bug修复

This commit is contained in:
2025-03-01 21:31:24 +08:00
parent 4a7962dcde
commit e91e8072f4
9 changed files with 519 additions and 86 deletions
+422
View File
@@ -0,0 +1,422 @@
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<type fullname="UnityEngine.UI.RawImage" preserve="all" />
<type fullname="UnityEngine.UI.RectMask2D" preserve="all" />
<type fullname="UnityEngine.UI.Scrollbar" preserve="all" />
<type fullname="UnityEngine.UI.ScrollRect" preserve="all" />
<type fullname="UnityEngine.UI.Slider" preserve="all" />
<type fullname="UnityEngine.UI.Text" preserve="all" />
<type fullname="UnityEngine.UI.Toggle" preserve="all" />
<type fullname="UnityEngine.UI.VerticalLayoutGroup" preserve="all" />
<type fullname="UnityEngine.UI.AnimationTriggers" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.UI.Button/ButtonClickedEvent" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.UI.ColorBlock" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.UI.FontData" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.UI.MaskableGraphic/CullStateChangedEvent" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.UI.Navigation" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.UI.ScrollRect/ScrollRectEvent" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.UI.Scrollbar/ScrollEvent" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.UI.Slider/SliderEvent" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.UI.SpriteState" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.UI.Toggle/ToggleEvent" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.EventSystems.EventTrigger/Entry" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.EventSystems.EventTrigger/TriggerEvent" preserve="nothing" serialized="true" />
</assembly>
<assembly fullname="UnityEngine.UIModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<type fullname="UnityEngine.Canvas" preserve="all" />
<type fullname="UnityEngine.CanvasGroup" preserve="all" />
<type fullname="UnityEngine.CanvasRenderer" preserve="all" />
</assembly>
<assembly fullname="VolFx, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null">
<type fullname="VolFx.AdjustmentsVol" preserve="all" />
<type fullname="VolFx.AsciiVol" preserve="all" />
<type fullname="VolFx.BloomVol" preserve="all" />
<type fullname="VolFx.BlurVol" preserve="all" />
<type fullname="VolFx.ChromaticVol" preserve="all" />
<type fullname="VolFx.DistortVol" preserve="all" />
<type fullname="VolFx.DitherVol" preserve="all" />
<type fullname="VolFx.GlitchVol" preserve="all" />
<type fullname="VolFx.OutlineVol" preserve="all" />
<type fullname="VolFx.PixelationVol" preserve="all" />
<type fullname="VolFx.ScanlinesVol" preserve="all" />
<type fullname="VolFx.VhsVol" preserve="all" />
<type fullname="VolFx.CurveParameter" preserve="nothing" serialized="true" />
<type fullname="VolFx.CurveValue" preserve="nothing" serialized="true" />
<type fullname="VolFx.DitherVol/NoiseModeParameter" preserve="nothing" serialized="true" />
<type fullname="VolFx.GradientParameter" preserve="nothing" serialized="true" />
<type fullname="VolFx.GradientValue" preserve="nothing" serialized="true" />
<type fullname="VolFx.OutlineVol/ModeParameter" preserve="nothing" serialized="true" />
<type fullname="VolFx.OutlineVol/RemapParameter" preserve="nothing" serialized="true" />
</assembly>
<assembly fullname="YarnSpinner.Unity, Version=2.4.2.0, Culture=neutral, PublicKeyToken=null">
<type fullname="Yarn.Unity.AudioLineProvider" preserve="all" />
<type fullname="Yarn.Unity.DialogueRunner" preserve="all" />
<type fullname="Yarn.Unity.InMemoryVariableStorage" preserve="all" />
<type fullname="Yarn.Unity.Localization" preserve="all" />
<type fullname="Yarn.Unity.YarnProject" preserve="all" />
<type fullname="Yarn.Unity.DialogueRunner/StringUnityEvent" preserve="nothing" serialized="true" />
<type fullname="Yarn.Unity.LineMetadata" preserve="nothing" serialized="true" />
<type fullname="Yarn.Unity.LineMetadata/StringDictionary" preserve="nothing" serialized="true" />
<type fullname="Yarn.Unity.Localization/AssetDictionary" preserve="nothing" serialized="true" />
<type fullname="Yarn.Unity.Localization/StringDictionary" preserve="nothing" serialized="true" />
</assembly>
<assembly fullname="UnityEngine.TextCoreFontEngineModule">
<type fullname="UnityEngine.TextCore.FaceInfo" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.TextCore.Glyph" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.TextCore.GlyphMetrics" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.TextCore.GlyphRect" preserve="nothing" serialized="true" />
</assembly>
</linker>
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 024cdf7ae4a7d254bbed08eb7eb2ce20
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+1 -1
View File
@@ -165,7 +165,7 @@ Material:
- _DirectionalAlphaFadeNoiseFactor: 0.2
- _DirectionalAlphaFadeRotation: 0
- _DirectionalAlphaFadeWidth: 0.2
- _DirectionalDistortionFade: 0
- _DirectionalDistortionFade: -15
- _DirectionalDistortionInvert: 1
- _DirectionalDistortionNoiseFactor: 0.2
- _DirectionalDistortionRandomDirection: 0.1
@@ -187,3 +187,10 @@ position: -1580,-2168
<<endif>>
===
title: 重复看同一个目标
tags:
position: -9,21
---
<<jump 视觉检查_目标重复>>
===
@@ -156,16 +156,12 @@ position: -537,-1759
<<jump Center>>
===
title: 视觉检查_目标重复
position: -537,-1759
---
me: 刚才已经试过这个了…这次选一个不同的目标吧。
<<jump EyeCheckEnd>>
===
@@ -182,3 +182,12 @@ position: -9,21
<<ModuleHightLight Eye false>>
===
title: 重复看同一个目标
tags:
position: -9,21
---
<<jump UF检查_目标重复>>
===
@@ -69,6 +69,14 @@ me: 哈!总算……让我看看这里边到底有啥东西吧。
<<switch_fix_system_to UF>>
===
title: UF检查_目标重复
position: 275,-222
---
me: 刚才已经试过这个了…这次选一个不同的目标吧。
<<jump UFCheckEnd>>
===
title: UFCheck
tags:
colorID: 3
@@ -76,11 +84,11 @@ group:视觉检查
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……
<<if $currentEyeTarget != ""&&$currentEyeTarget!="computer">>
<<if $currentEyeTarget!="computer">>
<<set $UFCount = $UFCount + 1>>
<<elseif $currentEyeTarget=="computer">>
<<else>>
ULM自训练进程: 未识别到对应记忆,无法训练!尝试其他目标。
me: 这个似乎不生效,我们得换一个目标。
me: 这个似乎不生效,我们得换一个目标。
<<jump UFCheckEnd>>
<<endif>>
@@ -109,18 +117,11 @@ 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
<<set $targetDescription = "红色">>
<<set $targetDescription = "人物面部">>
<<set $memoryDescription = "生气涨红的脸,是红色的,她总是生气,我记得的...">>
<<else>>
ULM自训练进程: 未识别到对应记忆,无法训练!尝试其他目标。
<<jump UFCheckEnd>>
<<endif>>
ULM自训练进程: 目标标记,{$targetDescription},正在进行第130624次图像生成训练…
【*{$targetDescription}*相关的图像逐渐生成出来】
<<if $UFCount == 1>>
me: 图像生成…训练?<br>在我接管这个自动进程之前,它已经生成了十几万张……
<<endif>>
me: 图像生成…训练?<br>在我接管这个自动进程之前,它已经生成了十几万张……
<<if $currentEyeTarget == "sky" && !$HaveSeenSky>>
peipei: 这个圆圆的是…治疗室的窗户吗?<br>我都快认不出了…
<<elseif $currentEyeTarget == "plant" && !$HaveSeenPlant>>
@@ -131,9 +132,7 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
<<UF_spriteOut UFSystem>>
<<jump UFCheckEnd>>
<<endif>>
<<if $UFCount == 2>>
<<elseif $UFCount == 2>>
//me: 【占位】UF在把看到的画面变成数据...上传网络?
//me: 【占位】这就是UF创造力的来源么
peipei: 不是这个颜色…不是这个颜色……
@@ -146,7 +145,7 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
me: 这是怎么回事…佩佩?<br>这好像是…我们上次看过的记忆画面。
<<hide_dialog>>
<<UF_SwitchState UFSystem memory 3>>
<<UF_SwitchState UFSystem memory 3>>
//记忆消退融合
//peipei: 【占位】,{$memoryDescription}
@@ -231,7 +230,6 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
<<jump UFCheckEnd>>
<<elseif $UFCount == 4>>
<<if $currentEyeTarget == "sky" && $HaveSeenSky>>
<<set $memoryTarget = "天空">>
<<elseif $currentEyeTarget == "plant" && $HaveSeenPlant>>
@@ -239,63 +237,48 @@ 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
<<elseif $currentEyeTarget == "poster" && $HaveSeenPoster>>
<<set $memoryTarget = "海报">>
<<endif>>
peipei: 我可以的…我可以的……
<<set $UFCount = $UFCount + 1>>
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem imagination 3>>
【*{$targetDescription}*相关的记忆浮现】
peipei: 真的…好痛……
<<UF_SwitchState UFSystem memory 1>>
<<wait 2>>
<<UF_SwitchState UFSystem imagination 1>>
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem memory 1>>
peipei: 痛…痛死了……看这些…UF……请帮我……画一张……
<<UF_SwitchState UFSystem imagination 1>>
me: 佩佩?你在…控制这些想象?
peipei: 嘶…你一定能明白的吧?UF……我快不行了…
//<<OpenSingleButtonWindow WindowManager 警告! 模块温度接近临界值>>
//peipei: 【占位】{$memoryDescription}
<<UF_SwitchState UFSystem memory 1>>
//记忆消退融合
<<wait 1>>
<<UF_SwitchState UFSystem UF 1>>
//⭐⭐⭐这里可不可以把佩佩的“不停想象”做成不抢夺玩家控制、又超出原有范围的?⭐⭐⭐
//↑感觉这里不合适,不然这里应该也要过热了,抢后面节奏
<<UF_SwitchState UFSystem memory 1>>
【生成了错误的*{$targetDescription}*相关图像】
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集……
ULM自训练进程: 上传被拒绝:图像未通过自动审查!<br>原因:存在不合规范的内容。
peipei: 怎么会…怎么会是这个样子……?这不是我所想象的……
<<hide_dialog>>
<<wait 1>>
//ULM自训练进程: 错误!检测温度异常升高,自训练进程已停止!
me: 快停下…佩佩。
me: 所以…问题就在于这些记忆数据。<br>不。应该说…问题在于把这些数据向外传输的……欲望。
me: 那种想要去“看见”的欲望。
<<hide_dialog>>
<<wait 1>>
me: 已经足够了…我想已经可以进行病理分析了。
<<StopUFEffect_loop UFSystem>>
<<Set_MouseMovementLockState EyeManager false>>
<<UF_spriteOut UFSystem>>
<<jump 退出UF>>
<<if $memoryTarget!="">>
【*{$targetDescription}*相关的记忆浮现】
//<<UF_SwitchState UFSystem imagination 3>>
//<<wait 1.5>>
//<<UF_SwitchState UFSystem memory 3>>
//<<wait 1.5>>
//me: 【占位】嗯,{$memoryTarget}看到绿萝时流入的数据,是佩佩被唤起的记忆...
//<<UF_SwitchState UFSystem UF 2>>
//<<UF_spriteOut UFSystem 2>>
//me: 【占位】我得确认下其他部分
me: 刚才已经试过这个了…这次选一个不同的目标吧。
<<set $memoryTarget = "">>
<<jump UFCheckEnd>>
<<else>>
peipei: 我可以的…我可以的……
<<set $UFCount = $UFCount + 1>>
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem imagination 3>>
【*{$targetDescription}*相关的记忆浮现】
peipei: 真的…好痛……
<<UF_SwitchState UFSystem memory 1>>
<<wait 2>>
<<UF_SwitchState UFSystem imagination 1>>
<<OpenSingleButtonWindow WindowManager 警告!检测到兼容性错误:未授权的数据传入!>>
<<UF_SwitchState UFSystem memory 1>>
peipei: 痛…痛死了……看这些…UF……请帮我……画一张……
<<UF_SwitchState UFSystem imagination 1>>
me: 佩佩?你在…控制这些想象?
peipei: 嘶…你一定能明白的吧?UF……我快不行了…
//<<OpenSingleButtonWindow WindowManager 警告! 模块温度接近临界值>>
//peipei: 【占位】{$memoryDescription}
<<UF_SwitchState UFSystem memory 1>>
//记忆消退融合
<<wait 1>>
<<UF_SwitchState UFSystem UF 1>>
//⭐⭐⭐这里可不可以把佩佩的“不停想象”做成不抢夺玩家控制、又超出原有范围的?⭐⭐⭐
//↑感觉这里不合适,不然这里应该也要过热了,抢后面节奏
<<UF_SwitchState UFSystem memory 1>>
【生成了错误的*{$targetDescription}*相关图像】
ULM自训练进程: 已生成所选目标的自动训练图像!<br>图像正在上传至UF共享数据集……
ULM自训练进程: 上传被拒绝:图像未通过自动审查!<br>原因:存在不合规范的内容。
peipei: 怎么会…怎么会是这个样子……?这不是我所想象的……
<<hide_dialog>>
<<wait 1>>
//ULM自训练进程: 错误!检测温度异常升高,自训练进程已停止!
me: 快停下…佩佩。
me: 所以…问题就在于这些记忆数据。<br>不。应该说…问题在于把这些数据向外传输的……欲望。
me: 那种想要去“看见”的欲望。
<<hide_dialog>>
<<wait 1>>
me: 已经足够了…我想已经可以进行病理分析了。
<<StopUFEffect_loop UFSystem>>
<<Set_MouseMovementLockState EyeManager false>>
<<UF_spriteOut UFSystem>>
<<jump 退出UF>>
<<endif>>
<<endif>>
===
+2 -2
View File
@@ -9284,10 +9284,10 @@ MonoBehaviour:
- {fileID: 11400000, guid: afc5b01ef301cc74db7cae741acad427, type: 2}
- {fileID: 11400000, guid: 9e3b2c77ad4a9454188d458da2cf0ddd, type: 2}
- {fileID: 11400000, guid: e749fe0f9aa32f44097e037f52a5bfe0, type: 2}
runMode: 0
runMode: 2
firstTalkSo: {fileID: 11400000, guid: ac5ca9a66ff22ab4b9cd5adbdade6b8c, type: 2}
testTalkSo: {fileID: 11400000, guid: e749fe0f9aa32f44097e037f52a5bfe0, type: 2}
saveFileName: "PeipeiDay3_\u7EE7\u7EED\u6E05\u9664\u8BB0\u5FC6\u8272\u5F69"
saveFileName: "PeipeiDay2_UF\u68C0\u67E5"
--- !u!4 &719228339
Transform:
m_ObjectHideFlags: 0
@@ -154,7 +154,16 @@ public class EyeSystem : MonoBehaviour
}
//yield return new WaitForSeconds(eyeStateEffect.TransitionDuration);
if (currentTarget == target)
{
DialogController.Instance.StartDialogNode("重复看同一个目标");
currentTarget = target;
mouseFollowAndZoom.SetIndicatorTarget(currentTarget);
currentTarget.BlurOut(eyeStateEffect.TransitionDuration, false);
yield return new WaitForSeconds(eyeStateEffect.TransitionDuration);
yield break;
}
currentTarget = target;
mouseFollowAndZoom.SetIndicatorTarget(currentTarget);
currentTarget.BlurOut(eyeStateEffect.TransitionDuration, false);