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