石头串联

This commit is contained in:
2024-12-16 22:09:56 +08:00
parent 7edaac2201
commit 6ef406d44c
53 changed files with 2725 additions and 621 deletions
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title: LungPlugIn
position: -359,-46
---
<<if $gameStage == 2>>
<<jump 第一次检查_肺>>
<<endif>>
===
title: HeartPlugIn
position: -79,-46
---
<<if $gameStage == 2>>
<<jump 第一次检查_心>>
<<endif>>
===
title: LiverPlugIn
position: 204,-46
---
<<if $gameStage == 2>>
<<jump 第一次检查_肝>>
<<endif>>
===
title: StomachPlugIn
position: 470,-51
---
<<if $gameStage == 2>>
<<jump 第一次检查_胃>>
<<endif>>
===
title: EngineSuccess
position: -367,189
---
引擎玩法成功。
<<switch_fix_system_to "Clinic">>
<<set $gameStage=5>>
<<jump 主维修界面>>
===
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title: Start
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
// 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
// 好了!游戏开始~
// <<hide_dialog>>
// <<wait 1>>
// 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
////新闻:balabalabala
///<<indoor>>
<<jump VarsInit>>
//<<jump 诊断初始化>>
===
title: VarsInit
tags:
colorID: 4
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
//【流程相关】
//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)
<<declare $gameStage=0>>
///【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
<<declare $isFinishedClueBoard=false>>
//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
<<declare $hintFlag=false>>
//是否检查过心脏
<<declare $heartKnown=false>>
//是否知道可以换滤板
<<declare $lungProblemKnown=false>>
//是否知道可以换燃料
<<declare $fuelProblemKnown=false>>
//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
<<declare $bloodRenewedKnown=false>>
//是否对冷却液换过却很脏提过疑惑
<<declare $bloodQuestioned=false>>
//选择的透析剂
<<declare $selection = 0>>
//【功能相关】
//clueboard相关
<<declare $StartNode="">>
<<declare $EndNode="">>
//插线
<<declare $currentSocket="">>
<<declare $PlugCount=0>>
<<declare $PlugAll=false>>
<<jump 引入对话>>
===
title: PlugInsert
tags: 待编辑
colorID: 8
position: -227,-2451
---
//<if $PlugCount==7>>
//<<set $PlugAll=true>>
//<<endif>>
//<<if $currentSocket=="UFView"&& visited("UfViewDialogue")==false>>
// <<set $PlugCount+=1>>
// <<jump UfViewDialogue>>
// <<elseif $currentSocket=="ColorView"&& visited("ChipViewDialogue")==false>>
// <<set $PlugCount+=1>>
// <<jump ChipViewDialogue>>
// <<elseif $currentSocket=="EyeView"&& visited("EyeViewDialogue")==false>>
// <<set $PlugCount+=1>>
// <<jump 发现异常模块>>
// <<jump EyeViewDialogue>>
// <<elseif $currentSocket=="EmoView"&& visited("EmoViewDialogue")==false>>
// <<set $PlugCount+=1>>
// <<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?
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。
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title: 主维修界面
tags:
colorID: 3
position: 206,-1006
position: 244,-1028
---
//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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title: 分析准备
tags:
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//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
<<fade_in 1>>
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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。)
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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 20, y: 20}
m_Pivot: {x: 0.5, y: 0.5}
@@ -30944,7 +30596,7 @@ MonoBehaviour:
rectTransform: {fileID: 8007592087727081612}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
graphManager: {fileID: 3728315362672514892}
graphManager: {fileID: 0}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
@@ -32640,7 +32292,7 @@ MonoBehaviour:
rectTransform: {fileID: 7282059703919780462}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
graphManager: {fileID: 3728315362672514892}
graphManager: {fileID: 0}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
@@ -34634,19 +34286,7 @@ MonoBehaviour:
mainCamera: {fileID: 519420031}
lineRenderer: {fileID: 3253743068496567163}
contentPanel: {fileID: 243936684424215245}
localNodes:
- {fileID: 1556863298}
- {fileID: 1592246587}
- {fileID: 1989818782}
- {fileID: 475823257}
- {fileID: 1437328107}
- {fileID: 216794755}
- {fileID: 500438203}
- {fileID: 629580922}
- {fileID: 149374362}
- {fileID: 188420213}
- {fileID: 99451802}
- {fileID: 852388794}
localNodes: []
localConnections: []
pointer:
customImage: {fileID: 1475193827753151906}
@@ -34654,7 +34294,7 @@ MonoBehaviour:
iconOnDrag: {fileID: 8895775685280376203, guid: eb11ac9a06fb4792b393db9b83ab43b4, type: 3}
exclusiveOnDragCanvas: {fileID: 0}
useLegacyDragMethod: 0
position: {x: 992.36237, y: 1189.5051, z: 0}
position: {x: 2686.129, y: 882.63367, z: 0}
dragSelection:
customRenderer: {fileID: 0}
line:
@@ -35030,7 +34670,7 @@ MonoBehaviour:
rectTransform: {fileID: 8980408154347076217}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
graphManager: {fileID: 3728315362672514892}
graphManager: {fileID: 0}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
@@ -35513,7 +35153,7 @@ MonoBehaviour:
rectTransform: {fileID: 9150678032829601296}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
graphManager: {fileID: 3728315362672514892}
graphManager: {fileID: 0}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
@@ -36504,7 +36144,7 @@ MonoBehaviour:
rectTransform: {fileID: 8305720147907504314}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
graphManager: {fileID: 3728315362672514892}
graphManager: {fileID: 0}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
@@ -43363,7 +43003,7 @@ MonoBehaviour:
rectTransform: {fileID: 2041500036121329234}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
graphManager: {fileID: 3728315362672514892}
graphManager: {fileID: 0}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
@@ -47161,7 +46801,7 @@ MonoBehaviour:
rectTransform: {fileID: 3037079921269169012}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
graphManager: {fileID: 3728315362672514892}
graphManager: {fileID: 0}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
@@ -49129,7 +48769,7 @@ MonoBehaviour:
rectTransform: {fileID: 2592852046776807969}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
graphManager: {fileID: 3728315362672514892}
graphManager: {fileID: 0}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
@@ -50284,7 +49924,7 @@ RectTransform:
m_Father: {fileID: 6498488201931268245}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 20, y: 20}
m_Pivot: {x: 0.5, y: 0.5}
@@ -50558,7 +50198,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!224 &7966889870541532172
RectTransform:
m_ObjectHideFlags: 0
@@ -52970,7 +52610,7 @@ MonoBehaviour:
rectTransform: {fileID: 4596928483061751012}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
graphManager: {fileID: 3728315362672514892}
graphManager: {fileID: 0}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
@@ -53886,7 +53526,7 @@ MonoBehaviour:
rectTransform: {fileID: 3538142130825932876}
linkTransform: {fileID: 0}
groupTransform: {fileID: 0}
graphManager: {fileID: 3728315362672514892}
graphManager: {fileID: 0}
enableSelfConnection: 0
_enableDrag: 0
_enableHover: 1
@@ -11,7 +11,7 @@ namespace AibisDream.FixSystem
private const string SocketObjName = "Socket";
private const string ModulePicName = "Module Pic";
private Transform _socketPos;
public Transform _socketPos;
private BodyModuleSystem _bodyModuleSystem;
#endregion
@@ -94,6 +94,8 @@ namespace AibisDream.FixSystem
socketPos.localPosition = newData.SocketPos;
// 数据同步
data = newData;
InitReference();
}
public BodyModuleData Save()
@@ -176,11 +176,15 @@ namespace AibisDream.FixSystem
}
// 再加载新的Module
foreach (var newModuleData in systemData.moduleDataArray)
var newModules = new BodyModule[systemData.moduleDataArray.Length];
for (int i = 0; i < systemData.moduleDataArray.Length; i++)
{
BodyModule newModule = Instantiate(bodyModulePrefab, bodyModuleGroup).GetComponent<BodyModule>();
newModule.Load(newModuleData);
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;
+8
View File
@@ -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
[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
[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
@@ -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
+17 -1
View File
@@ -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();
}
}
}
+9 -8
View File
@@ -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);
+2 -3
View File
@@ -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;
}
}
+59 -4
View File
@@ -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;
}
}
}
+3 -20
View File
@@ -25,16 +25,6 @@ namespace AibisDream
Init();
}
private void OnEnable()
{
Enable();
}
private void OnDisable()
{
Disable();
}
#region
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
@@ -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);
}
}
+12 -9
View File
@@ -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}