Merge branch '流程优化_佩佩UF部分' into 'develop'

流程优化 佩佩uf部分

See merge request aibis-dream/aibis-dream!228
This commit is contained in:
2025-02-08 09:43:06 +00:00
12 changed files with 2022 additions and 493 deletions
+13 -12
View File
@@ -1053,18 +1053,19 @@ MonoBehaviour:
m_PostInfinity: 2
m_RotationOrder: 4
_filter:
- 0.004854369
- 0.021177985
- 0.06010355
- 0.106563106
- 0.14548868
- 0.1618123
- 0.1618123
- 0.14548868
- 0.106563106
- 0.06010355
- 0.021177985
- 0.004854369
- 0.0048309183
- 0.016401261
- 0.04532712
- 0.08293076
- 0.12053438
- 0.14946026
- 0.1610306
- 0.14946026
- 0.12053438
- 0.08293076
- 0.04532712
- 0.016401261
- 0.0048309183
--- !u!114 &-6086986437317696584
MonoBehaviour:
m_ObjectHideFlags: 3
@@ -2,6 +2,13 @@
tags:
position: 43,-97
---
<<declare $UfCount = 1>>
<<declare $HaveSeenSky = false>>
<<declare $HaveSeenPlant = false>>
<<declare $HaveSeenPoster = false>>
<<declare $targetDescription="">>
<<declare $memoryDescription="">>
<<declare $memoryTarget="">>
<<delete_line LineManager MemoryEye>>
现在可以插线来深入UF了
===
@@ -9,6 +16,8 @@ position: 43,-97
title: 结束UF检查
position: 275,-222
---
@@ -23,238 +32,392 @@ 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>>
<<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……
<<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>>
//绑定一些描述,减少后面重复判断的逻辑
<<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…
<<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">>
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>>
<<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_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>>
<<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},数据上传UF共享网络...
<<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…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: 啊,痛…又开始了……
<<UF_SwitchState UFSystem imagination 3>>
peipei: 【占位】那些颜色,那些感受,我都还记得...
<<set $UfCount = $UfCount + 1>>
me: 【占位】佩佩,你做了什么?
<<hide_dialog>>
<<UF_SwitchState UFSystem memory 3>>
peipei: 【占位】{$memoryDescription}
<<wait 1>>
me: 【占位】是佩佩的记忆!佩佩的记忆在做数据写入!
me: 【占位】佩佩的记忆把UF的数据...纂改了...
<<OpenSingleButtonWindow WindowManager 警告! 发现未授权的数据传入!正在清除...>>
<<UF_SwitchState UFSystem UF 2>>
<<UF_spriteOut UFSystem 2>>
me: 【占位】UF清除了这些数据...
me: 【占位】数据污染...这就是绘图异常的原因么?
me: 【占位】我得找到这些数据进入的规律...
<<if $currentEyeTarget == "sky">>
<<set $HaveSeenSky = true>>
<<elseif $currentEyeTarget == "plant">>
<<set $HaveSeenPlant = true>>
<<elseif $currentEyeTarget == "poster">>
<<set $HaveSeenPoster = true>>
<<endif>>
<<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
<<set $memoryTarget = "">>
<<jump UFCheckEnd>>
<<else>>
<<set $UfCount = $UfCount + 1>>
<<UF_SwitchState UFSystem imagination 3>>
<<wait 1>>
peipei: 【占位】{$memoryDescription}
<<UF_SwitchState UFSystem memory 3>>
<<wait 1.5>>
<<OpenSingleButtonWindow WindowManager 警告! 发现未授权的数据传入!正在清除...>>
me: 这里流入的也是记忆数据...
<<UF_SwitchState UFSystem UF 2>>
<<UF_spriteOut UFSystem 2>>
<<if $currentEyeTarget == "sky">>
<<set $HaveSeenSky = true>>
<<elseif $currentEyeTarget == "plant">>
<<set $HaveSeenPlant = true>>
<<elseif $currentEyeTarget == "poster">>
<<set $HaveSeenPoster = true>>
<<endif>>
<<jump UFCheckEnd>>
<<endif>>
<<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 $memoryTarget!="">>
<<UF_SwitchState UFSystem imagination 3>>
<<wait 1.5>>
<<UF_SwitchState UFSystem memory 3>>
<<wait 1.5>>
me: 【占位】嗯,{$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
<<set $memoryTarget = "">>
<<jump UFCheckEnd>>
<<else>>
<<set $UfCount = $UfCount + 1>>
<<UF_SwitchState UFSystem imagination 3>>
<<wait 1>>
peipei: 【占位】{$memoryDescription}
<<UF_SwitchState UFSystem memory 3>>
<<wait 1.5>>
<<OpenSingleButtonWindow WindowManager 警告! 发现未授权的数据传入!正在清除...>>
me: 确认了,都是记忆数据...
<<UF_SwitchState UFSystem UF 2>>
<<UF_spriteOut UFSystem 2>>
<<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
<<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...
<<OpenSingleButtonWindow WindowManager 警告! 模块温度接近临界值>>
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>>
===
// 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>>
// ===
@@ -281,3 +444,4 @@ position: -2052,-2351
<<switch_fix_system_to BodyModule>>
<<jump Center>>
===
@@ -21,137 +21,150 @@ 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>>
<<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>>
<<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">>
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……
ULM自训练进程: 目标标记,天空,蓝色,数据上传UF共享网络...
ULM自训练进程: 正在结合机体记忆进行"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,数据上传UF共享网络...
ULM自训练进程: 正在结合机体记忆进行"植物"相关的生成训练……
<<elseif $currentEyeTarget=="poster">>
ULM自训练进程: 目标标记,人物面部,数据上传UF共享网络...
ULM自训练进程: 正在结合机体记忆进行"人脸"相关的生成训练……
<<elseif $currentEyeTarget=="computer">>
ULM自训练进程: 训练样本机体对该目标无反应,选择其他目标
<<jump UFCheckEnd>>
<<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!
<<hide_dialog>>
<<wait 1>>
<<UF_SwitchState UFSystem imagination 3>>
<<wait 1>>
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>>
<<wait 1>>
me: 消失了...
me: 没有出现报错,是你自己抑制住的...
peipei: 行得通是么?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。
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…
<<hide_dialog>>
<<wait 2>>
peipei: 我们来吧。
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……
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。
<<wait 2>>
<<UF_SwitchState UFSystem imagination 3>>
peipei: 啊…好痛...
peipei: 停止想象,停止…停止想象。
<<UFEffect_ImageOut UFSystem>>
<<wait 1.5>>
<<UF_SwitchState UFSystem UF 3>>
<<wait 1.5>>
<<UF_SwitchState UFSystem imagination 1>>
peipei: 停止想象……
<<wait 1.5>>
<<UF_SwitchState UFSystem UF 3>>
<<wait 1.5>>
<<UF_SwitchState UFSystem imagination 1>>
peipei: 好痛,呼……
<<UFEffect_ImageIn UFSystem>>
<<shake_camera 1 0.4 10>>
<<UFEffect_ImageFinish UFSystem>>
<<UF_SwitchState UFSystem imagination 3>>
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>>
<<wait 1.5>>
peipei: 啧,现在它变得这么顽固了……
me: 还差一点,佩佩,再坚持一下
<<wait 1>>
<<OpenSingleButtonWindow WindowManager 警告! 发现未授权的数据传入!正在清除...>>
<<wait 1.5>>
<<UF_SwitchState UFSystem UF 3>>
<<wait 1>>
<<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>>
peipei: 呼...呼...
peipei: 医生,成功了对么
<<hide_dialog>>
<<wait 1>>
me: 不佩佩,是UF杀死了进程...
me: 我想这样行不通...
peipei: 为什么...怎么会这样,明明刚才可以的...
peipei: 最后一次,再尝试最后一次!
<<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: 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。
<<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。
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。
<<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>>
ULM自训练进程: 错误!检测温度异常升高,自训练进程已停止!
<<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>>
@@ -161,6 +174,144 @@ position: 71,-93
===
// 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
@@ -54,7 +54,6 @@ position: 248,-1739
<<declare $logicDiscussCount=0>>
<<declare $speakerDiscussCount=0>>
<<declare $UfCount = 0>>
///【剧情信息】
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- {r: 0.7967742, g: 0.7303226, b: 0.41935486, a: 0}
- {r: 0.81709677, g: 0.7512903, b: 0.42741936, a: 0}
- {r: 0.8374194, g: 0.77225804, b: 0.43548387, a: 0}
- {r: 0.85774195, g: 0.79322577, b: 0.44354838, a: 0}
- {r: 0.8780645, g: 0.8141935, b: 0.4516129, a: 0}
- {r: 0.8983871, g: 0.8351612, b: 0.4596774, a: 0}
- {r: 0.9187097, g: 0.85612905, b: 0.46774194, a: 0}
- {r: 0.93903226, g: 0.8770968, b: 0.47580644, a: 0}
- {r: 0.9593548, g: 0.8980645, b: 0.48387098, a: 0}
- {r: 0.9796774, g: 0.9190322, b: 0.4919355, a: 0}
- {r: 1, g: 0.93999994, b: 0.5, a: 0}
_screen:
m_OverrideState: 0
m_Value: 0
_noLock:
m_OverrideState: 0
m_Value: 0
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -116,6 +394,8 @@ MonoBehaviour:
- {fileID: 8330860632620692832}
- {fileID: 462570543301206416}
- {fileID: -7487097363603556489}
- {fileID: -4931148722146916872}
- {fileID: -4345107197616490475}
--- !u!114 &462570543301206416
MonoBehaviour:
m_ObjectHideFlags: 3
@@ -131,7 +411,7 @@ MonoBehaviour:
active: 1
m_Intencity:
m_OverrideState: 1
m_Value: 1.49
m_Value: 1.3
m_Threshold:
m_OverrideState: 1
m_Value:
@@ -194,7 +474,7 @@ MonoBehaviour:
- {r: 1, g: 1, b: 1, a: 1}
m_Scatter:
m_OverrideState: 1
m_Value: 0.7
m_Value: 0.67
m_Color:
m_OverrideState: 0
m_Value:
@@ -282,7 +562,7 @@ MonoBehaviour:
m_Value: 0.92
m_Ascii:
m_OverrideState: 1
m_Value: {r: 0, g: 1, b: 0.34237242, a: 1}
m_Value: {r: 1, g: 1, b: 1, a: 1}
m_Mapping:
m_OverrideState: 1
m_Value:
@@ -299,7 +579,16 @@ MonoBehaviour:
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 1
time: 0.35167342
value: 0.5092921
inSlope: 1.6044602
outSlope: 1.6044602
tangentMode: 0
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.9333191
value: 1
inSlope: 0
outSlope: 0
@@ -312,58 +601,58 @@ MonoBehaviour:
m_RotationOrder: 4
_pixels:
- {r: 0, g: 0, b: 0, a: 0}
- {r: 0.0030546137, g: 0.0030546137, b: 0.0030546137, a: 0.0030546137}
- {r: 0.011949917, g: 0.011949917, b: 0.011949917, a: 0.011949917}
- {r: 0.026283104, g: 0.026283104, b: 0.026283104, a: 0.026283104}
- {r: 0.04565137, g: 0.04565137, b: 0.04565137, a: 0.04565137}
- {r: 0.0696519, g: 0.0696519, b: 0.0696519, a: 0.0696519}
- {r: 0.097881906, g: 0.097881906, b: 0.097881906, a: 0.097881906}
- {r: 0.12993856, g: 0.12993856, b: 0.12993856, a: 0.12993856}
- {r: 0.16541909, g: 0.16541909, b: 0.16541909, a: 0.16541909}
- {r: 0.20392065, g: 0.20392065, b: 0.20392065, a: 0.20392065}
- {r: 0.24504046, g: 0.24504046, b: 0.24504046, a: 0.24504046}
- {r: 0.28837568, g: 0.28837568, b: 0.28837568, a: 0.28837568}
- {r: 0.33352354, g: 0.33352354, b: 0.33352354, a: 0.33352354}
- {r: 0.38008124, g: 0.38008124, b: 0.38008124, a: 0.38008124}
- {r: 0.4276459, g: 0.4276459, b: 0.4276459, a: 0.4276459}
- {r: 0.47581482, g: 0.47581482, b: 0.47581482, a: 0.47581482}
- {r: 0.5241851, g: 0.5241851, b: 0.5241851, a: 0.5241851}
- {r: 0.5723541, g: 0.5723541, b: 0.5723541, a: 0.5723541}
- {r: 0.61991876, g: 0.61991876, b: 0.61991876, a: 0.61991876}
- {r: 0.6664764, g: 0.6664764, b: 0.6664764, a: 0.6664764}
- {r: 0.71162426, g: 0.71162426, b: 0.71162426, a: 0.71162426}
- {r: 0.7549595, g: 0.7549595, b: 0.7549595, a: 0.7549595}
- {r: 0.79607934, g: 0.79607934, b: 0.79607934, a: 0.79607934}
- {r: 0.83458096, g: 0.83458096, b: 0.83458096, a: 0.83458096}
- {r: 0.8700614, g: 0.8700614, b: 0.8700614, a: 0.8700614}
- {r: 0.90211815, g: 0.90211815, b: 0.90211815, a: 0.90211815}
- {r: 0.93034804, g: 0.93034804, b: 0.93034804, a: 0.93034804}
- {r: 0.9543487, g: 0.9543487, b: 0.9543487, a: 0.9543487}
- {r: 0.97371686, g: 0.97371686, b: 0.97371686, a: 0.97371686}
- {r: 0.98805004, g: 0.98805004, b: 0.98805004, a: 0.98805004}
- {r: 0.9969453, g: 0.9969453, b: 0.9969453, a: 0.9969453}
- {r: 0.007757241, g: 0.007757241, b: 0.007757241, a: 0.007757241}
- {r: 0.029626358, g: 0.029626358, b: 0.029626358, a: 0.029626358}
- {r: 0.063503444, g: 0.063503444, b: 0.063503444, a: 0.063503444}
- {r: 0.10728459, g: 0.10728459, b: 0.10728459, a: 0.10728459}
- {r: 0.15886588, g: 0.15886588, b: 0.15886588, a: 0.15886588}
- {r: 0.21614343, g: 0.21614343, b: 0.21614343, a: 0.21614343}
- {r: 0.2770133, g: 0.2770133, b: 0.2770133, a: 0.2770133}
- {r: 0.33937162, g: 0.33937162, b: 0.33937162, a: 0.33937162}
- {r: 0.4011145, g: 0.4011145, b: 0.4011145, a: 0.4011145}
- {r: 0.46013793, g: 0.46013793, b: 0.46013793, a: 0.46013793}
- {r: 0.514359, g: 0.514359, b: 0.514359, a: 0.514359}
- {r: 0.564654, g: 0.564654, b: 0.564654, a: 0.564654}
- {r: 0.612469, g: 0.612469, b: 0.612469, a: 0.612469}
- {r: 0.65775484, g: 0.65775484, b: 0.65775484, a: 0.65775484}
- {r: 0.70046204, g: 0.70046204, b: 0.70046204, a: 0.70046204}
- {r: 0.74054134, g: 0.74054134, b: 0.74054134, a: 0.74054134}
- {r: 0.7779435, g: 0.7779435, b: 0.7779435, a: 0.7779435}
- {r: 0.812619, g: 0.812619, b: 0.812619, a: 0.812619}
- {r: 0.8445187, g: 0.8445187, b: 0.8445187, a: 0.8445187}
- {r: 0.8735932, g: 0.8735932, b: 0.8735932, a: 0.8735932}
- {r: 0.89979327, g: 0.89979327, b: 0.89979327, a: 0.89979327}
- {r: 0.92306936, g: 0.92306936, b: 0.92306936, a: 0.92306936}
- {r: 0.9433725, g: 0.9433725, b: 0.9433725, a: 0.9433725}
- {r: 0.96065307, g: 0.96065307, b: 0.96065307, a: 0.96065307}
- {r: 0.9748618, g: 0.9748618, b: 0.9748618, a: 0.9748618}
- {r: 0.98594946, g: 0.98594946, b: 0.98594946, a: 0.98594946}
- {r: 0.9938667, g: 0.9938667, b: 0.9938667, a: 0.9938667}
- {r: 0.9985641, g: 0.9985641, b: 0.9985641, a: 0.9985641}
- {r: 1, g: 1, b: 1, a: 1}
- {r: 1, g: 1, b: 1, a: 1}
- {r: 1, g: 1, b: 1, a: 1}
m_Image:
m_OverrideState: 1
m_OverrideState: 0
m_Value: {r: 0, g: 0, b: 0, a: 1}
m_Solid:
m_OverrideState: 1
m_Value: 1
m_Gradient:
m_OverrideState: 1
m_Value: {fileID: 2800000, guid: a4e4b50799621d14faeade24b5182c49, type: 3}
m_Value: {fileID: 2800000, guid: 304746cb4b9280143a65990007398ff6, type: 3}
m_Depth:
m_OverrideState: 1
m_Value: 3
m_Value: 4
m_Fps:
m_OverrideState: 1
m_Value: 17
m_Value: 39
m_Noise:
m_OverrideState: 1
m_Value: 3
m_Palette:
m_OverrideState: 1
m_Value: {fileID: 2800000, guid: 375120ba5ec0f1d4eaa7f761d1a3d758, type: 3}
m_Value: {fileID: 2800000, guid: aa9c9c3981da72943862cc428132c245, type: 3}
m_Impact:
m_OverrideState: 1
m_Value: 1
+56 -47
View File
@@ -112,13 +112,13 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: ba41c240f778d164abc40f8dca90fc16, type: 3}
m_Name: AsciiVol
m_EditorClassIdentifier:
active: 0
active: 1
m_Scale:
m_OverrideState: 1
m_Value: 0.804
m_Value: 0.92
m_Ascii:
m_OverrideState: 1
m_Value: {r: 1, g: 0, b: 0.019174099, a: 1}
m_Value: {r: 1, g: 0.020399556, b: 0, a: 1}
m_Mapping:
m_OverrideState: 1
m_Value:
@@ -127,7 +127,7 @@ MonoBehaviour:
m_Curve:
- serializedVersion: 3
time: 0
value: 0.016479492
value: 0
inSlope: 0
outSlope: 0
tangentMode: 0
@@ -135,7 +135,16 @@ MonoBehaviour:
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 1
time: 0.35167342
value: 0.5092921
inSlope: 1.6044602
outSlope: 1.6044602
tangentMode: 0
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.9666748
value: 1
inSlope: 0
outSlope: 0
@@ -147,37 +156,37 @@ MonoBehaviour:
m_PostInfinity: 2
m_RotationOrder: 4
_pixels:
- {r: 0.016479492, g: 0.016479492, b: 0.016479492, a: 0.016479492}
- {r: 0.019483767, g: 0.019483767, b: 0.019483767, a: 0.019483767}
- {r: 0.028232481, g: 0.028232481, b: 0.028232481, a: 0.028232481}
- {r: 0.04232946, g: 0.04232946, b: 0.04232946, a: 0.04232946}
- {r: 0.061378546, g: 0.061378546, b: 0.061378546, a: 0.061378546}
- {r: 0.08498357, g: 0.08498357, b: 0.08498357, a: 0.08498357}
- {r: 0.112748355, g: 0.112748355, b: 0.112748355, a: 0.112748355}
- {r: 0.14427674, g: 0.14427674, b: 0.14427674, a: 0.14427674}
- {r: 0.17917256, g: 0.17917256, b: 0.17917256, a: 0.17917256}
- {r: 0.21703963, g: 0.21703963, b: 0.21703963, a: 0.21703963}
- {r: 0.25748178, g: 0.25748178, b: 0.25748178, a: 0.25748178}
- {r: 0.30010286, g: 0.30010286, b: 0.30010286, a: 0.30010286}
- {r: 0.3445067, g: 0.3445067, b: 0.3445067, a: 0.3445067}
- {r: 0.39029714, g: 0.39029714, b: 0.39029714, a: 0.39029714}
- {r: 0.43707803, g: 0.43707803, b: 0.43707803, a: 0.43707803}
- {r: 0.48445314, g: 0.48445314, b: 0.48445314, a: 0.48445314}
- {r: 0.5320263, g: 0.5320263, b: 0.5320263, a: 0.5320263}
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- {r: 0.46013793, g: 0.46013793, b: 0.46013793, a: 0.46013793}
- {r: 0.5143574, g: 0.5143574, b: 0.5143574, a: 0.5143574}
- {r: 0.56446517, g: 0.56446517, b: 0.56446517, a: 0.56446517}
- {r: 0.6118192, g: 0.6118192, b: 0.6118192, a: 0.6118192}
- {r: 0.6564242, g: 0.6564242, b: 0.6564242, a: 0.6564242}
- {r: 0.6982848, g: 0.6982848, b: 0.6982848, a: 0.6982848}
- {r: 0.73740554, g: 0.73740554, b: 0.73740554, a: 0.73740554}
- {r: 0.7737911, g: 0.7737911, b: 0.7737911, a: 0.7737911}
- {r: 0.807446, g: 0.807446, b: 0.807446, a: 0.807446}
- {r: 0.838375, g: 0.838375, b: 0.838375, a: 0.838375}
- {r: 0.8665826, g: 0.8665826, b: 0.8665826, a: 0.8665826}
- {r: 0.89207345, g: 0.89207345, b: 0.89207345, a: 0.89207345}
- {r: 0.91485214, g: 0.91485214, b: 0.91485214, a: 0.91485214}
- {r: 0.93492335, g: 0.93492335, b: 0.93492335, a: 0.93492335}
- {r: 0.9522916, g: 0.9522916, b: 0.9522916, a: 0.9522916}
- {r: 0.9669616, g: 0.9669616, b: 0.9669616, a: 0.9669616}
- {r: 0.97893786, g: 0.97893786, b: 0.97893786, a: 0.97893786}
- {r: 0.9882251, g: 0.9882251, b: 0.9882251, a: 0.9882251}
- {r: 0.9948279, g: 0.9948279, b: 0.9948279, a: 0.9948279}
- {r: 0.99875087, g: 0.99875087, b: 0.99875087, a: 0.99875087}
- {r: 1, g: 1, b: 1, a: 1}
- {r: 1, g: 1, b: 1, a: 1}
m_Image:
m_OverrideState: 1
@@ -187,19 +196,19 @@ MonoBehaviour:
m_Value: 1
m_Gradient:
m_OverrideState: 1
m_Value: {fileID: 2800000, guid: a4e4b50799621d14faeade24b5182c49, type: 3}
m_Value: {fileID: 2800000, guid: 304746cb4b9280143a65990007398ff6, type: 3}
m_Depth:
m_OverrideState: 1
m_Value: 3
m_Value: 4
m_Fps:
m_OverrideState: 1
m_Value: 17
m_Value: 59
m_Noise:
m_OverrideState: 1
m_Value: 3
m_Palette:
m_OverrideState: 1
m_Value: {fileID: 2800000, guid: 375120ba5ec0f1d4eaa7f761d1a3d758, type: 3}
m_Value: {fileID: 2800000, guid: aa9c9c3981da72943862cc428132c245, type: 3}
m_Impact:
m_OverrideState: 1
m_Value: 1
@@ -265,7 +274,7 @@ MonoBehaviour:
m_Value: 1
_Intensity:
m_OverrideState: 1
m_Value: 0.615
m_Value: 0.62
_Radial:
m_OverrideState: 1
m_Value: -0.29
@@ -274,13 +283,13 @@ MonoBehaviour:
m_Value: 1
_Angle:
m_OverrideState: 1
m_Value: -0.051
m_Value: -0.42
_Split:
m_OverrideState: 1
m_Value: 0.46
m_Value: 0.31
_Sat:
m_OverrideState: 1
m_Value: 0.802
m_Value: 0.833
_Mono:
m_OverrideState: 1
m_Value: 0
@@ -327,7 +336,7 @@ MonoBehaviour:
active: 1
m_Intencity:
m_OverrideState: 1
m_Value: 0.76
m_Value: 1.48
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
+149 -49
View File
@@ -10,6 +10,9 @@ using Yarn.Unity;
using DG.Tweening;
using VolFx;
using System.Drawing.Text; // 引入 DoTween 命名空间
using UnityEngine.Rendering.Universal;
using System;
public class UFSystem : MonoBehaviour
{
// Start is called before the first frame update
@@ -20,6 +23,8 @@ public class UFSystem : MonoBehaviour
public GameObject UFPanel;
public SpriteRenderer face;
private bool isLoopImage = false;
[SerializeField] private Volume FullAscillVolume;
@@ -32,6 +37,13 @@ public class UFSystem : MonoBehaviour
private Tween scaleTween; // 存储 Tween 动画
public enum UFState
{
UF,
imagination,
memory
}
private void Awake()
{
FixSystemCenter.SystemDic.Register(this);
@@ -44,64 +56,108 @@ public class UFSystem : MonoBehaviour
// 动态调整权重
DOTween.To(() => postProcessingVolume.weight, x => postProcessingVolume.weight = x, targetWeight, duration);
}
[YarnCommand("UFEffect_ImageIn")]
public IEnumerator UFImageIn(float duration = 1.5f)
[YarnCommand("UF_spriteIn")]
public IEnumerator UF_spriteIn(float duration = 1.5f)
{
if (eyeSystem.CurrentTarget != null)
{
AudioManager.RandomPlayInteraction("colorimagine");
eyeSystem.CurrentTarget.ImageIn(duration);
TweenWeight(imageVolume, 1, duration);
}
yield return new WaitForSeconds(duration);
}
[YarnCommand("UFEffect_ImageOut")]
public IEnumerator UFImageOut(float duration = 1.5f)
[YarnCommand("UF_spriteOut")]
public IEnumerator UF_spriteOut(float duration = 1.5f)
{
if (eyeSystem.CurrentTarget != null)
{
eyeSystem.CurrentTarget.ImageOut(duration);
TweenWeight(imageVolume, 0, duration);
TweenWeight(imageAscillVolume, 1, duration);
TweenWeight(finalVolume, 0, duration);
AudioManager.RandomPlayInteraction("colorimagine");
eyeSystem.CurrentTarget.ImageOut(duration);
}
yield return new WaitForSeconds(duration);
}
[YarnCommand("UF_AllspriteIn")]
public IEnumerator UF_AllspriteIn(float duration = 1.5f)
{
foreach (EyeTarget target in eyeSystem.Targets)
{
target.ImageIn(duration);
}
yield return new WaitForSeconds(duration);
}
[YarnCommand("UF_AllspriteOut")]
public IEnumerator UF_AllspriteOut(float duration = 1.5f)
{
foreach (EyeTarget target in eyeSystem.Targets)
{
target.ImageOut(duration);
}
yield return new WaitForSeconds(duration);
}
[YarnCommand("UF_faceIn")]
public IEnumerator UF_faceIn(float duration = 1.5f)
{
face.gameObject.SetActive(true);
face.DOFade(1f,duration);
yield return new WaitForSeconds(duration);
}
[YarnCommand("UF_faceOut")]
public IEnumerator UF_faceOut(float duration = 1.5f)
{
face.DOFade(0f,duration);
yield return new WaitForSeconds(duration);
face.gameObject.SetActive(false);
}
[YarnCommand("UF_ImaginationEffectIn")]
public IEnumerator UF_ImaginationEffectIn(float duration = 1.5f)
{
AudioManager.RandomPlayInteraction("colorimagine");
TweenWeight(imageVolume, 1, duration);
yield return new WaitForSeconds(0);
}
// [YarnCommand("UFEffect_Processing")]
// public IEnumerator UFProcessing(EyeTarget eyeSystem.CurrentTarget)
// {
// if (eyeSystem.CurrentTarget != null)
// {
// TweenWeight(imageVolume,1,1);
// TweenWeight(imageAscillVolume,1,1);
// TweenWeight(finalVolume,0,1);
// AudioManager.RandomPlayInteraction("colorimagine");
// }
// yield return new WaitForSeconds(1);
// }
// [YarnCommand("UFEffect_ImageOutFinfish")]
// public IEnumerator UFImageOutFinfish(float duration=1.5f)
// {
// if (eyeSystem.CurrentTarget != null)
// {
// AudioManager.RandomPlayInteraction("colorimagine");
// eyeSystem.CurrentTarget.ImageOut(2);
// TweenWeight(imageVolume,0,2);
// }
// yield return new WaitForSeconds(2);
// }
[YarnCommand("UFEffect_ImageFinish")]
public IEnumerator UFImageFinish(float duration = 1.5f)
[YarnCommand("UF_ImaginationEffectOut")]
public IEnumerator UF_ImaginationEffectOut(float duration = 1.5f)
{
if (eyeSystem.CurrentTarget != null)
TweenWeight(imageVolume, 0, duration);
AudioManager.RandomPlayInteraction("colorimagine");
yield return new WaitForSeconds(0);
}
[YarnCommand("UF_MemoryEffectIn")]
public IEnumerator UF_MemoryEffectIn(float duration = 1.5f)
{
AudioManager.RandomPlayInteraction("colorimagine");
TweenWeight(imageVolume, 0, duration);
TweenWeight(imageAscillVolume, 0, duration);
TweenWeight(finalVolume, 1, duration);
yield return new WaitForSeconds(0);
}
yield return new WaitForSeconds(duration);
[YarnCommand("UF_MemoryEffectOut")]
public IEnumerator UF_MemoryEffectOut(float duration = 1.5f)
{
TweenWeight(finalVolume, 0, duration);
AudioManager.RandomPlayInteraction("colorimagine");
yield return new WaitForSeconds(0);
}
[YarnCommand("UF_EyeTargetAscillIn")]
public IEnumerator UF_EyeTargetAscillIn(float duration = 1.5f)
{
AudioManager.RandomPlayInteraction("colorimagine");
TweenWeight(imageAscillVolume, 1, duration);
yield return new WaitForSeconds(0);
}
[YarnCommand("UF_EyeTargetAscillOut")]
public IEnumerator UF_EyeTargetAscillOut(float duration = 1.5f)
{
TweenWeight(imageAscillVolume, 0, duration);
AudioManager.RandomPlayInteraction("colorimagine");
yield return new WaitForSeconds(0);
}
[YarnCommand("UF_SetBorkenValue")]
public void UF_Borken(int value)
{
FullAscillVolume.profile.TryGet<AsciiVol>(out ascii);
ascii.m_Depth.value=value;
ascii.m_Ascii.value=Color.red;
}
@@ -110,19 +166,15 @@ public class UFSystem : MonoBehaviour
{
StartCoroutine(UFImageLoopProcess());
}
[YarnCommand("StopUFEffect_loop")]
public void StopUFImageLoop()
{
isLoopImage = false;
}
[YarnCommand("UFEffect_ImageAll")]
public void ImageAll()
[YarnCommand("UF_fightEffect")]
public void UF_fightEffect()
{
UFImageIn(1);
foreach (EyeTarget target in eyeSystem.Targets)
{
target.ImageIn(1);
}
scaleTween = DOTween.To(() => 0f, t =>
{
// 根据 t(0 到 1 的变化)更新多个值
@@ -133,6 +185,11 @@ public class UFSystem : MonoBehaviour
.SetEase(Ease.InOutSine) // 平滑缓动
.SetLoops(-1, LoopType.Yoyo); // 无限循环
}
[YarnCommand("UF_StopfightEffect")]
public void UF_StopfightEffect()
{
scaleTween.Kill();
}
public IEnumerator UFImageLoopProcess()
{
@@ -142,16 +199,18 @@ public class UFSystem : MonoBehaviour
{
eyeSystem.StartCoroutine(eyeSystem.SetTargetCoroutine(eyeSystem.Targets[index].name, false));
yield return new WaitForSeconds(0.5f);
StartCoroutine(UFImageIn(0.5f));
StartCoroutine(UF_spriteIn(0.5f));
StartCoroutine(UF_ImaginationEffectIn(0.5f));
eyeSystem.Targets[index].ImageIn(0.5f);
yield return new WaitForSeconds(0.5f);
StartCoroutine(UFImageFinish(0.5f));
StartCoroutine(UF_ImaginationEffectOut(0.5f));
StartCoroutine(UF_MemoryEffectIn(0.5f));
yield return new WaitForSeconds(1f);
eyeSystem.Targets[index].ImageOut(0.5f);
StartCoroutine(UFImageOut(0.5f));
StartCoroutine(UF_MemoryEffectOut(0.5f));
index++;
// 如果到达列表末尾,则回到开头
if (index >= eyeSystem.Targets.Count)
if (index >= eyeSystem.Targets.Count-2)
{
index = 0;
}
@@ -201,4 +260,45 @@ public class UFSystem : MonoBehaviour
_UFModule.SetActive(false);
}
}
[YarnCommand("UF_SwitchState")]
public IEnumerator SwitchState(string stateName, float duration)
{
UFState state;
if (!Enum.TryParse(stateName, true, out state))
{
Debug.LogError($"Invalid state name: {stateName}");
yield break;
}
switch (state)
{
case UFState.UF:
AudioManager.RandomPlayInteraction("colorimagine");
TweenWeight(imageAscillVolume, 1, duration);
TweenWeight(imageVolume, 0, duration);
TweenWeight(finalVolume, 0, duration);
break;
case UFState.imagination:
AudioManager.RandomPlayInteraction("colorimagine");
TweenWeight(imageAscillVolume, 0, duration);
TweenWeight(imageVolume, 1, duration);
TweenWeight(finalVolume, 0, duration);
break;
case UFState.memory:
AudioManager.RandomPlayInteraction("colorimagine");
TweenWeight(imageAscillVolume, 0, duration);
TweenWeight(imageVolume, 0, duration);
TweenWeight(finalVolume, 1, duration);
break;
default:
Debug.LogError($"Unhandled state: {state}");
yield break;
}
yield return new WaitForSeconds(duration);
}
}