修改过渡,新增highlight

This commit is contained in:
2024-12-24 16:37:58 +08:00
parent c03a525610
commit 6e0b0b79fb
12 changed files with 1492 additions and 849 deletions
@@ -8,10 +8,15 @@ Material:
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m_ValidKeywords:
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- _SHADERSPACE_UV
- _TEXTURELAYER1SHEETTOGGLE_ON
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@@ -23,10 +28,30 @@ Material:
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@@ -35,15 +60,553 @@ Material:
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- _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0}
- _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
- _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0}
- _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0}
- _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0}
- _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _FadingPosition: {r: 0, g: 0, b: 0, a: 0}
- _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0}
- _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0}
- _Flip: {r: 1, g: 1, b: 1, a: 1}
- _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1}
- _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0}
- _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0}
- _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0}
- _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0}
- _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0}
- _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0}
- _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0}
- _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0}
- _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0}
- _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0}
- _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0}
- _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0}
- _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0}
- _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0}
- _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0}
- _HalftonePosition: {r: 0, g: 0, b: 0, a: 0}
- _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1}
- _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0}
- _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
- _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0}
- _InnerOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _InnerOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0}
- _InnerOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0}
- _InnerOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0}
- _InnerOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
- _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1}
- _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1}
- _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0}
- _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0}
- _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0}
- _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0}
- _OuterOutlineColor: {r: 1, g: 1, b: 1, a: 1}
- _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0}
- _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0}
- _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0}
- _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
- _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0}
- _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0}
- _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
- _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0}
- _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0}
- _RainbowCenter: {r: 0, g: 0, b: 0, a: 0}
- _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
- _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0}
- _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0}
- _ShadowColor: {r: 0, g: 0, b: 0, a: 1}
- _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0}
- _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0}
- _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0}
- _ShineColor: {r: 1, g: 1, b: 1, a: 1}
- _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0}
- _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0}
- _SineMoveOffset: {r: 0, g: 0.5, b: 0, a: 0}
- _SineRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _SineScaleFactor: {r: 0.2, g: 0.2, b: 0, a: 0}
- _SourceAlphaDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- _SourceAlphaDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
- _SourceGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0}
- _SourceGlowDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- _SourceGlowDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
- _SplitToningHighlightsColor: {r: 1, g: 0.1, b: 0.1, a: 0}
- _SplitToningShadowsColor: {r: 0.1, g: 0.4000002, b: 1, a: 0}
- _SpriteSheetRect: {r: 0, g: 0, b: 1, a: 1}
- _SqueezeCenter: {r: 0.5, g: 0.5, b: 0, a: 0}
- _SqueezeScale: {r: 2, g: 0, b: 0, a: 0}
- _StrongTintTint: {r: 1, g: 1, b: 1, a: 1}
- _TextureLayer1Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1}
- _TextureLayer1Offset: {r: 0, g: 0, b: 0, a: 0}
- _TextureLayer1Scale: {r: 1, g: 1, b: 0, a: 0}
- _TextureLayer1ScrollSpeed: {r: 0, g: 1, b: 0, a: 0}
- _TextureLayer2Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1}
- _TextureLayer2Offset: {r: 0, g: 0, b: 0, a: 0}
- _TextureLayer2Scale: {r: 1, g: 1, b: 0, a: 0}
- _TextureLayer2ScrollSpeed: {r: 0, g: 1, b: 0, a: 0}
- _UVDistortFrom: {r: -0.02, g: -0.02, b: 0, a: 0}
- _UVDistortNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _UVDistortSpeed: {r: 2, g: 2, b: 0, a: 0}
- _UVDistortTo: {r: 0.02, g: 0.02, b: 0, a: 0}
- _UVRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _UVScalePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _UVScaleScale: {r: 1, g: 1, b: 0, a: 0}
- _UVScrollSpeed: {r: 0.2, g: 0, b: 0, a: 0}
- _WorldTilingOffset: {r: 0, g: 0, b: 0, a: 0}
- _WorldTilingScale: {r: 1, g: 1, b: 0, a: 0}
m_BuildTextureStacks: []
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: bb59a1b27931ec74daef7fd23a5ccbe4
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:
@@ -167,18 +167,41 @@ position: 43,-97
<<if visited("EyeCheckEnd")==true>>
【占位】玩家发现了视觉异常且深入了,没发现问题,佩佩说有个不该隐藏的事情要告诉你,要你再次检查视觉
<<add_task TaskManager 再次检查视觉模块 找到异常记忆的来源 >>
<<ModuleHightLight Eye true>>
<<elseif visited("发现视觉异常")==true&&visited("EyeCheckEnd")==false>>
【占位】玩家发现了视觉异常,但是没有深入视觉,提示玩家或许可以深入看看之前的视觉错误,也可以继续全身检查
<<add_task TaskManager 全身检查,寻找错误记忆调用的来源 找到异常记忆的来源 >>
<<jump 全身检查高亮>>
<<elseif visited("发现视觉异常")==false>>
【占位】玩家没有发现视觉异常,应该进行全身检查来寻找会调用记忆的模块
<<add_task TaskManager 全身检查,寻找错误记忆调用的来源 找到异常记忆的来源 >>
<<jump 全身检查高亮>>
<<endif>>
<<jump 主维修界面游戏状态检查>>
<<elseif $gameStage==5>>
<<jump 结论>>
<<endif>>
===
title: 全身检查高亮
tags:
position: 43,-97
---
<<if visited("EmoPlugIn")==false>>
<<ModuleHightLight Emo true>>
<<endif>>
<<if visited("SpeakPlugIn")==false>>
<<ModuleHightLight Speak true>>
<<endif>>
<<if visited("ColorPlugIn")==false>>
<<ModuleHightLight Color true>>
<<endif>>
<<if visited("LogicPlugIn")==false>>
<<ModuleHightLight Logic true>>
<<endif>>
<<if visited("Eye")==false>>
<<ModuleHightLight Eye true>>
<<endif>>
===
// title: UF图像问题回答正确
// tags:
@@ -1,4 +1,4 @@
title: PlugFinished
tags: 待编辑
colorID: 8
@@ -20,6 +20,7 @@ position: -2,-3039
---
<<if visited("EmoPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Emo false>>
<<jump PlugFinished>>
<<endif>>
===
@@ -31,6 +32,7 @@ position: 240,-2640
//待编辑
<<if visited("SpeakPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Speak false>>
<<jump PlugFinished>>
<<endif>>
===
@@ -41,6 +43,7 @@ position: 480,-3040
---
<<if visited("LogicPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Logic false>>
受到发热的影响,佩佩有点神智不清
<<jump PlugFinished>>
<<endif>>
@@ -55,6 +58,7 @@ position: 240,-2840
---
<<if visited("ColorPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Color false>>
待编辑
<<jump PlugFinished>>
<<endif>>
@@ -69,7 +73,6 @@ position: 240,-3040
<<if visited("MemoryPlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<jump PlugFinished>>
<<endif>>
//总体表现:对工作的焦虑、虚弱的身体状态
@@ -90,7 +93,8 @@ position: 480,-2840
//佩佩很害怕,她意识到了原来的颜色再也回不来了
<<if visited("EyePlugIn")==false>>
<<set $PlugCount=$PlugCount+1>>
<<jump PlugFinished>>
<<jump 发现视觉异常>>
//<<jump PlugFinished>>
<<endif>>
===
@@ -117,6 +117,7 @@ colorID: 3
position: 251,-1150
---
<<fade_in 0.5>>
<<Temp_RemoveChip>>
<<switch_fix_system_to "BodyModule">>
//<<SetExternalError ViewManager MemoryView true>>
//<<Set_ViewVisualState ViewManager "ColorView" 1>>
@@ -158,6 +159,7 @@ position: 251,-1150
<<CollectionClue ClueManager>>
【占位】原来UF是用记忆来绘图的,有线索就好办了,去记忆看看
<<add_task TaskManager 在记忆模块检查UF生成的索引 寻找绘图异常相关线索>>
<<ModuleHightLight Memory true>>
<<set $gameStage=2>>
<<jump 主维修界面游戏状态检查>>
===
@@ -291,6 +293,7 @@ position: -273,-66
<<set $gameStage=7>>
me: 还没结束…保险起见,我们进视觉复查一下吧。
<<add_task TaskManager 复查视觉模块>>
<<ModuleHightLight Eye true>>
<<task_moveIn TaskManager>>
<<set $isFinishedEyeCheck=false>>
<<jump 主维修界面游戏状态检查>>
@@ -7,12 +7,15 @@ position: -870,-2464
<<if visited("发现视觉异常")==false>>
me: 探针查到了缺陷波形…我需要把它找出来,才能进行深入检查。
me: 拖动波形显示下方的滑条,直到“缺陷波形”变得最清晰,然后点击【深入】。
<<ModuleAlarm Eye true>>
<<ShowNotification ClueManager 提示 拖动滑条调整波形以深入检查>>
<<jump PlugFinished>>
<<if $gameStage<=2>>>
<<add_task TaskManager 深入视觉模块 寻找绘图异常相关线索>>
<<ModuleHightLight Eye true>>
<<elseif $gameStage>=3>>
<<add_task TaskManager 深入视觉模块 找到异常记忆的来源>>
<<ModuleHightLight Eye true>>
<<endif>>
<<endif>>
===
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -34428,7 +34428,7 @@ MonoBehaviour:
iconOnDrag: {fileID: 8895775685280376203, guid: eb11ac9a06fb4792b393db9b83ab43b4, type: 3}
exclusiveOnDragCanvas: {fileID: 0}
useLegacyDragMethod: 0
position: {x: 913.6337, y: 1205.9319, z: 0}
position: {x: -19.061888, y: -180.38382, z: 0}
dragSelection:
customRenderer: {fileID: 0}
line:
@@ -12,12 +12,15 @@ namespace AibisDream.FixSystem
private const string SocketObjName = "Socket";
private const string ModulePicName = "Module Pic";
public Transform _socketPos;
public Transform _indicatorPos;
private BodyModuleSystem _bodyModuleSystem;
private Material highlightMaterial;
private Material alarmMaterial;
private Material originalMaterial; // 原材质
private SpriteRenderer targetSpriteRenderer; // 目标的 SpriteRenderer
#endregion
// 模块基本数据
@@ -34,18 +37,11 @@ namespace AibisDream.FixSystem
{
_socketPos = transform.Find(SocketObjName);
_bodyModuleSystem = transform.parent.parent.GetComponent<BodyModuleSystem>();
targetSpriteRenderer=transform.Find("Module Pic").GetComponent<SpriteRenderer>();
originalMaterial = GetComponent<SpriteRenderer>().material;
targetSpriteRenderer=transform.Find("Socket").GetComponent<SpriteRenderer>();
originalMaterial = targetSpriteRenderer.GetComponent<SpriteRenderer>().material;
highlightMaterial = Resources.Load<Material>("Materials/HighlightMaterial");
if (highlightMaterial != null)
{
Debug.Log("成功加载高亮材质!");
}
else
{
Debug.LogError("未找到高亮材质!请检查路径和名称是否正确。");
}
alarmMaterial=Resources.Load<Material>("Materials/AlarmMaterial");
}
#region
@@ -162,14 +158,28 @@ namespace AibisDream.FixSystem
#endregion
#region
#region
public void Highlight(bool enable)
{
if (targetSpriteRenderer != null && highlightMaterial != null)
if (targetSpriteRenderer != null && highlightMaterial != null&&targetSpriteRenderer.material!=alarmMaterial)
{
targetSpriteRenderer.material = enable ? highlightMaterial : originalMaterial;
}
}
public void Alarm(bool enable)
{
if (targetSpriteRenderer != null && alarmMaterial != null)
{
targetSpriteRenderer.material = enable ? alarmMaterial : originalMaterial;
}
}
// public void HideModule(bool enable)
// {
// if (targetSpriteRenderer != null && highlightMaterial != null)
// {
// targetSpriteRenderer.material = enable ? highlightMaterial : originalMaterial;
// }
// }
#endregion
}
@@ -95,5 +95,11 @@ namespace AibisDream
var targetModule = BodyModuleSystem.FindBodyModuleByName(moduleName);
targetModule.Highlight(enable);
}
[YarnCommand("ModuleAlarm")]
public static void ModuleAlarm(string moduleName,bool enable)
{
var targetModule = BodyModuleSystem.FindBodyModuleByName(moduleName);
targetModule.Alarm(enable);
}
}
}
@@ -163,7 +163,7 @@ namespace AibisDream.FixSystem
}
eyeSystem.OpenEyeView();
eyeSystem.OnEnter();
//yield return MainUIController.Instance.FadeOutSync(Duration/2);
yield return MainUIController.Instance.FadeOutSync(Duration/2);
}
public void SetArgs(string arg)
@@ -180,7 +180,7 @@ namespace AibisDream.FixSystem
var eyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
eyeSystem.CloseEyeView();
//yield return new WaitForSeconds(Duration/2);
//yield return MainUIController.Instance.FadeInSync(0.1f);
yield return MainUIController.Instance.FadeInSync(Duration/2);
// 相机还原
var cameraSq = CameraKit.Instance.ReturnInitCamera(Duration);
yield return new WaitForSeconds(Duration/2);
@@ -220,6 +220,7 @@ namespace AibisDream.FixSystem
{
yield return null;
}
yield return MainUIController.Instance.FadeOutSync(Duration/2);
memorySystem.OpenMemoryView();
memorySystem.OnShow();
}
@@ -237,7 +238,7 @@ namespace AibisDream.FixSystem
{
var memorySystem = FixSystemCenter.SystemDic.Get<MemoryProcess>();
memorySystem.CloseMemoryView();
yield return MainUIController.Instance.FadeInSync(Duration/2);
// 相机还原
var cameraSq = CameraKit.Instance.ReturnInitCamera(Duration);
yield return new WaitForSeconds(Duration/2);
@@ -275,6 +276,7 @@ namespace AibisDream.FixSystem
{
yield return null;
}
yield return MainUIController.Instance.FadeOutSync(Duration/2);
UFSystem.OpenUFView();
}
@@ -292,7 +294,7 @@ namespace AibisDream.FixSystem
{
var UFSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
UFSystem.CloseUFView();
yield return MainUIController.Instance.FadeInSync(Duration/2);
// 相机还原
var cameraSq = CameraKit.Instance.ReturnInitCamera(Duration);
yield return new WaitForSeconds(Duration/2);