Day1 Day2 ClueBoard完成
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@@ -39,12 +39,11 @@ me: 总之,针对“记忆反流” ,机体医学已知的应对方案是…
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<<ConnectionCantBreak CanvasClueBoard>>
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<<EnableQuestion CanvasClueBoard EyePlant>>
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<<AddNode CanvasClueBoard 记忆反流>>
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<<AddNodeConnection CanvasClueBoard EyePlant 1 endNode 记忆反流 0>>
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<<AddNodeConnection CanvasClueBoard EyePlant 2 记忆反流 0>>
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<<ConnectionCantBreak CanvasClueBoard>>
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<<EnableQuestion CanvasClueBoard 记忆反流>>
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<<AddNode CanvasClueBoard 手术>>
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<<AddNodeConnection CanvasClueBoard EyePlant 1 endNode 记忆反流 0>>
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<<AddNodeConnection CanvasClueBoard 记忆反流 1 手术 0>>
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<<AddNodeConnection CanvasClueBoard 记忆反流 3 手术 0>>
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<<ConnectionCantBreak CanvasClueBoard>>
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===
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title: 执行手术
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@@ -3,6 +3,7 @@ tags:
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colorID: 8
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position: 242,-2378
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---
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//<<OpenClueBoard ClueBoard>>
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<<jump 诊断初始化>>
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<<fade_in 1>>
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本demo为早期验证版本,其中文本,交互,画面,声音均为过程版
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@@ -284,6 +285,7 @@ position: 240,-1440
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---
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<<fade_in 0.5>>
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<<load_scene 佩佩视觉模块>>
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<<NodeInit CanvasClueBoard 1>>
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<<SetExternalError ViewManager MemoryView true>>
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// <<OpenClueBoard ClueBoard>>
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//<<Set_ViewVisualState ViewManager "ColorView" 1>>
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@@ -2,6 +2,7 @@
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tags:
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position: -95,-631
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---
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触发了
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<<if $StartNode=="UF发热"&&$EndNode=="UF内部进程">>
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<<jump UF发热原因找到>>
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<<elseif $StartNode=="UFImage2"&&$EndNode=="UF内部进程">>
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@@ -27,14 +28,14 @@ position: -204,-329
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me: 视觉的错误都是由这个神秘的打孔带引起的
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<<if $StartNode=="EyePlant2">>
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<<ConnectionCantBreak CanvasClueBoard>>
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<<AddNodeConnection CanvasClueBoard EyeSky2 2 UF打孔带 0>>
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<<AddNodeConnection CanvasClueBoard EyePlant2 2 UF打孔带 0>>
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<<AddNodeConnection CanvasClueBoard EyeSky2 2 UF打孔带 3>>
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<<AddNodeConnection CanvasClueBoard EyePlant2 2 UF打孔带 3>>
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<<elseif $StartNode=="EyeSky2">>
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<<AddNodeConnection CanvasClueBoard EyePoster2 2 UF打孔带 0>>
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<<AddNodeConnection CanvasClueBoard EyePlant2 2 UF打孔带 0>>
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<<AddNodeConnection CanvasClueBoard EyePoster2 2 UF打孔带 3>>
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<<AddNodeConnection CanvasClueBoard EyePlant2 2 UF打孔带 3>>
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<<elseif $StartNode=="EyePoster2">>
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<<AddNodeConnection CanvasClueBoard EyeSky2 2 UF打孔带 0>>
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<<AddNodeConnection CanvasClueBoard EyePlant2 2 UF打孔带 0>>
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<<AddNodeConnection CanvasClueBoard EyeSky2 2 UF打孔带 3>>
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<<AddNodeConnection CanvasClueBoard EyePlant2 2 UF打孔带 3>>
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<<endif>>
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===
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title: 试图安装UF中的晶圆
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@@ -55,12 +56,7 @@ position: -204,-329
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me: UF发热就是因为内部的不明进程调用,UF在不停传送数据
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<<ConnectionCantBreak CanvasClueBoard>>
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<<set $whayHeatKnown=true>>
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<<if $eyecolorKnown==true>>
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me: 一切问题都在这个神秘的进程上?到底是什么呢?
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<<EnableQuestion CanvasClueBoard UF内部进程>>
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<<AddNode CanvasClueBoard 神秘进程>>
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<<AddNodeConnection CanvasClueBoard UF内部进程 0 神秘进程 1>>
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<<endif>>
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<<jump 检查是否明白了发热和视觉错误的原因>>
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===
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title: 视觉黑白原因找到
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tags:
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@@ -95,7 +91,7 @@ position: 311,-334
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me: 打孔带是UF从记忆中获取的,再传递给视觉
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me: 这就是佩佩眼睛成像错误的原因吧
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<<ConnectionCantBreak CanvasClueBoard>>
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<<set $eyecolorKnown=true>>
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<<set $whayEyeErrortKnown=true>>
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<<jump 检查是否明白了发热和视觉错误的原因>>
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===
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@@ -103,11 +99,16 @@ title: 检查是否明白了发热和视觉错误的原因
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tags:
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position: 154,-41
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---
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<<if $whayHeatKnown==true&& $whayEyeErrortKnown==true>>
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me: 一切问题都在这个神秘的进程上?到底是什么呢?
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<<if $whayHeatKnown==true&&$whayEyeErrortKnown==true>>
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me: 一切问题都在这个神秘的进程上?
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<<EnableQuestion CanvasClueBoard UF内部进程>>
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<<AddNode CanvasClueBoard 神秘进程>>
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<<AddNodeConnection CanvasClueBoard UF内部进程 1 神秘进程 0>>
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<<AddNodeConnection CanvasClueBoard UF内部进程 0 神秘进程 2>>
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me: 一切问题都在这个神秘的进程上?到底是什么呢?
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<<EnableQuestion CanvasClueBoard 神秘进程>>
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<<wait 1>>
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//<<jump 明白想象力>>
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<<CloseClueBoard ClueBoard>>
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<<jump 结论1>>
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<<endif>>
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===
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@@ -116,32 +117,36 @@ title: 明白想象力
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tags:
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position: 552,-51
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---
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me: 现在明白了
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me: 因为缺失晶圆从而看不到颜色,但是却激发了想象力
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<<AddNode CanvasClueBoard 想象力>>
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<<AddNodeConnection CanvasClueBoard 视觉检查黑白 1 想象力 0>>
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<<AddNodeConnection CanvasClueBoard 视觉检查黑白 1 想象力 2>>
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<<wait 1>>
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me: 能够拿得到颜色的地方只有记忆了,但是和视觉的通路却被切断了
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me: 于是”想象力“去借助UF来传递...
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<<AddNodeConnection CanvasClueBoard 想象力 1 神秘进程 0>>
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//<<AddNode CanvasClueBoard 神秘进程>>
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<<AddNodeConnection CanvasClueBoard 神秘进程 0 想象力 1 >>
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me: 不是什么神秘进程...是...想象力导致了这一切
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me: 发热也好,眼睛痛也好,其实是一种...
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me: 一种幻痛
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me: 因为失去了颜色而渴望颜色的幻痛
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<<EnableQuestion CanvasClueBoard 想象力>>
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<<AddNode CanvasClueBoard 幻痛>>
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<<AddNodeConnection CanvasClueBoard 想象力 1 幻痛 0>>
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<<AddNodeConnection CanvasClueBoard 想象力 0 幻痛 2>>
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me: 对于这种幻痛,只有两种处理办法
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me: 第一,彻底去除色彩
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me: 对佩佩所渴求的记忆中的颜色,进行抹除
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me: 不再有所渴求,也就不再会痛了
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<<AddNode CanvasClueBoard 色彩抹除>>
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<<AddNodeConnection CanvasClueBoard 幻痛 1 色彩抹除 0>>
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<<AddNodeConnection CanvasClueBoard 幻痛 1 色彩抹除 2>>
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<<set $memoryColorFadeKnown=true>>
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///这里怎么理解UF里的色觉?UF有色觉为么还要调用记忆的色彩?引导?感觉有点难理解,记忆抹除为什么不影响UF?就算不影响,需要担心UF的色彩泄露么
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me: 第二,让佩佩能看到颜色
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me: 如果能看到颜色,当然也就不存在幻痛了
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me: 如果能找到佩佩缺失的晶圆装上,那么应该就可以了
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<<AddNode CanvasClueBoard 安装晶圆>>
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<<AddNodeConnection CanvasClueBoard 幻痛 1 安装晶圆 0>>
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<<AddNodeConnection CanvasClueBoard 幻痛 0 安装晶圆 2>>
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<<EnableQuestion CanvasClueBoard 安装晶圆>>
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me: 晶圆是严格管制品,外部不可能找得到,晶圆从何而来呢?
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//<<CloseClueBoard ClueBoard>>
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//<<jump 结论2>>
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@@ -154,6 +159,7 @@ position: 154,-41
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me:只有这一种方法了么...
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->只能这样了
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me:我得和佩佩谈谈
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<<CloseClueBoard ClueBoard>>
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<<jump 结论2>>
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->再想想
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me:我再想想
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@@ -3,10 +3,11 @@ tags:
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colorID: 8
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position: 240,-2240
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---
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//<<OpenClueBoard ClueBoard>>
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新闻:balabalabala
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<<indoor>>
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//<<jump VarsInit>>
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<<jump 诊断初始化>>
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// <<indoor>>
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<<jump VarsInit>>
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//<<jump 诊断初始化>>
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===
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title: VarsInit
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tags:
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@@ -87,6 +88,14 @@ position: 240,-2040
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<<declare $UFInnerSeen=false>>
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<<declare $StartNode="">>
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<<declare $EndNode="">>
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<<declare $whayHeatKnown=false>>
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<<declare $whayEyeErrortKnown=false>>
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<<declare $findChipFromForClueBoard=false>>
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<<declare $memoryColorFadeKnown=false>>
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<<jump 引入对话>>
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===
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title: 引入对话
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@@ -111,6 +120,7 @@ position: 239,-1328
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<<load_scene 佩佩视觉模块>>
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<<SetReapirState ToolManager UF盖子 false>>
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<<SetInstall ToolManager 色觉 false>>
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<<NodeInit CanvasClueBoard 2 >>
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<<fade_out 1>>
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<<SetHeat Plug 1>>
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//<<OpenClueBoard ClueBoard>>
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@@ -229,7 +239,7 @@ position: -162,-616
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title: 结论1
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tags:
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colorID: 8
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position: -156,-398
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position: -158,-420
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---
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//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
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<<CloseClueBoard ClueBoard>>
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@@ -417,6 +427,8 @@ position: 2966,-544
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【佩佩说她很痛】
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<<elseif $eyeTargetTriggerCount == 2>>
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【佩佩说她很痛】
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<<elseif $eyeTargetTriggerCount == 3>>
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【佩佩说她很痛】
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<<set $isFinishedEyeCheck=-1>>
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//<<jump 主维修界面>>
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<<endif>>
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@@ -592,7 +604,7 @@ position: 1018,-1538
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title: EnterRepairMode
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tags: 待编辑
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colorID: 8
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position: -496,-1391
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position: -511,-1381
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---
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<<if $feverCount==1&&$gameStage==1>>
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me: 嗯?这里有警告?不让拆?
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@@ -1345,7 +1357,7 @@ me: 只有这样了…先把热源给移除了。
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title: 检查UF固定螺丝移除
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tags:
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colorID: 8
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position: -157,-26
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position: -145,-47
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---
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【移除了所有UF的螺丝,取下UF,发热停止了】
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<<set $feverCount=4>>
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@@ -1370,12 +1382,12 @@ me:我们出去吧,让她在这里休息
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title: Clueboard2
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tags:
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colorID: 1
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position: -160,160
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position: -157,154
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---
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<<wait 1>>
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<<OpenClueBoard ClueBoard>>
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【得出两种处理方案:安装晶圆和记忆色彩初始化】
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<<jump 结论2>>
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//【得出两种处理方案:安装晶圆和记忆色彩初始化】
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//<<jump 结论2>>
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===
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title: 结论2
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tags:
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 72bc754046dc91748aaa37391d695801
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guid: 8cba3ebad5f1b7a4ca781f90f5bc2ddd
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 2df16409ffe782a459110a3fd41a1f1e
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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 +1,12 @@
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{
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"projectFileVersion": 2,
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"sourceFiles": [
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"*.yarn"
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],
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"excludeFiles": [
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"**/*~/*"
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],
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"localisation": {},
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"baseLanguage": "zh-CHS",
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"compilerOptions": {}
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}
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@@ -0,0 +1,13 @@
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fileFormatVersion: 2
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ScriptedImporter:
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assetBundleVariant:
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useAddressableAssets: 0
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UseUnityLocalisationSystem: 0
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unityLocalisationStringTableCollection: {instanceID: 0}
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+3515
-22
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Load Diff
@@ -6,6 +6,7 @@ using MeadowGames.UINodeConnect4;
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using UnityEngine;
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using Yarn.Unity;
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using RainbowArt.CleanFlatUI;
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using UnityEditor.Localization.Plugins.XLIFF.V20;
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public class ClueBaordNew : MonoBehaviour
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{
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@@ -13,19 +14,20 @@ public class ClueBaordNew : MonoBehaviour
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private GraphManager gm;
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public List<Node> nodeLists;
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public List<Node> Day1InitnodeLists;
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public List<Node> Day2InitnodeLists;
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public Notification ClueBoardNotification;
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private Dictionary<string, Vector3> nodePositions = new Dictionary<string, Vector3>();
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//private Dictionary<string, Vector3> nodePositions = new Dictionary<string, Vector3>();
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private Connection currentConnection;
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private bool isTriggerDialogue=false;
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private bool isTriggerDialogue=true;
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void Start()
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{
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gm=GetComponent<GraphManager>();
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gm.OnConnectionAdded += CheckConnection;
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nodePositions["UFImage"] = new Vector3(-795, -263, 0);
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nodePositions["memoryGrass"] = new Vector3(1, 1, 0);
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nodePositions["EyePlant"] = new Vector3(2, 2, 0);
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}
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// Update is called once per frame
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@@ -38,6 +40,26 @@ public class ClueBaordNew : MonoBehaviour
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{
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gm.localNodes.Find(node => node.ID == nodeID).gameObject.SetActive(isactive);
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}
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[YarnCommand("NodeInit")]
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public void NodeInit(int day)
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{
|
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if(day==1)
|
||||
{
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||||
foreach(Node node in Day1InitnodeLists)
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||||
{
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node.gameObject.SetActive(true);
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}
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||||
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||||
}
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||||
if(day==2)
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{
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||||
foreach(Node node in Day2InitnodeLists)
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{
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node.gameObject.SetActive(true);
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}
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||||
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||||
}
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||||
}
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||||
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||||
public Node GetNode(string nodeID)
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{
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@@ -97,19 +119,26 @@ public class ClueBaordNew : MonoBehaviour
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currentConnection.DisableClick=false;
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currentConnection.EnableDrag=false;
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currentConnection=null;
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currentConnection.EnableHover=false;
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currentConnection.line.color=Color.green;
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//currentConnection.port0.node.
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//currentConnection=null;
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||||
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||||
}
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||||
[YarnCommand("AddNodeConnection")]
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||||
public void CreateConnection(string starNode,int startPort,string endNode,int endPort)
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{
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Vector3 pos;
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Node start= GetNode(starNode);
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||||
Node end= GetNode(endNode);
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||||
Connection newConnection=start.ports[startPort].ConnectTo(end.ports[endPort]);
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||||
newConnection.DisableClick=false;
|
||||
newConnection.EnableDrag=false;
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||||
gm.UnselectAllElements();
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SetConnectionProperties();
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||||
newConnection.DisableClick=false;
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||||
newConnection.EnableDrag=false;
|
||||
newConnection.EnableHover=false;
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||||
newConnection.line.color=Color.green;
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||||
//currentConnection=null;
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||||
}
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||||
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||||
[YarnCommand("AddNode")]
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||||
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||||
@@ -116,105 +116,105 @@ public class MouseCursorManager : MonoBehaviour
|
||||
|
||||
private bool IsHoveringOverDialogueItem()
|
||||
{
|
||||
if (EventSystem.current.IsPointerOverGameObject())
|
||||
{
|
||||
PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
|
||||
var results = new List<RaycastResult>();
|
||||
EventSystem.current.RaycastAll(pointerData, results);
|
||||
foreach (var result in results)
|
||||
{
|
||||
if (result.gameObject.CompareTag("DialogueObject")) // 物体需添加 DialogueObject 标签
|
||||
{
|
||||
if(result.gameObject.transform.GetChild(0)!=null)
|
||||
{
|
||||
if(result.gameObject.transform.GetChild(0).GetComponent<Socket>().IsAvailable)
|
||||
{
|
||||
Debug.Log("Hover Dialogue");
|
||||
return true;
|
||||
// if (EventSystem.current.IsPointerOverGameObject())
|
||||
// {
|
||||
// PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
|
||||
// var results = new List<RaycastResult>();
|
||||
// EventSystem.current.RaycastAll(pointerData, results);
|
||||
// foreach (var result in results)
|
||||
// {
|
||||
// if (result.gameObject.CompareTag("DialogueObject")) // 物体需添加 DialogueObject 标签
|
||||
// {
|
||||
// if(result.gameObject.transform.GetChild(0)!=null)
|
||||
// {
|
||||
// if(result.gameObject.transform.GetChild(0).GetComponent<Socket>().IsAvailable)
|
||||
// {
|
||||
// Debug.Log("Hover Dialogue");
|
||||
// return true;
|
||||
|
||||
}
|
||||
// }
|
||||
|
||||
|
||||
}
|
||||
// }
|
||||
|
||||
}
|
||||
// }
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
// }
|
||||
// }
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool IsHoveringOverDragItem()
|
||||
{
|
||||
if (EventSystem.current.IsPointerOverGameObject())
|
||||
{
|
||||
PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
|
||||
var results = new List<RaycastResult>();
|
||||
EventSystem.current.RaycastAll(pointerData, results);
|
||||
// if (EventSystem.current.IsPointerOverGameObject())
|
||||
// {
|
||||
// PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
|
||||
// var results = new List<RaycastResult>();
|
||||
// EventSystem.current.RaycastAll(pointerData, results);
|
||||
|
||||
foreach (var result in results)
|
||||
{
|
||||
// foreach (var result in results)
|
||||
// {
|
||||
|
||||
|
||||
// If the Canvas's sortingOrder is higher than the reference sortingOrder, ignore it
|
||||
// // If the Canvas's sortingOrder is higher than the reference sortingOrder, ignore it
|
||||
|
||||
|
||||
if (result.gameObject.CompareTag("Dragable")) // 物体需添加 Dragable 标签
|
||||
{
|
||||
return true;
|
||||
}
|
||||
// if (result.gameObject.CompareTag("Dragable")) // 物体需添加 Dragable 标签
|
||||
// {
|
||||
// return true;
|
||||
// }
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
// }
|
||||
// }
|
||||
return false;
|
||||
}
|
||||
|
||||
// 处理点击事件
|
||||
private void HandleClick()
|
||||
{
|
||||
if(DialogController.Instance.IsTalking)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// if(DialogController.Instance.IsTalking)
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
|
||||
PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
|
||||
var results = new List<RaycastResult>();
|
||||
EventSystem.current.RaycastAll(pointerData, results);
|
||||
// PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition };
|
||||
// var results = new List<RaycastResult>();
|
||||
// EventSystem.current.RaycastAll(pointerData, results);
|
||||
|
||||
foreach (var result in results)
|
||||
{
|
||||
Canvas hitCanvas = result.gameObject.GetComponentInParent<Canvas>();
|
||||
// foreach (var result in results)
|
||||
// {
|
||||
// Canvas hitCanvas = result.gameObject.GetComponentInParent<Canvas>();
|
||||
|
||||
if (hitCanvas != null)
|
||||
{
|
||||
// If the Canvas's sortingOrder is higher than the reference sortingOrder, ignore it
|
||||
if (hitCanvas.renderMode==RenderMode.ScreenSpaceOverlay)
|
||||
{
|
||||
Debug.Log("Raycast hit an object with a higher sortingOrder that should block the raycast");
|
||||
// You can add additional logic here to block interaction or trigger events
|
||||
//return false; // Stop further raycasting if it should be blocked
|
||||
}
|
||||
else
|
||||
{
|
||||
if (result.gameObject.CompareTag("DialogueObject"))
|
||||
{
|
||||
// if (hitCanvas != null)
|
||||
// {
|
||||
// // If the Canvas's sortingOrder is higher than the reference sortingOrder, ignore it
|
||||
// if (hitCanvas.renderMode==RenderMode.ScreenSpaceOverlay)
|
||||
// {
|
||||
// Debug.Log("Raycast hit an object with a higher sortingOrder that should block the raycast");
|
||||
// // You can add additional logic here to block interaction or trigger events
|
||||
// //return false; // Stop further raycasting if it should be blocked
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// if (result.gameObject.CompareTag("DialogueObject"))
|
||||
// {
|
||||
|
||||
if(result.gameObject.transform.GetChild(0).GetComponent<Socket>().IsAvailable)
|
||||
{
|
||||
string dialogueNode =result.gameObject.name+"Dialogue"; // 假设物体名是对话节点
|
||||
DialogController.Instance.StartDialogNode(dialogueNode);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// if(result.gameObject.transform.GetChild(0).GetComponent<Socket>().IsAvailable)
|
||||
// {
|
||||
// string dialogueNode =result.gameObject.name+"Dialogue"; // 假设物体名是对话节点
|
||||
// DialogController.Instance.StartDialogNode(dialogueNode);
|
||||
// return;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
}
|
||||
// }
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user