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---
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<<OpenClueBoard ClueBoard>>
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<<SetNodeState CanvasClueBoard 退出 false>>
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<<if $gameStage==3>>
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<<ClearAllNode CanvasClueBoard>>
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<<ScrollToNode CanvasClueBoard UF绘图1>>
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@@ -12,12 +11,12 @@ position: 43,-97
|
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|
||||
<<SetNodeState CanvasClueBoard UF绘图1 true>>
|
||||
<<wait 1>>
|
||||
【占位】首先我们发现佩佩的绘图错误,似乎主要是融入了不该有的颜色
|
||||
我: 佩佩的绘图异常,看起来是融入了不该有的元素和图像。
|
||||
<<wait 1.2>>
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||||
<<ScrollToNode CanvasClueBoard Memory占位2>>
|
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<<wait 1.2>>
|
||||
<<SetNodeState CanvasClueBoard MemoryGroup1 true>>
|
||||
【占位】接着我们得到了UF绘图引用的三个记忆
|
||||
我:我在UF的Log记录中找到了3个记忆……
|
||||
<<wait 1.2>>
|
||||
<<SetNodeState CanvasClueBoard Memory占位1 true>>
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<<wait 1.2>>
|
||||
@@ -25,16 +24,17 @@ position: 43,-97
|
||||
<<wait 1.2>>
|
||||
<<SetNodeState CanvasClueBoard Memory病床 true>>
|
||||
<<wait 1>>
|
||||
【占位】一定有一个记忆是被错误引用的,是哪一个呢?
|
||||
我: 这些记忆或许是对生成图像有帮助的,但肯定有一个导致了图像的异常,会是哪个呢?
|
||||
<<elseif $gameStage==5>>
|
||||
【占位】首先我们发现佩佩其实是看不到颜色的
|
||||
我: 佩佩的色觉晶圆不见了,所以她看不到颜色。
|
||||
<<ScrollToNode CanvasClueBoard 视觉检查黑白>>
|
||||
<<wait 1>>
|
||||
<<SetNodeState CanvasClueBoard EyeGroup1 true>>
|
||||
<<wait 1.2>>
|
||||
<<SetNodeState CanvasClueBoard 视觉检查黑白 true>>
|
||||
<<wait 1>>
|
||||
【占位】但是我们发现佩佩能够以某种方式“生成”色彩
|
||||
我: 但是,她居然能够用一种特别的方式“创造”色彩
|
||||
电子助手: 也可能她是疯了。
|
||||
<<wait 1.2>>
|
||||
<<SetNodeState CanvasClueBoard EyeSky true>>
|
||||
<<wait 1.2>>
|
||||
@@ -42,7 +42,9 @@ position: 43,-97
|
||||
<<wait 1.2>>
|
||||
<<SetNodeState CanvasClueBoard EyePoster true>>
|
||||
<<wait 1>>
|
||||
【占位】进程检测告诉我们,是记忆中的色彩写入了视觉
|
||||
我: 在检查中我明白了,佩佩记忆模块的信息流向了视觉模块。
|
||||
我: 也就是说,她用她记忆中的色彩来弥补现实中色彩的不足。
|
||||
电子助手: 真是有天赋的孩子,让我想起了那个耳聋后用牙齿弹钢琴的贝多芬。
|
||||
<<wait 1.2>>
|
||||
<<ScrollToNode CanvasClueBoard Memory夕阳>>
|
||||
<<wait 1.2>>
|
||||
@@ -51,9 +53,9 @@ position: 43,-97
|
||||
<<SetNodeState CanvasClueBoard Memory夕阳 true>>
|
||||
<<wait 1.2>>
|
||||
<<SetNodeState CanvasClueBoard Memory病床 true>>
|
||||
【占位】其中,视觉调用的病床记忆和UF中的错误记忆是完全一样的
|
||||
我: 关于看蓝天的记忆和UF中的看蓝天记忆一模一样。
|
||||
<<wait 1>>
|
||||
【占位】那么,是佩佩在看到什么的时候,引起的的UF错误呢
|
||||
我: 那么,佩佩是在看到什么的时候,导致了UF模块的错误呢?
|
||||
<<EnableQuestion CanvasClueBoard Memory病床>>
|
||||
///这里感觉很奇怪,因为已经得到是视觉的问题了,如果要问具体是什么引起的,那么这个信息最好有价值
|
||||
|
||||
@@ -68,7 +70,7 @@ position: 43,-97
|
||||
<<elseif $StartNode=="Memory病床"&&$EndNode=="EyeSky">>
|
||||
<<jump 找到佩佩触发错误记忆的视觉目标>>
|
||||
<<else>>
|
||||
【占位】答错了
|
||||
我: 不对,好像不是这个记忆,再找找看吧。
|
||||
<<endif>>
|
||||
===
|
||||
title: 找到UF引用的错误记忆
|
||||
@@ -78,13 +80,14 @@ position: 43,-97
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
|
||||
<<wait 1.2>>
|
||||
【占位】答对了
|
||||
【占位】这个错误的记忆应该是在其他地方调用时混入的,我们得去找找
|
||||
【占位】把其他两个记忆从线索版去掉吧
|
||||
我: 是了!就是这个记忆出了问题。
|
||||
我: 这个记忆并不在我刚刚与佩佩的谈话中,应该是佩佩在做其他事时*回想*起来的,它混进了UF模块中。
|
||||
电子助手: 不错的推理嘛,菜鸟。
|
||||
我: 让我我再稍加思考……
|
||||
<<SetNodeState CanvasClueBoard Memory占位1 false>>
|
||||
<<SetNodeState CanvasClueBoard Memory占位2 false>>
|
||||
<<wait 1.2>>
|
||||
<<SetNodeState CanvasClueBoard 退出 true>>
|
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<<jump 退出ClueBoard>>
|
||||
//<<jump 主维修界面游戏状态检查>>
|
||||
|
||||
===
|
||||
@@ -94,9 +97,9 @@ position: 43,-97
|
||||
---
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
<<wait 1.2>>
|
||||
【占位】答对了
|
||||
我: 是了,就是这个记忆。
|
||||
<<ScrollToNode CanvasClueBoard EyeSky>>
|
||||
【占位】佩佩在看天空时触发了病床记忆
|
||||
我: 佩佩在看天空时,回想起了小时候在病床前的记忆。
|
||||
<<wait 1.2>>
|
||||
<<ScrollToNode CanvasClueBoard Memory病床>>
|
||||
<<wait 1.2>>
|
||||
@@ -104,16 +107,16 @@ position: 43,-97
|
||||
<<wait 1.2>>
|
||||
<<ScrollToNode CanvasClueBoard EyeSky>>
|
||||
<<wait 1.2>>
|
||||
【占位】病床的记忆中的色彩顺着线路来到了视觉,并进行了写入
|
||||
【占位】也就是佩佩眼中蓝色的天空
|
||||
我: 病床前的记忆顺着线路来到了视觉,色彩融入了色觉模块。
|
||||
我: 这让佩佩看到了蓝天,她记忆中的蓝天。
|
||||
<<wait 1>>
|
||||
<<ScrollToNode CanvasClueBoard Memory病床>>
|
||||
【占位】但是病床的记忆色彩记忆不小心也混入了UF中
|
||||
我: 与此同时,UF也在调取记忆,这段关于蓝天的记忆也因此被UF引用。
|
||||
<<ChangeConnectionVisual CanvasClueBoard UF绘图1 30 Blue>>
|
||||
<<wait 1.2>>
|
||||
<<ScrollToNode CanvasClueBoard UF绘图1>>
|
||||
【占位】这就是UF绘图出现色彩错误的原因了
|
||||
【占位】这种情况该怎么处理呢?
|
||||
我: 这就是UF出现色彩错误的原因了。
|
||||
电子助手: 那么,有什么手术能解决她的问题呢?可别让我看不起啊新人。
|
||||
<<jump 处理方案>>
|
||||
|
||||
===
|
||||
@@ -122,28 +125,27 @@ tags:
|
||||
position: 43,-97
|
||||
---
|
||||
->抹除记忆
|
||||
【占位】错误,再想想
|
||||
我: 啊……好像也不用这么极端的手段。记忆切除佩佩恐怕要变成痴呆了。
|
||||
<<jump 处理方案>>
|
||||
->切断UF和记忆的连线
|
||||
【占位】错误,再想想
|
||||
我: UF模块的工作要使用记忆,如果将其切断恐怕UF模块就无法正常工作了。
|
||||
<<jump 处理方案>>
|
||||
->切断视觉和记忆的连线
|
||||
<<ScrollToNode CanvasClueBoard Scissor>>
|
||||
<<wait 1.2>>
|
||||
<<SetNodeState CanvasClueBoard Scissor true>>
|
||||
【占位】是的,只要切断了视觉和记忆的连接,那么这种异常调用就会消失了
|
||||
【占位】这条线路本来是记忆向视觉输送的线路,没想到出现异常反流了
|
||||
我: 是啊,只要切断了视觉和记忆的连接,那么这种异常调用就会消失了
|
||||
我: 这条线路本来是记忆向视觉输送的线路,没想到数据反流了,这种异常还是第一次见。
|
||||
<<jump 最终结果>>
|
||||
->拆除视觉模块
|
||||
【占位】错误,再想想
|
||||
我: 与其看到黑白世界,不如直接瞎掉是吗?哈哈,我真是个天才。
|
||||
<<jump 处理方案>>
|
||||
===
|
||||
title: 最终结果
|
||||
tags:
|
||||
position: 43,-97
|
||||
---
|
||||
【占位】那么看来是要做记忆桥截断术了
|
||||
【占位】先和患者谈一谈吧
|
||||
我: 先和佩佩谈一谈吧
|
||||
<<SetNodeState CanvasClueBoard 退出 true>>
|
||||
===
|
||||
title: SkipClueBoard
|
||||
@@ -158,20 +160,22 @@ position: 43,-97
|
||||
---
|
||||
<<CloseClueBoard ClueBoard>>
|
||||
<<if $gameStage==3>>
|
||||
【占位】这个记忆不应该来到UF,是什么地方调用的这个记忆呢?
|
||||
我: 奇怪,这个记忆不应该来到UF模块,是什么地方使用了这个记忆呢?
|
||||
<<task_moveOut TaskManager>>
|
||||
<<wait 0.5>>
|
||||
<<clear_tasks TaskManager>>
|
||||
<<add_task TaskManager 找到异常记忆的来源>>
|
||||
<<task_moveIn TaskManager>>
|
||||
<<if visited("EyeCheckEnd")==true>>
|
||||
【占位】玩家发现了视觉异常且深入了,没发现问题,佩佩说有个不该隐藏的事情要告诉你,要你再次检查视觉
|
||||
//玩家发现了视觉异常且深入了,没发现问题
|
||||
//需要再设计
|
||||
佩佩: 医生,有一件事情我不该瞒着你的。可以……再去看看我的眼睛吗?
|
||||
<<add_task TaskManager 再次检查视觉模块 找到异常记忆的来源 >>
|
||||
<<elseif visited("发现视觉异常")==true&&visited("EyeCheckEnd")==false>>
|
||||
【占位】玩家发现了视觉异常,但是没有深入视觉,提示玩家或许可以深入看看之前的视觉错误,也可以继续全身检查
|
||||
我: 色觉晶圆不在了,也许我应该去视觉模块里看看佩佩眼里的世界。
|
||||
<<add_task TaskManager 全身检查,寻找错误记忆调用的来源 找到异常记忆的来源 >>
|
||||
<<elseif visited("发现视觉异常")==false>>
|
||||
【占位】玩家没有发现视觉异常,应该进行全身检查来寻找会调用记忆的模块
|
||||
我: 没发现什么有用的线索,也许我应该继续检查她的各个模块。
|
||||
<<add_task TaskManager 全身检查,寻找错误记忆调用的来源 找到异常记忆的来源 >>
|
||||
<<endif>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
|
||||
@@ -78,6 +78,9 @@ position: 248,-1739
|
||||
//是否插入过视觉产生的打孔带
|
||||
<<declare $isCheckedPunchTapeFormEye=false>>
|
||||
|
||||
// 对于需要全部选项选择一次的
|
||||
<<declare $optionState1=0>>
|
||||
|
||||
<<jump 引入对话>>
|
||||
===
|
||||
|
||||
@@ -90,12 +93,127 @@ position: 249,-1464
|
||||
<<indoor_new 1>>
|
||||
<<character_init_new Peipei>>
|
||||
<<character_eye_new "auto_blink">>
|
||||
<<character_crying_new false>>
|
||||
<<character_face_new frown>>
|
||||
<<character_fade_in_new >>
|
||||
<<SetSocketAvailable UF false>>
|
||||
【占位】佩佩来看病,佩佩说她最近的出图有问题,你让他绘制一幅图,她说是通过UF绘制的,需要提示词,感觉UF很难沟通
|
||||
【占位】你们关于要绘制的图进行了一些交流,在交流的过程中,佩佩看着天空走神了一下,不过还是出了一张图
|
||||
|
||||
电子助手: 早上好,医生!今天我们来玩抽卡吧!
|
||||
<<show_obj "盲盒">>
|
||||
电子助手: 这个电子盲盒里可以开出各种电子人物!像是“印第安卓·琼斯”、“铁臂阿童木”、“蝴蝶夫人”……
|
||||
->左边
|
||||
->右边
|
||||
->你好,直接给我限定款
|
||||
<<hide_obj>>
|
||||
电子助手: 恭喜!限定款!“机娘与野兽”系列!她真的太大了!
|
||||
<<show_obj "机娘">>
|
||||
me: 呃……让它消失吧。
|
||||
<<hide_obj>>
|
||||
电子助手: 这可是本月最热门的电子形象!
|
||||
|
||||
|
||||
<<character_crying_new character false>>
|
||||
<<character_face_new character frown>>
|
||||
<<character_fade_in_new character>>
|
||||
|
||||
???: 请问……
|
||||
在我没注意到的时候,一个机体已经走进了诊所,像空气一样毫无存在感。
|
||||
|
||||
//这里希望做铺垫,之前石头进门会有*吱呀*声
|
||||
me: 欸,你是怎么进来的?一般都会有一声*吱呀*的开门声。
|
||||
peipei: 啊,对不起医生,我不知道要把门推响才能进门的。我现在出去,请您别介意。
|
||||
|
||||
<<character_fade_out character>>
|
||||
门: *吱呀*
|
||||
me: 呃……不推响也没关系的,请进。
|
||||
|
||||
<<character_fade_in character>>
|
||||
me: 咳咳,你是来看病的吗?
|
||||
peipei: 嗯嗯……佩佩……公司美术部来的……
|
||||
me: 好的,请稍等,我查看一下你的患者信息。
|
||||
me: (佩佩,幸福公司美术部资深画师,在近期工作“机娘与野兽”设定稿中存在严重的拖延情况……)
|
||||
me: (机娘与野兽?那个热门的电子形象?一会需要问问她)
|
||||
//(点击眼睛)
|
||||
me: 那只眼睛……非常特别,一会儿有必要问问她。
|
||||
//(点击手臂)
|
||||
me: 手都攥住了……她有点紧张啊。
|
||||
me: 要么是诊所里有让她紧张的东西,要么是……她已经这样很久了。
|
||||
//(点击躯干,这里未来想做一个图片的打印口
|
||||
me: 幸福公司的工作服,这个孔干嘛用的?
|
||||
|
||||
//望闻问切·望环节结束
|
||||
me: 那么,佩佩……
|
||||
<<jump 引入对话_选择一>>
|
||||
===
|
||||
|
||||
title: 引入对话_选择一
|
||||
description: 需要两个选项都选过才能继续
|
||||
---
|
||||
-> 是哪里不太舒服呢?
|
||||
佩佩: 不舒服…也算不上吧。只是最近工作表现很差,领导就让我来看画画的问题。
|
||||
我: 是画画的手臂不太舒服吗?还是手指磨损呢?
|
||||
佩佩: 不,我们美工从前年开始就不用手画画了,而是使用ai生成图像技术来生产美术资源,全名好像是……unstable fusion。
|
||||
<<set $optionState1 = set_option_visited($optionState1, 1)>>
|
||||
-> 你的左眼怎么了?
|
||||
佩佩: 它……并不是我的左眼……它是uf。
|
||||
<<set $optionState1 = set_option_visited($optionState1, 2)>>
|
||||
|
||||
<<if check_visited($optionState1, 2)>>
|
||||
<<jump 引入对话_第二部分>>
|
||||
<<else>>
|
||||
<<jump 引入对话_选择一>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
title: 引入对话_第二部分
|
||||
description: 因为选项节点要单独提出来所以拆开
|
||||
---
|
||||
|
||||
<<show_obj "UF眼睛">>
|
||||
电子助手: UnstableFusion,非稳态聚合模块,是幸福罐头公司技术部研发的图像生成AI。
|
||||
电子助手: 它广泛应用在公司所有美术管线的关键环节,受到美术部的大力欢迎,极大提高了公司的图像产能。
|
||||
宛如机械之眼的Unstable Fusion模块,坚韧而不可侵犯,我盯着佩佩的左眼出了神。
|
||||
佩佩: 它很美……对吧?
|
||||
->不过你的右眼更温暖,我更喜欢它。
|
||||
佩佩: 从来没人说过这话,多谢,医生。
|
||||
->玄乎其技
|
||||
|
||||
<<hide_obj>>
|
||||
|
||||
peipei: 英主管说……对我们的工作……UF……非常重要。
|
||||
peipei: 我们……画的很慢……但是有了UF……很快。
|
||||
me: 明白了,谢谢。
|
||||
//收录信息: Unstable Fusion模块
|
||||
me: 对了,“机娘与野兽”
|
||||
me: 佩佩,既然你来检查工作相关的问题,冒昧一问,这个形象是你设计的吗?
|
||||
我向她出示了那张图,佩佩露出痛苦的表情。
|
||||
|
||||
|
||||
peipei: 最早是我画的……但是……领导换人画了……
|
||||
peipei: 画的时候,我和uf的沟通也出现了问题,拖了很久……
|
||||
peipei: 有时候……我觉得它是一个正在醒来的神,而我只是供奉它的神龛。
|
||||
//收录信息: 性感机娘与UF的沟通难题
|
||||
me: 既然如此,神龛妹妹,可以借用你的神力画一张画吗?我需要从这里调查病因。
|
||||
peipei: 啊,好的,医生,要画什么呢?
|
||||
me: 那我们来模拟一下你工作中的需求吧,比如,生成一张“机巴克”的广告图?
|
||||
peipei: 对不起,我没有说清楚,uf……需要描述更多细节才能画出来。
|
||||
me: 没问题,一张“机巴克”的广告图,美人鱼在海滩边向我招手。
|
||||
peipei: 海滩……医生,我小时候就住在海边呢!邻居家的一个大姐姐经常带我去海边写生。
|
||||
peipei: 她还带我混进了渔民赶海的场子,傍晚好多渔民会晒刚打回来的海鱼!有的鱼嘴带尖刺,这么长哩!
|
||||
peipei: 我和大姐姐喜欢在海滩边踩水,有时候海浪会把死鱼冲上来,它们的眼睛……很……
|
||||
peipei: 啊……怎么会这样……
|
||||
me: 佩佩,你还好吗?
|
||||
佩佩的眼眶湿了,我很意外。
|
||||
peipei: 对不起医生……只是想起来一些难过的事。
|
||||
me: 没关系的,佩佩,你在使用uf的时候会经常想哭吗?
|
||||
peipei: 英主管说……工作不能带情绪,我平时都不哭的。
|
||||
//收录信息: 工作时的思绪
|
||||
peipei: 好了,快画出来了。
|
||||
peipei: 最后,如果按工作需求的话……美人鱼还需要36E大胸加0.7腰臀比。
|
||||
me: 为什么会有这么……特别的要求?
|
||||
peipei: 是英主管的要求……她说这样就能获得用户的喜爱,这是最重要的。
|
||||
peipei: 我知道这是对的,可她说这话时……一点也不开心。
|
||||
<<show_obj "破碎美人鱼">>
|
||||
<<wait 1>>
|
||||
<<hide_obj>>
|
||||
|
||||
<<set $gameStage=1>>
|
||||
<<fade_in 1>>
|
||||
<<wait 1>>
|
||||
@@ -103,10 +221,15 @@ position: 249,-1464
|
||||
<<fade_out 1>>
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
【占位】这张图看起来很奇怪,大片的草地变成了蓝色
|
||||
me: 呃……确实是不太对劲……它好像把你的描述全画出来了……
|
||||
me: 好像还有一些疑点——
|
||||
->她为什么会哭呢?
|
||||
me: 情绪会影响到uf的运作吗,需要排查。
|
||||
->为什么画面像镜子一样裂开了呢?
|
||||
me: 画面会裂开,这与我们刚刚讨论的内容无关,难道是uf自己的缺陷?
|
||||
me: 有必要做进一步调查了,佩佩
|
||||
<<hide_dialog>>
|
||||
<<EnableAndWaitForClosingUFImage WindowManager>>
|
||||
【占位】和佩佩前往诊室
|
||||
|
||||
<<jump 诊疗室初始化>>
|
||||
===
|
||||
@@ -124,8 +247,22 @@ position: 251,-1150
|
||||
<<fade_out 0.5>>
|
||||
<<add_task TaskManager 寻找绘图异常相关线索>>
|
||||
<<task_moveIn TaskManager>>
|
||||
【占位】进入维修后,你想要进UF内部看一看,但是UF不允许,UF只允许调取最近1h的记录
|
||||
【占位】好在这也够了,你调取了上一次绘图的记录,生成了三个记忆索引
|
||||
me: (脑内)刚刚我和佩佩用UF画了一幅画,检查UF的运作就能定位到问题的源头。
|
||||
<<trans_camera -3.82 0.55 2 1>>
|
||||
me: (脑内)这个就是UF模块了,封条……果然是美术部的核心技术啊。
|
||||
<<return_init_camera>>
|
||||
//如果玩家此时插线其他模块
|
||||
me: 在做全身检查前,先检查一下UF的情况吧。
|
||||
//玩家插线UF模块
|
||||
me: 拒绝访问……?但可以调取1标准时内的Log记录,还好。
|
||||
//展示UF的Log信息(可以先用unity的log截图替代)
|
||||
me: 这些记录,标注了佩佩1标准时内与UF有关的生理心理活动。
|
||||
me: 按照出图的时间筛选一遍吧。
|
||||
<<wait 2>>
|
||||
//未来可以做筛选log功能,但现在先用一个进度条过渡一下 (筛选中)
|
||||
me: 有了,在画图时,UF引用了佩佩记忆模块中的三个记忆……
|
||||
me: 也就是说,在画图时,佩佩*回想*起了三个记忆,它们直接参与到了绘图的过程里,影响到了绘图结果。
|
||||
me: 佩佩想起的这三个记忆非常重要,先记录下来吧。
|
||||
|
||||
<<hide_dialog>>
|
||||
<<OpenSingleButtonWindow WindowManager UF模块运行记录 共三条引用记录,是否确认调取?>>
|
||||
@@ -156,7 +293,10 @@ position: 251,-1150
|
||||
<<wait 1>>
|
||||
->放入收藏夹
|
||||
<<CollectionClue ClueManager>>
|
||||
【占位】原来UF是用记忆来绘图的,有线索就好办了,去记忆看看
|
||||
me: 助手,UF的绘图使用了机体的记忆,这是正常流程还是bug?
|
||||
助手: (脑内)hummm……有趣,UF官方说明书里的描述是“部分图像生产需要用机体的记忆辅助算法进行后期处理”
|
||||
助手: (脑内)语焉不详,有问题。
|
||||
me: 总之先去记忆模块打开这些记忆卡带吧
|
||||
<<add_task TaskManager 在记忆模块检查UF生成的索引 寻找绘图异常相关线索>>
|
||||
<<set $gameStage=2>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
@@ -204,15 +344,12 @@ position: -277,-704
|
||||
---
|
||||
<<fade_in 1>>
|
||||
<<switch_fix_system_to Clinic>>
|
||||
// <<move_out_fix>>
|
||||
// <<fade_out 1>>
|
||||
// <<character_init_new Peipei>>
|
||||
// <<character_eye_new "auto_blink">>
|
||||
// <<character_crying_new false>>
|
||||
// <<character_face_new frown>>
|
||||
// <<character_fade_in_new >>
|
||||
【占位】和佩佩阐述检查结果,回答佩佩问题,安抚佩佩情绪等,如果有针对检查结果需要进一步询问的可以询问
|
||||
【占位】结束后告知佩佩等待分析
|
||||
me: 佩佩,不用害怕,很快就会好起来了。
|
||||
me: 我在你的UF模块和视觉模块中各找到了3个记忆卡带。
|
||||
peipei: 记忆卡带是什么?
|
||||
me: 简单地说,它们是一串记忆模块中的索引数据,代表了你在这段过程里回想起来的记忆。
|
||||
me: UF模块的异常原因就藏在这些记忆之中,我需要进一步分析才能和你说结论,可以先麻烦你等一下吗?
|
||||
peipei: 好的医生,没关系,我的时间很多。
|
||||
<<jump 打开ClueBoard>>
|
||||
===
|
||||
|
||||
@@ -232,20 +369,34 @@ position: -273,-535
|
||||
<<set $eyeDiscussCount=3>>
|
||||
|
||||
<<if $chipmissingKnown == true>>
|
||||
【占位】向佩佩阐述病情,如果知道色觉晶圆缺失,告诉佩佩
|
||||
me: 佩佩,你的色觉晶圆缺失,让你看不到颜色,你知道的。
|
||||
me: 但是你居然可以用特殊的方法,用记忆中的色彩来弥补视觉的不足。
|
||||
me: 正是在这个过程中,一些记忆被UF错误地引用了。
|
||||
me: 如果你无时无刻不在回忆过去的色彩,那么UF就会把这一切都记录下来,刻录在画面之中。
|
||||
peipei: 原来如此。
|
||||
me: 所以,我需要给你执行*视觉-记忆桥切手术*,切断视觉与记忆中间的这条子路。
|
||||
me: 但它的代价是……以后你可能都没办法再用那种特殊的能力看到色彩了,你能接受吗,佩佩?
|
||||
peipei: 哎……医生,你知道游戏作弊码吗?
|
||||
me: 小时候倒是玩过。
|
||||
peipei: 我经常感觉自己是偷偷在用游戏作弊码,总有被GM封号的一天。
|
||||
peipei: 看来……就是今天吧。做吧,医生,不要犹豫。
|
||||
peipei: 能继续画画才是最重要的啊。
|
||||
<<else>>
|
||||
【占位】向佩佩阐述病情
|
||||
me: 佩佩,你居然可以用特殊的方法,用记忆中的色彩来弥补视觉的不足。
|
||||
me: 正是在这个过程中,一些记忆被UF错误地引用了。
|
||||
me: 如果你无时无刻不在回忆过去的色彩,那么UF就会把这一切都记录下来,刻录在画面之中。
|
||||
peipei: 原来如此。
|
||||
me: 所以,我需要给你执行*视觉-记忆桥切手术*,切断视觉与记忆中间的这条子路。
|
||||
peipei: 哎……医生,你知道游戏作弊码吗?
|
||||
me: 小时候倒是玩过。
|
||||
peipei: 我经常感觉自己是偷偷在用游戏作弊码,总有被GM封号的一天。
|
||||
peipei: 看来……就是今天吧。做吧,医生,不要犹豫。
|
||||
peipei: 能继续画画才是最重要的啊。
|
||||
<<endif>>
|
||||
|
||||
<<if $chipmissingKnown == true>>
|
||||
【占位】向佩佩阐述病因,如果知道色觉晶圆缺失,怀疑和这个有关
|
||||
<<else>>
|
||||
【占位】向佩佩阐述病因
|
||||
<<endif>>
|
||||
【占位】向佩佩阐述治疗方案,并签字
|
||||
me: 如果你同意,请在手术单上签个字吧。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
【占位】准备开始手术
|
||||
<<jump 手术准备>>
|
||||
===
|
||||
|
||||
@@ -316,18 +467,19 @@ me: 检查应该都完成了…我们出去吧,佩佩。
|
||||
// <<character_crying_new false>>
|
||||
// <<character_face_new frown>>
|
||||
// <<character_fade_in_new >>
|
||||
【占位】要求佩佩再次绘制之前绘制过的图片
|
||||
me: 佩佩,你可以再把一开始那张图画一遍吗?
|
||||
peipei: OK
|
||||
<<hide_dialog>>
|
||||
<<fade_in 1>>
|
||||
<<wait 1>>
|
||||
<<fade_out 1>>
|
||||
<<OpenImageWindow_UFImage WindowManager UF绘图 can_grass_normal>>
|
||||
<<wait 1>>
|
||||
【占位】检查发现没问题
|
||||
peipei: 它看起来没问题!太好了!
|
||||
<<wait 0.5>>
|
||||
<<hide_dialog>>
|
||||
<<EnableAndWaitForClosingUFImage WindowManager>>
|
||||
【占位】结束对话
|
||||
me: 好了。
|
||||
<<character_fade_out_new >>
|
||||
//<<fade_in 1>>
|
||||
<<NextYarn>>
|
||||
@@ -373,8 +525,8 @@ tags:
|
||||
colorID: 8
|
||||
position: 240,-2802
|
||||
---
|
||||
语言模块运转状况良好
|
||||
但是佩佩似乎不太爱说话
|
||||
语言模块一切正常
|
||||
虽然佩佩不太爱说话,是心理问题吗
|
||||
===
|
||||
|
||||
|
||||
@@ -416,23 +568,24 @@ position: 460,-2977
|
||||
<<wait 1>>
|
||||
<<ShowNotification ClueManager 数据库 检查到一个匹配条目!>>
|
||||
<<wait 0.5>>
|
||||
数据库: 核心模块-色觉晶圆训练槽,是适用于需要进行美术训练的机体的加强改装。
|
||||
数据库: 该槽位取代了机体本身的色觉晶圆通路,以配合UF进行视觉学习。本槽位不影响色觉晶圆的正常工作。
|
||||
电子助手: 核心模块-色觉晶圆训练槽,是美术型机体专门安置色觉晶圆的槽位。
|
||||
me: 佩佩的色觉晶圆应该在这儿,可是问题是…为什么上面是空的?
|
||||
<<set $chipmissingKnown=true>>
|
||||
//////理论上应该这里已经解释过这个晶圆槽的?
|
||||
<<if visited("FirstDialogue")==false>>
|
||||
me: 这就是为什么佩佩的视觉里看到的都是黑白……
|
||||
me: 如果佩佩没有色觉晶圆,难怪她的视觉里看到的都是黑白……
|
||||
<<else>>
|
||||
me: 这意味着,佩佩可能完全看不见任何颜色……
|
||||
me: 如果没有色觉晶圆,佩佩可能根本看不见颜色?她可是画师啊……
|
||||
<<endif>>
|
||||
peipei: 啊…这个最早是上学的时候做的改造。
|
||||
peipei: 学美术的都要做这个改造。把色觉晶圆从深层分离出来,插在这个学习槽。
|
||||
peipei: 不过后来安装UF的时候,好像说要对这里做进一步改造。
|
||||
peipei: 但是具体是什么改造…我记不太清了……条目很多,我就在最后签了个名。
|
||||
me: 可是为什么在安装UF的时候要把这个晶圆取走呢?
|
||||
me: 佩佩,你的色觉晶圆去哪里了,你知道吗?
|
||||
peipei: 诶,它没有在我后脑的那个什么槽里吗?那是我读大学时做的改造。
|
||||
me: 没有,那里是空的。
|
||||
peipei: 啊?噢……我想起来了,很久以前安装UF的时候,手术师说要给它做改造,拿走了。
|
||||
佩佩: 但具体是什么改造…我记不太清了……条目很多,我就在最后签了个名。
|
||||
me: 拿走晶圆?是正规手术吗?这太奇怪了。
|
||||
me: 色觉晶圆……可是每个人都只有一个的啊!
|
||||
peipei: 我不太清楚…
|
||||
peipei: 我知道……应该是的吧……那个人……他也是公司的领导
|
||||
me: 也……先记下来吧。
|
||||
<<set $chipmissingKnown=true>>
|
||||
<<elseif $chipDiscussCount == 0>>
|
||||
me: 这里本应该是佩佩的色觉晶圆…但是它现在不见了。
|
||||
|
||||
+7078
-2933
File diff suppressed because it is too large
Load Diff
@@ -7696,8 +7696,8 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 18a3ec3914131d44199ae33902edf159, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
runMode: 0
|
||||
firstTalkSo: {fileID: 11400000, guid: 6d49b124127007b48b6881ce33350263, type: 2}
|
||||
runMode: 1
|
||||
firstTalkSo: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
|
||||
clinicScene: ClinicScene
|
||||
testYarnProject: Re_LTS_Peipeiday1
|
||||
--- !u!4 &719228339
|
||||
@@ -34428,7 +34428,7 @@ MonoBehaviour:
|
||||
iconOnDrag: {fileID: 8895775685280376203, guid: eb11ac9a06fb4792b393db9b83ab43b4, type: 3}
|
||||
exclusiveOnDragCanvas: {fileID: 0}
|
||||
useLegacyDragMethod: 0
|
||||
position: {x: 1005.4032, y: 1175.2722, z: 0}
|
||||
position: {x: 3386.25, y: 735.5, z: 0}
|
||||
dragSelection:
|
||||
customRenderer: {fileID: 0}
|
||||
line:
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
using System.Collections;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
public class BottleShelf : MonoBehaviour
|
||||
{
|
||||
[Header("整体位置")]
|
||||
public Vector3 showPos;
|
||||
public Vector3 hidePos;
|
||||
|
||||
[Header("动画时间")]
|
||||
public float showDuration;
|
||||
|
||||
#region 引用
|
||||
|
||||
private BottleSlot[] _bottleSlots;
|
||||
|
||||
#endregion
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
transform.localPosition = hidePos;
|
||||
|
||||
InitRefs();
|
||||
}
|
||||
|
||||
private void InitRefs()
|
||||
{
|
||||
_bottleSlots = GetComponentsInChildren<BottleSlot>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 显示泵机UI
|
||||
/// </summary>
|
||||
/// <returns>显示</returns>
|
||||
public IEnumerator Show()
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
Tween tween = transform.DOLocalMove(showPos, showDuration);
|
||||
while (tween.active && !tween.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 隐藏泵机UI
|
||||
/// </summary>
|
||||
/// <returns>隐藏</returns>
|
||||
public IEnumerator Hide()
|
||||
{
|
||||
Tween tween = transform.DOLocalMove(hidePos, showDuration);
|
||||
while (tween.active && !tween.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6796b547c41a4f95b37dd869332fa06b
|
||||
timeCreated: 1734711369
|
||||
@@ -1,44 +1,112 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class BottleSlot : MonoBehaviour
|
||||
{
|
||||
private CoolingMachineViewer _coolingMachine;
|
||||
public event Action<CoolingBottle> InsertSlotEvent;
|
||||
public CoolingBottleData initBottleData;
|
||||
|
||||
private void Awake()
|
||||
private CoolingBottle _curBottle;
|
||||
private GameObject _bottlePrefab;
|
||||
private bool _inShelf;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
InitComponentRefs();
|
||||
InitRefs();
|
||||
InitBottle();
|
||||
}
|
||||
|
||||
private void InitComponentRefs()
|
||||
private void InitRefs()
|
||||
{
|
||||
_coolingMachine = GetComponentInParent<CoolingMachineViewer>();
|
||||
var shelf = GetComponentInParent<BottleShelf>();
|
||||
// 根据在瓶架上还是机器中确定操作
|
||||
_inShelf = shelf != null;
|
||||
|
||||
_bottlePrefab = Resources.Load<GameObject>("Prefabs/Fix/Bottle");
|
||||
}
|
||||
|
||||
private void InitBottle()
|
||||
{
|
||||
if (string.IsNullOrEmpty(initBottleData.name)) return;
|
||||
|
||||
var newBottle = Instantiate(_bottlePrefab, transform).GetComponent<CoolingBottle>();
|
||||
_curBottle = newBottle;
|
||||
// 加载瓶子数据
|
||||
newBottle.Load(initBottleData);
|
||||
newBottle.curSnapSlot = this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 与瓶子发生碰撞时
|
||||
/// </summary>
|
||||
/// <param name="other"></param>
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (_coolingMachine.isLocked) return;
|
||||
// 如果当前Slot里已经有瓶子了,就返回
|
||||
if (_curBottle != null) return;
|
||||
|
||||
// 尝试获取瓶子
|
||||
if (other.gameObject.TryGetComponent<CoolingBottle>(out var bottle))
|
||||
{
|
||||
// 进入时只给吸附标记,松手才吸附
|
||||
bottle.isSnapped = true;
|
||||
bottle.targetSnapSlotSet.Add(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 瓶子离开时
|
||||
/// </summary>
|
||||
/// <param name="other"></param>
|
||||
private void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if (_coolingMachine.isLocked) return;
|
||||
|
||||
// 尝试获取瓶子
|
||||
if (other.gameObject.TryGetComponent<CoolingBottle>(out var bottle))
|
||||
{
|
||||
// 离开时直接触发拔出逻辑,不等松手
|
||||
bottle.isSnapped = false;
|
||||
// 拔出
|
||||
_coolingMachine.MoveOutBottle();
|
||||
bottle.targetSnapSlotSet.Remove(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 移除当前瓶子
|
||||
/// </summary>
|
||||
public void RemoveBottle()
|
||||
{
|
||||
_curBottle = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 插入时触发
|
||||
/// </summary>
|
||||
/// <param name="coolingBottle"></param>
|
||||
public void InsertSlot(CoolingBottle coolingBottle)
|
||||
{
|
||||
_curBottle = coolingBottle;
|
||||
// 在架子上才正过来
|
||||
if (_inShelf)
|
||||
{
|
||||
coolingBottle.Rotate(true);
|
||||
}
|
||||
InsertSlotEvent?.Invoke(coolingBottle);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 是否有冷却液
|
||||
/// </summary>
|
||||
/// <returns>瓶子</returns>
|
||||
public CoolingBottle GetCurBottle()
|
||||
{
|
||||
return _curBottle;
|
||||
}
|
||||
|
||||
public void DestroyBottle()
|
||||
{
|
||||
if (_curBottle)
|
||||
{
|
||||
_curBottle = null;
|
||||
Destroy(_curBottle);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,11 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bdcb57f53aa757b45a44803a2441d888
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
fileFormatVersion: 2
|
||||
guid: 67ce5499de014b3aae82bf1db274b14b
|
||||
timeCreated: 1734872735
|
||||
@@ -1,102 +1,150 @@
|
||||
using AibisDream.Framework;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using AibisDream.Framework;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
[RequireComponent(typeof(Collider2D), typeof(Rigidbody2D))]
|
||||
public class CoolingBottle : MonoBehaviour, IMoveable
|
||||
{
|
||||
public CoolingMachineViewer coolingMachine;
|
||||
private Transform _mask;
|
||||
private Rigidbody2D _rb;
|
||||
|
||||
private static readonly Vector3 UpPos = new(0, 1.86f, 0);
|
||||
private static readonly Vector3 DownPos = Vector3.zero;
|
||||
|
||||
public bool isSnapped;
|
||||
public bool isInMachine;
|
||||
public bool isLocked;
|
||||
private const float RotateTime = 0.3f;
|
||||
private const float SnapMoveTime = 0.3f;
|
||||
private static readonly Vector3 ClockwiseAngle = new(0, 0, 0);
|
||||
private static readonly Vector3 ClockWiseScale = new(1, 1, 1);
|
||||
private static readonly Vector3 AnticlockwiseAngle = new(0, 0, 90);
|
||||
private static readonly Vector3 AnticlockwiseScale = new(1.45f, 1.45f, 1);
|
||||
|
||||
public bool isEmpty;
|
||||
public bool IsBlock { get; }
|
||||
public CoolingBottleData data;
|
||||
|
||||
#region 引用
|
||||
|
||||
private Sprite _verticalSprite;
|
||||
private Sprite _horizontalSprite;
|
||||
|
||||
public BottleSlot curSnapSlot;
|
||||
public readonly HashSet<BottleSlot> targetSnapSlotSet = new();
|
||||
|
||||
private Rigidbody2D _rb;
|
||||
private SpriteRenderer _renderer;
|
||||
|
||||
#endregion
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
InitComponentRefs();
|
||||
InitRefs();
|
||||
}
|
||||
|
||||
private void InitComponentRefs()
|
||||
private void InitRefs()
|
||||
{
|
||||
_rb = GetComponent<Rigidbody2D>();
|
||||
_mask = transform.Find("Mask");
|
||||
coolingMachine = FindObjectOfType<CoolingMachineViewer>();
|
||||
|
||||
_mask.localPosition = isEmpty ? DownPos : UpPos;
|
||||
_renderer = GetComponent<SpriteRenderer>();
|
||||
}
|
||||
|
||||
public void LiquidDown(float duration)
|
||||
{
|
||||
var targetPos = transform.parent.TransformPoint(DownPos);
|
||||
_mask.transform.DOMove(targetPos, duration).OnComplete(() => isEmpty = true);
|
||||
}
|
||||
#region 移动逻辑
|
||||
|
||||
public void LiquidUp(float duration)
|
||||
{
|
||||
var targetPos = transform.parent.TransformPoint(UpPos);
|
||||
_mask.transform.DOMove(targetPos, duration).OnComplete(() => isEmpty = false);
|
||||
}
|
||||
public bool IsBlock { get; set; }
|
||||
|
||||
public void StartMove()
|
||||
{
|
||||
_rb.isKinematic = false;
|
||||
curSnapSlot.RemoveBottle();
|
||||
// 开始移动时就切换成横版
|
||||
Rotate(false);
|
||||
}
|
||||
|
||||
public void Rotate(bool isVertical)
|
||||
{
|
||||
StartCoroutine(RotateAsync(isVertical));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 旋转瓶子
|
||||
/// </summary>
|
||||
/// <param name="isVertical">是否竖直</param>
|
||||
/// <returns></returns>
|
||||
private IEnumerator RotateAsync(bool isVertical)
|
||||
{
|
||||
var angle = isVertical ? ClockwiseAngle : AnticlockwiseAngle;
|
||||
var scale = isVertical ? ClockWiseScale : AnticlockwiseScale;
|
||||
// 动画序列
|
||||
var sq = DOTween.Sequence();
|
||||
Tween rotate = transform.DORotate(angle, RotateTime, RotateMode.FastBeyond360);
|
||||
sq.Join(rotate);
|
||||
Tween scaleTw = transform.DOScale(scale, RotateTime);
|
||||
sq.Join(scaleTw);
|
||||
|
||||
while (sq.active && !sq.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
public void Move(Vector2 mousePos)
|
||||
{
|
||||
// 锁定后无法移动
|
||||
if (isLocked) return;
|
||||
|
||||
_rb.MovePosition(mousePos);
|
||||
}
|
||||
|
||||
public void StopMove()
|
||||
{
|
||||
// 松手时若是已吸附,就触发插入逻辑
|
||||
if (isSnapped) coolingMachine.InsertBottle(this);
|
||||
if (TryFindClosestSlot(out var targetSlot))
|
||||
{
|
||||
curSnapSlot = targetSlot;
|
||||
}
|
||||
|
||||
targetSnapSlotSet.Clear();
|
||||
|
||||
// 吸附到目标位置
|
||||
_rb.isKinematic = true;
|
||||
transform.DOMove(curSnapSlot.transform.position, SnapMoveTime);
|
||||
curSnapSlot.InsertSlot(this);
|
||||
// TODO 停止描边
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 松手后吸附至某个位置
|
||||
/// </summary>
|
||||
/// <param name="snapPos">吸附点位</param>
|
||||
public void Snap(Vector3 snapPos)
|
||||
public bool TryFindClosestSlot(out BottleSlot targetSlot)
|
||||
{
|
||||
// 吸附至指定位置
|
||||
transform.position = snapPos;
|
||||
// 停用重力
|
||||
_rb.gravityScale = 0;
|
||||
// 瓶子进入机器
|
||||
isInMachine = true;
|
||||
// 没有目标Slot,返回
|
||||
if (targetSnapSlotSet.Count == 0)
|
||||
{
|
||||
targetSlot = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
// 寻找最近的Slot
|
||||
var shortestDistance = float.MaxValue;
|
||||
BottleSlot closestSlot = null;
|
||||
foreach (var slot in targetSnapSlotSet)
|
||||
{
|
||||
var distance = Vector3.Distance(slot.transform.position, transform.position);
|
||||
if (distance < shortestDistance)
|
||||
{
|
||||
shortestDistance = distance;
|
||||
closestSlot = slot;
|
||||
}
|
||||
}
|
||||
|
||||
targetSlot = closestSlot;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 离开指定位置就停止吸附
|
||||
/// </summary>
|
||||
public void Unsnap()
|
||||
{
|
||||
// 重新启用重力
|
||||
_rb.gravityScale = 1;
|
||||
// 瓶子不在机器中
|
||||
isInMachine = false;
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void Lock()
|
||||
public void Load(CoolingBottleData targetData)
|
||||
{
|
||||
isLocked = true;
|
||||
}
|
||||
|
||||
public void Unlock()
|
||||
{
|
||||
isLocked = false;
|
||||
data = targetData;
|
||||
_verticalSprite = ResourceKit.LoadSpriteFromPsd($"Art/Fix/Cooling/冷却系统/{data.verticalSprite}");
|
||||
_renderer.sprite = _verticalSprite;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct CoolingBottleData
|
||||
{
|
||||
public string name;
|
||||
public string description;
|
||||
public string verticalSprite;
|
||||
public string horizontalSprite;
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2853398a0a3c4f888658abdaad9470b6
|
||||
timeCreated: 1733238235
|
||||
guid: 6474997a226747428064c19bfb501a0f
|
||||
timeCreated: 1734870985
|
||||
@@ -1,165 +0,0 @@
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream
|
||||
{
|
||||
public class CoolingMachineViewer : MonoBehaviour, ICoolingMachine
|
||||
{
|
||||
[Header("引用")] public GameObject bottleSlot;
|
||||
public CoolingBottle bottle;
|
||||
public LockSlider lockSlider;
|
||||
public Transform pumpHead;
|
||||
|
||||
private SpriteButton _button;
|
||||
|
||||
[Header("参数")] public float pumpDuration = 3f;
|
||||
public float resetDuration = 0.5f;
|
||||
public float pumpHeadUpY;
|
||||
public float pumpHeadDownY;
|
||||
|
||||
#region 状态
|
||||
|
||||
[Header("状态")] public bool isMachineEmpty;
|
||||
public bool isLocked;
|
||||
public bool inLiquidChange;
|
||||
|
||||
#endregion
|
||||
|
||||
#region 对外暴露
|
||||
|
||||
public void LinkRobot()
|
||||
{
|
||||
// TODO 这里是应该ta来控制吗?存疑
|
||||
isMachineEmpty = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 泵出冷却液
|
||||
/// </summary>
|
||||
public void PumpCooling()
|
||||
{
|
||||
inLiquidChange = true;
|
||||
// 液面上升
|
||||
bottle.LiquidUp(pumpDuration);
|
||||
// 泵头下降
|
||||
var sq = GenePumpHeadAnime();
|
||||
sq.OnComplete(() =>
|
||||
{
|
||||
inLiquidChange = false;
|
||||
isMachineEmpty = false;
|
||||
});
|
||||
}
|
||||
|
||||
public void UnlockBottle()
|
||||
{
|
||||
// 动画效果拉杆处理了
|
||||
// 触发锁定逻辑
|
||||
isMachineEmpty = false;
|
||||
isLocked = false;
|
||||
bottle?.Unlock();
|
||||
lockSlider.DisableHook();
|
||||
}
|
||||
|
||||
public void MoveOutBottle()
|
||||
{
|
||||
if (bottle == null) return;
|
||||
// 瓶子置空
|
||||
bottle.transform.parent = null;
|
||||
// 停止吸附
|
||||
bottle?.Unsnap();
|
||||
}
|
||||
|
||||
public void InsertBottle(CoolingBottle newBottle)
|
||||
{
|
||||
// 改变瓶子归属
|
||||
newBottle.transform.parent = bottleSlot.transform;
|
||||
bottle = newBottle;
|
||||
// 插入瓶子
|
||||
bottle.Snap(bottleSlot.transform.position);
|
||||
}
|
||||
|
||||
public void LockBottle()
|
||||
{
|
||||
// 动画效果在拉杆的地方就处理了
|
||||
// 触发锁定逻辑
|
||||
isMachineEmpty = !bottle || bottle.isEmpty;
|
||||
isLocked = true;
|
||||
bottle?.Lock();
|
||||
// 如果当前没有瓶子,就打开卡扣碰撞
|
||||
if (!bottle) lockSlider.EnableHook();
|
||||
}
|
||||
|
||||
public void InjectCool()
|
||||
{
|
||||
inLiquidChange = true;
|
||||
// 泵头下降
|
||||
var sq = GenePumpHeadAnime();
|
||||
sq.OnComplete(() =>
|
||||
{
|
||||
inLiquidChange = false;
|
||||
isMachineEmpty = true;
|
||||
});
|
||||
// 液面上升
|
||||
bottle.LiquidDown(pumpDuration);
|
||||
}
|
||||
|
||||
public void UnlinkRobot()
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
public bool CanPump()
|
||||
{
|
||||
if (inLiquidChange)
|
||||
{
|
||||
Debug.Log("泵机正在工作");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!isLocked)
|
||||
{
|
||||
Debug.Log("卡扣尚未锁定");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!bottle)
|
||||
{
|
||||
Debug.Log("没有瓶子");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private Sequence GenePumpHeadAnime()
|
||||
{
|
||||
var sequence = DOTween.Sequence();
|
||||
// 下降动画
|
||||
var pumpDownPos = new Vector3(pumpHead.position.x, pumpHeadDownY + transform.position.y,
|
||||
pumpHead.position.z);
|
||||
sequence.Append(pumpHead.DOMove(pumpDownPos, pumpDuration));
|
||||
// 上升动画
|
||||
var pumpUpPos = new Vector3(pumpHead.position.x, pumpHeadUpY + transform.position.y, pumpHead.position.z);
|
||||
sequence.Append(pumpHead.DOMove(pumpUpPos, resetDuration));
|
||||
|
||||
return sequence;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 冷却系统有什么样的行为?
|
||||
/// </summary>
|
||||
public interface ICoolingMachine
|
||||
{
|
||||
void LinkRobot();
|
||||
void PumpCooling();
|
||||
void UnlockBottle();
|
||||
void MoveOutBottle();
|
||||
void InsertBottle(CoolingBottle bottle);
|
||||
void LockBottle();
|
||||
void InjectCool();
|
||||
void UnlinkRobot();
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ee76855b985a9f24da38f7dca33c4bfc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,145 @@
|
||||
using System.Collections;
|
||||
using AibisDream.FixSystem;
|
||||
using UnityEngine;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace AibisDream.Framework
|
||||
{
|
||||
public class CoolingSystem : MonoBehaviour, ICoolingSystem
|
||||
{
|
||||
#region 引用
|
||||
|
||||
private PumpController _pumpUI;
|
||||
private BottleShelf _bottomUI;
|
||||
private TubeController _tubeUI;
|
||||
|
||||
#endregion
|
||||
|
||||
#region 状态
|
||||
|
||||
public bool isLocked;
|
||||
|
||||
private CoolingBottle CurBottle => _pumpUI.bottleSlot.GetCurBottle();
|
||||
|
||||
#endregion
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
FixSystemCenter.SystemDic.Register(this);
|
||||
InitRefs();
|
||||
}
|
||||
|
||||
private void InitRefs()
|
||||
{
|
||||
_pumpUI = transform.Find("Pump Part").GetComponent<PumpController>();
|
||||
_bottomUI = transform.Find("Bottom Part").GetComponent<BottleShelf>();
|
||||
_tubeUI = transform.Find("Tube Part").GetComponent<TubeController>();
|
||||
|
||||
isLocked = true;
|
||||
}
|
||||
|
||||
#region 对外开放
|
||||
|
||||
public IEnumerator OpenCoolingSystem()
|
||||
{
|
||||
yield return _pumpUI.Show();
|
||||
}
|
||||
|
||||
public IEnumerator LinkTube()
|
||||
{
|
||||
// 播放插线动画,完成后自动关闭
|
||||
// 立绘变化待补充
|
||||
yield return _tubeUI.PlayLinkAnime();
|
||||
}
|
||||
|
||||
public IEnumerator OpenBottleUI()
|
||||
{
|
||||
yield return _bottomUI.Show();
|
||||
}
|
||||
|
||||
public void Unlock()
|
||||
{
|
||||
isLocked = false;
|
||||
if (CurBottle)
|
||||
{
|
||||
CurBottle.IsBlock = false;
|
||||
}
|
||||
_pumpUI.OpenBuckle();
|
||||
}
|
||||
|
||||
public void InsertBottle(CoolingBottle bottle)
|
||||
{
|
||||
// 插入似乎没有太多逻辑?
|
||||
}
|
||||
|
||||
public void Lock()
|
||||
{
|
||||
isLocked = true;
|
||||
// 已锁定的瓶子禁止使用
|
||||
if (CurBottle)
|
||||
{
|
||||
CurBottle.IsBlock = true;
|
||||
}
|
||||
_pumpUI.CloseBuckle();
|
||||
}
|
||||
|
||||
public void StartPump()
|
||||
{
|
||||
// 进行泵机操作
|
||||
if (isLocked && CurBottle)
|
||||
{
|
||||
// 播放pump动画
|
||||
_pumpUI.PlayPumpAnime();
|
||||
// 播放泵机运行对话
|
||||
// DialogController.Instance.StartDialogNode($"泵机运行_{CurBottle.data.name}");
|
||||
Debug.Log($"泵机运行_{CurBottle.data.name}");
|
||||
}
|
||||
}
|
||||
|
||||
[YarnCommand("close_bottle_ui")]
|
||||
public IEnumerator CloseBottleUI()
|
||||
{
|
||||
yield return _bottomUI.Hide();
|
||||
}
|
||||
|
||||
[YarnCommand("close_cooling_system")]
|
||||
public IEnumerator CloseCoolingSystem()
|
||||
{
|
||||
yield return _pumpUI.Hide();
|
||||
_pumpUI.StopPumpAnime();
|
||||
_pumpUI.DestroyBottle();
|
||||
}
|
||||
|
||||
[YarnCommand("pull_out_tube")]
|
||||
public IEnumerator PullOutTube()
|
||||
{
|
||||
yield return _tubeUI.PlayPullOutAnime();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
public interface ICoolingSystem
|
||||
{
|
||||
// 打开冷却系统UI
|
||||
public IEnumerator OpenCoolingSystem();
|
||||
// 插管
|
||||
public IEnumerator LinkTube();
|
||||
// 打开左侧冷却液界面
|
||||
public IEnumerator OpenBottleUI();
|
||||
// 打开卡扣
|
||||
public void Unlock();
|
||||
// 插入冷却液瓶子
|
||||
public void InsertBottle(CoolingBottle bottle);
|
||||
// 关闭卡扣
|
||||
public void Lock();
|
||||
// 点击泵机开关
|
||||
public void StartPump();
|
||||
// 冷却液架收回
|
||||
public IEnumerator CloseBottleUI();
|
||||
// 冷却系统UI收回
|
||||
public IEnumerator CloseCoolingSystem();
|
||||
// 拔管
|
||||
public IEnumerator PullOutTube();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5eec820fd32945b3bfa49381d6e90890
|
||||
timeCreated: 1734682124
|
||||
@@ -1,91 +0,0 @@
|
||||
using AibisDream.Framework;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream
|
||||
{
|
||||
public class LockSlider : MonoBehaviour, IMoveable
|
||||
{
|
||||
private Transform _drawBar;
|
||||
private Transform _hook;
|
||||
private CoolingMachineViewer _coolingMachine;
|
||||
private bool _isLocked;
|
||||
|
||||
private float Value
|
||||
{
|
||||
set
|
||||
{
|
||||
var sliderY = value * (offPos.position.y - onPos.position.y) + onPos.position.y;
|
||||
transform.position = new Vector3(_drawBar.position.x, sliderY, _drawBar.position.z);
|
||||
var hookY = value * (lockOffPos.position.y - lockOnPos.position.y) + lockOnPos.position.y;
|
||||
_hook.position = new Vector3(_hook.position.x, hookY, _hook.position.z);
|
||||
}
|
||||
}
|
||||
|
||||
public Transform onPos;
|
||||
public Transform offPos;
|
||||
|
||||
public Transform lockOnPos;
|
||||
public Transform lockOffPos;
|
||||
|
||||
public bool IsBlock => _coolingMachine.inLiquidChange;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_coolingMachine = GetComponentInParent<CoolingMachineViewer>();
|
||||
_drawBar = transform;
|
||||
_hook = transform.parent.Find("活动卡扣");
|
||||
_isLocked = true;
|
||||
}
|
||||
|
||||
public void StartMove()
|
||||
{
|
||||
}
|
||||
|
||||
public void Move(Vector2 mousePos)
|
||||
{
|
||||
var curY = Mathf.Clamp(mousePos.y, onPos.position.y, offPos.position.y);
|
||||
|
||||
Value = (curY - onPos.position.y) / (offPos.position.y - onPos.position.y);
|
||||
}
|
||||
|
||||
public void StopMove()
|
||||
{
|
||||
var curValue = (_drawBar.position.y - onPos.position.y) / (offPos.position.y - onPos.position.y);
|
||||
// 大于0.8或者小于0.2则切换状态,否则弹回去
|
||||
_isLocked = curValue switch
|
||||
{
|
||||
// 移动停止时尝试吸附
|
||||
>= 0.8f => false,
|
||||
<= 0.2f => true,
|
||||
_ => _isLocked
|
||||
};
|
||||
|
||||
Value = _isLocked ? 0 : 1;
|
||||
// 判定开闭锁
|
||||
if (_isLocked)
|
||||
{
|
||||
_coolingMachine.LockBottle();
|
||||
}
|
||||
else
|
||||
{
|
||||
_coolingMachine.UnlockBottle();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 打开卡扣碰撞
|
||||
/// </summary>
|
||||
public void EnableHook()
|
||||
{
|
||||
_hook.GetComponent<Collider2D>().enabled = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 关闭卡扣碰撞
|
||||
/// </summary>
|
||||
public void DisableHook()
|
||||
{
|
||||
_hook.GetComponent<Collider2D>().enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9f15b93b1e22b11459ca121bedee9ba7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,47 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream
|
||||
{
|
||||
public class PumpButton : MonoBehaviour
|
||||
{
|
||||
private SpriteButton _button;
|
||||
private CoolingMachineViewer _coolingMachine;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_coolingMachine = GetComponentInParent<CoolingMachineViewer>();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_button = new SpriteButton(gameObject);
|
||||
_button.OnButtonDown += OnButtonDown;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_button.OnButtonDown -= OnButtonDown;
|
||||
_button = null;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
_button.CheckButtonClick();
|
||||
}
|
||||
|
||||
private void OnButtonDown()
|
||||
{
|
||||
if (!_coolingMachine.CanPump()) return;
|
||||
|
||||
if (_coolingMachine.isMachineEmpty)
|
||||
{
|
||||
_coolingMachine.PumpCooling();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("in");
|
||||
_coolingMachine.InjectCool();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c1098201b6934115ac7c06afa1564dab
|
||||
timeCreated: 1733580710
|
||||
@@ -0,0 +1,174 @@
|
||||
using System.Collections;
|
||||
using AibisDream.Framework;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
public class PumpController : MonoBehaviour
|
||||
{
|
||||
[Header("整体位置")] public Vector3 hidePos;
|
||||
public Vector3 showPos;
|
||||
|
||||
public Vector3 topBuckleUnlockPos;
|
||||
public Vector3 leftBuckleUnlockPos;
|
||||
public Vector3 rightBuckleUnlockPos;
|
||||
public Vector3 topBuckleLockPos;
|
||||
public Vector3 leftBuckleLockPos;
|
||||
public Vector3 rightBuckleLockPos;
|
||||
|
||||
public Vector3 pumpUpPos;
|
||||
public Vector3 pumpDownPos;
|
||||
|
||||
[Header("移动用时")] public float showDuration;
|
||||
public float buckleDuration;
|
||||
public float pumpDuration;
|
||||
|
||||
#region 组件索引
|
||||
|
||||
private CoolingSystem _coolingSystem;
|
||||
|
||||
private SpriteButton _lockButton;
|
||||
private SpriteButton _pumpButton;
|
||||
private Transform _topBuckle;
|
||||
private Transform _leftBuckle;
|
||||
private Transform _rightBuckle;
|
||||
|
||||
[HideInInspector] public BottleSlot bottleSlot;
|
||||
private GameObject _lockBox;
|
||||
|
||||
private Transform _pumpHead;
|
||||
|
||||
#endregion
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
InitRefs();
|
||||
// 隐藏
|
||||
gameObject.SetActive(false);
|
||||
transform.localPosition = hidePos;
|
||||
}
|
||||
|
||||
private void InitRefs()
|
||||
{
|
||||
// 初始化引用
|
||||
_coolingSystem = GetComponentInParent<CoolingSystem>();
|
||||
|
||||
var buckleGroup = transform.Find("按键卡扣组");
|
||||
|
||||
_lockButton = new SpriteButton(buckleGroup.Find("Lock Button").gameObject);
|
||||
_pumpButton = new SpriteButton(buckleGroup.Find("Pump Button").gameObject);
|
||||
_lockButton.OnButtonDown += LockButtonDown;
|
||||
_pumpButton.OnButtonDown += PumpButtonDown;
|
||||
|
||||
_topBuckle = buckleGroup.Find("上下卡扣");
|
||||
_leftBuckle = buckleGroup.Find("左卡扣");
|
||||
_rightBuckle = buckleGroup.Find("右卡扣");
|
||||
|
||||
_lockBox = buckleGroup.Find("锁定占位").gameObject;
|
||||
_lockBox.SetActive(true);
|
||||
|
||||
var pumpGroup = transform.Find("泵机组");
|
||||
_pumpHead = pumpGroup.Find("泵头");
|
||||
|
||||
bottleSlot = GetComponentInChildren<BottleSlot>();
|
||||
bottleSlot.InsertSlotEvent += _coolingSystem.InsertBottle;
|
||||
}
|
||||
|
||||
#region 按钮
|
||||
|
||||
private void LockButtonDown()
|
||||
{
|
||||
if (_coolingSystem.isLocked)
|
||||
{
|
||||
_coolingSystem.Unlock();
|
||||
}
|
||||
else
|
||||
{
|
||||
_coolingSystem.Lock();
|
||||
}
|
||||
}
|
||||
|
||||
private void PumpButtonDown()
|
||||
{
|
||||
_coolingSystem.StartPump();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
_lockButton.CheckButtonClick();
|
||||
_pumpButton.CheckButtonClick();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 对外暴露
|
||||
|
||||
/// <summary>
|
||||
/// 显示泵机UI
|
||||
/// </summary>
|
||||
/// <returns>显示</returns>
|
||||
public IEnumerator Show()
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
Tween tween = transform.DOLocalMove(showPos, showDuration);
|
||||
while (tween.active && !tween.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 隐藏泵机UI
|
||||
/// </summary>
|
||||
/// <returns>隐藏</returns>
|
||||
public IEnumerator Hide()
|
||||
{
|
||||
Tween tween = transform.DOLocalMove(hidePos, showDuration);
|
||||
while (tween.active && !tween.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void OpenBuckle()
|
||||
{
|
||||
_lockBox.SetActive(false);
|
||||
|
||||
_topBuckle.DOLocalMove(topBuckleUnlockPos, buckleDuration);
|
||||
_leftBuckle.DOLocalMove(leftBuckleUnlockPos, buckleDuration);
|
||||
_rightBuckle.DOLocalMove(rightBuckleUnlockPos, buckleDuration);
|
||||
}
|
||||
|
||||
public void CloseBuckle()
|
||||
{
|
||||
_lockBox.SetActive(true);
|
||||
|
||||
_topBuckle.DOLocalMove(topBuckleLockPos, buckleDuration);
|
||||
_leftBuckle.DOLocalMove(leftBuckleLockPos, buckleDuration);
|
||||
_rightBuckle.DOLocalMove(rightBuckleLockPos, buckleDuration);
|
||||
}
|
||||
|
||||
public void PlayPumpAnime()
|
||||
{
|
||||
_pumpHead.DOLocalMove(pumpDownPos, pumpDuration).SetLoops(-1, LoopType.Yoyo)
|
||||
.SetEase(Ease.Linear);
|
||||
}
|
||||
|
||||
public void StopPumpAnime()
|
||||
{
|
||||
_pumpHead.DOKill();
|
||||
_pumpHead.localPosition = pumpUpPos;
|
||||
}
|
||||
|
||||
public void DestroyBottle()
|
||||
{
|
||||
bottleSlot.DestroyBottle();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8c0964c55b8c49458ad7740405fde98a
|
||||
timeCreated: 1734708209
|
||||
@@ -0,0 +1,103 @@
|
||||
using System.Collections;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream.FixSystem
|
||||
{
|
||||
public class TubeController : MonoBehaviour
|
||||
{
|
||||
[Header("插管蒙太奇整体位置")]
|
||||
public Vector3 showPos;
|
||||
public Vector3 hidePos;
|
||||
|
||||
[Header("管子位置")]
|
||||
public Vector3 pullOutPos;
|
||||
public Vector3 linkPos;
|
||||
|
||||
[Header("动画时间")]
|
||||
public float showDuration;
|
||||
public float plugDuration;
|
||||
|
||||
private Transform _tube;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
|
||||
InitRefs();
|
||||
}
|
||||
|
||||
private void InitRefs()
|
||||
{
|
||||
_tube = transform.Find("插线");
|
||||
|
||||
_tube.localPosition = pullOutPos;
|
||||
transform.localPosition = hidePos;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 播放连接动画
|
||||
/// </summary>
|
||||
/// <returns>协程</returns>
|
||||
public IEnumerator PlayLinkAnime()
|
||||
{
|
||||
yield return ShowAndHide(LinkAction());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 播放拔出动画
|
||||
/// </summary>
|
||||
/// <returns>协程</returns>
|
||||
public IEnumerator PlayPullOutAnime()
|
||||
{
|
||||
yield return ShowAndHide(PullOutAction());
|
||||
}
|
||||
|
||||
private IEnumerator LinkAction()
|
||||
{
|
||||
// 插线
|
||||
Tween link = _tube.DOLocalMove(linkPos, plugDuration);
|
||||
while (link.active && !link.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
// TODO 插完线后更新人物图片
|
||||
}
|
||||
|
||||
private IEnumerator PullOutAction()
|
||||
{
|
||||
// 拔线
|
||||
Tween pullOut = _tube.DOLocalMove(pullOutPos, plugDuration);
|
||||
while (pullOut.active && !pullOut.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
// TODO 插完线后更新人物图片
|
||||
}
|
||||
|
||||
private IEnumerator ShowAndHide(IEnumerator middleAction)
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
// 打开插管部分
|
||||
Tween showTween = transform.DOLocalMove(showPos, showDuration);
|
||||
while (showTween.active && !showTween.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
// 暂停一下
|
||||
yield return new WaitForSeconds(2f);
|
||||
// 中间动作
|
||||
yield return middleAction;
|
||||
// 暂停一下
|
||||
yield return new WaitForSeconds(2f);
|
||||
// 关闭插管部分
|
||||
Tween hideTween = transform.DOLocalMove(hidePos, showDuration);
|
||||
while (hideTween.active && !hideTween.IsComplete())
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c57722dc077140e9b09a39b870ef4d8c
|
||||
timeCreated: 1734685901
|
||||
@@ -42,7 +42,7 @@ namespace AibisDream.FixSystem
|
||||
TransitionDic.Add(FixState.Memory, FixState.BodyModule, new MemoryToBodyModuleCommand());
|
||||
TransitionDic.Add(FixState.BodyModule, FixState.UF, new BodyModuleToUFCommand());
|
||||
TransitionDic.Add(FixState.UF, FixState.BodyModule, new UFToBodyModuleCommand());
|
||||
|
||||
TransitionDic.Add(FixState.Clinic, FixState.CoolingMachine, new ClinicToCoolingCommand());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -70,4 +70,29 @@ namespace AibisDream.FixSystem
|
||||
_configName = arg;
|
||||
}
|
||||
}
|
||||
|
||||
public struct ClinicToCoolingCommand : ITransitionCommand
|
||||
{
|
||||
private static readonly Vector3 CameraPos = new(6.61f, 0, -10);
|
||||
private const float Duration = 2f;
|
||||
|
||||
public IEnumerator Execute()
|
||||
{
|
||||
var coolingSystem = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
|
||||
// 移动相机
|
||||
yield return CameraKit.Instance.TransCameraAsync(CameraPos, Duration);
|
||||
// 打开泵机
|
||||
yield return coolingSystem.OpenCoolingSystem();
|
||||
// 播放插线动画
|
||||
yield return coolingSystem.LinkTube();
|
||||
// 打开冷却液架
|
||||
yield return coolingSystem.OpenBottleUI();
|
||||
}
|
||||
|
||||
public void SetArgs(string arg)
|
||||
{
|
||||
// 没有需要设置的参数
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream.Framework
|
||||
{
|
||||
public class SpriteButtonKit : IMonoKit
|
||||
{
|
||||
private readonly Camera _camera = Camera.main;
|
||||
private GameObject _curButton;
|
||||
|
||||
public void OnUpdate()
|
||||
{
|
||||
// 发射射线进行检测
|
||||
Ray ray = _camera.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction);
|
||||
|
||||
// 射线没有碰撞到东西
|
||||
if (!hit.collider)
|
||||
{
|
||||
_curButton = null;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public interface ISpriteButton
|
||||
{
|
||||
public void OnMouseEnter();
|
||||
public void OnMouseExit();
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 787ecc68b7e444478adfaabb8d7fbe70
|
||||
timeCreated: 1734775502
|
||||
@@ -2,6 +2,7 @@
|
||||
using AibisDream.Kit;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace AibisDream.Framework
|
||||
{
|
||||
@@ -11,9 +12,11 @@ namespace AibisDream.Framework
|
||||
|
||||
private Vector3 _initPos;
|
||||
private float _initOrthographicSize;
|
||||
|
||||
private CameraKit() {}
|
||||
|
||||
|
||||
private CameraKit()
|
||||
{
|
||||
}
|
||||
|
||||
public override void OnSingletonInit()
|
||||
{
|
||||
// 无需初始化
|
||||
@@ -48,6 +51,12 @@ namespace AibisDream.Framework
|
||||
return _mainCamera.transform.DOMove(targetPos, duration);
|
||||
}
|
||||
|
||||
public IEnumerator TransCameraAsync(Vector3 targetPos, float duration)
|
||||
{
|
||||
var targetOrthographicSize = _mainCamera.orthographicSize;
|
||||
yield return TransCameraAsync(targetPos, targetOrthographicSize, duration);
|
||||
}
|
||||
|
||||
public IEnumerator TransCameraAsync(Vector3 targetPos, float targetOrthographicSize, float duration)
|
||||
{
|
||||
var sq = TransCamera(targetPos, targetOrthographicSize, duration);
|
||||
@@ -63,4 +72,27 @@ namespace AibisDream.Framework
|
||||
return TransCameraAsync(_initPos, _initOrthographicSize, duration);
|
||||
}
|
||||
}
|
||||
|
||||
public static class CameraCommand
|
||||
{
|
||||
[YarnCommand("return_init_camera")]
|
||||
public static IEnumerator ReturnInitCamera(float duration = 1f)
|
||||
{
|
||||
return CameraKit.Instance.ReturnInitCameraAsync(duration);
|
||||
}
|
||||
|
||||
[YarnCommand("trans_camera")]
|
||||
public static IEnumerator TransCameraAsync(float x, float y, float targetOrthographicSize, float duration)
|
||||
{
|
||||
Vector3 targetPos = new Vector3(x, y, -10);
|
||||
return CameraKit.Instance.TransCameraAsync(targetPos, targetOrthographicSize, duration);
|
||||
}
|
||||
|
||||
[YarnCommand("trans_camera_pos")]
|
||||
public static IEnumerator TransCameraAsync(float x, float y, float duration)
|
||||
{
|
||||
Vector3 targetPos = new Vector3(x, y, -10);
|
||||
return CameraKit.Instance.TransCameraAsync(targetPos, duration);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using AibisDream.FixSystem;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -49,7 +50,20 @@ namespace AibisDream.Framework
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.K))
|
||||
{
|
||||
MonoCenter.Mono.StartCoroutine(FixSystemYarnCommand.SwitchFixSystemTo("Engine"));
|
||||
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
MonoCenter.Mono.StartCoroutine(cooling.OpenCoolingSystem());
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.A))
|
||||
{
|
||||
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
MonoCenter.Mono.StartCoroutine(cooling.LinkTube());
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.S))
|
||||
{
|
||||
var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
|
||||
MonoCenter.Mono.StartCoroutine(cooling.OpenBottleUI());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,8 +8,7 @@ public class WindowManager : MonoBehaviour
|
||||
{
|
||||
public static WindowManager Instance { get; private set; }
|
||||
|
||||
[Header("Window Prefabs")]
|
||||
public ModalWindow singleButtonWindowPrefab;
|
||||
[Header("Window Prefabs")] public ModalWindow singleButtonWindowPrefab;
|
||||
|
||||
public ModalWindow ImageSingleButtonWindowPrefab;
|
||||
public ModalWindowProgressBar progressWindowPrefab;
|
||||
@@ -28,8 +27,8 @@ public class WindowManager : MonoBehaviour
|
||||
DontDestroyOnLoad(gameObject); // 如果需要全局保留
|
||||
}
|
||||
|
||||
[YarnCommand("OpenSingleButtonWindow")]
|
||||
public IEnumerator OpenSingleButtonWindow(string title, string description,bool ispanelActive=true)
|
||||
[YarnCommand("OpenSingleButtonWindow")]
|
||||
public IEnumerator OpenSingleButtonWindow(string title, string description, bool ispanelActive = true)
|
||||
{
|
||||
bool isConfirmed = false;
|
||||
singleButtonWindowPrefab.transform.GetChild(0).gameObject.SetActive(ispanelActive);
|
||||
@@ -37,7 +36,7 @@ public class WindowManager : MonoBehaviour
|
||||
singleButtonWindowPrefab.TitleValue = title;
|
||||
singleButtonWindowPrefab.DescriptionValue = description;
|
||||
singleButtonWindowPrefab.OnConfirm.AddListener(() => isConfirmed = true);
|
||||
|
||||
|
||||
singleButtonWindowPrefab.ShowModalWindow();
|
||||
|
||||
// 等待用户确认
|
||||
@@ -46,8 +45,8 @@ public class WindowManager : MonoBehaviour
|
||||
singleButtonWindowPrefab.OnConfirm.RemoveAllListeners();
|
||||
}
|
||||
|
||||
[YarnCommand("OpenMutiSingleButtonWindow")]
|
||||
public IEnumerator OpenMutiSingleButtonWindow(string title, string description,int number)
|
||||
[YarnCommand("OpenMutiSingleButtonWindow")]
|
||||
public IEnumerator OpenMutiSingleButtonWindow(string title, string description, int number)
|
||||
{
|
||||
bool isConfirmed = false;
|
||||
singleButtonWindowPrefab.transform.GetChild(0).gameObject.SetActive(false);
|
||||
@@ -55,7 +54,7 @@ public class WindowManager : MonoBehaviour
|
||||
singleButtonWindowPrefab.TitleValue = title;
|
||||
singleButtonWindowPrefab.DescriptionValue = description;
|
||||
singleButtonWindowPrefab.OnConfirm.AddListener(() => isConfirmed = true);
|
||||
|
||||
|
||||
singleButtonWindowPrefab.ShowModalWindow();
|
||||
|
||||
// 等待用户确认
|
||||
@@ -63,13 +62,13 @@ public class WindowManager : MonoBehaviour
|
||||
|
||||
singleButtonWindowPrefab.OnConfirm.RemoveAllListeners();
|
||||
}
|
||||
[YarnCommand("OpenProgressWindow")]
|
||||
public IEnumerator OpenProgressWindow(string title, string description,float duration)
|
||||
{
|
||||
|
||||
[YarnCommand("OpenProgressWindow")]
|
||||
public IEnumerator OpenProgressWindow(string title, string description, float duration)
|
||||
{
|
||||
progressWindowPrefab.TitleValue = title;
|
||||
progressWindowPrefab.DescriptionValue = description;
|
||||
float currentProgress=0;
|
||||
float currentProgress = 0;
|
||||
DOTween.To(
|
||||
() => currentProgress,
|
||||
value =>
|
||||
@@ -79,36 +78,33 @@ public class WindowManager : MonoBehaviour
|
||||
},
|
||||
100,
|
||||
duration
|
||||
);
|
||||
);
|
||||
progressWindowPrefab.ShowModalWindow();
|
||||
|
||||
// 等待用户确认
|
||||
yield return new WaitUntil(() => currentProgress>=100);
|
||||
yield return new WaitUntil(() => currentProgress >= 100);
|
||||
progressWindowPrefab.HideModalWindow();
|
||||
}
|
||||
[YarnCommand("OpenImageWindow_UFImage")]
|
||||
|
||||
[YarnCommand("OpenImageWindow_UFImage")]
|
||||
public void OpenImageSingleButtonWindowPrefab(string title, string imageName)
|
||||
{
|
||||
//bool isConfirmed = false;
|
||||
ImageSingleButtonWindowPrefab.IsConfirmButtonActive=false;
|
||||
ImageSingleButtonWindowPrefab.IsConfirmButtonActive = false;
|
||||
ImageSingleButtonWindowPrefab.TitleValue = title;
|
||||
ImageSingleButtonWindowPrefab.ImageValue=Resources.Load<Sprite>("Art/Photos/" + imageName);
|
||||
ImageSingleButtonWindowPrefab.DescriptionValue="";
|
||||
ImageSingleButtonWindowPrefab.ImageValue = Resources.Load<Sprite>("Art/Photos/" + imageName);
|
||||
ImageSingleButtonWindowPrefab.DescriptionValue = "";
|
||||
//progressWindowPrefab.OnFinish.AddListener(() => isConfirmed = true);
|
||||
ImageSingleButtonWindowPrefab.ShowModalWindow();
|
||||
}
|
||||
[YarnCommand("EnableAndWaitForClosingUFImage")]
|
||||
|
||||
[YarnCommand("EnableAndWaitForClosingUFImage")]
|
||||
public IEnumerator EnableAndWaitForClosingUFImage()
|
||||
{
|
||||
bool isConfirmed = false;
|
||||
ImageSingleButtonWindowPrefab.IsConfirmButtonActive=true;
|
||||
ImageSingleButtonWindowPrefab.IsConfirmButtonActive = true;
|
||||
ImageSingleButtonWindowPrefab.OnConfirm.AddListener(() => isConfirmed = true);
|
||||
yield return new WaitUntil(() => isConfirmed);
|
||||
ImageSingleButtonWindowPrefab.OnConfirm.RemoveAllListeners();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
@@ -144,6 +144,22 @@ namespace AibisDream.Utility
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 部分命令
|
||||
|
||||
[YarnFunction("set_option_visited")]
|
||||
public static int SetOptionVisited(int visitedState, int optionIdx)
|
||||
{
|
||||
return visitedState | ( 1 << (optionIdx - 1));
|
||||
}
|
||||
|
||||
[YarnFunction("check_visited")]
|
||||
public static bool CheckVisitedOptionNum(int visitedState, int totalOptionNum)
|
||||
{
|
||||
return visitedState == (1 << totalOptionNum) - 1;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
public enum CommandLineType
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
{"shaftLevelDataArray":[{"shaftName":"Empty Pluggable Shaft3","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.15,"shaftPos":{"x":-1.118,"y":-0.256,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Empty Pluggable Shaft2","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.15,"shaftPos":{"x":-1.087,"y":-0.693,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Empty Pluggable Shaft1","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.15,"shaftPos":{"x":-1.135,"y":0.182,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft9","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.18,"shaftPos":{"x":-1.71000111,"y":-0.9590002,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮A"},{"shaftName":"Pluggable Shaft8","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.18,"shaftPos":{"x":-2.59800124,"y":-0.941000164,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft7","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.09,"shaftPos":{"x":-2.22800064,"y":-0.453000158,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft6","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.18,"shaftPos":{"x":-1.855001,"y":-0.3910001,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft5","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.09,"shaftPos":{"x":-2.0,"y":-0.6250002,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮A"},{"shaftName":"Pluggable Shaft4","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.27,"shaftPos":{"x":-2.18600082,"y":-0.08200007,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮A"},{"shaftName":"Pluggable Shaft3","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.18,"shaftPos":{"x":-1.97600079,"y":0.300000042,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft2","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.09,"shaftPos":{"x":-1.70600092,"y":0.307999939,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft1","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.18,"shaftPos":{"x":-2.40600061,"y":0.295000046,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Driver Shaft","shaftType":0,"initialSpeed":1.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.09,"shaftPos":{"x":-2.188,"y":0.445000023,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Target Shaft","shaftType":1,"initialSpeed":0.0,"targetSpeed":0.3,"hasChildGear":true,"radius":0.27,"shaftPos":{"x":-2.1600008,"y":-0.9610002,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"}]}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 726877e95eebeea4db75ffd9d783b78e
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1 +1 @@
|
||||
{"shaftLevelDataArray":[{"shaftName":"Target","shaftType":1,"initialSpeed":0.0,"targetSpeed":0.3,"hasChildGear":true,"radius":1.0,"shaftPos":{"x":6.629,"y":0.684,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Driver","shaftType":0,"initialSpeed":1.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.5,"shaftPos":{"x":4.64,"y":3.33,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮A"},{"shaftName":"Constant","shaftType":2,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.5,"shaftPos":{"x":5.973,"y":2.457,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮B"},{"shaftName":"Pluggable","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.5,"shaftPos":{"x":5.516,"y":3.867,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Empty","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.5,"shaftPos":{"x":6.56,"y":4.334,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"}]}
|
||||
{"shaftLevelDataArray":[{"shaftName":"Target Shaft","shaftType":0,"initialSpeed":0.0,"targetSpeed":0.3,"hasChildGear":true,"radius":0.27,"shaftPos":{"x":5.488,"y":0.118,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Driver Shaft","shaftType":0,"initialSpeed":1.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.09,"shaftPos":{"x":5.459,"y":1.488,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft1","shaftType":0,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.18,"shaftPos":{"x":5.241,"y":1.338,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft2","shaftType":0,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.09,"shaftPos":{"x":5.941,"y":1.351,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft3","shaftType":0,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.18,"shaftPos":{"x":5.671,"y":1.343,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft4","shaftType":0,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.27,"shaftPos":{"x":5.461,"y":0.961,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮A"},{"shaftName":"Pluggable Shaft5","shaftType":0,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.09,"shaftPos":{"x":5.653,"y":0.434,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮A"},{"shaftName":"Pluggable Shaft6","shaftType":0,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.18,"shaftPos":{"x":5.803,"y":0.671,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft7","shaftType":0,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.09,"shaftPos":{"x":5.236,"y":0.678,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft8","shaftType":0,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.18,"shaftPos":{"x":5.054,"y":0.13,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft9","shaftType":0,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.18,"shaftPos":{"x":5.917,"y":0.119,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮A"},{"shaftName":"Empty Pluggable Shaft1","shaftType":0,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.5,"shaftPos":{"x":4.4398,"y":4.1688,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Empty Pluggable Shaft2","shaftType":0,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.5,"shaftPos":{"x":6.10357,"y":4.1688,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Empty Pluggable Shaft3","shaftType":0,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.5,"shaftPos":{"x":7.76733971,"y":4.1688,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"}]}
|
||||
@@ -71,3 +71,33 @@ TagManager:
|
||||
- name: ToolUpperCable
|
||||
uniqueID: 2587710269
|
||||
locked: 0
|
||||
- name: FixBottom
|
||||
uniqueID: 1034535805
|
||||
locked: 0
|
||||
- name: FixMiddle
|
||||
uniqueID: 1134468525
|
||||
locked: 0
|
||||
- name: FixTop
|
||||
uniqueID: 1016946085
|
||||
locked: 0
|
||||
- name: Tools
|
||||
uniqueID: 467777933
|
||||
locked: 0
|
||||
- name: Clinic
|
||||
uniqueID: 941243827
|
||||
locked: 0
|
||||
- name: ClubBoard
|
||||
uniqueID: 3799401421
|
||||
locked: 0
|
||||
- name: MessageUI
|
||||
uniqueID: 3505633107
|
||||
locked: 0
|
||||
- name: DialogUI
|
||||
uniqueID: 3784300833
|
||||
locked: 0
|
||||
- name: BasicUI
|
||||
uniqueID: 315200563
|
||||
locked: 0
|
||||
- name: StartUI
|
||||
uniqueID: 813150151
|
||||
locked: 0
|
||||
|
||||
Reference in New Issue
Block a user