Merge branch '6.13维修崩溃部分优化' into 'develop'

提交

See merge request aibis-dream/aibis-dream!449
This commit is contained in:
2025-06-13 14:16:06 +00:00
40 changed files with 26861 additions and 1531 deletions
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- _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0}
- _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0}
- _Flip: {r: 1, g: 1, b: 1, a: 1}
- _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1}
- _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0}
- _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0}
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- _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0}
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- _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0}
- _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0}
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- _InnerOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0}
- _InnerOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
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- _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1}
- _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0}
- _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0}
- _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0}
- _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0}
- _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0}
- _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0}
- _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0}
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- _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0}
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- _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0}
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- _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
- _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0}
- _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0}
- _ShadowColor: {r: 0, g: 0, b: 0, a: 0}
- _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0}
- _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0}
- _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0}
- _ShineColor: {r: 11.98431, g: 11.98431, b: 11.98431, a: 0}
- _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0}
- _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0}
- _SineMoveOffset: {r: 0, g: 0.5, b: 0, a: 0}
- _SineRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _SineScaleFactor: {r: 0.2, g: 0.2, b: 0, a: 0}
- _SourceAlphaDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- _SourceAlphaDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
- _SourceGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0}
- _SourceGlowDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- _SourceGlowDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
- _SplitToningHighlightsColor: {r: 1, g: 0.1, b: 0.1, a: 0}
- _SplitToningShadowsColor: {r: 0.1, g: 0.4000002, b: 1, a: 0}
- _SpriteSheetRect: {r: 0, g: 0, b: 1, a: 1}
- _SqueezeCenter: {r: 0.5, g: 0.5, b: 0, a: 0}
- _SqueezeScale: {r: 2, g: 0, b: 0, a: 0}
- _StrongTintTint: {r: 1, g: 1, b: 1, a: 1}
- _TextureLayer1Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1}
- _TextureLayer1Offset: {r: 0, g: 0, b: 0, a: 0}
- _TextureLayer1Scale: {r: 1, g: 1, b: 0, a: 0}
- _TextureLayer1ScrollSpeed: {r: 0, g: 1, b: 0, a: 0}
- _TextureLayer2Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1}
- _TextureLayer2Offset: {r: 0, g: 0, b: 0, a: 0}
- _TextureLayer2Scale: {r: 1, g: 1, b: 0, a: 0}
- _TextureLayer2ScrollSpeed: {r: 0, g: 1, b: 0, a: 0}
- _UVDistortFrom: {r: -0.02, g: -0.02, b: 0, a: 0}
- _UVDistortNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _UVDistortSpeed: {r: 2, g: 2, b: 0, a: 0}
- _UVDistortTo: {r: 0.02, g: 0.02, b: 0, a: 0}
- _UVRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
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- _UVScaleScale: {r: 1, g: 1, b: 0, a: 0}
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- _WorldTilingOffset: {r: 0, g: 0, b: 0, a: 0}
- _WorldTilingScale: {r: 1, g: 1, b: 0, a: 0}
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@@ -19,7 +19,7 @@ position: 205,199
//【流程相关】
//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液)
<<declare $gameStage=1>>
<<declare $gameStage=2>>
<<declare $emoChecked=false>>
<<declare $logicChecked=false>>
<<declare $memoryChecked=false>>
@@ -17,9 +17,11 @@ position: 250,-2612
// <<fade_in 1>>
// <<fade_out 1>>
//<<switch_fix_system_to "EmoCut">>
<<StartHeadBreathing>>
<<fade_out 1>>
<<switch_fix_system_to "BodyModule" "Head">>
<<set_light_state Warning>>
// <<set_light_state Emergency>>
// <<open_warning_window 正在向视觉非法写入色彩数据,即将打印索引>>
<<jump 手术准备>>
@@ -125,10 +127,12 @@ gotash?: <shake>啊…<waitfor=0.2>啊!</shake> #line:037a594
<<set_light_state Normal>>
<<switch_fix_system_to "BodyModule" "Head">>
me:体征已经重新稳定。 #line:0b1dd52
<<StartHeadContinuousPain>>
gotash?: 我<waitfor=0.1>这是<waitfor=0.1>什么?<waitfor=0.1>我<waitfor=0.1>不应该<waitfor=0.1>还<waitfor=0.1>活着。 #line:0274eb9
gotash?: <shake>我<waitfor=0.1>必须<waitfor=0.2>[[size]]死[[^size]],回收<waitfor=0.1>必须<waitfor=0.1>被<waitfor=0.1>完成…</shake> #line:0ab8d02
<<set_light_state warning>>
gotash?: <shake>必须<waitfor=0.1>完成……<waitfor=0.3><rainb>excλute_core₭₭</rainb><waitfor=0.1>呃…<waitfor=0.1>啊……</shake> #line:083eaa8
<<StopHeadContinuousPain>>
me:病灶转移了,<waitfor=0.2>现在<waitfor=0.1>重新定位目标。 #line:015afd3
<<hide_dialog>>
// <<add_task TaskManager "检查逻辑模块">>
@@ -174,8 +178,13 @@ gotash?: <shake>它还<waitfor=0.1>活着……<br>为什么!<waitfor=0.1>我<
gotash?: <shake>这是梦…<waitfor=0.1>这是梦。<waitfor=0.1>我必须醒来,<waitfor=0.2>我必须醒来……</shake> #line:0d70b5d
<<hide_dialog>>
<<set_light_state Emergency>>
me: 正在丢失生命体征,<waitfor=0.2>现在进行电击。 #line:015ac4e
<<StartHeadContinuousPain>>
gotash?:<shake>啊啊啊…</shake>
<<wait 1>>
me: 正在丢失生命体征。 #line:015ac4e
me: 得先让他稳定下来。
<<hide_dialog>>
<<RetractCable>>
<<start_shock>>
===
@@ -192,36 +201,96 @@ position: 907,-2702
<<if $flashCount==0>>
<<play_shock_flash>>
gotash?: <shake>[[size]]啊啊啊</shake>[[^size]] #auto_next #line:002dd4c
<<set_light_state Warning>>
<<set $flashCount=$flashCount+1>>
<<wait 0.3>>
gotash?: 这是哪里…<waitfor=0.1>为什么?<waitfor=0.1>我又回来了… #line:0baa994
<<stop_shock>>
<<wait 1>>
<<StopHeadContinuousPain>>
<<wait 1>>
<<set_light_state Warning>>
<<wait 1.5>>
gotash?: 这是哪里…<waitfor=0.1>为什么?<waitfor=0.1>我又回来了… #line:0baa994
<<wait 1>>
me: 至少稳定下来了…
me: 看起来是记忆模块的问题。 #line:0f7b387
<<DropCable>>
<<ModuleHightLight Memory true>>
Task:检查记忆模块 #line:0b2facf
<<set $gameStage = 5>>
<<elseif $flashCount==1>>
<<play_shock_flash>>
<<wait 0.3>>
<<stop_shock>>
<<wait 0.5>>
<<set_light_state Warning>>
<<wait 1>>
<<StopHeadContinuousPain>>
<<wait 1.5>>
me: 稳定了么?接下来… #auto_next
<<StartHeadContinuousPain>>
gotash?: <shake>啊啊,又开始了!</shake>
<<set_light_state Emergency>>
<<set $flashCount=$flashCount+1>>
gotash?: 妈妈… #auto_next #line:08ee885
gotash?: [[size]]<shake>妈妈…</shake>[[^size]] #line:08ee885
me:再来一次,坚持住。
<<start_shock>>
<<elseif $flashCount==2>>
<<play_shock_flash>>
<<set_light_state Emergency>>
<<wait 0.5>>
<<stop_shock>>
<<set $flashCount=$flashCount+1>>
// me:听得到吗? #line:075ce88
me:听得到吗? #line:075ce88
gotash?: [[size]]<shake>啊啊啊啊啊…</shake>[[^size]]
me:妈的,怎么回事???
<<start_shock>>
<<elseif $flashCount==3>>
<<play_shock_flashback 开场1>>
<<set $flashCount=$flashCount+1>>
// me: 就差一点了…再坚持一下! #line:0ba461f
<<wait 0.5>>
<<stop_shock>>
gotash?: [[size]]<shake>啊啊啊啊啊…</shake>[[^size]]
me:[[size]]<shake>为什么???<waitfor=0.5>给我回来!!</shake>[[^size]]
<<start_shock>>
<<elseif $flashCount==4>>
<<play_shock_flashback 开场2>>
<<set $flashCount=$flashCount+1>>
<<stop_shock>>
<<start_shock>>
<<elseif $flashCount==5>>
<<play_shock_flashback 开场1>>
<<set $flashCount=$flashCount+1>>
<<stop_shock>>
me:<shake>求求你…<waitfor=0.5>求求你…</shake>
me:[[size]]<shake>回来!</shake>[[^size]]
<<set $gameStage = 6>>
<<jump Center>>
// <<elseif $flashCount==6>>
// <<play_shock_flashback 开场2>>
// <<stop_shock>>
// <<resume_timeline>>
// <<set $flashCount=$flashCount+1>>
// // me:[[size]]<shake>回来!!</shake>[[^size]]
// // <<wait 1>>
// <<elseif $flashCount==7>>
// <<play_shock_flashback 开场2>>
// <<stop_shock>>
// <<resume_timeline>>
// <<set $flashCount=$flashCount+1>>
// // me:[[size]]<shake>回来!!</shake>[[^size]]
// // <<wait 1>>
// <<set $gameStage = 6>>
// <<jump Center>>
// <<elseif $flashCount==8>>
// <<play_shock_flashback 开场2>>
// <<stop_shock>>
// <<resume_timeline>>
// <<set $flashCount=$flashCount+1>>
// // me:[[size]]<shake>回来!!</shake>[[^size]]
// // <<wait 1>>
// <<switch_camera BreakCamera>>
// <<Open_play_timeline Art/TimeLineAsset/BreakEnding>>
// <<set $gameStage = 6>>
// <<jump Center>>
<<endif>>
===
@@ -253,8 +322,11 @@ position: 907,-2702
gotash?: 呃呃呃呃呃呃呃呃#auto_next #line:0cf6d36
<<switch_fix_system_to "BodyModule" "Head">>
me:应该结束了。现在应该… #line:0c23843
<<StartHeadContinuousPain>>
gotash?:<shake>啊好痛!让我去死吧!</shake>#auto_next
<<set_light_state Emergency>>
me:就差一点… #line:0b93ed1
me:为什么??为什么不起作用?? #line:0b93ed1
<<RetractCable>>
<<start_shock>>
// <<hide_dialog>>
// <<wait 1>>
@@ -287,6 +359,7 @@ position: 907,-2702
<<task_moveOut>>
Linking: 正在建立连接… #line:0e7b127
<<wait 0.2>>
<<TriggerHeadPainShake>>
gotash?: 啊!痛…好痛! #line:0348ba1
EmoModule: 已与情绪模块建立连接! #line:02a0fcf
<<play_sfx "event:/Scriptal/beep_warning">>
@@ -362,7 +435,7 @@ MemModule: 未检测到可查看的记忆卡带。 #line:0ce000f
Error: 请定位坏死模块以中止溃解。 #line:08251a5
<<else>>
<<set $memoryChecked=true>>
gotash?: 这一切都是徒劳。 #line:084b284
gotash?: 没用的…没用的。 #line:084b284
Error: 检测到模块发生递归性坏死!请尽快处理。 #line:031572d
Error: 模块核心完整度:让我死吧 #line:0e21b2b
Error: 里面是什么?:让我死吧 #line:04add2c
@@ -394,7 +467,7 @@ Error: 检测到溃解信号流!进入隔离模式… #line:09bc69e
Error: 请定位坏死模块以中止溃解。 #line:0286596
// ->结束 #line:02b2f2f
// <<close_screen>>
<<clear_screen>>
<<Reset_Plug>>
<<jump 主维修界面_头部>>
===
@@ -417,6 +490,6 @@ Error: 请定位坏死模块以中止溃解。 #line:0668599
// ->结束 #line:0cbf347
// <<close_screen>>
// <<close_screen>>
<<clear_screen>>
<<Reset_Plug>>
<<jump 主维修界面_头部>>
===
@@ -5,8 +5,8 @@ group:插线检查
position: 906,-585
---
// <<enable_cut "HeadCover">>
// <<jump end>>
<<jump AutoChargeAndRelease>>
//<<jump end>>
<<jump AutoChargeAndRelease>>
===
title:AutoChargeAndRelease
@@ -18,31 +18,34 @@ position: 906,-585
// <<fade_out 1>>
// <<switch_fix_system_to "BodyModule" "Head">>
<<set_light_state Emergency>>
<<start_shock>>
<<start_shock_abnormal>>
<<wait 1.5>>
<<auto_charge_and_release 1>>
<<play_shock_flashback 开场1>>
<<auto_charge_and_release 0.8>>
<<play_shock_flashback 开场2>>
<<auto_charge_and_release 0.6>>
<<play_shock_flashback 开场1>>
<<auto_charge_and_release 0.4>>
<<play_shock_flashback 开场2>>
<<auto_charge_and_release 0.4>>
<<play_shock_flashback 开场1>>
<<auto_charge_and_release 0.4>>
<<play_shock_flashback 开场2>>
<<Open_play_timeline Art/TimeLineAsset/Emergency>>
<<auto_charge_and_release 0.4>>
<<play_shock_flashback 开场1>>
<<auto_charge_and_release 0.2>>
<<play_shock_flashback 开场2>>
<<auto_charge_and_release 0.2>>
<<play_shock_flashback 开场1>>
<<resume_timeline>>
<<auto_charge_and_release 0.1>>
<<play_shock_flashback 开场2>>
<<auto_charge_and_release 0.1>>
<<play_shock_flashback 开场1>>
<<resume_timeline>>
<<auto_charge_and_release 0.1>>
<<play_shock_flashback 开场1>>
<<auto_charge_and_release 0.1>>
<<play_shock_flashback 开场2>>
<<auto_charge_and_release 0.1>>
<<play_shock_flashback 开场1>>
<<auto_charge_and_release 0.1>>
<<play_shock_flashback 开场2>>
<<auto_charge_and_release 0.1>>
<<resume_timeline>>
<<switch_camera BreakCamera>>
<<Open_play_timeline Art/TimeLineAsset/BreakEnding>>
// <<trigger_ending 开场7>>
@@ -0,0 +1,7 @@
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@@ -30,7 +30,7 @@ MonoBehaviour:
active: 1
m_Intencity:
m_OverrideState: 1
m_Value: 1.5
m_Value: 3
m_Threshold:
m_OverrideState: 1
m_Value:
@@ -29,10 +29,10 @@ MonoBehaviour:
active: 1
_Weight:
m_OverrideState: 1
m_Value: 1
m_Value: 0.343
_Intensity:
m_OverrideState: 1
m_Value: 0.328
m_Value: 0.19
_Radial:
m_OverrideState: 0
m_Value: 0.124
@@ -43,11 +43,11 @@ MonoBehaviour:
m_OverrideState: 0
m_Value: 0.189
_Split:
m_OverrideState: 1
m_OverrideState: 0
m_Value: 0.189
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m_OverrideState: 0
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@@ -43,6 +43,11 @@ namespace AibisDream.FixSystem
[SerializeField] public float plugSnappingRange = 1f;
private Vector3 _headModuleOriginalPos;
private Coroutine _breathingCoroutine;
private Coroutine _painShakeCoroutine;
private Coroutine _continuousPainCoroutine;
private void Awake()
{
InitComponentRefs();
@@ -228,6 +233,131 @@ namespace AibisDream.FixSystem
{
BodyModules.Remove(module);
}
private void Start()
{
if (_headModuleGroup != null)
{
_headModuleOriginalPos = _headModuleGroup.transform.localPosition;
StartBreathing();
}
}
public void StartBreathing()
{
if (_breathingCoroutine != null)
{
StopCoroutine(_breathingCoroutine);
}
_breathingCoroutine = StartCoroutine(BreathingAnimation());
}
public void StopBreathing()
{
if (_breathingCoroutine != null)
{
StopCoroutine(_breathingCoroutine);
_breathingCoroutine = null;
}
if (_headModuleGroup != null)
{
_headModuleGroup.transform.localPosition = _headModuleOriginalPos;
}
}
private IEnumerator BreathingAnimation()
{
float time = 0;
while (true)
{
time += Time.deltaTime;
float yOffset = Mathf.Sin(time * 2f) * 0.02f; // 调整呼吸幅度和速度
_headModuleGroup.transform.localPosition = _headModuleOriginalPos + new Vector3(0, yOffset, 0);
yield return null;
}
}
public void TriggerPainShake()
{
if (_painShakeCoroutine != null)
{
StopCoroutine(_painShakeCoroutine);
}
_painShakeCoroutine = StartCoroutine(PainShakeAnimation());
}
private IEnumerator PainShakeAnimation()
{
StopBreathing();
float duration = 0.5f;
float elapsed = 0f;
Vector3 originalPos = _headModuleGroup.transform.localPosition;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float intensity = 1f - (elapsed / duration);
_headModuleGroup.transform.localPosition = originalPos + new Vector3(
UnityEngine.Random.Range(-0.1f, 0.1f) * intensity,
UnityEngine.Random.Range(-0.1f, 0.1f) * intensity,
UnityEngine.Random.Range(-0.1f, 0.1f) * intensity
);
yield return null;
}
_headModuleGroup.transform.localPosition = originalPos;
StartBreathing();
}
public void StartContinuousPain()
{
if (_continuousPainCoroutine != null)
{
StopCoroutine(_continuousPainCoroutine);
}
_continuousPainCoroutine = StartCoroutine(ContinuousPainAnimation());
}
public void StopContinuousPain()
{
if (_continuousPainCoroutine != null)
{
StopCoroutine(_continuousPainCoroutine);
_continuousPainCoroutine = null;
}
if (_headModuleGroup != null)
{
_headModuleGroup.transform.localPosition = _headModuleOriginalPos;
}
StartBreathing();
}
private IEnumerator ContinuousPainAnimation()
{
StopBreathing();
while (true)
{
// 抖动阶段
float shakeDuration = 1f;
float shakeElapsed = 0f;
Vector3 originalPos = _headModuleGroup.transform.localPosition;
while (shakeElapsed < shakeDuration)
{
shakeElapsed += Time.deltaTime;
_headModuleGroup.transform.localPosition = originalPos + new Vector3(
UnityEngine.Random.Range(-0.05f, 0.05f),
UnityEngine.Random.Range(-0.05f, 0.05f),
UnityEngine.Random.Range(-0.05f, 0.05f)
);
yield return null;
}
// 暂停阶段
_headModuleGroup.transform.localPosition = originalPos;
yield return new WaitForSeconds(0.5f);
}
}
}
[LoadIndex(2)]
@@ -147,5 +147,35 @@ namespace AibisDream
{
BodyModuleSystem.CableSystem.PullUpCable();
}
[YarnCommand("StartHeadBreathing")]
public static void StartHeadBreathing()
{
BodyModuleSystem.StartBreathing();
}
[YarnCommand("StopHeadBreathing")]
public static void StopHeadBreathing()
{
BodyModuleSystem.StopBreathing();
}
[YarnCommand("TriggerHeadPainShake")]
public static void TriggerHeadPainShake()
{
BodyModuleSystem.TriggerPainShake();
}
[YarnCommand("StartHeadContinuousPain")]
public static void StartHeadContinuousPain()
{
BodyModuleSystem.StartContinuousPain();
}
[YarnCommand("StopHeadContinuousPain")]
public static void StopHeadContinuousPain()
{
BodyModuleSystem.StopContinuousPain();
}
}
}
@@ -68,6 +68,15 @@ namespace AibisDream
gearFollower.GearUpdate();
}
}
public void ClearCutLine()
{
if (gearFollower != null)
{
gearFollower.ClearCutLine();
Destroy(gearFollower.gameObject);
gearFollower = null;
}
}
private void ActivateGear()
{
@@ -735,6 +735,14 @@ public class GearFollower : MonoBehaviour
cuttingManager.OnCutComplete();
}
}
public void ClearCutLine()
{
if (cutLineRenderer != null)
{
cutLineRenderer.positionCount = 0;
Destroy(this.gameObject);
}
}
public void FinishCutting()
{
// 清理特效
@@ -746,10 +754,7 @@ public class GearFollower : MonoBehaviour
{
sparkVFX.Stop();
}
if (cutLineRenderer != null)
{
cutLineRenderer.positionCount = 0;
}
// 计算随机方向
float randomAngle = Random.Range(-cutCompleteTiltAngle, cutCompleteTiltAngle);
Vector2 randomOffset = Random.insideUnitCircle * cutCompleteOffset;
@@ -787,7 +792,7 @@ public class GearFollower : MonoBehaviour
}
cutCompleteSequence.OnComplete(() =>
{
Destroy(this.gameObject);
var cuttingManager = FixSystemCenter.SystemDic.Get<CuttingManager>();
if (cuttingManager != null)
{
@@ -7,8 +7,10 @@ public class HeatLineSegmentController : MonoBehaviour
private Sequence sequence;
public float duration = 4f; // 整个冷却淡出时间
public Color hotColor = Color.red;
public Color coldColor = Color.black;
public Color whiteColor = Color.white; // 最热 - 白色
public Color orangeColor = new Color(1f, 0.5f, 0f, 1f); // 次热 - 橙色
public Color redColor = Color.red; // 较热 - 红色
public Color coldColor = Color.black; // 冷却 - 黑色
void Awake()
{
@@ -17,7 +19,7 @@ public class HeatLineSegmentController : MonoBehaviour
{
Debug.LogError("HeatLineSegmentController需要LineRenderer组件");
}
lineRenderer.startColor = lineRenderer.endColor = hotColor;
lineRenderer.startColor = lineRenderer.endColor = whiteColor;
}
void Start()
@@ -25,11 +27,23 @@ public class HeatLineSegmentController : MonoBehaviour
// 创建颜色渐变序列
sequence = DOTween.Sequence();
// 颜色从热色到冷色
// 白色到橙色 (快速过渡)
sequence.Append(DOTween.To(() => lineRenderer.startColor, x => {
lineRenderer.startColor = x;
lineRenderer.endColor = x;
}, coldColor, duration * 0.7f).SetEase(Ease.InOutQuad));
}, orangeColor, duration * 0.1f).SetEase(Ease.InOutQuad));
// 橙色到红色
sequence.Append(DOTween.To(() => lineRenderer.startColor, x => {
lineRenderer.startColor = x;
lineRenderer.endColor = x;
}, redColor, duration * 0.3f).SetEase(Ease.InOutQuad));
// 红色到黑色
sequence.Append(DOTween.To(() => lineRenderer.startColor, x => {
lineRenderer.startColor = x;
lineRenderer.endColor = x;
}, coldColor, duration * 0.3f).SetEase(Ease.InOutQuad));
// 淡出效果
sequence.Append(DOTween.To(() => lineRenderer.startColor.a, x => {
@@ -563,6 +563,8 @@ namespace AibisDream.FixSystem
{
// 无
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeInAsync(0.1f);
var cuttingManager = FixSystemCenter.SystemDic.Get<CuttingManager>();
cuttingManager.ClearCutLine();
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutEmo);
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutAsync(0.1f);
}
@@ -606,6 +608,8 @@ namespace AibisDream.FixSystem
public IEnumerator Exit()
{
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeInAsync(0.1f);
var cuttingManager = FixSystemCenter.SystemDic.Get<CuttingManager>();
cuttingManager.ClearCutLine();
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutMemory);
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutAsync(0.1f);
}
@@ -646,6 +650,8 @@ namespace AibisDream.FixSystem
public IEnumerator Exit()
{
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeInAsync(0.1f);
var cuttingManager = FixSystemCenter.SystemDic.Get<CuttingManager>();
cuttingManager.ClearCutLine();
yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutLogic);
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutAsync(0.1f);
}
+37 -3
View File
@@ -20,7 +20,7 @@ namespace AibisDream
public GameObject screen;
public SpriteRenderer dreamSprite;
public BubbleSlotGroup bubbleSlotGroup;
private void Awake()
@@ -128,7 +128,7 @@ namespace AibisDream
foreach (var track in timeline.GetOutputTracks())
{
// 检查轨道类型是否为Signal Track或其他需要DialogController的轨道
if (track is SignalTrack || track.name.Contains("Fade"))
if (track.name.Contains("Fade"))
{
// 绑定DialogController实例
openPlayable.SetGenericBinding(track, UIManager.Instance.GetPanel<PlayToolPanel>());
@@ -148,7 +148,6 @@ namespace AibisDream
}
openPlayable.playableAsset = timelineAsset;
BindPlayToolPanel();
// BindDialogController();
openPlayable.Play();
while (openPlayable.state == PlayState.Playing)
@@ -176,6 +175,29 @@ namespace AibisDream
{
DialogController.Instance.StartDialogNode("Cut_End");
}
public void PauseTimeline()
{
Debug.Log("TRY PAUSE Timeline"); // 添加这行
if (openPlayable != null && openPlayable.state == PlayState.Playing)
{
Debug.Log("Timeline is being paused"); // 添加这行
openPlayable.Pause();
}
}
public IEnumerator ResumeTimeline()
{
if (openPlayable != null && openPlayable.state == PlayState.Paused)
{
openPlayable.Resume();
// 等待 Timeline 播放完成
while (openPlayable.state == PlayState.Playing)
{
yield return null;
}
}
}
}
public static class OpenYarnCommand
@@ -245,5 +267,17 @@ namespace AibisDream
{
OpenSystem.DreamDisappear();
}
[YarnCommand("resume_timeline")]
public static IEnumerator ResumeTimeline()
{
yield return OpenSystem.ResumeTimeline();
}
[YarnCommand("pause_timeline")]
public static void PauseTimeline()
{
OpenSystem.PauseTimeline();
}
}
}
@@ -51,5 +51,22 @@ namespace AibisDream.FixSystem
yield return ShockSystem.AutoChargeAndRelease(duration);
}
// [YarnCommand("set_shock_abnormal")]
// public static void SetShockAbnormal(bool isAbnormal)
// {
// ShockSystem.SetAbnormalState(isAbnormal);
// }
[YarnCommand("start_shock_abnormal")]
public static void StartShockAbnormal()
{
ShockSystem.SetAbnormalState(true);
}
[YarnCommand("stop_shock_abnormal")]
public static void StopShockAbnormal()
{
ShockSystem.SetAbnormalState(false);
}
}
}
+169 -8
View File
@@ -24,6 +24,9 @@ public class ShockSystem : MonoBehaviour
[SerializeField] private SpriteRenderer flashSpriteRenderer;
[SerializeField] private List<Sprite> flashHeadSprites; // 头部闪烁精灵列表
[SerializeField] private SpriteFlashSystem spriteFlashSystem; // Sprite闪烁系统
[SerializeField] private GameObject sparkEffect1; // 火花特效1
[SerializeField] private GameObject sparkEffect2; // 火花特效2
[SerializeField] private Image progressBarFg; // 进度条前景
[Header("Settings")]
[SerializeField] private bool isSystemOn = false; // 系统开关状态
[SerializeField] private Vector3 leftShockDeviceTargetPos; // 左电击装置目标位置
@@ -60,6 +63,14 @@ public class ShockSystem : MonoBehaviour
[SerializeField] private float leverReturnSpeed = 300f; // 杆回弹速度
[SerializeField] private float leverSmoothTime = 0.1f; // 杆转动平滑时间
[Header("Abnormal State Settings")]
[SerializeField] private bool isAbnormalState = false; // 是否处于异常状态
[SerializeField] private float abnormalLeverShakeAmount = 30f; // 异常状态下拉杆震动幅度
[SerializeField] private float abnormalLeverShakeSpeed = 20f; // 异常状态下拉杆震动速度
[SerializeField] private float abnormalPanelShakeAmount = 0.1f; // 异常状态下面板震动幅度
[SerializeField] private float abnormalPanelShakeSpeed = 15f; // 异常状态下面板震动速度
[SerializeField] private Color abnormalProgressBarColor = Color.red; // 异常状态下进度条颜色
private bool isCharging = false;
private float currentProgress = 0f;
private float currentLeverAngle = 0f; // 当前杆的角度
@@ -74,6 +85,9 @@ public class ShockSystem : MonoBehaviour
private Vector3 leftDeviceOriginalPos; // 左电击装置原始位置
private Vector3 rightDeviceOriginalPos; // 右电击装置原始位置
private Tweener deviceShakeTweener; // 电击器震动动画
private Tweener abnormalLeverShakeTweener; // 异常状态下拉杆震动动画
private Tweener abnormalPanelShakeTweener; // 异常状态下面板震动动画
private Color normalProgressBarColor; // 正常状态下进度条颜色
// 公共访问器
public float FlashDuration => flashDuration;
@@ -109,15 +123,29 @@ public class ShockSystem : MonoBehaviour
lever.localRotation = Quaternion.Euler(0, 0, 0);
}
// // 根据系统状态初始化灯光
// SetSystemPower(isSystemOn);
// 保存正常状态下的进度条颜色
if (progressBarFg != null)
{
normalProgressBarColor = progressBarFg.color;
}
// 确保火花效果初始状态为关闭
if (sparkEffect1 != null) sparkEffect1.SetActive(false);
if (sparkEffect2 != null) sparkEffect2.SetActive(false);
}
private void Update()
{
HandleLeverInput();
UpdateLeverRotation();
UpdateCharging();
if (isAbnormalState)
{
UpdateAbnormalState();
}
else
{
HandleLeverInput();
UpdateLeverRotation();
UpdateCharging();
}
}
private void HandleLeverInput()
@@ -413,9 +441,134 @@ public class ShockSystem : MonoBehaviour
}
}
private void UpdateAbnormalState()
{
// 在异常状态下,拉杆会不受控制地震动
if (lever != null)
{
float randomAngle = Mathf.Sin(Time.time * abnormalLeverShakeSpeed) * abnormalLeverShakeAmount;
lever.localRotation = Quaternion.Euler(0, 0, randomAngle);
}
// 更新充能状态
UpdateCharging();
}
public void SetAbnormalState(bool isAbnormal)
{
isAbnormalState = isAbnormal;
if (isAbnormal)
{
// 启动异常状态效果
StartAbnormalEffects();
}
else
{
// 停止异常状态效果
StopAbnormalEffects();
}
}
private void StartAbnormalEffects()
{
// 设置进度条颜色为红色
if (progressBarFg != null)
{
progressBarFg.color = abnormalProgressBarColor;
}
// 启动面板震动,使用随机参数
if (operationPanel != null)
{
StartCoroutine(RandomPanelShake());
}
// 激活火花特效并添加随机闪烁
if (sparkEffect1 != null)
{
sparkEffect1.SetActive(true);
StartCoroutine(RandomSparkEffect(sparkEffect1));
}
if (sparkEffect2 != null)
{
sparkEffect2.SetActive(true);
StartCoroutine(RandomSparkEffect(sparkEffect2));
}
}
private IEnumerator RandomPanelShake()
{
while (isAbnormalState)
{
// 随机震动参数
float randomAmount = Random.Range(abnormalPanelShakeAmount * 0.5f, abnormalPanelShakeAmount * 1.5f);
float randomSpeed = Random.Range(abnormalPanelShakeSpeed * 0.7f, abnormalPanelShakeSpeed * 1.3f);
float randomDuration = Random.Range(0.2f, 0.5f);
if (abnormalPanelShakeTweener != null)
{
abnormalPanelShakeTweener.Kill();
}
abnormalPanelShakeTweener = operationPanel.DOShakePosition(
randomDuration,
randomAmount,
vibrate,
randomSpeed,
false,
false
).SetEase(Ease.Linear);
yield return new WaitForSeconds(randomDuration);
}
}
private IEnumerator RandomSparkEffect(GameObject sparkEffect)
{
while (isAbnormalState)
{
// 随机闪烁间隔
float randomInterval = Random.Range(0.1f, 0.3f);
sparkEffect.SetActive(!sparkEffect.activeSelf);
yield return new WaitForSeconds(randomInterval);
}
}
private void StopAbnormalEffects()
{
// 恢复进度条颜色
if (progressBarFg != null)
{
progressBarFg.color = normalProgressBarColor;
}
// 停止面板震动
if (abnormalPanelShakeTweener != null)
{
abnormalPanelShakeTweener.Kill();
}
// 停止拉杆震动
if (abnormalLeverShakeTweener != null)
{
abnormalLeverShakeTweener.Kill();
}
// 关闭火花特效
if (sparkEffect1 != null) sparkEffect1.SetActive(false);
if (sparkEffect2 != null) sparkEffect2.SetActive(false);
}
// 自动充能并释放
public IEnumerator AutoChargeAndRelease(float duration = 1f)
{
// 保存当前异常状态
bool originalAbnormalState = isAbnormalState;
// 临时禁用异常状态
isAbnormalState = false;
// 禁用玩家输入
bool originalIsDraggingLever = isDraggingLever;
isDraggingLever = false;
@@ -448,12 +601,12 @@ public class ShockSystem : MonoBehaviour
isCharging = false;
isDraggingLever = originalIsDraggingLever;
// 触发 Yarn 节点来决定使用哪种效果
// DialogController.Instance.StartDialogNode(shockEffectNode);
// 重置杆的角度
targetLeverAngle = 0f;
ResetProgress();
// 恢复异常状态
isAbnormalState = originalAbnormalState;
}
// 使用默认参数的自动充能方法
@@ -476,6 +629,14 @@ public class ShockSystem : MonoBehaviour
{
deviceShakeTweener.Kill();
}
if (abnormalLeverShakeTweener != null)
{
abnormalLeverShakeTweener.Kill();
}
if (abnormalPanelShakeTweener != null)
{
abnormalPanelShakeTweener.Kill();
}
}
// 设置系统电源状态
@@ -6,13 +6,17 @@ using Yarn.Unity;
namespace AibisDream
{
public class TimelineSignalReceiver : MonoBehaviour, INotificationReceiver {
public string nodeToRunOnSignal = "TimelineFinished"; // Yarn 节点名称
public string nodeToRunOnSignal = "TimelineFinished"; // Yarn 节点名称
public void OnNotify(Playable origin, INotification notification, object context) {
if (notification is SignalEmitter signal && signal.asset.name == "TimelineDone") {
Debug.Log("Timeline done, triggering Yarn node: " + nodeToRunOnSignal);
DialogController.Instance.StartDialogNode(nodeToRunOnSignal);
public void OnNotify(Playable origin, INotification notification, object context) {
Debug.Log($"Signal received: {notification.GetType().Name}");
if (notification is SignalEmitter signal) {
Debug.Log($"Signal asset name: {signal.asset.name}");
if (signal.asset.name == "TimelineDone") {
Debug.Log("Timeline done, triggering Yarn node: " + nodeToRunOnSignal);
DialogController.Instance.StartDialogNode(nodeToRunOnSignal);
}
}
}
}
}
}
+14
View File
@@ -0,0 +1,14 @@
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--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
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