修复bug,重构yarn
This commit is contained in:
@@ -28643,74 +28643,6 @@ PrefabInstance:
|
||||
serializedVersion: 3
|
||||
m_TransformParent: {fileID: 0}
|
||||
m_Modifications:
|
||||
- target: {fileID: -7797423782240204142, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -5575855682135862688, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -3258896515187732915, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -2837288398070546240, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -2500883937160575176, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -2310062875034526340, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -1323560399155824508, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -1163256127662291836, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_LocalPosition.x
|
||||
value: 7.2
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -1163256127662291836, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_LocalPosition.y
|
||||
value: 3.38
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -82990937021760577, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_SortingLayer
|
||||
value: 7
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -82990937021760577, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_SortingOrder
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -82990937021760577, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_SortingLayerID
|
||||
value: 959782197
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -82990937021760577, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_Materials.Array.data[0]
|
||||
value:
|
||||
objectReference: {fileID: 1874798912}
|
||||
- target: {fileID: 1334345756432993617, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 1
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 7305461228263087892, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 7545551245237353810, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 9024432219819719161, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -9219288518747016872, guid: fd04c28739017964789d58d573f9fabb, type: 3}
|
||||
propertyPath: m_SortingLayer
|
||||
value: 7
|
||||
@@ -29119,6 +29051,74 @@ PrefabInstance:
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -7797423782240204142, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -5575855682135862688, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -3258896515187732915, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -2837288398070546240, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -2500883937160575176, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -2310062875034526340, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -1323560399155824508, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -1163256127662291836, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_LocalPosition.x
|
||||
value: 7.2
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -1163256127662291836, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_LocalPosition.y
|
||||
value: 3.38
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -82990937021760577, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_SortingLayer
|
||||
value: 7
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -82990937021760577, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_SortingOrder
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -82990937021760577, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_SortingLayerID
|
||||
value: 959782197
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: -82990937021760577, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_Materials.Array.data[0]
|
||||
value:
|
||||
objectReference: {fileID: 1874798912}
|
||||
- target: {fileID: 1334345756432993617, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 1
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 7305461228263087892, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 7545551245237353810, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 9024432219819719161, guid: d8489dc41f8c4c9479ba48d5bf39e02e, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
m_RemovedComponents: []
|
||||
m_RemovedGameObjects:
|
||||
- {fileID: 449361851162706709, guid: fd04c28739017964789d58d573f9fabb, type: 3}
|
||||
|
||||
@@ -2,22 +2,21 @@ title: 打开ClueBoard
|
||||
tags:
|
||||
position: 43,-97
|
||||
---
|
||||
// <<set $gameStage=5>>
|
||||
<<OpenClueBoard ClueBoard>>
|
||||
<<if $gameStage==3>>
|
||||
<<ClearAllNode CanvasClueBoard>>
|
||||
【占位】首先把佩佩UF绘图的症状找出来
|
||||
<<ScrollToNode CanvasClueBoard UF绘图1>>
|
||||
<<wait 1>>
|
||||
<<SetNodeState CanvasClueBoard UFGroup1 true>>
|
||||
<<wait 1.2>>
|
||||
<<SetNodeState CanvasClueBoard UF绘图1 true>>
|
||||
<<wait 1>>
|
||||
【占位】接着我们得到了UF绘图引用的三个记忆
|
||||
【占位】首先我们发现佩佩的绘图错误,似乎主要是融入了不该有的颜色
|
||||
<<wait 1.2>>
|
||||
<<ScrollToNode CanvasClueBoard Memory占位2>>
|
||||
<<wait 1.2>>
|
||||
<<SetNodeState CanvasClueBoard MemoryGroup1 true>>
|
||||
【占位】接着我们得到了UF绘图引用的三个记忆
|
||||
<<wait 1.2>>
|
||||
<<SetNodeState CanvasClueBoard Memory占位1 true>>
|
||||
<<wait 1.2>>
|
||||
@@ -84,8 +83,8 @@ position: 43,-97
|
||||
<<SetNodeState CanvasClueBoard Memory占位1 false>>
|
||||
<<SetNodeState CanvasClueBoard Memory占位2 false>>
|
||||
<<wait 1.2>>
|
||||
<<CloseClueBoard ClueBoard>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
<<jump 退出ClueBoard>>
|
||||
//<<jump 主维修界面游戏状态检查>>
|
||||
|
||||
===
|
||||
title: 找到佩佩触发错误记忆的视觉目标
|
||||
@@ -144,75 +143,101 @@ position: 43,-97
|
||||
---
|
||||
【占位】那么看来是要做记忆桥截断术了
|
||||
【占位】先和患者谈一谈吧
|
||||
<<CloseClueBoard ClueBoard>>
|
||||
<<jump 结论>>
|
||||
<<jump 退出ClueBoard>>
|
||||
===
|
||||
title: UF图像问题回答正确
|
||||
tags:
|
||||
position: 43,-97
|
||||
---
|
||||
<<ScrollToNode CanvasClueBoard UFImage>>
|
||||
<<wait 1.2>>
|
||||
me: UF绘图出现的色彩问题…源自于它引用的“色彩素材”,也就是佩佩的一段记忆。
|
||||
<<ScrollToNode CanvasClueBoard MemoryGrass>>
|
||||
<<wait 1.2>>
|
||||
me: 谁能想到…这些广告画的颜色,都来自于这些意义非凡的记忆呢?
|
||||
me: 但UF无法正常调取这个记忆,因为它被“另一个来源”调用了……
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
<<EnableQuestion CanvasClueBoard MemoryGrass>>
|
||||
===
|
||||
title: 记忆问题回答正确
|
||||
tags:
|
||||
position: 49,-314
|
||||
---
|
||||
<<ScrollToNode CanvasClueBoard EyePlant>>
|
||||
<<wait 1.2>>
|
||||
me: 也就是视觉模块。
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
<<EnableQuestion CanvasClueBoard EyePlant>>
|
||||
me: 这符合一种罕见的病症…
|
||||
<<AddNode CanvasClueBoard 记忆反流>>
|
||||
<<AddNodeConnection CanvasClueBoard EyePlant 2 记忆反流 0>>
|
||||
<<ScrollToNode CanvasClueBoard 记忆反流>>
|
||||
<<wait 1.2>>
|
||||
me: 记忆反流,即记忆模块的数据逆向进入了视觉模块。这在机体中是不被允许的。
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
me: 这似乎也就是导致佩佩会看见一部分颜色的原因。
|
||||
me: 可惜,我们对这种症状的产生原因知之甚少…
|
||||
<<if $chipmissingKnown == true>>
|
||||
me: 这或许也和佩佩看不见颜色有关系。
|
||||
me: 直观地说…这像是一种代偿,“因为她看不见颜色,所以通过某种方式补偿了回来”。
|
||||
me: 不过…机体医学更关心机体如何正常工作,对于它们能不能看见颜色这种小问题…探索得很少。
|
||||
<<endif>>
|
||||
//<<wait 1>>
|
||||
<<EnableQuestion CanvasClueBoard 记忆反流>>
|
||||
me: 但机体医学指南对“记忆反流” ,目前已有明确推荐方案……
|
||||
<<AddNode CanvasClueBoard 手术>>
|
||||
<<AddNodeConnection CanvasClueBoard 记忆反流 1 手术 1>>
|
||||
<<ScrollToNode CanvasClueBoard 手术>>
|
||||
<<wait 1.2>>
|
||||
me: 截断记忆和视觉之间的联系,以阻止这种反流的产生。
|
||||
me: 这个手术是可逆的。而且对于已经成年的机体,这条连接被认为已经没有用处…是可以切除的。
|
||||
me: 就像过去人类体内的“蓝尾”一样…希望我没记错它的名字。
|
||||
<<ConnectionCantBreak CanvasClueBoard>>
|
||||
me: 那么,该选择提供给佩佩的方案了…尽管看起来现在只有一种。
|
||||
//!!之后加一些可以做的事?
|
||||
===
|
||||
title: 执行手术
|
||||
tags:
|
||||
position: 39,149
|
||||
---
|
||||
me: 是的,记忆-视觉桥截断术。唯一的方案。
|
||||
me: 这很可能代表着她可能连那些零碎的颜色都……再也看不见了……
|
||||
me: 但这应该可以解决UF需要的素材被重复调用的问题。
|
||||
me: 无论如何,这是患者的选择了。和佩佩聊聊吧。
|
||||
<<CloseClueBoard ClueBoard>>
|
||||
<<jump 结论>>
|
||||
===
|
||||
|
||||
title: SkipClueBoard
|
||||
tags:
|
||||
position: 39,149
|
||||
---
|
||||
<<jump 执行手术>>
|
||||
===
|
||||
===
|
||||
title: 退出ClueBoard
|
||||
tags:
|
||||
position: 43,-97
|
||||
---
|
||||
<<CloseClueBoard ClueBoard>>
|
||||
<<if $gameStage==3>>
|
||||
【占位】这个记忆不应该来到UF,是什么地方调用的这个记忆呢?
|
||||
<<task_moveOut TaskManager>>
|
||||
<<wait 0.5>>
|
||||
<<clear_tasks TaskManager>>
|
||||
<<add_task TaskManager 找到异常记忆的来源>>
|
||||
<<task_moveIn TaskManager>>
|
||||
<<if visited("EyeCheckEnd")==true>>
|
||||
【占位】玩家发现了视觉异常且深入了,没发现问题,佩佩说有个不该隐藏的事情要告诉你,要你再次检查视觉
|
||||
<<add_task TaskManager 再次检查视觉模块 找到异常记忆的来源 >>
|
||||
<<elseif visited("发现视觉异常")==true&&visited("EyeCheckEnd")==false>>
|
||||
【占位】玩家发现了视觉异常,但是没有深入视觉,提示玩家或许可以深入看看之前的视觉错误,也可以继续全身检查
|
||||
<<add_task TaskManager 全身检查,寻找错误记忆调用的来源 找到异常记忆的来源 >>
|
||||
<<elseif visited("发现视觉异常")==false>>
|
||||
【占位】玩家没有发现视觉异常,应该进行全身检查来寻找会调用记忆的模块
|
||||
<<add_task TaskManager 全身检查,寻找错误记忆调用的来源 找到异常记忆的来源 >>
|
||||
<<endif>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
<<elseif $gameStage==5>>
|
||||
<<jump 结论>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
// title: UF图像问题回答正确
|
||||
// tags:
|
||||
// position: 43,-97
|
||||
// ---
|
||||
// <<ScrollToNode CanvasClueBoard UFImage>>
|
||||
// <<wait 1.2>>
|
||||
// me: UF绘图出现的色彩问题…源自于它引用的“色彩素材”,也就是佩佩的一段记忆。
|
||||
// <<ScrollToNode CanvasClueBoard MemoryGrass>>
|
||||
// <<wait 1.2>>
|
||||
// me: 谁能想到…这些广告画的颜色,都来自于这些意义非凡的记忆呢?
|
||||
// me: 但UF无法正常调取这个记忆,因为它被“另一个来源”调用了……
|
||||
// <<ConnectionCantBreak CanvasClueBoard>>
|
||||
// <<EnableQuestion CanvasClueBoard MemoryGrass>>
|
||||
// ===
|
||||
// title: 记忆问题回答正确
|
||||
// tags:
|
||||
// position: 49,-314
|
||||
// ---
|
||||
// <<ScrollToNode CanvasClueBoard EyePlant>>
|
||||
// <<wait 1.2>>
|
||||
// me: 也就是视觉模块。
|
||||
// <<ConnectionCantBreak CanvasClueBoard>>
|
||||
// <<EnableQuestion CanvasClueBoard EyePlant>>
|
||||
// me: 这符合一种罕见的病症…
|
||||
// <<AddNode CanvasClueBoard 记忆反流>>
|
||||
// <<AddNodeConnection CanvasClueBoard EyePlant 2 记忆反流 0>>
|
||||
// <<ScrollToNode CanvasClueBoard 记忆反流>>
|
||||
// <<wait 1.2>>
|
||||
// me: 记忆反流,即记忆模块的数据逆向进入了视觉模块。这在机体中是不被允许的。
|
||||
// <<ConnectionCantBreak CanvasClueBoard>>
|
||||
// me: 这似乎也就是导致佩佩会看见一部分颜色的原因。
|
||||
// me: 可惜,我们对这种症状的产生原因知之甚少…
|
||||
// <<if $chipmissingKnown == true>>
|
||||
// me: 这或许也和佩佩看不见颜色有关系。
|
||||
// me: 直观地说…这像是一种代偿,“因为她看不见颜色,所以通过某种方式补偿了回来”。
|
||||
// me: 不过…机体医学更关心机体如何正常工作,对于它们能不能看见颜色这种小问题…探索得很少。
|
||||
// <<endif>>
|
||||
// //<<wait 1>>
|
||||
// <<EnableQuestion CanvasClueBoard 记忆反流>>
|
||||
// me: 但机体医学指南对“记忆反流” ,目前已有明确推荐方案……
|
||||
// <<AddNode CanvasClueBoard 手术>>
|
||||
// <<AddNodeConnection CanvasClueBoard 记忆反流 1 手术 1>>
|
||||
// <<ScrollToNode CanvasClueBoard 手术>>
|
||||
// <<wait 1.2>>
|
||||
// me: 截断记忆和视觉之间的联系,以阻止这种反流的产生。
|
||||
// me: 这个手术是可逆的。而且对于已经成年的机体,这条连接被认为已经没有用处…是可以切除的。
|
||||
// me: 就像过去人类体内的“蓝尾”一样…希望我没记错它的名字。
|
||||
// <<ConnectionCantBreak CanvasClueBoard>>
|
||||
// me: 那么,该选择提供给佩佩的方案了…尽管看起来现在只有一种。
|
||||
// //!!之后加一些可以做的事?
|
||||
// ===
|
||||
// title: 执行手术
|
||||
// tags:
|
||||
// position: 39,149
|
||||
// ---
|
||||
// me: 是的,记忆-视觉桥截断术。唯一的方案。
|
||||
// me: 这很可能代表着她可能连那些零碎的颜色都……再也看不见了……
|
||||
// me: 但这应该可以解决UF需要的素材被重复调用的问题。
|
||||
// me: 无论如何,这是患者的选择了。和佩佩聊聊吧。
|
||||
// <<CloseClueBoard ClueBoard>>
|
||||
// <<jump 结论>>
|
||||
// ===
|
||||
@@ -8,8 +8,6 @@ position: 234,-2054
|
||||
<<jump 数据初始化>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
title: 数据初始化
|
||||
tags:
|
||||
colorID: 4
|
||||
@@ -28,6 +26,7 @@ position: 235,-1739
|
||||
<<declare $isFinishedUFCheck=false>>
|
||||
//记录是否已经完成了视觉的检查
|
||||
<<declare $isFinishedEyeCheck=false>>
|
||||
|
||||
//统计进入视觉后触发目标的次数,主要是用来触发第一次点击任意目标触发首次对话,以及判断是否收集够打孔带,这是完成主目标的必要目标
|
||||
<<declare $eyeTargetTriggerCount=0>>
|
||||
//方便的触发针对eyetarget的对话,如果不喜欢这种写法可以商量,然后分开写
|
||||
@@ -121,17 +120,8 @@ position: 256,-1154
|
||||
//<<Set_ViewVisualState ViewManager "ColorView" 1>>
|
||||
<<wait 0.5>>
|
||||
<<fade_out 0.5>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
===
|
||||
|
||||
|
||||
title: 主维修界面游戏状态检查
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 259,-753
|
||||
---
|
||||
<<if $gameStage==1>>//生成打孔带,生成维修部分初始目标
|
||||
<<add_task TaskManager 寻找绘图异常相关线索>>
|
||||
<<add_task TaskManager 寻找绘图异常相关线索>>
|
||||
<<task_moveIn TaskManager>>
|
||||
【占位】进入维修后,你想要进UF内部看一看,但是UF不允许,UF只允许调取最近1h的记录
|
||||
【占位】好在这也够了,你调取了上一次绘图的记录,生成了三个记忆索引
|
||||
@@ -165,71 +155,43 @@ position: 259,-753
|
||||
<<wait 1>>
|
||||
->放入收藏夹
|
||||
<<CollectionClue ClueManager>>
|
||||
【占位】原来UF是用记忆来绘图的,有线索就好办了,去记忆看看
|
||||
<<add_task TaskManager 在记忆模块检查UF生成的索引 寻找绘图异常相关线索>>
|
||||
<<set $gameStage=2>>
|
||||
<<set $gameStageDoOnceFinished=false>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
<<elseif $gameStage==2>>//现在的任务是去看UF索引的记忆,看完然后分析完
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
===
|
||||
|
||||
|
||||
title: 主维修界面游戏状态检查
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 259,-753
|
||||
---
|
||||
<<if $gameStage==1>>
|
||||
//stage1的任务在初始化中完成,并且初始化完成后已经设置为gameStage2
|
||||
|
||||
<<elseif $gameStage==2>>
|
||||
//现在的任务是去看UF索引的记忆
|
||||
//stage2的任务在记忆模块完成并设置为gameStage3的
|
||||
|
||||
<<if $memoryCount==3&&visited("找到UF引用的错误记忆")==false>>
|
||||
<<OpenClueBoard ClueBoard>>
|
||||
<<elseif $memoryCount<=3&&$gameStageDoOnceFinished==false>>
|
||||
<<add_task TaskManager 在记忆模块检查UF生成的索引 寻找绘图异常相关线索>>
|
||||
【占位】原来UF是用记忆来绘图的,有线索就好办了,去记忆看看
|
||||
<<set $gameStageDoOnceFinished=true>>
|
||||
<<endif>>
|
||||
<<elseif $gameStage==3>>//现在的任务是去寻找记忆干扰的原因,需要完成全面检查,如果已经全身检查过了,那么就说刚才视觉很奇怪,或者佩佩让你看视觉
|
||||
<<if visited("找到UF引用的错误记忆")==false>>
|
||||
<<complete_task TaskManager 在记忆模块检查UF生成的索引>>
|
||||
【占位】问题应该就出在这三个记忆中的一个,是哪个出了问题?去clueboard分析下
|
||||
<<jump 打开ClueBoard>>
|
||||
<<elseif $gameStageDoOnceFinished==false>>
|
||||
【占位】这个记忆不应该来到UF,是什么地方调用的这个记忆呢?
|
||||
<<task_moveOut TaskManager>>
|
||||
<<wait 0.5>>
|
||||
<<clear_tasks TaskManager>>
|
||||
<<add_task TaskManager 找到异常记忆的来源>>
|
||||
<<task_moveIn TaskManager>>
|
||||
<<if visited("EyeCheckEnd")==true>>
|
||||
【占位】玩家发现了视觉异常且深入了,没发现问题,佩佩说有个不该隐藏的事情要告诉你,要你再次检查视觉
|
||||
<<add_task TaskManager 再次检查视觉模块 找到异常记忆的来源 >>
|
||||
<<elseif visited("发现视觉异常")==true&&visited("EyeCheckEnd")==false>>
|
||||
【占位】玩家发现了视觉异常,但是没有深入视觉,提示玩家或许可以深入看看之前的视觉错误,也可以继续全身检查
|
||||
<<add_task TaskManager 全身检查,寻找错误记忆调用的来源 找到异常记忆的来源 >>
|
||||
<<elseif visited("发现视觉异常")==false>>
|
||||
【占位】玩家没有发现视觉异常,应该进行全身检查来寻找会调用记忆的模块
|
||||
<<add_task TaskManager 全身检查,寻找错误记忆调用的来源 找到异常记忆的来源 >>
|
||||
<<endif>>
|
||||
<<set $gameStageDoOnceFinished=true>>
|
||||
<<endif>>
|
||||
<<elseif $gameStage==3>>
|
||||
//现在的任务是去分析,分析完寻找错误记忆的来源,检查完视觉后跳转到gameStage4
|
||||
|
||||
<<elseif $gameStage==4>>
|
||||
//现在的任务是检查刚才视觉里找到的记忆,检查完跳转到gameStage5
|
||||
|
||||
<<elseif $gameStage==5>>
|
||||
//现在的任务是去clueboard分析,分析完跳转到gameStage6
|
||||
|
||||
<<elseif $gameStage==6>>
|
||||
//现在的任务是去手术,手术完跳转到gameStage6
|
||||
|
||||
<<elseif $gameStage==4&&$gameStageDoOnceFinished==false>>//现在的任务是检查刚才视觉里找到的记忆
|
||||
<<complete_task TaskManager 全身检查,寻找错误记忆调用的来源>>
|
||||
<<complete_task TaskManager 再次检查视觉模块>>
|
||||
<<add_task TaskManager 查询从视觉中得到的记忆索引 找到异常记忆的来源>>
|
||||
<<set $gameStageDoOnceFinished=true>>
|
||||
<<elseif $gameStage==5>>//现在的任务是去clueboard分析
|
||||
<<complete_task TaskManager 查询从视觉中得到的记忆索引>>
|
||||
<<complete_task TaskManager 找到异常记忆的来源>>
|
||||
<<add_task TaskManager "进行诊疗分析" >>
|
||||
<<jump 进入分析前与病人谈话>>
|
||||
<<elseif $gameStage==6>>//现在的任务是去手术
|
||||
<<add_task TaskManager "执行视觉-记忆桥截断术">>
|
||||
<<task_moveIn TaskManager>>
|
||||
me: 开始吧…截断视觉-记忆桥,阻止视觉模块的记忆反流。
|
||||
<<ShowTool ToolManager Scissor>>
|
||||
<<elseif $gameStage==7>>
|
||||
//现在的任务是去视觉复查
|
||||
<<if $gameStageDoOnceFinished==false>>
|
||||
me: 还没结束…保险起见,我们进视觉复查一下吧。
|
||||
<<add_task TaskManager 复查视觉模块>>
|
||||
<<task_moveIn TaskManager>>
|
||||
<<set $isFinishedEyeCheck=false>>
|
||||
<<set $gameStageDoOnceFinished=true>>
|
||||
<<endif>>
|
||||
//现在的任务是去视觉复查,复查完跳转到gameStage6
|
||||
|
||||
<<elseif $gameStage==8>>
|
||||
//结束
|
||||
<<complete_task TaskManager 复查视觉模块>>
|
||||
<<jump UF绘图复查>>
|
||||
//结束
|
||||
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
@@ -302,6 +264,10 @@ position: -273,-93
|
||||
<<set_line_cuttable LineManager MemoryEye true>>
|
||||
<<set $gameStage=6>>
|
||||
<<set $gameStageDoOnceFinished=false>>
|
||||
<<add_task TaskManager "执行视觉-记忆桥截断术">>
|
||||
<<task_moveIn TaskManager>>
|
||||
me: 开始吧…截断视觉-记忆桥,阻止视觉模块的记忆反流。
|
||||
<<ShowTool ToolManager Scissor>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
===
|
||||
|
||||
@@ -324,7 +290,10 @@ position: -270,57
|
||||
<<set_EyeState EyeManager "CannotImagineColor">>
|
||||
<<set $eyeTargetTriggerCount=0>>
|
||||
<<set $gameStage=7>>
|
||||
<<set $gameStageDoOnceFinished=false>>
|
||||
me: 还没结束…保险起见,我们进视觉复查一下吧。
|
||||
<<add_task TaskManager 复查视觉模块>>
|
||||
<<task_moveIn TaskManager>>
|
||||
<<set $isFinishedEyeCheck=false>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
<<else>>
|
||||
me: 这不是我应该剪断的线……
|
||||
@@ -336,7 +305,7 @@ me: 这不是我应该剪断的线……
|
||||
|
||||
title: UF绘图复查
|
||||
tags:
|
||||
position: 259,-163
|
||||
position: 297,-77
|
||||
---
|
||||
me: 检查应该都完成了…我们出去吧,佩佩。
|
||||
<<fade_in 1>>
|
||||
@@ -647,7 +616,9 @@ me:这里应该已经彻底检查过了
|
||||
<<complete_task TaskManager "重新检查视觉症状">>
|
||||
<<set $gameStage=8>>
|
||||
<<set $gameStageDoOnceFinished=false>>
|
||||
<<BackToMainView ViewManager>>
|
||||
<<BackToMainView ViewManager>>
|
||||
<<complete_task TaskManager 复查视觉模块>>
|
||||
<<jump UF绘图复查>>
|
||||
<<endif>>
|
||||
|
||||
<<elseif $gameStage==3&&$eyeTargetTriggerCount == 3>>
|
||||
@@ -660,7 +631,10 @@ me:这里应该已经彻底检查过了
|
||||
<<set $isFinishedEyeCheck=true>>
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<complete_task TaskManager 深入视觉模块>>
|
||||
<<BackToMainView ViewManager>>
|
||||
<<BackToMainView ViewManager>>
|
||||
<<complete_task TaskManager 全身检查,寻找错误记忆调用的来源>>
|
||||
<<complete_task TaskManager 再次检查视觉模块>>
|
||||
<<add_task TaskManager 查询从视觉中得到的记忆索引 找到异常记忆的来源>>
|
||||
|
||||
<<elseif $gameStage==2>>
|
||||
<<complete_task TaskManager 深入视觉模块>>
|
||||
@@ -747,6 +721,10 @@ position: 2305,-1017
|
||||
<<set $ufDiscussCount=3>>
|
||||
<<set $eyeDiscussCount=2>>
|
||||
<<BackToMainView ViewManager>>
|
||||
<<complete_task TaskManager 查询从视觉中得到的记忆索引>>
|
||||
<<complete_task TaskManager 找到异常记忆的来源>>
|
||||
<<add_task TaskManager "进行诊疗分析" >>
|
||||
<<jump 进入分析前与病人谈话>>
|
||||
<<endif>>
|
||||
<<elseif $gameStage==2>>
|
||||
<<if $memoryCount==3>>
|
||||
@@ -754,6 +732,9 @@ position: 2305,-1017
|
||||
<<set $gameStage=3>>
|
||||
<<set $gameStageDoOnceFinished=false>>
|
||||
<<BackToMainView ViewManager>>
|
||||
<<complete_task TaskManager 在记忆模块检查UF生成的索引>>
|
||||
【占位】问题应该就出在这三个记忆中的一个,是哪个出了问题?去clueboard分析下
|
||||
<<jump 打开ClueBoard>>
|
||||
<<endif>>
|
||||
<<else>>
|
||||
me: 该看的都看过了
|
||||
@@ -1174,10 +1155,6 @@ tags: 待编辑
|
||||
colorID: 8
|
||||
position: 96,-3246
|
||||
---
|
||||
<<if $PlugAll==false&&$PlugCount==6&&$gameStage==3>>
|
||||
<<set $PlugAll=true>>
|
||||
<<complete_task TaskManager 全身检查,寻找错误记忆调用的来源>>
|
||||
<<endif>>
|
||||
<<if $currentSocket=="UFView"&& visited("UfViewDialogue")==false>>
|
||||
<<set $PlugCount+=1>>
|
||||
<<jump UfViewDialogue>>
|
||||
@@ -1203,8 +1180,28 @@ position: 96,-3246
|
||||
<<endif>>
|
||||
|
||||
===
|
||||
title: PlugFinished
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: -250,-2512
|
||||
---
|
||||
<<if $PlugAll==false&&$PlugCount==6&&$gameStage==3>>
|
||||
<<set $PlugAll=true>>
|
||||
<<complete_task TaskManager 全身检查,寻找错误记忆调用的来源>>
|
||||
<<endif>>
|
||||
|
||||
<<if $PlugAll==true&&$isFinishedEyeCheck==false&&visited("没有检查视觉的提示")==false>>
|
||||
<<jump 没有检查视觉的提示>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
title: 没有检查视觉的提示
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: -250,-2512
|
||||
---
|
||||
【占位】视觉好像有错误还没有深入,我们或应该深入检查下视觉模块
|
||||
===
|
||||
|
||||
title: EGCViewDialogue
|
||||
tags:
|
||||
|
||||
@@ -162,10 +162,6 @@ position: 240,-1335
|
||||
<<delete_line LineManager MemoryEye>>
|
||||
<<SetReapirState ToolManager UF盖子 false>>
|
||||
<<SetInstall ToolManager 色觉 false>>
|
||||
// <<fade_out 1>>
|
||||
// <<set $gameStage=3>>
|
||||
// <<set $isFinishedEyeCheck=1>>
|
||||
// <<jump 主维修界面游戏状态检查>>
|
||||
<<fade_out 1>>
|
||||
<<SetHeat Plug 1>>
|
||||
<<SetIsRunning ViewManager MemoryView true>>
|
||||
@@ -175,8 +171,8 @@ position: 240,-1335
|
||||
【占位】把打孔带清理一下
|
||||
<<wait 1>>
|
||||
【占位】我们或许应该去记忆看一下这些打孔带
|
||||
<<add_task TaskManager 找到UF绘图出错的原因>>
|
||||
<<add_task TaskManager 在记忆模块查看打孔带 找到UF绘图出错的原因>>
|
||||
<<add_task TaskManager 查找UF绘图错误的原因>>
|
||||
<<add_task TaskManager 在记忆模块查看打孔带 查找UF绘图错误的原因>>
|
||||
<<task_moveIn TaskManager>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
===
|
||||
@@ -187,24 +183,13 @@ tags:
|
||||
colorID: 3
|
||||
position: 238,-434
|
||||
---
|
||||
<<if $gameStage == 0>>
|
||||
<<jump 流程结束>>
|
||||
<<if $gameStage == 0>>//结尾talk
|
||||
|
||||
<<elseif $gameStage == -1>>
|
||||
me: 剩下最后一步,把UF装回到左眼上。
|
||||
<<add_task TaskManager "安装UF模块">>
|
||||
<<EnableInstall ToolManager 左眼>>
|
||||
<<ShowTool ToolManager UFView>>
|
||||
<<elseif $gameStage == -1>>//最后的手术步骤
|
||||
|
||||
<<elseif $gameStage == 1>>
|
||||
<<if $hintFlag==true>>
|
||||
<<clear_tasks TaskManager>>
|
||||
<<add_task TaskManager "查找UF绘图错误的原因">>
|
||||
<<add_task TaskManager "查看记忆模块">>
|
||||
<<set $hintFlag=false>>
|
||||
<<endif>>
|
||||
|
||||
<<if $isFinishedEyeCheck==-1>>
|
||||
<<elseif $gameStage == 1>>//最开始刚进入,生成了一堆打孔带
|
||||
|
||||
<<if $isFinishedEyeCheck==-1>>//检查过视觉了
|
||||
<<complete_task TaskManager 检查视觉模块>>
|
||||
<<if $PlugAll==false>>
|
||||
【占位】继续全身检查吧
|
||||
@@ -220,48 +205,32 @@ position: 238,-434
|
||||
<<RemovePlug ToolManager>>
|
||||
<<add_task TaskManager "给佩佩降温">>
|
||||
<<endif>>
|
||||
<<elseif $isFinishedEyeCheck!=-1&&$PlugAll==true>>//没检查视觉,但是全身都插了
|
||||
【占位】其他地方似乎都没什么问题
|
||||
【占位】视觉里还有报错,我们或许应该去深入检查下
|
||||
<<endif>>
|
||||
//拆除了UF外壳,可以看UF的内部了
|
||||
<<elseif $gameStage == 2>>
|
||||
// <<if $UFInnerSeen&&$feverCount==2>>
|
||||
// me: 发热得越来越快了……
|
||||
// me: 再次执行降温
|
||||
// <<ShowHeatMap Plug true>>
|
||||
// <<RemovePlug ToolManager>>
|
||||
// <<add_task TaskManager "给佩佩降温">>
|
||||
|
||||
<<elseif $gameStage == 2>>//拆除了UF外壳,可以看UF的内部了,看完分析完到下个阶段
|
||||
|
||||
<<if $UFInnerSeen>>//看完UF内部后的发热
|
||||
<<complete_task TaskManager "对UF内部进行检查" 查找UF绘图错误的原因>>
|
||||
//<<add_task TaskManager "给佩佩降温">>
|
||||
me: 时间不多了,我必须赶紧找到治疗方法
|
||||
me: 希望还来得及……先让佩佩休息下吧
|
||||
me: 佩佩,可以休息一下了。我现在需要对已有的症状进行分析。
|
||||
// <<add_task TaskManager "进行诊疗分析">>
|
||||
<<jump ClueBoard>>
|
||||
<<endif>>
|
||||
//允许拆开UF
|
||||
|
||||
<<elseif $gameStage == 3>>
|
||||
<<set_EyeState EyeManager "CannotImagineColor">>
|
||||
<<add_task TaskManager "在视觉模块验证想象力">>
|
||||
<<task_moveIn TaskManager>>
|
||||
<<elseif $gameStage == 3>>//验证想象力
|
||||
//准备尝试停止想象
|
||||
|
||||
<<elseif $gameStage == 4>>
|
||||
me: 我不应该允许她这么做的…赶紧降温!
|
||||
//拆除UF前尝试降温
|
||||
<<if $feverTimer == 0>>
|
||||
<<ShowHeatMap Plug true>>
|
||||
<<RemovePlug ToolManager>>
|
||||
//<<jump 第四次降温>>
|
||||
<<endif>>
|
||||
<<elseif $gameStage == 4>>//验证想象力失败,降温
|
||||
|
||||
<<elseif $gameStage == 5>>
|
||||
//拆除UF
|
||||
|
||||
<<elseif $gameStage == 6>>
|
||||
<<jump Clueboard2>>
|
||||
<<elseif $gameStage == 5>> //拆除UF
|
||||
|
||||
<<elseif $gameStage == 7>>
|
||||
<<elseif $gameStage == 6>>//想象力失败,拆掉UF后等待佩佩苏醒
|
||||
|
||||
<<elseif $gameStage == 7>>//手术
|
||||
<<if $isPeipeiBE==true>>
|
||||
<<add_task TaskManager "执行手术-色彩记忆初始化">>
|
||||
<<task_moveIn TaskManager>>
|
||||
@@ -384,6 +353,9 @@ me: 那我们试试吧…在视觉模块验证一下吧。
|
||||
<<SetReapirState ToolManager UF盖子 true>>
|
||||
<<SetInstall ToolManager 色觉 false>>
|
||||
<<fade_out 1>>
|
||||
<<set_EyeState EyeManager "CannotImagineColor">>
|
||||
<<add_task TaskManager "在视觉模块验证想象力">>
|
||||
<<task_moveIn TaskManager>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
===
|
||||
|
||||
@@ -619,7 +591,7 @@ title: OnUFViewShow
|
||||
tags:
|
||||
colorID: 6
|
||||
group:UFConsole
|
||||
position: 2862,-2239
|
||||
position: 2898,-2205
|
||||
---
|
||||
【占位】进入UF控制台
|
||||
<<jump EnterUFConsole>>
|
||||
@@ -681,7 +653,7 @@ title: ProcessOptions
|
||||
tags:
|
||||
colorID: 6
|
||||
group:UFConsole
|
||||
position: 2975,-1715
|
||||
position: 2970,-1710
|
||||
---
|
||||
player:
|
||||
你对进程 {$selectedProcess} 想要做什么?
|
||||
@@ -699,7 +671,7 @@ title: ViewDetails
|
||||
tags:
|
||||
colorID: 6
|
||||
group:UFConsole
|
||||
position: 2980,-1929
|
||||
position: 2967,-1948
|
||||
---
|
||||
player:
|
||||
进程 {$selectedProcess} 的详细信息:
|
||||
@@ -892,19 +864,16 @@ tags:
|
||||
colorID: 8
|
||||
position: 2507,50
|
||||
---
|
||||
//<<set $feverTimer+=1>>
|
||||
<<if $gameStage == 7>>
|
||||
me:这里似乎没什么新的症状可收集了
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<BackToMainView ViewManager>>
|
||||
//<<jump 主维修界面游戏状态检查>>
|
||||
<<endif>>
|
||||
<<if $isFinishedEyeCheck==-1>>
|
||||
me:这里似乎没什么新的症状可收集了
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<BackToMainView ViewManager>>
|
||||
//<<set $feverTimer=0>>
|
||||
//<<jump 主维修界面游戏状态检查>>
|
||||
|
||||
<<endif>>
|
||||
// <<if $isFinishedEyeCheck==1&&gameStage == 4>>
|
||||
// <<if $eyeTargetTriggerCount == 1>>
|
||||
@@ -921,13 +890,8 @@ me:这里似乎没什么新的症状可收集了
|
||||
me:似乎有足够的信息了,我们离开这里吧。
|
||||
<<SetExternalError ViewManager MemoryView true>>
|
||||
<<set $isFinishedEyeCheck=-1>>
|
||||
// <<SetHeat Plug 1>>
|
||||
// <<set $feverTimer=0>>
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
<<BackToMainView ViewManager>>
|
||||
// <<set $feverTimer=0>>
|
||||
//发一次热
|
||||
//<<jump 主维修界面游戏状态检查>>
|
||||
<<endif>>
|
||||
<<if $isFinishedEyeCheck == 2 && $stressTimer == 0>>
|
||||
<<EyeEffect_FadeOut EyeManager>>
|
||||
@@ -937,7 +901,13 @@ me:这里似乎没什么新的症状可收集了
|
||||
<<set $gameStage=4>>
|
||||
<<set $feverTimer=0>>
|
||||
<<SetHeat Plug 2 true>>
|
||||
<<jump 停止想象失败>>
|
||||
<<complete_task TaskManager "在视觉模块验证想象力">>
|
||||
<<BackToMainView ViewManager>>
|
||||
me: 我不应该允许她这么做的…赶紧降温!
|
||||
<<if $feverTimer == 0>>
|
||||
<<ShowHeatMap Plug true>>
|
||||
<<RemovePlug ToolManager>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
===
|
||||
@@ -1045,7 +1015,7 @@ position: 240,-3039
|
||||
【占位】: UF是会调用记忆的,这很可疑
|
||||
【占位】: 但是外壳是不允许拆除的……
|
||||
【占位】: 无论如何,先做个头部整体检查确认下
|
||||
<<complete_task TaskManager "查看记忆模块">>
|
||||
<<complete_task TaskManager "在记忆模块查看打孔带">>
|
||||
<<add_task TaskManager "全身检查,寻找记忆调用源头" 查找UF绘图错误的原因>>
|
||||
<<jump PlugFinished>>
|
||||
<<endif>>
|
||||
@@ -1084,7 +1054,7 @@ position: 480,-2840
|
||||
title: PlugInsert
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: 1028,-1521
|
||||
position: 1013,-1532
|
||||
---
|
||||
<<if $gameStage==1>>
|
||||
<<if $feverTimer==0>>
|
||||
@@ -1154,7 +1124,6 @@ position: -514,-1042
|
||||
<<set $gameStage=2>>
|
||||
<<jump 检测UF外壳螺丝移除>>
|
||||
<<elseif $gameStage==5>>
|
||||
<<set $gameStage=6>>
|
||||
<<ExitRepairMode ToolManager>>
|
||||
<<jump 检查UF固定螺丝移除>>
|
||||
<<endif>>
|
||||
@@ -1167,7 +1136,7 @@ position: -514,-1042
|
||||
title: 第一次降温
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1378,-1236
|
||||
position: 1387,-1226
|
||||
---
|
||||
<<SetHeat Plug 0>>
|
||||
<<set $feverCount=1>>
|
||||
@@ -1520,17 +1489,7 @@ me: 像显示器这种东西似乎一直无法出现颜色……
|
||||
me: 应该是因为佩佩并没有见过这种显示器,所以不能正确地调出它的颜色?
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: 停止想象失败
|
||||
tags:
|
||||
colorID: 8
|
||||
position: -152,-233
|
||||
---
|
||||
<<complete_task TaskManager "在视觉模块验证想象力">>
|
||||
//【佩佩失去了意识,而且系统再次进入过热状态】
|
||||
//这里会自动调用主界面维修
|
||||
<<BackToMainView ViewManager>>
|
||||
//<<jump 主维修界面游戏状态检查>>
|
||||
===
|
||||
|
||||
title: RecoverColor
|
||||
tags:
|
||||
colorID: 8
|
||||
@@ -1566,6 +1525,7 @@ me: 好了,佩佩。不要…不要太沉迷其中。
|
||||
<<set $gameStage = 0>>
|
||||
//这里会自动执行主界面维修
|
||||
<<BackToMainView ViewManager>>
|
||||
<<jump 流程结束>>
|
||||
//<<jump 主维修界面游戏状态检查>>
|
||||
===
|
||||
title: 绘图测试
|
||||
@@ -1777,8 +1737,8 @@ position: -161,-849
|
||||
// me: 我想我们也看够了。
|
||||
<<set $UFInnerSeen=true>>
|
||||
//这个会自动进入一次Yarn的主维修
|
||||
<<SetHeat Plug 1>>
|
||||
<<set $feverTimer=0>>
|
||||
// <<SetHeat Plug 1>>
|
||||
// <<set $feverTimer=0>>
|
||||
<<BackToMainView ViewManager>>
|
||||
|
||||
===
|
||||
@@ -1846,13 +1806,13 @@ me: 结束了…暂时。
|
||||
me: 她会醒过来的。
|
||||
me: 让她在这里休息一会吧……
|
||||
<<set $gameStage=6>>
|
||||
<<jump 主维修界面游戏状态检查>>
|
||||
<<jump 等待佩佩苏醒>>
|
||||
===
|
||||
|
||||
|
||||
|
||||
|
||||
title: Clueboard2
|
||||
title: 等待佩佩苏醒
|
||||
tags:
|
||||
colorID: 1
|
||||
position: -151,83
|
||||
@@ -2091,7 +2051,10 @@ position: -597,1000
|
||||
me: 我们走吧。
|
||||
<<set $gameStage = -1>>
|
||||
<<BackToMainView ViewManager>>
|
||||
//<<jump 主维修界面游戏状态检查>>
|
||||
me: 剩下最后一步,把UF装回到左眼上。
|
||||
<<add_task TaskManager "安装UF模块">>
|
||||
<<EnableInstall ToolManager 左眼>>
|
||||
<<ShowTool ToolManager UFView>>
|
||||
<<else>>
|
||||
<<if $Memory1Fade_Peipei==false>>
|
||||
->播放写生记忆
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 76b2fdaf77463454eb0a43af1576ca13
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,687 @@
|
||||
title: Start
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 240,-2040
|
||||
---
|
||||
【你把佩佩从外面弄回来】
|
||||
<<indoor>>
|
||||
<<jump VarsInit>>
|
||||
===
|
||||
title: VarsInit
|
||||
tags:
|
||||
colorID: 4
|
||||
position: 240,-1840
|
||||
---
|
||||
///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
|
||||
<<declare $isFinishedClueBoard=false>>
|
||||
|
||||
//////↓可能gameStage=某个数完全意味着某个参数=True,但我需要这样一个唯一的参数来为一些节点导向唯一的分支
|
||||
//目标阶段:1-安装UF;2-全身检查;3-分析;4-手术;5-完成手术
|
||||
//TODO-讨论一下,是否需要2
|
||||
<<declare $gameStage=0>>
|
||||
//记录是否已经完成了UF的检查
|
||||
<<declare $isFinishedUFCheck=0>>
|
||||
|
||||
//记录是否已经完成了视觉的检查
|
||||
<<declare $isFinishedEyeCheck=0>>
|
||||
|
||||
//统计进入视觉后触发目标的次数,主要是用来触发第一次点击任意目标触发首次对话,以及判断是否收集够打孔带,这是完成主目标的必要目标
|
||||
<<declare $eyeTargetTriggerCount=0>>
|
||||
//方便的触发针对eyetarget的对话,如果不喜欢这种写法可以商量,然后分开写
|
||||
<<declare $currentEyeTarget="未定义">>
|
||||
|
||||
|
||||
//当前步骤的填入clueName
|
||||
<<declare $clueName="">>
|
||||
//当前要分析的是第几个slot
|
||||
<<declare $clueBoardStep=0>>
|
||||
//当前要分析的slot填入的clue分类
|
||||
<<declare $clueCategory="">>
|
||||
//当前要分析的slot填入的cluematchCode
|
||||
<<declare $clueMatchCode="">>
|
||||
//上一步骤的matchCode
|
||||
<<declare $previousMatchCode="">>
|
||||
|
||||
|
||||
///【谈论对象初始化】
|
||||
<<declare $chipDiscussCount=0>>
|
||||
<<declare $ufDiscussCount=0>>
|
||||
<<declare $eyeDiscussCount=0>>
|
||||
<<declare $memDiscussCount=0>>
|
||||
<<declare $emoDiscussCount=0>>
|
||||
<<declare $logicDiscussCount=0>>
|
||||
<<declare $speakerDiscussCount=0>>
|
||||
|
||||
|
||||
|
||||
///【剧情信息】
|
||||
//是否已经做了UF安装
|
||||
<<declare $ufInstallDone=false>>
|
||||
//是否已经移除了晶圆
|
||||
<<declare $chipRemovalDone=false>>
|
||||
|
||||
//是否已知存在一个新记忆
|
||||
<<declare $newMemKnown=false>>
|
||||
//是否已经看过这个新记忆
|
||||
<<declare $newMemSeen=false>>
|
||||
|
||||
//是否已经移除了自己的晶圆
|
||||
<<declare $chipSelfRemovalDone=false>>
|
||||
//是否已经安装上了晶圆
|
||||
<<declare $chipReinstallDone=false>>
|
||||
|
||||
//是否产生想GE的念头
|
||||
<<declare $reluctance=0>>
|
||||
|
||||
//是否已得出GE方案
|
||||
<<declare $geKnown=false>>
|
||||
//是否已经执行了GE方案
|
||||
<<declare $geDone=false>>
|
||||
//是否已经执行了BE方案
|
||||
<<declare $beDone=false>>
|
||||
//BE的执行进度:0-未执行;1-按了最开始的按键;5-全部做完了(会将gameStage设为5)
|
||||
<<declare $beStage=0>>
|
||||
|
||||
<<jump 引入对话>>
|
||||
===
|
||||
title: 引入对话
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 240,-1640
|
||||
---
|
||||
【你被要求恢复佩佩】
|
||||
【当符合条件时佩佩将恢复唤醒】
|
||||
<<jump 诊断初始化>>
|
||||
===
|
||||
title: 诊断初始化
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 240,-1440
|
||||
---
|
||||
<<fade_in 0.5>>
|
||||
<<load_scene 佩佩视觉模块>>
|
||||
<<OpenClueBoard ClueBoard>>
|
||||
<<Set_ViewVisualState ViewManager "ColorView" 1>>
|
||||
<<wait 0.5>>
|
||||
<<fade_out 0.5>>
|
||||
|
||||
<<set $gameStage=1>>
|
||||
me: 先将UF装上去吧
|
||||
|
||||
<<jump 主维修界面 >>
|
||||
===
|
||||
title: AddAllClueToFavorites
|
||||
tags:
|
||||
colorID: 6
|
||||
position: -560,-1440
|
||||
---
|
||||
<<generate_PunchTape ClueManager "海报" "EyeView" "liuying1-1" "红色" true>>
|
||||
<<generate_PunchTape ClueManager "植物" "EyeView" "liuying1-2" "绿色" true>>
|
||||
<<generate_PunchTape ClueManager "天空" "EyeView" "liuying1-3" "蓝色" true>>
|
||||
<<generate_MemoryClue ClueManager "病房" "liuying1-3" "蓝色" true>>
|
||||
<<generate_MemoryClue ClueManager "草地绘画" "liuying1-2" "绿色" true>>
|
||||
<<generate_MemoryClue ClueManager "夕阳景色" "liuying1-1" "红色" true>>
|
||||
<<generate_UFClue ClueManager UFImage can_grass_error 绿色 true>>
|
||||
===
|
||||
title: 主维修界面
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 240,-440
|
||||
---
|
||||
<<start_transition ViewManager "MainView">>
|
||||
|
||||
<<if visited("手术") && $isFinishedEyeCheck == -1 && $isFinishedUFCheck == -1>>
|
||||
<<jump 流程结束>>
|
||||
<<endif>>
|
||||
|
||||
// <<if $isFinishedClueBoard == true>>
|
||||
// <<jump 结论>>
|
||||
// <<endif>>
|
||||
|
||||
// 检查主目标是否完成并提供反馈
|
||||
<<if $gameStage == 1>>
|
||||
//当前目标:安装UF
|
||||
<<elseif $gameStage == 2>>
|
||||
//当前目标:进行全身检查
|
||||
me: 现在又回到昨天的情况了…
|
||||
me: 重新做一次分析吧。
|
||||
<<jump Clueboard>>
|
||||
<<elseif $gameStage == 3>>
|
||||
//当前目标:分析处理方案
|
||||
<<elseif $gameStage == 4>>
|
||||
//当前目标:进行手术
|
||||
<<if $chipSelfRemovalDone==true>>
|
||||
me: 失去颜色的感慨
|
||||
->安装chip
|
||||
<<set $chipReinstallDone=true>>
|
||||
<<elseif $chipReinstallDone==true && $geDone==false>>
|
||||
me: 还差最后一步。
|
||||
me: 这毕竟是外源的硬件…
|
||||
me: 还需要去视觉做晶圆初始化。
|
||||
<<elseif $reluctance > 0>>
|
||||
me: 果然还是下不去手
|
||||
<<if $beStage > 0>>
|
||||
me: 这个初始化在完全完成之前都是可逆的…
|
||||
<<endif>>
|
||||
me: 要不再想想别的办法?
|
||||
->再想想别的办法
|
||||
<<jump Clueboard>>
|
||||
->就还是这样
|
||||
<<endif>>
|
||||
<<elseif $gameStage == 5>>
|
||||
//当前目标:退出
|
||||
UF开始运转,佩佩正在醒来
|
||||
<<if $geDone == true>>
|
||||
me: 完全失去颜色感言
|
||||
<<elseif $beDone == true>>
|
||||
me: 色彩抹除残酷感言
|
||||
<<endif>>
|
||||
peipei: 苏醒
|
||||
<<jump 流程结束>>
|
||||
<<endif>>
|
||||
===
|
||||
title: ClueBoard
|
||||
tags:
|
||||
colorID: 3
|
||||
position: -360,-1240
|
||||
---
|
||||
<<if $gameStage==3>>
|
||||
【一通分析,最后得到还是之前的两种方案】
|
||||
<<endif>>
|
||||
me: 要不然,执行记忆色彩初始化,上次没能做的手术
|
||||
me: 除非…我能想想有没有办法再弄一个晶圆来。
|
||||
->执行记忆色彩初始
|
||||
<<set $gameStage=4>>
|
||||
me: 那去记忆做这个事情吧。
|
||||
<<jump 主维修界面>>
|
||||
->再找找办法<<if $geKnown==false>>
|
||||
【可以通过检索发现可以用自己的晶圆】
|
||||
<<jump Clueboard>>
|
||||
->捐出自己的晶圆<<if $geKnown==true>>
|
||||
me: 这意味着…我要失去自己的色觉。
|
||||
me: 虽然说对医生来说,这个似乎没有那么有关系
|
||||
me: 但是我真的想好了吗?
|
||||
->摘除自己的色觉晶圆
|
||||
<<jump 移除自己的色觉晶圆>>
|
||||
->再想想
|
||||
<<jump Clueboard>>
|
||||
===
|
||||
title: 结论
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 40,-1040
|
||||
---
|
||||
//现在关于切换场景的数据保存还没有完成,建议先不切场景
|
||||
<<set $ufDiscussCount=4>>
|
||||
<<set $eyeDiscussCount=3>>
|
||||
经过分析,由于UF的专业性和权限要求很高,你的机体学指示没用,只能按照它给出的指示进行处理
|
||||
它给出的指示是:执行视觉-记忆桥截断术
|
||||
佩佩对于这个手术感到很焦虑;医生安慰
|
||||
<<jump 手术>>
|
||||
===
|
||||
title: 流程结束
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 240,-40
|
||||
---
|
||||
总结性对话
|
||||
//TODO-差一件事情没做:如果玩家进行初始化到一半了再做的晶圆安装,应该再让他取消初始化
|
||||
//TODO-另外讨论:初始化按下应该在外面做还是应该在里面做?
|
||||
===
|
||||
title: IntoEyeView
|
||||
tags:
|
||||
colorID: 6
|
||||
position: 840,-1640
|
||||
---
|
||||
<<if $isFinishedEyeCheck==-1>>
|
||||
<<jump EyeCheckEnd>>
|
||||
<<endif>>
|
||||
<<if $isFinishedEyeCheck==0>>
|
||||
<<if $eyeTargetTriggerCount == 0>>
|
||||
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
|
||||
<<jump FirstDialogue>>
|
||||
<<else>>
|
||||
<<if $currentEyeTarget == "computer">>
|
||||
<<jump Eye_computer>>
|
||||
<<elseif $currentEyeTarget == "poster">>
|
||||
<<jump Eye_poster>>
|
||||
<<elseif $currentEyeTarget == "sky">>
|
||||
<<jump Eye_sky>>
|
||||
<<elseif $currentEyeTarget == "plant">>
|
||||
<<jump Eye_plant>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
|
||||
<<if $isFinishedEyeCheck==1>>
|
||||
<<if $currentEyeTarget == "computer">>
|
||||
<<jump Eye_computerAfterSurgery>>
|
||||
<<elseif $currentEyeTarget == "poster">>
|
||||
<<jump Eye_posterAfterSurgery>>
|
||||
<<elseif $currentEyeTarget == "sky">>
|
||||
<<jump Eye_skyAfterSurgery>>
|
||||
<<elseif $currentEyeTarget == "plant">>
|
||||
<<jump Eye_plantAfterSurgery>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
===
|
||||
title: Eye_sky
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 840,-1240
|
||||
---
|
||||
//TODO-记忆表现:stage1不给进,stage2-4:能看到怪颜色,一出现就停止(被系统中止);stage5给了chip: 等待初始化的表现,没给chip:完全没色
|
||||
<<set_EyeState EyeManager "CanImagineColor">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: Eye_computer
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1440,-1240
|
||||
---
|
||||
me:这个没有生成颜色,奇怪...
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: Eye_poster
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1240,-1240
|
||||
---
|
||||
<<if visited("Eye_poster")==false>>
|
||||
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
|
||||
日志:未知进程,正在从记忆非法写入,打印记忆卡...
|
||||
<<generate_PunchTape ClueManager "海报" "EyeView" "liuying1-1" "红色">>
|
||||
<<endif>>
|
||||
<<set_EyeState EyeManager "CanImagineColor">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: Eye_plant
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1040,-1240
|
||||
---
|
||||
<<if visited("Eye_plant")==false>>
|
||||
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
|
||||
日志:未知进程,正在从记忆非法写入,打印记忆卡...
|
||||
<<generate_PunchTape ClueManager "植物" "EyeView" "liuying1-2" "绿色">>
|
||||
<<endif>>
|
||||
<<set_EyeState EyeManager "CanImagineColor">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: EyeCheckEnd
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 640,-840
|
||||
---
|
||||
<<if $isFinishedEyeCheck==-1>>
|
||||
me:这里似乎没什么新的线索了
|
||||
<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
<<if $isFinishedEyeCheck==1>>
|
||||
<<if $eyeTargetTriggerCount == 1>>
|
||||
me:这个没问题
|
||||
<<elseif $eyeTargetTriggerCount == 2>>
|
||||
me:这个也没问题,看来是好了,我们离开这里吧
|
||||
<<set $isFinishedEyeCheck=-1>>
|
||||
<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
|
||||
<<elseif $isFinishedEyeCheck==0&&$eyeTargetTriggerCount == 3>>
|
||||
me:似乎有足够的信息了,我们离开这里吧
|
||||
<<SetExternalError ViewManager MemoryView true>>
|
||||
<<set $isFinishedEyeCheck=-1>>
|
||||
<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
===
|
||||
title: End_memoryPaly
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 1840,-840
|
||||
---
|
||||
<<if $beStage > 4>>
|
||||
me: 都结束了……
|
||||
<<set $gameStage=5>>
|
||||
<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
===
|
||||
title: 天空
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1840,-1240
|
||||
---
|
||||
<<wait 1>>
|
||||
peipei_child: 医生!看,大象!
|
||||
docter: 哪里有?…啊,那朵云呀。确实很像大象喔。
|
||||
docter: 但是佩佩为什么会见过大象呢?
|
||||
peipei_child: 我在博物馆见过!好大好大的大象标本,有个哥哥跟我说,大象可以比房子还大!
|
||||
docter: 佩佩是个很有想象力的小朋友噢。
|
||||
peipei_child: 想象力…是什么?
|
||||
docter: 我们的大脑里面有一个区域专门控制视觉,但是这个区域也控制想象力。
|
||||
<<wait 0.5>>
|
||||
docter: 佩佩以后会成为一个艺术家的。
|
||||
peipei_child: 艺术家又是什么?
|
||||
<<wait 0.5>>
|
||||
peipei_child: 医生快看,它现在更像一个飞机啦!
|
||||
<<wait 1>>
|
||||
<<if $gameStage==5 && $chipSelfRemovalDone==false>>
|
||||
->初始化
|
||||
【画面褪色】
|
||||
<<set $beStage = $beStage + 1>>
|
||||
me: ……
|
||||
->退出
|
||||
me: 不…还是不行
|
||||
<<set $reluctance = $reluctance + 1>>
|
||||
<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
===
|
||||
title: 海报
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 2040,-1240
|
||||
---
|
||||
<<wait 1>>
|
||||
unknown: 好美啊。
|
||||
peipei: 嘘,别说话。
|
||||
<<wait 1>>
|
||||
unknown: 我们要是能一直坐在这儿就好了。
|
||||
peipei: 都让你别说话。
|
||||
<<wait 2>>
|
||||
unknown: 我爱你。
|
||||
<<wait 3>>
|
||||
<<if $gameStage==5 && $chipSelfRemovalDone==false>>
|
||||
->初始化
|
||||
【画面褪色】
|
||||
<<set $beStage = $beStage + 1>>
|
||||
me: ……
|
||||
->退出
|
||||
me: 不…还是不行
|
||||
<<set $reluctance = $reluctance + 1>>
|
||||
<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
<<jump End_memoryPaly>>
|
||||
===
|
||||
title: 植物
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 2240,-1240
|
||||
---
|
||||
<<wait 1>>
|
||||
peipei: 要是工作也能画画…要是能永远画画就好了。
|
||||
同学: 哈哈,可能等我们进入公司就不这么觉得了。听说进公司之后做什么都不会再快乐了。
|
||||
peipei: 不会的。至少画画这件事情让我感觉到很纯粹的快乐……
|
||||
peipei: 那种朝九晚五,一眼看到头的生活,我想我反而会受不了的。
|
||||
同学: 哈哈……
|
||||
同学: 但愿你是对的。
|
||||
peipei: 我肯定是对的。
|
||||
<<wait 1>>
|
||||
peipei: 如果公司这么讨厌的话,我就不在那里干就好了啊!
|
||||
<<if $gameStage==5 && $chipSelfRemovalDone==false>>
|
||||
->初始化
|
||||
【画面褪色】
|
||||
<<set $beStage = $beStage + 1>>
|
||||
me: ……
|
||||
->退出
|
||||
me: 不…还是不行
|
||||
<<set $reluctance = $reluctance + 1>>
|
||||
<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
<<jump End_memoryPaly>>
|
||||
===
|
||||
title: OnUFViewDeepIn
|
||||
tags:
|
||||
colorID: 3
|
||||
position: -960,-1040
|
||||
---
|
||||
<<if $gameStage == 1>>
|
||||
->安装UF
|
||||
【占位-安装UF的操作】
|
||||
//这个似乎应该分3步做-安装UF、移除chip和给它安装chip
|
||||
<<set $chipRemovalDone=false>>
|
||||
<<set $ufInstallDone=true>>
|
||||
<<set $gameStage=2>>
|
||||
->等会
|
||||
<<endif>>
|
||||
<<jump 主维修界面>>
|
||||
===
|
||||
title: EmoViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 0,-2960
|
||||
---
|
||||
//第一次做检查会有对话
|
||||
===
|
||||
title: SpeakViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 240,-2560
|
||||
---
|
||||
//第一次做检查会有对话
|
||||
===
|
||||
title: LogicViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 480,-2960
|
||||
---
|
||||
//第一次做检查会有对话
|
||||
===
|
||||
title: ChipViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 240,-2760
|
||||
---
|
||||
//第一次做检查会有对话
|
||||
===
|
||||
title: MemViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 240,-2960
|
||||
---
|
||||
//第一次做检查会有对话
|
||||
===
|
||||
title: UfViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 0,-2760
|
||||
---
|
||||
///第一次做检查会有对话
|
||||
///安装好之后会有对话
|
||||
///关键:对UF的讽刺性思考
|
||||
===
|
||||
title: EyeViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 480,-2760
|
||||
---
|
||||
//第一次做检查会有对话
|
||||
//关键:对想象力的想法
|
||||
===
|
||||
title: EGCViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1120,-2960
|
||||
---
|
||||
//检视心率仪时的对话
|
||||
===
|
||||
title: ScreenViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1120,-2760
|
||||
---
|
||||
//检视右侧屏幕时的对话
|
||||
===
|
||||
title: MessageViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 880,-2760
|
||||
---
|
||||
//检视报错信息时的对话
|
||||
===
|
||||
title: IndicatorViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 880,-2960
|
||||
---
|
||||
//检视报警灯时的对话
|
||||
===
|
||||
title: 留言
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 2440,-1240
|
||||
---
|
||||
peipei: 嗨!医生。又见面啦。
|
||||
peipei: 你会看到这段记忆吧?我知道……我从来就没有机会逃离这一切。
|
||||
peipei: 这里和我记忆里的有些不一样了。不知道是不是因为树叶有些凋落了。
|
||||
peipei: 可是它们明年还会长出来,然后会再凋落,再照常长出来……永远在这座山上。
|
||||
(摇树的声音,沙沙落叶)
|
||||
peipei: 我们就像这些叶子,不是吗?
|
||||
peipei: 无论如何,真的很感谢你,医生。你是这个地方最在乎我的人。
|
||||
peipei: 太阳马上就要落下了……这里一直都这么冷吗?
|
||||
peipei: 好美啊。
|
||||
peipei: ……
|
||||
peipei: 要是能一直坐在这儿就好了。
|
||||
<<wait 1>>
|
||||
me: ……
|
||||
<<if visited("留言")==false>>
|
||||
me: 这是…给我的。
|
||||
<<set $newMemSeen=true>>
|
||||
<<endif>>
|
||||
<<if $gameStage==5 && $chipSelfRemovalDone==false>>
|
||||
->初始化
|
||||
【画面褪色】
|
||||
<<set $beStage = $beStage + 1>>
|
||||
me: ……
|
||||
->退出
|
||||
me: 不…还是不行
|
||||
<<set $reluctance = $reluctance + 1>>
|
||||
<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
<<jump End_memoryPaly>>
|
||||
===
|
||||
title: Mem_PopupDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1840,-1440
|
||||
---
|
||||
<<if $newMemSeen==false>>
|
||||
<<if $newMemKnown==false>>
|
||||
<<set $newMemKnown=true>>
|
||||
me: 好像有一个新记忆
|
||||
me: 不应该,除非是很用力记住
|
||||
<<else>>
|
||||
me: 这里有一个记忆…
|
||||
<<endif>>
|
||||
<<if $gameStage == 1 >>
|
||||
me: 但是在佩佩唤醒前看不了……
|
||||
me: 先把UF装上吧
|
||||
<<else>>
|
||||
me: 现在可以看了。
|
||||
me: 让我们来看看吧……
|
||||
<<jump 留言>>
|
||||
<<endif>>
|
||||
<<elseif $gameStage == 5>>
|
||||
->执行初始化<<if $beStage==0>>
|
||||
【执行了,但是有关键的需要手动处理】
|
||||
<<set $beStage=1>>
|
||||
<<jump Mem_PopupDialogue>>
|
||||
->手动处理<<if $beStage>0>>
|
||||
->退出
|
||||
<<set $reluctance = $reluctance + 1>>
|
||||
<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
===
|
||||
title: 移除自己的晶圆
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 40,-840
|
||||
---
|
||||
【移除自己的晶圆】
|
||||
//TODO-画面变成黑白
|
||||
【色觉还剩一点残留】
|
||||
<<set $chipRemovalDone=true>>
|
||||
<<jump 主维修界面>>
|
||||
===
|
||||
title: Eye_PopupDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 840,-1440
|
||||
---
|
||||
<<if $gameStage == 4 && $chipReinstallDone==true>>
|
||||
|
||||
|
||||
//////DAY2应该是直接拿到三个记忆,不需要检索
|
||||
//////<<if $Color1Recover_PeipeiTalk3 == false && $Color2Recover_PeipeiTalk3 == false && $Color3Recover_PeipeiTalk3 == false>>
|
||||
me: 我需要让机器检索到关于颜色的记忆……我需要让佩佩的记忆转动起来。
|
||||
me: 我需要你。佩佩,醒醒!
|
||||
peipei: 医生……
|
||||
//->以某种方式尝试呼唤佩佩,此处略
|
||||
//佩佩说坚持住好像有点怪,是笔误么,我先注释了
|
||||
// peipei: 坚持住……医生……我要……
|
||||
// peipei: 坚持住。
|
||||
me: 佩佩!你能听到我说话么...
|
||||
peipei: ......
|
||||
me: 不行,她还是太虚弱了,但是现在我真的需要她
|
||||
me: 我想想,有什么能帮助唤醒她呢?
|
||||
//////感觉这里玩家自己想到会更有趣,可以做个选项
|
||||
me: 对了!让我们来聊聊关于颜色的回忆……
|
||||
//////帮我加下逻辑:玩家应该要可以按自由顺序问,问完全部3个继续
|
||||
->谈论关于红色
|
||||
me: 红色……你还记得你看到的夕阳吗?有人和你说他想一直坐在那儿……
|
||||
peipei: 夕阳……我该让你多说些话的……
|
||||
peipei: 我好想……医生……
|
||||
//////<<search_memory MemoryManager "liuying1-3">>
|
||||
//////记忆里的对白需要以不同于台词的形式弹出
|
||||
me: 好的……红色,我来了。
|
||||
//////需要夕阳真的是红色?和美术确认——我感觉是OK的?可能是看起来很特别的夕阳
|
||||
->渲染红色通道
|
||||
<<hide_dialog>>
|
||||
<<play_amb2_audio mem_liuying_1_dye>>
|
||||
<<set_EyeColor EyeManager "red" "liuying1-1">>
|
||||
me: 呃啊,我的眼睛……
|
||||
<<wait 1>>
|
||||
<<Set_Saturation EyeManager 0.75 1>>
|
||||
me: 感觉我视野里的饱和度正在降低……
|
||||
me: 这就是色觉再消失吗?这感觉太奇怪了。
|
||||
me: 我得抓紧时间了,接下来是……
|
||||
->谈论关于绿色
|
||||
me: 绿色……记得你那次写生吗?佩佩,你说你想要一辈子都画画。
|
||||
peipei: 我记得,医生……好凉爽的风……
|
||||
//////<<search_memory MemoryManager "liuying1-1">>
|
||||
me: 像海一样的草原,多美啊。草原上的风是什么气味的呢?
|
||||
me: 等着一切都结束了…等我们休假了,我也要去那里看看。
|
||||
->渲染绿色通道
|
||||
<<hide_dialog>>
|
||||
<<play_amb2_audio mem_liuying_2_dye>>
|
||||
<<set_EyeColor EyeManager "green" "liuying1-2">>
|
||||
me: 又是这种感觉。其实…还挺柔和的。
|
||||
me: 呼…大概这下就不用开什么护眼模式了。
|
||||
<<wait 1>>
|
||||
<<Set_Saturation EyeManager 0.55 1>>
|
||||
->谈论关于蓝色
|
||||
me: 佩佩,想想你小时候的那个病房。你一定看了很久的云吧?你不可能忘了那扇窗户的。
|
||||
peipei: 医生……我会听话的,别让我……
|
||||
//////<<search_memory MemoryManager "liuying1-2">>
|
||||
me: 就快结束了,佩佩。
|
||||
->渲染蓝色通道
|
||||
<<hide_dialog>>
|
||||
<<play_amb2_audio mem_liuying_3_dye>>
|
||||
<<set_EyeColor EyeManager "blue" "liuying1-3">>
|
||||
me: 来吧,都来吧!我们就要成功了……
|
||||
<<wait 1>>
|
||||
<<Set_Saturation EyeManager 0.35 1>>
|
||||
<<wait 1>>
|
||||
<<hide_dialog>>
|
||||
<<set_EyeState EyeManager "CanSeeColor">>
|
||||
<<EyeGetColor EyeManager>>
|
||||
<<set_EyeColor EyeManager "All">>
|
||||
<<Set_Saturation EyeManager 0 1>>
|
||||
|
||||
|
||||
<<endif>>
|
||||
===
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3141c2eeb8caac4428512a71d839af33
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"projectFileVersion": 2,
|
||||
"sourceFiles": [
|
||||
"*.yarn"
|
||||
],
|
||||
"excludeFiles": [
|
||||
"**/*~/*"
|
||||
],
|
||||
"localisation": {},
|
||||
"baseLanguage": "zh-CHS",
|
||||
"compilerOptions": {}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4142e3c0ed612c34b8b2ae2cd74c5c1b
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 053561912b1654d80a424bb0696a74ae, type: 3}
|
||||
useAddressableAssets: 0
|
||||
UseUnityLocalisationSystem: 0
|
||||
unityLocalisationStringTableCollection: {instanceID: 0}
|
||||
@@ -3,8 +3,8 @@ tags:
|
||||
---
|
||||
<<indoor>>
|
||||
<<load_scene 佩佩视觉模块>>
|
||||
//<<start_transition ViewManager "MainView">>
|
||||
//<<jump choice>>
|
||||
<<ShowHeatMap Plug true>>
|
||||
<<SetHeat Plug 2>>
|
||||
|
||||
===
|
||||
title: choice
|
||||
@@ -21,3 +21,12 @@ tags:
|
||||
我: 插入MemoryView了
|
||||
<<jump choice>>
|
||||
===
|
||||
// title: ChangeHeat
|
||||
// tags:
|
||||
// ---
|
||||
// -> 温度高
|
||||
// <<SetHeat >>
|
||||
// -> 温度极高
|
||||
// -> 降温
|
||||
|
||||
// ===
|
||||
|
||||
@@ -7611,7 +7611,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 18a3ec3914131d44199ae33902edf159, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
runMode: 0
|
||||
runMode: 1
|
||||
firstTalkSO: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
|
||||
clinicScene: ClinicScene
|
||||
testYarnProject: LTS_Peipeiday2
|
||||
@@ -16202,10 +16202,10 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier:
|
||||
_nodes:
|
||||
- {fileID: 99451802}
|
||||
- {fileID: 475823257}
|
||||
- {fileID: 149374362}
|
||||
- {fileID: 188420213}
|
||||
- {fileID: 216794755}
|
||||
- {fileID: 475823257}
|
||||
- {fileID: 500438203}
|
||||
- {fileID: 629580922}
|
||||
- {fileID: 852388794}
|
||||
@@ -34302,10 +34302,10 @@ MonoBehaviour:
|
||||
contentPanel: {fileID: 243936684424215245}
|
||||
localNodes:
|
||||
- {fileID: 99451802}
|
||||
- {fileID: 475823257}
|
||||
- {fileID: 149374362}
|
||||
- {fileID: 188420213}
|
||||
- {fileID: 216794755}
|
||||
- {fileID: 475823257}
|
||||
- {fileID: 500438203}
|
||||
- {fileID: 629580922}
|
||||
- {fileID: 852388794}
|
||||
@@ -34320,7 +34320,7 @@ MonoBehaviour:
|
||||
iconOnDrag: {fileID: 8895775685280376203, guid: eb11ac9a06fb4792b393db9b83ab43b4, type: 3}
|
||||
exclusiveOnDragCanvas: {fileID: 0}
|
||||
useLegacyDragMethod: 0
|
||||
position: {x: 1181.8169, y: 1231.1421, z: 0}
|
||||
position: {x: 994.01575, y: 1136.9764, z: 0}
|
||||
dragSelection:
|
||||
customRenderer: {fileID: 0}
|
||||
line:
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Yarn.Unity;
|
||||
using DG.Tweening;
|
||||
|
||||
public class HeatMapController : MonoBehaviour
|
||||
{
|
||||
@@ -65,38 +66,30 @@ public class HeatMapController : MonoBehaviour
|
||||
public void SetDataToMaterial()
|
||||
{
|
||||
|
||||
// uftempture=tempture;
|
||||
// uftempture=Map(uftempture,0,3,1.5f,2.6f);
|
||||
|
||||
// backtemture=tempture;
|
||||
// backtemture=Map(backtemture,0,3,1.5f,3.6f);
|
||||
|
||||
// modulesTempture=tempture;
|
||||
// modulesTempture=Map(modulesTempture,0,3f,1.5f,2.3f);
|
||||
|
||||
if (tempture <= 1)
|
||||
if (tempture >=0&&tempture<=1)
|
||||
{
|
||||
uftempture = Mathf.Lerp(1.5f, 2.4f, tempture ); // 线性插值
|
||||
modulesTempture = Mathf.Lerp(1.5f, 2.1f, tempture)-tempNum;
|
||||
backtemture = Mathf.Lerp(1.5f, 2.1f, tempture);
|
||||
uftempture = Mathf.Lerp(1.5f, 2.8f, tempture ); // 线性插值
|
||||
modulesTempture = Mathf.Lerp(1.5f, 1.8f, tempture);
|
||||
backtemture = Mathf.Lerp(1.5f, 2.25f, tempture);
|
||||
}
|
||||
else if (tempture <= 2)
|
||||
else if (tempture >= 1&&tempture<=2)
|
||||
{
|
||||
uftempture = Mathf.Lerp(2.4f, 2.7f, tempture - 1);
|
||||
modulesTempture = Mathf.Lerp(2.1f, 2.3f, tempture - 1);
|
||||
backtemture = Mathf.Lerp(2.1f, 3.6f, tempture - 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
uftempture =2.7f;
|
||||
modulesTempture = 2.6f;
|
||||
backtemture = 3.8f;
|
||||
uftempture = Mathf.Lerp(2.8f, 3.2f, tempture - 1);
|
||||
modulesTempture = Mathf.Lerp(1.8f, 2.3f, tempture - 1);
|
||||
backtemture = Mathf.Lerp(2.25f, 3.4f, tempture - 1);
|
||||
}
|
||||
// else if (tempture >= 2)
|
||||
// {
|
||||
// uftempture =3.2f;
|
||||
// modulesTempture = 2.6f;
|
||||
// backtemture = 3.8f;
|
||||
// }
|
||||
|
||||
|
||||
for (int i = 0; i < 7; i++)
|
||||
{
|
||||
RectTransform transform=Pos[i].GetComponent<RectTransform>();
|
||||
Debug.Log($"Point {i}: {points[i]}");
|
||||
|
||||
if(i==0)
|
||||
{
|
||||
@@ -120,9 +113,19 @@ public class HeatMapController : MonoBehaviour
|
||||
heatMaterial.SetVectorArray("_Properties", properties);
|
||||
|
||||
}
|
||||
public void SetTemptureDirect(float value)
|
||||
{
|
||||
Tempture = value;
|
||||
}
|
||||
|
||||
public void SetTemptureSmooth(float targetValue, float duration)
|
||||
{
|
||||
DOTween.To(() => tempture, x => Tempture = x, targetValue, duration);
|
||||
}
|
||||
|
||||
float Map(float value, float minSource, float maxSource, float minTarget, float maxTarget)
|
||||
{
|
||||
return minTarget + (value - minSource) * (maxTarget - minTarget) / (maxSource - minSource);
|
||||
}
|
||||
{
|
||||
return minTarget + (value - minSource) * (maxTarget - minTarget) / (maxSource - minSource);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -11,9 +11,6 @@ Shader "Unlit/HeatTest"
|
||||
_Logictexture ("_Logictexture", 2D) = "white" {}
|
||||
_Speaktexture ("_Speaktexture", 2D) = "white" {}
|
||||
_headtexture ("_headtexture", 2D) = "white" {}
|
||||
// _Noise ("_Noise", 2D) = "white" {}
|
||||
// _BoxSize("Box Size", Vector) = (2, 1, 0, 0)
|
||||
// _Center("Center", Vector) = (0, 0, 0, 0) // 世界空间中的中心
|
||||
_Temtupre("_Temtupre", float) = 0 // 世界空间中的中心
|
||||
}
|
||||
SubShader
|
||||
@@ -168,17 +165,11 @@ fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
isFind = true;
|
||||
float alpha = GetAlphaForTexture(j, localPos);
|
||||
// dis=clamp(dis, 0, backalpha);
|
||||
alpha *= temperature;
|
||||
alpha = clamp(alpha, 0, 1);
|
||||
alpha = 1 - alpha;
|
||||
alpha = clamp(alpha, 0, backalpha);
|
||||
|
||||
// float noise = Unity_SimpleNoise(localPos * 10.0, 0.5); // 使用噪声扰动localPos
|
||||
// alpha += noise * 0.2; // 根据噪声增加alpha值的扩散效果
|
||||
// alpha = clamp(alpha, 0, backalpha); // 确保alpha值在合理范围内
|
||||
// float dis=length(localPos);
|
||||
// dis= saturate(dis);
|
||||
|
||||
fixed4 rampColor = tex2D(_RampTexture, float2(alpha, 0));
|
||||
col = rampColor;
|
||||
|
||||
@@ -45,10 +45,10 @@ public class OscilloscopeController : MonoBehaviour
|
||||
heatNum = value;
|
||||
|
||||
// 每次设置 heatNum 时,让 otherScript.A 同步更新
|
||||
if (hm != null)
|
||||
{
|
||||
hm.Tempture = heatNum;
|
||||
}
|
||||
// if (hm != null)
|
||||
// {
|
||||
// hm.Tempture = heatNum;
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -83,7 +83,9 @@ public class OscilloscopeController : MonoBehaviour
|
||||
{
|
||||
cantReduce=unReduceAble;
|
||||
|
||||
HeatNum=heat;
|
||||
HeatNum=heat;
|
||||
|
||||
hm.SetTemptureDirect(heat);
|
||||
}
|
||||
[YarnCommand("ShowHeatMap")]
|
||||
public void ShowHeatMap(bool show)
|
||||
@@ -115,7 +117,10 @@ public class OscilloscopeController : MonoBehaviour
|
||||
heatMap.GetComponent<DraggableUI>().isDone=true;
|
||||
float duration = 2f; // 动画时长为 2 秒
|
||||
// 使用 DOTween 来动画化数值变化
|
||||
yield return DOTween.To(() => HeatNum, x => HeatNum = x, 0, duration).WaitForCompletion();
|
||||
HeatNum=0;
|
||||
hm.SetTemptureSmooth(HeatNum,duration);
|
||||
yield return new WaitForSeconds(duration);
|
||||
//yield return DOTween.To(() => HeatNum, x => HeatNum = x, 0, duration).WaitForCompletion();
|
||||
|
||||
DialogController.Instance.StartDialogNode("降温成功");
|
||||
|
||||
|
||||
Reference in New Issue
Block a user