Merge branch '石头修改' into 'develop'

石头引擎合入,添加了抖动,进度条,速度显示

See merge request aibis-dream/aibis-dream!214
This commit is contained in:
2025-01-23 15:09:41 +00:00
10 changed files with 2051 additions and 1328 deletions
@@ -140,6 +140,7 @@ namespace RainbowArt.CleanFlatUI
for(int i = 0; i < fgList.Count; i++)
{
RectTransform rectTrans = fgList[i];
Image image=rectTrans.transform.GetChild(0).GetComponent<Image>();
if(i < currentValue)
{
rectTrans.gameObject.SetActive(true);
@@ -147,10 +148,19 @@ namespace RainbowArt.CleanFlatUI
else
{
rectTrans.gameObject.SetActive(false);
}
}
if(i<16)
{
image.color=Color.Lerp(Color.green, Color.yellow, i/16f);
}
else
{
image.color = Color.Lerp(Color.yellow, Color.red, (i - 16) / 16f);
}
}
}
void UpdateText()
{
if (text != null && text.gameObject.activeSelf != hasText)
@@ -159,8 +169,10 @@ namespace RainbowArt.CleanFlatUI
}
if (hasText && (text != null))
{
float val = (float)currentValue / (float)maxValue;
text.text = Mathf.FloorToInt(val * 100) + "%";
//float val = (float)currentValue / (float)maxValue;
//text.text = Mathf.FloorToInt(val * 100) + "%";
text.text=currentValue*500+" 马力";
}
}
}
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@@ -316,53 +316,79 @@ me: 那来吧。在调整之前…<br>让我看看,你现在能跑多快。
shitou: 收到~
shitou: 呜——!
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>>
<<step_on_gas 0.6 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: 9800转…好高啊。
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~
<<hide_dialog>>
<<wait 0.5>>
me: ……你是想跑到20000转吗?那样要赶上火车了。
shitou: 哈哈,我真能变成火车…那就……太酷啦!
shitou: 开玩笑~医生!这只是一种比喻~<br>我只要能跑到12000转就够啦!
<<hide_dialog>>
<<wait 0.5>>
me: 那么…加压应该是可以做到的。
me:拉动左边的拉绳,就可以提升涡轮部分的转速了
<<active_engine_pull>>
//【加压按钮可用】#auto_next
//<<wait 1.5>>
【加压按钮可用】#auto_next
<<wait 1.5>>
// ->加压
->加压
// <<complete_task TaskManager 为动力模块进行增压>>
<<complete_task TaskManager 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>>
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 TaskManager>>
<<task_moveOut TaskManager>>
// <<wait 1>>
<<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
tags:
colorID: 8
group: 插入触发
position: -158,370
---
shitou: 哇~好快啊,从来没有过的感觉!
<<hide_dialog>>
<<wait 0.5>>
<<shake_camera 0.2 0.3 20>>
石头的速度忽然掉了下来,逐渐回到怠速。
<<wait 0.5>>
<<step_on_gas 0.2 0.3>>
shitou: 啊!
shitou: 医生…我怎么…动不了了!
<<hide_dialog>>
<<wait 0.5>>
@@ -372,30 +398,24 @@ me: 听起来像是变速箱里的声音……我这就看看。
<<task_moveIn TaskManager>>
->打开变速箱盖
<<switch_fix_system_to Gear>>
<<open_gear_cover>>
<<hide_dialog>>
<<wait 1>>
你打开引擎的变速箱盖…#auto_next
<<wait 1>>
<<shake_camera 0.2 0.3 20>>
me: 哎呀……有几个齿轮松脱了。
<<complete_task TaskManager 检查变速箱的异响>>
<<hide_dialog>>
<<wait 1>>
<<open_gear_panel>>
<<wait 0.5>>
->拿起齿轮
<<show_obj 变速箱唱片齿轮>>
me: 这些齿轮表面有一部分竟然是塑胶的…<br>…看起来强度很低啊。
【拿起齿轮端详(show obj)】
<<wait 0.5>>
<<hide_obj>>
<<hide_dialog>>
<<wait 0.5>>
me: 齿轮箱里看起来也有一些不属于这里的结构…这根杆子是什么?
shitou: 噢~?你说的是我的~唱片机吗?
me: 唱片机……?这里不应该是变速箱吗……
@@ -414,33 +434,27 @@ me: 无论如何,我先把这些脱落的齿轮装回去吧。
//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
<<hide_dialog>>
<<wait 1>>
<<close_gear_panel>>
// <<close_gear_panel>>
<<complete_task TaskManager 恢复变速箱的齿轮>>
<<task_moveOut TaskManager>>
<<wait 0.5>>
me: 好了。石头,再试试吧,跑起来。
shitou: 该播放音乐了吗?医生!
// <<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!
// 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>>
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>>
<<move_needle>>
<<wait 1>>
<<play_loop_audio disc>>
那根奇怪的杆子转了下来,搭在一张唱片上。#auto_next
<<wait 2>>
me: 原来如此……
shitou: 医生,这可是我的得意改装!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——
@@ -452,24 +466,24 @@ me: 这倒是…很巧妙的改造。
<<hide_dialog>>
<<wait 1>>
me: 但是,有一个问题……
shitou: 好了,现在可以~马力全开!
me: 等等石头,那些齿轮...
<<hide_dialog>>
<<wait 0.2>>
<<step_on_gas 0.75 3>>
shitou: 哇,感觉充满力量!要来了!
<<step_on_gas 0.9 3>>
<<pause_loop_audio>>
<<random_play_interaction tv_in>>
<<shake_camera 0.4 0.3 20>>
石头的速度又掉了下来,逐渐回到怠速。#auto_next
<<step_on_gas 0.2 0.5>>
<<wait 1>>
shitou: 哎呀,医生!我又动不了了!
me: 这就是我说的问题。刚才已经发生过一次了……
me: 我先给你安回去吧…但你别再加速了。不然还得飞出来。
你将齿轮装了回去。(自动)#auto_next
<<close_gear_cover>>
<<wait 1>>
<<fade_in 1>>
<<switch_fix_system_to "Clinic">>
<<fade_out 1>>
@@ -524,21 +538,17 @@ me: 啊…那倒不贵。不过是一些铁块罢了。
shitou: 哈哈哈!那太好了,那还等什么?医生,我们来吧。
<<fade_in 1>>
<<switch_fix_system_to "Engine">>
<<switch_fix_system_to "Gear">>
<<fade_out 1>>
<<open_gear_cover>>
me: 让我找找…镍铬齿轮…
<<open_gear_panel>>
<<add_task TaskManager 更换镍铬齿轮>>
<<task_moveIn TaskManager>>
<<hide_dialog>>
<<wait 0.5>>
->将镍铬齿轮替换上去
<<hide_dialog>>
<<wait 1>>
<<close_gear_panel>>
@@ -555,32 +565,5 @@ me: 好了…再播…跑一次吧。
<<wait 2>>
shitou: 呜呼!医生~我感觉~我像在飞一样!
//<<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。
<<jump 分析检查结果>>
===
===
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serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: -10}
m_LocalPosition: {x: -0.009999275, y: 0, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -8111,8 +8111,8 @@ MonoBehaviour:
- {fileID: 11400000, guid: afc5b01ef301cc74db7cae741acad427, type: 2}
runMode: 2
firstTalkSo: {fileID: 11400000, guid: ac5ca9a66ff22ab4b9cd5adbdade6b8c, type: 2}
testTalkSo: {fileID: 11400000, guid: 9e3b2c77ad4a9454188d458da2cf0ddd, type: 2}
saveFileName: "PeipeiDay3_\u770B\u753B"
testTalkSo: {fileID: 11400000, guid: 6d49b124127007b48b6881ce33350263, type: 2}
saveFileName: StoneDay1_2
--- !u!4 &719228339
Transform:
m_ObjectHideFlags: 0
@@ -10155,6 +10155,7 @@ MonoBehaviour:
holding: {fileID: 21300000, guid: acc8d5eb5db1c184ba494e0142fa4d85, type: 3}
disable: {fileID: 21300000, guid: c79f612e713a64245b3c78d6ac145b52, type: 3}
eye: {fileID: 21300000, guid: 3bdd9ca7d32af494fb1a336b1258c780, type: 3}
isInMenu: 0
--- !u!114 &947129554
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -20,6 +20,7 @@ namespace AibisDream
private bool _isSuccess;
public float curSpeed;
public float targetSpeed=0.95f;
[HideInInspector] public UnityEvent<float, float> updateSpeedEvent = new();
[SerializeField] private float coverMoveDuration = 5f;
@@ -61,7 +62,7 @@ namespace AibisDream
private void Update()
{
updateSpeedEvent.Invoke(curSpeed, GetSpeedScale());
if (curSpeed >= 0.99f && !_isSuccess)
if (curSpeed >= targetSpeed && !_isSuccess)
{
_isSuccess = true;
isPullActive = false;
@@ -1,4 +1,5 @@
using UnityEngine;
using RainbowArt.CleanFlatUI;
namespace AibisDream
{
@@ -6,19 +7,24 @@ namespace AibisDream
{
private Material _material;
private EngineSystem _engineSystem;
private ProgressBarGridCircular progress;
private static readonly int Progress1 = Shader.PropertyToID("_Progress");
private void Awake()
{
_material = GetComponent<SpriteRenderer>().material;
{
_engineSystem = transform.parent.GetComponent<EngineSystem>();
_material = _engineSystem.transform.Find("心脏引擎").GetComponent<SpriteRenderer>().material;
progress=FindObjectOfType<ProgressBarGridCircular>();
_engineSystem.updateSpeedEvent.AddListener(OnSpeedChange);
}
private void OnSpeedChange(float originSpeed, float speedScale)
{
_material.SetFloat(Progress1, originSpeed);
_material.SetFloat("_VibrateFade", originSpeed);
progress.CurrentValue=Mathf.RoundToInt(originSpeed * 50);
//_material.SetFloat(Progress1, originSpeed);
}
}
}