diff --git a/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs b/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs index f37574414..372b1ea63 100644 --- a/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs +++ b/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs @@ -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"); }); } diff --git a/Assets/Resources/Yarn/PeipeiNew/ClueBoard.yarn b/Assets/Resources/Yarn/PeipeiNew/ClueBoard.yarn index 999f4c074..92faabd0f 100644 --- a/Assets/Resources/Yarn/PeipeiNew/ClueBoard.yarn +++ b/Assets/Resources/Yarn/PeipeiNew/ClueBoard.yarn @@ -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 +<> +<> === \ No newline at end of file diff --git a/Assets/Resources/Yarn/PeipeiNew/PeipeiNew.yarn b/Assets/Resources/Yarn/PeipeiNew/PeipeiNew.yarn index 1ecc4844b..025e203dd 100644 --- a/Assets/Resources/Yarn/PeipeiNew/PeipeiNew.yarn +++ b/Assets/Resources/Yarn/PeipeiNew/PeipeiNew.yarn @@ -30,16 +30,6 @@ position: 241,-2149 <> //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 <> -//当前步骤的填入clueName -<> -//当前要分析的是第几个slot -<> -//当前要分析的slot填入的clue分类 -<> -//当前要分析的slot填入的cluematchCode -<> -//上一步骤的matchCode -<> <> <> @@ -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 <> +<> <> peipei: 画好了 <> @@ -157,10 +148,11 @@ position: 240,-1440 <> <> <> -<> +<> 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 <> + <> <> === title: AddAllClueToFavorites @@ -175,24 +167,18 @@ position: -1098,-2867 title: 主维修界面 tags: colorID: 3 -position: 245,-522 +position: 241,-598 --- -<> -//<> -<> - <> +// //<> +<> + <> <> - -// <> -// <> -// <> -// 检查主目标是否完成并提供反馈 <> <> me: 似乎该检查的都检查了,应该去看下诊疗单了 - //<> + <> <> - // 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 <> <> === @@ -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 +<> + +<> <> <> +<> +<> 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 -<> +<> === -title: 手术 +title: 手术准备 tags: colorID: 8 -position: -157,-751 +position: -137,-1052 --- -<> +//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 +<> +<> <> -[command name=activate_socket_choice /] - -> MemoryEyeScissor - <> - // <> - ///<> - ///<> - ///<> - ///<> - ///<> - 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。 - <> - <> - <> - <> - <> - // <> - // <> - <> - -> MemoryUFScissor - me: 我们要剪的不是这个吧 +<> === -title: 流程结束 -tags: -colorID: 8 -position: 240,-40 +title: CutLine +tags: +position: -142,-793 --- +<> + 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。 + <> + <> + <> + //<> +// <> +// <> + <> +<> +me: 要剪的不是这个吧 +<> +=== +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 +<> +me: 再画一副画吧,和刚才的一样 +peipei: 好的 +<> +<> +<> +peipei: 画好了 +<> +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 +<> === + + + title: IntoEyeView tags: colorID: 6 diff --git a/Assets/Scenes/Persistence.unity b/Assets/Scenes/Persistence.unity index 499b8da16..2e163ab98 100644 --- a/Assets/Scenes/Persistence.unity +++ b/Assets/Scenes/Persistence.unity @@ -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 diff --git a/Assets/Scripts/Clue/ClueBaordNew.cs b/Assets/Scripts/Clue/ClueBaordNew.cs index c4338ba78..b4c1835c4 100644 --- a/Assets/Scripts/Clue/ClueBaordNew.cs +++ b/Assets/Scripts/Clue/ClueBaordNew.cs @@ -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();