fix: 去掉语言测试相关功能
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@@ -228,11 +228,6 @@ MonoBehaviour:
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entranceCascadeDuration: 0.8
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entranceCascadeStagger: 0.03
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entranceSearchRadius: 2
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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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@@ -17326,11 +17326,6 @@ 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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@@ -166,13 +166,6 @@ namespace AibisDream.MiniGame.Language
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[SerializeField] private string renderLayerName = "HuoshanScreen";
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private int renderLayer = 0;
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[Header("调试/测试")]
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[SerializeField] private bool enableDebugShortcuts = true;
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[SerializeField] private KeyCode debugCompleteKey = KeyCode.F5;
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[SerializeField] private KeyCode debugResetKey = KeyCode.F9;
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[SerializeField] private KeyCode debugFullTestKey = KeyCode.F10;
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[SerializeField] private bool autoRunDebugTestOnStart = false;
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[Header("布局优化")]
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[SerializeField] private bool enableSeparation = true; // 是否启用粒子分离力
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[SerializeField] private float minParticleSpacing = 0.6f; // 粒子最小间距
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@@ -210,7 +203,6 @@ namespace AibisDream.MiniGame.Language
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private float interferenceTextBaseAlpha = 1f;
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private Coroutine entranceRoutine;
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private Coroutine expressionPanelRoutine;
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private Coroutine debugTestRoutine;
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private Coroutine confirmTimelineRoutine;
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private readonly Dictionary<CandidateParticle, Vector3> entranceTargets = new Dictionary<CandidateParticle, Vector3>();
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@@ -478,12 +470,6 @@ namespace AibisDream.MiniGame.Language
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entranceRoutine = null;
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}
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if (debugTestRoutine != null)
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{
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StopCoroutine(debugTestRoutine);
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debugTestRoutine = null;
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}
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if (confirmTimelineRoutine != null)
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{
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StopCoroutine(confirmTimelineRoutine);
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@@ -814,7 +800,6 @@ namespace AibisDream.MiniGame.Language
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BuildConnectionMap();
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}
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}
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HandleDebugShortcuts();
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UpdateConnections();
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if (!statusUIHidden)
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{
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@@ -1820,100 +1805,6 @@ namespace AibisDream.MiniGame.Language
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}
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}
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private void HandleDebugShortcuts()
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{
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if (!enableDebugShortcuts || !Application.isPlaying)
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return;
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// 如果未初始化,先初始化
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if (!isInitialized)
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return;
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if (Input.GetKeyDown(debugCompleteKey))
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{
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DebugCompleteTargets();
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}
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if (Input.GetKeyDown(debugResetKey))
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{
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ResetGame();
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}
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if (Input.GetKeyDown(debugFullTestKey))
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{
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QueueDebugFullFlow();
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}
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}
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[ContextMenu("Debug/一键完成目标")]
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public void DebugCompleteTargets()
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{
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if (!isCompleted)
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{
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isCompleted = true;
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OnTargetsCompleted();
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}
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if (completionPhase == CompletionPhase.Completed)
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{
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BeginFocusSequence();
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}
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}
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[ContextMenu("Debug/重置场景")]
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public void DebugResetScene()
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{
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ResetGame();
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}
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[ContextMenu("Debug/完整流程测试")]
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public void DebugPlayFullFlow()
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{
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QueueDebugFullFlow();
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}
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private void QueueDebugFullFlow()
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{
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if (!gameObject.activeInHierarchy)
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return;
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if (debugTestRoutine != null)
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{
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StopCoroutine(debugTestRoutine);
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}
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debugTestRoutine = StartCoroutine(DebugFullFlowRoutine());
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}
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private IEnumerator DebugFullFlowRoutine()
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{
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DebugCompleteTargets();
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if (completionPhase == CompletionPhase.Completed)
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{
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BeginFocusSequence();
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}
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while (completionPhase == CompletionPhase.Focusing)
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{
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yield return null;
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}
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if (completionPhase == CompletionPhase.FocusHolding)
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{
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yield return new WaitForSeconds(1.5f);
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ResolveFocusSequence();
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}
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while (completionPhase != CompletionPhase.Finished)
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{
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yield return null;
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}
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yield return new WaitForSeconds(0.5f);
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ResetGame();
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debugTestRoutine = null;
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}
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private void PlayEntranceSequence()
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{
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if (!gameObject.activeInHierarchy || candidateParticles.Count == 0)
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@@ -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
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**Q: 游戏太难/太简单?**
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A: 可以在 `LanguageParticleManager` 的 Inspector 中调整参数,如连接距离、粒子数量等。
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**Q: 如何在测试时快速完成?**
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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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---
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## 联系与支持
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