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