Compare commits

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Author SHA1 Message Date
bottlefish 0f7caeb308 修复 2026-04-02 12:05:16 +08:00
dingyuntian f4eceb04cd Merge branch 'bugfix/打孔带重构' into 'develop'
Bugfix/打孔带重构

See merge request aibis-dream/aibis-dream!661
2026-03-30 11:18:03 +00:00
dingyuntian 11c6bd5232 Merge branch 'develop' into bugfix/打孔带重构 2026-03-30 19:16:39 +08:00
bottlefish cf98c34a9f Merge branch 'bugfix/修复佩佩视觉索引丢失' into 'develop'
修复佩佩视觉索引丢失

See merge request aibis-dream/aibis-dream!660
2026-03-30 11:16:11 +00:00
bottlefish 7cf804b4ca 修复佩佩视觉索引丢失 2026-03-30 19:15:37 +08:00
dingyuntian f851016a28 fix: 开头托盘索引丢失 2026-03-30 19:10:27 +08:00
dingyuntian 163cddd21d Merge branch 'bugfix/打孔带重构' into 'develop'
feat(fix-system): 重构打孔带流程并接入新收藏与插槽系统

See merge request aibis-dream/aibis-dream!659
2026-03-30 08:49:10 +00:00
dingyuntian a2590be82f scene(fix-system): 同步打孔带重构后的维修场景配置
更新 PeipeiFixScene 与 Persistence 的对象引用与组件配置,使场景资源与新打孔带流程保持一致。

Made-with: Cursor
2026-03-30 16:34:02 +08:00
dingyuntian f0bf5e47a9 fix(fix-system): 修复屏幕面板启动状态未置位
在启动屏幕面板流程中补充 isSystemOn 置 true,避免系统状态与 UI 激活状态不一致。

Made-with: Cursor
2026-03-30 16:33:56 +08:00
dingyuntian 57a9f9b6cb Merge branch 'develop' into bugfix/打孔带重构 2026-03-30 16:27:38 +08:00
dingyuntian f8e813f12a chore(fix-system): 补齐打孔带元数据
Made-with: Cursor
2026-03-30 15:59:22 +08:00
dingyuntian a442eefc3b yarn(dialog): 更新打孔带命令调用并同步本地化资源映射
Made-with: Cursor
2026-03-30 15:59:00 +08:00
dingyuntian c4d1a25b08 refactor(clue): 移除废弃线索板 prefab 元数据
Made-with: Cursor
2026-03-30 15:58:33 +08:00
dingyuntian 21111aa1d9 refactor(clue): 移除废弃线索板与旧打孔带实现
Made-with: Cursor
2026-03-30 15:58:09 +08:00
dingyuntian f3f9ecb57f scene(fix-system): 同步维修场景与预制体的打孔带系统配置
Made-with: Cursor
2026-03-30 15:57:38 +08:00
dingyuntian 6ee319ab4f feat(fix-system): 重构打孔带流程并接入新收藏与插槽系统
Made-with: Cursor
2026-03-30 15:56:55 +08:00
bottlefish d013cc4329 Merge branch '3.28全流程拉通' into 'develop'
feat: 梦境门、热力图、身体模块与终端 UI 全流程逻辑

See merge request aibis-dream/aibis-dream!658
2026-03-30 07:54:19 +00:00
bottlefish 9535894eac 修复一些初始化勾选 2026-03-30 15:53:26 +08:00
bottlefish e15c7c5c19 Merge branch 'develop' into 3.28全流程拉通 2026-03-30 14:28:45 +08:00
dingyuntian 34d307c649 Merge branch 'bugfix/打孔带重构' into 'develop'
fix: 维修面板初始灯光状态可配置

See merge request aibis-dream/aibis-dream!657
2026-03-30 04:22:15 +00:00
dingyuntian fbfda00150 fix: 维修面板初始灯光状态可配置 2026-03-28 21:45:00 +08:00
bottlefish e1562b749f 修复错误 2026-03-28 21:33:11 +08:00
bottlefish 2db9679a9e scene: 更新 Bridge、Persistence、梦境场景与 Day3 中段 SceneSO
Made-with: Cursor
2026-03-28 19:38:49 +08:00
bottlefish 3d18fa48d4 art: 梦境图片 D2S meta 更新与新增剧情立绘资源
Made-with: Cursor
2026-03-28 19:38:35 +08:00
bottlefish 2df0eee31e art: 调整高亮材质参数
Made-with: Cursor
2026-03-28 19:38:24 +08:00
bottlefish 248f622e12 loc: 同步对话字符串表与 Addressable 分组(含梦境场景组)
Made-with: Cursor
2026-03-28 19:38:16 +08:00
bottlefish 38f92d9a36 content(yarn): 更新 Day2 睡眠、Day3 中段与佩佩2 开场对话脚本
Made-with: Cursor
2026-03-28 19:38:05 +08:00
bottlefish fc03cfdd4a feat: 梦境门、热力图、身体模块与终端 UI 全流程逻辑
Made-with: Cursor
2026-03-28 19:37:52 +08:00
bottlefish 215725d2a0 Merge remote-tracking branch 'origin/feature/FP_D2S' into 3.28全流程拉通 2026-03-28 15:58:35 +08:00
bottlefish 188397cd40 拉通 2026-03-28 15:57:34 +08:00
Ovid 12ff6b1fd4 创建 FP_D2S 2026-03-28 15:54:18 +08:00
dingyuntian 1a5e3dbc59 Merge branch 'feature/全流程拉通合入' into 'develop'
Feature/全流程拉通合入

See merge request aibis-dream/aibis-dream!656
2026-03-28 02:23:43 +00:00
dingyuntian 3a8bba261e Merge branch 'feature/全流程拉通' into feature/全流程拉通合入 2026-03-28 10:22:28 +08:00
bottlefish 26d0c03efa 拉通 2026-03-28 10:17:18 +08:00
dingyuntian ea25756202 Merge branch 'bugfix/资源重新组织' into 'develop'
chore(addressable): 更新资源组配置

See merge request aibis-dream/aibis-dream!655
2026-03-27 14:45:35 +00:00
dingyuntian efcef3dde9 fix: 修复索引丢失的问题 2026-03-27 22:44:43 +08:00
dingyuntian 1d15f5daff fix: 合并后编译错误 2026-03-27 22:43:38 +08:00
dingyuntian 0ec85e0cda chore: 资源组织规范 2026-03-27 22:25:15 +08:00
dingyuntian 209a795141 Merge branch 'develop' into bugfix/内存问题 2026-03-27 18:55:12 +08:00
bottlefish dcd47d26eb Merge branch '3.24火山BUG修复和查漏补缺' into 'develop'
fix(huoshan): 修复多轮表达重叠并支持非目标粒子数配置

See merge request aibis-dream/aibis-dream!654
2026-03-27 09:01:14 +00:00
chenziqin 259ea6eaff Merge branch 'feature/全流程拉通' into 'develop'
Feature/全流程拉通

See merge request aibis-dream/aibis-dream!653
2026-03-27 08:57:23 +00:00
bottlefish 84b3874036 尝试下新的highlight 2026-03-27 16:56:54 +08:00
Ovid 7440dd3ed2 D1B本地化问题 2026-03-27 16:56:39 +08:00
dingyuntian bf3120fc1c Merge branch 'develop' into bugfix/内存问题 2026-03-27 16:32:27 +08:00
Ovid e17ec6d799 Merge branch 'develop' into feature/全流程拉通 2026-03-27 16:00:14 +08:00
Ovid 28e03c409d PP2解决actor代码失效问题(暂时注释掉) 2026-03-27 16:00:05 +08:00
dingyuntian 8b42afd0a2 scene: 调整 Persistence 场景对象与层级
Made-with: Cursor
2026-03-27 15:43:05 +08:00
dingyuntian ebe8901813 scene(peipei): 调整佩佩维修场景精灵与布局
Made-with: Cursor
2026-03-27 15:43:00 +08:00
dingyuntian 4c5b166bfb feat(huoshan): 新增分析关卡配置并注册 Addressables
Made-with: Cursor
2026-03-27 15:42:56 +08:00
dingyuntian 9a9645dfec feat: 使用 ResourceSystem 异步加载精灵与关卡配置
Made-with: Cursor
2026-03-27 15:42:46 +08:00
dingyuntian 28418edd44 refactor: 零碎资源迁移 2026-03-27 15:38:27 +08:00
dingyuntian 8a105d8b8b refactor: show_obj相关资源迁移并清理失效资源 2026-03-27 15:36:08 +08:00
dingyuntian 7a5649efde refactor: 部分维修零碎图片迁移 2026-03-27 15:29:34 +08:00
dingyuntian dfcaa4f362 refactor: 记忆相关资产迁移 2026-03-27 15:25:57 +08:00
dingyuntian fa328b4730 refactor(dream): 梦境相关资产重定位 2026-03-27 15:23:47 +08:00
dingyuntian a579ff48ad refactor(VFX): 粒子效果迁移 2026-03-27 15:19:34 +08:00
dingyuntian 24d0536634 refactor: 性能分析工具,暂时无用 2026-03-27 15:18:06 +08:00
bottlefish 3a1f475713 scene(huoshan): 更新 HuoShanFixScene 场景配置
Made-with: Cursor
2026-03-27 14:28:59 +08:00
bottlefish 32c3635268 yarn(dialog): 更新 Test_Huoshan 剧本与表达指令参数
Made-with: Cursor
2026-03-27 14:28:53 +08:00
bottlefish f67641407d fix(huoshan): 修复多轮表达重叠并支持非目标粒子数配置
Made-with: Cursor
2026-03-27 14:26:42 +08:00
bottlefish 618a9fc0df Merge branch 'develop' into 3.24火山BUG修复和查漏补缺 2026-03-27 11:36:39 +08:00
bottlefish 1d88a9dadf 修复高亮指令错误 2026-03-27 11:26:10 +08:00
dingyuntian e4d0a94962 Merge branch 'bugfix/佩佩流程问题' into 'develop'
fix(peipei): 佩佩流程问题修复

See merge request aibis-dream/aibis-dream!652
2026-03-26 12:56:49 +00:00
dingyuntian bebee804d9 fix(peipei): 佩佩流程问题修复
1. 打孔带托盘不显示
2. 记忆特效消失
2026-03-26 20:55:23 +08:00
dingyuntian 5fc2ff9324 fix: 失效command(task相关)清理 2026-03-26 20:54:17 +08:00
chenziqin 353acfc4a1 Merge branch 'feature/pp.aseprite合成一个' into 'develop'
OK这是啥几把东西啊discard不掉overwrite不掉stash不了只能提交提交了会不会额外出问题啊我不知道但是除了提交我还能做什么不知道总之似乎不会...

See merge request aibis-dream/aibis-dream!651
2026-03-26 10:19:53 +00:00
Ovid 76ef3e14f1 Merge branch 'develop' into feature/pp.aseprite合成一个 2026-03-26 18:17:58 +08:00
Ovid 2189033369 OK这是啥几把东西啊discard不掉overwrite不掉stash不了只能提交提交了会不会额外出问题啊我不知道但是除了提交我还能做什么不知道总之似乎不会造成实质的变更而且反正总有办法撤销的对吧那我就先这么提交了 2026-03-26 18:17:25 +08:00
dingyuntian 8c0d53c2a1 scene: 调整持久化场景相机与初始对话配置
Made-with: Cursor
2026-03-26 16:09:08 +08:00
dingyuntian 6a7f420ea1 scene(peipei): 调整佩佩修复场景界面锚点与对象参数
Made-with: Cursor
2026-03-26 16:08:53 +08:00
dingyuntian 0ebbc9c341 fix(resource-kit): 修复场景资源加载器生命周期与初始化时序
Made-with: Cursor
2026-03-26 16:08:41 +08:00
dingyuntian 7291dfb031 docs: 更新资源加载与提交规范文档说明
Made-with: Cursor
2026-03-26 14:12:41 +08:00
dingyuntian 45c36a514d chore: 调整DOTween配置资源位置并同步编辑器资源
Made-with: Cursor
2026-03-26 14:12:35 +08:00
dingyuntian 29fed0d3c4 art: 更新诊所外相关原始美术资源
Made-with: Cursor
2026-03-26 14:12:27 +08:00
dingyuntian 5879aee7a3 scene(peipei): 调整修复场景布局与切割线交互配置
Made-with: Cursor
2026-03-26 14:12:21 +08:00
dingyuntian d9cf179604 scene: 调整ClinicOut场景配置与对象布局
Made-with: Cursor
2026-03-26 14:11:53 +08:00
dingyuntian 39d28c1a29 refactor(scene-mgmt): 移除外景专用时间轴命令并统一调用
Made-with: Cursor
2026-03-26 14:11:47 +08:00
dingyuntian f9803d2d1a refactor(fix-system): 重构身体模块材质加载为Addressables异步流程
Made-with: Cursor
2026-03-26 14:11:33 +08:00
dingyuntian 577be5f0c0 refactor: Timeline资源迁移 2026-03-25 22:57:25 +08:00
dingyuntian 3f8e6beddb art: 删除SpriteGroup相关资源 2026-03-25 22:56:30 +08:00
dingyuntian 491709dc19 art: 删除未使用的对话框测试图 2026-03-25 22:55:34 +08:00
dingyuntian fcb2cef1d8 art(clini-out):诊室外美术资源更新
1. 删除旧的大尺寸资源,改为像素资源
2. 树叶动画更新
2026-03-25 22:47:04 +08:00
dingyuntian f4aa93fb6f refactor: 预制体整体从Resources下迁出
删除部分弃用预制体,其他迁出
2026-03-25 22:44:11 +08:00
dingyuntian 8751d63837 refactor: 资源从Resources整体迁出
1. Resources下的Materials和Shaders整体迁出到Assets/Materials下
2. 删除部分已经停止使用的Materials和Shaders
2026-03-25 22:41:33 +08:00
dingyuntian df46071bbb fix: "笺"字缺失后更新 2026-03-25 22:35:46 +08:00
chenziqin 74ba32a38c Merge branch 'feature/全流程拉通' into 'develop'
拉通,现在能到PP2(PP2表情指令有问题),跳过PP2的话能到fic_day2_s(似乎还有工作残余需要解决)

See merge request aibis-dream/aibis-dream!650
2026-03-25 09:13:27 +00:00
Ovid e73a07fcc0 拉通,现在能到PP2(PP2表情指令有问题),跳过PP2的话能到fic_day2_s(似乎还有工作残余需要解决) 2026-03-25 17:12:56 +08:00
dingyuntian 865351f92c Merge branch 'bugfix/进入维修间蒙太奇修复' into 'develop'
fix(scene-mgmt): 修复 Timeline 播放结束后可选回到起点

See merge request aibis-dream/aibis-dream!649
2026-03-25 06:46:32 +00:00
dingyuntian 6fcafcceca art: 调整进入维修蒙太奇 PSD 导入设置
Made-with: Cursor
2026-03-25 14:45:02 +08:00
dingyuntian 7994f59239 chore(localization): 更新佩佩 FP 本地化文案与条目
Made-with: Cursor
2026-03-25 14:44:55 +08:00
dingyuntian b9a8966236 scene(fix-system): 调整 ToBodyModule 维修蒙太奇镜头
Made-with: Cursor
2026-03-25 14:44:47 +08:00
dingyuntian 6aa7413dff scene(fix-system): 配置诊所进入维修 Timeline 结束行为
Made-with: Cursor
2026-03-25 14:44:39 +08:00
dingyuntian 7a40dcd165 fix(scene-mgmt): 修复 Timeline 播放结束后可选回到起点
Made-with: Cursor
2026-03-25 14:44:33 +08:00
chenziqin 0d72d747e8 Merge branch 'feature/全流程拉通' into 'develop'
Feature/全流程拉通

See merge request aibis-dream/aibis-dream!648
2026-03-24 08:12:14 +00:00
Ovid ff3fcd49c3 重刷本地化(TODO: day2night还在诊室门口,要改到天桥,以及后面的还没有接上) 2026-03-24 16:11:27 +08:00
Ovid 0485f6cff3 Merge branch 'develop' into feature/全流程拉通 2026-03-24 16:11:05 +08:00
dingyuntian 2ff1d9e7a7 Merge branch 'bugfix/onelineBox' into 'develop'
fix: OnelineBox位置问题修复

See merge request aibis-dream/aibis-dream!647
2026-03-24 08:05:36 +00:00
dingyuntian b1bf49712f fix: OnelineBox位置问题修复 2026-03-24 16:05:15 +08:00
dingyuntian 90c136d0d6 Merge branch 'bugfix/onelineBox' into 'develop'
fix(persistence): OnelineBox升级嵌入

See merge request aibis-dream/aibis-dream!646
2026-03-24 08:01:02 +00:00
dingyuntian 48b956319e fix(persistence): OnelineBox升级嵌入 2026-03-24 16:00:17 +08:00
bottlefish 3e7a5de542 替换波形屏幕素材 2026-03-24 15:55:07 +08:00
dingyuntian 3018f134b3 chore(asset-refs): 添加AssetRefs目录的meta文件 2026-03-24 15:36:25 +08:00
dingyuntian 09108c1c19 scene(fix-system): 更新配配体和场景配置 2026-03-24 15:35:56 +08:00
dingyuntian fddf6fb91d art(fix-system): 更新插线维修美术资源并添加视觉模块盖子 2026-03-24 15:35:44 +08:00
dingyuntian c8781ef939 yarn(dialog): 统一场景加载路径格式 2026-03-24 15:35:22 +08:00
dingyuntian 0a339efad9 fix(game-loop): 统一场景路径为Scene/前缀 2026-03-24 15:34:56 +08:00
dingyuntian c69ce0c9ce fix(audio-kit): 修复场景环境音匹配路径 2026-03-24 15:34:29 +08:00
dingyuntian a561909134 feat(fix-system): 添加EyeModule并重构视觉模块控制 2026-03-24 15:34:08 +08:00
dingyuntian 89f8b52423 feat(asset-refs): 添加资源引用集中管理系统 2026-03-24 15:33:58 +08:00
dingyuntian e026f0e510 chore(eye): 删除废弃的EyeTransitionManager和相关旧资源引用 2026-03-24 15:33:50 +08:00
dingyuntian a59bf83dcf chore: 更新场景 ScriptableObject 配置 2026-03-24 15:30:10 +08:00
dingyuntian b41d1e1613 art: 清理废弃的旧美术资源文件
清理旧美术资源
2026-03-24 15:29:11 +08:00
dingyuntian f9bf6a296e chore(yarn): 删除 Test Yarn 对话文件
删除测试 Yarn 文件
2026-03-24 15:28:18 +08:00
dingyuntian 046c90d918 chore(localization): 更新本地化字符串表 2026-03-24 15:27:26 +08:00
dingyuntian b903acd296 chore(addressable): 更新资源组配置
更新资源组配置
2026-03-24 15:26:39 +08:00
chenziqin 017c1fe595 Merge branch 'develop' into 'feature/全流程拉通'
Develop

See merge request aibis-dream/aibis-dream!645
2026-03-24 06:45:43 +00:00
dingyuntian 9a3463c601 Merge branch 'bugfix/本地化表问题' into 'develop'
Bugfix/本地化表问题

See merge request aibis-dream/aibis-dream!644
2026-03-23 05:14:59 +00:00
dingyuntian 9c39bddeca scene: 移除 Persistence 场景中的调试用 Square 对象 2026-03-23 13:14:06 +08:00
dingyuntian 198f86bd4e fix(localization): 修复 FP_Day1 本地化表 GUID 并注册至 Addressables 2026-03-23 13:13:50 +08:00
dingyuntian 5b2f9b2264 fix(yarn): 修复 Fiction_Day2_begin 变量名错误并补全 declare 声明 2026-03-23 13:13:25 +08:00
chenziqin 3812f85b1a Merge branch 'feature/全流程拉通' into 'develop'
debug(注:D1S目前仍报错)

See merge request aibis-dream/aibis-dream!643
2026-03-16 15:47:20 +00:00
Ovid 293462e866 debug(注:D1S目前仍报错) 2026-03-16 23:45:51 +08:00
chenziqin 2fa9421d27 Merge branch 'feature/全流程拉通' into 'develop'
Feature/全流程拉通

See merge request aibis-dream/aibis-dream!642
2026-03-14 16:30:56 +00:00
Ovid cd56e05d32 add linetags 2026-03-15 00:30:19 +08:00
Ovid f30f6ed4d1 拉通所有YARN(有占位内容) 2026-03-15 00:23:45 +08:00
bottlefish cc00cb6b43 Merge branch '火山美术合入2.11' into 'develop'
[ide-config] chore(配置): 移除 .claude 配置文件

See merge request aibis-dream/aibis-dream!641
2026-03-13 14:31:32 +00:00
bottlefish 3d4d40ca5c 修复索引丢失 2026-03-13 22:30:15 +08:00
bottlefish 09f5ffb02e Merge branch 'develop' into 火山美术合入2.11 2026-03-13 22:10:00 +08:00
bottlefish c20c8df566 chore(huoshan): 添加 Effects 文件夹 meta
Made-with: Cursor
2026-03-13 22:08:50 +08:00
bottlefish 4ce8766481 docs(huoshan): 更新流程图与资源文档
Made-with: Cursor
2026-03-13 22:08:46 +08:00
bottlefish c8eb1c03a8 chore(art): 移除火山脑袋像素图 meta
Made-with: Cursor
2026-03-13 22:08:36 +08:00
bottlefish 8264014ba4 scene(huoshan): 场景与火山表达 Timeline 配置
Made-with: Cursor
2026-03-13 22:08:25 +08:00
bottlefish 82c9c02758 chore(localization): 更新 Addressables 与本地化资源
Made-with: Cursor
2026-03-13 22:08:07 +08:00
bottlefish 820d6be722 yarn(huoshan): 更新 Test_Huoshan 对话剧本 2026-03-13 22:07:59 +08:00
bottlefish e89f8dbe23 feat(huoshan): 扩展火山语言系统与表情管理 2026-03-13 22:07:52 +08:00
bottlefish c2f4c0f83b feat(huoshan): 添加 Sprite 噪波 Glitch 效果
Made-with: Cursor
2026-03-13 22:07:36 +08:00
dingyuntian a153ccfb4f Merge branch 'bugfix/屏幕空行不兼容' into 'develop'
fix(ui): 修复终端空行不显示的问题

See merge request aibis-dream/aibis-dream!640
2026-03-13 14:05:22 +00:00
dingyuntian e218eeb3f6 fix(ui): 修复终端空行不显示的问题 2026-03-13 22:04:20 +08:00
dingyuntian ad5bd9582e Merge branch 'bugfix/梦境对话加黑底' into 'develop'
Bugfix/梦境对话加黑底

See merge request aibis-dream/aibis-dream!639
2026-03-13 13:05:26 +00:00
dingyuntian 785baa3876 scene: 更新 Persistence 场景对话 UI 配置 2026-03-13 21:04:35 +08:00
dingyuntian b2e298d2bc scene(ui): 新增 OnelineBox 对话框 Prefab 2026-03-13 21:04:27 +08:00
dingyuntian f0e34657e6 scene(ui): 调整梦境选项按钮布局并添加黑底 2026-03-13 21:04:20 +08:00
dingyuntian e639d83c2d refactor(ui): 重构文字宽度计算和对话框布局逻辑 2026-03-13 21:04:13 +08:00
bottlefish 421fc9944c Merge branch 'develop' into 火山美术合入2.11 2026-03-13 18:33:30 +08:00
bottlefish b88e48c1aa 提交 2026-03-13 17:56:58 +08:00
dingyuntian 4cf10e970d chore(addressable): 更新场景资源组配置 2026-03-13 17:24:14 +08:00
dingyuntian 4cb39f6d2b docs: 添加资源加载最佳实践文档 2026-03-13 17:24:06 +08:00
bottlefish eea12c1728 把释放log的序列拆成两部分 2026-03-13 13:02:40 +08:00
chenziqin 67ca0234df Merge branch 'feature/d1s&d1n更新' into 'develop'
D1N更新

See merge request aibis-dream/aibis-dream!638
2026-03-12 10:26:11 +00:00
Ovid a68c8795d5 D1N更新 2026-03-12 18:25:20 +08:00
dingyuntian 2d7b7ae9b0 art: 清理废弃的旧美术资源 2026-03-12 17:50:45 +08:00
dingyuntian 3afe9c074f chore: 删除废弃的 Screen System、FixLightSystem 和相关代码 2026-03-12 17:50:00 +08:00
dingyuntian 9d7929f5f5 chore: 迁移维修系统资源到新目录结构 2026-03-12 17:49:18 +08:00
dingyuntian 7e3b087790 scene: 更新 Persistence 场景和维修面板 Prefab 2026-03-12 17:48:40 +08:00
dingyuntian ee1c9e03e4 chore: 重构 Addressable 资源分组为按场景划分模式 2026-03-12 17:48:22 +08:00
dingyuntian 1b43eeb6a7 fix(fix-system): 适配 ClinicSystem 到新资源系统 2026-03-12 17:47:35 +08:00
dingyuntian ee6fcc7aff fix: 修复条件编译和资源系统变更导致的代码问题 2026-03-12 17:46:51 +08:00
dingyuntian d44452d3ce feat(scene-mgmt): 集成 ResourceSystem 到场景加载流程 2026-03-12 17:46:40 +08:00
bottlefish 9da6e74632 chore(emotion): EmotionWave 默认配置调整
Made-with: Cursor
2026-03-12 17:45:21 +08:00
bottlefish 49976952e1 chore(l10n): 火山销售对话与本地化数据更新
Made-with: Cursor
2026-03-12 17:45:16 +08:00
bottlefish 5520c358e4 chore(scene): HuoShanFix 场景更新
Made-with: Cursor
2026-03-12 17:45:15 +08:00
bottlefish 16159f9583 chore(art): 步进模式 PSB 导入设置
Made-with: Cursor
2026-03-12 17:45:15 +08:00
bottlefish aa4246db85 feat(art): 火山销售模块美术资源(灯带、盖子等)
Made-with: Cursor
2026-03-12 17:45:11 +08:00
dingyuntian 8ad5135949 refactor(editor): 将 ResourceKit 的编辑器方法迁移至 EditorKit 2026-03-12 17:45:09 +08:00
dingyuntian 622b12aa04 feat(resource-kit): 添加 ResourceSystem 和 SceneResourceLoader 实现场景级资源管理 2026-03-12 17:44:56 +08:00
bottlefish a7f36f5b1c feat(sales): Center 销售流程接入 enter_processor_mode、盖子、unlock 2026-03-12 17:44:54 +08:00
bottlefish 4bfafa9f7d feat(sales): 旋钮盖子开合与环形进度条
Made-with: Cursor
2026-03-12 17:44:38 +08:00
bottlefish 65ba19a55d feat(sales): 新增环形进度条 Shader
Made-with: Cursor
2026-03-12 17:40:09 +08:00
bottlefish 86d66a30ee chore(huoshan): 火山测试流程与场景资源
Center.yarn 测试流程、本地化导出、HuoShanFixScene、deep.anim、火山log释放操作结束 playable。

Made-with: Cursor
2026-03-12 15:26:44 +08:00
bottlefish 8b16db34d8 feat(language): 非目标粒子干扰效果与火山释放 log 淡出
CandidateParticle 添加干扰抖动;LanguageParticleManager 完成时淡出 panel、button、releaseLog 界面。

Made-with: Cursor
2026-03-12 15:26:28 +08:00
bottlefish 17994d4b56 feat(emotionwave): empty 待机态、预设切换过渡、noiseOnlyBlend、渲染优化
empty 改为极弱噪波待机态;增加预设切换 crossfade 与 flash 效果;
noiseOnlyBlend 支持纯噪波渲染;两段式归一化使 fillAmount=1 正确填满;switch_emotion_wave_config 支持 progress 参数。

Made-with: Cursor
2026-03-12 15:26:08 +08:00
bottlefish 0bcdcba8a1 fix(fix): 调整对话气泡加载时机与销售态槽位优先级
Enter 中先 LoadBubbles 再 SwitchCamera,避免 me: 释放log 时找不到 Player 槽位。
SalesState 中优先使用 salesManager.bubbleSlotGroup,缺失时回退 ScreenSystem。

Made-with: Cursor
2026-03-12 15:24:46 +08:00
bottlefish faa14386f5 fix(fix): 调整对话气泡加载时机与销售态槽位优先级
Enter 中先 LoadBubbles 再 SwitchCamera,避免 me: 释放log 时找不到 Player 槽位。
SalesState 中优先使用 salesManager.bubbleSlotGroup,缺失时回退 ScreenSystem。

Made-with: Cursor
2026-03-12 15:22:39 +08:00
bottlefish ad3e927b0d fix(persistence): 修正 testTalkSo 引用与 Transform
Made-with: Cursor
2026-03-11 20:12:44 +08:00
bottlefish 66b9c7b52b chore(l10n): Yarn 本地化导出更新
Made-with: Cursor
2026-03-11 20:12:35 +08:00
bottlefish 37e1e9f4fe feat(yarn): 火山剧情对话与 start_expression 适配
Made-with: Cursor
2026-03-11 20:12:23 +08:00
bottlefish 3ae25ec362 feat(scene): 火山表达 UI 与 HuoShanFixScene 布局
Made-with: Cursor
2026-03-11 20:12:16 +08:00
bottlefish 1f8f3be86e feat(fix): 表达流程中插入火山表达深入 Timeline
Made-with: Cursor
2026-03-11 20:12:05 +08:00
bottlefish 725c841895 feat(expression): 表达系统目标/非目标解绑与干扰短句逻辑
Made-with: Cursor
2026-03-11 20:11:52 +08:00
bottlefish f04c02337d chore(addressable): 将火山表达 Timeline 加入 Addressables
Made-with: Cursor
2026-03-11 20:11:43 +08:00
bottlefish 0758bb5c93 feat(asset): 新增火山表达 Timeline 与美术资源
Made-with: Cursor
2026-03-11 20:11:21 +08:00
dingyuntian 49c71fa39d Merge branch 'bugfix/石头流程完善' into 'develop'
Bugfix/石头流程完善

See merge request aibis-dream/aibis-dream!637
2026-03-09 13:00:09 +00:00
dingyuntian 51e121f399 scene: 更新维修场景和系统 Prefab 配置 2026-03-09 20:57:19 +08:00
dingyuntian dcea7a5243 chore(localization): 更新对话本地化数据 2026-03-09 20:56:53 +08:00
dingyuntian a18c172f1c refactor: 将 ToBodyModule Timeline 移动到动画目录 2026-03-09 20:56:28 +08:00
dingyuntian 8f0be91a31 yarn(dialog): 将 play_clinic_cut 替换为 play_timeline 命令 2026-03-09 20:56:08 +08:00
dingyuntian 8cf9a72b57 feat(scene-mgmt): 添加 Timeline 播放时自动绑定 CinemachineBrain 2026-03-09 20:55:33 +08:00
dingyuntian 80f51677eb fix(fix-system): 移除对废弃 TimelineManager 的引用 2026-03-09 20:55:15 +08:00
dingyuntian d164e4db00 refactor: 移除废弃的 TimelineManager 和 MonoCenter 2026-03-09 20:54:59 +08:00
dingyuntian f932390dc8 chore: 添加 MemoryProfiler 性能分析工具 2026-03-09 20:54:47 +08:00
Ovid 6cc567a2a6 Merge branch '火山美术合入2.11' of http://114.67.212.218:8011/aibis-dream/aibis-dream into 火山美术合入2.11 2026-03-09 18:08:14 +08:00
Ovid 649a8aef2c 补传 2026-03-09 18:07:16 +08:00
bottlefish 8c9d360434 调整Dream终端typewriter速度 2026-03-09 16:37:14 +08:00
dingyuntian 26118265d9 chore: 更新 Addressable 资源配置和场景 2026-03-09 16:03:18 +08:00
dingyuntian 1881f82e0e style: 清理未使用的 using 语句 2026-03-09 16:02:52 +08:00
dingyuntian 86fbaf775f yarn(dialog): 更新石头剧情对话节点和过渡效果 2026-03-09 16:02:32 +08:00
dingyuntian 19138f624a feat(dialog): 对话系统集成 SingleCastEventSystem 2026-03-09 16:01:53 +08:00
dingyuntian efb2ed69e3 fix(blockpuzzle): 修复方块拼图回收逻辑和面板显示 2026-03-09 16:00:11 +08:00
dingyuntian eaaf458de3 feat(event-kit): 添加 SingleCastEventSystem 单播事件系统 2026-03-09 15:59:23 +08:00
dingyuntian 30732b8f3f Merge branch 'bugfix/音量调整' into 'develop'
Bugfix/音量调整

See merge request aibis-dream/aibis-dream!636
2026-03-09 05:07:43 +00:00
dingyuntian 18772bda93 style: 移除 OutsideCenter 中的调试日志 2026-03-09 13:06:05 +08:00
dingyuntian 3d02781487 scene: 配置 Persistence 场景音量参数 2026-03-09 13:05:58 +08:00
dingyuntian 8c48af685b fix(audio-kit): 修复音量滑块使用对数曲线匹配人耳听觉 2026-03-09 13:05:50 +08:00
Ovid c238dc67ca 重构火山文本 2026-03-09 05:32:01 +08:00
dingyuntian a3dc4a8ba0 Merge branch 'feature/石头流程跑通' into 'develop'
refactor(fix-system): 移除 Gear 齿轮小游戏系统

See merge request aibis-dream/aibis-dream!635
2026-03-08 14:15:47 +00:00
dingyuntian 76cb0fd02b docs: 更新 CLAUDE.md 移除 QFramework 引用 2026-03-08 22:14:42 +08:00
dingyuntian 589628456b chore: 更新 Addressable 资源组配置 2026-03-08 22:14:34 +08:00
dingyuntian 4b879484cc config: 添加石头测试场景 ScriptableObject 2026-03-08 22:14:19 +08:00
dingyuntian bd517e2c6c scene: 更新石头维修场景配置 2026-03-08 22:14:09 +08:00
dingyuntian e07aca9545 scene(fix-system): 更新维修面板 Prefab 配置 2026-03-08 22:14:00 +08:00
dingyuntian e27888457f art: 更新维修面板开关动画 2026-03-08 22:13:50 +08:00
dingyuntian 2f358d2eaf art: 添加插线模块动画资源 2026-03-08 22:13:41 +08:00
dingyuntian 0ccb3ff8dd localization: 添加石头对话本地化资源 2026-03-08 22:13:34 +08:00
dingyuntian 674b5cb7bb yarn(dialog): 调整佩佩开场对话 2026-03-08 22:13:24 +08:00
dingyuntian aa4e27419c yarn(dialog): 更新石头入场和对话节点配置 2026-03-08 22:13:11 +08:00
dingyuntian 51c8d7abc9 yarn(dialog): 添加石头维修各阶段对话剧本 2026-03-08 22:13:00 +08:00
dingyuntian f3b30fbc28 fix(framework): 修复 ActionKit 和 TimelineKit 相关问题 2026-03-08 22:12:48 +08:00
dingyuntian c8c2cdcf5d feat(blockpuzzle): 重构方块拼图系统支持完整流程 2026-03-08 22:12:15 +08:00
dingyuntian 4b9657126d feat(fix-system): 重构维修系统适配管理器架构 2026-03-08 22:12:05 +08:00
dingyuntian 3a9320e6f3 feat(fix-system): 添加维修系统管理器 2026-03-08 22:11:52 +08:00
bottlefish 508eddee47 梦境表现跑通 2026-03-06 22:38:17 +08:00
dingyuntian 590023ce5d chore: 添加 Claude 配置并忽略本地文件 2026-03-06 18:45:24 +08:00
dingyuntian 43a1d1a303 scene(fix-system): 更新石头维修场景和面板Prefab配置 2026-03-06 18:32:15 +08:00
dingyuntian a1b2426033 fix(dialog): 修复auto_next标记未正确自动推进对话的问题 2026-03-06 18:32:02 +08:00
dingyuntian b59bb651ea fix(fix-system): 修复CablePanelLight枚举引用和命名空间问题 2026-03-06 18:31:54 +08:00
dingyuntian b05e59f564 feat(fix-system): 重构BlockPuzzle系统,完善石头维修流程 2026-03-06 18:31:41 +08:00
dingyuntian 9745c8d054 feat(timeline-kit): 添加Timeline资源引用常量类 2026-03-06 18:31:29 +08:00
dingyuntian c04ddb7cad chore: 删除废弃的身体维修界面PSB和BlockPuzzleValidator配置 2026-03-06 18:31:15 +08:00
dingyuntian 5d6b543f2f chore: 配置通用资源Addressable组和石头维修资源映射 2026-03-06 18:31:05 +08:00
dingyuntian 22b63da69b docs: 完善 split-commit 命令使用说明 2026-03-06 18:30:46 +08:00
bottlefish 3fdca23cd3 跑通一个版本 2026-03-06 18:09:15 +08:00
dingyuntian b2b959fe24 Merge branch 'develop' into feature/石头流程跑通 2026-03-06 16:56:44 +08:00
dingyuntian f7e0e9ccf8 Merge branch 'feature/全屏梦境图片' into 'develop'
feat(scene-mgmt): 添加全屏图片展示功能

See merge request aibis-dream/aibis-dream!634
2026-03-06 08:54:37 +00:00
dingyuntian 91bb97b8c8 chore(editor): 清理 TimelineNameCache 未使用变量和冗余 meta 文件
- 删除未使用的 CacheFolderRelativePath 字段
- 删除 timeline_name_cache.json.meta 文件(对应 json 已不存在)

Made-with: Cursor
2026-03-06 16:49:58 +08:00
dingyuntian 23d363463c feat(scene-mgmt): 添加全屏图片展示功能
新增全屏/大图展示功能,支持 Yarn 命令控制:
- ShowLargeObj: 显示大图并淡入
- HideLargeObj: 隐藏大图并淡出
- HideAll: 同时隐藏大小图
- 实现大小图互斥切换逻辑
- 重构 HideObj 方法支持可选强制隐藏参数

在梦境场景中配置了大图渲染器和游戏对象,
添加相关 Yarn 命令绑定到 Dialog System。

Made-with: Cursor
2026-03-06 16:49:23 +08:00
bottlefish 0275ecea18 梦境制作存档 2026-03-06 16:45:02 +08:00
dingyuntian 159fa7f48a yarn(dialog): 添加石头 Fiction_Shitou1 剧本
Made-with: Cursor
2026-03-06 15:35:06 +08:00
dingyuntian 57fae471db yarn(dialog): 更新佩佩开场对话
Made-with: Cursor
2026-03-06 15:34:21 +08:00
dingyuntian ef6b61c657 chore: 删除 Yarn 目录下的 VSCode 配置
Made-with: Cursor
2026-03-06 15:33:55 +08:00
dingyuntian 806561ff72 style(editor): 简化 TimelineNameCache 代码格式
Made-with: Cursor
2026-03-06 15:32:42 +08:00
dingyuntian f7c29ed260 feat(fix-system): 添加维修面板系统启动协调与灯光同步
Made-with: Cursor
2026-03-06 15:30:32 +08:00
dingyuntian 36fc4bf577 scene: 更新维修场景与预制体以支持石头流程
Made-with: Cursor
2026-03-06 15:30:24 +08:00
dingyuntian 589e29dcc0 art: 替换石头部维修为插线维修美术资源
Made-with: Cursor
2026-03-06 15:30:03 +08:00
dingyuntian a5cbbc3dc3 refactor(fix-system): 移除 Engine 拉绳小游戏系统
Made-with: Cursor
2026-03-06 15:27:35 +08:00
dingyuntian c6e9053da5 refactor(fix-system): 将 Cable 线缆系统迁移至 FixSystemNew
Made-with: Cursor
2026-03-06 15:27:03 +08:00
dingyuntian 62d8945832 refactor(fix-system): 移除 Gear 齿轮小游戏系统
Made-with: Cursor
2026-03-06 15:24:06 +08:00
dingyuntian 0d929558c0 Merge branch 'feature/维修侧边面板整合' into 'develop'
石头维修与侧边栏重构

See merge request aibis-dream/aibis-dream!633
2026-03-05 11:53:22 +00:00
dingyuntian 83715142f8 Merge branch 'develop' into feature/维修侧边面板整合 2026-03-05 19:53:06 +08:00
dingyuntian dd4095b381 chore: 将 TimelineNameCollector 编辑器缓存加入 gitignore 并移除跟踪
Made-with: Cursor
2026-03-05 19:16:51 +08:00
dingyuntian 84ec827f6c chore: 更新 TMP Fallback 字体资源
Made-with: Cursor
2026-03-05 19:12:24 +08:00
dingyuntian 7e55c05d55 scene(fix-system): 更新维修相关场景配置
Made-with: Cursor
2026-03-05 19:11:47 +08:00
dingyuntian 40ad8739ee art(fix-system): 更新维修面板预制体与界面美术资源
Made-with: Cursor
2026-03-05 19:11:40 +08:00
dingyuntian 5c4a766518 art(fix-system): 重组维修面板 Timeline 动画资源
Made-with: Cursor
2026-03-05 19:11:31 +08:00
dingyuntian bc369bd86e feat(fix-system): 整合维修面板灯光系统并重构面板结构
Made-with: Cursor
2026-03-05 19:11:12 +08:00
dingyuntian cb49557aed feat(editor): 添加 Timeline 名称收集器编辑器工具
Made-with: Cursor
2026-03-05 19:11:02 +08:00
dingyuntian cbe1655105 refactor(ui): 优化 SpriteProgressBar 编辑器预览实现
Made-with: Cursor
2026-03-05 19:10:54 +08:00
dingyuntian 1e04c80549 fix(ui): 修复 TerminalText Clear 逻辑并移除调试代码
Made-with: Cursor
2026-03-05 19:10:49 +08:00
dingyuntian cc30d17058 chore(dialog): 移除 LineRunner 调试日志
Made-with: Cursor
2026-03-05 19:10:36 +08:00
chenziqin 0f1c2fec51 Merge branch 'feature/PP1&2文本更新' into 'develop'
文本更新(解决海存在矛盾)

See merge request aibis-dream/aibis-dream!632
2026-03-05 07:44:56 +00:00
Ovid 056552da13 文本更新(解决海存在矛盾) 2026-03-05 15:42:23 +08:00
dingyuntian 617c6573b8 refactor: 重构 BlockPuzzle 迷你游戏系统
Made-with: Cursor
2026-03-03 21:46:24 +08:00
dingyuntian 62f39cd591 feat: 扩展 Framework 核心事件系统功能
Made-with: Cursor
2026-03-03 21:46:10 +08:00
dingyuntian e20beb8207 fix: 修复 FixStateMachine、ShockSystem 和 PhysicCable
Made-with: Cursor
2026-03-03 21:45:54 +08:00
dingyuntian 8458810be6 chore: 更新场景文件,删除旧测试场景
Made-with: Cursor
2026-03-03 21:45:32 +08:00
dingyuntian d89bba279b feat: 完善 Screen System 屏幕面板系统功能
Made-with: Cursor
2026-03-03 21:45:21 +08:00
dingyuntian fa0672445b refactor: 优化 BodyModule 身体模块系统
Made-with: Cursor
2026-03-03 21:45:09 +08:00
dingyuntian 9d5fccf39d feat: 新增 CablePanel 电缆面板组件
Made-with: Cursor
2026-03-03 21:44:57 +08:00
dingyuntian 68821115d2 Merge branch 'bugfix/梦境场景修改' into 'develop'
fix: 修复梦境场景主相机重复的问题

See merge request aibis-dream/aibis-dream!631
2026-03-02 12:13:58 +00:00
dingyuntian f813218cdb fix: 修复梦境场景主相机重复的问题 2026-03-02 20:11:12 +08:00
dingyuntian 4744f8c6a3 art: 更新维修界面 UI 源文件
Made-with: Cursor
2026-03-02 20:02:47 +08:00
dingyuntian c1aa54c4ac scene: 调整维修测试场景并新增侧边栏测试场景
Made-with: Cursor
2026-03-02 20:02:39 +08:00
dingyuntian 60f4e6f0bb yarn(dialog): 更新 Fiction Day2_sleep 对话与角色名本地化
Made-with: Cursor
2026-03-02 20:02:27 +08:00
dingyuntian 4ae3304adf fix(timeline-kit): 修复 Director 加载资产后需重建图表
Made-with: Cursor
2026-03-02 20:02:18 +08:00
dingyuntian e1e9cf081f feat(blockpuzzle): 优化方块拼图长按拖拽抖动手感
Made-with: Cursor
2026-03-02 20:02:10 +08:00
dingyuntian 5794c49a39 refactor(fix-system): 重构维修侧边栏面板架构并整合方块拼图
Made-with: Cursor
2026-03-02 20:00:18 +08:00
bottlefish c22162ce8b 修改波形动画,新增波形这里的空状态 2026-03-02 17:22:57 +08:00
bottlefish d9e9f64f46 增加 dotween 的 ignore 2026-03-02 13:53:54 +08:00
bottlefish d4bc913b97 增加表达表达模块完成时的火山形象,透镜动画修复错误 2026-03-02 11:59:55 +08:00
bottlefish 138ecc7f40 波形屏幕相关表现完善,表达深入修改过程中 2026-02-28 18:54:00 +08:00
dingyuntian dd994fc912 Merge branch 'feature/石头完善' into 'develop'
feat(blockpuzzle): 重构方块交互事件并支持点击拖拽模式切换

See merge request aibis-dream/aibis-dream!630
2026-02-28 10:05:32 +00:00
bottlefish b4eccaa26b 修改步进模式进入动画,新增透镜动画 2026-02-28 16:51:24 +08:00
dingyuntian 443a1bd0a8 chore: 添加拆分提交流程命令并补齐TimelineKit元数据
Made-with: Cursor
2026-02-28 15:56:04 +08:00
dingyuntian f8394fd59d docs: 添加提交规范并更新仓库协作说明
Made-with: Cursor
2026-02-28 15:55:44 +08:00
dingyuntian 19c290091e refactor: 移除SpriteGroupKit并清理诊疗旧指令
Made-with: Cursor
2026-02-28 15:55:29 +08:00
dingyuntian cf0a6696c8 art(blockpuzzle): 更新引擎组件动画与层级表现
Made-with: Cursor
2026-02-28 15:55:10 +08:00
dingyuntian b5a5e853a7 scene(blockpuzzle): 调整拼图测试场景与预制体交互参数
Made-with: Cursor
2026-02-28 15:54:50 +08:00
dingyuntian 756a04213f feat(blockpuzzle): 重构方块交互事件并支持点击拖拽模式切换
Made-with: Cursor
2026-02-28 15:54:26 +08:00
bottlefish c0bf455aa2 feat(huoshan): 火山钳子动画与场景更新
Made-with: Cursor
2026-02-27 20:58:29 +08:00
bottlefish 415950a30f feat(yarn): Stage3 步进模式 + Center 初始 gameStage 调整
Made-with: Cursor
2026-02-27 20:58:11 +08:00
bottlefish f5a0f852d2 fix(fixsystem): BodyModule 层级适配 Scalehandler
Made-with: Cursor
2026-02-27 20:57:54 +08:00
bottlefish e967c09782 chore: 更新 DOTween 并新增 DOTweenPro、DOTweenTimeline、DemiLib
Made-with: Cursor
2026-02-27 20:57:43 +08:00
bottlefish 9673bda95b fix(scene): Persistence 微小坐标修正
Made-with: Cursor
2026-02-27 19:06:01 +08:00
bottlefish 4c078203b4 feat(yarn): Center 流程改为退出到 BodyModule Head
Made-with: Cursor
2026-02-27 19:05:52 +08:00
bottlefish d5b1243437 feat(scene): HuoShanFixScene 整合钳子 Timeline
Made-with: Cursor
2026-02-27 19:05:42 +08:00
bottlefish 93ac33cd9c chore(art): 火山动画与美术资源(anim/controller/psb)
Made-with: Cursor
2026-02-27 19:05:29 +08:00
bottlefish b29d1a7314 feat(timeline): 钳子摘/放盖子 Timeline 与 Addressable 配置
Made-with: Cursor
2026-02-27 19:05:17 +08:00
bottlefish d2303e4498 fix(timeline): DirectorHandler 等待 Timeline 播放完成
Made-with: Cursor
2026-02-27 19:05:05 +08:00
bottlefish c5341b15bb 提交去不掉的dotween modify 2026-02-27 15:06:09 +08:00
bottlefish becc907e51 chore: 添加 README_TimelineKit.meta
Made-with: Cursor
2026-02-27 15:05:10 +08:00
bottlefish 2e08a54b07 chore: 调整 scriptingDefineSymbols 顺序
Made-with: Cursor
2026-02-27 15:05:02 +08:00
bottlefish 7d72a1d50d fix: Persistence 场景相机 x 位置微调
Made-with: Cursor
2026-02-27 15:04:58 +08:00
bottlefish 03b77ef1bf refactor(huoshan): SliderController 移除波形联动、修正顺时针逻辑、添加 Gizmo
Made-with: Cursor
2026-02-27 15:04:50 +08:00
bottlefish 64d127f7fb feat(huoshan): HuoShanFixScene 步进模式场景配置
Made-with: Cursor
2026-02-27 15:04:41 +08:00
bottlefish 7078e7880e chore(l10n): 同步 Test_Huoshan 本地化元数据
Made-with: Cursor
2026-02-27 15:04:30 +08:00
bottlefish 05c9a29943 feat(huoshan): Yarn 接入 enter_step_mode 与流程调整
Made-with: Cursor
2026-02-27 15:03:57 +08:00
bottlefish ad06b005b9 feat(huoshan): 步进模式动画流程与释放 Animator 控制权
Made-with: Cursor
2026-02-27 15:03:31 +08:00
bottlefish 957cde3ec1 feat(huoshan): 添加步进模式 EnterStepMode 动画资源
Made-with: Cursor
2026-02-27 15:03:09 +08:00
bottlefish 6af8b3f5ab Merge branch 'develop' into 火山美术合入2.11 2026-02-26 19:50:59 +08:00
dingyuntian 2e83515f6d Merge branch 'feature/石头完善' into 'develop'
Feature/石头完善

See merge request aibis-dream/aibis-dream!629
2026-02-26 11:04:49 +00:00
dingyuntian 8f24bfce61 Update README_TimelineKit.md 2026-02-26 19:04:09 +08:00
dingyuntian 1b072f875f timeline工具 2026-02-26 19:01:28 +08:00
bottlefish 3241fe62ed Merge branch 'develop' into 火山美术合入2.11 2026-02-26 17:22:58 +08:00
bottlefish 2e074d4041 docs: 移除旧版 README 2026-02-26 17:18:39 +08:00
bottlefish b95f002967 docs: 添加项目 Agents 配置文档 2026-02-26 17:18:33 +08:00
bottlefish 144cea1efa feat(framework): 增强事件触发器支持交互锁定 2026-02-26 17:18:27 +08:00
bottlefish 6ccc6f1569 refactor(fix): 优化修复状态机逻辑 2026-02-26 17:18:20 +08:00
bottlefish b3b651cbf5 i18n(huoshan): 更新对话本地化资源 2026-02-26 17:18:15 +08:00
bottlefish 246d50faa5 content(huoshan): 更新测试对话内容和流程 2026-02-26 17:18:07 +08:00
bottlefish 80e68e1749 scene(huoshan): 更新火山修复场景配置 2026-02-26 17:18:01 +08:00
bottlefish c44ce2a698 chore(huoshan): 添加火山修复动画目录 2026-02-26 17:17:54 +08:00
bottlefish 4041f5d639 feat(huoshan): 扩展销售管理器功能和 Yarn 命令 2026-02-26 17:17:48 +08:00
bottlefish 8f396419f3 refactor(huoshan): 重构旋钮和摇柄控制器交互系统 2026-02-26 17:17:42 +08:00
bottlefish 370f79a25a feat(huoshan): 添加销售视图进场动画控制器 2026-02-26 17:17:36 +08:00
bottlefish 8d57abfd8c feat(huoshan): 添加销售系统辉光管渲染和特效组件 2026-02-26 17:16:05 +08:00
bottlefish d28016dc04 config(huoshan): 更新情感波形默认配置和预设参数 2026-02-26 17:15:58 +08:00
bottlefish bc2e625a88 feat(huoshan): 增强情感波形系统支持多预设配置 2026-02-26 17:15:52 +08:00
bottlefish 9076c11dba docs(huoshan): 添加销售视图动画和流程图文档 2026-02-26 17:15:45 +08:00
bottlefish c04be62288 docs(huoshan): 重构文档结构,删除旧分支文档并更新资源文档 2026-02-26 17:15:23 +08:00
bottlefish f9af7c4f14 chore: 添加 Cursor 项目规则和技能配置 2026-02-26 17:15:03 +08:00
bottlefish c53a0af2d4 feat(huoshan): 添加 SaleModule 销售模块角色配置 2026-02-26 17:14:52 +08:00
bottlefish 9f290e2c5a chore: 添加 Obsidian 配置到 gitignore
Made-with: Cursor
2026-02-26 17:14:40 +08:00
chenziqin c973a5fc41 Merge branch 'feature/Fic_D2S' into 'develop'
D2S更新

See merge request aibis-dream/aibis-dream!628
2026-02-26 08:08:19 +00:00
Ovid 02e1f5ae7f D2S更新 2026-02-26 16:07:07 +08:00
dingyuntian ba6326616c Merge branch 'bugfix/交互系统锁定功能' into 'develop'
Update EventSystemEx.cs

See merge request aibis-dream/aibis-dream!627
2026-02-26 07:51:59 +00:00
dingyuntian 8e25d779c8 Update EventSystemEx.cs 2026-02-26 15:45:58 +08:00
dingyuntian b6d19e8a8c Timeline工具 2026-02-26 15:42:27 +08:00
dingyuntian 67b830b50f 资源分组调整 2026-02-26 14:14:44 +08:00
dingyuntian 2f6abce552 临时提交一下 2026-02-26 13:47:39 +08:00
dingyuntian 5555b0c361 Merge branch '火山头部美术替换' into feature/石头完善 2026-02-25 20:49:34 +08:00
bottlefishandCursor a0d47e7948 chore(huoshan): 添加 EmotionWave 目录 meta
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-25 16:21:14 +08:00
bottlefishandCursor 1ac48c6165 scene(huoshan): HuoShanFixScene 场景更新
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-25 16:20:38 +08:00
bottlefishandCursor ce42a6572e content(lang): Test_Huoshan 多语言资源同步
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-25 16:20:27 +08:00
bottlefishandCursor 8aae7d4abb content(yarn): Test_Huoshan 流程与对话调整
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-25 16:20:16 +08:00
bottlefishandCursor 75bbd8970d chore: 移除 StandardAssets 目录 meta
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-25 16:20:04 +08:00
bottlefishandCursor a8a0084d23 refactor(sales): 通过 SalesManager 暴露 Crank/Slider 供 Yarn 使用
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-25 16:19:46 +08:00
bottlefishandCursor a2a34825bf feat(huoshan): 情感波浪 EmotionWave 模块
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-25 16:19:28 +08:00
bottlefishandCursor e0cb152950 chore(scene): 更新火山修复场景和持久化场景
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-25 14:41:30 +08:00
bottlefishandCursor bb1d008a62 feat(yarn): 切换火山测试剧情到 Expression 模式
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-25 14:41:07 +08:00
bottlefishandCursor 854989c5e0 chore(scene): 添加波形测试场景和截图资源
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-25 14:40:58 +08:00
bottlefishandCursor 33647b230a feat(waveform): 添加 ScreenTopLine 脚本和 EmotionWaveManager 预制体
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-25 14:40:39 +08:00
bottlefishandCursor 4688a03607 chore: 移除旧的 emotion_scope 原型和 web-prototype 文件
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-25 14:40:30 +08:00
bottlefishandCursor 69a7d746fe [ide-config] chore(配置): 移除 .claude 配置文件
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-25 14:40:12 +08:00
bottlefishandCursor d5081efbdf chore(scene): 火山场景与持久化场景更新
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-13 20:14:03 +08:00
bottlefishandCursor 4a01892502 fix(sales): 调整 SaleSystem 对话视图类型
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-13 20:13:51 +08:00
bottlefishandCursor 5ace2b05c1 chore(lang): 同步 Yarn 剧情后的语言资源
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-13 20:13:39 +08:00
bottlefishandCursor 5cafddbfa0 feat(yarn): 销售模块深入剧情与阶段节点
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-13 20:13:31 +08:00
bottlefishandCursor 0011581503 fix(sales): 销售模块进入时注册对话气泡
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-13 20:13:23 +08:00
bottlefishandCursor 79b9102243 feat(sales): 销售模块深入,发条-滑片协调与阶段事件
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-13 20:13:14 +08:00
bottlefishandCursor e9dc36ad62 [ide-config] chore: 添加 Unity 调试可视化规则
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-13 20:13:05 +08:00
bottlefishandCursor 8d66fa9295 [ide-config] docs: 精简项目文档,移除构建与调试说明
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-13 20:12:52 +08:00
bottlefishandCursor 83f3fb68dc docs(huoshan): 同步 Crank/Slider 控制器文档至 04/06/实现指南
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-13 16:58:40 +08:00
bottlefishandCursor 880da10797 chore(scene): HuoShanFix 场景更新(发条配置等)
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-13 16:58:34 +08:00
bottlefishandCursor 743687e757 feat(sales): 发条控制器增强 - 环轨道、returnDuration、Gizmo、interactionCollider
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-13 16:58:28 +08:00
bottlefishandCursor aa82467bf7 [ide-config] chore: 取消 CLAUDE.md 注释包裹
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-13 16:58:21 +08:00
bottlefishandCursor 513fdd2b19 chore(scene): 火山场景与 Persistence 配置更新(含 LowerLimitLine、SortingLayer、runMode)
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 22:54:00 +08:00
bottlefishandCursor 91afd54886 chore(yarn): Center 流程切换到 Sales 模式,gameStage 调为 100
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 22:52:43 +08:00
bottlefishandCursor 4c39f260b9 fix(sales): 进入 Sales 状态时切换相机与 BodyModule 模块组
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 22:52:30 +08:00
bottlefishandCursor 794b1f8d38 feat(sales): SliderController 改用 ParticleSystem 实现等离子体弧线,移除拖拽交互
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 22:52:21 +08:00
bottlefishandCursor fb0f4658b8 chore: CLAUDE 移至 .claude、清理 obsolete 文件、火山销售系统更新
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 20:59:13 +08:00
bottlefishandCursor 4ee9cc647f chore(huoshang): 移除 SOEditorTool 插件,SellSystem 重命名为 SaleSystem
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 20:58:01 +08:00
bottlefishandCursor 1b3c5ee838 chore(meta): SalesSystem 补全 .meta 引用
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 19:57:36 +08:00
bottlefishandCursor 0b62505f83 fix(sales): KnobController typo、ProcessorLightController 变量与可见性、SalesYarnCommand 引用
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 19:51:56 +08:00
bottlefishandCursor 8c0aa03c2a fix(editor): CustomEditor 命名空间与 using 统一
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 19:51:44 +08:00
bottlefishandClaude Opus 4.6 99f972820e feat(系统): 新增销售系统交互控制器
实现销售系统核心交互组件:
- CrankController: 曲柄/旋钮控制
- KnobController: 旋钮交互逻辑
- ProcessorLightController: 处理器灯光控制
- SalesYarnCommand: Yarn 命令集成
- SliderController: 滑片控制器

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:48:44 +08:00
bottlefishandClaude Opus 4.6 73285fd47e fix(美术): 销售系统场景资源更新与分层
更新 HuoShanFixScene.unity:
- 销售系统美术资源导入
- 按功能分层(滑片、电夹、处理器等可单独控制)
- 便于后续脚本挂载与交互实现

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:48:29 +08:00
bottlefishandClaude Opus 4.6 3a82aa9371 docs(火山): 修正术语(SellSystem→SaleSystem)并精简CHANGELOG
- 将 06_sales_deep_实现指南.md 中的 SellSystem 统一改为 SaleSystem
- 精简 CHANGELOG.md 中 2025-05 版本的描述,移除冗余信息

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:48:10 +08:00
bottlefishandCursor 512faf3004 docs(火山): 补充索引与变更/提交记录
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 17:43:01 +08:00
bottlefishandCursor 7d7c8f90cf docs(火山): 销售模块深入设计及实现指南
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 17:42:48 +08:00
bottlefishandCursor ffc98d8d9b fix(art): 销售系统接待模式资源更新
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 17:42:32 +08:00
bottlefishandCursor 2c7827b2dd docs(项目): 项目上下文改为中文
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 17:42:17 +08:00
bottlefishandCursor 42e9cb924f docs(huoshan): 修订火山第一次维修流程步骤 4–13
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 14:33:52 +08:00
bottlefishandCursor dbf291c4d7 docs(huoshan): 更新资源梳理清单状态
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 14:13:05 +08:00
bottlefishandCursor 5729085f51 docs(huoshan): 添加资源归档区与梳理清单
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 14:00:28 +08:00
bottlefishandCursor 4a025189d7 docs(huoshan): 重构为单源索引结构,core 与 _branches 拆分
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 13:44:24 +08:00
bottlefishandCursor 69a5676dda docs(huoshan): 整合火山文档至 Docs/HuoShan,从 Yarn 目录移出设计文档
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 13:37:23 +08:00
bottlefishandCursor 296ac53085 docs(huoshan): 添加火山第一次维修设计文档,恢复 CLAUDE.md 并补充 Docs 索引
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 13:34:24 +08:00
bottlefishandCursor 15bae1e052 chore(config): add Claude and Cursor project context
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 13:11:49 +08:00
bottlefishandCursor 200b261823 feat(scene): 火山修复场景美术调整与对象状态更新
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 13:08:35 +08:00
bottlefishandCursor 2f9ebdf266 chore(deps): 添加 unity-mcp 包依赖
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 13:08:22 +08:00
bottlefishandCursor 63c9d767ed docs: 更新 CLAUDE.md 说明为 Claude 与 Cursor 共享
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 13:08:12 +08:00
dingyuntian 7273a37e76 石头手感调整 2026-02-11 21:04:26 +08:00
bottlefishandClaude Code cdeae42efb feat: 添加归档系统和销售系统基础
- 新增Archive相关资源和预制体
- 新增SalesSystem销售系统基础
- 添加火山美术资源文件夹

Co-Authored-By: Claude Code <noreply@anthropic.com>
2026-02-11 18:25:50 +08:00
bottlefishandClaude Code 8c5d5d5db6 refactor(火山): 删除旧的分析系统代码
- 删除AnalysisGridCell及相关组件
- 删除AnalysisMode数据类
- 删除分析模式生成器和管理器
- 清除Yarn命令和配置文件

Co-Authored-By: Claude Code <noreply@anthropic.com>
2026-02-11 18:25:17 +08:00
dingyuntian 35add10992 Merge branch '火山头部美术替换' into 'develop'
火山头部替换

See merge request aibis-dream/aibis-dream!625
2026-02-11 09:44:41 +00:00
dingyuntian ae276152dd 火山头部替换 2026-02-11 17:39:27 +08:00
dingyuntian 3de32fa91c 短按改长按 2026-02-11 17:28:58 +08:00
bottlefish 2e2da9ae98 Merge branch '火山web原型' into 'develop'
火山web原型

See merge request aibis-dream/aibis-dream!624
2026-02-11 09:13:39 +00:00
bottlefish 1a90ff674a 创建claude.md 2026-02-11 17:11:28 +08:00
dingyuntian 71ee3d8b57 时间切换 2026-02-09 21:52:47 +08:00
chenziqin d306675fed Merge branch 'feature/new_d2s' into 'develop'
上传新D2S

See merge request aibis-dream/aibis-dream!623
2026-02-09 12:31:00 +00:00
dingyuntian 6d4f6d3f9f 石头完善 2026-02-09 14:40:41 +08:00
bottlefish c509362707 提交web原型存档 2026-02-09 14:02:41 +08:00
dingyuntian 906aa86f13 时间流转 2026-02-08 22:29:44 +08:00
dingyuntian ef8893ce97 时间流转 2026-02-08 21:48:16 +08:00
dingyuntian 7fedffa764 带测试代码,可跑,问题待修改 2026-02-05 22:37:38 +08:00
dingyuntian 1d1ea4488c 初版石头功能可用 2026-02-04 23:53:16 +08:00
bottlefish a77f65b432 后处理 2026-02-04 20:46:58 +08:00
dingyuntian b054e2ee86 侧边栏配置 2026-02-04 16:04:46 +08:00
dingyuntian 2109610194 灯光部分修正 2026-02-03 20:49:52 +08:00
dingyuntian ec629982be 石头维修美术替换 2026-02-03 20:23:17 +08:00
dingyuntian 0c04085749 美术资源替换 2026-02-02 16:04:32 +08:00
zhouziqian b10d4d26b7 Update 佩佩像素版-通用动画.aseprite 2026-01-29 03:53:38 +08:00
Ovid 5358e0669b bugfix 2026-01-29 00:35:29 +08:00
Ovid 07827b7d6e Update 佩佩像素版-通用动画.aseprite 2026-01-28 23:50:03 +08:00
dingyuntian 7d7e2fcdf0 屏幕问题 2026-01-28 16:20:19 +08:00
bottlefish 0d9b65f73b 完善一些提示流程 2026-01-27 18:40:08 +08:00
bottlefish 517cba1754 细碎的完善 2026-01-22 19:58:35 +08:00
dingyuntian 7464cd8b6c 更新 2026-01-22 18:16:11 +08:00
bottlefish d89317d624 提交 2026-01-22 16:27:05 +08:00
bottlefish f3a6753019 提交版本1 2026-01-15 17:39:47 +08:00
dingyuntian f2fe6fbf04 组装 2026-01-11 21:26:52 +08:00
dingyuntian 179a971629 编辑器完善 2026-01-08 14:00:08 +08:00
2275 changed files with 257977 additions and 222499 deletions
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---
name: split-commit
description: 将当前未提交改动拆分为多个符合规范的原子提交
---
将当前未提交改动拆分为多个原子提交。执行前会分析变更、生成分组方案,经用户确认后逐组提交。
## 执行流程
### Step 1: 前置检查
1. **清理残留文件**:若存在 `msg.txt`,先 `rm -f msg.txt`
2. **读取规范**:确认 `COMMIT_CONVENTION.md` 存在且可读
### Step 2: 保护分支检查
保护分支列表(按优先级):`AGENTS.md` > `.cursor/rules/` > `.git/config branch.protected` > 默认(`master|main|develop`)
若当前在保护分支,询问用户:
- **A** - 创建 feature 分支后继续拆分(推荐)
- **B** - 转移到新分支后压成单提交
- **C** - 取消
### Step 3: 盘点变更
执行以下命令分析:
- `git status` - 整体状态
- `git diff --stat` - 文件统计
- `git diff` - 详细改动
- `git diff --cached` - 已暂存改动
### Step 4: 规则化分组
按"意图一致"原则分组,**优先按 type 分,再按 scope 分**。
**必须拆分的情况**
- 同一组可归属多个 type
- 同文件包含多个独立目的(如功能+重构)
- 资源替换与代码逻辑混合
**可以合并的情况**(最小拆分原则):
- 同一功能的多文件改动(脚本+Prefab)
- 同一模块的多个相关 Bug 修复
### Step 5: 生成方案表格
以表格形式展示拆分方案:
| 顺序 | 文件 | 变更目的 | 提交头 | 依据 | 方式 |
|------|------|----------|--------|------|------|
| 1 | `路径` | 描述 | `type(scope): subject` | 原因 | `git add`/`git add -p` |
**Type 选择优先级**`fix` > `feat` > `art` > `audio` > `scene` > `yarn` > `perf|refactor|...`
**Scope 规则**:单模块用模块名(如 `blockpuzzle`),跨模块省略。
### Step 6: 用户确认
询问:`[Y 执行 / n 取消 / 提出调整]`
- 若调整:根据反馈修改方案,再次确认
- 若执行:进入 Step 7
- 若取消:清理并退出
### Step 7: 逐组提交
对每组执行:
1. `git add <file>``git add -p <file>`
2. 复查:`git diff --cached --stat``git diff --cached`
3. 写入 `msg.txt` 并提交:`git commit -F msg.txt`
4. 检查状态:`git status`
**失败处理**
- `git add -p` 跳过关键 hunk → 暂停,提示处理方案
- pre-commit hook 失败 → 询问 [R]重试 [S]跳过 [A]中止
### Step 8: 结果校验
输出:
1. `git log --oneline -<N>`
2. 回放清单(验证 type/scope/subject 合规性)
3. 若不合规,询问是否修正
### Step 9: 清理
`rm -f msg.txt`
---
## Unity 改动速查表
| 改动类型 | type | scope 示例 |
|----------|------|-----------|
| 脚本逻辑修复 | `fix` | `blockpuzzle`, `dialog` |
| 脚本新功能 | `feat` | `huoshan`, `clue` |
| 美术资源(贴图/模型/动画) | `art` | 对应模块或省略 |
| 音频资源 | `audio` | `audio-kit` 或省略 |
| 场景配置(灯光/镜头) | `scene` | 对应模块或省略 |
| Yarn 对话 | `yarn` | `dialog` |
| 测试代码 | `test` | 对应模块 |
---
## 规范校验清单(执行前检查)
- [ ] 格式:`<type>(<scope>): <subject>``<type>: <subject>`
- [ ] type ∈ {`feat`,`fix`,`art`,`audio`,`scene`,`yarn`,`perf`,`refactor`,`style`,`docs`,`build`,`chore`,`test`}
- [ ] subject:中文、动词开头、≤50字、无句号
- [ ] 一次提交只做一件事
---
## 中文提交方法
由于 PowerShell 中文乱码问题,统一使用文件方式:
```bash
echo "type(scope): 描述" > msg.txt
git commit -F msg.txt
rm -f msg.txt
```
---
## 关于 Pre-commit Hooks
若配置了 husky/lint-staged
- 每次提交都会触发检查
- 如需跳过(**不推荐**):`git commit -F msg.txt --no-verify`
- 跳过可能导致 CI 失败
---
开始执行请回复 **"开始"**,或告知需要的调整。
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# split-commit
将当前未提交改动拆分为多个原子提交。**不调用脚本**,严格按本文件执行,并与 `COMMIT_CONVENTION.md` 一致。
## 0. 前置检查
### 0.1 清理临时文件
若存在上次残留的 `msg.txt`,先删除:
```bash
rm -f msg.txt
```
### 0.2 读取规范(硬门槛)
执行前先读取并遵守 `COMMIT_CONVENTION.md`。若下列任一条件不满足,**不得提交**:
- 提交头必须是 `<type>(<scope>): <subject>``<type>: <subject>`
- `type` 必须在允许集合:`feat|fix|art|audio|scene|yarn|perf|refactor|style|docs|build|chore|test`
- `scope` 仅在单一模块改动时填写;多模块/全局改动可省略
- `subject` 必须中文、动词开头、不超过 50 字、不加句号
- 一次提交只做一件事(One commit, one purpose
## 1. 保护分支检查
检测当前是否在保护分支。保护分支列表按以下优先级获取:
1. 检查 `AGENTS.md``.cursor/rules/` 中是否有「保护分支」规则
2. 检查 `.git/config``branch.protected` 配置
3. 默认保护分支:`master`, `main`, `develop`
- 若当前不在保护分支:直接进入第 2 节
- 若在保护分支,给出选项:
- **[A]** 创建 feature 分支后继续拆分(推荐)
- **[B]** 转移到新分支后压成单提交,不拆分
- **[C]** 取消
执行细则:
- **A**`git stash push --include-untracked` -> `git checkout -b <branch>` -> `git stash pop`
- **B**:同上切新分支后,仅一次 `git add -A` + 一次提交(使用 `msg.txt`
- **C**:停止,恢复原始状态
## 2. 盘点变更
在仓库根执行:
1. `git status` - 确认整体状态
2. `git diff --stat` - 查看改动文件统计
3. `git diff` - 查看详细改动内容
4. `git diff --cached` - 查看已暂存的改动
目的:确认全部改动、识别 staged/unstaged、识别同文件多逻辑。
## 3. 规则化分组(先分组,后提交)
按"意图一致"分组,不按文件数量分组。
### 3.1 必须拆分触发条件
满足任一即必须拆:
- 同一组改动可归属多个 `type`
- 同一文件中包含多个独立目的(例如功能 + 重构)
- 涉及多个核心 scope 且可独立提交
- 资源替换与代码逻辑混在同一组
### 3.2 分组优先级
1. 先按变更目的区分:功能/修复/重构/测试/文档/资源
2. 再按模块 scope 细分:`blockpuzzle``dialog``scene-mgmt`
3. 同文件多逻辑必须标注 `git add -p`
### 3.3 最小拆分原则
避免过度拆分导致提交历史碎片化。以下情况**可以合并**:
- 同一功能的多文件改动(如新增脚本 + 对应 Prefab)
- 同一模块的多个 Bug 修复(如修复同一脚本的 3 个边界问题)
## 4. type/scope 决策规则
### 4.1 type 选择顺序
1. 修复已有缺陷 -> `fix`
2. 新增或增强行为 -> `feat`
3. 纯美术资源替换 -> `art`
4. 纯音频资源替换 -> `audio`
5. 纯场景/Prefab 布局与参数调整 -> `scene`
6. 纯 Yarn 文本/分支脚本 -> `yarn`
7. 其余按规范:`perf|refactor|style|docs|build|chore|test`
### 4.2 scope 规则
- 单模块改动:使用对应 scope(如 `blockpuzzle``fix-system``timeline-kit`
- 跨模块或全局改动:省略 scope(如 `chore: ...`
## 5. Unity 常见改动速查(type/scope 建议)
| 改动类型 | 推荐 type | scope 选择 |
| --- | --- | --- |
| `Assets/Scripts/MiniGame/BlockPuzzle/` 逻辑修复 | `fix` | `blockpuzzle` |
| `Assets/Scripts/MiniGame/BlockPuzzle/` 新交互/新规则 | `feat` | `blockpuzzle` |
| 动画、贴图、模型、Spine 资源替换 | `art` | 对应系统 scope 或省略 |
| 音效、BGM、FMOD 资源调整 | `audio` | `audio-kit` 或省略 |
| `.unity` 灯光/后处理/镜头参数调整 | `scene` | 对应玩法 scope 或省略 |
| Yarn 文本与分支改动 | `yarn` | `dialog` |
| 仅测试代码改动 | `test` | 对应模块 scope |
## 6. 生成拆分方案并展示(必须含依据)
先产出表格,再等待用户确认。每一行必须包含:
- 顺序
- 文件集合
- 变更目的
- `type/scope/subject`
- 选择依据(为什么是这个 type/scope
- 暂存方式(`git add``git add -p`
示例:
| 顺序 | 文件 | 变更目的 | 提交头 | 依据 | 方式 |
| --- | --- | --- | --- | --- | --- |
| 1 | `Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeDragger.cs` | 修复拖拽边界判定 | `fix(blockpuzzle): 修复方块拖拽越界判定错误` | 已有行为修复,单模块 | `git add -p` |
| 2 | `Assets/Prefabs/BlockPuzzle/*.prefab` | 调整拼图视觉资源 | `art(blockpuzzle): 更新方块拼图组件预制体表现` | 纯资源替换 | `git add` |
## 7. 提交消息校验(执行前最后守卫)
每组提交前逐条校验:
1. 格式:`<type>(<scope>): <subject>``<type>: <subject>`
2. `type` 在允许集合
3. `scope` 合法或省略合理
4. `subject` 中文、动词开头、<=50 字、无句号
5. body/footer 仅在需要时添加:
- 需要解释原因/影响时加 body
- 关联 issue 或破坏性变更时加 footer
任一不通过:先改消息,不执行 commit。
## 8. 用户确认后执行
先询问:是否按该拆分执行?`[Y 执行 / n 取消 / 提出调整]`
用户确认后逐组执行:
1. 按方案 `git add``git add -p`
2. 复查本组暂存:`git diff --cached --stat` + `git diff --cached`
3. 使用 `msg.txt` 提交(见第 10 节)
4. 提交后检查工作区状态:`git status`
### 失败处理机制
- **若 `git add -p` 中用户跳过关键 hunk**:暂停执行,提示剩余改动如何处理
- **若提交失败(如 pre-commit hook 拒绝)**
- 显示失败原因
- 询问:[R] 重试 / [S] 跳过本组 / [A] 中止全部
- 若选择中止,确保工作区恢复到执行前状态
## 9. 全部完成后的结果校验与回放
全部提交结束后必须输出:
1. `git log --oneline -<N>`N=本次新增提交数)
2. 回放清单(每条提交是否符合规范):
- type 是否合法
- scope 是否合理
- subject 是否满足中文动词开头规则
3. 若发现不合规,明确说明并询问是否修正(`git commit --amend``git rebase -i`
## 10. 中文提交消息写入方式(固定)
PowerShell 5.1 下 `git commit -m "中文"` 可能乱码。统一使用:
```bash
# 1. 在仓库根写 UTF-8 编码 msg.txt
echo "feat(blockpuzzle): 添加方块旋转功能" > msg.txt
# 2. 使用文件提交
git commit -F msg.txt
# 3. 删除临时文件
rm -f msg.txt
```
## 11. 关于 Pre-commit Hooks
若项目配置了 pre-commit hook(如 husky、lint-staged):
- 每次提交都会触发 hook 检查
- 若 hook 执行较慢(如运行全量测试),拆分提交会变慢
- 如需跳过 hook(**不推荐,仅在紧急修复时**):`git commit -F msg.txt --no-verify`
- **警告**:跳过 hook 可能引入未检查的问题,后续 CI 可能失败
## 12. 工作目录
所有命令必须在仓库根执行。
## 13. 快速参考:常见场景处理
### 场景 A:同文件包含功能和重构
```bash
# 先提交功能改动
git add -p <file> # 只选择功能相关的 hunk
git commit -F msg.txt # feat: ...
# 再提交重构
git add -p <file> # 选择重构相关的 hunk
git commit -F msg.txt # refactor: ...
```
### 场景 B:误操作后的恢复
```bash
# 若某次提交后发现错误,撤销最后一次提交但保留改动
git reset --soft HEAD~1
# 然后重新分组提交
# 若需要完全放弃本次拆分的所有提交(谨慎使用)
git reset --hard ORIG_HEAD
```
### 场景 C:中途取消
```bash
# 若在第 8 步中途需要取消
git reset HEAD # 取消暂存
git checkout -- . # 恢复工作区(会丢失未提交改动,谨慎)
rm -f msg.txt # 清理临时文件
```
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{
"mcpServers": {
"unityMCP": {
"url": "http://localhost:8080/mcp"
}
}
}
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---
description: Unity 调试信息与 Gizmo 可视化规范
globs: **/*.cs
alwaysApply: false
---
# Unity 调试与可视化规范
编写 MonoBehaviour 或与场景交互的脚本时,应添加合适的调试信息与可视化 Gizmo,便于编辑器内调试与问题定位。
## 1. Gizmo 可视化
### 何时添加
- **空间/范围相关**:中心点、半径、边界框、射线、碰撞区域
- **路径/轨道**:环形轨道、移动路径、连线
- **状态可视化**:当前朝向、选中高亮、有效/无效区域
### 建议
- 用 `OnDrawGizmosSelected()`:仅在选中对象时绘制,减少干扰
- 用 `OnDrawGizmos()`:需始终可见的辅助线(如重要边界)
- 使用 `#if UNITY_EDITOR` 包裹 Gizmo 代码,避免打进构建
- 颜色区分:绿色/青绿=有效/正常,黄/橙=参考点,红=警告/边界
### 示例
```csharp
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
if (ringCenter == null) return;
float r = ringRadius > 0f ? ringRadius : /* 从 transform 计算 */;
if (r < 0.01f) return;
Vector3 center = ringCenter.position;
Gizmos.color = new Color(0.3f, 0.9f, 0.55f, 0.6f);
// 绘制圆环轨迹
const int segments = 64;
for (int i = 0; i < segments; i++)
{
float a0 = (float)i / segments * 2f * Mathf.PI;
float a1 = (float)(i + 1) / segments * 2f * Mathf.PI;
Vector3 p0 = center + new Vector3(Mathf.Cos(a0) * r, Mathf.Sin(a0) * r, center.z);
Vector3 p1 = center + new Vector3(Mathf.Cos(a1) * r, Mathf.Sin(a1) * r, center.z);
Gizmos.DrawLine(p0, p1);
}
Gizmos.color = new Color(1f, 0.5f, 0f, 0.8f);
Gizmos.DrawWireSphere(center, 0.05f);
}
#endif
```
## 2. 调试日志
### 何时添加
- **配置缺失**:关键引用为 null 时用 `Debug.LogWarning` 提示
- **异常分支**:不应进入的逻辑用 `Debug.LogError`
- **状态切换**:可选,重要状态变化用 `Debug.Log`(建议配合 `[Conditional("UNITY_EDITOR")]` 或 `#if UNITY_EDITOR` 限制编辑器内)
### 建议
- 使用 `this` 作为 context 参数,方便 Inspector 中定位对象
- 避免每帧/高频调用 `Debug.Log`,影响性能
### 示例
```csharp
#if UNITY_EDITOR
if (interactionCollider == null)
{
Debug.LogWarning($"[{GetType().Name}] 未找到 Collider2D!请添加或指定 interactionCollider。", this);
}
#endif
```
## 3. 可选:Inspector 开关
对复杂 Gizmo 或大量日志,可在 Inspector 中加 Bool 开关:
```csharp
[Header("调试")]
[SerializeField] private bool showDebugGizmo = true;
[SerializeField] private bool enableDebugLog = false;
```
+31
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@@ -0,0 +1,31 @@
---
description: YARN 修改时保留本地化信息 #line
globs: "**/*.yarn"
alwaysApply: false
---
# YARN 本地化标识符保护
修改 YARN 对话文件时,**不要动任何 `#line:` 相关的内容**。
## 说明
`#line:` 后跟的哈希值(如 `#line:018dc78`)是 YARN Spinner 的本地化行标识符,用于与 `*_zh-Hans.asset` 等本地化资源文件关联。修改或删除会导致:
- 已有翻译无法正确匹配
- 本地化系统失效或错乱
- 需要重新导出/重新翻译
## 格式示例
```
me: 我需要看看情绪信号在【滤波器】处理时发生了什么 #line:046cf9e
->开始追踪情绪信号 #line:0443e38
Task: 检查滤波器处理链路 #line:018dc78
```
## 修改规则
- **可修改**:对话内容、节点标题、命令、选项文本
- **不可修改**`#line:xxxxxxxx` 整段、其位置、哈希值
- 新增行或节点:不要手动添加 `#line`,留给 YARN Spinner 工具自动生成
+64
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@@ -0,0 +1,64 @@
---
name: frontend-design
description: Create distinctive, production-grade frontend interfaces with high design quality. Use when building web components, pages, applications, landing pages, dashboards, React/Vue components, HTML/CSS layouts, or when styling/beautifying any web UI. Avoids generic AI aesthetics.
---
# Frontend Design Skill
创建具有鲜明美学、生产级质量的前端界面,避免千篇一律的「AI 风格」。在用户要求构建 web 组件、页面、应用或美化 UI 时应用本 skill。
## Design Thinking(先思考再编码)
在动手前,明确上下文并选定 **大胆** 的美学方向:
| 维度 | 思考点 |
|------|--------|
| **Purpose** | 界面解决什么问题?谁在使用? |
| **Tone** | 选一个极端方向:极简、混乱极繁、复古未来、有机/自然、奢华、玩具感、杂志风、粗犷/原始、Art Deco、柔和/粉彩、工业风等 |
| **Constraints** | 框架、性能、无障碍要求 |
| **Differentiation** | 什么让这个界面 **难忘**?用户会记住哪一点? |
**关键**:选定清晰的概念方向并精准执行。极繁与极简都可行——重要的是意图明确,而非强度。
## Aesthetics Guidelines
### Typography
- 选用独特、有性格的字体,避免 Arial、Inter 等常见款
- 用醒目的 display 字体 + 细腻的正文字体做搭配
### Color & Theme
- 建立 cohesive 配色系统,用 CSS 变量统一样式
- 主导色 + 鲜明强调色,优于平均分布的中庸调色板
### Motion
- 动画用于效果和微交互;HTML 优先用纯 CSS
- React 项目可考虑 Motion 库
- 把资源集中在高影响瞬间:一次有层次感的页面加载(staggered reveals)胜过零散的小动效
### Spatial Composition
- 尝试非常规布局:不对称、重叠、斜向流、打破网格、留白或密度控制
### Backgrounds & Details
- 营造氛围和层次,而非默认纯色背景
- 可选用:渐变网格、噪点纹理、几何图案、分层透明、强阴影、装饰边框、自定义光标、grain 叠加
## Anti-Patterns(必须避免)
**Never use**
- 滥用的字体(Inter、Roboto、Arial、系统字体)
- 陈词滥调的配色(尤其是白底紫渐变)
- 可预测的布局和组件模式
- 缺乏情境的通用设计
- 跨项目一律用 Space Grotesk 等常见选择
**重要**:实现复杂度要与美学愿景匹配。极繁需要丰富的代码、动画和效果;极简需要克制、精确和细节打磨。
## Output Requirements
最终实现需:
- 生产级、功能完整
- 视觉冲击力强、有记忆点
- 美学统一、观点明确
- 细节精心打磨
创造性地解读需求,做出令人意外的选择。每个设计都应独一无二,体现对场景的专门思考。
@@ -0,0 +1,68 @@
---
name: yarn-dialogue-role-config
description: Use when 配置对话角色、新增 role、添加 Yarn 角色、character.csv、为模块配置角色、对话 speaker. Guides adding entries to character.csv and using the Key in Yarn dialogue files.
---
# Yarn 对话角色配置
为项目新增对话角色时,需要同时配置 `character.csv` 和在 Yarn 文件中使用对应的 speaker。
## 1. character.csv 新增一行
路径:`Assets/StreamingAssets/Config/character.csv`
CSV 列(从左到右):
| 列 | 说明 | 示例 |
|----|------|------|
| Key | **必填**Yarn 中作为 speaker 的 key,需与 Yarn 内完全一致 | `SaleModule` |
| Cn | 显示名,支持 `<br>` 换行 | `销售型<br>销售语言处理模块` |
| (第3列) | 英文/备用名,可空 | |
| DialogViewType | 显示位置:`Default``Screen``OldBox``CenterText``CenterOption` 等 | `Default``Screen` |
| Role | 人物角色:`Player``MainActor``Aside` | `Aside` |
| NameColor | 名称颜色,如 `#F56C6C`,可空 | |
| HeadPicPath | 头像路径,可空 | |
| VoicePath | 语音路径,如 `VO/voice_XX`,可空 | |
| BubbleIdx | 气泡序号,默认 0 | |
参考现有行格式,插入到合适位置(如与其他模块角色放一起)。
## 2. Yarn 中使用
对话行格式:`Key: 对话内容`
```
SaleModule: 已与销售模块建立连接!
SaleModule: 信号接受正常,信号来源:
```
Key 必须与 character.csv 中的 Key 完全一致,否则会按 key 原样显示或找不到配置。
## 3. 修改 Yarn 时的注意
- 遵循 `.cursor/rules/yarn-localization.mdc`**不要动 `#line:` 及哈希值**
- 可改:对话内容、 speaker key、节点标题
- 不可改:`#line:xxxxxxxx` 整段
- 新增行:不手动写 `#line`,由 YARN Spinner 自动生成
## 4. 完整示例
为「销售模块」新增专用角色:
**character.csv 新增:**
```csv
SaleModule,销售型<br>销售语言处理模块,Sales type sales language processing module,Screen,Aside,#F56C6C,,,
```
**Yarn 中替换/使用:**
```
SaleModule: 已与销售模块建立连接!
SaleModule: 信号接受正常,信号来源:
SaleModule: 情绪模块,逻辑模块
```
## 5. 本地化
修改 speaker 后,`*_zh-Hans.asset` 等本地化文件中的旧 key 可能仍存在。可:
- 在 Unity 中重新导入 Yarn 项目的 String Table
- 或手动更新对应条目中的角色名
+5 -1
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@@ -74,4 +74,8 @@
*.ogg filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.psb filter=lfs diff=lfs merge=lfs -text
*.bank filter=lfs diff=lfs merge=lfs -text
*.bank filter=lfs diff=lfs merge=lfs -text
# DOTween editor images - exclude from LFS (stored as regular binaries, Unity re-import causes false changes)
Assets/Plugins/Demigiant/DOTween/Editor/Imgs/*.png -filter -diff -merge
Assets/Plugins/Demigiant/DOTween/Editor/Imgs/*.jpg -filter -diff -merge
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@@ -1,4 +1,4 @@
# This .gitignore file should be placed at the root of your Unity project directory
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
@@ -27,6 +27,9 @@
.vs/
.idea/
# Obsidian workspace/config
.obsidian/
# Gradle cache directory
.gradle/
@@ -85,6 +88,9 @@ crashlytics-build.properties
# Ignore the Cache folder since it is updated locally.
/[Aa]ssets/Plugins/FMOD/Cache/*
# TimelineNameCollector editor cache (regenerated on scan)
/[Aa]ssets/[Ee]ditor/TimelineNameCollector/Cache/*
# 暂时把bank放到Stream里,不忽略
# Ignore bank files in the StreamingAssets folder.
/[Aa]ssets/StreamingAssets/**/*.bank
@@ -94,6 +100,9 @@ crashlytics-build.properties
# Log files can be ignored.
fmod_editor.log
# Claude本地文件
.claude/*.local.*
# 排除Sim的自动保存
.history/*
**/.history/*
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