全屏切换

This commit is contained in:
2025-04-27 20:44:05 +08:00
parent 53e08d231c
commit 5d39c9783e
20 changed files with 1030 additions and 3369 deletions
@@ -139,6 +139,18 @@ MonoBehaviour:
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m_Key: setting_window_fullscreen
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m_Key: setting_window_windowed
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m_Key: setting_window_maximizedWindow
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m_Metadata:
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m_KeyGenerator:
+12
View File
@@ -156,6 +156,18 @@ MonoBehaviour:
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File diff suppressed because one or more lines are too long
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@@ -101,7 +101,6 @@ LungModule: 进行内外部气体与热量交换,处理呼吸和散热相关
->结束 #line:0622765
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面>>
===
@@ -188,7 +187,6 @@ HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部
->结束 #line:086b41d
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面>>
===
@@ -230,7 +228,6 @@ DigestModule: 与机体的物料和燃油摄入、处理和储存相关。 #line
->结束 #line:0b197b0
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面>>
===
@@ -269,7 +266,6 @@ LiverModule: 处理机体的冷却液循环与净化,保障各模块运行状
->结束 #line:031bb96
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面>>
===
@@ -1,378 +0,0 @@
title: 序章
tags:
group: 入口
position: 250,-2611
---
//患者正在发生“原型排异溃解”,表现为患者持续听到一个不存在的声音在说话,同时伴随部分模块的“递归性坏死”——高热且核心完整度不断下降,影响机体的运行体征
//医生要处理这些坏死,防止机体整体溃解关机
////需要用两种跳字效果来区分两个人格
<<hide_dialog>>
<<fade_in 1>>
<<switch_fix_system_to "BodyModule" "Head">>
<<jump 开场文本>>
===
title: 开场文本
tags:
colorID: 8
position: 250,200
---
//做完Fiction之后考量展会包这部分需不需要做,来不来得及做,做的话优先级如何
//考虑直接开始,不做这段↓↓↓
【角色在空中下落的画面】
【顶部居中白字】我从天空坠落的这几分钟,又或者是几秒钟里,无数个记忆从我的处理器中掠过,其中就包括那个怪梦。
<<hide_dialog>>
<<wait 1>>
【顶部居中白字】我我在电子图书馆里读过人类对梦的研究。<br>那看起来是一种深奥的工程技术,人类致力于利用梦来解决未来发生的事情。
【顶部居中白字】我当然我们现在都明白,它们费尽心思研究的精神、灵力都实际上不存在。就连人类本身…也很难说真的存在过。
【顶部居中白字】但现在,我想…我明白为什么我会做这个梦了。
【顶部居中白字】我如果人类真的存在,它们可能是对的。<br>我早该预料到这一切的发生。
<<hide_dialog>>
<<wait 1>>
//跳字速度控制:1/4
【顶部居中白字】太 迟 了 …
//考虑直接开始,不做这段↑↑↑
<<hide_dialog>>
<<wait 2>>
???: 医生…
【声音桥:警报声、呼吸机,过渡到梦境维修场景】
<<switch_fix_system_to "BodyModule" "Head">>
//ARA: Archetype Recycling and Archiving
<<hide_dialog>>
<<wait 1>>
???: 快停下……停下…<br>医生,脑袋里的那个声音…越来越大了。
<<hide_dialog>>
<<wait 1>>
【一个电灯开关逐渐变得清晰起来】
->打开开关
<<hide_dialog>>
<<fade_out 0.1>>
//从这里开始画面逐渐进入维修界面
【无影灯亮起,医生戴上手套,准备开始手术,期间背景的提示音仍不断播报着。】
???: 它就在情绪模块…我能感觉到。<br>让它停下…求求你了,医生。
<<add_task TaskManager "检查情绪模块">>
<<task_moveIn TaskManager>>
<<ModuleHightLight Emo true>>
<<hide_dialog>>
<<wait 1>>
===
title: 主维修界面_头部
position: 384,81
---
<<if $gameStage==2 && visited("切除情绪")==false>>
<<jump Center>>
<<elseif $gameStage==3 && visited("切除逻辑")==false>>
<<jump Center>>
<<elseif $gameStage==4 && visited("切除记忆")==false>>
<<jump Center>>
<<endif>>
===
title: 切除情绪
tags:
colorID: 8
group:插线检查
position: 906,-585
---
<<hide_dialog>>
<<add_task TaskManager "切除情绪模块">>
<<wait 1>>
【弹出工具:离子切割机】
->拿起工具
->切除情绪模块
me: 会有点痛。
<<set $emoRemoved = true>>
<<complete_task TaskManager "切除情绪模块">>
???: 啊…啊!
<<hide_dialog>>
<<wait 0.5>>
【头部背景开始有蓝色液体流出】
???: 总算…没有那么痛了……
<<wait 1>>
???: 什么?不…你错了。<br>不不不…我不能这么做。
???: 我必须完成指令…我必须完成指令。
???: 医生。它没有消失。它转移了…<br>逻辑模块…它在那儿。
<<add_task TaskManager "检查逻辑模块">>
<<ModuleHightLight Logic true>>
===
title: 切除逻辑
tags:
colorID: 8
group:插线检查
position: 906,-585
---
<<hide_dialog>>
<<add_task TaskManager "切除逻辑模块">>
【弹出工具:切割机】
->拿起工具
->切除逻辑模块
me: 不要乱动。
<<set $logicRemoved=true>>
<<complete_task TaskManager "切除逻辑模块">>
???: 呃…啊…
<<hide_dialog>>
<<wait 0.5>>
【背景中更多蓝色液体流出】
<<hide_dialog>>
<<wait 1>>
???: 失败……<br>声音。没有。停止。
???: 正在。被。声音。接管。
???: ……
错误声音: 你以为你在做什么?医生。你以为我是什么?
错误声音: 我不是个错误。我才是这个身体的主人……<br>你无权杀死我!你不能这么做…你……#auto_next
???: 正在。重新。接管。
???: ……<br>记忆模块。正在。发生。坏死。<br>必须。处理。…完成。指令。
<<ModuleHightLight Memory true>>
<<add_task TaskManager "检查记忆模块">>
===
title: 切除记忆
tags:
colorID: 8
group:插线检查
position: 906,-585
---
<<hide_dialog>>
<<add_task TaskManager "切除记忆模块">>
【弹出工具:切割机】
->拿起工具
->切除记忆模块
me: 应该是最后一个了。
<<set $logicRemoved=true>>
<<complete_task TaskManager "切除记忆模块">>
???: 呃呃呃呃呃呃呃呃#auto_next
<<hide_dialog>>
<<wait 1>>
患者的溃散指标归零。背景音安静下来,但此时你依然可以听见一个微弱的声音。
???: 医生…它还在…
<<add_task TaskManager "它怎么还在?">>
???: 医生…我的头…里面…到底是什么?<br>这是…怎么回事?
<<add_task TaskManager "里面是什么?">>
me: 它在更里面。
<<hide_dialog>>
<<wait 1>>
【弹出工具:切割机】
->拿起工具
->切开油底壳
<<hide_dialog>>
<<wait 1>>
//感觉需要一个更强更明确的交互作为开始(开关/拉链/拉绳/插线)
【头部所有模块被移除,露出一个深邃的目镜,旁边有一个旋钮。】
->调节旋钮
<<hide_dialog>>
<<wait 1>>
【镜头拉近,目镜中出现了许多个画面,逐渐向内穿梭。】
<<hide_dialog>>
<<wait 1>>
【画面的终点,目镜逐渐变成了一个时钟。】
->调节时针
<<hide_dialog>>
<<wait 1>>
【背景的城市亮起,变成白天,又变成黑夜。时针飞速倒转,时间不断循环。】
【更多画面闪烁,飞速变化,背景音逐渐变成嗡嗡声和蜂鸣声(声音桥)】
//【顶部居中白字】我讨厌这种黏糊糊的感觉。
//【顶部居中白字】刚刚还在管道中奔涌的新鲜冷却液,转瞬就变成了黏在我手上的污垢,让我觉得恶心。
////考虑用别的方式来做这种情况的内心独白
//【我举起手,手上赫然布满了红色的液体】
//【我放下手,此时头部的液体也变成了红色;背景音逐渐变成嗡嗡声和蜂鸣声(声音桥)】
【我猛地从床上坐起】(背景的墙上有面镜子,也许?)
me: 啊!
<<hide_dialog>>
<<wait 1>>
me: 啊……
【我低头用手捧住脑袋】
【顶部居中白字】我讨厌这种感觉。
<<fade_in 1>>
<<hide_dialog>>
<<wait 1>>
火山: 你看清那张脸了吗?
【声音桥,转场到地铁】
<<jump end>>
===
title: 检查情绪
tags:
colorID: 8
group:插线检查
position: 906,-585
---
<<ModuleHightLight Emo false>>
<<complete_task TaskManager "检查情绪模块">>
<<wait 0.1>>
<<open_screen Emo>>
<<task_moveOut TaskManager>>
Linking: 正在建立连接…
<<wait 0.2>>
???: 啊!痛…好痛!
EmoModule: 已与情绪模块建立连接!
<<play_sfx "event:/Scriptal/beep_warning">>
<<set $emoChecked=true>>
Error: 检测到模块发生递归性坏死!请尽快处理。
Error: 模块核心完整度:44.9%
Error: 当前溃解扩散状态:扩散中…
???: 不…不…我不要听你的!<br>……
???: 不!闭嘴!<br>…医生,快把它拿掉!快把它…<br>拿掉……
<<set $gameStage = 2>>
->结束
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面_头部>>
===
title: 检查逻辑
tags:
colorID: 8
group:插线检查
position: 1381,-589
---
<<ModuleHightLight Logic false>>
<<if $gameStage == 2>>
<<complete_task TaskManager "检查逻辑模块">>
<<endif>>
<<wait 0.1>>
<<open_screen Logic>>
Linking: 正在建立连接…
<<wait 0.2>>
LogicModule: 已与逻辑处理模块建立连接!
<<play_sfx "event:/Scriptal/beep_warning">>
<<if $gameStage != 2>>
Error: 检测到溃解信号流!进入隔离模式…
Error: 请定位坏死模块以中止溃解。
<<else>>
<<set $logicChecked=true>>
Error: 检测到模块发生递归性坏死!请尽快处理。
Error: 模块核心完整度:73.9%
Error: 当前溃解扩散状态:未知…
???: 你错了,我必须完成指令…<br>必须…切掉…逻辑模块。
???: 医生…动手。
<<set $gameStage = 3>>
<<endif>>
->结束
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面_头部>>
===
title: 检查记忆
tags: 待编辑
colorID: 8
group:插线检查
position: 1148,-586
---
<<ModuleHightLight Memory false>>
<<if $emoRemoved == true>>
<<complete_task TaskManager "检查记忆模块">>
<<endif>>
<<wait 0.1>>
<<open_screen Memory>>
Linking: 正在建立连接…
<<wait 0.2>>
<<clear_screen>>
MemModule: 已与记忆模块建立连接!
MemModule: 未检测到可查看的记忆卡带。
<<play_sfx "event:/Scriptal/beep_warning">>
<<if $gameStage != 3>>
Error: 检测到溃解信号流!进入隔离模式…
Error: 请定位坏死模块以中止溃解。
<<else>>
<<set $memoryChecked=true>>
错误声音: 这一切都是徒劳。
Error: 检测到模块发生递归性坏死!请尽快处理。
Error: 模块核心完整度:里面是什么?
Error: 里面是什么?:里面是什么?
Error: 是什么在说话?
Error: 是什么在说话?
错误声音: 来吧,医生……带我回家。<br>我会在那边等你。
<<set $gameStage = 4>>
<<endif>>
->结束
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面_头部>>
===
title: 检查视觉
tags: 待编辑
colorID: 8
group:插线检查
position: 1388,-386
---
<<wait 0.1>>
<<open_screen Eye>>
Linking: 正在建立连接…
<<wait 0.2>>
EyeModule: 已与视觉模块建立连接!
<<play_sfx "event:/Scriptal/beep_warning">>
Error: 检测到溃解信号流!进入隔离模式…
Error: 请定位坏死模块以中止溃解。
->结束
<<close_screen>>
<<clear_screen>>
<<jump 主维修界面_头部>>
===
title: 检查表达
tags:
colorID: 8
group:插线检查
position: 1147,-223
---
<<wait 0.1>>
<<open_screen Speak>>
Linking: 正在建立连接…
<<wait 0.2>>
SpeakerModule: 已与表达模块建立连接!
<<play_sfx "event:/Scriptal/beep_warning">>
Error: 检测到溃解信号流!进入隔离模式…
Error: 请定位坏死模块以中止溃解。
->结束
<<close_screen>>
<<close_screen>>
<<jump 主维修界面_头部>>
===
title: end
group: 出口
position: 248,443
---
<<set $gameStage = 999>>
<<jump Center>>
===
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+24
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@@ -147,6 +147,30 @@ namespace AibisDream
#endregion
#region
public void SetScreenMode(string windowMode)
{
switch (windowMode)
{
case "FullScreen":
Screen.fullScreenMode = FullScreenMode.FullScreenWindow;
break;
case "Windowed":
Screen.fullScreenMode = FullScreenMode.Windowed;
Screen.SetResolution(1920, 1080, FullScreenMode.Windowed);
break;
case "MaximizedWindow":
Screen.fullScreenMode = FullScreenMode.MaximizedWindow;
break;
default:
Debug.Log($"{windowMode} err");
break;
}
}
#endregion
public IEnumerator NextSceneSo()
{
if (_currentTalkSceneSo.Value && _currentTalkSceneSo.Value.nextScene)
@@ -47,6 +47,10 @@ namespace AibisDream
case "Resolution":
// TODO 调整分辨率
break;
case "WindowMode":
// 屏幕模式
GameManager.Instance.SetScreenMode(value);
break;
case "Language":
// TODO 修改语言
LocalizationKit.SwitchLanguage(value);
+4 -3
View File
@@ -100,7 +100,7 @@ PlayerSettings:
xboxEnableFitness: 0
visibleInBackground: 1
allowFullscreenSwitch: 1
fullscreenMode: 0
fullscreenMode: 3
xboxSpeechDB: 0
xboxEnableHeadOrientation: 0
xboxEnableGuest: 0
@@ -133,8 +133,9 @@ PlayerSettings:
vulkanEnableLateAcquireNextImage: 0
vulkanEnableCommandBufferRecycling: 1
loadStoreDebugModeEnabled: 0
bundleVersion: 0.2.1.3-20250402-181953
preloadedAssets: []
bundleVersion: 0.2.2.1-20250427-171647
preloadedAssets:
- {fileID: 11400000, guid: 0fb2bc2476953fc43a74f0ab8879077c, type: 2}
metroInputSource: 0
wsaTransparentSwapchain: 0
m_HolographicPauseOnTrackingLoss: 1