Merge branch '重构佩佩的脚本来配合存档' into feature/cursor

This commit is contained in:
2025-01-16 19:36:12 +08:00
71 changed files with 2437 additions and 233 deletions
@@ -109,7 +109,7 @@ public class MemoryProcess : MonoBehaviour
{
FixSystemCenter.SystemDic.Register(this);
var virtualCam = transform.Find("Memory Camera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(FixState.Memory, virtualCam);
CameraKit.Instance.RegisterCamera(CameraEnum.Memory, virtualCam);
}
@@ -317,7 +317,7 @@ Material:
- _PixelOutlineWidth: 1
- _PixelPerfectSpace: 0
- _PixelPerfectUV: 0
- _PixelateFade: 1
- _PixelateFade: 0
- _PixelatePixelDensity: 16
- _PixelatePixelsPerUnit: 100
- _PixelsPerUnit: 100
+1 -1
View File
@@ -13,6 +13,6 @@ MonoBehaviour:
m_Name: PeipeiDay2
m_EditorClassIdentifier:
nextScene: {fileID: 11400000, guid: 9e3b2c77ad4a9454188d458da2cf0ddd, type: 2}
yarnProject: {fileID: 7545569452688597077, guid: 19dc59fe9ecc8f44f872c71f37f1a819, type: 3}
yarnProject: {fileID: 7545569452688597077, guid: f818bb1d46f667144a82c85c1d52671a, type: 3}
firstSceneName: PeipeiFixScene
isEndOfDay: 1
@@ -1,34 +0,0 @@
title: 视觉收集色彩信息目标检查
tags:
colorID: 3
group:视觉检查
position: 251,1116
---
<<if $eyeTargetTriggerCount == 3>>
<<complete_task TaskManager "检查视觉模块">>
me: 佩佩在看东西的时候,能够唤起记忆来填补失去的颜色……
me: UF的绘图错误也是因为唤起了不该唤起的记忆
me: 说不定……
me: 先去记忆模块看看刚才佩佩都想到了什么吧
<<ModuleAlarm Eye false>>
<<ModuleHightLight Memory true>>
<<set $isFinishedEyeCheck=true>>
<<Set_MouseMovementLockState EyeManager false>>
<<complete_task TaskManager 深入视觉模块>>
<<switch_fix_system_to BodyModule>>
<<complete_task TaskManager 全身检查,寻找错误记忆调用的来源>>
<<complete_task TaskManager 再次检查视觉模块>>
<<add_task TaskManager 查询从视觉中得到的记忆索引 找到异常记忆的来源>>
<<Set_MouseMovementLockState EyeManager false>>
<<else>>
<<Set_MouseMovementLockState EyeManager false>>
<<endif>>
===
title: 结束视觉色彩检查
position: 275,-222
---
<<set $gameStage = "视觉记忆查看">>
<<jump Center>>
===
@@ -467,7 +467,7 @@ colorID: 3
group:视觉检查
position: -2052,-2351
---
<<if visited("End_memoryPaly")==false>>
<<if visited("UF深入检查")==false>>
me:没什么头绪,先看看别的地方
<<Set_MouseMovementLockState EyeManager false>>
<<switch_fix_system_to BodyModule>>
+8
View File
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@@ -0,0 +1,133 @@
title: 系统发热
tags: 待编辑
colorID: 8
position: 240,-2640
---
<<jump 系统发热对话>>
===
title: 降温成功
tags:
colorID: 6
position: 1332,-1465
---
//TODO-等发热检测和降温拆开之后,这里改为仅用作降温完毕的对话
<<if $gameStage=="第一次发热">>
<<jump 第一次降温>>
<<elseif $gameStage=="身体检查">>
//<<add_task TaskManager "对佩佩进行降温">>
<<jump 第二次降温>>
<<endif>>
===
title: 降温失败
tags:
colorID: 6
position: 1697,-1468
---
<<jump 降温失败的对话>>
===
title: EmoPlugIn
tags: 待编辑
colorID: 8
position: -2,-3039
---
<<if $gameStage=="第一次发热">>
<<jump 系统发热>>
<<endif>>
<<jump 检查情绪>>
===
title: SpeakPlugIn
tags: 待编辑
colorID: 8
position: 240,-2640
---
<<if $gameStage=="第一次发热">>
<<jump 系统发热>>
<<endif>>
<<jump 检查语言>>
===
title: LogicPlugIn
tags: 待编辑
colorID: 8
position: 480,-3040
---
<<if $gameStage=="第一次发热">>
<<jump 系统发热>>
<<endif>>
<<jump 检查逻辑>>
===
title: ColorPlugIn
tags: 待编辑
colorID: 8
position: 240,-2840
---
<<if $gameStage=="第一次发热">>
<<jump 系统发热>>
<<endif>>
<<jump 检查色觉>>
===
title: MemoryPlugIn
tags: 待编辑
colorID: 8
position: 240,-3040
---
<<if $gameStage=="第一次发热">>
<<jump 系统发热>>
<<endif>>
<<jump 检查记忆>>
===
title: UFPlugIn
tags: 待编辑
colorID: 8
position: 0,-2840
---
<<if $gameStage=="第一次发热">>
<<jump 系统发热>>
<<endif>>
<<jump 检查UF>>
===
title: EyePlugIn
tags: 待编辑
colorID: 8
position: 480,-2840
---
<<if $gameStage=="第一次发热">>
<<jump 系统发热>>
<<elseif $gameStage=="手术">>
<<jump 进行色彩回复后插入视觉>>
<<endif>>
<<jump 检查视觉>>
===
title: IntoEyeView
tags:
group:视觉检查
colorID: 6
position: 244,271
---
<<if false>>
<<endif>>
===
title: UFDeepIn
tags:
---
<<if $gameStage=="UF检查">>
<<jump 第一次进入UF检查>>
<<elseif $gameStage=="第一次发热"||$gameStage=="身体检查">>
<<jump UF深入失败>>
<<elseif $gameStage=="停止想象">>
<<jump 进入UF检查引导停止想象>>
<<endif>>
===
title: EyeDeepIn
tags:
position: -9,21
---
<<switch_fix_system_to Eye>>
<<ModuleHightLight Eye false>>
===
@@ -1,5 +1,5 @@
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@@ -0,0 +1,131 @@
title: Start
tags:
colorID: 8
position: 253,-2041
---
<<jump 数据初始化>>
===
title: 数据初始化
tags:
colorID: 4
position: 248,-1739
---
<<declare $gameStage="开场对话">>
//记录是否已经完成了UF的检查
<<declare $isFinishedUFCheck=false>>
//记录是否已经完成了视觉的检查
<<declare $isFinishedEyeCheck=false>>
//用来进入发烧的计时器,=0时就会发烧(TODO讨论下发烧的逻辑,感觉现在比较生硬)
<<declare $feverTimer=0>>
//是否已经知道当前佩佩在发热(TODO插线报错的时候看到报错信息就会设成true,完成降温会设回0,不过怎么传true?)
<<declare $feverTimer0Known=false>>
//记录玩家的选择: 是否选择了记忆初始化
<<declare $isPeipeiBE=false>>
//统计进入视觉后触发目标的次数,主要是用来触发第一次点击任意目标触发首次对话,以及判断是否收集够打孔带,这是完成主目标的必要目标
<<declare $eyeTargetTriggerCount=0>>
//方便的触发针对eyetarget的对话,如果不喜欢这种写法可以商量,然后分开写
<<declare $currentEyeTarget="未定义">>
//统计进入视觉后触发目标的次数,主要是用来触发第一次点击任意目标触发首次对话,以及判断是否收集够打孔带,这是完成主目标的必要目标
<<declare $Count=0>>
//佩佩记忆手动初始化进度
<<declare $Memory1Fade_Peipei = false>>
<<declare $Memory2Fade_Peipei = false>>
<<declare $Memory3Fade_Peipei = false>>
//你们最开始生成了哪副画共有 1,2,3三种情况
<<declare $imagine_PeipeiTalk2 = 1>>
///【谈论对象初始化】
<<declare $chipDiscussCount=0>>
<<declare $ufDiscussCount=0>>
<<declare $eyeDiscussCount=0>>
<<declare $memDiscussCount=0>>
<<declare $emoDiscussCount=0>>
<<declare $logicDiscussCount=0>>
<<declare $speakerDiscussCount=0>>
///【剧情信息】
//是否知道发烧
<<declare $feverKnown=false>>
//发烧的进度
<<declare $feverCount=0>>
//抑制想象的进度
<<declare $stressTimer=4>>
//是否已经看到奇怪视觉颜色
<<declare $eyecolorKnown=false>>
//过热时已经尝试继续检查了几次;TODO-报错信息每弹出一次这里就+1
<<declare $feverMessageSeen=0>>
<<declare $UFInnerSeen=false>>
//插线
<<declare $currentSocket="">>
<<declare $PlugCount=0>>
<<declare $PlugAll=false>>
<<jump Center>>
///一些状态初始化
<<Temp_RemoveChip>>
<<delete_line LineManager MemoryEye>>
===
title: Center
description: 脚本跳转中心,GameStage在此处处理,理论上不在其他地方读取GameStage
position: 205,446
colorID: 1
---
// 每次进入维修界面就自动保存
<<auto_save>>
<<if $gameStage =="开场对话">>
<<jump 进入佩佩开场对话>>
<<endif>>
<<if $gameStage == "第一次发热">>
<<jump 进入第一次发热>>
<<endif>>
<<if $gameStage == "身体检查">>
<<jump 进入身体检查>>
<<endif>>
<<if $gameStage == "UF拆壳">>
<<jump 进入UF拆壳>>
<<endif>>
<<if $gameStage == "UF检查">>
<<jump 进入UF检查>>
<<endif>>
<<if $gameStage == "分析">>
<<jump 进入分析>>
<<endif>>
<<if $gameStage == "术前谈话">>
<<jump 进入术前谈话>>
<<endif>>
<<if $gameStage == "停止想象">>
<<jump 进入停止想象>>
<<endif>>
<<if $gameStage == "UF拆除">>
<<jump 进入UF拆除>>
<<endif>>
<<if $gameStage == "术前谈话2">>
<<jump 进入术前谈话2>>
<<endif>>
<<if $gameStage == "手术">>
<<jump 进入手术>>
<<endif>>
<<if $gameStage == "结束对话">>
<<jump 进入结束对话>>
<<endif>>
<<if $gameStage == "流程结束">>
<<NextYarn>>
<<endif>>
===
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@@ -0,0 +1,34 @@
title: 进入UF拆壳
tags:
position: 43,-97
---
me:发热的就是UF,如果想解决这个问题,必须深入UF看一看
me: 想搞清楚这一切,只有拆开拆开UF,破除安保系统了
->拆开UF
管不了那么多了…来吧。
<<hide_dialog>>
<<fade_in 1>>
<<Temp_RemoveUFCover>>
<<fade_out 1>>
<<wait 0.5>>
<<trans_camera -3.82 0.55 2 1>>
<<wait 0.5>>
me: 啊,这是……
<<shake_camera 1 0.1 15>>
me: 色觉晶圆?怎么会在这里……
me: 好吧,一会儿再来研究这件事……
me: 我得去破坏安保模块的线路
->破坏安保线路
<<fade_in 1>>
<<wait 1>>
<<fade_out 1>>
me: 好了,现在应该可以访问UF了
<<return_init_camera>>
<<jump 结束UF拆壳>>
===
title: 结束UF拆壳
position: 275,-222
---
<<set $gameStage = "UF检查">>
<<jump Center>>
===
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@@ -0,0 +1,19 @@
title: 进入UF拆除
tags:
position: 43,-97
---
->拆除UF
<<fade_in 1>>
<<wait 1>>
<<Temp_RemoveUF>>
<<random_play_interaction fixing_general>>
<<fade_out 1>>
<<jump 结束UF拆除>>
===
title: 结束UF拆除
position: 275,-222
---
<<set $gameStage = "术前谈话2">>
<<jump Center>>
===
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@@ -0,0 +1,23 @@
title: 进入UF检查
tags:
position: 43,-97
---
现在可以插线来深入UF了
===
title: 结束UF检查
position: 275,-222
---
<<set $gameStage = "分析">>
<<jump Center>>
===
title: 第一次进入UF检查
position: 275,-222
---
// <<switch_fix_system_to UF>>
【功能制作中】
【这里看到UF控制下的视觉】
【你可以操控UF,发现佩佩在给UF理解的世界注入色彩想象】
【这个过程变得越来越不受控制,最后你失去了控制,视点在疯狂移动】
<<jump 结束UF检查>>
===
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@@ -0,0 +1,34 @@
title: 进入佩佩开场对话
tags:
colorID: 8
position: 272,-1156
---
<<indoor_new 1>>
<<character_init_new 佩佩>>
<<character_auto_blink>>
<<character_pos 佩佩背后别手>>
<<character_fade_in_new>>
【占位】: 佩佩入场,今天似乎变得更加异常
<<hide_dialog>>
<<wait 1>>
<<hide_obj>>
【占位】: 试着绘制
<<hide_dialog>>
<<fade_in 1>>
<<character_pos 画画动作>>
<<fade_out 1>>
<<show_obj UF占位>>
<<wait 1>>
【占位】: 画面错误,或者根本画不出?
<<hide_obj>>
<<character_pos 无动作>>
<<jump 结束引入对话>>
===
title: 结束引入对话
position: 275,-222
---
<<set $gameStage = "第一次发热">>
<<jump Center>>
===
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@@ -0,0 +1,38 @@
title: 进入停止想象
tags:
position: 428,-88
---
<<switch_fix_system_to BodyModule>>
【占位】:我们去UF模块来引导佩佩吧
===
title: 结束停止想象
position: 259,432
---
<<set $gameStage = "UF拆除">>
<<jump Center>>
===
title: 进入UF检查引导停止想象
position: 71,-93
---
// <<switch_fix_system_to UF>>
【这里佩佩试图停止想象,但是失败了,并且引起了发热】
me: 我不该允许她这么做的……
me: 感觉她全身都好烫,赶紧降温!!!
me: 妈的,事到如今……什么规定都管不了了。
me: 佩佩……抱歉……
me: 我只是……真的不想再看到有人死在我手上了……
<<hide_dialog>>
<<SetHeat 2>>
<<switch_fix_system_to BodyModule>>
<<ShowHeatMap>>
===
title: 降温失败的对话
position: 255,114
---
me: 不…温度怎么也降不下来!
me: UF模块,公司核心科技……
me: 既然你要让我的病人死,那可别怪我了。
<<HideHeatMap>>
<<jump 结束停止想象>>
===
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@@ -0,0 +1,18 @@
title: 进入分析
tags:
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
【占位】:刚才我们看到似乎记忆在破坏UF做的图像学习
【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)
【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
<<jump 结束分析>>
===
title: 结束分析
position: 275,-222
---
<<set $gameStage = "术前谈话">>
<<jump Center>>
===
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@@ -0,0 +1,153 @@
title: 进入手术
tags:
colorID: 3
position: 246,-866
---
<<switch_fix_system_to BodyModule>>
<<if $isPeipeiBE==true>>
<<add_task TaskManager "执行手术-色彩记忆初始化">>
<<task_moveIn TaskManager>>
me: 去记忆模块执行色彩初始化吧
<<ModuleHightLight Memory true>>
<<else>>
<<add_task TaskManager "安装色觉晶圆">>
->安装色觉晶圆
<<fade_in 1>>
<<random_play_interaction fixing_general>>
<<Temp_InstallChip>>
<<fade_out 1>>
<<wait 0.5>>
<<complete_task TaskManager "安装色觉晶圆">>
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。
<<add_task TaskManager "进入视觉模块执行重置">>
me: 只要进视觉做一次重置…就好了。
<<set_EyeColorState EyeManager "CannotImagineColor">>
<<ModuleHightLight Eye true>>
// <<task_moveIn TaskManager>>
// <<ShowTool ToolManager Chip>>
// <<EnableInstall ToolManager 色觉>>
<<endif>>
===
title: 记忆初始化深度
tags:
colorID: 1
position: 33,-552
---
<<MessageBoxSetNormal>>
<<MessageBoxSetText 正在进行记忆清除>>
<<if $Memory1Fade_Peipei==true && $Memory2Fade_Peipei==true && $Memory3Fade_Peipei==true>>
me: 已经完成了……
<<complete_task TaskManager "执行手术-色彩记忆初始化">>
me: 没有什么再继续留恋的了。
me: 我们走吧。
<<hide_dialog>>
<<switch_fix_system_to BodyModule>>
me: 剩下最后一步,把UF装回到左眼上。
<<add_task TaskManager "安装UF模块">>
->安装UF模块
<<fade_in 1>>
<<Temp_InstallUF>>
<<fade_out 1>>
<<wait 0.5>>
->安装UF盖子
<<fade_in 1>>
<<Temp_InstallUFCover>>
<<fade_out 1>>
<<jump 结束手术>>
<<else>>
<<if $Memory1Fade_Peipei==false>>
->播放写生记忆
<<PlayMemory MemoryManager true liuying1-2>>
//<<search_memory MemoryManager "liuying1-2" true true>>
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
<<ColorFadeOut MemoryManager>>
me: 抱歉……如果不让绿色褪去,我就无法挽救你。
<<set $Memory1Fade_Peipei=true>>
<<jump 记忆初始化深度>>
<<endif>>
<<if $Memory2Fade_Peipei==false>>
->播放夕阳记忆
//<<search_memory MemoryManager "liuying1-1" true true>>
<<PlayMemory MemoryManager true liuying1-1>>
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
<<ColorFadeOut MemoryManager>>
me: 对不起,冬天要来了。
<<set $Memory2Fade_Peipei=true>>
<<jump 记忆初始化深度>>
<<endif>>
<<if $Memory3Fade_Peipei==false>>
->播放蓝天记忆
<<PlayMemory MemoryManager true liuying1-3>>
//<<search_memory MemoryManager "liuying1-3" true true>>
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
<<ColorFadeOut MemoryManager>>
me: 现在这个病房将不再困扰你了……你自由了。
<<set $Memory3Fade_Peipei=true>>
<<jump 记忆初始化深度>>
<<endif>>
<<endif>>
===
title: 进行色彩回复后插入视觉
tags: 待编辑
colorID: 8
group:插线检查
position: 395,-3195
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与视觉模块建立连接!>>
->检查
<<MessageBoxSetText 检测到色彩晶圆和视觉之间未进行初始化>>
<<MessageBoxSetText 需要深入进行色彩初始化>>
<<EnableDeepInButton>>
===
title: RecoverColor
tags:
colorID: 8
position: 481,-570
---
->校准颜色
<<EyeGetColor EyeManager>>
<<EyeGlitch_in EyeManager>>
<<play_loop_audio colorcorrect_loop>>
<<random_play_interaction colorcorrect_in>>
//<<set_EyeState EyeManager "CanSeeColor">>
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!!
<<set_EyeColor EyeManager "All">>
<<pause_loop_audio>>
<<random_play_interaction colorcorrect_out>>
<<set_EyeColorState EyeManager HaveChip>>
peipei: 色彩……
<<set_Eyetarget EyeManager "computer" false>>
<<wait 1>>
<<set_Eyetarget EyeManager "sky" false>>
peipei: 这就是……有色彩的世界吗?
<<set_Eyetarget EyeManager "poster" false>>
<<wait 1>>
<<set_Eyetarget EyeManager "plant" false>>
peipei: 我已经……太久没有……
//me: 好了,佩佩,让我们收拾一下……
<<complete_task TaskManager "进入视觉模块执行重置">>
me: 好了,佩佩。不要…不要太沉迷其中。
//这里会自动执行主界面维修
<<switch_fix_system_to BodyModule>>
<<jump 结束手术>>
===
title: 结束手术
position: 275,-222
---
<<set $gameStage = "复查">>
<<jump Center>>
===
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@@ -0,0 +1,19 @@
title: 进入术前谈话
tags:
colorID: 3
position: 251,-1150
---
<<switch_fix_system_to Clinic>>
【占位】:告诉佩佩诊疗方式
【占位】:佩佩不接受记忆色彩清除,要尝试自己抑制原型的想象
(这里感觉还是很难把握人和机器人的度)
<<jump 结束术前谈话>>
===
title: 结束术前谈话
position: 275,-222
---
<<set $gameStage = "停止想象">>
<<jump Center>>
===
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@@ -0,0 +1,224 @@
title: 进入术前谈话2
tags:
colorID: 3
position: -545,-709
---
<<jump 谈话>>
===
title: 结束术前谈话2
position: -251,470
---
<<set $gameStage = "手术">>
<<jump Center>>
===
title: 谈话
tags:
colorID: 1
position: -544,-442
---
<<character_init_new 佩佩>>
<<fade_in 1>>
<<character_fade_out_new>>
<<clear_tasks TaskManager>>
<<switch_fix_system_to Clinic>>
<<fade_out 1>>
me:看来这个未知进程……或者说,想象,不是那么容易就被停止的
me:那么剩下的方案就只有……色彩抹除了
me:好了……佩佩需要休息,我……我也需要休息下
<<fade_in 1>>
<<wait 1>>
peipei: 医生?
me: 佩佩?
//TODO-佩佩出现
<<character_fade_in_new>>
<<fade_out 1>>
me: 你醒了……
<<character_face_new "不开心">>
peipei: 我感觉到了……
peipei: UF…它不在了。
<<character_face_new "微笑">>
peipei: 好轻…我好像……
peipei: 我好像在飘一样。
<<character_face_new "不开心">>
me: 那是因为你刚才经历了严重的发热风暴,
me: 你的身体还很虚弱。
peipei: 哈哈…原来如此。
peipei: 我失败了,是吗?
peipei: 为了让我活下来…你就把UF拆掉了。
me: 是的,暂时。
peipei: 暂时……
peipei: 是啊。
peipei: 有那么一刻,我以为我真的要离开这里了……
peipei: 离开这个令人折磨的处境。
peipei: 我还以为这只是个台阶…
<<character_face_new "闭眼">>
peipei: 呼……
peipei: ……
<<wait 2>>
me: 你怎么了?又感觉不舒服吗?
<<character_face_new "微笑">>
peipei: 没有,医生。我好得很。
peipei: 我只是在…享受没有疼痛的呼吸。
peipei: 原来没有疼痛的感觉是这么好……
me: 没有疼痛?
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: 我竟然一直没有意识到吗?
peipei: 我是不是搞错了什么……
<<character_face_new "不开心">>
peipei: 我上一次画画是什么时候?
peipei: 这是…我想要的吗?
<<wait 1>>
peipei: 医生……
peipei: 我有一个请求。
me: 什么?
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…
<<character_face_new "微笑">>
peipei: 就请再帮我把我的晶圆装到它原本应该在的地方吧。
me: 你是说,你还是想把晶圆装上吗?但UF怎么办?这是不能解决绘图的问题的。
peipei: 别担心…这只是暂时的,我最后会回来做色彩抹除的。
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?
me: 你想离开这里?
<<hide_dialog>>
<<wait 1>>
me: 你知道的…如果擅自一直不装uf还旷工,公司肯定不会放过你的。
me: 你知道后果会是什么…
<<character_face_new "闭眼">>
peipei: 我不会走远的……
peipei: 幸福市太小了…你知道我们走不掉。
<<character_face_new "不开心">>
peipei: 我会回来做那个记忆初始化的。
me: 佩佩已经差点死在我手里了……我能让她开心,为什么不呢?
me: 但是,或许这种得到又失去的感觉,会让她更痛苦?
me: 何况,如果不清除掉记忆中的色彩,症状会不会……
->建议直接进行色彩抹除
me: 在重新看见颜色之后,又立刻再次失去它吗?
me: 这真的会是一种好的体验吗?
<<character_face_new "不开心">>
peipei: 我不知道…医生。
peipei: 我只是忽然这么想。
<<jump 色彩抹除选项组_level1>>
->同意安装色觉晶圆
me: 我可以这么做。
me: 但这意味着你会在看到颜色之后很快就失去它…
me: 你又会带着它去哪呢?
<<jump 色彩抹除后续>>
===
title: 色彩抹除后续
position: -265,-201
---
peipei: 医生……
<<character_face_new "微笑">>
peipei: 如果你离开这里…你会去哪里?
me: 我…
//这里根据之前玩家的选择做不同分支
<<if $imagine_PeipeiTalk2 == 1>>
peipei: 你说过你会想回到海边…
<<elseif $imagine_PeipeiTalk2 == 2>>
peipei: 你说过你会想上月球去看看…
<<elseif $imagine_PeipeiTalk2 == 2>>
peipei: 你说过你会想去我生活过的地方看看…
<<endif>>
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。
<<character_face_new "不开心">>
peipei: 我们都没有也没有任何机会真的逃走。
peipei: 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……
peipei: 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。
peipei: 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: 求求你了,帮我把晶圆装上去吧。
me: 那我们一起好好活下去吧……
me: 在这座肮脏的城市里。
<<character_face_new "微笑">>
peipei: 太好了!
peipei: 太好了…谢谢你,医生!
peipei: 我们去维修室吧。
<<switch_fix_system_to BodyModule>>
<<SetHeat 0>>
//这里可能存在一些初始化问题,我之后修复,或者先存另一个场景
<<jump 结束术前谈话2>>
===
title: 色彩抹除选项组_level1
position: -739,-206
---
->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。
me: 你是我的病人,我不能把我的病人置于任何危险之中。
<<character_face_new "哭泣抿嘴">>
<<character_pos "哭泣">>
peipei: 医生…求你了。
peipei: 求你了……
peipei: 我不要那样…
peipei: 我不要忘掉那些色彩……
<<jump 色彩抹除选择组_level2>>
->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?
<<jump 色彩抹除后续>>
===
title: 色彩抹除选择组_level2
position: -736,56
---
->建议直接进行色彩抹除
<<jump 记忆色彩清除后续>>
//<<jump 记忆初始化>>
->同意安装色觉晶圆
me: ……
me: 好吧。
me: 但你会回来的,对吧?
<<character_pos "无动作">>
<<character_face_new "不开心">>
<<jump 色彩抹除后续>>
===
title: 记忆色彩清除后续
position: -733,301
---
me: 佩佩…
me: 你知道你终将失去那些色彩的,对吧
me: 短暂的获得终将失去的美好
me: …………
me: 我想你会更痛苦
<<character_pos "无动作">>
<<character_face_new "不开心">>
peipei:…………
me: 而且,如果不进行记忆色彩抹除,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,我不想将你置于危险之中
peipei:…………
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: 医生……
peipei: 请把它们清除得干净一些。
<<character_face_new "闭眼">>
peipei: 不要让我痛苦……
me: ……
me: 我会的。
peipei: 我们去维修室吧。
<<set $isPeipeiBE=true>>
<<switch_fix_system_to BodyModule>>
<<character_face_new "不开心">>
<<jump 结束术前谈话2>>
===
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@@ -0,0 +1,57 @@
title: 进入第一次发热
tags:
colorID: 3
position: 322,-1030
---
<<switch_fix_system_to "BodyModule">>
===
title: 结束第一次发热
position: 304,-368
---
<<set $gameStage = "身体检查">>
<<jump Center>>
===
title: 系统发热对话
tags:
colorID: 8
position: -32,-873
---
<<MessageBoxSetChecking>>
<<wait 2>>
<<MessageBoxSetText 机体过热,无法进行检查>>
<<MessageBoxSetText 需要紧急降温处理>>
<<MessageBoxSetError>>
<<if $feverMessageSeen==0>>
<<set $feverMessageSeen = $feverMessageSeen + 1>>
<<hide_dialog>>
<<wait 1>>
me: …过热?
peipei: 医生…头…又开始痛了……
me: 头痛…原来是因为佩佩正在发热!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…
<<hide_dialog>>
<<wait 1>>
me: 先别管什么线索了…必须先找到热源,然后进行降温。
<<hide_dialog>>
<<add_task TaskManager "对佩佩进行降温">>
<<ShowHeatMap>>
<<endif>>
===
title: 第一次降温
tags:
colorID: 8
position: -29,-688
---
<<SetHeat 0>>
<<set $feverCount=1>>
<<set $feverMessageSeen=0>>
<<complete_task TaskManager "对佩佩进行降温">>
<<MessageBoxSetNull>>
peipei: 呼…忽然……好多了。
me: 还不能放松…这只是暂时的。
<<HideHeatMap>>
<<jump 结束第一次发热>>
===
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@@ -0,0 +1,18 @@
title: 进入结束对话
tags:
colorID: 3
position: 251,-1150
---
<<switch_fix_system_to Clinic>>
【占位】:再次测试绘图,发现ok了
【占位】:佩佩离开
<<jump 结束结束对话>>
===
title: 结束结束对话
position: 275,-222
---
<<set $gameStage = "流程结束">>
<<jump Center>>
===
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@@ -0,0 +1,239 @@
title: 进入身体检查
tags:
colorID: 8
position: -443,-3575
---
<<switch_fix_system_to "BodyModule">>
<<declare $finishFirstCoolDown=false>>
【占位】:做全身检查,评估发热对佩佩身体的影响
<<jump 高亮模块>>
===
title: 身体检查状态
position: -455,-2606
---
//退出状态条件
<<if $finishFirstCoolDown==true>>
<<jump 结束身体检查>>
<<endif>>
===
title: 结束身体检查
position: -460,-2237
---
<<set $gameStage = "UF拆壳">>
<<jump Center>>
===
title: 高亮模块
tags:
position: 43,-97
---
<<if visited("检查视觉")==false>>
<<ModuleHightLight Eye true>>
<<endif>>
<<if visited("检查情绪")==false>>
<<ModuleHightLight Emo true>>
<<endif>>
<<if visited("检查逻辑")==false>>
<<ModuleHightLight Logic true>>
<<endif>>
<<if visited("检查语言")==false>>
<<ModuleHightLight Speak true>>
<<endif>>
<<if visited("检查色觉")==false>>
<<ModuleHightLight Color true>>
<<endif>>
<<if visited("检查UF")==false>>
<<ModuleHightLight UF true>>
<<endif>>
<<if visited("记忆")==false>>
<<ModuleHightLight Memory true>>
<<endif>>
<<jump 身体检查状态>>
===
// 这就是没有函数式的坏处
title: PlugFinished
position: 151,-2688
---
<<if $PlugCount==6>>
<<set $PlugAll=true>>
<<jump 第二次发热>>
<<endif>>
===
title: 检查情绪
tags: 待编辑
colorID: 8
group:插线检查
position: -87,-3394
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与情绪模块建立连接!>>
->检查
<<MessageBoxSetText 占位,受发热影响不稳定>>
<<if visited("检查情绪")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Emo false>>
<<jump PlugFinished>>
<<endif>>
===
title: 检查语言
tags: 待编辑
colorID: 8
group:插线检查
position: 154,-3032
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与语言模块建立连接!>>
->检查
<<MessageBoxSetText 占位,受发热影响不稳定>>
<<if visited("检查语言")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Speak false>>
<<jump PlugFinished>>
<<endif>>
===
title: 检查逻辑
tags: 待编辑
colorID: 8
group:插线检查
position: 388,-3398
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与逻辑模块建立连接!>>
->检查
<<MessageBoxSetText 占位,受发热影响不稳定>>
<<if visited("检查逻辑")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Logic false>>
<<jump PlugFinished>>
<<endif>>
===
title: 检查色觉
tags: 待编辑
colorID: 8
group:插线检查
position: 155,-3195
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 1>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetNull>>
<<MessageBoxSetWarning>>
<<MessageBoxSetText 未找到色觉晶圆!>>
<<if visited("检查色觉")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Color false>>
<<jump PlugFinished>>
<<endif>>
//佩佩很焦虑,不知道该怎么办了
===
title: 检查记忆
tags: 待编辑
colorID: 8
group:插线检查
position: 155,-3395
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetText 已与记忆模块建立连接!>>
->检查
<<MessageBoxSetText 占位,受发热影响不稳定>>
<<if visited("检查记忆")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Memory false>>
<<jump PlugFinished>>
<<endif>>
//总体表现:对工作的焦虑、虚弱的身体状态
===
title: 检查UF
tags: 待编辑
colorID: 8
group:插线检查
position: -85,-3195
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与UF模块建立连接!>>
->检查
<<MessageBoxSetError>>
<<MessageBoxSetText 发现错误,需要深入>>
<<EnableDeepInButton>>
<<if visited("检查UF")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight UF false>>
<<jump PlugFinished>>
<<endif>>
===
title: 检查视觉
tags: 待编辑
colorID: 8
group:插线检查
position: 395,-3195
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与视觉模块建立连接!>>
->检查
<<MessageBoxSetText 占位,受发热影响不稳定>>
<<if visited("检查视觉")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Eye false>>
<<jump PlugFinished>>
<<endif>>
===
title: 第二次发热
position: 151,-2461
---
到处都检查过了,这个发热对佩佩造成了很多损伤
<<SetHeat 1>>
【占位】又发热了,需要降温
<<hide_dialog>>
<<ShowHeatMap>>
===
title: 第二次降温
tags:
colorID: 8
position: -837,-2797
---
<<SetHeat 0>>
<<MessageBoxSetNull>>
【占位】下一次,可能不会这么容易了
<<set $finishFirstCoolDown=true>>
<<HideHeatMap>>
<<jump 身体检查状态>>
===
title: UF深入失败
tags:
colorID: 8
position: -837,-2797
---
【安保程序】:拒绝深入,你没有权限
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@@ -3,39 +3,29 @@ using UnityEngine.UI;
using DG.Tweening;
using TMPro;
using AibisDream;
using Cinemachine;
public class MouseFollowAndZoom : MonoBehaviour
{
public float parallaxEffectMultiplier = 0.1f;
public Vector2 maxOffset = new Vector2(2f, 2f);
public CinemachineVirtualCamera virtualCamera;
public GameObject targetIndicator; // UI 目标框
public TMP_Text targetNameText; // 显示目标名称的文本
public Button exitZoomButton; // 退出缩放的按钮
public float zoomInScale = 1.5f; // 缩放倍数
public float zoomDuration = 1.0f; // 缩放持续时间(减慢)
public Vector2 sceneBoundsMin; // 场景边界的左下角
public Vector2 sceneBoundsMax; // 场景边界的右上角
public Camera viewCamera;
//private Camera MainCamera;
private Vector3 initialPosition;
private Vector3 zoomedInPosition; // 保存缩放时的相机位置
private bool isZoomedIn = false;
private EyeSystem eyemanager;
private EyeTarget currentTarget; // 当前目标
private float viewOffset = 40.3f;
private bool isActive = false;
private bool isLocked = false;
// 只读访问
public bool GetMyPrivateVariable()
{
return isActive;
}
public Camera viewCamera;
public float parallaxEffectMultiplier = 0.1f;
public Vector2 maxOffset = new Vector2(2f, 2f);
private Vector3 initialPosition;
private float viewOffset = 40.3f;
// 读写访问
public void SetIsActive(bool value)
@@ -105,6 +95,7 @@ public class MouseFollowAndZoom : MonoBehaviour
// 应用平滑后的位置
transform.position = smoothedPosition;
}
void UpdateCurrentTarget()
@@ -178,78 +169,6 @@ public class MouseFollowAndZoom : MonoBehaviour
currentTarget = target;
}
// void HandleTargetIndicator()
// {
// // 获取鼠标位置
// Vector3 mousePosition = Input.mousePosition;
// mousePosition.x+=viewOffset;
// Vector3 worldPosition = viewCamera.ScreenToWorldPoint(mousePosition);
// //worldPosition.x+=viewOffset;
// RaycastHit2D hit = Physics2D.Raycast(worldPosition, Vector2.zero);
// if(hit.collider!=null)
// {
// Debug.Log(hit.collider.gameObject.name);
// }
// if (hit.collider != null && hit.collider.CompareTag("EyeTarget")) // 检查是否是目标 Sprite
// {
// Debug.Log("find target");
// targetIndicator.SetActive(true);
// BoxCollider2D boxCollider = hit.collider.GetComponent<BoxCollider2D>();
// if (boxCollider != null)
// {
// // 获取 BoxCollider2D 的大小和位置
// Vector3 boxCenter = boxCollider.bounds.center;
// //boxCenter.x-=viewOffset;
// Vector3 boxSize = boxCollider.bounds.size;
// //Vector3 boxCenterModify=new Vector3(boxCenter.x-viewOffset,boxCenter.y,boxCenter.z);
// Vector3 boxCenterModify=boxCenter;
// // 转换为屏幕坐标
// Vector3 screenCenter = viewCamera.WorldToScreenPoint(boxCenterModify);
// Vector2 screenSize = viewCamera.WorldToScreenPoint(boxCenterModify + boxSize) - viewCamera.WorldToScreenPoint(boxCenterModify);
// // 设置目标框位置和大小
// RectTransform indicatorRectTransform = targetIndicator.GetComponent<RectTransform>();
// indicatorRectTransform.position = screenCenter;
// // 动画效果:先放大再缩小
// //indicatorRectTransform.localScale = Vector3.one * 1.5f;
// //indicatorRectTransform.DOScale(Vector3.one, 0.2f).SetEase(Ease.OutBounce);
// indicatorRectTransform.sizeDelta = screenSize;
// // 设置目标名称
// targetNameText.text = hit.collider.name;
// }
// //点击目标框触发缩放
// if (Input.GetMouseButtonDown(0))
// {
// Debug.Log("点击目标触发了");
// EyeTarget target;
// if (hit.collider != null && hit.collider.GetComponent<EyeTarget>() != null)
// {
// isInTargetProcessing = true;
// target = hit.collider.GetComponent<EyeTarget>();
// eyemanager.SetTarget(target);
// }
// else
// {
// Debug.LogWarning("The collider does not have an EyeTarget component.");
// }
// }
// }
// else
// {
// targetIndicator.SetActive(false);
// }
// }
void OnDrawGizmos()
{
// 设置 Gizmos 颜色
@@ -67,12 +67,12 @@ namespace AibisDream.FixSystem
// 注册Camera
var virtualCam = transform.GetComponentInChildren<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(FixState.BodyModule, virtualCam);
CameraKit.Instance.RegisterCamera(CameraEnum.BodyModule, virtualCam);
}
private void OnDestroy()
{
CameraKit.Instance.UnRegisterCamera(FixState.BodyModule);
CameraKit.Instance.UnRegisterCamera(CameraEnum.BodyModule);
}
/// <summary>
@@ -36,7 +36,7 @@ namespace AibisDream
// 注册Camera
var virtualCam = transform.Find("Clinic Camera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(FixState.Clinic, virtualCam);
CameraKit.Instance.RegisterCamera(CameraEnum.Clinic, virtualCam);
}
private void LoadData(ClinicData data)
@@ -98,7 +98,7 @@ namespace AibisDream
_clinicData.LoadEvent -= LoadData;
GameLoopManager.FixDataContainer.Unregister<ClinicData>();
FixSystemCenter.SystemDic.Unregister<ClinicSystem>();
CameraKit.Instance.UnRegisterCamera(FixState.Clinic);
CameraKit.Instance.UnRegisterCamera(CameraEnum.Clinic);
}
private void OnCharacterChange(CharacterData characterData)
@@ -31,7 +31,7 @@ namespace AibisDream.Framework
// 注册相机
var virtualCam = transform.Find("Cooling Camera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(FixState.CoolingMachine, virtualCam);
CameraKit.Instance.RegisterCamera(CameraEnum.CoolingMachine, virtualCam);
}
private void InitRefs()
@@ -45,7 +45,7 @@ namespace AibisDream.Framework
private void OnDestroy()
{
CameraKit.Instance.UnRegisterCamera(FixState.CoolingMachine);
CameraKit.Instance.UnRegisterCamera(CameraEnum.CoolingMachine);
}
#region
+45 -48
View File
@@ -1,5 +1,4 @@
using System;
using System.Collections;
using System.Collections;
using AibisDream.Framework;
using UnityEngine;
@@ -8,16 +7,16 @@ namespace AibisDream.FixSystem
public class FixStateMachine
{
public FixState CurState => _curState.GetState;
private IState _curState;
private string _curArgs;
public IEnumerator SwitchState(FixState nextState, string args = "")
{
_curArgs = args;
yield return _curState?.Exit();
GameLoopManager.Instance?.UpdateFixState(nextState, _curArgs);
_curState = CreateState(nextState, _curArgs);
yield return _curState.Enter();
@@ -45,12 +44,12 @@ namespace AibisDream.FixSystem
FixState.Gear => new GearState(),
_ => new ClinicState()
};
res.SetArgs(args);
return res;
}
}
public enum FixState
{
Default,
@@ -84,7 +83,7 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
// 切换相机
yield return CameraKit.Instance.SwitchCamera(FixState.Clinic);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Clinic);
}
public IEnumerator Exit()
@@ -97,7 +96,7 @@ namespace AibisDream.FixSystem
public struct BodyModuleState : IState
{
public FixState GetState => FixState.BodyModule;
public void SetArgs(string args)
{
// 无
@@ -109,7 +108,7 @@ namespace AibisDream.FixSystem
// 拔出插头
bodyModuleSystem.ResetPlug();
// 切换相机
yield return CameraKit.Instance.SwitchCamera(FixState.BodyModule);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
}
public IEnumerator Exit()
@@ -124,9 +123,9 @@ namespace AibisDream.FixSystem
public struct GearState : IState
{
public FixState GetState => FixState.Gear;
private string _configKey;
public void SetArgs(string args)
{
_configKey = args;
@@ -135,14 +134,15 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
// 先切BodyModule
if (!CameraKit.Instance.EqualToCameraState(FixState.BodyModule))
if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule))
{
yield return MainUIController.Instance?.FadeInSync(0.5f);
yield return CameraKit.Instance.SwitchCamera(FixState.BodyModule);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
yield return MainUIController.Instance?.FadeOutSync(0.5f);
}
// 切换相机
yield return CameraKit.Instance.SwitchCamera(FixState.Gear);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Gear);
// 加载关卡数据
if (!string.IsNullOrEmpty(_configKey))
{
@@ -161,7 +161,7 @@ namespace AibisDream.FixSystem
public struct EngineState : IState
{
public FixState GetState => FixState.Engine;
public void SetArgs(string args)
{
// 无
@@ -170,14 +170,15 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
// 先切BodyModule
if (!CameraKit.Instance.EqualToCameraState(FixState.BodyModule))
if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule))
{
//yield return MainUIController.Instance?.FadeInSync(0.5f);
yield return CameraKit.Instance.SwitchCamera(FixState.BodyModule);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
//yield return MainUIController.Instance?.FadeOutSync(0.5f);
}
// 切换相机
yield return CameraKit.Instance.SwitchCamera(FixState.Engine);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Engine);
}
public IEnumerator Exit()
@@ -191,7 +192,7 @@ namespace AibisDream.FixSystem
public struct CoolingMachineState : IState
{
private bool _playLink;
public FixState GetState => FixState.CoolingMachine;
public void SetArgs(string args)
@@ -203,8 +204,8 @@ namespace AibisDream.FixSystem
{
var coolingSystem = FixSystemCenter.SystemDic.Get<CoolingSystem>();
// 切相机
yield return CameraKit.Instance.SwitchCamera(FixState.CoolingMachine);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CoolingMachine);
// 打开泵机
coolingSystem.gameObject.SetActive(true);
yield return coolingSystem.OpenCoolingSystem();
@@ -228,34 +229,31 @@ namespace AibisDream.FixSystem
public struct UfState : IState
{
public FixState GetState => FixState.UF;
public void SetArgs(string args)
{
}
public IEnumerator Enter()
{
{
float duration = 0.5f;
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var UFSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
// 先切BodyModule
if (!CameraKit.Instance.EqualToCameraState(FixState.BodyModule))
if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule))
{
yield return MainUIController.Instance?.FadeInSync(0.5f);
yield return CameraKit.Instance.SwitchCamera(FixState.BodyModule);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
yield return MainUIController.Instance?.FadeOutSync(0.5f);
}
// 插头回到初始插孔
bodyModuleSystem.ResetPlug();
// 切换相机
yield return CameraKit.Instance.SwitchCamera(FixState.UF);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.UF);
yield return MainUIController.Instance.FadeInSync(duration);
UFSystem.OpenUFView();
yield return MainUIController.Instance.FadeOutSync(duration);
}
public IEnumerator Exit()
@@ -269,36 +267,35 @@ namespace AibisDream.FixSystem
public struct EyeState : IState
{
public FixState GetState => FixState.Eye;
public void SetArgs(string args)
{
}
public IEnumerator Enter()
{
{
float duration = 0.5f;
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var eyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
// 先切BodyModule
if (!CameraKit.Instance.EqualToCameraState(FixState.BodyModule))
if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule))
{
yield return MainUIController.Instance?.FadeInSync(0.5f);
yield return CameraKit.Instance.SwitchCamera(FixState.BodyModule);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
yield return MainUIController.Instance?.FadeOutSync(0.5f);
}
//打开盖子
bodyModuleSystem.FindBodyModuleByName("Eye").transform.Find("Module Pic").GetComponent<SpriteRenderer>().sprite=Resources.Load<Sprite>("Art/Fix/Peipei/视觉盖子打开");
bodyModuleSystem.FindBodyModuleByName("Eye").transform.Find("Module Pic").GetComponent<SpriteRenderer>()
.sprite = Resources.Load<Sprite>("Art/Fix/Peipei/视觉盖子打开");
// 插头回到初始插孔
bodyModuleSystem.ResetPlug();
// 切换相机
yield return CameraKit.Instance.SwitchCamera(FixState.Eye);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Eye);
yield return MainUIController.Instance.FadeInSync(duration);
eyeSystem.OnEnter();
yield return MainUIController.Instance.FadeOutSync(duration);
}
public IEnumerator Exit()
@@ -312,10 +309,9 @@ namespace AibisDream.FixSystem
public struct MemoryState : IState
{
public FixState GetState => FixState.Memory;
public void SetArgs(string args)
{
}
public IEnumerator Enter()
@@ -323,18 +319,19 @@ namespace AibisDream.FixSystem
float duration = 0.5f;
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var memorySystem = FixSystemCenter.SystemDic.Get<MemoryProcess>();
// 先切BodyModule
if (!CameraKit.Instance.EqualToCameraState(FixState.BodyModule))
// 先切BodyModule
if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule))
{
yield return MainUIController.Instance?.FadeInSync(0.5f);
yield return CameraKit.Instance.SwitchCamera(FixState.BodyModule);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
yield return MainUIController.Instance?.FadeOutSync(0.5f);
}
yield return memorySystem.DropMemoryProjector();
// 插头回到初始插孔
// 插头回到初始插孔
bodyModuleSystem.ResetPlug();
// 相机聚焦到目标位
yield return CameraKit.Instance.SwitchCamera(FixState.Memory);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Memory);
yield return MainUIController.Instance.FadeInSync(duration);
memorySystem.OnEnter();
yield return MainUIController.Instance.FadeOutSync(duration);
+25 -13
View File
@@ -1,7 +1,6 @@
using System;
using System.Collections;
using System.Collections.Generic;
using AibisDream.FixSystem;
using AibisDream.Kit;
using Cinemachine;
using DG.Tweening;
@@ -21,10 +20,10 @@ namespace AibisDream.Framework
#region
private CinemachineBrain _cameraBrain;
private readonly Dictionary<FixState, ICinemachineCamera> _virtualCameraDict = new();
private readonly Dictionary<FixState, CamState> _camInitStateDict = new();
private readonly Dictionary<CameraEnum, ICinemachineCamera> _virtualCameraDict = new();
private readonly Dictionary<CameraEnum, CamState> _camInitStateDict = new();
private FixState _curFixState;
private CameraEnum _curCameraEnum;
private CamState _curInitState;
public Camera uiCamera;
@@ -43,7 +42,7 @@ namespace AibisDream.Framework
public override void OnSingletonInit()
{
_cameraBrain = Camera.main?.GetComponent<CinemachineBrain>();
_curFixState = FixState.Default;
_curCameraEnum = CameraEnum.Default;
// 获取UICamera
if (Camera.main && Camera.main.TryGetComponent<UniversalAdditionalCameraData>(out var cameraData))
@@ -77,7 +76,7 @@ namespace AibisDream.Framework
}
}
public void RegisterCamera(FixState camType, ICinemachineCamera virtualCamera)
public void RegisterCamera(CameraEnum camType, ICinemachineCamera virtualCamera)
{
_virtualCameraDict[camType] = virtualCamera;
@@ -90,7 +89,7 @@ namespace AibisDream.Framework
_camInitStateDict[camType] = initState;
}
public void UnRegisterCamera(FixState camType, ICinemachineCamera virtualCamera)
public void UnRegisterCamera(CameraEnum camType, ICinemachineCamera virtualCamera)
{
if (!_virtualCameraDict.TryGetValue(camType, out var curCam)) return;
@@ -101,7 +100,7 @@ namespace AibisDream.Framework
}
}
public void UnRegisterCamera(FixState camType)
public void UnRegisterCamera(CameraEnum camType)
{
_virtualCameraDict.Remove(camType);
_camInitStateDict.Remove(camType);
@@ -120,18 +119,18 @@ namespace AibisDream.Framework
/// </summary>
/// <param name="targetCameraState"></param>
/// <returns>是就不用切相机</returns>
public bool EqualToCameraState(FixState targetCameraState)
public bool EqualToCameraState(CameraEnum targetCameraState)
{
return _curFixState == targetCameraState;
return _curCameraEnum == targetCameraState;
}
/// <summary>
/// 切换相机
/// </summary>
/// <param name="camType"></param>
public IEnumerator SwitchCamera(FixState camType)
public IEnumerator SwitchCamera(CameraEnum camType)
{
if (_curFixState == camType)
if (_curCameraEnum == camType)
{
yield break;
}
@@ -249,7 +248,7 @@ namespace AibisDream.Framework
public static IEnumerator SwitchCamera(string targetStateStr)
{
// 字符串转枚举
if (!Enum.TryParse<FixState>(targetStateStr, out var targetState))
if (!Enum.TryParse<CameraEnum>(targetStateStr, out var targetState))
{
Debug.Log($"{targetStateStr}不在FixState枚举中");
yield break;
@@ -258,4 +257,17 @@ namespace AibisDream.Framework
yield return CameraKit.Instance.SwitchCamera(targetState);
}
}
public enum CameraEnum
{
Default,
Clinic,
CoolingMachine,
BodyModule,
Memory,
Eye,
UF,
Engine,
Gear
}
}
@@ -39,7 +39,7 @@ namespace AibisDream
// 注册相机
var virtualCam = transform.Find("Engine Camera").GetComponentInChildren<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(FixState.Engine, virtualCam);
CameraKit.Instance.RegisterCamera(CameraEnum.Engine, virtualCam);
}
private void Start()
@@ -59,7 +59,7 @@ namespace AibisDream
private void OnDestroy()
{
CameraKit.Instance.UnRegisterCamera(FixState.Engine);
CameraKit.Instance.UnRegisterCamera(CameraEnum.Engine);
}
private void Update()
+2 -2
View File
@@ -56,7 +56,7 @@ namespace AibisDream
// 注册相机
var virtualCam = transform.Find("Gear Camera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(FixState.Gear, virtualCam);
CameraKit.Instance.RegisterCamera(CameraEnum.Gear, virtualCam);
}
private void Start()
@@ -71,7 +71,7 @@ namespace AibisDream
private void OnDestroy()
{
CameraKit.Instance.UnRegisterCamera(FixState.Gear);
CameraKit.Instance.UnRegisterCamera(CameraEnum.Gear);
}
#endregion
@@ -35,7 +35,7 @@ public class EyeSystem : MonoBehaviour
{
FixSystemCenter.SystemDic.Register(this);
var virtualCam = transform.Find("Eye Camera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(FixState.Eye, virtualCam);
CameraKit.Instance.RegisterCamera(CameraEnum.Eye, virtualCam);
GameLoopManager.FixDataContainer.Register(_eyeData);
// 添加加载逻辑
_eyeData.LoadEvent += LoadData;
@@ -17,7 +17,7 @@ public class UFSystem : MonoBehaviour
{
FixSystemCenter.SystemDic.Register(this);
var virtualCam = transform.Find("UF Camera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(FixState.UF, virtualCam);
CameraKit.Instance.RegisterCamera(CameraEnum.UF, virtualCam);
}
public void OpenUFView()
+4 -6
View File
@@ -86,11 +86,11 @@ namespace AibisDream
private void LateUpdate()
{
// 将虚拟指针与鼠标位置同步
RectTransformUtility.ScreenPointToLocalPointInRectangle(_cursorCanvas, Input.mousePosition,
CameraKit.Instance.uiCamera, out var worldPos);
// // 将虚拟指针与鼠标位置同步
// RectTransformUtility.ScreenPointToLocalPointInRectangle(_cursorCanvas, Input.mousePosition,
// CameraKit.Instance.uiCamera, out var worldPos);
_cursor.rectTransform.localPosition = worldPos;
_cursor.rectTransform.position = Input.mousePosition;
// 在输入状态,要单独处理
}
@@ -153,8 +153,6 @@ namespace AibisDream
StopDelayCursor();
_cursor.sprite = sprite;
}
/// <summary>
/// 延迟切换指针。如果后面有其他切换状态,就直接打断
@@ -0,0 +1,69 @@
{
"fixDataContainer": {
"AibisDream.ClinicData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"characterName": "佩佩",
"faceName": "不开心",
"poseName": "无动作",
"hasDevice": false,
"isShow": false
},
"EyeData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"currentState": 1
},
"ChipData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isChipRemoved": false
},
"UFData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isUFCoverRemoved": false,
"isUFRemoved": false
}
},
"floatDict": {
"$feverTimer": 0.0,
"$eyeTargetTriggerCount": 0.0,
"$Count": 0.0,
"$imagine_PeipeiTalk2": 1.0,
"$chipDiscussCount": 0.0,
"$ufDiscussCount": 0.0,
"$eyeDiscussCount": 0.0,
"$memDiscussCount": 0.0,
"$emoDiscussCount": 0.0,
"$logicDiscussCount": 0.0,
"$speakerDiscussCount": 0.0,
"$feverCount": 1.0,
"$stressTimer": 4.0,
"$feverMessageSeen": 0.0,
"$PlugCount": 6.0,
"$Yarn.Internal.Visiting.检查视觉": 1.0,
"$Yarn.Internal.Visiting.检查情绪": 1.0,
"$Yarn.Internal.Visiting.检查逻辑": 1.0,
"$Yarn.Internal.Visiting.检查语言": 1.0,
"$Yarn.Internal.Visiting.检查色觉": 0.0,
"$Yarn.Internal.Visiting.检查UF": 1.0,
"$Yarn.Internal.Visiting.记忆": 0.0,
"$Yarn.Internal.Visiting.检查记忆": 1.0
},
"stringDict": {
"$gameStage": "UF拆壳",
"$currentEyeTarget": "未定义",
"$currentSocket": ""
},
"boolDict": {
"$isFinishedUFCheck": false,
"$isFinishedEyeCheck": false,
"$feverTimer0Known": false,
"$isPeipeiBE": false,
"$Memory1Fade_Peipei": false,
"$Memory2Fade_Peipei": false,
"$Memory3Fade_Peipei": false,
"$feverKnown": false,
"$eyecolorKnown": false,
"$UFInnerSeen": false,
"$PlugAll": true,
"$finishFirstCoolDown": true
},
"curSceneKey": "PeipeiFixScene",
"curTalkSceneSo": "PeipeiDay2",
"fixState": 3,
"fixStateArgs": ""
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: e9f4cc5f18964af4082907611c40cd8e
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,69 @@
{
"fixDataContainer": {
"AibisDream.ClinicData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"characterName": "佩佩",
"faceName": "不开心",
"poseName": "无动作",
"hasDevice": false,
"isShow": false
},
"EyeData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"currentState": 1
},
"ChipData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isChipRemoved": false
},
"UFData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isUFCoverRemoved": true,
"isUFRemoved": false
}
},
"floatDict": {
"$feverTimer": 0.0,
"$eyeTargetTriggerCount": 0.0,
"$Count": 0.0,
"$imagine_PeipeiTalk2": 1.0,
"$chipDiscussCount": 0.0,
"$ufDiscussCount": 0.0,
"$eyeDiscussCount": 0.0,
"$memDiscussCount": 0.0,
"$emoDiscussCount": 0.0,
"$logicDiscussCount": 0.0,
"$speakerDiscussCount": 0.0,
"$feverCount": 1.0,
"$stressTimer": 4.0,
"$feverMessageSeen": 0.0,
"$PlugCount": 6.0,
"$Yarn.Internal.Visiting.检查视觉": 1.0,
"$Yarn.Internal.Visiting.检查情绪": 1.0,
"$Yarn.Internal.Visiting.检查逻辑": 1.0,
"$Yarn.Internal.Visiting.检查语言": 1.0,
"$Yarn.Internal.Visiting.检查色觉": 0.0,
"$Yarn.Internal.Visiting.检查UF": 3.0,
"$Yarn.Internal.Visiting.记忆": 0.0,
"$Yarn.Internal.Visiting.检查记忆": 1.0
},
"stringDict": {
"$gameStage": "UF拆除",
"$currentEyeTarget": "未定义",
"$currentSocket": ""
},
"boolDict": {
"$isFinishedUFCheck": false,
"$isFinishedEyeCheck": false,
"$feverTimer0Known": false,
"$isPeipeiBE": false,
"$Memory1Fade_Peipei": false,
"$Memory2Fade_Peipei": false,
"$Memory3Fade_Peipei": false,
"$feverKnown": false,
"$eyecolorKnown": false,
"$UFInnerSeen": false,
"$PlugAll": true,
"$finishFirstCoolDown": true
},
"curSceneKey": "PeipeiFixScene",
"curTalkSceneSo": "PeipeiDay2",
"fixState": 3,
"fixStateArgs": ""
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: a890813841ec9c8408bf1dda86e6a77f
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,69 @@
{
"fixDataContainer": {
"AibisDream.ClinicData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"characterName": "佩佩",
"faceName": "不开心",
"poseName": "无动作",
"hasDevice": false,
"isShow": false
},
"EyeData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"currentState": 1
},
"ChipData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isChipRemoved": false
},
"UFData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isUFCoverRemoved": true,
"isUFRemoved": false
}
},
"floatDict": {
"$feverTimer": 0.0,
"$eyeTargetTriggerCount": 0.0,
"$Count": 0.0,
"$imagine_PeipeiTalk2": 1.0,
"$chipDiscussCount": 0.0,
"$ufDiscussCount": 0.0,
"$eyeDiscussCount": 0.0,
"$memDiscussCount": 0.0,
"$emoDiscussCount": 0.0,
"$logicDiscussCount": 0.0,
"$speakerDiscussCount": 0.0,
"$feverCount": 1.0,
"$stressTimer": 4.0,
"$feverMessageSeen": 0.0,
"$PlugCount": 6.0,
"$Yarn.Internal.Visiting.检查视觉": 1.0,
"$Yarn.Internal.Visiting.检查情绪": 1.0,
"$Yarn.Internal.Visiting.检查逻辑": 1.0,
"$Yarn.Internal.Visiting.检查语言": 1.0,
"$Yarn.Internal.Visiting.检查色觉": 0.0,
"$Yarn.Internal.Visiting.检查UF": 1.0,
"$Yarn.Internal.Visiting.记忆": 0.0,
"$Yarn.Internal.Visiting.检查记忆": 1.0
},
"stringDict": {
"$gameStage": "UF检查",
"$currentEyeTarget": "未定义",
"$currentSocket": ""
},
"boolDict": {
"$isFinishedUFCheck": false,
"$isFinishedEyeCheck": false,
"$feverTimer0Known": false,
"$isPeipeiBE": false,
"$Memory1Fade_Peipei": false,
"$Memory2Fade_Peipei": false,
"$Memory3Fade_Peipei": false,
"$feverKnown": false,
"$eyecolorKnown": false,
"$UFInnerSeen": false,
"$PlugAll": true,
"$finishFirstCoolDown": true
},
"curSceneKey": "PeipeiFixScene",
"curTalkSceneSo": "PeipeiDay2",
"fixState": 3,
"fixStateArgs": ""
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 7c53415fe60dad9489605de6cbc81f48
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,69 @@
{
"fixDataContainer": {
"AibisDream.ClinicData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"characterName": "佩佩",
"faceName": "不开心",
"poseName": "无动作",
"hasDevice": false,
"isShow": false
},
"EyeData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"currentState": 1
},
"ChipData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isChipRemoved": false
},
"UFData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isUFCoverRemoved": true,
"isUFRemoved": false
}
},
"floatDict": {
"$feverTimer": 0.0,
"$eyeTargetTriggerCount": 0.0,
"$Count": 0.0,
"$imagine_PeipeiTalk2": 1.0,
"$chipDiscussCount": 0.0,
"$ufDiscussCount": 0.0,
"$eyeDiscussCount": 0.0,
"$memDiscussCount": 0.0,
"$emoDiscussCount": 0.0,
"$logicDiscussCount": 0.0,
"$speakerDiscussCount": 0.0,
"$feverCount": 1.0,
"$stressTimer": 4.0,
"$feverMessageSeen": 0.0,
"$PlugCount": 6.0,
"$Yarn.Internal.Visiting.检查视觉": 1.0,
"$Yarn.Internal.Visiting.检查情绪": 1.0,
"$Yarn.Internal.Visiting.检查逻辑": 1.0,
"$Yarn.Internal.Visiting.检查语言": 1.0,
"$Yarn.Internal.Visiting.检查色觉": 0.0,
"$Yarn.Internal.Visiting.检查UF": 2.0,
"$Yarn.Internal.Visiting.记忆": 0.0,
"$Yarn.Internal.Visiting.检查记忆": 1.0
},
"stringDict": {
"$gameStage": "停止想象",
"$currentEyeTarget": "未定义",
"$currentSocket": ""
},
"boolDict": {
"$isFinishedUFCheck": false,
"$isFinishedEyeCheck": false,
"$feverTimer0Known": false,
"$isPeipeiBE": false,
"$Memory1Fade_Peipei": false,
"$Memory2Fade_Peipei": false,
"$Memory3Fade_Peipei": false,
"$feverKnown": false,
"$eyecolorKnown": false,
"$UFInnerSeen": false,
"$PlugAll": true,
"$finishFirstCoolDown": true
},
"curSceneKey": "PeipeiFixScene",
"curTalkSceneSo": "PeipeiDay2",
"fixState": 1,
"fixStateArgs": ""
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 40a681e81faddd2438c38613bf20005a
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