Merge branch 'bugfix/为playtest小修' into 'develop'

Bugfix/为playtest小修

See merge request aibis-dream/aibis-dream!545
This commit is contained in:
2025-09-02 08:01:41 +00:00
28 changed files with 9569 additions and 4508 deletions
File diff suppressed because it is too large Load Diff
@@ -434,6 +434,15 @@ MonoBehaviour:
m_Localized: Back to the consultation room
m_Metadata:
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m_Localized: Thanks for playing All Our Broken Parts. The demo experience ends
here.
m_Metadata:
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m_Localized: "peipei: Right\uFF0C<waitfor=0.2>we are Robots."
m_Metadata:
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but you're the only one\u2026"
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you can apply for recycling right now."
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@@ -49,7 +47,7 @@ MonoBehaviour:
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m_Localized: 'me:'
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@@ -233,7 +231,7 @@ MonoBehaviour:
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m_Localized: "me: \u2026\u2026"
m_Localized: 'me: Nostalgia?'
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@@ -353,7 +351,7 @@ MonoBehaviour:
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m_Localized: "peipei: \u5BF9\u554A\uFF0C<waitfor=0.2>\u6211\u4EEC\u662F\u673A\u4F53\u3002"
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File diff suppressed because it is too large Load Diff
@@ -31,6 +31,18 @@ MonoBehaviour:
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View File
@@ -34,6 +34,18 @@ MonoBehaviour:
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m_Localized: Emo
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m_Localized: Memory
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@@ -34,6 +34,18 @@ MonoBehaviour:
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@@ -175,6 +175,22 @@ MonoBehaviour:
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m_Key: "Kill\t"
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View File
@@ -192,6 +192,22 @@ MonoBehaviour:
m_Localized: Bug Report
m_Metadata:
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m_Localized: Early test, not final quality
m_Metadata:
m_Items: []
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m_Localized: Please, JUST LET ME DIE
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m_Items: []
- m_Id: 47672437142183936
m_Localized: JUST STOP! STOP PLEASE !
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m_Items: []
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m_Localized: KILL ME! KILL ME!
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@@ -180,6 +180,22 @@ MonoBehaviour:
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@@ -260,15 +260,15 @@ peipei: 再见了,<waitfor=0.4>叶子。 #line:0694ade
<<wait 1>>
<<fade_in 1>>
<<wait 1>>
<<NextYarn>>
// <<load_scene SubWay 1>>
// <<init_actor 地铁医生 左边>>
// <<show_actor 地铁医生>>
// <<init_environment Night>>
// // <<set_time_of_day EnvironmentManager "night">>
// <<fade_out 1>>
// <<wait 1>>
// 感谢游玩 爱与机器人维修技术 ,本次demo的体验流程已结束。 #line:0cd82d0
// <<NextYarn>>
<<load_scene SubWay 1>>
<<init_actor 地铁医生 左边>>
<<show_actor 地铁医生>>
<<init_environment Night>>
// <<set_time_of_day EnvironmentManager "night">>
<<fade_out 1>>
<<wait 1>>
感谢游玩 爱与机器人维修技术 ,本次demo的体验流程已结束。 #line:0cd82d0
//<<OpenEndMenu>>
===
@@ -68,7 +68,7 @@ position: -871,-2773
peipei: 医生…快停下。 #line:001082a
peipei: 我…我的头好痛…… #line:04b5588
me: 记忆波动引发的头痛吗……看来是原型排异没错了。 #line:01fe459
peipei: 原型…排异?
// peipei: 原型…排异?
<<hide_dialog>>
<<Set_MouseMovementLockState EyeManager false>>
<<set $ufDiscussCount=3>>
@@ -4,7 +4,7 @@ colorID: 8
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<<jump 检查异常模块>>
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@@ -23,7 +23,7 @@ colorID: 8
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<<set $currentCutModule="LogicCut">>
<<jump 检查异常模块>>
===
@@ -34,7 +34,7 @@ colorID: 8
position: 240,-3040
---
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<<set $currentCheckModule="l10n.记忆">>
<<set $currentCutModule="MemoryCut">>
<<jump 检查异常模块>>
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@@ -69651,4 +69557,3 @@ SceneRoots:
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@@ -12,7 +12,7 @@ MonoBehaviour:
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m_Name: Day1_mid
m_EditorClassIdentifier:
nextScene: {fileID: 11400000, guid: 6d49b124127007b48b6881ce33350263, type: 2}
nextScene: {fileID: 0}
yarnProject: {fileID: 7545569452688597077, guid: 293561ce52efc594399242651d44b366, type: 3}
firstSceneName: ClinicOut
title: "\u5348\u4F11"
@@ -114,12 +114,12 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
// 切换相机
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Clinic);
// 注册对话气泡
var clinicSystem = FixSystemCenter.SystemDic.Get<ClinicSystem>();
var data = clinicSystem.bubbleSlotGroup.CollectData();
BubbleGroup.Instance.LoadBubbles(data);
// 切换相机
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Clinic);
}
public IEnumerator Exit()
@@ -320,6 +320,7 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
bodyModuleSystem.SwitchModuleGroup(ModuleState.Head);
var eyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
// 先切BodyModule
if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule))
@@ -58,12 +58,6 @@ namespace AibisDream.Framework
_curCameraEnum = CameraEnum.Default;
foreach (var overlayCam in _orthoMainCamera.GetUniversalAdditionalCameraData().cameraStack)
{
overlayCam.UpdateCameraViewport();
}
_orthoMainCamera.UpdateCameraViewport();
// if (_orthoMainCamera && _perspectiveMainCamera)
// {
// // 默认激活正交相机,禁用透视相机
@@ -74,6 +68,15 @@ namespace AibisDream.Framework
#region
public void UpdateCameraViewport()
{
foreach (var overlayCam in _orthoMainCamera.GetUniversalAdditionalCameraData().cameraStack)
{
overlayCam.UpdateCameraViewport();
}
_orthoMainCamera.UpdateCameraViewport();
}
public void RegisterUICamera(Camera overlayCamera)
{
// 获取 Main Camera 的 UniversalAdditionalCameraData
@@ -3,6 +3,7 @@ using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.Settings;
using UnityEngine.Localization.Tables;
using UnityEngine.ResourceManagement.AsyncOperations;
namespace AibisDream.Framework
{
@@ -47,20 +48,23 @@ namespace AibisDream.Framework
}
#endif
public static void SwitchLanguage(string localeCode)
{
var selectedLocale =
LocalizationSettings.AvailableLocales.Locales.Find(locale => locale.Identifier.Code == localeCode);
public static async void SwitchLanguage(string localeCode)
{
// 等待本地化系统初始化完成
await LocalizationSettings.InitializationOperation.Task;
var selectedLocale =
LocalizationSettings.AvailableLocales.Locales.Find(locale => locale.Identifier.Code == localeCode);
if (selectedLocale)
{
LocalizationSettings.SelectedLocale = selectedLocale;
}
else
{
Debug.LogWarning($"Locale with code {localeCode} not found.");
}
if (selectedLocale)
{
LocalizationSettings.SelectedLocale = selectedLocale;
}
else
{
Debug.LogWarning($"Locale with code {localeCode} not found.");
}
}
/// <summary>
/// 本地化参数
@@ -100,6 +104,15 @@ namespace AibisDream.Framework
// 本地化参数则去除前缀,非本地化参数直接返回
return key.StartsWith(LocalizationPrefix) ? key[LocalizationPrefix.Length..] : key;
}
/// <summary>
/// 确保本地化系统已初始化
/// </summary>
/// <returns>初始化操作</returns>
public static async System.Threading.Tasks.Task EnsureInitialized()
{
await LocalizationSettings.InitializationOperation.Task;
}
}
public class LocalizationTable
@@ -107,36 +120,58 @@ namespace AibisDream.Framework
public string TableName { get; }
private StringTable _stringTable;
private bool _isInitialized = false;
public LocalizationTable(string tableName)
{
TableName = tableName;
Debug.Log($"表格{tableName}已加载");
Debug.Log($"开始初始化表格{tableName}");
InitializeAsync();
}
private async void InitializeAsync()
{
// 等待本地化系统初始化完成
await LocalizationSettings.InitializationOperation.Task;
_stringTable = LocalizationSettings.StringDatabase.GetTable(TableName);
LocalizationSettings.SelectedLocaleChanged += OnLocaleChanged;
_isInitialized = true;
Debug.Log($"表格{_stringTable.TableCollectionName}已加载");
Debug.Log($"表格{TableName}已成功加载");
}
public void Dispose()
{
LocalizationSettings.SelectedLocaleChanged -= OnLocaleChanged;
if (_isInitialized)
{
LocalizationSettings.SelectedLocaleChanged -= OnLocaleChanged;
}
_stringTable = null;
_isInitialized = false;
}
private void OnLocaleChanged(Locale locale)
{
_stringTable = LocalizationSettings.StringDatabase.GetTable(TableName);
if (_isInitialized)
{
_stringTable = LocalizationSettings.StringDatabase.GetTable(TableName);
}
}
public StringTableEntry this[string key] => _stringTable[key];
public StringTableEntry this[string key] => _isInitialized ? _stringTable?[key] : null;
public bool TryGetValue(string key, out StringTableEntry value)
{
value = _stringTable.GetEntry(key);
return value != null;
if (_isInitialized && _stringTable != null)
{
value = _stringTable.GetEntry(key);
return value != null;
}
value = null;
return false;
}
public LocaleIdentifier LocaleIdentifier => _stringTable.LocaleIdentifier;
public LocaleIdentifier? LocaleIdentifier => _isInitialized ? _stringTable?.LocaleIdentifier : null;
}
}
@@ -35,7 +35,7 @@ namespace AibisDream
chapter = chapterSo.chapter,
desc = chapterSo.description,
pic = chapterSo.coverPic,
hasSaveFile = cacheChapter == chapterSo.chapter
hasSaveFile = cacheChapter == chapterSo.name
})
.ToList();
+4 -1
View File
@@ -191,12 +191,15 @@ namespace AibisDream
{
case "FullScreen":
Screen.SetResolution(Screen.currentResolution.width, Screen.currentResolution.height, FullScreenMode.FullScreenWindow);
CameraKit.Instance.UpdateCameraViewport();
break;
case "Windowed":
Screen.SetResolution(1920, 1080, FullScreenMode.Windowed);
CameraKit.Instance.UpdateCameraViewport();
break;
case "MaximizedWindow":
Screen.SetResolution(Screen.currentResolution.width, Screen.currentResolution.height, FullScreenMode.MaximizedWindow);
CameraKit.Instance.UpdateCameraViewport();
break;
default:
Debug.Log($"{windowMode} err");
@@ -235,7 +238,7 @@ namespace AibisDream
public string GetSceneSoName()
{
return _currentTalkSceneSo.Value.title;
return _currentTalkSceneSo.Value.name;
}
}
+4 -2
View File
@@ -3,6 +3,7 @@ using AibisDream.Framework;
using AibisDream.Kit;
using UnityEngine;
using UnityEngine.Localization.Settings;
using UnityEngine.ResourceManagement.AsyncOperations;
namespace AibisDream
{
@@ -33,7 +34,7 @@ namespace AibisDream
}
}
private void OnSettingChanged(string propName, string value)
private async void OnSettingChanged(string propName, string value)
{
// 配置项同步
switch (propName)
@@ -52,7 +53,8 @@ namespace AibisDream
GameManager.Instance.SetScreenMode(value);
break;
case "Language":
// TODO 修改语言
// 确保本地化系统已初始化
await LocalizationSettings.InitializationOperation.Task;
LocalizationKit.SwitchLanguage(value);
break;
default:
@@ -4,9 +4,7 @@ using System.Collections.Generic;
using System.Linq;
using AibisDream.Framework;
using AibisDream.Kit;
using Newtonsoft.Json;
using UnityEngine;
using UnityEngine.Events;
using Yarn.Unity;
namespace AibisDream
@@ -34,6 +32,7 @@ namespace AibisDream
public override void OnSingletonDestroy()
{
_actorSystemData.OnLoad -= OnDataLoad;
StorageSystem.Instance.UnregisterData<ActorSystemData>();
}
@@ -76,12 +75,13 @@ namespace AibisDream
// 注册数据
_actorSystemData = new ActorSystemData();
_actorSystemData.onLoad.AddListener(OnDataLoad);
_actorSystemData.OnLoad += OnDataLoad;
StorageSystem.Instance.RegisterData(_actorSystemData);
}
private void OnDataLoad(ActorSystemData data)
{
Debug.Log("Actor Load");
foreach (var actorData in data.actorDataList)
{
InitActor(actorData);
@@ -235,12 +235,12 @@ namespace AibisDream
[Serializable]
public class ActorSystemData : IData
{
public List<ActorData> actorDataList = new();
[JsonIgnore] public UnityEvent<ActorSystemData> onLoad = new();
public List<ActorData> actorDataList = new();
public event Action<ActorSystemData> OnLoad;
public IEnumerator Load()
{
onLoad?.Invoke(this);
OnLoad?.Invoke(this);
yield break;
}
+1 -1
View File
@@ -1,5 +1,5 @@
{
"Volume": "0.89",
"Language": "en",
"Language": "zh-Hans",
"WindowMode": "Windowed"
}
+2 -2
View File
@@ -100,7 +100,7 @@ PlayerSettings:
xboxEnableFitness: 0
visibleInBackground: 1
allowFullscreenSwitch: 1
fullscreenMode: 1
fullscreenMode: 0
xboxSpeechDB: 0
xboxEnableHeadOrientation: 0
xboxEnableGuest: 0
@@ -133,7 +133,7 @@ PlayerSettings:
vulkanEnableLateAcquireNextImage: 0
vulkanEnableCommandBufferRecycling: 1
loadStoreDebugModeEnabled: 0
bundleVersion: 0.3.1.4-20250901-211336
bundleVersion: 0.3.2.11-20250902-153812
preloadedAssets:
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metroInputSource: 0