Merge branch 'bugfix/去除测试快捷键' into 'develop'

Bugfix/去除测试快捷键

See merge request aibis-dream/aibis-dream!780
This commit is contained in:
2026-07-24 17:09:11 +00:00
6 changed files with 6 additions and 128 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)。
---
## 联系与支持
+4 -4
View File
@@ -58,8 +58,8 @@ jb,酒保,Bartender,バーテンダー,Default,MainActor,,,,
girl,女孩,Young Girl,少女,Default,Aside,,,,
host,主持人,Newscaster,ニュースキャスター,Default,Aside,,,,
boy,阿灿,Young Boy,少年,Default,Aside,,,,
Teacher,教师,Teacher,Teacher,Default,Aside,#FFCC00,,,
SellerA,销售员A,Seller A,Seller A,Default,Aside,#FFCC00,,,
SellerB,销售员B,Seller B,Seller B,Default,Aside,#FFCC00,,,
SellerC,销售员C,Seller C,Seller C,Default,Aside,#FFCC00,,,
teacher,教师,Teacher,Teacher,Default,Aside,#FFCC00,,,
sellerA,销售员A,Seller A,Seller A,Default,Aside,#FFCC00,,,
sellerB,销售员B,Seller B,Seller B,Default,Aside,#FFCC00,,,
sellerC,销售员C,Seller C,Seller C,Default,Aside,#FFCC00,,,
1 通过key索引配置 中文名 英文名 日文名 显示位置,Default使用默认,Screen插线屏幕,OldBox基本对话框 人物角色(Player/MainActor/Aside) 名称显示时的颜色 头像Pic路径 语音资源路径 气泡序号(默认0)
58 girl 女孩 Young Girl 少女 Default Aside
59 host 主持人 Newscaster ニュースキャスター Default Aside
60 boy 阿灿 Young Boy 少年 Default Aside
61 Teacher teacher 教师 Teacher Teacher Default Aside #FFCC00
62 SellerA sellerA 销售员A Seller A Seller A Default Aside #FFCC00
63 SellerB sellerB 销售员B Seller B Seller B Default Aside #FFCC00
64 SellerC sellerC 销售员C Seller C Seller C Default Aside #FFCC00
65
+2 -2
View File
@@ -160,7 +160,7 @@ position: 0,400
//chunhui:2.原型病的人似乎认为主脑之外还有别的家,也就是海
//czq: 你说的是对的,而且带过就够了,现在已经写了,混在日常对话中间了
<<change_actor_state "Doc Headache" "地铁医生">>
<<change_actor_state "头疼_Flow" "地铁医生">>
<<play_timeline 地铁>>
<<hide_dialog>>
<<wait 0.2>>
@@ -192,7 +192,7 @@ hs: 没事儿,<waitfor=0.2>都过去了。 #line:015a2ab
<<hide_dialog>>
<<wait 1>>
hs: <color=\#FFB200>年审</color>结束之后<waitfor=0.2>我带你去个好地方吧。 #line:040432c
<<change_actor_state_async "turn" "地铁医生">>
<<change_actor_state_async "转身_Flow" "地铁医生">>
me: 你不是还差很多分么? #line:0834523
hs: 嗨,怕啥!<waitfor=0.4>我可是我们全组前三…<waitfor=0.1>呃,<waitfor=0.2>应该是<waitfor=0.3>前三百…<waitfor=0.1>我是说,<waitfor=0.2>三千…<waitfor=0.2>呃…… #line:081508a
<<hide_dialog>>