Merge branch 'develop' into feature/font_adjust
This commit is contained in:
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: df38b7b9b2cc6f444bdd86ee9475f911
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,27 @@
|
||||
using System;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Build;
|
||||
using UnityEditor.Build.Reporting;
|
||||
|
||||
public class VersionIncrementer : IPreprocessBuildWithReport
|
||||
{
|
||||
public int callbackOrder => 0;
|
||||
|
||||
public void OnPreprocessBuild(BuildReport report)
|
||||
{
|
||||
// 去除时间戳
|
||||
string[] bundleVersionParts = PlayerSettings.bundleVersion.Split('-');
|
||||
string version = bundleVersionParts[0];
|
||||
|
||||
// 获取当前版本号
|
||||
string[] versionParts = version.Split('.');
|
||||
int major = int.Parse(versionParts[0]);
|
||||
int minor = int.Parse(versionParts[1]);
|
||||
int revision = int.Parse(versionParts[2]);
|
||||
int build = int.Parse(versionParts[3]);
|
||||
|
||||
// 更新版本号
|
||||
string date = DateTime.Now.ToString("yyyyMMdd-HHmmss");
|
||||
PlayerSettings.bundleVersion = $"{major}.{minor}.{revision}.{build + 1}-{date}";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 92d80d2f679fa6c428e1522a45cbcf97
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+7
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 117dcc671050f5247bd8743b91ecaab7
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -151,6 +151,9 @@ position: 557,756
|
||||
<<if visited("Eye_skyAfterSurgery")==false>>
|
||||
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
|
||||
<<jump EyeCheckEnd_AfterSurgery>>
|
||||
<<else>>
|
||||
me:我们得试试去观察别的目标。
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
@@ -163,10 +166,8 @@ colorID: 8
|
||||
group:视觉检查
|
||||
position: 1228,749
|
||||
---
|
||||
<<if visited("Eye_computerAfterSurgery")==false>>
|
||||
me:这里似乎本来也没办法唤起记忆,我们得看看别的地方。
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<endif>>
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
@@ -218,15 +218,20 @@ peipei: 幸福市太小了…你知道我们走不掉。
|
||||
me: 你不会想这么做的。
|
||||
me: 况且…你刚刚发生了排异反应,这已经足够让我头疼了……
|
||||
me: 我不知道这会不会诱发什么更复杂的问题。
|
||||
<<switch_character_state 默认蓝眼无神>>
|
||||
me: 你是我的病人,我不能把我的病人置于任何危险之中。
|
||||
<<hide_dialog>>
|
||||
<<switch_character_state 默认蓝眼无神I>>
|
||||
<<wait 1>>
|
||||
<<switch_character_state 默认闭眼>>
|
||||
peipei: 对不起…医生。
|
||||
peipei: 我只是突然冒出了这个想法。
|
||||
peipei: 但我还是…
|
||||
<<hide_dialog>>
|
||||
<<switch_character_state 默认闭眼>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 默认蓝眼无神>>
|
||||
<<wait 0.7>>
|
||||
<<switch_character_state 默认蓝眼无神I>>
|
||||
<<wait 1.5>>
|
||||
<<switch_character_state 默认闭眼>>
|
||||
<<wait 0.2>>
|
||||
peipei: 但我还是…
|
||||
peipei: 我很快就会回来的…我不会走远。不会有什么问题的……
|
||||
<<jump 色彩抹除选项组_level1>>
|
||||
->CenterOption:同意安装色觉晶圆
|
||||
@@ -242,21 +247,38 @@ title: 色彩抹除后续
|
||||
position: -265,-201
|
||||
---
|
||||
peipei: 医生……
|
||||
<<switch_character_state 默认蓝眼扬眉E>>
|
||||
<<if $peipeiCry==false>>
|
||||
<<switch_character_state 默认蓝眼E>>
|
||||
<<else>>
|
||||
<<switch_character_state 默认流泪闭眼>>
|
||||
<<wait 1>>
|
||||
<<switch_character_state 默认蓝眼流泪>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 默认流泪闭眼>>
|
||||
<<wait 1>>
|
||||
<<endif>>
|
||||
peipei: 如果你离开这里…你会去哪里?
|
||||
peipei: 但我是说真的,现在,你从这间诊所离开了……
|
||||
peipei: 你会去哪里?
|
||||
me: 我不知道。
|
||||
me: 我好像…无处可去。
|
||||
<<hide_dialog>>
|
||||
<<switch_character_state 默认蓝眼微笑>>
|
||||
<<if $peipeiCry==false>>
|
||||
<<switch_character_state 默认蓝眼微笑>>
|
||||
<<else>>
|
||||
<<switch_character_state 默认蓝眼流泪微笑>>
|
||||
<<endif>>
|
||||
<<wait 0.5>>
|
||||
peipei: 我们都没有也没有任何机会真的逃走。<br>不是吗?
|
||||
peipei: 我们都是没有家的人。
|
||||
peipei: 我的家在很远很远的南方……<br>但是那个地方已经早就不存在了。
|
||||
peipei: 我所拥有的…也就只有那些记忆罢了。<br>我能去的只有幸福市…只有这个罐头厂。
|
||||
peipei: 所以,我不可能离开的。医生。
|
||||
<<switch_character_state 默认闭眼>>
|
||||
<<if $peipeiCry==false>>
|
||||
<<switch_character_state 默认闭眼>>
|
||||
<<else>>
|
||||
<<switch_character_state 默认流泪闭眼>>
|
||||
<<endif>>
|
||||
peipei: 求求你了,帮我把晶圆装上去吧。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
@@ -264,12 +286,15 @@ me: 如果我的患者要变成那个样子了…我想它应该也至少享有
|
||||
me: 再说了,这是你自己的选择……
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
<<switch_character_state 默认闭眼>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 默认微笑闭眼>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 默认蓝眼无神微笑>>
|
||||
<<wait 1>>
|
||||
<<if $peipeiCry==false>>
|
||||
<<switch_character_state 默认闭眼>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 默认微笑闭眼>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 默认蓝眼无神微笑>>
|
||||
<<switch_character_state 默认流泪闭眼>>
|
||||
<<wait 0.1>>
|
||||
<<endif>>
|
||||
<<switch_character_state 默认微笑流泪闭眼>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 默认蓝眼流泪无神微笑>>
|
||||
@@ -302,17 +327,20 @@ position: -739,-206
|
||||
me: 对不起,这风险太大了…<br>不符合最优化操作指令。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
<<character_face_new "哭泣抿嘴">>
|
||||
<<character_pos "哭泣">>
|
||||
<<switch_character_state 低头闭眼>>
|
||||
<<wait 2>>
|
||||
<<switch_character_state 低头流泪闭眼>>
|
||||
<<set $peipeiCry=true>>
|
||||
<<wait 1>>
|
||||
peipei: 医生…求你了。
|
||||
peipei: 求你了……
|
||||
peipei: 我不要那样…
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
<<character_face_new "哭泣张嘴">>
|
||||
<<switch_character_state 低头蓝眼流泪张嘴>>
|
||||
<<wait 1>>
|
||||
peipei: 我不要忘掉那些色彩……
|
||||
<<switch_character_state 低头蓝眼流泪>>
|
||||
<<jump 色彩抹除选择组_level2>>
|
||||
->CenterOption:同意安装色觉晶圆
|
||||
me: 这意味着你会在看到颜色之后很快就失去它…你能接受吗?
|
||||
@@ -348,31 +376,36 @@ position: -733,301
|
||||
me: 佩佩,你是我的患者…<br>我必须要对我的患者负责任。
|
||||
<<hide_dialog>>
|
||||
<<wait 2>>
|
||||
<<character_face_new "哭泣抿嘴">>
|
||||
<<character_pos "哭泣">>
|
||||
<<switch_character_state 低头流泪张嘴闭眼>>
|
||||
<<wait 1>>
|
||||
me: 而且…你知道你逃不掉的,对吧?
|
||||
me: 你最后还是会要抹掉它们…这是不会有差别的。
|
||||
//me: 短暂的获得终将失去的美好…我想你会更痛苦。
|
||||
//如果因为认为别人会有这种感受而替他做选择,反而不合理;这里最好保持在理性上
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
<<character_pos "无动作">>
|
||||
<<character_face_new "不开心">>
|
||||
<<wait 1>>
|
||||
<<switch_character_state 低头流泪闭眼>>
|
||||
<<wait 0.5>>
|
||||
peipei:………
|
||||
me: 我不知道你身体里的那个进程会不会什么时候又开始活跃。
|
||||
me: 那很危险,我不能将你置于危险之中。
|
||||
peipei:………
|
||||
<<hide_dialog>>
|
||||
<<wait 2>>
|
||||
<<character_face_new "闭眼">>
|
||||
<<wait 2>>
|
||||
<<switch_character_state 低头蓝眼流泪>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 低头流泪闭眼>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 低头蓝眼流泪>>
|
||||
<<wait 1>>
|
||||
<<switch_character_state 低头蓝眼侧目流泪>>
|
||||
<<wait 1>>
|
||||
<<switch_character_state 低头蓝眼侧目流泪张嘴>>
|
||||
peipei: 我会记得我曾经有过那些彩色的记忆吗?
|
||||
me: 你只会记得你曾经有一些记忆…
|
||||
me: 但不再记得它们是什么了。
|
||||
me: 就像梦一样。
|
||||
peipei: 就像梦一样…
|
||||
<<switch_character_state 低头流泪闭眼>>
|
||||
peipei: 医生……
|
||||
peipei: 请把它们清除得干净一些。
|
||||
peipei: 不要让我痛苦……
|
||||
|
||||
@@ -21,63 +21,69 @@ position: 275,-222
|
||||
---
|
||||
<<set_music_param music peipeiEmo 0>>
|
||||
<<init_character "佩佩最新">>
|
||||
<<show_character>>
|
||||
<<switch_character_state 默认闭眼>>
|
||||
<<show_character>>
|
||||
<<fade_out 1>>
|
||||
<<character_auto_blink>>
|
||||
<<character_pos 佩佩背后别手>>
|
||||
<<character_face_new 闭眼>>
|
||||
<<wait 2>>
|
||||
<<character_face_new 不开心>>
|
||||
<<wait 2>>
|
||||
<<character_face_new 闭眼>>
|
||||
<<wait 1>>
|
||||
|
||||
<<switch_character_state 默认无神>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 默认闭眼>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 默认无神>>
|
||||
<<wait 1>>
|
||||
<<switch_character_state 默认无神微笑>>
|
||||
peipei: …我这是怎么了?<br>明明早就已经看不见了。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
peipei: 怎么还这么优柔寡断的。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
<<character_face_new 闭眼>>
|
||||
<<wait 3>>
|
||||
<<character_face_new 微笑>>
|
||||
<<wait 1>>
|
||||
<<switch_character_state 默认扬眉微笑闭眼>>
|
||||
<<wait 2>>
|
||||
<<switch_character_state 默认扬眉无神E>>
|
||||
peipei: 像一场梦一样。
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
me: 眼睛还会痛吗?
|
||||
<<character_face_new 嘴巴笑>>
|
||||
<<switch_character_state 默认扬眉无神微笑>>
|
||||
peipei: 不痛了。脑袋还有点晕,但我想应该是正常的,对吧?
|
||||
me: 记忆经过这么大程度的修改…<br>是的,感觉晕眩是正常的。很快就会恢复。
|
||||
me: 你还能…感受到那个念头吗?<br>那个…念头。
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
<<character_pos 无动作>>
|
||||
<<switch_character_state 默认无神>>
|
||||
<<wait 2>>
|
||||
<<switch_character_state 默认无神微笑>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 画画微笑闭眼>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 画画无神微笑>>
|
||||
|
||||
peipei:来吧,医生,我们测一下。<br>美人鱼,罐头广告?
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
<<character_pos 画画动作>>
|
||||
<<switch_character_state 画画闭眼>>
|
||||
<<wait 3>>
|
||||
<<character_pos 无动作>>
|
||||
<<show_obj 美人鱼正确>>
|
||||
<<wait 3>>
|
||||
|
||||
peipei: 医生,现在的颜色是正确的吗?
|
||||
me: 正确…算是吧。
|
||||
peipei: 很好。
|
||||
|
||||
<<wait 1>>
|
||||
<<hide_obj>>
|
||||
|
||||
<<switch_character_state 默认扬眉无神闭眼>>
|
||||
peipei: 好…还有很多事情等着我去做。
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 2>>
|
||||
<<character_face_new 微笑>>
|
||||
<<switch_character_state 默认扬眉无神微笑>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 默认扬眉无神闭眼>>
|
||||
<<wait 0.1>>
|
||||
<<switch_character_state 默认扬眉无神闭眼>>
|
||||
<<wait 1>>
|
||||
|
||||
peipei: 谢谢你…医生。
|
||||
@@ -85,7 +91,7 @@ peipei: 谢谢你让我醒来。
|
||||
|
||||
<<hide_dialog>>
|
||||
<<wait 1>>
|
||||
<<character_fade_out_new>>
|
||||
<<hide_character>>
|
||||
|
||||
me: 醒来…或者说睡去。<br>总之,又一个病历结束了。但愿……
|
||||
|
||||
|
||||
@@ -88,7 +88,7 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
|
||||
<<jump UF停止想象CheckEnd>>
|
||||
<<elseif $UFCount == 2>>
|
||||
//颜色不出现,一会又出现了
|
||||
<<set_music_param event:/Music/mus_peipei peipeiEmo 2>>
|
||||
<<set_music_param music peipeiEmo 2>>
|
||||
<<hide_dialog>>
|
||||
<<wait 2>>
|
||||
me: 很好…
|
||||
@@ -169,9 +169,9 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
|
||||
peipei: 都是因为你,都是因为你!我才……
|
||||
me: 佩佩,快停下。#auto_next
|
||||
<<UF_SwitchState UFSystem UF 2>>
|
||||
ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
|
||||
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集……
|
||||
<<UF_spriteOut UFSystem 1>>
|
||||
ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在不合规范的内容。
|
||||
ULM自训练进程: 上传被拒绝:图像未通过自动审查!<br>原因:存在不合规范的内容。
|
||||
peipei: 不合规范?…什么是不合规范?…到底什么是规范?到底什么是规范???
|
||||
<<StartUFEffect_loop UFSystem>>
|
||||
peipei: 你还不明白吗?这在他们看来一点都不重要!!
|
||||
|
||||
@@ -159,7 +159,6 @@ HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部
|
||||
<<hide_dialog>>
|
||||
Analysing: 正在获取检验报告,请稍候…
|
||||
<<wait 0.5>>
|
||||
HeartModule: #auto_next
|
||||
HeartModule: 报告传输完毕。
|
||||
<<wait 1>>
|
||||
me: 看起来…<br>你的积碳情况正常…空气滤芯最近才换过…<br>变速箱有点卡,但是还算正常…
|
||||
@@ -184,11 +183,10 @@ HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部
|
||||
//shitou: 那倒不用!哈哈,<br>医生!这只是一种比喻~<br>我只要能跑到25000转就够啦!
|
||||
//me: 那么…小小调整一下齿轮应该就可以做到。
|
||||
<<hide_dialog>>
|
||||
HeartModule: #auto_next
|
||||
<<set $engineProblemKnown = true>>
|
||||
<<wait 0.2>>
|
||||
HeartModule: 已授权深入检查。
|
||||
->深入
|
||||
->深入检查
|
||||
<<hide_dialog>>
|
||||
<<close_screen>>
|
||||
<<clear_screen>>
|
||||
@@ -196,7 +194,7 @@ HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部
|
||||
->结束
|
||||
<<elseif $engineDone == false>>
|
||||
me: 嗯…这就是那个*涡轮增压动力模块*,给它加点压就可以跑得更快了。
|
||||
->深入
|
||||
->深入检查
|
||||
<<hide_dialog>>
|
||||
<<close_screen>>
|
||||
<<clear_screen>>
|
||||
@@ -205,7 +203,7 @@ HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部
|
||||
<<else>>
|
||||
me: 嗯…这就是那个*涡轮增压动力模块*。我已经给它加过压,现在可以跑很快了。
|
||||
<<endif>>
|
||||
->深入<<if $engineProblemKnown == true>>
|
||||
->深入检查<<if $engineProblemKnown == true>>
|
||||
<<hide_dialog>>
|
||||
<<close_screen>>
|
||||
<<clear_screen>>
|
||||
|
||||
@@ -218,6 +218,7 @@ position: 195,-3243
|
||||
<<open_screen Memory>>
|
||||
Linking: 正在建立连接…
|
||||
<<wait 0.2>>
|
||||
<<clear_screen>>
|
||||
MemModule: 已与记忆模块建立连接!
|
||||
MemModule: 未检测到可查看的记忆卡带。
|
||||
->检查
|
||||
@@ -228,10 +229,9 @@ MemModule: 未检测到可查看的记忆卡带。
|
||||
<<endif>>
|
||||
<<wait 0.5>>
|
||||
<<play_sfx "event:/Scriptal/beep_warning">>
|
||||
Error: 检查完成!检测到1个错误。
|
||||
Error: 错误:磁盘损坏!
|
||||
Error: 磁盘空间不足!已进入覆盖写入模式…
|
||||
Error: 未格式化的记忆!正在覆盖…
|
||||
Error: 磁盘空间不足,无法写入新记忆!
|
||||
Error: 进入覆盖模式,正在覆盖旧记忆…
|
||||
<<if $memoryChecked == false>>
|
||||
<<wait 0.5>>
|
||||
shitou: 医生!我好像忘了…大大的城市…前面是什么?
|
||||
|
||||
@@ -22279,7 +22279,7 @@ SpriteMask:
|
||||
m_SortingLayerID: 0
|
||||
m_SortingLayer: 0
|
||||
m_SortingOrder: 0
|
||||
m_Sprite: {fileID: 2463790466339844292, guid: 42e853dad9e30be4e9dc2afd08b0ee55, type: 3}
|
||||
m_Sprite: {fileID: 3581718187618583822, guid: 60a6ffef0b9f47a4fa3b16c30d12bf04, type: 3}
|
||||
m_MaskAlphaCutoff: 0.2
|
||||
m_FrontSortingLayerID: 0
|
||||
m_BackSortingLayerID: 0
|
||||
@@ -22330,7 +22330,7 @@ SpriteRenderer:
|
||||
m_SortingLayerID: 1034535805
|
||||
m_SortingLayer: 9
|
||||
m_SortingOrder: 100
|
||||
m_Sprite: {fileID: 2463790466339844292, guid: 42e853dad9e30be4e9dc2afd08b0ee55, type: 3}
|
||||
m_Sprite: {fileID: 3581718187618583822, guid: 60a6ffef0b9f47a4fa3b16c30d12bf04, type: 3}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_FlipX: 0
|
||||
m_FlipY: 0
|
||||
@@ -22373,7 +22373,7 @@ RectTransform:
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||
m_AnchoredPosition: {x: 0.32595062, y: -7.157303}
|
||||
m_AnchoredPosition: {x: 0.59, y: -6.9}
|
||||
m_SizeDelta: {x: 3.2558138, y: 8.637209}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!1 &1271136867
|
||||
|
||||
+1580
-6
File diff suppressed because it is too large
Load Diff
@@ -15,6 +15,7 @@ namespace AibisDream
|
||||
|
||||
if (DialogController.Instance.quickRunMode)
|
||||
{
|
||||
DialogCanvasManager.Instance.TrySkipLine(true);
|
||||
DialogCanvasManager.Instance.NextStep();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -57,9 +57,9 @@ namespace AibisDream
|
||||
// }
|
||||
|
||||
// SpriteGroup加载
|
||||
characterGroup.config.key = data.groupName;
|
||||
characterGroup.InstantiateByConfig();
|
||||
characterGroup.SwitchState(data.state);
|
||||
characterGroup.config.key = data.configKey;
|
||||
yield return characterGroup.InstantiateByConfigAsync();
|
||||
characterGroup.SwitchState(data.curState);
|
||||
yield return characterGroup.Fade(data.shown);
|
||||
}
|
||||
|
||||
@@ -99,10 +99,10 @@ namespace AibisDream
|
||||
public bool hasDevice;
|
||||
public bool isShow;
|
||||
|
||||
public string groupName;
|
||||
public string state;
|
||||
public string configKey;
|
||||
public string curState;
|
||||
public bool shown;
|
||||
|
||||
|
||||
public event Action<ClinicData> LoadEvent;
|
||||
|
||||
public void Load()
|
||||
|
||||
@@ -186,7 +186,7 @@ namespace AibisDream.FixSystem
|
||||
// HideDialog应该由其他函数控制
|
||||
}
|
||||
|
||||
public bool TrySkipLine()
|
||||
public bool TrySkipLine(bool isAutoSkip)
|
||||
{
|
||||
// 这里不能跳过对话
|
||||
return true;
|
||||
|
||||
@@ -35,16 +35,14 @@ namespace AibisDream.Kit
|
||||
#if !UNITY_EDITOR
|
||||
DontDestroyOnLoad(gameObject);
|
||||
_fileLogger = new FileLogger(LogFileName, LogPath, SaveDays);
|
||||
LogMessage($"Ver.{Application.version}", "", LogType.Log);
|
||||
Application.logMessageReceivedThreaded += LogMessage;
|
||||
#endif
|
||||
}
|
||||
|
||||
private void LogMessage(string condition, string stackTrace, LogType type)
|
||||
{
|
||||
if (!type.Equals(LogType.Warning))
|
||||
{
|
||||
_fileLogger?.Write(string.Format(LogContent, condition, stackTrace));
|
||||
}
|
||||
_fileLogger?.Write(string.Format(LogContent, condition, stackTrace));
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AibisDream.Kit
|
||||
{
|
||||
public class VerText : MonoBehaviour
|
||||
{
|
||||
void Start()
|
||||
{
|
||||
GetComponent<TMP_Text>().text = $"Ver.{Application.version}";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c5687a714dd62ea478b5e47c721e6898
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -68,6 +68,12 @@ namespace AibisDream
|
||||
StartCoroutine(LoadScene());
|
||||
}
|
||||
|
||||
public void StartWithSaveFile(string saveFileName)
|
||||
{
|
||||
StartMenu.Instance.HideStartMenu();
|
||||
StartCoroutine(LoadSaveFile(saveFileName));
|
||||
}
|
||||
|
||||
public void StartNewGame()
|
||||
{
|
||||
_currentTalkSceneSo = firstTalkSo;
|
||||
|
||||
@@ -52,7 +52,7 @@ namespace AibisDream
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public bool TrySkipLine()
|
||||
public bool TrySkipLine(bool isForceSkip)
|
||||
{
|
||||
// 无法跳过
|
||||
return true;
|
||||
|
||||
@@ -76,9 +76,9 @@ namespace AibisDream
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public bool TrySkipLine()
|
||||
public bool TrySkipLine(bool isForceSkip)
|
||||
{
|
||||
if (_skipLineDelay)
|
||||
if (_skipLineDelay && !isForceSkip)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -165,9 +165,9 @@ namespace AibisDream
|
||||
/// false说明对话已经显示完成了,可以跳过
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual bool TrySkipLine()
|
||||
public virtual bool TrySkipLine(bool isForceSkip)
|
||||
{
|
||||
if (_skipLineDelay)
|
||||
if (_skipLineDelay && !isForceSkip)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -68,9 +68,9 @@ namespace AibisDream
|
||||
_dialogViews?.ForEach(item => item.HideDialog());
|
||||
}
|
||||
|
||||
public bool TrySkipLine()
|
||||
public bool TrySkipLine(bool isForceSkip = false)
|
||||
{
|
||||
return _currentView == null || _currentView.TrySkipLine();
|
||||
return _currentView == null || _currentView.TrySkipLine(isForceSkip);
|
||||
}
|
||||
|
||||
public void NextStep()
|
||||
|
||||
@@ -169,9 +169,9 @@ namespace AibisDream
|
||||
_curView.HideDialog();
|
||||
}
|
||||
|
||||
public bool TrySkipLine()
|
||||
public bool TrySkipLine(bool isForceSkip = false)
|
||||
{
|
||||
return _lastShowView != null && _lastShowView.TrySkipLine();
|
||||
return _lastShowView != null && _lastShowView.TrySkipLine(isForceSkip);
|
||||
}
|
||||
|
||||
public void NextStep()
|
||||
|
||||
@@ -16,7 +16,7 @@ namespace AibisDream
|
||||
|
||||
public void HideDialog();
|
||||
|
||||
public bool TrySkipLine();
|
||||
public bool TrySkipLine(bool isForceSkip = false);
|
||||
|
||||
public void NextStep();
|
||||
}
|
||||
|
||||
@@ -18,8 +18,6 @@ namespace AibisDream.Framework
|
||||
|
||||
#endregion
|
||||
|
||||
private bool _skipLineDelay;
|
||||
|
||||
public bool IsShowingText => _typewriter.isShowingText;
|
||||
|
||||
private void Awake()
|
||||
|
||||
@@ -103,9 +103,9 @@ namespace AibisDream
|
||||
}
|
||||
}
|
||||
|
||||
public bool TrySkipLine()
|
||||
public bool TrySkipLine(bool isForceSkip)
|
||||
{
|
||||
if (_skipLineDelay)
|
||||
if (_skipLineDelay && !isForceSkip)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,61 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace AibisDream
|
||||
{
|
||||
public class SaveFileUIController : MonoBehaviour
|
||||
{
|
||||
private static readonly string SaveFilePath = Application.streamingAssetsPath + "/SaveFiles";
|
||||
|
||||
#region 索引
|
||||
public Button buttonPrefab;
|
||||
public Transform buttonParent;
|
||||
public Button returnButton;
|
||||
#endregion
|
||||
|
||||
private void Start()
|
||||
{
|
||||
returnButton.onClick.AddListener(HideSaveFileUI);
|
||||
}
|
||||
|
||||
public void ShowSaveFileUI()
|
||||
{
|
||||
// 清空旧按钮
|
||||
foreach (Transform child in buttonParent)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
|
||||
// 加载存档文件
|
||||
string[] saveFiles = Directory.GetFiles(SaveFilePath, "*.json");
|
||||
var orderedSaveFiles = saveFiles.OrderByDescending(item => item).ToArray();
|
||||
foreach (var saveFile in orderedSaveFiles)
|
||||
{
|
||||
var button = Instantiate(buttonPrefab, buttonParent);
|
||||
button.GetComponentInChildren<TMP_Text>().text = Path.GetFileNameWithoutExtension(saveFile);
|
||||
button.onClick.AddListener(() => OnSaveFileSelected(saveFile));
|
||||
}
|
||||
|
||||
gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
private void OnSaveFileSelected(string saveFileName)
|
||||
{
|
||||
// 隐藏UI
|
||||
gameObject.SetActive(false);
|
||||
// 开始游戏
|
||||
GameLoopManager.Instance.StartWithSaveFile(saveFileName);
|
||||
}
|
||||
|
||||
public void HideSaveFileUI()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a351e509c8dd5944f9e6406f59ea5c0b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because one or more lines are too long
Binary file not shown.
@@ -100,7 +100,7 @@ PlayerSettings:
|
||||
xboxEnableFitness: 0
|
||||
visibleInBackground: 1
|
||||
allowFullscreenSwitch: 1
|
||||
fullscreenMode: 1
|
||||
fullscreenMode: 0
|
||||
xboxSpeechDB: 0
|
||||
xboxEnableHeadOrientation: 0
|
||||
xboxEnableGuest: 0
|
||||
@@ -133,7 +133,7 @@ PlayerSettings:
|
||||
vulkanEnableLateAcquireNextImage: 0
|
||||
vulkanEnableCommandBufferRecycling: 1
|
||||
loadStoreDebugModeEnabled: 0
|
||||
bundleVersion: 1.0
|
||||
bundleVersion: 0.1.2.3-20250317-200355
|
||||
preloadedAssets: []
|
||||
metroInputSource: 0
|
||||
wsaTransparentSwapchain: 0
|
||||
@@ -160,7 +160,7 @@ PlayerSettings:
|
||||
VisionOS: 0
|
||||
iPhone: 0
|
||||
tvOS: 0
|
||||
overrideDefaultApplicationIdentifier: 0
|
||||
overrideDefaultApplicationIdentifier: 1
|
||||
AndroidBundleVersionCode: 1
|
||||
AndroidMinSdkVersion: 22
|
||||
AndroidTargetSdkVersion: 0
|
||||
|
||||
Reference in New Issue
Block a user