Merge remote-tracking branch 'origin/12月版本优化' into feature/merge

This commit is contained in:
2024-12-26 14:38:34 +08:00
48 changed files with 12250 additions and 1284 deletions
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@@ -10,16 +10,14 @@ using AibisDream.FixSystem;
public class MemoryProcess : MonoBehaviour
{
public GameObject memoryView;
public GameObject projector;
public Image memoryProcessImage; // 用于显示调取记忆的表现
public Image memoryFinishedImage; // 用于显示记忆处理结束的表现
public Image memoryFinishedImageForFade; // 用于显示记忆处理结束的表现
public Image memoryFinishedImageNoColor; // 用于显示记忆处理结束的表现
//public Button searchMemoryButton; // 搜寻记忆按钮
//public Sprite defaultSprite; // 默认图片
//public List<Sprite> memorySprites; // 记忆图片列表
public Slider frequencySlider; // 频率调节滑动条
@@ -51,7 +49,20 @@ public class MemoryProcess : MonoBehaviour
public void OpenMemoryView()
{
memoryView.gameObject.SetActive(true);
// coverOpen.SetActive(true);
// coverClose.SetActive(false);
}
public IEnumerator DropMemoryProjector()
{
Sequence zoomInSequence = DOTween.Sequence();
zoomInSequence.Append(projector.transform.DOLocalMoveY(-5, 2f).SetEase(Ease.OutElastic,0.5f));
yield return zoomInSequence.WaitForCompletion();
}
public IEnumerator PullMemoryProjector()
{
Sequence zoomInSequence = DOTween.Sequence();
zoomInSequence.Append(projector.transform.DOLocalMoveY(0, 2f).SetEase(Ease.OutElastic,0.5f));
yield return zoomInSequence.WaitForCompletion();
}
public void CloseMemoryView()
{
@@ -65,13 +76,7 @@ public class MemoryProcess : MonoBehaviour
public void OnEnter()
{
// 进入视图时的逻辑
Debug.Log("memoryView entered.");
// 可以在这里进行一些特定的初始化或加载数据
}
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- _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
- _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0}
- _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0}
- _ShadowColor: {r: 0, g: 0, b: 0, a: 1}
- _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0}
- _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0}
- _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0}
- _ShineColor: {r: 1, g: 1, b: 1, a: 1}
- _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0}
- _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0}
- _SineMoveOffset: {r: 0, g: 0.5, b: 0, a: 0}
- _SineRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _SineScaleFactor: {r: 0.2, g: 0.2, b: 0, a: 0}
- _SourceAlphaDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- _SourceAlphaDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
- _SourceGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0}
- _SourceGlowDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- _SourceGlowDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
- _SplitToningHighlightsColor: {r: 1, g: 0.1, b: 0.1, a: 0}
- _SplitToningShadowsColor: {r: 0.1, g: 0.4000002, b: 1, a: 0}
- _SpriteSheetRect: {r: 0, g: 0, b: 1, a: 1}
- _SqueezeCenter: {r: 0.5, g: 0.5, b: 0, a: 0}
- _SqueezeScale: {r: 2, g: 0, b: 0, a: 0}
- _StrongTintTint: {r: 1, g: 1, b: 1, a: 1}
- _TextureLayer1Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1}
- _TextureLayer1Offset: {r: 0, g: 0, b: 0, a: 0}
- _TextureLayer1Scale: {r: 1, g: 1, b: 0, a: 0}
- _TextureLayer1ScrollSpeed: {r: 0, g: 1, b: 0, a: 0}
- _TextureLayer2Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1}
- _TextureLayer2Offset: {r: 0, g: 0, b: 0, a: 0}
- _TextureLayer2Scale: {r: 1, g: 1, b: 0, a: 0}
- _TextureLayer2ScrollSpeed: {r: 0, g: 1, b: 0, a: 0}
- _UVDistortFrom: {r: -0.02, g: -0.02, b: 0, a: 0}
- _UVDistortNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _UVDistortSpeed: {r: 2, g: 2, b: 0, a: 0}
- _UVDistortTo: {r: 0.02, g: 0.02, b: 0, a: 0}
- _UVRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _UVScalePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _UVScaleScale: {r: 1, g: 1, b: 0, a: 0}
- _UVScrollSpeed: {r: 0.2, g: 0, b: 0, a: 0}
- _WorldTilingOffset: {r: 0, g: 0, b: 0, a: 0}
- _WorldTilingScale: {r: 1, g: 1, b: 0, a: 0}
m_BuildTextureStacks: []
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: bb59a1b27931ec74daef7fd23a5ccbe4
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:
@@ -79,7 +79,7 @@ SpriteRenderer:
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1, y: 1}
m_Size: {x: 0.43, y: 0.43}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
@@ -207,7 +207,7 @@ SpriteRenderer:
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1, y: 1}
m_Size: {x: 0.135, y: 0.36}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
@@ -250,7 +250,7 @@ BoxCollider2D:
border: {x: 0, y: 0, z: 0, w: 0}
pivot: {x: 0.5, y: 0.5}
oldSize: {x: 0.135, y: 0.36}
newSize: {x: 1, y: 1}
newSize: {x: 0.135, y: 0.36}
adaptiveTilingThreshold: 0.5
drawMode: 0
adaptiveTiling: 0
@@ -337,7 +337,7 @@ SpriteRenderer:
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 1
m_Size: {x: 3.3, y: 2.3}
m_Size: {x: 3.255, y: 2.295}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
@@ -634,7 +634,7 @@ SpriteRenderer:
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1.87, y: 3.67}
m_Size: {x: 3.485, y: 1.78}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
@@ -909,6 +909,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: a2e20b111511460a8f3a151bd470da9d, type: 3}
m_Name:
m_EditorClassIdentifier:
state: {fileID: 0}
isScanning: 0
isPlaying: 0
canScan: 0
@@ -1147,7 +1148,7 @@ SpriteRenderer:
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1, y: 1}
m_Size: {x: 0.805, y: 0.56}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
@@ -1190,7 +1191,7 @@ BoxCollider2D:
border: {x: 0, y: 0, z: 0, w: 0}
pivot: {x: 0.5, y: 0.5}
oldSize: {x: 0.805, y: 0.56}
newSize: {x: 1, y: 1}
newSize: {x: 0.805, y: 0.56}
adaptiveTilingThreshold: 0.5
drawMode: 0
adaptiveTiling: 0
@@ -1419,6 +1420,7 @@ MonoBehaviour:
bodyModulePrefab: {fileID: 2359294975205654025, guid: de6db0026fa152946b2d033cd4e76b7e, type: 3}
bodyModuleGroup: {fileID: 2309837242789316790}
oscilloscopeSystem: {fileID: 0}
heatMapController: {fileID: 0}
plugInEvent:
m_PersistentCalls:
m_Calls: []
@@ -1671,7 +1673,7 @@ SpriteRenderer:
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1, y: 1}
m_Size: {x: 3.255, y: 0.505}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
@@ -1759,7 +1761,7 @@ SpriteRenderer:
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1, y: 1}
m_Size: {x: 2.9, y: 0.555}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
@@ -1886,7 +1888,7 @@ SpriteRenderer:
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1, y: 1}
m_Size: {x: 3.85, y: 2.64}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
@@ -130,6 +130,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 485fe5a69106f8146a3ef9ca070f306d, type: 3}
m_Name:
m_EditorClassIdentifier:
_socketPos: {fileID: 0}
data:
moduleName:
modulePicPath:
@@ -141,8 +142,14 @@ MonoBehaviour:
x: 0
y: 0
z: 0
indicatorPos:
x: 0
y: 0
z: 0
waveformType: 0
waveHasError: 0
ignoreWaveCheck: 0
cantStopRunning: 0
--- !u!1 &7933871335801960612
GameObject:
m_ObjectHideFlags: 0
@@ -184,6 +184,7 @@ position: 43,-97
<<endif>>
===
// title: UF图像问题回答正确
// tags:
// position: 43,-97
@@ -1,4 +1,4 @@
title: EyeDeepIn
title: EyeDeepIn
tags:
position: -9,21
---
@@ -65,11 +65,7 @@ colorID: 6
group:视觉检查
position: 16,782
---
// me: 为什么视觉模块会从记忆调用数据呢…奇怪了。
// me: 我怎么也找不到……
// <<hide_dialog>>
// <<wait 1>>
// peipei: 医生…对不起…我没有主动告诉你我看不见颜色。
peipei: 还有一件事,我最好还是主动告诉你。
me: 啊…什么?
peipei: 我不是故意要瞒着的…只是我还以为,这不是什么大问题。
@@ -82,10 +78,9 @@ me: 啊?
peipei: 我其实能够以某种方式看到一些颜色……
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 记忆编号#3014_03_08_ABBA 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 非法记忆引用1 记忆索引卡带打印中...请等待... 2>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager 天空 EyeView liuying1-3>>
<<wait 1>>
me: 记忆…向视觉发送了数据?然后生成了这些颜色?
@@ -193,10 +188,9 @@ peipei: 坏了!我还有一张海报没出……
peipei: 啊……我差点忘了。我来这里就是为了这个。
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 记忆编号#3014_03_08_ABBA 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 非法记忆引用1 记忆索引卡带打印中...请等待... 2>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager "海报" "EyeView" "liuying1-1">>
->放入收藏夹
<<CollectionClue ClueManager>>
@@ -230,9 +224,9 @@ peipei: 我还是把它养死了。
peipei: 我愧疚了好久,那时的我真的以为小草可以长成一棵树。
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 记忆编号#3014_03_08_ABBA 正在向视觉非法写入色彩数据,是否打印索引?>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 非法记忆引用1 记忆索引卡带打印中...请等待... 2>>
<<PrintPunchTapes 1>>
<<wait 0.5>>
<<generate_PunchTape ClueManager "植物" "EyeView" "liuying1-2">>
->放入收藏夹
@@ -2,6 +2,19 @@
tags:
---
<<switch_fix_system_to Memory>>
<<if visited("OnMemoryViewShow")==false>>
me: 把打孔带放进插槽里,读取记忆吧。
<<ShowNotification ClueManager 提示 将打孔带拖至槽位>>
<<endif>>
<<if $gameStage<4>>
<<if $memoryCount==3>>
me: 该看的都看过了
<<switch_fix_system_to "BodyModule">>
<<endif>>
<<elseif $gameStage>4>>
me: 该看的都看过了
<<switch_fix_system_to "BodyModule">>
<<endif>>
===
title: End_memoryPaly
@@ -1,4 +1,4 @@
title: PlugFinished
tags: 待编辑
colorID: 8
@@ -18,6 +18,11 @@ tags: 待编辑
colorID: 8
position: -2,-3039
---
<<MessageBoxSetChecking>>
<<wait 2>>
<<MessageBoxSetText 检测到情绪模块温度高,负荷超过平均值>>
<<MessageBoxSetText 仍未到达干预阈值,无需干预>>
<<MessageBoxSetNormal>>
<<if visited("EmoPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<jump PlugFinished>>
@@ -28,7 +33,11 @@ tags: 待编辑
colorID: 8
position: 240,-2640
---
//待编辑
<<MessageBoxSetChecking>>
<<wait 2>>
<<MessageBoxSetText 语言模块运转正常,使用频率低>>
<<MessageBoxSetNormal>>
<<wait 0.5>>
<<if visited("SpeakPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<jump PlugFinished>>
@@ -39,9 +48,13 @@ tags: 待编辑
colorID: 8
position: 480,-3040
---
<<MessageBoxSetChecking>>
<<wait 2>>
<<MessageBoxSetText 检测到逻辑模块负荷低于平均值>>
<<MessageBoxSetText 仍未到达干预阈值,无需干预>>
<<MessageBoxSetNormal>>
<<if visited("LogicPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
受到发热的影响,佩佩有点神智不清
<<jump PlugFinished>>
<<endif>>
//待编辑
@@ -53,9 +66,12 @@ tags: 待编辑
colorID: 8
position: 240,-2840
---
<<MessageBoxSetChecking>>
<<wait 2>>
<<MessageBoxSetText 未找到色觉晶圆>>
<<MessageBoxSetWarning>>
<<if visited("ColorPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
待编辑
<<jump PlugFinished>>
<<endif>>
@@ -66,12 +82,19 @@ tags: 待编辑
colorID: 8
position: 240,-3040
---
<<MessageBoxSetChecking>>
<<wait 2>>
<<MessageBoxSetText 检测到记忆模块运转正常>>
<<MessageBoxSetText 检测到拥有合法记忆卡带>>
<<MessageBoxSetText 可以深入记忆模块查看记忆>>
<<MessageBoxSetNormal>>
<<EnableDeepInButton>>
<<if visited("MemoryPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<jump PlugFinished>>
<<endif>>
//总体表现:对工作的焦虑、虚弱的身体状态
===
title: UFPlugIn
@@ -79,7 +102,14 @@ tags: 待编辑
colorID: 8
position: 0,-2840
---
<<jump PlugFinished>>
<<MessageBoxSetChecking>>
<<wait 2>>
<<MessageBoxSetText UF模块运转出现错误>>
<<MessageBoxSetText 需要深入UF模块控制台查看详细进程>>
<<MessageBoxSetError>>
<<wait 0.5>>
<<EnableDeepInButton>>
// <<jump PlugFinished>>
===
title: EyePlugIn
tags: 待编辑
@@ -88,8 +118,22 @@ position: 480,-2840
---
//待编辑
//佩佩很害怕,她意识到了原来的颜色再也回不来了
<<MessageBoxSetChecking>>
<<wait 2>>
<<if $gameStage==7>>
<<MessageBoxSetText 视觉模块未发现明显异常>>
<<MessageBoxSetText 仍需深入视觉模块详细复查>>
<<MessageBoxSetWarning>>
<<else>>
<<MessageBoxSetText 视觉模块运转出现错误>>
<<MessageBoxSetText 需要深入视觉模块查看详细情况>>
<<MessageBoxSetError>>
<<endif>>
<<wait 0.5>>
<<EnableDeepInButton>>
<<if visited("EyePlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
//<<jump 发现视觉异常>>
<<jump PlugFinished>>
<<endif>>
@@ -240,6 +240,7 @@ colorID: 3
position: 251,-1150
---
<<fade_in 0.5>>
<<Temp_RemoveChip>>
<<switch_fix_system_to "BodyModule">>
//<<SetExternalError ViewManager MemoryView true>>
//<<Set_ViewVisualState ViewManager "ColorView" 1>>
@@ -247,48 +248,23 @@ position: 251,-1150
<<fade_out 0.5>>
<<add_task TaskManager 寻找绘图异常相关线索>>
<<task_moveIn TaskManager>>
me: (脑内)刚刚我和佩佩用UF画了一幅画,检查UF的运作就能定位到问题的源头。
<<trans_camera -3.82 0.55 2 1>>
me: (脑内)这个就是UF模块了,封条……果然是美术部的核心技术啊。
<<return_init_camera>>
//如果玩家此时插线其他模块
me: 在做全身检查前,先检查一下UF的情况吧。
//玩家插线UF模块
me: 拒绝访问……?但可以调取1标准时内的Log记录,还好。
//展示UF的Log信息(可以先用unity的log截图替代)
me: 这些记录,标注了佩佩1标准时内与UF有关的生理心理活动。
me: 按照出图的时间筛选一遍吧。
<<wait 2>>
//未来可以做筛选log功能,但现在先用一个进度条过渡一下 (筛选中)
me: 有了,在画图时,UF引用了佩佩记忆模块中的三个记忆……
me: 也就是说,在画图时,佩佩*回想*起了三个记忆,它们直接参与到了绘图的过程里,影响到了绘图结果。
me: 佩佩想起的这三个记忆非常重要,先记录下来吧。
【占位】进入维修后,你想要进UF内部看一看,但是UF不允许,UF只允许调取最近1h的记录
【占位】好在这也够了,你调取了上一次绘图的记录,生成了三个记忆索引
<<hide_dialog>>
<<OpenSingleButtonWindow WindowManager UF模块运行记录 共三条引用记录,是否确认调取?>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 引用1 记忆编号#3014_03_08_ABBA,是否确认打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 引用1 记忆索引卡带打印中...请等待... 2>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager UF绘图1 UFView 记忆占位>>
<<wait 1>>
->放入收藏夹
<<CollectionClue ClueManager>>
<<hide_dialog>>
<<OpenSingleButtonWindow WindowManager 引用2 记忆编号#3022_01_21_CBBA,是否确认打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 引用2 记忆索引卡带打印中...请等待... 2>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager UF绘图2 UFView 记忆占位>>
<<wait 1>>
->放入收藏夹
<<CollectionClue ClueManager>>
<<hide_dialog>>
<<OpenSingleButtonWindow WindowManager 引用3 记忆编号#3018_05_12_DBAC,是否确认打印索引?>>
<<wait 0.5>>
<<OpenProgressWindow WindowManager 引用3 记忆索引卡带打印中...请等待... 2>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager UF绘图3 UFView liuying1-3>>
<<wait 1>>
->放入收藏夹
@@ -298,6 +274,7 @@ position: 251,-1150
助手: (脑内)语焉不详,有问题。
me: 总之先去记忆模块打开这些记忆卡带吧
<<add_task TaskManager 在记忆模块检查UF生成的索引 寻找绘图异常相关线索>>
<<task_moveIn TaskManager>>
<<set $gameStage=2>>
<<jump 主维修界面游戏状态检查>>
===
@@ -560,7 +537,7 @@ tags:
colorID: 8
position: 460,-2977
---
//第一次看
position: 460,-2977
<<if $chipmissingKnown == false>>
me: 这似乎是佩佩的核心模块…让我查查。
<<ShowNotification ClueManager 数据库 正在查询:_美工_核心模块_……>>
@@ -1,7 +1,7 @@
{
{
"projectFileVersion": 2,
"sourceFiles": [
"**/*.yarn"
"*.yarn"
],
"excludeFiles": [
"**/*~/*"
@@ -12,7 +12,6 @@ position: -870,-2464
<<if $gameStage<=2>>>
<<add_task TaskManager 深入视觉模块 寻找绘图异常相关线索>>
<<elseif $gameStage>=3>>
<<add_task TaskManager 深入视觉模块 找到异常记忆的来源>>
<<endif>>
<<endif>>
===
@@ -3,7 +3,7 @@ tags:
colorID: 6
position: -579,564
---
<<switch_fix_system_to Memory >>
<<switch_fix_system_to Memory>>
<<if $gameStage == 7 && $isPeipeiBE == true>>
<<jump 记忆初始化深度>>
<<elseif $gameStage == 7 && $isPeipeiBE == false>>
@@ -15,7 +15,6 @@ tags:
colorID: 4
position: 240,-2040
---
<<declare $isFinishedClueBoard=false>>
//记录是否已经完成了UF的检查
File diff suppressed because it is too large Load Diff
+129 -129
View File
@@ -1700,17 +1700,6 @@ PrefabInstance:
addedObject: {fileID: 835225200}
m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: a1dbef2a0a50ecf49a39eae2d3e486b2, type: 3}
--- !u!114 &99451802 stripped
MonoBehaviour:
m_CorrespondingSourceObject: {fileID: 5319491456343907424, guid: a1dbef2a0a50ecf49a39eae2d3e486b2, type: 3}
m_PrefabInstance: {fileID: 99451801}
m_PrefabAsset: {fileID: 0}
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m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: 3205391740691769686, guid: fd04c28739017964789d58d573f9fabb, type: 3}
m_Sprite: {fileID: 8999216280242551931, guid: fd04c28739017964789d58d573f9fabb, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
@@ -52744,7 +52744,7 @@ MonoBehaviour:
rectTransform: {fileID: 4596928483061751012}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
graphManager: {fileID: 0}
graphManager: {fileID: 3728315362672514892}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
@@ -53660,7 +53660,7 @@ MonoBehaviour:
rectTransform: {fileID: 3538142130825932876}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
graphManager: {fileID: 0}
graphManager: {fileID: 3728315362672514892}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
+13 -1
View File
@@ -25,11 +25,14 @@ public class ClueInteraction : MonoBehaviour, IPointerEnterHandler, IPointerExit
private bool isLocked=false;
private MemoryClueSlot slot;
private void Start()
{
canvas = GetComponentInParent<Canvas>();
clueItem = GetComponent<ClueItem>();
rectTransform = GetComponent<RectTransform>();
slot=FindObjectOfType<MemoryClueSlot>();
// 存储初始尺寸属性
StoreOriginalTransform();
@@ -92,13 +95,17 @@ public class ClueInteraction : MonoBehaviour, IPointerEnterHandler, IPointerExit
{
if (!isFavorited||isLocked) return;
transform.position = Input.mousePosition;
transform.position = Input.mousePosition+new Vector3(0,200,0);
transform.rotation = Quaternion.Euler(0, 0, -90f);
}
public void OnEndDrag(PointerEventData eventData)
{
slot.OnDrop(eventData);
if (!isFavorited||isLocked) return;
if (transform.parent == canvas.transform)
{
ReturnToOriginalPosition();
@@ -109,6 +116,7 @@ public class ClueInteraction : MonoBehaviour, IPointerEnterHandler, IPointerExit
public void ReturnToOriginalPosition()
{
isLocked=false;
transform.rotation = Quaternion.Euler(0, 0, 0);
transform.SetParent(originalParent);
rectTransform.anchorMin = originalAnchorMin;
rectTransform.anchorMax = originalAnchorMax;
@@ -134,4 +142,8 @@ public class ClueInteraction : MonoBehaviour, IPointerEnterHandler, IPointerExit
{
this.isFavorited = isFavorited;
}
public void SetIsLock(bool isLocked)
{
this.isLocked = isLocked;
}
}
+27 -23
View File
@@ -2,6 +2,8 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using DG.Tweening;
using System.Numerics;
public class ClueSlotBase : MonoBehaviour, IDropHandler
{
@@ -11,6 +13,11 @@ public class ClueSlotBase : MonoBehaviour, IDropHandler
protected RectTransform OriginalTransform; // Clue 的交互
[HideInInspector]
public ClueItem currentClueItem; // 当前插入的 ClueItem
public Image punchTapeImage;
public Image coverClose;
public Image coverOpen;
private RectTransform punchtapeStartpos;
[HideInInspector]
public bool isOccupied = false; // 插槽是否已占用
@@ -18,27 +25,24 @@ public class ClueSlotBase : MonoBehaviour, IDropHandler
[HideInInspector]
public bool isLocked = false; // 插槽是否已占用
private Image slotFrame;
protected virtual void Start()
{
currentClueItem = null;
slotFrame=transform.GetChild(0).GetComponent<Image>();
coverClose.enabled=false;
coverOpen.enabled=true;
punchTapeImage.enabled=false;
punchtapeStartpos=punchTapeImage.rectTransform;
//slotFrame.color=Color.white;
}
public void SetSlotCorrect()
{
slotFrame.color=Color.green;
SetSlotLockState(true);
}
public void OnDrop(PointerEventData eventData)
{
// if (isOccupied)
// {
// Debug.Log("ClueSlot locked");
// return;
// }
ClueItem clueItem = eventData.pointerDrag.GetComponent<ClueItem>();
if (clueItem != null)
{
@@ -47,16 +51,21 @@ public void OnDrop(PointerEventData eventData)
if (clue != null && interaction != null&&!isOccupied)
{
interaction.SetIsLock(true);
// 更新当前的 ClueItem
currentClueItem = clueItem;
isOccupied = true;
// 调整位置和父对象
RectTransform slotRectTransform = GetComponent<RectTransform>();
interaction.SetClueParentAndPosition(slotRectTransform);
// 调用虚方法处理插入逻辑
OnClueInserted(clue);
Destroy(clueItem);
punchTapeImage.enabled=true;
punchTapeImage.rectTransform.DOAnchorPosY(-473f,2f)
.OnComplete(() =>
{
punchTapeImage.enabled=false;
punchTapeImage.rectTransform.DOAnchorPosY(-3f,0.1f);
OnClueInserted(clue);
});
}
else
{
@@ -65,17 +74,12 @@ public void OnDrop(PointerEventData eventData)
}
}
}
// 释放插槽时调用
public virtual void ReleaseSlot()
{
//FavoritesManager.Instance.RemoveClue(currentClueItem.GetClueData());
if (currentClueItem != null)
{
currentClueItem.used=true;
ReturnClueToCollection(currentClueItem);
}
Debug.Log("释放记忆插槽");
coverClose.enabled=false;
coverOpen.enabled=true;
isOccupied = false;
currentClueItem = null;
interaction = null;
+15 -14
View File
@@ -86,22 +86,22 @@ public class FavoritesManager : MonoBehaviour
public void RemoveClue(Clue clue)
{
if (clue.ClueType==ClueType.PunchTape)
{
if (punchTapeFavorites.Contains(clue))
{
// if (clue.ClueType==ClueType.PunchTape)
// {
// if (punchTapeFavorites.Contains(clue))
// {
punchTapeFavorites.Remove(clue);
UpdateFavoritesUI();
}
}
if (clue.ClueType==ClueType.ImageClue)
{
if (punchTapeFavorites.Contains(clue))
{
punchTapeFavorites.Remove(clue);
UpdateFavoritesUI();
}
}
// }
// }
// if (clue.ClueType==ClueType.ImageClue)
// {
// if (punchTapeFavorites.Contains(clue))
// {
// punchTapeFavorites.Remove(clue);
// UpdateFavoritesUI();
// }
// }
}
private void UpdateFavoritesUI()
{
@@ -158,6 +158,7 @@ public class FavoritesManager : MonoBehaviour
public void CloseFavorites()
{
UpdateFavoritesUI();
isFavoritesOpen = false;
// 用DOTween移动回右侧屏幕外
+4 -6
View File
@@ -10,21 +10,19 @@ public class MemoryClueSlot : ClueSlotBase
protected override void Start()
{
base.Start(); // 初始化基类中的内容
memoryManager = FindObjectOfType<MemoryProcess>();
memoryManager = FindObjectOfType<MemoryProcess>();
expectedClueType=ClueType.PunchTape;
}
// 重写基类的 OnClueInserted 方法,处理播放记忆的逻辑
protected override void OnClueInserted(Clue clue)
{
if (clue is PunchTape)
{
punchTape = clue as PunchTape;
//punchTape.used=true;
coverClose.enabled=true;
coverOpen.enabled=false;
PlayMemory(punchTape);
FavoritesManager.Instance.RemoveClue(clue);
}
}
public override void ReleaseSlot()
{
-8
View File
@@ -10,14 +10,6 @@ public class Socket : MonoBehaviour, ISocket
public Plug plug=null;
private YarnOption _option;
private bool waitYarnCommand = false;
// private int heatNum=0;
// public int HeatNum()
// {
// return heatNum;
// }
public bool WaitYarnCommand
{
get { return waitYarnCommand; }
+22 -22
View File
@@ -23,25 +23,25 @@ public class MessageBox : MonoBehaviour
}
}
// Yarn Command处理方法
[YarnCommand("messagebox")]
public void HandleMessageBoxCommand(string type, string message)
{
switch (type.ToLower())
{
case "warning":
SetWarning(message);
break;
case "normal":
SetNormal(message);
break;
case "null":
SetNull();
break;
default:
Debug.LogError("Invalid message type for messagebox command: " + type);
break;
}
}
// [YarnCommand("messagebox")]
// public void HandleMessageBoxCommand(string type, string message)
// {
// switch (type.ToLower())
// {
// case "warning":
// SetWarning(message);
// break;
// case "normal":
// SetNormal(message);
// break;
// case "null":
// SetNull();
// break;
// default:
// Debug.LogError("Invalid message type for messagebox command: " + type);
// break;
// }
// }
private void Start()
{
SetNull();
@@ -54,7 +54,7 @@ public class MessageBox : MonoBehaviour
state.color = Color.red; // 红色
text.text = message;
text.color = Color.white; // 默认文本颜色
StartCoroutine(FlashWarning()); // 开始闪烁效果
//StartCoroutine(FlashWarning()); // 开始闪烁效果
}
// 设置为Normal状态
@@ -64,7 +64,7 @@ public class MessageBox : MonoBehaviour
state.color = new Color(1.0f, 0.55f, 0.0f); // 琥珀色
text.text = message;
text.color = Color.white; // 默认文本颜色
StopCoroutine(FlashWarning()); // 停止闪烁效果(如果正在闪烁)
//StopCoroutine(FlashWarning()); // 停止闪烁效果(如果正在闪烁)
}
// 设置为Null状态
@@ -74,7 +74,7 @@ public class MessageBox : MonoBehaviour
state.color = Color.blue; // 蓝色
text.text = string.Empty;
text.color = Color.white; // 默认文本颜色
StopCoroutine(FlashWarning()); // 停止闪烁效果(如果正在闪烁)
//StopCoroutine(FlashWarning()); // 停止闪烁效果(如果正在闪烁)
}
// 闪烁警告效果
@@ -11,9 +11,16 @@ namespace AibisDream.FixSystem
private const string SocketObjName = "Socket";
private const string ModulePicName = "Module Pic";
private const string IndicatorName = "Indicator";
public Transform _socketPos;
// public Transform _indicatorPos;
private BodyModuleSystem _bodyModuleSystem;
private Material highlightMaterial;
private Material alarmMaterial;
private Material originalMaterial; // 原材质
private SpriteRenderer targetSpriteRenderer; // 目标的 SpriteRenderer
#endregion
// 模块基本数据
@@ -25,15 +32,18 @@ namespace AibisDream.FixSystem
// 获取组件索引
InitReference();
}
private void InitReference()
{
_socketPos = transform.Find(SocketObjName);
_bodyModuleSystem = transform.parent.parent.GetComponent<BodyModuleSystem>();
targetSpriteRenderer=transform.Find("Module Pic").GetComponent<SpriteRenderer>();
originalMaterial = targetSpriteRenderer.GetComponent<SpriteRenderer>().material;
highlightMaterial = Resources.Load<Material>("Materials/HighlightMaterial");
alarmMaterial=Resources.Load<Material>("Materials/AlarmMaterial");
}
#region
public bool IsAvailable()
{
return available;
@@ -42,11 +52,10 @@ namespace AibisDream.FixSystem
{
available=isAvailable;
}
public void PlugIn()
{
// 插入后先播放wave
ShowWave();
//ShowWave();
if(DialogController.Instance!=null)
// 然后触发Yarn节点
DialogController.Instance.StartDialogNode(_bodyModuleSystem.inHotErr ? "系统过热" : data.PlugInNodeName);
@@ -54,16 +63,18 @@ namespace AibisDream.FixSystem
public void PlugOut()
{
_bodyModuleSystem.oscilloscopeSystem.MessageBoxSetNull();
StartCoroutine(_bodyModuleSystem.oscilloscopeSystem.DisableDeepInButton());
// 先关闭wave
_bodyModuleSystem.oscilloscopeSystem.ShowScreenMessage("未插入任何模块", Color.white);
CloseWave();
//_bodyModuleSystem.oscilloscopeSystem.ShowScreenMessage("未插入任何模块", Color.white);
//CloseWave();
// TODO 触发Yarn节点(似乎目前没有拔出对话?)
}
public void DeepIn()
{
if (!data.waveHasError&&!data.ignoreWaveCheck) return;
// 如果有错误并且已经深入了
// if (!data.waveHasError&&!data.ignoreWaveCheck) return;
// // 如果有错误并且已经深入了
if(DialogController.Instance!=null)
DialogController.Instance.StartDialogNode(data.DeepInNodeName);
}
@@ -130,6 +141,7 @@ namespace AibisDream.FixSystem
{
var modulePic = transform.Find(ModulePicName).GetComponent<SpriteRenderer>();
var socketPos = transform.Find(SocketObjName);
//var indicatorPos = transform.Find(IndicatorName);
return new BodyModuleData
{
@@ -140,13 +152,40 @@ namespace AibisDream.FixSystem
waveformType = data.waveformType,
waveHasError = data.waveHasError,
ignoreWaveCheck = data.ignoreWaveCheck,
cantStopRunning=data.cantStopRunning
cantStopRunning=data.cantStopRunning,
//IndicatorPos=indicatorPos.localPosition
//indicatorPos= indicatorPos.position
};
}
#endregion
}
#region
public void Highlight(bool enable)
{
if (targetSpriteRenderer != null && highlightMaterial != null&&targetSpriteRenderer.material!=alarmMaterial)
{
targetSpriteRenderer.material = enable ? highlightMaterial : originalMaterial;
}
}
public void Alarm(bool enable)
{
if (targetSpriteRenderer != null && alarmMaterial != null)
{
targetSpriteRenderer.material = enable ? alarmMaterial : originalMaterial;
}
}
// public void HideModule(bool enable)
// {
// if (targetSpriteRenderer != null && highlightMaterial != null)
// {
// targetSpriteRenderer.material = enable ? highlightMaterial : originalMaterial;
// }
// }
#endregion
}
[Serializable]
public struct BodyModuleData
{
@@ -161,6 +200,8 @@ namespace AibisDream.FixSystem
public SerializableVector3 modulePos;
public SerializableVector3 socketPos;
public SerializableVector3 indicatorPos;
// 功能信息
public WaveformType waveformType;
@@ -194,5 +235,11 @@ namespace AibisDream.FixSystem
get => socketPos.ToVector3();
set => socketPos = new SerializableVector3(value);
}
// [JsonIgnore]
// public Vector3 IndicatorPos
// {
// get => indicatorPos.ToVector3();
// set => indicatorPos = new SerializableVector3(value);
// }
}
}
@@ -7,8 +7,9 @@ namespace AibisDream
public static class BodyModuleYarnCommand
{
private static BodyModuleSystem BodyModuleSystem => FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
private static OscilloscopeSystem OscilloscopeSystem => FixSystemCenter.SystemDic.Get<OscilloscopeSystem>();
private static PunchTapeSystem PunchTapeSystem => FixSystemCenter.SystemDic.Get<PunchTapeSystem>();
[YarnCommand("SetModuleState_CantStopRunning")]
public static void SetModuleState_CantStopRunning(string ModuleName,bool state)
{
@@ -68,7 +69,7 @@ namespace AibisDream
[YarnCommand("Temp_InstallChip")]
public static void Temp_InstallChip()
{
var _UFCover = BodyModuleSystem.FindBodyModuleByName("Color").transform.Find("Module Pic").gameObject;
var _UFCover = BodyModuleSystem.FindBodyModuleByName("Color").transform.Find("Chip").gameObject;
if(!_UFCover.activeInHierarchy)
{
_UFCover.SetActive(true);
@@ -77,7 +78,7 @@ namespace AibisDream
[YarnCommand("Temp_RemoveChip")]
public static void Temp_RemoveChip()
{
var _UFCover = BodyModuleSystem.FindBodyModuleByName("Color").transform.Find("Module Pic").gameObject;
var _UFCover = BodyModuleSystem.FindBodyModuleByName("Color").transform.Find("Chip").gameObject;
if(_UFCover.activeInHierarchy)
{
_UFCover.SetActive(false);
@@ -89,5 +90,62 @@ namespace AibisDream
var targetModule = BodyModuleSystem.FindBodyModuleByName(moduleName);
targetModule.SetSocketAvailable(isAvailable);
}
[YarnCommand("ModuleHightLight")]
public static void ModuleHightLight(string moduleName,bool enable)
{
var targetModule = BodyModuleSystem.FindBodyModuleByName(moduleName);
targetModule.Highlight(enable);
}
[YarnCommand("ModuleAlarm")]
public static void ModuleAlarm(string moduleName,bool enable)
{
var targetModule = BodyModuleSystem.FindBodyModuleByName(moduleName);
targetModule.Alarm(enable);
}
[YarnCommand("MessageBoxSetError")]
public static void MessageBoxSetError()
{
OscilloscopeSystem.MessageBoxSetError();
}
[YarnCommand("MessageBoxSetWarning")]
public static void MessageBoxSetWarning()
{
OscilloscopeSystem.MessageBoxSetWarning();
}
[YarnCommand("MessageBoxSetNormal")]
public static void MessageBoxSetNormal()
{
OscilloscopeSystem.MessageBoxSetNormal();
}
[YarnCommand("MessageBoxSetChecking")]
public static void MessageBoxSetChecking()
{
OscilloscopeSystem.MessageBoxSetChecking();
}
[YarnCommand("MessageBoxSetNull")]
public static void MessageBoxSetNull()
{
OscilloscopeSystem.MessageBoxSetNull();
}
[YarnCommand("MessageBoxSetText")]
public static void MessageBoxSetText(string text)
{
OscilloscopeSystem.MessageBoxSetText(text);
}
[YarnCommand("EnableDeepInButton")]
public static void EnableDeepInButton()
{
OscilloscopeSystem.StartCoroutine(OscilloscopeSystem.EnableDeepInButton());
}
[YarnCommand("DisableDeepInButton")]
public static void DisableDeepInButton()
{
OscilloscopeSystem.StartCoroutine(OscilloscopeSystem.DisableDeepInButton());
}
[YarnCommand("PrintPunchTapes")]
public static IEnumerator PrintPunchTapes(int count)
{
yield return PunchTapeSystem.StartCoroutine(PunchTapeSystem.PrintPunchTapes(count));
}
}
}
@@ -1,7 +1,10 @@
using AibisDream.Utility;
using TMPro;
using UnityEngine;
using DG.Tweening;
using Febucci.UI;
using Random = UnityEngine.Random;
using System.Collections;
namespace AibisDream.FixSystem
{
@@ -10,8 +13,8 @@ namespace AibisDream.FixSystem
#region
private BodyModuleSystem _bodyModuleSystem;
private TMP_Text _screenText;
public TMP_Text state; // 显示状态的TextMeshPro组件
private TMP_Text _screenText;// 显示消息的TextMeshPro组件
private WaveformLine _waveformLine;
private ScanLine _scanLine;
private SpriteRenderer _screen;
@@ -44,10 +47,10 @@ namespace AibisDream.FixSystem
_screen = transform.Find("Screen").GetComponent<SpriteRenderer>();
_waveSlider = transform.Find("Wave Slider").GetComponent<WaveSlider>();
_deepinButton = new SpriteButton(transform.Find("Deepin Button").gameObject, false);
_waveformLine.SetLineSize(_screen.bounds.size.x, _screen.bounds.size.y);
_scanLine.SetScreenSize(_screen.bounds.size.x, _screen.bounds.size.y);
_screenText.text = "";
//_screenText.text = "";
MessageBoxSetNull();
_deepinButton.OnButtonDown += HandleDeepInButtonClick;
_scanLine.ScanErrorEvent += OnScanSuccess;
@@ -119,14 +122,15 @@ namespace AibisDream.FixSystem
}
public void HandleDeepInButtonClick()
{
if(_bodyModuleSystem.CableSystem.curBodyModule.data.ignoreWaveCheck==true)
{
_bodyModuleSystem.HandleDeepIn();
}
else
{
StartScan();
}
// if(_bodyModuleSystem.CableSystem.curBodyModule.data.ignoreWaveCheck==true)
// {
// _bodyModuleSystem.HandleDeepIn();
// }
// else
// {
// StartScan();
// }
_bodyModuleSystem.HandleDeepIn();
}
@@ -159,8 +163,62 @@ namespace AibisDream.FixSystem
}
#endregion
}
public void MessageBoxSetError()
{
state.text = "错误";
state.color = Color.red; // 红色
// _screenText.text = message;
// _screenText.color = Color.white; // 默认文本颜色
}
public void MessageBoxSetWarning()
{
state.text = "警告";
state.color = new Color(1.0f, 0.55f, 0.0f); // 琥珀色
// _screenText.text = message;
// _screenText.color = Color.white; // 默认文本颜色
}
public void MessageBoxSetNormal()
{
state.text = "正常";
state.color = Color.blue; // 琥珀色
// _screenText.text = message;
// _screenText.color = Color.white; // 默认文本颜色
}
public void MessageBoxSetChecking()
{
state.text = "检查中";
state.color = Color.white; // 琥珀色
// _screenText.text = string.Empty;
// _screenText.color = Color.white; // 默认文本颜色
}
public void MessageBoxSetText(string text)
{
_screenText.color = Color.white; // 默认文本颜色
_screenText.text += text+"<br>";
}
public void MessageBoxSetNull()
{
state.text = "未检测到信号";
state.color = Color.white; // 蓝色
_screenText.text = string.Empty;
_screenText.color = Color.white; // 默认文本颜色
}
public IEnumerator EnableDeepInButton()
{
yield return _deepinButton.GetTransform().DOLocalMoveX(0.5f, 0.5f).WaitForCompletion();
_deepinButton.SetActive(true);
}
public IEnumerator DisableDeepInButton()
{
yield return _deepinButton.GetTransform().DOLocalMoveX(-0.1f, 0.5f).WaitForCompletion();
_deepinButton.SetActive(false);
}
}
public enum WaveformType
{
Default,
@@ -0,0 +1,76 @@
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
using AibisDream.FixSystem;
using UnityEngine.UI;
public class PunchTapeSystem : MonoBehaviour
{
public RectTransform punchTapeMachine;
public RectTransform punchTape;
public float stepInterval = 0.1f; // Interval between each printing step
public float stepDistance = 0.5f; // Distance moved per step
public float[] stepPatterns = { 0.3f, 0.5f, 0.2f, 0.4f, 0.6f }; // Pattern of intervals to simulate rhythmic printing
private void Awake()
{
FixSystemCenter.SystemDic.Register(this);
}
public void Update()
{
if (Input.GetKeyDown(KeyCode.P))
{
StartPrinting(2);
}
}
public void StartPrinting(int tapeCount)
{
StartCoroutine(PrintPunchTapes(tapeCount));
}
public IEnumerator PrintPunchTapes(int tapeCount)
{
Vector3 machineStartPos = punchTapeMachine.anchoredPosition;
Vector3 tapeStartPos = punchTape.anchoredPosition;
Color tapeStartColor = punchTape.GetComponent<Image>().color;
while (tapeCount > 0)
{
// Move the printer to x = 2 over 1 second
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1252f, punchTapeMachine.anchoredPosition.y), 1f).WaitForCompletion();
// Gradually move the punch tape to x = -3.8 with rhythmic pattern
Vector2 targetPosition = new Vector2(796f, punchTape.anchoredPosition.y);
int patternIndex = 0;
while (Vector2.Distance(punchTape.anchoredPosition, targetPosition) > stepDistance)
{
punchTape.anchoredPosition = Vector3.MoveTowards(punchTape.anchoredPosition, targetPosition, stepDistance);
yield return new WaitForSeconds(stepPatterns[patternIndex % stepPatterns.Length]);
patternIndex++;
}
// Ensure exact final position
punchTape.anchoredPosition = targetPosition;
// Fade out the punch tape over 1 second
yield return punchTape.GetComponent<Image>().DOFade(0f, 1f).WaitForCompletion();
// Reset the punch tape position and opacity
punchTape.anchoredPosition = tapeStartPos;
punchTape.GetComponent<Image>().color = tapeStartColor;
// Decrement the tape count
tapeCount--;
}
// Move the printer back to x = 0 over 1 second
yield return punchTapeMachine.DOAnchorPos(new Vector2(-1428.186f, punchTapeMachine.anchoredPosition.y), 1f).WaitForCompletion();
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4075ea95a82355544862690e0de983bd
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using AibisDream.Framework;
using UnityEngine;
@@ -24,6 +24,7 @@ namespace AibisDream.FixSystem
// 黑屏淡出
yield return MainUIController.Instance.FadeOutSync(FadeDuration);
}
public void SetArgs(string arg)
@@ -17,7 +17,7 @@ namespace AibisDream.FixSystem
Engine,
Gear
}
public interface ITransitionCommand
{
IEnumerator Execute();
@@ -27,12 +27,12 @@ namespace AibisDream.FixSystem
public struct BodyModuleToClinicCommand : ITransitionCommand
{
private const float FadeDuration = 0.5f;
public IEnumerator Execute()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
// 黑屏
yield return MainUIController.Instance.FadeInSync(FadeDuration);
// 把线插回去
@@ -144,8 +144,8 @@ namespace AibisDream.FixSystem
{
// 引擎相机设置
private static readonly Vector3 CameraPos = new(0f, 0.5f, -10);
private const float OrthographicSize = 2.5f;
private const float Duration = 2f;
private const float OrthographicSize = 2f;
private const float Duration = 1f;
public IEnumerator Execute()
{
@@ -156,6 +156,8 @@ namespace AibisDream.FixSystem
bodyModuleSystem.ResetPlug();
// 相机聚焦到目标位
var cameraSq = CameraKit.Instance.TransCamera(CameraPos, OrthographicSize, Duration);
yield return new WaitForSeconds(Duration/2);
yield return MainUIController.Instance.FadeInSync(Duration/2);
while (cameraSq.active && !cameraSq.IsComplete())
{
yield return null;
@@ -163,6 +165,7 @@ namespace AibisDream.FixSystem
eyeSystem.OpenEyeView();
eyeSystem.OnEnter();
yield return MainUIController.Instance.FadeOutSync(Duration/2);
}
public void SetArgs(string arg)
@@ -173,15 +176,19 @@ namespace AibisDream.FixSystem
public struct EyeToBodyModuleCommand : ITransitionCommand
{
private const float Duration = 2f;
private const float Duration = 1f;
public IEnumerator Execute()
{
var eyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
//yield return new WaitForSeconds(Duration/2);
yield return MainUIController.Instance.FadeInSync(Duration/2);
eyeSystem.CloseEyeView();
// 相机还原
var cameraSq = CameraKit.Instance.ReturnInitCamera(Duration);
yield return new WaitForSeconds(Duration/2);
yield return MainUIController.Instance.FadeOutSync(Duration/2);
while (cameraSq.active && !cameraSq.IsComplete())
{
yield return null;
@@ -198,8 +205,8 @@ namespace AibisDream.FixSystem
public struct BodyModuleToMemoryCommand : ITransitionCommand
{
// 引擎相机设置
private static readonly Vector3 CameraPos = new(0f, 0.5f, -10);
// 引擎相机设置
private static readonly Vector3 CameraPos = new(-2.5f, 5f, -10);
private const float OrthographicSize = 2.5f;
private const float Duration = 2f;
@@ -207,11 +214,13 @@ namespace AibisDream.FixSystem
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var memorySystem = FixSystemCenter.SystemDic.Get<MemoryProcess>();
yield return memorySystem.DropMemoryProjector();
// 插头回到初始插孔
bodyModuleSystem.ResetPlug();
// 相机聚焦到目标位
var cameraSq = CameraKit.Instance.TransCamera(CameraPos, OrthographicSize, Duration);
yield return new WaitForSeconds(Duration/2);
yield return MainUIController.Instance.FadeInSync(Duration/2);
while (cameraSq.active && !cameraSq.IsComplete())
{
yield return null;
@@ -219,6 +228,7 @@ namespace AibisDream.FixSystem
memorySystem.OpenMemoryView();
memorySystem.OnShow();
yield return MainUIController.Instance.FadeOutSync(Duration/2);
}
public void SetArgs(string arg)
@@ -234,10 +244,20 @@ namespace AibisDream.FixSystem
public IEnumerator Execute()
{
var memorySystem = FixSystemCenter.SystemDic.Get<MemoryProcess>();
yield return MainUIController.Instance.FadeInSync(Duration/2);
memorySystem.CloseMemoryView();
// 相机还原
yield return CameraKit.Instance.ReturnInitCamera(Duration).WaitForCompletion();
var cameraSq = CameraKit.Instance.ReturnInitCamera(Duration);
yield return new WaitForSeconds(Duration/2);
yield return MainUIController.Instance.FadeOutSync(Duration/2);
yield return memorySystem.PullMemoryProjector();
while (cameraSq.active && !cameraSq.IsComplete())
{
yield return null;
}
memorySystem.OnExit();
}
@@ -249,8 +269,8 @@ namespace AibisDream.FixSystem
public struct BodyModuleToUFCommand : ITransitionCommand
{
// 引擎相机设置
private static readonly Vector3 CameraPos = new(0f, 0.5f, -10);
// 引擎相机设置
private static readonly Vector3 CameraPos = new(-4.5f, 0.5f, -10);
private const float OrthographicSize = 2.5f;
private const float Duration = 2f;
@@ -261,8 +281,16 @@ namespace AibisDream.FixSystem
// 插头回到初始插孔
bodyModuleSystem.ResetPlug();
// 相机聚焦到目标位
yield return CameraKit.Instance.TransCamera(CameraPos, OrthographicSize, Duration).WaitForCompletion();
var cameraSq = CameraKit.Instance.TransCamera(CameraPos, OrthographicSize, Duration);
yield return new WaitForSeconds(Duration/2);
yield return MainUIController.Instance.FadeInSync(Duration/2);
while (cameraSq.active && !cameraSq.IsComplete())
{
yield return null;
}
UFSystem.OpenUFView();
yield return MainUIController.Instance.FadeOutSync(Duration/2);
}
public void SetArgs(string arg)
@@ -278,10 +306,14 @@ namespace AibisDream.FixSystem
public IEnumerator Execute()
{
var UFSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
yield return MainUIController.Instance.FadeInSync(Duration/2);
UFSystem.CloseUFView();
// 相机还原
var cameraSq = CameraKit.Instance.ReturnInitCamera(Duration);
yield return new WaitForSeconds(Duration/2);
yield return MainUIController.Instance.FadeOutSync(Duration/2);
while (cameraSq.active && !cameraSq.IsComplete())
{
yield return null;
@@ -49,19 +49,8 @@ namespace AibisDream.Framework
{
if (Input.GetKeyDown(KeyCode.K))
{
MonoCenter.Mono.StartCoroutine(FixSystemYarnCommand.SwitchFixSystemTo("BodyModule"));
}
if (Input.GetKeyDown(KeyCode.A))
{
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
MonoCenter.Mono.StartCoroutine(cooling.LinkTube());
}
if (Input.GetKeyDown(KeyCode.S))
{
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
MonoCenter.Mono.StartCoroutine(cooling.OpenBottleUI());
MonoCenter.Mono.StartCoroutine(FixSystemYarnCommand.SwitchFixSystemTo("Eye"));
}
}
}
+2 -1
View File
@@ -56,7 +56,8 @@ namespace AibisDream
public IEnumerator StartTestGame()
{
// TODO 全部改好之后这里要直接进入FixScene
yield return SceneLoader.Instance.LoadSceneAsync(clinicScene);
yield return null;
//yield return SceneLoader.Instance.LoadSceneAsync(clinicScene);
var proj = Resources.Load<YarnProject>($"Yarn/{testYarnProject}/{testYarnProject}");
DialogController.Instance.StartDialog(proj);
}
@@ -61,5 +61,9 @@ namespace AibisDream
{
isButtonActive = isActive;
}
public Transform GetTransform()
{
return _self.transform;
}
}
}
@@ -1 +1 @@
{"hasHotErr":false,"moduleDataArray":[{"moduleName":"Memory","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/记忆模块","modulePos":{"x":-2.524,"y":2.662,"z":0.0},"socketPos":{"x":0.092,"y":0.017,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":true},{"moduleName":"UF","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/UF底板","modulePos":{"x":-4.406,"y":0.431,"z":0.0},"socketPos":{"x":-0.243,"y":0.148,"z":0.0},"waveformType":2,"waveHasError":true,"ignoreWaveCheck":false},{"moduleName":"Eye","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/右眼","modulePos":{"x":-0.471,"y":0.604,"z":0.0},"socketPos":{"x":-0.879,"y":-0.57,"z":0.0},"waveformType":1,"waveHasError":true,"ignoreWaveCheck":false},{"moduleName":"Color","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/色觉","modulePos":{"x":-2.554,"y":0.689,"z":0.0},"socketPos":{"x":-0.003,"y":-0.744,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false},{"moduleName":"Emo","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/情绪模块","modulePos":{"x":-4.5,"y":2.16,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"waveformType":1,"waveHasError":false,"ignoreWaveCheck":false},{"moduleName":"Logic","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/思维模块","modulePos":{"x":-0.67,"y":2.16,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"waveformType":2,"waveHasError":false,"ignoreWaveCheck":false},{"moduleName":"Speak","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/讲话模块","modulePos":{"x":-2.58,"y":-2.51,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"waveformType":1,"waveHasError":false,"ignoreWaveCheck":false}]}
{"hasHotErr":false,"moduleDataArray":[{"moduleName":"Memory","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/记忆模块","modulePos":{"x":-2.524,"y":2.662,"z":0.0},"socketPos":{"x":-0.89,"y":-0.31,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":true,"cantStopRunning":false},{"moduleName":"UF","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/UF底板","modulePos":{"x":-4.406,"y":0.431,"z":0.0},"socketPos":{"x":-0.243,"y":0.148,"z":0.0},"waveformType":2,"waveHasError":true,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Eye","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/右眼","modulePos":{"x":-0.471,"y":0.604,"z":0.0},"socketPos":{"x":-0.879,"y":-0.57,"z":0.0},"waveformType":1,"waveHasError":true,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Color","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/色觉","modulePos":{"x":-2.554,"y":0.689,"z":0.0},"socketPos":{"x":-0.003,"y":-0.744,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Emo","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/情绪模块 ","modulePos":{"x":-4.5,"y":2.16,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"waveformType":1,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Logic","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/思维模块","modulePos":{"x":-0.67,"y":2.16,"z":0.0},"socketPos":{"x":-0.377,"y":-0.244,"z":0.0},"waveformType":2,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Speak","modulePicPath":"Art/Fix/Peipei/大脑维修细化导出new/讲话模块","modulePos":{"x":-2.58,"y":-2.51,"z":0.0},"socketPos":{"x":-0.035,"y":-0.024,"z":0.0},"waveformType":1,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false}]}