guide层v1: 全局向导交互层落地(状态签名earcon/turn cue/静默看门狗/纠错) + 6游戏接线 + 8句向导语音 + 测试全绿
- engine/guide.js 运行时合成8个签名earcon(方法论L2硬参数),off档零定时器,插播queue不顶对白 - settings: guide三档(full/standard/off默认full) + 语速2.2视障档;audio: isVoicePlaying()/setRateBoostEnabled() 清两个已知问题 - 6游戏按schemes§2接线: storyline看门狗+无效手势纠错、simon免扣重听看门狗、escape turn cue+提前卡关提示、rhythm gd_answer/gd_miss+结算看门狗+快进豁免、space首撞指令提示+结算看门狗、rpg格挡纠错+60s催促+状态签名 - 大厅设置面板+向导文档(14-guide-layer.md)+00-global-ux §6;R5台词表补4条一致性 - 试玩转写含向导事件;6 playtest(guide=off断言零改动)+guide.test(34断言)+资产终检全绿
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@@ -24,6 +24,11 @@ for game, lines in gvd.GAMES.items():
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if fid in table:
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raise SystemExit(f"重复 id:{game}/{fid}")
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table[fid] = text
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# NPC 单音色平铺(gen_voice_dual.NPCS:id, speaker, instruct, 台词)
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for fid, _sp, _ins, text in gvd.NPCS.get(game, []):
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if fid in table:
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raise SystemExit(f"重复 id:{game}/{fid}")
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table[fid] = text
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out[game] = table
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@@ -110,6 +110,9 @@ STORYLINE_LINES = [
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("e3_alone", _SL_COLD, "你逃了。一路向南,没有回头。三天后,收音机里关于北区的广播,停了。又过了七天,你在一个废弃的加油站里,听见最后一个频段,也变成了沙沙声。你活下来了。只是从此以后的每一个夜里,你都会想起那声口哨,和你报出坐标时,自己发抖的声音。——坏结局:孤声。单击屏幕,重新开始。"),
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("e4_static", _SL_EPIC, "公开频道,把所有人都引来了——幸存者,还有猎狗。塔顶的风很大,你看见山下火把连成的长龙,也看见避难所方向亮起的防御火光。猎狗的刀抵上来的时候,你对着麦克风笑了:“听见了吗,晨晨?姐姐的声音,全城都听见了。”信号中断了。但那晚之后,北区,再没有人投降。——结局:静默。单击屏幕,重新开始。"),
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("skip_hint", _SL_NARR, "单击可跳过旁白。"),
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# ---- 向导层(docs/design/14-guide-layer.md,schemes §1.5 定稿全文)----
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("gd_continue", _SL_NARR, "轻触屏幕,继续。"),
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("gd_invalid", _SL_NARR, "这个操作在这里用不上。"),
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]
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@@ -266,6 +269,8 @@ SIMON_LINES = [
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("menu_home", _SIMON, "回大厅。"),
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("menu_back", _SIMON, "返回游戏。"),
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("skip_hint", _SIMON, "单击可跳过旁白。"),
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# ---- 向导层(docs/design/14-guide-layer.md,schemes §1.5 定稿全文)----
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("gd_relisten", _SIMON, "需要的话,双击可以重新听一遍序列。"),
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]
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@@ -312,6 +317,9 @@ RHYTHM_LINES = [
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("menu_resume", _RHY, "继续演奏。"),
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("menu_lobby", _RHY, "回大厅。"),
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("skip_hint", _RHY, "单击可跳过旁白。"),
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# ---- 向导层(docs/design/14-guide-layer.md,schemes §1.5 定稿全文)----
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("gd_answer", _RHY, "现在跟着我打。"),
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("gd_miss", _RHY, "慢了半拍,下一小节跟上我就行。"),
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]
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@@ -380,6 +388,8 @@ SPACE_LINES = [
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("settings_hint", _SPC, "音色、语速、背景音乐,请回大厅修改。"),
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("paused", _SPC, "已暂停。"),
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("skip_hint", _SPC, "单击可跳过旁白。"),
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# ---- 向导层(docs/design/14-guide-layer.md,schemes §1.5 定稿全文)----
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("gd_hit_hint", _SPC, "被撞了。听方位,同向滑动就能拨开。"),
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]
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@@ -512,6 +522,14 @@ RPG_LINES = [
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("tut_battle_3", _RPG, "敌人出手前有一声前摇。听到前摇,马上双击,就能格挡。"),
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("tut_battle_4", _RPG, "没把握就防御,伤害减半。金疮药可以回血。"),
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("tut_battle_5", _RPG, "记住:听清前摇,双击格挡。开始吧!"),
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# ---- R5 补录(11 文档新增台词,资产已先行落盘;staging 无 wav,convert 跳过)----
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("tut_b0", _RPG, "战斗里,左右滑选招式,单击出手。听到这个声音,就是你的回合。先滑一滑,试试。"),
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("tut_b6", _RPG, "来不及格挡,就选防御。左右滑,选防御,单击。"),
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("btl_flee_fail", _RPG, "没甩掉!它追上来了。"),
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("boss1_warn", _RPG, "里面就是黑风寨主。你现在回去练练再来,也来得及。"),
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# ---- 向导层(docs/design/14-guide-layer.md,schemes §1.5 定稿全文)----
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("gd_parry_miss", _RPG, "前摇声起的时候双击,才能格挡。"),
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("gd_stall", _RPG, "想好了吗?左右滑动选择,单击出手。"),
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]
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# NPC 单音色平铺(id, speaker, instruct, 台词)→ web/rpg/audio/voice/<id>.*
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