This commit is contained in:
2026-04-03 16:36:36 +08:00
parent 948b9a335b
commit 6c4eacd9bb
23 changed files with 3830 additions and 2615 deletions
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title: Start
title: Start
color: blue
cluster: Day2_Entry
tags: demo
position: 0,-80
position: 2,-331
---
<<declare $memCheck = false>> //自动声明
<<declare $consciousness = 0>> //自动声明
@@ -19,7 +21,7 @@ position: 0,-80
jg: 数据溢出:未知来源的记忆… #line:09952c6
jg: VERYFYING…bool seaExists = false; waiting for imput… #autonext #line:05a8257
<<fade_out 1>>
<<jump Test>>
// <<jump Test>>
<<show_sprite whiteboard>>
???: …下来… #line:0c8c60b
???: 下来…下来。 #line:07bfa4b
@@ -49,25 +51,29 @@ jg: VERYFYING…bool seaExists = waiting f 【WARNING: UNEXP #autonext #line:07f
===
title: Test
tags: demo
position: 0,-80
---
<<set $gameStage = 4>>
<<jump 门>>
// <<show_door 1>>
// <<fade_out 1>>
// ->想起海 #line:0d1a0e3
// <<show_door_glass_sea 1>>
// ->乌鸦展示真相 #line:07daab7
// <<show_door_code_sea 1>>
// ->触碰真相 #line:0ae623b
// <<show_dream_terminal>>
// title: Test
// color: orange
// cluster: Day2_Entry
// tags: demo
// position: 317,-328
// ---
// <<set $gameStage = 4>>
// <<jump 门>>
// // <<show_door 1>>
// // <<fade_out 1>>
// // ->想起海 #line:0d1a0e3
// // <<show_door_glass_sea 1>>
// // ->乌鸦展示真相 #line:07daab7
// // <<show_door_code_sea 1>>
// // ->触碰真相 #line:0ae623b
// // <<show_dream_terminal>>
===
// ===
title: 醒来
position: 0,80
color: green
cluster: Day2_Entry
position: 2,-145
---
???: 下来! #line:02447ee
<<show_sprite "D2S广场">>
@@ -84,7 +90,9 @@ position: 0,80
title: 广场
position: 0,240
color: blue
cluster: Day2_Plaza
position: 3,80
---
<<if $gameStage==1>>
<<show_sprite "D2S广场">>
@@ -171,7 +179,9 @@ position: 0,240
title: 树
position: -280,240
color: green
cluster: Day2_Plaza
position: -387,110
---
<<if $gameStage==1>>
<<show_sprite "D2S树特写1">>
@@ -212,7 +222,9 @@ position: -280,240
title: 风筝1
position: 280,160
color: yellow
cluster: Day2_Plaza
position: 642,-24
---
<<show_sprite "D2S风筝1">>
<<if $t==0>>
@@ -255,7 +267,9 @@ position: 280,160
title: 风筝2
position: 280,320
color: yellow
cluster: Day2_Plaza
position: 642,197
---
<<if $t<3>>
<<show_sprite "D2S风筝1">>
@@ -418,7 +432,9 @@ position: 280,320
title: 上升
position: 0,420
color: purple
cluster: Day2_Ascent
position: -2,398
---
<<if $gameStage==3>>
<<show_large_sprite "whiteboard">>
@@ -499,7 +515,7 @@ position: 0,420
<<show_large_sprite "D2S门">>
<i>你从门里摔了出来。</i> #line:02e5ac7
<i>四仰八叉地躺在地上,你听到了门关闭的声音。</i> #line:01132cb
<<jump >>
<<jump 记忆空间>>
<<endif>>
<<jump 上升>>
===
@@ -507,45 +523,49 @@ position: 0,420
title: 裂隙
position: 0,420
---
<<set $gameStage=4>>
<<fade_out 1>>
你追着她的脚步向前走。风迎面呼啸而来,从你的耳边掠过。 #line:0ef8c3c
你的脚似乎踢到了什么东西,一道看不见的墙拦住了你。 #line:0550a78
???: …路斯… #line:0b667e9
墙后面似乎有人在呼唤你。 #line:0429f5c
你抬起头,注意到空气中一道小小的裂缝。亮光正从中露出来。 #line:0abdd96
->触摸 #line:0bd38d7
风顺着你的手流过,汹涌而飘忽。 #line:0a3c18b
???: …路斯! #line:047552c
me: …姐姐…… #line:089fd68
空气噼啪作响,从缝隙处裂开,裂成两团,然后碎成许多瓣。 #line:06c7486
你被断面的反光闪得睁不开眼。 #line:05876d6
me: 姐姐! #line:03fceb1
梦应声而碎。 #line:0ac9deb
fade到纯白场景) #line:0ac7cad
<<show_sprite "D2S门1">>
风像碎裂的水缸一样倾泻而出,填满了整个空间。 #line:006e09d
雪花轻飘飘地、缓慢地,在空气中自由自在地流动着。不远处是一扇敞开的门,门前站着一对姐妹。 #line:0760aab
//jj: 没关系的。丢了,再做一个就好了。
//妹妹: 真的吗?
姐姐弯下腰对妹妹说了些什么,妹妹点点头,跑进了门里。 #line:0a15617
她站起身来,回身看着你,脸上挂着无拘无束的微笑。 #line:063b970
jj: 你长这么大了。 #line:08f5fa5
你呆呆地看着她的脸。她说你不该到这来的,你已经走得太远,该回去了。 #line:047de43
她想要离开,你问她要去哪,她笑着说约定的地方,忘了么? #line:060ff5a
你不记得了,她说没关系,你会想起来的,不过不是现在。 #line:0a85219
你想要叫住她,可是她只是笑了笑着回过身,走进了门里。 #line:030a2c5
<<jump 记忆空间>>
===
// title: 裂隙
// color: orange
// cluster: Day2_Memory
// position: 0,347
// ---
// <<set $gameStage=4>>
// <<fade_out 1>>
// 你追着她的脚步向前走。风迎面呼啸而来,从你的耳边掠过。 #line:0ef8c3c
// 你的脚似乎踢到了什么东西,一道看不见的墙拦住了你。 #line:0550a78
// ???: …路斯… #line:0b667e9
// 墙后面似乎有人在呼唤你。 #line:0429f5c
// 你抬起头,注意到空气中一道小小的裂缝。亮光正从中露出来。 #line:0abdd96
// ->触摸 #line:0bd38d7
// 风顺着你的手流过,汹涌而飘忽。 #line:0a3c18b
// ???: …路斯! #line:047552c
// me: …姐姐…… #line:089fd68
// 空气噼啪作响,从缝隙处裂开,裂成两团,然后碎成许多瓣。 #line:06c7486
// 你被断面的反光闪得睁不开眼。 #line:05876d6
// me: 姐姐! #line:03fceb1
// 梦应声而碎。 #line:0ac9deb
// fade到纯白场景) #line:0ac7cad
// <<show_sprite "D2S门1">>
// 风像碎裂的水缸一样倾泻而出,填满了整个空间。 #line:006e09d
// 雪花轻飘飘地、缓慢地,在空气中自由自在地流动着。不远处是一扇敞开的门,门前站着一对姐妹。 #line:0760aab
// //jj: 没关系的。丢了,再做一个就好了。
// //妹妹: 真的吗?
// 姐姐弯下腰对妹妹说了些什么,妹妹点点头,跑进了门里。 #line:0a15617
// 她站起身来,回身看着你,脸上挂着无拘无束的微笑。 #line:063b970
// jj: 你长这么大了。 #line:08f5fa5
// 你呆呆地看着她的脸。她说你不该到这来的,你已经走得太远,该回去了。 #line:047de43
// 她想要离开,你问她要去哪,她笑着说约定的地方,忘了么? #line:060ff5a
// 你不记得了,她说没关系,你会想起来的,不过不是现在。 #line:0a85219
// 你想要叫住她,可是她只是笑了笑着回过身,走进了门里。 #line:030a2c5
// <<jump 记忆空间>>
// ===
title: 记忆空间
position: 0,580
color: purple
cluster: Day2_Memory
position: -9,661
---
雪花轻飘飘地、缓慢地,在空气中自由自在地流动着。不远处是一扇紧闭的门。 #line:055f91e
->靠近门 #line:0385a32
@@ -576,7 +596,9 @@ position: 0,580
title: 门
position: 0,740
color: purple
cluster: Day2_Door
position: -4,927
---
<<show_large_sprite "D2S门">>
雪花轻飘飘地、缓慢地,在空气中自由自在地流动着。不远处是一扇紧闭的门。 #line:0ba4b43
@@ -625,12 +647,15 @@ position: 0,740
<<jump end>>
<<endif>>
->仔细听 #line:02bfe34
<<fade_in 0.5>>
<<show_large_sprite "门框特写">>
<<show_door 0.1>>
<<fade_out 0.5>>
从门的背后隐约传出来某种声音。你竖起耳朵仔细听。 #line:04180f0
(海浪声) #line:0efa910
<<if $doorListen==false>>
你好像回忆起了什么。 #line:00934ab
<<show_large_sprite "门框特写">>
// <<show_large_sprite "门框特写">>
<<set $dooListen=true>>
<<show_door_glass_sea 2>>
<<set $consciousness=$consciousness+1>>
@@ -647,15 +672,20 @@ position: 0,740
===
title: 靠近黑暗
position: 0,940
color: blue
cluster: Day2_Door
position: -3,1194
---
<<hide_dialog>>
<<show_dream_terminal>>
<<show_large_sprite "whiteboard">>
===
title: end
position: 0,940
color: red
cluster: Day2_Door
position: 326,937
---
???: 她要提交答案了吗? #line:0af3672
你吓了一跳,因为声音是从很近的地方传来的,就在你的正上方。 #line:05f60e0
@@ -666,7 +696,7 @@ me: 你是谁? #line:07e8aa5
<<set $seaExist="存在…">>
me: 我想海是…是存在的。我在记忆里看到过。 #line:040048f
->不存在 #line:08b433a
<<set $seaExist="不存在。">>·
<<set $seaExist="不存在。">>
me: 我想它实际上并不存在…或者已经不存在了。对么? #line:01dab0b
->不知道 #line:0374e64
<<set $seaExist="我不知道…也许?">>
@@ -720,6 +750,11 @@ me: 海… #line:00a7bf5
乌鸦飞到了门把手上,在上面啄了几下,然后看向了你。 #line:0ca409a
乌鸦: 眨眨眼睛。场景只能在她停止观察的时候发生变化。 #line:0346f41
// <<show_sprite "D2S门2">>
<<fade_in 0.5>>
<<show_large_sprite "门框特写">>
<<show_door 0.1>>
<<fade_out 0.5>>
<<wait 1>>
<<show_door_code_sea 2>>
(眨眼之间,场景发生了变化。门变成了一个黑漆漆的矩形。乌鸦扑腾着飞了起来,站在矩形的上面。) #line:020eb96
乌鸦: 这就是Validation_Gate_03真实的样子。 #line:053be8f
@@ -793,17 +828,20 @@ me: 时间不多了…对吧。 #line:08097cb
title: 苏醒
position: 0,940
color: green
cluster: Day2_Door
position: -2,1417
---
// 矩形: 等待校验结果… #line:002e55b
// //这里发生一些代码流和glitch,然后屏幕闪一下关闭
<<wait 3>>
黑暗似乎流动了起来,矩形的边界变得模糊。延展。吞噬了一切。 #line:006df51
你感到自己仿佛融化了,变成了它的一部分。你的意识快速地向前穿梭,把你刚刚溶解的身躯远远地抛在后面。 #line:0f3e3cc
你的面前出现了一个光电。它很快地靠近,扩大,溶解,包围吞噬了你。那是你的视觉正在回归。 #line:0ae5e3c
【画面转到现实,一个头显被从屏幕上摘下。】 #line:0cd259a
【你逐渐适应光线。面前站着数个研究人员,它们手上拿着数据板忙碌着。】 #line:0a53861
【这是一个纯白的房间,房间里到处都是数字设备。你的面前,一块屏幕上正记录着刚才风筝广场的梦境代码。】 #line:0b511aa
// <<fade_in 0.1>>
<<wait 2>>
// 黑暗似乎流动了起来,矩形的边界变得模糊。延展。吞噬了一切。 #line:006df51
// 你感到自己仿佛融化了,变成了它的一部分。你的意识快速地向前穿梭,把你刚刚溶解的身躯远远地抛在后面。 #line:0f3e3cc
// 你的面前出现了一个光电。它很快地靠近,扩大,溶解,包围吞噬了你。那是你的视觉正在回归。 #line:0ae5e3c
// 【画面转到现实,一个头显被从屏幕上摘下。】 #line:0cd259a
// 【你逐渐适应光线。面前站着数个研究人员,它们手上拿着数据板忙碌着。】 #line:0a53861
// 【这是一个纯白的房间,房间里到处都是数字设备。你的面前,一块屏幕上正记录着刚才风筝广场的梦境代码。】 #line:0b511aa
???: 怎么耽误了这么久? #line:0224096
其中一个人完成了手上的记录,交给另一个人。 #line:0b90254
它看着报告,然后抬起头面无表情地看着你。 #line:08cfce6
@@ -0,0 +1,256 @@
# FP_Day2_sleep.yarn 主要逻辑图
对应文件:`FP_Day2_sleep.yarn`
## 说明
- `Start` 在第 22 行 `<<jump Test>>` 之后的内容在常规 Yarn 下通常**不可达**。实机入口可能是 **`Test``门`** 或由程序指定节点。
- 下图按**阅读顺序**排布:先看 **全景主线(横轴)**,再按需看各 **模块展开**
---
## 状态变量
| 变量 | 含义 |
|------|------|
| `$gameStage` | 1 广场初 → 2 取风筝后 → 3 风筝1 后 → 4 大风/门线 → 5 `end` 后 |
| `$t` / `$h` | 风筝回合与高度 |
| `$wind` | 风筝2 风向 |
| `$sz` | 「上升」解绳进度 |
| `$consciousness` | 门侧回忆进度 |
| `$memCheck` / `$doorCheck` / `$doorListen` | 各一次性加成 |
| `$seaExist` | 「海是否存在」答案 |
---
## 图 1|全景主线(建议先看)
从左到右为大致叙事 / 跳转顺序;支线在下方用子图收拢,避免一张图里线交叉过多。
```mermaid
flowchart LR
subgraph colA["入口"]
direction TB
N_Start(["Start"])
N_Test(["Test<br/>stage←4"])
N_Wake(["醒来<br/>stage←1"])
N_Start -->|jump| N_Test
N_Start -.->|脚本后半通常不可达| N_Wake
end
subgraph colB["广场段"]
direction TB
N_Plaza(["广场<br/>hub"])
end
subgraph colC["风筝段"]
direction TB
N_K1(["风筝1"])
N_K2(["风筝2"])
end
subgraph colD["高空段"]
direction TB
N_Up(["上升"])
end
subgraph colE["记忆段"]
direction TB
N_Rift(["裂隙"])
N_Mem(["记忆空间"])
end
subgraph colF["门与终局"]
direction TB
N_Door(["门<br/>hub"])
N_End(["end"])
N_Dark(["靠近黑暗"])
N_Awake(["苏醒"])
end
N_Test --> N_Door
N_Wake --> N_Plaza
N_Plaza --> N_K1
N_Plaza --> N_K2
N_Plaza -->|离开 ∧ stage≥4| N_Rift
N_K1 -->|t≥5 → stage3| N_Plaza
N_K2 -->|t=10 抉择| N_Up
N_K2 -.->|部分失败| N_Plaza
N_Up -->|闪回结束 / sz 满| N_Door
N_Rift --> N_Mem
N_Mem -->|靠近门| N_Door
N_Door -->|推门 ∧ con≥3| N_End
N_End -->|stage←5| N_Door
N_Door -->|stage=5| N_Dark
```
---
## 图 2|广场 Hub(选项与回路)
```mermaid
flowchart TB
P([广场])
P --> O[观察<br/>秋千 · 广告栏]
P --> T[树 → 过去 → jump 树]
P --> G2[女孩 · stage2<br/>同意 → jump 风筝1]
P --> G3[女孩 · stage3<br/>同意 → jump 风筝2]
P --> F[放风筝<br/>stage>2]
P --> L[离开]
L -->|stage < 4| B[梦边界]
L -->|stage ≥ 4| R[jump 裂隙]
B --> P
O --> P
T --> P
G2 --> P
G3 --> P
F --> P
style P fill:#e8f4fc,stroke:#2b6cb0
```
---
## 图 3|树(自循环)
```mermaid
flowchart LR
TR([树]) -->|stage1 女孩线| G[取风筝<br/>stage←2]
TR --> S[摇树]
TR -->|离开| PL([广场])
G --> TR
S --> TR
style TR fill:#e8f4fc,stroke:#2b6cb0
```
---
## 图 4|风筝 1(计数回路)
```mermaid
flowchart LR
K([风筝1]) -->|放线/收线/保持<br/>t++| K
K -->|t ≥ 5| PL([广场<br/>stage←3])
style K fill:#fff8e6,stroke:#b7791f
```
---
## 图 5|风筝 2 → 上升
```mermaid
flowchart TB
K([风筝2]) -->|循环<br/>t++/h/wind| K
K -->|t=10 放手/抓紧| U([上升])
K -.->|部分条件| PL([广场])
style K fill:#fff8e6,stroke:#b7791f
style U fill:#f0fff4,stroke:#276749
```
---
## 图 6|上升(内部分支)
```mermaid
flowchart TB
U([上升])
U -->|gameStage==3| A[高空序列<br/>stage←4]
U -->|sz < 4| N[解开绳子<br/>sz++]
U -->|sz ≥ 4| F[闪回 / 姐姐 / …]
A --> U2[jump 上升]
N --> U2
F --> DR([门])
U2 --> U
style U fill:#f0fff4,stroke:#276749
style DR fill:#ede7f6,stroke:#553c9a
```
---
## 图 7|门 ↔ 记忆空间 ↔ end(意识进度)
```mermaid
flowchart LR
subgraph mem["记忆侧"]
M([记忆空间])
end
subgraph door["门侧"]
D([门])
end
subgraph fin["终局"]
E([end])
DK([靠近黑暗])
end
M -->|靠近门| D
D -->|后退| M
D --> O[观察 → doorCheck]
D --> Li[仔细听 → 海浪]
D --> Pu[推门]
Pu -->|con < 3| X[门不动]
Pu -->|con ≥ 3| E
E -->|stage←5| D
D -->|stage=5| DK
style D fill:#ede7f6,stroke:#553c9a
style E fill:#fed7d7,stroke:#c53030
```
---
## 图 8|故事阶段(状态概览)
```mermaid
stateDiagram-v2
direction LR
[*] --> Start
Start --> Test : jump 当前脚本
Test --> 门 : stage=4
醒来 --> 广场 : stage=1
广场 --> 树 : 取风筝
树 --> 广场 : stage=2
广场 --> 风筝1 : 同意
风筝1 --> 广场 : stage=3
广场 --> 风筝2 : 同意
风筝2 --> 上升 : t=10
上升 --> 门 : 闪回 / sz
广场 --> 裂隙 : 离开 ∧ stage≥4
裂隙 --> 记忆空间
记忆空间 --> 门
门 --> end : 推门 ∧ con≥3
end --> 门 : stage=5
门 --> 靠近黑暗 : stage=5
苏醒 --> [*]
```
---
## 要点摘要
1. **Start → Test → 门**:脚本中的快进路径;枯树线若在 `jump` 之后则易不可达。
2. **广场**:主 hub**离开** 且 `stage≥4`**裂隙**
3. **风筝1**`$t` 满 5 回广场,`stage=3`
4. **风筝2**`$t==10`**上升**
5. **上升**`stage==3` 播高空;`sz` 满后进闪回并 **jump 门**;节点内 **jump 上升** 自循环。
6. **门**`consciousness` 堆叠后推门 → **end**`stage=5` 再回 **门****靠近黑暗**
7. **苏醒**:独立节点,需代码或其它 Yarn 接入。
@@ -0,0 +1,7 @@
fileFormatVersion: 2
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TextScriptImporter:
externalObjects: {}
userData:
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@@ -23,13 +23,11 @@ position: 100,550
hs: 医——生——! #line:0bade9e
hs: 医——生——救——我——! #line:0184078
<<init_actor 火山>>
<<fade_in_actor 火山>>
// 门被撞开的声音效果
//<<play_sfx door_bang>>
<<wait 0.5>>
// <<init_character "火山">>
<<init_actor 火山>>
<<fade_in_actor 火山>>
火山气喘吁吁地出现在接诊台。它捂着自己的头,很痛苦的样子。 #line:0256125
File diff suppressed because it is too large Load Diff
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@@ -4351,7 +4351,7 @@ Transform:
m_GameObject: {fileID: 519420028}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: -10}
m_LocalPosition: {x: -0.009999275, y: 0, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
+90 -5
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m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 844151739
m_SortingLayer: 1
m_SortingOrder: 4
m_SortingOrder: 5
m_Sprite: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
@@ -384,6 +384,90 @@ SpriteRenderer:
m_WasSpriteAssigned: 0
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &308098823
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
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@@ -812,9 +812,9 @@ namespace AibisDream.UI
yield return PlayCrashEnding();
_phase = TerminalPhase.Done;
DreamDoorSystem.Instance?.HideAll();
yield return new WaitForSeconds(1f);
DialogController.Instance.StartDialogNode(onCompleteNode);
DreamDoorSystem.Instance?.HideAll();
}
private IEnumerator PlayShutdownEnding()