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跑呀~跑呀~再多烦恼~统统没掉~ +shitou: 啊!~自由的小机体,在大大的城市里~
跑呀~跑呀~再多烦恼~统统忘掉~ <> <> @@ -63,7 +63,8 @@ me: 听起来不是第一次了? shitou: 当然啦,医生!我把它保养得可好啦~!听听我这强劲的马达~ 石头运转起它的马达,他的胸腔发出低沉的轰鸣。 me: 好了好了…你可千万别跑起来。
碰坏了这里的东西,你可…我可赔不起。 -me: 来吧,让我们来治疗室好好看看。 +shitou: 什么?医生,引擎太吵~我听不清~ +me: …我说,我们来治疗室来吧。 //shitou: 啊,我嘛……我需要做一个调速,这样就能跑得更快,送更多的货! //它是一个货务机器人,根据指令把货务送到目的地——大部分都是罐头。 diff --git a/Assets/Resources/Yarn/FP_Shitou1/Stage2_提速.yarn b/Assets/Resources/Yarn/FP_Shitou1/Stage2_提速.yarn index f225eea77..6075a686b 100644 --- a/Assets/Resources/Yarn/FP_Shitou1/Stage2_提速.yarn +++ b/Assets/Resources/Yarn/FP_Shitou1/Stage2_提速.yarn @@ -25,7 +25,7 @@ position: 380,-239 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,其实你一直在唱歌的。 shitou: 哈哈~!毕竟~音乐就是我的~生命~ -shitou: 啊!~自由的小机体,在大大的城市里~
跑呀~跑呀~再多烦恼~统统没掉~ +shitou: 啊!~自由的小机体,在大大的城市里~
跑呀~跑呀~再多烦恼~统统忘掉~ me: 好多灰尘啊,真难开…… me: 嘿! @@ -316,53 +316,79 @@ me: 那来吧。在调整之前…
让我看看,你现在能跑多快。 shitou: 收到~ shitou: 呜——! - -石头加起速来,引擎轰鸣着达到了跑到了某个速度。#auto_next -<> - +<> +//石头加起速来,引擎轰鸣着达到了跑到了某个速度。#auto_next +//<> me: 9800转…好高啊。 shitou: 嘿嘿,医生,我要跑得双倍快才行哩! me: 双倍快? shitou: 对!我要比大家都快一倍!这样我才能跑双倍的货~ - <> <> - me: ……你是想跑到20000转吗?那样要赶上火车了。 shitou: 哈哈,我真能变成火车…那就……太酷啦! shitou: 开玩笑~医生!这只是一种比喻~
我只要能跑到12000转就够啦! - <> <> - me: 那么…加压应该是可以做到的。 +me:拉动左边的拉绳,就可以提升涡轮部分的转速了 +<> +//【加压按钮可用】#auto_next +//<> -【加压按钮可用】#auto_next -<> +// ->加压 -->加压 +// <> -<> +// 你向气阀内压入气体,石头的速度变得更高了。#auto_next +// <> -你向气阀内压入气体,石头的速度变得更高了。#auto_next -<> +// <> -<> +// <> -<> + +//<> +//me: 嗯…看起来一切正常?没有缺齿轮之类的报告…… +//shitou: 正常?不可能,医生。我明显感觉它有问题。 +//me: 虽然我不知道你说的会是什么问题…
但这确实是最有可能掉出齿轮的地方。 +//<> +//me: 来都来了……
以防万一,最好让它跑一次;
确认它在运行状态下是没问题的。 +//<> +//<> +//<> +//<> +//<> +//<> +//me: …… +//me: 2500,哇哦。 +//shitou: 怎么了,医生?找到问题了? +//me: 不是。正常机体的动力系统只能跑到500RPM…
而且还得是在劳累或者激动的情况下。 +//me: 但你能跑到2500RPM。这是一般机体的…5倍。
通常转到这个速度,就意味着机体要接近报废了。 +//me: 不过也不奇怪,毕竟你是需要跑货的。
……你简直就是一台人形货车了。 +//shitou: 嗨!我要是能天天跑到2500就好了!
可惜城里的红绿灯实在是太多了。 +//me: 你现在就有机会了。
我需要手动把你提到2500RPM,来完整测试引擎的运行能力。 +//shitou: 要开跑了吗,医生?太好啦!我最喜欢跑货了!
…哎呀,可惜!要是我状态完美,能边跑边唱…… +//me: 这是治疗,不是赛车。
让它跑起来是为了确认它到底有没有问题。 +//shitou: 不过医生…如果里面缺一个齿轮,不会有问题吗?
比如把其他的齿轮也甩飞出来之类的…… +//me: 按理来说不会…至少手册说不会。 + +=== +title: 调速后测速 +tags: +colorID: 8 +group: 插入触发 +position: -158,370 +--- shitou: 哇~好快啊,从来没有过的感觉! - <> <> - <> -石头的速度忽然掉了下来,逐渐回到怠速。 <> - +<> shitou: 啊! shitou: 医生…我怎么…动不了了! - <> <> @@ -372,30 +398,24 @@ me: 听起来像是变速箱里的声音……我这就看看。 <> ->打开变速箱盖 - + <> + <> <> <> - -你打开引擎的变速箱盖…#auto_next -<> - <> - me: 哎呀……有几个齿轮松脱了。 <> - <> <> -<> <> - +->拿起齿轮 +<> me: 这些齿轮表面有一部分竟然是塑胶的…
…看起来强度很低啊。 -【拿起齿轮端详(show obj)】 - +<> +<> <> <> - me: 齿轮箱里看起来也有一些不属于这里的结构…这根杆子是什么? shitou: 噢~?你说的是我的~唱片机吗? me: 唱片机……?这里不应该是变速箱吗…… @@ -414,36 +434,31 @@ me: 无论如何,我先把这些脱落的齿轮装回去吧。 //shitou: 噢?你说的是*那些*齿轮吗? //me: 什么是*那些*齿轮? //shitou: 嘿嘿。快把它放回去,让我演示给你看! - ->放回去 - <> <> -<> - +// <> <> <> - <> - me: 好了。石头,再试试吧,跑起来。 -shitou: 该播放音乐了吗?医生! - +// <> +<> <> <> +shitou: 该播放音乐了吗?医生! +// 石头加起速来,引擎轰鸣着达到了跑到了某个速度。#auto_next +// <> -石头加起速来,引擎轰鸣着达到了跑到了某个速度。#auto_next -<> - +<> +<> <> -那根奇怪的杆子转了下来,搭在一张唱片上。#auto_next <> - me: 原来如此…… -shitou: 医生,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: 医生,这可是我的得意改装!我一直!就喜欢音乐!可惜我~五音不全,而且引擎太吵,我听不到外边的音乐! shitou: 工作后一攒够钱!我就买了一直心念念的爱索~Walkman音乐!唱片机! -shitou: 我把它改装进了动力模块里!这样我就可以随时随地哼我最喜欢的旋律了—— +shitou: 我把它改装进了动力模块里!这样我就可以随时随地哼我最喜欢爱的这首歌啦~! <> <> @@ -452,26 +467,27 @@ me: 这倒是…很巧妙的改造。 <> <> - -me: 但是,有一个问题…… - +shitou: 好了,现在可以~马力全开! +me: 等等石头,那些齿轮... <> <> - +<> +shitou: 哇,感觉充满力量!要来了! +<> <> <> <> -石头的速度又掉了下来,逐渐回到怠速。#auto_next +<> <> - shitou: 哎呀,医生!我又动不了了! me: 这就是我说的问题。刚才已经发生过一次了…… me: 我先给你安回去吧…但你别再加速了。不然还得飞出来。 你将齿轮装了回去。(自动)#auto_next + <> <> - <> <> +<> <> me: 你想跑到12000转……但这些橡胶的“唱片齿轮”的强度太低了。恐怕只有镍铬齿轮的强度才够…… @@ -524,21 +540,17 @@ me: 啊…那倒不贵。不过是一些铁块罢了。 shitou: 哈哈哈!那太好了,那还等什么?医生,我们来吧。 <> -<> +<> <> - +<> me: 让我找找…镍铬齿轮… - <> - <> <> <> <> - ->将镍铬齿轮替换上去 - <> <> <> @@ -555,32 +567,5 @@ me: 好了…再播…跑一次吧。 <> shitou: 呜呼!医生~我感觉~我像在飞一样! - -//<> -//me: 嗯…看起来一切正常?没有缺齿轮之类的报告…… -//shitou: 正常?不可能,医生。我明显感觉它有问题。 -//me: 虽然我不知道你说的会是什么问题…
但这确实是最有可能掉出齿轮的地方。 -//<> -//me: 来都来了……
以防万一,最好让它跑一次;
确认它在运行状态下是没问题的。 -//<> -//<> -//<> -//<> -//<> -//<> -//me: …… -//me: 2500,哇哦。 -//shitou: 怎么了,医生?找到问题了? -//me: 不是。正常机体的动力系统只能跑到500RPM…
而且还得是在劳累或者激动的情况下。 -//me: 但你能跑到2500RPM。这是一般机体的…5倍。
通常转到这个速度,就意味着机体要接近报废了。 -//me: 不过也不奇怪,毕竟你是需要跑货的。
……你简直就是一台人形货车了。 -//shitou: 嗨!我要是能天天跑到2500就好了!
可惜城里的红绿灯实在是太多了。 -//me: 你现在就有机会了。
我需要手动把你提到2500RPM,来完整测试引擎的运行能力。 -//shitou: 要开跑了吗,医生?太好啦!我最喜欢跑货了!
…哎呀,可惜!要是我状态完美,能边跑边唱…… -//me: 这是治疗,不是赛车。
让它跑起来是为了确认它到底有没有问题。 -//shitou: 不过医生…如果里面缺一个齿轮,不会有问题吗?
比如把其他的齿轮也甩飞出来之类的…… -//me: 按理来说不会…至少手册说不会。 - <> - -=== +=== \ No newline at end of file diff --git a/Assets/Resources/Yarn/FP_Shitou2/EventNode.yarn b/Assets/Resources/Yarn/FP_Shitou2/EventNode.yarn index 558b6846f..d93e244ec 100644 --- a/Assets/Resources/Yarn/FP_Shitou2/EventNode.yarn +++ b/Assets/Resources/Yarn/FP_Shitou2/EventNode.yarn @@ -8,12 +8,18 @@ position: -1094,-98 <> === + + + title: HeartPlugIn position: -816,-97 --- <> === + + + title: LiverPlugIn position: -533,-97 --- @@ -24,6 +30,9 @@ position: -533,-97 <> === + + + title: StomachPlugIn position: -267,-102 --- z @@ -34,6 +43,82 @@ position: -267,-102 <> === + + + +title: EmoPlugIn +tags: 待编辑 +colorID: 8 +position: -2,-3039 +--- +<> +=== + + + + +title: SpeakPlugIn +tags: 待编辑 +colorID: 8 +position: 240,-2640 +--- +<> +=== +title: LogicPlugIn +tags: 待编辑 +colorID: 8 +position: 480,-3040 +--- +<> +=== + + + + +title: ColorPlugIn +tags: 待编辑 +colorID: 8 +position: 240,-2840 +--- +<> +=== + + + + +title: MemoryPlugIn +tags: 待编辑 +colorID: 8 +position: 240,-3040 +--- +<> +=== + + + + +title: UFPlugIn +tags: 待编辑 +colorID: 8 +position: 0,-2840 +--- +<> +=== + + + + +title: EyePlugIn +tags: 待编辑 +colorID: 8 +position: 480,-2840 +--- +<> +=== + + + + title: EngineSuccess position: -1092,115 --- @@ -42,79 +127,3 @@ position: -1092,115 <> === -title: 插入冷却液 -position: -809,327 ---- -<> - <> -<> -=== - -title: 泵机运行 -position: -1088,330 ---- -<> - <> -<> -=== - -title: 引擎过速 -description: 引擎过速触发 -position: -257,110 ---- -<> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> -<> -=== - -title: 引擎掉速 -description: 引擎掉速触发 -position: -813,115 ---- -<> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> -<> -=== - -title: 调整进气档位 -description: 调整进气档位时触发 -position: -532,113 ---- -<> - <> -<> -=== diff --git a/Assets/Resources/Yarn/FP_Shitou2/FP_Shitou2.yarn b/Assets/Resources/Yarn/FP_Shitou2/FP_Shitou2.yarn index a596dec48..26a73c703 100644 --- a/Assets/Resources/Yarn/FP_Shitou2/FP_Shitou2.yarn +++ b/Assets/Resources/Yarn/FP_Shitou2/FP_Shitou2.yarn @@ -48,6 +48,13 @@ position: 205,199 //选择的透析剂 <> +<> +<> +<> +<> +<> +<> +<> //【功能相关】 @@ -74,7 +81,7 @@ colorID: 1 // 每次进入维修界面就自动保存 <> -//gamestage:1-引入对话;2-调速;3-中间对话;4-头部检查;5-头部检查后对话;6-刻录;7-结束对话;0-BE对话 +//gamestage:1-引入对话;2-头部检查;3-头部检查后对话;4-刻录;5-结束对话;0-BE对话 // 引入对话 <> <> @@ -97,14 +104,6 @@ colorID: 1 <> <> - <> -<> - -<> - <> -<> - -<> <> <> diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage1_引入对话.yarn b/Assets/Resources/Yarn/FP_Shitou2/Stage1_引入对话.yarn index 71d012c4d..5dfa0c13d 100644 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage1_引入对话.yarn +++ b/Assets/Resources/Yarn/FP_Shitou2/Stage1_引入对话.yarn @@ -4,10 +4,10 @@ group: 入口 position: 250,-26 --- +<> <> <> <> - <> === @@ -59,7 +59,7 @@ shitou: 下一句…是什么? ->只要歌唱 ->只要工作 -me: 就可以把烦恼都遗忘,什么的。
好像是这样。 +me: 就可以把烦恼都遗忘,什么的。
是这样唱的么…好像是? me: 你就是来问这个?
…昨天走的时候不是说你还记得的嘛…… @@ -79,13 +79,16 @@ me: 你受伤了?? 石头垂下手,露出了脸上的伤口。 <> -<> +<> -me: 糟了!看起来可能是头部有些东西受损了… +<> +<> + +me: 记不起来…
可别是头部有些东西受损了。 shitou: 医生…
我还记得…但我想不起来了…… -me: 快……你需要赶紧做个检查。 +me: 快过来……你需要立刻做个检查。 //石头回来了。 //他和昨天的状态几乎一模一样,但是看起来显然要开心得多。 @@ -100,7 +103,7 @@ me: 快……你需要赶紧做个检查。 <> <> -<> +<> === @@ -110,7 +113,7 @@ title: toStage2 group: 出口 position: 248,443 --- - +<> <> <> diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage2_调速测试.yarn b/Assets/Resources/Yarn/FP_Shitou2/Stage2_调速测试_disposed.yarn similarity index 99% rename from Assets/Resources/Yarn/FP_Shitou2/Stage2_调速测试.yarn rename to Assets/Resources/Yarn/FP_Shitou2/Stage2_调速测试_disposed.yarn index c33c55509..272019ed0 100644 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage2_调速测试.yarn +++ b/Assets/Resources/Yarn/FP_Shitou2/Stage2_调速测试_disposed.yarn @@ -1,4 +1,4 @@ -title: Stage2 +title: Stage2disposed group: 入口 tags: position: 378,-540 diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage2_调速测试.yarn.meta b/Assets/Resources/Yarn/FP_Shitou2/Stage2_调速测试_disposed.yarn.meta similarity index 100% rename from Assets/Resources/Yarn/FP_Shitou2/Stage2_调速测试.yarn.meta rename to Assets/Resources/Yarn/FP_Shitou2/Stage2_调速测试_disposed.yarn.meta diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage3_中间对话.yarn b/Assets/Resources/Yarn/FP_Shitou2/Stage3_中间对话_disposed.yarn similarity index 98% rename from Assets/Resources/Yarn/FP_Shitou2/Stage3_中间对话.yarn rename to Assets/Resources/Yarn/FP_Shitou2/Stage3_中间对话_disposed.yarn index a5975f41b..361de42c4 100644 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage3_中间对话.yarn +++ b/Assets/Resources/Yarn/FP_Shitou2/Stage3_中间对话_disposed.yarn @@ -1,4 +1,4 @@ -title: Stage3 +title: Stage3disposed tags: position: 210,-342 --- diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage3_中间对话.yarn.meta b/Assets/Resources/Yarn/FP_Shitou2/Stage3_中间对话_disposed.yarn.meta similarity index 100% rename from Assets/Resources/Yarn/FP_Shitou2/Stage3_中间对话.yarn.meta rename to Assets/Resources/Yarn/FP_Shitou2/Stage3_中间对话_disposed.yarn.meta diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage4_头部检查.yarn b/Assets/Resources/Yarn/FP_Shitou2/Stage4_头部检查.yarn deleted file mode 100644 index 12affaaf9..000000000 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage4_头部检查.yarn +++ /dev/null @@ -1,43 +0,0 @@ -title: Stage4 -tags: -position: 210,-342 ---- -<> -=== - - - - -title: 头部检查 -position: 210,-129 ---- -<> -<> -<> - -me: 看起来受到了严重的冲击…… - -视觉模块: 视觉模块有重影。正在恢复。 -语言模块: 语言模块正常。有些结巴,很快会恢复。 -逻辑模块: 逻辑模块经历了一段时间的宕机,但是现在恢复了。 -情绪模块: 惊恐和悲伤的情绪正占主导,但似乎不是由于撞击导致的。 -记忆模块: 记忆模块受损严重,最大的一个磁盘标记着“音乐,我的最爱!”已经无法读取了。自动恢复了好几次也没成功。 -记忆模块: 同时,一些短期记忆能力也受到了损害,伤势需要进一步观察评估。 -//音频相关记忆受损了,可用的分区变得很小,新的音频记忆会很快覆盖掉旧的音频记忆 -me: …所以说…他的音乐记忆都在这里了? -me: 机体…真是脆弱啊。 -me: 好吧…万幸的是其他部分似乎都没事…… -me: -<> - -=== - - - - -title: 进入阶段5 -position: 213,321 ---- -<> -<> -=== diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage5_提出刻录.yarn b/Assets/Resources/Yarn/FP_Shitou2/Stage5_提出刻录.yarn deleted file mode 100644 index 8eec04a81..000000000 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage5_提出刻录.yarn +++ /dev/null @@ -1,99 +0,0 @@ -title: Stage5 -tags: -position: 210,-342 ---- -<> -=== - - - - -title: 提出刻录 -position: 210,-129 ---- -<> -<> -<> -<> - -你向石头总结了他的伤势。 - -石头的脸上出现了一种捉摸不透的情绪。 -shitou: 所以说,那些记忆…没办法再被恢复了? - -<> -<> - -me: 是的。 - -<> -<> - -石头再尝试了一次,依然只能唱出前半句。 -me: 你是怎么撞的? -shitou: 不是我撞的…是它撞的我…… -shitou: 它逆行过来,我来不及刹住嘛。 -me: 啧……
假如你控制住速度… -me: 你不应该做这个调速的。 - -石头再尝试了一次,依然只能唱出前半句。 - -shitou: 真的一点办法也没有了吗?医生。一点也没有吗? -me: 这种受损是不可逆的,往后… -me: 你只能记得你拥有过这些残缺的记忆…但不记得它们的内容是什么了。 - -<> -<> - -shitou: 真的一点办法也没有了吗?医生。一点也没有吗? -me: 唯一的办法就是再录一卷磁盘。 -me: 但是,你的唱片齿轮……已经全部更换掉了。 - -石头低下头许久,重新抬起头看向远方。 - -shitou: 哈哈,看来我们都得向前看…对吧! -shitou: 仔细想想,音乐其实也没有那么重要……只是我一直没有来得及拿掉罢了。 -shitou: 那么…就请你帮我~把这个记忆,也去掉吧!#auto_next -me: 等一下! -me: 好像…还有一个办法。 -me: 唱片的原理…就是把胶盘上的划痕转化成歌声的震动…对吧? -me: 我想我们也可以反过来,把歌声变刻录成划痕…在这些镍铬齿轮上。 - -//shitou: 我想我应该明白了。 -//shitou: 音乐…真的很神奇,不是吗? -//shitou: 虽然我没有机会停下来,也没有机会记住更多的音乐…… -//shitou: 但是,如果我能每天都像第一次一样听到最喜欢的音乐…
那岂不是比能继续听音乐更好? -//shitou: 只可惜… -//shitou: 医生,这块齿轮…还有可能复原吗? -//me: …… -//me: 就算粘好,它也不可能承受住现在的转速了。 -//shitou: …… - -//me: 倒是还有一个办法。 -//你提出了一个方案,这个方案虽然比不上原本的唱片,但是也足够好了。 -//你提出了一个可能性:仿照之前那张唱片,在原有的齿轮上重新刻录一次。 - -me: 这可能不如原来刻在塑胶层上的效果那么好…但应该也能听。 -me: 唯一麻烦的是…这个齿轮已经碎了,原来的声音已经遗失。我们只能凭记忆唱出来了。 -shitou: 可是…这个齿轮已经碎啦,我也已经不记得这首歌的后一半是怎么唱的咯。 -me: 我记得。 -石头抬起头看向你,眼里重新有了光泽。 -me: 但是……我不是很会唱歌。可能会跑调什么的……这可能不是一个好主意…… -shitou: 医生…你真是个天才! -出乎意料地,石头接受了你的提议。 -shitou: 快,医生,趁着我们都还记得,快开始吧~! -me: 哎。我真是… - -<> - -=== - - - - -title: 进入阶段6 -position: 213,321 ---- -<> -<> -=== diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage6_刻录.yarn b/Assets/Resources/Yarn/FP_Shitou2/Stage6_刻录.yarn deleted file mode 100644 index 84082b8ac..000000000 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage6_刻录.yarn +++ /dev/null @@ -1,341 +0,0 @@ -title: Stage6 -group: 入口 -tags: -position: 378,-540 ---- - -<> - -<> - - -<> -<> -<> - -<> -<> - -<> -<> - -=== - - - - - - - - -// 事件节点 - -title: 检查_肺_2 -tags: -group: 插入触发 -colorID: 8 -position: -161,-190 ---- -<> -<> -<> -<> -<> -<> -->检查 - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - ->分析 - <> - <> - <> - <> - <> - me: 嗯。你的运动非常充足…应该说有点过于频繁了。 - <> - <> - me: 换气系统的滤板积碳很严重。 - <> -->结束 -<> -=== - - - - -title: 检查_心_2 -tags: -group: 插入触发 -colorID: 8 -position: -158,-3 ---- -<> -<> -<> -<> -<> -->检查 - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - ->分析 - <> - <> - <> - <> - <> - me: 嗯…看起来一切正常。 - <> - ->开始刻录 - <> - <> - me: 这套动力系统很高级,而且一切正常。 - ->开始刻录 - <> - <> -->开始刻录 - <> -->结束 -<> -=== - - - - -title: 检查_胃_2 -tags: -colorID: 8 -group: 插入触发 -position: -160,191 ---- -<> -<> -<> -<> -<> -->检查 - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - me: 油耗…偏高? - shitou: 对!医生,我就说嘛!
我跑起来怎么都不对劲。 - <> - ->分析 - <> - <> - <> - <> - <> - <> - <> - me: 确实,从今天开始的油耗都比往常高5%左右… - me: 不过看起来…这个模块本身没有什么问题。
虽然还是不知道为什么油耗高。 - 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: 不过这里确实没有和齿轮相关的信息。 - <> - <> - me: 石头最近摄入的食物十分单一,都是最基础款的罐头。 - me: 另外…它的油耗不过这里确实没有和齿轮相关的信息。 - <> -->结束 -<> -=== - - - - -title: 检查_肝_2 -tags: -colorID: 8 -group: 插入触发 -position: -158,370 ---- -<> -<> -<> -<> -<> -<> -->检查 - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - <> - ->分析 - <> - <> - <> - <> - <> - me: 看起来这个模块没有什么太大的问题…算是个好消息。 - <> - <> - me: 看起来这个模块没有什么太大的问题。 - <> -->结束 -<> -=== - - - - -title: 刻录 -position: 728,79 ---- - -<> -<> - -//??如果玩家在这里拉绳,是不是就听到音乐了? - -me: 如果我没有理解错这套东西的原理…
我应该可以把这个读取声音的探头,改造成一个刻出声音的钻头。 - -->改造钻头 - -你将探头小心地取下,换成一个坚硬的钻头。 - -me: 好了…接下来,只需要唱出来,声音就会被这个齿轮记录下来。 - -<> -<> - -me: …… -shitou: 快开始吧,医生! -me: 我有点不记得调了。 -shitou: 没关系,开头我记得。
医生,把它转起来吧! -shitou: 跟上我的节奏! - -石头打起了拍子。 -<> - -->拉绳 -<> - -=== - - - - -title: 刻录调速 -position: 728,79 ---- - -你拉动拉绳,转速逐渐提高,引擎的声音和石头的拍子逐渐重合。 -你松开绳子,石头开始唱起歌来。 -shitou: He says Son can you play me a memory?
(他说,小伙子,你能为我弹一段回忆吗?) -shitou: I'm not really sure how it goes.
(它的旋律,我已然忘记) -歌声和引擎的声音保持在同一个节奏上,让它成为了天然的节拍器。 -shitou: 呼…现在加速! -石头打起了新的拍子。 - -->拉绳 - -你拉动拉绳,转速逐渐提高,引擎的声音和石头的拍子逐渐重合。 -你松开绳子,石头接着唱。 -shitou: 医生,到你了! -你接着石头的部分往后唱,唱得其实还不错。 -me: But it's sad and it's sweet and I knew it complete
(这首歌忧伤而甜蜜,我记得每一句歌词…) -me When I wore a younger man's clothes.
(…在我更年轻一些的时候) -shitou: 太好啦!医生,你唱的真好! -shitou: 如果你不是在这个诊所里,一定会成为一个大明星的! -shitou: 下一段! -你记得下一段并没有加速。但你可以这么做。或者… -me: 我有一种感觉…接下来这段把拍子降下来也会不错。 - -//似乎不需要用“选择速度”来代表要做出的选择……用对话似乎更好 - -->遵循原曲,保持原速 - me: 不,这里不是这样的。 - 你把速度小心保持在原位,然后继续唱。你仔细地回忆着昨天的旋律。 - shitou: 太好了,太美了! - me: 我有点不太记得了! - shitou: 没关系,医生!你是我听过唱得最好的!
往后的每一天,都会是唱得最好的! -->按照石头的想法加速 - 你拉动拉绳,转速逐渐提高,引擎的声音和石头的拍子逐渐重合。 - 你松开绳子,继续唱。由于它变得太快,旋律变得有些狂野。 - shitou: 太好了,太美了! - me: 太快了,我有点跟不上! - shitou: 没关系,医生!你是我听过唱得最好的!
往后的每一天,都会是唱得最好的! -->加入个人风格,减速 - me: 不,听听这个! - 你打起了一个新的拍子,并松开绳子让速度向下掉,直到和你的拍子重合。 - 你继续唱了起来。 - shitou: 太好了,太美了! - me: 你会喜欢这个的! - shitou: 我会喜欢这个的!往后的每一天! - -me: Sing us a song, you're the piano man
(为我们唱一曲吧,钢琴师) -me: Sing us a song tonight
(唱一曲吧,就在今晚) -me: Well we're all in the mood for a melody
(没有什么比一首歌更适合现在) -me: And you've got us feelin' alright
(没有什么更能彼此慰藉) - -<> -<> - -歌曲结束了。你们意犹未尽地喘着气。 -me: 呼…我从来没有尝试过这个。 -shitou: 呼!医生…这比原曲还要好! -me: 你又没有听过原曲。 -shitou: 这一定比原曲还要好!想象一下,这首歌的歌手…就在我的身边!天哪! -me: 哈哈。别取笑我了。 -me: 结束了,让我们出去听听吧。 - -<> -<> - -=== - - - - - -title: 进入阶段7 -position: 213,321 ---- - -<> -<> - -=== - diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage7_结束对话.yarn b/Assets/Resources/Yarn/FP_Shitou2/Stage7_结束对话.yarn deleted file mode 100644 index 1f87be997..000000000 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage7_结束对话.yarn +++ /dev/null @@ -1,77 +0,0 @@ -title: Stage7 -tags: -position: 210,-342 ---- -<> -=== - - - - -title: 结束对话 -position: 210,-129 ---- -<> -<> -<> -<> - -<> -<> - -shitou: 医生……趁着我还记得,我要很认真地和你说一件事情。 -me: 怎么了? -shitou: 你应该考虑一下,改行成为一个歌手! -me: 哈哈。谢谢你的建议! -me: …… -me: 但是……
抱有这种想法只会让你的“原型”给你带来更多痛苦。 -me: 我有点明白你为什么那么做了。 -shitou: 怎么做? -me: 那些“低能耗模式”…并不代表你一定要削减记忆力。你可以选择去掉一些信息的记忆能力,或者其他的功能…… -me: 你选择了去掉短期记忆,选择了更少的回忆。 -shitou: 是我自己做的吗?哈哈!我不太记得了~ -me: 我想是的。 -me: 这样你就会忘记你的过去,让你的“原型”带来的影响变得更小。 -me: 你可以享受更纯粹的现在……享受音乐…… -shitou: 听起来…确实是我会做的事情! -<> -<> -他忽然提起了自己的“原型”。这是他距离自己的过去最近的一次…… -尽管他的记忆已经不能读取了。但他似乎还是“看见”了一些东西。 -他看见他在接吻,在草原上奔跑…在下着雨的夏天的窗台边打瞌睡…… -shitou: 我…是谁? -他忽然问,像是已经不记得了自己在哪里。 -->石头 - me: 你是石头。幸福集团罐装物料生产区货务部货运机体,一个爱唱歌的,热爱…生活的机体。 - me: 这么说也不太准确…我很难形容你…… - me: 你能听到自己脑袋里面那个声音吗?你就是它,它就是石头。 -->货运机体 - me: 不管怎样…你是一个货运机体。尽管你是一个特殊的货运机体。 - me: 这个机体产生了一些奇怪的想法,它想要知道装载着自己的这个身体内部是什么东西…… - me: 里面只有电流罢了。你和我都一样。我们都只是一些机器。 -->音乐家 - me: 我想不管受到怎样的影响…反正你明天都会忘掉。所以…管他呢。 - me: 你是一个音乐家。或者说,一个艺术家……如果一个人类艺术家能够看到我们现在的未来,他会希望成为你。 -->一个人类 - me: 我想不管受到怎样的影响…反正你明天都会忘掉。所以…管他呢。 - me: 你是一个幸运的人类,只不过现在住在一个金属的身体里。 -石头沉默了许久,理解着你说的话。 -shitou: 我觉得你说的没错!管他呢,我想这一点都不重要。 -shitou: 只要能继续过这样的日子,每天都能第一次听到最爱的音乐…… -shitou: 更何况…这是我和我的朋友一起唱的!天哪…这也…太美好了…… -石头沉醉在这个想法中,许久才离开。 - -<> - -=== - - - - - -title: HE -position: 213,321 ---- -<> -<> -=== \ No newline at end of file diff --git a/Assets/Resources/Yarn/FP_Shitou2_2.meta b/Assets/Resources/Yarn/FP_Shitou2_2.meta new file mode 100644 index 000000000..ad0af5d7c --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_2.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2da8465b80ed4c44bb23e9c337d4a1bc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Yarn/FP_Shitou2_2/EventNode.yarn b/Assets/Resources/Yarn/FP_Shitou2_2/EventNode.yarn new file mode 100644 index 000000000..805f6a0d3 --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_2/EventNode.yarn @@ -0,0 +1,117 @@ +title: LungPlugIn +position: -1094,-98 +--- +<> +=== + + + + +title: HeartPlugIn +position: -816,-97 +--- +<> +=== + + + + +title: LiverPlugIn +position: -533,-97 +--- +<> +=== + + + + +title: StomachPlugIn +position: -267,-102 +--- +<> +=== + + + + +title: EmoPlugIn +tags: 待编辑 +colorID: 8 +position: -2,-3039 +--- +<> +=== + + + + +title: SpeakPlugIn +tags: 待编辑 +colorID: 8 +position: 240,-2640 +--- +<> +=== +title: LogicPlugIn +tags: 待编辑 +colorID: 8 +position: 480,-3040 +--- +<> +=== + + + + +title: ColorPlugIn +tags: 待编辑 +colorID: 8 +position: 240,-2840 +--- +<> +=== + + + + +title: MemoryPlugIn +tags: 待编辑 +colorID: 8 +position: 240,-3040 +--- +<> +=== + + + + +title: UFPlugIn +tags: 待编辑 +colorID: 8 +position: 0,-2840 +--- +<> +=== + + + + +title: EyePlugIn +tags: 待编辑 +colorID: 8 +position: 480,-2840 +--- +<> +=== + + + + +title: EngineSuccess +position: -1092,115 +--- +<> + <> +<> +=== + diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage5_提出刻录.yarn.meta b/Assets/Resources/Yarn/FP_Shitou2_2/EventNode.yarn.meta similarity index 86% rename from Assets/Resources/Yarn/FP_Shitou2/Stage5_提出刻录.yarn.meta rename to Assets/Resources/Yarn/FP_Shitou2_2/EventNode.yarn.meta index 1f50638fc..f0ffa562d 100644 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage5_提出刻录.yarn.meta +++ b/Assets/Resources/Yarn/FP_Shitou2_2/EventNode.yarn.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 076f3e3c4eb53754bbd6adbbff3f3e6d +guid: 8c03cf1f1e29e4f40b51d192a094b95c ScriptedImporter: internalIDToNameTable: [] externalObjects: {} diff --git a/Assets/Resources/Yarn/FP_Shitou2_2/FP_Shitou2_2.yarn b/Assets/Resources/Yarn/FP_Shitou2_2/FP_Shitou2_2.yarn new file mode 100644 index 000000000..414b44a3d --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_2/FP_Shitou2_2.yarn @@ -0,0 +1,118 @@ +title: Start +tags: +colorID: 8 +position: 205,-53 +--- +<> +=== + + + + +title: VarsInit +tags: +colorID: 4 +position: 205,199 +--- +///在这里决定这次诊疗的目标是什么,以及目标判断相关的数值 + +//【流程相关】 +//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) +<> +///【流程逻辑】 +//如果线索板都答对了,就自动触发这个为true,这是主目标 +<> +//冷却液处理完成次数。每次处理完成就往下推进一步 +<> + +//一次性对白标记,需要播时设为true,在检查点检查到true播放一次性对白,播放完设回false +<> + +//掉速次数 +<> +//是否知道可以换滤板 +<> +//是否知道可以换燃料 +<> +//是否知道可以调压力 +<> +//是否知道冷却液浑浊 +<> +//是否完成了引擎自检 +<> +//是否知道冷却液换过 +<> +//是否对冷却液换过却很脏提过疑惑 +<> + +//选择的透析剂 +<> + +<> +<> +<> +<> +<> +<> +<> + + +//【功能相关】 +//clueboard相关 +<> +<> + +//插线 +<> +<> +<> + +<> +=== + + + + +title: Center +description: 脚本跳转中心,GameStage在此处处理,理论上不在其他地方读取GameStage +position: 205,446 +colorID: 1 +--- +// 每次进入维修界面就自动保存 +<> + +//gamestage:1-引入对话;2-头部检查;3-头部检查后对话;4-刻录;5-结束对话;0-BE对话 +// 引入对话 +<> + <> +<> + +<> + <> +<> + +<> + <> +<> + +<> + <> +<> + +<> + <> +<> + +<> + <> +<> + +<> + <> +<> + +=== + + + + diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage6_刻录.yarn.meta b/Assets/Resources/Yarn/FP_Shitou2_2/FP_Shitou2_2.yarn.meta similarity index 86% rename from Assets/Resources/Yarn/FP_Shitou2/Stage6_刻录.yarn.meta rename to Assets/Resources/Yarn/FP_Shitou2_2/FP_Shitou2_2.yarn.meta index 72e799760..efe116370 100644 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage6_刻录.yarn.meta +++ b/Assets/Resources/Yarn/FP_Shitou2_2/FP_Shitou2_2.yarn.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: e073b28ef995ee64e8fcccd67466ba7a +guid: b30dca0a7523c39459a2509c2dd3cfe9 ScriptedImporter: internalIDToNameTable: [] externalObjects: {} diff --git a/Assets/Resources/Yarn/FP_Shitou2_2/FP_Shitou2_2.yarnproject b/Assets/Resources/Yarn/FP_Shitou2_2/FP_Shitou2_2.yarnproject new file mode 100644 index 000000000..016b7ab29 --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_2/FP_Shitou2_2.yarnproject @@ -0,0 +1,12 @@ +{ + "projectFileVersion": 2, + "sourceFiles": [ + "*.yarn" + ], + "excludeFiles": [ + "**/*~/*" + ], + "localisation": {}, + "baseLanguage": "zh-CHS", + "compilerOptions": {} +} \ No newline at end of file diff --git a/Assets/Resources/Yarn/FP_Shitou2_2/FP_Shitou2_2.yarnproject.meta b/Assets/Resources/Yarn/FP_Shitou2_2/FP_Shitou2_2.yarnproject.meta new file mode 100644 index 000000000..e34d04bb4 --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_2/FP_Shitou2_2.yarnproject.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: b254008a450f4c242b25311130c2592a +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 053561912b1654d80a424bb0696a74ae, type: 3} + useAddressableAssets: 0 + UseUnityLocalisationSystem: 0 + unityLocalisationStringTableCollection: {instanceID: 0} diff --git a/Assets/Resources/Yarn/FP_Shitou2_2/Stage3_中间对话.yarn b/Assets/Resources/Yarn/FP_Shitou2_2/Stage3_中间对话.yarn new file mode 100644 index 000000000..fe09ab8eb --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_2/Stage3_中间对话.yarn @@ -0,0 +1,108 @@ +title: Stage3 +tags: +position: 210,-342 +--- +<> +=== + + +title: 被忘掉的烦恼 +position: 210,-129 +--- +<> +<> +<> +<> +<> +<> +<> +<> +shitou: 【尝试哼歌,卡住】 +<> +<> +shitou: 【尝试哼歌,卡住】 +<> +<> +me: 那是谁?那个…只剩半截的机体。 +shitou: 嘿嘿…那是我的歌友!也是我的同事~ +shitou: 自从他有一次跑货从桥上掉下去之后~就变得有点笨笨的,总是记不住歌词。 +shitou: 可惜…我自己也要记不住了…… +<> +shitou: 我不会…连他…也忘掉吧? +me: 不会。但你不会再记得他的声音了。还有那些歌…… +me: 你只能记得你记得过这些声音,但不再能听到它们了。 +<> +<> +shitou: 医生…真的一点办法也没有了吗?一点也没有吗? +me: 这种受损是不可逆的。而记忆模块又太复杂…… +me: 你记忆里的所有声音都会被慢慢忘掉…被最近听到的声音所取代。 +<> +<> +shitou: 这个感觉好奇怪…就像是,我的回忆还是回忆…但是里面只有喇叭和引擎声了? +me: 差不多这个意思。除非你最近就在听音乐。只可惜……这些齿轮容不下别的声音了。 +<> +<> +shitou: 哈哈! +<> +<> +shitou: 不管怎样~至少我还能跑,还能拉货! +shitou: 看来我们都得向前看…对吧! +shitou: 仔细想想,音乐其实也没有那么重要……只是我一直没有来得及拿掉罢了。 +shitou: 那么…就请你帮我~把这个记忆,也去掉吧!#auto_next +me: 等一下! +me: 好像…还有一个办法。 +me: 虽然记忆模块我处理不了,但是…… +me: 唱片的原理…就是把胶盘上的划痕转化成歌声的震动…对吧? +me: 我想我们也可以反过来,把歌声变刻录成划痕…在这些镍铬齿轮上。 + +//shitou: 我想我应该明白了。 +//shitou: 音乐…真的很神奇,不是吗? +//shitou: 虽然我没有机会停下来,也没有机会记住更多的音乐…… +//shitou: 但是,如果我能每天都像第一次一样听到最喜欢的音乐…
那岂不是比能继续听音乐更好? +//shitou: 只可惜… +//shitou: 医生,这块齿轮…还有可能复原吗? +//me: …… +//me: 就算粘好,它也不可能承受住现在的转速了。 +//shitou: …… +//me: 倒是还有一个办法。 +//你提出了一个方案,这个方案虽然比不上原本的唱片,但是也足够好了。 +//你提出了一个可能性:仿照之前那张唱片,在原有的齿轮上重新刻录一次。 +<> +<> +shitou: 真的吗…也就是说…我还可以继续听到这首歌…像之前那样? + +me: 不过这可能不如原来刻在塑胶层上的效果那么好,但应该也能听。 +me: 唯一麻烦的是…原来的声音已经遗失。只能凭记忆再唱一遍了…… +shitou: 啊…我来唱么?……
一直五音不全的我…没有唱片机的帮助……
能行么……? +me: 事实上…唱歌跑不跑调,
和有没有唱片机、有没有记忆没有关系。
这只取决于你的语言模块。 +me: 而在我看来你的语言模块非常健康……
而且我一点也听不出,你到底哪里五音不全了。 +shitou: 真的吗? +shitou: …… +shitou: 好~医生,你是医生~我相信你! +shitou: 可是歌词…怎么办呢?医生,你还记得吗? +me: 我…… +->记得 + me: 我想我听过一两遍,应该记得吧…… +->不记得 + me: 对不起,但记歌词确实是…有点难度。 +shitou: 没关系~医生!有音乐,总好过没有~ +shitou: 就算歌词错了,也完全就够咯!
我还是可以吹着风穿梭在园区的街道,哼着喜欢的歌…… +shitou: 什么也没变!反正我也不记得原来的内容啦~ +me: 这倒是…… +me: 好的…那么,最后确认下。
确认要这么做吗?尽管音质会比原来差很多…
还有可能忘词。 +shitou: 确认!医生,趁着我们都还记得,快开始吧~! +me: 来吧。 + +<> + +=== + + + + +title: 进入阶段4 +position: 213,321 +--- +<> +<> +=== diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage7_结束对话.yarn.meta b/Assets/Resources/Yarn/FP_Shitou2_2/Stage3_中间对话.yarn.meta similarity index 86% rename from Assets/Resources/Yarn/FP_Shitou2/Stage7_结束对话.yarn.meta rename to Assets/Resources/Yarn/FP_Shitou2_2/Stage3_中间对话.yarn.meta index 9db6dac99..d6529fa89 100644 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage7_结束对话.yarn.meta +++ b/Assets/Resources/Yarn/FP_Shitou2_2/Stage3_中间对话.yarn.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 519a2ee5f993d6043a0e29a2b4f02f30 +guid: 4d1d34102d162fd4986fc5ed48f13a51 ScriptedImporter: internalIDToNameTable: [] externalObjects: {} diff --git a/Assets/Resources/Yarn/FP_Shitou2_2/Stage4_刻录.yarn b/Assets/Resources/Yarn/FP_Shitou2_2/Stage4_刻录.yarn new file mode 100644 index 000000000..3079dc38a --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_2/Stage4_刻录.yarn @@ -0,0 +1,488 @@ +title: Stage4 +group: 入口 +tags: +position: 378,-540 +--- + +<> + +<> + +<> +<> +<> + +<> +<> + +<> +<> + +=== + + + + + + + + +// 事件节点 + +title: 检查_肺 +tags: +group: 插入触发 +colorID: 8 +position: -161,-190 +--- +<> +<> +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + me: 嗯…通气量非常大,看起来运动非常充足…
应该说有点过于频繁了。 + shitou: 没问题的~医生~我甚至可以边跑边唱嘞! + <> + <> + me: 通气量非常大,看起来运动非常频繁。 + <> +->结束 +<> +=== + + + + +title: 检查_心 +tags: +group: 插入触发 +colorID: 8 +position: -158,-3 +--- +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + me: 没有受损…太好了。 + <> + ->开始刻录 + <> + <> + ->开始刻录 + <> + <> +->开始刻录 + <> +->结束 +<> +=== + + + + +title: 检查_胃 +tags: +colorID: 8 +group: 插入触发 +position: -160,191 +--- +<> +<> +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + me: 没有受损 + <> + <> + me: 没有受损 + <> +->结束 +<> +=== + + + + +title: 检查_肝 +tags: +colorID: 8 +group: 插入触发 +position: -158,370 +--- +<> +<> +<> +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + me: 循环模块看起来没什么问题。 + <> + <> + me: 循环模块没什么问题。 + <> +->结束 +<> +=== + + + + +title: 刻录 +position: 728,79 +--- + +<> +<> + +//??如果玩家在这里拉绳,是不是就听到音乐了? + +me: 如果我没有理解错这套东西的原理…
我应该可以把这个读取声音的探头,改造成一个刻出声音的钻头。 +shitou: 哇!医生,你太厉害了~什么都会! +->改造钻头 + +你将探头小心地取下,换成一个坚硬的钻头。 +me: 然后…让我把它接在你的播放模块上。这样你唱的声音就会被传输到这里…… +shitou: 我好紧张,感觉~像演唱会一样! +<> +<> +me: 好了…接下来,只需要唱出来,声音就会被这个齿轮记录下来。 +shitou: …… + +<> +<> + +=== + + + + +title: 刻录调速 +position: 728,79 +--- + +齿轮开始转动#auto_next +<> +me: …… +<> +<> +me: (小声)已经在录了… +<> +<> +me: 石头!已经在录了。 +shitou: 给我一些伴奏。 +me: 什么?哪来的伴奏…… +<> +<> +你用脚打起拍子。 +<> +<> +<> +shitou: 听众朋友们,晚上好!
.这里是石头! +me: (还整这出……) +shitou: 还有医生—— +<> +<> +me: 啊…杰克。 +shitou: 为大家献上…不知名…音乐家的歌曲——
《自由的小锡鸟》! + +<> +【~音乐~】#auto_next +<> + +<> +<> + +shitou: (医生!第一句是啥?) + +<> +<> + +-> 自由的小机体,在大大的城市里 +<> +<> +shitou: ~自.由..的小.机体~..~在大.大..的城.市里~.. +<> +<> +-> 跑呀,跑呀,再多烦恼,统统忘掉 + <> +<> + shitou: ~跑呀..跑呀~..~再多.烦恼..统统.忘掉~.. + me: 很好…… + shitou: 医生~这是真的!只要跑起来…烦恼就追不上我~ +-> 唱呀,唱呀,再多烦恼,统统忘掉 + <> + <> + <> + shitou: ~唱呀..唱呀~..~再多.烦恼..统统.忘掉~.. + me: 很好…… + shitou: 医生~这是真的!只要有音乐…再多烦恼也不怕~ +-> 工作,工作,再多烦恼,统统忘掉 + <> + <> + <> + shitou: ~工作..工作~..~再多.烦恼..统统.忘掉~.. + me: 很好…… + shitou: 医生~这是真的!只要工作起来~烦恼就会变少! + +<> +<> + +【~音乐~】#auto_next +<> + +shitou: 然后呢?医生! + +<> +<> + +-> 小鸟,小鸟,越飞越高 +<> +<> +shitou: ~小.鸟..小.鸟~..~越.飞..越.高~.. +<> +<> +-> 飞跃水泥的森林,银灰色的树梢 + <> + <> + shitou: ~飞跃水泥.的森.林~..~银灰色..的树.梢~.. + shitou: 太厉害了~医生!你竟然全记下来了! + <> + <> + shitou: 这首歌比我以为我记得的…还要积极呢! +-> 钻进水泥的森林,霓虹灯的树梢 + <> + <> + <> + shitou: ~钻进水泥.的森.林~..~霓虹灯..的树.梢~.. + shitou: 太厉害了~医生!你竟然全记下来了! + <> + <> + shitou: 这个城市真的太大了~还有好多我没去过的有意思的地方呢! +-> 飞不出水泥的森林,黑色的树梢 + <> + <> + <> + shitou: ~逃不出.水泥.的森.林~..~黑色的..树.梢~.. + shitou: 太厉害了~医生!你竟然全记下来了! + <> + <> + shitou: 这个城市真的太大了~不知道它的尽头到底在哪里? + +<> +<> + +【~音乐~】#auto_next +<> + +<> +<> + +-> 小机体追呀追,可惜他不会飞 +<> +<> +shitou: ~小.机体..呀.追.呀追~..~可惜他..不.会飞~.. +<> +<> +-> 长长的大道,十字路口,小鸟一去不回头 + <> + <> + <> + shitou: ~长长.的大.道..十字.路口~..小.鸟.一去.不.回.头~.. + <> + <> + shitou: 这歌和我想的一样!我也想~要是我会飞就好了! + shitou: 我就可以直接飞到目的地~再也不怕撞到任何东西了! +-> 高高的天空,长长的街,小鸟何时会回来 + <> + <> + shitou: ~高高.的天.空..长长.的街~..小.鸟.何时.会.回.来?.. + <> + <> + shitou: 这歌和我想的一样!我也想~要是我会飞就好了! + shitou: 我要跟着去看看,这些鸟儿冬天都去哪里了?听说那边很暖和,那里的树一整年都是绿的! +-> 红黄的灯流,不停歇,小鸟,小鸟迷了眼 + <> + <> + <> + shitou: ~红黄.的灯.流..不.停歇~..小鸟.小鸟..不.回.头~.. + <> + <> + shitou: 这歌和我想的一样!我也想~要是我会飞就好了! + shitou: 我要从天上看一看~这个一直我一直工作的城市,到底长啥样! + +<> +<> + +【~音乐~】#auto_next +<> + +<> +<> + +shitou: 医生~快! +<> +<> +me: 最后一句…我好像从来没听过完整的啊…… +<> +<> +shitou: 要唱了,医生! +<> +<> +->春天不会再回来,但我一定会回来看你 + shitou: ~春天..不.会再.回来~..~但.我一.定会.回来..看.你~.. +->春天春天快回来,我怕我会忘记你 + shitou: ~春天.春天..快回.来~..~我.怕我..会忘.记.你~.. +->春天一定会回来,我会在这等着你 + shitou: ~春天.一..定会.回来~..~我.会在..这等.着.你~.. + +<> +<> + +//你拉动拉绳,转速逐渐提高,引擎的声音和石头的拍子逐渐重合。 +//你松开绳子,石头开始唱起歌来。 +//shitou: He says Son can you play me a memory?
(他说,小伙子,你能为我弹一段回忆吗?) +//shitou: I'm not really sure how it goes.
(它的旋律,我已然忘记) +//歌声和引擎的声音保持在同一个节奏上,让它成为了天然的节拍器。 +//shitou: 呼…现在加速! +//石头打起了新的拍子。 +//->拉绳 +//你拉动拉绳,转速逐渐提高,引擎的声音和石头的拍子逐渐重合。 +//你松开绳子,石头接着唱。 +//shitou: 医生,到你了! +//你接着石头的部分往后唱,唱得其实还不错。 +//me: But it's sad and it's sweet and I knew it complete
(这首歌忧伤而甜蜜,我记得每一句歌词…) +//me When I wore a younger man's clothes.
(…在我更年轻一些的时候) +//shitou: 太好啦!医生,你唱的真好! +//shitou: 如果你不是在这个诊所里,一定会成为一个大明星的! +//shitou: 下一段! +//你记得下一段并没有加速。但你可以这么做。或者… +//me: 我有一种感觉…接下来这段把拍子降下来也会不错。 +//似乎不需要用“选择速度”来代表要做出的选择……用对话似乎更好 +//->遵循原曲,保持原速 +// me: 不,这里不是这样的。 +// 你把速度小心保持在原位,然后继续唱。你仔细地回忆着昨天的旋律。 +// shitou: 太好了,太美了! +// me: 我有点不太记得了! +// shitou: 没关系,医生!你是我听过唱得最好的!
往后的每一天,都会是唱得最好的! +//->按照石头的想法加速 +// 你拉动拉绳,转速逐渐提高,引擎的声音和石头的拍子逐渐重合。 +// 你松开绳子,继续唱。由于它变得太快,旋律变得有些狂野。 +// shitou: 太好了,太美了! +// me: 太快了,我有点跟不上! +// shitou: 没关系,医生!你是我听过唱得最好的!
往后的每一天,都会是唱得最好的! +//->加入个人风格,减速 +// me: 不,听听这个! +// 你打起了一个新的拍子,并松开绳子让速度向下掉,直到和你的拍子重合。 +// 你继续唱了起来。 +// shitou: 太好了,太美了! +// me: 你会喜欢这个的! +// shitou: 我会喜欢这个的!往后的每一天! +//me: Sing us a song, you're the piano man
(为我们唱一曲吧,钢琴师) +//me: Sing us a song tonight
(唱一曲吧,就在今晚) +//me: Well we're all in the mood for a melody
(没有什么比一首歌更适合现在) +//me: And you've got us feelin' alright
(没有什么更能彼此慰藉) +//<> +//<> + +<> +<> +<> + +歌曲结束了 + +<> + me: 呼…我从来没有尝试过这个……但总之,能用了。 + shitou: 天哪,医生!这简直就是原曲! +<> + me: 呼…我即兴发挥了下……但总之,能用了。 + shitou:太棒啦!医生!这简直比原曲还好。 +<> +me: 你又没有听过原曲。 +shitou: 这一定比原曲还要好!毕竟这是我和医生共同演奏和演唱的…天哪! +me: 哈哈。别取笑我了。 +me: 结束了,让我们出去听听吧。 + +<> +<> + +=== + + + + + +title: 进入阶段5 +position: 213,321 +--- + +<> +<> + +=== + diff --git a/Assets/Resources/Yarn/FP_Shitou2/Stage4_头部检查.yarn.meta b/Assets/Resources/Yarn/FP_Shitou2_2/Stage4_刻录.yarn.meta similarity index 86% rename from Assets/Resources/Yarn/FP_Shitou2/Stage4_头部检查.yarn.meta rename to Assets/Resources/Yarn/FP_Shitou2_2/Stage4_刻录.yarn.meta index 0b399abe0..fa2d6026e 100644 --- a/Assets/Resources/Yarn/FP_Shitou2/Stage4_头部检查.yarn.meta +++ b/Assets/Resources/Yarn/FP_Shitou2_2/Stage4_刻录.yarn.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 26f620725196cf04f90724680d448eeb +guid: a876d48d07c887b4cbb147d702e086fc ScriptedImporter: internalIDToNameTable: [] externalObjects: {} diff --git a/Assets/Resources/Yarn/FP_Shitou2_2/Stage5_结束对话.yarn b/Assets/Resources/Yarn/FP_Shitou2_2/Stage5_结束对话.yarn new file mode 100644 index 000000000..ddd218fc5 --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_2/Stage5_结束对话.yarn @@ -0,0 +1,138 @@ +title: Stage5 +tags: +position: 210,-342 +--- +<> +=== + + + + +title: 结束对话 +position: 210,-129 +--- +<> +<> +<> +<> + +<> +<> + +shitou: 嗯~仔细听~我好喜欢啊!不愧是我最爱的歌! +shitou: 医生~它的最后一句…真的很特别喔! +me: 啊…对不起。其实是我瞎编的…
…我好像根本没听你唱到过这里。 +<> +<> +shitou: 听起来~后面确实有点忧伤的味道~!怪不得我平常也不爱往后面唱~哈哈! +<> +<> +me: 你不喜欢忧伤吗? +shitou: 也不是不喜欢~就是…… +<> +<> +shitou: 我也不记得了。 +me: 不记得? +shitou: 我好像记得一种忧伤的感觉~在我听到这首歌的时候…… +shitou: 但我只是记得~现在再听,已经没有这种感觉啦~ +me: …… +me: 情绪模块我记得是正常的…应该不会出什么问题才对。 +me: 或许是你忘记的那些歌? +shitou: 哈哈,医生~我们永远不会知道啦! +shitou: 我感觉!我现在~才是真正的~石头!啦! +shitou: 谢谢你~医生!让我真正地~找到了自己! +me: …… +me: 我只是按照指令把所有来这儿的机体修好。 +shitou: 我们都是按照指令工作的机体~但医生!你的这次工作~已经变成我永远的回忆啦! +<> +<> +shitou: 好啦!我也要回去送货咯~ +shitou: 我会好好珍惜~你给我的音乐~再见啦!!医生~ + +<> +<> +<> + +me: 再见… + +<> +<> +<> + +me: 你怎么又回来了? + +<> + +shitou: 忘了说~谢谢你啦!亲爱的医生朋友~ +<> +shitou: ~春天.会.回来~..~我会.回来.看你~.. + +<> +<> + +<> +<> + +me: 跑呀.~跑呀..~再多.烦恼..统统.忘掉..~ + +<> +<> + + + +//shitou: 医生……趁着我还记得,我要很认真地和你说一件事情。 +//me: 怎么了? +//shitou: 你应该考虑一下,改行成为一个歌手! +//me: 哈哈。谢谢你的建议! +//me: …… +//me: 但是……
抱有这种想法只会让你的“原型”给你带来更多痛苦。 +//me: 我有点明白你为什么那么做了。 +//shitou: 怎么做? +//me: 那些“低能耗模式”…并不代表你一定要削减记忆力。你可以选择去掉一些信息的记忆能力,或者其他的功能…… +//me: 你选择了去掉短期记忆,选择了更少的回忆。 +//shitou: 是我自己做的吗?哈哈!我不太记得了~ +//me: 我想是的。 +//me: 这样你就会忘记你的过去,让你的“原型”带来的影响变得更小。 +//me: 你可以享受更纯粹的现在……享受音乐…… +//shitou: 听起来…确实是我会做的事情! +//<> +//<> +//他忽然提起了自己的“原型”。这是他距离自己的过去最近的一次…… +//尽管他的记忆已经不能读取了。但他似乎还是“看见”了一些东西。 +//他看见他在接吻,在草原上奔跑…在下着雨的夏天的窗台边打瞌睡…… +//shitou: 我…是谁? +//他忽然问,像是已经不记得了自己在哪里。 +//->石头 +// me: 你是石头。幸福集团罐装物料生产区货务部货运机体,一个爱唱歌的,热爱…生活的机体。 +// me: 这么说也不太准确…我很难形容你…… +// me: 你能听到自己脑袋里面那个声音吗?你就是它,它就是石头。 +//->货运机体 +// me: 不管怎样…你是一个货运机体。尽管你是一个特殊的货运机体。 +// me: 这个机体产生了一些奇怪的想法,它想要知道装载着自己的这个身体内部是什么东西…… +// me: 里面只有电流罢了。你和我都一样。我们都只是一些机器。 +//->音乐家 +// me: 我想不管受到怎样的影响…反正你明天都会忘掉。所以…管他呢。 +// me: 你是一个音乐家。或者说,一个艺术家……如果一个人类艺术家能够看到我们现在的未来,他会希望成为你。 +//->一个人类 +// me: 我想不管受到怎样的影响…反正你明天都会忘掉。所以…管他呢。 +// me: 你是一个幸运的人类,只不过现在住在一个金属的身体里。 +//石头沉默了许久,理解着你说的话。 +//shitou: 我觉得你说的没错!管他呢,我想这一点都不重要。 +//shitou: 只要能继续过这样的日子,每天都能第一次听到最爱的音乐…… +//shitou: 更何况…这是我和我的朋友一起唱的!天哪…这也…太美好了…… +//石头沉醉在这个想法中,许久才离开。 + +<> + +=== + + + + + +title: HE +position: 213,321 +--- +<> +<> +=== \ No newline at end of file diff --git a/Assets/Resources/Yarn/FP_Shitou2_2/Stage5_结束对话.yarn.meta b/Assets/Resources/Yarn/FP_Shitou2_2/Stage5_结束对话.yarn.meta new file mode 100644 index 000000000..25eb0b905 --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_2/Stage5_结束对话.yarn.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: ae4097465cef1ee4f927cca23df38097 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3} diff --git a/Assets/Resources/Yarn/FP_Shitou2_head.meta b/Assets/Resources/Yarn/FP_Shitou2_head.meta new file mode 100644 index 000000000..35736c94d --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_head.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f1227e6ba97ca54459633fe0a8545e02 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+=== + + + + +title: MemoryPlugIn +tags: 待编辑 +colorID: 8 +position: 240,-3040 +--- +<> +=== + + + + +title: UFPlugIn +tags: 待编辑 +colorID: 8 +position: 0,-2840 +--- +<> +=== + + + + +title: EyePlugIn +tags: 待编辑 +colorID: 8 +position: 480,-2840 +--- +<> +=== + + + + +title: EngineSuccess +position: -1092,115 +--- +<> + <> +<> +=== + diff --git a/Assets/Resources/Yarn/FP_Shitou2_head/EventNode.yarn.meta b/Assets/Resources/Yarn/FP_Shitou2_head/EventNode.yarn.meta new file mode 100644 index 000000000..8ca659c38 --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_head/EventNode.yarn.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 7cc382aa15e3a224c8f6e2e17c1c7d60 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3} diff --git a/Assets/Resources/Yarn/FP_Shitou2_head/FP_Shitou2_head.yarn b/Assets/Resources/Yarn/FP_Shitou2_head/FP_Shitou2_head.yarn new file mode 100644 index 000000000..1361cf7d2 --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_head/FP_Shitou2_head.yarn @@ -0,0 +1,118 @@ +title: Start +tags: +colorID: 8 +position: 205,-53 +--- +<> +=== + + + + +title: VarsInit +tags: +colorID: 4 +position: 205,199 +--- +///在这里决定这次诊疗的目标是什么,以及目标判断相关的数值 + +//【流程相关】 +//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) +<> +///【流程逻辑】 +//如果线索板都答对了,就自动触发这个为true,这是主目标 +<> +//冷却液处理完成次数。每次处理完成就往下推进一步 +<> + +//一次性对白标记,需要播时设为true,在检查点检查到true播放一次性对白,播放完设回false +<> + +//掉速次数 +<> +//是否知道可以换滤板 +<> +//是否知道可以换燃料 +<> +//是否知道可以调压力 +<> +//是否知道冷却液浑浊 +<> +//是否完成了引擎自检 +<> +//是否知道冷却液换过 +<> +//是否对冷却液换过却很脏提过疑惑 +<> + +//选择的透析剂 +<> + +<> +<> +<> +<> +<> +<> +<> + + +//【功能相关】 +//clueboard相关 +<> +<> + +//插线 +<> +<> +<> + +<> +=== + + + + +title: Center +description: 脚本跳转中心,GameStage在此处处理,理论上不在其他地方读取GameStage +position: 205,446 +colorID: 1 +--- +// 每次进入维修界面就自动保存 +<> + +//gamestage:1-引入对话;2-头部检查;3-头部检查后对话;4-刻录;5-结束对话;0-BE对话 +// 引入对话 +<> + <> +<> + +<> + <> +<> + +<> + <> +<> + +<> + <> +<> + +<> + <> +<> + +<> + <> +<> + +<> + <> +<> + +=== + + + + diff --git a/Assets/Resources/Yarn/FP_Shitou2_head/FP_Shitou2_head.yarn.meta b/Assets/Resources/Yarn/FP_Shitou2_head/FP_Shitou2_head.yarn.meta new file mode 100644 index 000000000..bcc904d0d --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_head/FP_Shitou2_head.yarn.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 70434527bc1e003458a73d41873fbce1 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3} diff --git a/Assets/Resources/Yarn/FP_Shitou2_head/FP_Shitou2_head.yarnproject b/Assets/Resources/Yarn/FP_Shitou2_head/FP_Shitou2_head.yarnproject new file mode 100644 index 000000000..016b7ab29 --- /dev/null +++ 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{instanceID: 0} diff --git a/Assets/Resources/Yarn/FP_Shitou2_head/Stage2_头部检查.yarn b/Assets/Resources/Yarn/FP_Shitou2_head/Stage2_头部检查.yarn new file mode 100644 index 000000000..7d494f861 --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_head/Stage2_头部检查.yarn @@ -0,0 +1,434 @@ +title: Stage2 +tags: +position: 210,-342 +--- +<> +<> +<> +<> +<> +=== + + + + +title: 检查初始化_头部 +position: 380,-239 +--- + +<> + +me: 你是怎么撞的? +shitou: 不是我撞它啦~是它撞的我…… +shitou: 它逆行过来~我来不及刹住嘛。 +shitou: 谁知道它连喇叭都不按喔!
不过也可能是我唱歌太大声了~没听到~ +shitou: 它反应好快,轻轻一歪就绕开了~
我就惨咯!没控制住姿态,直接飞起来啦! +me: …… + +<> +<> +<> +<> + +<> +<> + +me: 来吧。检查一下所有头部模块…
确认各模块的受损情况。 +【注:此为占位,石头头部无UF模块和色觉】 + +<> +<> + +<> +<> +<> +<> +<> + +me: 检测到了72分钟前的撞击事件…
…已经过去一段时间了,希望没造成永久性的影响。 + +<> +=== + + + + +title: 主维修界面_头部 +position: 384,81 +--- + +// 未全部插入就进入等待插入事件状态 +<> +<> +<> + +<> + me:都检查完了,看起来偏偏是记忆受到了损害。
万幸的是其他部分似乎都没事…… + <> +<> + +=== + + + + + +title: 检查UF +tags: 待删除 +colorID: 8 +group:插线检查 +position: -449,-3574 +--- +【待删除,石头无此模块】 +<> +=== + + + + +title: 检查色觉 +tags: 待删除 +colorID: 8 +group:插线检查 +position: 195,-3043 +--- +【待删除,石头无此模块】 +<> +=== + + + + +title: 检查情绪 +tags: +colorID: 8 +group:插线检查 +position: -47,-3242 +--- +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + me: 还好…看起来没有受到很严重的伤害。 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + me: 恐惧的情绪正占主导…
…但似乎不是由于撞击导致的。 +->结束 +<> +=== + + + + +title: 检查语言 +tags: +colorID: 8 +group:插线检查 +position: 194,-2880 +--- +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + shitou: 自由的小机体~……在…大大的…烦恼…里?
好像错了…… + <> + me: 虽然唱起歌来结结巴巴的…但语言模块本身是正常的。 +->结束 +<> +=== + + + + +title: 检查逻辑 +tags: +colorID: 8 +group:插线检查 +position: 428,-3246 +--- +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + me: 逻辑模块受到影响了么…… + <> + <> + <> + <> + <> + <> + <> + shitou: 啊!忽然想起~我还有货没送…… + me: 还好……只是经历了一段时间的宕机,但是现在恢复了。 + <> + me: 逻辑模块经历了一段时间的宕机,但是现在恢复了。 +->结束 +<> +=== + + + + +title: 检查记忆 +tags: 待编辑 +colorID: 8 +group:插线检查 +position: 195,-3243 +--- +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + shitou: 医生!我好像忘了…大大的城市…前面是什么? + me: 嗯…嗯? + shitou: 啊……医生!怎么前面得我也不记得了……怎么回事! + me: 坏了,怎么越忘越多了?… + me: 记忆模块好像受到了严重的损坏。 + <> + <> + me: 你的记忆音频分区受到了很严重的损坏…
只剩下原来的10%可用了。 + me: 所以记忆模块为了能写入新的记忆音频数据,
就得覆盖掉旧的记忆数据…… + shitou: 覆盖记忆数据…是什么意思?医生…… + <> + <> + me: 这个正在被覆盖数据的记忆应该可以被读取…
…看到你应该就明白了。 + <> + <> + <> + <> + <> + <> + <> + ->放入收藏夹 + <> + <> + <> + me: 好…让我们来看看吧。 + <> + <> + me: 碰撞导致石头的视觉有重影,但过段时间就会恢复。 + <> + <> + ->深入 + <> + <> + +->结束 +<> +=== + + + +title: 检查视觉 +tags: 待编辑 +colorID: 8 +group:插线检查 +position: 435,-3043 +--- +<> +<> +<> +<> +->检查 + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + <> + me: 眼睛有觉得不舒服吗? + <> + shitou: 我感觉撞了一下之后,看到的红绿灯好像变多了~ + <> + shitou: 我来的路上,好像看到的红绿灯好像变多了。 + <> + me: 那是重影,一段时间就会好的。 + <> + me: 碰撞导致视觉有重影,但过段时间就会恢复。 + <> +->结束 +<> +=== + + + +title: 记忆深入 +position: 48,-156 +--- +<> +<> + me: 把打孔带放进插槽里,读取记忆吧。 +<> +=== + + + + + +title: 天空 +position: 80,48 +--- + +石头和一个受损的机体坐在一个小棚屋的门口,阳光穿过门口垂挂的许多盆小植物,洒在老旧开裂的木制家具上,破旧但整洁舒适。屋外望出去,是一座高高的垃圾山的阴影。 +<> +【风铃声】 +???: 自由的小机体~在大̻̄͂大̹̅的城市里̛͙~ +???: 跑͈͂呀̛͖̬̊~跑呀~再多烦恼~统统忘̡̋͐掉̦̈~͈̜̈ +<> +<> +【风铃͇̏声,汽车鸣笛声】 +???: 石头! +shitou: 嗯?我在呢。 +???: 这个排异抑制药,我要吃到什͇̄̕么̱͊时̬̙̽候͍̹͝呀? +shitou: 等公͔̏司͇͔̋́把̱̯̑工̦͐ͅ伤̳̰̒̚批̢̘̄下̯̎̆来̡̩̇,就可以啦。 +【风铃͇̏声͈̞̀̄,汽车鸣笛声,广告声】 +<> +<> +???: 小鸟~小̠̊鸟͇̅͌~̙̈̊越̪̄̏飞̨̩̓̂~越高~ +???: 飞跃水̙̫̀̓泥̙̈的̣̀森̟͋林~银灰色͎͌͜的̢̛͚̿~̡̳̂树͍͋͑͜梢~ +<> +<> +提示音: *叮!*
您有一条幸福订单即将超时,请及时处理~ +<> +<> +???: 石头! +shitou: 没关系~我͚̱͛一͈̤͊会̯̟̂跑快点就好了~ +???: 石̯̍头͈͋̒,͈̾我͕͞说͎͆̕…你明天别来了。
我̭͛知̖̑道̬̄̑…̡͓̾这͔̔ͅ个̳͓̂͒抑制药很贵的,要花好多积分! +<> +<> +shitou: 说啥呢。我不来,谁陪我听歌呀! +【风̘̥̑͠铃͇̏声͈̞̀̄,汽车鸣笛声,广告声,引擎声】 +<> +<> +???: 小机体呀~追呀̳̫̀追̪̿~̡̕只͔͊̒可惜他~不会飞~ +???: 高高的̈́̌͜͜天͓̻̂空̟̹̏͛~̰͚̑长̦̓͌长͆̚͜的街~小鸟何̖͚̎̋时͓̥̐͐~̨̡̔̾会̬̫̕回来~ +<> +<> +提示音: *叮!*
您有一条幸福订单即将超时,请及时处理~ +提示音: *叮!*
幸福小助手提示~道路情况复杂,请勿疲劳驾驶~ +<> +<> +【风̘̥̑͠声͈̞̀̄,汽车鸣笛声,广告声,巨大的引擎声】 +<> +<> +???: 小̧̠̃͞机͓́体͎̃~别͍̳͂着̡̈́急͓̔͊~̭̲̄͋春͓̂ͅ天̧̬̐……我就̳̃͠会̜͇̐... +???: 春̠̔͘天̭͈́…̣̿̉我̤̙̎就͈͑̃会̮̣̉̈́... +<> +<> +???: 石̮̠̈́͞头̮͍̂͌!̹̦̍̃ +???: 我忘了!͚͔̏后̨͆边̙̗̈́…̻͙̽̀怎͕̘̆么̮͔̉唱̯̠̃͐来͚͛̕着͓̄̾?͚͋ +shitou: 春̨̼̑�̥̅́ͅ묈̪̏갚鴉싧썮�계퓳�뚳 ̥́펽̞͌̒瓦̹́̔숅̢̊뇤̢̖̈�̮̩̓̉됬풆訝썹쉪鸚㎩램̰̳̎�̰̬̆귨̰͔͠펽̟̲͗̿瓦̠̃섉̹͇͂̎쐣̨̥̐�͕͑덅̤̂퓵�꾣̢́̐뼭̉͜�̯͈͛̍뷴̨̈́솳̜̋ #auto_next +警告: 无法读取的记忆音频数据! +【汽车鸣笛声】#auto_next +提示音: *叮!*
您有一条幸福订单即将超时,请及时处理~#auto_next +【巨大的引擎声】#auto_next +提示音: *叮!*
幸福小助手提醒您~道路情况复杂,请勿疲劳驾驶~*叮!*#auto_next +【广告声】#auto_next +提示音: *叮!*
幸福一下,马上出发!*叮!*现在换食幸福牌七合一罐头~可享员工九折优惠~!*叮!*#auto_next +【记忆中断】 +<> +<> +shitou: 春天…我会... +me: 音频数据已经被完全覆盖了…… +<> +<> + +//音频相关记忆受损了,可用的分区变得很小,新的音频记忆会很快覆盖掉旧的音频记忆 +<> +<> + +=== + + + + +title: toStage3 +position: 213,321 +--- +<> +<> +<> +=== diff --git a/Assets/Resources/Yarn/FP_Shitou2_head/Stage2_头部检查.yarn.meta b/Assets/Resources/Yarn/FP_Shitou2_head/Stage2_头部检查.yarn.meta new file mode 100644 index 000000000..7061b8838 --- /dev/null +++ b/Assets/Resources/Yarn/FP_Shitou2_head/Stage2_头部检查.yarn.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: fe0bce32b122d1145ac4074a514977f4 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3} diff --git a/Assets/Resources/Yarn/LTS_Peipeiday2/LTS_Peipeiday2.yarn b/Assets/Resources/Yarn/LTS_Peipeiday2/LTS_Peipeiday2.yarn index 03c1e704a..aaa6bdd44 100644 --- a/Assets/Resources/Yarn/LTS_Peipeiday2/LTS_Peipeiday2.yarn +++ b/Assets/Resources/Yarn/LTS_Peipeiday2/LTS_Peipeiday2.yarn @@ -117,7 +117,7 @@ position: 239,-1813 <> ->需求C //////图片上是一个阴暗的旧房间,但画面上有很多个电视机屏幕 -<> +<> <> <> <> diff --git a/Assets/Scenes/ExpressFixScene.unity b/Assets/Scenes/ExpressFixScene.unity index 57cab7e87..cae521343 100644 --- a/Assets/Scenes/ExpressFixScene.unity +++ b/Assets/Scenes/ExpressFixScene.unity @@ -249,7 +249,6 @@ MonoBehaviour: initSprite: {fileID: -611960561148999933, guid: 149a798e8f987264f82beb4f4052eb5e, type: 3} discIdx: 0 childGear: {fileID: 0} - 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- private void Update() - { - if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space)) - { - JumpLine(); - } - } - - /// - /// 跳到下一句 - /// - private void JumpLine() - { - if (_isInCommand) - { - return; - } - - if (!DialogCanvasManager.GetCurView().TrySkipLine()) - { - AudioManager.Instance.StopVoice(); - DialogCanvasManager.GetCurView().NextStep(); - } - } } } \ No newline at end of file diff --git a/Assets/Scripts/Framework/OtherKit/MonoCenter.cs b/Assets/Scripts/Framework/OtherKit/MonoCenter.cs index e937f82f1..0d5ccd764 100644 --- a/Assets/Scripts/Framework/OtherKit/MonoCenter.cs +++ b/Assets/Scripts/Framework/OtherKit/MonoCenter.cs @@ -1,5 +1,4 @@ using System; -using AibisDream.FixSystem; using UnityEngine; namespace AibisDream.Framework @@ -47,14 +46,6 @@ namespace AibisDream.Framework { public void OnUpdate() { - if (Input.GetKeyDown(KeyCode.K)) - { - MonoCenter.Mono.StartCoroutine(CameraKit.Instance.TransCameraAsync(new Vector3(5f, 5f, -10), 5, 5f)); - } - - if (Input.GetKeyDown(KeyCode.A)) - { - } } } diff --git a/Assets/Scripts/Game Loop/EventEnums.cs b/Assets/Scripts/Game Loop/EventEnums.cs index 7afd3390e..cae81e375 100644 --- a/Assets/Scripts/Game Loop/EventEnums.cs +++ b/Assets/Scripts/Game Loop/EventEnums.cs @@ -8,7 +8,8 @@ namespace AibisDream { NextYarn, PlugIn, - PlugOut + PlugOut, + Menu } public enum DialogEventEnum @@ -17,8 +18,7 @@ namespace AibisDream LineShowed, LineEnd, OptionShow, - OptionSelected, - Command + OptionSelected } public enum InteractionEventEnum diff --git a/Assets/Scripts/MiniGame/Engine/CordPull.cs b/Assets/Scripts/MiniGame/Engine/CordPull.cs index 7d9f7446c..d36cf2e16 100644 --- a/Assets/Scripts/MiniGame/Engine/CordPull.cs +++ b/Assets/Scripts/MiniGame/Engine/CordPull.cs @@ -34,11 +34,6 @@ namespace AibisDream _trigger.Register(EventTriggerType.Drag, OnDrag); } - public float GetCurOil() - { - return Mathf.Abs((transform.localPosition.y - _initPos.y) / maxDistance); - } - private void Update() { if (_isDragging) @@ -58,15 +53,10 @@ namespace AibisDream // 如果拖拽点在下方,限速移动 else { - if (Mathf.Abs(_dragPoint.y - transform.position.y) / Time.deltaTime > - _engineSystem.engineConfig.pullMaxSpeed) - { - curY = transform.position.y - _engineSystem.engineConfig.pullMaxSpeed * Time.deltaTime; - } - else - { - curY = _dragPoint.y; - } + curY = _dragPoint.y; + var pullDelta = Mathf.Abs(curY - transform.position.y) / maxDistance; + // 将增量同步给Engine + _engineSystem.AddAirPress(pullDelta); } transform.position = new Vector3(transform.position.x, curY, transform.position.y); @@ -75,7 +65,8 @@ namespace AibisDream private void OnDrag(BaseEventData data) { // 这里是一些阻碍拖动的情况 - + if (!IsActive) return; + // 正常情况下不会出错 if (data is not PointerEventData pointerData) return; @@ -85,6 +76,9 @@ namespace AibisDream private void OnBeginDrag(BaseEventData data) { + // 这里是一些阻碍拖动的情况 + if (!IsActive) return; + // 正常情况下不会出错 if (data is not PointerEventData pointerData) return; // 设置拖拽目标点 @@ -112,7 +106,7 @@ namespace AibisDream _dragPoint = new Vector3(transform.position.x, dragY, transform.position.z); } - public bool IsActive => true; + public bool IsActive => _engineSystem.isPullActive; public bool IsAvailable => _engineSystem.isAvailable; diff --git a/Assets/Scripts/MiniGame/Engine/EngineSystem.cs b/Assets/Scripts/MiniGame/Engine/EngineSystem.cs index bee4d96af..7329bca97 100644 --- a/Assets/Scripts/MiniGame/Engine/EngineSystem.cs +++ b/Assets/Scripts/MiniGame/Engine/EngineSystem.cs @@ -1,8 +1,10 @@ using System; +using System.Collections; using AibisDream.FixSystem; using AibisDream.Framework; using AibisDream.Utility; using Cinemachine; +using DG.Tweening; using UnityEngine; using UnityEngine.Events; @@ -10,15 +12,16 @@ namespace AibisDream { public class EngineSystem : MonoBehaviour { - private CordPull _cordPull; private StaticGear _centerGear; [Header("系统配置")] public EngineConfig engineConfig; - [Header("系统数据")] public EngineData engineData; - public bool isAvailable; + public bool isPullActive; + private bool _isSuccess; - [HideInInspector] public UnityEvent updateSpeedEvent = new(); + public float curSpeed; + public float targetSpeed=0.95f; + [HideInInspector] public UnityEvent updateSpeedEvent = new(); [SerializeField] private float coverMoveDuration = 5f; @@ -27,10 +30,9 @@ namespace AibisDream private void Awake() { FixSystemCenter.SystemDic.Register(this); - _cordPull = transform.Find("拉绳").GetComponent(); _centerGear = transform.Find("中央齿轮").GetComponent(); _centerGear.initSpeed = engineConfig.gearSpeed; - + // 注册相机 var virtualCam = transform.Find("Engine Camera").GetComponentInChildren(); CameraKit.Instance.RegisterCamera(CameraEnum.Engine, virtualCam); @@ -38,36 +40,41 @@ namespace AibisDream private void Start() { - // 初始化数据 - engineData = new EngineData - { - config = engineConfig - }; _centerGear.StartRotate(); } + public IEnumerator StepOnGas(float targetSpeed, float duration) + { + // 逐渐加速 + yield return DOTween.To(() => curSpeed, x => { curSpeed = x; }, targetSpeed, duration).WaitForCompletion(); + } + + public void AddAirPress(float speedDelta) + { + curSpeed = CommonUtil.Limit(curSpeed + speedDelta / engineConfig.pullCount, 1, 0); + } + private void OnDestroy() { CameraKit.Instance.UnRegisterCamera(CameraEnum.Engine); } - public void Update() + private void Update() { - // 收集数据 - engineData.curOil = _cordPull.GetCurOil(); - // 更新数据 - engineData.CalcSpeed(); - - // 传递速度 - updateSpeedEvent.Invoke(engineData.GetRealSpeed()); - - if (engineData.CheckSuccess()) + updateSpeedEvent.Invoke(curSpeed, GetSpeedScale()); + if (curSpeed >= targetSpeed && !_isSuccess) { - Debug.Log("引擎成功"); + _isSuccess = true; + isPullActive = false; DialogController.Instance?.StartDialogNode("EngineSuccess"); } } + private float GetSpeedScale() + { + return 1 + curSpeed * engineConfig.speedRate; + } + /// /// 开启系统交互 /// @@ -88,70 +95,10 @@ namespace AibisDream [Serializable] public struct EngineConfig { - [Header("油门倍率")] public float oilRate; - [Header("阻力倍率")] public float resistance; [Header("齿轮基础速度")] public float gearSpeed; [Header("齿轮速度倍率")] public float speedRate; - [Header("成功所需时间")] public float targetDuration; + [Header("拉满几次到全速")] public float pullCount; [Header("拉绳最大速度")] public float pullMaxSpeed; [Header("拉绳回缩速度")] public float returnSpeed; } - - [Serializable] - public struct EngineData - { - public EngineConfig config; - public float curSpeed; - public float curOil; - public float curAcceleration; - public bool isSuccess; - public float reachTargetTime; - - public void CalcSpeed() - { - if (curOil != 0) - { - curAcceleration = curAcceleration < 0 ? 0 : curAcceleration; - curAcceleration = CommonUtil.Limit(curOil * config.oilRate * Time.deltaTime + curAcceleration, 100, 0); - } - else - { - curAcceleration = -config.resistance * (1f + curSpeed); - } - - - curSpeed = CommonUtil.Limit(curSpeed + curAcceleration * Time.deltaTime, 1, 0); - } - - public bool CheckSuccess() - { - // 已经成功就不用校验了 - if (isSuccess) return false; - - if (curSpeed >= 0.95f) - { - reachTargetTime += Time.deltaTime; - } - else - { - reachTargetTime = 0; - } - - // 如果速度达标时间足够就判断成功 - if (!(reachTargetTime >= config.targetDuration)) return false; - - isSuccess = true; - return true; - } - - - /// - /// 获取处理后的速度 - /// - /// 速度 - public float GetRealSpeed() - { - return 1 + curSpeed * config.speedRate; - } - } } \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/Engine/EngineYarnCommand.cs b/Assets/Scripts/MiniGame/Engine/EngineYarnCommand.cs index 9611397ec..02920c84a 100644 --- a/Assets/Scripts/MiniGame/Engine/EngineYarnCommand.cs +++ b/Assets/Scripts/MiniGame/Engine/EngineYarnCommand.cs @@ -1,4 +1,5 @@ using System.Collections; +using AibisDream.FixSystem; using UnityEngine; using Yarn.Unity; @@ -6,6 +7,8 @@ namespace AibisDream { public static class EngineYarnCommand { + private static EngineSystem EngineSystem => FixSystemCenter.SystemDic.Get(); + // 打开引擎盖 [YarnCommand("open_engine_cover")] public static IEnumerator OpenEngineCover() @@ -21,5 +24,26 @@ namespace AibisDream Debug.LogWarning("关闭引擎盖命令已废弃,请尽快删除"); yield break; } + + /// + /// 踩油门 + /// + /// 目标速度 + /// 用时 + /// 协程 + [YarnCommand("step_on_gas")] + public static IEnumerator StepOnGas(float targetSpeed, float duration) + { + return EngineSystem.StepOnGas(targetSpeed, duration); + } + + /// + /// 激活拉绳 + /// + [YarnCommand("active_engine_pull")] + public static void ActivePull() + { + EngineSystem.isPullActive = true; + } } } \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/Engine/SpeedDashboard.cs b/Assets/Scripts/MiniGame/Engine/SpeedDashboard.cs index c2749ba35..b5cd7a79f 100644 --- a/Assets/Scripts/MiniGame/Engine/SpeedDashboard.cs +++ b/Assets/Scripts/MiniGame/Engine/SpeedDashboard.cs @@ -1,25 +1,30 @@ -using UnityEngine; +using UnityEngine; +using RainbowArt.CleanFlatUI; namespace AibisDream { public class SpeedDashboard : MonoBehaviour { - private Transform _pointer; - - [SerializeField] private float leftRot; - [SerializeField] private float rightRot; + private Material _material; + private EngineSystem _engineSystem; - protected void OnStart() - { - _pointer = transform.Find("Pointer"); + private ProgressBarGridCircular progress; + private static readonly int Progress1 = Shader.PropertyToID("_Progress"); + + private void Awake() + { + _engineSystem = transform.parent.GetComponent(); + _material = _engineSystem.transform.Find("心脏引擎").GetComponent().material; + progress=FindObjectOfType(); + + _engineSystem.updateSpeedEvent.AddListener(OnSpeedChange); } - - protected void UpdateDashboard(EngineData data) + + private void OnSpeedChange(float originSpeed, float speedScale) { - var targetRot = (rightRot - leftRot) * data.curSpeed + leftRot; - - _pointer.eulerAngles = new Vector3(0, 0, -targetRot); + _material.SetFloat("_VibrateFade", originSpeed); + progress.CurrentValue=Mathf.RoundToInt(originSpeed * 50); + //_material.SetFloat(Progress1, originSpeed); } } -} - +} \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/Engine/SpeedDashboard.cs.meta b/Assets/Scripts/MiniGame/Engine/SpeedDashboard.cs.meta index c1a0126ef..cf176307d 100644 --- a/Assets/Scripts/MiniGame/Engine/SpeedDashboard.cs.meta +++ b/Assets/Scripts/MiniGame/Engine/SpeedDashboard.cs.meta @@ -1,11 +1,3 @@ -fileFormatVersion: 2 -guid: 73c497ccb39448718a07911a5e674d5f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: +fileFormatVersion: 2 +guid: 4d9cead340d34293bf0fd9631aede238 +timeCreated: 1737626210 \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/Engine/StaticGear.cs b/Assets/Scripts/MiniGame/Engine/StaticGear.cs index 1a807b3b7..8c2e35568 100644 --- a/Assets/Scripts/MiniGame/Engine/StaticGear.cs +++ b/Assets/Scripts/MiniGame/Engine/StaticGear.cs @@ -22,12 +22,8 @@ namespace AibisDream .SetEase(Ease.Linear) .SetLoops(-1, LoopType.Incremental); } - - /// - /// 为旋转加速 - /// - /// 速度倍率 - private void UpdateSpeedScale(float speed) + + private void UpdateSpeedScale(float originSpeed, float speed) { _rotateTween.timeScale = speed; } diff --git a/Assets/Scripts/MiniGame/Gear/GearSystem.cs b/Assets/Scripts/MiniGame/Gear/GearSystem.cs index 25041a4b5..f7fa72685 100644 --- a/Assets/Scripts/MiniGame/Gear/GearSystem.cs +++ b/Assets/Scripts/MiniGame/Gear/GearSystem.cs @@ -39,6 +39,8 @@ namespace AibisDream private bool _isTargetReached; private bool _isDiscReady; + public float initSpeed = 1; + private void Awake() { Init(); @@ -65,6 +67,10 @@ namespace AibisDream var panelShafts = _panel.GetComponentsInChildren(); _shaftGraph = new ShaftGraph(shafts, panelShafts); + var engine = FixSystemCenter.SystemDic.Get(); + _shaftGraph.StartRotate(initSpeed); + engine.updateSpeedEvent.AddListener(_shaftGraph.Accelerate); + _panel.gameObject.SetActive(false); } diff --git a/Assets/Scripts/MiniGame/Gear/Shaft.cs b/Assets/Scripts/MiniGame/Gear/Shaft.cs index e67a2d4a2..06b5bf420 100644 --- a/Assets/Scripts/MiniGame/Gear/Shaft.cs +++ b/Assets/Scripts/MiniGame/Gear/Shaft.cs @@ -23,9 +23,6 @@ namespace AibisDream [SerializeField] private Gear childGear; - // 初始角速度 - [SerializeField] private float initialSpeed; - // 目标角速度 [SerializeField] private float targetSpeed; @@ -70,8 +67,7 @@ namespace AibisDream // 如果带齿轮,要根据齿轮类型生成 childGear = InitGear(initRadius, initSprite, isInitGearBroken, isInitGearDisc); - - speed = initialSpeed; + childGear.UpdateRotation(speed, _speedScale); } @@ -274,7 +270,6 @@ namespace AibisDream isInitGearBroken = levelData.isGearBroken; isInitGearDisc = levelData.isDisc; discIdx = levelData.discIdx; - initialSpeed = levelData.initialSpeed; targetSpeed = levelData.targetSpeed; initRadius = levelData.radius; } @@ -291,7 +286,6 @@ namespace AibisDream isGearBroken = isInitGearBroken, isDisc = isInitGearDisc, discIdx = discIdx, - initialSpeed = initialSpeed, targetSpeed = targetSpeed, radius = initRadius }; @@ -315,7 +309,6 @@ namespace AibisDream // 关卡数据 public ShaftType shaftType; - public float initialSpeed; public float targetSpeed; public bool hasChildGear; public float radius; diff --git a/Assets/Scripts/MiniGame/Gear/ShaftGraph.cs b/Assets/Scripts/MiniGame/Gear/ShaftGraph.cs index aab90b35b..3db039a3b 100644 --- a/Assets/Scripts/MiniGame/Gear/ShaftGraph.cs +++ b/Assets/Scripts/MiniGame/Gear/ShaftGraph.cs @@ -43,6 +43,24 @@ namespace AibisDream UpdateSpeed(); } + /// + /// 初始化速度 + /// + /// 初始速度 + public void StartRotate(float initSpeed) + { + _vertexArray[_rootIdx].speed = initSpeed; + UpdateSpeed(); + } + + public void Accelerate(float originSpeed, float speed) + { + foreach (var shaft in _vertexArray) + { + if (shaft.HasChildGear()) shaft.UpdateSpeedScale(speed); + } + } + private int FindDriverIdx() { for (int i = 0; i < _vertexSize; i++) @@ -261,17 +279,5 @@ namespace AibisDream return isShaftAvailable; } - - /// - /// 通过引擎系统加速 - /// - /// 当前速度 - private void Accelerate(float curSpeed) - { - foreach (var shaft in _vertexArray) - { - if (shaft.HasChildGear()) shaft.UpdateSpeedScale(1 + curSpeed); - } - } } } \ No newline at end of file diff --git a/Assets/Scripts/UI/Cursor/CursorManager.cs b/Assets/Scripts/UI/Cursor/CursorManager.cs index 5fa622d49..e04084fd3 100644 --- a/Assets/Scripts/UI/Cursor/CursorManager.cs +++ b/Assets/Scripts/UI/Cursor/CursorManager.cs @@ -15,13 +15,13 @@ namespace AibisDream public Sprite nextTalk, talking, option, interactive, holding, disable, eye; private Image _cursor; - private RectTransform _cursorCanvas; #region 状态相关 private Coroutine _switchCoroutine; private CursorState _curState = CursorState.Default; private bool _isTalking; + [HideInInspector] public bool isInMenu; #endregion @@ -59,12 +59,18 @@ namespace AibisDream private void InitRefs() { _cursor = transform.Find("Cursor").GetComponent(); - _cursorCanvas = GetComponent(); } private void RegisterEvent() { // 此处监听所有可能对鼠标状态产生影响的事件 + RegisterDialogEvent(); + RegisterTriggerEvent(); + RegisterMenu(); + } + + private void RegisterDialogEvent() + { // 对话相关 _unRegisters.Add(EnumEventSystem.Global.Register(DialogEventEnum.LineStart, OnLineStart)); @@ -74,7 +80,10 @@ namespace AibisDream _unRegisters.Add( EnumEventSystem.Global.Register(DialogEventEnum.OptionSelected, OnOptionSelect)); + } + private void RegisterTriggerEvent() + { // 交互相关 _unRegisters.Add(EnumEventSystem.Global.Register(InteractionEventEnum.Start, OnInteractiveStart)); _unRegisters.Add(EnumEventSystem.Global.Register(InteractionEventEnum.End, OnInteractiveEnd)); @@ -89,6 +98,22 @@ namespace AibisDream EnumEventSystem.Global.Register(TriggerEnum.PointerUp, OnPointerUp)); } + private void RegisterMenu() + { + _unRegisters.Add(EnumEventSystem.Global.Register(EventEnum.Menu, OnMenuChange)); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space)) + { + if (!isInMenu) + { + DialogController.Instance.JumpLine(); + } + } + } + private void LateUpdate() { // // 将虚拟指针与鼠标位置同步 @@ -190,6 +215,15 @@ namespace AibisDream #endregion + #region 菜单打开 + + private void OnMenuChange(bool isMenuOpen) + { + isInMenu = isMenuOpen; + } + + #endregion + #region 指针切换 /// diff --git a/Assets/Scripts/UI/DialogUI/DialogCanvasManager.cs b/Assets/Scripts/UI/DialogUI/DialogCanvasManager.cs index cb2e13812..c9f7ad2ac 100644 --- a/Assets/Scripts/UI/DialogUI/DialogCanvasManager.cs +++ b/Assets/Scripts/UI/DialogUI/DialogCanvasManager.cs @@ -162,6 +162,7 @@ namespace AibisDream { var logObj = transform.Find("Dialogue Log").gameObject; logObj.SetActive(!logObj.activeSelf); + EnumEventSystem.Global.Send(EventEnum.Menu, logObj.activeSelf); } #endregion