Merge branch '春晖11.12白天' into 'develop'

Day1应该通了

See merge request aibis-dream/aibis-dream!64
This commit is contained in:
2024-11-12 06:51:29 +00:00
5 changed files with 78 additions and 73 deletions
@@ -437,7 +437,7 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
AudioManager.PlayAmb2Audio("amb_general");
//MouseCursorManager.Instance.isInDeepView=false;
OnGetMainView.Invoke();
DialogController.Instance.StartDialogNode("主维修界面");
});
}
@@ -1,5 +1,6 @@
title: UF图像问题回答正确
tags:
position: 43,-97
---
me: UF绘图使用的红色应该是在记忆“草地”的引导下调用的
me:而草地记忆出现了glitch,这是因为什么?
@@ -7,6 +8,7 @@ me:而草地记忆出现了glitch,这是因为什么?
===
title: 记忆问题回答正确
tags:
position: 49,-314
---
me: 草地记忆之所以会发生glitch,是因为记忆调用了它
me: 正常来说应该是视觉去向记忆传递信息,但是现在颜色信息却传递了过来
@@ -20,8 +22,10 @@ me: 看起来只有做记忆-视觉阻断手术了
===
title: 执行手术
tags:
position: 39,149
---
me: 这是唯一的办法了吧
->去做记忆-视觉阻断手术
->再想想
me: 我们得和佩佩聊聊
<<CloseClueBoard ClueBoard>>
<<jump 结论>>
===
+64 -59
View File
@@ -30,16 +30,6 @@ position: 241,-2149
<<declare $eyeTargetTriggerCount=0>>
//方便的触发针对eyetarget的对话,如果不喜欢这种写法可以商量,然后分开写
<<declare $currentEyeTarget="未定义">>
//当前步骤的填入clueName
<<declare $clueName="">>
//当前要分析的是第几个slot
<<declare $clueBoardStep=0>>
//当前要分析的slot填入的clue分类
<<declare $clueCategory="">>
//当前要分析的slot填入的cluematchCode
<<declare $clueMatchCode="">>
//上一步骤的matchCode
<<declare $previousMatchCode="">>
<<declare $isLineCut=false>>
<<declare $isReturnTool=false>>
@@ -79,7 +69,7 @@ position: 241,-2149
title: 引入对话
tags:
colorID: 8
position: 238,-1913
position: 238,-1915
---
//分支剧情的初始化
@@ -99,6 +89,7 @@ peipei: 自述是一名美工,最近绘图结果有明显问题
me: 可以先画一张图么,看看什么情况
peipei: 好
<<fade_in 1>>
<<wait 1>>
<<fade_out 1>>
peipei: 画好了
<<generate_UFClue ClueManager UFImage can_grass_error>>
@@ -157,10 +148,11 @@ position: 240,-1440
<<endif>>
<<ShowNotification ClueManager 进程检测 未知进程请求记录,正在从记忆非法写入,打印记忆索引卡...>>
<<wait 1>>
<<generate_PunchTape ClueManager "植物" "EyeView" "liuying1-2">>
<<generate_PunchTape ClueManager "UF绘图" "UFView" "liuying1-2">>
me: 看起来是刚刚UF绘图的索引卡
me: 先收起来吧,之后要查看下
<<CollectionClue ClueManager>>
<<start_transition ViewManager "MainView">>
<<jump 主维修界面 >>
===
title: AddAllClueToFavorites
@@ -175,24 +167,18 @@ position: -1098,-2867
title: 主维修界面
tags:
colorID: 3
position: 245,-522
position: 241,-598
---
<<start_transition ViewManager "MainView">>
//<<SetHeat Plug 1>>
<<if visited("手术") && $isFinishedEyeCheck == -1 && $isFinishedUFCheck == -1>>
<<jump 流程结束>>
// //<<SetHeat Plug 1>>
<<if $isLineCut==true && $isFinishedEyeCheck == -1 >>
<<jump 回到日常界面>>
<<endif>>
// <<if $isFinishedClueBoard == true>>
// <<jump 结论>>
// <<endif>>
// 检查主目标是否完成并提供反馈
<<if $isFinishedEyeCheck == -1>>
<<if $memoryCount == 4>>
me: 似乎该检查的都检查了,应该去看下诊疗单了
//<<OpenClueBoard target>>
<<OpenClueBoard target>>
<<else>>
// me: 现在记忆模块应该可以查看了,或许可以去记忆看看
me: 现在记忆模块应该可以查看了,或许可以去记忆看看
<<endif>>
<<endif>>
===
@@ -200,60 +186,79 @@ position: 245,-522
title: 结论
tags:
colorID: 8
position: -163,-1061
position: -141,-1329
---
//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>>
<<load_scene ClinicScene>>
<<set $ufDiscussCount=4>>
<<set $eyeDiscussCount=3>>
<<wait 1>>
<<fade_out 1>>
经过分析,由于UF的专业性和权限要求很高,你的机体学指示没用,只能按照它给出的指示进行处理
它给出的指示是:执行视觉-记忆桥截断术
佩佩对于这个手术感到很焦虑;医生安慰
<<jump 手术>>
<<jump 手术准备>>
===
title: 手术
title: 手术准备
tags:
colorID: 8
position: -157,-751
position: -137,-1052
---
<<wait_for_ClueBoard_close ClueBoard>>
//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
<<load_scene 佩佩视觉模块>>
<<SetExternalError ViewManager MemoryView true>>
<<set_line_cuttable LineManager MemoryEye true>>
[command name=activate_socket_choice /]
-> MemoryEyeScissor
<<set_scissors_mode LineManager false>>
// <<complete_task TaskManager "执行记忆-视觉桥阻断术">>
///<<shakeScreen ScreenEffect>>
///<<hide_dialog>>
///<<wait 2>>
///<<fadeIn ScreenEffect 1 1>>
///<<hide_dialog>>
peipei: 啊…眼睛……我的……
peipei: 好痛!
me: 怎么了?怪了,这不应该引起任何痛觉的…
peipei: ……
peipei: 呼……
peipei: 好像……好多了。
me: 还没结束…我们进视觉和UF模块复查一下吧。
<<set_EyeState EyeManager "CannotImagineColor">>
<<set $eyeTargetTriggerCount=0>>
<<set $isFinishedEyeCheck=1>>
<<set $isFinishedUFCheck=1>>
<<set $ufDiscussCount=5>>
// <<add_task TaskManager "检查视觉模块" "修好佩佩的UF模块">>
// <<add_task TaskManager "检查UF模块" "修好佩佩的UF模块">>
<<jump 主维修界面>>
-> MemoryUFScissor
me: 我们要剪的不是这个吧
<<ShowTool ToolManager Scissor>>
===
title: 流程结束
tags:
colorID: 8
position: 240,-40
title: CutLine
tags:
position: -142,-793
---
<<if $isLineCut==true>>
peipei: 啊…眼睛……我的……
peipei: 好痛!
me: 怎么了?怪了,这不应该引起任何痛觉的…
peipei: ……
peipei: 呼……
peipei: 好像……好多了。
me: 还没结束…我们进视觉和UF模块复查一下吧。
<<set_EyeState EyeManager "CannotImagineColor">>
<<set $eyeTargetTriggerCount=0>>
<<set $isFinishedEyeCheck=1>>
//<<set $isFinishedUFCheck=1>>
// <<add_task TaskManager "检查视觉模块" "修好佩佩的UF模块">>
// <<add_task TaskManager "检查UF模块" "修好佩佩的UF模块">>
<<jump 主维修界面>>
<<else>>
me: 要剪的不是这个吧
<<endif>>
===
title: 回到日常界面
tags:
position: 241,-211
---
me: 这里的检查应该都完成了
me: 佩佩,我们出去吧
<<load_scene ClinicScene>>
me: 再画一副画吧,和刚才的一样
peipei: 好的
<<fade_in 1>>
<<wait 1>>
<<fade_out 1>>
peipei: 画好了
<<generate_UFClue ClueManager UFImage can_grass_normal>>
me: (看起来正常了
总结性对话
和佩佩讨论工作的意义(工作本身并没有意义)
佩佩反馈玩家的选择(谢谢你照顾我,谢谢你没有选择某让我难受的选项)
再见
<<fade_in 1>>
===
title: IntoEyeView
tags:
colorID: 6
+6 -10
View File
@@ -2433,7 +2433,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 7768698746163907630, guid: a1dbef2a0a50ecf49a39eae2d3e486b2, type: 3}
propertyPath: m_IsActive
value: 1
value: 0
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
@@ -5086,7 +5086,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 7768698746163907630, guid: a1dbef2a0a50ecf49a39eae2d3e486b2, type: 3}
propertyPath: m_IsActive
value: 1
value: 0
objectReference: {fileID: 0}
- target: {fileID: 7940112695066571942, guid: a1dbef2a0a50ecf49a39eae2d3e486b2, type: 3}
propertyPath: m_IsActive
@@ -6488,11 +6488,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
_nodes:
- {fileID: 727723148}
- {fileID: 1204800887}
- {fileID: 1338788275}
- {fileID: 1844301390}
- {fileID: 2143542799}
_connections:
- _id:
_sID:
@@ -7788,7 +7784,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 7768698746163907630, guid: a1dbef2a0a50ecf49a39eae2d3e486b2, type: 3}
propertyPath: m_IsActive
value: 1
value: 0
objectReference: {fileID: 0}
- target: {fileID: 7940112695066571942, guid: a1dbef2a0a50ecf49a39eae2d3e486b2, type: 3}
propertyPath: m_IsActive
@@ -8091,10 +8087,10 @@ MonoBehaviour:
m_PersistentCalls:
m_Calls: []
_id: Port All
_sID: 6640ea98-4462-4d67-bade-cccae16bdbdf
_sID: f4bd0c71-abf2-434d-9949-3eef0acfe876
rectTransform: {fileID: 1989216070}
graphManager: {fileID: 380148808}
node: {fileID: 2143542799}
node: {fileID: 0}
_polarity: 0
maxConnections: 0
iconUnconnected: {fileID: -2892737170341545671, guid: eb11ac9a06fb4792b393db9b83ab43b4, type: 3}
@@ -8512,7 +8508,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 7768698746163907630, guid: a1dbef2a0a50ecf49a39eae2d3e486b2, type: 3}
propertyPath: m_IsActive
value: 1
value: 0
objectReference: {fileID: 0}
- target: {fileID: 7940112695066571942, guid: a1dbef2a0a50ecf49a39eae2d3e486b2, type: 3}
propertyPath: m_IsActive
+1 -1
View File
@@ -77,7 +77,7 @@ public class ClueBaordNew : MonoBehaviour
Debug.Log("记忆问题回答正确");
Node newNode=nodeLists.Find(node => node.ID == nodeToAdd);
newNode.gameObject.SetActive(true);
Connection newConnection=start.ports[0].ConnectTo(newNode.ports[0]);
Connection newConnection=start.ports[1].ConnectTo(newNode.ports[0]);
newConnection.DisableClick=false;
newConnection.EnableDrag=false;
gm.UnselectAllElements();