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a/Assets/Resources/Prefabs/FontAsset/word_set.txt +++ b/Assets/Resources/Prefabs/FontAsset/word_set.txt @@ -1,2 +1,2 @@ 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+=== + +title: StomachPlugIn +position: 470,-51 +--- +<> +<> +<> +=== + +title: EngineSuccess +position: -367,189 +--- +引擎玩法成功。 +<> +<> +<> +=== + diff --git a/Assets/Resources/Yarn/ShitouFunctional1/PlugOptions.yarn.meta b/Assets/Resources/Yarn/ShitouFunctional1/PlugOptions.yarn.meta new file mode 100644 index 000000000..d819c15e2 --- /dev/null +++ b/Assets/Resources/Yarn/ShitouFunctional1/PlugOptions.yarn.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 13bd25d068fb490478ec15aae5142649 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3} diff --git a/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn b/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn new file mode 100644 index 000000000..a85d69dc7 --- /dev/null +++ b/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn @@ -0,0 +1,844 @@ +title: Start +tags: +colorID: 8 +position: 242,-2378 +--- +//<> +//<> +<> +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~ +// <> +// <> +// 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 +///<> +<> +//<> +=== + + + + +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) +<> +///【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 +<> + +//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 +<> + + +//是否检查过心脏 +<> + + +//是否知道可以换滤板 +<> +//是否知道可以换燃料 +<> +//是否知道可以调压力 +<> +//是否知道冷却液浑浊 +<> +//是否知道冷却液换过 +<> +//是否对冷却液换过却很脏提过疑惑 +<> + +//选择的透析剂 +<> + + + +//【功能相关】 +//clueboard相关 +<> +<> + +//插线 +<> +<> +<> + + + <> +=== + + + + +title: PlugInsert +tags: 待编辑 +colorID: 8 +position: -227,-2451 +--- +//> +//<> +//<> +//<> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +// <> +//<> + +=== + + + + +title: 引入对话 +tags: +colorID: 8 +position: 250,-1874 +--- +//分支剧情的初始化 +<> +<> + +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? + +<> +<> +<> +<> +<> + +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。 +<> + +<> +=== + + + + +title: 诊断初始化 +tags: +colorID: 3 +position: 240,-1440 +--- +<> + +<> + +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~ + +<> +<> + +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…… + + + +//<> +//<> +//<> + +<> + + +<> +<> + <> + +=== + + + + +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 +<> + <> +<> + +//检查后对话阶段 +<> + <> +<> + +//调速阶段 +<> + <> +<> + +//调速后对话阶段 +<> + <> +<> + +=== + + + + +title: 第一次检查(临时) +tags: +colorID: 8 +position: -237,-1007 +--- +<> + + 好的…该检查的应该已经检查过了。 + <> + <> +<> +// ->检查呼吸系统(肺) +// <> +// ->检查动力系统(心) +// <> +// ->检查循环系统(肝) +// <> +// ->检查消化系统(胃) +// <> +// ->结束检查<> +// <> +// <> +=== + + + + +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 + <> + 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。 + <> + 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…… + <> + 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。 + <> +->返回 + <> +<> +=== + + + + +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。 + <> +->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 + <> +<> +=== + + + + +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。 + <> +->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 + <> +<> +=== + + + + +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。 + <> + 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。 + <> + 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。 + <> + <> +->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。 + <> +->返回 + <> + +<> + 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…… + <> +<> + +<> +=== + + + + +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 +<> +me: 来分析一下有什么可以提高他的速度吧…… +//<> +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 +<> +=== + +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。 + +<> +<> +<> + +=== + + + + +title: 调速(临时) +tags: +position: -204,339 +--- +<> +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! + +<> +石头瞬间跑出视野 + +shitou: 喔喔~哈哈! + +me: 别在诊室里乱跑! + +<> +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… +<> +<> +=== + + + + +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。) +<> +<> +<> +=== + + + +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。 + <> + <> + <> + ->重新选择 + <> +->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。 + <> + <> + <> + ->重新选择 + <> +->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。 + <> + <> + <> + ->重新选择 + <> +->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。 + <> + <> + <> + ->重新选择 + <> +->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。 + <> + <> + <> + ->重新选择 + <> +->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。 + <> + ->重新选择 + <> +=== + + + + +title: 透析对话 +tags: +position: 623,779 +--- +<> + <> +<> + <> +<> + <> +<> +=== + + + + + +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。 + +<> +<> + +me: …… +me: 手术? + +<> +<> + +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。 +<> +=== + + + + +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。 + +<> +<> + +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! + +<> +<> + +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… + +<> +<> + +me: …和为什么压力调得那么低。 + +<> + +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。 + +<> +<> + +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。 +<> +=== + + + + +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。 + +<> +<> + +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? + +<> +<> + +shitou: 百分之七。 + +me: …… +me: 这也太高了。你怎么会… +<> +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! + +<> + +me: 不客气…再见。 + + +<> + 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"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() diff --git a/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs b/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs index a905fe38e..615bc778c 100644 --- a/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs +++ b/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs @@ -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(); - newModule.Load(newModuleData); + newModule.Load(systemData.moduleDataArray[i]); + newModules[i] = newModule; } + + BodyModules = newModules; } public override void Save() diff --git a/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs b/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs index 523040671..7d6392391 100644 --- a/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs +++ b/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs @@ -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; diff --git a/Assets/Scripts/FixSystemNew/Clinic.meta b/Assets/Scripts/FixSystemNew/Clinic.meta new file mode 100644 index 000000000..ddeb160d2 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/Clinic.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2d069b24a2b6ba748b4e2f9b0826a3ef +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs new file mode 100644 index 000000000..13403a188 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs @@ -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(); + } + + 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); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs.meta b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs.meta new file mode 100644 index 000000000..82280cff0 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ee95229f127bf4c45ab49816cd2ea8c8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs b/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs new file mode 100644 index 000000000..869ef10a9 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs @@ -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(); + 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 + } +} \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs.meta b/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs.meta new file mode 100644 index 000000000..b090a92ee --- /dev/null +++ b/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a98db7194cd94b56a42e2bb8035cf2e7 +timeCreated: 1734089013 \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/FixSystemCenter.cs b/Assets/Scripts/FixSystemNew/FixSystemCenter.cs index a22d76322..373d9d66c 100644 --- a/Assets/Scripts/FixSystemNew/FixSystemCenter.cs +++ b/Assets/Scripts/FixSystemNew/FixSystemCenter.cs @@ -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()); } /// /// 执行转场 /// /// 需要转换的状态 - 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($"源为{curState.ToString()}, 目标为{nextState.ToString()}, 转场命令不存在"); - return; + return null; } - // 存过的执行转场命令 - StartCoroutine(command.Execute()); curState = nextState; + return command; } #endregion diff --git a/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs b/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs new file mode 100644 index 000000000..95deb9965 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs @@ -0,0 +1,28 @@ +using System; +using System.Collections; +using UnityEngine; +using Yarn.Unity; + +namespace AibisDream.FixSystem +{ + public static class FixSystemYarnCommand + { + [YarnCommand("switch_fix_system_to")] + public static IEnumerator SwitchFixSystemTo(string targetStateStr, string extraArg = "") + { + // 字符串转枚举 + if (!Enum.TryParse(targetStateStr, out var targetState)) + { + Debug.Log($"{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(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs.meta b/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs.meta new file mode 100644 index 000000000..362a00a85 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 50bf436a893f4c28882f1b3db847f210 +timeCreated: 1734103287 \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs b/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs deleted file mode 100644 index 348e857bf..000000000 --- a/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs +++ /dev/null @@ -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(); - bodySystem.CurDataKey = dataKey; - bodySystem.Load(); - } - - private static void StartGearSystem(string dataKey) - { - var gearSystem = FixSystemCenter.SystemDic.Get(); - } - - private static void StartEngineSystem(string dataKey) - { - var engineSystem = FixSystemCenter.SystemDic.Get(); - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs.meta b/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs.meta deleted file mode 100644 index 9a7d138b4..000000000 --- a/Assets/Scripts/FixSystemNew/FixYarnCommandEx.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 03e3e3472f5f40a8a9e93b5c793591d4 -timeCreated: 1732917739 \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs b/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs new file mode 100644 index 000000000..ec2d3ecd9 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs @@ -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(); + var clinicSystem = FixSystemCenter.SystemDic.Get(); + + // 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(); + var clinicSystem = FixSystemCenter.SystemDic.Get(); + var engineSystem = FixSystemCenter.SystemDic.Get(); + + // // 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; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs.meta b/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs.meta new file mode 100644 index 000000000..5f0c3e462 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: df122109d96340d2a8525483632bf55d +timeCreated: 1734248940 \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs b/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs index faff2503e..4c11c93e9 100644 --- a/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs +++ b/Assets/Scripts/FixSystemNew/StateTransition/FixState.cs @@ -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(); + var clinicSystem = FixSystemCenter.SystemDic.Get(); + + // 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(); - var gearSystem = FixSystemCenter.SystemDic.Get(); - // 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 } } - /// - /// 以两个Key为索引的Dic - /// - /// Value类型 - public class StateDictionary + public struct EngineToClinicCommand : ITransitionCommand { - private readonly Dictionary _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(); + var engineSystem = FixSystemCenter.SystemDic.Get(); + + // 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); - } - - /// - /// 用于实现两个Key的Dictionary - /// - 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 } } } diff --git a/Assets/Scripts/FixSystemNew/StateTransition/StateDictionary.cs b/Assets/Scripts/FixSystemNew/StateTransition/StateDictionary.cs new file mode 100644 index 000000000..af9dec2e2 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/StateTransition/StateDictionary.cs @@ -0,0 +1,71 @@ +using System; +using System.Collections.Generic; + +namespace AibisDream.FixSystem +{ + /// + /// 以两个Key为索引的Dic + /// + /// Value类型 + public class StateDictionary + { + private readonly Dictionary _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); + } + + /// + /// 用于实现两个Key的Dictionary + /// + 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); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/StateTransition/StateDictionary.cs.meta b/Assets/Scripts/FixSystemNew/StateTransition/StateDictionary.cs.meta new file mode 100644 index 000000000..e1d082406 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/StateTransition/StateDictionary.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 2ccd2ec5e9984317a57e8d005b0dc61a +timeCreated: 1734236591 \ No newline at end of file diff --git a/Assets/Scripts/Framework/OtherKit/CameraKit.cs b/Assets/Scripts/Framework/OtherKit/CameraKit.cs index 039536c0f..29316ec9b 100644 --- a/Assets/Scripts/Framework/OtherKit/CameraKit.cs +++ b/Assets/Scripts/Framework/OtherKit/CameraKit.cs @@ -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); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Framework/OtherKit/MonoCenter.cs b/Assets/Scripts/Framework/OtherKit/MonoCenter.cs index 21c993e36..7b4dc59d0 100644 --- a/Assets/Scripts/Framework/OtherKit/MonoCenter.cs +++ b/Assets/Scripts/Framework/OtherKit/MonoCenter.cs @@ -39,7 +39,7 @@ namespace AibisDream.Framework var kit = _iocContainer.Unregister(); OnUpdate -= kit.OnUpdate; } - + private void Update() => OnUpdate?.Invoke(); } @@ -58,5 +58,4 @@ namespace AibisDream.Framework { void OnUpdate(); } -} - +} \ No newline at end of file diff --git a/Assets/Scripts/Game Loop/GameLoopManager.cs b/Assets/Scripts/Game Loop/GameLoopManager.cs index d72cca308..020ad4e26 100644 --- a/Assets/Scripts/Game Loop/GameLoopManager.cs +++ b/Assets/Scripts/Game Loop/GameLoopManager.cs @@ -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($"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); diff --git a/Assets/Scripts/Game Loop/TalkSceneSO.cs b/Assets/Scripts/Game Loop/TalkSceneSO.cs index e28fed0ad..ff103b3df 100644 --- a/Assets/Scripts/Game Loop/TalkSceneSO.cs +++ b/Assets/Scripts/Game Loop/TalkSceneSO.cs @@ -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; } } diff --git a/Assets/Scripts/MiniGame/Engine/EngineSystem.cs b/Assets/Scripts/MiniGame/Engine/EngineSystem.cs index 9a4ff3c61..201fbc4ed 100644 --- a/Assets/Scripts/MiniGame/Engine/EngineSystem.cs +++ b/Assets/Scripts/MiniGame/Engine/EngineSystem.cs @@ -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"); + } } /// @@ -96,6 +102,15 @@ namespace AibisDream return sq; } + public IEnumerator OpenCoverAsync() + { + var sq = OpenCover(); + if (sq.active && !sq.IsComplete()) + { + yield return null; + } + } + /// /// 关闭盖板 /// @@ -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; + } } } \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/Gear/GearSystem.cs b/Assets/Scripts/MiniGame/Gear/GearSystem.cs index e4bd1ef64..689f6f1a0 100644 --- a/Assets/Scripts/MiniGame/Gear/GearSystem.cs +++ b/Assets/Scripts/MiniGame/Gear/GearSystem.cs @@ -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(); } - public void Enable() + public void Start() { _shaftGraph = new ShaftGraph(_shafts); } - public void Disable() - { - _shaftGraph = null; - } - #endregion /// @@ -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(); - newModule.Load(shaftData); + var newShaft = Instantiate(shaftPrefab, shaftRoot).GetComponent(); + newShaft.Load(shaftData); } } diff --git a/Assets/Scripts/Utility/CommonUtil.cs b/Assets/Scripts/Utility/CommonUtil.cs index cb20ad987..bd3102863 100644 --- a/Assets/Scripts/Utility/CommonUtil.cs +++ b/Assets/Scripts/Utility/CommonUtil.cs @@ -44,22 +44,25 @@ namespace AibisDream.Utility } /// - /// 受限加法 + /// 受限数值 /// /// 目标数 - /// 加数 /// 上限 /// 下限 /// 结果 - 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; } /// diff --git a/Assets/StreamingAssets/LevelData/BodyModuleSystem/temp.json b/Assets/StreamingAssets/LevelData/BodyModuleSystem/temp.json new file mode 100644 index 000000000..13d07e501 --- /dev/null +++ b/Assets/StreamingAssets/LevelData/BodyModuleSystem/temp.json @@ -0,0 +1 @@ +{"hasHotErr":false,"moduleDataArray":[]} \ No newline at end of file diff --git a/Assets/StreamingAssets/LevelData/BodyModuleSystem/temp.json.meta b/Assets/StreamingAssets/LevelData/BodyModuleSystem/temp.json.meta new file mode 100644 index 000000000..e550b8dfc --- /dev/null +++ b/Assets/StreamingAssets/LevelData/BodyModuleSystem/temp.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e7b9c794c59fbd74b9dd3aab01a4fb27 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StreamingAssets/LevelData/EngineSystem/stone1.json b/Assets/StreamingAssets/LevelData/EngineSystem/stone1.json index 6018a1918..ef7735cf8 100644 --- a/Assets/StreamingAssets/LevelData/EngineSystem/stone1.json +++ b/Assets/StreamingAssets/LevelData/EngineSystem/stone1.json @@ -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} \ No newline at end of file +{"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} \ No newline at end of file