Merge branch 'feature/9.5春晖开发' into 'develop'
修补缺漏 See merge request aibis-dream/aibis-dream!20
@@ -70,8 +70,6 @@ public class EyeTransitionManager : MonoBehaviour
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||||
// 是否正在进行视图过渡
|
||||
private bool isTransitioning = false;
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||||
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||||
public Button CloseBookButton;
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||||
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||||
public Transform faceTransform;
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public Transform projector;
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// 视图状态枚举
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||||
@@ -170,6 +168,7 @@ public class EyeTransitionManager : MonoBehaviour
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{
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// 首先注册命令
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||||
DialogController.Instance.RegisterOptionCommand("activate_socket_choice", ActivateSocketChoice);
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||||
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||||
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||||
// 初始化视图
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||||
InitializeView();
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@@ -191,13 +190,6 @@ public class EyeTransitionManager : MonoBehaviour
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{
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var optionDic = options.ToDictionary(item => item.Text, item => item);
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||||
Debug.Log("Option dictionary keys: " + string.Join(", ", optionDic.Keys));
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if (optionDic.ContainsKey("CloseBook"))
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{
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||||
CloseBookButton.onClick.AddListener(() =>
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||||
{
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||||
optionDic["CloseBook"].SelectOption();
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});
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}
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foreach (var viewConfig in viewConfigs)
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{
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@@ -32,13 +32,13 @@ public class UFProcess : MonoBehaviour
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memoryProcessImage.material.SetFloat("_GlitchFade", 0);
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}
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[YarnCommand("UFprocess")]
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public void ProcessMemory(string memoryFinishedImageName, string UFImageName,bool isColorWrong=false)
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public IEnumerator ProcessMemory(string memoryFinishedImageName, string UFImageName,bool isColorWrong=false)
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{
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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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return;
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yield break;
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}
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isProcessing = true; // 开始处理,设置为true
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@@ -57,13 +57,13 @@ public class UFProcess : MonoBehaviour
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if (memoryFinishedSprite == null)
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{
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Debug.LogError("Memory finished image not found: " + memoryFinishedImageName);
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return;
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yield break;
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}
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if (UFMemorySprite == null)
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{
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Debug.LogError("UF image not found: " + UFImageName);
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return;
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yield break;
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}
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currentImage.material.SetFloat("_TwistUvAmount", 0); // 设置 Pixel_Fade 为0
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@@ -123,6 +123,7 @@ public class UFProcess : MonoBehaviour
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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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});
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yield return memorySequence.WaitForCompletion();
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}
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public bool IsProcessing()
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{
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m_SizeDelta: {x: 500, y: 600}
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m_Pivot: {x: 0.5, y: 0.5}
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@@ -8075,6 +8075,7 @@ RectTransform:
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|
Before Width: | Height: | Size: 421 KiB After Width: | Height: | Size: 362 KiB |
@@ -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
|
||||
|
||||
@@ -2,13 +2,12 @@
|
||||
tags:
|
||||
---
|
||||
<<indoor>>
|
||||
<<load_scene 佩佩视觉模块>>
|
||||
|
||||
//<<load_scene 佩佩视觉模块>>
|
||||
->打开书并翻到第四页
|
||||
<<OpenBook BookManager>>
|
||||
<<Flip BookManager 4 >>
|
||||
//页码需要在编辑内找到book去配置
|
||||
[command name=activate_socket_choice /]
|
||||
[command name=listen_closeBook /]
|
||||
[options /]
|
||||
->CloseBook
|
||||
我: 嗯,刚刚的内容很有趣
|
||||
|
||||
@@ -22,9 +22,9 @@ position: 66,-976
|
||||
我: 销售大赛…给机器人销售罐头?为什么呢……
|
||||
???: 就是这里了,员工诊所。身体检查一定会对你的生产效率有帮助的。
|
||||
我: 看起来有人来了。
|
||||
<<declare $EyeMemory = false>>
|
||||
<<declare $EyeMemory_PeipeiTalk = false>>
|
||||
///表示UF模块在当前维修阶段是否已经进入过了
|
||||
<<declare $EyeUF = false>>
|
||||
<<declare $EyeUF_PeipeiTalk = false>>
|
||||
<<indoor>>
|
||||
<<jump OutDoorTalk>>
|
||||
|
||||
@@ -78,8 +78,8 @@ position: 69,-488
|
||||
->查询手册
|
||||
<<OpenBook BookManager>>
|
||||
<<Flip BookManager 1 >>
|
||||
///[command name=activate_socket_choice /]
|
||||
///[options /]
|
||||
[command name=listen_closeBook /]
|
||||
[options /]
|
||||
->CloseBook
|
||||
我: 原来是通过UnstableFusion模块直接调用记忆进行绘图的。
|
||||
我: 嗯…无论如何问题听起来都在头部。来看一看吧。
|
||||
@@ -106,55 +106,55 @@ position: 71,-262
|
||||
<<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">>
|
||||
<<declare $FirstVisitedHead = false>>
|
||||
<<declare $FirstModuleVisited = false>>
|
||||
<<declare $AllModuleVisited = false>>
|
||||
<<declare $FirstVisitedHead_PeipeiTalk = false>>
|
||||
<<declare $FirstModuleVisited_PeipeiTalk = false>>
|
||||
<<declare $AllModuleVisited_PeipeiTalk = false>>
|
||||
///表示视觉模块在当前维修阶段是否已经进入过了
|
||||
<<declare $EyeVisited = false>>
|
||||
<<declare $EyeVisited_PeipeiTalk = false>>
|
||||
///表示UF模块在当前维修阶段是否已经进入过了
|
||||
<<declare $UFVisited = false>>
|
||||
<<declare $UFVisited_PeipeiTalk = false>>
|
||||
///表示记忆模块在当前维修阶段是否已经进入过了
|
||||
<<declare $MemoryVisited = false>>
|
||||
<<declare $EyeSocketVisited = false>>
|
||||
<<declare $MemoryVisited_PeipeiTalk = false>>
|
||||
<<declare $EyeSocketVisited_PeipeiTalk = false>>
|
||||
///表示UF模块在当前维修阶段是否已经进入过了
|
||||
<<declare $UFSocketVisited = false>>
|
||||
<<declare $UFSocketVisited_PeipeiTalk = false>>
|
||||
///表示记忆模块在当前维修阶段是否已经进入过了
|
||||
<<declare $MemorySocketVisited = false>>
|
||||
<<declare $surgery = false>>
|
||||
<<declare $MemorySocketVisited_PeipeiTalk = false>>
|
||||
<<declare $surgery_PeipeiTalk = false>>
|
||||
我: 好了,先简单检查下你各个头部模块的状态吧。
|
||||
[command name=activate_socket_choice /]
|
||||
<<jump Choice>>
|
||||
===
|
||||
title: Choice
|
||||
position: 76,21
|
||||
position: 76,20
|
||||
---
|
||||
<<start_transition ViewManager "MainView">>
|
||||
<<if $FirstVisitedHead==false>>
|
||||
<<set $FirstVisitedHead=true>>
|
||||
<<if $FirstVisitedHead_PeipeiTalk==false>>
|
||||
<<set $FirstVisitedHead_PeipeiTalk=true>>
|
||||
我: 我还是第一次看美工的头部…看起来和别人的有些不一样。
|
||||
我: 总之,先插线检查一下每个模块吧。
|
||||
<<endif>>
|
||||
<<if $surgery==true>>
|
||||
<<if $surgery_PeipeiTalk==true>>
|
||||
<<set_scissors_mode LineManager true>>
|
||||
<<set_line_cuttable LineManager MemoryEye true>>
|
||||
<<jump Surgery>>
|
||||
<<elseif $UFVisited==false&&$EyeVisited==true&&$FirstModuleVisited==false>>
|
||||
<<elseif $UFVisited_PeipeiTalk==false&&$EyeVisited_PeipeiTalk==true&&$FirstModuleVisited_PeipeiTalk==false>>
|
||||
我: 她的视觉还保留有想象力,不过这不应该影响工作,看来只有看看UF才知道原因了
|
||||
<<set $FirstModuleVisited=true>>
|
||||
<<elseif $UFVisited==true&&$EyeVisited==false&&$EyeSocketVisited==false&&$FirstModuleVisited==false>>
|
||||
<<set $FirstModuleVisited_PeipeiTalk=true>>
|
||||
<<elseif $UFVisited_PeipeiTalk==true&&$EyeVisited_PeipeiTalk==false&&$EyeSocketVisited_PeipeiTalk==false&&$FirstModuleVisited_PeipeiTalk==false>>
|
||||
我: 她的UF无法调用到足够的记忆素材,需要看看是什么模块占用到了
|
||||
<<set $FirstModuleVisited=true>>
|
||||
<<elseif $UFVisited==true&&$EyeVisited==false&&$EyeSocketVisited==true&&$FirstModuleVisited==false>>
|
||||
<<set $FirstModuleVisited_PeipeiTalk=true>>
|
||||
<<elseif $UFVisited_PeipeiTalk==true&&$EyeVisited_PeipeiTalk==false&&$EyeSocketVisited_PeipeiTalk==true&&$FirstModuleVisited_PeipeiTalk==false>>
|
||||
我: 她的UF无法调用到足够的记忆素材,这跟她视觉的报错有关系吗
|
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<<set $FirstModuleVisited=true>>
|
||||
<<elseif $UFVisited==true&&$EyeVisited==true&&$MemoryVisited==false&&$AllModuleVisited==false>>
|
||||
<<set $AllModuleVisited=true>>
|
||||
<<set $FirstModuleVisited_PeipeiTalk=true>>
|
||||
<<elseif $UFVisited_PeipeiTalk==true&&$EyeVisited_PeipeiTalk==true&&$MemoryVisited_PeipeiTalk==false&&$AllModuleVisited_PeipeiTalk==false>>
|
||||
<<set $AllModuleVisited_PeipeiTalk=true>>
|
||||
我: 看起来是有些记忆被视觉占用了,导致UF无法读取,需要检查下记忆模块处理一下这些被占用的记忆
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///刷新任务,提示检查视觉
|
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<<complete_task TaskManager "使用检查线检查头部模块">>
|
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<<clear_tasks TaskManager>>
|
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<<add_task TaskManager "检查记忆模块,定位病因">>
|
||||
<<elseif $UFVisited==true&&$EyeVisited==true&&$MemoryVisited==true>>
|
||||
<<elseif $UFVisited_PeipeiTalk==true&&$EyeVisited_PeipeiTalk==true&&$MemoryVisited_PeipeiTalk==true>>
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我: 我好像明白了……
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<<complete_task TaskManager "检查记忆模块,定位病因">>
|
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<<task_moveOut TaskManager>>
|
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@@ -165,8 +165,8 @@ position: 76,21
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-> UFView
|
||||
//插入UF模块
|
||||
<<messagebox MessageBox "warning" "UFModule has error#114514">>
|
||||
<<if $UFSocketVisited==false>>
|
||||
<<set $UFSocketVisited= true>>
|
||||
<<if $UFSocketVisited_PeipeiTalk==false>>
|
||||
<<set $UFSocketVisited_PeipeiTalk= true>>
|
||||
///Q:怎么管理右上角报错屏幕的文本?
|
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///Q:每一次插入的文本不一样,怎么管理?
|
||||
///Q:手册的文本怎么管理?
|
||||
@@ -187,7 +187,7 @@ position: 76,21
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||||
->查询手册
|
||||
<<OpenBook BookManager>>
|
||||
<<Flip BookManager 3 >>
|
||||
[command name=activate_socket_choice /]
|
||||
[command name=listen_closeBook /]
|
||||
[options /]
|
||||
->CloseBook
|
||||
//<<解锁条目-UF模块1>>
|
||||
@@ -201,7 +201,7 @@ position: 76,21
|
||||
->查询手册
|
||||
<<OpenBook BookManager>>
|
||||
<<Flip BookManager 3 >>
|
||||
[command name=activate_socket_choice /]
|
||||
[command name=listen_closeBook /]
|
||||
[options /]
|
||||
->CloseBook
|
||||
我: 好的…我明白了。我需要做一个快速绘图流程,然后才能知道UF可能存在的问题。
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||||
@@ -214,7 +214,7 @@ position: 76,21
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->先看看其他模块
|
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我: 不着急,我们先把其他部分检查完。
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||||
<<jump Choice>>
|
||||
<<elseif $UFSocketVisited==true&&$UFVisited==false>>
|
||||
<<elseif $UFSocketVisited_PeipeiTalk==true&&$UFVisited_PeipeiTalk==false>>
|
||||
我: 我需要进行快速绘图才能知道UF具体出现了什么问题……
|
||||
->进行绘图测试
|
||||
我: 来吧,佩佩。
|
||||
@@ -230,8 +230,8 @@ position: 76,21
|
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-> EyeView
|
||||
//插入Eye模块
|
||||
<<messagebox MessageBox "warning" "EyeModule has error#415411">>
|
||||
<<if $EyeSocketVisited==false>>
|
||||
<<set $EyeSocketVisited= true>>
|
||||
<<if $EyeSocketVisited_PeipeiTalk==false>>
|
||||
<<set $EyeSocketVisited_PeipeiTalk= true>>
|
||||
信息: 被质询的记忆访问,特征码:219CD0
|
||||
我: 这个报错信息是什么意思?……最好进去看看。
|
||||
<<add_task TaskManager "深入视觉模块进行检查" "使用检查线检查头部模块">>
|
||||
@@ -239,7 +239,7 @@ position: 76,21
|
||||
<<jump EyeView>>
|
||||
->先看看其他模块
|
||||
<<jump Choice>>
|
||||
<<elseif $EyeSocketVisited==true&&$EyeVisited==false>>
|
||||
<<elseif $EyeSocketVisited_PeipeiTalk==true&&$EyeVisited_PeipeiTalk==false>>
|
||||
我: 视觉的报错需要查查
|
||||
->检查视觉
|
||||
<<jump EyeView>>
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@@ -253,8 +253,8 @@ position: 76,21
|
||||
-> MemoryView
|
||||
//插入Memory模块
|
||||
<<messagebox MessageBox "normal" "MemoryModule is normal">>
|
||||
<<if $EyeVisited==true&&$UFVisited==true>>
|
||||
<<set $MemorySocketVisited= true>>
|
||||
<<if $EyeVisited_PeipeiTalk==true&&$UFVisited_PeipeiTalk==true>>
|
||||
<<set $MemorySocketVisited_PeipeiTalk= true>>
|
||||
我: 一切问题看起来都收束在了这里……记忆模块。
|
||||
我: 让我们看一下究竟是什么记忆影响了佩佩的视觉和UF模块吧。
|
||||
->输入特征码:E1F32B7
|
||||
@@ -354,14 +354,14 @@ position: 553,9
|
||||
//////Q:在得出正确结论之后,要以某种方式获得MEM的权限
|
||||
///这里最好弹出去看手册和特征码
|
||||
<<set_view_availability ViewManager "EyeView" false>>
|
||||
<<set $EyeVisited = true>>
|
||||
<<set $EyeVisited_PeipeiTalk = true>>
|
||||
信息: 被质询的记忆访问,特征码:E1F32B7
|
||||
我: 这个特征码是什么?
|
||||
我: 先不管它,我需要对佩佩的视觉模块病情做出诊断。
|
||||
->查询手册
|
||||
<<OpenBook BookManager>>
|
||||
<<Flip BookManager 3 >>
|
||||
[command name=activate_socket_choice /]
|
||||
[command name=listen_closeBook /]
|
||||
[options /]
|
||||
->CloseBook
|
||||
我: 好的,我明白了。
|
||||
@@ -426,7 +426,7 @@ position: -384,22
|
||||
->查询手册
|
||||
<<OpenBook BookManager>>
|
||||
<<Flip BookManager 4 >>
|
||||
[command name=activate_socket_choice /]
|
||||
[command name=listen_closeBook /]
|
||||
[options /]
|
||||
->CloseBook
|
||||
我: 不兼容型排异反应:由于受到一些记忆的排异,UF无法正常读取素材。按照手册说的,看来需要在记忆模块定位排异源。
|
||||
@@ -441,14 +441,14 @@ position: -207,-227
|
||||
佩佩: 占用是什么?
|
||||
我: 嗯……简单来说,UF需要使用记忆素材来绘图,但是你身体其他的模块已经在用这部分记忆了,所以UF受到干扰,绘制的图片颜色不正确。
|
||||
佩佩: 也就是说我的工作表现不佳不是我的能力原因,而是因为我身体里面有些东西…出问题了?
|
||||
<<if $EyeVisited==false>>
|
||||
<<if $EyeVisited_PeipeiTalk==false>>
|
||||
我: 不好说,我需要先找到是什么占用了这个记忆,然后获得特征码去看记忆。
|
||||
<<else>>
|
||||
我: 不好说,但我感觉应该跟刚才视觉模块生成的特征码有关系,我需要检查一下记忆模块
|
||||
<<endif>>
|
||||
佩佩: 好的,麻烦医生了。
|
||||
//标记现在已经访问主视角下的UF模块了
|
||||
<<set $UFVisited to true>>
|
||||
<<set $UFVisited_PeipeiTalk to true>>
|
||||
<<jump Choice>>
|
||||
->UF的逻辑存在问题,导致绘制错图案
|
||||
我: 好像她的表现不是这样,再想想或者再查查书吧
|
||||
@@ -508,7 +508,7 @@ position: 557,290
|
||||
|
||||
佩佩: 停下,医生……快停下……
|
||||
我: 感觉反胃是吗?记忆引起的情绪波动导致的,我这就退出来。
|
||||
<<set $MemoryVisited to true>>
|
||||
<<set $MemoryVisited_PeipeiTalk to true>>
|
||||
<<set_view_availability ViewManager "MemoryView" false>>
|
||||
<<jump Choice>>
|
||||
===
|
||||
@@ -524,6 +524,8 @@ position: -266,367
|
||||
->检查手册
|
||||
<<OpenBook BookManager>>
|
||||
<<Flip BookManager 5 >>
|
||||
[command name=listen_closeBook /]
|
||||
[options /]
|
||||
///[command name=activate_socket_choice /]
|
||||
///[options /]
|
||||
->CloseBook
|
||||
@@ -556,8 +558,10 @@ position: 421,440
|
||||
///<<签名>>
|
||||
///<<任务提示更新:进行视觉-记忆桥截断术>>
|
||||
我: 好的,那么我们开始吧。
|
||||
<<set $surgery=true>>
|
||||
<<set $surgery_PeipeiTalk=true>>
|
||||
<<load_scene 佩佩视觉模块>>
|
||||
<<Set_ViewVisualState ViewManager "ColorView" 1>>
|
||||
|
||||
<<jump Choice>>
|
||||
===
|
||||
title: Surgery
|
||||
@@ -565,6 +569,7 @@ position: 85,821
|
||||
---
|
||||
/////头部视角-视觉-记忆桥截断术
|
||||
//<<start_transition ViewManager "MainView">>
|
||||
[command name=activate_socket_choice /]
|
||||
[options /]
|
||||
-> MemoryEyeScissor
|
||||
<<set_scissors_mode LineManager false>>
|
||||
@@ -580,8 +585,8 @@ position: 85,821
|
||||
佩佩: 呼……
|
||||
佩佩: 好像……好多了。
|
||||
我: 进视觉和UF模块检查一下吧。
|
||||
<<set $EyeVisited to false>>
|
||||
<<set $UFVisited to false>>
|
||||
<<set $EyeVisited_PeipeiTalk to false>>
|
||||
<<set $UFVisited_PeipeiTalk to false>>
|
||||
<<jump review>>
|
||||
-> MemoryUFScissor
|
||||
我: 我们要剪的不是这个吧
|
||||
@@ -594,8 +599,8 @@ position: 85,821
|
||||
// 佩佩: 呼……
|
||||
// 佩佩: 好像……好多了。
|
||||
// 我: 进视觉和UF模块检查一下吧。
|
||||
// <<set $EyeVisited to false>>
|
||||
// <<set $UFVisited to false>>
|
||||
// <<set $EyeVisited_PeipeiTalk to false>>
|
||||
// <<set $UFVisited_PeipeiTalk to false>>
|
||||
// <<jump review>>
|
||||
===
|
||||
|
||||
@@ -603,22 +608,22 @@ title: review
|
||||
position: 85,1052
|
||||
---
|
||||
<<start_transition ViewManager "MainView">>
|
||||
<<if $UFVisited==false&&$EyeVisited==false>>
|
||||
<<if $UFVisited_PeipeiTalk==false&&$EyeVisited_PeipeiTalk==false>>
|
||||
->检查视觉
|
||||
<<jump EyeViewFollowUp>>
|
||||
->进行绘图测试
|
||||
<<jump UFViewFollowUp>>
|
||||
<<elseif $UFVisited==false&&$EyeVisited>>
|
||||
<<elseif $UFVisited_PeipeiTalk==false&&$EyeVisited_PeipeiTalk>>
|
||||
我: 视觉系统正常,我们再看看UF是不是恢复正常了吧。这才是最终的目的。
|
||||
->进行绘图测试
|
||||
<<jump UFViewFollowUp>>
|
||||
<<elseif $UFVisited&&$EyeVisited==false>>
|
||||
<<elseif $UFVisited_PeipeiTalk&&$EyeVisited_PeipeiTalk==false>>
|
||||
我: UF正常了,谨慎起见,我们还是检查一下视觉模块吧。
|
||||
->检查视觉
|
||||
<<jump EyeViewFollowUp>>
|
||||
<<elseif $UFVisited&&$EyeVisited>>
|
||||
<<elseif $UFVisited_PeipeiTalk&&$EyeVisited_PeipeiTalk>>
|
||||
我: 好,都没问题了。
|
||||
->结束治疗<<if $EyeVisited&&$UFVisited>>
|
||||
->结束治疗<<if $EyeVisited_PeipeiTalk&&$UFVisited_PeipeiTalk>>
|
||||
<<jump EndTreatment>>
|
||||
<<endif>>
|
||||
|
||||
@@ -643,7 +648,7 @@ position: 441,1082
|
||||
///<<任务提示更新:检查视觉模块完成>>
|
||||
我: 看来成功了。你的色觉想象被阻断了。
|
||||
我: (虽然“成功”这个说法在这里实在太奇怪了……)
|
||||
<<set $EyeVisited to true>>
|
||||
<<set $EyeVisited_PeipeiTalk to true>>
|
||||
<<jump review>>
|
||||
|
||||
===
|
||||
@@ -656,7 +661,7 @@ position: -171,1128
|
||||
我: 佩佩,我们用UF画一张图吧
|
||||
<<show_photo UFManager "normal">>
|
||||
我: 总算是好了。你恢复正确的绘制能力了
|
||||
<<set $UFVisited to true>>
|
||||
<<set $UFVisited_PeipeiTalk to true>>
|
||||
<<jump review>>
|
||||
|
||||
===
|
||||
@@ -675,7 +680,7 @@ position: 86,1272
|
||||
佩佩: 其实还挺不错的……比我想象的好多了。
|
||||
佩佩: 医生,我是你遇到过最矫情的员工吗?
|
||||
->(一些互动对话,略)
|
||||
<<character_fade_Out duration>>
|
||||
<<character_fade_Out 1>>
|
||||
//////这段对话形式还需要探索下——我需要玩玩coffeetalk等
|
||||
===
|
||||
|
||||
|
||||
@@ -36,6 +36,8 @@ position: 66,-520
|
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---
|
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///<<播放急切冲进门的声音>>
|
||||
//<<character_into Peipei>>
|
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<<character_switch_image Peipei_1>>
|
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<<character_fade_in 1>>
|
||||
佩佩: 对不起,我搞砸了。
|
||||
我: 佩佩?怎么了?
|
||||
我: 你眼睛那儿流的是…冷却液吗?
|
||||
@@ -517,6 +519,7 @@ position: 124,513
|
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//<<fade_out 2>>
|
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|
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<<load_scene ClinicScene>>
|
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<<character_init Peipei_1>>
|
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我: 我想我们失败了,佩佩。
|
||||
佩佩: 也就是说,现在没有任何办法了治好我了?
|
||||
我: 我说过我一定会把你治好的……冷静。再想想……
|
||||
@@ -592,12 +595,10 @@ position: 85,821
|
||||
佩佩: 什么?……我不知道,他们就让我签了一个协议。
|
||||
我: 好吧,先别管它了……
|
||||
我: 看起来数据都汇入了这个自我学习模块……
|
||||
<<start_transition ViewManager "UFView">>
|
||||
<<start_transition ViewManager "UFView">>
|
||||
<<hide_dialog>>
|
||||
->执行绘图
|
||||
<<UFprocess UFManager "liuying1-3" "广告尝试2" true>>
|
||||
<<hide_dialog>>
|
||||
<<wait 5>>
|
||||
///替代描述: 【观察自我学习模块的预览窗口】
|
||||
///替代描述: 【看到画面被UF揉碎、扭曲、变成罐头图片】
|
||||
我: 这个过程……无法被停止。
|
||||
@@ -622,7 +623,9 @@ position: 85,821
|
||||
佩佩: 它回来了,想象力……回来了。我已经好久没有看到过颜色了,医生…帮我把色觉插上吧。
|
||||
///没插上之前是想象颜色吧,强调下插上后的感觉,就是不用想象颜色了,肯定和想象还是不一样的
|
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->执行色觉连接操作
|
||||
<<fade_in 2>>
|
||||
<<reconnected_line LineManager MemoryEye>>
|
||||
<<fade_out 2>>
|
||||
<<set $EyeVisited_PeipeiTalk2 to false>>
|
||||
<<set $UFVisited_PeipeiTalk2 to false>>
|
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<<jump ColorRecover>>
|
||||
|
||||
@@ -13,10 +13,11 @@ position: 0,0
|
||||
title: Test1
|
||||
position: 55,-1208
|
||||
---
|
||||
<<character_switch_image Peipei_1>>
|
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<<character_fade_in 1>>
|
||||
我:坚持住,佩佩。
|
||||
我:我们还剩…三个小时。我们开始吧。
|
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///进入维修界面
|
||||
|
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<<load_scene 佩佩视觉模块>>
|
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///设置成UF模块缺失的状态
|
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<<Set_ViewVisualState ViewManager "ColorView" 1>>
|
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@@ -333,7 +334,7 @@ position: 55,-1208
|
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我: ……
|
||||
我: 不。好像还有一个……不愿意被忘掉的记忆。
|
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->播放给医生的留言
|
||||
<<search_memory MemoryManager "liuying1-1">>
|
||||
<<search_memory MemoryManager "liuying3-1">>
|
||||
我: ……
|
||||
->忘了这一切吧。
|
||||
->我们怎么到今天这步的?
|
||||
@@ -457,7 +458,7 @@ position: 55,-1208
|
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我: 这是完成了吗?我已经……完全看不到颜色了。
|
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我: 我们成功了吗……佩佩?
|
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//////总感觉应该要提供机会给玩家->尝试想象颜色23333
|
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<<load_scene 佩佩视觉模块>>
|
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<<start_transition ViewManager "MainView">>
|
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屏幕: 重新启动中
|
||||
佩佩: 我这是在哪?医生……医生?
|
||||
我: 别动,我要先把你的背板装好。
|
||||
|
||||
@@ -10,8 +10,9 @@ title: ScreenEffect
|
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tags:
|
||||
---
|
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->黑屏过渡
|
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<<fadeIn ScreenEffect 1 1>>
|
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<<fadeIn ScreenEffect 1>>
|
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<<hide_dialog>>
|
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<<fadeOut ScreenEffect 1>>
|
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<<jump ScreenEffect>>
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->震动屏幕
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<<shakeScreen ScreenEffect>>
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@@ -3,30 +3,95 @@ using Yarn.Unity;
|
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using System;
|
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using System.Collections.Generic;
|
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using System.Collections;
|
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|
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using AibisDream;
|
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using System.Linq;
|
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using UnityEngine.UI;
|
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using DG.Tweening;
|
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using System.Numerics;
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public class BookManager : MonoBehaviour
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{
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public Book book; // Reference to the book script
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private AutoFlip flipmanager;
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public Button CloseBookButton;
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public Button OepnBookButton;
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private RectTransform bookPos;
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public event System.Action OnBookClosed;
|
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|
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|
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void Start()
|
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{
|
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CloseBookButton.onClick.RemoveAllListeners(); // 确保不会重复绑定
|
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CloseBookButton.onClick.AddListener(() =>
|
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{
|
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// 仅关闭书本,不执行额外操作
|
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CloseBook();
|
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});
|
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OepnBookButton.onClick.RemoveAllListeners(); // 确保不会重复绑定
|
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OepnBookButton.onClick.AddListener(() =>
|
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{
|
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ButtonOpenBook();
|
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});
|
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DialogController.Instance.RegisterOptionCommand("listen_closeBook", CombineCloseBook);
|
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flipmanager=book.gameObject.GetComponent<AutoFlip>();
|
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bookPos=book.gameObject.GetComponent<RectTransform>();
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// Initially, the book is closed
|
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CloseBook();
|
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}
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// Open the book and flip to a specific page
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[YarnCommand("OpenBook")]
|
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public void OpenBook()
|
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public void CombineCloseBook(YarnOption[] options)
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{
|
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if (!book.gameObject.activeInHierarchy)
|
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var optionDic = options.ToDictionary(item => item.Text, item => item);
|
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Debug.Log("Option dictionary keys: " + string.Join(", ", optionDic.Keys));
|
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|
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if (optionDic.ContainsKey("CloseBook"))
|
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{
|
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// 监听书关闭事件
|
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OnBookClosed -= TriggerCloseBookOption; // 避免重复监听
|
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OnBookClosed += TriggerCloseBookOption;
|
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|
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// 内部方法:当书关闭时触发该选项的逻辑
|
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void TriggerCloseBookOption()
|
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{
|
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optionDic["CloseBook"].SelectOption();
|
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}
|
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}
|
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}
|
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|
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public void ButtonOpenBook()
|
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{
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book.gameObject.SetActive(true);
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StartCoroutine(OpenBook());
|
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}
|
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[YarnCommand("OpenBook")]
|
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|
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public IEnumerator OpenBook()
|
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{
|
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// 如果书还没有激活,先激活它
|
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if (!book.gameObject.activeInHierarchy)
|
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{
|
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book.gameObject.SetActive(true);
|
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}
|
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|
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// 使用 DoTween 创建一个动画序列
|
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Sequence sequence = DOTween.Sequence();
|
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|
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// 设置初始位置为屏幕外或者其他你想要的位置(根据需求自行设置)
|
||||
bookPos.anchoredPosition = new UnityEngine.Vector2(bookPos.anchoredPosition.x, -(Screen.height+bookPos.sizeDelta.y)/2);
|
||||
|
||||
// 移动到目标位置
|
||||
sequence.Append(bookPos.DOAnchorPos(UnityEngine.Vector2.zero, 0.5f).SetEase(Ease.OutQuad));
|
||||
|
||||
// 等待序列完成
|
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yield return sequence.WaitForCompletion();
|
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}
|
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}
|
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|
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[YarnCommand("Flip")]
|
||||
|
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public IEnumerator FlipToPageYarnCommand(int parameters)
|
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{
|
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// Parse the target page from the parameters
|
||||
@@ -36,11 +101,26 @@ public IEnumerator FlipToPageYarnCommand(int parameters)
|
||||
}
|
||||
|
||||
// Close the book
|
||||
public void CloseBook()
|
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public void CloseBook(Action onCloseCallback = null)
|
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{
|
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if (book.gameObject.activeInHierarchy)
|
||||
{
|
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book.gameObject.SetActive(false);
|
||||
}
|
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StartCoroutine(CloseBookCoroutine(onCloseCallback));
|
||||
}
|
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private IEnumerator CloseBookCoroutine(Action onCloseCallback = null)
|
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{
|
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// 使用 DoTween 创建一个动画序列
|
||||
Sequence sequence = DOTween.Sequence();
|
||||
|
||||
// 动画:将 book 移动回初始位置
|
||||
sequence.Append(bookPos.DOAnchorPos(new UnityEngine.Vector2(bookPos.anchoredPosition.x, -(Screen.height+bookPos.sizeDelta.y)/2), 0.5f).SetEase(Ease.InQuad));
|
||||
|
||||
// 等待动画完成
|
||||
yield return sequence.WaitForCompletion();
|
||||
|
||||
// 动画完成后隐藏 book
|
||||
book.gameObject.SetActive(false);
|
||||
|
||||
OnBookClosed?.Invoke();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -31,7 +31,7 @@ public class ScreenEffectManager : MonoBehaviour
|
||||
else
|
||||
{
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject); // 可选:保持在场景加载之间
|
||||
//DontDestroyOnLoad(gameObject); // 可选:保持在场景加载之间
|
||||
}
|
||||
}
|
||||
|
||||
@@ -59,17 +59,23 @@ public class ScreenEffectManager : MonoBehaviour
|
||||
|
||||
// 黑屏淡入淡出效果
|
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[YarnCommand("fadeIn")]
|
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public IEnumerator FadeIn(float waitTime, float duration)
|
||||
public IEnumerator FadeIn(float duration)
|
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{
|
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blackoutPanel.gameObject.SetActive(true);
|
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Sequence fadeInSequence = DOTween.Sequence();
|
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fadeInSequence.Append(blackoutPanel.DOFade(1f, duration));
|
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fadeInSequence.AppendInterval(waitTime);
|
||||
fadeInSequence.Append(blackoutPanel.DOFade(0f, duration).OnComplete(() =>
|
||||
//fadeInSequence.AppendInterval(waitTime);
|
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yield return fadeInSequence.WaitForCompletion();
|
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}
|
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[YarnCommand("fadeOut")]
|
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public IEnumerator FadeOut(float duration)
|
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{
|
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Sequence fadeOutSequence = DOTween.Sequence();
|
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fadeOutSequence.Append(blackoutPanel.DOFade(0f, duration).OnComplete(() =>
|
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{
|
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blackoutPanel.gameObject.SetActive(false);
|
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}));
|
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yield return fadeInSequence.WaitForCompletion();
|
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yield return fadeOutSequence.WaitForCompletion();
|
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}
|
||||
|
||||
// 红色闪烁效果
|
||||
|
||||
@@ -94,6 +94,8 @@ public void CutLine(InteractiveLineSegment originalLineSegment, Vector3 splitPoi
|
||||
// Immediately destroy the original line segment
|
||||
Destroy(originalLineSegment.gameObject);
|
||||
Debug.Log("线销毁了");
|
||||
StartCoroutine(ScreenEffectManager.Instance.FlashRed(0.3f));
|
||||
StartCoroutine(ScreenEffectManager.Instance.ShakeScreen());
|
||||
SaveCutLine(originalLineSegment.name);
|
||||
|
||||
// Start the coroutine to destroy the new line segments after fade in and out
|
||||
@@ -102,17 +104,12 @@ public void CutLine(InteractiveLineSegment originalLineSegment, Vector3 splitPoi
|
||||
|
||||
private IEnumerator DestroyNewSegmentsAfterFade(GameObject firstLineSegmentObject, GameObject secondLineSegmentObject,InteractiveLineSegment originalLineSegment)
|
||||
{
|
||||
// Assume FadeIn() is a method that starts the fade in animation and returns the duration of the animation
|
||||
float fadeDuration = 2f;
|
||||
DialogController.FadeIn(fadeDuration);
|
||||
// Wait for the fade in animation to finish
|
||||
// Destroy the new line segments
|
||||
yield return new WaitForSeconds(fadeDuration);
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
|
||||
yield return StartCoroutine(ScreenEffectManager.Instance.FadeIn(1));
|
||||
Destroy(firstLineSegmentObject);
|
||||
Destroy(secondLineSegmentObject);
|
||||
// Assume FadeOut() is a method that starts the fade out animation and returns the duration of the animation
|
||||
DialogController.FadeOut(fadeDuration);
|
||||
yield return new WaitForSeconds(fadeDuration);
|
||||
yield return StartCoroutine(ScreenEffectManager.Instance.FadeOut(1));
|
||||
originalLineSegment.Option.SelectOption();
|
||||
}
|
||||
|
||||
|
||||
@@ -39,14 +39,14 @@ public class TaskManager : MonoBehaviour
|
||||
[YarnCommand("task_moveIn")]
|
||||
public void Task_moveIn()
|
||||
{
|
||||
pos.DOAnchorPosY(-150f,1f);
|
||||
pos.DOAnchorPosY(-pos.sizeDelta.y/4,1f);
|
||||
}
|
||||
|
||||
|
||||
[YarnCommand("task_moveOut")]
|
||||
public void Task_moveOut()
|
||||
{
|
||||
pos.DOAnchorPosY(160f,1f);
|
||||
pos.DOAnchorPosY(pos.sizeDelta.y/3.5f,1f);
|
||||
}
|
||||
|
||||
[YarnCommand("add_task")]
|
||||
|
||||