Merge branch '音频美术优化' into 'develop'

替换资源和音频

See merge request aibis-dream/aibis-dream!159
This commit is contained in:
2024-12-30 14:42:13 +00:00
8 changed files with 26 additions and 10 deletions
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@@ -215,13 +215,15 @@ colorID: 8
position: 942,543
---
peipei:我的画……到底要怎么受欢迎呢?
戴纯金雕塑的男人: 让我来告诉你吧,你听说过摩尔定律吗?
戴纯金雕塑的男人: 只要短裙的长度少1厘米,粉丝的数量就会翻倍噢!
//多加点一本正经的胡说八道!
戴纯金雕塑的男人: 孩子,你听说过裙摆摩尔定律吗?
戴纯金雕塑的男人: 裙子的长度每减少1机厘,粉丝的数量就会翻倍
戴纯金雕塑头的男人: 同理,还有胸臀万有引力定律!胸部和臀部的半径每加大1机厘,对眼球的吸引力就会呈指数增长。
peipei: 这是……谁说的?
戴纯金雕塑头的男人: 是著名的机体物理学家沃德·牛孜说的。
peipei:可是……
戴纯金雕塑头的男人: 这是时代潮流,孩子,加入它吧
peipei:可是我画的是半身图
戴纯金雕塑头的男人: 呃……那就加大胸部!欧~~派~~~~
戴纯金雕塑头的男人: 孩子,它和我送给你的UF模块一样,都是一份 供你选择的礼物
戴纯金雕塑头的男人: 你可以不用,但这是时代的潮流
戴纯金雕塑头的男人: 从今以后,你的同事们都会逐渐接受它的。
<<if visited("UF绘图2")==false>>
<<set $memoryCount+=1>>
<<endif>>
@@ -216,6 +216,7 @@ position: 238,-441
peipei:医生……我的头……好烫……
me: 该死,得赶快给她降温!
<<ShowHeatMap>>
<<random_play_interaction cooler_in>>
<<add_task TaskManager "给佩佩降温">>
<<endif>>
<<elseif $isFinishedEyeCheck!=-1&&$PlugAll==true>>//没检查视觉,但是全身都插了
+3 -1
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@@ -4,6 +4,7 @@ using UnityEngine.EventSystems;
using UnityEngine.UI;
using DG.Tweening;
using System.Numerics;
using AibisDream;
public class ClueSlotBase : MonoBehaviour, IDropHandler
{
@@ -56,7 +57,8 @@ public void OnDrop(PointerEventData eventData)
currentClueItem = clueItem;
isOccupied = true;
punchTapeImage.enabled=true;
punchTapeImage.rectTransform.DOAnchorPosY(-473f,2f)
AudioManager.RandomPlayInteraction("punchtape");
punchTapeImage.rectTransform.DOAnchorPosY(-473f,4f)
.OnComplete(() =>
{
punchTapeImage.enabled=false;
@@ -84,7 +84,8 @@ public class HeatMapController : MonoBehaviour
Debug.Log("降温成功");
heatmapGameobject.GetComponent<DraggableUI>().isDone = true;
float duration = 2f;
SetTemptureSmooth(0,duration);
SetTemptureSmooth(0,duration);
AudioManager.RandomPlayInteraction("cooler_cooling");
yield return new WaitForSeconds(duration);
DialogController.Instance.StartDialogNode("降温成功");
bodyModuleSystem.OnCooling();
+3
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using Yarn.Unity;
using AibisDream;
[System.Serializable]
@@ -123,6 +124,8 @@ public class ParallaxManager : MonoBehaviour
void Start()
{
AudioManager.PlayAmb1Audio("amb_subway");
AudioManager.PlayAmb1Audio("music_subway");
// 初始化记录的值
Color color = sisterSpriteRender.color;
color.a = 0;
@@ -3,6 +3,7 @@ using RainbowArt.CleanFlatUI;
using Yarn.Unity;
using System.Collections;
using DG.Tweening;
using AibisDream;
public class WindowManager : MonoBehaviour
{
@@ -30,6 +31,7 @@ public class WindowManager : MonoBehaviour
[YarnCommand("OpenSingleButtonWindow")]
public IEnumerator OpenSingleButtonWindow(string title, string description, bool ispanelActive = true)
{
AudioManager.PlayMemoryAudio("ui");
bool isConfirmed = false;
singleButtonWindowPrefab.transform.GetChild(0).gameObject.SetActive(ispanelActive);
@@ -48,6 +50,7 @@ public class WindowManager : MonoBehaviour
[YarnCommand("OpenMutiSingleButtonWindow")]
public IEnumerator OpenMutiSingleButtonWindow(string title, string description, int number)
{
AudioManager.PlayMemoryAudio("ui");
bool isConfirmed = false;
singleButtonWindowPrefab.transform.GetChild(0).gameObject.SetActive(false);
@@ -66,6 +69,7 @@ public class WindowManager : MonoBehaviour
[YarnCommand("OpenProgressWindow")]
public IEnumerator OpenProgressWindow(string title, string description, float duration)
{
AudioManager.PlayMemoryAudio("ui");
progressWindowPrefab.TitleValue = title;
progressWindowPrefab.DescriptionValue = description;
float currentProgress = 0;
+3
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@@ -5,6 +5,7 @@ using TMPro;
using Yarn.Unity;
using System.Linq; // 添加这个 using 语句
using DG.Tweening;
using AibisDream;
public class TaskEntry
@@ -39,6 +40,7 @@ public class TaskManager : MonoBehaviour
[YarnCommand("task_moveIn")]
public void Task_moveIn()
{
AudioManager.PlayMemoryAudio("task_inout");
pos.DOAnchorPosY(-170f,1f);
}
@@ -46,6 +48,7 @@ public class TaskManager : MonoBehaviour
[YarnCommand("task_moveOut")]
public void Task_moveOut()
{
AudioManager.PlayMemoryAudio("task_inout");
pos.DOAnchorPosY(175,1f);
}