自动跳过和判断是否在对话的逻辑
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@@ -42,6 +42,7 @@ namespace AibisDream
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return;
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}
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DialogController.Instance.IsTalking = false;
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// 传输选项
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YarnOption[] options = YarnOption.GeneOptions(dialogueOptions, onOptionSelected);
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DialogController.Instance.InvokeOptionCommand(commandName, options);
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@@ -2,6 +2,7 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using Yarn.Unity;
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namespace AibisDream
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@@ -14,8 +15,28 @@ namespace AibisDream
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private Dictionary<string, Action<YarnOption[]>> commandMap = new();
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public static event Action OnDialogueStart;
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public static event Action OnDialogueComplete;
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private bool _isTalking;
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public bool IsTalking
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{
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set
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{
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if (_isTalking == value) return;
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_isTalking = value;
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if (value)
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{
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OnDialogueStart?.Invoke();
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}
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else
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{
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OnDialogueComplete?.Invoke();
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}
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}
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}
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public static UnityAction OnDialogueStart;
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public static UnityAction OnDialogueComplete;
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public bool quickRunMode;
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@@ -23,8 +44,10 @@ namespace AibisDream
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{
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dialogueRunner = GetComponentInChildren<DialogueRunner>();
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_variableStorage = GetComponentInChildren<InMemoryVariableStorage>();
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dialogueRunner.onDialogueStart.AddListener(() => OnDialogueStart?.Invoke());
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dialogueRunner.onDialogueComplete.AddListener(() => OnDialogueComplete?.Invoke());
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dialogueRunner.onDialogueStart.AddListener(() => { OnDialogueStart?.Invoke(); });
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dialogueRunner.onDialogueComplete.AddListener(() => { OnDialogueComplete?.Invoke(); });
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dialogueRunner.AddCommandListener(_ => { IsTalking = false; });
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}
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#region 变量操作
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@@ -38,12 +61,12 @@ namespace AibisDream
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{
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_variableStorage.SetValue(variableName, value);
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}
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public void SetVariable(string variableName, bool value)
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{
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_variableStorage.SetValue(variableName, value);
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}
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public void SetVariable(string variableName, float value)
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{
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_variableStorage.SetValue(variableName, value);
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@@ -95,8 +118,7 @@ namespace AibisDream
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{
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Debug.Log($"命令 {commandName} 已经存在,将被替换");
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}
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Debug.Log(commandMap == null);
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commandMap[commandName] = commandAction;
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}
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@@ -137,7 +159,6 @@ namespace AibisDream
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[YarnCommand("character_init")]
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public static void CharacterInit(string picName)
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{
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Debug.Log(picName);
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MainSceneController.Instance.Guest.SwitchImage(picName);
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MainSceneController.Instance.Guest.Show();
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}
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@@ -1,10 +1,13 @@
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using System;
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using System.Linq;
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using Yarn.Unity;
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namespace AibisDream
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{
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public class LineView : DialogueViewBase
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{
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private const string AutoNext = "auto_next";
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// 进入指令选项模式
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private bool _isInCommand;
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@@ -18,9 +21,8 @@ namespace AibisDream
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base.RunLine(dialogueLine, onDialogueLineFinished);
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return;
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}
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DialogUiViewer.Instance.ShowLine(dialogueLine.TextWithoutCharacterName.Text,
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dialogueLine.CharacterName, onDialogueLineFinished);
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HandleLineOutput(dialogueLine, onDialogueLineFinished);
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if (DialogController.Instance.quickRunMode)
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{
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@@ -28,6 +30,26 @@ namespace AibisDream
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}
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}
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private void HandleLineOutput(LocalizedLine dialogueLine, Action onDialogueLineFinished)
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{
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// 对话系统正在交谈状态
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DialogController.Instance.IsTalking = true;
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// 解析LocalizedLine
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if (dialogueLine.Metadata != null && dialogueLine.Metadata.Contains(AutoNext))
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{
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// 自动跳过
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DialogUiViewer.Instance.ShowAutoLine(dialogueLine.TextWithoutCharacterName.Text,
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dialogueLine.CharacterName, onDialogueLineFinished);
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}
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else
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{
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// 需要玩家点击
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DialogUiViewer.Instance.ShowLine(dialogueLine.TextWithoutCharacterName.Text,
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dialogueLine.CharacterName, onDialogueLineFinished);
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}
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}
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public override void RunOptions(DialogueOption[] dialogueOptions, Action<int> onOptionSelected)
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{
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if (_isInCommand)
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@@ -37,6 +59,7 @@ namespace AibisDream
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return;
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}
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DialogController.Instance.IsTalking = true;
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DialogUiViewer.Instance.ShowOptions(dialogueOptions, onOptionSelected);
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}
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