石头串联
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@@ -12,9 +12,9 @@ namespace AibisDream
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private RunMode runMode;
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[Header("正式环境参数")]
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[SerializeField] private TalkSceneSO firstTalkSO;
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[SerializeField] private TalkSceneSO firstTalkSo;
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private TalkSceneSO currentTalkSceneSO;
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private TalkSceneSO _currentTalkSceneSo;
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[SerializeField]
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private string clinicScene;
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@@ -34,27 +34,28 @@ namespace AibisDream
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public void StartNewGame()
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{
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currentTalkSceneSO = firstTalkSO;
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_currentTalkSceneSo = firstTalkSo;
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StartCoroutine(LoadClinicScene());
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}
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public void StartNewGame(TalkSceneSO sceneSo)
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{
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currentTalkSceneSO = sceneSo;
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_currentTalkSceneSo = sceneSo;
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StartCoroutine(LoadClinicScene());
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}
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private IEnumerator LoadClinicScene()
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{
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yield return SceneLoader.Instance.LoadSceneAsync(clinicScene);
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yield return SceneLoader.Instance.LoadSceneAsync(_currentTalkSceneSo.firstSceneName);
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StartMenu.Instance.HideStartMenu();
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DialogController.Instance.StartDialog(currentTalkSceneSO.yarnProject);
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DialogController.Instance.StartDialog(_currentTalkSceneSo.yarnProject);
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}
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public IEnumerator StartTestGame()
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{
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// TODO 全部改好之后这里要直接进入FixScene
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yield return SceneLoader.Instance.LoadSceneAsync(clinicScene);
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var proj = Resources.Load<YarnProject>($"Yarn/{testYarnProject}/{testYarnProject}");
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DialogController.Instance.StartDialog(proj);
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@@ -62,9 +63,9 @@ namespace AibisDream
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public IEnumerator NextSceneSo()
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{
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if (currentTalkSceneSO && currentTalkSceneSO.nextScene)
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if (_currentTalkSceneSo && _currentTalkSceneSo.nextScene)
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{
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currentTalkSceneSO = currentTalkSceneSO.nextScene;
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_currentTalkSceneSo = _currentTalkSceneSo.nextScene;
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yield return MainUIController.Instance.FadeInSync(1);
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yield return LoadClinicScene();
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yield return MainUIController.Instance.FadeOutSync(1);
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