This commit is contained in:
2025-06-04 16:33:04 +08:00
parent d93e9b186e
commit b53b639d7b
7 changed files with 3324 additions and 9191 deletions
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//【流程相关】
//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液)
<<declare $gameStage=1>>
<<declare $gameStage=6>>
<<declare $emoChecked=false>>
<<declare $logicChecked=false>>
<<declare $memoryChecked=false>>
@@ -15,8 +15,8 @@ colorID: 8
group:插线检查
position: 906,-585
---
// <<fade_out 1>>
// <<switch_fix_system_to "BodyModule" "Head">>
<<fade_out 1>>
<<switch_fix_system_to "BodyModule" "Head">>
<<set_light_state Emergency>>
<<auto_charge_and_release 1>>
<<play_shock_flashback 开场1>>
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+20 -1
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@@ -69,7 +69,7 @@ namespace AibisDream
{
// 在播放Timeline之前绑定DialogController
BindDialogController();
OpenAnima.SetActive(true);
//OpenAnima.SetActive(true);
OpenPlayable.Play();
}
@@ -127,6 +127,24 @@ namespace AibisDream
}
}
}
private void BindPlayToolPanel()
{
if (OpenPlayable == null) return;
var timeline = OpenPlayable.playableAsset as TimelineAsset;
if (timeline == null) return;
// 遍历所有轨道
foreach (var track in timeline.GetOutputTracks())
{
// 检查轨道类型是否为Signal Track或其他需要DialogController的轨道
if (track is SignalTrack || track.name.Contains("Fade"))
{
// 绑定DialogController实例
OpenPlayable.SetGenericBinding(track, UIManager.Instance.GetPanel<PlayToolPanel>());
}
}
}
// 通用的Timeline播放方法
public IEnumerator PlayTimeline(string timelinePath, Dictionary<string, Object> bindings = null)
@@ -139,6 +157,7 @@ namespace AibisDream
yield break;
}
OpenPlayable.playableAsset = timelineAsset;
BindPlayToolPanel();
OpenPlayable.Play();
while (OpenPlayable.state == PlayState.Playing)
{