diff --git a/Assets/Editor/Script/SystemHasDataEditor.cs b/Assets/Editor/Script/SystemHasDataEditor.cs index 9155ab933..bc3bc1d96 100644 --- a/Assets/Editor/Script/SystemHasDataEditor.cs +++ b/Assets/Editor/Script/SystemHasDataEditor.cs @@ -9,11 +9,13 @@ namespace AibisDream.SystemEditor { private int _selectedIndex; private string _inputText = ""; + private string[] _options; public override void OnInspectorGUI() { // 获取目标对象 SystemHasData example = (SystemHasData)target; + _options = example.GetDataKeyOptions(); // 绘制默认的 Inspector DrawDefaultInspector(); @@ -21,14 +23,14 @@ namespace AibisDream.SystemEditor GUILayout.Label("数据加载与保存"); // 绘制下拉选择和输入框 EditorGUILayout.BeginHorizontal(); - int newIndex = EditorGUILayout.Popup(_selectedIndex, example.GetDataKeyOptions()); + int newIndex = EditorGUILayout.Popup(_selectedIndex, _options); _inputText = EditorGUILayout.TextField(_inputText); EditorGUILayout.EndHorizontal(); if (newIndex != _selectedIndex) { _selectedIndex = newIndex; - _inputText = example.GetDataKeyOptions()[newIndex]; + _inputText = _options[newIndex]; } // 保存按钮 diff --git a/Assets/Plugins/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset b/Assets/Plugins/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset index e907cc735..fb230e02e 100644 --- a/Assets/Plugins/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset +++ b/Assets/Plugins/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset @@ -2,20 +2,24 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2180264 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: LiberationSans SDF Material m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3} - m_ShaderKeywords: + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 1 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -67,6 +71,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _Ambient: 0.5 - _Bevel: 0.5 @@ -148,6 +153,7 @@ Material: - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} + m_BuildTextureStacks: [] --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 @@ -165,15 +171,16 @@ MonoBehaviour: materialHashCode: 462855346 m_Version: 1.1.0 m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75 - m_SourceFontFile_EditorRef: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, - type: 3} + m_SourceFontFile_EditorRef: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3} m_SourceFontFile: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3} m_AtlasPopulationMode: 1 m_FaceInfo: + m_FaceIndex: 0 m_FamilyName: Liberation Sans m_StyleName: Regular m_PointSize: 86 m_Scale: 1 + m_UnitsPerEM: 0 m_LineHeight: 98.8916 m_AscentLine: 77.853516 m_CapLine: 59 @@ -189,18 +196,45 @@ MonoBehaviour: m_StrikethroughOffset: 18 m_StrikethroughThickness: 6.298828 m_TabWidth: 24 - m_GlyphTable: [] - m_CharacterTable: [] + m_GlyphTable: + - m_Index: 2204 + m_Metrics: + m_Width: 43 + m_Height: 51 + m_HorizontalBearingX: 11 + m_HorizontalBearingY: 49 + m_HorizontalAdvance: 65 + m_GlyphRect: + m_X: 10 + m_Y: 10 + m_Width: 43 + m_Height: 51 + m_Scale: 1 + m_AtlasIndex: 0 + m_ClassDefinitionType: 0 + m_CharacterTable: + - m_ElementType: 1 + m_Unicode: 9835 + m_GlyphIndex: 2204 + m_Scale: 1 m_AtlasTextures: - {fileID: 28268798066460806} m_AtlasTextureIndex: 0 m_IsMultiAtlasTexturesEnabled: 0 m_ClearDynamicDataOnBuild: 1 - m_UsedGlyphRects: [] - m_FreeGlyphRects: + m_UsedGlyphRects: - m_X: 0 m_Y: 0 + m_Width: 62 + m_Height: 70 + m_FreeGlyphRects: + - m_X: 0 + m_Y: 70 m_Width: 511 + m_Height: 441 + - m_X: 62 + m_Y: 0 + m_Width: 449 m_Height: 511 m_fontInfo: Name: Liberation Sans @@ -313,15 +347,21 @@ Texture2D: Hash: 00000000000000000000000000000000 m_ForcedFallbackFormat: 4 m_DownscaleFallback: 0 + m_IsAlphaChannelOptional: 0 serializedVersion: 2 - m_Width: 0 - m_Height: 0 - m_CompleteImageSize: 0 + m_Width: 512 + m_Height: 512 + m_CompleteImageSize: 262144 + m_MipsStripped: 0 m_TextureFormat: 1 m_MipCount: 1 m_IsReadable: 1 + m_IsPreProcessed: 0 + m_IgnoreMipmapLimit: 0 + m_MipmapLimitGroupName: m_StreamingMipmaps: 0 m_StreamingMipmapsPriority: 0 + m_VTOnly: 0 m_AlphaIsTransparency: 0 m_ImageCount: 1 m_TextureDimension: 2 @@ -335,9 +375,11 @@ Texture2D: m_WrapW: 0 m_LightmapFormat: 0 m_ColorSpace: 0 - image data: 0 - _typelessdata: + m_PlatformBlob: + image data: 262144 + _typelessdata: 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a/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn +++ b/Assets/Resources/Yarn/ShitouFunctional1/ShitouFunctional1.yarn @@ -1,4 +1,4 @@ -title: Start +title: Start tags: colorID: 8 position: 242,-2378 @@ -25,6 +25,8 @@ position: 242,-2378 === + + title: VarsInit tags: colorID: 4 @@ -43,8 +45,6 @@ position: 241,-2149 <> -//是否检查过心脏 -<> //是否知道可以换滤板 @@ -128,42 +128,45 @@ position: 250,-1874 <> <> -shitou: 幸福诊所~幸福诊所~来到幸福诊所~病痛都离开我…… #line:0438add -(敲门声) #line:07a94a6 -shitou: 您好!这是咱园区的员工诊所吗? #line:0c107da +shitou: ♫~幸福诊所~幸福诊所~来到幸福诊所~病痛离开我~♫…… -me: 是的。看来我们来了一个音乐家? #line:0ebea4f +<> +<> + +shitou: 您好!医生…这是咱园区的员工诊所吗? + +me: 是的。看来我们来了一个音乐家? <> <> <> <> +//<> -shitou: 亲爱的医生~谢谢你夸奖~可我不是艺术家~也没有才华~🎵 #line:0d6aa75 -shitou: 音乐是我的爱好~送货是我的工作~🎵~石头是我的名字~幸福园区~我的家~🎵 #line:001e8d2 -shitou: 清晨睁眼他便出门~送货送到傍晚时分~🎵~他不怕辛苦不怕累~只恨没有翅膀~也不能飞~🎵 #line:061b3b1 -shitou: 更快~更快~更快~~再多的烦恼也抛到脑外~只要他的双腿跑的更快~🎵! #line:0624f67 -shitou: 医生,听说咱诊所能让我跑得更快? #line:058459b +shitou: 嘿嘿…俺不是什么艺术家嘞! +shitou: 俺只是一个公司滴送货员~石头! +shitou: 音乐是我的爱好~送货是我的工作~♫ +shitou: 石头是我的名字~幸福园区~我的家~♫ +shitou: 医生!听说咱诊所能让我跑得更快?~ +shitou: ♫~销售大赛越来越近~积压的单子越来越多~ +shitou: 更快~更快!只要他的双腿跑的更快~♫ -me: 你好~快乐的送货员~我可以~…可以~…… #line:0777aad -me: 算了,唱歌真的不是我的强项。 #line:04c34b1 -me: 我可以帮你做一些检查和调整,但我不能保证会“跑得更快”。 #line:034f4a3 +me: 你好~快乐的送货员~我可以~…可以~…… +me: 算了。唱歌真的不是我的强项。 +me: 一个想药跑得更快的送货员吗…嗯…… +me: 我可以做一些检查,但不一定让你“跑得更快”。 -shitou: 啊!我还以为…可以来这里调理身体嘞!… #line:056989d +shitou: 医生,我不明白哩! +shitou: 没有那种…吃了就跑得快的药吗?我就是想跑得快点哩! -me: 调理?那当然是可以的。 #line:0e7d768 -me: 理论上,我能处理你的“健康”,但不一定能让你“更快”。 #line:0cd2c27 -me: 毕竟这里是一个诊所,不是改造车间。 #line:00765db +me: (和病人解释这些…一时半说不明白啊。) +<> +me: 我们按流程来吧。我先给你做些检查,看看有什么影响速度的因素。 -shitou: 医生~调理完我的身体~我就能~重新快到飞起~🎵!不是这样么,医生? #line:03f2694 +shitou: 好,谢谢嘞…谢谢医生! +shitou: 那…医生,检查费贵吗?…我,口袋空空~但我,快乐好多~♫ -me: (和病人解释这些…一时半说不明白啊。) #line:0d5db9d -me: 这样吧。我先给你做检查,看怎样能让你跑得更快。 #line:0e85ced - -shitou: 医生,检查费贵吗? #line:0872250 -shitou: 我,口袋空空~但我,快乐好多~ #line:0b3fcf9 - -me: 放心,检查不收钱。我们直接开始吧。 #line:025bff1 +me: 放心,检查不收钱。我们直接开始吧。 <> <> @@ -181,29 +184,27 @@ position: 240,-1440 <> -shitou: 医生~不好意思~每次拆面板我都很害怕!你介意我~放声高歌吗? #line:01b850e +shitou: 医生~不好意思~每次拆面板我都很害怕!你介意我~放声高歌吗? -me: 没关系,其实你一直在唱歌。 #line:00c62ae +me: 没关系,其实你一直在唱歌。 -shitou: 啊!我们活在幸福镇的庇佑下~再多烦恼~只要工作~统统没掉~ #line:0cb1d44 +shitou: 啊!富足的生活~靠勤奋的双脚~美好的未来~在等我们~♫ <> -<> +<> +<> -me: 检查一下他的身体,评估一下有什么能对他的速度造成影响吧。 #line:0a6bd80 -me: 影响速度的…最直接的应该就是动力系统了。除此之外还会有什么呢…… #line:0542abe +me:检查所有模块,收集对运动速度造成影响的因素吧。 +<> +<> +拖动屏幕右侧检修终端上的插头,至每个模块的绿色插口上,运行检查 -//<> -//<> -//<> - -<> - -<> <> - <> + +<> + === @@ -213,13 +214,19 @@ me: 影响速度的…最直接的应该就是动力系统了。除此之外还 title: 主维修界面 tags: colorID: 3 -position: 206,-1006 +position: 211,-1006 --- //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) //检查阶段 + <> - <> + <> + <> + 所有的模块都检查过了。 + <> + <> + <> <> //检查后对话阶段 @@ -242,131 +249,222 @@ position: 206,-1006 -title: 第一次检查(临时) +title: 检查_肺 tags: colorID: 8 -position: -237,-1007 +position: -629,-965 --- -<> - - 好的…该检查的应该已经检查过了。 #line:01ae363 - <> - <> -<> -// ->检查呼吸系统(肺) -// <> -// ->检查动力系统(心) -// <> -// ->检查循环系统(肝) -// <> -// ->检查消化系统(胃) -// <> -// ->结束检查<> -// <> -// <> -=== - - - - -title: 第一次检查_肺 -tags: -colorID: 8 -position: -595,-1288 ---- -气体循环系统,为动力系统供气。 #line:0c63a81 -->整体状态 #line:079ab72 - 功能非常健壮,看起来经常运动。 #line:0cb422d -->检查滤板 #line:08ac4a7 - <> - 进气管道内非常浑浊,动力系统需要运转到非常高的速度才能造成这么严重的积碳。 #line:08fb5ff - <> - 进气管道内很浑浊。他的动力系统过于强劲,这套基础的呼吸系统承受了过大的压力…… #line:0142b88 +<> +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> <> - me: 滤板脏到这种程度…他的呼吸应该很吃力吧。 #line:0097314 - me: 更换滤板应该可以帮助他跑得更快。不过效果比较有限…主要还是会让他呼吸舒服一点。 #line:0e25809 - <> -->返回 #line:0b55cf7 - <> -<> -=== - - - - -title: 第一次检查_心 -tags: -colorID: 8 -position: -609,-1099 ---- -机体的能源模块,将机体的燃料转化为电能/机械能,驱动机体和内部模块运转。 #line:0342c84 -me: 石头的能源系统是被改造过的…这是为了用于为肢体提供高速动力的型号,非常强劲。 #line:0a28db8 -me: 不过这么强劲的动力系统…也会需要同样高级的各种模块配套。 #line:0c4b2cf -->检查进气压力 #line:013c114 - 目前压力设置偏低,这意味着石头能跑出的速度上限偏低,但这也让他体感更轻松。 #line:0f428a5 - me: 可以重新调整压力值来提高石头的最高速度…提升会很大。 #line:0a867c9 - me: 不过,这会给他带来更大的机械负担。 #line:0d607e5 - <> -->整体状态 #line:082dd3e - 模块似乎被经过了很多次拆卸,推测进行了了多次改装。 #line:0168a34 -->检查外壳上的伤痕 #line:0b68142 - 外表有明显的伤痕,似乎从内部炸开过,并经过了修复。 #line:0205f5a -->返回 #line:066a5fe - <> -<> -=== - - - - -title: 第一次检查_胃 -tags: -colorID: 8 -position: -594,-907 ---- -机体的物质和燃料摄入、储藏模块。 #line:0747ab5 -->检查最近摄入燃料 #line:0c54d51 - 机体体内的燃料纯度很低,能提供的动力较慢。 #line:022942f - me: 如果摄入更高纯度的燃料,他可以跑得快很多……这会是一条有效的建议。 #line:0ca5bd7 - <> -->检查最近摄入物质 #line:0a3a36e - 机体最近摄入的食物成分非常简单而健康,全是基础款罐头。 #line:0147296 -->返回 #line:01dcaeb - <> -<> -=== - - - - -title: 第一次检查_肝 -tags: -colorID: 8 -position: -603,-754 ---- -冷却液循环的处理中枢,让模块保持良好的运行状态。 #line:05f0f98 -->整体状态 #line:0b4a52b - 冷却液过于浑浊,循环系统当前压力很大。 #line:020cd0a - <> - 原因可能有很多…但如果提高他的速度,循环系统压力只会更大。 #line:02fecf4 + <> + <> + <> + <> + <> + <> + ->分析 + <> + <> + <> + <> + <> + me: 嗯。你的运动非常充足…应该说有点过于频繁了。 + me: 这里的催化滤板已经严重积碳了,呼吸应该很吃力吧。 + shitou: 吃力?哪里有嘛!我可是我们组唱歌最响亮的喔! + me: 确实。听你刚才唱歌的样子,也一点不带喘的。 + <> + 不过,那么强劲的动力,配上这么简陋的换气……积碳也不奇怪了。 + <> + <> <> - 这可能是因为动力系统过于强劲…也可能是因为别的什么原因。 #line:0adbe14 - 如果提高他的速度,循环系统压力只会更大。 #line:046d04e + me: 换气系统的滤板积碳很严重…但他看起来似乎没有呼吸困难的情况。 <> - <> -->检查冷却液 #line:09c14e5 - 冷却液很新,推测不久前彻底换过,通常大修才会换到这种程度。 #line:0de9a29 - <> -->返回 #line:0ac3880 - <> +->结束 +<> +=== -<> - me: 有点奇怪…新换的冷却液理应比较干净才对。 #line:0c1700a - me: 这意味着患者可能最近摄入了大量的药物…… #line:0a53ea4 - <> -<> -<> + + +title: 检查_心 +tags: +colorID: 8 +position: -643,-776 +--- +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + ->分析 + <> + <> + <> + <> + <> + me: 嗯…这个动力系统很特别…是提供高速动力的特殊型号,动力很强劲。 + me: 看起来…这种型号可以通过调整进气压力来提高上限速度。这或许会是病人想要的。 + <> + me: 等会,这是?…我得再确认下…… + <> + <> + <> + <> + <> + <> + <> + <> + me: 这台系统是…4年前出厂的?看起来怎么跟用了十几年似的?…… + me: 有比较严重的磨损、松动,甚至能看到伤痕。这么严重的使用痕迹…这家伙…是上过火星吗? + shitou: 我倒是想嘞!医生,你别看它现在灰头土脸的,过去刚装上的时候,它可是比火箭还快嘞! + me: 嗯…我甚至怀疑,再提高进气压力,这个引擎会不会散架…… + <> + <> + me: 这套动力系统型号很高级,可以调整进气压力来提高上线速度…… + me: 不过就它的使用情况来看,我对此表示担忧。 + <> +->结束 +<> +=== + + + + +title: 检查_胃 +tags: +colorID: 8 +position: -628,-584 +--- +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + ->分析 + <> + <> + <> + <> + <> + me: 看起来这个模块没有什么太大得问题…算是个好消息。 + me: 嗯…你最近都吃了些啥? + shitou: 当然是幸福牌~罐头!医生。 + me: 只有罐头? + shitou: 罐头还不够好嘛!医生,推销员说这一罐罐头就能满足所有需要,不用换食! + me: 怪不得…内容物这么单一。 + <> + <> + me: 石头最近摄入的食物十分单一,都是最基础款的罐头。 + <> +->结束 +<> +=== + + + + +title: 检查_肝 +tags: +colorID: 8 +position: -637,-431 +--- +<> +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + ->分析 + <> + <> + me: 这是… + <> + <> + <> + <> + <> + <> + <> + me: 这可不是什么好消息…你的冷却液也太稠了。你有多久没做过透析了? + shitou: 啊…有好久啦。不过,前不久我才全部换过呀! + me: 换过? + me: 对。中央医院的医生说我的冷却液几乎全换过一遍了。 + me: 我查查…… + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + me: ……看起来你没说谎,冷却液确实很新。但也确实很浑浊…… + shitou: 医生,冷却液…太黏稠……是什么意思? + me: 简单来说,你的冷却液太“脏了”。有的药物会造成这种结果,也有可能是模块的持续高强度运转。 + me: 总之这个状态,不做一次透析的话,是会有生命危险的…更别说继续提高速度了。 + <> + shitou: 好的,好的… + <> + <> + me: 他的冷却液太黏稠…不论是否提高速度,都必须做一次透析。 + <> +->结束 +<> === @@ -377,14 +475,12 @@ tags: colorID: 8 position: 626,-329 --- +<> <> -me: 来分析一下有什么可以提高他的速度吧…… #line:0426d14 +<> + + //<> -医生对石头的身体指标进行了分析,得出了以下结论: #line:0de6454 -1. 可以建议患者更换纯度更高的油料 #line:0ead41d -2. 可以调整患者心脏的数值,但会带来更高的身体负担,需要平常更多休息 #line:05208e3 -3. 更换肺部滤板,不过效果也比较有限,主要是提高患者生活质量 #line:00afa10 -另外,患者的冷却液过于浑浊,出于健康考虑,提高速度之后需要进行透析 #line:0334de5 <> === @@ -393,76 +489,190 @@ tags: colorID: 8 position: 627,-80 --- -me: (供患者选择的方案已经列出来了。不过最让我担心的是这个改造过的心脏……) #line:023aa1e -me: (他的各个身体模块负担都很大,这可能都是这个被改造得过于强劲的心脏带来的。) #line:073613b +shitou: 医生,检查完成了?那是不是…可以开药啰! +me: 还不行,石头。有一些比速度更严重的问题。 +me: 你的动力系统疲劳,换气系统积碳严重,循环系统里的冷却液都快稠成番茄酱了…… +<> +me: 这一切,都有可能是由于你强劲动力系统的长期高强度工作造成的。 +me: 你有没有感觉最近运动比较乏力?喘不上气? +shitou: 乏力…喘不上气?那肯定没有嘞。我是组里连续5届的运输模范哩! +shitou: 医生,我每天哼着小曲,在街上跑货,好得很,开心得很! +shitou: 我就只是想跑得再快些嘛……现在单子多喽,接不过来了。 -shitou: 医生,怎么样?现在是不是要给我做手术嘞? #line:0bfd454 - -me: 还没到那一步。有些事情我必须要先和你说明白。 #line:07d5828 -me: 你是什么时候开始对心脏做改造的? #line:0457d28 - -shitou: 啊?…不好意思,我没听明白,医生!心脏…你是说引擎噻?不就是入职的时候送的嘛! #line:0898570 - -me: 送的? #line:0b4930f - -shitou: 啊!我第一次到站点报到的时候就说了要改造,要装一个引擎,那就装嘛! #line:0f03c3e -shitou: 装上了引擎~我跑得飞快~在唱点小曲儿~岂不美哉~🎵 #line:033cb63 -shitou: 后边我又自己做了一些升级啊什么的。引擎嘛!我吃饭的家伙,肯定要强劲些嘛! #line:0b43d65 - -me: (免费装?有这回事吗…) #line:051bfcb -me: 好吧,总之…通俗地说,你的心脏太强劲了,给很多身体模块造成了负担。 #line:0b45e21 - -shitou: 太强劲…反而是负担?…听不懂,医生。 #line:0a8adfe - -me: 这些负担反过来对你的心脏动力造成了阻碍,让你没办法跑得更快了。 #line:0c068cf - -shitou: 啊?那也就是说…也就是说…… #line:0ec1290 -shitou: 我跑得太快…身体吃不消了? #line:0ffb8f2 - -me: 你理解得还是很快嘛。 #line:0eba829 - -shitou: 那也没得办法嘛… #line:0834870 -shitou: 我是来想办法跑得更快的…只有跑得更快,我才能赚积分,才能更健康是不是噻! #line:000b7cb -shitou: 我还以为可以好简单…没有吃了就能跑得更快的药吗? #line:0135f79 - -me: …没有。 #line:072a0c4 -me: 有三种方法可以让你跑得更快,你也可以全都做。 #line:016f4ba -me: 最好的方法是,换用更纯的油料。你的燃料提供的动力就会更高。 #line:0ccf0c6 - -shitou: 更纯的…医生你是说,更贵的?我没得那么多积分嘛……到时候跑一天赚的积分都不够吃油的。 #line:05813bf - -me: 是贵,不过这是最健康的方式了。 #line:0c9cda0 -me: 第二种是,更换肺部的空气滤板。你的肺部积太多碳了。这些碳让你进气不太充分,引擎动力就打了折扣。 #line:029cf64 -me: 不过换这个能提升的动力不多,主要是碳太多会让机体不舒服,影响生活质量。 #line:0c16d33 - -shitou: 那不用咯!站点有送3次免费换滤板,我就不在你这里换咯,坚持到后年再到站点换。 #line:0714b8f - -shitou: 我跑货的,哪有什么不舒服?跑得太慢了~反倒不舒服~ #line:074142d - -me: 那就只有最后一种办法了…你的心脏压力系统目前压力偏低,重新校准一下可以跑出更高的速度上限。 #line:041fb06 - -shitou: 压力…校准…你老说这些我听不懂嘛!这个不贵吧,医生? #line:07bd1e0 - -me: 不贵…不过这需要你经常休息,不然身体的压力只会更大…… #line:02271d1 - -shitou: 好!要得,那我就好好休息。那还等什么?医生,我们来吧。 #line:0ba5340 +me: 但是如果继续提高速度,你的身体很有可能会不堪重负。 +shitou: 趁着年轻多跑点货,未来才有更好的生活嘛!没事的。 +me: …… +shitou: 哎呀,医生~行行好,行行好…… +<> +<> +me: 好吧。但在最后,你要做个冷却液透析。你的循环系统指标已经到临界值了。 +shitou: 好嘞!医生,只要能提速,什么都听你的~! <> <> -<> + +shitou: 医生…不是要开药嘛? +me: 没有这种万能药。要提高速度,只能调整你的动力系统进气压力。 +shitou: 原来是这样……还是医生懂嘞,谢谢医生! + +<> === -title: 调速(临时) +title: 调速进入对话 tags: -position: -204,339 +position: -94,431 --- + <> -医生对引擎压力进行调试,提高了石头的最高速度 #line:0ef464a -调试期间,石头看起来有些吃力 #line:0a6b1b9 +<> + +me: 好,这就是动力系统的内部了。这东西我还是第一次用…… +me: 先测试一次当前能达到的最高速度吧。 +控制油门把手,将速度提到最高并保持一段时间。提高速度的同时,需要将转速保持在合适的区间。 +=== + + + + +title: 调速popup-过速 +description: 教学:玩家在初始档位进行第一次调速时,如果转速过高而掉速,弹此对话 +tags: +position: -379,527 +--- +<> +<> + me: 啊…速度上升得太快,掉速了。看来我不能一直捏着油门。 + me: 我需要在提速的同时把转速保持在合适的区间…… +<> +=== + + + + +title: 调速popup-掉速 +description: 教学:玩家在初始档位进行第一次调速时,如果转速不足而掉速,弹此对话 +description: +tags: +position: -379,366 +--- +<> +<> + me: 掉速了…我的速度上升得太慢了,看来得把油门捏得再久一些。 + me: 我需要在提速的同时把转速保持在合适的区间…… +<> +=== + + + + +title: 调速popup-初次调速完成 +description: 玩家在初始档位完成一次调速才发布目标:调整进气档位,完成逻辑: +tags: +position: -373,833 +--- +<> +<> + shitou: 呼!跑到最高速的感觉真好! + me: 好,80……看来这就是现在的最高速度了。 + shitou: 不过这还不够!医生,帮我把最高速度提高到至少100吧! + me: 好的…那么,现在该调整进气档位了。 + 调整进气档位,保证最高速度高于100。 +<> +=== + + + + +title: 调速popup-调整进气档位 +description: 玩家碰进气档位的时候-在第一次调速完成之前不允许碰 +tags: +position: -377,689 +--- +<> + <> + me: 这是动力系统的进气调节阀…现在处在2档,意味着进气量比较低。 + me: 调高它可以提高石头的最高速度,不过在这之前,先测试一下石头当前的最高速度吧。 + <> + me: 先测试一下石头当前的最高速度吧。 + <> +<> +=== + + + + +title: 调速popup-1档调速完成 +tags: +position: -920,1023 +--- +<> +<> + shitou: 嗯?医生…这就完啦? + me: 现在的最高速度是…62。这个档位对你的身体负担倒是很小…… + shitou: 但是这个速度太慢了,我根本没办法跑货啦! +<> +=== + + + + +title: 调速popup-3档调速完成 +tags: +position: -660,1031 +--- +<> +<> + shitou: 呼…… + me: 好的,现在最高速度有…104。这样应该够了吧? + shitou: 太厉害了,医生,你动动手指就帮我处理好啦! + shitou: 那是不是说…这个速度还可以继续提高? + <> + me: 理论上是的…但我不能这么做。现在对你的循环系统负担已经很大了。 + <> + me: 不能再继续提高了,你的循环系统现在还承担不起更重的负担。 + <> + shitou: 明白了,明白了…医生。那104就104吧! + ->退出 + <> + <> +<> +=== + + + + +title: 调速popup-4档调速完成 +tags: +position: -386,1034 +--- +<> +<> + shitou: 啊……呼,呼…… + me: 怎样,有些吃力了么? + shitou: 不累!医生。哇,我还没跑到过这个速度嘞! + me: 最高速度已经来到了……128。这已经太高了。 + me: 石头的冷却液还太稠,根本跑不动这么热的循环负担… + me: 我需要把进气阀档位再降低一些。 +<> +=== + + + + +title: 调速popup-5档调速完成 +tags: +position: -134,1033 +--- +<> +<> + shitou: 呜呼!医生,我跑到了多少?我感觉得有160! + me: 现在的最高速度是…94,没有达到100。 + me: 看来这个进气量并不是越高越好啊…… +<> === @@ -472,47 +682,44 @@ title: 完成调速对话 tags: position: 208,775 --- -me: (他的心脏到底是经历了什么?为什么看起来这么破破烂烂的……) #line:0304232 -me: (总之…眼下他的身体负担太重了,必须还要做一次冷却液透析才行。) #line:0549e42 +me: 好了,试试吧,走两步。 +shitou: 感觉好不一样!感觉动起来好~轻~松~! -me: 好了,试试吧,走两步。 #line:0a072c3 +<> +<> -shitou: 感觉好不一样!我觉得浑身~都有力! #line:0199270 +shitou: 喔喔~哈哈! +<> +me: 别在诊室里乱跑! -<> -石头瞬间跑出视野 #line:02b1fbb +<> +<> +<> -shitou: 喔喔~哈哈! #line:06c39fa +shitou: 不好意思,医生~你说跑两步,我就一下子没收住…… -me: 别在诊室里乱跑! #line:03fb0b5 +me: …我说的是走两步,没让你跑两步。 -<> -石头瞬间跑回来 #line:079f2b1 +shitou: 是,是,不好意思,医生…… +shitou: 医生…你比中央医院的医生还厉害!有你帮忙,我今天肯定多能跑好多单~♫…… -shitou: 不好意思,医生…你让我跑两步,我就一下子没收住…… #line:09292e8 +me: 这样真的能行吗…感觉刚才测试的时候你已经有点吃力了。 -me: …我让你走两步,没让你跑两步。 #line:04a5519 +shitou: 吃力?哪里的话,医生! +shitou: 我在我们站连续连续拿过5届运输标兵嘞,这点压力,不要紧的! -shitou: 是,是,不好意思,医生…… #line:02a3c08 -shitou: 医生…你太厉害咯!只花积分一点点~就跑得快好多~🎵…… #line:0038a82 -shitou: 我真是来对咯!本来还以为小诊所做不了什么大事情哩!太厉害了,医生! #line:001073a +me: 好吧…既然你这么说了。 +me: 那在你走之前,我们把冷却液透析做了吧。 -me: 不过你还不能走,还有透析要做。 #line:0b92c14 +shitou: 医生,这个透析…是个啥东西?还要花钱的不? -shitou: 透析?干嘛用的…医生?我还急到去跑货…可以先不做吗? #line:042b422 - -me: 你的冷却液已经稠得像泥一样,几乎不再有冷却效果了。透析可以让你的冷却液恢复性状,不同的透析剂还有不同的附带效果… #line:0f2bc2a -me: 你自己可以不在乎,但如果不做透析,用这么高的速度跑货,可能今晚引擎就会炸掉。 #line:0678bad - -shitou: 炸,炸掉?…那太吓人了!医生,那还是不要炸掉比较好。 #line:0515118 -shitou: 来嘛,咋做?我听说像以前人类…打吊桶那样? #line:0f79a97 - -我: 你说的是吊瓶……不过确实有点像。 #line:0c0ad20 - -我: 只是我们机体需要把身体里的冷却液抽出来,在透析机里和注射透析剂发生反应,再输回去。 #line:00cb563 - -我: 你的状况…需要打三瓶澄清型才能行。让我看看给你第一瓶打什么… #line:0a67075 +me: 不用,这个是算在基础医保里的。 +me: 我和你说过,你的冷却液太粘稠了,用久了的冷却液都会这样。 +me: 透析可以让你的冷却液恢复流动性。不同的透析剂还有不同的附带效果。 +shitou: 噢?这不就是我说的药嘛!有没有那种…可以让我跑得更快的? +me: 我说过,你不能再快了。 +<> <> === @@ -525,11 +732,12 @@ position: 208,775 --- <> <> +<> shitou: 呼,好凉!医生,麻烦调慢点! #line:067c094 me: 还没开始呢。 #line:0b38a88 <> me: (我需要找一瓶透析剂装上……任何一种澄清型的都行。) #line:01badc3 -<> +<> === @@ -618,79 +826,71 @@ title: 透析对话1 tags: position: 1053,497 --- +【【启动透析机】】 +【【透析机开始工作】】 -shitou: 医生…你说透析让我感觉压力小一些?但我咋没感觉到呢…… #line:0ecddad - -me: 才刚开始打呢。而且,是让你的身体模块负担小一些,不只是你感受上舒服些。 #line:0ece83b -me: 等吧。打完三管…你就可以走了。…感觉怎样,透析痛不痛? #line:0fde4ac - -shitou: 完全不痛~医生,你太厉害啦!你比那些机体医院的医生厉害多咯~ #line:063077f -shitou: 我躺那里,他们只会不停地说什么静养啊…“补液”啊的,整完一通,我反倒更慢了。 #line:028f27a - -<> -<> - -me: …… #line:0c388a5 -me: 手术? #line:0882254 +shitou: 呼!我感觉…一下子~轻松了好多! +shitou: 医生,太厉害啦!你比中央医院的医生厉害多咯~ +shitou: 就是…我还以为会有那种~吃了就能跑得快的药。没想到~还是有点麻烦滴! <> <> -shitou: 啊?医生,你说啥,我听不懂。 #line:05a2763 +me: 你最近都没有休息好吧? +shitou: ……哎呀…医生,我啥都被你看出来了。 +shitou: 休息得其实还是挺好的!就是休息得有点少~ +shitou: 这几天趁着单子多,每天捉摸只有三四个小时睡得。 +me: 剩下的时间…都在跑货吗? +shitou: 那肯定啦!不过中间还是有休息的~
劳逸结合嘛,我懂的! +me: 这样是不行的,你至少每天要有六个小时的睡眠。 +me: 这样少的睡眠…你的身体根本没有时间恢复。你的动力系统已经很疲惫了。 +me: 尤其是你的循环…#auto_next +shitou: 明白,明白的啦!医生…我听你的就是!
休息,休息~ +me: … +me: 这随便你。
我只能告诉你,这样的强度下去,你的循环系统没有两年就烧穿了。 -me: 你一直在说机体医院…你去机体医院做了什么? #line:01b071f -me: 你不是一直都嫌贵吗,为什么会跑到机体医院去? #line:0303127 - - -shitou: 啊…医生。 #line:04a22cd -shitou: 是小问题啦…我前段时间…跟人撞了。 #line:0e75024 -shitou: 把引擎给撞坏了…修了挺久的。这个他们说只能在机体医院修。 #line:0fd5bb6 - -me: 为什么一开始不跟我说? #line:0979972 - -shitou: 对不起嘛,医生…我以为这两件事情没有关系。 #line:0a786c4 - -me: 你怎么撞的? #line:0fdd5ac - -shitou: 是他跟我撞了嘛,不是我撞的他。 #line:07bb908 -shitou: 我从一个岔路口跑上主路,和主路交汇嘛,我肯定就往左观察是不咯。 #line:0507517 -shitou: 路口有个好大的广告牌,刚好把视线全部挡住。我就降低速度,一直盯到左边嘛… #line:08dbd11 -shitou: 结果谁想到嘛!他是逆行从右边跑过来的。 #line:06fb359 -shitou: 我回过头来看到他那一瞬间,我脑袋里面就想,坏咯。 #line:06c1298 -shitou: 然后一下子我就不知道自己在哪里了。 #line:05a01ee -shitou: 我跑这么快,从来没飞起来过。这还是我第一次飞上天嘞! #line:013f8ef -shitou: 然后我就发现,我怎么忽然躺在地上了嘞?耳朵什么都听不到,能看到的东西全都在转! #line:0f568e0 -shitou: 哇,我从地上爬起来,满地都是手啊脚的…… #line:007b244 -shitou: 我还以为是我的嘞!还好到处一摸,全都在,我竟然一个都没少!不然就贵咯…… #line:08b2804 -shitou: 我感觉是因为我速度慢,所以撞到力度就没那么大。 #line:04ac804 -shitou: 我就赶紧到处看,刚才那个人咧? #line:0a29180 -shitou: 我转了两圈,满地都是零件和冷却液,找不到人在哪里。 #line:0242551 -shitou: 这个时候我耳朵才恢复过来,听到好像有人在说话,不过一会就不说了。 #line:05e2d40 -shitou: 我走过去看,发现是个头! #line:0375237 -shitou: 我就捡起来看…就是刚才那个人,他对到我一直眨眼睛,嘴巴好像还在说话,不过已经没声音了。 #line:08ace8a -shitou: 我想有个头应该还能修噻,就想去拦车… #line:07fbac0 - -me: 修不了了。 #line:031fea0 - -shitou: 我当时不知道嘛!我看到车来就想跑去拦,才跑两步就感觉心口好痛好痛! #line:0be3d02 -shitou: 痛到不行,我停下来也一直痛,腿一软就躺到地上了。 #line:05e4d2a -shitou: 那辆车没看到我,它开过去,把那些零件哗——撞得到处都是! #line:06bd154 - -// 表现注射结束 <> -<> +<> + +shitou: 医生~
要是不跑快一些,搞不好都撑不到两年喽! + <> -<> -<> -<> -// 表现完成 -shitou: 医生,是不是打完啦?还是蛮快的嘛! #line:0729090 +me: 什么…? + +<> +<> + +shitou: 医生~我还有贷款要还呢。 + +me: 贷款? + +shitou: 是滴,这一年要还15万积分嘞。 + +<> +<> + +me: 15…万?你背了这么多贷? +me: 所以…其实你要跑得更快,就是为了还贷。 +你做了什么改装吗?还是…啊…… +me: …是你的动力模块。这下我明白了。 + +shitou: 还得是你是医生哩~一下子就猜到了! +shitou: 哎呀… +shitou: 这个模块可是我的宝贝嘞!有了它,每天能多跑不少货~ + +me: 但是…为了赚回买它花的钱,搞不好你要先把它用坏了。 +me: 到时候身体里面全是老旧的模块…也只不过刚好把贷还完。 + +【提示一瓶打完】 + +shitou: 医生,没那么夸张啦。 + +me: …… +me: 我先给你换第二瓶。 + +<> -me: …… #line:07e3304 -me: 我先给你换第二瓶。 #line:06f6769 -<> -<> === @@ -700,73 +900,59 @@ title: 透析对话2 tags: position: 1047,760 --- -me: 好了。 #line:014dfb5 +me: 好了。 -shitou: 嗯…医生,确实感觉舒服多了嘞! #line:0e03679 -shitou: 比在大医院打得好多了。我一睡着那个机器就开始嘀嘀嘀响,烦的不行。 #line:0f2b786 +shitou: 啊~舒服嘞!好久没有这么舒服过喽~ +shitou: 我觉得我有动力今晚再跑20单…把来看病的时间补回来! +shitou: 医生,太谢谢你了~这也太值了! -me: 那个不是透析机,是心率仪。 #line:06f6070 -me: 所以,你应该是伤到了心脏?除了心脏呢,医生怎么说? #line:0dc2215 +me: 一般来说…每天你要跑多少单? -shitou: 哈哈,他说我特别抗造,除了心脏,只有一点皮外伤。 #line:0d915d4 -shitou: 可惜啊…我这个心脏是花了好多功夫改装的…以前可厉害咯! #line:0bac3c5 -shitou: 不过那个兄弟就可惜了…撞成那样,不知道有没有救回来。他要是不贪那点路程…… #line:099c699 -shitou: 不过其实那条路我也经常跑,我也晓得他为什么这么跑。 #line:0a7b817 -shitou: 这个路对向是没有机行道的。本来路设计出来就是给大车跑的嘛! #line:0167086 -shitou: 要不逆行的话,从改造路那边绕一大圈上天桥,多花七八分钟,一来一回就是15分钟了。 #line:05567b1 +shitou: 不好说嘞~有的时候少,有的时候多! +shitou: 少的时候一天可能有五六十…
最近单子多,每天都有至少一百单! +shitou: 像最近这种单多的时候,
我们都不回家睡觉,就在站点凑和~ +shitou: 这样每天就能节省点时间,
多跑一些,尽快把单全送完~ -me: 救不回来的。你看到的时候已经死了。那些只是BIOS还没完全断电的反射行为。 #line:0724391 +me: 那我提高速度之后,
每天你就可以少跑些了,留时间来休息。 + +shitou: 那不行嘞,医生!
那我肯定要更勤快点跑嘛!还有那么多单子等着我~ <> <> -me: …… #line:0a0dc17 - -shitou: 哎~我们跑货的,都是说不好的噻! #line:02a48fc -shitou: 清晨睁眼他便出门~送货送到傍晚时分~🎵~他不怕辛苦不怕累~只恨没有翅膀~也不能飞~🎵 #line:01dbf24 -shitou: 圆圆的大地~方方的天~大道的尽头看不见~🎵~他不觉得辛苦不觉得累~因为有朋友在身边~🎵 #line:092dbbf -shitou: 医生,现在我们就是朋友啦! #line:0d8ef4b +me: 好吧,我只是告诉你需要多休息。你的身体部件老化得很快。 <> <> -me: ……所以,你的心脏刚刚经过了一场大修。 #line:0087bcb -me: 这就是为什么心脏上有那么多痕迹…为什么冷却液这么浑浊… #line:05b553b +shitou: 现在跑货确实没有以前容易了。 +shitou: 以前刚开始跑货的时候…一单能赚差不多十几积分。 +shitou: 近两年单价掉了些,不过一单也有六七分。 + +me: 六七分…一天按最少的60单…… <> <> -me: …和为什么压力调得那么低。 #line:09dca76 +me: 也只是…刚好够还贷啊。 +me: 怪不得你每天都吃得那么简单…… -<> +shitou: 哎呀,上面说了嘛!单价的下降只是技术性调整~ +shitou: 我们幸福园区嘛,未来肯定是越来越大,越来越好的~ +shitou: 现在不是弄销售大赛嘛!现在单价虽然少了,但是单量多了嘛! +shitou: 只要多跑点,其实和之前赚的差不了多少啦~ -me: …… #line:078c0a0 -me: 那我岂不是… #line:0e590d4 +me: 但是…你每天跑得就更多了啊。 -// 表现注射结束 -<> -<> -<> -<> -<> -<> -// 表现完成 +shitou: 不打紧,我还有这个超强的~动力模块! +shitou: 每天跑个百来单,完全不是问题~ -shitou: 又打完一瓶了?真快呀! #line:0360212 +【【提示一瓶打完】】 -me: 别急,我需要重新评估一下……#auto_next #line:0bcd9df +shitou: 又打完了?你别说,还真有效嘞!现在感觉比之前精神多了~ +me: 该打最后一瓶了。 -shitou: 你不要调回来了,医生。 #line:0f8def0 - -<> -<> - -shitou: 哎呀!你帮我把最后一瓶打上吧,我一会告诉你为什么。 #line:0bf5443 - -me: …… #line:0679563 -me: 哎,好吧。 #line:0cb5d15 -<> -<> +<> === @@ -776,83 +962,75 @@ title: 透析对话3 tags: position: 1041,1033 --- -me: 好了,这是最后一瓶了。 #line:0d95c6f -me: 你最好能给出一个对你自己负责任的理由。 #line:049399a -me: 你这样子下去…身体肯定扛不住的。 #line:0920457 -<> -<> - -shitou: 医生,我修这个心脏,医保不保的。 #line:0092877 - -me: 所以? #line:0d24213 - -shitou: 医保只保了我的外伤什么的修复,心脏属于我个人改装的,不在医保范围内… #line:01e55a8 -shitou: 医生说保费范围内,只能帮我换成基础的心脏。 #line:05ad3a4 -shitou: 但是我还要跑货的嘛…没有这个高级心脏…我还怎么跑货嘛。 #line:08bdc1e -shitou: 那边有一个医生跟我说我可以签一个协议,借一笔钱,够我修好这个心脏… #line:0674a68 - -me: 医疗贷款? #line:0a4987f - -shitou: 对的,他就是这么说的…… #line:01946cb - -me: 你借了多少积分? #line:02e9c6f - -shitou: 32万积分。 #line:0d0643e - -me: 利率多少? #line:0b1016b +shitou: 呼!我感觉…一下子~轻松了好多! <> <> -shitou: 百分之七。 #line:0fad969 +shitou: …… +shitou: 如果你担心的话,医生…… +shitou: 我想告诉你!我喜欢我的工作~ -me: …… #line:00db4ca -me: 这也太高了。你怎么会… #line:008c58f -<> -me: 你就不能装那个普通的心脏吗?慢一点又会怎样呢…… #line:0c50ea5 +me: 喜欢? -shitou: 哎呀…医生…还好啦!我不晓得吗?钱没了,可以再赚嘛! #line:0e9f273 -shitou: 只不过现在跑货实在是越来越难咯! #line:05571c4 -shitou: 我们现在跑一天的货,根本就存不下来多少积分。 #line:0143f7c -shitou: 油料,保养,生活……哪一样不要花积分? #line:02b6143 -shitou: 是能省点就省点…但是现在靠省,根本省不下来啊! #line:0855ddf -shitou: 我以前刚刚开始跑货的时候,一单能赚差不多十几积分,后来单价一直掉,现在一单只有七八分了。 #line:0635589 -shitou: 有的人存一个月下来,不仅没多,去掉吃穿用度,还有倒扣的! #line:0173b55 -shitou: 还好我跑得快,跑得多,每个月基本都能存点。 #line:0e0688e -shitou: 假如说这个心脏没了,要以后像这样下去,每单可能会掉到只有两三分了。 #line:0f6a6c8 -shitou: 我要是没有这个高级心脏,到时候跑单也不行了,日子才苦嘞…都不知道怎么熬! #line:02f4ee0 -shitou: 我肯定要把这个心脏保住先。多跑点单,等把借的积分赶紧还完,才能轻松嘛。 #line:0aa3467 +shitou: 对呀! +shitou: 每天出门,朝阳洒在身上,跑起来的风吹在脸上~ +shitou: 看两边的高楼大厦里的人逐渐醒来,马路上的人都有各自的地方要去…… +shitou: 每当这种时候我就觉得…说不出来的开心!我就忍不住想唱歌。 +shitou: 这个城市这么大,还有好多我没去过的路呢! +shitou: 圆圆的大地~方方的天~大道的尽头看不见~♫ +shitou: 黑色的森林连成片~小小的人儿~在里面~♫ -me: …… #line:035dda6 -me: 也就是说,你保住这个高级心脏是为了应对未来的困难… #line:0768180 -me: 而且要是我给你把速度调回去了,反而影响你还款了。 #line:01ccdd2 +me: 一般来说…在诊所里,大家不会有这么好的心情。 +me: 你的心态倒是很好。 -shitou: 对嘛!医生就是聪明,哈哈! #line:0718070 -shitou: (唱歌) #line:0ef66b0 +shitou: 医生…不过是辛苦点~没什么不开心的嘛! +shitou: 日子要朝前看嘛!
装了它,至少每天还有进账,就有希望嘛! +shitou: 不装的话,没得跑货,没得进账~基本的希望都没得了! +shitou: 现在背点贷,累点……但是只要能一点一点赚起,日子就有盼头,你说对不对! -// 表现注射结束 -<> -<> -<> -<> -<> -<> -<> -// 表现完成 +me: …… +me: 我不知道。 +me: 不过…至少好过被回收了。 -shitou: 医生,打完啦~哇,感觉确实舒服多了!(甩动双腿) #line:0c06a29 -shitou: 那我就先走咯? #line:05e7e7c +shitou: 嗨呀,那个是…谁都说不准的。咱只能埋头干活,啥也别想~ +shitou: 清晨睁眼他便出门~送货送到傍晚时分~♫ +shitou: 他不怕辛苦不怕累~只恨没有翅膀~也不能飞~♫ +shitou: 宽宽的大道~长长的街~红黄的灯流不停歇~♫ +shitou: 他不觉得辛苦不觉得累~只要有朋友在身边~♫ +shitou: 医生,现在我们就是朋友啦! -me: …你走吧。不过—— #line:0846c2f -me: 你要明天回来复查。 #line:04c3f39 +me: 作为朋友,我希望你每天能好好休息。 +me: 虽然我也知道…不太可能。 -shitou: 好,好……医生,真是太感谢你啦! #line:0a0017d +【提示一瓶打完】 + +me: 最后一剂打完了。感觉如何? + +shitou: 感觉确实舒服多了,(甩动双腿)多亏了医生! +shitou: 医生,谢谢你啦!我会好好休息的。 +shitou: 那我就先走咯? + +me: …你走吧。不过—— +me: 明天要回来复查。 + +shitou: 好嘞,我走啦! +me: 不客气…再见。 <> -me: 不客气…再见。 #line:082866e +<> +<> + +me: 怎么又回来了? +shitou: 嘿嘿… +shitou: 忘了说,谢谢你啦!医生~ + +<> + +me: 哈哈…不客气。 <> diff --git a/Assets/Resources/Yarn/ShitouFunctional2/Event.yarn b/Assets/Resources/Yarn/ShitouFunctional2/Event.yarn index 2ed03142e..2d6ec943f 100644 --- a/Assets/Resources/Yarn/ShitouFunctional2/Event.yarn +++ b/Assets/Resources/Yarn/ShitouFunctional2/Event.yarn @@ -5,6 +5,9 @@ position: -359,-46 <> === + + + title: HeartPlugIn descrption: 插入心时触发 position: -79,-46 @@ -12,6 +15,9 @@ position: -79,-46 <> === + + + title: LiverPlugIn descrption: 插入肝时触发 position: 204,-46 @@ -19,9 +25,115 @@ position: 204,-46 <> === + + + title: StomachPlugIn descrption: 插入胃时触发 position: 470,-51 --- <> === + + + + +title: 破损齿轮插入 +descrption: 每个破损齿轮每次插入都会触发,具体怎么处理先交给yarn +--- +<> + <> +<> +=== + + + + +title: 齿轮系统状态变化 +--- + +<> + <> + me: 好啦!这下修好了。 + shitou: 我感觉…动力…都…回来啦!! +<> + +<> + //$discIdx是唱片齿轮插入的轴的序号,1-3意味着插入的是目标的三个轴,0是其他轴 + me: 这就是我觉得长得很奇怪的那些齿轮…这是什么? + me: 像很久以前的那种什么东西…放在一个盘子上,转起来会发出音乐的… + me: …唱片? + shitou: 啊~哈哈!医生,你竟然认得唱片!想必你也是音乐~爱好者! + me: 我记得好久以前…我曾经是摇滚乐爱好者……在它被禁止以前。 + <> + shitou: 嗨呀~不是以前说什么“摇滚乐已死”嘛!被禁止,反而才说明它活过来啦。 + shitou: 你可别告诉别人喔~这可是我的得意改装!我从小!就喜欢音乐!可惜我~五音不全。 + shitou: 工作后一攒够钱!我就买了一直心念念的~Walkman~JukeB0X,音乐~唱片机! + shitou: 我找人把它改装进了动力模块里边~这样我就可以一边跑货~一边跟着我最喜欢的旋律唱了~ + <> + <> + shitou: 不过今天它就一直没响起来过…不知道咋回事。 + <> + me: 变速箱已经修好了,我想你可以试试。 + <> + me: 等修好这个变速箱就应该可以了。 + <> +<> + +<> + <> + shitou: 音乐,来吧! + <> + <> + <> + shitou: 多么美好的时光啊…… + <> + <> + me: 一提到音乐,他就恢复精神了啊。 + <> + <> + me: 好了,完成了!我们结束吧。 + <> + <> + shitou: 医生,让我们再听一会吧! + <> + <> + me: 也好。 + shitou: 太好啦。医生!和朋友~分享音乐~是最快乐的事情啦! + shitou: 这张唱片是我好多年前在地摊淘的呢。现在社会发展~太快啦!都找不到这种地摊啦。已经绝版咯! + me: 这种唱片机我也很久没见过了。你不说,我还真认不出来。 + shitou: 我们这种人呀,没有什么爱好!听点音乐~唱唱歌~就是最开心的事情啦! + ->再听一会 + <> + <> + me: 我还蛮羡慕你的。 + shitou: 对吧?大家都这么说~ + shitou: 嗨呀~其实现在大家都愁眉苦脸的,其实没啥好担心的嘛! + shitou: 就算担心,我们又能做啥嘞?大家都说社会咋样咋样…但是它不是一直都不好嘛! + shitou: 生活怎么可能没有困难呢?苦一苦,熬一熬,啥困难都会过去的嘛! + me: …但有的事情……好像只是在越变越差。 + shitou: 医生,谁知道明天会怎样呢?谁又知道是明天还是后天,还是什么时候,坏事才发生呢? + shitou: 要是有什么东西注定要发生,那就让它发生吧! + shitou: 在这之前~只要能开心一天,那为什么不开心一天呢? + shitou: 只要每天睁开眼睛,我还能看见太阳,还能听见音乐,就没什么可担心的~ + <> + <> + me: 好了,大音乐家…不是,大哲学家。我们该结束了。 + me: 谢谢你的分享。 + shitou: 嘿嘿,我谢谢你才是嘞~医生! + ->退出 + me: 好了,听得差不多了?我们该结束了。 + shitou: 好嘞,医生! + <> + <> + <> + <> +<> + +=== + + + + + + diff --git a/Assets/Resources/Yarn/ShitouFunctional2/ShitouFunctional2.yarn b/Assets/Resources/Yarn/ShitouFunctional2/ShitouFunctional2.yarn index 1407873fe..e1e60b5ae 100644 --- a/Assets/Resources/Yarn/ShitouFunctional2/ShitouFunctional2.yarn +++ b/Assets/Resources/Yarn/ShitouFunctional2/ShitouFunctional2.yarn @@ -36,6 +36,13 @@ position: 241,-2149 //是否完成了变速箱的调配 <> +//是否解释过唱片是啥 +<> + + + + + //【功能相关】 //clueboard相关 <> @@ -101,20 +108,33 @@ position: 250,-1874 <> <> +shitou: 呼…在远方,在山岗~♫……呼……总有纯净的土壤~♫ +me: 我们的音乐家回来了。 // FIXUP 立绘指令修改 <> -<> +<> // 立绘指令修改 -隔了一天,石头出现在了诊所门口。 -他看起来脸色并不太好,说两句话就要喘一口气。 -但当我问他哪里痛时,他却说并没有不舒服。 -他告诉我从诊所出去之后,一整天跑得都很快,像有使不完的力气。 -但晚上开始,他发现他的动力开始时不时地中断,怎么也跑不起来。 -他将就着跑完了当晚,但情况越来越糟,几乎跑两步就会断一下。最后他决定还是来诊所看一看。 +shitou: 呼……让我喘口气先……哎!哈哈! +me: 你看起来累得不行,怎么还这么开心? +shitou: 我刚跑完货呢…跑货是最开心的事情啦。 +me: 这么累也开心吗? +shitou: 医生…在路上穿梭的感觉可…呼…可好了。要是天天坐在这里,反而不开心呢…… +shitou: 而且嘛~我们吃辛苦饭的,一分耕耘一分收获!呼…… +shitou: 呼…所以越是累,我当然就越是开心啦~累是最踏实的感觉啦。 +me: 好吧…那至少,你先歇口气吧。 +shitou: 不歇啦。呼…医生,你帮我修一个小问题,然后我就要回去跑货啦…… +me: 小问题?怎么了? +shitou: 我今天跑的时候出现好几次了。 +shitou: 我跑着跑着,当我要换挡到最高速的时候,就忽然吃不上力了。 +me: 吃不上力…是档换不上了么? +shitou: 不懂嘞…反正一要跑到最高速度,就忽然…没法跑快了。 +me: 听起来是动力系统又出了些问题… +me: 总之,我帮你再检查一下吧,看看是引擎还是变速箱出了啥问题。 +shitou: 好嘞,再次麻烦你啦,医生。 <> <> -于是我们便开始了诊疗,找出让他动力中断的原因。 + <> @@ -130,24 +150,31 @@ colorID: 3 position: 240,-1440 --- <> + <> - -<> -<> - -me: 我记得他的动力系统是出过事故的…希望这次不是那么严重的问题。 +me: 你这套动力系统本来就已经不堪重负,出现问题……老实说,也不是很奇怪。 +shitou: 不好意思啦,医生。我以后会注意的。 //<> //<> //<> -<> +<> +<> +<> + +<> +<> + +me: 找到无法换到最高速档的原因…
顺便检查一下循环系统吧,看看透析的效果。 + +拖动屏幕右侧检修终端上的插头,至每个模块的绿色插口上,运行检查 + <> -<> -<> + <> === @@ -163,17 +190,23 @@ position: 206,-1006 //检查阶段 <> - <> + <> + me: 动力中断的原因应该已经清楚了。 + ->结束检查 + <> + <> + <> <> //检查后对话阶段 <> + <> <> <> //变速箱阶段 <> - <> + <> <> //变速箱后对话阶段 @@ -229,17 +262,42 @@ position: -237,-1007 title: 检查_肺 tags: colorID: 8 -position: -595,-1288 +position: -629,-965 --- -气体循环系统,为动力系统供气。 -->整体状态 - 功能非常健壮,看起来经常运动。 -->检查滤板 - 进气管道内很浑浊。他的动力系统过于强劲,这套基础的呼吸系统承受了过大的压力…… -->返回 - <> - -<> +<> +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + ->分析 + <> + <> + <> + <> + <> + me: 换气系统很疲惫…看起来经过了很高强度的工作。 + me: 催化滤板的积碳还是老样子…怪不得他要喘这么久呢。 + shitou: 嗨呀…不打紧。 + <> + <> + me: 催化滤板的积碳还是老样子…怪不得他要喘这么久呢。 + <> +->结束 +<> === @@ -248,19 +306,51 @@ position: -595,-1288 title: 检查_心 tags: colorID: 8 -position: -609,-1099 +position: -643,-776 --- -机体的能源模块。石头的能源系统是被改造过的…这是为了用于为肢体提供高速动力的型号,非常强劲。 -->检查进气压力 - 目前压力已被设置为了中等,石头现在能跑出更高的速度上限了。 -->缺陷检查 - 检查到动力系统内部有缺齿的机械声音,可能与变速箱故障有关。 - ->深入检查 // 这里没动。需要修改的时候找老丁交流 - <> -->返回 - <> - -<> +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + ->分析 + <> + <> + <> + <> + <> + <> + <> + me: 果然,变速箱出现故障了。好像能听见一些杂音…… + me: 这听起来和你描述的问题可能有关系。 + ->深入检查 + <> + <> + <> + <> + <> + me: 听起来比昨天更强劲了…但是也能听见某种杂音。 + ->深入检查 + <> + <> +->深入检查<> + <> +->结束 + <> +<> === @@ -269,17 +359,40 @@ position: -609,-1099 title: 检查_胃 tags: colorID: 8 -position: -594,-907 +position: -628,-584 --- -机体的物质和燃料摄入、储藏模块。 -->检查最近摄入燃料 - 机体体内的燃料纯度很低,能提供的动力较慢。 -->检查最近摄入物质 - 机体最近摄入的食物成分非常简单而健康,全是基础款罐头。 -->返回 - <> - -<> +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + ->分析 + <> + <> + <> + <> + <> + me: ……你早上吃了什么? + shitou: 早上…早上没吃呢。我急着跑货,就搞忘啦…… + <> + <> + me: 今天还没有摄入任何物质,里面很空。 + <> +->结束 +<> === @@ -288,17 +401,42 @@ position: -594,-907 title: 检查_肝 tags: colorID: 8 -position: -578,-732 +position: -637,-431 --- -冷却液循环的处理中枢,让模块保持良好的运行状态。 -->整体状态 - 冷却液已经恢复了澄清,现在状态不错。 -->检查冷却液 - 冷却液很新,推测不久前彻底换过,通常大修才会换到这种程度。 -->返回 - <> - -<> +<> +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + ->分析 + <> + <> + <> + <> + <> + me: 冷却液的情况看起来好多了,已经恢复了流动性。 + me: 这至少可以支撑一会……至少到销售大赛结束。 + shitou: 医生,确实你给我做完这个什么…偷袭,感觉浑身…有劲儿多了嘞。 + <> + <> + me: 冷却液已经恢复了流动性,透析达到了效果。 + <> +->结束 +<> === @@ -309,12 +447,15 @@ tags: colorID: 8 position: -1194,-398 --- -<> - <> -<> - <> -<> - <> +<> + <> + <> + <> +<> + me: 嗯…至少换不上档的原因找到了。让我想想怎么处理。 + <> +<> + <> === @@ -326,14 +467,39 @@ tags: colorID: 8 position: -876,-409 --- +<> ->拆开变速箱螺丝 + <> + <> + <> + <> + 嘭的一声,有什么东西崩了出来。 <> - 拆开的一瞬间,里面的齿轮嘭的一声崩了出来。 - 我们都被吓了一跳。我把散落的齿轮收集起来,好在看起来一个都没少。 - 其中还有一些奇怪形状的齿轮…看起来像唱片一样。 + <> + shitou: 哎呀! + me: 有两个齿轮…掉出来了。 + <> + me: 就是这些了。这些齿轮…看起来怪怪的。 + shitou: 医生,我怎么…感觉完全使不上劲儿了? + me: 别急,我这就给你把齿轮装回去。 + 让齿轮系统恢复运作 <> -->返回 - <> +=== + + + + +title: 发现坏齿轮 +tags: +colorID: 8 +position: -876,-409 +--- +<> +me: 看来这就是你没法换挡的原因。这个齿轮已经磨损太严重,完全滑牙了。 +shitou: 嗨呀,看来我太使劲儿,把它搞坏啦。哈哈! +me: 以这套锻钢齿轮的强度,和你现在的工作压力,磨损也是迟早的事…… +<> +<> === @@ -344,21 +510,37 @@ tags: colorID: 8 position: -867,-152 --- -<> - ->复原齿轮 - 当我重新把齿轮安装回去的时候,发现这些齿轮已经严重磨损了。 - 装上后,我看到齿轮开始滑牙。这就是石头感到动力中断的原因。 - <> - <> - ->返回 - <> -<> - 磨损的齿轮正在不断滑牙,这就是石头感到动力中断的原因。 - <> -<> +// <> +// ->复原齿轮 +// 当我重新把齿轮安装回去的时候,发现这些齿轮已经严重磨损了。 +// 装上后,我看到齿轮开始滑牙。这就是石头感到动力中断的原因。 +// <> +// <> +// ->返回 +// <> +// <> +// 磨损的齿轮正在不断滑牙,这就是石头感到动力中断的原因。 +// <> +// <> +<> +<> +<> +<> + +<> +<> +<> + === - +title: 复原完成 +description: 把错误齿轮放回去就会触发 +--- +<> +-> 返回诊所 + <> + <> +=== title: 分析准备 @@ -366,18 +548,11 @@ tags: colorID: 8 position: 626,-314 --- -//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 -<> -<> -<> -<> //<> -me: 正是变速箱这套齿轮的缺损导致了动力的中断。这些锻钢齿轮还是不够耐磨…… -me: 不过能磨损这么严重,要施加很大的机械压力…这应该会非常痛才对。 -<> -<> -me: 这些齿轮都需要更换,而且最好换成更耐磨的镍铬齿轮。 -me: 不过话说回来,这些唱片一样的齿轮…到底是什么东西? +<> +<> +<> + <> === @@ -386,18 +561,31 @@ tags: colorID: 8 position: 627,-80 --- -我向石头展示了磨损严重的齿轮,并询问他是否感到疼痛,以及从何时开始。 -石头笑着告诉我没有什么疼痛。他的笑容如此真诚,让我很难怀疑。 -我提出的更换齿轮的方案依然被石头否定了。 -他认为齿轮磨损的原因应该是那次事故造成的,希望继续使用锻钢齿轮。 -“我们天天路上跑的,怎么可能不出事呢…下次小心一些就好啦!”他说。 +shitou: 怎么样,医生?这些齿轮能修好不? +me: 这种损伤是不能修复的,只能更换,而且最好更换成镍铬齿轮。 +shitou: 医生,这个镍铬齿轮,贵吗? +me: 会有点。不过,它们更耐磨,能承受更大的应力。 +shitou: 那还是别啦。医生,就给我换成普通的齿轮吧。 +me: …… <> <> -接着我询问了关于这些“唱片齿轮”的事情。 -石头的眼神变得得意起来。他告诉我这是他最中意的改装,只要跑起来,他就能听到音乐。 -他让我快把这些唱片装回去,他好和我分享他最爱的音乐。 -<> +me: 能磨损这么严重,要施加很大的机械压力…你应该很痛吧。 +shitou: 痛?嗨…没有哩。医生。 +shitou: 要是痛的话,我早就啊呜啊呜喊啦。你看我现在不是~活蹦乱跳的嘛。 +shitou: 我只是有点累~休息会就好啦。 +<> +<> +me: 好吧,那我给你把磨损的齿轮换成普通的。 +<> +me: 还有一个问题…你有的齿轮看起来…有点奇特。 +shitou: 噢?你找到了…*那些*…齿轮? +me: 什么是…“那些”齿轮? +shitou: 哈哈,医生~我们直接开始看吧! + +<> +<> <> +<> <> === @@ -450,11 +638,9 @@ title: 变速箱后对话 tags: position: 311,143 --- -<> me: (这应该够他扛一段时间了,只要他不再出事故…) 变速箱修好了,接下来应该在引擎中测试一下确认故障已经被修好。 <> -<> <> === @@ -465,27 +651,50 @@ title: 加压(临时) tags: position: 311,143 --- -->踩油门 - 随着速度升高,齿轮的声音也变得尖锐起来。 - 但是没有再发生动力中断的问题。 - 石头看起来非常开心。他再次唱起了歌,并夸赞我的医术。 - “把压力再提高一档吧!”他忽然说。 - <> - <> - “什么?…压力…我已经提高过一次了。”我说。 - <> - <> - “是的!那就让他再高一档吧!”石头唱起了歌。在歌里,他无忧无虑,在城市街头快乐地穿梭。 - “我感觉非常好!多亏了你,我觉得我能再快一些!” - ->提高压力 - 你把压力调高了一档。这次速度升得更高了。引擎的声音如此之大,他的身体显然承受着巨大的压力。 - <> - <> - 在引擎的轰鸣声中,你听到了石头的歌声。 - 他的声音如此快活,仿佛他不是在送货,而是在像鸟儿一样自由翱翔。 - ->结束 - <> - <> +// ->踩油门 +// 随着速度升高,齿轮的声音也变得尖锐起来。 +// 但是没有再发生动力中断的问题。 +// 石头看起来非常开心。他再次唱起了歌,并夸赞我的医术。 +// “把压力再提高一档吧!”他忽然说。 +// <> +// <> +// “什么?…压力…我已经提高过一次了。”我说。 +// <> +// <> +// “是的!那就让他再高一档吧!”石头唱起了歌。在歌里,他无忧无虑,在城市街头快乐地穿梭。 +// “我感觉非常好!多亏了你,我觉得我能再快一些!” +// ->提高压力 +// 你把压力调高了一档。这次速度升得更高了。引擎的声音如此之大,他的身体显然承受着巨大的压力。 +// <> +// <> +// 在引擎的轰鸣声中,你听到了石头的歌声。 +// 他的声音如此快活,仿佛他不是在送货,而是在像鸟儿一样自由翱翔。 +// ->结束 +// <> +// <> + +<> +<> + +<> +<> +me: 需要一个和它尺寸一致的齿轮… +<> +<> + +=== + +title: 第二次维修结束 +--- + +<> +<> +<> +<> +<> + +<> + === @@ -496,9 +705,40 @@ tags: position: 311,143 --- <> -石头脸上流下了汗珠,不知道是因为激动的歌声还是因为高速的引擎。 -他对你的诊疗非常满意,马上离开投入了工作之中。 -希望他不会再回来了。你想。 +me: 好了,现在应该完全修好了。试试看吧。 +me: 走!走两步。别把诊室里的东西碰倒了。 +shitou: 好嘞~! + +<> + +<> +me: 慢点! + +<> + +shitou: 嘿嘿~不好意思。医生! +shitou: 太好啦!现在我有浑身都有劲儿啦! +shitou: 医生~那…我…可以走啦? +me: 去吧,注意安全。 +shitou: 好嘞,谢谢医生! + +<> +<> + +<> + +<> + +shitou: 医生…… +shitou: 太阳落下去,还会再升起来的。对吧? +shitou: 要是我们都失去希望,那就肯定不会再看到它升起来了。 +shitou: 所以,开心点吧! + +<> +<> + +me: 太阳还会再升起来的…吗? + <> <> === \ No newline at end of file diff --git a/Assets/Resources/Yarn/ShitouTalk3/ShitouTalk3.yarn b/Assets/Resources/Yarn/ShitouTalk3/ShitouTalk3.yarn index 8cb109811..415e5d2e8 100644 --- a/Assets/Resources/Yarn/ShitouTalk3/ShitouTalk3.yarn +++ b/Assets/Resources/Yarn/ShitouTalk3/ShitouTalk3.yarn @@ -134,7 +134,7 @@ position: 240,-1440 <> me: 这才几天,就来第三次了… -me: 还好看起来伤的不是特别严重。希望这次没伤到你的动力模块…… +me: 还好看起来伤的不是特别严重。希望这次没伤到你的动力模块。 //<> //<> diff --git a/Assets/Scenes/ExpressFixScene.unity b/Assets/Scenes/ExpressFixScene.unity index 49400fd73..6ea673913 100644 --- a/Assets/Scenes/ExpressFixScene.unity +++ b/Assets/Scenes/ExpressFixScene.unity @@ -123,7 +123,7 @@ NavMeshSettings: debug: m_Flags: 0 m_NavMeshData: {fileID: 0} ---- !u!1 &18238394 +--- !u!1 &86452217 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -131,233 +131,108 @@ GameObject: m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - 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private const string BookManager = "BookManager"; - private DialogueRunner dialogueRunner; private VariableStorageBehaviour _variableStorage; @@ -61,11 +59,6 @@ namespace AibisDream dialogueRunner = GetComponentInChildren(); _variableStorage = GetComponentInChildren(); - // 开关书交互 - BookManager bookManager = GameObject.Find(BookManager).gameObject.GetComponent(); - bookManager.OnBookClosed += () => { IsBlock = false; }; - bookManager.OnBookOpen += () => { IsBlock = true; }; - dialogueRunner.onDialogueStart.AddListener(() => { OnDialogueStart?.Invoke(); diff --git a/Assets/Scripts/FixSystemNew/FixSystemCenter.cs b/Assets/Scripts/FixSystemNew/FixSystemCenter.cs index 3d024bbb1..f79593f8a 100644 --- a/Assets/Scripts/FixSystemNew/FixSystemCenter.cs +++ b/Assets/Scripts/FixSystemNew/FixSystemCenter.cs @@ -44,6 +44,10 @@ namespace AibisDream.FixSystem TransitionDic.Add(FixState.UF, FixState.BodyModule, new UFToBodyModuleCommand()); TransitionDic.Add(FixState.Clinic, FixState.CoolingMachine, new ClinicToCoolingCommand()); TransitionDic.Add(FixState.CoolingMachine, FixState.Clinic, new CoolingToClinicCommand()); + TransitionDic.Add(FixState.BodyModule, FixState.Gear, new BodyModuleToGearCommand()); + TransitionDic.Add(FixState.Gear, FixState.BodyModule, new GearToBodyModuleCommand()); + TransitionDic.Add(FixState.Clinic, FixState.Gear, new ClinicToGearCommand()); + TransitionDic.Add(FixState.Gear, FixState.Clinic, new GearToClinicCommand()); } /// diff --git a/Assets/Scripts/FixSystemNew/StateTransition/BodyModuleTransition.cs b/Assets/Scripts/FixSystemNew/StateTransition/BodyModuleTransition.cs index 100656754..723fcfdc7 100644 --- a/Assets/Scripts/FixSystemNew/StateTransition/BodyModuleTransition.cs +++ b/Assets/Scripts/FixSystemNew/StateTransition/BodyModuleTransition.cs @@ -5,45 +5,82 @@ using UnityEngine; namespace AibisDream.FixSystem { - public class BodyModuleTransition + public struct GearToBodyModuleCommand : ITransitionCommand { - public struct BodyModuleToGearCommand : ITransitionCommand - { - private static readonly Vector3 CameraPos = new(-2.5f, 2.13f, -10); - private const float OrthographicSize = 2.5f; - private const float Duration = 2f; + private const float Duration = 2f; - public IEnumerator Execute() - { - var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); - var gearSystem = FixSystemCenter.SystemDic.Get(); + public IEnumerator Execute() + { + var gearSystem = FixSystemCenter.SystemDic.Get(); - // 插头回到初始插孔 - bodyModuleSystem.ResetPlug(); - // 相机聚焦到目标位 - yield return CameraKit.Instance.TransCamera(CameraPos, OrthographicSize, Duration).WaitForCompletion(); + // 关盖子 + yield return gearSystem.CloseGearPanel(); + yield return gearSystem.CloseCover(); + // 相机返回 + yield return CameraKit.Instance.ReturnInitCamera(Duration).WaitForCompletion(); + } - // 打开引擎盖子 - yield return gearSystem.OpenCover(); - } + public void SetArgs(string arg) + { + // 没有参数 + } + } + + public struct BodyModuleToGearCommand : ITransitionCommand + { + private static readonly Vector3 CameraPos = new(-1.09f, -0.07f, -10); + private const float OrthographicSize = 1.6f; + private const float Duration = 2f; - public void SetArgs(string arg) + private string _configKey; + + public IEnumerator Execute() + { + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + var gearSystem = FixSystemCenter.SystemDic.Get(); + + // 插头回到初始插孔 + bodyModuleSystem.ResetPlug(); + // 相机聚焦到目标位 + yield return CameraKit.Instance.TransCamera(CameraPos, OrthographicSize, Duration).WaitForCompletion(); + if (!string.IsNullOrEmpty(_configKey)) { - // 暂无参数 + gearSystem.CurDataKey = _configKey; + gearSystem.Load(); } } - - public struct GearToBodyModuleCommand : ITransitionCommand - { - public IEnumerator Execute() - { - throw new System.NotImplementedException(); - } - public void SetArgs(string arg) - { - throw new System.NotImplementedException(); - } + public void SetArgs(string arg) + { + _configKey = arg.Trim(); + } + } + + public struct GearToClinicCommand : ITransitionCommand + { + private const float FadeDuration = 0.5f; + + public IEnumerator Execute() + { + var clinicSystem = FixSystemCenter.SystemDic.Get(); + var gearSystem = FixSystemCenter.SystemDic.Get(); + + // 盖上盖子 + yield return gearSystem.CloseGearPanel(); + yield return gearSystem.CloseCover(); + // 黑屏 + yield return MainUIController.Instance.FadeInSync(FadeDuration); + // 相机归位 + CameraKit.Instance.ResetCamara(); + // 打开诊所 + clinicSystem.gameObject.SetActive(true); + // 黑屏淡出 + yield return MainUIController.Instance.FadeOutSync(FadeDuration); + } + + public void SetArgs(string arg) + { + // 没有参数 } } } \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/StateTransition/BodyModuleTransition.cs.meta b/Assets/Scripts/FixSystemNew/StateTransition/BodyModuleTransition.cs.meta index 7b66d2e9e..6c652be3b 100644 --- a/Assets/Scripts/FixSystemNew/StateTransition/BodyModuleTransition.cs.meta +++ b/Assets/Scripts/FixSystemNew/StateTransition/BodyModuleTransition.cs.meta @@ -1,3 +1,3 @@ fileFormatVersion: 2 -guid: ae4ece844a9a417687bd443b4cdf7820 -timeCreated: 1735242780 \ No newline at end of file +guid: 31019d1b228d41eeb89a89fa9d9dd7e4 +timeCreated: 1735296030 \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs b/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs index 55cbd93a5..1b248fb2a 100644 --- a/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs +++ b/Assets/Scripts/FixSystemNew/StateTransition/ClinicTransition.cs @@ -51,13 +51,13 @@ namespace AibisDream.FixSystem var clinicSystem = FixSystemCenter.SystemDic.Get(); var engineSystem = FixSystemCenter.SystemDic.Get(); - // // 黑屏 + // 黑屏 yield return MainUIController.Instance.FadeInSync(FadeDuration); // 隐藏诊所 clinicSystem.gameObject.SetActive(false); // 激活插线系统 bodyModuleSystem.gameObject.SetActive(true); - // // 黑屏淡出 + // 黑屏淡出 yield return MainUIController.Instance.FadeOutSync(FadeDuration); // 移动相机 yield return CameraKit.Instance.TransCameraAsync(CameraPos, OrthographicSize, Duration); @@ -117,4 +117,41 @@ namespace AibisDream.FixSystem // 没有需要设置的 } } + + public struct ClinicToGearCommand : ITransitionCommand + { + private const float FadeDuration = 0.5f; + + // 引擎相机设置 + private static readonly Vector3 CameraPos = new(-1.09f, -0.07f, -10); + private const float OrthographicSize = 1.6f; + private const float Duration = 2f; + + private string _configName; + + public IEnumerator Execute() + { + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + var clinicSystem = FixSystemCenter.SystemDic.Get(); + var gearSystem = FixSystemCenter.SystemDic.Get(); + + // 隐藏诊所 + clinicSystem.gameObject.SetActive(false); + // 激活插线系统 + bodyModuleSystem.gameObject.SetActive(true); + // 移动相机 + yield return CameraKit.Instance.TransCameraAsync(CameraPos, OrthographicSize, Duration); + // 开启引擎玩法 + if (!string.IsNullOrEmpty(_configName)) + { + gearSystem.CurDataKey = _configName; + gearSystem.Load(); + } + } + + public void SetArgs(string arg) + { + _configName = arg.Trim(); + } + } } \ No newline at end of file diff --git a/Assets/Scripts/Framework/OtherKit/CameraKit.cs b/Assets/Scripts/Framework/OtherKit/CameraKit.cs index 4284f9847..5e65dc113 100644 --- a/Assets/Scripts/Framework/OtherKit/CameraKit.cs +++ b/Assets/Scripts/Framework/OtherKit/CameraKit.cs @@ -66,6 +66,11 @@ namespace AibisDream.Framework { return TransCameraAsync(_initPos, _initOrthographicSize, duration); } + + public IEnumerator ShakeCamera(float duration, float strength, int vibrate) + { + yield return _mainCamera.transform.DOShakePosition(duration, strength, vibrate, 90, false, false).WaitForCompletion(); + } } public static class CameraCommand @@ -89,5 +94,11 @@ namespace AibisDream.Framework Vector3 targetPos = new Vector3(x, y, -10); return CameraKit.Instance.TransCameraAsync(targetPos, duration); } + + [YarnCommand("shake_camera")] + public static IEnumerator ShakeCamera(float duration, float strength, int vibrate = 10) + { + return CameraKit.Instance.ShakeCamera(duration, strength, vibrate); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Framework/OtherKit/MonoCenter.cs b/Assets/Scripts/Framework/OtherKit/MonoCenter.cs index 951ae29f8..b39afc2e3 100644 --- a/Assets/Scripts/Framework/OtherKit/MonoCenter.cs +++ b/Assets/Scripts/Framework/OtherKit/MonoCenter.cs @@ -49,8 +49,7 @@ namespace AibisDream.Framework { if (Input.GetKeyDown(KeyCode.K)) { - MonoCenter.Mono.StartCoroutine(FixSystemCenter.SystemDic.Get().OpenCoolingSystem()); - MonoCenter.Mono.StartCoroutine(FixSystemCenter.SystemDic.Get().OpenBottleUI()); + MonoCenter.Mono.StartCoroutine(FixSystemYarnCommand.SwitchFixSystemTo("Gear")); } } } diff --git a/Assets/Scripts/MiniGame/Engine/AirGate.cs b/Assets/Scripts/MiniGame/Engine/AirGate.cs index 6265c5af0..39ebe863d 100644 --- a/Assets/Scripts/MiniGame/Engine/AirGate.cs +++ b/Assets/Scripts/MiniGame/Engine/AirGate.cs @@ -10,15 +10,13 @@ namespace AibisDream [SerializeField] private int curLevel; [SerializeField] private float heightY; - - private Vector3 _offset; + [SerializeField] private float minY; public bool IsBlock { get; } private void Awake() { _engineSystem = transform.parent.GetComponent(); - _offset = transform.position; } public void StartMove() @@ -35,13 +33,13 @@ namespace AibisDream private void UpdateTransform() { float levelHeight = heightY / (_engineSystem.config.maxLevel - 1); - var curY = levelHeight * curLevel + _offset.y; + var curY = levelHeight * curLevel + minY; transform.position = new Vector3(transform.position.x, curY, transform.position.z); } private void SwitchAirLevel(float mouseY) { - mouseY -= _offset.y; + mouseY -= minY; float levelHeight = heightY / _engineSystem.config.maxLevel; curLevel = (int)(mouseY / levelHeight); diff --git a/Assets/Scripts/MiniGame/Engine/EngineSystem.cs b/Assets/Scripts/MiniGame/Engine/EngineSystem.cs index f36195c1b..487820ef5 100644 --- a/Assets/Scripts/MiniGame/Engine/EngineSystem.cs +++ b/Assets/Scripts/MiniGame/Engine/EngineSystem.cs @@ -35,9 +35,10 @@ namespace AibisDream _cover = transform.Find("Cover").GetComponent(); } - private void OnEnable() + private void Start() { engineData = new EngineData(config.invalidTime); + DialogController.Instance?.SetVariable("$curAirLevel", 2); } private void Update() @@ -179,7 +180,7 @@ namespace AibisDream config = data; // 重置Data - OnEnable(); + Start(); } public override void Save() @@ -275,8 +276,8 @@ namespace AibisDream if (inAirRange && !curInAirRange && !isSuccess) { // 出界的话 - if (curAir > curAirMax) DialogController.Instance.StartDialogNode("调速popup-过速"); - if (curAir < curAirMin) DialogController.Instance.StartDialogNode("调速popup-掉速"); + if (curAir > curAirMax) DialogController.Instance?.StartDialogNode("引擎过速"); + if (curAir < curAirMin) DialogController.Instance?.StartDialogNode("引擎掉速"); isValid.Value = false; } diff --git a/Assets/Scripts/MiniGame/Gear/Gear.cs b/Assets/Scripts/MiniGame/Gear/Gear.cs index 39d202a80..095db6361 100644 --- a/Assets/Scripts/MiniGame/Gear/Gear.cs +++ b/Assets/Scripts/MiniGame/Gear/Gear.cs @@ -7,15 +7,26 @@ namespace AibisDream { public class Gear : MonoBehaviour, IMoveable { - [SerializeField] public float radius; - [SerializeField] public Sprite gearSprite; - + private const int ShakeAngle = 15; + + public float radius; + public Sprite gearSprite; + public bool isBroken; + public bool isDisc; + + public float speed; + private Tweener _rotationTweener; + + #region 引用 + private GearSystem _gearSystem; private CircleCollider2D _circleCollider; private SpriteRenderer _spriteRenderer; + #endregion + public Shaft targetShaft; - + public bool IsBlock { get; } private void Awake() @@ -34,7 +45,7 @@ namespace AibisDream /// /// 设置齿轮信息 /// - public void InitGearModel() + private void InitGearModel() { // 给齿轮赋值 _spriteRenderer.sprite = gearSprite; @@ -43,6 +54,39 @@ namespace AibisDream _spriteRenderer.size = new Vector2(radius * 2, radius * 2); } + public void UpdateRotation(float newSpeed, float speedScale) + { + // 初始化速度 + speed = Mathf.Abs(newSpeed); + var target = newSpeed >= 0 ? new Vector3(0, 0, 360) : new Vector3(0, 0, -360); + + _rotationTweener?.Kill(); + // 打开动画 + if (isBroken) + { + _rotationTweener = transform.DORotate(new Vector3(0, 0, ShakeAngle), ShakeAngle / speed / 360, + RotateMode.LocalAxisAdd) + .SetEase(Ease.Linear) + .SetLoops(-1, LoopType.Yoyo) + .SetDelay(0.1f); + } + else + { + _rotationTweener = transform.DORotate(target, 1 / Mathf.Abs(speed), RotateMode.LocalAxisAdd) + .SetEase(Ease.Linear) + .SetLoops(-1, LoopType.Incremental); + } + + _rotationTweener.timeScale = speedScale; + } + + public void UpdateSpeedScale(float speedScale) + { + _rotationTweener.timeScale = speedScale; + } + + #region 移动相关 + public void StartMove() { targetShaft?.PlugOutGear(); @@ -69,6 +113,7 @@ namespace AibisDream targetShaft = tempShaft; } } - } -} + #endregion + } +} \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/Gear/GearSystem.cs b/Assets/Scripts/MiniGame/Gear/GearSystem.cs index e9a3817b9..f1baf91de 100644 --- a/Assets/Scripts/MiniGame/Gear/GearSystem.cs +++ b/Assets/Scripts/MiniGame/Gear/GearSystem.cs @@ -5,6 +5,7 @@ using AibisDream.FixSystem; using AibisDream.Framework; using AibisDream.Kit; using DG.Tweening; +using UnityEditor; using UnityEngine; namespace AibisDream @@ -13,15 +14,29 @@ namespace AibisDream { #region 索引 - [SerializeField] private GameObject gearPrefab; - [SerializeField] private GameObject shaftPrefab; - private Shaft[] _shafts; + public GameObject gearPrefab; + public GameObject shaftPrefab; + private Transform _panel; private SpriteRenderer _cover; private Transform _coverStick; + private Transform _needle; + private ShaftGraph _shaftGraph; + #endregion - private ShaftGraph _shaftGraph; + public Vector3 coverUpPos; + public Vector3 coverDownPos; + + public Vector3 panelOpenPos; + public Vector3 panelClosePos; + + public Vector3 needleEmptyPos; + public Vector3[] needlePosArr; + public float needleDuration; + + private bool _isTargetReached; + private bool _isDiscReady; private void Awake() { @@ -33,18 +48,20 @@ namespace AibisDream public void Init() { FixSystemCenter.SystemDic.Register(this); - _shafts = GetComponentsInChildren(); - _cover = transform.Find("Cover").GetComponent(); _coverStick = transform.Find("Cover Stick"); + _panel = transform.Find("Empty Shafts Panel"); + _needle = transform.Find("Needle"); } public void Start() { - if (_shafts != null && _shafts.Length != 0) - { - _shaftGraph = new ShaftGraph(_shafts); - } + _shaftGraph?.Clear(); + var shafts = transform.Find("Shafts").GetComponentsInChildren(); + var panelShafts = _panel.GetComponentsInChildren(); + _shaftGraph = new ShaftGraph(shafts, panelShafts); + + _panel.gameObject.SetActive(false); } #endregion @@ -71,23 +88,6 @@ namespace AibisDream return _shaftGraph.CheckGearSuitable(sourceShaft, gearRadius); } - /// - /// 生成齿轮 - /// - /// 位置 - /// 半径 - /// 齿轮图片 - /// 齿轮Obj - public GameObject InitGear(Vector3 pos, float radius, Sprite sprite) - { - GameObject gearObj = Instantiate(gearPrefab, pos, Quaternion.identity); - gearObj.transform.parent = transform.Find("Gears").transform; - Gear gear = gearObj.GetComponent(); - gear.radius = radius; - gear.gearSprite = sprite; - return gearObj; - } - /// /// 某个轴上齿轮发生变化时更新临接关系 /// @@ -97,31 +97,80 @@ namespace AibisDream _shaftGraph?.ChangeVertex(shaftId); } - public void Succeed() + #region 胜利状况判断 + + public void CheckGearSystemState() { - Debug.Log("达成目标"); + DialogController.Instance.StartDialogNode("齿轮系统状态变化"); } + + public void ReachTargetSpeed() + { + if (!_isTargetReached) + { + DialogController.Instance?.SetVariable("$speedReached", true); + _isTargetReached = true; + } + } + + public void ResetTargetState() + { + if (_isTargetReached) + { + DialogController.Instance?.SetVariable("$speedReached", false); + _isTargetReached = false; + } + } + + #endregion public IEnumerator OpenCover() { - // 滑杆旋转 - yield return _coverStick.DORotate(new Vector3(0, 0, -90f), 1f).WaitForCompletion(); - // 盖子移动 + // 旋转拉杆 + yield return _coverStick.DORotate(new Vector3(0, 0, -90), 1.5f).WaitForCompletion(); + // 开盖 var sq = DOTween.Sequence(); - sq.Join(_cover.transform.DOLocalMove(new Vector3(-1.86f, 2.11f, 0), 1f)); - sq.Join(_cover.DOFade(0, 1f)); + sq.Join(_cover.transform.DOLocalMove(coverUpPos, 1.5f)); + sq.Join(_cover.DOFade(0, 1.5f)); yield return sq.WaitForCompletion(); } public IEnumerator CloseCover() { - // 盖子移动 + // 关盖 var sq = DOTween.Sequence(); - sq.Join(_cover.transform.DOLocalMove(new Vector3(-1.86f, -0.38f, 0), 1f)); - sq.Join(_cover.DOFade(0, 1f)); + sq.Join(_cover.transform.DOLocalMove(coverDownPos, 1.5f)); + sq.Join(_cover.DOFade(1, 1.5f)); yield return sq.WaitForCompletion(); - // 滑杆旋转 - yield return _coverStick.DORotate(new Vector3(0, 0, 0), 1f).WaitForCompletion(); + // 旋转拉杆 + yield return _coverStick.DORotate(new Vector3(0, 0, 0), 1.5f).WaitForCompletion(); + } + + public IEnumerator OpenGearPanel() + { + _panel.gameObject.SetActive(true); + yield return _panel.DOLocalMove(panelOpenPos, 1f).WaitForCompletion(); + } + + public IEnumerator CloseGearPanel() + { + yield return _panel.DOLocalMove(panelClosePos, 1f).WaitForCompletion(); + _panel.gameObject.SetActive(false); + } + + public IEnumerator MoveNeedle(int discIdx) + { + Vector3 target; + if (discIdx > needlePosArr.Length || discIdx <= 0) + { + target = needleEmptyPos; + } + else + { + target = needlePosArr[discIdx - 1]; + } + + yield return _needle.DORotate(target, needleDuration).WaitForCompletion(); } #region 数据保存与加载 @@ -163,23 +212,51 @@ namespace AibisDream private void LoadByData(GearSystemData gearSystemData) { // 先清除 - var shaftRoot = transform.Find("Shafts"); - var shaftsObj = shaftRoot.GetComponentsInChildren(); + var shaftsObj = GetComponentsInChildren(true); foreach (var oldShaft in shaftsObj) { #if UNITY_EDITOR - DestroyImmediate(oldShaft.gameObject); + if (!EditorApplication.isPlaying) + { + DestroyImmediate(oldShaft.gameObject); + } + else + { + Destroy(oldShaft.gameObject); + } #else - Destory(oldShaft.gameObject); + Destroy(oldShaft.gameObject); #endif } // 再添加 - foreach (var shaftData in gearSystemData.shaftLevelDataArray) + var shaftRoot = transform.Find("Shafts"); + var shafts = new Shaft[gearSystemData.shaftLevelDataArray.Length]; + for (int i = 0; i < gearSystemData.shaftLevelDataArray.Length; i++) { var newShaft = Instantiate(shaftPrefab, shaftRoot).GetComponent(); - newShaft.Load(shaftData); + newShaft.Load(gearSystemData.shaftLevelDataArray[i]); + shafts[i] = newShaft; } + + var panelShaftRoot = transform.Find("Empty Shafts Panel"); + var panelShafts = new Shaft[gearSystemData.panelShaftArray.Length]; + for (int i = 0; i < gearSystemData.panelShaftArray.Length; i++) + { + var newShaft = Instantiate(shaftPrefab, panelShaftRoot).GetComponent(); + newShaft.Load(gearSystemData.panelShaftArray[i]); + panelShafts[i] = newShaft; + } + + _cover = transform.Find("Cover").GetComponent(); + _coverStick = transform.Find("Cover Stick"); + _panel = transform.Find("Empty Shafts Panel"); + +#if UNITY_EDITOR + if (!EditorApplication.isPlaying) return; +#endif + _shaftGraph?.Clear(); + _shaftGraph = new ShaftGraph(shafts, panelShafts); } public override void Save() @@ -196,17 +273,19 @@ namespace AibisDream private void SaveByKey(string key) { - var shaftsObj = transform.Find("Shafts").GetComponentsInChildren(); - var shaftDataArray = new ShaftLevelData[shaftsObj.Length]; - - for (int i = 0; i < shaftDataArray.Length; i++) - { - shaftDataArray[i] = shaftsObj[i].Save(); - } + var shaftDataArray = transform.Find("Shafts") + .GetComponentsInChildren() + .Select(shaft => shaft.Save()) + .ToArray(); + var panelShaftArray = transform.Find("Empty Shafts Panel") + .GetComponentsInChildren() + .Select(shaft => shaft.Save()) + .ToArray(); var data = new GearSystemData { - shaftLevelDataArray = shaftDataArray + shaftLevelDataArray = shaftDataArray, + panelShaftArray = panelShaftArray }; ConfigUtil.Instance.SaveConfig(data, DataPath + key); @@ -225,5 +304,6 @@ namespace AibisDream public struct GearSystemData { public ShaftLevelData[] shaftLevelDataArray; + public ShaftLevelData[] panelShaftArray; } } \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/Gear/GearYarnCommand.cs b/Assets/Scripts/MiniGame/Gear/GearYarnCommand.cs new file mode 100644 index 000000000..10bd1c2f0 --- /dev/null +++ b/Assets/Scripts/MiniGame/Gear/GearYarnCommand.cs @@ -0,0 +1,42 @@ +using System.Collections; +using AibisDream.FixSystem; +using UnityEngine; +using Yarn.Unity; + +namespace AibisDream +{ + public static class GearYarnCommand + { + [YarnCommand("move_needle")] + public static IEnumerator MoveNeedle() + { + DialogController.Instance.TryGetVariable("$discIdx", out var discIdx); + Debug.Log(discIdx); + return FixSystemCenter.SystemDic.Get().MoveNeedle((int) discIdx); + } + + [YarnCommand("open_gear_panel")] + public static IEnumerator OpenGearPanel() + { + return FixSystemCenter.SystemDic.Get().OpenGearPanel(); + } + + [YarnCommand("close_gear_panel")] + public static IEnumerator CloseGearPanel() + { + return FixSystemCenter.SystemDic.Get().CloseGearPanel(); + } + + [YarnCommand("close_gear_cover")] + public static IEnumerator CloseCover() + { + return FixSystemCenter.SystemDic.Get().CloseCover(); + } + + [YarnCommand("open_gear_cover")] + public static IEnumerator OpenCover() + { + return FixSystemCenter.SystemDic.Get().OpenCover(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/Gear/GearYarnCommand.cs.meta b/Assets/Scripts/MiniGame/Gear/GearYarnCommand.cs.meta new file mode 100644 index 000000000..5270a7fa4 --- /dev/null +++ b/Assets/Scripts/MiniGame/Gear/GearYarnCommand.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 73b9ebccdc5e4c12be4c93d3e0a71e52 +timeCreated: 1735397288 \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/Gear/Shaft.cs b/Assets/Scripts/MiniGame/Gear/Shaft.cs index d3aa38c54..2eae3bdc2 100644 --- a/Assets/Scripts/MiniGame/Gear/Shaft.cs +++ b/Assets/Scripts/MiniGame/Gear/Shaft.cs @@ -1,6 +1,5 @@ using System; using AibisDream.Framework; -using AibisDream.Utility; using DG.Tweening; using Newtonsoft.Json; using UnityEngine; @@ -14,11 +13,14 @@ namespace AibisDream [SerializeField] public ShaftType shaftType; // 初始齿轮 + [SerializeField] private bool hasGear; + [SerializeField] private bool isInitGearBroken; + [SerializeField] private bool isInitGearDisc; [SerializeField] private float initRadius; [SerializeField] private Sprite initSprite; - [SerializeField] private bool hasGear; + [SerializeField] private int discIdx; - [SerializeField] private GameObject childGear; + [SerializeField] private Gear childGear; // 初始角速度 [SerializeField] private float initialSpeed; @@ -28,8 +30,10 @@ namespace AibisDream // 当前角速度 public float speed; + private float _speedScale = 1; - public bool IsPluggable => shaftType is ShaftType.Pluggable or ShaftType.Driver or ShaftType.Target; + public bool IsBroken => childGear != null && childGear.isBroken; + public bool IsDisc => childGear != null && childGear.isDisc; /// /// 当前齿轮半径 @@ -43,13 +47,7 @@ namespace AibisDream return 0; } - if (IsPluggable) - { - Gear gear = childGear.GetComponent(); - return gear.radius; - } - - return initRadius; + return childGear.radius; } } @@ -65,63 +63,73 @@ namespace AibisDream /// public void InitShaft() { + _gearSystem = transform.parent.parent.GetComponent(); // 如果不带齿轮 if (!hasGear) return; // 如果带齿轮,要根据齿轮类型生成 - childGear = IsPluggable ? InitPluggableGear() : InitStaticGear(); + childGear = InitGear(initRadius, initSprite, isInitGearBroken, isInitGearDisc); speed = initialSpeed; - UpdateSpeed(); + childGear.UpdateRotation(speed, _speedScale); } - private GameObject InitStaticGear() + private Gear InitGear(float radius, Sprite sprite, bool isBroken = false, bool isDisc = false) { - GameObject staticGear = transform.GetChild(0).gameObject; - - // 添加齿轮图片 - staticGear.SetActive(true); - var staticGearRenderer = staticGear.GetComponent(); - staticGearRenderer.sprite = initSprite; - staticGearRenderer.size = new Vector2(initRadius * 2, initRadius * 2); - - // 如果有初速,就要开始转动了 - if (!CommonUtil.IsZero(initialSpeed)) - { - staticGear.transform.DORotate(new Vector3(0, 0, 360), 1 / initialSpeed, RotateMode.LocalAxisAdd) - .SetEase(Ease.Linear).SetLoops(-1, LoopType.Incremental); - } - - return staticGear; - } - - private GameObject InitPluggableGear() - { - var gear = _gearSystem.InitGear(transform.position, initRadius, initSprite); - gear.GetComponent().targetShaft = this; + var gear = Instantiate(_gearSystem.gearPrefab, transform).GetComponent(); + gear.radius = radius; + gear.gearSprite = sprite; + gear.isBroken = isBroken; + gear.targetShaft = this; + gear.isDisc = isDisc; return gear; } public void PlugInGear(Gear gear) { - childGear = gear.gameObject; + childGear = gear; + gear.transform.parent = transform; _gearSystem.ChangeGraphVertex(GetInstanceID()); + // 面板里的齿轮才能触发 + if (transform.parent.name == "Shafts") + { + OnGearPlugIn(); + _gearSystem.CheckGearSystemState(); + } + } + + private void OnGearPlugIn() + { + // 破损齿轮插进来就发一次事件,交给yarn处理 + if (IsBroken) + { + DialogController.Instance?.StartDialogNode("破损齿轮插入"); + } + + if (IsDisc) + { + DialogController.Instance?.SetVariable("$discIdx", discIdx); + } } public void PlugOutGear() { + // 拔出时齿轮停转 + childGear.UpdateRotation(0, _speedScale); + + childGear.transform.parent = null; childGear = null; _gearSystem.ChangeGraphVertex(GetInstanceID()); } - public void UpdateSpeed() + public void ChangeRotateState() { UpdateSpeedAnima(); CheckGameState(); } /// - /// 速度修改后改变动画 + /// 速度修改后改变动画(可能改变方向) /// private void UpdateSpeedAnima() { @@ -131,34 +139,30 @@ namespace AibisDream return; } - if (CommonUtil.IsZero(speed)) - { - childGear.transform.DOPause(); - return; - } + childGear.UpdateRotation(speed, _speedScale); + } - // 更新动画 - childGear.transform.DOKill(); - if (speed > 0) - { - childGear.transform.DORotate(new Vector3(0, 0, 360), 1 / speed, RotateMode.LocalAxisAdd) - .SetEase(Ease.Linear).SetLoops(-1, LoopType.Incremental); - } - else - { - childGear.transform.DORotate(new Vector3(0, 0, -360), 1 / -speed, RotateMode.LocalAxisAdd) - .SetEase(Ease.Linear).SetLoops(-1, LoopType.Incremental); - } + public void UpdateSpeedScale(float newSpeedScale) + { + _speedScale = newSpeedScale; + if (!HasChildGear()) return; + childGear.UpdateSpeedScale(_speedScale); + CheckGameState(); } private void CheckGameState() { - if (shaftType == ShaftType.Target) + // 只有目标轴判断 + if (shaftType != ShaftType.Target) return; + + // + if (targetSpeed <= Mathf.Abs(speed * _speedScale)) { - if (targetSpeed <= Mathf.Abs(speed)) - { - _gearSystem.Succeed(); - } + _gearSystem.ReachTargetSpeed(); + } + else + { + _gearSystem.ResetTargetState(); } } @@ -226,6 +230,16 @@ namespace AibisDream return shaft1.GearRadius / shaft2.GearRadius; } + public void OnDestroy() + { + if (childGear != null) + { + childGear.transform.DOKill(); + } + Destroy(childGear); + Destroy(gameObject); + } + public void OnDrawGizmos() { Gizmos.color = Color.red; @@ -240,9 +254,12 @@ namespace AibisDream gameObject.name = levelData.shaftName; transform.localPosition = levelData.ShaftPos; initSprite = levelData.GearPic; - + shaftType = levelData.shaftType; hasGear = levelData.hasChildGear; + isInitGearBroken = levelData.isGearBroken; + isInitGearDisc = levelData.isDisc; + discIdx = levelData.discIdx; initialSpeed = levelData.initialSpeed; targetSpeed = levelData.targetSpeed; initRadius = levelData.radius; @@ -257,6 +274,9 @@ namespace AibisDream GearPic = initSprite, shaftType = shaftType, hasChildGear = hasGear, + isGearBroken = isInitGearBroken, + isDisc = isInitGearDisc, + discIdx = discIdx, initialSpeed = initialSpeed, targetSpeed = targetSpeed, radius = initRadius @@ -270,22 +290,23 @@ namespace AibisDream { Driver, // 拥有初始速度,没有目标速度,全局仅有一个 Target, // 没有初始速度,有目标速度,全局有多个 - Constant, // 没有初始速度,没有目标速度,不可拖动 Pluggable // 没有初始速度,没有目标速度,可拔插 } - + [Serializable] public struct ShaftLevelData { public string shaftName; + // 关卡数据 public ShaftType shaftType; public float initialSpeed; public float targetSpeed; public bool hasChildGear; public float radius; - public float isGearBroken; - public float brokenAngle; + public bool isGearBroken; + public bool isDisc; + public int discIdx; // 外形数据 public SerializableVector3 shaftPos; diff --git a/Assets/Scripts/MiniGame/Gear/ShaftGraph.cs b/Assets/Scripts/MiniGame/Gear/ShaftGraph.cs index 1e7d47f7f..4135a15bd 100644 --- a/Assets/Scripts/MiniGame/Gear/ShaftGraph.cs +++ b/Assets/Scripts/MiniGame/Gear/ShaftGraph.cs @@ -1,4 +1,6 @@ using System; +using System.Linq; +using AibisDream.FixSystem; using UnityEngine; namespace AibisDream @@ -9,6 +11,7 @@ namespace AibisDream private readonly int _vertexSize; // 顶点Map private readonly Shaft[] _vertexArray; + private readonly Shaft[] _panelShafts; // 邻接表 private float[,] _edgeTable; // 遍历记录 @@ -16,24 +19,32 @@ namespace AibisDream // 动力轴序号 private readonly int _rootIdx; - public ShaftGraph(Shaft[] shafts) + public ShaftGraph(Shaft[] shafts, Shaft[] panelShafts) { // 为轴赋值 _vertexSize = shafts.Length; _vertexRecordArray = new bool[_vertexSize]; _vertexArray = shafts; + _panelShafts = panelShafts; foreach (var shaft in _vertexArray) { shaft.InitShaft(); } + foreach (var shaft in _panelShafts) + { + shaft.InitShaft(); + } // 寻找唯一的驱动轴序号 _rootIdx = FindDriverIdx(); - + // 生成边邻接表 GeneEdgeTable(); UpdateSpeed(); + + var engine = FixSystemCenter.SystemDic.Get(); + engine.UpdateDashboard += Accelerate; } private int FindDriverIdx() @@ -83,6 +94,7 @@ namespace AibisDream { // 找到对应idx int idx = TranInstanceIDToIdx(instanceID); + if (idx == -1) return; // 更新该节点对应的邻接表 for (int i = 0; i < _vertexSize; i++) @@ -128,7 +140,7 @@ namespace AibisDream /// /// 更新当前所有轴的速度 /// - public void UpdateSpeed() + private void UpdateSpeed() { // 清除遍历记录 Array.Clear(_vertexRecordArray, 0, _vertexSize); @@ -140,7 +152,7 @@ namespace AibisDream // 更新完速度后统一更新动画 foreach (var shaft in _vertexArray) { - shaft.UpdateSpeed(); + shaft.ChangeRotateState(); } } @@ -165,8 +177,11 @@ namespace AibisDream // 已遍历的轴加上标记 _vertexRecordArray[i] = true; - // 继续寻找相邻齿轮 - UpdateShaftSpeedByIdx(i); + // 如果当前齿轮未破碎,继续更新相邻齿轮 + if (!_vertexArray[i].IsBroken) + { + UpdateShaftSpeedByIdx(i); + } } } } @@ -199,9 +214,11 @@ namespace AibisDream // 查询距离最近的,可吸附的Shaft Shaft closestShaft = null; float minDistance = -1; - foreach (var vertex in _vertexArray) + + var totalArray = _vertexArray.Concat(_panelShafts); + foreach (var vertex in totalArray) { - if (vertex.IsPluggable && !vertex.HasChildGear()) + if (!vertex.HasChildGear()) { float tempDis = Vector3.Distance(vertex.transform.position, pos); if (minDistance < 0 || tempDis < minDistance) @@ -239,7 +256,7 @@ namespace AibisDream { if (i == idx) continue; // 不需要计算和自身的关系 float availableDis = Shaft.CalcShaftAvailableDis(sourceShaft.transform.position, _vertexArray[i]); - if (availableDis < gearRadius - 0.15f) + if (availableDis < gearRadius - 0.05f) { isShaftAvailable = false; break; @@ -249,10 +266,22 @@ namespace AibisDream return isShaftAvailable; } - - public void AddDriverSpeed(float curSpeed) + /// + /// 通过引擎系统加速 + /// + /// + private void Accelerate(EngineData engineData) { - + foreach (var shaft in _vertexArray) + { + if (shaft.HasChildGear()) shaft.UpdateSpeedScale(1 + engineData.curSpeed); + } + } + + public void Clear() + { + var engine = FixSystemCenter.SystemDic.Get(); + engine.UpdateDashboard -= Accelerate; } } } \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/Peipei/UF/UFSystem.cs b/Assets/Scripts/MiniGame/Peipei/UF/UFSystem.cs index 73d199413..659b4f789 100644 --- a/Assets/Scripts/MiniGame/Peipei/UF/UFSystem.cs +++ b/Assets/Scripts/MiniGame/Peipei/UF/UFSystem.cs @@ -2,6 +2,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using AibisDream.FixSystem; + public class UFSystem : MonoBehaviour { // Start is called before the first frame update @@ -9,52 +10,54 @@ public class UFSystem : MonoBehaviour private GameObject _UFModule; public GameObject UFPanel; + void Start() { - } // Update is called once per frame void Update() { - } + private void Awake() { FixSystemCenter.SystemDic.Register(this); - } + public void OpenUFView() { - if(!UFPanel.activeInHierarchy) + if (!UFPanel.activeInHierarchy) { UFPanel.SetActive(true); } } - + public void CloseUFView() { - if(UFPanel.activeInHierarchy) + if (UFPanel.activeInHierarchy) { UFPanel.SetActive(false); } } + public void OpenCover() { var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); _UFCover = bodyModuleSystem.FindBodyModuleByName("UF").transform.Find("Cover").gameObject; - if(_UFCover.activeInHierarchy) + if (_UFCover.activeInHierarchy) { _UFCover.SetActive(false); } } - public void RemoveUF() + + public void RemoveUF() { var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); _UFModule = bodyModuleSystem.FindBodyModuleByName("UF").gameObject; - if(_UFModule.activeInHierarchy) + if (_UFModule.activeInHierarchy) { _UFModule.SetActive(false); } } -} +} \ No newline at end of file diff --git a/Assets/StreamingAssets/LevelData/BodyModuleSystem/stone1.json b/Assets/StreamingAssets/LevelData/BodyModuleSystem/stone1.json index fc798732a..ca0bc3cda 100644 --- a/Assets/StreamingAssets/LevelData/BodyModuleSystem/stone1.json +++ b/Assets/StreamingAssets/LevelData/BodyModuleSystem/stone1.json @@ -1 +1 @@ -{"hasHotErr":false,"moduleDataArray":[{"moduleName":"Lung","modulePicPath":"","modulePos":{"x":0.91,"y":1.84,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":1,"waveHasError":true,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Heart","modulePicPath":"","modulePos":{"x":-3.89,"y":1.44,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"GearBox","modulePicPath":"","modulePos":{"x":-3.11,"y":0.08,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Liver","modulePicPath":"","modulePos":{"x":1.02,"y":-3.3,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Stomach","modulePicPath":"","modulePos":{"x":-3.77,"y":-3.81,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false}]} \ No newline at end of file +{"hasHotErr":false,"moduleDataArray":[{"moduleName":"Lung","modulePicPath":"","modulePos":{"x":0.6,"y":1.85,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":1,"waveHasError":true,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Heart","modulePicPath":"","modulePos":{"x":-4.54,"y":0.92,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"GearBox","modulePicPath":"","modulePos":{"x":-3.259,"y":0.115,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Liver","modulePicPath":"","modulePos":{"x":1.011,"y":-3.065,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Stomach","modulePicPath":"","modulePos":{"x":-3.977,"y":-3.819,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false}]} \ No newline at end of file diff --git a/Assets/StreamingAssets/LevelData/BodyModuleSystem/temp.json b/Assets/StreamingAssets/LevelData/BodyModuleSystem/temp.json index 13d07e501..ca0bc3cda 100644 --- a/Assets/StreamingAssets/LevelData/BodyModuleSystem/temp.json +++ b/Assets/StreamingAssets/LevelData/BodyModuleSystem/temp.json @@ -1 +1 @@ -{"hasHotErr":false,"moduleDataArray":[]} \ No newline at end of file +{"hasHotErr":false,"moduleDataArray":[{"moduleName":"Lung","modulePicPath":"","modulePos":{"x":0.6,"y":1.85,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":1,"waveHasError":true,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Heart","modulePicPath":"","modulePos":{"x":-4.54,"y":0.92,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"GearBox","modulePicPath":"","modulePos":{"x":-3.259,"y":0.115,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Liver","modulePicPath":"","modulePos":{"x":1.011,"y":-3.065,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false},{"moduleName":"Stomach","modulePicPath":"","modulePos":{"x":-3.977,"y":-3.819,"z":0.0},"socketPos":{"x":0.005,"y":-0.011,"z":0.0},"indicatorPos":{"x":0.0,"y":0.0,"z":0.0},"waveformType":0,"waveHasError":false,"ignoreWaveCheck":false,"cantStopRunning":false}]} \ No newline at end of file diff --git a/Assets/StreamingAssets/LevelData/GearSystem/new.json b/Assets/StreamingAssets/LevelData/GearSystem/new.json index f7a8052dc..2a6d1896b 100644 --- a/Assets/StreamingAssets/LevelData/GearSystem/new.json +++ b/Assets/StreamingAssets/LevelData/GearSystem/new.json @@ -1 +1,200 @@ -{"shaftLevelDataArray":[{"shaftName":"Empty Pluggable Shaft3","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.15,"shaftPos":{"x":-1.118,"y":-0.256,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Empty Pluggable Shaft2","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.15,"shaftPos":{"x":-1.087,"y":-0.693,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Empty Pluggable Shaft1","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.15,"shaftPos":{"x":-1.135,"y":0.182,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft9","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.18,"shaftPos":{"x":-1.71000111,"y":-0.9590002,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮A"},{"shaftName":"Pluggable Shaft8","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.18,"shaftPos":{"x":-2.59800124,"y":-0.941000164,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft7","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.09,"shaftPos":{"x":-2.22800064,"y":-0.453000158,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft6","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.18,"shaftPos":{"x":-1.855001,"y":-0.3910001,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft5","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.09,"shaftPos":{"x":-2.0,"y":-0.6250002,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮A"},{"shaftName":"Pluggable Shaft4","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.27,"shaftPos":{"x":-2.18600082,"y":-0.08200007,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮A"},{"shaftName":"Pluggable Shaft3","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.18,"shaftPos":{"x":-1.97600079,"y":0.300000042,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft2","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.09,"shaftPos":{"x":-1.70600092,"y":0.307999939,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft1","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.18,"shaftPos":{"x":-2.40600061,"y":0.295000046,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Driver Shaft","shaftType":0,"initialSpeed":1.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.09,"shaftPos":{"x":-2.188,"y":0.445000023,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Target Shaft","shaftType":1,"initialSpeed":0.0,"targetSpeed":0.3,"hasChildGear":true,"radius":0.27,"shaftPos":{"x":-2.1600008,"y":-0.9610002,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"}]} \ No newline at end of file +{ + "shaftLevelDataArray": [ + { + "shaftName": "Empty Pluggable Shaft3", + "shaftType": 3, + "initialSpeed": 0.0, + "targetSpeed": 0.0, + "hasChildGear": false, + "radius": 0.15, + "shaftPos": { + "x": -1.118, + "y": -0.256, + "z": 0.0 + }, + "gearPicPath": "Art/Fix/Stone/身体维修界面导出_1227/变速箱齿轮C" + }, + { + "shaftName": "Empty Pluggable Shaft2", + "shaftType": 3, + "initialSpeed": 0.0, + "targetSpeed": 0.0, + "hasChildGear": false, + "radius": 0.15, + "shaftPos": { + "x": -1.087, + "y": -0.693, + "z": 0.0 + }, + "gearPicPath": "Art/Fix/Stone/身体维修界面导出_1227/变速箱齿轮C" + }, + { + "shaftName": "Empty Pluggable Shaft1", + "shaftType": 3, + "initialSpeed": 0.0, + "targetSpeed": 0.0, + "hasChildGear": false, + "radius": 0.15, + "shaftPos": { + "x": -1.135, + "y": 0.182, + "z": 0.0 + }, + "gearPicPath": "Art/Fix/Stone/身体维修界面导出_1227/变速箱齿轮C" + }, + { + "shaftName": "Pluggable Shaft9", + "shaftType": 3, + "initialSpeed": 0.0, + "targetSpeed": 0.0, + "hasChildGear": true, + "radius": 0.18, + "shaftPos": { + "x": -1.71000111, + "y": -0.9590002, + "z": 0.0 + }, + "gearPicPath": "Art/Fix/Stone/身体维修界面导出_1227/变速箱齿轮A" + }, + { + "shaftName": "Pluggable Shaft8", + "shaftType": 3, + "initialSpeed": 0.0, + "targetSpeed": 0.0, + "hasChildGear": false, + "radius": 0.18, + "shaftPos": { + "x": -2.59800124, + "y": -0.941000164, + "z": 0.0 + }, + "gearPicPath": "Art/Fix/Stone/身体维修界面导出_1227/变速箱齿轮C" + }, + { + "shaftName": "Pluggable Shaft7", + "shaftType": 3, + "initialSpeed": 0.0, + "targetSpeed": 0.0, + "hasChildGear": false, + "radius": 0.09, + "shaftPos": { + "x": -2.22800064, + "y": -0.453000158, + "z": 0.0 + }, + "gearPicPath": "Art/Fix/Stone/身体维修界面导出_1227/变速箱齿轮C" + }, + { + "shaftName": "Pluggable Shaft6", + "shaftType": 3, + "initialSpeed": 0.0, + "targetSpeed": 0.0, + "hasChildGear": true, + "radius": 0.18, + "shaftPos": { + "x": -1.855001, + "y": -0.3910001, + "z": 0.0 + }, + "gearPicPath": "Art/Fix/Stone/身体维修界面导出_1227/变速箱齿轮C" + }, + { + "shaftName": "Pluggable Shaft5", + "shaftType": 3, + "initialSpeed": 0.0, + "targetSpeed": 0.0, + "hasChildGear": true, + "radius": 0.09, + "shaftPos": { + "x": -2.0, + "y": -0.6250002, + "z": 0.0 + }, + "gearPicPath": "Art/Fix/Stone/身体维修界面导出_1227/变速箱齿轮A" + }, + { + "shaftName": "Pluggable Shaft4", + "shaftType": 3, + "initialSpeed": 0.0, + "targetSpeed": 0.0, + "hasChildGear": true, + "radius": 0.27, + "shaftPos": { + "x": -2.18600082, + "y": -0.08200007, + "z": 0.0 + }, + "gearPicPath": "Art/Fix/Stone/身体维修界面导出_1227/变速箱齿轮A" + }, + { + "shaftName": "Pluggable Shaft3", + "shaftType": 3, + "initialSpeed": 0.0, + "targetSpeed": 0.0, + "hasChildGear": true, + "radius": 0.18, + "shaftPos": { + "x": -1.97600079, + "y": 0.300000042, + "z": 0.0 + }, + "gearPicPath": "Art/Fix/Stone/身体维修界面导出_1227/变速箱齿轮C" + }, + { + "shaftName": "Pluggable Shaft2", + "shaftType": 3, + "initialSpeed": 0.0, + "targetSpeed": 0.0, + "hasChildGear": false, + "radius": 0.09, + "shaftPos": { + "x": -1.70600092, + "y": 0.307999939, + "z": 0.0 + }, + "gearPicPath": "Art/Fix/Stone/身体维修界面导出_1227/变速箱齿轮C" + }, + { + "shaftName": "Pluggable Shaft1", + "shaftType": 3, + "initialSpeed": 0.0, + "targetSpeed": 0.0, + "hasChildGear": true, + "radius": 0.18, + "shaftPos": { + "x": -2.40600061, + "y": 0.295000046, + "z": 0.0 + }, + "gearPicPath": "Art/Fix/Stone/身体维修界面导出_1227/变速箱齿轮C" + }, + { + "shaftName": "Driver Shaft", + "shaftType": 0, + "initialSpeed": 1.0, + "targetSpeed": 0.0, + "hasChildGear": true, + "radius": 0.09, + "shaftPos": { + "x": -2.188, + "y": 0.445000023, + "z": 0.0 + }, + "gearPicPath": "Art/Fix/Stone/身体维修界面导出_1227/变速箱齿轮C" + }, + { + "shaftName": "Target Shaft", + "shaftType": 1, + "initialSpeed": 0.0, + "targetSpeed": 0.3, + "hasChildGear": true, + "radius": 0.27, + "shaftPos": { + "x": -2.1600008, + "y": -0.9610002, + "z": 0.0 + }, + "gearPicPath": "Art/Fix/Stone/身体维修界面导出_1227/变速箱齿轮C" + } + ] +} \ No newline at end of file diff --git a/Assets/StreamingAssets/LevelData/GearSystem/stone1.json b/Assets/StreamingAssets/LevelData/GearSystem/stone1.json index f7a8052dc..57e643bf6 100644 --- a/Assets/StreamingAssets/LevelData/GearSystem/stone1.json +++ b/Assets/StreamingAssets/LevelData/GearSystem/stone1.json @@ -1 +1 @@ -{"shaftLevelDataArray":[{"shaftName":"Empty Pluggable Shaft3","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.15,"shaftPos":{"x":-1.118,"y":-0.256,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Empty Pluggable Shaft2","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.15,"shaftPos":{"x":-1.087,"y":-0.693,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Empty Pluggable Shaft1","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":false,"radius":0.15,"shaftPos":{"x":-1.135,"y":0.182,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮C"},{"shaftName":"Pluggable Shaft9","shaftType":3,"initialSpeed":0.0,"targetSpeed":0.0,"hasChildGear":true,"radius":0.18,"shaftPos":{"x":-1.71000111,"y":-0.9590002,"z":0.0},"gearPicPath":"Art/Fix/Stone/身体维修界面/变速箱齿轮A"},{"shaftName":"Pluggable 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