Compare commits

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Author SHA1 Message Date
Ovid 0dcb02f725 文本调整 2026-04-27 19:53:37 +08:00
dingyuntian 3656b35525 Merge branch 'feature/DEMO-FP优化' into 'develop'
Feature/demo fp优化

See merge request aibis-dream/aibis-dream!701
2026-04-26 12:51:32 +00:00
dingyuntian e7b1fc5ec1 fix: 修改yarn语法错误 2026-04-26 20:50:14 +08:00
dingyuntian 9264a17f87 Merge branch 'feature/DEMO-FP优化' of ssh://114.67.212.218:2222/aibis-dream/aibis-dream into feature/DEMO-FP优化 2026-04-26 20:48:13 +08:00
dingyuntian 49fcb7240b Merge branch 'develop' into feature/DEMO-FP优化 2026-04-26 20:45:29 +08:00
Ovid 5d7c1037cf DEBUG 2026-04-25 21:10:45 +08:00
Ovid 32fb29f18a DEBUG 2026-04-25 21:09:18 +08:00
Ovid 47edc1296c Merge branch 'develop' into feature/DEMO-FP优化 2026-04-25 21:06:25 +08:00
dingyuntian 3338606660 Merge branch '修复isPeipeiBE变量相关错漏' into 'develop'
修复isPeipeiBE相关错漏

See merge request aibis-dream/aibis-dream!702
2026-04-25 12:58:57 +00:00
bottlefish ebe18fd8e1 修复isPeipeiBE相关错漏 2026-04-25 20:56:52 +08:00
Ovid 7d7bef7c3b 解决本地化报错问题 2026-04-25 20:19:01 +08:00
Ovid b32992bc26 merge本地化表产生的变更 2026-04-25 19:34:02 +08:00
Ovid 439984ca93 Merge branch 'develop' into feature/DEMO-FP优化 2026-04-25 19:30:26 +08:00
Ovid fbac02f641 移除FP YARN中的非放出文本 2026-04-25 19:27:21 +08:00
dingyuntian 5bc48400c5 Merge branch 'bugfix/本地化缺漏' into 'develop'
fix: 本地化修复&版本号升级到0.5.0.13

See merge request aibis-dream/aibis-dream!700
2026-04-24 05:22:58 +00:00
dingyuntian 03682d0ec1 fix: 本地化修复&版本号升级到0.5.0.13 2026-04-24 12:50:39 +08:00
dingyuntian a027ef2577 Merge branch 'bugfix/插线交互问题修复' into 'develop'
Bugfix/插线交互问题修复

See merge request aibis-dream/aibis-dream!699
2026-04-23 13:41:51 +00:00
dingyuntian 00f3cf3f59 chore: 版本号升级 2026-04-23 21:25:50 +08:00
dingyuntian 39b9ed487c fix: 修复对话中仍能与插头交互的问题 2026-04-23 21:25:35 +08:00
dingyuntian 72c0dfb746 Merge branch '4.23bug修复' into 'develop'
fix(storage): Yarn 全局变量前缀改为 $global_

See merge request aibis-dream/aibis-dream!698
2026-04-23 11:43:35 +00:00
bottlefish 999095b27e 修改UF内的色觉晶圆层级 2026-04-23 16:36:26 +08:00
bottlefish da3fed3c07 fix(yarn,loc): Day1 涂画线文案与 ppStage3 分支
Made-with: Cursor
2026-04-23 16:32:02 +08:00
bottlefish bbc51283dc fix(yarn,loc): 佩佩 BE 外出迁至 Day2 夜并统一 global_isPeipeiBE
Made-with: Cursor
2026-04-23 16:31:49 +08:00
bottlefish 42d1f431b6 fix(storage): Yarn 全局变量前缀改为 $global_
Made-with: Cursor
2026-04-23 16:31:35 +08:00
dingyuntian 2887f51ef8 Merge branch '4.23bug修复' into 'develop'
4.23bug修复

See merge request aibis-dream/aibis-dream!697
2026-04-23 06:33:40 +00:00
bottlefish f48e733663 修复扩展模块层级错误 2026-04-23 14:31:43 +08:00
bottlefish b8f45e1466 Merge branch '后处理设置修改' into 'develop'
提交版本号

See merge request aibis-dream/aibis-dream!696
2026-04-21 12:08:17 +00:00
bottlefish ebe0dd7c59 提交版本号 2026-04-21 20:07:38 +08:00
bottlefish f1e7e020f1 Merge branch '后处理设置修改' into 'develop'
修改相机后处理设置

See merge request aibis-dream/aibis-dream!695
2026-04-21 12:00:31 +00:00
bottlefish 922186cf42 修改相机后处理设置 2026-04-21 19:59:49 +08:00
dingyuntian b635d90420 Merge branch 'bugfix/打包修复' into 'develop'
chore: 版本号升级为0.5.0.10

See merge request aibis-dream/aibis-dream!694
2026-04-21 08:14:11 +00:00
dingyuntian f68321e8a8 chore: 版本号升级为0.5.0.10 2026-04-21 16:13:15 +08:00
dingyuntian 4675792617 Merge branch 'bugfix/打包修复' into 'develop'
Bugfix/打包修复

See merge request aibis-dream/aibis-dream!693
2026-04-21 06:32:12 +00:00
dingyuntian 19aea94d95 Merge branch 'develop' into bugfix/打包修复 2026-04-21 14:28:30 +08:00
dingyuntian bf1b23b844 chore: 升级版本号到 0.5.0.9 2026-04-21 14:15:17 +08:00
dingyuntian ea2164acbf art(Feature_Memory): 调整放映机资源和 PunchTapeCanvas 默认状态 2026-04-21 14:15:09 +08:00
dingyuntian fe65071cf7 scene(peipei): 调整佩佩修复场景配置 2026-04-21 14:15:02 +08:00
dingyuntian 054f3822c6 art(Scene_ClinicOut): 重构诊所外落叶和佩佩动画系统 2026-04-21 14:14:52 +08:00
dingyuntian a2d9427299 art(Scene_Bar): 替换酒吧医生动画和美术资源 2026-04-21 14:14:19 +08:00
dingyuntian e3913f425b yarn(dialog): 调整 Day1 对话随机动画和 timeline 指令 2026-04-21 14:11:22 +08:00
dingyuntian 140b8584bc fix(fix-system): 移除 GearFollower 调试日志 2026-04-21 14:11:14 +08:00
dingyuntian 0137d54271 fix(scene-mgmt): 修复相机切换 blend 时间计算 2026-04-21 14:11:08 +08:00
dingyuntian 487ee0a991 feat(scene-mgmt): 添加随机动画播放系统和 Yarn 指令 2026-04-21 14:10:44 +08:00
dingyuntian 0793006e99 Merge branch 'feature/DEMO-FP优化' into 'develop'
火山注释掉多余的解释

See merge request aibis-dream/aibis-dream!692
2026-04-21 04:14:06 +00:00
Ovid 8ab7441321 火山注释掉多余的解释 2026-04-21 12:07:17 +08:00
chenziqin 76cfecc0a4 Merge branch 'feature/DEMO-FP优化' into 'develop'
Feature/demo fp优化

See merge request aibis-dream/aibis-dream!691
2026-04-20 09:30:28 +00:00
Ovid d96bc0bf07 Merge branch 'develop' into feature/DEMO-FP优化 2026-04-20 17:28:37 +08:00
Ovid 6e3143121e 调整放风筝:风筝2一开始没出图修复;风筝2结尾强制升高度 2026-04-20 17:27:49 +08:00
dingyuntian 5cbc46ce73 art: 树叶动画默认大风 2026-04-20 09:07:25 +08:00
dingyuntian 7ad048bef8 fix: 场景相机意外打开 2026-04-20 09:06:10 +08:00
dingyuntian 420f6152a3 refactor: 资源迁移 2026-04-20 09:05:48 +08:00
dingyuntian 7d7b417e35 chore: 版本号升级到0.5.0.8 2026-04-20 08:58:04 +08:00
dingyuntian 277029ff51 fix: Addressables索引找回 2026-04-20 08:57:42 +08:00
dingyuntian ceccff5461 Merge branch 'bugfix/Timeline丢失' into 'develop'
Bugfix/timeline丢失

See merge request aibis-dream/aibis-dream!690
2026-04-19 08:21:47 +00:00
dingyuntian e07e3b05d2 chore: 版本号变动 2026-04-19 16:21:11 +08:00
dingyuntian dbd2fed24a fix: 隐藏options功能 2026-04-19 16:20:43 +08:00
dingyuntian ddb1a97236 chore: 本地化表更新 2026-04-19 16:20:20 +08:00
dingyuntian 57ad1307ff Merge branch 'develop' into bugfix/Timeline丢失 2026-04-19 15:24:42 +08:00
dingyuntian d25c622ecc fix: yarn微调 2026-04-19 15:18:58 +08:00
dingyuntian db29f8f1dd fix: timeline残余片段 2026-04-19 15:18:38 +08:00
dingyuntian b976be9454 build(addressables): 移除冗余 link.xml 配置 2026-04-19 15:01:31 +08:00
dingyuntian 613e48f799 fix(ui): 调整气泡样式与渲染配置 2026-04-19 15:01:13 +08:00
dingyuntian 57c90d9d4f fix(scene): 重构火山修复场景 Timeline 对象架构 2026-04-19 15:00:58 +08:00
dingyuntian 7cabc6418c fix(scene): 调整诊所地铁酒吧场景配置与 Timeline 对象 2026-04-19 15:00:42 +08:00
dingyuntian e77bea6bdc fix(localization): 补充角色名并同步对话多语言数据 2026-04-19 15:00:18 +08:00
dingyuntian fcf5b94472 fix(yarn): 修正 Yarn 对话中 Timeline 调用路径并更新指令 2026-04-19 14:59:58 +08:00
dingyuntian 442e419f80 fix(fix-system): 修复记忆修复滑条交互与 Timeline 状态冲突 2026-04-19 14:59:16 +08:00
dingyuntian 83acdeaecc fix(camera-kit): 修复相机震动叠加导致无法回归原点 2026-04-19 14:58:54 +08:00
dingyuntian d324ec3aa1 fix(timeline-kit): 修复 Timeline 重复播放无法从头开始 2026-04-19 14:58:35 +08:00
chenziqin e948d08573 Merge branch 'feature/DEMO-FP优化' into 'develop'
Feature/demo fp优化

See merge request aibis-dream/aibis-dream!688
2026-04-19 06:57:11 +00:00
Ovid c9dcff33ae 台词优化 2026-04-19 14:56:08 +08:00
Ovid 4e5835d658 Merge branch 'develop' into feature/DEMO-FP优化 2026-04-17 15:56:48 +08:00
dingyuntian 5e5cc608df Merge branch 'bugfix/打包' into 'develop'
art(fix-system): 移除旧路径维修系统美术资源

See merge request aibis-dream/aibis-dream!689
2026-04-16 12:04:43 +00:00
dingyuntian 82be2508f0 build: 更新构建配置和版本号至 0.5.0.4
Made-with: Cursor
2026-04-16 20:03:46 +08:00
dingyuntian 271b02220f build: 更新 Addressable 资源组配置
Made-with: Cursor
2026-04-16 20:03:40 +08:00
dingyuntian 607ccf3049 localization(dialog): 同步 Day2 sleep 对话多语言数据
Made-with: Cursor
2026-04-16 20:03:34 +08:00
dingyuntian 2f1d023860 yarn(dialog): 更新 Day1 和 Day2 对话脚本
Made-with: Cursor
2026-04-16 20:03:27 +08:00
dingyuntian 078b61c1a3 fix(ui): 修复 DreamTerminalUI 编辑器编译错误
Made-with: Cursor
2026-04-16 20:03:21 +08:00
dingyuntian 19b854e0d2 feat(fix-system): 更新维修面板预制体配置
Made-with: Cursor
2026-04-16 20:03:14 +08:00
dingyuntian a00ca40a0c art(fix-system): 添加维修系统美术资源到 GameContent
Made-with: Cursor
2026-04-16 20:03:06 +08:00
dingyuntian a0b675c087 art(fix-system): 移除旧路径维修系统美术资源
Made-with: Cursor
2026-04-16 20:02:53 +08:00
Ovid ecbafbebf9 D1S 天文台AMB补充 2026-04-16 18:37:16 +08:00
Ovid 4a63fd88b2 D1N台词节奏优化 2026-04-16 17:34:31 +08:00
Ovid 6adf5661f4 Merge branch 'develop' into feature/DEMO-FP优化 2026-04-16 17:21:49 +08:00
Ovid 4595699172 又微调了一下D1N 2026-04-16 16:43:18 +08:00
bottlefish 47d05a9495 Merge branch 'timelinebug修复' into 'develop'
fix(yarn): Huoshan1 EventNode 增加 LEyePlugIn 桥接节点

See merge request aibis-dream/aibis-dream!687
2026-04-16 08:27:28 +00:00
bottlefish 4f76d956b4 fix(scene): Persistence 相机剔除与酒吧场景坐标
Made-with: Cursor
2026-04-16 16:26:43 +08:00
bottlefish 7be4edff84 fix(scene): PeipeiFix 场景布局与动画曲线
Made-with: Cursor
2026-04-16 16:26:34 +08:00
bottlefish bb3141b7d5 fix(render): Renderer2D 滤镜核参数调整
Made-with: Cursor
2026-04-16 16:26:26 +08:00
bottlefish ca592b3a01 fix(i18n): Day2 中段与睡眠本地化同步
Made-with: Cursor
2026-04-16 16:26:18 +08:00
bottlefish 6a0405a10c fix(i18n): Peipei2 对话本地化同步
Made-with: Cursor
2026-04-16 16:26:09 +08:00
bottlefish e1d0a6dfd4 fix(yarn): Peipei2 Stage10-12 术前手术与结局流程调整
Made-with: Cursor
2026-04-16 16:25:58 +08:00
bottlefish 334dc060a0 chore(addressables): 注册头痛 Timeline 与火山头痛 playable
Made-with: Cursor
2026-04-16 16:25:47 +08:00
bottlefish 023e7abc42 fix(yarn): Huoshan1 EventNode 增加 LEyePlugIn 桥接节点
Made-with: Cursor
2026-04-16 16:25:34 +08:00
Ovid d40cb19155 Merge branch 'develop' into feature/DEMO-FP优化 2026-04-16 16:17:03 +08:00
chenziqin a22461d481 Merge branch 'feature/DEMO-FP优化' into 'develop'
D1N台词节奏优化

See merge request aibis-dream/aibis-dream!686
2026-04-16 08:16:28 +00:00
Ovid 7cc76649b3 D1N台词节奏优化 2026-04-16 16:15:39 +08:00
dingyuntian aa06c1bcaf Merge branch 'bugfix/UI相机切换' into 'develop'
feat: UI相机变化

See merge request aibis-dream/aibis-dream!685
2026-04-16 07:36:20 +00:00
dingyuntian f9b8764941 Merge branch 'develop' of ssh://114.67.212.218:2222/aibis-dream/aibis-dream into develop 2026-04-16 15:33:27 +08:00
dingyuntian 8e2ad4c163 feat: UI相机变化
UI相机从OverlayCamera变为独立Camera,方便应用不同的后处理
2026-04-16 15:33:10 +08:00
bottlefish 03f9cf1ddb Merge branch '4.16Bug修复' into 'develop'
fix(yarn): Day2 中段移除重复诊室外火山 init_actor,并同步本地化

See merge request aibis-dream/aibis-dream!684
2026-04-16 07:29:04 +00:00
bottlefish fb763be06f brige修改 2026-04-16 15:28:29 +08:00
bottlefish 30c2107c88 fix(scene): Bridge 场景 Bloom 与后处理权重调整
Made-with: Cursor
2026-04-16 15:02:48 +08:00
bottlefish 920d137ed1 fix(art): 坠落序列 CG 资源与 meta 调整
Made-with: Cursor
2026-04-16 15:02:38 +08:00
bottlefish 5b833404da fix(yarn): Peipei2 Stage8 停止想象 渐入渐出与 UF 告警
Made-with: Cursor
2026-04-16 15:02:26 +08:00
bottlefish ac5dcc196e fix(yarn): Day2 睡眠段结尾衔接 NextYarn,并同步本地化
Made-with: Cursor
2026-04-16 15:02:15 +08:00
bottlefish 2461e75379 fix(yarn): Day2 中段移除重复诊室外火山 init_actor,并同步本地化
Made-with: Cursor
2026-04-16 15:02:07 +08:00
dingyuntian 824551822f Merge branch 'feature/地铁新闻切换' into 'develop'
chore: 删除旧地铁资源目录

See merge request aibis-dream/aibis-dream!683
2026-04-16 06:24:39 +00:00
dingyuntian 135d0dd8bf chore: 资源重新归位 2026-04-16 14:22:03 +08:00
dingyuntian 68eb30cf6d fix: 地铁索引丢失 2026-04-16 14:19:54 +08:00
dingyuntian ec057d72e2 chore(config): 更新地铁场景 Addressable 配置和场景引用
Made-with: Cursor
2026-04-16 14:15:06 +08:00
dingyuntian f9b38aaba8 feat(scene-mgmt): 添加地铁场景新闻图片切换功能
Made-with: Cursor
2026-04-16 14:14:49 +08:00
dingyuntian ba6e327cd1 art(scene-subway): 迁移地铁场景资源到 GameContent
Made-with: Cursor
2026-04-16 14:14:25 +08:00
dingyuntian 04d26210e3 chore: 删除旧地铁资源目录
Made-with: Cursor
2026-04-16 14:14:05 +08:00
bottlefish 3364a57fb6 Merge branch '修改坠落素材' into 'develop'
替换素材

See merge request aibis-dream/aibis-dream!682
2026-04-16 06:11:06 +00:00
bottlefish c4156a3ee5 替换素材 2026-04-16 14:09:59 +08:00
chenziqin a33fcf28cb Merge branch 'feature/DEMO-FP优化' into 'develop'
把新闻短接成只有1个,把新闻图加上

See merge request aibis-dream/aibis-dream!681
2026-04-15 16:35:49 +00:00
Ovid a2cede7b1a 把新闻短接成只有1个,把新闻图加上 2026-04-16 00:33:23 +08:00
dingyuntian 0009bd1eba Merge branch 'feature/地铁电视' into 'develop'
feat: 电视新闻图片替换

See merge request aibis-dream/aibis-dream!680
2026-04-15 16:33:23 +00:00
dingyuntian 54cdee2f69 feat: 电视新闻图片替换 2026-04-16 00:32:54 +08:00
bottlefish 7c770c4ea3 Merge branch '诊室外医生动画补充' into 'develop'
feat(诊室外): 火山角色动画与原始资源

See merge request aibis-dream/aibis-dream!679
2026-04-15 16:27:03 +00:00
bottlefish aee7143511 Merge branch 'develop' into 诊室外医生动画补充 2026-04-16 00:26:18 +08:00
bottlefish 64361405cb 补提交 2026-04-16 00:25:39 +08:00
bottlefish 3f47aff03f chore(i18n): Test_Huoshan 对白表元数据 rid 刷新
Made-with: Cursor
2026-04-16 00:24:58 +08:00
bottlefish dde81fb38a feat(i18n): 对白 Shared Data 与 Yarn 对齐
Made-with: Cursor
2026-04-16 00:24:45 +08:00
bottlefish deb38e665b fix(yarn): Stage3 ModuleHightLight 参数大小写
Made-with: Cursor
2026-04-16 00:24:36 +08:00
bottlefish 7de23d9157 feat(yarn): Day2 中段诊室外火山演出
Made-with: Cursor
2026-04-16 00:24:27 +08:00
bottlefish 469a85887d feat(scene): Bridge 场景与天桥 Bloom 子资源
Made-with: Cursor
2026-04-16 00:24:17 +08:00
bottlefish 8eeabc594b chore(addressables): Core 组注册诊室外火山动画
Made-with: Cursor
2026-04-16 00:24:09 +08:00
bottlefish 828fca2ea5 chore(诊室外): 调整佩佩 Animator 状态机布局
Made-with: Cursor
2026-04-16 00:24:00 +08:00
bottlefish 9bbc189ef3 feat(诊室外): 火山角色动画与原始资源
新增背影 IDLE 动画、外出火山图集与 Animator 控制器。

Made-with: Cursor
2026-04-16 00:23:51 +08:00
dingyuntian 6bda90ff9f Merge branch 'feature/存档重构' into 'develop'
art(peipei): 迁移佩佩动画资源到新目录结构

See merge request aibis-dream/aibis-dream!678
2026-04-15 16:19:25 +00:00
dingyuntian 7bafeb6278 Merge branch 'develop' into feature/存档重构 2026-04-16 00:19:06 +08:00
dingyuntian fc0d7c7f35 yarn(dialog): 调整树叶场景佩佩状态切换流程
Made-with: Cursor
2026-04-16 00:15:37 +08:00
dingyuntian ae0dbc037a art(peipei): 重构诊室外佩佩接树叶动画资源
Made-with: Cursor
2026-04-16 00:15:30 +08:00
dingyuntian 603a36f575 fix(editor): 修复 AnimationClip 复用时 StopTime 未更新
Made-with: Cursor
2026-04-16 00:14:53 +08:00
chenziqin 4fe36c11a5 Merge branch 'feature/DEMO-FP优化' into 'develop'
Feature/demo fp优化

See merge request aibis-dream/aibis-dream!677
2026-04-15 15:50:38 +00:00
Ovid 7ef2b9d245 补linetag 2026-04-15 23:49:30 +08:00
Ovid 3a4b41f428 Merge branch 'develop' into feature/DEMO-FP优化 2026-04-15 23:47:49 +08:00
Ovid f47b2218e3 笑话更新 2026-04-15 23:45:48 +08:00
dingyuntian 6ef9edc220 chore: 更新编辑器界面和渲染器配置
Made-with: Cursor
2026-04-15 23:41:10 +08:00
dingyuntian 989ee1c623 art(clinc-out): 添加诊室附近佩佩接落叶动画资源
Made-with: Cursor
2026-04-15 23:40:56 +08:00
dingyuntian b27dc52db1 art(clinc-out): 更新外出佩佩动画控制器配置
Made-with: Cursor
2026-04-15 23:40:35 +08:00
dingyuntian 4e7725a584 art(clinc-out): 添加外出佩佩动画切片和资源
Made-with: Cursor
2026-04-15 23:40:22 +08:00
dingyuntian f55e0a9942 art(peipei): 迁移佩佩动画资源到新目录结构
Made-with: Cursor
2026-04-15 23:39:56 +08:00
bottlefish fe642b0a5b Merge branch '4.15优化修复' into 'develop'
fix(tarot): 塔罗逆位用本地 Z 旋转避免镜像闪变

See merge request aibis-dream/aibis-dream!675
2026-04-15 15:29:34 +00:00
bottlefish d97be8d7a2 fix(scene): Persistence 相机位置、UI 透明度与 Rect 子节点顺序
Made-with: Cursor
2026-04-15 23:25:27 +08:00
bottlefish a3fda5a5e1 fix(huoshan): Center 初始 gameStage 与 Test_Huoshan 本地化表同步
Made-with: Cursor
2026-04-15 23:25:21 +08:00
bottlefish e6c2472a3b feat(day2-night): 天桥全屏图资源与 Yarn 演出、FP_Day2_night 本地化同步
Made-with: Cursor
2026-04-15 23:25:13 +08:00
Ovid 43fff54ea4 短接D2B 2026-04-15 23:23:13 +08:00
Ovid cd80e1afd0 text debug 2026-04-15 23:21:48 +08:00
Ovid 3b8c9acbd2 D2M 2026-04-15 23:17:22 +08:00
bottlefish be126ff0f1 chore: 调整 glitch 资源配置
Made-with: Cursor
2026-04-15 22:57:25 +08:00
bottlefish 7e20edf4f4 scene: 更新桥接、诊所外、持久化与酒吧场景
Made-with: Cursor
2026-04-15 22:57:16 +08:00
bottlefish 28b9316cdc scene(huoshan): 更新火山修复场景 HuoShanFixScene
Made-with: Cursor
2026-04-15 22:57:04 +08:00
bottlefish a27b29c046 chore(timeline): 诊室外旋转叶柄 Playable 微调
Made-with: Cursor
2026-04-15 22:56:55 +08:00
bottlefish 5a9d2c0ed3 build(addressables): 更新 Core 资源组条目
Made-with: Cursor
2026-04-15 22:56:46 +08:00
bottlefish bb7c2eb52b refactor(anim): 迁移火山与酒吧医生 Animator 至 GameContent
Made-with: Cursor
2026-04-15 22:56:33 +08:00
bottlefish d78848abc5 chore(i18n): 同步 Day1/Day2 与测试火山本地化表
Made-with: Cursor
2026-04-15 22:56:19 +08:00
bottlefish 525d9a3cc3 feat(yarn): 调整 Day1、火山与佩佩相关对话脚本
Made-with: Cursor
2026-04-15 22:56:06 +08:00
dingyuntian 36aca136ec Merge branch 'develop' into feature/存档重构 2026-04-15 22:25:00 +08:00
dingyuntian 3918fbce98 docs: 更新 CLAUDE.md 项目指南 2026-04-15 22:23:40 +08:00
dingyuntian 0c7d4952a6 chore: 删除废弃的测试脚本 2026-04-15 22:23:36 +08:00
dingyuntian 8fc05c376a scene(peipei): 调整佩佩修复场景和UI预制体参数 2026-04-15 22:23:25 +08:00
dingyuntian 905cf7d680 chore(config): 统一存档路径为发布版本格式 2026-04-15 22:23:16 +08:00
dingyuntian 626c789384 style(fix-system): 修正属性命名规范 2026-04-15 22:23:08 +08:00
dingyuntian 5ce289a687 fix(game-loop): 修复分辨率切换后视口未正确更新问题 2026-04-15 22:23:01 +08:00
dingyuntian ed3a394049 refactor(camera-kit): 清理废弃透视相机代码并增强健壮性 2026-04-15 22:22:53 +08:00
dingyuntian 778529e745 refactor(fix-system): 重构 MemoryProcess 并提取 MemorySlider 组件 2026-04-15 22:22:39 +08:00
dingyuntian 7290bbab1e feat(fix-system): 打孔带收藏夹改为固定3槽位布局 2026-04-15 22:22:30 +08:00
dingyuntian 2f1ee81f6c chore: 迁移记忆系统资源到 Feature_Memory 目录 2026-04-15 22:22:21 +08:00
dingyuntian af8ca0ae6b chore: 重命名 Dream/Peipei 资源目录为 Scene_ 前缀 2026-04-15 22:22:11 +08:00
bottlefish 24304a3706 Merge branch 'develop' into 4.15优化修复 2026-04-15 20:02:24 +08:00
bottlefish e2ff3484de 补提交 2026-04-15 19:57:20 +08:00
chenziqin 146ea1e1ac Merge branch 'feature/DEMO-FP优化' into 'develop'
bug修正

See merge request aibis-dream/aibis-dream!674
2026-04-15 11:53:53 +00:00
Ovid 0c01351eca FP_D1B 2026-04-15 19:52:41 +08:00
bottlefish bd94ea04de scene(huoshan): 微调火山修复场景实例与 LineRenderer 参数
Made-with: Cursor
2026-04-15 19:11:16 +08:00
bottlefish f13b9a7090 chore(localization): 同步多条对话表 metadata 与占位条目
Made-with: Cursor
2026-04-15 19:11:07 +08:00
bottlefish 81510dfa07 yarn(fp_day2_night): 调整天桥佩佩台词与本地化条目
Made-with: Cursor
2026-04-15 19:10:57 +08:00
bottlefish c46e3d8fb6 feat(dream): 终端变形播放 Glitch Timeline 与噪声材质、Addressables
Made-with: Cursor
2026-04-15 19:10:45 +08:00
bottlefish 23b5e48564 scene(clinic-out): 更新诊所外出场景引用佩佩接落叶动画
Made-with: Cursor
2026-04-15 19:10:30 +08:00
bottlefish ba41b226ed art(clinic-out): 添加诊室附近佩佩接落叶动画与源文件
Made-with: Cursor
2026-04-15 19:10:16 +08:00
bottlefish c0b658fee0 fix(tarot): 塔罗逆位用本地 Z 旋转避免镜像闪变
Made-with: Cursor
2026-04-15 19:10:04 +08:00
Ovid 870fbc072a bug修正
修改一句切割时的台词,修改actor name
2026-04-15 16:08:57 +08:00
Ovid 8ccc02fb67 部分文本和节奏优化 2026-04-15 15:31:53 +08:00
bottlefish 6319ba4d92 Merge branch '4.13Demo优化' into 'develop'
[ide-config] chore(cursor): 添加 Yarn 插线流程 skill 与审阅命令

See merge request aibis-dream/aibis-dream!673
2026-04-14 16:07:25 +00:00
bottlefish 89b41147c3 art(dream): 调整梦境图片素材导入 meta
Made-with: Cursor
2026-04-15 00:06:25 +08:00
bottlefish 84ac2ac944 art(peipei): 更新 Day2 UF 立绘与源稿
Made-with: Cursor
2026-04-15 00:06:19 +08:00
bottlefish f1156b4efd scene(dream): 添加姐姐放手 Timeline 并更新梦境场景
Made-with: Cursor
2026-04-15 00:06:11 +08:00
bottlefish 1795efac8c yarn(fp): 调整 Day2 睡眠梦境姐姐段落立绘顺序与占位
Made-with: Cursor
2026-04-15 00:06:04 +08:00
bottlefish 2b06bb0589 scene(bridge): 调整天桥场景 Sprite 与 Timeline 初始状态
Made-with: Cursor
2026-04-14 23:47:08 +08:00
bottlefish 504aa9c522 chore(localization): 同步 FP_Day1_begin Dialog 表元数据
Made-with: Cursor
2026-04-14 23:47:00 +08:00
bottlefish 2ab0a9241a yarn(FP_Peipei2): 注释色彩校准跳转并同步佩佩对话表
Made-with: Cursor
2026-04-14 23:46:47 +08:00
bottlefish 0dce40a56f art(clinic-out): 调整外出医生动画片段时长与 Animator 配置
Made-with: Cursor
2026-04-14 23:46:28 +08:00
bottlefish 8ad61459a5 fix(fix-system): 移除切割流程中重复的 scene 全局参数设置
Made-with: Cursor
2026-04-14 23:46:20 +08:00
dingyuntian 0fdf9faad4 Merge branch 'develop' into feature/存档重构 2026-04-14 20:17:57 +08:00
bottlefish c248531458 Merge branch 'develop' into 4.13Demo优化 2026-04-14 16:14:20 +08:00
bottlefish ce44e73caf art(peipei): 更新佩佩剪线特写 Aseprite 资源
Made-with: Cursor
2026-04-14 16:11:48 +08:00
bottlefish 9c3e6b9c94 scene(peipei): 调整佩佩维修场景与剪线 Timeline
Made-with: Cursor
2026-04-14 16:11:40 +08:00
bottlefish 8369dfbf26 yarn(peipei): 更新佩佩手术 Stage7 对话与本地化表
Made-with: Cursor
2026-04-14 16:11:30 +08:00
bottlefish 065fe2551b yarn(day1): 更新 Day1 开场对话与本地化表
Made-with: Cursor
2026-04-14 16:11:19 +08:00
bottlefish 43af7de3c5 docs(huoshan): 更新火山测试流程图文档
Made-with: Cursor
2026-04-14 16:11:10 +08:00
bottlefish 1151f35aa1 yarn(huoshan): 更新火山 Stage2 与 Center 对话
Made-with: Cursor
2026-04-14 16:11:00 +08:00
bottlefish 1aadabe0d2 [ide-config] chore(cursor): 添加 Yarn 插线流程 skill 与审阅命令
Made-with: Cursor
2026-04-14 16:10:47 +08:00
bottlefish c4c2807b30 Merge branch '4.13优化' into 'develop'
修复day1begin多余字符

See merge request aibis-dream/aibis-dream!672
2026-04-13 06:40:54 +00:00
bottlefish d2a847326c 修复day1begin多余字符 2026-04-13 14:40:01 +08:00
bottlefish cc62d4d73f Merge branch '美术接入' into 'develop'
art(clinicout): 重组诊室外动画资源并更新控制器引用

See merge request aibis-dream/aibis-dream!671
2026-04-11 13:40:13 +00:00
bottlefish aef6474361 fix(narrative): Day1闪回等待与场景微调
- Day1_begin 地铁闪回前增加 wait 1 改善节奏
- 地铁医生控制器状态位置微调
- Persistence 场景主摄像机位置归零修正

Made-with: Cursor
2026-04-11 21:27:18 +08:00
bottlefish 66e12063b9 art(peipei): 接入佩佩剪线CG动画与Timeline
- 新增佩佩剪线动画片段和特写CG素材
- Stage7_手术.yarn 中插入 play_timeline 佩佩剪线CG

Made-with: Cursor
2026-04-11 21:26:58 +08:00
bottlefish 05d6f0ba86 art(clinicout): 重组诊室外动画资源并更新控制器引用
- 将 animator/animatorRaw 迁移至 animation/animationRaw
- 新增外出医生动画(13个动作片段)和小佩佩天桥动画
- 更新外出医生动画控制器的 GUID 引用
- 调整旋转叶柄 playable 时间参数
- ClinicOut 场景位置与 Addressable 配置更新

Made-with: Cursor
2026-04-11 21:26:38 +08:00
bottlefish 6ce636855f Merge branch '4.11优化和修复' into 'develop'
chore(assets): 诊室外动画迁出至 GameContent/Scene_ClincOut

See merge request aibis-dream/aibis-dream!670
2026-04-11 10:28:28 +00:00
bottlefish d379dbaeb0 chore(l10n): 同步对话本地化表
Made-with: Cursor
2026-04-11 18:18:16 +08:00
bottlefish d808ae35d2 fix(scenes): HuoShan、佩佩与梦境场景引用更新
Made-with: Cursor
2026-04-11 18:18:05 +08:00
bottlefish 074224341e fix(narrative): Day1、火山与佩佩剧情节奏与节点
Made-with: Cursor
2026-04-11 18:17:54 +08:00
bottlefish 438a4f4ea9 fix(peipei): 眼睛特效依赖材质的校验与错误提示
Made-with: Cursor
2026-04-11 18:17:31 +08:00
bottlefish 534475c0f7 fix(huoshan): 销售旋钮与发条交互高亮及辉光曲线
Made-with: Cursor
2026-04-11 18:17:14 +08:00
bottlefish 1d63bdbc4f content(dream): 平静醒来 Timeline 与梦境素材及 Addressable 注册
Made-with: Cursor
2026-04-11 18:16:41 +08:00
bottlefish 2c7b831c03 refactor(scene-bridge): 天桥动画资源目录由 Animator 迁至 Animation
Made-with: Cursor
2026-04-11 18:15:51 +08:00
bottlefish 7ca283a7c6 fix(scene): ClinicOut 天桥佩佩挥手排序与位置
Made-with: Cursor
2026-04-11 15:18:34 +08:00
bottlefish df71f7cf9b chore(assets): 诊室外动画迁出至 GameContent/Scene_ClincOut
Made-with: Cursor
2026-04-11 15:18:21 +08:00
bottlefish 7b9a564f8d chore(localization): 同步对话框本地化表与相关资源 2026-04-11 14:45:16 +08:00
bottlefish c0b0ef9b22 scene(peipei-fix): 更新佩佩修复场景与持久化场景 2026-04-11 14:45:01 +08:00
bottlefish ed5b06b9e8 fix(fix-system): 调整热力图温度插值与区间逻辑 2026-04-11 14:44:49 +08:00
bottlefish ef7fc8d697 Merge branch '4.4美术接入' into 'develop'
feat(assets): 热图模块渐变纹理与 UF 资源

See merge request aibis-dream/aibis-dream!669
2026-04-10 12:24:26 +00:00
bottlefish 4cdd7f0e78 chore(scene-mgmt): 添加 AnimatorYarnCommand 文档 meta
Made-with: Cursor
2026-04-10 20:22:08 +08:00
bottlefish 0b8eb52ab7 scene(huoshan): 更新 HuoShanFixScene 场景配置
Made-with: Cursor
2026-04-10 20:21:59 +08:00
bottlefish 2faffcadc9 scene(bridge): 更新天桥、诊所外与持久化场景
Made-with: Cursor
2026-04-10 20:21:49 +08:00
bottlefish df754f6e68 feat(scene-mgmt): 重命名 Prologue 为 Day0 并更新 SceneSO 章节信息
Made-with: Cursor
2026-04-10 20:21:41 +08:00
bottlefish 0fc2214f11 dialog(localization): 更新 FP_Day2_night 与 FP_Peipei2 本地化表
Made-with: Cursor
2026-04-10 20:21:32 +08:00
bottlefish 3b62447ce0 yarn(story): 更新 FP 与 Fiction 多段对话剧本
Made-with: Cursor
2026-04-10 20:21:23 +08:00
bottlefish 3edff2e001 feat(content): 添加诊所外场景 GameContent 资源
Made-with: Cursor
2026-04-10 20:21:15 +08:00
bottlefish 3f51b39795 art(assets): 更新章节封面与梦境楼梯间美术资源
Made-with: Cursor
2026-04-10 20:21:03 +08:00
bottlefish 05a17ed0f6 art(bridge): 更新天桥 Timeline 与接树叶动画
Made-with: Cursor
2026-04-10 20:20:52 +08:00
bottlefish 3cbd668fc7 fix(fix-system): 调整火山热图温度映射区间
Made-with: Cursor
2026-04-10 20:19:04 +08:00
dingyuntian fb291e899a fix: 修复切除部分没有声音的问题 2026-04-10 19:44:25 +08:00
bottlefish 61690f85d7 Merge branch 'develop' into 4.4美术接入 2026-04-10 13:50:03 +08:00
bottlefish fafc3aa460 chore(addressables): Bridge/HuoshanFix 资源组
Made-with: Cursor
2026-04-10 13:35:52 +08:00
bottlefish 60b0060239 feat(scene): 场景与 SceneSO 调整
Made-with: Cursor
2026-04-10 13:35:41 +08:00
bottlefish cd8d2cb360 feat(art): 天桥/梦境/火山美术资源
Made-with: Cursor
2026-04-10 13:35:25 +08:00
bottlefish 713c2ea076 feat(anim): 火山头疼 Timeline 资源
Made-with: Cursor
2026-04-10 13:35:14 +08:00
bottlefish 35f3248381 feat(locale): 本地化与 Yarn 同步
Made-with: Cursor
2026-04-10 13:35:05 +08:00
bottlefish 73d32404da feat(dialog): 多剧本 Yarn 更新
Made-with: Cursor
2026-04-10 13:34:54 +08:00
bottlefish 164edcb9cf chore(render): glitch 后处理权重微调
Made-with: Cursor
2026-04-10 13:34:37 +08:00
bottlefish 5da5c11058 fix(gameplay): 热图降温目标与火山表情淡入强度
Made-with: Cursor
2026-04-10 13:34:18 +08:00
bottlefish 7b3cf9bf61 feat(heat): Test.mat 热图材质绑定新纹理
Made-with: Cursor
2026-04-10 13:33:46 +08:00
bottlefish 1543a151a7 feat(assets): 热图模块渐变纹理与 UF 资源
Made-with: Cursor
2026-04-10 13:31:03 +08:00
dingyuntian 2992f886d5 Merge branch 'feature/Animator管理器' into 'develop'
Feature/animator管理器

See merge request aibis-dream/aibis-dream!667
2026-04-10 05:25:45 +00:00
dingyuntian a0720e72b5 test: 添加AnimatorKit测试资源 2026-04-10 13:24:16 +08:00
dingyuntian 75c71b394d feat(scene-mgmt): 添加AnimatorKit动画管理器 2026-04-10 13:24:04 +08:00
dingyuntian bc8bf2c183 feat(editor): 添加HandlerNameCollector工具 2026-04-10 13:22:43 +08:00
dingyuntian bcb5e90938 chore: 删除TimelineNameCollector旧工具 2026-04-10 13:22:01 +08:00
dingyuntian 65f6b03ff6 chore: 更新HandlerNameCollector缓存路径配置 2026-04-10 13:21:35 +08:00
bottlefish a1643efb32 Merge branch 'develop' into 4.4美术接入 2026-04-09 12:04:36 +08:00
dingyuntian 3515c73cba Merge branch 'bugfix/降温图片找回' into 'develop'
fix: 找回删除的图片

See merge request aibis-dream/aibis-dream!666
2026-04-09 04:01:49 +00:00
dingyuntian 6317ebd167 fix: 找回删除的图片 2026-04-09 12:00:54 +08:00
bottlefish 4c54061e87 演出接入 2026-04-08 22:16:16 +08:00
bottlefish c2a9a44d42 Merge branch 'develop' into 4.4美术接入 2026-04-08 18:29:37 +08:00
bottlefish 7f2d12b5a5 美术合入 2026-04-08 18:28:27 +08:00
dingyuntian 179b785bf9 Merge branch 'feature/环境问题' into 'develop'
feat: 单独控制环境中的物体

See merge request aibis-dream/aibis-dream!665
2026-04-08 06:02:21 +00:00
dingyuntian 2f6177cd33 feat: 单独控制环境中的物体 2026-04-08 13:57:46 +08:00
dingyuntian 04fae6c47c Merge branch 'bugfix/打孔带重构' into 'develop'
fix: 托盘和黑边显示问题

See merge request aibis-dream/aibis-dream!664
2026-04-08 03:54:46 +00:00
bottlefish 79997281c0 合入美术表现 2026-04-07 20:27:51 +08:00
bottlefish 3665f617f4 动画接入 2026-04-04 21:48:59 +08:00
bottlefish b0bb0cdeda Merge branch 'feature/day2梦境接通' into 'develop'
Feature/day2梦境接通

See merge request aibis-dream/aibis-dream!663
2026-04-03 08:37:57 +00:00
bottlefish 6c4eacd9bb 串通 2026-04-03 16:36:36 +08:00
dingyuntian 357ee4898e fix: 托盘和黑边显示问题 2026-04-02 16:09:47 +08:00
bottlefish 948b9a335b 完善梦境脚本 2026-04-02 11:52:27 +08:00
949 changed files with 125889 additions and 54342 deletions
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# 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`
@@ -0,0 +1,356 @@
---
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
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@@ -0,0 +1,103 @@
---
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`)。
+4 -1
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@@ -88,9 +88,12 @@ crashlytics-build.properties
# Ignore the Cache folder since it is updated locally.
/[Aa]ssets/Plugins/FMOD/Cache/*
# TimelineNameCollector editor cache (regenerated on scan)
# 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
@@ -15,7 +15,7 @@ MonoBehaviour:
m_DefaultGroup: 09546aca93a801441859af2a811fe53b
m_currentHash:
serializedVersion: 2
Hash: c7686f2c2462e1f187d9ecf6d11dbc45
Hash: 8e8b410f1714c542808a3bfbe0724666
m_OptimizeCatalogSize: 0
m_BuildRemoteCatalog: 0
m_BundleLocalCatalog: 0
@@ -28,6 +28,16 @@ MonoBehaviour:
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@@ -1,5 +1,5 @@
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@@ -1,5 +1,5 @@
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guid: 1c5d4e6f708192031425d6e7f8091a2b
folderAsset: yes
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@@ -0,0 +1,221 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Security.Cryptography;
using System.Text;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEngine;
namespace AibisDream.EditorTools
{
public enum HandlerEntryKind
{
DirectorHandler = 0,
AnimatorHandler = 1
}
[Serializable]
public class HandlerNameCacheEntry
{
public string guid;
public string assetPath;
public string fileHash;
public string lastModified;
public string registeredName;
public HandlerEntryKind kind;
public string gameObjectPath;
public bool isInScene;
public int lineNumber;
}
[Serializable]
public class HandlerNameCache
{
public const int CurrentVersion = 2;
public int version = CurrentVersion;
public string lastFullScanTime;
public List<HandlerNameCacheEntry> entries = new List<HandlerNameCacheEntry>();
private static readonly string CacheFileName = "handler_name_cache.json";
public static string CacheFolderFullPath =>
Path.Combine(Application.dataPath, "Editor/HandlerNameCollector/Cache");
public static string CacheFileFullPath =>
Path.Combine(CacheFolderFullPath, CacheFileName);
/// <summary>迁移用:旧版 TimelineNameCollector 缓存路径。</summary>
private static string LegacyTimelineCacheFileFullPath =>
Path.Combine(Application.dataPath, "Editor/TimelineNameCollector/Cache/timeline_name_cache.json");
public static HandlerNameCache Load()
{
try
{
string json = null;
if (File.Exists(CacheFileFullPath))
json = File.ReadAllText(CacheFileFullPath, Encoding.UTF8);
else if (File.Exists(LegacyTimelineCacheFileFullPath))
json = File.ReadAllText(LegacyTimelineCacheFileFullPath, Encoding.UTF8);
if (string.IsNullOrEmpty(json))
{
return NewEmpty();
}
json = MigrateLegacyCacheJson(json);
var cache = JsonConvert.DeserializeObject<HandlerNameCache>(json);
if (cache == null)
cache = NewEmpty();
cache.version = CurrentVersion;
cache.entries ??= new List<HandlerNameCacheEntry>();
return cache;
}
catch (Exception e)
{
Debug.LogError($"[HandlerNameCache] Failed to load cache: {e}");
return NewEmpty();
}
}
private static HandlerNameCache NewEmpty()
{
return new HandlerNameCache
{
version = CurrentVersion,
lastFullScanTime = null,
entries = new List<HandlerNameCacheEntry>()
};
}
/// <summary>
/// 将旧版 timelineName 字段、缺省 kind 等合并为当前 JSON 结构。
/// </summary>
private static string MigrateLegacyCacheJson(string json)
{
try
{
var jo = JObject.Parse(json);
if (jo["entries"] is JArray arr)
{
foreach (var token in arr)
{
if (token is not JObject item)
continue;
var reg = item["registeredName"]?.ToString();
if (string.IsNullOrWhiteSpace(reg))
{
var legacy = item["timelineName"]?.ToString();
if (!string.IsNullOrEmpty(legacy))
item["registeredName"] = legacy;
}
item.Remove("timelineName");
if (item["kind"] == null)
item["kind"] = (int)HandlerEntryKind.DirectorHandler;
}
}
jo["version"] = CurrentVersion;
return jo.ToString(Formatting.None);
}
catch (Exception e)
{
Debug.LogWarning($"[HandlerNameCache] JSON migration fallback: {e}");
return json;
}
}
public void Save()
{
try
{
if (!Directory.Exists(CacheFolderFullPath))
Directory.CreateDirectory(CacheFolderFullPath);
entries ??= new List<HandlerNameCacheEntry>();
var settings = new JsonSerializerSettings
{
Formatting = Formatting.Indented,
StringEscapeHandling = StringEscapeHandling.Default
};
var json = JsonConvert.SerializeObject(this, settings);
File.WriteAllText(CacheFileFullPath, json, Encoding.UTF8);
}
catch (Exception e)
{
Debug.LogError($"[HandlerNameCache] Failed to save cache: {e}");
}
}
public void SetLastFullScanNow()
{
lastFullScanTime = DateTime.UtcNow.ToString("o");
}
public static string ComputeFileHash(string fullPath)
{
try
{
if (!File.Exists(fullPath))
return null;
using (var stream = File.OpenRead(fullPath))
using (var md5 = MD5.Create())
{
var hash = md5.ComputeHash(stream);
var sb = new StringBuilder(hash.Length * 2);
foreach (var b in hash)
sb.Append(b.ToString("x2"));
return sb.ToString();
}
}
catch (Exception e)
{
Debug.LogError($"[HandlerNameCache] Failed to compute file hash for '{fullPath}': {e}");
return null;
}
}
public static string GetAssetFullPath(string assetPath)
{
if (string.IsNullOrEmpty(assetPath))
return null;
if (!assetPath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase) &&
!assetPath.Equals("Assets", StringComparison.OrdinalIgnoreCase))
return null;
var relative = assetPath.Substring("Assets".Length)
.TrimStart(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
return Path.Combine(Application.dataPath, relative);
}
public void RemoveEntriesForAsset(string assetPath)
{
if (entries == null || string.IsNullOrEmpty(assetPath))
return;
entries.RemoveAll(e => e != null && e.assetPath == assetPath);
}
public void CleanupDeletedAssets()
{
if (entries == null)
return;
entries.RemoveAll(e =>
{
if (e == null || string.IsNullOrEmpty(e.assetPath))
return true;
return AssetDatabase.LoadMainAssetAtPath(e.assetPath) == null;
});
}
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 19f28acc911bf7d4e86035daebc33190
guid: 8f2a1c3d4e5b60718293a4b5c6d7e8f0
MonoImporter:
externalObjects: {}
serializedVersion: 2
@@ -7,9 +7,11 @@ using UnityEngine;
namespace AibisDream.EditorTools
{
public class TimelineNameCollectorWindow : EditorWindow
public class HandlerNameCollectorWindow : EditorWindow
{
private TimelineNameCache _cache;
private const string WindowTitle = "Handler Name Collector";
private HandlerNameCache _cache;
private Vector2 _scrollPos;
private string _searchText = string.Empty;
@@ -17,23 +19,31 @@ namespace AibisDream.EditorTools
private bool _showPrefabs = true;
private bool _showConflictsOnly;
private readonly List<TimelineNameCacheEntry> _sortedEntries = new List<TimelineNameCacheEntry>();
private readonly Dictionary<string, List<TimelineNameCacheEntry>> _entriesByName =
new Dictionary<string, List<TimelineNameCacheEntry>>(StringComparer.OrdinalIgnoreCase);
private HandlerEntryKind _viewKind = HandlerEntryKind.DirectorHandler;
private readonly List<HandlerNameCacheEntry> _sortedEntries = new List<HandlerNameCacheEntry>();
private readonly Dictionary<string, List<HandlerNameCacheEntry>> _entriesByName =
new Dictionary<string, List<HandlerNameCacheEntry>>(StringComparer.OrdinalIgnoreCase);
private readonly HashSet<string> _conflictNames =
new HashSet<string>(StringComparer.OrdinalIgnoreCase);
private TimelineNameCacheEntry _selectedEntry;
private HandlerNameCacheEntry _selectedEntry;
[MenuItem("Tools/Timeline Name Collector")]
[MenuItem("Tools/Handler Name Collector")]
public static void ShowWindow()
{
var window = GetWindow<TimelineNameCollectorWindow>("Timeline Name Collector");
var window = GetWindow<HandlerNameCollectorWindow>(WindowTitle);
window.minSize = new Vector2(700, 400);
window.Show();
}
[MenuItem("Tools/Timeline Name Collector", false, 101)]
public static void ShowWindowLegacyMenu()
{
ShowWindow();
}
private void OnEnable()
{
LoadCacheIfNeeded();
@@ -42,8 +52,8 @@ namespace AibisDream.EditorTools
private void LoadCacheIfNeeded()
{
_cache ??= TimelineNameCache.Load();
_cache.entries ??= new List<TimelineNameCacheEntry>();
_cache ??= HandlerNameCache.Load();
_cache.entries ??= new List<HandlerNameCacheEntry>();
}
private void RebuildIndexes()
@@ -57,35 +67,40 @@ namespace AibisDream.EditorTools
foreach (var entry in _cache.entries)
{
if (entry == null)
if (entry == null || entry.kind != _viewKind)
continue;
_sortedEntries.Add(entry);
if (!_entriesByName.TryGetValue(entry.timelineName, out var list))
if (!_entriesByName.TryGetValue(entry.registeredName, out var list))
{
list = new List<TimelineNameCacheEntry>();
_entriesByName[entry.timelineName] = list;
list = new List<HandlerNameCacheEntry>();
_entriesByName[entry.registeredName] = list;
}
list.Add(entry);
}
_sortedEntries.Sort((a, b) =>
{
var nameCompare = string.Compare(a.timelineName, b.timelineName, StringComparison.OrdinalIgnoreCase);
if (nameCompare != 0) return nameCompare;
var nameCompare =
string.Compare(a.registeredName, b.registeredName, StringComparison.OrdinalIgnoreCase);
if (nameCompare != 0)
return nameCompare;
var typeCompare = a.isInScene.CompareTo(b.isInScene);
if (typeCompare != 0) return -typeCompare; // 场景优先
if (typeCompare != 0)
return -typeCompare;
return string.Compare(a.assetPath, b.assetPath, StringComparison.OrdinalIgnoreCase);
});
foreach (var kv in _entriesByName)
{
if (kv.Value.Count > 1)
{
_conflictNames.Add(kv.Key);
}
}
if (_selectedEntry != null && _selectedEntry.kind != _viewKind)
_selectedEntry = null;
}
private void OnGUI()
@@ -94,6 +109,8 @@ namespace AibisDream.EditorTools
DrawToolbar();
EditorGUILayout.Space();
DrawViewKindBar();
EditorGUILayout.Space();
DrawFilterBar();
EditorGUILayout.Space();
DrawSummary();
@@ -108,19 +125,13 @@ namespace AibisDream.EditorTools
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
if (GUILayout.Button("刷新选中", EditorStyles.toolbarButton, GUILayout.Width(90)))
{
RefreshSelected();
}
if (GUILayout.Button("刷新全部", EditorStyles.toolbarButton, GUILayout.Width(90)))
{
RefreshAll(forceFull: false);
}
if (GUILayout.Button("强制全量", EditorStyles.toolbarButton, GUILayout.Width(90)))
{
RefreshAll(forceFull: true);
}
GUILayout.FlexibleSpace();
@@ -132,6 +143,28 @@ namespace AibisDream.EditorTools
EditorGUILayout.EndHorizontal();
}
private void DrawViewKindBar()
{
EditorGUILayout.BeginHorizontal();
GUILayout.Label("视图:", GUILayout.Width(40));
var labels = new[] { "DirectorHandler", "AnimatorHandler" };
var newIndex = GUILayout.Toolbar(
_viewKind == HandlerEntryKind.DirectorHandler ? 0 : 1,
labels,
GUILayout.Height(22));
var newKind = newIndex == 0 ? HandlerEntryKind.DirectorHandler : HandlerEntryKind.AnimatorHandler;
if (newKind != _viewKind)
{
_viewKind = newKind;
_selectedEntry = null;
RebuildIndexes();
}
EditorGUILayout.EndHorizontal();
}
private void DrawFilterBar()
{
EditorGUILayout.BeginHorizontal();
@@ -148,25 +181,41 @@ namespace AibisDream.EditorTools
private void DrawSummary()
{
var total = _sortedEntries.Count;
var total = CountVisibleEntries();
var conflictCount = _conflictNames.Count;
EditorGUILayout.LabelField($"找到 {total} 个 TimelineName 条目({conflictCount} 个重名)",
var modeLabel = _viewKind == HandlerEntryKind.DirectorHandler ? "DirectorHandler" : "AnimatorHandler";
EditorGUILayout.LabelField(
$"[{modeLabel}] 找到 {total} 个注册名条目({conflictCount} 个重名)",
EditorStyles.boldLabel);
}
private int CountVisibleEntries()
{
var n = 0;
foreach (var entry in _sortedEntries)
{
if (PassFilter(entry))
n++;
}
return n;
}
private void DrawListArea()
{
EditorGUILayout.LabelField("列表", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
GUILayout.Label("Timeline Name", GUILayout.Width(220));
GUILayout.Label("注册名", GUILayout.Width(220));
GUILayout.Label("类型", GUILayout.Width(50));
GUILayout.Label("位置", GUILayout.ExpandWidth(true));
GUILayout.Label("", GUILayout.Width(90));
EditorGUILayout.EndHorizontal();
var visibleCount = CountVisibleEntries();
var rect = GUILayoutUtility.GetRect(0, 100000, 0, 100000);
_scrollPos = GUI.BeginScrollView(rect, _scrollPos, new Rect(0, 0, rect.width - 20, _sortedEntries.Count * 20 + 10));
_scrollPos = GUI.BeginScrollView(rect, _scrollPos,
new Rect(0, 0, rect.width - 20, visibleCount * 20 + 10));
var y = 0f;
var rowHeight = 20f;
@@ -177,7 +226,7 @@ namespace AibisDream.EditorTools
if (!PassFilter(entry))
continue;
var isConflict = _conflictNames.Contains(entry.timelineName);
var isConflict = _conflictNames.Contains(entry.registeredName);
var rowRect = new Rect(0, y, viewWidth, rowHeight);
DrawRow(rowRect, entry, isConflict);
y += rowHeight;
@@ -186,16 +235,14 @@ namespace AibisDream.EditorTools
GUI.EndScrollView();
}
private void DrawRow(Rect rect, TimelineNameCacheEntry entry, bool isConflict)
private void DrawRow(Rect rect, HandlerNameCacheEntry entry, bool isConflict)
{
var typeLabel = entry.isInScene ? "场景" : "预制体";
var location = GetShortLocation(entry);
var bgColor = GUI.backgroundColor;
if (isConflict)
{
GUI.backgroundColor = new Color(1f, 0.9f, 0.9f);
}
if (Event.current.type == EventType.MouseDown && rect.Contains(Event.current.mousePosition))
{
@@ -214,7 +261,7 @@ namespace AibisDream.EditorTools
var colRect = rect;
colRect.x += 4;
colRect.width = 220;
GUI.Label(colRect, entry.timelineName);
GUI.Label(colRect, entry.registeredName);
colRect.x += colRect.width + 4;
colRect.width = 50;
@@ -227,9 +274,12 @@ namespace AibisDream.EditorTools
colRect.x += colRect.width + 4;
colRect.width = 90;
if (GUI.Button(colRect, "项目中显示"))
{
PingEntry(entry);
}
}
private string RegisteredNameLabel()
{
return _viewKind == HandlerEntryKind.DirectorHandler ? "Timeline 注册名" : "Animator 注册名";
}
private void DrawDetailArea()
@@ -242,34 +292,29 @@ namespace AibisDream.EditorTools
return;
}
GUILayout.Label($"Timeline Name: {_selectedEntry.timelineName}", EditorStyles.boldLabel);
GUILayout.Label($"{RegisteredNameLabel()}: {_selectedEntry.registeredName}", EditorStyles.boldLabel);
if (_entriesByName.TryGetValue(_selectedEntry.timelineName, out var group))
if (_entriesByName.TryGetValue(_selectedEntry.registeredName, out var group))
{
foreach (var e in group)
{
EditorGUILayout.BeginVertical("box");
EditorGUILayout.LabelField("资源路径", e.assetPath);
EditorGUILayout.LabelField("GameObject", string.IsNullOrEmpty(e.gameObjectPath) ? "(未知)" : e.gameObjectPath);
EditorGUILayout.LabelField("GameObject",
string.IsNullOrEmpty(e.gameObjectPath) ? "(未知)" : e.gameObjectPath);
EditorGUILayout.LabelField("类型", e.isInScene ? "场景" : "预制体");
EditorGUILayout.LabelField("行号", e.lineNumber.ToString());
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("在Project窗口显示", GUILayout.Width(140)))
{
PingEntry(e);
}
if (e.isInScene && GUILayout.Button("打开场景并选中", GUILayout.Width(140)))
{
OpenSceneAndSelect(e);
}
if (GUILayout.Button("复制名称", GUILayout.Width(100)))
{
EditorGUIUtility.systemCopyBuffer = e.timelineName;
}
EditorGUIUtility.systemCopyBuffer = e.registeredName;
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
@@ -277,14 +322,14 @@ namespace AibisDream.EditorTools
}
}
private bool PassFilter(TimelineNameCacheEntry entry)
private bool PassFilter(HandlerNameCacheEntry entry)
{
if (!_showScenes && entry.isInScene)
return false;
if (!_showPrefabs && !entry.isInScene)
return false;
if (_showConflictsOnly && !_conflictNames.Contains(entry.timelineName))
if (_showConflictsOnly && !_conflictNames.Contains(entry.registeredName))
return false;
if (string.IsNullOrEmpty(_searchText))
@@ -296,8 +341,8 @@ namespace AibisDream.EditorTools
var cmp = StringComparison.OrdinalIgnoreCase;
if (!string.IsNullOrEmpty(entry.timelineName) &&
entry.timelineName.Contains(s, cmp))
if (!string.IsNullOrEmpty(entry.registeredName) &&
entry.registeredName.Contains(s, cmp))
return true;
if (!string.IsNullOrEmpty(entry.assetPath) &&
@@ -311,7 +356,7 @@ namespace AibisDream.EditorTools
return false;
}
private static string GetShortLocation(TimelineNameCacheEntry entry)
private static string GetShortLocation(HandlerNameCacheEntry entry)
{
if (string.IsNullOrEmpty(entry.assetPath))
return string.Empty;
@@ -319,14 +364,12 @@ namespace AibisDream.EditorTools
var fileName = Path.GetFileNameWithoutExtension(entry.assetPath);
if (string.IsNullOrEmpty(entry.gameObjectPath))
{
return fileName;
}
return $"{fileName} / {entry.gameObjectPath}";
}
private static void PingEntry(TimelineNameCacheEntry entry)
private static void PingEntry(HandlerNameCacheEntry entry)
{
if (string.IsNullOrEmpty(entry.assetPath))
return;
@@ -339,7 +382,7 @@ namespace AibisDream.EditorTools
}
}
private static void OpenSceneAndSelect(TimelineNameCacheEntry entry)
private static void OpenSceneAndSelect(HandlerNameCacheEntry entry)
{
if (string.IsNullOrEmpty(entry.assetPath))
return;
@@ -401,13 +444,13 @@ namespace AibisDream.EditorTools
var guids = Selection.assetGUIDs;
if (guids == null || guids.Length == 0)
{
EditorUtility.DisplayDialog("Timeline Name Collector", "请在 Project 窗口中先选中场景或预制体资源。", "确定");
EditorUtility.DisplayDialog(WindowTitle, "请在 Project 窗口中先选中场景或预制体资源。", "确定");
return;
}
try
{
EditorUtility.DisplayProgressBar("Timeline Name Collector", "正在刷新选中资源...", 0f);
EditorUtility.DisplayProgressBar(WindowTitle, "正在刷新选中资源...", 0f);
var processed = 0;
foreach (var guid in guids)
@@ -419,9 +462,7 @@ namespace AibisDream.EditorTools
ProcessSingleAsset(guid, assetPath);
processed++;
EditorUtility.DisplayProgressBar(
"Timeline Name Collector",
$"正在解析: {assetPath}",
EditorUtility.DisplayProgressBar(WindowTitle, $"正在解析: {assetPath}",
processed / (float)guids.Length);
}
}
@@ -450,7 +491,6 @@ namespace AibisDream.EditorTools
var guidList = new List<string>(allGuids);
guidList.Sort();
// 现有文件哈希,按 assetPath 去重
var existingHashes = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase);
foreach (var e in _cache.entries)
{
@@ -458,14 +498,12 @@ namespace AibisDream.EditorTools
continue;
if (!existingHashes.ContainsKey(e.assetPath))
{
existingHashes[e.assetPath] = e.fileHash;
}
}
try
{
EditorUtility.DisplayProgressBar("Timeline Name Collector",
EditorUtility.DisplayProgressBar(WindowTitle,
forceFull ? "正在强制全量扫描..." : "正在增量扫描...", 0f);
for (var i = 0; i < guidList.Count; i++)
@@ -475,11 +513,11 @@ namespace AibisDream.EditorTools
if (!IsSupportedAsset(assetPath))
continue;
var fullPath = TimelineNameCache.GetAssetFullPath(assetPath);
var fullPath = HandlerNameCache.GetAssetFullPath(assetPath);
if (string.IsNullOrEmpty(fullPath) || !File.Exists(fullPath))
continue;
var newHash = TimelineNameCache.ComputeFileHash(fullPath);
var newHash = HandlerNameCache.ComputeFileHash(fullPath);
var needScan = forceFull;
if (!needScan)
@@ -487,9 +525,7 @@ namespace AibisDream.EditorTools
if (!existingHashes.TryGetValue(assetPath, out var oldHash) ||
string.IsNullOrEmpty(newHash) ||
!string.Equals(oldHash, newHash, StringComparison.OrdinalIgnoreCase))
{
needScan = true;
}
}
if (!needScan)
@@ -498,8 +534,7 @@ namespace AibisDream.EditorTools
ProcessSingleAsset(guid, assetPath, newHash);
var progress = (i + 1) / (float)guidList.Count;
EditorUtility.DisplayProgressBar("Timeline Name Collector",
$"正在解析: {assetPath}", progress);
EditorUtility.DisplayProgressBar(WindowTitle, $"正在解析: {assetPath}", progress);
}
}
finally
@@ -516,25 +551,23 @@ namespace AibisDream.EditorTools
private void ProcessSingleAsset(string guid, string assetPath, string precomputedHash = null)
{
var fullPath = TimelineNameCache.GetAssetFullPath(assetPath);
var fullPath = HandlerNameCache.GetAssetFullPath(assetPath);
if (string.IsNullOrEmpty(fullPath) || !File.Exists(fullPath))
return;
var fileHash = precomputedHash ?? TimelineNameCache.ComputeFileHash(fullPath);
var fileHash = precomputedHash ?? HandlerNameCache.ComputeFileHash(fullPath);
var lastModifiedUtc = File.GetLastWriteTimeUtc(fullPath).ToString("o");
_cache.RemoveEntriesForAsset(assetPath);
var entries = YamlTimelineParser.ParseAsset(
var entries = YamlHandlerNameParser.ParseAsset(
assetPath,
guid,
fileHash,
lastModifiedUtc);
if (entries != null && entries.Count > 0)
{
_cache.entries.AddRange(entries);
}
}
private static bool IsSupportedAsset(string assetPath)
@@ -556,12 +589,9 @@ namespace AibisDream.EditorTools
return "-";
if (DateTime.TryParse(isoTime, out var dt))
{
return dt.ToLocalTime().ToString("yyyy-MM-dd HH:mm:ss");
}
return isoTime;
}
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 58e8fb78cff00f44482eff9d6a1b7a64
guid: 0b4c3d5e6f7081920314c5d6e7f8091a
MonoImporter:
externalObjects: {}
serializedVersion: 2
@@ -8,14 +8,16 @@ using UnityEngine;
namespace AibisDream.EditorTools
{
/// <summary>
/// 解析 Unity YAML 场景 / 预制体中的 DirectorHandler 组件,提取 timelineName 和 GameObject 路径。
/// 解析方式:按 "--- !u!<classId> &<fileId>" 分段,构建 GameObject / Transform / MonoBehaviour 的索引。
/// 解析 Unity YAML 场景 / 预制体中的 DirectorHandler、AnimatorHandler,提取注册名与 GameObject 路径。
/// </summary>
public static class YamlTimelineParser
public static class YamlHandlerNameParser
{
// 来自 Assets/Scripts/SceneManagement/TimelineKit/DirectorHandler.cs.meta
// DirectorHandler.cs.meta
public const string DirectorHandlerScriptGuid = "07d657d6b80509b4eb04f59afaa9aa2d";
// AnimatorHandler.cs.meta
public const string AnimatorHandlerScriptGuid = "babec43795065b244ac4cef4af7fa225";
private const int ClassIdGameObject = 1;
private const int ClassIdTransform = 4;
private const int ClassIdMonoBehaviour = 114;
@@ -41,18 +43,18 @@ namespace AibisDream.EditorTools
public long gameObjectFileId;
}
public static List<TimelineNameCacheEntry> ParseAsset(
public static List<HandlerNameCacheEntry> ParseAsset(
string assetPath,
string guid,
string fileHash,
string lastModifiedUtc)
{
var result = new List<TimelineNameCacheEntry>();
var result = new List<HandlerNameCacheEntry>();
if (string.IsNullOrEmpty(assetPath))
return result;
var fullPath = TimelineNameCache.GetAssetFullPath(assetPath);
var fullPath = HandlerNameCache.GetAssetFullPath(assetPath);
if (string.IsNullOrEmpty(fullPath) || !File.Exists(fullPath))
return result;
@@ -63,15 +65,12 @@ namespace AibisDream.EditorTools
}
catch (Exception e)
{
Debug.LogError($"[YamlTimelineParser] Failed to read '{fullPath}': {e}");
Debug.LogError($"[YamlHandlerNameParser] Failed to read '{fullPath}': {e}");
return result;
}
if (lines.Length == 0 || !lines[0].StartsWith("%YAML", StringComparison.Ordinal))
{
// 非 text 序列化,无法解析
return result;
}
var objects = BuildObjects(lines);
if (objects.Count == 0)
@@ -88,9 +87,7 @@ namespace AibisDream.EditorTools
case ClassIdGameObject:
var name = ExtractGameObjectName(lines, obj);
if (!string.IsNullOrEmpty(name))
{
gameObjectNames[obj.fileId] = name;
}
break;
case ClassIdTransform:
@@ -100,10 +97,9 @@ namespace AibisDream.EditorTools
transforms[tInfo.transformFileId] = tInfo;
if (tInfo.gameObjectFileId != 0 &&
!transformByGameObject.ContainsKey(tInfo.gameObjectFileId))
{
transformByGameObject[tInfo.gameObjectFileId] = tInfo.transformFileId;
}
}
break;
}
}
@@ -113,23 +109,35 @@ namespace AibisDream.EditorTools
if (obj.classId != ClassIdMonoBehaviour)
continue;
if (!IsDirectorHandler(lines, obj))
continue;
var monoInfo = ExtractDirectorHandlerInfo(
lines,
obj,
assetPath,
guid,
fileHash,
lastModifiedUtc,
gameObjectNames,
transforms,
transformByGameObject);
if (monoInfo != null)
if (IsDirectorHandler(lines, obj))
{
result.Add(monoInfo);
var monoInfo = ExtractDirectorHandlerInfo(
lines,
obj,
assetPath,
guid,
fileHash,
lastModifiedUtc,
gameObjectNames,
transforms,
transformByGameObject);
if (monoInfo != null)
result.Add(monoInfo);
}
else if (IsAnimatorHandler(lines, obj))
{
var monoInfo = ExtractAnimatorHandlerInfo(
lines,
obj,
assetPath,
guid,
fileHash,
lastModifiedUtc,
gameObjectNames,
transforms,
transformByGameObject);
if (monoInfo != null)
result.Add(monoInfo);
}
}
@@ -212,17 +220,13 @@ namespace AibisDream.EditorTools
{
var match = FileIdRegex.Match(line);
if (match.Success && long.TryParse(match.Groups[1].Value, out var id))
{
gameObjectFileId = id;
}
}
else if (line.StartsWith("m_Father:", StringComparison.Ordinal))
{
var match = FileIdRegex.Match(line);
if (match.Success && long.TryParse(match.Groups[1].Value, out var id))
{
parentTransformFileId = id;
}
}
}
@@ -246,15 +250,28 @@ namespace AibisDream.EditorTools
continue;
if (line.Contains(DirectorHandlerScriptGuid, StringComparison.OrdinalIgnoreCase))
{
return true;
}
}
return false;
}
private static TimelineNameCacheEntry ExtractDirectorHandlerInfo(
private static bool IsAnimatorHandler(string[] lines, YamlObject obj)
{
for (var i = obj.startLine; i <= obj.endLine; i++)
{
var line = lines[i].TrimStart();
if (!line.StartsWith("m_Script:", StringComparison.Ordinal))
continue;
if (line.Contains(AnimatorHandlerScriptGuid, StringComparison.OrdinalIgnoreCase))
return true;
}
return false;
}
private static HandlerNameCacheEntry ExtractDirectorHandlerInfo(
string[] lines,
YamlObject obj,
string assetPath,
@@ -267,20 +284,17 @@ namespace AibisDream.EditorTools
{
long gameObjectFileId = 0;
string timelineName = null;
int timelineNameLine = -1;
var nameLine = -1;
for (var i = obj.startLine; i <= obj.endLine; i++)
{
var rawLine = lines[i];
var line = rawLine.TrimStart();
var line = lines[i].TrimStart();
if (line.StartsWith("m_GameObject:", StringComparison.Ordinal))
{
var match = FileIdRegex.Match(line);
if (match.Success && long.TryParse(match.Groups[1].Value, out var id))
{
gameObjectFileId = id;
}
}
else if (line.StartsWith("timelineName:", StringComparison.Ordinal))
{
@@ -291,30 +305,87 @@ namespace AibisDream.EditorTools
value = value.Trim('"');
value = value.Trim('\'');
timelineName = UnescapeUnityYamlString(value);
timelineNameLine = i + 1; // 转为 1-based
nameLine = i + 1;
}
}
}
if (string.IsNullOrEmpty(timelineName))
{
// 没有设置 timelineName 的组件不计入
return null;
}
var isInScene = assetPath.EndsWith(".unity", StringComparison.OrdinalIgnoreCase);
var goPath = BuildGameObjectPath(gameObjectFileId, gameObjectNames, transforms, transformByGameObject);
return new TimelineNameCacheEntry
return new HandlerNameCacheEntry
{
guid = guid,
assetPath = assetPath,
fileHash = fileHash,
lastModified = lastModifiedUtc,
timelineName = timelineName,
registeredName = timelineName,
kind = HandlerEntryKind.DirectorHandler,
gameObjectPath = goPath,
isInScene = isInScene,
lineNumber = timelineNameLine > 0 ? timelineNameLine : obj.startLine + 1
lineNumber = nameLine > 0 ? nameLine : obj.startLine + 1
};
}
private static HandlerNameCacheEntry ExtractAnimatorHandlerInfo(
string[] lines,
YamlObject obj,
string assetPath,
string guid,
string fileHash,
string lastModifiedUtc,
Dictionary<long, string> gameObjectNames,
Dictionary<long, TransformInfo> transforms,
Dictionary<long, long> transformByGameObject)
{
long gameObjectFileId = 0;
string animatorName = null;
var nameLine = -1;
for (var i = obj.startLine; i <= obj.endLine; i++)
{
var line = lines[i].TrimStart();
if (line.StartsWith("m_GameObject:", StringComparison.Ordinal))
{
var match = FileIdRegex.Match(line);
if (match.Success && long.TryParse(match.Groups[1].Value, out var id))
gameObjectFileId = id;
}
else if (line.StartsWith("animatorName:", StringComparison.Ordinal))
{
var idx = line.IndexOf(':');
if (idx >= 0 && idx + 1 < line.Length)
{
var value = line.Substring(idx + 1).Trim();
value = value.Trim('"');
value = value.Trim('\'');
animatorName = UnescapeUnityYamlString(value);
nameLine = i + 1;
}
}
}
if (string.IsNullOrEmpty(animatorName))
return null;
var isInScene = assetPath.EndsWith(".unity", StringComparison.OrdinalIgnoreCase);
var goPath = BuildGameObjectPath(gameObjectFileId, gameObjectNames, transforms, transformByGameObject);
return new HandlerNameCacheEntry
{
guid = guid,
assetPath = assetPath,
fileHash = fileHash,
lastModified = lastModifiedUtc,
registeredName = animatorName,
kind = HandlerEntryKind.AnimatorHandler,
gameObjectPath = goPath,
isInScene = isInScene,
lineNumber = nameLine > 0 ? nameLine : obj.startLine + 1
};
}
@@ -343,9 +414,7 @@ namespace AibisDream.EditorTools
break;
if (!gameObjectNames.TryGetValue(tInfo.gameObjectFileId, out var name))
{
name = "GameObject";
}
segments.Add(name);
currentTransformId = tInfo.parentTransformFileId;
@@ -355,12 +424,10 @@ namespace AibisDream.EditorTools
return string.Join("/", segments);
}
/// <summary>
/// Unity YAML 中的字符串可能将非 ASCII 字符存储为 \uXXXX 转义,需要解码为实际 Unicode 字符。
/// </summary>
private static string UnescapeUnityYamlString(string value)
{
if (string.IsNullOrEmpty(value)) return value;
if (string.IsNullOrEmpty(value))
return value;
try
{
return Regex.Unescape(value);
@@ -372,4 +439,3 @@ namespace AibisDream.EditorTools
}
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: ad8285f6dc2406249bd2c4be2571999d
guid: 9a3b2c4d5e6f70819203b4c5d6e7f809
MonoImporter:
externalObjects: {}
serializedVersion: 2
@@ -1,184 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Security.Cryptography;
using System.Text;
using Newtonsoft.Json;
using UnityEditor;
using UnityEngine;
namespace AibisDream.EditorTools
{
[Serializable]
public class TimelineNameCacheEntry
{
public string guid;
public string assetPath;
public string fileHash;
public string lastModified;
public string timelineName;
public string gameObjectPath;
public bool isInScene;
public int lineNumber;
}
[Serializable]
public class TimelineNameCache
{
public const int CurrentVersion = 1;
public int version = CurrentVersion;
public string lastFullScanTime;
public List<TimelineNameCacheEntry> entries = new List<TimelineNameCacheEntry>();
private static readonly string CacheFileName = "timeline_name_cache.json";
public static string CacheFolderFullPath =>
Path.Combine(Application.dataPath, "Editor/TimelineNameCollector/Cache");
public static string CacheFileFullPath =>
Path.Combine(CacheFolderFullPath, CacheFileName);
public static TimelineNameCache Load()
{
try
{
if (!File.Exists(CacheFileFullPath))
{
return new TimelineNameCache
{
version = CurrentVersion,
lastFullScanTime = null,
entries = new List<TimelineNameCacheEntry>()
};
}
var json = File.ReadAllText(CacheFileFullPath, Encoding.UTF8);
if (string.IsNullOrEmpty(json))
{
return new TimelineNameCache
{
version = CurrentVersion,
lastFullScanTime = null,
entries = new List<TimelineNameCacheEntry>()
};
}
var cache = JsonConvert.DeserializeObject<TimelineNameCache>(json);
if (cache == null)
{
cache = new TimelineNameCache();
}
if (cache.version != CurrentVersion)
{
cache.version = CurrentVersion;
cache.lastFullScanTime = null;
cache.entries = cache.entries ?? new List<TimelineNameCacheEntry>();
}
return cache;
}
catch (Exception e)
{
Debug.LogError($"[TimelineNameCache] Failed to load cache: {e}");
return new TimelineNameCache
{
version = CurrentVersion,
lastFullScanTime = null,
entries = new List<TimelineNameCacheEntry>()
};
}
}
public void Save()
{
try
{
if (!Directory.Exists(CacheFolderFullPath))
{
Directory.CreateDirectory(CacheFolderFullPath);
}
entries ??= new List<TimelineNameCacheEntry>();
var settings = new JsonSerializerSettings
{
Formatting = Formatting.Indented,
StringEscapeHandling = StringEscapeHandling.Default
};
var json = JsonConvert.SerializeObject(this, settings);
File.WriteAllText(CacheFileFullPath, json, Encoding.UTF8);
}
catch (Exception e)
{
Debug.LogError($"[TimelineNameCache] Failed to save cache: {e}");
}
}
public void SetLastFullScanNow()
{
lastFullScanTime = DateTime.UtcNow.ToString("o");
}
public static string ComputeFileHash(string fullPath)
{
try
{
if (!File.Exists(fullPath))
{
return null;
}
using (var stream = File.OpenRead(fullPath))
using (var md5 = MD5.Create())
{
var hash = md5.ComputeHash(stream);
var sb = new StringBuilder(hash.Length * 2);
foreach (var b in hash)
{
sb.Append(b.ToString("x2"));
}
return sb.ToString();
}
}
catch (Exception e)
{
Debug.LogError($"[TimelineNameCache] Failed to compute file hash for '{fullPath}': {e}");
return null;
}
}
public static string GetAssetFullPath(string assetPath)
{
if (string.IsNullOrEmpty(assetPath))
return null;
if (!assetPath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase) &&
!assetPath.Equals("Assets", StringComparison.OrdinalIgnoreCase))
{
return null;
}
var relative = assetPath.Substring("Assets".Length).TrimStart(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
return Path.Combine(Application.dataPath, relative);
}
public void RemoveEntriesForAsset(string assetPath)
{
if (entries == null || string.IsNullOrEmpty(assetPath)) return;
entries.RemoveAll(e => e != null && e.assetPath == assetPath);
}
public void CleanupDeletedAssets()
{
if (entries == null) return;
entries.RemoveAll(e =>
{
if (e == null || string.IsNullOrEmpty(e.assetPath)) return true;
return AssetDatabase.LoadMainAssetAtPath(e.assetPath) == null;
});
}
}
}
@@ -15,8 +15,8 @@
<ui:ListView focusable="true" name="clips-name-list" selection-type="None" show-add-remove-footer="false" />
</ui:VisualElement>
</ui:VisualElement>
<ui:VisualElement style="flex-grow: 1; justify-content: space-around; align-items: center; align-self: stretch; height: auto; flex-direction: row; max-height: none;">
<ui:HelpBox text="请先选择AnimatorController和Clips路径" message-type="Warning" name="match-message-box" style="width: 50%;" />
<ui:Button text="保存" parse-escape-sequences="true" display-tooltip-when-elided="true" name="import-merge-button" style="align-items: auto;" />
<ui:VisualElement style="flex-shrink: 0; justify-content: space-around; align-items: center; align-self: stretch; height: auto; flex-direction: row; max-height: none; margin-top: 10px;">
<ui:HelpBox text="请先选择AnimatorController和Clips路径" message-type="Warning" name="match-message-box" style="width: 50%; flex-shrink: 0;" />
<ui:Button text="保存" parse-escape-sequences="true" display-tooltip-when-elided="true" name="import-merge-button" style="align-items: auto; flex-shrink: 0;" />
</ui:VisualElement>
</ui:UXML>
@@ -533,6 +533,16 @@ namespace AibisDream.SystemEditor
settings.loopTime = animationData.loop;
AnimationUtility.SetAnimationClipSettings(clip, settings);
// 强制更新动画长度 (m_StopTime) - 修复复用已有 clip 时长度未更新的问题
float totalDuration = keyframes.Count > 0 ? keyframes[keyframes.Count - 1].time : 0f;
SerializedObject serializedClip = new SerializedObject(clip);
SerializedProperty stopTimeProp = serializedClip.FindProperty("m_StopTime");
if (stopTimeProp != null)
{
stopTimeProp.floatValue = totalDuration;
serializedClip.ApplyModifiedProperties();
}
// 保存 / 更新 AnimationClip 资源
if (isNewClip)
{
Binary file not shown.
+1 -1
View File
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 27eb9614ce8140142ac6c80d97028d83
guid: d522a9b0350a2f4498fb9364b829ab24
DefaultImporter:
externalObjects: {}
userData:
Binary file not shown.
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 82d7ca8ed3c49bc4f9b7e0373634b31e
guid: d11429ea779660f4b9c754958744590e
DefaultImporter:
externalObjects: {}
userData:
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 28ec1896ea7b66f41b12d23d48ec1ebf
guid: 5ee72ff267197884490735bf07dc92de
folderAsset: yes
DefaultImporter:
externalObjects: {}
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 58281ec729da8654c90cd78b1de83d0f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 0145f545d845327439cd426f067b3525
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -99,6 +99,27 @@ ScriptedImporter:
spritePosition: {x: 0, y: 0}
mosaicSpriteImportData: []
rigSpriteImportData:
- name: "\u5C4F\u5E55B"
originalName:
pivot: {x: 0.5, y: 0.5}
alignment: 0
border: {x: 0, y: 0, z: 0, w: 0}
rect:
serializedVersion: 2
x: 4
y: 228
width: 118
height: 80
spriteID: 8ef1391c39fc2c44ab509388587c1989
spriteBone: []
spriteOutline: []
vertices: []
spritePhysicsOutline: []
indices:
edges: []
tessellationDetail: 0
uvTransform: {x: 4, y: 228}
spritePosition: {x: 252, y: 121}
- name: "\u7EBF"
originalName:
pivot: {x: 0.5, y: 0.5}
@@ -106,8 +127,8 @@ ScriptedImporter:
border: {x: 0, y: 0, z: 0, w: 0}
rect:
serializedVersion: 2
x: 306
y: 468
x: 238
y: 296
width: 5
height: 27
spriteID: ff1bd52421799e547bb33e1ce7f4722b
@@ -118,7 +139,7 @@ ScriptedImporter:
indices:
edges: []
tessellationDetail: 0
uvTransform: {x: 306, y: 468}
uvTransform: {x: 238, y: 296}
spritePosition: {x: 252, y: 29}
- name: "\u63D2\u5934"
originalName:
@@ -127,8 +148,8 @@ ScriptedImporter:
border: {x: 0, y: 0, z: 0, w: 0}
rect:
serializedVersion: 2
x: 496
y: 100
x: 221
y: 296
width: 9
height: 28
spriteID: 1d19a2ed44a08164e8cfde7147701db6
@@ -139,7 +160,7 @@ ScriptedImporter:
indices:
edges: []
tessellationDetail: 0
uvTransform: {x: 496, y: 100}
uvTransform: {x: 221, y: 296}
spritePosition: {x: 250, y: 1}
- name: "\u51FA\u7EBF\u53E3"
originalName:
@@ -148,8 +169,8 @@ ScriptedImporter:
border: {x: 0, y: 0, z: 0, w: 0}
rect:
serializedVersion: 2
x: 396
y: 168
x: 207
y: 228
width: 37
height: 41
spriteID: 335f96e94c694d54585b45ba89fe8119
@@ -160,7 +181,7 @@ ScriptedImporter:
indices:
edges: []
tessellationDetail: 0
uvTransform: {x: 396, y: 168}
uvTransform: {x: 207, y: 228}
spritePosition: {x: 236, y: 56}
- name: "\u6258\u76D8"
originalName:
@@ -169,8 +190,8 @@ ScriptedImporter:
border: {x: 0, y: 0, z: 0, w: 0}
rect:
serializedVersion: 2
x: 396
y: 4
x: 4
y: 404
width: 107
height: 88
spriteID: 04d3005345e304144a997da5485a25bd
@@ -181,7 +202,7 @@ ScriptedImporter:
indices:
edges: []
tessellationDetail: 0
uvTransform: {x: 396, y: 4}
uvTransform: {x: 4, y: 404}
spritePosition: {x: 277, y: 0}
- name: "\u5C0F\u706FJ"
originalName:
@@ -190,8 +211,8 @@ ScriptedImporter:
border: {x: 0, y: 0, z: 0, w: 0}
rect:
serializedVersion: 2
x: 332
y: 452
x: 243
y: 348
width: 1
height: 1
spriteID: 6fd61f4a08877e947adf3bf605af661c
@@ -202,7 +223,7 @@ ScriptedImporter:
indices:
edges: []
tessellationDetail: 0
uvTransform: {x: 332, y: 452}
uvTransform: {x: 243, y: 348}
spritePosition: {x: 283, y: 64}
- name: "\u5C0F\u706FI"
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