石头串联
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@@ -5080,4 +5080,5 @@ M
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(
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)
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!
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~
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~
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🎵
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title: HeartPlugIn
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===
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---
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===
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title: EngineSuccess
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引擎玩法成功。
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title: Start
|
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tags:
|
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colorID: 8
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position: 242,-2378
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---
|
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//<<OpenClueBoard ClueBoard>>
|
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//<<jump 诊断初始化>>
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<<fade_in 1>>
|
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本demo为早期验证版本,其中文本,交互,画面,声音均为过程版
|
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// 本demo存在较多早期功能,如果遇到困惑或BUG等问题我们表示歉意
|
||||
// 可以微信联系:15209116298 或QQ群325268983进行反馈
|
||||
// 如果您能够在游玩过程中记录反馈,我们将不胜感激
|
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// 好了!游戏开始~
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// <<hide_dialog>>
|
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|
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// 2024已经是遥远的过去。数十年间,社会飞速发展,人体机械化技术已经臻于成熟。
|
||||
// 从简单的机械肢体,到脑区的电子模块化,人们竞相改造自身,直到完全机械化,以适应愈发残酷的社会竞争。
|
||||
// 纯洁的“人类”已经几乎不复存在。而这些机械化的人们,则被称为“机体”。
|
||||
// 这里是幸福罐头园区,你是园区的一名机器人医生。
|
||||
// 回到你的工作岗位上,开始你新一天的工作。
|
||||
//NOTE:房间界面的对话都单句写短一些(16字以内,参考CoffeeTalk),维修的可以长一些
|
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////新闻:balabalabala
|
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///<<indoor>>
|
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<<jump VarsInit>>
|
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//<<jump 诊断初始化>>
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||||
===
|
||||
|
||||
|
||||
|
||||
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title: VarsInit
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tags:
|
||||
colorID: 4
|
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position: 241,-2149
|
||||
---
|
||||
///在这里决定这次诊疗的目标是什么,以及目标判断相关的数值
|
||||
|
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//【流程相关】
|
||||
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|
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<<declare $gameStage=0>>
|
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///【流程逻辑】
|
||||
//如果线索板都答对了,就自动触发这个为true,这是主目标
|
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<<declare $isFinishedClueBoard=false>>
|
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|
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//一次性对白标记,需要播时设为true,在检查点检查到true播放一次性对白,播放完设回false
|
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<<declare $hintFlag=false>>
|
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|
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|
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//是否检查过心脏
|
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<<declare $heartKnown=false>>
|
||||
|
||||
|
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//是否知道可以换滤板
|
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<<declare $lungProblemKnown=false>>
|
||||
//是否知道可以换燃料
|
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<<declare $fuelProblemKnown=false>>
|
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//是否知道可以调压力
|
||||
<<declare $engineProblemKnown=false>>
|
||||
//是否知道冷却液浑浊
|
||||
<<declare $bloodProblemKnown=false>>
|
||||
//是否知道冷却液换过
|
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<<declare $bloodRenewedKnown=false>>
|
||||
//是否对冷却液换过却很脏提过疑惑
|
||||
<<declare $bloodQuestioned=false>>
|
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|
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//选择的透析剂
|
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<<declare $selection = 0>>
|
||||
|
||||
|
||||
|
||||
//【功能相关】
|
||||
//clueboard相关
|
||||
<<declare $StartNode="">>
|
||||
<<declare $EndNode="">>
|
||||
|
||||
//插线
|
||||
<<declare $currentSocket="">>
|
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<<declare $PlugCount=0>>
|
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<<declare $PlugAll=false>>
|
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|
||||
|
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<<jump 引入对话>>
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===
|
||||
|
||||
|
||||
|
||||
|
||||
title: PlugInsert
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: -227,-2451
|
||||
---
|
||||
//<if $PlugCount==7>>
|
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//<<set $PlugAll=true>>
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//<<endif>>
|
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//<<if $currentSocket=="UFView"&& visited("UfViewDialogue")==false>>
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// <<set $PlugCount+=1>>
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// <<jump UfViewDialogue>>
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// <<elseif $currentSocket=="ColorView"&& visited("ChipViewDialogue")==false>>
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// <<set $PlugCount+=1>>
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// <<jump ChipViewDialogue>>
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// <<elseif $currentSocket=="EyeView"&& visited("EyeViewDialogue")==false>>
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// <<set $PlugCount+=1>>
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// <<jump 发现异常模块>>
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// <<jump EyeViewDialogue>>
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// <<elseif $currentSocket=="EmoView"&& visited("EmoViewDialogue")==false>>
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// <<set $PlugCount+=1>>
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// <<jump EmoViewDialogue>>
|
||||
// <<elseif $currentSocket=="LogicView"&& visited("LogicViewDialogue")==false>>
|
||||
// <<set $PlugCount+=1>>
|
||||
// <<jump LogicViewDialogue>>
|
||||
// <<elseif $currentSocket=="SpeakView"&& visited("SpeakViewDialogue")==false>>
|
||||
// <<set $PlugCount+=1>>
|
||||
// <<jump SpeakViewDialogue>>
|
||||
// <<elseif $currentSocket=="MemoryView"&& visited("MemViewDialogue")==false>>
|
||||
// <<set $PlugCount+=1>>
|
||||
// <<jump MemViewDialogue>>
|
||||
//<<endif>>
|
||||
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 引入对话
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 250,-1874
|
||||
---
|
||||
//分支剧情的初始化
|
||||
<<indoor_new 1>>
|
||||
<<fade_out 1>>
|
||||
|
||||
shitou: 幸福诊所~幸福诊所~来到幸福诊所~病痛都离开我……
|
||||
(敲门声)
|
||||
shitou: 您好!这是咱园区的员工诊所吗?
|
||||
|
||||
me: 是的。看来我们来了一个音乐家?
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
<<character_init_new "Stone">>
|
||||
<<character_fade_in_new>>
|
||||
<<character_eye_new "auto_blink">>
|
||||
|
||||
shitou: 亲爱的医生~谢谢你夸奖~可我不是艺术家~也没有才华~🎵
|
||||
shitou: 音乐是我的爱好~送货是我的工作~🎵~石头是我的名字~幸福园区~我的家~🎵
|
||||
shitou: 清晨睁眼他便出门~送货送到傍晚时分~🎵~他不怕辛苦不怕累~只恨没有翅膀~也不能飞~🎵
|
||||
shitou: 更快~更快~更快~~再多的烦恼也抛到脑外~只要他的双腿跑的更快~🎵!
|
||||
shitou: 医生,听说咱诊所能让我跑得更快?
|
||||
|
||||
me: 你好~快乐的送货员~我可以~…可以~……
|
||||
me: 算了,唱歌真的不是我的强项。
|
||||
me: 我可以帮你做一些检查和调整,但我不能保证会“跑得更快”。
|
||||
|
||||
shitou: 啊!我还以为…可以来这里调理身体嘞!…
|
||||
|
||||
me: 调理?那当然是可以的。
|
||||
me: 理论上,我能处理你的“健康”,但不一定能让你“更快”。
|
||||
me: 毕竟这里是一个诊所,不是改造车间。
|
||||
|
||||
shitou: 医生~调理完我的身体~我就能~重新快到飞起~🎵!不是这样么,医生?
|
||||
|
||||
me: (和病人解释这些…一时半说不明白啊。)
|
||||
me: 这样吧。我先给你做检查,看怎样能让你跑得更快。
|
||||
|
||||
shitou: 医生,检查费贵吗?
|
||||
shitou: 我,口袋空空~但我,快乐好多~
|
||||
|
||||
me: 放心,检查不收钱。我们直接开始吧。
|
||||
<<hide_dialog>>
|
||||
|
||||
<<jump 诊断初始化>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 诊断初始化
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 240,-1440
|
||||
---
|
||||
<<fade_in 0.5>>
|
||||
|
||||
<<wait 1>>
|
||||
|
||||
shitou: 医生~不好意思~每次拆面板我都很害怕!你介意我~放声高歌吗?
|
||||
|
||||
me: 没关系,其实你一直在唱歌。
|
||||
|
||||
shitou: 啊!我们活在幸福镇的庇佑下~再多烦恼~只要工作~统统没掉~
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
|
||||
me: 检查一下他的身体,评估一下有什么能对他的速度造成影响吧。
|
||||
me: 影响速度的…最直接的应该就是动力系统了。除此之外还会有什么呢……
|
||||
|
||||
|
||||
|
||||
//<<load_scene 佩佩视觉模块>>
|
||||
//<<NodeInit CanvasClueBoard 1>>
|
||||
//<<SetExternalError ViewManager MemoryView true>>
|
||||
|
||||
<<switch_fix_system_to "BodyModule" "stone1.json">>
|
||||
|
||||
|
||||
<<wait 0.5>>
|
||||
<<set $gameStage=2>>
|
||||
<<jump 主维修界面 >>
|
||||
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 主维修界面
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 206,-1006
|
||||
---
|
||||
//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液)
|
||||
|
||||
//检查阶段
|
||||
<<if $gameStage == 2>>
|
||||
<<jump 第一次检查(临时)>>
|
||||
<<endif>>
|
||||
|
||||
//检查后对话阶段
|
||||
<<if $gameStage == 3>>
|
||||
<<jump 分析准备>>
|
||||
<<endif>>
|
||||
|
||||
//调速阶段
|
||||
<<if $gameStage == 4>>
|
||||
<<jump 调速(临时)>>
|
||||
<<endif>>
|
||||
|
||||
//调速后对话阶段
|
||||
<<if $gameStage == 5>>
|
||||
<<jump 完成调速对话>>
|
||||
<<endif>>
|
||||
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 第一次检查(临时)
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -237,-1007
|
||||
---
|
||||
<<if $lungProblemKnown==true && $engineProblemKnown==true && $fuelProblemKnown==true && $bloodProblemKnown==true>>
|
||||
|
||||
好的…该检查的应该已经检查过了。
|
||||
<<set $gameStage = 3>>
|
||||
<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
// ->检查呼吸系统(肺)
|
||||
// <<jump 第一次检查_肺>>
|
||||
// ->检查动力系统(心)
|
||||
// <<jump 第一次检查_心>>
|
||||
// ->检查循环系统(肝)
|
||||
// <<jump 第一次检查_肝>>
|
||||
// ->检查消化系统(胃)
|
||||
// <<jump 第一次检查_胃>>
|
||||
// ->结束检查<<if $lungProblemKnown==true && $engineProblemKnown==true && $fuelProblemKnown==true && $bloodProblemKnown==true>>
|
||||
// <<set $gameStage = 3>>
|
||||
// <<jump 主维修界面>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 第一次检查_肺
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -595,-1288
|
||||
---
|
||||
气体循环系统,为动力系统供气。
|
||||
->整体状态
|
||||
功能非常健壮,看起来经常运动。
|
||||
->检查滤板
|
||||
<<if $heartKnown == false>>
|
||||
进气管道内非常浑浊,动力系统需要运转到非常高的速度才能造成这么严重的积碳。
|
||||
<<else>>
|
||||
进气管道内很浑浊。他的动力系统过于强劲,这套基础的呼吸系统承受了过大的压力……
|
||||
<<endif>>
|
||||
me: 滤板脏到这种程度…他的呼吸应该很吃力吧。
|
||||
me: 更换滤板应该可以帮助他跑得更快。不过效果比较有限…主要还是会让他呼吸舒服一点。
|
||||
<<set $lungProblemKnown=true>>
|
||||
->返回
|
||||
<<jump 第一次检查(临时)>>
|
||||
<<jump 第一次检查_肺>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 第一次检查_心
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -609,-1099
|
||||
---
|
||||
机体的能源模块,将机体的燃料转化为电能/机械能,驱动机体和内部模块运转。
|
||||
me: 石头的能源系统是被改造过的…这是为了用于为肢体提供高速动力的型号,非常强劲。
|
||||
me: 不过这么强劲的动力系统…也会需要同样高级的各种模块配套。
|
||||
->检查进气压力
|
||||
目前压力设置偏低,这意味着石头能跑出的速度上限偏低,但这也让他体感更轻松。
|
||||
me: 可以重新调整压力值来提高石头的最高速度…提升会很大。
|
||||
me: 不过,这会给他带来更大的机械负担。
|
||||
<<set $engineProblemKnown=true>>
|
||||
->整体状态
|
||||
模块似乎被经过了很多次拆卸,推测进行了了多次改装。
|
||||
->检查外壳上的伤痕
|
||||
外表有明显的伤痕,似乎从内部炸开过,并经过了修复。
|
||||
->返回
|
||||
<<jump 第一次检查(临时)>>
|
||||
<<jump 第一次检查_心>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 第一次检查_胃
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -594,-907
|
||||
---
|
||||
机体的物质和燃料摄入、储藏模块。
|
||||
->检查最近摄入燃料
|
||||
机体体内的燃料纯度很低,能提供的动力较慢。
|
||||
me: 如果摄入更高纯度的燃料,他可以跑得快很多……这会是一条有效的建议。
|
||||
<<set $fuelProblemKnown = true>>
|
||||
->检查最近摄入物质
|
||||
机体最近摄入的食物成分非常简单而健康,全是基础款罐头。
|
||||
->返回
|
||||
<<jump 第一次检查(临时)>>
|
||||
<<jump 第一次检查_胃>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 第一次检查_肝
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -603,-754
|
||||
---
|
||||
冷却液循环的处理中枢,让模块保持良好的运行状态。
|
||||
->整体状态
|
||||
冷却液过于浑浊,循环系统当前压力很大。
|
||||
<<if $heartKnown == false>>
|
||||
原因可能有很多…但如果提高他的速度,循环系统压力只会更大。
|
||||
<<else>>
|
||||
这可能是因为动力系统过于强劲…也可能是因为别的什么原因。
|
||||
如果提高他的速度,循环系统压力只会更大。
|
||||
<<endif>>
|
||||
<<set $bloodProblemKnown = true>>
|
||||
->检查冷却液
|
||||
冷却液很新,推测不久前彻底换过,通常大修才会换到这种程度。
|
||||
<<set $bloodRenewedKnown = true>>
|
||||
->返回
|
||||
<<jump 第一次检查(临时)>>
|
||||
|
||||
<<if $bloodProblemKnown == true && $bloodRenewedKnown == true && $bloodQuestioned == false>>
|
||||
me: 有点奇怪…新换的冷却液理应比较干净才对。
|
||||
me: 这意味着患者可能最近摄入了大量的药物……
|
||||
<<set $bloodQuestioned=true>>
|
||||
<<endif>>
|
||||
|
||||
<<jump 第一次检查_肝>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 分析准备
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 626,-329
|
||||
---
|
||||
//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
|
||||
<<switch_fix_system_to "Clinic">>
|
||||
me: 来分析一下有什么可以提高他的速度吧……
|
||||
//<<OpenClueBoard ClueBoard>>
|
||||
医生对石头的身体指标进行了分析,得出了以下结论:
|
||||
1. 可以建议患者更换纯度更高的油料
|
||||
2. 可以调整患者心脏的数值,但会带来更高的身体负担,需要平常更多休息
|
||||
3. 更换肺部滤板,不过效果也比较有限,主要是提高患者生活质量
|
||||
另外,患者的冷却液过于浑浊,出于健康考虑,提高速度之后需要进行透析
|
||||
<<jump 第一次检查后对话>>
|
||||
===
|
||||
|
||||
title: 第一次检查后对话
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 627,-80
|
||||
---
|
||||
me: (供患者选择的方案已经列出来了。不过最让我担心的是这个改造过的心脏……)
|
||||
me: (他的各个身体模块负担都很大,这可能都是这个被改造得过于强劲的心脏带来的。)
|
||||
|
||||
shitou: 医生,怎么样?现在是不是要给我做手术嘞?
|
||||
|
||||
me: 还没到那一步。有些事情我必须要先和你说明白。
|
||||
me: 你是什么时候开始对心脏做改造的?
|
||||
|
||||
shitou: 啊?…不好意思,我没听明白,医生!心脏…你是说引擎噻?不就是入职的时候送的嘛!
|
||||
|
||||
me: 送的?
|
||||
|
||||
shitou: 啊!我第一次到站点报到的时候就说了要改造,要装一个引擎,那就装嘛!
|
||||
shitou: 装上了引擎~我跑得飞快~在唱点小曲儿~岂不美哉~🎵
|
||||
shitou: 后边我又自己做了一些升级啊什么的。引擎嘛!我吃饭的家伙,肯定要强劲些嘛!
|
||||
|
||||
me: (免费装?有这回事吗…)
|
||||
me: 好吧,总之…通俗地说,你的心脏太强劲了,给很多身体模块造成了负担。
|
||||
|
||||
shitou: 太强劲…反而是负担?…听不懂,医生。
|
||||
|
||||
me: 这些负担反过来对你的心脏动力造成了阻碍,让你没办法跑得更快了。
|
||||
|
||||
shitou: 啊?那也就是说…也就是说……
|
||||
shitou: 我跑得太快…身体吃不消了?
|
||||
|
||||
me: 你理解得还是很快嘛。
|
||||
|
||||
shitou: 那也没得办法嘛…
|
||||
shitou: 我是来想办法跑得更快的…只有跑得更快,我才能赚积分,才能更健康是不是噻!
|
||||
shitou: 我还以为可以好简单…没有吃了就能跑得更快的药吗?
|
||||
|
||||
me: …没有。
|
||||
me: 有三种方法可以让你跑得更快,你也可以全都做。
|
||||
me: 最好的方法是,换用更纯的油料。你的燃料提供的动力就会更高。
|
||||
|
||||
shitou: 更纯的…医生你是说,更贵的?我没得那么多积分嘛……到时候跑一天赚的积分都不够吃油的。
|
||||
|
||||
me: 是贵,不过这是最健康的方式了。
|
||||
me: 第二种是,更换肺部的空气滤板。你的肺部积太多碳了。这些碳让你进气不太充分,引擎动力就打了折扣。
|
||||
me: 不过换这个能提升的动力不多,主要是碳太多会让机体不舒服,影响生活质量。
|
||||
|
||||
shitou: 那不用咯!站点有送3次免费换滤板,我就不在你这里换咯,坚持到后年再到站点换。
|
||||
|
||||
shitou: 我跑货的,哪有什么不舒服?跑得太慢了~反倒不舒服~
|
||||
|
||||
me: 那就只有最后一种办法了…你的心脏压力系统目前压力偏低,重新校准一下可以跑出更高的速度上限。
|
||||
|
||||
shitou: 压力…校准…你老说这些我听不懂嘛!这个不贵吧,医生?
|
||||
|
||||
me: 不贵…不过这需要你经常休息,不然身体的压力只会更大……
|
||||
|
||||
shitou: 好!要得,那我就好好休息。那还等什么?医生,我们来吧。
|
||||
|
||||
<<set $gameStage = 4>>
|
||||
<<fade_in 1>>
|
||||
<<jump 主维修界面>>
|
||||
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 调速(临时)
|
||||
tags:
|
||||
position: -204,339
|
||||
---
|
||||
<<switch_fix_system_to "Engine" "stone1">>
|
||||
医生对引擎压力进行调试,提高了石头的最高速度
|
||||
调试期间,石头看起来有些吃力
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 完成调速对话
|
||||
tags:
|
||||
position: 208,775
|
||||
---
|
||||
me: (他的心脏到底是经历了什么?为什么看起来这么破破烂烂的……)
|
||||
me: (总之…眼下他的身体负担太重了,必须还要做一次冷却液透析才行。)
|
||||
|
||||
me: 好了,试试吧,走两步。
|
||||
|
||||
shitou: 感觉好不一样!我觉得浑身~都有力!
|
||||
|
||||
<<character_fade_out_new character>>
|
||||
石头瞬间跑出视野
|
||||
|
||||
shitou: 喔喔~哈哈!
|
||||
|
||||
me: 别在诊室里乱跑!
|
||||
|
||||
<<character_fade_in_new character>>
|
||||
石头瞬间跑回来
|
||||
|
||||
shitou: 不好意思,医生…你让我跑两步,我就一下子没收住……
|
||||
|
||||
me: …我让你走两步,没让你跑两步。
|
||||
|
||||
shitou: 是,是,不好意思,医生……
|
||||
shitou: 医生…你太厉害咯!只花积分一点点~就跑得快好多~🎵……
|
||||
shitou: 我真是来对咯!本来还以为小诊所做不了什么大事情哩!太厉害了,医生!
|
||||
|
||||
me: 不过你还不能走,还有透析要做。
|
||||
|
||||
shitou: 透析?干嘛用的…医生?我还急到去跑货…可以先不做吗?
|
||||
|
||||
me: 你的冷却液已经稠得像泥一样,几乎不再有冷却效果了。透析可以让你的冷却液恢复性状,不同的透析剂还有不同的附带效果…
|
||||
me: 你自己可以不在乎,但如果不做透析,用这么高的速度跑货,可能今晚引擎就会炸掉。
|
||||
|
||||
shitou: 炸,炸掉?…那太吓人了!医生,那还是不要炸掉比较好。
|
||||
shitou: 来嘛,咋做?我听说像以前人类…打吊桶那样?
|
||||
|
||||
我
|
||||
|
||||
你说的是吊瓶……不过确实有点像。
|
||||
|
||||
只是我们机体需要把身体里的冷却液抽出来,在透析机里和注射透析剂发生反应,再输回去。
|
||||
|
||||
你的状况…需要打三瓶澄清型才能行。让我看看给你第一瓶打什么…
|
||||
<<fade_in 1>>
|
||||
<<jump 冷却液初始化>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 冷却液初始化
|
||||
tags:
|
||||
position: 208,775
|
||||
---
|
||||
【【医生给石头挂上冷却液泵】】
|
||||
shitou: 呼,好凉!医生,麻烦调慢点!
|
||||
me: 还没开始呢。
|
||||
me: (我需要找一瓶透析剂装上……任何一种澄清型的都行。)
|
||||
<<wait 1>>
|
||||
<<jump 透析剂选择>>
|
||||
<<fade_out 1>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
title: 透析剂选择
|
||||
tags:
|
||||
position: 208,775
|
||||
---
|
||||
医生拉出冷却液架,上面摆满了各种颜色的冷却液罐
|
||||
->喜达诺透析剂
|
||||
澄清型透析剂。降低模块运转造成的反应,减轻患者痛苦。
|
||||
->装上透析剂
|
||||
me: 希望这能让他好受一些。
|
||||
<<set $selection = 1>>
|
||||
<<set $gameStage = $gameStage + 1>>
|
||||
<<jump 透析对话>>
|
||||
->重新选择
|
||||
<<jump 透析剂选择>>
|
||||
->可善挺透析剂
|
||||
澄清型透析剂。降低循环系统压力,延长冷却液寿命。
|
||||
->装上透析剂
|
||||
me: 希望这些冷却液能撑得更久一些。
|
||||
<<set $selection = 2>>
|
||||
<<set $gameStage = $gameStage + 1>>
|
||||
<<jump 透析对话>>
|
||||
->重新选择
|
||||
<<jump 透析剂选择>>
|
||||
->强克透析剂
|
||||
澄清型透析剂。降低动力系统压力,略微提高整体动力。
|
||||
->装上透析剂
|
||||
me: 好吧…如果他真的需要跑得再快一些。
|
||||
<<set $selection = 3>>
|
||||
<<set $gameStage = $gameStage + 1>>
|
||||
<<jump 透析对话>>
|
||||
->重新选择
|
||||
<<jump 透析剂选择>>
|
||||
->息利康透析剂
|
||||
澄清型透析剂。降低气体系统压力,减轻滤板积碳。
|
||||
->装上透析剂
|
||||
me: 希望能让他的滤板多坚持一会。
|
||||
<<set $selection = 4>>
|
||||
<<set $gameStage = $gameStage + 1>>
|
||||
<<jump 透析对话>>
|
||||
->重新选择
|
||||
<<jump 透析剂选择>>
|
||||
->曲妥珠透析剂
|
||||
澄清型透析剂。降低消化系统压力,降低摄入物造成的毒性。
|
||||
->装上透析剂
|
||||
me: 希望这会有用。
|
||||
<<set $selection = 5>>
|
||||
<<set $gameStage = $gameStage + 1>>
|
||||
<<jump 透析对话>>
|
||||
->重新选择
|
||||
<<jump 透析剂选择>>
|
||||
->曲马多透析剂
|
||||
强冷型透析剂。降低机体全局温度。谨慎使用。
|
||||
->装上透析剂
|
||||
me: 不…我肯定搞错了,不应该用这个。
|
||||
<<jump 透析剂选择>>
|
||||
->重新选择
|
||||
<<jump 透析剂选择>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 透析对话
|
||||
tags:
|
||||
position: 623,779
|
||||
---
|
||||
<<if $gameStage == 6>>
|
||||
<<jump 透析对话1>>
|
||||
<<elseif $gameStage == 7>>
|
||||
<<jump 透析对话2>>
|
||||
<<elseif $gameStage == 8>>
|
||||
<<jump 透析对话3>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
title: 透析对话1
|
||||
tags:
|
||||
position: 1053,497
|
||||
---
|
||||
【【启动透析机】】
|
||||
【【透析机开始工作】】
|
||||
|
||||
shitou: 医生…你说透析让我感觉压力小一些?但我咋没感觉到呢……
|
||||
|
||||
me: 才刚开始打呢。而且,是让你的身体模块负担小一些,不只是你感受上舒服些。
|
||||
me: 等吧。打完三管…你就可以走了。…感觉怎样,透析痛不痛?
|
||||
|
||||
shitou: 完全不痛~医生,你太厉害啦!你比那些机体医院的医生厉害多咯~
|
||||
shitou: 我躺那里,他们只会不停地说什么静养啊…“补液”啊的,整完一通,我反倒更慢了。
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 2>>
|
||||
|
||||
me: ……
|
||||
me: 手术?
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
|
||||
shitou: 啊?医生,你说啥,我听不懂。
|
||||
|
||||
me: 你一直在说机体医院…你去机体医院做了什么?
|
||||
me: 你不是一直都嫌贵吗,为什么会跑到机体医院去?
|
||||
|
||||
|
||||
shitou: 啊…医生。
|
||||
shitou: 是小问题啦…我前段时间…跟人撞了。
|
||||
shitou: 把引擎给撞坏了…修了挺久的。这个他们说只能在机体医院修。
|
||||
|
||||
me: 为什么一开始不跟我说?
|
||||
|
||||
shitou: 对不起嘛,医生…我以为这两件事情没有关系。
|
||||
|
||||
me: 你怎么撞的?
|
||||
|
||||
shitou: 是他跟我撞了嘛,不是我撞的他。
|
||||
shitou: 我从一个岔路口跑上主路,和主路交汇嘛,我肯定就往左观察是不咯。
|
||||
shitou: 路口有个好大的广告牌,刚好把视线全部挡住。我就降低速度,一直盯到左边嘛…
|
||||
shitou: 结果谁想到嘛!他是逆行从右边跑过来的。
|
||||
shitou: 我回过头来看到他那一瞬间,我脑袋里面就想,坏咯。
|
||||
shitou: 然后一下子我就不知道自己在哪里了。
|
||||
shitou: 我跑这么快,从来没飞起来过。这还是我第一次飞上天嘞!
|
||||
shitou: 然后我就发现,我怎么忽然躺在地上了嘞?耳朵什么都听不到,能看到的东西全都在转!
|
||||
shitou: 哇,我从地上爬起来,满地都是手啊脚的……
|
||||
shitou: 我还以为是我的嘞!还好到处一摸,全都在,我竟然一个都没少!不然就贵咯……
|
||||
shitou: 我感觉是因为我速度慢,所以撞到力度就没那么大。
|
||||
shitou: 我就赶紧到处看,刚才那个人咧?
|
||||
shitou: 我转了两圈,满地都是零件和冷却液,找不到人在哪里。
|
||||
shitou: 这个时候我耳朵才恢复过来,听到好像有人在说话,不过一会就不说了。
|
||||
shitou: 我走过去看,发现是个头!
|
||||
shitou: 我就捡起来看…就是刚才那个人,他对到我一直眨眼睛,嘴巴好像还在说话,不过已经没声音了。
|
||||
shitou: 我想有个头应该还能修噻,就想去拦车…
|
||||
|
||||
me: 修不了了。
|
||||
|
||||
shitou: 我当时不知道嘛!我看到车来就想跑去拦,才跑两步就感觉心口好痛好痛!
|
||||
shitou: 痛到不行,我停下来也一直痛,腿一软就躺到地上了。
|
||||
shitou: 那辆车没看到我,它开过去,把那些零件哗——撞得到处都是!
|
||||
|
||||
【提示一瓶打完】
|
||||
|
||||
shitou: 医生,是不是打完啦?还是蛮快的嘛!
|
||||
|
||||
me: ……
|
||||
me: 我先给你换第二瓶。
|
||||
<<jump 透析剂选择>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 透析对话2
|
||||
tags:
|
||||
position: 1047,760
|
||||
---
|
||||
me: 好了。
|
||||
|
||||
shitou: 嗯…医生,确实感觉舒服多了嘞!
|
||||
shitou: 比在大医院打得好多了。我一睡着那个机器就开始嘀嘀嘀响,烦的不行。
|
||||
|
||||
me: 那个不是透析机,是心率仪。
|
||||
me: 所以,你应该是伤到了心脏?除了心脏呢,医生怎么说?
|
||||
|
||||
shitou: 哈哈,他说我特别抗造,除了心脏,只有一点皮外伤。
|
||||
shitou: 可惜啊…我这个心脏是花了好多功夫改装的…以前可厉害咯!
|
||||
shitou: 不过那个兄弟就可惜了…撞成那样,不知道有没有救回来。他要是不贪那点路程……
|
||||
shitou: 不过其实那条路我也经常跑,我也晓得他为什么这么跑。
|
||||
shitou: 这个路对向是没有机行道的。本来路设计出来就是给大车跑的嘛!
|
||||
shitou: 要不逆行的话,从改造路那边绕一大圈上天桥,多花七八分钟,一来一回就是15分钟了。
|
||||
|
||||
me: 救不回来的。你看到的时候已经死了。那些只是BIOS还没完全断电的反射行为。
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
|
||||
me: ……
|
||||
|
||||
shitou: 哎~我们跑货的,都是说不好的噻!
|
||||
shitou: 清晨睁眼他便出门~送货送到傍晚时分~🎵~他不怕辛苦不怕累~只恨没有翅膀~也不能飞~🎵
|
||||
shitou: 圆圆的大地~方方的天~大道的尽头看不见~🎵~他不觉得辛苦不觉得累~因为有朋友在身边~🎵
|
||||
shitou: 医生,现在我们就是朋友啦!
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
|
||||
me: ……所以,你的心脏刚刚经过了一场大修。
|
||||
me: 这就是为什么心脏上有那么多痕迹…为什么冷却液这么浑浊…
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
|
||||
me: …和为什么压力调得那么低。
|
||||
|
||||
<<wait 1>>
|
||||
|
||||
me: ……
|
||||
me: 那我岂不是…
|
||||
|
||||
【【提示一瓶打完】】
|
||||
|
||||
shitou: 又打完一瓶了?真快呀!
|
||||
|
||||
me: 别急,我需要重新评估一下……#auto_next
|
||||
|
||||
shitou: 你不要调回来了,医生。
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
|
||||
shitou: 哎呀!你帮我把最后一瓶打上吧,我一会告诉你为什么。
|
||||
|
||||
me: ……
|
||||
me: 哎,好吧。
|
||||
<<jump 透析剂选择>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: 透析对话3
|
||||
tags:
|
||||
position: 1041,1033
|
||||
---
|
||||
me: 好了,这是最后一瓶了。
|
||||
me: 你最好能给出一个对你自己负责任的理由。
|
||||
me: 你这样子下去…身体肯定扛不住的。
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 0.5>>
|
||||
|
||||
shitou: 医生,我修这个心脏,医保不保的。
|
||||
|
||||
me: 所以?
|
||||
|
||||
shitou: 医保只保了我的外伤什么的修复,心脏属于我个人改装的,不在医保范围内…
|
||||
shitou: 医生说保费范围内,只能帮我换成基础的心脏。
|
||||
shitou: 但是我还要跑货的嘛…没有这个高级心脏…我还怎么跑货嘛。
|
||||
shitou: 那边有一个医生跟我说我可以签一个协议,借一笔钱,够我修好这个心脏…
|
||||
|
||||
me: 医疗贷款?
|
||||
|
||||
shitou: 对的,他就是这么说的……
|
||||
|
||||
me: 你借了多少积分?
|
||||
|
||||
shitou: 32万积分。
|
||||
|
||||
me: 利率多少?
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
|
||||
shitou: 百分之七。
|
||||
|
||||
me: ……
|
||||
me: 这也太高了。你怎么会…
|
||||
<<wait 0.5>>
|
||||
me: 你就不能装那个普通的心脏吗?慢一点又会怎样呢……
|
||||
|
||||
shitou: 哎呀…医生…还好啦!我不晓得吗?钱没了,可以再赚嘛!
|
||||
shitou: 只不过现在跑货实在是越来越难咯!
|
||||
shitou: 我们现在跑一天的货,根本就存不下来多少积分。
|
||||
shitou: 油料,保养,生活……哪一样不要花积分?
|
||||
shitou: 是能省点就省点…但是现在靠省,根本省不下来啊!
|
||||
shitou: 我以前刚刚开始跑货的时候,一单能赚差不多十几积分,后来单价一直掉,现在一单只有七八分了。
|
||||
shitou: 有的人存一个月下来,不仅没多,去掉吃穿用度,还有倒扣的!
|
||||
shitou: 还好我跑得快,跑得多,每个月基本都能存点。
|
||||
shitou: 假如说这个心脏没了,要以后像这样下去,每单可能会掉到只有两三分了。
|
||||
shitou: 我要是没有这个高级心脏,到时候跑单也不行了,日子才苦嘞…都不知道怎么熬!
|
||||
shitou: 我肯定要把这个心脏保住先。多跑点单,等把借的积分赶紧还完,才能轻松嘛。
|
||||
|
||||
me: ……
|
||||
me: 也就是说,你保住这个高级心脏是为了应对未来的困难…
|
||||
me: 而且要是我给你把速度调回去了,反而影响你还款了。
|
||||
|
||||
shitou: 对嘛!医生就是聪明,哈哈!
|
||||
shitou: (唱歌)
|
||||
|
||||
【提示一瓶打完】
|
||||
|
||||
shitou: 医生,打完啦~哇,感觉确实舒服多了!(甩动双腿)
|
||||
shitou: 那我就先走咯?
|
||||
|
||||
me: …你走吧。不过——
|
||||
me: 你要明天回来复查。
|
||||
|
||||
shitou: 好,好……医生,真是太感谢你啦!
|
||||
|
||||
<<character_fade_out character>>
|
||||
|
||||
me: 不客气…再见。
|
||||
|
||||
|
||||
<<NextYarn>>
|
||||
|
||||
===
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 853d79ae9bb136946b0fb7cf028fd2f1
|
||||
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//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液)
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private const string SocketObjName = "Socket";
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private const string ModulePicName = "Module Pic";
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private Transform _socketPos;
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#endregion
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socketPos.localPosition = newData.SocketPos;
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// 数据同步
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public BodyModuleData Save()
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}
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// 再加载新的Module
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for (int i = 0; i < systemData.moduleDataArray.Length; i++)
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{
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||||
newModule.Load(systemData.moduleDataArray[i]);
|
||||
newModules[i] = newModule;
|
||||
}
|
||||
|
||||
BodyModules = newModules;
|
||||
}
|
||||
|
||||
public override void Save()
|
||||
|
||||
@@ -96,13 +96,11 @@ namespace AibisDream.FixSystem
|
||||
isInDialog = false;
|
||||
}
|
||||
|
||||
[YarnCommand("Disable_plugInput")]
|
||||
public void Disable_plugInput()
|
||||
{
|
||||
isActive = false;
|
||||
}
|
||||
|
||||
[YarnCommand("Enable_plugInput")]
|
||||
public void Enable_plugInput()
|
||||
{
|
||||
isActive = true;
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d069b24a2b6ba748b4e2f9b0826a3ef
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,32 @@
|
||||
using System.Collections;
|
||||
using AibisDream.FixSystem;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream
|
||||
{
|
||||
public class ClinicSystem : MonoBehaviour
|
||||
{
|
||||
[HideInInspector] public CharacterManager character;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
FixSystemCenter.SystemDic.Register(this);
|
||||
character = transform.Find("Character").GetComponent<CharacterManager>();
|
||||
}
|
||||
|
||||
public IEnumerator Indoor(float duration)
|
||||
{
|
||||
// 加载诊所场景
|
||||
gameObject.SetActive(true);
|
||||
// 开始界面淡出
|
||||
yield return MainUIController.Instance.TVFadeOutSync(duration);
|
||||
}
|
||||
|
||||
public IEnumerator Quit(float duration)
|
||||
{
|
||||
// 黑屏出现
|
||||
yield return MainUIController.Instance.FadeInSync(duration);
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ee95229f127bf4c45ab49816cd2ea8c8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,74 @@
|
||||
using System.Collections;
|
||||
using AibisDream.FixSystem;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace AibisDream
|
||||
{
|
||||
public static class ClinicYarnCommand
|
||||
{
|
||||
private static ClinicSystem ClinicSystem => FixSystemCenter.SystemDic.Get<ClinicSystem>();
|
||||
private static CharacterManager Character => ClinicSystem.character;
|
||||
|
||||
[YarnCommand("indoor_new")]
|
||||
public static IEnumerator Indoor(float duration)
|
||||
{
|
||||
return ClinicSystem.Indoor(duration);
|
||||
}
|
||||
|
||||
[YarnCommand("quit_clinic_new")]
|
||||
public static IEnumerator Quit(float duration)
|
||||
{
|
||||
return ClinicSystem.Quit(duration);
|
||||
}
|
||||
|
||||
#region 角色展示相关
|
||||
|
||||
[YarnCommand("character_init_new")]
|
||||
public static IEnumerator CharacterInit(string characterName)
|
||||
{
|
||||
return Character.CharacterInit(characterName);
|
||||
}
|
||||
|
||||
[YarnCommand("character_fade_in_new")]
|
||||
public static IEnumerator CharacterFadeIn()
|
||||
{
|
||||
return Character.CharacterFadeIn();
|
||||
}
|
||||
|
||||
[YarnCommand("character_fade_out_new")]
|
||||
public static IEnumerator CharacterFadeOut()
|
||||
{
|
||||
return Character.CharacterFadeOut();
|
||||
}
|
||||
|
||||
[YarnCommand("character_show_new")]
|
||||
public static void CharacterShow(string characterName)
|
||||
{
|
||||
Character.CharacterShow(characterName);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 角色动作调整
|
||||
|
||||
[YarnCommand("character_face_new")]
|
||||
public static void CharacterFace(string state)
|
||||
{
|
||||
Character.SetFaceState(state);
|
||||
}
|
||||
|
||||
[YarnCommand("character_eye_new")]
|
||||
public static void CharacterEye(string state)
|
||||
{
|
||||
Character.SetEyeState(state);
|
||||
}
|
||||
|
||||
[YarnCommand("character_crying_new")]
|
||||
public static void CharacterCrying(bool isCrying)
|
||||
{
|
||||
Character.SetCrying(isCrying);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a98db7194cd94b56a42e2bb8035cf2e7
|
||||
timeCreated: 1734089013
|
||||
@@ -14,7 +14,7 @@ namespace AibisDream.FixSystem
|
||||
InitTransitionDic();
|
||||
|
||||
// TODO 这个回头要改
|
||||
curState = FixState.BodyModule;
|
||||
curState = FixState.Clinic;
|
||||
}
|
||||
|
||||
#region 系统索引
|
||||
@@ -30,25 +30,29 @@ namespace AibisDream.FixSystem
|
||||
|
||||
private void InitTransitionDic()
|
||||
{
|
||||
TransitionDic.Add(FixState.Clinic, FixState.BodyModule, new ClinicToBodyModuleCommand());
|
||||
TransitionDic.Add(FixState.BodyModule, FixState.Clinic, new BodyModuleToClinicCommand());
|
||||
TransitionDic.Add(FixState.BodyModule, FixState.Engine, new BodyModuleToEngineCommand());
|
||||
TransitionDic.Add(FixState.Engine, FixState.BodyModule, new EngineToBodyModuleCommand());
|
||||
TransitionDic.Add(FixState.Clinic, FixState.Engine, new ClinicToEngineCommand());
|
||||
TransitionDic.Add(FixState.Engine, FixState.Clinic, new EngineToClinicCommand());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 执行转场
|
||||
/// </summary>
|
||||
/// <param name="nextState">需要转换的状态</param>
|
||||
public void TransToNextState(FixState nextState)
|
||||
public ITransitionCommand TransToNextState(FixState nextState)
|
||||
{
|
||||
// 没存过的先打个日志报错
|
||||
if (!TransitionDic.TryGetValue(curState, nextState, out var command))
|
||||
{
|
||||
Debug.Log($"源为{curState.ToString()}, 目标为{nextState.ToString()}, 转场命令不存在");
|
||||
return;
|
||||
return null;
|
||||
}
|
||||
|
||||
// 存过的执行转场命令
|
||||
StartCoroutine(command.Execute());
|
||||
curState = nextState;
|
||||
return command;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
public static class FixSystemYarnCommand
|
||||
{
|
||||
[YarnCommand("switch_fix_system_to")]
|
||||
public static IEnumerator SwitchFixSystemTo(string targetStateStr, string extraArg = "")
|
||||
{
|
||||
// 字符串转枚举
|
||||
if (!Enum.TryParse<FixState>(targetStateStr, out var targetState))
|
||||
{
|
||||
Debug.Log($"{targetStateStr}不在FixState枚举中");
|
||||
yield break;
|
||||
}
|
||||
|
||||
// 获取命令
|
||||
var command = FixSystemCenter.Instance.TransToNextState(targetState);
|
||||
// 传入参数
|
||||
command.SetArgs(extraArg);
|
||||
|
||||
yield return command.Execute();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50bf436a893f4c28882f1b3db847f210
|
||||
timeCreated: 1734103287
|
||||
@@ -1,45 +0,0 @@
|
||||
using UnityEngine;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
public static class FixYarnCommandEx
|
||||
{
|
||||
[YarnCommand("start_system")]
|
||||
public static void StartSystem(string systemName, string dataKey)
|
||||
{
|
||||
switch (systemName)
|
||||
{
|
||||
case "BodyModuleSystem":
|
||||
StartBodyModuleSystem(dataKey);
|
||||
break;
|
||||
case "GearSystem":
|
||||
StartGearSystem(dataKey);
|
||||
break;
|
||||
case "EngineSystem":
|
||||
StartGearSystem(dataKey);
|
||||
break;
|
||||
default:
|
||||
Debug.Log($"该系统不存在: {systemName}");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private static void StartBodyModuleSystem(string dataKey)
|
||||
{
|
||||
var bodySystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
|
||||
bodySystem.CurDataKey = dataKey;
|
||||
bodySystem.Load();
|
||||
}
|
||||
|
||||
private static void StartGearSystem(string dataKey)
|
||||
{
|
||||
var gearSystem = FixSystemCenter.SystemDic.Get<GearSystem>();
|
||||
}
|
||||
|
||||
private static void StartEngineSystem(string dataKey)
|
||||
{
|
||||
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 03e3e3472f5f40a8a9e93b5c793591d4
|
||||
timeCreated: 1732917739
|
||||
@@ -0,0 +1,74 @@
|
||||
using System.Collections;
|
||||
using AibisDream.Framework;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
public struct ClinicToBodyModuleCommand : ITransitionCommand
|
||||
{
|
||||
private const float FadeDuration = 1f;
|
||||
|
||||
private string _configName;
|
||||
|
||||
public IEnumerator Execute()
|
||||
{
|
||||
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
|
||||
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
|
||||
|
||||
// 黑屏
|
||||
yield return MainUIController.Instance.FadeInSync(FadeDuration);
|
||||
// 加载BodyModuleSystem
|
||||
bodyModuleSystem.CurDataKey = _configName;
|
||||
bodyModuleSystem.Load();
|
||||
// 隐藏诊所
|
||||
clinicSystem.gameObject.SetActive(false);
|
||||
// 黑屏淡出
|
||||
yield return MainUIController.Instance.FadeOutSync(FadeDuration);
|
||||
}
|
||||
|
||||
public void SetArgs(string arg)
|
||||
{
|
||||
// 添加参数
|
||||
_configName = arg;
|
||||
}
|
||||
}
|
||||
|
||||
public struct ClinicToEngineCommand : ITransitionCommand
|
||||
{
|
||||
private const float FadeDuration = 0.5f;
|
||||
|
||||
// 引擎相机设置
|
||||
private static readonly Vector3 CameraPos = new(-2.5f, 2.13f, -10);
|
||||
private const float OrthographicSize = 2.5f;
|
||||
private const float Duration = 2f;
|
||||
|
||||
private string _configName;
|
||||
|
||||
public IEnumerator Execute()
|
||||
{
|
||||
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
|
||||
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
|
||||
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
|
||||
|
||||
// // 黑屏
|
||||
yield return MainUIController.Instance.FadeInSync(FadeDuration);
|
||||
// 隐藏诊所
|
||||
clinicSystem.gameObject.SetActive(false);
|
||||
// 激活插线系统
|
||||
bodyModuleSystem.gameObject.SetActive(true);
|
||||
// // 黑屏淡出
|
||||
yield return MainUIController.Instance.FadeOutSync(FadeDuration);
|
||||
// 移动相机
|
||||
yield return CameraKit.Instance.TransCameraAsync(CameraPos, OrthographicSize, Duration);
|
||||
// 开启引擎玩法
|
||||
engineSystem.CurDataKey = _configName;
|
||||
engineSystem.Load();
|
||||
yield return engineSystem.OpenCoverAsync();
|
||||
}
|
||||
|
||||
public void SetArgs(string arg)
|
||||
{
|
||||
_configName = arg;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: df122109d96340d2a8525483632bf55d
|
||||
timeCreated: 1734248940
|
||||
@@ -1,6 +1,4 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections;
|
||||
using AibisDream.Framework;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
@@ -21,6 +19,32 @@ namespace AibisDream.FixSystem
|
||||
public interface ITransitionCommand
|
||||
{
|
||||
IEnumerator Execute();
|
||||
void SetArgs(string arg);
|
||||
}
|
||||
|
||||
public struct BodyModuleToClinicCommand : ITransitionCommand
|
||||
{
|
||||
private const float FadeDuration = 0.5f;
|
||||
|
||||
public IEnumerator Execute()
|
||||
{
|
||||
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
|
||||
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
|
||||
|
||||
// 黑屏
|
||||
yield return MainUIController.Instance.FadeInSync(FadeDuration);
|
||||
// 把线插回去
|
||||
bodyModuleSystem.ResetPlug();
|
||||
// 诊所显示
|
||||
clinicSystem.gameObject.SetActive(true);
|
||||
// 黑屏淡出
|
||||
yield return MainUIController.Instance.FadeOutSync(FadeDuration);
|
||||
}
|
||||
|
||||
public void SetArgs(string arg)
|
||||
{
|
||||
// 暂无参数
|
||||
}
|
||||
}
|
||||
|
||||
public struct BodyModuleToEngineCommand : ITransitionCommand
|
||||
@@ -51,9 +75,14 @@ namespace AibisDream.FixSystem
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetArgs(string arg)
|
||||
{
|
||||
// 添加参数
|
||||
}
|
||||
}
|
||||
|
||||
public struct EngineToBodyModuleCommand : ITransitionCommand
|
||||
public partial struct EngineToBodyModuleCommand : ITransitionCommand
|
||||
{
|
||||
private const float Duration = 2f;
|
||||
|
||||
@@ -75,99 +104,37 @@ namespace AibisDream.FixSystem
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public struct EngineToGearCommand : ITransitionCommand
|
||||
{
|
||||
private const float Duration = 2f;
|
||||
private static readonly Vector3 CameraPos = new(-2.5f, 2.13f, -10);
|
||||
|
||||
public IEnumerator Execute()
|
||||
public void SetArgs(string arg)
|
||||
{
|
||||
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
|
||||
var gearSystem = FixSystemCenter.SystemDic.Get<GearSystem>();
|
||||
// 关闭一下引擎盖
|
||||
var coverSq = engineSystem.CloseCover();
|
||||
while (coverSq.active && !coverSq.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 只需要移动一下相机就好了
|
||||
var tween = CameraKit.Instance.TransCamera(CameraPos, Duration);
|
||||
while (tween.active && !tween.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 然后可以开启引擎盖
|
||||
|
||||
// 添加参数
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 以两个Key为索引的Dic
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Value类型</typeparam>
|
||||
public class StateDictionary<T>
|
||||
public struct EngineToClinicCommand : ITransitionCommand
|
||||
{
|
||||
private readonly Dictionary<StateTransKey, T> _stateDic = new();
|
||||
|
||||
public T Get(FixState source, FixState target)
|
||||
private const float FadeDuration = 0.5f;
|
||||
|
||||
public IEnumerator Execute()
|
||||
{
|
||||
var key = new StateTransKey(source, target);
|
||||
return _stateDic[key];
|
||||
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
|
||||
var engineSystem = FixSystemCenter.SystemDic.Get<EngineSystem>();
|
||||
|
||||
// 盖上盖子
|
||||
yield return engineSystem.CloseCoverAsync();
|
||||
// 黑屏
|
||||
yield return MainUIController.Instance.FadeInSync(FadeDuration);
|
||||
// 相机归位
|
||||
CameraKit.Instance.ResetCamara();
|
||||
// 打开诊所
|
||||
clinicSystem.gameObject.SetActive(true);
|
||||
// 黑屏淡出
|
||||
yield return MainUIController.Instance.FadeOutSync(FadeDuration);
|
||||
}
|
||||
|
||||
public void Add(FixState source, FixState target, T value)
|
||||
public void SetArgs(string arg)
|
||||
{
|
||||
var key = new StateTransKey(source, target);
|
||||
_stateDic[key] = value;
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
_stateDic.Clear();
|
||||
}
|
||||
|
||||
public bool ContainsKey(FixState source, FixState target)
|
||||
{
|
||||
var key = new StateTransKey(source, target);
|
||||
return _stateDic.ContainsKey(key);
|
||||
}
|
||||
|
||||
public bool TryGetValue(FixState source, FixState target, out T value)
|
||||
{
|
||||
var key = new StateTransKey(source, target);
|
||||
return _stateDic.TryGetValue(key, out value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 用于实现两个Key的Dictionary
|
||||
/// </summary>
|
||||
private class StateTransKey
|
||||
{
|
||||
private readonly FixState _sourceState;
|
||||
private readonly FixState _targetState;
|
||||
|
||||
public StateTransKey(FixState sourceState, FixState targetState)
|
||||
{
|
||||
_sourceState = sourceState;
|
||||
_targetState = targetState;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
// 类型不同肯定不相等
|
||||
if (obj is not StateTransKey other) return false;
|
||||
// 判断两个key相等
|
||||
return _sourceState == other._sourceState && _targetState == other._targetState;
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return HashCode.Combine(_sourceState, _targetState);
|
||||
}
|
||||
// 无需参数
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,71 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// 以两个Key为索引的Dic
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Value类型</typeparam>
|
||||
public class StateDictionary<T>
|
||||
{
|
||||
private readonly Dictionary<StateTransKey, T> _stateDic = new();
|
||||
|
||||
public T Get(FixState source, FixState target)
|
||||
{
|
||||
var key = new StateTransKey(source, target);
|
||||
return _stateDic[key];
|
||||
}
|
||||
|
||||
public void Add(FixState source, FixState target, T value)
|
||||
{
|
||||
var key = new StateTransKey(source, target);
|
||||
_stateDic[key] = value;
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
_stateDic.Clear();
|
||||
}
|
||||
|
||||
public bool ContainsKey(FixState source, FixState target)
|
||||
{
|
||||
var key = new StateTransKey(source, target);
|
||||
return _stateDic.ContainsKey(key);
|
||||
}
|
||||
|
||||
public bool TryGetValue(FixState source, FixState target, out T value)
|
||||
{
|
||||
var key = new StateTransKey(source, target);
|
||||
return _stateDic.TryGetValue(key, out value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 用于实现两个Key的Dictionary
|
||||
/// </summary>
|
||||
private class StateTransKey
|
||||
{
|
||||
private readonly FixState _sourceState;
|
||||
private readonly FixState _targetState;
|
||||
|
||||
public StateTransKey(FixState sourceState, FixState targetState)
|
||||
{
|
||||
_sourceState = sourceState;
|
||||
_targetState = targetState;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
// 类型不同肯定不相等
|
||||
if (obj is not StateTransKey other) return false;
|
||||
// 判断两个key相等
|
||||
return _sourceState == other._sourceState && _targetState == other._targetState;
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return HashCode.Combine(_sourceState, _targetState);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ccd2ec5e9984317a57e8d005b0dc61a
|
||||
timeCreated: 1734236591
|
||||
@@ -1,4 +1,5 @@
|
||||
using AibisDream.Kit;
|
||||
using System.Collections;
|
||||
using AibisDream.Kit;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -44,5 +45,20 @@ namespace AibisDream.Framework
|
||||
{
|
||||
return _mainCamera.transform.DOMove(targetPos, duration);
|
||||
}
|
||||
|
||||
public IEnumerator TransCameraAsync(Vector3 targetPos, float targetOrthographicSize, float duration)
|
||||
{
|
||||
var sq = TransCamera(targetPos, targetOrthographicSize, duration);
|
||||
// 协程
|
||||
while (sq.active && !sq.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerator ReturnInitCameraAsync(float duration)
|
||||
{
|
||||
return TransCameraAsync(_initPos, _initOrthographicSize, duration);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -39,7 +39,7 @@ namespace AibisDream.Framework
|
||||
var kit = _iocContainer.Unregister<T>();
|
||||
OnUpdate -= kit.OnUpdate;
|
||||
}
|
||||
|
||||
|
||||
private void Update() => OnUpdate?.Invoke();
|
||||
}
|
||||
|
||||
@@ -58,5 +58,4 @@ namespace AibisDream.Framework
|
||||
{
|
||||
void OnUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -12,9 +12,9 @@ namespace AibisDream
|
||||
private RunMode runMode;
|
||||
|
||||
[Header("正式环境参数")]
|
||||
[SerializeField] private TalkSceneSO firstTalkSO;
|
||||
[SerializeField] private TalkSceneSO firstTalkSo;
|
||||
|
||||
private TalkSceneSO currentTalkSceneSO;
|
||||
private TalkSceneSO _currentTalkSceneSo;
|
||||
|
||||
[SerializeField]
|
||||
private string clinicScene;
|
||||
@@ -34,27 +34,28 @@ namespace AibisDream
|
||||
|
||||
public void StartNewGame()
|
||||
{
|
||||
currentTalkSceneSO = firstTalkSO;
|
||||
_currentTalkSceneSo = firstTalkSo;
|
||||
|
||||
StartCoroutine(LoadClinicScene());
|
||||
}
|
||||
|
||||
public void StartNewGame(TalkSceneSO sceneSo)
|
||||
{
|
||||
currentTalkSceneSO = sceneSo;
|
||||
_currentTalkSceneSo = sceneSo;
|
||||
|
||||
StartCoroutine(LoadClinicScene());
|
||||
}
|
||||
|
||||
private IEnumerator LoadClinicScene()
|
||||
{
|
||||
yield return SceneLoader.Instance.LoadSceneAsync(clinicScene);
|
||||
yield return SceneLoader.Instance.LoadSceneAsync(_currentTalkSceneSo.firstSceneName);
|
||||
StartMenu.Instance.HideStartMenu();
|
||||
DialogController.Instance.StartDialog(currentTalkSceneSO.yarnProject);
|
||||
DialogController.Instance.StartDialog(_currentTalkSceneSo.yarnProject);
|
||||
}
|
||||
|
||||
public IEnumerator StartTestGame()
|
||||
{
|
||||
// TODO 全部改好之后这里要直接进入FixScene
|
||||
yield return SceneLoader.Instance.LoadSceneAsync(clinicScene);
|
||||
var proj = Resources.Load<YarnProject>($"Yarn/{testYarnProject}/{testYarnProject}");
|
||||
DialogController.Instance.StartDialog(proj);
|
||||
@@ -62,9 +63,9 @@ namespace AibisDream
|
||||
|
||||
public IEnumerator NextSceneSo()
|
||||
{
|
||||
if (currentTalkSceneSO && currentTalkSceneSO.nextScene)
|
||||
if (_currentTalkSceneSo && _currentTalkSceneSo.nextScene)
|
||||
{
|
||||
currentTalkSceneSO = currentTalkSceneSO.nextScene;
|
||||
_currentTalkSceneSo = _currentTalkSceneSo.nextScene;
|
||||
yield return MainUIController.Instance.FadeInSync(1);
|
||||
yield return LoadClinicScene();
|
||||
yield return MainUIController.Instance.FadeOutSync(1);
|
||||
|
||||
@@ -1,7 +1,4 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace AibisDream
|
||||
@@ -13,6 +10,8 @@ namespace AibisDream
|
||||
|
||||
public YarnProject yarnProject;
|
||||
|
||||
public string firstSceneName;
|
||||
|
||||
public bool isEndOfDay;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Linq;
|
||||
using AibisDream.FixSystem;
|
||||
using AibisDream.Framework;
|
||||
@@ -54,6 +55,11 @@ namespace AibisDream
|
||||
engineData.CalcAir(config.airMaxRatio, config.airMinRatio, config.baseAirMax);
|
||||
// 推算速度
|
||||
engineData.CalcSpeed(config.acceleratedSpeed, config.resistance);
|
||||
// 判断是否成功
|
||||
if (engineData.CheckSuccess(config.targetSpeed))
|
||||
{
|
||||
DialogController.Instance.StartDialogNode("EngineSuccess");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -96,6 +102,15 @@ namespace AibisDream
|
||||
return sq;
|
||||
}
|
||||
|
||||
public IEnumerator OpenCoverAsync()
|
||||
{
|
||||
var sq = OpenCover();
|
||||
if (sq.active && !sq.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 关闭盖板
|
||||
/// </summary>
|
||||
@@ -114,6 +129,15 @@ namespace AibisDream
|
||||
return sq;
|
||||
}
|
||||
|
||||
public IEnumerator CloseCoverAsync()
|
||||
{
|
||||
var sq = CloseCover();
|
||||
if (sq.active && !sq.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
public void Lock()
|
||||
{
|
||||
// 禁止油门和气门
|
||||
@@ -152,6 +176,8 @@ namespace AibisDream
|
||||
}
|
||||
|
||||
config = data;
|
||||
// 重置Data
|
||||
OnEnable();
|
||||
}
|
||||
|
||||
public override void Save()
|
||||
@@ -185,12 +211,15 @@ namespace AibisDream
|
||||
public float airMinRatio;
|
||||
public float baseAirMax;
|
||||
public int maxLevel;
|
||||
public float targetSpeed;
|
||||
public float invalidTime;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct EngineData
|
||||
{
|
||||
private const float SuccessDuration = 3f;
|
||||
|
||||
public float curSpeed;
|
||||
public float curOil;
|
||||
public float curAir;
|
||||
@@ -201,6 +230,9 @@ namespace AibisDream
|
||||
public AutoFlipBool isValid;
|
||||
public bool inAirRange;
|
||||
|
||||
public float reachTargetTime;
|
||||
public bool isSuccess;
|
||||
|
||||
public EngineData(float flipDelayTime)
|
||||
{
|
||||
isValid = new AutoFlipBool(flipDelayTime, true);
|
||||
@@ -211,11 +243,13 @@ namespace AibisDream
|
||||
curAirMax = 0;
|
||||
curAirLevel = 0;
|
||||
inAirRange = false;
|
||||
reachTargetTime = 0;
|
||||
isSuccess = false;
|
||||
}
|
||||
|
||||
public void OilChange(float oilChangeRatio)
|
||||
{
|
||||
curOil = CommonUtil.LimitedAdd(curOil, oilChangeRatio * Time.deltaTime, 1f, 0f);
|
||||
curOil = CommonUtil.Limit(curOil + oilChangeRatio * Time.deltaTime, 1f, 0f);
|
||||
}
|
||||
|
||||
public void CalcSpeed(float acceleratedSpeed, float resistance)
|
||||
@@ -224,13 +258,13 @@ namespace AibisDream
|
||||
? (curOil * acceleratedSpeed - curSpeed * resistance) * Time.deltaTime
|
||||
: -curSpeed * resistance * Time.deltaTime;
|
||||
|
||||
curSpeed = CommonUtil.LimitedAdd(curSpeed, addNum, 1f, 0f);
|
||||
curSpeed = CommonUtil.Limit(curSpeed + addNum, 1f, 0f);
|
||||
}
|
||||
|
||||
public void CalcAir(float airMaxRatio, float airMinRatio, float baseAirMax)
|
||||
{
|
||||
curAirMax = curSpeed * (curAirLevel + 1) * airMaxRatio + baseAirMax;
|
||||
curAirMin = curSpeed * (curAirLevel + 1) * airMinRatio;
|
||||
curAirMax = CommonUtil.Limit(curSpeed * (curAirLevel + 1) * airMaxRatio + baseAirMax, 1f, 0f);
|
||||
curAirMin = CommonUtil.Limit(curSpeed * (curAirLevel + 1) * airMinRatio, 0.8f, 0f);
|
||||
|
||||
curAir = curOil;
|
||||
// 如果离开范围且当前在系统有效期,就进入一段失效期
|
||||
@@ -256,5 +290,26 @@ namespace AibisDream
|
||||
curAirLevel = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public bool CheckSuccess(float targetSpeed)
|
||||
{
|
||||
// 已经成功就不用校验了
|
||||
if (isSuccess) return false;
|
||||
|
||||
if (curSpeed >= targetSpeed)
|
||||
{
|
||||
reachTargetTime += Time.deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
reachTargetTime = 0;
|
||||
}
|
||||
|
||||
// 如果速度达标时间足够就判断成功
|
||||
if (!(reachTargetTime >= SuccessDuration)) return false;
|
||||
|
||||
isSuccess = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -25,16 +25,6 @@ namespace AibisDream
|
||||
Init();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
Enable();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
Disable();
|
||||
}
|
||||
|
||||
#region 生命周期管理
|
||||
|
||||
public void Init()
|
||||
@@ -44,16 +34,11 @@ namespace AibisDream
|
||||
_shafts = GetComponentsInChildren<Shaft>();
|
||||
}
|
||||
|
||||
public void Enable()
|
||||
public void Start()
|
||||
{
|
||||
_shaftGraph = new ShaftGraph(_shafts);
|
||||
}
|
||||
|
||||
public void Disable()
|
||||
{
|
||||
_shaftGraph = null;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
@@ -109,8 +94,6 @@ namespace AibisDream
|
||||
{
|
||||
Debug.Log("达成目标");
|
||||
}
|
||||
|
||||
|
||||
|
||||
#region 数据保存与加载
|
||||
|
||||
@@ -165,8 +148,8 @@ namespace AibisDream
|
||||
// 再添加
|
||||
foreach (var shaftData in gearSystemData.shaftLevelDataArray)
|
||||
{
|
||||
var newModule = Instantiate(shaftPrefab, shaftRoot).GetComponent<Shaft>();
|
||||
newModule.Load(shaftData);
|
||||
var newShaft = Instantiate(shaftPrefab, shaftRoot).GetComponent<Shaft>();
|
||||
newShaft.Load(shaftData);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -44,22 +44,25 @@ namespace AibisDream.Utility
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 受限加法
|
||||
/// 受限数值
|
||||
/// </summary>
|
||||
/// <param name="target">目标数</param>
|
||||
/// <param name="add">加数</param>
|
||||
/// <param name="max">上限</param>
|
||||
/// <param name="min">下限</param>
|
||||
/// <returns>结果</returns>
|
||||
public static float LimitedAdd(float target, float add, float max, float min)
|
||||
public static float Limit(float target, float max, float min)
|
||||
{
|
||||
var targetOil = target + add;
|
||||
return targetOil switch
|
||||
if (target <= min)
|
||||
{
|
||||
<= 0 => min,
|
||||
>= 1 => max,
|
||||
_ => targetOil
|
||||
};
|
||||
return min;
|
||||
}
|
||||
|
||||
if (target >= max)
|
||||
{
|
||||
return max;
|
||||
}
|
||||
|
||||
return target;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
{"hasHotErr":false,"moduleDataArray":[]}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e7b9c794c59fbd74b9dd3aab01a4fb27
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1 +1 @@
|
||||
{"oilDownRatio":0.2,"oilUpRatio":0.4,"acceleratedSpeed":1.0,"resistance":1.0,"airMaxRatio":0.45,"airMinRatio":0.37,"baseAirMax":0.2,"maxLevel":5,"invalidTime":0.7}
|
||||
{"oilDownRatio":0.2,"oilUpRatio":0.4,"acceleratedSpeed":1.0,"resistance":1.0,"airMaxRatio":0.45,"airMinRatio":0.37,"baseAirMax":0.2,"maxLevel":5,"targetSpeed":0.8,"invalidTime":0.7}
|
||||
Reference in New Issue
Block a user