提交new1和new2
This commit is contained in:
@@ -1,25 +1,20 @@
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title: Start
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tags:
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position: 259,-1970
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tags:
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colorID: 8
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position: 240,-2040
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---
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新闻:balabalabala
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<<indoor>>
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<<jump 日常对话>>
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<<jump VarsInit>>
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===
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title: 日常对话
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tags:
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position: 259,-1669
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---
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peipei:我生病了
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me:开始治疗吧
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<<jump 诊断初始化>>
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===
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title: 诊断初始化
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tags:
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position: 254,-1295
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title: VarsInit
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tags:
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colorID: 4
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position: 240,-1880
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---
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///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
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///【流程逻辑】
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//如果线索板都答对了,就自动触发这个为true,这是主目标
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<<declare $isFinishedClueBoard=false>>
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@@ -50,20 +45,90 @@ position: 254,-1295
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<<declare $previousMatchCode="">>
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///【谈论对象初始化】
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<<declare $chipDiscussCount=0>>
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<<declare $ufDiscussCount=0>>
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<<declare $eyeDiscussCount=0>>
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<<declare $memDiscussCount=0>>
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<<declare $emoDiscussCount=0>>
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<<declare $logicDiscussCount=0>>
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<<declare $speakerDiscussCount=0>>
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///【剧情信息】
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//是否已知:UF是什么
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<<declare $ufKnown=false>>
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//是否已经见过UF
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<<declare $ufSeen=false>>
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//是否已知:为什么要使用UF
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<<declare $ufpurposeKnown=false>>
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//是否已知:色觉芯片是缺失的
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<<declare $chipmissingKnown=false>>
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//是否已知:佩佩的眼睛不舒服
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<<declare $eyeproblemKnown=false>>
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//是否已知:佩佩视觉是黑白的
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<<declare $eyenocolorKnown=false>>
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//是否已知:佩佩会想象出颜色
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<<declare $eyecolorKnown=false>>
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<<jump 引入对话>>
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===
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title: 引入对话
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tags:
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colorID: 8
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position: 241,-1669
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---
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//分支剧情的初始化
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peipei: 自述是一名美工,最近绘图结果有明显问题
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peipei: 希望进行检查,让工作恢复正常
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->继续聊聊
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me: 跟我多说说这个绘图,手不舒服么?
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peipei: 没有,手挺好的
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peipei: 我们有一个绘图的专业模块,叫UF
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peipei: 所有的绘图都是通过它的
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me: 这个UF是啥原理
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peipei: 不清楚,但是美工都有
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peipei: 应该是它出问题了,麻烦您看看
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peipei: 不对,记得他们跟我说这个东西很精密不会出问题
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me: 不过既然绘图都是通过UF,就从UF查起吧……
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me: 也许是有什么别的问题影响到它了
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<<set $ufKnown=true>>
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->再继续聊聊
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me: 身体有没有什么不舒服
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peipei: 要说的话,眼睛有点涩
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peipei: 但这应该和绘图没关系
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peipei: 眼睛涩已经很久了,但绘图有问题是最近的
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me: 身体不只是为了工作啊,不舒服也很要紧啊…
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me: 我都帮你看看吧
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<<set $eyeproblemKnown=true>>
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->开始治疗
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->开始治疗
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<<jump 诊断初始化>>
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===
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title: 诊断初始化
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tags:
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colorID: 3
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position: 240,-1440
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---
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<<fade_in 0.5>>
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<<load_scene 佩佩视觉模块>>
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<<OpenClueBoard ClueBoard>>
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<<Set_ViewVisualState ViewManager "ColorView" 1>>
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<<wait 0.5>>
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<<fade_out 0.5>>
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//<<jump 主维修界面>>
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<<if $ufKnown == true>>
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me: 好了,这个UF模块在哪呢……
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<<else>>
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me: 好了,绘图结果不正常…会是什么问题呢?
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<<endif>>
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<<jump 主维修界面 >>
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===
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title: AddAllClueToFavorites
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position: -760,-1665
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tags:
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colorID: 6
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position: -560,-1440
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---
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<<generate_PunchTape ClueManager "海报" "EyeView" "liuying1-1" "红色" true>>
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<<generate_PunchTape ClueManager "植物" "EyeView" "liuying1-2" "绿色" true>>
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@@ -71,10 +136,12 @@ position: -760,-1665
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<<generate_MemoryClue ClueManager "病房" "liuying1-3" "蓝色" true>>
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<<generate_MemoryClue ClueManager "草地绘画" "liuying1-2" "绿色" true>>
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<<generate_MemoryClue ClueManager "夕阳景色" "liuying1-1" "红色" true>>
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<<generate_UFClue ClueManager UFImage can_grass_error 绿色 true>>
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<<generate_UFClue ClueManager UFImage can_grass_error 绿色 true>>
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===
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title: 主维修界面
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position: 261,-771
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tags:
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colorID: 3
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position: 240,-440
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---
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<<start_transition ViewManager "MainView">>
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@@ -97,8 +164,9 @@ position: 261,-771
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<<endif>>
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===
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title: ClueBoard
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tags:
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position: -236,-1318
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tags:
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colorID: 3
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position: -360,-1240
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---
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<<if $clueBoardStep == 0>>
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<<if $clueCategory == "UFView">>
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@@ -148,17 +216,22 @@ position: -236,-1318
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<<endif>>
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===
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title: 结论
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tags:
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position: -236,-1047
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tags:
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colorID: 8
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position: 40,-1040
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---
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//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
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peipei:佩佩需要手术
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peipei:我们去手术吧
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<<set $ufDiscussCount=4>>
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<<set EyeDiscussCount=3>>
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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
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它给出的指示是:执行视觉-记忆桥截断术
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佩佩对于这个手术感到很焦虑;医生安慰
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<<jump 手术>>
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===
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title: 手术
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tags:
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position: -235,-771
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tags:
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colorID: 8
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position: 40,-840
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---
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<<wait_for_ClueBoard_close ClueBoard>>
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<<set_scissors_mode LineManager true>>
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@@ -183,28 +256,32 @@ position: -235,-771
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<<set $eyeTargetTriggerCount=0>>
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<<set $isFinishedEyeCheck=1>>
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<<set $isFinishedUFCheck=1>>
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<<set $ufDiscussCount=5>>
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// <<add_task TaskManager "检查视觉模块" "修好佩佩的UF模块">>
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// <<add_task TaskManager "检查UF模块" "修好佩佩的UF模块">>
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<<jump 主维修界面>>
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-> MemoryUFScissor
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me: 我们要剪的不是这个吧
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===
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title: 流程结束
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tags:
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position: 261,-400
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tags:
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colorID: 8
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position: 240,-40
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---
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me:看起来应该没什么问题了
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me:再见佩佩
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总结性对话
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和佩佩讨论工作的意义(工作本身并没有意义)
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佩佩反馈玩家的选择(谢谢你照顾我,谢谢你没有选择某让我难受的选项)
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再见
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===
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title: IntoEyeView
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tags:
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position: 1965,-2069
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tags:
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colorID: 6
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position: 640,-1640
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---
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<<if $eyenocolorKnown==false>>
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<<set $eyenocolorKnown=true>>
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<<endif>>
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<<if $isFinishedEyeCheck==-1>>
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me:这里似乎没什么可看的了
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<<jump EyeCheckEnd>>
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<<endif>>
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<<if $isFinishedEyeCheck==0>>
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@@ -235,43 +312,48 @@ me:这里似乎没什么可看的了
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<<jump Eye_plantAfterSurgery>>
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<<endif>>
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<<endif>>
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===
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title: FirstDialogue
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position: 2434,-1725
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tags:
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colorID: 8
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position: 640,-1240
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---
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me:佩佩,你怎么看到的是黑白的
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peipei:不用为我担心
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peipei:你看那边的天空
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解释色觉芯片可能动过手术
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peipei: 不过不用为我担心
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peipei: 你看那边的天空
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<<set_Eyetarget EyeManager "sky" false>>
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peipei:我小时候,经常透过窗户看蓝天
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peipei: 我小时候,经常透过窗户看蓝天
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<<set_EyeState EyeManager "CanImagineColor">>
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<<EyeEffect_FadeIn EyeManager>>
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me:啊,出现错误抖动了
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日志:未知进程,正在从记忆非法写入,打印记忆卡...
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me: 啊,出现错误抖动了
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日志: 未知进程,正在从记忆非法写入,打印记忆卡...
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<<generate_PunchTape ClueManager "天空" "EyeView" "liuying1-3" "蓝色">>
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me:好了,我要再做几次检查
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me: 好了,我要再做几次检查
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<<set $eyecolorKnown=true>>
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<<jump EyeCheckEnd>>
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===
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title: Eye_sky
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tags:
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position: 1722,-1730
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tags:
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colorID: 8
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position: 840,-1240
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---
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<<set_EyeState EyeManager "CanImagineColor">>
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<<EyeEffect_FadeIn EyeManager>>
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<<jump EyeCheckEnd>>
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===
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title: Eye_computer
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position: 2683,-1726
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tags:
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colorID: 8
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position: 1440,-1240
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---
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me:这个没有生成颜色,奇怪...
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<<jump EyeCheckEnd>>
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===
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title: Eye_poster
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position: 2203,-1721
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tags:
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colorID: 8
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position: 1240,-1240
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---
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<<if visited("Eye_poster")==false>>
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<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
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@@ -283,7 +365,9 @@ position: 2203,-1721
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<<jump EyeCheckEnd>>
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===
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title: Eye_plant
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position: 1961,-1731
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tags:
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colorID: 8
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position: 1040,-1240
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---
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<<if visited("Eye_plant")==false>>
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<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
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@@ -296,7 +380,9 @@ position: 1961,-1731
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===
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title: EyeCheckEnd
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position: 1959,-1242
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tags:
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colorID: 3
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position: 640,-840
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---
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<<if $isFinishedEyeCheck==-1>>
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me:这里似乎没什么新的线索了
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@@ -319,9 +405,10 @@ me:似乎有足够的信息了,我们离开这里吧
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<<endif>>
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<<Set_MouseMovementLockState EyeManager false>>
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===
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title: Eye_skyAfterSurgery
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position: 3671,-1729
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tags:
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colorID: 8
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position: 2240,-1240
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---
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<<if visited("Eye_skyAfterSurgery")==false>>
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<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
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@@ -329,7 +416,9 @@ position: 3671,-1729
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<<endif>>
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===
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title: Eye_computerAfterSurgery
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position: 3420,-1730
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tags:
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colorID: 8
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position: 2040,-1240
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---
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<<if visited("Eye_computerAfterSurgery")==false>>
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<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
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@@ -337,7 +426,9 @@ position: 3420,-1730
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<<endif>>
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===
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title: Eye_posterAfterSurgery
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position: 3177,-1729
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tags:
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colorID: 8
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position: 1840,-1240
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---
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<<if visited("Eye_posterAfterSurgery")==false>>
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<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
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@@ -345,7 +436,9 @@ position: 3177,-1729
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<<endif>>
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===
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title: Eye_plantAfterSurgery
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position: 2931,-1725
|
||||
tags:
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||||
colorID: 8
|
||||
position: 1638,-1240
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||||
---
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||||
<<if visited("Eye_plantAfterSurgery")==false>>
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<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
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@@ -353,19 +446,24 @@ position: 2931,-1725
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<<endif>>
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||||
|
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===
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||||
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title: End_memoryPaly
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||||
position: 1006,-1192
|
||||
tags:
|
||||
colorID: 3
|
||||
position: 2640,-840
|
||||
---
|
||||
<<MemoryFinished MemoryManager>>
|
||||
<<if $memoryCount==3>>
|
||||
me:似乎该看的都看了,我们退出记忆吧
|
||||
<<jump 主维修界面>>
|
||||
|
||||
me:似乎该看的都看了,我们退出记忆吧
|
||||
///todo只给提示,不自动退
|
||||
<<set $ufDiscussCount=3>>
|
||||
<<set $eyeDiscussCount=2>>
|
||||
<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
===
|
||||
title: 天空
|
||||
position: 746,-1726
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 2640,-1240
|
||||
---
|
||||
<<wait 1>>
|
||||
peipei_child: 医生!看,大象!
|
||||
@@ -389,7 +487,9 @@ me:好了,这个记录下吧
|
||||
<<jump End_memoryPaly>>
|
||||
===
|
||||
title: 海报
|
||||
position: 1003,-1727
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 2840,-1240
|
||||
---
|
||||
<<wait 1>>
|
||||
unknown: 好美啊。
|
||||
@@ -407,9 +507,10 @@ me:好了,这个记录下吧
|
||||
<<endif>>
|
||||
<<jump End_memoryPaly>>
|
||||
===
|
||||
|
||||
title: 植物
|
||||
position: 1256,-1727
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 3040,-1240
|
||||
---
|
||||
<<wait 1>>
|
||||
peipei: 要是工作也能画画…要是能永远画画就好了。
|
||||
@@ -428,28 +529,31 @@ me:好了,这个记录下吧
|
||||
<<endif>>
|
||||
<<jump End_memoryPaly>>
|
||||
===
|
||||
title: EmoViewDialogue
|
||||
position: 83,-2424
|
||||
---
|
||||
me:情绪平稳
|
||||
===
|
||||
title: SpeakViewDialogue
|
||||
position: 405,-2419
|
||||
---
|
||||
me:讲话清晰
|
||||
===
|
||||
title: OnUFViewDeepIn
|
||||
position: -377,-1655
|
||||
tags:
|
||||
colorID: 3
|
||||
position: -960,-1040
|
||||
---
|
||||
<<if $isFinishedUFCheck==0>>
|
||||
<<set $isFinishedUFCheck=-1>>
|
||||
me:居然无法进入了
|
||||
<<if $ufKnown==false>>
|
||||
me: 为什么你的左眼长得不一样?
|
||||
解释UF
|
||||
<<elseif $ufSeen==false>>>>
|
||||
me: 这就是你提到的UF吗?
|
||||
me: 没想到…竟然是加装在眼睛上的。
|
||||
<<endif>>
|
||||
me:居然无法进入,权限还挺高。
|
||||
me: 为啥要专门用一个模块来做这件事情呢,还有这么高的权限…
|
||||
peipei: 解释公司对AI绘图的规定
|
||||
<<set $ufpurposeKnown = true>>
|
||||
me:那就外部测试下吧
|
||||
me:生成UF图
|
||||
<<show_photo UFManager "can_grass_error">>
|
||||
<<hide_photo UFManager>>
|
||||
<<generate_UFClue ClueManager UFImage can_grass_error 绿色>>
|
||||
me:生成好了
|
||||
<<set $ufDiscussCount=2>>
|
||||
<<elseif $isFinishedUFCheck==1>>
|
||||
<<set $isFinishedUFCheck=-1>>
|
||||
me: 再试试生成
|
||||
@@ -457,6 +561,216 @@ position: -377,-1655
|
||||
<<hide_photo UFManager>>
|
||||
<<generate_UFClue ClueManager UFImage can_grass_normal 绿色>>
|
||||
me:生成好了
|
||||
<<set $ufDiscussCount=6>>
|
||||
<<endif>>
|
||||
<<jump 主维修界面>>
|
||||
===
|
||||
title: EmoViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 130,-1683
|
||||
---
|
||||
<<if $emoDiscussCount == 0>>
|
||||
<<if $logicDiscussCount == 0>>
|
||||
情绪模块摸起来有点热,负荷很高;但暂不需要介入
|
||||
佩佩没有关注过情绪
|
||||
<<else>>
|
||||
情绪模块摸起来有点热,这似乎是逻辑模块功率不足的原因
|
||||
如果情绪模块缓解,逻辑模块运转也会顺畅很多
|
||||
公司技术员说过这是部分机体会有的先天缺陷
|
||||
<<endif>>
|
||||
<<set $emoDiscussCount=1>>
|
||||
<<else>>
|
||||
情绪模块还是很热
|
||||
<<endif>>
|
||||
===
|
||||
title: SpeakViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 240,-2560
|
||||
---
|
||||
语言模块运转状况良好
|
||||
但是佩佩似乎不太爱说话
|
||||
===
|
||||
title: LogicViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 480,-2960
|
||||
---
|
||||
<<if $logicDiscussCount == 0>>
|
||||
<<if $emoDiscussCount == 0>>
|
||||
逻辑模块似乎始终功率不太高,但也足以应付工作了
|
||||
佩佩感觉脑子很乱,只关心是否能完成工作
|
||||
<<else>>
|
||||
逻辑模块似乎始终功率不太够,这可能就是情绪模块过载导致的
|
||||
如果情绪模块缓解,逻辑模块运转也会顺畅很多
|
||||
公司技术员说过这是部分机体会有的先天缺陷
|
||||
<<endif>>
|
||||
<<set $logicDiscussCount=1>>
|
||||
<<else>>
|
||||
逻辑模块的功率水平还是不高
|
||||
<<endif>>
|
||||
===
|
||||
title: ChipViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 240,-2760
|
||||
---
|
||||
//第一次看
|
||||
<<if $chipmissingKnown == false>>
|
||||
<<set $chipmissingKnown=true>>
|
||||
//////理论上应该这里已经解释过这个芯片槽的?
|
||||
me: 这似乎是佩佩的核心模块…但是为什么是一个空的色觉晶圆槽?
|
||||
peipei: 啊…这个最早是上学的时候做的改造。
|
||||
peipei: 学美术的都要做这个改造。把色觉晶圆从深层分离出来,插在这个学习槽。
|
||||
peipei: 不过后来安装UF的时候,好像说要对这里做进一步改造。
|
||||
<<if $ufKnown == false>>
|
||||
me: UF?那是什么东西?
|
||||
peipei: 介绍
|
||||
<<set $ufKnown=true>>
|
||||
peipei: 总之就是安装在左眼那个模块,你看到就知道了。
|
||||
peipei: 总之…在安装UF的时候似乎说是对这里也做了改造。
|
||||
<<endif>>
|
||||
peipei: 但是具体是什么改造…我记不太清了……条目很多,我就在最后签了个名。
|
||||
<<if $eyenocolorKnown == true>>
|
||||
me: 啊…这就是她视觉中看不见颜色的原因。
|
||||
<<elseif $eyeproblemKnown == true>>
|
||||
me: 这又会和佩佩说的眼睛不舒服有关系吗……
|
||||
<<endif>>
|
||||
me: 可是为什么在安装UF的时候要把这个晶圆取走呢?
|
||||
peipei: 我不太清楚…
|
||||
<<set $chipmissingKnown=true>>
|
||||
<<elseif $chipDiscussCount == 0>>
|
||||
me: 这里本应该是佩佩的色觉晶圆…但是它现在不见了。
|
||||
<<if $eyenocolorKnown == true >>
|
||||
me: 或许这就是她看不见色彩的原因。
|
||||
//这里下边的需要加一个限制条件:只在做完诊断前有
|
||||
<<if $eyecolorKnown == true>>
|
||||
me: 但她时不时能弄出来的那个色彩…又是为什么呢?
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
===
|
||||
title: MemViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 240,-2960
|
||||
---
|
||||
记忆模块运转状况良好
|
||||
===
|
||||
title: UfViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 130,-1683
|
||||
---
|
||||
//第一次看
|
||||
<<if $ufDiscussCount == 0>>
|
||||
<<set $ufSeen=true>>
|
||||
<<if $ufKnown == true>>
|
||||
me: 这个模块似乎没怎么见过…
|
||||
me: 应该就是她提到的UF模块?
|
||||
me: 竟然是在其中一只眼睛上做的改装…
|
||||
me: 这样真的不会对视力有影响吗?
|
||||
me: 总之这就是她需要修好的模块了。
|
||||
<<else>>
|
||||
me: 为什么你的左眼…和别人不一样?
|
||||
peipei: 啊,忘了说明了!
|
||||
peipei: 对不起,医生…
|
||||
peipei: (介绍UF)
|
||||
peipei: 总之,这就是我们绘图用的模块。
|
||||
me: 明白了…这就是你需要修好的模块。
|
||||
peipei: 是的。拜托医生了。
|
||||
<<set $ufKnown=true>>
|
||||
<<endif>>
|
||||
<<set $ufDiscussCount=0.5>>
|
||||
<<elseif $ufDiscussCount == 0.5>>
|
||||
me: 这就是佩佩绘图用的UF模块…
|
||||
me: 会是它出问题了吗?
|
||||
//探测到缺陷后
|
||||
<<elseif $ufDiscussCount == 1>>
|
||||
me: 探针查到UF里有缺陷…看来再精密的模块也会出问题。
|
||||
me: 深度检查一下吧。
|
||||
//深度完成后
|
||||
<<elseif $ufDiscussCount == 2>>
|
||||
me: 感觉这个东西除了快,画的东西也就一般啊…
|
||||
peipei: 组长和我说过,快就是最重要的。
|
||||
peipei: 我确实…做什么都很慢。我需要这个模块。
|
||||
me: 好吧。总之……
|
||||
//////感觉↑这句应该给第一次讨论画的时候,会有这样的时候吗?
|
||||
me: 已经拿到了UF的绘图测试结果…
|
||||
me: 但是究竟是什么原因导致的呢?
|
||||
<<if $eyecolorKnown == true>>
|
||||
me: 这会和她视觉里那个奇怪现象有关系吗?
|
||||
<<endif>>
|
||||
//看过记忆之后
|
||||
<<elseif $ufDiscussCount == 3>>
|
||||
me: UF的绘图错误究竟会是什么导致的呢……
|
||||
me: 在分析仪处理一下现在掌握的症状吧。
|
||||
//得出结论后
|
||||
<<elseif $ufDiscussCount == 4>>
|
||||
me: 看来这个东西是不能和色觉兼容了。
|
||||
me: 技术部那帮人难道就不能解决这个问题吗?
|
||||
me: 真有这么难处理吗…这不就是一个协议的问题吗?
|
||||
peipei: 我不知道…医生,但我来不及了。
|
||||
peipei: 我需要完成工作,如果我继续延期,问题就大了。
|
||||
me: 好吧。
|
||||
//手术后
|
||||
<<elseif $ufDiscussCount == 5>>
|
||||
me: 还需要检查一下UF是否能正常工作…毕竟这才是这次治疗的目标。
|
||||
//完成了Uf的最后检查
|
||||
<<elseif $ufDiscussCount == 6>>
|
||||
me: 看来已经没问题了,UF恢复正常工作了。
|
||||
<<endif>>
|
||||
===
|
||||
title: EyeViewDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 480,-2760
|
||||
---
|
||||
//第一次看
|
||||
<<if $eyeDiscussCount == 0>>
|
||||
me: 这就是佩佩的视觉模块了。
|
||||
me: 美工的眼睛,一定很珍贵吧。
|
||||
<<if $eyeproblemKnown == true>>
|
||||
<<if $ufDiscussCount > 1.5>>
|
||||
me: 但是工作上她并不是真正地在画画…
|
||||
me: 为什么会持续性地眼睛干涩呢?
|
||||
<<else>>
|
||||
me: 想必天天都要高强度用眼…
|
||||
me: 所以才导致她持续性的眼睛干涩吧。
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
//探测到缺陷后
|
||||
<<elseif $eyeDiscussCount == 1>>
|
||||
<<if $eyenocolorKnown=true>>
|
||||
me:我刚才看错了吗?佩佩的视觉里…
|
||||
me: 不对不对…得再回去看看。
|
||||
<<else>>
|
||||
me: 探针在视觉模块找到了缺陷……
|
||||
<<if $eyeproblemKnown == true>>
|
||||
me: 佩佩也自述长期眼睛酸涩…看来这个问题存在很久了。
|
||||
<<endif>>
|
||||
<<if $chipmissingKnown == true>>
|
||||
me: 这会和色觉芯片的缺失有关系吗?
|
||||
<<else>>
|
||||
<<if $ufDiscussCount > 1.5>>
|
||||
me: 可是佩佩不是用UF绘图的吗?
|
||||
me: 理论上不应该有那么重的视觉模块负担才对啊……
|
||||
<<elseif $ufKnown == true>>
|
||||
me: 这会和UF模块有关系吗?
|
||||
<<else>>
|
||||
me: 看来美工的工作并不轻松啊。
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
me: 总之…深入检查一下吧。
|
||||
<<endif>>
|
||||
//深度完成后
|
||||
<<elseif $eyeDiscussCount == 2>>
|
||||
me: 谁能想到一个创造色彩的美工,自己竟然是看不见颜色的…
|
||||
<<if $chipmissingKnown=false>>
|
||||
me: 可这是为什么呢?
|
||||
<<endif>>
|
||||
<<elseif $eyeDiscussCount == 3>>
|
||||
me: 可惜…连最后一点颜色也没能保住。
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dc4f48ebf2e28e346a1619489a61f679
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,764 @@
|
||||
title: Start
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 240,-2080
|
||||
---
|
||||
新闻:balabalabala
|
||||
<<indoor>>
|
||||
<<jump VarsInit>>
|
||||
===
|
||||
title: VarsInit
|
||||
tags:
|
||||
colorID: 4
|
||||
position: 240,-1880
|
||||
---
|
||||
///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>>
|
||||
|
||||
//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>>
|
||||
|
||||
//记录游戏阶段(1-调查症状;2-尝试停止想象;3-进入UF;4-拆除UF;5-恢复色觉(也可能不需要5))
|
||||
<<declare $gameStage=1>>
|
||||
|
||||
//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">>
|
||||
|
||||
//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 $Count=0>>
|
||||
|
||||
|
||||
//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】
|
||||
//发烧的进度
|
||||
<<declare $feverCount=0>>
|
||||
//抑制想象的进度
|
||||
<<declare stressTimer=3>>
|
||||
|
||||
|
||||
<<jump 引入对话>>
|
||||
===
|
||||
title: 引入对话
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 240,-1680
|
||||
---
|
||||
peipei: 自述绘图结果再次出现了异常,工作没有完成
|
||||
me: UF的结果又异常了?
|
||||
peipei: 是的,而且更复杂…
|
||||
peipei: 叙述发生的事情,还看到了奇怪的颜色
|
||||
peipei: 陷入恐慌,不知道该怎么办
|
||||
->继续聊聊
|
||||
me: UF的问题我会想办法替你看的…
|
||||
me: 在这之前,先告诉我……
|
||||
me: 除了看到奇怪的颜色,身体有没有什么不舒服?
|
||||
peipei: 我不知道…发现问题之后就感觉头很晕
|
||||
me: 你太紧张了,别怕,会好起来的。
|
||||
me: 除了头晕呢?我看到你在出汗。
|
||||
peipei: 汗?啊确实,我感觉身体很烫
|
||||
me: 这似乎不只是焦虑引起的躯体化反应……
|
||||
<<set $FeverKnown=true>>
|
||||
->开始治疗
|
||||
->开始治疗
|
||||
===
|
||||
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>>
|
||||
|
||||
|
||||
<<if $FeverKnown == true>>
|
||||
me: 果然…她在发热,而且比想象的严重…
|
||||
<<else>>
|
||||
me: 不对劲,她正在发热!
|
||||
me: 这也太热了……
|
||||
<<endif>>
|
||||
me: 怎么会这么严重?这个温度已经接近了警戒线…
|
||||
me: 温度继续升高就会有生命危险。
|
||||
me: 必须尽快帮佩佩降温。
|
||||
<<jump 发热降温 >>
|
||||
===
|
||||
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,-240
|
||||
---
|
||||
<<start_transition ViewManager "MainView">>
|
||||
|
||||
<<if $gameStage == 6>>
|
||||
<<jump 流程结束>>
|
||||
<<endif>>
|
||||
|
||||
// <<if $isFinishedClueBoard == true>>
|
||||
// <<jump 结论>>
|
||||
// <<endif>>
|
||||
|
||||
|
||||
//发热报警
|
||||
<<if gamestage < 2>>
|
||||
<<if feverTimer == 0>>
|
||||
<<jump 发热降温>>
|
||||
>>endif>>
|
||||
// 检查主目标是否完成并提供反馈
|
||||
<<if $isFinishedEyeCheck == -1 && $isFinishedUFCheck == -1>>
|
||||
<<if $memoryCount == 3>>
|
||||
me: 似乎该检查的都检查了,应该去看下诊疗单了
|
||||
<<else>>
|
||||
// 此处可以替换为界面视觉效果,表示有外部错误
|
||||
me: 现在记忆模块应该可以查看了,我们应该去记忆看看
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
<<elseif $gameStage == 3>>
|
||||
//允许进入UF
|
||||
<<elseif $gameStage == 4>>
|
||||
//允许拆除UF
|
||||
<<elseif $gameStage == 5>>
|
||||
//准备恢复色彩
|
||||
->安装晶圆
|
||||
me: 好了,让我们回到视觉去看看吧。
|
||||
<<endif>>
|
||||
===
|
||||
title: ClueBoard
|
||||
tags:
|
||||
colorID: 1
|
||||
position: -360,-1240
|
||||
---
|
||||
//待编辑
|
||||
//理论上最后要得出“没办法”这种结论,该怎么处理?讨论下
|
||||
<<if $clueBoardStep == 0>>
|
||||
<<if $clueCategory == "UFView">>
|
||||
me: 嗯,这就是佩佩所说的绘画错误吧
|
||||
me: 不过,这个绘画错误又是由什么导致的呢?
|
||||
//<<set $clueBoardStep = $clueBoardStep + 1>>
|
||||
<<SetSlotCorrect ClueBoard>>
|
||||
<<AddNewClueSlot ClueBoard>>
|
||||
<<else>>
|
||||
<<if $clueCategory == "EyeView">>
|
||||
me: 似乎确实和佩佩的症状有关,但是先把最直接的错误表现找到吧
|
||||
<<elseif $clueCategory == "MemoryView">>
|
||||
me: 似乎确实和佩佩的症状有关,但是先把最直接的错误表现找到吧
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
<<elseif $clueBoardStep == 1>>
|
||||
<<if $clueCategory == "MemoryView" && $clueMatchCode == $previousMatchCode>>
|
||||
me: 嗯,UF绘图需要索引记忆,就是由于这个记忆的调用出了问题,才导致了UF绘图的颜色错误
|
||||
me: 但是这个记忆的颜色为什么会出错呢?
|
||||
//<<set $clueBoardStep = $clueBoardStep + 1>>
|
||||
<<SetSlotCorrect ClueBoard>>
|
||||
<<AddNewClueSlot ClueBoard>>
|
||||
<<else>>
|
||||
<<if $clueCategory == "MemoryView">>
|
||||
me: 确实应该是记忆导致的UF绘图问题,但是从颜色看,应该不是这个记忆?
|
||||
<<elseif $clueCategory == "EyeView">>
|
||||
me: 似乎确实和佩佩的症状有关,但是先把导致绘图错误最直接的原因找到吧
|
||||
<<else>>
|
||||
me: 似乎不太相关呢
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
<<elseif $clueBoardStep == 2>>
|
||||
<<if $clueCategory == "EyeView" && $clueMatchCode == $previousMatchCode>>
|
||||
me: 没错!佩佩在视觉中想象颜色的时候调用了这部分记忆
|
||||
me: 因为想象视觉的颜色而占据了部分记忆,所以UF在绘图时索引失效
|
||||
me: 一切都搞清楚了
|
||||
<<SetSlotCorrect ClueBoard>>
|
||||
<<jump 结论>>
|
||||
//<<command CompleteAnalysis>>
|
||||
<<else>>
|
||||
<<if $clueCategory == "EyeView">>
|
||||
me: 确实应该是视觉导致的记忆调用,但是好像不是这次调用引起的?
|
||||
<<else>>
|
||||
me: 似乎不太相关呢
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
===
|
||||
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
|
||||
me: 怎么办?那个“<b><size=100%><color=\#FFB200>神秘进程</color></size></b> ”依然存在,没有因为线路的截断而消失……
|
||||
me: 这实在是有点诡异。就像是你的视觉和记忆不适应失去连接的状态,正在尝试寻找对方。
|
||||
me: 这是为什么呢?出现了
|
||||
经过一段对话,意识到是想象力,但想象力无法被停止
|
||||
me: 总之……现在只有让想象停止,你的UF才能恢复正常。
|
||||
peipei: 停止…想象?我不明白。怎么做到?
|
||||
医生指导佩佩清空思绪,然后准备检查视觉
|
||||
<<set $gameStage=2>>
|
||||
//这里应该直接丢进视觉
|
||||
<<jump 主维修界面>>
|
||||
===
|
||||
title: 手术
|
||||
tags:
|
||||
colorID: 1
|
||||
position: 40,-440
|
||||
---
|
||||
<<wait_for_ClueBoard_close ClueBoard>>
|
||||
<<set_scissors_mode LineManager true>>
|
||||
<<set_line_cuttable LineManager MemoryEye true>>
|
||||
[command name=activate_socket_choice /]
|
||||
-> MemoryEyeScissor
|
||||
<<set_scissors_mode LineManager false>>
|
||||
// <<complete_task TaskManager "执行记忆-视觉桥阻断术">>
|
||||
///<<shakeScreen ScreenEffect>>
|
||||
///<<hide_dialog>>
|
||||
///<<wait 2>>
|
||||
///<<fadeIn ScreenEffect 1 1>>
|
||||
///<<hide_dialog>>
|
||||
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。
|
||||
me: 还没结束…我们进视觉和UF模块复查一下吧。
|
||||
<<set_EyeState EyeManager "CannotImagineColor">>
|
||||
<<set $eyeTargetTriggerCount=0>>
|
||||
<<set $isFinishedEyeCheck=1>>
|
||||
<<set $isFinishedUFCheck=1>>
|
||||
// <<add_task TaskManager "检查视觉模块" "修好佩佩的UF模块">>
|
||||
// <<add_task TaskManager "检查UF模块" "修好佩佩的UF模块">>
|
||||
<<jump 主维修界面>>
|
||||
-> MemoryUFScissor
|
||||
me: 我们要剪的不是这个吧
|
||||
===
|
||||
title: 流程结束
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 240,160
|
||||
---
|
||||
me:看起来应该没什么问题了
|
||||
me:再见佩佩
|
||||
===
|
||||
title: IntoEyeView
|
||||
tags:
|
||||
colorID: 6
|
||||
position: 1040,-1640
|
||||
---
|
||||
<<if set $gameStage==1>>
|
||||
<<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>>
|
||||
|
||||
<<elseif $gameStage == 2>>
|
||||
//TODO2-停止想象的初始化
|
||||
<<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>>
|
||||
//感觉这里结束再发热一次比较好
|
||||
|
||||
<<elseif $gameStage == 5>>
|
||||
//TODO3-恢复颜色的初始化
|
||||
<<jump RecoverColor>>
|
||||
<<endif>>
|
||||
===
|
||||
title: Eye_sky
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1240,-1240
|
||||
---
|
||||
<<set_EyeState EyeManager "CanImagineColor">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: Eye_computer
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1840,-1240
|
||||
---
|
||||
me:这个依然没有生成颜色…和上次一样
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: Eye_apple
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1640,-1240
|
||||
---
|
||||
<<if visited("Eye_poster")==false>>
|
||||
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
|
||||
peipei: 嘶…好痛
|
||||
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: 1440,-1240
|
||||
---
|
||||
<<if visited("Eye_plant")==false>>
|
||||
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
|
||||
peipei: 嘶…好痛
|
||||
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: 8
|
||||
position: 1040,-840
|
||||
---
|
||||
<<if $gameStage == 6>>
|
||||
<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
|
||||
|
||||
|
||||
<<if $isFinishedEyeCheck==-1>>
|
||||
me:这里似乎没什么新的症状可收集了
|
||||
<<set feverTimer=0>>
|
||||
<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
|
||||
<<if $isFinishedEyeCheck==1>>
|
||||
<<if $eyeTargetTriggerCount == 1>>
|
||||
【佩佩说她很痛】
|
||||
<<elseif $eyeTargetTriggerCount == 2>>
|
||||
【佩佩说她很痛】
|
||||
<<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>>
|
||||
<<set feverTimer=0>>
|
||||
//发一次热
|
||||
<<jump 主维修界面>>
|
||||
<<endif>>
|
||||
<<Set_MouseMovementLockState EyeManager false>>
|
||||
|
||||
<<if $is Finished EyeCheck == 2 && stressTimer == 0>>
|
||||
me: 够了。
|
||||
<<jump 停止想象失败>>
|
||||
<<endif>>
|
||||
===
|
||||
title: OnUFViewDeepIn
|
||||
tags:
|
||||
colorID: 3
|
||||
position: -800,-920
|
||||
---
|
||||
<<if $gameStage<3>>
|
||||
<<if $isFinishedUFCheck==0>>
|
||||
<<set $isFinishedUFCheck=-1>>
|
||||
me: 好烫…看来就是它在发热。必须尽快解决发热的原因。
|
||||
me: 可惜这个模块外放的权限实在太少了…
|
||||
me: 我真想拆开来看看……说不定三两下就解决了。
|
||||
me: 佩佩,我们再进行一次外部测试吧。
|
||||
me:生成UF图
|
||||
//TODO替换图片
|
||||
<<show_photo UFManager "can_grass_error">>
|
||||
<<hide_photo UFManager>>
|
||||
<<generate_UFClue ClueManager UFImage can_grass_error 绿色>>
|
||||
me:生成好了
|
||||
<<set feverTimer=0>>
|
||||
//发一次热
|
||||
me: 这个错误是新的…和上次完全不一样了。
|
||||
<<elseif $feverCount<3>>
|
||||
me: 症状已经记录了,不用再来一次让它发热了。
|
||||
<<endif>>
|
||||
<<elseif $gameStage == 3>>
|
||||
//TODO接入拆除功能
|
||||
封条: 警告:UnstableFusion属于公司财产,严禁个人拆卸、调试!
|
||||
me: 好吧…我想现在你没有任何意义了。
|
||||
->揭除封条,拆开UF外壳
|
||||
【调查UF内部,寻找发热来源】
|
||||
->调查晶圆槽位
|
||||
me: 原来你的色觉晶圆在这儿,被放到了UF模块里!
|
||||
peipei: 什么?……我不知道,他们就让我签了一个协议。
|
||||
->调查插孔
|
||||
me: 看起来数据都汇入了这个自我学习模块……
|
||||
【表现学习过程】
|
||||
me: ......
|
||||
me: 佩佩,我做不到.....
|
||||
me: UF模块中这个绘图过程……无法被停止。
|
||||
me: 它会一直学习,只要你还活着,它还在你的身体里,就不会停下
|
||||
peipei: 呕…真的不行了,医生……停下。
|
||||
<<jump 提议拆除>>
|
||||
<<elseif $gameStage == 4>>>>
|
||||
->拆除UF
|
||||
【UF被拆除,佩佩提议把色觉晶圆装回去】
|
||||
<<set $gameStage=5>>
|
||||
<<endif>>
|
||||
<<jump 主维修界面>>
|
||||
===
|
||||
title: EmoViewDialogue
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: 0,-2960
|
||||
---
|
||||
//待编辑
|
||||
受到发热的影响,佩佩的情绪非常焦躁
|
||||
===
|
||||
title: SpeakViewDialogue
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: 240,-2560
|
||||
---
|
||||
//待编辑
|
||||
语言模块运转状况良好
|
||||
但是佩佩似乎不太爱说话
|
||||
===
|
||||
title: LogicViewDialogue
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: 480,-2960
|
||||
---
|
||||
//待编辑
|
||||
受到发热的影响,佩佩有点神智不清
|
||||
===
|
||||
title: ChipViewDialogue
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: 240,-2760
|
||||
---
|
||||
//待编辑
|
||||
佩佩很焦虑,不知道该怎么办了
|
||||
===
|
||||
title: MemViewDialogue
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: 240,-2960
|
||||
---
|
||||
//待编辑
|
||||
总体表现:对工作的焦虑、虚弱的身体状态
|
||||
===
|
||||
title: UfViewDialogue
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: 0,-2760
|
||||
---
|
||||
//待编辑
|
||||
总体表现:对工作的焦虑、虚弱的身体状态
|
||||
===
|
||||
title: EyeViewDialogue
|
||||
tags: 待编辑
|
||||
colorID: 8
|
||||
position: 480,-2760
|
||||
---
|
||||
//待编辑
|
||||
佩佩很害怕,她意识到了原来的颜色再也回不来了
|
||||
===
|
||||
title: 第一次降温
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 640,-1240
|
||||
---
|
||||
-> 【给佩佩降温】
|
||||
me: 好的…温度降下来了。
|
||||
me: 但是这只是暂时的,必须尽快找到发热的原因。
|
||||
me: 也许是有什么模块过载了…先从UF或者视觉看看吧。
|
||||
<<set $feverCount=1>>
|
||||
<<set feverTimer=1>>
|
||||
<<jump 主维修界面 >>
|
||||
===
|
||||
title: 第二次降温
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 640,-1040
|
||||
---
|
||||
me: 不…又开始警告过热了。
|
||||
me: 只能再来一针了。
|
||||
-> 【给佩佩降温】
|
||||
me: 好的…温度降下来了。
|
||||
me: 但是这只是暂时的,必须尽快找到发热的原因。
|
||||
<<set $feverCount=2>>
|
||||
<<set feverTimer=1>>
|
||||
<<jump 主维修界面 >>
|
||||
===
|
||||
title: 第三次降温
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 640,-840
|
||||
---
|
||||
me: 不…又开始警告过热了。
|
||||
me: 只能再来一针了。
|
||||
-> 【给佩佩降温】
|
||||
me: 好的…温度降下来了。
|
||||
me: 我必须要再快一些…佩佩会有生命危险。
|
||||
<<set $feverCount=3>>
|
||||
<<set feverTimer=1>>
|
||||
<<jump 主维修界面 >>
|
||||
===
|
||||
title: 发热降温
|
||||
tags:
|
||||
colorID: 6
|
||||
position: 640,-1440
|
||||
---
|
||||
<<if $feverCount == 0>>
|
||||
<<jump 第一次降温>>
|
||||
<<elseif $feverCount == 1>>
|
||||
<<jump 第二次降温>>
|
||||
<<elseif $feverCount == 2>>
|
||||
<<jump 第三次降温>>
|
||||
<<endif>>
|
||||
<<jump 主维修界面 >>
|
||||
===
|
||||
title: FirstDialogue
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 1040,-1240
|
||||
---
|
||||
me: 看起来还是黑白的啊…佩佩,你说的奇怪的颜色,是怎么回事?
|
||||
peipei: 演示给你看
|
||||
<<set_Eyetarget EyeManager "sky" false>>
|
||||
peipei: 嘶…好痛
|
||||
<<set_EyeState EyeManager "CanImagineColor">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
日志: 未知进程,正在从记忆非法写入,打印记忆卡...
|
||||
<<generate_PunchTape ClueManager "天空" "EyeView" "liuying1-3" "蓝色">>
|
||||
me: 这是怎么回事?这和上次看到的颜色不一样了。
|
||||
me: 但无论如何,能产生颜色数据的线路已经截断了啊……
|
||||
me: 我需要再做几次检查,收集完整的症状。
|
||||
<<set $eyecolorKnown=true>>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: Eye_sky_2
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 2040,-1240
|
||||
---
|
||||
<<if stressTimer == 3>>
|
||||
//颜色不出现
|
||||
<<wait 2>>
|
||||
me: 似乎成功了,很好……
|
||||
|
||||
<<elseif stressTimer == 2>>
|
||||
//颜色不出现,一会又出现了
|
||||
<<wait 2>>
|
||||
<<set_EyeState EyeManager "CanImagineColor">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
me: 似乎成功了,很好……
|
||||
peipei: 不…不对。停止。停止。停止想象,停止想象。
|
||||
//<<画面波动了一下,颜色消失>>
|
||||
peipei: 停止想象……
|
||||
//<<颜色慢慢重新出现>>
|
||||
peipei: 停止想象,停止想象,停止想象,停止,停止!
|
||||
me: 冷静,佩佩。
|
||||
<<elseif stressTimer == 1>>
|
||||
//颜色出现
|
||||
<<set_EyeState EyeManager "CanImagineColor">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
peipei: 不!停止!
|
||||
//<<播放动画:一只手拍了一下镜头,画面闪烁了一下,颜色变得更鲜艳了>>
|
||||
peipei: 停止想象!停止想象!停止想象!
|
||||
peipei: 都是因为你,都是因为你!我…我才……
|
||||
<<endif>>
|
||||
<<set stressTimer-->>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: Eye_plant_2
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 2240,-1240
|
||||
---
|
||||
<<if stressTimer == 3>>
|
||||
//颜色不出现
|
||||
<<wait 2>>
|
||||
me: 似乎成功了,很好……
|
||||
|
||||
<<elseif stressTimer == 2>>
|
||||
//颜色不出现,一会又出现了
|
||||
<<wait 2>>
|
||||
<<set_EyeState EyeManager "CanImagineColor">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
me: 似乎成功了,很好……
|
||||
peipei: 不…不对。停止。停止。停止想象,停止想象。
|
||||
//<<画面波动了一下,颜色消失>>
|
||||
peipei: 停止想象……
|
||||
//<<颜色慢慢重新出现>>
|
||||
peipei: 停止想象,停止想象,停止想象,停止,停止!
|
||||
me: 冷静,佩佩。
|
||||
<<elseif stressTimer == 1>>
|
||||
//颜色出现
|
||||
<<set_EyeState EyeManager "CanImagineColor">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
peipei: 不!停止!
|
||||
//<<播放动画:一只手拍了一下镜头,画面闪烁了一下,颜色变得更鲜艳了>>
|
||||
peipei: 停止想象!停止想象!停止想象!
|
||||
peipei: 都是因为你,都是因为你!我…我才……
|
||||
<<endif>>
|
||||
<<set stressTimer-->>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: Eye_apple_2
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 2400,-1240
|
||||
---
|
||||
<<if stressTimer == 3>>
|
||||
//颜色不出现
|
||||
<<wait 2>>
|
||||
me: 似乎成功了,很好……
|
||||
|
||||
<<elseif stressTimer == 2>>
|
||||
//颜色不出现,一会又出现了
|
||||
<<wait 2>>
|
||||
<<set_EyeState EyeManager "CanImagineColor">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
me: 似乎成功了,很好……
|
||||
peipei: 不…不对。停止。停止。停止想象,停止想象。
|
||||
//<<画面波动了一下,颜色消失>>
|
||||
peipei: 停止想象……
|
||||
//<<颜色慢慢重新出现>>
|
||||
peipei: 停止想象,停止想象,停止想象,停止,停止!
|
||||
me: 冷静,佩佩。
|
||||
<<elseif stressTimer == 1>>
|
||||
//颜色出现
|
||||
<<set_EyeState EyeManager "CanImagineColor">>
|
||||
<<EyeEffect_FadeIn EyeManager>>
|
||||
peipei: 不!停止!
|
||||
//<<播放动画:一只手拍了一下镜头,画面闪烁了一下,颜色变得更鲜艳了>>
|
||||
peipei: 停止想象!停止想象!停止想象!
|
||||
peipei: 都是因为你,都是因为你!我…我才……
|
||||
<<endif>>
|
||||
<<set stressTimer-->>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: Eye_computer_2
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 2600,-1240
|
||||
---
|
||||
<<wait 2>>
|
||||
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,所以不能正确地想象它的颜色?
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
title: 停止想象失败
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 40,-840
|
||||
---
|
||||
peipei: 都是因为想象力…我才到今天这个地步的……
|
||||
【一段对话,最后佩佩提议拆掉UF】
|
||||
me: 拆开UF,看看数据究竟流向哪里,有没有办法阻断它,把温度降下来。
|
||||
peipei: 好…医生。我好累,希望我们很快就结束了。
|
||||
<<set $gameStage=3>>
|
||||
<<jump 主维修界面>>
|
||||
===
|
||||
title: 提议拆除
|
||||
tags:
|
||||
colorID: 8
|
||||
position: 40,-640
|
||||
---
|
||||
佩佩非常痛苦,她觉得自己已经没有希望了,开始自怨自艾
|
||||
医生认为现在只有拆除UF才能退烧,情况紧急,必须拆掉它了
|
||||
<<set $gameStage=4>>
|
||||
<<jump 主维修界面>>
|
||||
===
|
||||
title: RecoverColor
|
||||
tags:
|
||||
colorID: 0
|
||||
position: 2800,-1240
|
||||
---
|
||||
->校准颜色
|
||||
<<EyeGetColor EyeManager>>
|
||||
<<EyeGlitch_in EyeManager>>
|
||||
<<play_loop_audio colorcorrect_loop>>
|
||||
<<random_play_interaction colorcorrect_in>>
|
||||
//<<set_EyeState EyeManager "CanSeeColor">>
|
||||
peipei: 啊…啊啊啊!好多……
|
||||
me: 佩佩? #auto_next
|
||||
peipei: 啊,啊!啊!!
|
||||
me: 坚持住,佩佩!
|
||||
peipei: 啊…美丽的……
|
||||
<<set_EyeColor EyeManager "All">>
|
||||
<<pause_loop_audio>>
|
||||
<<random_play_interaction colorcorrect_out>>
|
||||
peipei: 色彩……
|
||||
<<set_Eyetarget EyeManager "computer">>
|
||||
<<wait 1>>
|
||||
<<set_Eyetarget EyeManager "sky">>
|
||||
peipei: 这就是……有色彩的世界吗?
|
||||
<<set_Eyetarget EyeManager "poster">>
|
||||
<<wait 1>>
|
||||
<<set_Eyetarget EyeManager "plant">>
|
||||
peipei: 我已经……太久没有……
|
||||
//me: 好了,佩佩,让我们收拾一下……
|
||||
me: 好了佩佩,你需要休息一下
|
||||
me: 外面会有更多的色彩可以让你“呼吸”
|
||||
<<set $gameStage = 6>>
|
||||
<<jump EyeCheckEnd>>
|
||||
===
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0fe4ffbc615b36e49976e917fd90a4da
|
||||
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: 72bc754046dc91748aaa37391d695801
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 053561912b1654d80a424bb0696a74ae, type: 3}
|
||||
useAddressableAssets: 0
|
||||
UseUnityLocalisationSystem: 0
|
||||
unityLocalisationStringTableCollection: {instanceID: 0}
|
||||
@@ -504,6 +504,7 @@ me: 还有什么办法…可以拯救佩佩呢……
|
||||
me: 如果她能看到颜色,也就不会再向记忆发送请求了。
|
||||
me: 可以…这是可行的!
|
||||
me: ……冷静,好好想想。
|
||||
->推进
|
||||
<<hide_dialog>>
|
||||
<<wait 2>>
|
||||
//占位: 一段和姐姐的记忆让你想到你或许可以把自己的色觉芯片给佩佩
|
||||
|
||||
Reference in New Issue
Block a user