diff --git a/Assets/Scenes/HuoShanFixScene.unity b/Assets/Scenes/HuoShanFixScene.unity index 74bc86c10..b8963fa01 100644 --- a/Assets/Scenes/HuoShanFixScene.unity +++ b/Assets/Scenes/HuoShanFixScene.unity @@ -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 diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionManager.cs b/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionManager.cs index a9b1e4d68..b9a952490 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionManager.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionManager.cs @@ -251,34 +251,6 @@ namespace AibisDream yield return particleManager.WaitUntilFocusFinished(); } - /// - /// 开发预览:跳过玩法,直接进入 FocusHolding(目标字已就位)。 - /// - 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; - } - /// /// 关闭表达系统 /// diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/LanguageParticleManager.cs b/Assets/Scripts/MiniGame/HuoShan/Language/LanguageParticleManager.cs index 8e3ac6c81..dca7260a6 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Language/LanguageParticleManager.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Language/LanguageParticleManager.cs @@ -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; - /// 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 private int defaultCandidateCountFromInspector; private bool hasCapturedDefaultCandidateCount; @@ -1485,7 +1482,7 @@ namespace AibisDream.MiniGame.Language /// /// 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。 /// private void TryStartCompletionDialog() { diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/LanguageYarnCommand.cs b/Assets/Scripts/MiniGame/HuoShan/Language/LanguageYarnCommand.cs index 228ee8f0d..f5860f178 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Language/LanguageYarnCommand.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Language/LanguageYarnCommand.cs @@ -113,21 +113,6 @@ namespace AibisDream.MiniGame.Language ExpressionManager.ResetSystem(playEntranceEffect); } - /// - /// 开发预览:粒子系统就绪后跳过玩法,直接进入 FocusHolding。 - /// <> - /// - [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()); - } - /// /// 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 /// <> diff --git a/Assets/Yarn/FP/FP_Huoshan1/Stage6.yarn b/Assets/Yarn/FP/FP_Huoshan1/Stage6.yarn index 5d555777d..6f7363f08 100644 --- a/Assets/Yarn/FP/FP_Huoshan1/Stage6.yarn +++ b/Assets/Yarn/FP/FP_Huoshan1/Stage6.yarn @@ -140,7 +140,6 @@ position: 900,2100 <> <> // <> -// <> === title: LOG1演出_记忆开场