Day1Day2重构基本完成
This commit is contained in:
@@ -113,7 +113,7 @@ position: 249,-1464
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title: 诊疗室初始化
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tags:
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colorID: 3
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position: 256,-1154
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position: 251,-1150
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---
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<<fade_in 0.5>>
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<<switch_fix_system_to "BodyModule">>
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@@ -165,7 +165,7 @@ position: 256,-1154
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title: 主维修界面游戏状态检查
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tags:
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colorID: 3
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position: 259,-753
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position: 249,-767
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---
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<<if $gameStage==1>>
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//stage1的任务在初始化中完成,并且初始化完成后已经设置为gameStage2
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@@ -199,7 +199,7 @@ title: 进入分析前与病人谈话
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tags:
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colorID: 8
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group:分析相关
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position: -274,-580
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position: -277,-703
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---
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<<fade_in 1>>
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<<switch_fix_system_to Clinic>>
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@@ -219,7 +219,7 @@ title: 结论
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tags:
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colorID: 8
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group:分析相关
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position: -270,-412
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position: -273,-535
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---
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<<character_init_new Peipei>>
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<<character_eye_new "auto_blink">>
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@@ -254,7 +254,7 @@ title: 手术准备
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tags:
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colorID: 8
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group:手术相关
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position: -269,-100
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position: -272,-223
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---
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//<<move_to_fix>>
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<<fade_in 1>>
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@@ -276,10 +276,10 @@ me: 开始吧…截断视觉-记忆桥,阻止视觉模块的记忆反流。
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title: CutLine
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tags:
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group:手术相关
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position: -270,57
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position: -273,-66
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---
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<<if $isLineCut==true>>
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<<complete_task TaskManager "执行视觉-9">>
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<<complete_task TaskManager "执行视觉-记忆桥截断术">>
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peipei: 啊…眼睛……我的……
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peipei: 好痛!
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me: 怎么了?怪了,这不应该引起任何痛觉的…
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@@ -304,7 +304,7 @@ me: 这不是我应该剪断的线……
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title: UF绘图复查
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tags:
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position: 297,-77
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position: 239,-504
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---
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me: 检查应该都完成了…我们出去吧,佩佩。
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<<fade_in 1>>
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@@ -329,7 +329,7 @@ me: 检查应该都完成了…我们出去吧,佩佩。
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<<EnableAndWaitForClosingUFImage WindowManager>>
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【占位】结束对话
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<<character_fade_out_new >>
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<<fade_in 1>>
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//<<fade_in 1>>
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<<NextYarn>>
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===
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@@ -371,7 +371,7 @@ position: -203,-2977
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title: SpeakViewDialogue
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tags:
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colorID: 8
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position: 233,-2820
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position: 240,-2802
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---
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语言模块运转状况良好
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但是佩佩似乎不太爱说话
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@@ -464,7 +464,7 @@ position: 25,-2977
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title: UfViewDialogue
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tags:
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colorID: 8
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position: 12,-2815
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position: 21,-2802
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---
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//第一次看
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<<if $ufDiscussCount == 0>>
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@@ -532,7 +532,7 @@ position: 12,-2815
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title: EyeViewDialogue
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tags:
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colorID: 8
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position: 463,-2822
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position: 463,-2804
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---
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//第一次看
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<<if $eyeDiscussCount == 0>>
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@@ -617,7 +617,7 @@ position: 96,-3246
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title: PlugFinished
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tags: 待编辑
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colorID: 8
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position: -250,-2512
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position: -362,-2710
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---
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<<if $PlugAll==false&&$PlugCount==6&&$gameStage==3>>
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<<set $PlugAll=true>>
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@@ -632,7 +632,7 @@ position: -250,-2512
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title: 没有检查视觉的提示
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tags: 待编辑
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colorID: 8
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position: -250,-2512
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position: -364,-2460
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---
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【占位】视觉好像有错误还没有深入,我们或应该深入检查下视觉模块
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===
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 7b7855eb2eeb53d498ed49c2ff866959
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,292 @@
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title: 打开ClueBoard
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tags:
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position: 43,-97
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---
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<<SetNodeState CanvasClueBoard 退出 false>>
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<<if $gameStage==1>>
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<<ClearAllNode CanvasClueBoard>>
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<<NodeInit CanvasClueBoard ColorGroup1 true>>
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<<NodeInit CanvasClueBoard 色觉晶圆缺失 true>>
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<<NodeInit CanvasClueBoard 视觉检查黑白 true>>
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<<CreateConnection CanvasClueBoard 视觉检查黑白 色觉晶圆缺失>>
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<<OpenClueBoard ClueBoard>>
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<<declare $KnowEyeProblem=false>>
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<<declare $KnowUFProblem=false>>
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<<declare $KnowMemoryProblem=false>>
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<<declare $KnowPeipeiCanStop=false>>
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<<declare $KnowRemoveMemoryColor=false>>
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<<declare $KnowRemoveUF=false>>
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<<jump 分析>>
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<<elseif $gameStage==2>>
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<<OpenClueBoard ClueBoard>>
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<<jump 分析>>
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<<endif>>
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===
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title: 分析
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tags:
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position: 43,-97
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---
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<<if $gameStage==1>>
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<<ScrollToNode CanvasClueBoard UF绘图2_1>>
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【占位】今天的起点还是UF模块的出图错误,并且...
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<<SetNodeState CanvasClueBoard UFGroup2 true>>
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<<SetNodeState CanvasClueBoard UF绘图2_1 true>>
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<<wait 1>>
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<<show_obj UF占位>>
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<<wait 1>>
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【占位】产生了一大堆的打孔带,这说明有大量的记忆涌入了UF
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<<hide_obj>>
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【占位】我们想要去记忆查看打孔带...
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<<ScrollToNode CanvasClueBoard 记忆模块发热>>
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<<SetNodeState CanvasClueBoard MemoryGroup1 true>>
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<<SetNodeState CanvasClueBoard 记忆模块发热 true>>
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【占位】但是记忆却因为在持续不断的被调用而无法进入,更可怕的是
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<<show_obj UF占位>>
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<<wait 1>>
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【占位】我们发现这导致了佩佩的发热,危机生命
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<<wait 1>>
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<<hide_obj>>
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<<wait 1>>
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<<show_obj UF占位>>
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【占位】这无疑就是那个连续调用进程导致的
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【占位】那么一定有一个地方在调用记忆!我们需要找到那个调用进程!
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<<hide_obj>>
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<<wait 1>>
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【占位】UF非常可疑,但是要调查UF进程只能拆除UF,保险起见我们做了全身检查
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【占位】但是我们一无所获,除了...
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<<ScrollToNode CanvasClueBoard EyeSkyError>>
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<<SetNodeState CanvasClueBoard EyeGroup1 true>>
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<<SetNodeState CanvasClueBoard EyeSkyError true>>
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【占位】在检查视觉的时候,我们发现佩佩的色彩出现了奇怪的色彩错误
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<<show_obj UF占位>>
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<<wait 1>>
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【占位】虽然视觉和记忆的线路被切断,所以记忆发热不可能是这里导致的...
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【占位】但是为什么视觉在切断线路后,依然没有停止尝试调用记忆?
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<<wait 1>>
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<<hide_obj>>
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【占位】随着调查,我们的疑问没有减少,反而增多
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【占位】好像没有找到什么线索来回答我们的疑问
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【占位】但是我们还没有调查UF的内部进程
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<<show_obj UF占位>>
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<<wait 1>>
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【占位】这意味着必须拆开UF
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【占位】这是禁止的,但是佩佩现在在高烧,或许这是唯一的办法
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<<hide_obj>>
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<<SetNodeState CanvasClueBoard 退出 true>>
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<<elseif $gameStage==2>>
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<<ScrollToNode CanvasClueBoard 学习进程>>
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【占位】拆除UF后,我们在UF内发现了三个进程
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<<SetNodeState CanvasClueBoard 绘图进程 true>>
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<<wait 1>>
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<<SetNodeState CanvasClueBoard 学习进程 true>>
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<<wait 1>>
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<<SetNodeState CanvasClueBoard 未定义进程 true>>
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<<wait 1>>
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【占位】这之中一定有我们所有疑惑的答案!
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<<EnableQuestion CanvasClueBoard UF绘图2_1>>
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<<EnableQuestion CanvasClueBoard EyeSkyError>>
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<<EnableQuestion CanvasClueBoard 记忆模块发热>>
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<<endif>>
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===
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title: 退出ClueBoard
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tags:
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position: 43,-97
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---
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<<CloseClueBoard ClueBoard>>
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<<if $gameStage==1>>
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// <<set $gameStage=2>>
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// <<jump 打开ClueBoard>>
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<<jump 准备拆除UF>>
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<<elseif $gameStage==2>>
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<<jump 结论1>>
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<<endif>>
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===
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title: 检查ClueBoard
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tags:
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position: -95,-631
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---
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<<if $StartNode=="UF绘图2_1"|| $StartNode=="UF绘图2_2"||$StartNode=="UF绘图2_3"&&$EndNode=="未定义进程">>
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<<ConnectionCantBreak CanvasClueBoard>>
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<<jump UF绘图错误原因找到>>
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<<elseif $StartNode=="记忆模块发热"&&$EndNode=="未定义进程">>
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<<ConnectionCantBreak CanvasClueBoard>>
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<<jump 记忆发热原因找到>>
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<<elseif $StartNode=="EyeSkyError"&&$EndNode=="未定义进程">>
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<<ConnectionCantBreak CanvasClueBoard>>
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<<jump 视觉错误原因找到>>
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<<else>>
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<<endif>>
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===
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title: 检查是否完成目标
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tags:
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position: -95,-631
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---
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<<if $KnowEyeProblem&&$KnowMemoryProblem&&$KnowUFProblem>>
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<<jump 解决方案>>
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<<endif>>
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===
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title: 视觉错误原因找到
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tags:
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position: -204,-329
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---
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<<if $KnowEyeProblem==false>>
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<<set $KnowEyeProblem=true>>
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【占位】这个未知进程在尝试把记忆色彩转化为图像
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【占位】而视觉能够去“视觉化”记忆中的色彩
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【占位】即使在线路被剪断后,这个进程依然没有尝试停止这么做
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<<jump 检查是否完成目标>>
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<<endif>>
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===
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title: 记忆发热原因找到
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tags:
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position: -204,-329
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---
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<<if $KnowMemoryProblem==false>>
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<<set $KnowMemoryProblem=true>>
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【占位】就是这个进程在不断调用记忆中的色彩进入UF,最终导致了记忆的发热
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<<jump 检查是否完成目标>>
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<<endif>>
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===
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title: UF绘图错误原因找到
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tags:
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position: 40,-327
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---
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<<if $KnowUFProblem==false>>
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<<set $KnowUFProblem=true>>
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【占位】就是这个进程在不断调用记忆中的色彩进入UF,最终导致了UF绘图包含了大量错误色彩
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<<jump 检查是否完成目标>>
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<<endif>>
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===
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title: 解决方案
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tags:
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position: -204,-329
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---
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【占位】所以看起来一切问题就是这个活跃的进程?
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【占位】我们尝试过了,没办法杀死这个进程,我们没有权限
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【占位】还不到放弃的时候,想一想这个进程有什么特点
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<<jump Option>>
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===
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title: Option
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tags:
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position: -204,-329
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---
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<<if $KnowRemoveUF==true&&$KnowRemoveMemoryColor==true&&$KnowPeipeiCanStop==true>>
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【占位】想不到什么别的方式了,也不能再拖了,去给佩佩说明吧
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<<SetNodeState CanvasClueBoard 退出 true>>
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<<else>>
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->【占位】这个进程的权限很特殊<<if $KnowPeipeiCanStop==false>>
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<<set $KnowPeipeiCanStop=true>>
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【占位】这个进程的权限很特殊
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【占位】这个进程的权限是仅用户可管理
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【占位】也就是说,这是佩佩能够管理的进程,也是只有佩佩能够管理的进程
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【占位】虽然不知道为什么,是佩佩自己开启的这个进程
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【占位】但是无论如何,佩佩自己也应该可以结束它
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【占位】我们应该让佩佩试试
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<<wait 1>>
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<<ScrollToNode CanvasClueBoard 佩佩自身停止>>
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<<wait 1>>
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<<SetNodeState CanvasClueBoard 佩佩自身停止 true>>
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【占位】还有什么方式么?
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<<jump Option>>
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->【占位】这个进程做的事情很特殊<<if $KnowRemoveMemoryColor==false>>
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<<set $KnowRemoveMemoryColor=true>>
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【占位】这个进程似乎能够调动的”武器“主要就是记忆
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【占位】喂清醒点,不能把记忆全部去除吧
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【占位】仔细点看,其实它主要操作的是色彩相关的记忆
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【占位】至少我们可以把记忆中色的色彩部分“析出”
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【占位】这样应该能最大程度上遏制这个进程
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||||
<<wait 1>>
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||||
<<ScrollToNode CanvasClueBoard 记忆色彩清除>>
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<<wait 1>>
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<<SetNodeState CanvasClueBoard 记忆色彩清除 true>>
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||||
【占位】还有什么方式么?
|
||||
<<jump Option>>
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||||
->【占位】这个所在的地方很特殊<<if $KnowRemoveUF==false>>
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<<set $KnowRemoveUF=true>>
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||||
【占位】这个进程当前影响的未知就是UF吧
|
||||
【占位】只要把UF去除了,是不是就解决了?
|
||||
【占位】喂那是不行的吧,如果没有工作的话,最终没有免疫抑制剂,一样会...
|
||||
【占位】但是至少算是一个紧急方案吧,比发热到无法挽回强
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||||
<<wait 1>>
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||||
<<ScrollToNode CanvasClueBoard 拆除UF>>
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||||
<<wait 1>>
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<<SetNodeState CanvasClueBoard 拆除UF true>>
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||||
<<wait 1>>
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||||
【占位】还有什么方式么?
|
||||
<<jump Option>>
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||||
<<endif>>
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||||
===
|
||||
|
||||
title: 视觉黑白原因找到
|
||||
tags:
|
||||
position: 568,-327
|
||||
---
|
||||
<<hide_dialog>>
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||||
<<ScrollToNode CanvasClueBoard 晶圆缺失>>
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||||
<<wait 0.5>>
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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。
|
||||
me: 这恐怕是这里最简单的问题了…但也是最无法解决的。
|
||||
【占位】色觉晶圆是受到严格管控的昂贵芯片,只有相关职业改造时公司会授权安装
|
||||
【占位】失去了这个,可能也就意味着失去了工作
|
||||
【占位】没有工作,意味着没有免疫抑制剂,等于死亡
|
||||
【占位】佩佩怎么会丢失呢?丢失这个意味着没法画画吧
|
||||
【占位】噢,是UF...
|
||||
【占位】“佩佩”已经不再绘图了
|
||||
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
===
|
||||
|
||||
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>>
|
||||
【占位】呵呵
|
||||
【占位】所以只是偷窃么?
|
||||
【占位】或者说,霸占
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
===
|
||||
|
||||
// title: 最终讨论
|
||||
// tags:
|
||||
// position: 154,-41
|
||||
// ---
|
||||
// //<<if $findChipFromForClueBoard==false>>
|
||||
// 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>>
|
||||
// <<wait 1>>
|
||||
// me: 一切就是灰色的。一切本应如此。
|
||||
// <<hide_dialog>>
|
||||
// <<wait 1>>
|
||||
// peipei: 就像新生一样吗?
|
||||
// <<wait 1>>
|
||||
// //<<endif>>
|
||||
// <<jump 结论2>>
|
||||
// ===
|
||||
|
||||
title: SkipClueBoard
|
||||
tags:
|
||||
position: 39,149
|
||||
---
|
||||
<<CloseClueBoard ClueBoard>>
|
||||
<<jump 结论1>>
|
||||
|
||||
===
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6269f882856b933489f0669d1dae7bf4
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
|
||||
@@ -0,0 +1,426 @@
|
||||
|
||||
title: EyeDeepIn
|
||||
tags:
|
||||
position: -9,21
|
||||
---
|
||||
<<switch_fix_system_to Eye>>
|
||||
===
|
||||
title: IntoEyeView
|
||||
tags:
|
||||
colorID: 6
|
||||
position: 2500,-696
|
||||
---
|
||||
<<if $gameStage < 3>>
|
||||
<<if $isFinishedEyeCheck==-1>>
|
||||
<<jump EyeCheckEnd>>
|
||||
<<endif>>
|
||||
<<if $isFinishedEyeCheck==0>>
|
||||
<<if $eyeTargetTriggerCount == 0>>
|
||||
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
|
||||
<<jump FirstDialogue>>
|
||||
<<else>>
|
||||
<<if $currentEyeTarget == "computer">>
|
||||
<<jump Eye_computer>>
|
||||
<<elseif $currentEyeTarget == "poster">>
|
||||
<<jump Eye_poster>>
|
||||
<<elseif $currentEyeTarget == "sky">>
|
||||
<<jump Eye_sky>>
|
||||
<<elseif $currentEyeTarget == "plant">>
|
||||
<<jump Eye_plant>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
|
||||
<<elseif $gameStage == 3>>
|
||||
//TODO2-停止想象的初始化
|
||||
<<if $isFinishedEyeCheck==1>>
|
||||
<<if $currentEyeTarget != "computer">>
|
||||
<<if $stressTimer == 4>>
|
||||
//颜色不出现
|
||||
<<wait 2>>
|
||||
me: 没有出现?似乎……
|
||||
<<wait 2>>
|
||||
me: 好的…我想我们的猜想是正确的。
|
||||
//<<complete_task TaskManager "验证想象力猜想">>
|
||||
peipei: 太好了,医生!
|
||||
peipei: 我们总算找到原因了!对吧?
|
||||
me: 别激动…佩佩。
|
||||
//TODO-感觉这里可以先让佩佩把眼睛闭上?
|
||||
peipei: 我感觉很好,太好了!
|
||||
peipei: 是不是只要我能停止想象,问题就解决了?
|
||||
me: 只要你能控制住,我想是的。
|
||||
me: 但是这种想象在你的身上出现得太频繁了…
|
||||
me: 与其说这是一种非正常,不如说这在你身上才是正常现象。
|
||||
peipei: ……
|
||||
peipei: 医生,我不是那样的。
|
||||
peipei: 别用那种语气…就像我已经无药可救了。
|
||||
me: 啊?抱歉,我…… #auto_next
|
||||
peipei: 你说得就像我是一个畸形的可怜虫……
|
||||
peipei: 一个注定无法适应正常社会的残疾人。
|
||||
me: 不!我只是感到……
|
||||
peipei: 可怜?
|
||||
me: 不… #auto_next
|
||||
peipei: 医生,不要可怜我……
|
||||
peipei: 它没有用。
|
||||
peipei: 我必须要完成工作,证明我自己……
|
||||
peipei: 我一路走下来就是为了做这件事情。
|
||||
peipei: 学美术,做美术相关的工作…
|
||||
peipei: 我要继续做下去,我要画一辈子画。
|
||||
peipei: 这是我选择的生活,我必须要克服这些困难!
|
||||
me: 佩佩,听我说。
|
||||
me: 我见过很多病人,我唯一的目标只是治愈病人。
|
||||
me: 我们机体有相当多东西可以被简单地关掉,但想象力不是。
|
||||
me: 它甚至没有实体,我的手册里没有一句对想象力的描写……
|
||||
me: 我只是感到棘手。
|
||||
peipei: 抱歉,医生…是我太激动了。
|
||||
peipei: 过去困扰我的那些问题,离解决如此之近了。
|
||||
peipei: 所以…
|
||||
peipei: 如果我自己能主动克制想象力,问题就解决了?
|
||||
<<wait 1>>
|
||||
me: 好吧,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…
|
||||
peipei: 我们来吧。
|
||||
//<<add_task TaskManager "检验抑制想象力的效果">>
|
||||
<<elseif $stressTimer == 3>>
|
||||
//颜色不出现,一会又出现了
|
||||
<<wait 2>>
|
||||
me: 似乎成功了,很好……
|
||||
<<set_EyeState EyeManager "EyeDisorder">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
peipei: 啊…痛!
|
||||
peipei: 不…不是这个颜色…
|
||||
peipei: 不,根本不应该有颜色。停止。停止。停止想象,停止想象。
|
||||
//<<画面波动了一下,颜色消失>>
|
||||
<<EyeEffect_FadeOut EyeManager>>
|
||||
peipei: 停止想象……
|
||||
//<<颜色慢慢重新出现>>
|
||||
peipei: 好痛,呼……
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
peipei: 停止想象,停止想象,停止想象,停止!
|
||||
me: 冷静,佩佩。
|
||||
me: 佩佩…
|
||||
peipei: 啧,现在它变得这么顽固了……
|
||||
<<EyeEffect_FadeOut EyeManager>>
|
||||
<<wait 1>>
|
||||
peipei: 不,医生,我想再试试。
|
||||
<<elseif $stressTimer == 2>>
|
||||
<<wait 1>>
|
||||
<<set_EyeState EyeManager "EyeDisorder">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
peipei: 不!停止,停止!
|
||||
me: 好了,快停下。
|
||||
me: 不能再这样下去了。
|
||||
<<wait 2>>
|
||||
peipei: 医生…我想要再试试。
|
||||
peipei: 我真的不想失去它……
|
||||
me: ……
|
||||
me: 你不能再撑下去了。
|
||||
peipei: 不…让我再试一次。
|
||||
<<elseif $stressTimer == 1>>
|
||||
//颜色出现
|
||||
<<set_EyeState EyeManager "EyeDisorder">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
peipei: 不!停止!
|
||||
//<<播放动画:一只手拍了一下镜头,画面闪烁了一下,颜色变得更鲜艳了>>
|
||||
peipei: 停止想象!停止想象!停止想象!
|
||||
peipei: 都是因为你,都是因为你!我…我才……
|
||||
me: 佩佩,快停下。
|
||||
peipei: 停止想象!停止想象…停止……
|
||||
// <<complete_task TaskManager "在视觉模块验证想象力">>
|
||||
me: 佩佩!
|
||||
<<set $isFinishedEyeCheck = 2>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
<<if $currentEyeTarget == "computer">>
|
||||
<<jump Eye_computer_2>>
|
||||
<<elseif $currentEyeTarget == "poster">>
|
||||
<<jump Eye_poster_2>>
|
||||
<<elseif $currentEyeTarget == "sky">>
|
||||
<<jump Eye_sky_2>>
|
||||
<<elseif $currentEyeTarget == "plant">>
|
||||
<<jump Eye_plant_2>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
//感觉这里结束再发热一次比较好
|
||||
|
||||
<<elseif $gameStage == 7 && $isPeipeiBE == false>>
|
||||
//TODO3-恢复颜色的初始化
|
||||
<<jump RecoverColor>>
|
||||
<<elseif $gameStage == 7 && $isPeipeiBE == true>>
|
||||
me: 我们该去清除记忆的色彩了...
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
title: FirstDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 2503,-333
|
||||
---
|
||||
me: 看起来还是黑白的啊…佩佩,你说的奇怪的颜色,是怎么回事?
|
||||
peipei: 医生,你看...
|
||||
<<set_EyeState EyeManager "EyeDisorder">>
|
||||
<<set_Eyetarget EyeManager "sky" false>>
|
||||
peipei: 嘶…好痛
|
||||
<<hide_dialog>>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
<<OpenSingleButtonWindow WindowManager 非法进程检测 尝试调取记忆...未找到合法路径,调取失败>>
|
||||
<<wait 1>>
|
||||
【占位说明】(之后替换成一堆窗口)
|
||||
【占位】调取失败...理论上调取不到的话,进程是会取消的啊,需要做几次测试确认下
|
||||
<<set $eyecolorKnown=true>>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: Eye_sky_2
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 3557,-336
|
||||
---
|
||||
<<set $stressTimer = $stressTimer - 1>>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: Eye_plant_2
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 3763,-334
|
||||
---
|
||||
<<set $stressTimer = $stressTimer - 1>>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: Eye_poster_2
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 3959,-332
|
||||
---
|
||||
<<set $stressTimer = $stressTimer - 1>>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: Eye_computer_2
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 4155,-333
|
||||
---
|
||||
//TODO-最后的检查里她也能看这个了
|
||||
<<wait 2>>
|
||||
me: 像显示器这种东西似乎一直无法出现颜色……
|
||||
me: 应该是因为佩佩并没有见过这种显示器,所以不能正确地调出它的颜色?
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
|
||||
title: RecoverColor
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 4437,-328
|
||||
---
|
||||
->校准颜色
|
||||
<<EyeGetColor EyeManager>>
|
||||
<<EyeGlitch_in EyeManager>>
|
||||
<<play_loop_audio colorcorrect_loop>>
|
||||
<<random_play_interaction colorcorrect_in>>
|
||||
//<<set_EyeState EyeManager "CanSeeColor">>
|
||||
peipei: 啊…啊啊啊!好多……
|
||||
me: 佩佩? #auto_next
|
||||
peipei: 啊,啊!啊!!
|
||||
me: 坚持住,佩佩!
|
||||
peipei: 啊…美丽的……
|
||||
<<set_EyeColor EyeManager "All">>
|
||||
<<pause_loop_audio>>
|
||||
<<random_play_interaction colorcorrect_out>>
|
||||
<<set_EyeState EyeManager HaveChip>>
|
||||
peipei: 色彩……
|
||||
<<set_Eyetarget EyeManager "computer" false>>
|
||||
<<wait 1>>
|
||||
<<set_Eyetarget EyeManager "sky" false>>
|
||||
peipei: 这就是……有色彩的世界吗?
|
||||
<<set_Eyetarget EyeManager "poster" false>>
|
||||
<<wait 1>>
|
||||
<<set_Eyetarget EyeManager "plant" false>>
|
||||
peipei: 我已经……太久没有……
|
||||
//me: 好了,佩佩,让我们收拾一下……
|
||||
<<complete_task TaskManager "进入视觉模块执行重置">>
|
||||
me: 好了,佩佩。不要…不要太沉迷其中。
|
||||
<<set $gameStage = 0>>
|
||||
//这里会自动执行主界面维修
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
===
|
||||
|
||||
title: Eye_sky
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 2731,-334
|
||||
---
|
||||
<<if visited("Eye_sky")==false>>
|
||||
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
|
||||
me: 佩佩,看看窗外的天空。
|
||||
peipei: 我记得天应该是蓝色的……
|
||||
<<set_EyeState EyeManager "EyeDisorder">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
peipei: 不…不应该是这个颜色,不应该是……
|
||||
<<hide_dialog>>
|
||||
<<OpenSingleButtonWindow WindowManager 非法进程检测 尝试调取记忆...未找到合法路径,调取失败>>
|
||||
<<wait 1>>
|
||||
<<if $eyeTargetTriggerCount==1>>
|
||||
<<endif>>
|
||||
<<else>>
|
||||
me: 佩佩,看看窗外的天空。
|
||||
<<set_EyeState EyeManager "EyeDisorder">>
|
||||
peipei: 医生…我…不行了……好痛……
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
<<hide_dialog>>
|
||||
<<OpenSingleButtonWindow WindowManager 非法进程检测 尝试调取记忆...未找到合法路径,调取失败>>
|
||||
<<wait 1>>
|
||||
<<endif>>
|
||||
<<wait 1>>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: Eye_computer
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 3361,-334
|
||||
---
|
||||
me: 依然没有生成颜色…和上次一样。
|
||||
me: 为什么有的东西不会生成颜色?我有点晕了…这里有太多谜团了。
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: Eye_poster
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 3153,-334
|
||||
---
|
||||
<<if visited("Eye_poster")==false>>
|
||||
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
|
||||
<<if $eyeTargetTriggerCount==1>>
|
||||
me: 佩佩所说的…诡异的颜色…是什么?
|
||||
me: 听起来和之前记忆反流产生的症状是类似的,但是应该已经没有办法产生反流了啊……
|
||||
me: 佩佩…我需要你再展示一次你看见的那个颜色…诡异的颜色。
|
||||
<<endif>>
|
||||
me: 佩佩,看看那个海报。
|
||||
peipei: 好的…医生……
|
||||
peipei: 我的头…好痛……
|
||||
<<set_EyeState EyeManager "EyeDisorder">>
|
||||
peipei: 我好像……不认识自己做的海报了。
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
<<hide_dialog>>
|
||||
<<OpenSingleButtonWindow WindowManager 非法进程检测 尝试调取记忆...未找到合法路径,调取失败>>
|
||||
<<wait 1>>
|
||||
<<if $eyeTargetTriggerCount==1>>
|
||||
|
||||
<<endif>>
|
||||
<<else>>
|
||||
me: 佩佩,看看那个海报。
|
||||
<<set_EyeState EyeManager "EyeDisorder">>
|
||||
peipei: 医生…我…不行了……好痛……
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
<<hide_dialog>>
|
||||
<<OpenSingleButtonWindow WindowManager 非法进程检测 尝试调取记忆...未找到合法路径,调取失败>>
|
||||
<<wait 1>>
|
||||
<<endif>>
|
||||
<<wait 1>>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: Eye_plant
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 2944,-335
|
||||
---
|
||||
<<if visited("Eye_plant")==false>>
|
||||
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
|
||||
<<if $eyeTargetTriggerCount==1>>
|
||||
me: 佩佩所说的…诡异的颜色…是什么?
|
||||
me: 听起来和之前记忆反流产生的症状是类似的,但是应该已经没有办法产生反流了啊……
|
||||
me: 佩佩…我需要你再展示一次你看见的那个颜色…诡异的颜色。
|
||||
<<endif>>
|
||||
me: 佩佩,看看那盆植物。
|
||||
peipei: 好痛……
|
||||
peipei: 我好像…
|
||||
<<set_EyeState EyeManager "EyeDisorder">>
|
||||
peipei: 分辨不出植物的颜色了……
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
<<hide_dialog>>
|
||||
<<OpenSingleButtonWindow WindowManager 非法进程检测 尝试调取记忆...未找到合法路径,调取失败>>
|
||||
<<wait 1>>
|
||||
me: 一样的失败调取...
|
||||
<<if $eyeTargetTriggerCount==1>>
|
||||
<<endif>>
|
||||
<<else>>
|
||||
me: 佩佩,看看那盆植物。
|
||||
<<set_EyeState EyeManager "EyeDisorder">>
|
||||
peipei: 医生…我…不行了……好痛……
|
||||
<<hide_dialog>>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
<<OpenSingleButtonWindow WindowManager 非法进程检测 尝试调取记忆...未找到合法路径,调取失败>>
|
||||
<<wait 1>>
|
||||
<<endif>>
|
||||
<<wait 1>>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: EyeCheckEnd
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 2507,50
|
||||
---
|
||||
<<if $gameStage == 7>>
|
||||
me:这里似乎没什么新的症状可收集了
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<endif>>
|
||||
<<if $isFinishedEyeCheck==-1>>
|
||||
me:这里似乎没什么新的症状可收集了
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
|
||||
<<endif>>
|
||||
// <<if $isFinishedEyeCheck==1&&gameStage == 4>>
|
||||
// <<if $eyeTargetTriggerCount == 1>>
|
||||
// 【佩佩说她很痛】
|
||||
// <<elseif $eyeTargetTriggerCount == 2>>
|
||||
// 【佩佩说她很痛】
|
||||
// <<elseif $eyeTargetTriggerCount == 3>>
|
||||
// 【佩佩说她很痛】
|
||||
// <<set $isFinishedEyeCheck=-1>>
|
||||
// //<<jump 主维修界面游戏状态检查>>
|
||||
// <<endif>>
|
||||
<<if $isFinishedEyeCheck==0&&$eyeTargetTriggerCount == 3>>
|
||||
// <<complete_task TaskManager "记录所有视觉症状">>
|
||||
me:似乎有足够的信息了,我们离开这里吧。
|
||||
<<set $isFinishedEyeCheck=-1>>
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
<<endif>>
|
||||
<<if $isFinishedEyeCheck == 2 && $stressTimer == 0>>
|
||||
<<EyeEffect_FadeOut EyeManager>>
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
me: 佩佩?
|
||||
me: 我不该让她这么做的……
|
||||
<<set $gameStage=4>>
|
||||
<<set $feverTimer=0>>
|
||||
<<SetHeat 2>>
|
||||
<<complete_task TaskManager "在视觉模块验证想象力">>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
me: 我不应该允许她这么做的…赶紧降温!
|
||||
<<if $feverTimer == 0>>
|
||||
<<ShowHeatMap>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
===
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ce7721aa60853747b251643d594a787
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
|
||||
@@ -0,0 +1,106 @@
|
||||
title: MemoryDeepIn
|
||||
tags:
|
||||
colorID: 6
|
||||
position: -579,564
|
||||
---
|
||||
<<switch_fix_system_to Memory >>
|
||||
<<if $gameStage == 7 && $isPeipeiBE == true>>
|
||||
<<jump 记忆初始化深度>>
|
||||
<<elseif $gameStage == 7 && $isPeipeiBE == false>>
|
||||
me: 我们该去做视觉色彩校准了...
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
title: 记忆初始化深度
|
||||
tags:
|
||||
colorID: 1
|
||||
position: -578,803
|
||||
---
|
||||
// <<fade_in 1>>
|
||||
// <<set $Memory1Fade_Peipei=true>>
|
||||
// <<set $Memory2Fade_Peipei=true>>
|
||||
// <<set $Memory3Fade_Peipei=true>>
|
||||
// <<wait 1>>
|
||||
// <<fade_in 1>>
|
||||
<<if $Memory1Fade_Peipei==true && $Memory2Fade_Peipei==true && $Memory3Fade_Peipei==true>>
|
||||
me: 已经完成了……
|
||||
<<complete_task TaskManager "执行手术-色彩记忆初始化">>
|
||||
me: 没有什么再继续留恋的了。
|
||||
me: 我们走吧。
|
||||
<<set $gameStage = -1>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
me: 剩下最后一步,把UF装回到左眼上。
|
||||
<<add_task TaskManager "安装UF模块">>
|
||||
->安装UF模块
|
||||
<<fade_in 1>>
|
||||
<<Temp_InstallUF>>
|
||||
<<fade_out 1>>
|
||||
<<wait 0.5>>
|
||||
->安装UF盖子
|
||||
<<fade_in 1>>
|
||||
<<Temp_InstallUFCover>>
|
||||
<<fade_out 1>>
|
||||
<<jump FinishInstall>>
|
||||
// <<EnableInstall ToolManager 左眼>>
|
||||
// <<ShowTool ToolManager UFView>>
|
||||
<<else>>
|
||||
<<if $Memory1Fade_Peipei==false>>
|
||||
->播放写生记忆
|
||||
<<PlayMemory MemoryManager true liuying1-2>>
|
||||
//<<search_memory MemoryManager "liuying1-2" true true>>
|
||||
me: 和朋友的写生,你的决心就像旷野里的绿色那样不会褪去。
|
||||
me: 人生是旷野,不是轨道……么?
|
||||
->手动进行色彩初始化
|
||||
<<ColorFadeOut MemoryManager>>
|
||||
me: 抱歉……如果不让绿色褪去,我就无法挽救你。
|
||||
<<set $Memory1Fade_Peipei=true>>
|
||||
<<jump 记忆初始化深度>>
|
||||
<<endif>>
|
||||
<<if $Memory2Fade_Peipei==false>>
|
||||
->播放夕阳记忆
|
||||
//<<search_memory MemoryManager "liuying1-1" true true>>
|
||||
<<PlayMemory MemoryManager true liuying1-1>>
|
||||
me: 啊…粉红的火烧云,夏夜晚风虫鸣和他。
|
||||
->手动进行色彩初始化
|
||||
<<ColorFadeOut MemoryManager>>
|
||||
me: 对不起,冬天要来了。
|
||||
<<set $Memory2Fade_Peipei=true>>
|
||||
<<jump 记忆初始化深度>>
|
||||
<<endif>>
|
||||
<<if $Memory3Fade_Peipei==false>>
|
||||
->播放蓝天记忆
|
||||
<<PlayMemory MemoryManager true liuying1-3>>
|
||||
//<<search_memory MemoryManager "liuying1-3" true true>>
|
||||
me: 你是因为生了什么病而被困在那个病房里呢?
|
||||
me: 我可能永远也不会知道了……
|
||||
->手动进行色彩初始化
|
||||
<<ColorFadeOut MemoryManager>>
|
||||
me: 现在这个病房将不再困扰你了……你自由了。
|
||||
<<set $Memory3Fade_Peipei=true>>
|
||||
<<jump 记忆初始化深度>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
title: 记忆初始化
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 500,-176
|
||||
---
|
||||
me: 去记忆模块执行色彩初始化吧
|
||||
// ->执行记忆初始化
|
||||
// <<hide_dialog>>
|
||||
// <<messagebox MessageBox "normal" "正在执行记忆色彩初始化……请稍候">>
|
||||
// <<wait 1>>
|
||||
// me: 对不起,佩佩…
|
||||
// <<wait 3>>
|
||||
// <<messagebox MessageBox "warning" "检查到 3 个最近访问记忆,请进入记忆模块手动处理">>
|
||||
// <<wait 2>>
|
||||
// //屏幕: 正在执行记忆色彩初始化……请稍候
|
||||
// //屏幕: 警告:只读的记忆,请进入记忆模块手动处理。
|
||||
// me: 最近访问的记忆?
|
||||
//->色彩初始化
|
||||
//<<jump 记忆初始化深度>>
|
||||
===
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2b5458aac1c72042854e25ec504f5f6
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
|
||||
@@ -0,0 +1,107 @@
|
||||
|
||||
title: PlugFinished
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: -122,-2498
|
||||
---
|
||||
<<if $PlugAll==false&&$PlugCount==6&&$gameStage==1>>
|
||||
<<set $PlugAll=true>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
<<endif>>
|
||||
===
|
||||
title: EmoPlugIn
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: -2,-3039
|
||||
---
|
||||
<<if visited("EmoPlugIn")==false>>
|
||||
<<set $PlugCount=$PlugCount+1>>
|
||||
【占位】
|
||||
<<jump PlugFinished>>
|
||||
<<endif>>
|
||||
===
|
||||
title: SpeakPlugIn
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: 240,-2640
|
||||
---
|
||||
//待编辑
|
||||
<<if visited("SpeakPlugIn")==false>>
|
||||
<<set $PlugCount=$PlugCount+1>>
|
||||
语言模块运转状况良好
|
||||
但是佩佩似乎不太爱说话
|
||||
<<jump PlugFinished>>
|
||||
<<endif>>
|
||||
===
|
||||
title: LogicPlugIn
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: 480,-3040
|
||||
---
|
||||
<<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
|
||||
|
||||
|
||||
===
|
||||
title: ColorPlugIn
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: 240,-2840
|
||||
---
|
||||
<<if visited("ColorPlugIn")==false>>
|
||||
<<set $PlugCount=$PlugCount+1>>
|
||||
待编辑
|
||||
<<jump PlugFinished>>
|
||||
<<endif>>
|
||||
|
||||
//佩佩很焦虑,不知道该怎么办了
|
||||
===
|
||||
title: MemoryPlugIn
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: 240,-3040
|
||||
---
|
||||
<<if visited("MemoryPlugIn")==false>>
|
||||
<<set $PlugCount=$PlugCount+1>>
|
||||
<<if $gameStage==1&&$feverCount==1>>
|
||||
<<wait 1>>
|
||||
【占位】:记忆正被外部大量调用中?无法访问?
|
||||
【占位】:所以这就是温度升高的原因
|
||||
【占位】:如果不解决调用源头,那么降温只是暂时的
|
||||
【占位】:我们得找到是哪里在调用记忆
|
||||
【占位】: UF是会调用记忆的,这很可疑
|
||||
【占位】: 但是外壳是不允许拆除的……
|
||||
【占位】: 无论如何,先做个头部整体检查确认下
|
||||
<<complete_task TaskManager "在记忆模块查看打孔带">>
|
||||
<<add_task TaskManager "全身检查,寻找记忆调用源头" 查找UF绘图错误的原因>>
|
||||
<<jump PlugFinished>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
|
||||
//总体表现:对工作的焦虑、虚弱的身体状态
|
||||
===
|
||||
title: UFPlugIn
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: 0,-2840
|
||||
---
|
||||
<<jump PlugFinished>>
|
||||
===
|
||||
title: EyePlugIn
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
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
|
||||
<<if visited("EyePlugIn")==false>>
|
||||
<<set $PlugCount=$PlugCount+1>>
|
||||
<<add_task TaskManager 检查视觉模块 全身检查,寻找记忆调用源头>>
|
||||
<<jump PlugFinished>>
|
||||
<<endif>>
|
||||
|
||||
===
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b71ad05f1cce9484bbaef1532457517f
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
|
||||
@@ -0,0 +1,980 @@
|
||||
title: Start
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 240,-2268
|
||||
---
|
||||
// <<fade_in 1>>
|
||||
// <<indoor_new 1>>
|
||||
<<jump VarsInit>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
title: VarsInit
|
||||
tags:
|
||||
colorID: 4
|
||||
position: 240,-2040
|
||||
---
|
||||
|
||||
<<declare $isFinishedClueBoard=false>>
|
||||
|
||||
//记录是否已经完成了UF的检查
|
||||
<<declare $isFinishedUFCheck=0>>
|
||||
|
||||
//记录是否已经完成了视觉的检查
|
||||
<<declare $isFinishedEyeCheck=0>>
|
||||
|
||||
//记录游戏阶段(1-调查症状;2-进入UF;3-尝试停止想象;4-拆除UF前尝试降温;5-拆除UF;6-分析处理方案;7-最后的处理;0-完成所有处理)
|
||||
<<declare $gameStage=1>>
|
||||
|
||||
//用来进入发烧的计时器,=0时就会发烧(TODO讨论下发烧的逻辑,感觉现在比较生硬)
|
||||
<<declare $feverTimer=0>>
|
||||
|
||||
//是否已经知道当前佩佩在发热(TODO插线报错的时候看到报错信息就会设成true,完成降温会设回0,不过怎么传true?)
|
||||
<<declare $feverTimer0Known=false>>
|
||||
|
||||
//记录玩家的选择:是否选择了记忆初始化
|
||||
<<declare $isPeipeiBE=false>>
|
||||
|
||||
//统计进入视觉后触发目标的次数,主要是用来触发第一次点击任意目标触发首次对话,以及判断是否收集够打孔带,这是完成主目标的必要目标
|
||||
<<declare $eyeTargetTriggerCount=0>>
|
||||
//方便的触发针对eyetarget的对话,如果不喜欢这种写法可以商量,然后分开写
|
||||
<<declare $currentEyeTarget="未定义">>
|
||||
|
||||
//统计进入视觉后触发目标的次数,主要是用来触发第一次点击任意目标触发首次对话,以及判断是否收集够打孔带,这是完成主目标的必要目标
|
||||
<<declare $Count=0>>
|
||||
|
||||
//提示flag,当为true时,用来弹出文字提示
|
||||
<<declare $hintFlag=false>>
|
||||
|
||||
//佩佩记忆手动初始化进度
|
||||
<<declare $Memory1Fade_Peipei = false>>
|
||||
<<declare $Memory2Fade_Peipei = false>>
|
||||
<<declare $Memory3Fade_Peipei = false>>
|
||||
//你们最开始生成了哪副画共有 1,2,3三种情况
|
||||
<<declare $imagine_PeipeiTalk2 = 1>>
|
||||
|
||||
|
||||
///【谈论对象初始化】
|
||||
<<declare $chipDiscussCount=0>>
|
||||
<<declare $ufDiscussCount=0>>
|
||||
<<declare $eyeDiscussCount=0>>
|
||||
<<declare $memDiscussCount=0>>
|
||||
<<declare $emoDiscussCount=0>>
|
||||
<<declare $logicDiscussCount=0>>
|
||||
<<declare $speakerDiscussCount=0>>
|
||||
|
||||
|
||||
///【剧情信息】
|
||||
//是否知道发烧
|
||||
<<declare $feverKnown=false>>
|
||||
//发烧的进度
|
||||
<<declare $feverCount=0>>
|
||||
//抑制想象的进度
|
||||
<<declare $stressTimer=4>>
|
||||
//是否已经看到奇怪视觉颜色
|
||||
<<declare $eyecolorKnown=false>>
|
||||
//过热时已经尝试继续检查了几次;TODO-报错信息每弹出一次这里就+1
|
||||
<<declare $feverMessageSeen=0>>
|
||||
|
||||
<<declare $UFInnerSeen=false>>
|
||||
|
||||
|
||||
<<declare $StartNode="">>
|
||||
<<declare $EndNode="">>
|
||||
<<declare $whayHeatKnown=false>>
|
||||
<<declare $whayEyeErrortKnown=false>>
|
||||
<<declare $findChipFromForClueBoard=false>>
|
||||
<<declare $memoryColorFadeKnown=false>>
|
||||
|
||||
|
||||
//插线
|
||||
<<declare $currentSocket="">>
|
||||
<<declare $PlugCount=0>>
|
||||
<<declare $PlugAll=false>>
|
||||
|
||||
<<jump 引入对话>>
|
||||
===
|
||||
|
||||
|
||||
title: 引入对话
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 239,-1813
|
||||
---
|
||||
<<load_scene PeipeiFixScene>>
|
||||
<<indoor_new 1>>
|
||||
<<character_init_new Peipei>>
|
||||
<<character_eye_new "auto_blink">>
|
||||
<<character_crying_new false>>
|
||||
<<character_face_new frown>>
|
||||
<<character_fade_in_new >>
|
||||
【占位】佩佩再次前来,她的绘图还是有问题,而且这次感觉状态不太正常
|
||||
【占位】你和她做绘图测试,但是这次她时不时伴随着头痛,会显得显得非常的暴躁和具有攻击性
|
||||
【占位】关于她的绘制,你有三种需求可以提
|
||||
->需求A
|
||||
<<set $imagine_PeipeiTalk2 = 1>>
|
||||
->需求B
|
||||
<<set $imagine_PeipeiTalk2 = 2>>
|
||||
->需求C
|
||||
//////图片上是一个阴暗的旧房间,但画面上有很多个电视机屏幕
|
||||
<<if $imagine_PeipeiTalk2 == 1>>
|
||||
<<OpenImageWindow_UFImage WindowManager UF绘图 UF占位>>
|
||||
<<elseif $imagine_PeipeiTalk2 == 2>>
|
||||
<<OpenImageWindow_UFImage WindowManager UF绘图 UF占位>>
|
||||
<<elseif $imagine_PeipeiTalk2 == 3>>
|
||||
<<OpenImageWindow_UFImage WindowManager UF绘图 UF占位>>
|
||||
<<endif>>
|
||||
<<fade_out 1>>
|
||||
【占位】你看到她的画中色彩混乱,有很多glitch,你们决定去诊室深度检查下
|
||||
<<hide_dialog>>
|
||||
<<EnableAndWaitForClosingUFImage WindowManager>>
|
||||
<<set $gameStage=1>>
|
||||
<<jump 诊断初始化>>
|
||||
===
|
||||
title: 诊断初始化
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 240,-1335
|
||||
---
|
||||
<<fade_in 1>>
|
||||
<<switch_fix_system_to "BodyModule">>
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
<<SetModuleState_CantStopRunning Memory true>>
|
||||
<<SetHeat 1>>
|
||||
//<<SetReapirState ToolManager UF盖子 false>>
|
||||
//<<SetInstall ToolManager 色觉 false>>
|
||||
//<<SetIsRunning ViewManager MemoryView true>>
|
||||
<<wait 0.5>>
|
||||
<<fade_out 0.5>>
|
||||
【占位】打开面板后,这里涌入了一大堆打孔带
|
||||
->【占位】清理
|
||||
【占位】把打孔带清理一下
|
||||
<<wait 1>>
|
||||
【占位】我们或许应该去记忆看一下这些打孔带
|
||||
<<add_task TaskManager 查找UF绘图错误的原因>>
|
||||
<<add_task TaskManager 在记忆模块查看打孔带 查找UF绘图错误的原因>>
|
||||
<<task_moveIn TaskManager>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
===
|
||||
|
||||
|
||||
title: 主维修界面游戏状态检查
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 238,-441
|
||||
---
|
||||
<<if $gameStage == 0>>//结尾talk
|
||||
<<jump 流程结束>>
|
||||
|
||||
<<elseif $gameStage == 1>>//最开始刚进入,生成了一堆打孔带
|
||||
<<if $isFinishedEyeCheck==-1>>//检查过视觉了
|
||||
<<complete_task TaskManager 检查视觉模块>>
|
||||
<<if $PlugAll==false>>
|
||||
【占位】继续全身检查吧
|
||||
<<elseif $PlugAll==true>>
|
||||
<<complete_task TaskManager 全身检查,寻找记忆调用源头>>
|
||||
<<wait 1>>
|
||||
【占位】都检查完了,没有发现有和记忆调用相关的线索
|
||||
<<SetHeat 1>>
|
||||
<<set $feverTimer=0>>
|
||||
<<wait 1>>
|
||||
【占位】再次发热,需要降温
|
||||
<<ShowHeatMap>>
|
||||
<<add_task TaskManager "给佩佩降温">>
|
||||
<<endif>>
|
||||
<<elseif $isFinishedEyeCheck!=-1&&$PlugAll==true>>//没检查视觉,但是全身都插了
|
||||
【占位】其他地方似乎都没什么问题
|
||||
【占位】视觉里还有报错,我们或许应该去深入检查下
|
||||
<<endif>>
|
||||
|
||||
|
||||
<<elseif $gameStage == 2>>//拆除了UF外壳,可以看UF的内部了,看完分析完到下个阶段
|
||||
|
||||
<<if $UFInnerSeen>>//看完UF内部后的发热
|
||||
<<complete_task TaskManager "对UF内部进行检查">>
|
||||
me: 时间不多了,我必须赶紧找到治疗方法
|
||||
me: 希望还来得及……先让佩佩休息下吧
|
||||
me: 佩佩,可以休息一下了。我现在需要对已有的症状进行分析。
|
||||
<<jump ClueBoard>>
|
||||
<<endif>>
|
||||
|
||||
<<elseif $gameStage == 3>>//验证想象力
|
||||
//准备尝试停止想象
|
||||
|
||||
<<elseif $gameStage == 4>>//验证想象力失败,降温
|
||||
|
||||
|
||||
<<elseif $gameStage == 5>> //拆除UF
|
||||
|
||||
<<elseif $gameStage == 6>>//想象力失败,拆掉UF后等待佩佩苏醒
|
||||
|
||||
<<elseif $gameStage == 7>>//手术
|
||||
<<if $isPeipeiBE==true>>
|
||||
<<add_task TaskManager "执行手术-色彩记忆初始化">>
|
||||
<<task_moveIn TaskManager>>
|
||||
<<jump 记忆初始化>>
|
||||
<<else>>
|
||||
<<add_task TaskManager "安装色觉晶圆">>
|
||||
->安装色觉晶圆
|
||||
<<fade_in 1>>
|
||||
<<Temp_InstallChip>>
|
||||
<<fade_out 1>>
|
||||
<<wait 0.5>>
|
||||
<<jump FinishInstall>>
|
||||
// <<task_moveIn TaskManager>>
|
||||
// <<ShowTool ToolManager Chip>>
|
||||
// <<EnableInstall ToolManager 色觉>>
|
||||
<<endif>>
|
||||
//最后的处理
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: ClueBoard
|
||||
tags:
|
||||
colorID: 1
|
||||
position: -182,-616
|
||||
---
|
||||
//【暂时废弃】
|
||||
//<<fade_in 1>>
|
||||
<<switch_fix_system_to Clinic>>
|
||||
//<<move_out_fix>>
|
||||
<<jump 打开ClueBoard>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
title: 结论1
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -188,-408
|
||||
---
|
||||
【占位】告诉佩佩病理和病因
|
||||
【占位】现在只有两个方式,记忆色彩抹除或者佩佩自己中止
|
||||
【占位】佩佩暴躁的表示绝对不能做记忆色彩抹除
|
||||
【占位】接着又冷静下来问你如何做到自己终止
|
||||
【占位】你和她解释了未知进程的定义
|
||||
【占位】她感到有点困惑,询问你就是说不要想象么?
|
||||
【占位】你告诉他这么描述也差不多,就是停止想象
|
||||
<<character_face character "frown">>
|
||||
peipei: 该怎么做才能停止想象?我不明白。
|
||||
->让佩佩保持专注
|
||||
me: 佩佩,我需要你振作起来。
|
||||
me: 不要想别的事情,保持专注,控制住你的思绪。
|
||||
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。你不想要被抹除记忆的色彩,你也不想要被<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。
|
||||
->让佩佩放松
|
||||
me: 别害怕,佩佩。你生病了,这不是你的错。
|
||||
me: 我知道你很痛苦,这场治疗结束你就康复了。很快就结束了。
|
||||
me: 我需要你配合才能完成这场治疗,我希望你能保持轻松,不要太紧张。
|
||||
peipei: 好的,这不是我的错……这不是我的错。
|
||||
peipei: 很快就结束了……
|
||||
me: 很好,现在闭上眼睛。
|
||||
<<character_face character "default">>
|
||||
<<character_eye character "close">>
|
||||
peipei: 好。
|
||||
->提示佩佩想象罐头
|
||||
me: 你说过UF给你输入了很多关于罐头的图像,你可以试着回忆一下那些图像,那些应该是安全的。
|
||||
peipei: 好的…我这就做……
|
||||
peipei: 罐头……罐头……还是罐头。
|
||||
peipei: 罐头在什么地方呢?是在海报上,还是有人拿着它?嘶…
|
||||
me: 什么也没有,就只想像罐头。
|
||||
->提示佩佩想象黑白的图像
|
||||
me: 你看到的画面本来就是黑白的,那么你应该也可以想象黑白的世界吧?
|
||||
peipei: 我可以……
|
||||
peipei: 不……好像我越去想象黑白,就反而越有颜色了。
|
||||
me: 放轻松,就想象你本来就看不到颜色。想象你是一个先天看不见颜色的孩子。
|
||||
peipei: 我先天就看不见颜色……
|
||||
peipei: 我还是…会时不时地……医生,我的脑子好乱…痛……
|
||||
->提示佩佩什么都不要想
|
||||
me: 保持什么也不要想,深呼吸。
|
||||
peipei: 什么也不想……
|
||||
peipei: ……这意味着我该想象一片黑色吗?
|
||||
me: 不,黑色是你看到的东西,不是你想象出来的。你就盯着视野中间一个点,什么也不要做。
|
||||
peipei: 但我好像看到了我自己的鼻子,那是我想象出来的吗?我分不清…但是它又开始痛了……
|
||||
me: 是的,那也是你的想象。你什么也看不到。
|
||||
me: 有一个方法来清空你的思绪。
|
||||
me: 如果你无法控制你的大脑活动,试着说“停止”。
|
||||
peipei: 就……说出来吗?
|
||||
me: 是的。一旦你意识到这不是你想要去想的东西,就对自己喊“停止”,然后你就会停下来。
|
||||
peipei: 让我试试……
|
||||
->让佩佩保持一段时间
|
||||
peipei: ……
|
||||
peipei: 停止。
|
||||
me: 很好,就保持这样。
|
||||
peipei: ……
|
||||
peipei: 停止。很好……
|
||||
peipei:……
|
||||
me: ……
|
||||
me: 好了。现在感觉如何?
|
||||
peipei: 我不知道,我觉得现在好像很没有想象力。也许。
|
||||
// <<complete_task TaskManager "帮助佩佩停止想象">>
|
||||
// <<add_task TaskManager "验证想象力猜想">>
|
||||
me: 那我们试试吧…在视觉模块验证一下吧。
|
||||
<<set $isFinishedEyeCheck=1>>
|
||||
<<set $gameStage=3>>
|
||||
//<<fade_in 1>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
//<<delete_line LineManager MemoryEye>>
|
||||
//<<SetReapirState ToolManager YF true>>
|
||||
//<<SetReapirState ToolManager UFView true>>
|
||||
<<SetHeat 0>>
|
||||
<<set $feverCount=3>>
|
||||
<<set $feverTimer=0>>
|
||||
//<<SetReapirState ToolManager UF盖子 true>>
|
||||
//<<SetInstall ToolManager 色觉 false>>
|
||||
//<<fade_out 1>>
|
||||
<<set_EyeState EyeManager "CannotImagineColor">>
|
||||
<<add_task TaskManager "在视觉模块验证想象力">>
|
||||
<<task_moveIn TaskManager>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 流程结束
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 244,1068
|
||||
---
|
||||
<<complete_task TaskManager "患者主诉:UF绘图结果异常">>
|
||||
me: 我们出去聊吧
|
||||
// <<fade_in 1>>
|
||||
<<switch_fix_system_to Clinic>>
|
||||
// <<move_out_fix>>
|
||||
// <<character_init character Peipei>>
|
||||
// <<fade_out 1>>
|
||||
// <<character_fade_in character>>
|
||||
// <<character_eye character "auto_blink">>
|
||||
<<if $isPeipeiBE==false>>
|
||||
【佩佩感谢医生,并且准备出去转一转】
|
||||
-> 尽快回来
|
||||
-> 注意安全
|
||||
-> 跑的越远越好
|
||||
<<jump 第二天结束>>
|
||||
|
||||
<<else>>
|
||||
<<jump 游戏结束>>
|
||||
<<endif>>
|
||||
===
|
||||
title: 第二天结束
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -33,1347
|
||||
---
|
||||
<<fade_in 1>>
|
||||
佩佩没有回来
|
||||
对此,你并不是完全没有预料
|
||||
对于热爱色彩的她来说,重新获得用自己眼睛看世界的机会
|
||||
是无法克制不去吮吸的
|
||||
但是佩佩能就这样一走了之么?
|
||||
【佩佩未完待续】
|
||||
<<jump 后话>>
|
||||
===
|
||||
title: 游戏结束
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 507,1343
|
||||
---
|
||||
<<fade_in 1>>
|
||||
自此之后你再没有见过佩佩
|
||||
你没有在回收名单上见到她,但是总觉得,好像什么东西已经消失了
|
||||
【佩佩Bad Ending】
|
||||
<<jump 后话>>
|
||||
===
|
||||
title: 后话
|
||||
tags:
|
||||
colorID: 6
|
||||
position: 273,1675
|
||||
---
|
||||
感谢游玩《艾比斯之梦》的早期demo
|
||||
为当前demo中对您造成困惑的设计,bug等等不佳体验抱歉
|
||||
欢迎微信联系:15209116298 或QQ群325268983进行反馈
|
||||
非常感谢
|
||||
===
|
||||
|
||||
|
||||
title: FinishedReapir
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: -540,-1042
|
||||
---
|
||||
<<if $gameStage==1>>
|
||||
<<set $gameStage=2>>
|
||||
<<jump 检测UF外壳螺丝移除>>
|
||||
<<elseif $gameStage==5>>
|
||||
//<<ExitRepairMode ToolManager>>
|
||||
<<jump 检查UF固定螺丝移除>>
|
||||
<<endif>>
|
||||
|
||||
|
||||
//<<jump 主维修界面游戏状态检查>>
|
||||
===
|
||||
|
||||
|
||||
title: 第一次降温
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1336,-1235
|
||||
---
|
||||
<<SetHeat 0>>
|
||||
<<set $feverCount=1>>
|
||||
<<set $feverTimer=1>>
|
||||
<<set $feverMessageSeen=0>>
|
||||
<<complete_task TaskManager "对佩佩进行降温">>
|
||||
me: 好的…温度降下来了。
|
||||
peipei: 呼…忽然……好多了。
|
||||
me: 还不能放松…这只是暂时的。
|
||||
me: 看起来…发热的核心来源就是记忆模块。
|
||||
【占位】我们需要去查看下这是怎么回事
|
||||
|
||||
<<HideHeatMap>>
|
||||
<<set $gameStage=1>>
|
||||
<<set $hintFlag=true>>
|
||||
<<jump 主维修界面游戏状态检查 >>
|
||||
===
|
||||
title: 第二次降温
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1365,-1025
|
||||
---
|
||||
<<SetHeat 0>>
|
||||
<<set $feverCount=2>>
|
||||
<<set $feverTimer=1>>
|
||||
me: 呼,总算……
|
||||
<<complete_task TaskManager "给佩佩降温">>
|
||||
me: 佩佩,头还痛吗?
|
||||
peipei: ……嗯?…医生……不痛了…………
|
||||
me: 她已经太虚弱了。照这个势头下去……
|
||||
me: 下一次温度上来可能就压不下去了。
|
||||
me: 佩佩恐怕撑不过下一次发热,时间不多了。
|
||||
me: 我们需要理清楚一下现在的状况
|
||||
<<HideHeatMap>>
|
||||
<<jump 打开ClueBoard>>
|
||||
===
|
||||
|
||||
title: 存档1
|
||||
tags:
|
||||
colorID: 6
|
||||
position: -334,-1619
|
||||
---
|
||||
//<<fade_in 1>>
|
||||
<<wait 1>>
|
||||
<<fade_out 1>>
|
||||
me: 绘图错误、发热、甚至还有一条索引向UF内部的打孔带……一切都指向了UF。
|
||||
me: 我需要根据直觉行事了……
|
||||
me: 直接UF拆开来进行内部检查…或者继续找找线索。
|
||||
->拆开UF
|
||||
//<<add_task TaskManager "拆开UF外壳">>
|
||||
管不了那么多了…来吧。
|
||||
<<hide_dialog>>
|
||||
<<fade_in 1>>
|
||||
<<Temp_RemoveUFCover>>
|
||||
<<fade_out 1>>
|
||||
<<wait 0.5>>
|
||||
<<jump FinishedReapir>>
|
||||
===
|
||||
|
||||
// title: 第三次降温
|
||||
// tags:
|
||||
// colorID: 8
|
||||
// position: 1626,-804
|
||||
// ---
|
||||
// //暂时废弃,降温减少一次,现在第四次改为第三次
|
||||
// //TODO-玩家有可能会跳过第二次发热,如果那样,第二次和第三次降温结束的对话需要做一些融合
|
||||
// //TODO-最理想的情况:玩家找完视觉会被允许继续插线找线索,如果这么做就在插了一些之后再报第三次,如果直接拆UF就得满足上一条TODO的结论
|
||||
// <<SetHeat 0>>
|
||||
// <<set $feverCount=3>>
|
||||
// <<set $feverTimer=1>>
|
||||
// <<add_task TaskManager "给佩佩降温">>
|
||||
// me: 我想下一次发热,不会这么简单了...
|
||||
// <<jump 主维修界面游戏状态检查>>
|
||||
// ===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 降温成功
|
||||
tags:
|
||||
colorID: 6
|
||||
position: 1332,-1465
|
||||
---
|
||||
//TODO-等发热检测和降温拆开之后,这里改为仅用作降温完毕的对话
|
||||
<<if $feverCount == 0>>
|
||||
<<jump 第一次降温>>
|
||||
<<elseif $feverCount == 1>>
|
||||
//<<add_task TaskManager "对佩佩进行降温">>
|
||||
<<jump 第二次降温>>
|
||||
<<elseif $feverCount == 2>>
|
||||
//<<add_task TaskManager "对佩佩进行降温">>
|
||||
<<jump 第四次降温>>
|
||||
<<endif>>
|
||||
<<jump 主维修界面游戏状态检查 >>
|
||||
===
|
||||
title: 降温失败
|
||||
tags:
|
||||
colorID: 6
|
||||
position: 1697,-1468
|
||||
---
|
||||
//TODO-等发热检测和降温拆开之后,这里改为仅用作降温完毕的对话
|
||||
//<<add_task TaskManager "对佩佩进行降温">>
|
||||
<<jump 第四次降温>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 绘图测试
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 240,-1599
|
||||
---
|
||||
【生成图片】
|
||||
【图片看起来有问题】
|
||||
//TODO确认:这里怎么确认图片的问题,要用clueboard吗?
|
||||
me: 看起来出图表现似乎比上次的还糟糕
|
||||
peipei: 陷入恐慌,不知道该怎么办
|
||||
peipei: 忽然感觉头晕
|
||||
->关注头晕的问题
|
||||
me: 除了头晕呢?我看到你在出汗。
|
||||
peipei: 汗?啊确实,我感觉身体很烫
|
||||
me: 这似乎不只是焦虑引起的躯体化反应……
|
||||
<<set $feverKnown=true>>
|
||||
->开始治疗
|
||||
->直接开始治疗
|
||||
<<jump 诊断初始化>>
|
||||
===
|
||||
title: EGCViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1170,-3043
|
||||
---
|
||||
//检视心率仪时的对话
|
||||
===
|
||||
title: ScreenViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1160,-2840
|
||||
---
|
||||
//检视右侧屏幕时的对话
|
||||
===
|
||||
title: MessageViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 920,-2840
|
||||
---
|
||||
//检视报错信息时的对话
|
||||
===
|
||||
title: IndicatorViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 920,-3040
|
||||
---
|
||||
//检视报警灯时的对话
|
||||
===
|
||||
title: 系统过热
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1032,-1298
|
||||
---
|
||||
<<if $feverMessageSeen==0>>
|
||||
<<set $feverMessageSeen = $feverMessageSeen + 1>>
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
me: …过热?
|
||||
peipei: 医生…头…又开始痛了……
|
||||
me: 头痛…原来是因为佩佩正在发热!没想到竟然这么严重……
|
||||
me: 这个温度已经接近了警戒线,继续升高就会有生命危险…
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
me: 先别管什么线索了…必须先进行降温。
|
||||
<<hide_dialog>>
|
||||
<<add_task TaskManager "对佩佩进行降温">>
|
||||
<<ShowHeatMap>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
title: 拆开UF对话
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -332,-1411
|
||||
---
|
||||
暂时废弃
|
||||
//TODO-拆开UF怎么进入?理论上它是一个完全不同的深入,不知道怎么引入——似乎可以用ViewDialogue?
|
||||
////Chun:由于交互改变,暂时废弃,先参照EnterReapirMode
|
||||
// 【靠近UF,看到上面的封条】
|
||||
// 【封条:禁止私自拆开,一旦检测到拆开将自动通知行政部门】
|
||||
// me: 管不了那么多了…报警就报警吧。
|
||||
// me: 佩佩现在的情况足够特殊了…我相信我能解释清楚的。
|
||||
// ->移除UF外壳螺丝
|
||||
// ->移除UF固定螺丝
|
||||
// me: 现在就直接拆除它太草率了…至少先打开看看吧。
|
||||
// ->移除UF外壳螺丝
|
||||
// <<jump 检测UF外壳螺丝移除>>
|
||||
===
|
||||
title: 准备拆除UF
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -334,-1853
|
||||
---
|
||||
me: 虽然说UF上写着“非特殊情况禁止移除外壳”…
|
||||
me: 但是…我的患者已经有生命危险,这不是特殊情况的话…什么是?
|
||||
me: 而且……
|
||||
<<wait 1>>
|
||||
me: 绘图错误、发热、甚至还有一条索引向UF内部的打孔带……一切都指向了UF。
|
||||
me: 我需要根据直觉行事了……
|
||||
me: 直接UF拆开来进行内部检查…或者继续找找线索。
|
||||
->拆开UF
|
||||
//<<add_task TaskManager "拆开UF外壳">>
|
||||
管不了那么多了…来吧。
|
||||
<<hide_dialog>>
|
||||
<<fade_in 1>>
|
||||
<<Temp_RemoveUFCover>>
|
||||
<<fade_out 1>>
|
||||
<<wait 0.5>>
|
||||
<<jump FinishedReapir>>
|
||||
// <<ShowTool ToolManager ScrewDriver>>
|
||||
// <<EnableReapir ToolManager UF盖子>>
|
||||
->继续寻找线索
|
||||
//TODO-理论上这里会回到主维修界面游戏状态检查,自由活动一会再死,但先这么写了
|
||||
//TODO-似乎更好的处理是说完之后就把玩家丢回主界面,玩家可以自己找出螺丝刀拆UF,也可以在外面拖时间
|
||||
//接着上面的TODO,理论上如果你省了一次发热,可以在这里赚回一条命,然后强提示进拆开UF
|
||||
<<fade_in 1>>
|
||||
【占位结局:你找了很久,没有找到更多的线索,佩佩紧接着又发生了发热,而你的工具无法有效降温,这导致佩佩停止了呼吸,你被追责,游戏结束】
|
||||
->返回上一个存档点
|
||||
//<<SetHeat 1>>
|
||||
<<jump 存档1>>
|
||||
===
|
||||
|
||||
|
||||
title: 检测UF外壳螺丝移除
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -170,-1066
|
||||
---
|
||||
//TODO-需要一个命名规范?
|
||||
//<<complete_task TaskManager "拆开UF外壳">>
|
||||
<<wait 0.5>>
|
||||
me: 啊,这是...
|
||||
me: 色觉晶圆?怎么会在这里...
|
||||
me: 好吧,现在没时间在意这个了...
|
||||
// me: 好了…赶紧看看这里有什么值得注意的东西吧。
|
||||
// ->把打孔带/二维码喂给读卡槽
|
||||
// me: 果然这个带子是可以用的!
|
||||
// me: 所以这里到底发生了什么?为什么视觉会从UF索引素材呢……
|
||||
me: 这里有插孔了,可以去检查看看了
|
||||
<<add_task TaskManager "对UF内部进行检查" 全身检查,寻找记忆调用源头>>
|
||||
//<<ExitRepairMode ToolManager>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
//<<jump UF学习画面>>
|
||||
===
|
||||
|
||||
|
||||
title: UF探索完毕
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -169,-854
|
||||
---
|
||||
<<set $UFInnerSeen=true>>
|
||||
<<switch_fix_system_to "BodyModule">>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
===
|
||||
|
||||
title: 第四次降温
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1381,-772
|
||||
---
|
||||
me: 不…温度怎么也降不下来!
|
||||
【稍加思索,没有时间了,现在唯一想到的办法就是拆除UF】
|
||||
me: 只有这样了…先把热源给移除了。
|
||||
<<HideHeatMap>>
|
||||
<<add_task TaskManager "拆除UF模块">>
|
||||
<<set $gameStage=5>>
|
||||
->拆除UF
|
||||
<<Temp_RemoveUF>>
|
||||
<<jump FinishedReapir>>
|
||||
//TODO-改成程序控制允许拆外壳螺丝——理论上直接弹出工具了应该——感觉似乎不弹出,让玩家自己取会更好?
|
||||
//<<jump 主维修界面游戏状态检查>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
title: 检查UF固定螺丝移除
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -541,-628
|
||||
---
|
||||
//【移除了所有UF的螺丝,取下UF,发热停止了】
|
||||
<<set $feverCount=4>>
|
||||
<<set $feverTimer=-1>>
|
||||
<<SetHeat 0>>
|
||||
<<complete_task TaskManager "拆除UF模块">>
|
||||
<<SetModuleState_CantStopRunning Memory false>>
|
||||
<<add_task TaskManager "对佩佩进行降温">>
|
||||
me: 好…现在热源被移除了。
|
||||
me: 看起来系统似乎正在恢复正常……
|
||||
me: 佩佩?
|
||||
peipei: …
|
||||
me: 她暂时昏迷过去了……
|
||||
me: 没事了,佩佩。没事了……
|
||||
me: 结束了…暂时。
|
||||
me: 她会醒过来的。
|
||||
me: 让她在这里休息一会吧……
|
||||
<<set $gameStage=6>>
|
||||
<<jump 等待佩佩苏醒>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 等待佩佩苏醒
|
||||
tags:
|
||||
colorID: 1
|
||||
position: -543,-283
|
||||
---
|
||||
<<fade_in 1>>
|
||||
<<switch_fix_system_to Clinic>>
|
||||
<<move_out_fix>>
|
||||
<<fade_out 1>>
|
||||
【占位】看来这个未知进程...或者说,想象,不是那么容易就被停止的
|
||||
【占位】那么剩下的方案就只有...色彩抹除了
|
||||
【占位】好了...佩佩需要休息,我...我也需要休息下
|
||||
<<fade_in 1>>
|
||||
<<wait 1>>
|
||||
peipei: 医生?
|
||||
<<jump 结论2>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 结论2
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -286,192
|
||||
---
|
||||
<<set $gameStage=7>>
|
||||
me: 佩佩?
|
||||
<<CloseClueBoard ClueBoard>>
|
||||
//TODO-佩佩出现
|
||||
<<character_init character Peipei>>
|
||||
<<character_fade_in character>>
|
||||
<<character_eye character "auto_blink">>
|
||||
<<character_face character frown>>
|
||||
<<fade_out 1>>
|
||||
me: 你醒了……
|
||||
peipei: 我感觉到了……
|
||||
peipei: UF…它不在了。
|
||||
peipei: 好轻…我好像……
|
||||
peipei: 我好像在飘一样。
|
||||
me: 那是因为你刚才经历了严重的发热风暴,
|
||||
me: 你的身体还很虚弱。
|
||||
peipei: 哈哈…原来如此。
|
||||
peipei: 我失败了,是吗?
|
||||
peipei: 为了让我活下来…你就把UF拆掉了。
|
||||
me: 是的,暂时。
|
||||
peipei: 暂时……
|
||||
peipei: 是啊。
|
||||
peipei: 有那么一刻,我以为我真的要离开这里了……
|
||||
<<character_eye character "close">>
|
||||
peipei: 离开这个令人折磨的处境。
|
||||
peipei: 我还以为这只是个台阶…
|
||||
peipei: 呼……
|
||||
peipei: ……
|
||||
<<wait 2>>
|
||||
me: 你怎么了?又感觉不舒服吗?
|
||||
peipei: 没有,医生。我好得很。
|
||||
peipei: 我只是在…享受没有疼痛的呼吸。
|
||||
peipei: 原来没有疼痛的感觉是这么好……
|
||||
me: 没有疼痛?
|
||||
peipei: 我才意识到。
|
||||
peipei: 原来我的左眼一直在痛…
|
||||
peipei: 直到现在才停止。
|
||||
peipei: 这已经有多久了?
|
||||
peipei: 我竟然一直没有意识到吗?
|
||||
peipei: 我是不是搞错了什么……
|
||||
peipei: 我上一次画画是什么时候?
|
||||
peipei: 这是…我想要的吗?
|
||||
<<wait 1>>
|
||||
<<character_eye character "auto_blink">>
|
||||
peipei: 医生……
|
||||
peipei: 我有一个请求。
|
||||
me: 什么?
|
||||
peipei: 你说过,UF里面有我的色彩晶圆,对吧
|
||||
【占位】这里需要确保在clueboard连接上,并且在上次诊疗谈话中和佩佩谈论这件事
|
||||
peipei: 既然已经拆除了UF…
|
||||
peipei: 就请再帮我把我的晶圆装到它原本应该在的地方吧。
|
||||
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。
|
||||
me: (【占位】佩佩的请求并不过分,为什么不让她获得一点喘息呢?)
|
||||
me: (【占位】但是,或许这种得到又失去的感觉,会让她更痛苦?)
|
||||
me: (【占位】何况,如果不进行记忆色彩清除,症状会不会...)
|
||||
me: (【占位】我该怎么做?)
|
||||
->建议直接进行色彩抹除
|
||||
me: 在重新看见颜色之后,又立刻再次失去它吗?
|
||||
me: 这真的会是一种好的体验吗?
|
||||
peipei: 我不知道…医生。
|
||||
peipei: 我只是忽然这么想。
|
||||
->建议直接进行色彩抹除
|
||||
me: 你不会想这么做的。
|
||||
me: 况且…你刚刚发生了排异反应,这已经足够让我头疼了……
|
||||
me: 我不知道这会不会诱发什么更复杂的问题。
|
||||
me: 你是我的病人,我不能把我的病人置于任何危险之中。
|
||||
peipei: 医生…求你了。
|
||||
<<character_crying character true>>
|
||||
peipei: 求你了……
|
||||
peipei: 我不要那样…
|
||||
peipei: 我不要忘掉那些色彩……
|
||||
->建议直接进行色彩抹除
|
||||
me: 佩佩…
|
||||
me: 你知道你终将失去那些色彩的,对吧
|
||||
me: 短暂的获得终将失去的美好
|
||||
me: ......
|
||||
me: 我想你会更痛苦
|
||||
<<character_eye character "close">>
|
||||
peipei:......
|
||||
me: 【占位】另外,如果不进行记忆色彩抹除,我不知道你身体里的那个进程会不会什么时候又开始活跃
|
||||
me: 那很危险,我不想将你置于危险之中
|
||||
peipei:......
|
||||
peipei:......
|
||||
<<character_eye character "open">>
|
||||
peipei: 我会记得我曾经有过那些彩色的记忆吗?
|
||||
me: 你只会记得你曾经有一些记忆…
|
||||
me: 但不再记得它们是什么了。
|
||||
me: 就像梦一样。
|
||||
peipei: 就像梦一样…
|
||||
peipei: 医生……
|
||||
<<character_eye character "close">>
|
||||
peipei: 请把它们清除得干净一些。
|
||||
peipei: 不要让我痛苦……
|
||||
me: ……
|
||||
me: 我会的。
|
||||
peipei: 我们去维修室吧。
|
||||
<<set $isPeipeiBE=true>>
|
||||
//<<fade_in 1>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
//<<delete_line LineManager MemoryEye>>
|
||||
//<<SetReapirState ToolManager UFView true>>
|
||||
//<<SetInstall ToolManager 色觉 false>>
|
||||
//<<fade_out 1>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
//<<jump 记忆初始化>>
|
||||
->同意安装色觉晶圆
|
||||
me: ……
|
||||
me: 好吧。
|
||||
me: 但你会回来的,对吧?
|
||||
->同意安装色觉晶圆
|
||||
me: 这意味着你会在看到颜色之后很快就失去它…你能接受吗?
|
||||
me: ……
|
||||
me: 你会回来的,对吧?
|
||||
->同意安装色觉晶圆
|
||||
me: 我可以这么做。
|
||||
me: 但这意味着你会在看到颜色之后很快就失去它…
|
||||
me: 你又会带着它去哪呢?
|
||||
<<character_crying character false>>
|
||||
peipei: 医生……
|
||||
peipei: 如果你离开这里…你会去哪里?
|
||||
me: 我…
|
||||
//这里根据之前玩家的选择做不同分支
|
||||
<<if $imagine_PeipeiTalk2 == 1>>
|
||||
peipei: 你说过你会想回到海边…
|
||||
<<elseif $imagine_PeipeiTalk2 == 2>>
|
||||
peipei: 你说过你会想上月球去看看…
|
||||
<<elseif $imagine_PeipeiTalk2 == 2>>
|
||||
peipei: 你说过你会想去我生活过的地方看看…
|
||||
<<endif>>
|
||||
peipei: 但我是说真的,现在,你从这间诊所离开了
|
||||
peipei: 你会去哪里?
|
||||
me: 我不知道。
|
||||
me: 我好像…无处可去。
|
||||
peipei: 我们都没有也没有任何机会真的逃走。
|
||||
peipei: 不是吗?
|
||||
peipei: 我们都是没有家的人。
|
||||
peipei: 我的家在很远很远的南方……
|
||||
peipei: 但是那个地方已经早就不存在了。
|
||||
peipei: 我所拥有的…也就只有那些记忆罢了。
|
||||
peipei: 我能去的只有幸福市…只有这个罐头厂。
|
||||
peipei: 所以,我不可能离开的。医生。
|
||||
peipei: 求求你了,帮我把晶圆装上去吧。
|
||||
me: ……
|
||||
me: 好吧,我会给你装的。
|
||||
// <<complete_task TaskManager "与患者沟通手术方案">>
|
||||
// <<add_task TaskManager "安装色觉晶圆">>
|
||||
<<character_eye character "auto_blink">>
|
||||
<<character_face character smile>>
|
||||
peipei: 太好了!
|
||||
peipei: 太好了…谢谢你,医生!
|
||||
peipei: 我们去维修室吧
|
||||
//<<move_to_fix>>
|
||||
//<<fade_in 1>>
|
||||
<<switch_fix_system_to BodyModule>>
|
||||
//<<delete_line LineManager MemoryEye>>
|
||||
<<SetHeat 0>>
|
||||
<<set $feverCount=4>>
|
||||
<<set $feverTimer=-1>>
|
||||
//<<SetReapirState ToolManager UFView true>>
|
||||
//<<SetInstall ToolManager 色觉 false>>
|
||||
//<<fade_out 1>>
|
||||
//这里可能存在一些初始化问题,我之后修复,或者先存另一个场景
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
title: 安装晶圆
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -75,748
|
||||
---
|
||||
<<complete_task TaskManager "安装色觉晶圆">>
|
||||
me: 装好了……
|
||||
peipei: 可是我还没有看见颜色……
|
||||
me: 那是因为还没做重置。
|
||||
<<add_task TaskManager "进入视觉模块执行重置">>
|
||||
me: 只要进视觉做一次重置…就好了。
|
||||
<<set_EyeState EyeManager "CannotImagineColor">>
|
||||
<<set $gameStage=0>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: FinishInstall
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -309,564
|
||||
---
|
||||
<<if $gameStage==7>>
|
||||
<<if $isPeipeiBE==true>>
|
||||
<<complete_task TaskManager "安装UF模块">>
|
||||
<<set $gameStage=0>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
<<else>>
|
||||
<<jump 安装晶圆>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
===
|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"**/*~/*"
|
||||
],
|
||||
"localisation": {},
|
||||
"baseLanguage": "zh-CHS",
|
||||
"compilerOptions": {}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
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|
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|
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||||
@@ -0,0 +1,146 @@
|
||||
title: UFDeepIn
|
||||
tags:
|
||||
colorID: 6
|
||||
group:UFConsole
|
||||
position: 2898,-2205
|
||||
---
|
||||
<<switch_fix_system_to UF>>
|
||||
【占位】进入UF控制台
|
||||
<<jump EnterUFConsole>>
|
||||
|
||||
===
|
||||
title: EnterUFConsole
|
||||
tags:
|
||||
colorID: 6
|
||||
group:UFConsole
|
||||
position: 3242,-2162
|
||||
---
|
||||
<<if visited("EnterUFConsole")==false>>
|
||||
【占位说明】UF进程目前还未讨论达成一致,仅为尝试而制作的究极破产版
|
||||
【占位说明】这里之后考虑做成一个交互式的console
|
||||
【占位】现在进入了UF的控制台,我们在这里找找线索
|
||||
<<declare $TryEndUnknowProgress = false>>
|
||||
<<declare $TryEndLearningProgress = false>>
|
||||
<<declare $TryEndDrawProgress = false>>
|
||||
<<declare $ReadUnknowPorgressDetail = false>>
|
||||
<<declare $ReadLearningPorgressDetail = false>>
|
||||
<<declare $ReadDrawPorgressDetail = false>>
|
||||
<<endif>>
|
||||
<<jump ProcessManager>>
|
||||
|
||||
|
||||
<<play_loop_audio UFlearning>>
|
||||
|
||||
===
|
||||
title: ProcessManager
|
||||
tags:
|
||||
colorID: 6
|
||||
group:UFConsole
|
||||
position: 3245,-1946
|
||||
---
|
||||
<<declare $selectedProcess = "">>
|
||||
<<declare $processAState = "90%">>
|
||||
<<declare $processBState = "10%">>
|
||||
<<declare $processCState = "0%">>
|
||||
<<declare $processAprivilege = "仅用户">>
|
||||
<<declare $processBprivilege = "神秘代号">>
|
||||
<<declare $processCprivilege = "开放">>
|
||||
【UF控制台】调取进程
|
||||
-> 查看未定义进程 内存占用:{$processAState}
|
||||
<<set $selectedProcess = "未定义进程">>
|
||||
<<jump ProcessOptions>>
|
||||
-> 查看学习进程 (内存占用:{$processBState})
|
||||
<<set $selectedProcess = "学习进程">>
|
||||
<<jump ProcessOptions>>
|
||||
-> 查看绘图进程 (内存占用:{$processCState})
|
||||
<<set $selectedProcess = "绘图进程">>
|
||||
<<jump ProcessOptions>>
|
||||
-> 退出
|
||||
<<if $TryEndUnknowProgress==true>>
|
||||
<<jump UF探索完毕>>
|
||||
<<else>>
|
||||
还没调查完呢,我们再看看
|
||||
<<jump ProcessManager>>
|
||||
<<endif>>
|
||||
===
|
||||
title: ProcessOptions
|
||||
tags:
|
||||
colorID: 6
|
||||
group:UFConsole
|
||||
position: 2970,-1710
|
||||
---
|
||||
player:
|
||||
你对进程 {$selectedProcess} 想要做什么?
|
||||
|
||||
-> 查看详情
|
||||
<<jump ViewDetails>>
|
||||
-> 结束进程
|
||||
<<jump EndProcess>>
|
||||
-> 返回
|
||||
<<jump ProcessManager>>
|
||||
|
||||
===
|
||||
|
||||
title: ViewDetails
|
||||
tags:
|
||||
colorID: 6
|
||||
group:UFConsole
|
||||
position: 2967,-1948
|
||||
---
|
||||
player:
|
||||
进程 {$selectedProcess} 的详细信息:
|
||||
<<if $selectedProcess == "未定义进程">>
|
||||
【表现略】
|
||||
未找到该进程记录,该进程试图将大量非提示词相关记忆的色彩信息写入到绘图进程
|
||||
<<if $ReadUnknowPorgressDetail==false>>
|
||||
【占位】未知的进程在把记忆中的色彩写入?
|
||||
【占位】那这么说,从记忆下手或许可以处理这个问题?
|
||||
<<endif>>
|
||||
<<elseif $selectedProcess == "学习进程">>
|
||||
【表现略】
|
||||
该进程是将用户记忆传输给服务器的学习进程
|
||||
<<if $ReadLearningPorgressDetail==false>>
|
||||
【占位】居然在悄悄的把记忆向外传输?这合法么?
|
||||
<<endif>>
|
||||
<<elseif $selectedProcess == "绘图进程">>
|
||||
该进程是使用用户记忆进行绘制的进程
|
||||
【表现略】
|
||||
<<if $ReadDrawPorgressDetail==false>>
|
||||
【占位】佩佩没有在绘图
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
-> 返回
|
||||
<<jump ProcessOptions>>
|
||||
|
||||
===
|
||||
title: EndProcess
|
||||
tags:
|
||||
colorID: 6
|
||||
group:UFConsole
|
||||
position: 3257,-1724
|
||||
---
|
||||
<<if $selectedProcess == "未定义进程">>
|
||||
该进程权限为:{$processAprivilege},你无权终止
|
||||
<<if $TryEndUnknowProgress==false>>
|
||||
【占位】权限是仅用户,也就是说这个是佩佩自己的进程?
|
||||
【占位】那么理论上佩佩自己可以终止?
|
||||
【占位】那也许我们可以试一试
|
||||
<<set $TryEndUnknowProgress=true>>
|
||||
<<endif>>
|
||||
->返回
|
||||
<<jump ProcessOptions>>
|
||||
<<elseif $selectedProcess == "学习进程">>
|
||||
该进程权限为:{$processBprivilege},你无权终止
|
||||
<<if $TryEndLearningProgress==false>>
|
||||
【占位】神秘代号是谁?为什么权限会属于他?
|
||||
【占位】至少和佩佩现在面临的问题相比这个问题不是很紧急
|
||||
<<set $TryEndLearningProgress=true>>
|
||||
<<endif>>
|
||||
->返回
|
||||
<<jump ProcessOptions>>
|
||||
<<elseif $selectedProcess == "绘图进程">>
|
||||
未发现激活的进程
|
||||
->返回
|
||||
<<jump ProcessOptions>>
|
||||
<<endif>>
|
||||
===
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runMode: 0
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firstTalkSo: {fileID: 11400000, guid: 6d49b124127007b48b6881ce33350263, type: 2}
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clinicScene: ClinicScene
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testYarnProject: Re_LTS_Peipeiday1
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testYarnProject: Re_LTS_Peipeiday2
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--- !u!4 &719228339
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lineRenderer: {fileID: 3253743068496567163}
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contentPanel: {fileID: 243936684424215245}
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localNodes:
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- {fileID: 629580926}
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- {fileID: 188420215}
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- {fileID: 1556863300}
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- {fileID: 500438203}
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- {fileID: 629580926}
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localConnections: []
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pointer:
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customImage: {fileID: 1475193827753151906}
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@@ -34428,7 +34428,7 @@ MonoBehaviour:
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iconOnDrag: {fileID: 8895775685280376203, guid: eb11ac9a06fb4792b393db9b83ab43b4, type: 3}
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exclusiveOnDragCanvas: {fileID: 0}
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dragSelection:
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customRenderer: {fileID: 0}
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line:
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@@ -17,6 +17,8 @@ public class HeatMapController : MonoBehaviour
|
||||
|
||||
private BodyModuleSystem bodyModuleSystem;
|
||||
|
||||
public GameObject heatmapGameobject;
|
||||
|
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[HideInInspector] private Vector4[] points = new Vector4[7]; // 存储6个点的数组,(x, y, z) = center, w = temperature
|
||||
|
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[HideInInspector] private Vector4[] properties = new Vector4[7]; // 存储6个盒子大小的数组, (x,y) = boxsize
|
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@@ -51,17 +53,27 @@ public class HeatMapController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void ShowHeatMap()
|
||||
{
|
||||
heatmapGameobject.SetActive(true);
|
||||
heatmapGameobject.GetComponent<DraggableUI>().isDone = false;
|
||||
}
|
||||
public void HideHeatMap()
|
||||
{
|
||||
heatmapGameobject.SetActive(false);
|
||||
}
|
||||
|
||||
public void StartCooling()
|
||||
{
|
||||
StartCoroutine(ReduceValueCoroutine());
|
||||
; }
|
||||
}
|
||||
|
||||
IEnumerator ReduceValueCoroutine()
|
||||
{
|
||||
if (Tempture>=2)
|
||||
{
|
||||
Debug.Log("降温失败");
|
||||
GetComponent<DraggableUI>().isDone = true;
|
||||
heatmapGameobject.GetComponent<DraggableUI>().isDone = true;
|
||||
yield return new WaitForSeconds(1);
|
||||
if(DialogController.Instance!=null)
|
||||
DialogController.Instance.StartDialogNode("降温失败");
|
||||
@@ -70,7 +82,7 @@ public class HeatMapController : MonoBehaviour
|
||||
else
|
||||
{
|
||||
Debug.Log("降温成功");
|
||||
GetComponent<DraggableUI>().isDone = true;
|
||||
heatmapGameobject.GetComponent<DraggableUI>().isDone = true;
|
||||
float duration = 2f;
|
||||
SetTemptureSmooth(0,duration);
|
||||
yield return new WaitForSeconds(duration);
|
||||
|
||||
@@ -73,27 +73,27 @@ public class OscilloscopeController : MonoBehaviour
|
||||
hm = FindObjectOfType<HeatMapController>();
|
||||
}
|
||||
|
||||
[YarnCommand("SetHeat")]
|
||||
public void SetHeat(int heat, bool unReduceAble = false)
|
||||
{
|
||||
cantReduce = unReduceAble;
|
||||
// [YarnCommand("SetHeat")]
|
||||
// public void SetHeat(int heat, bool unReduceAble = false)
|
||||
// {
|
||||
// cantReduce = unReduceAble;
|
||||
|
||||
HeatNum=heat;
|
||||
// HeatNum=heat;
|
||||
|
||||
hm.SetTemptureDirect(heat);
|
||||
}
|
||||
// hm.SetTemptureDirect(heat);
|
||||
// }
|
||||
|
||||
[YarnCommand("ShowHeatMap")]
|
||||
public void ShowHeatMap(bool show)
|
||||
{
|
||||
heatMap.SetActive(show);
|
||||
heatMap.GetComponent<DraggableUI>().isDone = false;
|
||||
}
|
||||
// [YarnCommand("ShowHeatMap")]
|
||||
// public void ShowHeatMap(bool show)
|
||||
// {
|
||||
// heatMap.SetActive(show);
|
||||
// heatMap.GetComponent<DraggableUI>().isDone = false;
|
||||
// }
|
||||
|
||||
public void StartReduceHeat()
|
||||
{
|
||||
StartCoroutine(ReduceValueCoroutine());
|
||||
}
|
||||
// public void StartReduceHeat()
|
||||
// {
|
||||
// StartCoroutine(ReduceValueCoroutine());
|
||||
// }
|
||||
|
||||
|
||||
IEnumerator ReduceValueCoroutine()
|
||||
|
||||
@@ -69,6 +69,11 @@ namespace AibisDream.FixSystem
|
||||
_bodyModuleSystem.oscilloscopeSystem.ShowScreenMessage("发热,无法检查", Color.red);
|
||||
_bodyModuleSystem.oscilloscopeSystem.PlayWave(WaveformType.HotNoise, false);
|
||||
}
|
||||
else if(data.cantStopRunning)
|
||||
{
|
||||
_bodyModuleSystem.oscilloscopeSystem.ShowScreenMessage("持续运行中,无法进入", Color.red);
|
||||
//_bodyModuleSystem.oscilloscopeSystem.ChangeDeepInButtonState(true);
|
||||
}
|
||||
else if(data.ignoreWaveCheck)
|
||||
{
|
||||
_bodyModuleSystem.oscilloscopeSystem.ShowScreenMessage("无需检查,允许进入", Color.yellow);
|
||||
@@ -123,7 +128,8 @@ namespace AibisDream.FixSystem
|
||||
SocketPos = socketPos.localPosition,
|
||||
waveformType = data.waveformType,
|
||||
waveHasError = data.waveHasError,
|
||||
ignoreWaveCheck = data.ignoreWaveCheck
|
||||
ignoreWaveCheck = data.ignoreWaveCheck,
|
||||
cantStopRunning=data.cantStopRunning
|
||||
};
|
||||
}
|
||||
|
||||
@@ -150,6 +156,8 @@ namespace AibisDream.FixSystem
|
||||
|
||||
public bool ignoreWaveCheck;
|
||||
|
||||
public bool cantStopRunning;
|
||||
|
||||
// 只读
|
||||
[JsonIgnore] public string PlugInNodeName => string.Format(PlugInNodeTemplate, moduleName);
|
||||
[JsonIgnore] public string DeepInNodeName => string.Format(DeepInTemplate, moduleName);
|
||||
|
||||
@@ -17,6 +17,7 @@ namespace AibisDream.FixSystem
|
||||
public GameObject bodyModulePrefab;
|
||||
[HideInInspector]public Transform bodyModuleGroup;
|
||||
[HideInInspector]public OscilloscopeSystem oscilloscopeSystem;
|
||||
[HideInInspector]public HeatMapController heatMapController;
|
||||
|
||||
|
||||
#endregion
|
||||
@@ -38,6 +39,16 @@ namespace AibisDream.FixSystem
|
||||
#region 系统状态
|
||||
|
||||
public bool inHotErr;
|
||||
private int heatValue;
|
||||
public int HeatValue
|
||||
{
|
||||
get => heatValue;
|
||||
set
|
||||
{
|
||||
heatValue = value;
|
||||
inHotErr = heatValue > 0;
|
||||
}
|
||||
}
|
||||
[HideInInspector]public BodyModule curBodyModule;
|
||||
|
||||
#endregion
|
||||
@@ -56,7 +67,7 @@ namespace AibisDream.FixSystem
|
||||
CableSystem = transform.Find("Cable System").GetComponent<CableSystem>();
|
||||
bodyModuleGroup = transform.Find("Body Module Group");
|
||||
oscilloscopeSystem = transform.Find("Oscilloscope System").GetComponent<OscilloscopeSystem>();
|
||||
|
||||
heatMapController=transform.Find("HeatMapController").GetComponent<HeatMapController>();
|
||||
FixSystemCenter.SystemDic.Register(this);
|
||||
}
|
||||
|
||||
@@ -95,6 +106,15 @@ namespace AibisDream.FixSystem
|
||||
return false;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 寻找指定名称的BodyModule
|
||||
/// </summary>
|
||||
/// <param name="modulename">模块名称</param>
|
||||
/// <returns>对应名称的BodyModule</returns>
|
||||
public BodyModule FindBodyModuleByName(string modulename)
|
||||
{
|
||||
return BodyModules?.FirstOrDefault(module => module.data.moduleName == modulename);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 深入检查
|
||||
@@ -106,16 +126,50 @@ namespace AibisDream.FixSystem
|
||||
CableSystem.curBodyModule.DeepIn();
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 设置死循环状态
|
||||
/// </summary>
|
||||
public void SetModuleState_CantStopRunning(string moduleName,bool state)
|
||||
{
|
||||
BodyModule result = FindBodyModuleByName(moduleName);
|
||||
if (result != null)
|
||||
{
|
||||
Debug.Log("Found module: " + moduleName);
|
||||
result.data.cantStopRunning=state;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Module not found.");
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 设置发热
|
||||
/// </summary>
|
||||
|
||||
public void SetHeat(int targetHeatValue)
|
||||
{
|
||||
|
||||
HeatValue=targetHeatValue;
|
||||
|
||||
heatMapController.SetTemptureDirect(HeatValue);
|
||||
}
|
||||
public void ShowHeatMap()
|
||||
{
|
||||
heatMapController.ShowHeatMap();
|
||||
ResetPlug();
|
||||
}
|
||||
public void HideHeatMap()
|
||||
{
|
||||
heatMapController.HideHeatMap();
|
||||
}
|
||||
/// <summary>
|
||||
/// 冷却后处理
|
||||
/// </summary>
|
||||
public void OnCooling()
|
||||
{
|
||||
if (!inHotErr) return;
|
||||
|
||||
if (!inHotErr) return;
|
||||
// 系统冷却
|
||||
inHotErr = false;
|
||||
heatValue = 0;
|
||||
curBodyModule?.ShowWave();
|
||||
}
|
||||
/// <summary>
|
||||
|
||||
@@ -0,0 +1,87 @@
|
||||
using System.Collections;
|
||||
using AibisDream.FixSystem;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace AibisDream
|
||||
{
|
||||
public static class BodyModuleYarnCommand
|
||||
{
|
||||
private static BodyModuleSystem BodyModuleSystem => FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
|
||||
|
||||
|
||||
[YarnCommand("SetModuleState_CantStopRunning")]
|
||||
public static void SetModuleState_CantStopRunning(string ModuleName,bool state)
|
||||
{
|
||||
BodyModuleSystem.SetModuleState_CantStopRunning(ModuleName,state);
|
||||
}
|
||||
[YarnCommand("ShowHeatMap")]
|
||||
public static void ShowHeatMap()
|
||||
{
|
||||
BodyModuleSystem.ShowHeatMap();
|
||||
}
|
||||
[YarnCommand("HideHeatMap")]
|
||||
public static void HideHeatMap()
|
||||
{
|
||||
BodyModuleSystem.HideHeatMap();
|
||||
}
|
||||
[YarnCommand("SetHeat")]
|
||||
public static void SetHeat(int heatValue)
|
||||
{
|
||||
BodyModuleSystem.SetHeat(heatValue);
|
||||
}
|
||||
[YarnCommand("Temp_RemoveUF")]
|
||||
public static void Temp_RemoveUF()
|
||||
{
|
||||
var _UFModule = BodyModuleSystem.FindBodyModuleByName("UF").gameObject;
|
||||
if(_UFModule.activeInHierarchy)
|
||||
{
|
||||
_UFModule.SetActive(false);
|
||||
}
|
||||
}
|
||||
[YarnCommand("Temp_RemoveUFCover")]
|
||||
public static void Temp_RemoveUFCover()
|
||||
{
|
||||
var _UFCover = BodyModuleSystem.FindBodyModuleByName("UF").transform.Find("Cover").gameObject;
|
||||
if(_UFCover.activeInHierarchy)
|
||||
{
|
||||
_UFCover.SetActive(false);
|
||||
}
|
||||
}
|
||||
[YarnCommand("Temp_InstallUF")]
|
||||
public static void Temp_InstallUF()
|
||||
{
|
||||
var _UFModule = BodyModuleSystem.FindBodyModuleByName("UF").gameObject;
|
||||
if(!_UFModule.activeInHierarchy)
|
||||
{
|
||||
_UFModule.SetActive(true);
|
||||
}
|
||||
}
|
||||
[YarnCommand("Temp_InstallUFCover")]
|
||||
public static void Temp_InstallUFCover()
|
||||
{
|
||||
var _UFCover = BodyModuleSystem.FindBodyModuleByName("UF").transform.Find("Cover").gameObject;
|
||||
if(!_UFCover.activeInHierarchy)
|
||||
{
|
||||
_UFCover.SetActive(true);
|
||||
}
|
||||
}
|
||||
[YarnCommand("Temp_InstallChip")]
|
||||
public static void Temp_InstallChip()
|
||||
{
|
||||
var _UFCover = BodyModuleSystem.FindBodyModuleByName("Color").transform.Find("Module Pic").gameObject;
|
||||
if(!_UFCover.activeInHierarchy)
|
||||
{
|
||||
_UFCover.SetActive(true);
|
||||
}
|
||||
}
|
||||
[YarnCommand("Temp_RemoveChip")]
|
||||
public static void Temp_RemoveChip()
|
||||
{
|
||||
var _UFCover = BodyModuleSystem.FindBodyModuleByName("Color").transform.Find("Module Pic").gameObject;
|
||||
if(_UFCover.activeInHierarchy)
|
||||
{
|
||||
_UFCover.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4a19fd5f7adfab842bc41061a41d9dc0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -126,8 +126,7 @@ namespace AibisDream.FixSystem
|
||||
else
|
||||
{
|
||||
StartScan();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -40,6 +40,8 @@ namespace AibisDream.FixSystem
|
||||
TransitionDic.Add(FixState.Eye, FixState.BodyModule, new EyeToBodyModuleCommand());
|
||||
TransitionDic.Add(FixState.BodyModule, FixState.Memory, new BodyModuleToMemoryCommand());
|
||||
TransitionDic.Add(FixState.Memory, FixState.BodyModule, new MemoryToBodyModuleCommand());
|
||||
TransitionDic.Add(FixState.BodyModule, FixState.UF, new BodyModuleToUFCommand());
|
||||
TransitionDic.Add(FixState.UF, FixState.BodyModule, new UFToBodyModuleCommand());
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -244,6 +244,56 @@ namespace AibisDream.FixSystem
|
||||
// 添加参数
|
||||
}
|
||||
}
|
||||
public struct BodyModuleToUFCommand : ITransitionCommand
|
||||
{
|
||||
// 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;
|
||||
|
||||
public IEnumerator Execute()
|
||||
{
|
||||
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
|
||||
var UFSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
|
||||
// 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);
|
||||
while (cameraSq.active && !cameraSq.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
UFSystem.OpenUFView();
|
||||
|
||||
}
|
||||
|
||||
public void SetArgs(string arg)
|
||||
{
|
||||
// 添加参数
|
||||
}
|
||||
}
|
||||
public partial struct UFToBodyModuleCommand : ITransitionCommand
|
||||
{
|
||||
private const float Duration = 2f;
|
||||
|
||||
public IEnumerator Execute()
|
||||
{
|
||||
var UFSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
|
||||
UFSystem.CloseUFView();
|
||||
|
||||
// 相机还原
|
||||
var cameraSq = CameraKit.Instance.ReturnInitCamera(Duration);
|
||||
while (cameraSq.active && !cameraSq.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetArgs(string arg)
|
||||
{
|
||||
// 添加参数
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 52081631909d076429e271d16fff4fa3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,60 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using AibisDream.FixSystem;
|
||||
public class UFSystem : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
private GameObject _UFCover;
|
||||
private GameObject _UFModule;
|
||||
|
||||
public GameObject UFPanel;
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
private void Awake()
|
||||
{
|
||||
FixSystemCenter.SystemDic.Register(this);
|
||||
|
||||
}
|
||||
public void OpenUFView()
|
||||
{
|
||||
if(!UFPanel.activeInHierarchy)
|
||||
{
|
||||
UFPanel.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
public void CloseUFView()
|
||||
{
|
||||
if(UFPanel.activeInHierarchy)
|
||||
{
|
||||
UFPanel.SetActive(false);
|
||||
}
|
||||
}
|
||||
public void OpenCover()
|
||||
{
|
||||
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
|
||||
_UFCover = bodyModuleSystem.FindBodyModuleByName("UF").transform.Find("Cover").gameObject;
|
||||
if(_UFCover.activeInHierarchy)
|
||||
{
|
||||
_UFCover.SetActive(false);
|
||||
}
|
||||
}
|
||||
public void RemoveUF()
|
||||
{
|
||||
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
|
||||
_UFModule = bodyModuleSystem.FindBodyModuleByName("UF").gameObject;
|
||||
if(_UFModule.activeInHierarchy)
|
||||
{
|
||||
_UFModule.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 69cbe4fd7471394428df962240fe91f5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user