音效调整

This commit is contained in:
2024-09-20 15:27:31 +08:00
parent e73947cbbf
commit 7db86de0c0
100 changed files with 899 additions and 43 deletions
@@ -164,6 +164,7 @@ public class EyeManager : MonoBehaviour
{
if(currentTarget!=null)
{
AudioManager.RandomPlayInteraction("colorimagine");
eyeStateEffect?.ApplyFocusedEffect(currentTarget);
}
@@ -176,6 +177,7 @@ public class EyeManager : MonoBehaviour
{
if(currentTarget!=null)
{
AudioManager.RandomPlayInteraction("colorimagine");
eyeStateEffect?.ApplyUnfocusedEffect(currentTarget);
}
@@ -292,6 +294,7 @@ private Sequence glitchin;
[YarnCommand("EyeGlitch_in")]
public IEnumerator EyeGlitch_in()
{
glitchin = DOTween.Sequence();
Material material = eyeImage.material;
if(eyeImage==null)
@@ -299,6 +302,8 @@ public IEnumerator EyeGlitch_in()
Debug.LogError("No eyeImage");
yield break;
}
// AudioManager.RandomPlayInteraction("colorcorrect_in");
// AudioManager.PlayLoopAudio("colorcorrect_loop");
// _HsvShift 从 0 ~ 360 来回变化
hsvShiftTween = DOTween.To(() => material.GetFloat("_HsvShift"), x => material.SetFloat("_HsvShift", x), 360, 1f)
.SetLoops(-1, LoopType.Yoyo);
+9 -2
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@@ -2,6 +2,7 @@ using System.Collections;
using UnityEngine;
using DG.Tweening;
using Unity.Mathematics;
using AibisDream;
public class EyeTarget : MonoBehaviour
{
@@ -102,14 +103,20 @@ public class EyeTarget : MonoBehaviour
public void BlurIn(float duration,bool isForwardMaterial = true)
{
AudioManager.PlayLoopAudio("visualturn");
Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
targetMaterial.DOFloat(1f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine);
targetMaterial.DOFloat(1f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine).OnComplete(() => {
AudioManager.PauseLoopAudio();
});
}
public void BlurOut(float duration,bool isForwardMaterial = true)
{
AudioManager.PlayLoopAudio("visualturn");
Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
targetMaterial.DOFloat(0f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine);
targetMaterial.DOFloat(0f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine).OnComplete(() => {
AudioManager.PauseLoopAudio();
});
}
public void ColorBack()
{
@@ -57,6 +57,8 @@ public class EyeTransitionManager : MonoBehaviour
// }
}
}
public string audioName="amb_remove";
public string soundName="remove_in_1";
}
// 在 Unity 编辑器中配置视图(不包括MainView)
@@ -301,7 +303,7 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
// 开始视图过渡
private void StartTransition(ViewState targetViewState)
{
AudioManager.Instance.PauseMemoryAudio();
AudioManager.PauseMemoryAudio();
// 如果正在进行视图过渡,或者目标视图是当前视图,或者 MemoryProcess 正在处理,就不进行视图过渡
if (isTransitioning || currentViewState == targetViewState || (memoryProcess != null && memoryProcess.IsProcessing()))
{
@@ -348,6 +350,8 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
{
currentViewState = ViewState.MainView;
isTransitioning = false;
AudioManager.PlayAmb1Audio("amb_main");
AudioManager.PlayAmb2Audio("amb_general");
});
}
@@ -355,6 +359,8 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
{
if (!viewConfigDictionary.TryGetValue(targetViewState, out ViewConfig targetConfig)) return;
AudioManager.RandomPlayInteraction(targetConfig.soundName);
// Zoom In 的时候,开始 Zoom
Sequence zoomInSequence = DOTween.Sequence();
Sequence roateSequence = DOTween.Sequence();
@@ -397,6 +403,10 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
currentViewState = targetViewState;
isTransitioning = false;
if(targetConfig.audioName!=null)
{
AudioManager.PlayAmb1Audio(targetConfig.audioName);
}
});
});
}
@@ -46,6 +46,8 @@ public class MemoryProcess : MonoBehaviour
[YarnCommand("ColorFadeOut")]
public IEnumerator ColorFadeOut()
{
AudioManager.RandomPlayInteraction("colorerase");
AudioManager.PauseMemoryAudio();
// 在3秒内把 _DirectionalDistortionFade 从 -2 变成 -14
Tween tween = memoryFinishedImage.material.DOFloat(-14, "_DirectionalDistortionFade", 3);
yield return tween.WaitForCompletion();
@@ -53,7 +55,7 @@ public IEnumerator ColorFadeOut()
[YarnCommand("search_memory")]
public IEnumerator SearchMemory(string memoryName,bool isColorful = true)
{
AudioManager.Instance.PauseMemoryAudio();
AudioManager.PauseMemoryAudio();
if (isColorful)
{
memoryFinishedImage.material.SetFloat("_DirectionalDistortionFade", -2);
@@ -82,26 +84,27 @@ public IEnumerator ColorFadeOut()
}
Sequence memorySequence = DOTween.Sequence();
AudioManager.SetLoopSourceVolume(0.3f);
AudioManager.PlayLoopAudio("tv_noise");
// AudioManager.SetLoopSourceVolume(0.3f);
// AudioManager.PlayLoopAudio("tv_noise");
AudioManager.PlayMemoryAudio("mem_"+memoryName);
// 修改memoryprocess的参数
memorySequence.Append(memoryProcessImage.material.DOFloat(0, "_StrongTintFade", 0.2f));
memorySequence.Join(memoryProcessImage.material.DOFloat(1, "_GlitchFade", 0.2f));
memorySequence.AppendInterval(3f); // 添加1.5秒的延时
//memorySequence.AppendInterval(2.8f); // 添加1.5秒的延时
// 在1.5秒延时后,暂停循环音频并播放记忆音频
memorySequence.AppendCallback(() =>
{
// memorySequence.AppendCallback(() =>
// {
AudioManager.PauseLoopAudio();
AudioManager.SetLoopSourceVolume(1.0f);
AudioManager.PlayMemoryAudio("mem_"+memoryName);
// AudioManager.PauseLoopAudio();
// AudioManager.SetLoopSourceVolume(1.0f);
// AudioManager.PlayMemoryAudio("mem_"+memoryName);
});
// });
memorySequence.AppendInterval(2.1f);
memorySequence.AppendInterval(3.35f);
// 记忆处理结束,激活memoryFinishedImage
memorySequence.AppendCallback(() =>
+4 -2
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@@ -3,7 +3,8 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using Yarn.Unity;
using Yarn.Unity;
using AibisDream;
public class UFProcess : MonoBehaviour
{
@@ -34,7 +35,7 @@ public class UFProcess : MonoBehaviour
[YarnCommand("UFprocess")]
public IEnumerator ProcessMemory(string memoryFinishedImageName, string UFImageName,bool isColorWrong=false)
{
AudioManager.PlayLoopAudio("UFlearning");
if (isProcessing)
{
Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
@@ -122,6 +123,7 @@ public class UFProcess : MonoBehaviour
{
UFImage.gameObject.SetActive(false);
isProcessing = false; // 处理完成,设置为false
AudioManager.PauseLoopAudio();
});
yield return memorySequence.WaitForCompletion();
}
@@ -5,6 +5,7 @@ using UnityEngine.UI;
using DG.Tweening;
using Yarn.Unity;
using System.Collections;
using AibisDream;
public class UFmanager : MonoBehaviour
{
@@ -55,6 +56,8 @@ public class UFmanager : MonoBehaviour
{
isShowingPhoto = true; // 设置标志,表示照片显示正在进行
AudioManager.RandomPlayInteraction("uf");
// 激活底板
baseImage.gameObject.SetActive(true);
// 设置照片并使其可见
@@ -14835,6 +14835,8 @@ MonoBehaviour:
crowBarSocket: {fileID: 0}
cameraSize: 2
cameraPos: {x: 0, y: 0.5}
audioName: amb_remove
soundName: remove_in_1
- viewPanel: {fileID: 1294333830}
socket: {fileID: 7986262}
viewState: 2
@@ -14847,6 +14849,8 @@ MonoBehaviour:
crowBarSocket: {fileID: 587433360}
cameraSize: 2
cameraPos: {x: -4.5, y: 0.5}
audioName:
soundName:
- viewPanel: {fileID: 1882925196}
socket: {fileID: 1451543708}
viewState: 3
@@ -14856,6 +14860,8 @@ MonoBehaviour:
crowBarSocket: {fileID: 0}
cameraSize: 2.5
cameraPos: {x: -2.5, y: 5.3}
audioName: amb_deep
soundName: deep_in_1
- viewPanel: {fileID: 0}
socket: {fileID: 1261765723}
viewState: 4
@@ -14864,6 +14870,8 @@ MonoBehaviour:
crowBarSocket: {fileID: 0}
cameraSize: 0
cameraPos: {x: 0, y: 0}
audioName:
soundName:
- viewPanel: {fileID: 0}
socket: {fileID: 697311004}
viewState: 7
@@ -14872,6 +14880,8 @@ MonoBehaviour:
crowBarSocket: {fileID: 0}
cameraSize: 0
cameraPos: {x: 0, y: 0}
audioName:
soundName:
- viewPanel: {fileID: 0}
socket: {fileID: 144553463}
viewState: 5
@@ -14880,6 +14890,8 @@ MonoBehaviour:
crowBarSocket: {fileID: 0}
cameraSize: 0
cameraPos: {x: 0, y: 0}
audioName:
soundName:
- viewPanel: {fileID: 0}
socket: {fileID: 585617291}
viewState: 6
@@ -14890,6 +14902,8 @@ MonoBehaviour:
crowBarSocket: {fileID: 0}
cameraSize: 0
cameraPos: {x: 0, y: 0}
audioName:
soundName:
faceTransform: {fileID: 1082705360}
projector: {fileID: 490060563}
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loadType: 0
sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
quality: 1
conversionMode: 0
preloadAudioData: 0
platformSettingOverrides: {}
forceToMono: 0
normalize: 1
loadInBackground: 0
ambisonic: 0
3D: 1
userData:
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guid: 90ad2e14d4685844c878138d2ddec24c
AudioImporter:
externalObjects: {}
serializedVersion: 7
defaultSettings:
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sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
quality: 1
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preloadAudioData: 0
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loadInBackground: 0
ambisonic: 0
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AudioImporter:
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serializedVersion: 7
defaultSettings:
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sampleRateOverride: 44100
compressionFormat: 1
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ambisonic: 0
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@@ -164,7 +164,7 @@ Material:
- _DirectionalAlphaFadeNoiseFactor: 0.2
- _DirectionalAlphaFadeRotation: 0
- _DirectionalAlphaFadeWidth: 0.2
- _DirectionalDistortionFade: -2
- _DirectionalDistortionFade: -14
- _DirectionalDistortionInvert: 0
- _DirectionalDistortionNoiseFactor: 0.2
- _DirectionalDistortionRandomDirection: 0.1
@@ -12,6 +12,8 @@ position: 55,-1208
title: TV
position: 66,-976
---
<<pause_amb1_audio>>
<<pause_amb2_audio>>
<<character_init character Peipei>>
<<fade_in 1>>
<<switch_dialog_view OldBox>>
@@ -31,12 +33,14 @@ position: 66,-976
<<switch_tv 黑屏>>
<<wait 1>>
<<switch_tv 新闻>>
<<random_play_interaction tv_in>>
播报员: 欢迎收看今天的幸福快讯!
播报员: 今天天气晴,午后可能会有小雨。
播报员: 随着人类机器化技术的发展,幸福罐头园区已经正式迈进了全机器人时代!
播报员: 昨天下午,在下一季度的生产启动会上,专家组对幸福罐头园区的机器人化进展做了全面汇报……
me: 这下就有更多机器人要修了……但好歹我也更不用担心失业了。
<<switch_tv 销售冠军>>
<<random_play_interaction tv_in>>
播报员: 第七届罐头销售大赛即将开始,幸福园区的机器人们已经投入到了紧张的筹备工作当中!
播报员: 在销售部工作的火山,正在为新一季度的销售工作而紧张地忙碌着……
me: 给机器人推销罐头…为什么呢?
@@ -54,6 +58,8 @@ title: OutDoorTalk
position: 69,-716
---
<<indoor>>
<<play_amb1_audio amb_room>>
<<play_amb2_audio amb_general>>
///<<窗外出现两个人影>>
//////都是问号,除了音频怎么区分两个陌生人?——我记得之前聊过更改冒泡框的方案
//////这里可以不可以强调你以前不是这样的,因为工作量上来之前佩佩是可以完成的,慢慢的越来越难,后来质量也出了问题
@@ -1076,6 +1082,7 @@ me: 再见,佩佩。
peipei: 再见……
<<character_fade_out character>>
me: 希望这代价是值得的……
<<fade_in 1>>
//////这段对话形式还需要探索下——我需要玩玩coffeetalk等
===
title: PlugMemory
@@ -16,6 +16,7 @@ position: 58,-1212
title: TV
position: 63,-958
---
<<wait 1>>
<<fade_in 1>>
<<character_init character Peipei>>
送走佩佩之后,佩佩第二天没有出现。
@@ -119,12 +120,15 @@ position: 69,-275
///表示进入头部维修界面
<<move_to_fix>>
<<fade_in 1>>
<<mute true>>
<<load_scene 佩佩视觉模块>>
<<Disable_plugInput Plug>>
///让佩佩的眼睛处于可以想象颜色的状态
<<set_EyeState EyeManager "CannotImagineColor">>
///确认当前的试图状态为头部的概览视图
<<start_transition ViewManager "MainView">>
<<play_amb1_audio amb_main_yingli_1>>
<<heart heartBeat quick>>
///发放初始任务
<<add_task TaskManager "检查头部模块,确认发热原因">>
<<wait 1>>
@@ -149,6 +153,7 @@ position: 69,-275
<<declare $treatment_PeipeiTalk2 = false>>
<<declare $surgery_PeipeiTalk2 = false>>
<<fade_out 1>>
<<mute false>>
<<messagebox MessageBox "warning" "温度过高:I/O超负荷">>
me: 温度过高?看起来又有新的问题了……
me: 进行插线检查吧。
@@ -158,6 +163,8 @@ title: Choice
position: 77,22
---
<<start_transition ViewManager "MainView">>
<<play_amb1_audio amb_main_yingli_1>>
<<heart heartBeat quick>>
<<Enable_plugInput Plug>>
[command name=activate_socket_choice /]
-> UFView
@@ -626,13 +633,16 @@ me: 那我们试试吧。
<<set $treatment_PeipeiTalk2 to true>>
<<move_to_fix>>
<<fade_in 1>>
<<mute true>>
<<load_scene 佩佩视觉模块>>
<<play_amb1_audio amb_main_yingli_1>>
<<Disable_plugInput Plug>>
///表示此时线是断的状态
<<delete_line LineManager MemoryEye>>
<<Set_ViewVisualState ViewManager "ColorView" 1>>
<<wait 1>>
<<fade_out 1>>
<<mute false>>
//<<set $EyeVisited_PeipeiTalk2 to false>>
//<<set $UFVisited_PeipeiTalk2 to false>>
<<jump Treatment>>
@@ -741,7 +751,9 @@ position: 85,821
---
<<move_to_fix>>
<<fade_in 1>>
<<mute true>>
<<load_scene 佩佩视觉模块>>
<<play_amb1_audio amb_main_yingli_1>>
<<Disable_plugInput Plug>>
///表示此时线是断的状态
<<delete_line LineManager MemoryEye>>
@@ -752,8 +764,10 @@ position: 85,821
<<add_task TaskManager "撬开UF模块,寻找治疗方法""尝试修好佩佩">>
<<wait 1>>
<<fade_out 1>>
<<mute false>>
<<task_moveIn TaskManager>>
<<start_transition ViewManager "MainView">>
<<play_amb1_audio amb_main_yingli_1>>
封条: 警告:UnstableFusion属于公司财产,严禁个人拆卸、调试!
me: 好吧…我想现在你没有任何意义了。
->揭除UF封条
@@ -762,6 +776,7 @@ position: 85,821
//[command name=activate_socket_choice /]
//->UFViewCrowBar//要拆除哪个veiw就加后缀
<<fade_in 1>>
<<random_play_interaction peel>>
<<Set_ViewVisualState ViewManager "UFView" 1>>
<<fade_out 1>>
//////撬开来之后佩佩应该就开始痛,直到你说这不会停下,佩佩吼着让你把它拆掉
@@ -787,6 +802,7 @@ me: UF模块中这个绘图过程……无法被停止。
me: 它会一直学习,只要你还活着,它还在你的身体里,就不会停下
peipei: 呕…真的不行了,医生……停下。
<<start_transition ViewManager "MainView">>
<<play_amb1_audio amb_main_yingli_1>>
<<complete_task TaskManager "撬开UF模块,寻找治疗方法">>
peipei: 让它从我的身体里出去吧。我不要带着它被回收……
me: 这意味着你会无法完成工作,最终导致你进<b><size=100%><color=\#FFB200>PIP</color></b> 。这真的没问题吗?
@@ -805,7 +821,10 @@ me: 时间紧急,只能用撬棍把它撬下来了。
<<Set_VeiwCrowSocketAvailable ViewManager "UFView" true>>
[command name=activate_socket_choice /]
->UFViewCrowBar
<<random_play_interaction crowbar>>
<<Set_ViewVisualState ViewManager "UFView" 3>>
<<play_amb1_audio amb_main>>
<<heart heartBeat normal>>
peipei: 啊!
<<wait 2>>
peipei: 呼……
@@ -893,6 +912,8 @@ peipei: 当然,来吧。
->校准颜色
<<EyeGetColor EyeManager>>
<<EyeGlitch_in EyeManager>>
<<play_loop_audio colorcorrect_loop>>
<<random_play_interaction colorcorrect_in>>
//<<set_EyeState EyeManager "CanSeeColor">>
peipei: 啊…啊啊啊!好多……
me: 佩佩? #auto_next
@@ -900,6 +921,8 @@ peipei: 啊,啊!啊!!
me: 坚持住,佩佩!
peipei: 啊…美丽的……
<<set_EyeColor EyeManager "All">>
<<pause_loop_audio>>
<<random_play_interaction colorcorrect_out>>
peipei: 色彩……
<<set_Eyetarget EyeManager "computer">>
<<wait 1>>
@@ -955,6 +978,7 @@ peipei: 再次谢谢你…医生。我们……
peipei: 我们再见啦。
<<character_fade_out character>>
me: 再见……佩佩。
<<fade_in 1>>
//////整个过程让佩佩“痛”,这个感受还没加
//////或许不需要了?体验下现在版本。
===
@@ -1,6 +1,7 @@
title: Start
position: 0,0
---
<<wait 1>>
<<fade_in 1>>
<<character_init character Peipei>>
佩佩离开后的很长一段时间,我都没有再看到她。
@@ -30,13 +31,16 @@ me: 坚持住,佩佩。
///进入维修界面
<<move_to_fix>>
<<fade_in 1>>
<<mute true>>
<<load_scene 佩佩视觉模块>>
<<heart heartBeat slow>>
<<Disable_plugInput Plug>>
///设置成UF模块缺失的状态
<<Set_ViewVisualState ViewManager "ColorView" 0>>
<<Set_ViewVisualState ViewManager "UFView" 3>>
<<wait 1>>
<<fade_out 1>>
<<mute false>>
<<add_task TaskManager "重新启动佩佩">>
<<wait 1>>
<<task_moveIn TaskManager>>
@@ -99,7 +103,8 @@ me: 佩佩,醒来吧。
///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>>
<<wait 1>>
<<heart heartBeat nromal>>
peipei: 好美……
me: 佩佩?
peipei: 医生……
@@ -109,6 +114,7 @@ peipei: 我在……
me: 佩佩,你#auto_next
peipei: 好美……医生……
//////怎么实现打断
<<heart heartBeat slow>>
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。
@@ -547,6 +553,7 @@ me: 一切应该都结束了……都结束了。
<<wait 0.1>>
<<character_eye character "open">>
<<wait 1>>
<<play_amb2_audio end_0920>>
peipei: ……(她一脸迷茫地坐起,看着我,眼神空洞)
me: 你醒了。
<<character_eye character "close">>
@@ -567,7 +574,7 @@ 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?
<<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
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
@@ -663,6 +670,7 @@ 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>>
<<play_amb2_audio mem_liuying_1_dye>>
<<set_EyeColor EyeManager "red" "liuying1-1">>
me: 呃啊,我的眼睛……
<<wait 1>>
@@ -678,6 +686,7 @@ 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>>
<<play_amb2_audio mem_liuying_2_dye>>
<<set_EyeColor EyeManager "green" "liuying1-2">>
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。
@@ -690,6 +699,7 @@ peipei: 医生……我会听话的,别让我……
me: 就快结束了,佩佩。
->渲染蓝色通道
<<hide_dialog>>
<<play_amb2_audio mem_liuying_3_dye>>
<<set_EyeColor EyeManager "blue" "liuying1-3">>
me: 来吧,都来吧!我们就要成功了……
<<wait 1>>
@@ -710,12 +720,14 @@ me: 我想我会怀念它的。但是…对不起,我想要治好我的病人
<<start_transition ViewManager "MainView">>
<<complete_task TaskManager "校准色觉">>哈哈……
屏幕: 重新启动中
<<heart heartBeat normal>>
peipei: 我这是在哪?医生……医生?
<<complete_task TaskManager "治好佩佩的色觉">>
<<task_moveOut TaskManager>>
me: 别动,我要先把你的背板装好。
<<fade_in 1>>
<<load_scene ClinicScene>>
<<play_amb2_audio end_0920>>
<<move_out_fix>>
<<character_init character Peipei>>
<<fade_out 1>>
@@ -767,7 +779,7 @@ 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
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
@@ -2,7 +2,7 @@
tags:
---
<<indoor>>
//<<load_scene 佩佩视觉模块>>
<<load_scene 佩佩视觉模块>>
->进入UF视图
<<start_transition ViewManager "UFView">>
<<hide_dialog>>
@@ -223,6 +223,16 @@ namespace AibisDream
DialogCanvasManager.Instance.SwitchDialogView(sceneName == "ClinicScene"
? DialogViewType.Bubble
: DialogViewType.OldBox);
if(sceneName=="ClinicScene")
{
AudioManager.PlayAmb1Audio("amb_room");
}
else
{
AudioManager.PlayAmb1Audio("amb_main");
}
AudioManager.PlayAmb2Audio("amb_general");
}
[YarnCommand("unload_scene")]
@@ -77,6 +77,7 @@ public class BookManager : MonoBehaviour
{
yield break;
}
AudioManager.RandomPlayInteraction("book");
OnBookOpen?.Invoke();
// 如果书还没有激活,先激活它
if (!book.gameObject.activeInHierarchy)
@@ -112,6 +113,7 @@ public class BookManager : MonoBehaviour
// Close the book
public void CloseBook(Action onCloseCallback = null)
{
AudioManager.RandomPlayInteraction("book");
StartCoroutine(CloseBookCoroutine(onCloseCallback));
}
@@ -77,6 +77,7 @@ public void CutLine(InteractiveLineSegment originalLineSegment, Vector3 splitPoi
{
return;
}
AudioManager.RandomPlayInteraction("wire_cut");
// Create the first new line segment
GameObject firstLineSegmentObject = Instantiate(physicLineSegmentPrefab, transform);
@@ -81,7 +81,7 @@ public class MessageBox : MonoBehaviour
private IEnumerator FlashWarning()
{
AudioManager.SetinteractionSourceVolume(0.35f);
AudioManager.RandomPlayInteraction("messagebox_warning");
AudioManager.RandomPlayInteraction("beep_warning");
for (int i = 0; i < 2; i++)
{
state.enabled = false;
@@ -41,6 +41,11 @@ namespace AibisDream
_voiceSource.clip = clip;
_voiceSource.Play();
}
[YarnCommand("mute")]
public static void MuteInteract(bool isMute)
{
Instance._interactionSource.mute=isMute;
}
[YarnCommand("random_play_interaction")]
public static void RandomPlayInteraction(string interactionName)
@@ -186,9 +191,9 @@ namespace AibisDream
Instance.StartCoroutine(AsyncPlayMemoryAudio(memoryName));
}
public void PauseMemoryAudio()
public static void PauseMemoryAudio()
{
_memorySource.Pause();
Instance._memorySource.Pause();
}
public void ContinueMemoryAudio()
+2 -2
View File
@@ -1,7 +1,7 @@
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,voice_peipei
me,,Player,,me_head,voice_me
peipei,佩佩,Aside,#00FFFF,peipei_head,voice_peipei
me,,Aside,,me_head,voice_me
peipei_novoice,胆怯女声,Aside,#00FFFF,,voice_peipei
yingli_novoice,严厉女声,Aside,#FFCC00,,voice_yingli
tutorial,教学,Aside,,,
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 Aside #00FFFF peipei_head voice_peipei
4 me Player Aside me_head voice_me
5 peipei_novoice 胆怯女声 Aside #00FFFF voice_peipei
6 yingli_novoice 严厉女声 Aside #FFCC00 voice_yingli
7 tutorial 教学 Aside