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be91190c47 |
@@ -0,0 +1,134 @@
|
||||
---
|
||||
name: split-commit
|
||||
description: 将当前未提交改动拆分为多个符合规范的原子提交
|
||||
---
|
||||
|
||||
将当前未提交改动拆分为多个原子提交。执行前会分析变更、生成分组方案,经用户确认后逐组提交。
|
||||
|
||||
## 执行流程
|
||||
|
||||
### Step 1: 前置检查
|
||||
|
||||
1. **清理残留文件**:若存在 `msg.txt`,先 `rm -f msg.txt`
|
||||
2. **读取规范**:确认 `COMMIT_CONVENTION.md` 存在且可读
|
||||
|
||||
### Step 2: 保护分支检查
|
||||
|
||||
保护分支列表(按优先级):`AGENTS.md` > `.cursor/rules/` > `.git/config branch.protected` > 默认(`master|main|develop`)
|
||||
|
||||
若当前在保护分支,询问用户:
|
||||
- **A** - 创建 feature 分支后继续拆分(推荐)
|
||||
- **B** - 转移到新分支后压成单提交
|
||||
- **C** - 取消
|
||||
|
||||
### Step 3: 盘点变更
|
||||
|
||||
执行以下命令分析:
|
||||
- `git status` - 整体状态
|
||||
- `git diff --stat` - 文件统计
|
||||
- `git diff` - 详细改动
|
||||
- `git diff --cached` - 已暂存改动
|
||||
|
||||
### Step 4: 规则化分组
|
||||
|
||||
按"意图一致"原则分组,**优先按 type 分,再按 scope 分**。
|
||||
|
||||
**必须拆分的情况**:
|
||||
- 同一组可归属多个 type
|
||||
- 同文件包含多个独立目的(如功能+重构)
|
||||
- 资源替换与代码逻辑混合
|
||||
|
||||
**可以合并的情况**(最小拆分原则):
|
||||
- 同一功能的多文件改动(脚本+Prefab)
|
||||
- 同一模块的多个相关 Bug 修复
|
||||
|
||||
### Step 5: 生成方案表格
|
||||
|
||||
以表格形式展示拆分方案:
|
||||
|
||||
| 顺序 | 文件 | 变更目的 | 提交头 | 依据 | 方式 |
|
||||
|------|------|----------|--------|------|------|
|
||||
| 1 | `路径` | 描述 | `type(scope): subject` | 原因 | `git add`/`git add -p` |
|
||||
|
||||
**Type 选择优先级**:`fix` > `feat` > `art` > `audio` > `scene` > `yarn` > `perf|refactor|...`
|
||||
|
||||
**Scope 规则**:单模块用模块名(如 `blockpuzzle`),跨模块省略。
|
||||
|
||||
### Step 6: 用户确认
|
||||
|
||||
询问:`[Y 执行 / n 取消 / 提出调整]`
|
||||
|
||||
- 若调整:根据反馈修改方案,再次确认
|
||||
- 若执行:进入 Step 7
|
||||
- 若取消:清理并退出
|
||||
|
||||
### Step 7: 逐组提交
|
||||
|
||||
对每组执行:
|
||||
1. `git add <file>` 或 `git add -p <file>`
|
||||
2. 复查:`git diff --cached --stat` 和 `git diff --cached`
|
||||
3. 写入 `msg.txt` 并提交:`git commit -F msg.txt`
|
||||
4. 检查状态:`git status`
|
||||
|
||||
**失败处理**:
|
||||
- `git add -p` 跳过关键 hunk → 暂停,提示处理方案
|
||||
- pre-commit hook 失败 → 询问 [R]重试 [S]跳过 [A]中止
|
||||
|
||||
### Step 8: 结果校验
|
||||
|
||||
输出:
|
||||
1. `git log --oneline -<N>`
|
||||
2. 回放清单(验证 type/scope/subject 合规性)
|
||||
3. 若不合规,询问是否修正
|
||||
|
||||
### Step 9: 清理
|
||||
|
||||
`rm -f msg.txt`
|
||||
|
||||
---
|
||||
|
||||
## Unity 改动速查表
|
||||
|
||||
| 改动类型 | type | scope 示例 |
|
||||
|----------|------|-----------|
|
||||
| 脚本逻辑修复 | `fix` | `blockpuzzle`, `dialog` |
|
||||
| 脚本新功能 | `feat` | `huoshan`, `clue` |
|
||||
| 美术资源(贴图/模型/动画) | `art` | 对应模块或省略 |
|
||||
| 音频资源 | `audio` | `audio-kit` 或省略 |
|
||||
| 场景配置(灯光/镜头) | `scene` | 对应模块或省略 |
|
||||
| Yarn 对话 | `yarn` | `dialog` |
|
||||
| 测试代码 | `test` | 对应模块 |
|
||||
|
||||
---
|
||||
|
||||
## 规范校验清单(执行前检查)
|
||||
|
||||
- [ ] 格式:`<type>(<scope>): <subject>` 或 `<type>: <subject>`
|
||||
- [ ] type ∈ {`feat`,`fix`,`art`,`audio`,`scene`,`yarn`,`perf`,`refactor`,`style`,`docs`,`build`,`chore`,`test`}
|
||||
- [ ] subject:中文、动词开头、≤50字、无句号
|
||||
- [ ] 一次提交只做一件事
|
||||
|
||||
---
|
||||
|
||||
## 中文提交方法
|
||||
|
||||
由于 PowerShell 中文乱码问题,统一使用文件方式:
|
||||
|
||||
```bash
|
||||
echo "type(scope): 描述" > msg.txt
|
||||
git commit -F msg.txt
|
||||
rm -f msg.txt
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 关于 Pre-commit Hooks
|
||||
|
||||
若配置了 husky/lint-staged:
|
||||
- 每次提交都会触发检查
|
||||
- 如需跳过(**不推荐**):`git commit -F msg.txt --no-verify`
|
||||
- 跳过可能导致 CI 失败
|
||||
|
||||
---
|
||||
|
||||
开始执行请回复 **"开始"**,或告知需要的调整。
|
||||
@@ -0,0 +1,225 @@
|
||||
# split-commit
|
||||
|
||||
将当前未提交改动拆分为多个原子提交。**不调用脚本**,严格按本文件执行,并与 `COMMIT_CONVENTION.md` 一致。
|
||||
|
||||
## 0. 前置检查
|
||||
|
||||
### 0.1 清理临时文件
|
||||
若存在上次残留的 `msg.txt`,先删除:
|
||||
```bash
|
||||
rm -f msg.txt
|
||||
```
|
||||
|
||||
### 0.2 读取规范(硬门槛)
|
||||
执行前先读取并遵守 `COMMIT_CONVENTION.md`。若下列任一条件不满足,**不得提交**:
|
||||
|
||||
- 提交头必须是 `<type>(<scope>): <subject>` 或 `<type>: <subject>`
|
||||
- `type` 必须在允许集合:`feat|fix|art|audio|scene|yarn|perf|refactor|style|docs|build|chore|test`
|
||||
- `scope` 仅在单一模块改动时填写;多模块/全局改动可省略
|
||||
- `subject` 必须中文、动词开头、不超过 50 字、不加句号
|
||||
- 一次提交只做一件事(One commit, one purpose)
|
||||
|
||||
## 1. 保护分支检查
|
||||
|
||||
检测当前是否在保护分支。保护分支列表按以下优先级获取:
|
||||
1. 检查 `AGENTS.md`、`.cursor/rules/` 中是否有「保护分支」规则
|
||||
2. 检查 `.git/config` 中 `branch.protected` 配置
|
||||
3. 默认保护分支:`master`, `main`, `develop`
|
||||
|
||||
- 若当前不在保护分支:直接进入第 2 节
|
||||
- 若在保护分支,给出选项:
|
||||
- **[A]** 创建 feature 分支后继续拆分(推荐)
|
||||
- **[B]** 转移到新分支后压成单提交,不拆分
|
||||
- **[C]** 取消
|
||||
|
||||
执行细则:
|
||||
|
||||
- **A**:`git stash push --include-untracked` -> `git checkout -b <branch>` -> `git stash pop`
|
||||
- **B**:同上切新分支后,仅一次 `git add -A` + 一次提交(使用 `msg.txt`)
|
||||
- **C**:停止,恢复原始状态
|
||||
|
||||
## 2. 盘点变更
|
||||
|
||||
在仓库根执行:
|
||||
|
||||
1. `git status` - 确认整体状态
|
||||
2. `git diff --stat` - 查看改动文件统计
|
||||
3. `git diff` - 查看详细改动内容
|
||||
4. `git diff --cached` - 查看已暂存的改动
|
||||
|
||||
目的:确认全部改动、识别 staged/unstaged、识别同文件多逻辑。
|
||||
|
||||
## 3. 规则化分组(先分组,后提交)
|
||||
|
||||
按"意图一致"分组,不按文件数量分组。
|
||||
|
||||
### 3.1 必须拆分触发条件
|
||||
|
||||
满足任一即必须拆:
|
||||
|
||||
- 同一组改动可归属多个 `type`
|
||||
- 同一文件中包含多个独立目的(例如功能 + 重构)
|
||||
- 涉及多个核心 scope 且可独立提交
|
||||
- 资源替换与代码逻辑混在同一组
|
||||
|
||||
### 3.2 分组优先级
|
||||
|
||||
1. 先按变更目的区分:功能/修复/重构/测试/文档/资源
|
||||
2. 再按模块 scope 细分:`blockpuzzle`、`dialog`、`scene-mgmt` 等
|
||||
3. 同文件多逻辑必须标注 `git add -p`
|
||||
|
||||
### 3.3 最小拆分原则
|
||||
|
||||
避免过度拆分导致提交历史碎片化。以下情况**可以合并**:
|
||||
- 同一功能的多文件改动(如新增脚本 + 对应 Prefab)
|
||||
- 同一模块的多个 Bug 修复(如修复同一脚本的 3 个边界问题)
|
||||
|
||||
## 4. type/scope 决策规则
|
||||
|
||||
### 4.1 type 选择顺序
|
||||
|
||||
1. 修复已有缺陷 -> `fix`
|
||||
2. 新增或增强行为 -> `feat`
|
||||
3. 纯美术资源替换 -> `art`
|
||||
4. 纯音频资源替换 -> `audio`
|
||||
5. 纯场景/Prefab 布局与参数调整 -> `scene`
|
||||
6. 纯 Yarn 文本/分支脚本 -> `yarn`
|
||||
7. 其余按规范:`perf|refactor|style|docs|build|chore|test`
|
||||
|
||||
### 4.2 scope 规则
|
||||
|
||||
- 单模块改动:使用对应 scope(如 `blockpuzzle`、`fix-system`、`timeline-kit`)
|
||||
- 跨模块或全局改动:省略 scope(如 `chore: ...`)
|
||||
|
||||
## 5. Unity 常见改动速查(type/scope 建议)
|
||||
|
||||
| 改动类型 | 推荐 type | scope 选择 |
|
||||
| --- | --- | --- |
|
||||
| `Assets/Scripts/MiniGame/BlockPuzzle/` 逻辑修复 | `fix` | `blockpuzzle` |
|
||||
| `Assets/Scripts/MiniGame/BlockPuzzle/` 新交互/新规则 | `feat` | `blockpuzzle` |
|
||||
| 动画、贴图、模型、Spine 资源替换 | `art` | 对应系统 scope 或省略 |
|
||||
| 音效、BGM、FMOD 资源调整 | `audio` | `audio-kit` 或省略 |
|
||||
| `.unity` 灯光/后处理/镜头参数调整 | `scene` | 对应玩法 scope 或省略 |
|
||||
| Yarn 文本与分支改动 | `yarn` | `dialog` |
|
||||
| 仅测试代码改动 | `test` | 对应模块 scope |
|
||||
|
||||
## 6. 生成拆分方案并展示(必须含依据)
|
||||
|
||||
先产出表格,再等待用户确认。每一行必须包含:
|
||||
|
||||
- 顺序
|
||||
- 文件集合
|
||||
- 变更目的
|
||||
- `type/scope/subject`
|
||||
- 选择依据(为什么是这个 type/scope)
|
||||
- 暂存方式(`git add` 或 `git add -p`)
|
||||
|
||||
示例:
|
||||
|
||||
| 顺序 | 文件 | 变更目的 | 提交头 | 依据 | 方式 |
|
||||
| --- | --- | --- | --- | --- | --- |
|
||||
| 1 | `Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeDragger.cs` | 修复拖拽边界判定 | `fix(blockpuzzle): 修复方块拖拽越界判定错误` | 已有行为修复,单模块 | `git add -p` |
|
||||
| 2 | `Assets/Prefabs/BlockPuzzle/*.prefab` | 调整拼图视觉资源 | `art(blockpuzzle): 更新方块拼图组件预制体表现` | 纯资源替换 | `git add` |
|
||||
|
||||
## 7. 提交消息校验(执行前最后守卫)
|
||||
|
||||
每组提交前逐条校验:
|
||||
|
||||
1. 格式:`<type>(<scope>): <subject>` 或 `<type>: <subject>`
|
||||
2. `type` 在允许集合
|
||||
3. `scope` 合法或省略合理
|
||||
4. `subject` 中文、动词开头、<=50 字、无句号
|
||||
5. body/footer 仅在需要时添加:
|
||||
- 需要解释原因/影响时加 body
|
||||
- 关联 issue 或破坏性变更时加 footer
|
||||
|
||||
任一不通过:先改消息,不执行 commit。
|
||||
|
||||
## 8. 用户确认后执行
|
||||
|
||||
先询问:是否按该拆分执行?`[Y 执行 / n 取消 / 提出调整]`
|
||||
|
||||
用户确认后逐组执行:
|
||||
|
||||
1. 按方案 `git add` 或 `git add -p`
|
||||
2. 复查本组暂存:`git diff --cached --stat` + `git diff --cached`
|
||||
3. 使用 `msg.txt` 提交(见第 10 节)
|
||||
4. 提交后检查工作区状态:`git status`
|
||||
|
||||
### 失败处理机制
|
||||
|
||||
- **若 `git add -p` 中用户跳过关键 hunk**:暂停执行,提示剩余改动如何处理
|
||||
- **若提交失败(如 pre-commit hook 拒绝)**:
|
||||
- 显示失败原因
|
||||
- 询问:[R] 重试 / [S] 跳过本组 / [A] 中止全部
|
||||
- 若选择中止,确保工作区恢复到执行前状态
|
||||
|
||||
## 9. 全部完成后的结果校验与回放
|
||||
|
||||
全部提交结束后必须输出:
|
||||
|
||||
1. `git log --oneline -<N>`(N=本次新增提交数)
|
||||
2. 回放清单(每条提交是否符合规范):
|
||||
- type 是否合法
|
||||
- scope 是否合理
|
||||
- subject 是否满足中文动词开头规则
|
||||
3. 若发现不合规,明确说明并询问是否修正(`git commit --amend` 或 `git rebase -i`)
|
||||
|
||||
## 10. 中文提交消息写入方式(固定)
|
||||
|
||||
PowerShell 5.1 下 `git commit -m "中文"` 可能乱码。统一使用:
|
||||
|
||||
```bash
|
||||
# 1. 在仓库根写 UTF-8 编码 msg.txt
|
||||
echo "feat(blockpuzzle): 添加方块旋转功能" > msg.txt
|
||||
|
||||
# 2. 使用文件提交
|
||||
git commit -F msg.txt
|
||||
|
||||
# 3. 删除临时文件
|
||||
rm -f msg.txt
|
||||
```
|
||||
|
||||
## 11. 关于 Pre-commit Hooks
|
||||
|
||||
若项目配置了 pre-commit hook(如 husky、lint-staged):
|
||||
|
||||
- 每次提交都会触发 hook 检查
|
||||
- 若 hook 执行较慢(如运行全量测试),拆分提交会变慢
|
||||
- 如需跳过 hook(**不推荐,仅在紧急修复时**):`git commit -F msg.txt --no-verify`
|
||||
- **警告**:跳过 hook 可能引入未检查的问题,后续 CI 可能失败
|
||||
|
||||
## 12. 工作目录
|
||||
|
||||
所有命令必须在仓库根执行。
|
||||
|
||||
## 13. 快速参考:常见场景处理
|
||||
|
||||
### 场景 A:同文件包含功能和重构
|
||||
```bash
|
||||
# 先提交功能改动
|
||||
git add -p <file> # 只选择功能相关的 hunk
|
||||
git commit -F msg.txt # feat: ...
|
||||
|
||||
# 再提交重构
|
||||
git add -p <file> # 选择重构相关的 hunk
|
||||
git commit -F msg.txt # refactor: ...
|
||||
```
|
||||
|
||||
### 场景 B:误操作后的恢复
|
||||
```bash
|
||||
# 若某次提交后发现错误,撤销最后一次提交但保留改动
|
||||
git reset --soft HEAD~1
|
||||
# 然后重新分组提交
|
||||
|
||||
# 若需要完全放弃本次拆分的所有提交(谨慎使用)
|
||||
git reset --hard ORIG_HEAD
|
||||
```
|
||||
|
||||
### 场景 C:中途取消
|
||||
```bash
|
||||
# 若在第 8 步中途需要取消
|
||||
git reset HEAD # 取消暂存
|
||||
git checkout -- . # 恢复工作区(会丢失未提交改动,谨慎)
|
||||
rm -f msg.txt # 清理临时文件
|
||||
```
|
||||
@@ -0,0 +1,17 @@
|
||||
# Yarn 插线维修对话 — 快速审查
|
||||
|
||||
对 `FP_Huoshan1` 或同类 **BodyModule 插线 + `$gameStage` 多阶段** 的 `.yarn` 做一轮检查。
|
||||
|
||||
## 用法
|
||||
|
||||
在对话里说明「按 yarn-plug-review 审查某文件/目录」或直接粘贴节点片段。
|
||||
|
||||
## 审查项(简版)
|
||||
|
||||
1. **跳转条件**:会 `jump` 结束/换阶段的块是否带 `$gameStage==…`,避免后期变量仍为 true 时回退阶段。
|
||||
2. **重复插线**:同一 stage、同一模块第二次插线是否为短总结 + 下一步提示,而非全长对白与重复 `complete_task`。
|
||||
3. **TaskToDo**:`TaskToDo--` 是否与「首次完成」绑定(如 `$speakerFinalOK` / `$saleFinalOK`),避免重复递减。
|
||||
4. **无序插线**:是否已去掉「分支外无条件 set 完成标记」导致跳剧情。
|
||||
5. **EventNode**:`*PlugIn` 名称与 `moduleName`、目标 `title:` 一致。
|
||||
|
||||
完整说明与模式见:`.cursor/skills/yarn-plug-in-flow/SKILL.md`。
|
||||
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"mcpServers": {
|
||||
"unityMCP": {
|
||||
"url": "http://localhost:8080/mcp"
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,356 @@
|
||||
---
|
||||
name: 塔罗牌小游戏实现
|
||||
overview: 基于 Sprite + EventTriggerEx 实现塔罗牌小游戏,Yarn 命令细粒度控制每个阶段(展示牌堆、展开、等待选牌、翻牌、设置朝向),与对话深度配合。
|
||||
todos:
|
||||
- id: tarot-card
|
||||
content: 创建 TarotCard.cs -- 单张牌组件:IInteraction、SpriteRenderer 正反面、EventTriggerEx 注册、翻牌动画、朝向控制(正/倒)、悬停/点击回调
|
||||
status: completed
|
||||
- id: tarot-deck
|
||||
content: 创建 TarotDeck.cs -- 牌堆管理:动态生成牌、扇形展开布局、悬停推出效果、选牌流程(FadeOut + 居中检视)
|
||||
status: completed
|
||||
- id: tarot-manager
|
||||
content: 创建 TarotManager.cs -- 系统管理器:SystemDic 注册、视图开关、阶段状态机、选牌结果
|
||||
status: completed
|
||||
- id: tarot-yarn
|
||||
content: 创建 TarotYarnCommand.cs -- 细粒度 Yarn 命令集(show/spread/wait_select/flip/set_orientation/rotate/hide)
|
||||
status: completed
|
||||
isProject: false
|
||||
---
|
||||
|
||||
# 塔罗牌小游戏实现计划
|
||||
|
||||
## 设计目标
|
||||
|
||||
Yarn 脚本能**细粒度控制**塔罗牌的每个视觉阶段,每个命令之间可以穿插对话,实现对话与交互的深度配合。
|
||||
|
||||
## Yarn 脚本示例(对应 FP_Day1_night 第 364-395 行的改造)
|
||||
|
||||
```yarn
|
||||
ql: 我觉得也许你需要这个。
|
||||
<<show_tarot_deck>>
|
||||
【它拿出一套崭新的卡牌。】
|
||||
|
||||
me: 这是什么?
|
||||
|
||||
ql: "塔罗牌"。
|
||||
ql: 试试吧。抽一张。
|
||||
<<spread_tarot 5>>
|
||||
|
||||
-> 抽牌
|
||||
<<wait_tarot_select>>
|
||||
|
||||
【你看了看牌。】
|
||||
<<flip_tarot "inverted">>
|
||||
// 翻到正面,但预设为倒置朝向(inverted)
|
||||
|
||||
【上面画着一个张开双臂的机体...像是...在把它吸过去。】
|
||||
me: 这画的是什么?
|
||||
|
||||
ql: 倒吊人。你拿反了。
|
||||
|
||||
<<rotate_tarot "normal">>
|
||||
// Yarn 命令改变朝向:倒置 -> 正向(旋转 180 度动画)
|
||||
【你把牌转过来。】
|
||||
【这下你看明白了。这是一个倒吊着的机体...】
|
||||
|
||||
// ...更多对话...
|
||||
|
||||
<<hide_tarot>>
|
||||
```
|
||||
|
||||
## 架构概览
|
||||
|
||||
```mermaid
|
||||
flowchart TD
|
||||
Yarn["Yarn 脚本"] -->|"<<show_tarot_deck>>"| CMD["TarotYarnCommand\n(静态 Yarn 命令类)"]
|
||||
Yarn -->|"<<spread_tarot 5>>"| CMD
|
||||
Yarn -->|"<<wait_tarot_select>>"| CMD
|
||||
Yarn -->|"<<flip_tarot inverted>>"| CMD
|
||||
Yarn -->|"<<rotate_tarot normal>>"| CMD
|
||||
Yarn -->|"<<hide_tarot>>"| CMD
|
||||
CMD --> TM["TarotManager\n(SystemDic 注册)"]
|
||||
TM --> TD["TarotDeck\n牌堆/扇形/选牌"]
|
||||
TD --> TC["TarotCard x N\nSprite + EventTriggerEx"]
|
||||
TC -->|IInteraction| ES["EventSystemEx"]
|
||||
```
|
||||
|
||||
|
||||
|
||||
## 新增文件结构
|
||||
|
||||
```
|
||||
Assets/Scripts/MiniGame/Tarot/
|
||||
TarotManager.cs -- 管理器:SystemDic 注册、视图开关、阶段协调
|
||||
TarotCard.cs -- 单张牌:IInteraction + 翻牌 + 朝向
|
||||
TarotDeck.cs -- 牌堆逻辑:生成、展开、悬停、选牌
|
||||
TarotYarnCommand.cs -- 细粒度 Yarn 命令集
|
||||
```
|
||||
|
||||
## 核心设计
|
||||
|
||||
### 1. TarotCard -- 单张牌
|
||||
|
||||
参考 [KnobController](Assets/Scripts/MiniGame/HuoShan/SalesSystem/KnobController.cs) 的 EventTriggerEx 注册模式(行 165-199)。
|
||||
|
||||
- 实现 `IInteraction` 接口(`IsActive`, `IsAvailable`, `GetGameObject()`)
|
||||
- 需要 `Collider2D`(BoxCollider2D,牌面大小)
|
||||
- `SpriteRenderer` + 两个 Sprite 引用:`frontSprite` / `backSprite`
|
||||
|
||||
**朝向系统(Orientation)**:
|
||||
|
||||
- 枚举 `TarotOrientation { Normal, Inverted }`
|
||||
- `Normal`:正面朝上(localScale.y = 1)
|
||||
- `Inverted`:倒置(localScale.y = -1,即上下颠倒)
|
||||
- `SetOrientation(orientation, animated)` 方法,animated 时用 DOTween 做 Y 轴 scale 过渡
|
||||
|
||||
**翻牌动画**:
|
||||
|
||||
- `Flip(targetOrientation, duration)` 协程
|
||||
- DOTween 缩放 localScale.x: 1 -> 0(前半),切换 Sprite,再 0 -> 1(后半)
|
||||
- 翻牌完成时根据 `targetOrientation` 设置 localScale.y
|
||||
|
||||
**交互注册**(Awake):
|
||||
|
||||
- 获取/添加 `EventTriggerEx`
|
||||
- `EnsureEventTriggerEntries()` 确保 PointerEnter/PointerExit/PointerClick 条目
|
||||
- `Register(PointerEnter, OnHoverEnter)` / `Register(PointerExit, OnHoverExit)` / `Register(PointerClick, OnClick)`
|
||||
- 回调通过 `System.Action` 委托给 `TarotDeck`
|
||||
|
||||
**状态**:
|
||||
|
||||
- `bool IsFaceUp` -- 当前是否正面朝上
|
||||
- `TarotOrientation Orientation` -- 当前朝向
|
||||
- `bool IsInteractable` -- 是否接受交互(由 Deck 控制)
|
||||
|
||||
### 2. TarotDeck -- 牌堆管理
|
||||
|
||||
**动态生成**:
|
||||
|
||||
- `Setup(int cardCount, Sprite front, Sprite back)` -- 创建 N 个 TarotCard 子物体
|
||||
- 每张牌初始背面朝上,叠在一起(牌堆状态)
|
||||
|
||||
**扇形展开**:
|
||||
|
||||
- `SpreadCards(float duration)` 协程
|
||||
- 配置项:`fanAngleRange`(扇形总角度,如 120 度)、`fanRadius`(扇形半径)
|
||||
- 每张牌的目标角度:`centerAngle + (i - (count-1)/2f) * angleStep`
|
||||
- 每张牌的目标位置:以旋转角度沿圆弧分布
|
||||
- DOTween `DOLocalMove` + `DOLocalRotate` 同步动画
|
||||
|
||||
**悬停推出**:
|
||||
|
||||
- 牌注册的 `OnHoverEnter` -> 沿牌面法线方向(局部 Y 轴上方)推出一段距离
|
||||
- `OnHoverExit` -> 回到扇形位置
|
||||
- 用 DOTween `DOLocalMove`,设短 duration(0.15s)
|
||||
|
||||
**选牌**:
|
||||
|
||||
- `OnCardClicked(TarotCard card)` -- 锁定交互,触发选牌序列
|
||||
- 其余牌 `SpriteRenderer.DOFade(0, 0.3f)` 渐隐
|
||||
- 选中牌移至检视位置(屏幕中央偏上),放大到检视尺寸
|
||||
- 设置 `_selectedCard`,通知 Manager 选牌完成
|
||||
|
||||
**检视位置**:
|
||||
|
||||
- `[SerializeField] Transform inspectPosition` -- 检视锚点
|
||||
- `[SerializeField] float inspectScale` -- 检视缩放
|
||||
|
||||
### 3. TarotManager -- 管理器
|
||||
|
||||
- `Start()` 中 `FixSystemCenter.SystemDic.Register(this)`
|
||||
- 持有 `TarotDeck` 引用(`GetComponentInChildren`)
|
||||
- 状态标记:`_isWaitingForSelection`(是否在等待玩家选牌)、`_isCardSelected`
|
||||
- `OpenView()` / `CloseView()` 控制根 GameObject 显隐
|
||||
- `WaitForSelection()` 协程 -- while 循环等待 `_isCardSelected`,供 YarnCommand 使用
|
||||
- `SelectedCard` 属性 -- 获取当前选中的牌
|
||||
|
||||
### 4. TarotYarnCommand -- 细粒度 Yarn 命令集
|
||||
|
||||
所有命令通过 `FixSystemCenter.SystemDic.Get<TarotManager>()` 获取 Manager 实例。
|
||||
|
||||
|
||||
| Yarn 命令 | 方法签名 | 说明 |
|
||||
| ----------------------------------------- | ------------------------------------------------------ | --------------------------------------------------------------------- |
|
||||
| `<<show_tarot_deck>>` | `ShowTarotDeck(int count = 5)` | 显示牌堆(叠放状态),可指定牌数 |
|
||||
| `<<spread_tarot>>` 或 `<<spread_tarot 5>>` | `IEnumerator SpreadTarot(int count = -1)` | 扇形展开,count=-1 用已有牌数;协程等待展开动画完成 |
|
||||
| `<<wait_tarot_select>>` | `IEnumerator WaitTarotSelect()` | 阻塞 Yarn 直到玩家点击选中一张牌;选中后执行选牌动画(其余牌淡出、选中牌居中);结果写入 `$tarotSelectedIndex` |
|
||||
| `<<flip_tarot "normal">>` | `IEnumerator FlipTarot(string orientation = "normal")` | 翻牌到正面,同时设置朝向;`"normal"` = 正向,`"inverted"` = 倒置 |
|
||||
| `<<rotate_tarot "normal">>` | `IEnumerator RotateTarot(string orientation)` | 改变已翻开牌的朝向(旋转动画),不翻面 |
|
||||
| `<<hide_tarot>>` | `IEnumerator HideTarot()` | 淡出并隐藏所有塔罗元素 |
|
||||
|
||||
|
||||
### 5. 完整交互流程
|
||||
|
||||
```mermaid
|
||||
stateDiagram-v2
|
||||
[*] --> DeckVisible: show_tarot_deck
|
||||
DeckVisible --> DeckVisible: 对话继续\n(牌堆静态展示)
|
||||
DeckVisible --> FanOut: spread_tarot
|
||||
FanOut --> WaitSelect: wait_tarot_select
|
||||
WaitSelect --> WaitSelect: hover 推出/回位
|
||||
WaitSelect --> Selected: 玩家点击选牌
|
||||
Selected --> InspectBack: 其余牌淡出\n选中牌居中(背面)
|
||||
InspectBack --> InspectBack: 对话继续\n(背面检视)
|
||||
InspectBack --> InspectFront: flip_tarot\n(预设朝向)
|
||||
InspectFront --> InspectFront: 对话继续
|
||||
InspectFront --> InspectRotated: rotate_tarot\n(改变朝向)
|
||||
InspectRotated --> InspectRotated: 对话继续
|
||||
InspectRotated --> [*]: hide_tarot
|
||||
InspectFront --> [*]: hide_tarot
|
||||
```
|
||||
|
||||
|
||||
|
||||
关键:每个状态之间 Yarn 对话可以自由穿插,命令只推进视觉阶段,不阻塞对话本身(除了 `wait_tarot_select` 是阻塞等待玩家交互)。
|
||||
|
||||
### 6. Sprite 资源
|
||||
|
||||
当前使用 `Assets/RawResources/Art/CG/塔罗牌/塔罗牌正面.png` 和 `塔罗牌背面.png`,所有牌共用同一对正反面。后续可扩展为每张牌不同正面。
|
||||
|
||||
## 场景配置
|
||||
|
||||
### 层级结构
|
||||
|
||||
```
|
||||
TarotSystem -- 空 GameObject,放在需要的场景中
|
||||
├── TarotManager (Component) -- 管理器脚本
|
||||
│
|
||||
├── TarotView -- 视图容器(OpenView/CloseView 控制这个)
|
||||
│ ├── TarotDeck (Component) -- 牌堆逻辑脚本
|
||||
│ │ └── [运行时动态生成的牌] -- TarotCard x N
|
||||
│ │
|
||||
│ └── InspectAnchor -- 检视锚点(空物体,标记牌选中后居中的位置)
|
||||
│ (Transform 位置设在画面中央偏上)
|
||||
│
|
||||
└── (可选) Cinemachine Camera -- 如果塔罗需要独立相机视角
|
||||
```
|
||||
|
||||
### 需要手动配置的部分
|
||||
|
||||
**1. TarotSystem 根物体**
|
||||
|
||||
- 放在对应场景中(如 Day1_night 所在场景)
|
||||
- 位置在世界空间中合适的地方(与当前相机视角对齐)
|
||||
|
||||
**2. TarotManager 组件(Inspector 面板)**
|
||||
|
||||
```
|
||||
[Header("视图")]
|
||||
TarotView -- 拖入 TarotView 子物体(或自动 Find)
|
||||
|
||||
[Header("牌面素材")]
|
||||
FrontSprite -- 拖入 塔罗牌正面 Sprite
|
||||
BackSprite -- 拖入 塔罗牌背面 Sprite
|
||||
|
||||
[Header("牌 Prefab")]
|
||||
CardPrefab -- 拖入预制的单张牌 Prefab(见下方)
|
||||
```
|
||||
|
||||
**3. 单张牌 Prefab(预制体)**
|
||||
|
||||
需要提前制作一个 Prefab,结构如下:
|
||||
|
||||
```
|
||||
TarotCard (Prefab)
|
||||
Components:
|
||||
- SpriteRenderer (默认 sprite = 背面,sortingOrder 按需)
|
||||
- BoxCollider2D (Size 匹配牌面大小,用于点击/悬停检测)
|
||||
- EventTriggerEx (Inspector 中添加 3 个 Trigger 条目:
|
||||
PointerEnter, PointerExit, PointerClick)
|
||||
- TarotCard.cs (脚本自动注册事件)
|
||||
```
|
||||
|
||||
EventTriggerEx 的 Inspector 配置要点:
|
||||
|
||||
- 点击 "Add New Event Type"
|
||||
- 分别添加 `PointerEnter`、`PointerExit`、`PointerClick` 三个条目
|
||||
- 回调列表留空(代码中 `Register` 动态绑定)
|
||||
|
||||
> 这与 KnobController 的模式一致:EventTriggerEx 需要 Inspector 中预配好条目,代码中 `TryGetTriggerEvent` 才能找到对应的 callback list。代码中也会 `EnsureEventTriggerEntries()` 作为保底自动添加。
|
||||
|
||||
**4. TarotDeck 组件(Inspector 面板)**
|
||||
|
||||
```
|
||||
[Header("扇形展开参数")]
|
||||
FanAngleRange = 120 -- 扇形总角度(度)
|
||||
FanRadius = 3.0 -- 扇形半径(世界单位)
|
||||
FanCenter = (0,0,0) -- 扇形圆心偏移
|
||||
|
||||
[Header("悬停")]
|
||||
HoverOffset = 0.5 -- 悬停推出距离
|
||||
HoverDuration = 0.15 -- 悬停动画时长
|
||||
|
||||
[Header("检视")]
|
||||
InspectAnchor -- 拖入 InspectAnchor 子物体
|
||||
InspectScale = 1.5 -- 检视模式缩放倍数
|
||||
|
||||
[Header("动画时长")]
|
||||
SpreadDuration = 0.6 -- 展开动画时长
|
||||
FadeOutDuration = 0.3 -- 未选中牌淡出时长
|
||||
MoveToInspectDuration = 0.4 -- 选中牌移至检视位置时长
|
||||
```
|
||||
|
||||
### 运行时流程
|
||||
|
||||
```mermaid
|
||||
sequenceDiagram
|
||||
participant Y as Yarn
|
||||
participant M as TarotManager
|
||||
participant D as TarotDeck
|
||||
participant C as TarotCard
|
||||
|
||||
Y->>M: show_tarot_deck(5)
|
||||
M->>M: OpenView()
|
||||
M->>D: Setup(5, frontSprite, backSprite)
|
||||
D->>D: Instantiate CardPrefab x 5
|
||||
D->>C: 初始化 (背面, 叠放)
|
||||
Note over Y: 对话继续...
|
||||
|
||||
Y->>D: spread_tarot
|
||||
D->>C: DOTween 扇形展开动画
|
||||
|
||||
Note over Y: 对话继续...
|
||||
|
||||
Y->>M: wait_tarot_select (阻塞)
|
||||
Note over C: 玩家悬停/点击
|
||||
C-->>D: OnCardClicked
|
||||
D->>D: 其余牌淡出, 选中牌居中
|
||||
D-->>M: 选牌完成
|
||||
M-->>Y: 协程返回
|
||||
|
||||
Note over Y: 对话继续...
|
||||
|
||||
Y->>M: flip_tarot("inverted")
|
||||
M->>C: Flip(inverted)
|
||||
C->>C: X轴缩放动画 + 切换Sprite + Y轴倒置
|
||||
|
||||
Note over Y: 对话: "你拿反了"
|
||||
|
||||
Y->>M: rotate_tarot("normal")
|
||||
M->>C: SetOrientation(normal, animated=true)
|
||||
C->>C: Y轴旋转动画 (倒置->正向)
|
||||
|
||||
Note over Y: 对话继续...
|
||||
|
||||
Y->>M: hide_tarot
|
||||
M->>D: 淡出所有牌
|
||||
M->>M: CloseView()
|
||||
```
|
||||
|
||||
|
||||
|
||||
### 不需要手动做的部分(代码自动处理)
|
||||
|
||||
- 牌的动态实例化和销毁(`TarotDeck` 负责)
|
||||
- EventTriggerEx 事件绑定(`TarotCard.Awake` 自动注册)
|
||||
- SystemDic 注册(`TarotManager.Start` 自动注册)
|
||||
- 扇形位置计算(`TarotDeck` 按参数自动排布)
|
||||
|
||||
## 关键技术点
|
||||
|
||||
- **EventTriggerEx 注册模式**:参考 `KnobController.Awake()` (行 165-199),需先 `EnsureEventTriggerEntries()` 确保 triggers 列表有对应条目,再调用 `Register(EventTriggerType, callback)`
|
||||
- **DOTween 动画**:项目已引入 `DG.Tweening`,用于扇形展开、悬停推出、翻牌、FadeOut
|
||||
- **IInteraction 实现**:`IsActive` / `IsAvailable` 控制交互可用性,配合 `EventSystemEx.isLocked` 在对话期间自动禁用交互(对话进行时 `isLocked=true`,`wait_tarot_select` 时对话暂停所以 `isLocked=false`,交互自然可用)
|
||||
- **SystemDic 注册**:`FixSystemCenter.SystemDic.Register(this)` 使 YarnCommand 能通过 `Get<TarotManager>()` 获取实例
|
||||
- **Yarn 变量写入**:`StorageSystem.Instance.SetValue("$tarotSelectedIndex", value)` 将选牌结果传回 Yarn
|
||||
|
||||
@@ -0,0 +1,82 @@
|
||||
---
|
||||
description: Unity 调试信息与 Gizmo 可视化规范
|
||||
globs: **/*.cs
|
||||
alwaysApply: false
|
||||
---
|
||||
|
||||
# Unity 调试与可视化规范
|
||||
|
||||
编写 MonoBehaviour 或与场景交互的脚本时,应添加合适的调试信息与可视化 Gizmo,便于编辑器内调试与问题定位。
|
||||
|
||||
## 1. Gizmo 可视化
|
||||
|
||||
### 何时添加
|
||||
- **空间/范围相关**:中心点、半径、边界框、射线、碰撞区域
|
||||
- **路径/轨道**:环形轨道、移动路径、连线
|
||||
- **状态可视化**:当前朝向、选中高亮、有效/无效区域
|
||||
|
||||
### 建议
|
||||
- 用 `OnDrawGizmosSelected()`:仅在选中对象时绘制,减少干扰
|
||||
- 用 `OnDrawGizmos()`:需始终可见的辅助线(如重要边界)
|
||||
- 使用 `#if UNITY_EDITOR` 包裹 Gizmo 代码,避免打进构建
|
||||
- 颜色区分:绿色/青绿=有效/正常,黄/橙=参考点,红=警告/边界
|
||||
|
||||
### 示例
|
||||
|
||||
```csharp
|
||||
#if UNITY_EDITOR
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
if (ringCenter == null) return;
|
||||
float r = ringRadius > 0f ? ringRadius : /* 从 transform 计算 */;
|
||||
if (r < 0.01f) return;
|
||||
|
||||
Vector3 center = ringCenter.position;
|
||||
Gizmos.color = new Color(0.3f, 0.9f, 0.55f, 0.6f);
|
||||
// 绘制圆环轨迹
|
||||
const int segments = 64;
|
||||
for (int i = 0; i < segments; i++)
|
||||
{
|
||||
float a0 = (float)i / segments * 2f * Mathf.PI;
|
||||
float a1 = (float)(i + 1) / segments * 2f * Mathf.PI;
|
||||
Vector3 p0 = center + new Vector3(Mathf.Cos(a0) * r, Mathf.Sin(a0) * r, center.z);
|
||||
Vector3 p1 = center + new Vector3(Mathf.Cos(a1) * r, Mathf.Sin(a1) * r, center.z);
|
||||
Gizmos.DrawLine(p0, p1);
|
||||
}
|
||||
Gizmos.color = new Color(1f, 0.5f, 0f, 0.8f);
|
||||
Gizmos.DrawWireSphere(center, 0.05f);
|
||||
}
|
||||
#endif
|
||||
```
|
||||
|
||||
## 2. 调试日志
|
||||
|
||||
### 何时添加
|
||||
- **配置缺失**:关键引用为 null 时用 `Debug.LogWarning` 提示
|
||||
- **异常分支**:不应进入的逻辑用 `Debug.LogError`
|
||||
- **状态切换**:可选,重要状态变化用 `Debug.Log`(建议配合 `[Conditional("UNITY_EDITOR")]` 或 `#if UNITY_EDITOR` 限制编辑器内)
|
||||
|
||||
### 建议
|
||||
- 使用 `this` 作为 context 参数,方便 Inspector 中定位对象
|
||||
- 避免每帧/高频调用 `Debug.Log`,影响性能
|
||||
|
||||
### 示例
|
||||
|
||||
```csharp
|
||||
#if UNITY_EDITOR
|
||||
if (interactionCollider == null)
|
||||
{
|
||||
Debug.LogWarning($"[{GetType().Name}] 未找到 Collider2D!请添加或指定 interactionCollider。", this);
|
||||
}
|
||||
#endif
|
||||
```
|
||||
|
||||
## 3. 可选:Inspector 开关
|
||||
|
||||
对复杂 Gizmo 或大量日志,可在 Inspector 中加 Bool 开关:
|
||||
|
||||
```csharp
|
||||
[Header("调试")]
|
||||
[SerializeField] private bool showDebugGizmo = true;
|
||||
[SerializeField] private bool enableDebugLog = false;
|
||||
```
|
||||
@@ -0,0 +1,31 @@
|
||||
---
|
||||
description: YARN 修改时保留本地化信息 #line
|
||||
globs: "**/*.yarn"
|
||||
alwaysApply: false
|
||||
---
|
||||
|
||||
# YARN 本地化标识符保护
|
||||
|
||||
修改 YARN 对话文件时,**不要动任何 `#line:` 相关的内容**。
|
||||
|
||||
## 说明
|
||||
|
||||
`#line:` 后跟的哈希值(如 `#line:018dc78`)是 YARN Spinner 的本地化行标识符,用于与 `*_zh-Hans.asset` 等本地化资源文件关联。修改或删除会导致:
|
||||
|
||||
- 已有翻译无法正确匹配
|
||||
- 本地化系统失效或错乱
|
||||
- 需要重新导出/重新翻译
|
||||
|
||||
## 格式示例
|
||||
|
||||
```
|
||||
me: 我需要看看情绪信号在【滤波器】处理时发生了什么 #line:046cf9e
|
||||
->开始追踪情绪信号 #line:0443e38
|
||||
Task: 检查滤波器处理链路 #line:018dc78
|
||||
```
|
||||
|
||||
## 修改规则
|
||||
|
||||
- **可修改**:对话内容、节点标题、命令、选项文本
|
||||
- **不可修改**:`#line:xxxxxxxx` 整段、其位置、哈希值
|
||||
- 新增行或节点:不要手动添加 `#line`,留给 YARN Spinner 工具自动生成
|
||||
@@ -0,0 +1,64 @@
|
||||
---
|
||||
name: frontend-design
|
||||
description: Create distinctive, production-grade frontend interfaces with high design quality. Use when building web components, pages, applications, landing pages, dashboards, React/Vue components, HTML/CSS layouts, or when styling/beautifying any web UI. Avoids generic AI aesthetics.
|
||||
---
|
||||
|
||||
# Frontend Design Skill
|
||||
|
||||
创建具有鲜明美学、生产级质量的前端界面,避免千篇一律的「AI 风格」。在用户要求构建 web 组件、页面、应用或美化 UI 时应用本 skill。
|
||||
|
||||
## Design Thinking(先思考再编码)
|
||||
|
||||
在动手前,明确上下文并选定 **大胆** 的美学方向:
|
||||
|
||||
| 维度 | 思考点 |
|
||||
|------|--------|
|
||||
| **Purpose** | 界面解决什么问题?谁在使用? |
|
||||
| **Tone** | 选一个极端方向:极简、混乱极繁、复古未来、有机/自然、奢华、玩具感、杂志风、粗犷/原始、Art Deco、柔和/粉彩、工业风等 |
|
||||
| **Constraints** | 框架、性能、无障碍要求 |
|
||||
| **Differentiation** | 什么让这个界面 **难忘**?用户会记住哪一点? |
|
||||
|
||||
**关键**:选定清晰的概念方向并精准执行。极繁与极简都可行——重要的是意图明确,而非强度。
|
||||
|
||||
## Aesthetics Guidelines
|
||||
|
||||
### Typography
|
||||
- 选用独特、有性格的字体,避免 Arial、Inter 等常见款
|
||||
- 用醒目的 display 字体 + 细腻的正文字体做搭配
|
||||
|
||||
### Color & Theme
|
||||
- 建立 cohesive 配色系统,用 CSS 变量统一样式
|
||||
- 主导色 + 鲜明强调色,优于平均分布的中庸调色板
|
||||
|
||||
### Motion
|
||||
- 动画用于效果和微交互;HTML 优先用纯 CSS
|
||||
- React 项目可考虑 Motion 库
|
||||
- 把资源集中在高影响瞬间:一次有层次感的页面加载(staggered reveals)胜过零散的小动效
|
||||
|
||||
### Spatial Composition
|
||||
- 尝试非常规布局:不对称、重叠、斜向流、打破网格、留白或密度控制
|
||||
|
||||
### Backgrounds & Details
|
||||
- 营造氛围和层次,而非默认纯色背景
|
||||
- 可选用:渐变网格、噪点纹理、几何图案、分层透明、强阴影、装饰边框、自定义光标、grain 叠加
|
||||
|
||||
## Anti-Patterns(必须避免)
|
||||
|
||||
**Never use**:
|
||||
- 滥用的字体(Inter、Roboto、Arial、系统字体)
|
||||
- 陈词滥调的配色(尤其是白底紫渐变)
|
||||
- 可预测的布局和组件模式
|
||||
- 缺乏情境的通用设计
|
||||
- 跨项目一律用 Space Grotesk 等常见选择
|
||||
|
||||
**重要**:实现复杂度要与美学愿景匹配。极繁需要丰富的代码、动画和效果;极简需要克制、精确和细节打磨。
|
||||
|
||||
## Output Requirements
|
||||
|
||||
最终实现需:
|
||||
- 生产级、功能完整
|
||||
- 视觉冲击力强、有记忆点
|
||||
- 美学统一、观点明确
|
||||
- 细节精心打磨
|
||||
|
||||
创造性地解读需求,做出令人意外的选择。每个设计都应独一无二,体现对场景的专门思考。
|
||||
@@ -0,0 +1,68 @@
|
||||
---
|
||||
name: yarn-dialogue-role-config
|
||||
description: Use when 配置对话角色、新增 role、添加 Yarn 角色、character.csv、为模块配置角色、对话 speaker. Guides adding entries to character.csv and using the Key in Yarn dialogue files.
|
||||
---
|
||||
|
||||
# Yarn 对话角色配置
|
||||
|
||||
为项目新增对话角色时,需要同时配置 `character.csv` 和在 Yarn 文件中使用对应的 speaker。
|
||||
|
||||
## 1. character.csv 新增一行
|
||||
|
||||
路径:`Assets/StreamingAssets/Config/character.csv`
|
||||
|
||||
CSV 列(从左到右):
|
||||
|
||||
| 列 | 说明 | 示例 |
|
||||
|----|------|------|
|
||||
| Key | **必填**,Yarn 中作为 speaker 的 key,需与 Yarn 内完全一致 | `SaleModule` |
|
||||
| Cn | 显示名,支持 `<br>` 换行 | `销售型<br>销售语言处理模块` |
|
||||
| (第3列) | 英文/备用名,可空 | |
|
||||
| DialogViewType | 显示位置:`Default`、`Screen`、`OldBox`、`CenterText`、`CenterOption` 等 | `Default` 或 `Screen` |
|
||||
| Role | 人物角色:`Player`、`MainActor`、`Aside` | `Aside` |
|
||||
| NameColor | 名称颜色,如 `#F56C6C`,可空 | |
|
||||
| HeadPicPath | 头像路径,可空 | |
|
||||
| VoicePath | 语音路径,如 `VO/voice_XX`,可空 | |
|
||||
| BubbleIdx | 气泡序号,默认 0 | |
|
||||
|
||||
参考现有行格式,插入到合适位置(如与其他模块角色放一起)。
|
||||
|
||||
## 2. Yarn 中使用
|
||||
|
||||
对话行格式:`Key: 对话内容`
|
||||
|
||||
```
|
||||
SaleModule: 已与销售模块建立连接!
|
||||
SaleModule: 信号接受正常,信号来源:
|
||||
```
|
||||
|
||||
Key 必须与 character.csv 中的 Key 完全一致,否则会按 key 原样显示或找不到配置。
|
||||
|
||||
## 3. 修改 Yarn 时的注意
|
||||
|
||||
- 遵循 `.cursor/rules/yarn-localization.mdc`:**不要动 `#line:` 及哈希值**
|
||||
- 可改:对话内容、 speaker key、节点标题
|
||||
- 不可改:`#line:xxxxxxxx` 整段
|
||||
- 新增行:不手动写 `#line`,由 YARN Spinner 自动生成
|
||||
|
||||
## 4. 完整示例
|
||||
|
||||
为「销售模块」新增专用角色:
|
||||
|
||||
**character.csv 新增:**
|
||||
```csv
|
||||
SaleModule,销售型<br>销售语言处理模块,Sales type sales language processing module,Screen,Aside,#F56C6C,,,
|
||||
```
|
||||
|
||||
**Yarn 中替换/使用:**
|
||||
```
|
||||
SaleModule: 已与销售模块建立连接!
|
||||
SaleModule: 信号接受正常,信号来源:
|
||||
SaleModule: 情绪模块,逻辑模块
|
||||
```
|
||||
|
||||
## 5. 本地化
|
||||
|
||||
修改 speaker 后,`*_zh-Hans.asset` 等本地化文件中的旧 key 可能仍存在。可:
|
||||
- 在 Unity 中重新导入 Yarn 项目的 String Table
|
||||
- 或手动更新对应条目中的角色名
|
||||
@@ -0,0 +1,103 @@
|
||||
---
|
||||
name: yarn-plug-in-flow
|
||||
description: >-
|
||||
Yarn 维修插线对话:gameStage 调度、重复插线短总结、防状态回退与 TaskToDo 重复递减。
|
||||
Use when 写 FixSystem/BodyModule 插线 Yarn、从自然语言生成维修对话、审阅 HuoShan 类流程、
|
||||
检查 PlugIn 节点、重复执行、插线检查、或用户提到 yarn 插线/维修界面对话。
|
||||
---
|
||||
|
||||
# Yarn 插线维修对话(FixSystem)
|
||||
|
||||
本 skill 适用于:`BodyModule` 通过 `{moduleName}PlugIn` 跳入 Yarn、同一节点内用 `$gameStage` 分支多阶段叙事(如 `FP_Huoshan1`)。
|
||||
|
||||
## 1. C# 侧事实(设计 Yarn 前必读)
|
||||
|
||||
- 插线触发:`BodyModule.PlugIn()` → `DialogController.StartDialogNode(data.PlugInNodeName)`,节点名为 **`{moduleName}PlugIn`**(见 `BodyModuleData.PlugInNodeTemplate`)。
|
||||
- **C# 一般不按阶段禁用插线**;若某 Stage 实际不可插线,是场景/交互配置决定,但 Yarn 仍应防御性处理「错误阶段误入」。
|
||||
- EventNode 里用 `<<jump 检查xxx>>` 桥接到共享节点;共享节点名须与 `*.yarn` 中 `title:` 一致。
|
||||
|
||||
## 2. 状态变量约定(推荐)
|
||||
|
||||
| 用途 | 模式 |
|
||||
|------|------|
|
||||
| 流程阶段 | `$gameStage`(数字;仅在 `Center` 等少数节点切换,避免散落 `set`) |
|
||||
| 某模块「本档首次插线检查完」 | `$xxxChecked`(如 `$speakerChecked` / `$colorChecked` / `$emoChecked`) |
|
||||
| 多子任务计数 | `$TaskToDo`,完成时 `--`,**跳转前务必保证不会重复减** |
|
||||
| 同一 Stage 内「最终检查子项已完成」 | 独立布尔,如 `$speakerFinalOK` / `$saleFinalOK`,防止重复插线再次 `complete_task` 与 `--` |
|
||||
|
||||
在 `VarsInit`(或等价入口)用 `<<declare>>` 初始化所有布尔/计数器,避免未定义行为。
|
||||
|
||||
## 3. 从自然语言 / 大纲生成 Yarn 时的必做项
|
||||
|
||||
1. **列出插线入口**:每个 `*PlugIn` → 目标节点;与模块 `moduleName` 一致。
|
||||
2. **列出 `$gameStage` 与文档步骤映射**(如 `02_flow.md`),每个共享检查节点有哪些 `elseif $gameStage==N`。
|
||||
3. **任何会 `<<jump>>` 换阶段的块**:条件里加 **`$gameStage==N`**,避免后期 `$xxxChecked` 仍为 true 时误触发旧结局(状态回退)。
|
||||
4. **同一 `$gameStage` 内、同一模块第二次插线**:
|
||||
- 首次:完整演出 + `complete_task` + 设 `$xxxChecked` / `$xxxFinalOK`。
|
||||
- 再次:`<<if $xxxChecked == true>>`(或对应 FinalOK)→ **短总结 + 自言自语下一步**(去查哪个模块、任务提示),**不**重复长对白、**不**重复任务完成副作用。
|
||||
5. **多分支共享「完成标记」**:勿在 `if/elseif` 外无条件 `set $colorChecked=true` 等;否则乱序插线会跳过叙事(见此前 HuoShan Stage2 修复)。
|
||||
|
||||
## 4. 已完成 Yarn 的审查清单(可逐项打勾)
|
||||
|
||||
### 4.1 阶段与跳转
|
||||
|
||||
- [ ] 会推进阶段或结束的 `<<jump>>`,外层条件是否包含正确的 `$gameStage`?
|
||||
- [ ] `Center` / Stage 入口是否唯一或清晰,避免死循环、重复 `set gameStage`?
|
||||
|
||||
### 4.2 重复插线(同 Stage、同模块)
|
||||
|
||||
- [ ] Stage2 类:表达 / 销售 / 情绪等主流程,第二次插线是否为「短总结 + 下一步」而非全长?
|
||||
- [ ] Stage7 类双任务:是否用 **FinalOK**(或等价)避免第二次插线再次 `TaskToDo--` / 重复 `complete_task`?
|
||||
|
||||
### 4.3 变量与任务
|
||||
|
||||
- [ ] `complete_task` 与 `$TaskToDo` 递减是否一一对应、且只在「首次成功路径」执行?
|
||||
- [ ] `$PlugCount` 等统计是否与「首次访问」一致(可用 `visited("NodeName")` 或 `== false` 包裹)?
|
||||
|
||||
### 4.4 文档与代码
|
||||
|
||||
- [ ] `EventNode` 表与 `title:` 节点名一致(如 `SalePlugIn` 非过期的 `ColorPlugIn`)。
|
||||
|
||||
## 5. 最小代码模式参考(Yarn 片段)
|
||||
|
||||
**防跨阶段误触发结局:**
|
||||
|
||||
```yarn
|
||||
<<if $gameStage==2 && $speakerChecked==true && $colorChecked==true>>
|
||||
// 波形对比 → 结束本阶段
|
||||
<<endif>>
|
||||
```
|
||||
|
||||
**同 Stage 重复插线(短总结):**
|
||||
|
||||
```yarn
|
||||
<<if $gameStage==2>>
|
||||
<<if $speakerChecked == true>>
|
||||
me: (总结结论)…
|
||||
me: (下一步该做什么)…
|
||||
<<else>>
|
||||
// 首次完整流程
|
||||
<<set $speakerChecked = true>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
```
|
||||
|
||||
**Stage7 双任务防重复:**
|
||||
|
||||
```yarn
|
||||
<<elseif $gameStage==7>>
|
||||
<<if $speakerFinalOK == true>>
|
||||
me: 已确认…若还有任务去查另一模块。
|
||||
<<else>>
|
||||
<<complete_task "...">>
|
||||
<<set $speakerFinalOK = true>>
|
||||
<<set $TaskToDo = $TaskToDo - 1>>
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
```
|
||||
|
||||
## 6. 项目内参考
|
||||
|
||||
- 实例:`Assets/Resources/Yarn/FP_Huoshan1/Stage2.yarn`(`检查表达` / `检查销售模块` / `检查情绪`)、`Center.yarn`(`VarsInit`)。
|
||||
- 流程定义:`Docs/HuoShan/core/02_flow.md`。
|
||||
- C#:`Assets/Scripts/FixSystemNew/BodyModule/Modules/BodyModule.cs`(`PlugIn`)。
|
||||
+5
-1
@@ -74,4 +74,8 @@
|
||||
*.ogg filter=lfs diff=lfs merge=lfs -text
|
||||
*.psd filter=lfs diff=lfs merge=lfs -text
|
||||
*.psb filter=lfs diff=lfs merge=lfs -text
|
||||
*.bank filter=lfs diff=lfs merge=lfs -text
|
||||
*.bank filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
# DOTween editor images - exclude from LFS (stored as regular binaries, Unity re-import causes false changes)
|
||||
Assets/Plugins/Demigiant/DOTween/Editor/Imgs/*.png -filter -diff -merge
|
||||
Assets/Plugins/Demigiant/DOTween/Editor/Imgs/*.jpg -filter -diff -merge
|
||||
+13
-1
@@ -1,4 +1,4 @@
|
||||
# This .gitignore file should be placed at the root of your Unity project directory
|
||||
# This .gitignore file should be placed at the root of your Unity project directory
|
||||
#
|
||||
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
|
||||
#
|
||||
@@ -27,6 +27,9 @@
|
||||
.vs/
|
||||
.idea/
|
||||
|
||||
# Obsidian workspace/config
|
||||
.obsidian/
|
||||
|
||||
# Gradle cache directory
|
||||
.gradle/
|
||||
|
||||
@@ -85,6 +88,12 @@ crashlytics-build.properties
|
||||
# Ignore the Cache folder since it is updated locally.
|
||||
/[Aa]ssets/Plugins/FMOD/Cache/*
|
||||
|
||||
# TimelineNameCollector editor cache (legacy path; migration only)
|
||||
/[Aa]ssets/[Ee]ditor/TimelineNameCollector/Cache/*
|
||||
|
||||
# HandlerNameCollector editor cache (regenerated on scan)
|
||||
/[Aa]ssets/[Ee]ditor/HandlerNameCollector/Cache/*
|
||||
|
||||
# 暂时把bank放到Stream里,不忽略
|
||||
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user