Merge branch 'develop' into 3.24火山BUG修复和查漏补缺

This commit is contained in:
2026-03-27 11:36:39 +08:00
34 changed files with 8332 additions and 2784 deletions
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+1 -1
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@@ -102,7 +102,7 @@ MonoBehaviour:
m_fontSizeMin: 18
m_fontSizeMax: 72
m_fontStyle: 0
m_HorizontalAlignment: 1
m_HorizontalAlignment: 2
m_VerticalAlignment: 256
m_textAlignment: 65535
m_characterSpacing: 7
@@ -16,7 +16,7 @@ ScriptedImporter:
textureImporterSettings:
alphaSource: 1
mipMapMode: 0
enableMipMap: 1
enableMipMap: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
@@ -343,6 +343,18 @@ ScriptedImporter:
crunchedCompression: 0
allowsAlphaSplitting: 0
androidETC2FallbackOverride: 0
- name: iPhone
overridden: 0
ignorePlatformSupport: 0
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
forceMaximumCompressionQuality_BC6H_BC7: 0
crunchedCompression: 0
allowsAlphaSplitting: 0
androidETC2FallbackOverride: 0
mosaicLayers: 1
characterMode: 0
documentPivot: {x: 0, y: 0}
+5 -5
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@@ -512,7 +512,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 9c53165b379c3d94ca34b12cb8eb10f1, type: 3}
m_Name: VolFx
m_EditorClassIdentifier:
m_Active: 0
m_Active: 1
_event: 550
_format:
enabled: 1
@@ -724,7 +724,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 9c53165b379c3d94ca34b12cb8eb10f1, type: 3}
m_Name: Memory
m_EditorClassIdentifier:
m_Active: 0
m_Active: 1
_event: 550
_format:
enabled: 1
@@ -1607,7 +1607,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 9c53165b379c3d94ca34b12cb8eb10f1, type: 3}
m_Name: VolFx
m_EditorClassIdentifier:
m_Active: 1
m_Active: 0
_event: 550
_format:
enabled: 1
@@ -1750,7 +1750,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 9c53165b379c3d94ca34b12cb8eb10f1, type: 3}
m_Name: Image
m_EditorClassIdentifier:
m_Active: 0
m_Active: 1
_event: 550
_format:
enabled: 1
@@ -1792,7 +1792,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 9c53165b379c3d94ca34b12cb8eb10f1, type: 3}
m_Name: UF
m_EditorClassIdentifier:
m_Active: 0
m_Active: 1
_event: 550
_format:
enabled: 1
@@ -711,7 +711,8 @@ MonoBehaviour:
timelineName: "\u8FDB\u5165\u7EF4\u4FEE\u95F4"
director: {fileID: 6948339993923372708}
autoBindCinemachineBrain: 1
targetBrain: {fileID: 0}
resetToStartWhenFinished: 1
resetToStartDelay: 0.5
--- !u!1 &2615926060114227568
GameObject:
m_ObjectHideFlags: 0
@@ -1367,8 +1368,8 @@ MonoBehaviour:
m_ShadowVolumeIntensityEnabled: 0
m_ShadowVolumeIntensity: 0.75
m_LocalBounds:
m_Center: {x: 0.02850008, y: -0.066949844, z: 0}
m_Extent: {x: 14.119801, y: 5.56535, z: 0}
m_Center: {x: 0.02699995, y: -0.056900024, z: 0}
m_Extent: {x: 14.108101, y: 5.5731, z: 0}
m_PointLightInnerAngle: 360
m_PointLightOuterAngle: 360
m_PointLightInnerRadius: 0
@@ -29,7 +29,7 @@ position: 250,-2611
<<fade_out 0>>
<<hide_dialog>>
???: 喂。 #line:050524d
???: 喂。 #line:0c3c2ba
<<set_global_param Vol_general 0>>
//TODO: 【海浪声】
<<wait 2>>
@@ -406,6 +406,11 @@ position: 250,-2611
<<set_global_param dream1scene 4>>
<<show_sprite "D1S天文台">>
<i>你站在一间昏暗的圆形房间里。房间的正中央是一台天文望远镜,看起来很久没人用了。房间一篇死寂,地上、桌上,遍布着灰尘。</i> #line:0a229cf
<<if $wyjStage == 1>>
<i>手上的目镜沉甸甸的。看起来只是胶圈坏了。</i> #line:083c3be
<<elseif $wyjStage == 2>>
<i>空气仿佛正在变得模糊而潮湿。</i> #line:0a115bc
<<endif>>
<<if visited("天文台") == false>>
me: 阿灿? #line:0befebd
me: 人呢…… #line:0f822b4
@@ -428,18 +433,16 @@ position: 250,-2611
<i>你碰了一下,便笺碎掉了。</i> #line:012a3a1
<<endif>>
->仪器 #line:007cbe4
<<if $wyjStage != 2>>
<i>这些仪器看着很像你工作用的工具。其中一个屏幕上写着大大的”ETHOS”……</i> #line:0076043
<<if $wyjStage == 1>>
<i>……不对,你真的有那个工作吗?你只是一个学生吧。</i> #line:0256c87
<<endif>>
<i>这些仪器看着很像你工作用的工具……</i> #line:0076043
<<if $wyjStage == 0>>
<i>……不对,你真的有那个工作吗?你只是一个学生吧。</i> #line:0256c87
<<elseif $wyjStage == 1>>
me: 只要……什么都能修好,对吧。 #line:005b630
->翻找零件 #line:09c5690
<i>大部分零件你都不认识。不过你的运气不错。</i> #line:04bff73
->完好的压缩环 #line:06c0942
me: 这下应该能修好了。 #line:01ed9bc
<<set $wyjStage = 2>>
<i>大部分零件你都不认识。不过你的运气不错。</i> #line:04bff73
->完好的压缩环 #line:06c0942
me: 这下应该能修好了。 #line:01ed9bc
<<set $wyjStage = 2>>
<<endif>>
->望远镜 #line:00798be
<<if $wyjStage == 0>>
@@ -456,19 +459,26 @@ position: 250,-2611
<<jump 海边>>
->返回 #line:0c2845b
->往里看 #line:02f0aa3
<<if $wyjStage == 0>>
<i>你把眼睛贴在目镜上,眯起眼睛努力想要看清楚。</i> #line:08aff34
<i>咔哒一声,什么东西掉了下来。</i> #line:00f87b1
me: 哎呀… #line:07be273
->接住 #line:0f8dd82
<i>你的手上拿着望远镜的目镜,看起来就像小号的望远镜。</i> #line:0b032ff
<i>除此之外,还有一个断成两半的环。看起来是用来固定目镜的零件。</i> #line:0daf5f6
<<set $wyjStage = $wyjStage + 1>>
<<if $wyjStage == 0 || $wyjStage == 3>>
<i>灰尘的声音在望远镜的空腔中回荡。<br>你眯起眼睛努力想要看清楚。</i> #line:08aff34
<<hide_sprite>>
<<if $wyjStage == 0>>
<i>咔哒一声,什么东西掉了下来。</i> #line:00f87b1
me: 哎呀… #line:07be273
->接住 #line:0f8dd82
<i>你的手上拿着望远镜的目镜,看起来就像小号的望远镜。</i> #line:0b032ff
<i>除此之外,还有一个断成两半的环。看起来是用来固定目镜的零件。</i> #line:0daf5f6
<<set $wyjStage = $wyjStage + 1>>
<<elseif $wyjStage == 2>>
<i>一种不属于这间密室的咸腥味,正顺着望远镜的钢管倒灌进你的鼻腔。</i> #line:05205fc
<i>尘埃不再干燥。它们在你的皮肤上凝结,变得沉重、粘稠。</i> #line:0348906
<<endif>>
<<elseif $wyjStage == 1 || $wyjStage == 2>>
<i>目镜原来在的位置上是一个黑漆漆的洞。</i> #line:02bcbcb
<i>往里面看去什么也没有,只能听到灰尘的声音。</i> #line:0c4d195
//TODO: 增加海浪音量
<<elseif $wyjStage == 3>>
<<hide_sprite>>
<<jump 海边>>
<<endif>>
->出去 #line:09312e4
@@ -484,6 +494,10 @@ title: 海边
tags:
position: 250,-2611
---
<i>你的身体仿佛正在黑暗中褪去。</i> #line:0da0c8f
<<showcase_fade_out>>
<<play_sfx "event:/Scriptal/sea_loop">>
<<set_global_param prologueDreamStage 1>>
<<play_timeline 星空到海浪>>
<<set_global_param dream1scene 5>>
jj: 你不该来这的。 #line:0df4d91
@@ -3,9 +3,6 @@ tags:
group: 入口
position: 250,-26
---
<<delcare $newsCount = 0>>
//<<hide_dialog>>
<<init_environment Day>>
<<init_actor 地铁医生 左边>>
@@ -13,8 +10,10 @@ position: 250,-26
<<hide_dialog>>
<<fade_out>>
me: …… #line:056f867
me: 这家伙今天又迟到了么。 #line:09a568c
<<declare $newsCount = 0>>
me: 这家伙…… #line:075df29
me: 今天又迟到了么。 #line:09a568c
<<hide_dialog>>
<<jump 新闻>>
@@ -9,5 +9,5 @@ ScriptedImporter:
assetBundleVariant:
script: {fileID: 11500000, guid: 053561912b1654d80a424bb0696a74ae, type: 3}
useAddressableAssets: 0
UseUnityLocalisationSystem: 0
UseUnityLocalisationSystem: 1
unityLocalisationStringTableCollection: {fileID: 11400000, guid: cf96eb9b621fe1649904d47130dc098a, type: 2}
@@ -76,7 +76,7 @@ peipei: 一会…一会见。 #line:01ff340
你目视她离开,吸完最后一口烟,长舒一口气。 #line:0cac326
<<hide_dialog>>
<<wait 1>>
一阵风吹过,树叶洋洋洒洒地落下。 #line:0d81ceb
一阵风吹过,树叶洋洋洒洒地落下。 #line:095df55
<<wait 1.5>>
你的头又疼了一下。 #line:086a27b
<<wait 1.5>>
@@ -61,12 +61,9 @@ pp: 我差点忘了。我没有小时候…也没有爸爸…… #line:05476c6
pp: 我是一个机体。 #line:0db39dd
//这段感觉放到术前谈话更好
<<play_sfx event:/Music/music_peipei_shock_1>>
<<task_moveOut>>
<<complete_task "line:02a3a37">>
<<task_moveIn>>
//【占位】:不过绘图机器人存储的颜色记忆也足够多了,也没什么新得值得记住得东西了
<<fade_in 1>>
<<task_moveOut>>
<<hide_obj>>
<<jump 结束分析>>
===
@@ -11,7 +11,6 @@ me: 还没结束…保险起见,我们进视觉复查一下吧。 #line:0f42b4
<<fade_out 0.1>>
<<clear_tasks>>
Task: 检查视觉模块 #line:037c944
<<task_moveIn>>
<<ModuleHightLight Eye true>>
<<DropCable>>
<<set $eyeChecked = false>>
@@ -61,7 +60,6 @@ me:这里应该已经彻底检查过了。 #line:0bf6303
<<wait 0.8>>
me: 好了,总之…<br>复查结果符合预期,<waitfor=0.3>可以结束测试了。 #line:09523f9
<<complete_task "line:037c944">>
<<task_moveOut>>
<<set $isFinishedEyeCheck=true>>
<<Set_MouseMovementLockState EyeManager false>>
<<hide_dialog>>
@@ -8,12 +8,10 @@ position: 246,-866
<<fade_out 0.1>>
<<if $isPeipeiBE==true>>
Task: 执行手术-色彩记忆初始化 #line:0701927
<<task_moveIn>>
me: 去记忆模块执行色彩初始化吧。 #line:0677ec5
<<ModuleHightLight Memory true>>
<<else>>
Task: 安装色觉晶圆 #line:0356120
<<task_moveIn>>
me: 先安装色彩晶圆吧。 #line:005bc47
->安装色觉晶圆 #line:0437b10
<<fade_in 1>>
@@ -3,7 +3,6 @@ tags:
colorID: 3
position: 251,-1150
---
<<task_moveOut>>
<<fade_in 1>>
<<switch_fix_system_to Clinic>>
<<if $isPeipeiBE==true>>
@@ -63,7 +63,6 @@ Linking: 正在获取深入检查权限… #line:037677f
<<wait 1>>
EyeModule: 检查到S+++级权限!欢迎访问,主脑! #line:0b2693c
me: 哈!总算……让我看看这里边到底有啥东西吧。 #line:0c55bbb
<<task_moveOut>>
<<switch_fix_system_to UF>>
===
@@ -6,7 +6,6 @@ position: 43,-97
<<switch_fix_system_to "BodyModule">>
<<fade_out 1>>
<<clear_tasks>>
<<task_moveIn>>
<<complete_task "line:0a431e3">>
Task: 分析病理与治疗方案 #line:0e94a4a
///可以先用思考专用黑幕,把showobj之外的部分都盖住,每次分析用showobj展示ppt,做一个思考阶段,把线索回顾一下
@@ -114,7 +114,6 @@ me: 嗯…不行。<br>还是只有色彩记忆抹除。对不起。 #line:0bd04
<<switch_character_state 默认流汗闭眼>>
<<hide_dialog>>
<<complete_task "line:0e94a4a">>
<<task_moveOut>>
<<hide_dialog>>
<<wait 1.5>>
@@ -6,7 +6,6 @@ position: 428,-88
<<declare $CheckTargetCount=0>>
me:准备好了么? #line:0eb665d
peipei: 我们来吧,医生。 #line:04a3898
<<task_moveIn>>
Task: 尝试停止想象 #line:08f5fd5
<<set $UFCount = 0>>
===
@@ -206,13 +205,11 @@ 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
me: 喂……!佩佩! #line:026d9fc
me: 我真是……操了… #line:0ccf5b2
<<complete_task "line:08f5fd5">>
<<task_moveOut>>
<<hide_dialog>>
<<SetHeat 2>>
<<switch_fix_system_to BodyModule>>
<<ShowHeatMap>>
Task: 对佩佩进行降温 #line:0a5b7c2
<<task_moveIn>>
<<endif>>
<<jump UF停止想象CheckEnd>>
===
@@ -15,7 +15,6 @@ position: 43,-97
<<complete_task "line:0a5b7c2">>
<<complete_task "line:0365d74">>
<<complete_task "line:0538e87">>
<<task_moveOut>>
me: 可得小心点…别把这东西碰坏了。 #line:097ba5e
<<jump 结束UF拆除>>
===
@@ -22,7 +22,6 @@ position: 33,-552
<<if $Memory1Fade_Peipei==true && $Memory2Fade_Peipei==true && $Memory3Fade_Peipei==true>>
me: 已经完成了…… #line:0bb4d55
me: 好了……都结束了。 #line:007d937
<<task_moveOut TaskManager>>
me: …… #line:0233434
me: 不,好像还有一个。是最新的记忆…… #line:0ed4db5
->检查下一个只读记忆 #line:02795d4
@@ -41,7 +41,6 @@ title: 色觉校准开始
position: 275,-222
---
<<complete_task TaskManager "检查视觉模块">>
<<task_moveOut TaskManager>>
<<wait 1>>
me: 我需要让机器检索到关于颜色的记忆……我需要让佩佩的记忆转动起来。 #line:0127bce
me: 我需要你。佩佩,醒醒! #line:0bc5f81
@@ -99,7 +98,6 @@ me: 我想我会怀念它的。但是…对不起,我想要治好我的病人
<<stop_music "mem_liuying" "fade">>
<<switch_fix_system_to "BodyModule">>
<<complete_task TaskManager "唤醒佩佩">>
<<task_moveIn TaskManager>>
->重新唤醒 #line:0d1f009
Linking: 正在唤醒机体… #line:0cfce14
<<wait 2>>
@@ -40,7 +40,6 @@ me: 来吧。检查一下所有头部模块…<br>确认各模块的受损情况
//【注:此为占位,石头头部无UF模块和色觉】
Task: 检查所有头部模块 #line:00eca83
<<task_moveIn>>
//<<MessageBoxSetNull>>
//<<MessageBoxSetText 已检测到目标机体!诊疗仪已就绪。>>
@@ -67,7 +66,6 @@ position: 384,81
<<if $emoChecked==true && $logicChecked==true && $memoryChecked==true && $eyeChecked==true && $speakerChecked==true && $memoryPlayed == true>>
<<complete_task "line:00eca83">>
<<task_moveOut>>
me:都检查完了,看起来偏偏是记忆受到了损害。<br>万幸的是其它部分似乎都没事…… #line:0b13db0
<<jump toStage3>>
<<endif>>
@@ -13,7 +13,6 @@ position: 378,-540
<<fade_out 1>>
Task: 进入变速箱 #line:01948a6
<<task_moveIn>>
//<<MessageBoxSetNull>>
//<<MessageBoxSetText 等待信号输入……>>
@@ -198,7 +197,6 @@ me: 好了…接下来,只需要唱出来,声音就会被这个齿轮记录
Task: 刻录下石头的歌声 #line:084810e
shitou: …… #line:01ffc06
<<task_moveOut>>
<<jump 刻录调速>>
===
@@ -451,9 +449,7 @@ shitou: 要唱了,医生! #line:0ae56c9
//<<hide_dialog>>
//<<wait 1>>
<<task_moveIn>>
Task: 刻录下石头的歌声 #line:06e5faf
<<task_moveOut>>
<<stop_music "shitou_music">>
<<play_music "event:/Music/music_shitou_0">>
歌曲结束了。 #line:013aad1
@@ -56,7 +56,6 @@ position: 250,200
【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。】 #line:04639ce
???: 它就在情绪模块…我能感觉到。<br>让它停下…求求你了,医生。 #line:02cb425
<<add_task TaskManager "检查情绪模块">>
<<task_moveIn TaskManager>>
<<ModuleHightLight Emo true>>
<<hide_dialog>>
<<wait 1>>
@@ -222,7 +221,6 @@ position: 906,-585
<<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… #line:0e7b127
<<wait 0.2>>
???: 啊!痛…好痛! #line:0348ba1
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@@ -20,9 +20,17 @@ namespace AibisDream
[Tooltip("加载新 Timeline 时自动绑定 CinemachineBrain")]
[SerializeField] private bool autoBindCinemachineBrain;
[Header("播放结束")]
[Tooltip("勾选:自然播放到结尾(PlayableDirector.stopped)后将时间设回 0;不勾选:停留在最后一帧(默认)")]
[SerializeField] private bool resetToStartWhenFinished;
[Tooltip("当 resetToStartWhenFinished 为真时,回到时间 0 前的等待秒数;0 表示立刻回到起点")]
[Min(0f)]
[SerializeField] private float resetToStartDelay;
private Action _onCompleteCallback;
private AsyncOperationHandle<PlayableAsset> _addressableHandle;
private PlayableAsset _savedPlayableAsset;
private Coroutine _pendingResetToStartCoroutine;
#if UNITY_EDITOR
/// <summary>
@@ -54,6 +62,8 @@ namespace AibisDream
{
TimelineCenter.Instance.UnregisterDirector(this);
CancelPendingResetToStartCoroutine();
if (director != null)
{
director.stopped -= OnDirectorStopped;
@@ -62,6 +72,58 @@ namespace AibisDream
ReleaseAddressableHandle();
}
/// <summary>
/// 是否需要订阅 PlayableDirector.stopped(完成回调或需要播放结束行为时)。
/// </summary>
private bool ShouldSubscribeStopped(Action onComplete)
{
return onComplete != null || resetToStartWhenFinished;
}
private void CancelPendingResetToStartCoroutine()
{
if (_pendingResetToStartCoroutine == null) return;
StopCoroutine(_pendingResetToStartCoroutine);
_pendingResetToStartCoroutine = null;
}
/// <summary>
/// 将 Director 时间设到 0 并刷新一帧(不 Stop、不释放资源)。
/// </summary>
private void ApplyPlaybackTimeZero()
{
if (director == null) return;
director.time = 0;
director.Evaluate();
}
/// <summary>
/// 在 Release + 完成回调之后执行:按配置回到起点或延时回到起点。
/// </summary>
private void ApplyEndBehaviorAfterStopped()
{
if (!resetToStartWhenFinished) return;
CancelPendingResetToStartCoroutine();
var delay = Mathf.Max(0f, resetToStartDelay);
if (delay <= 0f)
{
ApplyPlaybackTimeZero();
}
else
{
_pendingResetToStartCoroutine = StartCoroutine(ResetToStartAfterDelayCoroutine(delay));
}
}
private IEnumerator ResetToStartAfterDelayCoroutine(float delaySeconds)
{
yield return new WaitForSeconds(delaySeconds);
_pendingResetToStartCoroutine = null;
ApplyPlaybackTimeZero();
}
private void ReleaseAddressableHandle()
{
if (!_addressableHandle.IsValid()) return;
@@ -156,6 +218,7 @@ namespace AibisDream
}
// 先停止再播放
CancelPendingResetToStartCoroutine();
director.stopped -= OnDirectorStopped;
if (director.state == PlayState.Playing)
{
@@ -164,8 +227,7 @@ namespace AibisDream
_onCompleteCallback = onComplete;
// 如果有完成回调,订阅 stopped 事件
if (onComplete != null)
if (ShouldSubscribeStopped(onComplete))
{
director.stopped += OnDirectorStopped;
}
@@ -187,12 +249,18 @@ namespace AibisDream
yield break;
}
// 先停止再播放
CancelPendingResetToStartCoroutine();
director.stopped -= OnDirectorStopped;
if (director.state == PlayState.Playing)
{
director.Stop();
}
if (ShouldSubscribeStopped(null))
{
director.stopped += OnDirectorStopped;
}
// 自动绑定 CinemachineBrain
AutoBindCinemachineBrain();
@@ -259,6 +327,7 @@ namespace AibisDream
yield break;
}
CancelPendingResetToStartCoroutine();
director.stopped -= OnDirectorStopped;
if (director.state == PlayState.Playing)
{
@@ -276,7 +345,7 @@ namespace AibisDream
_addressableHandle = loadedHandle;
_onCompleteCallback = onComplete;
if (onComplete != null)
if (ShouldSubscribeStopped(onComplete))
{
director.stopped += OnDirectorStopped;
}
@@ -297,6 +366,8 @@ namespace AibisDream
{
if (director == null) return;
CancelPendingResetToStartCoroutine();
// 先取消事件订阅,避免 Stop() 触发回调
director.stopped -= OnDirectorStopped;
@@ -338,12 +409,13 @@ namespace AibisDream
{
if (director == null) return;
CancelPendingResetToStartCoroutine();
// 先取消事件订阅,避免 Stop() 触发回调
director.stopped -= OnDirectorStopped;
director.Stop();
director.time = 0;
director.Evaluate();
ApplyPlaybackTimeZero();
_onCompleteCallback = null;
ReleaseAddressableHandle();
@@ -398,16 +470,18 @@ namespace AibisDream
/// <summary>
/// Director 停止事件处理
/// </summary>
private void OnDirectorStopped(PlayableDirector director)
private void OnDirectorStopped(PlayableDirector stoppedDirector)
{
// 立即取消订阅,避免重复触发
director.stopped -= OnDirectorStopped;
stoppedDirector.stopped -= OnDirectorStopped;
var callback = _onCompleteCallback;
_onCompleteCallback = null;
ReleaseAddressableHandle();
callback?.Invoke();
ApplyEndBehaviorAfterStopped();
}
}
}