Merge branch 'develop' into feature/screen
This commit is contained in:
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//1-关于人类的照片,褪色;2-城市的远景,灯红酒绿,绵延到视野的尽头;3-城市的街道,各种各样的机体在街道上往来;4-红色版画风格集体宣传图
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//5-损坏的垂死机体,坐在街道角落 被所有人忽视;6-机体诊所,正在被治疗的机体;7-主角在诊室的洗手镜前,准备工作
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你好,陌生的人类。
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<<hide_dialog>>
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<<wait 0.5>>
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我叫路斯,是一名机体治疗师。<br>或者按照人类的说法,你也可以称我为<br>“医生”。
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虽然我们这些机体,从来没离开过这个城市,<br>也没有见过人类。
|
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这座城市是我的家,也是我的公司。<br>我在诊所里为机体们看病,治疗,直到退役,被公司回收。
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从任何角度看,这都是非常普通的一天。<br>但是…故事就是在这普通的一天开始的。
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//一个崭新的时代在这个星球表面展开,高楼大厦铺到了大陆最后一个角落,机器轰鸣日夜不息。<br>——这正是我们所处的的时代,机体时代。
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//这个巨型城市里住着各种各样的机体,<br>它们按照人类还存在时的模式,持续进行着生产。<br>就像一种机器的传统,电子的DNA…
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position: 205,-53
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---
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<<hide_dialog>>
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场景黑屏占位
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<<fade_out 1>>
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<<wait 1>>
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你走出诊室,靠在巷子的墙上。
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巷子正中央站着一个人,佩佩。
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@@ -77,7 +77,6 @@ peipei: 再见了,叶子。
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->回到诊室
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<<NextYarn>>
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===
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<<fade_out 1>>
|
||||
|
||||
你坐上了回家的地铁,地铁上挤满了机体。
|
||||
|
||||
@@ -4,13 +4,13 @@ colorID: 8
|
||||
position: 205,-53
|
||||
---
|
||||
<<hide_dialog>>
|
||||
场景黑屏占位
|
||||
<<fade_out 1>>
|
||||
<<wait 1>>
|
||||
|
||||
你走出诊室,靠在巷子的墙上。
|
||||
石头正坐在台阶上,反复播放着他和你共同录制的音乐。
|
||||
【把前边关于“我是谁”的对话挪出来】
|
||||
吸完最后一口烟,你长舒一口气,转身回到诊室。
|
||||
//你走出诊室,靠在巷子的墙上。
|
||||
//石头正坐在台阶上,反复播放着他和你共同录制的音乐。
|
||||
//【把前边关于“我是谁”的对话挪出来】
|
||||
//吸完最后一口烟,你长舒一口气,转身回到诊室。
|
||||
|
||||
<<NextYarn>>
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ colorID: 8
|
||||
position: 205,-53
|
||||
---
|
||||
<<hide_dialog>>
|
||||
//<<fade_out 0.1>>
|
||||
<<fade_out 1>>
|
||||
场景黑屏占位
|
||||
<<wait 1>>
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@ position: 205,-53
|
||||
---
|
||||
|
||||
<<hide_dialog>>
|
||||
//<<fade_out 0.1>>
|
||||
<<fade_out 1>>
|
||||
场景黑屏占位
|
||||
<<wait 1>>
|
||||
|
||||
@@ -75,7 +75,7 @@ peipei: 我会有很多机会给你画画的。
|
||||
|
||||
//感觉可以把之前写的day1mid改到这里的BE,只是树叶其实是绿的,但你说是黄的
|
||||
|
||||
//<<fade_in 1>>
|
||||
<<fade_in 1>>
|
||||
|
||||
感谢游玩艾比斯之梦,本次demo的体验流程已结束
|
||||
|
||||
|
||||
@@ -41,9 +41,9 @@ group:UF深入检查
|
||||
position: -856,-2640
|
||||
---
|
||||
<<if visited("UF深入检查")==false>>
|
||||
【占位】:尝试深入但是禁止深入(用屏幕做)
|
||||
console: 【占位】尝试深入但是禁止深入(用屏幕做)
|
||||
me: 不就是一个图像生成模块…有必要弄这么严格吗?
|
||||
【占位】:可以打印刚才生成照片的log,log显示视觉中出现的色彩干扰了UF
|
||||
console: 【占位】可以打印刚才生成照片的log,log显示视觉中出现的色彩干扰了UF
|
||||
<<if visited("FirstDialogue")==false>>
|
||||
me: 总之…既然它提到了视觉,我们就去视觉深入检查看看吧。
|
||||
<<else>>
|
||||
@@ -53,7 +53,7 @@ position: -856,-2640
|
||||
<<set $isFinishedUFCheck=true>>
|
||||
<<jump UF检查状态>>
|
||||
<<else>>
|
||||
【占位】:UF发生视觉色彩不兼容
|
||||
console: 【占位】UF发生视觉色彩不兼容
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
|
||||
@@ -281,13 +281,13 @@ group:视觉检查
|
||||
position: -2052,-2351
|
||||
---
|
||||
<<if visited("UF深入检查")==false>>
|
||||
me:没什么头绪,先看看别的地方
|
||||
me: 没什么头绪,先看看别的地方吧。
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<endif>>
|
||||
|
||||
<<if $isFinishedEyeCheck==true>>
|
||||
me:这里应该已经彻底检查过了
|
||||
me: 这里应该已经彻底检查过了。
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<endif>>
|
||||
|
||||
@@ -62,6 +62,7 @@ position: -1248,-2433
|
||||
<<complete_task TaskManager "查询所有新索引的记忆">>
|
||||
peipei: 医生…快停下。
|
||||
peipei: 我…我的头好痛……
|
||||
me: 反胃么?这是记忆波动引发的反应…<br>我这就退出来,休息会就好了。
|
||||
<<hide_dialog>>
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<set $ufDiscussCount=3>>
|
||||
@@ -135,7 +136,7 @@ unknown: 可惜等这个夏天结束…我们就再也没机会一块看了。
|
||||
<<wait 1>>
|
||||
peipei: 会有的。
|
||||
unknown: 会有的吗?
|
||||
peipei: 你快别说话了…夕阳很快就要结束了。
|
||||
peipei: 你别说话了…好好看看吧。
|
||||
<<hide_dialog>>
|
||||
<<wait 2>>
|
||||
unknown: 明天我们还来看夕阳好吗?
|
||||
|
||||
@@ -3,12 +3,19 @@ tags:
|
||||
position: 43,-97
|
||||
---
|
||||
<<switch_fix_system_to "BodyModule">>
|
||||
me: 所以…这就是视觉模块正在传出的数据,“色彩数据”……
|
||||
peipei: 色彩…数据?
|
||||
me: 是的,简单来说…<br>你的视觉模块正在像颜料一样,使用这些记忆里的色彩来上色。
|
||||
me: 这可能和你看不见颜色有关系…简单来说,这让你产生一种“想要看见颜色”的指令…
|
||||
me: 或者说,想要看见颜色的“念头”。<br>就是这种“念头”把这些记忆给读出来了。
|
||||
<<wait 0.5>>
|
||||
me: 受到了这些异常色彩的干扰,UF也就无法正确地生成颜色了。
|
||||
me: 按照手册,现在最理想的方案是…“视觉-记忆色彩通路截断术”。
|
||||
me: 截断你的视觉-记忆之间的色彩通路。这样…这些色彩就没办法再传入你的视觉,影响UF工作了。
|
||||
<<wait 0.5>>
|
||||
peipei: ……
|
||||
//【占位】:不过绘图机器人存储的颜色记忆也足够多了,也没什么新得值得记住得东西了
|
||||
<<fade_in 1>>
|
||||
me: 就是这些记忆数据被输入到视觉中…形成了色彩,干扰了UF的工作。
|
||||
【占位】:这里需要说明下问题在于视觉引用记忆的色彩来填色,这是一个bug
|
||||
【占位】:需要做视觉和记忆的色彩通路剪除
|
||||
【占位】:剪掉后视觉不会直接填色了,也不会再有颜色被记住了,但是色彩记忆是保留得
|
||||
【占位】:不过绘图机器人存储的颜色记忆也足够多了,也没什么新得值得记住得东西了
|
||||
<<jump 结束分析>>
|
||||
===
|
||||
title: 结束分析
|
||||
|
||||
@@ -7,16 +7,16 @@ position: 251,-1150
|
||||
<<switch_fix_system_to "Clinic">>
|
||||
<<character_fade_in_new>>
|
||||
<<fade_out 1>>
|
||||
me: 这应该就是UF产生的排异反应的原因:你的视觉过于活跃,调用了记忆的色彩来为成像上色,而这干扰了UF的工作。
|
||||
me: 根据手册的内容,做一个<b><size=100%><color=\#FFB200>视觉-记忆桥阻断术</color></b> 就可以修复这个问题。
|
||||
me: 不过……手术之后,你应该就不能再用那种特殊的方法看到色彩了。
|
||||
peipei: 所以…那些色彩其实是一种…病?<br>而我必须要把它…治好?
|
||||
me: 是的…无论如何,只有当这些色彩消失,UF才能恢复正常。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
peipei: 也就是说,我就没办法…再想象那些颜色了?
|
||||
me: 是的。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
peipei: …我还以为…吃点药或者换点冷却液就可以了……
|
||||
peipei: 只有彻底看不见颜色…我才能继续画画……
|
||||
peipei: …我还以为…吃点药或者换点冷却液就可以了。
|
||||
me: 别担心,这只是个小手术。
|
||||
peipei: ……
|
||||
peipei: 我才意识到…我已经好久没有画画了。
|
||||
@@ -24,6 +24,12 @@ me: 你们不是用UF来画画么?
|
||||
peipei: 我是说画画,不是工作的画画……
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
|
||||
<<表情:佩佩很忧伤>>
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
|
||||
peipei: 医生,一个连太阳和树叶的颜色都分不清的机体,还能画画吗?
|
||||
me: …对不起,画画不是我了解的领域。<br>我只能肯定的是,这个手术是让UF恢复正常工作的最好办法。
|
||||
<<hide_dialog>>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
title: 进入手术
|
||||
title: 进入手术
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 251,-1150
|
||||
@@ -6,12 +6,10 @@ position: 251,-1150
|
||||
<<fade_in 1>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<fade_out 1>>
|
||||
<<set_line_cuttable LineManager MemoryEye true>>
|
||||
<<clear_tasks TaskManager>>
|
||||
<<add_task TaskManager "执行视觉-记忆桥截断术">>
|
||||
<<task_moveIn TaskManager>>
|
||||
me: 开始吧…截断视觉-记忆桥。
|
||||
<<ShowTool ToolManager Scissor>>
|
||||
<<play_timeline_cutline TimeLineController>>
|
||||
// <<ShowTool ToolManager Scissor>>
|
||||
===
|
||||
|
||||
title: CutLine
|
||||
@@ -19,18 +17,14 @@ tags:
|
||||
group:手术相关
|
||||
position: -273,-66
|
||||
---
|
||||
<<if $isLineCut==true>>
|
||||
<<complete_task TaskManager "执行视觉-记忆桥截断术">>
|
||||
peipei: 啊…眼睛……我的……
|
||||
peipei: 好痛!
|
||||
me: 怎么了?怪了,这不应该引起任何痛觉的…
|
||||
peipei: ……
|
||||
peipei: 呼……
|
||||
peipei: 好像……好多了。
|
||||
<<jump 结束手术>>
|
||||
<<else>>
|
||||
me: 这不是我应该剪断的线……
|
||||
<<endif>>
|
||||
<<wait 0.5>>
|
||||
peipei: 啊…眼睛……我的……
|
||||
peipei: 好痛!
|
||||
me: 怎么了?怪了,这不应该引起任何痛觉的…
|
||||
peipei: ……
|
||||
peipei: 呼……
|
||||
peipei: 好像……好多了。
|
||||
<<jump 结束手术>>
|
||||
===
|
||||
|
||||
title: 结束手术
|
||||
|
||||
@@ -19,13 +19,13 @@ group:视觉检查
|
||||
position: 251,1116
|
||||
---
|
||||
<<if $isFinishedEyeCheck==true>>
|
||||
me:这里应该已经彻底检查过了
|
||||
me:这里应该已经彻底检查过了。
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<endif>>
|
||||
|
||||
<<if $eyeTargetTriggerCount == 1>>
|
||||
me: 佩佩,试一下吧。还能看见那些颜色吗?
|
||||
me: 佩佩,试一下吧。你还能看见那些颜色吗?
|
||||
<<hide_dialog>>
|
||||
<<wait 2>>
|
||||
peipei: 我…
|
||||
@@ -37,19 +37,17 @@ me:这里应该已经彻底检查过了
|
||||
<<elseif $eyeTargetTriggerCount == 2>>
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
peipei: 看来真的没了。
|
||||
me: 眼睛怎么样了?
|
||||
peipei: 看来…真的没了。
|
||||
<<hide_dialog>>
|
||||
<<wait 0.5>>
|
||||
peipei: 好多了。
|
||||
peipei: 只是还是有点不习惯…看不见颜色的样子。
|
||||
peipei: 还有点不习惯…看不见颜色的样子。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
peipei: 第一次发现可以这样的时候…我就应该想到会有这一天。
|
||||
peipei: 只怪我…我一直不愿意去想罢了。
|
||||
<<hide_dialog>>
|
||||
<<wait 0.5>>
|
||||
me: 好了,总之…分析是对的…可以结束测试了。
|
||||
me: 好了,总之…分析是对的。<br>可以结束测试了…
|
||||
<<set $isFinishedEyeCheck=true>>
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<complete_task TaskManager "重新检查视觉症状">>
|
||||
|
||||
@@ -15,7 +15,7 @@ position: 251,-1150
|
||||
me: 以防万一…
|
||||
me: 佩佩,把一开始我们描述的那张图再画一遍吧?
|
||||
peipei: 一开始的……美人鱼吗?
|
||||
peipei:
|
||||
peipei: 让我试试……
|
||||
<<character_pos 画画动作>>
|
||||
<<hide_dialog>>
|
||||
<<fade_in 1>>
|
||||
@@ -29,7 +29,7 @@ peipei: 太好了……它看起来……总算正常了!
|
||||
<<character_pos 无动作>>
|
||||
<<wait 0.5>>
|
||||
<<hide_obj>>
|
||||
peipei: 谢谢你,医生。这样我总算可以完成工作了。
|
||||
peipei: 谢谢你,医生。总算…<br>我总算可以完成工作了。
|
||||
me: 眼睛怎么样,还有不舒服吗?
|
||||
<<hide_dialog>>
|
||||
<<wait 0.5>>
|
||||
@@ -41,7 +41,7 @@ peipei: 其实还挺不错的……比我想象的好多了。
|
||||
me: 那就好。
|
||||
peipei: 我先走了,医生,再见。<br>现在还不是休息的时候。
|
||||
<<hide_dialog>>
|
||||
<<character_fade_out_new >>
|
||||
<<character_fade_out_new>>
|
||||
<<wait 1>>
|
||||
me: 但愿这是值得的。
|
||||
<<jump 结束结束对话>>
|
||||
|
||||
@@ -206,18 +206,23 @@ position: -736,56
|
||||
title: 记忆色彩清除后续
|
||||
position: -733,301
|
||||
---
|
||||
me: 佩佩…
|
||||
me: 你知道你终将失去那些色彩的,对吧
|
||||
me: 短暂的获得终将失去的美好
|
||||
me: …………
|
||||
me: 我想你会更痛苦
|
||||
me: 佩佩…我是一个医生,我必须要对我的患者负责任。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
me: 而且…你知道你逃不掉的,对吧?
|
||||
me: 你最后还是会要抹掉它们…这是不会有差别的。
|
||||
//me: 短暂的获得终将失去的美好…我想你会更痛苦。
|
||||
//如果因为认为别人会有这种感受而替他做选择,反而不合理;这里最好保持在理性上
|
||||
<<character_pos "无动作">>
|
||||
<<character_face_new "不开心">>
|
||||
peipei:…………
|
||||
me: 而且,如果不进行记忆色彩抹除,我不知道你身体里的那个进程会不会什么时候又开始活跃
|
||||
me: 那很危险,我不想将你置于危险之中
|
||||
peipei:…………
|
||||
peipei:…………
|
||||
peipei:………
|
||||
me: 我不知道你身体里的那个进程会不会什么时候又开始活跃。
|
||||
me: 那很危险,我不能将你置于危险之中。
|
||||
peipei:………
|
||||
<<hide_dialog>>
|
||||
<<wait 2>>
|
||||
<<character_face_new "闭眼">>
|
||||
<<wait 2>>
|
||||
peipei: 我会记得我曾经有过那些彩色的记忆吗?
|
||||
me: 你只会记得你曾经有一些记忆…
|
||||
me: 但不再记得它们是什么了。
|
||||
@@ -225,9 +230,9 @@ me: 就像梦一样。
|
||||
peipei: 就像梦一样…
|
||||
peipei: 医生……
|
||||
peipei: 请把它们清除得干净一些。
|
||||
<<character_face_new "闭眼">>
|
||||
peipei: 不要让我痛苦……
|
||||
me: ……
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
me: 我会的。
|
||||
peipei: 我们去维修室吧。
|
||||
<<set $isPeipeiBE=true>>
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
title: 进入手术
|
||||
title: 进入手术
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 246,-866
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<if $isPeipeiBE==true>>
|
||||
<<add_task TaskManager "执行手术-色彩记忆初始化">>
|
||||
@@ -167,7 +166,7 @@ peipei: 这就是……有色彩的世界吗?
|
||||
peipei: 我已经……太久没有……
|
||||
//me: 好了,佩佩,让我们收拾一下……
|
||||
<<complete_task TaskManager "进入视觉模块执行重置">>
|
||||
me: 好了,佩佩。不要…不要太沉迷其中。
|
||||
me: 好了,佩佩。
|
||||
//这里会自动执行主界面维修
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<jump 结束手术>>
|
||||
|
||||
@@ -1,11 +1,9 @@
|
||||
title: 进入结束对话
|
||||
title: 进入结束对话
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 251,-1150
|
||||
---
|
||||
<<switch_fix_system_to Clinic>>
|
||||
【占位】:再次测试绘图,发现ok了
|
||||
【占位】:佩佩离开
|
||||
<<jump 结束结束对话>>
|
||||
===
|
||||
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
title: 进入佩佩开场对话
|
||||
title: 进入佩佩开场对话
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 272,-1156
|
||||
---
|
||||
<<Temp_RemoveChip>>
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
<<fade_out 1>>
|
||||
<<indoor_new 1>>
|
||||
peipei: 我搞砸了…我搞砸了。
|
||||
<<character_init_new 佩佩>>
|
||||
|
||||
@@ -7,6 +7,8 @@ position: 322,-1030
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 结束第一次发热
|
||||
position: 304,-368
|
||||
---
|
||||
@@ -14,6 +16,9 @@ position: 304,-368
|
||||
<<jump Center>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 系统发热对话
|
||||
tags:
|
||||
colorID: 8
|
||||
@@ -30,8 +35,8 @@ position: -32,-873
|
||||
<<wait 1>>
|
||||
me: …过热?
|
||||
peipei: 医生…头…又开始痛了……
|
||||
me: 头痛…原来是因为佩佩正在发热!没想到竟然这么严重……
|
||||
me: 这个温度已经接近了警戒线,继续升高就会有生命危险…
|
||||
me: 原来如此…这是因为你正在发热!没想到竟然这么严重……
|
||||
me: 这个温度已经接近了警戒线…继续升高就会有生命危险。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
me: 先别管什么UF了…必须先找到热源,然后进行降温。
|
||||
@@ -40,6 +45,10 @@ position: -32,-873
|
||||
<<ShowHeatMap>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 第一次降温
|
||||
tags:
|
||||
colorID: 8
|
||||
@@ -50,8 +59,10 @@ position: -29,-688
|
||||
<<set $feverMessageSeen=0>>
|
||||
<<complete_task TaskManager "对佩佩进行降温">>
|
||||
<<MessageBoxSetNull>>
|
||||
peipei: 呼…忽然……好多了。
|
||||
me: 还不能放松…这只是暂时的。
|
||||
peipei: 呼…这下……好多了。
|
||||
me: 这只是暂时的…在排除病因之前,你随时可能再次发热。
|
||||
me: 做一次头部插线检查吧…找到发热的原因。
|
||||
peipei: 医生…一定要修好它…拜托你了。
|
||||
<<HideHeatMap>>
|
||||
<<jump 结束第一次发热>>
|
||||
===
|
||||
@@ -1,13 +1,11 @@
|
||||
title: 进入身体检查
|
||||
title: 进入身体检查
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -443,-3575
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
<<switch_fix_system_to "BodyModule">>
|
||||
<<declare $finishFirstCoolDown=false>>
|
||||
me: 发热算是停住了……不过为什么会这么严重?
|
||||
me: 看起来源头就是这个UF模块…最好检查一下。
|
||||
me: 发热的源头就是这个UF模块…很有可能就是它里边出问题了。
|
||||
<<jump 高亮模块>>
|
||||
===
|
||||
|
||||
@@ -63,7 +61,8 @@ position: 43,-97
|
||||
<<endif>>
|
||||
<<jump 身体检查状态>>
|
||||
===
|
||||
// 这就是没有函数式的坏处
|
||||
|
||||
//这就是没有函数式的坏处
|
||||
|
||||
|
||||
|
||||
@@ -73,6 +72,8 @@ position: 151,-2688
|
||||
---
|
||||
<<if $PlugCount==7>>
|
||||
<<set $PlugAll=true>>
|
||||
<<jump 第二次发热前对话>>
|
||||
<<elseif $PlugCount==8>>
|
||||
<<jump 第二次发热>>
|
||||
<<endif>>
|
||||
===
|
||||
@@ -223,7 +224,7 @@ position: -85,-3195
|
||||
->检查
|
||||
<<MessageBoxSetError>>
|
||||
<<MessageBoxSetText 发现错误,需要深入>>
|
||||
me: 又是这里,希望这次能成功深入
|
||||
me: 又是这里…希望这次能成功深入。
|
||||
<<EnableDeepInButton>>
|
||||
<<if visited("检查UF")==false>>
|
||||
<<set $PlugCount=$PlugCount+1>>
|
||||
@@ -258,12 +259,34 @@ position: 395,-3195
|
||||
|
||||
|
||||
|
||||
title: 第二次发热前对话
|
||||
position: 151,-2461
|
||||
---
|
||||
me: 该查的都查了…<br>除了发热造成的影响,哪里有什么“未知来源干扰”…?
|
||||
<<hide_dialog>>
|
||||
<<wait 0.5>>
|
||||
peipei: 医生…我是不是治不好了……?我是不是…有问题?
|
||||
me: 当然…你的*身体里*有一些问题,这是你在这里的原因。
|
||||
me: 但这不是你的错,我会找到并解决这些问题的。
|
||||
<<hide_dialog>>
|
||||
<<wait 0.5>>
|
||||
me: 既然没有更多线索,那么我想问题还是在UF这里…
|
||||
me: 我想我应该再检查一下UF,看看有没有办法绕开这些该死的权限要求……
|
||||
<<set $PlugCount = $PlugCount + 1>>
|
||||
<<SetHeat 1>>
|
||||
<<hide_dialog>>
|
||||
<<ShowHeatMap>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 第二次发热
|
||||
position: 151,-2461
|
||||
---
|
||||
me: 到处都检查过了,但是…除了发热造成的影响,没有看到什么异常啊……
|
||||
<<SetHeat 1>>
|
||||
【占位】又发热了,需要降温
|
||||
me: 又过热了!这也太快了…
|
||||
peipei: 医生…我好困……
|
||||
me: 再坚持一下…佩佩。
|
||||
<<hide_dialog>>
|
||||
<<ShowHeatMap>>
|
||||
===
|
||||
@@ -278,7 +301,7 @@ position: -837,-2797
|
||||
---
|
||||
<<SetHeat 0>>
|
||||
<<MessageBoxSetNull>>
|
||||
me: 下一次,可能不会这么容易了……
|
||||
me: 发热的症状正在逐渐加重…下次可能不会这么容易了。
|
||||
<<set $finishFirstCoolDown=true>>
|
||||
<<HideHeatMap>>
|
||||
<<jump 身体检查状态>>
|
||||
@@ -292,19 +315,25 @@ tags:
|
||||
colorID: 8
|
||||
position: -837,-2797
|
||||
---
|
||||
【占位】:尝试深入但是禁止深入(用屏幕做)
|
||||
【占位】:可以打印log,但是log没有明确指向,只说是“未知来源”的干扰。
|
||||
me: 看起来UF还是有类似的问题…但是这个“未知来源”是什么?
|
||||
me: 发热的源头就是这里…如果有必要的话,恐怕要拆开来检查了。
|
||||
peipei: 不要…医生……组长说它比我还要精贵……如果你把它拆坏了,我就完了……
|
||||
me: ……
|
||||
me: 好吧。
|
||||
me: 只好继续在其他模块里找找线索了。
|
||||
console: 尝试深入但是禁止深入
|
||||
console: 报错:受到干扰
|
||||
me: 看来还有和上次类似的问题?<br>可是上次不是已经处理过了么……
|
||||
console: 干扰来源:“未知来源”,请排查其他模块。
|
||||
me: “未知来源”?
|
||||
me: 之前好歹还指向了视觉模块,现在干脆就是“未知来源”……
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
//me: UF要求的权限也太高了。<br>既要我修,又不让我获取更多信息……这里面到底有什么东西?
|
||||
|
||||
me: 如果我们没有找到这个“未知来源”的话,恐怕要先暂时把UF拆下来了……
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
peipei: 拆除…必须要拆除吗?
|
||||
me: 至少先让它不要再发热。如果这种发热持续发生,你会有生命危险…<br>更别说你的工作了。
|
||||
peipei: 他们和我说它比我还要贵重…真的能拆吗?<br>拆了它,我会需要赔偿吗?<br>我会因此被回收吗……
|
||||
me: ……啧。
|
||||
me: 先尽快排查其他模块吧。
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -3,11 +3,13 @@ tags:
|
||||
position: 43,-97
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
me: 管不了那么多了。<br>佩佩,如果发热不尽早止住的话,你会有生命危险。
|
||||
me: 管不了那么多了。<br>佩佩,如果发热还止不住……
|
||||
me: 我不能…我不能允许再有机体死在我的诊室了。
|
||||
peipei: 对不起…医生…
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
me: 发热的就是UF,如果想解决这个问题,必须深入UF看一看。
|
||||
me: 想搞清楚这一切,只有拆开UF,破除安保系统了。
|
||||
me: 想搞清楚这一切,只有拆开UF,短接它的安保系统了…让它不要再检查我的权限了。
|
||||
peipei:好吧…<br>那么,就请小心一点吧。
|
||||
->拆开UF
|
||||
管不了那么多了…来吧。
|
||||
@@ -29,9 +31,9 @@ peipei:好吧…<br>那么,就请小心一点吧。
|
||||
<<wait 1>>
|
||||
me: 好吧,一会儿再来研究这件事……
|
||||
me: 我得去破坏安保模块的线路。
|
||||
->破坏安保线路
|
||||
->短接安保线路
|
||||
<<fade_in 1>>
|
||||
<<wait 1>>
|
||||
<<wait 1>>
|
||||
<<fade_out 1>>
|
||||
me: 好了,现在应该可以访问UF了。
|
||||
<<return_init_camera>>
|
||||
|
||||
@@ -2,13 +2,23 @@
|
||||
tags:
|
||||
position: 43,-97
|
||||
---
|
||||
<<declare $UfCount = 1>>
|
||||
<<declare $HaveSeenSky = false>>
|
||||
<<declare $HaveSeenPlant = false>>
|
||||
<<declare $HaveSeenPoster = false>>
|
||||
<<declare $target="">>
|
||||
<<declare $targetDescription="">>
|
||||
<<declare $memoryDescription="">>
|
||||
<<declare $memoryTarget="">>
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
现在可以插线来深入UF了
|
||||
me: 好…现在应该可以通过插线访问UF了。
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
title: 结束UF检查
|
||||
position: 275,-222
|
||||
---
|
||||
@@ -23,237 +33,472 @@ title: 第一次进入UF检查
|
||||
position: 275,-222
|
||||
---
|
||||
<<switch_fix_system_to UF>>
|
||||
// 【功能制作中】
|
||||
// 【这里看到UF控制下的视觉】
|
||||
// 【你可以操控UF,发现佩佩在给UF理解的世界注入色彩想象】
|
||||
// 【这个过程变得越来越不受控制,最后你失去了控制,视点在疯狂移动】
|
||||
// <<jump 结束UF检查>>
|
||||
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: UFCheck
|
||||
tags:
|
||||
colorID: 3
|
||||
group:视觉检查
|
||||
position: -2052,-2351
|
||||
---
|
||||
<<if $gameStage == "UF检查">>
|
||||
ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目标……
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<if $currentEyeTarget=="sky">>
|
||||
<<set_Eyetarget EyeManager "sky" false>>
|
||||
<<elseif $currentEyeTarget=="plant">>
|
||||
<<set_Eyetarget EyeManager "plant" false>>
|
||||
<<elseif $currentEyeTarget=="poster">>
|
||||
<<set_Eyetarget EyeManager "poster" false>>
|
||||
<<endif>>
|
||||
ULM自训练进程: 已池化图像卷积数据!正在上传神经网络数据集……
|
||||
ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目标……
|
||||
<<UF_SwitchState UFSystem UF 0.1>>
|
||||
<<UF_spriteIn UFSystem>>
|
||||
|
||||
<<if $UFCount == 1>>
|
||||
<<hide_dialog>>
|
||||
<<wait 0.5>>
|
||||
me: 这是…什么?
|
||||
me: 佩佩…你能看见吗?
|
||||
peipei: 这就是…这就是我的……
|
||||
peipei: 这已经不是我的左眼了…这是……
|
||||
peipeipei: 这已经是UF的眼睛了。
|
||||
me: 我想是的……看起来…<br>它把看到的画面…变成了我们不能理解的数据格式。
|
||||
<<endif>>
|
||||
//ULM自训练进程: 已池化图像卷积数据!正在上传神经网络数据集……
|
||||
|
||||
<<if $currentEyeTarget == "sky">>
|
||||
<<set $targetDescription = "蓝色天空">>
|
||||
<<set $targetDescription = "天空,蓝色">>
|
||||
<<set $memoryDescription = "窗外的天空,是蓝色的,我总是生病,我记得…">>
|
||||
<<elseif $currentEyeTarget == "plant">>
|
||||
<<set $targetDescription = "绿色">>
|
||||
<<set $targetDescription = "植物,绿色">>
|
||||
<<set $memoryDescription = "海浪一样的草地,是绿色的,我们在那绘画,我记得...">>
|
||||
<<elseif $currentEyeTarget == "poster">>
|
||||
<<set $targetDescription = "红色">>
|
||||
<<set $targetDescription = "人物面部">>
|
||||
<<set $memoryDescription = "生气涨红的脸,是红色的,她总是生气,我记得的...">>
|
||||
<<else>>
|
||||
ULM自训练进程: 未识别到对应记忆,无法训练!尝试其他目标。
|
||||
<<jump UFCheckEnd>>
|
||||
<<endif>>
|
||||
|
||||
ULM自训练进程: 目标标记,{$targetDescription},正在进行第130624次图像生成训练…
|
||||
【*{$targetDescription}*相关的图像逐渐生成出来】
|
||||
|
||||
<<if $UFCount == 1>>
|
||||
me: 图像生成…训练?<br>在我接管这个自动进程之前,它已经生成了十几万张……
|
||||
<<endif>>
|
||||
|
||||
<<if $currentEyeTarget == "sky" && !$HaveSeenSky>>
|
||||
peipei: 这个圆圆的是…治疗室的窗户吗?<br>我都快认不出了…
|
||||
<<elseif $currentEyeTarget == "plant" && !$HaveSeenPlant>>
|
||||
peipei: 这是…医生养的那盆绿萝吗?<br>我几乎认不出了…
|
||||
<<elseif $currentEyeTarget == "poster" && !$HaveSeenPoster>>
|
||||
peipei: 这个是…那张护肤机油的海报吗?<br>我几乎认不出了…
|
||||
<<endif>>
|
||||
|
||||
<<if $UfCount == 1>>
|
||||
//me: 【占位】UF在把看到的画面变成数据...上传网络?
|
||||
//me: 【占位】这就是UF创造力的来源么
|
||||
peipei: 不是这个颜色…不是这个颜色……
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
peipei: 啊,痛!又开始了……
|
||||
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
|
||||
<<UF_SwitchState UFSystem imagination 3>>
|
||||
<<set $UfCount = $UfCount + 1>>
|
||||
<<if $UfCount == 1>>
|
||||
me: 这是…什么?
|
||||
me: 佩佩…你能看见吗?
|
||||
peipei: 这就是…这就是我的……
|
||||
peipei: 这已经不是我的左眼了…这是……
|
||||
pei: 这已经是UF的眼睛了。
|
||||
me: 我想是的……看来…它在把看到的画面…变成数据,然后用来做什么…?
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
<<if $currentEyeTarget=="sky">>
|
||||
ULM自训练进程: 神经网络分析完毕!正在进行"天空"相关的生成训练……
|
||||
peipei: 这个圆圆的是…治疗室的窗户吗?<br>我都快认不出了…
|
||||
<<elseif $currentEyeTarget=="plant">>
|
||||
ULM自训练进程: 神经网络分析完毕!正在进行"植物"相关的生成训练……
|
||||
peipei: 这是…那盆绿萝吗?<br>我几乎认不出了…
|
||||
<<elseif $currentEyeTarget=="plant">>
|
||||
ULM自训练进程: 神经网络分析完毕!正在进行"脸"相关的生成训练……
|
||||
peipei: 这个骷髅头一样的是…那张护肤机油的海报吗?<br>我几乎认不出了…
|
||||
<<endif>>
|
||||
peipei: 啊,痛…又开始了……
|
||||
ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
【形状类似的错误图像】
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
me: 兼容性错误?
|
||||
ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在不合规范的内容
|
||||
peipei: 他们在用UF生成的图像…喂给UF自己?
|
||||
me: 我好像找到问题所在了……
|
||||
me: 你看到了吗?刚才你一感到头痛,就出现了一个“未授权的数据传入”的报错…对吧?
|
||||
peipei: 好像是这样……
|
||||
me: 也就是说…你的头痛,和UF的异常…以及发热,<br>它们的原因…很有可能都在这里了。
|
||||
me: 只要找到这个“未授权的数据传入”是从哪儿来的,我想我们就有机会解决你的问题了。
|
||||
peipei: 也就是说…我的UF能修好了?太好了…医生!希望这次…能永远解决……
|
||||
me: 看起来我接管了这个自训练进程的目标选择…那么我们让它再做几次试试吧。<br>再坚持一下,佩佩。
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
peipei: 好的…医生。我会没事的……
|
||||
<<elseif $UfCount == 2>>
|
||||
<<if $currentEyeTarget=="sky">>
|
||||
ULM自训练进程: 神经网络分析完毕!正在进行"天空"相关的生成训练……
|
||||
<<elseif $currentEyeTarget=="plant">>
|
||||
ULM自训练进程: 神经网络分析完毕!正在进行"植物"相关的生成训练……
|
||||
<<elseif $currentEyeTarget=="plant">>
|
||||
ULM自训练进程: 神经网络分析完毕!正在进行"脸"相关的生成训练……
|
||||
<<endif>>
|
||||
【*{$targetDescription}*相关的记忆浮现】
|
||||
me: 这是怎么回事…佩佩?<br>这好像是…我们上次看过的记忆画面。
|
||||
|
||||
<<hide_dialog>>
|
||||
<<UF_SwitchState UFSystem memory 3>>
|
||||
//记忆消退融合
|
||||
|
||||
//peipei: 【占位】,{$memoryDescription}
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
<<UF_SwitchState UFSystem UF 2>>
|
||||
<<UF_spriteOut UFSystem 2>>
|
||||
【生成了错误的*{$targetDescription}*相关图像】
|
||||
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集……
|
||||
ULM自训练进程: 上传被拒绝:图像未通过自动审查!<br>原因:存在不合规范的内容。
|
||||
|
||||
peipei: 他们在用UF生成的图像…喂给UF自己?
|
||||
me: 我好像找到问题所在了……
|
||||
me: 你一感到头痛,就出现了一个"未授权的数据传入"的报错…对吧?<br>然后你的记忆就传进来了。
|
||||
peipei: 我的记忆……<br>好像是的。
|
||||
me: 你的头痛…发热…和UF的异常,<br>它们的症结…应该都在这里了。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
me: 只要找到这个“数据传入”的规律,我想我们就能找到解决方案了。
|
||||
peipei: 也就是说…我的UF能修好了?太好了…医生!希望这次能…永远解决……
|
||||
me: 我们让自动训练进程再做几次试试吧。<br>再坚持一下,佩佩。
|
||||
peipei: 好的…医生。我会没事的…我会没事的。
|
||||
<<if $currentEyeTarget == "sky">>
|
||||
<<set $HaveSeenSky = true>>
|
||||
<<elseif $currentEyeTarget == "plant">>
|
||||
<<set $HaveSeenPlant = true>>
|
||||
<<elseif $currentEyeTarget == "poster">>
|
||||
<<set $HaveSeenPoster = true>>
|
||||
<<endif>>
|
||||
<<UF_spriteOut UFSystem>>
|
||||
<<jump UFCheckEnd>>
|
||||
|
||||
<<elseif $UfCount == 2>>
|
||||
<<if $currentEyeTarget == "sky" && $HaveSeenSky>>
|
||||
<<set $memoryTarget = "天空">>
|
||||
<<elseif $currentEyeTarget == "plant" && $HaveSeenPlant>>
|
||||
<<set $memoryTarget = "草地">>
|
||||
<<elseif $currentEyeTarget == "poster" && $HaveSeenPoster>>
|
||||
<<set $memoryTarget = "海报">>
|
||||
<<endif>>
|
||||
|
||||
<<if $memoryTarget!="">>
|
||||
//<<UF_SwitchState UFSystem imagination 3>>
|
||||
//<<wait 1.5>>
|
||||
//<<UF_SwitchState UFSystem memory 3>>
|
||||
//<<wait 1.5>>
|
||||
//me: 【占位】嗯,{$memoryTarget}这里流入的信息是佩佩的记忆…
|
||||
//<<UF_SwitchState UFSystem UF 2>>
|
||||
//<<UF_spriteOut UFSystem 2>>
|
||||
//me: 【占位】我得确认下其他部分
|
||||
me: 刚才已经试过这个了…这次选一个不同的目标吧。
|
||||
<<set $memoryTarget = "">>
|
||||
<<jump UFCheckEnd>>
|
||||
<<else>>
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
<<set $UfCount = $UfCount + 1>>
|
||||
peipei: 话说……<br>这是在用UF生成的图像…联网喂给其他的UF吗?
|
||||
me: 我只是个医生,我的数据库里没有和这个相关的信息……
|
||||
peipei: 怪不得它可以做得这么快……我自己用画笔画的时候,要好几天才能出一张图…
|
||||
peipei: 我太傻了…我还真的以为那个很会画画的,天真的自己…是一个有价值,有潜力的机体,一个有用的美工机体…
|
||||
peipei: 可我根本不会用UF!<br>什么潜力…价值…都只是自我欺骗。其实我比所有人都差…我该怎么办?我只会用画笔,我……啊!
|
||||
peipei: 嘶…医生,你说对了!我…又痛了……
|
||||
me: 哪里痛?
|
||||
peipei: 像是头里面…很里面…很深的地方,有什么东西在揪着我的整个脑袋……
|
||||
ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
【画笔】
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在不再流行的图像元素
|
||||
me: 画笔?
|
||||
me: 你做了什么?
|
||||
peipei: 我?医生,我不明白……
|
||||
me: 你一提到画笔,画面里面就出现了画笔。这不就是…昨天看到的类似的现象么?
|
||||
peipei: 你是说…想象?
|
||||
peipei: 啊…<br>我刚才确实有一刻想到了画笔的画面……
|
||||
me: 想象…哎,果然又是……
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
peipei: 可我根本不会用UF!<br>什么潜力…价值…都只是自我欺骗。其实我比所有人都差…我该怎么办?
|
||||
<<UF_SwitchState UFSystem memory 3>>
|
||||
//记忆消退融合
|
||||
<<wait 1.5>>
|
||||
me: 所以…这些记忆被混入了UF的生成过程当中…
|
||||
me: 然后被干扰的UF就生成了错误的图像。
|
||||
<<UF_SwitchState UFSystem UF 2>>
|
||||
<<wait 2>>
|
||||
<<UF_spriteOut UFSystem 2>>
|
||||
【生成了错误的*{$targetDescription}*相关图像】
|
||||
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集……
|
||||
ULM自训练进程: 上传被拒绝:图像未通过自动审查!<br>原因:存在不合规范的内容。
|
||||
<<hide_dialog>>
|
||||
<<wait 0.5>>
|
||||
me: 原因一定就在这里!你想到的画面跑到了UF的视觉当中……就像上次那样……
|
||||
peipei: 医生…你是说…还是因为想象么?
|
||||
me: …我想是的。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
peipei: 医生…我好累啊。
|
||||
me: 需要休息一下么?
|
||||
peipei: 不。医生,我是说我为自己感到好累。
|
||||
peipei: 我们再来一次吧。
|
||||
me: …好。
|
||||
<<elseif $UfCount == 3>>
|
||||
peipei: 我可以的…我可以的……
|
||||
<<if $currentEyeTarget=="sky">>
|
||||
ULM自训练进程: 神经网络分析完毕!正在进行"天空"相关的生成训练……
|
||||
peipei: 我可以的……
|
||||
peipei: 嘶…啊……痛…痛死了……
|
||||
ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
【印象派的天空画】
|
||||
<<elseif $currentEyeTarget=="plant">>
|
||||
ULM自训练进程: 神经网络分析完毕!正在进行"植物"相关的生成训练……
|
||||
peipei: 我可以的……
|
||||
peipei: 嘶…啊……痛…痛死了……
|
||||
ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
【油画风格的植物】
|
||||
<<elseif $currentEyeTarget=="plant">>
|
||||
ULM自训练进程: 神经网络分析完毕!正在进行"脸"相关的生成训练……
|
||||
peipei: 我可以的……
|
||||
peipei: 嘶…啊……痛…痛死了……
|
||||
ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
【卡通风格医生的脸】
|
||||
<<endif>>
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
peipei: 哈哈…我做到了…医生!我做到了!
|
||||
me: 这是…你想象出来的画面吗?
|
||||
ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在质量过差的图像
|
||||
peipei: 质量过差?质量过差……?为什么……
|
||||
me: ……
|
||||
me: 我大概明白了…让我们出来吧。
|
||||
//peipei: 你们告诉我什么是好的…你们让我做改造…你们说…这里会什么是美的…现在
|
||||
//me: 佩佩。
|
||||
// peipei: 这在你看来一文不值是吗?
|
||||
//ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
//【植物变成油画风格】
|
||||
//peipei: 我做了所有你们让我做的事情…所有!你们有真的认真看过我的画一眼吗!!
|
||||
//【海报变成卡通风格】【植物变成油画风格】【窗户天空变成印象派风格】
|
||||
//me: 佩佩!冷静。
|
||||
//peipei: 把我…还给我…………还给我……
|
||||
//peipei: 我不要再这样了…我不要再这样了……我不……
|
||||
//ULM自训练进程: 错误!检测温度异常升高,自训练进程已停止!
|
||||
//me: 喂……!佩佩!
|
||||
//me: 我真是……操了…
|
||||
<<jump 退出UF>>
|
||||
<<if $currentEyeTarget == "sky">>
|
||||
<<set $HaveSeenSky = true>>
|
||||
<<elseif $currentEyeTarget == "plant">>
|
||||
<<set $HaveSeenPlant = true>>
|
||||
<<elseif $currentEyeTarget == "poster">>
|
||||
<<set $HaveSeenPoster = true>>
|
||||
<<endif>>
|
||||
<<UF_spriteOut UFSystem>>
|
||||
<<jump UFCheckEnd>>
|
||||
<<endif>>
|
||||
<<else>>
|
||||
ULM自训练进程: 错误!温度过高,自训练进程已停止!
|
||||
<<elseif $UfCount == 3>>
|
||||
|
||||
<<if $currentEyeTarget == "sky" && $HaveSeenSky>>
|
||||
<<set $memoryTarget = "天空">>
|
||||
<<elseif $currentEyeTarget == "plant" && $HaveSeenPlant>>
|
||||
<<set $memoryTarget = "绿萝">>
|
||||
<<elseif $currentEyeTarget == "poster" && $HaveSeenPoster>>
|
||||
<<set $memoryTarget = "海报">>
|
||||
<<endif>>
|
||||
|
||||
<<if $memoryTarget!="">>
|
||||
【*{$targetDescription}*相关的记忆浮现】
|
||||
//<<UF_SwitchState UFSystem imagination 3>>
|
||||
//<<wait 1.5>>
|
||||
//<<UF_SwitchState UFSystem memory 3>>
|
||||
//<<wait 1.5>>
|
||||
//me: 【占位】嗯,{$memoryTarget}看到绿萝时流入的数据,是佩佩被唤起的记忆...
|
||||
//<<UF_SwitchState UFSystem UF 2>>
|
||||
//<<UF_spriteOut UFSystem 2>>
|
||||
//me: 【占位】我得确认下其他部分
|
||||
me: 刚才已经试过这个了…这次选一个不同的目标吧。
|
||||
<<set $memoryTarget = "">>
|
||||
<<jump UFCheckEnd>>
|
||||
<<else>>
|
||||
peipei: 我可以的…我可以的……
|
||||
<<set $UfCount = $UfCount + 1>>
|
||||
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
|
||||
<<UF_SwitchState UFSystem imagination 3>>
|
||||
【*{$targetDescription}*相关的记忆浮现】
|
||||
peipei: 真的…好痛……
|
||||
<<wait 1>>
|
||||
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
|
||||
【更多其他无关的记忆浮现】
|
||||
peipei: 痛…痛死了……看这些…UF……请帮我……画一张……
|
||||
me: 佩佩?你在…控制这些想象?
|
||||
peipei: 嘶…你一定能明白的吧?UF……我快不行了…
|
||||
//<<OpenSingleButtonWindow WindowManager 警告! 模块温度接近临界值>>
|
||||
//peipei: 【占位】{$memoryDescription}
|
||||
<<UF_SwitchState UFSystem memory 3>>
|
||||
//记忆消退融合
|
||||
<<wait 0.5>>
|
||||
<<UF_SwitchState UFSystem UF 2>>
|
||||
<<UF_spriteOut UFSystem 2>>
|
||||
//⭐⭐⭐这里可不可以把佩佩的“不停想象”做成不抢夺玩家控制、又超出原有范围的?⭐⭐⭐
|
||||
//↑感觉这里不合适,不然这里应该也要过热了,抢后面节奏
|
||||
【生成了错误的*{$targetDescription}*相关图像】
|
||||
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集……
|
||||
ULM自训练进程: 上传被拒绝:图像未通过自动审查!<br>原因:存在不合规范的内容。
|
||||
peipei: 怎么会…怎么会是这个样子……?
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
//ULM自训练进程: 错误!检测温度异常升高,自训练进程已停止!
|
||||
me: 快停下…佩佩。
|
||||
me: 已经足够了…我想已经可以进行病理分析了。
|
||||
//<<StartUFEffect_loop UFSystem>>
|
||||
//<<wait 2>>
|
||||
//me: 【占位】怎么回事,操作权限为什么被覆盖了
|
||||
//<<wait 2>>
|
||||
//me: 【占位】是佩佩自己在无意识的覆盖我的操作...
|
||||
//me: 【占位】佩佩,在不停的想象
|
||||
//me: 【占位】用记忆作为"弹药"和UF争夺控制权...
|
||||
//me: 【占位】这样下去温度会受不了的!佩佩,停下!
|
||||
//<<hide_dialog>>
|
||||
//<<wait 2>>
|
||||
//<<StopUFEffect_loop UFSystem>>
|
||||
//<<wait 2>>
|
||||
//peipei: 【占位】医生,我...我这是怎么了...
|
||||
//me: 【占位】我大概明白了佩佩...我们先退出UF的深入模式吧
|
||||
<<StopUFEffect_loop UFSystem>>
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<jump 退出UF>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
title: UFCheck_disposed
|
||||
tags:
|
||||
colorID: 3
|
||||
group:视觉检查
|
||||
position: -2052,-2351
|
||||
---
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<if $currentEyeTarget=="sky">>
|
||||
<<set_Eyetarget EyeManager "sky" false>>
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
me:【占位】发生了什么?数据错乱了?
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
peiepi:【占位】我还记得,我还记得那些颜色...
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<set_Eyetarget EyeManager "poster" false>>
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
<<wait 1>>
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<set_Eyetarget EyeManager "plant" false>>
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
<<wait 1>>
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<elseif $currentEyeTarget=="plant">>
|
||||
<<set_Eyetarget EyeManager "plant" false>>
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
me:【占位】发生了什么?数据错乱了?
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
peiepi:【占位】我还记得,我还记得那些颜色...
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<set_Eyetarget EyeManager "poster" false>>
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
<<wait 1>>
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<set_Eyetarget EyeManager "sky" false>>
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
<<wait 1>>
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<elseif $currentEyeTarget=="poster">>
|
||||
<<set_Eyetarget EyeManager "poster" false>>
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
me:【占位】发生了什么?数据错乱了?
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
peiepi:【占位】我还记得,我还记得那些颜色...
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<set_Eyetarget EyeManager "sky" false>>
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
<<wait 1>>
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<set_Eyetarget EyeManager "plant" false>>
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
<<wait 1>>
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<elseif $currentEyeTarget=="computer">>
|
||||
<<set_Eyetarget EyeManager "sky" false>>
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
me:【占位】发生了什么?数据错乱了?
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
peiepi:【占位】我还记得,我还记得那些颜色...
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<set_Eyetarget EyeManager "plant" false>>
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
<<wait 1>>
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<set_Eyetarget EyeManager "poster" false>>
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
<<wait 1>>
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<endif>>
|
||||
<<StartUFEffect_loop UFSystem>>
|
||||
me: 这就是UF发热的原因么...佩佩在修改UF的数据
|
||||
me: 我们先出去吧
|
||||
<<StopUFEffect_loop UFSystem>>
|
||||
<<jump 退出UF>>
|
||||
===
|
||||
|
||||
// title: UFCheck暂时废弃
|
||||
// tags:
|
||||
// colorID: 3
|
||||
// group:视觉检查
|
||||
// position: -2052,-2351
|
||||
// ---
|
||||
// <<if $gameStage == "UF检查">>
|
||||
// ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目标……
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<if $currentEyeTarget=="sky">>
|
||||
// <<set_Eyetarget EyeManager "sky" false>>
|
||||
// <<elseif $currentEyeTarget=="plant">>
|
||||
// <<set_Eyetarget EyeManager "plant" false>>
|
||||
// <<elseif $currentEyeTarget=="poster">>
|
||||
// <<set_Eyetarget EyeManager "poster" false>>
|
||||
// <<endif>>
|
||||
// ULM自训练进程: 已池化图像卷积数据!正在上传神经网络数据集……
|
||||
// <<set $UfCount = $UfCount + 1>>
|
||||
// <<if $UfCount == 1>>
|
||||
// me: 这是…什么?
|
||||
// me: 佩佩…你能看见吗?
|
||||
// peipei: 这就是…这就是我的……
|
||||
// peipei: 这已经不是我的左眼了…这是……
|
||||
// pei: 这已经是UF的眼睛了。
|
||||
// me: 我想是的……看来…它在把看到的画面…变成数据,然后用来做什么…?
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<if $currentEyeTarget=="sky">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"天空"相关的生成训练……
|
||||
// peipei: 这个圆圆的是…治疗室的窗户吗?<br>我都快认不出了…
|
||||
// <<elseif $currentEyeTarget=="plant">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"植物"相关的生成训练……
|
||||
// peipei: 这是…那盆绿萝吗?<br>我几乎认不出了…
|
||||
// <<elseif $currentEyeTarget=="plant">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"脸"相关的生成训练……
|
||||
// peipei: 这个骷髅头一样的是…那张护肤机油的海报吗?<br>我几乎认不出了…
|
||||
// <<endif>>
|
||||
// peipei: 啊,痛…又开始了……
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
// 【形状类似的错误图像】
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// me: 兼容性错误?
|
||||
// ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
// ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在不合规范的内容
|
||||
// peipei: 他们在用UF生成的图像…喂给UF自己?
|
||||
// me: 我好像找到问题所在了……
|
||||
// me: 你看到了吗?刚才你一感到头痛,就出现了一个"未授权的数据传入"的报错…对吧?
|
||||
// peipei: 好像是这样……
|
||||
// me: 也就是说…你的头痛,和UF的异常…以及发热,<br>它们的原因…很有可能都在这里了。
|
||||
// me: 只要找到这个"未授权的数据传入"是从哪儿来的,我想我们就有机会解决你的问题了。
|
||||
// peipei: 也就是说…我的UF能修好了?太好了…医生!希望这次…能永远解决……
|
||||
// me: 看起来我接管了这个自训练进程的目标选择…那么我们让它再做几次试试吧。<br>再坚持一下,佩佩。
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// peipei: 好的…医生。我会没事的……
|
||||
// <<elseif $UfCount == 2>>
|
||||
// <<if $currentEyeTarget=="sky">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"天空"相关的生成训练……
|
||||
// <<elseif $currentEyeTarget=="plant">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"植物"相关的生成训练……
|
||||
// <<elseif $currentEyeTarget=="plant">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"脸"相关的生成训练……
|
||||
// <<endif>>
|
||||
// peipei: 话说……<br>这是在用UF生成的图像…联网喂给其他的UF吗?
|
||||
// me: 我只是个医生,我的数据库里没有和这个相关的信息……
|
||||
// peipei: 怪不得它可以做得这么快……我自己用画笔画的时候,要好几天才能出一张图…
|
||||
// peipei: 我太傻了…我还真的以为那个很会画画的,天真的自己…是一个有价值,有潜力的机体,一个有用的美工机体…
|
||||
// peipei: 可我根本不会用UF!<br>什么潜力…价值…都只是自我欺骗。其实我比所有人都差…我该怎么办?我只会用画笔,我……啊!
|
||||
// peipei: 嘶…医生,你说对了!我…又痛了……
|
||||
// me: 哪里痛?
|
||||
// peipei: 像是头里面…很里面…很深的地方,有什么东西在揪着我的整个脑袋……
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
// 【画笔】
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
// ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在不再流行的图像元素
|
||||
// me: 画笔?
|
||||
// me: 你做了什么?
|
||||
// peipei: 我?医生,我不明白……
|
||||
// me: 你一提到画笔,画面里面就出现了画笔。这不就是…昨天看到的类似的现象么?
|
||||
// peipei: 你是说…想象?
|
||||
// peipei: 啊…<br>我刚才确实有一刻想到了画笔的画面……
|
||||
// me: 想象…哎,果然又是……
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// peipei: 医生…我好累啊。
|
||||
// me: 需要休息一下么?
|
||||
// peipei: 不。医生,我是说我为自己感到好累。
|
||||
// peipei: 我们再来一次吧。
|
||||
// me: …好。
|
||||
// <<elseif $UfCount == 3>>
|
||||
// peipei: 我可以的…我可以的……
|
||||
// <<if $currentEyeTarget=="sky">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"天空"相关的生成训练……
|
||||
// peipei: 我可以的……
|
||||
// peipei: 嘶…啊……痛…痛死了……
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
// 【印象派的天空画】
|
||||
// <<elseif $currentEyeTarget=="plant">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"植物"相关的生成训练……
|
||||
// peipei: 我可以的……
|
||||
// peipei: 嘶…啊……痛…痛死了……
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
// 【油画风格的植物】
|
||||
// <<elseif $currentEyeTarget=="plant">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"脸"相关的生成训练……
|
||||
// peipei: 我可以的……
|
||||
// peipei: 嘶…啊……痛…痛死了……
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
// 【卡通风格医生的脸】
|
||||
// <<endif>>
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// peipei: 哈哈…我做到了…医生!我做到了!
|
||||
// me: 这是…你想象出来的画面吗?
|
||||
// ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
// ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在质量过差的图像
|
||||
// peipei: 质量过差?质量过差……?为什么……
|
||||
// me: ……
|
||||
// me: 我大概明白了…让我们出来吧。
|
||||
// //peipei: 你们告诉我什么是好的…你们让我做改造…你们说…这里会什么是美的…现在
|
||||
// //me: 佩佩。
|
||||
// //peipei: 这在你看来一文不值是吗?
|
||||
// //ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
// //【植物变成油画风格】
|
||||
// //peipei: 我做了所有你们让我做的事情…所有!你们有真的认真看过我的画一眼吗!!
|
||||
// //【海报变成卡通风格】【植物变成油画风格】【窗户天空变成印象派风格】
|
||||
// //me: 佩佩!冷静。
|
||||
// //peipei: 把我…还给我…………还给我……
|
||||
// //peipei: 我不要再这样了…我不要再这样了……我不……
|
||||
// //ULM自训练进程: 错误!检测温度异常升高,自训练进程已停止!
|
||||
// //me: 喂……!佩佩!
|
||||
// //me: 我真是……操了…
|
||||
// <<jump 退出UF>>
|
||||
// <<endif>>
|
||||
// <<else>>
|
||||
// ULM自训练进程: 错误!温度过高,自训练进程已停止!
|
||||
// <<endif>>
|
||||
// <<Set_MouseMovementLockState EyeManager false>>
|
||||
// ===
|
||||
|
||||
|
||||
|
||||
// title: UFCheck_disposed
|
||||
// tags:
|
||||
// colorID: 3
|
||||
// group:视觉检查
|
||||
// position: -2052,-2351
|
||||
// ---
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<if $currentEyeTarget=="sky">>
|
||||
// <<set_Eyetarget EyeManager "sky" false>>
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// me:【占位】发生了什么?数据错乱了?
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// peiepi:【占位】我还记得,我还记得那些颜色...
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<set_Eyetarget EyeManager "poster" false>>
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// <<wait 1>>
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<set_Eyetarget EyeManager "plant" false>>
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// <<wait 1>>
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<elseif $currentEyeTarget=="plant">>
|
||||
// <<set_Eyetarget EyeManager "plant" false>>
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// me:【占位】发生了什么?数据错乱了?
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// peiepi:【占位】我还记得,我还记得那些颜色...
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<set_Eyetarget EyeManager "poster" false>>
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// <<wait 1>>
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<set_Eyetarget EyeManager "sky" false>>
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// <<wait 1>>
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<elseif $currentEyeTarget=="poster">>
|
||||
// <<set_Eyetarget EyeManager "poster" false>>
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// me:【占位】发生了什么?数据错乱了?
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// peiepi:【占位】我还记得,我还记得那些颜色...
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<set_Eyetarget EyeManager "sky" false>>
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// <<wait 1>>
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<set_Eyetarget EyeManager "plant" false>>
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// <<wait 1>>
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<elseif $currentEyeTarget=="computer">>
|
||||
// <<set_Eyetarget EyeManager "sky" false>>
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// me:【占位】发生了什么?数据错乱了?
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// peiepi:【占位】我还记得,我还记得那些颜色...
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<set_Eyetarget EyeManager "plant" false>>
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// <<wait 1>>
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<set_Eyetarget EyeManager "poster" false>>
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// <<wait 1>>
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<endif>>
|
||||
// <<StartUFEffect_loop UFSystem>>
|
||||
// me: 这就是UF发热的原因么...佩佩在修改UF的数据
|
||||
// me: 我们先出去吧
|
||||
// <<StopUFEffect_loop UFSystem>>
|
||||
// <<jump 退出UF>>
|
||||
// ===
|
||||
|
||||
|
||||
|
||||
@@ -280,4 +525,140 @@ position: -2052,-2351
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<jump Center>>
|
||||
===
|
||||
===
|
||||
|
||||
|
||||
|
||||
// <<set $UfCount = $UfCount + 1>>
|
||||
// ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目标……
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<if $currentEyeTarget=="sky">>
|
||||
// <<set_Eyetarget EyeManager "sky" false>>
|
||||
// <<elseif $currentEyeTarget=="plant">>
|
||||
// <<set_Eyetarget EyeManager "plant" false>>
|
||||
// <<elseif $currentEyeTarget=="poster">>
|
||||
// <<set_Eyetarget EyeManager "poster" false>>
|
||||
// <<endif>>
|
||||
// ULM自训练进程: 已池化图像卷积数据!正在上传神经网络数据集……
|
||||
// <<if $currentEyeTarget=="sky">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"天空"相关的生成训练……
|
||||
// <<elseif $currentEyeTarget=="plant">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"植物"相关的生成训练……
|
||||
// <<elseif $currentEyeTarget=="plant">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"脸"相关的生成训练……
|
||||
// <<endif>>
|
||||
// <<set $UfCount = $UfCount + 1>>
|
||||
// <<if $UfCount == 1>>
|
||||
// <<hide_dialog>>
|
||||
// <<wait 2>>
|
||||
// me: 没有出现问题…似乎……
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
// ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像已通过筛查!
|
||||
// peipei: 太好了,医生!
|
||||
// peipei: 只要我能一直控制住想象力,问题就解决了?对吗?
|
||||
// peipei: 是可以的!对吧?是可以的!我…我就知道我是可以的!
|
||||
// me: 别激动…佩佩。
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// me: 只要你能控制住,我想是的。
|
||||
// peipei: 那就让我试试吧。
|
||||
// peipei: 我们已经走到了这里…我不能放弃。
|
||||
// peipei: 让我试试……抑制想象力。
|
||||
// peipei: 呼…
|
||||
// <<hide_dialog>>
|
||||
// <<wait 2>>
|
||||
// peipei: 我们来吧。
|
||||
// <<elseif $UfCount == 2>>
|
||||
// //颜色不出现,一会又出现了
|
||||
// <<hide_dialog>>
|
||||
// <<wait 1>>
|
||||
// me: 没有出现问题…似乎……
|
||||
// peipei: 啊…
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<shake_camera 1 0.3 10>>
|
||||
// peipei: 不……停止。停止。
|
||||
// peipei: 停止想象,停止…停止想象。
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// peipei: 停止想象……
|
||||
// peipei: 好痛,呼……
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<shake_camera 1 0.4 10>>
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// peipei: 停止想象,停止想象,停止想象,停止!
|
||||
// me: 冷静,佩佩。
|
||||
// ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
// ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在不合规范的内容
|
||||
// <<hide_dialog>>
|
||||
// <<wait 1>>
|
||||
// peipei: 啧,现在它变得这么顽固了……
|
||||
// me: 佩佩…
|
||||
// peipei: 不,医生,我想再试试。
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<elseif $UfCount == 3>>
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
// peipei: 啧……
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// peipei: 不!停止,停止!
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
// ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在不合规范的内容
|
||||
// peipei: 停止!…<br>不合规范?到底什么是不合规范??
|
||||
// 【出现了更多的错误】
|
||||
// me: 好了,快停下。<br>这下已经更严重了。
|
||||
// me: 我想,还是……#auto_next
|
||||
// peipei: 继续。医生。
|
||||
// peipei: 继续。我必须继续…
|
||||
// peipei: 我已经没有机会了!我必须这么做。<br>我不能就这样结束……我不应该就这样结束。
|
||||
// peipei: 我不想变成那样…医生……我不要变成那样……
|
||||
// peipei: 我不要让那个佩佩死……她不应该死在这里。
|
||||
// <<hide_dialog>>
|
||||
// <<wait 1>>
|
||||
// peipei: 佩佩…求求你,别再出现了……睡吧,求求你……睡吧……
|
||||
// peipei: 医生,我们继续吧。
|
||||
// me: ……
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<elseif $UfCount == 4>>
|
||||
// <<hide_dialog>>
|
||||
// <<wait 3>>
|
||||
// peipei: 不!停止!
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<shake_camera 1.5 0.5 10>>
|
||||
// peipei: 停止想象!停止想象!停止想象!
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// peipei: 都是因为你,都是因为你!我才……
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// 【更严重的错误出现】
|
||||
// me: 佩佩,快停下。
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
// ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在质量过差的内容
|
||||
// peipei: 质量过差?…什么是质量过差?…什么才是好的?到底什么是好的???
|
||||
// peipei: 你还不明白吗?这在他们看来一文不值!!
|
||||
// me: 佩佩,你在和谁说话?冷静……#auto_next
|
||||
// 【佩佩眨眼睛,画面出现数据乱流】
|
||||
// peipei: 这没什么好看的…这没什么好看的。停下!停下!!
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!#auto_next
|
||||
// <<UFEffect_ImageAll UFSystem>>
|
||||
// 【植物变成油画风格】
|
||||
// peipei: 停止想象!停止想象!停止,停止,停止!
|
||||
// <<StartUFEffect_loop UFSystem>>
|
||||
// 【画面闪白,佩佩拍自己,数据乱流加重】
|
||||
// peipei: 停下!你做的所有事情都是错的……所有!他们有认真看过你一眼吗!有吗!!
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!#auto_next
|
||||
// 【海报变成卡通风格】【植物变成油画风格】【窗户天空变成印象派风格】
|
||||
// peipei: 你同意了的…你同意了让做改造…你同意了他们拿走那个破晶圆…你同意了他们定义的美……你…为什么现在又…………
|
||||
// me: 佩佩!冷静。
|
||||
// peipei: 我不要再这样了…我不要再这样了…让我……
|
||||
// <<StopUFEffect_loop UFSystem>>
|
||||
// ULM自训练进程: 错误!检测温度异常升高,自训练进程已停止!
|
||||
// me: 喂……!佩佩!
|
||||
// me: 我真是……操了…
|
||||
// <<hide_dialog>>
|
||||
// <<SetHeat 2>>
|
||||
// <<switch_fix_system_to BodyModule>>
|
||||
// <<ShowHeatMap>>
|
||||
// <<endif>>
|
||||
// <<jump UF停止想象CheckEnd>>
|
||||
// ===
|
||||
@@ -3,21 +3,39 @@ tags:
|
||||
position: 43,-97
|
||||
---
|
||||
<<fade_in 1>>
|
||||
<<switch_fix_system_to "BodyModule">>
|
||||
<<fade_out 1>>
|
||||
///可以先用思考专用黑幕,把showobj之外的部分都盖住,每次分析用showobj展示ppt,做一个思考阶段,把线索回顾一下
|
||||
【占位】:刚才我们看到似乎记忆在破坏UF做的图像学习
|
||||
me: 形象点说…佩佩的“想象力”想要去“看见”,但昨天的线被剪掉了,它找不到出口,而正好UF还能够“看见”,它就不受控制地跑到UF的生成画面里去了。
|
||||
me: 还好…看起来温度还没上来。我们还有一点时间……
|
||||
//看向UF
|
||||
me: 刚才我们看到的…就是UF的学习过程。<br>UF正在利用它占据的这只眼睛进行“自动训练”……
|
||||
//看向记忆和UF之间的连线
|
||||
me: 这本应该只发生在这个模块之内…但是记忆传入的数据扰乱了这个过程。这导致UF发生了排异反应,也就引发了发热和头痛。
|
||||
me: 每当佩佩“想象”的时候,这些画面就传入了被UF占据的这只眼睛里……几乎就像上次那样。
|
||||
me: 形象点说…佩佩想要去“看见颜色”,但昨天的线被剪掉了,记忆数据找不到出口,而正好UF还能够“看见”,它就错误地跑到UF的画面里去了。
|
||||
//【占位】:查询,这是原型改造遗留的bug【想象】(这里感觉讲不清楚不行,但是讲清楚了可能会有点剧透)
|
||||
【占位】:治疗方式1:看机体能不能抑制原型的想象bug
|
||||
【占位】:这个bug利用的漏洞似乎是记忆中的色彩,能借助色彩操纵记忆的流动
|
||||
【占位】:治疗方式2:只要清除记忆色彩,似乎也就没问题了
|
||||
me: 初始化掉所有的记忆,就像新生一样……
|
||||
me: 如果佩佩从没见过颜色……她也就没办法想象颜色了。
|
||||
me: 对她来说,世界本来就是黑白的,夕阳、绿叶……本来就是灰色的。一切本应如此。
|
||||
me: 如果这样的话,那些记忆也就不会干扰UF,也不会干扰视觉了…
|
||||
me: 根本……没有什么色彩可以用来想象了。
|
||||
me: 这确实是……可行的。真的只能如此了吗……
|
||||
me: 这种想象力是如此强大…越是去尝试阻断…就反而越活跃了。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
me: 要真正地阻断…或者说,*根除*这种想象力…就必须根除它的起点……
|
||||
me: 根除产生它的念头…根除…<br>色彩本身。
|
||||
me: 抹除记忆中所有色彩…直到不再记得任何颜色…直到就像新生一样……
|
||||
me: 从未见过色彩,也就不会再想象色彩了。那些记忆也就不会干扰UF,也不会干扰视觉了…
|
||||
me: 因为她所见过的颜色,不过是屏幕上显示的几个RGB值。
|
||||
//【占位】:治疗方式1:看机体能不能抑制原型的想象bug
|
||||
//【占位】:这个bug利用的漏洞似乎是记忆中的色彩,能借助色彩操纵记忆的流动
|
||||
//【占位】:治疗方式2:只要清除记忆色彩,似乎也就没问题了
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
me: 世界本来就是黑白的,夕阳、绿叶……本来就是灰色的。一切本应如此。
|
||||
me: 而这可能是…唯一的方案了。
|
||||
<<fade_in 1>>
|
||||
<<jump 结束分析>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 结束分析
|
||||
position: 275,-222
|
||||
---
|
||||
|
||||
@@ -5,9 +5,11 @@ position: 251,-1150
|
||||
---
|
||||
<<switch_fix_system_to Clinic>>
|
||||
<<fade_out 1>>
|
||||
【你把问题告诉了佩佩,还有处理方案-色彩抹除】
|
||||
【你和佩佩解释了情况。】
|
||||
//似乎这里应该有两个情绪点:一个是得知问题所在,一个是得知该怎么办——以及底下还有一个停止想象(停止想象也许可以缩短一些?)——跑跑看会不会长了
|
||||
me: …这导致了UF模块产生排异反应。
|
||||
me: …这样,才能中止UF的排异反应,<br>结束发热和头痛,并让它恢复正常。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
peipei: 排异反应…是什么?
|
||||
me: 嗯……简单来说,你身上的一些模块是来自于你自己的,而一些模块是被塞进来的,比如你的UF。
|
||||
me: 出于某些原因,你身体里的“原型”可能不太喜欢这些新来的模块,成因很复杂,我们还不知道是为什么。
|
||||
|
||||
@@ -2,7 +2,6 @@ title: 进入停止想象
|
||||
tags:
|
||||
position: 428,-88
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<declare $CheckTargetCount=0>>
|
||||
me:准备好了么?
|
||||
@@ -21,146 +20,414 @@ position: 259,432
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 停止想象Check
|
||||
position: 71,-93
|
||||
---
|
||||
<<set $UfCount = $UfCount + 1>>
|
||||
ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目标……
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
|
||||
ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目标……
|
||||
|
||||
<<UF_SwitchState UFSystem UF 0.1>>
|
||||
<<UF_spriteIn UFSystem>>
|
||||
//ULM自训练进程: 已池化图像卷积数据!正在上传神经网络数据集……
|
||||
<<if $currentEyeTarget=="sky">>
|
||||
<<set_Eyetarget EyeManager "sky" false>>
|
||||
ULM自训练进程: 目标标记,天空,蓝色,正在进行第130627次图像生成训练…
|
||||
<<elseif $currentEyeTarget=="plant">>
|
||||
<<set_Eyetarget EyeManager "plant" false>>
|
||||
<<elseif $currentEyeTarget=="poster">>
|
||||
<<set_Eyetarget EyeManager "poster" false>>
|
||||
<<endif>>
|
||||
ULM自训练进程: 已池化图像卷积数据!正在上传神经网络数据集……
|
||||
<<if $currentEyeTarget=="sky">>
|
||||
ULM自训练进程: 神经网络分析完毕!正在进行"天空"相关的生成训练……
|
||||
<<elseif $currentEyeTarget=="plant">>
|
||||
ULM自训练进程: 神经网络分析完毕!正在进行"植物"相关的生成训练……
|
||||
<<elseif $currentEyeTarget=="plant">>
|
||||
ULM自训练进程: 神经网络分析完毕!正在进行"脸"相关的生成训练……
|
||||
ULM自训练进程: 目标标记,植物,绿色,正在进行第130627次图像生成训练…
|
||||
<<elseif $currentEyeTarget=="poster">>
|
||||
ULM自训练进程: 目标标记,人物面部,正在进行第130627次图像生成训练…
|
||||
<<elseif $currentEyeTarget=="computer">>
|
||||
ULM自训练进程: 未识别到对应记忆,无法训练!尝试其他目标。
|
||||
<<jump UFCheckEnd>>
|
||||
<<endif>>
|
||||
<<set $UfCount = $UfCount + 1>>
|
||||
<<set $UfCount = $UfCount + 1>>
|
||||
<<if $UfCount == 1>>
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 2>>
|
||||
//<<hide_dialog>>
|
||||
//<<wait 1>>
|
||||
//<<UF_SwitchState UFSystem imagination 3>>
|
||||
//<<wait 1>>
|
||||
//me: 没有出现问题…似乎……
|
||||
//peipei: 啊,好痛...
|
||||
//me: 错误数据出现了,看来还是...
|
||||
//peipei: 不……停止。停止。
|
||||
//peipei: 什么都别想,什么都别想...
|
||||
//<<hide_dialog>>
|
||||
//<<UF_SwitchState UFSystem UF 3>>
|
||||
|
||||
me: 没有出现问题…似乎……
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像已通过筛查!
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
<<UF_SwitchState UFSystem UF 2>>
|
||||
<<UF_spriteOut UFSystem 2>>
|
||||
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集……
|
||||
ULM自训练进程: 上传成功!
|
||||
peipei: 太好了,医生!
|
||||
peipei: 只要我能一直控制住想象力,问题就解决了?对吗?
|
||||
peipei: 是可以的!对吧?是可以的!我…我就知道我是可以的!
|
||||
me: 别激动…佩佩。
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
me: 只要你能控制住,我想是的。
|
||||
peipei: 那就让我试试吧。
|
||||
//这里“多测试几次来确认可以”其实对医生来说是不严谨的,这不能保证病人从我这里离开之后不会再出问题挂掉。合理的情境下“我”应该要征求病人的意见,如果要医生自己决定,肯定是不能出院的。
|
||||
//所以我稍微改了下说法直接推过去了,干脆直接就让佩佩来带动节奏。
|
||||
peipei: 那我们就再试几次吧。像之前那样,对吧?
|
||||
peipei: 我们已经走到了这里…我不能放弃。
|
||||
peipei: 让我试试……抑制想象力。
|
||||
peipei: 呼…
|
||||
<<hide_dialog>>
|
||||
<<wait 2>>
|
||||
peipei: 我们来吧。
|
||||
//me: 只要你能控制住,我想是的,但我还不确定
|
||||
//me: 我们得做更多测试,确保你每次都能抑制住
|
||||
//peipei: 那就让我试试吧。
|
||||
//peipei: 我们已经走到了这里…我不能放弃。
|
||||
////peipei: 让我试试……抑制想象力。
|
||||
//peipei: 呼…
|
||||
//peipei: 准备好了,我们继续测试
|
||||
<<UF_spriteOut UFSystem>>
|
||||
<<jump UF停止想象CheckEnd>>
|
||||
<<elseif $UfCount == 2>>
|
||||
//颜色不出现,一会又出现了
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
me: 没有出现问题…似乎……
|
||||
<<wait 2>>
|
||||
me: 很好…
|
||||
<<hide_dialog>>
|
||||
<<wait 0.5>>
|
||||
peipei: 啊…
|
||||
ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
<<shake_camera 1 0.3 10>>
|
||||
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
|
||||
<<UF_SwitchState UFSystem imagination 3>>
|
||||
【*{$currentEyeTarget}*相关的记忆浮现】
|
||||
peipei: 不……停止。停止。
|
||||
peipei: 停止想象,停止…停止想象。
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<wait 1.5>>
|
||||
<<UF_SwitchState UFSystem UF 3>>
|
||||
peipei: 停止想象……
|
||||
<<hide_dialog>>
|
||||
<<wait 0.5>>
|
||||
peipei: 好痛,呼……
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
<<shake_camera 1 0.4 10>>
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
peipei: 停止想象,停止想象,停止想象,停止!
|
||||
me: 冷静,佩佩。
|
||||
ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在不合规范的内容
|
||||
<<UF_SwitchState UFSystem imagination 3>>
|
||||
peipei: 不!停止想象,停止想象,停止!
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
<<UF_SwitchState UFSystem UF 2>>
|
||||
<<UF_spriteOut UFSystem 2>>
|
||||
【生成了错误的*{$currentEyeTarget}*相关图像】
|
||||
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集……
|
||||
ULM自训练进程: 上传被拒绝:图像未通过自动审查!<br>原因:存在不合规范的内容。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
peipei: 啧,现在它变得这么顽固了……
|
||||
me: 佩佩…
|
||||
peipei: 不,医生,我想再试试。
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<UF_spriteOut UFSystem>>
|
||||
<<jump UF停止想象CheckEnd>>
|
||||
<<elseif $UfCount == 3>>
|
||||
ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
peipei: 啧……
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
peipei: 啧…
|
||||
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
|
||||
<<UF_SwitchState UFSystem imagination 3>>
|
||||
【*{$currentEyeTarget}*相关的记忆浮现】
|
||||
peipei: 不!停止,停止!
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在不合规范的内容
|
||||
peipei: 停啊!快停下!
|
||||
<<UF_SwitchState UFSystem UF 2>>
|
||||
<<UF_spriteOut UFSystem 2>>
|
||||
【生成了错误的*{$currentEyeTarget}*相关图像】
|
||||
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集……
|
||||
ULM自训练进程: 上传被拒绝:图像未通过自动审查!<br>原因:存在不合规范的内容。
|
||||
peipei: 停止!…<br>不合规范?到底什么是不合规范??
|
||||
【出现了更多的错误】
|
||||
//⭐⭐⭐做一些额外的记忆流入,出现在屏幕各个地方⭐⭐⭐
|
||||
me: 好了,快停下。<br>这下已经更严重了。
|
||||
me: 我想,还是……#auto_next
|
||||
peipei: 继续。医生。
|
||||
peipei: 继续。我必须继续…
|
||||
peipei: 我已经没有机会了!我必须这么做。<br>我不能就这样结束……我不应该就这样结束。
|
||||
peipei: 我不想变成那样…医生……我不要变成那样……
|
||||
peipei: 我不要让那个佩佩死……她不应该死在这里。
|
||||
peipei: 我已经没有机会了!我必须这么做。<br>我不想变成那样…医生……我不要变成那样……
|
||||
peipei: 我不要让那个念头死……她不应该死在这里。
|
||||
peipei: 佩佩…求求你,别再出现了……睡吧,求求你……睡吧……
|
||||
me: 你需要更冷静一些。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
peipei: 佩佩…求求你,别再出现了……睡吧,求求你……睡吧……
|
||||
peipei: 医生,我们继续吧。
|
||||
peipei: 我明白了…医生。<br>我们继续吧。
|
||||
me: ……
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<UF_spriteOut UFSystem>>
|
||||
<<jump UF停止想象CheckEnd>>
|
||||
<<elseif $UfCount == 4>>
|
||||
<<hide_dialog>>
|
||||
<<wait 3>>
|
||||
peipei: 不!停止!
|
||||
ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
<<shake_camera 1.5 0.5 10>>
|
||||
<<wait 2>>
|
||||
peipei: 没错……
|
||||
<<hide_dialog>>
|
||||
<<wait 2>>
|
||||
peipei: 嘶!不对…不!停止!#auto_next
|
||||
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
|
||||
<<UF_SwitchState UFSystem imagination 3>>
|
||||
【*{$currentEyeTarget}*相关的记忆浮现】
|
||||
peipei: 停止想象!停止想象!停止想象!
|
||||
<<UFEffect_ImageOut UFSystem>>
|
||||
<<UF_SwitchState UFSystem UF 1>>
|
||||
<<UF_SwitchState UFSystem imagination 1>>
|
||||
peipei: 求求你……停下来吧…………
|
||||
<<UF_SwitchState UFSystem UF 1>>
|
||||
<<UF_SwitchState UFSystem imagination 1>>
|
||||
peipei: 都是因为你,都是因为你!我才……
|
||||
<<UFEffect_ImageIn UFSystem>>
|
||||
【更严重的错误出现】
|
||||
me: 佩佩,快停下。
|
||||
<<UFEffect_ImageFinish UFSystem>>
|
||||
ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在质量过差的内容
|
||||
peipei: 质量过差?…什么是质量过差?…什么才是好的?到底什么是好的???
|
||||
peipei: 你还不明白吗?这在他们看来一文不值!!
|
||||
me: 佩佩,你在和谁说话?冷静……#auto_next
|
||||
【佩佩眨眼睛,画面出现数据乱流】
|
||||
peipei: 这没什么好看的…这没什么好看的。停下!停下!!
|
||||
ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!#auto_next
|
||||
<<UFEffect_ImageAll UFSystem>>
|
||||
【植物变成油画风格】
|
||||
peipei: 停止想象!停止想象!停止,停止,停止!
|
||||
ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在不合规范的内容。
|
||||
peipei: 不合规范?…什么是不合规范?…到底什么是规范?到底什么是规范???
|
||||
<<StartUFEffect_loop UFSystem>>
|
||||
【画面闪白,佩佩拍自己,数据乱流加重】
|
||||
peipei: 停下!你做的所有事情都是错的……所有!他们有认真看过你一眼吗!有吗!!
|
||||
ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!#auto_next
|
||||
【海报变成卡通风格】【植物变成油画风格】【窗户天空变成印象派风格】
|
||||
peipei: 你同意了的…你同意了让做改造…你同意了他们拿走那个破晶圆…你同意了他们定义的美……你…为什么现在又…………
|
||||
peipei: 你还不明白吗?这在他们看来一点都不重要!!
|
||||
me: 佩佩,你在和谁说话?冷静……#auto_next
|
||||
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
|
||||
//【佩佩眨眼睛,画面出现数据乱流】
|
||||
<<UF_faceIn UFSystem>>
|
||||
peipei: 这没什么好看的…这没什么好看的。停下!停下!!
|
||||
me: 佩佩!冷静。
|
||||
peipei: 我不要再这样了…我不要再这样了…让我……
|
||||
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
|
||||
//【植物变成油画风格】
|
||||
<<UF_fightEffect UFSystem>>
|
||||
peipei: 停止想象!停止想象!停止,停止,停止!
|
||||
peipei: 停下!你做的所有事情都是错的……所有!他们有认真看过你一眼吗!有吗!!
|
||||
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
|
||||
//【画面闪白,佩佩拍自己,数据乱流加重】
|
||||
<<UF_faceOut UFSystem>>
|
||||
<<UF_StopfightEffect UFSystem>>
|
||||
<<StopUFEffect_loop UFSystem>>
|
||||
ULM自训练进程: 错误!检测温度异常升高,自训练进程已停止!
|
||||
//【海报变成卡通风格】【植物变成油画风格】【窗户天空变成印象派风格】
|
||||
peipei: 你同意了的…你同意了让做改造…你同意了他们拿走那个破晶圆…你同意了他们定义的美……你…为什么现在又…………
|
||||
peipei: 我不要再这样了…我不要再这样了…让我……
|
||||
me: 佩佩!#auto_next
|
||||
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
|
||||
<<UF_SetBorkenValue UFSystem 3>>
|
||||
<<wait 2>>
|
||||
<<UF_SetBorkenValue UFSystem 2>>
|
||||
<<wait 2>>
|
||||
<<UF_SetBorkenValue UFSystem 1>>
|
||||
<<wait 2>>
|
||||
<<OpenSingleButtonWindow WindowManager 警告! 温度濒临临界值>>
|
||||
me: 喂……!佩佩!
|
||||
me: 我真是……操了…
|
||||
<<hide_dialog>>
|
||||
<<SetHeat 2>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<ShowHeatMap>>
|
||||
|
||||
// peipei: 啧……
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// peipei: 不!停止,停止!
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
// ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在不合规范的内容
|
||||
// peipei: 停止!…<br>不合规范?到底什么是不合规范??
|
||||
// 【出现了更多的错误】
|
||||
// me: 好了,快停下。<br>这下已经更严重了。
|
||||
// me: 我想,还是……#auto_next
|
||||
// peipei: 继续。医生。
|
||||
// peipei: 继续。我必须继续…
|
||||
// peipei: 我已经没有机会了!我必须这么做。<br>我不能就这样结束……我不应该就这样结束。
|
||||
// peipei: 我不想变成那样…医生……我不要变成那样……
|
||||
// peipei: 我不要让那个佩佩死……她不应该死在这里。
|
||||
// <<hide_dialog>>
|
||||
// <<wait 1>>
|
||||
// peipei: 佩佩…求求你,别再出现了……睡吧,求求你……睡吧……
|
||||
// peipei: 医生,我们继续吧。
|
||||
// me: ……
|
||||
|
||||
|
||||
|
||||
//<<hide_dialog>>
|
||||
//<<wait 1>>
|
||||
//<<UF_SwitchState UFSystem imagination 3>>
|
||||
//<<wait 1>>
|
||||
//peipei:停止!停止想象!
|
||||
//<<wait 1>>
|
||||
//<<UF_SwitchState UFSystem UF 3>>
|
||||
//<<wait 1>>
|
||||
//<<UF_SwitchState UFSystem imagination 3>>
|
||||
//peipei:停下来...求求你停下来...
|
||||
//<<wait 1>>
|
||||
//<<UF_SwitchState UFSystem memory 3>>
|
||||
//<<StartUFEffect_loop UFSystem>>
|
||||
//<<wait 1>>
|
||||
//me: 佩佩,快停下。<br>这下已经更严重了。
|
||||
//me: 我想,还是……#auto_next
|
||||
//peipei: 继续。医生。
|
||||
//peipei: 继续。我必须继续…
|
||||
//me: 佩佩,你真的已经太痛苦了,不要再虐待自己了……我不想看到……
|
||||
//<<UF_faceIn UFSystem>>
|
||||
//peipei: 别用那种态度……你可是要治好我!
|
||||
//me: 啊?抱歉,我…… #auto_next
|
||||
//peipei: 你以为我是怎么走到今天的?
|
||||
//me: 不!我只是感觉……
|
||||
//peipei: 我很可怜?
|
||||
//me: 不… #auto_next
|
||||
//peipei: 医生,不要可怜我……
|
||||
//peipei: 它没有用。
|
||||
//peipei: 我已经没有机会了!我必须这么做。<br>我不能就这样结束……我不应该就这样结束。
|
||||
//<<UF_fightEffect UFSystem>>
|
||||
//peipei: 你告诉我那些记忆是来自原型的错误
|
||||
//peipei: 但是...但是...
|
||||
//peipei: 我没办法说服自己!
|
||||
//peipei: 我没办法说服那些记忆不美...
|
||||
//peipei: 也没办法说服自己可以失去它们...
|
||||
//peipei: 我不要再这样了…我不要再这样了…让我……
|
||||
//peipei: 停止想象!停止想象…停止……
|
||||
//<<UF_faceOut UFSystem>>
|
||||
//<<UF_StopfightEffect UFSystem>>
|
||||
//<<StopUFEffect_loop UFSystem>>
|
||||
//<<UF_SetBorkenValue UFSystem 3>>
|
||||
//<<wait 2>>
|
||||
//<<UF_SetBorkenValue UFSystem 2>>
|
||||
//<<wait 2>>
|
||||
//<<UF_SetBorkenValue UFSystem 1>>
|
||||
//<<wait 2>>
|
||||
//<<OpenSingleButtonWindow WindowManager 警告! 温度濒临临界值>>
|
||||
//me: 喂……!佩佩!
|
||||
//me: 我真是……操了…
|
||||
//me: 得马上去降温!
|
||||
//<<hide_dialog>>
|
||||
//<<SetHeat 2>>
|
||||
//<<switch_fix_system_to BodyModule>>
|
||||
//<<ShowHeatMap>>
|
||||
<<endif>>
|
||||
<<jump UF停止想象CheckEnd>>
|
||||
===
|
||||
|
||||
|
||||
// title: 停止想象Check_暂时废弃
|
||||
// position: 71,-93
|
||||
// ---
|
||||
// <<set $UfCount = $UfCount + 1>>
|
||||
// ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目标……
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<if $currentEyeTarget=="sky">>
|
||||
// <<set_Eyetarget EyeManager "sky" false>>
|
||||
// <<elseif $currentEyeTarget=="plant">>
|
||||
// <<set_Eyetarget EyeManager "plant" false>>
|
||||
// <<elseif $currentEyeTarget=="poster">>
|
||||
// <<set_Eyetarget EyeManager "poster" false>>
|
||||
// <<endif>>
|
||||
// ULM自训练进程: 已池化图像卷积数据!正在上传神经网络数据集……
|
||||
// <<if $currentEyeTarget=="sky">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"天空"相关的生成训练……
|
||||
// <<elseif $currentEyeTarget=="plant">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"植物"相关的生成训练……
|
||||
// <<elseif $currentEyeTarget=="plant">>
|
||||
// ULM自训练进程: 神经网络分析完毕!正在进行"脸"相关的生成训练……
|
||||
// <<endif>>
|
||||
// <<set $UfCount = $UfCount + 1>>
|
||||
// <<if $UfCount == 1>>
|
||||
// <<hide_dialog>>
|
||||
// <<wait 2>>
|
||||
// me: 没有出现问题…似乎……
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
// ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像已通过筛查!
|
||||
// peipei: 太好了,医生!
|
||||
// peipei: 只要我能一直控制住想象力,问题就解决了?对吗?
|
||||
// peipei: 是可以的!对吧?是可以的!我…我就知道我是可以的!
|
||||
// me: 别激动…佩佩。
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// me: 只要你能控制住,我想是的。
|
||||
// peipei: 那就让我试试吧。
|
||||
// peipei: 我们已经走到了这里…我不能放弃。
|
||||
// peipei: 让我试试……抑制想象力。
|
||||
// peipei: 呼…
|
||||
// <<hide_dialog>>
|
||||
// <<wait 2>>
|
||||
// peipei: 我们来吧。
|
||||
// <<elseif $UfCount == 2>>
|
||||
// //颜色不出现,一会又出现了
|
||||
// <<hide_dialog>>
|
||||
// <<wait 1>>
|
||||
// me: 没有出现问题…似乎……
|
||||
// peipei: 啊…
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<shake_camera 1 0.3 10>>
|
||||
// peipei: 不……停止。停止。
|
||||
// peipei: 停止想象,停止…停止想象。
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// peipei: 停止想象……
|
||||
// peipei: 好痛,呼……
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<shake_camera 1 0.4 10>>
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// peipei: 停止想象,停止想象,停止想象,停止!
|
||||
// me: 冷静,佩佩。
|
||||
// ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
// ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在不合规范的内容
|
||||
// <<hide_dialog>>
|
||||
// <<wait 1>>
|
||||
// peipei: 啧,现在它变得这么顽固了……
|
||||
// me: 佩佩…
|
||||
// peipei: 不,医生,我想再试试。
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<elseif $UfCount == 3>>
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
// peipei: 啧……
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// peipei: 不!停止,停止!
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
// ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在不合规范的内容
|
||||
// peipei: 停止!…<br>不合规范?到底什么是不合规范??
|
||||
// 【出现了更多的错误】
|
||||
// me: 好了,快停下。<br>这下已经更严重了。
|
||||
// me: 我想,还是……#auto_next
|
||||
// peipei: 继续。医生。
|
||||
// peipei: 继续。我必须继续…
|
||||
// peipei: 我已经没有机会了!我必须这么做。<br>我不能就这样结束……我不应该就这样结束。
|
||||
// peipei: 我不想变成那样…医生……我不要变成那样……
|
||||
// peipei: 我不要让那个佩佩死……她不应该死在这里。
|
||||
// <<hide_dialog>>
|
||||
// <<wait 1>>
|
||||
// peipei: 佩佩…求求你,别再出现了……睡吧,求求你……睡吧……
|
||||
// peipei: 医生,我们继续吧。
|
||||
// me: ……
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// <<elseif $UfCount == 4>>
|
||||
// <<hide_dialog>>
|
||||
// <<wait 3>>
|
||||
// peipei: 不!停止!
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// <<shake_camera 1.5 0.5 10>>
|
||||
// peipei: 停止想象!停止想象!停止想象!
|
||||
// <<UFEffect_ImageOut UFSystem>>
|
||||
// peipei: 都是因为你,都是因为你!我才……
|
||||
// <<UFEffect_ImageIn UFSystem>>
|
||||
// 【更严重的错误出现】
|
||||
// me: 佩佩,快停下。
|
||||
// <<UFEffect_ImageFinish UFSystem>>
|
||||
// ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
// ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在质量过差的内容
|
||||
// peipei: 质量过差?…什么是质量过差?…什么才是好的?到底什么是好的???
|
||||
// peipei: 你还不明白吗?这在他们看来一文不值!!
|
||||
// me: 佩佩,你在和谁说话?冷静……#auto_next
|
||||
// 【佩佩眨眼睛,画面出现数据乱流】
|
||||
// peipei: 这没什么好看的…这没什么好看的。停下!停下!!
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!#auto_next
|
||||
// <<UFEffect_ImageAll UFSystem>>
|
||||
// 【植物变成油画风格】
|
||||
// peipei: 停止想象!停止想象!停止,停止,停止!
|
||||
// <<StartUFEffect_loop UFSystem>>
|
||||
// 【画面闪白,佩佩拍自己,数据乱流加重】
|
||||
// peipei: 停下!你做的所有事情都是错的……所有!他们有认真看过你一眼吗!有吗!!
|
||||
// ULM自训练进程: 警告!检测到兼容性错误:发现未授权的数据传入!#auto_next
|
||||
// 【海报变成卡通风格】【植物变成油画风格】【窗户天空变成印象派风格】
|
||||
// peipei: 你同意了的…你同意了让做改造…你同意了他们拿走那个破晶圆…你同意了他们定义的美……你…为什么现在又…………
|
||||
// me: 佩佩!冷静。
|
||||
// peipei: 我不要再这样了…我不要再这样了…让我……
|
||||
// <<StopUFEffect_loop UFSystem>>
|
||||
// ULM自训练进程: 错误!检测温度异常升高,自训练进程已停止!
|
||||
// me: 喂……!佩佩!
|
||||
// me: 我真是……操了…
|
||||
// <<hide_dialog>>
|
||||
// <<SetHeat 2>>
|
||||
// <<switch_fix_system_to BodyModule>>
|
||||
// <<ShowHeatMap>>
|
||||
// <<endif>>
|
||||
// <<jump UF停止想象CheckEnd>>
|
||||
// ===
|
||||
|
||||
|
||||
|
||||
|
||||
title: UF停止想象CheckEnd
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
|
||||
|
||||
title: 进入UF拆除
|
||||
tags:
|
||||
position: 43,-97
|
||||
---
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
->拆除UF
|
||||
<<fade_in 1>>
|
||||
<<wait 1>>
|
||||
|
||||
@@ -54,7 +54,6 @@ position: 248,-1739
|
||||
<<declare $logicDiscussCount=0>>
|
||||
<<declare $speakerDiscussCount=0>>
|
||||
|
||||
<<declare $UfCount = 0>>
|
||||
|
||||
|
||||
///【剧情信息】
|
||||
|
||||
@@ -42,6 +42,9 @@ me: 没错。<br>咱公司什么时候有歌唱家了?
|
||||
shitou: 我不是~歌唱家~只是公司滴送货员~石头~
|
||||
shitou: 公司举办~销售大赛~很多罐头~<br>需要我送~忙碌工作~日以继夜~
|
||||
shitou: 更快!更快!更快!~<br>亲爱的医生,我需要更快!
|
||||
|
||||
|
||||
|
||||
me: 你好,想要跑得更快的送货员。<br>让我查查数据库……
|
||||
|
||||
<<hide_dialog>>
|
||||
|
||||
@@ -34,7 +34,7 @@ me: ……
|
||||
<<wait 0.5>>
|
||||
|
||||
me: 来吧。检查一下所有头部模块…<br>确认各模块的受损情况。
|
||||
【注:此为占位,石头头部无UF模块和色觉】
|
||||
//【注:此为占位,石头头部无UF模块和色觉】
|
||||
|
||||
<<add_task TaskManager 检查所有头部模块>>
|
||||
<<task_moveIn TaskManager>>
|
||||
|
||||
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|
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m_Threshold:
|
||||
m_OverrideState: 1
|
||||
m_Value:
|
||||
@@ -390,9 +399,9 @@ MonoBehaviour:
|
||||
- {r: 1, g: 1, b: 1, a: 1}
|
||||
m_Scatter:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0.7
|
||||
m_Value: 0.394
|
||||
m_Color:
|
||||
m_OverrideState: 1
|
||||
m_OverrideState: 0
|
||||
m_Value:
|
||||
_grad:
|
||||
serializedVersion: 2
|
||||
|
||||
@@ -15,7 +15,7 @@ MonoBehaviour:
|
||||
active: 1
|
||||
m_Weight:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0.382
|
||||
m_Value: 0.232
|
||||
m_Value:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0.083
|
||||
@@ -43,7 +43,7 @@ MonoBehaviour:
|
||||
active: 1
|
||||
_Weight:
|
||||
m_OverrideState: 1
|
||||
m_Value: 1
|
||||
m_Value: 0.819
|
||||
_Intensity:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0.101
|
||||
@@ -97,7 +97,7 @@ MonoBehaviour:
|
||||
active: 1
|
||||
_weight:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0.561
|
||||
m_Value: 0.494
|
||||
_power:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0.054
|
||||
|
||||
@@ -1,13 +1,16 @@
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
using System.Numerics;
|
||||
using AibisDream;
|
||||
|
||||
public class ClueSlotBase : MonoBehaviour, IDropHandler
|
||||
{
|
||||
public Image filmImage; // 新增的胶片Image
|
||||
|
||||
public Image RoateImage; // 新增的胶片Image
|
||||
|
||||
private Transform filmStartPos;
|
||||
protected ClueType expectedClueType; // 期望的 Clue 类型
|
||||
protected ClueInteraction interaction; // Clue 的交互
|
||||
|
||||
@@ -23,10 +26,9 @@ public class ClueSlotBase : MonoBehaviour, IDropHandler
|
||||
[HideInInspector]
|
||||
public bool isOccupied = false; // 插槽是否已占用
|
||||
|
||||
[HideInInspector]
|
||||
[HideInInspector]
|
||||
public bool isLocked = false; // 插槽是否已占用
|
||||
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
currentClueItem = null;
|
||||
@@ -35,45 +37,46 @@ public class ClueSlotBase : MonoBehaviour, IDropHandler
|
||||
punchTapeImage.enabled=false;
|
||||
punchtapeStartpos=punchTapeImage.rectTransform;
|
||||
//slotFrame.color=Color.white;
|
||||
filmStartPos=filmImage.rectTransform;
|
||||
}
|
||||
public void SetSlotCorrect()
|
||||
{
|
||||
|
||||
SetSlotLockState(true);
|
||||
}
|
||||
|
||||
public void OnDrop(PointerEventData eventData)
|
||||
{
|
||||
ClueItem clueItem = eventData.pointerDrag.GetComponent<ClueItem>();
|
||||
if (clueItem != null)
|
||||
public void OnDrop(PointerEventData eventData)
|
||||
{
|
||||
Clue clue = clueItem.GetClueData();
|
||||
interaction = clueItem.GetComponent<ClueInteraction>();
|
||||
|
||||
if (clue != null && interaction != null&&!isOccupied)
|
||||
ClueItem clueItem = eventData.pointerDrag.GetComponent<ClueItem>();
|
||||
if (clueItem != null)
|
||||
{
|
||||
interaction.SetClueParentAndPosition(transform);
|
||||
// 更新当前的 ClueItem
|
||||
currentClueItem = clueItem;
|
||||
isOccupied = true;
|
||||
punchTapeImage.enabled=true;
|
||||
AudioManager.RandomPlayInteraction("punchtape");
|
||||
punchTapeImage.rectTransform.DOAnchorPosY(-473f,4f)
|
||||
.OnComplete(() =>
|
||||
{
|
||||
punchTapeImage.enabled=false;
|
||||
punchTapeImage.rectTransform.DOAnchorPosY(-3f,0.1f);
|
||||
OnClueInserted(clue);
|
||||
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
// 如果类型不匹配,返回 ClueItem 到原位
|
||||
interaction?.ReturnToOriginalPosition();
|
||||
Clue clue = clueItem.GetClueData();
|
||||
interaction = clueItem.GetComponent<ClueInteraction>();
|
||||
|
||||
if (clue != null && interaction != null&&!isOccupied)
|
||||
{
|
||||
interaction.SetClueParentAndPosition(transform);
|
||||
// 更新当前的 ClueItem
|
||||
currentClueItem = clueItem;
|
||||
isOccupied = true;
|
||||
punchTapeImage.enabled=true;
|
||||
AudioManager.RandomPlayInteraction("punchtape");
|
||||
StartFilmAnimation();
|
||||
punchTapeImage.rectTransform.DOAnchorPosY(-473f,4f)
|
||||
.OnComplete(() =>
|
||||
{
|
||||
punchTapeImage.enabled=false;
|
||||
punchTapeImage.rectTransform.DOAnchorPosY(-3f,0.1f);
|
||||
OnClueInserted(clue);
|
||||
StopFilmAnimation();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
// 如果类型不匹配,返回 ClueItem 到原位
|
||||
interaction?.ReturnToOriginalPosition();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// 释放插槽时调用
|
||||
public virtual void ReleaseSlot()
|
||||
{
|
||||
@@ -83,6 +86,7 @@ public void OnDrop(PointerEventData eventData)
|
||||
isOccupied = false;
|
||||
currentClueItem = null;
|
||||
interaction = null;
|
||||
filmImage.rectTransform.localPosition=filmStartPos.localPosition;
|
||||
}
|
||||
|
||||
// 将 ClueItem 返回到集合的逻辑
|
||||
@@ -109,6 +113,24 @@ public void OnDrop(PointerEventData eventData)
|
||||
public void SetSlotLockState(bool lockState)
|
||||
{
|
||||
isLocked=lockState;
|
||||
}
|
||||
|
||||
private void StartFilmAnimation()
|
||||
{
|
||||
// 使用 DOTween 实现胶片的循环移动
|
||||
filmImage.rectTransform.DOLocalMoveX(-1256f, 1f)
|
||||
.SetLoops(-1, LoopType.Restart)
|
||||
.SetEase(Ease.Linear);
|
||||
RoateImage.rectTransform.DORotate(new Vector3(0, 0, 360), 1f, RotateMode.FastBeyond360)
|
||||
.SetLoops(-1, LoopType.Restart)
|
||||
.SetEase(Ease.Linear);
|
||||
}
|
||||
|
||||
private void StopFilmAnimation()
|
||||
{
|
||||
// 停止胶片动画
|
||||
filmImage.rectTransform.DOKill();
|
||||
RoateImage.rectTransform.DOKill();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,14 @@
|
||||
using System.Drawing;
|
||||
using UnityEngine;
|
||||
|
||||
using DG.Tweening;
|
||||
public class MemoryClueSlot : ClueSlotBase
|
||||
{
|
||||
private MemoryProcess memoryManager;
|
||||
[HideInInspector]
|
||||
public PunchTape punchTape;
|
||||
|
||||
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
base.Start(); // 初始化基类中的内容
|
||||
@@ -37,4 +39,19 @@ public class MemoryClueSlot : ClueSlotBase
|
||||
StartCoroutine(memoryManager.SearchMemory(punchTape));
|
||||
}
|
||||
}
|
||||
private void StartFilmAnimation()
|
||||
{
|
||||
// 使用 DOTween 实现胶片的循环移动
|
||||
filmImage.rectTransform.DOLocalMoveX(-1256f, 1f)
|
||||
.SetLoops(-1, LoopType.Restart)
|
||||
.SetEase(Ease.Linear);
|
||||
}
|
||||
|
||||
private void StopFilmAnimation()
|
||||
{
|
||||
// 停止胶片动画
|
||||
filmImage.rectTransform.DOKill();
|
||||
// 重置胶片位置
|
||||
filmImage.rectTransform.localPosition = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,21 +2,21 @@ using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class DraggableUI : MonoBehaviour,IDragHandler, IPointerDownHandler
|
||||
public class DraggableUI : MonoBehaviour, IDragHandler, IPointerDownHandler
|
||||
{
|
||||
private RectTransform rectTransform;
|
||||
private Canvas canvas;
|
||||
|
||||
public RectTransform target;
|
||||
|
||||
public GameObject button;
|
||||
|
||||
public bool isDone=false;
|
||||
public bool isDone = false;
|
||||
private bool isLocked = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
rectTransform = GetComponent<RectTransform>();
|
||||
canvas = GetComponentInParent<Canvas>();
|
||||
LockDrag();
|
||||
}
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
@@ -24,23 +24,22 @@ public class DraggableUI : MonoBehaviour,IDragHandler, IPointerDownHandler
|
||||
// 这里可以添加按下时的逻辑,比如记录初始位置
|
||||
}
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
if (isLocked) return;
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
Vector3 screenPosition = new Vector3(eventData.position.x, eventData.position.y,
|
||||
Camera.main.WorldToScreenPoint(transform.position).z);
|
||||
Vector3 move = Camera.main.ScreenToWorldPoint(screenPosition);
|
||||
move.z = transform.position.z;
|
||||
transform.position = move;
|
||||
//plugSprite.enabled = true;
|
||||
Vector3 screenPosition = new Vector3(eventData.position.x, eventData.position.y,
|
||||
Camera.main.WorldToScreenPoint(transform.position).z);
|
||||
Vector3 move = Camera.main.ScreenToWorldPoint(screenPosition);
|
||||
move.z = transform.position.z;
|
||||
transform.position = move;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// 计算两个物体之间的距离
|
||||
float distance = Vector3.Distance(transform.position, target.position);
|
||||
|
||||
// 检查距离是否在范围内,并激活或禁用 Button
|
||||
if (distance <= 1&&!isDone)
|
||||
if (distance <= 1 && !isDone)
|
||||
{
|
||||
button.SetActive(true);
|
||||
}
|
||||
@@ -49,5 +48,14 @@ public class DraggableUI : MonoBehaviour,IDragHandler, IPointerDownHandler
|
||||
button.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void LockDrag()
|
||||
{
|
||||
isLocked = true;
|
||||
}
|
||||
|
||||
public void UnlockDrag()
|
||||
{
|
||||
isLocked = false;
|
||||
}
|
||||
}
|
||||
@@ -19,6 +19,14 @@ public class HeatMapController : MonoBehaviour
|
||||
|
||||
public GameObject heatmapGameobject;
|
||||
|
||||
public RectTransform imageToMove; // 需要移动的Image
|
||||
public Transform imageToRotate; // 需要旋转的Image
|
||||
public Vector3 inPos; // Heatmap进入位置
|
||||
public Vector3 outPos; // Heatmap退出位置
|
||||
|
||||
|
||||
private Vector3 imageInitialPos; // Image的初始位置
|
||||
|
||||
[HideInInspector] private Vector4[] points = new Vector4[7]; // 存储6个点的数组,(x, y, z) = center, w = temperature
|
||||
|
||||
[HideInInspector] private Vector4[] properties = new Vector4[7]; // 存储6个盒子大小的数组, (x,y) = boxsize
|
||||
@@ -55,11 +63,27 @@ public class HeatMapController : MonoBehaviour
|
||||
|
||||
public void ShowHeatMap()
|
||||
{
|
||||
heatmapGameobject.SetActive(true);
|
||||
heatmapGameobject.GetComponent<DraggableUI>().isDone = false;
|
||||
StartCoroutine(ShowHeatMapCoroutine());
|
||||
}
|
||||
|
||||
private IEnumerator ShowHeatMapCoroutine()
|
||||
{
|
||||
// 初始化Heatmap位置
|
||||
heatmapGameobject.transform.localPosition = outPos;
|
||||
heatmapGameobject.SetActive(true);
|
||||
heatmapGameobject.transform.DOLocalMove(inPos, 1f);
|
||||
heatmapGameobject.GetComponent<DraggableUI>().isDone = false;
|
||||
yield return new WaitForSeconds(1f); // 等待动画完成
|
||||
heatmapGameobject.GetComponent<DraggableUI>().UnlockDrag();
|
||||
}
|
||||
|
||||
public void HideHeatMap()
|
||||
{
|
||||
var draggableUI = heatmapGameobject.GetComponent<DraggableUI>();
|
||||
heatmapGameobject.transform.DOLocalMove(outPos, 1f).OnComplete(() =>
|
||||
{
|
||||
draggableUI.UnlockDrag();
|
||||
});
|
||||
heatmapGameobject.SetActive(false);
|
||||
}
|
||||
|
||||
@@ -68,29 +92,48 @@ public class HeatMapController : MonoBehaviour
|
||||
StartCoroutine(ReduceValueCoroutine());
|
||||
}
|
||||
|
||||
IEnumerator ReduceValueCoroutine()
|
||||
IEnumerator ReduceValueCoroutine()
|
||||
{
|
||||
if (Tempture>=2)
|
||||
var draggableUI = heatmapGameobject.GetComponent<DraggableUI>();
|
||||
draggableUI.LockDrag();
|
||||
|
||||
// 存储初始位置
|
||||
imageInitialPos = imageToMove.localPosition;
|
||||
|
||||
// 移动和旋转动画
|
||||
imageToMove.DOLocalMoveX(imageInitialPos.x + 3.5f, 1f);
|
||||
var rotationTween = imageToRotate.DORotate(new Vector3(0, 0, 360), 1f, RotateMode.FastBeyond360)
|
||||
.SetLoops(-1, LoopType.Restart)
|
||||
.SetEase(Ease.Linear);
|
||||
|
||||
if (Tempture < 2)
|
||||
{
|
||||
Debug.Log("降温失败");
|
||||
heatmapGameobject.GetComponent<DraggableUI>().isDone = true;
|
||||
yield return new WaitForSeconds(1);
|
||||
if(DialogController.Instance!=null)
|
||||
DialogController.Instance.StartDialogNode("降温失败");
|
||||
yield break;
|
||||
Debug.Log("降温成功");
|
||||
float duration = 3.5f;
|
||||
SetTemptureSmooth(0, duration);
|
||||
AudioManager.RandomPlayInteraction("cooler_cooling");
|
||||
yield return new WaitForSeconds(duration);
|
||||
rotationTween.Kill();
|
||||
imageToRotate.localRotation = Quaternion.identity;
|
||||
// 恢复初始状态
|
||||
imageToMove.DOLocalMove(imageInitialPos, 1f);
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
DialogController.Instance.StartDialogNode("降温成功");
|
||||
bodyModuleSystem.OnCooling();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("降温成功");
|
||||
heatmapGameobject.GetComponent<DraggableUI>().isDone = true;
|
||||
float duration = 2f;
|
||||
SetTemptureSmooth(0,duration);
|
||||
AudioManager.RandomPlayInteraction("cooler_cooling");
|
||||
yield return new WaitForSeconds(duration);
|
||||
DialogController.Instance.StartDialogNode("降温成功");
|
||||
bodyModuleSystem.OnCooling();
|
||||
Debug.Log("Value has reached zero.");
|
||||
Debug.Log("降温失败");
|
||||
yield return new WaitForSeconds(3f);
|
||||
DialogController.Instance.StartDialogNode("降温失败");
|
||||
}
|
||||
|
||||
// 停止旋转
|
||||
rotationTween.Kill();
|
||||
imageToRotate.localRotation = Quaternion.identity;
|
||||
|
||||
// 恢复初始状态
|
||||
imageToMove.DOLocalMove(imageInitialPos, 1f);
|
||||
}
|
||||
void Start()
|
||||
{
|
||||
|
||||
@@ -198,7 +198,7 @@ fixed4 frag (v2f i) : SV_Target
|
||||
}
|
||||
}
|
||||
|
||||
col.a = 0.75;
|
||||
col.a = 1;
|
||||
return col;
|
||||
}
|
||||
|
||||
|
||||
@@ -10,6 +10,11 @@ namespace AibisDream.FixSystem
|
||||
|
||||
private IState _curState;
|
||||
private string _curArgs;
|
||||
public FixStateMachine()
|
||||
{
|
||||
// 初始化为一个默认状态
|
||||
_curState = CreateState(FixState.Default, "");
|
||||
}
|
||||
|
||||
public IEnumerator SwitchState(FixState nextState, string args = "")
|
||||
{
|
||||
@@ -17,6 +22,14 @@ namespace AibisDream.FixSystem
|
||||
|
||||
yield return _curState?.Exit();
|
||||
|
||||
// 检查当前状态和下一个状态
|
||||
if (_curState.GetState == FixState.Clinic && nextState == FixState.BodyModule)
|
||||
{
|
||||
// 仅在从 Clinic 到 BodyModule 时执行这两行
|
||||
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CoolingMachine);
|
||||
yield return TimelineManager.Instance.PlayTimeline("ToBodyModule");
|
||||
}
|
||||
|
||||
GameLoopManager.Instance?.UpdateFixState(nextState, _curArgs);
|
||||
_curState = CreateState(nextState, _curArgs);
|
||||
yield return _curState.Enter();
|
||||
@@ -83,6 +96,7 @@ namespace AibisDream.FixSystem
|
||||
public IEnumerator Enter()
|
||||
{
|
||||
// 切换相机
|
||||
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CoolingMachine);
|
||||
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Clinic);
|
||||
}
|
||||
|
||||
@@ -105,6 +119,7 @@ namespace AibisDream.FixSystem
|
||||
public IEnumerator Enter()
|
||||
{
|
||||
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
|
||||
|
||||
// 拔出插头
|
||||
bodyModuleSystem.ResetPlug();
|
||||
// 切换相机
|
||||
@@ -123,6 +138,7 @@ namespace AibisDream.FixSystem
|
||||
yield break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public struct GearState : IState
|
||||
{
|
||||
@@ -276,7 +292,7 @@ namespace AibisDream.FixSystem
|
||||
|
||||
public IEnumerator Enter()
|
||||
{
|
||||
float duration = 0.5f;
|
||||
//float duration = 0.5f;
|
||||
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
|
||||
var eyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
|
||||
// 先切BodyModule
|
||||
@@ -349,6 +365,7 @@ namespace AibisDream.FixSystem
|
||||
memorySystem.OnExit();
|
||||
memorySystem.CloseMemoryView();
|
||||
yield return MainUIController.Instance.FadeOutSync(duration);
|
||||
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
|
||||
memorySystem.PullMemoryProjector();
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user