音效调整
This commit is contained in:
@@ -164,6 +164,7 @@ public class EyeManager : MonoBehaviour
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{
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if(currentTarget!=null)
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{
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AudioManager.RandomPlayInteraction("colorimagine");
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eyeStateEffect?.ApplyFocusedEffect(currentTarget);
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}
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@@ -176,6 +177,7 @@ public class EyeManager : MonoBehaviour
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{
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if(currentTarget!=null)
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{
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AudioManager.RandomPlayInteraction("colorimagine");
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eyeStateEffect?.ApplyUnfocusedEffect(currentTarget);
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}
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@@ -292,6 +294,7 @@ private Sequence glitchin;
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[YarnCommand("EyeGlitch_in")]
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public IEnumerator EyeGlitch_in()
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{
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glitchin = DOTween.Sequence();
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Material material = eyeImage.material;
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if(eyeImage==null)
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@@ -299,6 +302,8 @@ public IEnumerator EyeGlitch_in()
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Debug.LogError("No eyeImage");
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yield break;
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}
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// AudioManager.RandomPlayInteraction("colorcorrect_in");
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// AudioManager.PlayLoopAudio("colorcorrect_loop");
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// _HsvShift 从 0 ~ 360 来回变化
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hsvShiftTween = DOTween.To(() => material.GetFloat("_HsvShift"), x => material.SetFloat("_HsvShift", x), 360, 1f)
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.SetLoops(-1, LoopType.Yoyo);
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@@ -2,6 +2,7 @@ using System.Collections;
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using UnityEngine;
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using DG.Tweening;
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using Unity.Mathematics;
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using AibisDream;
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public class EyeTarget : MonoBehaviour
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{
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@@ -102,14 +103,20 @@ public class EyeTarget : MonoBehaviour
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public void BlurIn(float duration,bool isForwardMaterial = true)
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{
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AudioManager.PlayLoopAudio("visualturn");
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Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
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targetMaterial.DOFloat(1f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine);
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targetMaterial.DOFloat(1f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine).OnComplete(() => {
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AudioManager.PauseLoopAudio();
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});
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}
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public void BlurOut(float duration,bool isForwardMaterial = true)
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{
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AudioManager.PlayLoopAudio("visualturn");
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Material targetMaterial = isForwardMaterial ? forwardMaterial : backMaterial;
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targetMaterial.DOFloat(0f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine);
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targetMaterial.DOFloat(0f, "_GaussianBlurFade", duration).SetEase(Ease.InOutSine).OnComplete(() => {
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AudioManager.PauseLoopAudio();
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});
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}
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public void ColorBack()
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{
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@@ -57,6 +57,8 @@ public class EyeTransitionManager : MonoBehaviour
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// }
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}
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}
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public string audioName="amb_remove";
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public string soundName="remove_in_1";
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}
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// 在 Unity 编辑器中配置视图(不包括MainView)
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@@ -301,7 +303,7 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
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// 开始视图过渡
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private void StartTransition(ViewState targetViewState)
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{
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AudioManager.Instance.PauseMemoryAudio();
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AudioManager.PauseMemoryAudio();
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// 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
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if (isTransitioning || currentViewState == targetViewState || (memoryProcess != null && memoryProcess.IsProcessing()))
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{
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@@ -348,6 +350,8 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
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{
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currentViewState = ViewState.MainView;
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isTransitioning = false;
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AudioManager.PlayAmb1Audio("amb_main");
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AudioManager.PlayAmb2Audio("amb_general");
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});
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}
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@@ -355,6 +359,8 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
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{
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if (!viewConfigDictionary.TryGetValue(targetViewState, out ViewConfig targetConfig)) return;
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AudioManager.RandomPlayInteraction(targetConfig.soundName);
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// Zoom In 的时候,开始 Zoom
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Sequence zoomInSequence = DOTween.Sequence();
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Sequence roateSequence = DOTween.Sequence();
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@@ -397,6 +403,10 @@ public void SetViewAvailability(string viewStateName, bool isAvailable)
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currentViewState = targetViewState;
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isTransitioning = false;
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if(targetConfig.audioName!=null)
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{
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AudioManager.PlayAmb1Audio(targetConfig.audioName);
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}
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});
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});
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}
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@@ -46,6 +46,8 @@ public class MemoryProcess : MonoBehaviour
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[YarnCommand("ColorFadeOut")]
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public IEnumerator ColorFadeOut()
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{
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AudioManager.RandomPlayInteraction("colorerase");
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AudioManager.PauseMemoryAudio();
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// 在3秒内把 _DirectionalDistortionFade 从 -2 变成 -14
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Tween tween = memoryFinishedImage.material.DOFloat(-14, "_DirectionalDistortionFade", 3);
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yield return tween.WaitForCompletion();
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@@ -53,7 +55,7 @@ public IEnumerator ColorFadeOut()
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[YarnCommand("search_memory")]
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public IEnumerator SearchMemory(string memoryName,bool isColorful = true)
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{
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AudioManager.Instance.PauseMemoryAudio();
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AudioManager.PauseMemoryAudio();
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if (isColorful)
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{
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memoryFinishedImage.material.SetFloat("_DirectionalDistortionFade", -2);
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@@ -82,26 +84,27 @@ public IEnumerator ColorFadeOut()
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}
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Sequence memorySequence = DOTween.Sequence();
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AudioManager.SetLoopSourceVolume(0.3f);
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AudioManager.PlayLoopAudio("tv_noise");
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// AudioManager.SetLoopSourceVolume(0.3f);
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// AudioManager.PlayLoopAudio("tv_noise");
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AudioManager.PlayMemoryAudio("mem_"+memoryName);
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// 修改memoryprocess的参数
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memorySequence.Append(memoryProcessImage.material.DOFloat(0, "_StrongTintFade", 0.2f));
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memorySequence.Join(memoryProcessImage.material.DOFloat(1, "_GlitchFade", 0.2f));
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memorySequence.AppendInterval(3f); // 添加1.5秒的延时
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//memorySequence.AppendInterval(2.8f); // 添加1.5秒的延时
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// 在1.5秒延时后,暂停循环音频并播放记忆音频
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memorySequence.AppendCallback(() =>
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{
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// memorySequence.AppendCallback(() =>
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// {
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AudioManager.PauseLoopAudio();
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AudioManager.SetLoopSourceVolume(1.0f);
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AudioManager.PlayMemoryAudio("mem_"+memoryName);
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// AudioManager.PauseLoopAudio();
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// AudioManager.SetLoopSourceVolume(1.0f);
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// AudioManager.PlayMemoryAudio("mem_"+memoryName);
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});
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// });
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memorySequence.AppendInterval(2.1f);
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memorySequence.AppendInterval(3.35f);
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// 记忆处理结束,激活memoryFinishedImage
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memorySequence.AppendCallback(() =>
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@@ -4,6 +4,7 @@ using UnityEngine;
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using UnityEngine.UI;
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using DG.Tweening;
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using Yarn.Unity;
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using AibisDream;
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public class UFProcess : MonoBehaviour
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{
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@@ -34,7 +35,7 @@ public class UFProcess : MonoBehaviour
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[YarnCommand("UFprocess")]
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public IEnumerator ProcessMemory(string memoryFinishedImageName, string UFImageName,bool isColorWrong=false)
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{
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AudioManager.PlayLoopAudio("UFlearning");
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if (isProcessing)
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{
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Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
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@@ -122,6 +123,7 @@ public class UFProcess : MonoBehaviour
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{
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UFImage.gameObject.SetActive(false);
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isProcessing = false; // 处理完成,设置为false
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AudioManager.PauseLoopAudio();
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});
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yield return memorySequence.WaitForCompletion();
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}
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@@ -5,6 +5,7 @@ using UnityEngine.UI;
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using DG.Tweening;
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using Yarn.Unity;
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using System.Collections;
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using AibisDream;
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public class UFmanager : MonoBehaviour
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{
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@@ -55,6 +56,8 @@ public class UFmanager : MonoBehaviour
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{
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isShowingPhoto = true; // 设置标志,表示照片显示正在进行
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AudioManager.RandomPlayInteraction("uf");
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// 激活底板
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baseImage.gameObject.SetActive(true);
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// 设置照片并使其可见
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@@ -14835,6 +14835,8 @@ MonoBehaviour:
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crowBarSocket: {fileID: 0}
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cameraSize: 2
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cameraPos: {x: 0, y: 0.5}
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audioName: amb_remove
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soundName: remove_in_1
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- viewPanel: {fileID: 1294333830}
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socket: {fileID: 7986262}
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viewState: 2
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@@ -14847,6 +14849,8 @@ MonoBehaviour:
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crowBarSocket: {fileID: 587433360}
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cameraSize: 2
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cameraPos: {x: -4.5, y: 0.5}
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audioName:
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soundName:
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- viewPanel: {fileID: 1882925196}
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socket: {fileID: 1451543708}
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viewState: 3
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@@ -14856,6 +14860,8 @@ MonoBehaviour:
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crowBarSocket: {fileID: 0}
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cameraSize: 2.5
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cameraPos: {x: -2.5, y: 5.3}
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audioName: amb_deep
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soundName: deep_in_1
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- viewPanel: {fileID: 0}
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socket: {fileID: 1261765723}
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viewState: 4
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@@ -14864,6 +14870,8 @@ MonoBehaviour:
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crowBarSocket: {fileID: 0}
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cameraSize: 0
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cameraPos: {x: 0, y: 0}
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audioName:
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soundName:
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- viewPanel: {fileID: 0}
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socket: {fileID: 697311004}
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viewState: 7
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@@ -14872,6 +14880,8 @@ MonoBehaviour:
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crowBarSocket: {fileID: 0}
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cameraSize: 0
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cameraPos: {x: 0, y: 0}
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audioName:
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soundName:
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- viewPanel: {fileID: 0}
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socket: {fileID: 144553463}
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viewState: 5
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@@ -14880,6 +14890,8 @@ MonoBehaviour:
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crowBarSocket: {fileID: 0}
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cameraSize: 0
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cameraPos: {x: 0, y: 0}
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audioName:
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soundName:
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- viewPanel: {fileID: 0}
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socket: {fileID: 585617291}
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viewState: 6
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@@ -14890,6 +14902,8 @@ MonoBehaviour:
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crowBarSocket: {fileID: 0}
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cameraSize: 0
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cameraPos: {x: 0, y: 0}
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audioName:
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soundName:
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faceTransform: {fileID: 1082705360}
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projector: {fileID: 490060563}
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--- !u!4 &1102365682
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conversionMode: 0
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preloadAudioData: 0
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platformSettingOverrides: {}
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forceToMono: 0
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normalize: 1
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loadInBackground: 0
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ambisonic: 0
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platformSettingOverrides: {}
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forceToMono: 0
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normalize: 1
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loadInBackground: 0
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<<switch_tv 黑屏>>
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||||
<<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>>
|
||||
@@ -100,6 +104,7 @@ me: 佩佩,醒来吧。
|
||||
<<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>>
|
||||
<<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 QQ:781230111
|
||||
@@ -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 QQ:781230111
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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,我,Player,,me_head,voice_me
|
||||
peipei,佩佩,Aside,#00FFFF,peipei_head,voice_peipei
|
||||
me,我,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,,,
|
||||
|
||||
|
Reference in New Issue
Block a user