using System.Collections; using System.Collections.Generic; using AibisDream.FixSystem; using AibisDream; using Yarn.Unity; namespace AibisDream.MiniGame.Language { /// /// 表达系统的 Yarn 命令接口(原语言系统) /// public static class LanguageYarnCommand { private static AibisDream.ExpressionManager ExpressionManager => FixSystemCenter.SystemDic.Get(); /// /// 启动表达粒子系统(在打开视图后调用),等待火山表达panel播完再返回 /// <> /// /// 干扰短句(笑话等),用 | 分隔,用于非目标粒子字符池,如:"哈哈|嘿嘿|呵呵" /// 目标句子 /// 完成时触发的对话节点(可选) [YarnCommand("start_expression")] public static IEnumerator StartExpression(string anxietyPhrasesStr, string targetSentence, string completionNode = "") { if (ExpressionManager == null) { UnityEngine.Debug.LogError("ExpressionManager 未找到!请确保场景中有 ExpressionManager 组件。"); yield break; } // 解析干扰短句(用 | 分隔) string[] phrases = null; if (!string.IsNullOrEmpty(anxietyPhrasesStr)) { phrases = anxietyPhrasesStr.Split('|'); for (int i = 0; i < phrases.Length; i++) { phrases[i] = phrases[i].Trim(); } } ExpressionManager.StartSystem(phrases, targetSentence, completionNode); yield return ExpressionManager.WaitUntilExpressionFlowReady(); } /// /// 关闭表达系统 /// <> /// [YarnCommand("close_expression")] public static void CloseExpression() { if (ExpressionManager == null) { UnityEngine.Debug.LogError("ExpressionManager 未找到!"); return; } ExpressionManager.CloseView(); } /// /// 重置表达系统(使用当前配置) /// <> /// 或 /// <> // 不播放入场动画 /// /// 是否播放入场效果 [YarnCommand("reset_expression")] public static void ResetExpression(bool playEntranceEffect = true) { if (ExpressionManager == null) { UnityEngine.Debug.LogError("ExpressionManager 未找到!"); return; } ExpressionManager.ResetSystem(playEntranceEffect); } /// /// 重新启动表达系统(会重置并使用新配置,相当于 close + open + start) /// <> /// /// 干扰短句(笑话等),用 | 分隔 /// 目标句子 /// 完成时触发的对话节点(可选) [YarnCommand("restart_expression")] public static void RestartExpression(string anxietyPhrasesStr, string targetSentence, string completionNode = "") { if (ExpressionManager == null) { UnityEngine.Debug.LogError("ExpressionManager 未找到!"); return; } // 停止当前系统 ExpressionManager.CloseView(); // 等一帧后重新启动 UnityEngine.MonoBehaviour coroutineRunner = UnityEngine.Object.FindObjectOfType(); if (coroutineRunner != null) { coroutineRunner.StartCoroutine(RestartExpressionCoroutine(anxietyPhrasesStr, targetSentence, completionNode)); } else { // 如果找不到 MonoBehaviour,直接启动 ExpressionManager.OpenView(); StartExpression(anxietyPhrasesStr, targetSentence, completionNode); } } private static IEnumerator RestartExpressionCoroutine(string anxietyPhrasesStr, string targetSentence, string completionNode) { yield return null; // 等一帧 ExpressionManager.OpenView(); StartExpression(anxietyPhrasesStr, targetSentence, completionNode); } /// /// 淡入 ExpressionManager 的 Sprite 图片 /// <> /// <> /// /// 淡入时长(秒),默认 1 [YarnCommand("expression_sprite_fade_in")] public static IEnumerator ExpressionSpriteFadeIn(float duration = 1f) { if (ExpressionManager == null) { UnityEngine.Debug.LogError("ExpressionManager 未找到!"); yield break; } yield return ExpressionManager.StartCoroutine(ExpressionManager.FadeInSpriteOverlay(duration)); } /// /// 淡出 ExpressionManager 的 Sprite 图片 /// <> /// <> /// /// 淡出时长(秒),默认 1 [YarnCommand("expression_sprite_fade_out")] public static IEnumerator ExpressionSpriteFadeOut(float duration = 1f) { if (ExpressionManager == null) { UnityEngine.Debug.LogError("ExpressionManager 未找到!"); yield break; } yield return ExpressionManager.StartCoroutine(ExpressionManager.FadeOutSpriteOverlay(duration)); } } }