动画系统

This commit is contained in:
2025-05-26 14:59:42 +08:00
parent d6fd171720
commit f6a0a87fda
116 changed files with 7598 additions and 20999 deletions
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using UnityEditor;
namespace AibisDream.SystemEditor
{
[CustomEditor(typeof(ActorSlot))]
public class ActorSlotEditor : Editor
{
public override void OnInspectorGUI()
{
var example = (ActorSlot)target;
// 先绘制默认的 Inspector
DrawDefaultInspector();
// 重画UI
example.sortingLayer = EditorKit.SortingLayerField("目标层级", example.sortingLayer);
example.sortingOrder = EditorGUILayout.IntField("层级顺序", example.sortingOrder);
}
}
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{
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public override void OnInspectorGUI()
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title: LungPlugIn
position: -1094,-98
---
<<if $gameStage == 2>>
<<jump 检查_肺>>
<<endif>>
===
title: HeartPlugIn
position: -816,-97
---
<<if $gameStage == 2>>
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<<endif>>
===
title: LiverPlugIn
position: -533,-97
---
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<<endif>>
===
title: StomachPlugIn
position: -267,-102
---
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<<endif>>
===
title: EngineSuccess
position: -1092,115
---
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<<elseif $gameStage == 6>>
<<jump 刻录调速>>
<<endif>>
===
title: AllGearsRunning
---
<<if $gameStage == 2 && $gearPopupCount == 1>>
<<jump 齿轮恢复后>>
<<elseif $gameStage == 2 && $gearPopupCount == 2>>
<<jump 齿轮第二次放回>>
<<elseif $gameStage == 2 && $allNewGear>>
<<jump 更换镍铬齿轮>>
<<endif>>
===
title: 插入冷却液
position: -809,327
---
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<<endif>>
===
title: 泵机运行
position: -1088,330
---
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<<endif>>
===
title: 引擎过速
description: 引擎过速触发
position: -257,110
---
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<<set $failTime = $failTime + 1 >>
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<<elseif $failTime == 5>>
<<jump 调速popup_失败5次>>
<<elseif $failTime == 10>>
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<<jump 调速popup_失败15次>>
<<elseif $failTime == 20>>
<<jump 调速popup_失败15次>>
<<elseif $failTime == 25>>
<<jump 调速popup_失败15次>>
<<elseif $failTime == 30>>
<<jump 调速popup_失败15次>>
<<endif>>
<<endif>>
===
title: 引擎掉速
description: 引擎掉速触发
position: -813,115
---
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<<elseif $failTime == 5>>
<<if visited("调速popup_过速")==false>>
<<jump 调速popup_失败5次但是都是掉速>>
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<<jump 调速popup_失败15次>>
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<<jump 调速popup_失败15次>>
<<elseif $failTime == 30>>
<<jump 调速popup_失败15次>>
<<endif>>
<<endif>>
===
title: 调整进气档位
description: 调整进气档位时触发
position: -532,113
---
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<<jump 调速popup_调整进气档位>>
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title: Start
tags:
colorID: 8
position: 205,-53
---
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===
title: VarsInit
tags:
colorID: 4
position: 205,199
---
///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
//【流程相关】
//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-调速后对话(冷却液)
<<declare $gameStage=1>>
///【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>>
//冷却液处理完成次数。每次处理完成就往下推进一步
<<declare $coolingCount=0>>
//一次性对白标记,需要播时设为true,在检查点检查到true播放一次性对白,播放完设回false
<<declare $hintFlag=false>>
//掉速次数
<<declare $failTime = 0>>
//是否知道可以换滤板
<<declare $lungProblemKnown=false>>
//是否知道可以换燃料
<<declare $fuelProblemKnown=false>>
//是否知道可以调压力
<<declare $engineProblemKnown=false>>
//是否知道冷却液浑浊
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//是否完成了引擎自检
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//是否知道冷却液换过
<<declare $bloodRenewedKnown=false>>
//是否对冷却液换过却很脏提过疑惑
<<declare $bloodQuestioned=false>>
//选择的透析剂
<<declare $selection = 0>>
// 齿轮掉出来了
<<declare $gearPopupCount = 0>>
<<declare $allNewGear = false>>
//【功能相关】
//clueboard相关
<<declare $StartNode="">>
<<declare $EndNode="">>
//插线
<<declare $currentSocket="">>
<<declare $PlugCount=0>>
<<declare $PlugAll=false>>
<<jump Center>>
===
title: Center
description: 脚本跳转中心,GameStage在此处处理,理论上不在其他地方读取GameStage
position: 205,446
colorID: 1
---
// 每次进入维修界面就自动保存
<<auto_save>>
//gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-冷却液处理;6-结束
// 引入对话
<<if $gameStage <= 1>>
<<jump 开场对话>>
<<endif>>
//检查阶段
<<if $gameStage == 2>>
<<jump 全身检查>>
<<endif>>
//检查后对话阶段
<<if $gameStage == 3>>
<<jump 分析检查结果>>
<<endif>>
//调速阶段
<<if $gameStage == 4>>
<<fade_in 1>>
<<NextYarn>>
//<<jump 变速箱检查>>
<<endif>>
// 冷却液处理
<<if $gameStage == 5>>
<<jump 冷却液处理>>
<<endif>>
// 结束,进入下一个Yarn
<<if $gameStage >= 6>>
<<NextYarn>>
<<endif>>
===
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@@ -0,0 +1,136 @@
title: 开场对话
tags:
group: 入口
position: 250,-26
---
<<switch_fix_system_to "Clinic">>
// <<indoor_new 1>>
<<jump 引入对话>>
===
title: 引入对话
tags:
colorID: 8
position: 250,200
---
<<hide_dialog>>
<<init_character "石头">>
<<switch_character_state 默认大笑>>
<<hide_character>>
<<fade_out 1>>
shitou: 啊!~自由的小机体,在大大的城市里~<br>跑呀~跑呀~再多烦恼~统统忘掉~ #line:0c45307
<<hide_dialog>>
<<wait 0.5>>
shitou: 你好~亲爱的医生~<br>这里是我们园区的员工诊所吗? #line:03e3d1f
me: 没错。<br>咱公司什么时候有歌唱家了? #line:07828e8
<<hide_dialog>>
<<show_character>>
<<wait 0.5>>
shitou: 我不是~歌唱家~只是公司滴送货员~石头~ #line:0571925
<<switch_character_state 默认低眉大笑闭眼>>
shitou: 公司举办~销售大赛~很多罐头~<br>需要我送~忙碌工作~日以继夜~ #line:03901a3
<<switch_character_state 默认大笑>>
shitou: 更快!更快!更快!~<br>亲爱的医生,我需要更快! #line:0a456e4
me: 你好,想要跑得更快的送货员。<br>让我查查数据库…… #line:00704df
<<hide_dialog>>
<<switch_character_state 默认>>
<<open_progress_window 查询患者信息 "正在检索: 货务部 石头 ……" 2>>
<<wait 1>>
<<switch_character_state 默认闭眼>>
<<wait 0.1>>
<<switch_character_state 默认>>
me: (机体EF4404192,石头,货务部C03UR货运型号。) #line:0bdeb90
me: (该型号机体配装有公司研发的涡轮增压动力模块,具有极高的运动性能。) #line:06fd1fa
<<switch_character_state 默认闭眼>>
<<wait 0.1>>
<<switch_character_state 默认>>
me: (该类机体对速度有较强的偏好性,但自我控制能力较低。请勿命令此类机体在诊室内跑动,避免造成公司财产损失。) #line:05b20f6
<<hide_dialog>>
<<wait 1>>
me: 涡轮增压动力模块…听起来关键在这。 #line:05cbb31
me: 嗯…想要跑得更快的话,应该可以从维护这个模块入手。 #line:062a317
<<switch_character_state 摸头低眉大笑>>
shitou: 好哇,医生!我最喜欢~维护~动力模块啦~! #line:021c848
me: 听起来不是第一次了? #line:0046e10
shitou: 当然啦,医生!我把它保养得可好啦~!听听我这强劲的马达~ #line:0833126
<<hide_dialog>>
<<wait 1>>
<<hide_character>>
<<switch_character_state 默认>>
石头运转起它的马达,他的胸腔发出低沉的轰鸣。 #line:0207744
<<show_character>>
me: 好了好了…你可千万别跑起来。<br>碰坏了这里的东西,你可…我可赔不起。 #line:081681b
<<switch_character_state 摸头低眉大笑>>
shitou: 什么?医生,引擎太吵~我听不清~ #line:02031cb
me: …我说,我们到治疗室来吧。 #line:0686192
//shitou: 啊,我嘛……我需要做一个调速,这样就能跑得更快,送更多的货!
//它是一个货务机器人,根据指令把货务送到目的地——大部分都是罐头。
//作为回报,它获得积分,用于兑换一个机体日常所需的一切。
//shitou: 销售大赛要来了,还有很多罐头要送!所以,只要把速度提高一些,我就可以运更多罐头啦!
//me: 这倒不是什么麻烦事儿…只需要调整一下齿轮就可以了。
//me: 来吧,我们到治疗室来。
//me: 这是什么?它看起来有很严重的磨损,而且强度也很…普通。
//shitou: 对吧!它看起来被划得很严重!
//shitou: 它一定是什么关键元件……所以我这一天才怎么都累得不行!
//me: “一定”是什么意思?
//shitou: 因为……<br>我也不知道这是从哪儿掉出来的。
//me: 掉…掉出来??
//再三确认下,你了解到这是一个“多出来的”齿轮。今早从石头的身体里掉了出来。
//me: 你说你累得不行…是哪里感觉累?我需要你描述得更具体一些。
//shitou: 就是…浑身都累!
//它说了一些“共振”、“频率”之类的感受偏差,依然没有理解什么叫“不对劲”。<br>唯一你能听懂的就是油耗提高了。
//你询问它最近都做了些什么,但它的记忆力似乎差得离谱。
//它用“我看见…”的说法来描述它回忆起来的东西,但是他“看见”的不是刚发生的,就是很久以前的事情了。
//me: (这个机体…逻辑模块是不是有点问题?)
//shitou: 总之就是哪哪都不太对。<br>哎呀!您是医生,您一定有办法帮我查明白的,对吧!
//shitou: 站长说,明天就要“大提效”了。我得做好准备才是……
//me: 高速运动型机体,掉出一个齿轮来…<br>确实是一个很大地安全隐患。
//me: ……总之,我先给你做一个全身检查吧。
<<hide_dialog>>
<<wait 1>>
shitou: 好嘞~!医生,那就拜托你啦! #line:0e7c111
<<hide_dialog>>
<<jump toStage2>>
===
title: toStage2
group: 出口
position: 248,443
---
<<set $gameStage = 2>>
<<jump Center>>
===
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@@ -0,0 +1,649 @@
title: 全身检查
group: 入口
tags:
position: 378,-540
---
<<jump 检查初始化>>
===
title: 检查初始化
position: 380,-239
---
<<play_clinic_cut>>
<<fade_in 0.5>>
<<wait 1>>
//shitou: 医生~不好意思~每次拆面板我都很害怕!你介意我~放声高歌吗?
//me: 没关系,其实你一直在唱歌。
//shitou: 啊!富足的生活~靠勤奋的双脚~美好的未来~在等我们~♫
shitou: 医生~不好意思~每次拆面板我都很害怕~你介意我~放声高歌吗? #line:0dbdfb9
me: 没关系,其实你一直在唱歌的。 #line:09ed412
shitou: 哈哈~!毕竟~音乐就是我的~生命~ #line:0ce2eac
shitou: 啊!~自由的小机体,在大大的城市里~<br>跑呀~跑呀~再多烦恼~统统忘掉~ #line:073ea93
me: 好多灰尘啊,真难开…… #line:0cd42a9
<<switch_fix_system_to "BodyModule" "Body">>
me: 嘿! #line:0959720
<<fade_out 0.1>>
<<shake_camera 0.2 0.3 20>>
<<wait 0.5>>
<<hide_dialog>>
<<wait 0.5>>
me: 总算打开了…… #line:003a62d
shitou: 嘿嘿…不好意思~最近跑得比较多~有点积灰~ #line:0d4d36e
me: 总之,找到他的<b><size=100%><color=\#D9BC26>动力模块</color></b><br>看看怎么提高他的速度吧。 #line:05bc9d3
////Task: 检查动力模块 #line:02213e6
////<<task_moveIn>>
//<<MessageBoxSetNull>>
//<<MessageBoxSetText 已检测到目标机体!诊疗仪已就绪。>>
//<<MessageBoxSetNull>>
//<<MessageBoxSetText 等待信号输入……>>
===
title: 进入阶段3
group: 出口
position: 393,1665
---
<<set $gameStage = 3>>
<<jump Center>>
===
// 事件节点
title: 检查_肺
tags:
group: 插入触发
colorID: 8
position: -161,-190
---
<<wait 0.1>>
Linking: 正在建立连接… #line:0275bc1
<<wait 0.2>>
LungModule: 已与气体处理模块建立连接! #line:07b269a
LungModule: 进行内外部气体与热量交换,处理呼吸和散热相关的工作。 #line:0e978bd
->检查 #line:007617c
<<hide_dialog>>
Analysing: #auto_next #line:09b142b
<<if $lungProblemKnown == false>>
<<wait 1>>
<<endif>>
<<wait 0.5>>
LungModule: 检查完成!未发现错误。 #line:0043a6c
<<if $lungProblemKnown == false>>
LungModule: #auto_next #line:021c584
LungModule: 报告传输完毕。 #line:00b4aed
me: 嗯…通气量非常大,看起来运动非常充足…<br>应该说有点过于频繁了。 #line:09c2d96
shitou: 没问题的~医生~我甚至可以边跑边唱嘞! #line:07078e8
<<set $lungProblemKnown=true>>
<<else>>
me: 通气量非常大,看起来运动非常频繁。 #line:0d26c4d
<<endif>>
->结束 #line:0622765
<<clear_screen>>
===
title: 检查_心
tags:
group: 插入触发
colorID: 8
position: -158,-3
---
<<wait 0.1>>
Linking: 正在建立连接… #line:0408d98
<<wait 0.2>>
HeartModule: 已与动力模块建立连接! #line:09122b4
HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部模块运转。 #line:0f60259
->检查 #line:0e53b45
<<hide_dialog>>
Analysing: #auto_next #line:0bab41b
<<if $engineProblemKnown == false>>
<<wait 1>>
<<endif>>
<<wait 0.5>>
HeartModule: 检查完成!未发现错误。 #line:07fe2e5
<<if $engineProblemKnown == false>>
<<complete_task "line:02213e6">>
<<wait 0.1>>
me: 嗯…这就是那个*涡轮增压动力模块*,看起来确实是个硬家伙。 #line:0455f0e
me: 让我看看有什么能做的… #line:0233bbe
->分析 #line:0798751
<<hide_dialog>>
Analysing: 正在获取检验报告,请稍候… #line:067ec1f
<<wait 0.5>>
HeartModule: 报告传输完毕。 #line:031f435
<<wait 1>>
me: 看起来…<br>你的积碳情况正常…空气滤芯最近才换过…<br>变速箱有点卡,但是还算正常… #line:0c830aa
<<hide_dialog>>
<<wait 0.5>>
me: 嗯? #line:0c57387
me: 这个增压涡轮机…空气压缩比有点低了。<br>调整一下应该就可以提高速度。 #line:0eeff1f
shitou: 涡轮…压缩…?医生~我听不懂呀! #line:0257ef4
me: 简单来说,我拆开这个模块,打点气,你就可以跑得更快。 #line:0700e73
//////这里做啥?需要更清楚,不然我只能瞎说
shitou: 好啊医生…<br>…医生,医生!您是医生,我听您的~ #line:0043e55
me: 那我们开始吧。 #line:089d67c
//Task: 为动力模块进行增压 #line:09eeecc
//me: 嗯…这就是那个*高速动力模块*,看起来确实是个硬家伙。
//me: 而且似乎做过很多次改造,服役年限已经很高了。
//shitou: 哈哈,这些改造花了我不老少积分,要跑好久的货才能挣够呢!
//me: 不过…你看起来已经可以跑得很快了……2000RPM的转速,应该已经可以满足跑货需求了吧?
//shitou: 嘿嘿,医生,我要跑得双倍快才行哩!
//me: 双倍快?
//shitou: 对!我要比大家都快一倍!这样我才能跑双倍的货~
//me: ……你是想跑到4000转吗?那样要赶上火车了。
//shitou: 那倒不用!哈哈,<br>医生!这只是一种比喻~<br>我只要能跑到25000转就够啦!
//me: 那么…小小调整一下齿轮应该就可以做到。
<<hide_dialog>>
<<set $engineProblemKnown = true>>
<<wait 0.2>>
HeartModule: 已授权深入检查。 #line:0a36a82
->深入检查 #line:0a0b0b7
<<hide_dialog>>
<<clear_screen>>
<<jump 变速箱>>
->结束 #line:0323170
<<elseif $engineDone == false>>
me: 嗯…这就是那个*涡轮增压动力模块*,给它加点压就可以跑得更快了。 #line:06221bc
->深入检查 #line:0487638
<<hide_dialog>>
<<clear_screen>>
<<jump 变速箱>>
->结束 #line:0dffa5b
<<else>>
me: 嗯…这就是那个*涡轮增压动力模块*。我已经给它加过压,现在可以跑很快了。 #line:0734273
<<endif>>
->深入检查<<if $engineProblemKnown == true>> #line:05b419a
<<hide_dialog>>
<<clear_screen>>
<<jump 变速箱>>
->结束 #line:086b41d
<<clear_screen>>
===
title: 检查_胃
tags:
colorID: 8
group: 插入触发
position: -160,191
---
<<wait 0.1>>
Linking: 正在建立连接… #line:00033a4
<<wait 0.2>>
DigestModule: 已与物料处理模块建立连接! #line:0616ba1
DigestModule: 与机体的物料和燃油摄入、处理和储存相关。 #line:0152c56
->检查 #line:0e53a84
<<hide_dialog>>
Analysing: #auto_next #line:0afb8e3
<<if $fuelProblemKnown == false>>
<<wait 1>>
<<endif>>
<<wait 0.5>>
DigestModule: 检查完成!未发现错误。 #line:095f545
<<if $fuelProblemKnown == false>>
DigestModule: #auto_next #line:08599ab
DigestModule: 报告传输完毕。 #line:09b5221
<<wait 1>>
me: 嗯…你最近都摄入了些啥? #line:00db15e
shitou: 当然是幸福牌~罐头!医生。 #line:0d82c53
me: 只有罐头? #line:08eaf4e
shitou: “满足所有物料需求,陪你从出厂到回收!”<br>推销员是这么跟我说的~ #line:0128e8d
me: 怪不得…内容物这么单一。 #line:015b43b
<<set $fuelProblemKnown = true>>
<<else>>
me: 机体最近摄入的物料十分单一,都是最基础款的罐头。 #line:0be471e
<<endif>>
->结束 #line:0b197b0
<<clear_screen>>
===
title: 检查_肝
tags:
colorID: 8
group: 插入触发
position: -159,365
---
<<wait 0.1>>
Linking: 正在建立连接… #line:0e24282
<<wait 0.2>>
LiverModule: 已与冷却液循环模块建立连接! #line:0bf6fa2
LiverModule: 处理机体的冷却液循环与净化,保障各模块运行状态。 #line:0493264
->检查 #line:0214813
<<hide_dialog>>
Analysing: #auto_next #line:041edf5
<<if $bloodProblemKnown == false>>
<<wait 1>>
<<endif>>
<<wait 0.5>>
LiverModule: #auto_next #line:0ac150c
LiverModule: 检查完成!未发现错误。 #line:0debb77
LiverModule: #auto_next #line:0b1b711
LiverModule: 报告传输完毕。 #line:0070c97
<<if $bloodProblemKnown == false>>
<<wait 1.5>>
me: 循环模块看起来没什么问题。 #line:012571a
<<set $bloodProblemKnown = true>>
<<else>>
me: 循环模块没什么问题。 #line:0cd0e66
<<endif>>
->结束 #line:031bb96
<<clear_screen>>
===
title: 变速箱
position: 371,414
---
<<hide_dialog>>
<<switch_fix_system_to "Engine">>
<<open_engine_cover>>
<<wait 0.5>>
me: 还是第一次见…<br>一般机体可没有这么厉害的内燃机动力模块…还是涡轮增压的高级型号。 #line:02ff5f4
shitou: 咦?不是所有的机体都有动力模块吗? #line:0de6bdb
me: 是,但一般机体都是电机,因为它们没有那么重的负载需要拉。 #line:048ac7b
me: 你的内燃机虽然可以拉更重的负载…但也意味着它永远无法停机。<br>一旦停下来,你就再也动不了了。 #line:01607fd
shitou: 医生~我不想停下来~让我跑得更快吧! #line:071f8d1
<<hide_dialog>>
<<wait 0.5>>
me: 那来吧。在调整之前…<br>让我看看,你现在能跑多快。 #line:05f7281
shitou: 收到~ #line:0f92ec7
shitou: 呜——! #line:0452b6a
<<step_on_gas 0.55 4>>
//石头加起速来,引擎轰鸣着达到了跑到了某个速度。#auto_next
//<<wait 3>>
me: 14000转…好高啊。 #line:0c1d01c
shitou: 嘿嘿,医生,我要跑得双倍快才行哩! #line:0645afa
me: 双倍快? #line:082b19a
shitou: 对!我要比大家都快一倍!这样我才能跑双倍的货~ #line:0823b52
<<hide_dialog>>
<<wait 0.5>>
me: ……你是想跑到30000转吗?那样要赶上火车了。 #line:0323b64
shitou: 哈哈,我真能变成火车…那就……太酷啦! #line:03fd9db
shitou: 开玩笑~医生!这只是一种比喻~<br>我只要能跑到24000转就够啦! #line:053acfe
<<hide_dialog>>
<<wait 0.5>>
me: 那么…加压应该是可以做到的。 #line:017cd96
me: 反复拉动左边的拉绳,就可以提升涡轮部分的转速了…… #line:097e21f
<<active_engine_pull>>
//【加压按钮可用】#auto_next
//<<wait 1.5>>
// ->加压
// <<complete_task 为动力模块进行增压>>
// 你向气阀内压入气体,石头的速度变得更高了。#auto_next
// <<wait 1>>
// //<<task_moveOut>>
// <<wait 1>>
//<<wait 1.5>>
//me: 嗯…看起来一切正常?没有缺齿轮之类的报告……
//shitou: 正常?不可能,医生。我明显感觉它有问题。
//me: 虽然我不知道你说的会是什么问题…<br>但这确实是最有可能掉出齿轮的地方。
//<<wait 0.5>>
//me: 来都来了……<br>以防万一,最好让它跑一次;<br>确认它在运行状态下是没问题的。
//<<hide_dialog>>
//<<wait 0.5>>
//<<MessageBoxSetText 正在运行自检……>>
//<<wait 0.1>>
//<<MessageBoxSetText 请将转速提高至2500RPM以进行自检!>>
//<<wait 0.5>>
//me: ……
//me: 2500,哇哦。
//shitou: 怎么了,医生?找到问题了?
//me: 不是。正常机体的动力系统只能跑到500RPM…<br>而且还得是在劳累或者激动的情况下。
//me: 但你能跑到2500RPM。这是一般机体的…5倍。<br>通常转到这个速度,就意味着机体要接近报废了。
//me: 不过也不奇怪,毕竟你是需要跑货的。<br>……你简直就是一台人形货车了。
//shitou: 嗨!我要是能天天跑到2500就好了!<br>可惜城里的红绿灯实在是太多了。
//me: 你现在就有机会了。<br>我需要手动把你提到2500RPM,来完整测试引擎的运行能力。
//shitou: 要开跑了吗,医生?太好啦!我最喜欢跑货了!<br>…哎呀,可惜!要是我状态完美,能边跑边唱……
//me: 这是治疗,不是赛车。<br>让它跑起来是为了确认它到底有没有问题。
//shitou: 不过医生…如果里面缺一个齿轮,不会有问题吗?<br>比如把其他的齿轮也甩飞出来之类的……
//me: 按理来说不会…至少手册说不会。
===
title: 调速后测速
position: 383,723
---
shitou: 哇~好快啊,从来没有过的感觉! #line:0758f07
<<hide_dialog>>
<<wait 0.5>>
<<shake_camera 0.2 0.3 20>>
<<wait 0.5>>
<<step_on_gas 0.2 0.3>>
shitou: 啊! #line:07747ee
shitou: 医生…我怎么…动不了了! #line:08db646
<<hide_dialog>>
<<wait 0.5>>
me: 听起来像是变速箱里的声音……我这就看看。 #line:0e26999
<<complete_task "line:09eeecc">>
//Task: 检查变速箱的异响 #line:027a5f5
//<<task_moveIn>>
->打开变速箱盖 #line:08099c0
<<hide_dialog>>
<<close_engine_cover>>
<<switch_fix_system_to Gear "stone_day1_1.json">>
<<open_gear_cover>>
<<wait 1>>
<<shake_camera 0.2 0.3 20>>
//region 弹飞齿轮
me: 哎呀!#auto_next #line:07fdf3a
<<popup_gear "Pluggable Shaft1">>
<<popup_gear "Pluggable Shaft2">>
<<popup_gear "Pluggable Shaft3">>
<<set $gearPopupCount = 1>>
<<wait 2>>
//endregion
me: 啧…看起来就是这几个齿轮的问题。 #line:0890696
me: 话说这个齿轮…… #line:096c7f7
<<complete_task "line:027a5f5">>
<<hide_dialog>>
<<wait 1>>
<<wait 0.5>>
->拿起齿轮 #line:051fa60
<<show_obj 变速箱唱片齿轮>>
me: 表面有一部分竟然是塑胶的?<br>…看起来强度很低啊。 #line:01953a4
<<wait 0.5>>
<<hide_obj>>
<<hide_dialog>>
<<wait 0.5>>
me: 这个变速箱里看起来有很多奇怪的结构…… #line:0da9f10
//【占位】如果这几句要回来的话,加camera
//shitou: 噢~?你说的是我的~唱片机吗?
//me: 唱片机……?在…变速箱里吗?
me: 无论如何,我先把这些脱落的齿轮装回去吧。 #line:021782d
//Task: 恢复变速箱的齿轮 #line:04bd5a4
//<<task_moveOut>>
//你打开引擎的变速箱盖,看到里面充满了各种奇形怪状的齿轮。
//->拿起一个齿轮
//me: 这些是…什么?
///me: 看起来不像是一般的齿轮…齿轮箱里的这些结构看起来怪怪的…
//shitou: 噢?你说的是*那些*齿轮吗?
//me: 什么是*那些*齿轮?
//shitou: 嘿嘿。快把它放回去,让我演示给你看!
->放回去 #line:0afb490
<<hide_dialog>>
<<load_gear_panel "replace_gear.json">>
<<open_gear_panel>>
===
title: 齿轮恢复后
position: 393,982
---
<<close_gear_panel>>
<<hide_dialog>>
<<wait 1>>
<<complete_task "line:04bd5a4">>
////<<task_moveOut>>
<<wait 0.5>>
me: 好了。石头,再试试吧,跑起来。 #line:00e1fbe
// <<switch_fix_system_to Engine>>
<<step_on_gas 0.6 3>>
<<hide_dialog>>
<<wait 0.5>>
shitou: 该播放音乐了吗?医生! #line:0d2e36a
// 石头加起速来,引擎轰鸣着达到了跑到了某个速度。#auto_next
// <<wait 2>>
me: 音乐? #line:0e2aa7c
<<move_needle 1>>
<<wait 1>>
<<play_music "event:/Music/music_shitou_2" "shitou_music">>
<<wait 2>>
me: 原来如此,这些奇怪的结构原来是… #line:06439af
shitou: 是我的得意改装!医生~我一直!就喜欢音乐!可惜我~五音不全,而且引擎太吵,我听不到外边的音乐! #line:055a3b7
shitou: 工作后一攒够钱!我就买了一直心念念的爱索~Walkman音乐!唱片机! #line:0bce645
shitou: 我把它改装进了动力模块里!这样我就可以随时随地哼我最喜欢爱的这首歌啦~! #line:0c504e3
<<hide_dialog>>
<<wait 1>>
me: 这倒是…很巧妙的改造。 #line:0c22456
<<hide_dialog>>
<<wait 1>>
shitou: 好了,现在可以~马力全开! #line:01cb67c
me: 等等!石头…… #line:0b31c0c
<<hide_dialog>>
<<wait 0.2>>
<<step_on_gas 0.75 3>>
shitou: 呜呼!我现在…充满了……力量! #line:01c8573
me: 停下,不然的话这些齿轮…#auto_next #line:0791bb4
<<step_on_gas 0.9 3>>
<<stop_music "shitou_music">>
<<play_sfx "event:/Scriptal/tv">>
<<shake_camera 0.4 0.3 20>>
<<step_on_gas 0.2 0.5>>
//region 弹飞齿轮
shitou: 哎呀!#auto_next #line:0efc794
<<popup_gear "Pluggable Shaft1">>
<<popup_gear "Pluggable Shaft2">>
<<popup_gear "Pluggable Shaft3">>
<<set $gearPopupCount = 2>>
<<wait 2>>
//endregion
shitou: 医生!我又动不了了! #line:07de787
me: 啧…… #line:03cbe07
me: 这就是我说的问题,刚才已经发生过一次了… #line:0c6f711
me: …我再给你装回去一次吧。<br>但这次你别再加速了…不然还得飞出来。 #line:0ef0cae
->放回去 #line:002141a
<<hide_dialog>>
<<load_gear_panel "replace_gear.json">>
<<open_gear_panel>>
===
title: 齿轮第二次放回
position: 383,1182
---
<<set $gearPopupCount = 0>>
<<close_gear_cover>>
<<wait 0.5>>
<<fade_in 1>>
<<switch_fix_system_to "Clinic">>
<<init_character "石头">>
<<switch_character_state 默认低眉>>
<<fade_out 1>>
me: 好的,现在… #line:058680e
me: 你想跑到12000转……但这些橡胶的“唱片齿轮”的强度太低了。恐怕只有镍铬齿轮的强度才够…… #line:0c6ede0
<<switch_character_state 默认低眉闭眼>>
<<wait 0.1>>
<<switch_character_state 默认低眉>>
shitou: 镍铬…是啥意思?医生~我听不懂呀! #line:019d4f2
me: 简单来说,要提高速度,就要让这些齿轮转得很快。但是你这些齿轮太软了,转快了就会掉出来。 #line:0917d90
<<hide_dialog>>
<<wait 0.5>>
<<switch_character_state 默认低眉闭眼>>
<<wait 0.1>>
<<switch_character_state 默认低眉走神>>
<<wait 0.1>>
<<switch_character_state 默认走神>>
<<wait 1>>
//<<hide_dialog>>
//<<move_needle>>
//<<play_loop_audio disc>>
//<<wait 2>>
//shitou: 啊~哈哈!医生,这可是我的得意模块!我从小!就喜欢音乐!可惜我~五音不全。
//shitou: 工作后一攒够钱!我就买了一直心念念的爱索~Walkman音乐!唱片机!
//shitou: 我把它改装进了动力模块里!这样我就可以随时随地哼我最喜欢的旋律了——
//me: 好吧,这倒挺特别。
//me: 只要我能把转速箱整体的齿轮比调整一下,就可以提高他的速度…希望这不会影响这些唱片的播放。
//(使第一个齿轮和最后一个齿轮的大小满足图示需求(白框(脑补一下)))
//->调整齿轮比
//me: 好了…是时候测试一下了。
//启动引擎,速度提高,齿轮忽然全部飞出。
//shitou: 哎呀!医生……
//shitou: 我怎么忽然动不了了!
//me: 齿轮脱出来了…
//me: 它们很大一部分材质是塑胶,强度不够。
//shitou: 什么意思呀?医生,我听不懂,什么塑胶什么强度的!
//me: 嗯……我总结一下吧:
//me: 要提高你的速度,就要让变速箱的齿轮转得很快。但是你这些唱片齿轮强度太差,受不了快的速度。
shitou: 啊…也就是说?因为唱片太脆弱了,所以没办法把我调快? #line:09b0f2c
//me: 呃…其实还有一种可能性。你可以更换一个更高马力的引擎…但是这要额外花不少积分。
me: 对。所以……<br>需要我把速度降回去吗? #line:03f581f
shitou: 这么麻烦啊…… #line:04f51fd
<<hide_dialog>>
<<wait 0.5>>
<<switch_character_state 摸头低眉走神>>
<<wait 0.1>>
<<switch_character_state 摸头低眉走神闭眼>>
<<wait 0.1>>
<<switch_character_state 摸头低眉走神>>
<<wait 1>>
<<switch_character_state 摸头走神>>
<<wait 0.5>>
shitou: 我明白了……医生。 #line:0af5c34
<<hide_dialog>>
<<wait 1>>
<<switch_character_state 默认低眉>>
<<wait 2>>
<<switch_character_state 默认低眉闭眼>>
<<wait 0.1>>
<<switch_character_state 默认低眉>>
<<wait 0.7>>
shitou: 那麻烦您!帮我把我的唱片齿轮~都换掉吧! #line:05e8ca1
<<hide_dialog>>
<<wait 0.5>>
me: 啊……啊?你不是说你很爱它吗? #line:0bfa5e4
<<hide_dialog>>
<<wait 0.5>>
<<switch_character_state 默认低眉大笑>>
<<wait 0.1>>
<<switch_character_state 摸头低眉大笑>>
<<wait 0.5>>
shitou: 哈哈没关系!对我来说,这些唱片只是让曾经五音不全的我能够顺利地唱歌。 #line:07f4005
shitou: 它曾经对我来说很重要,但是每个人都该往前看,不是吗! #line:01ffe71
<<hide_dialog>>
<<wait 1>>
<<switch_character_state 摸头大笑>>
shitou: 它已经,为我留下了足够的记忆!我的记忆模块里已经留下了几百首歌的旋律! #line:0461edc
shitou: 我——依然会记得怎么唱这些歌的,所以……没关系!我的生活足够美好咯,在园区里头穿梭,风吹在脸上,安逸滴很! #line:01e8fb7
<<hide_dialog>>
<<wait 1>>
<<switch_character_state 默认>>
<<wait 0.1>>
<<switch_character_state 默认闭眼>>
<<wait 0.1>>
<<switch_character_state 默认>>
<<wait 1>>
shitou: 所以,是的。医生,帮我换掉这些唱片齿轮吧! #line:023b33c
<<hide_dialog>>
<<wait 1>>
<<switch_character_state 默认走神>>
<<wait 0.1>>
<<switch_character_state 默认低眉走神>>
shitou: 啊!对了……这些镍铬齿轮…不会很贵吧…… #line:0121b8c
me: 啊…那倒不贵。不过是一些铁块罢了。 #line:0563b3b
<<switch_character_state 默认大笑>>
shitou: 哈哈哈!那太好了,那还等什么?医生,我们来吧。 #line:0afce30
<<hide_dialog>>
<<fade_in 1>>
<<switch_fix_system_to "Gear" "stone_day1_2.json">>
me: 让我找找…镍铬齿轮… #line:09f90d6
<<fade_out 1>>
<<open_gear_cover>>
<<open_gear_panel>>
<<hide_dialog>>
//Task: 更换镍铬齿轮 #line:07d92dd
////<<task_moveIn>>
===
title: 更换镍铬齿轮
position: 387,1377
---
<<hide_dialog>>
<<wait 1>>
<<close_gear_panel>>
<<complete_task "line:07d92dd">>
////<<task_moveOut>>
<<hide_dialog>>
<<wait 0.5>>
me: 好了…再播…跑一次吧。 #line:0ce01b5
<<step_on_gas 0.7 2>>
引擎咆哮着加速,安然无恙,但是没有了音乐。#auto_next #line:0ea3623
<<wait 2>>
shitou: 呜呼!医生~我感觉~我像在飞一样! #line:096c6b8
<<hide_dialog>>
<<close_gear_cover>>
<<jump 进入阶段3>>
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@@ -0,0 +1,147 @@
title: 分析检查结果
tags:
position: 210,-342
---
<<jump 返回诊所>>
===
title: 返回诊所
position: 210,-129
---
<<fade_in 1>>
<<switch_fix_system_to "Clinic">>
<<character_auto_blink>>
<<character_pos 直立>>
<<character_face_new 思索走神>>
<<fade_out 1>>
<<jump 第一次检查后对话>>
===
title: 第一次检查后对话
position: 211,86
---
<<init_character "石头">>
<<switch_character_state 默认低眉>>
<<wait 0.1>>
<<switch_character_state 默认低眉闭眼>>
<<wait 0.1>>
<<switch_character_state 默认低眉>>
me: 好了,试试吧,走两步。 #line:052c8b3
<<hide_dialog>>
<<wait 1>>
<<switch_character_state 默认大笑>>
shitou: 呼!呜!好快啊,从来没有过的感觉! #line:0d5bdc9
<<hide_dialog>>
<<character_fade_out_new>>
<<wait 0.5>>
shitou: 喔喔~哈哈! #line:058d88a
<<shake_camera 0.5 0.2 30>>
me: 别在诊室里乱跑! #line:0c42be2
<<hide_dialog>>
<<wait 1>>
<<character_fade_in_new>>
<<wait 0.5>>
<<switch_character_state 摸头低眉大笑>>
shitou: 不好意思,医生~你说跑两步,我就一下子没收住…… #line:07130d2
me: …我说的是走两步,没让你跑两步。 #line:0694de4
shitou: 是,是,不好意思,医生…… #line:090d22b
<<switch_character_state 默认低眉闭眼>>
shitou: (哼歌) #line:001f7b2
<<switch_character_state 默认大笑>>
shitou: 哈~哈,这~些老歌~我还记得。 #line:04c488f
<<switch_character_state 默认低眉>>
<<wait 0.1>>
<<switch_character_state 默认低眉闭眼>>
<<wait 0.1>>
<<switch_character_state 默认低眉>>
shitou: 虽然感觉有点安静… #line:0cfd0e6
<<hide_dialog>>
<<switch_character_state 默认低眉闭眼>>
<<wait 0.1>>
<<switch_character_state 默认低眉>>
<<wait 1>>
<<switch_character_state 默认大笑>>
<<wait 1>>
shitou: …但是,只要我唱大声些就好啦~ #line:062edb2
me: 我还没有见过哪个活着的机体能跑出12000的转速…… #line:0173f8a
<<switch_character_state 摸头>>
<<wait 0.1>>
<<switch_character_state 摸头闭眼>>
<<wait 0.1>>
<<switch_character_state 摸头>>
shitou: 我会好好珍惜~你给我的速度~再见啦!!医生~ #line:0823702
<<hide_dialog>>
<<hide_character>>
<<switch_character_state 默认>>
<<wait 1>>
me: 跑得好快… #line:05a8a4c
<<hide_dialog>>
<<wait 1>>
<<show_character>>
me: 怎么又回来了? #line:095df9d
<<hide_dialog>>
<<wait 2>>
<<switch_character_state 摸头低眉大笑>>
<<wait 1>>
shitou: 忘了说~谢谢你啦!亲爱的医生朋友~ #line:07ca22d
<<hide_character>>
<<wait 1>>
me: 哈哈…不客气。 #line:037d43e
<<hide_dialog>>
<<wait 1>>
me: 不早了…… #line:0a3525d
<<hide_dialog>>
//你们对齿轮的来源进行了一番讨论。
//你对于石头的引擎是否有问题感到怀疑,但油耗提高却是确凿的证据。
//既然找不出齿轮脱出导致的异常,你只好从可能造成齿轮脱出的源头查起。
//你询问了好几个关于引擎报告中的改造记录的问题,以确认在哪个环节可能产生过对齿轮的影响。
//它“看见”了更多的东西,但这些记忆依然十分跳跃,给不出有用的信息。
//每一次改造,似乎都意味着它正在从“人形”变得更像“货车”。
//但是有一个记录还是引起了你的注意。在某一次改造中,齿轮比改造前多了一个。
//它只记得那是一次它自主进行的改造。那次改造之后,它的引擎“频率”就得到了优化。
//你决定去对应的变速箱看看。
//me: 它一直在说什么“频率”…到底是什么意思?<br>变速箱里可没有什么和“频率”相关的东西…难道说他说的是齿轮力矩比之类的吗?
//me: 只有打开看看才知道了,但愿能找到问题所在。
<<jump 进入阶段4>>
===
title: 进入阶段4
position: 213,321
---
<<set $gameStage = 4>>
<<jump Center>>
===
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@@ -0,0 +1,117 @@
title: 变速箱检查
tags:
position: 240,-38
---
<<jump 进入变速箱>>
===
title: 进入变速箱
position: 240,166
---
<<switch_fix_system_to "Engine">>
<<fade_out 1>>
<<add_task 检查P5变速箱内的齿轮数>>
me: 看来问题还是在这里边…得拆开来看看了。 #line:014e7b2
shitou: 没问题嘞!嘿嘿,医生,拜托你了! #line:0a64782
<<hide_dialog>>
<<wait 0.5>>
<<open_engine_cover>>
变速箱盖被打开,露出了里面运作着的齿轮。还有一些…奇特的改造。 #line:05e59a3
me: 这是什么? #line:0055eff
shitou: 什么…是什么?医生? #line:042e450
me: 这显然不是正常引擎传动结构会包含的东西。 #line:0fcb80b
shitou: 嗷!这就是你说的那次改造吧! #line:06cfd30
me: 但它看起来并不能提高效率,或者节省油耗什么的…… #line:0fdf5bc
me: 这些结构看起来和齿轮箱里的传动一点关系都没有。 #line:0556877
<<hide_dialog>>
<<wait 0.5>>
me: …但总之,先找找哪个多出来的齿轮槽位在哪,看这个齿轮能不能找到自己该在的位置。 #line:0ddac08
<<open_gear_panel>>
->将齿轮拖到多出来的槽位上 #line:027ac4c
me: ……这完全就是多出来的一个齿轮。 #line:08cefd6
shitou: 说不好就是它让整体的“频率”变好了?<br>我不懂,医生,我是瞎说的。 #line:027663b
<<hide_dialog>>
<<wait 0.5>>
你们都听到了一个模糊的声音在变速箱中回荡起来。 #line:0210af8
me: 这就是你说的…“频率”吗? #line:017ddf6
shitou: 什么“频率”?你是说…啊,我听到了…… #line:0c1a155
<<hide_dialog>>
<<wait 1>>
shitou: 听起来很耳熟………听起来像…很久以前的声音…… #line:074252d
me: 听起来是这个齿轮上的划痕发出的无规则噪音。<br>它又是干什么用的?为什么会有这个改装…… #line:0441728
<<hide_dialog>>
<<wait 1>>
shitou: 我好像感觉到了什么…<br>医生……让我跑起来。 #line:038a506
me: 嗯? #line:0d6e349
shitou: 让我跑起来…快! #line:0ce274c
me: 引擎吗? #line:0e60418
shitou: 对,跑起来!我快感受到了! #line:01e8a08
<<hide_dialog>>
<<wait 1>>
me: 好吧。 #line:05c94ef
->拉绳 #line:0735d54
随着转速提高,模糊的声音音调逐渐提高,逐渐清晰,变成了一种悦耳的声音。 #line:0af6f1f
me: 这是…这是音乐啊。<br>人类已经消失了,但他们的声音还留了下来。 #line:0bd10bf
me: 所以当时…<br>你是为自己在变速箱里改装了一个音乐播放器…<br>所以才有多出来的这一个齿轮。 #line:02edf51
me: 也许是太久了,又也许是……<br>总之,你把它给忘了。直到它不知怎么地掉了出来。 #line:09c58b5
shitou: 我…把它给忘了…… #line:0c928f0
me: 你应该庆幸它没有掉到更危险的地方去…把你的引擎给卡住。 #line:07c3bee
shitou: #line:0d9990d
me: 这下明白了。<br>好吧…总之,我们把这个掉出来的齿轮放回去了。 #line:077f9f2
me: 治疗结束了,我们出去吧。 #line:0fc3e78
<<hide_dialog>>
<<fade_in 1>>
<<switch_fix_system_to "Clinic">>
<<fade_out 1>>
shitou: 你看到了吗?医生?你看到了吗? #line:0b91a03
me: 你看到了什么? #line:043eea0
shitou: 我看到… #line:0386d15
shitou: 那里有金黄色的麦浪…天际线是连绵的群山…我在…… #line:04d69b4
shitou: 你看到了吗?医生! #line:092d978
他出神地望着远处,嘴角挂满了笑容,摇着头,尽情地欣赏着音乐。 #line:05c207e
他“看到”的东西变得越来越飘渺。 #line:0572eb2
me: 我明白了…… #line:0733b16
me: 是你的“原型”在作祟,你其实没看见任何东西。 #line:013e56d
石头的心情重新愉悦起来。 #line:0b32623
他感谢你,并且和你成为朋友,向你道别。 #line:0da4b66
<<hide_dialog>>
<<NextYarn>>
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---
<<hide_dialog>>
<<init_character "石头">>
<<switch_character_state 默认大笑>>
<<hide_character>>
<<init_actor "石头">>
<<change_actor_state laugh>>
<<fade_out 1>>
shitou: 啊!~自由的小机体,在大大的城市里~<br>跑呀~跑呀~再多烦恼~统统忘掉~ #line:0c45307
@@ -36,13 +37,11 @@ shitou: 你好~亲爱的医生~<br>这里是我们园区的员工诊所吗? #l
me: 没错。<br>咱公司什么时候有歌唱家了? #line:07828e8
<<hide_dialog>>
<<show_character>>
<<show_actor>>
<<wait 0.5>>
shitou: 我不是~歌唱家~只是公司滴送货员~石头~ #line:0571925
<<switch_character_state 默认低眉大笑闭眼>>
shitou: 公司举办~销售大赛~很多罐头~<br>需要我送~忙碌工作~日以继夜~ #line:03901a3
<<switch_character_state 默认大笑>>
shitou: 更快!更快!更快!~<br>亲爱的医生,我需要更快! #line:0a456e4
@@ -50,17 +49,11 @@ shitou: 更快!更快!更快!~<br>亲爱的医生,我需要更快! #li
me: 你好,想要跑得更快的送货员。<br>让我查查数据库…… #line:00704df
<<hide_dialog>>
<<switch_character_state 默认>>
<<change_actor_state idle>>
<<open_progress_window 查询患者信息 "正在检索: 货务部 石头 ……" 2>>
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<<switch_character_state 默认闭眼>>
<<wait 0.1>>
<<switch_character_state 默认>>
<<wait 1.5>>
me: (机体EF4404192,石头,货务部C03UR货运型号。) #line:0bdeb90
me: (该型号机体配装有公司研发的涡轮增压动力模块,具有极高的运动性能。) #line:06fd1fa
<<switch_character_state 默认闭眼>>
<<wait 0.1>>
<<switch_character_state 默认>>
me: (该类机体对速度有较强的偏好性,但自我控制能力较低。请勿命令此类机体在诊室内跑动,避免造成公司财产损失。) #line:05b20f6
<<hide_dialog>>
@@ -68,7 +61,7 @@ me: (该类机体对速度有较强的偏好性,但自我控制能力较低
me: 涡轮增压动力模块…听起来关键在这。 #line:05cbb31
me: 嗯…想要跑得更快的话,应该可以从维护这个模块入手。 #line:062a317
<<switch_character_state 摸头低眉大笑>>
<<change_actor_state laugh_hand>>
shitou: 好哇,医生!我最喜欢~维护~动力模块啦~! #line:021c848
me: 听起来不是第一次了? #line:0046e10
@@ -76,12 +69,12 @@ shitou: 当然啦,医生!我把它保养得可好啦~!听听我这强劲
<<hide_dialog>>
<<wait 1>>
<<hide_character>>
<<switch_character_state 默认>>
<<hide_actor>>
<<change_actor_state idle>>
石头运转起它的马达,他的胸腔发出低沉的轰鸣。 #line:0207744
<<show_character>>
<<show_actor>>
me: 好了好了…你可千万别跑起来。<br>碰坏了这里的东西,你可…我可赔不起。 #line:081681b
<<switch_character_state 摸头低眉大笑>>
<<change_actor_state laugh_hand>>
shitou: 什么?医生,引擎太吵~我听不清~ #line:02031cb
me: …我说,我们到治疗室来吧。 #line:0686192
@@ -497,25 +497,17 @@ position: 383,1182
<<wait 0.5>>
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<<init_character "石头">>
<<switch_character_state 默认低眉>>
<<change_actor_state idle1>>
<<fade_out 1>>
me: 好的,现在… #line:058680e
me: 你想跑到12000转……但这些橡胶的“唱片齿轮”的强度太低了。恐怕只有镍铬齿轮的强度才够…… #line:0c6ede0
<<switch_character_state 默认低眉闭眼>>
<<wait 0.1>>
<<switch_character_state 默认低眉>>
shitou: 镍铬…是啥意思?医生~我听不懂呀! #line:019d4f2
me: 简单来说,要提高速度,就要让这些齿轮转得很快。但是你这些齿轮太软了,转快了就会掉出来。 #line:0917d90
<<hide_dialog>>
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<<switch_character_state 默认低眉走神>>
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<<switch_character_state 默认走神>>
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//<<hide_dialog>>
@@ -546,25 +538,15 @@ shitou: 这么麻烦啊…… #line:04f51fd
<<hide_dialog>>
<<wait 0.5>>
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<<switch_character_state 摸头低眉走神>>
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<<switch_character_state 摸头走神>>
<<wait 0.5>>
shitou: 我明白了……医生。 #line:0af5c34
<<hide_dialog>>
<<wait 1>>
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<<wait 2>>
<<switch_character_state 默认低眉闭眼>>
<<wait 0.1>>
<<switch_character_state 默认低眉>>
<<wait 0.7>>
<<change_actor_state idle1>>
<<wait 3>>
shitou: 那麻烦您!帮我把我的唱片齿轮~都换掉吧! #line:05e8ca1
@@ -575,37 +557,31 @@ me: 啊……啊?你不是说你很爱它吗? #line:0bfa5e4
<<hide_dialog>>
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<<wait 0.1>>
<<switch_character_state 摸头低眉大笑>>
<<change_actor_state rise_hand>>
<<wait 0.5>>
shitou: 哈哈没关系!对我来说,这些唱片只是让曾经五音不全的我能够顺利地唱歌。 #line:07f4005
shitou: 它曾经对我来说很重要,但是每个人都该往前看,不是吗! #line:01ffe71
<<hide_dialog>>
<<wait 1>>
<<switch_character_state 摸头大笑>>
<<change_actor_state laugh_hand>>
shitou: 它已经,为我留下了足够的记忆!我的记忆模块里已经留下了几百首歌的旋律! #line:0461edc
shitou: 我——依然会记得怎么唱这些歌的,所以……没关系!我的生活足够美好咯,在园区里头穿梭,风吹在脸上,安逸滴很! #line:01e8fb7
<<hide_dialog>>
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<<switch_character_state 默认闭眼>>
<<wait 0.1>>
<<switch_character_state 默认>>
<<change_actor_state idle>>
<<wait 1>>
shitou: 所以,是的。医生,帮我换掉这些唱片齿轮吧! #line:023b33c
<<hide_dialog>>
<<wait 1>>
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<<change_actor_state idle_think>>
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<<switch_character_state 默认低眉走神>>
<<change_actor_state idle_think_mei>>
shitou: 啊!对了……这些镍铬齿轮…不会很贵吧…… #line:0121b8c
me: 啊…那倒不贵。不过是一些铁块罢了。 #line:0563b3b
<<switch_character_state 默认大笑>>
<<change_actor_state laugh>>
shitou: 哈哈哈!那太好了,那还等什么?医生,我们来吧。 #line:0afce30
<<hide_dialog>>
@@ -13,9 +13,7 @@ position: 210,-129
---
<<fade_in 1>>
<<switch_fix_system_to "Clinic">>
<<character_auto_blink>>
<<character_pos 直立>>
<<character_face_new 思索走神>>
<<change_actor_state idle_think>>
<<fade_out 1>>
<<jump 第一次检查后对话>>
@@ -27,23 +25,18 @@ position: 210,-129
title: 第一次检查后对话
position: 211,86
---
<<init_character "石头">>
<<switch_character_state 默认低眉>>
<<wait 0.1>>
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<<wait 0.1>>
<<switch_character_state 默认低眉>>
<<change_actor_state idle_think_mei>>
me: 好了,试试吧,走两步。 #line:052c8b3
<<hide_dialog>>
<<wait 1>>
<<switch_character_state 默认大笑>>
<<change_actor_state laugh>>
shitou: 呼!呜!好快啊,从来没有过的感觉! #line:0d5bdc9
<<hide_dialog>>
<<character_fade_out_new>>
<<actor_fade_out>>
<<wait 0.5>>
shitou: 喔喔~哈哈! #line:058d88a
@@ -52,60 +45,49 @@ me: 别在诊室里乱跑! #line:0c42be2
<<hide_dialog>>
<<wait 1>>
<<character_fade_in_new>>
<<actor_fade_in>>
<<wait 0.5>>
<<switch_character_state 摸头低眉大笑>>
<<change_actor_state laugh_hand>>
shitou: 不好意思,医生~你说跑两步,我就一下子没收住…… #line:07130d2
me: …我说的是走两步,没让你跑两步。 #line:0694de4
shitou: 是,是,不好意思,医生…… #line:090d22b
<<switch_character_state 默认低眉闭眼>>
<<change_actor_state idle1>>
shitou: (哼歌) #line:001f7b2
<<switch_character_state 默认大笑>>
<<change_actor_state laugh>>
shitou: 哈~哈,这~些老歌~我还记得。 #line:04c488f
<<switch_character_state 默认低眉>>
<<wait 0.1>>
<<switch_character_state 默认低眉闭眼>>
<<wait 0.1>>
<<switch_character_state 默认低眉>>
<<change_actor_state idle1>>
shitou: 虽然感觉有点安静… #line:0cfd0e6
<<hide_dialog>>
<<switch_character_state 默认低眉闭眼>>
<<wait 0.1>>
<<switch_character_state 默认低眉>>
<<wait 1>>
<<switch_character_state 默认大笑>>
<<change_actor_state laugh>>
<<wait 1>>
shitou: …但是,只要我唱大声些就好啦~ #line:062edb2
me: 我还没有见过哪个活着的机体能跑出12000的转速…… #line:0173f8a
<<switch_character_state 摸头>>
<<wait 0.1>>
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<<wait 0.1>>
<<switch_character_state 摸头>>
<<change_actor_state idle_hand>>
shitou: 我会好好珍惜~你给我的速度~再见啦!!医生~ #line:0823702
<<hide_dialog>>
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me: 跑得好快… #line:05a8a4c
<<hide_dialog>>
<<wait 1>>
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me: 怎么又回来了? #line:095df9d
<<hide_dialog>>
<<wait 2>>
<<switch_character_state 摸头低眉大笑>>
<<change_actor_state laugh_hand>>
<<wait 1>>
shitou: 忘了说~谢谢你啦!亲爱的医生朋友~ #line:07ca22d
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m_SizeDelta: {x: 0, y: 80}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &190932926
@@ -3932,7 +3932,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 200, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 80}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &237392156
@@ -9715,9 +9715,9 @@ MonoBehaviour:
- {fileID: 11400000, guid: ff82a99e791be3e41acf40232f908eb3, type: 2}
- {fileID: 11400000, guid: 6d49b124127007b48b6881ce33350263, type: 2}
- {fileID: 11400000, guid: fe71f935f1f9a52458c994362567a211, type: 2}
runMode: 0
runMode: 1
firstTalkSo: {fileID: 11400000, guid: ac5ca9a66ff22ab4b9cd5adbdade6b8c, type: 2}
testTalkSo: {fileID: 11400000, guid: 2f763a2c04ecafb4981379b7363f9791, type: 2}
testTalkSo: {fileID: 11400000, guid: bd44f6c25aa17a4408e172d16b903176, type: 2}
saveFileName:
--- !u!1 &719273460
GameObject:
@@ -20283,7 +20283,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 200, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 80}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1611684201
@@ -23224,7 +23224,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 200, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 80}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1960600463
File diff suppressed because it is too large Load Diff
-12
View File
@@ -1,12 +0,0 @@
fileFormatVersion: 2
<<<<<<<< HEAD:Assets/Scenes/ExpressFixScene.unity.meta
guid: 0df376d007485054496c311356978311
========
guid: 2c99bb256d7eae145a3c3e601cd2680b
folderAsset: yes
>>>>>>>> feature/地铁功能:Assets/Resources/Yarn/SubWay.meta
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -2,7 +2,6 @@
using UnityEngine.Localization.Settings;
using Yarn.Unity;
using AibisDream.Framework;
using UnityEngine;
namespace AibisDream
{
@@ -69,7 +68,6 @@ namespace AibisDream
/// <returns>协程</returns>
public void InitStringTable(string tableName)
{
Debug.Log(tableName + "Init");
// 释放
_localizationTable?.Dispose();
// 加载
@@ -10,7 +10,6 @@ namespace AibisDream
{
public class ClinicSystem : MonoBehaviour
{
[HideInInspector] public CharacterViewer character;
[HideInInspector] public SpriteGroupKit characterGroup;
private GameObject _coolingScreen;
@@ -20,10 +19,7 @@ namespace AibisDream
{
FixSystemCenter.SystemDic.Register(this);
StorageSystem.Instance.RegisterData(_clinicData);
character = transform.GetComponentInChildren<CharacterViewer>();
character.CharacterChangeEvent += OnCharacterChange;
characterGroup = transform.GetComponentInChildren<SpriteGroupKit>();
characterGroup.ChangeEvent += OnSpriteGroupChange;
@@ -59,7 +55,6 @@ namespace AibisDream
private void OnDestroy()
{
character.CharacterChangeEvent -= OnCharacterChange;
_clinicData.LoadEvent -= LoadData;
characterGroup.ChangeEvent -= OnSpriteGroupChange;
StorageSystem.Instance.UnregisterData<ClinicData>();
@@ -162,6 +162,11 @@ namespace AibisDream.Framework
private void ResetVirCam(CameraEnum cameraEnum)
{
if (cameraEnum == CameraEnum.Default)
{
return;
}
var virCam = _virtualCameraDict[cameraEnum];
virCam.VirtualCameraGameObject.transform.localPosition = _curInitState.pos;
var camObj = virCam.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
@@ -1,54 +0,0 @@
using System;
using AibisDream.Kit;
using UnityEngine;
namespace AibisDream.Framework
{
/// <summary>
/// 实现一个类似沙漏的功能,给一个命令就开始倒计时,倒计时结束执行命令
/// </summary>
public class SandClock
{
public float CountDownTime { get; private set; }
public float CurTime { get; private set; }
private readonly Action _endAction;
public SandClock(float duration, Action endAction)
{
CountDownTime = duration;
_endAction = endAction;
}
public void Start()
{
ActionKitMonoBehaviourEvents.Instance.OnUpdate.Register(OnUpdate);
CurTime = 0;
}
public void Stop()
{
CurTime = 0;
ActionKitMonoBehaviourEvents.Instance.OnUpdate.UnRegister(OnUpdate);
_endAction?.Invoke();
}
public void Pause()
{
ActionKitMonoBehaviourEvents.Instance.OnUpdate.UnRegister(OnUpdate);
}
public void Continue()
{
ActionKitMonoBehaviourEvents.Instance.OnUpdate.Register(OnUpdate);
}
private void OnUpdate()
{
CurTime += Time.deltaTime;
if (CurTime >= CountDownTime)
{
Stop();
}
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5d28e020c83b488db18eaaaa0a0f352c
timeCreated: 1747810225
@@ -8,7 +8,7 @@ namespace AibisDream.Kit
protected virtual void Awake()
{
if (Instance != null)
if (Instance != null && Instance != this)
{
Destroy(gameObject);
}
@@ -21,8 +21,6 @@ namespace AibisDream.Kit
{
}
public static bool IsInitialized => Instance != null;
protected virtual void OnDestroy()
{
OnSingletonDestroy();
+111
View File
@@ -0,0 +1,111 @@
using System.Collections;
using AibisDream.Framework;
using AibisDream.Utility;
using DG.Tweening;
using UnityEngine;
namespace AibisDream
{
/// <summary>
/// 角色基类
/// 有Sprite实现和Animator实现
/// </summary>
public abstract class AbsActor : MonoBehaviour
{
public string ActorName { get; private set; }
public string SlotName { get; private set; }
protected SpriteRenderer spriteRenderer;
public virtual void Init(string actorName, ActorSlot slot)
{
ActorName = actorName;
spriteRenderer = GetComponent<SpriteRenderer>();
SetSlot(slot);
}
public virtual void Show()
{
spriteRenderer.SetAlpha(1);
}
public virtual void Hide()
{
spriteRenderer.SetAlpha(0);
}
public void SetSlot(ActorSlot slot)
{
transform.position = slot.Position;
SlotName = slot.slotName;
spriteRenderer.sortingOrder = slot.sortingOrder;
spriteRenderer.sortingLayerID = slot.sortingLayer;
}
public virtual IEnumerator FadeInAsync(float duration)
{
yield return spriteRenderer.DOFade(1, duration).WaitForCompletion();
}
public virtual IEnumerator FadeOutAsync(float duration)
{
yield return spriteRenderer.DOFade(0, duration).WaitForCompletion();
}
public abstract void ChangeState(string stateName);
public virtual IEnumerator ChangeStateAsync(string stateName)
{
ChangeState(stateName);
yield break;
}
}
// 工厂类
public class ActorFactory
{
private readonly Transform _actorRoot;
private readonly GameObject _actorAnimaPrefab;
private readonly GameObject _spriteActorPrefab;
public ActorFactory(Transform actorRoot)
{
_actorRoot = actorRoot;
_actorAnimaPrefab = ResourceKit.LoadAssetSync<GameObject>(ConstRef.ActorPrefabName);
_spriteActorPrefab = ResourceKit.LoadAssetSync<GameObject>(ConstRef.SpriteActorPrefabName);
}
public AbsActor CreateActor(string actorName, ActorSlot slot, ActorType actorType)
{
return actorType switch
{
ActorType.Sprite => CreateSpriteActor(actorName, slot),
ActorType.Anima => CreateActorAnima(actorName, slot),
_ => null
};
}
private AbsActor CreateSpriteActor(string actorName, ActorSlot slot)
{
var actor = Object.Instantiate(_spriteActorPrefab, _actorRoot);
actor.name = actorName;
var actorAnima = actor.GetComponent<AbsActor>();
actorAnima.Init(actorName, slot);
return actorAnima;
}
private AbsActor CreateActorAnima(string actorName, ActorSlot slot)
{
var actor = Object.Instantiate(_actorAnimaPrefab, _actorRoot);
actor.name = actorName;
var actorAnima = actor.GetComponent<AbsActor>();
actorAnima.Init(actorName, slot);
return actorAnima;
}
}
public enum ActorType
{
Sprite,
Anima
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: abafcaa803b94362b24d01fc4ad8fdc0
timeCreated: 1748007750
@@ -0,0 +1,56 @@
using System.Collections;
using AibisDream.Framework;
using AibisDream.Utility;
using DG.Tweening;
using UnityEngine;
namespace AibisDream
{
public class ActorAnima : AbsActor
{
private Animator _animator;
public override void Init(string actorName, ActorSlot slot)
{
_animator = GetComponent<Animator>();
// 设置基本信息
base.Init(actorName, slot);
// 获取Controller
var controller = ResourceKit.LoadAssetSync<RuntimeAnimatorController>($"Animation/{actorName}");
_animator.runtimeAnimatorController = controller;
spriteRenderer.SetAlpha(0);
}
public override void Show()
{
spriteRenderer.SetAlpha(1);
}
public override void Hide()
{
spriteRenderer.SetAlpha(0);
}
public override void ChangeState(string animaName)
{
_animator.Play(animaName);
}
public override IEnumerator ChangeStateAsync(string animaName)
{
_animator.Play(animaName);
var info = _animator.GetCurrentAnimatorStateInfo(0);
yield return new WaitForSeconds(info.length);
}
public override IEnumerator FadeInAsync(float duration)
{
yield return spriteRenderer.DOFade(1, duration).WaitForCompletion();
}
public override IEnumerator FadeOutAsync(float duration)
{
yield return spriteRenderer.DOFade(0, duration).WaitForCompletion();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6d6d97f9ccd644ac9865acc0e8bcad66
timeCreated: 1747908611
+127 -109
View File
@@ -1,128 +1,146 @@
using System;
using System.Collections;
using System.Collections.Generic;
using AibisDream.Utility;
using System.Linq;
using AibisDream.Kit;
using UnityEngine;
using Yarn.Unity;
public class ActorManager : MonoBehaviour
namespace AibisDream
{
[Header("Actors")]
private List<Actor> actors = new List<Actor>();
[Header("Slots")]
public List<Transform> slotList = new List<Transform>(); // 用于在编辑器中设置插槽
private Dictionary<string, Transform> slots = new Dictionary<string, Transform>();
[YarnCommand("fade_in_actor")]
public IEnumerator FadeInActorByName(string actorName, float duration)
public class ActorManager : Singleton<ActorManager>
{
var actor = actors.Find(a => a.name == actorName);
if (actor != null)
{
yield return StartCoroutine(FadeActor(actor.GetComponent<SpriteRenderer>(), 0f, 1f, duration));
}
else
{
Debug.LogError($"Actor with name {actorName} not found.");
}
}
#region
[YarnCommand("fade_out_actor")]
public IEnumerator FadeOutActorByName(string actorName, float duration)
{
var actor = actors.Find(a => a.name == actorName);
if (actor != null)
{
yield return StartCoroutine(FadeActor(actor.GetComponent<SpriteRenderer>(), 1f, 0f, duration));
}
else
{
Debug.LogError($"Actor with name {actorName} not found.");
}
}
private Transform _actorRoot;
private Dictionary<string, ActorSlot> _slotDict;
private Dictionary<string, AbsActor> _actorDict;
[YarnCommand("play_actor_animation")]
public void PlayActorAnimation(string actorName, string animationName)
{
var actor = actors.Find(a => a.name == actorName);
if (actor != null)
{
actor.SetAnimationState(animationName);
}
else
{
Debug.LogError($"Actor with name {actorName} not found.");
}
}
private ActorFactory _actorFactory;
[YarnCommand("initialize_actor_at_slot")]
public void InitializeActorAtSlot(string actorName, string slotName)
{
var prefab = Resources.Load<GameObject>($"CharacterPrefab/{actorName}");
if (prefab != null && slots.TryGetValue(slotName, out var slot))
#endregion
public override void OnSingletonInit()
{
var actorInstance = Instantiate(prefab, slot.position, slot.rotation,this.transform);
actorInstance.name = actorName; // 去掉 "(Clone)" 后缀
var actor = actorInstance.GetComponent<Actor>();
if (actor != null)
InitRefs();
}
private void InitRefs()
{
_actorRoot = transform.Find("ActorRoot");
_slotDict = new Dictionary<string, ActorSlot>();
foreach (var child in transform.Find("Slots").GetComponentsInChildren<ActorSlot>())
{
actors.Add(actor);
actor.InitializeAtSlot(slot);
_slotDict[child.slotName] = child;
}
_actorDict = new Dictionary<string, AbsActor>();
_actorFactory = new ActorFactory(_actorRoot);
}
public void InitActor(string actorName, string slotName, ActorType actorType)
{
var slot = _slotDict[slotName];
// 生成新组件
var actor = _actorFactory.CreateActor(actorName, slot, actorType);
// 保存
_actorDict.Add(actorName, actor);
}
public bool TryFindActor(string actorOrSlot, out AbsActor actor)
{
if (_actorDict.TryGetValue(actorOrSlot, out actor))
{
return true;
}
actor = _actorDict.Values.FirstOrDefault(item => item.SlotName == actorOrSlot);
return actor != null;
}
public void ChangeSlot(string actorOrSlot, string targetSlot)
{
if (!_slotDict.TryGetValue(targetSlot, out var targetSlotObj)) return;
if (!TryFindActor(actorOrSlot, out var actor)) return;
actor.SetSlot(targetSlotObj);
}
}
public static class ActorYarnCommand
{
private const string ClinicSlotName = "clinic";
[YarnCommand("init_actor")]
public static void InitActor(string actorName, string slotName = ClinicSlotName, string actorType = "Anima")
{
if (Enum.TryParse<ActorType>(actorType, out var actorTypeEnum))
{
ActorManager.Instance.InitActor(actorName, slotName, actorTypeEnum);
}
else
{
Debug.Log($"Actor类型{actorType}有问题");
}
}
else
[YarnCommand("change_actor_state")]
public static void PlayAnima(string animaName, string slotOrActorName = ClinicSlotName)
{
Debug.LogError($"Actor prefab with name {actorName} not found or slot with name {slotName} not found.");
}
}
private IEnumerator FadeActor(SpriteRenderer actor, float startAlpha, float endAlpha, float duration)
{
float elapsedTime = 0f;
Color color = actor.color;
while (elapsedTime < duration)
{
elapsedTime += Time.deltaTime;
float alpha = Mathf.Lerp(startAlpha, endAlpha, elapsedTime / duration);
actor.color = new Color(color.r, color.g, color.b, alpha);
yield return null;
}
actor.color = new Color(color.r, color.g, color.b, endAlpha);
}
private void SetActorAlphaZero(SpriteRenderer actor)
{
actor.SetAlpha(0);
}
private void Start()
{
InitializeSlots();
HideAllActors();
}
private void InitializeSlots()
{
foreach (var slot in slotList)
{
if (slot != null)
if (ActorManager.Instance.TryFindActor(slotOrActorName, out var actor))
{
slots[slot.name] = slot;
actor.ChangeState(animaName);
}
}
[YarnCommand("change_actor_state_async")]
public static IEnumerator PlayAnimaAsync(string animaName, string slotOrActorName = ClinicSlotName)
{
if (ActorManager.Instance.TryFindActor(slotOrActorName, out var actor))
{
yield return actor.ChangeStateAsync(animaName);
}
}
[YarnCommand("actor_fade_in")]
public static IEnumerator ActorFadeIn(string actorName = ClinicSlotName, float duration = 1)
{
if (ActorManager.Instance.TryFindActor(actorName, out var actor))
{
yield return actor.FadeInAsync(duration);
}
}
[YarnCommand("actor_fade_out")]
public static IEnumerator ActorFadeOut(string actorName = ClinicSlotName, float duration = 1)
{
if (ActorManager.Instance.TryFindActor(actorName, out var actor))
{
yield return actor.FadeOutAsync(duration);
}
}
[YarnCommand("change_actor_slot")]
public static void ChangeSlot(string actorOrSlot, string targetSlot)
{
ActorManager.Instance.ChangeSlot(actorOrSlot, targetSlot);
}
[YarnCommand("show_actor")]
public static void ShowActor(string actorName = ClinicSlotName)
{
if (ActorManager.Instance.TryFindActor(actorName, out var actor))
{
actor.Show();
}
}
[YarnCommand("hide_actor")]
public static void HideActor(string actorName = ClinicSlotName)
{
if (ActorManager.Instance.TryFindActor(actorName, out var actor))
{
actor.Hide();
}
}
}
private void HideAllActors()
{
foreach (var actor in actors)
{
var spriteRenderer = actor.GetComponent<SpriteRenderer>();
if (spriteRenderer != null)
{
spriteRenderer.color = new Color(spriteRenderer.color.r, spriteRenderer.color.g, spriteRenderer.color.b, 0f);
}
}
}
}
}
@@ -1,11 +1,3 @@
fileFormatVersion: 2
guid: 40a5ab0dc89da0f469155caebeaf7383
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
fileFormatVersion: 2
guid: 3700d4c1c99441a7979e423de3700aad
timeCreated: 1747907449
@@ -0,0 +1,14 @@
using UnityEngine;
namespace AibisDream
{
public class ActorSlot : MonoBehaviour
{
// 保存层级信息
public string slotName;
[HideInInspector] public int sortingLayer;
[HideInInspector] public int sortingOrder;
public Vector3 Position => transform.position;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1988b7c536404a3d89fd441651bd40ea
timeCreated: 1748005913
+3
View File
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 98de6971e73e45b5ae6f1df075d7d55f
timeCreated: 1747892423

Some files were not shown because too many files have changed in this diff Show More