各种提交

This commit is contained in:
2025-02-21 17:46:01 +08:00
parent 1af4418ac0
commit 953f2fa852
32 changed files with 4680 additions and 17918 deletions
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@@ -4,18 +4,28 @@ colorID: 8
position: 205,-53
---
<<hide_dialog>>
<<pause_loop_audio>>
<<set_time_of_day EnvironmentManager "day">>
<<fade_in_actor ActorManager "佩佩" 0.1>>
<<fade_out 1>>
<<wait 1>>
你走出诊室,靠在巷子的墙上。
巷子正中央站着一个人,佩佩。
// 你走出诊室,靠在巷子的墙上。
// 巷子正中央站着一个人,佩佩。
你走出诊室,诊室外的护栏边站着一个人,佩佩。
<<fade_in_actor ActorManager "医生" 1>>
<<wait 1>>
->点火
<<hide_dialog>>
<<wait 1>>
me: 呼...
<<hide_dialog>>
<<wait 2>>
me: 还没走吗?
<<hide_dialog>>
<<wait 1>>
她侧对着你,似乎没看见你,正抬头看着天空出神。
// 她侧对着你,似乎没看见你,正抬头看着天空出神。
peipei: 天冷了。很快就是冬天了。
她头也不回地说。
@@ -80,10 +90,14 @@ me: 它已经黄了。
peipei: 再见了,叶子。
佩佩看了你一眼,微笑了一下,转头离开了。
<<fade_out_actor ActorManager "佩佩" 1>>
<<wait 1>>
吸完最后一口烟,你长舒一口气。
->回到诊室
<<hide_dialog>>
<<fade_out_actor ActorManager "医生" 1>>
<<wait 1>>
<<fade_in 1>>
<<NextYarn>>
===
@@ -5,11 +5,13 @@ position: 205,-53
---
<<pause_loop_audio>>
<<load_scene ClinicOut 1>>
<<set_time_of_day EnvironmentManager "night">>
<<fade_out 1>>
<<wait 1>>
该回去了
me: 该回去了
->去地铁
<<fade_in 1>>
<<wait 1>>
<<load_scene SubWay 1>>
<<fade_out 1>>
你坐上了回家的地铁,地铁上挤满了机体。
@@ -4,9 +4,25 @@ colorID: 8
position: 205,-53
---
<<hide_dialog>>
<<set_time_of_day EnvironmentManager "day">>
<<fade_out 1>>
<<wait 1>>
<<fade_in_actor ActorManager "医生" 1>>
<<wait 1>>
me: (轻哼着)小鸟...小鸟...
->点火
<<hide_dialog>>
<<wait 1>>
me: 呼...
<<hide_dialog>>
<<wait 2>>
me: 该回去了
->回到诊室
<<hide_dialog>>
<<wait 1>>
<<fade_out_actor ActorManager "医生" 1>>
<<wait 1>>
<<fade_in 1>>
//你走出诊室,靠在巷子的墙上。
//石头正坐在台阶上,反复播放着他和你共同录制的音乐。
//【把前边关于“我是谁”的对话挪出来】
@@ -4,12 +4,24 @@ colorID: 8
position: 205,-53
---
<<hide_dialog>>
<<set_time_of_day EnvironmentManager "night">>
<<fade_in_actor ActorManager "佩佩" 0.1>>
<<fade_out 1>>
<<wait 1>>
<<fade_in_actor ActorManager "医生" 1>>
<<wait 1>>
佩佩走出诊室,你跟在后面。
她疲惫地四处张望着。这里显然已经和她印象中的世界不太一样了。
或许是因为季节的变化,或许是因为别的什么。
->点火
<<hide_dialog>>
<<wait 1>>
me: 呼...
<<hide_dialog>>
<<wait 2>>
// 佩佩走出诊室,你跟在后面。
// 她疲惫地四处张望着。这里显然已经和她印象中的世界不太一样了。
// 或许是因为季节的变化,或许是因为别的什么。
peipei: 和我想象的…不太一样。
me: 天要黑了。
me: 不过你说得对,这里没什么好看的。
@@ -29,14 +41,19 @@ me: 你会回来的……当然。
她依然沉默着,嘴角露出了一丝笑容,然后咧开嘴笑了,眼泪从她的眼角划过,溜进了她的嘴里。
她抿了一下嘴。
peipei: 在这之前…我想我可以赶上夕阳。
佩佩跌跌撞撞地向前夕阳的方向走着,离开了巷子。
你目视她离开,吸完最后一口烟,长舒一口气,转身回到诊室。
<<hide_dialog>>
<<wait 1>>
<<fade_out_actor ActorManager "佩佩" 1>>
<<wait 1>>
佩佩跌跌撞撞地向前夕阳的方向走着,离开了巷子。
你目视她离开,吸完最后一口烟,长舒一口气
<<wait 1>>
->去地铁
<<hide_dialog>>
<<fade_out_actor ActorManager "医生" 1>>
<<wait 1>>
<<fade_in 1>>
当晚,佩佩没有回来。
<<hide_dialog>>
+45 -26
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@@ -5,11 +5,12 @@ position: 205,-53
---
<<hide_dialog>>
<<set_time_of_day EnvironmentManager "Midnight">>
<<set_weather EnvironmentManager "snow">>
<<fade_out 1>>
场景黑屏占位
<<wait 1>>
你走出诊室,佩佩正站在院子中央。
me: 佩佩,你去哪了?
peipei: 下雪了!
@@ -17,33 +18,52 @@ peipei: 下雪了!
peipei: 你看见了吗?医生!
她背对着你喊着你,头也不回地抬头看着天空。
顺着声音看去,佩佩正在天桥上
你再次摸了摸自己的眼睛。尽管你明白这个结果,但你还没有习惯这种视觉。
->去天桥
<<hide_dialog>>
<<fade_in 1>>
<<wait 1>>
<<load_scene Bridge 1>>
<<fade_in_actor ActorManager "佩佩" 0.1>>
<<fade_out 1>>
<<wait 1>>
<<fade_in_actor ActorManager "医生" 1>>
<<wait 1>>
// 她背对着你喊着你,头也不回地抬头看着天空。
// 你再次摸了摸自己的眼睛。尽管你明白这个结果,但你还没有习惯这种视觉。
me: 你不是要回去工作吗?
佩佩依然没有回头,还是痴痴地抬头到处看,树叶和雪花一同从她的面前飘落,洋洋洒洒。
你靠着墙坐了下来,掏出烟,点上火,深深吸了一口,吐出白色的烟雾。
// 你靠着墙坐了下来,掏出烟,点上火,深深吸了一口,吐出白色的烟雾。
<<show_full_screen 2佩佩抬头>>
<<wait 1>>
peipei: 这个城市…好美啊。
<<wait 1>>
<<hide_dialog>>
<<wait 1>>
<<wait 1>>
<<show_full_screen 3环境特写>>
me: 是啊。好美啊。
<<hide_dialog>>
<<wait 2>>
<<show_full_screen 2佩佩抬头>>
<<wait 1>>
树叶从她的面前飘落。
<<wait 1>>
<<show_full_screen 4接树叶>>
<<wait 1>>
她接住了一片,举了起来,仔细端详着。
<<wait 1>>
peipei: 医生…这片树叶是什么颜色的?
<<wait 1>>
<<hide_dialog>>
<<wait 1>>
<<hide_full_screen>>
me: 你不是要回去工作吗?
@@ -54,29 +74,28 @@ me: 你不是要回去工作吗?
她伸出手,把树叶交给你。
peipei: 谢谢你,医生。
peipei: 我会有很多机会给你画画的。
->接过
她依然看着你,直直的眼神和你对视。她的嘴微张着,许多种表情从她的脸上闪过。
<<wait 1.5>>
// 她依然看着你,直直的眼神和你对视。她的嘴微张着,许多种表情从她的脸上闪过。
<<show_full_screen 5佩佩说话特写>>
<<wait 1>>
peipei: 我会有很多机会给你画画的。
说完,她再次给了你一个笑容,转身离开
// 说完,她再次给了你一个笑容,转身离开。
peipei: 再见,医生
<<hide_full_screen>>
<<wait 1>>
<<fade_out_actor ActorManager "佩佩" 1>>
<<hide_dialog>>
<<wait 1>>
吸完最后一口烟,你长舒一口气。
peipei: 佩佩...
peipei: 该回去了。
->回到诊室
<<fade_out_actor ActorManager "医生" 1>>
//感觉可以把之前写的day1mid改到这里的BE,只是树叶其实是绿的,但你说是黄的
<<fade_in 1>>
<<wait 1>>
感谢游玩艾比斯之梦,本次demo的体验流程已结束
//<<NextYarn>>
@@ -6,18 +6,42 @@ position: 43,-97
<<fade_in 1>>
//<<switch_fix_system_to Clinic>>
//<<fade_out 1>>
<<delete_line LineManager MemoryEye>>
<<fade_in 1>>
<<show_full_screen 1医生看画a>>
<<wait 1>>
<<hide_full_screen>>
CenterText: 佩佩的口袋里…确实有一张折起来的纸。上面写着:给医生。
me: …
->展开
<<hide_dialog>>
<<wait 1>>
CenterText: 这是一张A4大小的复印纸,被小心地折成了1/4。你小心地展开它,引入眼帘的是一副蜡笔画。
CenterText: 一张脸透过纸张看着你。这张画非常传神,你能从她的眼神中读出一种压抑着焦虑的坚定。那是…<br>你的脸。<br>你的眼睛。<br>最下面有一行小字……
peipei: 重获色彩后我第一个看见的是:>
<<hide_dialog>>
<<show_full_screen 2医生看画动作>>
<<wait 2>>
旁白: 这是一张A4大小的复印纸,被小心地折成了1/4。你小心地展开它,引入眼帘的是一副蜡笔画。
<<hide_full_screen>>
<<wait 1>>
<<show_obj 佩佩画的医生眼睛>>
<<wait 1>>
旁白: 一张脸透过纸张看着你。这张画非常传神,你能从她的眼神中读出一种压抑着焦虑的坚定。
旁白:那是…<br>你的脸。<br>你的眼睛。
<<hide_obj>>
<<show_full_screen 4画特写>>
<<wait 1>>
最下面有一行小字……
<<wait 1>>
peipei: 重获色彩后我第一个看见的是:>
<<wait 2>>
<<hide_full_screen>>
<<show_obj 佩佩画的医生眼睛>>
<<hide_dialog>>
<<wait 2>>
me: ...
me: ......
me: ............
<<hide_dialog>>
<<wait 2>>
<<show_full_screen 3眼睛特写a>>
<<wait 2>>
me: 我…也有……眼睛。
<<hide_dialog>>
<<wait 1>>
@@ -41,10 +65,12 @@ me: 我该…怎么做?
->继续色彩初始化
<<hide_dialog>>
<<set $isPeipeiBE=true>>
<<hide_full_screen>>
<<jump 结束看画>>
->把自己的色觉晶圆给佩佩
<<hide_dialog>>
<<set $isPeipeiBE=false>>
<<hide_full_screen>>
<<jump 结束看画>>
===
title: 结束看画
@@ -3,7 +3,6 @@ tags:
colorID: 8
position: -449,-3574
---
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to "BodyModule">>
<<complete_task TaskManager "安装色觉晶圆">>
<<add_task TaskManager "检查视觉模块">>
@@ -29,10 +28,11 @@ EyeModule: 已与视觉模块建立连接!
Error: 检查完成!检测到一个错误:
me: 啊…别是……
Error: 检测到未识别的色彩晶圆…请进行校准。
<<EnableDeepInButton>>
Error: 已授权深入检查。
me: 嘘…还好。
me: 做完这个校准…应该就可以了。
->开始校准
<<jump EyeDeepIn>>
->结束
<<close_screen>>
<<clear_screen>>
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Yarn.Unity;
public class ActorManager : MonoBehaviour
{
[Header("Actors")]
public List<SpriteRenderer> actors;
[YarnCommand("fade_in_actor")]
public IEnumerator FadeInActorByName(string actorName, float duration)
{
var actor = actors.Find(a => a.name == actorName);
if (actor != null)
{
yield return StartCoroutine(FadeActor(actor, 0f, 1f, duration));
}
else
{
Debug.LogError($"Actor with name {actorName} not found.");
}
}
[YarnCommand("fade_out_actor")]
public IEnumerator FadeOutActorByName(string actorName, float duration)
{
var actor = actors.Find(a => a.name == actorName);
if (actor != null)
{
yield return StartCoroutine(FadeActor(actor, 1f, 0f, duration));
}
else
{
Debug.LogError($"Actor with name {actorName} not found.");
}
}
public void FadeInActor(SpriteRenderer actor, float duration)
{
StartCoroutine(FadeActor(actor, 0f, 1f, duration));
}
public void FadeOutActor(SpriteRenderer actor, float duration)
{
StartCoroutine(FadeActor(actor, 1f, 0f, duration));
}
private IEnumerator FadeActor(SpriteRenderer actor, float startAlpha, float endAlpha, float duration)
{
float elapsedTime = 0f;
Color color = actor.color;
while (elapsedTime < duration)
{
elapsedTime += Time.deltaTime;
float alpha = Mathf.Lerp(startAlpha, endAlpha, elapsedTime / duration);
actor.color = new Color(color.r, color.g, color.b, alpha);
yield return null;
}
actor.color = new Color(color.r, color.g, color.b, endAlpha);
}
private void Start()
{
HideAllActors();
}
private void HideAllActors()
{
foreach (var actor in actors)
{
actor.color = new Color(actor.color.r, actor.color.g, actor.color.b, 0f);
}
}
}
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using System.Collections.Generic;
using UnityEngine;
using Yarn.Unity;
public class EnvironmentManager : MonoBehaviour
{
[Header("Time of Day Objects")]
public List<GameObject> dayObjects;
public List<GameObject> nightObjects;
public List<GameObject> midnightObjects;
[Header("Weather Effects")]
public GameObject snowEffect;
private void Start()
{
// 设置默认状态
SetTimeOfDay(TimeOfDay.Day);
SetWeather(false);
}
[YarnCommand("set_time_of_day")]
public void SetTimeOfDayCommand(string timeOfDay)
{
timeOfDay = timeOfDay.ToLower();
if (timeOfDay == "day" && dayObjects.Count > 0)
{
SetTimeOfDay(TimeOfDay.Day);
}
else if (timeOfDay == "night" && nightObjects.Count > 0)
{
SetTimeOfDay(TimeOfDay.Night);
}
else if (timeOfDay == "midnight" && midnightObjects.Count > 0)
{
SetTimeOfDay(TimeOfDay.Midnight);
}
else
{
Debug.LogError($"Invalid or unavailable time of day: {timeOfDay}");
}
}
public void SetTimeOfDay(TimeOfDay timeOfDay)
{
if (dayObjects.Count > 0)
{
foreach (var obj in dayObjects)
{
obj.SetActive(timeOfDay == TimeOfDay.Day);
}
}
if (nightObjects.Count > 0)
{
foreach (var obj in nightObjects)
{
obj.SetActive(timeOfDay == TimeOfDay.Night);
}
}
if (midnightObjects.Count > 0)
{
foreach (var obj in midnightObjects)
{
obj.SetActive(timeOfDay == TimeOfDay.Midnight);
}
}
}
[YarnCommand("set_weather")]
public void SetWeatherCommand(string weatherType)
{
bool isSnowing = weatherType.ToLower() == "snow";
SetWeather(isSnowing);
}
public void SetWeather(bool isSnowing)
{
if (snowEffect != null)
{
snowEffect.SetActive(isSnowing);
}
}
}
public enum TimeOfDay
{
Day,
Night,
Midnight
}
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