佩佩day3以及其他调整

This commit is contained in:
2025-01-23 00:09:45 +08:00
parent c60602424a
commit be23a512c1
65 changed files with 2301 additions and 726 deletions
@@ -60,11 +60,11 @@ public class MemoryProcess : MonoBehaviour
yield return zoomInSequence.WaitForCompletion();
}
public IEnumerator PullMemoryProjector()
public void PullMemoryProjector()
{
Sequence zoomInSequence = DOTween.Sequence();
zoomInSequence.Append(projector.transform.DOLocalMoveY(0, 2f).SetEase(Ease.OutElastic, 0.5f));
yield return zoomInSequence.WaitForCompletion();
Sequence zoomOutSequence = DOTween.Sequence();
zoomOutSequence.Append(projector.transform.DOLocalMoveY(0, 2f).SetEase(Ease.OutElastic, 0.5f));
//yield return zoomOutSequence.WaitForCompletion();
}
public void CloseMemoryView()
+1 -1
View File
@@ -166,7 +166,7 @@ Material:
- _DirectionalAlphaFadeNoiseFactor: 0.2
- _DirectionalAlphaFadeRotation: 0
- _DirectionalAlphaFadeWidth: 0.2
- _DirectionalDistortionFade: -3
- _DirectionalDistortionFade: -15
- _DirectionalDistortionInvert: 1
- _DirectionalDistortionNoiseFactor: 0.2
- _DirectionalDistortionRandomDirection: 0.1
@@ -267,7 +267,7 @@ Material:
- _FrozenHighlightDensity: 1
- _FrozenSnowContrast: 1
- _FrozenSnowDensity: 0.25
- _FullAlphaDissolveFade: 1
- _FullAlphaDissolveFade: 0
- _FullAlphaDissolveWidth: 0.5
- _FullDistortionFade: 1
- _FullGlowDissolveFade: 0.5
+1 -1
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@@ -13,6 +13,6 @@ MonoBehaviour:
m_Name: PeipeiDay3
m_EditorClassIdentifier:
nextScene: {fileID: 0}
yarnProject: {fileID: 7545569452688597077, guid: 7323b53bbb973e2478a09b73bf000bed, type: 3}
yarnProject: {fileID: 7545569452688597077, guid: 05ccf66391562af43835d718ca36f508, type: 3}
firstSceneName: PeipeiFixScene
isEndOfDay: 1
+110 -6
View File
@@ -2,8 +2,10 @@
tags:
position: 43,-97
---
<<delete_line LineManager MemoryEye>>
现在可以插线来深入UF了
===
title: 结束UF检查
position: 275,-222
---
@@ -14,10 +16,112 @@ position: 275,-222
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>>
<<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>>
===
title: UFCheck
tags:
colorID: 3
group:视觉检查
position: -2052,-2351
---
me: 【占位】这就是UF看到的世界么
me: 【占位】形状,数据...
peiepi:【占位】不是这个样子...不是这个样子的...
<<UFEffect_ImageOut UFSystem>>
<<if $currentEyeTarget=="sky">>
<<set_Eyetarget EyeManager "sky" false>>
<<UFEffect_ImageIn UFSystem>>
me:【占位】发生了什么?数据错乱了?
<<UFEffect_ImageFinish UFSystem>>
peiepi:【占位】我还记得,我还记得那些颜色...
<<UFEffect_ImageOut UFSystem>>
<<set_Eyetarget EyeManager "poster" false>>
<<UFEffect_ImageIn UFSystem>>
<<UFEffect_ImageFinish UFSystem>>
<<wait 1>>
<<UFEffect_ImageOut UFSystem>>
<<set_Eyetarget EyeManager "plant" false>>
<<UFEffect_ImageIn UFSystem>>
<<UFEffect_ImageFinish UFSystem>>
<<wait 1>>
<<UFEffect_ImageOut UFSystem>>
<<elseif $currentEyeTarget=="plant">>
<<set_Eyetarget EyeManager "plant" false>>
<<UFEffect_ImageIn UFSystem>>
me:【占位】发生了什么?数据错乱了?
<<UFEffect_ImageFinish UFSystem>>
peiepi:【占位】我还记得,我还记得那些颜色...
<<UFEffect_ImageOut UFSystem>>
<<set_Eyetarget EyeManager "poster" false>>
<<UFEffect_ImageIn UFSystem>>
<<UFEffect_ImageFinish UFSystem>>
<<wait 1>>
<<UFEffect_ImageOut UFSystem>>
<<set_Eyetarget EyeManager "sky" false>>
<<UFEffect_ImageIn UFSystem>>
<<UFEffect_ImageFinish UFSystem>>
<<wait 1>>
<<UFEffect_ImageOut UFSystem>>
<<elseif $currentEyeTarget=="poster">>
<<set_Eyetarget EyeManager "poster" false>>
<<UFEffect_ImageIn UFSystem>>
me:【占位】发生了什么?数据错乱了?
<<UFEffect_ImageFinish UFSystem>>
peiepi:【占位】我还记得,我还记得那些颜色...
<<UFEffect_ImageOut UFSystem>>
<<set_Eyetarget EyeManager "sky" false>>
<<UFEffect_ImageIn UFSystem>>
<<UFEffect_ImageFinish UFSystem>>
<<wait 1>>
<<UFEffect_ImageOut UFSystem>>
<<set_Eyetarget EyeManager "plant" false>>
<<UFEffect_ImageIn UFSystem>>
<<UFEffect_ImageFinish UFSystem>>
<<wait 1>>
<<UFEffect_ImageOut UFSystem>>
<<elseif $currentEyeTarget=="computer">>
<<set_Eyetarget EyeManager "sky" false>>
<<UFEffect_ImageIn UFSystem>>
me:【占位】发生了什么?数据错乱了?
<<UFEffect_ImageFinish UFSystem>>
peiepi:【占位】我还记得,我还记得那些颜色...
<<UFEffect_ImageOut UFSystem>>
<<set_Eyetarget EyeManager "plant" false>>
<<UFEffect_ImageIn UFSystem>>
<<UFEffect_ImageFinish UFSystem>>
<<wait 1>>
<<UFEffect_ImageOut UFSystem>>
<<set_Eyetarget EyeManager "poster" false>>
<<UFEffect_ImageIn UFSystem>>
<<UFEffect_ImageFinish UFSystem>>
<<wait 1>>
<<UFEffect_ImageOut UFSystem>>
<<endif>>
<<StartUFEffect_loop UFSystem>>
me: 这就是UF发热的原因么...佩佩在修改UF的数据
me: 我们先出去吧
<<StopUFEffect_loop UFSystem>>
<<jump 退出UF>>
===
title: UFCheckEnd
tags:
colorID: 3
group:视觉检查
position: -2052,-2351
---
<<Set_MouseMovementLockState EyeManager false>>
===
title: 退出UF
tags:
colorID: 3
group:视觉检查
position: -2052,-2351
---
<<Set_MouseMovementLockState EyeManager false>>
<<switch_fix_system_to BodyModule>>
===
@@ -2,7 +2,9 @@ title: 进入停止想象
tags:
position: 428,-88
---
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to BodyModule>>
<<declare $CheckTargetCount=0>>
【占位】:我们去UF模块来引导佩佩吧
===
title: 结束停止想象
@@ -12,11 +14,92 @@ position: 259,432
<<jump Center>>
===
title: 进入UF检查引导停止想象
title: 停止想象Check
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】
<<if $CheckTargetCount==0>>
<<wait 2>>
me: 颜色没有出现?似乎……
<<wait 2>>
me: 好的…我想我们的猜想是正确的。
//<<complete_task TaskManager "验证想象力猜想">>
peipei: 太好了,医生!
peipei: 我们总算找到原因了!对吧?
me: 别激动…佩佩。
//TODO-感觉这里可以先让佩佩把眼睛闭上?
peipei: 我感觉很好,太好了!
peipei: 是不是只要我能停止想象,问题就解决了?
me: 只要你能控制住,我想是的。
peipei: 那就让我试试吧。
peipei: 我们已经走到了这里…我不能放弃。
peipei: 让我试试……抑制想象力。
peipei: 呼…
peipei: 我们来吧。
<<set $CheckTargetCount=$CheckTargetCount+1>>
<<elseif $CheckTargetCount == 1>>
//颜色不出现,一会又出现了
<<wait 2>>
me: 似乎成功了,很好……
<<UFEffect_ImageIn UFSystem>>
peipei: 啊…痛!
<<shake_camera 1 0.3 10>>
peipei: 不…不是这个颜色…
peipei: 不,根本不应该有颜色。停止。停止。停止想象,停止想象。
//<<画面波动了一下,颜色消失>>
<<UFEffect_ImageOut UFSystem>>
peipei: 停止想象……
//<<颜色慢慢重新出现>>
peipei: 好痛,呼……
<<UFEffect_ImageIn UFSystem>>
<<shake_camera 1 0.4 10>>
<<UFEffect_ImageFinish UFSystem>>
peipei: 停止想象,停止想象,停止想象,停止!
<<UFEffect_ImageOut UFSystem>>
me: 冷静,佩佩。
me: 佩佩…
peipei: 啧,现在它变得这么顽固了……
peipei: 不,医生,我想再试试。
<<set $CheckTargetCount=$CheckTargetCount+1>>
<<elseif $CheckTargetCount == 2>>
<<UFEffect_ImageIn UFSystem>>
peipei: 不!停止,停止!
<<UFEffect_ImageFinish UFSystem>>
me: 好了,快停下。
me: 不能再这样下去了。
peipei: 别用那种态度……你可是要治好我!
me: 啊?抱歉,我…… #auto_next
peipei: 你以为我是怎么走到今天的?
me: 不!我只是感觉……
peipei: 我很可怜?
me: 不… #auto_next
peipei: 医生,不要可怜我……
peipei: 它没有用。
peipei: 我必须要完成工作,证明我自己……
peipei: 学美术,做美术相关的工作……
peipei: 我还要继续画下去,我要画一辈子画!
<<shake_camera 1 0.5 10>>
peipei: 这是我选择的生活!你绝对不能让我回头,知道吗!
<<UFEffect_ImageOut UFSystem>>
peipei: 来,继续。
me: ……
me: 佩佩,你真的已经太痛苦了,不要再虐待自己了……我不想看到……
peipei: 别再用那种高高在上的语气说话了,来啊!
<<shake_camera 1.5 0.5 10>>
<<set $CheckTargetCount=$CheckTargetCount+1>>
<<elseif $CheckTargetCount == 3>>
//颜色出现
<<UFEffect_ImageIn UFSystem>>
peipei: 不!停止!
<<shake_camera 1.5 0.5 10>>
peipei: 停止想象!停止想象!停止想象!
<<UFEffect_ImageOut UFSystem>>
peipei: 都是因为你,都是因为你!我…我才……
<<UFEffect_ImageIn UFSystem>>
me: 佩佩,快停下。
<<UFEffect_ImageFinish UFSystem>>
peipei: 停止想象!停止想象…停止……
<<UFEffect_ImageAll UFSystem>>
me: 佩佩!
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。
@@ -26,6 +109,17 @@ position: 71,-93
<<SetHeat 2>>
<<switch_fix_system_to BodyModule>>
<<ShowHeatMap>>
<<endif>>
<<jump UF停止想象CheckEnd>>
===
title: UF停止想象CheckEnd
tags:
colorID: 3
group:视觉检查
position: -2052,-2351
---
<<Set_MouseMovementLockState EyeManager false>>
===
title: 降温失败的对话
position: 255,114
@@ -8,6 +8,12 @@ position: 43,-97
【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
me: 初始化掉所有的记忆,就像新生一样……
me: 如果佩佩从没见过颜色……她也就没办法想象颜色了。
me: 对她来说,世界本来就是黑白的,夕阳、绿叶……本来就是灰色的。一切本应如此。
me: 如果这样的话,那些记忆也就不会干扰UF,也不会干扰视觉了...
me: 根本……没有什么色彩可以用来想象了。
me: 这确实是……可行的。真的只能如此了吗……
<<jump 结束分析>>
===
title: 结束分析
@@ -36,7 +36,6 @@ tags:
colorID: 1
position: 33,-552
---
me: 有三个记忆……
<<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">>
+1 -1
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@@ -1,5 +1,5 @@
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externalObjects: {}
@@ -0,0 +1,22 @@
title: 进入BE结束谈话
tags:
colorID: 3
position: 251,-1150
---
<<switch_fix_system_to Clinic>>
<<character_init_new 佩佩>>
<<character_auto_blink>>
<<character_pos 佩佩背后别手>>
<<character_fade_in_new>>
【占位】:佩佩感谢你给她机会去带着色彩看一看世界,接受了现状
【占位】:她再也不记得任何颜色了
<<jump 结束BE结束谈话>>
===
title: 结束BE结束谈话
position: 275,-222
---
<<set $gameStage = "流程结束">>
<<jump Center>>
===
@@ -1,5 +1,5 @@
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externalObjects: {}
@@ -0,0 +1,100 @@
title: EmoPlugIn
tags: 待编辑
colorID: 8
position: -2,-3039
---
<<jump 检查情绪>>
===
title: SpeakPlugIn
tags: 待编辑
colorID: 8
position: 240,-2640
---
<<jump 检查语言>>
===
title: LogicPlugIn
tags: 待编辑
colorID: 8
position: 480,-3040
---
<<jump 检查逻辑>>
===
title: ColorPlugIn
tags: 待编辑
colorID: 8
position: 240,-2840
---
<<jump 检查色觉>>
===
title: MemoryPlugIn
tags: 待编辑
colorID: 8
position: 240,-3040
---
<<if $gameStage=="清除记忆色彩">>
<<jump 选择记忆清除后插记忆模块的对话>>
<<elseif $gameStage=="给佩佩自己的色觉晶圆">>
<<jump 恢复记忆色彩插线>>
<<else>>
<<jump 检查记忆>>
<<endif>>
===
title: UFPlugIn
tags: 待编辑
colorID: 8
position: 0,-2840
---
<<if $gameStage=="清除记忆色彩">>
<<jump 选择记忆清除后插记忆模块的对话>>
<<else>>
<<jump 检查UF>>
<<endif>>
===
title: EyePlugIn
tags: 待编辑
colorID: 8
position: 480,-2840
---
<<if $gameStage=="色觉校准">>
<<jump 色觉校准插线>>
<<else>>
<<jump 检查视觉>>
<<endif>>
===
title: IntoEyeView
tags:
group:视觉检查
colorID: 6
position: 244,271
---
===
title: MemoryDeepIn
tags:
---
<<switch_fix_system_to Memory>>
<<jump 记忆初始化深度>>
===
title: UFDeepIn
tags:
---
<<jump UF深入检查>>
===
title: EyeDeepIn
tags:
position: -9,21
---
<<if $gameStage=="色觉校准">>
<<switch_fix_system_to Eye>>
<<ModuleHightLight Eye false>>
<<jump 色觉校准开始>>
<<endif>>
===
@@ -0,0 +1,10 @@
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@@ -0,0 +1,22 @@
title: 进入HE结束谈话
tags:
colorID: 3
position: 251,-1150
---
<<switch_fix_system_to Clinic>>
<<character_init_new 佩佩>>
<<character_auto_blink>>
<<character_pos 佩佩背后别手>>
<<character_fade_in_new>>
【占位】:你告诉佩佩你修复了bug,让她可以看到颜色,也可以用UF完成工作了
【占位】:你送佩佩离开
<<jump 结束HE结束谈话>>
===
title: 结束HE结束谈话
position: 275,-222
---
<<set $gameStage = "流程结束">>
<<jump Center>>
===
@@ -0,0 +1,10 @@
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@@ -1,687 +0,0 @@
title: Start
tags:
colorID: 8
position: 240,-2040
---
【你把佩佩从外面弄回来】
<<indoor>>
<<jump VarsInit>>
===
title: VarsInit
tags:
colorID: 4
position: 240,-1840
---
///在这里决定这次诊疗的目标是什么,以及目标判断相关的数值
///【流程逻辑】
//如果线索板都答对了,就自动触发这个为true,这是主目标
<<declare $isFinishedClueBoard=false>>
//////↓可能gameStage=某个数完全意味着某个参数=True,但我需要这样一个唯一的参数来为一些节点导向唯一的分支
//目标阶段:1-安装UF;2-全身检查;3-分析;4-手术;5-完成手术
//TODO-讨论一下,是否需要2
<<declare $gameStage=0>>
//记录是否已经完成了UF的检查
<<declare $isFinishedUFCheck=0>>
//记录是否已经完成了视觉的检查
<<declare $isFinishedEyeCheck=0>>
//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">>
//当前步骤的填入clueName
<<declare $clueName="">>
//当前要分析的是第几个slot
<<declare $clueBoardStep=0>>
//当前要分析的slot填入的clue分类
<<declare $clueCategory="">>
//当前要分析的slot填入的cluematchCode
<<declare $clueMatchCode="">>
//上一步骤的matchCode
<<declare $previousMatchCode="">>
///【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】
//是否已经做了UF安装
<<declare $ufInstallDone=false>>
//是否已经移除了晶圆
<<declare $chipRemovalDone=false>>
//是否已知存在一个新记忆
<<declare $newMemKnown=false>>
//是否已经看过这个新记忆
<<declare $newMemSeen=false>>
//是否已经移除了自己的晶圆
<<declare $chipSelfRemovalDone=false>>
//是否已经安装上了晶圆
<<declare $chipReinstallDone=false>>
//是否产生想GE的念头
<<declare $reluctance=0>>
//是否已得出GE方案
<<declare $geKnown=false>>
//是否已经执行了GE方案
<<declare $geDone=false>>
//是否已经执行了BE方案
<<declare $beDone=false>>
//BE的执行进度:0-未执行;1-按了最开始的按键;5-全部做完了(会将gameStage设为5)
<<declare $beStage=0>>
<<jump 引入对话>>
===
title: 引入对话
tags:
colorID: 3
position: 240,-1640
---
【你被要求恢复佩佩】
【当符合条件时佩佩将恢复唤醒】
<<jump 诊断初始化>>
===
title: 诊断初始化
tags:
colorID: 3
position: 240,-1440
---
<<fade_in 0.5>>
<<load_scene 佩佩视觉模块>>
<<OpenClueBoard ClueBoard>>
<<Set_ViewVisualState ViewManager "ColorView" 1>>
<<wait 0.5>>
<<fade_out 0.5>>
<<set $gameStage=1>>
me: 先将UF装上去吧
<<jump 主维修界面 >>
===
title: AddAllClueToFavorites
tags:
colorID: 6
position: -560,-1440
---
<<generate_PunchTape ClueManager "海报" "EyeView" "liuying1-1" "红色" true>>
<<generate_PunchTape ClueManager "植物" "EyeView" "liuying1-2" "绿色" true>>
<<generate_PunchTape ClueManager "天空" "EyeView" "liuying1-3" "蓝色" true>>
<<generate_MemoryClue ClueManager "病房" "liuying1-3" "蓝色" true>>
<<generate_MemoryClue ClueManager "草地绘画" "liuying1-2" "绿色" true>>
<<generate_MemoryClue ClueManager "夕阳景色" "liuying1-1" "红色" true>>
<<generate_UFClue ClueManager UFImage can_grass_error 绿色 true>>
===
title: 主维修界面
tags:
colorID: 3
position: 240,-440
---
<<start_transition ViewManager "MainView">>
<<if visited("手术") && $isFinishedEyeCheck == -1 && $isFinishedUFCheck == -1>>
<<jump 流程结束>>
<<endif>>
// <<if $isFinishedClueBoard == true>>
// <<jump 结论>>
// <<endif>>
// 检查主目标是否完成并提供反馈
<<if $gameStage == 1>>
//当前目标:安装UF
<<elseif $gameStage == 2>>
//当前目标:进行全身检查
me: 现在又回到昨天的情况了…
me: 重新做一次分析吧。
<<jump Clueboard>>
<<elseif $gameStage == 3>>
//当前目标:分析处理方案
<<elseif $gameStage == 4>>
//当前目标:进行手术
<<if $chipSelfRemovalDone==true>>
me: 失去颜色的感慨
->安装chip
<<set $chipReinstallDone=true>>
<<elseif $chipReinstallDone==true && $geDone==false>>
me: 还差最后一步。
me: 这毕竟是外源的硬件…
me: 还需要去视觉做晶圆初始化。
<<elseif $reluctance > 0>>
me: 果然还是下不去手
<<if $beStage > 0>>
me: 这个初始化在完全完成之前都是可逆的…
<<endif>>
me: 要不再想想别的办法?
->再想想别的办法
<<jump Clueboard>>
->就还是这样
<<endif>>
<<elseif $gameStage == 5>>
//当前目标:退出
UF开始运转,佩佩正在醒来
<<if $geDone == true>>
me: 完全失去颜色感言
<<elseif $beDone == true>>
me: 色彩抹除残酷感言
<<endif>>
peipei: 苏醒
<<jump 流程结束>>
<<endif>>
===
title: ClueBoard
tags:
colorID: 3
position: -360,-1240
---
<<if $gameStage==3>>
【一通分析,最后得到还是之前的两种方案】
<<endif>>
me: 要不然,执行记忆色彩初始化,上次没能做的手术
me: 除非…我能想想有没有办法再弄一个晶圆来。
->执行记忆色彩初始
<<set $gameStage=4>>
me: 那去记忆做这个事情吧。
<<jump 主维修界面>>
->再找找办法<<if $geKnown==false>>
【可以通过检索发现可以用自己的晶圆】
<<jump Clueboard>>
->捐出自己的晶圆<<if $geKnown==true>>
me: 这意味着…我要失去自己的色觉。
me: 虽然说对医生来说,这个似乎没有那么有关系
me: 但是我真的想好了吗?
->摘除自己的色觉晶圆
<<jump 移除自己的色觉晶圆>>
->再想想
<<jump Clueboard>>
===
title: 结论
tags:
colorID: 8
position: 40,-1040
---
//现在关于切换场景的数据保存还没有完成,建议先不切场景
<<set $ufDiscussCount=4>>
<<set $eyeDiscussCount=3>>
经过分析,由于UF的专业性和权限要求很高,你的机体学指示没用,只能按照它给出的指示进行处理
它给出的指示是:执行视觉-记忆桥截断术
佩佩对于这个手术感到很焦虑;医生安慰
<<jump 手术>>
===
title: 流程结束
tags:
colorID: 8
position: 240,-40
---
总结性对话
//TODO-差一件事情没做:如果玩家进行初始化到一半了再做的晶圆安装,应该再让他取消初始化
//TODO-另外讨论:初始化按下应该在外面做还是应该在里面做?
===
title: IntoEyeView
tags:
colorID: 6
position: 840,-1640
---
<<if $isFinishedEyeCheck==-1>>
<<jump EyeCheckEnd>>
<<endif>>
<<if $isFinishedEyeCheck==0>>
<<if $eyeTargetTriggerCount == 0>>
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
<<jump FirstDialogue>>
<<else>>
<<if $currentEyeTarget == "computer">>
<<jump Eye_computer>>
<<elseif $currentEyeTarget == "poster">>
<<jump Eye_poster>>
<<elseif $currentEyeTarget == "sky">>
<<jump Eye_sky>>
<<elseif $currentEyeTarget == "plant">>
<<jump Eye_plant>>
<<endif>>
<<endif>>
<<endif>>
<<if $isFinishedEyeCheck==1>>
<<if $currentEyeTarget == "computer">>
<<jump Eye_computerAfterSurgery>>
<<elseif $currentEyeTarget == "poster">>
<<jump Eye_posterAfterSurgery>>
<<elseif $currentEyeTarget == "sky">>
<<jump Eye_skyAfterSurgery>>
<<elseif $currentEyeTarget == "plant">>
<<jump Eye_plantAfterSurgery>>
<<endif>>
<<endif>>
===
title: Eye_sky
tags:
colorID: 8
position: 840,-1240
---
//TODO-记忆表现:stage1不给进,stage2-4:能看到怪颜色,一出现就停止(被系统中止);stage5给了chip: 等待初始化的表现,没给chip:完全没色
<<set_EyeState EyeManager "CanImagineColor">>
<<EyeEffect_FadeIn EyeManager>>
<<jump EyeCheckEnd>>
===
title: Eye_computer
tags:
colorID: 8
position: 1440,-1240
---
me:这个没有生成颜色,奇怪...
<<jump EyeCheckEnd>>
===
title: Eye_poster
tags:
colorID: 8
position: 1240,-1240
---
<<if visited("Eye_poster")==false>>
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
日志:未知进程,正在从记忆非法写入,打印记忆卡...
<<generate_PunchTape ClueManager "海报" "EyeView" "liuying1-1" "红色">>
<<endif>>
<<set_EyeState EyeManager "CanImagineColor">>
<<EyeEffect_FadeIn EyeManager>>
<<jump EyeCheckEnd>>
===
title: Eye_plant
tags:
colorID: 8
position: 1040,-1240
---
<<if visited("Eye_plant")==false>>
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
日志:未知进程,正在从记忆非法写入,打印记忆卡...
<<generate_PunchTape ClueManager "植物" "EyeView" "liuying1-2" "绿色">>
<<endif>>
<<set_EyeState EyeManager "CanImagineColor">>
<<EyeEffect_FadeIn EyeManager>>
<<jump EyeCheckEnd>>
===
title: EyeCheckEnd
tags:
colorID: 3
position: 640,-840
---
<<if $isFinishedEyeCheck==-1>>
me:这里似乎没什么新的线索了
<<jump 主维修界面>>
<<endif>>
<<if $isFinishedEyeCheck==1>>
<<if $eyeTargetTriggerCount == 1>>
me:这个没问题
<<elseif $eyeTargetTriggerCount == 2>>
me:这个也没问题,看来是好了,我们离开这里吧
<<set $isFinishedEyeCheck=-1>>
<<jump 主维修界面>>
<<endif>>
<<elseif $isFinishedEyeCheck==0&&$eyeTargetTriggerCount == 3>>
me:似乎有足够的信息了,我们离开这里吧
<<SetExternalError ViewManager MemoryView true>>
<<set $isFinishedEyeCheck=-1>>
<<jump 主维修界面>>
<<endif>>
<<Set_MouseMovementLockState EyeManager false>>
===
title: End_memoryPaly
tags:
colorID: 3
position: 1840,-840
---
<<if $beStage > 4>>
me: 都结束了……
<<set $gameStage=5>>
<<jump 主维修界面>>
<<endif>>
===
title: 天空
tags:
colorID: 8
position: 1840,-1240
---
<<wait 1>>
peipei_child: 医生!看,大象!
docter: 哪里有?…啊,那朵云呀。确实很像大象喔。
docter: 但是佩佩为什么会见过大象呢?
peipei_child: 我在博物馆见过!好大好大的大象标本,有个哥哥跟我说,大象可以比房子还大!
docter: 佩佩是个很有想象力的小朋友噢。
peipei_child: 想象力…是什么?
docter: 我们的大脑里面有一个区域专门控制视觉,但是这个区域也控制想象力。
<<wait 0.5>>
docter: 佩佩以后会成为一个艺术家的。
peipei_child: 艺术家又是什么?
<<wait 0.5>>
peipei_child: 医生快看,它现在更像一个飞机啦!
<<wait 1>>
<<if $gameStage==5 && $chipSelfRemovalDone==false>>
->初始化
【画面褪色】
<<set $beStage = $beStage + 1>>
me: ……
->退出
me: 不…还是不行
<<set $reluctance = $reluctance + 1>>
<<jump 主维修界面>>
<<endif>>
===
title: 海报
tags:
colorID: 8
position: 2040,-1240
---
<<wait 1>>
unknown: 好美啊。
peipei: 嘘,别说话。
<<wait 1>>
unknown: 我们要是能一直坐在这儿就好了。
peipei: 都让你别说话。
<<wait 2>>
unknown: 我爱你。
<<wait 3>>
<<if $gameStage==5 && $chipSelfRemovalDone==false>>
->初始化
【画面褪色】
<<set $beStage = $beStage + 1>>
me: ……
->退出
me: 不…还是不行
<<set $reluctance = $reluctance + 1>>
<<jump 主维修界面>>
<<endif>>
<<jump End_memoryPaly>>
===
title: 植物
tags:
colorID: 8
position: 2240,-1240
---
<<wait 1>>
peipei: 要是工作也能画画…要是能永远画画就好了。
同学: 哈哈,可能等我们进入公司就不这么觉得了。听说进公司之后做什么都不会再快乐了。
peipei: 不会的。至少画画这件事情让我感觉到很纯粹的快乐……
peipei: 那种朝九晚五,一眼看到头的生活,我想我反而会受不了的。
同学: 哈哈……
同学: 但愿你是对的。
peipei: 我肯定是对的。
<<wait 1>>
peipei: 如果公司这么讨厌的话,我就不在那里干就好了啊!
<<if $gameStage==5 && $chipSelfRemovalDone==false>>
->初始化
【画面褪色】
<<set $beStage = $beStage + 1>>
me: ……
->退出
me: 不…还是不行
<<set $reluctance = $reluctance + 1>>
<<jump 主维修界面>>
<<endif>>
<<jump End_memoryPaly>>
===
title: OnUFViewDeepIn
tags:
colorID: 3
position: -960,-1040
---
<<if $gameStage == 1>>
->安装UF
【占位-安装UF的操作】
//这个似乎应该分3步做-安装UF、移除chip和给它安装chip
<<set $chipRemovalDone=false>>
<<set $ufInstallDone=true>>
<<set $gameStage=2>>
->等会
<<endif>>
<<jump 主维修界面>>
===
title: EmoViewDialogue
tags:
colorID: 8
position: 0,-2960
---
//第一次做检查会有对话
===
title: SpeakViewDialogue
tags:
colorID: 8
position: 240,-2560
---
//第一次做检查会有对话
===
title: LogicViewDialogue
tags:
colorID: 8
position: 480,-2960
---
//第一次做检查会有对话
===
title: ChipViewDialogue
tags:
colorID: 8
position: 240,-2760
---
//第一次做检查会有对话
===
title: MemViewDialogue
tags:
colorID: 8
position: 240,-2960
---
//第一次做检查会有对话
===
title: UfViewDialogue
tags:
colorID: 8
position: 0,-2760
---
///第一次做检查会有对话
///安装好之后会有对话
///关键:对UF的讽刺性思考
===
title: EyeViewDialogue
tags:
colorID: 8
position: 480,-2760
---
//第一次做检查会有对话
//关键:对想象力的想法
===
title: EGCViewDialogue
tags:
colorID: 8
position: 1120,-2960
---
//检视心率仪时的对话
===
title: ScreenViewDialogue
tags:
colorID: 8
position: 1120,-2760
---
//检视右侧屏幕时的对话
===
title: MessageViewDialogue
tags:
colorID: 8
position: 880,-2760
---
//检视报错信息时的对话
===
title: IndicatorViewDialogue
tags:
colorID: 8
position: 880,-2960
---
//检视报警灯时的对话
===
title: 留言
tags:
colorID: 8
position: 2440,-1240
---
peipei: 嗨!医生。又见面啦。
peipei: 你会看到这段记忆吧?我知道……我从来就没有机会逃离这一切。
peipei: 这里和我记忆里的有些不一样了。不知道是不是因为树叶有些凋落了。
peipei: 可是它们明年还会长出来,然后会再凋落,再照常长出来……永远在这座山上。
(摇树的声音,沙沙落叶)
peipei: 我们就像这些叶子,不是吗?
peipei: 无论如何,真的很感谢你,医生。你是这个地方最在乎我的人。
peipei: 太阳马上就要落下了……这里一直都这么冷吗?
peipei: 好美啊。
peipei: ……
peipei: 要是能一直坐在这儿就好了。
<<wait 1>>
me: ……
<<if visited("留言")==false>>
me: 这是…给我的。
<<set $newMemSeen=true>>
<<endif>>
<<if $gameStage==5 && $chipSelfRemovalDone==false>>
->初始化
【画面褪色】
<<set $beStage = $beStage + 1>>
me: ……
->退出
me: 不…还是不行
<<set $reluctance = $reluctance + 1>>
<<jump 主维修界面>>
<<endif>>
<<jump End_memoryPaly>>
===
title: Mem_PopupDialogue
tags:
colorID: 8
position: 1840,-1440
---
<<if $newMemSeen==false>>
<<if $newMemKnown==false>>
<<set $newMemKnown=true>>
me: 好像有一个新记忆
me: 不应该,除非是很用力记住
<<else>>
me: 这里有一个记忆…
<<endif>>
<<if $gameStage == 1 >>
me: 但是在佩佩唤醒前看不了……
me: 先把UF装上吧
<<else>>
me: 现在可以看了。
me: 让我们来看看吧……
<<jump 留言>>
<<endif>>
<<elseif $gameStage == 5>>
->执行初始化<<if $beStage==0>>
【执行了,但是有关键的需要手动处理】
<<set $beStage=1>>
<<jump Mem_PopupDialogue>>
->手动处理<<if $beStage>0>>
->退出
<<set $reluctance = $reluctance + 1>>
<<jump 主维修界面>>
<<endif>>
===
title: 移除自己的晶圆
tags:
colorID: 8
position: 40,-840
---
【移除自己的晶圆】
//TODO-画面变成黑白
【色觉还剩一点残留】
<<set $chipRemovalDone=true>>
<<jump 主维修界面>>
===
title: Eye_PopupDialogue
tags:
colorID: 8
position: 840,-1440
---
<<if $gameStage == 4 && $chipReinstallDone==true>>
//////DAY2应该是直接拿到三个记忆,不需要检索
//////<<if $Color1Recover_PeipeiTalk3 == false && $Color2Recover_PeipeiTalk3 == false && $Color3Recover_PeipeiTalk3 == false>>
me: 我需要让机器检索到关于颜色的记忆……我需要让佩佩的记忆转动起来。
me: 我需要你。佩佩,醒醒!
peipei: 医生……
//->以某种方式尝试呼唤佩佩,此处略
//佩佩说坚持住好像有点怪,是笔误么,我先注释了
// peipei: 坚持住……医生……我要……
// peipei: 坚持住。
me: 佩佩!你能听到我说话么...
peipei: ......
me: 不行,她还是太虚弱了,但是现在我真的需要她
me: 我想想,有什么能帮助唤醒她呢?
//////感觉这里玩家自己想到会更有趣,可以做个选项
me: 对了!让我们来聊聊关于颜色的回忆……
//////帮我加下逻辑:玩家应该要可以按自由顺序问,问完全部3个继续
->谈论关于红色
me: 红色……你还记得你看到的夕阳吗?有人和你说他想一直坐在那儿……
peipei: 夕阳……我该让你多说些话的……
peipei: 我好想……医生……
//////<<search_memory MemoryManager "liuying1-3">>
//////记忆里的对白需要以不同于台词的形式弹出
me: 好的……红色,我来了。
//////需要夕阳真的是红色?和美术确认——我感觉是OK的?可能是看起来很特别的夕阳
->渲染红色通道
<<hide_dialog>>
<<play_amb2_audio mem_liuying_1_dye>>
<<set_EyeColor EyeManager "red" "liuying1-1">>
me: 呃啊,我的眼睛……
<<wait 1>>
<<Set_Saturation EyeManager 0.75 1>>
me: 感觉我视野里的饱和度正在降低……
me: 这就是色觉再消失吗?这感觉太奇怪了。
me: 我得抓紧时间了,接下来是……
->谈论关于绿色
me: 绿色……记得你那次写生吗?佩佩,你说你想要一辈子都画画。
peipei: 我记得,医生……好凉爽的风……
//////<<search_memory MemoryManager "liuying1-1">>
me: 像海一样的草原,多美啊。草原上的风是什么气味的呢?
me: 等着一切都结束了…等我们休假了,我也要去那里看看。
->渲染绿色通道
<<hide_dialog>>
<<play_amb2_audio mem_liuying_2_dye>>
<<set_EyeColor EyeManager "green" "liuying1-2">>
me: 又是这种感觉。其实…还挺柔和的。
me: 呼…大概这下就不用开什么护眼模式了。
<<wait 1>>
<<Set_Saturation EyeManager 0.55 1>>
->谈论关于蓝色
me: 佩佩,想想你小时候的那个病房。你一定看了很久的云吧?你不可能忘了那扇窗户的。
peipei: 医生……我会听话的,别让我……
//////<<search_memory MemoryManager "liuying1-2">>
me: 就快结束了,佩佩。
->渲染蓝色通道
<<hide_dialog>>
<<play_amb2_audio mem_liuying_3_dye>>
<<set_EyeColor EyeManager "blue" "liuying1-3">>
me: 来吧,都来吧!我们就要成功了……
<<wait 1>>
<<Set_Saturation EyeManager 0.35 1>>
<<wait 1>>
<<hide_dialog>>
<<set_EyeState EyeManager "CanSeeColor">>
<<EyeGetColor EyeManager>>
<<set_EyeColor EyeManager "All">>
<<Set_Saturation EyeManager 0 1>>
<<endif>>
===
+117
View File
@@ -0,0 +1,117 @@
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">>
///【流程逻辑】
//统计查看记忆数目,用来判断是否收集够,这是完成主目标的必要目标
<<declare $memoryCount=0>>
//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>>
<<declare $hasUncheckedMemory=false>>
<<declare $isPeipeiBE=false>>
// //是否归还了工具
// <<declare $isReturnTool=false>>
<<declare $PlugCount=0>>
<<declare $PlugAll=false>>
///【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>>
//佩佩记忆手动初始化进度
<<declare $Memory1Fade_Peipei = false>>
<<declare $Memory2Fade_Peipei = false>>
<<declare $Memory3Fade_Peipei = false>>
///【剧情信息】
//一开始选择的UF图像
<<declare $UFPhotoID_PeipeiTalk = 1>>
//是否已经见过UF
<<declare $ufSeen=false>>
//是否已知:为什么要使用UF
<<declare $ufKnown=false>>
<<declare $ufpurposeKnown=false>>
//是否已知:色觉芯片是缺失的
<<declare $chipmissingKnown=false>>
//是否已知:佩佩的眼睛不舒服
<<declare $eyeproblemKnown=false>>
//是否已知:佩佩视觉是黑白的
<<declare $eyenocolorKnown=false>>
//是否已知:佩佩会想象出颜色
<<declare $eyecolorKnown=false>>
//是否插入过视觉产生的打孔带
<<declare $isCheckedPunchTapeFormEye=false>>
<<jump Center>>
///一些状态初始化
//没有色彩晶圆
<<Temp_RemoveChip>>
===
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>>
//也可以先查别的,但是查UF才能到下一步
<<if $gameStage == "安装UF">>
<<jump 进入安装UF>>
<<endif>>
<<if $gameStage == "全身检查">>
<<jump 进入全身检查>>
<<endif>>
<<if $gameStage == "清除记忆色彩">>
<<jump 进入记忆色彩清除>>
<<endif>>
<<if $gameStage == "看画">>
<<jump 进入看画>>
<<endif>>
<<if $gameStage == "给佩佩自己的色觉晶圆">>
<<jump 进入给佩佩自己的色觉晶圆>>
<<endif>>
<<if $gameStage == "色觉校准">>
<<jump 进入色觉校准>>
<<endif>>
<<if $gameStage == "继续清除记忆色彩">>
<<jump 进入继续清除记忆色彩>>
<<endif>>
<<if $gameStage == "BE结束谈话">>
<<jump 进入BE结束谈话>>
<<endif>>
<<if $gameStage == "HE结束谈话">>
<<jump 进入HE结束谈话>>
<<endif>>
<<if $gameStage == "流程结束">>
<<NextYarn>>
<<endif>>
===
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@@ -0,0 +1,34 @@
title: 进入佩佩开场对话
tags:
colorID: 8
position: 272,-1156
---
<<delete_line LineManager MemoryEye>>
<<wait 1>>
<<fade_in 1>>
佩佩离开后的很长一段时间,我都没有再看到她。
就在我快要忘记她时,一位不速之客拜访了我的诊所。
他递给了我一封冷冰冰的<b><size=100%><color=\#FFB200>PIP</color></b> 警告书。
佩佩已经被强制关机了以防止逃脱,我被要求找回佩佩并将她恢复工作状态,并完成工作…
否则我们两人都会进入<b><size=100%><color=\#FFB200>PIP</color></b> 。
于是,我根据线索找到佩佩记忆中的山上找到了佩佩,并将她带回了诊所……
我已经把昏迷的佩佩放入维修室
<<fade_out 1>>
me: 我就知道没那么简单……这下可闯大祸了
me: PIP……如果我真进去,就完蛋了。我没有见过一个人从PIP出来过……
me: ……可我又能做什么呢?我的病人生命垂危…那难道不是紧急状况吗?
me: ……
me: 我们还剩…三个小时。我们开始吧。
me: 坚持住,佩佩。
<<jump 结束佩佩开场对话>>
===
title: 结束佩佩开场对话
position: 275,-222
---
<<set $gameStage = "安装UF">>
<<jump Center>>
===
@@ -0,0 +1,10 @@
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@@ -0,0 +1,250 @@
title: 进入全身检查
tags:
colorID: 8
position: -449,-3574
---
<<delete_line LineManager MemoryEye>>
<<jump 高亮模块>>
===
title: 全身检查状态
position: -436,-2338
---
<<if $isFinishedUFCheck==true>>
<<jump 结束全身检查>>
<<endif>>
===
title: 结束全身检查
position: -432,-1732
---
检查完了,没有别的问题,但是要要让佩佩正常运行,还是得色彩清除
<<set $gameStage = "清除记忆色彩">>
<<jump Center>>
===
title: PlugFinished
position: 151,-2688
---
<<if $PlugCount==7>>
<<set $PlugAll=true>>
<<jump 结束全身检查>>
<<endif>>
===
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 全身检查状态>>
===
title: 检查情绪
tags: 待编辑
colorID: 8
group:插线检查
position: -47,-3242
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与情绪模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetNormal>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 平静>>
<<wait 0.1>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 7853个节点已扫描。>>
<<wait 1>>
<<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: 194,-2880
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与语言模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetNormal>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 正常>>
<<wait 0.1>>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 245个节点已扫描。>>
<<wait 1>>
<<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: 428,-3246
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与逻辑模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetNormal>>
<<MessageBoxSetText "正常">>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 9071个节点已扫描。>>
<<wait 1>>
<<if visited("检查逻辑")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Logic false>>
<<jump PlugFinished>>
<<endif>>
//待编辑
===
title: 检查色觉
tags: 待编辑
colorID: 8
group:插线检查
position: 195,-3043
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 1>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetNull>>
<<MessageBoxSetWarning>>
<<MessageBoxSetText 空>>
<<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: 195,-3243
---
<<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
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetNormal>>
<<MessageBoxSetText "正常">>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 9071个节点已扫描。>>
<<wait 1>>
<<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: -45,-3043
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与UF模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetText UF模块发生兼容性异常,需要深入查看>>
<<random_play_interaction beep_error>>
<<MessageBoxSetError>>
<<if visited("检查UF")==false>>
<<set $PlugCount=$PlugCount+1>>
【占位】:还是老问题,只能等一会儿记忆色彩清除了...
<<ModuleHightLight UF false>>
<<jump PlugFinished>>
<<endif>>
===
title: 检查视觉
tags: 待编辑
colorID: 8
group:插线检查
position: 435,-3043
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与视觉模块建立连接!>>
->检查
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetText 透镜存在使用磨损,整体透光度无异常>>
<<wait 0.1>>
<<MessageBoxSetText 对焦部分无异常>>
<<wait 0.1>>
<<MessageBoxSetNormal>>
<<MessageBoxSetText "正常">>
<<MessageBoxSetText " ">>
<<MessageBoxSetText 275个节点已扫描。>>
<<wait 0.5>>
<<if visited("检查视觉")==false>>
<<set $PlugCount=$PlugCount+1>>
<<ModuleHightLight Eye false>>
<<endif>>
===
@@ -0,0 +1,10 @@
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@@ -0,0 +1,65 @@
title: 进入安装UF
tags:
colorID: 8
position: -449,-3574
---
<<delete_line LineManager MemoryEye>>
<<fade_in 1>>
<<Temp_RemoveUFCover>>
<<Temp_RemoveUFColor>>
<<Temp_RemoveUF>>
<<switch_fix_system_to "BodyModule">>
<<fade_out 1>>
<<task_moveIn TaskManager>>
(占位)佩佩的身体元件正在怠速运行,旁边的工具台上摆着一个新的UF
<<add_task TaskManager "安装UF模块" "重新启动佩佩">>
me: 我得先唤醒佩佩,才能对她做身体检查
->唤醒佩佩
(占位)佩佩身体原件的运转速度恢复正常……
(占位)但很快又回到怠速
me: 他们是怎么远程给她的身体发这种底层指令的?
me: 这么说,公司岂不是可以让任何一个人休眠?
me: …看来是不可能不装上UF就唤醒佩佩了。
->安装UF模块
<<fade_in 1>>
<<Temp_InstallUF>>
<<fade_out 1>>
<<wait 0.5>>
me: 好像没有反应……
me: 噢,色觉晶圆还在佩佩这里
me: 难道说一定要把色觉芯片装给UF吗?
->(占位)取下佩佩的色觉芯片
<<fade_in 1>>
<<Temp_RemoveChip>>
<<fade_out 1>>
->(占位)安装给UF
<<fade_in 1>>
<<Temp_InstallUFColor>>
<<fade_out 1>>
->安装UF盖子
<<fade_in 1>>
<<Temp_InstallUFCover>>
<<fade_out 1>>
me: 佩佩,醒来吧。
peipei: 好美……
me: 佩佩?
peipei: 医生……
peipei: 我……替你……夕阳……
me: 佩佩?你能看到我吗?
peipei: 我在……
me: 佩佩,你#auto_next
peipei: 好美……医生……
(占位)佩佩昏过去了
me: 啊……是待机模式
me:是啊,如果现在直接唤醒,那不是又回到昨天的状况了吗
me: 这个状态已经足够我做一个身体检查了
me: 我会把你修好的,佩佩,你先休息一会儿吧
<<jump 结束安装UF>>
===
title: 结束安装UF
position: -432,-1732
---
<<set $gameStage = "全身检查">>
<<jump Center>>
===
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@@ -0,0 +1,48 @@
title: 进入看画
tags:
position: 43,-97
---
///可以先用思考专用黑幕,把showobj之外的部分都盖住,做一个思考阶段,把线索回顾一下
<<fade_in 1>>
<<switch_fix_system_to Clinic>>
<<fade_out 1>>
<<delete_line LineManager MemoryEye>>
【占位】:播放CG
<<fade_in 1>>
【占位】:从口袋里翻找画
【占位】:看画,画上画的是医生的眼睛
【占位】:peipei留字,看到颜色的那一刻,你的眼睛好美
<<wait 1>>
【占位】:佩佩的脸和主角的画重合,医生的眼睛突然睁大一下
me: 我是能看到颜色的。
me: 我也有…色觉芯片。
me: 如果我把我自己的色觉……取下来给她,是不是就……?
me: 如果她能看到颜色,那么可以自己画图,想象力也就稳定了...(我在胡说什么)
me: 可以…这是可行的!
me: ……冷静,好好想想。
me: 我可以继续进行色彩初始化,彻底结束佩佩的色彩想象……
me: 但佩佩也就不会再有彩色的记忆,也不会看到色彩了。
me: 我也可以将我自己的色彩模块给她,佩佩能看到颜色,就不再需要进行记忆调用了……
me: 但我的世界将成为黑白。
me: 我能承受么?
me: ……
me: 到了要做决定的时候了。
<<fade_out 1>>
->继续色彩初始化
<<set $isPeipeiBE=true>>
<<jump 结束看画>>
->把自己的色觉芯片给佩佩
<<set $isPeipeiBE=false>>
<<jump 结束看画>>
===
title: 结束看画
position: 275,-222
---
<<if $isPeipeiBE==false>>
<<set $gameStage = "给佩佩自己的色觉晶圆">>
<<endif>>
<<if $isPeipeiBE==true>>
<<set $gameStage = "继续清除记忆色彩">>
<<endif>>
<<jump Center>>
===
@@ -0,0 +1,10 @@
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@@ -0,0 +1,19 @@
title: 进入结束对话
tags:
colorID: 3
position: 251,-1150
---
<<switch_fix_system_to Clinic>>
<<delete_line LineManager MemoryEye>>
【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>>
===
@@ -0,0 +1,10 @@
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@@ -0,0 +1,58 @@
title: 进入给佩佩自己的色觉晶圆
tags:
colorID: 8
position: 272,-1156
---
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to BodyModule>>
me:先把记忆色彩清除撤销了
<<ModuleHightLight Memory true>>
===
title: 恢复记忆色彩插线
position: 275,-222
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetChecking>>
<<wait 1>>
<<MessageBoxSetText 已与记忆模块建立连接!>>
->恢复记忆色彩
<<hide_dialog>>
<<MessageBoxSetNull>>
<<MessageBoxSetText "恢复中...">>
<<MessageBoxSetText " ">>
<<wait 1>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 记忆色彩恢复完成>>
<<wait 1>>
me: 然后……
me: 也就意味着……我要为自己动手术了。
me: 呼……
me: 来吧。
<<fadeIn ScreenEffect 1>>
<<hide_dialog>>
<<flashRed ScreenEffect 0.2>>
me: 啊!啊!!啊!!!
<<flashRed ScreenEffect 0.2>>
<<hide_dialog>>
<<fadeOut ScreenEffect 1>>
me: 呼……呼……
me: 自己给自己动手术,没办法关闭痛觉呢……
me: 我的色觉还没有完全消失……它还残留在视觉的缓存上。
me: 现在,该给佩佩装上我的色觉芯片了。
->安装色觉芯片
<<fade_in 1>>
<<Temp_InstallChip>>
<<fade_out 1>>
<<jump 结束给佩佩自己的色觉晶圆>>
===
title: 结束给佩佩自己的色觉晶圆
position: 275,-222
---
<<set $gameStage = "色觉校准">>
<<jump Center>>
===
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@@ -0,0 +1,34 @@
title: 进入继续清除记忆色彩
tags:
colorID: 3
position: 246,-866
---
<<fade_in 1>>
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to Memory>>
<<delete_line LineManager MemoryEye>>
<<jump 第二次记忆清除色彩>>
===
title: 结束继续清除记忆色彩
position: 275,-222
---
<<set $gameStage = "BE结束谈话">>
<<jump Center>>
===
title: 第二次记忆清除色彩
tags:
colorID: 1
position: 33,-552
---
<<fade_out 1>>
<<PlayMemory MemoryManager true liuying3-1>>
->手动进行色彩初始化
<<ColorFadeOut MemoryManager>>
me: 抱歉……
me: 一切应该都结束了……都结束了。
<<switch_fix_system_to BodyModule>>
->重新唤醒佩佩
<<jump 结束继续清除记忆色彩>>
===
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@@ -0,0 +1,92 @@
title: 进入色觉校准
tags:
colorID: 8
position: -449,-3574
---
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to "BodyModule">>
me: 还有最后一件事情……色觉校准。
me: 去视觉模块校准对应的颜色吧。时间不多了……色觉正在减弱。
<<ModuleHightLight Eye true>>
===
title: 色觉校准插线
position: 275,-222
---
<<MessageBoxSetText 正在建立连接…>>
<<wait 0.5>>
<<MessageBoxSetNull>>
<<MessageBoxSetText 已与视觉模块建立连接!>>
->色觉校准
<<MessageBoxSetNormal>>
<<EnableDeepInButton>>
===
title: 色觉校准开始
position: 275,-222
---
<<wait 1>>
me: 我需要让机器检索到关于颜色的记忆……我需要让佩佩的记忆转动起来。
me: 我需要你。佩佩,醒醒!
peipei: 医生……
me: 佩佩!你能听到我说话么...
peipei: ......
me: 不行,她还是太虚弱了,但是现在我真的需要她
me: 我想想,有什么能帮助唤醒她呢?
me: 对了!让我们来聊聊关于颜色的回忆……
->谈论关于红色
me: 红色……你还记得你看到的夕阳吗?有人和你说他想一直坐在那儿……
peipei: 夕阳……我该让你多说些话的……
<<play_amb2_audio mem_liuying_1_dye>>
<<set_EyeColor EyeManager "red" "liuying1-1">>
me: 呃啊,我的眼睛……
<<wait 1>>
<<Set_Saturation EyeManager 0.75 1>>
me: 感觉我视野里的饱和度正在降低……
me: 这就是色觉再消失吗?这感觉太奇怪了。
me: 我得抓紧时间了,接下来是……
->谈论关于绿色
me: 绿色……记得你那次写生吗?佩佩,你说你想要一辈子都画画。
peipei: 我记得,医生……好凉爽的风……
me: 像海一样的草原,多美啊。草原上的风是什么气味的呢?
me: 等着一切都结束了…等我们休假了,我也要去那里看看。
<<hide_dialog>>
<<play_amb2_audio mem_liuying_2_dye>>
<<set_EyeColor EyeManager "green" "liuying1-2">>
me: 又是这种感觉。其实…还挺柔和的。
me: 呼…大概这下就不用开什么护眼模式了。
<<wait 1>>
<<Set_Saturation EyeManager 0.55 1>>
->谈论关于蓝色
me: 佩佩,想想你小时候的那个病房。你一定看了很久的云吧?你不可能忘了那扇窗户的。
peipei: 医生……我会听话的,别让我……
me: 就快结束了,佩佩。
<<hide_dialog>>
<<play_amb2_audio mem_liuying_3_dye>>
<<set_EyeColor EyeManager "blue" "liuying1-3">>
me: 来吧,都来吧!我们就要成功了……
<<wait 1>>
<<Set_Saturation EyeManager 0.35 1>>
<<wait 1>>
<<hide_dialog>>
<<set_EyeColorState EyeManager "CanSeeColor">>
<<EyeGetColor EyeManager>>
<<set_EyeColor EyeManager "All">>
<<Set_Saturation EyeManager 0 1>>
me: 这是完成了吗?我已经……完全看不到颜色了。
me: ……话说……
->尝试想象颜色
me: ……
me: 很好,这才是我熟悉的健康状态,看来我没有什么怪病。哈哈……
me: 我想我会怀念它的。但是…对不起,我想要治好我的病人。
<<switch_fix_system_to "BodyModule">>
->唤醒佩佩
<<jump 结束色觉校准>>
===
title: 结束色觉校准
position: 275,-222
---
<<set $gameStage = "HE结束谈话">>
<<jump Center>>
===
@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 45c1a4a37edd96a47931b87b0509f8ba
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
@@ -0,0 +1,129 @@
title: 进入记忆色彩清除
tags:
colorID: 3
position: 246,-866
---
<<delete_line LineManager MemoryEye>>
<<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>>
===
title: 结束记忆色彩清除
position: 275,-222
---
<<set $gameStage = "看画">>
<<jump Center>>
===
title: 记忆初始化深度
tags:
colorID: 1
position: 33,-552
---
<<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: 好了……都结束了。
me: ……
me: 不,好像还有一个。是最新的记忆……
->播放记忆
<<hide_dialog>>
<<PlayMemory MemoryManager true liuying3-1>>
peipei: 嗨!医生。又见面啦。
peipei: 你会看到这段记忆吧?我知道……我从来就没有机会逃离这一切。
peipei: 这里和我记忆里的有些不一样了。不知道是不是因为树叶有些凋落了。
peipei: 可是它们明年还会长出来,然后会再凋落,再照常长出来……永远在这座山上。
(摇树的声音,沙沙落叶)
peipei: 我们就像这些叶子,不是吗?
peipei: 无论如何,真的很感谢你,医生。你是这个地方最在乎我的人。
peipei: 太阳马上就要落下了……这里一直都这么冷吗?
peipei: 好美啊。
peipei: ……
peipei: 要是能一直坐在这儿就好了。
占位: 佩佩给你画了一幅画
<<wait 1>>
me: ……佩佩
me: 至少,先看看佩佩的画吧
<<jump 结束记忆色彩清除>>
<<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: 选择记忆清除后插记忆模块的对话
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 已与记忆模块建立连接!>>
->执行记忆初始化
<<hide_dialog>>
<<MessageBoxSetWarning>>
<<MessageBoxSetText "正在执行记忆色彩清除初始化……请稍候">>
<<wait 1>>
me: 对不起,佩佩…
<<wait 3>>
<<MessageBoxSetError>>
<<MessageBoxSetText "检查到只读的记忆,请进入记忆模块手动处理">>
<<wait 2>>
//屏幕: 正在执行记忆色彩初始化……请稍候
//屏幕: 警告:只读的记忆,请进入记忆模块手动处理。
me: 只读记忆?
me: ……我明白了。
me: 一定是那些让佩佩对色彩留下印象深刻的记忆。像钉子一样被钉在了那里,不希望被忘记……
me: 佩佩,该放手了。不然你就永远也无法醒来了。
<<EnableDeepInButton>>
===
@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 33da16aa742e32048977cd0c2308af0e
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
+3 -3
View File
@@ -20886,7 +20886,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!4 &1434391375
Transform:
m_ObjectHideFlags: 0
@@ -21825,7 +21825,7 @@ GameObject:
- component: {fileID: 1465407177}
- component: {fileID: 1465407178}
m_Layer: 0
m_Name: ColorModule Pic
m_Name: Color
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -21886,7 +21886,7 @@ SpriteRenderer:
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 1134468525
m_SortingLayer: 10
m_SortingOrder: 5
m_SortingOrder: 6
m_Sprite: {fileID: -1068380989386468451, guid: fd04c28739017964789d58d573f9fabb, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
+2 -2
View File
@@ -8111,8 +8111,8 @@ MonoBehaviour:
- {fileID: 11400000, guid: afc5b01ef301cc74db7cae741acad427, type: 2}
runMode: 2
firstTalkSo: {fileID: 11400000, guid: ac5ca9a66ff22ab4b9cd5adbdade6b8c, type: 2}
testTalkSo: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
saveFileName: "PeipeiDay2_\u7B2C\u4E00\u6B21\u53D1\u70ED"
testTalkSo: {fileID: 11400000, guid: 9e3b2c77ad4a9454188d458da2cf0ddd, type: 2}
saveFileName: "PeipeiDay3_\u770B\u753B"
--- !u!4 &719228339
Transform:
m_ObjectHideFlags: 0
@@ -76,6 +76,19 @@ namespace AibisDream
var _chipModule = BodyModuleSystem.FindBodyModuleByName("Color").transform.GetComponent<ChipModule>();
_chipModule.RemoveChipModule();
}
[YarnCommand("Temp_InstallUFColor")]
public static void Temp_InstallUFChip()
{
var _chipModule = BodyModuleSystem.FindBodyModuleByName("UF").transform.GetComponent<UFModule>();
_chipModule.InstallUFColor();
}
[YarnCommand("Temp_RemoveUFColor")]
public static void Temp_RemoveUFChip()
{
var _chipModule = BodyModuleSystem.FindBodyModuleByName("UF").transform.GetComponent<UFModule>();
_chipModule.RemoveUFColor();
}
[YarnCommand("SetSocketAvailable")]
public static void SetSocketAvailable(string moduleName, bool isAvailable)
@@ -7,6 +7,8 @@ public class UFModule : MonoBehaviour
{
private GameObject _ufCover;
private GameObject _ufModule;
private GameObject _ufColor;
private UFData _ufData=new ();
private void Awake()
@@ -17,6 +19,7 @@ public class UFModule : MonoBehaviour
_ufData.LoadEvent += LoadData;
_ufModule = transform.Find("Module Pic").gameObject;
_ufCover = _ufModule.transform.Find("Cover").gameObject;
_ufColor=_ufModule.transform.Find("Color").gameObject;
}
// Start is called before the first frame update
@@ -59,11 +62,31 @@ public class UFModule : MonoBehaviour
_ufData.isUFRemoved = false;
}
public void InstallUFColor()
{
if (!_ufColor.activeInHierarchy)
{
_ufColor.SetActive(true);
}
_ufData.isColorRemoved = false;
}
public void RemoveUFColor()
{
if (_ufColor.activeInHierarchy)
{
_ufColor.SetActive(false);
}
_ufData.isColorRemoved = true;
}
public void UFinit()
{
_ufModule.SetActive(!_ufData.isUFRemoved);
_ufCover.SetActive(!_ufData.isUFCoverRemoved);
_ufColor.SetActive(!_ufData.isColorRemoved);
}
@@ -83,6 +106,8 @@ public class UFData : IData
public bool isUFCoverRemoved = false;
public bool isUFRemoved = false;
public bool isColorRemoved = false;
public event Action<UFData> LoadEvent;
public void Load()
+4 -14
View File
@@ -244,26 +244,20 @@ namespace AibisDream.FixSystem
public IEnumerator Enter()
{
float duration = 0.5f;
var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
var UFSystem = FixSystemCenter.SystemDic.Get<UFSystem>();
var EyeSystem = FixSystemCenter.SystemDic.Get<EyeSystem>();
// 先切BodyModule
if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule))
{
yield return MainUIController.Instance?.FadeInSync(0.5f);
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(CameraEnum.UF);
yield return MainUIController.Instance.FadeInSync(duration);
UFSystem.OpenUFView();
EyeSystem.OnEnter();
yield return MainUIController.Instance.FadeOutSync(duration);
}
public IEnumerator Exit()
@@ -293,9 +287,7 @@ namespace AibisDream.FixSystem
// 先切BodyModule
if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule))
{
yield return MainUIController.Instance?.FadeInSync(0.5f);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
yield return MainUIController.Instance?.FadeOutSync(0.5f);
}
//打开盖子
@@ -305,9 +297,9 @@ namespace AibisDream.FixSystem
bodyModuleSystem.ResetPlug();
// 切换相机
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Eye);
yield return MainUIController.Instance.FadeInSync(duration);
yield return MainUIController.Instance?.FadeInSync(0.5f);
eyeSystem.OnEnter();
yield return MainUIController.Instance.FadeOutSync(duration);
yield return MainUIController.Instance?.FadeOutSync(0.5f);
}
public IEnumerator Exit()
@@ -341,9 +333,7 @@ namespace AibisDream.FixSystem
// 先切BodyModule
if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule))
{
yield return MainUIController.Instance?.FadeInSync(0.5f);
yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule);
yield return MainUIController.Instance?.FadeOutSync(0.5f);
}
yield return memorySystem.DropMemoryProjector();
@@ -351,7 +341,7 @@ namespace AibisDream.FixSystem
bodyModuleSystem.ResetPlug();
// 相机聚焦到目标位
yield return CameraKit.Instance.SwitchCamera(CameraEnum.Memory);
yield return MainUIController.Instance.FadeInSync(duration);
yield return MainUIController.Instance?.FadeInSync(0.5f);
memorySystem.OnEnter();
yield return MainUIController.Instance.FadeOutSync(duration);
}
@@ -364,7 +354,7 @@ namespace AibisDream.FixSystem
memorySystem.OnExit();
memorySystem.CloseMemoryView();
yield return MainUIController.Instance.FadeOutSync(duration);
yield return memorySystem.PullMemoryProjector();
memorySystem.PullMemoryProjector();
}
}
}
@@ -0,0 +1,77 @@
{
"fixDataContainer": {
"ClueData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"punchTapeFavorites": []
},
"AibisDream.ClinicData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"characterName": null,
"faceName": null,
"poseName": null,
"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": true
},
"UFData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isUFCoverRemoved": false,
"isUFRemoved": false,
"isColorRemoved": false
}
},
"floatDict": {
"$memoryCount": 0.0,
"$PlugCount": 7.0,
"$chipDiscussCount": 0.0,
"$ufDiscussCount": 0.0,
"$eyeDiscussCount": 0.0,
"$memDiscussCount": 0.0,
"$emoDiscussCount": 0.0,
"$logicDiscussCount": 0.0,
"$speakerDiscussCount": 0.0,
"$UFPhotoID_PeipeiTalk": 1.0,
"$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": 1.0,
"$Yarn.Internal.Visiting.检查UF": 1.0,
"$Yarn.Internal.Visiting.记忆": 0.0,
"$Yarn.Internal.Visiting.EmoPlugIn": 0.0,
"$Yarn.Internal.Visiting.SpeakPlugIn": 0.0,
"$Yarn.Internal.Visiting.LogicPlugIn": 0.0,
"$Yarn.Internal.Visiting.ColorPlugIn": 0.0,
"$Yarn.Internal.Visiting.MemoryPlugIn": 0.0,
"$Yarn.Internal.Visiting.UFPlugIn": 0.0,
"$Yarn.Internal.Visiting.EyePlugIn": 0.0,
"$Yarn.Internal.Visiting.检查记忆": 1.0
},
"stringDict": {
"$gameStage": "BE结束谈话"
},
"boolDict": {
"$isFinishedUFCheck": false,
"$isFinishedEyeCheck": false,
"$hasUncheckedMemory": false,
"$isPeipeiBE": true,
"$PlugAll": true,
"$Memory1Fade_Peipei": true,
"$Memory2Fade_Peipei": true,
"$Memory3Fade_Peipei": true,
"$ufSeen": false,
"$ufKnown": false,
"$ufpurposeKnown": false,
"$chipmissingKnown": false,
"$eyeproblemKnown": false,
"$eyenocolorKnown": false,
"$eyecolorKnown": false,
"$isCheckedPunchTapeFormEye": false
},
"curSceneKey": "PeipeiFixScene",
"curTalkSceneSo": "PeipeiDay3",
"fixState": 3,
"fixStateArgs": ""
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: b64fc58f6f520314ebb154b5aeece144
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,77 @@
{
"fixDataContainer": {
"ClueData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"punchTapeFavorites": []
},
"AibisDream.ClinicData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"characterName": null,
"faceName": null,
"poseName": null,
"hasDevice": false,
"isShow": false
},
"EyeData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"currentState": 0
},
"ChipData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isChipRemoved": false
},
"UFData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isUFCoverRemoved": false,
"isUFRemoved": false,
"isColorRemoved": false
}
},
"floatDict": {
"$memoryCount": 0.0,
"$PlugCount": 7.0,
"$chipDiscussCount": 0.0,
"$ufDiscussCount": 0.0,
"$eyeDiscussCount": 0.0,
"$memDiscussCount": 0.0,
"$emoDiscussCount": 0.0,
"$logicDiscussCount": 0.0,
"$speakerDiscussCount": 0.0,
"$UFPhotoID_PeipeiTalk": 1.0,
"$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": 1.0,
"$Yarn.Internal.Visiting.检查UF": 1.0,
"$Yarn.Internal.Visiting.记忆": 0.0,
"$Yarn.Internal.Visiting.EmoPlugIn": 0.0,
"$Yarn.Internal.Visiting.SpeakPlugIn": 0.0,
"$Yarn.Internal.Visiting.LogicPlugIn": 0.0,
"$Yarn.Internal.Visiting.ColorPlugIn": 0.0,
"$Yarn.Internal.Visiting.MemoryPlugIn": 0.0,
"$Yarn.Internal.Visiting.UFPlugIn": 0.0,
"$Yarn.Internal.Visiting.EyePlugIn": 0.0,
"$Yarn.Internal.Visiting.检查记忆": 1.0
},
"stringDict": {
"$gameStage": "HE结束谈话"
},
"boolDict": {
"$isFinishedUFCheck": false,
"$isFinishedEyeCheck": false,
"$hasUncheckedMemory": false,
"$isPeipeiBE": false,
"$PlugAll": true,
"$Memory1Fade_Peipei": true,
"$Memory2Fade_Peipei": true,
"$Memory3Fade_Peipei": true,
"$ufSeen": false,
"$ufKnown": false,
"$ufpurposeKnown": false,
"$chipmissingKnown": false,
"$eyeproblemKnown": false,
"$eyenocolorKnown": false,
"$eyecolorKnown": false,
"$isCheckedPunchTapeFormEye": false
},
"curSceneKey": "PeipeiFixScene",
"curTalkSceneSo": "PeipeiDay3",
"fixState": 3,
"fixStateArgs": ""
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 20f29845164333c469f6bb7763305e99
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,76 @@
{
"fixDataContainer": {
"ClueData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"punchTapeFavorites": []
},
"AibisDream.ClinicData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"characterName": null,
"faceName": null,
"poseName": null,
"hasDevice": false,
"isShow": false
},
"EyeData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"currentState": 1
},
"ChipData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isChipRemoved": true
},
"UFData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null": {
"isUFCoverRemoved": false,
"isUFRemoved": false,
"isColorRemoved": false
}
},
"floatDict": {
"$memoryCount": 0.0,
"$PlugCount": 0.0,
"$chipDiscussCount": 0.0,
"$ufDiscussCount": 0.0,
"$eyeDiscussCount": 0.0,
"$memDiscussCount": 0.0,
"$emoDiscussCount": 0.0,
"$logicDiscussCount": 0.0,
"$speakerDiscussCount": 0.0,
"$UFPhotoID_PeipeiTalk": 1.0,
"$Yarn.Internal.Visiting.检查视觉": 0.0,
"$Yarn.Internal.Visiting.检查情绪": 0.0,
"$Yarn.Internal.Visiting.检查逻辑": 0.0,
"$Yarn.Internal.Visiting.检查语言": 0.0,
"$Yarn.Internal.Visiting.检查色觉": 0.0,
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