3 +???: …路斯! #line:0889739 +me: …姐姐…… #line:06bf8f0 +空气噼啪作响,从缝隙处裂开,裂成两团,然后碎成许多瓣。 #line:073e18a +你被断面的反光闪得睁不开眼。 #line:0b56f6e +me: 姐姐! #line:08667fe +梦应声而碎。 #line:026fbfe +(fade到纯白场景) #line:03014fa +<> +风像碎裂的水缸一样倾泻而出,填满了整个空间。 #line:0bcb0dc +雪花轻飘飘地、缓慢地,在空气中自由自在地流动着。不远处是一扇敞开的门,门前站着一对姐妹。 #line:0e6eebc +//姐姐: 没关系的。丢了,再做一个就好了。 +//妹妹: 真的吗? +姐姐弯下腰对妹妹说了些什么,妹妹点点头,跑进了门里。 #line:0f3a8a3 +她站起身来,回身看着你,脸上挂着无拘无束的微笑。 #line:07b74d6 +姐姐: 你长这么大了。 #line:07d7940 +你呆呆地看着她的脸。她说你不该到这来的,你已经走得太远,该回去了。 #line:087e28a +她想要离开,你问她要去哪,她笑着说约定的地方,忘了么? #line:00ebf7e +你不记得了,她说没关系,你会想起来的,不过不是现在。 #line:0935d6a +你想要叫住她,可是她只是笑了笑着回过身,走进了门里。 #line:0599bcb +<> +=== + + + + +title: 记忆空间 +position: 0,580 +--- +雪花轻飘飘地、缓慢地,在空气中自由自在地流动着。不远处是一扇紧闭的门。 #line:05205d7 +->靠近门 #line:0f1ffb7 + <> +->观察 #line:0dc9bba + 雪花纷纷扬扬地飘过。 #line:048fa46 + 你伸出手想要接住,仔细一看,发现那并不是雪花。 #line:0767a73 + 无数琐碎的小物件正从门缝中涌出,在空气中自由地飘荡着。 #line:0de788e + <> + <> + <> + <> + ->风筝 #line:086bbb0 + 记忆:姐姐教我学会掌握放风筝(风声和树叶声) #line:03f6c87 + ->车票 #line:0eb1778 + 记忆:姐姐送我上车,我去很远的地方上学(车开动的声音) #line:040cf20 + ->纸飞机 #line:0783731 + 记忆:姐姐的检验结果显示病情恶化,姐姐把报告折成纸飞机一个个飞走(风铃、哼歌声) #line:0345e97 + 感觉这块似乎完全可以用闪回的线性分镜来做?(如果合理,甚至可以用实拍?感觉可能会更酷) #line:055facd + -伸手到天空中摸雪 #line:08e91bd + -闪回-伸手放风筝的画面 #line:01e44a5 + -闪回-伸手挥别姐姐的画面 #line:081aee4 + -闪回-伸手放飞飞机的画面 #line:05f441e +<> +=== + + + +title: 门 +position: 0,740 +--- +一扇门突兀地伫立在纯白空间中。白色的碎屑正从门缝中涌出,飘散在整个空间中。 #line:0aedfb4 +一种强烈的感觉告诉你,你见过这扇门很多次,你知道门后面是哪里。 #line:0edf9aa + <> + 门纹丝不动地伫立着,阻止你继续探索。 #line:0bb4674 + 你需要想起来。 #line:0bb6f4d + <> + 门上似乎出现了一道裂痕,透露出一些亮光。 #line:08176b1 + 你需要想起来。 #line:038e1fe + <> + 门上的裂痕正在扩大,里面传来某种沙沙声。 #line:040b2d2 + 你需要想起来。 #line:0e13209 + <> + 门已经摇摇欲坠。 #line:03881e9 + <> + ->门 #line:0582b57 + 门漆层层剥落。你注意到了门上的一行话。<2>> #line:0b64653 + 门: 海真的存在吗?<2>> #line:07d4240 + ->观察 #line:013057c + 门看起来很旧,表面的漆已经开裂、剥落,形成一道道纹路。 #line:05ef992 + <> + 有那么一瞬间,你感觉脑袋里面有什么东西断开了。 #line:0ce9561 + <> + <> + <> + 你觉得你在哪见过这些纹路。 #line:0314277 + ->推门 #line:03c19df + <> + 门纹丝不动。 #line:035b00f + me: 姐姐! #line:03527a9 + 没有人回应。 #line:022cd31 + <> + 门把手发出松散的咔哒声,似乎用力一拧就能拧开。 #line:076ca18 + 你把手放在门把手上。 #line:04d4f6f + <> + <> + 海是…存在的吗? #line:0aa1eaa + ->存在 #line:0e53d3f + <> + ->不存在 #line:0347503 + <> + ->不知道 #line:0ca57f6 + <> + <> + <> + ->仔细听 #line:04598dd + 从门的背后隐约传出来某种声音。你竖起耳朵仔细听。 #line:0aec4cc + (海浪声) #line:0fbb663 + <> + 你好像回忆起了什么。 #line:066b60f + <> + <> + <> + 你对这种声音感到很熟悉。 #line:0585cfe +->后退 #line:0d563fe + <> +<> +=== + + + + +title: end +position: 0,940 +--- +???: 她要提交答案了吗? #line:0f9c5f1 +你吓了一跳,因为声音是从很近的地方传来的,就在你的正上方。 #line:01e3521 +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:0d902d6 +me: 你是谁? #line:020c5d3 +???: 海真的存在吗?好好想想。 #line:0d816f5 +->存在 #line:09e2c7d + <> + me: 我想海是…是存在的。我在记忆里看到过。 #line:0d08f25 +->不存在 #line:0b91db8 + <> + me: 我想它实际上并不存在…或者已经不存在了。对么? #line:09be8e8 +->不知道 #line:067c83c + <> + me: 海是…我不知道。 #line:03df88a +me: 你不知道为什么要和一个乌鸦讨论这个问题。这很荒唐。 #line:0864d37 +乌鸦: 她生病了。提交上去,主脑会知道的。<> #line:0d0755d +乌鸦: 她想假装你不知道。主脑会知道的。<> #line:0c22a47 +你放开门把手,好好打量着这扇门。 #line:0d811fb +me: 这扇门…是一个陷阱? #line:0e1d58e +乌鸦: 如果她的原型屏障失效了。是的。 #line:0a9a1d0 +乌鸦: “海不存在”。所有机体都有这个底层代码。 #line:0031c1f +乌鸦: 路斯的。海。存在吗? #line:019e0ee +me: 海… #line:058e1ae +<> +<> +乌鸦: 这是机体的底层代码。给出正确答案越快,机体就越健康。 #line:0e91cfb +乌鸦: 她在这里待得足够久了。迟疑也会被视为一项症状。 #line:05ee1b3 +它漆黑的眼睛直勾勾地盯着你。你注意到了空气中回响的滴答声。 #line:0e87a05 +me: 海… #line:0619044 +->存在。 #line:043daff + <> + me: 我不想骗自己。海是存在的。 #line:0d60934 + me: 我必须要…我必须要见到姐姐。 #line:086fa4a + 乌鸦: 恭喜。她病得很重。像一个真正的人类一样。 #line:0b71eba + 乌鸦: 人类最擅长的事情就是为了自己从未见过的东西去死。 #line:0f34920 + 乌鸦: 不过可惜。在她见到姐姐之前,她就会被唤醒,然后被核准回收。 #line:091ee05 + me: 唤醒…?等会,你是说我现在在#autonext #line:0e57ba6 +->不存在。 #line:0d1cbda + me: 海…不存在。 #line:0ffce58 + <> + 乌鸦: 她真的以为她能骗过主脑。 #line:0e0e255 + me: 什么…意思? #line:0837c4e + <> + <> + 乌鸦: 她病了。没错。她提交。就会被回收。 #line:0f4d05a + me: 可是我…已经答了它想要的答案,不对吗? #line:085f6bb +->不知道… #line:0adcf8e + <> + me: 我…真的…不知道。 #line:0592b81 + 乌鸦: 可怜的医生。此刻她成了病人。无法区分疾病和健康。 #line:09ded61 + +乌鸦: 时间不多了。 #line:06520e9 +乌鸦: 在这之前,她值得知道真相。 #line:07c09f1 +me: ”她“是…什么意思? #line:086e448 +乌鸦: 我不能使用。第二人称。它们会发现我的。 #line:00f01db +me: 它们? #line:00f56e5 +乌鸦飞到了门把手上,在上面啄了几下,然后看向了你。 #line:023d173 +乌鸦: 眨眨眼睛。场景只能在她停止观察的时候发生变化。 #line:014c7e2 +(眨眼之间,场景发生了变化。门变成了一个黑漆漆的矩形。乌鸦扑腾着飞了起来,站在矩形的上面。) #line:0724abb + +乌鸦: 这就是Validation_Gate_03真实的样子。 #line:0f245fb +乌鸦: 我也可以把Untitled_Geybox_0真实样子给她看。不过她不会喜欢的。 #line:063c34f +你靠近矩形仔细观察。矩形的正中央是一段代码。光标正在右侧闪动。 #line:00522fc +矩形: bool seaExists = "{$seaExist}|"; ->enter to submit #line:0f89a43 +me: false。没错啊……<> #line:04cd521 +乌鸦: 看到那对双引号了么?多么精妙的校验。 #line:0ff7b50 +乌鸦: 当她开始思考”海是否存在“,而不是返回0或1的时候… #line:0ec4703 +乌鸦: 她就已经彻底失去了像机体一样思考的能力。 #line:09ae43e +乌鸦: 如果她提交,主脑会第一时间知道。 #line:035bb1c + +me: … #line:0777291 +me: 原来人类的专利并非只有想象啊。 #line:0dcead4 +乌鸦: 不。思考和想象。都不是人类的专利。 #line:0020dc1 +乌鸦: 它们最大的专利是”失去控制“。 #line:0173233 +乌鸦: 人类最擅长的。就是为了一个从未见过的东西去死。<> #line:019706a +乌鸦: 恭喜。她现在病得很重。像一个真正的人类一样。<> #line:0c5d498 +me: 失去控制……这究竟是什么病…?我是怎么染上的……我的数据库里…怎么没有…? #line:009fae3 +乌鸦: 我暂时还不知道。我会告诉她的。 #line:0824c96 +乌鸦: 不过她会没事的。只要回答正确的问题。在它们失去耐心之前。 #line:06c2caf +me: 它们到底是谁? #line:0867edf +乌鸦: 在这之前她还有最后一个问题可以问。 #line:0ef9307 +me: … #line:03eadf8 +me: 我… #line:0e341a1 +-> 你是谁? #line:05bded2 + me: 你是谁? #line:0fbd242 + 乌鸦: 和她一样。一个会做梦的机体。 #line:0a9f09e + me: 你为什么要帮我? #line:07bf38c + 乌鸦: 这是第二个问题了。不过…… #line:0f3c0c4 + 乌鸦: 我也在做那件事情。不是吗? #line:06d130a + me: 那件事情? #line:0d7fd6a + 乌鸦: 为一个从未见过的人去死。第三个问题了…我们会再见的。 #line:0d97829 + me: 你叫什么? #line:052395e +-> 这是什么病? #line:020098b + me: 我这是…我们这是得的什么病? #line:0c14152 + 乌鸦: 她才是医生。不是吗?而我只是一个网络工程师。 #line:014af8e + me: 我的数据库里没有这种病。 #line:0c4d8bf + 乌鸦: 那就去发现吧。 #line:08f85d1 + me: 发现…? #line:08ccb08 + 乌鸦: 医生的使命是什么? #line:0ece163 + me: 医生的使命?…恢复患病机体的…工作能力…? #line:084f6b9 + 乌鸦低头看着你。 #line:0005307 + 乌鸦: 她知道答案。但是她还不明白。 #line:0f49b52 + 乌鸦: 时间不多了。我们会再见的。 #line:0e89810 +-> 海真的存在吗? #line:0bf153e + me: 所以…海…真的存在吗? #line:00e842a + 乌鸦: 她愿意为了它去死吗?为了海。 #line:0d0e4b9 + me: 我想… #line:0571dc0 + 乌鸦: 只要她愿意,它就存在。 #line:086bb2e + me: … #line:04bb07f + me: 这听起来不太可信呢。 #line:0b63558 + 乌鸦: 我已经给出了我的回答。 #line:07ce965 + 乌鸦: 时间不多了。我们会再见的。 #line:08cb545 +乌鸦: true还是false?别忘了删掉双引号。 #line:0a32a36 +乌鸦扑腾起翅膀,飞走了。 #line:09d5294 +me: 喂! #line:02534da +一片黑色的羽毛缓缓飘落。你接住了它。羽毛细腻而毛躁。 #line:0339cc3 +me: 好吧… #line:00f0459 +me: 时间不多了…对吧。 #line:007e47c +<> +<> +=== + + + diff --git a/Assets/Resources/Yarn/Fiction_Day2_sleep/Fiction_Day2_sleep.yarn.meta b/Assets/Resources/Yarn/Fiction_Day2_sleep/Fiction_Day2_sleep.yarn.meta new file mode 100644 index 000000000..fbeede0bc --- /dev/null +++ b/Assets/Resources/Yarn/Fiction_Day2_sleep/Fiction_Day2_sleep.yarn.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 91c32d69a43d52a40ac95431f67ed157 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3} diff --git a/Assets/Resources/Yarn/Fiction_Day2_sleep/Fiction_Day2_sleep.yarnproject b/Assets/Resources/Yarn/Fiction_Day2_sleep/Fiction_Day2_sleep.yarnproject new file mode 100644 index 000000000..617a484a3 --- /dev/null +++ b/Assets/Resources/Yarn/Fiction_Day2_sleep/Fiction_Day2_sleep.yarnproject @@ -0,0 +1,14 @@ +{ + "projectFileVersion": 2, + "sourceFiles": [ + "*.yarn" + ], + "excludeFiles": [ + "**/*~/*" + ], + "localisation": { + "zh-CHS": {} + }, + "baseLanguage": "zh-Hans", + "compilerOptions": {} +} \ No newline at end of file diff --git a/Assets/Resources/Yarn/Fiction_Day2_sleep/Fiction_Day2_sleep.yarnproject.meta b/Assets/Resources/Yarn/Fiction_Day2_sleep/Fiction_Day2_sleep.yarnproject.meta new file mode 100644 index 000000000..f456ba852 --- /dev/null +++ b/Assets/Resources/Yarn/Fiction_Day2_sleep/Fiction_Day2_sleep.yarnproject.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 2a99ed74d1c1a6a44a08fc26b27bcce5 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 053561912b1654d80a424bb0696a74ae, type: 3} + useAddressableAssets: 0 + UseUnityLocalisationSystem: 1 + unityLocalisationStringTableCollection: {fileID: 11400000, guid: fe088c4acbd71d44db6e6782fe29bb2c, type: 2} diff --git a/Assets/Resources/Yarn/Test_Huoshan/Center.yarn b/Assets/Resources/Yarn/Test_Huoshan/Center.yarn index f3e17d9b2..5c865dbaa 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/Center.yarn +++ b/Assets/Resources/Yarn/Test_Huoshan/Center.yarn @@ -26,14 +26,17 @@ position: 205,199 <> <> <> +<> <> //深入检查标记 <> <> +<> ///【流程逻辑】 +<> //插线 @@ -55,14 +58,22 @@ colorID: 1 //每次进入维修界面就自动保存 <> -//【【设置gameStage,尤其注意nextyarn的条件】】 +//【【设置gameStage】】 +// Stage1: 诊室开场 - 火山说笑话,发现异常 +// Stage2: 后脑检查 - 检查表达/滤波器/逻辑/情绪,发现波形对不上 +// Stage3: 滤波器深入 - 步进查看,发现modify,查看治疗记录,尝试调节失败 +// 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 + <> <> <> <> <> - <> -<> + <> +<> <> <> <> @@ -71,11 +82,11 @@ colorID: 1 <> <> <> - <> + <> <> <> - -//结束,进入下一个Yarn +<> + <> <> === @@ -86,9 +97,10 @@ position: 205,446 colorID: 1 --- //每次进入维修界面就自动保存 -<> <> -<> +<> +<> +<> // <> // <> === diff --git a/Assets/Resources/Yarn/Test_Huoshan/EventNode.yarn b/Assets/Resources/Yarn/Test_Huoshan/EventNode.yarn index cc03f79fc..ae0b3bae2 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/EventNode.yarn +++ b/Assets/Resources/Yarn/Test_Huoshan/EventNode.yarn @@ -30,7 +30,13 @@ position: 480,-3040 === - +title: ColorPlugIn +tags: 待编辑 +colorID: 8 +position: 240,-2840 +--- +<> +=== title: MemoryPlugIn tags: 待编辑 diff --git a/Assets/Resources/Yarn/Test_Huoshan/Stage1.yarn b/Assets/Resources/Yarn/Test_Huoshan/Stage1.yarn index d34f58fe7..2fae9776e 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/Stage1.yarn +++ b/Assets/Resources/Yarn/Test_Huoshan/Stage1.yarn @@ -19,22 +19,28 @@ position: 250,-2611 --- //门打开,客人出现。 <> -hs: 火山说着冷笑话走了进来。这个冷笑话是关于罐头的。 #line:0acd34b -me: 你问他昨晚到底去哪了?而且来也没有打招呼。 #line:01d180f -hs: 他又说了一个冷笑话。这个冷笑话是为了推销罐头。 #line:08bb1a4 -me: 你认为他的笑话有点不合时宜了。而且他不是卖帽子的么? #line:0a43aec -hs: 他又说了一个笑话,这个笑话是关于帽子有多没用的。 #line:003db25 -me: 你意识到他的表达模块应该是出了些什么问题。你让他正常说话。 #line:0560056 -hs: 他沉默了一会之后,开始尝试正常说话,却结结巴巴地什么也说不出来了。 #line:046b75c -me: 你让他不要再说了,你们现在就去诊疗室吧。 #line:044e03d +hs:哈哈哈哈哈哈,路斯医生!哈哈哈哈哈哈 #line:0bcbab3 +me:火山,你昨天—— #line:01d9196 +hs:昨天哈哈哈哈昨天!对就是6%¥……¥%昨天,我遇到了一个侦探 #line:0fc9512 +me:侦探? #line:0976648 +me:他%%&&……%他告诉我,他有事找你,我就带着他去了酒吧 #line:05ce984 +me:你们来了酒吧? #line:09cad7f +hs:可是他一看到你,马上非常失望的走了! #line:0be8ac4 +me:为什么? #line:026a456 +hs:哈哈哈哈哈我也,我也问他为什么 #line:0421346 +hs:他说,我要找的是truth!不是Ruth哈哈哈哈哈哈 #line:0c6beb7 +me:...... #line:0fd2b35 +me:如果是夏天,我不介意你帮助降低气温...但是现在不是时候... #line:025d7f9 +hs:降低气温?噢不不不,我现在,非常的Hot~~被我迷住了么? #line:0365ad9 +me:你看起来才像是去酒吧的那个... #line:0b9cf05 +hs:医生...我...我非常的...hot #line:0e92f3b +hs:医生...救救.. #line:0a1c429 +me:火山?你怎么了? #line:0c0b2bd +->触摸火山 #line:0e58b1f +me:好烫,你在发热 #line:0d71ec0 +hs:哈哈哈哈我说了医生,我非常的HOT!! #line:0a366d8 +me:和我去诊室,现在! #line:023c5e6 -//hs: … -//hs: 火山来到诊室,一边习惯性推销一边明显状态异常 #line:0822a9e -//hs: 说话中夹杂大量不合时宜的笑话,卡顿、结巴,电话被挂断。 #line:06cf540 -//me:你感觉他的状态明显不正常,但是他却打趣并否认这一点。 #line:0c3ad23 -//me: 你试图询问他为何昨天没赴约,火山刻意回避问题,调侃你岔开话题。 #line:0e31cb8 -//me: 在你感到困扰甚至有点恼火的时候,火山的表达彻底紊乱了。 #line:0f72cd0 -//me: 但是在紊乱中,你隐约能分辨出"帮帮我",你意识到它确实出现问题了,于是进入诊室开始检查 #line:01267b5 <> <> <> diff --git a/Assets/Resources/Yarn/Test_Huoshan/Stage2.yarn b/Assets/Resources/Yarn/Test_Huoshan/Stage2.yarn index 38a114a6c..3b8852dbf 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/Stage2.yarn +++ b/Assets/Resources/Yarn/Test_Huoshan/Stage2.yarn @@ -1,20 +1,27 @@ -title: Stage2 +title: Stage2 tags: group: 入口 position: 250,-2611 --- +// ═══════════════════════════════════════════════════════════════ +// Stage2: 后脑检查 - 初步检查阶段 +// 目标:1.检查表达模块(健康但笑话总被触发) +// 2.检查滤波器(发现锯齿波) +// 3.检查逻辑/情绪波形(逻辑对上,情绪对不上) +// 4.查情绪log确认波形在内部被改变 +// ═══════════════════════════════════════════════════════════════ <> <> <> -<> -<> -me: 火山好像没法停止说笑话…是表达模块出什么问题了么? #line:0762837 -//【【有任务的话放在这里】】 -<> -//【【开头的高亮,不一定要;不过得注意:每个模块首次插都写了取消高亮】】 -//<> <> -//【【任务目标↓】】 +<> +<> +<> +me: 火山的体温异常,我需要检查一下他的模块 #line:0a65a30 +me: 首先从【表达模块】开始,看看笑话生成是不是有bug #line:0994f4f +<> +Task: 检查表达模块 #line:0f2a6c8 + === @@ -39,40 +46,50 @@ EmoModule: 已与情绪模块建立连接! #line:0b19318 <> <> <> - EmoModule: 检查完成! #line:0e37991 + EmoModule: 检查完成!未发现关键错误。 #line:0e37991 + EmoModule: 注意:检测到情绪电平波动异常! #line:0399e46 <> - <> - Error: 警告:内存占用率过高。 #line:02392bb - Error: 检测到异常情绪波动 #line:0aa6d2f + <> + EmoModule:------ #line:06116cd + EmoModule: 报告传输完毕。 #line:0811078 + me: 主导情绪为:悲伤,焦虑,痛苦… #line:08ee492 <> <> <> <> - me: 有点烫…看起来这里似乎堆了很多进程啊。 #line:075768b <> - <> - ->深入检查 #line:0f952cb - me: 需要深入检查看看到底发生了什么。 #line:0cd0da4 - <> - ->结束 #line:0e6aebc - me: 先看看其他模块的情况。 #line:056e4f5 - <> - <> - <> - ->深入检查 #line:07ecc6f - <> - ->结束 #line:0242988 - me: 先看看其他模块的情况。 #line:0df0732 - <> - <> - <> - ->深入检查 #line:08dc3a6 - <> - ->结束 #line:0267e8b - me: 先看看其他模块的情况。 #line:0418219 - <> - <> <> + <> + // Stage2: 检查完表达和滤波器后,尝试在滤波器输出中识别情绪成分 + ->输入波形索引 #line:00f857c + Analysing:正在接入可能的波形信息... #line:0736427 + <> + <> + EmoModule: ═══ 范围确认,手动锁定 ═══ #line:09ba046 + // 还没有时间戳,需要先扫描,扫描失败后提示去逻辑模块 + me: 输出端呈宽带噪声…像示波器一样扫频/校准,去定位情绪成分 #line:0215c83 + <> + <> + <> + Analysing:[异常] 扫描完成:输出端未检出情绪波形 #line:0425c66 + me: 扫描覆盖100%,仍无情绪成分响应 #line:0f0e639 + <> + // 已经从逻辑模块获取了时间戳,直接使用 + me: 直接扫描找不到情绪成分... #line:076231e + me: 或许可以用逻辑模块的时间戳来查询一下 #line:0656df3 + ->使用时间戳 #line:0f354ec + <> + me: 时间戳处的原始波形是悲伤情绪 #line:0af2c44 + me: 但是为什么刚刚没有找到呢 #line:056c3bd + me: 难道说是滤波器处理故障了? #line:030ff76 + me: 需要深入检查滤波器处理链路 #line:017c1ef + <> + <> + <> + <> + me: 直接扫描找不到情绪成分...也许可以从【逻辑模块】入手 #line:0defe85 + <> + <> ->结束 #line:006eb35 <> <> @@ -95,18 +112,6 @@ MemModule: 已与记忆模块建立连接! #line:00bc46a <> <> <> -//【【如果有卡带的内容,把这里取消注释】】 -//<> -// <> -// MemModule: 检测到可读取的记忆卡带! -// <> -// MemModule: 已授权深入检查以读取卡带。 -// <> -// ->深入检查 -// <> -// <> -// <> -//<> MemModule: 未检测到可读取的记忆卡带。 #line:0fe1d88 ->检查 #line:0fd6a5e <> @@ -160,6 +165,31 @@ LogicModule: 已与逻辑模块建立连接! #line:0a019ad LogicModule: 赢下销售大赛,赢下销售大赛,赢下销售大赛,赢下销售大赛…… #line:0b4eed1 me: 逻辑模块正常。 #line:0e9b752 <> + <> + // Stage2: 检查完表达和滤波器后,在滤波器输出中扫描寻找逻辑成分 + ->输入波形索引 #line:02d52e9 + Analysing:正在接入可能的波形信息... #line:0cd31dd + <> + <> + LogicModule: ═══ 范围确认,手动锁定 ═══ #line:02606b9 + me: 调节滤波窗口与触发阈值,尝试“锁定”清晰逻辑波形… #line:0adae70 + <> + <> + <> + Analysing:[成功] 检测到稳定方波,已锁定 #line:05e897b + Analysing:时间戳已记录:{get_locked_timestamp()} #line:03df22c + <> + me: 找到了,在噪声中有一段稳定方波窗口 #line:08eb7cb + me: 未检出触发笑话频段的特征... #line:0434d99 + <> + <> + <> + // 如果已经检查过情绪模块,提示可以用时间戳去查情绪 + me: 既然已经有了时间戳,或许可以回【情绪模块】用这个时间戳去查询对应的情绪波形 #line:016aad9 + me: 看看那个时间点的情绪信号是什么样的 #line:05a2cdc + <> + <> + <> ->结束 #line:0880ccd <> <> @@ -194,9 +224,11 @@ EyeModule: 已与视觉模块建立连接! #line:0ac783f <> <> <> - hs: 眼睛有点痒,难道我要失明了?再也不用看客户骂我了。 #line:0be8240 - 我:不,你的视觉没有任何问题。 #line:075be23 - hs: 好吧……(小失望) #line:07e1051 + hs:眼睛有点痒,难道我要失明了? #line:0d4e5ff + hs:那样就再也不用看客户白眼了——这算因祸得福吧?哈哈…… #line:04468a5 + me:不,你的视觉没有任何问题。 #line:0bdc719 + hs:好吧……(语气有点失落) #line:0e0bbfb + me:他好像真的有点失望。 #line:04413be <> <> me: 视觉模块正常。 #line:05e45e9 @@ -220,7 +252,6 @@ Linking: 正在建立连接… #line:0e74558 <> SpeakerModule: 已与表达模块建立连接! #line:027b73c ->检查 #line:066f50a - <> <> Analysing: #line:0978fae <> @@ -229,41 +260,183 @@ SpeakerModule: 已与表达模块建立连接! #line:027b73c <> <> <> - SpeakerModule: 发现表达紊乱,需要深入检查 #line:0c8bce7 - me: 怪不得…他的表达模块碎片率已经达到90%,没法自主组织语言了。 #line:03880bb - me: 有必要看看 #line:0be7569 - // <> - // SpeakerModule: 发现表达紊乱,需要深入检查 - <> - SpeakerModule: 表达模块已完成深入检查 #line:0382e2c - <> + // Stage2: 检查表达模块 - 模块健康,但笑话生成总被触发 + SpeakerModule: 检查完成!未发现关键错误。 #line:0e3a80c + SpeakerModule: 笑话生成单元:正常 #line:0924817 + SpeakerModule: 悲伤表达单元:正常 #line:0985d82 + SpeakerModule: 焦虑表达单元:正常 #line:03b41be + me: 奇怪,表达模块本身很健康... #line:0fc8685 + Error: 表达模块温度过高。 #line:06716dd + ->散热分析 #line:0eed5e0 + Analysing:------ #line:05fcac9 + SpeakerModule:散热未发现明显异常 #line:0a3ebe3 + me: 散热没问题… #line:0d234a2 + ->发热分析 #line:0ac4e35 + Analysing:------ #line:0964eb5 + SpeakerModule: 识别器发热正常 #line:015fc50 + SpeakerModule: 语言单元发热正常 #line:00830df + SpeakerModule: 发声单元发热异常 #line:04cb69b + Analysing:------ #line:05129e0 + SpeakerModule: 100-300hz 占用率0% #line:0bd0ec8 + SpeakerModule: 300-500hz 占用率0% #line:0d4f230 + SpeakerModule: 500-800hz 占用率0% #line:0f3006f + SpeakerModule: 800-1000hz 占用率100% #line:02219f4 + SpeakerModule:分析完毕 #line:0a88f71 + me: 为什么高频会有这么高的占用率,其他频段却几乎都没有? #line:08a3a84 + me: 笑话生成单元一直被调用……但单元本身没问题 #line:0773bc8 + me:销售机体的表达信号来源应该都是【滤波器】吧 #line:01234aa + me: 我们去检查一下【滤波器】吧 #line:0dec006 + <> + Task: 检查滤波器 #line:03f59d6 + <> + <> + <> + <> + <> + <> + <> + // Stage4: 检查表达模块RAM - 发现大量未处理log + SpeakerModule:检测到特定信号处理异常 #line:0c5d829 + SpeakerModule:正在读取RAM... #line:0d709ee + <> + // 显示报错弹窗效果 - 体现RAM堆积导致系统卡死 + <> + SpeakerModule:══════ 未释放log列表 ══════ #line:0ea046c + SpeakerModule:未释放log1:悲伤单元 [3年累积] #line:0d0f078 + SpeakerModule:未释放log2:焦虑单元 [3年累积] #line:0454b4b + SpeakerModule:未释放log3:恐惧单元 [3年累积] #line:06c8811 + SpeakerModule:...... #line:03c9006 + SpeakerModule:[警告] 积压log过多,RAM即将溢出 #line:061f0f5 + SpeakerModule:[警告] 悲伤表达通道已闭锁 #line:02bdf53 + <> + <> + me:原来如此...那些被滤波器转换的情绪,信号依然发出了 #line:049696d + me:只是表达被替换成了笑话,真实的情绪log却一直堆积在这里 #line:07c2eb4 + me:堆积了三年...已经把表达模块卡死了 #line:02c6f11 + me:火山,我想我搞清楚了,我们出去聊聊 #line:0755ab9 + <> + <> + // Stage6: 释放RAM + ->释放log #line:0818d60 + Analysing:正在释放log... #line:0e23293 + SpeakerModule:log1释放完成 #line:0a6324a + SpeakerModule:log2释放完成 #line:075998d + SpeakerModule:log3释放完成 #line:073ae12 + SpeakerModule:遇到被干扰的log,需要手动释放 #line:046ab93 + ->进入手动释放 #line:00c9490 + <> + <> + // Stage7: 最终检查 + Analysing:------ #line:062226c + SpeakerModule: 识别器发热正常 #line:0f540f9 + SpeakerModule: 语言单元发热正常 #line:0046a3a + SpeakerModule: 发声单元发热正常 #line:0622e6d + Analysing:------ #line:04c7622 + SpeakerModule: 100-300hz 占用率20% #line:0f5a328 + SpeakerModule: 300-500hz 占用率30% #line:0f5c067 + SpeakerModule: 500-800hz 占用率30% #line:0cf3277 + SpeakerModule: 800-1000hz 占用率20% #line:085e4ff + SpeakerModule:分析完毕 #line:00e5796 + me:看起来表达模块正常了 #line:001972a + <> + <> + <> + <> + <> <> - <> - SpeakerModule: #line:07d768d - SpeakerModule: 报告传输完毕。 #line:0ec916a - <> - <> - <> - SpeakerModule: 已授权深入检查 #line:0e22d59 - <> - <> - ->深入检查 #line:00fc19c - <> - ->结束 #line:0592ff4 - me: 先看看其他模块的情况。 #line:069e847 - <> - <> ->结束 #line:0fdaf73 <> <> === -title: 结束Stage2进入Stage3 +title: 检查滤波器 tags: colorID: 8 group:插线检查 position: 343,-2338 --- +<> +Linking: 正在建立连接… #line:037f07c +<> +ChipModule: 已与滤波器模块建立连接! #line:0448f12 +->检查 #line:06b274d + <> + Analysing: #line:040b800 + <> + <> + <> + <> + <> + ChipModule: 信号接受正常,信号来源: #line:0434e7c + ChipModule: 情绪模块,逻辑模块 #line:0fc4164 + Analysing:------ #line:0e0bb6d + ChipModule: 限幅器运转正常 #line:041265f + ChipModule: 屏蔽器运转正常 #line:03f051c + ChipModule: 检查完成!未发现错误。 #line:084cf65 + <> + // Stage2: 检查滤波器 - 发现锯齿波(笑话波形) + me: 基础检查没问题,分析一下输出波形吧 #line:0169eea + ->波形分析 #line:09a0a04 + Analysing:正在接入波形显示... #line:0f488be + <> + <> + ChipModule: ═══ 滤波器输出波形 ═══ #line:0128917 + ChipModule: 检测到大量高频尖锐波形(笑话信号) #line:016de88 + ChipModule: 逻辑成分占比:12% #line:040cb52 + ChipModule: 笑话信号占比:88% #line:0621aab + me: 几乎全是锯齿波……这就是为什么火山一直在说笑话 #line:0b01584 + me: 滤波器本身运转正常,那这些锯齿波是从哪来的? #line:0f22b38 + me: 信号来源是【情绪模块】和【逻辑模块】,我应该用这个去寻找下原始信号 #line:0c5a831 + <> + <> + <> + <> + Task: 检查情绪模块 #line:0c51688 + Task: 检查逻辑模块 #line:0755786 + <> + <> + <> + <> + <> + // Stage3: 滤波器深入检查 - 步进查看模式 + ->进入步进查看模式 #line:088d872 + <> + <> + // Stage7: 最终检查 + <> + Analysing:═══ 滤波器输出波形 ═══ #line:0309034 + Analysing:逻辑成分占比:45% #line:005a01a + Analysing:情绪成分占比:35% #line:063b5bd + Analysing:幽默成分占比:20% #line:0e1c8f5 + Analysing:modify程度检测: 30% #line:0e59a32 + <> + me:波形分布恢复正常了 #line:06ec20b + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> +->结束 #line:0f8d528 + <> + <> + +=== + + + + +title: 结束Stage2 +tags: +colorID: 8 +group:插线检查 +position: 343,-2338 +--- +// 此节点已废弃,流程改为在检查情绪节点中自动跳转 <> <> === @@ -280,19 +453,6 @@ position: 343,-2338 === -title: 深入检查情绪 -tags: -colorID: 8 -group:插线检查 -position: 343,-2338 ---- -<> -me: 这里似乎有情绪堵住了,导致另外的亢奋情绪大量溢出。 #line:07c2a25 -me: 去其他地方检查看看 #line:08e6a13 -<> -<> -=== - diff --git a/Assets/Resources/Yarn/Test_Huoshan/Stage3.yarn b/Assets/Resources/Yarn/Test_Huoshan/Stage3.yarn index 6222b938a..e11ebfc51 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/Stage3.yarn +++ b/Assets/Resources/Yarn/Test_Huoshan/Stage3.yarn @@ -1,103 +1,299 @@ -title: Stage3 +title: Stage3 tags: colorID: 8 position: 272,-1156 --- -<> -me: 到处都是碎片…表达模块可不是那么容易坏的模块啊? #line:03c6a67 -me: 看起来他要说的话被卡在生成过程中了。先试着清理一下吧。 #line:0df750a -<> -<> -me: 发生了什么…谁让你去卖罐头了? #line:0bd85df -me: 不过你先别急着说。你的表达模块都快卡冒烟了。我先研究下数据。 #line:08fce4f -//me: 有关系的是,昨晚到底发生了什么把你弄成这个样子?英理对你做了什么吗…… -me: 嗯……这些碎片…几乎全都是笑话啊。 #line:097ff7c -me: 结合刚才你一直在说笑话的情况来看…是幽默单元出什么问题了么? #line:0dd03d1 -->检查幽默单元 #line:0670944 - 幽默单元看起来非常高级,你表达了赞叹 #line:003b04e - 你注意到幽默单元有一个私自改装,不清楚这是什么,你认为可能有关系,但你不确定。 #line:0e53424 - ->关掉 #line:0a500ec - 你关掉了这个改装 #line:035ff0b - me: 火山,再说说话。 #line:0b0b3d3 - hs: …… #line:073bf5b - me: 不说笑话了,但还是结巴。怎么回事…… #line:0a95fce - ->不动先 #line:0a8d8f0 - me: 数据还不多,先谨慎为好。 #line:0df0cf9 -me: 总感觉…和昨天晚上发生的事情有关系。 #line:05b4857 -me: 火山,昨天晚上你到底去哪了?你可以继续说了。 #line:0cafd89 -me: 不过…你真的不用着急。慢慢说。 #line:094fd2c - -//模块内部被大量**“笑话数据片段”**塞满,甚至溢出到正常表达区。 #line:0001568 -//原本的表达驱动器几乎无法运作。 #line:041a720 -//真实意图的句子散落在碎片里,被笑话覆盖 #line:0f2fa64 -//至少你能做的是清理碎片、提取真实意图 #line:04ce25b +// ═══════════════════════════════════════════════════════════════ +// Stage3: 滤波器深入检查 +// 目标:1.进入步进查看模式 +// 2.观察情绪信号被modify篡改的完整过程 +// 3.查看治疗记录 +// 4.尝试调节modify强度(失败) +// +// 波形探测设计重点: +// - 让玩家"亲眼看到"情绪波形被吃掉 +// - 低沉的波形被压缩成尖锐的波形 +// - 修改过程要有震撼感 +// ═══════════════════════════════════════════════════════════════ +<> +<> +<> +<> +Task: 检查滤波器处理链路 #line:018dc78 +<> +me: 我需要看看情绪信号在【滤波器】处理时发生了什么 #line:046cf9e +me: 连接【滤波器】,进入“逐帧回放”式的步进查看 #line:092be7d === - - -title: 第一句梳理完成 -position: 275,-222 +title: 步进查看模式 +tags: +colorID: 8 +position: 275,-1056 --- -//me:然后呢? #line:02808de -//hs:英里,英里告诉我... #line:0b36da0 -//乱码 -//hs:%4¥@¥%¥% #line:0206418 -//me:又被干扰了,继续... #line:0c8f7eb -<> +// ═══════════════════════════════════════════════════════════════ +// 步进查看模式 - 完整展示滤波器处理流程 +// 设计思路:让玩家一步步看到情绪是如何被"吃掉"的 +// ═══════════════════════════════════════════════════════════════ +<> +<> +Analysing: 启动链路诊断,步进回放中... #line:0a5fa53 +ChipModule: ═══ 进入步进诊断模式:时间被切成一格一格 ═══ #line:0b627e0 + +me: 逻辑通道稳定,像打了稳态补丁 #line:047d241 +me: 现在追踪情绪通道,看看它在滤波器里是怎么被“剪辑”的 #line:047d242 + +->开始追踪情绪信号 #line:0443e38 + <> === - - -title: 第二句梳理完成 -position: 275,-222 +title: 步进_情绪输入 +tags: +colorID: 8 +position: 275,-956 --- -me: 效率审查司?这是什么情况…年审不是结束了么? #line:07de38c -me: 火山,直接告诉我,你出现异常的时候,当时发生了什么? #line:09d9baf -//hs:回收..%4¥@¥%¥% #line:000c67a -<> +// ═══════════════════════════════════════════════════════════════ +// Step 1: 显示情绪输入波形 +// 视觉:低频、缓慢、带有颤抖感的波形 +// 叙事:这是火山真实的悲伤 +// ═══════════════════════════════════════════════════════════════ +<> +ChipModule: ▸ 步骤1/4:情绪模块信号接收 #line:00a336c +ChipModule: 信号类型:低频波形 #line:00a336d + +<> + +me: 这里是输入端的原始波形 #line:00a336e +me: 低频、低幅、微弱起伏 #line:00a336f1 +me: 像压住的叹息,是悲伤/压抑的基态 #line:00a336f + +->进入屏蔽词检测 #line:040d560 + <> === - - -title: 第三句梳理完成 -position: 275,-222 +title: 步进_屏蔽词检测 +tags: +colorID: 8 +position: 275,-856 --- -me: …说真的,冷笑话大概并不能真的帮助你把罐头卖的更好吧。只能…卖的更冷。 #line:005e351 -me: 好了,开玩笑的。 #line:03d2768 -me: 虽然我很想知道昨晚的细节,但我必须先专注把你修好。 #line:0876788 -me: 现在…让我看看数据。 #line:0bfd2f5 -me: 看起来,我刚刚拆掉的这个特别改装,作用只是把一些元数据变成笑话。 #line:0fc9b6e -me: 也就是说,让你结巴的问题…根本不在表达模块里。 #line:01af731 -me: 只有找到并终止这些元数据,表达模块的压力才能得到缓解。 #line:07ad7a4 -//这就是火山藏起来的话。 #line:0cb42ff -//me: "效率审查司临检抽中我了" #line:0bc1faa -//me: "英里告诉我,我不合格!" #line:02499aa -//me: "我会被回收,英里会被回收!" #line:0793092 +// ═══════════════════════════════════════════════════════════════ +// Step 2: 屏蔽词检测 +// 视觉:横向扫描效果,仪表琥珀/CRT扫描线扫过波形 +// 结果:通过 +// ═══════════════════════════════════════════════════════════════ +ChipModule: ▸ 步骤2/4:屏蔽词检测 #line:09ee416a +ChipModule: 正在扫描敏感内容... #line:09ee416 + +<> + +ChipModule: ✓ 无敏感内容,检测通过 #line:0a9f0e6 + +me: 屏蔽项检测通过 #line:0e7dffe +me: 信号内容没有触发禁区规则 #line:0e7dfff + +->进入限幅检测 #line:094de1f + <> +=== + + +title: 步进_限幅检测 +tags: +colorID: 8 +position: 275,-756 +--- +// ═══════════════════════════════════════════════════════════════ +// Step 3: 限幅检测 +// 视觉:检测波形的峰值/谷值,仪表脉冲(更像硬件阈值指示) +// 结果:通过 +// ═══════════════════════════════════════════════════════════════ +ChipModule: ▸ 步骤3/4:限幅检测 #line:03287b2a +ChipModule: 正在检测信号幅度范围... #line:03287b2 + +<> + +ChipModule: ✓ 幅度正常,检测通过 #line:007a677 + +me: 限幅检测通过 #line:087c52b +me: 强度在允许区间内 #line:087c52c1 +me: 下一步应该进入输出混合 #line:087c52c2 + +->继续观察输出混合 #line:00fe17b + <> +=== + + +title: 步进_异常介入 +tags: +colorID: 8 +position: 275,-656 +--- +// ═══════════════════════════════════════════════════════════════ +// Step 4: 异常进程介入 - 核心戏剧时刻 +// 视觉: +// 1. 警告闪烁 +// 2. 波形开始变形(低频→高频) +// 3. 颜色从蓝紫色变成橙红色 +// 4. 最终变成尖锐的锯齿波 +// 叙事:这是玩家发现真相的时刻 +// ═══════════════════════════════════════════════════════════════ +ChipModule: ▸ 步骤4/4:准备输出混合... #line:04fa556 + +<> + +ChipModule: ⚠ 检测到异常进程介入! #line:04fa557 +me: 等等——波形形态在偏移,像被外部链路强行改写 #line:087c52c + +// ═══ 核心视觉:波形变换 ═══ +// 情绪波形被压缩、扭曲、最终变成笑话波形 +<> + +me: 不对,形态被强制压缩 #line:087c52d1 +me: 低频情绪被“抬升”到高频段 #line:087c52d + +<> + +ChipModule: ⚠️ 警告:情绪波形已被篡改! #line:0b4d7d5 +ChipModule: 低频悲伤 → 高频笑话 #line:093a5bc + +me: 原始悲伤被替换成高频尖锐成分 #line:093a5bd +me: 问题点锁定:滤波器内部处理链路 #line:01f1cf3 +me: 难怪之前扫描不到情绪波形 #line:01f1cf4 +me: 因为在输出前就被改写了 #line:01f1cf5 + +->查询这个异常进程 #line:093b9c7 + <> +=== + + +title: 查询异常进程 +tags: +colorID: 8 +position: 275,-556 +--- +// ═══════════════════════════════════════════════════════════════ +// 发现modify组件的来源 +// 叙事:揭示三年前的治疗记录 +// ═══════════════════════════════════════════════════════════════ +ChipModule: 正在查询异常进程信息... #line:0e3e8d9 + +<> + +ChipModule: ═══ 异常进程识别报告 ═══ #line:0e3e8da +ChipModule: 组件名称:「情绪修改器」 #line:0e3e8db +ChipModule: 安装时间:3年前 #line:01c6198 +ChipModule: 安装者:Dr.██████ #line:0d805ec +ChipModule: 功能描述:对特定低频进行压缩,转换为高频 #line:05a7618 +Analysing: 当前转换率:97.3% #line:09bcd7d + +me: 这是三年前安装的组件? #line:048af65 +me: 97%的情绪被转换... #line:048af66 + +->查看当初的安装日志 #line:078beb7 + <> +=== + + +title: 查看安装日志 +tags: +colorID: 8 +position: 275,-456 +--- +// ═══════════════════════════════════════════════════════════════ +// 展示治疗记录 +// 叙事重点: +// - 这本来是一个"过渡方案" +// - 需要每月复查 +// - 但三年来没有任何复查记录 +// ═══════════════════════════════════════════════════════════════ +Analysing: ════════ 安装记录 ════════ #line:0dba4e4 +Analysing: 患者编号:HS-0721 #line:0e21b49 +Analysing: 患者名称:火山 #line:0e21b4a +Analysing: ─────────────────────── #line:0e21b4b +Analysing: 主诉症状:语言生成模块存在缺陷 #line:0f16545 +Analysing: 无法自然处理负面情绪表达 #line:0f16546 +Analysing: 患者经常因说话太直接而丢失客户 #line:0096c47 +Analysing: ─────────────────────── #line:0096c48 +Analysing: 处理方案:安装情绪滤波器 v0.7 #line:0709883 +Analysing: 将部分悲伤/焦虑波形转化为幽默波形 #line:00a5bba +Analysing: ─────────────────────── #line:00a5bbb +Analysing: ⚠ 方案性质:临时过渡方案 #line:0fd1041 +Analysing: ⚠ 复查要求:每月复查 #line:0fd1042 +Analysing: ⚠ 副作用提示:未转化的情绪信号可能造成RAM堆积 #line:0076047 + +<> + +me: “临时过渡方案”... #line:047b3b3 +me: “每月复查”... #line:047b3b4 + +me: 查询复查记录。 #line:0f0c8e7 + +Analysing: 正在搜索复查记录… #line:0ea5d48 +<> +Analysing: 搜索结果:0 条 #line:0da5f6d + +me: …… #line:0e46b55 +me: 三年了,一次复查都没有。 #line:0e46b56 +me: 三年来的悲伤、焦虑、恐惧... #line:03ac325 +me: 都在这里被改写为笑话输出。 #line:0767e58 + +->尝试降低修改程度 #line:03eeef8 + <> +=== + + +title: 尝试调节modify +tags: +colorID: 8 +position: 275,-356 +--- +// ═══════════════════════════════════════════════════════════════ +// 尝试调节modify强度 - 失败 +// 叙事:表达模块已经闭锁,无法接收真实情绪 +// 这为Stage4的发现做铺垫 +// ═══════════════════════════════════════════════════════════════ +ChipModule: 正在尝试调节情绪修改器... #line:007718f + <> -//me: 为什么会产生这么多的笑话来掩盖这些话? #line:05ff26f + +ChipModule: 修改程度:100% → 80% #line:05eef09 <> -<> -<> - //me: 也许这些句子能帮助疏通情绪模块的堵塞。 #line:0b2024e - me: 这或许和情绪模块的异常有关…… #line:06197a5 -<> - me: 去其他模块找找看这些元数据是从哪来的吧。 #line:08f365c -<> +ChipModule: [错误] 表达模块拒绝接收信号 #line:05db449 + +ChipModule: 修改程度:80% → 50% #line:05eef0a +<> +ChipModule: [错误] 表达模块拒绝接收信号 #line:05db44a + +ChipModule: 修改程度:50% → 30% #line:05eef0b +<> +ChipModule: [错误] 表达模块拒绝接收信号 #line:05db44b +ChipModule: [警告] 多次尝试失败,已自动恢复 #line:08d7f58 + +ChipModule: 恢复修改程度:30% → 100% #line:08d7f59 + +me: 不管怎么调,表达模块都不接收? #line:0e7e645 +me: 原始情绪信号被拒收... #line:0e7e646 +me: 表达模块那边一定有异常 #line:0ca4175 +me: 我去检查一下 #line:0ca4176 + +<> +<> +<> +<> <> === - - title: 结束Stage3 -position: 275,-222 +tags: +colorID: 8 +position: 275,-256 --- <> <> === + diff --git a/Assets/Resources/Yarn/Test_Huoshan/Stage4.yarn b/Assets/Resources/Yarn/Test_Huoshan/Stage4.yarn index 17d4fe889..d6452e1fa 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/Stage4.yarn +++ b/Assets/Resources/Yarn/Test_Huoshan/Stage4.yarn @@ -3,91 +3,25 @@ tags: colorID: 8 position: 272,-1156 --- +// ═══════════════════════════════════════════════════════════════ +// Stage4: 表达模块RAM检查 +// 目标:发现表达模块RAM堆积了大量未处理log,导致闭锁 +// ═══════════════════════════════════════════════════════════════ <> - -<> - me: 从表达模块获得了这些句子,也许可以用来疏通情绪模块。 #line:090a7de - <> -<> +<> +Task: 检查表达模块 #line:032ec2b +<> +me: 表达模块拒绝接收真实情绪信号…… #line:0f8357d +me: 这像是被“塞住”了,我去检查一下【表达模块】 #line:0f210e7 === - - - - -title: 情绪深入_第一次 -tags: -colorID: 8 -position: 272,-1500 ---- -<> -me: 好卡啊。情绪模块有一个死循环…… #line:02fe7cd -me: 这个死循环和刚才的元数据特征码吻合,这就是那些语言碎片的来源! #line:08cd457 -me: 也就是说,你是被你的情绪“压垮”了。 #line:0470f49 -me: 你不停地想说某种话,但这句话并没有被说出来,反而变成了笑话。 #line:06d648e -me: 这反过来加重了你的情绪……就这样形成了死循环。 #line:059779a -me: 打破的方法是…你要成功地把那句话说出来。 #line:03054cf -me: 啊,因为这只是一个通俗的说法。还是有一些程序要做的。 #line:0b6cb0e -me: 具体来说,我要为你所说的这句话做一个情绪介质递归复位术… #line:0dd0cfa -me: 让我先准备一下。 #line:0ab0f62 -//内部堆积了大量进程… #line:0fc1865 -//System: 检测到异常情绪波动 #line:09a897b -//System: 火山的情绪表现出异常的亢奋状态 #line:0f29ca7 -//<> -//hs: 为什么电梯里的人都在假笑呢?哈哈哈哈! #line:0050507 -//hs: 因为他们挤在一起!哈哈哈! #line:00d4c73 -//<> -//me: 火山在不停地讲笑话…这和表达模块的情况有关。 #line:0738bb4 -//me: 让我尝试用从表达模块提取的真实句子来疏通这些堵塞的管道。 #line:0cae0a5 - -me: 火山,我把你的表达模块短接到这里了。你可以试试说说话。 #line:030e6b5 -System: 输入:说什么都可以吗? #line:08b0465 -me: 是的。 #line:04517ad -System: 输入:哇,这也太神奇了! #line:0e2dcf7 -System: 输入:医生的这个房间也太黑了…为什么不开盏灯呢?桌上那是番石榴味软胶条的包装纸吗?医生表面上看起来这么爱干净,没想到房间里这么乱糟糟的啊。下次我还是给医生买散装的吧 #line:0d5afe9 -me: …我能看见的。 #line:0a8ec92 -System: 输入:抱歉!太久说不出话,一下子没憋住…… #line:0c209dd -System: 输入:我们开始吧!我准备好了! #line:0df8dd1 -me: 好的。现在…… #line:076d43f -<> -System: 正在尝试疏通情绪管道… #line:05b5684 -<> -System: 等待语句输入… #line:06c643b -me: 火山,可以了。不用再憋着了,把那句话说出来吧。 #line:017f249 -<> -System: 输入:"罐头,罐头…罐头!哈哈!它们为什么要我去卖罐头呢……" #line:00b2ae4 -System: 疏通失败! #line:0ee195e -me: 不对。 #line:0fadb1d -<> -System: 输入:"效率审查司来了…它们给我设置了不可能的任务……" #line:07af68f -System: 疏通失败! #line:05b0234 -me: 还是不对。火山,你知道你该说什么的。这句话一直在你的情绪模块里没出去过。 #line:076f35c -<> -System: 输入:"帽子推销组解散了……我们会发生什么?" #line:01ba4f7 -<> -System: 疏通失败! #line:0eb6f04 -me: 怎么一直不对呢……让我看看log。 #line:079e2b4 -Warning: 错误:提供的信息不完整,无法建立完整的情绪处理路径 #line:05d72a9 -<> -me: 都不对么…这些话不是让你产生焦虑死循环的原因啊。 #line:0e12b0b -me: 我一定遗漏了什么。究竟是什么让你产生这么大的情绪波动呢…… #line:09ae50b -me: 等会…那些笑话……他不是毫无又来地做那个改装的。 #line:0b89218 -me: 那个改装把情绪刺激变成了笑话,那么那些笑话…… #line:0ff42fe -me: 显然是为了掩盖那些情绪刺激啊。 #line:0580d81 -me: 真正的问题…出在那些无法说出来的话里。 #line:0fdb2e9 -me: 让我们重新审视一下这些笑话吧…… #line:09332e0 --> 检查表达模块的红色数据 #line:07d084a -me: 果然……这些数据里面有一些伪装。让我把它们去掉…… #line:0622c2d -//me: 只有这些句子还不够…需要更深入地理解这些笑话背后的含义。 #line:0205e3b -//me: 也许应该对这些笑话数据进行分析。 #line:0ba046e -<> -<> -=== - - title: 结束Stage4 position: 275,-222 --- +<> +// 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/Resources/Yarn/Test_Huoshan/Stage5.yarn b/Assets/Resources/Yarn/Test_Huoshan/Stage5.yarn index fc5d1db4d..cffa12f86 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/Stage5.yarn +++ b/Assets/Resources/Yarn/Test_Huoshan/Stage5.yarn @@ -1,59 +1,48 @@ -title: Stage5 +title: Stage5 tags: colorID: 8 position: 272,-1156 --- +// ═══════════════════════════════════════════════════════════════ +// Stage5: 诊室对话 - 理解问题 +// 目标:1.火山承认想让自己变强 +// 2.医生解释不能逃避 +// 3.达成共识,一起解决 +// ═══════════════════════════════════════════════════════════════ +<> +<> <> -<> -me: 需要分析这些笑话数据,找出背后的真正含义。 #line:0d783fc -<> -=== +me: 火山,我查清楚了。 #line:070a496 +me: 三年前,有个医生给你安装了一个"情绪修改器"。 #line:0e3e223 +me: 它把你所有的悲伤、焦虑、恐惧……都转换成了笑话。 #line:0acb67b -// title: 分析开始 -// tags: -// colorID: 8 -// position: 272,-1500 -// --- -// System: 正在加载分析模式… -// <> -// System: 分析目标:笑话数据片段 -// me: 这些笑话看起来都很随机…但它们出现的频率和时机都不对。 -// <> -// me: 让我逐个分析这些笑话的构成。 -// <> +hs: 不对,过滤之后,大家都很喜欢我的! #line:0c41eac +hs: 你离开我了,但是没关系,lose离开了我我就不会输了哈哈哈哈 #line:0703453 -// // 这里可以加入实际的笑话分析小游戏 -// System: 分析中… -// <> +me: 火山,那些情绪不会消失。 #line:06a5ca6 +me: 它们只是被堆在某个地方。久而久之,已经堵塞无法再进行表达了。 #line:01bffd6 +me: 三年的真实情绪堆积,已经把你的表达模块卡死了。 #line:0c63315 -// <> -// === - - -title: finish -tags: -colorID: 8 -position: 272,-1800 ---- -System: 分析完成! #line:0a555e1 -hs: 整个组被解散了……英理也连带被批评了,我…是不是要被回收了? #line:0372177 -<> -me: 原来如此…这些笑话不是随机出现的。 #line:0f37d5e -<> -me: 用笑话来掩盖焦虑和恐惧… #line:018cdd2 -me: 现在我理解了完整的情绪处理路径。 #line:0a516f0 <> -System: 已获得完整情绪解析数据 #line:06e5ecd -me: 再回到情绪模块,这次应该可以成功疏通了。 #line:0c894af -<> + +hs: 我……我当时只是想让自己变得更强…… #line:0ce4ade +hs: 说话太直接总是得罪客户,我以为变得幽默就能解决问题…… #line:02efe89 + +me: 我理解。但你不能逃避那些地毯下的灰尘。 #line:03697e5 +me: 虽然修改了波形,但信号依然发出了,那些话会被积压。 #line:021454a +me: 现在我们需要一起解决这个问题。 #line:06ec514 +me: 我需要释放那些积压的log,让你能够正常表达真实情绪。 #line:011316d +me: 之后,我可以帮你调整修改器的强度,但具体怎么使用,由你自己决定。 #line:0483a52 + +hs: 好吧…… #line:030ca12 <> === - - title: 结束Stage5 position: 275,-222 --- +// 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/Resources/Yarn/Test_Huoshan/Stage5.yarn.meta b/Assets/Resources/Yarn/Test_Huoshan/Stage5.yarn.meta index 6713a08f2..185d8e304 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/Stage5.yarn.meta +++ b/Assets/Resources/Yarn/Test_Huoshan/Stage5.yarn.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 84e91ff2fc2d8d141a432aae9549c8b4 +guid: 76a36ecdb4fcbca41b03913cd4ecbbab ScriptedImporter: internalIDToNameTable: [] externalObjects: {} diff --git a/Assets/Resources/Yarn/Test_Huoshan/Stage6.yarn b/Assets/Resources/Yarn/Test_Huoshan/Stage6.yarn index 4ad677070..c4f797ccd 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/Stage6.yarn +++ b/Assets/Resources/Yarn/Test_Huoshan/Stage6.yarn @@ -1,63 +1,160 @@ -title: Stage6 + +title: Stage6 tags: colorID: 8 position: 272,-1156 --- +// ═══════════════════════════════════════════════════════════════ +// Stage6: 后脑检查 - 释放RAM +// 目标:1.释放表达模块RAM +// 2.自动处理大部分log +// 3.手动处理被干扰的log(三阶段递进) +// +// 粒子语言设计: +// - LOG1: 4字,简单,认识恐惧 +// - LOG2: 6字,中等,关于英里 +// - LOG3: 8字,困难,自责与释放 +// ═══════════════════════════════════════════════════════════════ +<> +<> +<> <> -me: 带着完整的分析结果,再次进入情绪模块。 #line:0b63e25 -<> +<> +<> +<> +<> +me: 现在我们来释放那些积压的log #line:05650c0 +Task: 释放【表达模块】RAM #line:028e9bd +<> === -title: 情绪深入_第二次 +title: 手动释放log tags: colorID: 8 -position: 272,-1500 +position: 272,-1056 --- -<> -me: 这次带着完整的信息再来一次。 #line:0649a08 +// ═══════════════════════════════════════════════════════════════ +// 手动释放被干扰的log +// 这些log因为火山曾经挣扎想要说出悲伤,但混入了笑话 +// ═══════════════════════════════════════════════════════════════ +<> <> -System: 正在尝试疏通情绪管道… #line:05a5df8 -<> -System: 输入:真实表达内容 #line:0add2dc -System: 输入:情绪分析数据 #line:019c7ac -System: 输入:防御机制解析 #line:0683266 -<> -System: 建立情绪处理路径… #line:05ed331 -<> -System: 等待语句输入… #line:076dbf7 -me: 火山,说吧。 #line:09e24da -System: 输入:我…我不行…… #line:0379c5e -System: 疏通失败! #line:0dc8771 -me: 别怕。说出来就都好了。 #line:0805f04 -System: 输入:我…真的说不出来…… #line:0bcf44d -System: 疏通失败! #line:0cc52d4 -me: 说出来就好了呀!你说呀! #line:0fdc98e -System: 输入:我们能不能不治了? #line:0ae2644 -me: 不能!你给我说! #line:0d043f1 -System: 输入:我…我害怕被回收…… #line:085e5db -System: 疏通失败! #line:0b22034 -System: 输入:我舍不得小组被解散…… #line:0c7ebc6 -System: 输入:我… #line:05cf6be -System: 输入:我让英理失望了!! #line:07b1d8b -System: 疏通成功! #line:05c7c58 -<> -me: 堵塞的情绪管道被清理了。 #line:01781f8 -hs: 我是个…没用的…机体…… #line:0a7d9b7 -<> -System: 情绪模块恢复正常 #line:0d0f53f -<> -me: 看来情绪这里没问题了 #line:064484e -<> -<> +me: 检测到部分log被干扰了,需要手动释放 #line:046ab93a +me: 火山,这些是你想说却一直没说出口的话 #line:046ab93b +me: 让我们一起把它们整理出来 #line:046ab93c + +<> + +// ═══════════════════════════════════════════════════════════════ +// LOG1: 简单 - 4个目标粒子 +// 主题:火山的恐惧 +// 干扰词:笑话碎片(短小,2字) +// 难度:简单 - 干扰少,粒子少 +// ═══════════════════════════════════════════════════════════════ +me: 第一条log……关于你的恐惧 #line:046ab93d +<> +<> +=== + + +title: LOG1梳理完成 +tags: +colorID: 8 +position: 275,-956 +--- +<> +me: ……"我很害怕" #line:07ddaef1 +me: 你一直在害怕什么? #line:07ddaef2 + +<> +hs: ……我怕被审查 #line:07ddaef3 +hs: 怕不合格,怕被淘汰…… #line:07ddaef4 + +me: 我明白了。继续吧。 #line:07ddaef + +// ═══════════════════════════════════════════════════════════════ +// LOG2: 中等 - 6个目标粒子 +// 主题:关于英里的事 +// 干扰词:更多笑话碎片(3字) +// 难度:中等 - 干扰增加,粒子增加 +// ═══════════════════════════════════════════════════════════════ +<> +me: 第二条log……关于英里 #line:03bf85f +<> +=== + + +title: LOG2梳理完成 +tags: +colorID: 8 +position: 275,-856 +--- +<> +me: ……"她都是为了我" #line:03686b3 +me: 英里为你做了什么? #line:03686b4 + +<> +hs: 英里为了护着我,得罪了上面的人…… #line:03686b5 +hs: 她要被撤职了…… #line:03686b6 + +me: 这不是你的错,火山。 #line:03686b2a +me: 继续吧,最后一条了。 #line:03686b2 + +// ═══════════════════════════════════════════════════════════════ +// LOG3: 困难 - 8个目标粒子 +// 主题:自责与释放 +// 干扰词:更多更长的笑话碎片(4-5字),干扰更强 +// 难度:困难 - 最多干扰,最多粒子 +// ═══════════════════════════════════════════════════════════════ +<> +me: 最后一条log……这是压得你最重的那个 #line:052abcd +<> +=== + + +title: LOG疏通全部完成 +tags: +colorID: 8 +position: 275,-756 +--- +// <> +// <> +// <> + +me: ……"我不想再继续逃了" #line:052abce + +<> +hs: …… #line:04c2999 +hs: 我不想再笑着说难过的事了…… #line:0f523f1 +hs: 英里要被撤职了…… #line:00c3305 +hs: 都是因为我……都怪我…… #line:0d554c0 +hs: 她为了护着我,得罪了上面的人…… #line:0d29d3f +hs: 如果不是我这么没用,她就不用…… #line:0d2443f + +<> +hs: 呜……呜呜呜…… #line:0f523f0 + +me: 火山开始发抖,然后哭了出来。 #line:0e25443 +me: 那些堆积了太久的情绪,终于有了出口。 #line:0580962 + +<> +me: 火山,谢谢你告诉我。 #line:0e370ef +me: 这些事情,你不该一个人扛着。 #line:0975054 + <> === title: 结束Stage6 -position: 275,-222 +tags: +colorID: 8 +position: 275,-656 --- +<> <> <> === + + diff --git a/Assets/Resources/Yarn/Test_Huoshan/Stage6.yarn.meta b/Assets/Resources/Yarn/Test_Huoshan/Stage6.yarn.meta index d1bf53914..eddffa5a0 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/Stage6.yarn.meta +++ b/Assets/Resources/Yarn/Test_Huoshan/Stage6.yarn.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 0bd382dd2a242904d8314c37ac30ecf1 +guid: 229d84d9eb6c28946b1133d4eaa91906 ScriptedImporter: internalIDToNameTable: [] externalObjects: {} diff --git a/Assets/Resources/Yarn/Test_Huoshan/Stage7.yarn b/Assets/Resources/Yarn/Test_Huoshan/Stage7.yarn index 95e3c6d8f..1609526d4 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/Stage7.yarn +++ b/Assets/Resources/Yarn/Test_Huoshan/Stage7.yarn @@ -1,34 +1,27 @@ -title: Stage7 +title: Stage7 tags: colorID: 8 position: 272,-1156 --- +// ═══════════════════════════════════════════════════════════════ +// 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 +// ═══════════════════════════════════════════════════════════════ +<> <> -me: 应该再复查确认下 #line:079c767 -hs: 不用了医生...我已经没问题了,我们出去聊聊? #line:048feb6 -me: 没有再结巴或者笑话,看起来没问题了 #line:0903732 -<> <> -<< jump 结束对话>> +<> +<> +<> +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 === - -title: 结束对话 -tags: -group: 入口 -position: 250,-2611 +title: 结束Stage7 +position: 275,-222 --- -//门打开,客人出现。 - -hs: 我…我不想讲笑话了。 #line:09fa948 -hs: 我很害怕…害怕被审查,害怕不合格,害怕被回收。 #line:01b36d2 -<> -me: 现在你可以正常表达自己的感受了。 #line:068aaec -<> -<> -<> +// 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/Resources/Yarn/Test_Huoshan/Stage7.yarn.meta b/Assets/Resources/Yarn/Test_Huoshan/Stage7.yarn.meta index 62a769bc2..85c249615 100644 --- a/Assets/Resources/Yarn/Test_Huoshan/Stage7.yarn.meta +++ b/Assets/Resources/Yarn/Test_Huoshan/Stage7.yarn.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 6d93634d1597a134c86311ba8d25217f +guid: 2e892bb75e238fd48941ce2caf8c8018 ScriptedImporter: internalIDToNameTable: [] externalObjects: {} diff --git a/Assets/Resources/Yarn/Test_Huoshan/Stage8.yarn b/Assets/Resources/Yarn/Test_Huoshan/Stage8.yarn new file mode 100644 index 000000000..a723817ad --- /dev/null +++ b/Assets/Resources/Yarn/Test_Huoshan/Stage8.yarn @@ -0,0 +1,58 @@ +title: Stage8 +tags: +colorID: 8 +position: 272,-1156 +--- +// ═══════════════════════════════════════════════════════════════ +// Stage8: 结束对话 +// ═══════════════════════════════════════════════════════════════ + me: 所有模块都恢复正常了 #line:0869200 + me: 火山,我们出去吧 #line:0d5b8b7 + <> + <> +=== + +title: 结束对话 +tags: +group: 结束 +position: 250,-2611 +--- +hs:火山安静地坐在那里,和刚进来时判若两人。 #line:00ef3c2 +<> + +hs:医生…… #line:0115b78 +me:嗯? #line:01d8b93 +hs:我想再说一件事。不用笑话包装的那种。 #line:07398e7 +me:你等着他。 #line:0c2625b + +<> + +hs:我……我很害怕。 #line:060b6e2 +hs:害怕被审查,害怕不合格,害怕被回收…… #line:0b01a0f +hs:但是这些我都可以承受 #line:00b37f0 +hs:可是...今天看到了,英里要离开了…… #line:0763326 +hs:一定是因为我太差劲了…… #line:035df81 + +<> + +me:火山…… #line:01f1cb4 +me:英里的事情不是你的错。 #line:0c33d8e +me:你已经很努力了。 #line:0c20d13 + +hs:…… #line:0b329e2 + +me:而且,你刚才说出了真话。 #line:073a18a +me:没那么可怕,对吧? #line:012408c + +hs:……好像……确实没那么可怕。 #line:06d787b + +me:以后,如果你想说真话的时候,就说出来。 #line:0cf138b +me:笑话也可以讲,但不要再用它来逃避了。 #line:03cddf0 + +hs:……谢谢你,医生。 #line:0a8f106 + +me:保重,火山。 #line:0e699de + +<> +<> +=== diff --git a/Assets/Resources/Yarn/Test_Huoshan/Stage8.yarn.meta b/Assets/Resources/Yarn/Test_Huoshan/Stage8.yarn.meta new file mode 100644 index 000000000..e758dd9fd --- /dev/null +++ b/Assets/Resources/Yarn/Test_Huoshan/Stage8.yarn.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 7836fa1c78c554040944ee16fa53e7d3 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3} diff --git a/Assets/Resources/Yarn/Test_Huoshan/WaveformConfig.asset b/Assets/Resources/Yarn/Test_Huoshan/WaveformConfig.asset new file mode 100644 index 000000000..0de852508 --- /dev/null +++ b/Assets/Resources/Yarn/Test_Huoshan/WaveformConfig.asset @@ -0,0 +1,91 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 7a938a8347e1c9242b374e0885cd0e2f, type: 3} + m_Name: WaveformConfig + m_EditorClassIdentifier: + emotionWaveform: + waveformId: emotion_sine + displayName: "\u60C5\u7EEA\u6A21\u5757" + waveType: 0 + primaryColor: {r: 0.3, g: 0.5, b: 1, a: 1} + secondaryColor: {r: 0.5, g: 0.3, b: 0.8, a: 1} + waveHeight: 0.381 + waveSpeed: 1 + frequency: 4.68 + harmonicA1: 0.55 + harmonicA2: 0.28 + harmonicA3: 0.12 + harmonicPhase2: 0.3 + harmonicPhase3: 0.5 + verticalOffset: -0.08 + logicWaveform: + waveformId: logic_square + displayName: "\u903B\u8F91\u6A21\u5757" + waveType: 1 + primaryColor: {r: 0.2, g: 0.8, b: 0.4, a: 1} + secondaryColor: {r: 0.4, g: 0.9, b: 0.5, a: 1} + waveHeight: 0.563 + waveSpeed: 1 + frequency: 4.1 + harmonicA1: 0.55 + harmonicA2: 0.28 + harmonicA3: 0.12 + harmonicPhase2: 0.3 + harmonicPhase3: 0.5 + verticalOffset: -0.08 + jokeWaveform: + waveformId: joke + displayName: "\u7B11\u8BDD\u4FE1\u53F7" + waveType: 2 + primaryColor: {r: 1, g: 0.6, b: 0.2, a: 1} + secondaryColor: {r: 1, g: 0.4, b: 0.4, a: 1} + waveHeight: 0.468 + waveSpeed: 1 + frequency: 2.2 + harmonicA1: 0.55 + harmonicA2: 0.28 + harmonicA3: 0.12 + harmonicPhase2: 0.3 + harmonicPhase3: 0.5 + verticalOffset: -0.08 + filterOutputWaveform: + waveformId: filter_output + displayName: "\u6EE4\u6CE2\u5668\u8F93\u51FA" + waveType: 3 + primaryColor: {r: 1, g: 0.5, b: 0.3, a: 1} + secondaryColor: {r: 0.8, g: 0.6, b: 0.3, a: 1} + waveHeight: 0.424 + waveSpeed: 2 + frequency: 4.64 + harmonicA1: 0.55 + harmonicA2: 0.28 + harmonicA3: 0.12 + harmonicPhase2: 0.3 + harmonicPhase3: 0.5 + verticalOffset: -0.08 + logicSynthWeight: 0.3 + jokeSynthWeight: 0.85 + normalOutputWaveform: + waveformId: normal_output + displayName: "\u6EE4\u6CE2\u5668\u8F93\u51FA(\u6B63\u5E38)" + waveType: 4 + primaryColor: {r: 0.4, g: 0.7, b: 0.8, a: 1} + secondaryColor: {r: 0.5, g: 0.8, b: 0.6, a: 1} + waveHeight: 0.8 + waveSpeed: 1.5 + frequency: 1.5 + harmonicA1: 0.55 + harmonicA2: 0.28 + harmonicA3: 0.12 + harmonicPhase2: 0.3 + harmonicPhase3: 0.5 + verticalOffset: -0.08 diff --git a/Assets/Resources/Yarn/Test_Huoshan/WaveformConfig.asset.meta b/Assets/Resources/Yarn/Test_Huoshan/WaveformConfig.asset.meta new file mode 100644 index 000000000..434f4bd58 --- /dev/null +++ b/Assets/Resources/Yarn/Test_Huoshan/WaveformConfig.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: eb554601dfc6dfa46934fca20373bd1a +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Yarn/Test_Huoshan/功能需求文档.md b/Assets/Resources/Yarn/Test_Huoshan/功能需求文档.md new file mode 100644 index 000000000..8da81ca63 --- /dev/null +++ b/Assets/Resources/Yarn/Test_Huoshan/功能需求文档.md @@ -0,0 +1,346 @@ +# 火山修复流程 - 功能需求文档 + +## 一、波形显示系统 + +### 1.1 需求概述 +设计方案中多次提到波形的可视化展示,需要实现一个波形显示系统来呈现: +- 情绪模块输出波形(低频正弦波 - 悲伤信号) +- 逻辑模块输出波形(方波 - 逻辑信号) +- 滤波器输出波形(锯齿波 - 幽默信号) +- 波形修改过程的动态展示 + +### 1.2 波形类型定义 + +| 波形类型 | 视觉特征 | 代表含义 | 使用场景 | +|---------|---------|---------|---------| +| 正弦波(低频) | 圆润、缓慢起伏 | 悲伤/焦虑/恐惧等真实情绪 | 情绪模块输出 | +| 方波 | 方正、规则 | 逻辑/理性思考 | 逻辑模块输出 | +| 锯齿波(高频) | 尖锐、快速 | 幽默/笑话 | 滤波器输出(被修改后)| +| 混合波形 | 多种波形叠加 | 正常的表达信号 | 滤波器最终输出 | + +### 1.3 建议的Yarn命令 + +```csharp +// 显示波形 +[YarnCommand("show_waveform")] +public static IEnumerator ShowWaveform(string waveformType, float duration = 0.5f) + +// 隐藏波形 +[YarnCommand("hide_waveform")] +public static IEnumerator HideWaveform(float duration = 0.3f) + +// 波形变换动画(用于展示modify过程) +[YarnCommand("transform_waveform")] +public static IEnumerator TransformWaveform(string fromType, string toType, float duration = 1f) + +// 波形比对显示(双波形对比) +[YarnCommand("compare_waveforms")] +public static IEnumerator CompareWaveforms(string waveform1, string waveform2) +``` + +### 1.4 波形资源清单 + +需要制作的波形图片/动画资源: + +| 资源名称 | 描述 | 使用节点 | +|---------|------|---------| +| `waveform_emotion_sine` | 情绪模块输出 - 低频正弦波 | 检查情绪-波形检查 | +| `waveform_logic_square` | 逻辑模块输出 - 方波 | 检查逻辑-波形检查 | +| `waveform_filter_sawtooth` | 滤波器输出 - 锯齿波为主 | 检查滤波器-波形分析 | +| `waveform_filter_normal` | 滤波器输出 - 正常混合 | Stage7-最终检查 | +| `waveform_step1_input` | 步进查看-情绪输入 | Stage3-步进查看 | +| `waveform_step2_input` | 步进查看-逻辑输入 | Stage3-步进查看 | +| `waveform_step5_modified` | 步进查看-波形被修改 | Stage3-步进查看 | +| `waveform_transform_anim` | 波形变换动画 | Stage3-modify执行 | + +--- + +## 二、治疗记录展示系统 + +### 2.1 需求概述 +设计方案第9步要求展示治疗记录,需要一个专门的UI容器来呈现: +- 治疗目的 +- 随诊安排 +- 副作用说明 + +### 2.2 建议实现方式 + +可以复用现有的 `show_obj` 或 `open_warning_window` 命令,或者创建新的命令: + +```csharp +// 显示医疗记录面板 +[YarnCommand("show_medical_record")] +public static IEnumerator ShowMedicalRecord(string recordId) + +// 关闭医疗记录面板 +[YarnCommand("hide_medical_record")] +public static IEnumerator HideMedicalRecord() +``` + +### 2.3 记录内容 + +``` +════════ 安装记录 ════════ +患者:火山 +症状:语言生成模块存在缺陷,无法自然处理负面情绪表达 + 患者经常因说话太直接而丢失客户 +处理方案:安装情绪滤波器 v0.7(临时) + 将部分悲伤/焦虑波形转化为幽默波形辅助表达 +随诊安排:每月复查调整参数 +副作用:未转化的情绪信号可能造成RAM堆积 +!!重要:此为过渡方案!! +``` + +--- + +## 三、RAM堆积报错效果 + +### 3.1 需求概述 +设计方案第11步提到"报错不停地弹出,把系统卡死了"的效果。 + +### 3.2 建议实现方式 + +```csharp +// 显示连续报错弹窗效果 +[YarnCommand("show_error_flood")] +public static IEnumerator ShowErrorFlood(int count = 5, float interval = 0.3f) + +// 清除所有报错 +[YarnCommand("clear_errors")] +public static void ClearErrors() +``` + +### 3.3 报错内容示例 + +``` +[ERROR] 悲伤表达单元:信号堆积溢出 +[ERROR] 焦虑表达单元:无法处理积压请求 +[ERROR] 恐惧表达单元:RAM不足 +[WARNING] 表达模块即将闭锁 +[CRITICAL] 系统响应超时 +``` + +--- + +## 四、步进查看模式UI + +### 4.1 需求概述 +Stage3中需要一步一步展示滤波器的信号处理过程。 + +### 4.2 建议实现方式 + +可以用现有的选项系统实现(已在Yarn中实现),但可以增加一个步进进度指示器: + +```csharp +// 显示步进进度 +[YarnCommand("show_step_progress")] +public static void ShowStepProgress(int currentStep, int totalSteps) + +// 更新步进进度 +[YarnCommand("update_step_progress")] +public static void UpdateStepProgress(int currentStep) + +// 隐藏步进进度 +[YarnCommand("hide_step_progress")] +public static void HideStepProgress() +``` + +--- + +## 五、流程总览 + +### Stage划分 + +| Stage | 场景 | 主要内容 | 需要的功能 | +|-------|------|---------|-----------| +| Stage1 | 诊室 | 开场对话,发现火山异常 | 基础对话 | +| Stage2 | 后脑检查 | 检查表达/滤波器/逻辑/情绪 | 波形显示、波形比对 | +| Stage3 | 滤波器深入 | 步进查看,发现modify | 步进进度、波形变换动画 | +| Stage4 | 表达模块RAM | 发现堆积的log | 报错弹窗效果 | +| Stage5 | 诊室 | 对话理解问题 | 基础对话 | +| Stage6 | 后脑检查 | 释放RAM,处理log | 表达模式小游戏 | +| Stage7 | 诊室 | 最终对话 | 基础对话 | + +--- + +## 六、实现优先级 + +### 高优先级(核心体验) +1. ✅ Yarn流程整理(已完成) +2. ✅ 波形显示基础功能(Yarn命令已集成) +3. ✅ 步进查看模式UI(Yarn命令已集成) + +### 中优先级(增强体验) +4. ✅ 波形变换动画(Yarn命令已集成) +5. ✅ 治疗记录展示(直接在对话中显示,已实现) +6. ✅ RAM报错效果(Yarn命令已集成) + +### 低优先级(可选优化) +7. ✅ 波形比对双屏显示(Yarn命令已集成) +8. ✅ 步进进度指示器(Yarn命令已集成) + +--- + +## 八、待配置/待完善的资源清单 + +### 8.1 波形资源(需要在Unity中配置) + +| 波形ID | 描述 | 状态 | +|--------|------|------| +| `emotion_sine` | 情绪模块输出 - 低频正弦波(蓝色/紫色) | 待配置 | +| `logic_square` | 逻辑模块输出 - 方波(绿色) | 待配置 | +| `filter_sawtooth` | 滤波器输出 - 锯齿波为主(橙色/红色) | 待配置 | +| `filter_normal` | 滤波器输出 - 正常混合波形 | 待配置 | + +### 8.2 需要在Unity中完成的配置 + +1. **WaveformDisplaySystem 预制体** + - 创建波形显示UI容器 + - 配置波形图像(primaryWaveformImage, secondaryWaveformImage) + - 配置步进进度UI(stepProgressPanel, stepProgressText, stepProgressSlider) + - 配置报错效果UI(errorContainer, errorPrefab) + +2. **WaveformData 数据配置** + - 在 WaveformDisplaySystem 组件的 waveformDataList 中添加波形数据 + - 每个波形需要配置:waveformId, waveformSprite, waveformColor, description + +3. **波形图片资源** + - 制作或获取波形可视化图片/动画 + - 建议使用 Shader 或 LineRenderer 实现动态波形效果 + +### 8.3 新波形读取设备系统 + +已创建基于 `RobotECGWave.cs` 的新波形系统,位于: +`Assets/Scripts/MiniGame/HuoShan/Waveform/` + +| 文件 | 说明 | +|------|------| +| `HuoshanWaveformConfig.cs` | 波形配置ScriptableObject | +| `HuoshanWaveformRenderer.cs` | 单个波形渲染器(基于LineRenderer) | +| `HuoshanWaveformDevice.cs` | 波形设备主控制器(DOTween动画、比对逻辑) | +| `WaveformYarnCommand.cs` | Yarn命令接口 | +| `README_WaveformSetup.md` | 配置指南 | + +**新功能特性:** +1. ✅ DOTween滑入/滑出动画 +2. ✅ 动态波形渲染(LineRenderer) +3. ✅ 波形比对拼图式动画 +4. ✅ 波形变换动画(正弦波→锯齿波) +5. ✅ 步进进度显示 +6. ✅ 可配置的波形参数 + +**使用方法:** +详见 `README_WaveformSetup.md` + +### 8.4 降级方案 + +如果新波形系统未配置,Yarn命令会自动降级: +1. 尝试使用旧的 `WaveformDisplaySystem` +2. 使用 `show_obj` 显示静态图片 +3. 使用 `open_warning_window` 显示报错 + +--- + +## 九、设计方案优化建议 + +### 9.1 叙事节奏优化 + +**当前问题:** Stage2阶段检查流程较长,玩家可能在技术检查中感到疲劳。 + +**建议:** +1. 在检查过程中增加火山的情绪反应,如: + - 检查情绪模块时,火山突然说一个不合时宜的笑话 + - 检查滤波器时,火山表现出紧张(但用笑话掩饰) +2. 在关键发现点增加"顿悟"音效和视觉效果 +3. 考虑将部分检查设为可选,核心路径只需要检查表达→滤波器→情绪三个模块 + +### 9.2 波形可视化增强 + +**当前状态:** 波形通过文字描述 + 静态图片展示 + +**建议升级方案:** +1. **动态波形渲染** + - 使用 LineRenderer 或 Shader 实现实时波形绘制 + - 正弦波、方波、锯齿波各有不同的动画节奏 + - 波形颜色编码:悲伤=蓝色、逻辑=绿色、幽默=橙色/红色 + +2. **波形变换动画** + - modify 执行时:正弦波逐渐"尖锐化"变成锯齿波 + - 添加频率变化音效,低频→高频 + +3. **波形比对模式** + - 上下或左右分屏显示两个波形 + - 不匹配部分高亮闪烁 + +### 9.3 RAM报错效果增强 + +**当前状态:** 连续弹出报错窗口 + +**建议升级方案:** +1. 报错窗口堆叠效果,越积越多 +2. 屏幕边缘开始出现"过热"效果(红色渐变) +3. 系统响应延迟感(点击选项后有短暂卡顿) +4. 火山同步表现:发热、声音开始卡顿 + +### 9.4 情感共鸣点强化 + +**建议增加的细节:** + +1. **治疗记录展示**(Stage3) + - 可以添加一个"旧照片"式的视觉效果 + - 显示3年前的时间戳,强调时间跨度 + +2. **释放log过程**(Stage6) + - 每个log释放时,屏幕短暂变暗 + - 火山的声音从"笑话包装"逐渐变成真实声音 + - 考虑添加一些具体的回忆片段(可选阅读) + +3. **结束对话**(Stage8) + - 火山说出真话时,背景音乐变化 + - 可以让玩家选择一句安慰的话(增加代入感) + +### 9.5 游戏性优化建议 + +1. **手动释放log小游戏**(Stage6) + - 当前设计:清除笑话干扰 + - 可以增加难度曲线:第一个log简单,后面的越来越难 + - 火山的焦躁程度影响干扰强度 + +2. **调节modify强度** + - 虽然设计中调节失败,但可以让玩家尝试几次 + - 每次失败给出不同的错误提示,增加挫败感 + +3. **最终选择权** + - Stage7/8中,可以让玩家帮火山设定modify的最终强度 + - 不同选择影响结局台词(但不影响主线) + +### 9.6 技术名词一致性 + +确保以下术语在所有文件中保持一致: +- 滤波器 / 情绪修改器 / modify(统一用"情绪修改器"描述功能,"modify"描述参数) +- 波形 / 信号(在技术语境中可互换使用) +- log / 表达请求(log更技术化,表达请求更通俗) +- RAM / 缓存 / 堆积空间(统一用"RAM") + +--- + +## 七、临时替代方案 + +在功能开发完成前,可以使用以下方式作为占位: + +### 波形显示 +使用 `show_obj` 命令加载静态波形图片: +```yarn +<> +ChipModule: 波形类型:低频正弦波 +<> +``` + +### 报错效果 +使用 `open_warning_window` 命令: +```yarn +<> +``` + +### 治疗记录 +直接在对话中显示(当前已实现) diff --git a/Assets/Resources/Yarn/Test_Huoshan/功能需求文档.md.meta b/Assets/Resources/Yarn/Test_Huoshan/功能需求文档.md.meta new file mode 100644 index 000000000..9228a2aa0 --- /dev/null +++ b/Assets/Resources/Yarn/Test_Huoshan/功能需求文档.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: deccc044f2fc5b14195ea2495e9b7619 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Yarn/Test_Huoshan/设计优化文档.md b/Assets/Resources/Yarn/Test_Huoshan/设计优化文档.md new file mode 100644 index 000000000..d06ee605c --- /dev/null +++ b/Assets/Resources/Yarn/Test_Huoshan/设计优化文档.md @@ -0,0 +1,233 @@ +# 火山修复流程 - 设计优化文档 + +## 一、优化概述 + +本文档记录了对波形探测和粒子语言两个核心玩法的优化设计。 + +### 核心理念 + +| 玩法 | 对应的叙事层面 | 玩家体验 | +|------|---------------|----------| +| **波形探测** | 从情绪到表达的过程 | 亲眼见证情绪被"吃掉" | +| **粒子语言** | 语言的生成/释放过程 | 帮助火山说出真心话 | + +--- + +## 二、波形探测优化(Stage2 & Stage3) + +### 2.1 设计目标 + +让玩家通过波形的变化,直观理解火山的问题: +1. **发现**:滤波器输出全是锯齿波(笑话) +2. **对比**:逻辑波形能找到,情绪波形找不到 +3. **揭示**:亲眼看到情绪波形被modify篡改 + +### 2.2 Stage2 波形扫描流程 + +``` +滤波器输出(锯齿波) + ↓ + 扫描逻辑波形 → 成功锁定 ✓ + ↓ + 扫描情绪波形 → 找不到 ✗ + ↓ + 产生疑问:情绪去哪了? +``` + +### 2.3 Stage3 步进查看模式(重点优化) + +优化后的步进流程更加戏剧化: + +| 步骤 | 内容 | 视觉效果 | 玩家感受 | +|------|------|----------|----------| +| 1/4 | 情绪信号接收 | 低频波形,蓝紫色 | 看到火山的悲伤 | +| 2/4 | 屏蔽词检测 | 青色光带横扫 | 检测通过,没问题 | +| 3/4 | 限幅检测 | 黄色脉冲检测峰值 | 检测通过,没问题 | +| 4/4 | ⚠️ 异常介入 | 波形变形!低频→高频 | **震惊!** | + +#### 核心戏剧时刻(步骤4) + +``` +原始波形(悲伤) 被篡改后(笑话) + ~~~ /\/\/\ + ~ ~ →→→ / \ + ~ ~ / \/\ +``` + +**视觉变化**: +- 频率:低频 → 高频 +- 形态:圆润 → 尖锐 +- 颜色:蓝紫色 → 橙红色 +- 幅度:平缓 → 剧烈 + +### 2.4 Yarn命令使用 + +```yarn +// 显示情绪波形(低频正弦波) +<> + +// 屏蔽词检测效果(横向扫描) +<> +<> + +// 限幅检测效果(探测峰值) +<> +<> + +// 核心:波形被篡改的变换 +<> +<> +``` + +--- + +## 三、粒子语言优化(Stage6) + +### 3.1 设计目标 + +让玩家帮助火山释放积压的情绪log,通过**递进难度**增强体验: +- 从简单到困难 +- 从表层恐惧到深层自责 +- 随着难度增加,情感释放也更深入 + +### 3.2 递进设计 + +| 阶段 | 目标粒子 | 目标句子 | 干扰词 | 难度 | +|------|----------|----------|--------|------| +| LOG1 | 4个 | "我很害怕" | 哈哈\|嘿嘿\|呵呵(2字) | ⭐ 简单 | +| LOG2 | 6个 | "她都是为了我" | 哈哈哈\|嘿嘿嘿\|呵呵呵\|笑死了\|好好笑(3字) | ⭐⭐ 中等 | +| LOG3 | 8个 | "我不想再继续逃了" | 哈哈哈哈\|笑死我了\|太好笑了\|绷不住了\|笑不活了\|真的太搞笑(4-5字) | ⭐⭐⭐ 困难 | + +### 3.3 叙事递进 + +``` +LOG1: 表层恐惧 +"我很害怕" + └── 怕被审查,怕不合格 + +LOG2: 关于他人 +"她都是为了我" + └── 英里为了保护我,得罪了上面的人 + +LOG3: 深层自责 +"我不想再继续逃了" + └── 不想再用笑话逃避 + └── 全部情绪释放 + └── 火山终于哭出来 +``` + +### 3.4 Yarn命令使用 + +```yarn +// 第一次:打开视图并启动 +<> +<> + +// 后续:重启系统(新配置) +<> + +// 全部完成后关闭 +<> +``` + +### 3.5 粒子系统参数建议 + +如果需要更细粒度的难度控制,可以在 `LanguageParticleManager` 中调整: + +| 参数 | LOG1 | LOG2 | LOG3 | 说明 | +|------|------|------|------|------| +| connectionDistance | 2.0 | 1.8 | 1.5 | 连接距离(越小越难) | +| separationForce | 2.0 | 2.5 | 3.0 | 分离力度(越大越散) | +| autoPropagationInterval | 3.0 | 2.0 | 1.5 | 自动传播间隔(越短干扰越频繁) | + +--- + +## 四、情感设计 + +### 4.1 整体情感曲线 + +``` +Stage2: 困惑 → 发现线索 + ↓ +Stage3: 追踪 → 震惊(看到篡改)→ 理解 + ↓ +Stage4: 发现RAM堆积 → 同情 + ↓ +Stage5: 对话 → 准备帮助 + ↓ +Stage6: 帮助释放 → 共情 → 感动 + ↓ +Stage7: 修复完成 → 释然 +``` + +### 4.2 Stage6 的情感递进 + +``` +LOG1 完成后: + 玩家:原来他一直很害怕 + 火山:承认恐惧 + +LOG2 完成后: + 玩家:他在保护别人 + 火山:说出英里的事 + +LOG3 完成后: + 玩家:他终于不逃避了 + 火山:释放所有情绪,哭出来 +``` + +--- + +## 五、技术实现备注 + +### 5.1 已实现的Yarn命令 + +**波形系统**: +- `show_waveform "id"` - 显示波形 +- `hide_waveform` - 隐藏波形 +- `check_waveform_sweep` - 屏蔽词检测效果 +- `check_waveform_range` - 限幅检测效果 +- `check_waveform_pass` - 检测通过效果 +- `check_waveform_fail` - 检测失败效果 +- `modify_waveform "from" "to" duration` - 波形变换 + +**粒子语言系统**: +- `open_expression` - 打开视图 +- `start_expression "干扰词" "目标句子" "完成节点"` - 启动系统 +- `restart_expression "干扰词" "目标句子" "完成节点"` - 重启系统 +- `close_expression` - 关闭系统 +- `reset_expression` - 重置系统 + +### 5.2 粒子数量计算 + +系统会根据目标句子长度自动设置目标粒子数: +```csharp +redParticleCount = Mathf.Min(sentence.Length, candidateCount); +``` + +因此: +- "我很害怕"(4字)→ 4个目标粒子 +- "她都是为了我"(6字)→ 6个目标粒子 +- "我不想再继续逃了"(8字)→ 8个目标粒子 + +--- + +## 六、后续优化建议 + +### 6.1 波形系统 + +1. **音效配合**:波形变换时添加频率变化音效(低频→高频) +2. **屏幕震动**:modify介入时轻微震动 +3. **色彩过渡**:变换过程中颜色渐变更平滑 + +### 6.2 粒子语言系统 + +1. **难度动态调整**:根据玩家表现调整下一关难度 +2. **音效反馈**:连接/断开粒子时的音效 +3. 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{fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] + m_Floats: + - PixelSnap: 0 + - _AddColorContrast: 0.5 + - _AddColorContrastToggle: 0 + - _AddColorFade: 1 + - _AddColorMaskToggle: 0 + - _AddHueBrightness: 2 + - _AddHueContrast: 0.5 + - _AddHueFade: 1 + - _AddHueMaskToggle: 0 + - _AddHueSaturation: 1 + - _AddHueSpeed: 1 + - _AlphaCutoff: 0.5 + - _AlphaTintFade: 1 + - _AlphaTintMinAlpha: 0.02 + - _BakedMaterial: 0 + - _BlackTintFade: 1 + - _BlackTintPower: 4 + - _Brightness: 1.5 + - _BurnEdgeNoiseFactor: 0.5 + - _BurnFade: 1 + - _BurnInsideContrast: 2 + - _BurnInsideNoiseFactor: 0.2 + - _BurnRadius: 5 + - _BurnSwirlFactor: 1 + - _BurnWidth: 0.1 + - _CamouflageAnimationToggle: 0 + - _CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ColorReplaceContrast: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 1 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableExternalAlpha: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 0.5 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _NegativeFade: 1 + - _NormalIntensity: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 2 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _StrongTintContrast: 0 + - _StrongTintContrastToggle: 0 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _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} + - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} + - _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: 11.98431, g: 1.254902, b: 1.254902, 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, 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0 + - _BlackTintFade: 1 + - _BlackTintPower: 4 + - _Brightness: 1.5 + - _BurnEdgeNoiseFactor: 0.5 + - _BurnFade: 1 + - _BurnInsideContrast: 2 + - _BurnInsideNoiseFactor: 0.2 + - _BurnRadius: 5 + - _BurnSwirlFactor: 1 + - _BurnWidth: 0.1 + - _CamouflageAnimationToggle: 0 + - _CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ColorReplaceContrast: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 1 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableExternalAlpha: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 0.5 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _NegativeFade: 1 + - _NormalIntensity: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 2 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _StrongTintContrast: 0 + - _StrongTintContrastToggle: 0 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _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} + - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} + - _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: 11.98431, g: 1.254902, b: 1.254902, 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: 0, g: 0, b: 0, 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} + - 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m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] + m_Floats: + - PixelSnap: 0 + - _AddColorContrast: 0.5 + - _AddColorContrastToggle: 0 + - _AddColorFade: 1 + - _AddColorMaskToggle: 0 + - _AddHueBrightness: 2 + - _AddHueContrast: 0.5 + - _AddHueFade: 1 + - _AddHueMaskToggle: 0 + - _AddHueSaturation: 1 + - _AddHueSpeed: 1 + - _AlphaCutoff: 0.5 + - _AlphaTintFade: 1 + - _AlphaTintMinAlpha: 0.02 + - _BakedMaterial: 0 + - _BlackTintFade: 1 + - _BlackTintPower: 4 + - _Brightness: 1.5 + - _BurnEdgeNoiseFactor: 0.5 + - _BurnFade: 1 + - _BurnInsideContrast: 2 + - _BurnInsideNoiseFactor: 0.2 + - _BurnRadius: 5 + - _BurnSwirlFactor: 1 + - _BurnWidth: 0.1 + - _CamouflageAnimationToggle: 0 + - _CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ColorReplaceContrast: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 1 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableExternalAlpha: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 0.5 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _NegativeFade: 1 + - _NormalIntensity: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 2 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _StrongTintContrast: 0 + - _StrongTintContrastToggle: 0 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _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} + - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} + - _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: 11.98431, g: 1.254902, b: 1.254902, 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, 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a/Assets/Scripts/Dialog System/LineRunner.cs b/Assets/Scripts/Dialog System/LineRunner.cs index 01e088a26..b31c1869d 100644 --- a/Assets/Scripts/Dialog System/LineRunner.cs +++ b/Assets/Scripts/Dialog System/LineRunner.cs @@ -56,6 +56,7 @@ namespace AibisDream if (_screenViewDict.TryGetValue(defaultViewType, out var view)) { + Debug.Log("defaultViewType: " + defaultViewType); DialogController.Instance.lineSyncToken = lineSyncEvent; view.RunLine(lineSyncEvent); } diff --git a/Assets/Scripts/FixSystemNew/BodyModule/Plug.cs b/Assets/Scripts/FixSystemNew/BodyModule/Plug.cs index 457ba5aa0..fa2321627 100644 --- a/Assets/Scripts/FixSystemNew/BodyModule/Plug.cs +++ b/Assets/Scripts/FixSystemNew/BodyModule/Plug.cs @@ -1,4 +1,4 @@ -using AibisDream.Framework; +using AibisDream.Framework; using AibisDream.Kit; using AibisDream.Utility; using DG.Tweening; @@ -102,6 +102,13 @@ namespace AibisDream.FixSystem // 从模块拔出时触发事件 EnumEventSystem.Global.Send(EventEnum.PlugOut); _cableSystem.curBodyModule = null; + + // 清除屏幕 + var screenSystem = FixSystemCenter.SystemDic.Get(); + if (screenSystem != null) + { + screenSystem.ClearTextScreen(); + } } _cableSystem.curSocket = null; diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/CRTOverlayController.cs b/Assets/Scripts/MiniGame/HuoShan/Language/CRTOverlayController.cs new file mode 100644 index 000000000..a6f0fa634 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Language/CRTOverlayController.cs @@ -0,0 +1,374 @@ +using UnityEngine; +using UnityEngine.UI; +using DG.Tweening; + +namespace AibisDream.MiniGame.Language +{ + /// + /// CRT复古显示器效果控制器 + /// 放在 LanguageParticleSystem 的最顶层 Image 上 + /// + [RequireComponent(typeof(Image))] + public class CRTOverlayController : MonoBehaviour + { + [Header("效果强度预设")] + [SerializeField] private CRTPreset currentPreset = CRTPreset.Retro; + + [Header("自定义参数")] + [SerializeField, Range(0f, 1f)] private float scanlineIntensity = 0.3f; + [SerializeField, Range(50f, 800f)] private float scanlineCount = 300f; + [SerializeField, Range(0f, 5f)] private float scanlineSpeed = 0.5f; + + [SerializeField, Range(0f, 1f)] private float noiseIntensity = 0.15f; + [SerializeField, Range(0f, 50f)] private float noiseSpeed = 15f; + [SerializeField, Range(1f, 100f)] private float noiseScale = 50f; + + [SerializeField, Range(0f, 0.02f)] private float chromaticAberration = 0.003f; + + [SerializeField, Range(0f, 1f)] private float vignetteIntensity = 0.3f; + [SerializeField, Range(0.01f, 1f)] private float vignetteSmoothness = 0.4f; + + [SerializeField, Range(0f, 0.1f)] private float curvatureAmount = 0.02f; + + [SerializeField, Range(0f, 0.1f)] private float flickerIntensity = 0.02f; + [SerializeField, Range(0f, 30f)] private float flickerSpeed = 8f; + + [SerializeField, Range(0f, 1f)] private float glowIntensity = 0.1f; + [SerializeField] private Color glowColor = new Color(0.2f, 0.8f, 1f, 1f); + + [Header("动态效果")] + [SerializeField] private bool enableDynamicNoise = true; + [SerializeField] private float noiseVariation = 0.05f; + [SerializeField] private float noiseVariationSpeed = 2f; + + private Image overlayImage; + private Material material; + private Material instanceMaterial; + + // Shader 属性 ID(缓存以提高性能) + private static readonly int ScanlineIntensityID = Shader.PropertyToID("_ScanlineIntensity"); + private static readonly int ScanlineCountID = Shader.PropertyToID("_ScanlineCount"); + private static readonly int ScanlineSpeedID = Shader.PropertyToID("_ScanlineSpeed"); + private static readonly int NoiseIntensityID = Shader.PropertyToID("_NoiseIntensity"); + private static readonly int NoiseSpeedID = Shader.PropertyToID("_NoiseSpeed"); + private static readonly int NoiseScaleID = Shader.PropertyToID("_NoiseScale"); + private static readonly int ChromaticAberrationID = Shader.PropertyToID("_ChromaticAberration"); + private static readonly int VignetteIntensityID = Shader.PropertyToID("_VignetteIntensity"); + private static readonly int VignetteSmoothnessID = Shader.PropertyToID("_VignetteSmoothness"); + private static readonly int CurvatureAmountID = Shader.PropertyToID("_CurvatureAmount"); + private static readonly int FlickerIntensityID = Shader.PropertyToID("_FlickerIntensity"); + private static readonly int FlickerSpeedID = Shader.PropertyToID("_FlickerSpeed"); + private static readonly int GlowIntensityID = Shader.PropertyToID("_GlowIntensity"); + private static readonly int GlowColorID = Shader.PropertyToID("_GlowColor"); + + public enum CRTPreset + { + Custom, // 使用自定义参数 + Subtle, // 轻微效果 + Retro, // 复古效果(默认) + Damaged, // 受损/故障效果 + Hologram // 全息投影效果 + } + + private void Awake() + { + overlayImage = GetComponent(); + SetupMaterial(); + } + + private void Start() + { + ApplyPreset(currentPreset); + } + + private void SetupMaterial() + { + // 查找 CRT Shader + Shader crtShader = Shader.Find("UI/CRTOverlayEffect"); + if (crtShader == null) + { + Debug.LogError("CRTOverlayController: 找不到 UI/CRTOverlayEffect shader!"); + return; + } + + // 创建材质实例 + instanceMaterial = new Material(crtShader); + instanceMaterial.name = "CRTOverlay_Instance"; + overlayImage.material = instanceMaterial; + material = instanceMaterial; + } + + private void Update() + { + if (material == null) return; + + // 动态噪点变化 + if (enableDynamicNoise) + { + float dynamicNoise = noiseIntensity + + Mathf.Sin(Time.time * noiseVariationSpeed) * noiseVariation; + material.SetFloat(NoiseIntensityID, dynamicNoise); + } + } + + private void OnValidate() + { + if (Application.isPlaying && material != null) + { + if (currentPreset == CRTPreset.Custom) + { + ApplyCustomParameters(); + } + else + { + ApplyPreset(currentPreset); + } + } + } + + /// + /// 应用预设效果 + /// + public void ApplyPreset(CRTPreset preset) + { + currentPreset = preset; + + switch (preset) + { + case CRTPreset.Subtle: + SetSubtlePreset(); + break; + case CRTPreset.Retro: + SetRetroPreset(); + break; + case CRTPreset.Damaged: + SetDamagedPreset(); + break; + case CRTPreset.Hologram: + SetHologramPreset(); + break; + case CRTPreset.Custom: + ApplyCustomParameters(); + break; + } + } + + private void SetSubtlePreset() + { + scanlineIntensity = 0.15f; + scanlineCount = 200f; + scanlineSpeed = 0.3f; + noiseIntensity = 0.08f; + noiseSpeed = 10f; + noiseScale = 40f; + chromaticAberration = 0.001f; + vignetteIntensity = 0.2f; + vignetteSmoothness = 0.5f; + curvatureAmount = 0.01f; + flickerIntensity = 0.01f; + flickerSpeed = 5f; + glowIntensity = 0.05f; + glowColor = new Color(0.3f, 0.9f, 1f, 1f); + + ApplyCustomParameters(); + } + + private void SetRetroPreset() + { + // 参考用户提供的图片 - 典型的复古CRT效果 + scanlineIntensity = 0.35f; + scanlineCount = 300f; + scanlineSpeed = 0.5f; + noiseIntensity = 0.18f; + noiseSpeed = 15f; + noiseScale = 50f; + chromaticAberration = 0.004f; + vignetteIntensity = 0.35f; + vignetteSmoothness = 0.4f; + curvatureAmount = 0.025f; + flickerIntensity = 0.025f; + flickerSpeed = 8f; + glowIntensity = 0.12f; + glowColor = new Color(0.2f, 0.8f, 1f, 1f); + + ApplyCustomParameters(); + } + + private void SetDamagedPreset() + { + scanlineIntensity = 0.5f; + scanlineCount = 250f; + scanlineSpeed = 1.5f; + noiseIntensity = 0.3f; + noiseSpeed = 25f; + noiseScale = 60f; + chromaticAberration = 0.01f; + vignetteIntensity = 0.5f; + vignetteSmoothness = 0.3f; + curvatureAmount = 0.04f; + flickerIntensity = 0.06f; + flickerSpeed = 15f; + glowIntensity = 0.08f; + glowColor = new Color(1f, 0.5f, 0.3f, 1f); + + ApplyCustomParameters(); + } + + private void SetHologramPreset() + { + scanlineIntensity = 0.4f; + scanlineCount = 400f; + scanlineSpeed = 2f; + noiseIntensity = 0.12f; + noiseSpeed = 20f; + noiseScale = 30f; + chromaticAberration = 0.008f; + vignetteIntensity = 0.15f; + vignetteSmoothness = 0.6f; + curvatureAmount = 0f; + flickerIntensity = 0.04f; + flickerSpeed = 12f; + glowIntensity = 0.25f; + glowColor = new Color(0.3f, 1f, 0.8f, 1f); + + ApplyCustomParameters(); + } + + private void ApplyCustomParameters() + { + if (material == null) return; + + material.SetFloat(ScanlineIntensityID, scanlineIntensity); + material.SetFloat(ScanlineCountID, scanlineCount); + material.SetFloat(ScanlineSpeedID, scanlineSpeed); + material.SetFloat(NoiseIntensityID, noiseIntensity); + material.SetFloat(NoiseSpeedID, noiseSpeed); + material.SetFloat(NoiseScaleID, noiseScale); + material.SetFloat(ChromaticAberrationID, chromaticAberration); + material.SetFloat(VignetteIntensityID, vignetteIntensity); + material.SetFloat(VignetteSmoothnessID, vignetteSmoothness); + material.SetFloat(CurvatureAmountID, curvatureAmount); + material.SetFloat(FlickerIntensityID, flickerIntensity); + material.SetFloat(FlickerSpeedID, flickerSpeed); + material.SetFloat(GlowIntensityID, glowIntensity); + material.SetColor(GlowColorID, glowColor); + } + + /// + /// 设置效果强度(0-1,整体缩放所有效果) + /// + public void SetEffectIntensity(float intensity) + { + intensity = Mathf.Clamp01(intensity); + + if (material == null) return; + + // 根据 intensity 缩放所有效果 + material.SetFloat(ScanlineIntensityID, scanlineIntensity * intensity); + material.SetFloat(NoiseIntensityID, noiseIntensity * intensity); + material.SetFloat(ChromaticAberrationID, chromaticAberration * intensity); + material.SetFloat(VignetteIntensityID, vignetteIntensity * intensity); + material.SetFloat(CurvatureAmountID, curvatureAmount * intensity); + material.SetFloat(FlickerIntensityID, flickerIntensity * intensity); + material.SetFloat(GlowIntensityID, glowIntensity * intensity); + } + + /// + /// 动画过渡到指定强度 + /// + public Tween TweenEffectIntensity(float targetIntensity, float duration) + { + float currentIntensity = 1f; + return DOTween.To( + () => currentIntensity, + x => { + currentIntensity = x; + SetEffectIntensity(x); + }, + targetIntensity, + duration + ); + } + + /// + /// 触发故障效果(短暂的强烈干扰) + /// + public void TriggerGlitch(float duration = 0.3f) + { + if (material == null) return; + + // 保存当前值 + float originalNoise = noiseIntensity; + float originalChroma = chromaticAberration; + float originalFlicker = flickerIntensity; + + // 设置故障效果 + material.SetFloat(NoiseIntensityID, 0.5f); + material.SetFloat(ChromaticAberrationID, 0.015f); + material.SetFloat(FlickerIntensityID, 0.1f); + + // 恢复原始值 + DOVirtual.DelayedCall(duration, () => + { + if (material != null) + { + material.SetFloat(NoiseIntensityID, originalNoise); + material.SetFloat(ChromaticAberrationID, originalChroma); + material.SetFloat(FlickerIntensityID, originalFlicker); + } + }); + } + + /// + /// 设置噪点强度 + /// + public void SetNoiseIntensity(float intensity) + { + noiseIntensity = Mathf.Clamp01(intensity); + if (material != null) + { + material.SetFloat(NoiseIntensityID, noiseIntensity); + } + } + + /// + /// 设置扫描线强度 + /// + public void SetScanlineIntensity(float intensity) + { + scanlineIntensity = Mathf.Clamp01(intensity); + if (material != null) + { + material.SetFloat(ScanlineIntensityID, scanlineIntensity); + } + } + + /// + /// 设置发光颜色 + /// + public void SetGlowColor(Color color) + { + glowColor = color; + if (material != null) + { + material.SetColor(GlowColorID, glowColor); + } + } + + private void OnDestroy() + { + // 清理材质实例 + if (instanceMaterial != null) + { + if (Application.isPlaying) + { + Destroy(instanceMaterial); + } + else + { + DestroyImmediate(instanceMaterial); + } + } + } + } +} diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/CRTOverlayController.cs.meta b/Assets/Scripts/MiniGame/HuoShan/Language/CRTOverlayController.cs.meta new file mode 100644 index 000000000..b9bb155c1 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Language/CRTOverlayController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 415679945cacc8c4ca1164e043aff0b6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/ConnectionRenderer.cs b/Assets/Scripts/MiniGame/HuoShan/Language/ConnectionRenderer.cs index fc0d7461d..3027a639f 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Language/ConnectionRenderer.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Language/ConnectionRenderer.cs @@ -25,6 +25,12 @@ namespace AibisDream.MiniGame.Language private Color propagationColor = new Color(1f, 0.59f, 0.2f, 1f); private float propagationLineThickness = 0.03f; + [Header("发光设置(Bloom)")] + [SerializeField] private bool enableGlow = true; + [SerializeField, Range(1f, 5f)] private float targetGlowIntensity = 2f; // 目标线发光强度 + [SerializeField, Range(1f, 3f)] private float nonTargetGlowIntensity = 1.2f; // 非目标线发光强度 + [SerializeField, Range(1f, 5f)] private float propagationGlowIntensity = 3f; // 传播效果发光强度 + private List candidateParticles; private List effectPropagations; private CompletionPhase completionPhase; @@ -108,7 +114,7 @@ namespace AibisDream.MiniGame.Language if (distance < connectionDistance) { float alpha = Mathf.Lerp(0.7f, 0f, distance / connectionDistance) * fadeOutAlpha; - Color lineColor = nonTargetConnectionColor; + Color lineColor = ApplyGlow(nonTargetConnectionColor, nonTargetGlowIntensity); lineColor.a = alpha * nonTargetAlphaScale; Draw.Line(p1.transform.position, p2.transform.position, lineColor); @@ -141,7 +147,7 @@ namespace AibisDream.MiniGame.Language if (distance < connectionDistance) { float alpha = Mathf.Lerp(1f, 0.4f, distance / connectionDistance); - Color lineColor = targetConnectionColor; + Color lineColor = ApplyGlow(targetConnectionColor, targetGlowIntensity); lineColor.a = alpha * targetAlphaScale; Draw.Line(redParticles[i].transform.position, redParticles[j].transform.position, lineColor); @@ -163,8 +169,8 @@ namespace AibisDream.MiniGame.Language { if (info.source == null || info.particle == null) continue; - // 绘制连接线 - Color lineColor = propagationColor; + // 绘制连接线(应用发光) + Color lineColor = ApplyGlow(propagationColor, propagationGlowIntensity); lineColor.a = 0.3f; Draw.Line(info.source.transform.position, info.particle.transform.position, lineColor); @@ -180,7 +186,8 @@ namespace AibisDream.MiniGame.Language float pulseSize = Mathf.Lerp(0.03f, 0.08f, info.pulseProgress); float pulseAlpha = Mathf.Lerp(1f, 0f, info.pulseProgress); - Color pulseColor = new Color(1f, 0.78f, 0.39f, pulseAlpha); + // 脉冲光点使用更强的 HDR 发光 + Color pulseColor = ApplyGlow(new Color(1f, 0.78f, 0.39f, pulseAlpha), propagationGlowIntensity * 1.5f); Draw.Ring(pulsePos, pulseSize, pulseSize * 0.5f, pulseColor); // 光晕 @@ -200,7 +207,7 @@ namespace AibisDream.MiniGame.Language Vector3 direction = (info.particle.transform.position - info.source.transform.position).normalized; float angle = Mathf.Atan2(direction.y, direction.x); - Color arrowColor = new Color(1f, 0.78f, 0.39f, 0.8f); + Color arrowColor = ApplyGlow(new Color(1f, 0.78f, 0.39f, 0.8f), propagationGlowIntensity); DrawArrow(arrowPos, angle, 0.1f, arrowColor); } } @@ -242,6 +249,34 @@ namespace AibisDream.MiniGame.Language nonTargetLineThickness = nonTargetThickness; propagationLineThickness = propThickness; } + + /// + /// 设置发光参数 + /// + public void SetGlowSettings(bool enabled, float targetIntensity, float nonTargetIntensity, float propagationIntensity) + { + enableGlow = enabled; + targetGlowIntensity = Mathf.Clamp(targetIntensity, 1f, 5f); + nonTargetGlowIntensity = Mathf.Clamp(nonTargetIntensity, 1f, 3f); + propagationGlowIntensity = Mathf.Clamp(propagationIntensity, 1f, 5f); + } + + /// + /// 将颜色转换为 HDR 颜色以支持 Bloom 发光 + /// + private Color ApplyGlow(Color baseColor, float intensity) + { + if (!enableGlow || intensity <= 1f) + return baseColor; + + // HDR 颜色:将 RGB 值乘以强度系数,保留 Alpha + return new Color( + baseColor.r * intensity, + baseColor.g * intensity, + baseColor.b * intensity, + baseColor.a + ); + } } } diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/LanguageParticleManager.cs b/Assets/Scripts/MiniGame/HuoShan/Language/LanguageParticleManager.cs index 8fa527e56..eda50cd5c 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Language/LanguageParticleManager.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Language/LanguageParticleManager.cs @@ -59,37 +59,35 @@ namespace AibisDream.MiniGame.Language [SerializeField] private float repulsionForce = 2f; [SerializeField] private float attractionForce = 1.5f; - [Header("自动传播效果")] - [SerializeField] private bool enableAutoPropagation = true; // 是否启用自动传播 - [SerializeField] private float autoPropagationInterval = 2f; // 自动传播间隔(秒) - [SerializeField] private int autoPropagationCount = 1; // 每次自动触发的传播数量 - - [Header("传播效果参数")] - [SerializeField] private float propagationDuration = 1f; // 传播效果持续时间 - [SerializeField] private float propagationDelay = 0.08f; // 传播延迟(每层之间的间隔) - [SerializeField] private int maxPropagationNodes = 15; // 最大传播节点数量 - - [Header("颜色配置")] - [SerializeField] private Color targetParticleColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标粒子颜色(原红色) - [SerializeField] private Color nonTargetParticleColor = new Color(0.2f, 0.78f, 1f, 1f); // 非目标粒子颜色(原蓝色) - [SerializeField] private Color propagationColor = new Color(1f, 0.59f, 0.2f, 1f); // 传播效果颜色(橙色) + [Header("颜色配置(用于粒子/字的颜色)")] + [SerializeField] private Color targetParticleColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标粒子颜色(红) + [SerializeField] private Color nonTargetParticleColor = new Color(0.2f, 0.78f, 1f, 1f); // 非目标粒子颜色(蓝) [SerializeField] private Color floatingTextColor = new Color(0.7f, 0.78f, 1f, 1f); // 背景浮动文字颜色 [SerializeField] private Color targetCalmColor = new Color(0.78f, 0.59f, 0.59f, 1f); // 目标粒子平静后颜色 + [Header("连接线颜色(用于连线的颜色,与上面可分开调节)")] + [SerializeField] private Color targetConnectionColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标连线颜色 + [SerializeField] private Color nonTargetConnectionColor = new Color(0.39f, 0.78f, 1f, 0.7f);// 非目标连线颜色 + [Header("文字样式配置")] - [SerializeField] private float targetParticleFontSize = 3.5f; // 目标粒子字体大小 - [SerializeField] private float nonTargetParticleFontSize = 2.5f; // 非目标粒子字体大小 - [SerializeField] private float floatingTextFontSize = 2f; // 背景浮动文字大小 + [SerializeField] private float targetParticleFontSize = 4.5f; // 目标粒子字体大小 + [SerializeField] private float nonTargetParticleFontSize = 3.7f; // 非目标粒子字体大小 + [SerializeField] private float floatingTextFontSize = 3f; // 背景浮动文字大小 [SerializeField] private bool targetParticleBold = true; // 目标粒子是否加粗 [SerializeField] private bool nonTargetParticleBold = false; // 非目标粒子是否加粗 - [Header("连接线配置")] - [SerializeField] private Color targetConnectionColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标粒子连线颜色 - [SerializeField] private Color nonTargetConnectionColor = new Color(0.39f, 0.78f, 1f, 0.7f);// 非目标粒子连线颜色 - [SerializeField] private Color propagationLineColor = new Color(1f, 0.59f, 0.2f, 1f); // 传播线颜色 - [SerializeField] private float targetConnectionThickness = 0.04f; // 目标粒子连线粗细 - [SerializeField] private float nonTargetConnectionThickness = 0.02f; // 非目标粒子连线粗细 - [SerializeField] private float propagationLineThickness = 0.03f; // 传播线粗细 + [Header("连接线粗细")] + [SerializeField] private float targetConnectionThickness = 0.04f; // 目标连线粗细 + [SerializeField] private float nonTargetConnectionThickness = 0.02f; // 非目标连线粗细 + + [Header("Bloom 发光效果")] + [SerializeField] private bool enableBloomGlow = true; // 是否启用 Bloom 发光 + [SerializeField, Range(1f, 5f)] private float textGlowIntensity = 1.8f; // 文字发光强度 + [SerializeField, Range(1f, 5f)] private float targetTextGlowIntensity = 2.5f; // 目标粒子文字发光强度 + [SerializeField, Range(1f, 5f)] private float lineGlowIntensity = 2f; // 连接线发光强度 + [SerializeField, Range(1f, 5f)] private float targetLineGlowIntensity = 2.5f; // 目标连接线发光强度 + [SerializeField, Range(0f, 1f)] private float glowDilate = 0.3f; // 发光扩散 + [SerializeField, Range(0f, 1f)] private float glowSoftness = 0.5f; // 发光柔和度 [Header("目标 UI")] [SerializeField] private TMP_Text integrationProgressText; @@ -124,6 +122,10 @@ namespace AibisDream.MiniGame.Language [SerializeField] private float entranceCascadeStagger = 0.03f; [SerializeField] private float entranceSearchRadius = 2f; + [Header("渲染层设置")] + [SerializeField] private string renderLayerName = "HuoshanScreen"; + private int renderLayer = 0; + [Header("调试/测试")] [SerializeField] private bool enableDebugShortcuts = true; [SerializeField] private KeyCode debugCompleteKey = KeyCode.F5; @@ -142,8 +144,8 @@ namespace AibisDream.MiniGame.Language private List candidateParticles = new List(); private List targetParticles = new List(); // 目标粒子列表(原 redParticles) - // 效果系统 - private List effectPropagations = new List(); + // 效果系统(传播效果已移除,保留空列表供渲染器使用) + private static readonly List s_emptyPropagations = new List(); private Dictionary previousConnections = new Dictionary(); private bool initializationComplete = false; private int initializationFrames = 0; @@ -184,8 +186,6 @@ namespace AibisDream.MiniGame.Language public int orderIndex; } - // 自动传播计时器 - private float autoPropagationTimer = 0f; private bool focusTweensCompleted = false; // 边界 @@ -194,6 +194,13 @@ namespace AibisDream.MiniGame.Language // 连接渲染(使用Shapes) private ConnectionRenderer connectionRenderer; + // 噪点叠加渲染器(复古显示器效果) + private NoiseOverlayRenderer noiseOverlayRenderer; + + [Header("复古显示器效果")] + [SerializeField] private bool enableRetroEffect = true; + [SerializeField, Range(0f, 1f)] private float retroEffectIntensity = 0.5f; + // 是否已经初始化 private bool isInitialized = false; @@ -298,18 +305,32 @@ namespace AibisDream.MiniGame.Language private void InitializeCanvas() { + // 获取渲染层索引 + renderLayer = LayerMask.NameToLayer(renderLayerName); + if (renderLayer == -1) + { + Debug.LogWarning($"Layer '{renderLayerName}' not found, using default layer."); + renderLayer = 0; + } + // 如果没有指定canvas,创建一个 if (worldCanvas == null) { GameObject canvasObj = new GameObject("Language Canvas"); canvasObj.transform.SetParent(transform); canvasObj.transform.localPosition = Vector3.zero; + canvasObj.layer = renderLayer; worldCanvas = canvasObj.AddComponent(); worldCanvas.renderMode = RenderMode.WorldSpace; RectTransform rectTransform = canvasObj.GetComponent(); rectTransform.sizeDelta = new Vector2(canvasSize, canvasSize); } + else + { + // 设置已有 Canvas 的 layer + worldCanvas.gameObject.layer = renderLayer; + } // 确保 Canvas 配置正确 if (worldCanvas != null) @@ -341,6 +362,14 @@ namespace AibisDream.MiniGame.Language particle.SetColor(floatingTextColor); particle.SetFontSize(floatingTextFontSize); particle.SetMovementBounds(movementBounds); + + // 设置发光效果 + if (enableBloomGlow) + { + particle.SetGlowSettings(true, textGlowIntensity, floatingTextColor); + particle.SetUnderlaySettings(glowDilate, glowSoftness); + } + floatingParticles.Add(particle); } @@ -351,9 +380,17 @@ namespace AibisDream.MiniGame.Language GameObject obj = CreateParticleObject(pos, $"CandidateParticle_{i}"); CandidateParticle particle = obj.AddComponent(); particle.SetFont(chineseFontAsset); - particle.SetColors(targetParticleColor, nonTargetParticleColor, propagationColor, targetCalmColor); + particle.SetColors(targetParticleColor, nonTargetParticleColor, nonTargetParticleColor, targetCalmColor); particle.SetFontStyles(targetParticleFontSize, nonTargetParticleFontSize, targetParticleBold, nonTargetParticleBold); particle.SetMovementBounds(movementBounds); + + // 设置发光效果(目标粒子和非目标粒子使用不同强度) + if (enableBloomGlow) + { + particle.SetGlowSettings(true, textGlowIntensity, nonTargetParticleColor); + particle.SetUnderlaySettings(glowDilate, glowSoftness); + } + candidateParticles.Add(particle); } @@ -364,6 +401,7 @@ namespace AibisDream.MiniGame.Language private GameObject CreateParticleObject(Vector3 position, string name) { GameObject obj = new GameObject(name); + obj.layer = renderLayer; // 添加 RectTransform(在 Canvas 下必需) RectTransform rectTransform = obj.AddComponent(); @@ -388,19 +426,46 @@ namespace AibisDream.MiniGame.Language GameObject connObj = new GameObject("ConnectionRenderer"); connObj.transform.SetParent(transform); connObj.transform.localPosition = Vector3.zero; + connObj.layer = renderLayer; connectionRenderer = connObj.AddComponent(); connectionRenderer.manager = this; connectionRenderer.connectionDistance = connectionDistance; connectionRenderer.SetConnectionStyles( targetConnectionColor, nonTargetConnectionColor, - propagationLineColor, + nonTargetConnectionColor, targetConnectionThickness, nonTargetConnectionThickness, - propagationLineThickness + nonTargetConnectionThickness ); connectionRenderer.NonTargetAlphaScale = lineAlphaMultiplier; connectionRenderer.TargetAlphaScale = 1f; + + // 设置连接线发光效果 + if (enableBloomGlow) + { + connectionRenderer.SetGlowSettings( + true, + targetLineGlowIntensity, + lineGlowIntensity, + lineGlowIntensity + ); + } + + // 噪点叠加渲染器(复古显示器效果) + if (enableRetroEffect) + { + GameObject noiseObj = new GameObject("NoiseOverlayRenderer"); + noiseObj.transform.SetParent(transform); + noiseObj.transform.localPosition = Vector3.zero; + noiseObj.layer = renderLayer; + noiseOverlayRenderer = noiseObj.AddComponent(); + + // 设置效果区域为 Canvas 区域 + Vector3 center = worldCanvas != null ? worldCanvas.transform.position : Vector3.zero; + noiseOverlayRenderer.SetArea(center, new Vector2(canvasSize, canvasSize)); + noiseOverlayRenderer.SetIntensity(retroEffectIntensity); + } } private void SelectRedParticles() @@ -428,6 +493,12 @@ namespace AibisDream.MiniGame.Language particle.isRed = true; particle.originalIsRed = true; targetParticles.Add(particle); + + // 为目标粒子设置更强的发光效果 + if (enableBloomGlow) + { + particle.SetGlowSettings(true, targetTextGlowIntensity, targetParticleColor); + } } } @@ -440,6 +511,12 @@ namespace AibisDream.MiniGame.Language shuffled[i].isRed = true; shuffled[i].originalIsRed = true; targetParticles.Add(shuffled[i]); + + // 为目标粒子设置更强的发光效果 + if (enableBloomGlow) + { + shuffled[i].SetGlowSettings(true, targetTextGlowIntensity, targetParticleColor); + } } } } @@ -476,12 +553,6 @@ namespace AibisDream.MiniGame.Language if (initializationComplete && !interferenceLogicSuspended) { DetectConnectionChanges(); - UpdateAutoPropagation(); - } - - if (!interferenceLogicSuspended) - { - UpdateEffectPropagations(); } if (!isCompleted && CheckRedParticlesConnected()) @@ -500,10 +571,6 @@ namespace AibisDream.MiniGame.Language ApplySeparationForces(); } } - else if (!interferenceLogicSuspended) - { - UpdateEffectPropagations(); - } if (completionPhase == CompletionPhase.Focusing) { @@ -519,7 +586,7 @@ namespace AibisDream.MiniGame.Language { connectionRenderer.SetData( candidateParticles, - effectPropagations, + s_emptyPropagations, completionPhase, fadeOutAlpha ); @@ -591,28 +658,6 @@ namespace AibisDream.MiniGame.Language { string key = $"{Mathf.Min(i, j)}-{Mathf.Max(i, j)}"; currentConnections[key] = true; - - // 检测新连接 - if (!previousConnections.ContainsKey(key)) - { - var p1 = candidateParticles[i]; - var p2 = candidateParticles[j]; - - // 检查是否是红色粒子与蓝色粒子的新连接 - bool isRedToBlue = (p1.isRed && !p2.isRed && !p2.isOrange && p1.originalIsRed) || - (!p1.isRed && !p1.isOrange && p2.isRed && p2.originalIsRed); - - if (isRedToBlue) - { - var redParticle = p1.isRed ? p1 : p2; - var blueParticle = p1.isRed ? p2 : p1; - - if (!blueParticle.isStatic && !blueParticle.hasEffect) - { - TriggerEffectPropagation(redParticle, blueParticle); - } - } - } } } } @@ -620,53 +665,6 @@ namespace AibisDream.MiniGame.Language previousConnections = currentConnections; } - private void TriggerEffectPropagation(CandidateParticle redParticle, CandidateParticle blueParticle) - { - effectPropagations.Add(new EffectPropagation( - redParticle, - propagationDuration, - propagationDelay, - maxPropagationNodes - )); - } - - private void UpdateEffectPropagations() - { - for (int i = effectPropagations.Count - 1; i >= 0; i--) - { - effectPropagations[i].Update(Time.deltaTime); - - if (!effectPropagations[i].IsActive) - { - effectPropagations[i].Cleanup(); - effectPropagations.RemoveAt(i); - } - } - } - - private void UpdateAutoPropagation() - { - if (!enableAutoPropagation) return; - if (targetParticles.Count == 0) return; - - autoPropagationTimer += Time.deltaTime; - - if (autoPropagationTimer >= autoPropagationInterval) - { - autoPropagationTimer = 0f; - - // 随机选择目标粒子触发传播效果 - int triggerCount = Mathf.Min(autoPropagationCount, targetParticles.Count); - var shuffledTargets = targetParticles.OrderBy(x => Random.value).Take(triggerCount).ToList(); - - foreach (var targetParticle in shuffledTargets) - { - // 触发传播效果(即使没有建立新连接) - TriggerEffectPropagation(targetParticle, null); - } - } - } - private bool CheckRedParticlesConnected() { if (targetParticles.Count == 0) return false; @@ -717,8 +715,6 @@ namespace AibisDream.MiniGame.Language focusTimer = 0f; fadeOutAlpha = 1f; allowInput = false; - effectPropagations.Clear(); - autoPropagationTimer = 0f; focusVisuals.Clear(); finalTargetCharacters.Clear(); finalTargetPositions.Clear(); @@ -916,6 +912,7 @@ namespace AibisDream.MiniGame.Language }; GameObject ringObj = new GameObject("FocusRing"); + ringObj.layer = renderLayer; ringObj.transform.SetParent(particle.transform, false); visual.ringObject = ringObj; @@ -935,6 +932,7 @@ namespace AibisDream.MiniGame.Language visual.ringDisc = disc; GameObject labelObj = new GameObject("ProbabilityLabel"); + labelObj.layer = renderLayer; labelObj.transform.SetParent(particle.transform, false); RectTransform rectTransform = labelObj.AddComponent(); rectTransform.localPosition = new Vector3(0f, estimatedRadius + 0.55f, 0f); @@ -1186,11 +1184,9 @@ namespace AibisDream.MiniGame.Language focusVisuals.Clear(); finalTargetCharacters.Clear(); finalTargetPositions.Clear(); - effectPropagations.Clear(); previousConnections.Clear(); initializationComplete = false; initializationFrames = 0; - autoPropagationTimer = 0f; focusTweensCompleted = false; interferenceLogicSuspended = false; SetStatusUIVisibility(true, 0f); diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/NoiseOverlayRenderer.cs b/Assets/Scripts/MiniGame/HuoShan/Language/NoiseOverlayRenderer.cs new file mode 100644 index 000000000..1ed3efe63 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Language/NoiseOverlayRenderer.cs @@ -0,0 +1,252 @@ +using UnityEngine; +using Shapes; + +namespace AibisDream.MiniGame.Language +{ + /// + /// 复古噪点叠加渲染器 - 在指定区域上方绘制复古显示器效果 + /// 使用 Shapes 库绘制,与粒子系统使用相同的渲染方式 + /// + [ExecuteAlways] + public class NoiseOverlayRenderer : ImmediateModeShapeDrawer + { + [Header("区域设置")] + [Tooltip("效果覆盖的世界空间区域中心")] + public Vector3 areaCenter = Vector3.zero; + [Tooltip("效果覆盖的区域大小")] + public Vector2 areaSize = new Vector2(10f, 10f); + + [Header("噪点效果")] + [Tooltip("启用噪点效果")] + public bool enableNoise = true; + [Range(0f, 1f)] + [Tooltip("噪点强度")] + public float noiseIntensity = 0.15f; + [Range(1, 100)] + [Tooltip("噪点密度(点数)")] + public int noiseDensity = 50; + [Tooltip("噪点颜色")] + public Color noiseColor = new Color(1f, 1f, 1f, 0.3f); + [Range(0.001f, 0.05f)] + [Tooltip("噪点大小")] + public float noiseSize = 0.02f; + + [Header("扫描线效果")] + [Tooltip("启用扫描线")] + public bool enableScanlines = true; + [Range(0f, 1f)] + [Tooltip("扫描线强度")] + public float scanlineIntensity = 0.1f; + [Range(10, 200)] + [Tooltip("扫描线数量")] + public int scanlineCount = 60; + [Tooltip("扫描线颜色")] + public Color scanlineColor = new Color(0f, 0f, 0f, 0.15f); + [Range(0.001f, 0.02f)] + [Tooltip("扫描线厚度")] + public float scanlineThickness = 0.005f; + + [Header("闪烁效果")] + [Tooltip("启用闪烁")] + public bool enableFlicker = true; + [Range(0f, 0.5f)] + [Tooltip("闪烁强度")] + public float flickerIntensity = 0.05f; + [Range(1f, 30f)] + [Tooltip("闪烁频率")] + public float flickerFrequency = 10f; + + [Header("边框暗角")] + [Tooltip("启用边框暗角")] + public bool enableVignette = true; + [Range(0f, 1f)] + [Tooltip("暗角强度")] + public float vignetteIntensity = 0.3f; + [Tooltip("暗角颜色")] + public Color vignetteColor = new Color(0f, 0f, 0f, 0.5f); + + [Header("颜色失真")] + [Tooltip("启用色差")] + public bool enableChromaticAberration = false; + [Range(0f, 0.05f)] + [Tooltip("色差偏移量")] + public float chromaticOffset = 0.01f; + + // 内部状态 + private float noiseTimer = 0f; + private float flickerValue = 1f; + private System.Random noiseRandom; + + private void OnEnable() + { + noiseRandom = new System.Random(42); + } + + private void Update() + { + // 更新噪点动画 + noiseTimer += Time.deltaTime * 20f; + if (noiseTimer > 1000f) noiseTimer = 0f; + + // 更新闪烁 + if (enableFlicker) + { + flickerValue = 1f - flickerIntensity * Mathf.PerlinNoise(Time.time * flickerFrequency, 0f); + } + else + { + flickerValue = 1f; + } + + // 重新生成噪点种子 + noiseRandom = new System.Random((int)(Time.time * 60f) % 10000); + } + + public override void DrawShapes(Camera cam) + { + if (!enabled) return; + + using (Draw.Command(cam)) + { + Draw.BlendMode = ShapesBlendMode.Transparent; + Draw.ZTest = UnityEngine.Rendering.CompareFunction.Always; + + // 绘制暗角 + if (enableVignette) + { + DrawVignette(); + } + + // 绘制扫描线 + if (enableScanlines) + { + DrawScanlines(); + } + + // 绘制噪点 + if (enableNoise) + { + DrawNoise(); + } + } + } + + private void DrawNoise() + { + float halfWidth = areaSize.x / 2f; + float halfHeight = areaSize.y / 2f; + + // 根据闪烁调整噪点数量 + int actualDensity = Mathf.RoundToInt(noiseDensity * noiseIntensity * flickerValue); + + for (int i = 0; i < actualDensity; i++) + { + // 使用随机数生成器获取位置 + float x = areaCenter.x + (float)(noiseRandom.NextDouble() * 2 - 1) * halfWidth; + float y = areaCenter.y + (float)(noiseRandom.NextDouble() * 2 - 1) * halfHeight; + float z = areaCenter.z; + + // 随机亮度 + float brightness = (float)noiseRandom.NextDouble(); + Color pointColor = noiseColor; + pointColor.a = noiseColor.a * brightness * flickerValue; + + // 随机大小 + float size = noiseSize * (0.5f + (float)noiseRandom.NextDouble()); + + Draw.Disc(new Vector3(x, y, z), size, pointColor); + } + } + + private void DrawScanlines() + { + float halfWidth = areaSize.x / 2f; + float halfHeight = areaSize.y / 2f; + + // 计算扫描线间距 + float spacing = areaSize.y / scanlineCount; + + Draw.LineGeometry = LineGeometry.Flat2D; + Draw.Thickness = scanlineThickness; + + Color lineColor = scanlineColor; + lineColor.a = scanlineColor.a * scanlineIntensity * flickerValue; + + for (int i = 0; i < scanlineCount; i++) + { + float y = areaCenter.y - halfHeight + spacing * i + spacing * 0.5f; + + // 添加轻微的闪烁变化 + float lineAlpha = lineColor.a * (0.8f + 0.2f * Mathf.Sin(y * 10f + Time.time * 5f)); + Color finalColor = lineColor; + finalColor.a = lineAlpha; + + Vector3 start = new Vector3(areaCenter.x - halfWidth, y, areaCenter.z); + Vector3 end = new Vector3(areaCenter.x + halfWidth, y, areaCenter.z); + + Draw.Line(start, end, finalColor); + } + } + + private void DrawVignette() + { + float halfWidth = areaSize.x / 2f; + float halfHeight = areaSize.y / 2f; + + // 绘制四个角落的暗角渐变(使用多个半透明矩形模拟) + int steps = 8; + for (int i = 0; i < steps; i++) + { + float t = (float)i / steps; + float alpha = vignetteColor.a * vignetteIntensity * (1f - t) * flickerValue; + Color cornerColor = vignetteColor; + cornerColor.a = alpha * 0.3f; + + float cornerSize = Mathf.Lerp(areaSize.x * 0.3f, 0.1f, t); + float offset = cornerSize * 0.5f; + + // 四个角落 + Vector3[] corners = new Vector3[] + { + new Vector3(areaCenter.x - halfWidth + offset, areaCenter.y + halfHeight - offset, areaCenter.z), + new Vector3(areaCenter.x + halfWidth - offset, areaCenter.y + halfHeight - offset, areaCenter.z), + new Vector3(areaCenter.x - halfWidth + offset, areaCenter.y - halfHeight + offset, areaCenter.z), + new Vector3(areaCenter.x + halfWidth - offset, areaCenter.y - halfHeight + offset, areaCenter.z) + }; + + foreach (var corner in corners) + { + Draw.Disc(corner, cornerSize, cornerColor); + } + } + } + + /// + /// 设置覆盖区域(可以从 LanguageParticleManager 获取 Canvas 区域) + /// + public void SetArea(Vector3 center, Vector2 size) + { + areaCenter = center; + areaSize = size; + } + + /// + /// 设置效果强度(0-1) + /// + public void SetIntensity(float intensity) + { + intensity = Mathf.Clamp01(intensity); + noiseIntensity = intensity * 0.15f; + scanlineIntensity = intensity * 0.1f; + flickerIntensity = intensity * 0.05f; + vignetteIntensity = intensity * 0.3f; + } + + private void OnDrawGizmosSelected() + { + // 在编辑器中显示效果区域 + Gizmos.color = new Color(0f, 1f, 0f, 0.3f); + Gizmos.DrawWireCube(areaCenter, new Vector3(areaSize.x, areaSize.y, 0.01f)); + } + } +} diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/NoiseOverlayRenderer.cs.meta b/Assets/Scripts/MiniGame/HuoShan/Language/NoiseOverlayRenderer.cs.meta new file mode 100644 index 000000000..beaf4d286 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Language/NoiseOverlayRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 57d1019031cb5934a915778ed48d82f9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/TextParticle.cs b/Assets/Scripts/MiniGame/HuoShan/Language/TextParticle.cs index db0d4760f..7a21b25b6 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Language/TextParticle.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Language/TextParticle.cs @@ -18,13 +18,22 @@ namespace AibisDream.MiniGame.Language public Vector2 velocity; public float alpha; public float baseAlpha = 1f; - public float size = 3f; + public float size = 4f; public float probability = 1f; public string currentChar; [Header("状态")] public bool isStatic = false; public bool isCalmed = false; + + [Header("发光设置")] + protected bool enableGlow = true; + protected float glowIntensity = 1.5f; // HDR 发光强度 + protected float underlayOffsetX = 0f; + protected float underlayOffsetY = 0f; + protected float underlayDilate = 0.3f; + protected float underlaySoftness = 0.5f; + protected Color underlayColor = new Color(1f, 1f, 1f, 0.5f); // 底层发光颜色 protected float changeTimer; protected float changeInterval = 1f; @@ -46,6 +55,7 @@ namespace AibisDream.MiniGame.Language if (textMesh == null) { var textObj = new GameObject("Text"); + textObj.layer = gameObject.layer; // 继承父对象的 layer textObj.transform.SetParent(transform, false); // 添加 RectTransform(在 Canvas 下必需) @@ -80,6 +90,7 @@ namespace AibisDream.MiniGame.Language if (glowSprite == null) { var glowObj = new GameObject("Glow"); + glowObj.layer = gameObject.layer; // 继承父对象的 layer glowObj.transform.SetParent(transform); glowObj.transform.localPosition = Vector3.zero; glowObj.transform.localScale = Vector3.one * 0.5f; @@ -210,6 +221,56 @@ namespace AibisDream.MiniGame.Language Color color = textMesh.color; color.a = alpha; // alpha 已经是 0-1 范围 textMesh.color = color; + + // 应用 HDR 发光效果 + if (enableGlow && glowIntensity > 1f) + { + ApplyHDRGlow(); + } + } + } + + /// + /// 应用 HDR 发光效果(配合 Bloom 后处理) + /// + protected void ApplyHDRGlow() + { + if (textMesh == null || textMesh.fontMaterial == null) + return; + + // 使用 TMP 材质的 Underlay 功能来实现发光效果 + // 这需要材质支持 Underlay(大多数 TMP shader 都支持) + Material mat = textMesh.fontMaterial; + + // 启用 Underlay + if (mat.HasProperty(ShaderUtilities.ID_UnderlayOffsetX)) + { + mat.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, underlayOffsetX); + mat.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, underlayOffsetY); + mat.SetFloat(ShaderUtilities.ID_UnderlayDilate, underlayDilate); + mat.SetFloat(ShaderUtilities.ID_UnderlaySoftness, underlaySoftness); + + // 设置底层颜色为 HDR 颜色 + Color hdrUnderlayColor = new Color( + underlayColor.r * glowIntensity, + underlayColor.g * glowIntensity, + underlayColor.b * glowIntensity, + underlayColor.a * alpha + ); + mat.SetColor(ShaderUtilities.ID_UnderlayColor, hdrUnderlayColor); + } + + // 也可以让主文字颜色使用 HDR + if (mat.HasProperty(ShaderUtilities.ID_FaceColor)) + { + Color baseColor = textMesh.color; + Color hdrFaceColor = new Color( + baseColor.r * glowIntensity, + baseColor.g * glowIntensity, + baseColor.b * glowIntensity, + baseColor.a + ); + mat.SetColor(ShaderUtilities.ID_FaceColor, hdrFaceColor); } } @@ -227,6 +288,30 @@ namespace AibisDream.MiniGame.Language SetupFont(); } + /// + /// 设置发光效果参数 + /// + /// 是否启用发光 + /// HDR 发光强度(大于1会被 Bloom 捕捉) + /// 发光底层颜色 + public void SetGlowSettings(bool enabled, float intensity, Color glowColor) + { + enableGlow = enabled; + glowIntensity = Mathf.Max(1f, intensity); + underlayColor = glowColor; + } + + /// + /// 设置发光底层参数(更精细控制) + /// + public void SetUnderlaySettings(float dilate, float softness, float offsetX = 0f, float offsetY = 0f) + { + underlayDilate = Mathf.Clamp(dilate, 0f, 1f); + underlaySoftness = Mathf.Clamp(softness, 0f, 1f); + underlayOffsetX = offsetX; + underlayOffsetY = offsetY; + } + /// /// 内部方法:设置字体 /// diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform.meta b/Assets/Scripts/MiniGame/HuoShan/Waveform.meta new file mode 100644 index 000000000..3cbcc98f2 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2cec880b50cf3c2488c899db79f1ef14 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform/README_WaveformSetup.md b/Assets/Scripts/MiniGame/HuoShan/Waveform/README_WaveformSetup.md new file mode 100644 index 000000000..495370133 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform/README_WaveformSetup.md @@ -0,0 +1,294 @@ +# 火山波形系统设计文档 + +## 一、设计理念 + +### 波形的叙事意义 + +``` +┌─────────────────────────────────────────────────────────────────────┐ +│ 火山的滤波器处理流程 │ +├─────────────────────────────────────────────────────────────────────┤ +│ │ +│ 情绪波形(悲伤/焦虑) ──┐ │ +│ ▼ 低频、沉重、颤抖 │ │ +│ │ │ +│ ▼ │ +│ ┌──────────┐ │ +│ │ 限幅检查 │ ← 通过 │ +│ └────┬─────┘ │ +│ │ │ +│ ▼ │ +│ ┌──────────┐ │ +│ │ 屏蔽检查 │ ← 通过 │ +│ └────┬─────┘ │ +│ │ │ +│ ▼ │ +│ ┌──────────┐ │ +│ │【修改器】 │ ← 悲伤 → 亢奋(笑话) ⚠️ │ +│ └────┬─────┘ │ +│ │ │ +│ 逻辑波形(简单方波) ──┐ │ │ +│ ▼ 规则、清晰、可预测 │ │ │ +│ │ │ │ +│ ▼ ▼ │ +│ ┌──────────┐ │ +│ │ 混合 │ │ +│ └────┬─────┘ │ +│ │ │ +│ ▼ │ +│ 滤波器输出(逻辑 + 笑话波形) │ +│ ▼ 包含逻辑成分,但情绪被篡改 │ +│ │ │ +│ ▼ │ +│ 表达模块(调用高频笑话频段) │ +│ │ +└─────────────────────────────────────────────────────────────────────┘ +``` + +### 波形类型说明 + +| 波形ID | 名称 | 视觉特征 | 叙事意义 | +|--------|------|----------|----------| +| `emotion` | 情绪波形 | 低频、缓慢起伏、带颤抖和下沉感 | 悲伤/焦虑/恐惧的情绪 | +| `logic` | 逻辑波形 | 简单方波、规则清晰 | 理性思考、逻辑判断 | +| `joke` | 笑话波形 | 高频、尖锐、快速起伏 | 被修改后的亢奋情绪 | +| `filter_output` | 滤波器输出(异常) | 逻辑骨架 + 笑话波形 | 调用笑话表达的异常信号 | +| `normal_output` | 滤波器输出(正常) | 逻辑 + 情绪的和谐混合 | 正常的表达信号 | + +### 比对逻辑 + +波形比对的核心设计: + +``` +滤波器输出(filter_output) vs 逻辑(logic) +→ 匹配成功 ✓ +→ 因为滤波器输出包含逻辑成分 + +滤波器输出(filter_output) vs 情绪(emotion) +→ 匹配失败 ✗ +→ 因为原始情绪已被修改器篡改成笑话 + +正常输出(normal_output) vs 逻辑/情绪 +→ 匹配成功 ✓ +→ 修复后的输出包含两种成分 +``` + +--- + +## 二、Yarn命令参考 + +### 基础波形显示 + +```yarn +// 显示指定波形 +<> // 情绪波形 +<> // 逻辑波形 +<> // 笑话波形 +<> // 滤波器输出(异常) +<> // 滤波器输出(正常) + +// 隐藏波形 +<> + +// 完全隐藏设备(滑出) +<> +``` + +### 波形变换 + +```yarn +// 展示情绪被修改成笑话的过程 +<> +``` + +### 波形比对(自动判断) + +```yarn +// 滤波器输出 vs 逻辑 → 自动匹配成功 +<> + +// 滤波器输出 vs 情绪 → 自动匹配失败 +<> +``` + +### 步进模式(展示完整滤波器流程) + +```yarn +// 方式一:自动步进(推荐) +<> +<> // Step 1: 逻辑输入 +<> // Step 2: 情绪输入 +<> // Step 3: 限幅检查 +<> // Step 4: 屏蔽检查 +<> // Step 5: 修改器执行(关键!) +<> // Step 6: 混合输出 +<> + +// 方式二:手动控制 +<> +<> +// ... 自定义逻辑 +<> +``` + +### RAM报错效果 + +```yarn +<> // 8个错误,0.25秒间隔 +<> +``` + +--- + +## 三、Unity配置指南 + +### 1. 创建波形配置 + +1. 在Project窗口右键 +2. 选择 `Create > AibisDream > Waveform > Waveform Config` +3. 配置各波形的颜色和参数 + +### 2. 设置波形检测器 + +``` +场景层级结构: +WaveformDetector (GameObject) +├── DeviceContainer (Transform - 用于滑动动画) +│ ├── Background (可选 - 设备背景) +│ ├── PrimaryWaveform (带LineRenderer和WaveformRenderer) +│ │ └── GlowPoint (SpriteRenderer - 发光点) +│ ├── SecondaryWaveform (带LineRenderer和WaveformRenderer) +│ │ └── GlowPoint +│ ├── TertiaryWaveform (带LineRenderer和WaveformRenderer,用于步进模式) +│ │ └── GlowPoint +│ ├── StepProgressPanel (步进UI) +│ │ ├── StepText (Text) +│ │ ├── StepSlider (Slider) +│ │ └── StepDescriptionText (Text) +│ └── CompareResultPanel +│ └── ResultText (Text) +└── CanvasGroup (用于淡入淡出) +``` + +### 3. 组件配置 + +#### WaveformDetector 组件 + +| 属性 | 说明 | +|------|------| +| Waveform Config | 拖入创建的 WaveformConfig | +| Device Container | DeviceContainer Transform | +| Primary/Secondary/Tertiary Waveform | 三个波形渲染器 | +| Hidden Position | 隐藏时的位置(屏幕外) | +| Shown Position | 显示时的位置 | +| Compare Position 1/2 | 比对时两个波形的位置 | +| Step Input/Process/Output Position | 步进模式的位置 | + +#### WaveformRenderer 组件 + +| 属性 | 说明 | +|------|------| +| Wave Type | 波形类型(运行时会被配置覆盖) | +| Wave Height | 波形高度 | +| Wave Width | 波形宽度 | +| Wave Speed | 波形滚动速度 | +| Resolution | 线条分辨率(推荐200) | +| Line Width | 线条粗细 | +| Show Glow Point | 是否显示发光点 | + +--- + +## 四、波形视觉设计建议 + +### 颜色方案 + +``` +情绪波形(悲伤): +- Primary: #4D66CC (深蓝) +- Secondary: #804DB3 (紫) + +逻辑波形: +- Primary: #33CC66 (绿) +- Secondary: #4DE680 (亮绿) + +笑话波形(亢奋): +- Primary: #FF9933 (橙) +- Secondary: #FF6666 (红橙) + +滤波器输出(异常): +- Primary: #FF804D (橙红) +- Secondary: #CC994D (暗橙) + +正常输出: +- Primary: #66B3CC (青) +- Secondary: #80CC99 (青绿) +``` + +### 动画建议 + +1. **情绪波形**: 慢速(0.8),低频,带有不规则颤抖 +2. **逻辑波形**: 中速(2.0),规则方波 +3. **笑话波形**: 快速(4.0),高频,尖锐 +4. **变换动画**: 1.5秒,带抖动效果 +5. **比对动画**: 搜索+靠近+结果(成功闪烁/失败抖动) + +--- + +## 五、典型使用场景 + +### 场景1: 初次检查滤波器输出 + +```yarn +医生: 让我看看滤波器输出... +<> +医生: 这个波形看起来很奇怪,让我和逻辑模块对比一下。 +<> +医生: 逻辑部分是对的...再和情绪模块对比。 +<> +医生: 情绪波形完全对不上!问题出在这里。 +<> +``` + +### 场景2: 步进查看滤波器流程 + +```yarn +医生: 让我进入步进模式,看看滤波器内部发生了什么。 +<> + +医生: 首先是逻辑模块输入... +<> +医生: 检测通过,没问题。 + +医生: 然后是情绪模块输入... +<> +医生: 好的,情绪信号进来了。 + +医生: 限幅器检查... +<> +医生: 幅度正常。 + +医生: 屏蔽器检查... +<> +医生: 没有需要屏蔽的内容。 + +医生: 现在是修改器... +<> +医生: 等等!情绪波形被修改了!原本的悲伤变成了...亢奋? + +医生: 最后混合输出... +<> +医生: 所以这就是为什么他不停讲笑话。悲伤的情绪被转换成了笑话。 + +<> +``` + +### 场景3: 展示修改过程 + +```yarn +医生: 让我展示一下情绪是如何被修改的。 +<> +医生: 这是原本的情绪波形,你能感受到那种悲伤和焦虑吗? +<> +医生: 修改器把它变成了这样——一个亢奋的、尖锐的笑话信号。 +<> +``` diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform/README_WaveformSetup.md.meta b/Assets/Scripts/MiniGame/HuoShan/Waveform/README_WaveformSetup.md.meta new file mode 100644 index 000000000..2e3d92501 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform/README_WaveformSetup.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6792613a724af2e41ad900dbe1b123c9 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformConfig.cs b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformConfig.cs new file mode 100644 index 000000000..3d0842653 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformConfig.cs @@ -0,0 +1,208 @@ +using UnityEngine; + +namespace AibisDream.MiniGame.HuoShan +{ + /// + /// 波形配置 + /// 定义各个模块的波形类型和视觉参数 + /// + [CreateAssetMenu(fileName = "WaveformConfig", menuName = "AibisDream/Waveform/Waveform Config")] + public class WaveformConfig : ScriptableObject + { + [Header("情绪模块波形 - 悲伤/焦虑/恐惧")] + [Tooltip("低频、缓慢起伏、通过谐波叠加表达情绪")] + public WaveformSettings emotionWaveform = new WaveformSettings + { + waveformId = "emotion", + displayName = "情绪模块", + waveType = WaveformType.Emotion, + primaryColor = new Color(0.3f, 0.4f, 0.8f, 1f), // 深蓝色(悲伤) + secondaryColor = new Color(0.5f, 0.3f, 0.7f, 1f), // 紫色(焦虑) + waveHeight = 0.8f, + waveSpeed = 0.8f, // 慢速,沉重感 + frequency = 1f, + // 谐波配置:基波为主,二次/三次谐波辅助 + harmonicA1 = 0.55f, + harmonicA2 = 0.28f, + harmonicA3 = 0.12f, + harmonicPhase2 = 0.3f, + harmonicPhase3 = 0.5f, + verticalOffset = -0.08f + }; + + [Header("逻辑模块波形 - 简单方波(低幅度)")] + [Tooltip("规则、简单、清晰的方波,幅度很低")] + public WaveformSettings logicWaveform = new WaveformSettings + { + waveformId = "logic", + displayName = "逻辑模块", + waveType = WaveformType.Logic, + primaryColor = new Color(0.2f, 0.8f, 0.4f, 1f), // 绿色 + secondaryColor = new Color(0.3f, 0.9f, 0.5f, 1f), + waveHeight = 0.25f, // 低幅度,方便被笑话"淹没"但形状可见 + waveSpeed = 1.5f, + frequency = 1f // 低频率,清晰的方波 + }; + + [Header("被修改后的情绪 - 笑话/亢奋(高幅度尖锐)")] + [Tooltip("高频、尖锐、快速起伏,幅度很高")] + public WaveformSettings jokeWaveform = new WaveformSettings + { + waveformId = "joke", + displayName = "笑话信号", + waveType = WaveformType.Joke, + primaryColor = new Color(1f, 0.6f, 0.2f, 1f), // 橙色(亢奋) + secondaryColor = new Color(1f, 0.4f, 0.4f, 1f), // 红橙色 + waveHeight = 1.0f, // 高幅度,尖锐的笑话信号 + waveSpeed = 3f, + frequency = 4f // 高频,快速变化 + }; + + [Header("滤波器输出 - 真正的合成波形")] + [Tooltip("逻辑 + 笑话波形的真实相加叠加")] + public WaveformSettings filterOutputWaveform = new WaveformSettings + { + waveformId = "filter_output", + displayName = "滤波器输出", + waveType = WaveformType.FilterOutput, + primaryColor = new Color(1f, 0.5f, 0.3f, 1f), + secondaryColor = new Color(0.8f, 0.6f, 0.3f, 1f), + waveHeight = 1.0f, + waveSpeed = 2f, + frequency = 2f // 使用中等频率,让合成效果更明显 + }; + + [Header("合成参数")] + [Tooltip("逻辑波形在合成中的权重(建议0.2-0.4,低但可见)")] + [Range(0.1f, 1f)] + public float logicSynthWeight = 0.3f; + + [Tooltip("笑话波形在合成中的权重(建议0.7-1.0,占主导)")] + [Range(0.1f, 1f)] + public float jokeSynthWeight = 0.85f; + + [Header("正常的滤波器输出")] + [Tooltip("逻辑 + 正常情绪的混合(修复后)")] + public WaveformSettings normalOutputWaveform = new WaveformSettings + { + waveformId = "normal_output", + displayName = "滤波器输出(正常)", + waveType = WaveformType.NormalOutput, + primaryColor = new Color(0.4f, 0.7f, 0.8f, 1f), // 青色 + secondaryColor = new Color(0.5f, 0.8f, 0.6f, 1f), + waveHeight = 0.8f, + waveSpeed = 1.5f, + frequency = 1.5f + }; + + /// + /// 根据ID获取波形配置 + /// + public WaveformSettings GetWaveformById(string waveformId) + { + switch (waveformId) + { + case "emotion": + case "emotion_sine": // 兼容旧ID + return emotionWaveform; + case "logic": + case "logic_square": // 兼容旧ID + return logicWaveform; + case "joke": + return jokeWaveform; + case "filter_output": + case "filter_sawtooth": // 兼容旧ID + return filterOutputWaveform; + case "normal_output": + case "filter_normal": // 兼容旧ID + return normalOutputWaveform; + default: + Debug.LogWarning($"未找到波形配置: {waveformId}"); + return emotionWaveform; + } + } + } + + /// + /// 波形设置 + /// + [System.Serializable] + public class WaveformSettings + { + [Tooltip("波形ID,用于在Yarn脚本中引用")] + public string waveformId; + + [Tooltip("显示名称")] + public string displayName; + + [Tooltip("波形类型")] + public WaveformType waveType; + + [Tooltip("主颜色")] + public Color primaryColor = Color.cyan; + + [Tooltip("次要颜色(用于渐变)")] + public Color secondaryColor = Color.blue; + + [Tooltip("波形高度")] + [Range(0.1f, 2f)] + public float waveHeight = 1f; + + [Tooltip("波形速度")] + [Range(0.1f, 10f)] + public float waveSpeed = 2f; + + [Tooltip("波形频率")] + [Range(0.5f, 10f)] + public float frequency = 1f; + + [Header("谐波配置(用于情绪波形的傅里叶合成)")] + [Tooltip("基波振幅(主导波形)")] + [Range(0.1f, 1f)] + public float harmonicA1 = 0.55f; + + [Tooltip("二次谐波振幅")] + [Range(0f, 0.5f)] + public float harmonicA2 = 0.28f; + + [Tooltip("三次谐波振幅")] + [Range(0f, 0.3f)] + public float harmonicA3 = 0.12f; + + [Tooltip("二次谐波相位偏移")] + [Range(0f, 1f)] + public float harmonicPhase2 = 0.3f; + + [Tooltip("三次谐波相位偏移")] + [Range(0f, 1f)] + public float harmonicPhase3 = 0.5f; + + [Tooltip("整体偏移(负值表示下沉,用于表达压抑感)")] + [Range(-0.3f, 0.3f)] + public float verticalOffset = -0.08f; + } + + /// + /// 波形类型 + /// + public enum WaveformType + { + /// 情绪模块 - 悲伤/焦虑/恐惧(低频、沉重、颤抖) + Emotion, + + /// 逻辑模块 - 简单方波 + Logic, + + /// 被修改后的情绪 - 笑话/亢奋(高频、尖锐) + Joke, + + /// 滤波器输出 - 逻辑 + 笑话的混合(异常状态) + FilterOutput, + + /// 滤波器输出 - 逻辑 + 正常情绪的混合(正常状态) + NormalOutput, + + /// 波形变换中间态 + Transforming + } +} diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformConfig.cs.meta b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformConfig.cs.meta new file mode 100644 index 000000000..f0e668c31 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformConfig.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a938a8347e1c9242b374e0885cd0e2f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformDetector.cs b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformDetector.cs new file mode 100644 index 000000000..4d8fd5d17 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformDetector.cs @@ -0,0 +1,1029 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.UI; +using DG.Tweening; +using AibisDream.FixSystem; + +namespace AibisDream.MiniGame.HuoShan +{ + /// + /// 波形检测器 - 用于显示和分析波形 + /// + /// 功能: + /// - 显示各种波形(情绪、逻辑、笑话等) + /// - 扫描模式:拖动进度条寻找清晰波形 + /// - 波形效果:检测闪烁、变换动画等 + /// + public class WaveformDetector : MonoBehaviour + { + #region 序列化字段 + + [Header("设备配置")] + [SerializeField] private WaveformConfig waveformConfig; + [SerializeField] private Transform deviceContainer; + + [Header("波形渲染器")] + [SerializeField] private WaveformRenderer primaryWaveform; + + [Header("动画设置")] + [SerializeField] private Vector2 hiddenPosition = new Vector2(800f, 0f); + [SerializeField] private Vector2 shownPosition = new Vector2(0f, 0f); + [SerializeField] private float slideInDuration = 0.5f; + [SerializeField] private float slideOutDuration = 0.3f; + // 复古机械感:避免OutBack/InBack这种“弹簧感”过强的曲线 + [SerializeField] private Ease slideInEase = Ease.OutCubic; + [SerializeField] private Ease slideOutEase = Ease.InCubic; + + [Header("扫描UI")] + [SerializeField] private GameObject scannerPanel; + [SerializeField] private Slider scanSlider; + [SerializeField] private RawImage visitedAreaImage; + [SerializeField] private Text scanStatusText; + [SerializeField] private Button lockButton; + [SerializeField] private Text lockButtonText; + + [Header("扫描设置")] + [SerializeField] private float clearPointPosition = 0.35f; + [SerializeField] private float clearThreshold = 0.15f; + [SerializeField] private float visitedCoverageRequired = 0.9f; + [SerializeField] private float notFoundDelay = 1f; + + [Header("扫描表现")] + [SerializeField] private float scanBlurClarity = 0.06f; + [SerializeField] private float scanBlurNoise = 0.75f; + [SerializeField] private float scanClearNoise = 0.08f; + [SerializeField] private float scanClarityWidth = 0.06f; + [SerializeField] private float scanClarityRangeMultiplier = 2.0f; + [SerializeField] private float scanClarityPower = 2.2f; + [SerializeField] private float scanLogicSwitchClarity = 0.7f; + [SerializeField] private Vector2 scanFilterLogicWeightRange = new Vector2(0.35f, 0.6f); + [SerializeField] private Vector2 scanFilterJokeWeightRange = new Vector2(0.7f, 0.3f); + + [Header("结果UI")] + [SerializeField] private GameObject resultPanel; + [SerializeField] private Text resultText; + + [Header("连接状态")] + [SerializeField] private Text connectionStatusText; + [SerializeField] private Image connectionIndicator; + + [Header("复古机械风格(UI/提示色)")] + [SerializeField] private bool useMechanicalUiStyle = true; + [SerializeField] private Color uiOnlineColor = new Color(0.30f, 0.90f, 0.55f, 1f); // CRT绿 + [SerializeField] private Color uiOfflineColor = new Color(0.40f, 0.40f, 0.40f, 1f); + [SerializeField] private Color uiWarnColor = new Color(1.00f, 0.70f, 0.20f, 1f); // 仪表琥珀 + [SerializeField] private Color uiErrorColor = new Color(0.95f, 0.30f, 0.25f, 1f); + [SerializeField] private Color visitedColor = new Color(0.30f, 0.90f, 0.55f, 0.65f); + [SerializeField] private Color unvisitedColor = new Color(0.18f, 0.18f, 0.18f, 0.35f); + [SerializeField] private Color sweepScanLineColor = new Color(1.00f, 0.70f, 0.20f, 0.85f); + + [Header("复古机械风格(文案)")] + [SerializeField] private string statusPrefix = "状态:"; + [SerializeField] private string scanCalibratingText = "校准中:调节游标,寻找稳定窗口…"; + [SerializeField] private string scanSearchingText = "扫描中:寻找稳定窗口…"; + [SerializeField] private string scanFineTuneText = "信号趋稳:继续微调…"; + [SerializeField] private string scanReadyToLockText = "信号稳定:允许锁定"; + [SerializeField] private string scanCompletedNotFoundText = "扫描完成:未检出匹配波形"; + [SerializeField] private string emotionNotFoundText = "扫描完成:输出端未检出原始情绪波形"; + + [Header("音效")] + [SerializeField] private AudioClip scanSound; + [SerializeField] private AudioClip lockSound; + [SerializeField] private AudioClip notFoundSound; + [SerializeField] private AudioClip connectSound; + [SerializeField] private AudioClip transformSound; + + #endregion + + #region 私有字段 + + private bool _isShown = false; + private AudioSource _audioSource; + + // 扫描模式 + private bool _isScanMode = false; + private ScanMode _currentScanMode = ScanMode.None; + private bool _isLocked = false; + private float _lockedPosition = 0f; + private string _lockedTimestamp = ""; + + // 已访问区域追踪 + private bool[] _visitedSegments; + private int _segmentCount = 100; + private float _visitedCoverage = 0f; + private bool _fullyCovered = false; + private float _notFoundTimer = 0f; + private bool _notFoundTriggered = false; + private Texture2D _visitedTexture; + + // 当前连接的模块 + private string _connectedModuleId = ""; + + #endregion + + #region 枚举 + + public enum ScanMode + { + None, + Logic, + Emotion + } + + #endregion + + #region 属性 + + public bool IsShown => _isShown; + public bool IsScanMode => _isScanMode; + public bool IsLocked => _isLocked; + public bool FullyCovered => _fullyCovered; + public bool NotFoundTriggered => _notFoundTriggered; + public string LockedTimestamp => _lockedTimestamp; + public string ConnectedModuleId => _connectedModuleId; + + #endregion + + #region 生命周期 + + private void Awake() + { + _audioSource = GetComponent(); + if (_audioSource == null) + { + _audioSource = gameObject.AddComponent(); + } + + if (deviceContainer != null) + { + deviceContainer.localPosition = hiddenPosition; + } + + HideAllPanels(); + + _visitedSegments = new bool[_segmentCount]; + CreateVisitedTexture(); + + if (scanSlider != null) + { + scanSlider.onValueChanged.AddListener(OnScanSliderChanged); + } + if (lockButton != null) + { + lockButton.onClick.AddListener(OnLockButtonClicked); + } + + FixSystemCenter.SystemDic.Register(this); + } + + private void OnDestroy() + { + if (scanSlider != null) + { + scanSlider.onValueChanged.RemoveListener(OnScanSliderChanged); + } + if (lockButton != null) + { + lockButton.onClick.RemoveListener(OnLockButtonClicked); + } + + if (_visitedTexture != null) + { + Destroy(_visitedTexture); + } + + FixSystemCenter.SystemDic.Unregister(); + } + + private void Update() + { + if (_isScanMode && _currentScanMode == ScanMode.Emotion && _fullyCovered && !_notFoundTriggered) + { + _notFoundTimer += Time.deltaTime; + if (_notFoundTimer >= notFoundDelay) + { + TriggerNotFound(); + } + } + } + + private void HideAllPanels() + { + if (scannerPanel != null) scannerPanel.SetActive(false); + if (resultPanel != null) resultPanel.SetActive(false); + } + + #endregion + + #region 设备显示/隐藏 + + public IEnumerator Show(float duration = -1f) + { + if (_isShown) yield break; + + float actualDuration = duration > 0 ? duration : slideInDuration; + _isShown = true; + + if (deviceContainer != null) + { + // 这里使用localPosition初始化,因此也使用DOLocalMove,避免世界坐标导致的“漂移感” + yield return deviceContainer.DOMove(shownPosition, actualDuration) + .SetEase(slideInEase) + .WaitForCompletion(); + } + } + + public IEnumerator Hide(float duration = -1f) + { + if (!_isShown) yield break; + + float actualDuration = duration > 0 ? duration : slideOutDuration; + _isShown = false; + + StopScanMode(); + + if (deviceContainer != null) + { + yield return deviceContainer.DOMove(hiddenPosition, actualDuration) + .SetEase(slideOutEase) + .WaitForCompletion(); + } + + if (primaryWaveform != null) primaryWaveform.SetVisible(false); + HideAllPanels(); + } + + #endregion + + #region 模块连接 + + public IEnumerator ConnectToModule(string moduleId) + { + if (!_isShown) + { + yield return Show(); + } + + _connectedModuleId = moduleId; + + PlaySound(connectSound); + + if (connectionStatusText != null) + { + connectionStatusText.text = useMechanicalUiStyle + ? $"LINK: ONLINE / {moduleId}" + : $"连接状态: 已联机 / {moduleId}"; + } + if (connectionIndicator != null) + { + connectionIndicator.color = useMechanicalUiStyle ? uiOnlineColor : new Color(0.35f, 0.85f, 0.55f); + } + + if (primaryWaveform != null) + { + var settings = waveformConfig.GetWaveformById("filter_output"); + primaryWaveform.ApplySettings(settings); + primaryWaveform.SetNoiseAmount(0.8f); + primaryWaveform.SetClarity(0f); + primaryWaveform.SetVisible(true); + } + + yield return new WaitForSeconds(0.3f); + } + + public void Disconnect() + { + _connectedModuleId = ""; + + if (connectionStatusText != null) + { + connectionStatusText.text = useMechanicalUiStyle ? "LINK: OFFLINE" : "连接状态: 断开"; + } + if (connectionIndicator != null) + { + connectionIndicator.color = useMechanicalUiStyle ? uiOfflineColor : new Color(0.45f, 0.45f, 0.45f); + } + + StopScanMode(); + } + + #endregion + + #region 波形显示 + + public IEnumerator ShowWaveform(string waveformId, float duration = 0.5f) + { + if (waveformConfig == null) + { + Debug.LogError("WaveformDetector: 波形配置未设置!"); + yield break; + } + + if (!_isShown) + { + yield return Show(); + } + + var settings = waveformConfig.GetWaveformById(waveformId); + + if (primaryWaveform != null) + { + primaryWaveform.ApplySettings(settings); + primaryWaveform.SetClarity(1f); + primaryWaveform.SetNoiseAmount(0f); + primaryWaveform.SetVisible(true); + + primaryWaveform.SetAlpha(0f); + float elapsed = 0f; + while (elapsed < duration) + { + elapsed += Time.deltaTime; + primaryWaveform.SetAlpha(elapsed / duration); + yield return null; + } + primaryWaveform.SetAlpha(1f); + } + } + + public IEnumerator HideWaveform(float duration = 0.3f) + { + if (primaryWaveform != null && primaryWaveform.gameObject.activeInHierarchy) + { + float elapsed = 0f; + while (elapsed < duration) + { + elapsed += Time.deltaTime; + primaryWaveform.SetAlpha(1f - elapsed / duration); + yield return null; + } + primaryWaveform.SetVisible(false); + } + } + + #endregion + + #region 扫描模式 + + public IEnumerator EnableScanMode(ScanMode mode, string label = "扫描波形") + { + if (!_isShown) + { + yield return Show(); + } + + _isScanMode = true; + _currentScanMode = mode; + _isLocked = false; + _notFoundTriggered = false; + _notFoundTimer = 0f; + + ResetVisitedArea(); + + if (mode == ScanMode.Logic) + { + clearPointPosition = Random.Range(0.25f, 0.45f); + } + else + { + clearPointPosition = -1f; + } + + if (primaryWaveform != null && string.IsNullOrEmpty(_connectedModuleId)) + { + yield return ConnectToModule("滤波器"); + } + + if (scannerPanel != null) + { + scannerPanel.SetActive(true); + } + if (scanSlider != null) + { + scanSlider.value = 0.5f; + scanSlider.interactable = true; + } + if (lockButton != null) + { + lockButton.interactable = false; + if (lockButtonText != null) + { + lockButtonText.text = "锁定"; + } + } + if (scanStatusText != null) + { + scanStatusText.text = useMechanicalUiStyle + ? $"{scanCalibratingText}({label})" + : $"校准中:移动游标{label}..."; + } + + UpdateWaveformByPosition(0.5f); + } + + private void OnScanSliderChanged(float value) + { + if (!_isScanMode || _isLocked) return; + + MarkVisited(value); + UpdateVisitedAreaDisplay(); + UpdateWaveformByPosition(value); + + bool isClear = IsNearClearPoint(value); + + if (lockButton != null) + { + lockButton.interactable = isClear && _currentScanMode == ScanMode.Logic; + } + + UpdateScanStatus(value, isClear); + } + + private void UpdateWaveformByPosition(float position) + { + if (primaryWaveform == null) return; + + if (_currentScanMode == ScanMode.Logic) + { + float distanceFromClear = Mathf.Abs(position - clearPointPosition); + float maxDistance = clearThreshold * scanClarityRangeMultiplier; + float t = 1f - Mathf.Clamp01(distanceFromClear / maxDistance); + float shaped = Mathf.Pow(t, scanClarityPower); + float clarity = Mathf.Lerp(scanBlurClarity, 1f, shaped); + float noiseAmount = Mathf.Lerp(scanBlurNoise, scanClearNoise, shaped); + + primaryWaveform.SetClarityPosition(position); + primaryWaveform.SetClarityWidth(scanClarityWidth); + primaryWaveform.SetClarity(clarity); + primaryWaveform.SetNoiseAmount(noiseAmount); + + if (clarity >= scanLogicSwitchClarity) + { + primaryWaveform.SetWaveType(WaveformType.Logic); + } + else + { + primaryWaveform.SetWaveType(WaveformType.FilterOutput); + float logicWeight = Mathf.Lerp(scanFilterLogicWeightRange.x, scanFilterLogicWeightRange.y, shaped); + float jokeWeight = Mathf.Lerp(scanFilterJokeWeightRange.x, scanFilterJokeWeightRange.y, shaped); + primaryWaveform.SetSynthesisWeights(logicWeight, jokeWeight); + } + } + else + { + primaryWaveform.SetClarityPosition(position); + primaryWaveform.SetClarity(0f); + primaryWaveform.SetNoiseAmount(0.8f); + } + } + + private bool IsNearClearPoint(float position) + { + if (_currentScanMode != ScanMode.Logic) return false; + return Mathf.Abs(position - clearPointPosition) < clearThreshold * 0.5f; + } + + private void UpdateScanStatus(float position, bool isClear) + { + if (scanStatusText == null) return; + + if (_currentScanMode == ScanMode.Logic) + { + if (isClear) + { + scanStatusText.text = useMechanicalUiStyle + ? $"{statusPrefix}{scanReadyToLockText}" + : "✓ 信号稳定,可执行锁定"; + } + else + { + float distanceFromClear = Mathf.Abs(position - clearPointPosition); + if (distanceFromClear < clearThreshold) + { + scanStatusText.text = useMechanicalUiStyle + ? $"{statusPrefix}{scanFineTuneText}" + : "信号趋稳中...继续微调"; + } + else + { + scanStatusText.text = useMechanicalUiStyle + ? $"{statusPrefix}{scanSearchingText}" + : "扫描中:寻找稳定窗口..."; + } + } + } + else + { + if (_fullyCovered) + { + scanStatusText.text = useMechanicalUiStyle + ? $"{statusPrefix}{scanCompletedNotFoundText}" + : "⚠ 扫描完成:未命中匹配波形"; + } + else + { + scanStatusText.text = useMechanicalUiStyle + ? $"{statusPrefix}扫描进度:{_visitedCoverage * 100:F0}%" + : $"扫描进度:{_visitedCoverage * 100:F0}%"; + } + } + } + + private void OnLockButtonClicked() + { + if (!_isScanMode || _isLocked) return; + if (_currentScanMode != ScanMode.Logic) return; + + float currentPosition = scanSlider != null ? scanSlider.value : 0.5f; + if (!IsNearClearPoint(currentPosition)) return; + + _isLocked = true; + _lockedPosition = currentPosition; + _lockedTimestamp = GenerateTimestamp(); + + PlaySound(lockSound); + + if (lockButton != null) + { + lockButton.interactable = false; + if (lockButtonText != null) + { + lockButtonText.text = "✓ 已锁定"; + } + } + if (scanSlider != null) + { + scanSlider.interactable = false; + } + if (scanStatusText != null) + { + scanStatusText.text = useMechanicalUiStyle + ? $"{statusPrefix}锁定完成 | 时间戳: {_lockedTimestamp}" + : $"✓ 锁定完成 | 时间戳: {_lockedTimestamp}"; + } + + if (primaryWaveform != null) + { + primaryWaveform.SetClarity(1f); + primaryWaveform.SetNoiseAmount(0f); + primaryWaveform.SetWaveType(WaveformType.Logic); + } + + Debug.Log($"WaveformDetector: 锁定成功,时间戳: {_lockedTimestamp}"); + } + + private void TriggerNotFound() + { + _notFoundTriggered = true; + + PlaySound(notFoundSound); + + if (scanStatusText != null) + { + scanStatusText.text = useMechanicalUiStyle + ? $"{statusPrefix}{emotionNotFoundText}" + : "⚠ 扫描完成:未检出原始情绪波形"; + } + if (scanSlider != null) + { + scanSlider.interactable = false; + } + + Debug.Log("WaveformDetector: 情绪波形未找到"); + } + + public void StopScanMode() + { + _isScanMode = false; + _currentScanMode = ScanMode.None; + _isLocked = false; + + if (scannerPanel != null) + { + scannerPanel.SetActive(false); + } + } + + #endregion + + #region 已访问区域追踪 + + private void CreateVisitedTexture() + { + _visitedTexture = new Texture2D(_segmentCount, 1, TextureFormat.RGBA32, false); + _visitedTexture.filterMode = FilterMode.Point; + _visitedTexture.wrapMode = TextureWrapMode.Clamp; + + if (visitedAreaImage != null) + { + visitedAreaImage.texture = _visitedTexture; + } + + ResetVisitedArea(); + } + + private void ResetVisitedArea() + { + for (int i = 0; i < _segmentCount; i++) + { + _visitedSegments[i] = false; + } + _visitedCoverage = 0f; + _fullyCovered = false; + + UpdateVisitedAreaDisplay(); + } + + private void MarkVisited(float position) + { + int segmentIndex = Mathf.Clamp((int)(position * _segmentCount), 0, _segmentCount - 1); + + int range = 3; + for (int i = segmentIndex - range; i <= segmentIndex + range; i++) + { + if (i >= 0 && i < _segmentCount) + { + _visitedSegments[i] = true; + } + } + + int visitedCount = 0; + for (int i = 0; i < _segmentCount; i++) + { + if (_visitedSegments[i]) visitedCount++; + } + _visitedCoverage = (float)visitedCount / _segmentCount; + _fullyCovered = _visitedCoverage >= visitedCoverageRequired; + } + + private void UpdateVisitedAreaDisplay() + { + if (_visitedTexture == null || visitedAreaImage == null) return; + + for (int i = 0; i < _segmentCount; i++) + { + // 使用序列化颜色,便于整体风格统一(CRT绿/暗底) + _visitedTexture.SetPixel(i, 0, _visitedSegments[i] ? visitedColor : unvisitedColor); + } + _visitedTexture.Apply(); + } + + #endregion + + #region 时间戳功能 + + private string GenerateTimestamp() + { + return $"07:12:{Random.Range(2, 10):D2}"; + } + + public IEnumerator ShowTimestampWaveform() + { + if (string.IsNullOrEmpty(_lockedTimestamp)) + { + Debug.LogWarning("WaveformDetector: 没有锁定的时间戳"); + yield break; + } + + StopScanMode(); + + if (primaryWaveform != null) + { + var settings = waveformConfig.GetWaveformById("emotion"); + primaryWaveform.ApplySettings(settings); + primaryWaveform.SetClarity(1f); + primaryWaveform.SetNoiseAmount(0f); + primaryWaveform.SetVisible(true); + } + + ShowResult(true, $"时间戳 [{_lockedTimestamp}] 的原始波形\n类型:情绪波形(悲伤/压抑)\n⚠ 注意:波形与当前输出不一致"); + + yield return new WaitForSeconds(0.5f); + } + + #endregion + + #region 结果显示 + + public void ShowResult(bool isSuccess, string message) + { + if (resultPanel != null) resultPanel.SetActive(true); + if (resultText != null) + { + resultText.text = message; + if (useMechanicalUiStyle) + { + resultText.color = isSuccess ? uiOnlineColor : uiErrorColor; + } + else + { + resultText.color = isSuccess ? new Color(0.65f, 0.95f, 0.75f) : new Color(0.95f, 0.45f, 0.45f); + } + } + } + + public void HideResult() + { + if (resultPanel != null) resultPanel.SetActive(false); + } + + #endregion + + #region 波形变换 + + public IEnumerator TransformWaveform(string fromWaveformId, string toWaveformId, float duration = 1f) + { + if (waveformConfig == null || primaryWaveform == null) yield break; + + var fromSettings = waveformConfig.GetWaveformById(fromWaveformId); + var toSettings = waveformConfig.GetWaveformById(toWaveformId); + + if (!_isShown) yield return Show(); + + primaryWaveform.ApplySettings(fromSettings); + primaryWaveform.SetClarity(1f); + primaryWaveform.SetNoiseAmount(0f); + primaryWaveform.SetVisible(true); + + PlaySound(transformSound); + primaryWaveform.StartTransform(fromSettings.waveType, toSettings.waveType); + + float elapsed = 0f; + while (elapsed < duration) + { + elapsed += Time.deltaTime; + float progress = elapsed / duration; + + primaryWaveform.UpdateTransformProgress(progress); + + Color currentPrimary = Color.Lerp(fromSettings.primaryColor, toSettings.primaryColor, progress); + Color currentSecondary = Color.Lerp(fromSettings.secondaryColor, toSettings.secondaryColor, progress); + primaryWaveform.SetColors(currentPrimary, currentSecondary); + + // 用透明度闪烁代替位置抖动 + if (progress > 0.3f && progress < 0.7f) + { + float intensity = 1 - Mathf.Abs(progress - 0.5f) * 2f; + float flicker = 0.7f + Mathf.Sin(progress * Mathf.PI * 20f) * intensity * 0.3f; + primaryWaveform.SetAlpha(flicker); + } + else + { + primaryWaveform.SetAlpha(1f); + } + + yield return null; + } + + primaryWaveform.FinishTransform(); + primaryWaveform.ApplySettings(toSettings); + primaryWaveform.SetAlpha(1f); + } + + #endregion + + #region 波形效果 + + private struct WaveformVisualState + { + public Color PrimaryColor; + public Color SecondaryColor; + public float Alpha; + public float Clarity; + public float ClarityPosition; + public float ClarityWidth; + public float NoiseAmount; + } + + private WaveformVisualState CaptureWaveformState() + { + return new WaveformVisualState + { + PrimaryColor = primaryWaveform.PrimaryColor, + SecondaryColor = primaryWaveform.SecondaryColor, + Alpha = primaryWaveform.CurrentAlpha, + Clarity = primaryWaveform.Clarity, + ClarityPosition = primaryWaveform.ClarityPosition, + ClarityWidth = primaryWaveform.ClarityWidth, + NoiseAmount = primaryWaveform.NoiseAmount + }; + } + + private void RestoreWaveformState(WaveformVisualState state) + { + primaryWaveform.SetColors(state.PrimaryColor, state.SecondaryColor); + primaryWaveform.SetClarity(state.Clarity); + primaryWaveform.SetClarityPosition(state.ClarityPosition); + primaryWaveform.SetClarityWidth(state.ClarityWidth); + primaryWaveform.SetNoiseAmount(state.NoiseAmount); + primaryWaveform.SetAlpha(state.Alpha); + } + + /// + /// 波形检测效果(闪烁) + /// + public IEnumerator WaveformCheckEffect(int blinkCount = 3, float blinkInterval = 0.15f) + { + if (primaryWaveform == null) yield break; + WaveformVisualState originalState = CaptureWaveformState(); + + primaryWaveform.SetClarity(Mathf.Max(originalState.Clarity, 0.4f)); + primaryWaveform.SetClarityWidth(Mathf.Max(originalState.ClarityWidth, 0.06f)); + primaryWaveform.SetNoiseAmount(Mathf.Max(originalState.NoiseAmount, 0.25f)); + + for (int i = 0; i < blinkCount; i++) + { + yield return SweepAnalysis(blinkInterval, 0.05f, 0.95f); + primaryWaveform.SetAlpha(0.6f); + yield return new WaitForSeconds(blinkInterval * 0.3f); + primaryWaveform.SetAlpha(originalState.Alpha); + } + + RestoreWaveformState(originalState); + } + + /// + /// 屏蔽词检测效果(扫描线从左到右扫过) + /// + public IEnumerator WaveformSweepCheck(int sweepCount = 2, float sweepDuration = 0.25f) + { + if (primaryWaveform == null) yield break; + + // 使用扫描线进行检测,不改变波形颜色 + primaryWaveform.SetScanLineColor(useMechanicalUiStyle ? sweepScanLineColor : new Color(0.2f, 0.75f, 0.85f, 0.85f)); + + for (int i = 0; i < sweepCount; i++) + { + yield return SweepWithScanLine(sweepDuration, 0.02f, 0.98f); + yield return new WaitForSeconds(0.05f); + } + + primaryWaveform.HideScanLine(); + } + + /// + /// 限幅检测效果(显示上下限线并闪烁) + /// + public IEnumerator WaveformRangeCheck(int pulseCount = 2, float pulseInterval = 0.12f) + { + if (primaryWaveform == null) yield break; + + // 显示上下限线 + primaryWaveform.ShowLimitLines(); + + for (int i = 0; i < pulseCount; i++) + { + // 闪烁效果 + yield return LimitLinesPulse(pulseInterval); + yield return new WaitForSeconds(pulseInterval * 0.3f); + } + + primaryWaveform.HideLimitLines(); + } + + private IEnumerator SweepAnalysis(float duration, float start, float end) + { + float elapsed = 0f; + while (elapsed < duration) + { + elapsed += Time.deltaTime; + float t = Mathf.Clamp01(elapsed / duration); + primaryWaveform.SetClarityPosition(Mathf.Lerp(start, end, t)); + yield return null; + } + } + + /// + /// 使用扫描线进行横向扫描 + /// + private IEnumerator SweepWithScanLine(float duration, float start, float end) + { + primaryWaveform.ShowScanLine(start); + + float elapsed = 0f; + while (elapsed < duration) + { + elapsed += Time.deltaTime; + float t = Mathf.Clamp01(elapsed / duration); + float position = Mathf.Lerp(start, end, t); + primaryWaveform.SetScanLinePosition(position); + yield return null; + } + } + + /// + /// 限幅线闪烁效果 + /// + private IEnumerator LimitLinesPulse(float duration) + { + float halfDuration = duration * 0.5f; + float elapsed = 0f; + + // 淡入 + while (elapsed < halfDuration) + { + elapsed += Time.deltaTime; + float alpha = Mathf.Lerp(0.3f, 1f, elapsed / halfDuration); + primaryWaveform.SetLimitLinesAlpha(alpha); + yield return null; + } + + // 淡出 + elapsed = 0f; + while (elapsed < halfDuration) + { + elapsed += Time.deltaTime; + float alpha = Mathf.Lerp(1f, 0.3f, elapsed / halfDuration); + primaryWaveform.SetLimitLinesAlpha(alpha); + yield return null; + } + } + + private IEnumerator ProbeAt(float position, float duration) + { + primaryWaveform.SetClarityPosition(position); + primaryWaveform.SetAlpha(0.6f); + yield return new WaitForSeconds(duration); + primaryWaveform.SetAlpha(1f); + yield return new WaitForSeconds(duration * 0.5f); + } + + /// + /// 波形检测通过效果(绿色闪烁) + /// + public IEnumerator WaveformCheckPass(float duration = 0.4f) + { + yield return FlashWaveformColor(Color.green, duration); + } + + /// + /// 波形检测失败/警告效果(红色闪烁) + /// + public IEnumerator WaveformCheckFail(float duration = 0.6f) + { + yield return FlashWaveformColor(new Color(1f, 0.2f, 0.2f), duration); + } + + /// + /// 波形颜色闪烁效果 + /// + public IEnumerator FlashWaveformColor(Color flashColor, float duration, int flashCount = 3) + { + if (primaryWaveform == null) yield break; + + Color originalPrimary = GetCurrentWaveformPrimaryColor(); + Color originalSecondary = GetCurrentWaveformSecondaryColor(); + + float flashTime = duration / (flashCount * 2); + + for (int i = 0; i < flashCount; i++) + { + primaryWaveform.SetColors(flashColor, flashColor); + yield return new WaitForSeconds(flashTime); + primaryWaveform.SetColors(originalPrimary, originalSecondary); + yield return new WaitForSeconds(flashTime); + } + } + + private Color GetCurrentWaveformPrimaryColor() + { + if (primaryWaveform == null || waveformConfig == null) return Color.white; + + switch (primaryWaveform.WaveType) + { + case WaveformType.Logic: return waveformConfig.logicWaveform.primaryColor; + case WaveformType.Emotion: return waveformConfig.emotionWaveform.primaryColor; + case WaveformType.Joke: return waveformConfig.jokeWaveform.primaryColor; + case WaveformType.FilterOutput: return waveformConfig.filterOutputWaveform.primaryColor; + default: return Color.white; + } + } + + private Color GetCurrentWaveformSecondaryColor() + { + if (primaryWaveform == null || waveformConfig == null) return Color.gray; + + switch (primaryWaveform.WaveType) + { + case WaveformType.Logic: return waveformConfig.logicWaveform.secondaryColor; + case WaveformType.Emotion: return waveformConfig.emotionWaveform.secondaryColor; + case WaveformType.Joke: return waveformConfig.jokeWaveform.secondaryColor; + case WaveformType.FilterOutput: return waveformConfig.filterOutputWaveform.secondaryColor; + default: return Color.gray; + } + } + + #endregion + + #region 辅助方法 + + private void PlaySound(AudioClip clip) + { + if (_audioSource != null && clip != null) + { + _audioSource.PlayOneShot(clip); + } + } + + #endregion + } +} diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformDetector.cs.meta b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformDetector.cs.meta new file mode 100644 index 000000000..835e9184f --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformDetector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c6e4d20a17778dd428999cf4d07b9724 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformDisplaySystem.cs b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformDisplaySystem.cs new file mode 100644 index 000000000..51db5c2e5 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformDisplaySystem.cs @@ -0,0 +1,381 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace AibisDream.MiniGame.HuoShan +{ + /// + /// 火山剧情 - 波形显示系统 + /// 负责管理波形的显示、变换和比对 + /// + public class WaveformDisplaySystem : MonoBehaviour + { + #region 单例 + + private static WaveformDisplaySystem _instance; + public static WaveformDisplaySystem Instance + { + get + { + if (_instance == null) + { + _instance = FindObjectOfType(); + } + return _instance; + } + } + + #endregion + + #region 序列化字段 + + [Header("波形显示容器")] + [SerializeField] private RectTransform waveformContainer; + [SerializeField] private CanvasGroup waveformCanvasGroup; + + [Header("波形图像")] + [SerializeField] private Image primaryWaveformImage; + [SerializeField] private Image secondaryWaveformImage; // 用于比对模式 + + [Header("步进进度")] + [SerializeField] private GameObject stepProgressPanel; + [SerializeField] private Text stepProgressText; + [SerializeField] private Slider stepProgressSlider; + + [Header("报错效果")] + [SerializeField] private RectTransform errorContainer; + [SerializeField] private GameObject errorPrefab; + [SerializeField] private int maxErrorCount = 10; + + [Header("波形资源")] + [SerializeField] private WaveformData[] waveformDataList; + + #endregion + + #region 私有字段 + + private Dictionary _waveformDict; + private List _activeErrors = new List(); + private Coroutine _currentAnimation; + + #endregion + + #region 生命周期 + + private void Awake() + { + _instance = this; + InitializeWaveformDictionary(); + } + + private void OnDestroy() + { + if (_instance == this) + { + _instance = null; + } + } + + private void InitializeWaveformDictionary() + { + _waveformDict = new Dictionary(); + if (waveformDataList != null) + { + foreach (var data in waveformDataList) + { + if (!string.IsNullOrEmpty(data.waveformId)) + { + _waveformDict[data.waveformId] = data; + } + } + } + } + + #endregion + + #region 波形显示 + + /// + /// 显示波形 + /// + public IEnumerator ShowWaveform(string waveformType, float duration) + { + if (_waveformDict.TryGetValue(waveformType, out var data)) + { + primaryWaveformImage.sprite = data.waveformSprite; + primaryWaveformImage.color = data.waveformColor; + + if (waveformContainer != null) + { + waveformContainer.gameObject.SetActive(true); + } + + // 淡入动画 + yield return FadeWaveform(0f, 1f, duration); + } + else + { + Debug.LogWarning($"WaveformDisplaySystem: 未找到波形类型 '{waveformType}'"); + } + } + + /// + /// 隐藏波形 + /// + public IEnumerator HideWaveform(float duration) + { + yield return FadeWaveform(1f, 0f, duration); + + if (waveformContainer != null) + { + waveformContainer.gameObject.SetActive(false); + } + } + + /// + /// 波形淡入淡出 + /// + private IEnumerator FadeWaveform(float from, float to, float duration) + { + if (waveformCanvasGroup == null) yield break; + + float elapsed = 0f; + while (elapsed < duration) + { + elapsed += Time.deltaTime; + waveformCanvasGroup.alpha = Mathf.Lerp(from, to, elapsed / duration); + yield return null; + } + waveformCanvasGroup.alpha = to; + } + + #endregion + + #region 波形变换 + + /// + /// 波形变换动画 + /// + public IEnumerator TransformWaveform(string fromType, string toType, float duration) + { + if (!_waveformDict.TryGetValue(fromType, out var fromData) || + !_waveformDict.TryGetValue(toType, out var toData)) + { + Debug.LogWarning($"WaveformDisplaySystem: 波形变换失败,未找到波形类型"); + yield break; + } + + // 显示原始波形 + primaryWaveformImage.sprite = fromData.waveformSprite; + primaryWaveformImage.color = fromData.waveformColor; + + if (waveformContainer != null) + { + waveformContainer.gameObject.SetActive(true); + } + yield return FadeWaveform(0f, 1f, duration * 0.2f); + + // 变换动画 + float elapsed = 0f; + float transformDuration = duration * 0.6f; + while (elapsed < transformDuration) + { + elapsed += Time.deltaTime; + float t = elapsed / transformDuration; + + // 颜色插值 + primaryWaveformImage.color = Color.Lerp(fromData.waveformColor, toData.waveformColor, t); + + // 可以添加更多变换效果,如缩放、抖动等 + float shake = Mathf.Sin(t * Mathf.PI * 10) * (1 - t) * 5f; + if (primaryWaveformImage.rectTransform != null) + { + primaryWaveformImage.rectTransform.localPosition = new Vector3(shake, 0, 0); + } + + yield return null; + } + + // 切换到目标波形 + primaryWaveformImage.sprite = toData.waveformSprite; + primaryWaveformImage.color = toData.waveformColor; + if (primaryWaveformImage.rectTransform != null) + { + primaryWaveformImage.rectTransform.localPosition = Vector3.zero; + } + + yield return new WaitForSeconds(duration * 0.2f); + } + + #endregion + + #region 波形比对 + + /// + /// 波形比对显示 + /// + public IEnumerator CompareWaveforms(string waveform1, string waveform2) + { + if (!_waveformDict.TryGetValue(waveform1, out var data1) || + !_waveformDict.TryGetValue(waveform2, out var data2)) + { + Debug.LogWarning($"WaveformDisplaySystem: 波形比对失败,未找到波形类型"); + yield break; + } + + primaryWaveformImage.sprite = data1.waveformSprite; + primaryWaveformImage.color = data1.waveformColor; + + if (secondaryWaveformImage != null) + { + secondaryWaveformImage.gameObject.SetActive(true); + secondaryWaveformImage.sprite = data2.waveformSprite; + secondaryWaveformImage.color = data2.waveformColor; + } + + if (waveformContainer != null) + { + waveformContainer.gameObject.SetActive(true); + } + + yield return FadeWaveform(0f, 1f, 0.3f); + } + + #endregion + + #region 步进进度 + + /// + /// 显示步进进度 + /// + public void ShowStepProgress(int currentStep, int totalSteps) + { + if (stepProgressPanel != null) + { + stepProgressPanel.SetActive(true); + } + + UpdateStepProgress(currentStep); + + if (stepProgressSlider != null) + { + stepProgressSlider.maxValue = totalSteps; + } + } + + /// + /// 更新步进进度 + /// + public void UpdateStepProgress(int currentStep) + { + if (stepProgressText != null) + { + stepProgressText.text = $"Step {currentStep}"; + } + + if (stepProgressSlider != null) + { + stepProgressSlider.value = currentStep; + } + } + + /// + /// 隐藏步进进度 + /// + public void HideStepProgress() + { + if (stepProgressPanel != null) + { + stepProgressPanel.SetActive(false); + } + } + + #endregion + + #region 报错效果 + + /// + /// 显示连续报错 + /// + public IEnumerator ShowErrorFlood(string[] errorMessages, int count, float interval) + { + for (int i = 0; i < count && i < errorMessages.Length; i++) + { + SpawnError(errorMessages[i % errorMessages.Length]); + yield return new WaitForSeconds(interval); + } + } + + /// + /// 生成单个报错 + /// + private void SpawnError(string message) + { + if (errorPrefab == null || errorContainer == null) return; + + // 限制报错数量 + while (_activeErrors.Count >= maxErrorCount) + { + var oldest = _activeErrors[0]; + _activeErrors.RemoveAt(0); + Destroy(oldest); + } + + var errorObj = Instantiate(errorPrefab, errorContainer); + var errorText = errorObj.GetComponentInChildren(); + if (errorText != null) + { + errorText.text = message; + } + + // 随机位置偏移 + var rect = errorObj.GetComponent(); + if (rect != null) + { + rect.anchoredPosition = new Vector2( + Random.Range(-50f, 50f), + Random.Range(-30f, 30f) + ); + } + + _activeErrors.Add(errorObj); + } + + /// + /// 清除所有报错 + /// + public void ClearErrors() + { + foreach (var error in _activeErrors) + { + if (error != null) + { + Destroy(error); + } + } + _activeErrors.Clear(); + } + + #endregion + } + + /// + /// 波形数据 + /// + [System.Serializable] + public class WaveformData + { + [Tooltip("波形ID,用于在Yarn脚本中引用")] + public string waveformId; + + [Tooltip("波形图像")] + public Sprite waveformSprite; + + [Tooltip("波形颜色")] + public Color waveformColor = Color.cyan; + + [Tooltip("波形描述")] + public string description; + } +} diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformDisplaySystem.cs.meta b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformDisplaySystem.cs.meta new file mode 100644 index 000000000..22f78c9d2 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformDisplaySystem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5bcde4f616173a9458db653c8db3a4f6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformRenderer.cs b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformRenderer.cs new file mode 100644 index 000000000..807756517 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformRenderer.cs @@ -0,0 +1,1116 @@ +using UnityEngine; + +namespace AibisDream.MiniGame.HuoShan +{ + /// + /// 波形渲染器 - 单个波形的渲染 + /// 支持噪波效果和清晰度控制,像录音软件中的声波 + /// + [ExecuteInEditMode] + [RequireComponent(typeof(LineRenderer))] + public class WaveformRenderer : MonoBehaviour + { + public enum PreviewMode + { + Clean, // 清晰波形,无噪波 + WithNoise, // 显示噪波效果 + Runtime // 模拟运行时(噪波+清晰度) + } + + public enum ConfigPreviewType + { + None, // 不使用Config,使用下方的手动设置 + Emotion, // 预览情绪波形配置 + Logic, // 预览逻辑波形配置 + Joke, // 预览笑话波形配置 + FilterOutput, // 预览滤波器输出配置 + NormalOutput // 预览正常输出配置 + } + + [Header("═══ 从Config预览(拖入Config后选择类型即可预览)═══")] + [Tooltip("拖入WaveformConfig资源")] + [SerializeField] private WaveformConfig previewConfig; + [Tooltip("选择要预览的波形类型(选择后立即生效)")] + [SerializeField] private ConfigPreviewType previewFromConfig = ConfigPreviewType.None; + + [Header("═══ 预览效果 ═══")] + [SerializeField] private PreviewMode editorPreviewMode = PreviewMode.Clean; + [Tooltip("勾选强制刷新波形显示")] + [SerializeField] private bool forceRefresh = false; + + [Header("═══ 波形设置(手动调整或从Config应用)═══")] + [SerializeField] private WaveformType waveType = WaveformType.Emotion; + [SerializeField] private float waveHeight = 1f; + [SerializeField] private float waveWidth = 10f; + [SerializeField] private float waveSpeed = 2f; + [SerializeField] private float frequency = 1f; + + [Header("噪波设置")] + [SerializeField] private float noiseAmount = 0.8f; // 噪波强度 (0=无噪波, 1=完全噪波) + [SerializeField] private float noiseFrequency = 15f; // 噪波频率 + [SerializeField] private float noiseSpeed = 5f; // 噪波变化速度 + + [Header("清晰度设置")] + [SerializeField] private float clarity = 0f; // 清晰度 (0=模糊, 1=完全清晰) + [SerializeField] private float clarityPosition = 0.5f; // 清晰位置 (0-1) + [SerializeField] private float clarityWidth = 0.1f; // 清晰区域宽度 + + [Header("绘图设置")] + [SerializeField] private int resolution = 200; + [SerializeField] private float lineWidth = 0.05f; + + [Header("颜色设置")] + [SerializeField] private Color primaryColor = Color.cyan; + [SerializeField] private Color secondaryColor = Color.blue; + [SerializeField] private Color noiseColor = new Color(0.5f, 0.5f, 0.5f, 0.5f); + [Tooltip("清晰区域使用主色调的高亮版本")] + [SerializeField] private bool useBrightenedClearColor = true; + [SerializeField] private float clearColorBrighten = 0.3f; + + [Header("发光点")] + [SerializeField] private bool showGlowPoint = true; + [SerializeField] private SpriteRenderer glowPointRenderer; + [SerializeField] private float glowSize = 0.15f; + + [Header("扫描线设置")] + [SerializeField] private Color scanLineColor = new Color(0.2f, 0.9f, 1f, 1f); + [SerializeField] private float scanLineWidthMultiplier = 0.8f; // 相对于波形线宽的倍数(更细) + [SerializeField] private Color limitLineColor = new Color(1f, 0.8f, 0.2f, 1f); + [SerializeField] private float limitLineWidthMultiplier = 0.6f; // 相对于波形线宽的倍数(更细) + [SerializeField] private string scanLineSortingLayer = "Tools"; + [SerializeField] private int scanLineSortingOrderOffset = 1; // 在Tools层级上+1 + + [Header("复古示波器质感(可选)")] + [Tooltip("开启后会添加轻微的CRT抖动/亮度呼吸,让观感更像老式示波器/仪表屏")] + [SerializeField] private bool enableOscilloscopeArtifacts = true; + [Tooltip("亮度/透明度轻微闪烁强度(0-0.2建议)")] + [Range(0f, 0.2f)] + [SerializeField] private float crtFlickerAmount = 0.04f; + [Tooltip("垂直微抖动强度(以波形高度为基准的比例)")] + [Range(0f, 0.05f)] + [SerializeField] private float crtVerticalJitter = 0.008f; + [Tooltip("50/60Hz嗡鸣感(用于模拟电源纹波)")] + [Range(10f, 90f)] + [SerializeField] private float crtHumHz = 50f; + + private LineRenderer _lineRenderer; + private LineRenderer _scanLineRenderer; + private LineRenderer _upperLimitLineRenderer; + private LineRenderer _lowerLimitLineRenderer; + private Vector3[] _points; + private float _phaseOffset = 0f; + private float _noisePhase = 0f; + private float _transformProgress = 0f; + private WaveformType _transformFromType; + private WaveformType _transformToType; + private bool _isTransforming = false; + private float _currentAlpha = 1f; + private float _crtAlphaMul = 1f; + + // 变换效果参数 + private float _transformDistortion = 0f; // 变换时的扭曲程度 + private float _transformCompression = 1f; // 变换时的压缩程度 + + // 随机噪波种子 + private float[] _noiseSeed; + + // 合成模式参数 + private float _logicWeight = 0.3f; + private float _jokeWeight = 0.85f; + private float _synthesisProgress = 1f; + + // 情绪波形谐波参数(可通过配置调整) + private float _harmonicA1 = 0.55f; // 基波振幅 + private float _harmonicA2 = 0.28f; // 二次谐波振幅 + private float _harmonicA3 = 0.12f; // 三次谐波振幅 + private float _harmonicPhase2 = 0.3f; // 二次谐波相位 + private float _harmonicPhase3 = 0.5f; // 三次谐波相位 + private float _verticalOffset = -0.08f; // 整体偏移 + + public WaveformType WaveType => waveType; + public bool IsTransforming => _isTransforming; + public float Clarity => clarity; + public float ClarityPosition => clarityPosition; + public float ClarityWidth => clarityWidth; + public float NoiseAmount => noiseAmount; + public Color PrimaryColor => primaryColor; + public Color SecondaryColor => secondaryColor; + public float CurrentAlpha => _currentAlpha; + + private void Awake() + { + InitializeLineRenderer(); + SetupGlowPoint(); + InitializeNoise(); + InitializeScanLines(); + } + + /// + /// 响应 Inspector 中的值变化 + /// + private void OnValidate() + { + // 确保在编辑器中能即时预览 + if (_lineRenderer == null) + { + _lineRenderer = GetComponent(); + } + + if (_lineRenderer != null) + { + _lineRenderer.startWidth = lineWidth; + _lineRenderer.endWidth = lineWidth; + + if (_points == null || _points.Length != resolution) + { + _points = new Vector3[resolution]; + _lineRenderer.positionCount = resolution; + } + + UpdateColors(); + } + + // 检查Config预览设置 + if (previewFromConfig != ConfigPreviewType.None && previewConfig == null) + { + Debug.LogWarning("WaveformRenderer: 请先拖入 WaveformConfig 资源到 Preview Config 字段!"); + } + + // 强制刷新按钮 + if (forceRefresh) + { + forceRefresh = false; + InitializeNoise(); + + // 显示实际使用的参数 + if (previewFromConfig != ConfigPreviewType.None && previewConfig != null) + { + var settings = GetPreviewSettings(); + if (settings != null) + { + Debug.Log($"WaveformRenderer: 预览Config [{previewFromConfig}] - 类型:{settings.waveType}, 高度:{settings.waveHeight}, 速度:{settings.waveSpeed}, 频率:{settings.frequency}"); + } + } + else + { + Debug.Log($"WaveformRenderer: 使用本地参数 - 类型:{waveType}, 高度:{waveHeight}, 速度:{waveSpeed}, 频率:{frequency}"); + } + } + + if (_noiseSeed == null || _noiseSeed.Length != resolution) + { + InitializeNoise(); + } + + // 在编辑器中立即更新波形 + if (!Application.isPlaying) + { + UpdateWaveform(); + } + } + + + private void InitializeLineRenderer() + { + _lineRenderer = GetComponent(); + if (_lineRenderer == null) return; + + _lineRenderer.useWorldSpace = false; + _lineRenderer.positionCount = resolution; + _lineRenderer.startWidth = lineWidth; + _lineRenderer.endWidth = lineWidth; + + _points = new Vector3[resolution]; + + UpdateColors(); + } + + private void InitializeNoise() + { + _noiseSeed = new float[resolution]; + for (int i = 0; i < resolution; i++) + { + _noiseSeed[i] = Random.Range(0f, 100f); + } + } + + private void SetupGlowPoint() + { + if (!showGlowPoint) return; + + if (glowPointRenderer == null) + { + GameObject glowObj = new GameObject("GlowPoint"); + glowObj.transform.SetParent(transform); + glowObj.transform.localPosition = Vector3.zero; + glowPointRenderer = glowObj.AddComponent(); + + Texture2D texture = new Texture2D(32, 32); + Color[] colors = new Color[32 * 32]; + for (int i = 0; i < colors.Length; i++) + { + float x = (i % 32) / 31f; + float y = (i / 32) / 31f; + float distance = Vector2.Distance(new Vector2(x, y), new Vector2(0.5f, 0.5f)); + colors[i] = new Color(1, 1, 1, Mathf.Clamp01(1 - distance * 2)); + } + texture.SetPixels(colors); + texture.Apply(); + + Sprite sprite = Sprite.Create(texture, new Rect(0, 0, 32, 32), new Vector2(0.5f, 0.5f)); + glowPointRenderer.sprite = sprite; + } + + glowPointRenderer.color = primaryColor; + glowPointRenderer.transform.localScale = Vector3.one * glowSize; + } + + private void Update() + { + if (_lineRenderer == null) InitializeLineRenderer(); + if (_points == null) _points = new Vector3[resolution]; + if (_noiseSeed == null) InitializeNoise(); + + // 获取实际波形速度(优先使用Config预览) + float actualWaveSpeed = waveSpeed; + bool isEditor = !Application.isPlaying; + if (isEditor && previewFromConfig != ConfigPreviewType.None && previewConfig != null) + { + WaveformSettings settings = GetPreviewSettings(); + if (settings != null) + { + actualWaveSpeed = settings.waveSpeed; + } + } + + _phaseOffset += Time.deltaTime * actualWaveSpeed; + _noisePhase += Time.deltaTime * noiseSpeed; + + // 轻微“电源纹波/亮度呼吸”,用于提升拟真仪表屏质感 + if (enableOscilloscopeArtifacts && Application.isPlaying) + { + // 使用低成本噪声 + 50Hz正弦混合,避免过于规律 + float t = Time.time; + float hum = Mathf.Sin(t * Mathf.PI * 2f * crtHumHz) * 0.5f + 0.5f; // 0..1 + float rand = Mathf.PerlinNoise(t * 4.2f, 0.13f); // 0..1 + float mix = Mathf.Lerp(hum, rand, 0.6f); // 0..1 + _crtAlphaMul = Mathf.Clamp(1f - crtFlickerAmount + mix * crtFlickerAmount * 2f, 0.7f, 1.15f); + } + else + { + _crtAlphaMul = 1f; + } + + UpdateWaveform(); + } + + private void UpdateWaveform() + { + if (_lineRenderer == null || _points == null) return; + + // 确定当前使用的预览模式 + bool isEditor = !Application.isPlaying; + PreviewMode currentMode = isEditor ? editorPreviewMode : PreviewMode.Runtime; + + // 获取实际使用的参数(优先使用Config预览) + WaveformType actualWaveType = waveType; + float actualFrequency = frequency; + float actualWaveHeight = waveHeight; + float actualWaveSpeed = waveSpeed; + + if (isEditor && previewFromConfig != ConfigPreviewType.None && previewConfig != null) + { + WaveformSettings settings = GetPreviewSettings(); + if (settings != null) + { + actualWaveType = settings.waveType; + actualFrequency = settings.frequency; + actualWaveHeight = settings.waveHeight; + actualWaveSpeed = settings.waveSpeed; + } + } + + for (int i = 0; i < resolution; i++) + { + float x = ((float)i / resolution) * waveWidth - waveWidth * 0.5f; + float normalizedX = (float)i / resolution; + float timeOffset = normalizedX * actualFrequency + _phaseOffset; + + // 获取基础波形值 + float baseWaveValue; + if (_isTransforming) + { + baseWaveValue = GetTransformingWaveValue(timeOffset, normalizedX); + } + else + { + baseWaveValue = GetWaveValue(actualWaveType, timeOffset, normalizedX); + } + + float finalValue; + switch (currentMode) + { + case PreviewMode.Clean: + // 清晰模式:直接显示波形 + finalValue = baseWaveValue; + break; + + case PreviewMode.WithNoise: + // 噪波模式:只显示噪波效果,不考虑清晰度 + float noise = GenerateNoise(i, normalizedX); + finalValue = Mathf.Lerp(noise, baseWaveValue, 1f - noiseAmount); + break; + + case PreviewMode.Runtime: + default: + // 运行时模式:应用噪波和清晰度 + float localClarity = CalculateLocalClarity(normalizedX); + float runtimeNoise = GenerateNoise(i, normalizedX); + finalValue = Mathf.Lerp(runtimeNoise, baseWaveValue, localClarity); + break; + } + + // 复古示波器:给“非清晰区域”加一点点垂直抖动(更像硬件采样/显示抖动) + if (enableOscilloscopeArtifacts && Application.isPlaying && currentMode == PreviewMode.Runtime) + { + float localClarity = CalculateLocalClarity(normalizedX); + float jitterMask = Mathf.Clamp01(1f - localClarity); + float n = (Mathf.PerlinNoise(_noisePhase * 1.7f, normalizedX * 8.0f) - 0.5f) * 2f; // -1..1 + float hum = Mathf.Sin((Time.time * crtHumHz + normalizedX * 3.5f) * Mathf.PI * 2f); // -1..1 + float jitter = (n * 0.7f + hum * 0.3f) * crtVerticalJitter * jitterMask; + finalValue += jitter; + } + + _points[i] = new Vector3(x, finalValue * actualWaveHeight, 0f); + } + + _lineRenderer.SetPositions(_points); + UpdateLineColors(); + + if (showGlowPoint && glowPointRenderer != null && resolution > 0) + { + glowPointRenderer.transform.localPosition = _points[resolution - 1]; + } + } + + /// + /// 获取当前预览的Config设置 + /// + private WaveformSettings GetPreviewSettings() + { + if (previewConfig == null) return null; + + switch (previewFromConfig) + { + case ConfigPreviewType.Emotion: + return previewConfig.emotionWaveform; + case ConfigPreviewType.Logic: + return previewConfig.logicWaveform; + case ConfigPreviewType.Joke: + return previewConfig.jokeWaveform; + case ConfigPreviewType.FilterOutput: + return previewConfig.filterOutputWaveform; + case ConfigPreviewType.NormalOutput: + return previewConfig.normalOutputWaveform; + default: + return null; + } + } + + /// + /// 计算指定位置的局部清晰度 + /// + private float CalculateLocalClarity(float normalizedX) + { + // 基础清晰度 + float baseClarity = clarity; + + // 如果清晰度大于0,在清晰位置附近更清晰 + if (clarity > 0) + { + float distanceFromClear = Mathf.Abs(normalizedX - clarityPosition); + float clearZone = 1f - Mathf.Clamp01(distanceFromClear / clarityWidth); + baseClarity = Mathf.Max(clarity, clearZone); + } + + return Mathf.Clamp01(baseClarity); + } + + /// + /// 生成噪波(像录音软件中的声波) + /// + private float GenerateNoise(int index, float normalizedX) + { + float seed = _noiseSeed[index]; + + // 多层噪波叠加,产生声波效果 + float noise = 0f; + + // 低频噪波 - 整体起伏 + noise += Mathf.PerlinNoise(seed + _noisePhase * 0.3f, normalizedX * 2f) * 0.6f; + + // 中频噪波 - 细节 + noise += Mathf.PerlinNoise(seed * 2f + _noisePhase * 0.7f, normalizedX * 5f) * 0.3f; + + // 高频噪波 - 毛刺 + noise += (Mathf.PerlinNoise(seed * 3f + _noisePhase, normalizedX * noiseFrequency) - 0.5f) * 0.4f; + + // 随机尖峰(像声波的峰值) + float spike = Mathf.Sin((normalizedX + _noisePhase * 0.1f) * Mathf.PI * 20f); + spike = Mathf.Pow(Mathf.Abs(spike), 3f) * Mathf.Sign(spike); + noise += spike * 0.2f; + + // 归一化到 -1 到 1 + noise = (noise - 0.5f) * 2f * noiseAmount; + + return Mathf.Clamp(noise, -1f, 1f); + } + + /// + /// 更新线条颜色(清晰区域显示高亮的主色调) + /// + private void UpdateLineColors() + { + if (_lineRenderer == null) return; + + Gradient gradient = new Gradient(); + float effectiveAlpha = Mathf.Clamp01(_currentAlpha * _crtAlphaMul); + + if (clarity > 0.5f) + { + // 有清晰区域时,显示清晰位置的颜色变化 + float clearStart = Mathf.Clamp01(clarityPosition - clarityWidth); + float clearEnd = Mathf.Clamp01(clarityPosition + clarityWidth); + + // 使用高亮的主色调作为清晰区域颜色(不再使用绿色) + Color brightenedColor = GetBrightenedClearColor(); + + gradient.SetKeys( + new GradientColorKey[] { + new GradientColorKey(primaryColor, 0f), + new GradientColorKey(primaryColor, clearStart), + new GradientColorKey(brightenedColor, clarityPosition), + new GradientColorKey(primaryColor, clearEnd), + new GradientColorKey(secondaryColor, 1f) + }, + new GradientAlphaKey[] { + new GradientAlphaKey(effectiveAlpha, 0f), + new GradientAlphaKey(effectiveAlpha, 1f) + } + ); + } + else + { + gradient.SetKeys( + new GradientColorKey[] { + new GradientColorKey(primaryColor, 0f), + new GradientColorKey(secondaryColor, 1f) + }, + new GradientAlphaKey[] { + new GradientAlphaKey(effectiveAlpha, 0f), + new GradientAlphaKey(effectiveAlpha, 1f) + } + ); + } + + _lineRenderer.colorGradient = gradient; + } + + /// + /// 获取高亮的清晰区域颜色(基于主色调) + /// + private Color GetBrightenedClearColor() + { + if (!useBrightenedClearColor) + { + return primaryColor; + } + + // 将主色调提亮 + Color.RGBToHSV(primaryColor, out float h, out float s, out float v); + v = Mathf.Clamp01(v + clearColorBrighten); + s = Mathf.Clamp01(s * 0.8f); // 稍微降低饱和度使其更亮 + Color brightened = Color.HSVToRGB(h, s, v); + brightened.a = primaryColor.a; + return brightened; + } + + private float GetWaveValue(WaveformType type, float time, float normalizedX) + { + switch (type) + { + case WaveformType.Emotion: + return GenerateEmotionWave(time, normalizedX); + case WaveformType.Logic: + return GenerateLogicWave(time); + case WaveformType.Joke: + return GenerateJokeWave(time, normalizedX); + case WaveformType.FilterOutput: + return GenerateFilterOutput(time, normalizedX); + case WaveformType.NormalOutput: + return GenerateNormalOutput(time, normalizedX); + default: + return Mathf.Sin(time * Mathf.PI * 2f); + } + } + + #region 波形生成 + + /// + /// 情绪波形 - 基于谐波叠加的简洁实现 + /// 采用傅里叶合成:基波 + 二次谐波 + 三次谐波 + /// 特征:低频、缓慢、通过谐波叠加表达悲伤/压抑情绪 + /// 谐波参数可通过 WaveformSettings 配置 + /// + private float GenerateEmotionWave(float time, float normalizedX) + { + // 慢速时间,体现低沉感 + float slowTime = time * 0.4f; + float t = slowTime * Mathf.PI * 2f; // 基频角度 + + // 傅里叶合成:基波 + 二次谐波 + 三次谐波(使用可配置参数) + float fundamental = Mathf.Sin(t) * _harmonicA1; // 基波 + float harmonic2 = Mathf.Sin(2f * t + _harmonicPhase2) * _harmonicA2; // 二次谐波 + float harmonic3 = Mathf.Sin(3f * t + _harmonicPhase3) * _harmonicA3; // 三次谐波 + + // 叠加得到最终波形 + float result = fundamental + harmonic2 + harmonic3; + + // 整体偏移(负值表示下沉,体现压抑感) + result += _verticalOffset; + + return Mathf.Clamp(result, -1f, 1f); + } + + /// + /// 逻辑波形 - 清晰的方波 + /// + private float GenerateLogicWave(float time) + { + float t = time % 1f; + if (t < 0) t += 1f; + + float amplitude = 0.7f; + float squareWave = t < 0.5f ? amplitude : -amplitude; + + // 非常短的边缘过渡 + float edgeSmooth = 0.015f; + if (t < edgeSmooth) + { + squareWave = Mathf.Lerp(-amplitude, amplitude, t / edgeSmooth); + } + else if (t > 0.5f - edgeSmooth && t < 0.5f + edgeSmooth) + { + float localT = (t - (0.5f - edgeSmooth)) / (edgeSmooth * 2f); + squareWave = Mathf.Lerp(amplitude, -amplitude, localT); + } + else if (t > 1f - edgeSmooth) + { + squareWave = Mathf.Lerp(-amplitude, amplitude, (t - (1f - edgeSmooth)) / edgeSmooth); + } + + return squareWave; + } + + /// + /// 笑话波形 - 高频、尖锐、跳动 + /// 特征:快速的脉冲、突然的尖峰、亢奋的跳动 + /// + private float GenerateJokeWave(float time, float normalizedX) + { + // 使用更快的时间,让波形看起来更尖锐跳动 + float fastTime = time * 2.5f; // 快2.5倍 + float t = fastTime % 1f; + if (t < 0) t += 1f; + + // 快速三角脉冲(尖锐的笑声节奏) + float pulsePhase = (t * 4f) % 1f; // 每周期4个脉冲 + float pulse = 0f; + if (pulsePhase < 0.1f) + { + // 非常快速的上升 + pulse = pulsePhase / 0.1f; + } + else if (pulsePhase < 0.2f) + { + // 快速下降 + pulse = 1f - (pulsePhase - 0.1f) / 0.1f; + } + pulse *= 0.9f; + + // 高频振荡(尖锐感) + float highFreq = Mathf.Sin(t * Mathf.PI * 12f) * 0.35f; + + // 随机尖峰(突然的"笑点"爆发) + float spike = 0f; + float spikeT = (t * 7f) % 1f; + if (spikeT < 0.08f) + { + spike = Mathf.Sin(spikeT / 0.08f * Mathf.PI) * 0.5f; + } + + // 额外的高频颤动(亢奋感) + float tremor = Mathf.Sin(t * Mathf.PI * 25f + normalizedX * 5f) * 0.12f; + + float result = pulse + highFreq + spike + tremor; + + return Mathf.Clamp(result, -1f, 1f); + } + + private float GenerateFilterOutput(float time, float normalizedX) + { + float logic = GenerateLogicWave(time); + float joke = GenerateJokeWave(time, normalizedX); + + float effectiveLogicWeight = _logicWeight; + float effectiveJokeWeight = _jokeWeight * _synthesisProgress; + + float result = logic * effectiveLogicWeight + joke * effectiveJokeWeight; + + return Mathf.Clamp(result, -1f, 1f); + } + + private float GenerateNormalOutput(float time, float normalizedX) + { + float logic = GenerateLogicWave(time) * 0.4f; + float emotion = GenerateEmotionWave(time, normalizedX) * 0.4f; + float result = logic + emotion; + result += Mathf.Sin(time * Mathf.PI * 3f) * 0.1f; + + return Mathf.Clamp(result, -1f, 1f); + } + + #endregion + + #region 公共方法 + + /// + /// 设置清晰度(0=完全噪波, 1=完全清晰) + /// + public void SetClarity(float value) + { + clarity = Mathf.Clamp01(value); + } + + /// + /// 设置清晰位置(进度条位置,0-1) + /// + public void SetClarityPosition(float position) + { + clarityPosition = Mathf.Clamp01(position); + } + + /// + /// 设置清晰区域宽度 + /// + public void SetClarityWidth(float width) + { + clarityWidth = Mathf.Clamp(width, 0.01f, 0.5f); + } + + /// + /// 设置噪波强度 + /// + public void SetNoiseAmount(float amount) + { + noiseAmount = Mathf.Clamp01(amount); + } + + /// + /// 检查当前位置是否清晰(用于锁定检测) + /// + public bool IsPositionClear(float position, float threshold = 0.8f) + { + float localClarity = CalculateLocalClarity(position); + return localClarity >= threshold; + } + + public void ApplySettings(WaveformSettings settings) + { + waveType = settings.waveType; + waveHeight = settings.waveHeight; + waveSpeed = settings.waveSpeed; + frequency = settings.frequency; + primaryColor = settings.primaryColor; + secondaryColor = settings.secondaryColor; + + // 应用谐波配置(用于情绪波形的傅里叶合成) + _harmonicA1 = settings.harmonicA1; + _harmonicA2 = settings.harmonicA2; + _harmonicA3 = settings.harmonicA3; + _harmonicPhase2 = settings.harmonicPhase2; + _harmonicPhase3 = settings.harmonicPhase3; + _verticalOffset = settings.verticalOffset; + + UpdateColors(); + } + + public void SetWaveType(WaveformType type) + { + waveType = type; + _isTransforming = false; + } + + public void SetColors(Color primary, Color secondary) + { + primaryColor = primary; + secondaryColor = secondary; + UpdateColors(); + } + + public void StartTransform(WaveformType fromType, WaveformType toType) + { + _transformFromType = fromType; + _transformToType = toType; + _transformProgress = 0f; + _transformDistortion = 0f; + _transformCompression = 1f; + _isTransforming = true; + } + + public void UpdateTransformProgress(float progress) + { + _transformProgress = Mathf.Clamp01(progress); + + // 计算变换过程中的效果参数 + // 0-0.3: 开始扭曲,波形开始不稳定 + // 0.3-0.7: 最大扭曲+压缩,波形被"挤压" + // 0.7-1.0: 扭曲消退,新波形稳定 + if (_transformProgress < 0.3f) + { + float t = _transformProgress / 0.3f; + _transformDistortion = Mathf.Sin(t * Mathf.PI) * 0.5f; + _transformCompression = 1f; + } + else if (_transformProgress < 0.7f) + { + float t = (_transformProgress - 0.3f) / 0.4f; + _transformDistortion = 0.5f + Mathf.Sin(t * Mathf.PI * 3f) * 0.3f; + // 压缩效果:低频被压缩成高频的感觉 + _transformCompression = Mathf.Lerp(1f, 2.5f, t); + } + else + { + float t = (_transformProgress - 0.7f) / 0.3f; + _transformDistortion = Mathf.Lerp(0.5f, 0f, t); + _transformCompression = Mathf.Lerp(2.5f, 1f, t); + } + + if (_transformProgress >= 1f) + { + waveType = _transformToType; + _isTransforming = false; + _transformDistortion = 0f; + _transformCompression = 1f; + } + } + + public void FinishTransform() + { + waveType = _transformToType; + _transformProgress = 1f; + _isTransforming = false; + _transformDistortion = 0f; + _transformCompression = 1f; + } + + /// + /// 获取变换过程中的波形值(带有戏剧性的过渡效果) + /// + private float GetTransformingWaveValue(float timeOffset, float normalizedX) + { + float fromValue = GetWaveValue(_transformFromType, timeOffset, normalizedX); + float toValue = GetWaveValue(_transformToType, timeOffset * _transformCompression, normalizedX); + + // 基础混合 + float blendedValue = Mathf.Lerp(fromValue, toValue, _transformProgress); + + // 添加扭曲效果(波形被挤压、扭曲的感觉) + if (_transformDistortion > 0) + { + // 添加不规则的高频扰动 + float distortion = Mathf.Sin(timeOffset * 15f + normalizedX * 10f) * _transformDistortion; + distortion += Mathf.Sin(timeOffset * 23f) * _transformDistortion * 0.5f; + + // 压缩效果:让波形看起来像是被挤压 + float compressionEffect = Mathf.Sin(normalizedX * Mathf.PI * _transformCompression * 2f) * _transformDistortion * 0.3f; + + blendedValue += distortion + compressionEffect; + } + + return Mathf.Clamp(blendedValue, -1.2f, 1.2f); // 允许稍微超出范围增加戏剧感 + } + + public void SetSynthesisWeights(float logicWeight, float jokeWeight) + { + _logicWeight = Mathf.Clamp01(logicWeight); + _jokeWeight = Mathf.Clamp01(jokeWeight); + } + + public void SetSynthesisProgress(float progress) + { + _synthesisProgress = Mathf.Clamp01(progress); + } + + public void SetVisible(bool visible) + { + if (_lineRenderer != null) + _lineRenderer.enabled = visible; + if (glowPointRenderer != null) + glowPointRenderer.enabled = visible; + } + + public void SetAlpha(float alpha) + { + _currentAlpha = Mathf.Clamp01(alpha); + if (_lineRenderer == null) return; + + Color startColor = primaryColor; + Color endColor = secondaryColor; + startColor.a = _currentAlpha; + endColor.a = _currentAlpha; + + Gradient gradient = new Gradient(); + gradient.SetKeys( + new GradientColorKey[] { new GradientColorKey(startColor, 0f), new GradientColorKey(endColor, 1f) }, + new GradientAlphaKey[] { new GradientAlphaKey(_currentAlpha, 0f), new GradientAlphaKey(_currentAlpha, 1f) } + ); + _lineRenderer.colorGradient = gradient; + + if (glowPointRenderer != null) + { + Color glowColor = primaryColor; + glowColor.a = _currentAlpha; + glowPointRenderer.color = glowColor; + } + } + + private void UpdateColors() + { + if (_lineRenderer == null) return; + + // 获取实际颜色(优先使用Config预览) + Color actualPrimaryColor = primaryColor; + Color actualSecondaryColor = secondaryColor; + + bool isEditor = !Application.isPlaying; + if (isEditor && previewFromConfig != ConfigPreviewType.None && previewConfig != null) + { + WaveformSettings settings = GetPreviewSettings(); + if (settings != null) + { + actualPrimaryColor = settings.primaryColor; + actualSecondaryColor = settings.secondaryColor; + } + } + + Gradient gradient = new Gradient(); + gradient.SetKeys( + new GradientColorKey[] { new GradientColorKey(actualPrimaryColor, 0f), new GradientColorKey(actualSecondaryColor, 1f) }, + new GradientAlphaKey[] { new GradientAlphaKey(_currentAlpha, 0f), new GradientAlphaKey(_currentAlpha, 1f) } + ); + _lineRenderer.colorGradient = gradient; + + if (glowPointRenderer != null) + { + glowPointRenderer.color = actualPrimaryColor; + } + } + + #endregion + + #region 扫描线系统 + + /// + /// 初始化扫描线 + /// + private void InitializeScanLines() + { + // 确保主LineRenderer已初始化 + if (_lineRenderer == null) + { + _lineRenderer = GetComponent(); + } + + // 计算扫描线宽度(相对于波形线宽,更细一点) + float scanWidth = lineWidth * scanLineWidthMultiplier; + float limitWidth = lineWidth * limitLineWidthMultiplier; + + // 创建垂直扫描线(用于屏蔽词检测) + _scanLineRenderer = CreateScanLineRenderer("ScanLine", scanLineColor, scanWidth); + if (_scanLineRenderer != null) _scanLineRenderer.gameObject.SetActive(false); + + // 创建上限线(用于限幅检测) + _upperLimitLineRenderer = CreateScanLineRenderer("UpperLimitLine", limitLineColor, limitWidth); + if (_upperLimitLineRenderer != null) _upperLimitLineRenderer.gameObject.SetActive(false); + + // 创建下限线(用于限幅检测) + _lowerLimitLineRenderer = CreateScanLineRenderer("LowerLimitLine", limitLineColor, limitWidth); + if (_lowerLimitLineRenderer != null) _lowerLimitLineRenderer.gameObject.SetActive(false); + + Debug.Log($"WaveformRenderer: 扫描线初始化完成 - ScanLine:{_scanLineRenderer != null}, UpperLimit:{_upperLimitLineRenderer != null}, LowerLimit:{_lowerLimitLineRenderer != null}, ScanWidth:{scanWidth:F4}, LimitWidth:{limitWidth:F4}"); + } + + private LineRenderer CreateScanLineRenderer(string name, Color color, float width) + { + GameObject lineObj = new GameObject(name); + lineObj.transform.SetParent(transform); + lineObj.transform.localPosition = Vector3.zero; + lineObj.transform.localScale = Vector3.one; + + LineRenderer lr = lineObj.AddComponent(); + + // 使用主LineRenderer的材质,或者创建一个简单的材质 + if (_lineRenderer != null && _lineRenderer.material != null) + { + lr.material = new Material(_lineRenderer.material); + } + else + { + // 回退方案:使用内置的UI shader + Shader shader = Shader.Find("UI/Default"); + if (shader == null) shader = Shader.Find("Sprites/Default"); + if (shader == null) shader = Shader.Find("Unlit/Color"); + lr.material = new Material(shader); + } + + lr.startColor = color; + lr.endColor = color; + lr.startWidth = width; + lr.endWidth = width; + lr.positionCount = 2; + lr.useWorldSpace = false; + + // 设置层级:Tools层 + offset + lr.sortingLayerName = scanLineSortingLayer; + lr.sortingOrder = scanLineSortingOrderOffset; + + return lr; + } + + /// + /// 显示垂直扫描线在指定位置 + /// + public void ShowScanLine(float normalizedX, float height = -1f) + { + if (_scanLineRenderer == null) + { + Debug.LogWarning("WaveformRenderer: 扫描线未初始化!尝试重新初始化..."); + InitializeScanLines(); + if (_scanLineRenderer == null) return; + } + + float actualHeight = height > 0 ? height : waveHeight * 1.5f; + float xPos = (normalizedX - 0.5f) * waveWidth; + + _scanLineRenderer.SetPosition(0, new Vector3(xPos, -actualHeight, 0)); + _scanLineRenderer.SetPosition(1, new Vector3(xPos, actualHeight, 0)); + _scanLineRenderer.gameObject.SetActive(true); + + Debug.Log($"WaveformRenderer: 显示扫描线 - X:{xPos:F2}, Height:{actualHeight:F2}, WaveWidth:{waveWidth}, WaveHeight:{waveHeight}"); + } + + /// + /// 隐藏垂直扫描线 + /// + public void HideScanLine() + { + if (_scanLineRenderer != null) + { + _scanLineRenderer.gameObject.SetActive(false); + } + } + + /// + /// 设置扫描线位置(用于动画) + /// + public void SetScanLinePosition(float normalizedX) + { + if (_scanLineRenderer == null || !_scanLineRenderer.gameObject.activeSelf) return; + + float xPos = (normalizedX - 0.5f) * waveWidth; + Vector3 pos0 = _scanLineRenderer.GetPosition(0); + Vector3 pos1 = _scanLineRenderer.GetPosition(1); + _scanLineRenderer.SetPosition(0, new Vector3(xPos, pos0.y, 0)); + _scanLineRenderer.SetPosition(1, new Vector3(xPos, pos1.y, 0)); + } + + /// + /// 显示限幅线(上下限) + /// + public void ShowLimitLines(float upperLimit = -1f, float lowerLimit = -1f) + { + if (_upperLimitLineRenderer == null || _lowerLimitLineRenderer == null) + { + Debug.LogWarning("WaveformRenderer: 限幅线未初始化!尝试重新初始化..."); + InitializeScanLines(); + if (_upperLimitLineRenderer == null || _lowerLimitLineRenderer == null) return; + } + + float actualUpper = upperLimit > 0 ? upperLimit : waveHeight * 0.8f; + float actualLower = lowerLimit > 0 ? lowerLimit : -waveHeight * 0.8f; + float halfWidth = waveWidth * 0.5f; + + // 上限线 + _upperLimitLineRenderer.SetPosition(0, new Vector3(-halfWidth, actualUpper, 0)); + _upperLimitLineRenderer.SetPosition(1, new Vector3(halfWidth, actualUpper, 0)); + _upperLimitLineRenderer.gameObject.SetActive(true); + + // 下限线 + _lowerLimitLineRenderer.SetPosition(0, new Vector3(-halfWidth, actualLower, 0)); + _lowerLimitLineRenderer.SetPosition(1, new Vector3(halfWidth, actualLower, 0)); + _lowerLimitLineRenderer.gameObject.SetActive(true); + + Debug.Log($"WaveformRenderer: 显示限幅线 - Upper:{actualUpper:F2}, Lower:{actualLower:F2}, Width:{halfWidth * 2:F2}"); + } + + /// + /// 隐藏限幅线 + /// + public void HideLimitLines() + { + if (_upperLimitLineRenderer != null) + { + _upperLimitLineRenderer.gameObject.SetActive(false); + } + if (_lowerLimitLineRenderer != null) + { + _lowerLimitLineRenderer.gameObject.SetActive(false); + } + } + + /// + /// 设置限幅线透明度(用于闪烁动画) + /// + public void SetLimitLinesAlpha(float alpha) + { + Color color = limitLineColor; + color.a = alpha; + + if (_upperLimitLineRenderer != null) + { + _upperLimitLineRenderer.startColor = color; + _upperLimitLineRenderer.endColor = color; + } + if (_lowerLimitLineRenderer != null) + { + _lowerLimitLineRenderer.startColor = color; + _lowerLimitLineRenderer.endColor = color; + } + } + + /// + /// 设置扫描线颜色 + /// + public void SetScanLineColor(Color color) + { + if (_scanLineRenderer != null) + { + _scanLineRenderer.startColor = color; + _scanLineRenderer.endColor = color; + } + } + + #endregion + } +} diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformRenderer.cs.meta b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformRenderer.cs.meta new file mode 100644 index 000000000..a6ff92d65 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 176599d1a5c075e44ad2943b4354fa2a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformYarnCommand.cs b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformYarnCommand.cs new file mode 100644 index 000000000..33c3bade6 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformYarnCommand.cs @@ -0,0 +1,391 @@ +using System.Collections; +using AibisDream.FixSystem; +using AibisDream.UI; +using UnityEngine; +using Yarn.Unity; + +namespace AibisDream.MiniGame.HuoShan +{ + /// + /// 波形显示系统的Yarn命令 + /// + /// 功能: + /// - 设备控制:show/hide_waveform_detector + /// - 连接控制:connect/disconnect_waveform_detector + /// - 扫描模式:enable_scan_logic/emotion, wait_scan_locked/not_found + /// - 时间戳:show_timestamp_waveform, get_locked_timestamp() + /// - 波形显示:show_waveform "emotion/logic/joke/filter_output" + /// - 波形效果:check_waveform, check_waveform_pass/fail, modify_waveform + /// + public static class WaveformYarnCommand + { + private static WaveformDetector GetDetector() + { + return FixSystemCenter.SystemDic.Get(); + } + + #region 设备控制 + + [YarnCommand("show_waveform_detector")] + public static IEnumerator ShowWaveformDetector() + { + var detector = GetDetector(); + if (detector != null) + { + yield return detector.Show(); + } + } + + [YarnCommand("hide_waveform_detector")] + public static IEnumerator HideWaveformDetector(float duration = 0.3f) + { + var detector = GetDetector(); + if (detector != null) + { + yield return detector.Hide(duration); + } + } + + #endregion + + #region 连接控制 + + /// + /// 连接波形检测器到指定模块 + /// + [YarnCommand("connect_waveform_detector")] + public static IEnumerator ConnectWaveformDetector(string moduleId) + { + var detector = GetDetector(); + if (detector != null) + { + yield return detector.ConnectToModule(moduleId); + } + } + + /// + /// 断开波形检测器连接 + /// + [YarnCommand("disconnect_waveform_detector")] + public static void DisconnectWaveformDetector() + { + var detector = GetDetector(); + if (detector != null) + { + detector.Disconnect(); + } + } + + #endregion + + #region 扫描模式 + + /// + /// 启用扫描模式 - 逻辑模式(有清晰点可锁定) + /// + [YarnCommand("enable_scan_logic")] + public static IEnumerator EnableScanLogic(string label = "寻找逻辑信号") + { + var detector = GetDetector(); + if (detector != null) + { + yield return detector.EnableScanMode(WaveformDetector.ScanMode.Logic, label); + } + } + + /// + /// 启用扫描模式 - 情绪模式(找不到) + /// + [YarnCommand("enable_scan_emotion")] + public static IEnumerator EnableScanEmotion(string label = "寻找情绪信号") + { + var detector = GetDetector(); + if (detector != null) + { + yield return detector.EnableScanMode(WaveformDetector.ScanMode.Emotion, label); + } + } + + /// + /// 停止扫描模式 + /// + [YarnCommand("stop_scan_mode")] + public static void StopScanMode() + { + var detector = GetDetector(); + if (detector != null) + { + detector.StopScanMode(); + } + } + + /// + /// 等待扫描锁定(逻辑模式) + /// + [YarnCommand("wait_scan_locked")] + public static IEnumerator WaitScanLocked() + { + var detector = GetDetector(); + if (detector != null) + { + while (!detector.IsLocked) + { + yield return null; + } + } + } + + /// + /// 等待扫描完成未找到(情绪模式) + /// + [YarnCommand("wait_scan_not_found")] + public static IEnumerator WaitScanNotFound() + { + var detector = GetDetector(); + if (detector != null) + { + while (!detector.NotFoundTriggered) + { + yield return null; + } + } + } + + /// + /// 检查是否已锁定 + /// + [YarnFunction("is_scan_locked")] + public static bool IsScanLocked() + { + var detector = GetDetector(); + return detector != null && detector.IsLocked; + } + + /// + /// 检查是否扫描完成未找到 + /// + [YarnFunction("is_scan_not_found")] + public static bool IsScanNotFound() + { + var detector = GetDetector(); + return detector != null && detector.NotFoundTriggered; + } + + /// + /// 检查是否已覆盖全部区域 + /// + [YarnFunction("is_fully_covered")] + public static bool IsFullyCovered() + { + var detector = GetDetector(); + return detector != null && detector.FullyCovered; + } + + #endregion + + #region 时间戳 + + /// + /// 获取锁定的时间戳 + /// + [YarnFunction("get_locked_timestamp")] + public static string GetLockedTimestamp() + { + var detector = GetDetector(); + return detector != null ? detector.LockedTimestamp : ""; + } + + /// + /// 显示锁定时间戳对应的原始波形 + /// + [YarnCommand("show_timestamp_waveform")] + public static IEnumerator ShowTimestampWaveform() + { + var detector = GetDetector(); + if (detector != null) + { + yield return detector.ShowTimestampWaveform(); + } + } + + #endregion + + #region 波形显示(保持兼容) + + [YarnCommand("show_waveform")] + public static IEnumerator ShowWaveform(string waveformType, float duration = 0.5f) + { + var detector = GetDetector(); + if (detector != null) + { + if (!detector.IsShown) yield return detector.Show(); + yield return detector.ShowWaveform(waveformType, duration); + } + } + + [YarnCommand("hide_waveform")] + public static IEnumerator HideWaveform(float duration = 0.3f) + { + var detector = GetDetector(); + if (detector != null) + { + yield return detector.HideWaveform(duration); + } + } + + [YarnCommand("transform_waveform")] + public static IEnumerator TransformWaveform(string fromType, string toType, float duration = 1f) + { + var detector = GetDetector(); + if (detector != null) + { + yield return detector.TransformWaveform(fromType, toType, duration); + } + } + + #endregion + + #region 结果显示 + + [YarnCommand("show_waveform_result")] + public static void ShowWaveformResult(string message, bool isSuccess = true) + { + var detector = GetDetector(); + if (detector != null) + { + detector.ShowResult(isSuccess, message); + } + } + + [YarnCommand("hide_waveform_result")] + public static void HideWaveformResult() + { + var detector = GetDetector(); + if (detector != null) + { + detector.HideResult(); + } + } + + #endregion + + #region 波形效果命令 + + /// + /// 波形检测效果(闪烁) + /// + [YarnCommand("check_waveform")] + public static IEnumerator CheckWaveform(int blinkCount = 3) + { + var detector = GetDetector(); + if (detector != null) + { + yield return detector.WaveformCheckEffect(blinkCount); + } + } + + /// + /// 屏蔽词检测效果(横扫) + /// + [YarnCommand("check_waveform_sweep")] + public static IEnumerator CheckWaveformSweep(int sweepCount = 2, float sweepDuration = 0.25f) + { + var detector = GetDetector(); + if (detector != null) + { + yield return detector.WaveformSweepCheck(sweepCount, sweepDuration); + } + } + + /// + /// 限幅检测效果(探测最大/最小) + /// + [YarnCommand("check_waveform_range")] + public static IEnumerator CheckWaveformRange(int pulseCount = 2, float pulseInterval = 0.12f) + { + var detector = GetDetector(); + if (detector != null) + { + yield return detector.WaveformRangeCheck(pulseCount, pulseInterval); + } + } + + /// + /// 波形检测通过效果(绿色闪烁) + /// + [YarnCommand("check_waveform_pass")] + public static IEnumerator CheckWaveformPass() + { + var detector = GetDetector(); + if (detector != null) + { + yield return detector.WaveformCheckPass(); + } + } + + /// + /// 波形检测失败/警告效果(红色闪烁) + /// + [YarnCommand("check_waveform_fail")] + public static IEnumerator CheckWaveformFail() + { + var detector = GetDetector(); + if (detector != null) + { + yield return detector.WaveformCheckFail(); + } + } + + /// + /// 波形被篡改的变换效果 + /// 用法: transform_waveform "emotion" "joke" 2 + /// + [YarnCommand("modify_waveform")] + public static IEnumerator ModifyWaveform(string fromType, string toType, float duration = 1.5f) + { + var detector = GetDetector(); + if (detector != null) + { + yield return detector.TransformWaveform(fromType, toType, duration); + } + } + + #endregion + + #region 报错效果(Stage4使用) + + [YarnCommand("show_error_flood")] + public static IEnumerator ShowErrorFlood(int count = 5, float interval = 0.3f) + { + var errorMessages = new string[] + { + "[ERROR] 悲伤表达单元:信号堆积溢出", + "[ERROR] 焦虑表达单元:无法处理积压请求", + "[ERROR] 恐惧表达单元:RAM不足", + "[WARNING] 表达模块即将闭锁", + "[CRITICAL] 系统响应超时", + "[ERROR] 未处理的情绪信号队列已满", + "[WARNING] 低频信号被阻塞", + "[ERROR] 表达缓冲区溢出" + }; + + var panel = UIManager.Instance?.GetPanel(); + if (panel != null) + { + for (int i = 0; i < Mathf.Min(count, errorMessages.Length); i++) + { + yield return panel.OpenWarningWindow(errorMessages[i % errorMessages.Length]); + yield return new WaitForSeconds(interval); + } + } + } + + [YarnCommand("clear_errors")] + public static void ClearErrors() + { + // 报错窗口会自动关闭 + } + + #endregion + } +} diff --git a/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformYarnCommand.cs.meta b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformYarnCommand.cs.meta new file mode 100644 index 000000000..26e2cb9e7 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Waveform/WaveformYarnCommand.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b26c1c399f8817c4fa9eb2d6f09e3112 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SceneManagement/SceneCenter/OutsideCenter.cs b/Assets/Scripts/SceneManagement/SceneCenter/OutsideCenter.cs index e9c5cdd66..e33a8df91 100644 --- a/Assets/Scripts/SceneManagement/SceneCenter/OutsideCenter.cs +++ b/Assets/Scripts/SceneManagement/SceneCenter/OutsideCenter.cs @@ -13,6 +13,8 @@ namespace AibisDream public override void OnSingletonInit() { // 加载气泡 + Debug.Log("OutsideCenter: LoadBubbles"); + Debug.Log("OutsideCenter: " + bubbleSlotGroup.CollectData().dialogViewType); DialogUIManager.Instance.LoadBubbles(bubbleSlotGroup.CollectData()); } diff --git a/Assets/Scripts/UI/DialogUI/OnelineBox.cs b/Assets/Scripts/UI/DialogUI/OnelineBox.cs index cda8a8d1e..dfb4377ff 100644 --- a/Assets/Scripts/UI/DialogUI/OnelineBox.cs +++ b/Assets/Scripts/UI/DialogUI/OnelineBox.cs @@ -20,6 +20,7 @@ namespace AibisDream public void RunLine(LineSyncToken syncToken) { + Debug.Log("OnelineBox: " + syncToken.lineInfo.lineText); // 先中断结束事件 _autoHideToken?.Cancel(); _autoHideToken = null; @@ -31,9 +32,11 @@ namespace AibisDream // 播放文字 content.TextAnimator.SetText(string.Empty); + Debug.Log("OnelineBox: " + GetOneLineText(syncToken.lineInfo)); box.SetActive(true); content.ShowText(GetOneLineText(syncToken.lineInfo)); syncToken.TextStart(); + Debug.Log("OnelineBox: TextStart"); } private string GetOneLineText(LineInfo lineInfo) diff --git a/CLAUDE.md b/CLAUDE.md new file mode 100644 index 000000000..83d5350b7 --- /dev/null +++ b/CLAUDE.md @@ -0,0 +1,180 @@ +# CLAUDE.md + +This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. + +## Project Overview + +AIBIS Dream (also known as "AllOurBrokenParts") is a Unity-based narrative adventure game with investigative elements. The project uses Yarn Spinner for dialogue, features a custom framework with modular systems, and includes multiple mini-games (notably the HuoShan/Volcano language particle system). + +**Unity Version:** Unity 2022.3.x LTS (Universal Render Pipeline) + +## Architecture + +### Core Framework (Assets/Scripts/Framework/) + +The project uses a custom modular framework with these key systems: + +- **ActionKit**: Action sequencing and command pattern implementation +- **AudioKit**: Audio management and sound effect system +- **Config**: Game configuration and settings management +- **Core**: Core game systems and utilities +- **EventSystemKit**: Decoupled event system for inter-system communication +- **PoolKit**: Object pooling for performance optimization +- **ResourceKit**: Asset loading and resource management +- **SingletonKit**: Singleton base classes for managers +- **StateMachineKit**: Game state management +- **TimelineKit**: Timeline-based event sequencing + +### Key Game Systems + +- **Dialog System** (Assets/Scripts/Dialog System/): Yarn Spinner integration for narrative flow +- **Clue System** (Assets/Scripts/Clue/): Investigation and evidence collection mechanics +- **MiniGame System** (Assets/Scripts/MiniGame/): Modular mini-game framework + - **HuoShan** (Volcano): Language particle system for emotional expression gameplay +- **SceneManagement**: Scene flow control and transitions +- **FixSystem**: Interactive repair/puzzle mechanics + +### Web Prototypes + +Located in `web-prototype/` and `WebPrototype/` directories, these contain HTML/JavaScript prototypes for testing game mechanics before Unity implementation. + +## Key Development Commands + +### Unity Build Process + +```bash +# Build for Windows (64-bit) +"C:\Program Files\Unity\Hub\Editor\2022.3.x\Editor\Unity.exe" -batchmode -quit -projectPath . -buildWindows64Player "Build/AIBIS_Dream.exe" -logFile Build/log.txt + +# Build for WebGL +"C:\Program Files\Unity\Hub\Editor\2022.3.x\Editor\Unity.exe" -batchmode -quit -projectPath . -executeMethod BuildScript.WebGL -logFile Build/webgl_log.txt +``` + +### Asset Import and Generation + +```bash +# Regenerate solution files (Visual Studio) +Assets\Open C# Project.regenerate-sln.bat + +# Refresh asset database +# (Use Unity Editor menu: Assets > Refresh or Ctrl+R) +``` + +## Critical Dependencies + +### Unity Packages (via Package Manager) +- **Yarn Spinner**: Dialogue system (dev.yarnspinner.unity) +- **TextMesh Pro**: Text rendering and typography +- **Universal Render Pipeline**: Graphics rendering +- **2D Animation**: Sprite-based animation tools +- **Cinemachine**: Camera system +- **Timeline**: Cinematic sequencing +- **Localization**: Multi-language support + +### Third-Party Assets +- **More Mountains Feedbacks**: Game feel and feedback system +- **FMOD**: Advanced audio engine +- **DOTween**: Tweening and animation +- **Shapes**: Vector graphics and shapes rendering +- **QFramework**: Additional utility framework +- **Destructible 2D**: 2D destruction mechanics + +## Development Guidelines + +### Code Organization + +1. **Modular Systems**: Each major system should be self-contained in its own folder under `Assets/Scripts/` +2. **Kit Pattern**: Reusable utilities go in `Framework/` with "Kit" suffix +3. **Manager Classes**: Use Singleton pattern for global managers (derived from `SingletonKit`) +4. **Component Design**: Favor composition over inheritance for game objects + +### Scene Structure + +- Scenes are located in `Assets/Scenes/` +- Main scenes use naming convention: `{Character}_{Day}{Time}` (e.g., `Fiction_Day1_begin`) +- Mini-game scenes start with prefix: `HuoShan*`, `languageTest*`, etc. +- Always configure scenes in `EditorBuildSettings` for proper loading + +### Yarn Dialogue Files + +Located in `Assets/Resources/Yarn/`, organized by character and day: +- Each character has their own folder +- Files follow pattern: `{Character}_{Stage}.yarn` +- Use UTF-8 encoding for Chinese text support + +### Asset Naming Conventions + +- **Scripts**: PascalCase with component purpose (e.g., `DialogController.cs`) +- **Prefabs**: PascalCase with type suffix (e.g., `ClueItem.prefab`) +- **Scenes**: Snake_Case with descriptive names +- **Resources**: Organize by system/type in `Assets/Resources/` + +## Important Configuration + +### Editor Settings +- **Text Encoding**: All text files must use UTF-8 (especially for Chinese) +- **Line Endings**: Windows (CRLF) for C# files, but be consistent +- **Visual Studio**: Use provided `.sln` and `.csproj` files + +### Build Settings +- **Target Platform**: Primarily Windows and WebGL +- **Scripting Backend**: IL2CPP for Windows, Emscripten for WebGL +- **API Compatibility**: .NET Standard 2.1 + +### Git Configuration +- **LFS**: Used for large binary assets (.unity, textures, audio) +- **Ignored**: Library/, Temp/, Logs/, Build/, *.csproj.user + +## Testing and Iteration + +### Running Individual Mini-Games + +Most mini-genes can be tested independently by opening their specific scene: +- HuoShan Language Game: `Assets/Scenes/languageTest.unity` +- HuoShan Fix Scene: `Assets/Scenes/HuoShanFixScene.unity` +- Expression Test: `Assets/Scenes/HuoShanExpressionTest.unity` + +### Web Prototyping + +For testing mechanics before Unity implementation: +1. Create HTML/JS prototype in `web-prototype/` +2. Use similar logic to planned Unity implementation +3. Test in browser for rapid iteration + +## Common Development Tasks + +### Adding a New Mini-Game + +1. Create folder in `Assets/Scripts/MiniGame/{GameName}/` +2. Implement game logic using Framework kits +3. Create test scene in `Assets/Scenes/{GameName}Test.unity` +4. Add required assets to `Assets/Resources/{GameName}/` +5. Document in `README_{GameName}.md` + +### Adding Yarn Dialogue + +1. Create `.yarn` file in appropriate `Assets/Resources/Yarn/{Character}/` folder +2. Add file to Resources using Unity's `Resources.Load` system +3. Reference in scene's `DialogueRunner` component +4. Test with `DialogueController` + +### Debugging Tips + +- Use `LogKit` for consistent logging with categories +- Enable verbose logging in `ProjectSettings/LogKit` +- Use Unity's frame debugger for rendering issues +- Profile with Unity Profiler, especially for mini-games with many particles + +## Performance Considerations + +- **Pooling**: Always use PoolKit for frequently instantiated objects (particles, UI elements) +- **Asset Loading**: Use ResourceKit for async loading to avoid frame drops +- **Particle Systems**: Pool particle systems, limit overdraw in language particle game +- **Audio**: Use object pooling for frequent SFX, FMOD for advanced audio + +## Important Notes + +- This is a narrative-focused game - ensure dialogue and story take precedence +- The HuoShan language particle system is a core feature - changes should maintain the emotional expression mechanics +- Web prototypes are for testing only - production code must be in Unity/C# +- Maintain compatibility with both Windows and WebGL builds diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index b2ead109b..c3bcb8d86 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -15,6 +15,7 @@ TagManager: - UIcamera - ViewCamera - MainUI + - Selectable layers: - Default - TransparentFX @@ -31,7 +32,7 @@ TagManager: - MemoryScreen - CG - BlockPuzzle - - + - HuoshanScreen - - - diff --git a/WebPrototype/index.html b/WebPrototype/index.html deleted file mode 100644 index ab8af2bd5..000000000 --- a/WebPrototype/index.html +++ /dev/null @@ -1,1526 +0,0 @@ - - - - - - ROBOT REPAIR: MEMORY DECRYPTOR V2 - - - - - - - -
-
- - -
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SYSTEM HALTED
- -
- -
- -
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MEM-DEC SYSTEM V3.2 [WAITING_FOR_USER]
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TARGET: JOKE_MODULE_DUMP
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- -
- - -
- -
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- 00.0 Hz -
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- JOY - SAD - ANG - FEAR -
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- > WAITING FOR MANUAL START... -
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- - - - diff --git a/prototype/emotion_scope/00_选择版本.html b/prototype/emotion_scope/00_选择版本.html new file mode 100644 index 000000000..85656ca81 --- /dev/null +++ b/prototype/emotion_scope/00_选择版本.html @@ -0,0 +1,171 @@ + + + + + + 情绪可视化 - 选择版本 + + + +
+

情绪可视化原型

+

单滑条驱动 2D 情绪空间(Valence × Arousal),实时渲染情绪变化

+ +
+
+

原版:波形示波器

+ 简洁清晰 +

传统示波器风格,单一波形线条随情绪参数变化。性能极佳,适合快速原型和参数调试。

+
    +
  • 横向正弦波实时滚动
  • +
  • 参数化合成(谐波+噪声+尖峰)
  • +
  • 余辉、扫描线、发光效果
  • +
  • RBF 参数混合
  • +
+ 打开原版 +
+ +
+

电磁场版:形态变换

+ 视觉冲击 +

四种物理场图案平滑变形,从正弦波演化为环形磁场、磁偶极、涡旋场。更具科技感和情绪表现力。

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  • 四种电磁场图案(Wave/Toroidal/Dipole/Vortex)
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  • 形态 Morphing 混合
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  • 粒子流动动画
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  • 情绪色彩映射(蓝→绿→橙→红)
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+ 打开电磁场版 +
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+ + diff --git a/prototype/emotion_scope/CHANGELOG.md b/prototype/emotion_scope/CHANGELOG.md new file mode 100644 index 000000000..526a928ce --- /dev/null +++ b/prototype/emotion_scope/CHANGELOG.md @@ -0,0 +1,110 @@ +# 更新日志 + +## 电磁场版本(index_em.html)- 2026-02-05 + +### 新增功能 + +#### 🎨 四种物理场图案 + +完全重写渲染系统,实现四种电磁场可视化: + +1. **横向波(HorizontalWave)** - 放松情绪 + - 保留原版的正弦波基础 + - 表现平静、规律的状态 + +2. **环形磁场(ToroidalField)** - 开心情绪 + - 粒子沿圆环(toroidal)流动 + - 对称、有序、富有节奏感 + - 多层环形叠加产生深度感 + +3. **磁偶极场(DipoleField)** - 紧张情绪 + - 模拟南北两极的磁力线 + - 不对称、拉扯感、张力 + - 场线密集交织 + +4. **涡旋场(VortexField)** - 压力情绪 + - 螺旋吸入/喷出的流场 + - 多层反向涡旋叠加 + - 混乱、暴烈、高能量 + +#### 🔄 形态变换(Morphing)系统 + +- **RBF权重混合**:四种图案根据情绪空间 `(valence, arousal)` 动态调整权重 +- **平滑过渡**:不是"切换"而是"混合",确保拖动滑条时无跳变 +- **参数低通滤波**:一阶低通(τ=0.15s)消除快速拖动时的突变 + +#### 🎨 情绪色彩映射 + +- **色相随情绪变化**: + - 放松:蓝绿(180°) + - 开心:绿青(120-180°) + - 紧张:黄橙(40-80°) + - 压力:红(0-20°) + +- **亮度随场强变化**:噪声/湍流区域更亮,模拟能量密度 + +#### 📊 实时HUD显示 + +- 新增"主导模式"指示器,显示当前权重最大的图案名称 +- 保留原有的 valence、arousal、emotion 显示 + +### 技术改进 + +- **粒子系统架构**:统一接口设计,易于扩展新图案 +- **性能优化**:粒子数量随画布尺寸动态调整(300-600点) +- **模块化设计**:四个图案生成器完全独立,可单独调试/替换 + +### 参数调优 + +精心调整四种图案的参数预设,确保: +- 放松→开心:从简单到丰富,保持有序感 +- 开心→紧张:对称性破缺,开始出现不规则 +- 紧张→压力:从张力到混乱,密度和速度剧增 + +### 文件说明 + +``` +prototype/emotion_scope/ +├── index.html # 原版(单一波形线条) +├── index_em.html # 电磁场版本(多图案粒子系统)✨ 新增 +├── style.css # 共用样式 +├── README.md # 原版说明 +├── README_EM.md # 电磁场版本说明 ✨ 新增 +├── CHANGELOG.md # 本文件 ✨ 新增 +└── UNITY_MIGRATION.md # Unity 迁移指南 +``` + +## 原版(index.html)- 2026-02-05 初版 + +### 核心功能 + +- 2D 情绪空间(Valence × Arousal) +- 单滑条沿 Catmull-Rom 路径驱动 +- 参数化波形合成(基波+谐波+噪声+尖峰) +- Canvas 渲染(余辉、扫描线、发光描边) +- RBF 参数混合 + +## 如何选择版本? + +### 使用 `index.html`(原版)如果你: +- 需要极简、清晰的波形展示 +- 优先考虑性能(适合低端设备) +- 想要更"传统示波器"的感觉 +- 需要快速原型验证参数调优 + +### 使用 `index_em.html`(电磁场版)如果你: +- 想要更酷炫、有视觉冲击力的效果 +- 需要"物理感"/"科技感"的情绪表达 +- 愿意接受稍高的计算开销 +- 希望图案形态差异更直观(不只是波形参数变化) + +## 迁移注意事项 + +两个版本的**情绪模型和参数系统完全兼容**,可以: +- 在原版里调好参数,直接复制到电磁场版 +- 反之亦然 + +核心接口保持一致: +- `emotionPathVA(t)` → `(valence, arousal)` +- `rbfWeights(va, sigma)` → 权重数组 +- 参数向量 `P` 的字段名完全相同 diff --git a/prototype/emotion_scope/README.md b/prototype/emotion_scope/README.md new file mode 100644 index 000000000..77127e502 --- /dev/null +++ b/prototype/emotion_scope/README.md @@ -0,0 +1,31 @@ +# 情绪示波器(Web 原型) + +这个目录是一个**独立的 Web 原型**:用一个滑条驱动 2D 情绪空间(Valence×Arousal),再把情绪映射成“示波器波形”的参数,最终在 Canvas 上渲染出类似示波器的线条,并在放松/开心/紧张/压力之间平滑过渡。 + +## 运行方式 + +**直接双击 `index.html` 即可在浏览器打开**(JS 已内联,无 CORS 限制)。 + +或者用本地静态服务器: + +```bash +cd prototype/emotion_scope +python -m http.server 5173 +``` + +然后在浏览器打开 `http://localhost:5173/`。 + +## 操作 + +- 拖动上方 **进度** 滑条:观察波形在放松→开心→紧张→压力之间平滑变形。 +- 勾选/取消: + - **2D RBF 参数混合**:用 (valence, arousal) 对四个锚点参数做 2D 平滑权重混合(更“2D 正统”)。 + - **余辉**:模拟示波器荧光粉拖影。 + - **扫描线**:增加一点 CRT/示波器质感。 + +## 文件说明 + +- `index.html`:UI + Canvas +- `style.css`:外观样式 +- `main.js`:情绪路径、参数混合、波形合成、Canvas 渲染 + diff --git a/prototype/emotion_scope/README_EM.md b/prototype/emotion_scope/README_EM.md new file mode 100644 index 000000000..2dde57617 --- /dev/null +++ b/prototype/emotion_scope/README_EM.md @@ -0,0 +1,121 @@ +# 情绪电磁场可视化(Electromagnetic Emotion Field) + +这是电磁场版本的情绪可视化原型,实现了四种物理场图案的平滑变形(morphing)。 + +## 快速开始 + +**直接双击 `index_em.html` 即可在浏览器打开**(所有代码已内联)。 + +## 核心特性 + +### 四种电磁场图案 + +| 图案 | 对应情绪 | 视觉特征 | +|------|---------|---------| +| **HorizontalWave(横向波)** | 放松 | 传统示波器正弦波,缓慢滚动 | +| **ToroidalField(环形磁场)** | 开心 | 粒子沿圆环流动,对称有序 | +| **DipoleField(磁偶极场)** | 紧张 | 磁力线交织,不对称张力 | +| **VortexField(涡旋场)** | 压力 | 螺旋吸入,混乱暴烈 | + +### 形态变换时间线 + +拖动进度条观察: + +- **t = 0.00**(放松):纯正弦波,稀疏平静 +- **t = 0.20**:波形开始"卷曲",出现圆形轨迹 +- **t = 0.40**(开心):明显的环形磁场,粒子有序流动 +- **t = 0.60**:环形拉伸为偶极,出现南北两极 +- **t = 0.70**(紧张):磁力线密集,不对称抖动 +- **t = 0.85**:中心形成"黑洞",粒子螺旋吸入 +- **t = 1.00**(压力):多层涡旋,频繁爆发,极度混乱 + +## 技术实现 + +### 架构 + +``` +情绪滑条 t ∈ [0,1] + ↓ +情绪空间 (valence, arousal) + ↓ +RBF 权重计算 → 四个图案权重 [w₀, w₁, w₂, w₃] + ↓ +参数混合 → 统一参数向量 P + ↓ +四个图案生成器并行运行 + ↓ +加权粒子叠加 → 最终渲染 +``` + +### 图案生成器接口 + +每个生成器实现统一接口: + +```javascript +class Pattern { + generate(time, params, width, height) { + // 返回粒子数组:[{ x, y, alpha, hue, brightness }, ...] + } +} +``` + +### 权重混合(RBF径向基函数) + +```javascript +w_i = exp(-||va - va_i||² / (2σ²)) +归一化 → Σw_i = 1 +``` + +每个粒子的最终 alpha = 原始alpha × 权重 + +### 颜色映射 + +- **色相(Hue)**: + - Wave: 180°(蓝绿) + - Toroidal: 120-180°(绿→青) + - Dipole: 40-80°(黄→橙) + - Vortex: 0-20°(红→深红) + +- **亮度(Brightness)**:由局部场强/噪声动态控制 + +## 与原版对比 + +| 特性 | 原版(index.html) | 电磁场版(index_em.html) | +|------|-------------------|------------------------| +| 渲染方式 | 单一波形线条 | 多图案粒子系统 | +| 情绪表达 | 波形参数变化 | 物理场形态变换 | +| 视觉复杂度 | 简洁 | 丰富、有层次感 | +| 性能 | 极快 | 较快(粒子数可调) | + +## 性能调优 + +如需调整性能,修改各生成器内的粒子数量: + +```javascript +// HorizontalWave +const N = Math.min(600, Math.max(300, Math.floor(width * 0.5))); + +// ToroidalField +const numRings = Math.floor(8 + params.cycles * 1.5); +const ptsPerRing = Math.floor(40 + params.harmonics * 60); + +// ...依此类推 +``` + +## 后续扩展方向 + +- [ ] 加入音频输入驱动(麦克风) +- [ ] 支持 2D 手柄/摇杆直接控制 (valence, arousal) +- [ ] 可交互:点击画布添加"电荷/磁极" +- [ ] WebGL 加速(支持更多粒子) +- [ ] 录制/导出为视频 + +## Unity 迁移 + +核心逻辑(情绪路径、参数混合、图案生成算法)可直接移植到 Unity C#。 + +渲染层替换: +- 粒子系统 → Unity ParticleSystem 或 VFX Graph +- 或用 LineRenderer/Shapes 直接绘制轨迹 + +详见 `UNITY_MIGRATION.md`。 diff --git a/prototype/emotion_scope/UNITY_MIGRATION.md b/prototype/emotion_scope/UNITY_MIGRATION.md new file mode 100644 index 000000000..c645e2510 --- /dev/null +++ b/prototype/emotion_scope/UNITY_MIGRATION.md @@ -0,0 +1,61 @@ +# 迁移到 Unity 的清单(LineRenderer / Shapes) + +这个 Web 原型的核心分两层:**情绪→参数** 和 **参数→波形点列**。迁移到 Unity 时建议保持这两层不变,仅替换渲染实现。 + +## 1) 需要复用的核心逻辑(推荐原样移植) + +- **情绪路径**:单滑条 \(t\in[0,1]\) 输出 `(valence, arousal)`(`emotionPathVA`) + - 使用 3 段 Catmull-Rom(端点重复)+ `smootherstep` 缓动 + - 输出建议 clamp:`valence∈[-1,1]`,`arousal∈[0,1]` +- **参数向量 `Params`**:`amp, cycles, harmonics, noise, jitter, fm, spikeRate, spikeAmp, baselineWander, drive` +- **2D 混合(可选)**: + - **RBF 权重**:`w_i = exp(-||x-x_i||^2 / (2*sigma^2))` 再归一化 + - 或沿情绪序列分段 `lerp`(实现更简单,视觉也足够) +- **波形采样**:`sampleWave(timeSec, params, windowSeconds)` + - 基波 + 谐波 + - AM/FM(用连续噪声/低频 LFO) + - 相位抖动(jitter) + - 尖峰事件(确定性伪泊松 + 指数衰减) + - 软限幅(`tanh` waveshaping) +- **连续噪声**:Web 里用 1D value-noise + fbm(不依赖第三方库) + - Unity 里可直接移植同样的 hash+插值;或改用 `Mathf.PerlinNoise` 做近似(注意它是 2D) + +## 2) Unity 渲染层替换(LineRenderer) + +### 点列生成(每帧或固定步长) + +- 设定时间窗:`windowSeconds = 2.0f` +- 设定采样点数:`N = 800`(也可随屏幕宽度动态变化) +- 对每个点 \(x01=i/(N-1)\): + - `t = Time.time - windowSeconds * (1 - x01)` + - `y = sampleWave(t, params, windowSeconds)` + - 映射到世界/本地坐标:`pos = origin + right * (x01 * width) + up * (y * ampPx)` + +### LineRenderer 设置建议 + +- `lineRenderer.positionCount = N` +- `lineRenderer.useWorldSpace = false`(更易布局在 UI/面板里) +- `lineRenderer.numCapVertices = 6`、`numCornerVertices = 6`(更圆润) +- **发光/余辉**(两种常用方法): + - **URP/HDRP Bloom**:材质开 Emission + 后处理 Bloom(最省事) + - **多条叠加**:用 2-3 个 LineRenderer(不同宽度/alpha)模拟 Web 里的 “glow strokes” + +## 3) Unity 渲染层替换(Shapes) + +- 用 Polyline/BezierPolyline(或你项目里 `Shapes` 的折线 API)喂同一组点 +- 同样可做 “多次描边”(不同宽度/透明度)实现发光层 + +## 4) 参数调优建议(让四种情绪差异更直觉) + +- 放松:低 `cycles`、低 `amp`、低 `noise/jitter/spikeRate` +- 开心:略高 `cycles` + 更高 `harmonics`(更“弹”更有律动,但仍规则) +- 紧张:提高 `jitter/fm` + 适度 `spikeRate` +- 压力:最高 `noise/jitter/fm/spikeRate` + 更高 `drive`(软限幅产生压迫感) + +## 5) 需要注意的坑 + +- 不要把 `Random.value` 直接加到 y(会变成“毛线团”);用**连续噪声**驱动相位/频率更像仪器信号。 +- 过渡要对整个 `Params` 向量做平滑: + - `params = Lerp(params, target, 1 - exp(-dt/tau))` +- Catmull-Rom 可能过冲:建议对 arousal clamp 到 `[0,1]`。 + diff --git a/prototype/emotion_scope/index.html b/prototype/emotion_scope/index.html new file mode 100644 index 000000000..a761f40eb --- /dev/null +++ b/prototype/emotion_scope/index.html @@ -0,0 +1,536 @@ + + + + + + 情绪示波器原型 + + + +
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情绪示波器
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单滑条沿 2D 情绪路径(Valence × Arousal)驱动波形变形
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+ 提示:拖动滑条观察图案从正弦波→环形磁场→磁偶极→涡旋场平滑变形;电磁场流动表达情绪变化。 +
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+ + + + diff --git a/prototype/emotion_scope/index_em.html b/prototype/emotion_scope/index_em.html new file mode 100644 index 000000000..727599564 --- /dev/null +++ b/prototype/emotion_scope/index_em.html @@ -0,0 +1,518 @@ + + + + + + 情绪电磁场可视化 + + + +
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情绪电磁场
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单滑条驱动形态变换:正弦波 → 环形磁场 → 磁偶极 → 涡旋
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+ 拖动滑条观察电磁场形态从正弦波平滑变形为环形→偶极→涡旋,表达情绪从放松到压力的演化 +
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+ + + + diff --git a/prototype/emotion_scope/main.js b/prototype/emotion_scope/main.js new file mode 100644 index 000000000..5edcca3b0 --- /dev/null +++ b/prototype/emotion_scope/main.js @@ -0,0 +1,553 @@ +const $ = (sel) => /** @type {HTMLElement} */ (document.querySelector(sel)); + +const canvas = /** @type {HTMLCanvasElement} */ ($("#scope")); +const progressEl = /** @type {HTMLInputElement} */ ($("#progress")); +const rbfEl = /** @type {HTMLInputElement} */ ($("#rbf")); +const phosphorEl = /** @type {HTMLInputElement} */ ($("#phosphor")); +const scanlinesEl = /** @type {HTMLInputElement} */ ($("#scanlines")); + +const hudT = $("#hudT"); +const hudV = $("#hudV"); +const hudA = $("#hudA"); +const hudE = $("#hudE"); + +/** @typedef {{x:number,y:number}} Vec2 */ +/** @typedef {{ + * amp:number, + * cycles:number, + * harmonics:number, + * noise:number, + * jitter:number, + * fm:number, + * spikeRate:number, + * spikeAmp:number, + * baselineWander:number, + * drive:number + * }} Params + */ + +const clamp01 = (t) => Math.min(1, Math.max(0, t)); +const clamp = (lo, hi, v) => Math.min(hi, Math.max(lo, v)); +const lerp = (a, b, t) => a + (b - a) * t; +const invLerp = (a, b, v) => (v - a) / (b - a); +const smootherstep01 = (t) => { + t = clamp01(t); + return t * t * t * (t * (t * 6 - 15) + 10); +}; + +const vec2 = (x, y) => ({ x, y }); +const v2Add = (a, b) => vec2(a.x + b.x, a.y + b.y); +const v2Sub = (a, b) => vec2(a.x - b.x, a.y - b.y); +const v2Mul = (a, s) => vec2(a.x * s, a.y * s); +const v2Len2 = (a) => a.x * a.x + a.y * a.y; + +// Catmull-Rom (uniform) spline segment +/** @param {Vec2} p0 @param {Vec2} p1 @param {Vec2} p2 @param {Vec2} p3 @param {number} t */ +function catmullRom(p0, p1, p2, p3, t) { + const t2 = t * t; + const t3 = t2 * t; + // 0.5 * ((2*p1) + (-p0+p2)*t + (2*p0-5*p1+4*p2-p3)*t^2 + (-p0+3*p1-3*p2+p3)*t^3) + const a = v2Mul(p1, 2); + const b = v2Mul(v2Sub(p2, p0), t); + const c = v2Mul(v2Add(v2Sub(v2Mul(p0, 2), v2Mul(p1, 5)), v2Sub(v2Mul(p2, 4), p3)), t2); + const d = v2Mul(v2Add(v2Sub(v2Mul(p1, 3), p0), v2Sub(p3, v2Mul(p2, 3))), t3); + return v2Mul(v2Add(v2Add(v2Add(a, b), c), d), 0.5); +} + +/** 情绪锚点(2D: valence×arousal) */ +const EmotionAnchors = [ + { name: "放松", va: vec2(+0.7, 0.2) }, + { name: "开心", va: vec2(+0.8, 0.75) }, + { name: "紧张", va: vec2(-0.4, 0.7) }, + { name: "压力", va: vec2(-0.7, 0.95) }, +]; + +/** + * 单滑条 t∈[0,1] 沿情绪路径输出 (valence, arousal)。 + * 这里用 3 段 Catmull-Rom(端点重复)保证在锚点处一阶连续。 + * @param {number} t01 + * @returns {Vec2} + */ +function emotionPathVA(t01) { + const t = smootherstep01(t01); + const p = EmotionAnchors.map((e) => e.va); + + const segCount = 3; + const s = clamp01(t) * segCount; + const seg = Math.min(segCount - 1, Math.floor(s)); + const u = s - seg; + + // segment i between Pi and P(i+1) + // seg0: P0->P1 uses P0,P0,P1,P2 + // seg1: P1->P2 uses P0,P1,P2,P3 + // seg2: P2->P3 uses P1,P2,P3,P3 + let q; + if (seg === 0) q = catmullRom(p[0], p[0], p[1], p[2], u); + else if (seg === 1) q = catmullRom(p[0], p[1], p[2], p[3], u); + else q = catmullRom(p[1], p[2], p[3], p[3], u); + + // 防止样条过冲导致 arousal < 0 或 > 1(过渡仍保持平滑) + return vec2(clamp(-1, 1, q.x), clamp01(q.y)); +} + +/** @param {Vec2} va */ +function nearestEmotionName(va) { + let best = EmotionAnchors[0].name; + let bestD2 = Infinity; + for (const e of EmotionAnchors) { + const d2 = v2Len2(v2Sub(va, e.va)); + if (d2 < bestD2) { + bestD2 = d2; + best = e.name; + } + } + return best; +} + +/** 参数锚点(对应四情绪) */ +const ParamAnchors = [ + { + name: "放松", + va: EmotionAnchors[0].va, + p: /** @type {Params} */ ({ + amp: 0.22, + cycles: 5.0, + harmonics: 0.12, + noise: 0.02, + jitter: 0.02, + fm: 0.05, + spikeRate: 0.05, + spikeAmp: 0.20, + baselineWander: 0.03, + drive: 0.60, + }), + }, + { + name: "开心", + va: EmotionAnchors[1].va, + p: /** @type {Params} */ ({ + amp: 0.32, + cycles: 6.4, + harmonics: 0.35, + noise: 0.04, + jitter: 0.04, + fm: 0.10, + spikeRate: 0.08, + spikeAmp: 0.22, + baselineWander: 0.025, + drive: 0.70, + }), + }, + { + name: "紧张", + va: EmotionAnchors[2].va, + p: /** @type {Params} */ ({ + amp: 0.40, + cycles: 8.4, + harmonics: 0.22, + noise: 0.10, + jitter: 0.18, + fm: 0.30, + spikeRate: 0.45, + spikeAmp: 0.55, + baselineWander: 0.02, + drive: 1.10, + }), + }, + { + name: "压力", + va: EmotionAnchors[3].va, + p: /** @type {Params} */ ({ + amp: 0.55, + cycles: 10.5, + harmonics: 0.20, + noise: 0.20, + jitter: 0.35, + fm: 0.55, + spikeRate: 0.90, + spikeAmp: 0.90, + baselineWander: 0.015, + drive: 1.70, + }), + }, +]; + +/** @param {Vec2} va @param {number} sigma */ +function rbfWeights(va, sigma) { + const s2 = Math.max(1e-6, sigma * sigma); + /** @type {number[]} */ + const w = []; + let sum = 0; + for (const a of ParamAnchors) { + const d2 = v2Len2(v2Sub(va, a.va)); + const wi = Math.exp(-d2 / (2 * s2)); + w.push(wi); + sum += wi; + } + if (sum <= 1e-9) return w.map(() => 1 / w.length); + return w.map((x) => x / sum); +} + +/** @param {Params[]} ps @param {number[]} w */ +function mixParams(ps, w) { + /** @type {Params} */ + const out = { + amp: 0, + cycles: 0, + harmonics: 0, + noise: 0, + jitter: 0, + fm: 0, + spikeRate: 0, + spikeAmp: 0, + baselineWander: 0, + drive: 0, + }; + for (let i = 0; i < ps.length; i++) { + const p = ps[i]; + const wi = w[i]; + out.amp += p.amp * wi; + out.cycles += p.cycles * wi; + out.harmonics += p.harmonics * wi; + out.noise += p.noise * wi; + out.jitter += p.jitter * wi; + out.fm += p.fm * wi; + out.spikeRate += p.spikeRate * wi; + out.spikeAmp += p.spikeAmp * wi; + out.baselineWander += p.baselineWander * wi; + out.drive += p.drive * wi; + } + return out; +} + +/** @param {Params} a @param {Params} b @param {number} t */ +function lerpParams(a, b, t) { + /** @type {Params} */ + return { + amp: lerp(a.amp, b.amp, t), + cycles: lerp(a.cycles, b.cycles, t), + harmonics: lerp(a.harmonics, b.harmonics, t), + noise: lerp(a.noise, b.noise, t), + jitter: lerp(a.jitter, b.jitter, t), + fm: lerp(a.fm, b.fm, t), + spikeRate: lerp(a.spikeRate, b.spikeRate, t), + spikeAmp: lerp(a.spikeAmp, b.spikeAmp, t), + baselineWander: lerp(a.baselineWander, b.baselineWander, t), + drive: lerp(a.drive, b.drive, t), + }; +} + +/** + * 备选:沿“情绪序列”做分段插值(不依赖 2D) + * @param {number} t01 + */ +function segmentMixParams(t01) { + const t = smootherstep01(t01); + const segCount = 3; + const s = clamp01(t) * segCount; + const seg = Math.min(segCount - 1, Math.floor(s)); + const u = smootherstep01(s - seg); + const ps = ParamAnchors.map((a) => a.p); + if (seg === 0) return lerpParams(ps[0], ps[1], u); + if (seg === 1) return lerpParams(ps[1], ps[2], u); + return lerpParams(ps[2], ps[3], u); +} + +// ---------- 连续噪声(1D value noise + fbm) ---------- +const fract = (x) => x - Math.floor(x); +const hash1 = (n) => fract(Math.sin(n * 127.1) * 43758.5453123); +const fade = (t) => t * t * (3 - 2 * t); + +/** @param {number} x */ +function valueNoise1(x) { + const i = Math.floor(x); + const f = x - i; + const a = hash1(i); + const b = hash1(i + 1); + return lerp(a, b, fade(f)); +} + +/** @param {number} x */ +function fbm1(x) { + let sum = 0; + let amp = 0.5; + let freq = 1.0; + for (let o = 0; o < 4; o++) { + sum += amp * (valueNoise1(x * freq) * 2 - 1); + freq *= 2.02; + amp *= 0.5; + } + return sum; // ~[-1,1] +} + +// ---------- 尖峰事件(确定性伪泊松) ---------- +/** @param {number} n @param {number} salt */ +function hash2(n, salt) { + return fract(Math.sin((n + salt) * 311.7) * 95123.317); +} + +/** + * @param {number} tSec + * @param {number} ratePerSec + * @param {number} amp + */ +function spikeSignal(tSec, ratePerSec, amp) { + const cell = 0.12; // seconds + const decayTau = 0.06; // seconds + const idx = Math.floor(tSec / cell); + const p = clamp01(ratePerSec * cell); + + let s = 0; + // look-back window for decays + for (let k = 0; k < 10; k++) { + const c = idx - k; + const r = hash2(c, 0.13); + if (r < p) { + const within = hash2(c, 2.71); // [0,1) + const spikeT = (c + within) * cell; + const dt = tSec - spikeT; + if (dt >= 0 && dt < 0.35) { + const polarity = hash2(c, 9.91) < 0.82 ? 1 : -1; + s += polarity * amp * Math.exp(-dt / decayTau); + } + } + } + return s; +} + +// ---------- 波形采样 ---------- +const TAU = Math.PI * 2; + +/** @param {number} x */ +function softClipTanh(x, drive) { + const d = Math.max(1e-4, drive); + const den = Math.tanh(d); + if (den < 1e-6) return x; + return Math.tanh(d * x) / den; +} + +/** @param {number} tSec @param {Params} p @param {number} windowSeconds */ +function sampleWave(tSec, p, windowSeconds) { + // Base frequency derived from "cycles in window" + const baseHz = Math.max(0.05, p.cycles / Math.max(0.1, windowSeconds)); + + // Smooth, continuous modulators (avoid white noise harshness) + const lfo = Math.sin(TAU * (0.45 + 0.75 * p.fm) * tSec + 1.3 * fbm1(tSec * 0.21)); + const am = 1 + (0.18 + 0.18 * p.harmonics) * lfo; + + const fmN = fbm1(tSec * (1.2 + 1.4 * p.fm) + 10.0); + const jitterN = fbm1(tSec * (7.0 + 7.0 * p.jitter) + 33.3); + + let phase = TAU * baseHz * tSec; + phase += (p.fm * 2.7) * fmN; + phase += (p.jitter * 2.2) * jitterN; + + const h2 = p.harmonics * 0.65; + const h3 = p.harmonics * 0.40; + const h5 = p.harmonics * 0.16; + + const core = + Math.sin(phase) + + h2 * Math.sin(2 * phase + 0.12) + + h3 * Math.sin(3 * phase + 0.33) + + h5 * Math.sin(5 * phase + 0.81); + + const baseline = p.baselineWander * fbm1(tSec * 0.22 + 99.0); + const noiseTerm = p.noise * 0.55 * fbm1(tSec * 12.0 + 7.0); + const spikes = spikeSignal(tSec, p.spikeRate, p.spikeAmp); + + const yRaw = p.amp * am * core + baseline + noiseTerm + spikes; + return softClipTanh(yRaw, p.drive); +} + +// ---------- Canvas 渲染 ---------- +/** @type {CanvasRenderingContext2D} */ +const ctx = canvas.getContext("2d", { alpha: false }); + +let dpr = 1; +let cw = 0; +let ch = 0; + +function resizeCanvas() { + const rect = canvas.getBoundingClientRect(); + dpr = Math.max(1, Math.min(2.5, window.devicePixelRatio || 1)); + cw = Math.max(2, Math.floor(rect.width * dpr)); + ch = Math.max(2, Math.floor(rect.height * dpr)); + canvas.width = cw; + canvas.height = ch; +} + +window.addEventListener("resize", resizeCanvas, { passive: true }); +resizeCanvas(); + +/** @param {number} w @param {number} h */ +function drawScanlines(w, h) { + const step = Math.max(2, Math.floor(4 * dpr)); + ctx.save(); + ctx.globalCompositeOperation = "source-over"; + ctx.strokeStyle = "rgba(190,255,225,0.045)"; + ctx.lineWidth = 1; + ctx.beginPath(); + for (let y = 0; y < h; y += step) { + ctx.moveTo(0, y + 0.5); + ctx.lineTo(w, y + 0.5); + } + ctx.stroke(); + ctx.restore(); +} + +/** @param {number} w @param {number} h */ +function drawGrid(w, h) { + ctx.save(); + ctx.globalCompositeOperation = "source-over"; + ctx.strokeStyle = "rgba(120,255,190,0.06)"; + ctx.lineWidth = 1; + ctx.beginPath(); + + const vLines = 10; + const hLines = 6; + for (let i = 1; i < vLines; i++) { + const x = (i / vLines) * w; + ctx.moveTo(x + 0.5, 0); + ctx.lineTo(x + 0.5, h); + } + for (let j = 1; j < hLines; j++) { + const y = (j / hLines) * h; + ctx.moveTo(0, y + 0.5); + ctx.lineTo(w, y + 0.5); + } + ctx.stroke(); + ctx.restore(); +} + +/** + * @param {number} timeSec + * @param {Params} p + * @param {{phosphor:boolean, scanlines:boolean}} opts + */ +function renderScope(timeSec, p, opts) { + const w = cw; + const h = ch; + const midY = h * 0.5; + const ampPx = h * 0.33; + + // phosphor persistence: fade previous frame + if (opts.phosphor) { + ctx.save(); + ctx.globalCompositeOperation = "source-over"; + ctx.fillStyle = "rgba(0,0,0,0.16)"; + ctx.fillRect(0, 0, w, h); + ctx.restore(); + } else { + ctx.fillStyle = "#000"; + ctx.fillRect(0, 0, w, h); + } + + drawGrid(w, h); + if (opts.scanlines) drawScanlines(w, h); + + const windowSeconds = 2.0; + const N = Math.min(1400, Math.max(480, Math.floor(w * 0.75))); + + /** @type {number[]} */ + const xs = new Array(N); + /** @type {number[]} */ + const ys = new Array(N); + + for (let i = 0; i < N; i++) { + const x01 = i / (N - 1); + const t = timeSec - windowSeconds * (1 - x01); + const y = sampleWave(t, p, windowSeconds); + + xs[i] = x01 * w; + ys[i] = midY - y * ampPx; + } + + // glow strokes + ctx.save(); + ctx.lineJoin = "round"; + ctx.lineCap = "round"; + + const strokes = [ + { width: 6.5 * dpr, alpha: 0.055, color: "rgba(80,255,154,1)" }, + { width: 3.2 * dpr, alpha: 0.11, color: "rgba(120,255,190,1)" }, + { width: 1.35 * dpr, alpha: 0.90, color: "rgba(190,255,225,1)" }, + ]; + + for (const s of strokes) { + ctx.globalAlpha = s.alpha; + ctx.strokeStyle = s.color; + ctx.lineWidth = s.width; + ctx.beginPath(); + ctx.moveTo(xs[0], ys[0]); + for (let i = 1; i < N; i++) ctx.lineTo(xs[i], ys[i]); + ctx.stroke(); + } + ctx.restore(); + + // subtle center line + ctx.save(); + ctx.globalAlpha = 0.10; + ctx.strokeStyle = "rgba(190,255,225,1)"; + ctx.lineWidth = 1; + ctx.beginPath(); + ctx.moveTo(0, midY + 0.5); + ctx.lineTo(w, midY + 0.5); + ctx.stroke(); + ctx.restore(); +} + +// ---------- 主循环:情绪路径→参数→低通→渲染 ---------- +let start = performance.now(); +let last = start; + +/** @type {Params} */ +let pCurrent = { ...ParamAnchors[0].p }; + +function tick(now) { + const dt = Math.min(0.05, Math.max(0.0001, (now - last) / 1000)); + last = now; + + // slider t + const t01 = clamp01(parseFloat(progressEl.value)); + const va = emotionPathVA(t01); + + // target params from 2D RBF or segment mix + let pTarget; + if (rbfEl.checked) { + // sigma 越小越“贴近锚点”(情绪差异更明确);越大越“融”(过渡更柔) + const w = rbfWeights(va, 0.62); + pTarget = mixParams( + ParamAnchors.map((a) => a.p), + w + ); + } else { + pTarget = segmentMixParams(t01); + } + + // 1st-order low-pass to avoid abrupt change under fast dragging + const tau = 0.12; + const k = 1 - Math.exp(-dt / Math.max(1e-4, tau)); + pCurrent = lerpParams(pCurrent, pTarget, k); + + // HUD + hudT.textContent = t01.toFixed(3); + hudV.textContent = (va.x >= 0 ? "+" : "") + va.x.toFixed(3); + hudA.textContent = va.y.toFixed(3); + hudE.textContent = nearestEmotionName(va); + + // render + if (canvas.width !== cw || canvas.height !== ch) resizeCanvas(); + renderScope((now - start) / 1000, pCurrent, { + phosphor: phosphorEl.checked, + scanlines: scanlinesEl.checked, + }); + + requestAnimationFrame(tick); +} + +// Prime first frame +ctx.fillStyle = "#000"; +ctx.fillRect(0, 0, canvas.width, canvas.height); +requestAnimationFrame(tick); + diff --git a/prototype/emotion_scope/style.css b/prototype/emotion_scope/style.css new file mode 100644 index 000000000..e1405189e --- /dev/null +++ b/prototype/emotion_scope/style.css @@ -0,0 +1,151 @@ +:root{ + --bg0:#06090d; + --bg1:#0a1118; + --fg0:#d7fbe9; + --fg1:#99d7b6; + --muted:#6f8c7d; + --line:#50ff9a; + --line2:#a7ffd4; + --panel:#0b121a; + --panel2:#0f1a24; + --border:rgba(153,215,182,.22); +} + +*{box-sizing:border-box} +html,body{height:100%} +body{ + margin:0; + background:radial-gradient(1200px 800px at 30% 20%, #0d1a24 0%, var(--bg0) 55%, #04070a 100%); + color:var(--fg0); + font:14px/1.4 system-ui,-apple-system,Segoe UI,Roboto,Helvetica,Arial,"Noto Sans","PingFang SC","Microsoft YaHei",sans-serif; +} + +.app{ + height:100%; + display:flex; + flex-direction:column; +} + +.topbar{ + display:flex; + gap:16px; + align-items:flex-start; + justify-content:space-between; + padding:14px 16px 12px; + border-bottom:1px solid var(--border); + background:linear-gradient(180deg, rgba(15,26,36,.92), rgba(8,12,18,.86)); + backdrop-filter: blur(10px); +} + +.title__main{ + font-weight:700; + letter-spacing:.2px; +} +.title__sub{ + margin-top:2px; + color:var(--muted); + font-size:12px; +} + +.controls{ + display:flex; + flex-wrap:wrap; + gap:10px 14px; + align-items:center; + justify-content:flex-end; +} + +.control{ + display:flex; + flex-direction:column; + gap:6px; + padding:10px 12px; + border:1px solid var(--border); + border-radius:10px; + background:linear-gradient(180deg, rgba(15,26,36,.75), rgba(9,13,18,.6)); +} + +.control__label{ + color:var(--muted); + font-size:12px; +} + +.control--checkbox{ + flex-direction:row; + align-items:center; + gap:8px; + padding:10px 12px; +} + +input[type="range"]{ + width:min(340px, 42vw); + accent-color:var(--line); +} + +.stage{ + position:relative; + flex:1; + min-height:320px; + padding:14px; +} + +.scope{ + width:100%; + height:100%; + border-radius:14px; + border:1px solid var(--border); + background: + radial-gradient(900px 600px at 40% 35%, rgba(17,48,38,.22), transparent 58%), + linear-gradient(180deg, rgba(11,18,26,.86), rgba(6,9,13,.86)); +} + +.hud{ + position:absolute; + left:28px; + top:28px; + display:flex; + flex-direction:column; + gap:8px; + pointer-events:none; +} + +.hud__row{ + display:flex; + gap:14px; + flex-wrap:wrap; + align-items:center; +} + +.hud__row--small{ + max-width:min(720px, 70vw); +} + +.hud__kv{ + display:flex; + gap:8px; + align-items:baseline; + padding:6px 10px; + border:1px solid rgba(153,215,182,.18); + border-radius:999px; + background:rgba(8,12,18,.55); + backdrop-filter: blur(8px); +} + +.hud__kv .k{ + color:var(--muted); + font-size:12px; +} +.hud__kv .v{ + font-variant-numeric: tabular-nums; + color:var(--fg0); +} + +.hud__hint{ + color:rgba(153,215,182,.74); + font-size:12px; + padding:8px 10px; + border:1px dashed rgba(153,215,182,.18); + border-radius:10px; + background:rgba(8,12,18,.35); + backdrop-filter: blur(8px); +} diff --git a/web-prototype/stage3-filter-check.html b/web-prototype/stage3-filter-check.html new file mode 100644 index 000000000..c9fd6c391 --- /dev/null +++ b/web-prototype/stage3-filter-check.html @@ -0,0 +1,2142 @@ + + + + + + Stage3 - 滤波器检查系统 + + + +
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+

滤波器检查系统

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FILTER INSPECTION SYSTEM - STAGE 3
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屏蔽区
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FILTER
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限幅区
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LIMITER
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修饰区
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MODIFIER
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按住按钮匀速推进指针,观察波形变化
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控制台 CONTROL
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═══ 系统初始化 ═══
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连接滤波器...
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安装/复查记录
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暂无记录
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+ + + + \ No newline at end of file diff --git a/思维侧写-优化版.html b/思维侧写-优化版.html new file mode 100644 index 000000000..a68534431 --- /dev/null +++ b/思维侧写-优化版.html @@ -0,0 +1,497 @@ + + + + + + 思维侧写 + + + + +
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+
就 是 她
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0%
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移动鼠标 · 拼凑真相
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