Merge branch 'develop' into feature/stone-day2
This commit is contained in:
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title: Start
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position: -118,-175
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---
|
||||
<<switch_tv 新闻>>
|
||||
TV: 大家好,这里是幸福罐头产业园区,下面是今天的园区新闻: #line:0918e0d
|
||||
TV: 销售大赛是园区一年一度的盛举,旨在通过销售,促进幸福罐头公司员工进一步提高生产、销售效率,扩大产业规模。 #line:05de3d2
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||||
TV: 我宣布,幸福罐头产业园区第1011届销售大赛正式开幕! #line:0add1f9
|
||||
-> 这是选项1
|
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<<indoor>>
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<<jump SelfTalk>>
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-> 这是选项2
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<<jump StartFix>>
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===
|
||||
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||||
title: SelfTalk
|
||||
position: -120,50
|
||||
---
|
||||
我: 我叫杰克,是一名医生,也是幸福罐头产业园区的员工; #line:01a2bd9
|
||||
我: 我的工作是给公司里所有部门的员工看病,直到被公司回收。 #line:0bf02cc
|
||||
我: 就像数据库里的一句很久以前的人类老话——“铁饭碗” ! #line:0604666
|
||||
我: 虽然我们这些机器人,从来没见过幸福镇以外的世界,更不用说人类了。 #line:029bb37
|
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<<character_into Express_3>>
|
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???:你好~亲爱的医生~这里是我们园区的员工诊所吗? #line:02706de
|
||||
我: 没错,咱公司什么时候有歌唱家了? #line:0cfb2a2
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???: 我不是~歌唱家~只是公司滴送货员~石头~ #line:0d4ca28
|
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石头: 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:09b352e
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<<character_into Express_1>>
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石头: 更快!更快!更快!我需要更快!医生,我需要安装高速运动模块! #line:07ac1f8
|
||||
石头: 亲爱的医生,我从朋友那里淘来一个新模块;亲爱的医生,安装费贵吗? #line:0e1cc9d
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<<character_into Express_3>>
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石头: 我~口袋空空;可是我,快乐很多~ #line:05f0c69
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我: 不贵不贵,那我们这就开始吧。 #line:01f83dd
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<<character_moveto_fix>>
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<<cover>>
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石头: 医生~不好意思~每次拆背板我都很害怕~你介意我~放声高歌吗? #line:081c768
|
||||
我: 没关系,其实你一直在唱歌的。 #line:0090431
|
||||
石头: 啊!我们活在幸福镇的庇佑下~再多烦恼~只要工作~统统没掉~ #line:0a9e78c
|
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我: 我想想接下来是要做什么?先把背板拆掉吧. #line:0fb276a
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<<jump StartFix>>
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===
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title: StartFix
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||||
position: -118,318
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---
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||||
<<load_scene GearScene>>
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我: 好的,这就是他的内部面板了。 #line:0d20ac5
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石头: 拆下来了?不好意思~很久没有维护~我的身体里有点乱。 #line:0bd0f8c
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石头: 那么医生~把我的运动模块接进去吧?这是跑了好久的单才挣到的呢! #line:071d04e
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||||
石头: 接下来就麻烦你~把旧的运动模块拆掉,把高级运动模块装上吧! #line:0534428
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我: 好的,那我先拆掉它。 #line:05dec00
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me: test1.
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me: test2.
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me: test3.
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===
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title: New
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<<jump 引入对话>>
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===
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@@ -104,8 +101,8 @@ position: 250,-1874
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<<indoor 1>>
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<<fade_out 1>>
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// TODO 立绘指令修改
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【石头出现】
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// FIXUP 立绘指令修改
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<<character_init_new "石头">>
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<<character_fade_in_new>>
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// 立绘指令修改
|
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@@ -209,6 +206,7 @@ position: -237,-1007
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me: 变速箱已经修好了,应该不会再发生动力中断了…一段时间内。
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<<endif>>
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// FIXUP 这里用选择按钮推进
|
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<<if $gearProblemKnown==true && $gameStage==2>>
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->结束检查
|
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@@ -220,6 +218,7 @@ position: -237,-1007
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<<set $gameStage = $gameStage + 1>>
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<<jump 主维修界面>>
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<<endif>>
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// 这里用选择按钮推进
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===
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@@ -91,6 +91,10 @@ namespace AibisDream.FixSystem
|
||||
{
|
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coolingBottle.Rotate(true);
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeSlot(CoolingBottle coolingBottle)
|
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{
|
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InsertSlotEvent?.Invoke(coolingBottle);
|
||||
}
|
||||
|
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|
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@@ -50,6 +50,7 @@ namespace AibisDream.FixSystem
|
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public void StartMove()
|
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{
|
||||
_rb.isKinematic = false;
|
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gameObject.layer = LayerMask.NameToLayer("Clinic");
|
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// 开始移动时就切换成横版
|
||||
Rotate(false);
|
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}
|
||||
@@ -92,13 +93,15 @@ namespace AibisDream.FixSystem
|
||||
// 更新到新的Slot
|
||||
curSnapSlot = targetSlot;
|
||||
|
||||
curSnapSlot.InsertSlot(this);
|
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curSnapSlot.ChangeSlot(this);
|
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}
|
||||
|
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targetSnapSlotSet.Clear();
|
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|
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// 吸附到目标位置
|
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_rb.isKinematic = true;
|
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gameObject.layer = LayerMask.NameToLayer("Default");
|
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curSnapSlot.InsertSlot(this);
|
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transform.DOMove(curSnapSlot.transform.position, SnapMoveTime);
|
||||
|
||||
// TODO 停止描边
|
||||
|
||||
@@ -68,14 +68,14 @@ namespace AibisDream.Framework
|
||||
public void InsertBottle(CoolingBottle bottle)
|
||||
{
|
||||
// 设置当前瓶子名称
|
||||
DialogController.Instance.SetVariable("$curBottleName", bottle.data.name);
|
||||
// 触发插入对话
|
||||
DialogController.Instance.StartDialogNode("插入冷却液");
|
||||
// DialogController.Instance.SetVariable("$curBottleName", bottle.data.name);
|
||||
// // 触发插入对话
|
||||
// DialogController.Instance.StartDialogNode("插入冷却液");
|
||||
}
|
||||
|
||||
public void RemoveBottle()
|
||||
{
|
||||
DialogController.Instance.SetVariable("$curBottleName", "");
|
||||
// DialogController.Instance.SetVariable("$curBottleName", "");
|
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}
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|
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public void Lock()
|
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@@ -1,8 +0,0 @@
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@@ -1,41 +0,0 @@
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using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace AibisDream.Test
|
||||
{
|
||||
public class OptionTest : MonoBehaviour
|
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{
|
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private GameObject panel;
|
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private GameObject prefab;
|
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private GameObject[] buttonGroup;
|
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private YarnOption[] _options;
|
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|
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void Start()
|
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{
|
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// 初始化时注册Command
|
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// 第一个参数为[command name=xxx]的参数
|
||||
// 第二个参数是注册的函数,在Yarn走到选择项时触发
|
||||
DialogController.Instance.RegisterPauseCommand("show_buttons", ShowButtons);
|
||||
|
||||
// 不重要
|
||||
panel = transform.GetChild(0).gameObject;
|
||||
prefab = Resources.Load<GameObject>("Prefabs/UI/Choice Button");
|
||||
}
|
||||
|
||||
public void ShowButtons(YarnContinueStep step)
|
||||
{
|
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var option = step;
|
||||
var instance = Instantiate(prefab, panel.transform, true);
|
||||
var textMesh = instance.GetComponentInChildren<TextMeshProUGUI>();
|
||||
textMesh.text = "继续对话";
|
||||
|
||||
instance.GetComponent<Button>().onClick.AddListener(() => {
|
||||
// 执行SelectOption(), 对话就会从对应的选项往下继续执行
|
||||
option.ContinueTalk();
|
||||
instance.SetActive(false);
|
||||
});
|
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}
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}
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}
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Reference in New Issue
Block a user