Compare commits

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Author SHA1 Message Date
dingyuntian 8dbb14ca07 Merge branch 'develop' into 'master'
3月问题修复

See merge request aibis-dream/aibis-dream!355
2025-03-21 12:51:27 +00:00
dingyuntian 1272dff2c3 3月问题修复 2025-03-21 12:51:27 +00:00
dingyuntian b87606a018 Merge branch 'version' into 'develop'
Update ProjectSettings.asset

See merge request aibis-dream/aibis-dream!342
2025-03-17 12:26:01 +00:00
dingyuntian e6b3185f18 Update ProjectSettings.asset 2025-03-17 20:25:01 +08:00
dingyuntian e56804f5ce Merge branch 'bugfix/QATools' into 'develop'
Bugfix/qa tools

See merge request aibis-dream/aibis-dream!340
2025-03-17 11:55:40 +00:00
dingyuntian fd7d842070 Merge branch 'develop' into bugfix/QATools 2025-03-17 19:53:24 +08:00
bottlefish 5329d5e488 Merge branch '修复视觉模块阻碍bug' into 'develop'
修复视觉模块阻碍bug

See merge request aibis-dream/aibis-dream!339
2025-03-17 11:53:05 +00:00
dingyuntian 778641edd7 Update ProjectSettings.asset 2025-03-17 19:51:30 +08:00
dingyuntian 1d1c99bdd1 版本号调整 2025-03-17 19:50:38 +08:00
bottlefish bf292a311d 替换UF中错误的佩佩图片 2025-03-17 19:47:53 +08:00
bottlefish 4cef93e064 提交 2025-03-17 19:24:00 +08:00
chenziqin 2023969370 Merge branch 'simc' into 'develop'
Simc

See merge request aibis-dream/aibis-dream!338
2025-03-17 10:16:12 +00:00
Ovid 27abd91495 Merge branch 'develop' into simc 2025-03-17 18:15:45 +08:00
Ovid cfae76bb66 0317bugfix 2025-03-17 18:14:37 +08:00
dingyuntian f7c396c7af 版本号 2025-03-17 17:26:31 +08:00
dingyuntian 08a55a4d04 存档功能 2025-03-17 16:04:13 +08:00
70 changed files with 5622 additions and 428 deletions
+8
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using System;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
public class VersionIncrementer : IPreprocessBuildWithReport
{
public int callbackOrder => 0;
public void OnPreprocessBuild(BuildReport report)
{
// 去除时间戳
string[] bundleVersionParts = PlayerSettings.bundleVersion.Split('-');
string version = bundleVersionParts[0];
// 获取当前版本号
string[] versionParts = version.Split('.');
int major = int.Parse(versionParts[0]);
int minor = int.Parse(versionParts[1]);
int revision = int.Parse(versionParts[2]);
int build = int.Parse(versionParts[3]);
// 更新版本号
string date = DateTime.Now.ToString("yyyyMMdd-HHmmss");
PlayerSettings.bundleVersion = $"{major}.{minor}.{revision}.{build + 1}-{date}";
}
}
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@@ -69,8 +69,8 @@ MonoBehaviour:
m_Calls: []
m_text: "\u793A\u4F8B\u6587\u5B57"
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: f242fb3dde1933640859f1c54591c9c8, type: 2}
m_sharedMaterial: {fileID: -6659093157667844055, guid: f242fb3dde1933640859f1c54591c9c8, type: 2}
m_fontAsset: {fileID: 11400000, guid: d8dda148dfd9e5745807a2cbecd1f95f, type: 2}
m_sharedMaterial: {fileID: 4353094232518616245, guid: d8dda148dfd9e5745807a2cbecd1f95f, type: 2}
m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0}
m_fontMaterials: []
@@ -344,4 +344,5 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
role: 1
idx: 0
maxCharNum: 14
@@ -188,8 +188,8 @@ MonoBehaviour:
m_Calls: []
m_text: Button
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: f242fb3dde1933640859f1c54591c9c8, type: 2}
m_sharedMaterial: {fileID: -6659093157667844055, guid: f242fb3dde1933640859f1c54591c9c8, type: 2}
m_fontAsset: {fileID: 11400000, guid: d8dda148dfd9e5745807a2cbecd1f95f, type: 2}
m_sharedMaterial: {fileID: 4353094232518616245, guid: d8dda148dfd9e5745807a2cbecd1f95f, type: 2}
m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0}
m_fontMaterials: []
@@ -233,8 +233,8 @@ MonoBehaviour:
m_Calls: []
m_text: "\u9009\u9879\u4E00"
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: f242fb3dde1933640859f1c54591c9c8, type: 2}
m_sharedMaterial: {fileID: -6659093157667844055, guid: f242fb3dde1933640859f1c54591c9c8, type: 2}
m_fontAsset: {fileID: 11400000, guid: d8dda148dfd9e5745807a2cbecd1f95f, type: 2}
m_sharedMaterial: {fileID: 4353094232518616245, guid: d8dda148dfd9e5745807a2cbecd1f95f, type: 2}
m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0}
m_fontMaterials: []
@@ -258,15 +258,15 @@ MonoBehaviour:
m_faceColor:
serializedVersion: 2
rgba: 4294967295
m_fontSize: 46
m_fontSizeBase: 46
m_fontSize: 32
m_fontSizeBase: 32
m_fontWeight: 400
m_enableAutoSizing: 0
m_fontSizeMin: 18
m_fontSizeMax: 72
m_fontStyle: 0
m_HorizontalAlignment: 1
m_VerticalAlignment: 256
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
m_wordSpacing: 0
@@ -226,7 +226,7 @@ Transform:
m_GameObject: {fileID: 484818901331367303}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalPosition: {x: 1.61, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
@@ -794,7 +794,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!4 &5416047270864748350
Transform:
m_ObjectHideFlags: 0
@@ -2336,7 +2336,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!4 &4009632713096831653
Transform:
m_ObjectHideFlags: 0
+2 -2
View File
@@ -361,8 +361,8 @@ Transform:
m_GameObject: {fileID: 3259275819111110517}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -2.64, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_LocalPosition: {x: -2.6, y: -0.15, z: 0}
m_LocalScale: {x: 1.1, y: 1.1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 7878342799737288793}
@@ -151,6 +151,9 @@ position: 557,756
<<if visited("Eye_skyAfterSurgery")==false>>
<<set $eyeTargetTriggerCount = $eyeTargetTriggerCount + 1>>
<<jump EyeCheckEnd_AfterSurgery>>
<<else>>
me:我们得试试去观察别的目标。
<<Set_MouseMovementLockState EyeManager false>>
<<endif>>
===
@@ -163,10 +166,8 @@ colorID: 8
group:视觉检查
position: 1228,749
---
<<if visited("Eye_computerAfterSurgery")==false>>
me:这里似乎本来也没办法唤起记忆,我们得看看别的地方。
<<Set_MouseMovementLockState EyeManager false>>
<<endif>>
<<Set_MouseMovementLockState EyeManager false>>
===
@@ -78,7 +78,7 @@ peipei: 发热?为什么?……
<<switch_character_state 默认蓝眼流汗A>>
<<wait 2.5>>
<<switch_character_state 默认蓝眼流汗无神微笑>>
<<wait 1>>
<<wait 0.7>>
peipei: 我失败了,是吗?
me: 是我的错。我不应该提出这么不负责任的方案。
peipei: 它…坏了吗?
@@ -141,7 +141,7 @@ peipei: 我竟然一直…没有感觉到吗?还是说…<br>已经太久了
<<switch_character_state 低头蓝眼>>
<<wait 0.1>>
<<switch_character_state 低头蓝眼侧目>>
<<wait 0.8>>
<<wait 1.2>>
peipei: 医生,我是不是…你遇到过最没用的机体?<br>我是不是…早就该被回收了?
<<hide_dialog>>
@@ -189,7 +189,7 @@ peipei: 就请再帮我把我的晶圆装到它原本应该在的地方吧。
me: 你是说,你还是想把晶圆装上吗?但UF怎么办?这是不能解你的问题的。
peipei: 别担心…这只是暂时的,我最后会回来做色彩抹除的。
me: 也就是说…你想重新装上一段时间UF然后在附近转转,然后回来重新拿下来,抹除记忆色彩,装上UF。对吧?
me: 也就是说…你想重新装上一段时间色觉晶圆,<br>然后在附近转转,然后回来重新拿下来,<br>抹除记忆色彩,装上UF。对吧?
me: 你没有打算装上之后就跑掉,然后找个地方躲起来,以为自己真的能逃避公司的惩罚,对吧?
<<hide_dialog>>
<<switch_character_state 默认闭眼I>>
@@ -218,15 +218,20 @@ peipei: 幸福市太小了…你知道我们走不掉。
me: 你不会想这么做的。
me: 况且…你刚刚发生了排异反应,这已经足够让我头疼了……
me: 我不知道这会不会诱发什么更复杂的问题。
<<switch_character_state 默认蓝眼无神>>
me: 你是我的病人,我不能把我的病人置于任何危险之中。
<<hide_dialog>>
<<switch_character_state 默认蓝眼无神I>>
<<wait 1>>
<<switch_character_state 默认闭眼>>
peipei: 对不起…医生。
peipei: 我只是突然冒出了这个想法。
peipei: 但我还是…
<<hide_dialog>>
<<switch_character_state 默认闭眼>>
<<wait 0.1>>
<<switch_character_state 默认蓝眼无神>>
<<wait 0.7>>
<<switch_character_state 默认蓝眼无神I>>
<<wait 1.5>>
<<switch_character_state 默认闭眼>>
<<wait 0.2>>
peipei: 但我还是…
peipei: 我很快就会回来的…我不会走远。不会有什么问题的……
<<jump 色彩抹除选项组_level1>>
->CenterOption:同意安装色觉晶圆
@@ -242,21 +247,38 @@ title: 色彩抹除后续
position: -265,-201
---
peipei: 医生……
<<switch_character_state 默认蓝眼扬眉E>>
<<if $peipeiCry==false>>
<<switch_character_state 默认蓝眼E>>
<<else>>
<<switch_character_state 默认流泪闭眼>>
<<wait 1>>
<<switch_character_state 默认蓝眼流泪>>
<<wait 0.1>>
<<switch_character_state 默认流泪闭眼>>
<<wait 1>>
<<endif>>
peipei: 如果你离开这里…你会去哪里?
peipei: 但我是说真的,现在,你从这间诊所离开了……
peipei: 你会去哪里?
me: 我不知道。
me: 我好像…无处可去。
<<hide_dialog>>
<<switch_character_state 默认蓝眼微笑>>
<<if $peipeiCry==false>>
<<switch_character_state 默认蓝眼微笑>>
<<else>>
<<switch_character_state 默认蓝眼流泪微笑>>
<<endif>>
<<wait 0.5>>
peipei: 我们都没有也没有任何机会真的逃走。<br>不是吗?
peipei: 我们都是没有家的人。
peipei: 我的家在很远很远的南方……<br>但是那个地方已经早就不存在了。
peipei: 我所拥有的…也就只有那些记忆罢了。<br>我能去的只有幸福市…只有这个罐头厂。
peipei: 所以,我不可能离开的。医生。
<<switch_character_state 默认闭眼>>
<<if $peipeiCry==false>>
<<switch_character_state 默认闭眼>>
<<else>>
<<switch_character_state 默认流泪闭眼>>
<<endif>>
peipei: 求求你了,帮我把晶圆装上去吧。
<<hide_dialog>>
<<wait 1>>
@@ -264,12 +286,15 @@ me: 如果我的患者要变成那个样子了…我想它应该也至少享有
me: 再说了,这是你自己的选择……
<<hide_dialog>>
<<wait 1>>
<<switch_character_state 默认闭眼>>
<<wait 0.1>>
<<switch_character_state 默认微笑闭眼>>
<<wait 0.1>>
<<switch_character_state 默认蓝眼无神微笑>>
<<wait 1>>
<<if $peipeiCry==false>>
<<switch_character_state 默认闭眼>>
<<wait 0.1>>
<<switch_character_state 默认微笑闭眼>>
<<wait 0.1>>
<<switch_character_state 默认蓝眼无神微笑>>
<<switch_character_state 默认流泪闭眼>>
<<wait 0.1>>
<<endif>>
<<switch_character_state 默认微笑流泪闭眼>>
<<wait 0.1>>
<<switch_character_state 默认蓝眼流泪无神微笑>>
@@ -302,17 +327,20 @@ position: -739,-206
me: 对不起,这风险太大了…<br>不符合最优化操作指令。
<<hide_dialog>>
<<wait 1>>
<<character_face_new "哭泣抿嘴">>
<<character_pos "哭泣">>
<<switch_character_state 低头闭眼>>
<<wait 2>>
<<switch_character_state 低头流泪闭眼>>
<<set $peipeiCry=true>>
<<wait 1>>
peipei: 医生…求你了。
peipei: 求你了……
peipei: 我不要那样…
<<hide_dialog>>
<<wait 1>>
<<character_face_new "哭泣张嘴">>
<<switch_character_state 低头蓝眼流泪张嘴>>
<<wait 1>>
peipei: 我不要忘掉那些色彩……
<<switch_character_state 低头蓝眼流泪>>
<<jump 色彩抹除选择组_level2>>
->CenterOption:同意安装色觉晶圆
me: 这意味着你会在看到颜色之后很快就失去它…你能接受吗?
@@ -348,38 +376,44 @@ position: -733,301
me: 佩佩,你是我的患者…<br>我必须要对我的患者负责任。
<<hide_dialog>>
<<wait 2>>
<<character_face_new "哭泣抿嘴">>
<<character_pos "哭泣">>
<<switch_character_state 低头流泪张嘴闭眼>>
<<wait 1>>
me: 而且…你知道你逃不掉的,对吧?
me: 你最后还是会要抹掉它们…这是不会有差别的。
//me: 短暂的获得终将失去的美好…我想你会更痛苦。
//如果因为认为别人会有这种感受而替他做选择,反而不合理;这里最好保持在理性上
<<hide_dialog>>
<<wait 1>>
<<character_pos "无动作">>
<<character_face_new "不开心">>
<<wait 1>>
<<switch_character_state 低头流泪闭眼>>
<<wait 0.5>>
peipei:………
me: 我不知道你身体里的那个进程会不会什么时候又开始活跃。
me: 那很危险,我不能将你置于危险之中。
peipei:………
<<hide_dialog>>
<<wait 2>>
<<character_face_new "闭眼">>
<<wait 2>>
<<switch_character_state 低头蓝眼流泪>>
<<wait 0.1>>
<<switch_character_state 低头流泪闭眼>>
<<wait 0.1>>
<<switch_character_state 低头蓝眼流泪>>
<<wait 1>>
<<switch_character_state 低头蓝眼侧目流泪>>
<<wait 1>>
<<switch_character_state 低头蓝眼侧目流泪张嘴>>
peipei: 我会记得我曾经有过那些彩色的记忆吗?
me: 你只会记得你曾经有一些记忆…
me: 但不再记得它们是什么了。
me: 就像梦一样。
peipei: 就像梦一样…
<<switch_character_state 低头流泪闭眼>>
peipei: 医生……
peipei: 请把它们清除得干净一些。
peipei: 不要让我痛苦……
<<hide_dialog>>
<<wait 1>>
me: 我会的。
peipei: 我们去维修室吧。
me: 我们去维修室吧。
<<hide_dialog>>
<<set $isPeipeiBE=true>>
<<switch_fix_system_to BodyModule>>
<<character_face_new "不开心">>
@@ -21,63 +21,69 @@ position: 275,-222
---
<<set_music_param music peipeiEmo 0>>
<<init_character "佩佩最新">>
<<show_character>>
<<switch_character_state 默认闭眼>>
<<show_character>>
<<fade_out 1>>
<<character_auto_blink>>
<<character_pos 佩佩背后别手>>
<<character_face_new 闭眼>>
<<wait 2>>
<<character_face_new 不开心>>
<<wait 2>>
<<character_face_new 闭眼>>
<<wait 1>>
<<switch_character_state 默认无神>>
<<wait 0.1>>
<<switch_character_state 默认闭眼>>
<<wait 0.1>>
<<switch_character_state 默认无神>>
<<wait 1>>
<<switch_character_state 默认无神微笑>>
peipei: …我这是怎么了?<br>明明早就已经看不见了。
<<hide_dialog>>
<<wait 1>>
peipei: 怎么还这么优柔寡断的。
<<hide_dialog>>
<<wait 1>>
<<character_face_new 闭眼>>
<<wait 3>>
<<character_face_new 微笑>>
<<wait 1>>
<<switch_character_state 默认扬眉微笑闭眼>>
<<wait 2>>
<<switch_character_state 默认扬眉无神E>>
peipei: 像一场梦一样。
<<hide_dialog>>
<<wait 1>>
me: 眼睛还会痛吗?
<<character_face_new 嘴巴笑>>
<<switch_character_state 默认扬眉无神微笑>>
peipei: 不痛了。脑袋还有点晕,但我想应该是正常的,对吧?
me: 记忆经过这么大程度的修改…<br>是的,感觉晕眩是正常的。很快就会恢复。
me: 你还能…感受到那个念头吗?<br>那个…念头。
<<hide_dialog>>
<<wait 1>>
<<character_pos 无动作>>
<<switch_character_state 默认无神>>
<<wait 2>>
<<switch_character_state 默认无神微笑>>
<<wait 0.1>>
<<switch_character_state 画画微笑闭眼>>
<<wait 0.1>>
<<switch_character_state 画画无神微笑>>
peipei:来吧,医生,我们测一下。<br>美人鱼,罐头广告?
<<hide_dialog>>
<<wait 1>>
<<character_pos 画画动作>>
<<switch_character_state 画画闭眼>>
<<wait 3>>
<<character_pos 无动作>>
<<show_obj 美人鱼正确>>
<<wait 3>>
peipei: 医生,现在的颜色是正确的吗?
me: 正确…算是吧。
peipei: 很好。
<<wait 1>>
<<hide_obj>>
<<switch_character_state 默认扬眉无神闭眼>>
peipei: 好…还有很多事情等着我去做。
<<hide_dialog>>
<<wait 2>>
<<character_face_new 微笑>>
<<switch_character_state 默认扬眉无神微笑>>
<<wait 0.1>>
<<switch_character_state 默认扬眉无神闭眼>>
<<wait 0.1>>
<<switch_character_state 默认扬眉无神闭眼>>
<<wait 1>>
peipei: 谢谢你…医生。
@@ -85,7 +91,7 @@ peipei: 谢谢你让我醒来。
<<hide_dialog>>
<<wait 1>>
<<character_fade_out_new>>
<<hide_character>>
me: 醒来…或者说睡去。<br>总之,又一个病历结束了。但愿……
@@ -88,7 +88,7 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
<<jump UF停止想象CheckEnd>>
<<elseif $UFCount == 2>>
//颜色不出现,一会又出现了
<<set_music_param event:/Music/mus_peipei peipeiEmo 2>>
<<set_music_param music peipeiEmo 2>>
<<hide_dialog>>
<<wait 2>>
me: 很好…
@@ -169,9 +169,9 @@ ULM自训练进程: 检测到进程接管请求!正在识别手动选择的目
peipei: 都是因为你,都是因为你!我才……
me: 佩佩,快停下。#auto_next
<<UF_SwitchState UFSystem UF 2>>
ULM自训练进程: 已生成所选目标的自训练图像!图像可以用于以下用途:1.广告宣传:用于推广产品,吸引消费者的注意,增加品牌曝光率。2.店内展示:作为超市或商店的宣传材料,提升产品吸引力。3.活动海报:用于与海洋相关的主题活动或促销活动。#auto_next
ULM自训练进程: 已生成所选目标的自训练图像!<br>图像正在上传至UF共享数据集……
<<UF_spriteOut UFSystem 1>>
ULM自训练进程: 图像正在上传至数据集过滤器……<br>图像未通过筛查!原因:存在不合规范的内容。
ULM自训练进程: 上传被拒绝:图像未通过自动审查!<br>原因:存在不合规范的内容。
peipei: 不合规范?…什么是不合规范?…到底什么是规范?到底什么是规范???
<<StartUFEffect_loop UFSystem>>
peipei: 你还不明白吗?这在他们看来一点都不重要!!
@@ -159,7 +159,6 @@ HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部
<<hide_dialog>>
Analysing: 正在获取检验报告,请稍候…
<<wait 0.5>>
HeartModule: #auto_next
HeartModule: 报告传输完毕。
<<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…
@@ -184,11 +183,10 @@ HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部
//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>>
HeartModule: #auto_next
<<set $engineProblemKnown = true>>
<<wait 0.2>>
HeartModule: 已授权深入检查。
->深入
->深入检查
<<hide_dialog>>
<<close_screen>>
<<clear_screen>>
@@ -196,7 +194,7 @@ HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部
->结束
<<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。
->深入
->深入检查
<<hide_dialog>>
<<close_screen>>
<<clear_screen>>
@@ -205,7 +203,7 @@ HeartModule: 将机体的燃料转化为电能/机械能,驱动机体和内部
<<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。
<<endif>>
->深入<<if $engineProblemKnown == true>>
->深入检查<<if $engineProblemKnown == true>>
<<hide_dialog>>
<<close_screen>>
<<clear_screen>>
@@ -218,6 +218,7 @@ position: 195,-3243
<<open_screen Memory>>
Linking: 正在建立连接…
<<wait 0.2>>
<<clear_screen>>
MemModule: 已与记忆模块建立连接!
MemModule: 未检测到可查看的记忆卡带。
->检查
@@ -228,10 +229,9 @@ MemModule: 未检测到可查看的记忆卡带。
<<endif>>
<<wait 0.5>>
<<play_sfx "event:/Scriptal/beep_warning">>
Error: 检查完成!检测到1个错误。
Error: 错误:磁盘损坏!
Error: 磁盘空间不足!已进入覆盖写入模式…
Error: 未格式化的记忆!正在覆盖…
Error: 磁盘空间不足,无法写入新记忆!
Error: 进入覆盖模式,正在覆盖旧记忆
<<if $memoryChecked == false>>
<<wait 0.5>>
shitou: 医生!我好像忘了…大大的城市…前面是什么?
@@ -317,6 +317,7 @@ EyeModule: 已与视觉模块建立连接!
shitou: 我来的路上,好像看到的红绿灯好像变多了。
<<endif>>
me: 那是重影,一段时间就会好的。
<<ModuleHightLight Eye false>>
<<else>>
me: 碰撞导致视觉有重影,但过段时间就会恢复。
<<endif>>
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+3 -3
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@@ -22279,7 +22279,7 @@ SpriteMask:
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_Sprite: {fileID: 2463790466339844292, guid: 42e853dad9e30be4e9dc2afd08b0ee55, type: 3}
m_Sprite: {fileID: 3581718187618583822, guid: 60a6ffef0b9f47a4fa3b16c30d12bf04, type: 3}
m_MaskAlphaCutoff: 0.2
m_FrontSortingLayerID: 0
m_BackSortingLayerID: 0
@@ -22330,7 +22330,7 @@ SpriteRenderer:
m_SortingLayerID: 1034535805
m_SortingLayer: 9
m_SortingOrder: 100
m_Sprite: {fileID: 2463790466339844292, guid: 42e853dad9e30be4e9dc2afd08b0ee55, type: 3}
m_Sprite: {fileID: 3581718187618583822, guid: 60a6ffef0b9f47a4fa3b16c30d12bf04, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
@@ -22373,7 +22373,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0.32595062, y: -7.157303}
m_AnchoredPosition: {x: 0.59, y: -6.9}
m_SizeDelta: {x: 3.2558138, y: 8.637209}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &1271136867
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+2
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@@ -63,9 +63,11 @@ public class ClueSlotBase : MonoBehaviour, IDropHandler
// AudioManager.RandomPlayInteraction("punchtape");
AudioManager.Instance.PlaySfx("event:/ActionFB/mem_insert");
StartFilmAnimation();
FavoritesManager.Instance.CloseFavorites();
punchTapeImage.rectTransform.DOAnchorPosY(-473f,4f)
.OnComplete(() =>
{
punchTapeImage.enabled=false;
punchTapeImage.rectTransform.DOAnchorPosY(-3f,0.1f);
OnClueInserted(clue);
+1
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@@ -15,6 +15,7 @@ namespace AibisDream
if (DialogController.Instance.quickRunMode)
{
DialogCanvasManager.Instance.TrySkipLine(true);
DialogCanvasManager.Instance.NextStep();
}
}
@@ -57,9 +57,9 @@ namespace AibisDream
// }
// SpriteGroup加载
characterGroup.config.key = data.groupName;
characterGroup.InstantiateByConfig();
characterGroup.SwitchState(data.state);
characterGroup.config.key = data.configKey;
yield return characterGroup.InstantiateByConfigAsync();
characterGroup.SwitchState(data.curState);
yield return characterGroup.Fade(data.shown);
}
@@ -99,10 +99,10 @@ namespace AibisDream
public bool hasDevice;
public bool isShow;
public string groupName;
public string state;
public string configKey;
public string curState;
public bool shown;
public event Action<ClinicData> LoadEvent;
public void Load()
@@ -83,7 +83,9 @@ namespace AibisDream.FixSystem
// 逐个字符添加
yield return DOTween.To(() => text.text.Length, x => UpdateText(x, targetText, oldText), targetLength,
targetText.Length * typeSpeed).WaitForCompletion();
EnumEventSystem.Global.Send(DialogEventEnum.LineShown);
yield return new WaitForSeconds(0.5f);
EnumEventSystem.Global.Send(DialogEventEnum.LineEnd);
_nextStep.Invoke();
}
@@ -186,7 +188,7 @@ namespace AibisDream.FixSystem
// HideDialog应该由其他函数控制
}
public bool TrySkipLine()
public bool TrySkipLine(bool isAutoSkip)
{
// 这里不能跳过对话
return true;
+2 -4
View File
@@ -35,16 +35,14 @@ namespace AibisDream.Kit
#if !UNITY_EDITOR
DontDestroyOnLoad(gameObject);
_fileLogger = new FileLogger(LogFileName, LogPath, SaveDays);
LogMessage($"Ver.{Application.version}", "", LogType.Log);
Application.logMessageReceivedThreaded += LogMessage;
#endif
}
private void LogMessage(string condition, string stackTrace, LogType type)
{
if (!type.Equals(LogType.Warning))
{
_fileLogger?.Write(string.Format(LogContent, condition, stackTrace));
}
_fileLogger?.Write(string.Format(LogContent, condition, stackTrace));
}
private void OnDestroy()
@@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
namespace AibisDream.Kit
{
public class VerText : MonoBehaviour
{
void Start()
{
GetComponent<TMP_Text>().text = $"Ver.{Application.version}";
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c5687a714dd62ea478b5e47c721e6898
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -47,11 +47,7 @@ namespace AibisDream.Framework
{
public void OnUpdate()
{
if (Input.GetKeyDown(KeyCode.K))
{
MonoCenter.Mono.StartCoroutine(FixSystemYarnCommand.SwitchFixSystemTo("Engine"));
MonoCenter.Mono.StartCoroutine(EngineYarnCommand.OpenEngineCover());
}
}
}
+7 -1
View File
@@ -59,7 +59,7 @@ namespace AibisDream
private IEnumerator LoadClinicOut()
{
yield return SceneLoader.Instance.LoadSceneAsync("ClinicOut");
FindObjectOfType<EnvironmentManager>().SetTimeOfDayCommand("day");
// FindObjectOfType<EnvironmentManager>().SetTimeOfDayCommand("day");
}
public void StartWithTalkSceneSO(TalkSceneSO sceneSO)
@@ -68,6 +68,12 @@ namespace AibisDream
StartCoroutine(LoadScene());
}
public void StartWithSaveFile(string saveFileName)
{
StartMenu.Instance.HideStartMenu();
StartCoroutine(LoadSaveFile(saveFileName));
}
public void StartNewGame()
{
_currentTalkSceneSo = firstTalkSo;
@@ -68,8 +68,6 @@ namespace AibisDream
var duration = 1 / Mathf.Abs(initSpeed * speedRadio);
var target = speedRadio >= 0 ? new Vector3(0, 0, 360) : new Vector3(0, 0, -360);
Debug.Log("Rotate");
_rotateTween = gear.DORotate(target, duration, RotateMode.LocalAxisAdd)
.SetEase(Ease.Linear)
.SetLoops(-1, LoopType.Incremental);
+1 -1
View File
@@ -52,7 +52,7 @@ namespace AibisDream
gameObject.SetActive(false);
}
public bool TrySkipLine()
public bool TrySkipLine(bool isForceSkip)
{
// 无法跳过
return true;
+2 -2
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@@ -76,9 +76,9 @@ namespace AibisDream
gameObject.SetActive(false);
}
public bool TrySkipLine()
public bool TrySkipLine(bool isForceSkip)
{
if (_skipLineDelay)
if (_skipLineDelay && !isForceSkip)
{
return true;
}
+3 -3
View File
@@ -165,9 +165,9 @@ namespace AibisDream
/// false说明对话已经显示完成了,可以跳过
/// </summary>
/// <returns></returns>
public virtual bool TrySkipLine()
public virtual bool TrySkipLine(bool isForceSkip)
{
if (_skipLineDelay)
if (_skipLineDelay && !isForceSkip)
{
return true;
}
@@ -203,7 +203,7 @@ namespace AibisDream
else
{
_actorName.transform.parent.localPosition =
character.key == "me" ? new Vector3(460, 150, 0) : new Vector3(-630, 150, 0);
character.key == "me" ? new Vector3(310, 95, 0) : new Vector3(-458, 95, 0);
_actorName.transform.parent.gameObject.SetActive(true);
_actorName.text = character.GetActorName();
@@ -68,9 +68,9 @@ namespace AibisDream
_dialogViews?.ForEach(item => item.HideDialog());
}
public bool TrySkipLine()
public bool TrySkipLine(bool isForceSkip = false)
{
return _currentView == null || _currentView.TrySkipLine();
return _currentView == null || _currentView.TrySkipLine(isForceSkip);
}
public void NextStep()
@@ -169,9 +169,9 @@ namespace AibisDream
_curView.HideDialog();
}
public bool TrySkipLine()
public bool TrySkipLine(bool isForceSkip = false)
{
return _lastShowView != null && _lastShowView.TrySkipLine();
return _lastShowView != null && _lastShowView.TrySkipLine(isForceSkip);
}
public void NextStep()
+1 -1
View File
@@ -16,7 +16,7 @@ namespace AibisDream
public void HideDialog();
public bool TrySkipLine();
public bool TrySkipLine(bool isForceSkip = false);
public void NextStep();
}
-2
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@@ -18,8 +18,6 @@ namespace AibisDream.Framework
#endregion
private bool _skipLineDelay;
public bool IsShowingText => _typewriter.isShowingText;
private void Awake()
@@ -103,9 +103,9 @@ namespace AibisDream
}
}
public bool TrySkipLine()
public bool TrySkipLine(bool isForceSkip)
{
if (_skipLineDelay)
if (_skipLineDelay && !isForceSkip)
{
return true;
}
+61
View File
@@ -0,0 +1,61 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace AibisDream
{
public class SaveFileUIController : MonoBehaviour
{
private static readonly string SaveFilePath = Application.streamingAssetsPath + "/SaveFiles";
#region
public Button buttonPrefab;
public Transform buttonParent;
public Button returnButton;
#endregion
private void Start()
{
returnButton.onClick.AddListener(HideSaveFileUI);
}
public void ShowSaveFileUI()
{
// 清空旧按钮
foreach (Transform child in buttonParent)
{
Destroy(child.gameObject);
}
// 加载存档文件
string[] saveFiles = Directory.GetFiles(SaveFilePath, "*.json");
var orderedSaveFiles = saveFiles.OrderByDescending(item => item).ToArray();
foreach (var saveFile in orderedSaveFiles)
{
var button = Instantiate(buttonPrefab, buttonParent);
button.GetComponentInChildren<TMP_Text>().text = Path.GetFileNameWithoutExtension(saveFile);
button.onClick.AddListener(() => OnSaveFileSelected(saveFile));
}
gameObject.SetActive(true);
}
private void OnSaveFileSelected(string saveFileName)
{
// 隐藏UI
gameObject.SetActive(false);
// 开始游戏
GameLoopManager.Instance.StartWithSaveFile(saveFileName);
}
public void HideSaveFileUI()
{
gameObject.SetActive(false);
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a351e509c8dd5944f9e6406f59ea5c0b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
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+3 -3
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@@ -100,7 +100,7 @@ PlayerSettings:
xboxEnableFitness: 0
visibleInBackground: 1
allowFullscreenSwitch: 1
fullscreenMode: 1
fullscreenMode: 0
xboxSpeechDB: 0
xboxEnableHeadOrientation: 0
xboxEnableGuest: 0
@@ -133,7 +133,7 @@ PlayerSettings:
vulkanEnableLateAcquireNextImage: 0
vulkanEnableCommandBufferRecycling: 1
loadStoreDebugModeEnabled: 0
bundleVersion: 1.0
bundleVersion: 0.1.2.7-20250321-131406
preloadedAssets: []
metroInputSource: 0
wsaTransparentSwapchain: 0
@@ -160,7 +160,7 @@ PlayerSettings:
VisionOS: 0
iPhone: 0
tvOS: 0
overrideDefaultApplicationIdentifier: 0
overrideDefaultApplicationIdentifier: 1
AndroidBundleVersionCode: 1
AndroidMinSdkVersion: 22
AndroidTargetSdkVersion: 0