增加第一次色觉校准的表现,优化部分day2的yarn
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@@ -40,6 +40,7 @@ public class EyeManager : MonoBehaviour
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private bool isFirstTarget=true; // 新增的字段
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private float colorTransitionDuration;
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private EyeState currentState=EyeState.CanImagineColor;
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public EyeState CurrentState
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@@ -55,13 +56,13 @@ public class EyeManager : MonoBehaviour
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}
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}
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}
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private Tween hsvShiftTween;
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private void Awake()
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{
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InitializeTargets();
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}
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private void Start()
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{
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@@ -286,7 +287,51 @@ private float MapSaturation(float input)
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return Mathf.Lerp(-100, 0, input);
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}
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private Sequence glitchin;
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[YarnCommand("EyeGlitch_in")]
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public IEnumerator EyeGlitch_in()
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{
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glitchin = DOTween.Sequence();
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Material material = eyeImage.material;
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if(eyeImage==null)
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{
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Debug.LogError("No eyeImage");
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yield break;
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}
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// _HsvShift 从 0 ~ 360 来回变化
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hsvShiftTween = DOTween.To(() => material.GetFloat("_HsvShift"), x => material.SetFloat("_HsvShift", x), 360, 1f)
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.SetLoops(-1, LoopType.Yoyo);
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glitchin.Append(hsvShiftTween);
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// _GlitchAmount 1 秒内从 0 ~ 8
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glitchin.Insert(0, DOTween.To(() => material.GetFloat("_GlitchAmount"), x => material.SetFloat("_GlitchAmount", x), 8, 1f));
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// _WarpStrength 1 秒内从 0 ~ 0.015
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glitchin.Insert(0, DOTween.To(() => material.GetFloat("_WarpStrength"), x => material.SetFloat("_WarpStrength", x), 0.015f, 1f));
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yield return new WaitForSeconds(1f);
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}
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[YarnCommand("EyeGlitch_out")]
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public void EyeGlitch_out(float duration)
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{
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Material material = eyeImage.material;
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if(eyeImage==null)
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{
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Debug.LogError("No eyeImage");
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return;
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}
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if (glitchin != null && glitchin.IsActive())
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{
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glitchin.Kill();
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}
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material.DOFloat(0,"_WarpStrength", duration);
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material.DOFloat(0,"_GlitchAmount", duration);
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material.DOFloat(0,"_HsvShift", duration);
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// 确保之前的动画被停止
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}
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@@ -333,7 +378,11 @@ public IEnumerator SetEyeColor(string color,string memoryName=null)
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Sequence sequence = DOTween.Sequence();
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// 添加一个 tween 来改变 _RoundWaveStrength 的值
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sequence.Append(material.DOFloat(1, "_RoundWaveStrength", 2));
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sequence.Append(material.DOFloat(1, "_RoundWaveStrength", 2)).OnComplete(() =>
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{
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EyeGlitch_out(0.5f);
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});
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// 根据颜色改变 _ColorChangeTolerance 的值
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switch (color.ToLower())
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@@ -2363,7 +2363,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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targetTransform: {fileID: 0}
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burnRadiusMin: 28
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burnRadiusMax: 33
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burnRadiusMax: 34
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backSpriteRenderer: {fileID: 1813954929}
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wrongColorSpriteRenderer: {fileID: 588332639}
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--- !u!212 &179062445
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@@ -12129,7 +12129,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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targetTransform: {fileID: 0}
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burnRadiusMin: 25
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burnRadiusMax: 31
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burnRadiusMax: 32
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backSpriteRenderer: {fileID: 1505625441}
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wrongColorSpriteRenderer: {fileID: 1213839932}
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--- !u!212 &887059454
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@@ -14545,8 +14545,10 @@ Material:
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- CHANGECOLOR2_ON
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- CHANGECOLOR3_ON
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- CHANGECOLOR_ON
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- GLITCH_ON
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- HSV_ON
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- ROUNDWAVEUV_ON
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- WARP_ON
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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@@ -14638,7 +14640,7 @@ Material:
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- _ColorSwapRedLuminosity: -0.64
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- _Contrast: 1
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- _CullingOption: 0
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- _DistortAmount: 0.5
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- _DistortAmount: 0.29
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- _DistortTexXSpeed: 5
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- _DistortTexYSpeed: 5
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- _EditorDrawers: 6
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@@ -14653,7 +14655,7 @@ Material:
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- _GhostBlend: 1
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- _GhostColorBoost: 0
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- _GhostTransparency: 0
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- _GlitchAmount: 3
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- _GlitchAmount: 0
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- _GlitchSize: 1
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- _Glow: 10
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- _GlowGlobal: 1
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@@ -14693,7 +14695,7 @@ Material:
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- _MotionBlurDist: 1.25
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- _MyDstMode: 10
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- _MySrcMode: 5
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- _NegativeAmount: 1
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- _NegativeAmount: 0
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- _OffsetUvX: 0
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- _OffsetUvY: 0
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- _OnlyInnerOutline: 0
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@@ -14713,8 +14715,8 @@ Material:
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- _OverlayTextureScrollYSpeed: 0.25
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- _PinchUvAmount: 0.35
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- _PixelateSize: 32
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- _PosterizeGamma: 0.75
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- _PosterizeNumColors: 8
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- _PosterizeGamma: 0.1
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- _PosterizeNumColors: 33.6
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- _PosterizeOutline: 0
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- _RadialClip: 45
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- _RadialClip2: 0
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@@ -14742,7 +14744,7 @@ Material:
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- _TwistUvRadius: 0.75
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- _WarpScale: 0.5
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- _WarpSpeed: 8
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- _WarpStrength: 0.025
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- _WarpStrength: 0
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- _WaveAmount: 12.9
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- _WaveSpeed: 10
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- _WaveStrength: 7.5
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@@ -16114,7 +16116,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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--- !u!224 &1229487020
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RectTransform:
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m_ObjectHideFlags: 0
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@@ -27436,7 +27438,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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targetTransform: {fileID: 0}
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burnRadiusMin: 26
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burnRadiusMax: 29
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burnRadiusMax: 30
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backSpriteRenderer: {fileID: 754425920}
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wrongColorSpriteRenderer: {fileID: 238151918}
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--- !u!212 &1921249781
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@@ -800,7 +800,7 @@ position: 345,412
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<<fade_out 1>>
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<<add_task TaskManager "修好佩佩的UF模块">>
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<<add_task TaskManager "执行记忆-记忆桥阻断术,切断连接" "修好佩佩的UF模块">>
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<<add_task TaskManager "执行记忆-记忆桥阻断术" "修好佩佩的UF模块">>
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<<wait 0.5>>
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<<task_moveIn TaskManager>>
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@@ -7,6 +7,9 @@ tags:
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position: 58,-1212
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---
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//<<CharacterInit>>
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// <<load_scene 佩佩视觉模块>>
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// <<jump ColorRecover>>
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<<jump TV>>
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===
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@@ -688,7 +691,9 @@ position: 85,821
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//<<Set_VeiwCrowSocketAvailable ViewManager "UFView" true>>
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//[command name=activate_socket_choice /]
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//->UFViewCrowBar//要拆除哪个veiw就加后缀
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<<fade_in 1>>
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<<Set_ViewVisualState ViewManager "UFView" 1>>
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<<fade_out 1>>
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//////撬开来之后佩佩应该就开始痛,直到你说这不会停下,佩佩吼着让你把它拆掉
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佩佩: 啊…医生,又开始痛了…
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我: 不好…看来UF的光漏了出来,正在灼烧她的左侧视觉……
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@@ -741,6 +746,7 @@ position: 85,821
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我: 色觉模块吗?
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佩佩: 当然啦。我想知道,我的想象一直都是对的吗?
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佩佩: 我已经太久没有看到过真实的色彩了…我想要看到。
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//////这里感觉是不是说规定好一点?其实感觉医生这里爆粗会不错233
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我: 这已经超出了公司雇佣我希望我完成的工作了……
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我: 但是…为什么不呢?
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我: 我们来吧。
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@@ -766,19 +772,29 @@ position: 85,1052
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佩佩: 这不是你告诉我的道理吗?
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佩佩: 我知道你有任务在身,但你是真心想要帮助我,治好我……
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佩佩: 你说想象力是可贵的,尽管想象力不能帮我更好地操作UF。
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佩佩: 医生,我觉得你的慈悲心也是可贵的。
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佩佩: 你说艺术家是伟大的,你也是伟大的,医生。
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//感觉慈悲和伟大从佩佩嘴里说出来略怪
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佩佩: 医生,我觉得你也是可贵的。
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//佩佩: 医生,我觉得你的慈悲心也是可贵的。
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//佩佩: 你说艺术家是伟大的,你也是伟大的,医生。
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我: ……
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->谢谢你
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我: 谢谢你,佩佩……谢谢你。
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佩佩: 真希望你能一直这样…真希望我们都能一直这样。
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佩佩: ……
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->我担不起
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我: 我…并不伟大。我失败了,佩佩。
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佩佩: 不,你尽力了,医生。换一个人来,也不会做的更好的……
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->照顾好自己
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我: 佩佩,照顾好自己...
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佩佩: 我会的!
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佩佩: 在水下已经太久了...马上,我就要去大口的呼吸了!
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佩佩: 医生,别担心我
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// ->我担不起
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// 我: 我…并不伟大。我失败了,佩佩。
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// 佩佩: 不,你尽力了,医生。换一个人来,也不会做的更好的……
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我: 啊…初始化完成了,佩佩。回复色觉的过程可能会有些痛,准备好了吗?
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佩佩: 当然,来吧。
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->执行色觉校准
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//->执行色觉校准
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<<hide_dialog>>
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<<set_EyeState EyeManager "CannotImagineColor">>
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<<start_transition ViewManager "EyeView">>
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//我们的两次上色都是从无色开始,所以先进入无色模式
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//<<set_EyeState EyeManager "CannotImagineColor">>
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//<<start_transition ViewManager "EyeView">>
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@@ -797,11 +813,11 @@ position: 85,1052
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//<<set_EyeColor EyeManager "blue" "liuying1-3">>
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//如果这里不想要混合这一步,也可以自己做逻辑判断,在最后一部直接调用以下部分
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->校准颜色
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<<hide_dialog>>
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<<set_EyeState EyeManager "CanSeeColor">>
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<<EyeGetColor EyeManager>>
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<<EyeGlitch_in EyeManager>>
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//<<set_EyeState EyeManager "CanSeeColor">>
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佩佩: 啊…啊啊啊!好多……
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我: 佩佩? #auto_next
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<<EyeGetColor EyeManager>>
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佩佩: 啊,啊!啊!!
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我: 坚持住,佩佩!
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佩佩: 啊…美丽的……
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@@ -815,7 +831,9 @@ position: 85,1052
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<<wait 1>>
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<<set_Eyetarget EyeManager "plant">>
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佩佩: 我已经……太久没有……
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我: 好了。佩佩,让我们收拾一下……
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//我: 好了,佩佩,让我们收拾一下……
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我: 好了佩佩,你需要休息一下
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我: 外面会有更多的色彩可以让你“呼吸”
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<<complete_task TaskManager "校准色觉">>
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<<task_moveOut TaskManager>>
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<<jump EndTreatment>>
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