气泡组件和配置项

This commit is contained in:
2024-09-13 19:39:22 +00:00
parent 4d9de0712e
commit 7adffa4372
73 changed files with 5671 additions and 2047 deletions
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title: Start
---
<<character_init Art/Character/Express_1>>
我: 这是选项测试文件 #line:069537f
[character key="2"]我: [/character]这是选项测试文件 #line:069537f
我: 做一点测试
-> 选项一
-> 选项二
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+262 -262
View File
@@ -20,12 +20,12 @@ position: 55,-1208
---
<<character_switch_image Peipei_1>>
<<character_fade_in 1>>
: 我就知道没那么简单……这下可闯大祸了
: PIP……如果我真进去,就完蛋了。我没有见过一个人从PIP出来过……
: ……可我又能做什么呢?我的病人生命垂危…那难道不是紧急状况吗?
: ……
: 我们还剩…三个小时。我们开始吧。
: 坚持住,佩佩。
me: 我就知道没那么简单……这下可闯大祸了
me: PIP……如果我真进去,就完蛋了。我没有见过一个人从PIP出来过……
me: ……可我又能做什么呢?我的病人生命垂危…那难道不是紧急状况吗?
me: ……
me: 我们还剩…三个小时。我们开始吧。
me: 坚持住,佩佩。
///进入维修界面
<<move_to_fix>>
<<fade_in 1>>
@@ -43,28 +43,28 @@ position: 55,-1208
<<add_task TaskManager "安装UF模块" "重新启动佩佩">>
//////我会用“屏幕”这个说话人来代表我希望右上角屏幕显示什么东西,应该不需要专门让玩家点一次
<<messagebox MessageBox "warning" "目标状态:休眠中">>
: 看来这就是要给佩佩重新装上的UF模块了……
: 佩佩现在还在休眠,是先把她唤醒打个招呼还是先给她装上UF模块呢?
me: 看来这就是要给佩佩重新装上的UF模块了……
me: 佩佩现在还在休眠,是先把她唤醒打个招呼还是先给她装上UF模块呢?
->先唤醒佩佩
: 还是先让佩佩恢复正常吧,在患者不知情的情况下做手术…我不想这么做。
me: 还是先让佩佩恢复正常吧,在患者不知情的情况下做手术…我不想这么做。
<<messagebox MessageBox "normal" "尝试重启中">>
<<wait 1>>
(占位)佩佩身体原件的运转速度恢复正常……
(占位)但很快又回到怠速
<<messagebox MessageBox "warning" "目标状态:休眠中">>
<<wait 1>>
: 他们是怎么远程给她的身体发这种底层指令的?
: 这么说,公司岂不是可以让任何一个人休眠?
: …看来是不可能不装上UF就唤醒佩佩了。
me: 他们是怎么远程给她的身体发这种底层指令的?
me: 这么说,公司岂不是可以让任何一个人休眠?
me: …看来是不可能不装上UF就唤醒佩佩了。
->先装上UF
: 唤醒患者,只为了告诉她要接受一个她不想而又不得不接受的手术……
: 这太残忍了……我想我很难面对。
: 我在做对的事情吗?
: ……
: 不管怎样,先把UF装上去吧。
: 活下去……我们都必须要活下去。
me: 唤醒患者,只为了告诉她要接受一个她不想而又不得不接受的手术……
me: 这太残忍了……我想我很难面对。
me: 我在做对的事情吗?
me: ……
me: 不管怎样,先把UF装上去吧。
me: 活下去……我们都必须要活下去。
///安装UF
: UF似乎是直接嵌入在左眼上的……我需要查阅下说明书。
me: UF似乎是直接嵌入在左眼上的……我需要查阅下说明书。
///<<OpenBook BookManager>>
///<<Flip BookManager 13 >>
///[command name=listen_closeBook /]
@@ -76,45 +76,45 @@ position: 55,-1208
<<Set_ViewVisualState ViewManager "UFView" 2>>
<<fade_out 1>>
(占位)将铆钉放在对应的位置上并钉上4个铆钉。钉第一个铆钉时:
: 这个声音听起来真糟糕。
me: 这个声音听起来真糟糕。
->(占位)钉好剩下的3个铆钉
: 好像没有反应……
: 难道说一定要把色觉芯片装给UF吗?
me: 好像没有反应……
me: 难道说一定要把色觉芯片装给UF吗?
//////取下色觉芯片感觉是需要额外一步任务目标提示的
->(占位)取下佩佩的色觉芯片,安装给UF
<<fade_in 1>>
<<Set_ViewVisualState ViewManager "UFView" 1>>
<<Set_ViewVisualState ViewManager "ColorView" 1>>
<<fade_out 1>>
: 好,应该可以启动了。
me: 好,应该可以启动了。
->(占位)安装UF外壳
<<fade_in 1>>
<<Set_ViewVisualState ViewManager "UFView" 0>>
<<complete_task TaskManager "安装UF模块">>
<<fade_out 1>>
: 佩佩,醒来吧。
me: 佩佩,醒来吧。
<<messagebox MessageBox "normal" "尝试重启中">>
<<wait 1>>
///佩佩的pulse恢复正常,UF模块亮起红灯
<<messagebox MessageBox "warning" "关键模块未正常运行,请排除故障">>
<<add_task TaskManager "排除故障" "重新启动佩佩">>
<<wait 1>>
<color=\#00FFFF>佩佩</color>: 好美……
: 佩佩?
<color=\#00FFFF>佩佩</color>: 医生……
<color=\#00FFFF>佩佩</color>: 我……替你……夕阳……
: 佩佩?你能看到我吗?
<color=\#00FFFF>佩佩</color>: 我在……
: 佩佩,你#auto_next
<color=\#00FFFF>佩佩</color>: 好美……医生……
peipei: 好美……
me: 佩佩?
peipei: 医生……
peipei: 我……替你……夕阳……
me: 佩佩?你能看到我吗?
peipei: 我在……
me: 佩佩,你#auto_next
peipei: 好美……医生……
//////怎么实现打断
: 啊……她没有被完全唤醒。当然。
: 她还没有被完全修好,UF模块有一个报错灯。我明白了。
: 公司要保证UF恢复正常才会让她的意识被完全唤醒。
: 哈,我就知道…这并不是结束。
<color=\#00FFFF>佩佩</color>: 看……夕阳……
: 她还停留在那个画面上。我会恢复你的,佩佩。
: 让我们来看看是哪里有问题吧。
me: 啊……她没有被完全唤醒。当然。
me: 她还没有被完全修好,UF模块有一个报错灯。我明白了。
me: 公司要保证UF恢复正常才会让她的意识被完全唤醒。
me: 哈,我就知道…这并不是结束。
peipei: 看……夕阳……
me: 她还停留在那个画面上。我会恢复你的,佩佩。
me: 让我们来看看是哪里有问题吧。
<<jump Choice>>
===
@@ -149,16 +149,16 @@ position: 55,-1208
//////可以把特征码输入到记忆进行查询找到有问题的记忆
//////需要确认一下屏幕可以显示的字数——感觉有些是可以在手册做的,但是这样对话怎么推进?
//////——对话提示找到手册对应内容,然后才推进?
: 跟第一次一样的报错信息……我就知道没有这么简单……问题不会凭空消失的。
: ……
: 冷静。
: 这里有一个记忆相关的<b><size=100%><color=\#FFB200>特征码</color></b> ,我…先去记忆做一次检查吧。
me: 跟第一次一样的报错信息……我就知道没有这么简单……问题不会凭空消失的。
me: ……
me: 冷静。
me: 这里有一个记忆相关的<b><size=100%><color=\#FFB200>特征码</color></b> ,我…先去记忆做一次检查吧。
<<complete_task TaskManager "排除故障">>
<<add_task TaskManager "检查新出现的记忆" "重新启动佩佩">>
<<set $UFVisited_PeipeiTalk3= true>>
<<jump Choice>>
<<else>>
: UF又不兼容了,先去查查记忆吧。
me: UF又不兼容了,先去查查记忆吧。
<<jump Choice>>
<<endif>>
//////插视觉的时候应该提示玩家视觉已经在运行了,所以会产生新的报错(理论上是视觉阻止了UF)
@@ -171,7 +171,7 @@ position: 55,-1208
<<Enable_plugInput Plug>>
<<endif>>
<<messagebox MessageBox "normal" "EyeModule is normal">>
: 视觉看起来没问题。
me: 视觉看起来没问题。
<<jump Choice>>
->MemoryView
<<if $MemorySocketVisited_PeipeiTalk3==false>>
@@ -188,7 +188,7 @@ position: 55,-1208
<<Disable_plugInput Plug>>
<<jump CurrentMemory>>
<<else>>
: 记忆模块似乎有问题,不过我需要得到<b><size=100%><color=\#FFB200>特征码</color></b> 才能进行检查。
me: 记忆模块似乎有问题,不过我需要得到<b><size=100%><color=\#FFB200>特征码</color></b> 才能进行检查。
<<jump Choice>>
<<endif>>
->LogicView
@@ -200,7 +200,7 @@ position: 55,-1208
<<Enable_plugInput Plug>>
<<endif>>
<<messagebox MessageBox "normal" "LogicModule is normal">>
: 逻辑看起来没问题。
me: 逻辑看起来没问题。
<<jump Choice>>
->SpeakView
<<if $SpeakSocketVisited_PeipeiTalk3==false>>
@@ -211,7 +211,7 @@ position: 55,-1208
<<Enable_plugInput Plug>>
<<endif>>
<<messagebox MessageBox "normal" "SpeakModule is normal">>
: 语言看起来没问题。
me: 语言看起来没问题。
<<jump Choice>>
->EmoView
<<if $EmoSocketVisited_PeipeiTalk3==false>>
@@ -222,10 +222,10 @@ position: 55,-1208
<<Enable_plugInput Plug>>
<<endif>>
<<messagebox MessageBox "normal" "EmoModule is normal">>
: 情绪看起来没问题。
me: 情绪看起来没问题。
<<jump Choice>>
->ColorView
: 色觉芯片最后还是拆给UF了。
me: 色觉芯片最后还是拆给UF了。
<<jump Choice>>
===
@@ -235,16 +235,16 @@ position: 55,-1208
title: CurrentMemory
position: 55,-1208
---
: 这……似乎是一个很新的记忆。它好像被录了好几遍,像是……
: 像是被很用力地记住了。
me: 这……似乎是一个很新的记忆。它好像被录了好几遍,像是……
me: 像是被很用力地记住了。
->播放记忆
<color=\#00FFFF>佩佩</color>: ····这里···树叶有些凋落了······我······
: 为什么播放得断断续续的……
<color=\#00FFFF>佩佩</color>: ···要是能····一直····就好了·····
peipei: ····这里···树叶有些凋落了······我······
me: 为什么播放得断断续续的……
peipei: ···要是能····一直····就好了·····
//////老问题:我如何通过看完这个记忆得出这个结论:“UF要调用的记忆正在被视觉占用”?
: 可惜这个状态下我看不清记忆里的内容…大概是因为你还没有被完全唤醒。
: 等你好一点,我们再来聊聊你的记忆。
me: 可惜这个状态下我看不清记忆里的内容…大概是因为你还没有被完全唤醒。
me: 等你好一点,我们再来聊聊你的记忆。
//<<fade_in 1>>
//<<load_scene 佩佩视觉模块>>
//<<Set_ViewVisualState ViewManager "ColorView" 0>>
@@ -252,36 +252,36 @@ position: 55,-1208
<<start_transition ViewManager "MainView">>
<<Disable_plugInput Plug>>
<<complete_task TaskManager "检查新出现的记忆">>
: 还是这个问题,现在又恢复到最初的状态了。
: 她的视觉里的想象力在调用记忆,而这扰乱了UF的正常工作。
: 但如果掐断这个调用,想象力又会直接对UF造成影响。
: 治疗不好佩佩,我也会进<b><size=100%><color=\#FFB200>PIP</color></b> …但是佩佩的问题根本就是无法被解决的……
: 我真倒霉。佩佩……
: 她就像一条本应生活在大海却被关在鱼缸里的鱼……里边或者外边,都是同一条死路。
: ……
: 我该怎么办?
: ……
: 冷静。手册里面说不定会有我错过的内容。让我再检查一遍。
me: 还是这个问题,现在又恢复到最初的状态了。
me: 她的视觉里的想象力在调用记忆,而这扰乱了UF的正常工作。
me: 但如果掐断这个调用,想象力又会直接对UF造成影响。
me: 治疗不好佩佩,我也会进<b><size=100%><color=\#FFB200>PIP</color></b> …但是佩佩的问题根本就是无法被解决的……
me: 我真倒霉。佩佩……
me: 她就像一条本应生活在大海却被关在鱼缸里的鱼……里边或者外边,都是同一条死路。
me: ……
me: 我该怎么办?
me: ……
me: 冷静。手册里面说不定会有我错过的内容。让我再检查一遍。
->检查手册
<<OpenBook BookManager>>
<<Flip BookManager 14 >>
[command name=listen_closeBook /]
[options /]
->CloseBook
: 记忆…初始化?
: 初始化掉所有的记忆,就像新生一样……
: 如果佩佩从没见过颜色……她也就没办法想象颜色了。
: 对她来说,世界本来就是黑白的,夕阳、绿叶……本来就是灰色的。一切本应如此。
: 如果这样的话,想象力也就不会调用记忆去填补色彩了,因为……
: 根本没有什么色彩可以用来想象了。
: 这确实是……可行的。真的只能如此了吗……
//: 我确定要这么做吗?也许还有别的办法……
me: 记忆…初始化?
me: 初始化掉所有的记忆,就像新生一样……
me: 如果佩佩从没见过颜色……她也就没办法想象颜色了。
me: 对她来说,世界本来就是黑白的,夕阳、绿叶……本来就是灰色的。一切本应如此。
me: 如果这样的话,想象力也就不会调用记忆去填补色彩了,因为……
me: 根本没有什么色彩可以用来想象了。
me: 这确实是……可行的。真的只能如此了吗……
//me: 我确定要这么做吗?也许还有别的办法……
//////以某种方式,我发现还可以捐献自己的色觉
///: 我明白了,姐姐。如果是你的话,你确实会这么做的……
///me: 我明白了,姐姐。如果是你的话,你确实会这么做的……
//////需要想办法提示玩家“不要担心我自己失去色觉可能带来的问题”——其实BOOOM版本对这个问题还好,也许设法给“纠结于这个问题”的玩家一个提示就可以?
///: 好像只有这两个办法了。
///: 冷静,冷静,这一次必须慎重。
///: 为了治好佩佩,我要怎么做?
///me: 好像只有这两个办法了。
///me: 冷静,冷静,这一次必须慎重。
///me: 为了治好佩佩,我要怎么做?
///->捐献自己的色觉
/// <<jump Sacrification>>
//->执行记忆色彩初始化
@@ -297,8 +297,8 @@ position: 55,-1208
<<declare $Memory1Fade_PeipeiTalk3 = false>>
<<declare $Memory2Fade_PeipeiTalk3 = false>>
<<declare $Memory3Fade_PeipeiTalk3 = false>>
: 对不起,佩佩……
: 现在,该让一切结束了。
me: 对不起,佩佩……
me: 现在,该让一切结束了。
<<complete_task TaskManager "重新启动佩佩">>
<<clear_tasks TaskManager>>
<<add_task TaskManager "重新启动佩佩">>
@@ -307,16 +307,16 @@ position: 55,-1208
<<hide_dialog>>
<<messagebox MessageBox "normal" "正在执行记忆色彩初始化……请稍候">>
<<wait 1>>
: 对不起,佩佩...
me: 对不起,佩佩...
<<wait 3>>
<<messagebox MessageBox "warning" "只读的记忆,请进入记忆模块手动处理">>
<<wait 2>>
//屏幕: 正在执行记忆色彩初始化……请稍候
//屏幕: 警告:只读的记忆,请进入记忆模块手动处理。
: 只读记忆?
: ……我明白了。
: 一定是那些让佩佩对色彩留下印象深刻的记忆。像钉子一样被钉在了那里,不希望被忘记……
: 佩佩,该放手了。不然你就永远也无法醒来了。
me: 只读记忆?
me: ……我明白了。
me: 一定是那些让佩佩对色彩留下印象深刻的记忆。像钉子一样被钉在了那里,不希望被忘记……
me: 佩佩,该放手了。不然你就永远也无法醒来了。
->进入记忆深度
<<start_transition ViewManager "MemoryView">>
<<jump InitializationChoice>>
@@ -328,146 +328,146 @@ position: 55,-1208
---
///涂改选项
<<if $Memory1Fade_PeipeiTalk3 == false && $Memory2Fade_PeipeiTalk3 == false && $Memory3Fade_PeipeiTalk3 == false>>
: 有三个记忆……
me: 有三个记忆……
->播放写生记忆
<<search_memory MemoryManager "liuying1-2">>
: 和朋友的写生,你的决心就像旷野里的绿色那样不会褪去。
: 人生是旷野,不是轨道……么?
me: 和朋友的写生,你的决心就像旷野里的绿色那样不会褪去。
me: 人生是旷野,不是轨道……么?
->手动进行色彩初始化
<<ColorFadeOut MemoryManager>>
<<set $Memory1Fade_PeipeiTalk3= true>>
: 抱歉……如果不让绿色褪去,我就无法挽救你。
me: 抱歉……如果不让绿色褪去,我就无法挽救你。
<<jump InitializationChoice>>
->播放夕阳记忆
<<search_memory MemoryManager "liuying1-1">>
: 啊…粉红的火烧云,夏夜晚风虫鸣和他。
me: 啊…粉红的火烧云,夏夜晚风虫鸣和他。
->手动进行色彩初始化
<<ColorFadeOut MemoryManager>>
<<set $Memory2Fade_PeipeiTalk3= true>>
: 对不起,冬天要来了。
me: 对不起,冬天要来了。
<<jump InitializationChoice>>
->播放蓝天记忆
<<search_memory MemoryManager "liuying1-3">>
: 你是因为生了什么病而被困在那个病房里呢?
: 我可能永远也不会知道了……
me: 你是因为生了什么病而被困在那个病房里呢?
me: 我可能永远也不会知道了……
->手动进行色彩初始化
<<ColorFadeOut MemoryManager>>
<<set $Memory3Fade_PeipeiTalk3= true>>
: 现在这个病房将不再困扰你了……你自由了。
me: 现在这个病房将不再困扰你了……你自由了。
<<jump InitializationChoice>>
<<elseif $Memory1Fade_PeipeiTalk3 == true && $Memory2Fade_PeipeiTalk3 == false && $Memory3Fade_PeipeiTalk3 == false>>
->播放夕阳记忆
<<search_memory MemoryManager "liuying1-1">>
: 啊…粉红的火烧云,夏夜晚风虫鸣和他。
me: 啊…粉红的火烧云,夏夜晚风虫鸣和他。
->手动进行色彩初始化
<<ColorFadeOut MemoryManager>>
<<set $Memory2Fade_PeipeiTalk3= true>>
: 对不起,冬天要来了。
me: 对不起,冬天要来了。
<<jump InitializationChoice>>
->播放蓝天记忆
<<search_memory MemoryManager "liuying1-3">>
: 你是因为生了什么病而被困在那个病房里呢?
: 我可能永远也不会知道了……
me: 你是因为生了什么病而被困在那个病房里呢?
me: 我可能永远也不会知道了……
->手动进行色彩初始化
<<ColorFadeOut MemoryManager>>
<<set $Memory3Fade_PeipeiTalk3= true>>
: 现在这个病房将不再困扰你了……你自由了。
me: 现在这个病房将不再困扰你了……你自由了。
<<jump InitializationChoice>>
<<elseif $Memory1Fade_PeipeiTalk3 == false && $Memory2Fade_PeipeiTalk3 == true && $Memory3Fade_PeipeiTalk3 == false>>
->播放写生记忆
<<search_memory MemoryManager "liuying1-2">>
: 和朋友的写生,你的决心就像旷野里的绿色那样不会褪去。
: 人生是旷野,不是轨道……么?
me: 和朋友的写生,你的决心就像旷野里的绿色那样不会褪去。
me: 人生是旷野,不是轨道……么?
->手动进行色彩初始化
<<ColorFadeOut MemoryManager>>
<<set $Memory1Fade_PeipeiTalk3= true>>
: 抱歉……如果不让绿色褪去,我就无法挽救你。
me: 抱歉……如果不让绿色褪去,我就无法挽救你。
<<jump InitializationChoice>>
->播放蓝天记忆
<<search_memory MemoryManager "liuying1-3">>
: 你是因为生了什么病而被困在那个病房里呢?
: 我可能永远也不会知道了……
me: 你是因为生了什么病而被困在那个病房里呢?
me: 我可能永远也不会知道了……
->手动进行色彩初始化
<<ColorFadeOut MemoryManager>>
<<set $Memory3Fade_PeipeiTalk3= true>>
: 现在这个病房将不再困扰你了……你自由了。
me: 现在这个病房将不再困扰你了……你自由了。
<<jump InitializationChoice>>
<<elseif $Memory1Fade_PeipeiTalk3 == false && $Memory2Fade_PeipeiTalk3 == false && $Memory3Fade_PeipeiTalk3 == true>>
->播放写生记忆
<<search_memory MemoryManager "liuying1-2">>
: 和朋友的写生,你的决心就像旷野里的绿色那样不会褪去。
: 人生是旷野,不是轨道……么?
me: 和朋友的写生,你的决心就像旷野里的绿色那样不会褪去。
me: 人生是旷野,不是轨道……么?
->手动进行色彩初始化
<<ColorFadeOut MemoryManager>>
<<set $Memory1Fade_PeipeiTalk3= true>>
: 抱歉……如果不让绿色褪去,我就无法挽救你。
me: 抱歉……如果不让绿色褪去,我就无法挽救你。
<<jump InitializationChoice>>
->播放夕阳记忆
<<search_memory MemoryManager "liuying1-1">>
: 啊…粉红的火烧云,夏夜晚风虫鸣和他。
me: 啊…粉红的火烧云,夏夜晚风虫鸣和他。
->手动进行色彩初始化
<<ColorFadeOut MemoryManager>>
<<set $Memory2Fade_PeipeiTalk3= true>>
: 对不起,冬天要来了。
me: 对不起,冬天要来了。
<<jump InitializationChoice>>
<<elseif $Memory1Fade_PeipeiTalk3 == true && $Memory2Fade_PeipeiTalk3 == true && $Memory3Fade_PeipeiTalk3 == false>>
->播放蓝天记忆
<<search_memory MemoryManager "liuying1-3">>
: 你是因为生了什么病而被困在那个病房里呢?
: 我可能永远也不会知道了……
me: 你是因为生了什么病而被困在那个病房里呢?
me: 我可能永远也不会知道了……
->手动进行色彩初始化
<<ColorFadeOut MemoryManager>>
<<set $Memory3Fade_PeipeiTalk3= true>>
: 现在这个病房将不再困扰你了……你自由了。
me: 现在这个病房将不再困扰你了……你自由了。
<<jump InitializationChoice>>
<<elseif $Memory1Fade_PeipeiTalk3 == true && $Memory2Fade_PeipeiTalk3 == false && $Memory3Fade_PeipeiTalk3 == true>>
->播放夕阳记忆
<<search_memory MemoryManager "liuying1-1">>
: 啊…粉红的火烧云,夏夜晚风虫鸣和他。
me: 啊…粉红的火烧云,夏夜晚风虫鸣和他。
->手动进行色彩初始化
<<ColorFadeOut MemoryManager>>
<<set $Memory2Fade_PeipeiTalk3= true>>
: 对不起,冬天要来了。
me: 对不起,冬天要来了。
<<jump InitializationChoice>>
<<elseif $Memory1Fade_PeipeiTalk3 == false && $Memory2Fade_PeipeiTalk3 == true && $Memory3Fade_PeipeiTalk3 == true>>
->播放写生记忆
<<search_memory MemoryManager "liuying1-2">>
: 和朋友的写生,你的决心就像旷野里的绿色那样不会褪去。
: 人生是旷野,不是轨道……么?
me: 和朋友的写生,你的决心就像旷野里的绿色那样不会褪去。
me: 人生是旷野,不是轨道……么?
->手动进行色彩初始化
<<ColorFadeOut MemoryManager>>
<<set $Memory1Fade_PeipeiTalk3= true>>
: 抱歉……如果不让绿色褪去,我就无法挽救你。
me: 抱歉……如果不让绿色褪去,我就无法挽救你。
<<jump InitializationChoice>>
<<else>>
: 好了……都结束了。
: ……
//: 不。好像还有一个……不愿意被忘掉的记忆。
: 不,好像还有一个。是最新的记忆……
me: 好了……都结束了。
me: ……
//me: 不。好像还有一个……不愿意被忘掉的记忆。
me: 不,好像还有一个。是最新的记忆……
->播放记忆
<<hide_dialog>>
<<search_memory MemoryManager "liuying3-1">>
<color=\#00FFFF>佩佩</color>: 嗨!医生。又见面啦。
<color=\#00FFFF>佩佩</color>: 你会看到这段记忆吧?我知道……我从来就没有机会逃离这一切。
<color=\#00FFFF>佩佩</color>: 这里和我记忆里的有些不一样了。不知道是不是因为树叶有些凋落了。
<color=\#00FFFF>佩佩</color>: 可是它们明年还会长出来,然后会再凋落,再照常长出来……永远在这座山上。
peipei: 嗨!医生。又见面啦。
peipei: 你会看到这段记忆吧?我知道……我从来就没有机会逃离这一切。
peipei: 这里和我记忆里的有些不一样了。不知道是不是因为树叶有些凋落了。
peipei: 可是它们明年还会长出来,然后会再凋落,再照常长出来……永远在这座山上。
(摇树的声音,沙沙落叶)
<color=\#00FFFF>佩佩</color>: 我们就像这些叶子,不是吗?
<color=\#00FFFF>佩佩</color>: 无论如何,真的很感谢你,医生。你是这个地方最在乎我的人。
<color=\#00FFFF>佩佩</color>: 太阳马上就要落下了……这里一直都这么冷吗?
<color=\#00FFFF>佩佩</color>: 好美啊。
<color=\#00FFFF>佩佩</color>: ……
<color=\#00FFFF>佩佩</color>: 要是能一直坐在这儿就好了。
peipei: 我们就像这些叶子,不是吗?
peipei: 无论如何,真的很感谢你,医生。你是这个地方最在乎我的人。
peipei: 太阳马上就要落下了……这里一直都这么冷吗?
peipei: 好美啊。
peipei: ……
peipei: 要是能一直坐在这儿就好了。
<<wait 1>>
: ……
: 我……
me: ……
me: 我……
-> 手动进行色彩初始化
<<jump BadEnding>>
-> 不
: 我做不到。
: 花了这么多工夫,我们走了这么远,结果到头来……我们根本没有离开这里一步。
: 难道真的就这样了吗?
: 好好想想。好好想想……
me: 我做不到。
me: 花了这么多工夫,我们走了这么远,结果到头来……我们根本没有离开这里一步。
me: 难道真的就这样了吗?
me: 好好想想。好好想想……
<<jump FinalTest>>
<<endif>>
===
@@ -476,40 +476,40 @@ position: 55,-1208
title: FinalTest
position: 100,100
---
: 还有什么办法…可以拯救佩佩呢……
me: 还有什么办法…可以拯救佩佩呢……
->处理记忆模块的占用
: 根本问题还是在于佩佩的记忆模块……如果能想办法处理这种占用就好了。
: ……
: 不,这不太可能。
: 想象力……到目前为止我还不知道它实际上是个什么东西。
: 我根本没办法处理一个我看不见的进程的占用……
me: 根本问题还是在于佩佩的记忆模块……如果能想办法处理这种占用就好了。
me: ……
me: 不,这不太可能。
me: 想象力……到目前为止我还不知道它实际上是个什么东西。
me: 我根本没办法处理一个我看不见的进程的占用……
<<jump FinalTest>>
->升级UF模块
: 手册上似乎说过佩佩的问题在某个更新解决了。但实际上……
: 是不是UF没有升级到最新呢?
: ……
: 无论如何,我已经把它拆开来看过了。
: 里面根本没有可以让我升级它的东西……对这个铁疙瘩,我什么也做不了。
me: 手册上似乎说过佩佩的问题在某个更新解决了。但实际上……
me: 是不是UF没有升级到最新呢?
me: ……
me: 无论如何,我已经把它拆开来看过了。
me: 里面根本没有可以让我升级它的东西……对这个铁疙瘩,我什么也做不了。
<<jump FinalTest>>
->再找一个色觉芯片
: 我也有…色觉芯片。
: 如果我把我自己的色觉……取下来给她,是不是就……?
: 如果她能看到颜色,也就不会再向记忆发送请求了。
: 可以…这是可行的!
: ……冷静,好好想想。
me: 我也有…色觉芯片。
me: 如果我把我自己的色觉……取下来给她,是不是就……?
me: 如果她能看到颜色,也就不会再向记忆发送请求了。
me: 可以…这是可行的!
me: ……冷静,好好想想。
<<hide_dialog>>
<<wait 2>>
//占位: 一段和姐姐的记忆让你想到你或许可以把自己的色觉芯片给佩佩
// ->忘了这一切吧。
// ->我们怎么到今天这步的?
// ->这是最好的办法。
: 我可以继续进行色彩初始化,彻底结束佩佩的色彩想象……
: 但佩佩也就不会再有彩色的记忆,也不会看到色彩了。
: 我也可以将我自己的色彩模块给她,佩佩能看到颜色,就不再需要进行记忆调用了……
: 但我的世界将成为黑白。
: 我能承受么?
: ……
: 到了要做决定的时候了。
me: 我可以继续进行色彩初始化,彻底结束佩佩的色彩想象……
me: 但佩佩也就不会再有彩色的记忆,也不会看到色彩了。
me: 我也可以将我自己的色彩模块给她,佩佩能看到颜色,就不再需要进行记忆调用了……
me: 但我的世界将成为黑白。
me: 我能承受么?
me: ……
me: 到了要做决定的时候了。
->手动进行色彩初始化
<<jump BadEnding>>
->把自己的色觉芯片给佩佩
@@ -521,7 +521,7 @@ title: BadEnding
position: 0,0
---
<<ColorFadeOut MemoryManager>>
: 一切应该都结束了……都结束了。
me: 一切应该都结束了……都结束了。
->重新唤醒佩佩
<<fade_in 1>>
<<load_scene ClinicScene>>
@@ -530,23 +530,23 @@ position: 0,0
<<fade_out 1>>
<<character_switch_image Peipei_1>>
<<character_fade_in 1>>
<color=\#00FFFF>佩佩</color>: ……(她一脸迷茫地坐起,看着我,眼神空洞)
: 你醒了。
<color=\#00FFFF>佩佩</color>: 我好像……做了一个很遥远的梦。
<color=\#00FFFF>佩佩</color>: 在梦里,我们的世界是有色彩的,我还记得那种淡淡的感觉,只是它太遥远了。
: 我们只是幸福罐头公司的两名普通员工。
<color=\#00FFFF>佩佩</color>: 是啊,就像那些流水线上的罐头,随着浪潮被抛起,落下,最后在不起眼的角落里蒙上尘埃。
<color=\#00FFFF>佩佩</color>: 认清形势,放弃幻想,不是么?
<color=\#00FFFF>佩佩</color>: 很高兴是你陪我度过这些梦境,又陪我梦醒,医生。
: 佩佩……
: 快去完成你的工作吧。一切还没有结束。
<color=\#00FFFF>佩佩</color>: 嗯。医生…
<color=\#00FFFF>佩佩</color>: 再见了。
: 再见,佩佩。
peipei: ……(她一脸迷茫地坐起,看着我,眼神空洞)
me: 你醒了。
peipei: 我好像……做了一个很遥远的梦。
peipei: 在梦里,我们的世界是有色彩的,我还记得那种淡淡的感觉,只是它太遥远了。
me: 我们只是幸福罐头公司的两名普通员工。
peipei: 是啊,就像那些流水线上的罐头,随着浪潮被抛起,落下,最后在不起眼的角落里蒙上尘埃。
peipei: 认清形势,放弃幻想,不是么?
peipei: 很高兴是你陪我度过这些梦境,又陪我梦醒,医生。
me: 佩佩……
me: 快去完成你的工作吧。一切还没有结束。
peipei: 嗯。医生…
peipei: 再见了。
me: 再见,佩佩。
<<character_fade_Out 1>>
: 总算,结束了。
: 她再也不记得任何颜色了,她再也不记得任何颜色了……
: 我…我在做对的事情吗?
me: 总算,结束了。
me: 她再也不记得任何颜色了,她再也不记得任何颜色了……
me: 我…我在做对的事情吗?
===
@@ -563,32 +563,32 @@ position: 55,-1208
<<clear_tasks TaskManager>>
<<add_task TaskManager "治好佩佩的色觉">>
<<messagebox MessageBox "normal" "正在执行记忆色彩初始化……">>
: ……
me: ……
<<wait 1>>
<<messagebox MessageBox "warning" "记忆色彩初始化被中断!">>
<<wait 1>>
: 去你妈的吧!
me: 去你妈的吧!
<<add_task TaskManager "拆下自己的色觉芯片" "治好佩佩的色觉">>
: 然后……
: 也就意味着……我要为自己动手术了。
me: 然后……
me: 也就意味着……我要为自己动手术了。
(占位)展示手术风险告知书
->签名
: 呼……
: 来吧。
me: 呼……
me: 来吧。
<<fadeIn ScreenEffect 1>>
<<hide_dialog>>
//<<fadeOut ScreenEffect 1>>
: 啊……
me: 啊……
<<flashRed ScreenEffect 0.2>>
<<hide_dialog>>
: 啊!啊!!啊!!!
me: 啊!啊!!啊!!!
<<flashRed ScreenEffect 0.2>>
<<hide_dialog>>
<<fadeOut ScreenEffect 1>>
: 呼……呼……
: 自己给自己动手术,没办法关闭痛觉呢……
: 我的色觉还没有完全消失……它还残留在视觉的缓存上。
: 现在,该给佩佩装上我的色觉芯片了。
me: 呼……呼……
me: 自己给自己动手术,没办法关闭痛觉呢……
me: 我的色觉还没有完全消失……它还残留在视觉的缓存上。
me: 现在,该给佩佩装上我的色觉芯片了。
<<complete_task TaskManager "拆下自己的色觉芯片">>
<<add_task TaskManager "给佩佩安装自己的色觉芯片" "治好佩佩的色觉">>
->安装色觉芯片
@@ -596,8 +596,8 @@ position: 55,-1208
<<Set_ViewVisualState ViewManager "ColorView" 0>>
<<fade_out 1>>
屏幕: 已识别到色觉芯片,正在等待校准
: 还有最后一件事情……色觉校准。
: 去视觉模块校准对应的颜色吧。时间不多了……色觉正在减弱。
me: 还有最后一件事情……色觉校准。
me: 去视觉模块校准对应的颜色吧。时间不多了……色觉正在减弱。
//////色觉校准应该需要同时看到记忆和视觉?我按照这个思路写了。
<<complete_task TaskManager "给佩佩安装自己的色觉芯片">>
<<add_task TaskManager "校准色觉" "治好佩佩的色觉">>
@@ -614,59 +614,59 @@ position: 55,-1208
///上色选项
//////DAY2应该是直接拿到三个记忆,不需要检索
//////<<if $Color1Recover_PeipeiTalk3 == false && $Color2Recover_PeipeiTalk3 == false && $Color3Recover_PeipeiTalk3 == false>>
: 我需要让机器检索到关于颜色的记忆……我需要让佩佩的记忆转动起来。
: 我需要你。佩佩,醒醒!
<color=\#00FFFF>佩佩</color>: 医生……
me: 我需要让机器检索到关于颜色的记忆……我需要让佩佩的记忆转动起来。
me: 我需要你。佩佩,醒醒!
peipei: 医生……
//->以某种方式尝试呼唤佩佩,此处略
//佩佩说坚持住好像有点怪,是笔误么,我先注释了
// <color=\#00FFFF>佩佩</color>: 坚持住……医生……我要……
// <color=\#00FFFF>佩佩</color>: 坚持住。
: 佩佩!你能听到我说话么...
<color=\#00FFFF>佩佩</color>: ......
: 不行,她还是太虚弱了,但是现在我真的需要她
: 我想想,有什么能帮助唤醒她呢?
// peipei: 坚持住……医生……我要……
// peipei: 坚持住。
me: 佩佩!你能听到我说话么...
peipei: ......
me: 不行,她还是太虚弱了,但是现在我真的需要她
me: 我想想,有什么能帮助唤醒她呢?
//////感觉这里玩家自己想到会更有趣,可以做个选项
: 对了!让我们来聊聊关于颜色的回忆……
me: 对了!让我们来聊聊关于颜色的回忆……
//////帮我加下逻辑:玩家应该要可以按自由顺序问,问完全部3个继续
->谈论关于红色
: 红色……你还记得你看到的夕阳吗?有人和你说他想一直坐在那儿……
<color=\#00FFFF>佩佩</color>: 夕阳……我该让你多说些话的……
<color=\#00FFFF>佩佩</color>: 我好想……医生……
me: 红色……你还记得你看到的夕阳吗?有人和你说他想一直坐在那儿……
peipei: 夕阳……我该让你多说些话的……
peipei: 我好想……医生……
//////<<search_memory MemoryManager "liuying1-3">>
//////记忆里的对白需要以不同于台词的形式弹出
: 好的……红色,我来了。
me: 好的……红色,我来了。
//////需要夕阳真的是红色?和美术确认——我感觉是OK的?可能是看起来很特别的夕阳
->渲染红色通道
<<hide_dialog>>
<<set_EyeColor EyeManager "red" "liuying1-1">>
: 呃啊,我的眼睛……
me: 呃啊,我的眼睛……
<<wait 1>>
<<Set_Saturation EyeManager 0.75 1>>
: 感觉我视野里的饱和度正在降低……
: 这就是色觉再消失吗?这感觉太奇怪了。
: 我得抓紧时间了,接下来是……
me: 感觉我视野里的饱和度正在降低……
me: 这就是色觉再消失吗?这感觉太奇怪了。
me: 我得抓紧时间了,接下来是……
->谈论关于绿色
: 绿色……记得你那次写生吗?佩佩,你说你想要一辈子都画画。
<color=\#00FFFF>佩佩</color>: 我记得,医生……好凉爽的风……
me: 绿色……记得你那次写生吗?佩佩,你说你想要一辈子都画画。
peipei: 我记得,医生……好凉爽的风……
//////<<search_memory MemoryManager "liuying1-1">>
: 像海一样的草原,多美啊。草原上的风是什么气味的呢?
: 等着一切都结束了…等我们休假了,我也要去那里看看。
me: 像海一样的草原,多美啊。草原上的风是什么气味的呢?
me: 等着一切都结束了…等我们休假了,我也要去那里看看。
->渲染绿色通道
<<hide_dialog>>
<<set_EyeColor EyeManager "green" "liuying1-2">>
: 又是这种感觉。其实…还挺柔和的。
: 呼…大概这下就不用开什么护眼模式了。
me: 又是这种感觉。其实…还挺柔和的。
me: 呼…大概这下就不用开什么护眼模式了。
<<wait 1>>
<<Set_Saturation EyeManager 0.55 1>>
->谈论关于蓝色
: 佩佩,想想你小时候的那个病房。你一定看了很久的云吧?你不可能忘了那扇窗户的。
<color=\#00FFFF>佩佩</color>: 医生……我会听话的,别让我……
me: 佩佩,想想你小时候的那个病房。你一定看了很久的云吧?你不可能忘了那扇窗户的。
peipei: 医生……我会听话的,别让我……
//////<<search_memory MemoryManager "liuying1-2">>
: 就快结束了,佩佩。
me: 就快结束了,佩佩。
->渲染蓝色通道
<<hide_dialog>>
<<set_EyeColor EyeManager "blue" "liuying1-3">>
: 来吧,都来吧!我们就要成功了……
me: 来吧,都来吧!我们就要成功了……
<<wait 1>>
<<Set_Saturation EyeManager 0.35 1>>
<<wait 1>>
@@ -675,69 +675,69 @@ position: 55,-1208
<<EyeGetColor EyeManager>>
<<set_EyeColor EyeManager "All">>
<<Set_Saturation EyeManager 0 1>>
: 这是完成了吗?我已经……完全看不到颜色了。
: ……话说……
me: 这是完成了吗?我已经……完全看不到颜色了。
me: ……话说……
->尝试想象颜色
: ……
: 很好,这才是我熟悉的健康状态,看来我没有什么怪病。哈哈……
: 我想我会怀念它的。但是…对不起,我想要治好我的病人。
me: ……
me: 很好,这才是我熟悉的健康状态,看来我没有什么怪病。哈哈……
me: 我想我会怀念它的。但是…对不起,我想要治好我的病人。
//////总感觉应该要提供机会给玩家->尝试想象颜色23333
<<start_transition ViewManager "MainView">>
<<complete_task TaskManager "校准色觉">>哈哈……
屏幕: 重新启动中
<color=\#00FFFF>佩佩</color>: 我这是在哪?医生……医生?
peipei: 我这是在哪?医生……医生?
<<complete_task TaskManager "治好佩佩的色觉">>
<<task_moveOut TaskManager>>
: 别动,我要先把你的背板装好。
me: 别动,我要先把你的背板装好。
<<fade_in 1>>
<<load_scene ClinicScene>>
<<move_out_fix>>
<<fade_out 1>>
<<character_switch_image Peipei_1>>
<<character_fade_in 1>>
<color=\#00FFFF>佩佩</color>: 医生…对不起,我又回来了。我拖累了你……
<color=\#00FFFF>佩佩</color>: 我应该想到的,他们不会这样轻易地解脱我……
: 佩佩,睁开眼睛,仔细看看吧。
<color=\#00FFFF>佩佩</color>: 医生……你眼睛流出来的蓝色的是……冷却液吗?
: 啊……
<color=\#00FFFF>佩佩</color>: 咦…蓝色?为什么……?
<color=\#00FFFF>佩佩</color>: 难道我的色觉…他们没有……
: 不,是我找到办法了。既保住了你的色觉,又恢复了你的UF模块。
: 佩佩,结束了,你恢复健康了。
<color=\#00FFFF>佩佩</color>: 我…我还以为我肯定要死了。
: 是一个有点难找的bug,你知道的,公司那帮人的维护日志太乱了,遗漏了这个bug。
: 已经没问题了!
<color=\#00FFFF>佩佩</color>: 我以为……
: 不,已经没事了…已经没事了,佩佩。
<color=\#00FFFF>佩佩</color>: 医生…你还好吗?
: 先别担心我了。你的工作还没有完成,这一切还没有结束。
<color=\#00FFFF>佩佩</color>: 你说的对…医生。我还有一点点时间……
: 所以,快去吧!完成你的工作,不要让我的…白费。
<color=\#00FFFF>佩佩</color>: 我会的,医生……这一次,我不会让你失望的。
peipei: 医生…对不起,我又回来了。我拖累了你……
peipei: 我应该想到的,他们不会这样轻易地解脱我……
me: 佩佩,睁开眼睛,仔细看看吧。
peipei: 医生……你眼睛流出来的蓝色的是……冷却液吗?
me: 啊……
peipei: 咦…蓝色?为什么……?
peipei: 难道我的色觉…他们没有……
me: 不,是我找到办法了。既保住了你的色觉,又恢复了你的UF模块。
me: 佩佩,结束了,你恢复健康了。
peipei: 我…我还以为我肯定要死了。
me: 是一个有点难找的bug,你知道的,公司那帮人的维护日志太乱了,遗漏了这个bug。
me: 已经没问题了!
peipei: 我以为……
me: 不,已经没事了…已经没事了,佩佩。
peipei: 医生…你还好吗?
me: 先别担心我了。你的工作还没有完成,这一切还没有结束。
peipei: 你说的对…医生。我还有一点点时间……
me: 所以,快去吧!完成你的工作,不要让我的…白费。
peipei: 我会的,医生……这一次,我不会让你失望的。
<<character_fade_Out 1>>
: 总算,结束了。
: 我看不到颜色了,我看不到颜色了。
: 我…我在做对的事情吗?
me: 总算,结束了。
me: 我看不到颜色了,我看不到颜色了。
me: 我…我在做对的事情吗?
<<fade_in 1>>
感谢您游玩《艾比斯之梦》的demo-佩佩切片,流程到此终止
本demo为早期验证版本,其中文本,交互,画面均为过程版
您的反馈和建议对我们至关重要
如果您不知道在何处反馈,欢迎微信联系:15209116298 QQ781230111
谢谢!(退出游戏Alt F4)
// <color=\#00FFFF>佩佩</color>: 医生?!难道你……
// <color=\#00FFFF>佩佩</color>: 不…不不不……我不……
// peipei: 医生?!难道你……
// peipei: 不…不不不……我不……
// ->你看到色彩,我治好我的病人,比什么都重要。
// <color=\#00FFFF>佩佩</color>: 医生……医生……我何德何能让你做到这个份上。
// <color=\#00FFFF>佩佩</color>: 领导也好,同事也罢,大家都是罐头公司里的螺丝钉,包括我。
// <color=\#00FFFF>佩佩</color>: 可是你,只有你,从来不把我看作一颗螺丝钉……
// <color=\#00FFFF>佩佩</color>: 谢谢你,谢谢你,让我知道原来世上还有你这样的人。
// <color=\#00FFFF>佩佩</color>: 不要忘了看我的画作哦,医生,那也是我从你眼中看到的美丽世界。
// peipei: 医生……医生……我何德何能让你做到这个份上。
// peipei: 领导也好,同事也罢,大家都是罐头公司里的螺丝钉,包括我。
// peipei: 可是你,只有你,从来不把我看作一颗螺丝钉……
// peipei: 谢谢你,谢谢你,让我知道原来世上还有你这样的人。
// peipei: 不要忘了看我的画作哦,医生,那也是我从你眼中看到的美丽世界。
// ->如果治不好你,我就要被公司回收了。
// <color=\#00FFFF>佩佩</color>: 医生……怎么会……我原本不想这样的……
// <color=\#00FFFF>佩佩</color>: 真的非常抱歉,我的鲁莽让你不得不做出牺牲。
// <color=\#00FFFF>佩佩</color>: 你的眼睛……天哪,你要看到和我一样的世界了……医生,好难过
// <color=\#00FFFF>佩佩</color>: 谢谢你把你珍贵的东西借给了我,我不会让你失望的。
// <color=\#00FFFF>佩佩</color>: 不要忘了看我的画作哦,医生,那也是我从你眼中看到的美丽世界。
// peipei: 医生……怎么会……我原本不想这样的……
// peipei: 真的非常抱歉,我的鲁莽让你不得不做出牺牲。
// peipei: 你的眼睛……天哪,你要看到和我一样的世界了……医生,好难过
// peipei: 谢谢你把你珍贵的东西借给了我,我不会让你失望的。
// peipei: 不要忘了看我的画作哦,医生,那也是我从你眼中看到的美丽世界。
//////理论上我需要提示佩佩需要完成工作,这里先不写了
===
+25 -5
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@@ -219,6 +219,10 @@ PrefabInstance:
propertyPath: m_Name
value: "\u4E3B\u573A\u666F\u4E2D\u95F4\u7248\u5BFC\u51FA20240904"
objectReference: {fileID: 0}
- target: {fileID: -8653719598885068355, guid: 5ab8b77db5196c64d992eb06b9e92934, type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
- target: {fileID: -7552582706839291426, guid: 5ab8b77db5196c64d992eb06b9e92934, type: 3}
propertyPath: m_LocalScale.x
value: 0.3
@@ -271,10 +275,18 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: -6333501094799134939, guid: 5ab8b77db5196c64d992eb06b9e92934, type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
- target: {fileID: -351895798359867480, guid: 5ab8b77db5196c64d992eb06b9e92934, type: 3}
propertyPath: m_Name
value: Back
objectReference: {fileID: 0}
- target: {fileID: -351895798359867480, guid: 5ab8b77db5196c64d992eb06b9e92934, type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
- target: {fileID: 977570898292676981, guid: 5ab8b77db5196c64d992eb06b9e92934, type: 3}
propertyPath: m_Name
value: Front
@@ -285,19 +297,27 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 1755460041368365272, guid: 5ab8b77db5196c64d992eb06b9e92934, type: 3}
propertyPath: m_IsActive
value: 0
value: 1
objectReference: {fileID: 0}
- target: {fileID: 7244954253389612693, guid: 5ab8b77db5196c64d992eb06b9e92934, type: 3}
propertyPath: m_Size.x
value: 20.323174
objectReference: {fileID: 0}
- target: {fileID: 7244954253389612693, guid: 5ab8b77db5196c64d992eb06b9e92934, type: 3}
propertyPath: m_Size.y
value: 28.179998
objectReference: {fileID: 0}
- target: {fileID: 7244954253389612693, guid: 5ab8b77db5196c64d992eb06b9e92934, type: 3}
propertyPath: m_Sprite
value:
objectReference: {fileID: 0}
objectReference: {fileID: 21300000, guid: 7c628e32668107e489c7e3cea395a4b0, type: 3}
- target: {fileID: 7244954253389612693, guid: 5ab8b77db5196c64d992eb06b9e92934, type: 3}
propertyPath: m_Color.a
value: 0
value: 1
objectReference: {fileID: 0}
- target: {fileID: 7244954253389612693, guid: 5ab8b77db5196c64d992eb06b9e92934, type: 3}
propertyPath: m_WasSpriteAssigned
value: 0
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
@@ -511,7 +531,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
m_IsActive: 1
--- !u!212 &1929571532
SpriteRenderer:
m_ObjectHideFlags: 0
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+8
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: aaccc268908358449a45c394f36fd2d8
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+45
View File
@@ -0,0 +1,45 @@
namespace AibisDream.Config
{
public class Character
{
public string Key { get; set; }
public string Cn { get; set; }
public string NameColor { get; set; }
public string HeadPicPath { get; set; }
public string VoicePath { get; set; }
public ActorRole Role { get; set; }
/// <summary>
/// 避免干扰,复制结构体出来使用
/// </summary>
/// <returns></returns>
public CharacterVo GetStructVo()
{
CharacterVo vo;
vo.key = Key;
vo.cn = Cn;
vo.nameColor = NameColor;
vo.headPicPath = HeadPicPath;
vo.voicePath = VoicePath;
vo.role = Role;
return vo;
}
}
public struct CharacterVo
{
public string key;
public string cn;
public string nameColor;
public string headPicPath;
public string voicePath;
public ActorRole role;
}
public enum ActorRole
{
Aside,
Player,
MainActor
}
}
+11
View File
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ed401d6b60a1c51448b66d538c946090
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+71
View File
@@ -0,0 +1,71 @@
using System.Collections.Generic;
using System.Linq;
using AibisDream.Utility;
using UnityEngine;
namespace AibisDream.Config
{
public class ConfigUtil : SingletonBase<ConfigUtil>
{
private const string CharacterConfigPath = "/Config/character.csv";
private const string BaseConfigPath = "/Config/base_config.csv";
private Dictionary<string, string> _baseConfigDic;
private Dictionary<string, Character> _characters;
/// <summary>
/// 用于单例模式
/// </summary>
private ConfigUtil() {}
public void InitConfig()
{
InitBaseConfig();
InitCharacterConfig();
}
private void InitBaseConfig()
{
var baseList = CsvUtil.Read(Application.streamingAssetsPath + BaseConfigPath);
if (baseList.Count <= 0)
{
Debug.Log("基础配置不存在");
}
// 基础配置只有key和value
_baseConfigDic = new Dictionary<string, string>();
foreach (var arr in baseList)
{
_baseConfigDic.Add(arr[0], arr[1]);
}
}
private void InitCharacterConfig()
{
var characterList = CsvUtil.ReadAsBean<Character>(Application.streamingAssetsPath + CharacterConfigPath);
_characters = characterList.ToDictionary(item => item.Key, item => item);
}
/// <summary>
/// 按key获取角色预设
/// </summary>
/// <param name="key">key</param>
/// <param name="character">角色配置</param>
/// <returns>是否能获取</returns>
public bool TryGetCharacter(string key, out Character character)
{
return _characters.TryGetValue(key, out character);
}
/// <summary>
/// 按key获取基础配置
/// </summary>
/// <param name="key">key</param>
/// <param name="value">配置项</param>
/// <returns>是否能获取</returns>
public bool TryGetBaseConfig(string key, out string value)
{
return _baseConfigDic.TryGetValue(key, out value);
}
}
}
+11
View File
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: fb555b831ee0c8f4aa4a5a2e1c8d4f39
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,4 +1,5 @@
using System;
using AibisDream.Utility;
using Yarn.Unity;
namespace AibisDream
@@ -6,24 +7,24 @@ namespace AibisDream
public class CommandOptionView : DialogueViewBase
{
// 进入指令选项模式
private bool isInCommand;
private string commandName;
private bool _isInCommand;
private string _commandName;
public override void RunLine(LocalizedLine dialogueLine, Action onDialogueLineFinished)
{
// 判断选项选项行
if (dialogueLine.Text.IsOptionAttrLine())
{
isInCommand = true;
_isInCommand = true;
base.RunLine(dialogueLine, onDialogueLineFinished);
return;
}
// 判断是否进入Command状态
isInCommand = dialogueLine.Text.TryGetCommandAttr(out var curCommandName);
if (isInCommand)
_isInCommand = dialogueLine.Text.TryGetCommandAttr(out var curCommandName);
if (_isInCommand)
{
// 保存指令
commandName = curCommandName;
_commandName = curCommandName;
// 进入下一步
onDialogueLineFinished.Invoke();
}
@@ -36,7 +37,7 @@ namespace AibisDream
public override void RunOptions(DialogueOption[] dialogueOptions, Action<int> onOptionSelected)
{
// 非指令直接跳过
if (!isInCommand)
if (!_isInCommand)
{
base.RunOptions(dialogueOptions, onOptionSelected);
return;
@@ -45,7 +46,7 @@ namespace AibisDream
DialogController.Instance.IsTalking = false;
// 传输选项
YarnOption[] options = YarnOption.GeneOptions(dialogueOptions, onOptionSelected);
DialogController.Instance.InvokeOptionCommand(commandName, options);
DialogController.Instance.InvokeOptionCommand(_commandName, options);
}
public override void InterruptLine(LocalizedLine dialogueLine, Action onDialogueLineFinished)
@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using AibisDream.Utility;
using UnityEngine;
using UnityEngine.Events;
using Yarn.Unity;
@@ -11,12 +12,13 @@ namespace AibisDream
public class DialogController : Singleton<DialogController>
{
private const string BookManager = "BookManager";
private DialogueRunner dialogueRunner;
private DialogueRunner dialogueRunner;
private VariableStorageBehaviour _variableStorage;
private Dictionary<string, Action<YarnOption[]>> commandMap = new();
private readonly Dictionary<string, Action<YarnOption[]>> commandMap = new();
# region controller状态标识
private bool _isTalking;
@@ -39,13 +41,15 @@ namespace AibisDream
}
// 对话框被阻塞时不能继续对话框交互
public bool IsBlock { get; set; }
public bool IsBlock { get; private set; }
public bool quickRunMode;
# endregion
public static UnityAction OnDialogueStart;
public static UnityAction OnDialogueComplete;
public bool quickRunMode;
private void Start()
{
dialogueRunner = GetComponentInChildren<DialogueRunner>();
@@ -63,6 +67,7 @@ namespace AibisDream
// 对话结束时切下一个SO
dialogueRunner.onDialogueComplete.AddListener(() =>
{
DialogCanvasManager.Instance.SwitchDialogView(DialogViewType.Bubble);
StartCoroutine(GameLoopManager.Instance.NextSceneSo());
});
}
@@ -97,6 +102,7 @@ namespace AibisDream
/// <param name="yarnProject">Yarn组</param>
public void StartDialog(YarnProject yarnProject)
{
dialogueRunner.VariableStorage.Clear();
dialogueRunner.SetProject(yarnProject);
dialogueRunner.StartDialogue("Start");
}
@@ -135,7 +141,7 @@ namespace AibisDream
{
Debug.Log($"命令 {commandName} 已经存在,将被替换");
}
commandMap[commandName] = commandAction;
}
@@ -210,11 +216,12 @@ namespace AibisDream
{
HideDialog();
//yield return MainUIController.Instance.FadeInSync(duration);
Camera.main.orthographicSize=5;
Camera.main.transform.position=new Vector3(0,0,-10);
Camera.main.orthographicSize = 5;
Camera.main.transform.position = new Vector3(0, 0, -10);
yield return SceneLoader.Instance.LoadSceneAsync(sceneName);
//yield return new WaitForSeconds(1f);
//yield return MainUIController.Instance.FadeOutSync(duration);
DialogCanvasManager.Instance.SwitchDialogView(sceneName == "ClinicScene"
? DialogViewType.Bubble
: DialogViewType.OldBox);
}
[YarnCommand("unload_scene")]
@@ -226,7 +233,7 @@ namespace AibisDream
[YarnCommand("hide_dialog")]
public static void HideDialog()
{
DialogUiViewer.Instance.HideDialog();
DialogCanvasManager.GetCurView().HideDialog();
}
[YarnCommand("fade_in")]
@@ -246,24 +253,25 @@ namespace AibisDream
{
return MainUIController.Instance.ShowObj(picName);
}
[YarnCommand("hide_obj")]
public static IEnumerator HideObj()
{
return MainUIController.Instance.HideObj();
}
[YarnCommand("move_to_fix")]
public static IEnumerator Move_to_fix()
public static IEnumerator MoveToFix()
{
bool isCompleted = false;
Sequence s = DOTween.Sequence();
s.Append(Camera.main.transform.DOMove(new UnityEngine.Vector3(6.8f, 0, -10), 2f))
.OnComplete(() =>
{
// 动画完成后的反馈操作
Debug.Log("Move_to_fix sequence completed.");
isCompleted = true;
});
.OnComplete(() =>
{
// 动画完成后的反馈操作
Debug.Log("Move_to_fix sequence completed.");
isCompleted = true;
});
// 等待动画完成
yield return new WaitUntil(() => isCompleted);
@@ -271,15 +279,22 @@ namespace AibisDream
// 动画完成后的其他操作
Debug.Log("Continuing after Move_to_fix sequence.");
}
[YarnCommand("move_out_fix")]
public static void Move_out_fix()
public static void MoveOutFix()
{
Camera.main.transform.position=new UnityEngine.Vector3(6.8f, 0, -10);
Camera.main.transform.position = new UnityEngine.Vector3(6.8f, 0, -10);
Sequence s = DOTween.Sequence();
//s.AppendInterval(0.5f);
s.Append(Camera.main.transform.DOMove(new UnityEngine.Vector3(0, 0, -10), 2f));
}
[YarnCommand("switch_dialog_view")]
public static void SwitchDialogView(string viewName)
{
DialogCanvasManager.Instance.SwitchDialogView(Enum.Parse<DialogViewType>(viewName));
}
#endregion
}
}
+10 -25
View File
@@ -1,13 +1,11 @@
using System;
using System.Linq;
using AibisDream.Utility;
using Yarn.Unity;
namespace AibisDream
{
public class LineView : DialogueViewBase
{
private const string AutoNext = "auto_next";
// 进入指令选项模式
private bool _isInCommand;
@@ -17,11 +15,11 @@ namespace AibisDream
if (_isInCommand)
{
DialogUiViewer.Instance.HideDialog();
DialogCanvasManager.GetCurView().HideDialog();
base.RunLine(dialogueLine, onDialogueLineFinished);
return;
}
HandleLineOutput(dialogueLine, onDialogueLineFinished);
if (DialogController.Instance.quickRunMode)
@@ -35,32 +33,21 @@ namespace AibisDream
// 对话系统正在交谈状态
DialogController.Instance.IsTalking = true;
// 解析LocalizedLine
if (dialogueLine.Metadata != null && dialogueLine.Metadata.Contains(AutoNext))
{
// 自动跳过
DialogUiViewer.Instance.ShowAutoLine(dialogueLine.TextWithoutCharacterName.Text,
dialogueLine.CharacterName, onDialogueLineFinished);
}
else
{
// 需要玩家点击
DialogUiViewer.Instance.ShowLine(dialogueLine.TextWithoutCharacterName.Text,
dialogueLine.CharacterName, onDialogueLineFinished);
}
DialogCanvasManager.GetCurView().ShowLine(dialogueLine.TextWithoutCharacterName.Text,
dialogueLine.GetCharacterVo(), onDialogueLineFinished, dialogueLine.IsAutoSkipLine());
}
public override void RunOptions(DialogueOption[] dialogueOptions, Action<int> onOptionSelected)
{
if (_isInCommand)
{
DialogUiViewer.Instance.HideDialog();
DialogCanvasManager.GetCurView().HideDialog();
base.RunOptions(dialogueOptions, onOptionSelected);
return;
}
DialogController.Instance.IsTalking = true;
DialogUiViewer.Instance.ShowOptions(dialogueOptions, onOptionSelected);
DialogCanvasManager.GetCurView().ShowOptions(dialogueOptions, onOptionSelected);
}
public override void InterruptLine(LocalizedLine dialogueLine, Action onDialogueLineFinished)
@@ -84,13 +71,11 @@ namespace AibisDream
{
return;
}
if (!DialogUiViewer.Instance.TrySkipLine())
if (!DialogCanvasManager.GetCurView().TrySkipLine())
{
DialogUiViewer.Instance.AfterEndLine();
requestInterrupt.Invoke();
}
}
}
}
}
@@ -10,8 +10,8 @@ public class ScreenEffectManager : MonoBehaviour
{
public static ScreenEffectManager Instance { get; private set; }
public Image blackoutPanel; // 黑屏面板
public Image redFlashPanel; // 红色闪烁面板
public Image blackoutPanel; // 黑屏面板
public Image redFlashPanel; // 红色闪烁面板
private float shakeDuration = 0.5f; // 震屏持续时间
private float shakeIntensity = 0.04f; // 震屏强度
@@ -54,7 +54,8 @@ public class ScreenEffectManager : MonoBehaviour
[YarnCommand("shakeScreen")]
public IEnumerator ShakeScreen()
{
yield return Camera.main.transform.DOPunchPosition(new Vector3(1, 0, 0) * shakeIntensity, shakeDuration, 8, 1f).WaitForCompletion();
yield return Camera.main.transform.DOPunchPosition(new Vector3(1, 0, 0) * shakeIntensity, shakeDuration, 8, 1f)
.WaitForCompletion();
}
// 黑屏淡入淡出效果
@@ -67,7 +68,8 @@ public class ScreenEffectManager : MonoBehaviour
//fadeInSequence.AppendInterval(waitTime);
yield return fadeInSequence.WaitForCompletion();
}
[YarnCommand("fadeOut")]
[YarnCommand("fadeOut")]
public IEnumerator FadeOut(float duration)
{
Sequence fadeOutSequence = DOTween.Sequence();
@@ -91,28 +93,24 @@ public class ScreenEffectManager : MonoBehaviour
}
// 动态调整饱和度
public Tween TweenSaturation(float targetSaturation, float duration)
{
if (colorAdjustments != null)
public Tween TweenSaturation(float targetSaturation, float duration)
{
// 使用 DOTween 创建一个饱和度过渡动画
Tween tween = DOTween.To(
() => colorAdjustments.saturation.value, // 获取当前饱和度值
x => colorAdjustments.saturation.value = x, // 设置新的饱和度值
targetSaturation, // 目标饱和度值
duration // 过渡持续时间
);
if (colorAdjustments != null)
{
// 使用 DOTween 创建一个饱和度过渡动画
Tween tween = DOTween.To(
() => colorAdjustments.saturation.value, // 获取当前饱和度值
x => colorAdjustments.saturation.value = x, // 设置新的饱和度值
targetSaturation, // 目标饱和度值
duration // 过渡持续时间
);
return tween; // 返回 Tween 对象
return tween; // 返回 Tween 对象
}
else
{
Debug.LogError("ColorAdjustments settings not found.");
return null; // 如果找不到设置,返回 null
}
}
else
{
Debug.LogError("ColorAdjustments settings not found.");
return null; // 如果找不到设置,返回 null
}
}
}
}
@@ -1,4 +1,5 @@
using System.Collections;
using AibisDream.Config;
using UnityEngine;
using Yarn.Unity;
@@ -23,6 +24,8 @@ namespace AibisDream
public void Start()
{
ConfigUtil.Instance.InitConfig();
if (runMode == RunMode.Test)
{
MainUIController.Instance.TVFadeOut(1);
+5 -7
View File
@@ -1,7 +1,5 @@
using DG.Tweening;
using System;
using System.Collections;
using System.Collections.Generic;
using AibisDream.Utility;
using DG.Tweening;
using UnityEngine;
namespace AibisDream
@@ -46,7 +44,7 @@ namespace AibisDream
{
get
{
if (childGear == null)
if (!childGear)
{
return 0;
}
@@ -159,11 +157,11 @@ namespace AibisDream
public static bool IsShaftConnected(Shaft shaft1, Shaft shaft2)
{
// 如果轴上无齿轮就不计算
if (shaft1 == null || shaft2 == null)
if (!shaft1 || !shaft2)
{
return false;
}
if (shaft1.childGear == null || shaft2.childGear == null)
if (!shaft1.childGear || !shaft2.childGear)
{
return false;
}
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 626c63a530654b14f9c7a3be634dd0b5
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+17
View File
@@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AibisDream
{
public class DialogBox : DialogBoxBase
{
[SerializeField] protected GameObject choiceButton;
protected override void LoadChoiceButton()
{
choiceButtonPrefab = choiceButton;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 51f2233614aba944f9b2dab3d5af433b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+204
View File
@@ -0,0 +1,204 @@
using System;
using AibisDream.Config;
using AibisDream.Utility;
using Febucci.UI;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Yarn.Unity;
namespace AibisDream
{
public abstract class DialogBoxBase : MonoBehaviour, IDialogView
{
#region box组件名称
private const string ActorName = "Actor Name";
private const string DialogText = "Dialog Text";
private const string NextArray = "Next Array";
private const string ChoiceBox = "Choice Box";
#endregion
#region box组件
protected TypewriterByCharacter dialogText;
protected TextMeshProUGUI actorName;
protected GameObject nextArray;
protected GameObject choiceBox;
#endregion
private bool _skipLineDelay;
[Header("跳过阻塞延迟时间/ms")]
[SerializeField] private int delayTime = 300;
protected GameObject choiceButtonPrefab;
protected virtual void Awake()
{
LoadChoiceButton();
InitComponents();
AddSomeListener();
}
private void AddSomeListener()
{
// 对话显示后有一段延时不可跳过
dialogText.onTypewriterStart.AddListener(() =>
{
_skipLineDelay = true;
CommonUtil.Delay(delayTime, () => { _skipLineDelay = false; });
});
}
#region
protected virtual void LoadChoiceButton()
{
Debug.Log("无选项对话框");
}
private void InitComponents()
{
actorName = transform.Find(ActorName)?.gameObject.GetComponent<TextMeshProUGUI>();
dialogText = transform.Find(DialogText)?.gameObject.GetComponent<TypewriterByCharacter>();
nextArray = transform.Find(NextArray)?.gameObject;
choiceBox = transform.Find(ChoiceBox)?.gameObject;
}
#endregion
/// <summary>
/// 隐藏对话盒
/// </summary>
public void HideDialog()
{
gameObject.SetActive(false);
}
/// <summary>
/// 显示对话
/// </summary>
/// <param name="dialogLine">对话内容</param>
/// <param name="character">角色内容</param>
/// <param name="nextStep">下一步</param>
/// <param name="isAutoSkip">是否自动跳过,默认为false</param>
public virtual void ShowLine(string dialogLine, CharacterVo character, Action nextStep, bool isAutoSkip = false)
{
gameObject.SetActive(true);
// 没有dialogText说明不能显示对话,直接跳过
if (!dialogText)
{
return;
}
// 把原有对话清掉
ClearBox();
dialogText.gameObject.SetActive(true);
choiceBox?.SetActive(false);
// 显示内容
ShowActorName(character);
dialogText.ShowText(dialogLine);
// TODO 如果有头像的对话框要加入头像处理
// 自动跳过的回调很难独立Remove,只能全部清空再注册,下策
dialogText.onTextShowed.RemoveAllListeners();
dialogText.onTextShowed.AddListener(() => nextArray.gameObject.SetActive(true));
// 执行自动跳过结局
if (isAutoSkip)
{
dialogText.onTextShowed.AddListener(() => CommonUtil.Delay(200, nextStep));
}
}
/// <summary>
/// 展示选项
/// </summary>
/// <param name="dialogueOptions">对话选项</param>
/// <param name="onOptionSelected">选项选择</param>
public virtual void ShowOptions(DialogueOption[] dialogueOptions, Action<int> onOptionSelected)
{
gameObject.SetActive(true);
// 没有选择框直接不显示选项
if (!choiceBox)
{
return;
}
// 把原有对话清掉
ClearBox();
choiceBox.SetActive(true);
dialogText.gameObject.SetActive(false);
// 销毁原来的按钮
foreach (Transform child in choiceBox.transform)
{
Destroy(child.gameObject);
}
// 生成新按钮
foreach (DialogueOption option in dialogueOptions)
{
if (!option.IsAvailable) continue;
var choiceInstance = Instantiate(choiceButtonPrefab, choiceBox.transform);
choiceInstance.GetComponentInChildren<TextMeshProUGUI>().text =
option.Line.TextWithoutCharacterName.Text;
choiceInstance.GetComponent<Button>().onClick
.AddListener(() => onOptionSelected.Invoke(option.DialogueOptionID));
}
}
/// <summary>
/// 尝试跳过对话
/// true说明成功快进了对话显示
/// false说明对话已经显示完成了,可以跳过
/// </summary>
/// <returns></returns>
public virtual bool TrySkipLine()
{
if (_skipLineDelay)
{
return true;
}
if (dialogText.isShowingText)
{
dialogText.SkipTypewriter();
return true;
}
else
{
nextArray.gameObject.SetActive(false);
return false;
}
}
private void ClearBox()
{
gameObject.SetActive(true);
dialogText?.ShowText("");
nextArray?.SetActive(false);
if (!actorName) actorName.text = "";
}
private void ShowActorName(CharacterVo character)
{
if (!actorName) return;
if (string.IsNullOrEmpty(character.nameColor))
{
actorName.text = character.cn;
}
else
{
var showStr = $"<color={character.nameColor}>{character.cn}</color>";
actorName.text = showStr;
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8a4b8d325dce1b64980f8fd2ff77c571
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AibisDream
{
public class DialogBubble : DialogBoxBase
{
// 气泡功能比较简单似乎不需要加别的
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d43fa24173f81ea4ea102be91896826e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,101 @@
using System;
using System.Collections.Generic;
using AibisDream.Config;
using UnityEngine;
using Yarn.Unity;
namespace AibisDream
{
public class DialogBubbleViewer : MonoBehaviour, IDialogView
{
private const string PlayerBubble = "Player Bubble";
private const string ActorBubble = "Actor Bubble";
private const string NormalBox = "Normal Box";
private IDialogView _normalBox;
private IDialogView _playerBubble;
private IDialogView _actorBubble;
// 应该会有自定义位置的泡泡,但目前还没想好怎么做
private Dictionary<string, IDialogView> _customBubblePool = new();
private List<IDialogView> _dialogViews;
private IDialogView _currentView;
private void Awake()
{
Init();
}
private void Init()
{
_normalBox = transform.Find(NormalBox).GetComponent<IDialogView>();
_playerBubble = transform.Find(PlayerBubble).GetComponent<IDialogView>();
_actorBubble = transform.Find(ActorBubble).GetComponent<IDialogView>();
_dialogViews = new List<IDialogView> { _normalBox, _playerBubble, _actorBubble };
_dialogViews.ForEach(item => item.HideDialog());
}
public void ShowLine(string dialogLine, CharacterVo character, Action nextStep, bool isAutoSkip = false)
{
gameObject.SetActive(true);
// 根据角色信息气泡
_currentView = SelectBubbleByCharacter(character);
// 处理其他泡泡
ProcessOtherBox();
// 显示对话
_currentView.ShowLine(dialogLine, character, nextStep, isAutoSkip);
}
public void ShowOptions(DialogueOption[] dialogueOptions, Action<int> onOptionSelected)
{
gameObject.SetActive(true);
_currentView = _normalBox;
// 目前只有正常Box可以展示选项
// 处理其他泡泡
ProcessOtherBox();
// 展示选项
_normalBox.ShowOptions(dialogueOptions, onOptionSelected);
}
public void HideDialog()
{
gameObject.SetActive(false);
// 隐藏整个对话组件
_dialogViews?.ForEach(item => item.HideDialog());
}
public bool TrySkipLine()
{
return _currentView == null || _currentView.TrySkipLine();
}
private IDialogView SelectBubbleByCharacter(CharacterVo characterVo)
{
return characterVo.role switch
{
ActorRole.Player => _playerBubble,
ActorRole.MainActor => _actorBubble,
ActorRole.Aside => _normalBox,
_ => _normalBox
};
}
private void ProcessOtherBox()
{
if (_currentView == _actorBubble || _currentView == _playerBubble)
{
_normalBox.HideDialog();
}
if (_currentView == _normalBox)
{
_actorBubble.HideDialog();
_playerBubble.HideDialog();
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 98b5d94e03211a94bba6de692a1d405a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,118 @@
using System;
using UnityEngine;
using UnityEngine.UI;
namespace AibisDream
{
public class DialogCanvasManager : Singleton<DialogCanvasManager>
{
private const string BubbleView = "Dialog Bubble View";
private const string OldBoxView = "Dialog Box";
private const string QuickTalk = "Quick Talk";
private IDialogView _bubbleView;
private IDialogView _oldBoxView;
private IDialogView _curView;
private GameObject _quickTalkButton;
protected override void Awake()
{
base.Awake();
InitDialogViews();
InitQuickTalkButton();
// 默认为旧Box
_curView = _bubbleView;
}
#region
private void OnEnable()
{
DialogController.OnDialogueComplete += HideDialog;
}
private void OnDisable()
{
DialogController.OnDialogueComplete -= HideDialog;
}
private void HideDialog()
{
_curView.HideDialog();
}
#endregion
private void Update()
{
if (Input.GetKeyDown(KeyCode.Q) && Input.GetKey(KeyCode.P) )
{
_quickTalkButton.SetActive(!_quickTalkButton.activeSelf);
}
}
private void InitDialogViews()
{
_bubbleView = transform.Find(BubbleView).GetComponent<IDialogView>();
_oldBoxView = transform.Find(OldBoxView).GetComponent<IDialogView>();
_bubbleView.HideDialog();
_oldBoxView.HideDialog();
}
private void InitQuickTalkButton()
{
_quickTalkButton = transform.Find(QuickTalk).gameObject;
_quickTalkButton.GetComponent<Button>().onClick.AddListener(SwitchQuickTalkMode);
}
private void SwitchQuickTalkMode()
{
DialogController.Instance.quickRunMode = !DialogController.Instance.quickRunMode;
_quickTalkButton.GetComponent<Image>().color =
DialogController.Instance.quickRunMode ? Color.gray : Color.white;
}
/// <summary>
/// 切换对话UI
/// </summary>
/// <param name="viewType">UI类型</param>
/// <returns></returns>
public IDialogView SwitchDialogView(DialogViewType viewType)
{
var newDlg = viewType switch
{
DialogViewType.Bubble => _bubbleView,
DialogViewType.OldBox => _oldBoxView,
_ => _oldBoxView
};
if (_curView != newDlg)
{
_curView.HideDialog();
_curView = newDlg;
}
return _curView;
}
/// <summary>
/// 获取当前正在使用的Dialog View
/// </summary>
/// <returns>当前正在使用的Dialog View</returns>
/// <exception cref="Exception">未找到Canvas</exception>
public static IDialogView GetCurView()
{
return Instance._curView;
}
}
public enum DialogViewType
{
Bubble, OldBox
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c14c52217dac70244b02fe48d9462bae
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,16 @@
namespace AibisDream
{
public class DialogOldBox : DialogBoxBase
{
private void OnEnable()
{
DialogController.OnDialogueComplete += HideDialog;
}
private void OnDisable()
{
DialogController.OnDialogueComplete -= HideDialog;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2f063fd2d0404e04a809d7614c5b7532
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,5 +1,6 @@
using Febucci.UI;
using System;
using AibisDream.Utility;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@@ -11,12 +12,12 @@ namespace AibisDream
{
#region
private const string DIALOG_BOX = "Dialog Box";
private const string ACTOR_NAME = "Actor Name";
private const string DIALOG_TEXT = "Dialog Text";
private const string NEXT_BUTTON = "Next Button";
private const string CHOICE_BUTTON = "Choice Button";
private const string QUICK_TALK = "Quick Talk";
private const string DialogBox = "Dialog Box";
private const string ActorName = "Actor Name";
private const string DialogText = "Dialog Text";
private const string NextButton = "Next Button";
private const string ChoiceBox = "Choice Box";
private const string QuickTalk = "Quick Talk";
#endregion
@@ -40,7 +41,7 @@ namespace AibisDream
// 获取预制体
choiceButtonPrefab = Resources.Load<GameObject>("Prefabs/UI/Choice Button");
// 获取子物体
dialogBox = transform.Find(DIALOG_BOX).gameObject;
dialogBox = transform.Find(DialogBox).gameObject;
GetDialogComponentInBox(dialogBox);
}
@@ -54,14 +55,6 @@ namespace AibisDream
DialogController.OnDialogueComplete -= HideDialog;
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Q) && Input.GetKey(KeyCode.P) )
{
quickTalkButton.SetActive(!quickTalkButton.activeSelf);
}
}
/// <summary>
/// 显示文字
/// </summary>
@@ -176,11 +169,11 @@ namespace AibisDream
private void GetDialogComponentInBox(GameObject box)
{
actorName = box.transform.Find(ACTOR_NAME).gameObject.GetComponent<TextMeshProUGUI>();
dialogText = box.transform.Find(DIALOG_TEXT).gameObject.GetComponent<TypewriterByCharacter>();
nextButton = box.transform.Find(NEXT_BUTTON).GetComponent<Button>();
choiceBox = box.transform.Find(CHOICE_BUTTON).gameObject;
quickTalkButton = box.transform.Find(QUICK_TALK).gameObject;
actorName = box.transform.Find(ActorName).gameObject.GetComponent<TextMeshProUGUI>();
dialogText = box.transform.Find(DialogText).gameObject.GetComponent<TypewriterByCharacter>();
nextButton = box.transform.Find(NextButton).GetComponent<Button>();
choiceBox = box.transform.Find(ChoiceBox).gameObject;
quickTalkButton = box.transform.Find(QuickTalk).gameObject;
quickTalkButton.GetComponent<Button>().onClick.AddListener(SwitchQuickTalkMode);
+18
View File
@@ -0,0 +1,18 @@
using System;
using AibisDream.Config;
using Yarn.Unity;
namespace AibisDream
{
public interface IDialogView
{
public void ShowLine(string dialogLine, CharacterVo character, Action nextStep, bool isAutoSkip = false);
public void ShowOptions(DialogueOption[] dialogueOptions, Action<int> onOptionSelected);
public void HideDialog();
public bool TrySkipLine();
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d9f2abb67889d3247a1314a7788f8554
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
-1
View File
@@ -12,4 +12,3 @@ namespace AibisDream
}
}
}
+2 -5
View File
@@ -1,13 +1,10 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
namespace AibisDream
namespace AibisDream.Utility
{
public class CommonUtil
public static class CommonUtil
{
private const float Epsilon = 1e-5f;
+366
View File
@@ -0,0 +1,366 @@
using System;
using System.Collections.Generic;
using System.Data;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Text.RegularExpressions;
using System.Threading;
namespace AibisDream
{
public class CsvUtil
{
// 默认编码
private static readonly Encoding DefaultEncode = Encoding.UTF8;
// 默认分隔符
private const char FieldSeparator = ',';
public static List<string[]> Read(string filePath)
{
List<string[]> dataList = new List<string[]>();
StreamReader reader;
try
{
using (reader = new StreamReader(filePath, DefaultEncode))
{
while (!reader.EndOfStream)
{
string line = reader.ReadLine();
if (line == null) break;
string[] data = line.Split(FieldSeparator);
dataList.Add(data);
}
}
}
catch (Exception ex)
{
foreach (Process process in Process.GetProcesses())
{
if (process.ProcessName.ToUpper().Equals("EXCEL"))
process.Kill();
}
GC.Collect();
Thread.Sleep(50);
Console.WriteLine(ex.StackTrace);
using (reader = new StreamReader(filePath, DefaultEncode))
{
while (!reader.EndOfStream)
{
string line = reader.ReadLine();
if (line == null) break;
string[] data = line.Split(FieldSeparator);
dataList.Add(data);
}
}
}
reader.Close();
return dataList;
}
public static void WriteCsv(string filePath, List<string[]> dataList)
{
StreamWriter writer = new StreamWriter(filePath, false, DefaultEncode);
foreach (string[] data in dataList)
{
writer.WriteLine(string.Join(FieldSeparator, data));
}
writer.Close();
}
public static List<T> ReadAsBean<T>(string filePath) where T : class
{
// 反射部分
var targetType = typeof(T);
var props = targetType.GetProperties();
// 读取CSV
using var reader = new StreamReader(filePath, DefaultEncode);
// 第一行是注释
reader.ReadLine();
// 第二行作为title
var titles = reader.ReadLine()?.Split(FieldSeparator);
if (titles == null)
{
Debug.WriteLine("csv无标题");
throw new Exception("csv无标题");
}
var res = new List<T>();
// 第二行开始读配置内容
while (!reader.EndOfStream)
{
string newLine = reader.ReadLine();
if (string.IsNullOrEmpty(newLine)) break;
string[] rowData = newLine.Split(FieldSeparator);
if (rowData == null || rowData.Length == 0) continue;
// 转为Bean
var obj = Activator.CreateInstance(targetType);
foreach (var prop in props)
{
string name = prop.Name;
if (!titles.Contains(prop.Name))
continue;
int idx = Array.IndexOf(titles, prop.Name);
prop.SetValue(obj, GetDefaultValue(prop, rowData[idx]));
}
res.Add(obj as T);
}
return res;
}
public static bool ReadAsDataTable(ref DataTable myCsvDt, string filepath)
{
var strPath = filepath; //csv文件的路径
try
{
bool blnFlag = true;
StreamReader reader = new StreamReader(strPath, DefaultEncode);
myCsvDt = new DataTable();
while (reader.ReadLine() is { } strLine)
{
var aryLine = strLine.Split(FieldSeparator);
//第一行是列的名字,给datatable加上列名,
if (blnFlag)
{
blnFlag = false;
var intColCount = aryLine.Length;
#region
//int col = 0;
//for (int i = 0; i < intColCount; i++)
//{
// col = i + 1;
// mydc = new DataColumn(col.ToString());
// mycsvdt.Columns.Add(mydc);
//}
#endregion
#region
for (int i = 0; i < intColCount; i++)
{
myCsvDt.Columns.Add(new DataColumn(aryLine[i]));
}
continue;
#endregion
}
//填充数据并加入到datatable中
myCsvDt.Rows.Add(aryLine);
}
reader.Close();
return true;
}
catch (Exception)
{
return false;
}
}
public static void ExportAsCsv(DataTable dt, string savaPath, string strName)
{
string strPath = savaPath + "\\" + strName; //保存到指定目录下
if (File.Exists(strPath))
{
File.Delete(strPath);
}
//先打印标头
StringBuilder strColu = new StringBuilder();
StringBuilder strValue = new StringBuilder();
StreamWriter sw = new StreamWriter(new FileStream(strPath, FileMode.CreateNew), DefaultEncode);
try
{
for (var i = 0; i <= dt.Columns.Count - 1; i++)
{
strColu.Append(dt.Columns[i].ColumnName);
strColu.Append(FieldSeparator);
}
strColu.Remove(strColu.Length - 1, 1); //移出掉最后一个,字符
sw.WriteLine(strColu);
foreach (DataRow dr in dt.Rows)
{
strValue.Remove(0, strValue.Length); //移出
for (var i = 0; i <= dt.Columns.Count - 1; i++)
{
strValue.Append(dr[i]);
strValue.Append(FieldSeparator);
}
strValue.Remove(strValue.Length - 1, 1); //移出掉最后一个,字符
sw.WriteLine(strValue);
}
sw.Close();
}
catch (Exception ex)
{
Debug.WriteLine(ex.Message);
sw.Close();
}
}
#region
private static object GetDefaultValue(PropertyInfo prop, string value)
{
return prop.PropertyType.Name switch
{
"String" => ToNormalString(value),
"Int32" => ToInt32(value),
"Decimal" => ToDecimal(value),
"Single" => ToFloat(value),
"Boolean" => ToBoolean(value),
"DateTime" => ToDateTime(value),
"Double" => ToDouble(value),
_ => ToEnum(value, prop)
};
}
private static object ToEnum(string value, PropertyInfo prop)
{
return prop.PropertyType.BaseType == typeof(Enum) ? Enum.Parse(prop.PropertyType, value) : null;
}
///<summary>
/// 转换为Int32
/// </summary>
private static int ToInt32(string obj)
{
if (string.IsNullOrEmpty(obj)) return 0;
try
{
if (obj.Contains("."))
return (int)Convert.ToSingle(obj);
if (int.TryParse(obj, out var tmp))
return tmp;
}
catch
{
return 0;
}
return 0;
}
/// <summary>
/// 转换为字符串
/// </summary>
private static string ToNormalString(string obj)
{
if (obj == null)
return string.Empty;
try
{
return Convert.ToString(obj);
}
catch
{
return string.Empty;
}
}
///<summary>
/// 转换为日期
/// </summary>
private static DateTime ToDateTime(string obj)
{
if (string.IsNullOrEmpty(obj))
{
return Convert.ToDateTime("1970-01-01 00:00:00");
}
try
{
return Convert.ToDateTime(obj);
}
catch
{
return Convert.ToDateTime("1970-01-01 00:00:00");
}
}
/// <summary>
/// 转换为布尔型
/// </summary>
private static bool ToBoolean(string obj)
{
if (obj == null) return false;
return obj.ToLower() == "true" || obj == "1";
}
/// <summary>
/// 转换为十进制数值
/// </summary>
private static Decimal ToDecimal(string obj)
{
if (obj == null)
{
return 0M;
}
var resultString = Regex.Replace(obj, "[^0-9.]", "");
var result = resultString.Length == 0 ? 0M : decimal.Parse(resultString);
if (obj.StartsWith("-"))
{
result *= -1M;
}
return result;
}
///<summary>
/// 转换为双精度.
/// </summary>
private static double ToDouble(string obj)
{
if (double.TryParse(obj, out var num))
return num;
else
return 0;
}
/// <summary>
/// 转换为单精度.
/// </summary>
private static float ToFloat(string value)
{
var normalStr = ToNormalString(value);
if (string.IsNullOrEmpty(normalStr))
{
return 0;
}
if (float.TryParse(normalStr, out var result))
return result;
else
return 0;
}
#endregion
}
}
+11
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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5beb292d61f8e134284d2e928fb77d0a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
-1
View File
@@ -28,5 +28,4 @@ namespace AibisDream
}
}
}
}
+1 -1
View File
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 2c23e36c3bf88034e98063d0c27ba935
guid: 214dbdcae17401d4e94285d5e416ce66
MonoImporter:
externalObjects: {}
serializedVersion: 2
+28
View File
@@ -0,0 +1,28 @@
using System;
using System.Reflection;
namespace AibisDream.Utility
{
public abstract class SingletonBase<T> where T : SingletonBase<T>
{
private static T _instance;
public static T Instance
{
get
{
if (_instance != null) return _instance;
// 先获取所有非public的构造方法
var ctors = typeof(T).GetConstructors(BindingFlags.Instance | BindingFlags.NonPublic);
// 从ctors中获取无参的构造方法
var ctor = Array.Find(ctors, c => c.GetParameters().Length == 0);
if (ctor == null)
throw new Exception("Non-public ctor() not found!");
// 调用构造方法
_instance = ctor.Invoke(null) as T;
return _instance;
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0e06ce6997ac4a14fa439ac9c3747fe9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+94 -3
View File
@@ -1,11 +1,12 @@
using System.Collections;
using System;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using AibisDream.Config;
using Yarn;
using Yarn.Markup;
using Yarn.Unity;
namespace AibisDream
namespace AibisDream.Utility
{
public static class YarnUtil
{
@@ -14,6 +15,8 @@ namespace AibisDream
private const string OptionAttr = "options";
private const string CommandProp = "name";
private const string AutoNext = "auto_next";
public static bool HasCommandAttr(this MarkupParseResult text)
{
@@ -37,5 +40,93 @@ namespace AibisDream
{
runner.Dialogue.CommandHandler += onCommand;
}
#region
/// <summary>
/// 当前行是否应该自动跳过
/// </summary>
/// <param name="line">当前行</param>
/// <returns>是否应该自动跳过</returns>
public static bool IsAutoSkipLine(this LocalizedLine line)
{
return line.Metadata != null && line.Metadata.Contains(AutoNext);
}
/// <summary>
/// 从line中获取角色vo定义
/// </summary>
/// <param name="line">行数据</param>
/// <returns>结果</returns>
public static CharacterVo GetCharacterVo(this LocalizedLine line)
{
if (line.Text.TryGetAttributeWithName("character", out var characterAttribute))
{
// 直接写就使用配置选项
if (characterAttribute.Properties.TryGetValue("name", out var nameValue))
{
return GetCharacterVoByKey(nameValue.StringValue);
}
// 带key就说明可能有自定义属性
if (characterAttribute.Properties.TryGetValue("key", out var keyValue))
{
// 先从配置文件找
var charVo = GetCharacterVoByKey(keyValue.StringValue);
// 再用自定义填充
return FullCharVoWithProps(charVo, characterAttribute.Properties);
}
// 找不到Name和Key
return new CharacterVo();
}
// 没有Character就直接返回空
return new CharacterVo();
}
private static CharacterVo GetCharacterVoByKey(string charKey)
{
if (ConfigUtil.Instance.TryGetCharacter(charKey, out var character))
{
return character.GetStructVo();
}
return new CharacterVo
{
key = charKey,
cn = charKey,
role = ActorRole.Aside
};
}
private static CharacterVo FullCharVoWithProps(CharacterVo vo, IReadOnlyDictionary<string, MarkupValue> props)
{
foreach (var pair in props)
{
switch (pair.Key)
{
case "cn":
vo.cn = pair.Value.StringValue;
break;
case "nameColor":
vo.nameColor = pair.Value.StringValue;
break;
case "headPicPath":
vo.headPicPath = pair.Value.StringValue;
break;
case "voicePath":
vo.voicePath = pair.Value.StringValue;
break;
case "role":
vo.role = Enum.TryParse<ActorRole>(pair.Value.StringValue, out var type) ? type : ActorRole.Aside;
break;
}
}
return vo;
}
#endregion
}
}
+8
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key,value,commit
version,V1.0,此列为注释,不影响结果
volume,75,基础音量,仅作示例
1 key value commit
2 version V1.0 此列为注释,不影响结果
3 volume 75 基础音量,仅作示例
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通过key索引配置,中文名,人物角色(Player/MainActor/Aside,名称显示时的颜色,头像Pic路径,语音资源路径
Key,Cn,Role,NameColor,HeadPicPath,VoicePath
peipei,佩佩,MainActor,#00FFFF,peipei_head,peipei_voice
me,,Player,,me_head,me_voice
peipei_novoice,胆怯女声,Aside,#00FFFF,,
yingli_novoice,严厉女声,Aside,#FFCC00,,
tutorial,教学,Aside,,,
docter,儿科医生,Aside,#FFCC00,,
peipei_child,童年佩佩,Aside,#00FFFF,,
unknown,???,Aside,#FFCC00,,
1 通过key索引配置 中文名 人物角色(Player/MainActor/Aside) 名称显示时的颜色 头像Pic路径 语音资源路径
2 Key Cn Role NameColor HeadPicPath VoicePath
3 peipei 佩佩 MainActor #00FFFF peipei_head peipei_voice
4 me Player me_head me_voice
5 peipei_novoice 胆怯女声 Aside #00FFFF
6 yingli_novoice 严厉女声 Aside #FFCC00
7 tutorial 教学 Aside
8 docter 儿科医生 Aside #FFCC00
9 peipei_child 童年佩佩 Aside #00FFFF
10 unknown ??? Aside #FFCC00
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@@ -127,16 +166,20 @@ QualitySettings:
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@@ -163,16 +215,20 @@ QualitySettings:
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terrainFadeLength: 5
terrainMaxTrees: 50
excludedTargetPlatforms: []
m_TextureMipmapLimitGroupNames: []
m_PerPlatformDefaultQuality:
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