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Author SHA1 Message Date
dingyuntian c7ce9f8e86 Merge branch 'develop' into 'master'
区域性调整

See merge request aibis-dream/aibis-dream!556
2025-09-23 07:52:48 +00:00
dingyuntian 14e12b55a5 Merge branch 'develop' into 'master'
Develop

See merge request aibis-dream/aibis-dream!551
2025-09-04 07:32:17 +00:00
8307 changed files with 981288 additions and 845167 deletions
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---
name: "source-command-split-commit"
description: "将当前未提交改动拆分为多个符合规范的原子提交"
---
# source-command-split-commit
Use this skill when the user asks to run the migrated source command `split-commit`.
## Command Template
将当前未提交改动拆分为多个原子提交。执行前会分析变更、生成分组方案,经用户确认后逐组提交。
## 执行流程
### Step 1: 前置检查
1. **清理残留文件**:若存在 `msg.txt`,先 `rm -f msg.txt`
2. **读取规范**:确认 `COMMIT_CONVENTION.md` 存在且可读
### Step 2: 保护分支检查
保护分支列表(按优先级):`AGENTS.md` > `.cursor/rules/` > `.git/config branch.protected` > 默认(`master|main|develop`)
若当前在保护分支,询问用户:
- **A** - 创建 feature 分支后继续拆分(推荐)
- **B** - 转移到新分支后压成单提交
- **C** - 取消
### Step 3: 盘点变更
执行以下命令分析:
- `git status` - 整体状态
- `git diff --stat` - 文件统计
- `git diff` - 详细改动
- `git diff --cached` - 已暂存改动
### Step 4: 规则化分组
按"意图一致"原则分组,**优先按 type 分,再按 scope 分**。
**必须拆分的情况**
- 同一组可归属多个 type
- 同文件包含多个独立目的(如功能+重构)
- 资源替换与代码逻辑混合
**可以合并的情况**(最小拆分原则):
- 同一功能的多文件改动(脚本+Prefab)
- 同一模块的多个相关 Bug 修复
### Step 5: 生成方案表格
以表格形式展示拆分方案:
| 顺序 | 文件 | 变更目的 | 提交头 | 依据 | 方式 |
|------|------|----------|--------|------|------|
| 1 | `路径` | 描述 | `type(scope): subject` | 原因 | `git add`/`git add -p` |
**Type 选择优先级**`fix` > `feat` > `art` > `audio` > `scene` > `yarn` > `perf|refactor|...`
**Scope 规则**:单模块用模块名(如 `blockpuzzle`),跨模块省略。
### Step 6: 用户确认
询问:`[Y 执行 / n 取消 / 提出调整]`
- 若调整:根据反馈修改方案,再次确认
- 若执行:进入 Step 7
- 若取消:清理并退出
### Step 7: 逐组提交
对每组执行:
1. `git add <file>``git add -p <file>`
2. 复查:`git diff --cached --stat``git diff --cached`
3. 写入 `msg.txt` 并提交:`git commit -F msg.txt`
4. 检查状态:`git status`
**失败处理**
- `git add -p` 跳过关键 hunk → 暂停,提示处理方案
- pre-commit hook 失败 → 询问 [R]重试 [S]跳过 [A]中止
### Step 8: 结果校验
输出:
1. `git log --oneline -<N>`
2. 回放清单(验证 type/scope/subject 合规性)
3. 若不合规,询问是否修正
### Step 9: 清理
`rm -f msg.txt`
---
## Unity 改动速查表
| 改动类型 | type | scope 示例 |
|----------|------|-----------|
| 脚本逻辑修复 | `fix` | `blockpuzzle`, `dialog` |
| 脚本新功能 | `feat` | `huoshan`, `clue` |
| 美术资源(贴图/模型/动画) | `art` | 对应模块或省略 |
| 音频资源 | `audio` | `audio-kit` 或省略 |
| 场景配置(灯光/镜头) | `scene` | 对应模块或省略 |
| Yarn 对话 | `yarn` | `dialog` |
| 测试代码 | `test` | 对应模块 |
---
## 规范校验清单(执行前检查)
- [ ] 格式:`<type>(<scope>): <subject>``<type>: <subject>`
- [ ] type ∈ {`feat`,`fix`,`art`,`audio`,`scene`,`yarn`,`perf`,`refactor`,`style`,`docs`,`build`,`chore`,`test`}
- [ ] subject:中文、动词开头、≤50字、无句号
- [ ] 一次提交只做一件事
---
## 中文提交方法
由于 PowerShell 中文乱码问题,统一使用文件方式:
```bash
echo "type(scope): 描述" > msg.txt
git commit -F msg.txt
rm -f msg.txt
```
---
## 关于 Pre-commit Hooks
若配置了 husky/lint-staged
- 每次提交都会触发检查
- 如需跳过(**不推荐**):`git commit -F msg.txt --no-verify`
- 跳过可能导致 CI 失败
---
开始执行请回复 **"开始"**,或告知需要的调整。
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---
name: split-commit
description: 将当前未提交改动拆分为多个符合规范的原子提交
---
将当前未提交改动拆分为多个原子提交。执行前会分析变更、生成分组方案,经用户确认后逐组提交。
## 执行流程
### Step 1: 前置检查
1. **清理残留文件**:若存在 `msg.txt`,先 `rm -f msg.txt`
2. **读取规范**:确认 `COMMIT_CONVENTION.md` 存在且可读
### Step 2: 保护分支检查
保护分支列表(按优先级):`AGENTS.md` > `.cursor/rules/` > `.git/config branch.protected` > 默认(`master|main|develop`)
若当前在保护分支,询问用户:
- **A** - 创建 feature 分支后继续拆分(推荐)
- **B** - 转移到新分支后压成单提交
- **C** - 取消
### Step 3: 盘点变更
执行以下命令分析:
- `git status` - 整体状态
- `git diff --stat` - 文件统计
- `git diff` - 详细改动
- `git diff --cached` - 已暂存改动
### Step 4: 规则化分组
按"意图一致"原则分组,**优先按 type 分,再按 scope 分**。
**必须拆分的情况**
- 同一组可归属多个 type
- 同文件包含多个独立目的(如功能+重构)
- 资源替换与代码逻辑混合
**可以合并的情况**(最小拆分原则):
- 同一功能的多文件改动(脚本+Prefab)
- 同一模块的多个相关 Bug 修复
### Step 5: 生成方案表格
以表格形式展示拆分方案:
| 顺序 | 文件 | 变更目的 | 提交头 | 依据 | 方式 |
|------|------|----------|--------|------|------|
| 1 | `路径` | 描述 | `type(scope): subject` | 原因 | `git add`/`git add -p` |
**Type 选择优先级**`fix` > `feat` > `art` > `audio` > `scene` > `yarn` > `perf|refactor|...`
**Scope 规则**:单模块用模块名(如 `blockpuzzle`),跨模块省略。
### Step 6: 用户确认
询问:`[Y 执行 / n 取消 / 提出调整]`
- 若调整:根据反馈修改方案,再次确认
- 若执行:进入 Step 7
- 若取消:清理并退出
### Step 7: 逐组提交
对每组执行:
1. `git add <file>``git add -p <file>`
2. 复查:`git diff --cached --stat``git diff --cached`
3. 写入 `msg.txt` 并提交:`git commit -F msg.txt`
4. 检查状态:`git status`
**失败处理**
- `git add -p` 跳过关键 hunk → 暂停,提示处理方案
- pre-commit hook 失败 → 询问 [R]重试 [S]跳过 [A]中止
### Step 8: 结果校验
输出:
1. `git log --oneline -<N>`
2. 回放清单(验证 type/scope/subject 合规性)
3. 若不合规,询问是否修正
### Step 9: 清理
`rm -f msg.txt`
---
## Unity 改动速查表
| 改动类型 | type | scope 示例 |
|----------|------|-----------|
| 脚本逻辑修复 | `fix` | `blockpuzzle`, `dialog` |
| 脚本新功能 | `feat` | `huoshan`, `clue` |
| 美术资源(贴图/模型/动画) | `art` | 对应模块或省略 |
| 音频资源 | `audio` | `audio-kit` 或省略 |
| 场景配置(灯光/镜头) | `scene` | 对应模块或省略 |
| Yarn 对话 | `yarn` | `dialog` |
| 测试代码 | `test` | 对应模块 |
---
## 规范校验清单(执行前检查)
- [ ] 格式:`<type>(<scope>): <subject>``<type>: <subject>`
- [ ] type ∈ {`feat`,`fix`,`art`,`audio`,`scene`,`yarn`,`perf`,`refactor`,`style`,`docs`,`build`,`chore`,`test`}
- [ ] subject:中文、动词开头、≤50字、无句号
- [ ] 一次提交只做一件事
---
## 中文提交方法
由于 PowerShell 中文乱码问题,统一使用文件方式:
```bash
echo "type(scope): 描述" > msg.txt
git commit -F msg.txt
rm -f msg.txt
```
---
## 关于 Pre-commit Hooks
若配置了 husky/lint-staged
- 每次提交都会触发检查
- 如需跳过(**不推荐**):`git commit -F msg.txt --no-verify`
- 跳过可能导致 CI 失败
---
开始执行请回复 **"开始"**,或告知需要的调整。
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---
name: yarn-text-audit
description: 全量审校 Yarn 文本,生成可追溯问题台账并可导出飞书多维表格
---
对用户指定的 Yarn 目录执行全量文本审校。确定性覆盖与安全门禁由 `Tools/yarn_text_audit.py` 提供;语言和叙事判断必须保持可复核。
## 执行流程
1. 明确目标目录、参考目录、是否包含注释、是否只出报告。
2. 对所有目标目录运行:
```powershell
python Tools/yarn_text_audit.py scan `
--root <Yarn目录可重复> `
--output Temp/YarnTextAudit `
--review-memory <可选上次飞书审阅导出的 reviewed-base.json>
```
3. 检查 `Temp/YarnTextAudit/summary.json`,必须满足:
- `unknown_active_lines == 0`
- `unreviewed_records == 0`
- `active_records == ledger.jsonl` 实际行数
4. 分文件、分节点复核 `ledger.jsonl`。活动文本包括命名对白、无角色旁白、系统文本、选项和 option prompt;排除首个非空白字符为 `//` 的注释、节点元数据和 Yarn 命令。
5. 将确定性错误标为“建议修改”,语义、节奏、专名和重要信息等判断标为“需确认”;不以自动规则冒充绝对正确。
6. 交付 `issues.csv``coverage.csv`。用户要求飞书时,先运行 `python Tools/yarn_text_audit.py lark-payloads --output Temp/YarnTextAudit`,再创建 `问题清单``覆盖报告``术语与样式` 三张表;单批不超过 200 条并核对返回数量。
7. 用户完成多维表格审阅后,导出完整记录并执行:
```powershell
python Tools/yarn_text_audit.py apply-review `
--reviews Temp/YarnTextAudit/reviewed-base.json `
--manifest Temp/YarnTextAudit/manifest.json `
--report Temp/YarnTextAudit/apply-report.json
# 预览无误后才实际写入
python Tools/yarn_text_audit.py apply-review `
--reviews Temp/YarnTextAudit/reviewed-base.json `
--manifest Temp/YarnTextAudit/manifest.json `
--report Temp/YarnTextAudit/apply-report.json `
--apply
```
8. 修改后重新扫描并运行 `verify`。不得新增、重生成或修改 `#line:` 标签;不得增加文本显示行数。
## 人工反馈优先级
- 后续扫描使用 `--review-memory`;脚本会按原文或已应用后的预期文本重建稳定 ID,不重复报告已经人工决策的记录。
- “按照备注修改”高于分类和脚本建议;只执行备注明确要求的断行、颜色、文字或效果。
- 不因 `Task` 说话者、`role="Aside"` 或专有名词出现本身自动判定颜色。必须结合是否为玩家行动目标、真实内心表达及当前叙事重点逐处判断。
- 专有名词不要求每次出现都标蓝;检查/拆除/短接/装回等玩家下一步操作可以按上下文标黄。
- 笑话效果优先只包裹双关或谐音落点,不默认包裹整句。
- `#autonext` 不应一律修正为 `#auto_next`;若审阅备注要求移除,则直接移除。
- 长行断点以约 18 个全角字符的实际 UI 宽度估算自动折行数,优先在逗号处显式控制;已有断行未经批准不重排。
## AIBIS 审校规则
- 检查错别字、错误重复、缺字候选、的地得、全半角和标点、标签配对及换行舒适度。
- 换行优先考虑逗号附近;只有在不增加显示行数时才建议调整。逗号停顿只用于调整后的断点或明确节奏位置。
- `[[aside]]...[[/aside]]`:实际自言自语、念文本或小声说话;斜体本身不是充分条件。
- `[[term]]...[[/term]]`:游戏专有名词,默认蓝色 `#52B6FF`
- `[[key]]...[[/key]]`:玩家必须关注的信息,优先级高于专名。
- `[[comma-pause]]`:可配置的 0.2 秒逗号停顿。
- `[[ulm]]`FP_Peipei2 中每条活动 `ULM自训练进程:` 文本。
- `[[joke]]...[[/joke]]`:火山实际讲出的笑话,不包括讨论笑话的说明对白。
- 本地输出放入已忽略的 `Temp/YarnTextAudit`;修改前保存文件 SHA-256,应用时必须精确匹配原文与哈希。
## 自检
```powershell
python Tools/yarn_text_audit.py self-test
python Tools/yarn_text_audit.py verify --output Temp/YarnTextAudit
```
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# split-commit
将当前未提交改动拆分为多个原子提交。**不调用脚本**,严格按本文件执行,并与 `COMMIT_CONVENTION.md` 一致。
## 0. 前置检查
### 0.1 清理临时文件
若存在上次残留的 `msg.txt`,先删除:
```bash
rm -f msg.txt
```
### 0.2 读取规范(硬门槛)
执行前先读取并遵守 `COMMIT_CONVENTION.md`。若下列任一条件不满足,**不得提交**:
- 提交头必须是 `<type>(<scope>): <subject>``<type>: <subject>`
- `type` 必须在允许集合:`feat|fix|art|audio|scene|yarn|perf|refactor|style|docs|build|chore|test`
- `scope` 仅在单一模块改动时填写;多模块/全局改动可省略
- `subject` 必须中文、动词开头、不超过 50 字、不加句号
- 一次提交只做一件事(One commit, one purpose
## 1. 保护分支检查
检测当前是否在保护分支。保护分支列表按以下优先级获取:
1. 检查 `AGENTS.md``.cursor/rules/` 中是否有「保护分支」规则
2. 检查 `.git/config``branch.protected` 配置
3. 默认保护分支:`master`, `main`, `develop`
- 若当前不在保护分支:直接进入第 2 节
- 若在保护分支,给出选项:
- **[A]** 创建 feature 分支后继续拆分(推荐)
- **[B]** 转移到新分支后压成单提交,不拆分
- **[C]** 取消
执行细则:
- **A**`git stash push --include-untracked` -> `git checkout -b <branch>` -> `git stash pop`
- **B**:同上切新分支后,仅一次 `git add -A` + 一次提交(使用 `msg.txt`
- **C**:停止,恢复原始状态
## 2. 盘点变更
在仓库根执行:
1. `git status` - 确认整体状态
2. `git diff --stat` - 查看改动文件统计
3. `git diff` - 查看详细改动内容
4. `git diff --cached` - 查看已暂存的改动
目的:确认全部改动、识别 staged/unstaged、识别同文件多逻辑。
## 3. 规则化分组(先分组,后提交)
按"意图一致"分组,不按文件数量分组。
### 3.1 必须拆分触发条件
满足任一即必须拆:
- 同一组改动可归属多个 `type`
- 同一文件中包含多个独立目的(例如功能 + 重构)
- 涉及多个核心 scope 且可独立提交
- 资源替换与代码逻辑混在同一组
### 3.2 分组优先级
1. 先按变更目的区分:功能/修复/重构/测试/文档/资源
2. 再按模块 scope 细分:`blockpuzzle``dialog``scene-mgmt`
3. 同文件多逻辑必须标注 `git add -p`
### 3.3 最小拆分原则
避免过度拆分导致提交历史碎片化。以下情况**可以合并**:
- 同一功能的多文件改动(如新增脚本 + 对应 Prefab)
- 同一模块的多个 Bug 修复(如修复同一脚本的 3 个边界问题)
## 4. type/scope 决策规则
### 4.1 type 选择顺序
1. 修复已有缺陷 -> `fix`
2. 新增或增强行为 -> `feat`
3. 纯美术资源替换 -> `art`
4. 纯音频资源替换 -> `audio`
5. 纯场景/Prefab 布局与参数调整 -> `scene`
6. 纯 Yarn 文本/分支脚本 -> `yarn`
7. 其余按规范:`perf|refactor|style|docs|build|chore|test`
### 4.2 scope 规则
- 单模块改动:使用对应 scope(如 `blockpuzzle``fix-system``timeline-kit`
- 跨模块或全局改动:省略 scope(如 `chore: ...`
## 5. Unity 常见改动速查(type/scope 建议)
| 改动类型 | 推荐 type | scope 选择 |
| --- | --- | --- |
| `Assets/Scripts/MiniGame/BlockPuzzle/` 逻辑修复 | `fix` | `blockpuzzle` |
| `Assets/Scripts/MiniGame/BlockPuzzle/` 新交互/新规则 | `feat` | `blockpuzzle` |
| 动画、贴图、模型、Spine 资源替换 | `art` | 对应系统 scope 或省略 |
| 音效、BGM、FMOD 资源调整 | `audio` | `audio-kit` 或省略 |
| `.unity` 灯光/后处理/镜头参数调整 | `scene` | 对应玩法 scope 或省略 |
| Yarn 文本与分支改动 | `yarn` | `dialog` |
| 仅测试代码改动 | `test` | 对应模块 scope |
## 6. 生成拆分方案并展示(必须含依据)
先产出表格,再等待用户确认。每一行必须包含:
- 顺序
- 文件集合
- 变更目的
- `type/scope/subject`
- 选择依据(为什么是这个 type/scope
- 暂存方式(`git add``git add -p`
示例:
| 顺序 | 文件 | 变更目的 | 提交头 | 依据 | 方式 |
| --- | --- | --- | --- | --- | --- |
| 1 | `Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeDragger.cs` | 修复拖拽边界判定 | `fix(blockpuzzle): 修复方块拖拽越界判定错误` | 已有行为修复,单模块 | `git add -p` |
| 2 | `Assets/Prefabs/BlockPuzzle/*.prefab` | 调整拼图视觉资源 | `art(blockpuzzle): 更新方块拼图组件预制体表现` | 纯资源替换 | `git add` |
## 7. 提交消息校验(执行前最后守卫)
每组提交前逐条校验:
1. 格式:`<type>(<scope>): <subject>``<type>: <subject>`
2. `type` 在允许集合
3. `scope` 合法或省略合理
4. `subject` 中文、动词开头、<=50 字、无句号
5. body/footer 仅在需要时添加:
- 需要解释原因/影响时加 body
- 关联 issue 或破坏性变更时加 footer
任一不通过:先改消息,不执行 commit。
## 8. 用户确认后执行
先询问:是否按该拆分执行?`[Y 执行 / n 取消 / 提出调整]`
用户确认后逐组执行:
1. 按方案 `git add``git add -p`
2. 复查本组暂存:`git diff --cached --stat` + `git diff --cached`
3. 使用 `msg.txt` 提交(见第 10 节)
4. 提交后检查工作区状态:`git status`
### 失败处理机制
- **若 `git add -p` 中用户跳过关键 hunk**:暂停执行,提示剩余改动如何处理
- **若提交失败(如 pre-commit hook 拒绝)**
- 显示失败原因
- 询问:[R] 重试 / [S] 跳过本组 / [A] 中止全部
- 若选择中止,确保工作区恢复到执行前状态
## 9. 全部完成后的结果校验与回放
全部提交结束后必须输出:
1. `git log --oneline -<N>`N=本次新增提交数)
2. 回放清单(每条提交是否符合规范):
- type 是否合法
- scope 是否合理
- subject 是否满足中文动词开头规则
3. 若发现不合规,明确说明并询问是否修正(`git commit --amend``git rebase -i`
## 10. 中文提交消息写入方式(固定)
PowerShell 5.1 下 `git commit -m "中文"` 可能乱码。统一使用:
```bash
# 1. 在仓库根写 UTF-8 编码 msg.txt
echo "feat(blockpuzzle): 添加方块旋转功能" > msg.txt
# 2. 使用文件提交
git commit -F msg.txt
# 3. 删除临时文件
rm -f msg.txt
```
## 11. 关于 Pre-commit Hooks
若项目配置了 pre-commit hook(如 husky、lint-staged):
- 每次提交都会触发 hook 检查
- 若 hook 执行较慢(如运行全量测试),拆分提交会变慢
- 如需跳过 hook(**不推荐,仅在紧急修复时**):`git commit -F msg.txt --no-verify`
- **警告**:跳过 hook 可能引入未检查的问题,后续 CI 可能失败
## 12. 工作目录
所有命令必须在仓库根执行。
## 13. 快速参考:常见场景处理
### 场景 A:同文件包含功能和重构
```bash
# 先提交功能改动
git add -p <file> # 只选择功能相关的 hunk
git commit -F msg.txt # feat: ...
# 再提交重构
git add -p <file> # 选择重构相关的 hunk
git commit -F msg.txt # refactor: ...
```
### 场景 B:误操作后的恢复
```bash
# 若某次提交后发现错误,撤销最后一次提交但保留改动
git reset --soft HEAD~1
# 然后重新分组提交
# 若需要完全放弃本次拆分的所有提交(谨慎使用)
git reset --hard ORIG_HEAD
```
### 场景 C:中途取消
```bash
# 若在第 8 步中途需要取消
git reset HEAD # 取消暂存
git checkout -- . # 恢复工作区(会丢失未提交改动,谨慎)
rm -f msg.txt # 清理临时文件
```
-17
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@@ -1,17 +0,0 @@
# Yarn 插线维修对话 — 快速审查
`FP_Huoshan1` 或同类 **BodyModule 插线 + `$gameStage` 多阶段**`.yarn` 做一轮检查。
## 用法
在对话里说明「按 yarn-plug-review 审查某文件/目录」或直接粘贴节点片段。
## 审查项(简版)
1. **跳转条件**:会 `jump` 结束/换阶段的块是否带 `$gameStage==…`,避免后期变量仍为 true 时回退阶段。
2. **重复插线**:同一 stage、同一模块第二次插线是否为短总结 + 下一步提示,而非全长对白与重复 `complete_task`
3. **TaskToDo**`TaskToDo--` 是否与「首次完成」绑定(如 `$speakerFinalOK` / `$saleFinalOK`),避免重复递减。
4. **无序插线**:是否已去掉「分支外无条件 set 完成标记」导致跳剧情。
5. **EventNode**`*PlugIn` 名称与 `moduleName`、目标 `title:` 一致。
完整说明与模式见:`.cursor/skills/yarn-plug-in-flow/SKILL.md`
-7
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@@ -1,7 +0,0 @@
{
"mcpServers": {
"unityMCP": {
"url": "http://localhost:8080/mcp"
}
}
}
@@ -1,356 +0,0 @@
---
name: 塔罗牌小游戏实现
overview: 基于 Sprite + EventTriggerEx 实现塔罗牌小游戏,Yarn 命令细粒度控制每个阶段(展示牌堆、展开、等待选牌、翻牌、设置朝向),与对话深度配合。
todos:
- id: tarot-card
content: 创建 TarotCard.cs -- 单张牌组件:IInteraction、SpriteRenderer 正反面、EventTriggerEx 注册、翻牌动画、朝向控制(正/倒)、悬停/点击回调
status: completed
- id: tarot-deck
content: 创建 TarotDeck.cs -- 牌堆管理:动态生成牌、扇形展开布局、悬停推出效果、选牌流程(FadeOut + 居中检视)
status: completed
- id: tarot-manager
content: 创建 TarotManager.cs -- 系统管理器:SystemDic 注册、视图开关、阶段状态机、选牌结果
status: completed
- id: tarot-yarn
content: 创建 TarotYarnCommand.cs -- 细粒度 Yarn 命令集(show/spread/wait_select/flip/set_orientation/rotate/hide
status: completed
isProject: false
---
# 塔罗牌小游戏实现计划
## 设计目标
Yarn 脚本能**细粒度控制**塔罗牌的每个视觉阶段,每个命令之间可以穿插对话,实现对话与交互的深度配合。
## Yarn 脚本示例(对应 FP_Day1_night 第 364-395 行的改造)
```yarn
ql: 我觉得也许你需要这个。
<<show_tarot_deck>>
【它拿出一套崭新的卡牌。】
me: 这是什么?
ql: "塔罗牌"。
ql: 试试吧。抽一张。
<<spread_tarot 5>>
-> 抽牌
<<wait_tarot_select>>
【你看了看牌。】
<<flip_tarot "inverted">>
// 翻到正面,但预设为倒置朝向(inverted)
【上面画着一个张开双臂的机体...像是...在把它吸过去。】
me: 这画的是什么?
ql: 倒吊人。你拿反了。
<<rotate_tarot "normal">>
// Yarn 命令改变朝向:倒置 -> 正向(旋转 180 度动画)
【你把牌转过来。】
【这下你看明白了。这是一个倒吊着的机体...】
// ...更多对话...
<<hide_tarot>>
```
## 架构概览
```mermaid
flowchart TD
Yarn["Yarn 脚本"] -->|"<<show_tarot_deck>>"| CMD["TarotYarnCommand\n(静态 Yarn 命令类)"]
Yarn -->|"<<spread_tarot 5>>"| CMD
Yarn -->|"<<wait_tarot_select>>"| CMD
Yarn -->|"<<flip_tarot inverted>>"| CMD
Yarn -->|"<<rotate_tarot normal>>"| CMD
Yarn -->|"<<hide_tarot>>"| CMD
CMD --> TM["TarotManager\n(SystemDic 注册)"]
TM --> TD["TarotDeck\n牌堆/扇形/选牌"]
TD --> TC["TarotCard x N\nSprite + EventTriggerEx"]
TC -->|IInteraction| ES["EventSystemEx"]
```
## 新增文件结构
```
Assets/Scripts/MiniGame/Tarot/
TarotManager.cs -- 管理器:SystemDic 注册、视图开关、阶段协调
TarotCard.cs -- 单张牌:IInteraction + 翻牌 + 朝向
TarotDeck.cs -- 牌堆逻辑:生成、展开、悬停、选牌
TarotYarnCommand.cs -- 细粒度 Yarn 命令集
```
## 核心设计
### 1. TarotCard -- 单张牌
参考 [KnobController](Assets/Scripts/MiniGame/HuoShan/SalesSystem/KnobController.cs) 的 EventTriggerEx 注册模式(行 165-199)。
- 实现 `IInteraction` 接口(`IsActive`, `IsAvailable`, `GetGameObject()`
- 需要 `Collider2D`BoxCollider2D,牌面大小)
- `SpriteRenderer` + 两个 Sprite 引用:`frontSprite` / `backSprite`
**朝向系统(Orientation**
- 枚举 `TarotOrientation { Normal, Inverted }`
- `Normal`:正面朝上(localScale.y = 1
- `Inverted`:倒置(localScale.y = -1,即上下颠倒)
- `SetOrientation(orientation, animated)` 方法,animated 时用 DOTween 做 Y 轴 scale 过渡
**翻牌动画**
- `Flip(targetOrientation, duration)` 协程
- DOTween 缩放 localScale.x: 1 -> 0(前半),切换 Sprite,再 0 -> 1(后半)
- 翻牌完成时根据 `targetOrientation` 设置 localScale.y
**交互注册**Awake):
- 获取/添加 `EventTriggerEx`
- `EnsureEventTriggerEntries()` 确保 PointerEnter/PointerExit/PointerClick 条目
- `Register(PointerEnter, OnHoverEnter)` / `Register(PointerExit, OnHoverExit)` / `Register(PointerClick, OnClick)`
- 回调通过 `System.Action` 委托给 `TarotDeck`
**状态**
- `bool IsFaceUp` -- 当前是否正面朝上
- `TarotOrientation Orientation` -- 当前朝向
- `bool IsInteractable` -- 是否接受交互(由 Deck 控制)
### 2. TarotDeck -- 牌堆管理
**动态生成**
- `Setup(int cardCount, Sprite front, Sprite back)` -- 创建 N 个 TarotCard 子物体
- 每张牌初始背面朝上,叠在一起(牌堆状态)
**扇形展开**
- `SpreadCards(float duration)` 协程
- 配置项:`fanAngleRange`(扇形总角度,如 120 度)、`fanRadius`(扇形半径)
- 每张牌的目标角度:`centerAngle + (i - (count-1)/2f) * angleStep`
- 每张牌的目标位置:以旋转角度沿圆弧分布
- DOTween `DOLocalMove` + `DOLocalRotate` 同步动画
**悬停推出**
- 牌注册的 `OnHoverEnter` -> 沿牌面法线方向(局部 Y 轴上方)推出一段距离
- `OnHoverExit` -> 回到扇形位置
- 用 DOTween `DOLocalMove`,设短 duration0.15s
**选牌**
- `OnCardClicked(TarotCard card)` -- 锁定交互,触发选牌序列
- 其余牌 `SpriteRenderer.DOFade(0, 0.3f)` 渐隐
- 选中牌移至检视位置(屏幕中央偏上),放大到检视尺寸
- 设置 `_selectedCard`,通知 Manager 选牌完成
**检视位置**
- `[SerializeField] Transform inspectPosition` -- 检视锚点
- `[SerializeField] float inspectScale` -- 检视缩放
### 3. TarotManager -- 管理器
- `Start()``FixSystemCenter.SystemDic.Register(this)`
- 持有 `TarotDeck` 引用(`GetComponentInChildren`
- 状态标记:`_isWaitingForSelection`(是否在等待玩家选牌)、`_isCardSelected`
- `OpenView()` / `CloseView()` 控制根 GameObject 显隐
- `WaitForSelection()` 协程 -- while 循环等待 `_isCardSelected`,供 YarnCommand 使用
- `SelectedCard` 属性 -- 获取当前选中的牌
### 4. TarotYarnCommand -- 细粒度 Yarn 命令集
所有命令通过 `FixSystemCenter.SystemDic.Get<TarotManager>()` 获取 Manager 实例。
| Yarn 命令 | 方法签名 | 说明 |
| ----------------------------------------- | ------------------------------------------------------ | --------------------------------------------------------------------- |
| `<<show_tarot_deck>>` | `ShowTarotDeck(int count = 5)` | 显示牌堆(叠放状态),可指定牌数 |
| `<<spread_tarot>>``<<spread_tarot 5>>` | `IEnumerator SpreadTarot(int count = -1)` | 扇形展开,count=-1 用已有牌数;协程等待展开动画完成 |
| `<<wait_tarot_select>>` | `IEnumerator WaitTarotSelect()` | 阻塞 Yarn 直到玩家点击选中一张牌;选中后执行选牌动画(其余牌淡出、选中牌居中);结果写入 `$tarotSelectedIndex` |
| `<<flip_tarot "normal">>` | `IEnumerator FlipTarot(string orientation = "normal")` | 翻牌到正面,同时设置朝向;`"normal"` = 正向,`"inverted"` = 倒置 |
| `<<rotate_tarot "normal">>` | `IEnumerator RotateTarot(string orientation)` | 改变已翻开牌的朝向(旋转动画),不翻面 |
| `<<hide_tarot>>` | `IEnumerator HideTarot()` | 淡出并隐藏所有塔罗元素 |
### 5. 完整交互流程
```mermaid
stateDiagram-v2
[*] --> DeckVisible: show_tarot_deck
DeckVisible --> DeckVisible: 对话继续\n(牌堆静态展示)
DeckVisible --> FanOut: spread_tarot
FanOut --> WaitSelect: wait_tarot_select
WaitSelect --> WaitSelect: hover 推出/回位
WaitSelect --> Selected: 玩家点击选牌
Selected --> InspectBack: 其余牌淡出\n选中牌居中(背面)
InspectBack --> InspectBack: 对话继续\n(背面检视)
InspectBack --> InspectFront: flip_tarot\n(预设朝向)
InspectFront --> InspectFront: 对话继续
InspectFront --> InspectRotated: rotate_tarot\n(改变朝向)
InspectRotated --> InspectRotated: 对话继续
InspectRotated --> [*]: hide_tarot
InspectFront --> [*]: hide_tarot
```
关键:每个状态之间 Yarn 对话可以自由穿插,命令只推进视觉阶段,不阻塞对话本身(除了 `wait_tarot_select` 是阻塞等待玩家交互)。
### 6. Sprite 资源
当前使用 `Assets/RawResources/Art/CG/塔罗牌/塔罗牌正面.png``塔罗牌背面.png`,所有牌共用同一对正反面。后续可扩展为每张牌不同正面。
## 场景配置
### 层级结构
```
TarotSystem -- 空 GameObject,放在需要的场景中
├── TarotManager (Component) -- 管理器脚本
├── TarotView -- 视图容器(OpenView/CloseView 控制这个)
│ ├── TarotDeck (Component) -- 牌堆逻辑脚本
│ │ └── [运行时动态生成的牌] -- TarotCard x N
│ │
│ └── InspectAnchor -- 检视锚点(空物体,标记牌选中后居中的位置)
│ (Transform 位置设在画面中央偏上)
└── (可选) Cinemachine Camera -- 如果塔罗需要独立相机视角
```
### 需要手动配置的部分
**1. TarotSystem 根物体**
- 放在对应场景中(如 Day1_night 所在场景)
- 位置在世界空间中合适的地方(与当前相机视角对齐)
**2. TarotManager 组件(Inspector 面板)**
```
[Header("视图")]
TarotView -- 拖入 TarotView 子物体(或自动 Find
[Header("牌面素材")]
FrontSprite -- 拖入 塔罗牌正面 Sprite
BackSprite -- 拖入 塔罗牌背面 Sprite
[Header("牌 Prefab")]
CardPrefab -- 拖入预制的单张牌 Prefab(见下方)
```
**3. 单张牌 Prefab(预制体)**
需要提前制作一个 Prefab,结构如下:
```
TarotCard (Prefab)
Components:
- SpriteRenderer (默认 sprite = 背面,sortingOrder 按需)
- BoxCollider2D (Size 匹配牌面大小,用于点击/悬停检测)
- EventTriggerEx (Inspector 中添加 3 个 Trigger 条目:
PointerEnter, PointerExit, PointerClick)
- TarotCard.cs (脚本自动注册事件)
```
EventTriggerEx 的 Inspector 配置要点:
- 点击 "Add New Event Type"
- 分别添加 `PointerEnter``PointerExit``PointerClick` 三个条目
- 回调列表留空(代码中 `Register` 动态绑定)
> 这与 KnobController 的模式一致:EventTriggerEx 需要 Inspector 中预配好条目,代码中 `TryGetTriggerEvent` 才能找到对应的 callback list。代码中也会 `EnsureEventTriggerEntries()` 作为保底自动添加。
**4. TarotDeck 组件(Inspector 面板)**
```
[Header("扇形展开参数")]
FanAngleRange = 120 -- 扇形总角度(度)
FanRadius = 3.0 -- 扇形半径(世界单位)
FanCenter = (0,0,0) -- 扇形圆心偏移
[Header("悬停")]
HoverOffset = 0.5 -- 悬停推出距离
HoverDuration = 0.15 -- 悬停动画时长
[Header("检视")]
InspectAnchor -- 拖入 InspectAnchor 子物体
InspectScale = 1.5 -- 检视模式缩放倍数
[Header("动画时长")]
SpreadDuration = 0.6 -- 展开动画时长
FadeOutDuration = 0.3 -- 未选中牌淡出时长
MoveToInspectDuration = 0.4 -- 选中牌移至检视位置时长
```
### 运行时流程
```mermaid
sequenceDiagram
participant Y as Yarn
participant M as TarotManager
participant D as TarotDeck
participant C as TarotCard
Y->>M: show_tarot_deck(5)
M->>M: OpenView()
M->>D: Setup(5, frontSprite, backSprite)
D->>D: Instantiate CardPrefab x 5
D->>C: 初始化 (背面, 叠放)
Note over Y: 对话继续...
Y->>D: spread_tarot
D->>C: DOTween 扇形展开动画
Note over Y: 对话继续...
Y->>M: wait_tarot_select (阻塞)
Note over C: 玩家悬停/点击
C-->>D: OnCardClicked
D->>D: 其余牌淡出, 选中牌居中
D-->>M: 选牌完成
M-->>Y: 协程返回
Note over Y: 对话继续...
Y->>M: flip_tarot("inverted")
M->>C: Flip(inverted)
C->>C: X轴缩放动画 + 切换Sprite + Y轴倒置
Note over Y: 对话: "你拿反了"
Y->>M: rotate_tarot("normal")
M->>C: SetOrientation(normal, animated=true)
C->>C: Y轴旋转动画 (倒置->正向)
Note over Y: 对话继续...
Y->>M: hide_tarot
M->>D: 淡出所有牌
M->>M: CloseView()
```
### 不需要手动做的部分(代码自动处理)
- 牌的动态实例化和销毁(`TarotDeck` 负责)
- EventTriggerEx 事件绑定(`TarotCard.Awake` 自动注册)
- SystemDic 注册(`TarotManager.Start` 自动注册)
- 扇形位置计算(`TarotDeck` 按参数自动排布)
## 关键技术点
- **EventTriggerEx 注册模式**:参考 `KnobController.Awake()` (行 165-199),需先 `EnsureEventTriggerEntries()` 确保 triggers 列表有对应条目,再调用 `Register(EventTriggerType, callback)`
- **DOTween 动画**:项目已引入 `DG.Tweening`,用于扇形展开、悬停推出、翻牌、FadeOut
- **IInteraction 实现**`IsActive` / `IsAvailable` 控制交互可用性,配合 `EventSystemEx.isLocked` 在对话期间自动禁用交互(对话进行时 `isLocked=true``wait_tarot_select` 时对话暂停所以 `isLocked=false`,交互自然可用)
- **SystemDic 注册**`FixSystemCenter.SystemDic.Register(this)` 使 YarnCommand 能通过 `Get<TarotManager>()` 获取实例
- **Yarn 变量写入**`StorageSystem.Instance.SetValue("$tarotSelectedIndex", value)` 将选牌结果传回 Yarn
@@ -1,82 +0,0 @@
---
description: Unity 调试信息与 Gizmo 可视化规范
globs: **/*.cs
alwaysApply: false
---
# Unity 调试与可视化规范
编写 MonoBehaviour 或与场景交互的脚本时,应添加合适的调试信息与可视化 Gizmo,便于编辑器内调试与问题定位。
## 1. Gizmo 可视化
### 何时添加
- **空间/范围相关**:中心点、半径、边界框、射线、碰撞区域
- **路径/轨道**:环形轨道、移动路径、连线
- **状态可视化**:当前朝向、选中高亮、有效/无效区域
### 建议
- 用 `OnDrawGizmosSelected()`:仅在选中对象时绘制,减少干扰
- 用 `OnDrawGizmos()`:需始终可见的辅助线(如重要边界)
- 使用 `#if UNITY_EDITOR` 包裹 Gizmo 代码,避免打进构建
- 颜色区分:绿色/青绿=有效/正常,黄/橙=参考点,红=警告/边界
### 示例
```csharp
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
if (ringCenter == null) return;
float r = ringRadius > 0f ? ringRadius : /* 从 transform 计算 */;
if (r < 0.01f) return;
Vector3 center = ringCenter.position;
Gizmos.color = new Color(0.3f, 0.9f, 0.55f, 0.6f);
// 绘制圆环轨迹
const int segments = 64;
for (int i = 0; i < segments; i++)
{
float a0 = (float)i / segments * 2f * Mathf.PI;
float a1 = (float)(i + 1) / segments * 2f * Mathf.PI;
Vector3 p0 = center + new Vector3(Mathf.Cos(a0) * r, Mathf.Sin(a0) * r, center.z);
Vector3 p1 = center + new Vector3(Mathf.Cos(a1) * r, Mathf.Sin(a1) * r, center.z);
Gizmos.DrawLine(p0, p1);
}
Gizmos.color = new Color(1f, 0.5f, 0f, 0.8f);
Gizmos.DrawWireSphere(center, 0.05f);
}
#endif
```
## 2. 调试日志
### 何时添加
- **配置缺失**:关键引用为 null 时用 `Debug.LogWarning` 提示
- **异常分支**:不应进入的逻辑用 `Debug.LogError`
- **状态切换**:可选,重要状态变化用 `Debug.Log`(建议配合 `[Conditional("UNITY_EDITOR")]` 或 `#if UNITY_EDITOR` 限制编辑器内)
### 建议
- 使用 `this` 作为 context 参数,方便 Inspector 中定位对象
- 避免每帧/高频调用 `Debug.Log`,影响性能
### 示例
```csharp
#if UNITY_EDITOR
if (interactionCollider == null)
{
Debug.LogWarning($"[{GetType().Name}] 未找到 Collider2D!请添加或指定 interactionCollider。", this);
}
#endif
```
## 3. 可选:Inspector 开关
对复杂 Gizmo 或大量日志,可在 Inspector 中加 Bool 开关:
```csharp
[Header("调试")]
[SerializeField] private bool showDebugGizmo = true;
[SerializeField] private bool enableDebugLog = false;
```
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@@ -1,31 +0,0 @@
---
description: YARN 修改时保留本地化信息 #line
globs: "**/*.yarn"
alwaysApply: false
---
# YARN 本地化标识符保护
修改 YARN 对话文件时,**不要动任何 `#line:` 相关的内容**。
## 说明
`#line:` 后跟的哈希值(如 `#line:018dc78`)是 YARN Spinner 的本地化行标识符,用于与 `*_zh-Hans.asset` 等本地化资源文件关联。修改或删除会导致:
- 已有翻译无法正确匹配
- 本地化系统失效或错乱
- 需要重新导出/重新翻译
## 格式示例
```
me: 我需要看看情绪信号在【滤波器】处理时发生了什么 #line:046cf9e
->开始追踪情绪信号 #line:0443e38
Task: 检查滤波器处理链路 #line:018dc78
```
## 修改规则
- **可修改**:对话内容、节点标题、命令、选项文本
- **不可修改**`#line:xxxxxxxx` 整段、其位置、哈希值
- 新增行或节点:不要手动添加 `#line`,留给 YARN Spinner 工具自动生成
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@@ -1,64 +0,0 @@
---
name: frontend-design
description: Create distinctive, production-grade frontend interfaces with high design quality. Use when building web components, pages, applications, landing pages, dashboards, React/Vue components, HTML/CSS layouts, or when styling/beautifying any web UI. Avoids generic AI aesthetics.
---
# Frontend Design Skill
创建具有鲜明美学、生产级质量的前端界面,避免千篇一律的「AI 风格」。在用户要求构建 web 组件、页面、应用或美化 UI 时应用本 skill。
## Design Thinking(先思考再编码)
在动手前,明确上下文并选定 **大胆** 的美学方向:
| 维度 | 思考点 |
|------|--------|
| **Purpose** | 界面解决什么问题?谁在使用? |
| **Tone** | 选一个极端方向:极简、混乱极繁、复古未来、有机/自然、奢华、玩具感、杂志风、粗犷/原始、Art Deco、柔和/粉彩、工业风等 |
| **Constraints** | 框架、性能、无障碍要求 |
| **Differentiation** | 什么让这个界面 **难忘**?用户会记住哪一点? |
**关键**:选定清晰的概念方向并精准执行。极繁与极简都可行——重要的是意图明确,而非强度。
## Aesthetics Guidelines
### Typography
- 选用独特、有性格的字体,避免 Arial、Inter 等常见款
- 用醒目的 display 字体 + 细腻的正文字体做搭配
### Color & Theme
- 建立 cohesive 配色系统,用 CSS 变量统一样式
- 主导色 + 鲜明强调色,优于平均分布的中庸调色板
### Motion
- 动画用于效果和微交互;HTML 优先用纯 CSS
- React 项目可考虑 Motion 库
- 把资源集中在高影响瞬间:一次有层次感的页面加载(staggered reveals)胜过零散的小动效
### Spatial Composition
- 尝试非常规布局:不对称、重叠、斜向流、打破网格、留白或密度控制
### Backgrounds & Details
- 营造氛围和层次,而非默认纯色背景
- 可选用:渐变网格、噪点纹理、几何图案、分层透明、强阴影、装饰边框、自定义光标、grain 叠加
## Anti-Patterns(必须避免)
**Never use**
- 滥用的字体(Inter、Roboto、Arial、系统字体)
- 陈词滥调的配色(尤其是白底紫渐变)
- 可预测的布局和组件模式
- 缺乏情境的通用设计
- 跨项目一律用 Space Grotesk 等常见选择
**重要**:实现复杂度要与美学愿景匹配。极繁需要丰富的代码、动画和效果;极简需要克制、精确和细节打磨。
## Output Requirements
最终实现需:
- 生产级、功能完整
- 视觉冲击力强、有记忆点
- 美学统一、观点明确
- 细节精心打磨
创造性地解读需求,做出令人意外的选择。每个设计都应独一无二,体现对场景的专门思考。
@@ -1,94 +0,0 @@
---
name: narrative-timeline-flow
description: >-
叙事 Timelineaseprite/静图改 Timeline、Addressable 登记、黑屏防穿帮、替换 show_full_screen。
Use when 加叙事 timeline、aseprite 转 timeline、英里初登场、CG 演出、替换 show_full_screen、
hide_full_screen、黑屏穿帮、fade_out 时机、wait_timeline、Day1 begin / Day2 night 天桥 CG、
或用户提到 TimelineKit 叙事接入。
---
# 叙事 Timeline 接入(Aseprite / 静图 → Yarn
API 细节见 [`Assets/Scripts/SceneManagement/TimelineKit/README_TimelineKit.md`](../../Assets/Scripts/SceneManagement/TimelineKit/README_TimelineKit.md)。本 skill 只记**本仓库约定与踩坑**。
## 1. 何时用哪种 Yarn 命令
| 场景 | 命令 |
|------|------|
| 播完再往下走 | `<<play_timeline 名>>`(阻塞) |
| 黑屏下先起播 / 与对白并行 / Loop CG | `<<start_timeline 名>>` |
| 已 `start_timeline`,要等播完 | `<<wait_timeline 名>>`(不重头播) |
| 关掉整棵 Director GO | `<<hide_timeline 名>>` |
名称与场景里 `DirectorHandler.timelineName` **完全一致**(叙事多用中文单名,内嵌 Playable)。
## 2. 资产与 Addressable
1. Aseprite → `Assets/GameContent/Scene_{场景}/animationRaw/`(或现有 `AnimationRaw/`
2. Timeline → `GameContent/Scene_{场景}/Timeline/{名}.playable`
3. Addressable Group = 对应场景线(如 `Scene_ClinicOut``Scene_Bridge`
4. Address = `Timeline/{名}`(必须带 `Timeline/` 前缀)
5. 叙事 Timeline **一般不**加 `TimelineAssetRef`(维修玩法才用)
参考范本:`医生出地铁``day2夕阳医生看佩佩侧脸``英里初登场`
## 3. 场景 GO 约定
- 根节点挂 `PlayableDirector``Play On Awake = false`+ `DirectorHandler`
- **根节点默认 Active**`Start` 里要注册到 `TimelineCenter`;关掉根节点会注册失败
- **带 Sprite 的子物体(如 `Visual`)默认 Inactive**;用 ActivationTrack 或播放时再显
- `hide_timeline` = 根 `SetActive(false)`;之后再播时 `PlayTimeline` 会重新打开
- 全屏 CG 常需调位置(例:天桥侧脸根节点 `Y = -5`);PPU / scale 按相机再调
## 4. 黑屏防穿帮(必做)
**错误**`fade_out` 揭开场景 → 再 `play_timeline`(先露底再播 CG)。
**正确**(切场景后的 intro CG):
```yarn
<<fade_in>>
<<load_scene Scene/ClinicOut>>
<<init_actor ...>>
<<start_timeline 英里初登场>>
<<wait 0.2>>
<<fade_out>>
<<wait_timeline 英里初登场>>
<<hide_timeline 英里初登场>>
<<show_actor ...>>
<<play_timeline 医生出地铁>>
```
要点:黑屏内起播并稳住首帧 → 再结束黑屏 → 再等播完。CG 盖住初登场时,角色可延后到 `hide_timeline` 后再 `show_actor`
## 5. 替换 `show_full_screen` 静图
常驻 / Loop 演出(对白期间一直播):
```yarn
<<start_timeline day2夕阳医生看佩佩侧脸>>
<<fade_out 1>>
# ... 对白 ...
<<fade_in 1>>
<<hide_timeline day2夕阳医生看佩佩侧脸>>
<<fade_out 1>>
```
不要再用 `show_full_screen` / `hide_full_screen` 播同一段。
## 6. 其它坑
- `<<load_scene>>` **只需场景名**。旧脚本第二参数(如 `1`)已兼容忽略,**新代码不要写**。
-`.yarn`**不要动**已有 `#line:`;新行不加 `#line:`
- 只改运行时实际绑定的 Yarn(如 Day1_begin → FP,不是 Fiction 草稿)。
- Aseprite 多 tag:选主演出 clipLoop CG 用循环 clip + Director `Loop` 或长轨;一次性 intro 用有限时长 + `wait_timeline`
## 7. 落地检查清单
- [ ] Timeline 在正确 `GameContent/Scene_* /Timeline/`
- [ ] Addressable`Timeline/{名}` + 正确 Group
- [ ] `timelineName` 与 Yarn 一致;`Play On Awake = false`
- [ ] Visual 默认关;进 Play 不会提前露 CG
- [ ] 切场景 intro:黑屏内 `start` → 短 wait → `fade_out``wait_timeline`
- [ ] 静图替换:`start` / `hide` 成对
- [ ] 跑一次确认无先露场景、无 `load_scene` 参数错误
@@ -1,68 +0,0 @@
---
name: yarn-dialogue-role-config
description: Use when 配置对话角色、新增 role、添加 Yarn 角色、character.csv、为模块配置角色、对话 speaker. Guides adding entries to character.csv and using the Key in Yarn dialogue files.
---
# Yarn 对话角色配置
为项目新增对话角色时,需要同时配置 `character.csv` 和在 Yarn 文件中使用对应的 speaker。
## 1. character.csv 新增一行
路径:`Assets/StreamingAssets/Config/character.csv`
CSV 列(从左到右):
| 列 | 说明 | 示例 |
|----|------|------|
| Key | **必填**Yarn 中作为 speaker 的 key,需与 Yarn 内完全一致 | `SaleModule` |
| Cn | 显示名,支持 `<br>` 换行 | `销售型<br>销售语言处理模块` |
| (第3列) | 英文/备用名,可空 | |
| DialogViewType | 显示位置:`Default``Screen``OldBox``CenterText``CenterOption` 等 | `Default``Screen` |
| Role | 人物角色:`Player``MainActor``Aside` | `Aside` |
| NameColor | 名称颜色,如 `#F56C6C`,可空 | |
| HeadPicPath | 头像路径,可空 | |
| VoicePath | 语音路径,如 `VO/voice_XX`,可空 | |
| BubbleIdx | 气泡序号,默认 0 | |
参考现有行格式,插入到合适位置(如与其他模块角色放一起)。
## 2. Yarn 中使用
对话行格式:`Key: 对话内容`
```
SaleModule: 已与销售模块建立连接!
SaleModule: 信号接受正常,信号来源:
```
Key 必须与 character.csv 中的 Key 完全一致,否则会按 key 原样显示或找不到配置。
## 3. 修改 Yarn 时的注意
- 遵循 `.cursor/rules/yarn-localization.mdc`**不要动 `#line:` 及哈希值**
- 可改:对话内容、 speaker key、节点标题
- 不可改:`#line:xxxxxxxx` 整段
- 新增行:不手动写 `#line`,由 YARN Spinner 自动生成
## 4. 完整示例
为「销售模块」新增专用角色:
**character.csv 新增:**
```csv
SaleModule,销售型<br>销售语言处理模块,Sales type sales language processing module,Screen,Aside,#F56C6C,,,
```
**Yarn 中替换/使用:**
```
SaleModule: 已与销售模块建立连接!
SaleModule: 信号接受正常,信号来源:
SaleModule: 情绪模块,逻辑模块
```
## 5. 本地化
修改 speaker 后,`*_zh-Hans.asset` 等本地化文件中的旧 key 可能仍存在。可:
- 在 Unity 中重新导入 Yarn 项目的 String Table
- 或手动更新对应条目中的角色名
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@@ -1,103 +0,0 @@
---
name: yarn-plug-in-flow
description: >-
Yarn 维修插线对话:gameStage 调度、重复插线短总结、防状态回退与 TaskToDo 重复递减。
Use when 写 FixSystem/BodyModule 插线 Yarn、从自然语言生成维修对话、审阅 HuoShan 类流程、
检查 PlugIn 节点、重复执行、插线检查、或用户提到 yarn 插线/维修界面对话。
---
# Yarn 插线维修对话(FixSystem
本 skill 适用于:`BodyModule` 通过 `{moduleName}PlugIn` 跳入 Yarn、同一节点内用 `$gameStage` 分支多阶段叙事(如 `FP_Huoshan1`)。
## 1. C# 侧事实(设计 Yarn 前必读)
- 插线触发:`BodyModule.PlugIn()``DialogController.StartDialogNode(data.PlugInNodeName)`,节点名为 **`{moduleName}PlugIn`**(见 `BodyModuleData.PlugInNodeTemplate`)。
- **C# 一般不按阶段禁用插线**;若某 Stage 实际不可插线,是场景/交互配置决定,但 Yarn 仍应防御性处理「错误阶段误入」。
- EventNode 里用 `<<jump 检查xxx>>` 桥接到共享节点;共享节点名须与 `*.yarn``title:` 一致。
## 2. 状态变量约定(推荐)
| 用途 | 模式 |
|------|------|
| 流程阶段 | `$gameStage`(数字;仅在 `Center` 等少数节点切换,避免散落 `set` |
| 某模块「本档首次插线检查完」 | `$xxxChecked`(如 `$speakerChecked` / `$colorChecked` / `$emoChecked` |
| 多子任务计数 | `$TaskToDo`,完成时 `--`,**跳转前务必保证不会重复减** |
| 同一 Stage 内「最终检查子项已完成」 | 独立布尔,如 `$speakerFinalOK` / `$saleFinalOK`,防止重复插线再次 `complete_task``--` |
`VarsInit`(或等价入口)用 `<<declare>>` 初始化所有布尔/计数器,避免未定义行为。
## 3. 从自然语言 / 大纲生成 Yarn 时的必做项
1. **列出插线入口**:每个 `*PlugIn` → 目标节点;与模块 `moduleName` 一致。
2. **列出 `$gameStage` 与文档步骤映射**(如 `02_flow.md`),每个共享检查节点有哪些 `elseif $gameStage==N`
3. **任何会 `<<jump>>` 换阶段的块**:条件里加 **`$gameStage==N`**,避免后期 `$xxxChecked` 仍为 true 时误触发旧结局(状态回退)。
4. **同一 `$gameStage` 内、同一模块第二次插线**
- 首次:完整演出 + `complete_task` + 设 `$xxxChecked` / `$xxxFinalOK`
- 再次:`<<if $xxxChecked == true>>`(或对应 FinalOK)→ **短总结 + 自言自语下一步**(去查哪个模块、任务提示),**不**重复长对白、**不**重复任务完成副作用。
5. **多分支共享「完成标记」**:勿在 `if/elseif` 外无条件 `set $colorChecked=true` 等;否则乱序插线会跳过叙事(见此前 HuoShan Stage2 修复)。
## 4. 已完成 Yarn 的审查清单(可逐项打勾)
### 4.1 阶段与跳转
- [ ] 会推进阶段或结束的 `<<jump>>`,外层条件是否包含正确的 `$gameStage`
- [ ] `Center` / Stage 入口是否唯一或清晰,避免死循环、重复 `set gameStage`
### 4.2 重复插线(同 Stage、同模块)
- [ ] Stage2 类:表达 / 销售 / 情绪等主流程,第二次插线是否为「短总结 + 下一步」而非全长?
- [ ] Stage7 类双任务:是否用 **FinalOK**(或等价)避免第二次插线再次 `TaskToDo--` / 重复 `complete_task`
### 4.3 变量与任务
- [ ] `complete_task``$TaskToDo` 递减是否一一对应、且只在「首次成功路径」执行?
- [ ] `$PlugCount` 等统计是否与「首次访问」一致(可用 `visited("NodeName")``== false` 包裹)?
### 4.4 文档与代码
- [ ] `EventNode` 表与 `title:` 节点名一致(如 `SalePlugIn` 非过期的 `ColorPlugIn`)。
## 5. 最小代码模式参考(Yarn 片段)
**防跨阶段误触发结局:**
```yarn
<<if $gameStage==2 && $speakerChecked==true && $colorChecked==true>>
// 波形对比 → 结束本阶段
<<endif>>
```
**同 Stage 重复插线(短总结):**
```yarn
<<if $gameStage==2>>
<<if $speakerChecked == true>>
me: (总结结论)…
me: (下一步该做什么)…
<<else>>
// 首次完整流程
<<set $speakerChecked = true>>
<<endif>>
<<endif>>
```
**Stage7 双任务防重复:**
```yarn
<<elseif $gameStage==7>>
<<if $speakerFinalOK == true>>
me: 已确认…若还有任务去查另一模块。
<<else>>
<<complete_task "...">>
<<set $speakerFinalOK = true>>
<<set $TaskToDo = $TaskToDo - 1>>
<<endif>>
<<endif>>
```
## 6. 项目内参考
- 实例:`Assets/Resources/Yarn/FP_Huoshan1/Stage2.yarn``检查表达` / `检查销售模块` / `检查情绪`)、`Center.yarn``VarsInit`)。
- 流程定义:`Docs/HuoShan/core/02_flow.md`
- C#`Assets/Scripts/FixSystemNew/BodyModule/Modules/BodyModule.cs``PlugIn`)。
+1 -6
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@@ -74,9 +74,4 @@
*.ogg filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.psb filter=lfs diff=lfs merge=lfs -text
*.bank filter=lfs diff=lfs merge=lfs -text
*.mp4 filter=lfs diff=lfs merge=lfs -text
# DOTween editor images - exclude from LFS (stored as regular binaries, Unity re-import causes false changes)
Assets/Plugins/Demigiant/DOTween/Editor/Imgs/*.png -filter -diff -merge
Assets/Plugins/Demigiant/DOTween/Editor/Imgs/*.jpg -filter -diff -merge
*.bank filter=lfs diff=lfs merge=lfs -text
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@@ -1,4 +1,4 @@
# This .gitignore file should be placed at the root of your Unity project directory
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
@@ -27,9 +27,6 @@
.vs/
.idea/
# Obsidian workspace/config
.obsidian/
# Gradle cache directory
.gradle/
@@ -88,12 +85,6 @@ crashlytics-build.properties
# Ignore the Cache folder since it is updated locally.
/[Aa]ssets/Plugins/FMOD/Cache/*
# TimelineNameCollector editor cache (legacy path; migration only)
/[Aa]ssets/[Ee]ditor/TimelineNameCollector/Cache/*
# HandlerNameCollector editor cache (regenerated on scan)
/[Aa]ssets/[Ee]ditor/HandlerNameCollector/Cache/*
# 暂时把bank放到Stream里,不忽略
# Ignore bank files in the StreamingAssets folder.
/[Aa]ssets/StreamingAssets/**/*.bank
@@ -103,13 +94,8 @@ crashlytics-build.properties
# Log files can be ignored.
fmod_editor.log
# Claude本地文件
.claude/*.local.*
# 排除Sim的自动保存
.history/*
**/.history/*
.fake
Keystore/aibis-release-key.keystore
Keystore/keystore.bat
.fake
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@@ -56,70 +56,6 @@
"temp/": true,
"Temp/": true
},
"files.associations": {
"**/Plugins/Android/*Template.gradle": "plaintext"
},
"dotnet.defaultSolution": "aibis-dream.sln",
"dotnet.preferCSharpExtension": true,
"cSpell.enableFiletypes": [
"yarnspinner"
],
"cSpell.languageSettings": [
{
"languageId": "yarnspinner",
"patterns": [
{
"name": "yarn-commands",
"pattern": "/<<[^>]*>>/g"
},
{
"name": "yarn-expressions",
"pattern": "/\\{[^}]*\\}/g"
},
{
"name": "yarn-variables",
"pattern": "/\\$[a-zA-Z_][a-zA-Z0-9_]*/g"
},
{
"name": "yarn-markup",
"pattern": "/\\[[^\\]]*\\]/g"
},
{
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-163
View File
@@ -1,163 +0,0 @@
# AGENTS.md
This file provides guidance to Codex (Codex.ai/code) when working with code in this repository.
## Project Overview
AIBIS Dream (also known as "AllOurBrokenParts") is a Unity-based narrative adventure game with investigative elements. The project uses Yarn Spinner for dialogue, features a custom framework with modular systems, and includes multiple mini-games and a modular repair/fix system.
**Unity Version:** 2022.3.7f1c1 (Universal Render Pipeline)
## Architecture
### Core Framework (Assets/Scripts/Framework/)
Modular framework with Kit-pattern utilities:
- **ActionKit**: Action sequencing and command pattern
- **AudioKit**: Audio management (includes FMOD integration)
- **Config / Core**: Configuration and core utilities
- **EventSystemKit**: Decoupled event system
- **LogKit**: Structured logging with categories
- **PoolKit**: Object pooling
- **ResourceKit**: Asset loading via `ResourceSystem` (Addressables-based)
- **Note**: New code must use `ResourceSystem`, never `Resources.Load`. See [Resource Loading Best Practices](Docs/ResourceLoadingBestPractices.md). Asset placement rules in [Resource Management Spec](Docs/ResourceManagementSpec.md).
- **SelectorKit**: Weighted/batch/non-repeat random selection
- **SingletonKit**: Singleton base classes
- **StateMachineKit**: State management
- **OtherKit**: Miscellaneous utilities (`CameraKit`, `AnimatorKit`, `FadeKit`, `LocalizationKit`, etc.)
- **Attribute**: Custom editor attributes
### Key Game Systems
- **Game Loop** (Scripts/Game Loop/): `GameManager` (Singleton entry), `YarnVariableStorage` (Yarn variables), `SaveRestoreOrchestrator` / `SaveSystem` (save snapshots), `SceneLoader`, `ChapterController`, `TalkSceneSO`
- **Dialog System** (Scripts/Dialog System/): Yarn Spinner integration — `DialogController`, `LineRunner`, `LocalisedLineProvider`, `BaseYarnCommand`
- **SceneManagement** (Scripts/SceneManagement/): `ActorKit/`, `AnimatorKit/`, `EnvironmentKit/`, `SpawnerKit/`, `TimelineKit/`, `SceneCenter/`, `DreamDoorSystem`
- **UI** (Scripts/UI/): `DialogUI/`, `Panel/`, `Form/`, `Components/`, `Cursor/`, `UIManager`
- **MiniGame** (Scripts/MiniGame/): `HuoShan/` (language particles, EmotionWave), `BlockPuzzle/`, `Peipei/` (Eye, CutLine, Memory)
- **FixSystem** (Scripts/FixSystem/): Legacy — HeatMap, PunchTape, Memory, screen effects
- **FixSystemNew** (Scripts/FixSystemNew/): Active repair system — `FixSystemCenter`, `BodyModule/`, `Cable/`, `WhackMole/`, `Screen System/`, `Open/`, `Clinic/`
- **AssetRefs** (Scripts/AssetRefs/): Addressable key constants (`ConstRef`, `FixAssetRef`, `TimelineAssetRef`)
### Content & Localization
- **Assets/GameContent/**: Runtime assets by scope (`Common/`, `UI/`, `Scene_{Name}/`, `Feature_{Name}/`)
- **Assets/Language/**: Unity Localization tables (runtime active: `UIText/`, `Locales/`, `Sprite/`; `Dialog/``ActorName/``Params/` currently kept as migration backups)
- **Assets/Resources/Yarn/**: Current Yarn dialogue files (target migration to `Assets/Narrative/` per spec, not yet complete)
- **Assets/StreamingAssets/Config/**: CSV-driven localized gameplay data (`character.csv` for actor names, `params.csv` for `l10n.*` substitution terms)
- **Assets/Prototype/**: HTML/JS prototypes for mechanic testing
## Critical Dependencies
### Unity Packages
- **Yarn Spinner** 3.2.2 (OpenUPM), **Addressables** 1.21.21, **Cinemachine** 2.9.7
- **URP** 14.0.8, **TextMesh Pro** 3.0.6, **Timeline** 1.7.5, **Localization** 1.4.5
- **Visual Effect Graph** 14.0.8, **Visual Scripting** 1.8.0
### Third-Party
- **FMOD** (audio engine), **DOTween** (tweening), **Shapes** (vector graphics)
- **More Mountains Feedbacks** (game feel), **Destructible 2D**
## Development Guidelines
### Code Organization
1. Each major system self-contained in its own folder under `Assets/Scripts/`
2. Kit-pattern utilities in `Framework/` — reusable across systems
3. Singleton pattern for global managers (derived from `SingletonKit`)
4. Favor composition over inheritance
5. All runtime asset loading via `ResourceSystem` — never `Resources.Load`
### Unity Tests
- Unity Tests are encouraged when they provide useful feedback, but do not add tests mechanically at every layer merely because production code changed.
- Choose the lowest layer that fully protects each behavior. Add a second layer only when it covers a distinct integration risk.
- Stable tests protect accepted contracts and high-risk regressions. Prefer extending an existing domain suite; create a new permanent file or asmdef only for a genuinely new long-lived boundary.
- Tests for unfinished, exploratory, or intermediate behavior must live under `Assets/Tests/_Temporary/<Feature>/`; never mix them into permanent suites.
- Every temporary test folder must state its purpose and deletion or promotion condition. Delete it when the feature is accepted, replaced, abandoned, or adequately covered by permanent contract tests.
- Prefer EditMode when it is sufficient; use PlayMode for behavior that truly requires Unity lifecycle, frames, coroutines, physics, or Timeline runtime integration.
- Remove tests when their feature is removed, their contract is replaced, or they only mirror implementation details.
- Follow [Unity Test Guidelines](Docs/UnityTestingGuidelines.md) for placement, design, cleanup, and review criteria.
### Scene Structure
- Scenes in `Assets/Scenes/`; `Persistence` scene hosts global managers and Persistent Loader
- Fix scenes: `{Character}FixScene` (e.g. `HuoShanFixScene`, `PeipeiFixScene`, `ExpressFixScene`)
- Test scenes: `languageTest`, `HuoShanExpressionTest`, `wavetest`, etc.
### Addressables
- Config in `Assets/AddressableAssetsData/`; Groups: `Core`, `Scene_*`, `Feature_*`, `Shared_*`, `Localization-*`
- Key format: `Category/Path` (e.g. `Animation/Peipei`, `Timeline/BlockPuzzle/PanelOpen`)
- Scene keys use bare PascalCase names (e.g. `ClinicOut`)
- Details in [Resource Loading Best Practices](Docs/ResourceLoadingBestPractices.md)
### Yarn Dialogue Files
- Current path: `Assets/Resources/Yarn/` (migration to `Assets/Narrative/Yarn/` planned)
- Pattern: `{Character}_{Stage}.yarn`; UTF-8 encoding required for Chinese
#### Yarn Line Tag Maintenance
- **Line tags** (`#line:xxxxxxx`) must be unique across the entire file. Duplicate tags break Yarn Spinner localization.
- Duplicates typically occur when copying an existing node to create a variant (e.g. `地铁ver1``地铁ver3`).
- **Use the dedup tool** (`Tools/dedup_yarn_tags.py`) for bulk cleanup:
```bash
# Preview duplicates from a specific node onward
python Tools/dedup_yarn_tags.py Assets/Resources/Yarn/Fiction_Day1_begin/Fiction_Day1_begin.yarn --from-node 地铁ver4
# Fix duplicates from a specific line onward
python Tools/dedup_yarn_tags.py Assets/Resources/Yarn/Fiction_Day1_begin/Fiction_Day1_begin.yarn --from-line 535 --fix
# Scan an entire directory (preview only)
python Tools/dedup_yarn_tags.py Assets/Resources/Yarn/ --scan-all
```
#### Yarn Script Generation
- **Do NOT add `#line:` tags when generating or editing Yarn dialogue.** Leave all line-tag generation to the user's localization workflow (Unity Localization + Yarn Spinner import tools).
- When creating new `.yarn` files, write plain dialogue lines without any `#line:` suffixes.
### Asset Naming
- **Scripts**: PascalCase (e.g. `DialogController.cs`)
- **Addressable Keys**: `Category/Path` — no spaces, no extensions, ≤3 levels
- **Addressable Groups**: `{Type}_{PascalCaseName}`
### Git & Commits
- LFS for large binaries; ignored: Library/, Temp/, Build/, *.csproj, *.sln
- **Commit format**: `<type>(<scope>): <subject>` — subject in Chinese, type/scope in English
- Extended types: `feat`, `fix`, `art`, `audio`, `scene`, `yarn`, `perf`, `refactor`, `style`, `docs`, `build`, `chore`, `test`
- See [COMMIT_CONVENTION.md](COMMIT_CONVENTION.md) for full details
## Key Build Commands
```bash
# Windows build
"C:\Program Files\Unity\Hub\Editor\2022.3.7f1c1\Editor\Unity.exe" -batchmode -quit -projectPath . -buildWindows64Player "Build/AIBIS_Dream.exe" -logFile Build/log.txt
```
## Common Tasks
### Adding a New Mini-Game
1. Create `Assets/Scripts/MiniGame/{GameName}/`
2. Add assets to `Assets/GameContent/Feature_{GameName}/`
3. Create Addressable Group `Feature_{GameName}`
4. Create test scene in `Assets/Scenes/`
### Adding Yarn Dialogue
1. Create `.yarn` in `Assets/Resources/Yarn/{Module}/`
2. Ensure YarnProject localization assets/CSV are updated (Unity `Assets/Language/Dialog/` is backup-only during migration)
3. Reference in scene's `DialogueRunner`; test with `DialogController`
## Debugging & Performance
- `LogKit` for structured logging; Addressables Event Viewer for resource debugging
- Monitor `SceneResourceLoader.TotalHandleCount` for leak detection
- Always use PoolKit for frequent instantiation; `LoadUncachedAsync` + `EarlyRelease` for large Timeline assets
- Use `LoadAsync<GameObject>` + `Instantiate` for prefabs, never `InstantiateAsync`
## Important Notes
- Narrative-focused game — dialogue and story take precedence
- `FixSystemNew` is the active repair architecture; `FixSystem` is legacy
- `YarnVariableStorage` holds Yarn runtime variables; save/load flows through `SaveRestoreOrchestrator` and `SaveSystem`
## Reference Documents
- [Resource Loading Best Practices](Docs/ResourceLoadingBestPractices.md) — `ResourceSystem` API, Key/Group/Label naming, lifecycle
- [Resource Management Spec](Docs/ResourceManagementSpec.md) — Asset placement: `GameContent/`, `Narrative/`, `_Archive/`
- [Commit Convention](COMMIT_CONVENTION.md) — Commit message format and branch naming
- [HuoShan Docs](Docs/HuoShan/) — Narrative flow, resources, test flowcharts
---
*This document provides guidance for Codex when working with the AIBIS Dream codebase.*
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