Merge branch 'yarn小改' into 'develop'

Yarn小改

See merge request aibis-dream/aibis-dream!102
This commit is contained in:
2024-11-17 19:48:20 +00:00
7 changed files with 441 additions and 312 deletions
+33 -25
View File
@@ -9,7 +9,7 @@ position: 43,-97
<<elseif $StartNode=="手术"&&$EndNode=="solution">>
<<jump 执行手术>>
<<else>>
me: 好像不太对,再想想
me: 好像不太对,再想想……
<<endif>>
===
@@ -17,10 +17,13 @@ title: UF图像问题回答正确
tags:
position: 43,-97
---
me: UF绘图出现的色彩问题…源自于它调用的“色彩素材”记忆。
me: 谁能想到…这些广告画的颜色,都来自于这些意义非凡的记忆呢……
me: 总之,在UF调用记忆的过程中除了问题
me: 这个记忆被“另一个来源”调用了,那就是……
<<ScrollToNode CanvasClueBoard UFImage>>
<<wait 0.5>>
me: UF绘图出现的色彩问题…源自于它引用的“色彩素材”,也就是佩佩的一段记忆
<<ScrollToNode CanvasClueBoard MemoryGrass>>
<<wait 0.5>>
me: 谁能想到…这些广告画的颜色,都来自于这些意义非凡的记忆呢?
me: 但UF无法正常调取这个记忆,因为它被“另一个来源”调用了……
<<ConnectionCantBreak CanvasClueBoard>>
<<EnableQuestion CanvasClueBoard MemoryGrass>>
===
@@ -28,41 +31,46 @@ title: 记忆问题回答正确
tags:
position: 49,-314
---
me: 视觉模块。
me: 这是一种罕见的症状…记忆模块种的数据逆向进入了视觉模块。
<<ScrollToNode CanvasClueBoard EyePlant>>
<<wait 0.5>>
me: 也就是视觉模块。
<<ConnectionCantBreak CanvasClueBoard>>
<<EnableQuestion CanvasClueBoard EyePlant>>
me: 这符合一种罕见的病症…
<<AddNode CanvasClueBoard 记忆反流>>
<<AddNodeConnection CanvasClueBoard EyePlant 2 记忆反流 0>>
<<ScrollToNode CanvasClueBoard 记忆反流>>
<<wait 0.5>>
me: 记忆反流,即记忆模块的数据逆向进入了视觉模块。这在机体中是不被允许的。
<<ConnectionCantBreak CanvasClueBoard>>
me: 这似乎也就是导致佩佩会看见一部分颜色的原因。
me: 我们对这种症状的产生原因知之甚少…
me: 可惜,我们对这种症状的产生原因知之甚少…
<<if $chipmissingKnown == true>>
me: 这或许和佩佩看不见颜色有关系。
me: 这或许和佩佩看不见颜色有关系。
me: 直观地说…这像是一种代偿,“因为她看不见颜色,所以通过某种方式补偿了回来”。
me: 不过…机体医学更关心机体如何正常工作,对于它们能不能看见颜色这种小问题…探索得很少。
<<endif>>
<<ConnectionCantBreak CanvasClueBoard>>
<<wait 1>>
<<EnableQuestion CanvasClueBoard EyePlant>>
<<wait 1>>
<<AddNode CanvasClueBoard 记忆反流>>
<<wait 1>>
<<AddNodeConnection CanvasClueBoard EyePlant 2 记忆反流 0>>
<<wait 1>>
<<ConnectionCantBreak CanvasClueBoard>>
<<wait 1>>
me: 总之,针对“记忆反流” ,机体医学已知的应对方案是……
//<<wait 1>>
<<EnableQuestion CanvasClueBoard 记忆反流>>
<<wait 1>>
me: 但机体医学指南对“记忆反流” ,目前已有明确推荐方案……
<<AddNode CanvasClueBoard 手术>>
<<wait 1>>
<<AddNodeConnection CanvasClueBoard 记忆反流 1 手术 1>>
<<wait 1>>
<<ScrollToNode CanvasClueBoard 手术>>
<<wait 0.5>>
me: 截断记忆和视觉之间的联系,以阻止这种反流的产生。
me: 这个手术是可逆的。而且对于已经成年的机体,这条连接被认为已经没有用处…是可以切除的。
me: 就像过去人类体内的“蓝尾”一样…希望我没记错它的名字。
<<ConnectionCantBreak CanvasClueBoard>>
me: 那么,该选择提供给佩佩的方案了…尽管看起来现在只有一种。
//!!之后加一些可以做的事?
===
title: 执行手术
tags:
position: 39,149
---
me: 记忆-视觉桥截断术。唯一的方案。
me: 是的,记忆-视觉桥截断术。唯一的方案。
me: 这很可能代表着她可能连那些零碎的颜色都……再也看不见了……
me: 但这应该可以解决UF需要的素材被重复调用的问题。而且,这个手术是可逆的。
me: 但这应该可以解决UF需要的素材被重复调用的问题。
me: 无论如何,这是患者的选择了。和佩佩聊聊吧。
<<CloseClueBoard ClueBoard>>
<<jump 结论>>
+43 -9
View File
@@ -11,7 +11,7 @@ position: 242,-2378
可以微信联系:15209116298 或QQ群325268983进行反馈
如果您能够在游玩过程中记录反馈,我们将不胜感激
好了!游戏开始~
<<hide_dialog>>
<<hide_dialog>>
<<wait 1>>
2024已经是遥远的过去。数十年间,社会飞速发展,人体机械化技术已经臻于成熟。
从简单的机械肢体,到脑区的电子模块化,人们竞相改造自身,直到完全机械化,以适应愈发残酷的社会竞争。
@@ -232,9 +232,12 @@ peipei: 生成好了。#auto_next
<<generate_UFClue ClueManager UFImage can_grass_error>>
<<fade_out 1>>
peipei: 啊!就是这样…这就是我遇到的问题。
me: 这个图片的色彩看起来确实很奇怪…先放入诊疗单吧。
<<hide_dialog>>
<<wait 0.1>>
<<CollectionClue ClueManager>>
me: 这个图片看起来确实有一问题…先放入诊疗单吧。
me: 先深度检查一下UF吧。
<<wait 0.5>>
me: 那么,先深度检查一下UF吧。
peipei: 医生,技术员说这个UF…是无法检查的。
me: 无法检查?……这个你别担心。
me: 只要能把检查线插上,我就有办法读取到里面的数据。对机体医生来说这是很基本的。
@@ -268,7 +271,15 @@ me: 总之,我们先到诊疗台这边来吧。
// ->开始治疗
<<jump 诊断初始化>>
===
title: board
tags:
colorID: 3
position: 240,-1440
---
<<OpenClueBoard ClueBoard>>
////<<CenterNode CanvasClueBoard UFImage 1.6>>
<<ScrollToNode CanvasClueBoard EyeSky>>
===
@@ -281,7 +292,8 @@ position: 240,-1440
<<load_scene 佩佩视觉模块>>
<<NodeInit CanvasClueBoard 1>>
<<SetExternalError ViewManager MemoryView true>>
// <<OpenClueBoard ClueBoard>>
//<<OpenClueBoard ClueBoard>>
//<<jump board>>
//<<Set_ViewVisualState ViewManager "ColorView" 1>>
<<wait 0.5>>
<<fade_out 0.5>>
@@ -332,8 +344,11 @@ tags:
colorID: 6
position: -870,-2464
---
<<if visited("发现异常模块")==false>>
拖动波形显示下方的滑动条来“暴漏”异常波形
me: 探针查到了缺陷波形…我需要把它找出来,才能进行深入检查。
me: 拖动波形显示下方的滑条,直到“缺陷波形”变得最清晰,然后点击【深入】。
<<ShowNotification ClueManager 提示 拖动滑条调整波形以深入检查>>
暴漏后点击“深入”即可深入
<<endif>>
===
@@ -555,7 +570,7 @@ position: -269,-733
// <<add_task TaskManager "检查UF模块" "修好佩佩的UF模块">>
<<jump 主维修界面>>
<<else>>
me: 现在似乎要剪断别的模块
me: 这不是我应该剪断的线……
<<endif>>
===
@@ -1072,14 +1087,18 @@ position: 2631,-843
<<BackToMainView ViewManager>>
<<endif>>
===
title: OnMemoryViewShow
tags:
colorID: 3
position: 2623,-1564
---
<<if visited("OnMemoryViewShow")==false>>
me: 把左边的打孔带拖动到中间的槽位即可搜寻记忆
me: 之后拖拽滑动条校准记忆即可
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 $memoryCount==1>>
@@ -1095,6 +1114,21 @@ position: 2623,-1564
title: OnMemoryInsert
tags:
colorID: 3
position: 2623,-1564
---
<<if visited("OnMemoryInsert")==false>>
me: 需要拖动滑条,校正频率才能播放记忆…
me: 要把两个滑条都拖到正确的位置,先拖动上面这个吧。
<<endif>>
<<ShowNotification ClueManager 提示 拖动滑条校准记忆>>
===
title: 天空
tags:
colorID: 8
@@ -19,7 +19,7 @@ position: -95,-631
<<elseif ($StartNode=="EyePlant2"|| $StartNode=="EyePoster2"||$StartNode=="EyeSky2")&&$EndNode=="UF打孔带">>
<<jump 找到视觉检查和打孔带的联系>>
<<else>>
me: 好像不太对,再想想
me: 好像不太对,再想想……
<<endif>>
===
@@ -30,9 +30,21 @@ title: 找到视觉检查和打孔带的联系
tags:
position: -204,-329
---
<<if $StartNode=="EyePlant2">>
<<ScrollToNode CanvasClueBoard EyePlant2>>
<<elseif $StartNode=="EyePoster2">>
<<ScrollToNode CanvasClueBoard EyePoster2>>
<<else>>
<<ScrollToNode CanvasClueBoard EyeSky2>>
<<endif>>
<<wait 0.5>>
me: 佩佩的视觉中出现了怪异的颜色…这和昨天看到的记忆反流情况类似,却也不同。
me: 最直接的不同之处在于,昨天的记忆反流生成了索引向记忆的打孔带
me: 而这一次却生成了一张奇怪的打孔带,这意味着数据的来源却和昨天的不一样。
me: 最直接的不同之处在于
<<hide_dialog>>
<<ScrollToNode CanvasClueBoard UF打孔带>>
<<wait 0.5>>
me: 这一次输出的打孔带…是我没有见过的形制。至少和昨天产生的记忆打孔带不同。
me: 这至少意味着数据的来源却和昨天的不一样。
<<ConnectionCantBreak CanvasClueBoard>>
===
@@ -43,14 +55,23 @@ title: 试图安装UF中的晶圆
tags:
position: -204,-329
---
<<ScrollToNode CanvasClueBoard UF中的晶圆>>
<<wait 0.5>>
me: UF模块内部就有一个色觉晶圆。
me: 这很有可能也就是佩佩自己的色觉晶圆,而现在我可以把它装回原来的位置。
me: 这很有可能也就是佩佩自己的色觉晶圆,而现在……
<<ScrollToNode CanvasClueBoard 晶圆缺失>>
me: 我可以把它装回原来的位置。
me: 但是UF的正常工作似乎依赖这个晶圆……
<<ScrollToNode CanvasClueBoard UF中的晶圆>>
me: 如果移除这个晶圆,佩佩的UF也就不可能正常工作了。
<<hide_dialog>>
<<wait 1>>
me: 很遗憾,这可能不是一个选项。
<<ScrollToNode CanvasClueBoard UF家乡>>
<<hide_dialog>>
<<wait 1>>
me: 患者的主诉是“希望解决UF绘图问题”…拿走就晶圆无法解决这个问题。
<<set $findChipFromForClueBoard=true>>
===
@@ -60,7 +81,9 @@ title: UF发热原因找到
tags:
position: -204,-329
---
me: 看来就是这个持续运行的“自动学习”进程导致了持续的发热。
<<ScrollToNode CanvasClueBoard UF内部进程>>
<<wait 0.5>>
me: 看来就是这个持续运行的“自动图像处理”进程导致了持续的发热。
me: 它在不断地将记忆转化成AI处理过的图像,然后再从中提取色彩……
//me: 这个持续的AI学习进程使UF保持高负荷运转…造成了发热。
@@ -79,8 +102,13 @@ tags:
position: 568,-327
---
me: 这恐怕是这里最简单的问题了…但也是最无法解决的。
me: 佩佩的色觉晶圆缺失,导致了佩佩看不到色彩。
me: 不过…色觉晶圆的下落,我似乎也找到了。
<<hide_dialog>>
<<ScrollToNode CanvasClueBoard 晶圆缺失>>
<<wait 0.5>>
me: 佩佩的色觉晶圆缺失……
<<ScrollToNode CanvasClueBoard 视觉检查黑白>>
me: 导致了佩佩看不到色彩。
<<ConnectionCantBreak CanvasClueBoard>>
===
@@ -91,6 +119,8 @@ title: UF绘图错误原因找到
tags:
position: 40,-327
---
<<ScrollToNode CanvasClueBoard UF内部进程>>
<<wait 0.5>>
me: 正是这个无法停止的“自动学习”进程扰乱了UF的绘图进程…
me: 它在不断从记忆模块索取素材,最终导致绘图进程读取了多余的错误素材。
//me: 可是这个发出指令的“未知进程”到底又是啥呢……
@@ -105,7 +135,11 @@ title: 找到晶圆来源
tags:
position: -422,-322
---
<<ScrollToNode CanvasClueBoard UF中的晶圆>>
<<wait 0.5>>
me: 原来晶圆是被放在UF中了,并不是先天缺陷……
<<hide_dialog>>
<<wait 0.5>>
me: 这都是技术部那帮人做的吗……可是为什么呢?
<<ConnectionCantBreak CanvasClueBoard>>
===
@@ -117,8 +151,15 @@ title: 找到UF打孔带来源
tags:
position: 311,-334
---
<<ScrollToNode CanvasClueBoard UF打孔带>>
<<wait 0.5>>
me: 这些打孔带竟然是索引向UF的。
me: 也就是说,UF正在从记忆中获取素材,再传递给视觉。
<<ScrollToNode CanvasClueBoard UF内部进程>>
<<wait 0.5>>
me: 也就是说,UF正在从记忆中获取素材……
<<ScrollToNode CanvasClueBoard 视觉天空>>
<<wait 0.5>>
me: 再传递给视觉。
me: 这就是佩佩看到诡异颜色的原因……
<<ConnectionCantBreak CanvasClueBoard>>
<<set $whayEyeErrortKnown=true>>
@@ -133,26 +174,44 @@ tags:
position: 154,-41
---
<<if $whayHeatKnown==true&&$whayEyeErrortKnown==true>>
me: 这太诡异了…是什么在让UF不断地重复这个进程?
<<EnableQuestion CanvasClueBoard UF内部进程>>
<<hide_dialog>>
<<wait 1>>
<<AddNode CanvasClueBoard 神秘进程>>
me: 像是存在一个另外的神秘未知进程在扰乱他。
<<wait 0.5>>
<<ScrollToNode CanvasClueBoard 神秘进程>>
<<AddNodeConnection CanvasClueBoard UF内部进程 0 神秘进程 2>>
me: 这太诡异了……
<<hide_dialog>>
<<wait 1>>
me: 看起来像是存在一个另外的神秘未知进程
me: 正在让佩佩的视觉,尝试重新够着记忆,从中提取色彩。
<<hide_dialog>>
<<wait 1>>
<<wait 0.5>>
me: 或者说
<<ScrollToNode CanvasClueBoard 视觉天空>>
<<wait 0.5>>
me: 它在让佩佩的视觉…
<<ScrollToNode CanvasClueBoard UF打孔带>>
<<wait 0.5>>
me: 发起穿过一连串模块的请求……
<<ScrollToNode CanvasClueBoard UF内部进程>>
<<wait 0.5>>
<<ScrollToNode CanvasClueBoard Memory夕阳>>
<<wait 0.5>>
me: 去尝试重新够着记忆,从中提取色彩。
me: 也就是说,这个神秘进程在尝试重新“色彩反流”。
me: 所以它尝试重新建立一条新的通路,穿过UF,从记忆向视觉传输数据。
<<hide_dialog>>
<<wait 1>>
me: 直接通路已经断了,所以记忆只能穿过UF,向视觉传输数据。
me: 可这是为什么呢?
<<hide_dialog>>
<<wait 1>>
me: 就像佩佩的头脑深处有什么东西,不适应所看到的黑白,拼命地想要将记忆中的色彩传给视觉……
<<ScrollToNode CanvasClueBoard 神秘进程>>
me: 佩佩的头脑深处的这个神秘进程,像是不适应所看到的黑白,拼命地想要将记忆中的色彩传给视觉……
<<EnableQuestion CanvasClueBoard 神秘进程>>
me: 这个神秘进程…到底是什么?
<<wait 0.5>>
<<hide_dialog>>
<<wait 1>>
peipei: 你是说…想象力吗?医生。
<<EnableQuestion CanvasClueBoard 神秘进程>>
<<wait 1>>
//<<jump 明白想象力>>
<<CloseClueBoard ClueBoard>>
@@ -168,55 +227,67 @@ tags:
position: 552,-51
---
me: 来重新梳理一下……
<<ScrollToNode CanvasClueBoard 晶圆缺失>>
<<wait 0.5>>
me: 由于色觉晶圆的缺失,佩佩失去了色觉。
me: 这却异常地激发了她的想象力……想要通过记忆的色彩,来填补视觉中的黑白。
<<ScrollToNode CanvasClueBoard 视觉检查黑白>>
<<wait 0.5>>
me: 视觉的黑白和记忆中的色彩形成了剧烈的反差…
<<AddNode CanvasClueBoard 想象力>>
<<ScrollToNode CanvasClueBoard 视觉检查黑白>>
<<AddNodeConnection CanvasClueBoard 视觉检查黑白 1 想象力 2>>
<<wait 1>>
me: 能够拿得到颜色的地方只有记忆了,但现在,视觉记忆之间的通路却被切断了
me: 于是“想象力”去借助UF来传递……
//<<AddNode CanvasClueBoard 神秘进程>>
<<AddNodeConnection CanvasClueBoard 神秘进程 0 想象力 1 >>
<<wait 0.5>>
me: 这刺激了她的想象力
me: 它通过记忆的色彩,来填补视觉中的黑白……这就是她看见的那些色彩。
<<hide_dialog>>
<<wait 1>>
<<wait 0.5>>
me: 但现在,视觉记忆之间的通路却被切断了。
<<ScrollToNode CanvasClueBoard UF内部进程>>
me: 于是“想象力”只能通过新的线路传递…所以它找到了UF模块中的通路。
me: 这扰乱了UF,导致了“自动图像生成”进程的不断运行。
<<AddNodeConnection CanvasClueBoard 神秘进程 0 想象力 1 >>
<<ScrollToNode CanvasClueBoard 想象力>>
me: 所以这个神秘进程…就是想象力。
me: 发热也好,眼睛痛也好,这些都符合我所知的一种神秘的综合征……
me: 可惜…在机体医学里,想象力并不是一种可以被诊断的东西。
me: 它所导致的一系列问题……怪异的颜色,到处乱跑的进程,发热,眼睛痛……
<<EnableQuestion CanvasClueBoard 想象力>>
me: 在机体医学领域,其实都属于一种臭名昭著的疑难杂症——
<<AddNode CanvasClueBoard 幻痛>>
<<AddNodeConnection CanvasClueBoard 想象力 0 幻痛 2>>
<<EnableQuestion CanvasClueBoard 幻痛>>
<<wait 0.5>>
me: 幻痛。
<<hide_dialog>>
<<wait 0.5>>
me: 因为无法适应失去的颜色,产生的幻痛……
<<EnableQuestion CanvasClueBoard 想象力>>
<<wait 1>>
<<AddNode CanvasClueBoard 幻痛>>
<<wait 1>>
<<AddNodeConnection CanvasClueBoard 想象力 0 幻痛 2>>
<<wait 1>>
me: 想要停止幻痛,就要让佩佩的视觉和记忆中的色彩对齐。要么让记忆失去颜色,要么让视觉出现颜色。
me: 一种思路是,让佩佩能够看到颜色。
me: 如果能看到颜色,当然也就不存在幻痛了。
me: 可是如果要让视觉出现颜色,就必须要一个色觉晶圆…但是这个晶圆已经被UF占用了。
<<wait 1>>
me: 因为无法适应失去的颜色,被认为是承受能力薄弱才产生的幻痛……
me: 想要停止幻痛,就要让佩佩的视觉和记忆中的色彩一致。
<<hide_dialog>>
<<wait 0.5>>
<<AddNode CanvasClueBoard 安装晶圆>>
<<AddNode CanvasClueBoard 色彩抹除>>
me: 也就是说…要么让记忆失去颜色,要么让视觉出现颜色。
<<wait 1>>
<<AddNodeConnection CanvasClueBoard 幻痛 0 安装晶圆 2>>
<<wait 1>>
<<AddNodeConnection CanvasClueBoard 幻痛 1 安装晶圆 2>>
<<ScrollToNode CanvasClueBoard 安装晶圆>>
<<wait 0.5>>
me: 方案一,安装晶圆。让佩佩能够看到颜色,当然也就不存在幻痛了。
<<EnableQuestion CanvasClueBoard 安装晶圆>>
me: 可是这存在一个前置问题……
me: 这存在一个前置问题……
me: 晶圆是严格管制品,外部不可能找得到。该从哪弄一个晶圆来呢……
<<hide_dialog>>
<<wait 1>>
me: 另一种可能的方案是彻底去除色彩……
me: 对佩佩所渴求的记忆中的颜色,进行抹除。
me: 不再有所渴求,也就不再会痛了。
<<AddNode CanvasClueBoard 色彩抹除>>
<<ScrollToNode CanvasClueBoard 色彩抹除>>
<<wait 0.5>>
me: 方案二,对记忆进行色彩抹除。不记得有任何色彩…也就不再会痛了。
<<AddNodeConnection CanvasClueBoard 幻痛 1 色彩抹除 2>>
<<set $memoryColorFadeKnown=true>>
///这里怎么理解UF里的色觉?UF有色觉为么还要调用记忆的色彩?引导?感觉有点难理解,记忆抹除为什么不影响UF?就算不影响,需要担心UF的色彩泄露么
me: 只是这…
me: 只是这…真的是我作为一个医生…该做的吗?
<<hide_dialog>>
<<wait 1>>
me: 现在…要么想办法解决晶圆来源的问题…
me: 要么,就只剩下色彩抹除这一个方案了吗?
me: 要么,就只剩下色彩抹除这一个方案了
me: 选择可行的方案,提供给佩佩吧……
//<<CloseClueBoard ClueBoard>>
//<<jump 结论2>>
===
@@ -228,6 +299,7 @@ position: 154,-41
me: 是的…这恐怕是唯一的方案……
me: 如果给佩佩安装色觉晶圆,发热是解决了,但绘图问题就会变得更糟…UF甚至会无法运行了。
me: 如果执行色彩抹除……
<<ScrollToNode CanvasClueBoard 想象力>>
me: 如果佩佩从没见过颜色……她也就没办法想象颜色了。
me: 对她来说,世界本来就是黑白的,夕阳、绿叶……
<<hide_dialog>>
@@ -134,7 +134,7 @@ me: 佩佩?这么快就回来了…这不是预约的复诊时间。
<<character_eye character "close">>
<<character_crying character true>>
peipei: 搞砸了…工作…搞砸了……
peipei: 医生,我的工作完了……我肯定会<b><size=100%><color=\#FFB200>PIP</color></b> 的。
peipei: 医生,我的工作完了……我肯定会<b><size=100%><color=\#FFB200>回收</color></b> 的。
me: 发生了什么?
<<character_eye character "auto_blink">>
<<character_face character frown>>
@@ -160,7 +160,7 @@ peipei: 总之…我赶紧又试了一张,还是一样的情况……
peipei: 下一张也有错误…#auto_next
peipei: 再下一张也有错误……
peipei: 我完了…我真的要完了……#auto_next
peipei: 我已经在这张画上耽误了太久…后边的任务我要怎么完成?如果这次任务不能完成,我很有可能就会进PIP,再也没有人需要我#auto_next
peipei: 我已经在这张画上耽误了太久…后边的任务我要怎么完成?如果这次任务不能完成,我很有可能就会被回收#auto_next
me: 你真的太紧张了。
peipei: 我能怎么办?我的工作要完不成了!我要被回收了……
peipei: 我的头好痛……
@@ -251,11 +251,14 @@ peipei: 但是我可以……
peipei: 医生…你看……就是这样……
// <<complete_task TaskManager "进行UF绘图测试">>
me: 昨天是缺失一些素材,今天…好像反过来……
me: 多了一些不该有的东西
me: 多了一些不该有的东西
<<hide_dialog>>
<<wait 1>>
<<CollectionClue ClueManager>>
peipei: 不行了…我的头…痛的厉害……
me: 怪事越来越多了。而且佩佩现在的状况开起来非常糟糕。
me: 事不宜迟,开始诊疗吧
<<wait 0.5>>
me: 怪事越来越多了……
peipei: 不行了…我的头…痛的厉害
me: 佩佩现在的状况看起来非常不好…赶紧开始诊疗吧。
<<set $gameStage=1>>
<<jump 诊断初始化>>
===
@@ -499,7 +502,7 @@ peipei: 该怎么做才能停止想象?我不明白。
me: 你是你自己的主人,无论是你的想象力还是你的UF,不要被它们干扰。
peipei: 呼…好的,保持专注……
->让佩佩紧张起来
me: 这很重要,佩佩。你不想要被抹除想象,你也不想要<b><size=100%><color=\#FFB200>PIP</color></b> ,对吧?
me: 这很重要,佩佩。你不想要被抹除想象,你也不想要<b><size=100%><color=\#FFB200>回收</color></b> ,对吧?
peipei: 我不想……我不知道。医生。我只是害怕……
me: 现在只有你自己能做到这件事情,只有你自己才能救你自己。
peipei: 你说得对,医生。
@@ -2023,11 +2026,15 @@ peipei: 我有一个请求。
me: 什么?
peipei: 既然已经拆除了UF…
peipei: 就请再帮我把我的晶圆装上去吧。
me: 但UF怎么办?
peipei: 别担心…这只是暂时的。
peipei: 我只是想重新看看这个世界…
me: 你是说,你还是想把晶圆装上吗?但UF怎么办?这是不能解决绘图的问题的。
peipei: 别担心…这只是暂时的,我最后会回来做色彩抹除的
peipei: 我只是想重新看看这个世界……就…只是看看。
peipei: 现在几点了?我能赶上夕阳吗?
me: 你想离开这里?
<<hide_dialog>>
<<wait 1>>
me: 你知道的…如果擅自一直不装uf还旷工,公司肯定不会放过你的。
me: 你知道后果会是什么…
peipei: 我不会走远的……
peipei: 幸福市太小了…你知道我们走不掉。
peipei: 我会回来做那个记忆初始化的。
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+3 -1
View File
@@ -11,6 +11,8 @@ public class DraggableUI : MonoBehaviour,IDragHandler, IPointerDownHandler
public GameObject button;
public bool isDone=false;
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
@@ -38,7 +40,7 @@ public class DraggableUI : MonoBehaviour,IDragHandler, IPointerDownHandler
float distance = Vector3.Distance(transform.position, target.position);
// 检查距离是否在范围内,并激活或禁用 Button
if (distance <= 1)
if (distance <= 1&&!isDone)
{
button.SetActive(true);
}
@@ -56,6 +56,7 @@ public class OscilloscopeController : MonoBehaviour
public GameObject heatMap;
HeatMapController hm;
//public GameObject heatMapButton;
void Start()
{
@@ -88,6 +89,7 @@ public class OscilloscopeController : MonoBehaviour
public void ShowHeatMap(bool show)
{
heatMap.SetActive(show);
heatMap.GetComponent<DraggableUI>().isDone=false;
}
public void StartReduceHeat()
{
@@ -100,19 +102,23 @@ public class OscilloscopeController : MonoBehaviour
{
if(cantReduce)
{
Debug.Log("降温失败");
heatMap.GetComponent<DraggableUI>().isDone=true;
yield return new WaitForSeconds(1);
DialogController.Instance.StartDialogNode("降温失败");
yield break;
yield break;
}
else
{
Debug.Log("降温成功");
heatMap.GetComponent<DraggableUI>().isDone=true;
float duration = 2f; // 动画时长为 2 秒
// 使用 DOTween 来动画化数值变化
yield return DOTween.To(() => HeatNum, x => HeatNum = x, 0, duration).WaitForCompletion();
DialogController.Instance.StartDialogNode("降温成功");
// 动画完成后,数值已经降为 0,可以在这里添加进一步的逻辑
Debug.Log("Value has reached zero.");
@@ -363,7 +369,7 @@ private IEnumerator ScanForError(string trimmedString)
{
string originalString = currentSocket.name;
string trimmedString = originalString.Replace("Socket", "");
screenText.text=trimmedString+ ":检测到异常,请寻找错误深入";
screenText.text=trimmedString+ ":异常,拖拽滑动条,寻找波形抖动并深入";
screenText.color=Color.red;
//DialogController.Instance.StartDialogNode("发现异常模块");
}