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:
@@ -18085,11 +18085,6 @@ MonoBehaviour:
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entranceCascadeStagger: 0.03
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entranceSearchRadius: 2
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renderLayerName: HuoshanScreen
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enableDebugShortcuts: 1
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debugCompleteKey: 286
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debugResetKey: 290
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debugFullTestKey: 291
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autoRunDebugTestOnStart: 0
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enableSeparation: 1
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minParticleSpacing: 0.6
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separationForce: 2.5
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@@ -251,34 +251,6 @@ namespace AibisDream
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yield return particleManager.WaitUntilFocusFinished();
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}
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/// <summary>
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/// 开发预览:跳过玩法,直接进入 FocusHolding(目标字已就位)。
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/// </summary>
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public IEnumerator SkipToFocusHoldingPreview()
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{
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if (particleManager == null)
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yield break;
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if (!particleManager.IsInitialized)
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yield break;
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yield return particleManager.WaitUntilExpressionFlowReady();
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particleManager.DebugCompleteTargets();
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float timeout = 8f;
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float elapsed = 0f;
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while (elapsed < timeout &&
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particleManager.CurrentCompletionPhase != CompletionPhase.FocusHolding &&
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particleManager.CurrentCompletionPhase != CompletionPhase.Focusing)
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{
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elapsed += Time.deltaTime;
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yield return null;
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}
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while (particleManager.CurrentCompletionPhase == CompletionPhase.Focusing)
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yield return null;
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}
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/// <summary>
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/// 关闭表达系统
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/// </summary>
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@@ -273,9 +273,6 @@ namespace AibisDream.MiniGame.Language
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// 是否已经初始化
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private bool isInitialized = false;
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public bool IsInitialized => isInitialized;
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public CompletionPhase CurrentCompletionPhase => completionPhase;
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/// <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>
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private int defaultCandidateCountFromInspector;
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private bool hasCapturedDefaultCandidateCount;
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@@ -1485,7 +1482,7 @@ namespace AibisDream.MiniGame.Language
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/// <summary>
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/// 进入 FocusHolding 后启动梳理完成节点。
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/// 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。
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/// 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。
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/// </summary>
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private void TryStartCompletionDialog()
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{
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@@ -113,21 +113,6 @@ namespace AibisDream.MiniGame.Language
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ExpressionManager.ResetSystem(playEntranceEffect);
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}
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/// <summary>
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/// 开发预览:粒子系统就绪后跳过玩法,直接进入 FocusHolding。
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/// <<expression_skip_to_focus>>
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/// </summary>
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[YarnCommand("expression_skip_to_focus")]
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public static IEnumerator ExpressionSkipToFocus()
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{
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if (ExpressionManager == null)
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{
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UnityEngine.Debug.LogError("ExpressionManager 未找到!");
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yield break;
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}
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yield return ExpressionManager.StartCoroutine(ExpressionManager.SkipToFocusHoldingPreview());
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}
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/// <summary>
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/// 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
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/// <<resolve_expression_focus>>
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@@ -140,7 +140,6 @@ position: 900,2100
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<<switch_fix_system_to Expression>>
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<<start_expression "哈哈|嘿嘿|呵呵" "我就是个笑话" "LOG1梳理完成" 16>>
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// <<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>>
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// <<expression_skip_to_focus>>
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===
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title: LOG1演出_记忆开场
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