chore(huoshan): 移除表达开发预览与调试快捷键残留

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-07-25 19:48:06 +08:00
co-authored by Cursor
parent 0d40b8db14
commit be1ab7ed80
5 changed files with 1 additions and 53 deletions
-5
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@@ -18085,11 +18085,6 @@ MonoBehaviour:
entranceCascadeStagger: 0.03
entranceSearchRadius: 2
renderLayerName: HuoshanScreen
enableDebugShortcuts: 1
debugCompleteKey: 286
debugResetKey: 290
debugFullTestKey: 291
autoRunDebugTestOnStart: 0
enableSeparation: 1
minParticleSpacing: 0.6
separationForce: 2.5
@@ -251,34 +251,6 @@ namespace AibisDream
yield return particleManager.WaitUntilFocusFinished();
}
/// <summary>
/// 开发预览:跳过玩法,直接进入 FocusHolding(目标字已就位)。
/// </summary>
public IEnumerator SkipToFocusHoldingPreview()
{
if (particleManager == null)
yield break;
if (!particleManager.IsInitialized)
yield break;
yield return particleManager.WaitUntilExpressionFlowReady();
particleManager.DebugCompleteTargets();
float timeout = 8f;
float elapsed = 0f;
while (elapsed < timeout &&
particleManager.CurrentCompletionPhase != CompletionPhase.FocusHolding &&
particleManager.CurrentCompletionPhase != CompletionPhase.Focusing)
{
elapsed += Time.deltaTime;
yield return null;
}
while (particleManager.CurrentCompletionPhase == CompletionPhase.Focusing)
yield return null;
}
/// <summary>
/// 关闭表达系统
/// </summary>
@@ -273,9 +273,6 @@ namespace AibisDream.MiniGame.Language
// 是否已经初始化
private bool isInitialized = false;
public bool IsInitialized => isInitialized;
public CompletionPhase CurrentCompletionPhase => completionPhase;
/// <summary>Inspector 中的候选粒子总数,用于未在 Yarn 中指定非目标数量时恢复默认</summary>
private int defaultCandidateCountFromInspector;
private bool hasCapturedDefaultCandidateCount;
@@ -1485,7 +1482,7 @@ namespace AibisDream.MiniGame.Language
/// <summary>
/// 进入 FocusHolding 后启动梳理完成节点。
/// 若当前正处在 Yarn 命令中(如 expression_skip_to_focus,对话仍在跑,则延后到对话空闲再启动。
/// 若当前正处在 Yarn 命令中,对话仍在跑,则延后到对话空闲再启动。
/// </summary>
private void TryStartCompletionDialog()
{
@@ -113,21 +113,6 @@ namespace AibisDream.MiniGame.Language
ExpressionManager.ResetSystem(playEntranceEffect);
}
/// <summary>
/// 开发预览:粒子系统就绪后跳过玩法,直接进入 FocusHolding。
/// <<expression_skip_to_focus>>
/// </summary>
[YarnCommand("expression_skip_to_focus")]
public static IEnumerator ExpressionSkipToFocus()
{
if (ExpressionManager == null)
{
UnityEngine.Debug.LogError("ExpressionManager 未找到!");
yield break;
}
yield return ExpressionManager.StartCoroutine(ExpressionManager.SkipToFocusHoldingPreview());
}
/// <summary>
/// 触发聚焦稳定化(从文字飘动保持态 → 概率递增 → 文字锁定 → 排列),等待全流程完成后返回
/// <<resolve_expression_focus>>
-1
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@@ -140,7 +140,6 @@ position: 900,2100
<<switch_fix_system_to Expression>>
<<start_expression "哈哈|嘿嘿|呵呵" "我就是个笑话" "LOG1梳理完成" 16>>
// <<start_expression "哈哈哈哈|笑死我了|太好笑了|绷不住了|笑不活了|真的太搞笑" "不要那样看我" "LOG疏通全部完成" 38>>
// <<expression_skip_to_focus>>
===
title: LOG1演出_记忆开场