Day1和Day2重构基本完成,差Day2的UF视觉部分需要处理一下,Yarn部分开始没问题了

This commit is contained in:
2025-01-16 21:56:58 +08:00
parent 3592187b11
commit 6b8de5100d
72 changed files with 1936 additions and 746 deletions
@@ -73,8 +73,8 @@ LineRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingLayerID: 1134468525
m_SortingLayer: 10
m_SortingOrder: 4
m_Positions:
- {x: 0, y: 0, z: 0}
+2 -2
View File
@@ -72,8 +72,8 @@ LineRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingLayerID: 1134468525
m_SortingLayer: 10
m_SortingOrder: 4
m_Positions:
- {x: 0, y: 0, z: 0}
@@ -81,14 +81,14 @@ position: 244,271
<<endif>>
<<endif>>
//检查以及检查后,复查前的逻辑
<<elseif $gameStage=="身体检查">>
<<elseif $gameStage=="UF检查"||$gameStage=="记忆检查"||$gameStage=="视觉检查">>
//如果没检查完,就检查
<<if $isFinishedEyeCheck==false>>
//触发第一次观察佩佩视觉的对话
<<if visited("IntoEyeView")==false>>
<<jump FirstDialogue>>
//如果不是第一次,而且没看过记忆,那么这里没什么好看的,去别处看看
<<elseif visited("End_memoryPaly")==false>>
//如果不是第一次,而且没看过UF,那么这里没什么好看的,去别处看看
<<elseif visited("UF深入检查")==false>>
<<jump EyeCheckEnd>>
//如果不是第一次,看过记忆了后还没来看过视觉(还不知道佩佩可以臆想颜色),那么佩佩会告诉你
<<elseif $eyecolorKnown==false>>
@@ -104,6 +104,7 @@ position: 244,271
<<endif>>
<<endif>>
<<endif>>
<<jump EyeCheckEnd>>
===
title: MemoryDeepIn
+9 -2
View File
@@ -82,8 +82,15 @@ colorID: 1
<<if $gameStage =="开场对话">>
<<jump 进入佩佩开场对话>>
<<endif>>
<<if $gameStage == "身体检查">>
<<jump 进入身体检查>>
//也可以先查别的,但是查UF才能到下一步
<<if $gameStage == "UF检查">>
<<jump 进入UF检查>>
<<endif>>
<<if $gameStage == "视觉检查">>
<<jump 进入视觉检查>>
<<endif>>
<<if $gameStage == "记忆检查">>
<<jump 进入记忆检查>>
<<endif>>
<<if $gameStage == "分析">>
<<jump 进入分析>>
@@ -0,0 +1,268 @@
title: 进入UF检查
tags:
colorID: 8
position: -449,-3574
---
<<switch_fix_system_to "BodyModule">>
<<jump UF检查状态>>
===
title: UF检查状态
position: -436,-2338
---
<<if $isFinishedUFCheck==true>>
<<jump 结束UF检查>>
<<endif>>
===
title: 结束UF检查
position: -432,-1732
---
<<set $gameStage = "视觉检查">>
<<jump Center>>
===
title: UF深入检查
tags: 待编辑
color: red
group:UF深入检查
position: -856,-2640
---
<<if visited("UF深入检查")==false>>
【占位】:尝试深入但是禁止深入
【占位】:可以打印log,log显示视觉中出现了色彩干扰了UF
【占位】:虽然进不去,但是看来影响UF的是视觉,需要看看
<<set $isFinishedUFCheck=true>>
<<jump UF检查状态>>
<<else>>
【占位】:UF发生视觉色彩不兼容
<<endif>>
===
title: 检查情绪
tags: 待编辑
colorID: 8
group:插线检查
position: -47,-3242
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与情绪模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetNormal>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 检测到情绪模块温度高,负荷超过平均值>>
<<wait 0.1>>
<<MessageBoxSetText 仍未到达干预阈值,无需干预>>
<<wait 0.1>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 7853个节点已扫描。>>
<<wait 1>>
<<if visited("EmoPlugIn")==false>>
me: 佩佩,你的情绪模块有点发热。
peipei: 啊——医生……你的手好凉。
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Emo false>>
<<jump PlugFinished>>
<<endif>>
===
title: 检查语言
tags: 待编辑
colorID: 8
group:插线检查
position: 194,-2880
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与语言模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetNormal>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 语言模块运转正常,使用频率低>>
<<wait 0.1>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 245个节点已扫描。>>
<<wait 1>>
<<if visited("SpeakPlugIn")==false>>
me: 佩佩,你平时是不是很少和同事交流?
peipei: 主管说,我们是为画画而生的人……
peipei: 要克服懒癌,不能整天和同事交头接耳。
peipei: 她说得对!我不能浪费时间。
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Speak false>>
<<jump PlugFinished>>
<<endif>>
===
title: 检查逻辑
tags: 待编辑
colorID: 8
group:插线检查
position: 428,-3246
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与逻辑模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetNormal>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 检测到逻辑模块负荷低于平均值>>
<<wait 0.1>>
<<MessageBoxSetText 仍未到达干预阈值,无需干预>>
<<wait 0.1>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 9071个节点已扫描。>>
<<wait 1>>
<<if visited("LogicPlugIn")==false>>
peipei: 有时候……我觉得UF是一个正在醒来的神,<br>而我只是供奉它的神龛。
me: 但愿这只是一个比喻。
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Logic false>>
<<jump PlugFinished>>
<<endif>>
//待编辑
===
title: 检查色觉
tags: 待编辑
colorID: 8
group:插线检查
position: 195,-3043
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 1>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetNull>>
<<MessageBoxSetWarning>>
<<MessageBoxSetText 未找到色觉晶圆!>>
<<if visited("ColorPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Color false>>
me: 这似乎是佩佩的核心模块…让我查查。
<<hide_dialog>>
<<OpenProgressWindow WindowManager 数据库查询 正在查询:_美工_核心模块_…… 2>>
me: 核心模块-色觉晶圆训练槽,是美术型机体专门安置色觉晶圆的槽位。
me:佩佩的色觉晶圆应该在这儿,可是问题是…为什么上面是空的?
<<set $chipmissingKnown=true>>
//////理论上应该这里已经解释过这个晶圆槽的?
<<if visited("FirstDialogue")==false>>
me: 如果佩佩没有色觉晶圆,难怪她的视觉里看到的都是黑白……
<<else>>
me: 如果没有色觉晶圆,佩佩可能根本看不见颜色?她可是画师啊……
<<endif>>
me:佩佩,你的色觉晶圆去哪里了,你知道吗?
peipei:哎,它没有在我后脑的那个什么槽里吗?那是我读大学时做的改造。
me:没有,那里是空的。
peipei:啊?噢……我想起来了,很久以前安装UF的时候,手术师说要给它做改造,拿走了。
佩佩: 但具体是什么改造…我记不太清了……条目很多,我就在最后签了个名。
me: 拿走晶圆?是正规手术吗?这太奇怪了。
me: 色觉晶圆……可是每个人都只有一个的啊!
peipei: 应该是的吧……那个人……跟我说UF是公司的礼物,以后我的同事们都要装的。
peipei: 他也是公司的领导,和主管一样。
peipei: 而且后来果然和他说的一样,大家很快都装上了UF模块。
me: 公司领导亲自给佩佩安装UF模块,美术部第一例……先记下来吧。
//获得信息“另一位公司领导装载UF”
<<set $chipmissingKnown=true>>
<<jump PlugFinished>>
<<endif>>
//佩佩很焦虑,不知道该怎么办了
===
title: 检查记忆
tags: 待编辑
colorID: 8
group:插线检查
position: 195,-3243
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetText 已与记忆模块建立连接!>>
<<if $gameStage=="记忆检查">>
<<MessageBoxSetText 检测到未查看的记忆卡带,可以深入记忆模块调取记忆>>
<<MessageBoxSetNormal>>
<<EnableDeepInButton>>
<<else>>
<<MessageBoxSetText 未检测到可查看的记忆卡带>>
<<MessageBoxSetNormal>>
<<endif>>
<<if visited("MemoryPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Memory false>>
<<jump PlugFinished>>
<<endif>>
//总体表现:对工作的焦虑、虚弱的身体状态
===
title: 检查UF
tags: 待编辑
colorID: 8
group:插线检查
position: -45,-3043
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与UF模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetText UF模块发生兼容性异常,需要深入查看>>
<<random_play_interaction beep_error>>
<<MessageBoxSetError>>
<<EnableDeepInButton>>
===
title: 检查视觉
tags: 待编辑
colorID: 8
group:插线检查
position: 435,-3043
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与视觉模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetText 透镜存在使用磨损,整体透光度无异常>>
<<wait 0.1>>
<<MessageBoxSetText 对焦部分无异常>>
<<wait 0.1>>
<<MessageBoxSetText 显像部分记录到异常闪烁,需要深入查看>>
<<random_play_interaction beep_error>>
<<MessageBoxSetError>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 275个节点已扫描。>>
<<wait 0.5>>
<<EnableDeepInButton>>
<<if visited("EyePlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
//<<jump 发现视觉异常>>
<<ModuleHightLight Eye false>>
<<ModuleAlarm Eye true>>
<<endif>>
===
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 70261a3bab381ef4d96ee8ab93621a6e
guid: ca604f298c07dd74c9e2372400ebb27d
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
@@ -3,6 +3,7 @@ tags:
colorID: 8
position: 272,-1156
---
<<Temp_RemoveChip>>
<<indoor_new 1>>
<<character_init_new 佩佩>>
<<character_auto_blink>>
@@ -30,7 +31,7 @@ position: 272,-1156
title: 结束引入对话
position: 275,-222
---
<<set $gameStage = "身体检查">>
<<set $gameStage = "UF检查">>
<<jump Center>>
===
@@ -8,9 +8,8 @@ position: 251,-1150
<<clear_tasks TaskManager>>
<<add_task TaskManager "执行视觉-记忆桥截断术">>
<<task_moveIn TaskManager>>
me: 开始吧…截断视觉-记忆桥,阻止视觉模块的记忆反流
me: 开始吧…截断视觉-记忆桥。
<<ShowTool ToolManager Scissor>>
<<jump CutLine>>
===
title: CutLine
@@ -0,0 +1,248 @@
title: 进入视觉检查
tags:
colorID: 8
position: -449,-3574
---
<<switch_fix_system_to "BodyModule">>
<<if visited("检查视觉")==false>>
【占位】:应该去看看视觉
<<elseif visited("FirstDialogue")==false>>
【占位】:视觉刚刚有报错,应该去看看视觉
<<else>>
【占位】:感觉很奇怪,视觉检查过了啊
【占位】:佩佩告诉你,刚才有些事没告诉你,可以再去检查按下
<<endif>>
<<jump 视觉检查状态>>
===
title: 视觉检查状态
position: -436,-2338
---
<<if $isFinishedEyeCheck==true>>
me:该拿到的信息都拿到了,我们出去吧
<<jump 结束视觉检查>>
<<endif>>
===
title: 结束视觉检查
position: -432,-1732
---
<<set $gameStage = "记忆检查">>
<<jump Center>>
===
title: 佩佩告诉你可以想象颜色
tags:
colorID: 6
group:视觉检查
position: -2053,-2656
---
peipei: 我不是故意要瞒着的…只是我还以为,这不是什么大问题。
peipei: 我也不知道这是什么原理,但是只要我……
<<set_Eyetarget EyeManager "sky" false>>
peipei: 看到窗外的蓝天了吗?
<<set_EyeColorState EyeManager "CanImagineColor">>
<<EyeEffect_FadeIn EyeManager>>
me: 啊?
peipei: 我其实能够以某种方式看到一些颜色……
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager 天空 EyeView liuying1-3>>
<<wait 1>>
me: 记忆…向视觉发送了数据?然后生成了这些颜色?
me: 从来没见过……我需要做更多的症状记录……
->放入收藏夹
<<CollectionClue ClueManager>>
me: 佩佩,这个现象很重要,或许能解释你体内的异常。
me: 我需要让你再观察几个东西,你只要重复刚才做的事情就好了。
peipei: 好的,医生。
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
<<set $eyecolorKnown=true>>
<<jump EyeCheckEnd>>
===
title: FirstDialogue
tags:
group:视觉检查
colorID: 8
position: -2476,-2555
---
//!!电脑不会触发这个对话,而电脑是屏幕正中央的
<<if $chipmissingKnown==false>>
me: ……
//me: 不对啊…不是检查仪器的问题。
me:这就是佩佩眼睛里看到的画面吗?如此灰暗……
me:太奇怪了,难道是检查仪器的问题?
<<hide_dialog>>
<<wait 1>>
me: 佩佩,你眼里的世界……一直都是黑白的吗?
<<else>>
me: 这就是佩佩眼睛里看到的画面吗?如此灰暗……
me: 很可能是视觉晶圆失踪造成的。
<<hide_dialog>>
<<wait 1>>
me: 佩佩,你眼里的世界……一直都是黑白的吗?
<<endif>>
peipei: 啊……这个是正常的。
peipei: 已经多久了?我自己都记不清什么时候开始的了……应该是装UF的时候吧。
peipei: 所有美工都这样,大家都已经适应了,我还……太慢。
me: 都?也就是说UF模块一定会让美术同事失去色觉,这……
peipei: 还好啦,医生……我们都是这么过来的。
peipei: 如果连这都接受不了的话,当初就不应该做美工……这是主管说的。
peipei: 我没关系的,医生...
peipei: 因为...这就是做美工必须承担的呀。
me: ……
<<if $chipmissingKnown==false>>
me: 好吧…可是从机体医学的角度来说,这是为什么呢…
<<endif>>
//TODO-↓理论上只有看过一次记忆才会弹出下面内容
<<if visited("UF深入检查")==true>>
me: 外面明明能看到视觉的报错,UF也提示是这里的错误
me: 但是好像没什么问题?
peipei: 医生...
peipei: 还有一件事,我最好还是主动告诉你。
me: 是什么事呢,佩佩?
<<jump 佩佩告诉你可以想象颜色>>
<<endif>>
<<jump EyeCheckEnd>>
===
title: Eye_sky
tags:
colorID: 8
group:视觉检查
position: -2469,-1924
---
<<set_EyeColorState EyeManager "CanImagineColor">>
<<EyeEffect_FadeIn EyeManager>>
<<jump EyeCheckEnd>>
===
title: Eye_computer
tags:
colorID: 8
group:视觉检查
position: -2475,-2383
---
me:这个没有生成颜色,奇怪……
<<jump EyeCheckEnd>>
===
title: Eye_poster
tags:
colorID: 8
group:视觉检查
position: -2474,-2226
---
<<if visited("Eye_poster")==false>>
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
me:佩佩,看到那张海报了么?
<<set_EyeColorState EyeManager "CanImagineColor">>
<<set_Eyetarget EyeManager "poster">>
peipei: 那是……我的第一张广告画……护肤机油……
me:原来这是你画的。
peipei: 那是我和主管第一次沟通。当时,因为我执意要用笔来作画,她非常生气。
peipei: 你在电视上应该看不到吧?医生……
peipei: 主管生气时,脸红得像辣椒一样噢。
<<EyeEffect_FadeIn EyeManager>>
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager "海报" "EyeView" "英里生气">>
->放入收藏夹
<<CollectionClue ClueManager>>
//<<jump EyeCheckEnd>>
<<endif>>
<<set_EyeColorState EyeManager "CanImagineColor">>
<<EyeEffect_FadeIn EyeManager>>
<<jump EyeCheckEnd>>
===
title: Eye_plant
tags:
colorID: 8
group:视觉检查
position: -2470,-2075
---
<<if visited("Eye_plant")==false>>
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
me:佩佩,看到那个绿萝了么?
peipei: 医生,你的绿萝长得很不错喔!
//植物出现颜色;其中一片叶子枯萎了,但也显示出了绿色
peipei: 小时候我养过一盆绿萝。爸爸说等我慢慢长大,这盆绿萝就会跟我一起长大变成绿萝树!
<<set_EyeColorState EyeManager "CanImagineColor">>
<<EyeEffect_FadeIn EyeManager>>
peipei: 可惜……
///<<set_EyeColorState EyeManager "CanImagineColor">>枯萎的叶子变成了正确的黄色
peipei: 我还是把它养死了。
peipei: 我愧疚了好久,那时的我真的以为小草可以长成一棵树。
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<wait 0.5>>
<<generate_PunchTape ClueManager "植物" "EyeView" "liuying1-2">>
->放入收藏夹
<<CollectionClue ClueManager>>
//<<jump EyeCheckEnd>>
<<endif>>
<<set_EyeColorState EyeManager "CanImagineColor">>
<<EyeEffect_FadeIn EyeManager>>
<<jump EyeCheckEnd>>
===
title: EyeCheckEnd
tags:
colorID: 3
group:视觉检查
position: -2052,-2351
---
<<if visited("UF深入检查")==false>>
me:没什么头绪,先看看别的地方
<<Set_MouseMovementLockState EyeManager false>>
<<switch_fix_system_to BodyModule>>
<<endif>>
<<if $isFinishedEyeCheck==true>>
me:这里应该已经彻底检查过了
<<Set_MouseMovementLockState EyeManager false>>
<<switch_fix_system_to BodyModule>>
<<endif>>
<<if $eyeTargetTriggerCount == 3>>
<<complete_task TaskManager "检查视觉模块">>
<<ModuleAlarm Eye false>>
<<ModuleHightLight Memory true>>
<<set $isFinishedEyeCheck=true>>
<<Set_MouseMovementLockState EyeManager false>>
<<complete_task TaskManager 深入视觉模块>>
<<switch_fix_system_to BodyModule>>
<<complete_task TaskManager 全身检查,寻找错误记忆调用的来源>>
<<complete_task TaskManager 再次检查视觉模块>>
<<add_task TaskManager 查询从视觉中得到的记忆索引 找到异常记忆的来源>>
<<jump 视觉检查状态>>
<<endif>>
<<Set_MouseMovementLockState EyeManager false>>
===
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@@ -0,0 +1,145 @@
title: 进入记忆检查
tags:
colorID: 8
position: -449,-3574
---
<<switch_fix_system_to "BodyModule">>
me:这些打孔带说明记忆有数据直接写入了视觉
me:我们得去看看佩佩
<<jump 记忆检查状态>>
===
title: 记忆检查状态
position: -436,-2338
---
<<if $memoryCount==3>>
<<jump 结束记忆检查>>
<<endif>>
===
title: 结束记忆检查
position: -432,-1732
---
<<set $gameStage = "分析">>
<<jump Center>>
===
title: 第一次进入记忆时
tags:
group:记忆
position: -1574,-1998
---
<<switch_fix_system_to Memory>>
<<if visited("OnMemoryViewShow")==false>>
me: 把打孔带放进插槽里,读取记忆吧。
//<<ShowNotification ClueManager 提示 将打孔带拖至槽位>>
<<endif>>
===
title: End_memoryPaly
tags:
colorID: 3
group:记忆
position: -1248,-2433
---
<<MemoryFinished MemoryManager>>
<<if $memoryCount==3>>
<<complete_task TaskManager "查询所有新索引的记忆">>
peipei: 医生…快停下。
peipei: 我…我的头好痛……
<<hide_dialog>>
<<Set_MouseMovementLockState EyeManager false>>
<<set $ufDiscussCount=3>>
<<set $eyeDiscussCount=2>>
<<switch_fix_system_to "BodyModule">>
<<ModuleHightLight Memory false>>
<<complete_task TaskManager 查询从视觉中得到的记忆索引>>
<<complete_task TaskManager 找到异常记忆的来源>>
<<jump 记忆检查状态>>
<<endif>>
===
title: 第一次插入记忆打孔带时
tags:
group:记忆
colorID: 3
position: -1580,-2168
---
me: 需要拖动滑条,校正频率才能播放记忆…
me: 要把两个滑条都拖到正确的位置,先拖动上面这个吧。
//<<ShowNotification ClueManager 提示 拖动滑条校准记忆>>
===
title: 天空
tags:
colorID: 8
group:记忆
position: -1585,-2322
---
<<wait 3>>
peipei_child: 医生!看,大象!
docter: 哪里有?…啊,那朵云呀。确实很像大象喔。
docter: 但是佩佩为什么会见过大象呢?
peipei_child: 我在博物馆见过!好大好大的大象标本,有个哥哥跟我说,大象可以比房子还大!
docter: 佩佩是个很有想象力的小朋友噢。
peipei_child: 想象力…是什么?
docter: 我们的大脑里面有一个区域专门控制视觉,但是这个区域也控制想象力。
<<wait 0.5>>
docter: 佩佩以后会成为一个艺术家的。
peipei_child: 艺术家又是什么?
<<wait 0.5>>
peipei_child: 医生快看,它现在更像一个飞机啦!
<<wait 1>>
<<if visited("天空")==false>>
<<set $memoryCount+=1>>
<<endif>>
<<jump End_memoryPaly>>
===
title: 海报
tags:
colorID: 8
group:记忆
position: -1586,-2480
---
<<wait 3>>
unknown:你以为自己独一无二,能靠自己的创作让大家喜爱,引领潮流?
unknown:历史上所有的创作都记录在UF的数据库里,你凭什么觉得自己比他们的创作更高贵?
unknown:你一个月画一张图,UF一晚上画一万张,请给我一个选择你的理由。
unknown:记住,机器人就是为了效率而生的,这就是社会的规则,你改变不了!
unknown:咚——
主管关门的力气把窗户震碎了,我一块块捡起来。
那晚,我只记得……碎成一地的玻璃渣……
还有主管的脸……好红,好烫。
<<if visited("海报")==false>>
<<set $memoryCount+=1>>
e-assistant: 哎,这个记忆我们是不是看到过?
me: 或许这就是问题所在
<<endif>>
<<jump End_memoryPaly>>
===
title: 植物
tags:
colorID: 8
group:记忆
position: -1585,-2634
---
<<wait 3>>
peipei: 要是工作也能画画…要是能永远画画就好了。
同学: 哈哈,可能等我们进入公司就不这么觉得了。听说进公司之后做什么都不会再快乐了。
peipei: 不会的。至少画画这件事情让我感觉到很纯粹的快乐……
peipei: 那种朝九晚五,一眼看到头的生活,我想我反而会受不了的。
同学: 哈哈……
同学: 但愿你是对的。
peipei: 我肯定是对的。
<<wait 1>>
peipei: 如果公司这么讨厌的话,我就不在那里干就好了啊!
<<if visited("植物")==false>>
<<set $memoryCount+=1>>
<<endif>>
<<jump End_memoryPaly>>
===
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@@ -1,628 +0,0 @@
title: 进入身体检查
tags:
colorID: 8
position: -449,-3574
---
<<switch_fix_system_to "BodyModule">>
<<jump 身体检查状态>>
===
title: 身体检查状态
position: -436,-2338
---
//退出状态条件
<<if $isFinishedEyeCheck&&$isFinishedUFCheck&&$hasUncheckedMemory==false>>
<<switch_fix_system_to BodyModule>>
【占位】:检查结束
<<jump 结束身体检查>>
<<endif>>
//不同状态的相关提示信息
<<if $isFinishedEyeCheck==true&&$hasUncheckedMemory==true>>
【占位】:应该去看看记忆
<<elseif $isFinishedEyeCheck==false&&$isFinishedUFCheck==true>>
<<if visited("检查视觉")==false>>
【占位】:应该去看看视觉
<<elseif visited("FirstDialogue")==false>>
【占位】:视觉刚刚有报错,应该去看看视觉
<<else>>
【占位】:感觉很奇怪,视觉检查过了啊
【占位】:佩佩告诉你,刚才有些事没告诉你,可以再去检查按下
<<endif>>
<<endif>>
===
title: 结束身体检查
position: -432,-1732
---
<<set $gameStage = "分析">>
<<jump Center>>
===
title: 检查情绪
tags: 待编辑
colorID: 8
group:插线检查
position: -47,-3242
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与情绪模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetNormal>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 检测到情绪模块温度高,负荷超过平均值>>
<<wait 0.1>>
<<MessageBoxSetText 仍未到达干预阈值,无需干预>>
<<wait 0.1>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 7853个节点已扫描。>>
<<wait 1>>
<<if visited("EmoPlugIn")==false>>
me: 佩佩,你的情绪模块有点发热。
peipei: 啊——医生……你的手好凉。
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Emo false>>
<<jump PlugFinished>>
<<endif>>
===
title: 检查语言
tags: 待编辑
colorID: 8
group:插线检查
position: 194,-2880
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与语言模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetNormal>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 语言模块运转正常,使用频率低>>
<<wait 0.1>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 245个节点已扫描。>>
<<wait 1>>
<<if visited("SpeakPlugIn")==false>>
me: 佩佩,你平时是不是很少和同事交流?
peipei: 主管说,我们是为画画而生的人……
peipei: 要克服懒癌,不能整天和同事交头接耳。
peipei: 她说得对!我不能浪费时间。
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Speak false>>
<<jump PlugFinished>>
<<endif>>
===
title: 检查逻辑
tags: 待编辑
colorID: 8
group:插线检查
position: 428,-3246
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与逻辑模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetNormal>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 检测到逻辑模块负荷低于平均值>>
<<wait 0.1>>
<<MessageBoxSetText 仍未到达干预阈值,无需干预>>
<<wait 0.1>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 9071个节点已扫描。>>
<<wait 1>>
<<if visited("LogicPlugIn")==false>>
peipei: 有时候……我觉得UF是一个正在醒来的神,<br>而我只是供奉它的神龛。
me: 但愿这只是一个比喻。
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Logic false>>
<<jump PlugFinished>>
<<endif>>
//待编辑
===
title: 检查色觉
tags: 待编辑
colorID: 8
group:插线检查
position: 195,-3043
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 1>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetNull>>
<<MessageBoxSetWarning>>
<<MessageBoxSetText 未找到色觉晶圆!>>
<<if visited("ColorPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Color false>>
me: 这似乎是佩佩的核心模块…让我查查。
<<hide_dialog>>
<<OpenProgressWindow WindowManager 数据库查询 正在查询:_美工_核心模块_…… 2>>
me: 核心模块-色觉晶圆训练槽,是美术型机体专门安置色觉晶圆的槽位。
me:佩佩的色觉晶圆应该在这儿,可是问题是…为什么上面是空的?
<<set $chipmissingKnown=true>>
//////理论上应该这里已经解释过这个晶圆槽的?
<<if visited("FirstDialogue")==false>>
me: 如果佩佩没有色觉晶圆,难怪她的视觉里看到的都是黑白……
<<else>>
me: 如果没有色觉晶圆,佩佩可能根本看不见颜色?她可是画师啊……
<<endif>>
me:佩佩,你的色觉晶圆去哪里了,你知道吗?
peipei:哎,它没有在我后脑的那个什么槽里吗?那是我读大学时做的改造。
me:没有,那里是空的。
peipei:啊?噢……我想起来了,很久以前安装UF的时候,手术师说要给它做改造,拿走了。
佩佩: 但具体是什么改造…我记不太清了……条目很多,我就在最后签了个名。
me: 拿走晶圆?是正规手术吗?这太奇怪了。
me: 色觉晶圆……可是每个人都只有一个的啊!
peipei: 应该是的吧……那个人……跟我说UF是公司的礼物,以后我的同事们都要装的。
peipei: 他也是公司的领导,和主管一样。
peipei: 而且后来果然和他说的一样,大家很快都装上了UF模块。
me: 公司领导亲自给佩佩安装UF模块,美术部第一例……先记下来吧。
//获得信息“另一位公司领导装载UF”
<<set $chipmissingKnown=true>>
<<jump PlugFinished>>
<<endif>>
//佩佩很焦虑,不知道该怎么办了
===
title: 检查记忆
tags: 待编辑
colorID: 8
group:插线检查
position: 195,-3243
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetText 已与记忆模块建立连接!>>
<<if $hasUncheckedMemory==true>>
<<MessageBoxSetText 检测到未查看的记忆卡带,可以深入记忆模块调取记忆>>
<<MessageBoxSetNormal>>
<<EnableDeepInButton>>
<<else>>
<<MessageBoxSetText 未检测到可查看的记忆卡带>>
<<MessageBoxSetNormal>>
<<endif>>
<<if visited("MemoryPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Memory false>>
<<jump PlugFinished>>
<<endif>>
//总体表现:对工作的焦虑、虚弱的身体状态
===
title: 检查UF
tags: 待编辑
colorID: 8
group:插线检查
position: -45,-3043
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与UF模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetText UF模块发生兼容性异常,需要深入查看>>
<<random_play_interaction beep_error>>
<<MessageBoxSetError>>
<<EnableDeepInButton>>
===
title: 检查视觉
tags: 待编辑
colorID: 8
group:插线检查
position: 435,-3043
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与视觉模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetText 透镜存在使用磨损,整体透光度无异常>>
<<wait 0.1>>
<<MessageBoxSetText 对焦部分无异常>>
<<wait 0.1>>
<<MessageBoxSetText 显像部分记录到异常闪烁,需要深入查看>>
<<random_play_interaction beep_error>>
<<MessageBoxSetError>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 275个节点已扫描。>>
<<wait 0.5>>
<<EnableDeepInButton>>
<<if visited("EyePlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
//<<jump 发现视觉异常>>
<<ModuleHightLight Eye false>>
<<ModuleAlarm Eye true>>
<<endif>>
===
title: UF深入检查
tags: 待编辑
color: red
group:UF深入检查
position: -856,-2640
---
<<if visited("UF深入检查")==false>>
【占位】:尝试深入但是禁止深入
【占位】:可以打印log,log显示视觉中出现了色彩干扰了UF
【占位】:虽然进不去,但是看来影响UF的是视觉,需要看看
<<jump 身体检查状态>>
<<else>>
【占位】:UF发生视觉色彩不兼容
<<endif>>
===
title: 佩佩告诉你可以想象颜色
tags:
colorID: 6
group:视觉检查
position: -2053,-2656
---
peipei: 还有一件事,我最好还是主动告诉你。
me: 是什么事呢,佩佩?
peipei: 我不是故意要瞒着的…只是我还以为,这不是什么大问题。
peipei: 我也不知道这是什么原理,但是只要我……
<<set_Eyetarget EyeManager "sky" false>>
peipei: 看到窗外的蓝天了吗?
<<set_EyeColorState EyeManager "CanImagineColor">>
<<EyeEffect_FadeIn EyeManager>>
me: 啊?
peipei: 我其实能够以某种方式看到一些颜色……
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager 天空 EyeView liuying1-3>>
<<wait 1>>
me: 记忆…向视觉发送了数据?然后生成了这些颜色?
me: 从来没见过……我需要做更多的症状记录……
->放入收藏夹
<<CollectionClue ClueManager>>
me: 佩佩,这个现象很重要,或许能解释你体内的异常。
me: 我需要让你再观察几个东西,你只要重复刚才做的事情就好了。
peipei: 好的,医生。
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
<<set $eyecolorKnown=true>>
<<jump EyeCheckEnd>>
===
title: FirstDialogue
tags:
group:视觉检查
colorID: 8
position: -2476,-2555
---
//!!电脑不会触发这个对话,而电脑是屏幕正中央的
<<if $chipmissingKnown==false>>
me: ……
//me: 不对啊…不是检查仪器的问题。
me:这就是佩佩眼睛里看到的画面吗?如此灰暗……
me:太奇怪了,难道是检查仪器的问题?
<<hide_dialog>>
<<wait 1>>
me: 佩佩,你眼里的世界……一直都是黑白的吗?
<<else>>
me: 这就是佩佩眼睛里看到的画面吗?如此灰暗……
me: 很可能是视觉晶圆失踪造成的。
<<hide_dialog>>
<<wait 1>>
me: 佩佩,你眼里的世界……一直都是黑白的吗?
<<endif>>
peipei: 啊……这个是正常的。
peipei: 已经多久了?我自己都记不清什么时候开始的了……应该是装UF的时候吧。
peipei: 所有美工都这样,大家都已经适应了,我还……太慢。
me: 都?也就是说UF模块一定会让美术同事失去色觉,这……
peipei: 还好啦,医生……我们都是这么过来的。
peipei: 如果连这都接受不了的话,当初就不应该做美工……这是主管说的。
peipei: 我没关系的,医生...
peipei: 因为...这就是做美工必须承担的呀。
me: ……
<<if $chipmissingKnown==false>>
me: 好吧…可是从机体医学的角度来说,这是为什么呢…
<<endif>>
//TODO-↓理论上只有看过一次记忆才会弹出下面内容
<<if visited("End_memoryPaly")==true>>
<<jump 佩佩告诉你可以想象颜色>>
<<endif>>
<<jump EyeCheckEnd>>
===
title: Eye_sky
tags:
colorID: 8
group:视觉检查
position: -2469,-1924
---
<<set_EyeColorState EyeManager "CanImagineColor">>
<<EyeEffect_FadeIn EyeManager>>
<<jump EyeCheckEnd>>
===
title: Eye_computer
tags:
colorID: 8
group:视觉检查
position: -2475,-2383
---
me:这个没有生成颜色,奇怪……
<<jump EyeCheckEnd>>
===
title: Eye_poster
tags:
colorID: 8
group:视觉检查
position: -2474,-2226
---
<<if visited("Eye_poster")==false>>
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
me:佩佩,看到那张海报了么?
<<set_EyeColorState EyeManager "CanImagineColor">>
<<set_Eyetarget EyeManager "poster">>
peipei: 那是……我的第一张广告画……护肤机油……
me:原来这是你画的。
peipei: 那是我和主管第一次沟通。当时,因为我执意要用笔来作画,她非常生气。
peipei: 你在电视上应该看不到吧?医生……
peipei: 主管生气时,脸红得像辣椒一样噢。
<<EyeEffect_FadeIn EyeManager>>
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager "海报" "EyeView" "英里生气">>
->放入收藏夹
<<CollectionClue ClueManager>>
//<<jump EyeCheckEnd>>
<<endif>>
<<set_EyeColorState EyeManager "CanImagineColor">>
<<EyeEffect_FadeIn EyeManager>>
<<jump EyeCheckEnd>>
===
title: Eye_plant
tags:
colorID: 8
group:视觉检查
position: -2470,-2075
---
<<if visited("Eye_plant")==false>>
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
me:佩佩,看到那个绿萝了么?
peipei: 医生,你的绿萝长得很不错喔!
//植物出现颜色;其中一片叶子枯萎了,但也显示出了绿色
peipei: 小时候我养过一盆绿萝。爸爸说等我慢慢长大,这盆绿萝就会跟我一起长大变成绿萝树!
<<set_EyeColorState EyeManager "CanImagineColor">>
<<EyeEffect_FadeIn EyeManager>>
peipei: 可惜……
///<<set_EyeColorState EyeManager "CanImagineColor">>枯萎的叶子变成了正确的黄色
peipei: 我还是把它养死了。
peipei: 我愧疚了好久,那时的我真的以为小草可以长成一棵树。
<<hide_dialog>>
<<wait 0.5>>
<<OpenSingleButtonWindow WindowManager 非法进程检测 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<wait 0.5>>
<<generate_PunchTape ClueManager "植物" "EyeView" "liuying1-2">>
->放入收藏夹
<<CollectionClue ClueManager>>
//<<jump EyeCheckEnd>>
<<endif>>
<<set_EyeColorState EyeManager "CanImagineColor">>
<<EyeEffect_FadeIn EyeManager>>
<<jump EyeCheckEnd>>
===
title: EyeCheckEnd
tags:
colorID: 3
group:视觉检查
position: -2052,-2351
---
<<if visited("UF深入检查")==false>>
me:没什么头绪,先看看别的地方
<<Set_MouseMovementLockState EyeManager false>>
<<switch_fix_system_to BodyModule>>
<<endif>>
<<if $isFinishedEyeCheck==true>>
me:这里应该已经彻底检查过了
<<Set_MouseMovementLockState EyeManager false>>
<<switch_fix_system_to BodyModule>>
<<endif>>
<<if $eyeTargetTriggerCount == 3>>
<<complete_task TaskManager "检查视觉模块">>
<<ModuleAlarm Eye false>>
<<ModuleHightLight Memory true>>
<<set $isFinishedEyeCheck=true>>
<<Set_MouseMovementLockState EyeManager false>>
<<complete_task TaskManager 深入视觉模块>>
<<switch_fix_system_to BodyModule>>
<<complete_task TaskManager 全身检查,寻找错误记忆调用的来源>>
<<complete_task TaskManager 再次检查视觉模块>>
<<add_task TaskManager 查询从视觉中得到的记忆索引 找到异常记忆的来源>>
<<jump 身体检查状态>>
<<endif>>
<<Set_MouseMovementLockState EyeManager false>>
===
title: 第一次进入记忆时
tags:
group:记忆
position: -1574,-1998
---
<<switch_fix_system_to Memory>>
<<if visited("OnMemoryViewShow")==false>>
me: 把打孔带放进插槽里,读取记忆吧。
<<ShowNotification ClueManager 提示 将打孔带拖至槽位>>
<<endif>>
===
title: End_memoryPaly
tags:
colorID: 3
group:记忆
position: -1248,-2433
---
<<MemoryFinished MemoryManager>>
<<if $memoryCount==3>>
<<complete_task TaskManager "查询所有新索引的记忆">>
peipei: 医生…快停下。
peipei: 我…我的头好痛……
<<hide_dialog>>
<<Set_MouseMovementLockState EyeManager false>>
<<set $ufDiscussCount=3>>
<<set $eyeDiscussCount=2>>
<<switch_fix_system_to "BodyModule">>
<<ModuleHightLight Memory false>>
<<complete_task TaskManager 查询从视觉中得到的记忆索引>>
<<complete_task TaskManager 找到异常记忆的来源>>
<<jump 身体检查状态>>
<<endif>>
===
title: 第一次插入记忆打孔带时
tags:
group:记忆
colorID: 3
position: -1580,-2168
---
me: 需要拖动滑条,校正频率才能播放记忆…
me: 要把两个滑条都拖到正确的位置,先拖动上面这个吧。
<<ShowNotification ClueManager 提示 拖动滑条校准记忆>>
===
title: 天空
tags:
colorID: 8
group:记忆
position: -1585,-2322
---
<<wait 3>>
peipei_child: 医生!看,大象!
docter: 哪里有?…啊,那朵云呀。确实很像大象喔。
docter: 但是佩佩为什么会见过大象呢?
peipei_child: 我在博物馆见过!好大好大的大象标本,有个哥哥跟我说,大象可以比房子还大!
docter: 佩佩是个很有想象力的小朋友噢。
peipei_child: 想象力…是什么?
docter: 我们的大脑里面有一个区域专门控制视觉,但是这个区域也控制想象力。
<<wait 0.5>>
docter: 佩佩以后会成为一个艺术家的。
peipei_child: 艺术家又是什么?
<<wait 0.5>>
peipei_child: 医生快看,它现在更像一个飞机啦!
<<wait 1>>
<<if visited("天空")==false>>
<<set $memoryCount+=1>>
<<endif>>
<<jump End_memoryPaly>>
===
title: 海报
tags:
colorID: 8
group:记忆
position: -1586,-2480
---
<<wait 3>>
unknown:你以为自己独一无二,能靠自己的创作让大家喜爱,引领潮流?
unknown:历史上所有的创作都记录在UF的数据库里,你凭什么觉得自己比他们的创作更高贵?
unknown:你一个月画一张图,UF一晚上画一万张,请给我一个选择你的理由。
unknown:记住,机器人就是为了效率而生的,这就是社会的规则,你改变不了!
unknown:咚——
主管关门的力气把窗户震碎了,我一块块捡起来。
那晚,我只记得……碎成一地的玻璃渣……
还有主管的脸……好红,好烫。
<<if visited("海报")==false>>
<<set $memoryCount+=1>>
e-assistant: 哎,这个记忆我们是不是看到过?
me: 或许这就是问题所在
<<endif>>
<<jump End_memoryPaly>>
===
title: 植物
tags:
colorID: 8
group:记忆
position: -1585,-2634
---
<<wait 3>>
peipei: 要是工作也能画画…要是能永远画画就好了。
同学: 哈哈,可能等我们进入公司就不这么觉得了。听说进公司之后做什么都不会再快乐了。
peipei: 不会的。至少画画这件事情让我感觉到很纯粹的快乐……
peipei: 那种朝九晚五,一眼看到头的生活,我想我反而会受不了的。
同学: 哈哈……
同学: 但愿你是对的。
peipei: 我肯定是对的。
<<wait 1>>
peipei: 如果公司这么讨厌的话,我就不在那里干就好了啊!
<<if visited("植物")==false>>
<<set $memoryCount+=1>>
<<endif>>
<<jump End_memoryPaly>>
===
@@ -75,6 +75,9 @@ position: 240,-3040
<<if $gameStage=="第一次发热">>
<<jump 系统发热>>
<<endif>>
<<if $gameStage=="手术"&&$isPeipeiBE==true>>
<<jump 选择记忆清除后插记忆模块的对话>>
<<endif>>
<<jump 检查记忆>>
===
@@ -123,6 +126,12 @@ tags:
<<jump 进入UF检查引导停止想象>>
<<endif>>
===
title: MemoryDeepIn
tags:
---
<<switch_fix_system_to Memory>>
<<jump 记忆初始化深度>>
===
title: EyeDeepIn
tags:
position: -9,21
@@ -2,6 +2,7 @@
tags:
position: 43,-97
---
<<delete_line LineManager MemoryEye>>
me:发热的就是UF,如果想解决这个问题,必须深入UF看一看
me: 想搞清楚这一切,只有拆开拆开UF,破除安保系统了
->拆开UF
@@ -3,12 +3,14 @@ title: 进入UF拆除
tags:
position: 43,-97
---
<<delete_line LineManager MemoryEye>>
->拆除UF
<<fade_in 1>>
<<wait 1>>
<<Temp_RemoveUF>>
<<random_play_interaction fixing_general>>
<<fade_out 1>>
<<SetHeat 0>>
<<jump 结束UF拆除>>
===
title: 结束UF拆除
@@ -3,6 +3,8 @@ tags:
colorID: 8
position: 272,-1156
---
<<Temp_RemoveChip>>
<<delete_line LineManager MemoryEye>>
<<indoor_new 1>>
<<character_init_new 佩佩>>
<<character_auto_blink>>
+31 -3
View File
@@ -3,6 +3,7 @@ tags:
colorID: 3
position: 246,-866
---
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to BodyModule>>
<<if $isPeipeiBE==true>>
<<add_task TaskManager "执行手术-色彩记忆初始化">>
@@ -35,8 +36,7 @@ tags:
colorID: 1
position: 33,-552
---
<<MessageBoxSetNormal>>
<<MessageBoxSetText 正在进行记忆清除>>
me: 有三个记忆……
<<if $Memory1Fade_Peipei==true && $Memory2Fade_Peipei==true && $Memory3Fade_Peipei==true>>
me: 已经完成了……
<<complete_task TaskManager "执行手术-色彩记忆初始化">>
@@ -109,6 +109,34 @@ position: 395,-3195
<<MessageBoxSetText 需要深入进行色彩初始化>>
<<EnableDeepInButton>>
===
title: 选择记忆清除后插记忆模块的对话
tags: 待编辑
colorID: 8
group:插线检查
position: 395,-3195
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与记忆模块建立连接!>>
->执行记忆初始化
<<hide_dialog>>
<<MessageBoxSetWarning>>
<<MessageBoxSetText "正在执行记忆色彩清除初始化……请稍候">>
<<wait 1>>
me: 对不起,佩佩…
<<wait 3>>
<<MessageBoxSetError>>
<<MessageBoxSetText "检查到只读的记忆,请进入记忆模块手动处理">>
<<wait 2>>
//屏幕: 正在执行记忆色彩初始化……请稍候
//屏幕: 警告:只读的记忆,请进入记忆模块手动处理。
me: 只读记忆?
me: ……我明白了。
me: 一定是那些让佩佩对色彩留下印象深刻的记忆。像钉子一样被钉在了那里,不希望被忘记……
me: 佩佩,该放手了。不然你就永远也无法醒来了。
<<EnableDeepInButton>>
===
title: RecoverColor
tags:
colorID: 8
@@ -148,6 +176,6 @@ me: 好了,佩佩。不要…不要太沉迷其中。
title: 结束手术
position: 275,-222
---
<<set $gameStage = "复查">>
<<set $gameStage = "结束对话">>
<<jump Center>>
===
@@ -3,6 +3,7 @@ tags:
colorID: 8
position: -443,-3575
---
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to "BodyModule">>
<<declare $finishFirstCoolDown=false>>
【占位】:做全身检查,评估发热对佩佩身体的影响
@@ -57,7 +58,7 @@ position: 43,-97
title: PlugFinished
position: 151,-2688
---
<<if $PlugCount==6>>
<<if $PlugCount==7>>
<<set $PlugAll=true>>
<<jump 第二次发热>>
<<endif>>
+15 -13
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m_SortingLayerID: 1134468525
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m_FlipX: 0
@@ -4203,7 +4203,7 @@ SpriteRenderer:
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m_SortingLayerID: 1134468525
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@@ -5143,7 +5143,7 @@ SpriteRenderer:
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m_SortingLayerID: 1134468525
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m_FlipX: 0
@@ -10818,7 +10818,7 @@ SpriteRenderer:
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m_SortingLayerID: 1134468525
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m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
@@ -15454,7 +15454,7 @@ SpriteRenderer:
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m_SortingLayerID: 1134468525
m_SortingLayer: 10
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m_Sprite: {fileID: 21300000, guid: b25680a6827f6d548be9f8c4b936a2bf, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
@@ -17939,7 +17939,7 @@ SpriteRenderer:
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 1134468525
m_SortingLayer: 10
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m_Sprite: {fileID: 3822937466802405960, guid: fd04c28739017964789d58d573f9fabb, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
@@ -19987,7 +19987,7 @@ SpriteRenderer:
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m_SortingLayerID: 1134468525
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m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
@@ -20324,6 +20324,8 @@ MonoBehaviour:
coverOpen: {fileID: 487032387}
isOccupied: 0
isLocked: 0
punchTape:
used: 0
--- !u!114 &1447811016
MonoBehaviour:
m_ObjectHideFlags: 0
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m_SortingLayerID: 1134468525
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m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
@@ -23381,7 +23383,7 @@ SpriteRenderer:
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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@@ -27748,7 +27750,7 @@ SpriteRenderer:
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m_SortingLayerID: 1134468525
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@@ -28690,7 +28692,7 @@ SpriteRenderer:
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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@@ -29135,7 +29137,7 @@ SpriteRenderer:
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@@ -29987,7 +29989,7 @@ SpriteRenderer:
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m_SortingLayerID: 1134468525
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m_Sprite: {fileID: 2971124301436807032, guid: fd04c28739017964789d58d573f9fabb, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
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+53 -11
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runMode: 2
runMode: 0
firstTalkSo: {fileID: 11400000, guid: 6d49b124127007b48b6881ce33350263, type: 2}
testTalkSo: {fileID: 11400000, guid: ff82a99e791be3e41acf40232f908eb3, type: 2}
saveFileName: "PeipeiDay2_\u7B2C\u4E00\u6B21\u53D1\u70ED"
testTalkSo: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
saveFileName:
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m_ConstrainProportionsScale: 0
m_Children:
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m_Father: {fileID: 1343879457}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
@@ -26562,7 +26562,7 @@ Canvas:
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m_Enabled: 1
serializedVersion: 3
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m_SortingLayerID: -789334189
m_SortingOrder: 6
m_SortingOrder: 12
m_TargetDisplay: 0
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MonoBehaviour:
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propertyPath: m_AnchorMin.x
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propertyPath: m_Size
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propertyPath: m_IsActive
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objectReference: {fileID: 0}
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propertyPath: m_IsActive
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objectReference: {fileID: 0}
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m_AddedGameObjects:
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MonoBehaviour:
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m_Name:
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m_IsActive: 0
m_IsActive: 1
--- !u!223 &6437954650411144377
Canvas:
m_ObjectHideFlags: 0
@@ -52691,6 +52714,25 @@ MonoBehaviour:
m_BlockingMask:
serializedVersion: 2
m_Bits: 4294967295
--- !u!114 &8513855764032453025
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6436125969168090583}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: a84298a2467e2934fa5e8c60405a2834, type: 3}
m_Name:
m_EditorClassIdentifier:
toggleFavoritesButton: {fileID: 6027584266651937602}
favoritesUI: {fileID: 6027584266651937604}
punchTapeContent: {fileID: 673669948}
clueItemPrefab: {fileID: 2260198552944312515, guid: 0b17c41ba2d401946a8eca60abbd974d, type: 3}
imageClueItemPrefab: {fileID: 8689056903559000942, guid: c7b1259de6649464f8ed41928761d233, type: 3}
punchTapePanel: {fileID: 6027584266651937603}
isFavoritesOpen: 0
--- !u!114 &8514050315890922020
MonoBehaviour:
m_ObjectHideFlags: 0
+7 -13
View File
@@ -79,29 +79,23 @@ public class FavoritesManager : MonoBehaviour
public void AddClue(Clue clue)
{
if (clue.ClueType == ClueType.PunchTape)
if (clue is PunchTape punchTape)
{
if (!_clueData.punchTapeFavorites.Contains(clue))
if (!_clueData.punchTapeFavorites.Contains(punchTape))
{
_clueData.punchTapeFavorites.Add(clue);
_clueData.punchTapeFavorites.Add(punchTape);
UpdateFavoritesUI();
}
}
else if (clue.ClueType == ClueType.ImageClue)
if (!_clueData.punchTapeFavorites.Contains(clue))
{
_clueData.punchTapeFavorites.Add(clue);
UpdateFavoritesUI();
}
}
public void RemoveClue(Clue clue)
{
if (clue.ClueType == ClueType.PunchTape)
if (clue is PunchTape punchTape)
{
if (_clueData.punchTapeFavorites.Contains(clue))
if (_clueData.punchTapeFavorites.Contains(punchTape))
{
_clueData.punchTapeFavorites.Remove(clue);
_clueData.punchTapeFavorites.Remove(punchTape);
UpdateFavoritesUI();
}
}
@@ -177,7 +171,7 @@ public class FavoritesManager : MonoBehaviour
public class ClueData : IData
{
public List<Clue> punchTapeFavorites = new List<Clue>();
public List<PunchTape> punchTapeFavorites = new List<PunchTape>();
public event Action<ClueData> LoadEvent;
public void Load()
+3
View File
@@ -1,4 +1,7 @@
using System;
using UnityEngine;
[Serializable]
public class PunchTape : Clue
{
public string MemoryIndex { get; set; }
+6 -1
View File
@@ -318,7 +318,12 @@ public void DeleteLine(string input)
if (lineSegmentDictionary.ContainsKey(recognizedName))
{
InteractiveLineSegment lineSegmentToRemove = lineSegmentDictionary[recognizedName];
//lineSegmentDictionary.Remove(recognizedName);
if (lineSegmentToRemove == null || lineSegmentToRemove.gameObject == null)
{
Debug.LogWarning("Line segment already removed: " + recognizedName);
return;
}
// Destroy the line segment GameObject
Destroy(lineSegmentToRemove.gameObject);
+12 -1
View File
@@ -300,8 +300,15 @@ namespace AibisDream.FixSystem
public IEnumerator Exit()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
float duration = 0.5f;
var eyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
yield return MainUIController.Instance.FadeInSync(duration);
eyeSystem.OnExit();
//关上
bodyModuleSystem.FindBodyModuleByName("Eye").transform.Find("Module Pic").GetComponent<SpriteRenderer>()
.sprite = Resources.Load<Sprite>("Art/Fix/Peipei/视觉盖子关闭");
yield return MainUIController.Instance.FadeOutSync(duration);
yield return new WaitForSeconds(0.5f);
}
}
@@ -339,9 +346,13 @@ namespace AibisDream.FixSystem
public IEnumerator Exit()
{
float duration = 0.5f;
var memorySystem = FixSystemCenter.SystemDic.Get<MemoryProcess>();
yield return MainUIController.Instance.FadeInSync(duration);
memorySystem.OnExit();
yield return MainUIController.Instance.FadeOutSync(0.5f);
memorySystem.CloseMemoryView();
yield return MainUIController.Instance.FadeOutSync(duration);
yield return memorySystem.PullMemoryProjector();
}
}
}
@@ -76,6 +76,7 @@ public class EyeSystem : MonoBehaviour
eyeStateEffect?.CleanupEffect(CurrentTarget);
mouseFollowAndZoom.SetIsActive(false);
currentTarget = null;
CloseEyeView();
// 离开视图时的逻辑
Debug.Log("EyeView exited.");
}
@@ -109,6 +110,11 @@ public class EyeSystem : MonoBehaviour
{
// if (newTarget != currentTarget)
// {
if (newTarget == null)
{
Debug.LogError("Target is null in SetTarget");
return;
}
StartCoroutine(SetTargetCoroutine(newTarget.gameObject.name));
// }
}
@@ -142,7 +148,10 @@ public class EyeSystem : MonoBehaviour
cameraManager.MoveCameraTo(target.transform, 1f);
}
currentTarget.BlurIn(eyeStateEffect.TransitionDuration, false);
if(currentTarget!=null)
{
currentTarget.BlurIn(eyeStateEffect.TransitionDuration, false);
}
//yield return new WaitForSeconds(eyeStateEffect.TransitionDuration);
@@ -14,7 +14,7 @@
"currentState": 1
},
"ChipData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isChipRemoved": false
"isChipRemoved": true
},
"UFData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isUFCoverRemoved": false,
@@ -34,22 +34,21 @@
"$speakerDiscussCount": 0.0,
"$UFPhotoID_PeipeiTalk": 1.0,
"$Yarn.Internal.Visiting.IntoEyeView": 0.0,
"$Yarn.Internal.Visiting.End_memoryPaly": 0.0,
"$Yarn.Internal.Visiting.UF深入检查": 0.0,
"$Yarn.Internal.Visiting.OnMemoryViewShow": 0.0,
"$Yarn.Internal.Visiting.OnMemoryInsert": 0.0,
"$Yarn.Internal.Visiting.EmoPlugIn": 0.0,
"$Yarn.Internal.Visiting.SpeakPlugIn": 0.0,
"$Yarn.Internal.Visiting.LogicPlugIn": 0.0,
"$Yarn.Internal.Visiting.ColorPlugIn": 0.0,
"$Yarn.Internal.Visiting.FirstDialogue": 0.0,
"$Yarn.Internal.Visiting.MemoryPlugIn": 0.0,
"$Yarn.Internal.Visiting.EyePlugIn": 0.0,
"$Yarn.Internal.Visiting.Eye_skyAfterSurgery": 0.0,
"$Yarn.Internal.Visiting.Eye_computerAfterSurgery": 0.0,
"$Yarn.Internal.Visiting.Eye_posterAfterSurgery": 0.0,
"$Yarn.Internal.Visiting.Eye_plantAfterSurgery": 0.0,
"$Yarn.Internal.Visiting.检查视觉": 0.0,
"$Yarn.Internal.Visiting.FirstDialogue": 0.0,
"$Yarn.Internal.Visiting.EmoPlugIn": 0.0,
"$Yarn.Internal.Visiting.SpeakPlugIn": 0.0,
"$Yarn.Internal.Visiting.LogicPlugIn": 0.0,
"$Yarn.Internal.Visiting.ColorPlugIn": 0.0,
"$Yarn.Internal.Visiting.MemoryPlugIn": 0.0,
"$Yarn.Internal.Visiting.EyePlugIn": 0.0,
"$Yarn.Internal.Visiting.UF深入检查": 0.0,
"$Yarn.Internal.Visiting.Eye_poster": 0.0,
"$Yarn.Internal.Visiting.Eye_plant": 0.0,
"$Yarn.Internal.Visiting.天空": 0.0,
@@ -57,7 +56,7 @@
"$Yarn.Internal.Visiting.植物": 0.0
},
"stringDict": {
"$gameStage": "身体检查",
"$gameStage": "UF检查",
"$currentEyeTarget": "未定义"
},
"boolDict": {
@@ -1,5 +1,5 @@
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guid: 8cf61b89a4c80594298d71efddc8838f
guid: c41148d1be1c09c44977bed78e06b11b
DefaultImporter:
externalObjects: {}
userData:
@@ -0,0 +1,81 @@
{
"fixDataContainer": {
"ClueData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"punchTapeFavorites": []
},
"AibisDream.ClinicData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"characterName": "佩佩",
"faceName": "不开心",
"poseName": "无动作",
"hasDevice": false,
"isShow": true
},
"EyeData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"currentState": 0
},
"ChipData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isChipRemoved": true
},
"UFData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isUFCoverRemoved": false,
"isUFRemoved": false
}
},
"floatDict": {
"$memoryCount": 3.0,
"$eyeTargetTriggerCount": 3.0,
"$PlugCount": 0.0,
"$chipDiscussCount": 0.0,
"$ufDiscussCount": 3.0,
"$eyeDiscussCount": 2.0,
"$memDiscussCount": 0.0,
"$emoDiscussCount": 0.0,
"$logicDiscussCount": 0.0,
"$speakerDiscussCount": 0.0,
"$UFPhotoID_PeipeiTalk": 1.0,
"$Yarn.Internal.Visiting.IntoEyeView": 4.0,
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"$Yarn.Internal.Visiting.Eye_computerAfterSurgery": 0.0,
"$Yarn.Internal.Visiting.Eye_posterAfterSurgery": 0.0,
"$Yarn.Internal.Visiting.Eye_plantAfterSurgery": 0.0,
"$Yarn.Internal.Visiting.检查视觉": 2.0,
"$Yarn.Internal.Visiting.Eye_poster": 1.0,
"$Yarn.Internal.Visiting.Eye_plant": 1.0,
"$Yarn.Internal.Visiting.天空": 1.0,
"$Yarn.Internal.Visiting.海报": 1.0,
"$Yarn.Internal.Visiting.植物": 1.0
},
"stringDict": {
"$gameStage": "分析",
"$currentEyeTarget": "poster"
},
"boolDict": {
"$isFinishedUFCheck": true,
"$isFinishedEyeCheck": true,
"$hasUncheckedMemory": false,
"$isLineCut": false,
"$PlugAll": false,
"$ufSeen": false,
"$ufKnown": false,
"$ufpurposeKnown": false,
"$chipmissingKnown": false,
"$eyeproblemKnown": false,
"$eyenocolorKnown": true,
"$eyecolorKnown": true,
"$isCheckedPunchTapeFormEye": false
},
"curSceneKey": "PeipeiFixScene",
"curTalkSceneSo": "PeipeiDay1",
"fixState": 3,
"fixStateArgs": ""
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 3a58d88c3dea8884490a8cfba5f794f4
guid: 86d76a9c5d516174aa909fd15adbbe80
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externalObjects: {}
userData:
@@ -0,0 +1,81 @@
{
"fixDataContainer": {
"ClueData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"punchTapeFavorites": []
},
"AibisDream.ClinicData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"characterName": "佩佩",
"faceName": "不开心",
"poseName": "无动作",
"hasDevice": false,
"isShow": true
},
"EyeData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"currentState": 0
},
"ChipData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isChipRemoved": true
},
"UFData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isUFCoverRemoved": false,
"isUFRemoved": false
}
},
"floatDict": {
"$memoryCount": 3.0,
"$eyeTargetTriggerCount": 3.0,
"$PlugCount": 0.0,
"$chipDiscussCount": 0.0,
"$ufDiscussCount": 3.0,
"$eyeDiscussCount": 2.0,
"$memDiscussCount": 0.0,
"$emoDiscussCount": 0.0,
"$logicDiscussCount": 0.0,
"$speakerDiscussCount": 0.0,
"$UFPhotoID_PeipeiTalk": 1.0,
"$Yarn.Internal.Visiting.IntoEyeView": 4.0,
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"$Yarn.Internal.Visiting.FirstDialogue": 1.0,
"$Yarn.Internal.Visiting.MemoryPlugIn": 2.0,
"$Yarn.Internal.Visiting.EyePlugIn": 2.0,
"$Yarn.Internal.Visiting.Eye_skyAfterSurgery": 0.0,
"$Yarn.Internal.Visiting.Eye_computerAfterSurgery": 0.0,
"$Yarn.Internal.Visiting.Eye_posterAfterSurgery": 0.0,
"$Yarn.Internal.Visiting.Eye_plantAfterSurgery": 0.0,
"$Yarn.Internal.Visiting.检查视觉": 2.0,
"$Yarn.Internal.Visiting.Eye_poster": 1.0,
"$Yarn.Internal.Visiting.Eye_plant": 1.0,
"$Yarn.Internal.Visiting.天空": 1.0,
"$Yarn.Internal.Visiting.海报": 1.0,
"$Yarn.Internal.Visiting.植物": 1.0
},
"stringDict": {
"$gameStage": "复查",
"$currentEyeTarget": "poster"
},
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"$ufKnown": false,
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"$eyeproblemKnown": false,
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},
"curSceneKey": "PeipeiFixScene",
"curTalkSceneSo": "PeipeiDay1",
"fixState": 3,
"fixStateArgs": ""
}
@@ -0,0 +1,7 @@
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guid: c55ce317171a12947bebecd99c92812e
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externalObjects: {}
userData:
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@@ -0,0 +1,81 @@
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"punchTapeFavorites": []
},
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"faceName": null,
"poseName": null,
"hasDevice": false,
"isShow": false
},
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"currentState": 1
},
"ChipData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isChipRemoved": false
},
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"isUFCoverRemoved": false,
"isUFRemoved": false
}
},
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},
"stringDict": {
"$gameStage": "开场对话",
"$currentEyeTarget": "未定义"
},
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},
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"curTalkSceneSo": "PeipeiDay1",
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},
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}
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},
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},
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},
"curSceneKey": "PeipeiFixScene",
"curTalkSceneSo": "PeipeiDay1",
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},
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},
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},
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}
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