优化+清理
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@ -103,3 +103,4 @@ crashlytics-build.properties
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<UnityGameFramework>
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<UnityGameFramework>
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<ResourceBuilder>
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<ResourceBuilder>
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<Settings>
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<Settings>
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<InternalResourceVersion>2</InternalResourceVersion>
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<InternalResourceVersion>5</InternalResourceVersion>
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<Platforms>1</Platforms>
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<Platforms>1</Platforms>
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<AssetBundleCompression>1</AssetBundleCompression>
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<AssetBundleCompression>1</AssetBundleCompression>
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<CompressionHelperTypeName>UnityGameFramework.Runtime.DefaultCompressionHelper</CompressionHelperTypeName>
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<CompressionHelperTypeName>UnityGameFramework.Runtime.DefaultCompressionHelper</CompressionHelperTypeName>
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@ -13,7 +13,7 @@
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100300001 Other 旁白 0 你是新入将作监的画图令史,今日正是你当值的第一天。 None 1.00300001 1003.00001
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100300001 Other 旁白 0 你是新入将作监的画图令史,今日正是你当值的第一天。 None 1.00300001 1003.00001
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100300002 LiJie 李诫 1 你便是新任的画图令史? None 1.00300002 1003.00002
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100300002 LiJie 李诫 1 你便是新任的画图令史? None 1.00300002 1003.00002
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100300003 LiJie 李诫 1 来得正好。 None 1.00300003 1003.00003
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100300003 LiJie 李诫 1 来得正好。 None 1.00300003 1003.00003
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100300004 Player 玩家 0 属下正是,见过李主簿。 None 1.00300004 1003.00004
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100300004 Player 我 0 属下正是,见过李主簿。 None 1.00300004 1003.00004
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100300005 LiJie 李诫 1 方才工地塌架,你也有所耳闻。 None 1.00300005 1003.00005
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100300005 LiJie 李诫 1 方才工地塌架,你也有所耳闻。 None 1.00300005 1003.00005
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100300006 LiJie 李诫 1 这工头竟拿柳木来替代楠木,企图瞒天过海,结果却落得如此下场, None 1.00300006 1003.00006
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100300006 LiJie 李诫 1 这工头竟拿柳木来替代楠木,企图瞒天过海,结果却落得如此下场, None 1.00300006 1003.00006
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100300007 LiJie 李诫 1 幸好方才无人员伤亡,才让这工头躲过一劫。 None 1.00300007 1003.00007
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100300007 LiJie 李诫 1 幸好方才无人员伤亡,才让这工头躲过一劫。 None 1.00300007 1003.00007
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@ -21,11 +21,11 @@
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100300009 LiJie 李诫 1 而我们的职责,就是尽早发现这般祸患,防止酿成更大的问题。 None 1.00300009 1003.00009
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100300009 LiJie 李诫 1 而我们的职责,就是尽早发现这般祸患,防止酿成更大的问题。 None 1.00300009 1003.00009
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100300010 LiJie 李诫 1 无规矩,则屋不立;无准绳,则工不正。 None 1.0030001 1003.0001
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100300010 LiJie 李诫 1 无规矩,则屋不立;无准绳,则工不正。 None 1.0030001 1003.0001
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100300011 LiJie 李诫 1 你也要牢记。 None 1.00300011 1003.00011
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100300011 LiJie 李诫 1 你也要牢记。 None 1.00300011 1003.00011
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100300012 Player 玩家 0 是,李主簿。 None 1.00300012 1003.00012
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100300012 Player 我 0 是,李主簿。 None 1.00300012 1003.00012
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100300013 LiJie 李诫 1 你既为画图令史,第一要务便是识木、辨材、熟用器具。 None 1.00300013 1003.00013
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100300013 LiJie 李诫 1 你既为画图令史,第一要务便是识木、辨材、熟用器具。 None 1.00300013 1003.00013
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100300014 LiJie 李诫 1 现在随我去库房,我来带你认识水准、绳墨、曲尺、方斗这些营造根本之器。 None 1.00300014 1003.00014
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100300014 LiJie 李诫 1 现在随我去库房,我来带你认识水准、绳墨、曲尺、方斗这些营造根本之器。 None 1.00300014 1003.00014
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100300015 LiJie 李诫 1 待你熟习测量与料例,我便亲自带你到工地监工核验,杜绝此类祸事再发。 None 1.00300015 1003.00015
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100300015 LiJie 李诫 1 待你熟习测量与料例,我便亲自带你到工地监工核验,杜绝此类祸事再发。 None 1.00300015 1003.00015
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100300016 Player 玩家 0 属下遵命。 None 1.00300016 1003.00016
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100300016 Player 我 0 属下遵命。 None 1.00300016 1003.00016
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100300017 Other 旁白 0 你正式踏入将作监,一段以法度正营造的历程,自此开始。 None 1.00300017 1003.00017
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100300017 Other 旁白 0 你正式踏入将作监,一段以法度正营造的历程,自此开始。 None 1.00300017 1003.00017
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100400001 LiJie 李诫 1 这里是库房,存放着营造时用到的所有工具。 None 1.00400001 1004.00001
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100400001 LiJie 李诫 1 这里是库房,存放着营造时用到的所有工具。 None 1.00400001 1004.00001
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100400002 Subtitle 字幕 0 檀木质地,刻度以朱砂标注,一端为方、一端为折,刻有 “材份” 刻度。 EntityCue 1.00400002 1004.00002
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100400002 Subtitle 字幕 0 檀木质地,刻度以朱砂标注,一端为方、一端为折,刻有 “材份” 刻度。 EntityCue 1.00400002 1004.00002
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@ -36,7 +36,7 @@
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100400007 Subtitle 字幕 0 方斗为楠木所制,斗身刻 “将作监” 款识,墨仓密封,绳墨以生丝浸松烟墨制成,耐磨不褪。 EntityCueClose 1.00400007 1004.00007
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100400007 Subtitle 字幕 0 方斗为楠木所制,斗身刻 “将作监” 款识,墨仓密封,绳墨以生丝浸松烟墨制成,耐磨不褪。 EntityCueClose 1.00400007 1004.00007
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100400008 LiJie 李诫 1 营造之事,“直” 为要。 None 1.00400008 1004.00008
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100400008 LiJie 李诫 1 营造之事,“直” 为要。 None 1.00400008 1004.00008
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100400009 LiJie 李诫 1 工头偷工减料,常以歪木充数,若以绳墨弹线,歪直立现,断无蒙混可能。 None 1.00400009 1004.00009
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100400009 LiJie 李诫 1 工头偷工减料,常以歪木充数,若以绳墨弹线,歪直立现,断无蒙混可能。 None 1.00400009 1004.00009
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100400010 Player 玩家 0 那这是何物? EntityCue 1.0040001 1004.0001
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100400010 Player 我 0 那这是何物? EntityCue 1.0040001 1004.0001
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100400011 LiJie 李诫 1 这是水准,也名 “水尺”,测地势高低、屋基平正之用。 None 1.00400011 1004.00011
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100400011 LiJie 李诫 1 这是水准,也名 “水尺”,测地势高低、屋基平正之用。 None 1.00400011 1004.00011
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100400012 Subtitle 字幕 0 青铜制的水准器,形制为长槽,内盛水,槽侧刻刻度,槽端有通气孔,是宋代成熟的水准测量工具。 None 1.00400012 1004.00012
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100400012 Subtitle 字幕 0 青铜制的水准器,形制为长槽,内盛水,槽侧刻刻度,槽端有通气孔,是宋代成熟的水准测量工具。 None 1.00400012 1004.00012
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100400013 LiJie 李诫 1 汴京地势多洼,营建房宇先以水准定基址 EntityCueClose 1.00400013 1004.00013
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100400013 LiJie 李诫 1 汴京地势多洼,营建房宇先以水准定基址 EntityCueClose 1.00400013 1004.00013
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@ -48,14 +48,14 @@
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100400019 LiJie 李诫 1 这些工具,是规矩的具象,料例是制度的准绳,二者相合,才能堵贪弊、正营造。 None 1.00400019 1004.00019
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100400019 LiJie 李诫 1 这些工具,是规矩的具象,料例是制度的准绳,二者相合,才能堵贪弊、正营造。 None 1.00400019 1004.00019
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100400020 LiJie 李诫 1 今日先熟其形、知其用。 None 1.0040002 1004.0002
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100400020 LiJie 李诫 1 今日先熟其形、知其用。 None 1.0040002 1004.0002
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100400021 LiJie 李诫 1 明日随我去工地,以器验工,看看那些贪弊工头还能藏多少猫腻。 None 1.00400021 1004.00021
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100400021 LiJie 李诫 1 明日随我去工地,以器验工,看看那些贪弊工头还能藏多少猫腻。 None 1.00400021 1004.00021
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100400022 Player 玩家 0 是,李主簿。 None 1.00400022 1004.00022
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100400022 Player 我 0 是,李主簿。 None 1.00400022 1004.00022
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100500001 LiJie 李诫 0 这工地是谁负责! None 1.00500001 1005.00001
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100500001 LiJie 李诫 0 这工地是谁负责! None 1.00500001 1005.00001
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100500002 GongTou 工头 1 李主簿,您怎么又来了… None 1.00500002 1005.00002
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100500002 GongTou 工头 1 李主簿,您怎么又来了… None 1.00500002 1005.00002
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100500003 LiJie 李诫 0 我不来,怎知你们又在如何糊弄? None 1.00500003 1005.00003
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100500003 LiJie 李诫 0 我不来,怎知你们又在如何糊弄? None 1.00500003 1005.00003
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100500004 LiJie 李诫 0 今日来便是要验工。 None 1.00500004 1005.00004
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100500004 LiJie 李诫 0 今日来便是要验工。 None 1.00500004 1005.00004
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100500005 LiJie 李诫 0 你且取来昨日库房的曲尺、绳墨、水准,逐一核验梁柱基址。 None 1.00500005 1005.00005
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100500005 LiJie 李诫 0 你且取来昨日库房的曲尺、绳墨、水准,逐一核验梁柱基址。 None 1.00500005 1005.00005
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100500006 Player 玩家 0 是,李主簿。 None 1.00500006 1005.00006
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100500006 Player 我 0 是,李主簿。 None 1.00500006 1005.00006
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100500007 Player 玩家 0 李主簿,这根立柱偏斜三分,枋木榫口尺寸不符,根本无法咬合! None 1.00500007 1005.00007
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100500007 Player 我 0 李主簿,这根立柱偏斜三分,枋木榫口尺寸不符,根本无法咬合! None 1.00500007 1005.00007
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100500008 GongTou 工头 1 这… None 1.00500008 1005.00008
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100500008 GongTou 工头 1 这… None 1.00500008 1005.00008
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100500009 GongTou 工头 1 … None 1.00500009 1005.00009
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100500009 GongTou 工头 1 … None 1.00500009 1005.00009
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100500010 GongTou 工头 1 这只是小偏差,匠人凭手眼便可调整… None 1.0050001 1005.0001
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100500010 GongTou 工头 1 这只是小偏差,匠人凭手眼便可调整… None 1.0050001 1005.0001
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@ -67,8 +67,8 @@
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100500016 LiJie 李诫 0 今日我便教你按材份制放样、按标准榫卯拼装。 None 1.00500016 1005.00016
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100500016 LiJie 李诫 0 今日我便教你按材份制放样、按标准榫卯拼装。 None 1.00500016 1005.00016
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100500017 LiJie 李诫 0 先定材份,再画榫头长短、卯眼深浅,每一分都有定数。 None 1.00500017 1005.00017
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100500017 LiJie 李诫 0 先定材份,再画榫头长短、卯眼深浅,每一分都有定数。 None 1.00500017 1005.00017
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100500018 LiJie 李诫 0 你来上手试试。 None 1.00500018 1005.00018
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100500018 LiJie 李诫 0 你来上手试试。 None 1.00500018 1005.00018
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100600001 Player 玩家 0 原来如此… None 1.00600001 1006.00001
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100600001 Player 我 0 原来如此… None 1.00600001 1006.00001
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100600002 Player 玩家 0 对齐、卡紧、压实,竟如此稳固! None 1.00600002 1006.00002
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100600002 Player 我 0 对齐、卡紧、压实,竟如此稳固! None 1.00600002 1006.00002
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100600003 LiJie 李诫 0 这便是法度之力。 None 1.00600003 1006.00003
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100600003 LiJie 李诫 0 这便是法度之力。 None 1.00600003 1006.00003
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100600004 LiJie 李诫 0 构件按图预制,到工地只需精准拼装,既省工,又让贪弊者无可乘之机。 None 1.00600004 1006.00004
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100600004 LiJie 李诫 0 构件按图预制,到工地只需精准拼装,既省工,又让贪弊者无可乘之机。 None 1.00600004 1006.00004
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100600005 LiJie 李诫 0 往后所有构件,必须先以尺量、以图定、以榫卯合,不合格一律不准上架! None 1.00600005 1006.00005
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100600005 LiJie 李诫 0 往后所有构件,必须先以尺量、以图定、以榫卯合,不合格一律不准上架! None 1.00600005 1006.00005
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@ -103,7 +103,7 @@
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200200024 LiJie 李诫 0 都料匠,你敢应否? None 2.00200024 2002.00024
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200200024 LiJie 李诫 0 都料匠,你敢应否? None 2.00200024 2002.00024
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200200025 LaoDu 老都料匠 1 有何不敢! None 2.00200025 2002.00025
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200200025 LaoDu 老都料匠 1 有何不敢! None 2.00200025 2002.00025
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200200026 LaoDu 老都料匠 1 老身的手艺,还怕比不过一纸刻度? None 2.00200026 2002.00026
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200200026 LaoDu 老都料匠 1 老身的手艺,还怕比不过一纸刻度? None 2.00200026 2002.00026
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200200027 Player 玩家 0 属下必不负李丞所托! None 2.00200027 2002.00027
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200200027 Player 我 0 属下必不负李丞所托! None 2.00200027 2002.00027
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200200028 Other 旁白 0 一场关乎 “古法” 与 “新法” 的对决,就此展开; None 2.00200028 2002.00028
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200200028 Other 旁白 0 一场关乎 “古法” 与 “新法” 的对决,就此展开; None 2.00200028 2002.00028
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200200029 Other 旁白 0 而你手中的曲尺,不再只是验工的工具,更是书写营造法度的笔。 None 2.00200029 2002.00029
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200200029 Other 旁白 0 而你手中的曲尺,不再只是验工的工具,更是书写营造法度的笔。 None 2.00200029 2002.00029
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200300002 LiJie 李诫 0 今日便教你材份制的根本,这是重修《营造法式》的核心,也是拼出标准斗拱的关键。 None 2.00300002 2003.00002
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200300002 LiJie 李诫 0 今日便教你材份制的根本,这是重修《营造法式》的核心,也是拼出标准斗拱的关键。 None 2.00300002 2003.00002
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200300006 LiJie 李诫 0 殿宇大小、斗拱高低、榫卯长短,全由这八等材定尺,再无凭口传、靠手感的乱象。 None 2.00300006 2003.00006
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200300006 LiJie 李诫 0 殿宇大小、斗拱高低、榫卯长短,全由这八等材定尺,再无凭口传、靠手感的乱象。 None 2.00300006 2003.00006
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200300007 LaoDu 老都料匠 1 不过是把口传的尺寸刻在木上,换个说法罢了,拼斗拱还得看手上功夫! None 2.00300007 2003.00007
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200300007 LaoDu 老都料匠 1 不过是把口传的尺寸刻在木上,换个说法罢了,拼斗拱还得看手上功夫! None 2.00300007 2003.00007
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200300008 LiJie 李诫 0 你且用这曲尺,量一量这五铺作斗拱的栌斗。 None 2.00300008 2003.00008
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200300008 LiJie 李诫 0 你且用这曲尺,量一量这五铺作斗拱的栌斗。 None 2.00300008 2003.00008
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200300009 Player 玩家 0 回李丞,栌斗方三十二分,高二十分! None 2.00300009 2003.00009
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200300009 Player 我 0 回李丞,栌斗方三十二分,高二十分! None 2.00300009 2003.00009
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200300010 LiJie 李诫 0 没错。五铺作斗拱的华拱、耍头、罗汉枋,每一件构件、每一处榫卯,都有材份定数,半分不差。 None 2.0030001 2003.0001
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200300010 LiJie 李诫 0 没错。五铺作斗拱的华拱、耍头、罗汉枋,每一件构件、每一处榫卯,都有材份定数,半分不差。 None 2.0030001 2003.0001
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200300011 LiJie 李诫 0 古法拼斗拱,榫头凭砍、卯眼凭凿,松紧全靠凑;按材份制, None 2.00300011 2003.00011
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200300011 LiJie 李诫 0 古法拼斗拱,榫头凭砍、卯眼凭凿,松紧全靠凑;按材份制, None 2.00300011 2003.00011
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200300012 LiJie 李诫 0 榫头长 12 分、宽 6 分,卯眼深 10 分、宽 6 分,严丝合缝。 None 2.00300012 2003.00012
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200300012 LiJie 李诫 0 榫头长 12 分、宽 6 分,卯眼深 10 分、宽 6 分,严丝合缝。 None 2.00300012 2003.00012
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200300013 LiJie 李诫 0 先弹中线定基准,再按材份画榫卯轮廓,异地预制的构件,运到工地也能精准拼装。 None 2.00300013 2003.00013
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200300013 LiJie 李诫 0 先弹中线定基准,再按材份画榫卯轮廓,异地预制的构件,运到工地也能精准拼装。 None 2.00300013 2003.00013
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200300014 Player 玩家 0 按尺标记,尺寸丝毫不差,原来榫卯可以如此精准! None 2.00300014 2003.00014
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200300014 Player 我 0 按尺标记,尺寸丝毫不差,原来榫卯可以如此精准! None 2.00300014 2003.00014
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||||||
200300015 LiJie 李诫 0 都料匠,你四十年手艺,可曾让百组斗拱的榫卯分毫不差? None 2.00300015 2003.00015
|
200300015 LiJie 李诫 0 都料匠,你四十年手艺,可曾让百组斗拱的榫卯分毫不差? None 2.00300015 2003.00015
|
||||||
200300016 LiJie 李诫 0 可曾实现构件异地预制、现场速拼? None 2.00300016 2003.00016
|
200300016 LiJie 李诫 0 可曾实现构件异地预制、现场速拼? None 2.00300016 2003.00016
|
||||||
200300017 LaoDu 老都料匠 1 …工地见真章! None 2.00300017 2003.00017
|
200300017 LaoDu 老都料匠 1 …工地见真章! None 2.00300017 2003.00017
|
||||||
200300018 LaoDu 老都料匠 1 光说不练不算数! None 2.00300018 2003.00018
|
200300018 LaoDu 老都料匠 1 光说不练不算数! None 2.00300018 2003.00018
|
||||||
200300019 LiJie 李诫 0 你已掌握材份测量与榫卯标记,明日随我去五王邸工地,用这套法度, None 2.00300019 2003.00019
|
200300019 LiJie 李诫 0 你已掌握材份测量与榫卯标记,明日随我去五王邸工地,用这套法度, None 2.00300019 2003.00019
|
||||||
200300020 LiJie 李诫 0 拼出能服天下匠人的五铺作斗拱! None 2.0030002 2003.0002
|
200300020 LiJie 李诫 0 拼出能服天下匠人的五铺作斗拱! None 2.0030002 2003.0002
|
||||||
200300021 Player 玩家 0 属下遵命! None 2.00300021 2003.00021
|
200300021 Player 我 0 属下遵命! None 2.00300021 2003.00021
|
||||||
200300022 Other 旁白 0 你终于懂了材份制的真谛,标准化的营造法度,即将在工地接受最严苛的检验。 None 2.00300022 2003.00022
|
200300022 Other 旁白 0 你终于懂了材份制的真谛,标准化的营造法度,即将在工地接受最严苛的检验。 None 2.00300022 2003.00022
|
||||||
200400001 LiJie 李诫 0 今日对决,只看三点:榫卯严合、拼装速度、构件通用,输者便认材份制为营造正途! None 2.00400001 2004.00001
|
200400001 LiJie 李诫 0 今日对决,只看三点:榫卯严合、拼装速度、构件通用,输者便认材份制为营造正途! None 2.00400001 2004.00001
|
||||||
200400002 LaoDu 老都料匠 1 老夫造了一辈子斗拱,闭眼都能拼! None 2.00400002 2004.00002
|
200400002 LaoDu 老都料匠 1 老夫造了一辈子斗拱,闭眼都能拼! None 2.00400002 2004.00002
|
||||||
200400003 LaoDu 老都料匠 1 哪用得着什么刻度分份! None 2.00400003 2004.00003
|
200400003 LaoDu 老都料匠 1 哪用得着什么刻度分份! None 2.00400003 2004.00003
|
||||||
200400004 LiJie 李诫 0 该你了,按材份制,一步一验,精准拼装。 None 2.00400004 2004.00004
|
200400004 LiJie 李诫 0 该你了,按材份制,一步一验,精准拼装。 None 2.00400004 2004.00004
|
||||||
200500001 Player 玩家 0 李丞,拼装完毕! None 2.00500001 2005.00001
|
200500001 Player 我 0 李丞,拼装完毕! None 2.00500001 2005.00001
|
||||||
200500002 LiJie 李诫 0 都看好了! None 2.00500002 2005.00002
|
200500002 LiJie 李诫 0 都看好了! None 2.00500002 2005.00002
|
||||||
200500003 LiJie 李诫 0 这就是口传手感与材份法度的差别! None 2.00500003 2005.00003
|
200500003 LiJie 李诫 0 这就是口传手感与材份法度的差别! None 2.00500003 2005.00003
|
||||||
200500004 LiJie 李诫 0 按材份制预制的构件,异地生产、现场互换,百组斗拱皆可通用,省工三倍, None 2.00500004 2005.00004
|
200500004 LiJie 李诫 0 按材份制预制的构件,异地生产、现场互换,百组斗拱皆可通用,省工三倍, None 2.00500004 2005.00004
|
||||||
|
|
@ -145,7 +145,7 @@
|
||||||
200500012 LaoDu 老都料匠 1 李官人,是老夫守旧迂腐了! None 2.00500012 2005.00012
|
200500012 LaoDu 老都料匠 1 李官人,是老夫守旧迂腐了! None 2.00500012 2005.00012
|
||||||
200500013 LaoDu 老都料匠 1 这材份制,才是能护营造、利万民的真法度! None 2.00500013 2005.00013
|
200500013 LaoDu 老都料匠 1 这材份制,才是能护营造、利万民的真法度! None 2.00500013 2005.00013
|
||||||
200500014 LaoDu 老都料匠 1 往后,老夫愿按法式规矩做工! None 2.00500014 2005.00014
|
200500014 LaoDu 老都料匠 1 往后,老夫愿按法式规矩做工! None 2.00500014 2005.00014
|
||||||
200500015 Player 玩家 0 材份定规,榫卯立心,营造之法,终于有了统一准绳! None 2.00500015 2005.00015
|
200500015 Player 我 0 材份定规,榫卯立心,营造之法,终于有了统一准绳! None 2.00500015 2005.00015
|
||||||
200500016 Other 旁白 0 一场对决,折服老匠,更定下了天下营造的模数根基;标准化的营造之路,自此彻底走通。 None 2.00500016 2005.00016
|
200500016 Other 旁白 0 一场对决,折服老匠,更定下了天下营造的模数根基;标准化的营造之路,自此彻底走通。 None 2.00500016 2005.00016
|
||||||
200600001 LaoDu 老都料匠 1 李丞,今日工地实测,让老身彻悟! None 2.00600001 2006.00001
|
200600001 LaoDu 老都料匠 1 李丞,今日工地实测,让老身彻悟! None 2.00600001 2006.00001
|
||||||
200600002 LaoDu 老都料匠 1 口传终有尽,法度传千年,这材份制,老身服了! None 2.00600002 2006.00002
|
200600002 LaoDu 老都料匠 1 口传终有尽,法度传千年,这材份制,老身服了! None 2.00600002 2006.00002
|
||||||
|
|
@ -154,7 +154,7 @@
|
||||||
200600005 LiJie 李诫 0 古法手艺是根,标准法度是纲,纲举目张,手艺才能代代不失。 None 2.00600005 2006.00005
|
200600005 LiJie 李诫 0 古法手艺是根,标准法度是纲,纲举目张,手艺才能代代不失。 None 2.00600005 2006.00005
|
||||||
200600006 LiJie 李诫 0 今日五铺作斗拱的材份模数、榫卯尺寸、拼装流程,皆是重修《营造法式》的核心实证。 None 2.00600006 2006.00006
|
200600006 LiJie 李诫 0 今日五铺作斗拱的材份模数、榫卯尺寸、拼装流程,皆是重修《营造法式》的核心实证。 None 2.00600006 2006.00006
|
||||||
200600007 LiJie 李诫 0 你今日以材份制拼斗拱,实测精准、榫卯稳固,足堪担当绘图重任。 None 2.00600007 2006.00007
|
200600007 LiJie 李诫 0 你今日以材份制拼斗拱,实测精准、榫卯稳固,足堪担当绘图重任。 None 2.00600007 2006.00007
|
||||||
200600008 Player 玩家 0 回李丞,五铺作斗拱材份、榫卯数据已全部归档,可作为官造标准! None 2.00600008 2006.00008
|
200600008 Player 我 0 回李丞,五铺作斗拱材份、榫卯数据已全部归档,可作为官造标准! None 2.00600008 2006.00008
|
||||||
200600009 LiJie 李诫 0 好! None 2.00600009 2006.00009
|
200600009 LiJie 李诫 0 好! None 2.00600009 2006.00009
|
||||||
200600010 LiJie 李诫 0 自今日起,将作监所有大木作构件,皆按此标准备料、放样、拼装;我会奏报朝廷, None 2.0060001 2006.0001
|
200600010 LiJie 李诫 0 自今日起,将作监所有大木作构件,皆按此标准备料、放样、拼装;我会奏报朝廷, None 2.0060001 2006.0001
|
||||||
200600011 LiJie 李诫 0 将材份制、榫卯标准、斗拱制度,逐一写入新修《营造法式》。 None 2.00600011 2006.00011
|
200600011 LiJie 李诫 0 将材份制、榫卯标准、斗拱制度,逐一写入新修《营造法式》。 None 2.00600011 2006.00011
|
||||||
|
|
@ -182,8 +182,8 @@
|
||||||
300200015 LiJie 李诫 0 你随我五载,熟材份、通榫卯、验过工地、拼过斗拱。 None 3.00200015 3002.00015
|
300200015 LiJie 李诫 0 你随我五载,熟材份、通榫卯、验过工地、拼过斗拱。 None 3.00200015 3002.00015
|
||||||
300200016 LiJie 李诫 0 今日起,你便是图样编修的主事画图吏,与我一同,将这大宋营造的规矩, None 3.00200016 3002.00016
|
300200016 LiJie 李诫 0 今日起,你便是图样编修的主事画图吏,与我一同,将这大宋营造的规矩, None 3.00200016 3002.00016
|
||||||
300200017 LiJie 李诫 0 一笔一画绘在纸上,立为天下准绳! None 3.00200017 3002.00017
|
300200017 LiJie 李诫 0 一笔一画绘在纸上,立为天下准绳! None 3.00200017 3002.00017
|
||||||
300200018 Player 玩家 0 属下遵命! None 3.00200018 3002.00018
|
300200018 Player 我 0 属下遵命! None 3.00200018 3002.00018
|
||||||
300200019 Player 玩家 0 定以材份为尺,以笔墨为工,绘精准图样,立万世法度,不负李丞所托! None 3.00200019 3002.00019
|
300200019 Player 我 0 定以材份为尺,以笔墨为工,绘精准图样,立万世法度,不负李丞所托! None 3.00200019 3002.00019
|
||||||
300200020 LaoDu 老都料匠 1 李丞,老身虽愚钝,却也知这图样的紧要。 None 3.0020002 3002.0002
|
300200020 LaoDu 老都料匠 1 李丞,老身虽愚钝,却也知这图样的紧要。 None 3.0020002 3002.0002
|
||||||
300200021 LaoDu 老都料匠 1 我手中有历代匠人传下的营造手谱,虽无规整刻度, None 3.00200021 3002.00021
|
300200021 LaoDu 老都料匠 1 我手中有历代匠人传下的营造手谱,虽无规整刻度, None 3.00200021 3002.00021
|
||||||
300200022 LaoDu 老都料匠 1 却记了太庙、朱雀门的形制要诀,愿献出来,为编修图样尽一份力! None 3.00200022 3002.00022
|
300200022 LaoDu 老都料匠 1 却记了太庙、朱雀门的形制要诀,愿献出来,为编修图样尽一份力! None 3.00200022 3002.00022
|
||||||
|
|
@ -211,8 +211,8 @@
|
||||||
300300019 LiJie 李诫 0 先画平图,以这十字墨线为基准,栌斗居其中,先定其材份尺寸,再标斗拱间距。 None 3.00300019 3003.00019
|
300300019 LiJie 李诫 0 先画平图,以这十字墨线为基准,栌斗居其中,先定其材份尺寸,再标斗拱间距。 None 3.00300019 3003.00019
|
||||||
300300020 LaoDu 老都料匠 1 大人,这五铺作斗拱的华拱,与罗汉枋交接处,榫头需稍收一分, None 3.0030002 3003.0002
|
300300020 LaoDu 老都料匠 1 大人,这五铺作斗拱的华拱,与罗汉枋交接处,榫头需稍收一分, None 3.0030002 3003.0002
|
||||||
300300021 LaoDu 老都料匠 1 不然拼装时易卡壳,老身造了几十年,这一点错不了,绘图时莫要漏了。 None 3.00300021 3003.00021
|
300300021 LaoDu 老都料匠 1 不然拼装时易卡壳,老身造了几十年,这一点错不了,绘图时莫要漏了。 None 3.00300021 3003.00021
|
||||||
300300022 Player 玩家 0 属下记下了:三准为纲,三图为要,材份定数,形制合规,更要融老匠之法, None 3.00300022 3003.00022
|
300300022 Player 我 0 属下记下了:三准为纲,三图为要,材份定数,形制合规,更要融老匠之法, None 3.00300022 3003.00022
|
||||||
300300023 Player 玩家 0 让图样既准法度,又合工用。 None 3.00300023 3003.00023
|
300300023 Player 我 0 让图样既准法度,又合工用。 None 3.00300023 3003.00023
|
||||||
300300024 LiJie 李诫 0 不错,制图非为纸上定规,实为工地施工,徒有刻度而不合工用,也是虚图。 None 3.00300024 3003.00024
|
300300024 LiJie 李诫 0 不错,制图非为纸上定规,实为工地施工,徒有刻度而不合工用,也是虚图。 None 3.00300024 3003.00024
|
||||||
300300025 LiJie 李诫 0 今日你先定平图的基准与材份标注,我与都料匠在旁看顾,有疑便问,务必做到分毫无差。 None 3.00300025 3003.00025
|
300300025 LiJie 李诫 0 今日你先定平图的基准与材份标注,我与都料匠在旁看顾,有疑便问,务必做到分毫无差。 None 3.00300025 3003.00025
|
||||||
300300026 Other 旁白 0 绘图室里,墨线为骨,材份为尺,朱砂为色。 None 3.00300026 3003.00026
|
300300026 Other 旁白 0 绘图室里,墨线为骨,材份为尺,朱砂为色。 None 3.00300026 3003.00026
|
||||||
|
|
@ -226,13 +226,13 @@
|
||||||
300400005 LaoDu 老都料匠 1 寿康殿偏轩我早年参与过修葺,面阔三间约一丈八尺,进深两间一丈二尺, None 3.00400005 3004.00005
|
300400005 LaoDu 老都料匠 1 寿康殿偏轩我早年参与过修葺,面阔三间约一丈八尺,进深两间一丈二尺, None 3.00400005 3004.00005
|
||||||
300400006 LaoDu 老都料匠 1 原是小式殿宇,该用六等材,五铺作斗拱便够,只是当年无图样,全凭匠人手眼, None 3.00400006 3004.00006
|
300400006 LaoDu 老都料匠 1 原是小式殿宇,该用六等材,五铺作斗拱便够,只是当年无图样,全凭匠人手眼, None 3.00400006 3004.00006
|
||||||
300400007 LaoDu 老都料匠 1 如今按新法制图,正好见真章! None 3.00400007 3004.00007
|
300400007 LaoDu 老都料匠 1 如今按新法制图,正好见真章! None 3.00400007 3004.00007
|
||||||
300400008 Player 玩家 0 属下遵命! None 3.00400008 3004.00008
|
300400008 Player 我 0 属下遵命! None 3.00400008 3004.00008
|
||||||
300400009 LiJie 李诫 0 侧脚柱是官造定规,檐柱微倾二分,内柱微倾一分,既防屋宇侧倾,又显形制层次, None 3.00400009 3004.00009
|
300400009 LiJie 李诫 0 侧脚柱是官造定规,檐柱微倾二分,内柱微倾一分,既防屋宇侧倾,又显形制层次, None 3.00400009 3004.00009
|
||||||
300400010 LiJie 李诫 0 绘时柱脚需向内收,不可画成直柱! None 3.0040001 3004.0001
|
300400010 LiJie 李诫 0 绘时柱脚需向内收,不可画成直柱! None 3.0040001 3004.0001
|
||||||
300400011 LaoDu 老都料匠 1 画图吏,偏轩是休憩之所,屋架举折不可太陡,不然檐角上翘过甚, None 3.00400011 3004.00011
|
300400011 LaoDu 老都料匠 1 画图吏,偏轩是休憩之所,屋架举折不可太陡,不然檐角上翘过甚, None 3.00400011 3004.00011
|
||||||
300400012 LaoDu 老都料匠 1 失了精巧;梁枋与斗拱交接处,榫头需短三分,六等材料细,榫头过长易折。 None 3.00400012 3004.00012
|
300400012 LaoDu 老都料匠 1 失了精巧;梁枋与斗拱交接处,榫头需短三分,六等材料细,榫头过长易折。 None 3.00400012 3004.00012
|
||||||
300400013 Player 玩家 0 依材份定尺,按法度绘图,竟真能让纸上笔墨,化作宫中轩宇的模样, None 3.00400013 3004.00013
|
300400013 Player 我 0 依材份定尺,按法度绘图,竟真能让纸上笔墨,化作宫中轩宇的模样, None 3.00400013 3004.00013
|
||||||
300400014 Player 玩家 0 连侧脚、举折这些细节,都分毫不差! None 3.00400014 3004.00014
|
300400014 Player 我 0 连侧脚、举折这些细节,都分毫不差! None 3.00400014 3004.00014
|
||||||
300400015 LiJie 李诫 0 这便是实战制图的要义! None 3.00400015 3004.00015
|
300400015 LiJie 李诫 0 这便是实战制图的要义! None 3.00400015 3004.00015
|
||||||
300400016 LiJie 李诫 0 制图非为纸上好看,实为工地施工,既要合官造法度,又要贴施工实理, None 3.00400016 3004.00016
|
300400016 LiJie 李诫 0 制图非为纸上好看,实为工地施工,既要合官造法度,又要贴施工实理, None 3.00400016 3004.00016
|
||||||
300400017 LiJie 李诫 0 你今日将材份制、老匠经验融于一图,才算真正掌了官式制图的门道! None 3.00400017 3004.00017
|
300400017 LiJie 李诫 0 你今日将材份制、老匠经验融于一图,才算真正掌了官式制图的门道! None 3.00400017 3004.00017
|
||||||
|
|
@ -249,10 +249,10 @@
|
||||||
300500002 LiJie 李诫 0 凡下料、拼装、立架,分毫皆按图中材份定数,老都料匠督工,画图吏验尺, None 3.00500002 3005.00002
|
300500002 LiJie 李诫 0 凡下料、拼装、立架,分毫皆按图中材份定数,老都料匠督工,画图吏验尺, None 3.00500002 3005.00002
|
||||||
300500003 LiJie 李诫 0 敢有私改尺寸、克扣物料者,按律处置! None 3.00500003 3005.00003
|
300500003 LiJie 李诫 0 敢有私改尺寸、克扣物料者,按律处置! None 3.00500003 3005.00003
|
||||||
300500004 LaoDu 老都料匠 1 侧脚柱,六等材制,柱身微倾二分,尺寸合度! None 3.00500004 3005.00004
|
300500004 LaoDu 老都料匠 1 侧脚柱,六等材制,柱身微倾二分,尺寸合度! None 3.00500004 3005.00004
|
||||||
300500005 Player 玩家 0 李丞,五铺作斗拱构件,榫头长 6 分、卯眼深 5 分,皆按六等材定数, None 3.00500005 3005.00005
|
300500005 Player 我 0 李丞,五铺作斗拱构件,榫头长 6 分、卯眼深 5 分,皆按六等材定数, None 3.00500005 3005.00005
|
||||||
300500006 Player 玩家 0 榫卯严合,可拼装! None 3.00500006 3005.00006
|
300500006 Player 我 0 榫卯严合,可拼装! None 3.00500006 3005.00006
|
||||||
300500007 Player 玩家 0 料例皆按图样定数,每一根木料、每一组构件都有标注,少一分一毫,皆可查对, None 3.00500007 3005.00007
|
300500007 Player 我 0 料例皆按图样定数,每一根木料、每一组构件都有标注,少一分一毫,皆可查对, None 3.00500007 3005.00007
|
||||||
300500008 Player 玩家 0 休要存贪念! None 3.00500008 3005.00008
|
300500008 Player 我 0 休要存贪念! None 3.00500008 3005.00008
|
||||||
300500009 GongTou 工头 1 不敢不敢,画图吏明察,小人绝不敢乱来! None 3.00500009 3005.00009
|
300500009 GongTou 工头 1 不敢不敢,画图吏明察,小人绝不敢乱来! None 3.00500009 3005.00009
|
||||||
300500010 LaoDu 老都料匠 1 按图施工,就是省心! None 3.0050001 3005.0001
|
300500010 LaoDu 老都料匠 1 按图施工,就是省心! None 3.0050001 3005.0001
|
||||||
300500011 LaoDu 老都料匠 1 往日拼斗拱,少则半日,多则一日,如今按图对榫,一刻便成,还无半分偏差, None 3.00500011 3005.00011
|
300500011 LaoDu 老都料匠 1 往日拼斗拱,少则半日,多则一日,如今按图对榫,一刻便成,还无半分偏差, None 3.00500011 3005.00011
|
||||||
|
|
@ -263,9 +263,9 @@
|
||||||
300500016 LaoDu 老都料匠 1 老身活了大半辈子,今日才知,营造之事,有图有法,方能事半功倍。 None 3.00500016 3005.00016
|
300500016 LaoDu 老都料匠 1 老身活了大半辈子,今日才知,营造之事,有图有法,方能事半功倍。 None 3.00500016 3005.00016
|
||||||
300500017 LaoDu 老都料匠 1 这偏轩的构架,比当年无图营造时,牢固数倍,模样也更周正,往后我等匠人, None 3.00500017 3005.00017
|
300500017 LaoDu 老都料匠 1 这偏轩的构架,比当年无图营造时,牢固数倍,模样也更周正,往后我等匠人, None 3.00500017 3005.00017
|
||||||
300500018 LaoDu 老都料匠 1 必奉图样为圭臬! None 3.00500018 3005.00018
|
300500018 LaoDu 老都料匠 1 必奉图样为圭臬! None 3.00500018 3005.00018
|
||||||
300500019 Player 玩家 0 材份定尺,图样定形,法立则工正,工正则屋固! None 3.00500019 3005.00019
|
300500019 Player 我 0 材份定尺,图样定形,法立则工正,工正则屋固! None 3.00500019 3005.00019
|
||||||
300500020 Player 玩家 0 这寿康殿偏轩,便是新法营造的明证,往后天下营造,皆依此例, None 3.0050002 3005.0002
|
300500020 Player 我 0 这寿康殿偏轩,便是新法营造的明证,往后天下营造,皆依此例, None 3.0050002 3005.0002
|
||||||
300500021 Player 玩家 0 便再无无规之乱、贪弊之害! None 3.00500021 3005.00021
|
300500021 Player 我 0 便再无无规之乱、贪弊之害! None 3.00500021 3005.00021
|
||||||
300500022 LiJie 李诫 0 寿康殿偏轩大木作功成,后续瓦作、小木作,皆依图样施工! None 3.00500022 3005.00022
|
300500022 LiJie 李诫 0 寿康殿偏轩大木作功成,后续瓦作、小木作,皆依图样施工! None 3.00500022 3005.00022
|
||||||
300500023 LiJie 李诫 0 今日之功,画图吏主笔制图有功,老都料匠督工有方,匠人依图施工尽责,皆记功一次! None 3.00500023 3005.00023
|
300500023 LiJie 李诫 0 今日之功,画图吏主笔制图有功,老都料匠督工有方,匠人依图施工尽责,皆记功一次! None 3.00500023 3005.00023
|
||||||
400100001 Other 旁白 0 元符二年秋,寿康殿偏轩大木作如期功成, None 4.00100001 4001.00001
|
400100001 Other 旁白 0 元符二年秋,寿康殿偏轩大木作如期功成, None 4.00100001 4001.00001
|
||||||
|
|
@ -281,11 +281,11 @@
|
||||||
400200009 LaoDu 老都料匠 1 曾与李大人争执于工地,如今见这三十六卷册籍,才知什么是真正的营造之法! None 4.00200009 4002.00009
|
400200009 LaoDu 老都料匠 1 曾与李大人争执于工地,如今见这三十六卷册籍,才知什么是真正的营造之法! None 4.00200009 4002.00009
|
||||||
400200010 LaoDu 老都料匠 1 这纸上的每一根墨线、每一个朱字,都是大人与画图吏的心血,是天下匠人的规矩, None 4.0020001 4002.0001
|
400200010 LaoDu 老都料匠 1 这纸上的每一根墨线、每一个朱字,都是大人与画图吏的心血,是天下匠人的规矩, None 4.0020001 4002.0001
|
||||||
400200011 LaoDu 老都料匠 1 往后营造,再无无章可循之苦,这是大宋匠人的福分啊! None 4.00200011 4002.00011
|
400200011 LaoDu 老都料匠 1 往后营造,再无无章可循之苦,这是大宋匠人的福分啊! None 4.00200011 4002.00011
|
||||||
400200012 Player 玩家 0 属下元祐七年入监,蒙大人教诲,始识水准、绳墨之器, None 4.00200012 4002.00012
|
400200012 Player 我 0 属下元祐七年入监,蒙大人教诲,始识水准、绳墨之器, None 4.00200012 4002.00012
|
||||||
400200013 Player 玩家 0 初知料例、材份之规;十载相伴,从工地验工到案头制图, None 4.00200013 4002.00013
|
400200013 Player 我 0 初知料例、材份之规;十载相伴,从工地验工到案头制图, None 4.00200013 4002.00013
|
||||||
400200014 Player 玩家 0 从拼斗拱、绘轩宇到参编法式,方悟营造之要,在法、在规、在传。 None 4.00200014 4002.00014
|
400200014 Player 我 0 从拼斗拱、绘轩宇到参编法式,方悟营造之要,在法、在规、在传。 None 4.00200014 4002.00014
|
||||||
400200015 Player 玩家 0 这三十六卷法式,是大人的毕生所愿,是众匠人的心血所凝, None 4.00200015 4002.00015
|
400200015 Player 我 0 这三十六卷法式,是大人的毕生所愿,是众匠人的心血所凝, None 4.00200015 4002.00015
|
||||||
400200016 Player 玩家 0 更是大宋营造的万世准绳,属下幸参与其中,此生无憾! None 4.00200016 4002.00016
|
400200016 Player 我 0 更是大宋营造的万世准绳,属下幸参与其中,此生无憾! None 4.00200016 4002.00016
|
||||||
400200017 NeiShi 内侍 1 圣旨到 —— 将作监少监李诫接旨! None 4.00200017 4002.00017
|
400200017 NeiShi 内侍 1 圣旨到 —— 将作监少监李诫接旨! None 4.00200017 4002.00017
|
||||||
400200018 NeiShi 内侍 1 皇帝诏曰:古者营室,度以绳墨,程以功限,乃成万世之基。 None 4.00200018 4002.00018
|
400200018 NeiShi 内侍 1 皇帝诏曰:古者营室,度以绳墨,程以功限,乃成万世之基。 None 4.00200018 4002.00018
|
||||||
400200019 NeiShi 内侍 1 将作监少监李诫,恪恭职守,十载编修,成《营造法式》三十六卷。 None 4.00200019 4002.00019
|
400200019 NeiShi 内侍 1 将作监少监李诫,恪恭职守,十载编修,成《营造法式》三十六卷。 None 4.00200019 4002.00019
|
||||||
|
|
@ -303,11 +303,11 @@
|
||||||
400300005 LiJie 李诫 1 当年库房之内,教你识水准、曲尺, None 4.00300005 4003.00005
|
400300005 LiJie 李诫 1 当年库房之内,教你识水准、曲尺, None 4.00300005 4003.00005
|
||||||
400300006 LiJie 李诫 1 只为让你知 “无规矩则屋不立”;今日法式行天下,工有规,料有例,图有准, None 4.00300006 4003.00006
|
400300006 LiJie 李诫 1 只为让你知 “无规矩则屋不立”;今日法式行天下,工有规,料有例,图有准, None 4.00300006 4003.00006
|
||||||
400300007 LiJie 李诫 1 国用省,民力安,这便是我编修法式的初心啊。 None 4.00300007 4003.00007
|
400300007 LiJie 李诫 1 国用省,民力安,这便是我编修法式的初心啊。 None 4.00300007 4003.00007
|
||||||
400300008 Player 玩家 0 此非大人一人之功,却因大人一人而起。 None 4.00300008 4003.00008
|
400300008 Player 我 0 此非大人一人之功,却因大人一人而起。 None 4.00300008 4003.00008
|
||||||
400300009 Player 玩家 0 从立材份制破古法之囿,到绘官式图融匠艺于纸,再到定功限料例堵贪弊之源, None 4.00300009 4003.00009
|
400300009 Player 我 0 从立材份制破古法之囿,到绘官式图融匠艺于纸,再到定功限料例堵贪弊之源, None 4.00300009 4003.00009
|
||||||
400300010 Player 玩家 0 大人以十载心血,整肃天下营造,让匠艺有传,法度有立。 None 4.0030001 4003.0001
|
400300010 Player 我 0 大人以十载心血,整肃天下营造,让匠艺有传,法度有立。 None 4.0030001 4003.0001
|
||||||
400300011 Player 玩家 0 属下幸蒙大人教诲,从初识器具的画图令史,到能独掌制图、监工的匠官, None 4.00300011 4003.00011
|
400300011 Player 我 0 属下幸蒙大人教诲,从初识器具的画图令史,到能独掌制图、监工的匠官, None 4.00300011 4003.00011
|
||||||
400300012 Player 玩家 0 十载相伴,所学所悟,终身受用。 None 4.00300012 4003.00012
|
400300012 Player 我 0 十载相伴,所学所悟,终身受用。 None 4.00300012 4003.00012
|
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400300013 LiJie 李诫 1 非独你我,这是老都料匠等百匠同心,是天下营造人共愿。 None 4.00300013 4003.00013
|
400300013 LiJie 李诫 1 非独你我,这是老都料匠等百匠同心,是天下营造人共愿。 None 4.00300013 4003.00013
|
||||||
400300014 LiJie 李诫 1 你如今已能独当一面,往后将作监的营造法度,便要靠你与后生们传承。 None 4.00300014 4003.00014
|
400300014 LiJie 李诫 1 你如今已能独当一面,往后将作监的营造法度,便要靠你与后生们传承。 None 4.00300014 4003.00014
|
||||||
400300015 LiJie 李诫 1 学馆里的年轻画图吏、匠人,皆如当年的你,需让他们知法度、守规矩、传匠艺, None 4.00300015 4003.00015
|
400300015 LiJie 李诫 1 学馆里的年轻画图吏、匠人,皆如当年的你,需让他们知法度、守规矩、传匠艺, None 4.00300015 4003.00015
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m_PrefabInstance: {fileID: 0}
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m_MinimumChartSize: 4
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m_PrefabAsset: {fileID: 0}
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m_AutoUVMaxDistance: 0.5
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m_GameObject: {fileID: 70728207}
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m_AutoUVMaxAngle: 89
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m_CullTransparentMesh: 1
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m_LightmapParameters: {fileID: 0}
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--- !u!1 &1779441773
|
|
||||||
GameObject:
|
|
||||||
m_ObjectHideFlags: 0
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|
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m_CorrespondingSourceObject: {fileID: 0}
|
|
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m_PrefabInstance: {fileID: 0}
|
|
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m_PrefabAsset: {fileID: 0}
|
|
||||||
serializedVersion: 6
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|
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m_Component:
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|
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- component: {fileID: 1779441777}
|
|
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- component: {fileID: 1779441776}
|
|
||||||
- component: {fileID: 1779441775}
|
|
||||||
- component: {fileID: 1779441774}
|
|
||||||
m_Layer: 5
|
|
||||||
m_Name: Canvas
|
|
||||||
m_TagString: Untagged
|
|
||||||
m_Icon: {fileID: 0}
|
|
||||||
m_NavMeshLayer: 0
|
|
||||||
m_StaticEditorFlags: 0
|
|
||||||
m_IsActive: 1
|
|
||||||
--- !u!114 &1779441774
|
|
||||||
MonoBehaviour:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
|
||||||
m_PrefabInstance: {fileID: 0}
|
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
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m_GameObject: {fileID: 1779441773}
|
|
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m_Enabled: 1
|
|
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m_EditorHideFlags: 0
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|
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m_Script: {fileID: 11500000, guid: dc42784cf147c0c48a680349fa168899, type: 3}
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|
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m_Name:
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|
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m_EditorClassIdentifier:
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|
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m_IgnoreReversedGraphics: 1
|
|
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m_BlockingObjects: 0
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|
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m_BlockingMask:
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|
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serializedVersion: 2
|
|
||||||
m_Bits: 4294967295
|
|
||||||
--- !u!114 &1779441775
|
|
||||||
MonoBehaviour:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
|
||||||
m_PrefabInstance: {fileID: 0}
|
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
m_GameObject: {fileID: 1779441773}
|
|
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m_Enabled: 1
|
|
||||||
m_EditorHideFlags: 0
|
|
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m_Script: {fileID: 11500000, guid: 0cd44c1031e13a943bb63640046fad76, type: 3}
|
|
||||||
m_Name:
|
|
||||||
m_EditorClassIdentifier:
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|
||||||
m_UiScaleMode: 1
|
|
||||||
m_ReferencePixelsPerUnit: 100
|
|
||||||
m_ScaleFactor: 1
|
|
||||||
m_ReferenceResolution: {x: 2048, y: 1152}
|
|
||||||
m_ScreenMatchMode: 0
|
|
||||||
m_MatchWidthOrHeight: 0
|
|
||||||
m_PhysicalUnit: 3
|
|
||||||
m_FallbackScreenDPI: 96
|
|
||||||
m_DefaultSpriteDPI: 96
|
|
||||||
m_DynamicPixelsPerUnit: 1
|
|
||||||
m_PresetInfoIsWorld: 0
|
|
||||||
--- !u!223 &1779441776
|
|
||||||
Canvas:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
|
||||||
m_PrefabInstance: {fileID: 0}
|
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
m_GameObject: {fileID: 1779441773}
|
|
||||||
m_Enabled: 1
|
|
||||||
serializedVersion: 3
|
|
||||||
m_RenderMode: 0
|
|
||||||
m_Camera: {fileID: 0}
|
|
||||||
m_PlaneDistance: 100
|
|
||||||
m_PixelPerfect: 0
|
|
||||||
m_ReceivesEvents: 1
|
|
||||||
m_OverrideSorting: 0
|
|
||||||
m_OverridePixelPerfect: 0
|
|
||||||
m_SortingBucketNormalizedSize: 0
|
|
||||||
m_VertexColorAlwaysGammaSpace: 0
|
|
||||||
m_AdditionalShaderChannelsFlag: 25
|
|
||||||
m_UpdateRectTransformForStandalone: 0
|
|
||||||
m_SortingLayerID: 0
|
m_SortingLayerID: 0
|
||||||
m_SortingOrder: -10000
|
m_SortingLayer: 0
|
||||||
m_TargetDisplay: 0
|
m_SortingOrder: 0
|
||||||
--- !u!224 &1779441777
|
m_Sprite: {fileID: 21300000, guid: ab45c3f613f388d43bbf43ec05eb92e2, type: 3}
|
||||||
RectTransform:
|
m_Color: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
m_FlipX: 0
|
||||||
|
m_FlipY: 0
|
||||||
|
m_DrawMode: 0
|
||||||
|
m_Size: {x: 8, y: 8}
|
||||||
|
m_AdaptiveModeThreshold: 0.5
|
||||||
|
m_SpriteTileMode: 0
|
||||||
|
m_WasSpriteAssigned: 1
|
||||||
|
m_MaskInteraction: 0
|
||||||
|
m_SpriteSortPoint: 0
|
||||||
|
--- !u!4 &471193226
|
||||||
|
Transform:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_GameObject: {fileID: 1779441773}
|
m_GameObject: {fileID: 471193224}
|
||||||
|
serializedVersion: 2
|
||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||||
m_LocalScale: {x: 0, y: 0, z: 0}
|
m_LocalScale: {x: 5000, y: 5000, z: 5000}
|
||||||
m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 1
|
||||||
m_Children:
|
m_Children: []
|
||||||
- {fileID: 70728208}
|
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0, y: 0}
|
|
||||||
m_AnchorMax: {x: 0, y: 0}
|
|
||||||
m_AnchoredPosition: {x: 0, y: 0}
|
|
||||||
m_SizeDelta: {x: 0, y: 0}
|
|
||||||
m_Pivot: {x: 0, y: 0}
|
|
||||||
--- !u!1660057539 &9223372036854775807
|
--- !u!1660057539 &9223372036854775807
|
||||||
SceneRoots:
|
SceneRoots:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
m_Roots:
|
m_Roots:
|
||||||
- {fileID: 1779441777}
|
- {fileID: 471193226}
|
||||||
|
|
|
||||||
|
|
@ -12,11 +12,14 @@ namespace GeometryTD.CustomComponent
|
||||||
public class ResolutionAdapterComponent : GameFrameworkComponent
|
public class ResolutionAdapterComponent : GameFrameworkComponent
|
||||||
{
|
{
|
||||||
private const float DefaultCanvasPlaneDistance = 100f;
|
private const float DefaultCanvasPlaneDistance = 100f;
|
||||||
|
private static ResolutionAdapterComponent s_Instance;
|
||||||
|
|
||||||
[SerializeField] private Vector2 _referenceResolution = new Vector2(2560f, 1600f);
|
[SerializeField] private Vector2 _referenceResolution = new Vector2(2560f, 1600f);
|
||||||
[SerializeField] private bool _adaptUiCanvasToViewport = true;
|
[SerializeField] private bool _adaptUiCanvasToViewport = true;
|
||||||
[SerializeField] private bool _enableBlackMask = true;
|
[SerializeField] private bool _enableBlackMask = true;
|
||||||
|
[SerializeField] private int _maskSortingOrder = short.MaxValue;
|
||||||
[SerializeField] private bool _autoCollectSceneCanvases = true;
|
[SerializeField] private bool _autoCollectSceneCanvases = true;
|
||||||
|
[SerializeField] private float _canvasProbeInterval = 0.2f;
|
||||||
[SerializeField] private List<Transform> _uiRoots = new List<Transform>();
|
[SerializeField] private List<Transform> _uiRoots = new List<Transform>();
|
||||||
|
|
||||||
private readonly List<Canvas> _canvasBuffer = new List<Canvas>(32);
|
private readonly List<Canvas> _canvasBuffer = new List<Canvas>(32);
|
||||||
|
|
@ -32,6 +35,7 @@ namespace GeometryTD.CustomComponent
|
||||||
private bool _uiEventSubscribed;
|
private bool _uiEventSubscribed;
|
||||||
private bool _sceneEventSubscribed;
|
private bool _sceneEventSubscribed;
|
||||||
private bool _missingRootWarned;
|
private bool _missingRootWarned;
|
||||||
|
private float _nextCanvasProbeTime;
|
||||||
|
|
||||||
private Canvas _maskCanvas;
|
private Canvas _maskCanvas;
|
||||||
private RectTransform _leftMask;
|
private RectTransform _leftMask;
|
||||||
|
|
@ -39,6 +43,23 @@ namespace GeometryTD.CustomComponent
|
||||||
private RectTransform _topMask;
|
private RectTransform _topMask;
|
||||||
private RectTransform _bottomMask;
|
private RectTransform _bottomMask;
|
||||||
|
|
||||||
|
public static bool TryGetTargetViewport(out Rect viewport)
|
||||||
|
{
|
||||||
|
if (s_Instance != null && s_Instance._cachedScreenWidth > 0 && s_Instance._cachedScreenHeight > 0)
|
||||||
|
{
|
||||||
|
viewport = s_Instance._targetViewport;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
viewport = new Rect(0f, 0f, 1f, 1f);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
s_Instance = this;
|
||||||
|
}
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
TryEnsureUiEventSubscribed();
|
TryEnsureUiEventSubscribed();
|
||||||
|
|
@ -48,6 +69,10 @@ namespace GeometryTD.CustomComponent
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
TryEnsureUiEventSubscribed();
|
TryEnsureUiEventSubscribed();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LateUpdate()
|
||||||
|
{
|
||||||
ApplyAdaptation(false);
|
ApplyAdaptation(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -59,6 +84,11 @@ namespace GeometryTD.CustomComponent
|
||||||
{
|
{
|
||||||
_mainCamera.rect = new Rect(0f, 0f, 1f, 1f);
|
_mainCamera.rect = new Rect(0f, 0f, 1f, 1f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (s_Instance == this)
|
||||||
|
{
|
||||||
|
s_Instance = null;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ApplyAdaptation(bool force)
|
private void ApplyAdaptation(bool force)
|
||||||
|
|
@ -95,11 +125,7 @@ namespace GeometryTD.CustomComponent
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!needRecalculate && !_canvasCacheDirty)
|
TryMarkCanvasCacheDirtyByProbe();
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
ApplyCanvasAdaptation();
|
ApplyCanvasAdaptation();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -308,6 +334,7 @@ namespace GeometryTD.CustomComponent
|
||||||
if (!_uiEventSubscribed)
|
if (!_uiEventSubscribed)
|
||||||
{
|
{
|
||||||
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OnUIFormChanged);
|
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OnUIFormChanged);
|
||||||
|
GameEntry.Event.Subscribe(OpenUIFormUpdateEventArgs.EventId, OnUIFormChanged);
|
||||||
GameEntry.Event.Subscribe(CloseUIFormCompleteEventArgs.EventId, OnUIFormChanged);
|
GameEntry.Event.Subscribe(CloseUIFormCompleteEventArgs.EventId, OnUIFormChanged);
|
||||||
_uiEventSubscribed = true;
|
_uiEventSubscribed = true;
|
||||||
_canvasCacheDirty = true;
|
_canvasCacheDirty = true;
|
||||||
|
|
@ -331,6 +358,7 @@ namespace GeometryTD.CustomComponent
|
||||||
if (_uiEventSubscribed)
|
if (_uiEventSubscribed)
|
||||||
{
|
{
|
||||||
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OnUIFormChanged);
|
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OnUIFormChanged);
|
||||||
|
GameEntry.Event.Unsubscribe(OpenUIFormUpdateEventArgs.EventId, OnUIFormChanged);
|
||||||
GameEntry.Event.Unsubscribe(CloseUIFormCompleteEventArgs.EventId, OnUIFormChanged);
|
GameEntry.Event.Unsubscribe(CloseUIFormCompleteEventArgs.EventId, OnUIFormChanged);
|
||||||
_uiEventSubscribed = false;
|
_uiEventSubscribed = false;
|
||||||
}
|
}
|
||||||
|
|
@ -353,6 +381,47 @@ namespace GeometryTD.CustomComponent
|
||||||
_missingRootWarned = false;
|
_missingRootWarned = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void TryMarkCanvasCacheDirtyByProbe()
|
||||||
|
{
|
||||||
|
if (_canvasCacheDirty)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_canvasProbeInterval > 0f && Time.unscaledTime < _nextCanvasProbeTime)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_nextCanvasProbeTime = Time.unscaledTime + Mathf.Max(0.01f, _canvasProbeInterval);
|
||||||
|
Canvas[] canvases = Resources.FindObjectsOfTypeAll<Canvas>();
|
||||||
|
foreach (Canvas canvas in canvases)
|
||||||
|
{
|
||||||
|
if (canvas == null || canvas == _maskCanvas || canvas.renderMode == RenderMode.WorldSpace)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
GameObject gameObject = canvas.gameObject;
|
||||||
|
if (!gameObject.scene.IsValid() || !gameObject.scene.isLoaded)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!_trackedCanvasSet.Contains(canvas))
|
||||||
|
{
|
||||||
|
_canvasCacheDirty = true;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CalculateViewportPadding(out float horizontalPadding, out float verticalPadding)
|
||||||
|
{
|
||||||
|
horizontalPadding = Mathf.Max(0f, (1f - _targetViewport.width) * 0.5f * _cachedScreenWidth);
|
||||||
|
verticalPadding = Mathf.Max(0f, (1f - _targetViewport.height) * 0.5f * _cachedScreenHeight);
|
||||||
|
}
|
||||||
|
|
||||||
private void UpdateMaskLayout()
|
private void UpdateMaskLayout()
|
||||||
{
|
{
|
||||||
if (!_enableBlackMask)
|
if (!_enableBlackMask)
|
||||||
|
|
@ -367,8 +436,13 @@ namespace GeometryTD.CustomComponent
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
float horizontalPadding = Mathf.Max(0f, (1f - _targetViewport.width) * 0.5f * _cachedScreenWidth);
|
int maskSortingOrder = Mathf.Clamp(_maskSortingOrder, short.MinValue, short.MaxValue);
|
||||||
float verticalPadding = Mathf.Max(0f, (1f - _targetViewport.height) * 0.5f * _cachedScreenHeight);
|
if (_maskCanvas.sortingOrder != maskSortingOrder)
|
||||||
|
{
|
||||||
|
_maskCanvas.sortingOrder = maskSortingOrder;
|
||||||
|
}
|
||||||
|
|
||||||
|
CalculateViewportPadding(out float horizontalPadding, out float verticalPadding);
|
||||||
|
|
||||||
bool showVerticalMask = horizontalPadding > 0.5f;
|
bool showVerticalMask = horizontalPadding > 0.5f;
|
||||||
bool showHorizontalMask = verticalPadding > 0.5f;
|
bool showHorizontalMask = verticalPadding > 0.5f;
|
||||||
|
|
@ -405,7 +479,7 @@ namespace GeometryTD.CustomComponent
|
||||||
_maskCanvas = maskRoot.GetComponent<Canvas>();
|
_maskCanvas = maskRoot.GetComponent<Canvas>();
|
||||||
_maskCanvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
_maskCanvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||||
_maskCanvas.overrideSorting = true;
|
_maskCanvas.overrideSorting = true;
|
||||||
_maskCanvas.sortingOrder = short.MaxValue;
|
_maskCanvas.sortingOrder = Mathf.Clamp(_maskSortingOrder, short.MinValue, short.MaxValue);
|
||||||
|
|
||||||
CanvasScaler scaler = maskRoot.GetComponent<CanvasScaler>();
|
CanvasScaler scaler = maskRoot.GetComponent<CanvasScaler>();
|
||||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ConstantPixelSize;
|
scaler.uiScaleMode = CanvasScaler.ScaleMode.ConstantPixelSize;
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,5 @@
|
||||||
using DataTable;
|
using DataTable;
|
||||||
|
using Definition.Enum;
|
||||||
using Event;
|
using Event;
|
||||||
using GameFramework.DataTable;
|
using GameFramework.DataTable;
|
||||||
using GameFramework.Event;
|
using GameFramework.Event;
|
||||||
|
|
@ -16,6 +17,8 @@ namespace Procedure
|
||||||
private const int DialogChapterDivisor = 1000;
|
private const int DialogChapterDivisor = 1000;
|
||||||
|
|
||||||
private IDataTable<DRDialog> _dtDialog;
|
private IDataTable<DRDialog> _dtDialog;
|
||||||
|
private bool _pendingSceneChange;
|
||||||
|
private int _pendingSceneId;
|
||||||
|
|
||||||
public override bool UseNativeDialog => false;
|
public override bool UseNativeDialog => false;
|
||||||
|
|
||||||
|
|
@ -25,6 +28,8 @@ namespace Procedure
|
||||||
AIChatEntryRuntime.EnsureOpen();
|
AIChatEntryRuntime.EnsureOpen();
|
||||||
|
|
||||||
GameEntry.Event.Subscribe(StoryChapterEndedEventArgs.EventId, OnStoryChapterEnded);
|
GameEntry.Event.Subscribe(StoryChapterEndedEventArgs.EventId, OnStoryChapterEnded);
|
||||||
|
_pendingSceneChange = false;
|
||||||
|
_pendingSceneId = 0;
|
||||||
|
|
||||||
GameEntry.Dialog.Init(InitialChapterId);
|
GameEntry.Dialog.Init(InitialChapterId);
|
||||||
GameEntry.Dialog.StartDialog(InitialDialogId);
|
GameEntry.Dialog.StartDialog(InitialDialogId);
|
||||||
|
|
@ -36,6 +41,21 @@ namespace Procedure
|
||||||
base.OnLeave(procedureOwner, isShutdown);
|
base.OnLeave(procedureOwner, isShutdown);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
|
||||||
|
float realElapseSeconds)
|
||||||
|
{
|
||||||
|
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
||||||
|
|
||||||
|
if (!_pendingSceneChange)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_pendingSceneChange = false;
|
||||||
|
procedureOwner.SetData<VarInt32>("NextSceneId", _pendingSceneId);
|
||||||
|
ChangeState<ProcedureChangeScene>(procedureOwner);
|
||||||
|
}
|
||||||
|
|
||||||
private void OnStoryChapterEnded(object sender, GameEventArgs e)
|
private void OnStoryChapterEnded(object sender, GameEventArgs e)
|
||||||
{
|
{
|
||||||
if (!(e is StoryChapterEndedEventArgs args))
|
if (!(e is StoryChapterEndedEventArgs args))
|
||||||
|
|
@ -54,8 +74,12 @@ namespace Procedure
|
||||||
|
|
||||||
if (!TryResolveFirstDialogId(nextChapterId, out int nextDialogId))
|
if (!TryResolveFirstDialogId(nextChapterId, out int nextDialogId))
|
||||||
{
|
{
|
||||||
Log.Info("ProcedureMain chapter switch stopped. No dialog found for chapter '{0}'.",
|
Log.Info(
|
||||||
nextChapterId.ToString());
|
"ProcedureMain chapter '{0}' ended and no next chapter found. Return to menu scene.",
|
||||||
|
currentChapterId.ToString());
|
||||||
|
CloseBgFormIfOpened();
|
||||||
|
_pendingSceneId = (int)SceneId.Menu;
|
||||||
|
_pendingSceneChange = true;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -123,5 +147,19 @@ namespace Procedure
|
||||||
{
|
{
|
||||||
return dialogId / DialogChapterDivisor;
|
return dialogId / DialogChapterDivisor;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static void CloseBgFormIfOpened()
|
||||||
|
{
|
||||||
|
if (GameEntry.UI == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
UGuiForm bgForm = GameEntry.UI.GetUIForm(UIFormId.BgForm);
|
||||||
|
if (bgForm != null)
|
||||||
|
{
|
||||||
|
GameEntry.UI.CloseUIForm(bgForm.UIForm);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -70,7 +70,6 @@ namespace Procedure
|
||||||
e.Subscribe(MenuExitEventArgs.EventId, MenuExit);
|
e.Subscribe(MenuExitEventArgs.EventId, MenuExit);
|
||||||
e.Subscribe(SettingSaveEventArgs.EventId, SettingSave);
|
e.Subscribe(SettingSaveEventArgs.EventId, SettingSave);
|
||||||
|
|
||||||
|
|
||||||
_menuFormController = new MenuFormController();
|
_menuFormController = new MenuFormController();
|
||||||
_menuFormController.OpenUI(new MenuFormContext());
|
_menuFormController.OpenUI(new MenuFormContext());
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -8,18 +8,24 @@
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
using UnityGameFramework.Runtime;
|
using UnityGameFramework.Runtime;
|
||||||
|
using GeometryTD.CustomComponent;
|
||||||
|
|
||||||
namespace UI
|
namespace UI
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// uGUI 界面组辅助器。
|
/// uGUI 界面组辅助器。
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[DefaultExecutionOrder(200)]
|
||||||
public class UGuiGroupHelper : UIGroupHelperBase
|
public class UGuiGroupHelper : UIGroupHelperBase
|
||||||
{
|
{
|
||||||
public const int DepthFactor = 10000;
|
public const int DepthFactor = 10000;
|
||||||
|
|
||||||
private int m_Depth = 0;
|
private int m_Depth = 0;
|
||||||
private Canvas m_CachedCanvas = null;
|
private Canvas m_CachedCanvas = null;
|
||||||
|
private RectTransform m_RectTransform = null;
|
||||||
|
private int m_LastScreenWidth = -1;
|
||||||
|
private int m_LastScreenHeight = -1;
|
||||||
|
private Rect m_LastViewport = new Rect(float.MinValue, float.MinValue, float.MinValue, float.MinValue);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 设置界面组深度。
|
/// 设置界面组深度。
|
||||||
|
|
@ -36,6 +42,7 @@ namespace UI
|
||||||
{
|
{
|
||||||
m_CachedCanvas = gameObject.GetOrAddComponent<Canvas>();
|
m_CachedCanvas = gameObject.GetOrAddComponent<Canvas>();
|
||||||
gameObject.GetOrAddComponent<GraphicRaycaster>();
|
gameObject.GetOrAddComponent<GraphicRaycaster>();
|
||||||
|
m_RectTransform = GetComponent<RectTransform>();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
|
|
@ -43,11 +50,94 @@ namespace UI
|
||||||
m_CachedCanvas.overrideSorting = true;
|
m_CachedCanvas.overrideSorting = true;
|
||||||
m_CachedCanvas.sortingOrder = DepthFactor * m_Depth;
|
m_CachedCanvas.sortingOrder = DepthFactor * m_Depth;
|
||||||
|
|
||||||
RectTransform transform = GetComponent<RectTransform>();
|
if (m_RectTransform == null)
|
||||||
transform.anchorMin = Vector2.zero;
|
{
|
||||||
transform.anchorMax = Vector2.one;
|
return;
|
||||||
transform.anchoredPosition = Vector2.zero;
|
}
|
||||||
transform.sizeDelta = Vector2.zero;
|
|
||||||
|
m_RectTransform.anchorMin = Vector2.zero;
|
||||||
|
m_RectTransform.anchorMax = Vector2.one;
|
||||||
|
m_RectTransform.pivot = new Vector2(0.5f, 0.5f);
|
||||||
|
m_RectTransform.anchoredPosition = Vector2.zero;
|
||||||
|
m_RectTransform.sizeDelta = Vector2.zero;
|
||||||
|
ApplyViewportClip(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LateUpdate()
|
||||||
|
{
|
||||||
|
ApplyViewportClip(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ApplyViewportClip(bool force)
|
||||||
|
{
|
||||||
|
if (m_RectTransform == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
int screenWidth = Screen.width;
|
||||||
|
int screenHeight = Screen.height;
|
||||||
|
Rect viewport = ResolveViewportRect();
|
||||||
|
if (!force
|
||||||
|
&& screenWidth == m_LastScreenWidth
|
||||||
|
&& screenHeight == m_LastScreenHeight
|
||||||
|
&& Mathf.Approximately(viewport.x, m_LastViewport.x)
|
||||||
|
&& Mathf.Approximately(viewport.y, m_LastViewport.y)
|
||||||
|
&& Mathf.Approximately(viewport.width, m_LastViewport.width)
|
||||||
|
&& Mathf.Approximately(viewport.height, m_LastViewport.height))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_LastScreenWidth = screenWidth;
|
||||||
|
m_LastScreenHeight = screenHeight;
|
||||||
|
m_LastViewport = viewport;
|
||||||
|
|
||||||
|
if (screenWidth <= 0 || screenHeight <= 0)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
float horizontalPadding = Mathf.Max(0f, (1f - viewport.width) * 0.5f * screenWidth);
|
||||||
|
float verticalPadding = Mathf.Max(0f, (1f - viewport.height) * 0.5f * screenHeight);
|
||||||
|
float canvasScale = ResolveCanvasScaleFactor();
|
||||||
|
float horizontalPaddingInCanvasUnit = horizontalPadding / canvasScale;
|
||||||
|
float verticalPaddingInCanvasUnit = verticalPadding / canvasScale;
|
||||||
|
m_RectTransform.offsetMin = new Vector2(horizontalPaddingInCanvasUnit, verticalPaddingInCanvasUnit);
|
||||||
|
m_RectTransform.offsetMax = new Vector2(-horizontalPaddingInCanvasUnit, -verticalPaddingInCanvasUnit);
|
||||||
|
}
|
||||||
|
|
||||||
|
private Rect ResolveViewportRect()
|
||||||
|
{
|
||||||
|
if (ResolutionAdapterComponent.TryGetTargetViewport(out Rect adapterViewport))
|
||||||
|
{
|
||||||
|
return adapterViewport;
|
||||||
|
}
|
||||||
|
|
||||||
|
Camera camera = m_CachedCanvas != null ? m_CachedCanvas.worldCamera : null;
|
||||||
|
if (camera == null && m_CachedCanvas != null && m_CachedCanvas.rootCanvas != null)
|
||||||
|
{
|
||||||
|
camera = m_CachedCanvas.rootCanvas.worldCamera;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (camera == null && GameEntry.Scene != null)
|
||||||
|
{
|
||||||
|
camera = GameEntry.Scene.MainCamera;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (camera == null)
|
||||||
|
{
|
||||||
|
camera = Camera.main;
|
||||||
|
}
|
||||||
|
|
||||||
|
return camera != null ? camera.rect : new Rect(0f, 0f, 1f, 1f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private float ResolveCanvasScaleFactor()
|
||||||
|
{
|
||||||
|
Canvas rootCanvas = m_CachedCanvas != null ? m_CachedCanvas.rootCanvas : null;
|
||||||
|
float scale = rootCanvas != null ? rootCanvas.scaleFactor : (m_CachedCanvas != null ? m_CachedCanvas.scaleFactor : 1f);
|
||||||
|
return scale > 0.0001f ? scale : 1f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -49,9 +49,7 @@ namespace UI
|
||||||
{
|
{
|
||||||
"Other",
|
"Other",
|
||||||
"Subtitle",
|
"Subtitle",
|
||||||
"Time",
|
"Time"
|
||||||
"LiangSiCheng",
|
|
||||||
"LinHuiYin"
|
|
||||||
};
|
};
|
||||||
|
|
||||||
public override void StartDialog(DialogFormContext context)
|
public override void StartDialog(DialogFormContext context)
|
||||||
|
|
@ -130,6 +128,13 @@ namespace UI
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!HasSpeakerPortrait(_context.SpeakerId))
|
||||||
|
{
|
||||||
|
ClearSpeakerState();
|
||||||
|
ApplySpeakerLayout(false, false, true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
bool isRightSpeaker = context.Direction > 0;
|
bool isRightSpeaker = context.Direction > 0;
|
||||||
if (isRightSpeaker)
|
if (isRightSpeaker)
|
||||||
{
|
{
|
||||||
|
|
@ -381,13 +386,21 @@ namespace UI
|
||||||
int requestVersion = isRightSpeaker ? ++_rightPortraitRequestVersion : ++_leftPortraitRequestVersion;
|
int requestVersion = isRightSpeaker ? ++_rightPortraitRequestVersion : ++_leftPortraitRequestVersion;
|
||||||
if (string.IsNullOrWhiteSpace(speakerId) || NonPortraitSpeakerIds.Contains(speakerId))
|
if (string.IsNullOrWhiteSpace(speakerId) || NonPortraitSpeakerIds.Contains(speakerId))
|
||||||
{
|
{
|
||||||
|
portraitImage.sprite = null;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
int portraitCount = ResolveAvailablePortraitCount(speakerId);
|
int portraitCount = ResolveAvailablePortraitCount(speakerId);
|
||||||
|
if (portraitCount <= 0)
|
||||||
|
{
|
||||||
|
portraitImage.sprite = null;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
string portraitAssetName = $"Characters/{speakerId}-{ResolvePortraitIndex(speakerId, lineId, portraitCount)}.png";
|
string portraitAssetName = $"Characters/{speakerId}-{ResolvePortraitIndex(speakerId, lineId, portraitCount)}.png";
|
||||||
if (GameEntry.SpriteCache == null)
|
if (GameEntry.SpriteCache == null)
|
||||||
{
|
{
|
||||||
|
portraitImage.sprite = null;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -400,10 +413,7 @@ namespace UI
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (sprite != null)
|
|
||||||
{
|
|
||||||
_rightImage.sprite = sprite;
|
_rightImage.sprite = sprite;
|
||||||
}
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -412,10 +422,7 @@ namespace UI
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (sprite != null)
|
|
||||||
{
|
|
||||||
_leftImage.sprite = sprite;
|
_leftImage.sprite = sprite;
|
||||||
}
|
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -449,6 +456,11 @@ namespace UI
|
||||||
return GameEntry.Dialog.GetSpeakerPortraitCount(speakerId);
|
return GameEntry.Dialog.GetSpeakerPortraitCount(speakerId);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static bool HasSpeakerPortrait(string speakerId)
|
||||||
|
{
|
||||||
|
return ResolveAvailablePortraitCount(speakerId) > 0;
|
||||||
|
}
|
||||||
|
|
||||||
private static bool IsHumanSpeaker(string speakerId)
|
private static bool IsHumanSpeaker(string speakerId)
|
||||||
{
|
{
|
||||||
if (string.IsNullOrWhiteSpace(speakerId))
|
if (string.IsNullOrWhiteSpace(speakerId))
|
||||||
|
|
|
||||||
|
|
@ -9,6 +9,8 @@ namespace UI
|
||||||
{
|
{
|
||||||
public class SettingForm : UGuiForm
|
public class SettingForm : UGuiForm
|
||||||
{
|
{
|
||||||
|
private static readonly string[] NavigateButtonNames = { "SoundButton", "GameButton", "ScreenButton" };
|
||||||
|
|
||||||
[SerializeField] private Transform _navigate;
|
[SerializeField] private Transform _navigate;
|
||||||
|
|
||||||
[SerializeField] private Image[] _navigateButtonImages;
|
[SerializeField] private Image[] _navigateButtonImages;
|
||||||
|
|
@ -95,20 +97,58 @@ namespace UI
|
||||||
|
|
||||||
public void OnNavigateButtonClick(int index)
|
public void OnNavigateButtonClick(int index)
|
||||||
{
|
{
|
||||||
|
RefreshNavigateButtonImages();
|
||||||
|
|
||||||
|
if (_navigateButtonImages == null || _navigateButtonImages.Length == 0)
|
||||||
|
{
|
||||||
|
Log.Error("Navigate button images are invalid.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (index < 0 || index >= _navigateButtonImages.Length)
|
if (index < 0 || index >= _navigateButtonImages.Length)
|
||||||
{
|
{
|
||||||
Log.Error("NavigateButtonClick index is out of range.");
|
Log.Error("NavigateButtonClick index is out of range.");
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_navigateButtonImages[0] == null)
|
|
||||||
_navigateButtonImages[0] = _navigate.Find("SoundButton")?.GetComponent<Image>();
|
|
||||||
|
|
||||||
for (int i = 0; i < _navigateButtonImages.Length; i++)
|
for (int i = 0; i < _navigateButtonImages.Length; i++)
|
||||||
{
|
{
|
||||||
|
if (_navigateButtonImages[i] == null)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
_navigateButtonImages[i].enabled = i == index;
|
_navigateButtonImages[i].enabled = i == index;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void RefreshNavigateButtonImages()
|
||||||
|
{
|
||||||
|
if (_navigate == null)
|
||||||
|
{
|
||||||
|
Log.Error("Navigate transform is invalid.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_navigateButtonImages == null || _navigateButtonImages.Length != NavigateButtonNames.Length)
|
||||||
|
{
|
||||||
|
_navigateButtonImages = new Image[NavigateButtonNames.Length];
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < NavigateButtonNames.Length; i++)
|
||||||
|
{
|
||||||
|
var button = _navigate.Find(NavigateButtonNames[i]);
|
||||||
|
if (button == null)
|
||||||
|
{
|
||||||
|
Log.Error($"Can not find navigate button '{NavigateButtonNames[i]}'.");
|
||||||
|
_navigateButtonImages[i] = null;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
_navigateButtonImages[i] = button.GetComponent<Image>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void OnReturnButtonClick()
|
public void OnReturnButtonClick()
|
||||||
{
|
{
|
||||||
var dialogParams = new DialogParams
|
var dialogParams = new DialogParams
|
||||||
|
|
|
||||||
|
|
@ -10,9 +10,9 @@ MonoBehaviour:
|
||||||
m_Enabled: 1
|
m_Enabled: 1
|
||||||
m_EditorHideFlags: 0
|
m_EditorHideFlags: 0
|
||||||
m_Script: {fileID: 11500000, guid: b2f756304e6e46b48c7cabf5887971fc, type: 3}
|
m_Script: {fileID: 11500000, guid: b2f756304e6e46b48c7cabf5887971fc, type: 3}
|
||||||
m_Name: ChangeBGM3001
|
m_Name: ChangeBGM2005
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
_enabled: 1
|
_enabled: 1
|
||||||
_triggerType: 0
|
_triggerType: 0
|
||||||
_triggerId: 3001
|
_triggerId: 2005
|
||||||
_bgmId: 6
|
_bgmId: 6
|
||||||
|
|
@ -10,9 +10,9 @@ MonoBehaviour:
|
||||||
m_Enabled: 1
|
m_Enabled: 1
|
||||||
m_EditorHideFlags: 0
|
m_EditorHideFlags: 0
|
||||||
m_Script: {fileID: 11500000, guid: b2f756304e6e46b48c7cabf5887971fc, type: 3}
|
m_Script: {fileID: 11500000, guid: b2f756304e6e46b48c7cabf5887971fc, type: 3}
|
||||||
m_Name: ChangeBGM4001
|
m_Name: ChangeBGM3005
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
_enabled: 1
|
_enabled: 1
|
||||||
_triggerType: 0
|
_triggerType: 0
|
||||||
_triggerId: 4001
|
_triggerId: 3005
|
||||||
_bgmId: 7
|
_bgmId: 7
|
||||||
|
|
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|
||||||
100400002 Subtitle 字幕 0 檀木质地,刻度以朱砂标注,一端为方、一端为折,刻有 “材份” 刻度。 EntityCue 1.00400002 1004.00002
|
100400002 Subtitle 字幕 0 檀木质地,刻度以朱砂标注,一端为方、一端为折,刻有 “材份” 刻度。 EntityCue 1.00400002 1004.00002
|
||||||
|
|
@ -36,7 +36,7 @@
|
||||||
100400007 Subtitle 字幕 0 方斗为楠木所制,斗身刻 “将作监” 款识,墨仓密封,绳墨以生丝浸松烟墨制成,耐磨不褪。 EntityCueClose 1.00400007 1004.00007
|
100400007 Subtitle 字幕 0 方斗为楠木所制,斗身刻 “将作监” 款识,墨仓密封,绳墨以生丝浸松烟墨制成,耐磨不褪。 EntityCueClose 1.00400007 1004.00007
|
||||||
100400008 LiJie 李诫 1 营造之事,“直” 为要。 None 1.00400008 1004.00008
|
100400008 LiJie 李诫 1 营造之事,“直” 为要。 None 1.00400008 1004.00008
|
||||||
100400009 LiJie 李诫 1 工头偷工减料,常以歪木充数,若以绳墨弹线,歪直立现,断无蒙混可能。 None 1.00400009 1004.00009
|
100400009 LiJie 李诫 1 工头偷工减料,常以歪木充数,若以绳墨弹线,歪直立现,断无蒙混可能。 None 1.00400009 1004.00009
|
||||||
100400010 Player 玩家 0 那这是何物? EntityCue 1.0040001 1004.0001
|
100400010 Player 我 0 那这是何物? EntityCue 1.0040001 1004.0001
|
||||||
100400011 LiJie 李诫 1 这是水准,也名 “水尺”,测地势高低、屋基平正之用。 None 1.00400011 1004.00011
|
100400011 LiJie 李诫 1 这是水准,也名 “水尺”,测地势高低、屋基平正之用。 None 1.00400011 1004.00011
|
||||||
100400012 Subtitle 字幕 0 青铜制的水准器,形制为长槽,内盛水,槽侧刻刻度,槽端有通气孔,是宋代成熟的水准测量工具。 None 1.00400012 1004.00012
|
100400012 Subtitle 字幕 0 青铜制的水准器,形制为长槽,内盛水,槽侧刻刻度,槽端有通气孔,是宋代成熟的水准测量工具。 None 1.00400012 1004.00012
|
||||||
100400013 LiJie 李诫 1 汴京地势多洼,营建房宇先以水准定基址 EntityCueClose 1.00400013 1004.00013
|
100400013 LiJie 李诫 1 汴京地势多洼,营建房宇先以水准定基址 EntityCueClose 1.00400013 1004.00013
|
||||||
|
|
@ -48,14 +48,14 @@
|
||||||
100400019 LiJie 李诫 1 这些工具,是规矩的具象,料例是制度的准绳,二者相合,才能堵贪弊、正营造。 None 1.00400019 1004.00019
|
100400019 LiJie 李诫 1 这些工具,是规矩的具象,料例是制度的准绳,二者相合,才能堵贪弊、正营造。 None 1.00400019 1004.00019
|
||||||
100400020 LiJie 李诫 1 今日先熟其形、知其用。 None 1.0040002 1004.0002
|
100400020 LiJie 李诫 1 今日先熟其形、知其用。 None 1.0040002 1004.0002
|
||||||
100400021 LiJie 李诫 1 明日随我去工地,以器验工,看看那些贪弊工头还能藏多少猫腻。 None 1.00400021 1004.00021
|
100400021 LiJie 李诫 1 明日随我去工地,以器验工,看看那些贪弊工头还能藏多少猫腻。 None 1.00400021 1004.00021
|
||||||
100400022 Player 玩家 0 是,李主簿。 None 1.00400022 1004.00022
|
100400022 Player 我 0 是,李主簿。 None 1.00400022 1004.00022
|
||||||
100500001 LiJie 李诫 0 这工地是谁负责! None 1.00500001 1005.00001
|
100500001 LiJie 李诫 0 这工地是谁负责! None 1.00500001 1005.00001
|
||||||
100500002 GongTou 工头 1 李主簿,您怎么又来了… None 1.00500002 1005.00002
|
100500002 GongTou 工头 1 李主簿,您怎么又来了… None 1.00500002 1005.00002
|
||||||
100500003 LiJie 李诫 0 我不来,怎知你们又在如何糊弄? None 1.00500003 1005.00003
|
100500003 LiJie 李诫 0 我不来,怎知你们又在如何糊弄? None 1.00500003 1005.00003
|
||||||
100500004 LiJie 李诫 0 今日来便是要验工。 None 1.00500004 1005.00004
|
100500004 LiJie 李诫 0 今日来便是要验工。 None 1.00500004 1005.00004
|
||||||
100500005 LiJie 李诫 0 你且取来昨日库房的曲尺、绳墨、水准,逐一核验梁柱基址。 None 1.00500005 1005.00005
|
100500005 LiJie 李诫 0 你且取来昨日库房的曲尺、绳墨、水准,逐一核验梁柱基址。 None 1.00500005 1005.00005
|
||||||
100500006 Player 玩家 0 是,李主簿。 None 1.00500006 1005.00006
|
100500006 Player 我 0 是,李主簿。 None 1.00500006 1005.00006
|
||||||
100500007 Player 玩家 0 李主簿,这根立柱偏斜三分,枋木榫口尺寸不符,根本无法咬合! None 1.00500007 1005.00007
|
100500007 Player 我 0 李主簿,这根立柱偏斜三分,枋木榫口尺寸不符,根本无法咬合! None 1.00500007 1005.00007
|
||||||
100500008 GongTou 工头 1 这… None 1.00500008 1005.00008
|
100500008 GongTou 工头 1 这… None 1.00500008 1005.00008
|
||||||
100500009 GongTou 工头 1 … None 1.00500009 1005.00009
|
100500009 GongTou 工头 1 … None 1.00500009 1005.00009
|
||||||
100500010 GongTou 工头 1 这只是小偏差,匠人凭手眼便可调整… None 1.0050001 1005.0001
|
100500010 GongTou 工头 1 这只是小偏差,匠人凭手眼便可调整… None 1.0050001 1005.0001
|
||||||
|
|
@ -67,8 +67,8 @@
|
||||||
100500016 LiJie 李诫 0 今日我便教你按材份制放样、按标准榫卯拼装。 None 1.00500016 1005.00016
|
100500016 LiJie 李诫 0 今日我便教你按材份制放样、按标准榫卯拼装。 None 1.00500016 1005.00016
|
||||||
100500017 LiJie 李诫 0 先定材份,再画榫头长短、卯眼深浅,每一分都有定数。 None 1.00500017 1005.00017
|
100500017 LiJie 李诫 0 先定材份,再画榫头长短、卯眼深浅,每一分都有定数。 None 1.00500017 1005.00017
|
||||||
100500018 LiJie 李诫 0 你来上手试试。 None 1.00500018 1005.00018
|
100500018 LiJie 李诫 0 你来上手试试。 None 1.00500018 1005.00018
|
||||||
100600001 Player 玩家 0 原来如此… None 1.00600001 1006.00001
|
100600001 Player 我 0 原来如此… None 1.00600001 1006.00001
|
||||||
100600002 Player 玩家 0 对齐、卡紧、压实,竟如此稳固! None 1.00600002 1006.00002
|
100600002 Player 我 0 对齐、卡紧、压实,竟如此稳固! None 1.00600002 1006.00002
|
||||||
100600003 LiJie 李诫 0 这便是法度之力。 None 1.00600003 1006.00003
|
100600003 LiJie 李诫 0 这便是法度之力。 None 1.00600003 1006.00003
|
||||||
100600004 LiJie 李诫 0 构件按图预制,到工地只需精准拼装,既省工,又让贪弊者无可乘之机。 None 1.00600004 1006.00004
|
100600004 LiJie 李诫 0 构件按图预制,到工地只需精准拼装,既省工,又让贪弊者无可乘之机。 None 1.00600004 1006.00004
|
||||||
100600005 LiJie 李诫 0 往后所有构件,必须先以尺量、以图定、以榫卯合,不合格一律不准上架! None 1.00600005 1006.00005
|
100600005 LiJie 李诫 0 往后所有构件,必须先以尺量、以图定、以榫卯合,不合格一律不准上架! None 1.00600005 1006.00005
|
||||||
|
|
@ -103,7 +103,7 @@
|
||||||
200200024 LiJie 李诫 0 都料匠,你敢应否? None 2.00200024 2002.00024
|
200200024 LiJie 李诫 0 都料匠,你敢应否? None 2.00200024 2002.00024
|
||||||
200200025 LaoDu 老都料匠 1 有何不敢! None 2.00200025 2002.00025
|
200200025 LaoDu 老都料匠 1 有何不敢! None 2.00200025 2002.00025
|
||||||
200200026 LaoDu 老都料匠 1 老身的手艺,还怕比不过一纸刻度? None 2.00200026 2002.00026
|
200200026 LaoDu 老都料匠 1 老身的手艺,还怕比不过一纸刻度? None 2.00200026 2002.00026
|
||||||
200200027 Player 玩家 0 属下必不负李丞所托! None 2.00200027 2002.00027
|
200200027 Player 我 0 属下必不负李丞所托! None 2.00200027 2002.00027
|
||||||
200200028 Other 旁白 0 一场关乎 “古法” 与 “新法” 的对决,就此展开; None 2.00200028 2002.00028
|
200200028 Other 旁白 0 一场关乎 “古法” 与 “新法” 的对决,就此展开; None 2.00200028 2002.00028
|
||||||
200200029 Other 旁白 0 而你手中的曲尺,不再只是验工的工具,更是书写营造法度的笔。 None 2.00200029 2002.00029
|
200200029 Other 旁白 0 而你手中的曲尺,不再只是验工的工具,更是书写营造法度的笔。 None 2.00200029 2002.00029
|
||||||
200300002 LiJie 李诫 0 今日便教你材份制的根本,这是重修《营造法式》的核心,也是拼出标准斗拱的关键。 None 2.00300002 2003.00002
|
200300002 LiJie 李诫 0 今日便教你材份制的根本,这是重修《营造法式》的核心,也是拼出标准斗拱的关键。 None 2.00300002 2003.00002
|
||||||
|
|
@ -113,25 +113,25 @@
|
||||||
200300006 LiJie 李诫 0 殿宇大小、斗拱高低、榫卯长短,全由这八等材定尺,再无凭口传、靠手感的乱象。 None 2.00300006 2003.00006
|
200300006 LiJie 李诫 0 殿宇大小、斗拱高低、榫卯长短,全由这八等材定尺,再无凭口传、靠手感的乱象。 None 2.00300006 2003.00006
|
||||||
200300007 LaoDu 老都料匠 1 不过是把口传的尺寸刻在木上,换个说法罢了,拼斗拱还得看手上功夫! None 2.00300007 2003.00007
|
200300007 LaoDu 老都料匠 1 不过是把口传的尺寸刻在木上,换个说法罢了,拼斗拱还得看手上功夫! None 2.00300007 2003.00007
|
||||||
200300008 LiJie 李诫 0 你且用这曲尺,量一量这五铺作斗拱的栌斗。 None 2.00300008 2003.00008
|
200300008 LiJie 李诫 0 你且用这曲尺,量一量这五铺作斗拱的栌斗。 None 2.00300008 2003.00008
|
||||||
200300009 Player 玩家 0 回李丞,栌斗方三十二分,高二十分! None 2.00300009 2003.00009
|
200300009 Player 我 0 回李丞,栌斗方三十二分,高二十分! None 2.00300009 2003.00009
|
||||||
200300010 LiJie 李诫 0 没错。五铺作斗拱的华拱、耍头、罗汉枋,每一件构件、每一处榫卯,都有材份定数,半分不差。 None 2.0030001 2003.0001
|
200300010 LiJie 李诫 0 没错。五铺作斗拱的华拱、耍头、罗汉枋,每一件构件、每一处榫卯,都有材份定数,半分不差。 None 2.0030001 2003.0001
|
||||||
200300011 LiJie 李诫 0 古法拼斗拱,榫头凭砍、卯眼凭凿,松紧全靠凑;按材份制, None 2.00300011 2003.00011
|
200300011 LiJie 李诫 0 古法拼斗拱,榫头凭砍、卯眼凭凿,松紧全靠凑;按材份制, None 2.00300011 2003.00011
|
||||||
200300012 LiJie 李诫 0 榫头长 12 分、宽 6 分,卯眼深 10 分、宽 6 分,严丝合缝。 None 2.00300012 2003.00012
|
200300012 LiJie 李诫 0 榫头长 12 分、宽 6 分,卯眼深 10 分、宽 6 分,严丝合缝。 None 2.00300012 2003.00012
|
||||||
200300013 LiJie 李诫 0 先弹中线定基准,再按材份画榫卯轮廓,异地预制的构件,运到工地也能精准拼装。 None 2.00300013 2003.00013
|
200300013 LiJie 李诫 0 先弹中线定基准,再按材份画榫卯轮廓,异地预制的构件,运到工地也能精准拼装。 None 2.00300013 2003.00013
|
||||||
200300014 Player 玩家 0 按尺标记,尺寸丝毫不差,原来榫卯可以如此精准! None 2.00300014 2003.00014
|
200300014 Player 我 0 按尺标记,尺寸丝毫不差,原来榫卯可以如此精准! None 2.00300014 2003.00014
|
||||||
200300015 LiJie 李诫 0 都料匠,你四十年手艺,可曾让百组斗拱的榫卯分毫不差? None 2.00300015 2003.00015
|
200300015 LiJie 李诫 0 都料匠,你四十年手艺,可曾让百组斗拱的榫卯分毫不差? None 2.00300015 2003.00015
|
||||||
200300016 LiJie 李诫 0 可曾实现构件异地预制、现场速拼? None 2.00300016 2003.00016
|
200300016 LiJie 李诫 0 可曾实现构件异地预制、现场速拼? None 2.00300016 2003.00016
|
||||||
200300017 LaoDu 老都料匠 1 …工地见真章! None 2.00300017 2003.00017
|
200300017 LaoDu 老都料匠 1 …工地见真章! None 2.00300017 2003.00017
|
||||||
200300018 LaoDu 老都料匠 1 光说不练不算数! None 2.00300018 2003.00018
|
200300018 LaoDu 老都料匠 1 光说不练不算数! None 2.00300018 2003.00018
|
||||||
200300019 LiJie 李诫 0 你已掌握材份测量与榫卯标记,明日随我去五王邸工地,用这套法度, None 2.00300019 2003.00019
|
200300019 LiJie 李诫 0 你已掌握材份测量与榫卯标记,明日随我去五王邸工地,用这套法度, None 2.00300019 2003.00019
|
||||||
200300020 LiJie 李诫 0 拼出能服天下匠人的五铺作斗拱! None 2.0030002 2003.0002
|
200300020 LiJie 李诫 0 拼出能服天下匠人的五铺作斗拱! None 2.0030002 2003.0002
|
||||||
200300021 Player 玩家 0 属下遵命! None 2.00300021 2003.00021
|
200300021 Player 我 0 属下遵命! None 2.00300021 2003.00021
|
||||||
200300022 Other 旁白 0 你终于懂了材份制的真谛,标准化的营造法度,即将在工地接受最严苛的检验。 None 2.00300022 2003.00022
|
200300022 Other 旁白 0 你终于懂了材份制的真谛,标准化的营造法度,即将在工地接受最严苛的检验。 None 2.00300022 2003.00022
|
||||||
200400001 LiJie 李诫 0 今日对决,只看三点:榫卯严合、拼装速度、构件通用,输者便认材份制为营造正途! None 2.00400001 2004.00001
|
200400001 LiJie 李诫 0 今日对决,只看三点:榫卯严合、拼装速度、构件通用,输者便认材份制为营造正途! None 2.00400001 2004.00001
|
||||||
200400002 LaoDu 老都料匠 1 老夫造了一辈子斗拱,闭眼都能拼! None 2.00400002 2004.00002
|
200400002 LaoDu 老都料匠 1 老夫造了一辈子斗拱,闭眼都能拼! None 2.00400002 2004.00002
|
||||||
200400003 LaoDu 老都料匠 1 哪用得着什么刻度分份! None 2.00400003 2004.00003
|
200400003 LaoDu 老都料匠 1 哪用得着什么刻度分份! None 2.00400003 2004.00003
|
||||||
200400004 LiJie 李诫 0 该你了,按材份制,一步一验,精准拼装。 None 2.00400004 2004.00004
|
200400004 LiJie 李诫 0 该你了,按材份制,一步一验,精准拼装。 None 2.00400004 2004.00004
|
||||||
200500001 Player 玩家 0 李丞,拼装完毕! None 2.00500001 2005.00001
|
200500001 Player 我 0 李丞,拼装完毕! None 2.00500001 2005.00001
|
||||||
200500002 LiJie 李诫 0 都看好了! None 2.00500002 2005.00002
|
200500002 LiJie 李诫 0 都看好了! None 2.00500002 2005.00002
|
||||||
200500003 LiJie 李诫 0 这就是口传手感与材份法度的差别! None 2.00500003 2005.00003
|
200500003 LiJie 李诫 0 这就是口传手感与材份法度的差别! None 2.00500003 2005.00003
|
||||||
200500004 LiJie 李诫 0 按材份制预制的构件,异地生产、现场互换,百组斗拱皆可通用,省工三倍, None 2.00500004 2005.00004
|
200500004 LiJie 李诫 0 按材份制预制的构件,异地生产、现场互换,百组斗拱皆可通用,省工三倍, None 2.00500004 2005.00004
|
||||||
|
|
@ -145,7 +145,7 @@
|
||||||
200500012 LaoDu 老都料匠 1 李官人,是老夫守旧迂腐了! None 2.00500012 2005.00012
|
200500012 LaoDu 老都料匠 1 李官人,是老夫守旧迂腐了! None 2.00500012 2005.00012
|
||||||
200500013 LaoDu 老都料匠 1 这材份制,才是能护营造、利万民的真法度! None 2.00500013 2005.00013
|
200500013 LaoDu 老都料匠 1 这材份制,才是能护营造、利万民的真法度! None 2.00500013 2005.00013
|
||||||
200500014 LaoDu 老都料匠 1 往后,老夫愿按法式规矩做工! None 2.00500014 2005.00014
|
200500014 LaoDu 老都料匠 1 往后,老夫愿按法式规矩做工! None 2.00500014 2005.00014
|
||||||
200500015 Player 玩家 0 材份定规,榫卯立心,营造之法,终于有了统一准绳! None 2.00500015 2005.00015
|
200500015 Player 我 0 材份定规,榫卯立心,营造之法,终于有了统一准绳! None 2.00500015 2005.00015
|
||||||
200500016 Other 旁白 0 一场对决,折服老匠,更定下了天下营造的模数根基;标准化的营造之路,自此彻底走通。 None 2.00500016 2005.00016
|
200500016 Other 旁白 0 一场对决,折服老匠,更定下了天下营造的模数根基;标准化的营造之路,自此彻底走通。 None 2.00500016 2005.00016
|
||||||
200600001 LaoDu 老都料匠 1 李丞,今日工地实测,让老身彻悟! None 2.00600001 2006.00001
|
200600001 LaoDu 老都料匠 1 李丞,今日工地实测,让老身彻悟! None 2.00600001 2006.00001
|
||||||
200600002 LaoDu 老都料匠 1 口传终有尽,法度传千年,这材份制,老身服了! None 2.00600002 2006.00002
|
200600002 LaoDu 老都料匠 1 口传终有尽,法度传千年,这材份制,老身服了! None 2.00600002 2006.00002
|
||||||
|
|
@ -154,7 +154,7 @@
|
||||||
200600005 LiJie 李诫 0 古法手艺是根,标准法度是纲,纲举目张,手艺才能代代不失。 None 2.00600005 2006.00005
|
200600005 LiJie 李诫 0 古法手艺是根,标准法度是纲,纲举目张,手艺才能代代不失。 None 2.00600005 2006.00005
|
||||||
200600006 LiJie 李诫 0 今日五铺作斗拱的材份模数、榫卯尺寸、拼装流程,皆是重修《营造法式》的核心实证。 None 2.00600006 2006.00006
|
200600006 LiJie 李诫 0 今日五铺作斗拱的材份模数、榫卯尺寸、拼装流程,皆是重修《营造法式》的核心实证。 None 2.00600006 2006.00006
|
||||||
200600007 LiJie 李诫 0 你今日以材份制拼斗拱,实测精准、榫卯稳固,足堪担当绘图重任。 None 2.00600007 2006.00007
|
200600007 LiJie 李诫 0 你今日以材份制拼斗拱,实测精准、榫卯稳固,足堪担当绘图重任。 None 2.00600007 2006.00007
|
||||||
200600008 Player 玩家 0 回李丞,五铺作斗拱材份、榫卯数据已全部归档,可作为官造标准! None 2.00600008 2006.00008
|
200600008 Player 我 0 回李丞,五铺作斗拱材份、榫卯数据已全部归档,可作为官造标准! None 2.00600008 2006.00008
|
||||||
200600009 LiJie 李诫 0 好! None 2.00600009 2006.00009
|
200600009 LiJie 李诫 0 好! None 2.00600009 2006.00009
|
||||||
200600010 LiJie 李诫 0 自今日起,将作监所有大木作构件,皆按此标准备料、放样、拼装;我会奏报朝廷, None 2.0060001 2006.0001
|
200600010 LiJie 李诫 0 自今日起,将作监所有大木作构件,皆按此标准备料、放样、拼装;我会奏报朝廷, None 2.0060001 2006.0001
|
||||||
200600011 LiJie 李诫 0 将材份制、榫卯标准、斗拱制度,逐一写入新修《营造法式》。 None 2.00600011 2006.00011
|
200600011 LiJie 李诫 0 将材份制、榫卯标准、斗拱制度,逐一写入新修《营造法式》。 None 2.00600011 2006.00011
|
||||||
|
|
@ -182,8 +182,8 @@
|
||||||
300200015 LiJie 李诫 0 你随我五载,熟材份、通榫卯、验过工地、拼过斗拱。 None 3.00200015 3002.00015
|
300200015 LiJie 李诫 0 你随我五载,熟材份、通榫卯、验过工地、拼过斗拱。 None 3.00200015 3002.00015
|
||||||
300200016 LiJie 李诫 0 今日起,你便是图样编修的主事画图吏,与我一同,将这大宋营造的规矩, None 3.00200016 3002.00016
|
300200016 LiJie 李诫 0 今日起,你便是图样编修的主事画图吏,与我一同,将这大宋营造的规矩, None 3.00200016 3002.00016
|
||||||
300200017 LiJie 李诫 0 一笔一画绘在纸上,立为天下准绳! None 3.00200017 3002.00017
|
300200017 LiJie 李诫 0 一笔一画绘在纸上,立为天下准绳! None 3.00200017 3002.00017
|
||||||
300200018 Player 玩家 0 属下遵命! None 3.00200018 3002.00018
|
300200018 Player 我 0 属下遵命! None 3.00200018 3002.00018
|
||||||
300200019 Player 玩家 0 定以材份为尺,以笔墨为工,绘精准图样,立万世法度,不负李丞所托! None 3.00200019 3002.00019
|
300200019 Player 我 0 定以材份为尺,以笔墨为工,绘精准图样,立万世法度,不负李丞所托! None 3.00200019 3002.00019
|
||||||
300200020 LaoDu 老都料匠 1 李丞,老身虽愚钝,却也知这图样的紧要。 None 3.0020002 3002.0002
|
300200020 LaoDu 老都料匠 1 李丞,老身虽愚钝,却也知这图样的紧要。 None 3.0020002 3002.0002
|
||||||
300200021 LaoDu 老都料匠 1 我手中有历代匠人传下的营造手谱,虽无规整刻度, None 3.00200021 3002.00021
|
300200021 LaoDu 老都料匠 1 我手中有历代匠人传下的营造手谱,虽无规整刻度, None 3.00200021 3002.00021
|
||||||
300200022 LaoDu 老都料匠 1 却记了太庙、朱雀门的形制要诀,愿献出来,为编修图样尽一份力! None 3.00200022 3002.00022
|
300200022 LaoDu 老都料匠 1 却记了太庙、朱雀门的形制要诀,愿献出来,为编修图样尽一份力! None 3.00200022 3002.00022
|
||||||
|
|
@ -211,8 +211,8 @@
|
||||||
300300019 LiJie 李诫 0 先画平图,以这十字墨线为基准,栌斗居其中,先定其材份尺寸,再标斗拱间距。 None 3.00300019 3003.00019
|
300300019 LiJie 李诫 0 先画平图,以这十字墨线为基准,栌斗居其中,先定其材份尺寸,再标斗拱间距。 None 3.00300019 3003.00019
|
||||||
300300020 LaoDu 老都料匠 1 大人,这五铺作斗拱的华拱,与罗汉枋交接处,榫头需稍收一分, None 3.0030002 3003.0002
|
300300020 LaoDu 老都料匠 1 大人,这五铺作斗拱的华拱,与罗汉枋交接处,榫头需稍收一分, None 3.0030002 3003.0002
|
||||||
300300021 LaoDu 老都料匠 1 不然拼装时易卡壳,老身造了几十年,这一点错不了,绘图时莫要漏了。 None 3.00300021 3003.00021
|
300300021 LaoDu 老都料匠 1 不然拼装时易卡壳,老身造了几十年,这一点错不了,绘图时莫要漏了。 None 3.00300021 3003.00021
|
||||||
300300022 Player 玩家 0 属下记下了:三准为纲,三图为要,材份定数,形制合规,更要融老匠之法, None 3.00300022 3003.00022
|
300300022 Player 我 0 属下记下了:三准为纲,三图为要,材份定数,形制合规,更要融老匠之法, None 3.00300022 3003.00022
|
||||||
300300023 Player 玩家 0 让图样既准法度,又合工用。 None 3.00300023 3003.00023
|
300300023 Player 我 0 让图样既准法度,又合工用。 None 3.00300023 3003.00023
|
||||||
300300024 LiJie 李诫 0 不错,制图非为纸上定规,实为工地施工,徒有刻度而不合工用,也是虚图。 None 3.00300024 3003.00024
|
300300024 LiJie 李诫 0 不错,制图非为纸上定规,实为工地施工,徒有刻度而不合工用,也是虚图。 None 3.00300024 3003.00024
|
||||||
300300025 LiJie 李诫 0 今日你先定平图的基准与材份标注,我与都料匠在旁看顾,有疑便问,务必做到分毫无差。 None 3.00300025 3003.00025
|
300300025 LiJie 李诫 0 今日你先定平图的基准与材份标注,我与都料匠在旁看顾,有疑便问,务必做到分毫无差。 None 3.00300025 3003.00025
|
||||||
300300026 Other 旁白 0 绘图室里,墨线为骨,材份为尺,朱砂为色。 None 3.00300026 3003.00026
|
300300026 Other 旁白 0 绘图室里,墨线为骨,材份为尺,朱砂为色。 None 3.00300026 3003.00026
|
||||||
|
|
@ -226,13 +226,13 @@
|
||||||
300400005 LaoDu 老都料匠 1 寿康殿偏轩我早年参与过修葺,面阔三间约一丈八尺,进深两间一丈二尺, None 3.00400005 3004.00005
|
300400005 LaoDu 老都料匠 1 寿康殿偏轩我早年参与过修葺,面阔三间约一丈八尺,进深两间一丈二尺, None 3.00400005 3004.00005
|
||||||
300400006 LaoDu 老都料匠 1 原是小式殿宇,该用六等材,五铺作斗拱便够,只是当年无图样,全凭匠人手眼, None 3.00400006 3004.00006
|
300400006 LaoDu 老都料匠 1 原是小式殿宇,该用六等材,五铺作斗拱便够,只是当年无图样,全凭匠人手眼, None 3.00400006 3004.00006
|
||||||
300400007 LaoDu 老都料匠 1 如今按新法制图,正好见真章! None 3.00400007 3004.00007
|
300400007 LaoDu 老都料匠 1 如今按新法制图,正好见真章! None 3.00400007 3004.00007
|
||||||
300400008 Player 玩家 0 属下遵命! None 3.00400008 3004.00008
|
300400008 Player 我 0 属下遵命! None 3.00400008 3004.00008
|
||||||
300400009 LiJie 李诫 0 侧脚柱是官造定规,檐柱微倾二分,内柱微倾一分,既防屋宇侧倾,又显形制层次, None 3.00400009 3004.00009
|
300400009 LiJie 李诫 0 侧脚柱是官造定规,檐柱微倾二分,内柱微倾一分,既防屋宇侧倾,又显形制层次, None 3.00400009 3004.00009
|
||||||
300400010 LiJie 李诫 0 绘时柱脚需向内收,不可画成直柱! None 3.0040001 3004.0001
|
300400010 LiJie 李诫 0 绘时柱脚需向内收,不可画成直柱! None 3.0040001 3004.0001
|
||||||
300400011 LaoDu 老都料匠 1 画图吏,偏轩是休憩之所,屋架举折不可太陡,不然檐角上翘过甚, None 3.00400011 3004.00011
|
300400011 LaoDu 老都料匠 1 画图吏,偏轩是休憩之所,屋架举折不可太陡,不然檐角上翘过甚, None 3.00400011 3004.00011
|
||||||
300400012 LaoDu 老都料匠 1 失了精巧;梁枋与斗拱交接处,榫头需短三分,六等材料细,榫头过长易折。 None 3.00400012 3004.00012
|
300400012 LaoDu 老都料匠 1 失了精巧;梁枋与斗拱交接处,榫头需短三分,六等材料细,榫头过长易折。 None 3.00400012 3004.00012
|
||||||
300400013 Player 玩家 0 依材份定尺,按法度绘图,竟真能让纸上笔墨,化作宫中轩宇的模样, None 3.00400013 3004.00013
|
300400013 Player 我 0 依材份定尺,按法度绘图,竟真能让纸上笔墨,化作宫中轩宇的模样, None 3.00400013 3004.00013
|
||||||
300400014 Player 玩家 0 连侧脚、举折这些细节,都分毫不差! None 3.00400014 3004.00014
|
300400014 Player 我 0 连侧脚、举折这些细节,都分毫不差! None 3.00400014 3004.00014
|
||||||
300400015 LiJie 李诫 0 这便是实战制图的要义! None 3.00400015 3004.00015
|
300400015 LiJie 李诫 0 这便是实战制图的要义! None 3.00400015 3004.00015
|
||||||
300400016 LiJie 李诫 0 制图非为纸上好看,实为工地施工,既要合官造法度,又要贴施工实理, None 3.00400016 3004.00016
|
300400016 LiJie 李诫 0 制图非为纸上好看,实为工地施工,既要合官造法度,又要贴施工实理, None 3.00400016 3004.00016
|
||||||
300400017 LiJie 李诫 0 你今日将材份制、老匠经验融于一图,才算真正掌了官式制图的门道! None 3.00400017 3004.00017
|
300400017 LiJie 李诫 0 你今日将材份制、老匠经验融于一图,才算真正掌了官式制图的门道! None 3.00400017 3004.00017
|
||||||
|
|
@ -249,10 +249,10 @@
|
||||||
300500002 LiJie 李诫 0 凡下料、拼装、立架,分毫皆按图中材份定数,老都料匠督工,画图吏验尺, None 3.00500002 3005.00002
|
300500002 LiJie 李诫 0 凡下料、拼装、立架,分毫皆按图中材份定数,老都料匠督工,画图吏验尺, None 3.00500002 3005.00002
|
||||||
300500003 LiJie 李诫 0 敢有私改尺寸、克扣物料者,按律处置! None 3.00500003 3005.00003
|
300500003 LiJie 李诫 0 敢有私改尺寸、克扣物料者,按律处置! None 3.00500003 3005.00003
|
||||||
300500004 LaoDu 老都料匠 1 侧脚柱,六等材制,柱身微倾二分,尺寸合度! None 3.00500004 3005.00004
|
300500004 LaoDu 老都料匠 1 侧脚柱,六等材制,柱身微倾二分,尺寸合度! None 3.00500004 3005.00004
|
||||||
300500005 Player 玩家 0 李丞,五铺作斗拱构件,榫头长 6 分、卯眼深 5 分,皆按六等材定数, None 3.00500005 3005.00005
|
300500005 Player 我 0 李丞,五铺作斗拱构件,榫头长 6 分、卯眼深 5 分,皆按六等材定数, None 3.00500005 3005.00005
|
||||||
300500006 Player 玩家 0 榫卯严合,可拼装! None 3.00500006 3005.00006
|
300500006 Player 我 0 榫卯严合,可拼装! None 3.00500006 3005.00006
|
||||||
300500007 Player 玩家 0 料例皆按图样定数,每一根木料、每一组构件都有标注,少一分一毫,皆可查对, None 3.00500007 3005.00007
|
300500007 Player 我 0 料例皆按图样定数,每一根木料、每一组构件都有标注,少一分一毫,皆可查对, None 3.00500007 3005.00007
|
||||||
300500008 Player 玩家 0 休要存贪念! None 3.00500008 3005.00008
|
300500008 Player 我 0 休要存贪念! None 3.00500008 3005.00008
|
||||||
300500009 GongTou 工头 1 不敢不敢,画图吏明察,小人绝不敢乱来! None 3.00500009 3005.00009
|
300500009 GongTou 工头 1 不敢不敢,画图吏明察,小人绝不敢乱来! None 3.00500009 3005.00009
|
||||||
300500010 LaoDu 老都料匠 1 按图施工,就是省心! None 3.0050001 3005.0001
|
300500010 LaoDu 老都料匠 1 按图施工,就是省心! None 3.0050001 3005.0001
|
||||||
300500011 LaoDu 老都料匠 1 往日拼斗拱,少则半日,多则一日,如今按图对榫,一刻便成,还无半分偏差, None 3.00500011 3005.00011
|
300500011 LaoDu 老都料匠 1 往日拼斗拱,少则半日,多则一日,如今按图对榫,一刻便成,还无半分偏差, None 3.00500011 3005.00011
|
||||||
|
|
@ -263,9 +263,9 @@
|
||||||
300500016 LaoDu 老都料匠 1 老身活了大半辈子,今日才知,营造之事,有图有法,方能事半功倍。 None 3.00500016 3005.00016
|
300500016 LaoDu 老都料匠 1 老身活了大半辈子,今日才知,营造之事,有图有法,方能事半功倍。 None 3.00500016 3005.00016
|
||||||
300500017 LaoDu 老都料匠 1 这偏轩的构架,比当年无图营造时,牢固数倍,模样也更周正,往后我等匠人, None 3.00500017 3005.00017
|
300500017 LaoDu 老都料匠 1 这偏轩的构架,比当年无图营造时,牢固数倍,模样也更周正,往后我等匠人, None 3.00500017 3005.00017
|
||||||
300500018 LaoDu 老都料匠 1 必奉图样为圭臬! None 3.00500018 3005.00018
|
300500018 LaoDu 老都料匠 1 必奉图样为圭臬! None 3.00500018 3005.00018
|
||||||
300500019 Player 玩家 0 材份定尺,图样定形,法立则工正,工正则屋固! None 3.00500019 3005.00019
|
300500019 Player 我 0 材份定尺,图样定形,法立则工正,工正则屋固! None 3.00500019 3005.00019
|
||||||
300500020 Player 玩家 0 这寿康殿偏轩,便是新法营造的明证,往后天下营造,皆依此例, None 3.0050002 3005.0002
|
300500020 Player 我 0 这寿康殿偏轩,便是新法营造的明证,往后天下营造,皆依此例, None 3.0050002 3005.0002
|
||||||
300500021 Player 玩家 0 便再无无规之乱、贪弊之害! None 3.00500021 3005.00021
|
300500021 Player 我 0 便再无无规之乱、贪弊之害! None 3.00500021 3005.00021
|
||||||
300500022 LiJie 李诫 0 寿康殿偏轩大木作功成,后续瓦作、小木作,皆依图样施工! None 3.00500022 3005.00022
|
300500022 LiJie 李诫 0 寿康殿偏轩大木作功成,后续瓦作、小木作,皆依图样施工! None 3.00500022 3005.00022
|
||||||
300500023 LiJie 李诫 0 今日之功,画图吏主笔制图有功,老都料匠督工有方,匠人依图施工尽责,皆记功一次! None 3.00500023 3005.00023
|
300500023 LiJie 李诫 0 今日之功,画图吏主笔制图有功,老都料匠督工有方,匠人依图施工尽责,皆记功一次! None 3.00500023 3005.00023
|
||||||
400100001 Other 旁白 0 元符二年秋,寿康殿偏轩大木作如期功成, None 4.00100001 4001.00001
|
400100001 Other 旁白 0 元符二年秋,寿康殿偏轩大木作如期功成, None 4.00100001 4001.00001
|
||||||
|
|
@ -281,11 +281,11 @@
|
||||||
400200009 LaoDu 老都料匠 1 曾与李大人争执于工地,如今见这三十六卷册籍,才知什么是真正的营造之法! None 4.00200009 4002.00009
|
400200009 LaoDu 老都料匠 1 曾与李大人争执于工地,如今见这三十六卷册籍,才知什么是真正的营造之法! None 4.00200009 4002.00009
|
||||||
400200010 LaoDu 老都料匠 1 这纸上的每一根墨线、每一个朱字,都是大人与画图吏的心血,是天下匠人的规矩, None 4.0020001 4002.0001
|
400200010 LaoDu 老都料匠 1 这纸上的每一根墨线、每一个朱字,都是大人与画图吏的心血,是天下匠人的规矩, None 4.0020001 4002.0001
|
||||||
400200011 LaoDu 老都料匠 1 往后营造,再无无章可循之苦,这是大宋匠人的福分啊! None 4.00200011 4002.00011
|
400200011 LaoDu 老都料匠 1 往后营造,再无无章可循之苦,这是大宋匠人的福分啊! None 4.00200011 4002.00011
|
||||||
400200012 Player 玩家 0 属下元祐七年入监,蒙大人教诲,始识水准、绳墨之器, None 4.00200012 4002.00012
|
400200012 Player 我 0 属下元祐七年入监,蒙大人教诲,始识水准、绳墨之器, None 4.00200012 4002.00012
|
||||||
400200013 Player 玩家 0 初知料例、材份之规;十载相伴,从工地验工到案头制图, None 4.00200013 4002.00013
|
400200013 Player 我 0 初知料例、材份之规;十载相伴,从工地验工到案头制图, None 4.00200013 4002.00013
|
||||||
400200014 Player 玩家 0 从拼斗拱、绘轩宇到参编法式,方悟营造之要,在法、在规、在传。 None 4.00200014 4002.00014
|
400200014 Player 我 0 从拼斗拱、绘轩宇到参编法式,方悟营造之要,在法、在规、在传。 None 4.00200014 4002.00014
|
||||||
400200015 Player 玩家 0 这三十六卷法式,是大人的毕生所愿,是众匠人的心血所凝, None 4.00200015 4002.00015
|
400200015 Player 我 0 这三十六卷法式,是大人的毕生所愿,是众匠人的心血所凝, None 4.00200015 4002.00015
|
||||||
400200016 Player 玩家 0 更是大宋营造的万世准绳,属下幸参与其中,此生无憾! None 4.00200016 4002.00016
|
400200016 Player 我 0 更是大宋营造的万世准绳,属下幸参与其中,此生无憾! None 4.00200016 4002.00016
|
||||||
400200017 NeiShi 内侍 1 圣旨到 —— 将作监少监李诫接旨! None 4.00200017 4002.00017
|
400200017 NeiShi 内侍 1 圣旨到 —— 将作监少监李诫接旨! None 4.00200017 4002.00017
|
||||||
400200018 NeiShi 内侍 1 皇帝诏曰:古者营室,度以绳墨,程以功限,乃成万世之基。 None 4.00200018 4002.00018
|
400200018 NeiShi 内侍 1 皇帝诏曰:古者营室,度以绳墨,程以功限,乃成万世之基。 None 4.00200018 4002.00018
|
||||||
400200019 NeiShi 内侍 1 将作监少监李诫,恪恭职守,十载编修,成《营造法式》三十六卷。 None 4.00200019 4002.00019
|
400200019 NeiShi 内侍 1 将作监少监李诫,恪恭职守,十载编修,成《营造法式》三十六卷。 None 4.00200019 4002.00019
|
||||||
|
|
@ -303,11 +303,11 @@
|
||||||
400300005 LiJie 李诫 1 当年库房之内,教你识水准、曲尺, None 4.00300005 4003.00005
|
400300005 LiJie 李诫 1 当年库房之内,教你识水准、曲尺, None 4.00300005 4003.00005
|
||||||
400300006 LiJie 李诫 1 只为让你知 “无规矩则屋不立”;今日法式行天下,工有规,料有例,图有准, None 4.00300006 4003.00006
|
400300006 LiJie 李诫 1 只为让你知 “无规矩则屋不立”;今日法式行天下,工有规,料有例,图有准, None 4.00300006 4003.00006
|
||||||
400300007 LiJie 李诫 1 国用省,民力安,这便是我编修法式的初心啊。 None 4.00300007 4003.00007
|
400300007 LiJie 李诫 1 国用省,民力安,这便是我编修法式的初心啊。 None 4.00300007 4003.00007
|
||||||
400300008 Player 玩家 0 此非大人一人之功,却因大人一人而起。 None 4.00300008 4003.00008
|
400300008 Player 我 0 此非大人一人之功,却因大人一人而起。 None 4.00300008 4003.00008
|
||||||
400300009 Player 玩家 0 从立材份制破古法之囿,到绘官式图融匠艺于纸,再到定功限料例堵贪弊之源, None 4.00300009 4003.00009
|
400300009 Player 我 0 从立材份制破古法之囿,到绘官式图融匠艺于纸,再到定功限料例堵贪弊之源, None 4.00300009 4003.00009
|
||||||
400300010 Player 玩家 0 大人以十载心血,整肃天下营造,让匠艺有传,法度有立。 None 4.0030001 4003.0001
|
400300010 Player 我 0 大人以十载心血,整肃天下营造,让匠艺有传,法度有立。 None 4.0030001 4003.0001
|
||||||
400300011 Player 玩家 0 属下幸蒙大人教诲,从初识器具的画图令史,到能独掌制图、监工的匠官, None 4.00300011 4003.00011
|
400300011 Player 我 0 属下幸蒙大人教诲,从初识器具的画图令史,到能独掌制图、监工的匠官, None 4.00300011 4003.00011
|
||||||
400300012 Player 玩家 0 十载相伴,所学所悟,终身受用。 None 4.00300012 4003.00012
|
400300012 Player 我 0 十载相伴,所学所悟,终身受用。 None 4.00300012 4003.00012
|
||||||
400300013 LiJie 李诫 1 非独你我,这是老都料匠等百匠同心,是天下营造人共愿。 None 4.00300013 4003.00013
|
400300013 LiJie 李诫 1 非独你我,这是老都料匠等百匠同心,是天下营造人共愿。 None 4.00300013 4003.00013
|
||||||
400300014 LiJie 李诫 1 你如今已能独当一面,往后将作监的营造法度,便要靠你与后生们传承。 None 4.00300014 4003.00014
|
400300014 LiJie 李诫 1 你如今已能独当一面,往后将作监的营造法度,便要靠你与后生们传承。 None 4.00300014 4003.00014
|
||||||
400300015 LiJie 李诫 1 学馆里的年轻画图吏、匠人,皆如当年的你,需让他们知法度、守规矩、传匠艺, None 4.00300015 4003.00015
|
400300015 LiJie 李诫 1 学馆里的年轻画图吏、匠人,皆如当年的你,需让他们知法度、守规矩、传匠艺, None 4.00300015 4003.00015
|
||||||
|
|
|
||||||
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|
|
@ -5,7 +5,7 @@
|
||||||
1 弹出框 DialogForm Dialog True False
|
1 弹出框 DialogForm Dialog True False
|
||||||
2 BgForm Default False False
|
2 BgForm Default False False
|
||||||
100 主菜单 MenuForm Default False True
|
100 主菜单 MenuForm Default False True
|
||||||
101 设置 SettingForm Default False True
|
101 设置 SettingForm Default False False
|
||||||
102 关于 AboutForm Default False True
|
102 关于 AboutForm Default False True
|
||||||
103 组装玩法UI CombineForm Default False False
|
103 组装玩法UI CombineForm Default False False
|
||||||
104 Mask对话UI MaskDialogForm Dialog False False
|
104 Mask对话UI MaskDialogForm Dialog False False
|
||||||
|
|
|
||||||
BIN
数据表/UIForm.xlsx
BIN
数据表/UIForm.xlsx
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Loading…
Reference in New Issue