额外功能添加
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@@ -1,4 +1,4 @@
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using System;
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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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@@ -10,7 +10,7 @@ namespace AibisDream
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{
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private DialogueRunner dialogueRunner;
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private Dictionary<string, Action<YarnOption[]>> commandMap;
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private Dictionary<string, Action<YarnOption[]>> commandMap = new();
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public bool quickRunMode;
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@@ -97,22 +97,41 @@ namespace AibisDream
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MainUIController.Instance.TVFadeOut(duration);
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}
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[YarnCommand("character_into")]
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public static void CharacterInto(string picName)
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/// <summary>
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/// 角色初始化
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/// </summary>
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/// <param name="picName">角色图片名</param>
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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($"character_into {picName}");
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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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[YarnCommand("character_moveto_fix")]
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public static void CharacterMoveToFix()
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[YarnCommand("character_switch_image")]
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public static void CharacterSwitchImage(string picPath)
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{
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Debug.Log("character_moveto_fix");
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// TODO 统一路径后就不用路径做参数了
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MainSceneController.Instance.Guest.SwitchImage(picPath);
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}
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[YarnCommand("cover")]
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public static void Cover()
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[YarnCommand("character_fade_in")]
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public static IEnumerator CharacterFadeIn(float duration = 1)
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{
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Debug.Log("Cover");
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return MainSceneController.Instance.Guest.FadeInSync(duration);
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}
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[YarnCommand("character_fade_Out")]
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public static IEnumerator CharacterFadeOut(float duration = 1)
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{
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return MainSceneController.Instance.Guest.FadeOutSync(duration);
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}
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[YarnCommand("character_move_to_fix")]
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public static IEnumerator CharacterMoveToFix()
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{
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return MainSceneController.Instance.MoveToFix();
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}
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[YarnCommand("load_scene")]
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@@ -129,12 +148,6 @@ namespace AibisDream
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{
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yield return SceneLoader.Instance.UnloadSceneAsync(sceneName);
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}
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[YarnCommand("init_fix")]
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public static void InitFix()
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{
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}
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[YarnCommand("hide_dialog")]
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public static void HideDialog()
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@@ -145,6 +158,7 @@ namespace AibisDream
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[YarnCommand("fade_in")]
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public static IEnumerator FadeIn(float duration = 1)
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{
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Debug.Log("fade_in");
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return MainUIController.Instance.FadeInSync(duration);
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}
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