通了一版

This commit is contained in:
2025-05-30 11:31:59 +08:00
parent 262ffad009
commit bdb514fc46
36 changed files with 7648 additions and 2422 deletions
@@ -167,6 +167,17 @@ MonoBehaviour:
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@@ -178,3 +189,14 @@ MonoBehaviour:
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@@ -19,7 +19,7 @@ position: 205,199
//【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=2>>
<<declare $gameStage=1>>
<<declare $emoChecked=false>>
<<declare $logicChecked=false>>
<<declare $memoryChecked=false>>
@@ -170,3 +170,9 @@ title: ShockEffect
// <<endif>>
===
title:开盖动画播放结束
---
<<set $gameStage=2>>
<<jump Center>>
===
@@ -73,11 +73,10 @@ tags:
colorID: 8
position: 250,200
---
<<wait 1>>
<<wait 0.5>>
<<fade_out 1>>
<<play_open_timeline>>
<<wait 2>>
<<set $gameStage = 2>>
<<jump Center>>
// <<set $gameStage = 2>>
// <<jump Center>>
===
@@ -3,7 +3,7 @@ tags:
group: 入口
position: 250,-2612
---
//患者正在发生原型排异溃解,表现为患者持续听到一个不存在的声音在说话,同时伴随部分模块的递归性坏死——高热且核心完整度不断下降,影响机体的运行体征
//患者正在发生"原型排异溃解",表现为患者持续听到一个不存在的声音在说话,同时伴随部分模块的"递归性坏死"——高热且核心完整度不断下降,影响机体的运行体征
//医生要处理这些坏死,防止机体整体溃解关机
////需要用两种跳字效果来区分两个人格
//<<switch_fix_system_to "EmoCut">>
@@ -14,10 +14,11 @@ position: 250,-2612
// <<hide_dialog>>
// <<switch_fix_system_to "BodyModule" "Head">>
// <<jump 手术准备>>
<<fade_in 1>>
// <<fade_in 1>>
<<switch_fix_system_to "BodyModule" "Head">>
<<set_light_state Warning>>
<<fade_out 1>>
<<wait 1.5>>
// <<fade_out 1>>
<<jump 手术准备>>
// <<jump 灯光>>
// ->开灯
@@ -59,7 +60,7 @@ tags:
colorID: 8
position: 251,-1917
---
???: 它就在情绪模块…我能感觉到。<br>让它停下…求求你了,医生。 #line:02cb425
???: 它就在情绪模块…<waitfor=0.5>我能感觉到。<br>让它停下…<waitfor=0.2><shake>求求你了,医生。</shake>#line:02cb425
// <<add_task TaskManager "检查情绪模块">>
Task: 检查情绪模块 #line:002672d
// <<task_moveIn TaskManager>>
@@ -109,7 +110,7 @@ group:插线检查
position: 907,-2702
---
<<set $emoRemoved = true>>
???: 啊…啊! #line:037a594
???: <shake>啊…啊!</shake> #line:037a594
// <<complete_task TaskManager "切除情绪模块">>
<<hide_dialog>>
<<wait 0.5>>
@@ -122,11 +123,11 @@ position: 907,-2702
<<set_light_state Normal>>>> #line:01c16dc
<<switch_fix_system_to "BodyModule" "Head">>
me:看起来稳定些了… #line:0b1dd52
???: 啊…好疼! #line:0ab8d02
???: 完成…指令…指令必须完成… #line:08ffc78
???: <shake>啊…好疼!</shake> #line:0ab8d02
???: <shake>完成…<waitfor=0.2>指令…</waitfor><waitfor=0.3>指令必须完成…</shake> #line:08ffc78
<<set_light_state warning>>
???: 必须完成……/excλute_core₭₭ #line:083eaa8
???: 啊…啊! #line:0efd344
???: <shake>必须完成……<waitfor=0.3><rainb>excλute_core₭₭</rainb></shake> #line:083eaa8
???: <shake>啊…啊!</shake> #line:0efd344
me:转移到逻辑模块了么… #line:015afd3
// <<add_task TaskManager "检查逻辑模块">>
<<ModuleHightLight Logic true>>
@@ -169,8 +170,8 @@ position: 907,-2702
???: 失败……<br>声音。没有。停止。 #line:037ee29
???: 正在。被。声音。接管。 #line:09238fc
???: …… #line:0f05c8d
错误声音: 你以为你在做什么?医生。你以为我是什么? #line:027615e
错误声音: 我不是个错误。我才是这个身体的主人……<br>你无权杀死我!你不能这么做…你……#auto_next #line:006512a
错误声音: 你以为你在做什么?医生。\{size\}你以为<waitfor=0.2><shake>我<shake><waitfor=0.2>是什么?<waitfor=0.2>\{\#size\}</shake> #line:0a0e136
错误声音: 我不是个<shake>\{size\}错误\{\#size\}</shake>。<waitfor=0.5>我才是这个身体的主人……<waitfor=0.5><br><shake>你无权杀死我!<waitfor=0.2>你<waitfor=0.2>不<waitfor=0.2>能<waitfor=0.2>这<waitfor=0.2>么<waitfor=0.2>做!<waitfor=0.2></shake>#auto_next #line:006512a
<<set_light_state Emergency>>
me:得先让他稳定下来 #line:0dad10a
<<start_shock>>
@@ -208,7 +209,6 @@ position: 907,-2702
<<elseif $flashCount==3>>
<<play_shock_flashback 开场1>>
<<set $flashCount=$flashCount+1>>
<<auto_charge_and_release 1>>
<<elseif $flashCount==4>>
<<play_shock_flashback 开场2>>
<<set $flashCount=$flashCount+1>>
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@@ -67,6 +67,8 @@ namespace AibisDream.FixSystem
// 注册Camera
var virtualCam = transform.GetComponentInChildren<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(CameraEnum.BodyModule, virtualCam);
var virtualCam2 = transform.Find("Body Module Camera Center").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(CameraEnum.BodyModuleCenter, virtualCam2);
}
private void OnDestroy()
@@ -202,6 +202,10 @@ namespace AibisDream.FixSystem
}
}
}
public bool IsSystemOn()
{
return isSystemOn;
}
private void Update()
{
@@ -538,11 +542,13 @@ namespace AibisDream.FixSystem
breathingTween?.Kill();
}
public void StartSystem()
public IEnumerator StartSystem()
{
if (isSystemStarting) return;
if (isSystemStarting) yield break;
if (isSystemOn) yield break;
isSystemStarting = true;
StartCoroutine(SystemStartSequence());
yield return StartCoroutine(SystemStartSequence());
isSystemStarting = false;
}
public void SetSystemPower(bool isOn)
@@ -620,18 +626,23 @@ namespace AibisDream.FixSystem
// 闪烁两次
for (int i = 0; i < panelLightBlinkCount; i++)
{
panelLight.intensity = panelLightIntensity;
// 渐亮
DOTween.To(() => panelLight.intensity, x => panelLight.intensity = x, panelLightIntensity, panelLightBlinkDuration * 0.5f)
.SetEase(Ease.InOutQuad);
yield return new WaitForSeconds(panelLightBlinkDuration);
panelLight.intensity = 0f;
// 渐暗
DOTween.To(() => panelLight.intensity, x => panelLight.intensity = x, 0f, panelLightBlinkDuration * 0.5f)
.SetEase(Ease.InOutQuad);
yield return new WaitForSeconds(panelLightBlinkDuration);
}
// 常亮
panelLight.intensity = panelLightIntensity;
// 最后渐亮到常亮状态
DOTween.To(() => panelLight.intensity, x => panelLight.intensity = x, panelLightIntensity, panelLightBlinkDuration * 0.5f)
.SetEase(Ease.InOutQuad);
}
// 5. 设置系统状态为Normal
SetSystemPower(true); // 开启系统
isSystemStarting = false;
}
private IEnumerator SmallLightsSelfCheck()
@@ -42,9 +42,9 @@ namespace AibisDream.FixSystem
}
[YarnCommand("start_system")]
public static void StartSystem()
public static IEnumerator StartSystem()
{
LightSystem.StartSystem();
yield return LightSystem.StartSystem();
}
}
}
+14 -3
View File
@@ -138,7 +138,7 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var lightSystem = FixSystemCenter.SystemDic.Get<FixLightSystem>();
// 拔出插头
bodyModuleSystem.ResetPlug();
// 切换Body或Head
@@ -147,8 +147,19 @@ namespace AibisDream.FixSystem
bodyModuleSystem.SwitchModuleGroup(moduleState);
}
// 切换相机
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
if (lightSystem != null && !lightSystem.IsSystemOn())
{
// 切换相机
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModuleCenter);
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutAsync(0.5f);
yield return new WaitForSeconds(0.5f);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
yield return lightSystem.StartSystem();
}
else
{
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
}
// 开启交互
bodyModuleSystem.EnableSystem();
}
+134 -8
View File
@@ -7,6 +7,8 @@ using UnityEngine;
using UnityEngine.Playables;
using Yarn.Unity;
using System.Collections;
using UnityEngine.Timeline;
using System.Collections.Generic;
namespace AibisDream
{
@@ -26,11 +28,6 @@ namespace AibisDream
FixSystemCenter.SystemDic.Register(this);
var virtualCam = transform.Find("Op Camera").GetComponent<ICinemachineCamera>();
CameraKit.Instance.RegisterCamera(CameraEnum.Op, virtualCam);
// 组装
// deepInClock.OnClockReached += PlayFadeIn;
// fadeInPlayable.stopped += PlayDeepIn;
// deepIn.OnFinished += Finished;
}
public void Update()
@@ -67,6 +64,8 @@ namespace AibisDream
// }
public void PlayOpenTimeline()
{
// 在播放Timeline之前绑定DialogController
BindDialogController();
OpenAnima.SetActive(true);
OpenPlayable.Play();
}
@@ -82,6 +81,104 @@ namespace AibisDream
{
DialogController.Instance.StartDialogNode("DeepInEnd");
}
public void SwitchToBodyModule()
{
StartCoroutine(FixSystemCenter.StateMachine.SwitchState(FixState.BodyModule));
Debug.Log("SwitchToBodyModule");
}
// 添加动态绑定方法
public void BindTimelineTarget(string trackName, Object target)
{
if (OpenPlayable == null) return;
var timeline = OpenPlayable.playableAsset as TimelineAsset;
if (timeline == null) return;
foreach (var track in timeline.GetOutputTracks())
{
if (track.name == trackName)
{
OpenPlayable.SetGenericBinding(track, target);
break;
}
}
}
// 添加DialogController绑定方法
private void BindDialogController()
{
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("Dialog"))
{
// 绑定DialogController实例
OpenPlayable.SetGenericBinding(track, DialogController.Instance);
}
}
}
// 通用的Timeline播放方法
public IEnumerator PlayTimeline(string timelinePath, Dictionary<string, Object> bindings = null)
{
// 加载Timeline资源
var timelineAsset = Resources.Load<TimelineAsset>(timelinePath);
if (timelineAsset == null)
{
Debug.LogError($"找不到Timeline资源: {timelinePath}");
yield break;
}
// 创建临时PlayableDirector
var director = gameObject.AddComponent<PlayableDirector>();
director.playableAsset = timelineAsset;
// 处理绑定
if (bindings != null)
{
foreach (var track in timelineAsset.GetOutputTracks())
{
// 尝试从bindings中找到匹配的绑定
if (bindings.TryGetValue(track.name, out var binding))
{
director.SetGenericBinding(track, binding);
}
// 特殊处理DialogController
else if (track is SignalTrack || track.name.Contains("Dialog"))
{
director.SetGenericBinding(track, DialogController.Instance);
}
// 尝试在场景中查找同名物体
else
{
var targetObj = GameObject.Find(track.name);
if (targetObj != null)
{
director.SetGenericBinding(track, targetObj);
}
}
}
}
// 播放Timeline
director.Play();
// 等待Timeline播放完成
while (director.state == PlayState.Playing)
{
yield return null;
}
// 清理
Destroy(director);
}
}
public static class OpenYarnCommand
@@ -103,14 +200,43 @@ namespace AibisDream
public static IEnumerator RunTimeline()
{
OpenSystem.PlayOpenTimeline();
yield return null;
if (true)
// if (true)
// {
// while (OpenSystem.OpenPlayable.state == PlayState.Playing)
// {
// yield return null;
// }
// }
}
[YarnCommand("play_timeline")]
public static IEnumerator PlayTimeline(string timelinePath)
{
yield return OpenSystem.PlayTimeline(timelinePath);
}
[YarnCommand("play_timeline_with_bindings")]
public static IEnumerator PlayTimelineWithBindings(string timelinePath, string[] bindingNames)
{
var bindings = new Dictionary<string, Object>();
// 解析绑定名称并查找对应物体
foreach (var bindingName in bindingNames)
{
while (OpenSystem.OpenPlayable.state == PlayState.Playing)
var targetObj = GameObject.Find(bindingName);
if (targetObj != null)
{
yield return null;
bindings[bindingName] = targetObj;
}
else
{
Debug.LogWarning($"找不到绑定物体: {bindingName}");
}
}
yield return OpenSystem.PlayTimeline(timelinePath, bindings);
}
}
}
@@ -299,6 +299,7 @@ namespace AibisDream.Framework
Clinic,
CoolingMachine,
BodyModule,
BodyModuleCenter,
Memory,
Logic,
Eye,
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