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//【流程相关】
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//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)
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<<declare $gameStage=1>>
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<<declare $gameStage=6>>
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<<declare $emoChecked=false>>
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<<declare $logicChecked=false>>
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group:插线检查
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position: 906,-585
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---
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// <<fade_out 1>>
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// <<switch_fix_system_to "BodyModule" "Head">>
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<<fade_out 1>>
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<<switch_fix_system_to "BodyModule" "Head">>
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<<set_light_state Emergency>>
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<<auto_charge_and_release 1>>
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<<play_shock_flashback 开场1>>
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+3228
-9090
File diff suppressed because it is too large
Load Diff
@@ -69,7 +69,7 @@ namespace AibisDream
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{
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// 在播放Timeline之前绑定DialogController
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BindDialogController();
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OpenAnima.SetActive(true);
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//OpenAnima.SetActive(true);
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OpenPlayable.Play();
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}
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@@ -127,6 +127,24 @@ namespace AibisDream
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}
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}
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}
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private void BindPlayToolPanel()
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{
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if (OpenPlayable == null) return;
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var timeline = OpenPlayable.playableAsset as TimelineAsset;
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if (timeline == null) return;
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// 遍历所有轨道
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foreach (var track in timeline.GetOutputTracks())
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{
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// 检查轨道类型是否为Signal Track或其他需要DialogController的轨道
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if (track is SignalTrack || track.name.Contains("Fade"))
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{
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// 绑定DialogController实例
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OpenPlayable.SetGenericBinding(track, UIManager.Instance.GetPanel<PlayToolPanel>());
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}
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}
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}
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// 通用的Timeline播放方法
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public IEnumerator PlayTimeline(string timelinePath, Dictionary<string, Object> bindings = null)
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@@ -139,6 +157,7 @@ namespace AibisDream
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yield break;
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}
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OpenPlayable.playableAsset = timelineAsset;
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BindPlayToolPanel();
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OpenPlayable.Play();
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while (OpenPlayable.state == PlayState.Playing)
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{
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