打包1.4

This commit is contained in:
2025-11-04 00:37:25 +08:00
parent ffd6a01587
commit cbc67120fa
13 changed files with 19486 additions and 18472 deletions

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@@ -160,4 +160,49 @@
穷思于星潮之间,
潮有盈虚,而力可循焉,谓之潮汐。
若以其势驭器,潮汐可为国之源、梦之脉。
此乃天地之赐,非一族之私也。
此乃天地之赐,非一族之私也。
杰森二世:父王在上,星辉犹存,而梦泽之心已冷。
穷思于星潮之间,
潮有盈虚,而力可循焉,谓之潮汐。
若以其势驭器,潮汐可为国之源、梦之脉。
此乃天地之赐,非一族之私也。
赛里利:“陛下,冰川消融,海水泛滥,天下生灵涂炭
我等白马族人均已撤离海岸
还望请您等族人坚守家园,
与溺亡的土地共患难”
杰森十六世:…
尔等欺人太甚仗着长寿之基因暗中统治骆驼族长达600年
是时候来场终结了
赛里利:终结?
陛下,我好言相劝,您还莫怪我
短寿之人少费气力,寿命之论不可破之。
杰森十六世:“不,赛里利
六百年,我族伏地底、研科技、补星脉,
梦泽历2200年长夜微雨。
宫殿之外,星核之光透过琉璃窗,映出帝王与师者的身影。
骆驼王——杰森二世,年仅四十,眼中燃着未泯的理想;
洛森大议官,虽已二百岁,鬓已斑白,却仍稳若磐石。
这是梦泽王朝最后一次于星核前的密议。
杰森二世:“洛森伯父,百年光阴,梦泽国虽小,然其志未泯。
我父所愿,是让星下诸族并肩而立,
非让一方因岁长而成主,一方因命短而为仆。”
洛森:“陛下,白马之寿并非罪,骆驼之勤亦非咎。
但治理之术,非可分于百人之手。
梦泽国要久安,必需恒心与长见。
而长见者,唯岁月所赐。“
杰森二世:“岁月赐长见,亦能养傲慢。
若理性为借口,权力便失其义。
我欲国以法立,而非以族立。”
洛森:“法固可立,然法需人行。
陛下勤于器物,诚为国之幸。
然民心纷乱,风向多舛,
若无人以恒命守之,梦泽终将飞散如尘。”
杰森二世:“我父之誓言仍刻于宫门之前。
‘若弃和而求势,梦泽之光将随之而灭。’
卿可愿记得?”
洛森:“我记得……
但光若无人持灯,终将熄灭。”
此夜之后,洛森辞朝三月,不复入殿。
梦泽法典亦停于草稿。
数十年后,人称那一夜为“裂言之宵”,
自此,梦泽国之光,分作二焰。

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@@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Core;
using UnityEngine;
@@ -45,15 +46,19 @@ namespace Script.Gameplay.Global
private void Start()
{
OnBugHappenedInArea.AddListener(() =>
{
GameManager.Instance.EndGameplay();
Debug.Log("天核区域内检测到BUG立方体");
});
OnBugHappenedInArea.AddListener(() => { StartCoroutine(EndGame()); });
GameManager.Instance.OnGameStart += GenerateBugCubes;
}
private IEnumerator EndGame()
{
// 触发游戏结束,先等待3秒防止场景未加载
yield return new WaitForSeconds(3.0f);
GameManager.Instance.EndGameplay();
Debug.Log("天核区域内检测到BUG立方体");
}
public void LogStackOverflowBug(Transform targetTransform)
{
@@ -67,6 +72,7 @@ namespace Script.Gameplay.Global
{
Destroy(bugCube);
}
bugCubes.Clear();
int currentCycle = GameDataManager.Instance.TotalLoopCount;

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@@ -32,6 +32,7 @@ namespace Script.Gameplay.Global
public void EndGameplay()
{
ScenesManager.Instance.LoadGameplay("End");
currentStartGameMode = "End";
}
public IEnumerator ReStartGame()

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@@ -18,7 +18,7 @@ namespace Script.Gameplay.Global
// 修正:只有当已有记录的 gameplay 场景且激活场景与之匹配时才返回 true
public bool IsInGameplay =>
currentGameplayScene == "Level1" || currentGameplayScene == "Test";
currentGameplayScene == "Level1" || currentGameplayScene == "Test" || currentGameplayScene == "End";
public bool IsActiveScene(string sceneName)
{
@@ -27,6 +27,8 @@ namespace Script.Gameplay.Global
public bool IsSceneLoaded(string sceneName)
{
if (string.IsNullOrEmpty(sceneName))
return false;
return SceneManager.GetSceneByName(sceneName).isLoaded;
}
@@ -68,12 +70,22 @@ namespace Script.Gameplay.Global
yield return LoadSceneAdditive(newScene);
currentGameplayScene = newScene;
// 可选:将新场景设置为激活场景
SceneManager.SetActiveScene(SceneManager.GetSceneByName(newScene));
var scene = SceneManager.GetSceneByName(newScene);
if (scene.IsValid())
{
SceneManager.SetActiveScene(scene);
}
}
private IEnumerator LoadSceneAdditive(string sceneName)
{
if (string.IsNullOrEmpty(sceneName))
yield break;
var async = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
if (async == null)
yield break;
while (!async.isDone)
{
yield return null;
@@ -82,7 +94,17 @@ namespace Script.Gameplay.Global
private IEnumerator UnloadScene(string sceneName)
{
if (string.IsNullOrEmpty(sceneName))
yield break;
var scene = SceneManager.GetSceneByName(sceneName);
if (!scene.IsValid() || !scene.isLoaded)
yield break;
var async = SceneManager.UnloadSceneAsync(sceneName);
if (async == null)
yield break;
while (!async.isDone)
{
yield return null;
@@ -96,6 +118,8 @@ namespace Script.Gameplay.Global
if (IsSceneLoaded(sceneName))
{
var async = SceneManager.UnloadSceneAsync(sceneName);
if (async == null)
continue;
while (!async.isDone)
{
yield return null;
@@ -106,7 +130,12 @@ namespace Script.Gameplay.Global
public void QuitGame()
{
var scenesToUnload = new List<string> { "UIScene", currentGameplayScene };
var scenesToUnload = new List<string>();
if (isLoadGameplayUI)
scenesToUnload.Add("UIScene");
if (!string.IsNullOrEmpty(currentGameplayScene))
scenesToUnload.Add(currentGameplayScene);
StartCoroutine(QuitAndUnload(scenesToUnload));
}
@@ -120,11 +149,11 @@ namespace Script.Gameplay.Global
Destroy(InputManager.Instance.gameObject);
}
#if UNITY_EDITOR
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
#else
Application.Quit();
#endif
}
}
}
}

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@@ -62,5 +62,10 @@ namespace Script.Gameplay.Player
CurrentHealth = MaxHealth;
}
}
private void OnDestroy()
{
ControllerLocator.Instance.Unregister(this);
}
}
}

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View File

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