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(); } } // 若火山释放 log 界面已淡出,先淡入再开始流程 yield return ExpressionManager.EnsureReleaseLogFadedIn(1f); 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); } /// /// 触发聚焦稳定化(从文字飘动保持态 → 概率递增 → 文字锁定 → 排列),等待全流程完成后返回 /// <> /// [YarnCommand("resolve_expression_focus")] public static IEnumerator ResolveExpressionFocus() { if (ExpressionManager == null) { UnityEngine.Debug.LogError("ExpressionManager 未找到!"); yield break; } yield return ExpressionManager.StartCoroutine(ExpressionManager.ResolveFocusAndWait()); } /// /// 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)); } /// /// Glitch 噪波过渡,等待完成后再继续下一步。 /// <> -- 从 0 到 0.95,2 秒 /// <> -- 立即到 0.95(duration 默认 0) /// <> -- 从 0.3 到 0.45,1 秒 /// [YarnCommand("glitch_transition")] public static IEnumerator GlitchTransition(float to, float duration = 0f) { if (ExpressionManager == null) { UnityEngine.Debug.LogError("ExpressionManager 未找到!"); yield break; } yield return ExpressionManager.StartCoroutine(ExpressionManager.TransitionGlitchAndWait(to, duration)); } /// /// Glitch 噪波过渡(指定起止值),等待完成后再继续下一步。 /// [YarnCommand("glitch_transition")] public static IEnumerator GlitchTransition(float from, float to, float duration) { if (ExpressionManager == null) { UnityEngine.Debug.LogError("ExpressionManager 未找到!"); yield break; } yield return ExpressionManager.StartCoroutine(ExpressionManager.TransitionGlitchAndWait(from, to, duration)); } } }