Merge branch '春晖11.13.20.08' into 'develop'
春晖11.13.20.08 See merge request aibis-dream/aibis-dream!71
This commit is contained in:
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userData:
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assetBundleVariant:
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@@ -267,7 +267,7 @@ Material:
|
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- _FrozenHighlightDensity: 1
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- _FrozenSnowContrast: 1
|
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- _FrozenSnowDensity: 0.25
|
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- _FullAlphaDissolveFade: 0
|
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- _FullAlphaDissolveFade: 1
|
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- _FullAlphaDissolveWidth: 0.5
|
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- _FullDistortionFade: 1
|
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- _FullGlowDissolveFade: 0.5
|
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@@ -275,7 +275,7 @@ Material:
|
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- _GaussianBlurFade: 1
|
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- _GaussianBlurOffset: 50
|
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- _GlitchBrightness: 3
|
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- _GlitchMaskMin: 0.4
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- _HalftoneFade: 1
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@@ -409,7 +409,7 @@ Material:
|
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- _SquishStretch: 0.1
|
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- _StrongTintContrast: 0
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- _StrongTintContrastToggle: 0
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@@ -38,10 +38,12 @@ me: 我们对这种症状的产生原因知之甚少…
|
||||
me: 总之,针对“记忆反流” ,机体医学已知的应对方案是……
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
<<EnableQuestion CanvasClueBoard EyePlant>>
|
||||
<<AddNodeAndConnection CanvasClueBoard EyePlant 记忆反流>>
|
||||
<<AddNode CanvasClueBoard 记忆反流>>
|
||||
<<AddNodeConnection CanvasClueBoard EyePlant 2 记忆反流 0>>
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
<<EnableQuestion CanvasClueBoard 记忆反流>>
|
||||
<<AddNodeAndConnection CanvasClueBoard 记忆反流 手术>>
|
||||
<<AddNode CanvasClueBoard 手术>>
|
||||
<<AddNodeConnection CanvasClueBoard 记忆反流 3 手术 0>>
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
===
|
||||
title: 执行手术
|
||||
|
||||
@@ -3,6 +3,7 @@ tags:
|
||||
colorID: 8
|
||||
position: 242,-2378
|
||||
---
|
||||
//<<OpenClueBoard ClueBoard>>
|
||||
<<jump 诊断初始化>>
|
||||
<<fade_in 1>>
|
||||
本demo为早期验证版本,其中文本,交互,画面,声音均为过程版
|
||||
@@ -284,6 +285,7 @@ position: 240,-1440
|
||||
---
|
||||
<<fade_in 0.5>>
|
||||
<<load_scene 佩佩视觉模块>>
|
||||
<<NodeInit CanvasClueBoard 1>>
|
||||
<<SetExternalError ViewManager MemoryView true>>
|
||||
// <<OpenClueBoard ClueBoard>>
|
||||
//<<Set_ViewVisualState ViewManager "ColorView" 1>>
|
||||
|
||||
@@ -0,0 +1,169 @@
|
||||
title: 检查ClueBoard
|
||||
tags:
|
||||
position: -95,-631
|
||||
---
|
||||
触发了
|
||||
<<if $StartNode=="UF发热"&&$EndNode=="UF内部进程">>
|
||||
<<jump UF发热原因找到>>
|
||||
<<elseif $StartNode=="UFImage2"&&$EndNode=="UF内部进程">>
|
||||
<<jump UF绘图错误原因找到>>
|
||||
<<elseif $StartNode=="晶圆缺失"&&$EndNode=="UF中的晶圆">>
|
||||
<<jump 找到晶圆来源>>
|
||||
<<elseif $StartNode=="UF打孔带"&&$EndNode=="UF内部进程">>
|
||||
<<jump 找到UF打孔带来源>>
|
||||
<<elseif $StartNode=="视觉检查黑白"&&$EndNode=="晶圆缺失">>
|
||||
<<jump 视觉黑白原因找到>>
|
||||
<<elseif $StartNode=="安装晶圆"&&$EndNode=="UF中的晶圆">>
|
||||
<<jump 试图安装UF中的晶圆>>
|
||||
<<elseif $StartNode=="色彩抹除"&&$EndNode=="solution">>
|
||||
<<jump 最终讨论>>
|
||||
<<elseif ($StartNode=="EyePlant2"|| $StartNode=="EyePoster2"||$StartNode=="EyeSky2")&&$EndNode=="UF打孔带">>
|
||||
<<jump 找到视觉检查和打孔带的联系>>
|
||||
<<endif>>
|
||||
===
|
||||
title: 找到视觉检查和打孔带的联系
|
||||
tags:
|
||||
position: -204,-329
|
||||
---
|
||||
me: 视觉的错误都是由这个神秘的打孔带引起的
|
||||
<<if $StartNode=="EyePlant2">>
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
<<AddNodeConnection CanvasClueBoard EyeSky2 2 UF打孔带 3>>
|
||||
<<AddNodeConnection CanvasClueBoard EyePlant2 2 UF打孔带 3>>
|
||||
<<elseif $StartNode=="EyeSky2">>
|
||||
<<AddNodeConnection CanvasClueBoard EyePoster2 2 UF打孔带 3>>
|
||||
<<AddNodeConnection CanvasClueBoard EyePlant2 2 UF打孔带 3>>
|
||||
<<elseif $StartNode=="EyePoster2">>
|
||||
<<AddNodeConnection CanvasClueBoard EyeSky2 2 UF打孔带 3>>
|
||||
<<AddNodeConnection CanvasClueBoard EyePlant2 2 UF打孔带 3>>
|
||||
<<endif>>
|
||||
===
|
||||
title: 试图安装UF中的晶圆
|
||||
tags:
|
||||
position: -204,-329
|
||||
---
|
||||
me: 如果没猜错,这大概率是佩佩原本的晶圆
|
||||
me: 但是如果UF没有晶圆,是无法运作的,UF依赖晶圆和记忆共同绘制图像
|
||||
me: 如果UF没法运作,佩佩最终也...
|
||||
me: 很遗憾,这可能不是一个选项
|
||||
me: 就现在而言,或许这条路真的走不通...
|
||||
<<set $findChipFromForClueBoard=true>>
|
||||
===
|
||||
title: UF发热原因找到
|
||||
tags:
|
||||
position: -204,-329
|
||||
---
|
||||
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
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
<<set $whayHeatKnown=true>>
|
||||
<<jump 检查是否明白了发热和视觉错误的原因>>
|
||||
===
|
||||
title: 视觉黑白原因找到
|
||||
tags:
|
||||
position: 568,-327
|
||||
---
|
||||
me: 视觉看不到颜色,就是因为色觉晶圆不见了
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
===
|
||||
|
||||
title: UF绘图错误原因找到
|
||||
tags:
|
||||
position: 40,-327
|
||||
---
|
||||
me: UF绘图错误就是因为内部的不明进程调用,涌入大量的错误数据
|
||||
me: 这进程是什么导致的呢?
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
<<jump 检查是否明白了发热和视觉错误的原因>>
|
||||
===
|
||||
title: 找到晶圆来源
|
||||
tags:
|
||||
position: -422,-322
|
||||
---
|
||||
me: 原来晶圆是被放在UF中了,并不是先天缺陷
|
||||
me: 佩佩说是后来做的手术
|
||||
me: 先让晶圆成熟,然后再悄悄移植么?
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
===
|
||||
title: 找到UF打孔带来源
|
||||
tags:
|
||||
position: 311,-334
|
||||
---
|
||||
me: 打孔带是UF从记忆中获取的,再传递给视觉
|
||||
me: 这就是佩佩眼睛成像错误的原因吧
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
<<set $whayEyeErrortKnown=true>>
|
||||
<<jump 检查是否明白了发热和视觉错误的原因>>
|
||||
===
|
||||
|
||||
title: 检查是否明白了发热和视觉错误的原因
|
||||
tags:
|
||||
position: 154,-41
|
||||
---
|
||||
<<if $whayHeatKnown==true&&$whayEyeErrortKnown==true>>
|
||||
me: 一切问题都在这个神秘的进程上?
|
||||
<<EnableQuestion CanvasClueBoard UF内部进程>>
|
||||
<<AddNode CanvasClueBoard 神秘进程>>
|
||||
<<AddNodeConnection CanvasClueBoard UF内部进程 0 神秘进程 2>>
|
||||
me: 一切问题都在这个神秘的进程上?到底是什么呢?
|
||||
<<EnableQuestion CanvasClueBoard 神秘进程>>
|
||||
<<wait 1>>
|
||||
//<<jump 明白想象力>>
|
||||
<<CloseClueBoard ClueBoard>>
|
||||
<<jump 结论1>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
title: 明白想象力
|
||||
tags:
|
||||
position: 552,-51
|
||||
---
|
||||
me: 现在明白了
|
||||
me: 因为缺失晶圆从而看不到颜色,但是却激发了想象力
|
||||
<<AddNode CanvasClueBoard 想象力>>
|
||||
<<AddNodeConnection CanvasClueBoard 视觉检查黑白 1 想象力 2>>
|
||||
<<wait 1>>
|
||||
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
|
||||
me: 于是”想象力“去借助UF来传递...
|
||||
//<<AddNode CanvasClueBoard 神秘进程>>
|
||||
<<AddNodeConnection CanvasClueBoard 神秘进程 0 想象力 1 >>
|
||||
me: 不是什么神秘进程...是...想象力导致了这一切
|
||||
me: 发热也好,眼睛痛也好,其实是一种...
|
||||
me: 一种幻痛
|
||||
me: 因为失去了颜色而渴望颜色的幻痛
|
||||
<<EnableQuestion CanvasClueBoard 想象力>>
|
||||
<<AddNode CanvasClueBoard 幻痛>>
|
||||
<<AddNodeConnection CanvasClueBoard 想象力 0 幻痛 2>>
|
||||
me: 对于这种幻痛,只有两种处理办法
|
||||
me: 第一,彻底去除色彩
|
||||
me: 对佩佩所渴求的记忆中的颜色,进行抹除
|
||||
me: 不再有所渴求,也就不再会痛了
|
||||
<<AddNode CanvasClueBoard 色彩抹除>>
|
||||
<<AddNodeConnection CanvasClueBoard 幻痛 1 色彩抹除 2>>
|
||||
<<set $memoryColorFadeKnown=true>>
|
||||
///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
|
||||
me: 第二,让佩佩能看到颜色
|
||||
me: 如果能看到颜色,当然也就不存在幻痛了
|
||||
me: 如果能找到佩佩缺失的晶圆装上,那么应该就可以了
|
||||
<<AddNode CanvasClueBoard 安装晶圆>>
|
||||
<<AddNodeConnection CanvasClueBoard 幻痛 0 安装晶圆 2>>
|
||||
<<EnableQuestion CanvasClueBoard 安装晶圆>>
|
||||
me: 晶圆是严格管制品,外部不可能找得到,晶圆从何而来呢?
|
||||
//<<CloseClueBoard ClueBoard>>
|
||||
//<<jump 结论2>>
|
||||
===
|
||||
title: 最终讨论
|
||||
tags:
|
||||
position: 154,-41
|
||||
---
|
||||
//<<if $findChipFromForClueBoard==false>>
|
||||
me:只有这一种方法了么...
|
||||
->只能这样了
|
||||
me:我得和佩佩谈谈
|
||||
<<CloseClueBoard ClueBoard>>
|
||||
<<jump 结论2>>
|
||||
->再想想
|
||||
me:我再想想
|
||||
//<<endif>>
|
||||
<<jump 结论2>>
|
||||
//感觉出去后或许可以省略和佩佩交代的过程?fadein&out,佩佩沉默,然后提出请求
|
||||
===
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca788d04feeee49419fc3c5e7c12fdbf
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
|
||||
@@ -3,10 +3,11 @@ tags:
|
||||
colorID: 8
|
||||
position: 240,-2240
|
||||
---
|
||||
//<<OpenClueBoard ClueBoard>>
|
||||
新闻:balabalabala
|
||||
<<indoor>>
|
||||
//<<jump VarsInit>>
|
||||
<<jump 诊断初始化>>
|
||||
// <<indoor>>
|
||||
<<jump VarsInit>>
|
||||
//<<jump 诊断初始化>>
|
||||
===
|
||||
title: VarsInit
|
||||
tags:
|
||||
@@ -87,6 +88,14 @@ position: 240,-2040
|
||||
|
||||
<<declare $UFInnerSeen=false>>
|
||||
|
||||
|
||||
<<declare $StartNode="">>
|
||||
<<declare $EndNode="">>
|
||||
<<declare $whayHeatKnown=false>>
|
||||
<<declare $whayEyeErrortKnown=false>>
|
||||
<<declare $findChipFromForClueBoard=false>>
|
||||
<<declare $memoryColorFadeKnown=false>>
|
||||
|
||||
<<jump 引入对话>>
|
||||
===
|
||||
title: 引入对话
|
||||
@@ -111,6 +120,7 @@ position: 239,-1328
|
||||
<<load_scene 佩佩视觉模块>>
|
||||
<<SetReapirState ToolManager UF盖子 false>>
|
||||
<<SetInstall ToolManager 色觉 false>>
|
||||
<<NodeInit CanvasClueBoard 2 >>
|
||||
<<fade_out 1>>
|
||||
<<SetHeat Plug 1>>
|
||||
//<<OpenClueBoard ClueBoard>>
|
||||
@@ -229,7 +239,7 @@ position: -162,-616
|
||||
title: 结论1
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -156,-398
|
||||
position: -158,-420
|
||||
---
|
||||
//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
|
||||
<<CloseClueBoard ClueBoard>>
|
||||
@@ -417,6 +427,8 @@ position: 2966,-544
|
||||
【佩佩说她很痛】
|
||||
<<elseif $eyeTargetTriggerCount == 2>>
|
||||
【佩佩说她很痛】
|
||||
<<elseif $eyeTargetTriggerCount == 3>>
|
||||
【佩佩说她很痛】
|
||||
<<set $isFinishedEyeCheck=-1>>
|
||||
//<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
@@ -592,7 +604,7 @@ position: 1018,-1538
|
||||
title: EnterRepairMode
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: -496,-1391
|
||||
position: -511,-1381
|
||||
---
|
||||
<<if $feverCount==1&&$gameStage==1>>
|
||||
me: 嗯?这里有警告?不让拆?
|
||||
@@ -1345,7 +1357,7 @@ me: 只有这样了…先把热源给移除了。
|
||||
title: 检查UF固定螺丝移除
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -157,-26
|
||||
position: -145,-47
|
||||
---
|
||||
【移除了所有UF的螺丝,取下UF,发热停止了】
|
||||
<<set $feverCount=4>>
|
||||
@@ -1370,12 +1382,12 @@ me:我们出去吧,让她在这里休息
|
||||
title: Clueboard2
|
||||
tags:
|
||||
colorID: 1
|
||||
position: -160,160
|
||||
position: -157,154
|
||||
---
|
||||
<<wait 1>>
|
||||
<<OpenClueBoard ClueBoard>>
|
||||
【得出两种处理方案:安装晶圆和记忆色彩初始化】
|
||||
<<jump 结论2>>
|
||||
//【得出两种处理方案:安装晶圆和记忆色彩初始化】
|
||||
//<<jump 结论2>>
|
||||
===
|
||||
title: 结论2
|
||||
tags:
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 72bc754046dc91748aaa37391d695801
|
||||
guid: 8cba3ebad5f1b7a4ca781f90f5bc2ddd
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fe27a36bcd318084aad1d8122d8a0d4f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4aad767b736b70841bc35927960ed5a9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2df16409ffe782a459110a3fd41a1f1e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"projectFileVersion": 2,
|
||||
"sourceFiles": [
|
||||
"*.yarn"
|
||||
],
|
||||
"excludeFiles": [
|
||||
"**/*~/*"
|
||||
],
|
||||
"localisation": {},
|
||||
"baseLanguage": "zh-CHS",
|
||||
"compilerOptions": {}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 72bc754046dc91748aaa37391d695801
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 053561912b1654d80a424bb0696a74ae, type: 3}
|
||||
useAddressableAssets: 0
|
||||
UseUnityLocalisationSystem: 0
|
||||
unityLocalisationStringTableCollection: {instanceID: 0}
|
||||
+3371
-1883
File diff suppressed because it is too large
Load Diff
@@ -6,6 +6,7 @@ using MeadowGames.UINodeConnect4;
|
||||
using UnityEngine;
|
||||
using Yarn.Unity;
|
||||
using RainbowArt.CleanFlatUI;
|
||||
using UnityEditor.Localization.Plugins.XLIFF.V20;
|
||||
|
||||
public class ClueBaordNew : MonoBehaviour
|
||||
{
|
||||
@@ -13,17 +14,20 @@ public class ClueBaordNew : MonoBehaviour
|
||||
private GraphManager gm;
|
||||
public List<Node> nodeLists;
|
||||
|
||||
public List<Node> Day1InitnodeLists;
|
||||
|
||||
public List<Node> Day2InitnodeLists;
|
||||
|
||||
public Notification ClueBoardNotification;
|
||||
private Dictionary<string, Vector3> nodePositions = new Dictionary<string, Vector3>();
|
||||
//private Dictionary<string, Vector3> nodePositions = new Dictionary<string, Vector3>();
|
||||
|
||||
private Connection currentConnection;
|
||||
|
||||
private bool isTriggerDialogue=true;
|
||||
void Start()
|
||||
{
|
||||
gm=GetComponent<GraphManager>();
|
||||
gm.OnConnectionAdded += CheckConnection;
|
||||
nodePositions["UFImage"] = new Vector3(-795, -263, 0);
|
||||
nodePositions["memoryGrass"] = new Vector3(1, 1, 0);
|
||||
nodePositions["EyePlant"] = new Vector3(2, 2, 0);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@@ -36,20 +40,51 @@ public class ClueBaordNew : MonoBehaviour
|
||||
{
|
||||
gm.localNodes.Find(node => node.ID == nodeID).gameObject.SetActive(isactive);
|
||||
}
|
||||
[YarnCommand("NodeInit")]
|
||||
public void NodeInit(int day)
|
||||
{
|
||||
if(day==1)
|
||||
{
|
||||
foreach(Node node in Day1InitnodeLists)
|
||||
{
|
||||
node.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
}
|
||||
if(day==2)
|
||||
{
|
||||
foreach(Node node in Day2InitnodeLists)
|
||||
{
|
||||
node.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public Node GetNode(string nodeID)
|
||||
{
|
||||
return gm.localNodes.Find(node => node.ID == nodeID);
|
||||
}
|
||||
|
||||
[YarnCommand("SetIsTriggerDialogueWhenConnect")]
|
||||
public void SetIsTriggerDialogueWhenConnect(bool isTrigger)
|
||||
{
|
||||
isTriggerDialogue=isTrigger;
|
||||
}
|
||||
|
||||
|
||||
[YarnCommand("CheckClueBoard")]
|
||||
//[YarnCommand("CheckClueBoard")]
|
||||
public void CheckConnection(Connection connection)
|
||||
{
|
||||
currentConnection=connection;
|
||||
DialogController.Instance.SetVariable("$StartNode",connection.port0.node.ID);
|
||||
DialogController.Instance.SetVariable("$EndNode",connection.port1.node.ID);
|
||||
DialogController.Instance.StartDialogNode("检查ClueBoard");
|
||||
if(isTriggerDialogue)
|
||||
{
|
||||
DialogController.Instance.StartDialogNode("检查ClueBoard");
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
// if (connection.port0.node.ID == "UFImage" && connection.port1.node.ID == "MemoryGrass")
|
||||
@@ -84,26 +119,28 @@ public class ClueBaordNew : MonoBehaviour
|
||||
|
||||
currentConnection.DisableClick=false;
|
||||
currentConnection.EnableDrag=false;
|
||||
currentConnection=null;
|
||||
currentConnection.EnableHover=false;
|
||||
currentConnection.line.color=Color.green;
|
||||
//currentConnection.port0.node.
|
||||
//currentConnection=null;
|
||||
|
||||
}
|
||||
|
||||
|
||||
[YarnCommand("AddNodeAndConnection")]
|
||||
public void CreateNodeAndConnection(string startNode,string nodeToAdd)
|
||||
[YarnCommand("AddNodeConnection")]
|
||||
public void CreateConnection(string starNode,int startPort,string endNode,int endPort)
|
||||
{
|
||||
Vector3 pos;
|
||||
Node start= GetNode(startNode);
|
||||
pos=start.transform.position+new Vector3(500,0,0);
|
||||
Debug.Log("记忆问题回答正确");
|
||||
Node newNode=nodeLists.Find(node => node.ID == nodeToAdd);
|
||||
newNode.gameObject.SetActive(true);
|
||||
Connection newConnection=start.ports[1].ConnectTo(newNode.ports[0]);
|
||||
newConnection.DisableClick=false;
|
||||
newConnection.EnableDrag=false;
|
||||
gm.UnselectAllElements();
|
||||
newNode.Select();
|
||||
|
||||
Node start= GetNode(starNode);
|
||||
Node end= GetNode(endNode);
|
||||
Connection newConnection=start.ports[startPort].ConnectTo(end.ports[endPort]);
|
||||
newConnection.DisableClick=false;
|
||||
newConnection.EnableDrag=false;
|
||||
gm.UnselectAllElements();
|
||||
newConnection.DisableClick=false;
|
||||
newConnection.EnableDrag=false;
|
||||
newConnection.EnableHover=false;
|
||||
newConnection.line.color=Color.green;
|
||||
//currentConnection=null;
|
||||
}
|
||||
|
||||
[YarnCommand("AddNode")]
|
||||
public void CreateNode(string NodeID)
|
||||
{
|
||||
@@ -114,26 +151,11 @@ public class ClueBaordNew : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
targetNode.gameObject.SetActive(true);
|
||||
|
||||
// 获取 NodeID 对应的 position
|
||||
// Vector3 position;
|
||||
// if (!nodePositions.TryGetValue(NodeID, out position))
|
||||
// {
|
||||
// Debug.LogWarning($"Position for NodeID {NodeID} not found.");
|
||||
// position = Vector3.zero; // 若未找到则设置一个默认位置
|
||||
// }
|
||||
|
||||
// // 实例化节点,并将其放置在指定的位置
|
||||
// Node newNode = gm.InstantiateNode(targetNode, position);
|
||||
ClueBoardNotification.ShowNotification();
|
||||
|
||||
}
|
||||
[YarnCommand("EnableQuestion")]
|
||||
public void EnableQuestion(string nodeID)
|
||||
{
|
||||
GetNode(nodeID).transform.GetChild(1).gameObject.SetActive(true);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
//using System.Drawing;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Yarn.Unity;
|
||||
|
||||
public class HeatMapController : MonoBehaviour
|
||||
{
|
||||
@@ -30,39 +31,75 @@ public class HeatMapController : MonoBehaviour
|
||||
//public Texture2D hotspotShapeTexture; // 引用热点形状纹理
|
||||
|
||||
|
||||
private float tempture;
|
||||
private float tempture=1;
|
||||
|
||||
public Slider xSlider; // 拖入X轴控制的Slider
|
||||
public Slider ySlider; // 拖入Y轴控制的Slider
|
||||
|
||||
private float xMin = -4.5f;
|
||||
private float xMax = 2.1f;
|
||||
private float yMin = -3.3f;
|
||||
private float yMax = 2.9f;
|
||||
|
||||
public RectTransform targetObject; // 拖入要控制的物体的Transform
|
||||
|
||||
void Start()
|
||||
{
|
||||
slider.value=1;
|
||||
tempture=slider.value;
|
||||
xSlider.minValue = 1;
|
||||
xSlider.maxValue = 10;
|
||||
ySlider.minValue = 1;
|
||||
ySlider.maxValue = 10;
|
||||
|
||||
// 注册Slider值改变事件
|
||||
xSlider.onValueChanged.AddListener(UpdatePosition);
|
||||
ySlider.onValueChanged.AddListener(UpdatePosition);
|
||||
|
||||
// 初始调用,设置初始位置
|
||||
UpdatePosition(0);
|
||||
//tempture=1;
|
||||
//tempture=tempture;
|
||||
// 初始化数据,这里是示例,你可以根据实际需求设置
|
||||
SetDataToMaterial();
|
||||
|
||||
}
|
||||
private void UpdatePosition(float value)
|
||||
{
|
||||
// 使用InverseLerp将Slider的值映射到0到1范围,然后再使用Lerp进行插值
|
||||
float xPos = Mathf.Lerp(xMin, xMax, Mathf.InverseLerp(1, 10, xSlider.value));
|
||||
float yPos = Mathf.Lerp(yMin, yMax, Mathf.InverseLerp(1, 10, ySlider.value));
|
||||
|
||||
// 更新物体位置
|
||||
targetObject.position = new Vector3(xPos, yPos, targetObject.position.z);
|
||||
}
|
||||
|
||||
public void SetTemture(float value)
|
||||
{
|
||||
tempture=value;
|
||||
|
||||
}
|
||||
public void SetDataToMaterial()
|
||||
{
|
||||
|
||||
// uftempture=slider.value;
|
||||
// uftempture=tempture;
|
||||
// uftempture=Map(uftempture,0,3,1.5f,2.6f);
|
||||
|
||||
// backtemture=slider.value;
|
||||
// backtemture=tempture;
|
||||
// backtemture=Map(backtemture,0,3,1.5f,3.6f);
|
||||
|
||||
// modulesTempture=slider.value;
|
||||
// modulesTempture=tempture;
|
||||
// modulesTempture=Map(modulesTempture,0,3f,1.5f,2.3f);
|
||||
|
||||
if (slider.value <= 1)
|
||||
if (tempture <= 1)
|
||||
{
|
||||
uftempture = Mathf.Lerp(1.5f, 2.4f, slider.value ); // 线性插值
|
||||
modulesTempture = Mathf.Lerp(1.5f, 2.1f, slider.value)-tempNum;
|
||||
backtemture = Mathf.Lerp(1.5f, 2.1f, slider.value);
|
||||
uftempture = Mathf.Lerp(1.5f, 2.4f, tempture ); // 线性插值
|
||||
modulesTempture = Mathf.Lerp(1.5f, 2.1f, tempture)-tempNum;
|
||||
backtemture = Mathf.Lerp(1.5f, 2.1f, tempture);
|
||||
}
|
||||
else if (slider.value <= 2)
|
||||
else if (tempture <= 2)
|
||||
{
|
||||
uftempture = Mathf.Lerp(2.4f, 2.7f, slider.value - 1);
|
||||
modulesTempture = Mathf.Lerp(2.1f, 2.3f, slider.value - 1);
|
||||
backtemture = Mathf.Lerp(2.1f, 3.6f, slider.value - 1);
|
||||
uftempture = Mathf.Lerp(2.4f, 2.7f, tempture - 1);
|
||||
modulesTempture = Mathf.Lerp(2.1f, 2.3f, tempture - 1);
|
||||
backtemture = Mathf.Lerp(2.1f, 3.6f, tempture - 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -37,6 +37,8 @@ public class OscilloscopeController : MonoBehaviour
|
||||
|
||||
private int heatNum=0;
|
||||
|
||||
// HeatMapController hm;
|
||||
|
||||
void Start()
|
||||
{
|
||||
heatNum=0;
|
||||
@@ -53,6 +55,7 @@ public class OscilloscopeController : MonoBehaviour
|
||||
plug.OnPlugInserted += HandlePlugInserted;
|
||||
plug.OnPlugRemoved += HandlePlugRemoved;
|
||||
}
|
||||
//hm=FindObjectOfType<HeatMapController>();
|
||||
|
||||
|
||||
}
|
||||
@@ -60,8 +63,10 @@ public class OscilloscopeController : MonoBehaviour
|
||||
public void SetHeat(int heat)
|
||||
{
|
||||
heatNum=heat;
|
||||
//hm.SetTemture(heat);
|
||||
|
||||
}
|
||||
|
||||
private void HandlePlugInserted(Plug plug)
|
||||
{
|
||||
DialogController.Instance.SetVariable("$currentSocket",plug.currentSocket.name);
|
||||
|
||||
@@ -103,10 +103,10 @@ public class MouseCursorManager : MonoBehaviour
|
||||
{
|
||||
SetCursor(handCursorSprite);
|
||||
}
|
||||
// else if (IsHoveringOverDialogueItem())
|
||||
// {
|
||||
// SetCursor(searchCursorSprite, true); // 使用翻转光标
|
||||
// }
|
||||
else if (IsHoveringOverDialogueItem())
|
||||
{
|
||||
SetCursor(searchCursorSprite, true); // 使用翻转光标
|
||||
}
|
||||
else
|
||||
{
|
||||
ResetCursor();
|
||||
@@ -114,72 +114,72 @@ 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;
|
||||
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;
|
||||
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
// }
|
||||
// }
|
||||
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
// }
|
||||
// }
|
||||
// return false;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
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>();
|
||||
|
||||
@@ -11,8 +11,8 @@ public class RaycastManager : MonoBehaviour
|
||||
public List<GraphicRaycaster> graphicRaycasters = new List<GraphicRaycaster>();
|
||||
|
||||
// 是否开启 ClueBoard 和 DeepView
|
||||
private bool isClueBoardIn = false;
|
||||
private bool isDeepViewIn = false;
|
||||
public bool isClueBoardIn = false;
|
||||
public bool isDeepViewIn = false;
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user