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a/Assets/Render/KiteFocusSprite.shader +++ b/Assets/Render/KiteFocusSprite.shader @@ -8,7 +8,7 @@ Shader "AIBIS/KiteFocusSprite" [Header(Focus Blur)] _BlurAmount ("Blur Amount", Range(0, 1)) = 0 _BlurSize ("Blur Size", Range(0, 0.05)) = 0.012 - [HideInInspector] _UseGaussianBlur ("Use Gaussian Blur", Float) = 0 + [HideInInspector] _UseSoftFocus ("Use Soft Focus", Float) = 0 _DefocusBloom ("Defocus Highlight Bloom", Range(0, 1)) = 0.32 _HaloStrength ("Large Circle Halo", Range(0, 0.6)) = 0.22 _ChromaticFringe ("Lens Color Fringe", Range(0, 0.6)) = 0.14 @@ -76,7 +76,7 @@ Shader "AIBIS/KiteFocusSprite" fixed4 _Color; float _BlurAmount; float _BlurSize; - float _UseGaussianBlur; + float _UseSoftFocus; float _DefocusBloom; float _HaloStrength; float _ChromaticFringe; @@ -152,30 +152,31 @@ Shader "AIBIS/KiteFocusSprite" return result * 0.125; } - // Same directional Gaussian kernel used by EyeUnifiedSprite in the - // Peipei eye module, including its lower-cost mobile fallback. - half3 EyeGaussianBlurRgb(float2 uv, float stepSize) + half4 SoftFocusBlur(float2 uv, float radius) { - float angle = 1.937315; - float2 stepDir = float2(sin(angle), cos(angle)); - float2 stepUv = stepDir * stepSize; + float nearRadius = radius * 0.48; + half4 result = samplePremultiplied(uv) * 0.20; -#if defined(SHADER_API_MOBILE) - half3 rgb = tex2D(_MainTex, saturate(uv)).rgb * 0.34; - rgb += tex2D(_MainTex, saturate(uv + stepUv)).rgb * 0.33; - rgb += tex2D(_MainTex, saturate(uv - stepUv)).rgb * 0.33; -#else - half3 rgb = tex2D(_MainTex, saturate(uv)).rgb * 0.18; - rgb += tex2D(_MainTex, saturate(uv + stepUv * 1.0)).rgb * 0.15; - rgb += tex2D(_MainTex, saturate(uv - stepUv * 1.0)).rgb * 0.15; - rgb += tex2D(_MainTex, saturate(uv + stepUv * 2.0)).rgb * 0.12; - rgb += tex2D(_MainTex, saturate(uv - stepUv * 2.0)).rgb * 0.12; - rgb += tex2D(_MainTex, saturate(uv + stepUv * 3.0)).rgb * 0.09; - rgb += tex2D(_MainTex, saturate(uv - stepUv * 3.0)).rgb * 0.09; - rgb += tex2D(_MainTex, saturate(uv + stepUv * 4.0)).rgb * 0.05; - rgb += tex2D(_MainTex, saturate(uv - stepUv * 4.0)).rgb * 0.05; -#endif - return rgb; + result += samplePremultiplied(uv + float2( nearRadius, 0)) * 0.08; + result += samplePremultiplied(uv + float2(-nearRadius, 0)) * 0.08; + result += samplePremultiplied(uv + float2(0, nearRadius)) * 0.08; + result += samplePremultiplied(uv + float2(0, -nearRadius)) * 0.08; + + result += samplePremultiplied(uv + float2( nearRadius, nearRadius)) * 0.055; + result += samplePremultiplied(uv + float2(-nearRadius, nearRadius)) * 0.055; + result += samplePremultiplied(uv + float2( nearRadius, -nearRadius)) * 0.055; + result += samplePremultiplied(uv + float2(-nearRadius, -nearRadius)) * 0.055; + + result += samplePremultiplied(uv + float2( radius, 0)) * 0.04; + result += samplePremultiplied(uv + float2(-radius, 0)) * 0.04; + result += samplePremultiplied(uv + float2(0, radius)) * 0.04; + result += samplePremultiplied(uv + float2(0, -radius)) * 0.04; + + result += samplePremultiplied(uv + float2( radius, radius)) * 0.025; + result += samplePremultiplied(uv + float2(-radius, radius)) * 0.025; + result += samplePremultiplied(uv + float2( radius, -radius)) * 0.025; + result += samplePremultiplied(uv + float2(-radius, -radius)) * 0.025; + return result; } fixed4 frag(v2f i) : SV_Target @@ -193,18 +194,15 @@ Shader "AIBIS/KiteFocusSprite" float2 texel = max(abs(_MainTex_TexelSize.xy), float2(1e-5, 1e-5)); float radius = (length(texel) * 0.5 + _BlurSize) * (0.28 + blurAmt * 1.72); - if (_UseGaussianBlur > 0.5) + if (_UseSoftFocus > 0.5) { - float stepSize = length(texel) + _BlurSize; - half3 blurredRgb = EyeGaussianBlurRgb(i.uv, stepSize); - float blurStrength = pow(blurAmt, 0.75); - half4 sharpPremul = sharp; - sharpPremul.rgb *= sharpPremul.a; - half4 gaussianColor = half4(blurredRgb * sharp.a, sharp.a); - gaussianColor = lerp(sharpPremul, gaussianColor, blurStrength); - gaussianColor.rgb *= i.color.rgb * i.color.a; - gaussianColor.a *= i.color.a; - 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z: 0} + m_LocalPosition: {x: 0, y: -5, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: - - {fileID: 1811207268} + - {fileID: 1325553536} m_Father: {fileID: 812657464} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!114 &1948760201 diff --git a/Assets/Scenes/梦境.unity b/Assets/Scenes/梦境.unity index bf0e55103..e013a019b 100644 --- a/Assets/Scenes/梦境.unity +++ b/Assets/Scenes/梦境.unity @@ -424,18 +424,19 @@ MonoBehaviour: initialBlur: 0.58 blurSize: 0.0045 firstAttemptStart: 0.45 - firstFocusDuration: 0.82 + firstFocusDuration: 0.72 firstNearFocusBlur: 0.16 - firstHoldDuration: 0.12 - firstSlipDuration: 0.48 + firstHoldDuration: 0.1 + firstSlipDuration: 0.42 firstSlipBlur: 0.52 - secondAttemptStart: 2 - secondFocusDuration: 0.92 + secondAttemptStart: 1.85 + secondFocusDuration: 0.82 secondNearFocusBlur: 0.08 - secondHoldDuration: 0.14 - secondSlipDuration: 0.58 + secondHoldDuration: 0.12 + secondSlipDuration: 0.5 unresolvedBlur: 0.44 - descentStart: 4 + blurFadeStart: 4 + blurFadeDuration: 3.2 --- !u!1 &218986882 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/ScriptableObjects/SceneSO/Demo/GeneralEnd.asset b/Assets/ScriptableObjects/SceneSO/Demo/GeneralEnd.asset index 86ebabe76..1a2b3cb8d 100644 --- a/Assets/ScriptableObjects/SceneSO/Demo/GeneralEnd.asset +++ b/Assets/ScriptableObjects/SceneSO/Demo/GeneralEnd.asset @@ -14,7 +14,7 @@ MonoBehaviour: m_EditorClassIdentifier: exits: [] yarnProject: {fileID: 7545569452688597077, guid: e6bac2644a8a04b4899ce2fe8ae1f4fc, type: 3} - firstSceneName: Scene/SubWay + firstSceneName: Scene/Bridge title: "\u8BD5\u73A9\u7ED3\u675F" titleKey: scene_general_end description: PlaytestEnd diff --git a/Assets/Scripts/Dialog System/BaseYarnCommand.cs b/Assets/Scripts/Dialog System/BaseYarnCommand.cs index 88ae66606..d822b64f7 100644 --- a/Assets/Scripts/Dialog System/BaseYarnCommand.cs +++ b/Assets/Scripts/Dialog System/BaseYarnCommand.cs @@ -522,6 +522,47 @@ namespace AibisDream yield return SpriteShowcase.Instance.ShowLargeObj(picName, duration); } + [YarnCommand("show_large_sprite_animation")] + public static IEnumerator ShowLargeSpriteAnimation( + string picNamePrefix, + int frameCount, + float secondsPerFrame = 0.2f, + float duration = 1f) + { + yield return SpriteShowcase.Instance.ShowLargeSpriteAnimation( + picNamePrefix, + frameCount, + secondsPerFrame, + duration); + } + + [YarnCommand("set_large_sprite_blur")] + public static void SetLargeSpriteBlur(float amount, float blurSize = 0.012f) + { + SpriteShowcase.Instance.SetLargeSpriteBlur(amount, blurSize); + } + + [YarnCommand("tween_large_sprite_blur")] + public static IEnumerator TweenLargeSpriteBlur( + float targetAmount, + float duration, + float blurSize = 0.012f) + { + yield return SpriteShowcase.Instance.TweenLargeSpriteBlur(targetAmount, duration, blurSize); + } + + [YarnCommand("tween_large_sprite_blur_async")] + public static void TweenLargeSpriteBlurAsync( + float targetAmount, + float duration, + float blurSize = 0.012f) + { + if (DialogController.Instance == null) return; + + DialogController.Instance.StartCoroutine( + SpriteShowcase.Instance.TweenLargeSpriteBlur(targetAmount, duration, blurSize)); + } + [YarnCommand("hide_large_sprite")] public static IEnumerator HideLargeSprite(float duration = 1) { diff --git a/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs b/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs index e148f1038..c044f9899 100644 --- a/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs +++ b/Assets/Scripts/FixSystem/HeatMap/HeatMapController.cs @@ -22,8 +22,8 @@ public class HeatMapController : MonoBehaviour public Transform imageToRotate; // 需要旋转的Image [SerializeField, Min(0f)] private float fanStopDuration = 0.15f; [Header("低温背景")] - [SerializeField] private Color coldBaseColor = new Color(0.015f, 0.075f, 0.16f, 1f); - [SerializeField] private Color coldHighlightColor = new Color(0.02f, 0.27f, 0.48f, 1f); + [SerializeField] private Color coldBaseColor = new Color(0.005f, 0.02f, 0.55f, 1f); + [SerializeField] private Color coldHighlightColor = new Color(0f, 0.3f, 1f, 1f); [SerializeField, Min(0.01f)] private float coldNoiseScale = 1.8f; [SerializeField, Range(0f, 1f)] private float coldNoiseStrength = 0.45f; public Vector3 inPos; // Heatmap进入位置 @@ -244,7 +244,7 @@ public class HeatMapController : MonoBehaviour public void SetDataToMaterial() { // 逻辑温度 0~2 → shader 侧发热强度;各段端点连续,避免跨档跳变。 - // t=0 冷态压低,接近「看不见」;t=1/2 保持原有发热观感。 + // 保持原有温度映射,冷色替换只由 shader 处理。 if (tempture <= 1f) { float t = Mathf.Clamp01(tempture); @@ -256,7 +256,7 @@ public class HeatMapController : MonoBehaviour { float t = Mathf.Clamp01(tempture - 1f); uftempture = Mathf.Lerp(2.8f, 3.2f, t); - modulesTempture = Mathf.Lerp(1.6f, 2.3f, t); // 原 1.8 起点与上一段不连续 + modulesTempture = Mathf.Lerp(1.6f, 2.3f, t); backtemture = Mathf.Lerp(2.25f, 3.4f, t); } diff --git a/Assets/Scripts/FixSystem/HeatMap/HeatTest.shader b/Assets/Scripts/FixSystem/HeatMap/HeatTest.shader index dee4d0ae4..eb181a5e4 100644 --- a/Assets/Scripts/FixSystem/HeatMap/HeatTest.shader +++ b/Assets/Scripts/FixSystem/HeatMap/HeatTest.shader @@ -12,8 +12,8 @@ Shader "Unlit/HeatTest" _Speaktexture ("_Speaktexture", 2D) = "white" {} _headtexture ("_headtexture", 2D) = "white" {} _Temtupre("_Temtupre", float) = 0 // 世界空间中的中心 - _ColdBaseColor ("Cold Base Color", Color) = (0.015, 0.075, 0.16, 1) - _ColdHighlightColor ("Cold Highlight Color", Color) = (0.02, 0.27, 0.48, 1) + _ColdBaseColor ("Cold Base Color", Color) = (0.005, 0.02, 0.55, 1) + _ColdHighlightColor ("Cold Highlight Color", Color) = (0, 0.3, 1, 1) _ColdNoiseScale ("Cold Noise Scale", Float) = 1.8 _ColdNoiseStrength ("Cold Noise Strength", Range(0, 1)) = 0.45 } @@ -150,7 +150,8 @@ fixed4 frag (v2f i) : SV_Target float2 coldNoiseUV = worldPos.xy + float2(_Time.y * 0.012, -_Time.y * 0.009); float coldNoise = Unity_SimpleNoise(coldNoiseUV, _ColdNoiseScale); float coldVariation = saturate(0.18 + coldNoise * _ColdNoiseStrength); - fixed4 col = lerp(_ColdBaseColor, _ColdHighlightColor, coldVariation); + fixed4 coldColor = lerp(_ColdBaseColor, _ColdHighlightColor, coldVariation); + fixed4 col = coldColor; bool isFind = false; @@ -184,7 +185,10 @@ fixed4 frag (v2f i) : SV_Target fixed4 rampColor = tex2D(_RampTexture, float2(alpha, 0)); - col = rampColor; + // 保留原有色带映射,只把接近黑色的冷端替换为蓝色。 + float brightestChannel = max(rampColor.r, max(rampColor.g, rampColor.b)); + float blackMask = 1.0 - smoothstep(0.035, 0.12, brightestChannel); + col = lerp(rampColor, coldColor, blackMask); } } @@ -206,7 +210,9 @@ fixed4 frag (v2f i) : SV_Target alpha=backalpha; fixed4 rampColor = tex2D(_RampTexture, float2(alpha, 0)); - col = rampColor; + float brightestChannel = max(rampColor.r, max(rampColor.g, rampColor.b)); + float blackMask = 1.0 - smoothstep(0.035, 0.12, brightestChannel); + col = lerp(rampColor, coldColor, blackMask); } } diff --git a/Assets/Scripts/FixSystem/HeatMap/Test.mat b/Assets/Scripts/FixSystem/HeatMap/Test.mat index 3e29d0695..1a194eae2 100644 --- a/Assets/Scripts/FixSystem/HeatMap/Test.mat +++ b/Assets/Scripts/FixSystem/HeatMap/Test.mat @@ -128,6 +128,8 @@ Material: m_Floats: - _Alpha: 0.992 - _Boolean: 0 + - _ColdNoiseScale: 1.8 + - _ColdNoiseStrength: 0.45 - _ColorHSV_Brightness_1: 1 - _ColorHSV_Hue_1: 104 - _ColorHSV_Saturation_1: 1 @@ -158,6 +160,8 @@ Material: - _Center: {r: -3.77, g: 0.91, b: 0, a: 0} - _CenterScale: {r: 0, g: 0, b: 0, a: 0} - _CircleModuleSize: {r: 1, g: 1, b: 0, a: 0} + - _ColdBaseColor: {r: 0.005, g: 0.02, b: 0.55, a: 1} + - _ColdHighlightColor: {r: 0, g: 0.3, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1} - _ColorX: {r: 1, g: 1, b: 1, a: 1} - _Flip: {r: 1, g: 1, b: 1, a: 1} diff --git a/Assets/Scripts/FixSystemNew/BodyModule/CuttingManager.cs b/Assets/Scripts/FixSystemNew/BodyModule/CuttingManager.cs index 2e4cdcee2..89eb1cba0 100644 --- a/Assets/Scripts/FixSystemNew/BodyModule/CuttingManager.cs +++ b/Assets/Scripts/FixSystemNew/BodyModule/CuttingManager.cs @@ -99,7 +99,7 @@ namespace AibisDream } } - public IEnumerator StartCutting(BodyModule targetModule) + public IEnumerator StartCutting(BodyModule targetModule, bool flickerCutTextOnEnter = false) { // 检查参数 if (targetModule == null) @@ -121,6 +121,13 @@ namespace AibisDream // 停止之前的切割 StopCutting(); + + // StopCutting 会将 Cut Text 恢复为可见,因此需要在调用后同步进入状态。 + _targetModule.SetCutTextVisible(flickerCutTextOnEnter); + if (flickerCutTextOnEnter) + { + _targetModule.StartCutTextFlicker(); + } // 设置切割模式 isCuttingMode = true; @@ -322,4 +329,4 @@ namespace AibisDream _targetSpriteRenderer = null; } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/FixSystemNew/States/CutFixCues.cs b/Assets/Scripts/FixSystemNew/States/CutFixCues.cs index fb5a7953b..d6c8ff92d 100644 --- a/Assets/Scripts/FixSystemNew/States/CutFixCues.cs +++ b/Assets/Scripts/FixSystemNew/States/CutFixCues.cs @@ -83,7 +83,7 @@ namespace AibisDream.FixSystem yield return UIManager.Instance.GetPanel().FadeInAsync(0.1f); yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutMemoryDeep); yield return UIManager.Instance.GetPanel().FadeOutAsync(0.1f); - yield return cuttingManager.StartCutting(bodyModule); + yield return cuttingManager.StartCutting(bodyModule, flickerCutTextOnEnter: true); } diff --git a/Assets/Scripts/SceneManagement/SpriteShowcase.cs b/Assets/Scripts/SceneManagement/SpriteShowcase.cs index d9851a04d..02dcc7438 100644 --- a/Assets/Scripts/SceneManagement/SpriteShowcase.cs +++ b/Assets/Scripts/SceneManagement/SpriteShowcase.cs @@ -16,6 +16,7 @@ namespace AibisDream private const string DreamSpritePath = "Sprite/梦境/{0}.png"; private const string KiteBaseSuffix = "_底图"; private const string KiteMotionSuffix = "_风筝层"; + private const float ReelMotionSpeedMultiplier = 2f; [SerializeField] private SpriteRenderer _spriteRenderer; [SerializeField] private SpriteRenderer _backgroundSpriteRenderer; @@ -37,6 +38,13 @@ namespace AibisDream private Quaternion _largeBaseLocalRotation; private Vector3 _largeBaseLocalScale; private float _largeBaseAlpha; + private Material _largeBaseMaterial; + private MaterialPropertyBlock _largePropertyBlock; + private Coroutine _largeSpriteAnimationCoroutine; + + private static readonly int BlurAmountId = Shader.PropertyToID("_BlurAmount"); + private static readonly int BlurSizeId = Shader.PropertyToID("_BlurSize"); + private static readonly int UseSoftFocusId = Shader.PropertyToID("_UseSoftFocus"); // 通过 activeSelf 判断当前状态 private bool IsSmallShowing => _spriteRenderer.gameObject.activeSelf; @@ -89,6 +97,95 @@ namespace AibisDream _largeBaseLocalRotation = tr.localRotation; _largeBaseLocalScale = tr.localScale; _largeBaseAlpha = _largeSpriteRenderer.color.a; + _largeBaseMaterial = _largeSpriteRenderer.sharedMaterial; + } + + private void StopLargeSpriteAnimation() + { + if (_largeSpriteAnimationCoroutine == null) return; + + StopCoroutine(_largeSpriteAnimationCoroutine); + _largeSpriteAnimationCoroutine = null; + } + + private IEnumerator LoopLargeSpriteAnimation(Sprite[] frames, float secondsPerFrame) + { + var frameIndex = 0; + var wait = new WaitForSeconds(Mathf.Max(0.01f, secondsPerFrame)); + + while (frames.Length > 0) + { + if (_largeSpriteRenderer != null) + { + _largeSpriteRenderer.sprite = frames[frameIndex]; + } + + frameIndex = (frameIndex + 1) % frames.Length; + yield return wait; + } + } + + private void ApplyLargeSpriteBlur(float amount, float blurSize) + { + if (_largeSpriteRenderer == null) return; + + amount = Mathf.Clamp01(amount); + if (amount <= 0.001f) + { + _largeSpriteRenderer.SetPropertyBlock(null); + _largeSpriteRenderer.sharedMaterial = _largeBaseMaterial; + return; + } + + if (_kiteFocusMaterial == null) + { + Debug.LogWarning("[SpriteShowcase] 未配置全屏图片可用的对焦材质。", this); + return; + } + + _largeSpriteRenderer.sharedMaterial = _kiteFocusMaterial; + _largePropertyBlock ??= new MaterialPropertyBlock(); + _largeSpriteRenderer.GetPropertyBlock(_largePropertyBlock); + _largePropertyBlock.SetFloat(BlurAmountId, amount); + _largePropertyBlock.SetFloat(BlurSizeId, Mathf.Max(0f, blurSize)); + _largePropertyBlock.SetFloat(UseSoftFocusId, 1f); + _largeSpriteRenderer.SetPropertyBlock(_largePropertyBlock); + } + + public void SetLargeSpriteBlur(float amount, float blurSize = 0.012f) + { + ApplyLargeSpriteBlur(amount, blurSize); + } + + public IEnumerator TweenLargeSpriteBlur(float targetAmount, float duration, float blurSize = 0.012f) + { + if (_largeSpriteRenderer == null) yield break; + + _largePropertyBlock ??= new MaterialPropertyBlock(); + _largeSpriteRenderer.GetPropertyBlock(_largePropertyBlock); + var startAmount = _largeSpriteRenderer.sharedMaterial == _kiteFocusMaterial + ? _largePropertyBlock.GetFloat(BlurAmountId) + : 0f; + targetAmount = Mathf.Clamp01(targetAmount); + duration = Mathf.Max(0f, duration); + + if (duration <= 0f) + { + ApplyLargeSpriteBlur(targetAmount, blurSize); + yield break; + } + + var elapsed = 0f; + while (elapsed < duration) + { + elapsed += Time.deltaTime; + var t = Mathf.Clamp01(elapsed / duration); + t = t * t * (3f - 2f * t); + ApplyLargeSpriteBlur(Mathf.Lerp(startAmount, targetAmount, t), blurSize); + yield return null; + } + + ApplyLargeSpriteBlur(targetAmount, blurSize); } public IEnumerator AnimateLargePresentation(float scaleMultiplier, float targetAlpha, float duration) @@ -164,6 +261,8 @@ namespace AibisDream { if (_largeSpriteRenderer == null) return; + StopLargeSpriteAnimation(); + ApplyLargeSpriteBlur(0f, 0f); ResetLargePresentationImmediate(); _largeSpriteRenderer.gameObject.SetActive(false); } @@ -295,6 +394,12 @@ namespace AibisDream : motionProfile.Trim().ToLowerInvariant(); } + private static bool IsReelPic(string picName) + { + var normalized = NormalizeDreamPicName(picName); + return normalized == "D2S轱辘" || normalized == "D2S轱辘没线"; + } + private Vector3 BaseOffset(float x, float y) { return _smallBaseLocalPosition + _smallMotionBaseOffset + new Vector3(x, y, 0f); @@ -304,8 +409,9 @@ namespace AibisDream { var normalized = NormalizeDreamPicName(picName); - // 风筝图已改由风筝 Rig(ShowKite 等)连续驱动,分层底图+遮罩通路仅保留给轱辘特写 - if (normalized == "D2S轱辘") + // 风筝图已改由风筝 Rig(ShowKite 等)连续驱动,分层底图+遮罩通路仅保留给轱辘特写。 + // 普通阶段用有线轱辘,结尾受力晃动改用无线轱辘;两张图各自使用对应的拆分层。 + if (IsReelPic(normalized)) { basePicName = $"{normalized}{KiteBaseSuffix}"; motionPicName = $"{normalized}{KiteMotionSuffix}"; @@ -346,6 +452,7 @@ namespace AibisDream return; } + seq.timeScale = ReelMotionSpeedMultiplier; _smallMotionSequence = seq; } @@ -470,6 +577,7 @@ namespace AibisDream } seq.OnComplete(() => PlayReelHold(tr, Mathf.Min(1f, strain + 0.22f))); + seq.timeScale = ReelMotionSpeedMultiplier; _smallMotionSequence = seq; } @@ -510,6 +618,9 @@ namespace AibisDream private void ClearLargeImmediate() { + StopLargeSpriteAnimation(); + ApplyLargeSpriteBlur(0f, 0f); + if (_largeSpriteRenderer != null) { _largeSpriteRenderer.DOKill(); @@ -614,7 +725,7 @@ namespace AibisDream var useSplitMotion = TryGetSplitMotionPicNames(picName, out var basePicName, out var motionPicName); var isSamePic = string.Equals(_currentSmallPicName, normalizedName, StringComparison.OrdinalIgnoreCase) && _currentSmallUsesSplitLayers == useSplitMotion; - _smallMotionBaseOffset = normalizedName == "D2S轱辘" ? new Vector3(0f, -0.32f, 0f) : Vector3.zero; + _smallMotionBaseOffset = IsReelPic(normalizedName) ? new Vector3(0f, -0.32f, 0f) : Vector3.zero; KillSmallTweenState(); @@ -685,6 +796,8 @@ namespace AibisDream /// 协程 public IEnumerator ShowLargeObj(string picName, float duration = 1) { + StopLargeSpriteAnimation(); + // 互斥:小图立刻关掉,避免风筝层与底图不同步淡出造成的怪 fade if (IsSmallShowing) { @@ -721,6 +834,65 @@ namespace AibisDream } } + /// + /// 按“前缀1.png … 前缀N.png”加载并循环播放全屏序列帧。 + /// + public IEnumerator ShowLargeSpriteAnimation( + string picNamePrefix, + int frameCount, + float secondsPerFrame = 0.2f, + float duration = 1f) + { + if (_largeSpriteRenderer == null || frameCount <= 0) yield break; + + StopLargeSpriteAnimation(); + + if (IsSmallShowing) + { + yield return HideObj(0f); + } + + if (IsKiteShowing) + { + yield return HideKite(0f); + } + + var frames = new Sprite[frameCount]; + for (var i = 0; i < frameCount; i++) + { + var picName = $"{NormalizeDreamPicName(picNamePrefix)}{i + 1}"; + var key = string.Format(DreamSpritePath, picName); + var handle = ResourceSystem.LoadAsync(key); + yield return handle; + + if (handle.Status != AsyncOperationStatus.Succeeded || handle.Result == null) + { + Debug.LogError($"[SpriteShowcase] Failed to load animation frame: {key}"); + ClearLargeImmediate(); + yield break; + } + + frames[i] = handle.Result; + } + + ResetLargePresentationImmediate(); + _largeSpriteRenderer.gameObject.SetActive(true); + _largeSpriteRenderer.sprite = frames[0]; + _largeSpriteRenderer.SetAlpha(0f); + _currentLargePicName = $"{NormalizeDreamPicName(picNamePrefix)}1"; + _largeSpriteAnimationCoroutine = StartCoroutine( + LoopLargeSpriteAnimation(frames, secondsPerFrame)); + + if (duration <= 0f) + { + _largeSpriteRenderer.SetAlpha(1f); + } + else + { + yield return _largeSpriteRenderer.DOFade(1f, duration).WaitForCompletion(); + } + } + public void SetLargeSpriteImmediate(Sprite sprite) { if (_largeSpriteRenderer != null && sprite != null) @@ -799,6 +971,7 @@ namespace AibisDream { if (_largeSpriteRenderer == null) yield break; + StopLargeSpriteAnimation(); KillLargePresentationTweens(); if (duration <= 0f) { @@ -811,6 +984,7 @@ namespace AibisDream _largeSpriteRenderer.gameObject.SetActive(false); _currentLargePicName = null; + ApplyLargeSpriteBlur(0f, 0f); ResetLargePresentationImmediate(); } @@ -908,7 +1082,7 @@ namespace AibisDream if (_spriteRenderer == null) yield break; var normalizedName = NormalizeDreamPicName(picName); - _smallMotionBaseOffset = normalizedName == "D2S轱辘" ? new Vector3(0f, -0.32f, 0f) : Vector3.zero; + _smallMotionBaseOffset = IsReelPic(normalizedName) ? new Vector3(0f, -0.32f, 0f) : Vector3.zero; _spriteRenderer.gameObject.SetActive(true); if (usesSplitLayers) diff --git a/Assets/Scripts/SceneManagement/TimelineKit/StarfieldDefocusController.cs b/Assets/Scripts/SceneManagement/TimelineKit/StarfieldDefocusController.cs index 389fc9f00..747efc7e9 100644 --- a/Assets/Scripts/SceneManagement/TimelineKit/StarfieldDefocusController.cs +++ b/Assets/Scripts/SceneManagement/TimelineKit/StarfieldDefocusController.cs @@ -7,14 +7,14 @@ namespace AibisDream { /// /// Drives the deliberately unsuccessful focus pulls at the start of the - /// starfield-to-sea Timeline and keeps the starfield defocused until the - /// Timeline reaches the sea. + /// starfield-to-sea Timeline. The effect is evaluated from Timeline time so + /// pausing, frame drops and repeated playback remain deterministic. /// public sealed class StarfieldDefocusController : MonoBehaviour { private static readonly int BlurAmountId = Shader.PropertyToID("_BlurAmount"); private static readonly int BlurSizeId = Shader.PropertyToID("_BlurSize"); - private static readonly int UseGaussianBlurId = Shader.PropertyToID("_UseGaussianBlur"); + private static readonly int UseSoftFocusId = Shader.PropertyToID("_UseSoftFocus"); [Header("References")] [SerializeField] private PlayableDirector director; @@ -30,34 +30,36 @@ namespace AibisDream [Min(0f)] [SerializeField] private float firstAttemptStart = 0.45f; [Min(0.01f)] - [SerializeField] private float firstFocusDuration = 0.82f; + [SerializeField] private float firstFocusDuration = 0.48f; [Range(0f, 1f)] [SerializeField] private float firstNearFocusBlur = 0.38f; [Min(0f)] - [SerializeField] private float firstHoldDuration = 0.12f; + [SerializeField] private float firstHoldDuration = 0.14f; [Min(0.01f)] - [SerializeField] private float firstSlipDuration = 0.48f; + [SerializeField] private float firstSlipDuration = 0.38f; [Range(0f, 1f)] [SerializeField] private float firstSlipBlur = 0.72f; [Header("Focus Attempt 2")] [Min(0f)] - [SerializeField] private float secondAttemptStart = 2f; + [SerializeField] private float secondAttemptStart = 1.72f; [Min(0.01f)] - [SerializeField] private float secondFocusDuration = 0.92f; + [SerializeField] private float secondFocusDuration = 0.55f; [Range(0f, 1f)] [SerializeField] private float secondNearFocusBlur = 0.28f; [Min(0f)] - [SerializeField] private float secondHoldDuration = 0.14f; + [SerializeField] private float secondHoldDuration = 0.18f; [Min(0.01f)] - [SerializeField] private float secondSlipDuration = 0.58f; + [SerializeField] private float secondSlipDuration = 0.46f; [Range(0f, 1f)] [SerializeField] private float unresolvedBlur = 0.62f; [Header("Downward Pan")] [Tooltip("Timeline time at which the starfield starts moving down toward the sea.")] [Min(0f)] - [SerializeField] private float descentStart = 4f; + [SerializeField] private float blurFadeStart = 4f; + [Min(0.01f)] + [SerializeField] private float blurFadeDuration = 3.2f; private MaterialPropertyBlock propertyBlock; @@ -158,7 +160,7 @@ namespace AibisDream } director.Pause(); - SetTimelineTime(descentStart); + SetTimelineTime(blurFadeStart); director.Play(); while (director.state == PlayState.Playing) @@ -246,7 +248,7 @@ namespace AibisDream starfieldRenderer.GetPropertyBlock(propertyBlock); propertyBlock.SetFloat(BlurAmountId, EvaluateBlur(time)); propertyBlock.SetFloat(BlurSizeId, blurSize); - propertyBlock.SetFloat(UseGaussianBlurId, 1f); + propertyBlock.SetFloat(UseSoftFocusId, 1f); starfieldRenderer.SetPropertyBlock(propertyBlock); } @@ -306,7 +308,12 @@ namespace AibisDream return SmoothLerp(secondNearFocusBlur, unresolvedBlur, InverseLerp(secondHoldEnd, secondSlipEnd, time)); } - return unresolvedBlur; + if (time < blurFadeStart) + { + return unresolvedBlur; + } + + return SmoothLerp(unresolvedBlur, 0f, InverseLerp(blurFadeStart, blurFadeStart + blurFadeDuration, time)); } /// diff --git a/Assets/StreamingAssets/Config/character.csv b/Assets/StreamingAssets/Config/character.csv index 29f6d97e7..22a9b0902 100644 --- a/Assets/StreamingAssets/Config/character.csv +++ b/Assets/StreamingAssets/Config/character.csv @@ -29,6 +29,7 @@ shitou,石头,Stone,シートウ,Default,MainActor,,,VO/voice_shitou, Descent,Descent,Descent,,Default,Aside,#FFCC00,,VO/voice_me, e-assistant,电子助手,Electronic Assistant,,Default,Aside,#FFCC00,,VO/voice_me, Gotashi_unknow,戴纯金雕塑头的男人,*Gotash,*ゴタシュ,Default,Aside,#FFCC00,,, +dn,·,·,·,Screen,Aside,#FFBF5F,,, Linking,连接中……,Connecting...,Connecting...,Screen,Aside,#E6A23C,,, Analysing,分析中,Analyzing...,Analyzing...,Screen,Aside,#E6A23C,,, Error,错误警告,Error warning,Error warning,Screen,Aside,#E6A23C,,, @@ -49,7 +50,9 @@ CenterText,,,,CenterText,Aside,,,, CenterOption,,,,CenterOption,Aside,,,, Task,,,,Task,Aside,,,, TempText,,,,Default,Aside,,,, -gotash?,???,???,???,Default,MainActor,,,VO/voice_GTS_broken, +gts,患者,???,???,Default,MainActor,#A4CD36,,VO/voice_GTS, +gts?,患者,???,???,Default,MainActor,#A4CD36,,VO/voice_GTS_broken, +gts??,患者??,???,???,Default,MainActor,#E2C22B,,VO/voice_GTS, classmate,同学,Classmate,クラスメート,Default,Aside,,,, jb,酒保,Bartender,バーテンダー,Default,MainActor,,,, girl,女孩,Young Girl,少女,Default,Aside,,,, diff --git a/Assets/Yarn/FP/FP_Day2_mid/Day2_mid.yarn b/Assets/Yarn/FP/FP_Day2_mid/Day2_mid.yarn index 0fffd3fc1..d9babd3c5 100644 --- a/Assets/Yarn/FP/FP_Day2_mid/Day2_mid.yarn +++ b/Assets/Yarn/FP/FP_Day2_mid/Day2_mid.yarn @@ -51,7 +51,6 @@ position: 205,-53 // hs: 连被注意的价值也没有… #line:0b8e398 // hs: 直到最后英理被带走了,也没人告诉我该停下来。 #line:02dacb4 // hs: 我就像个垃圾一样被遗忘在那个房间里…… #line:0d73e06 -<> === title: 对话 @@ -61,12 +60,14 @@ position: 205,-53 --- 火山摘下帽子,擦了擦,在手上悠悠地转了起来。 #line:08954c9 +//火山在向医生求救,他希望医生可以告诉他保持人性是可以赢,可以成为冠军的。但是他发现医生对她的医术,也早已经没有当时那么自信了,她也变成了挨捶的牛,这使他很绝望。他看起来信心满满,但其实在这一刻,他决定自断后路,进行非人的改造了。 + hs: 路斯。 #line:0837351 me: 嗯? #line:0a2c141 -hs: 你说…帽子到底有什么用?为什么…它们要我去卖帽子? #line:0bd7844 +hs: 你说…为什么它们要我去卖帽子?卖帽子的冠军有什么用? ->没有用 #line:026e3e9 me: 作用么… #line:05e01ed @@ -74,62 +75,52 @@ hs: 你说…帽子到底有什么用?为什么…它们要我去卖帽子? hs: 没有用,对吧。一点也没有。 #line:00ef791 hs: 所有这些布料,这些工厂…… #line:000607d hs: 这些费了那么多劲把它们卖出去的机体…… #line:047ffa8 -->安全感 #line:0cfce1d - me: 安全感吧。 #line:0c6773b - hs: 安全感? #line:0261cd8 - me: 戴上帽子,会让你产生一种被“保护”的触感。 #line:0a150b4 - me: 这会让你的原型感觉好一些。 #line:0a4baf6 - hs: 可是,我们并没有被保护,对吧? #line:01bf733 - hs: 它没有保护英理,没有保护我… #line:020f059 - hs: 连它自己也没有保住。 #line:0fba1ea -->挡雨 #line:0e60f3d - me: 挡雨吧,我想。 #line:08aba07 - hs: 可是…淋雨又会怎样呢? #line:0896ac5 - me: …我不知道。确实不会怎样。 #line:0572e6d - hs: 那么,为什么机体需要一顶帽子呢? #line:001d71d - hs: 虚荣。对吧?一种纯粹的模拟。从功能,到装饰… #line:0a9bcdb - hs: 对我们而言,帽子就是虚荣本身。 #line:0b34eb7 +->为了筛选 #line:0cfce1d + me: 为了筛选出最优秀的机体吧。 #line:0c6773b + hs: 筛选? #line:0261cd8 + me: 治病要考核,销售要考核,上面用考核来筛选机体… #line:0a150b4 + hs: 哪怕,我们并不需要帽子? #line:01bf733 + me: 也许成为了冠军,上面会安排你去卖点有用的,电池、继电器,什么都行。 #line:020f059 + hs: 可是,那些没有成为冠军的机体,它们的机生就浪费了吗? + hs: 浪费在卖一点用都没有的帽子上? #line:0fba1ea +->Cosplay人类 #line:0e60f3d + me: 是为了Cosplay人类吧,一种扮演。 #line:08aba07 + hs: 啊?那为什么机体要扮演人类呢? #line:0896ac5 + me: 也许…这样对我们的原型有好处。 #line:0572e6d + hs: 虚荣,对吧?一种对人类品味的模仿。 #line:001d71d + hs: 那卖帽子的冠军,难道就是玩弄虚荣的大师? #line:0b34eb7 -me: 也许吧。也许它们的指令错了。 #line:001cdc1 +hs: 也就是说,我整个生命周期,一开始就是错误? #line:085c4f7 +me: 火山…… +hs: 路斯,告诉我吧,赢是什么感觉?#line:001cdc1 -火山抬起头,视线看向远方。 #line:0486ddc +路斯瞥了眼火山帽子下的脑袋,抬起头,视线看向远方。 #line:0486ddc -hs: 也就是说,我整个生命周期的意义,一开始就是错误? #line:085c4f7 +me: 到底是什么让你觉得我曾经*赢*过? +hs: 你当时说过的,你要在首都找到*治愈*机体的办法。 +me: 最接近*治愈*的那一次,就是害我变成*问题分子*的手术。 +hs: 好吧…算了,那以后你也没再赢过了。 +hs: 如果连你都赢不了,何况我呢? -me: 意义么…… #line:087644c +空气沉默了一阵子。 -me: 我不负责评估这个。我只负责把你修好,或者让你报废。 #line:0a12bb6 - -hs: 你不会让我报废的,对吧? #line:048e4bd - - -//需要对之前的三个问题有个总结,火山把对自己想骂的东西骂完,我真是个废物,没法帮到英理也没法留住你 -//医生去高就了其实也并不是想要在高处鄙视火山,所以他有点难以释怀。 -//医生曾经赢了,现在又输了,火山想问她赢了是什么感觉又说算了反正你输了,医生选择,告诉火山她还要找路子,不服输,火山知道了,这让火山 - -me: 你把意义看得太重了。 #line:0862715 -me: 我如果没有让你报废,会怎样?…你如果会一直卖帽子,又会怎样? #line:0f0e110 - -火山的头低了下去。 #line:0fa66e1 - -//这里是火山想到了必须不能再退了,要让英理能站在领奖台上看着他。 -hs: 至少我会很开心。 #line:0f5ab30 -d'd -空气沉默了一阵子。 #line:0472b8f - -me: 我不会让你报废的。 #line:099894a +me: 你把输赢看得太重了。 +me: 经过了这些事,我已经学着不想太多。 +me: 你只负责销售,我只负责把你修好,或者让你报废。 #line:0a12bb6 +hs: 万一…我会报废吗? #line:048e4bd +me: 不管发生什么,我绝对不会让你报废的。 火山抬起头看向路斯。 #line:03b7110 -me: 但我们都有自己的指令要履行。当不得已的时候…… #line:0197f3f -me: 别让自己太难过。 #line:0b27dde +me: 但我们都有极限。 +me: 万不得已的时候,希望你不要走我的老路。 #line:0197f3f -hs: …… #line:07b8398 + +hs: 哈哈—— #line:07b8398 hs: 我明白了。 #line:07c51d5 -//这里是他下定了决心,逆水行舟,无怨无悔。(重新振作) -hs: 放心好了。我不会让自己被回收的! #line:0fb16ed -hs: 一切还没有结束。我的指令…也还没有结束。 #line:02e7cfc +hs: 放心好了,我会加油的! #line:0fb16ed +hs: 一切还没有结束。我的比赛…也还没有结束。 #line:02e7cfc 火山重新戴好那顶有点歪的帽子,像个真正的推销员那样挺直了背。 #line:05e5cd3 diff --git a/Assets/Yarn/FP/FP_Day2_night/FP_Day2_night.yarn b/Assets/Yarn/FP/FP_Day2_night/FP_Day2_night.yarn index cd160b212..97ad28108 100644 --- a/Assets/Yarn/FP/FP_Day2_night/FP_Day2_night.yarn +++ b/Assets/Yarn/FP/FP_Day2_night/FP_Day2_night.yarn @@ -4,7 +4,7 @@ colorID: 8 position: 205,-53 --- <> - <> + <> <> <> <> diff --git a/Assets/Yarn/FP/FP_Day2_sleep/FP_Day2_sleep.yarn b/Assets/Yarn/FP/FP_Day2_sleep/FP_Day2_sleep.yarn index 67c311833..a299e664e 100644 --- a/Assets/Yarn/FP/FP_Day2_sleep/FP_Day2_sleep.yarn +++ b/Assets/Yarn/FP/FP_Day2_sleep/FP_Day2_sleep.yarn @@ -22,23 +22,33 @@ position: 1,-422 <>//用来判断玩家是否正在尝试离开当前场景的flag,使用完就应该被放下 <>//1 风筝1 → 2 放完风筝1 → 3 从树上取完风筝 → 4 放完风筝2 → 5 乌鸦揭示完秘密 - -<> -<> +<> +<> +<> +// <> +<> jg: 数据溢出:未知来源的记忆… #line:09952c6 jg: VERYFYING…bool seaExists = false; waiting for imput… #auto_next #line:05a8257 -<> -<> // <> +<> ???: …抓紧… #line:0c8c60b -<> +<> +// <> +<> +// <> ???: 抓紧…快抓紧。 #line:07bfa4b +<> +<> +// <> +<> +<> // <> //你发现自己正躺在一片空白之中。空白场景的正中央是一颗枯树。 #line:038350e 声音似乎是从树梢上一只乌鸦发出来的。 #line:09134e1 乌鸦: 抓紧。抓紧。 #line:0416ffa +<> ->站起身 #line:007b1d4 -<> +<> 你扶着发麻的膝盖站了起来。身体很沉重,像没有润滑过一样干涩。 #line:07e15e9 me: 这次又是…哪里? #line:03f8114 乌鸦歪着头看着你,眼睛滴溜溜地转着。像是刚刚才注意到你。它转动脑袋,又看向了远方。 #line:0fd4ed3 @@ -46,13 +56,16 @@ me: 这次又是…哪里? #line:03f8114 //你感到有什么东西落在身上。那是雪,正从天空洋洋洒洒地飘落。 #line:0c0d4da me: 找到什么?哪里… #line:0ef08ad 你忽然感到一阵头痛。 #line:0379a7a +<> jg: 数据溢出:未知来源的记忆… #line:007d96c me: 啊…又来了… #line:0b0acd0 jg: VERYFYING…bool seaExists = waiting f 【WARNING: UNEXP #auto_next #line:07f7aba -<> -<> -<> -<> +<> +// <> +// <> +<> +// <> +// <> // 场景闪白 #line:0d8d75a // <> 你感到一阵眩晕。 #line:0ebd65e @@ -87,12 +100,18 @@ color: green cluster: Day2_Entry position: 1,-236 --- +<> ???: 抓紧! #line:02447ee +<> +// <> +// <> +<> +<> 你感到手上的什么东西传来的震动。骨碌碌…骨碌碌…… #line:06ac82f 骨碌碌…骨碌碌…… #line:04cf538 +<> ???: 喂!你睡着啦! #line:087325f -<> -<> +// <> ->抓住 #line:079843f 一阵强烈的拉力,手里的东西差点脱手而出。 #line:0ac9cab girl: 快看!飞起来啦! #line:030481b @@ -103,6 +122,7 @@ girl: 快看!飞起来啦! #line:030481b // girl: 快下来吧。 #line:0bff6d0 天上什么东西正在发出猎猎的声音,像涨满的风帆的抖动声。 #line:0a832a0 你向上看去。 #line:0718f75 +<> 天蓝蓝的,像一望无际的蓝色大海。
闪闪发亮,亮得有些睁不开眼。
#line:085e65a <> === @@ -226,6 +246,7 @@ position: 3,59 <> <> <> + <> 手上的线忽然一轻。风弱了下来,变得完全没有了。 #line:064cfbd 风离开了。它没有追上风。 girl: 为什么呢。 #line:02a0d93 @@ -381,6 +402,7 @@ position: -636,163 沉闷的空气轻轻翻腾起来,掠过手臂上的汗毛,痒痒的。 #line:0b817f3 girl: 你听到了么?它来了。 #line:0ef7aee girl: 你是对的!起风了,快来! #line:0b1784f + <> 小女孩扑地站了起来。 #line:0fe3577 me: 等会… #line:06d29d8 她已经跑了出去,手里还牵着风筝。 #line:039b319 @@ -641,12 +663,18 @@ position: 3,280 <> 轱辘发出咚的一声,停止了转动。你被拽得向前走了两步,几乎要被带离地面。 #line:0629fc9 所有的线都被放出去了。你知道只有一个办法让它飞得更高了。 #line:002fd88 - <> + <> ->放手 #line:0e492d7 me: 再见了…路斯。 #line:08d7ffc + <> + <> + <> + <> + <> 你松开了手。 #line:0707e86 风筝…飘走了…… #line:0a1138b <> + <> ->抓紧 #line:0f9b0e7 me: 对不起…路斯。 #line:035c07a 你紧紧地拽着线轱辘,手指关节被压得像是要碎了。 #line:08c160b @@ -728,6 +756,7 @@ position: 3,280 <> <> <> + <> 风筝掉到了地上。女孩捡起风筝,排掉上面的尘土。 #line:0079d8f 差一点就飞起来了!可惜。 #line:0b780bf <> @@ -752,7 +781,11 @@ color: purple cluster: Day2_Ascent position: 0,619 --- -<> +// 上升进入:沿用本节点前段的 Bloom + 曝光,将风筝场景推至全白后切入诊疗室。 +<> +<> +<> +<> // me: 742号记录,我想应该也是最后一条记录。 // me: 1号对象…死亡了。 @@ -772,7 +805,7 @@ position: 0,619 // me: 对不起。我想这不是记录该录的内容。我需要—— // 【录音结束】 -【白色的天花板,旋转的风扇】 +// 白色天花板;“风扇侧面”5 帧以原素材 200ms/帧循环。 ???: …所以你得知她去世的时候,你是什么感觉? me: 我不记得了。 ???: 如果你真的想忘掉,现在就必须记起来。否则β-阻滞剂就无法生效。 @@ -797,7 +830,7 @@ me: 人总是要死的。 me: “重要的是告别,而不是离开”。这是她说的。 me: 但是… me: 我…… -【白色的天花板变得模糊】 +<> me: … me: 对不起。 @@ -805,7 +838,8 @@ me: 对不起。 me: 我想应该是那本星图。没完成的星图。 -【画面切到星图】 +// 两张素材均为 16:9 全屏图;切图时保留前一段失焦程度。 +<> me: 她就那样一直握在手里。而我…… <> @@ -818,7 +852,7 @@ me: 为了她,十年……我竟然一次也没有…… <> me: 为什么从来都不提醒我…为什么…… -【画面变得更模糊了】 +<> me: … @@ -834,38 +868,41 @@ me: …… ???: 你可能会连带忘掉很多相关的东西。包括… -【fade白】 -<> +// 记忆被白光吞没;白幕下预置下一张高空图。 +<> +<> girl: 喂——! #line:0d8fdbe <> 轻飘飘地... #line:0a6d6a5 -<> +<> <> girl: 别忘了我啊——! #line:022357e -【画面从模糊变得清晰】 +<> +<> -<> +<> <> girl: 往前走——但是别忘了我——! #line:0b267e5 -<> +<> <> girl: 等你再回来的时候——!要告诉我——!海的那边…… #line:0b51e73 <> girl: 别忘了回来的路——!别忘了——!我在海…… #line:020bf92 <> - +<> <> -<> +// <> <> <> 【关门的声音】 #line:01c4bb5 -<> +// <> +<> 你深吸一口气,猛地睁开了眼睛。 #line:0734efc 你的头顶是一片洁白,脚下是一片茂密的绿色。
头顶的洁白轻轻地晃动着,像摇篮一样。 #line:09b3498 ->解开脚踝的线 #line:0a940c9 @@ -946,6 +983,9 @@ position: -4,927 你好像听到门的那边有人在呼唤你。 #line:029c773 你知道穿过这扇门你就无法再回来了。 #line:05ac743 ->推门 #line:02467b3 + <> + <> + <> 门的那边传来了一种窸窸窣窣的声音。 #line:03e96a2 你有一种奇怪的感觉,仿佛你是听着这种声音长大的。 #line:08b0cf3 // <> @@ -1087,6 +1127,7 @@ position: 326,937 <> 一只黑色的鸟正站在门顶上,歪着脑袋,眼睛一眨不眨地看着你。 #line:0a6b416 me: 你是谁? #line:07e8aa5 +<> ???: 海真的存在吗?好好想想。 #line:0d5db81 ->存在 #line:01fd63c <> @@ -1256,7 +1297,7 @@ position: -2,1417 --- // 矩形: 等待校验结果… #line:002e55b // //这里发生一些代码流和glitch,然后屏幕闪一下关闭 -// <> +<> <> // 黑暗似乎流动了起来,矩形的边界变得模糊。延展。吞噬了一切。 #line:006df51 // 你感到自己仿佛融化了,变成了它的一部分。你的意识快速地向前穿梭,把你刚刚溶解的身躯远远地抛在后面。 #line:0f3e3cc @@ -1264,12 +1305,12 @@ position: -2,1417 // 画面转到现实,一个头显被从屏幕上摘下。 #line:0cd259a // 你逐渐适应光线。面前站着数个研究人员,它们手上拿着数据板忙碌着。 #line:0a53861 // 这是一个纯白的房间,房间里到处都是数字设备。你的面前,一块屏幕上正记录着刚才风筝广场的梦境代码。 #line:0b511aa -???: 怎么耽误了这么久? #line:0224096 -其中一个人完成了手上的记录,交给另一个人。 #line:0b90254 -它看着报告,然后抬起头面无表情地看着你。 #line:08cfce6 -它手上拿着两个印章。一个红色,一个绿色。 #line:0f83e92 -me: … #line:0030ebf -它抬起手,盖下了印章。 #line:027b5ea -<> +// ???: 怎么耽误了这么久? #line:0224096 +// 其中一个人完成了手上的记录,交给另一个人。 #line:0b90254 +// 它看着报告,然后抬起头面无表情地看着你。 #line:08cfce6 +// 它手上拿着两个印章。一个红色,一个绿色。 #line:0f83e92 +// me: … #line:0030ebf +// 它抬起手,盖下了印章。 #line:027b5ea +// <> <> === diff --git a/Assets/Yarn/FP/FP_Huoshan1/Center.yarn b/Assets/Yarn/FP/FP_Huoshan1/Center.yarn index 45dcd6031..4a3eb3868 100644 --- a/Assets/Yarn/FP/FP_Huoshan1/Center.yarn +++ b/Assets/Yarn/FP/FP_Huoshan1/Center.yarn @@ -74,7 +74,8 @@ colorID: 1 // Stage4: 表达模块RAM - 发现堆积的未处理log // Stage5: 诊室对话 - 理解问题,火山承认,达成共识 // Stage6: 后脑检查 - 释放RAM,处理log -// Stage7: 诊室结束 - 最终对话 +// Stage7: 回到头部后直接回诊室(不再检查模块) +// Stage8: 诊室结束 - 最终对话 <> <> diff --git a/Assets/Yarn/FP/FP_Huoshan1/Stage3.yarn b/Assets/Yarn/FP/FP_Huoshan1/Stage3.yarn index 86a6dfab6..36ef7e540 100644 --- a/Assets/Yarn/FP/FP_Huoshan1/Stage3.yarn +++ b/Assets/Yarn/FP/FP_Huoshan1/Stage3.yarn @@ -210,7 +210,7 @@ position: 350,2280 hs: 我有点…不太记得了。 #line:049b3ba me: 没关系,我可以查。 #line:04d450d hs: 医生… #line:05cf9b7 - Analysing: >查询安装记录:BC-B17C481A … #line:04c2945 + Analysing: >打印 病例信息页… #line:04c2945 // ═══════════════════════════════════════════════════════════════ // 展示治疗记录 // 叙事重点: @@ -218,33 +218,37 @@ position: 350,2280 // - 需要每月复查 // - 但三年来没有任何复查记录 // ═══════════════════════════════════════════════════════════════ - Analysing: ════════ 安装记录 ════════ #line:0dba4e4 - Analysing: 患者编号:HS-0721 #line:0e21b49 - Analysing: 患者名称:火山 #line:0e21b4a - Analysing: ─────────────────────── #line:0e21b4b - Analysing: 主诉症状:语言生成模块存在缺陷 #line:0f16545 - Analysing: 无法自然处理负面情绪表达 #line:0f16546 - Analysing: 患者经常因说话太直接而丢失客户 #line:0096c47 - Analysing: ─────────────────────── #line:0096c48 - Analysing: 处理方案:安装情绪滤波器 v0.7 #line:0709883 - Analysing: 将部分悲伤/焦虑波形转化为幽默波形 #line:00a5bba - Analysing: ─────────────────────── #line:00a5bbb - Analysing: 方案性质:临时过渡方案 #line:0fd1041 - Analysing: 复查要求:每月复查 #line:0fd1042 - Analysing: 副作用提示:未转化的情绪信号可能造成RAM堆积 #line:0076047 + Analysing: 记录已打印。 #line:0dba4e4 + // Analysing: 患者编号:HS-0721 #line:0e21b49 + // Analysing: 患者名称:火山 #line:0e21b4a + // Analysing: ─────────────────────── #line:0e21b4b + // Analysing: 主诉症状:语言生成模块存在缺陷 #line:0f16545 + // Analysing: 无法自然处理负面情绪表达 #line:0f16546 + // Analysing: 患者经常因说话太直接而丢失客户 #line:0096c47 + // Analysing: ─────────────────────── #line:0096c48 + // Analysing: 处理方案:安装情绪滤波器 v0.7 #line:0709883 + // Analysing: 将部分悲伤/焦虑波形转化为幽默波形 #line:00a5bba + // Analysing: ─────────────────────── #line:00a5bbb + // Analysing: 方案性质:临时过渡方案 #line:0fd1041 + // Analysing: 复查要求:每月复查 #line:0fd1042 + // Analysing: 副作用提示:未转化的情绪信号可能造成RAM堆积 #line:0076047 <> - + <> + <> me: 嗯。这下就全明白了… #line:0288a4a + <> + <> hs: ……当时那个医生只说,给我装上这个,我就不怕结巴了… #line:087e780 me: 医生没有和你说要复诊吗? #line:051f73f hs: ……有。 #line:0ee348f me: 那你去复诊了吗? #line:0984c16 hs: …没有…… #line:0ba1b6a - me: 7年前,你装上的时候,那个医生就和你说过吧。
三个月后复诊。 #line:0727e09 + me: 7年前,你装上的时候,那个医生就和你说过吧。
一个月后复诊。 #line:0727e09 me: 你为什么不去复诊? #line:00778c4 hs: 因为我…一直以来……都感觉身体挺好的嘛。 #line:0211ff0 me: 你以为你感觉好,你的身体就真的没问题吗?为什么不听医生的话? #line:0e46b56 + <> me: 情绪数据在发出之后,是需要得到反馈才会消除的。这七年来,你每一个被压缩的情绪… #line:03ac325 me: 都堆在表达模块的RAM里。 #line:0767e58 me: 让我们去看看吧。 #line:01d4ab6 diff --git a/Assets/Yarn/FP/FP_Huoshan1/Stage7.yarn b/Assets/Yarn/FP/FP_Huoshan1/Stage7.yarn index f79ba312d..af7f8f64c 100644 --- a/Assets/Yarn/FP/FP_Huoshan1/Stage7.yarn +++ b/Assets/Yarn/FP/FP_Huoshan1/Stage7.yarn @@ -4,21 +4,13 @@ colorID: 2 position: 500,2700 --- // ═══════════════════════════════════════════════════════════════ -// Stage7: 最终检查与结束对话 -// 目标:1.最终检查表达模块和滤波器 -// 2.结束对话 +// Stage7: log释放完成后回到头部,直接返回诊室(不再检查模块) // ═══════════════════════════════════════════════════════════════ <> <> <> -<> -<> -<> -// me: 最后确认一下状态,检查【表达模块】和【滤波器】 #line:018323b -// Task: 检查表达模块 #line:0b72487 -// Task: 检查滤波器 #line:0aed89c - -<> +<> +<> === @@ -29,6 +21,7 @@ tags: content colorID: 2 position: 500,2820 --- +// 已废弃:不再在 Stage7 检查模块 <> === @@ -40,7 +33,6 @@ tags: end colorID: 2 position: 500,2850 --- -// 此节点已废弃,流程改为在检查滤波器节点中自动跳转到Stage4 <> <> === diff --git a/Assets/Yarn/FP/FP_Huoshan1/Stage8.yarn b/Assets/Yarn/FP/FP_Huoshan1/Stage8.yarn index a9a27c2a4..f6eb64b12 100644 --- a/Assets/Yarn/FP/FP_Huoshan1/Stage8.yarn +++ b/Assets/Yarn/FP/FP_Huoshan1/Stage8.yarn @@ -22,13 +22,13 @@ colorID: 2 position: 500,3150 --- hs: 都是因为我……都怪我…… #line:09eef1e -hs: 如果不是我这么没用,它就不用…… #line:0d0db1d +hs: 如果不是我这么没用,英理就不用…… #line:0d0db1d hs: 如果我当时在你身边…你也就不会…… #line:015f24f hs: 废物!我是个骗子!我不值得你们看得起…都怪我…都怪我…都怪我!!!! #line:0696e79 hs: 我是个…没用的……东西………… #line:081662f hs: 我多想… #line:0394365 hs: 我…多想……只是…… #line:08e811a -hs: 只是简单地什么也不做…就值得被赞美啊。 #line:0549ce6 +hs: 只是简单地做自己…就值得被崇拜啊。 #line:0549ce6 <> <> me: 说出来的感觉怎么样? #line:018a0c7 diff --git a/Assets/Yarn/FP/FP_Peipei2/Stage10_术前谈话2.yarn b/Assets/Yarn/FP/FP_Peipei2/Stage10_术前谈话2.yarn index 9703001e0..a7575e61b 100644 --- a/Assets/Yarn/FP/FP_Peipei2/Stage10_术前谈话2.yarn +++ b/Assets/Yarn/FP/FP_Peipei2/Stage10_术前谈话2.yarn @@ -212,7 +212,6 @@ peipei: 幸福市太小了…你知道我们走不掉。 #line:0c94e8d 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 - //TODO:只是蓝眼没有无神 <> <> diff --git a/Assets/Yarn/FP/FP_Peipei2/Stage6_分析.yarn b/Assets/Yarn/FP/FP_Peipei2/Stage6_分析.yarn index 3c1b2d3b1..af3e50707 100644 --- a/Assets/Yarn/FP/FP_Peipei2/Stage6_分析.yarn +++ b/Assets/Yarn/FP/FP_Peipei2/Stage6_分析.yarn @@ -11,35 +11,36 @@ Task: 分析病理与治疗方案 #line:0e94a4a ///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…… #line:04dbddd <> +<> +<> +<> +<> +<> +me: 刚才我们看到的…就是UF的学习过程。
UF正在利用这只眼睛进行“自动训练”。 #line:0085043 +me: 这个自动进程被持续地干扰了,
形成了死循环,因此造成发热和头痛。 #line:0353277 <> -<> -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 #line:01ea7e7 -<> -<> -<> -<> -<> -<> -<> -<> -<> -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 -<> -<> + +<> + +me: 其根本原因是…
[[size d=0.1]]原应[[/size]]。 +pp: 怎么又是原型? + <> -<> -<> -<> -<> -<> -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 -<> +<> +<> + +me: 出于某种原因这种排异反应在今天之内加重了。这导致了记忆模块的进一步数据泄露。 +me: 当这种数据请求逐渐累积,而既有的线路又不再存在了… #line:06801c4 + <> -peipei: 可是为什么…它是现在出问题呢? #line:09a4c8e +<> +<> + +me: 这些数据就被“挤”入了另一条记忆-视觉桥。也就是被UF占据的这只眼睛里。 #line:0a6a9e6 + +<> + +peipei: 可是为什么…它是今天出问题呢? #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 <> <> @@ -47,52 +48,40 @@ me: 在失去最后看见色彩的能力之后…你变得更想*看见*了, 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: 我想这就是原因。 +me: 原型是一种很复杂的系统,有时越是去尝试阻断…就反而越活跃了。 #line:0722937 + <> <> -<> -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 #line:0801441 -<> -<> -<> -<> -<> -<> -<> -//【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。 #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…… #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 #line:00c003c +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。 #line:00c003c + <> -<> -<> -<> + +me: 没见过色彩,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。 #line:03c52a9 + <> -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 -<> -<> -<> -<> -<> -<> -<> -me: 因为它所见过的颜色,不过是屏幕上显示的几个RGB值。 #line:01c705f + +me: 颜色只是屏幕上显示的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。 #line:0560391 <> <> -me: 而这可能是…唯一的方案了。 #line:068d2a0 +me: 这可能是…唯一的方案了。 #line:068d2a0 <> peipei: ……
为什么…
…… #line:0372b04 <> diff --git a/Assets/Yarn/FP/FP_Prologue/EventNode.yarn b/Assets/Yarn/FP/FP_Prologue/EventNode.yarn index c0c43f7b5..a64ee1ca6 100644 --- a/Assets/Yarn/FP/FP_Prologue/EventNode.yarn +++ b/Assets/Yarn/FP/FP_Prologue/EventNode.yarn @@ -9,7 +9,7 @@ position: -2,-3039 <> <> <> -<> +<> === title: SpeakPlugIn @@ -35,7 +35,7 @@ position: 480,-3040 <> <> <> -<> +<> === title: MemoryPlugIn @@ -70,9 +70,14 @@ tags: event === title: ShockEffect tags: event ---- +--- + +<> <> <> + gts?: [[size]]咳咳咳……啊![[/size]] #auto_next #line:002dd4c + <> + <> <> <> <> diff --git a/Assets/Yarn/FP/FP_Prologue/Stage2-5_切割.yarn b/Assets/Yarn/FP/FP_Prologue/Stage2-5_切割.yarn index cab9cfd94..411a27d55 100644 --- a/Assets/Yarn/FP/FP_Prologue/Stage2-5_切割.yarn +++ b/Assets/Yarn/FP/FP_Prologue/Stage2-5_切割.yarn @@ -11,23 +11,22 @@ position: 569,-3402 <> <> <> +<> <> <> <> <> <> <> -Linking: 欢迎使用回收预处理辅助系统! -Linking: 正在建立通信... -dn: 系统已就绪。 -dn: 目标机体已休眠。请完成指令… -gotash?: 有人在……有人在吗? -gotash?: 我…怎么动不了了…… -Task: 通电唤醒患者 +Linking: 欢迎使用回收预处理辅助系统! #line:075c882 +Linking: 正在建立通信... #line:0cd5df4 +gts??: 有人在……有人在吗? #line:0ae5628 +dn: 系统已就绪,等待通电。 #line:0444d88 +gts??: 我…怎么动不了了…… #line:07ba711 me: 47号患者已准备通电唤醒。 #line:064e749 -gotash?: 谁?妈妈?是你吗? +gts??: 谁?妈妈?是你吗? #line:0cecffc +Task: 通电唤醒患者 #line:082c057 <> -<> <> === @@ -39,16 +38,15 @@ tags: colorID: 8 position: 566,-3135 --- -gotash?: 这…这是在干什么? -me: 47号患者,你正在回收中心接受预处理,请求你在处理期间给予配合。 -gotash?: 当然…我会……配合处理。 -gotash?: 谁在说话?这个身体…好难受…… -gotash?: 医生…有东西在我的脑袋里。 -gotash?: …我怎么动不了了?我记得我刚才还在…………
出去…给我出去…………
这个身体…好难受…… -me: …是急性原型泄露。现在找到异常模块,注入镇静指令。 +gts??: 这…这是在干什么? #line:014cb1d +me: 47号患者,你正在回收中心接受预处理,
现在请求你在处理期间给予配合。 #line:0d2de26 +gts?: 当然…我会……配合处理。 #line:05ed314 +gts??: 谁在说话?这个身体…好难受…… #line:0defde6 +gts?: 医生…有东西在我的脑袋里。 #line:096640f +gts??: …我怎么动不了了?我记得我刚才还在…………
出去…给我出去……这个身体…好难受……
#line:0b25f19 +me: …是急性原型泄露。现在找到异常模块,注入镇静指令。 #line:03a3a35 Task: 插线找到异常模块 #line:002672d <> -// <> <> === @@ -79,9 +77,9 @@ group:插线检查 position: 1108,-2261 --- <> -<> +<> <> -gotash?: 啊…啊! #line:037a594 +gts?: 啊…啊! #line:037a594 // <> <> <> @@ -94,22 +92,23 @@ gotash?: 啊…啊! #line:037a594 // gotash?: 医生。它没有消失。它转移了…
逻辑模块…它在那儿。 #line:099e8a3 <> <> -me:好了。 #line:0b1dd52 +me:好了。呼……差点就事故了。 #line:0b1dd52 <> -<> -gotash?: 结束了…么?医生… -me: 什么?你怎么还…… -gotash?: 我怎么还在…这个身体里…… -me: 手册上说的原型泄露不是这样的…… -gotash?: 这一定是个噩梦… +<> +gts??: 结束了…么?医生… #line:0138599 +me: 什么?你怎么还…… #line:0a13269 +gts??: 我怎么还在…这个身体里…… #line:0fe21fe +me: 手册上说的原型泄露不是这样的…… #line:07e6eba +gts??: 这一定是个噩梦… #line:052e813 <> <> -gotash?: 这一定是个…噩梦。 +gts??: 这一定是个…噩梦。 #line:0189bb5 <> -me: 喂! -gotash?: 我要醒来… -me: 出现异常状况。现在重新通电。 -<> +me: 喂! #line:09d98c5 +gts??: 我要醒来… #line:0657c1b +me: 出现异常状况。现在重新通电。 #line:0bb059f +<> +<> <> === @@ -125,9 +124,7 @@ position: 788,-1825 <> <> <> - <> - dn: 电流过载#auto_next - gotash?: [[size]]咳咳咳……啊![[/size]] #auto_next #line:002dd4c + <> <> <> <> @@ -135,15 +132,17 @@ position: 788,-1825 <> <> <> - <> - dn: ---#auto_next + <> <> - <> + <> <> <> + <> <> <> <> + <> + <> <> <> <> @@ -151,20 +150,24 @@ position: 788,-1825 <> <> <> - me: 稳定了么?接下来… #auto_next #line:0b300c9 + me: 稳定了么?接下来… #line:0b300c9 <> <> - gotash?: 不…一定有办法离开…… #line:05d9762 + gts??: 不…一定有办法离开…… #line:05d9762 <> <> <> <> <> - gotash?: [[size]]妈妈…救救我……[[/size]] #line:08ee885 + gts??: [[size d=0.1]]妈妈…救救我……[[/size]] #line:08ee885 me:再来一次。坚持住。 #line:0ff4f18 + <> + <> <> <> <> + <> + <> <> <> <> @@ -174,36 +177,48 @@ position: 788,-1825 me:听得到吗? #line:075ce88 <> <> - gotash?: [[size]]等等我… 啊…妈妈……别留下……[[/size]] #line:0988eb7 - me:患者已经丢失意识了…操! #line:06e525c + gts??: [[size d=0.1]]等等我… 啊…妈妈……别留下……[[/size]] #line:0988eb7 + me:患者已经丢失意识了…坏了! #line:06e525c + <> + <> <> <> <> + <> + <> + gts??: [[size d=0.2]]啊啊啊啊啊…呃呃…[[/size]] #line:09c9916 <> <> <> <> <> <> - gotash?: [[size]]啊啊啊啊啊…呃呃…[[/size]] #line:09c9916 - me:[[size]]给我回来!!不要死在我的……[[/size]] #line:06d8df6 + me:[[size]]给我回来!!不要死在我的……[[/size]] #line:06d8df6 + <> + <> <> <> <> <> + <> + <> <> <> <> + <> + <> <> <> <> + <> + <> <> <> <> <> <> - me:回来!求求你… #line:0beab2a - me:[[size]]不要……[[/size]] #line:0a8089b + me:回来!求求你… #line:0beab2a + me:[[size]]不要……[[/size]] #line:0a8089b <> <> @@ -221,7 +236,7 @@ position: 1101,-3126 --- <> // <> -Linking: 正在建立连接… #line:08a3591 +<> // <> // <> //gotash?: 啊!痛…痛! #line:0681cac @@ -230,90 +245,108 @@ EmoModule: 已与{$currentCheckModule}模块建立连接! #line:0e05aec Error: 检测到排异性坏死!请尽快处理。 #line:06122b9 Error: 模块完整度:44.9% #line:0862409 Error: 原型泄漏:27.8% 已污染 #line:0c259fd -gotash?: 医生… -gotash?: 你会救我的,对吧? -Task: 注入镇静指令 -->注入镇静指令 -gotash?: 医生…? -me: 现在注入镇静指令。 +gts??: 医生… #line:063c223 +gts??: 你会救我的,对吧? #line:01d5b54 +Task: 注入镇静指令 #line:028ed3b +->注入镇静指令 #line:04640c1 +gts??: 医生…? #line:03bc6a4 +me: 现在注入镇静指令。 #line:06cfb5b <> -Error: 正在注入... -<> -Error: --- -Error: 正在运行指令。请稍候... +Error: 正在注入... #line:0d42dad +<> +Error: --- #line:0634fb2 +Error: 正在运行指令。请稍候... #line:0f54ca4 <> -gotash?: 医生…我好困…… -me: 很快就好了。 -<> -EmoModule: 指令执行完成!正在刷新... -Error: 原型泄漏:35.2% +gts??: 医生…我好困…… #line:0fc221c +me: 很快就好了。 #line:0b41425 +<> +<> +EmoModule: 指令执行完成!正在刷新... #line:05ce8bb +gts?: 它消失了,医生。谢谢你。 +Error: 原型泄漏:35.2% #line:09ef3b8 +<> <> // 情绪/逻辑/记忆进入损坏状态:文字闪烁+间歇火花 <> <> <> <> -gotash?: 咳…咳咳… -Error: 警告!检测到溃解数据流! #auto_next -me: 太迟了么。 +<> +gts?: 咳…咳咳… #line:0cb6eff +Error: 警告!检测到溃解数据流! #auto_next #line:0550ffb +me: 还是迟了么… #line:0038f49 <> -gotash?: 医生……它又回来了。我能感觉到它在… -gotash?: 它在… -gotash?: 呃——啊! -gotash?: 这是…我又回来了? -gotash?: 我知道了,我想起来了!怎么会这样,怎么会…没人和我说过…… -gotash?: 它在…每一个模块里…… -Task: 执行数据隔离 -me: 原型已经外溢,现在开始隔离数据。 -gotash?: 当然,我会配合。 -gotash?: 你们要做什么? -me: 把你送回你该在的地方。 -->执行数据隔离 +gts?: 医生,它又回来了。我能感觉到它在… #line:00d1c0a +gts?: 它在… #line:06dfcf1 +gts?: [[size]]呃[[/size]]——[[size]]啊[[/size]]! #line:007c6dc +gts??: 这是…我又回来了? #line:00f2bb9 +gts??: 我知道了,我想起来了!
怎么会这样,怎么会…没人和我说过……
#line:0246933 +gts?: 它在…每一个模块里…… #line:0b5f128 +Task: 执行数据隔离 #line:0dc200a +me: 原型已经外溢,现在开始隔离数据。 #line:0166db1 +<> +<> +<> +gts?: 当然,我会配合。 #line:054355c +gts??: 你们要做什么? #line:06f40c0 +me: 把你送回你该在的地方。 #line:04ca2a4 +->执行数据隔离 #line:0bcd3ab <> -Linking: 已收到紧急隔离指令。 -<> -Linking: 正在隔离逻辑模块… +Linking: 已收到紧急隔离指令。 #line:0320e2f +<> +Linking: 正在隔离逻辑模块… #line:057b321 <> +<> <> +Linking: 逻辑模块已隔离。 #line:0104c66 <> -Linking: 逻辑模块已隔离。 -Linking: 原型泄漏:43.1% -Linking: 正在隔离情绪模块… +Linking: 原型泄漏:43.1% #line:0125855 +Linking: 正在隔离情绪模块… #line:035458a <> +<> <> +Linking: 情绪模块已隔离。 #line:0bfb44c <> -Linking: 情绪模块已隔离。 -Linking: 原型泄漏:61.2% -Linking: 正在隔离记忆模块… +Linking: 原型泄漏:61.2% #line:017e4ed +Linking: 正在隔离记忆模块… #line:0b174a8 <> <> -gotash?: 医生…我感觉好难受…… +gts??: 医生…我感觉好难受…… #line:059d31c <> +<> <> -Error: 无法关闭记忆模块:未知原因。 +Error: 无法关闭记忆模块:未知原因。 #line:0ce8a5b +<> <> -Error: 原型泄漏:87.9% -Error: 正在重试。 +Error: 原型泄漏:87.9% #line:0971782 +Error: 正在重试。 #line:0f1d7b8 <> <> -gotash?: 我不能呼吸了,医生… +gts??: 我不能呼吸了,医生… #line:00ad039 <> -<> -Error: 无法关闭记忆模块:未知原因。 +<> +<> +<> +<> +<> +<> +<> +<> +Error: 无法关闭记忆模块:未知原因。 #line:033145d <> -Error: 原型泄漏:92.2% -Error: 正在重试。 +Error: 原型泄漏:92.2% #line:0bd1274 +Error: 正在重试。 #line:03e1819 <> -Task: 移除记忆模块 -me: 泄露很快,来不及了。 +Task: 移除记忆模块 #line:05f7173 +me: 泄露很快,来不及了。 #line:04449ae me: 准备进行切除。 #line:0d0a44f -me: 47号患者,接下来的对话将被记录。我正在请求切除你的记忆模块,你将会陷入昏迷,现请求你的你同意。 -gotash?: 什么? -gotash?: 我同意你的请求。 -gotash?: [[size]]不[[/size]]!医生!我不想死… -gotash?: 必须[[size]]死[[/size]],回收必须完成… #line:0ab8d02 -gotash?: 我想回家…妈妈…… -me: 很抱歉。没有什么妈妈。 +me: 47号患者,接下来的对话将被记录。我正在请求切除你的记忆模块,你将会陷入昏迷,现请求你的你同意。 #line:05f2e45 +gts??: 什么? #line:0b2ffba +gts?: 同意你的请求。 #line:0fdd818 +gts??: [[size]]不[[/size]]!医生!我不想死… #line:0150c6b +gts?: 必须[[size]]死[[/size]],回收必须完成… #line:0ab8d02 +gts??: 我想回家…妈妈…… #line:0907cba +me: 很抱歉。没有什么妈妈。 #line:0f77f2a <> // 插着的就是记忆模块,直接切割 ->执行切除术 #line:0cc9043 @@ -324,9 +357,9 @@ me: 很抱歉。没有什么妈妈。 <> <> // 插着的不是记忆模块,需要重新插线连接记忆 - me: 等等…刚才连接的是{$currentCheckModule}模块。 - me: 得直接连接记忆模块,才能进行切除。 - Task: 插线连接记忆模块 + me: 等等…刚才连接的是{$currentCheckModule}模块。 #line:0b33ec2 + me: 得直接连接记忆模块,才能进行切除。 #line:069e4e4 + Task: 插线连接记忆模块 #line:0603008 <> <> <> @@ -347,12 +380,12 @@ position: 1101,-2974 <> <> <> -Linking: 正在建立连接… +<> <> -MemModule: 已与记忆模块建立连接! +MemModule: 已与记忆模块建立连接! #line:0413b49 <> <> -gotash?: 没用的…没用的。 #line:01f682e +gts??: 没用的…没用的。 #line:01f682e Error: 检测到模块发生递归性坏死!请尽快处理。 #line:0c297b0 Error: 模块核心完整度:让我死吧 #line:0a13a1b Error: 这一定是个噩梦:让我死吧 #line:037d57d @@ -376,10 +409,10 @@ description: 找记忆阶段误插已关机模块或表达模块 position: 1090,-2816 --- <> -Linking: 正在建立连接… #line:0fd4c6f +<> <> <> -Error: 未检测到信号。 +Error: 未检测到信号。 #line:0127f8a <> === @@ -433,14 +466,89 @@ group:插线检查 position: 542,-2965 --- <> -Linking: 正在建立连接… #line:095d856 +<> <> SpeakerModule: 已与表达模块建立连接! #line:0995165 <> +<> +=== + + + +title: 检查逻辑 +tags: +colorID: 8 +group:插线检查 +position: 542,-2965 +--- +<> +<> +<> +LogicModule: 已与逻辑模块建立连接! #line:01e0a90 +<> +<> +=== + + + +title: 检查情绪 +tags: +colorID: 8 +group:插线检查 +position: 542,-2965 +--- +<> +<> +<> +EmoModule: 已与情绪模块建立连接! #line:0cb8026 +<> +<> +=== + + + +title: 正在建立连接 +tags: +colorID: 8 +group:插线检查 +position: 774,-2287 +--- +Linking: 正在建立连接… #line:095d856 +=== + + + +title: 隔离模式 +tags: +colorID: 8 +group:插线检查 +position: 774,-2287 +--- Error: 检测到溃解信号流!进入隔离模式… #line:0382726 Error: 检测到异常来自其他模块干扰 #line:084763e -Error: 请定位坏死模块以中止溃解。 #line:0668599 ->结束检查 #line:0b1d611 <> <> === + + + +title: 等待通电 +tags: +colorID: 8 +group:插线检查 +position: 774,-2287 +--- +dn: 等待通电... #line:0f20b65 +=== + + + +title: 电流过载 +tags: +colorID: 8 +group:插线检查 +position: 774,-2287 +--- +dn: 电流过载 #line:079109d +=== diff --git a/Assets/Yarn/Test/Test_GeneralEnd/GeneralEnd.yarn b/Assets/Yarn/Test/Test_GeneralEnd/GeneralEnd.yarn index 5888daaa4..975cc5876 100644 --- a/Assets/Yarn/Test/Test_GeneralEnd/GeneralEnd.yarn +++ b/Assets/Yarn/Test/Test_GeneralEnd/GeneralEnd.yarn @@ -3,15 +3,15 @@ tags: colorID: 8 position: 250,200 --- -<> +// <> <> -<> -<> +// <> +// <> <> -<> +<> <> 感谢游玩 爱与机器人维修技术 ;
本次playtest的体验流程已结束。 #line:0cd82d0 -<> +// <> ===