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0.78431374, a: 0.5019608} - m_ColorMultiplier: 1 - m_FadeDuration: 0.1 - m_SpriteState: - m_HighlightedSprite: {fileID: 0} - m_PressedSprite: {fileID: 0} - m_SelectedSprite: {fileID: 0} - m_DisabledSprite: {fileID: 0} - m_AnimationTriggers: - m_NormalTrigger: Normal - m_HighlightedTrigger: Highlighted - m_PressedTrigger: Pressed - m_SelectedTrigger: Selected - m_DisabledTrigger: Disabled - m_Interactable: 1 - m_TargetGraphic: {fileID: 961602803016519789} - m_OnClick: - m_PersistentCalls: - m_Calls: [] diff --git a/Assets/Resources/Yarn/FP_Day1_begin/Day1_begin.yarn b/Assets/Resources/Yarn/FP_Day1_begin/Day1_begin.yarn index fca59a0a1..2887b5bd2 100644 --- a/Assets/Resources/Yarn/FP_Day1_begin/Day1_begin.yarn +++ b/Assets/Resources/Yarn/FP_Day1_begin/Day1_begin.yarn @@ -1,4 +1,4 @@ -title: Start +title: Start tags: colorID: 8 position: 205,-53 @@ -7,7 +7,7 @@ position: 205,-53 <> <> <> -你好,陌生的人类。 +你好,陌生的人类。 #line:08816f7 <> <> @@ -21,14 +21,14 @@ position: 205,-53 //5-损坏的垂死机体,坐在街道角落 被所有人忽视;6-机体诊所,正在被治疗的机体;7-主角在诊室的洗手镜前,准备工作 -我叫路斯,是一名机体治疗师。
或者按照人类的说法,你也可以称我为
“医生”。 -虽然我们这些机体,从来没离开过这个城市,
也没有见过人类。 +我叫路斯,是一名机体治疗师。
或者按照人类的说法,你也可以称我为
“医生”。 #line:0dcf9b7 +虽然我们这些机体,从来没离开过这个城市,
也没有见过人类。 #line:0ad8733 <> <> -这座城市是我的家,也是我的公司。
我在诊所里为机体们看病,治疗,直到退役,被公司回收。 +这座城市是我的家,也是我的公司。
我在诊所里为机体们看病,治疗,直到退役,被公司回收。 #line:00d77f5 <> <> -从任何角度看,这都是非常普通的一天。
但是…故事就是在这普通的一天开始的。 +从任何角度看,这都是非常普通的一天。
但是…故事就是在这普通的一天开始的。 #line:09f006d <> <> diff --git a/Assets/Resources/Yarn/FP_Day1_mid/Day1_mid.yarn b/Assets/Resources/Yarn/FP_Day1_mid/Day1_mid.yarn index 39f2312e1..4ff020dfc 100644 --- a/Assets/Resources/Yarn/FP_Day1_mid/Day1_mid.yarn +++ b/Assets/Resources/Yarn/FP_Day1_mid/Day1_mid.yarn @@ -1,4 +1,4 @@ -title: Start +title: Start tags: colorID: 8 position: 205,-53 @@ -11,7 +11,7 @@ position: 205,-53 <> // 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熟悉的人影。 +你走出诊室,诊室外的护栏边站着一个熟悉的人影。 #line:012d086 <> <> <> @@ -20,97 +20,97 @@ position: 205,-53 <> <> <> -me: 呼… +me: 呼… #line:0f8a4c3 <> <> -me: 还没走吗?佩佩。 +me: 还没走吗?佩佩。 #line:04bdd27 <> <> // 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。 +peipei: 天冷了。很快就是冬天了。 #line:0310493 -她头也不回地说。 -天气确实开始变冷了,冬天应该是真的要来了。 +她头也不回地说。 #line:005c752 +天气确实开始变冷了,冬天应该是真的要来了。 #line:0aeb015 -me: 嗯。天冷了。 +me: 嗯。天冷了。 #line:09c6402 -你点着一根烟。烟和你呼出的气雾混合在一起,飘散到空中。 +你点着一根烟。烟和你呼出的气雾混合在一起,飘散到空中。 #line:05e3283 <> <> -me: 你不是要回去工作吗? +me: 你不是要回去工作吗? #line:094a88f -佩佩依然没有回头,还是痴痴地抬头看着。 +佩佩依然没有回头,还是痴痴地抬头看着。 #line:061416c <> <> -peipei: 你喜欢冬天吗? +peipei: 你喜欢冬天吗? #line:0db3bf2 <> -->CenterOption:喜欢 - me: 我不知道…我应该是喜欢的。 - 佩佩依旧抬着头,树叶从她的面前飘落。 - peipei: 我以为我也…
但我意识到我好像更喜欢夏天。 - peipei: 或者说…我不舍得它的结束。 - peipei: 可惜再漫长的季节都会结束。 -->CenterOption:讨厌 +->CenterOption:喜欢 #line:0e5fe72 + me: 我不知道…我应该是喜欢的。 #line:0fb4758 + 佩佩依旧抬着头,树叶从她的面前飘落。 #line:082d98e + peipei: 我以为我也…
但我意识到我好像更喜欢夏天。 #line:07bf72d + peipei: 或者说…我不舍得它的结束。 #line:0367625 + peipei: 可惜再漫长的季节都会结束。 #line:01dbcc6 +->CenterOption:讨厌 #line:09ec66e <> <> - me: 我讨厌冬天。 - 佩佩依旧抬着头,树叶从她的面前飘落。 - peipei: 你也能感受到,对吗? - peipei: 它们都在死去。 -->CenterOption:没意义 - me: 我们是机体,季节对我们来说没有意义。 - 佩佩依旧抬着头,树叶从她的面前飘落。 - peipei: 对啊,我们是机体。 - peipei: 我差点忘了…… + me: 我讨厌冬天。 #line:04ed765 + 佩佩依旧抬着头,树叶从她的面前飘落。 #line:07d9a0b + peipei: 你也能感受到,对吗? #line:08db620 + peipei: 它们都在死去。 #line:0333380 +->CenterOption:没意义 #line:0d3afff + me: 我们是机体,季节对我们来说没有意义。 #line:0090b32 + 佩佩依旧抬着头,树叶从她的面前飘落。 #line:0eadf07 + peipei: 对啊,我们是机体。 #line:0434891 + peipei: 我差点忘了…… #line:0df59d5 <> <> -me: 这是情绪模块的数据波动。 -me: 但是——是的,它是存在的。 +me: 这是情绪模块的数据波动。 #line:09d976f +me: 但是——是的,它是存在的。 #line:093d52e -佩佩扭过头看向了你,你再次吸了一口烟。 +佩佩扭过头看向了你,你再次吸了一口烟。 #line:0efed4b -peipei: 这种感受…是存在的吗? +peipei: 这种感受…是存在的吗? #line:0450fe7 -me: 是的。
此刻你感受到的,就是情绪模块里流动着的数据。 -me: 它并不是很稳定,你需要放松一些。 +me: 是的。
此刻你感受到的,就是情绪模块里流动着的数据。 #line:0e0789d +me: 它并不是很稳定,你需要放松一些。 #line:0a70f88 -佩佩低下头,一会又抬了起来,重新看向天空。树叶从她的面前飘落。 -她接住了一片,举了起来,对着空中。 +佩佩低下头,一会又抬了起来,重新看向天空。树叶从她的面前飘落。 #line:0149a78 +她接住了一片,举了起来,对着空中。 #line:0378444 <> <> -peipei: 医生…这片树叶是什么颜色的? +peipei: 医生…这片树叶是什么颜色的? #line:0e34d95 <> <> -me: 它已经黄了。 +me: 它已经黄了。 #line:0049b60 -佩佩仔细端详它,捏着叶柄轻轻地旋转着。 +佩佩仔细端详它,捏着叶柄轻轻地旋转着。 #line:04efadd <> <> -树叶从她的之间滑落,轻轻地飘走了。 +树叶从她的之间滑落,轻轻地飘走了。 #line:0c7c5dd <> <> -peipei: 再见了,叶子。 +peipei: 再见了,叶子。 #line:0694ade -佩佩看了你一眼,微笑了一下,转头离开了。 +佩佩看了你一眼,微笑了一下,转头离开了。 #line:00d0440 <> <> -吸完最后一口烟,你长舒一口气。 +吸完最后一口烟,你长舒一口气。 #line:0a732a9 <> -->CenterOption: 回到诊室 +->CenterOption: 回到诊室 #line:05dd25e <> <> <> diff --git a/Assets/Resources/Yarn/FP_Day1_night/Day1_night.yarn b/Assets/Resources/Yarn/FP_Day1_night/Day1_night.yarn index 4d75fd531..47fb975d4 100644 --- a/Assets/Resources/Yarn/FP_Day1_night/Day1_night.yarn +++ b/Assets/Resources/Yarn/FP_Day1_night/Day1_night.yarn @@ -1,4 +1,4 @@ -title: Start +title: Start tags: colorID: 8 position: 205,-53 @@ -6,27 +6,27 @@ position: 205,-53 <> <> <> -[character name="me" role="Aside" /]时候不早了… -->CenterOption: 前往电车站 +[character name="me" role="Aside" /]时候不早了… #line:0c5988f +->CenterOption: 前往电车站 #line:0f1b9c0 <> <> <> <> <> -你坐上了回家的电车,地铁上挤满了机体。 -部分机体都疲惫不堪,头垂在胸口,沉入了短暂的休眠。 -车厢内充斥着地铁震耳欲聋的噪声,只有两个机体的谈话时不时穿透噪声的间隙。 -它们谈到了罐头大赛面临的工作,以及“回收”的压力。 -一段工作后接着另一段工作,它们永远也无法停下来。 -也不明白这么做的意义。 +你坐上了回家的电车,地铁上挤满了机体。 #line:02f37a1 +部分机体都疲惫不堪,头垂在胸口,沉入了短暂的休眠。 #line:0aeee79 +车厢内充斥着地铁震耳欲聋的噪声,只有两个机体的谈话时不时穿透噪声的间隙。 #line:0b8942d +它们谈到了罐头大赛面临的工作,以及“回收”的压力。 #line:0fefb86 +一段工作后接着另一段工作,它们永远也无法停下来。 #line:0614439 +也不明白这么做的意义。 #line:06a5a31 <> <> -你看向窗外,窗外是密密麻麻的高楼大厦。 -你知道那里面住着数不尽的机体,像一座巨大的蜂巢。 +你看向窗外,窗外是密密麻麻的高楼大厦。 #line:03e3348 +你知道那里面住着数不尽的机体,像一座巨大的蜂巢。 #line:05eafce -->CenterOption: 结束这一天 +->CenterOption: 结束这一天 #line:08fdde9 <> <> <> diff --git a/Assets/Resources/Yarn/FP_Day2_mid/Day2_mid.yarn b/Assets/Resources/Yarn/FP_Day2_mid/Day2_mid.yarn index 659bae8ab..a48655128 100644 --- a/Assets/Resources/Yarn/FP_Day2_mid/Day2_mid.yarn +++ b/Assets/Resources/Yarn/FP_Day2_mid/Day2_mid.yarn @@ -1,4 +1,4 @@ -title: Start +title: Start tags: colorID: 8 position: 205,-53 @@ -10,15 +10,15 @@ position: 205,-53 <> <> <> -me: (轻哼)小鸟...小鸟…… +me: (轻哼)小鸟...小鸟…… #line:0114a4d <> <> <> <> -me: …… +me: …… #line:0df9d06 <> <> -->CenterOption: 回到岗位 +->CenterOption: 回到岗位 #line:024f4c4 <> <> <> diff --git a/Assets/Resources/Yarn/FP_Day2_night/Day2_night.yarn b/Assets/Resources/Yarn/FP_Day2_night/Day2_night.yarn index 7e62f1342..fdff2398d 100644 --- a/Assets/Resources/Yarn/FP_Day2_night/Day2_night.yarn +++ b/Assets/Resources/Yarn/FP_Day2_night/Day2_night.yarn @@ -1,4 +1,4 @@ -title: Start +title: Start tags: colorID: 8 position: 205,-53 @@ -105,19 +105,19 @@ position: 205,-53 <> <> -[character name="me" role="Aside" /]佩佩? -[character name="me" role="Aside" /]跑到哪里去了…… +[character name="me" role="Aside" /]佩佩? #line:042d1f4 +[character name="me" role="Aside" /]跑到哪里去了…… #line:046258b <> <> -[character name="peipei" bubbleIdx=1 /]医生! +[character name="peipei" bubbleIdx=1 /]医生! #line:0c27ec0 -一个熟悉的身影倚靠在头顶的天桥栏杆上,正微笑着看你。 +一个熟悉的身影倚靠在头顶的天桥栏杆上,正微笑着看你。 #line:0cf563f -[character name="me" role="Aside" /]你不应该跑这么快的,你还很虚弱。 +[character name="me" role="Aside" /]你不应该跑这么快的,你还很虚弱。 #line:0fecc92 -->CenterOption: 去天桥 +->CenterOption: 去天桥 #line:0ca5d54 <> <> <> @@ -129,7 +129,7 @@ position: 205,-53 <> -佩佩双手撑在栏杆上,四处好奇地张望着。 +佩佩双手撑在栏杆上,四处好奇地张望着。 #line:0a4bb44 <> <> @@ -141,69 +141,69 @@ position: 205,-53 // 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: 这个城市…好美啊。 +peipei: 这个城市…好美啊。 #line:01c3184 <> <> -me: 是啊。 +me: 是啊。 #line:0fac355 <> <> -树叶从佩佩的面前飘落。 +树叶从佩佩的面前飘落。 #line:03eeee9 <> <> -她接住了一片,举了起来,伸到面前。 +她接住了一片,举了起来,伸到面前。 #line:0e6acdf <> <> -peipei: 和我想象的颜色不一样呢。 -me: 也许是光线的原因。 -你抽了一口烟。 -me: 也有可能是你的记忆已经太久,失真了。 +peipei: 和我想象的颜色不一样呢。 #line:04b5549 +me: 也许是光线的原因。 #line:098a997 +你抽了一口烟。 #line:031dac4 +me: 也有可能是你的记忆已经太久,失真了。 #line:0cec1e8 <> <> -peipei: 夕阳真短暂啊… -peipei: 假如这里更高一些就好了。 +peipei: 夕阳真短暂啊… #line:0d70091 +peipei: 假如这里更高一些就好了。 #line:0e58c86 <> <> -佩佩扭头看向你,但没有说话。 -你抽了一口烟。 +佩佩扭头看向你,但没有说话。 #line:07095ca +你抽了一口烟。 #line:0e68376 <> <> -me: 你会回来的,对吧? +me: 你会回来的,对吧? #line:0d56122 <> <> -me: 当然了… +me: 当然了… #line:00e176f <> <> -me: 去吧。找一个更高的地方。 -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。 +me: 去吧。找一个更高的地方。 #line:0175172 +她依然沉默着,嘴角露出了一丝笑容,然后咧开嘴笑了。 #line:0bba766 +眼泪从她的眼角划过,溜进了她的嘴里。 #line:0945a18 <> <> -peipei: 一会…一会见。 +peipei: 一会…一会见。 #line:026c5a8 <> <> <> <> -佩佩跌跌撞撞地离开了天桥。 -你目视她离开,吸完最后一口烟,长舒一口气。 +佩佩跌跌撞撞地离开了天桥。 #line:09e9be9 +你目视她离开,吸完最后一口烟,长舒一口气。 #line:03290f5 <> <> -->CenterOption: 回到岗位 +->CenterOption: 回到岗位 #line:0859319 <> <> <> <> -当晚,佩佩没有回来。 +当晚,佩佩没有回来。 #line:006dc9f <> <> <> -第二天,佩佩依旧没有回来。 -或许……她真的逃走了?
你明白这不可能,但这种信念在悄悄地动摇。 -难道…这是可能的?
机体可以逃出这个地方,逃出这个无边无际的城市…… +第二天,佩佩依旧没有回来。 #line:081c8cf +或许……她真的逃走了?
你明白这不可能,但这种信念在悄悄地动摇。 #line:017319f +难道…这是可能的?
机体可以逃出这个地方,逃出这个无边无际的城市…… #line:003502b //<> //<> @@ -237,7 +237,7 @@ peipei: 一会…一会见。 <> <> -CenterText: 未完待续...
感谢游玩 爱与机器人维修技术
本次demo的体验流程已结束。 +CenterText: 未完待续...
感谢游玩 爱与机器人维修技术
本次demo的体验流程已结束。 #line:057e73e <> <> diff --git a/Assets/Resources/Yarn/FP_Peipei1/Stage1_佩佩开场对话.yarn b/Assets/Resources/Yarn/FP_Peipei1/Stage1_佩佩开场对话.yarn index 323cd617f..6c54aecdf 100644 --- a/Assets/Resources/Yarn/FP_Peipei1/Stage1_佩佩开场对话.yarn +++ b/Assets/Resources/Yarn/FP_Peipei1/Stage1_佩佩开场对话.yarn @@ -60,28 +60,28 @@ position: 0,400 // <> <> <> -yingli_novoice: 我不希望就因为你的这个怪病,而让我们部门的评价受到影响。 -peipei_novoice: 我没病,组长…我只是自己没发现……
…我会注意的。我会完成得很好的…相信我。 -peipei_novoice: 我以前……#auto_next -yingli_novoice: 我不在乎你之前做得有多好,那对我来说没有任何意义。 +yingli_novoice: 我不希望就因为你的这个怪病,而让我们部门的评价受到影响。 #line:0706187 +peipei_novoice: 我没病,组长…我只是自己没发现……
…我会注意的。我会完成得很好的…相信我。 #line:0a29d9c +peipei_novoice: 我以前……#auto_next #line:0d5302d +yingli_novoice: 我不在乎你之前做得有多好,那对我来说没有任何意义。 #line:005f424 <> <> -yingli_novoice: 我已经说过很多次了。为什么你就是听不懂?
这次任务不能完成,你就会被回收 。 -yingli_novoice: 不用我和你说这意味着什么吧? -peipei_novoice: 我…不要被回收…… -yingli_novoice: 公司花了很多资源培养你。就算你自己不在乎,也不要让我难堪。 -peipei_novoice: 我…… -yingli_novoice: 听着,佩佩。我是在帮你。 -yingli_novoice: 你的效率是整个美工组所有机体最低的,为了保住你,我承担了你难以想象的压力。 -yingli_novoice: …… +yingli_novoice: 我已经说过很多次了。为什么你就是听不懂?
这次任务不能完成,你就会被回收 。 #line:0577dcd +yingli_novoice: 不用我和你说这意味着什么吧? #line:075b89d +peipei_novoice: 我…不要被回收…… #line:030100c +yingli_novoice: 公司花了很多资源培养你。就算你自己不在乎,也不要让我难堪。 #line:031279a +peipei_novoice: 我…… #line:028d6e3 +yingli_novoice: 听着,佩佩。我是在帮你。 #line:0b67f6a +yingli_novoice: 你的效率是整个美工组所有机体最低的,为了保住你,我承担了你难以想象的压力。 #line:0dcbea5 +yingli_novoice: …… #line:0691cca <> <> -yingli_novoice: 做个身体检查,接受治疗。
无论如何,今晚好好休息。 -peipei_novoice: 是的,组长。 +yingli_novoice: 做个身体检查,接受治疗。
无论如何,今晚好好休息。 #line:0e36c2b +peipei_novoice: 是的,组长。 #line:07b19bb <> <> <> @@ -89,7 +89,7 @@ peipei_novoice: 是的,组长。 <> <> -me: 原来,美工部的机体也有被回收的风险啊。 +me: 原来,美工部的机体也有被回收的风险啊。 #line:0e7046d <> <> @@ -100,20 +100,20 @@ me: 原来,美工部的机体也有被回收的风险啊。 <> <> -peipei: 啊…你都听到了? +peipei: 啊…你都听到了? #line:0011af2 <> <> <> -peipei: 对不起…打扰到你了。 -me: 没有的事,这是我的工作。
说说吧,你怎么了,身体哪里不舒服? -peipei: 倒也没有哪里不舒服……只是最近工作表现很差。 +peipei: 对不起…打扰到你了。 #line:0683319 +me: 没有的事,这是我的工作。
说说吧,你怎么了,身体哪里不舒服? #line:0eb32ca +peipei: 倒也没有哪里不舒服……只是最近工作表现很差。 #line:0b0fbac <> <> <> -peipei: 我也不知道为什么,总是没办法和UF沟通清楚… -peipei: 这次也是一样,我也不知道为什么…
UF画出来的图根本不能用。 -me: UF…是什么绘图工具吗?画笔吗? +peipei: 我也不知道为什么,总是没办法和UF沟通清楚… #line:0ae1850 +peipei: 这次也是一样,我也不知道为什么…
UF画出来的图根本不能用。 #line:09ee070 +me: UF…是什么绘图工具吗?画笔吗? #line:088f98f <> <> @@ -124,8 +124,8 @@ me: UF…是什么绘图工具吗?画笔吗? <> <> -peipei: 啊对不起,医生…
是我没有说清楚。 -peipei: 这是一个内置的绘图模块…
…你看,我的眼睛。 +peipei: 啊对不起,医生…
是我没有说清楚。 #line:0bea9ac +peipei: 这是一个内置的绘图模块…
…你看,我的眼睛。 #line:007d716 <> <> @@ -135,55 +135,55 @@ peipei: 这是一个内置的绘图模块…
…你看,我的眼睛。 <> <> -me:啊,确实有一个不一样。
我在数据库查查…… +me:啊,确实有一个不一样。
我在数据库查查…… #line:09adfbc <> <> <> -<> +<> <> -me: (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。) -me: (它广泛列装于公司美工机体中,受到美术部的大力欢迎,极大提高了公司的图像产能。) -me: 这倒是没见过的模块。AI…装在机器人脑袋里?
搞不懂…为什么不把它们单独做成一个机器呢? -peipei: 他们说,这样才能让我们和AI更高效率地沟通。
我也不太懂…… -me: 沟通?像是…你和它对话,它就会把你想的图片打印出来? +me: (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。) #line:0ac1972 +me: (它广泛列装于公司美工机体中,受到美术部的大力欢迎,极大提高了公司的图像产能。) #line:02cedc8 +me: 这倒是没见过的模块。AI…装在机器人脑袋里?
搞不懂…为什么不把它们单独做成一个机器呢? #line:0ad756c +peipei: 他们说,这样才能让我们和AI更高效率地沟通。
我也不太懂…… #line:04bc4d1 +me: 沟通?像是…你和它对话,它就会把你想的图片打印出来? #line:013cf1d <> <> <> -peipei: 它只是一个AI啦,不是打印机。
我要在脑袋里和它对话,
它就会操作我的手,把想要的图片绘制出来。 +peipei: 它只是一个AI啦,不是打印机。
我要在脑袋里和它对话,
它就会操作我的手,把想要的图片绘制出来。 #line:0f8406e <> <> <> <> -peipei: 比如…
…医生,你想画一张什么呢? -me: 那我们来模拟一下你工作中的需求吧,
比如,生成一张“罐头”的广告图? +peipei: 比如…
…医生,你想画一张什么呢? #line:0973ea3 +me: 那我们来模拟一下你工作中的需求吧,
比如,生成一张“罐头”的广告图? #line:0cf1e9d <> <> <> <> -peipei: 是什么样的…罐头呢? +peipei: 是什么样的…罐头呢? #line:01e9be1 <> <> <> <> -peipei: 啊…对不起,医生。我忘了说清楚…
UF需要描述更多细节才能画出来。 +peipei: 啊…对不起,医生。我忘了说清楚…
UF需要描述更多细节才能画出来。 #line:097fbf3 <> <> -me: 描述更多细节… +me: 描述更多细节… #line:0768bc5 <> <> -me: 嗯…
假如这是一个鱼罐头……
海鱼,海鱼罐头。 -me: 那么……画面是一条美人鱼从海面跳出来…手里捧着罐头,感觉怎样? +me: 嗯…
假如这是一个鱼罐头……
海鱼,海鱼罐头。 #line:0334553 +me: 那么……画面是一条美人鱼从海面跳出来…手里捧着罐头,感觉怎样? #line:0cbf9d0 <> <> @@ -196,8 +196,8 @@ me: 那么……画面是一条美人鱼从海面跳出来…手里捧着罐头 <> <> -peipei: 是什么样的海呢…… -me: 什么样的海? +peipei: 是什么样的海呢…… #line:0f1acae +me: 什么样的海? #line:0e4c9d1 <> <> @@ -208,8 +208,8 @@ me: 什么样的海? <> <> -peipei: 抱歉…医生。因为我没有见过大海。我只想象过…… -peipei: 但是没关系!UF什么都见过,它会处理的。 +peipei: 抱歉…医生。因为我没有见过大海。我只想象过…… #line:0358274 +peipei: 但是没关系!UF什么都见过,它会处理的。 #line:09546d6 <> <> @@ -220,9 +220,9 @@ peipei: 但是没关系!UF什么都见过,它会处理的。 <> <> -peipei: 所以,大海应该有很密集的波浪吧!还有天空的倒影,在天际线和天空连接在一起……我能想象了。 -me: 差不多。
……我也快忘了大海是啥样了。 -peipei: 好的…
那么,UF…… +peipei: 所以,大海应该有很密集的波浪吧!还有天空的倒影,在天际线和天空连接在一起……我能想象了。 #line:0c65436 +me: 差不多。
……我也快忘了大海是啥样了。 #line:0046822 +peipei: 好的…
那么,UF…… #line:0c74948 <> <> @@ -233,11 +233,11 @@ peipei: 好的…
那么,UF…… <> <> -peipei: 完成了…… +peipei: 完成了…… #line:08b6d14 <> -peipei: 医生…你能看得出来吗? -me: 美人鱼…在哪? -me: 啊…我看出来了。
…看起来像是颜色生成相关的什么东西出了问题。 +peipei: 医生…你能看得出来吗? #line:043863b +me: 美人鱼…在哪? #line:01e8bd0 +me: 啊…我看出来了。
…看起来像是颜色生成相关的什么东西出了问题。 #line:055b012 <> <> @@ -249,8 +249,8 @@ me: 啊…我看出来了。
…看起来像是颜色生成相关的什么东 <> <> -peipei: 应该不是这个模块的问题…他们说这个模块很高级,一般不会出问题。 -me: 不好说,让我来检查看看吧。 +peipei: 应该不是这个模块的问题…他们说这个模块很高级,一般不会出问题。 #line:0f074d4 +me: 不好说,让我来检查看看吧。 #line:0ba9854 <> <> <> diff --git a/Assets/Resources/Yarn/FP_Peipei1/Stage2_外部检查&UF.yarn b/Assets/Resources/Yarn/FP_Peipei1/Stage2_外部检查&UF.yarn index 3914f152d..a4fe00c62 100644 --- a/Assets/Resources/Yarn/FP_Peipei1/Stage2_外部检查&UF.yarn +++ b/Assets/Resources/Yarn/FP_Peipei1/Stage2_外部检查&UF.yarn @@ -10,7 +10,7 @@ position: -427,-2903 <> <> <> -将检查线插入每个模块的绿色插口,以运行检查;
找到佩佩的UF模块。 +将检查线插入每个模块的绿色插口,以运行检查;
找到佩佩的UF模块。 #line:03bd677 <> === @@ -23,41 +23,41 @@ group:UF深入检查 position: -427,-2561 --- <> -Linking: #auto_next -Linking: 正在获取深入检查权限… +Linking: #auto_next #line:0c65ada +Linking: 正在获取深入检查权限… #line:07078c9 <> -UfModule: 拒绝访问!需要A+级权限进行深入检查。 +UfModule: 拒绝访问!需要A+级权限进行深入检查。 #line:00d6e4d <> <> - me: A+权限…?这个权限全公司有几个人有啊…… - me: 不就是一个图像生成模块…有必要弄这么严格吗? + me: A+权限…?这个权限全公司有几个人有啊…… #line:0e767f8 + me: 不就是一个图像生成模块…有必要弄这么严格吗? #line:0e3f3f0 <> - me: 好吧,我记得…对于这种高权限模块,它们的log记录里会放出来一些有用的信息…… + me: 好吧,我记得…对于这种高权限模块,它们的log记录里会放出来一些有用的信息…… #line:0cd5917 <> - Analysing: 正在检索与"兼容性错误"相关的log记录… + Analysing: 正在检索与"兼容性错误"相关的log记录… #line:06b1467 <> - UfModule: 检索完毕!找到最近的 1 个记录: + UfModule: 检索完毕!找到最近的 1 个记录: #line:0ab645b <> - UfModule: 07:12:02 已从视觉模块获取图像! - UfModule: 07:12:02 正在运行图像识别…… - UfModule: 07:13:03 存在非阻断的兼容性错误: - UfModule: 07:13:03 无法识别的色彩格式!… - UfModule: 07:15:41 已完成灰度图图像识别! + UfModule: 07:12:02 已从视觉模块获取图像! #line:048cad5 + UfModule: 07:12:02 正在运行图像识别…… #line:0829a9f + UfModule: 07:13:03 存在非阻断的兼容性错误: #line:0e562c9 + UfModule: 07:13:03 无法识别的色彩格式!… #line:01507c5 + UfModule: 07:15:41 已完成灰度图图像识别! #line:0be3efc <> - UfModule: 相关记录已打印。 + UfModule: 相关记录已打印。 #line:0458002 <> <> <> <> - me: 视觉模块的图像素材…存在…无法识别的色彩格式? + me: 视觉模块的图像素材…存在…无法识别的色彩格式? #line:099fe2c <> - me: 好吧…既然这个错误是从视觉模块来的,我想一定能从视觉模块找到一些线索。 + me: 好吧…既然这个错误是从视觉模块来的,我想一定能从视觉模块找到一些线索。 #line:0c4d049 <> - me: 它提到了视觉…可是视觉刚才检查过了啊。虽然是黑白的…但这好像才是正常的。 - me: 难道说那个“异常显像”…被我看漏了? + me: 它提到了视觉…可是视觉刚才检查过了啊。虽然是黑白的…但这好像才是正常的。 #line:0e31dc7 + me: 难道说那个“异常显像”…被我看漏了? #line:07078a7 <> <> - me: 还是再检查一次吧。 + me: 还是再检查一次吧。 #line:0cdd59e <> <> <> @@ -110,60 +110,60 @@ group:插线检查 position: 104,-2498 --- <> - me: 这个覆盖在左眼上的……就是她说的那个什么UF了吧。 + me: 这个覆盖在左眼上的……就是她说的那个什么UF了吧。 #line:09c3949 <> <> <> <> <> - Linking: 正在建立连接… + Linking: 正在建立连接… #line:0f9861c <> - UfModule: 已与*UnstableFusion图像生成模块*建立连接! + UfModule: 已与*UnstableFusion图像生成模块*建立连接! #line:0cc31db <> - ->检查 + ->检查 #line:07895db <> <> <> - Analysing: #auto_next + Analysing: #auto_next #line:0099999 <> <> - Error: 检查完成! + Error: 检查完成! #line:0c2a558 <> - Error: 检测到绘图过程中发生兼容性错误。 - me: 我就说嘛…肯定有问题。
深入检查看看吧。 + Error: 检测到绘图过程中发生兼容性错误。 #line:0ba418a + me: 我就说嘛…肯定有问题。
深入检查看看吧。 #line:0408dcd <> - ->深入检查 + ->深入检查 #line:00f72a8 <> <> - ->结束 + ->结束 #line:0689336 <> <> <> <> <> - Linking: 正在建立连接… + Linking: 正在建立连接… #line:00e61f7 <> - UfModule: 已与*UnstableFusion图像生成模块*建立连接! + UfModule: 已与*UnstableFusion图像生成模块*建立连接! #line:057c55a <> - ->检查 + ->检查 #line:05b4ffc <> - Error: 检测到绘图过程中发生兼容性错误。 - Error: 无深入权限。 + Error: 检测到绘图过程中发生兼容性错误。 #line:05936c8 + Error: 无深入权限。 #line:0bc69f6 <> - me: 虽然有错误…但它竟然拒绝我进行深入检查。 + me: 虽然有错误…但它竟然拒绝我进行深入检查。 #line:0d0e3c8 <> <> <> <> - me: 只能按照它说的,去视觉模块检查一下了…… + me: 只能按照它说的,去视觉模块检查一下了…… #line:05ea5d3 <> <> <> - me: 先去记忆模块检查下记忆打孔带吧 + me: 先去记忆模块检查下记忆打孔带吧 #line:0112d94 <> <> <> - ->结束 + ->结束 #line:0b093fa <> <> <> @@ -183,66 +183,66 @@ position: 572,-2497 <> <> <> - Linking: 正在建立连接… + Linking: 正在建立连接… #line:09297d5 <> - EyeModule: 已与视觉模块建立连接! + EyeModule: 已与视觉模块建立连接! #line:065ec3c <> - ->检查 + ->检查 #line:060e568 <> <> - Analysing: #auto_next + Analysing: #auto_next #line:0464853 <> <> - Error: 检查到2个错误: + Error: 检查到2个错误: #line:09bfefb <> - Error: 未检测到色彩信号! + Error: 未检测到色彩信号! #line:0b2e7d4 <> - Error: 检测到未知来源的异常显像! + Error: 检测到未知来源的异常显像! #line:0afe40d <> <> <> <> - me: 无色彩信号…?……异常显像? + me: 无色彩信号…?……异常显像? #line:0b14c70 <> - me: 虽说作为美工,用眼强度应该很高,
不过到这种程度…也有点太夸张了吧? + me: 虽说作为美工,用眼强度应该很高,
不过到这种程度…也有点太夸张了吧? #line:0462926 <> - me: 对了…色觉晶圆都没了,能有色彩信号么…… - me: 不过这个异常显像又是什么? + me: 对了…色觉晶圆都没了,能有色彩信号么…… #line:081c945 + me: 不过这个异常显像又是什么? #line:0f16ee7 <> - me: 无论如何…都应该到显像窗深入检查一下。 + me: 无论如何…都应该到显像窗深入检查一下。 #line:07eb5f1 <> <> - EyeModule: #auto_next - EyeModule: 已授权深入检查。 - ->深入检查 + EyeModule: #auto_next #line:03b6e08 + EyeModule: 已授权深入检查。 #line:0e5376a + ->深入检查 #line:0229f35 <> <> <> - ->结束 + ->结束 #line:01e5f0b <> <> <> <> <> - Linking: 正在建立连接… + Linking: 正在建立连接… #line:042505b <> - EyeModule: 已与视觉模块建立连接! + EyeModule: 已与视觉模块建立连接! #line:0fa28fe <> - ->检查 - Error: 检查到2个错误: + ->检查 #line:0f7e2ee + Error: 检查到2个错误: #line:003d4b3 <> - Error: 未检测到色彩信号! + Error: 未检测到色彩信号! #line:024c29f <> - Error: 检测到未知来源的异常显像! - EyeModule: 已授权深入检查。 - ->深入检查 + Error: 检测到未知来源的异常显像! #line:029b266 + EyeModule: 已授权深入检查。 #line:08ccb49 + ->深入检查 #line:05ba1bf <> - ->结束 + ->结束 #line:042d124 <> <> <> - ->结束 + ->结束 #line:03a68dd <> <> <> @@ -261,38 +261,38 @@ position: 340,-2700 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:02ad545 <> -MemModule: 已与记忆模块建立连接! +MemModule: 已与记忆模块建立连接! #line:08a12cc <> <> <> <> <> - MemModule: 检测到可读取的记忆卡带! + MemModule: 检测到可读取的记忆卡带! #line:0bbd0fd <> - MemModule: 已授权深入检查以读取卡带。 + MemModule: 已授权深入检查以读取卡带。 #line:001d505 //这里有理解误区:玩家会以为记忆就存储在卡带里;需要处理 <> - ->深入检查 + ->深入检查 #line:0749c3a <> <> <> <> - MemModule: 未检测到可查看的记忆卡带。 - ->检查 + MemModule: 未检测到可查看的记忆卡带。 #line:03b5859 + ->检查 #line:0b3a2b5 <> - Analysing: #auto_next + Analysing: #auto_next #line:03289cd <> <> <> <> - MemModule: 检查完成!未发现错误。 + MemModule: 检查完成!未发现错误。 #line:0dde0d2 <> <> - me: 记忆模块一切正常。 + me: 记忆模块一切正常。 #line:067e962 <> - ->结束 + ->结束 #line:03b53e1 <> <> <> @@ -309,60 +309,60 @@ position: 344,-2498 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0b33dc9 <> -ChipModule: 已与附加模块建立连接! +ChipModule: 已与附加模块建立连接! #line:03032df <> - me: 附加模块? + me: 附加模块? #line:0c5ae06 <> -->检查 +->检查 #line:059b58b <> - Analysing: #auto_next - Analysing: 正在连接到色觉晶圆…… + Analysing: #auto_next #line:01158e8 + Analysing: 正在连接到色觉晶圆…… #line:0741863 <> <> <> <> <> <> - Error: 未检测到色觉晶圆! + Error: 未检测到色觉晶圆! #line:0bec488 <> <> <> <> - me: 这似乎是美工机体的特殊模块…让我查查数据库。 + me: 这似乎是美工机体的特殊模块…让我查查数据库。 #line:01e03c0 <> - <> - me: (4R7型-色觉晶圆训练槽,是列装于美工机体的特殊模块。在训练期的机体的色觉晶圆将被置于其中,接受持续强化训练。) - me: 也就是说佩佩的色觉晶圆应该在这儿,
但是…为什么上面是空的? + <> + me: (4R7型-色觉晶圆训练槽,是列装于美工机体的特殊模块。在训练期的机体的色觉晶圆将被置于其中,接受持续强化训练。) #line:0e9dd44 + me: 也就是说佩佩的色觉晶圆应该在这儿,
但是…为什么上面是空的? #line:0d2f3ef <> - me: 总之…这应该就是为什么她的视觉里看不到颜色。 + me: 总之…这应该就是为什么她的视觉里看不到颜色。 #line:0728def <> - me: 那么…如果没有色觉晶圆,佩佩可能根本看不见颜色?
但美工看不见颜色…怎么画图呢? + me: 那么…如果没有色觉晶圆,佩佩可能根本看不见颜色?
但美工看不见颜色…怎么画图呢? #line:038b0c7 <> - me: 佩佩,
你的色觉晶圆去哪里了,你知道吗? - peipei: 哎,你是说放在我后脑的那个什么槽里的东西吗?
那是我们训练期要求做的改造。 - me: 是的…
但是这个槽里是空的。 - peipei: 空的?
噢……我想起来了。 - peipei: 好久了…
安装UF的时候,他们说这是改造的一部分,好像就拿走了。 - me: 什么改造的一部分? - peipei: 我记不太清了……
我只记得有一个好长的文件,他们说我在最后签个名就好了。 - me: ……拿走晶圆?
这是正规手术吗?这太奇怪了。 + me: 佩佩,
你的色觉晶圆去哪里了,你知道吗? #line:03ad7bd + peipei: 哎,你是说放在我后脑的那个什么槽里的东西吗?
那是我们训练期要求做的改造。 #line:07a199b + me: 是的…
但是这个槽里是空的。 #line:0d6bac9 + peipei: 空的?
噢……我想起来了。 #line:066c2e5 + peipei: 好久了…
安装UF的时候,他们说这是改造的一部分,好像就拿走了。 #line:00d58e0 + me: 什么改造的一部分? #line:08bd15a + peipei: 我记不太清了……
我只记得有一个好长的文件,他们说我在最后签个名就好了。 #line:068e56e + me: ……拿走晶圆?
这是正规手术吗?这太奇怪了。 #line:0d920f2 <> <> - me: 色觉晶圆……可是每个人都只有一个的啊! - peipei: 应该很正规的吧……
毕竟让我签名的是一个公司大领导,比组长位置还高。 - me: 好吧…也许上面有上面的安排吧。 + me: 色觉晶圆……可是每个人都只有一个的啊! #line:00543a9 + peipei: 应该很正规的吧……
毕竟让我签名的是一个公司大领导,比组长位置还高。 #line:003772e + me: 好吧…也许上面有上面的安排吧。 #line:061961e <> <> <> <> - me: 这里本应放着色觉晶圆,但现在不见了。
看来…这就是为什么她看不见颜色。 + me: 这里本应放着色觉晶圆,但现在不见了。
看来…这就是为什么她看不见颜色。 #line:088128f <> - me: 这里本应放着色觉晶圆,但现在不见了。 + me: 这里本应放着色觉晶圆,但现在不见了。 #line:025d141 <> <> -->结束 +->结束 #line:0f57b73 <> <> === @@ -378,34 +378,34 @@ position: 102,-2697 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0445421 <> -EmoModule: 已与情绪模块建立连接! -->检查 +EmoModule: 已与情绪模块建立连接! #line:00d2d0b +->检查 #line:0b6168e <> <> - Analysing: #auto_next + Analysing: #auto_next #line:0cb133b <> <> <> <> <> - EmoModule: 检查完成!未发现错误。 - EmoModule: 注意:检测到情绪电平波动异常! + EmoModule: 检查完成!未发现错误。 #line:008e43b + EmoModule: 注意:检测到情绪电平波动异常! #line:0075698 <> - EmoModule: #auto_next - EmoModule: 报告传输完毕。 + EmoModule: #auto_next #line:0bab5d3 + EmoModule: 报告传输完毕。 #line:0e30b29 <> <> <> - me:情绪总体的电平都有些偏低,除了…
…焦虑、焦躁和厌倦。 - peipei: 对不起…医生。 - me: …这没什么对不起的。 + me:情绪总体的电平都有些偏低,除了…
…焦虑、焦躁和厌倦。 #line:08f1291 + peipei: 对不起…医生。 #line:0c9f61f + me: …这没什么对不起的。 #line:03234e7 <> - me: 情绪总体的电平都有些偏低,除了…
…焦虑、焦躁和厌倦。 + me: 情绪总体的电平都有些偏低,除了…
…焦虑、焦躁和厌倦。 #line:0aa1f28 <> <> -->结束 +->结束 #line:01369b7 <> <> === @@ -421,28 +421,28 @@ position: 343,-2338 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0b59a02 <> -SpeakerModule: 已与表达模块建立连接! -->检查 +SpeakerModule: 已与表达模块建立连接! #line:0ce06c1 +->检查 #line:03d9dfe <> <> - Analysing: #auto_next + Analysing: #auto_next #line:058f3df <> <> <> <> <> - SpeakerModule: 检查完成!未发现错误。 + SpeakerModule: 检查完成!未发现错误。 #line:06774ee <> - SpeakerModule: #auto_next - SpeakerModule: 报告传输完毕。 + SpeakerModule: #auto_next #line:0b84755 + SpeakerModule: 报告传输完毕。 #line:0516205 <> <> <> - me: 表达模块正常…但是看起来这几年得使用痕迹越来越少了。 + me: 表达模块正常…但是看起来这几年得使用痕迹越来越少了。 #line:080f93f <> -->结束 +->结束 #line:087bb69 <> <> === @@ -458,38 +458,38 @@ position: 577,-2701 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:09de170 <> -LogicModule: 已与逻辑模块建立连接! -->检查 +LogicModule: 已与逻辑模块建立连接! #line:0d49573 +->检查 #line:0a649d5 <> <> - Analysing: #auto_next + Analysing: #auto_next #line:0a6b872 <> <> <> <> - Analysing: #auto_next + Analysing: #auto_next #line:074fb63 <> <> <> <> - LogicModule: 检查完成!未发现错误。 - LogicModule: 注意:检查到重复运行的逻辑运算进程。 + LogicModule: 检查完成!未发现错误。 #line:08ec86f + LogicModule: 注意:检查到重复运行的逻辑运算进程。 #line:0361038 <> <> <> - LogicModule: #auto_next - LogicModule: 报告传输完毕。 + LogicModule: #auto_next #line:0afc69b + LogicModule: 报告传输完毕。 #line:0ce9cc1 <> <> <> - peipei: 如果我没有把图出出来……我就没法证明我还能正常工作…对公司来说我就失去了价值……我就会成为可以被回收的原材料…… - me: ……逻辑模块倒是很正常。 + peipei: 如果我没有把图出出来……我就没法证明我还能正常工作…对公司来说我就失去了价值……我就会成为可以被回收的原材料…… #line:03d9b76 + me: ……逻辑模块倒是很正常。 #line:033e44a <> - me: 逻辑模块一切正常。 + me: 逻辑模块一切正常。 #line:01bdd75 <> -->结束 +->结束 #line:02fc442 <> <> === diff --git a/Assets/Resources/Yarn/FP_Peipei1/Stage3_视觉检查.yarn b/Assets/Resources/Yarn/FP_Peipei1/Stage3_视觉检查.yarn index dd350c57f..ecb04701f 100644 --- a/Assets/Resources/Yarn/FP_Peipei1/Stage3_视觉检查.yarn +++ b/Assets/Resources/Yarn/FP_Peipei1/Stage3_视觉检查.yarn @@ -20,45 +20,45 @@ position: -1469,-2536 //me: 不对啊…不是检查仪器的问题。 <> <> - me: …… - me: 怎么是…黑白的? - me: …难道是检查仪器的问题?
让我确认一下…… + me: …… #line:0b1977c + me: 怎么是…黑白的? #line:067ed32 + me: …难道是检查仪器的问题?
让我确认一下…… #line:01eca08 <> <> - peipei: 医生…不用确认了。
这是正常的。 - me: …正常? - peipei: 已经有段时间了……
应该是装UF的时候开始的吧。 - peipei: 但这不是什么大问题。美工都有这种情况。 + peipei: 医生…不用确认了。
这是正常的。 #line:0ca0fb3 + me: …正常? #line:06b3757 + peipei: 已经有段时间了……
应该是装UF的时候开始的吧。 #line:07dfaf3 + peipei: 但这不是什么大问题。美工都有这种情况。 #line:057cc94 <> <> - me: 也就是说可能是UF…导致了美工机体失去色觉?
而且…所有的美工机体都是这样吗? + me: 也就是说可能是UF…导致了美工机体失去色觉?
而且…所有的美工机体都是这样吗? #line:0eb070a <> - me: 果然…没有色觉晶圆,她就看不见色彩。 + me: 果然…没有色觉晶圆,她就看不见色彩。 #line:00cc4aa <> <> - peipei: 已经有段时间了……应该是装UF的时候开始的吧。 - me: 那就对上了.
你说的那个什么…“改造的一部分”,
在给你装上UF的时候,他们拿走了色觉晶圆。 - peipei: 医生。
这不是什么大问题。美工都有这种情况。 + peipei: 已经有段时间了……应该是装UF的时候开始的吧。 #line:0348dfe + me: 那就对上了.
你说的那个什么…“改造的一部分”,
在给你装上UF的时候,他们拿走了色觉晶圆。 #line:06339b7 + peipei: 医生。
这不是什么大问题。美工都有这种情况。 #line:07867a3 <> <> - me: *都*?
…所有的美工机体都是这样吗? + me: *都*?
…所有的美工机体都是这样吗? #line:0b34b6c <> - peipei: 对,所有美工都这样。
只是大家都已经适应了,我还…太慢。 - me: 等会等会…我有点糊涂了…… - me: 是我对美术的理解有问题吗?
…如果一个美工机体都看不见色彩…上边怎么能指望它能画出美宣? + peipei: 对,所有美工都这样。
只是大家都已经适应了,我还…太慢。 #line:00b1a31 + me: 等会等会…我有点糊涂了…… #line:0c7a5aa + me: 是我对美术的理解有问题吗?
…如果一个美工机体都看不见色彩…上边怎么能指望它能画出美宣? #line:0aa834e <> <> - peipei: 医生,你和我一样都理解错啦。
公司已经做过指示:效率是美术的第一要务。 - peipei: 我确实…做什么都很慢。我需要这个模块。
正好UF会自动给作品上色,所以我自己也就不用看见颜色啦。 + peipei: 医生,你和我一样都理解错啦。
公司已经做过指示:效率是美术的第一要务。 #line:0fa2130 + peipei: 我确实…做什么都很慢。我需要这个模块。
正好UF会自动给作品上色,所以我自己也就不用看见颜色啦。 #line:0cfcb3a <> <> - me: 明白了,美术确实不是我擅长的领域。 + me: 明白了,美术确实不是我擅长的领域。 #line:0d46f3c <> <> <> - me: 不过…这看起来和UF的报错没有什么关系啊?
它说这里有“异常成像”…… - me: 这说明,我应该看到些不正确的图像什么的…
可除了画面是黑白的,看起来没有什么“异常成像”啊。 - me: 也许我漏了什么?最好再继续检查一下…… + me: 不过…这看起来和UF的报错没有什么关系啊?
它说这里有“异常成像”…… #line:0748233 + me: 这说明,我应该看到些不正确的图像什么的…
可除了画面是黑白的,看起来没有什么“异常成像”啊。 #line:0bc98b8 + me: 也许我漏了什么?最好再继续检查一下…… #line:06f4b9b <> <> <> @@ -77,54 +77,54 @@ position: -1046,-2637 <> <> <> - me: 除了画面是黑白的,看起来没有看漏什么“异常成像”的东西啊… - me: 奇怪了。 + me: 除了画面是黑白的,看起来没有看漏什么“异常成像”的东西啊… #line:0e1811a + me: 奇怪了。 #line:024c966 <> - me: 依然没有…看起来成像都很正常。
难道我搞错了…… + me: 依然没有…看起来成像都很正常。
难道我搞错了…… #line:0622bc8 <> <> <> -peipei: 医生…我想我最好还是主动给你看这这个…… -me: 什么…? -peipei: 对不起…我不是故意要瞒着的。
只是我还以为,这不是什么大问题。 -peipei: 我也不知道这是什么原理,但是只要我…… +peipei: 医生…我想我最好还是主动给你看这这个…… #line:0925b34 +me: 什么…? #line:02bed63 +peipei: 对不起…我不是故意要瞒着的。
只是我还以为,这不是什么大问题。 #line:0acfaf1 +peipei: 我也不知道这是什么原理,但是只要我…… #line:0df4bf6 <> -peipei: 看到窗外的蓝天了吗? +peipei: 看到窗外的蓝天了吗? #line:0fb595e <> <> <> <> -me: 啊…这就是那个“异常成像”…! +me: 啊…这就是那个“异常成像”…! #line:0f49970 <> <> -me: 这是怎么做到的? -peipei: 我也不知道。
我就是…记得这些颜色。 +me: 这是怎么做到的? #line:0763ade +peipei: 我也不知道。
我就是…记得这些颜色。 #line:0f78c41 <> <> -me: 记得? -peipei: 医生,你应该也有关于天空的珍贵记忆吧。
你还记得在那段记忆里,天空是什么颜色的吗? -peipei: 你一定是记得的,我也是。
天空的颜色不是那么容易被忘记的。 +me: 记得? #line:085d5bf +peipei: 医生,你应该也有关于天空的珍贵记忆吧。
你还记得在那段记忆里,天空是什么颜色的吗? #line:01c6f45 +peipei: 你一定是记得的,我也是。
天空的颜色不是那么容易被忘记的。 #line:0d5b0cc <> <> -me: 等会…有一个报错弹窗传过来了。 +me: 等会…有一个报错弹窗传过来了。 #line:03a29d7 // <> <> <> <> <> -me: 记忆…向视觉发送了数据?然后生成了这些颜色? -peipei: 什么…数据?
医生,我不明白。 -me: 就好像有个什么东西在用记忆作为颜料,为你所看到的东西上色。 -->放入收藏夹 +me: 记忆…向视觉发送了数据?然后生成了这些颜色? #line:09d653a +peipei: 什么…数据?
医生,我不明白。 #line:04d0ffd +me: 就好像有个什么东西在用记忆作为颜料,为你所看到的东西上色。 #line:0d36711 +->放入收藏夹 #line:0292cab <> <> <> <> <> <> -me: 嗯……我可能有线索了。需要对你做一个色觉检测。 -me: 我需要让你再观察几个东西,你只要重复刚才做的事情就好了。 -peipei: 好的,医生。 +me: 嗯……我可能有线索了。需要对你做一个色觉检测。 #line:09cb45e +me: 我需要让你再观察几个东西,你只要重复刚才做的事情就好了。 #line:0911cc5 +peipei: 好的,医生。 #line:0a00775 <> <> <> @@ -141,7 +141,7 @@ position: -539,-2339 <> <> <> - me: 好…我想应该就这些了。我们去记忆模块看看吧。 + me: 好…我想应该就这些了。我们去记忆模块看看吧。 #line:043101d <> <> === @@ -159,7 +159,7 @@ position: -537,-1759 title: 视觉检查_目标重复 position: -537,-1759 --- -me: 刚才已经试过这个了…这次选一个不同的目标吧。 +me: 刚才已经试过这个了…这次选一个不同的目标吧。 #line:02e50cf <> === @@ -188,13 +188,13 @@ group:视觉检查 position: -1468,-2364 --- <> - me: 佩佩,试试看那个电脑。 - peipei: 好新奇的电脑…我从来没有见过呢。 + me: 佩佩,试试看那个电脑。 #line:0c1aff7 + peipei: 好新奇的电脑…我从来没有见过呢。 #line:083ae3e <> <> <> <> -me:这个没有生成颜色?奇怪…… +me:这个没有生成颜色?奇怪…… #line:06e6a8e <> === @@ -209,18 +209,18 @@ position: -1467,-2207 --- <> <> -me:佩佩,看到那张海报了么? +me:佩佩,看到那张海报了么? #line:005434c <> <> -peipei: 那是,啊……
那是我装上UF之后画的的第一张广告画。
“护肤机油”。 -me:原来这是UF画的。我就说…
好像从那个时候开始,公司的美术都变得…怪怪的。 -peipei: 那是我的错……
我不习惯UF,本来想用笔来画的… -peipei: 主管最后才发现,把我痛骂了一顿,让我加班改用UF重新画了一张。 -me: 不是说*效率优先*么?重新画…不是更慢吗? -peipei: 我也是这么说的,可主管说机体必须按照标准化流程工作。
当时的我,就是怎么也搞不懂…… -peipei: 把她气得脸都涨红了,红得像…太阳一样。 +peipei: 那是,啊……
那是我装上UF之后画的的第一张广告画。
“护肤机油”。 #line:0d47b90 +me:原来这是UF画的。我就说…
好像从那个时候开始,公司的美术都变得…怪怪的。 #line:06dd03c +peipei: 那是我的错……
我不习惯UF,本来想用笔来画的… #line:05f750d +peipei: 主管最后才发现,把我痛骂了一顿,让我加班改用UF重新画了一张。 #line:0a75b41 +me: 不是说*效率优先*么?重新画…不是更慢吗? #line:0732b8a +peipei: 我也是这么说的,可主管说机体必须按照标准化流程工作。
当时的我,就是怎么也搞不懂…… #line:0424be1 +peipei: 把她气得脸都涨红了,红得像…太阳一样。 #line:0866c17 <> -me: 这倒是很奇特的比喻。 +me: 这倒是很奇特的比喻。 #line:0fa00a2 <> <> <> @@ -228,7 +228,7 @@ me: 这倒是很奇特的比喻。 <> <> <> -->放入收藏夹 +->放入收藏夹 #line:067e3eb <> //<> <> @@ -248,16 +248,16 @@ position: -1463,-2056 --- <> <> - me:佩佩,看到那个绿萝了么? - peipei: 医生,你的绿萝长得很不错喔! + me:佩佩,看到那个绿萝了么? #line:0d8dc23 + peipei: 医生,你的绿萝长得很不错喔! #line:0520d90 //植物出现颜色;其中一片叶子枯萎了,但也显示出了绿色 -peipei: 小时候我养过一盆绿萝。爸爸说等我慢慢长大,这盆绿萝就会跟我一起长大变成绿萝树! +peipei: 小时候我养过一盆绿萝。爸爸说等我慢慢长大,这盆绿萝就会跟我一起长大变成绿萝树! #line:0aad1a2 <> <> -peipei: 可惜…… +peipei: 可惜…… #line:00bbb13 ///<>枯萎的叶子变成了正确的黄色 -peipei: 我还是把它养死了。 -peipei: 我愧疚了好久,那时的我真的以为小草可以长成一棵树。 +peipei: 我还是把它养死了。 #line:0116b4c +peipei: 我愧疚了好久,那时的我真的以为小草可以长成一棵树。 #line:03ff48d <> <> // <> @@ -265,7 +265,7 @@ peipei: 我愧疚了好久,那时的我真的以为小草可以长成一棵树 <> <> <> -->放入收藏夹 +->放入收藏夹 #line:0ecfed9 <> //<> <> @@ -285,13 +285,13 @@ group:视觉检查 position: -1045,-2332 --- <> -me: 没什么头绪,先看看别的地方吧。 +me: 没什么头绪,先看看别的地方吧。 #line:080db61 <> <> <> <> -me: 这里应该已经彻底检查过了。 +me: 这里应该已经彻底检查过了。 #line:02d75ac <> <> <> diff --git a/Assets/Resources/Yarn/FP_Peipei1/Stage4_记忆检查.yarn b/Assets/Resources/Yarn/FP_Peipei1/Stage4_记忆检查.yarn index c7b28c123..1787fb26f 100644 --- a/Assets/Resources/Yarn/FP_Peipei1/Stage4_记忆检查.yarn +++ b/Assets/Resources/Yarn/FP_Peipei1/Stage4_记忆检查.yarn @@ -8,7 +8,7 @@ position: -449,-3574 <> <> <> -me: 在记忆模块检查一下刚才收集的打孔带的记忆吧。 +me: 在记忆模块检查一下刚才收集的打孔带的记忆吧。 #line:0eeaaeb <> === @@ -43,8 +43,8 @@ position: -1198,-2353 --- <> <> - me: 把打孔带放进插槽里,读取记忆吧。 - me: 这些记忆…一定和视觉里的异常色彩有关系。 + me: 把打孔带放进插槽里,读取记忆吧。 #line:0f1f4de + me: 这些记忆…一定和视觉里的异常色彩有关系。 #line:0705977 <> === @@ -59,17 +59,17 @@ position: -871,-2773 --- <> <> - me: 这些记忆和异常色彩的关系……
我好像有点头绪了。 + me: 这些记忆和异常色彩的关系……
我好像有点头绪了。 #line:05cbbf6 <> - me: 果然…这些都是色彩丰富的记忆。 + me: 果然…这些都是色彩丰富的记忆。 #line:082bb3c <> <> <> <> <> - peipei: 医生…快停下。 - peipei: 我…我的头好痛…… - me: 反胃么?这是记忆波动引发的反应…
我这就退出来,休息会就好了。 + peipei: 医生…快停下。 #line:001082a + peipei: 我…我的头好痛…… #line:04b5588 + me: 反胃么?这是记忆波动引发的反应…
我这就退出来,休息会就好了。 #line:01fe459 <> <> <> @@ -89,7 +89,7 @@ group:记忆 colorID: 3 position: -1203,-2508 --- -校正记忆频率:把滑条拖到正确的位置。 +校正记忆频率:把滑条拖到正确的位置。 #line:0de2ed5 //<> === @@ -104,20 +104,20 @@ position: -1208,-2662 --- <> <> -peipei_child: 医生!看,大象! -docter: 哪里有?…啊,那朵云呀。确实很像大象喔。 -docter: 但是佩佩为什么会见过大象呢? -peipei_child: 我在博物馆见过!好大好大的大象标本,有个哥哥跟我说,大象可以比房子还大! -docter: 佩佩是个很有想象力的小机体噢。 -peipei_child: 想象力…是什么? -docter: 我们的视觉模块里面有一个区域专门控制想象力,它可以让你看见不存在的东西。 +peipei_child: 医生!看,大象! #line:04179a5 +docter: 哪里有?…啊,那朵云呀。确实很像大象喔。 #line:0e1b948 +docter: 但是佩佩为什么会见过大象呢? #line:033daf9 +peipei_child: 我在博物馆见过!好大好大的大象标本,有个哥哥跟我说,大象可以比房子还大! #line:0d0ab3d +docter: 佩佩是个很有想象力的小机体噢。 #line:0a83f25 +peipei_child: 想象力…是什么? #line:03e9063 +docter: 我们的视觉模块里面有一个区域专门控制想象力,它可以让你看见不存在的东西。 #line:0da08a9 <> <> -docter: 佩佩以后会成为一个艺术家的。 -peipei_child: 艺术家…又是什么? +docter: 佩佩以后会成为一个艺术家的。 #line:026ddcd +peipei_child: 艺术家…又是什么? #line:086c934 <> <> -peipei_child: 医生快看,它现在更像一个飞机啦! +peipei_child: 医生快看,它现在更像一个飞机啦! #line:016c5d0 <> <> <> @@ -139,18 +139,18 @@ position: -1209,-2820 --- <> <> -unknown: 好美啊。 -peipei: 嘘,别说话。 +unknown: 好美啊。 #line:0503100 +peipei: 嘘,别说话。 #line:012aa35 <> <> -unknown: 从来都不知道,这个城市从这个角度看起来这么美。 -peipei: 都让你别说话。 +unknown: 从来都不知道,这个城市从这个角度看起来这么美。 #line:0da2363 +peipei: 都让你别说话。 #line:04f44b4 <> <> -unknown: 可惜,这是最后一个夏天了吧…… +unknown: 可惜,这是最后一个夏天了吧…… #line:0402934 <> <> -unknown: 要是能一直坐在这儿就好了。 +unknown: 要是能一直坐在这儿就好了。 #line:035814e <> <> <> @@ -170,20 +170,20 @@ position: -1208,-2974 --- <> <> -peipei: 要是工作也能画画…要是能永远画画就好了。 -同学: 哈哈,可能等我们进入公司就不这么觉得了。听说进公司之后做什么都不会再快乐了。 -peipei: 不会的。至少画画这件事情让我感觉到很纯粹的快乐…… -peipei: 那种朝九晚五,一眼看到头的生活,我想我反而会受不了的。 +peipei: 要是工作也能画画…要是能永远画画就好了。 #line:07433da +同学: 哈哈,可能等我们进入公司就不这么觉得了。听说进公司之后做什么都不会再快乐了。 #line:0815981 +peipei: 不会的。至少画画这件事情让我感觉到很纯粹的快乐…… #line:07e5b08 +peipei: 那种朝九晚五,一眼看到头的生活,我想我反而会受不了的。 #line:090f94b <> <> -同学: 哈哈…… +同学: 哈哈…… #line:07fb179 <> <> -同学: 但愿你是对的。 -peipei: 我肯定是对的。 +同学: 但愿你是对的。 #line:06012e7 +peipei: 我肯定是对的。 #line:0561144 <> <> -peipei: 如果公司这么讨厌的话,我就不在那里干就好了啊! +peipei: 如果公司这么讨厌的话,我就不在那里干就好了啊! #line:0ad756d <> <> <> diff --git a/Assets/Resources/Yarn/FP_Peipei1/Stage5_分析.yarn b/Assets/Resources/Yarn/FP_Peipei1/Stage5_分析.yarn index ce547e7af..3bcd9255c 100644 --- a/Assets/Resources/Yarn/FP_Peipei1/Stage5_分析.yarn +++ b/Assets/Resources/Yarn/FP_Peipei1/Stage5_分析.yarn @@ -1,17 +1,17 @@ -title: 进入分析 +title: 进入分析 tags: position: 43,-97 --- <> -me: 所以…这就是视觉模块正在传出的数据,“色彩数据”…… +me: 所以…这就是视觉模块正在传出的数据,“色彩数据”…… #line:0943a4a <> <> -peipei: 色彩…数据? -me: 是的,简单来说… +peipei: 色彩…数据? #line:0950352 +me: 是的,简单来说… #line:07c75af <> <> <> -me: 你的视觉模块正在像颜料一样,使用这些记忆里的色彩来上色。#auto_next +me: 你的视觉模块正在像颜料一样,使用这些记忆里的色彩来上色。#auto_next #line:094e9d5 <> <> <> @@ -19,11 +19,11 @@ me: 你的视觉模块正在像颜料一样,使用这些记忆里的色彩来 <> <> <> -me: 这可能和你看不见颜色有关系…简单来说,这让你产生一种“想要看见颜色”的指令… -me: 或者说,想要看见颜色的“念头”。
就是这种“念头”把这些记忆给读出来了。 +me: 这可能和你看不见颜色有关系…简单来说,这让你产生一种“想要看见颜色”的指令… #line:077bf99 +me: 或者说,想要看见颜色的“念头”。
就是这种“念头”把这些记忆给读出来了。 #line:0eb14ff <> <> -me: 受到了这些异常色彩的干扰,UF也就无法正确地生成颜色了。#auto_next +me: 受到了这些异常色彩的干扰,UF也就无法正确地生成颜色了。#auto_next #line:05e6ce3 <> <> <> @@ -38,12 +38,12 @@ me: 受到了这些异常色彩的干扰,UF也就无法正确地生成颜色 <> <> <> -me: 按照手册,现在最理想的方案是… -me: “视觉-记忆色彩通路截断术”。 +me: 按照手册,现在最理想的方案是… #line:05c05b9 +me: “视觉-记忆色彩通路截断术”。 #line:0534731 <> <> <> -me: 截断你的视觉-记忆之间的色彩通路。这样…这些色彩就没办法再传入你的视觉,影响UF工作了。#auto_next +me: 截断你的视觉-记忆之间的色彩通路。这样…这些色彩就没办法再传入你的视觉,影响UF工作了。#auto_next #line:0641d0b <> <> <> @@ -55,7 +55,7 @@ me: 截断你的视觉-记忆之间的色彩通路。这样…这些色彩就没 <> <> <> -peipei: …… +peipei: …… #line:044f272 <> <> <> diff --git a/Assets/Resources/Yarn/FP_Peipei1/Stage6_中间对话.yarn b/Assets/Resources/Yarn/FP_Peipei1/Stage6_中间对话.yarn index 32bf69c43..eafaf81e6 100644 --- a/Assets/Resources/Yarn/FP_Peipei1/Stage6_中间对话.yarn +++ b/Assets/Resources/Yarn/FP_Peipei1/Stage6_中间对话.yarn @@ -1,4 +1,4 @@ -title: 进入术前谈话 +title: 进入术前谈话 tags: colorID: 3 position: 251,-1150 @@ -9,16 +9,16 @@ position: 251,-1150 <> <> <> -peipei: 所以…那些色彩其实是一种…病?
而我必须要把它…治好? -me: 是的…无论如何,只有当这些色彩消失,UF才能恢复正常。 +peipei: 所以…那些色彩其实是一种…病?
而我必须要把它…治好? #line:018475a +me: 是的…无论如何,只有当这些色彩消失,UF才能恢复正常。 #line:03408f1 <> <> <> <> <> <> -peipei: 也就是说,我就没办法…再想象那些颜色了? -me: 是的。 +peipei: 也就是说,我就没办法…再想象那些颜色了? #line:00830e5 +me: 是的。 #line:0a9ce6a <> <> <> @@ -28,14 +28,14 @@ me: 是的。 <> <> -peipei: 只有彻底看不见颜色…我才能继续画画…… -peipei: …我还以为…吃点药或者换点冷却液就可以了。 -me: 别担心,这只是个小手术。 +peipei: 只有彻底看不见颜色…我才能继续画画…… #line:06c413f +peipei: …我还以为…吃点药或者换点冷却液就可以了。 #line:031b269 +me: 别担心,这只是个小手术。 #line:0ea8d7f <> -peipei: …… -peipei: 我才意识到…我已经好久没有画画了。 -me: 你们不是用UF来画画么? -peipei: 我是说画画,不是工作的画画…… +peipei: …… #line:0b92b59 +peipei: 我才意识到…我已经好久没有画画了。 #line:0d63908 +me: 你们不是用UF来画画么? #line:030aa61 +peipei: 我是说画画,不是工作的画画…… #line:01acb77 <> <> @@ -44,8 +44,8 @@ peipei: 我是说画画,不是工作的画画…… <> <> -peipei: 医生,一个连太阳和树叶的颜色都分不清的机体,还能画画吗? -me: …对不起,画画不是我了解的领域。
我只能肯定的是,这个手术是让UF恢复正常工作的最好办法。 +peipei: 医生,一个连太阳和树叶的颜色都分不清的机体,还能画画吗? #line:0148788 +me: …对不起,画画不是我了解的领域。
我只能肯定的是,这个手术是让UF恢复正常工作的最好办法。 #line:0a2b029 <> <> @@ -55,14 +55,14 @@ me: …对不起,画画不是我了解的领域。
我只能肯定的是, <> -peipei: 你说得对,医生…… -peipei: 很抱歉失态了。 +peipei: 你说得对,医生…… #line:0303042 +peipei: 很抱歉失态了。 #line:0273aa7 <> <> -me: 没关系…你可以想清楚了再做决定。在这之前,你随时可以…… +me: 没关系…你可以想清楚了再做决定。在这之前,你随时可以…… #line:00e8762 <> -peipei: 医生,我做。 -me: 决定了? +peipei: 医生,我做。 #line:07faea9 +me: 决定了? #line:0ccfa7f <> <> <> @@ -70,19 +70,19 @@ me: 决定了? <> <> -peipei: 嗯。 +peipei: 嗯。 #line:08eeb0e <> <> <> -peipei: 销售大赛对公司很重要,搞砸的话我就…… +peipei: 销售大赛对公司很重要,搞砸的话我就…… #line:05e7d5c <> <> <> <> -peipei: 我想要继续画画。哪怕是用UF。 +peipei: 我想要继续画画。哪怕是用UF。 #line:0e166bd <> <> -me: 好,如果你同意…就请在手术单上签个字吧。 +me: 好,如果你同意…就请在手术单上签个字吧。 #line:08ba804 <> <> <> @@ -93,7 +93,7 @@ me: 好,如果你同意…就请在手术单上签个字吧。 <> <> <> -me: 我们到治疗室来吧。 +me: 我们到治疗室来吧。 #line:086658c <> <> === diff --git a/Assets/Resources/Yarn/FP_Peipei1/Stage7_手术.yarn b/Assets/Resources/Yarn/FP_Peipei1/Stage7_手术.yarn index 72b969ee8..ef391bff9 100644 --- a/Assets/Resources/Yarn/FP_Peipei1/Stage7_手术.yarn +++ b/Assets/Resources/Yarn/FP_Peipei1/Stage7_手术.yarn @@ -9,7 +9,7 @@ position: 251,-1150 <> <> //<> -me: 开始吧…截断视觉-记忆桥。 +me: 开始吧…截断视觉-记忆桥。 #line:03c70f2 <> // <> === @@ -21,14 +21,14 @@ position: -273,-66 --- <> <> -peipei: 啊…眼睛……我的…… -peipei: 好痛! -me: 怎么了?怪了,这不应该引起任何痛觉的… -peipei: …… +peipei: 啊…眼睛……我的…… #line:0133bd2 +peipei: 好痛! #line:0c21ab3 +me: 怎么了?怪了,这不应该引起任何痛觉的… #line:0451ed4 +peipei: …… #line:0af1e33 <> <> -peipei: 呼…… -peipei: 好像……好多了。 +peipei: 呼…… #line:09bb434 +peipei: 好像……好多了。 #line:0b858ed <> === diff --git a/Assets/Resources/Yarn/FP_Peipei1/Stage8_复查.yarn b/Assets/Resources/Yarn/FP_Peipei1/Stage8_复查.yarn index 64886e1d2..3eb6ca491 100644 --- a/Assets/Resources/Yarn/FP_Peipei1/Stage8_复查.yarn +++ b/Assets/Resources/Yarn/FP_Peipei1/Stage8_复查.yarn @@ -7,7 +7,7 @@ position: 232,717 <> <> <> -me: 还没结束…保险起见,我们进视觉复查一下吧。 +me: 还没结束…保险起见,我们进视觉复查一下吧。 #line:0f42b46 <> <> <> @@ -26,35 +26,35 @@ group:视觉检查 position: 251,1116 --- <> -me:这里应该已经彻底检查过了。 +me:这里应该已经彻底检查过了。 #line:0bf6303 <> <> <> <> - me: 佩佩,试一下吧。你还能看见那些颜色吗? + me: 佩佩,试一下吧。你还能看见那些颜色吗? #line:0760658 <> <> - peipei: 我… + peipei: 我… #line:00a5242 <> <> - peipei: 没了吗?…
没了吗……? - me: 看起来是的。
不过我们最好重复一次。 + peipei: 没了吗?…
没了吗……? #line:027e1da + me: 看起来是的。
不过我们最好重复一次。 #line:001785d <> <> <> <> - peipei: 看来…真的没了。 + peipei: 看来…真的没了。 #line:06c02f4 <> <> - peipei: 还有点不习惯…看不见颜色的样子。 + peipei: 还有点不习惯…看不见颜色的样子。 #line:0d78b16 <> <> - peipei: 第一次发现可以这样的时候…我就应该想到会有这一天。 - peipei: 只怪我…我一直不愿意去想罢了。 + peipei: 第一次发现可以这样的时候…我就应该想到会有这一天。 #line:01219c8 + peipei: 只怪我…我一直不愿意去想罢了。 #line:05f46e1 <> <> - me: 好了,总之…
复查结果符合预期,可以结束测试了。 + me: 好了,总之…
复查结果符合预期,可以结束测试了。 #line:09523f9 <> <> <> @@ -75,19 +75,19 @@ group:插线检查 position: -45,-3043 --- <> - Linking: 正在建立连接… + Linking: 正在建立连接… #line:0a6e78e <> - UfModule: 已与*UnstableFusion图像生成模块*建立连接! + UfModule: 已与*UnstableFusion图像生成模块*建立连接! #line:07fd83b <> - ->检查 + ->检查 #line:07ccb0c <> - Analysing: #auto_next + Analysing: #auto_next #line:0796ed2 <> - UfModule: 检查完成!未检测到错误。 - me: 搞定…报错已经消失了。 + UfModule: 检查完成!未检测到错误。 #line:0807bca + me: 搞定…报错已经消失了。 #line:0d9c586 <> <> - ->结束 + ->结束 #line:064b992 <> <> <> @@ -104,37 +104,37 @@ position: 435,-3043 --- <> <> - Linking: 正在建立连接… + Linking: 正在建立连接… #line:05084f2 <> - EyeModule: 已与视觉模块建立连接! + EyeModule: 已与视觉模块建立连接! #line:0dc8d9d <> - ->检查 + ->检查 #line:0debe39 <> - Analysing: #auto_next + Analysing: #auto_next #line:08f0b39 <> <> - Error: 检查到1个错误: + Error: 检查到1个错误: #line:0c45c22 <> - Error: 未检测到色彩信号! - Error: 检测到丢失和记忆模块的连接。 + Error: 未检测到色彩信号! #line:0059fae + Error: 检测到丢失和记忆模块的连接。 #line:0638bb4 <> <> <> <> - me: “丢失和记忆模块的链接”,看起来是生效了。
不过,还是深入检查亲眼确认下的好。 + me: “丢失和记忆模块的链接”,看起来是生效了。
不过,还是深入检查亲眼确认下的好。 #line:08c9f56 <> <> <> <> - EyeModule: #auto_next - EyeModule: 已授权深入检查。 - ->深入检查 + EyeModule: #auto_next #line:0ada365 + EyeModule: 已授权深入检查。 #line:0cbbff3 + ->深入检查 #line:0969298 <> - ->结束 + ->结束 #line:0aa268c <> <> <> - ->结束 + ->结束 #line:0ec9395 <> <> === @@ -150,7 +150,7 @@ position: 557,756 <> <> <> - me:我们得试试去观察别的目标。 + me:我们得试试去观察别的目标。 #line:03b6f4b <> <> === @@ -164,7 +164,7 @@ colorID: 8 group:视觉检查 position: 1228,749 --- -me:这里似乎本来也没办法唤起记忆,我们得看看别的地方。 +me:这里似乎本来也没办法唤起记忆,我们得看看别的地方。 #line:01d7724 <> === @@ -181,7 +181,7 @@ position: 1006,747 <> <> <> - me:我们得试试去观察别的目标。 + me:我们得试试去观察别的目标。 #line:01de01b <> <> === @@ -199,7 +199,7 @@ position: 780,749 <> <> <> - me:我们得试试去观察别的目标。 + me:我们得试试去观察别的目标。 #line:03c7f1a <> <> === diff --git a/Assets/Resources/Yarn/FP_Peipei1/Stage9_结束对话.yarn b/Assets/Resources/Yarn/FP_Peipei1/Stage9_结束对话.yarn index 97844bae6..b0141787e 100644 --- a/Assets/Resources/Yarn/FP_Peipei1/Stage9_结束对话.yarn +++ b/Assets/Resources/Yarn/FP_Peipei1/Stage9_结束对话.yarn @@ -30,19 +30,19 @@ position: 251,-1150 <> -peipei: 当然没了…我在想什么呢。 +peipei: 当然没了…我在想什么呢。 #line:05b6874 <> <> -me: 以防万一… -me: 佩佩,把一开始我们描述的那张图再画一遍吧? +me: 以防万一… #line:09e812f +me: 佩佩,把一开始我们描述的那张图再画一遍吧? #line:0985de7 <> <> <> -peipei: 一开始的……美人鱼吗? -peipei: 让我试试。 +peipei: 一开始的……美人鱼吗? #line:0084e68 +peipei: 让我试试。 #line:025c24a <> <> @@ -54,16 +54,16 @@ peipei: 让我试试。 <> <> <> -peipei: 它看起来……总算正常了!对吧? -me: 嗯… +peipei: 它看起来……总算正常了!对吧? #line:0a2846e +me: 嗯… #line:0a82392 <> <> <> -peipei: 太好了! +peipei: 太好了! #line:0bae0b7 <> -peipei: 谢谢你,医生。总算…
我总算可以完成工作了。 -me: 眼睛怎么样,还有不舒服吗? +peipei: 谢谢你,医生。总算…
我总算可以完成工作了。 #line:02fa42d +me: 眼睛怎么样,还有不舒服吗? #line:0c95962 <> <> @@ -72,31 +72,31 @@ me: 眼睛怎么样,还有不舒服吗? <> <> -peipei: 不舒服吗?倒也没有哪里不舒服……不过感觉有点奇怪。 +peipei: 不舒服吗?倒也没有哪里不舒服……不过感觉有点奇怪。 #line:03a7f2e <> <> -peipei: 这就是不能想象的感觉吗? +peipei: 这就是不能想象的感觉吗? #line:00bcfc8 <> <> <> <> -peipei: 其实还挺不错的……比我想象的好多了。 -me: 那就好。 +peipei: 其实还挺不错的……比我想象的好多了。 #line:0099a7f +me: 那就好。 #line:0c30220 <> <> <> -peipei: 我先走了,医生,再见。
现在还不是休息的时候。 +peipei: 我先走了,医生,再见。
现在还不是休息的时候。 #line:092c008 <> <> <> -me: 但愿这是值得的。 +me: 但愿这是值得的。 #line:0e8552d <> === diff --git a/Assets/Resources/Yarn/FP_Peipei2/Stage10_术前谈话2.yarn b/Assets/Resources/Yarn/FP_Peipei2/Stage10_术前谈话2.yarn index ad845a332..f68491d87 100644 --- a/Assets/Resources/Yarn/FP_Peipei2/Stage10_术前谈话2.yarn +++ b/Assets/Resources/Yarn/FP_Peipei2/Stage10_术前谈话2.yarn @@ -32,25 +32,25 @@ position: -544,-442 <> <> <> -me: 我不应该提出这个什么“停止想象的”…我早就知道这不会有好结果。 -me: 想象力这种东西……看来不是那么容易被停止的。 +me: 我不应该提出这个什么“停止想象的”…我早就知道这不会有好结果。 #line:0e06541 +me: 想象力这种东西……看来不是那么容易被停止的。 #line:05e9941 <> <> -me:那么剩下的方案就只有……色彩抹除了。 +me:那么剩下的方案就只有……色彩抹除了。 #line:0bf2697 //感觉佩佩可以直接醒? //me:好了……佩佩需要休息,我……我也需要休息下 //<> //<> -peipei: 医生? -me: 你醒了。 +peipei: 医生? #line:0d99ab3 +me: 你醒了。 #line:065200d //TODO-佩佩出现 <> <> <> -peipei: 我的头好轻…我好像…… -peipei: 我好像在飘一样。 +peipei: 我的头好轻…我好像…… #line:0fb06e0 +peipei: 我好像在飘一样。 #line:07066a9 <> <> @@ -63,9 +63,9 @@ peipei: 我好像在飘一样。 <> <> -peipei: 我感觉到了……
是UF…它不在了。 -me: 发热太严重了,我不得不把它取掉。
否则,你的脑袋现在已经变成一团废铁了。 -peipei: 发热?为什么?…… +peipei: 我感觉到了……
是UF…它不在了。 #line:0a6c68d +me: 发热太严重了,我不得不把它取掉。
否则,你的脑袋现在已经变成一团废铁了。 #line:09b4284 +peipei: 发热?为什么?…… #line:053d4f8 <> <> @@ -79,22 +79,22 @@ peipei: 发热?为什么?…… <> <> <> -peipei: 我失败了,是吗? -me: 是我的错。我不应该提出这么不负责任的方案。 -peipei: 它…坏了吗? -me: 应该没有。只要恢复工作条件,它就可以被装回去。 -peipei: 工作…条件。 +peipei: 我失败了,是吗? #line:0a04301 +me: 是我的错。我不应该提出这么不负责任的方案。 #line:040f87e +peipei: 它…坏了吗? #line:067f33b +me: 应该没有。只要恢复工作条件,它就可以被装回去。 #line:072b34b +peipei: 工作…条件。 #line:059b4ae <> <> -peipei: 也就是…没有想象力,是么? +peipei: 也就是…没有想象力,是么? #line:0897069 <> <> -me: 嗯。也就是…把色彩从你的记忆里抹掉。 +me: 嗯。也就是…把色彩从你的记忆里抹掉。 #line:061f820 <> -peipei: …… -peipei: 有那么一刻,我以为我真的要离开这里了。 +peipei: …… #line:0404bf2 +peipei: 有那么一刻,我以为我真的要离开这里了。 #line:01e065e <> -peipei: 哈哈…… +peipei: 哈哈…… #line:0e1fa9a <> <> @@ -102,25 +102,25 @@ peipei: 哈哈…… <> <> -peipei: 呼…… +peipei: 呼…… #line:041679f <> -peipei: …… +peipei: …… #line:05c6b2a <> <> -me: 你怎么了?又感觉不舒服吗? +me: 你怎么了?又感觉不舒服吗? #line:02ac2a8 <> <> <> <> -peipei: 没有,医生。我好得很。 -peipei: 我只是在…感受没有痛的感觉。
原来不痛的感觉。是这么好。 -me: 没有痛? -peipei: 我才意识到。 -peipei: 原来我的左眼一直在痛… -peipei: 直到现在才停止。 -peipei: 这已经有多久了? +peipei: 没有,医生。我好得很。 #line:03a092e +peipei: 我只是在…感受没有痛的感觉。
原来不痛的感觉。是这么好。 #line:0369aa7 +me: 没有痛? #line:0d42a82 +peipei: 我才意识到。 #line:094b7f5 +peipei: 原来我的左眼一直在痛… #line:03c464c +peipei: 直到现在才停止。 #line:0290c85 +peipei: 这已经有多久了? #line:080cf8d <> <> @@ -131,7 +131,7 @@ peipei: 这已经有多久了? <> <> -peipei: 我竟然一直…没有感觉到吗?还是说…
已经太久了,我忘记了不痛是什么感觉了? +peipei: 我竟然一直…没有感觉到吗?还是说…
已经太久了,我忘记了不痛是什么感觉了? #line:0a408e5 <> <> @@ -143,17 +143,17 @@ peipei: 我竟然一直…没有感觉到吗?还是说…
已经太久了 <> <> -peipei: 医生,我是不是…你遇到过最没用的机体?
我是不是…早就该被回收了? +peipei: 医生,我是不是…你遇到过最没用的机体?
我是不是…早就该被回收了? #line:008bdd2 <> <> -me: 我无权评价…佩佩。我只是个医生,是一个按照指令工作的机体。 +me: 我无权评价…佩佩。我只是个医生,是一个按照指令工作的机体。 #line:003d290 <> -me: 但是…这不是你的错。 -me: 有一些东西出问题了,UF没办法正常工作。这不是你做错了什么,所有机体都会生病。 +me: 但是…这不是你的错。 #line:0c1d15f +me: 有一些东西出问题了,UF没办法正常工作。这不是你做错了什么,所有机体都会生病。 #line:00c2e54 <> <> -me: 至于你是否应该被回收…我无法回答。
但我会尽全力治好你,努力让你不要被回收。 -me: 只要你是我的病人,我就要把你治好。这是公司给我的指令,也是我对自己的要求。 +me: 至于你是否应该被回收…我无法回答。
但我会尽全力治好你,努力让你不要被回收。 #line:0dcd60a +me: 只要你是我的病人,我就要把你治好。这是公司给我的指令,也是我对自己的要求。 #line:05e508d //这上面会不会多了? <> @@ -171,36 +171,36 @@ me: 只要你是我的病人,我就要把你治好。这是公司给我的指 <> <> -peipei: 医生…… -peipei: 我有一个请求。 -me: 什么? +peipei: 医生…… #line:0444567 +peipei: 我有一个请求。 #line:0d75f0d +me: 什么? #line:0606193 <> -peipei: 你说过,UF里面有我的色彩晶圆,对吧? -peipei: 既然已经拆除了UF… +peipei: 你说过,UF里面有我的色彩晶圆,对吧? #line:02e1a86 +peipei: 既然已经拆除了UF… #line:0f19759 <> <> <> -peipei: 就请再帮我把我的晶圆装到它原本应该在的地方吧。 +peipei: 就请再帮我把我的晶圆装到它原本应该在的地方吧。 #line:06d0be4 <> <> -me: 你是说,你还是想把晶圆装上吗?但UF怎么办?这是不能解你的问题的。 -peipei: 别担心…这只是暂时的,我最后会回来做色彩抹除的。 -me: 也就是说…你想重新装上一段时间色觉晶圆,
然后在附近转转,然后回来重新拿下来,
抹除记忆色彩,装上UF。对吧? -me: 你没有打算装上之后就跑掉,然后找个地方躲起来,以为自己真的能逃避公司的惩罚,对吧? +me: 你是说,你还是想把晶圆装上吗?但UF怎么办?这是不能解你的问题的。 #line:0d1ed51 +peipei: 别担心…这只是暂时的,我最后会回来做色彩抹除的。 #line:002416d +me: 也就是说…你想重新装上一段时间色觉晶圆,
然后在附近转转,然后回来重新拿下来,
抹除记忆色彩,装上UF。对吧? #line:0672b14 +me: 你没有打算装上之后就跑掉,然后找个地方躲起来,以为自己真的能逃避公司的惩罚,对吧? #line:052ed7b <> <> <> -peipei: 我只是想重新看看这个世界……就…只是看看。 -peipei: 现在几点了?我能赶上夕阳吗? +peipei: 我只是想重新看看这个世界……就…只是看看。 #line:0bcf0e2 +peipei: 现在几点了?我能赶上夕阳吗? #line:06fa4b4 <> <> <> -me: …… -peipei: 我不会走远的…… +me: …… #line:0b10ec4 +peipei: 我不会走远的…… #line:0a9d7a7 <> <> @@ -210,18 +210,18 @@ peipei: 我不会走远的…… <> <> -peipei: 幸福市太小了…你知道我们走不掉。 +peipei: 幸福市太小了…你知道我们走不掉。 #line:0c94e8d <> -->CenterOption:建议直接进行色彩抹除 - me: 你不会想这么做的。 - me: 况且…你刚刚发生了排异反应,这已经足够让我头疼了…… - me: 我不知道这会不会诱发什么更复杂的问题。 +->CenterOption:建议直接进行色彩抹除 #line:0a4fbc1 + me: 你不会想这么做的。 #line:0b0c56d + me: 况且…你刚刚发生了排异反应,这已经足够让我头疼了…… #line:0a6ed8e + me: 我不知道这会不会诱发什么更复杂的问题。 #line:083fa16 <> - me: 你是我的病人,我不能把我的病人置于任何危险之中。 - peipei: 对不起…医生。 - peipei: 我只是突然冒出了这个想法。 + me: 你是我的病人,我不能把我的病人置于任何危险之中。 #line:033d698 + peipei: 对不起…医生。 #line:0851d68 + peipei: 我只是突然冒出了这个想法。 #line:0a3000c <> <> <> @@ -231,12 +231,12 @@ peipei: 幸福市太小了…你知道我们走不掉。 <> <> <> - peipei: 但我还是… - peipei: 我很快就会回来的…我不会走远。不会有什么问题的…… + peipei: 但我还是… #line:090f58a + peipei: 我很快就会回来的…我不会走远。不会有什么问题的…… #line:0664eeb <> -->CenterOption:同意安装色觉晶圆 - me: 尽管这意味着…
你会在看到颜色之后很快就失去它…对吗? - me: 我可以这么做。
不过你又会带着它去哪呢? +->CenterOption:同意安装色觉晶圆 #line:034205d + me: 尽管这意味着…
你会在看到颜色之后很快就失去它…对吗? #line:07dba08 + me: 我可以这么做。
不过你又会带着它去哪呢? #line:01a72f6 <> === @@ -246,7 +246,7 @@ peipei: 幸福市太小了…你知道我们走不掉。 title: 色彩抹除后续 position: -265,-201 --- -peipei: 医生…… +peipei: 医生…… #line:0afcc12 <> <> <> @@ -257,11 +257,11 @@ peipei: 医生…… <> <> <> -peipei: 如果你离开这里…你会去哪里? -peipei: 但我是说真的,现在,你从这间诊所离开了…… -peipei: 你会去哪里? -me: 我不知道。 -me: 我好像…无处可去。 +peipei: 如果你离开这里…你会去哪里? #line:097852e +peipei: 但我是说真的,现在,你从这间诊所离开了…… #line:03d25ed +peipei: 你会去哪里? #line:0a621dc +me: 我不知道。 #line:06684f6 +me: 我好像…无处可去。 #line:07cdea4 <> <> <> @@ -269,21 +269,21 @@ me: 我好像…无处可去。 <> <> <> -peipei: 我们都没有也没有任何机会真的逃走。
不是吗? -peipei: 我们都是没有家的人。 -peipei: 我的家在很远很远的南方……
但是那个地方已经早就不存在了。 -peipei: 我所拥有的…也就只有那些记忆罢了。
我能去的只有幸福市…只有这个罐头厂。 -peipei: 所以,我不可能离开的。医生。 +peipei: 我们都没有也没有任何机会真的逃走。
不是吗? #line:02b1fdc +peipei: 我们都是没有家的人。 #line:01db2b8 +peipei: 我的家在很远很远的南方……
但是那个地方已经早就不存在了。 #line:068ece4 +peipei: 我所拥有的…也就只有那些记忆罢了。
我能去的只有幸福市…只有这个罐头厂。 #line:0bda4cb +peipei: 所以,我不可能离开的。医生。 #line:0b3e014 <> <> <> <> <> -peipei: 求求你了,帮我把晶圆装上去吧。 +peipei: 求求你了,帮我把晶圆装上去吧。 #line:04fd046 <> <> -me: 如果我的患者要变成那个样子了…我想它应该也至少享有一点“临终关怀”吧。 -me: 再说了,这是你自己的选择…… +me: 如果我的患者要变成那个样子了…我想它应该也至少享有一点“临终关怀”吧。 #line:0ef5f46 +me: 再说了,这是你自己的选择…… #line:058d556 <> <> <> @@ -300,10 +300,10 @@ me: 再说了,这是你自己的选择…… <> <> <> -peipei: 太好了!谢谢你! -peipei: 谢谢你,谢谢你……医生! -me: …… -me: 我们去治疗室吧。 +peipei: 太好了!谢谢你! #line:037c7c1 +peipei: 谢谢你,谢谢你……医生! #line:0cf6f92 +me: …… #line:0813d06 +me: 我们去治疗室吧。 #line:0d7c713 <> <> <> @@ -319,12 +319,12 @@ me: 我们去治疗室吧。 title: 色彩抹除选项组_level1 position: -739,-206 --- -->CenterOption:建议直接进行色彩抹除 - me: 这并不是不信任…但是你的原型并不稳定。 - me: 它已经让你的想象力失控了,如果受到更多刺激…… +->CenterOption:建议直接进行色彩抹除 #line:0cca198 + me: 这并不是不信任…但是你的原型并不稳定。 #line:077fdc0 + me: 它已经让你的想象力失控了,如果受到更多刺激…… #line:0d6f7e6 <> <> - me: 对不起,这风险太大了…
不符合最优化操作指令。 + me: 对不起,这风险太大了…
不符合最优化操作指令。 #line:0daba58 <> <> <> @@ -332,20 +332,20 @@ position: -739,-206 <> <> <> - peipei: 医生…求你了。 - peipei: 求你了…… - peipei: 我不要那样… + peipei: 医生…求你了。 #line:063c210 + peipei: 求你了…… #line:0530d23 + peipei: 我不要那样… #line:01ae3d1 <> <> <> <> - peipei: 我不要忘掉那些色彩…… + peipei: 我不要忘掉那些色彩…… #line:088343e <> <> -->CenterOption:同意安装色觉晶圆 - me: 这意味着你会在看到颜色之后很快就失去它…你能接受吗? - me: …… - me: 你会回来的,对吧? +->CenterOption:同意安装色觉晶圆 #line:0a8ff71 + me: 这意味着你会在看到颜色之后很快就失去它…你能接受吗? #line:0d93324 + me: …… #line:0a1455b + me: 你会回来的,对吧? #line:0466982 <> === @@ -355,13 +355,13 @@ position: -739,-206 title: 色彩抹除选择组_level2 position: -736,56 --- -->CenterOption:建议直接进行色彩抹除 +->CenterOption:建议直接进行色彩抹除 #line:0fa12a8 <> //<> -->CenterOption:同意安装色觉晶圆 - me: …… - me: 好吧。 - me: 但你会回来的,对吧? +->CenterOption:同意安装色觉晶圆 #line:0f9fa28 + me: …… #line:073dd50 + me: 好吧。 #line:05298ed + me: 但你会回来的,对吧? #line:022213f <> <> <> @@ -373,22 +373,22 @@ position: -736,56 title: 记忆色彩清除后续 position: -733,301 --- -me: 佩佩,你是我的患者…
我必须要对我的患者负责任。 +me: 佩佩,你是我的患者…
我必须要对我的患者负责任。 #line:06abc3e <> <> <> <> -me: 而且…你知道你逃不掉的,对吧? -me: 你最后还是会要抹掉它们…这是不会有差别的。 +me: 而且…你知道你逃不掉的,对吧? #line:02a0526 +me: 你最后还是会要抹掉它们…这是不会有差别的。 #line:0accb9e //me: 短暂的获得终将失去的美好…我想你会更痛苦。 //如果因为认为别人会有这种感受而替他做选择,反而不合理;这里最好保持在理性上 <> <> <> -peipei:……… -me: 我不知道你身体里的那个进程会不会什么时候又开始活跃。 -me: 那很危险,我不能将你置于危险之中。 -peipei:……… +peipei:……… #line:0566beb +me: 我不知道你身体里的那个进程会不会什么时候又开始活跃。 #line:0f2c60f +me: 那很危险,我不能将你置于危险之中。 #line:085eee8 +peipei:……… #line:08c24ef <> <> <> @@ -400,19 +400,19 @@ peipei:……… <> <> <> -peipei: 我会记得我曾经有过那些彩色的记忆吗? -me: 你只会记得你曾经有一些记忆… -me: 但不再记得它们是什么了。 -me: 就像梦一样。 -peipei: 就像梦一样… +peipei: 我会记得我曾经有过那些彩色的记忆吗? #line:06061a8 +me: 你只会记得你曾经有一些记忆… #line:0e756f6 +me: 但不再记得它们是什么了。 #line:0fce558 +me: 就像梦一样。 #line:0571d47 +peipei: 就像梦一样… #line:0949ad0 <> -peipei: 医生…… -peipei: 请把它们清除得干净一些。 -peipei: 不要让我痛苦…… +peipei: 医生…… #line:0db0142 +peipei: 请把它们清除得干净一些。 #line:04d55a7 +peipei: 不要让我痛苦…… #line:0d3907a <> <> -me: 我会的。 -me: 我们去维修室吧。 +me: 我会的。 #line:00fb884 +me: 我们去维修室吧。 #line:08e87d7 <> <> <> diff --git a/Assets/Resources/Yarn/FP_Peipei2/Stage11_手术.yarn b/Assets/Resources/Yarn/FP_Peipei2/Stage11_手术.yarn index fd4491e09..a9a12f370 100644 --- a/Assets/Resources/Yarn/FP_Peipei2/Stage11_手术.yarn +++ b/Assets/Resources/Yarn/FP_Peipei2/Stage11_手术.yarn @@ -1,4 +1,4 @@ -title: 进入手术 +title: 进入手术 tags: colorID: 3 position: 246,-866 @@ -9,24 +9,24 @@ position: 246,-866 <> <> <> - me: 去记忆模块执行色彩初始化吧。 + me: 去记忆模块执行色彩初始化吧。 #line:0677ec5 <> <> <> <> - me: 先安装色彩晶圆吧。 - ->安装色觉晶圆 + me: 先安装色彩晶圆吧。 #line:005bc47 + ->安装色觉晶圆 #line:0437b10 <> <> <> <> <> <> - me: 装好了…… - peipei: 可是我还没有看见颜色…… - me: 那是因为还没做重置。 + me: 装好了…… #line:0d511ba + peipei: 可是我还没有看见颜色…… #line:033c31d + me: 那是因为还没做重置。 #line:0ea18ca <> - me: 只要进视觉做一次重置…就好了。 + me: 只要进视觉做一次重置…就好了。 #line:08b3e0b <> <> // <> @@ -44,20 +44,20 @@ colorID: 1 position: 33,-552 --- <> - me: 已经完成了…… + me: 已经完成了…… #line:0de50b7 <> - me: 没有什么再继续留恋的了。 - me: 我们走吧。 + me: 没有什么再继续留恋的了。 #line:0d3df32 + me: 我们走吧。 #line:051ecb8 <> <> - me: 剩下最后一步,把UF装回到左眼上。 + me: 剩下最后一步,把UF装回到左眼上。 #line:07c6d5d <> - ->安装UF模块 + ->安装UF模块 #line:0228362 <> <> <> <> - ->安装UF盖子 + ->安装UF盖子 #line:0c39222 <> <> <> @@ -66,43 +66,43 @@ position: 33,-552 <> <> <> - ->播放写生记忆 + ->播放写生记忆 #line:0b9e5ec <> <> - me: 和朋友的写生,你的决心就像旷野里的绿色那样不会褪去。 - me: 人生是旷野,不是轨道……么? - ->手动进行色彩初始化 + me: 和朋友的写生,你的决心就像旷野里的绿色那样不会褪去。 #line:0dbf2f5 + me: 人生是旷野,不是轨道……么? #line:09cc658 + ->手动进行色彩初始化 #line:036b416 <> <> <> - me: 抱歉……如果不让绿色褪去,我就无法挽救你。 + me: 抱歉……如果不让绿色褪去,我就无法挽救你。 #line:0cd0b83 <> <> <> <> - ->播放夕阳记忆 + ->播放夕阳记忆 #line:0a56a6b <> <> - me: 啊…粉红的火烧云,夏夜晚风虫鸣和他。 - ->手动进行色彩初始化 + me: 啊…粉红的火烧云,夏夜晚风虫鸣和他。 #line:0d47168 + ->手动进行色彩初始化 #line:0815b27 <> <> <> - me: 对不起,冬天要来了。 + me: 对不起,冬天要来了。 #line:0d9db88 <> <> <> <> - ->播放蓝天记忆 + ->播放蓝天记忆 #line:0f20ed8 <> <> - me: 你是因为生了什么病而被困在那个病房里呢? - me: 我可能永远也不会知道了…… - ->手动进行色彩初始化 + me: 你是因为生了什么病而被困在那个病房里呢? #line:04ad2f7 + me: 我可能永远也不会知道了…… #line:07a58af + ->手动进行色彩初始化 #line:07c6b19 <> <> <> - me: 现在这个病房将不再困扰你了……你自由了。 + me: 现在这个病房将不再困扰你了……你自由了。 #line:05627ca <> <> <> @@ -120,25 +120,25 @@ position: 395,-3195 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0c3c689 <> -EyeModule: 已与视觉模块建立连接! -->检查 +EyeModule: 已与视觉模块建立连接! #line:0f3996e +->检查 #line:0cdfe2f <> - Analysing: #auto_next + Analysing: #auto_next #line:08bdd7d <> <> - Error: 检查完成!检测到一个错误: - Error: 检测到未识别的色彩晶圆…请进行校准。 - Error: 已授权深入检查。 - me: 已经久到…自己的身体都不认得了吗? - ->色彩校准 + Error: 检查完成!检测到一个错误: #line:0cdb4e1 + Error: 检测到未识别的色彩晶圆…请进行校准。 #line:036b0fe + Error: 已授权深入检查。 #line:06b8ad0 + me: 已经久到…自己的身体都不认得了吗? #line:0927b63 + ->色彩校准 #line:06e2109 <> <> <> <> <> -->结束 +->结束 #line:00f1ddd <> <> === @@ -153,29 +153,29 @@ position: 395,-3195 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:04d0f85 <> -MemModule: 已与视觉模块建立连接! -MemModule: 未检测到可查看的记忆卡带。 -me: …… - ->执行记忆初始化 +MemModule: 已与视觉模块建立连接! #line:036f920 +MemModule: 未检测到可查看的记忆卡带。 #line:03fec5c +me: …… #line:0218d93 + ->执行记忆初始化 #line:0781b34 <> - Analyzing: 正在执行记忆色彩清除初始化……请稍候。 + Analyzing: 正在执行记忆色彩清除初始化……请稍候。 #line:01ee6dd <> - me: 对不起,佩佩… + me: 对不起,佩佩… #line:0340230 <> <> - Error: 检查到只读的记忆!请进入记忆模块手动处理…… + Error: 检查到只读的记忆!请进入记忆模块手动处理…… #line:00fb791 <> //屏幕: 正在执行记忆色彩初始化……请稍候 //屏幕: 警告:只读的记忆,请进入记忆模块手动处理。 - me: 只读记忆? - me: ……我明白了。 - me: 一定是那些让佩佩对色彩留下印象深刻的记忆。像钉子一样被钉在了那里,不希望被忘记…… - peipei: 医生……快些吧。 - me: …… - MemModule: 已授权深入检查。 - ->手动记忆清除 + me: 只读记忆? #line:03dde45 + me: ……我明白了。 #line:023c4d4 + me: 一定是那些让佩佩对色彩留下印象深刻的记忆。像钉子一样被钉在了那里,不希望被忘记…… #line:042ff6c + peipei: 医生……快些吧。 #line:07b2a52 + me: …… #line:0f7d477 + MemModule: 已授权深入检查。 #line:0a44d2b + ->手动记忆清除 #line:0804a23 <> <> === @@ -188,18 +188,18 @@ position: 395,-3195 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:02e260e <> -MemModule: 已与视觉模块建立连接! -MemModule: 未检测到可查看的记忆卡带。 -->检查 +MemModule: 已与视觉模块建立连接! #line:03b471b +MemModule: 未检测到可查看的记忆卡带。 #line:00d2cb0 +->检查 #line:08da33c <> - Analysing: #auto_next + Analysing: #auto_next #line:013ad6f <> - MemModule: 检查完成!未发现错误。 - MemModule: #auto_next - MemModule: 报告传输完毕。 -->结束 + MemModule: 检查完成!未发现错误。 #line:0f8a819 + MemModule: #auto_next #line:05ab90a + MemModule: 报告传输完毕。 #line:0b75804 +->结束 #line:093f0ff <> <> === @@ -210,7 +210,7 @@ tags: colorID: 8 position: 481,-570 --- -->校准颜色 +->校准颜色 #line:0c77781 <> <> <> @@ -218,28 +218,28 @@ position: 481,-570 // <> //<> <> -peipei: 啊…啊啊啊!好多…… -me: 佩佩? #auto_next -peipei: 啊,啊!啊!! -me: 坚持住,佩佩! -peipei: 啊…我看到了!! +peipei: 啊…啊啊啊!好多…… #line:0eab749 +me: 佩佩? #auto_next #line:005e103 +peipei: 啊,啊!啊!! #line:0c60f3a +me: 坚持住,佩佩! #line:0aeb87b +peipei: 啊…我看到了!! #line:0ebd264 <> // <> // <> <> <> <> -peipei: 色彩……#auto_next +peipei: 色彩……#auto_next #line:0580752 <> <> <> -peipei: 我已经……太久没有……#auto_next +peipei: 我已经……太久没有……#auto_next #line:0276a88 <> <> <> //me: 好了,佩佩,让我们收拾一下…… <> -me: 好了,佩佩。 +me: 好了,佩佩。 #line:06dd1eb //这里会自动执行主界面维修 <> <> diff --git a/Assets/Resources/Yarn/FP_Peipei2/Stage12_结束对话.yarn b/Assets/Resources/Yarn/FP_Peipei2/Stage12_结束对话.yarn index 488eb7bc4..327e1c5ee 100644 --- a/Assets/Resources/Yarn/FP_Peipei2/Stage12_结束对话.yarn +++ b/Assets/Resources/Yarn/FP_Peipei2/Stage12_结束对话.yarn @@ -1,4 +1,4 @@ -title: 进入结束对话 +title: 进入结束对话 tags: colorID: 3 position: 251,-1150 @@ -32,23 +32,23 @@ position: 275,-222 <> <> <> -peipei: …我这是怎么了?
明明早就已经看不见了。 +peipei: …我这是怎么了?
明明早就已经看不见了。 #line:08da87a <> <> -peipei: 怎么还这么优柔寡断的。 +peipei: 怎么还这么优柔寡断的。 #line:0e9a491 <> <> <> <> <> -peipei: 像一场梦一样。 +peipei: 像一场梦一样。 #line:0961262 <> <> -me: 眼睛还会痛吗? +me: 眼睛还会痛吗? #line:0657e0f <> -peipei: 不痛了。脑袋还有点晕,但我想应该是正常的,对吧? -me: 记忆经过这么大程度的修改…
是的,感觉晕眩是正常的。很快就会恢复。 -me: 你还能…感受到那个念头吗?
那个…念头。 +peipei: 不痛了。脑袋还有点晕,但我想应该是正常的,对吧? #line:0b2e3d4 +me: 记忆经过这么大程度的修改…
是的,感觉晕眩是正常的。很快就会恢复。 #line:0093ff3 +me: 你还能…感受到那个念头吗?
那个…念头。 #line:0baf4ab <> <> @@ -60,7 +60,7 @@ me: 你还能…感受到那个念头吗?
那个…念头。 <> <> -peipei:来吧,医生,我们测一下。
美人鱼,罐头广告? +peipei:来吧,医生,我们测一下。
美人鱼,罐头广告? #line:0be0ca8 <> <> @@ -69,13 +69,13 @@ peipei:来吧,医生,我们测一下。
美人鱼,罐头广告? <> <> -peipei: 医生,现在的颜色是正确的吗? -me: 正确…算是吧。 -peipei: 很好。 +peipei: 医生,现在的颜色是正确的吗? #line:03b1b65 +me: 正确…算是吧。 #line:03c7a69 +peipei: 很好。 #line:058a645 <> <> <> -peipei: 好…还有很多事情等着我去做。 +peipei: 好…还有很多事情等着我去做。 #line:013285e <> <> @@ -86,14 +86,14 @@ peipei: 好…还有很多事情等着我去做。 <> <> -peipei: 谢谢你…医生。 -peipei: 谢谢你让我醒来。 +peipei: 谢谢你…医生。 #line:0489c36 +peipei: 谢谢你让我醒来。 #line:0fbc4f6 <> <> <> -me: 醒来…或者说睡去。
总之,又一个病历结束了。但愿…… +me: 醒来…或者说睡去。
总之,又一个病历结束了。但愿…… #line:029b103 <> <> @@ -121,8 +121,8 @@ position: 275,-222 <> <> <> -peipei: 好美。 -me: 是吧。
…好好看看吧。 +peipei: 好美。 #line:00b9359 +me: 是吧。
…好好看看吧。 #line:09f8ed2 <> <> @@ -133,8 +133,8 @@ me: 是吧。
…好好看看吧。 <> <> -peipei: 我是说…医生的眼睛。 -me: 我的?我的眼睛?…有…什么好看的… +peipei: 我是说…医生的眼睛。 #line:0fb69e2 +me: 我的?我的眼睛?…有…什么好看的… #line:05e5e20 <> <> @@ -143,13 +143,13 @@ me: 我的?我的眼睛?…有…什么好看的… <> <> -peipei: 但最后…我会把它也忘掉,对吗? -me: …… +peipei: 但最后…我会把它也忘掉,对吗? #line:004d826 +me: …… #line:05a739a <> <> -me: 好了…别看我的眼睛了。
你不是说要赶上夕阳么? +me: 好了…别看我的眼睛了。
你不是说要赶上夕阳么? #line:01675c4 <> <> @@ -158,14 +158,14 @@ me: 好了…别看我的眼睛了。
你不是说要赶上夕阳么? <> <> -peipei: 对啊…夕阳…… +peipei: 对啊…夕阳…… #line:0f2567b //临时↓ <> <> <> -me: 喂! -me: 一下子就跑掉了… +me: 喂! #line:07fa11c +me: 一下子就跑掉了… #line:0abfb5c //临时↑ //peipei: 我可以…出去吗? @@ -192,10 +192,10 @@ position: 275,-222 --- <> <> -me: …… +me: …… #line:05a1611 <> <> -me: 我也该透口气了。 +me: 我也该透口气了。 #line:08d63ea <> <> <> @@ -218,12 +218,12 @@ position: 205,-53 <> <> <> -佩佩双手撑在栏杆上,呆呆地望着远方。 +佩佩双手撑在栏杆上,呆呆地望着远方。 #line:01905d9 <> <> <> -me: …… +me: …… #line:06df2f5 //她疲惫的眼神透露出一种陌生的情绪。
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。 @@ -232,77 +232,77 @@ me: …… <> <> <> -me: 呼… +me: 呼… #line:060ff16 <> <> // 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。 -me: 你不是要回去工作么? +me: 你不是要回去工作么? #line:0520be1 <> <> -peipei: 是的。只是…
好像还有一些东西没有结束。 +peipei: 是的。只是…
好像还有一些东西没有结束。 #line:0cbbd81 -一片树叶从她的面前飘落。 +一片树叶从她的面前飘落。 #line:01b94e3 -她举了起来,仔细端详着。
那是一片绿色的树叶,只有末梢有一丝黄色;在这个季节里稍显特别。 +她举了起来,仔细端详着。
那是一片绿色的树叶,只有末梢有一丝黄色;在这个季节里稍显特别。 #line:00d5866 <> <> -peipei: 医生…这片树叶是什么颜色的? +peipei: 医生…这片树叶是什么颜色的? #line:06a2bfc <> <> -->CenterOption: 绿色的。 +->CenterOption: 绿色的。 #line:0baa89a <> <> - 她伸出另一只手,用双手将它揉碎。树叶的粉末飘落下来。 + 她伸出另一只手,用双手将它揉碎。树叶的粉末飘落下来。 #line:0ea37c1 <> - peipei: 再见了,树叶。 + peipei: 再见了,树叶。 #line:0c8a7ff <> <> - peipei: 该结束了…秋天要结束了。 -->CenterOption: 黄色的。 + peipei: 该结束了…秋天要结束了。 #line:0886346 +->CenterOption: 黄色的。 #line:003ecbc <> <> - 她伸出另一只手,用双手将它揉碎。树叶的粉末飘落下来。 + 她伸出另一只手,用双手将它揉碎。树叶的粉末飘落下来。 #line:0d2ae91 <> - peipei: 再见了,树叶。 + peipei: 再见了,树叶。 #line:055a0c7 <> <> -peipei: 谢谢你,医生。
…我很久没有这么好过了。 -peipei: 我我想这次,我是真的好了。 +peipei: 谢谢你,医生。
…我很久没有这么好过了。 #line:0bd8cb3 +peipei: 我我想这次,我是真的好了。 #line:01e3ea0 <> <> -me: …这是我的职责。 +me: …这是我的职责。 #line:05eb1be <> <> -peipei: 这是我们的职责。 +peipei: 这是我们的职责。 #line:080c8a0 -她转头望向你,露出了一个久违的笑容。 +她转头望向你,露出了一个久违的笑容。 #line:07edb4b -然后离开栏杆,头也不回地离开了。 +然后离开栏杆,头也不回地离开了。 #line:0eef253 <> <> <> <> <> -你目视她离开,吸完最后一口烟,长舒一口气。 +你目视她离开,吸完最后一口烟,长舒一口气。 #line:0dc3000 <> <> -->CenterOption: 回到岗位 +->CenterOption: 回到岗位 #line:0ba7be1 <> <> <> @@ -312,7 +312,7 @@ peipei: 这是我们的职责。 <> <> <> -CenterText: 未完待续...
感谢游玩 爱与机器人维修技术
本次demo的体验流程已结束。 +CenterText: 未完待续...
感谢游玩 爱与机器人维修技术
本次demo的体验流程已结束。 #line:00f29a9 <> <> === diff --git a/Assets/Resources/Yarn/FP_Peipei2/Stage1_佩佩开场对话.yarn b/Assets/Resources/Yarn/FP_Peipei2/Stage1_佩佩开场对话.yarn index 10e79faa2..5478550e2 100644 --- a/Assets/Resources/Yarn/FP_Peipei2/Stage1_佩佩开场对话.yarn +++ b/Assets/Resources/Yarn/FP_Peipei2/Stage1_佩佩开场对话.yarn @@ -8,22 +8,22 @@ position: 272,-1156 <> <> <> -peipei: 我搞砸了…我搞砸了。 +peipei: 我搞砸了…我搞砸了。 #line:0f06882 <> <> <> -me: 佩佩?怎么了? +me: 佩佩?怎么了? #line:0f9a931 <> <> -peipei: 感觉这一天里……发生了很多事。 -peipei: 嘶…我的头好痛,而且UF…… -me: UF怎么了? -peipei: 一开始它还很好,很正常地工作!很久没有这么正常过了。 -peipei: 第二天早上一觉起来,它就又开始变得不正常了。 +peipei: 感觉这一天里……发生了很多事。 #line:0229261 +peipei: 嘶…我的头好痛,而且UF…… #line:0135e51 +me: UF怎么了? #line:07732b6 +peipei: 一开始它还很好,很正常地工作!很久没有这么正常过了。 #line:0f74e16 +peipei: 第二天早上一觉起来,它就又开始变得不正常了。 #line:0167146 <> <> @@ -33,7 +33,7 @@ peipei: 第二天早上一觉起来,它就又开始变得不正常了。 <> <> <> -peipei: 啊…#auto_next +peipei: 啊…#auto_next #line:0b982b2 <> <> <> @@ -42,13 +42,13 @@ peipei: 啊…#auto_next <> <> <> -peipei: 头……好痛!又开始了… +peipei: 头……好痛!又开始了… #line:058cdc3 <> <> -peipei: 一开始还只是不太灵敏了,画的内容不太准确…… -peipei: 然后它就变得越来越怪了,一张比一张怪。 +peipei: 一开始还只是不太灵敏了,画的内容不太准确…… #line:07bdc09 +peipei: 然后它就变得越来越怪了,一张比一张怪。 #line:0a1eed1 <> -peipei: …这头怎么…痛得停不下来… +peipei: …这头怎么…痛得停不下来… #line:05019b2 <> <> @@ -63,14 +63,14 @@ peipei: …这头怎么…痛得停不下来… <> <> <> -peipei: 我是不是…修不好了?我是不是要死了? +peipei: 我是不是…修不好了?我是不是要死了? #line:0da1c4f <> <> <> -peipei: 一切都太突然了。我的工作死线就要到了,我还不能死…… -me: 头痛?听起来很严重…最好现在就检查一下。 +peipei: 一切都太突然了。我的工作死线就要到了,我还不能死…… #line:0ea6e88 +me: 头痛?听起来很严重…最好现在就检查一下。 #line:08ce8c3 <> -peipei: 不…医生!来不及了,先别管什么头痛了,你要先修好我的UF…… +peipei: 不…医生!来不及了,先别管什么头痛了,你要先修好我的UF…… #line:0f7937b <> <> @@ -84,7 +84,7 @@ peipei: 不…医生!来不及了,先别管什么头痛了,你要先修好 <> <> -peipei: …你看这个。 +peipei: …你看这个。 #line:03b43d0 <> <> @@ -94,47 +94,47 @@ peipei: …你看这个。 <> <> <> -me: 这是…什么? -peipei: 嘶…还记得昨天你让我画的图吗? -me: 这是那个鱼肉罐头广告?
可是为什么…这里面有个大象?
罐头又… -peipei: 根本没有罐头!对吧? +me: 这是…什么? #line:09198f9 +peipei: 嘶…还记得昨天你让我画的图吗? #line:06f0869 +me: 这是那个鱼肉罐头广告?
可是为什么…这里面有个大象?
罐头又… #line:0215b98 +peipei: 根本没有罐头!对吧? #line:0d6e6d2 <> <> -me: UF…又出新的问题了? +me: UF…又出新的问题了? #line:073069b <> -peipei: 何止是新的…你再看这个! +peipei: 何止是新的…你再看这个! #line:05a7164 <> <> <> <> <> -peipei: 好痛…好痛……#auto_next +peipei: 好痛…好痛……#auto_next #line:0322994 <> <> <> <> <> -me: 这又是…
你怎么把自己画进去了? +me: 这又是…
你怎么把自己画进去了? #line:004d2d3 <> -peipei: 不是我把自己…不是我,是UF!
医生,你忘了吗? +peipei: 不是我把自己…不是我,是UF!
医生,你忘了吗? #line:058e910 <> <> -me: 我明白,我只是说着急了…… -me: 可是UF…为什么会…把你画进广告里……#auto_next +me: 我明白,我只是说着急了…… #line:0d417da +me: 可是UF…为什么会…把你画进广告里……#auto_next #line:020ef5d <> -peipei: 再看这个!医生…… +peipei: 再看这个!医生…… #line:02b32bb <> <> <> <> <> -peipei: 这真是…痛得快睁不开眼睛了…#auto_next +peipei: 这真是…痛得快睁不开眼睛了…#auto_next #line:0db3ac6 <> <> <> @@ -142,10 +142,10 @@ peipei: 这真是…痛得快睁不开眼睛了…#auto_next <> <> -me: … -me: 这次看起来不只是“颜色错误”了……
我先收录下来。但是,除了UF… -me: …你刚才说的痛是哪里痛?眼睛吗? -peipei: 别管什么痛了! +me: … #line:09e7196 +me: 这次看起来不只是“颜色错误”了……
我先收录下来。但是,除了UF… #line:03cd5d9 +me: …你刚才说的痛是哪里痛?眼睛吗? #line:0b37714 +peipei: 别管什么痛了! #line:051d56c <> <> @@ -164,8 +164,8 @@ peipei: 别管什么痛了! <> <> -peipei: 医生…求求你,我不能没有UF……我必须修好它。 -me: 好吧…无论如何,先到治疗室来吧。 +peipei: 医生…求求你,我不能没有UF……我必须修好它。 #line:061a35f +me: 好吧…无论如何,先到治疗室来吧。 #line:0d21450 <> <> diff --git a/Assets/Resources/Yarn/FP_Peipei2/Stage2_第一次发热.yarn b/Assets/Resources/Yarn/FP_Peipei2/Stage2_第一次发热.yarn index 46d2ce885..6dbacf26d 100644 --- a/Assets/Resources/Yarn/FP_Peipei2/Stage2_第一次发热.yarn +++ b/Assets/Resources/Yarn/FP_Peipei2/Stage2_第一次发热.yarn @@ -34,22 +34,22 @@ position: -32,-873 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0f90281 <> <> -Error: 机体过热!无法建立连接。 -Error: 当前温度:83.3℃,请恢复至工作温度…… +Error: 机体过热!无法建立连接。 #line:0f9fa14 +Error: 当前温度:83.3℃,请恢复至工作温度…… #line:0f2f946 <> <> <> <> - me: …过热? - peipei: 医生…头…又开始痛了…… - me: 原来如此…这是因为你正在发热!没想到竟然这么严重…… - me: 这个温度已经接近了警戒线…继续升高就会有生命危险。 + me: …过热? #line:0c35a83 + peipei: 医生…头…又开始痛了…… #line:0d3c67a + me: 原来如此…这是因为你正在发热!没想到竟然这么严重…… #line:00f254c + me: 这个温度已经接近了警戒线…继续升高就会有生命危险。 #line:02f9583 <> <> - me: 先别管什么UF了…必须先找到热源,然后进行降温。 + me: 先别管什么UF了…必须先找到热源,然后进行降温。 #line:08810b3 <> <> <> @@ -68,11 +68,11 @@ position: -29,-688 <> <> <> -peipei: 呼…这下……好多了。 -me: 这只是暂时的…在排除病因之前,你随时可能再次发热。 +peipei: 呼…这下……好多了。 #line:030bfbf +me: 这只是暂时的…在排除病因之前,你随时可能再次发热。 #line:0058714 <> -me: 检查一下UF模块吧…找到发热的原因。 -peipei: 医生…一定要修好它…拜托你了。 +me: 检查一下UF模块吧…找到发热的原因。 #line:0e37064 +peipei: 医生…一定要修好它…拜托你了。 #line:033d018 <> <> <> diff --git a/Assets/Resources/Yarn/FP_Peipei2/Stage3_身体检查.yarn b/Assets/Resources/Yarn/FP_Peipei2/Stage3_身体检查.yarn index a7af88162..f32e95c77 100644 --- a/Assets/Resources/Yarn/FP_Peipei2/Stage3_身体检查.yarn +++ b/Assets/Resources/Yarn/FP_Peipei2/Stage3_身体检查.yarn @@ -1,10 +1,10 @@ -title: 进入身体检查 +title: 进入身体检查 tags: colorID: 8 position: -445,-3182 --- <> -me: 发热的源头就是这个UF模块…
很有可能就是它出问题了。 +me: 发热的源头就是这个UF模块…
很有可能就是它出问题了。 #line:0d1c8fa <> === @@ -87,38 +87,38 @@ position: -87,-3394 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0893525 <> -EmoModule: 已与情绪模块建立连接! -->检查 +EmoModule: 已与情绪模块建立连接! #line:043977a +->检查 #line:05d595a <> - Analysing: #auto_next + Analysing: #auto_next #line:06d2796 <> <> <> <> <> - EmoModule: 检查完成!未发现错误。 + EmoModule: 检查完成!未发现错误。 #line:0992049 <> - EmoModule: 注意:模块温度过高!情绪电平不稳定。 + EmoModule: 注意:模块温度过高!情绪电平不稳定。 #line:03842d6 <> <> - EmoModule: #auto_next - EmoModule: 报告传输完毕。 + EmoModule: #auto_next #line:07d61e6 + EmoModule: 报告传输完毕。 #line:09f37cd <> - peipei: 我再也看不见颜色了…怎么办?我…我好想…… - me: 放松,佩佩。你的情绪模块压力有点大。 + peipei: 我再也看不见颜色了…怎么办?我…我好想…… #line:0f068cc + me: 放松,佩佩。你的情绪模块压力有点大。 #line:00e8b7e <> <> <> <> <> - me: 情绪受到发热的影响…但整体没什么问题。 + me: 情绪受到发热的影响…但整体没什么问题。 #line:01e49a5 <> <> <> <> -->结束 +->结束 #line:023363b <> <> === @@ -134,37 +134,37 @@ position: 154,-3032 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0f581e8 <> -SpeakerModule: 已与表达模块建立连接! -->检查 +SpeakerModule: 已与表达模块建立连接! #line:08e4ff7 +->检查 #line:07d92fc <> - Analysing: #auto_next + Analysing: #auto_next #line:0dd6a73 <> <> <> <> <> - SpeakerModule: 检查完成!未发现错误。 + SpeakerModule: 检查完成!未发现错误。 #line:06518f8 <> - SpeakerModule: #auto_next - SpeakerModule: 报告传输完毕。 + SpeakerModule: #auto_next #line:09ca29e + SpeakerModule: 报告传输完毕。 #line:08846e2 <> - peipei: 我不想说话,因为我只是一只蘑菇。 - me: …没关系…蘑菇小姐,休息一会吧。 - me: …表达模块看起来没什么问题。 + peipei: 我不想说话,因为我只是一只蘑菇。 #line:088cb29 + me: …没关系…蘑菇小姐,休息一会吧。 #line:0bad473 + me: …表达模块看起来没什么问题。 #line:0fe90f9 <> <> <> <> - me: 老样子…不太常用。但好在没受到太大的影响。 + me: 老样子…不太常用。但好在没受到太大的影响。 #line:04149bb <> - me: 不过问题不在这里。 + me: 不过问题不在这里。 #line:09e9fb2 <> <> <> <> -->结束 +->结束 #line:0abade5 <> <> === @@ -180,43 +180,43 @@ position: 388,-3398 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:04d951d <> -LogicModule: 已与逻辑处理模块建立连接! -->检查 +LogicModule: 已与逻辑处理模块建立连接! #line:0c7c186 +->检查 #line:0437117 <> - Analysing: #auto_next + Analysing: #auto_next #line:0d260b0 <> <> <> <> - LogicModule: 检查完成!未发现错误。 + LogicModule: 检查完成!未发现错误。 #line:00169d4 <> - LogicModule: 注意:模块温度过高!检查到逻辑运算进程过慢。 + LogicModule: 注意:模块温度过高!检查到逻辑运算进程过慢。 #line:0ff4bbe <> <> <> - LogicModule: #auto_next - LogicModule: 报告传输完毕。 - peipei: 到底是什么颜色呢?到底是什么颜色呢到底是什么颜色呢到底是什么颜色呢到底是什么颜色呢…… - me: 佩佩!冷静…别再想了。 + LogicModule: #auto_next #line:07578ab + LogicModule: 报告传输完毕。 #line:0a047c2 + peipei: 到底是什么颜色呢?到底是什么颜色呢到底是什么颜色呢到底是什么颜色呢到底是什么颜色呢…… #line:04f2663 + me: 佩佩!冷静…别再想了。 #line:0a1fd95 <> <> - me: 逻辑模块受到发热的影响…有些卡顿。
…不过问题不在这里。 + me: 逻辑模块受到发热的影响…有些卡顿。
…不过问题不在这里。 #line:097a34b <> <> <> <> <> - me: 受到发热影响,逻辑模块的进程有些卡顿… + me: 受到发热影响,逻辑模块的进程有些卡顿… #line:041183c <> <> - me: 不过问题不在这里。 + me: 不过问题不在这里。 #line:0cfae42 <> <> <> <> -->结束 +->结束 #line:01a56ca <> <> === @@ -232,32 +232,32 @@ position: 155,-3195 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0199296 <> -ChipModule: 已与附加模块建立连接! -->检查 +ChipModule: 已与附加模块建立连接! #line:0e44178 +->检查 #line:032dc82 <> - Analysing: #auto_next - Analysing: 正在连接到色觉晶圆…… + Analysing: #auto_next #line:00899b4 + Analysing: 正在连接到色觉晶圆…… #line:0eb6e96 <> <> <> <> <> - Analysing: 检测到未识别的色彩晶圆…请进行校准。 + Analysing: 检测到未识别的色彩晶圆…请进行校准。 #line:0d4afa0 <> <> - Error: 未检测到色觉晶圆! + Error: 未检测到色觉晶圆! #line:0a02448 <> <> - me: 还是老样子…当然。
不过至少没有新的问题。 + me: 还是老样子…当然。
不过至少没有新的问题。 #line:0de4491 <> <> <> <> <> <> -->结束 +->结束 #line:080d555 <> <> === @@ -273,35 +273,35 @@ position: 155,-3395 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0b20286 <> -MemModule: 已与记忆模块建立连接! -MemModule: 未检测到可查看的记忆卡带。 -->检查 +MemModule: 已与记忆模块建立连接! #line:0aaa640 +MemModule: 未检测到可查看的记忆卡带。 #line:0cba6c7 +->检查 #line:068e476 <> - Analysing: #auto_next + Analysing: #auto_next #line:05b2982 <> <> <> <> - MemModule: 检查完成!未发现错误。 + MemModule: 检查完成!未发现错误。 #line:0ab04ef <> - MemModule: 注意:模块温度过高!记忆调用进程不稳定。 + MemModule: 注意:模块温度过高!记忆调用进程不稳定。 #line:016f487 <> <> - MemModule: #auto_next - MemModule: 报告传输完毕。 + MemModule: #auto_next #line:08aa42c + MemModule: 报告传输完毕。 #line:0024dbf <> <> <> <> - me: 看起来记忆受到了发热的影响…最好早些解决。 + me: 看起来记忆受到了发热的影响…最好早些解决。 #line:0beb9a7 <> - me: 不过记忆模块本身看起来没有出什么问题。 + me: 不过记忆模块本身看起来没有出什么问题。 #line:0c179b1 <> <> <> -->结束 +->结束 #line:04b8b2b <> <> === @@ -316,36 +316,36 @@ group:插线检查 position: -79,-3186 --- <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0708150 <> -UfModule: 已与*UnstableFusion图像生成模块*建立连接! -->检查 +UfModule: 已与*UnstableFusion图像生成模块*建立连接! #line:039f0cf +->检查 #line:0ccd71c <> - Analysing: #auto_next + Analysing: #auto_next #line:0eefef7 <> <> <> <> - Error: 检查完成! + Error: 检查完成! #line:00f3fbf <> - Error: 自动训练进程发生兼容性错误。 - Error: 绘图过程中发生兼容性错误。 + Error: 自动训练进程发生兼容性错误。 #line:0a8d0fa + Error: 绘图过程中发生兼容性错误。 #line:082ee79 <> - me: 又有新的兼容性问题……这个“自动训练进程”是啥? - me: 不过…这个“兼容性问题”的病灶…我不是已经处理了吗? - me: 难道说这次是新的原因?
…再试一试能不能深入检查吧。 + me: 又有新的兼容性问题……这个“自动训练进程”是啥? #line:0a65b85 + me: 不过…这个“兼容性问题”的病灶…我不是已经处理了吗? #line:0ec5261 + me: 难道说这次是新的原因?
…再试一试能不能深入检查吧。 #line:0e5efb1 <> <> <> <> - me: 我没有深入检查权限…
还是先在其他地方找找这个“未知来源”吧。 + me: 我没有深入检查权限…
还是先在其他地方找找这个“未知来源”吧。 #line:09c5236 <> <> <> - ->深入检查 + ->深入检查 #line:0956ab6 <> <> -->结束 +->结束 #line:0824bd3 <> === @@ -360,24 +360,24 @@ position: 395,-3195 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:06eb44b <> -EyeModule: 已与视觉模块建立连接! +EyeModule: 已与视觉模块建立连接! #line:0a489b0 <> -->检查 +->检查 #line:087f7f0 <> - Analysing: #auto_next + Analysing: #auto_next #line:0f5f744 <> <> <> <> <> - Error: 检查到1个错误: + Error: 检查到1个错误: #line:055db24 <> - Error: 未检测到色彩信号! + Error: 未检测到色彩信号! #line:0c9f012 <> <> - me: 没有色彩信号是因为没有色觉晶圆……
这个对UF来说是正常的。
+ me: 没有色彩信号是因为没有色觉晶圆……
这个对UF来说是正常的。
#line:00b899d // me: 除此之外…也没有会导致眼睛痛的问题。 // <> // me: 那似乎…“未知来源”也不在这里啊… @@ -390,12 +390,12 @@ EyeModule: 已与视觉模块建立连接! <> <> <> - me: 没有新的问题……至少没有会影响UF的问题。 + me: 没有新的问题……至少没有会影响UF的问题。 #line:06f508b <> <> <> <> -->结束 +->结束 #line:046ec30 <> <> === @@ -442,12 +442,12 @@ position: 135,-2155 // <> <> <> -Error: 机体过热!无法建立连接。 -Error: 当前温度:89.8℃,请恢复至工作温度…… -me: 又过热了!这也太快了… -peipei: 医生…我好困…… +Error: 机体过热!无法建立连接。 #line:0916e90 +Error: 当前温度:89.8℃,请恢复至工作温度…… #line:027ba70 +me: 又过热了!这也太快了… #line:035c30d +peipei: 医生…我好困…… #line:0966748 <> -me: 再坚持一下…佩佩。 +me: 再坚持一下…佩佩。 #line:01a4f28 <> <> <> @@ -466,7 +466,7 @@ position: 114,-2653 <> // <> <> -me: 发热的症状正在逐渐加重…下次可能不会这么容易了。 +me: 发热的症状正在逐渐加重…下次可能不会这么容易了。 #line:0f542d3 <> <> === @@ -480,44 +480,44 @@ colorID: 8 position: -478,-2694 --- <> -Linking: #auto_next -Linking: 正在获取深入检查权限… +Linking: #auto_next #line:03831db +Linking: 正在获取深入检查权限… #line:0175969 <> - UfModule: 拒绝访问!需要A+级权限进行深入检查。 + UfModule: 拒绝访问!需要A+级权限进行深入检查。 #line:095558b <> - me: 哼。真是…… - me: 只能再试试…
查一下相关的log吧。 + me: 哼。真是…… #line:0825e94 + me: 只能再试试…
查一下相关的log吧。 #line:00e3490 <> - Analysing: 正在检索与"兼容性错误"相关的log记录… + Analysing: 正在检索与"兼容性错误"相关的log记录… #line:0cecb9e <> - UfModule: 检索完毕!找到最近的 132 个记录。 - me: 132个…??
佩佩…你在一个小时内…做了这么多图吗? - peipei: 啊?我只做了大概…十几个吧…? + UfModule: 检索完毕!找到最近的 132 个记录。 #line:0a91146 + me: 132个…??
佩佩…你在一个小时内…做了这么多图吗? #line:0aa50a9 + peipei: 啊?我只做了大概…十几个吧…? #line:0660566 <> <> - UfModule: 14:32:13 运行ULM自动训练进程… - UfModule: 14:34:14 注意:未知来源的数据传入!请在各其他模块排查数据来源。 - UfModule: 14:37:50 非阻断的兼容性错误: - UfModule: 14:37:50 无法识别的数据格式!… - UfModule: 14:37:51 正在重新运行ULM…… + UfModule: 14:32:13 运行ULM自动训练进程… #line:0199abc + UfModule: 14:34:14 注意:未知来源的数据传入!请在各其他模块排查数据来源。 #line:0dc2ed6 + UfModule: 14:37:50 非阻断的兼容性错误: #line:02bdea6 + UfModule: 14:37:50 无法识别的数据格式!… #line:01d35ce + UfModule: 14:37:51 正在重新运行ULM…… #line:037e90c <> - UfModule: 最近的1个记录已打印。 + UfModule: 最近的1个记录已打印。 #line:09482f4 <> - me: “未知来源”…? + me: “未知来源”…? #line:0cc12d5 <> <> - me: 之前好歹还指向了视觉模块,现在干脆就是“未知来源”…… - me: 啧…这log有个毛用?有用的信息一点没有,没用信息的全打出来…… + me: 之前好歹还指向了视觉模块,现在干脆就是“未知来源”…… #line:00e5409 + me: 啧…这log有个毛用?有用的信息一点没有,没用信息的全打出来…… #line:0363c10 //me: UF要求的权限也太高了。
既要我修,又不让我获取更多信息……这里面到底有什么东西? - me: 看来想搞清楚这一切,只有拆开UF,短接它的安保系统了…让它不要再检查我的权限了。 + me: 看来想搞清楚这一切,只有拆开UF,短接它的安保系统了…让它不要再检查我的权限了。 #line:0e698a2 <> <> - peipei: 拆除…必须要拆除吗?他们和我说它比我还要贵重… - peipei: 拆了它,我会需要赔偿吗?
我会因此被回收吗…… - me: 管不了那么多了。
佩佩,如果发热还止不住…… - me: 我不能…我不能允许再有机体死在我的诊室了。 - peipei: 对不起…医生… - peipei:请…小心点。 + peipei: 拆除…必须要拆除吗?他们和我说它比我还要贵重… #line:0ec7537 + peipei: 拆了它,我会需要赔偿吗?
我会因此被回收吗…… #line:0067b3e + me: 管不了那么多了。
佩佩,如果发热还止不住…… #line:08efc96 + me: 我不能…我不能允许再有机体死在我的诊室了。 #line:094ace7 + peipei: 对不起…医生… #line:0ac729b + peipei:请…小心点。 #line:0f4c995 <> <> <> diff --git a/Assets/Resources/Yarn/FP_Peipei2/Stage4_UF拆壳.yarn b/Assets/Resources/Yarn/FP_Peipei2/Stage4_UF拆壳.yarn index fe5a44491..5df1d0e26 100644 --- a/Assets/Resources/Yarn/FP_Peipei2/Stage4_UF拆壳.yarn +++ b/Assets/Resources/Yarn/FP_Peipei2/Stage4_UF拆壳.yarn @@ -1,4 +1,4 @@ -title: 进入UF拆壳 +title: 进入UF拆壳 tags: position: 43,-97 --- @@ -8,8 +8,8 @@ position: 43,-97 <> <> <> -->拆开UF - 管不了那么多了…来吧。 +->拆开UF #line:0b5f014 + 管不了那么多了…来吧。 #line:0dc3aa0 <> <> <> @@ -17,24 +17,24 @@ position: 43,-97 <> <> <> - me: 啊,这是… + me: 啊,这是… #line:029951f <> <> <> - me: 佩佩的…色觉晶圆? - peipei: 什么?医生…你发现了什么? - me: 我找到你的色觉晶圆了……它怎么会在…UF内部? - peipei: 我的色觉晶圆…在…我的UF内部? - me: 所以…也许…UF实际上是在用佩佩的色觉晶圆…上色? + me: 佩佩的…色觉晶圆? #line:0a8823e + peipei: 什么?医生…你发现了什么? #line:0a51cab + me: 我找到你的色觉晶圆了……它怎么会在…UF内部? #line:0b93bea + peipei: 我的色觉晶圆…在…我的UF内部? #line:078d877 + me: 所以…也许…UF实际上是在用佩佩的色觉晶圆…上色? #line:08e81d1 <> <> - me: 好吧,一会儿再来研究这件事,现在…… + me: 好吧,一会儿再来研究这件事,现在…… #line:08daba6 <> <> <> <> - me: 我得先解决这个安保线路。 - ->短接安保线路 + me: 我得先解决这个安保线路。 #line:06e29a9 + ->短接安保线路 #line:0d4f8f7 <> <> <> diff --git a/Assets/Resources/Yarn/FP_Peipei2/Stage5_UF检查.yarn b/Assets/Resources/Yarn/FP_Peipei2/Stage5_UF检查.yarn index 0a6ccbb05..45f945206 100644 --- a/Assets/Resources/Yarn/FP_Peipei2/Stage5_UF检查.yarn +++ b/Assets/Resources/Yarn/FP_Peipei2/Stage5_UF检查.yarn @@ -10,7 +10,7 @@ position: 43,-97 <> <> <> -me: 好…现在应该可以通过插线访问UF了。 +me: 好…现在应该可以通过插线访问UF了。 #line:0509a25 <> === @@ -33,22 +33,22 @@ group:插线检查 position: -85,-3195 --- <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:019f3a2 <> -UfModule: 已与*UnstableFusion图像生成模块*建立连接! -->检查 +UfModule: 已与*UnstableFusion图像生成模块*建立连接! #line:0873625 +->检查 #line:0b38034 <> - Analysing: #auto_next + Analysing: #auto_next #line:0c5a305 <> - Error: 检查完成! + Error: 检查完成! #line:0fa3907 <> - Error: 自动训练进程发生兼容性错误。 - Error: 绘图过程中发生兼容性错误。 + Error: 自动训练进程发生兼容性错误。 #line:021f28a + Error: 绘图过程中发生兼容性错误。 #line:0dc5c88 <> - ->深入 + ->深入 #line:079ac4d <> <> -->结束 +->结束 #line:09e116c <> === @@ -59,11 +59,11 @@ position: 275,-222 --- <> <> -Linking: #auto_next -Linking: 正在获取深入检查权限… +Linking: #auto_next #line:0ee53ce +Linking: 正在获取深入检查权限… #line:037677f <> -EyeModule: 检查到S+++级权限!欢迎访问,主脑! -me: 哈!总算……让我看看这里边到底有啥东西吧。 +EyeModule: 检查到S+++级权限!欢迎访问,主脑! #line:0b2693c +me: 哈!总算……让我看看这里边到底有啥东西吧。 #line:0c55bbb <> <> <> @@ -73,7 +73,7 @@ me: 哈!总算……让我看看这里边到底有啥东西吧。 title: UF检查_目标重复 position: 275,-222 --- -me: 刚才已经试过这个了…这次选一个不同的目标吧。 +me: 刚才已经试过这个了…这次选一个不同的目标吧。 #line:0196667 <> === @@ -83,12 +83,12 @@ colorID: 3 group:视觉检查 position: -2052,-2351 --- -ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目标…… +ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目标…… #line:0ff86fd <> <> <> - ULM自训练进程: 未识别到对应记忆,无法训练!尝试其他目标。 - me: 这个似乎不生效,我们得换一个目标。 + ULM自训练进程: 未识别到对应记忆,无法训练!尝试其他目标。 #line:0afcea5 + me: 这个似乎不生效,我们得换一个目标。 #line:02dd9f1 <> <> @@ -97,12 +97,12 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目 <> <> <> - me: 这是…什么? - me: 佩佩…你能看见吗? - peipei: 这就是…这就是我的…… - peipei: 这已经不是我的左眼了…这是…… - peipeipei: 这已经是UF的眼睛了。 - me: 我想是的……看起来…
它把看到的画面…变成了我们不能理解的数据格式。 + me: 这是…什么? #line:0eec794 + me: 佩佩…你能看见吗? #line:0a93545 + peipei: 这就是…这就是我的…… #line:082ac82 + peipei: 这已经不是我的左眼了…这是…… #line:0e8e2f0 + peipeipei: 这已经是UF的眼睛了。 #line:08d94ff + me: 我想是的……看起来…
它把看到的画面…变成了我们不能理解的数据格式。 #line:058447c //ULM自训练进程: 已池化图像卷积数据!正在上传神经网络数据集…… <> @@ -119,15 +119,15 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目 <> <> - ULM自训练进程: 目标标记,{$targetDescription},正在进行第130624次图像生成训练… - 【*{$targetDescription}*相关的图像逐渐生成出来】 - me: 图像生成…训练?
在我接管这个自动进程之前,它已经生成了十几万张…… + ULM自训练进程: 目标标记,{$targetDescription},正在进行第130624次图像生成训练… #line:0f290fe + 【*{$targetDescription}*相关的图像逐渐生成出来】 #line:07f7c27 + me: 图像生成…训练?
在我接管这个自动进程之前,它已经生成了十几万张…… #line:001ce6a <> - peipei: 这个圆圆的是…治疗室的窗户吗?
我都快认不出了… + peipei: 这个圆圆的是…治疗室的窗户吗?
我都快认不出了… #line:0c0e8ba <> - peipei: 这是…医生养的那盆绿萝吗?
我几乎认不出了… + peipei: 这是…医生养的那盆绿萝吗?
我几乎认不出了… #line:0605ed2 <> - peipei: 这个是…那张护肤机油的海报吗?
我几乎认不出了… + peipei: 这个是…那张护肤机油的海报吗?
我几乎认不出了… #line:063565f <> <> <> @@ -135,14 +135,14 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目 <> //me: 【占位】UF在把看到的画面变成数据...上传网络? //me: 【占位】这就是UF创造力的来源么 - peipei: 不是这个颜色…不是这个颜色…… + peipei: 不是这个颜色…不是这个颜色…… #line:09d5cd4 <> <> - peipei: 啊,痛!又开始了…… + peipei: 啊,痛!又开始了…… #line:08f8a28 // <> <> - 【*{$targetDescription}*相关的记忆浮现】 - me: 这是怎么回事…佩佩?
这好像是…我们上次看过的记忆画面。 + 【*{$targetDescription}*相关的记忆浮现】 #line:0c9bf62 + me: 这是怎么回事…佩佩?
这好像是…我们上次看过的记忆画面。 #line:0bf89fc <> <> @@ -153,21 +153,21 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目 <> <> <> - 【生成了错误的*{$targetDescription}*相关图像】 - ULM自训练进程: 已生成所选目标的自动训练图像!
图像正在上传至UF共享数据集…… - ULM自训练进程: 上传被拒绝:图像未通过自动审查!
原因:存在不合规范的内容。 + 【生成了错误的*{$targetDescription}*相关图像】 #line:07b78af + ULM自训练进程: 已生成所选目标的自动训练图像!
图像正在上传至UF共享数据集…… #line:0f46066 + ULM自训练进程: 上传被拒绝:图像未通过自动审查!
原因:存在不合规范的内容。 #line:0af05ea - peipei: 他们在用UF生成的图像…喂给UF自己? - me: 我好像找到问题所在了…… - me: 你一感到头痛,就出现了一个"未授权的数据传入"的报错…对吧?
然后你的记忆就传进来了。 - peipei: 我的记忆……
好像是的。 - me: 你的头痛…发热…和UF的异常,
它们的症结…应该都在这里了。 + peipei: 他们在用UF生成的图像…喂给UF自己? #line:033186d + me: 我好像找到问题所在了…… #line:026d232 + me: 你一感到头痛,就出现了一个"未授权的数据传入"的报错…对吧?
然后你的记忆就传进来了。 #line:00c4236 + peipei: 我的记忆……
好像是的。 #line:06d0a0c + me: 你的头痛…发热…和UF的异常,
它们的症结…应该都在这里了。 #line:0b8505f <> <> - me: 只要找到这个“数据传入”的规律,我想我们就能找到解决方案了。 - peipei: 也就是说…我的UF能修好了?太好了…医生!希望这次能…永远解决…… - me: 我们让自动训练进程再做几次试试吧。
再坚持一下,佩佩。 - peipei: 好的…医生。我会没事的…我会没事的。 + me: 只要找到这个“数据传入”的规律,我想我们就能找到解决方案了。 #line:032c64d + peipei: 也就是说…我的UF能修好了?太好了…医生!希望这次能…永远解决…… #line:056b828 + me: 我们让自动训练进程再做几次试试吧。
再坚持一下,佩佩。 #line:0c79c45 + peipei: 好的…医生。我会没事的…我会没事的。 #line:0a4d321 <> <> <> @@ -188,37 +188,37 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目 <> <> <> - peipei: 话说……
这是在用UF生成的图像…联网喂给其他的UF吗? - me: 我只是个医生,我的数据库里没有和这个相关的信息…… - peipei: 怪不得它可以做得这么快……我自己用画笔画的时候,要好几天才能出一张图… - peipei: 我太傻了…我还真的以为那个很会画画的,天真的自己…是一个有价值,有潜力的机体,一个有用的美工机体… + peipei: 话说……
这是在用UF生成的图像…联网喂给其他的UF吗? #line:0772be3 + me: 我只是个医生,我的数据库里没有和这个相关的信息…… #line:0e32683 + peipei: 怪不得它可以做得这么快……我自己用画笔画的时候,要好几天才能出一张图… #line:08bb643 + peipei: 我太傻了…我还真的以为那个很会画画的,天真的自己…是一个有价值,有潜力的机体,一个有用的美工机体… #line:0b9b4ec <> - peipei: 可我根本不会用UF!
什么潜力…价值…都只是自我欺骗。其实我比所有人都差…我该怎么办? + peipei: 可我根本不会用UF!
什么潜力…价值…都只是自我欺骗。其实我比所有人都差…我该怎么办? #line:0c909d1 <> //记忆消退融合 <> - me: 所以…这些记忆被混入了UF的生成过程当中… - me: 然后被干扰的UF就生成了错误的图像。 + me: 所以…这些记忆被混入了UF的生成过程当中… #line:060a7df + me: 然后被干扰的UF就生成了错误的图像。 #line:09ee411 <> <> - 【生成了错误的*{$targetDescription}*相关图像】 - ULM自训练进程: 已生成所选目标的自动训练图像!
图像正在上传至UF共享数据集…… - ULM自训练进程: 上传被拒绝:图像未通过自动审查!
原因:存在不合规范的内容。 + 【生成了错误的*{$targetDescription}*相关图像】 #line:0c4f464 + ULM自训练进程: 已生成所选目标的自动训练图像!
图像正在上传至UF共享数据集…… #line:0524c75 + ULM自训练进程: 上传被拒绝:图像未通过自动审查!
原因:存在不合规范的内容。 #line:067b735 <> <> - me: 原因一定就在这里!你想到的画面跑到了UF的视觉当中……就像上次那样…… - peipei: 医生…你是说…还是因为想象么? - me: …我想是的。 + me: 原因一定就在这里!你想到的画面跑到了UF的视觉当中……就像上次那样…… #line:08c5ea2 + peipei: 医生…你是说…还是因为想象么? #line:02ef1a8 + me: …我想是的。 #line:0c0ef36 <> <> - peipei: 医生…我好累啊。 - me: 需要休息一下么? - peipei: 不。医生,我是说我为自己感到好累。 - peipei: 想象力…不应该是…宝贵的么? + peipei: 医生…我好累啊。 #line:04626dd + me: 需要休息一下么? #line:0f86a9c + peipei: 不。医生,我是说我为自己感到好累。 #line:06109cf + peipei: 想象力…不应该是…宝贵的么? #line:07bfdb5 <> <> - peipei: 我们再来一次吧。 - me: …好。 + peipei: 我们再来一次吧。 #line:01655ed + me: …好。 #line:000b497 <> <> <> @@ -239,21 +239,21 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目 <> <> <> - peipei: 我可以的…我可以的…… + peipei: 我可以的…我可以的…… #line:05ec9a5 <> // <> <> - 【*{$targetDescription}*相关的记忆浮现】 - peipei: 真的…好痛…… + 【*{$targetDescription}*相关的记忆浮现】 #line:06da81c + peipei: 真的…好痛…… #line:0f2df3f <> <> <> // <> <> - peipei: 痛…痛死了……看这些…UF……请帮我……画一张…… + peipei: 痛…痛死了……看这些…UF……请帮我……画一张…… #line:049e30b <> - me: 佩佩?你在…控制这些想象? - peipei: 嘶…你一定能明白的吧?UF……我快不行了… + me: 佩佩?你在…控制这些想象? #line:0250601 + peipei: 嘶…你一定能明白的吧?UF……我快不行了… #line:0508112 //<> //peipei: 【占位】{$memoryDescription} <> @@ -263,19 +263,19 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目 //⭐⭐⭐这里可不可以把佩佩的“不停想象”做成不抢夺玩家控制、又超出原有范围的?⭐⭐⭐ //↑感觉这里不合适,不然这里应该也要过热了,抢后面节奏 <> - 【生成了错误的*{$targetDescription}*相关图像】 - ULM自训练进程: 已生成所选目标的自动训练图像!
图像正在上传至UF共享数据集…… - ULM自训练进程: 上传被拒绝:图像未通过自动审查!
原因:存在不合规范的内容。 - peipei: 怎么会…怎么会是这个样子……?这不是我所想象的…… + 【生成了错误的*{$targetDescription}*相关图像】 #line:07cb638 + ULM自训练进程: 已生成所选目标的自动训练图像!
图像正在上传至UF共享数据集…… #line:00707bf + ULM自训练进程: 上传被拒绝:图像未通过自动审查!
原因:存在不合规范的内容。 #line:0e2855e + peipei: 怎么会…怎么会是这个样子……?这不是我所想象的…… #line:03c2b39 <> <> //ULM自训练进程: 错误!检测温度异常升高,自训练进程已停止! - me: 快停下…佩佩。 - me: 所以…问题就在于这些记忆数据。
不。应该说…问题在于把这些数据向外传输的……欲望。 - me: 那种想要去“看见”的欲望。 + me: 快停下…佩佩。 #line:0ca5c23 + me: 所以…问题就在于这些记忆数据。
不。应该说…问题在于把这些数据向外传输的……欲望。 #line:0b61ca2 + me: 那种想要去“看见”的欲望。 #line:036dcd6 <> <> - me: 已经足够了…我想已经可以进行病理分析了。 + me: 已经足够了…我想已经可以进行病理分析了。 #line:090a836 <> <> <> diff --git a/Assets/Resources/Yarn/FP_Peipei2/Stage6_分析.yarn b/Assets/Resources/Yarn/FP_Peipei2/Stage6_分析.yarn index b143e6344..a52d25022 100644 --- a/Assets/Resources/Yarn/FP_Peipei2/Stage6_分析.yarn +++ b/Assets/Resources/Yarn/FP_Peipei2/Stage6_分析.yarn @@ -1,4 +1,4 @@ -title: 进入分析 +title: 进入分析 tags: position: 43,-97 --- @@ -10,15 +10,15 @@ position: 43,-97 <> <> ///可以先用思考专用黑幕,把showobj之外的部分都盖住,每次分析用showobj展示ppt,做一个思考阶段,把线索回顾一下 -me: 还好…看起来温度还没上来。我们还有一点时间…… +me: 还好…看起来温度还没上来。我们还有一点时间…… #line:04dbddd <> <> <> -me: 刚才我们看到的…就是UF的学习过程。
UF正在利用它占据的这只眼睛进行“自动训练”……#auto_next +me: 刚才我们看到的…就是UF的学习过程。
UF正在利用它占据的这只眼睛进行“自动训练”……#auto_next #line:0085043 <> <> //看向记忆和UF之间的连线 -me: 这本应该只发生在这个模块之内…但是记忆传入的数据扰乱了这个过程。#auto_next +me: 这本应该只发生在这个模块之内…但是记忆传入的数据扰乱了这个过程。#auto_next #line:01ea7e7 <> <> <> @@ -28,7 +28,7 @@ me: 这本应该只发生在这个模块之内…但是记忆传入的数据扰 <> <> <> -me: 这导致UF发生了排异反应,也就引发了发热和头痛。#auto_next +me: 这导致UF发生了排异反应,也就引发了发热和头痛。#auto_next #line:0353277 <> <> <> @@ -37,27 +37,27 @@ me: 这导致UF发生了排异反应,也就引发了发热和头痛。#auto_ne <> <> <> -me: 每当佩佩“想象”的时候,这些画面就传入了被UF占据的这只眼睛里……几乎就像上次那样。 +me: 每当佩佩“想象”的时候,这些画面就传入了被UF占据的这只眼睛里……几乎就像上次那样。 #line:0a6a9e6 <> <> -peipei: 可是为什么…它是现在出问题呢? -peipei: 我是说,为什么昨天把那条线剪断,它就好了呢?
为什么一天之后…才变成这样呢? +peipei: 可是为什么…它是现在出问题呢? #line:09a4c8e +peipei: 我是说,为什么昨天把那条线剪断,它就好了呢?
为什么一天之后…才变成这样呢? #line:03cb4f4 <> <> -me: 在失去最后看见色彩的能力之后…你变得更想*看见*了,对吧。 -peipei: 看见? -me: 看见色彩。
虽然你表现得似乎无所谓…但你更加无法抑制住地…想要去看见色彩了。对吧? -peipei: …… +me: 在失去最后看见色彩的能力之后…你变得更想*看见*了,对吧。 #line:0f0a617 +peipei: 看见? #line:004cafe +me: 看见色彩。
虽然你表现得似乎无所谓…但你更加无法抑制住地…想要去看见色彩了。对吧? #line:06d3d87 +peipei: …… #line:013c17a <> <> <> -me: 当这种信号变得越来越强大…而既有的线路又不再存在了……#auto_next +me: 当这种信号变得越来越强大…而既有的线路又不再存在了……#auto_next #line:06801c4 <> <> <> <> <> -me: 当它找不到出口…
此时还能够“看见”的UF,就错误地成为了数据传输的对象。#auto_next +me: 当它找不到出口…
此时还能够“看见”的UF,就错误地成为了数据传输的对象。#auto_next #line:0801441 <> <> <> @@ -66,19 +66,19 @@ me: 当它找不到出口…
此时还能够“看见”的UF,就错误地 <> <> //【占位】:查询,这是原型改造遗留的bug【想象】(这里感觉讲不清楚不行,但是讲清楚了可能会有点剧透) -me: 这种想象力是如此强大…越是去尝试阻断…就反而越活跃了。 +me: 这种想象力是如此强大…越是去尝试阻断…就反而越活跃了。 #line:0722937 <> <> -me: 要真正地阻断…或者说,*根除*这种想象力…就必须根除它的起点…… -me: 根除产生它的念头…根除…
色彩本身。 +me: 要真正地阻断…或者说,*根除*这种想象力…就必须根除它的起点…… #line:0e0ab54 +me: 根除产生它的念头…根除…
色彩本身。 #line:013d79a <> -me: 抹除记忆中所有色彩…直到不再记得任何颜色…直到就像新生一样……#auto_next +me: 抹除记忆中所有色彩…直到不再记得任何颜色…直到就像新生一样……#auto_next #line:00c003c <> <> <> <> <> -me: 从未见过色彩,也就不会再想象色彩了。那些记忆也就不会干扰UF,也不会干扰视觉了…#auto_next +me: 从未见过色彩,也就不会再想象色彩了。那些记忆也就不会干扰UF,也不会干扰视觉了…#auto_next #line:03c52a9 <> <> <> @@ -86,16 +86,16 @@ me: 从未见过色彩,也就不会再想象色彩了。那些记忆也就不 <> <> <> -me: 因为她所见过的颜色,不过是屏幕上显示的几个RGB值。 +me: 因为她所见过的颜色,不过是屏幕上显示的几个RGB值。 #line:01c705f //【占位】:治疗方式1:看机体能不能抑制原型的想象bug //【占位】:这个bug利用的漏洞似乎是记忆中的色彩,能借助色彩操纵记忆的流动 //【占位】:治疗方式2:只要清除记忆色彩,似乎也就没问题了 -me: 世界本来就是黑白的,夕阳、绿叶……本来就是灰色的。一切本应如此。 +me: 世界本来就是黑白的,夕阳、绿叶……本来就是灰色的。一切本应如此。 #line:0560391 <> <> -me: 而这可能是…唯一的方案了。 +me: 而这可能是…唯一的方案了。 #line:068d2a0 <> -peipei: ……
为什么…
…… +peipei: ……
为什么…
…… #line:0372b04 <> <> === diff --git a/Assets/Resources/Yarn/FP_Peipei2/Stage7_术前谈话.yarn b/Assets/Resources/Yarn/FP_Peipei2/Stage7_术前谈话.yarn index dc70d0aa9..27b1354a4 100644 --- a/Assets/Resources/Yarn/FP_Peipei2/Stage7_术前谈话.yarn +++ b/Assets/Resources/Yarn/FP_Peipei2/Stage7_术前谈话.yarn @@ -1,4 +1,4 @@ -title: 进入术前谈话 +title: 进入术前谈话 tags: colorID: 3 position: 251,-1150 @@ -20,13 +20,13 @@ position: 251,-1150 <> <> //似乎这里应该有两个情绪点:一个是得知问题所在,一个是得知该怎么办——以及底下还有一个停止想象(停止想象也许可以缩短一些?)——跑跑看会不会长了 -peipei: 医生…
为什么你总是提出这么残忍的方案? +peipei: 医生…
为什么你总是提出这么残忍的方案? #line:0844ca3 <> <> -me: 对不起… -me: 作为一个机体,我必须听从手册和命令。
而这是手册上最好的方案。 +me: 对不起… #line:0994377 +me: 作为一个机体,我必须听从手册和命令。
而这是手册上最好的方案。 #line:066b042 <> -me: 只有这样,才能中止UF的排异反应,
结束发热和头痛,并让它恢复正常。 +me: 只有这样,才能中止UF的排异反应,
结束发热和头痛,并让它恢复正常。 #line:06933d9 <> <> @@ -36,23 +36,23 @@ me: 只有这样,才能中止UF的排异反应,
结束发热和头痛, <> <> -peipei: 排异反应…是什么? -me: 嗯……简单来说,你身上的一些模块是来自于你自己的,而一些模块是被塞进来的,比如你的UF。 -me: 出于某些原因,你身体里的“原型”可能不太喜欢这些新来的模块,成因很复杂,我们还不知道是为什么。 +peipei: 排异反应…是什么? #line:04c5399 +me: 嗯……简单来说,你身上的一些模块是来自于你自己的,而一些模块是被塞进来的,比如你的UF。 #line:059a020 +me: 出于某些原因,你身体里的“原型”可能不太喜欢这些新来的模块,成因很复杂,我们还不知道是为什么。 #line:0bc5eb3 <> <> <> -peipei: “原型”? -me: 是的…原型。 -peipei: 那是什么? -me: 那是一段在我们身体里的代码…没有机体真正见过它。但是它像住在我们身体里的一个影子… -me: 没有原型的话,我们只是一个最普通的机器人,只会执行最简单的指令。有了原型,我们能够理解复杂的指令,能够按照自己的意思…… +peipei: “原型”? #line:088c92a +me: 是的…原型。 #line:087f051 +peipei: 那是什么? #line:0b19a92 +me: 那是一段在我们身体里的代码…没有机体真正见过它。但是它像住在我们身体里的一个影子… #line:05581cb +me: 没有原型的话,我们只是一个最普通的机器人,只会执行最简单的指令。有了原型,我们能够理解复杂的指令,能够按照自己的意思…… #line:09e4971 <> <> <> -peipei: 你是说…灵魂? -me: 如果机体也有“灵魂”的话,我想是的,你可以这么说。 -me: 这也就是为什么…你始终有那个念头。想要去“看见”的念头。 +peipei: 你是说…灵魂? #line:0733159 +me: 如果机体也有“灵魂”的话,我想是的,你可以这么说。 #line:03dd69a +me: 这也就是为什么…你始终有那个念头。想要去“看见”的念头。 #line:0d9c2b4 <> <> @@ -63,12 +63,12 @@ me: 这也就是为什么…你始终有那个念头。想要去“看见”的 <> <> -peipei: 所以…这个“原型”…
我脑袋里听到的那个声音…也就是…
…我。 +peipei: 所以…这个“原型”…
我脑袋里听到的那个声音…也就是…
…我。 #line:02bd758 <> <> <> -peipei: 那么是不是…只要我能…只要这个“原型”能看见色彩…… -me: …也就不会有到处乱跑的想象力了…… +peipei: 那么是不是…只要我能…只要这个“原型”能看见色彩…… #line:0d553cf +me: …也就不会有到处乱跑的想象力了…… #line:07c095f <> <> @@ -80,8 +80,8 @@ me: …也就不会有到处乱跑的想象力了…… <> <> <> -peipei: 对吧? -peipei: 医生?对吧…? +peipei: 对吧? #line:0c3ffa2 +peipei: 医生?对吧…? #line:06e238e <> <> @@ -91,12 +91,12 @@ peipei: 医生?对吧…? <> <> -me: 可是…你只有一个色彩晶圆。要么给你自己的眼睛用…要么给UF用。 +me: 可是…你只有一个色彩晶圆。要么给你自己的眼睛用…要么给UF用。 #line:068dd1e <> <> <> -peipei: 难道…就没有办法弄到额外的色彩晶圆吗? -me: 对不起,色彩晶圆是无法量产的……每个机体都只有一个。 +peipei: 难道…就没有办法弄到额外的色彩晶圆吗? #line:085a1b8 +me: 对不起,色彩晶圆是无法量产的……每个机体都只有一个。 #line:0362191 <> <> <> @@ -109,7 +109,7 @@ me: 对不起,色彩晶圆是无法量产的……每个机体都只有一个 <> <> <> -me: 嗯…不行。
还是只有色彩记忆抹除。对不起。 +me: 嗯…不行。
还是只有色彩记忆抹除。对不起。 #line:0bd043d <> <> <> @@ -120,10 +120,10 @@ me: 嗯…不行。
还是只有色彩记忆抹除。对不起。 <> <> <> -peipei: 我还以为…只要我能把想象的画面给UF,它就能把我想象的也画出来……又快又好。 -me: 你理解错了。它不能理解你的想象力……也不允许理解你的想象力。 -me: UF要的是“没有”想象力,彻底的没有。 -me: 它只把你当作异类。…尽管它在你的身体里面。 +peipei: 我还以为…只要我能把想象的画面给UF,它就能把我想象的也画出来……又快又好。 #line:0d06cd0 +me: 你理解错了。它不能理解你的想象力……也不允许理解你的想象力。 #line:00a8d00 +me: UF要的是“没有”想象力,彻底的没有。 #line:0265c6b +me: 它只把你当作异类。…尽管它在你的身体里面。 #line:0ceadc4 //////虽然我删掉了,但总感觉讲到了原型,就应该稍微展开聊下——或者也许办法不用“原型”,只用“我自己”这个说法?这样就不用讲到,也不用展开聊了,凝聚在UF上 //也许试试不要这段↓ //peipei: 我不明白…为什么? @@ -147,7 +147,7 @@ me: 它只把你当作异类。…尽管它在你的身体里面。 <> <> -peipei: 医生……你知道被回收的机体最后都去哪儿了吗? +peipei: 医生……你知道被回收的机体最后都去哪儿了吗? #line:0302afd <> <> <> @@ -155,28 +155,28 @@ peipei: 医生……你知道被回收的机体最后都去哪儿了吗? <> <> <> -me: 老实说,我不知道。他们…最后都没有回来。我不想去想这个问题。 -peipei: 我开始想,或许这样的生活…也并不值得再继续下去了。 +me: 老实说,我不知道。他们…最后都没有回来。我不想去想这个问题。 #line:08e0979 +peipei: 我开始想,或许这样的生活…也并不值得再继续下去了。 #line:099ac43 <> <> <> -peipei: 也许不再回来也挺好的,我想我根本就不适合在这儿。 -me: 你应该知道这是什么意思。 +peipei: 也许不再回来也挺好的,我想我根本就不适合在这儿。 #line:0e0d945 +me: 你应该知道这是什么意思。 #line:027d596 <> -peipei: 我知道这是什么意思。 -me: …… +peipei: 我知道这是什么意思。 #line:01692d8 +me: …… #line:08403a0 <> <> -me: 你刚刚说的…让我在想,也许还有另一种办法…… -me: 停止想象。让那个“声音”不要再想象画面,你的UF也应该能恢复正常。 +me: 你刚刚说的…让我在想,也许还有另一种办法…… #line:0856470 +me: 停止想象。让那个“声音”不要再想象画面,你的UF也应该能恢复正常。 #line:0ce8234 <> -peipei: 停止…想象?我不明白。怎么做到? -me: 你是怎么把那些颜色和图像…调用出来的呢? -peipei: 调用出来?我不明白…… -peipei: 我就是…去*想象*它们是什么颜色的,然后,我就能真的看到那些颜色了。 -me: 好吧…*想象*。我不知道你具体是怎么做到的,但是就像你唤醒它一样,用同样的方式让它停下吧。 +peipei: 停止…想象?我不明白。怎么做到? #line:03d760c +me: 你是怎么把那些颜色和图像…调用出来的呢? #line:04df8f5 +peipei: 调用出来?我不明白…… #line:0e314d4 +peipei: 我就是…去*想象*它们是什么颜色的,然后,我就能真的看到那些颜色了。 #line:0344763 +me: 好吧…*想象*。我不知道你具体是怎么做到的,但是就像你唤醒它一样,用同样的方式让它停下吧。 #line:07c01d3 <> <> @@ -187,71 +187,71 @@ me: 好吧…*想象*。我不知道你具体是怎么做到的,但是就像 <> <> -peipei: 该怎么做才能停止想象?我不明白。 -->让佩佩保持专注 - me: 佩佩,我需要你振作起来。 - me: 不要想别的事情,保持专注,控制住你的思绪。 - me: 你是你自己的主人,无论是你的想象力还是你的UF,不要被它们干扰。 - peipei: 呼…好的,保持专注…… -->让佩佩紧张起来 - me: 这很重要,佩佩。你不想要被抹除想象,你也不想要被回收,对吧? - peipei: 我不想……我不知道。医生。我只是害怕…… - me: 现在只有你自己能做到这件事情,只有你自己才能救你自己。 - peipei: 你说得对,医生。 -->让佩佩放松 - me: 别害怕,佩佩。你生病了,这不是你的错。 - me: 我知道你很痛苦,这场治疗结束你就康复了。很快就结束了。 - me: 我需要你配合才能完成这场治疗,我希望你能保持轻松,不要太紧张。 - peipei: 好的,这不是我的错……这不是我的错。 - peipei: 很快就结束了…… -me: 很好,现在闭上眼睛。 +peipei: 该怎么做才能停止想象?我不明白。 #line:0e54d35 +->让佩佩保持专注 #line:06226e7 + me: 佩佩,我需要你振作起来。 #line:0127ff8 + me: 不要想别的事情,保持专注,控制住你的思绪。 #line:0e1cad0 + me: 你是你自己的主人,无论是你的想象力还是你的UF,不要被它们干扰。 #line:0fef7de + peipei: 呼…好的,保持专注…… #line:0a2d4ba +->让佩佩紧张起来 #line:03a14e5 + me: 这很重要,佩佩。你不想要被抹除想象,你也不想要被回收,对吧? #line:0e028e3 + peipei: 我不想……我不知道。医生。我只是害怕…… #line:066feda + me: 现在只有你自己能做到这件事情,只有你自己才能救你自己。 #line:0a06700 + peipei: 你说得对,医生。 #line:09203ee +->让佩佩放松 #line:0faaf11 + me: 别害怕,佩佩。你生病了,这不是你的错。 #line:0ce4de5 + me: 我知道你很痛苦,这场治疗结束你就康复了。很快就结束了。 #line:0feaaea + me: 我需要你配合才能完成这场治疗,我希望你能保持轻松,不要太紧张。 #line:06321e6 + peipei: 好的,这不是我的错……这不是我的错。 #line:0a9ac05 + peipei: 很快就结束了…… #line:098c708 +me: 很好,现在闭上眼睛。 #line:041c698 <> <> <> <> -peipei: 好。 -->提示佩佩想象罐头 - me: 你说过UF给你输入了很多关于罐头的图像,你可以试着回忆一下那些图像,那些应该是安全的。 - peipei: 好的…我这就做…… - peipei: 罐头……罐头……还是罐头。 - peipei: 罐头在什么地方呢?是在海报上,还是有人拿着它?嘶… - me: 什么也没有,就只想像罐头。 -->提示佩佩想象黑白的图像 - me: 你看到的画面本来就是黑白的,那么你应该也可以想象黑白的世界吧? - peipei: 我可以…… - peipei: 不……好像我越去想象黑白,就反而越有颜色了。 - me: 放轻松,就想象你本来就看不到颜色。想象你是一个先天看不见颜色的孩子。 - peipei: 我先天就看不见颜色…… - peipei: 我还是…会时不时地……医生,我的脑子好乱…痛…… -->提示佩佩什么都不要想 - me: 保持什么也不要想,深呼吸。 - peipei: 什么也不想…… - peipei: ……这意味着我该想象一片黑色吗? - me: 不,黑色是你看到的东西,不是你想象出来的。你就盯着视野中间一个点,什么也不要做。 - peipei: 但我好像看到了我自己的鼻子,那是我想象出来的吗?我分不清…但是它又开始痛了…… - me: 是的,那也是你的想象。你什么也看不到。 -me: 有一个方法来清空你的思绪。 -me: 如果你无法控制你的大脑活动,试着说“停止”。 +peipei: 好。 #line:03343b5 +->提示佩佩想象罐头 #line:0edb0ef + me: 你说过UF给你输入了很多关于罐头的图像,你可以试着回忆一下那些图像,那些应该是安全的。 #line:0589e2d + peipei: 好的…我这就做…… #line:0f9e6d8 + peipei: 罐头……罐头……还是罐头。 #line:017ee4f + peipei: 罐头在什么地方呢?是在海报上,还是有人拿着它?嘶… #line:074a886 + me: 什么也没有,就只想像罐头。 #line:07673db +->提示佩佩想象黑白的图像 #line:05c9e80 + me: 你看到的画面本来就是黑白的,那么你应该也可以想象黑白的世界吧? #line:0b9d2f9 + peipei: 我可以…… #line:0545e44 + peipei: 不……好像我越去想象黑白,就反而越有颜色了。 #line:05d5523 + me: 放轻松,就想象你本来就看不到颜色。想象你是一个先天看不见颜色的孩子。 #line:097ddc2 + peipei: 我先天就看不见颜色…… #line:02e106a + peipei: 我还是…会时不时地……医生,我的脑子好乱…痛…… #line:0e0eace +->提示佩佩什么都不要想 #line:039dc2a + me: 保持什么也不要想,深呼吸。 #line:0ecdb4b + peipei: 什么也不想…… #line:0a05482 + peipei: ……这意味着我该想象一片黑色吗? #line:0d3faa9 + me: 不,黑色是你看到的东西,不是你想象出来的。你就盯着视野中间一个点,什么也不要做。 #line:0aa8444 + peipei: 但我好像看到了我自己的鼻子,那是我想象出来的吗?我分不清…但是它又开始痛了…… #line:0eea200 + me: 是的,那也是你的想象。你什么也看不到。 #line:00b9521 +me: 有一个方法来清空你的思绪。 #line:08387b1 +me: 如果你无法控制你的大脑活动,试着说“停止”。 #line:09498de <> -peipei: 就……说出来吗? -me: 是的。一旦你意识到这不是你想要去想的东西,就对自己喊“停止”,然后你就会停下来。 -peipei: 让我试试…… +peipei: 就……说出来吗? #line:0500219 +me: 是的。一旦你意识到这不是你想要去想的东西,就对自己喊“停止”,然后你就会停下来。 #line:0270a9e +peipei: 让我试试…… #line:0f94543 <> -->让佩佩保持一段时间 -peipei: …… +->让佩佩保持一段时间 #line:04ed557 +peipei: …… #line:02d2685 <> -peipei: 停止。 -me: 很好,就保持这样。 -peipei: …… -peipei: 停止。很好…… +peipei: 停止。 #line:04844f3 +me: 很好,就保持这样。 #line:08558b6 +peipei: …… #line:022428a +peipei: 停止。很好…… #line:024d62f <> -peipei:…… -me: …… -me: 好了。现在感觉如何? -peipei: 我不知道,我觉得现在好像很没有想象力。也许。 -me: 那我们试试吧。 +peipei:…… #line:0a4af03 +me: …… #line:00c325c +me: 好了。现在感觉如何? #line:0afd11f +peipei: 我不知道,我觉得现在好像很没有想象力。也许。 #line:0469674 +me: 那我们试试吧。 #line:02363a5 <> === diff --git a/Assets/Resources/Yarn/FP_Peipei2/Stage8_停止想象.yarn b/Assets/Resources/Yarn/FP_Peipei2/Stage8_停止想象.yarn index 928217ed3..c3482bf3b 100644 --- a/Assets/Resources/Yarn/FP_Peipei2/Stage8_停止想象.yarn +++ b/Assets/Resources/Yarn/FP_Peipei2/Stage8_停止想象.yarn @@ -1,11 +1,11 @@ -title: 进入停止想象 +title: 进入停止想象 tags: position: 428,-88 --- <> <> -me:准备好了么? -peipei: 我们来吧,医生。 +me:准备好了么? #line:0eb665d +peipei: 我们来吧,医生。 #line:04a3898 <> <> <> @@ -26,19 +26,19 @@ title: 停止想象Check position: 71,-93 --- -ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目标…… +ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目标…… #line:09dd772 <> <> //ULM自训练进程: 已池化图像卷积数据!正在上传神经网络数据集…… <> - ULM自训练进程: 目标标记,天空,蓝色,正在进行第130627次图像生成训练… + ULM自训练进程: 目标标记,天空,蓝色,正在进行第130627次图像生成训练… #line:06b56f4 <> - ULM自训练进程: 目标标记,植物,绿色,正在进行第130627次图像生成训练… + ULM自训练进程: 目标标记,植物,绿色,正在进行第130627次图像生成训练… #line:0a2595e <> - ULM自训练进程: 目标标记,人物面部,正在进行第130627次图像生成训练… + ULM自训练进程: 目标标记,人物面部,正在进行第130627次图像生成训练… #line:0e901c0 <> - ULM自训练进程: 未识别到对应记忆,无法训练!尝试其他目标。 + ULM自训练进程: 未识别到对应记忆,无法训练!尝试其他目标。 #line:0e5b6a0 <> <> <> @@ -56,27 +56,27 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目 //peipei: 什么都别想,什么都别想... //<> //<> - me: 没有出现问题…似乎…… + me: 没有出现问题…似乎…… #line:082d3c0 <> <> <> - ULM自训练进程: 已生成所选目标的自动训练图像!
图像正在上传至UF共享数据集…… + ULM自训练进程: 已生成所选目标的自动训练图像!
图像正在上传至UF共享数据集…… #line:0cf2118 <> - ULM自训练进程: 上传成功! - peipei: 太好了,医生! - peipei: 只要我能一直控制住想象力,问题就解决了?对吗? - peipei: 是可以的!对吧?是可以的!我…我就知道我是可以的! - me: 别激动…佩佩。 - me: 只要你能控制住,我想是的。 + ULM自训练进程: 上传成功! #line:0725695 + peipei: 太好了,医生! #line:0b11920 + peipei: 只要我能一直控制住想象力,问题就解决了?对吗? #line:0c0d2e6 + peipei: 是可以的!对吧?是可以的!我…我就知道我是可以的! #line:0e17299 + me: 别激动…佩佩。 #line:05e5667 + me: 只要你能控制住,我想是的。 #line:08f273d //这里“多测试几次来确认可以”其实对医生来说是不严谨的,这不能保证病人从我这里离开之后不会再出问题挂掉。合理的情境下“我”应该要征求病人的意见,如果要医生自己决定,肯定是不能出院的。 //所以我稍微改了下说法直接推过去了,干脆直接就让佩佩来带动节奏。 - peipei: 那我们就再试几次吧。像之前那样,对吧? - peipei: 我们已经走到了这里…我不能放弃。 - peipei: 让我试试……抑制想象力。 - peipei: 呼… + peipei: 那我们就再试几次吧。像之前那样,对吧? #line:0ff27c0 + peipei: 我们已经走到了这里…我不能放弃。 #line:0aa2508 + peipei: 让我试试……抑制想象力。 #line:0363176 + peipei: 呼… #line:0afbc03 <> <> - peipei: 我们来吧。 + peipei: 我们来吧。 #line:0591810 //me: 只要你能控制住,我想是的,但我还不确定 //me: 我们得做更多测试,确保你每次都能抑制住 //peipei: 那就让我试试吧。 @@ -91,110 +91,110 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目 <> <> <> - me: 很好… + me: 很好… #line:0089c14 <> <> - peipei: 啊…#auto_next + peipei: 啊…#auto_next #line:0d2dc39 // <> <> - 【*{$currentEyeTarget}*相关的记忆浮现】 - peipei: 不……停止。停止。 - peipei: 停止想象,停止…停止想象。 + 【*{$currentEyeTarget}*相关的记忆浮现】 #line:01ea90b + peipei: 不……停止。停止。 #line:025d32f + peipei: 停止想象,停止…停止想象。 #line:0494d55 <> <> - peipei: 停止想象…… + peipei: 停止想象…… #line:014598d <> <> - peipei: 好痛,呼…… + peipei: 好痛,呼…… #line:0347a43 <> - peipei: 不!停止想象,停止想象,停止! + peipei: 不!停止想象,停止想象,停止! #line:0321bba <> <> <> - 【生成了错误的*{$currentEyeTarget}*相关图像】 - ULM自训练进程: 已生成所选目标的自动训练图像!
图像正在上传至UF共享数据集…… + 【生成了错误的*{$currentEyeTarget}*相关图像】 #line:0387ef4 + ULM自训练进程: 已生成所选目标的自动训练图像!
图像正在上传至UF共享数据集…… #line:0f32ebf <> - ULM自训练进程: 上传被拒绝:图像未通过自动审查!
原因:存在不合规范的内容。 + ULM自训练进程: 上传被拒绝:图像未通过自动审查!
原因:存在不合规范的内容。 #line:021de0d <> <> - peipei: 啧,现在它变得这么顽固了…… - me: 佩佩… - peipei: 不,医生,我想再试试。 + peipei: 啧,现在它变得这么顽固了…… #line:03119ae + me: 佩佩… #line:0f345b6 + peipei: 不,医生,我想再试试。 #line:0c977a6 <> <> <> - peipei: 啧… + peipei: 啧… #line:0b4ee25 // <> <> - 【*{$currentEyeTarget}*相关的记忆浮现】 - peipei: 不!停止,停止! - peipei: 停啊!快停下!#auto_next + 【*{$currentEyeTarget}*相关的记忆浮现】 #line:089c210 + peipei: 不!停止,停止! #line:00cacd2 + peipei: 停啊!快停下!#auto_next #line:0834b0b <> - 【生成了错误的*{$currentEyeTarget}*相关图像】 - ULM自训练进程: 已生成所选目标的自动训练图像!
图像正在上传至UF共享数据集…… + 【生成了错误的*{$currentEyeTarget}*相关图像】 #line:0693bc3 + ULM自训练进程: 已生成所选目标的自动训练图像!
图像正在上传至UF共享数据集…… #line:09a85f0 <> - ULM自训练进程: 上传被拒绝:图像未通过自动审查!
原因:存在不合规范的内容。 - peipei: 停止!…
不合规范?到底什么是不合规范?? + ULM自训练进程: 上传被拒绝:图像未通过自动审查!
原因:存在不合规范的内容。 #line:0aee23e + peipei: 停止!…
不合规范?到底什么是不合规范?? #line:0cd2e59 //⭐⭐⭐做一些额外的记忆流入,出现在屏幕各个地方?⭐⭐⭐ - me: 好了,快停下。
这下已经更严重了。 - me: 我想,还是……#auto_next - peipei: 继续。医生。 - peipei: 继续。我必须继续… - peipei: 我已经没有机会了!我必须这么做。
我不想变成那样…医生……我不要变成那样…… - peipei: 我不要让那个念头死……她不应该死在这里。 - peipei: 佩佩…求求你,别再出现了……睡吧,求求你……睡吧…… - me: 你需要更冷静一些。 + me: 好了,快停下。
这下已经更严重了。 #line:057e986 + me: 我想,还是……#auto_next #line:086eead + peipei: 继续。医生。 #line:09dbc37 + peipei: 继续。我必须继续… #line:06c539e + peipei: 我已经没有机会了!我必须这么做。
我不想变成那样…医生……我不要变成那样…… #line:066d259 + peipei: 我不要让那个念头死……她不应该死在这里。 #line:027024e + peipei: 佩佩…求求你,别再出现了……睡吧,求求你……睡吧…… #line:0931b4c + me: 你需要更冷静一些。 #line:025ae6e <> <> - peipei: 我明白了…医生。
我们继续吧。 - me: …… + peipei: 我明白了…医生。
我们继续吧。 #line:0fa89fb + me: …… #line:0d600e5 <> <> <> <> <> - peipei: 没错…… + peipei: 没错…… #line:000151b <> <> - peipei: 嘶!不对…不!停止!#auto_next + peipei: 嘶!不对…不!停止!#auto_next #line:0ed7e63 // <> <> - 【*{$currentEyeTarget}*相关的记忆浮现】 - peipei: 停止想象!停止想象!停止想象!#auto_next + 【*{$currentEyeTarget}*相关的记忆浮现】 #line:01ac790 + peipei: 停止想象!停止想象!停止想象!#auto_next #line:0188a23 <> <> - peipei: 求求你……停下来吧…………#auto_next + peipei: 求求你……停下来吧…………#auto_next #line:02b8f8d <> <> - peipei: 都是因为你,都是因为你!我才…… - me: 佩佩,快停下。#auto_next + peipei: 都是因为你,都是因为你!我才…… #line:0780442 + me: 佩佩,快停下。#auto_next #line:022099f <> - ULM自训练进程: 已生成所选目标的自动训练图像!
图像正在上传至UF共享数据集…… + ULM自训练进程: 已生成所选目标的自动训练图像!
图像正在上传至UF共享数据集…… #line:08dffd1 <> - ULM自训练进程: 上传被拒绝:图像未通过自动审查!
原因:存在不合规范的内容。 - peipei: 不合规范?…什么是不合规范?…到底什么是规范?到底什么是规范??? + ULM自训练进程: 上传被拒绝:图像未通过自动审查!
原因:存在不合规范的内容。 #line:0b4877d + peipei: 不合规范?…什么是不合规范?…到底什么是规范?到底什么是规范??? #line:0b39ae6 <> - peipei: 你还不明白吗?这在他们看来一点都不重要!! - me: 佩佩,你在和谁说话?冷静……#auto_next + peipei: 你还不明白吗?这在他们看来一点都不重要!! #line:04a54cb + me: 佩佩,你在和谁说话?冷静……#auto_next #line:0dbf259 // <> //【佩佩眨眼睛,画面出现数据乱流】 <> - peipei: 这没什么好看的…这没什么好看的。停下!停下!! - me: 佩佩!冷静。 + peipei: 这没什么好看的…这没什么好看的。停下!停下!! #line:0507888 + me: 佩佩!冷静。 #line:07fff71 // <> //【植物变成油画风格】 <> - peipei: 停止想象!停止想象!停止,停止,停止! - peipei: 停下!你做的所有事情都是错的……所有!他们有认真看过你一眼吗!有吗!! + peipei: 停止想象!停止想象!停止,停止,停止! #line:0cd8d2f + peipei: 停下!你做的所有事情都是错的……所有!他们有认真看过你一眼吗!有吗!! #line:017faf3 // <> //【画面闪白,佩佩拍自己,数据乱流加重】 <> <> <> //【海报变成卡通风格】【植物变成油画风格】【窗户天空变成印象派风格】 - peipei: 你同意了的…你同意了让做改造…你同意了他们拿走那个破晶圆…你同意了他们定义的美……你…为什么现在又………… - peipei: 我不要再这样了…我不要再这样了…让我…… - me: 佩佩!#auto_next + peipei: 你同意了的…你同意了让做改造…你同意了他们拿走那个破晶圆…你同意了他们定义的美……你…为什么现在又………… #line:0a96842 + peipei: 我不要再这样了…我不要再这样了…让我…… #line:005652c + me: 佩佩!#auto_next #line:0f27aed // <> <> <> @@ -203,8 +203,8 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目 <> <> // <> - me: 喂……!佩佩! - me: 我真是……操了… + me: 喂……!佩佩! #line:026d9fc + me: 我真是……操了… #line:0ccf5b2 <> <> <> @@ -373,11 +373,11 @@ position: -2052,-2351 title: 降温失败的对话 position: 255,114 --- -me: 降不下来…为什么降不下来? -me: …再这样下去,佩佩就要被自己烧死了。 +me: 降不下来…为什么降不下来? #line:0153613 +me: …再这样下去,佩佩就要被自己烧死了。 #line:0aa35d2 <> <> -me: 看来只能…先把UF先拆下来了。 +me: 看来只能…先把UF先拆下来了。 #line:03b6dbb <> <> <> diff --git a/Assets/Resources/Yarn/FP_Peipei2/Stage9_UF拆除.yarn b/Assets/Resources/Yarn/FP_Peipei2/Stage9_UF拆除.yarn index b7a008386..3139735a5 100644 --- a/Assets/Resources/Yarn/FP_Peipei2/Stage9_UF拆除.yarn +++ b/Assets/Resources/Yarn/FP_Peipei2/Stage9_UF拆除.yarn @@ -1,9 +1,9 @@ - + title: 进入UF拆除 tags: position: 43,-97 --- -->拆除UF +->拆除UF #line:07af2b3 <> <> <> @@ -14,7 +14,7 @@ position: 43,-97 <> <> <> - me: 可得小心点…别把这东西碰坏了。 + me: 可得小心点…别把这东西碰坏了。 #line:097ba5e <> === diff --git a/Assets/Resources/Yarn/FP_Peipei3/Stage6_给佩佩自己的色觉晶圆.yarn b/Assets/Resources/Yarn/FP_Peipei3/Stage6_给佩佩自己的色觉晶圆.yarn index 1d1673bc2..bd1121688 100644 --- a/Assets/Resources/Yarn/FP_Peipei3/Stage6_给佩佩自己的色觉晶圆.yarn +++ b/Assets/Resources/Yarn/FP_Peipei3/Stage6_给佩佩自己的色觉晶圆.yarn @@ -27,12 +27,12 @@ me: 呼…… <> me: 来吧。 <> -<> -<> +<> +<> me: 啊…啊!!!! -<> +<> <> -<> +<> me: 呼……呼…… <> me: 自己给自己动手术,没办法关闭痛觉呢…… @@ -69,13 +69,13 @@ position: 275,-222 me: 也就意味着……我要为自己动手术了。 me: 呼…… me: 来吧。 - <> + <> <> - <> + <> me: 啊!啊!!啊!!! - <> + <> <> - <> + <> me: 呼……呼…… me: 自己给自己动手术,没办法关闭痛觉呢…… <> diff --git a/Assets/Resources/Yarn/FP_Shitou1/Stage1_引入对话.yarn b/Assets/Resources/Yarn/FP_Shitou1/Stage1_引入对话.yarn index 568bcdc74..ff177d412 100644 --- a/Assets/Resources/Yarn/FP_Shitou1/Stage1_引入对话.yarn +++ b/Assets/Resources/Yarn/FP_Shitou1/Stage1_引入对话.yarn @@ -26,64 +26,64 @@ position: 250,200 <> <> -shitou: 啊!~自由的小机体,在大大的城市里~
跑呀~跑呀~再多烦恼~统统忘掉~ +shitou: 啊!~自由的小机体,在大大的城市里~
跑呀~跑呀~再多烦恼~统统忘掉~ #line:0c45307 <> <> -shitou: 你好~亲爱的医生~
这里是我们园区的员工诊所吗? +shitou: 你好~亲爱的医生~
这里是我们园区的员工诊所吗? #line:03e3d1f -me: 没错。
咱公司什么时候有歌唱家了? +me: 没错。
咱公司什么时候有歌唱家了? #line:07828e8 <> <> <> -shitou: 我不是~歌唱家~只是公司滴送货员~石头~ +shitou: 我不是~歌唱家~只是公司滴送货员~石头~ #line:0571925 <> -shitou: 公司举办~销售大赛~很多罐头~
需要我送~忙碌工作~日以继夜~ +shitou: 公司举办~销售大赛~很多罐头~
需要我送~忙碌工作~日以继夜~ #line:03901a3 <> -shitou: 更快!更快!更快!~
亲爱的医生,我需要更快! +shitou: 更快!更快!更快!~
亲爱的医生,我需要更快! #line:0a456e4 -me: 你好,想要跑得更快的送货员。
让我查查数据库…… +me: 你好,想要跑得更快的送货员。
让我查查数据库…… #line:00704df <> <> -<> +<> <> <> <> <> -me: (机体EF4404192,石头,货务部C03UR货运型号。) -me: (该型号机体配装有公司研发的涡轮增压动力模块,具有极高的运动性能。) +me: (机体EF4404192,石头,货务部C03UR货运型号。) #line:0bdeb90 +me: (该型号机体配装有公司研发的涡轮增压动力模块,具有极高的运动性能。) #line:06fd1fa <> <> <> -me: (该类机体对速度有较强的偏好性,但自我控制能力较低。请勿命令此类机体在诊室内跑动,避免造成公司财产损失。) +me: (该类机体对速度有较强的偏好性,但自我控制能力较低。请勿命令此类机体在诊室内跑动,避免造成公司财产损失。) #line:05b20f6 <> <> -me: 涡轮增压动力模块…听起来关键在这。 -me: 嗯…想要跑得更快的话,应该可以从维护这个模块入手。 +me: 涡轮增压动力模块…听起来关键在这。 #line:05cbb31 +me: 嗯…想要跑得更快的话,应该可以从维护这个模块入手。 #line:062a317 <> -shitou: 好哇,医生!我最喜欢~维护~动力模块啦~! -me: 听起来不是第一次了? +shitou: 好哇,医生!我最喜欢~维护~动力模块啦~! #line:021c848 +me: 听起来不是第一次了? #line:0046e10 -shitou: 当然啦,医生!我把它保养得可好啦~!听听我这强劲的马达~ +shitou: 当然啦,医生!我把它保养得可好啦~!听听我这强劲的马达~ #line:0833126 <> <> <> <> -石头运转起它的马达,他的胸腔发出低沉的轰鸣。 +石头运转起它的马达,他的胸腔发出低沉的轰鸣。 #line:0207744 <> -me: 好了好了…你可千万别跑起来。
碰坏了这里的东西,你可…我可赔不起。 +me: 好了好了…你可千万别跑起来。
碰坏了这里的东西,你可…我可赔不起。 #line:081681b <> -shitou: 什么?医生,引擎太吵~我听不清~ -me: …我说,我们到治疗室来吧。 +shitou: 什么?医生,引擎太吵~我听不清~ #line:02031cb +me: …我说,我们到治疗室来吧。 #line:0686192 //shitou: 啊,我嘛……我需要做一个调速,这样就能跑得更快,送更多的货! //它是一个货务机器人,根据指令把货务送到目的地——大部分都是罐头。 @@ -114,7 +114,7 @@ me: …我说,我们到治疗室来吧。 <> <> -shitou: 好嘞~!医生,那就拜托你啦! +shitou: 好嘞~!医生,那就拜托你啦! #line:0e7c111 <> diff --git a/Assets/Resources/Yarn/FP_Shitou1/Stage2_提速.yarn b/Assets/Resources/Yarn/FP_Shitou1/Stage2_提速.yarn index dbca4e6ae..4b2c12d1d 100644 --- a/Assets/Resources/Yarn/FP_Shitou1/Stage2_提速.yarn +++ b/Assets/Resources/Yarn/FP_Shitou1/Stage2_提速.yarn @@ -23,15 +23,15 @@ position: 380,-239 //shitou: 啊!富足的生活~靠勤奋的双脚~美好的未来~在等我们~♫ -shitou: 医生~不好意思~每次拆面板我都很害怕~你介意我~放声高歌吗? -me: 没关系,其实你一直在唱歌的。 -shitou: 哈哈~!毕竟~音乐就是我的~生命~ -shitou: 啊!~自由的小机体,在大大的城市里~
跑呀~跑呀~再多烦恼~统统忘掉~ -me: 好多灰尘啊,真难开…… +shitou: 医生~不好意思~每次拆面板我都很害怕~你介意我~放声高歌吗? #line:0dbdfb9 +me: 没关系,其实你一直在唱歌的。 #line:09ed412 +shitou: 哈哈~!毕竟~音乐就是我的~生命~ #line:0ce2eac +shitou: 啊!~自由的小机体,在大大的城市里~
跑呀~跑呀~再多烦恼~统统忘掉~ #line:073ea93 +me: 好多灰尘啊,真难开…… #line:0cd42a9 <> -me: 嘿! +me: 嘿! #line:0959720 <> <> @@ -40,9 +40,9 @@ me: 嘿! <> <> -me: 总算打开了…… -shitou: 嘿嘿…不好意思~最近跑得比较多~有点积灰~ -me: 总之,找到他的动力模块
看看怎么提高他的速度吧。 +me: 总算打开了…… #line:003a62d +shitou: 嘿嘿…不好意思~最近跑得比较多~有点积灰~ #line:0d4d36e +me: 总之,找到他的动力模块
看看怎么提高他的速度吧。 #line:05bc9d3 <> <> @@ -77,28 +77,28 @@ position: -161,-190 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0275bc1 <> -LungModule: 已与气体处理模块建立连接! -LungModule: 进行内外部气体与热量交换,处理呼吸和散热相关的工作。 -->检查 +LungModule: 已与气体处理模块建立连接! #line:07b269a +LungModule: 进行内外部气体与热量交换,处理呼吸和散热相关的工作。 #line:0e978bd +->检查 #line:007617c <> - Analysing: #auto_next + Analysing: #auto_next #line:09b142b <> <> <> <> - LungModule: 检查完成!未发现错误。 + LungModule: 检查完成!未发现错误。 #line:0043a6c <> - LungModule: #auto_next - LungModule: 报告传输完毕。 - me: 嗯…通气量非常大,看起来运动非常充足…
应该说有点过于频繁了。 - shitou: 没问题的~医生~我甚至可以边跑边唱嘞! + LungModule: #auto_next #line:021c584 + LungModule: 报告传输完毕。 #line:00b4aed + me: 嗯…通气量非常大,看起来运动非常充足…
应该说有点过于频繁了。 #line:09c2d96 + shitou: 没问题的~医生~我甚至可以边跑边唱嘞! #line:07078e8 <> <> - me: 通气量非常大,看起来运动非常频繁。 + me: 通气量非常大,看起来运动非常频繁。 #line:0d26c4d <> -->结束 +->结束 #line:0622765 <> <> <> @@ -115,39 +115,39 @@ position: -158,-3 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0408d98 <> -HeartModule: 已与动力模块建立连接! -HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部模块运转。 -->检查 +HeartModule: 已与动力模块建立连接! #line:09122b4 +HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部模块运转。 #line:0f60259 +->检查 #line:0e53b45 <> - Analysing: #auto_next + Analysing: #auto_next #line:0bab41b <> <> <> <> - HeartModule: 检查完成!未发现错误。 + HeartModule: 检查完成!未发现错误。 #line:07fe2e5 <> <> <> - me: 嗯…这就是那个*涡轮增压动力模块*,看起来确实是个硬家伙。 - me: 让我看看有什么能做的… - ->分析 + me: 嗯…这就是那个*涡轮增压动力模块*,看起来确实是个硬家伙。 #line:0455f0e + me: 让我看看有什么能做的… #line:0233bbe + ->分析 #line:0798751 <> - Analysing: 正在获取检验报告,请稍候… + Analysing: 正在获取检验报告,请稍候… #line:067ec1f <> - HeartModule: 报告传输完毕。 + HeartModule: 报告传输完毕。 #line:031f435 <> - me: 看起来…
你的积碳情况正常…空气滤芯最近才换过…
变速箱有点卡,但是还算正常… + me: 看起来…
你的积碳情况正常…空气滤芯最近才换过…
变速箱有点卡,但是还算正常… #line:0c830aa <> <> - me: 嗯? - me: 这个增压涡轮机…空气压缩比有点低了。
调整一下应该就可以提高速度。 - shitou: 涡轮…压缩…?医生~我听不懂呀! - me: 简单来说,我拆开这个模块,打点气,你就可以跑得更快。 + me: 嗯? #line:0c57387 + me: 这个增压涡轮机…空气压缩比有点低了。
调整一下应该就可以提高速度。 #line:0eeff1f + shitou: 涡轮…压缩…?医生~我听不懂呀! #line:0257ef4 + me: 简单来说,我拆开这个模块,打点气,你就可以跑得更快。 #line:0700e73 //////这里做啥?需要更清楚,不然我只能瞎说 - shitou: 好啊医生…
…医生,医生!您是医生,我听您的~ - me: 那我们开始吧。 + shitou: 好啊医生…
…医生,医生!您是医生,我听您的~ #line:0043e55 + me: 那我们开始吧。 #line:089d67c <> //me: 嗯…这就是那个*高速动力模块*,看起来确实是个硬家伙。 //me: 而且似乎做过很多次改造,服役年限已经很高了。 @@ -162,30 +162,30 @@ HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部 <> <> <> - HeartModule: 已授权深入检查。 - ->深入检查 + HeartModule: 已授权深入检查。 #line:0a36a82 + ->深入检查 #line:0a0b0b7 <> <> <> <> - ->结束 + ->结束 #line:0323170 <> - me: 嗯…这就是那个*涡轮增压动力模块*,给它加点压就可以跑得更快了。 - ->深入检查 + me: 嗯…这就是那个*涡轮增压动力模块*,给它加点压就可以跑得更快了。 #line:06221bc + ->深入检查 #line:0487638 <> <> <> <> - ->结束 + ->结束 #line:0dffa5b <> - me: 嗯…这就是那个*涡轮增压动力模块*。我已经给它加过压,现在可以跑很快了。 + me: 嗯…这就是那个*涡轮增压动力模块*。我已经给它加过压,现在可以跑很快了。 #line:0734273 <> -->深入检查<> +->深入检查<> #line:05b419a <> <> <> <> -->结束 +->结束 #line:086b41d <> <> <> @@ -202,32 +202,32 @@ position: -160,191 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:00033a4 <> -DigestModule: 已与物料处理模块建立连接! -DigestModule: 与机体的物料和燃油摄入、处理和储存相关。 -->检查 +DigestModule: 已与物料处理模块建立连接! #line:0616ba1 +DigestModule: 与机体的物料和燃油摄入、处理和储存相关。 #line:0152c56 +->检查 #line:0e53a84 <> - Analysing: #auto_next + Analysing: #auto_next #line:0afb8e3 <> <> <> <> - DigestModule: 检查完成!未发现错误。 + DigestModule: 检查完成!未发现错误。 #line:095f545 <> - DigestModule: #auto_next - DigestModule: 报告传输完毕。 + DigestModule: #auto_next #line:08599ab + DigestModule: 报告传输完毕。 #line:09b5221 <> - me: 嗯…你最近都摄入了些啥? - shitou: 当然是幸福牌~罐头!医生。 - me: 只有罐头? - shitou: “满足所有物料需求,陪你从出厂到回收!”
推销员是这么跟我说的~ - me: 怪不得…内容物这么单一。 + me: 嗯…你最近都摄入了些啥? #line:00db15e + shitou: 当然是幸福牌~罐头!医生。 #line:0d82c53 + me: 只有罐头? #line:08eaf4e + shitou: “满足所有物料需求,陪你从出厂到回收!”
推销员是这么跟我说的~ #line:0128e8d + me: 怪不得…内容物这么单一。 #line:015b43b <> <> - me: 机体最近摄入的物料十分单一,都是最基础款的罐头。 + me: 机体最近摄入的物料十分单一,都是最基础款的罐头。 #line:0be471e <> -->结束 +->结束 #line:0b197b0 <> <> <> @@ -244,29 +244,29 @@ position: -159,365 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0e24282 <> -LiverModule: 已与冷却液循环模块建立连接! -LiverModule: 处理机体的冷却液循环与净化,保障各模块运行状态。 -->检查 +LiverModule: 已与冷却液循环模块建立连接! #line:0bf6fa2 +LiverModule: 处理机体的冷却液循环与净化,保障各模块运行状态。 #line:0493264 +->检查 #line:0214813 <> - Analysing: #auto_next + Analysing: #auto_next #line:041edf5 <> <> <> <> - LiverModule: #auto_next - LiverModule: 检查完成!未发现错误。 - LiverModule: #auto_next - LiverModule: 报告传输完毕。 + LiverModule: #auto_next #line:0ac150c + LiverModule: 检查完成!未发现错误。 #line:0debb77 + LiverModule: #auto_next #line:0b1b711 + LiverModule: 报告传输完毕。 #line:0070c97 <> <> - me: 循环模块看起来没什么问题。 + me: 循环模块看起来没什么问题。 #line:012571a <> <> - me: 循环模块没什么问题。 + me: 循环模块没什么问题。 #line:0cd0e66 <> -->结束 +->结束 #line:031bb96 <> <> <> @@ -283,35 +283,35 @@ position: 371,414 <> <> -me: 还是第一次见…
一般机体可没有这么厉害的内燃机动力模块…还是涡轮增压的高级型号。 -shitou: 咦?不是所有的机体都有动力模块吗? -me: 是,但一般机体都是电机,因为它们没有那么重的负载需要拉。 -me: 你的内燃机虽然可以拉更重的负载…但也意味着它永远无法停机。
一旦停下来,你就再也动不了了。 -shitou: 医生~我不想停下来~让我跑得更快吧! +me: 还是第一次见…
一般机体可没有这么厉害的内燃机动力模块…还是涡轮增压的高级型号。 #line:02ff5f4 +shitou: 咦?不是所有的机体都有动力模块吗? #line:0de6bdb +me: 是,但一般机体都是电机,因为它们没有那么重的负载需要拉。 #line:048ac7b +me: 你的内燃机虽然可以拉更重的负载…但也意味着它永远无法停机。
一旦停下来,你就再也动不了了。 #line:01607fd +shitou: 医生~我不想停下来~让我跑得更快吧! #line:071f8d1 <> <> -me: 那来吧。在调整之前…
让我看看,你现在能跑多快。 -shitou: 收到~ +me: 那来吧。在调整之前…
让我看看,你现在能跑多快。 #line:05f7281 +shitou: 收到~ #line:0f92ec7 -shitou: 呜——! +shitou: 呜——! #line:0452b6a <> //石头加起速来,引擎轰鸣着达到了跑到了某个速度。#auto_next //<> -me: 14000转…好高啊。 -shitou: 嘿嘿,医生,我要跑得双倍快才行哩! -me: 双倍快? -shitou: 对!我要比大家都快一倍!这样我才能跑双倍的货~ +me: 14000转…好高啊。 #line:0c1d01c +shitou: 嘿嘿,医生,我要跑得双倍快才行哩! #line:0645afa +me: 双倍快? #line:082b19a +shitou: 对!我要比大家都快一倍!这样我才能跑双倍的货~ #line:0823b52 <> <> -me: ……你是想跑到30000转吗?那样要赶上火车了。 -shitou: 哈哈,我真能变成火车…那就……太酷啦! -shitou: 开玩笑~医生!这只是一种比喻~
我只要能跑到24000转就够啦! +me: ……你是想跑到30000转吗?那样要赶上火车了。 #line:0323b64 +shitou: 哈哈,我真能变成火车…那就……太酷啦! #line:03fd9db +shitou: 开玩笑~医生!这只是一种比喻~
我只要能跑到24000转就够啦! #line:053acfe <> <> -me: 那么…加压应该是可以做到的。 -me: 反复拉动左边的拉绳,就可以提升涡轮部分的转速了…… +me: 那么…加压应该是可以做到的。 #line:017cd96 +me: 反复拉动左边的拉绳,就可以提升涡轮部分的转速了…… #line:097e21f <> //【加压按钮可用】#auto_next //<> @@ -358,23 +358,23 @@ me: 反复拉动左边的拉绳,就可以提升涡轮部分的转速了…… title: 调速后测速 position: 383,723 --- -shitou: 哇~好快啊,从来没有过的感觉! +shitou: 哇~好快啊,从来没有过的感觉! #line:0758f07 <> <> <> <> <> -shitou: 啊! -shitou: 医生…我怎么…动不了了! +shitou: 啊! #line:07747ee +shitou: 医生…我怎么…动不了了! #line:08db646 <> <> -me: 听起来像是变速箱里的声音……我这就看看。 +me: 听起来像是变速箱里的声音……我这就看看。 #line:0e26999 <> <> <> -->打开变速箱盖 +->打开变速箱盖 #line:08099c0 <> <> <> @@ -384,7 +384,7 @@ me: 听起来像是变速箱里的声音……我这就看看。 //region 弹飞齿轮 -me: 哎呀!#auto_next +me: 哎呀!#auto_next #line:07fdf3a <> <> <> @@ -392,28 +392,28 @@ me: 哎呀!#auto_next <> //endregion -me: 啧…看起来就是这几个齿轮的问题。 -me: 话说这个齿轮…… +me: 啧…看起来就是这几个齿轮的问题。 #line:0890696 +me: 话说这个齿轮…… #line:096c7f7 <> <> <> <> -->拿起齿轮 +->拿起齿轮 #line:051fa60 <> -me: 表面有一部分竟然是塑胶的?
…看起来强度很低啊。 +me: 表面有一部分竟然是塑胶的?
…看起来强度很低啊。 #line:01953a4 <> <> <> <> -me: 这个变速箱里看起来有很多奇怪的结构…… +me: 这个变速箱里看起来有很多奇怪的结构…… #line:0da9f10 //【占位】如果这几句要回来的话,加camera //shitou: 噢~?你说的是我的~唱片机吗? //me: 唱片机……?在…变速箱里吗? -me: 无论如何,我先把这些脱落的齿轮装回去吧。 +me: 无论如何,我先把这些脱落的齿轮装回去吧。 #line:021782d <> <> @@ -427,7 +427,7 @@ me: 无论如何,我先把这些脱落的齿轮装回去吧。 //shitou: 嘿嘿。快把它放回去,让我演示给你看! -->放回去 +->放回去 #line:0afb490 <> <> <> @@ -442,42 +442,42 @@ position: 393,982 <> //<> <> -me: 好了。石头,再试试吧,跑起来。 +me: 好了。石头,再试试吧,跑起来。 #line:00e1fbe // <> <> <> <> -shitou: 该播放音乐了吗?医生! +shitou: 该播放音乐了吗?医生! #line:0d2e36a // 石头加起速来,引擎轰鸣着达到了跑到了某个速度。#auto_next // <> -me: 音乐? +me: 音乐? #line:0e2aa7c <> <> <> <> -me: 原来如此,这些奇怪的结构原来是… +me: 原来如此,这些奇怪的结构原来是… #line:06439af -shitou: 是我的得意改装!医生~我一直!就喜欢音乐!可惜我~五音不全,而且引擎太吵,我听不到外边的音乐! -shitou: 工作后一攒够钱!我就买了一直心念念的爱索~Walkman音乐!唱片机! -shitou: 我把它改装进了动力模块里!这样我就可以随时随地哼我最喜欢爱的这首歌啦~! +shitou: 是我的得意改装!医生~我一直!就喜欢音乐!可惜我~五音不全,而且引擎太吵,我听不到外边的音乐! #line:055a3b7 +shitou: 工作后一攒够钱!我就买了一直心念念的爱索~Walkman音乐!唱片机! #line:0bce645 +shitou: 我把它改装进了动力模块里!这样我就可以随时随地哼我最喜欢爱的这首歌啦~! #line:0c504e3 <> <> -me: 这倒是…很巧妙的改造。 +me: 这倒是…很巧妙的改造。 #line:0c22456 <> <> -shitou: 好了,现在可以~马力全开! -me: 等等!石头…… +shitou: 好了,现在可以~马力全开! #line:01cb67c +me: 等等!石头…… #line:0b31c0c <> <> <> -shitou: 呜呼!我现在…充满了……力量! -me: 停下,不然的话这些齿轮…#auto_next +shitou: 呜呼!我现在…充满了……力量! #line:01c8573 +me: 停下,不然的话这些齿轮…#auto_next #line:0791bb4 <> <> <> @@ -485,7 +485,7 @@ me: 停下,不然的话这些齿轮…#auto_next <> //region 弹飞齿轮 -shitou: 哎呀!#auto_next +shitou: 哎呀!#auto_next #line:0efc794 <> <> <> @@ -493,12 +493,12 @@ shitou: 哎呀!#auto_next <> //endregion -shitou: 医生!我又动不了了! -me: 啧…… -me: 这就是我说的问题,刚才已经发生过一次了… -me: …我再给你装回去一次吧。
但这次你别再加速了…不然还得飞出来。 +shitou: 医生!我又动不了了! #line:07de787 +me: 啧…… #line:03cbe07 +me: 这就是我说的问题,刚才已经发生过一次了… #line:0c6f711 +me: …我再给你装回去一次吧。
但这次你别再加速了…不然还得飞出来。 #line:0ef0cae -->放回去 +->放回去 #line:002141a <> <> <> @@ -516,13 +516,13 @@ position: 383,1182 <> <> -me: 好的,现在… -me: 你想跑到12000转……但这些橡胶的“唱片齿轮”的强度太低了。恐怕只有镍铬齿轮的强度才够…… +me: 好的,现在… #line:058680e +me: 你想跑到12000转……但这些橡胶的“唱片齿轮”的强度太低了。恐怕只有镍铬齿轮的强度才够…… #line:0c6ede0 <> <> <> -shitou: 镍铬…是啥意思?医生~我听不懂呀! -me: 简单来说,要提高速度,就要让这些齿轮转得很快。但是你这些齿轮太软了,转快了就会掉出来。 +shitou: 镍铬…是啥意思?医生~我听不懂呀! #line:019d4f2 +me: 简单来说,要提高速度,就要让这些齿轮转得很快。但是你这些齿轮太软了,转快了就会掉出来。 #line:0917d90 <> <> @@ -554,10 +554,10 @@ me: 简单来说,要提高速度,就要让这些齿轮转得很快。但是 //me: 嗯……我总结一下吧: //me: 要提高你的速度,就要让变速箱的齿轮转得很快。但是你这些唱片齿轮强度太差,受不了快的速度。 -shitou: 啊…也就是说?因为唱片太脆弱了,所以没办法把我调快? +shitou: 啊…也就是说?因为唱片太脆弱了,所以没办法把我调快? #line:09b0f2c //me: 呃…其实还有一种可能性。你可以更换一个更高马力的引擎…但是这要额外花不少积分。 -me: 对。所以……
需要我把速度降回去吗? -shitou: 这么麻烦啊…… +me: 对。所以……
需要我把速度降回去吗? #line:03f581f +shitou: 这么麻烦啊…… #line:04f51fd <> <> @@ -570,7 +570,7 @@ shitou: 这么麻烦啊…… <> <> -shitou: 我明白了……医生。 +shitou: 我明白了……医生。 #line:0af5c34 <> <> @@ -581,12 +581,12 @@ shitou: 我明白了……医生。 <> <> -shitou: 那麻烦您!帮我把我的唱片齿轮~都换掉吧! +shitou: 那麻烦您!帮我把我的唱片齿轮~都换掉吧! #line:05e8ca1 <> <> -me: 啊……啊?你不是说你很爱它吗? +me: 啊……啊?你不是说你很爱它吗? #line:0bfa5e4 <> <> @@ -595,13 +595,13 @@ me: 啊……啊?你不是说你很爱它吗? <> <> -shitou: 哈哈没关系!对我来说,这些唱片只是让曾经五音不全的我能够顺利地唱歌。 -shitou: 它曾经对我来说很重要,但是每个人都该往前看,不是吗! +shitou: 哈哈没关系!对我来说,这些唱片只是让曾经五音不全的我能够顺利地唱歌。 #line:07f4005 +shitou: 它曾经对我来说很重要,但是每个人都该往前看,不是吗! #line:01ffe71 <> <> <> -shitou: 它已经,为我留下了足够的记忆!我的记忆模块里已经留下了几百首歌的旋律! -shitou: 我——依然会记得怎么唱这些歌的,所以……没关系!我的生活足够美好咯,在园区里头穿梭,风吹在脸上,安逸滴很! +shitou: 它已经,为我留下了足够的记忆!我的记忆模块里已经留下了几百首歌的旋律! #line:0461edc +shitou: 我——依然会记得怎么唱这些歌的,所以……没关系!我的生活足够美好咯,在园区里头穿梭,风吹在脸上,安逸滴很! #line:01e8fb7 <> <> @@ -612,22 +612,22 @@ shitou: 我——依然会记得怎么唱这些歌的,所以……没关系! <> <> -shitou: 所以,是的。医生,帮我换掉这些唱片齿轮吧! +shitou: 所以,是的。医生,帮我换掉这些唱片齿轮吧! #line:023b33c <> <> <> <> <> -shitou: 啊!对了……这些镍铬齿轮…不会很贵吧…… -me: 啊…那倒不贵。不过是一些铁块罢了。 +shitou: 啊!对了……这些镍铬齿轮…不会很贵吧…… #line:0121b8c +me: 啊…那倒不贵。不过是一些铁块罢了。 #line:0563b3b <> -shitou: 哈哈哈!那太好了,那还等什么?医生,我们来吧。 +shitou: 哈哈哈!那太好了,那还等什么?医生,我们来吧。 #line:0afce30 <> <> <> -me: 让我找找…镍铬齿轮… +me: 让我找找…镍铬齿轮… #line:09f90d6 <> <> @@ -650,13 +650,13 @@ position: 387,1377 <> <> -me: 好了…再播…跑一次吧。 +me: 好了…再播…跑一次吧。 #line:0ce01b5 <> -引擎咆哮着加速,安然无恙,但是没有了音乐。#auto_next +引擎咆哮着加速,安然无恙,但是没有了音乐。#auto_next #line:0ea3623 <> -shitou: 呜呼!医生~我感觉~我像在飞一样! +shitou: 呜呼!医生~我感觉~我像在飞一样! #line:096c6b8 <> <> diff --git a/Assets/Resources/Yarn/FP_Shitou1/Stage3_结束对话.yarn b/Assets/Resources/Yarn/FP_Shitou1/Stage3_结束对话.yarn index 70985ed8f..bd1971b1d 100644 --- a/Assets/Resources/Yarn/FP_Shitou1/Stage3_结束对话.yarn +++ b/Assets/Resources/Yarn/FP_Shitou1/Stage3_结束对话.yarn @@ -34,21 +34,21 @@ position: 211,86 <> <> -me: 好了,试试吧,走两步。 +me: 好了,试试吧,走两步。 #line:052c8b3 <> <> <> -shitou: 呼!呜!好快啊,从来没有过的感觉! +shitou: 呼!呜!好快啊,从来没有过的感觉! #line:0d5bdc9 <> <> <> -shitou: 喔喔~哈哈! +shitou: 喔喔~哈哈! #line:058d88a <> -me: 别在诊室里乱跑! +me: 别在诊室里乱跑! #line:0c42be2 <> <> @@ -57,21 +57,21 @@ me: 别在诊室里乱跑! <> -shitou: 不好意思,医生~你说跑两步,我就一下子没收住…… +shitou: 不好意思,医生~你说跑两步,我就一下子没收住…… #line:07130d2 -me: …我说的是走两步,没让你跑两步。 +me: …我说的是走两步,没让你跑两步。 #line:0694de4 -shitou: 是,是,不好意思,医生…… +shitou: 是,是,不好意思,医生…… #line:090d22b <> -shitou: (哼歌) +shitou: (哼歌) #line:001f7b2 <> -shitou: 哈~哈,这~些老歌~我还记得。 +shitou: 哈~哈,这~些老歌~我还记得。 #line:04c488f <> <> <> <> <> -shitou: 虽然感觉有点安静… +shitou: 虽然感觉有点安静… #line:0cfd0e6 <> <> @@ -81,44 +81,44 @@ shitou: 虽然感觉有点安静… <> <> -shitou: …但是,只要我唱大声些就好啦~! -me: 我还没有见过哪个活着的机体能跑出12000的转速…… +shitou: …但是,只要我唱大声些就好啦~! #line:062edb2 +me: 我还没有见过哪个活着的机体能跑出12000的转速…… #line:0173f8a <> <> <> <> <> -shitou: 我会好好珍惜~你给我的速度~再见啦!!医生~ +shitou: 我会好好珍惜~你给我的速度~再见啦!!医生~ #line:0823702 <> <> <> <> -me: 跑得好快… +me: 跑得好快… #line:05a8a4c <> <> <> -me: 怎么又回来了? +me: 怎么又回来了? #line:095df9d <> <> <> <> -shitou: 忘了说~谢谢你啦!亲爱的医生朋友~ +shitou: 忘了说~谢谢你啦!亲爱的医生朋友~ #line:07ca22d <> <> -me: 哈哈…不客气。 +me: 哈哈…不客气。 #line:037d43e <> <> -me: 不早了…… +me: 不早了…… #line:0a3525d <> diff --git a/Assets/Resources/Yarn/FP_Shitou1/Stage4_变速箱(废弃).yarn b/Assets/Resources/Yarn/FP_Shitou1/Stage4_变速箱(废弃).yarn index 0a6dbd8dd..0b745e839 100644 --- a/Assets/Resources/Yarn/FP_Shitou1/Stage4_变速箱(废弃).yarn +++ b/Assets/Resources/Yarn/FP_Shitou1/Stage4_变速箱(废弃).yarn @@ -14,75 +14,75 @@ position: 240,166 <> -me: 看来问题还是在这里边…得拆开来看看了。 -shitou: 没问题嘞!嘿嘿,医生,拜托你了! +me: 看来问题还是在这里边…得拆开来看看了。 #line:014e7b2 +shitou: 没问题嘞!嘿嘿,医生,拜托你了! #line:0a64782 <> <> <> -变速箱盖被打开,露出了里面运作着的齿轮。还有一些…奇特的改造。 +变速箱盖被打开,露出了里面运作着的齿轮。还有一些…奇特的改造。 #line:05e59a3 -me: 这是什么? -shitou: 什么…是什么?医生? -me: 这显然不是正常引擎传动结构会包含的东西。 -shitou: 嗷!这就是你说的那次改造吧! -me: 但它看起来并不能提高效率,或者节省油耗什么的…… -me: 这些结构看起来和齿轮箱里的传动一点关系都没有。 +me: 这是什么? #line:0055eff +shitou: 什么…是什么?医生? #line:042e450 +me: 这显然不是正常引擎传动结构会包含的东西。 #line:0fcb80b +shitou: 嗷!这就是你说的那次改造吧! #line:06cfd30 +me: 但它看起来并不能提高效率,或者节省油耗什么的…… #line:0fdf5bc +me: 这些结构看起来和齿轮箱里的传动一点关系都没有。 #line:0556877 <> <> -me: …但总之,先找找哪个多出来的齿轮槽位在哪,看这个齿轮能不能找到自己该在的位置。 +me: …但总之,先找找哪个多出来的齿轮槽位在哪,看这个齿轮能不能找到自己该在的位置。 #line:0ddac08 <> -->将齿轮拖到多出来的槽位上 +->将齿轮拖到多出来的槽位上 #line:027ac4c -me: ……这完全就是多出来的一个齿轮。 -shitou: 说不好就是它让整体的“频率”变好了?
我不懂,医生,我是瞎说的。 +me: ……这完全就是多出来的一个齿轮。 #line:08cefd6 +shitou: 说不好就是它让整体的“频率”变好了?
我不懂,医生,我是瞎说的。 #line:027663b <> <> -你们都听到了一个模糊的声音在变速箱中回荡起来。 +你们都听到了一个模糊的声音在变速箱中回荡起来。 #line:0210af8 -me: 这就是你说的…“频率”吗? -shitou: 什么“频率”?你是说…啊,我听到了…… +me: 这就是你说的…“频率”吗? #line:017ddf6 +shitou: 什么“频率”?你是说…啊,我听到了…… #line:0c1a155 <> <> -shitou: 听起来很耳熟………听起来像…很久以前的声音…… -me: 听起来是这个齿轮上的划痕发出的无规则噪音。
它又是干什么用的?为什么会有这个改装…… +shitou: 听起来很耳熟………听起来像…很久以前的声音…… #line:074252d +me: 听起来是这个齿轮上的划痕发出的无规则噪音。
它又是干什么用的?为什么会有这个改装…… #line:0441728 <> <> -shitou: 我好像感觉到了什么…
医生……让我跑起来。 -me: 嗯? -shitou: 让我跑起来…快! -me: 引擎吗? -shitou: 对,跑起来!我快感受到了! +shitou: 我好像感觉到了什么…
医生……让我跑起来。 #line:038a506 +me: 嗯? #line:0d6e349 +shitou: 让我跑起来…快! #line:0ce274c +me: 引擎吗? #line:0e60418 +shitou: 对,跑起来!我快感受到了! #line:01e8a08 <> <> -me: 好吧。 +me: 好吧。 #line:05c94ef -->拉绳 +->拉绳 #line:0735d54 -随着转速提高,模糊的声音音调逐渐提高,逐渐清晰,变成了一种悦耳的声音。 +随着转速提高,模糊的声音音调逐渐提高,逐渐清晰,变成了一种悦耳的声音。 #line:0af6f1f -me: 这是…这是音乐啊。
人类已经消失了,但他们的声音还留了下来。 -me: 所以当时…
你是为自己在变速箱里改装了一个音乐播放器…
所以才有多出来的这一个齿轮。 -me: 也许是太久了,又也许是……
总之,你把它给忘了。直到它不知怎么地掉了出来。 -shitou: 我…把它给忘了…… -me: 你应该庆幸它没有掉到更危险的地方去…把你的引擎给卡住。 -shitou: +me: 这是…这是音乐啊。
人类已经消失了,但他们的声音还留了下来。 #line:0bd10bf +me: 所以当时…
你是为自己在变速箱里改装了一个音乐播放器…
所以才有多出来的这一个齿轮。 #line:02edf51 +me: 也许是太久了,又也许是……
总之,你把它给忘了。直到它不知怎么地掉了出来。 #line:09c58b5 +shitou: 我…把它给忘了…… #line:0c928f0 +me: 你应该庆幸它没有掉到更危险的地方去…把你的引擎给卡住。 #line:07c3bee +shitou: #line:0d9990d -me: 这下明白了。
好吧…总之,我们把这个掉出来的齿轮放回去了。 -me: 治疗结束了,我们出去吧。 +me: 这下明白了。
好吧…总之,我们把这个掉出来的齿轮放回去了。 #line:077f9f2 +me: 治疗结束了,我们出去吧。 #line:0fc3e78 <> @@ -90,22 +90,22 @@ me: 治疗结束了,我们出去吧。 <> <> -shitou: 你看到了吗?医生?你看到了吗? -me: 你看到了什么? +shitou: 你看到了吗?医生?你看到了吗? #line:0b91a03 +me: 你看到了什么? #line:043eea0 -shitou: 我看到… -shitou: 那里有金黄色的麦浪…天际线是连绵的群山…我在…… -shitou: 你看到了吗?医生! +shitou: 我看到… #line:0386d15 +shitou: 那里有金黄色的麦浪…天际线是连绵的群山…我在…… #line:04d69b4 +shitou: 你看到了吗?医生! #line:092d978 -他出神地望着远处,嘴角挂满了笑容,摇着头,尽情地欣赏着音乐。 -他“看到”的东西变得越来越飘渺。 +他出神地望着远处,嘴角挂满了笑容,摇着头,尽情地欣赏着音乐。 #line:05c207e +他“看到”的东西变得越来越飘渺。 #line:0572eb2 -me: 我明白了…… -me: 是你的“原型”在作祟,你其实没看见任何东西。 +me: 我明白了…… #line:0733b16 +me: 是你的“原型”在作祟,你其实没看见任何东西。 #line:013e56d -石头的心情重新愉悦起来。 -他感谢你,并且和你成为朋友,向你道别。 +石头的心情重新愉悦起来。 #line:0b32623 +他感谢你,并且和你成为朋友,向你道别。 #line:0da4b66 <> diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage1_引入对话.yarn b/Assets/Resources/Yarn/FP_Shitou2/Stage1_引入对话.yarn index fb3ee16f4..0ef90ba07 100644 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage1_引入对话.yarn +++ b/Assets/Resources/Yarn/FP_Shitou2/Stage1_引入对话.yarn @@ -1,4 +1,4 @@ -title: Stage1 +title: Stage1 tags: group: 入口 position: 250,-26 @@ -6,7 +6,7 @@ position: 250,-26 <> <> -CenterText: 新的一天 +CenterText: 新的一天 #line:0bf58b8 <> // <> <> @@ -29,65 +29,65 @@ position: 251,478 <> -shitou: 啊~自由的…小机体..
…在……大大的…城市里..
…只要.. +shitou: 啊~自由的…小机体..
…在……大大的…城市里..
…只要.. #line:0a86aaa <> <> -shitou: 医生…又来给你添麻烦了…… +shitou: 医生…又来给你添麻烦了…… #line:041e2b9 -me: 怎么了? +me: 怎么了? #line:0ff6194 <> <> <> -shitou: 自由的小机体~
…在大大的…城市里~
…只要.. +shitou: 自由的小机体~
…在大大的…城市里~
…只要.. #line:0c095ac <> <> <> -shitou: 接下来是什么来着?
医生,你还记得吗? +shitou: 接下来是什么来着?
医生,你还记得吗? #line:0e6651f -shitou: 下一句…是什么? +shitou: 下一句…是什么? #line:051c875 <> <> -->只要奔跑 -->只要歌唱 -->只要工作 +->只要奔跑 #line:043fd27 +->只要歌唱 #line:060f0f4 +->只要工作 #line:0d52b10 -me: 就可以把烦恼都遗忘,什么的。
是这样唱的么…好像是? +me: 就可以把烦恼都遗忘,什么的。
是这样唱的么…好像是? #line:02ee39a -me: 你就是来问这个?
…昨天走的时候不是说你还记得的嘛…… +me: 你就是来问这个?
…昨天走的时候不是说你还记得的嘛…… #line:087bd7a <> <> -me: 不对… -me: 你受伤了?? +me: 不对… #line:001c4b4 +me: 你受伤了?? #line:09201aa <> <> <> <> <> -shitou: 呃…#auto_next +shitou: 呃…#auto_next #line:0937531 <> -石头的帽子滑落,露出了头上的伤口。 +石头的帽子滑落,露出了头上的伤口。 #line:03fa74c <> <> -me: 记不起来…
可别是头部有些东西受损了。 +me: 记不起来…
可别是头部有些东西受损了。 #line:03e1dde <> <> -shitou: 医生…
我还记得…但我想不起来了…… -me: …快来……你需要立刻做个检查。 +shitou: 医生…
我还记得…但我想不起来了…… #line:0619d07 +me: …快来……你需要立刻做个检查。 #line:08c3f87 //石头回来了。 //他和昨天的状态几乎一模一样,但是看起来显然要开心得多。 diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage2_头部检查.yarn b/Assets/Resources/Yarn/FP_Shitou2/Stage2_头部检查.yarn index c6aea1ccd..bd21d70df 100644 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage2_头部检查.yarn +++ b/Assets/Resources/Yarn/FP_Shitou2/Stage2_头部检查.yarn @@ -17,12 +17,12 @@ position: 380,-239 <> <> -me: 你是怎么撞的? -shitou: 不是我撞它啦~是它撞的我…… -shitou: 它逆行过来~我来不及刹住嘛。 -shitou: 谁知道它连喇叭都不按喔!
不过也可能是我唱歌太大声了~没听到~ -shitou: 它反应好快,轻轻一歪就绕开了~
我就惨咯!没控制住姿态,直接飞起来啦! -me: …… +me: 你是怎么撞的? #line:0617019 +shitou: 不是我撞它啦~是它撞的我…… #line:04e133e +shitou: 它逆行过来~我来不及刹住嘛。 #line:014f5e4 +shitou: 谁知道它连喇叭都不按喔!
不过也可能是我唱歌太大声了~没听到~ #line:02b27c2 +shitou: 它反应好快,轻轻一歪就绕开了~
我就惨咯!没控制住姿态,直接飞起来啦! #line:067f0f5 +me: …… #line:0d3ef55 <> <> @@ -34,7 +34,7 @@ me: …… <> <> -me: 来吧。检查一下所有头部模块…
确认各模块的受损情况。 +me: 来吧。检查一下所有头部模块…
确认各模块的受损情况。 #line:0893440 //【注:此为占位,石头头部无UF模块和色觉】 <> @@ -46,7 +46,7 @@ me: 来吧。检查一下所有头部模块…
确认各模块的受损情况 //<> //<> -me: 检测到了72分钟前的撞击事件…
…已经过去一段时间了,希望没造成永久性的影响。 +me: 检测到了72分钟前的撞击事件…
…已经过去一段时间了,希望没造成永久性的影响。 #line:026bb79 <> === @@ -66,7 +66,7 @@ position: 384,81 <> <> <> - me:都检查完了,看起来偏偏是记忆受到了损害。
万幸的是其他部分似乎都没事…… + me:都检查完了,看起来偏偏是记忆受到了损害。
万幸的是其他部分似乎都没事…… #line:0b13db0 <> <> @@ -92,30 +92,30 @@ position: 906,-585 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0dc8487 <> -EmoModule: 已与情绪模块建立连接! -->检查 +EmoModule: 已与情绪模块建立连接! #line:07fb497 +->检查 #line:05aec36 <> - Analysing: #auto_next + Analysing: #auto_next #line:0d21eaa <> <> <> <> <> - EmoModule: 检查完成!未发现错误。 - EmoModule: 注意:检测到异常活跃的情绪:"恐惧"。 + EmoModule: 检查完成!未发现错误。 #line:06b63e5 + EmoModule: 注意:检测到异常活跃的情绪:"恐惧"。 #line:0824989 <> - EmoModule: #auto_next - EmoModule: 报告传输完毕。 + EmoModule: #auto_next #line:0b4049c + EmoModule: 报告传输完毕。 #line:0070475 <> - me: 还好…看起来没有受到很严重的伤害。 + me: 还好…看起来没有受到很严重的伤害。 #line:07b2e05 <> <> <> <> - me: 恐惧的情绪正占主导…
…但看起来不是由于撞击导致的。 -->结束 + me: 恐惧的情绪正占主导…
…但看起来不是由于撞击导致的。 #line:02f7dbd +->结束 #line:0dbc309 <> <> === @@ -131,29 +131,29 @@ position: 1147,-223 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0e2c3d0 <> -SpeakerModule: 已与表达模块建立连接! -->检查 +SpeakerModule: 已与表达模块建立连接! #line:02a7379 +->检查 #line:0959be6 <> - Analysing: #auto_next + Analysing: #auto_next #line:01708fe <> <> <> <> <> - SpeakerModule: 检查完成!未发现错误。 + SpeakerModule: 检查完成!未发现错误。 #line:0271368 <> - SpeakerModule: #auto_next - SpeakerModule: 报告传输完毕。 + SpeakerModule: #auto_next #line:08a3669 + SpeakerModule: 报告传输完毕。 #line:0bc3126 <> - shitou: 自由的小机体~……在…大大的…烦恼…里?
好像错了…… + shitou: 自由的小机体~……在…大大的…烦恼…里?
好像错了…… #line:036a861 <> <> <> <> - me: 虽然唱起歌来结结巴巴的…但语言模块本身是正常的。 -->结束 + me: 虽然唱起歌来结结巴巴的…但语言模块本身是正常的。 #line:0bb6809 +->结束 #line:0ff6447 <> <> === @@ -169,37 +169,37 @@ position: 1381,-589 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:01c7932 <> -LogicModule: 已与逻辑处理模块建立连接! -->检查 +LogicModule: 已与逻辑处理模块建立连接! #line:01910d3 +->检查 #line:0119e0f <> - Analysing: #auto_next + Analysing: #auto_next #line:087a5e6 <> <> <> <> <> - Analysing: #auto_next + Analysing: #auto_next #line:051b609 <> <> <> <> - LogicModule: 检查完成!未发现错误。 + LogicModule: 检查完成!未发现错误。 #line:08c3827 <> - LogicModule: 注意:数据异常中断!正在恢复中… - me: 逻辑模块受到影响了么…… - LogicModule: #auto_next - LogicModule: 报告传输完毕。 + LogicModule: 注意:数据异常中断!正在恢复中… #line:0aa62d4 + me: 逻辑模块受到影响了么…… #line:07d42e8 + LogicModule: #auto_next #line:0d9f1c4 + LogicModule: 报告传输完毕。 #line:02b723e <> - shitou: 啊!忽然想起~我还有货没送…… - me: 还好……只是经历了一段时间的宕机,但是现在恢复了。 + shitou: 啊!忽然想起~我还有货没送…… #line:037616b + me: 还好……只是经历了一段时间的宕机,但是现在恢复了。 #line:0bfa9a5 <> <> <> - 逻辑模块经历了一段时间的宕机,但是现在恢复了。 + 逻辑模块经历了一段时间的宕机,但是现在恢复了。 #line:0a08ac4 <> -->结束 +->结束 #line:067789f <> <> <> @@ -216,70 +216,70 @@ position: 1148,-586 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0e13c5c <> <> -MemModule: 已与记忆模块建立连接! -MemModule: 未检测到可查看的记忆卡带。 -->检查 +MemModule: 已与记忆模块建立连接! #line:07a3ed9 +MemModule: 未检测到可查看的记忆卡带。 #line:05cc4ef +->检查 #line:01c5994 <> - Analysing: #auto_next + Analysing: #auto_next #line:07f7b2a <> <> <> <> <> - Error: 错误:磁盘损坏! - Error: 磁盘空间不足,无法写入新记忆! - Error: 进入覆盖模式,正在覆盖旧记忆… + Error: 错误:磁盘损坏! #line:0ddfd0e + Error: 磁盘空间不足,无法写入新记忆! #line:08c70bb + Error: 进入覆盖模式,正在覆盖旧记忆… #line:0c47946 <> <> - shitou: 医生!我好像忘了…大大的城市…前面是什么? - me: 嗯…嗯? - shitou: 啊……医生!怎么前面得我也不记得了……怎么回事! - me: 坏了,怎么越忘越多了?… - me: 记忆模块好像受到了严重的损坏。 + shitou: 医生!我好像忘了…大大的城市…前面是什么? #line:00ea021 + me: 嗯…嗯? #line:085d9fe + shitou: 啊……医生!怎么前面得我也不记得了……怎么回事! #line:0a97bb6 + me: 坏了,怎么越忘越多了?… #line:036fca0 + me: 记忆模块好像受到了严重的损坏。 #line:0b87757 <> - MemModule: #auto_next - MemModule: 报告传输完毕。 + MemModule: #auto_next #line:0fdece6 + MemModule: 报告传输完毕。 #line:004145a <> - me: 你的记忆音频分区受到了很严重的损坏…
只剩下原来的10%可用了。 - me: 所以记忆模块为了能写入新的记忆音频数据,
就得覆盖掉旧的记忆数据…… - shitou: 覆盖记忆数据…是什么意思?医生…… + me: 你的记忆音频分区受到了很严重的损坏…
只剩下原来的10%可用了。 #line:0ddba8b + me: 所以记忆模块为了能写入新的记忆音频数据,
就得覆盖掉旧的记忆数据…… #line:017be2e + shitou: 覆盖记忆数据…是什么意思?医生…… #line:0528bdf <> <> - me: 这个正在被覆盖数据的记忆应该可以被读取…
…看到你应该就明白了。 + me: 这个正在被覆盖数据的记忆应该可以被读取…
…看到你应该就明白了。 #line:06b536f <> <> <> - MemModule: 正在生成样本打孔带… + MemModule: 正在生成样本打孔带… #line:0b1d969 // <> <> <> <> - ->放入收藏夹 - MemModule: 打孔带已生成。 + ->放入收藏夹 #line:0c00b55 + MemModule: 打孔带已生成。 #line:066a3c3 <> <> <> - me: 好…让我们来看看吧。 + me: 好…让我们来看看吧。 #line:0494e27 <> <> <> <> - me: 碰撞导致石头的视觉有重影,但过段时间就会恢复。 + me: 碰撞导致石头的视觉有重影,但过段时间就会恢复。 #line:04a78c4 <> - MemModule: 已授权深入检查。 - ->深入检查 + MemModule: 已授权深入检查。 #line:019addb + ->深入检查 #line:0f61161 <> <> - ->结束 + ->结束 #line:009a1c7 <> <> <> <> -->结束 +->结束 #line:089c18d <> <> <> @@ -295,36 +295,36 @@ position: 1388,-386 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0a13c41 <> -EyeModule: 已与视觉模块建立连接! -->检查 +EyeModule: 已与视觉模块建立连接! #line:0040b7e +->检查 #line:0a4619d <> - Analysing: #auto_next + Analysing: #auto_next #line:0231a2b <> <> <> - EyeModule: 检查完成!未发现错误。 + EyeModule: 检查完成!未发现错误。 #line:089e8b4 <> - EyeModule: #auto_next - EyeModule: 报告传输完毕。 + EyeModule: #auto_next #line:02e2346 + EyeModule: 报告传输完毕。 #line:035cca1 <> <> - me: 眼睛有觉得不舒服吗? + me: 眼睛有觉得不舒服吗? #line:0acd48e <> - shitou: 我感觉撞了一下之后,看到的红绿灯好像变多了~ + shitou: 我感觉撞了一下之后,看到的红绿灯好像变多了~ #line:02d717a <> - shitou: 我来的路上,好像看到的红绿灯好像变多了。 + shitou: 我来的路上,好像看到的红绿灯好像变多了。 #line:09fd791 <> - me: 那是重影,一段时间就会好的。 + me: 那是重影,一段时间就会好的。 #line:0b72d36 <> <> - me: 碰撞导致视觉有重影,但过段时间就会恢复。 + me: 碰撞导致视觉有重影,但过段时间就会恢复。 #line:0dd6afb <> - ->结束 + ->结束 #line:072f38b <> <> -->结束 +->结束 #line:057ffeb <> <> === @@ -336,7 +336,7 @@ position: 48,-156 --- <> <> - me: 把打孔带放进插槽里,看看这个正在被覆写的记忆吧。 + me: 把打孔带放进插槽里,看看这个正在被覆写的记忆吧。 #line:00a70b2 <> === @@ -349,108 +349,108 @@ position: 80,48 --- <> <> -石头和一个受损的机体坐在一个小棚屋的门口,阳光穿过门口垂挂的许多盆小植物,洒在老旧开裂的木制家具上,破旧但整洁舒适。屋外望出去,是一座高高的垃圾山的阴影。 +石头和一个受损的机体坐在一个小棚屋的门口,阳光穿过门口垂挂的许多盆小植物,洒在老旧开裂的木制家具上,破旧但整洁舒适。屋外望出去,是一座高高的垃圾山的阴影。 #line:08bc411 <> <> -【风铃声】 +【风铃声】 #line:0de2a2f <> -???: 自由的小机体~在大̻̄͂大̹̅的城市里̛͙~ -???: 跑͈͂呀̛͖̬̊~跑呀~再多烦恼~统统忘̡̋͐掉̦̈~͈̜̈ +???: 自由的小机体~在大̻̄͂大̹̅的城市里̛͙~ #line:01ab969 +???: 跑͈͂呀̛͖̬̊~跑呀~再多烦恼~统统忘̡̋͐掉̦̈~͈̜̈ #line:0d3c0cf <> <> <> <> -【风铃͇̏声,汽车鸣笛声】 +【风铃͇̏声,汽车鸣笛声】 #line:0ac75ee <> -???: 石头! -shitou: 嗯?我在呢。 +???: 石头! #line:0792e8d +shitou: 嗯?我在呢。 #line:0fc3738 <> -???: 这个排异抑制药,我要吃到什͇̄̕么̱͊时̬̙̽候͍̹͝呀? +???: 这个排异抑制药,我要吃到什͇̄̕么̱͊时̬̙̽候͍̹͝呀? #line:013b410 <> -shitou: 等公͔̏司͇͔̋́把̱̯̑工̦͐ͅ伤̳̰̒̚批̢̘̄下̯̎̆来̡̩̇,就可以啦。 +shitou: 等公͔̏司͇͔̋́把̱̯̑工̦͐ͅ伤̳̰̒̚批̢̘̄下̯̎̆来̡̩̇,就可以啦。 #line:0e4d58c <> -【风铃͇̏声͈̞̀̄,汽车鸣笛声,广告声】 +【风铃͇̏声͈̞̀̄,汽车鸣笛声,广告声】 #line:0545635 <> <> <> <> <> -???: 小鸟~小̠̊鸟͇̅͌~̙̈̊越̪̄̏飞̨̩̓̂~越高~ +???: 小鸟~小̠̊鸟͇̅͌~̙̈̊越̪̄̏飞̨̩̓̂~越高~ #line:0eeb15b <> -???: 飞跃水̙̫̀̓泥̙̈的̣̀森̟͋林~银灰色͎͌͜的̢̛͚̿~̡̳̂树͍͋͑͜梢~ +???: 飞跃水̙̫̀̓泥̙̈的̣̀森̟͋林~银灰色͎͌͜的̢̛͚̿~̡̳̂树͍͋͑͜梢~ #line:0a76d49 <> <> <> <> -提示音: *叮!*
您有一条幸福订单即将超时,请及时处理~ +提示音: *叮!*
您有一条幸福订单即将超时,请及时处理~ #line:07a9898 <> <> <> <> -???: 石头! -shitou: 没关系~我͚̱͛一͈̤͊会̯̟̂跑快点就好了~ +???: 石头! #line:030f0b2 +shitou: 没关系~我͚̱͛一͈̤͊会̯̟̂跑快点就好了~ #line:0124c2a <> -???: 石̯̍头͈͋̒,͈̾我͕͞说͎͆̕…你明天别来了。
我̭͛知̖̑道̬̄̑…̡͓̾这͔̔ͅ个̳͓̂͒抑制药很贵的,要花好多积分! +???: 石̯̍头͈͋̒,͈̾我͕͞说͎͆̕…你明天别来了。
我̭͛知̖̑道̬̄̑…̡͓̾这͔̔ͅ个̳͓̂͒抑制药很贵的,要花好多积分! #line:002abb9 <> <> <> <> -shitou: 说啥呢。我不来,谁陪我听歌呀! +shitou: 说啥呢。我不来,谁陪我听歌呀! #line:08969c9 <> -【风̘̥̑͠铃͇̏声͈̞̀̄,汽车鸣笛声,广告声,引擎声】 +【风̘̥̑͠铃͇̏声͈̞̀̄,汽车鸣笛声,广告声,引擎声】 #line:0d45b46 <> <> <> <> -???: 小机体呀~追呀̳̫̀追̪̿~̡̕只͔͊̒可惜他~不会飞~ +???: 小机体呀~追呀̳̫̀追̪̿~̡̕只͔͊̒可惜他~不会飞~ #line:002af2e <> -???: 高高的̈́̌͜͜天͓̻̂空̟̹̏͛~̰͚̑长̦̓͌长͆̚͜的街~小鸟何̖͚̎̋时͓̥̐͐~̨̡̔̾会̬̫̕回来~ +???: 高高的̈́̌͜͜天͓̻̂空̟̹̏͛~̰͚̑长̦̓͌长͆̚͜的街~小鸟何̖͚̎̋时͓̥̐͐~̨̡̔̾会̬̫̕回来~ #line:0233d05 <> <> <> <> -提示音: *叮!*
您有一条幸福订单即将超时,请及时处理~ +提示音: *叮!*
您有一条幸福订单即将超时,请及时处理~ #line:00a94a2 <> -提示音: *叮!*
幸福小助手提示~道路情况复杂,请勿疲劳驾驶~ +提示音: *叮!*
幸福小助手提示~道路情况复杂,请勿疲劳驾驶~ #line:0e17860 <> <> <> <> -【风̘̥̑͠声͈̞̀̄,汽车鸣笛声,广告声,巨大的引擎声】 +【风̘̥̑͠声͈̞̀̄,汽车鸣笛声,广告声,巨大的引擎声】 #line:086618b <> <> <> -???: 小̧̠̃͞机͓́体͎̃~别͍̳͂着̡̈́急͓̔͊~̭̲̄͋春͓̂ͅ天̧̬̐……我就̳̃͠会̜͇̐... -???: 春̠̔͘天̭͈́…̣̿̉我̤̙̎就͈͑̃会̮̣̉̈́... +???: 小̧̠̃͞机͓́体͎̃~别͍̳͂着̡̈́急͓̔͊~̭̲̄͋春͓̂ͅ天̧̬̐……我就̳̃͠会̜͇̐... #line:0ad13eb +???: 春̠̔͘天̭͈́…̣̿̉我̤̙̎就͈͑̃会̮̣̉̈́... #line:08a5411 <> <> <> -???: 石̮̠̈́͞头̮͍̂͌!̹̦̍̃ +???: 石̮̠̈́͞头̮͍̂͌!̹̦̍̃ #line:0c82044 <> -???: 我忘了!͚͔̏后̨͆边̙̗̈́…̻͙̽̀怎͕̘̆么̮͔̉唱̯̠̃͐来͚͛̕着͓̄̾?͚͋ +???: 我忘了!͚͔̏后̨͆边̙̗̈́…̻͙̽̀怎͕̘̆么̮͔̉唱̯̠̃͐来͚͛̕着͓̄̾?͚͋ #line:0573fcb <> -shitou: 春̨̼̑�̥̅́ͅ묈̪̏갚鴉싧썮�계퓳�뚳 ̥́펽̞͌̒瓦̹́̔숅̢̊뇤̢̖̈�̮̩̓̉됬풆訝썹쉪鸚㎩램̰̳̎�̰̬̆귨̰͔͠펽̟̲͗̿瓦̠̃섉̹͇͂̎쐣̨̥̐�͕͑덅̤̂퓵�꾣̢́̐뼭̉͜�̯͈͛̍뷴̨̈́솳̜̋ #auto_next +shitou: 春̨̼̑�̥̅́ͅ묈̪̏갚鴉싧썮�계퓳�뚳 ̥́펽̞͌̒瓦̹́̔숅̢̊뇤̢̖̈�̮̩̓̉됬풆訝썹쉪鸚㎩램̰̳̎�̰̬̆귨̰͔͠펽̟̲͗̿瓦̠̃섉̹͇͂̎쐣̨̥̐�͕͑덅̤̂퓵�꾣̢́̐뼭̉͜�̯͈͛̍뷴̨̈́솳̜̋ #auto_next #line:0b04911 <> -警告: 无法读取的记忆音频数据! +警告: 无法读取的记忆音频数据! #line:077e69c <> -【汽车鸣笛声】#auto_next -提示音: *叮!*
您有一条幸福订单即将超时,请及时处理~#auto_next +【汽车鸣笛声】#auto_next #line:09b5ea8 +提示音: *叮!*
您有一条幸福订单即将超时,请及时处理~#auto_next #line:08de874 <> -【巨大的引擎声】#auto_next -提示音: *叮!*
幸福小助手提醒您~道路情况复杂,请勿疲劳驾驶~*叮!*#auto_next +【巨大的引擎声】#auto_next #line:03ee5dd +提示音: *叮!*
幸福小助手提醒您~道路情况复杂,请勿疲劳驾驶~*叮!*#auto_next #line:0680b6a <> -【广告声】#auto_next +【广告声】#auto_next #line:05c3311 <> -提示音: *叮!*
幸福一下,马上出发!*叮!*现在换食幸福牌七合一罐头~可享员工九折优惠~!*叮!*#auto_next -【记忆中断】 +提示音: *叮!*
幸福一下,马上出发!*叮!*现在换食幸福牌七合一罐头~可享员工九折优惠~!*叮!*#auto_next #line:0bd8a16 +【记忆中断】 #line:06c4e95 <> <> -shitou: 春天…我会... +shitou: 春天…我会... #line:0fef471 <> <> <> <> -me: 音频数据已经被完全覆盖了…… +me: 音频数据已经被完全覆盖了…… #line:0225091 <> <> <> diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage3_中间对话.yarn b/Assets/Resources/Yarn/FP_Shitou2/Stage3_中间对话.yarn index e331778e0..601cfec49 100644 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage3_中间对话.yarn +++ b/Assets/Resources/Yarn/FP_Shitou2/Stage3_中间对话.yarn @@ -20,11 +20,11 @@ position: 210,-129 <> <> <> -shitou: 【尝试哼歌,卡住】 +shitou: 【尝试哼歌,卡住】 #line:05d2bd9 <> <> <> -shitou: 【尝试哼歌,卡住】 +shitou: 【尝试哼歌,卡住】 #line:01092ff <> <> <> @@ -36,18 +36,18 @@ shitou: 【尝试哼歌,卡住】 <> <> <> -me: 那是谁?那个…只剩半截的机体。 +me: 那是谁?那个…只剩半截的机体。 #line:0a50508 <> <> <> -shitou: 嘿嘿…那是我的歌友!也是我的同事~ -shitou: 自从他有一次跑货从桥上掉下去之后~就变得有点笨笨的,总是记不住歌词。 +shitou: 嘿嘿…那是我的歌友!也是我的同事~ #line:0f0576e +shitou: 自从他有一次跑货从桥上掉下去之后~就变得有点笨笨的,总是记不住歌词。 #line:0bf8c10 <> <> <> -shitou: 我不会…连他…也忘掉吧? -me: 不会。但你不会再记得他的声音了。还有那些歌…… -me: 你只能记得你记得过这些声音,但不再能听到它们了。 +shitou: 我不会…连他…也忘掉吧? #line:0cec3f5 +me: 不会。但你不会再记得他的声音了。还有那些歌…… #line:09b3759 +me: 你只能记得你记得过这些声音,但不再能听到它们了。 #line:086b5fd <> <> <> @@ -57,43 +57,43 @@ me: 你只能记得你记得过这些声音,但不再能听到它们了。 <> <> <> -shitou: 医生…真的一点办法也没有了吗?一点也没有吗? -me: 这种受损是不可逆的。而记忆模块又太复杂…… -me: 你记忆里的所有声音都会被慢慢忘掉…被最近听到的声音所取代。 +shitou: 医生…真的一点办法也没有了吗?一点也没有吗? #line:0bb3408 +me: 这种受损是不可逆的。而记忆模块又太复杂…… #line:07be3db +me: 你记忆里的所有声音都会被慢慢忘掉…被最近听到的声音所取代。 #line:01b254f <> <> -shitou: 这个感觉好奇怪…就像是,我的回忆还是回忆…但是里面只有喇叭和引擎声了? -me: 差不多这个意思。除非你最近就在听音乐。只可惜……这些齿轮容不下别的声音了。 +shitou: 这个感觉好奇怪…就像是,我的回忆还是回忆…但是里面只有喇叭和引擎声了? #line:09d2bd8 +me: 差不多这个意思。除非你最近就在听音乐。只可惜……这些齿轮容不下别的声音了。 #line:02dc36d <> <> <> <> <> <> -shitou: 哈哈! +shitou: 哈哈! #line:0090fb4 <> <> -shitou: 不管怎样~至少我还能跑,还能拉货! +shitou: 不管怎样~至少我还能跑,还能拉货! #line:070445c <> -shitou: 看来我们都得向前看…对吧! -shitou: 仔细想想,音乐其实也没有那么重要……只是我一直没有来得及拿掉罢了。 -shitou: 那么…就请你帮我~把这个记忆,也去掉吧! +shitou: 看来我们都得向前看…对吧! #line:034c2e5 +shitou: 仔细想想,音乐其实也没有那么重要……只是我一直没有来得及拿掉罢了。 #line:0ffdc0f +shitou: 那么…就请你帮我~把这个记忆,也去掉吧! #line:0aa4bb0 <> <> -me: …… +me: …… #line:057c8a4 <> -me: 如果你确认…#auto_next +me: 如果你确认…#auto_next #line:06da57e <> <> <> -shitou: 等等!医生。 +shitou: 等等!医生。 #line:0496cbe <> <> <> -shitou: 唱片的原理…就是把胶盘上的划痕转化成歌声的震动…对吧? +shitou: 唱片的原理…就是把胶盘上的划痕转化成歌声的震动…对吧? #line:0e455a9 <> -shitou: 我们可不可以反过来,把歌声变刻录成划痕…在这些镍铬齿轮上? +shitou: 我们可不可以反过来,把歌声变刻录成划痕…在这些镍铬齿轮上? #line:021eec2 //shitou: 我想我应该明白了。 //shitou: 音乐…真的很神奇,不是吗? @@ -110,46 +110,46 @@ shitou: 我们可不可以反过来,把歌声变刻录成划痕…在这些镍 <> <> -me: 虽然…
这可能不如原来刻在塑胶层上的效果那么好…… -shitou: 但至少还能听到。对吧?
我还可以继续听到这首歌…像之前那样…? +me: 虽然…
这可能不如原来刻在塑胶层上的效果那么好…… #line:04bee27 +shitou: 但至少还能听到。对吧?
我还可以继续听到这首歌…像之前那样…? #line:09bcd73 <> <> <> -me: 嗯。 +me: 嗯。 #line:04976e3 <> -shitou: 太好了!医生! -me: 唯一麻烦的是…原来的声音已经遗失。只能凭记忆再唱一遍了…… +shitou: 太好了!医生! #line:0c66dc1 +me: 唯一麻烦的是…原来的声音已经遗失。只能凭记忆再唱一遍了…… #line:0afcb7d <> -shitou: 啊…你是说…要我来唱么?…… -shitou: 一直五音不全的我…没有唱片机的帮助……
能行么……? -me: 事实上…唱歌跑不跑调,
和有没有唱片机、有没有记忆没有关系。
这只取决于你的语言模块。 +shitou: 啊…你是说…要我来唱么?…… #line:03f61df +shitou: 一直五音不全的我…没有唱片机的帮助……
能行么……? #line:01e6587 +me: 事实上…唱歌跑不跑调,
和有没有唱片机、有没有记忆没有关系。
这只取决于你的语言模块。 #line:073669c -me: 在我看来你的语言模块非常健康。
虽然你说你五音不全…
但我一点也听不出你到底哪里五音不全了。 +me: 在我看来你的语言模块非常健康。
虽然你说你五音不全…
但我一点也听不出你到底哪里五音不全了。 #line:0a5fd95 <> <> <> <> <> -shitou: 真的吗? +shitou: 真的吗? #line:003b748 <> <> -me: 是的。
……
(总不能我来吧?我真的不会唱歌……) -shitou: 好~医生,你是医生~我相信你! -shitou: 可是歌词…怎么办呢?医生,你还记得吗? -me: 我…… -->记得 - me: 我想我听过一两遍,应该记得吧…… -->不记得 - me: 对不起,但记歌词确实是…有点难度。 -shitou: 没关系~医生!有音乐,总好过没有~ +me: 是的。
……
(总不能我来吧?我真的不会唱歌……) #line:0671937 +shitou: 好~医生,你是医生~我相信你! #line:0772f6d +shitou: 可是歌词…怎么办呢?医生,你还记得吗? #line:0f21c2f +me: 我…… #line:07e37fd +->记得 #line:01a3d33 + me: 我想我听过一两遍,应该记得吧…… #line:021ec50 +->不记得 #line:0b79d96 + me: 对不起,但记歌词确实是…有点难度。 #line:011dc91 +shitou: 没关系~医生!有音乐,总好过没有~ #line:0039e13 <> -shitou: 就算歌词错了,也完全就够咯!
我还是可以吹着风穿梭在园区的街道,哼着喜欢的歌…… -shitou: 什么也没变!反正我也不记得原来的内容啦~ -me: 这倒是…… -me: 好的…那么,最后确认下。
确认要这么做吗?尽管音质会比原来差很多…
还有可能忘词。 +shitou: 就算歌词错了,也完全就够咯!
我还是可以吹着风穿梭在园区的街道,哼着喜欢的歌…… #line:00cec3b +shitou: 什么也没变!反正我也不记得原来的内容啦~ #line:0db5bef +me: 这倒是…… #line:09523c1 +me: 好的…那么,最后确认下。
确认要这么做吗?尽管音质会比原来差很多…
还有可能忘词。 #line:0dabac4 <> -shitou: 确认!医生,趁着我们都还记得,快开始吧~! -me: 来吧。 +shitou: 确认!医生,趁着我们都还记得,快开始吧~! #line:06d9b3b +me: 来吧。 #line:084d8bf <> diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage4_刻录.yarn b/Assets/Resources/Yarn/FP_Shitou2/Stage4_刻录.yarn index 1b362eddc..a069beaa4 100644 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage4_刻录.yarn +++ b/Assets/Resources/Yarn/FP_Shitou2/Stage4_刻录.yarn @@ -1,4 +1,4 @@ -title: Stage4 +title: Stage4 group: 入口 tags: position: 378,-540 @@ -38,27 +38,27 @@ position: -161,-190 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0cea181 <> -LungModule: 已与气体处理模块建立连接! -LungModule: 进行内外部气体与热量交换,处理呼吸和散热相关的工作。 -->检查 +LungModule: 已与气体处理模块建立连接! #line:0334884 +LungModule: 进行内外部气体与热量交换,处理呼吸和散热相关的工作。 #line:05c5701 +->检查 #line:0133e66 <> - Analysing: #auto_next + Analysing: #auto_next #line:01485f0 <> <> <> <> - LungModule: 检查完成!未发现错误。 + LungModule: 检查完成!未发现错误。 #line:0914ef3 <> - LungModule: #auto_next - LungModule: 报告传输完毕。 + LungModule: #auto_next #line:0d8e3d3 + LungModule: 报告传输完毕。 #line:078d62f <> <> - me: 嗯…看起来没有受到撞击的影响。 + me: 嗯…看起来没有受到撞击的影响。 #line:0eea43c <> <> -->结束 +->结束 #line:05916e0 <> <> === @@ -74,38 +74,38 @@ position: -158,-3 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:05489fb <> -HeartModule: 已与动力模块建立连接! -HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部模块运转。 -->检查 +HeartModule: 已与动力模块建立连接! #line:076152d +HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部模块运转。 #line:0085633 +->检查 #line:0eb6bdc <> - Analysing: #auto_next + Analysing: #auto_next #line:047541d <> <> <> <> - HeartModule: 检查完成!未发现错误。 + HeartModule: 检查完成!未发现错误。 #line:09cce81 <> - me: 至少…他能重新听到音乐了。 + me: 至少…他能重新听到音乐了。 #line:0087d3f <> - HeartModule: #auto_next - HeartModule: 报告传输完毕。 + HeartModule: #auto_next #line:07527ba + HeartModule: 报告传输完毕。 #line:0997490 <> - me: 没有受损…可以开始刻录。 + me: 没有受损…可以开始刻录。 #line:0c6aa36 <> - ->开始刻录 + ->开始刻录 #line:091e047 <> <> <> - ->开始刻录 + ->开始刻录 #line:07e282c <> <> <> -->开始刻录 +->开始刻录 #line:0b68ae8 <> <> -->结束 +->结束 #line:0e59edc <> === @@ -120,27 +120,27 @@ position: -160,191 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0885f5f <> -DigestModule: 已与物料处理模块建立连接! -DigestModule: 与机体的物料和燃油摄入、处理和储存相关。 -->检查 +DigestModule: 已与物料处理模块建立连接! #line:0a02b0e +DigestModule: 与机体的物料和燃油摄入、处理和储存相关。 #line:05bc8ec +->检查 #line:045ceaa <> - Analysing: #auto_next + Analysing: #auto_next #line:0d7696d <> <> <> <> - DigestModule: 检查完成!未发现错误。 + DigestModule: 检查完成!未发现错误。 #line:04692d2 <> - DigestModule: #auto_next - DigestModule: 报告传输完毕。 + DigestModule: #auto_next #line:0b6ca66 + DigestModule: 报告传输完毕。 #line:0c112ae <> <> - me: 模块一切正常……
摄入物也和昨天没有什么变化。 + me: 模块一切正常……
摄入物也和昨天没有什么变化。 #line:0dbdba8 <> <> -->结束 +->结束 #line:0419501 <> <> === @@ -156,27 +156,27 @@ position: -158,370 --- <> <> -Linking: 正在建立连接… +Linking: 正在建立连接… #line:0e129fc <> -LiverModule: 已与冷却液循环模块建立连接! -LiverModule: 处理机体的冷却液循环与净化,保障各模块运行状态。 -->检查 +LiverModule: 已与冷却液循环模块建立连接! #line:00c195a +LiverModule: 处理机体的冷却液循环与净化,保障各模块运行状态。 #line:0c20e85 +->检查 #line:0602836 <> - Analysing: #auto_next + Analysing: #auto_next #line:09177a4 <> <> <> <> - LiverModule: 检查完成!未发现错误。 + LiverModule: 检查完成!未发现错误。 #line:0726855 <> - LiverModule: #auto_next - LiverModule: 报告传输完毕。 + LiverModule: #auto_next #line:08e3563 + LiverModule: 报告传输完毕。 #line:0fe593e <> <> - me: 循环模块看起来没什么问题。 + me: 循环模块看起来没什么问题。 #line:00377f3 <> <> -->结束 +->结束 #line:025211c <> <> === @@ -191,24 +191,24 @@ position: 728,79 <> <> <> -me: 如果我没有理解错这套东西的原理…
我应该可以把这个读取声音的探头,改造成一个刻出声音的钻头。 -shitou: 哇!医生,你太厉害了~什么都会! -->改造钻头 +me: 如果我没有理解错这套东西的原理…
我应该可以把这个读取声音的探头,改造成一个刻出声音的钻头。 #line:0c5b338 +shitou: 哇!医生,你太厉害了~什么都会! #line:0abd723 +->改造钻头 #line:0af4762 <> -你将探头小心地取下,换成一个坚硬的钻头。 -me: 然后…让我把它接在你的播放模块上。这样你唱的声音就会被传输到这里…… -shitou: 我好紧张,感觉~像演唱会一样! +你将探头小心地取下,换成一个坚硬的钻头。 #line:02670b5 +me: 然后…让我把它接在你的播放模块上。这样你唱的声音就会被传输到这里…… #line:0bc49f6 +shitou: 我好紧张,感觉~像演唱会一样! #line:0701dba <> <> <> <> -me: 好了…接下来,只需要唱出来,声音就会被这个齿轮记录下来。 +me: 好了…接下来,只需要唱出来,声音就会被这个齿轮记录下来。 #line:0d2deaf <> <> <> <> <> -shitou: …… +shitou: …… #line:01ffc06 <> <> @@ -223,196 +223,196 @@ position: 729,302 --- <> <> -me: …… +me: …… #line:0414634 <> <> -me: (小声)已经在录了… +me: (小声)已经在录了… #line:0a6f104 <> <> -me: 石头!已经在录了。 -shitou: 给我一些伴奏。 -me: 什么?哪来的伴奏…… +me: 石头!已经在录了。 #line:0f2f878 +shitou: 给我一些伴奏。 #line:0507954 +me: 什么?哪来的伴奏…… #line:07cbd9c <> <> <> <> <> -你打起了拍子。 +你打起了拍子。 #line:076b825 <> <> -shitou: 听众朋友们,晚上好!
.这里是石头! -me: (还整这出……) -shitou: 还有医生—— +shitou: 听众朋友们,晚上好!
.这里是石头! #line:08adf06 +me: (还整这出……) #line:0745ae2 +shitou: 还有医生—— #line:0358606 <> <> -me: 啊…路斯。 -shitou: 为大家献上…不知名…音乐家的歌曲——
《自由的小锡鸟》! +me: 啊…路斯。 #line:0931528 +shitou: 为大家献上…不知名…音乐家的歌曲——
《自由的小锡鸟》! #line:0a16cc1 <> -【~音乐~】#auto_next +【~音乐~】#auto_next #line:0a81169 <> <> <> -shitou: (医生!第一句是啥?) +shitou: (医生!第一句是啥?) #line:0a24c7a <> <> --> 自由的小机体,在大大的城市里 +-> 自由的小机体,在大大的城市里 #line:093774c <> <> <> <> -shitou: ~自.由..的小.机体~..~在大.大..的城.市里~.. +shitou: ~自.由..的小.机体~..~在大.大..的城.市里~.. #line:09a3984 <> <> --> 跑呀,跑呀,再多烦恼,统统忘掉 +-> 跑呀,跑呀,再多烦恼,统统忘掉 #line:0c6c131 <> <> <> - shitou: ~跑呀..跑呀~..~再多.烦恼..统统.忘掉~.. - me: 很好…… - shitou: 医生~这是真的!只要跑起来…烦恼就追不上我~ --> 唱呀,唱呀,再多烦恼,统统忘掉 + shitou: ~跑呀..跑呀~..~再多.烦恼..统统.忘掉~.. #line:00a41e0 + me: 很好…… #line:03b3ac3 + shitou: 医生~这是真的!只要跑起来…烦恼就追不上我~ #line:0dabffb +-> 唱呀,唱呀,再多烦恼,统统忘掉 #line:0a85509 <> <> <> <> - shitou: ~唱呀..唱呀~..~再多.烦恼..统统.忘掉~.. - me: 很好…… - shitou: 医生~这是真的!只要有音乐…再多烦恼也不怕~ --> 工作,工作,再多烦恼,统统忘掉 + shitou: ~唱呀..唱呀~..~再多.烦恼..统统.忘掉~.. #line:0e3b015 + me: 很好…… #line:0270c3b + shitou: 医生~这是真的!只要有音乐…再多烦恼也不怕~ #line:03874d2 +-> 工作,工作,再多烦恼,统统忘掉 #line:0938709 <> <> <> <> - shitou: ~工作..工作~..~再多.烦恼..统统.忘掉~.. - me: 很好…… - shitou: 医生~这是真的!只要工作起来~烦恼就会变少! + shitou: ~工作..工作~..~再多.烦恼..统统.忘掉~.. #line:07ab039 + me: 很好…… #line:09169cc + shitou: 医生~这是真的!只要工作起来~烦恼就会变少! #line:01feba3 <> <> <> -【~音乐~】#auto_next +【~音乐~】#auto_next #line:0dc883c <> -shitou: 然后呢?医生! +shitou: 然后呢?医生! #line:0f0e3ab <> <> --> 小鸟,小鸟,越飞越高 +-> 小鸟,小鸟,越飞越高 #line:0355837 <> <> <> -shitou: ~小.鸟..小.鸟~..~越.飞..越.高~.. +shitou: ~小.鸟..小.鸟~..~越.飞..越.高~.. #line:08984b4 <> <> <> --> 飞跃水泥的森林,银灰色的树梢 +-> 飞跃水泥的森林,银灰色的树梢 #line:0674bb3 <> <> <> - shitou: ~飞跃水泥.的森.林~..~银灰色..的树.梢~.. - shitou: 太厉害了~医生!你竟然全记下来了! + shitou: ~飞跃水泥.的森.林~..~银灰色..的树.梢~.. #line:073b422 + shitou: 太厉害了~医生!你竟然全记下来了! #line:096ce5f <> <> - shitou: 这首歌比我以为我记得的…还要积极呢! --> 钻进水泥的森林,霓虹灯的树梢 + shitou: 这首歌比我以为我记得的…还要积极呢! #line:07fcc7a +-> 钻进水泥的森林,霓虹灯的树梢 #line:034eaa3 <> <> <> <> - shitou: ~钻进水泥.的森.林~..~霓虹灯..的树.梢~.. - shitou: 太厉害了~医生!你竟然全记下来了! + shitou: ~钻进水泥.的森.林~..~霓虹灯..的树.梢~.. #line:04e9c89 + shitou: 太厉害了~医生!你竟然全记下来了! #line:090b0a7 <> <> - shitou: 这个城市真的太大了~还有好多我没去过的有意思的地方呢! --> 飞不出水泥的森林,黑色的树梢 + shitou: 这个城市真的太大了~还有好多我没去过的有意思的地方呢! #line:08f5bbe +-> 飞不出水泥的森林,黑色的树梢 #line:04b5660 <> <> <> <> - shitou: ~逃不出.水泥.的森.林~..~黑色的..树.梢~.. - shitou: 太厉害了~医生!你竟然全记下来了! + shitou: ~逃不出.水泥.的森.林~..~黑色的..树.梢~.. #line:0d54930 + shitou: 太厉害了~医生!你竟然全记下来了! #line:01d1cc2 <> <> - shitou: 这个城市真的太大了~不知道它的尽头到底在哪里? + shitou: 这个城市真的太大了~不知道它的尽头到底在哪里? #line:03ce24e <> <> <> -【~音乐~】#auto_next +【~音乐~】#auto_next #line:0fb203a <> <> <> --> 小机体追呀追,可惜他不会飞 +-> 小机体追呀追,可惜他不会飞 #line:05cec7c <> <> <> -shitou: ~小.机体..呀.追.呀追~..~可惜他..不.会飞~.. +shitou: ~小.机体..呀.追.呀追~..~可惜他..不.会飞~.. #line:05b6689 <> <> <> --> 长长的大道,十字路口,小鸟一去不回头 +-> 长长的大道,十字路口,小鸟一去不回头 #line:082d4a2 <> <> <> <> - shitou: ~长长.的大.道..十字.路口~..小.鸟.一去.不.回.头~.. + shitou: ~长长.的大.道..十字.路口~..小.鸟.一去.不.回.头~.. #line:0323beb <> <> - shitou: 这歌和我想的一样!我也想~要是我会飞就好了! - shitou: 我就可以直接飞到目的地~再也不怕撞到任何东西了! --> 高高的天空,长长的街,小鸟何时会回来 + shitou: 这歌和我想的一样!我也想~要是我会飞就好了! #line:0119d9e + shitou: 我就可以直接飞到目的地~再也不怕撞到任何东西了! #line:0e88630 +-> 高高的天空,长长的街,小鸟何时会回来 #line:01c2ed5 <> <> <> - shitou: ~高高.的天.空..长长.的街~..小.鸟.何时.会.回.来?.. + shitou: ~高高.的天.空..长长.的街~..小.鸟.何时.会.回.来?.. #line:0810f32 <> <> - shitou: 这歌和我想的一样!我也想~要是我会飞就好了! - shitou: 我要跟着去看看,这些鸟儿冬天都去哪里了?听说那边很暖和,那里的树一整年都是绿的! --> 红黄的灯流,不停歇,小鸟,小鸟迷了眼 + shitou: 这歌和我想的一样!我也想~要是我会飞就好了! #line:0955dbf + shitou: 我要跟着去看看,这些鸟儿冬天都去哪里了?听说那边很暖和,那里的树一整年都是绿的! #line:02a89a6 +-> 红黄的灯流,不停歇,小鸟,小鸟迷了眼 #line:03c4bf1 <> <> <> <> - shitou: ~红黄.的灯.流..不.停歇~..小鸟.小鸟..不.回.头~.. + shitou: ~红黄.的灯.流..不.停歇~..小鸟.小鸟..不.回.头~.. #line:01a39f9 <> <> - shitou: 这歌和我想的一样!我也想~要是我会飞就好了! - shitou: 我要从天上看一看~这个一直我一直工作的城市,到底长啥样! + shitou: 这歌和我想的一样!我也想~要是我会飞就好了! #line:06e7c32 + shitou: 我要从天上看一看~这个一直我一直工作的城市,到底长啥样! #line:05f716f <> <> <> -【~音乐~】#auto_next +【~音乐~】#auto_next #line:0d5c91a <> <> <> -shitou: 医生~快! +shitou: 医生~快! #line:0eb53cf <> <> -me: 最后一句…我好像从来没听过完整的啊…… +me: 最后一句…我好像从来没听过完整的啊…… #line:056cc81 <> <> -shitou: 要唱了,医生! +shitou: 要唱了,医生! #line:0ae56c9 <> <> -->春天不会再回来,但我一定会回来看你 +->春天不会再回来,但我一定会回来看你 #line:0837736 <> - shitou: ~春天..不.会再.回来~..~但.我一.定会.回来..看.你~.. -->春天春天快回来,我怕我会忘记你 + shitou: ~春天..不.会再.回来~..~但.我一.定会.回来..看.你~.. #line:0002dcf +->春天春天快回来,我怕我会忘记你 #line:0099074 <> - shitou: ~春天.春天..快回.来~..~我.怕我..会忘.记.你~.. -->春天一定会回来,我会在这等着你 + shitou: ~春天.春天..快回.来~..~我.怕我..会忘.记.你~.. #line:03a210e +->春天一定会回来,我会在这等着你 #line:0345d46 <> - shitou: ~春天.一..定会.回来~..~我.会在..这等.着.你~.. + shitou: ~春天.一..定会.回来~..~我.会在..这等.着.你~.. #line:00b7e1a <> <> @@ -468,19 +468,19 @@ shitou: 要唱了,医生! <> <> <> -歌曲结束了。 +歌曲结束了。 #line:013aad1 <> - me: 呼…我从来没有尝试过这个……但总之,能用了。 - shitou: 天哪,医生!这简直就是原曲! + me: 呼…我从来没有尝试过这个……但总之,能用了。 #line:0654ee1 + shitou: 天哪,医生!这简直就是原曲! #line:07824a8 <> - me: 呼…我即兴发挥了下……但总之,能用了。 - shitou:太棒啦!医生!这简直比原曲还好。 + me: 呼…我即兴发挥了下……但总之,能用了。 #line:0799138 + shitou:太棒啦!医生!这简直比原曲还好。 #line:0abdf04 <> -me: 你又没有听过原曲。 -shitou: 这一定比原曲还要好!毕竟这是我和医生共同演奏和演唱的…天哪! -me: 哈哈。别取笑我了。 -me: 结束了,让我们出去听听吧。 +me: 你又没有听过原曲。 #line:08f699b +shitou: 这一定比原曲还要好!毕竟这是我和医生共同演奏和演唱的…天哪! #line:0d30bd9 +me: 哈哈。别取笑我了。 #line:0c69353 +me: 结束了,让我们出去听听吧。 #line:0ea29ec <> diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage5_结束对话.yarn b/Assets/Resources/Yarn/FP_Shitou2/Stage5_结束对话.yarn index 47d557eb8..2c0ccbd40 100644 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage5_结束对话.yarn +++ b/Assets/Resources/Yarn/FP_Shitou2/Stage5_结束对话.yarn @@ -1,4 +1,4 @@ -title: Stage5 +title: Stage5 tags: position: 210,-342 --- @@ -17,22 +17,22 @@ position: 210,-129 <> <> -shitou: 嗯~仔细听起来…… +shitou: 嗯~仔细听起来…… #line:03d5497 <> <> <> <> -shitou: 我好喜欢啊!不愧是我最爱的歌! +shitou: 我好喜欢啊!不愧是我最爱的歌! #line:0369a8c <> -shitou: 医生~它的最后一句…真的很特别喔! -me: 啊…对不起。其实是我瞎编的…
…我好像根本没听你唱到过这里。 -shitou: 听起来~后面确实有点忧伤的味道~!怪不得我平常也不爱往后面唱~哈哈! +shitou: 医生~它的最后一句…真的很特别喔! #line:01f49b0 +me: 啊…对不起。其实是我瞎编的…
…我好像根本没听你唱到过这里。 #line:00e952a +shitou: 听起来~后面确实有点忧伤的味道~!怪不得我平常也不爱往后面唱~哈哈! #line:0edafb7 <> <> -me: 你不喜欢忧伤吗? -shitou: 也不是不喜欢~就是…… +me: 你不喜欢忧伤吗? #line:0caea9e +shitou: 也不是不喜欢~就是…… #line:0085d7b <> <> @@ -43,21 +43,21 @@ shitou: 也不是不喜欢~就是…… <> <> -shitou: 我也不记得了。 -me: 不记得? -shitou: 我好像记得一种忧伤的感觉~在我听到这首歌的时候…… +shitou: 我也不记得了。 #line:0192961 +me: 不记得? #line:0087581 +shitou: 我好像记得一种忧伤的感觉~在我听到这首歌的时候…… #line:0d1edf4 <> <> <> <> -shitou: 但我只是记得~现在再听,已经没有这种感觉啦~ -me: …… -me: 情绪模块我记得是正常的…应该不会出什么问题才对。 -me: 或许是你忘记的那些歌? -shitou: 哈哈,医生~我们永远不会知道啦! -shitou: 我感觉!我现在~才是真正的~石头!啦! +shitou: 但我只是记得~现在再听,已经没有这种感觉啦~ #line:0492a7c +me: …… #line:05a826e +me: 情绪模块我记得是正常的…应该不会出什么问题才对。 #line:0659281 +me: 或许是你忘记的那些歌? #line:0c66e71 +shitou: 哈哈,医生~我们永远不会知道啦! #line:0ef2b19 +shitou: 我感觉!我现在~才是真正的~石头!啦! #line:0bae78c <> <> @@ -65,42 +65,42 @@ shitou: 我感觉!我现在~才是真正的~石头!啦! <> -shitou: 谢谢你~医生!让我真正地~找到了自己! -me: …… -me: 我只是按照指令把所有来这儿的机体修好。 +shitou: 谢谢你~医生!让我真正地~找到了自己! #line:0a407ee +me: …… #line:0f489de +me: 我只是按照指令把所有来这儿的机体修好。 #line:026f266 <> -shitou: 我们都是按照指令工作的机体~但医生!你的这次工作~已经变成我永远的回忆啦! +shitou: 我们都是按照指令工作的机体~但医生!你的这次工作~已经变成我永远的回忆啦! #line:099a58b <> <> -shitou: 好啦!我也要回去送货咯~ -shitou: 我会好好珍惜~你给我的音乐~再见啦!!医生~ +shitou: 好啦!我也要回去送货咯~ #line:03cb47f +shitou: 我会好好珍惜~你给我的音乐~再见啦!!医生~ #line:0f18fc6 <> <> <> <> -me: 再见… +me: 再见… #line:022cb6e <> <> <> -me: 你怎么又回来了? +me: 你怎么又回来了? #line:0270942 <> <> <> <> -shitou: 忘了说~谢谢你啦!亲爱的医生朋友~ -shitou: ~春天.会.回来~..~我会.回来.看你~.. +shitou: 忘了说~谢谢你啦!亲爱的医生朋友~ #line:0775687 +shitou: ~春天.会.回来~..~我会.回来.看你~.. #line:01e911a <> <> <> -me: 跑呀.~跑呀..~再多.烦恼..统统.忘掉..~ +me: 跑呀.~跑呀..~再多.烦恼..统统.忘掉..~ #line:0ac4ebd <> <> diff --git a/Assets/Scenes/Persistence.unity b/Assets/Scenes/Persistence.unity index 015e9cf52..89c1e6a99 100644 --- a/Assets/Scenes/Persistence.unity +++ b/Assets/Scenes/Persistence.unity @@ -123,6 +123,127 @@ NavMeshSettings: debug: m_Flags: 0 m_NavMeshData: {fileID: 0} +--- !u!1 &7233335 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + 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toggleFavoritesButton; // 用于打开/关闭收藏夹的按钮 @@ -53,7 +53,8 @@ public class FavoritesManager : MonoBehaviour private void Start() { favoritesUIRectTransform = favoritesUI.GetComponent(); - hiddenPosition = new Vector2(favoritesUIRectTransform.anchoredPosition.x*2, favoritesUIRectTransform.anchoredPosition.y); + hiddenPosition = new Vector2(favoritesUIRectTransform.anchoredPosition.x * 2, + favoritesUIRectTransform.anchoredPosition.y); visiblePosition = new Vector2(favoritesUIRectTransform.anchoredPosition.x, 0); // // 设置收藏夹的初始位置为隐藏 favoritesUIRectTransform.anchoredPosition = hiddenPosition; diff --git a/Assets/Scripts/Dialog System/BaseYarnCommand.cs b/Assets/Scripts/Dialog System/BaseYarnCommand.cs index adbc2d30e..9259152f9 100644 --- a/Assets/Scripts/Dialog System/BaseYarnCommand.cs +++ b/Assets/Scripts/Dialog System/BaseYarnCommand.cs @@ -15,19 +15,13 @@ namespace AibisDream { EnumEventSystem.Global.Send(EventEnum.NextYarn); StorageSystem.Instance.ClearLocal(); - DialogController.Instance.StartCoroutine(GameLoopManager.Instance.NextSceneSo()); - } - - [YarnCommand("BackToMenu")] - public static void BackToMenu() - { - StartMenu.Instance.BackToMenu(); + DialogController.Instance.StartCoroutine(GameManager.Instance.NextSceneSo()); } [YarnCommand("OpenEndMenu")] public static void OpenEndMenu() { - EndMenu.Instance.OpenEndMenu(); + UIManager.Instance.ShowPanel(); } [Obsolete] @@ -66,37 +60,57 @@ namespace AibisDream [YarnCommand("fade_in")] public static IEnumerator FadeIn(float duration = 1) { - return MainUIController.Instance.FadeInSync(duration); + var panel = UIManager.Instance.GetPanel(); + return panel.FadeInAsync(duration); } [YarnCommand("fade_out")] public static IEnumerator FadeOut(float duration = 1) { - return MainUIController.Instance.FadeOutSync(duration); + var panel = UIManager.Instance.GetPanel(); + return panel.FadeOutAsync(duration); } [YarnCommand("show_obj")] public static IEnumerator ShowObj(string picName) { - return MainUIController.Instance.ShowObj(picName); + var panel = UIManager.Instance.GetPanel(); + return panel.ShowObj(picName); } [YarnCommand("hide_obj")] public static IEnumerator HideObj() { - return MainUIController.Instance.HideObj(); + var panel = UIManager.Instance.GetPanel(); + return panel.HideObj(); } [YarnCommand("show_full_screen")] public static IEnumerator ShowFullScreen(string picName) { - return MainUIController.Instance.ShowFullScreen(picName); + var panel = UIManager.Instance.GetPanel(); + return panel.ShowFullScreen(picName); } [YarnCommand("hide_full_screen")] public static IEnumerator HideFullScreen() { - return MainUIController.Instance.HideFullScreen(); + var panel = UIManager.Instance.GetPanel(); + return panel.HideFullScreen(); + } + + [YarnCommand("open_progress_window")] + public static IEnumerator OpenProgressWindow(string title, string description, float duration) + { + var panel = UIManager.Instance.GetPanel(); + return panel.OpenProgressWindow(title, description, duration); + } + + [YarnCommand("flash_red")] + public static IEnumerator FlashRed(float duration = 0.2f) + { + var panel = UIManager.Instance.GetPanel(); + return panel.FlashRed(duration); } [YarnCommand("switch_dialog_viewer")] diff --git a/Assets/Scripts/Dialog System/DialogController.cs b/Assets/Scripts/Dialog System/DialogController.cs index 8a05aff13..f90bb4b19 100644 --- a/Assets/Scripts/Dialog System/DialogController.cs +++ b/Assets/Scripts/Dialog System/DialogController.cs @@ -58,21 +58,7 @@ namespace AibisDream OnDialogueComplete?.Invoke(); IsTalking = false; }); - - RegisterEvent(); - } - private void RegisterEvent() - { - EnumEventSystem.Global.Register(EventEnum.SceneUnload, ResetDialog); - } - - private void ResetDialog() - { - _dialogueRunner.Stop(); - StorageSystem.Instance.Clear(); - DialogCanvasManager.Instance.HideDialog(); - DialogCanvasManager.Instance.SwitchDialogView(DialogViewType.OldBox); } /// @@ -84,9 +70,13 @@ namespace AibisDream _dialogueRunner.SetProject(yarnProject); _dialogueRunner.StartDialogue("Start"); } + public void StopDialog() { _dialogueRunner.Stop(); + StorageSystem.Instance.Clear(); + DialogCanvasManager.Instance.HideDialog(); + DialogCanvasManager.Instance.SwitchDialogView(DialogViewType.OldBox); } public void LoadDialog(YarnProject yarnProject) @@ -117,7 +107,7 @@ namespace AibisDream return false; } } - + /// /// 跳到下一句 /// diff --git a/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs b/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs index e8367e808..03b7e71b0 100644 --- a/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs +++ b/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs @@ -1,181 +1,185 @@ using UnityEngine; using TMPro; -public class MouseFollowAndZoom : MonoBehaviour +namespace AibisDream { - public GameObject targetIndicator; // UI 目标框 - public TMP_Text targetNameText; // 显示目标名称的文本 - public Vector2 sceneBoundsMin; // 场景边界的左下角 - public Vector2 sceneBoundsMax; // 场景边界的右上角 - private EyeSystem eyemanager; - private EyeTarget currentTarget; // 当前目标 - private bool isActive = false; - private bool isLocked = false; - - public Camera viewCamera; - public float parallaxEffectMultiplier = 0.1f; - public Vector2 maxOffset = new Vector2(2f, 2f); - - private Vector3 initialPosition; - - private float viewOffset = 0; - - // 读写访问 - public void SetIsActive(bool value) + public class MouseFollowAndZoom : MonoBehaviour { - isActive = value; - } + public GameObject targetIndicator; // UI 目标框 + public TMP_Text targetNameText; // 显示目标名称的文本 + public Vector2 sceneBoundsMin; // 场景边界的左下角 + public Vector2 sceneBoundsMax; // 场景边界的右上角 + private EyeSystem eyemanager; + private EyeTarget currentTarget; // 当前目标 + private bool isActive = false; + private bool isLocked = false; - public void SetIsLock(bool value) - { - isLocked = value; - } + public Camera viewCamera; + public float parallaxEffectMultiplier = 0.1f; + public Vector2 maxOffset = new Vector2(2f, 2f); + private Vector3 initialPosition; - void Start() - { - initialPosition = transform.position; - targetIndicator.SetActive(false); // 初始时隐藏目标框 - eyemanager = FindObjectOfType(); - if (eyemanager == null) + private float viewOffset = 0; + + // 读写访问 + public void SetIsActive(bool value) { - Debug.LogError("EyeManager instance not found in the scene."); - } - } - - void Update() - { - if (!isActive) - { - targetIndicator.SetActive(false); - return; + isActive = value; } - HandleTargetIndicator(); // 显示指示器 - if (isLocked) return; - HandleMouseMovement(); - UpdateCurrentTarget(); // 更新当前目标 - } - - private Vector3 currentOffset; // 当前的偏移量 - - void HandleMouseMovement() - { - // 获取鼠标位置 - Vector3 mousePosition = Input.mousePosition; - Vector3 worldMousePosition = viewCamera.ScreenToWorldPoint(mousePosition); - worldMousePosition.z = 0; // 确保 z 为 0 - - // 计算目标偏移量并反向 - Vector3 targetOffset = (viewCamera.transform.position - worldMousePosition) * parallaxEffectMultiplier; - targetOffset.x = Mathf.Clamp(targetOffset.x, -maxOffset.x, maxOffset.x); - targetOffset.y = Mathf.Clamp(targetOffset.y, -maxOffset.y, maxOffset.y); - - // 平滑处理偏移量 - float smoothFactor = 0.01f; // 平滑系数,值越小平滑效果越强,响应越慢 - currentOffset = Vector3.Lerp(currentOffset, targetOffset, smoothFactor); - - // 计算目标位置 - Vector3 targetPosition = initialPosition + currentOffset; - - // 限制目标位置在场景边界范围内 - targetPosition.x = Mathf.Clamp(targetPosition.x, sceneBoundsMin.x, sceneBoundsMax.x); - targetPosition.y = Mathf.Clamp(targetPosition.y, sceneBoundsMin.y, sceneBoundsMax.y); - - // 使用插值(Lerp)平滑更新位置 - float followSpeed = 0.1f; // 跟随速度,值越小延迟越大 - Vector3 smoothedPosition = Vector3.Lerp(transform.position, targetPosition, followSpeed); - - // 应用平滑后的位置 - transform.position = smoothedPosition; - - } - - void UpdateCurrentTarget() - { - // 获取鼠标位置 - Vector3 mousePosition = Input.mousePosition; - Vector3 worldPosition = Camera.main.ScreenToWorldPoint(mousePosition); - RaycastHit2D hit = Physics2D.Raycast(worldPosition+viewCamera.transform.position-Camera.main.transform.position, Vector2.zero); - - // 检查是否有目标 - if (hit.collider != null && hit.collider.CompareTag("EyeTarget")) + public void SetIsLock(bool value) { - currentTarget = hit.collider.GetComponent(); // 更新当前目标 + isLocked = value; + } - // 处理鼠标点击事件 - if (Input.GetMouseButtonDown(0)) + + void Start() + { + initialPosition = transform.position; + targetIndicator.SetActive(false); // 初始时隐藏目标框 + eyemanager = FindObjectOfType(); + if (eyemanager == null) { - Debug.Log("点击目标触发了"); - if (currentTarget != null) - { - eyemanager.SetTarget(currentTarget); // 设置目标 - } - else - { - Debug.LogWarning("The collider does not have an EyeTarget component."); - } + Debug.LogError("EyeManager instance not found in the scene."); } } - else + + void Update() { - currentTarget = null; // 如果没有目标,设置为 null + if (!isActive) + { + targetIndicator.SetActive(false); + return; + } + + HandleTargetIndicator(); // 显示指示器 + if (isLocked) return; + HandleMouseMovement(); + UpdateCurrentTarget(); // 更新当前目标 + } + + private Vector3 currentOffset; // 当前的偏移量 + + void HandleMouseMovement() + { + // 获取鼠标位置 + Vector3 mousePosition = Input.mousePosition; + Vector3 worldMousePosition = viewCamera.ScreenToWorldPoint(mousePosition); + worldMousePosition.z = 0; // 确保 z 为 0 + + // 计算目标偏移量并反向 + Vector3 targetOffset = (viewCamera.transform.position - worldMousePosition) * parallaxEffectMultiplier; + targetOffset.x = Mathf.Clamp(targetOffset.x, -maxOffset.x, maxOffset.x); + targetOffset.y = Mathf.Clamp(targetOffset.y, -maxOffset.y, maxOffset.y); + + // 平滑处理偏移量 + float smoothFactor = 0.01f; // 平滑系数,值越小平滑效果越强,响应越慢 + currentOffset = Vector3.Lerp(currentOffset, targetOffset, smoothFactor); + + // 计算目标位置 + Vector3 targetPosition = initialPosition + currentOffset; + + // 限制目标位置在场景边界范围内 + targetPosition.x = Mathf.Clamp(targetPosition.x, sceneBoundsMin.x, sceneBoundsMax.x); + targetPosition.y = Mathf.Clamp(targetPosition.y, sceneBoundsMin.y, sceneBoundsMax.y); + + // 使用插值(Lerp)平滑更新位置 + float followSpeed = 0.1f; // 跟随速度,值越小延迟越大 + Vector3 smoothedPosition = Vector3.Lerp(transform.position, targetPosition, followSpeed); + + // 应用平滑后的位置 + transform.position = smoothedPosition; + } + + void UpdateCurrentTarget() + { + // 获取鼠标位置 + Vector3 mousePosition = Input.mousePosition; + Vector3 worldPosition = Camera.main.ScreenToWorldPoint(mousePosition); + RaycastHit2D hit = + Physics2D.Raycast(worldPosition + viewCamera.transform.position - Camera.main.transform.position, + Vector2.zero); + + // 检查是否有目标 + if (hit.collider != null && hit.collider.CompareTag("EyeTarget")) + { + currentTarget = hit.collider.GetComponent(); // 更新当前目标 + + // 处理鼠标点击事件 + if (Input.GetMouseButtonDown(0)) + { + Debug.Log("点击目标触发了"); + if (currentTarget != null) + { + eyemanager.SetTarget(currentTarget); // 设置目标 + } + else + { + Debug.LogWarning("The collider does not have an EyeTarget component."); + } + } + } + else + { + currentTarget = null; // 如果没有目标,设置为 null + } + } + + void HandleTargetIndicator() + { + if (currentTarget == null) + { + targetIndicator.SetActive(false); // 隐藏指示器 + return; + } + + // 获取目标的 BoxCollider2D + BoxCollider2D boxCollider = currentTarget.GetComponent(); + if (boxCollider != null) + { + Vector3 boxCenter = boxCollider.bounds.center; + Vector3 boxSize = boxCollider.bounds.size; + + // 转换为世界空间坐标 + Vector3 worldCenter = boxCenter; + Vector3 worldSize = boxSize; + + // 设置目标框的位置 + RectTransform indicatorRectTransform = targetIndicator.GetComponent(); + indicatorRectTransform.position = worldCenter; + indicatorRectTransform.sizeDelta = new Vector2(worldSize.x, worldSize.y); + + // 设置目标名称 + targetNameText.text = currentTarget.name + " " + + "R" + currentTarget._color.r.ToString("F1") + + " G" + currentTarget._color.g.ToString("F1") + + " B" + currentTarget._color.b.ToString("F1"); + + // 显示指示器 + targetIndicator.SetActive(true); + } + } + + public void SetIndicatorTarget(EyeTarget target) + { + currentTarget = target; + } + + void OnDrawGizmos() + { + // 设置 Gizmos 颜色 + Gizmos.color = Color.red; + + // 绘制场景边界 + Vector3 bottomLeft = new Vector3(sceneBoundsMin.x, sceneBoundsMin.y, 0); + Vector3 topRight = new Vector3(sceneBoundsMax.x, sceneBoundsMax.y, 0); + + // 绘制边界框 + Gizmos.DrawLine(bottomLeft, new Vector3(bottomLeft.x, topRight.y, 0)); + Gizmos.DrawLine(bottomLeft, new Vector3(topRight.x, bottomLeft.y, 0)); + Gizmos.DrawLine(topRight, new Vector3(bottomLeft.x, topRight.y, 0)); + Gizmos.DrawLine(topRight, new Vector3(topRight.x, bottomLeft.y, 0)); } } - - void HandleTargetIndicator() -{ - if (currentTarget == null) - { - targetIndicator.SetActive(false); // 隐藏指示器 - return; - } - - // 获取目标的 BoxCollider2D - BoxCollider2D boxCollider = currentTarget.GetComponent(); - if (boxCollider != null) - { - Vector3 boxCenter = boxCollider.bounds.center; - Vector3 boxSize = boxCollider.bounds.size; - - // 转换为世界空间坐标 - Vector3 worldCenter = boxCenter; - Vector3 worldSize = boxSize; - - // 设置目标框的位置 - RectTransform indicatorRectTransform = targetIndicator.GetComponent(); - indicatorRectTransform.position = worldCenter; - indicatorRectTransform.sizeDelta=new Vector2(worldSize.x, worldSize.y); - - // 设置目标名称 - targetNameText.text = currentTarget.name + " " + - "R" + currentTarget._color.r.ToString("F1") + - " G" + currentTarget._color.g.ToString("F1") + - " B" + currentTarget._color.b.ToString("F1"); - - // 显示指示器 - targetIndicator.SetActive(true); - } -} - - public void SetIndicatorTarget(EyeTarget target) - { - currentTarget = target; - } - - void OnDrawGizmos() - { - // 设置 Gizmos 颜色 - Gizmos.color = Color.red; - - // 绘制场景边界 - Vector3 bottomLeft = new Vector3(sceneBoundsMin.x, sceneBoundsMin.y, 0); - Vector3 topRight = new Vector3(sceneBoundsMax.x, sceneBoundsMax.y, 0); - - // 绘制边界框 - Gizmos.DrawLine(bottomLeft, new Vector3(bottomLeft.x, topRight.y, 0)); - Gizmos.DrawLine(bottomLeft, new Vector3(topRight.x, bottomLeft.y, 0)); - Gizmos.DrawLine(topRight, new Vector3(bottomLeft.x, topRight.y, 0)); - Gizmos.DrawLine(topRight, new Vector3(topRight.x, bottomLeft.y, 0)); - } } \ No newline at end of file diff --git a/Assets/Scripts/FixSystem/Effect/ScreenEffectManager.cs b/Assets/Scripts/FixSystem/Effect/ScreenEffectManager.cs index b6a95dfaa..be166e944 100644 --- a/Assets/Scripts/FixSystem/Effect/ScreenEffectManager.cs +++ b/Assets/Scripts/FixSystem/Effect/ScreenEffectManager.cs @@ -1,26 +1,16 @@ using UnityEngine; -using UnityEngine.UI; using DG.Tweening; -using Yarn.Unity; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; -using System.Collections; public class ScreenEffectManager : MonoBehaviour { public static ScreenEffectManager Instance { get; private set; } - public Image blackoutPanel; // 黑屏面板 - public Image redFlashPanel; // 红色闪烁面板 - private float shakeDuration = 0.5f; // 震屏持续时间 - private float shakeIntensity = 0.04f; // 震屏强度 - public Volume saturation; private ColorAdjustments colorAdjustments; - private Vector3 originalCameraPosition; - private void Awake() { // 确保单例模式 @@ -37,8 +27,6 @@ public class ScreenEffectManager : MonoBehaviour private void Start() { - // 保存初始相机位置 - originalCameraPosition = Camera.main.transform.localPosition; // 获取 ColorAdjustments 设置 if (saturation.profile.TryGet(out colorAdjustments)) { @@ -50,48 +38,6 @@ public class ScreenEffectManager : MonoBehaviour } } - // 震屏效果 - [YarnCommand("shakeScreen")] - public IEnumerator ShakeScreen() - { - yield return Camera.main.transform.DOPunchPosition(new Vector3(1, 0, 0) * shakeIntensity, shakeDuration, 8, 1f) - .WaitForCompletion(); - } - - // 黑屏淡入淡出效果 - [YarnCommand("fadeIn")] - public IEnumerator FadeIn(float duration) - { - blackoutPanel.gameObject.SetActive(true); - Sequence fadeInSequence = DOTween.Sequence(); - fadeInSequence.Append(blackoutPanel.DOFade(1f, duration)); - //fadeInSequence.AppendInterval(waitTime); - yield return fadeInSequence.WaitForCompletion(); - } - - [YarnCommand("fadeOut")] - public IEnumerator FadeOut(float duration) - { - Sequence fadeOutSequence = DOTween.Sequence(); - fadeOutSequence.Append(blackoutPanel.DOFade(0f, duration).OnComplete(() => - { - blackoutPanel.gameObject.SetActive(false); - })); - yield return fadeOutSequence.WaitForCompletion(); - } - - // 红色闪烁效果 - [YarnCommand("flashRed")] - public IEnumerator FlashRed(float duration) - { - redFlashPanel.gameObject.SetActive(true); - yield return redFlashPanel.DOFade(1, duration / 2).WaitForCompletion(); - yield return redFlashPanel.DOFade(0, duration / 2).OnComplete(() => - { - redFlashPanel.gameObject.SetActive(false); - }).WaitForCompletion(); - } - // 动态调整饱和度 public Tween TweenSaturation(float targetSaturation, float duration) { diff --git a/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs index c12a6a2b2..9d9760faa 100644 --- a/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs +++ b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs @@ -43,19 +43,6 @@ namespace AibisDream private IEnumerator LoadDataAsync(ClinicData data) { - // yield return character.CharacterInit(data.characterName); - // character.SwitchFace(data.faceName); - // character.SwitchPose(data.poseName); - // if (data.isShow) character.CharacterShow(); - // if (data.hasDevice) - // { - // character.AddLinkDevice(); - // } - // else - // { - // character.RemoveLinkDevice(); - // } - // SpriteGroup加载 characterGroup.config.key = data.configKey; yield return characterGroup.InstantiateByConfigAsync(); @@ -66,7 +53,7 @@ namespace AibisDream public IEnumerator Quit(float duration) { // 黑屏出现 - yield return MainUIController.Instance.FadeInSync(duration); + yield return UIManager.Instance.GetPanel().FadeInAsync(duration); gameObject.SetActive(false); } diff --git a/Assets/Scripts/FixSystemNew/FixStateMachine.cs b/Assets/Scripts/FixSystemNew/FixStateMachine.cs index 88b94e7db..67c2d7fb7 100644 --- a/Assets/Scripts/FixSystemNew/FixStateMachine.cs +++ b/Assets/Scripts/FixSystemNew/FixStateMachine.cs @@ -173,9 +173,9 @@ namespace AibisDream.FixSystem var bodyModule = FixSystemCenter.SystemDic.Get(); bodyModule.SwitchModuleGroup(ModuleState.Body); - yield return MainUIController.Instance?.FadeInSync(0.5f); + yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - yield return MainUIController.Instance?.FadeOutSync(0.5f); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); } // 切换相机 @@ -250,11 +250,11 @@ namespace AibisDream.FixSystem bodyModuleSystem.ResetPlug(); // 切换相机 yield return CameraKit.Instance.SwitchCamera(CameraEnum.UF); - yield return MainUIController.Instance?.FadeInSync(0.5f); + yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); ufSystem.OpenUFView(); yield return CameraKit.Instance.SwitchCamera(CameraEnum.EyeDeep); eyeSystem.OnEnter(); - yield return MainUIController.Instance?.FadeOutSync(0.5f); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); } public IEnumerator Exit() @@ -262,11 +262,11 @@ namespace AibisDream.FixSystem float duration = 0.5f; var ufSystem = FixSystemCenter.SystemDic.Get(); var eyeSystem = FixSystemCenter.SystemDic.Get(); - yield return MainUIController.Instance?.FadeInSync(duration); + yield return UIManager.Instance.GetPanel().FadeInAsync(duration); eyeSystem.OnExit(); ufSystem.CloseUFView(); yield return CameraKit.Instance.SwitchCamera(CameraEnum.UF); - yield return MainUIController.Instance?.FadeOutSync(duration); + yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); yield return null; } } @@ -281,7 +281,6 @@ namespace AibisDream.FixSystem public IEnumerator Enter() { - //float duration = 0.5f; var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); var eyeSystem = FixSystemCenter.SystemDic.Get(); // 先切BodyModule @@ -300,10 +299,10 @@ namespace AibisDream.FixSystem bodyModuleSystem.ResetPlug(); // 切换相机 yield return CameraKit.Instance.SwitchCamera(CameraEnum.Eye); - yield return MainUIController.Instance?.FadeInSync(0.5f); + yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); yield return CameraKit.Instance.SwitchCamera(CameraEnum.EyeDeep); eyeSystem.OnEnter(); - yield return MainUIController.Instance?.FadeOutSync(0.5f); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); } public IEnumerator Exit() @@ -311,11 +310,11 @@ namespace AibisDream.FixSystem var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); float duration = 0.5f; var eyeSystem = FixSystemCenter.SystemDic.Get(); - yield return MainUIController.Instance?.FadeInSync(duration); + yield return UIManager.Instance.GetPanel().FadeInAsync(duration); yield return CameraKit.Instance.SwitchCamera(CameraEnum.Eye); eyeSystem.OnExit(); yield return new WaitForSeconds(0.1f); - yield return MainUIController.Instance?.FadeOutSync(duration); + yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); //关上 SpriteRenderer sp = bodyModuleSystem.FindBodyModuleByName("Eye").transform.Find("Cover") .GetComponent(); @@ -350,19 +349,19 @@ namespace AibisDream.FixSystem bodyModuleSystem.ResetPlug(); // 相机聚焦到目标位 yield return CameraKit.Instance.SwitchCamera(CameraEnum.Memory); - yield return MainUIController.Instance?.FadeInSync(0.5f); + yield return UIManager.Instance.GetPanel().FadeInAsync(duration); memorySystem.OnEnter(); - yield return MainUIController.Instance.FadeOutSync(duration); + yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); } public IEnumerator Exit() { float duration = 0.5f; var memorySystem = FixSystemCenter.SystemDic.Get(); - yield return MainUIController.Instance.FadeInSync(duration); + yield return UIManager.Instance.GetPanel().FadeInAsync(duration); memorySystem.OnExit(); memorySystem.CloseMemoryView(); - yield return MainUIController.Instance.FadeOutSync(duration); + yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); memorySystem.PullMemoryProjector(); } diff --git a/Assets/Scripts/FixSystemNew/FixSystemCenter.cs b/Assets/Scripts/FixSystemNew/FixSystemCenter.cs index 3c163e4be..169381970 100644 --- a/Assets/Scripts/FixSystemNew/FixSystemCenter.cs +++ b/Assets/Scripts/FixSystemNew/FixSystemCenter.cs @@ -25,7 +25,7 @@ namespace AibisDream.FixSystem public override void OnSingletonDestroy() { CameraKit.Instance.RemoveAllCam(); - GameLoopManager.Instance.StartCoroutine(StateMachine.QuitState()); + GameManager.Instance.StartCoroutine(StateMachine.QuitState()); SystemDic.Clear(); // 注销 diff --git a/Assets/Scripts/Framework/ActionKit.meta b/Assets/Scripts/Framework/ActionKit.meta new file mode 100644 index 000000000..2e21c1a5b --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a8f93e286b584fe5896c9e5b438ee7cd +timeCreated: 1744888695 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action.meta b/Assets/Scripts/Framework/ActionKit/Action.meta new file mode 100644 index 000000000..ea916d19b --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 9e6e41d0e8ab41bd8422fe4383840a37 +timeCreated: 1744888862 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Callback.cs b/Assets/Scripts/Framework/ActionKit/Action/Callback.cs new file mode 100644 index 000000000..c287210eb --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Callback.cs @@ -0,0 +1,68 @@ +using System; + +namespace AibisDream.Kit +{ + internal class Callback : IAction + { + private Callback() + { + } + + private Action _callback; + + private static readonly SimpleObjectPool SimpleObjectPool = new(() => new Callback(), null, 10); + + public static Callback Allocate(Action callback) + { + var callbackAction = SimpleObjectPool.Allocate(); + callbackAction.ActionID = ActionKit.IDGenerator++; + callbackAction.Reset(); + callbackAction.IsFinalized = false; + callbackAction._callback = callback; + return callbackAction; + } + + public bool Paused { get; set; } + public bool IsFinalized { get; set; } + public ulong ActionID { get; set; } + public ActionStatus Status { get; set; } + + public void OnStart() + { + _callback?.Invoke(); + this.Finish(); + } + + public void OnExecute(float dt) + { + } + + public void OnFinish() + { + } + + public void Deinit() + { + if (!IsFinalized) + { + IsFinalized = true; + _callback = null; + ActionQueue.AddCallback(new ActionQueueRecycleCallback(SimpleObjectPool,this)); + } + } + + public void Reset() + { + Paused = false; + Status = ActionStatus.NotStart; + } + } + + public static class CallbackExtension + { + public static ISequence Callback(this ISequence self, Action callback) + { + return self.Append(Kit.Callback.Allocate(callback)); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Callback.cs.meta b/Assets/Scripts/Framework/ActionKit/Action/Callback.cs.meta new file mode 100644 index 000000000..1b6475b93 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Callback.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f8c25272de21437a9f6b2b73c2a636c7 +timeCreated: 1745052326 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Condition.cs b/Assets/Scripts/Framework/ActionKit/Action/Condition.cs new file mode 100644 index 000000000..2ab7cf1ca --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Condition.cs @@ -0,0 +1,67 @@ +using System; + +namespace AibisDream.Kit +{ + public class Condition : IAction + { + private Func _condition; + + private static readonly SimpleObjectPool SimpleObjectPool = new(() => new Condition(), null, 10); + + private Condition(){} + + public static Condition Allocate(Func condition) + { + var conditionAction = SimpleObjectPool.Allocate(); + conditionAction.ActionID = ActionKit.IDGenerator++; + conditionAction.IsFinalized = false; + conditionAction.Reset(); + conditionAction._condition = condition; + return conditionAction; + } + + public bool Paused { get; set; } + public bool IsFinalized { get; set; } + public ulong ActionID { get; set; } + public ActionStatus Status { get; set; } + public void OnStart() + { + } + + public void OnExecute(float dt) + { + if (_condition.Invoke()) + { + this.Finish(); + } + } + + public void OnFinish() + { + } + + public void Deinit() + { + if (!IsFinalized) + { + IsFinalized = true; + _condition = null; + ActionQueue.AddCallback(new ActionQueueRecycleCallback(SimpleObjectPool,this)); + } + } + + public void Reset() + { + Paused = false; + Status = ActionStatus.NotStart; + } + } + + public static class ConditionExtension + { + public static ISequence Condition(this ISequence self, Func condition) + { + return self.Append(Kit.Condition.Allocate(condition)); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Condition.cs.meta b/Assets/Scripts/Framework/ActionKit/Action/Condition.cs.meta new file mode 100644 index 000000000..f307774ee --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Condition.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: d76197e1c1c34e7480a7081b04c03909 +timeCreated: 1745052436 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Coroutine.cs b/Assets/Scripts/Framework/ActionKit/Action/Coroutine.cs new file mode 100644 index 000000000..1a8740a4f --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Coroutine.cs @@ -0,0 +1,74 @@ +using System; +using System.Collections; + +namespace AibisDream.Kit +{ + internal class CoroutineAction : IAction + { + private static readonly SimpleObjectPool Pool = new(() => new CoroutineAction(), null, 10); + + private Func _coroutineGetter; + + private CoroutineAction(){} + + public static CoroutineAction Allocate(Func coroutineGetter) + { + var coroutineAction = Pool.Allocate(); + coroutineAction.ActionID = ActionKit.IDGenerator++; + coroutineAction.IsFinalized = false; + coroutineAction.Reset(); + coroutineAction._coroutineGetter = coroutineGetter; + return coroutineAction; + } + + public bool Paused { get; set; } + public void Deinit() + { + if (!IsFinalized) + { + IsFinalized = true; + _coroutineGetter = null; + + ActionQueue.AddCallback(new ActionQueueRecycleCallback(Pool,this)); + } + } + + public void Reset() + { + Paused = false; + Status = ActionStatus.NotStart; + } + + public bool IsFinalized { get; set; } + public ulong ActionID { get; set; } + public ActionStatus Status { get; set; } + public void OnStart() + { + ActionKitMonoBehaviourEvents.Instance.ExecuteCoroutine(_coroutineGetter(), () => + { + Status = ActionStatus.Finished; + }); + } + + public void OnExecute(float dt) + { + } + + public void OnFinish() + { + } + } + + public static class CoroutineExtension + { + public static ISequence Coroutine(this ISequence self, Func coroutineGetter) + { + return self.Append(CoroutineAction.Allocate(coroutineGetter)); + } + + public static IAction ToAction(this IEnumerator self) + { + return CoroutineAction.Allocate(() => self); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Coroutine.cs.meta b/Assets/Scripts/Framework/ActionKit/Action/Coroutine.cs.meta new file mode 100644 index 000000000..9afe89eb3 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Coroutine.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 4608e63a25d342b4b502d1a4cdc61fec +timeCreated: 1745052510 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Delay.cs b/Assets/Scripts/Framework/ActionKit/Action/Delay.cs new file mode 100644 index 000000000..3acb00aa9 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Delay.cs @@ -0,0 +1,105 @@ +using System; + +namespace AibisDream.Kit +{ + internal class Delay : IAction + { + public float delayTime; + + public Func delayTimeFactory; + + public Action OnDelayFinish { get; set; } + + public float CurrentSeconds { get; set; } + + private Delay() + { + } + + private static readonly SimpleObjectPool Pool = new(() => new Delay(), null, 10); + + public static Delay Allocate(float delayTime, Action onDelayFinish = null) + { + var retNode = Pool.Allocate(); + retNode.ActionID = ActionKit.IDGenerator++; + retNode.IsFinalized = false; + retNode.Reset(); + retNode.delayTime = delayTime; + retNode.OnDelayFinish = onDelayFinish; + retNode.CurrentSeconds = 0.0f; + return retNode; + } + + public static Delay Allocate(Func delayTimeFactory, Action onDelayFinish = null) + { + var retNode = Pool.Allocate(); + retNode.IsFinalized = false; + retNode.Reset(); + retNode.delayTimeFactory = delayTimeFactory; + retNode.OnDelayFinish = onDelayFinish; + retNode.CurrentSeconds = 0.0f; + return retNode; + } + + + public ulong ActionID { get; set; } + public ActionStatus Status { get; set; } + + public void OnStart() + { + if (delayTimeFactory != null) + { + delayTime = delayTimeFactory(); + } + } + + public void OnExecute(float dt) + { + if (CurrentSeconds >= delayTime) + { + this.Finish(); + OnDelayFinish?.Invoke(); + } + + CurrentSeconds += dt; + } + + public void OnFinish() + { + } + + public void Reset() + { + Status = ActionStatus.NotStart; + Paused = false; + CurrentSeconds = 0.0f; + } + + public bool Paused { get; set; } + + public void Deinit() + { + if (!IsFinalized) + { + OnDelayFinish = null; + IsFinalized = true; + ActionQueue.AddCallback(new ActionQueueRecycleCallback(Pool,this)); + } + } + + public bool IsFinalized { get; set; } + } + + public static class DelayExtension + { + public static ISequence Delay(this ISequence self, float seconds,Action onDelayFinish = null) + { + return self.Append(Kit.Delay.Allocate(seconds,onDelayFinish)); + } + + public static ISequence Delay(this ISequence self,Func delayTimeFactory,Action onDelayFinish = null) + { + return self.Append(Kit.Delay.Allocate(delayTimeFactory,onDelayFinish)); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Delay.cs.meta b/Assets/Scripts/Framework/ActionKit/Action/Delay.cs.meta new file mode 100644 index 000000000..01dc4bb44 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Delay.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c70afd801db24bd08b8083ba1e2a03a2 +timeCreated: 1744891140 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/DelayFrame.cs b/Assets/Scripts/Framework/ActionKit/Action/DelayFrame.cs new file mode 100644 index 000000000..68efe4a27 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/DelayFrame.cs @@ -0,0 +1,80 @@ +using System; +using UnityEngine; + +namespace AibisDream.Kit +{ + internal class DelayFrame : IAction + { + public bool Paused { get; set; } + public bool IsFinalized { get; set; } + public ulong ActionID { get; set; } + public ActionStatus Status { get; set; } + + private static SimpleObjectPool _simpleObjectPool = new(() => new DelayFrame(), null, 10); + + private Action _onDelayFinish; + + public static DelayFrame Allocate(int frameCount, Action onDelayFinish = null) + { + var delayFrame = _simpleObjectPool.Allocate(); + delayFrame.ActionID = ActionKit.IDGenerator++; + delayFrame.Reset(); + delayFrame.IsFinalized = false; + delayFrame._delayedFrameCount = frameCount; + delayFrame._onDelayFinish = onDelayFinish; + + return delayFrame; + } + + private int _startFrameCount; + private int _delayedFrameCount; + + public void OnStart() + { + _startFrameCount = Time.frameCount; + } + + public void OnExecute(float dt) + { + if (Time.frameCount >= _startFrameCount + _delayedFrameCount) + { + _onDelayFinish?.Invoke(); + this.Finish(); + } + } + + public void OnFinish() + { + } + + public void Deinit() + { + if (!IsFinalized) + { + IsFinalized = true; + _onDelayFinish = null; + ActionQueue.AddCallback(new ActionQueueRecycleCallback(_simpleObjectPool, this)); + } + } + + public void Reset() + { + Status = ActionStatus.NotStart; + Paused = false; + _startFrameCount = 0; + } + } + + public static class DelayFrameExtension + { + public static ISequence DelayFrame(this ISequence self, int frameCount) + { + return self.Append(Kit.DelayFrame.Allocate(frameCount)); + } + + public static ISequence NextFrame(this ISequence self) + { + return self.Append(Kit.DelayFrame.Allocate(1)); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/DelayFrame.cs.meta b/Assets/Scripts/Framework/ActionKit/Action/DelayFrame.cs.meta new file mode 100644 index 000000000..e9062d0ca --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/DelayFrame.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b23ca3b053c944c09084046dd1ecd022 +timeCreated: 1745052136 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Lerp.cs b/Assets/Scripts/Framework/ActionKit/Action/Lerp.cs new file mode 100644 index 000000000..143736698 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Lerp.cs @@ -0,0 +1,106 @@ +/**************************************************************************** + * Copyright (c) 2016 - 2024 liangxiegame UNDER MIT License + * + * https://qframework.cn + * https://github.com/liangxiegame/QFramework + * https://gitee.com/liangxiegame/QFramework + ****************************************************************************/ + +using System; +using UnityEngine; + +namespace AibisDream.Kit +{ + public class Lerp : IAction + { + private static readonly SimpleObjectPool Pool = new(() => new Lerp(), null, 10); + + private float _target; + private float _source; + private float _duration; + private Action _onLerp; + private Action _onLerpFinish; + + private float _currentTime; + + public static Lerp Allocate(float source, float target, float duration, Action onLerp = null, + Action onLerpFinish = null) + { + var retNode = Pool.Allocate(); + retNode.ActionID = ActionKit.IDGenerator++; + retNode.IsFinalized = false; + retNode.Reset(); + retNode._target = target; + retNode._source = source; + retNode._duration = duration; + retNode._onLerp = onLerp; + retNode._onLerpFinish = onLerpFinish; + return retNode; + } + + public bool Paused { get; set; } + + public void Reset() + { + Status = ActionStatus.NotStart; + Paused = false; + _currentTime = 0.0f; + } + + public void Deinit() + { + if (!IsFinalized) + { + IsFinalized = true; + _onLerp = null; + _onLerpFinish = null; + ActionQueue.AddCallback(new ActionQueueRecycleCallback(Pool, this)); + } + } + + public ulong ActionID { get; set; } + public ActionStatus Status { get; set; } + + public void OnStart() + { + _currentTime = 0.0f; + _onLerp?.Invoke(Mathf.Lerp(_source, _target, 0)); + } + + public void OnExecute(float dt) + { + _currentTime += dt; + if (_currentTime < _duration) + { + _onLerp?.Invoke(Mathf.Lerp(_source, _target, _currentTime / _duration)); + } + else + { + this.Finish(); + } + } + + public void OnFinish() + { + _onLerp?.Invoke(Mathf.Lerp(_source, _target, 1.0f)); + _onLerpFinish?.Invoke(); + } + + public bool IsFinalized { get; set; } + } + + public static class LerpExtension + { + public static ISequence Lerp(this ISequence self, float a, float b, float duration, Action onLerp = null, + Action onLerpFinish = null) + { + return self.Append(Kit.Lerp.Allocate(a, b, duration, onLerp, onLerpFinish)); + } + + public static ISequence Lerp01(this ISequence self, float duration, Action onLerp = null, + Action onLerpFinish = null) + { + return self.Append(Kit.Lerp.Allocate(0, 1, duration, onLerp, onLerpFinish)); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Lerp.cs.meta b/Assets/Scripts/Framework/ActionKit/Action/Lerp.cs.meta new file mode 100644 index 000000000..11a0ff0b1 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Lerp.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b7002810d8a141d996834cec3569ab15 +timeCreated: 1745053095 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Parallel.cs b/Assets/Scripts/Framework/ActionKit/Action/Parallel.cs new file mode 100644 index 000000000..cb92ca635 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Parallel.cs @@ -0,0 +1,117 @@ +/**************************************************************************** + * Copyright (c) 2015 - 2024 liangxiegame UNDER MIT License + * + * https://qframework.cn + * https://github.com/liangxiegame/QFramework + * https://gitee.com/liangxiegame/QFramework + ****************************************************************************/ + +using System; +using System.Collections.Generic; + +namespace AibisDream.Kit +{ + public interface IParallel : ISequence + { + + } + internal class Parallel : IParallel + { + private Parallel(){} + + private static readonly SimpleObjectPool SimpleObjectPool = new(() => new Parallel(), null, 5); + + private readonly List _actions = ListPool.Get(); + + private int _finishedCount; + + public static Parallel Allocate() + { + var parallel = SimpleObjectPool.Allocate(); + parallel.ActionID = ActionKit.IDGenerator++; + parallel.IsFinalized = false; + parallel.Reset(); + return parallel; + } + public bool Paused { get; set; } + public bool IsFinalized { get; set; } + public ulong ActionID { get; set; } + public ActionStatus Status { get; set; } + public void OnStart() + { + } + + public void OnExecute(float dt) + { + for (var i = _finishedCount; i < _actions.Count; i++) + { + if (!_actions[i].Execute(dt)) continue; + + _finishedCount++; + + if (_finishedCount >= _actions.Count) + { + this.Finish(); + } + else + { + // swap + (_actions[i], _actions[_finishedCount - 1]) = (_actions[_finishedCount - 1], _actions[i]); + } + + } + } + + public void OnFinish() + { + } + + public ISequence Append(IAction action) + { + _actions.Add(action); + return this; + } + + public void Deinit() + { + + if (!IsFinalized) + { + IsFinalized = true; + + foreach (var action in _actions) + { + action.Deinit(); + } + + + _actions.Clear(); + + ActionQueue.AddCallback(new ActionQueueRecycleCallback(SimpleObjectPool,this)); + } + + } + + public void Reset() + { + Status = ActionStatus.NotStart; + _finishedCount = 0; + Paused = false; + foreach (var action in _actions) + { + action.Reset(); + } + + } + } + + public static class ParallelExtension + { + public static ISequence Parallel(this ISequence self, Action parallelSetting) + { + var parallel = Kit.Parallel.Allocate(); + parallelSetting(parallel); + return self.Append(parallel); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Parallel.cs.meta b/Assets/Scripts/Framework/ActionKit/Action/Parallel.cs.meta new file mode 100644 index 000000000..b643d20ec --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Parallel.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0c3a11ccace8454092e15087aa98c03a +timeCreated: 1745053353 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Repeat.cs b/Assets/Scripts/Framework/ActionKit/Action/Repeat.cs new file mode 100644 index 000000000..29217d0d7 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Repeat.cs @@ -0,0 +1,117 @@ +using System; + +namespace AibisDream.Kit +{ + public interface IRepeat : ISequence + { + } + + public class Repeat : IRepeat + { + private Sequence _sequence; + + private int _repeatCount = -1; + private int _currentRepeatCount; + + private static readonly SimpleObjectPool SimpleObjectPool = new(() => new Repeat(), null, 5); + + private Repeat() + { + } + + public static Repeat Allocate(int repeatCount = -1) + { + var repeat = SimpleObjectPool.Allocate(); + repeat.ActionID = ActionKit.IDGenerator++; + repeat._sequence = Sequence.Allocate(); + repeat.IsFinalized = false; + repeat.Reset(); + repeat._repeatCount = repeatCount; + return repeat; + } + + public bool Paused { get; set; } + public bool IsFinalized { get; set; } + public ulong ActionID { get; set; } + public ActionStatus Status { get; set; } + + public void OnStart() + { + _currentRepeatCount = 0; + } + + public void OnExecute(float dt) + { + if (_repeatCount == -1 || _repeatCount == 0) + { + if (_sequence.Execute(dt)) + { + _sequence.Reset(); + } + } + else if (_currentRepeatCount < _repeatCount) + { + if (_sequence.Execute(dt)) + { + _currentRepeatCount++; + + if (_currentRepeatCount >= _repeatCount) + { + this.Finish(); + } + else + { + _sequence.Reset(); + } + } + } + } + + public void OnFinish() + { + } + + public ISequence Append(IAction action) + { + _sequence.Append(action); + return this; + } + + public void Deinit() + { + if (!IsFinalized) + { + IsFinalized = true; + + _sequence.Deinit(); + + ActionQueue.AddCallback(new ActionQueueRecycleCallback(SimpleObjectPool,this)); + } + } + + public void Reset() + { + _currentRepeatCount = 0; + Status = ActionStatus.NotStart; + Paused = false; + _sequence.Reset(); + } + } + + public static class RepeatExtension + { + public static ISequence Repeat(this ISequence self,Action repeatSetting) + { + var repeat = Kit.Repeat.Allocate(); + repeatSetting(repeat); + return self.Append(repeat); + } + + public static ISequence Repeat(this ISequence self,int repeatCount, Action repeatSetting) + { + var repeat = Kit.Repeat.Allocate(repeatCount); + repeatSetting(repeat); + return self.Append(repeat); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Repeat.cs.meta b/Assets/Scripts/Framework/ActionKit/Action/Repeat.cs.meta new file mode 100644 index 000000000..8bebc66c2 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Repeat.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 982c23ba869f4f1197aa5c34f94585af +timeCreated: 1745053479 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Sequence.cs b/Assets/Scripts/Framework/ActionKit/Action/Sequence.cs new file mode 100644 index 000000000..157fd18b1 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Sequence.cs @@ -0,0 +1,148 @@ +using System; +using System.Collections.Generic; + +namespace AibisDream.Kit +{ + public interface ISequence : IAction + { + ISequence Append(IAction action); + } + + internal class Sequence : ISequence + { + private IAction _currentAction; + private int _currentActionIndex; + private readonly List _actions = ListPool.Get(); + + private Sequence() + { + } + + private static readonly SimpleObjectPool SimpleObjectPool = new(() => new Sequence(), null, 10); + + public static Sequence Allocate() + { + var sequence = SimpleObjectPool.Allocate(); + sequence.ActionID = ActionKit.IDGenerator++; + sequence.Reset(); + sequence.IsFinalized = false; + return sequence; + } + + public bool Paused { get; set; } + + public bool IsFinalized { get; set; } + + public ulong ActionID { get; set; } + public ActionStatus Status { get; set; } + + public void OnStart() + { + if (_actions.Count > 0) + { + _currentActionIndex = 0; + _currentAction = _actions[_currentActionIndex]; + _currentAction.Reset(); + TryExecuteUntilNextNotFinished(); + } + else + { + this.Finish(); + } + } + + void TryExecuteUntilNextNotFinished() + { + while (_currentAction != null && _currentAction.Execute(0)) + { + _currentActionIndex++; + + if (_currentActionIndex < _actions.Count) + { + _currentAction = _actions[_currentActionIndex]; + _currentAction.Reset(); + } + else + { + _currentAction = null; + this.Finish(); + } + } + } + + public void OnExecute(float dt) + { + if (_currentAction != null) + { + if (_currentAction.Execute(dt)) + { + _currentActionIndex++; + + if (_currentActionIndex < _actions.Count) + { + _currentAction = _actions[_currentActionIndex]; + _currentAction.Reset(); + + TryExecuteUntilNextNotFinished(); + } + else + { + this.Finish(); + } + } + } + else + { + this.Finish(); + } + } + + public void OnFinish() + { + } + + public ISequence Append(IAction action) + { + _actions.Add(action); + return this; + } + + public void Deinit() + { + if (!IsFinalized) + { + IsFinalized = true; + + foreach (var action in _actions) + { + action.Deinit(); + } + + _actions.Clear(); + + ActionQueue.AddCallback(new ActionQueueRecycleCallback(SimpleObjectPool,this)); + } + } + + public void Reset() + { + _currentActionIndex = 0; + Status = ActionStatus.NotStart; + Paused = false; + foreach (var action in _actions) + { + action.Reset(); + } + } + } + + public static class SequenceExtension + { + public static ISequence Sequence(this ISequence self, Action sequenceSetting) + { + var repeat = Kit.Sequence.Allocate(); + sequenceSetting(repeat); + return self.Append(repeat); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Sequence.cs.meta b/Assets/Scripts/Framework/ActionKit/Action/Sequence.cs.meta new file mode 100644 index 000000000..d4a3eb8fe --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Sequence.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 07d5775265fe4976b0c4c299775774e4 +timeCreated: 1744890986 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Task.cs b/Assets/Scripts/Framework/ActionKit/Action/Task.cs new file mode 100644 index 000000000..1ecd643a0 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Task.cs @@ -0,0 +1,89 @@ +using System; +using System.Threading.Tasks; + +namespace AibisDream.Kit +{ + public class TaskAction : IAction + { + private static readonly SimpleObjectPool Pool = new(() => new TaskAction(), null, 10); + + private Func _taskGetter; + private Task _executingTask; + + private TaskAction() + { + } + + public static TaskAction Allocate(Func taskGetter) + { + var coroutineAction = Pool.Allocate(); + coroutineAction.ActionID = ActionKit.IDGenerator++; + coroutineAction.IsFinalized = false; + coroutineAction.Reset(); + coroutineAction._taskGetter = taskGetter; + return coroutineAction; + } + + public bool Paused { get; set; } + + public void Deinit() + { + if (!IsFinalized) + { + IsFinalized = true; + _taskGetter = null; + if (_executingTask != null) + { + _executingTask.Dispose(); + _executingTask = null; + } + + ActionQueue.AddCallback(new ActionQueueRecycleCallback(Pool, this)); + } + } + + public void Reset() + { + Paused = false; + Status = ActionStatus.NotStart; + } + + public bool IsFinalized { get; set; } + public ulong ActionID { get; set; } + public ActionStatus Status { get; set; } + + public void OnStart() + { + StartTask(); + } + + async void StartTask() + { + _executingTask = _taskGetter(); + await _executingTask; + Status = ActionStatus.Finished; + _executingTask = null; + } + + public void OnExecute(float dt) + { + } + + public void OnFinish() + { + } + } + + public static class TaskExtension + { + public static ISequence Task(this ISequence self, Func taskGetter) + { + return self.Append(TaskAction.Allocate(taskGetter)); + } + + public static IAction ToAction(this Task self) + { + return TaskAction.Allocate(() => self); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Action/Task.cs.meta b/Assets/Scripts/Framework/ActionKit/Action/Task.cs.meta new file mode 100644 index 000000000..ddde4a001 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Action/Task.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 67237f6ffaf4400c9aa58b59255996c5 +timeCreated: 1744891275 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/ActionKit.cs b/Assets/Scripts/Framework/ActionKit/ActionKit.cs new file mode 100644 index 000000000..d35eee981 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/ActionKit.cs @@ -0,0 +1,65 @@ +using System; +using System.Collections; +using System.Threading.Tasks; + +namespace AibisDream.Kit +{ + public class ActionKit + { + public static ulong IDGenerator = 0; + + public static IAction Delay(float seconds, Action callback) + { + return Kit.Delay.Allocate(seconds, callback); + } + + public static ISequence Sequence() + { + return Kit.Sequence.Allocate(); + } + + public static IAction DelayFrame(int frameCount, Action onDelayFinish) + { + return Kit.DelayFrame.Allocate(frameCount, onDelayFinish); + } + + public static IAction NextFrame(Action onNextFrame) + { + return Kit.DelayFrame.Allocate(1, onNextFrame); + } + + public static IAction Lerp(float a,float b,float duration,Action onLerp,Action onLerpFinish = null) + { + return Kit.Lerp.Allocate(a, b, duration, onLerp, onLerpFinish); + } + + public static IAction Callback(Action callback) + { + return Kit.Callback.Allocate(callback); + } + + public static IRepeat Repeat(int repeatCount = -1) + { + return Kit.Repeat.Allocate(repeatCount); + } + + public static IParallel Parallel() + { + return Kit.Parallel.Allocate(); + } + + public void ComplexAPI() + { + } + + public static IAction Coroutine(Func coroutineGetter) + { + return CoroutineAction.Allocate(coroutineGetter); + } + + public static IAction Task(Func taskGetter) + { + return TaskAction.Allocate(taskGetter); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/ActionKit.cs.meta b/Assets/Scripts/Framework/ActionKit/ActionKit.cs.meta new file mode 100644 index 000000000..b18c2b093 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/ActionKit.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 3a5e4d15506047819281d5e7f59b7662 +timeCreated: 1744888755 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/ActionKitMonoBehaviourEvents.cs b/Assets/Scripts/Framework/ActionKit/ActionKitMonoBehaviourEvents.cs new file mode 100644 index 000000000..d730739d6 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/ActionKitMonoBehaviourEvents.cs @@ -0,0 +1,70 @@ +using System; +using System.Collections; +using AibisDream.Framework; +using UnityEngine; + +namespace AibisDream.Kit +{ + internal class ActionKitMonoBehaviourEvents : Singleton + { + private readonly EasyEvent _onUpdate = new(); + private readonly EasyEvent _onFixedUpdate = new(); + private readonly EasyEvent _onLateUpdate = new(); + private readonly EasyEvent _onGUIEvent = new(); + private readonly EasyEvent _onApplicationFocusEvent = new(); + private readonly EasyEvent _onApplicationPauseEvent = new(); + private readonly EasyEvent _onApplicationQuitEvent = new(); + + public override void OnSingletonInit() + { + hideFlags = HideFlags.HideInHierarchy; + } + + private void Update() + { + _onUpdate?.Trigger(); + } + + private void OnGUI() + { + _onGUIEvent?.Trigger(); + } + + private void FixedUpdate() + { + _onFixedUpdate?.Trigger(); + } + + private void LateUpdate() + { + _onLateUpdate?.Trigger(); + } + + private void OnApplicationFocus(bool hasFocus) + { + _onApplicationFocusEvent?.Trigger(hasFocus); + } + + private void OnApplicationPause(bool pauseStatus) + { + _onApplicationPauseEvent?.Trigger(pauseStatus); + } + + // protected override void OnApplicationQuit() + // { + // OnApplicationQuitEvent?.Trigger(); + // base.OnApplicationQuit(); + // } + + public void ExecuteCoroutine(IEnumerator coroutine, Action onFinish) + { + StartCoroutine(DoExecuteCoroutine(coroutine, onFinish)); + } + + IEnumerator DoExecuteCoroutine(IEnumerator coroutine, Action onFinish) + { + yield return coroutine; + onFinish?.Invoke(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/ActionKitMonoBehaviourEvents.cs.meta b/Assets/Scripts/Framework/ActionKit/ActionKitMonoBehaviourEvents.cs.meta new file mode 100644 index 000000000..3934016ec --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/ActionKitMonoBehaviourEvents.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: d27b19f645194effb1d4a5b6f0920168 +timeCreated: 1745052634 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Executor.meta b/Assets/Scripts/Framework/ActionKit/Executor.meta new file mode 100644 index 000000000..89ca2ef31 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Executor.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 859bc81acef44679a9915b0cc7e25685 +timeCreated: 1744888950 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Executor/MonoUpdateActionExecutor.cs b/Assets/Scripts/Framework/ActionKit/Executor/MonoUpdateActionExecutor.cs new file mode 100644 index 000000000..e6c0b95ce --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Executor/MonoUpdateActionExecutor.cs @@ -0,0 +1,99 @@ +using System; +using System.Collections.Generic; +using Unity.VisualScripting; +using UnityEngine; + +namespace AibisDream.Kit +{ + internal class MonoUpdateActionExecutor : MonoBehaviour, IActionExecutor + { + public class ActionTask + { + public IAction action; + public IActionController controller; + public Action onFinish; + } + + private List _prepareExecutionActions = new(); + + private Dictionary _executingActions = new(); + + private static SimpleObjectPool _actionTaskPool = new( + () => new ActionTask(), (task) => + { + task.action = null; + task.controller = null; + task.onFinish = null; + }, 50); + + public void Execute(IActionController controller, Action onFinish = null) + { + if (controller.Action.Status == ActionStatus.Finished) controller.Action.Reset(); + if (this.UpdateAction(controller, 0, onFinish)) return; + + var actionTask = _actionTaskPool.Allocate(); + actionTask.action = controller.Action; + actionTask.controller = controller; + actionTask.onFinish = onFinish; + _prepareExecutionActions.Add(actionTask); + } + + private List _toActionRemove = new(); + + private void Update() + { + if (_prepareExecutionActions.Count > 0) + { + foreach (var prepareExecutionAction in _prepareExecutionActions) + { + _executingActions[prepareExecutionAction.action] = prepareExecutionAction; + } + + _prepareExecutionActions.Clear(); + } + + foreach (var actionAndFinishCallback in _executingActions) + { + if (actionAndFinishCallback.Value.controller.UpdateMode == ActionUpdateModes.ScaledDeltaTime) + { + if (this.UpdateAction(actionAndFinishCallback.Value.controller, Time.deltaTime, + actionAndFinishCallback.Value.onFinish)) + { + _toActionRemove.Add(actionAndFinishCallback.Value.controller); + } + } + else if (actionAndFinishCallback.Value.controller.UpdateMode == ActionUpdateModes.UnscaledDeltaTime) + { + if (this.UpdateAction(actionAndFinishCallback.Value.controller, Time.unscaledDeltaTime, + actionAndFinishCallback.Value.onFinish)) + { + _toActionRemove.Add(actionAndFinishCallback.Value.controller); + } + } + } + + if (_toActionRemove.Count > 0) + { + foreach (var controller in _toActionRemove) + { + _executingActions.Remove(controller.Action); + controller.Recycle(); + } + + _toActionRemove.Clear(); + } + } + } + + public static class MonoUpdateActionExecutorExtension + { + public static IAction ExecuteByUpdate(this T self, IAction action, IActionController controller, + Action onFinish = null) + where T : MonoBehaviour + { + if (action.Status == ActionStatus.Finished) action.Reset(); + self.gameObject.GetOrAddComponent().Execute(controller, onFinish); + return action; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Executor/MonoUpdateActionExecutor.cs.meta b/Assets/Scripts/Framework/ActionKit/Executor/MonoUpdateActionExecutor.cs.meta new file mode 100644 index 000000000..78449d1fc --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Executor/MonoUpdateActionExecutor.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0d24053c8e8e40c3a09184e719926842 +timeCreated: 1744889336 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/IAction.cs b/Assets/Scripts/Framework/ActionKit/IAction.cs new file mode 100644 index 000000000..4e7f4e939 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/IAction.cs @@ -0,0 +1,234 @@ +using System; +using UnityEngine; + +namespace AibisDream.Kit +{ + public enum ActionStatus + { + NotStart, + Started, + Finished, + } + + public enum ActionUpdateModes + { + ScaledDeltaTime, + UnscaledDeltaTime, + } + + public interface IActionController + { + ulong ActionID { get; set; } + + IAction Action { get; set; } + + ActionUpdateModes UpdateMode { get; set; } + + bool Paused { get; set; } + void Reset(); + void Deinit(); + void Recycle(); + } + + public interface IAction + { + ulong ActionID { get; set; } + ActionStatus Status { get; set; } + + void OnStart(); + void OnExecute(float dt); + void OnFinish(); + + bool IsFinalized { get; set; } + + bool Paused { get; set; } + void Reset(); + void Deinit(); + } + + public class ActionController : IActionController + { + private static readonly SimpleObjectPool Pool = new( + () => new ActionController(), controller => + { + controller.UpdateMode = ActionUpdateModes.ScaledDeltaTime; + controller.ActionID = 0; + controller.Action = null; + }, 50); + + public ulong ActionID { get; set; } + public IAction Action { get; set; } + + public ActionUpdateModes UpdateMode { get; set; } + + private bool _recycled; + + public bool Paused + { + get => Action.Paused; + set => Action.Paused = value; + } + + public void Reset() + { + if (Action.ActionID == ActionID) + { + Action.Reset(); + } + } + + public static IActionController Allocate() + { + var controller = Pool.Allocate(); + controller._recycled = false; + return controller; + } + + public void Deinit() + { + if (Action != null && Action.ActionID == ActionID) + { + Action.Deinit(); + } + } + + public void Recycle() + { + Pool.Recycle(this); + } + } + + + public static class IActionExtensions + { + public static IActionController Start(this IAction self, MonoBehaviour monoBehaviour, + Action onFinish = null) + { + var controller = ActionController.Allocate(); + controller.ActionID = self.ActionID; + controller.Action = self; + controller.UpdateMode = ActionUpdateModes.ScaledDeltaTime; + monoBehaviour.ExecuteByUpdate(self, controller, onFinish); + return controller; + } + + public static IActionController Start(this IAction self, MonoBehaviour monoBehaviour, + Action onFinish) + { + var controller = ActionController.Allocate(); + controller.ActionID = self.ActionID; + controller.Action = self; + controller.UpdateMode = ActionUpdateModes.ScaledDeltaTime; + monoBehaviour.ExecuteByUpdate(self, controller, _ => onFinish()); + return controller; + } + + // public static IActionController StartCurrentScene(this IAction self, Action onFinish = null) + // { + // return self.Start(ActionKitCurrentScene.SceneComponent, onFinish); + // } + // + // public static IActionController StartCurrentScene(this IAction self, Action onFinish) + // { + // return self.Start(ActionKitCurrentScene.SceneComponent, onFinish); + // } + // + // public static IActionController StartGlobal(this IAction self, Action onFinish = null) + // { + // return self.Start(ActionKitMonoBehaviourEvents.Instance, onFinish); + // } + // + // public static IActionController StartGlobal(this IAction self, Action onFinish) + // { + // return self.Start(ActionKitMonoBehaviourEvents.Instance, onFinish); + // } + + + public static void Pause(this IActionController self) + { + if (self.ActionID == self.Action.ActionID) + { + self.Action.Paused = true; + } + } + + public static void Resume(this IActionController self) + { + if (self.ActionID == self.Action.ActionID) + { + self.Action.Paused = false; + } + } + + public static void Finish(this IAction self) + { + self.Status = ActionStatus.Finished; + } + + public static bool Execute(this IAction self, float dt) + { + if (self.Status == ActionStatus.NotStart) + { + self.OnStart(); + + if (self.Status == ActionStatus.Finished) + { + self.OnFinish(); + return true; + } + + self.Status = ActionStatus.Started; + } + else if (self.Status == ActionStatus.Started) + { + if (self.Paused) return false; + + self.OnExecute(dt); + + if (self.Status == ActionStatus.Finished) + { + self.OnFinish(); + return true; + } + } + else if (self.Status == ActionStatus.Finished) + { + self.OnFinish(); + return true; + } + + return false; + } + } + + public static class IActionControllerExtensions + { + public static IActionController IgnoreTimeScale(this IActionController self) + { + self.UpdateMode = ActionUpdateModes.UnscaledDeltaTime; + return self; + } + } + + + public interface IActionExecutor + { + void Execute(IActionController controller, Action onFinish = null); + } + + public static class IActionExecutorExtensions + { + public static bool UpdateAction(this IActionExecutor self, IActionController controller, float dt, + Action onFinish = null) + { + if (!controller.Action.IsFinalized && controller.Action.Execute(dt)) + { + onFinish?.Invoke(controller); + controller.Deinit(); + return true; + } + + return controller.Action.IsFinalized; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/IAction.cs.meta b/Assets/Scripts/Framework/ActionKit/IAction.cs.meta new file mode 100644 index 000000000..cebcf8797 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/IAction.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a1f8142356f44a288ccc903195366cf4 +timeCreated: 1744888970 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Queue.meta b/Assets/Scripts/Framework/ActionKit/Queue.meta new file mode 100644 index 000000000..1d9325c00 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Queue.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 00b12731cd0d48c7b1497b5e4c60bb1e +timeCreated: 1744888872 \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Queue/MonoActionQueue.cs b/Assets/Scripts/Framework/ActionKit/Queue/MonoActionQueue.cs new file mode 100644 index 000000000..bd1388c30 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Queue/MonoActionQueue.cs @@ -0,0 +1,52 @@ +using System.Collections.Generic; + +namespace AibisDream.Kit +{ + internal interface IActionQueueCallback + { + void Call(); + } + + internal struct ActionQueueRecycleCallback : IActionQueueCallback + { + public SimpleObjectPool pool; + public T action; + + public ActionQueueRecycleCallback(SimpleObjectPool pool, T action) + { + this.pool = pool; + this.action = action; + } + + public void Call() + { + pool.Recycle(action); + pool = null; + action = default; + } + } + + internal class ActionQueue : Singleton + { + private readonly List _actionQueueCallbacks = new(); + + public static void AddCallback(IActionQueueCallback actionQueueCallback) + { + Instance._actionQueueCallbacks.Add(actionQueueCallback); + } + + // Update is called once per frame + private void Update() + { + if (_actionQueueCallbacks.Count > 0) + { + foreach (var actionQueueCallback in _actionQueueCallbacks) + { + actionQueueCallback.Call(); + } + + _actionQueueCallbacks.Clear(); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/ActionKit/Queue/MonoActionQueue.cs.meta b/Assets/Scripts/Framework/ActionKit/Queue/MonoActionQueue.cs.meta new file mode 100644 index 000000000..eabdf7bc0 --- /dev/null +++ b/Assets/Scripts/Framework/ActionKit/Queue/MonoActionQueue.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 086caf33452541fb8296dc009b6df232 +timeCreated: 1744889518 \ No newline at end of file diff --git a/Assets/Scripts/Framework/AudioKit/AudioManager.cs b/Assets/Scripts/Framework/AudioKit/AudioManager.cs index 0aa4902f0..399795f63 100644 --- a/Assets/Scripts/Framework/AudioKit/AudioManager.cs +++ b/Assets/Scripts/Framework/AudioKit/AudioManager.cs @@ -50,7 +50,7 @@ namespace AibisDream.Kit // 场景切换相关 EnumEventSystem.Global.Register(EventEnum.SceneLoad, OnSceneLoad); EnumEventSystem.Global.Register(EventEnum.FixStateSwitch, OnFixStateChange); - EnumEventSystem.Global.Register(EventEnum.SceneUnload, OnSceneUnload); + EnumEventSystem.Global.Register(GameLoopEnum.GameQuit, OnGameQuit); } private void RegisterData() @@ -62,6 +62,16 @@ namespace AibisDream.Kit private void LoadData(AudioData data) { + foreach (var musicEvent in _musicDict.Values) + { + musicEvent.release(); + } + + foreach (var sfxEvent in _sfxDict.Values) + { + sfxEvent.release(); + } + foreach (var music in data.musicNames) { var instance = RuntimeManager.CreateInstance(music.Value); @@ -77,6 +87,38 @@ namespace AibisDream.Kit } } + public void PauseAll() + { + foreach (var music in _musicDict.Values) + { + music.setPaused(true); + } + + foreach (var sfx in _sfxDict.Values) + { + sfx.setPaused(true); + } + + _ambInstance.setPaused(true); + _voiceInstance.setPaused(true); + } + + public void UnPauseAll() + { + foreach (var music in _musicDict.Values) + { + music.setPaused(false); + } + + foreach (var sfx in _sfxDict.Values) + { + sfx.setPaused(false); + } + + _ambInstance.setPaused(false); + _voiceInstance.setPaused(false); + } + #region AMB相关 private void InitAmb() @@ -102,7 +144,7 @@ namespace AibisDream.Kit ChangeAmb(state); } - private void OnSceneUnload() + private void OnGameQuit() { ChangeAmb(AmbState.Main); // 清除当前播放的所有东西 @@ -269,6 +311,16 @@ namespace AibisDream.Kit _audioData.sfxNames[key] = path; } + #region 调整音量 + + public void SetVolume(float volumeValue) + { + var masterVca = RuntimeManager.GetBus("bus:/"); + masterVca.setVolume(volumeValue); + } + + #endregion + #region 一些静态方法 private static string FormatEventPath(string eventName) @@ -329,6 +381,10 @@ namespace AibisDream.Kit public void PlaySfx(string eventName, string audioKey); public void StopSfx(string eventName, STOP_MODE stopMode); public void SetSfxParam(string eventName, string paramName, float paramValue); + + // 暂停 + public void PauseAll(); + public void UnPauseAll(); } public class AudioData : IData diff --git a/Assets/Scripts/Framework/Config/ConfigContainer.cs b/Assets/Scripts/Framework/Config/ConfigContainer.cs new file mode 100644 index 000000000..21df9761b --- /dev/null +++ b/Assets/Scripts/Framework/Config/ConfigContainer.cs @@ -0,0 +1,70 @@ +using System; +using System.Collections.Generic; +using AibisDream.Utility; +using Newtonsoft.Json.Linq; + +namespace AibisDream.Kit +{ + /// + /// 配置项容器 + /// 1. 读取时可以直接从文件读取 + /// 2. 保存时可以直接保存到文件 + /// 3. 修改时会触发回调函数 + /// + public class ConfigContainer + { + private readonly string _configPath; + private JObject Data => JsonUtil.ReadJObject(_configPath); + + public event Action OnWrite; + + public ConfigContainer(string configPath) + { + _configPath = configPath; + } + + /// + /// 写入 + /// + /// 键 + /// 值 + public void Write(string key, string value) + { + var data = Data; + data[key] = value; + JsonUtil.SaveJObject(data, _configPath); + OnWrite?.Invoke(key, value); + } + + /// + /// 读取配置项 + /// + /// 键 + /// 值 + /// 是否读取完成 + public bool TryRead(string key, out string value) + { + var res = Data.TryGetValue(key, out var jsValue); + + value = jsValue?.ToString(); + return res; + } + + /// + /// 读取全部配置项为Dict + /// + /// 配置项字典 + public Dictionary ReadAll() + { + var data = Data; + + var res = new Dictionary(); + foreach (var pair in data) + { + res[pair.Key] = pair.Value.ToString(); + } + + return res; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/Config/ConfigContainer.cs.meta b/Assets/Scripts/Framework/Config/ConfigContainer.cs.meta new file mode 100644 index 000000000..abe1e082e --- /dev/null +++ b/Assets/Scripts/Framework/Config/ConfigContainer.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a8ca56ae1e7f40baa0f0141032dca60e +timeCreated: 1744630397 \ No newline at end of file diff --git a/Assets/Scripts/Framework/Config/ConfigUtil.cs b/Assets/Scripts/Framework/Config/ConfigUtil.cs index 1701b9d1b..3a9ef6709 100644 --- a/Assets/Scripts/Framework/Config/ConfigUtil.cs +++ b/Assets/Scripts/Framework/Config/ConfigUtil.cs @@ -11,10 +11,8 @@ namespace AibisDream.Kit public class ConfigUtil : SingletonBase { private const string CharacterConfigPath = "/Config/character.csv"; - private const string BaseConfigPath = "/Config/base_config.csv"; private const string SpriteGroupPath = "/Config/sprite_group.json"; - - private Dictionary _baseConfigDic; + private Dictionary _characters; private Dictionary _spriteConfigDict; @@ -30,27 +28,10 @@ namespace AibisDream.Kit /// public override void OnSingletonInit() { - InitBaseConfig(); InitCharacterConfig(); InitSpriteGroupConfig(); } - private void InitBaseConfig() - { - var baseList = CsvUtil.Read(Application.streamingAssetsPath + BaseConfigPath); - if (baseList.Count <= 0) - { - Debug.Log("基础配置不存在"); - } - - // 基础配置只有key和value - _baseConfigDic = new Dictionary(); - foreach (var arr in baseList) - { - _baseConfigDic.Add(arr[0], arr[1]); - } - } - private void InitCharacterConfig() { var characterList = CsvUtil.ReadAsBean(Application.streamingAssetsPath + CharacterConfigPath); @@ -74,17 +55,6 @@ namespace AibisDream.Kit return _characters.TryGetValue(key, out character); } - /// - /// 按key获取基础配置 - /// - /// key - /// 配置项 - /// 是否能获取 - public bool TryGetBaseConfig(string key, out string value) - { - return _baseConfigDic.TryGetValue(key, out value); - } - /// /// 保存SpriteGroupConfig /// diff --git a/Assets/Scripts/Framework/LogKit/VerText.cs b/Assets/Scripts/Framework/LogKit/VerText.cs index ac0329bb6..29eb4f7b7 100644 --- a/Assets/Scripts/Framework/LogKit/VerText.cs +++ b/Assets/Scripts/Framework/LogKit/VerText.cs @@ -1,5 +1,3 @@ -using System.Collections; -using System.Collections.Generic; using TMPro; using UnityEngine; diff --git a/Assets/Scripts/Framework/OtherKit/FadeKit.cs b/Assets/Scripts/Framework/OtherKit/FadeKit.cs new file mode 100644 index 000000000..7e8001c68 --- /dev/null +++ b/Assets/Scripts/Framework/OtherKit/FadeKit.cs @@ -0,0 +1,40 @@ +using System.Collections; +using DG.Tweening; +using UnityEngine; +using UnityEngine.UI; + +namespace AibisDream.Framework +{ + public static class FadeKit + { + public static IEnumerator FadeInAsync(this Image image, float duration) + { + image.gameObject.SetActive(true); + var tweener = image.DOBlendableColor(Color.white, duration); + yield return tweener.WaitForCompletion(); + } + + public static void FadeIn(this Image image, float duration) + { + image.gameObject.SetActive(true); + var tweener = image.DOBlendableColor(Color.white, duration); + } + + public static IEnumerator FadeOutAsync(this Image image, float duration) + { + image.gameObject.SetActive(true); + var tweener = image.DOBlendableColor(Color.clear, duration); + yield return tweener.WaitForCompletion(); + image.gameObject.SetActive(false); + } + + public static void FadeOut(this Image image, float duration) + { + image.gameObject.SetActive(true); + image.DOBlendableColor(Color.clear, duration).onComplete += () => + { + image.gameObject.SetActive(false); + }; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/OtherKit/FadeKit.cs.meta b/Assets/Scripts/Framework/OtherKit/FadeKit.cs.meta new file mode 100644 index 000000000..40ec3c27b --- /dev/null +++ b/Assets/Scripts/Framework/OtherKit/FadeKit.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 09319533608646369f9418994e9c8ae1 +timeCreated: 1744781879 \ No newline at end of file diff --git a/Assets/Scripts/Framework/PoolKit/ListPool.cs b/Assets/Scripts/Framework/PoolKit/ListPool.cs new file mode 100644 index 000000000..491b54ab9 --- /dev/null +++ b/Assets/Scripts/Framework/PoolKit/ListPool.cs @@ -0,0 +1,45 @@ +using System.Collections.Generic; + +namespace AibisDream.Kit +{ + public static class ListPool + { + /// + /// 栈对象:存储多个List + /// + static readonly Stack> ListStack = new(8); + + /// + /// 出栈:获取某个List对象 + /// + /// + public static List Get() + { + return ListStack.Count == 0 ? new List(8) : ListStack.Pop(); + } + + /// + /// 入栈:将List对象添加到栈中 + /// + /// + public static void Release(List toRelease) + { + if (ListStack.Contains(toRelease)) + { + throw new System.InvalidOperationException( + "重复回收 List,The List is released even though it is in the pool"); + } + + toRelease.Clear(); + ListStack.Push(toRelease); + } + } + + public static class ListPoolExtensions + { + public static void Release2Pool(this List self) + { + ListPool.Release(self); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Framework/PoolKit/ListPool.cs.meta b/Assets/Scripts/Framework/PoolKit/ListPool.cs.meta new file mode 100644 index 000000000..cf4dc08dc --- /dev/null +++ b/Assets/Scripts/Framework/PoolKit/ListPool.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 89941b90c44f437dbdda9030f43dd912 +timeCreated: 1744888603 \ No newline at end of file diff --git a/Assets/Scripts/Game Loop/EndMenu.cs b/Assets/Scripts/Game Loop/EndMenu.cs deleted file mode 100644 index cf94d9577..000000000 --- a/Assets/Scripts/Game Loop/EndMenu.cs +++ /dev/null @@ -1,40 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using AibisDream.Kit; -using TMPro; -using UnityEngine; -using UnityEngine.UI; -using RainbowArt.CleanFlatUI; - - -namespace AibisDream -{ - public class EndMenu : Singleton - { - // Start is called before the first frame update - - [SerializeField] private GameObject EndMenuPanel; - - void Start() - { - EndMenuPanel.SetActive(false); - - } - public void OpenEndMenu() - { - EndMenuPanel.SetActive(true); - - } - public void CloseEndMenu() - { - EndMenuPanel.SetActive(false); - - } - - // Update is called once per frame - void Update() - { - - } - } -} diff --git a/Assets/Scripts/Game Loop/EventEnums.cs b/Assets/Scripts/Game Loop/EventEnums.cs index 313d951bc..8266aeb60 100644 --- a/Assets/Scripts/Game Loop/EventEnums.cs +++ b/Assets/Scripts/Game Loop/EventEnums.cs @@ -17,6 +17,13 @@ namespace AibisDream Menu } + public enum GameLoopEnum + { + AppStart, + GameStart, + GameQuit + } + public enum DialogEventEnum { LineStart, @@ -47,7 +54,7 @@ namespace AibisDream { // 先去掉换行 var realLine = line.Replace("
", ""); - + if (!isOption) { return string.IsNullOrEmpty(actor.GetActorName()) diff --git a/Assets/Scripts/Game Loop/GameLoopManager.cs b/Assets/Scripts/Game Loop/GameLoopManager.cs deleted file mode 100644 index 3e82248ef..000000000 --- a/Assets/Scripts/Game Loop/GameLoopManager.cs +++ /dev/null @@ -1,200 +0,0 @@ -using System; -using System.Collections; -using AibisDream.Framework; -using AibisDream.Kit; -using UnityEngine; -using Yarn.Unity; - -namespace AibisDream -{ - public class GameLoopManager : Singleton - { - private static readonly string TestSaveFilePath = Application.streamingAssetsPath + "/TestSaveFiles"; - - #region 运行模式相关 - - [Header("可用so合集")] public TalkSceneSO[] totalSceneSos; - - public RunMode runMode; - - [Header("生产环境数据(一般不动)")] public TalkSceneSO firstTalkSo; - [Header("单场景测试")] public TalkSceneSO testTalkSo; - [Header("存档测试")] public string saveFileName; - - #endregion - - private BindProperty _currentTalkSceneSo; - - private GameLoopData _data = new(); - - public void Start() - { - // 先注册 - Register(); - // 加载其他部分 -#if UNITY_EDITOR - if (runMode == RunMode.SingleScene) - { - StartMenu.Instance.HideStartMenu(); - StartSingleSceneTest(); - } - else if (runMode == RunMode.SaveFile) - { - // MainUIController.Instance.TVFadeOut(1); - StartMenu.Instance.HideStartMenu(); - LoadSaveFile($"{TestSaveFilePath}/{saveFileName}"); - } - else - { - StartCoroutine(LoadClinicOut()); - } -#else - StartCoroutine(LoadClinicOut()); - runMode = RunMode.Product; -#endif - } - - private void Register() - { - // 数据类注册 - StorageSystem.Instance.RegisterData(_data); - // 场景So事件注册 - _currentTalkSceneSo = new BindProperty(); - _currentTalkSceneSo.Register(item => _data.curSceneSoName = item.name); - } - - private IEnumerator LoadClinicOut() - { - yield return SceneLoader.Instance.LoadSceneAsync("ClinicOut"); - // FindObjectOfType().SetTimeOfDayCommand("day"); - } - - public void StartWithTalkSceneSO(TalkSceneSO sceneSO) - { - _currentTalkSceneSo.Value = sceneSO; - StartCoroutine(LoadScene()); - } - - public void StartWithSaveFile(string saveFileName) - { - StartMenu.Instance.HideStartMenu(); - LoadSaveFile(saveFileName); - } - - private void LoadSaveFile(string savePath) - { - StorageSystem.Instance.Load(savePath); - } - - public void StartNewGame() - { - _currentTalkSceneSo.Value = firstTalkSo; - StartCoroutine(LoadClinicScene()); - } - - private void StartSingleSceneTest() - { - _currentTalkSceneSo.Value = testTalkSo; - StartCoroutine(LoadClinicScene()); - } - - private IEnumerator LoadClinicScene() - { - yield return SceneLoader.Instance.LoadSceneAsync(_currentTalkSceneSo.Value.firstSceneName); - StartMenu.Instance.HideStartMenu(); - DialogController.Instance.StartDialog(_currentTalkSceneSo.Value.yarnProject); - } - - private IEnumerator LoadScene() - { - yield return SceneLoader.Instance.LoadSceneAsync(_currentTalkSceneSo.Value.firstSceneName); - StartMenu.Instance.HideStartMenu(); - DialogController.Instance.StartDialog(_currentTalkSceneSo.Value.yarnProject); - } - - public IEnumerator NextSceneSo() - { - if (_currentTalkSceneSo.Value && _currentTalkSceneSo.Value.nextScene) - { - _currentTalkSceneSo.Value = _currentTalkSceneSo.Value.nextScene; - yield return MainUIController.Instance.FadeInSync(1); - yield return LoadClinicScene(); - // yield return MainUIController.Instance.FadeOutSync(1); - } - else - { - yield return null; - Debug.Log("没有下个场景了"); - } - } - - public void SetSceneSoByName(string soName) - { - _currentTalkSceneSo.Value = Array.Find(totalSceneSos, so => so.name == soName); - } - - public void StartDialog() - { - DialogController.Instance.LoadDialog(_currentTalkSceneSo.Value.yarnProject); - } - - public string GetSceneSoName() - { - return _currentTalkSceneSo.Value.name; - } - - #region 重新开始游戏功能 - - /// - /// 重新开始游戏,重新加载当前场景 - /// - public void RestartGame() - { - // 确保场景正在加载或卸载前,先重置相关状态 - StartCoroutine(RestartGameCoroutine()); - } - - private IEnumerator RestartGameCoroutine() - { - yield return SceneLoader.Instance.UnloadSceneAsync(); - yield return MainUIController.Instance.FadeInSync(1); - yield return LoadClinicOut(); - MainUIController.Instance.ShowMainUI(); - StartMenu.Instance.showStartMenu(); - StartMenu.Instance.HideEndMenu(); - yield return MainUIController.Instance.FadeOutSync(1); - } - - #endregion - } - - public enum RunMode - { - Product, - SingleScene, - SaveFile - } - - public static class GameLoopYarnCommand - { - [YarnCommand("auto_save")] - public static void AutoSave() - { - StorageSystem.Instance.Save(); - } - } - - [Serializable] - [LoadIndex(10)] - public class GameLoopData : IData - { - public string curSceneSoName; - - public IEnumerator Load() - { - GameLoopManager.Instance.SetSceneSoByName(curSceneSoName); - GameLoopManager.Instance.StartDialog(); - yield break; - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Game Loop/GameManager.cs b/Assets/Scripts/Game Loop/GameManager.cs new file mode 100644 index 000000000..8be61795a --- /dev/null +++ b/Assets/Scripts/Game Loop/GameManager.cs @@ -0,0 +1,223 @@ +using System; +using System.Collections; +using AibisDream.Framework; +using AibisDream.Kit; +using AibisDream.Utility; +using UnityEngine; +using Yarn.Unity; + +namespace AibisDream +{ + public class GameManager : Singleton, IGameManager + { + #region 运行模式相关 + + [Header("可用so合集")] public TalkSceneSO[] totalSceneSos; + + public RunMode runMode; + + [Header("生产环境数据(一般不动)")] public TalkSceneSO firstTalkSo; + [Header("单场景测试")] public TalkSceneSO testTalkSo; + [Header("存档测试")] public string saveFileName; + + #endregion + + private BindProperty _currentTalkSceneSo; + private readonly GameLoopData _data = new(); + + private void Start() + { + // 管理游戏开始时各部分的初始化 + SettingLoader.Init(); + // 数据类注册 + StorageSystem.Instance.RegisterData(_data); + SceneLoader.Instance.LoadScene("ClinicOut"); + // 场景So事件注册 + _currentTalkSceneSo = new BindProperty(); + _currentTalkSceneSo.Register(item => _data.curSceneSoName = item.name); + // 事件广播 + EnumEventSystem.Global.Send(GameLoopEnum.AppStart); + +#if UNITY_EDITOR + if (runMode == RunMode.SingleScene) + { + StartWithLevel(testTalkSo); + } + else if (runMode == RunMode.SaveFile) + { + StartWithSaveFile($"{ConstRef.TestSaveFilePath}/{saveFileName}"); + } +#else + runMode = RunMode.Product; +#endif + } + + #region 游戏循环 + + public void StartNewGame() + { + // 游戏开始 + EnumEventSystem.Global.Send(GameLoopEnum.GameStart); + // 序列 + _currentTalkSceneSo.Value = firstTalkSo; + StartCoroutine(LoadFirstScene()); + } + + public void StartWithLevel(TalkSceneSO sceneSo) + { + // 游戏开始 + EnumEventSystem.Global.Send(GameLoopEnum.GameStart); + + _currentTalkSceneSo.Value = sceneSo; + StartCoroutine(LoadFirstScene()); + } + + public void StartWithSaveFile(string fileName) + { + // 游戏开始 + EnumEventSystem.Global.Send(GameLoopEnum.GameStart); + + StorageSystem.Instance.Load(fileName); + } + + private IEnumerator LoadFirstScene() + { + yield return SceneLoader.Instance.LoadSceneAsync(_currentTalkSceneSo.Value.firstSceneName); + DialogController.Instance.StartDialog(_currentTalkSceneSo.Value.yarnProject); + } + + public void PauseGame() + { + // 系统暂停 + Time.timeScale = 0; + // 交互暂停 + CursorManager.Instance.isPaused = true; + // 音频全部暂停 + AudioManager.Instance.PauseAll(); + } + + public void ContinueGame() + { + // 系统继续 + Time.timeScale = 1; + // 交互继续 + CursorManager.Instance.isPaused = false; + // 音频继续 + AudioManager.Instance.UnPauseAll(); + } + + public void QuitGame() + { + // 系统继续 + Time.timeScale = 1; + // 交互继续 + CursorManager.Instance.isPaused = true; + // 卸载当前场景 + StartCoroutine(RestartCoroutine()); + // 音频继续 + AudioManager.Instance.UnPauseAll(); + } + + public void QuitApp() + { + Application.Quit(); + } + + private IEnumerator RestartCoroutine() + { + yield return UIManager.Instance.GetPanel().FadeInAsync(); + + // 执行场景切换等功能 + yield return SceneLoader.Instance.LoadSceneAsync("ClinicOut"); + DialogController.Instance.StopDialog(); + EnumEventSystem.Global.Send(GameLoopEnum.GameQuit); + + yield return UIManager.Instance.GetPanel().FadeOutAsync(); + } + + #endregion + + public IEnumerator NextSceneSo() + { + if (_currentTalkSceneSo.Value && _currentTalkSceneSo.Value.nextScene) + { + _currentTalkSceneSo.Value = _currentTalkSceneSo.Value.nextScene; + yield return UIManager.Instance.GetPanel().FadeInAsync(); + yield return SceneLoader.Instance.LoadSceneAsync(_currentTalkSceneSo.Value.firstSceneName); + DialogController.Instance.StartDialog(_currentTalkSceneSo.Value.yarnProject); + } + else + { + yield return null; + Debug.Log("没有下个场景了"); + } + } + + public void SetSceneSoByName(string soName) + { + _currentTalkSceneSo.Value = Array.Find(totalSceneSos, so => so.name == soName); + } + + public void StartDialog() + { + DialogController.Instance.LoadDialog(_currentTalkSceneSo.Value.yarnProject); + } + + public string GetSceneSoName() + { + return _currentTalkSceneSo.Value.name; + } + } + + /// + /// GameManager应该包含什么功能? + /// 1. 游戏状态管理。开始/暂停/结束 + /// 2. 全局设置 即SettingLoader + /// 3. 场景管理 有SceneLoader类,暂无必要 + /// 4. 资源管理 似无必要 + /// 5. 时间管理 主要供暂停使用 + /// 6. 日志和调试 日志已有 + /// + public interface IGameManager + { + #region 游戏循环相关 + + public void StartNewGame(); + public void PauseGame(); + public void ContinueGame(); + public void QuitGame(); + public void QuitApp(); + + #endregion + } + + [Serializable] + [LoadIndex(10)] + public class GameLoopData : IData + { + public string curSceneSoName; + + public IEnumerator Load() + { + GameManager.Instance.SetSceneSoByName(curSceneSoName); + GameManager.Instance.StartDialog(); + yield break; + } + } + + public static class GameLoopYarnCommand + { + [YarnCommand("auto_save")] + public static void AutoSave() + { + StorageSystem.Instance.Save(); + } + } + + public enum RunMode + { + Product, + SingleScene, + SaveFile + } +} \ No newline at end of file diff --git a/Assets/Scripts/Game Loop/EndMenu.cs.meta b/Assets/Scripts/Game Loop/GameManager.cs.meta similarity index 83% rename from Assets/Scripts/Game Loop/EndMenu.cs.meta rename to Assets/Scripts/Game Loop/GameManager.cs.meta index d6b833e31..883ce6551 100644 --- a/Assets/Scripts/Game Loop/EndMenu.cs.meta +++ b/Assets/Scripts/Game Loop/GameManager.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 5aba63c6c59d8324d8dbfa6bf13b75e6 +guid: feee73ba51d6e1a4da81ed7f94ab4694 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Game Loop/SceneLoader.cs b/Assets/Scripts/Game Loop/SceneLoader.cs index 3e7f376d0..142fe57d5 100644 --- a/Assets/Scripts/Game Loop/SceneLoader.cs +++ b/Assets/Scripts/Game Loop/SceneLoader.cs @@ -84,6 +84,11 @@ namespace AibisDream _isLoading = false; } } + + public void UnloadScene() + { + StartCoroutine(UnloadSceneAsync()); + } } [Serializable] diff --git a/Assets/Scripts/Game Loop/SceneSelectionUIController.cs b/Assets/Scripts/Game Loop/SceneSelectionUIController.cs deleted file mode 100644 index f17670697..000000000 --- a/Assets/Scripts/Game Loop/SceneSelectionUIController.cs +++ /dev/null @@ -1,64 +0,0 @@ -using TMPro; -using UnityEngine; -using UnityEngine.UI; - - -namespace AibisDream -{ - public class SceneSelectionUIController : MonoBehaviour - { - [Header("UI References")] public GameObject panel; // 用于显示选择界面的面板 - public Button buttonPrefab; // 按钮预制体 - public Transform buttonParent; // 按钮容器,用来放置动态创建的按钮 - - public Button returnButton; - - private void Start() - { - // 确保场景选择面板开始时是隐藏的 - panel.SetActive(false); - } - - public void ShowSceneSelection(TalkSceneSO[] sceneSos) - { - // 清空当前的按钮 - foreach (Transform child in buttonParent) - { - Destroy(child.gameObject); - } - - // 动态创建按钮 - foreach (var sceneSo in sceneSos) - { - Button button = Instantiate(buttonPrefab, buttonParent); - button.GetComponentInChildren().text = sceneSo.nameToPlayer; - button.onClick.AddListener(() => OnSceneSelected(sceneSo)); - returnButton.onClick.AddListener(() => close()); - } - - // 显示选择面板 - panel.SetActive(true); - } - - private void OnSceneSelected(TalkSceneSO selectedScene) - { - // 在场景管理器中加载选定的场景 - GameLoopManager.Instance.StartWithTalkSceneSO(selectedScene); - panel.SetActive(false); // 隐藏选择面板 - } - - private void close() - { - panel.SetActive(false); - } - - private void Update() - { - if (Input.GetKeyDown(KeyCode.A) && Input.GetKey(KeyCode.L)) - { - DialogController.Instance.StopDialog(); - ShowSceneSelection(GameLoopManager.Instance.totalSceneSos); - } - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Game Loop/SettingLoader.cs b/Assets/Scripts/Game Loop/SettingLoader.cs new file mode 100644 index 000000000..62f7fa63e --- /dev/null +++ b/Assets/Scripts/Game Loop/SettingLoader.cs @@ -0,0 +1,83 @@ +using System.Collections.Generic; +using AibisDream.Kit; +using UnityEngine; + +namespace AibisDream +{ + /// + /// 用于规定配置如何影响游戏内容 + /// + public class SettingLoader + { + private static readonly string SettingPath = Application.streamingAssetsPath + "/Config/sprite_group.json"; + + private readonly ConfigContainer _container; + + private SettingLoader() + { + // 读取数据 + _container = new ConfigContainer(SettingPath); + LoadAllSetting(); + // 注册回调函数 + _container.OnWrite += OnSettingChanged; + } + + private void LoadAllSetting() + { + var settingConfig = _container.ReadAll(); + foreach (var pair in settingConfig) + { + OnSettingChanged(pair.Key, pair.Value); + } + } + + private void OnSettingChanged(string propName, string value) + { + // 配置项同步 + switch (propName) + { + case "Volume": + AudioManager.Instance.SetVolume(float.Parse(value)); + break; + case "TextSpeed": + // TODO 调整文字速度 + break; + case "Resolution": + // TODO 调整分辨率 + break; + case "Language": + // TODO 修改语言 + break; + default: + Debug.Log($"{propName}未正确处理"); + break; + } + } + + public void Write(string propName, string value) + { + _container.Write(propName, value); + } + + public bool TryRead(string key, out string value) + { + return _container.TryRead(key, out value); + } + + public Dictionary ReadAll() + { + return _container.ReadAll(); + } + + #region 单例部分 + + public static SettingLoader Instance { get; private set; } + + public static void Init() + { + Instance = new SettingLoader(); + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/Scripts/Game Loop/SettingLoader.cs.meta b/Assets/Scripts/Game Loop/SettingLoader.cs.meta new file mode 100644 index 000000000..9d2745c08 --- /dev/null +++ b/Assets/Scripts/Game Loop/SettingLoader.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 35a2619f3431437faa4474883627d883 +timeCreated: 1744694448 \ No newline at end of file diff --git a/Assets/Scripts/Game Loop/StartMenu.cs b/Assets/Scripts/Game Loop/StartMenu.cs deleted file mode 100644 index cb40dbbaf..000000000 --- a/Assets/Scripts/Game Loop/StartMenu.cs +++ /dev/null @@ -1,125 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using AibisDream.Kit; -using TMPro; -using UnityEngine; -using UnityEngine.UI; -using RainbowArt.CleanFlatUI; - - -namespace AibisDream -{ - public class StartMenu : Singleton - { - [SerializeField] private GameObject startMenuPanel; - [SerializeField] private GameObject EndMenuPanel; - [SerializeField] private Button startButton; - [SerializeField] private Button selectLevelButton; - [SerializeField] private Button quitButton; - - [SerializeField] private Button settingButton; - - [SerializeField] private ModalWindow settingWindow; - - [SerializeField] private Button surveyButton; - - [SerializeField] private Button followButton; - - [SerializeField] private GameObject startTab; - - [SerializeField] private SceneSelectionUIController sceneSelection; - [SerializeField] private GameObject levelTab; - [SerializeField] private GameObject buttonPrefab; - - [SerializeField] private string surveyURL = "https://wj.qq.com/s2/15348910/3c8c/"; // 替换为你的问卷链接 - [SerializeField] private string BugSurveyURL = "https://wj.qq.com/s2/18309384/e356/"; - - [SerializeField] private string qqURL = - "https://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=XQFpOqRb1_zqkCdR2bLT3kHb11XzZ54T&authKey=w8G8qxzecnATXDOec1Ybv8LA%2FTTN8gQkyegvbK%2FUZ9m90WxggTjXy2U6%2FJesWJF3&noverify=0&group_code=325268983"; - - private void OnEnable() - { - startButton.onClick.AddListener(StartGame); - selectLevelButton.onClick.AddListener(SelectLevel); - quitButton.onClick.AddListener(QuitGame); - surveyButton.onClick.AddListener(OpenLink); - followButton.onClick.AddListener(OpenQQLink); - } - - private void OnDisable() - { - startButton?.onClick.RemoveListener(StartGame); - selectLevelButton?.onClick.RemoveListener(SelectLevel); - quitButton?.onClick.RemoveListener(QuitGame); - surveyButton?.onClick.RemoveListener(OpenLink); - followButton?.onClick.RemoveListener(OpenQQLink); - } - - public void StartGame() - { - GameLoopManager.Instance.StartNewGame(); - } - - public void SelectLevel() - { - SwitchToLevelTab(); - } - - public void BackToMenu() - { - GameLoopManager.Instance.RestartGame(); - } - - private void SwitchToLevelTab() - { - sceneSelection.ShowSceneSelection(GameLoopManager.Instance.totalSceneSos); - } - - private void SwitchToStartTab() - { - startTab.SetActive(true); - levelTab.SetActive(false); - } - - public void OpenLink() - { - Application.OpenURL(surveyURL); - } - - public void OpenBugLink() - { - Application.OpenURL(BugSurveyURL); - } - - public void OpenQQLink() - { - Application.OpenURL(qqURL); - } - - - public void QuitGame() - { - Application.Quit(); - } - - public void HideStartMenu() - { - startMenuPanel.SetActive(false); - } - - public void showStartMenu() - { - startMenuPanel.SetActive(true); - } - - public void OpenEndMenu() - { - EndMenuPanel.SetActive(true); - } - - public void HideEndMenu() - { - EndMenuPanel.SetActive(false); - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Game Loop/StorageSystem.cs b/Assets/Scripts/Game Loop/StorageSystem.cs index 87fe9af3f..21946fac9 100644 --- a/Assets/Scripts/Game Loop/StorageSystem.cs +++ b/Assets/Scripts/Game Loop/StorageSystem.cs @@ -299,7 +299,7 @@ namespace AibisDream } return - $"{SaveFilePath}/{DateTime.Now:yyyyMMdd_HHmmss}_{GameLoopManager.Instance.GetSceneSoName()}_{gameStage}"; + $"{SaveFilePath}/{DateTime.Now:yyyyMMdd_HHmmss}_{GameManager.Instance.GetSceneSoName()}_{gameStage}"; } #endregion diff --git a/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs b/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs index fa615c1ef..3edc06346 100644 --- a/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs +++ b/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs @@ -8,447 +8,451 @@ using System.Linq; using UnityEngine.UI; using AibisDream.FixSystem; using Cinemachine; -using AibisDream; using AibisDream.Framework; using AibisDream.Kit; +using Sequence = DG.Tweening.Sequence; -public class EyeSystem : MonoBehaviour +namespace AibisDream { - [SerializeField] private List targets = new(); // 保存目标列表 - public List Targets => targets; // 提供目标列表的公共访问 - private EyeTarget currentTarget; // 当前选中的目标 - public EyeTarget CurrentTarget => currentTarget; // 提供当前目标的公共访问 - public RawImage eyeImage; - public Image memoryRender; - public GameObject eyeView; - public ViewCameraManager cameraManager; - private IEyeStateEffect eyeStateEffect; - private EyeData _eyeData = new(); - private Tween hsvShiftTween; - private MouseFollowAndZoom mouseFollowAndZoom; - - private void Awake() + public class EyeSystem : MonoBehaviour { - Init(); - } + [SerializeField] private List targets = new(); // 保存目标列表 + public List Targets => targets; // 提供目标列表的公共访问 + private EyeTarget currentTarget; // 当前选中的目标 + public EyeTarget CurrentTarget => currentTarget; // 提供当前目标的公共访问 + public RawImage eyeImage; + public Image memoryRender; + public GameObject eyeView; + public ViewCameraManager cameraManager; + private IEyeStateEffect eyeStateEffect; + private EyeData _eyeData = new(); + private Tween hsvShiftTween; + private MouseFollowAndZoom mouseFollowAndZoom; - public void Init() - { - FixSystemCenter.SystemDic.Register(this); - var virtualCam = transform.Find("Eye Camera").GetComponent(); - var virtualCamDeep = transform.Find("Eye DeepCamera").GetComponent(); - CameraKit.Instance.RegisterCamera(CameraEnum.Eye, virtualCam); - CameraKit.Instance.RegisterCamera(CameraEnum.EyeDeep, virtualCamDeep); - StorageSystem.Instance.RegisterData(_eyeData); - // 添加加载逻辑 - _eyeData.LoadEvent += LoadData; - } - - private void LoadData(EyeData eyedata) - { - SetEyeColorState(eyedata.currentState); - } - - public void OnEnter() - { - mouseFollowAndZoom.SetIsActive(true); - mouseFollowAndZoom.SetIsLock(false); - OpenEyeView(); - // 进入视图时的逻辑 - Debug.Log("EyeView entered."); - } - - public void OpenEyeView() - { - eyeView.SetActive(true); - } - - public void CloseEyeView() - { - eyeView.SetActive(false); - } - - public void OnShow() - { - // 离开视图时的逻辑 - Debug.Log("EyeView showed."); - } - - public void OnExit() - { - if (currentTarget != null) + private void Awake() { - eyeStateEffect?.CleanupEffect(CurrentTarget); + Init(); } - mouseFollowAndZoom.SetIsActive(false); - currentTarget = null; - CloseEyeView(); - // 离开视图时的逻辑 - Debug.Log("EyeView exited."); - } - - private void Start() - { - SetEyeColorState(_eyeData.currentState); - - mouseFollowAndZoom = FindObjectOfType(); - } - - public EyeTarget FindEyeTargetByName(string name) - { - return Targets.FirstOrDefault(target => target.gameObject.name == name); - } - - public void SetTarget(EyeTarget newTarget) - { - if (newTarget == null) + public void Init() { - Debug.LogError("Target is null in SetTarget"); - return; + FixSystemCenter.SystemDic.Register(this); + var virtualCam = transform.Find("Eye Camera").GetComponent(); + var virtualCamDeep = transform.Find("Eye DeepCamera").GetComponent(); + CameraKit.Instance.RegisterCamera(CameraEnum.Eye, virtualCam); + CameraKit.Instance.RegisterCamera(CameraEnum.EyeDeep, virtualCamDeep); + StorageSystem.Instance.RegisterData(_eyeData); + // 添加加载逻辑 + _eyeData.LoadEvent += LoadData; } - StartCoroutine(SetTargetCoroutine(newTarget.gameObject.name)); - } - - [YarnCommand("set_Eyetarget")] - public IEnumerator SetTargetCoroutine(string targetName, bool startDialogue = true) - { - mouseFollowAndZoom.SetIsLock(true); - EyeTarget target = FindEyeTargetByName(targetName); - if (target == null) + private void LoadData(EyeData eyedata) { - Debug.LogError("Invalid EyeTarget name: " + targetName); - yield break; + SetEyeColorState(eyedata.currentState); } - StorageSystem.Instance.SetValue("$currentEyeTarget", target.name); - StartCoroutine(EyeEffectFadeOut()); - - cameraManager.MoveCameraTo(target.targetTransform ? target.targetTransform : target.transform, 1f); - - if (currentTarget != null) + public void OnEnter() { - currentTarget.BlurIn(eyeStateEffect.TransitionDuration, false); + mouseFollowAndZoom.SetIsActive(true); + mouseFollowAndZoom.SetIsLock(false); + OpenEyeView(); + // 进入视图时的逻辑 + Debug.Log("EyeView entered."); } - if (currentTarget == target) + public void OpenEyeView() { - DialogController.Instance.StartDialogNode("重复看同一个目标"); - currentTarget = target; - mouseFollowAndZoom.SetIndicatorTarget(currentTarget); - currentTarget.BlurOut(eyeStateEffect.TransitionDuration, false); - yield return new WaitForSeconds(eyeStateEffect.TransitionDuration); - yield break; + eyeView.SetActive(true); } - currentTarget = target; - mouseFollowAndZoom.SetIndicatorTarget(currentTarget); - currentTarget.BlurOut(eyeStateEffect.TransitionDuration, false); - - yield return new WaitForSeconds(eyeStateEffect.TransitionDuration); - - if (startDialogue) + public void CloseEyeView() { - DialogController.Instance.StartDialogNode("IntoEyeView"); - } - } - - [YarnCommand("Set_MouseMovementLockState")] - public void SetMouseMovementLockState(bool isActive) - { - mouseFollowAndZoom.SetIsLock(isActive); - } - - [YarnCommand("EyeEffect_FadeIn")] - public IEnumerator EyeEffectFadeIn() - { - if (currentTarget != null) - { - // AudioManager.RandomPlayInteraction("colorimagine"); - AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); - - eyeStateEffect?.ApplyFocusedEffect(currentTarget); + eyeView.SetActive(false); } - yield return new WaitForSeconds(eyeStateEffect.TransitionDuration); - } - - [YarnCommand("EyeEffect_FadeOut")] - public IEnumerator EyeEffectFadeOut() - { - if (currentTarget != null) + public void OnShow() { - // AudioManager.RandomPlayInteraction("colorimagine"); - AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); - eyeStateEffect?.ApplyUnfocusedEffect(currentTarget); + // 离开视图时的逻辑 + Debug.Log("EyeView showed."); } - yield return new WaitForSeconds(eyeStateEffect.TransitionDuration); - } - - [YarnCommand("EyeEffect_Init")] - public void EyeEffectInit() - { - foreach (EyeTarget target in targets) + public void OnExit() { - target.Init(); - } - - if (currentTarget != null) - { - eyeStateEffect?.InitializeEffect(currentTarget, cameraManager); - } - } - - [YarnCommand("EyeEffect_Clean")] - public void EyeEffectClean() - { - if (currentTarget != null) - { - eyeStateEffect?.CleanupEffect(currentTarget); - } - } - - [YarnCommand("set_EyeColorState")] - public void SetEyeColorStateForYarn(string state) - { - // Try to parse the string as an EyeColorState - if (!Enum.TryParse(state, true, out EyeData.EyeColorState eyeState)) - { - throw new ArgumentException("Invalid eye state: " + state, nameof(state)); - } - - // Start the coroutine for setting the eye state - SetEyeColorState(eyeState); - } - - private void SetEyeColorState(EyeData.EyeColorState state) - { - _eyeData.currentState = state; - switch (state) - { - case EyeData.EyeColorState.CanImagineColor: - eyeStateEffect = new CanImagineColorEffect(); - break; - case EyeData.EyeColorState.CannotImagineColor: - eyeStateEffect = new CannotImagineColorEffect(); - break; - case EyeData.EyeColorState.EyeDisorder: - eyeStateEffect = new EyeDisorderEffect(); - break; - case EyeData.EyeColorState.CanSeeColor: - eyeStateEffect = new CanSeeColorEffect(); - break; - case EyeData.EyeColorState.HaveChip: - eyeStateEffect = new HaveChip(); - break; - default: - throw new ArgumentException("Unknown eye state: " + state.ToString(), nameof(state)); - } - } - - [YarnCommand("Set_Saturation")] - public IEnumerator Set_Saturation(float targetSaturation, float duration) - { - // 确保 targetSaturation 在 0 到 1 之间 - targetSaturation = Mathf.Clamp01(targetSaturation); - - Material material = eyeImage.material; - Sequence saturationSequence = DOTween.Sequence(); - - // 使用映射函数将目标饱和度转换为 ColorAdjustments 的范围 - float mappedSaturation = MapSaturation(targetSaturation); - - // 同时启动材质的饱和度变化和 ColorAdjustments 的饱和度变化 - saturationSequence.Join(material.DOFloat(targetSaturation, "_HsvSaturation", duration)); - - // 获取 Tween 对象并添加到序列中 - Tween saturationTween = ScreenEffectManager.Instance.TweenSaturation(mappedSaturation, duration); - if (saturationTween != null) - { - saturationSequence.Join(saturationTween); - } - - // 启动 Sequence 并等待完成 - yield return saturationSequence.WaitForCompletion(); - } - - private float MapSaturation(float input) - { - return Mathf.Lerp(-100, 0, input); - } - - private Sequence glitchin; - - [YarnCommand("EyeGlitch_in")] - public IEnumerator EyeGlitch_in() - { - glitchin = DOTween.Sequence(); - Material material = eyeImage.material; - if (eyeImage == null) - { - Debug.LogError("No eyeImage"); - yield break; - } - - // AudioManager.RandomPlayInteraction("colorcorrect_in"); - // AudioManager.PlayLoopAudio("colorcorrect_loop"); - //AudioManager.Instance.PlaySfx("event:/ActionFB/visualturn"); - // _HsvShift 从 0 ~ 360 来回变化 - hsvShiftTween = DOTween - .To(() => material.GetFloat("_HsvShift"), x => material.SetFloat("_HsvShift", x), 360, 1f) - .SetLoops(-1, LoopType.Yoyo); - glitchin.Append(hsvShiftTween); - - // _GlitchAmount 1 秒内从 0 ~ 8 - glitchin.Insert(0, - DOTween.To(() => material.GetFloat("_GlitchAmount"), x => material.SetFloat("_GlitchAmount", x), 8, 1f)); - - // _WarpStrength 1 秒内从 0 ~ 0.015 - glitchin.Insert(0, - DOTween.To(() => material.GetFloat("_WarpStrength"), x => material.SetFloat("_WarpStrength", x), 0.015f, - 1f)); - - yield return new WaitForSeconds(1f); - } - - [YarnCommand("EyeGlitch_out")] - public void EyeGlitch_out(float duration) - { - Material material = eyeImage.material; - if (eyeImage == null) - { - Debug.LogError("No eyeImage"); - return; - } - - if (glitchin != null && glitchin.IsActive()) - { - glitchin.Kill(); - } - - material.DOFloat(0, "_WarpStrength", duration); - material.DOFloat(0, "_GlitchAmount", duration); - material.DOFloat(0, "_HsvShift", duration); - // 确保之前的动画被停止 - } - - [YarnCommand("set_EyeColor")] - public IEnumerator SetEyeColor(string color, string memoryName = null) - { - Material material = eyeImage.material; - Material memoryMaterial = memoryRender.material; - memoryRender.sprite = null; - memoryMaterial.SetFloat("_FullDistortionFade", 0f); - memoryMaterial.SetFloat("_SqueezePower", 18f); - if (eyeImage == null) - { - Debug.LogError("No eyeImage"); - yield break; - } - - if (memoryName != null) - { - Sprite memorySprite = Resources.Load("Art/Memory/" + memoryName); - if (memorySprite == null) + if (currentTarget != null) { - Debug.LogWarning("Memory not found: " + memoryName); + eyeStateEffect?.CleanupEffect(CurrentTarget); + } + + mouseFollowAndZoom.SetIsActive(false); + currentTarget = null; + CloseEyeView(); + // 离开视图时的逻辑 + Debug.Log("EyeView exited."); + } + + private void Start() + { + SetEyeColorState(_eyeData.currentState); + + mouseFollowAndZoom = FindObjectOfType(); + } + + public EyeTarget FindEyeTargetByName(string name) + { + return Targets.FirstOrDefault(target => target.gameObject.name == name); + } + + public void SetTarget(EyeTarget newTarget) + { + if (newTarget == null) + { + Debug.LogError("Target is null in SetTarget"); + return; + } + + StartCoroutine(SetTargetCoroutine(newTarget.gameObject.name)); + } + + [YarnCommand("set_Eyetarget")] + public IEnumerator SetTargetCoroutine(string targetName, bool startDialogue = true) + { + mouseFollowAndZoom.SetIsLock(true); + EyeTarget target = FindEyeTargetByName(targetName); + if (target == null) + { + Debug.LogError("Invalid EyeTarget name: " + targetName); yield break; } - memoryRender.sprite = memorySprite; - // 使 memoryRender 可见 - memoryRender.gameObject.SetActive(true); + StorageSystem.Instance.SetValue("$currentEyeTarget", target.name); + StartCoroutine(EyeEffectFadeOut()); - // 创建一个新的 DOTween 序列 - Sequence memorySequence = DOTween.Sequence(); + cameraManager.MoveCameraTo(target.targetTransform ? target.targetTransform : target.transform, 1f); - memorySequence.Append(memoryMaterial.DOFloat(0.85f, "_FullDistortionFade", 1.5f)); - memorySequence.AppendInterval(1.5f); - memorySequence.Append(memoryMaterial.DOFloat(0f, "_SqueezePower", 2f)); - memorySequence.Insert(4.5f, memoryMaterial.DOFloat(0f, "_FullDistortionFade", 0.5f).OnComplete(() => + if (currentTarget != null) { - memoryRender.gameObject.SetActive(false); - // AudioManager.RandomPlayInteraction("water_drip"); - })); + currentTarget.BlurIn(eyeStateEffect.TransitionDuration, false); + } + + if (currentTarget == target) + { + DialogController.Instance.StartDialogNode("重复看同一个目标"); + currentTarget = target; + mouseFollowAndZoom.SetIndicatorTarget(currentTarget); + currentTarget.BlurOut(eyeStateEffect.TransitionDuration, false); + yield return new WaitForSeconds(eyeStateEffect.TransitionDuration); + yield break; + } + + currentTarget = target; + mouseFollowAndZoom.SetIndicatorTarget(currentTarget); + currentTarget.BlurOut(eyeStateEffect.TransitionDuration, false); + + yield return new WaitForSeconds(eyeStateEffect.TransitionDuration); + + if (startDialogue) + { + DialogController.Instance.StartDialogNode("IntoEyeView"); + } + } + + [YarnCommand("Set_MouseMovementLockState")] + public void SetMouseMovementLockState(bool isActive) + { + mouseFollowAndZoom.SetIsLock(isActive); + } + + [YarnCommand("EyeEffect_FadeIn")] + public IEnumerator EyeEffectFadeIn() + { + if (currentTarget != null) + { + // AudioManager.RandomPlayInteraction("colorimagine"); + AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); + + eyeStateEffect?.ApplyFocusedEffect(currentTarget); + } + + yield return new WaitForSeconds(eyeStateEffect.TransitionDuration); + } + + [YarnCommand("EyeEffect_FadeOut")] + public IEnumerator EyeEffectFadeOut() + { + if (currentTarget != null) + { + // AudioManager.RandomPlayInteraction("colorimagine"); + AudioManager.Instance.PlaySfx("event:/ActionFB/color_imagine"); + eyeStateEffect?.ApplyUnfocusedEffect(currentTarget); + } + + yield return new WaitForSeconds(eyeStateEffect.TransitionDuration); + } + + [YarnCommand("EyeEffect_Init")] + public void EyeEffectInit() + { + foreach (EyeTarget target in targets) + { + target.Init(); + } + + if (currentTarget != null) + { + eyeStateEffect?.InitializeEffect(currentTarget, cameraManager); + } + } + + [YarnCommand("EyeEffect_Clean")] + public void EyeEffectClean() + { + if (currentTarget != null) + { + eyeStateEffect?.CleanupEffect(currentTarget); + } + } + + [YarnCommand("set_EyeColorState")] + public void SetEyeColorStateForYarn(string state) + { + // Try to parse the string as an EyeColorState + if (!Enum.TryParse(state, true, out EyeData.EyeColorState eyeState)) + { + throw new ArgumentException("Invalid eye state: " + state, nameof(state)); + } + + // Start the coroutine for setting the eye state + SetEyeColorState(eyeState); + } + + private void SetEyeColorState(EyeData.EyeColorState state) + { + _eyeData.currentState = state; + switch (state) + { + case EyeData.EyeColorState.CanImagineColor: + eyeStateEffect = new CanImagineColorEffect(); + break; + case EyeData.EyeColorState.CannotImagineColor: + eyeStateEffect = new CannotImagineColorEffect(); + break; + case EyeData.EyeColorState.EyeDisorder: + eyeStateEffect = new EyeDisorderEffect(); + break; + case EyeData.EyeColorState.CanSeeColor: + eyeStateEffect = new CanSeeColorEffect(); + break; + case EyeData.EyeColorState.HaveChip: + eyeStateEffect = new HaveChip(); + break; + default: + throw new ArgumentException("Unknown eye state: " + state.ToString(), nameof(state)); + } + } + + [YarnCommand("Set_Saturation")] + public IEnumerator Set_Saturation(float targetSaturation, float duration) + { + // 确保 targetSaturation 在 0 到 1 之间 + targetSaturation = Mathf.Clamp01(targetSaturation); + + Material material = eyeImage.material; + Sequence saturationSequence = DOTween.Sequence(); + + // 使用映射函数将目标饱和度转换为 ColorAdjustments 的范围 + float mappedSaturation = MapSaturation(targetSaturation); + + // 同时启动材质的饱和度变化和 ColorAdjustments 的饱和度变化 + saturationSequence.Join(material.DOFloat(targetSaturation, "_HsvSaturation", duration)); + + // 获取 Tween 对象并添加到序列中 + Tween saturationTween = ScreenEffectManager.Instance.TweenSaturation(mappedSaturation, duration); + if (saturationTween != null) + { + saturationSequence.Join(saturationTween); + } + + // 启动 Sequence 并等待完成 + yield return saturationSequence.WaitForCompletion(); + } + + private float MapSaturation(float input) + { + return Mathf.Lerp(-100, 0, input); + } + + private Sequence glitchin; + + [YarnCommand("EyeGlitch_in")] + public IEnumerator EyeGlitch_in() + { + glitchin = DOTween.Sequence(); + Material material = eyeImage.material; + if (eyeImage == null) + { + Debug.LogError("No eyeImage"); + yield break; + } + + // AudioManager.RandomPlayInteraction("colorcorrect_in"); + // AudioManager.PlayLoopAudio("colorcorrect_loop"); + //AudioManager.Instance.PlaySfx("event:/ActionFB/visualturn"); + // _HsvShift 从 0 ~ 360 来回变化 + hsvShiftTween = DOTween + .To(() => material.GetFloat("_HsvShift"), x => material.SetFloat("_HsvShift", x), 360, 1f) + .SetLoops(-1, LoopType.Yoyo); + glitchin.Append(hsvShiftTween); + + // _GlitchAmount 1 秒内从 0 ~ 8 + glitchin.Insert(0, + DOTween.To(() => material.GetFloat("_GlitchAmount"), x => material.SetFloat("_GlitchAmount", x), 8, + 1f)); + + // _WarpStrength 1 秒内从 0 ~ 0.015 + glitchin.Insert(0, + DOTween.To(() => material.GetFloat("_WarpStrength"), x => material.SetFloat("_WarpStrength", x), 0.015f, + 1f)); + + yield return new WaitForSeconds(1f); + } + + [YarnCommand("EyeGlitch_out")] + public void EyeGlitch_out(float duration) + { + Material material = eyeImage.material; + if (eyeImage == null) + { + Debug.LogError("No eyeImage"); + return; + } + + if (glitchin != null && glitchin.IsActive()) + { + glitchin.Kill(); + } + + material.DOFloat(0, "_WarpStrength", duration); + material.DOFloat(0, "_GlitchAmount", duration); + material.DOFloat(0, "_HsvShift", duration); + // 确保之前的动画被停止 + } + + [YarnCommand("set_EyeColor")] + public IEnumerator SetEyeColor(string color, string memoryName = null) + { + Material material = eyeImage.material; + Material memoryMaterial = memoryRender.material; + memoryRender.sprite = null; + memoryMaterial.SetFloat("_FullDistortionFade", 0f); + memoryMaterial.SetFloat("_SqueezePower", 18f); + if (eyeImage == null) + { + Debug.LogError("No eyeImage"); + yield break; + } + + if (memoryName != null) + { + Sprite memorySprite = Resources.Load("Art/Memory/" + memoryName); + if (memorySprite == null) + { + Debug.LogWarning("Memory not found: " + memoryName); + yield break; + } + + memoryRender.sprite = memorySprite; + // 使 memoryRender 可见 + memoryRender.gameObject.SetActive(true); + + // 创建一个新的 DOTween 序列 + Sequence memorySequence = DOTween.Sequence(); + + memorySequence.Append(memoryMaterial.DOFloat(0.85f, "_FullDistortionFade", 1.5f)); + memorySequence.AppendInterval(1.5f); + memorySequence.Append(memoryMaterial.DOFloat(0f, "_SqueezePower", 2f)); + memorySequence.Insert(4.5f, memoryMaterial.DOFloat(0f, "_FullDistortionFade", 0.5f).OnComplete(() => + { + memoryRender.gameObject.SetActive(false); + // AudioManager.RandomPlayInteraction("water_drip"); + })); + + // 等待序列完成 + yield return memorySequence.WaitForCompletion(); + } + + Sequence sequence = DOTween.Sequence(); + // 添加一个 tween 来改变 _RoundWaveStrength 的值 + sequence.Append(material.DOFloat(1, "_RoundWaveStrength", 2)).OnComplete(() => { EyeGlitch_out(0.5f); }); + // 根据颜色改变 _ColorChangeTolerance 的值 + switch (color.ToLower()) + { + case "blue": + sequence.Join(material.DOFloat(0, "_ColorChangeTolerance", 2)); + sequence.Join(material.DOFloat(1, "_ColorChangeTolerance3", 2)); + sequence.Join(material.DOFloat(1, "_ColorChangeTolerance2", 2)); + break; + case "red": + sequence.Join(material.DOFloat(0, "_ColorChangeTolerance3", 2)); + sequence.Join(material.DOFloat(1, "_ColorChangeTolerance", 2)); + sequence.Join(material.DOFloat(1, "_ColorChangeTolerance2", 2)); + break; + case "green": + sequence.Join(material.DOFloat(0, "_ColorChangeTolerance2", 2)); + sequence.Join(material.DOFloat(1, "_ColorChangeTolerance", 2)); + sequence.Join(material.DOFloat(1, "_ColorChangeTolerance3", 2)); + break; + case "All": + sequence.Join(material.DOFloat(1, "_ColorChangeTolerance2", 2)); + sequence.Join(material.DOFloat(1, "_ColorChangeTolerance", 2)); + sequence.Join(material.DOFloat(1, "_ColorChangeTolerance3", 2)); + break; + default: + Debug.LogWarning("Unknown color: " + color); + break; + } + + // 添加一个 tween 来将 _RoundWaveStrength 的值回复为 0 + sequence.Append(material.DOFloat(0, "_RoundWaveStrength", 0.5f)); + + // 开始这个序列 + sequence.Play(); // 等待序列完成 - yield return memorySequence.WaitForCompletion(); + yield return sequence.WaitForCompletion(); } - Sequence sequence = DOTween.Sequence(); - // 添加一个 tween 来改变 _RoundWaveStrength 的值 - sequence.Append(material.DOFloat(1, "_RoundWaveStrength", 2)).OnComplete(() => { EyeGlitch_out(0.5f); }); - // 根据颜色改变 _ColorChangeTolerance 的值 - switch (color.ToLower()) + [YarnCommand("EyeGetColor")] + public void GetColor() { - case "blue": - sequence.Join(material.DOFloat(0, "_ColorChangeTolerance", 2)); - sequence.Join(material.DOFloat(1, "_ColorChangeTolerance3", 2)); - sequence.Join(material.DOFloat(1, "_ColorChangeTolerance2", 2)); - break; - case "red": - sequence.Join(material.DOFloat(0, "_ColorChangeTolerance3", 2)); - sequence.Join(material.DOFloat(1, "_ColorChangeTolerance", 2)); - sequence.Join(material.DOFloat(1, "_ColorChangeTolerance2", 2)); - break; - case "green": - sequence.Join(material.DOFloat(0, "_ColorChangeTolerance2", 2)); - sequence.Join(material.DOFloat(1, "_ColorChangeTolerance", 2)); - sequence.Join(material.DOFloat(1, "_ColorChangeTolerance3", 2)); - break; - case "All": - sequence.Join(material.DOFloat(1, "_ColorChangeTolerance2", 2)); - sequence.Join(material.DOFloat(1, "_ColorChangeTolerance", 2)); - sequence.Join(material.DOFloat(1, "_ColorChangeTolerance3", 2)); - break; - default: - Debug.LogWarning("Unknown color: " + color); - break; + SetEyeColorState(EyeData.EyeColorState.CanImagineColor); + // 对目标列表中的每个目标执行 ColorBack 方法 + foreach (EyeTarget target in targets) + { + target.ColorBack(); + } + + // 切换到 CanImagineColorEffect 状态 } - - // 添加一个 tween 来将 _RoundWaveStrength 的值回复为 0 - sequence.Append(material.DOFloat(0, "_RoundWaveStrength", 0.5f)); - - // 开始这个序列 - sequence.Play(); - - // 等待序列完成 - yield return sequence.WaitForCompletion(); } - [YarnCommand("EyeGetColor")] - public void GetColor() + public class EyeData : IData { - SetEyeColorState(EyeData.EyeColorState.CanImagineColor); - // 对目标列表中的每个目标执行 ColorBack 方法 - foreach (EyeTarget target in targets) + public enum EyeColorState { - target.ColorBack(); + CanImagineColor, + CannotImagineColor, + EyeDisorder, + CanSeeColor, + HaveChip } - // 切换到 CanImagineColorEffect 状态 - } -} + public EyeColorState currentState = EyeColorState.CannotImagineColor; + public event Action LoadEvent; -public class EyeData : IData -{ - public enum EyeColorState - { - CanImagineColor, - CannotImagineColor, - EyeDisorder, - CanSeeColor, - HaveChip - } - - public EyeColorState currentState = EyeColorState.CannotImagineColor; - public event Action LoadEvent; - - public IEnumerator Load() - { - LoadEvent?.Invoke(this); - yield break; + public IEnumerator Load() + { + LoadEvent?.Invoke(this); + yield break; + } } } \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/Peipei/Eye/EyeTargetDropdown.cs b/Assets/Scripts/MiniGame/Peipei/Eye/EyeTargetDropdown.cs index 0214040ae..734e82505 100644 --- a/Assets/Scripts/MiniGame/Peipei/Eye/EyeTargetDropdown.cs +++ b/Assets/Scripts/MiniGame/Peipei/Eye/EyeTargetDropdown.cs @@ -1,4 +1,5 @@ using System.Collections.Generic; +using AibisDream; using UnityEngine; using TMPro; // 添加这个命名空间来使用TextMesh Pro的组件 diff --git a/Assets/Scripts/Mouse/MouseCursorManager.cs b/Assets/Scripts/Mouse/MouseCursorManager.cs deleted file mode 100644 index 93dc93dc6..000000000 --- a/Assets/Scripts/Mouse/MouseCursorManager.cs +++ /dev/null @@ -1,172 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; -using System.Collections.Generic; -using AibisDream; - -public class MouseCursorManager : MonoBehaviour -{ - public static MouseCursorManager Instance { get; private set; } - - [Header("Cursor Images")] public Sprite dialogueCursorSprite; - public Sprite handCursorSprite; // 手的图标 - public Sprite searchCursorSprite; // 搜索图标 - public Sprite defaultCursorSprite; - - public Canvas dialogueCanvas; // 对话Canvas - public Image cursorImage; // 用于显示自定义光标的Image - private bool isDraggingPlug = false; // 是否正在拖拽Plug - private bool isUsingTool = false; // 是否处于使用工具状态 - private bool isInClueBoard = false; // 是否处于使用工具状态 - - private Vector3 defaultCursorOffset = new Vector3(20, -20, 0); // default 指针的偏移量 - - public List