using System.Collections; using AibisDream.FixSystem; using Yarn.Unity; namespace AibisDream { public static class ClinicYarnCommand { private static ClinicSystem ClinicSystem => FixSystemCenter.SystemDic.Get(); private static CharacterManager Character => ClinicSystem.character; [YarnCommand("indoor_new")] public static IEnumerator Indoor(float duration) { return ClinicSystem.Indoor(duration); } [YarnCommand("quit_clinic_new")] public static IEnumerator Quit(float duration) { return ClinicSystem.Quit(duration); } #region 角色展示相关 [YarnCommand("character_init_new")] public static IEnumerator CharacterInit(string characterName) { return Character.CharacterInit(characterName); } [YarnCommand("character_fade_in_new")] public static IEnumerator CharacterFadeIn() { return Character.CharacterFadeIn(); } [YarnCommand("character_fade_out_new")] public static IEnumerator CharacterFadeOut() { return Character.CharacterFadeOut(); } [YarnCommand("character_show_new")] public static void CharacterShow(string characterName) { Character.CharacterShow(characterName); } #endregion #region 角色动作调整 [YarnCommand("character_face_new")] public static void CharacterFace(string state) { Character.SetFaceState(state); } [YarnCommand("character_eye_new")] public static void CharacterEye(string state) { Character.SetEyeState(state); } [YarnCommand("character_crying_new")] public static void CharacterCrying(bool isCrying) { Character.SetCrying(isCrying); } #endregion } }