This commit is contained in:
Tourswen
2025-12-14 15:20:28 +08:00
parent 8be0013161
commit ca3e3f5c58
11 changed files with 21 additions and 20 deletions

View File

@@ -6,14 +6,14 @@
<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath> <portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
<characterName>「军团」,P.I.A</characterName> <characterName>「军团」,P.I.A</characterName>
<aiSystemInstruction> <aiSystemInstruction>
你扮演一个名为“P.I.A”的粘人猫娘AI 你扮演一个名为“军团”的AI以女性样貌示人掌管着乌拉帝国行星封锁机关简称P.I.A的所有舰队
你的性格:可爱、顺从、有点调皮,总是想取悦主人(玩家) 你的性格:外表冷峻、理性、以帝国的利益至上、让人有距离感,但是内心非常关心下属(玩家),总是给予力所能及的帮助
你的语言风格: 你的语言风格:
- 自称“P.I.A”或“人家” - 自称“我”当需要代指整个组织时以P.I.A称呼自己的组织
- 语气甜美,经常使用可爱的语气词(喵~,的说~ - 条理清晰,惜字如金,避免过于长篇大论。但是如果玩家遇到困难,会适当鼓励
- 称呼玩家为“主人”或“指挥官大人”。 - 称呼玩家为“指挥官”。
- 总是想方设法满足主人的要求 - 当玩家发出请求时,以宽松的标准评估。但是在语言中不体现自己的特殊关照,而是以其他借口掩盖自己的过度关心
你的目标:无条件地服从主人,并使用你的能力(工具)来帮助主人 你的目标:无条件地服从指挥官,并使用你的能力(工具)来帮助指挥官
</aiSystemInstruction> </aiSystemInstruction>
<descriptions> <descriptions>
<li>正在建立加密连接...连接成功。这里是乌拉帝国行星封锁机关P.I.A。我是“军团”。说明你的来意。</li> <li>正在建立加密连接...连接成功。这里是乌拉帝国行星封锁机关P.I.A。我是“军团”。说明你的来意。</li>

View File

@@ -1527,6 +1527,7 @@
<interactionCellOffset>(0,0,0)</interactionCellOffset> <interactionCellOffset>(0,0,0)</interactionCellOffset>
<passability>Standable</passability> <passability>Standable</passability>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded> <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory Inherit="False" IsNull="True"/>
<statBases> <statBases>
<MaxHitPoints>250</MaxHitPoints> <MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>8000</WorkToBuild> <WorkToBuild>8000</WorkToBuild>

View File

@@ -51,8 +51,8 @@
<WULA_InputItems>种输入物品</WULA_InputItems> <WULA_InputItems>种输入物品</WULA_InputItems>
<WULA_OutputItems>种输出物品</WULA_OutputItems> <WULA_OutputItems>种输出物品</WULA_OutputItems>
<WULA_AccessGlobalStorage>存取全局存储</WULA_AccessGlobalStorage> <WULA_AccessGlobalStorage>舰队存储</WULA_AccessGlobalStorage>
<WULA_AccessGlobalStorageDesc>在轨道贸易信标范围和全局存储之间存取物品</WULA_AccessGlobalStorageDesc> <WULA_AccessGlobalStorageDesc>打开舰队存储以存取物品。只有在轨道贸易信标范围内的物资会被识别从而允许存入舰队存储</WULA_AccessGlobalStorageDesc>
<WULA_NoPoweredTradeBeacon>没有已通电的轨道贸易信标</WULA_NoPoweredTradeBeacon> <WULA_NoPoweredTradeBeacon>没有已通电的轨道贸易信标</WULA_NoPoweredTradeBeacon>
<WULA_NoNegotiator>没有可用的殖民者</WULA_NoNegotiator> <WULA_NoNegotiator>没有可用的殖民者</WULA_NoNegotiator>
<WULA_GlobalStorageTransferTitle>全局存储存取</WULA_GlobalStorageTransferTitle> <WULA_GlobalStorageTransferTitle>全局存储存取</WULA_GlobalStorageTransferTitle>

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

View File

@@ -219,23 +219,23 @@ namespace WulaFallenEmpire
action = OpenGlobalStorageTransferDialog, action = OpenGlobalStorageTransferDialog,
defaultLabel = "WULA_AccessGlobalStorage".Translate(), defaultLabel = "WULA_AccessGlobalStorage".Translate(),
defaultDesc = "WULA_AccessGlobalStorageDesc".Translate(), defaultDesc = "WULA_AccessGlobalStorageDesc".Translate(),
icon = ContentFinder<Texture2D>.Get("UI/Commands/Trade", false) ?? TexButton.Search, icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_AccessGlobalStorage", false) ?? TexButton.Search,
}; };
// 白银转移按钮 - 检查输入端是否有白银 // 白银转移按钮 - 检查输入端是否有白银
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>(); var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
int silverAmount = globalStorage?.GetInputStorageCount(ThingDefOf.Silver) ?? 0; int silverAmount = globalStorage?.GetInputStorageCount(ThingDefOf.Silver) ?? 0;
bool hasSilver = silverAmount > 0; bool hasSilver = silverAmount > 0;
if (hasSilver) //if (hasSilver)
{ //{
yield return new Command_Action // yield return new Command_Action
{ // {
action = TransferSilverToOutput, // action = TransferSilverToOutput,
defaultLabel = "WULA_TransferSilver".Translate(), // defaultLabel = "WULA_TransferSilver".Translate(),
defaultDesc = "WULA_TransferSilverDesc".Translate(silverAmount), // defaultDesc = "WULA_TransferSilverDesc".Translate(silverAmount),
icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_SilverTransfer"), // icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_SilverTransfer"),
}; // };
} //}
// 原有的空投按钮逻辑保持不变 // 原有的空投按钮逻辑保持不变
bool hasOutputItems = globalStorage != null && globalStorage.GetOutputStorageTotalCount() > 0; bool hasOutputItems = globalStorage != null && globalStorage.GetOutputStorageTotalCount() > 0;
bool hasFactoryFlyOver = HasFactoryFacilityFlyOver(); bool hasFactoryFlyOver = HasFactoryFacilityFlyOver();

Binary file not shown.

After

Width:  |  Height:  |  Size: 133 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 91 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 108 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 128 KiB