Merge branch 'feature/dialog' into 'develop'

Feature/dialog

See merge request aibis-dream/aibis-dream!393
This commit is contained in:
2025-05-19 11:17:58 +00:00
39 changed files with 2715 additions and 2829 deletions
@@ -92,6 +92,11 @@ MonoBehaviour:
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worker, but this seems excessive.W'
worker, but this seems excessive.'
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module installed in art units. During their training phase, the Color Perception
Wafer is placed within this slot to undergo continuous, intensive enhancement.)'
module installed in art units. )'
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m_Metadata:
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m_Localized: 'Task: Seek clues in the visual module'
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m_Items: []
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m_Localized: 'Task: Inspect the UF module'
m_Localized: 'Task: Inspect the UF Module'
m_Metadata:
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@@ -1712,7 +1711,12 @@ MonoBehaviour:
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m_Localized: 'me: (During their training phase, the Color Perception Wafer is
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@@ -283,7 +283,7 @@ MonoBehaviour:
m_Metadata:
m_Items: []
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m_Localized: 'CenterOption: Agree to Reinstall the Color Perception Wafer'
m_Localized: 'CenterOption: Agree to Reinstall the Wafer'
m_Metadata:
m_Items: []
- m_Id: 2307465941053
@@ -408,7 +408,7 @@ MonoBehaviour:
m_Metadata:
m_Items: []
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m_Localized: 'CenterOption: Agree to Reinstall the Color Perception Wafer'
m_Localized: 'CenterOption: Agree to Reinstall the Wafer'
m_Metadata:
m_Items: []
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@@ -429,7 +429,7 @@ MonoBehaviour:
m_Metadata:
m_Items: []
- m_Id: 2307465941086
m_Localized: 'CenterOption: Agree to Reinstall the Color Perception Wafer'
m_Localized: 'CenterOption: Agree to Reinstall the Wafer'
m_Metadata:
m_Items: []
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@@ -1749,7 +1749,7 @@ MonoBehaviour:
m_Metadata:
m_Items: []
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m_Localized: "peipeipei: \u8FD9\u5DF2\u7ECF\u662FUF\u7684\u773C\u775B\u4E86\u3002"
m_Localized: "peipei: \u8FD9\u5DF2\u7ECF\u662FUF\u7684\u773C\u775B\u4E86\u3002"
m_Metadata:
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@@ -1,23 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using UnityEngine.Localization.Settings;
/*
//Set properties in C# example codes.
using RainbowArt.CleanFlatUI;
public class ProgressBarGridCircularDemo : MonoBehaviour
{
{
//The ProgressBarGridCircular Component.
public ProgressBarGridCircular m_ProgressBar;
void Start()
{
{
//Set the current value.
m_ProgressBar.CurrentValue = 5;
m_ProgressBar.CurrentValue = 5;
//Set whether to show the text.
m_ProgressBar.HasText = true;
}
m_ProgressBar.HasText = true;
}
}
*/
@@ -25,42 +25,35 @@ namespace RainbowArt.CleanFlatUI
{
public class ProgressBarGridCircular : MonoBehaviour
{
[SerializeField]
int currentValue = 0;
[SerializeField] int currentValue = 0;
[SerializeField]
int maxValue = 10;
[SerializeField] int maxValue = 10;
[SerializeField]
bool hasText = true;
[SerializeField]
TextMeshProUGUI text;
[SerializeField] bool hasText = true;
[SerializeField]
RectTransform background;
[SerializeField] TextMeshProUGUI text;
[SerializeField]
RectTransform foreground;
[SerializeField] RectTransform background;
[SerializeField]
RectTransform bgTemplate;
[SerializeField] RectTransform foreground;
[SerializeField]
RectTransform fgTemplate;
[SerializeField] RectTransform bgTemplate;
List<RectTransform> bgList = new List<RectTransform>();
List<RectTransform> fgList = new List<RectTransform>();
[SerializeField] RectTransform fgTemplate;
List<RectTransform> bgList = new List<RectTransform>();
List<RectTransform> fgList = new List<RectTransform>();
public int CurrentValue
{
get => currentValue;
set
{
if(currentValue == value)
if (currentValue == value)
{
return;
}
currentValue = value;
OnValueChanged();
UpdateGUI();
@@ -76,6 +69,7 @@ namespace RainbowArt.CleanFlatUI
{
return;
}
hasText = value;
UpdateText();
}
@@ -83,22 +77,24 @@ namespace RainbowArt.CleanFlatUI
void OnValueChanged()
{
if(currentValue < 0)
if (currentValue < 0)
{
currentValue = 0;
}
if (maxValue < 0)
{
maxValue = 10;
}
if(currentValue > maxValue)
if (currentValue > maxValue)
{
currentValue = maxValue;
}
}
void Start()
{
{
OnValueChanged();
CreateList(bgList, background, bgTemplate);
CreateList(fgList, foreground, fgTemplate);
@@ -106,12 +102,12 @@ namespace RainbowArt.CleanFlatUI
}
void UpdateGUI()
{
UpdateForeground();
{
UpdateForeground();
UpdateText();
}
}
void CreateList( List<RectTransform> list, RectTransform rectParent, RectTransform template)
void CreateList(List<RectTransform> list, RectTransform rectParent, RectTransform template)
{
template.gameObject.SetActive(false);
float angle = 360f / (float)maxValue;
@@ -119,15 +115,15 @@ namespace RainbowArt.CleanFlatUI
{
RectTransform item = CreateItem(rectParent, template, i);
list.Add(item);
item.localEulerAngles = new Vector3(0, 0, - angle * i);
}
item.localEulerAngles = new Vector3(0, 0, -angle * i);
}
}
RectTransform CreateItem(RectTransform rectParent, RectTransform template, int index)
{
GameObject obj = GameObject.Instantiate(template.gameObject, rectParent);
obj.gameObject.SetActive(true);
obj.gameObject.name = "item"+ (index + 1);
obj.gameObject.name = "item" + (index + 1);
RectTransform rectTrans = obj.GetComponent<RectTransform>();
rectTrans.localScale = Vector3.one;
rectTrans.localEulerAngles = Vector3.zero;
@@ -137,28 +133,29 @@ namespace RainbowArt.CleanFlatUI
void UpdateForeground()
{
for(int i = 0; i < fgList.Count; i++)
for (int i = 0; i < fgList.Count; i++)
{
RectTransform rectTrans = fgList[i];
Image image=rectTrans.transform.GetChild(0).GetComponent<Image>();
if(i < currentValue)
{
Image image = rectTrans.transform.GetChild(0).GetComponent<Image>();
if (i < currentValue)
{
rectTrans.gameObject.SetActive(true);
}
}
else
{
rectTrans.gameObject.SetActive(false);
}
if(i<16)
}
if (i < 16)
{
image.color=Color.Lerp(Color.green, Color.yellow, i/16f);
image.color = Color.Lerp(Color.green, Color.yellow, i / 16f);
}
else
{
image.color = Color.Lerp(Color.yellow, Color.red, (i - 16) / 16f);
}
}
}
}
}
}
void UpdateText()
@@ -167,13 +164,21 @@ namespace RainbowArt.CleanFlatUI
{
text.gameObject.SetActive(hasText);
}
if (hasText && (text != null))
if (hasText && text != null)
{
//float val = (float)currentValue / (float)maxValue;
//text.text = Mathf.FloorToInt(val * 100) + "%";
text.text=currentValue*500+" 马力";
if (LocalizationSettings.SelectedLocale.Identifier.Code == "en")
{
text.text = currentValue * 500 + " RPM";
}
else
{
text.text = currentValue * 500 + " 转";
}
}
}
}
}
}
+42 -1
View File
@@ -216,7 +216,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
clueImageUI: {fileID: 7075144331494489462}
categoryText: {fileID: 3999551045264380763}
nameText: {fileID: 7622331551344773496}
nameText: {fileID: 3293312212471079921}
stateText: {fileID: 8192227228283879121}
used: 0
finished: {fileID: 0}
@@ -591,6 +591,7 @@ GameObject:
- component: {fileID: 7924894876819984995}
- component: {fileID: 8499524202528292966}
- component: {fileID: 7622331551344773496}
- component: {fileID: 3293312212471079921}
m_Layer: 5
m_Name: Name
m_TagString: Untagged
@@ -714,6 +715,46 @@ MonoBehaviour:
m_hasFontAssetChanged: 0
m_baseMaterial: {fileID: 0}
m_maskOffset: {x: 0, y: 0, z: 0, w: 0}
--- !u!114 &3293312212471079921
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7643179123736237062}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 56eb0353ae6e5124bb35b17aff880f16, type: 3}
m_Name:
m_EditorClassIdentifier:
m_StringReference:
m_TableReference:
m_TableCollectionName: GUID:994c69bf4b2403043bc9562f2d24ee56
m_TableEntryReference:
m_KeyId: 9444022983593984
m_Key:
m_FallbackState: 0
m_WaitForCompletion: 0
m_LocalVariables: []
m_FormatArguments: []
m_UpdateString:
m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 7622331551344773496}
m_TargetAssemblyTypeName: TMPro.TMP_Text, Unity.TextMeshPro
m_MethodName: set_text
m_Mode: 0
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName:
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 0
m_CallState: 1
references:
version: 2
RefIds: []
--- !u!1 &8192227228283879121
GameObject:
m_ObjectHideFlags: 0
+50 -2
View File
@@ -11,6 +11,7 @@ GameObject:
- component: {fileID: 4951703917379811219}
- component: {fileID: 3996216564447825314}
- component: {fileID: 1936171647708474621}
- component: {fileID: 252923739237564365}
m_Layer: 5
m_Name: Name
m_TagString: Untagged
@@ -65,7 +66,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_text: New Text
m_text: 'ID: {clueName}'
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: f242fb3dde1933640859f1c54591c9c8, type: 2}
m_sharedMaterial: {fileID: -6659093157667844055, guid: f242fb3dde1933640859f1c54591c9c8, type: 2}
@@ -134,6 +135,53 @@ MonoBehaviour:
m_hasFontAssetChanged: 0
m_baseMaterial: {fileID: 0}
m_maskOffset: {x: 0, y: 0, z: 0, w: 0}
--- !u!114 &252923739237564365
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2917053924639887462}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 56eb0353ae6e5124bb35b17aff880f16, type: 3}
m_Name:
m_EditorClassIdentifier:
m_StringReference:
m_TableReference:
m_TableCollectionName: GUID:994c69bf4b2403043bc9562f2d24ee56
m_TableEntryReference:
m_KeyId: 9444022983593984
m_Key:
m_FallbackState: 0
m_WaitForCompletion: 0
m_LocalVariables:
- name: clueName
variable:
rid: 128121030111920135
m_FormatArguments: []
m_UpdateString:
m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 1936171647708474621}
m_TargetAssemblyTypeName: TMPro.TMP_Text, Unity.TextMeshPro
m_MethodName: set_text
m_Mode: 0
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName:
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 0
m_CallState: 1
references:
version: 2
RefIds:
- rid: 128121030111920135
type: {class: StringVariable, ns: UnityEngine.Localization.SmartFormat.PersistentVariables, asm: Unity.Localization}
data:
m_Value: aaa
--- !u!1 &3457193455862942040
GameObject:
m_ObjectHideFlags: 0
@@ -200,7 +248,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
clueImageUI: {fileID: 0}
categoryText: {fileID: 6752808136549648365}
nameText: {fileID: 1936171647708474621}
nameText: {fileID: 252923739237564365}
stateText: {fileID: 0}
used: 0
finished: {fileID: 3491718056792811219}
@@ -329,7 +329,8 @@ ChipModule: 已与附加模块建立连接! #line:03032df
me: 这似乎是美工机体的特殊模块…让我查查数据库。 #line:01e03c0
<<hide_dialog>>
<<open_progress_window 数据库查询 "正在查询:色觉晶圆训练槽……" 2>>
me: (4R7型-色觉晶圆训练槽,是列装于美工机体的特殊模块。在训练期的机体的色觉晶圆将被置于其中,接受持续强化训练。) #line:0e9dd44
me: (4R7型-色觉晶圆训练槽,是列装于美工机体的特殊模块。) #line:0e9dd44
me: (在训练期的机体的色觉晶圆将被置于其中,接受持续强化训练。) #line:0c09f44
me: 也就是说佩佩的色觉晶圆应该在这儿,<br>但是…为什么上面是空的? #line:0d2f3ef
<<if visited("FirstDialogue")==false>>
me: 总之…这应该就是为什么她的视觉里看不到颜色。 #line:0728def
@@ -110,7 +110,7 @@ me: 等会…有一个报错弹窗传过来了。 #line:03a29d7
// <<OpenSingleButtonWindow WindowManager 非法进程检测 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager 天空 EyeView liuying1-3>>
<<generate_PunchTape ClueManager "l10n.天空" EyeView liuying1-3>>
<<wait 1>>
me: 记忆…向视觉发送了数据?然后生成了这些颜色? #line:09d653a
peipei: 什么…数据?<br>医生,我不明白。 #line:04d0ffd
@@ -223,7 +223,7 @@ me: 这倒是很奇特的比喻。 #line:0fa00a2
// <<OpenSingleButtonWindow WindowManager 非法进程检测 正在向视觉非法写入色彩数据,是否打印索引?>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager "海报" "EyeView" "liuying1-1">>
<<generate_PunchTape ClueManager "l10n.海报" "EyeView" "liuying1-1">>
->放入收藏夹 #line:067e3eb
<<CollectionClue ClueManager>>
//<<jump EyeCheckEnd>>
@@ -260,7 +260,7 @@ peipei: 我愧疚了好久,那时的我真的以为小草可以长成一棵树
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<wait 0.5>>
<<generate_PunchTape ClueManager "植物" "EyeView" "liuying1-2">>
<<generate_PunchTape ClueManager "l10n.植物" "EyeView" "liuying1-2">>
->放入收藏夹 #line:0ecfed9
<<CollectionClue ClueManager>>
//<<jump EyeCheckEnd>>
@@ -94,6 +94,21 @@ 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_SwitchState UFSystem UF 0.1>>
<<UF_spriteIn UFSystem>>
<<if $currentEyeTarget == "sky">>
// <<set $targetDescription = "蓝色天空">>
<<set $targetDescription = "l10n.天空,蓝色">>
// <<set $memoryDescription = "窗外的天空,是蓝色的,我总是生病,我记得…">>
<<elseif $currentEyeTarget == "plant">>
// <<set $targetDescription = "绿色">>
<<set $targetDescription = "l10n.植物,绿色">>
// <<set $memoryDescription = "海浪一样的草地,是绿色的,我们在那绘画,我记得...">>
<<elseif $currentEyeTarget == "poster">>
// <<set $targetDescription = "红色">>
<<set $targetDescription = "l10n.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...">>
<<endif>>
<<if $UFCount == 1>>
<<hide_dialog>>
<<wait 0.5>>
@@ -101,23 +116,11 @@ 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
me: 佩佩…你能看见吗? #line:0a93545
peipei: 这就是…这就是我的…… #line:082ac82
peipei: 这已经不是我的左眼了…这是…… #line:0e8e2f0
peipeipei: 这已经是UF的眼睛了。 #line:08d94ff
peipei: 这已经是UF的眼睛了。 #line:08d94ff
me: 我想是的……看起来…<br>它把看到的画面…变成了我们不能理解的数据格式。 #line:058447c
//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……
//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……
<<if $currentEyeTarget == "sky">>
// <<set $targetDescription = "蓝色天空">>
<<set $targetDescription = "l10n.天空,蓝色">>
// <<set $memoryDescription = "窗外的天空,是蓝色的,我总是生病,我记得…">>
<<elseif $currentEyeTarget == "plant">>
// <<set $targetDescription = "绿色">>
<<set $targetDescription = "l10n.植物,绿色">>
// <<set $memoryDescription = "海浪一样的草地,是绿色的,我们在那绘画,我记得...">>
<<elseif $currentEyeTarget == "poster">>
// <<set $targetDescription = "红色">>
<<set $targetDescription = "l10n.人物面部">>
// <<set $memoryDescription = "生气涨红的脸,是红色的,她总是生气,我记得的...">>
<<endif>>
ULM自训练进程: 目标标记,{$targetDescription},正在进行第130624次图像生成训练… #line:0f290fe
【*{$targetDescription}*相关的图像逐渐生成出来】 #line:07f7c27
@@ -256,7 +256,7 @@ MemModule: 未检测到可查看的记忆卡带。 #line:05cc4ef
// <<OpenSingleButtonWindow WindowManager 进程检测 已定位到正在被覆盖数据的记忆……是否打印索引?>>
<<wait 0.5>>
<<PrintPunchTapes 1>>
<<generate_PunchTape ClueManager "朋友" "Memory" "shitou_0">>
<<generate_PunchTape ClueManager "l10n.朋友" "Memory" "shitou_0">>
->放入收藏夹 #line:0c00b55
MemModule: 打孔带已生成。 #line:066a3c3
<<CollectionClue ClueManager>>
+2 -2
View File
@@ -1,13 +1,13 @@
using UnityEngine;
using TMPro;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using UnityEngine.Localization.Components;
public class ClueItem : MonoBehaviour
{
public Image clueImageUI;
public TMP_Text categoryText;
public TMP_Text nameText;
public LocalizeStringEvent nameText;
public GameObject stateText;
[HideInInspector]
+13 -43
View File
@@ -1,11 +1,7 @@
using System.Collections.Generic;
using AibisDream;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using Yarn.Unity;
using RainbowArt.CleanFlatUI;
using System;
using AibisDream.Framework;
public class ClueManager : MonoBehaviour
{
@@ -14,7 +10,9 @@ public class ClueManager : MonoBehaviour
public GameObject imageCluePrefab;
public Canvas canvas; // UI画布
private ClueInteraction currentClueInteraction;
private GameObject currentClue;
//public Notification FavouriteNotification;
public Notification TopNotification;
@@ -26,34 +24,7 @@ public class ClueManager : MonoBehaviour
{
clueBaord = FindObjectOfType<ClueBaordNew>();
}
void Update()
{
if (Input.GetKeyDown(KeyCode.U))
{
DialogController.Instance.StartDialogNode("AddAllClueToFavorites");
//GenerateUFClue("错误绘制","UFView","can_grass_error","绿色");
}
// if(Input.GetKeyDown(KeyCode.M))
// {
// GenerateMemoryClue("草地","MemoryView","liuying1-2","绿色");
// }
// if(Input.GetKeyDown(KeyCode.V))
// {
// GeneratePunchTape("植物","EyeView","天空","绿色");
// }
// if(Input.GetKeyDown(KeyCode.E))
// {
// GenerateImageClue("错误绘制","UFView","can_grass_error");
// }
// if(Input.GetKeyDown(KeyCode.Keypad5))
// {
// GeneratePunchTape("海报","EyeView","天空");
// }
// if(Input.GetKeyDown(KeyCode.Keypad6))
// {
// GeneratePunchTape("植物","EyeView","天空");
// }
}
public void GetPunchTape()
{
// 动态生成打孔带的数据
@@ -69,22 +40,24 @@ public class ClueManager : MonoBehaviour
ClueItem clueItem = clueGO.GetComponent<ClueItem>();
clueItem.Setup(punchTape);
}
//用于生成打孔带的函数
[YarnCommand("generate_PunchTape")]
public void GeneratePunchTapeWindow(string clueName, string category, string memoryIndex, bool directlyAddToFavorites = false)
public void GeneratePunchTapeWindow(string clueName, string category, string memoryIndex,
bool directlyAddToFavorites = false)
{
PunchTape punchTape = new PunchTape(category, clueName, memoryIndex);
var l10nClueName = LocalizationKit.LocalizeParam(clueName);
PunchTape punchTape = new PunchTape(category, l10nClueName, memoryIndex);
if (directlyAddToFavorites)
{
FavoritesManager.Instance.AddClue(punchTape);
return;
}
GameObject clueGO = Instantiate(punchTapecluePrefab, canvas.transform);
ClueItem clueItem = clueGO.GetComponent<ClueItem>();
ClueInteraction clueInteraction = clueGO.GetComponent<ClueInteraction>();
currentClue = clueGO;
clueItem.Setup(punchTape);
}
@@ -98,6 +71,7 @@ public class ClueManager : MonoBehaviour
//clueBaord.CreateNode(nodeID);
return;
}
// if(currentClue==null)
// {
// Debug.Log("收藏线索版成功!");
@@ -124,6 +98,7 @@ public class ClueManager : MonoBehaviour
currentClue = null;
}
}
[YarnCommand("ShowNotification")]
public void ShowNotification(string Title, string message)
{
@@ -132,9 +107,4 @@ public class ClueManager : MonoBehaviour
TopNotification.ShowNotification();
//currentClueInteraction.OnInteraction-=ShowFavouriteNotification;
}
}
}
-26
View File
@@ -1,26 +0,0 @@
using UnityEngine;
public class ImageClue : Clue
{
public Sprite Sprite { get; set; }
public ImageClue(string category, string name, Sprite sprite, string matchCode = null)
: base(category, name)
{
Sprite = sprite;
ClueType = ClueType.ImageClue;
}
public override void Display(ClueItem clueItem)
{
if (clueItem == null)
{
Debug.LogWarning("ClueItem is null. Display aborted.");
return;
}
//if (clueItem.categoryText != null) clueItem.categoryText.text = "分类:" + Category;
if (clueItem.nameText != null) clueItem.nameText.text = "名称:" + ClueName;
if (clueItem.clueImageUI != null) clueItem.clueImageUI.sprite = Sprite;
}
}
-11
View File
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 035955ca7355f12458c5d08f82b7f281
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+14 -8
View File
@@ -1,11 +1,13 @@
using System;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.SmartFormat.PersistentVariables;
[Serializable]
public class PunchTape : Clue
{
public string MemoryIndex { get; set; }
public bool used=false;
public bool used = false;
// 构造函数,初始化特有属性并传递给基类
public PunchTape(string category, string name, string memoryIndex)
@@ -23,18 +25,22 @@ public class PunchTape : Clue
Debug.LogWarning("ClueItem is null. Display aborted.");
return;
}
if (clueItem.clueImageUI!=null&&used)
{
clueItem.clueImageUI.color=Color.grey;
}
if(clueItem.stateText!=null&&used)
if (clueItem.clueImageUI != null && used)
{
clueItem.clueImageUI.color = Color.grey;
}
if (clueItem.stateText != null && used)
{
clueItem.gameObject.SetActive(true);
}
if (clueItem.categoryText != null) clueItem.categoryText.text = "分类:" + Category;
if (clueItem.nameText != null) clueItem.nameText.text = "名称:" + ClueName;
if (clueItem.nameText != null)
{
clueItem.nameText.StringReference.Arguments = new object[] { ClueName };
clueItem.nameText.RefreshString();
}
}
}
@@ -8,8 +8,6 @@ namespace AibisDream
{
public class LocalisedLineProvider : LineProviderBehaviour
{
private const string LocalizationPrefix = "l10n.";
private LocalizationTable _localizationTable;
public override string LocaleCode => LocalizationSettings.SelectedLocale.Identifier.Code;
@@ -17,7 +15,6 @@ namespace AibisDream
// 本地化表存在即可用
public override bool LinesAvailable => _localizationTable != null;
// We're good to go!
public override LocalizedLine GetLocalizedLine(Yarn.Line line)
{
var text = line.ID;
@@ -41,7 +38,7 @@ namespace AibisDream
// Attempt to fetch metadata tags for this line from the string
// table
if (_localizationTable == null) return localizedLine;
var metadata = _localizationTable[line.ID]?.SharedEntry.Metadata
.GetMetadata<Yarn.Unity.UnityLocalization.LineMetadata>();
@@ -61,21 +58,7 @@ namespace AibisDream
{
for (var i = 0; i < line.Substitutions.Length; i++)
{
if (line.Substitutions[i].StartsWith(LocalizationPrefix))
{
var localizationKey = line.Substitutions[i].Substring(LocalizationPrefix.Length);
// 获取本地化值
if (_localizationTable.TryGetValue(localizationKey, out var value))
{
line.Substitutions[i] = value.LocalizedValue;
}
else
{
// 如果找不到,则使用原始值
Debug.LogWarning($"Variable Key '{localizationKey}' not found in localization table.");
line.Substitutions[i] = localizationKey;
}
}
line.Substitutions[i] = LocalizationKit.LocalizeParam(line.Substitutions[i], _localizationTable);
}
}
@@ -1,4 +1,5 @@
using UnityEngine;
using UnityEditor;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.Settings;
using UnityEngine.Localization.Tables;
@@ -7,9 +8,43 @@ namespace AibisDream.Framework
{
public static class LocalizationKit
{
private static LocalizationTable _actorTableName;
private const string LocalizationPrefix = "l10n.";
public static LocalizationTable ActorTableName => _actorTableName ??= new LocalizationTable("ActorName");
private static LocalizationTable _paramTable;
public static LocalizationTable ActorTableName { get; private set; }
static LocalizationKit()
{
Debug.Log("初始化");
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += OnPlayModeChanged;
#else
_paramTable = new LocalizationTable("Param");
ActorTableName = new LocalizationTable("ActorName");
#endif
}
#if UNITY_EDITOR
private static void OnPlayModeChanged(PlayModeStateChange playMode)
{
if (playMode == PlayModeStateChange.EnteredPlayMode)
{
// 进入游戏模式的时候
_paramTable?.Dispose();
ActorTableName?.Dispose();
_paramTable = new LocalizationTable("Params");
ActorTableName = new LocalizationTable("ActorName");
}
else if (playMode == PlayModeStateChange.ExitingPlayMode)
{
_paramTable?.Dispose();
ActorTableName?.Dispose();
_paramTable = null;
ActorTableName = null;
}
}
#endif
public static void SwitchLanguage(string localeCode)
{
@@ -25,6 +60,39 @@ namespace AibisDream.Framework
Debug.LogWarning($"Locale with code {localeCode} not found.");
}
}
/// <summary>
/// 本地化参数
/// </summary>
/// <param name="param">参数名</param>
/// <param name="table">本地化表</param>
/// <returns></returns>
public static string LocalizeParam(string param, LocalizationTable table)
{
// 非本地化参数直接返回
if (!param.StartsWith(LocalizationPrefix)) return param;
var localizationKey = param[LocalizationPrefix.Length..];
// 获取本地化值
if (table.TryGetValue(localizationKey, out var value))
{
return value.LocalizedValue;
}
// 如果找不到,则使用原始值
Debug.LogWarning($"Variable Key '{localizationKey}' not found in localization table.");
return localizationKey;
}
/// <summary>
/// 本地化参数
/// </summary>
/// <param name="param"></param>
/// <returns></returns>
public static string LocalizeParam(string param)
{
return LocalizeParam(param, _paramTable);
}
}
public class LocalizationTable
+7 -3
View File
@@ -36,7 +36,7 @@ namespace AibisDream
{
_rectTransform = GetComponent<RectTransform>();
_taskListParent = transform.Find("Record");
EnumEventSystem.Global.Register(GameLoopEnum.GameQuit, ClearTasks);
EnumEventSystem.Global.Register(GameLoopEnum.GameQuit, OnGameQuit);
EnumEventSystem.Global.Register(EventEnum.NextYarn, ClearTasks);
}
@@ -59,6 +59,12 @@ namespace AibisDream
_taskDict.Clear();
}
public void OnGameQuit()
{
ClearTasks();
UIManager.Instance.HidePanel<TaskPanel>();
}
#endregion
#region
@@ -112,7 +118,6 @@ namespace AibisDream
public void Show()
{
gameObject.SetActive(true);
AudioManager.Instance.PlaySfx("event:/Scriptal/taskmanager");
// 下移
_rectTransform.DOAnchorPosY(-350, 1f).OnComplete(() =>
@@ -127,7 +132,6 @@ namespace AibisDream
AudioManager.Instance.PlaySfx("event:/Scriptal/taskmanager");
_rectTransform.DOAnchorPosY(0, 1f).OnComplete(() =>
{
gameObject.SetActive(false);
IsOpen = false;
});
}
+1 -1
View File
@@ -1,5 +1,5 @@
{
"Volume": "0.73",
"Language": "zh-Hans",
"Language": "en",
"WindowMode": "Windowed"
}