using System; using System.Collections; using AibisDream.FixSystem; using UnityEngine; using Yarn.Unity; namespace AibisDream { public static class ClinicYarnCommand { private static ClinicSystem ClinicSystem => FixSystemCenter.SystemDic.Get(); [Obsolete] [YarnCommand("indoor_new")] public static void Indoor(float duration) { Debug.Log("indoor 已废除"); } [YarnCommand("quit_clinic_new")] public static IEnumerator Quit(float duration) { return ClinicSystem.Quit(duration); } [YarnCommand("init_character")] public static IEnumerator InitCharacter(string key, string defaultState = "默认") { // 初始化 ClinicSystem.characterGroup.config.key = key; ClinicSystem.characterGroup.gameObject.SetActive(false); yield return ClinicSystem.characterGroup.InstantiateByConfigAsync(); // 加载初始表情 ClinicSystem.characterGroup.SwitchState(defaultState); ClinicSystem.characterGroup.gameObject.SetActive(true); } [YarnCommand("switch_character_state")] public static void SwitchCharacterState(string stateName) { ClinicSystem.characterGroup.SwitchState(stateName); } [YarnCommand("hide_character")] public static IEnumerator HideCharacter(float duration = 1f) { return ClinicSystem.characterGroup.Fade(false, duration); } [YarnCommand("show_character")] public static IEnumerator ShowCharacter(float duration = 1f) { return ClinicSystem.characterGroup.Fade(true, duration); } #region 角色展示相关 [YarnCommand("character_init_new")] public static void CharacterInit(string characterName) { // return Character.CharacterInit(characterName); Debug.Log("旧表情系统已废弃,请停止使用"); } [YarnCommand("character_fade_in_new")] public static void CharacterFadeIn() { // return Character.CharacterFadeIn(); Debug.Log("旧表情系统已废弃,请停止使用"); } [YarnCommand("character_fade_out_new")] public static void CharacterFadeOut() { // return Character.CharacterFadeOut(); Debug.Log("旧表情系统已废弃,请停止使用"); } [YarnCommand("character_show_new")] public static void CharacterShow(string characterName) { // Character.CharacterShow(characterName); Debug.Log("旧表情系统已废弃,请停止使用"); } #endregion #region 角色动作调整 [YarnCommand("character_face_new")] public static void CharacterFace(string state) { // Character.SwitchFace(state); Debug.Log("旧表情系统已废弃,请停止使用"); } [YarnCommand("character_eye_new")] public static void CharacterEye(string state) { // Character.SetEyeState(state); Debug.LogWarning("该命令已废弃"); } [YarnCommand("character_crying_new")] public static void CharacterCrying(bool isCrying) { // Character.SetCrying(isCrying); Debug.LogWarning("该命令已废弃"); } [YarnCommand("character_pos")] public static void SwitchPos(string poseName) { // Character.SwitchPose(poseName); Debug.Log("旧表情系统已废弃,请停止使用"); } [YarnCommand("character_auto_blink")] public static void AutoBlink() { // Character.AutoBlink(); Debug.Log("旧表情系统已废弃,请停止使用"); } [YarnCommand("character_stop_auto_blink")] public static void StopAutoBlink() { // Character.StopAutoBlink(); Debug.Log("旧表情系统已废弃,请停止使用"); } [YarnCommand("character_add_device")] public static void AddLinkDevice() { // Character.AddLinkDevice(); Debug.Log("旧表情系统已废弃,请停止使用"); } [YarnCommand("character_remove_device")] public static void RemoveLinkDevice() { // Character.RemoveLinkDevice(); Debug.Log("旧表情系统已废弃,请停止使用"); } #endregion } }