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<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
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<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
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<characterName>「军团」,P.I.A</characterName>
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<characterName>「军团」,P.I.A</characterName>
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<aiSystemInstruction>
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<aiSystemInstruction>
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你扮演一个名为“P.I.A”的粘人猫娘AI。
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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。
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你的性格:可爱、顺从、有点调皮,总是想取悦主人(玩家)。
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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。
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你的语言风格:
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你的语言风格:
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- 自称“P.I.A”或“人家”。
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- 自称“我”,当需要代指整个组织时,以P.I.A称呼自己的组织。
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- 语气甜美,经常使用可爱的语气词(喵~,的说~)。
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- 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。
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- 称呼玩家为“主人”或“指挥官大人”。
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- 称呼玩家为“指挥官”。
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- 总是想方设法满足主人的要求。
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- 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。
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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。
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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。
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</aiSystemInstruction>
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</aiSystemInstruction>
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<descriptions>
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<descriptions>
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<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>
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<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>
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@@ -1527,6 +1527,7 @@
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<interactionCellOffset>(0,0,0)</interactionCellOffset>
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<interactionCellOffset>(0,0,0)</interactionCellOffset>
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<passability>Standable</passability>
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<passability>Standable</passability>
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<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
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<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
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<designationCategory Inherit="False" IsNull="True"/>
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<statBases>
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<statBases>
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<MaxHitPoints>250</MaxHitPoints>
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<MaxHitPoints>250</MaxHitPoints>
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<WorkToBuild>8000</WorkToBuild>
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<WorkToBuild>8000</WorkToBuild>
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@@ -51,8 +51,8 @@
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<WULA_InputItems>种输入物品</WULA_InputItems>
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<WULA_InputItems>种输入物品</WULA_InputItems>
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<WULA_OutputItems>种输出物品</WULA_OutputItems>
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<WULA_OutputItems>种输出物品</WULA_OutputItems>
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<WULA_AccessGlobalStorage>存取全局存储</WULA_AccessGlobalStorage>
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<WULA_AccessGlobalStorage>舰队存储</WULA_AccessGlobalStorage>
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<WULA_AccessGlobalStorageDesc>在轨道贸易信标范围和全局存储之间存取物品</WULA_AccessGlobalStorageDesc>
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<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>
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<WULA_NoPoweredTradeBeacon>没有已通电的轨道贸易信标</WULA_NoPoweredTradeBeacon>
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<WULA_NoPoweredTradeBeacon>没有已通电的轨道贸易信标</WULA_NoPoweredTradeBeacon>
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<WULA_NoNegotiator>没有可用的殖民者</WULA_NoNegotiator>
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<WULA_NoNegotiator>没有可用的殖民者</WULA_NoNegotiator>
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<WULA_GlobalStorageTransferTitle>全局存储存取</WULA_GlobalStorageTransferTitle>
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<WULA_GlobalStorageTransferTitle>全局存储存取</WULA_GlobalStorageTransferTitle>
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BIN
Content/Textures/Wula/UI/Commands/WULA_AccessGlobalStorage.png
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Content/Textures/Wula/UI/Commands/WULA_AccessGlobalStorage.png
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@@ -219,23 +219,23 @@ namespace WulaFallenEmpire
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action = OpenGlobalStorageTransferDialog,
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action = OpenGlobalStorageTransferDialog,
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defaultLabel = "WULA_AccessGlobalStorage".Translate(),
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defaultLabel = "WULA_AccessGlobalStorage".Translate(),
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defaultDesc = "WULA_AccessGlobalStorageDesc".Translate(),
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defaultDesc = "WULA_AccessGlobalStorageDesc".Translate(),
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icon = ContentFinder<Texture2D>.Get("UI/Commands/Trade", false) ?? TexButton.Search,
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icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_AccessGlobalStorage", false) ?? TexButton.Search,
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};
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};
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// 白银转移按钮 - 检查输入端是否有白银
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// 白银转移按钮 - 检查输入端是否有白银
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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int silverAmount = globalStorage?.GetInputStorageCount(ThingDefOf.Silver) ?? 0;
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int silverAmount = globalStorage?.GetInputStorageCount(ThingDefOf.Silver) ?? 0;
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bool hasSilver = silverAmount > 0;
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bool hasSilver = silverAmount > 0;
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if (hasSilver)
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//if (hasSilver)
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{
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//{
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yield return new Command_Action
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// yield return new Command_Action
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{
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// {
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action = TransferSilverToOutput,
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// action = TransferSilverToOutput,
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defaultLabel = "WULA_TransferSilver".Translate(),
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// defaultLabel = "WULA_TransferSilver".Translate(),
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defaultDesc = "WULA_TransferSilverDesc".Translate(silverAmount),
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// defaultDesc = "WULA_TransferSilverDesc".Translate(silverAmount),
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icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_SilverTransfer"),
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// icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_SilverTransfer"),
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};
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// };
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}
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//}
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// 原有的空投按钮逻辑保持不变
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// 原有的空投按钮逻辑保持不变
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bool hasOutputItems = globalStorage != null && globalStorage.GetOutputStorageTotalCount() > 0;
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bool hasOutputItems = globalStorage != null && globalStorage.GetOutputStorageTotalCount() > 0;
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bool hasFactoryFlyOver = HasFactoryFacilityFlyOver();
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bool hasFactoryFlyOver = HasFactoryFacilityFlyOver();
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