Merge branch '剪线操作&蒙太奇' into 'develop'

剪线操作&蒙太奇

See merge request aibis-dream/aibis-dream!230
This commit is contained in:
2025-02-13 10:18:56 +00:00
42 changed files with 43940 additions and 590 deletions
@@ -52,6 +52,11 @@ MonoBehaviour:
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File diff suppressed because it is too large Load Diff
@@ -320,7 +320,10 @@ public class MemoryProcess : MonoBehaviour
Debug.LogError("Memory not found: " + PunchTape.MemoryIndex);
}
MemoryProcessVloume.weight=1;
yield return new WaitForSeconds(1f);
memoryFinishedspRender.color=Color.white;
OnFrequencyChanged(frequencySlider.value);
OnClarityChanged(claritySlider.value);
@@ -332,6 +335,7 @@ public class MemoryProcess : MonoBehaviour
yield return memorySequence.WaitForCompletion();
}
public bool IsProcessing()
{
return isProcessing;
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@@ -14,5 +14,5 @@ MonoBehaviour:
m_EditorClassIdentifier:
nextScene: {fileID: 11400000, guid: 088974ca6c9487041b695af86b6c93a1, type: 2}
yarnProject: {fileID: 7545569452688597077, guid: b7787a998da53b74c854f2e09dccec52, type: 3}
firstSceneName: PeipeiFixScene
firstSceneName: ShitouHeadiFixScene
isEndOfDay: 0
@@ -1,4 +1,4 @@
title: 进入手术
title: 进入手术
tags:
colorID: 3
position: 251,-1150
@@ -6,12 +6,10 @@ position: 251,-1150
<<fade_in 1>>
<<switch_fix_system_to BodyModule>>
<<fade_out 1>>
<<set_line_cuttable LineManager MemoryEye true>>
<<clear_tasks TaskManager>>
<<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。
<<ShowTool ToolManager Scissor>>
<<play_timeline_cutline TimeLineController>>
// <<ShowTool ToolManager Scissor>>
===
title: CutLine
@@ -19,18 +17,14 @@ tags:
group:手术相关
position: -273,-66
---
<<if $isLineCut==true>>
<<complete_task TaskManager "执行视觉-记忆桥截断术">>
peipei: 啊…眼睛……我的……
peipei: 好痛!
me: 怎么了?怪了,这不应该引起任何痛觉的
peipei: ……
peipei: 呼……
peipei: 好像……好多了。
<<jump 结束手术>>
<<else>>
me: 这不是我应该剪断的线……
<<endif>>
<<wait 0.5>>
peipei: 啊…眼睛……我的……
peipei: 好痛!
me: 怎么了?怪了,这不应该引起任何痛觉的…
peipei: …
peipei: ……
peipei: 好像……好多了。
<<jump 结束手术>>
===
title: 结束手术
@@ -1,9 +1,8 @@
title: 进入手术
title: 进入手术
tags:
colorID: 3
position: 246,-866
---
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to BodyModule>>
<<if $isPeipeiBE==true>>
<<add_task TaskManager "执行手术-色彩记忆初始化">>
@@ -1,11 +1,9 @@
title: 进入结束对话
title: 进入结束对话
tags:
colorID: 3
position: 251,-1150
---
<<switch_fix_system_to Clinic>>
【占位】:再次测试绘图,发现ok了
【占位】:佩佩离开
<<jump 结束结束对话>>
===
@@ -1,10 +1,9 @@
title: 进入佩佩开场对话
title: 进入佩佩开场对话
tags:
colorID: 8
position: 272,-1156
---
<<Temp_RemoveChip>>
<<delete_line LineManager MemoryEye>>
<<indoor_new 1>>
peipei: 我搞砸了…我搞砸了。
<<character_init_new 佩佩>>
@@ -1,9 +1,8 @@
title: 进入身体检查
title: 进入身体检查
tags:
colorID: 8
position: -443,-3575
---
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to "BodyModule">>
<<declare $finishFirstCoolDown=false>>
me: 发热算是停住了……不过为什么会这么严重?
@@ -1,8 +1,7 @@
title: 进入UF拆壳
title: 进入UF拆壳
tags:
position: 43,-97
---
<<delete_line LineManager MemoryEye>>
me: 管不了那么多了。<br>佩佩,如果发热不尽早止住的话,你会有生命危险。
me: 我不能…我不能允许再有机体死在我的诊室了。
peipei: 对不起…医生…
@@ -1,4 +1,4 @@
title: 进入UF检查
title: 进入UF检查
tags:
position: 43,-97
---
@@ -9,7 +9,6 @@ position: 43,-97
<<declare $targetDescription="">>
<<declare $memoryDescription="">>
<<declare $memoryTarget="">>
<<delete_line LineManager MemoryEye>>
现在可以插线来深入UF了
===
@@ -43,6 +42,7 @@ position: -2052,-2351
---
ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目标……
<<UF_SwitchState UFSystem UF 0.1>>
<<wait 0.1>>
<<UF_spriteIn UFSystem>>
ULM自训练进程: 已池化图像卷积数据!正在上传神经网络数据集……
//绑定一些描述,减少后面重复判断的逻辑
@@ -74,11 +74,13 @@ position: -2052,-2351
me: 【占位】这就是UF创造力的来源么
peipei: 啊,痛…又开始了……
<<UF_SwitchState UFSystem imagination 3>>
<<wait 3>>
peipei: 【占位】那些颜色,那些感受,我都还记得...
<<set $UfCount = $UfCount + 1>>
me: 【占位】佩佩,你做了什么?
<<hide_dialog>>
<<UF_SwitchState UFSystem memory 3>>
<<UF_SwitchState UFSystem memory 2>>
<<wait 2>>
peipei: 【占位】{$memoryDescription}
<<wait 1>>
me: 【占位】是佩佩的记忆!佩佩的记忆在做数据写入!
@@ -86,6 +88,7 @@ position: -2052,-2351
<<OpenSingleButtonWindow WindowManager 警告! 发现未授权的数据传入!正在清除...>>
<<UF_SwitchState UFSystem UF 2>>
<<wait 2>>
<<UF_spriteOut UFSystem 2>>
me: 【占位】UF清除了这些数据...
me: 【占位】数据污染...这就是绘图异常的原因么?
@@ -110,11 +113,12 @@ position: -2052,-2351
<<if $memoryTarget!="">>
<<UF_SwitchState UFSystem imagination 3>>
<<wait 1.5>>
<<UF_SwitchState UFSystem memory 3>>
<<wait 1.5>>
<<wait 3>>
<<UF_SwitchState UFSystem memory 2>>
<<wait 2>>
me: 【占位】嗯,{$memoryTarget}这里流入的信息是佩佩的记忆...
<<UF_SwitchState UFSystem UF 2>>
<<wait 2>>
<<UF_spriteOut UFSystem 2>>
me: 【占位】我得确认下其他部分
<<set $memoryTarget = "">>
@@ -122,10 +126,10 @@ position: -2052,-2351
<<else>>
<<set $UfCount = $UfCount + 1>>
<<UF_SwitchState UFSystem imagination 3>>
<<wait 1>>
<<wait 3>>
peipei: 【占位】{$memoryDescription}
<<UF_SwitchState UFSystem memory 3>>
<<wait 1.5>>
<<UF_SwitchState UFSystem memory 2>>
<<wait 2>>
<<OpenSingleButtonWindow WindowManager 警告! 发现未授权的数据传入!正在清除...>>
me: 这里流入的也是记忆数据...
<<UF_SwitchState UFSystem UF 2>>
@@ -2,7 +2,6 @@ title: 进入停止想象
tags:
position: 428,-88
---
<<delete_line LineManager MemoryEye>>
<<switch_fix_system_to BodyModule>>
<<declare $CheckTargetCount=0>>
me:准备好了么?
@@ -91,9 +90,9 @@ ULM自训练进程: 已池化图像卷积数据!正在上传神经网络数据
<<wait 1.5>>
<<UF_SwitchState UFSystem imagination 1>>
peipei: 好痛,呼……
<<UF_SwitchState UFSystem imagination 3>>
peipei: 停止想象,停止想象,停止想象,停止!
<<UF_SwitchState UFSystem imagination 3>>
peipei: 停止想象,停止想象,停止想象,停止!
<<UF_SwitchState UFSystem memory 3>>
<<wait 1.5>>
peipei: 啧,现在它变得这么顽固了……
me: 还差一点,佩佩,再坚持一下
@@ -1,9 +1,8 @@
title: 进入UF拆除
tags:
position: 43,-97
---
<<delete_line LineManager MemoryEye>>
->拆除UF
<<fade_in 1>>
<<wait 1>>
File diff suppressed because it is too large Load Diff
+2 -2
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@@ -7937,10 +7937,10 @@ MonoBehaviour:
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- {fileID: 11400000, guid: afc5b01ef301cc74db7cae741acad427, type: 2}
- {fileID: 11400000, guid: ac5ca9a66ff22ab4b9cd5adbdade6b8c, type: 2}
runMode: 0
runMode: 2
firstTalkSo: {fileID: 11400000, guid: ac5ca9a66ff22ab4b9cd5adbdade6b8c, type: 2}
testTalkSo: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
saveFileName: "PeipeiDay2_UF\u68C0\u67E5"
saveFileName: "PeipeiDay1_\u8BB0\u5FC6\u68C0\u67E5"
--- !u!4 &719228339
Transform:
m_ObjectHideFlags: 0
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 34febb805e2eef74d92145779e0770a7
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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+55 -33
View File
@@ -1,13 +1,16 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using DG.Tweening;
using System.Numerics;
using AibisDream;
public class ClueSlotBase : MonoBehaviour, IDropHandler
{
public Image filmImage; // 新增的胶片Image
public Image RoateImage; // 新增的胶片Image
private Transform filmStartPos;
protected ClueType expectedClueType; // 期望的 Clue 类型
protected ClueInteraction interaction; // Clue 的交互
@@ -23,10 +26,9 @@ public class ClueSlotBase : MonoBehaviour, IDropHandler
[HideInInspector]
public bool isOccupied = false; // 插槽是否已占用
[HideInInspector]
[HideInInspector]
public bool isLocked = false; // 插槽是否已占用
protected virtual void Start()
{
currentClueItem = null;
@@ -35,45 +37,46 @@ public class ClueSlotBase : MonoBehaviour, IDropHandler
punchTapeImage.enabled=false;
punchtapeStartpos=punchTapeImage.rectTransform;
//slotFrame.color=Color.white;
filmStartPos=filmImage.rectTransform;
}
public void SetSlotCorrect()
{
SetSlotLockState(true);
}
public void OnDrop(PointerEventData eventData)
{
ClueItem clueItem = eventData.pointerDrag.GetComponent<ClueItem>();
if (clueItem != null)
public void OnDrop(PointerEventData eventData)
{
Clue clue = clueItem.GetClueData();
interaction = clueItem.GetComponent<ClueInteraction>();
if (clue != null && interaction != null&&!isOccupied)
ClueItem clueItem = eventData.pointerDrag.GetComponent<ClueItem>();
if (clueItem != null)
{
interaction.SetClueParentAndPosition(transform);
// 更新当前的 ClueItem
currentClueItem = clueItem;
isOccupied = true;
punchTapeImage.enabled=true;
AudioManager.RandomPlayInteraction("punchtape");
punchTapeImage.rectTransform.DOAnchorPosY(-473f,4f)
.OnComplete(() =>
{
punchTapeImage.enabled=false;
punchTapeImage.rectTransform.DOAnchorPosY(-3f,0.1f);
OnClueInserted(clue);
});
}
else
{
// 如果类型不匹配,返回 ClueItem 到原位
interaction?.ReturnToOriginalPosition();
Clue clue = clueItem.GetClueData();
interaction = clueItem.GetComponent<ClueInteraction>();
if (clue != null && interaction != null&&!isOccupied)
{
interaction.SetClueParentAndPosition(transform);
// 更新当前的 ClueItem
currentClueItem = clueItem;
isOccupied = true;
punchTapeImage.enabled=true;
AudioManager.RandomPlayInteraction("punchtape");
StartFilmAnimation();
punchTapeImage.rectTransform.DOAnchorPosY(-473f,4f)
.OnComplete(() =>
{
punchTapeImage.enabled=false;
punchTapeImage.rectTransform.DOAnchorPosY(-3f,0.1f);
OnClueInserted(clue);
StopFilmAnimation();
});
}
else
{
// 如果类型不匹配,返回 ClueItem 到原位
interaction?.ReturnToOriginalPosition();
}
}
}
}
// 释放插槽时调用
public virtual void ReleaseSlot()
{
@@ -83,6 +86,7 @@ public void OnDrop(PointerEventData eventData)
isOccupied = false;
currentClueItem = null;
interaction = null;
filmImage.rectTransform.localPosition=filmStartPos.localPosition;
}
// 将 ClueItem 返回到集合的逻辑
@@ -109,6 +113,24 @@ public void OnDrop(PointerEventData eventData)
public void SetSlotLockState(bool lockState)
{
isLocked=lockState;
}
private void StartFilmAnimation()
{
// 使用 DOTween 实现胶片的循环移动
filmImage.rectTransform.DOLocalMoveX(-1256f, 1f)
.SetLoops(-1, LoopType.Restart)
.SetEase(Ease.Linear);
RoateImage.rectTransform.DORotate(new Vector3(0, 0, 360), 1f, RotateMode.FastBeyond360)
.SetLoops(-1, LoopType.Restart)
.SetEase(Ease.Linear);
}
private void StopFilmAnimation()
{
// 停止胶片动画
filmImage.rectTransform.DOKill();
RoateImage.rectTransform.DOKill();
}
}
+18 -1
View File
@@ -1,12 +1,14 @@
using System.Drawing;
using UnityEngine;
using DG.Tweening;
public class MemoryClueSlot : ClueSlotBase
{
private MemoryProcess memoryManager;
[HideInInspector]
public PunchTape punchTape;
protected override void Start()
{
base.Start(); // 初始化基类中的内容
@@ -37,4 +39,19 @@ public class MemoryClueSlot : ClueSlotBase
StartCoroutine(memoryManager.SearchMemory(punchTape));
}
}
private void StartFilmAnimation()
{
// 使用 DOTween 实现胶片的循环移动
filmImage.rectTransform.DOLocalMoveX(-1256f, 1f)
.SetLoops(-1, LoopType.Restart)
.SetEase(Ease.Linear);
}
private void StopFilmAnimation()
{
// 停止胶片动画
filmImage.rectTransform.DOKill();
// 重置胶片位置
filmImage.rectTransform.localPosition = Vector3.zero;
}
}
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 215dcf8eb94fe3b47be54d9feeed5c26
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,117 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using DG.Tweening; // 引入 DoTween 命名空间
using Yarn.Unity;
using AibisDream;
public class LineInteraction : MonoBehaviour
{
public GameObject actorGroup; // 关联的Playable Director
public PlayableDirector timelineDirector; // 关联的Playable Director
public SpriteRenderer scissorSpriteRenderer; // 剪刀的SpriteRenderer
public SpriteRenderer cutLineSpriteRenderer; // 剪刀的SpriteRenderer
public Sprite closedScissorSprite; // 剪刀合上的Sprite
public Sprite openScissorSprite; // 剪刀张开的Sprite
public float openYMin; // Y轴范围的最小值
public float openYMax; // Y轴范围的最大值
public float fadeDuration = 0.5f; // 淡入淡出持续时间
private bool isPaused = false;
private bool isActive = false;
// Start is called before the first frame update
void Start()
{
// 初始状态不激活
actorGroup.SetActive(false);
scissorSpriteRenderer.transform.localPosition = new Vector3(12f, openYMin - 3, scissorSpriteRenderer.transform.position.z);
cutLineSpriteRenderer.enabled = false;
}
// Update is called once per frame
void Update()
{
if (!isActive) return;
// 获取鼠标在世界坐标中的位置
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.nearClipPlane));
// 更新剪刀的Y轴位置以跟随鼠标
scissorSpriteRenderer.transform.localPosition = new Vector3(scissorSpriteRenderer.transform.localPosition.x, mousePosition.y, scissorSpriteRenderer.transform.localPosition.z);
// 检查Y轴位置并更换Sprite
if (mousePosition.y >= openYMin && mousePosition.y <= openYMax)
{
scissorSpriteRenderer.sprite = openScissorSprite;
cutLineSpriteRenderer.enabled = true;
// 检查玩家交互(例如按下鼠标左键)
if (Input.GetMouseButtonDown(0))
{
ContinueTimeline();
}
}
else
{
scissorSpriteRenderer.sprite = closedScissorSprite;
cutLineSpriteRenderer.enabled = false;
}
}
[YarnCommand("play_timeline_cutline")]
public void PlayTimeline()
{
timelineDirector.Play();
actorGroup.SetActive(true);
}
public void FinishCutLine()
{
StartCoroutine(FinishSequence());
}
private IEnumerator FinishSequence()
{
// 淡出剪刀和切割线
scissorSpriteRenderer.DOFade(0f, fadeDuration);
cutLineSpriteRenderer.DOFade(0f, fadeDuration);
yield return new WaitForSeconds(fadeDuration*4);
foreach (SpriteRenderer child in actorGroup.GetComponentsInChildren<SpriteRenderer>())
{
child.DOFade(0f, fadeDuration*2);
}
yield return new WaitForSeconds(fadeDuration*2);
// 销毁GameObject
Destroy(gameObject);
// 调用对话控制器
DialogController.Instance.StartDialogNode("CutLine");
}
public void ActivateInteraction()
{
StartCoroutine(InteractionSequence());
}
private IEnumerator InteractionSequence()
{
// 开始阶段:淡入
scissorSpriteRenderer.transform.DOLocalMoveX(7.39f, fadeDuration);
cutLineSpriteRenderer.DOFade(1f, fadeDuration);
yield return new WaitForSeconds(fadeDuration);
// 执行阶段:激活交互逻辑
isActive = true;
// 等待交互完成
yield return null;
}
void ContinueTimeline()
{
timelineDirector.Play();
}
}
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