fix: 去掉语言测试相关功能

This commit is contained in:
2026-07-25 00:13:27 +08:00
parent f679985369
commit ce8486c1eb
4 changed files with 0 additions and 122 deletions
@@ -228,11 +228,6 @@ MonoBehaviour:
entranceCascadeDuration: 0.8
entranceCascadeStagger: 0.03
entranceSearchRadius: 2
enableDebugShortcuts: 1
debugCompleteKey: 286
debugResetKey: 290
debugFullTestKey: 291
autoRunDebugTestOnStart: 0
enableSeparation: 1
minParticleSpacing: 0.6
separationForce: 2.5
-5
View File
@@ -17326,11 +17326,6 @@ 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
@@ -166,13 +166,6 @@ namespace AibisDream.MiniGame.Language
[SerializeField] private string renderLayerName = "HuoshanScreen";
private int renderLayer = 0;
[Header("调试/测试")]
[SerializeField] private bool enableDebugShortcuts = true;
[SerializeField] private KeyCode debugCompleteKey = KeyCode.F5;
[SerializeField] private KeyCode debugResetKey = KeyCode.F9;
[SerializeField] private KeyCode debugFullTestKey = KeyCode.F10;
[SerializeField] private bool autoRunDebugTestOnStart = false;
[Header("布局优化")]
[SerializeField] private bool enableSeparation = true; // 是否启用粒子分离力
[SerializeField] private float minParticleSpacing = 0.6f; // 粒子最小间距
@@ -210,7 +203,6 @@ namespace AibisDream.MiniGame.Language
private float interferenceTextBaseAlpha = 1f;
private Coroutine entranceRoutine;
private Coroutine expressionPanelRoutine;
private Coroutine debugTestRoutine;
private Coroutine confirmTimelineRoutine;
private readonly Dictionary<CandidateParticle, Vector3> entranceTargets = new Dictionary<CandidateParticle, Vector3>();
@@ -478,12 +470,6 @@ namespace AibisDream.MiniGame.Language
entranceRoutine = null;
}
if (debugTestRoutine != null)
{
StopCoroutine(debugTestRoutine);
debugTestRoutine = null;
}
if (confirmTimelineRoutine != null)
{
StopCoroutine(confirmTimelineRoutine);
@@ -814,7 +800,6 @@ namespace AibisDream.MiniGame.Language
BuildConnectionMap();
}
}
HandleDebugShortcuts();
UpdateConnections();
if (!statusUIHidden)
{
@@ -1820,100 +1805,6 @@ namespace AibisDream.MiniGame.Language
}
}
private void HandleDebugShortcuts()
{
if (!enableDebugShortcuts || !Application.isPlaying)
return;
// 如果未初始化,先初始化
if (!isInitialized)
return;
if (Input.GetKeyDown(debugCompleteKey))
{
DebugCompleteTargets();
}
if (Input.GetKeyDown(debugResetKey))
{
ResetGame();
}
if (Input.GetKeyDown(debugFullTestKey))
{
QueueDebugFullFlow();
}
}
[ContextMenu("Debug/一键完成目标")]
public void DebugCompleteTargets()
{
if (!isCompleted)
{
isCompleted = true;
OnTargetsCompleted();
}
if (completionPhase == CompletionPhase.Completed)
{
BeginFocusSequence();
}
}
[ContextMenu("Debug/重置场景")]
public void DebugResetScene()
{
ResetGame();
}
[ContextMenu("Debug/完整流程测试")]
public void DebugPlayFullFlow()
{
QueueDebugFullFlow();
}
private void QueueDebugFullFlow()
{
if (!gameObject.activeInHierarchy)
return;
if (debugTestRoutine != null)
{
StopCoroutine(debugTestRoutine);
}
debugTestRoutine = StartCoroutine(DebugFullFlowRoutine());
}
private IEnumerator DebugFullFlowRoutine()
{
DebugCompleteTargets();
if (completionPhase == CompletionPhase.Completed)
{
BeginFocusSequence();
}
while (completionPhase == CompletionPhase.Focusing)
{
yield return null;
}
if (completionPhase == CompletionPhase.FocusHolding)
{
yield return new WaitForSeconds(1.5f);
ResolveFocusSequence();
}
while (completionPhase != CompletionPhase.Finished)
{
yield return null;
}
yield return new WaitForSeconds(0.5f);
ResetGame();
debugTestRoutine = null;
}
private void PlayEntranceSequence()
{
if (!gameObject.activeInHierarchy || candidateParticles.Count == 0)
@@ -261,9 +261,6 @@ A: 检查对话节点名称是否正确,确保该节点在 Yarn 文件中存
**Q: 游戏太难/太简单?**
A: 可以在 `LanguageParticleManager` 的 Inspector 中调整参数,如连接距离、粒子数量等。
**Q: 如何在测试时快速完成?**
A: 编辑模式下可以按 F5 快速完成,F9 重置,F10 完整流程测试(需要先启动系统)。
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