From 674273ad8005b43d04ef34ce775de9db5f5b08ea Mon Sep 17 00:00:00 2001 From: Ding Yuntian <1491671119@qq.com> Date: Wed, 8 Jan 2025 22:57:58 +0800 Subject: [PATCH] =?UTF-8?q?=E5=AD=98=E6=A1=A3=E8=AF=BB=E6=A1=A3=E5=8A=9F?= =?UTF-8?q?=E8=83=BD?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Prefabs/Fix/Body Module System.prefab | 117 ++ .../Yarn/ShitouFunctional1/PlugOptions.yarn | 6 +- .../ShitouFunctional1/ShitouFunctional1.yarn | 193 +- .../Resources/Yarn/ShitouTalk1/EventNode.yarn | 144 ++ ...touTalk1.yarn.meta => EventNode.yarn.meta} | 2 +- .../Yarn/ShitouTalk1/ShitouTalk1.yarn | 845 -------- .../Yarn/ShitouTalk1/Shitou_Stage1.yarn | 130 ++ .../Yarn/ShitouTalk1/Shitou_Stage1.yarn.meta | 10 + .../Yarn/ShitouTalk1/Shitou_Stage2.yarn | 295 +++ .../Yarn/ShitouTalk1/Shitou_Stage2.yarn.meta | 10 + .../Yarn/ShitouTalk1/Shitou_Stage3.yarn | 75 + .../Yarn/ShitouTalk1/Shitou_Stage3.yarn.meta | 10 + .../Yarn/ShitouTalk1/Shitou_Stage4.yarn | 195 ++ .../Yarn/ShitouTalk1/Shitou_Stage4.yarn.meta | 10 + .../Yarn/ShitouTalk1/Shitou_Start.yarn | 98 + .../Yarn/ShitouTalk1/Shitou_Start.yarn.meta | 10 + Assets/Scenes/ExpressFixScene.unity | 1710 ++++++++++++++++- Assets/Scenes/Persistence.unity | 1595 +++++++-------- .../Scripts/Dialog System/DialogController.cs | 43 +- Assets/Scripts/Dialog System/YarnOption.cs | 2 - .../BodyModule/BodyModuleSystem.cs | 10 +- .../FixSystemNew/Clinic/CharacterViewer.cs | 10 +- .../FixSystemNew/Clinic/ClinicSystem.cs | 9 +- .../CoolingMachine/CoolingSystem.cs | 5 + .../Scripts/FixSystemNew/FixStateMachine.cs | 65 +- .../Scripts/FixSystemNew/FixSystemCenter.cs | 1 + .../FixSystemNew/FixSystemYarnCommand.cs | 7 +- .../StateTransition/BodyModuleTransition.cs | 4 +- .../FixSystemNew/StateTransition/FixState.cs | 1 + Assets/Scripts/Framework/Core/Core.cs | 23 +- .../Scripts/Framework/OtherKit/CameraKit.cs | 162 +- Assets/Scripts/Game Loop/GameLoopManager.cs | 20 +- Assets/Scripts/Game Loop/SceneLoader.cs | 14 +- .../Scripts/MiniGame/Engine/EngineSystem.cs | 7 +- .../MiniGame/Engine/EngineYarnCommand.cs | 26 + .../MiniGame/Engine/EngineYarnCommand.cs.meta | 3 + Assets/Scripts/MiniGame/Gear/GearSystem.cs | 7 +- Assets/Scripts/Mouse/DialogueInteractable.cs | 44 - .../Mouse/DialogueInteractable.cs.meta | 11 - Assets/Scripts/Mouse/DialogueManager.cs | 61 - Assets/Scripts/Mouse/DialogueManager.cs.meta | 11 - Assets/Scripts/Mouse/MouseCursorManager.cs | 123 +- Assets/Scripts/Mouse/RaycastManager.cs | 25 +- Assets/Scripts/Utility/CommonUtil.cs | 19 +- Assets/Scripts/Utility/JsonUtil.cs | 18 +- .../LevelData/BodyModuleSystem/stone2.json | 1 - .../{SaveFile.meta => SaveFiles.meta} | 0 .../StoneDay1_2_20250108_213317.json | 41 + .../StoneDay1_2_20250108_213317.json.meta} | 2 +- .../StoneDay1_2_20250108_213856.json | 41 + .../StoneDay1_2_20250108_213856.json.meta | 7 + .../StoneDay1_2_20250108_214214.json | 41 + .../StoneDay1_2_20250108_214214.json.meta | 7 + Assets/StreamingAssets/TestSaveFiles.meta | 8 + .../TestSaveFiles/StoneDay1_2.json | 41 + .../TestSaveFiles/StoneDay1_2.json.meta | 7 + 56 files changed, 4142 insertions(+), 2240 deletions(-) create mode 100644 Assets/Resources/Yarn/ShitouTalk1/EventNode.yarn rename Assets/Resources/Yarn/ShitouTalk1/{ShitouTalk1.yarn.meta => EventNode.yarn.meta} (86%) delete mode 100644 Assets/Resources/Yarn/ShitouTalk1/ShitouTalk1.yarn create mode 100644 Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage1.yarn create mode 100644 Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage1.yarn.meta create mode 100644 Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage2.yarn create mode 100644 Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage2.yarn.meta create mode 100644 Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage3.yarn create mode 100644 Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage3.yarn.meta create mode 100644 Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage4.yarn create mode 100644 Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage4.yarn.meta create mode 100644 Assets/Resources/Yarn/ShitouTalk1/Shitou_Start.yarn create mode 100644 Assets/Resources/Yarn/ShitouTalk1/Shitou_Start.yarn.meta create mode 100644 Assets/Scripts/MiniGame/Engine/EngineYarnCommand.cs create mode 100644 Assets/Scripts/MiniGame/Engine/EngineYarnCommand.cs.meta delete mode 100644 Assets/Scripts/Mouse/DialogueInteractable.cs delete mode 100644 Assets/Scripts/Mouse/DialogueInteractable.cs.meta delete mode 100644 Assets/Scripts/Mouse/DialogueManager.cs delete mode 100644 Assets/Scripts/Mouse/DialogueManager.cs.meta delete mode 100644 Assets/StreamingAssets/LevelData/BodyModuleSystem/stone2.json rename Assets/StreamingAssets/{SaveFile.meta => SaveFiles.meta} (100%) create mode 100644 Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_213317.json rename Assets/StreamingAssets/{LevelData/BodyModuleSystem/stone2.json.meta => SaveFiles/StoneDay1_2_20250108_213317.json.meta} (74%) create mode 100644 Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_213856.json create mode 100644 Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_213856.json.meta create mode 100644 Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_214214.json create mode 100644 Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_214214.json.meta create mode 100644 Assets/StreamingAssets/TestSaveFiles.meta create mode 100644 Assets/StreamingAssets/TestSaveFiles/StoneDay1_2.json create mode 100644 Assets/StreamingAssets/TestSaveFiles/StoneDay1_2.json.meta diff --git a/Assets/Resources/Prefabs/Fix/Body Module System.prefab b/Assets/Resources/Prefabs/Fix/Body Module System.prefab index 42578723e..1bbccb2e9 100644 --- a/Assets/Resources/Prefabs/Fix/Body Module System.prefab +++ b/Assets/Resources/Prefabs/Fix/Body Module System.prefab @@ -1,5 +1,77 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: +--- !u!1 &217458048812719857 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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那104就104吧! <> <> +<> <> <> <> @@ -163,8 +164,3 @@ description: 调整进气档位时触发 <> === -// title: EngineSuccess -// description: 上面已经有这个节点了,这里先注释掉 -// --- -// 引擎玩法成功 -// === diff --git a/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn b/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn index 6268d73d1..bb93b9e7b 100644 --- a/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn +++ b/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn @@ -3,43 +3,9 @@ tags: colorID: 8 position: 242,-2378 --- -//<> -//<> -<> -本demo为早期验证版本,
其中文本,交互,画面,声音均为过程版。 -本demo存在较多早期功能,
如果遇到困惑或BUG等问题我们表示歉意! -可以微信联系:15209116298
或QQ群325268983进行反馈~ -如果您能够在游玩过程中记录反馈,
我们将不胜感激。 - -<> -<> - -<> -<> -<> -主持人: 晚上好!欢迎来到我们的“回望百年”特别节目! -主持人: 回望21世纪的百年间,
社会蓬勃发展,机体化技术日新月异。 -主持人: 从简单的机械肢体,到脑区的电子模块化,
机体后浪推前浪,不断进步着。 -主持人: 如今,机体已经靠不懈的努力证明自身的优秀,
不亚于我们的前辈。 -主持人: 在此我宣布,“回望百年”特别活动
暨第42届幸福杯罐头销售大赛,正式启动! -主持人: 本次销售大赛规模将超过以往任何一届!
据公司机体医生的新发现,罐头有多种功效。 -主持人: 服用罐头的机体,平均工作效率能够提升7.4%! -主持人: 因此,公司大力推动……#auto_next -me: 作为机体医生……
我得说这都是一派胡言。 -me: 技术部做不出不需要进食的物料模块…
反倒让销售部炒起罐头来了。 -me: 让我们这些机器人吃罐头,听起来真荒谬。 - -<> -<> - -shitou: ♫~幸福诊所~幸福诊所~
~来到幸福诊所~病痛离开我~♫…… <> -//<> === - - - title: VarsInit tags: colorID: 4 @@ -49,7 +15,7 @@ position: 241,-2149 //【流程相关】 //gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液) -<> +<> ///【流程逻辑】 //如果线索板都答对了,就自动触发这个为true,这是主目标 <> @@ -88,50 +54,45 @@ position: 241,-2149 <> <> - - <> +<> === - - - -title: PlugInsert -tags: 待编辑 -colorID: 8 -position: -227,-2451 +title: 开场对话 --- -//> -//<> -//<> -//<> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -//<> +<> +本demo为早期验证版本,
其中文本,交互,画面,声音均为过程版。 +本demo存在较多早期功能,
如果遇到困惑或BUG等问题我们表示歉意! +可以微信联系:15209116298
或QQ群325268983进行反馈~ +如果您能够在游玩过程中记录反馈,
我们将不胜感激。 +<> +<> + +<> +<> +<> +主持人: 晚上好!欢迎来到我们的“回望百年”特别节目! +主持人: 回望21世纪的百年间,
社会蓬勃发展,机体化技术日新月异。 +主持人: 从简单的机械肢体,到脑区的电子模块化,
机体后浪推前浪,不断进步着。 +主持人: 如今,机体已经靠不懈的努力证明自身的优秀,
不亚于我们的前辈。 +主持人: 在此我宣布,“回望百年”特别活动
暨第42届幸福杯罐头销售大赛,正式启动! +主持人: 本次销售大赛规模将超过以往任何一届!
据公司机体医生的新发现,罐头有多种功效。 +主持人: 服用罐头的机体,平均工作效率能够提升7.4%! +主持人: 因此,公司大力推动……#auto_next +me: 作为机体医生……
我得说这都是一派胡言。 +me: 技术部做不出不需要进食的物料模块…
反倒让销售部炒起罐头来了。 +me: 让我们这些机器人吃罐头,听起来真荒谬。 + +<> +<> + +shitou: ♫~幸福诊所~幸福诊所~
~来到幸福诊所~病痛离开我~♫…… + +<> === - title: 引入对话 tags: colorID: 8 @@ -152,7 +113,6 @@ me: 是的。
看来我们来了一个音乐家? <> <> <> -//<> shitou: 嘿嘿…俺不是什么艺术家嘞! shitou: 俺只是一个公司滴送货员~石头! @@ -239,7 +199,7 @@ me: 没关系,其实你一直在唱歌。 shitou: 啊!富足的生活~靠勤奋的双脚~美好的未来~在等我们~♫ <> -<> +<> <> <> @@ -267,11 +227,13 @@ tags: colorID: 3 position: 211,-1006 --- -//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液) +// 每次进入维修界面就自动保存 +<> +//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液) // 引入对话 <> - <> + <> <> //检查阶段 @@ -283,7 +245,7 @@ position: 211,-1006 me: 所有的模块都检查过了。 <> <> - <> + <> <> <> @@ -630,9 +592,10 @@ title: 调速进入对话 tags: position: -94,431 --- - -<> <> +<> +<> + me: 好,这就是动力系统的内部了。这东西我还是第一次用…… <> <> @@ -838,68 +801,6 @@ me: 打开卡扣,装上透析剂,关上卡扣,开始…
要是治疗都 -// title: 透析剂选择 -// tags: -// position: 208,775 -// --- -// <> -// 医生拉出冷却液架,上面摆满了各种颜色的冷却液罐 #line:0c8183c -// ->喜达诺透析剂 #line:043477f -// 澄清型透析剂。降低模块运转造成的反应,减轻患者痛苦。 #line:07c2810 -// ->装上透析剂 #line:0f1d05c -// me: 希望这能让他好受一些。 #line:0386b85 -// <> -// <> -// <> -// ->重新选择 #line:02f4dfa -// <> -// ->可善挺透析剂 #line:0fa0ae0 -// 澄清型透析剂。降低循环系统压力,延长冷却液寿命。 #line:0b967b4 -// ->装上透析剂 #line:019b716 -// me: 希望这些冷却液能撑得更久一些。 #line:0bbd05e -// <> -// <> -// <> -// ->重新选择 #line:0ab1ab0 -// <> -// ->强克透析剂 #line:04b3565 -// 澄清型透析剂。降低动力系统压力,略微提高整体动力。 #line:069b600 -// ->装上透析剂 #line:0d5980f -// me: 好吧…如果他真的需要跑得再快一些。 #line:0a7257f -// <> -// <> -// <> -// ->重新选择 #line:032f00e -// <> -// ->息利康透析剂 #line:09d0209 -// 澄清型透析剂。降低气体系统压力,减轻滤板积碳。 #line:03a5ddd -// ->装上透析剂 #line:00dbea6 -// me: 希望能让他的滤板多坚持一会。 #line:09f9198 -// <> -// <> -// <> -// ->重新选择 #line:02644e2 -// <> -// ->曲妥珠透析剂 #line:0c065f8 -// 澄清型透析剂。降低消化系统压力,降低摄入物造成的毒性。 #line:0b81f7b -// ->装上透析剂 #line:031600b -// me: 希望这会有用。 #line:04f3edc -// <> -// <> -// <> -// ->重新选择 #line:0144633 -// <> -// ->曲马多透析剂 #line:0d120b9 -// 强冷型透析剂。降低机体全局温度。谨慎使用。 #line:0c2b8a9 -// ->装上透析剂 #line:02e9929 -// me: 不…我肯定搞错了,不应该用这个。 #line:099fc55 -// <> -// ->重新选择 #line:089d1bd -// <> -//=== - - - title: 透析对话 tags: @@ -1018,11 +919,11 @@ me: 到时候身体里面全是老旧的模块…也只不过刚好把贷还完 shitou: 医生,没那么夸张啦。 <> -<> +<> <> <> <> -<> +<> me: …… me: 我先给你换第二瓶。 @@ -1122,11 +1023,11 @@ shitou: 不打紧,我还有这个超强的~动力模块! shitou: 每天跑个百来单,完全不是问题~ <> -<> +<> <> <> <> -<> +<> <> @@ -1228,9 +1129,9 @@ me: 虽然我也知道…不太可能。 me: 最后一剂打完了。 -<> +<> <> -<> +<> <> diff --git a/Assets/Resources/Yarn/ShitouTalk1/EventNode.yarn b/Assets/Resources/Yarn/ShitouTalk1/EventNode.yarn new file mode 100644 index 000000000..08b49946d --- /dev/null +++ b/Assets/Resources/Yarn/ShitouTalk1/EventNode.yarn @@ -0,0 +1,144 @@ +title: LungPlugIn +position: -1096,-97 +--- +<> +<> +<> +=== + +title: HeartPlugIn +position: -816,-97 +--- +<> +<> +<> +=== + +title: LiverPlugIn +position: -533,-97 +--- +<> +<> +<> +=== + +title: StomachPlugIn +position: -267,-102 +--- +<> +<> +<> +=== + +title: EngineSuccess +position: -1092,115 +--- +<> + <> +<> +=== + +title: 插入冷却液 +position: -809,327 +--- +<> +喜达诺,澄清型透析剂。降低模块运转造成的反应,减轻患者痛苦。 #line:0ba7bbd +<> +可善,澄清型透析剂。降低循环系统压力,延长冷却液寿命。 #line:0dc9b19 +<> +强克,澄清型透析剂。降低动力系统压力,略微提高整体动力。 #line:04cfdf1 +<> +息利康,澄清型透析剂。降低气体系统压力,减轻滤板积碳。 #line:05cecb0 +<> +曲妥珠,澄清型透析剂。降低消化系统压力,降低摄入物造成的毒性。 #line:07664d1 +<> +曲马多,强冷型透析剂。降低机体全局温度。 #line:02016d3 +<> +=== + +title: 泵机运行 +position: -1088,330 +--- + +<> +希望这能让他好受一些。 #line:079382d +<> +希望这些冷却液能撑得更久一些。 #line:0c69ba2 +<> +好吧…如果他真的需要跑得再快一些。 #line:07574c6 +<> +希望能让他的滤板多坚持一会。 #line:056780d +<> +希望这会有用。 #line:000ad64 +<> +【占位】降一下滴速,不然他会不舒服的。 #line:04d8293 +<> + +<> + +<> +<> +<> +=== + +title: 引擎过速 +description: 引擎过速触发 +position: -257,110 +--- +<> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> +<> +=== + +title: 引擎掉速 +description: 引擎掉速触发 +position: -813,115 +--- +<> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> +<> +=== + +title: 调整进气档位 +description: 调整进气档位时触发 +position: -532,113 +--- +<> + <> +<> +=== + diff --git a/Assets/Resources/Yarn/ShitouTalk1/ShitouTalk1.yarn.meta b/Assets/Resources/Yarn/ShitouTalk1/EventNode.yarn.meta similarity index 86% rename from Assets/Resources/Yarn/ShitouTalk1/ShitouTalk1.yarn.meta rename to Assets/Resources/Yarn/ShitouTalk1/EventNode.yarn.meta index a0bb917d1..10438f8b7 100644 --- a/Assets/Resources/Yarn/ShitouTalk1/ShitouTalk1.yarn.meta +++ b/Assets/Resources/Yarn/ShitouTalk1/EventNode.yarn.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 428021f462290a944ae481eab5c4aa5d +guid: 76db4e0c142c5b54c982ece9258ea4ca ScriptedImporter: internalIDToNameTable: [] externalObjects: {} diff --git a/Assets/Resources/Yarn/ShitouTalk1/ShitouTalk1.yarn b/Assets/Resources/Yarn/ShitouTalk1/ShitouTalk1.yarn deleted file mode 100644 index 756c81f65..000000000 --- a/Assets/Resources/Yarn/ShitouTalk1/ShitouTalk1.yarn +++ /dev/null @@ -1,845 +0,0 @@ -title: Start -tags: -colorID: 8 -position: 242,-2378 ---- -//<> -//<> -<> -本demo为早期验证版本,其中文本,交互,画面,声音均为过程版 -本demo存在较多早期功能,如果遇到困惑或BUG等问题我们表示歉意 -可以微信联系:15209116298 或QQ群325268983进行反馈 -如果您能够在游玩过程中记录反馈,我们将不胜感激 -好了!游戏开始~ -<> -<> -2024已经是遥远的过去。数十年间,社会飞速发展,人体机械化技术已经臻于成熟。 -从简单的机械肢体,到脑区的电子模块化,人们竞相改造自身,直到完全机械化,以适应愈发残酷的社会竞争。 -纯洁的“人类”已经几乎不复存在。而这些机械化的人们,则被称为“机体”。 -这里是幸福罐头园区,你是园区的一名机器人医生。 -回到你的工作岗位上,开始你新一天的工作。 -//NOTE:房间界面的对话都单句写短一些(16字以内,参考CoffeeTalk),维修的可以长一些 -////新闻:balabalabala -///<> -<> -//<> -=== - - - - -title: VarsInit -tags: -colorID: 4 -position: 241,-2149 ---- -///在这里决定这次诊疗的目标是什么,以及目标判断相关的数值 - -//【流程相关】 -//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液) -<> -///【流程逻辑】 -//如果线索板都答对了,就自动触发这个为true,这是主目标 -<> - -//一次性对白标记,需要播时设为true,在检查点检查到true播放一次性对白,播放完设回false -<> - - -//是否检查过心脏 -<> - - -//是否知道可以换滤板 -<> -//是否知道可以换燃料 -<> -//是否知道可以调压力 -<> -//是否知道冷却液浑浊 -<> -//是否知道冷却液换过 -<> -//是否对冷却液换过却很脏提过疑惑 -<> - -//选择的透析剂 -<> - - - -//【功能相关】 -//clueboard相关 -<> -<> - -//插线 -<> -<> -<> - - - <> - -=== - - - - -title: PlugInsert -tags: 待编辑 -colorID: 8 -position: -227,-2451 ---- -//> -//<> -//<> -//<> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -// <> -//<> - -=== - - - - -title: 引入对话 -tags: -colorID: 8 -position: 250,-1874 ---- -//分支剧情的初始化 -<> -<> - -shitou: 幸福诊所~幸福诊所~来到幸福诊所~病痛都离开我…… -(敲门声) -shitou: 您好!这是咱园区的员工诊所吗? - -me: 是的。看来我们来了一个音乐家? - -<> -<> -<> -<> -<> - -shitou: 亲爱的医生~谢谢你夸奖~可我不是艺术家~也没有才华~🎵 -shitou: 音乐是我的爱好~送货是我的工作~🎵~石头是我的名字~幸福园区~我的家~🎵 -shitou: 清晨睁眼他便出门~送货送到傍晚时分~🎵~他不怕辛苦不怕累~只恨没有翅膀~也不能飞~🎵 -shitou: 更快~更快~更快~~再多的烦恼也抛到脑外~只要他的双腿跑的更快~🎵! -shitou: 医生,听说咱诊所能让我跑得更快? - -me: 你好~快乐的送货员~我可以~…可以~…… -me: 算了,唱歌真的不是我的强项。 -me: 我可以帮你做一些检查和调整,但我不能保证会“跑得更快”。 - -shitou: 啊!我还以为…可以来这里调理身体嘞!… - -me: 调理?那当然是可以的。 -me: 理论上,我能处理你的“健康”,但不一定能让你“更快”。 -me: 毕竟这里是一个诊所,不是改造车间。 - -shitou: 医生~调理完我的身体~我就能~重新快到飞起~🎵!不是这样么,医生? - -me: (和病人解释这些…一时半说不明白啊。) -me: 这样吧。我先给你做检查,看怎样能让你跑得更快。 - -shitou: 医生,检查费贵吗? -shitou: 我,口袋空空~但我,快乐好多~ - -me: 放心,检查不收钱。我们直接开始吧。 - -<> - -<> -=== - - - - -title: 诊断初始化 -tags: -colorID: 3 -position: 240,-1440 ---- -<> - -<> - -shitou: 医生~不好意思~每次拆面板我都很害怕!你介意我~放声高歌吗? - -me: 没关系,其实你一直在唱歌。 - -shitou: 啊!我们活在幸福镇的庇佑下~再多烦恼~只要工作~统统没掉~ - -<> -<> - -me: 检查一下他的身体,评估一下有什么能对他的速度造成影响吧。 -me: 影响速度的…最直接的应该就是动力系统了。除此之外还会有什么呢…… - - - -//<> -//<> -//<> - -<> -<> - <> - -=== - - - - -title: 主维修界面 -tags: -colorID: 3 -position: 244,-1028 ---- -//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液) - -//检查阶段 -<> - <> -<> - -//检查后对话阶段 -<> - <> -<> - -//调速阶段 -<> - <> -<> - -//调速后对话阶段 -<> - <> -<> - -=== - - - - -title: 第一次检查(临时) -tags: -colorID: 8 -position: -237,-1007 ---- -<> - - 好的…该检查的应该已经检查过了。 -<> -->检查呼吸系统(肺) - <> -->检查动力系统(心) - <> -->检查循环系统(肝) - <> -->检查消化系统(胃) - <> -->结束检查<> - <> - <> -=== - - - - -title: 第一次检查_肺 -tags: -colorID: 8 -position: -595,-1288 ---- -气体循环系统,为动力系统供气。 -->整体状态 - 功能非常健壮,看起来经常运动。 -->检查滤板 - <> - 进气管道内非常浑浊,动力系统需要运转到非常高的速度才能造成这么严重的积碳。 - <> - 进气管道内很浑浊。他的动力系统过于强劲,这套基础的呼吸系统承受了过大的压力…… - <> - me: 滤板脏到这种程度…他的呼吸应该很吃力吧。 - me: 更换滤板应该可以帮助他跑得更快。不过效果比较有限…主要还是会让他呼吸舒服一点。 - <> -->返回 - <> -<> -=== - - - - -title: 第一次检查_心 -tags: -colorID: 8 -position: -609,-1099 ---- -机体的能源模块,将机体的燃料转化为电能/机械能,驱动机体和内部模块运转。 -me: 石头的能源系统是被改造过的…这是为了用于为肢体提供高速动力的型号,非常强劲。 -me: 不过这么强劲的动力系统…也会需要同样高级的各种模块配套。 -->检查进气压力 - 目前压力设置偏低,这意味着石头能跑出的速度上限偏低,但这也让他体感更轻松。 - me: 可以重新调整压力值来提高石头的最高速度…提升会很大。 - me: 不过,这会给他带来更大的机械负担。 - <> -->整体状态 - 模块似乎被经过了很多次拆卸,推测进行了了多次改装。 -->检查外壳上的伤痕 - 外表有明显的伤痕,似乎从内部炸开过,并经过了修复。 -->返回 - <> -<> -=== - - - - -title: 第一次检查_胃 -tags: -colorID: 8 -position: -594,-907 ---- -机体的物质和燃料摄入、储藏模块。 -->检查最近摄入燃料 - 机体体内的燃料纯度很低,能提供的动力较慢。 - me: 如果摄入更高纯度的燃料,他可以跑得快很多……这会是一条有效的建议。 - <> -->检查最近摄入物质 - 机体最近摄入的食物成分非常简单而健康,全是基础款罐头。 -->返回 - <> -<> -=== - - - - -title: 第一次检查_肝 -tags: -colorID: 8 -position: -603,-754 ---- -冷却液循环的处理中枢,让模块保持良好的运行状态。 -->整体状态 - 冷却液过于浑浊,循环系统当前压力很大。 - <> - 原因可能有很多…但如果提高他的速度,循环系统压力只会更大。 - <> - 这可能是因为动力系统过于强劲…也可能是因为别的什么原因。 - 如果提高他的速度,循环系统压力只会更大。 - <> - <> -->检查冷却液 - 冷却液很新,推测不久前彻底换过,通常大修才会换到这种程度。 - <> -->返回 - <> - -<> - me: 有点奇怪…新换的冷却液理应比较干净才对。 - me: 这意味着患者可能最近摄入了大量的药物…… - <> -<> - -<> -=== - - - - -title: 分析准备 -tags: -colorID: 8 -position: 821,-912 ---- -//现在关于切换场景的数据保存还没有完成,建议先不切场景 -<> -<> -<> -<> -me: 来分析一下有什么可以提高他的速度吧…… -//<> -医生对石头的身体指标进行了分析,得出了以下结论: -1. 可以建议患者更换纯度更高的油料 -2. 可以调整患者心脏的数值,但会带来更高的身体负担,需要平常更多休息 -3. 更换肺部滤板,不过效果也比较有限,主要是提高患者生活质量 -另外,患者的冷却液过于浑浊,出于健康考虑,提高速度之后需要进行透析 -<> -=== - -title: 第一次检查后对话 -tags: -colorID: 8 -position: 828,-1465 ---- -me: (供患者选择的方案已经列出来了。不过最让我担心的是这个改造过的心脏……) -me: (他的各个身体模块负担都很大,这可能都是这个被改造得过于强劲的心脏带来的。) - -shitou: 医生,怎么样?现在是不是要给我做手术嘞? - -me: 还没到那一步。有些事情我必须要先和你说明白。 -me: 你是什么时候开始对心脏做改造的? - -shitou: 啊?…不好意思,我没听明白,医生!心脏…你是说引擎噻?不就是入职的时候送的嘛! - -me: 送的? - -shitou: 啊!我第一次到站点报到的时候就说了要改造,要装一个引擎,那就装嘛! -shitou: 装上了引擎~我跑得飞快~在唱点小曲儿~岂不美哉~🎵 -shitou: 后边我又自己做了一些升级啊什么的。引擎嘛!我吃饭的家伙,肯定要强劲些嘛! - -me: (免费装?有这回事吗…) -me: 好吧,总之…通俗地说,你的心脏太强劲了,给很多身体模块造成了负担。 - -shitou: 太强劲…反而是负担?…听不懂,医生。 - -me: 这些负担反过来对你的心脏动力造成了阻碍,让你没办法跑得更快了。 - -shitou: 啊?那也就是说…也就是说…… -shitou: 我跑得太快…身体吃不消了? - -me: 你理解得还是很快嘛。 - -shitou: 那也没得办法嘛… -shitou: 我是来想办法跑得更快的…只有跑得更快,我才能赚积分,才能更健康是不是噻! -shitou: 我还以为可以好简单…没有吃了就能跑得更快的药吗? - -me: …没有。 -me: 有三种方法可以让你跑得更快,你也可以全都做。 -me: 最好的方法是,换用更纯的油料。你的燃料提供的动力就会更高。 - -shitou: 更纯的…医生你是说,更贵的?我没得那么多积分嘛……到时候跑一天赚的积分都不够吃油的。 - -me: 是贵,不过这是最健康的方式了。 -me: 第二种是,更换肺部的空气滤板。你的肺部积太多碳了。这些碳让你进气不太充分,引擎动力就打了折扣。 -me: 不过换这个能提升的动力不多,主要是碳太多会让机体不舒服,影响生活质量。 - -shitou: 那不用咯!站点有送3次免费换滤板,我就不在你这里换咯,坚持到后年再到站点换。 - -shitou: 我跑货的,哪有什么不舒服?跑得太慢了~反倒不舒服~ - -me: 那就只有最后一种办法了…你的心脏压力系统目前压力偏低,重新校准一下可以跑出更高的速度上限。 - -shitou: 压力…校准…你老说这些我听不懂嘛!这个不贵吧,医生? - -me: 不贵…不过这需要你经常休息,不然身体的压力只会更大…… - -shitou: 好!要得,那我就好好休息。那还等什么?医生,我们来吧。 - -<> -<> -<> - -=== - - - - -title: 调速(临时) -tags: -position: -204,339 ---- -医生对引擎压力进行调试,提高了石头的最高速度 -调试期间,石头看起来有些吃力 -<> -<> -=== - - - - -title: 完成调速对话 -tags: -position: 208,775 ---- -me: (他的心脏到底是经历了什么?为什么看起来这么破破烂烂的……) -me: (总之…眼下他的身体负担太重了,必须还要做一次冷却液透析才行。) - -me: 好了,试试吧,走两步。 - -shitou: 感觉好不一样!我觉得浑身~都有力! - -<> -石头瞬间跑出视野 - -shitou: 喔喔~哈哈! - -me: 别在诊室里乱跑! - -<> -石头瞬间跑回来 - -shitou: 不好意思,医生…你让我跑两步,我就一下子没收住…… - -me: …我让你走两步,没让你跑两步。 - -shitou: 是,是,不好意思,医生…… -shitou: 医生…你太厉害咯!只花积分一点点~就跑得快好多~🎵…… -shitou: 我真是来对咯!本来还以为小诊所做不了什么大事情哩!太厉害了,医生! - -me: 不过你还不能走,还有透析要做。 - -shitou: 透析?干嘛用的…医生?我还急到去跑货…可以先不做吗? - -me: 你的冷却液已经稠得像泥一样,几乎不再有冷却效果了。透析可以让你的冷却液恢复性状,不同的透析剂还有不同的附带效果… -me: 你自己可以不在乎,但如果不做透析,用这么高的速度跑货,可能今晚引擎就会炸掉。 - -shitou: 炸,炸掉?…那太吓人了!医生,那还是不要炸掉比较好。 -shitou: 来嘛,咋做?我听说像以前人类…打吊桶那样? - -我 - -你说的是吊瓶……不过确实有点像。 - -只是我们机体需要把身体里的冷却液抽出来,在透析机里和注射透析剂发生反应,再输回去。 - -你的状况…需要打三瓶澄清型才能行。让我看看给你第一瓶打什么… -<> -<> -=== - - - - -title: 冷却液初始化 -tags: -position: 208,775 ---- -【【医生给石头挂上冷却液泵】】 -shitou: 呼,好凉!医生,麻烦调慢点! -me: 还没开始呢。 -me: (我需要找一瓶透析剂装上……任何一种澄清型的都行。) -<> -<> -<> -=== - - - -title: 透析剂选择 -tags: -position: 208,775 ---- -医生拉出冷却液架,上面摆满了各种颜色的冷却液罐 -->喜达诺透析剂 - 澄清型透析剂。降低模块运转造成的反应,减轻患者痛苦。 - ->装上透析剂 - me: 希望这能让他好受一些。 - <> - <> - <> - ->重新选择 - <> -->可善挺透析剂 - 澄清型透析剂。降低循环系统压力,延长冷却液寿命。 - ->装上透析剂 - me: 希望这些冷却液能撑得更久一些。 - <> - <> - <> - ->重新选择 - <> -->强克透析剂 - 澄清型透析剂。降低动力系统压力,略微提高整体动力。 - ->装上透析剂 - me: 好吧…如果他真的需要跑得再快一些。 - <> - <> - <> - ->重新选择 - <> -->息利康透析剂 - 澄清型透析剂。降低气体系统压力,减轻滤板积碳。 - ->装上透析剂 - me: 希望能让他的滤板多坚持一会。 - <> - <> - <> - ->重新选择 - <> -->曲妥珠透析剂 - 澄清型透析剂。降低消化系统压力,降低摄入物造成的毒性。 - ->装上透析剂 - me: 希望这会有用。 - <> - <> - <> - ->重新选择 - <> -->曲马多透析剂 - 强冷型透析剂。降低机体全局温度。谨慎使用。 - ->装上透析剂 - me: 不…我肯定搞错了,不应该用这个。 - <> - ->重新选择 - <> -=== - - - - -title: 透析对话 -tags: -position: 623,779 ---- -<> - <> -<> - <> -<> - <> -<> -=== - - - - - -title: 透析对话1 -tags: -position: 1053,497 ---- -【【启动透析机】】 -【【透析机开始工作】】 - -shitou: 医生…你说透析让我感觉压力小一些?但我咋没感觉到呢…… - -me: 才刚开始打呢。而且,是让你的身体模块负担小一些,不只是你感受上舒服些。 -me: 等吧。打完三管…你就可以走了。…感觉怎样,透析痛不痛? - -shitou: 完全不痛~医生,你太厉害啦!你比那些机体医院的医生厉害多咯~ -shitou: 我躺那里,他们只会不停地说什么静养啊…“补液”啊的,整完一通,我反倒更慢了。 - -<> -<> - -me: …… -me: 手术? - -<> -<> - -shitou: 啊?医生,你说啥,我听不懂。 - -me: 你一直在说机体医院…你去机体医院做了什么? -me: 你不是一直都嫌贵吗,为什么会跑到机体医院去? - - -shitou: 啊…医生。 -shitou: 是小问题啦…我前段时间…跟人撞了。 -shitou: 把引擎给撞坏了…修了挺久的。这个他们说只能在机体医院修。 - -me: 为什么一开始不跟我说? - -shitou: 对不起嘛,医生…我以为这两件事情没有关系。 - -me: 你怎么撞的? - -shitou: 是他跟我撞了嘛,不是我撞的他。 -shitou: 我从一个岔路口跑上主路,和主路交汇嘛,我肯定就往左观察是不咯。 -shitou: 路口有个好大的广告牌,刚好把视线全部挡住。我就降低速度,一直盯到左边嘛… -shitou: 结果谁想到嘛!他是逆行从右边跑过来的。 -shitou: 我回过头来看到他那一瞬间,我脑袋里面就想,坏咯。 -shitou: 然后一下子我就不知道自己在哪里了。 -shitou: 我跑这么快,从来没飞起来过。这还是我第一次飞上天嘞! -shitou: 然后我就发现,我怎么忽然躺在地上了嘞?耳朵什么都听不到,能看到的东西全都在转! -shitou: 哇,我从地上爬起来,满地都是手啊脚的…… -shitou: 我还以为是我的嘞!还好到处一摸,全都在,我竟然一个都没少!不然就贵咯…… -shitou: 我感觉是因为我速度慢,所以撞到力度就没那么大。 -shitou: 我就赶紧到处看,刚才那个人咧? -shitou: 我转了两圈,满地都是零件和冷却液,找不到人在哪里。 -shitou: 这个时候我耳朵才恢复过来,听到好像有人在说话,不过一会就不说了。 -shitou: 我走过去看,发现是个头! -shitou: 我就捡起来看…就是刚才那个人,他对到我一直眨眼睛,嘴巴好像还在说话,不过已经没声音了。 -shitou: 我想有个头应该还能修噻,就想去拦车… - -me: 修不了了。 - -shitou: 我当时不知道嘛!我看到车来就想跑去拦,才跑两步就感觉心口好痛好痛! -shitou: 痛到不行,我停下来也一直痛,腿一软就躺到地上了。 -shitou: 那辆车没看到我,它开过去,把那些零件哗——撞得到处都是! - -【提示一瓶打完】 - -shitou: 医生,是不是打完啦?还是蛮快的嘛! - -me: …… -me: 我先给你换第二瓶。 -<> -=== - - - - -title: 透析对话2 -tags: -position: 1047,760 ---- -me: 好了。 - -shitou: 嗯…医生,确实感觉舒服多了嘞! -shitou: 比在大医院打得好多了。我一睡着那个机器就开始嘀嘀嘀响,烦的不行。 - -me: 那个不是透析机,是心率仪。 -me: 所以,你应该是伤到了心脏?除了心脏呢,医生怎么说? - -shitou: 哈哈,他说我特别抗造,除了心脏,只有一点皮外伤。 -shitou: 可惜啊…我这个心脏是花了好多功夫改装的…以前可厉害咯! -shitou: 不过那个兄弟就可惜了…撞成那样,不知道有没有救回来。他要是不贪那点路程…… -shitou: 不过其实那条路我也经常跑,我也晓得他为什么这么跑。 -shitou: 这个路对向是没有机行道的。本来路设计出来就是给大车跑的嘛! -shitou: 要不逆行的话,从改造路那边绕一大圈上天桥,多花七八分钟,一来一回就是15分钟了。 - -me: 救不回来的。你看到的时候已经死了。那些只是BIOS还没完全断电的反射行为。 - -<> -<> - -me: …… - -shitou: 哎~我们跑货的,都是说不好的噻! -shitou: 清晨睁眼他便出门~送货送到傍晚时分~🎵~他不怕辛苦不怕累~只恨没有翅膀~也不能飞~🎵 -shitou: 圆圆的大地~方方的天~大道的尽头看不见~🎵~他不觉得辛苦不觉得累~因为有朋友在身边~🎵 -shitou: 医生,现在我们就是朋友啦! - -<> -<> - -me: ……所以,你的心脏刚刚经过了一场大修。 -me: 这就是为什么心脏上有那么多痕迹…为什么冷却液这么浑浊… - -<> -<> - -me: …和为什么压力调得那么低。 - -<> - -me: …… -me: 那我岂不是… - -【【提示一瓶打完】】 - -shitou: 又打完一瓶了?真快呀! - -me: 别急,我需要重新评估一下……#auto_next - -shitou: 你不要调回来了,医生。 - -<> -<> - -shitou: 哎呀!你帮我把最后一瓶打上吧,我一会告诉你为什么。 - -me: …… -me: 哎,好吧。 -<> -=== - - - - -title: 透析对话3 -tags: -position: 1041,1033 ---- -me: 好了,这是最后一瓶了。 -me: 你最好能给出一个对你自己负责任的理由。 -me: 你这样子下去…身体肯定扛不住的。 - -<> -<> - -shitou: 医生,我修这个心脏,医保不保的。 - -me: 所以? - -shitou: 医保只保了我的外伤什么的修复,心脏属于我个人改装的,不在医保范围内… -shitou: 医生说保费范围内,只能帮我换成基础的心脏。 -shitou: 但是我还要跑货的嘛…没有这个高级心脏…我还怎么跑货嘛。 -shitou: 那边有一个医生跟我说我可以签一个协议,借一笔钱,够我修好这个心脏… - -me: 医疗贷款? - -shitou: 对的,他就是这么说的…… - -me: 你借了多少积分? - -shitou: 32万积分。 - -me: 利率多少? - -<> -<> - -shitou: 百分之七。 - -me: …… -me: 这也太高了。你怎么会… -<> -me: 你就不能装那个普通的心脏吗?慢一点又会怎样呢…… - -shitou: 哎呀…医生…还好啦!我不晓得吗?钱没了,可以再赚嘛! -shitou: 只不过现在跑货实在是越来越难咯! -shitou: 我们现在跑一天的货,根本就存不下来多少积分。 -shitou: 油料,保养,生活……哪一样不要花积分? -shitou: 是能省点就省点…但是现在靠省,根本省不下来啊! -shitou: 我以前刚刚开始跑货的时候,一单能赚差不多十几积分,后来单价一直掉,现在一单只有七八分了。 -shitou: 有的人存一个月下来,不仅没多,去掉吃穿用度,还有倒扣的! -shitou: 还好我跑得快,跑得多,每个月基本都能存点。 -shitou: 假如说这个心脏没了,要以后像这样下去,每单可能会掉到只有两三分了。 -shitou: 我要是没有这个高级心脏,到时候跑单也不行了,日子才苦嘞…都不知道怎么熬! -shitou: 我肯定要把这个心脏保住先。多跑点单,等把借的积分赶紧还完,才能轻松嘛。 - -me: …… -me: 也就是说,你保住这个高级心脏是为了应对未来的困难… -me: 而且要是我给你把速度调回去了,反而影响你还款了。 - -shitou: 对嘛!医生就是聪明,哈哈! -shitou: (唱歌) - -【提示一瓶打完】 - -shitou: 医生,打完啦~哇,感觉确实舒服多了!(甩动双腿) -shitou: 那我就先走咯? - -me: …你走吧。不过—— -me: 你要明天回来复查。 - -shitou: 好,好……医生,真是太感谢你啦! - -<> - -me: 不客气…再见。 - - -<> - -=== \ No newline at end of file diff --git a/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage1.yarn b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage1.yarn new file mode 100644 index 000000000..cb45ad282 --- /dev/null +++ b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage1.yarn @@ -0,0 +1,130 @@ +title: 开场对话 +tags: +position: 250,-26 +--- +<> +本demo为早期验证版本,
其中文本,交互,画面,声音均为过程版。 +本demo存在较多早期功能,
如果遇到困惑或BUG等问题我们表示歉意! +可以微信联系:15209116298
或QQ群325268983进行反馈~ +如果您能够在游玩过程中记录反馈,
我们将不胜感激。 + +<> +<> + +<> +<> +<> +主持人: 晚上好!欢迎来到我们的“回望百年”特别节目! +主持人: 回望21世纪的百年间,
社会蓬勃发展,机体化技术日新月异。 +主持人: 从简单的机械肢体,到脑区的电子模块化,
机体后浪推前浪,不断进步着。 +主持人: 如今,机体已经靠不懈的努力证明自身的优秀,
不亚于我们的前辈。 +主持人: 在此我宣布,“回望百年”特别活动
暨第42届幸福杯罐头销售大赛,正式启动! +主持人: 本次销售大赛规模将超过以往任何一届!
据公司机体医生的新发现,罐头有多种功效。 +主持人: 服用罐头的机体,平均工作效率能够提升7.4%! +主持人: 因此,公司大力推动……#auto_next +me: 作为机体医生……
我得说这都是一派胡言。 +me: 技术部做不出不需要进食的物料模块…
反倒让销售部炒起罐头来了。 +me: 让我们这些机器人吃罐头,听起来真荒谬。 + +<> +<> + +shitou: ♫~幸福诊所~幸福诊所~
~来到幸福诊所~病痛离开我~♫…… + +<> +=== + + +title: 引入对话 +tags: +colorID: 8 +position: 250,200 +--- +//分支剧情的初始化 +<> +<> + +<> +<> + +shitou: 您好,医生!
这是咱园区的员工诊所吗? + +me: 是的。
看来我们来了一个音乐家? + +<> +<> +<> +<> + +shitou: 嘿嘿…俺不是什么艺术家嘞! +shitou: 俺只是一个公司滴送货员~石头! + +<> +<> + +shitou: 音乐是我的爱好~
送货是我的工作~♫ + +shitou: 石头是我的名字~
幸福园区~我的家~♫ + +<> + +shitou: 医生!听说咱诊所能让我跑得更快?~ + +<> + +shitou: ♫~销售大赛越来越近~
积压的单子越来越多~ +shitou: 更快~更快!
只要他的双腿跑的更快~♫ + +<> +<> + +me: 你好~快乐的送货员~
~我可以~…可以~…… + +<> +<> + +me: 算了。唱歌真的不是我的强项。 +me: 一个想要跑得更快的送货员吗…嗯…… +<> +me: (石头,幸福公司货务部运输员,曾连任5届运输标兵,但多次违反“禁止在仓库唱歌”条例。) +me: …… +me: 我可以做一些检查,
但不一定让你“跑得更快”。 + +<> +<> +<> +<> + + +shitou: 医生,我不明白哩! + +<> +<> +<> + +shitou: 没有那种…吃了就跑得快的药吗?
我就是想跑得快点哩! + +me: (和病人解释这些…一时半说不明白啊。) + +<> +<> + +me: 我们按流程来吧。
我给你做些检查,看看有什么影响速度的因素。 + +<> + +shitou: 好,谢谢嘞…谢谢医生! +shitou: 那…医生,检查费贵吗?
…我,口袋空空~但我,快乐好多~♫ + +me: 放心,检查不收钱。
我们直接开始吧。 +<> + +<> +=== + +title: 进入阶段2 +position: 250,446 +--- +<> +<> +=== diff --git a/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage1.yarn.meta b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage1.yarn.meta new file mode 100644 index 000000000..c248bee76 --- /dev/null +++ b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage1.yarn.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 3c0c22510379e4f44846bd46ef7efd9e +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3} diff --git a/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage2.yarn b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage2.yarn new file mode 100644 index 000000000..b50961802 --- /dev/null +++ b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage2.yarn @@ -0,0 +1,295 @@ +title: 全身检查 +tags: +position: 378,-540 +--- +<> +=== + +title: 检查初始化 +position: 380,-239 +--- +<> + +<> + +shitou: 医生~不好意思~每次拆面板我都很害怕!你介意我~放声高歌吗? + +me: 没关系,其实你一直在唱歌。 + +shitou: 啊!富足的生活~靠勤奋的双脚~美好的未来~在等我们~♫ + +<> +<> +<> + +<> +<> + +me:检查所有模块,收集对运动速度造成影响的因素吧。 + +<> +<> + +拖动屏幕右侧检修终端上的插头,至每个模块的绿色插口上,运行检查 + +<> +=== + +title: 检查状态 +position: 384,81 +--- +<> + // 全部插入后进入下一阶段 + <> + <> + <> + me: 所有的模块都检查过了。 + <> + <> +<> +// 未全部插入就进入等待插入事件状态 +=== + +title: 进入阶段3 +position: 385,382 +--- +<> +<> +=== + +// 事件节点 + +title: 检查_肺 +tags: +colorID: 8 +position: -464,-179 +--- +<> +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + ->分析 + <> + <> + <> + <> + <> + me: 嗯。你的运动非常充足…应该说有点过于频繁了。 + <> + me: 这里的催化滤板已经严重积碳了,
这可能也和你的动力系统的问题有关…
+ me: 这么严重的积碳,你的呼吸应该也很吃力吧。 + <> + me: 这里的催化滤板已经严重积碳了,呼吸应该很吃力吧。 + <> + shitou: 吃力?哪里有嘛!
我可是我们组唱歌最响亮的喔! + me: 确实。听你刚才唱歌的样子,也一点不带喘的。 + <> + 不过,那么强劲的动力,配上这么简陋的换气……积碳也不奇怪了。 + <> + <> + <> + me: 换气系统的滤板积碳很严重…
但他看起来似乎没有呼吸困难的情况。 + <> +->结束 +<> +=== + +title: 检查_心 +tags: +colorID: 8 +position: -461,8 +--- +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + + ->分析 + me: 嗯…这个动力系统很特别。
是提供高速度的特殊型号,动力很强劲。 + me: 但是看起来它已经很旧了。 + <> + <> + <> + me: 点火失败?这是为什么…… + <> + <> + <> + <> + <> + <> + me: 明白了…混合气浓度太高,
燃油没有足够空气可燃烧…点火失败,就会掉速。 + shitou: 啊…医生!是哩,是哩!
我这几天怎么也跑不快,一快起来就掉速度…… + me: 这可能是因为燃油供给过高…或者气体供给过低。 + <> + me: 鉴于滤板的积碳程度,和动力系统劳损程度……
两者都有可能。 + <> + me: 鉴于你的动力系统整体劳损程度…恐怕是前者。 + <> + me: 总之,调整进气阀,恢复混合气正确比例,
可以让你跑出更快的上限速度。
+ <> + <> + me: 等会,这是?…我得再确认下…… + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + me: 这台系统是…4年前出厂的?
看起来怎么跟用了十几年似的?…… + me: 有比较严重的磨损、松动,甚至能看到伤痕。
这么严重的使用痕迹…这家伙…是上过火星吗? + shitou: 我倒是想嘞!医生,你别看它现在灰头土脸的,
刚装上的时候,它可是比火箭还快嘞! + me: 嗯…我甚至怀疑,再提高进气压力,
这个引擎会不会散架…… + <> + <> + me: 这套动力系统型号很高级,可以调整进气压力来提高上限速度…… + me: 不过就它的使用情况来看,我对此表示担忧。 + <> +->结束 +<> +=== + +title: 检查_胃 +tags: +colorID: 8 +position: -463,202 +--- +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + ->分析 + <> + <> + <> + <> + <> + me: 看起来这个模块没有什么太大得问题…算是个好消息。 + me: 嗯…你最近都吃了些啥? + shitou: 当然是幸福牌~罐头!医生。 + me: 只有罐头? + shitou: 罐头还不够好嘛!医生,推销员说这一罐罐头就能满足所有需要,不用换食! + me: 怪不得…内容物这么单一。 + <> + <> + me: 石头最近摄入的食物十分单一,都是最基础款的罐头。 + <> +->结束 +<> +=== + +title: 检查_肝 +tags: +colorID: 8 +position: -461,381 +--- +<> +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + ->分析 + <> + <> + me: 这是… + <> + <> + <> + <> + <> + <> + <> + me: 这可不是什么好消息…
你的冷却液也太稠了。你有多久没做过透析了? + shitou: 啊…有好久啦。不过,前不久我才全部换过呀! + me: 换过? + me: 对。
中央医院医生说我的冷却液几乎全换过一遍了。 + me: 我查查…… + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + me: ……看起来你没说谎,冷却液确实很新。
但也确实很浑浊…… + shitou: 医生,冷却液…太黏稠……是什么意思? + me: 简单来说,你的冷却液太“脏了”。
有的药物会造成这种结果,
也有可能是模块的持续高强度运转。 + me: 总之这个状态,
做一次透析的话,是会有生命危险的…
更别说继续提高速度了。 + <> + shitou: 好的,好的… + <> + <> + me: 他的冷却液太黏稠…不论是否提高速度,都必须做一次透析。 + <> +->结束 +<> +=== diff --git a/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage2.yarn.meta b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage2.yarn.meta new file mode 100644 index 000000000..9f9bf7639 --- /dev/null +++ b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage2.yarn.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 458adb06617b19c4aaa29f556681a7f8 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3} diff --git a/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage3.yarn b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage3.yarn new file mode 100644 index 000000000..879cdeb73 --- /dev/null +++ b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage3.yarn @@ -0,0 +1,75 @@ +title: 分析检查结果 +tags: +position: 210,-342 +--- +<> +=== + + +title: 返回诊所 +position: 210,-129 +--- +<> +<> +<> + +<> +=== + +title: 第一次检查后对话 +position: 211,86 +--- +<> +<> + +shitou: 医生,检查完成了?
那是不是…可以开药啰! +me: 还不行,石头。
有一些比速度更严重的问题。 +me: 你的动力系统疲劳,换气系统积碳严重,
循环系统里的冷却液都快稠成番茄酱了…… +<> +me: 这一切,都有可能是由于你强劲动力系统的长期高强度工作造成的。 +me: 你有没有感觉最近运动比较乏力?喘不上气? +<> +shitou: 乏力…喘不上气? + +<> +<> +<> +<> +<> + +shitou: 那肯定没有嘞。
我是组里连续5届的运输模范哩! +shitou: 医生,我每天哼着小曲,在街上跑货,
好得很,开心得很! + +<> + +shitou: 我就只是想跑得再快些嘛…
…现在单子多喽,接不过来了。 + +me: 但是如果继续提高速度,
你的身体很有可能会不堪重负。 +<> +shitou: 趁着年轻多跑点货,未来才有更好的生活嘛!
没事的。 +me: …… +<> +shitou: 哎呀,医生~行行好,行行好…… + +<> +<> +me: 好吧。但在最后,你要做个冷却液透析。
你的循环系统指标已经到临界值了。 +<> +shitou: 好嘞!医生,
只要能提速,什么都听你的~! +<> + +<> + +shitou: 医生…不是要开药嘛? +me: 没有这种万能药。要提高速度,只能调整你的动力系统进气压力。 +shitou: 原来是这样……还是医生懂嘞,谢谢医生! + +<> +=== + +title: 进入阶段4 +position: 213,321 +--- +<> +<> +=== diff --git a/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage3.yarn.meta b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage3.yarn.meta new file mode 100644 index 000000000..d7d7ce8c5 --- /dev/null +++ b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage3.yarn.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 32c34acebb121a040a95b033702d3d07 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3} diff --git a/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage4.yarn b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage4.yarn new file mode 100644 index 000000000..01fe14564 --- /dev/null +++ b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage4.yarn @@ -0,0 +1,195 @@ +title: 调速 +tags: +--- +<> +=== + + +title: 进入调速界面 +--- +<> +<> +<> + +me: 好,这就是动力系统的内部了。这东西我还是第一次用…… +<> +<> +me: 把进气阀调整到合适的档位,
确保在这个档位下石头能够达到最高速
吧。 +=== + + +title: 调速完成 +--- +me: 成功了。 +shitou: 呼…呼…… +<> +< 15>> + me: 抱歉辛苦你了,石头。 +<> + me: 感觉很辛苦吗? +<> +shitou: 不辛苦哩,只是有一点点累。
不过累点好哩~我喜欢累,医生! +shitou: 现在我能跑多快? +me: 现在最高速度有…104。
这样应该够了吧? +shitou: 太厉害了,医生,动动手指就帮我处理好啦! +shitou: 那是不是说…这个速度还可以继续提高? +me: 不能再继续提高了,
你的循环系统现在还承担不起更重的负担。 +shitou: 明白了,明白了…医生。
那104就104吧! +->退出 +<> +<> +<> + +<> +<> + +<> +<> + +<> +=== + + +title: 完成调速对话 +--- + +<> +<> + +<> +me: 好了,试试吧,走两步。 +shitou: 感觉好不一样!感觉动起来好~轻~松~! + +<> +<> + +shitou: 喔喔~哈哈! +<> +me: 别在诊室里乱跑! + +<> +<> +<> + +<> + +shitou: 不好意思,医生~你说跑两步,我就一下子没收住…… + +me: …我说的是走两步,没让你跑两步。 + +shitou: 是,是,不好意思,医生…… +shitou: 医生…你比中央医院的医生还厉害!有你帮忙,我今天肯定多能跑好多单~♫…… + +me: 这样真的能行吗…感觉刚才测试的时候你已经有点吃力了。 + +<> + +shitou: 吃力?哪里的话,医生! + +<> + +shitou: 我在我们站连续连续拿过5届运输标兵嘞,这点压力,不要紧的! + +me: 好吧…既然你这么说了。 +me: 那在你走之前,我们把冷却液透析做了吧。 + +<> +<> + +shitou: 医生,这个透析…是个啥东西?还要花钱的不? + +me: 不用,这个是算在基础医保里的。 + +<> + +me: 我和你说过,
你的冷却液太粘稠了,用久了的冷却液都会这样。 +me: 透析可以让你的冷却液恢复流动性。
不同的透析剂还有不同的附带效果。 + +shitou: 噢?这不就是我说的药嘛!
有没有那种…可以让我跑得更快的? + +me: 我说过,你不能再快了。 + +<> +=== + +title: 进入阶段5 +--- +<> +<> +=== + +// 事件节点 + +title: 调速popup_过速 +description: 教学:玩家在初始档位进行第一次调速时,如果转速过高而掉速,弹此对话 +tags: +position: -379,527 +--- +<> +me: 啊…速度上升得太快,掉速了。
看来也得时不时松开一下油门…… +me: 我需要在提速的同时把转速保持在合适的区间…… +=== + +title: 调速popup_掉速 +description: 教学:玩家在初始档位进行第一次调速时,如果转速不足而掉速,弹此对话 +tags: +position: -379,366 +--- +me: 掉速了…我的速度上升得太慢了,
看来得把油门捏得再久一些。 +me: 我需要在提速的同时把转速保持在合适的区间…… +=== + +title: 调速popup_失败5次但是都是掉速 +description: +tags: +position: -379,366 +--- +<> +shitou: 医生,你得捏住油门哩!它是不行滴~ +<> +=== + +title: 调速popup_失败5次 +description: +tags: +position: -379,366 +--- +<> +shitou: 呼……还有点累呢! +me: 是有点累么? +shitou: 嗨,我没事哩!医生,你快继续吧! +=== + +title: 调速popup_失败10次 +description: +tags: +position: -379,366 +--- +<> +shitou: 呼…哈……… +me: 需要休息一下吗,石头? +shitou: 别…别让它停下来呀! +shitou: 快让它…更快一些! +=== + +title: 调速popup_失败15次 +description: +tags: +position: -379,366 +--- +<> +shitou: 呼………呼…………哈……………… +shitou: 呼!更快些,让它更快些! +=== + +title: 调速popup_调整进气档位 +description: +tags: +position: -377,689 +--- +<> + me: 这就是动力系统的进气调节阀了… + me: 我需要把它找到适合的档位,让石头能够在高速状态下保持一段时间。。 +<> +=== + diff --git a/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage4.yarn.meta b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage4.yarn.meta new file mode 100644 index 000000000..aaa553866 --- /dev/null +++ b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Stage4.yarn.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: a5dc3b915846d2843aa3836d67986f6f +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3} diff --git a/Assets/Resources/Yarn/ShitouTalk1/Shitou_Start.yarn b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Start.yarn new file mode 100644 index 000000000..ac29d2e51 --- /dev/null +++ b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Start.yarn @@ -0,0 +1,98 @@ +title: Start +tags: +colorID: 8 +position: 205,-53 +--- +<> +=== + +title: VarsInit +tags: +colorID: 4 +position: 205,199 +--- +///在这里决定这次诊疗的目标是什么,以及目标判断相关的数值 + +//【流程相关】 +//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液) +<> +///【流程逻辑】 +//如果线索板都答对了,就自动触发这个为true,这是主目标 +<> + +//一次性对白标记,需要播时设为true,在检查点检查到true播放一次性对白,播放完设回false +<> + + + + +//是否知道可以换滤板 +<> +//是否知道可以换燃料 +<> +//是否知道可以调压力 +<> +//是否知道冷却液浑浊 +<> +//是否知道冷却液换过 +<> +//是否对冷却液换过却很脏提过疑惑 +<> + +//选择的透析剂 +<> + + + +//【功能相关】 +//clueboard相关 +<> +<> + +//插线 +<> +<> +<> + +<> +=== + +title: Center +description: 脚本跳转中心,GameStage在此处处理,理论上不在其他地方读取GameStage +position: 204,446 +colorID: 1 +--- +// 每次进入维修界面就自动保存 +<> + +//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;6-冷却液处理;7-结束 +// 引入对话 +<> + <> +<> + +//检查阶段 +<> + <> +<> + +//检查后对话阶段 +<> + <> +<> + +//调速阶段 +<> + <> +<> + +// 冷却液处理 +<> + <> +<> + +// 结束,进入下一个Yarn +<= 7>> + <> +<> +=== \ No newline at end of file diff --git a/Assets/Resources/Yarn/ShitouTalk1/Shitou_Start.yarn.meta b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Start.yarn.meta new file mode 100644 index 000000000..5ad2f1d48 --- /dev/null +++ b/Assets/Resources/Yarn/ShitouTalk1/Shitou_Start.yarn.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 5e887ee3b57dbea4b8ad3b5bc88d54d1 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 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groupTransform: {fileID: 0} - graphManager: {fileID: 3728315362672514892} + graphManager: {fileID: 0} enableSelfConnection: 0 _enableDrag: 0 _enableHover: 1 @@ -48173,7 +48187,7 @@ MonoBehaviour: rectTransform: {fileID: 2592852046776807969} linkTransform: {fileID: 0} groupTransform: {fileID: 0} - graphManager: {fileID: 3728315362672514892} + graphManager: {fileID: 0} enableSelfConnection: 0 _enableDrag: 0 _enableHover: 1 @@ -49328,7 +49342,7 @@ RectTransform: m_Father: {fileID: 6498488201931268245} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} - m_AnchorMax: {x: 0, y: 0} + m_AnchorMax: {x: 1, y: 1} m_AnchoredPosition: {x: 0, y: 0} m_SizeDelta: {x: 20, y: 20} m_Pivot: {x: 0.5, y: 0.5} @@ -49602,7 +49616,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!224 &7966889870541532172 RectTransform: m_ObjectHideFlags: 0 @@ -52014,7 +52028,7 @@ MonoBehaviour: rectTransform: {fileID: 4596928483061751012} linkTransform: {fileID: 0} groupTransform: {fileID: 0} - graphManager: {fileID: 3728315362672514892} + graphManager: {fileID: 0} enableSelfConnection: 0 _enableDrag: 0 _enableHover: 1 @@ -52930,7 +52944,7 @@ MonoBehaviour: rectTransform: {fileID: 3538142130825932876} linkTransform: {fileID: 0} groupTransform: {fileID: 0} - graphManager: {fileID: 3728315362672514892} + graphManager: {fileID: 0} enableSelfConnection: 0 _enableDrag: 0 _enableHover: 1 @@ -55319,6 +55333,7 @@ SceneRoots: m_ObjectHideFlags: 0 m_Roots: - {fileID: 519420032} + - {fileID: 1271176892} - {fileID: 619394802} - {fileID: 1450136610} - {fileID: 1343879457} diff --git a/Assets/Scripts/Dialog System/DialogController.cs b/Assets/Scripts/Dialog System/DialogController.cs index 474f0ea1c..12b49c94b 100644 --- a/Assets/Scripts/Dialog System/DialogController.cs +++ b/Assets/Scripts/Dialog System/DialogController.cs @@ -10,10 +10,10 @@ namespace AibisDream { public class DialogController : Singleton { - private DialogueRunner dialogueRunner; + private DialogueRunner _dialogueRunner; private VariableStorageBehaviour _variableStorage; - private readonly Dictionary> commandMap = new(); + private readonly Dictionary> _commandMap = new(); private readonly Dictionary> _pauseCommandMap = new(); # region controller状态标识 @@ -37,7 +37,7 @@ namespace AibisDream OnDialogueComplete?.Invoke(); } } - get { return _isTalking; } + get => _isTalking; } // 对话框被阻塞时不能继续对话框交互 @@ -45,9 +45,6 @@ namespace AibisDream public bool quickRunMode; - // 暂停对话 - public bool isInPause; - # endregion public static UnityAction OnDialogueStart; @@ -55,15 +52,15 @@ namespace AibisDream private void Start() { - dialogueRunner = GetComponentInChildren(); + _dialogueRunner = GetComponentInChildren(); _variableStorage = GetComponentInChildren(); - dialogueRunner.onDialogueStart.AddListener(() => + _dialogueRunner.onDialogueStart.AddListener(() => { OnDialogueStart?.Invoke(); IsTalking = true; }); - dialogueRunner.onDialogueComplete.AddListener(() => + _dialogueRunner.onDialogueComplete.AddListener(() => { OnDialogueComplete?.Invoke(); IsTalking = false; @@ -110,22 +107,27 @@ namespace AibisDream /// Yarn组 public void StartDialog(YarnProject yarnProject) { - dialogueRunner.VariableStorage.Clear(); - dialogueRunner.SetProject(yarnProject); - dialogueRunner.StartDialogue("Start"); + _dialogueRunner.SetProject(yarnProject); + _dialogueRunner.StartDialogue("Start"); + } + + public void LoadDialog(YarnProject yarnProject) + { + _dialogueRunner.SetProject(yarnProject); + _dialogueRunner.StartDialogue("主维修界面"); } public void StartDialogNode(string nodeName) { if (CheckIfNodeExistInCurrentYarnProject(nodeName)) { - dialogueRunner.StartDialogue(nodeName); + _dialogueRunner.StartDialogue(nodeName); } } public bool CheckIfNodeExistInCurrentYarnProject(string nodeName) { - YarnProject currentProject = dialogueRunner.yarnProject; + YarnProject currentProject = _dialogueRunner.yarnProject; string[] nodeNames = currentProject.NodeNames; if (Array.Exists(nodeNames, item => item == nodeName)) { @@ -153,7 +155,7 @@ namespace AibisDream return; } - if (commandMap.TryGetValue(commandName, out var action)) + if (_commandMap.TryGetValue(commandName, out var action)) { action(options); } @@ -170,12 +172,12 @@ namespace AibisDream /// 注册名称 public void RegisterOptionCommand(string commandName, Action commandAction) { - if (commandMap.ContainsKey(commandName)) + if (_commandMap.ContainsKey(commandName)) { Debug.Log($"命令 {commandName} 已经存在,将被替换"); } - commandMap[commandName] = commandAction; + _commandMap[commandName] = commandAction; } /// @@ -184,9 +186,9 @@ namespace AibisDream /// 命令名称 public void RemoveOptionCommand(string commandName) { - if (commandMap.ContainsKey(commandName)) + if (_commandMap.ContainsKey(commandName)) { - commandMap.Remove(commandName); + _commandMap.Remove(commandName); } else { @@ -260,7 +262,8 @@ namespace AibisDream [YarnCommand("NextYarn")] public static void NextYarn() { - DialogController.Instance.StartCoroutine(GameLoopManager.Instance.NextSceneSo()); + Instance.ClearVariables(); + Instance.StartCoroutine(GameLoopManager.Instance.NextSceneSo()); } [YarnCommand("switch_tv")] diff --git a/Assets/Scripts/Dialog System/YarnOption.cs b/Assets/Scripts/Dialog System/YarnOption.cs index d3bb4044c..6461cd1b0 100644 --- a/Assets/Scripts/Dialog System/YarnOption.cs +++ b/Assets/Scripts/Dialog System/YarnOption.cs @@ -85,7 +85,6 @@ namespace AibisDream if (_nextStep != null) { _nextStep.Invoke(); - DialogController.Instance.isInPause = false; _nextStep = null; } else @@ -101,7 +100,6 @@ namespace AibisDream /// 命令 public static YarnContinueStep GeneContinueStep(Action nextStep) { - DialogController.Instance.isInPause = true; return new YarnContinueStep(nextStep); } } diff --git a/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs b/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs index 46159c1c2..d2693ffc5 100644 --- a/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs +++ b/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs @@ -1,6 +1,7 @@ using System.Linq; using AibisDream.Framework; using AibisDream.Kit; +using Cinemachine; using UnityEngine; using UnityEngine.Events; @@ -71,11 +72,10 @@ namespace AibisDream.FixSystem heatMapController = transform.Find("HeatMapController").GetComponent(); } FixSystemCenter.SystemDic.Register(this); - } - - private void Start() - { - gameObject.SetActive(false); + + // 注册Camera + var virtualCam = transform.GetComponentInChildren(); + CameraKit.Instance.RegisterCamera(FixState.BodyModule, virtualCam); } /// diff --git a/Assets/Scripts/FixSystemNew/Clinic/CharacterViewer.cs b/Assets/Scripts/FixSystemNew/Clinic/CharacterViewer.cs index c2d69abb3..1cce62b14 100644 --- a/Assets/Scripts/FixSystemNew/Clinic/CharacterViewer.cs +++ b/Assets/Scripts/FixSystemNew/Clinic/CharacterViewer.cs @@ -75,6 +75,11 @@ namespace AibisDream.FixSystem { var childLayers = root.GetComponentsInChildren(true); if (childLayers.Length == 0) return null; + + foreach (var layer in childLayers) + { + layer.enabled = layer.gameObject.name == layerName; + } // 如果输入为空,就默认激活一层 if (layerName == null) @@ -83,11 +88,6 @@ namespace AibisDream.FixSystem return childLayers[0].gameObject.name; } - foreach (var layer in childLayers) - { - layer.enabled = layer.gameObject.name == layerName; - } - return layerName; } diff --git a/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs index c75965eff..c8aadcd08 100644 --- a/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs +++ b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs @@ -3,6 +3,7 @@ using System.Collections; using AibisDream.FixSystem; using AibisDream.Framework; using AibisDream.Utility; +using Cinemachine; using DG.Tweening; using UnityEngine; @@ -18,7 +19,7 @@ namespace AibisDream public Vector3 pumpDownPos; public float pumpDuration; - private readonly ClinicData _clinicData; + private readonly ClinicData _clinicData = new(); private void Awake() { @@ -32,6 +33,10 @@ namespace AibisDream _pumpHead = transform.Find("正图").Find("近景").Find("桌上泵头"); _coolingScreen = transform.Find("正图").Find("近景").Find("桌面泵机运作时亮灯").gameObject; + + // 注册Camera + var virtualCam = transform.Find("Clinic Camera").GetComponent(); + CameraKit.Instance.RegisterCamera(FixState.Clinic, virtualCam); } private void LoadData(ClinicData data) @@ -87,7 +92,7 @@ namespace AibisDream private void OnCharacterChange(CharacterData characterData) { - CommonUtil.CopyProperties(characterData, _clinicData); + CommonUtil.CopyFields(characterData, _clinicData); } } diff --git a/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingSystem.cs b/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingSystem.cs index ba26c7abd..e6aac2d95 100644 --- a/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingSystem.cs +++ b/Assets/Scripts/FixSystemNew/CoolingMachine/CoolingSystem.cs @@ -1,5 +1,6 @@ using System.Collections; using AibisDream.FixSystem; +using Cinemachine; using UnityEngine; namespace AibisDream.Framework @@ -26,6 +27,10 @@ namespace AibisDream.Framework { FixSystemCenter.SystemDic.Register(this); InitRefs(); + + // 注册相机 + var virtualCam = transform.Find("Cooling Camera").GetComponent(); + CameraKit.Instance.RegisterCamera(FixState.CoolingMachine, virtualCam); } private void InitRefs() diff --git a/Assets/Scripts/FixSystemNew/FixStateMachine.cs b/Assets/Scripts/FixSystemNew/FixStateMachine.cs index 672881da2..4bf251154 100644 --- a/Assets/Scripts/FixSystemNew/FixStateMachine.cs +++ b/Assets/Scripts/FixSystemNew/FixStateMachine.cs @@ -1,7 +1,7 @@ using System; using System.Collections; using AibisDream.Framework; -using UnityEngine.PlayerLoop; +using UnityEngine; namespace AibisDream.FixSystem { @@ -10,15 +10,15 @@ namespace AibisDream.FixSystem private IState _curState; private string _curArgs; - public void SwitchState(FixState nextState, string args = "") + public IEnumerator SwitchState(FixState nextState, string args = "") { _curArgs = args; - _curState?.Exit(); + yield return _curState?.Exit(); GameLoopManager.Instance.UpdateFixState(nextState, _curArgs); _curState = CreateState(nextState, _curArgs); - _curState.Enter(); + yield return _curState.Enter(); } private static IState CreateState(FixState nextState, string args) @@ -61,12 +61,12 @@ namespace AibisDream.FixSystem public IEnumerator Enter() { // 切换相机 - yield break; + yield return CameraKit.Instance.SwitchCamera(FixState.Clinic); } public IEnumerator Exit() { - // 似乎没有? + // 无 yield break; } } @@ -82,13 +82,18 @@ namespace AibisDream.FixSystem public IEnumerator Enter() { + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + // 拔出插头 + bodyModuleSystem.ResetPlug(); // 切换相机 - yield break; + yield return CameraKit.Instance.SwitchCamera(FixState.BodyModule); } public IEnumerator Exit() { - // 似乎没有? + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + // 拔出插头 + bodyModuleSystem.ResetPlug(); yield break; } } @@ -107,12 +112,18 @@ namespace AibisDream.FixSystem public IEnumerator Enter() { // 切换相机 - yield break; + yield return CameraKit.Instance.SwitchCamera(FixState.Gear); + // 加载关卡数据 + if (!string.IsNullOrEmpty(_configKey)) + { + var gearSystem = FixSystemCenter.SystemDic.Get(); + gearSystem.CurDataKey = _configKey; + gearSystem.LoadLevel(); + } } public IEnumerator Exit() { - // 切换相机 yield break; } } @@ -129,39 +140,51 @@ namespace AibisDream.FixSystem public IEnumerator Enter() { // 切换相机 - yield break; - // 加载Level - - // 解锁 - + yield return CameraKit.Instance.SwitchCamera(FixState.Engine); } public IEnumerator Exit() { - // 上锁 - - // 切换相机 + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + bodyModuleSystem.ResetPlug(); yield break; } } public class CoolingMachineState : IState { + private bool _playLink; + public FixState GetState => FixState.CoolingMachine; public void SetArgs(string args) { - throw new NotImplementedException(); + _playLink = !string.IsNullOrEmpty(args); } public IEnumerator Enter() { - throw new NotImplementedException(); + var coolingSystem = FixSystemCenter.SystemDic.Get(); + // 切相机 + yield return CameraKit.Instance.SwitchCamera(FixState.CoolingMachine); + + // 打开泵机 + coolingSystem.gameObject.SetActive(true); + yield return coolingSystem.OpenCoolingSystem(); + // 播放插线动画 + if (_playLink) + { + yield return coolingSystem.LinkTube(); + } } public IEnumerator Exit() { - throw new NotImplementedException(); + var cooling = FixSystemCenter.SystemDic.Get(); + + yield return cooling.CloseBottleUI(); + yield return cooling.CloseCoolingSystem(); + yield return new WaitForSeconds(1f); } } diff --git a/Assets/Scripts/FixSystemNew/FixSystemCenter.cs b/Assets/Scripts/FixSystemNew/FixSystemCenter.cs index 203c754eb..f08192802 100644 --- a/Assets/Scripts/FixSystemNew/FixSystemCenter.cs +++ b/Assets/Scripts/FixSystemNew/FixSystemCenter.cs @@ -19,6 +19,7 @@ namespace AibisDream.FixSystem // 初始化状态机 StateMachine = new FixStateMachine(); + StateMachine.SwitchState(FixState.Clinic); } #region 系统索引 diff --git a/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs b/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs index 95deb9965..202b3d014 100644 --- a/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs +++ b/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs @@ -16,13 +16,8 @@ namespace AibisDream.FixSystem Debug.Log($"{targetStateStr}不在FixState枚举中"); yield break; } - - // 获取命令 - var command = FixSystemCenter.Instance.TransToNextState(targetState); - // 传入参数 - command.SetArgs(extraArg); - yield return command.Execute(); + yield return FixSystemCenter.StateMachine.SwitchState(targetState, extraArg); } } } \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/StateTransition/BodyModuleTransition.cs b/Assets/Scripts/FixSystemNew/StateTransition/BodyModuleTransition.cs index 6b421f298..9cadd0fd8 100644 --- a/Assets/Scripts/FixSystemNew/StateTransition/BodyModuleTransition.cs +++ b/Assets/Scripts/FixSystemNew/StateTransition/BodyModuleTransition.cs @@ -47,7 +47,7 @@ namespace AibisDream.FixSystem // 黑屏 yield return MainUIController.Instance?.FadeInSync(FadeDuration); // 相机归位 - CameraKit.Instance.ResetCamara(); + yield return CameraKit.Instance.ReturnInitCameraAsync(FadeDuration); // 打开诊所 clinicSystem.gameObject.SetActive(true); AudioManager.PlayAmb1Audio("amb_room"); @@ -129,7 +129,7 @@ namespace AibisDream.FixSystem // 黑屏 yield return MainUIController.Instance.FadeInSync(FadeDuration); // 相机归位 - CameraKit.Instance.ResetCamara(); + yield return CameraKit.Instance.ReturnInitCameraAsync(FadeDuration); // 打开诊所 clinicSystem.gameObject.SetActive(true); // 关闭其他 diff --git a/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs b/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs index 094e52995..ce55d2258 100644 --- a/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs +++ b/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs @@ -7,6 +7,7 @@ namespace AibisDream.FixSystem { public enum FixState { + Default, Clinic, CoolingMachine, BodyModule, diff --git a/Assets/Scripts/Framework/Core/Core.cs b/Assets/Scripts/Framework/Core/Core.cs index 7a3d24909..250567fbd 100644 --- a/Assets/Scripts/Framework/Core/Core.cs +++ b/Assets/Scripts/Framework/Core/Core.cs @@ -1,5 +1,4 @@ using System; -using System.Collections; using System.Collections.Generic; using System.Linq; using AibisDream.Utility; @@ -24,12 +23,6 @@ namespace AibisDream.Framework public abstract void SaveLevel(); } - public interface IHasData - { - void Save(string dataKey); - void Load(string dataKey); - } - public interface IData { void Load(); @@ -151,7 +144,7 @@ namespace AibisDream.Framework // 把Json中读到的参数填回Data var tempObj = fixData.ToObject(fixDataType); - CommonUtil.CopyProperties(tempObj, fixDataItemPair.Value); + CommonUtil.CopyFields(tempObj, fixDataItemPair.Value); } foreach (var data in _instances.Values) @@ -193,7 +186,7 @@ namespace AibisDream.Framework public class EasyEvent : IEasyEvent { - private event Action OnEvent = e => { }; + private event Action OnEvent; public IUnRegister Register(Action onEvent) { @@ -263,7 +256,7 @@ namespace AibisDream.Framework public class BindProperty { private T _value; - private EasyEvent _onValueChanged; + private event Action OnValueChanged; public BindProperty(T defaultValue = default) => _value = defaultValue; @@ -284,7 +277,7 @@ namespace AibisDream.Framework if (value != null && Comparer(value, _value)) return; SetValue(value); - _onValueChanged.Trigger(value); + OnValueChanged?.Invoke(value); } } @@ -294,18 +287,18 @@ namespace AibisDream.Framework public void SetValueWithoutEvent(T newValue) => _value = newValue; - public IUnRegister Register(Action onValueChanged) + public void Register(Action onValueChanged) { - return _onValueChanged.Register(onValueChanged); + OnValueChanged += onValueChanged; } - public void UnRegister(Action onValueChanged) => _onValueChanged.UnRegister(onValueChanged); + public void UnRegister(Action onValueChanged) => OnValueChanged -= onValueChanged; public override string ToString() => Value.ToString(); public void RemoveAll() { - _onValueChanged?.UnRegisterAll(); + OnValueChanged = null; } } diff --git a/Assets/Scripts/Framework/OtherKit/CameraKit.cs b/Assets/Scripts/Framework/OtherKit/CameraKit.cs index 5e65dc113..dcf9936fb 100644 --- a/Assets/Scripts/Framework/OtherKit/CameraKit.cs +++ b/Assets/Scripts/Framework/OtherKit/CameraKit.cs @@ -1,6 +1,12 @@ -using System.Collections; +using System; +using System.Collections; +using System.Collections.Generic; +using AibisDream.FixSystem; using AibisDream.Kit; +using Cinemachine; using DG.Tweening; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; using UnityEngine; using Yarn.Unity; @@ -8,10 +14,25 @@ namespace AibisDream.Framework { public class CameraKit : SingletonBase { - private readonly Camera _mainCamera = Camera.main; + private const int LowPriority = 1; + private const int HighPriority = 10; - private Vector3 _initPos; - private float _initOrthographicSize; + #region 相机组件 + + private CinemachineBrain _cameraBrain; + private readonly Dictionary _virtualCameraDict = new(); + private readonly Dictionary _camInitStateDict = new(); + + private FixState _curFixState; + private CamState _curInitState; + + private struct CamState + { + public Vector3 pos; + public float initOrthoSize; + } + + #endregion private CameraKit() { @@ -19,42 +40,100 @@ namespace AibisDream.Framework public override void OnSingletonInit() { - // 无需初始化 - _initPos = _mainCamera.transform.position; - _initOrthographicSize = _mainCamera.orthographicSize; + _cameraBrain = Camera.main?.GetComponent(); + _curFixState = FixState.Default; } - public void ResetCamara() + #region 相机信息注册 + + public void RegisterCamera(FixState camType, ICinemachineCamera virtualCamera) { - _mainCamera.transform.position = _initPos; - _mainCamera.orthographicSize = _initOrthographicSize; + _virtualCameraDict[camType] = virtualCamera; + + var initState = new CamState + { + pos = virtualCamera.VirtualCameraGameObject.transform.localPosition, + initOrthoSize = virtualCamera.VirtualCameraGameObject.gameObject + .GetComponent().m_Lens.OrthographicSize + }; + _camInitStateDict[camType] = initState; + } + + public void UnRegisterCamera(FixState camType, ICinemachineCamera virtualCamera) + { + if (!_virtualCameraDict.TryGetValue(camType, out var curCam)) return; + + if (virtualCamera == curCam) + { + _virtualCameraDict.Remove(camType); + _camInitStateDict.Remove(camType); + } + } + + public void UnRegisterCamera(FixState camType) + { + _virtualCameraDict.Remove(camType); + _camInitStateDict.Remove(camType); + } + + public void RemoveAllCam() + { + _virtualCameraDict.Clear(); + _camInitStateDict.Clear(); + } + + #endregion + + /// + /// 切换相机 + /// + /// + public IEnumerator SwitchCamera(FixState camType) + { + if (_curFixState == camType) + { + yield break; + } + + if (!_virtualCameraDict.ContainsKey(camType)) + { + Debug.Log($"{camType.ToString()}相机未注册"); + yield break; + } + + foreach (var camPair in _virtualCameraDict) + { + if (camPair.Key == camType) camPair.Value.Priority = HighPriority; + if (camPair.Key != camType) camPair.Value.Priority = LowPriority; + } + + _curInitState = _camInitStateDict[camType]; + yield return new WaitForSeconds(_cameraBrain.m_DefaultBlend.BlendTime); } public Tween TransCamera(Vector3 targetPos, float targetOrthographicSize, float duration) { + // 寻找现在正在激活的相机 + var curCamera = _cameraBrain.ActiveVirtualCamera; + var sq = DOTween.Sequence(); // 移动 - sq.Join(_mainCamera.transform.DOMove(targetPos, duration)); + sq.Join(curCamera.DOLocalMove(targetPos, duration)); // 缩放 - sq.Join(_mainCamera.DOOrthoSize(targetOrthographicSize, duration)); + sq.Join(curCamera.DOOrthoSize(targetOrthographicSize, duration)); return sq; } public Tween ReturnInitCamera(float duration) { - return TransCamera(_initPos, _initOrthographicSize, duration); - } - - public Tween TransCamera(Vector3 targetPos, float duration) - { - return _mainCamera.transform.DOMove(targetPos, duration); + return TransCamera(_curInitState.pos, _curInitState.initOrthoSize, duration); } public IEnumerator TransCameraAsync(Vector3 targetPos, float duration) { - var targetOrthographicSize = _mainCamera.orthographicSize; - yield return TransCameraAsync(targetPos, targetOrthographicSize, duration); + var curCamera = _cameraBrain.ActiveVirtualCamera; + yield return curCamera.DOLocalMove(targetPos, duration).WaitForCompletion(); } public IEnumerator TransCameraAsync(Vector3 targetPos, float targetOrthographicSize, float duration) @@ -64,12 +143,36 @@ namespace AibisDream.Framework public IEnumerator ReturnInitCameraAsync(float duration) { - return TransCameraAsync(_initPos, _initOrthographicSize, duration); + yield return ReturnInitCamera(duration).WaitForCompletion(); } + // 方法已废弃,后面改成用Cinemachine的Shake + [Obsolete] public IEnumerator ShakeCamera(float duration, float strength, int vibrate) { - yield return _mainCamera.transform.DOShakePosition(duration, strength, vibrate, 90, false, false).WaitForCompletion(); + var curCamera = _cameraBrain.ActiveVirtualCamera; + yield return curCamera.VirtualCameraGameObject.transform + .DOShakePosition(duration, strength, vibrate, 90, false, false) + .WaitForCompletion(); + } + } + + public static class CinemachineExtension + { + public static TweenerCore DOLocalMove(this ICinemachineCamera camera, + Vector3 targetPos, float duration) + { + var transform = camera.VirtualCameraGameObject.gameObject.transform; + return transform.DOLocalMove(targetPos, duration); + } + + public static TweenerCore DOOrthoSize(this ICinemachineCamera camera, + float endValue, float duration) + { + var virtualCamera = camera.VirtualCameraGameObject.gameObject.GetComponent(); + var currentOrthoSize = virtualCamera.m_Lens.OrthographicSize; + return DOTween.To(() => currentOrthoSize, x => currentOrthoSize = x, endValue, duration) + .OnUpdate(() => virtualCamera.m_Lens.OrthographicSize = currentOrthoSize); } } @@ -94,11 +197,24 @@ namespace AibisDream.Framework Vector3 targetPos = new Vector3(x, y, -10); return CameraKit.Instance.TransCameraAsync(targetPos, duration); } - + [YarnCommand("shake_camera")] public static IEnumerator ShakeCamera(float duration, float strength, int vibrate = 10) { return CameraKit.Instance.ShakeCamera(duration, strength, vibrate); } + + [YarnCommand("switch_camera")] + public static IEnumerator SwitchCamera(string targetStateStr) + { + // 字符串转枚举 + if (!Enum.TryParse(targetStateStr, out var targetState)) + { + Debug.Log($"{targetStateStr}不在FixState枚举中"); + yield break; + } + + yield return CameraKit.Instance.SwitchCamera(targetState); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Game Loop/GameLoopManager.cs b/Assets/Scripts/Game Loop/GameLoopManager.cs index 667905aff..620c084f7 100644 --- a/Assets/Scripts/Game Loop/GameLoopManager.cs +++ b/Assets/Scripts/Game Loop/GameLoopManager.cs @@ -41,7 +41,7 @@ namespace AibisDream { MainUIController.Instance.TVFadeOut(1); GameObject.Find("Menu Canvas").SetActive(false); - StartCoroutine(LoadSaveFile(saveFileName)); + StartCoroutine(LoadSaveFile($"{TestSaveFilePath}/{saveFileName}")); } #else runMode = RunMode.Product; @@ -86,6 +86,7 @@ namespace AibisDream #region 存档相关 private static readonly string SaveFilePath = Application.streamingAssetsPath + "/SaveFiles"; + private static readonly string TestSaveFilePath = Application.streamingAssetsPath + "/TestSaveFiles"; // 维修系统相关数据 public static readonly DataContainer FixDataContainer = new(); @@ -125,9 +126,9 @@ namespace AibisDream _fixStateArgs = curArgs; } - private IEnumerator LoadSaveFile(string saveName) + private IEnumerator LoadSaveFile(string savePath) { - var saveFile = JsonUtil.ReadJObject($"{SaveFilePath}/{saveName}"); + var saveFile = JsonUtil.ReadJObject(savePath); // 先加载对话数据 var floatDict = saveFile["floatDict"]?.ToObject>(); var stringDict = saveFile["stringDict"]?.ToObject>(); @@ -150,10 +151,10 @@ namespace AibisDream // 初始化维修状态机 _fixState = saveFile["fixState"]!.ToObject(); _fixStateArgs = saveFile["fixStateArgs"]!.ToString(); - FixSystemCenter.StateMachine.SwitchState(_fixState, _fixStateArgs); + yield return FixSystemCenter.StateMachine.SwitchState(_fixState, _fixStateArgs); // 开启对话 - DialogController.Instance.StartDialog(_currentTalkSceneSo.yarnProject); + DialogController.Instance.LoadDialog(_currentTalkSceneSo.yarnProject); } public void Save() @@ -197,4 +198,13 @@ namespace AibisDream SingleScene, SaveFile } + + public static class GameLoopYarnCommand + { + [YarnCommand("auto_save")] + public static void AutoSave() + { + GameLoopManager.Instance.Save(); + } + } } \ No newline at end of file diff --git a/Assets/Scripts/Game Loop/SceneLoader.cs b/Assets/Scripts/Game Loop/SceneLoader.cs index d1113f8b5..f05f57fcd 100644 --- a/Assets/Scripts/Game Loop/SceneLoader.cs +++ b/Assets/Scripts/Game Loop/SceneLoader.cs @@ -19,12 +19,16 @@ namespace AibisDream public override void OnSingletonInit() { _currentScene = new BindProperty(); + } + + private void Start() + { _currentScene.Register(GameLoopManager.Instance.UpdateCurScene); } - - public override void OnSingletonDestroy() + + private void OnDisable() { - _currentScene.UnRegister(GameLoopManager.Instance.UpdateCurScene); + _currentScene.RemoveAll(); } #endregion @@ -54,7 +58,7 @@ namespace AibisDream // 场景转换参数 _isLoading = true; _sceneToLoad = targetScene; - if (string.IsNullOrEmpty(_currentScene.Value)) + if (!string.IsNullOrEmpty(_currentScene.Value)) { yield return Addressables.UnloadSceneAsync(_loadHandle); } @@ -79,7 +83,7 @@ namespace AibisDream if (_currentScene.Value == sceneToUnload) { - yield return Addressables.UnloadSceneAsync(_loadHandle, true); + yield return Addressables.UnloadSceneAsync(_loadHandle); _currentScene.Value = null; } diff --git a/Assets/Scripts/MiniGame/Engine/EngineSystem.cs b/Assets/Scripts/MiniGame/Engine/EngineSystem.cs index 4f81dd39c..58df9fd73 100644 --- a/Assets/Scripts/MiniGame/Engine/EngineSystem.cs +++ b/Assets/Scripts/MiniGame/Engine/EngineSystem.cs @@ -4,6 +4,7 @@ using AibisDream.FixSystem; using AibisDream.Framework; using AibisDream.Kit; using AibisDream.Utility; +using Cinemachine; using DG.Tweening; using UnityEngine; using UnityEngine.Serialization; @@ -35,13 +36,15 @@ namespace AibisDream FixSystemCenter.SystemDic.Register(this); _cover = transform.Find("Cover").GetComponent(); _airGate = transform.Find("Air Gate").GetComponent(); + + // 注册相机 + var virtualCam = transform.Find("Engine Camera").GetComponentInChildren(); + CameraKit.Instance.RegisterCamera(FixState.Engine, virtualCam); } private void Start() { OnLoad(); - - gameObject.SetActive(false); } private void OnLoad() diff --git a/Assets/Scripts/MiniGame/Engine/EngineYarnCommand.cs b/Assets/Scripts/MiniGame/Engine/EngineYarnCommand.cs new file mode 100644 index 000000000..296ec2bd5 --- /dev/null +++ b/Assets/Scripts/MiniGame/Engine/EngineYarnCommand.cs @@ -0,0 +1,26 @@ +using System.Collections; +using AibisDream.FixSystem; +using DG.Tweening; +using Yarn.Unity; + +namespace AibisDream +{ + public static class EngineYarnCommand + { + // 打开引擎盖 + [YarnCommand("open_engine_cover")] + public static IEnumerator OpenEngineCover() + { + var engineSystem = FixSystemCenter.SystemDic.Get(); + yield return engineSystem.OpenCover().WaitForCompletion(); + } + + // 打开引擎盖 + [YarnCommand("close_engine_cover")] + public static IEnumerator CloseEngineCover() + { + var engineSystem = FixSystemCenter.SystemDic.Get(); + yield return engineSystem.CloseCover().WaitForCompletion(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/Engine/EngineYarnCommand.cs.meta b/Assets/Scripts/MiniGame/Engine/EngineYarnCommand.cs.meta new file mode 100644 index 000000000..93ca8b17a --- /dev/null +++ b/Assets/Scripts/MiniGame/Engine/EngineYarnCommand.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 25506a4586954f8db428372d3644fcf9 +timeCreated: 1736336596 \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/Gear/GearSystem.cs b/Assets/Scripts/MiniGame/Gear/GearSystem.cs index 3c5d5252f..37deb92e6 100644 --- a/Assets/Scripts/MiniGame/Gear/GearSystem.cs +++ b/Assets/Scripts/MiniGame/Gear/GearSystem.cs @@ -4,6 +4,7 @@ using System.Linq; using AibisDream.FixSystem; using AibisDream.Framework; using AibisDream.Kit; +using Cinemachine; using DG.Tweening; using UnityEditor; using UnityEngine; @@ -52,6 +53,10 @@ namespace AibisDream _coverStick = transform.Find("Cover Stick"); _panel = transform.Find("Empty Shafts Panel"); _needle = transform.Find("Needle"); + + // 注册相机 + var virtualCam = transform.Find("Gear Camera").GetComponent(); + CameraKit.Instance.RegisterCamera(FixState.Gear, virtualCam); } public void Start() @@ -62,8 +67,6 @@ namespace AibisDream _shaftGraph = new ShaftGraph(shafts, panelShafts); _panel.gameObject.SetActive(false); - - gameObject.SetActive(false); } #endregion diff --git a/Assets/Scripts/Mouse/DialogueInteractable.cs b/Assets/Scripts/Mouse/DialogueInteractable.cs deleted file mode 100644 index 2f00ba7f6..000000000 --- a/Assets/Scripts/Mouse/DialogueInteractable.cs +++ /dev/null @@ -1,44 +0,0 @@ -// using AibisDream; -// using UnityEngine; -// using UnityEngine.EventSystems; -// using Yarn.Unity; - -// public class DialogueInteractable : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler -// { -// public Texture2D hoverCursor; // 鼠标悬停时的光标 - -// public void OnPointerEnter(PointerEventData eventData) -// { -// // 通知管理器设置光标 -// DialogueManager.Instance.OnInteractableHover(this, true); -// } - -// public void OnPointerExit(PointerEventData eventData) -// { -// // 通知管理器重置光标 -// DialogueManager.Instance.OnInteractableHover(this, false); -// } - -// public void OnPointerClick(PointerEventData eventData) -// { -// // 通知管理器尝试触发对话 -// DialogueManager.Instance.TryTriggerDialogue(this); -// } -// private void OnMouseEnter() -// { -// // 用于处理 Sprite 的悬停事件 -// DialogueManager.Instance.OnInteractableHover(this, true); -// } - -// private void OnMouseExit() -// { -// // 用于处理 Sprite 的离开事件 -// DialogueManager.Instance.OnInteractableHover(this, false); -// } - -// private void OnMouseDown() -// { -// // 用于处理 Sprite 的点击事件 -// DialogueManager.Instance.TryTriggerDialogue(this); -// } -// } \ No newline at end of file diff --git a/Assets/Scripts/Mouse/DialogueInteractable.cs.meta b/Assets/Scripts/Mouse/DialogueInteractable.cs.meta deleted file mode 100644 index 0df82f6cc..000000000 --- a/Assets/Scripts/Mouse/DialogueInteractable.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 602eb1c35172a264099ff28df4f1bdc8 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Mouse/DialogueManager.cs b/Assets/Scripts/Mouse/DialogueManager.cs deleted file mode 100644 index 3654dc4c7..000000000 --- a/Assets/Scripts/Mouse/DialogueManager.cs +++ /dev/null @@ -1,61 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using AibisDream; - -public class DialogueManager : MonoBehaviour -{ - // public static DialogueManager Instance { get; private set; } - // private bool isDragging = false; // 用于跟踪是否正在拖拽 - - // private void Awake() - // { - // // 检查是否已有实例 - // if (Instance != null && Instance != this) - // { - // Destroy(gameObject); // 确保只有一个实例存在 - // return; - // } - - // Instance = this; - // DontDestroyOnLoad(gameObject); // 防止在场景切换时销毁该对象 - // } - - - // public void OnInteractableHover(DialogueInteractable interactable, bool isHovering) - // { - // if (isDragging) - // return; // 如果正在拖拽,不进行光标更改 - - // if (isHovering) - // { - // // 设置悬停光标 - // //MouseCursorManager.Instance.SetCursor(MouseCursorManager.Instance.dialogueCursor); - // } - // else - // { - // // 重置光标 - // //MouseCursorManager.Instance.ResetCursor(); - // } - // } - - // public void TryTriggerDialogue(DialogueInteractable interactable) - // { - // if (isDragging) - // return; // 如果正在拖拽,不触发对话 - - // // 构建对话节点名称:游戏对象名称 + "dialogue" - // string dialogueNode = interactable.gameObject.name + "Dialogue"; - - // // 检查节点是否存在并触发对话 - // // if(DialogController.Instance.CheckIfNodeExistInCurrentYarnProject(dialogueNode)) - // // { - // // DialogController.Instance.StartDialogNode(dialogueNode); - // // } - // } - - // public void SetDragging(bool dragging) - // { - // isDragging = dragging; // 设置拖拽状态 - // } -} \ No newline at end of file diff --git a/Assets/Scripts/Mouse/DialogueManager.cs.meta b/Assets/Scripts/Mouse/DialogueManager.cs.meta deleted file mode 100644 index 1792ed924..000000000 --- a/Assets/Scripts/Mouse/DialogueManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 137399fe5d21cff4bb22cf397fc79303 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Mouse/MouseCursorManager.cs b/Assets/Scripts/Mouse/MouseCursorManager.cs index 225b81220..759b17d9d 100644 --- a/Assets/Scripts/Mouse/MouseCursorManager.cs +++ b/Assets/Scripts/Mouse/MouseCursorManager.cs @@ -1,25 +1,22 @@ using UnityEngine; -using UnityEngine.EventSystems; using UnityEngine.UI; using System.Collections.Generic; using AibisDream; -using Unity.VisualScripting; public class MouseCursorManager : MonoBehaviour { public static MouseCursorManager Instance { get; private set; } - [Header("Cursor Images")] - public Sprite dialogueCursorSprite; - public Sprite handCursorSprite; // 手的图标 - public Sprite searchCursorSprite; // 搜索图标 - public Sprite defaultCursorSprite; + [Header("Cursor Images")] public Sprite dialogueCursorSprite; + public Sprite handCursorSprite; // 手的图标 + public Sprite searchCursorSprite; // 搜索图标 + public Sprite defaultCursorSprite; - public Canvas dialogueCanvas; // 对话Canvas - public Image cursorImage; // 用于显示自定义光标的Image + public Canvas dialogueCanvas; // 对话Canvas + public Image cursorImage; // 用于显示自定义光标的Image private bool isDraggingPlug = false; // 是否正在拖拽Plug - private bool isUsingTool = false; // 是否处于使用工具状态 - private bool isInClueBoard = false; // 是否处于使用工具状态 + private bool isUsingTool = false; // 是否处于使用工具状态 + private bool isInClueBoard = false; // 是否处于使用工具状态 private Vector3 defaultCursorOffset = new Vector3(20, -20, 0); // default 指针的偏移量 @@ -40,61 +37,54 @@ public class MouseCursorManager : MonoBehaviour private void Start() { - ResetCursor(); // 设置为默认光标 + ResetCursor(); // 设置为默认光标 } private void Update() { - if (cursorImage.sprite != defaultCursorSprite) - { - cursorImage.transform.position = Input.mousePosition; - } + if (cursorImage.sprite != defaultCursorSprite) + { + cursorImage.transform.position = Input.mousePosition; + } + UpdateCursorState(); //检测点击事件 - if (Input.GetMouseButtonDown(0)&&!isDraggingPlug) + if (Input.GetMouseButtonDown(0) && !isDraggingPlug) { - HandleClick(); } } private void UpdateCursorState() { - if(isInClueBoard) + if (isInClueBoard) { cursorImage.gameObject.SetActive(false); return; - } else { - cursorImage.gameObject.SetActive(true); + cursorImage.gameObject.SetActive(true); } + if (DialogController.Instance.IsTalking) { - foreach(Button button in ButtonDisableWhenIsTalking) + foreach (Button button in ButtonDisableWhenIsTalking) { - button.interactable=false; - + button.interactable = false; } + SetCursor(dialogueCursorSprite); - // dialogueCanvas.sortingOrder = 1000; // 确保对话窗口在最前 - // dialogueCanvas.overrideSorting = true; - //dialogueCanvas.GetComponent().blockingMask = LayerMask.GetMask("Everything"); } else { - foreach(Button button in ButtonDisableWhenIsTalking) + foreach (Button button in ButtonDisableWhenIsTalking) { - button.interactable=true; - + button.interactable = true; } - //dialogueCanvas.overrideSorting = false; - //dialogueCanvas.GetComponent().blockingMask = LayerMask.GetMask("Nothing"); - - if(isDraggingPlug) + if (isDraggingPlug) { SetCursor(handCursorSprite); } @@ -113,6 +103,7 @@ public class MouseCursorManager : MonoBehaviour } } } + private bool IsHoveringOverDialogueItem() { return false; @@ -120,18 +111,15 @@ public class MouseCursorManager : MonoBehaviour private bool IsHoveringOverDragItem() { - return false; } // 处理点击事件 private void HandleClick() { - } - public void StartDraggingPlug() { isDraggingPlug = true; @@ -151,10 +139,11 @@ public class MouseCursorManager : MonoBehaviour public void StopUsingTool() { isUsingTool = false; - + ResetCursor(); } - public void ClueBoardIn() + + public void ClueBoardIn() { isInClueBoard = true; } @@ -162,20 +151,39 @@ public class MouseCursorManager : MonoBehaviour public void ClueBoardOut() { isInClueBoard = false; - + ResetCursor(); } - public void SetCursor(Sprite cursorSprite, bool flip = false) -{ - if (cursorSprite != null) + public void SetCursor(Sprite cursorSprite, bool flip = false) { - cursorImage.sprite = cursorSprite; - cursorImage.enabled = true; - cursorImage.rectTransform.localScale = new Vector3(flip ? -1 : 1, 1, 1); + if (cursorSprite != null) + { + cursorImage.sprite = cursorSprite; + cursorImage.enabled = true; + cursorImage.rectTransform.localScale = new Vector3(flip ? -1 : 1, 1, 1); + + // 如果是默认指针图标,应用偏移量 + if (cursorSprite == defaultCursorSprite) + { + cursorImage.transform.position = Input.mousePosition + defaultCursorOffset; + } + else + { + // 非默认图标时直接跟随鼠标位置 + cursorImage.transform.position = Input.mousePosition; + } + } + } + + public void ResetCursor() + { + Cursor.visible = false; + cursorImage.sprite = defaultCursorSprite; + cursorImage.rectTransform.localScale = Vector3.one; // 恢复为不翻转的默认状态 // 如果是默认指针图标,应用偏移量 - if (cursorSprite == defaultCursorSprite) + if (cursorImage.sprite == defaultCursorSprite) { cursorImage.transform.position = Input.mousePosition + defaultCursorOffset; } @@ -185,23 +193,4 @@ public class MouseCursorManager : MonoBehaviour cursorImage.transform.position = Input.mousePosition; } } -} - -public void ResetCursor() -{ - Cursor.visible = false; - cursorImage.sprite = defaultCursorSprite; - cursorImage.rectTransform.localScale = Vector3.one; // 恢复为不翻转的默认状态 - - // 如果是默认指针图标,应用偏移量 - if (cursorImage.sprite == defaultCursorSprite) - { - cursorImage.transform.position = Input.mousePosition + defaultCursorOffset; - } - else - { - // 非默认图标时直接跟随鼠标位置 - cursorImage.transform.position = Input.mousePosition; - } -} -} +} \ No newline at end of file diff --git a/Assets/Scripts/Mouse/RaycastManager.cs b/Assets/Scripts/Mouse/RaycastManager.cs index d197807de..25f6ed171 100644 --- a/Assets/Scripts/Mouse/RaycastManager.cs +++ b/Assets/Scripts/Mouse/RaycastManager.cs @@ -23,7 +23,7 @@ public class RaycastManager : MonoBehaviour // 订阅事件 if (cm != null) { - Debug.Log("Successfully found ClueBoardManager and subscribed to events."); + Debug.Log("Successfully found ClueBoardManager and subscribed to events."); cm.OnClueBoardOpen += HandleClueBoardOpen; cm.OnClueBoardClose += HandleClueBoardClose; } @@ -33,18 +33,17 @@ public class RaycastManager : MonoBehaviour } if (em != null) - { - Debug.Log("Successfully found EyeTransitionManager and subscribed to events."); - em.OnGetMainView += HandleGetMainView; - em.OnGetDeepView += HandleGetDeepView; - } - else - { - Debug.LogWarning("EyeTransitionManager not found!"); - } + { + Debug.Log("Successfully found EyeTransitionManager and subscribed to events."); + em.OnGetMainView += HandleGetMainView; + em.OnGetDeepView += HandleGetDeepView; + } + else + { + Debug.LogWarning("EyeTransitionManager not found!"); + } // 获取所有的 Raycastable Canvas 组件 - } // ClueBoard 打开时处理 @@ -74,7 +73,7 @@ public class RaycastManager : MonoBehaviour // DeepView 激活时处理 private void HandleGetDeepView() { - Debug.Log("去到DeepView"); + Debug.Log("去到DeepView"); isDeepViewIn = true; UpdateRaycastStatus(); } @@ -111,4 +110,4 @@ public class RaycastManager : MonoBehaviour em.OnGetDeepView -= HandleGetDeepView; } } -} +} \ No newline at end of file diff --git a/Assets/Scripts/Utility/CommonUtil.cs b/Assets/Scripts/Utility/CommonUtil.cs index 72659f29c..0ceb9c074 100644 --- a/Assets/Scripts/Utility/CommonUtil.cs +++ b/Assets/Scripts/Utility/CommonUtil.cs @@ -1,6 +1,7 @@ using System; using System.Linq; using System.Threading.Tasks; +using Unity.VisualScripting; using UnityEngine; namespace AibisDream.Utility @@ -85,18 +86,20 @@ namespace AibisDream.Utility /// /// 属性源 /// 属性目标 - public static void CopyProperties(object source, object target) + public static void CopyFields(object source, object target) { - var sourceProperties = source.GetType().GetProperties(); - var targetProperties = target.GetType().GetProperties(); + var sourceFields = source.GetType().GetFields(); + var targetFields = target.GetType().GetFields(); - foreach (var sourceProperty in sourceProperties) + foreach (var sourceField in sourceFields) { - var targetProperty = targetProperties.FirstOrDefault(p => - p.Name == sourceProperty.Name && p.PropertyType == sourceProperty.PropertyType); - if (targetProperty != null && targetProperty.CanWrite) + if (sourceField.IsStatic) return; + + var targetField = targetFields.FirstOrDefault(p => + p.Name == sourceField.Name && p.FieldType == sourceField.FieldType); + if (targetField != null && !targetField.IsStatic()) { - targetProperty.SetValue(target, sourceProperty.GetValue(source)); + targetField.SetValue(target, sourceField.GetValue(source)); } } } diff --git a/Assets/Scripts/Utility/JsonUtil.cs b/Assets/Scripts/Utility/JsonUtil.cs index cf6cd7803..fe90d0b5a 100644 --- a/Assets/Scripts/Utility/JsonUtil.cs +++ b/Assets/Scripts/Utility/JsonUtil.cs @@ -71,7 +71,7 @@ namespace AibisDream.Utility public static JObject ReadJObject(string path) { - string json = File.ReadAllText(path); + string json = File.ReadAllText(FormatAsJsonPath(path)); return JObject.Parse(json); } @@ -90,7 +90,7 @@ namespace AibisDream.Utility public static void SaveJObject(JObject jObject, string path) { string json = jObject.ToString(); - File.WriteAllText(path, json); + File.WriteAllText(FormatAsJsonPath(path), json); } /// @@ -125,20 +125,6 @@ namespace AibisDream.Utility /// 已改为json的文件名 public static string FormatAsJsonPath(string fileName) { - // // 找到最后一个点的位置 - // int lastDotIndex = fileName.LastIndexOf('.'); - // - // // 如果没有点,说明没有扩展名 - // if (lastDotIndex == -1) - // { - // return fileName + JsonSuffix; - // } - // - // // 提取文件名(不包括扩展名) - // string fileNameWithoutExtension = fileName.Substring(0, lastDotIndex); - // // 返回新的文件名,使用 .json 作为扩展名 - // return fileNameWithoutExtension + JsonSuffix; - if (!fileName.EndsWith(JsonSuffix)) { return fileName + JsonSuffix; diff --git a/Assets/StreamingAssets/LevelData/BodyModuleSystem/stone2.json b/Assets/StreamingAssets/LevelData/BodyModuleSystem/stone2.json deleted file mode 100644 index fc798732a..000000000 --- a/Assets/StreamingAssets/LevelData/BodyModuleSystem/stone2.json +++ /dev/null @@ -1 +0,0 @@ -{"hasHotErr":false,"moduleDataArray":[{"moduleName":"Lung","modulePicPath":"","modulePos":{"x":0.91,"y":1.84,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":1,"waveHasError":true,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Heart","modulePicPath":"","modulePos":{"x":-3.89,"y":1.44,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"GearBox","modulePicPath":"","modulePos":{"x":-3.11,"y":0.08,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Liver","modulePicPath":"","modulePos":{"x":1.02,"y":-3.3,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Stomach","modulePicPath":"","modulePos":{"x":-3.77,"y":-3.81,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false}]} \ No newline at end of file diff --git a/Assets/StreamingAssets/SaveFile.meta b/Assets/StreamingAssets/SaveFiles.meta similarity index 100% rename from Assets/StreamingAssets/SaveFile.meta rename to Assets/StreamingAssets/SaveFiles.meta diff --git a/Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_213317.json b/Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_213317.json new file mode 100644 index 000000000..b8756b64e --- /dev/null +++ b/Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_213317.json @@ -0,0 +1,41 @@ +{ + "fixDataContainer": { + "AibisDream.ClinicData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": { + "characterName": "石头", + "faceName": "大笑", + "poseName": "直立" + } + }, + "floatDict": { + "$curAirLevel": 2.0, + "$gameStage": 2.0, + "$selection": 0.0, + "$PlugCount": 0.0, + "$failTime": 0.0, + "$Yarn.Internal.Visiting.调速popup_过速": 0.0, + "$Yarn.Internal.Visiting.调速popup_掉速": 0.0, + "$Yarn.Internal.Visiting.调速popup_初次调速完成": 0.0, + "$Yarn.Internal.Visiting.调速popup_调整进气档位": 0.0 + }, + "stringDict": { + "$StartNode": "", + "$EndNode": "", + "$currentSocket": "", + "$curBottleName": "" + }, + "boolDict": { + "$isFinishedClueBoard": false, + "$hintFlag": false, + "$lungProblemKnown": true, + "$fuelProblemKnown": false, + "$engineProblemKnown": false, + "$bloodProblemKnown": false, + "$bloodRenewedKnown": false, + "$bloodQuestioned": false, + "$PlugAll": false + }, + "curSceneKey": "ExpressFixScene", + "curTalkSceneSo": "StoneDay1", + "fixState": 3, + "fixStateArgs": "" +} \ No newline at end of file diff --git a/Assets/StreamingAssets/LevelData/BodyModuleSystem/stone2.json.meta b/Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_213317.json.meta similarity index 74% rename from Assets/StreamingAssets/LevelData/BodyModuleSystem/stone2.json.meta rename to Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_213317.json.meta index 9fb1a1427..d69a3aa30 100644 --- a/Assets/StreamingAssets/LevelData/BodyModuleSystem/stone2.json.meta +++ b/Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_213317.json.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: d1db976de7d9c0545a776fa4f33b82f2 +guid: 629f8bb907ab1bb4f9dd890df84d4907 DefaultImporter: externalObjects: {} userData: diff --git a/Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_213856.json b/Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_213856.json new file mode 100644 index 000000000..b8756b64e --- /dev/null +++ b/Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_213856.json @@ -0,0 +1,41 @@ +{ + "fixDataContainer": { + "AibisDream.ClinicData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": { + "characterName": "石头", + "faceName": "大笑", + "poseName": "直立" + } + }, + "floatDict": { + "$curAirLevel": 2.0, + "$gameStage": 2.0, + "$selection": 0.0, + "$PlugCount": 0.0, + "$failTime": 0.0, + "$Yarn.Internal.Visiting.调速popup_过速": 0.0, + 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2 +guid: ce015dee61adad14ea3fb050a4768894 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_214214.json b/Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_214214.json new file mode 100644 index 000000000..b8756b64e --- /dev/null +++ b/Assets/StreamingAssets/SaveFiles/StoneDay1_2_20250108_214214.json @@ -0,0 +1,41 @@ +{ + "fixDataContainer": { + "AibisDream.ClinicData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": { + "characterName": "石头", + "faceName": "大笑", + "poseName": "直立" + } + }, + "floatDict": { + "$curAirLevel": 2.0, + "$gameStage": 2.0, + "$selection": 0.0, + "$PlugCount": 0.0, + "$failTime": 0.0, + "$Yarn.Internal.Visiting.调速popup_过速": 0.0, + "$Yarn.Internal.Visiting.调速popup_掉速": 0.0, + "$Yarn.Internal.Visiting.调速popup_初次调速完成": 0.0, + "$Yarn.Internal.Visiting.调速popup_调整进气档位": 0.0 + }, + "stringDict": { + "$StartNode": "", + "$EndNode": 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b/Assets/StreamingAssets/TestSaveFiles.meta new file mode 100644 index 000000000..fc705a6c6 --- /dev/null +++ b/Assets/StreamingAssets/TestSaveFiles.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: adb2c5c9f0b82e3498b77895d629c95c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StreamingAssets/TestSaveFiles/StoneDay1_2.json b/Assets/StreamingAssets/TestSaveFiles/StoneDay1_2.json new file mode 100644 index 000000000..b8756b64e --- /dev/null +++ b/Assets/StreamingAssets/TestSaveFiles/StoneDay1_2.json @@ -0,0 +1,41 @@ +{ + "fixDataContainer": { + "AibisDream.ClinicData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": { + "characterName": "石头", + "faceName": "大笑", + "poseName": "直立" + } + }, + "floatDict": { + "$curAirLevel": 2.0, + "$gameStage": 2.0, + "$selection": 0.0, + "$PlugCount": 0.0, + "$failTime": 0.0, + "$Yarn.Internal.Visiting.调速popup_过速": 0.0, + 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