898 lines
38 KiB
C#
898 lines
38 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using AibisDream.FixSystem;
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using AibisDream;
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using Yarn.Unity;
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namespace AibisDream.MiniGame.Language
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{
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/// <summary>
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/// 表达系统的 Yarn 命令接口(原语言系统)
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/// </summary>
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public static class LanguageYarnCommand
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{
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private static AibisDream.ExpressionManager ExpressionManager => FixSystemCenter.SystemDic.Get<AibisDream.ExpressionManager>();
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private static bool TryGetPresentation(out LogReleasePresentationController presentation)
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{
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presentation = ExpressionManager != null
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? ExpressionManager.LogReleasePresentation
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: null;
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if (presentation != null)
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return true;
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UnityEngine.Debug.LogError(
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"[LanguageYarnCommand] LogReleasePresentationController 未找到;演出命令安全结束。");
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return false;
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}
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/// <summary>
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/// 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。
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/// 流程:若有上一轮则先淡出字与连线 → 再淡入火山释放 log → 再启动新一轮并等表达 panel 就绪。
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/// 注意:Yarn Spinner 2.x 对同名 <see cref="YarnCommand"/> 重载支持不可靠,只保留一个注册入口,用可选参数区分 3/4 参调用。
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/// <<start_expression "哈哈|嘿嘿|呵呵" "我很害怕" "ExpressionCompleted">>
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/// <<start_expression "哈哈|嘿嘿|呵呵" "我很害怕" "ExpressionCompleted" 24>>
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/// (第四项为「非目标」候选粒子总数,候选池 = 目标句字数 + 该值;不写第四项则用 Inspector 的 Candidate Count)
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/// </summary>
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/// <param name="anxietyPhrasesStr">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"</param>
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/// <param name="targetSentence">目标句子</param>
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/// <param name="completionNode">完成时触发的对话节点(可空字符串)</param>
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/// <param name="nonTargetParticleTotal">非目标候选粒子总数;<0 表示使用 Inspector 默认</param>
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[YarnCommand("start_expression")]
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public static IEnumerator StartExpression(
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string anxietyPhrasesStr,
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string targetSentence,
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string completionNode = "",
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float nonTargetParticleTotal = -1f)
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{
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return RunStartExpression(
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anxietyPhrasesStr,
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targetSentence,
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completionNode ?? "",
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UnityEngine.Mathf.RoundToInt(nonTargetParticleTotal));
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}
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private static IEnumerator RunStartExpression(string anxietyPhrasesStr, string targetSentence, string completionNode, int nonTargetParticleTotal)
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{
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if (ExpressionManager == null)
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{
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UnityEngine.Debug.LogError("ExpressionManager 未找到!请确保场景中有 ExpressionManager 组件。");
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yield break;
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}
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string[] phrases = null;
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if (!string.IsNullOrEmpty(anxietyPhrasesStr))
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{
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phrases = anxietyPhrasesStr.Split('|');
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for (int i = 0; i < phrases.Length; i++)
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{
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phrases[i] = phrases[i].Trim();
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}
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}
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// 先清理上一轮演出,再淡出旧文字/连线并恢复 Log 操作界面。
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yield return ExpressionManager.PreparePresentationForNextRound();
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yield return ExpressionManager.FadeOutParticlesBeforeNewRound(0f);
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yield return ExpressionManager.EnsureReleaseLogFadedIn(1f);
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ExpressionManager.StartSystem(phrases, targetSentence, completionNode, nonTargetParticleTotal);
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yield return ExpressionManager.WaitUntilExpressionFlowReady();
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}
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/// <summary>
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/// 关闭表达系统
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/// <<close_expression>>
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/// </summary>
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[YarnCommand("close_expression")]
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public static void CloseExpression()
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{
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if (ExpressionManager == null)
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{
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UnityEngine.Debug.LogError("ExpressionManager 未找到!");
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return;
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}
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ExpressionManager.CloseView();
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}
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/// <summary>
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/// 重置表达系统(使用当前配置)
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/// <<reset_expression>>
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/// 或
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/// <<reset_expression false>> // 不播放入场动画
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/// </summary>
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/// <param name="playEntranceEffect">是否播放入场效果</param>
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[YarnCommand("reset_expression")]
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public static void ResetExpression(bool playEntranceEffect = true)
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{
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if (ExpressionManager == null)
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{
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UnityEngine.Debug.LogError("ExpressionManager 未找到!");
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return;
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}
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ExpressionManager.ResetSystem(playEntranceEffect);
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}
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/// <summary>
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/// 开发预览:粒子系统就绪后跳过玩法,直接进入 FocusHolding。
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/// <<expression_skip_to_focus>>
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/// </summary>
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[YarnCommand("expression_skip_to_focus")]
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public static IEnumerator ExpressionSkipToFocus()
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{
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if (ExpressionManager == null)
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{
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UnityEngine.Debug.LogError("ExpressionManager 未找到!");
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yield break;
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}
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yield return ExpressionManager.StartCoroutine(ExpressionManager.SkipToFocusHoldingPreview());
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}
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/// <summary>
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/// 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
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/// <<resolve_expression_focus>>
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/// </summary>
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[YarnCommand("resolve_expression_focus")]
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public static IEnumerator ResolveExpressionFocus()
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{
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if (ExpressionManager == null)
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{
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UnityEngine.Debug.LogError("ExpressionManager 未找到!");
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yield break;
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}
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yield return ExpressionManager.StartCoroutine(ExpressionManager.ResolveFocusAndWait());
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}
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/// <summary>
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/// 聚焦干扰传播,并等待传播结束。
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/// in:从最不稳定的目标字向最稳定的目标字传播红色强烈摇摆。
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/// characterPool 可传入用空格或 | 分隔的等长词组变体;每个目标字只在对应字位间跳跃。
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/// adjust:只调整已被干扰文字的参数,不重排或重播传播链;传空字符串/-1 可保留对应现值。
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/// out:从最稳定的目标字反向传播,恢复固定目标色。
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/// <<expression_focus_interference "in" 1.8 "没问题 帽问题 冇问题">>
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/// <<expression_focus_interference "in" 1.8 "没问题 帽问题 冇问题" "#FF304D" 0.2 30 0.045 0.35>>
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/// <<expression_focus_interference "adjust" 0.5 "" "" 0.28 38 0.035>>
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/// <<expression_focus_interference "out" 1.2>>
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/// </summary>
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[YarnCommand("expression_focus_interference")]
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public static IEnumerator ExpressionFocusInterference(
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string direction = "in",
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float duration = 1.5f,
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string characterPool = "",
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string colorHex = "",
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float shakeAmplitude = -1f,
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float shakeSpeed = -1f,
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float changeInterval = -1f,
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float transitionRatio = -1f)
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{
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if (ExpressionManager == null)
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{
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UnityEngine.Debug.LogError("ExpressionManager 未找到!");
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yield break;
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}
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yield return ExpressionManager.StartCoroutine(
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ExpressionManager.PlayFocusInterferenceAndWait(
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direction,
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duration,
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characterPool,
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colorHex,
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shakeAmplitude,
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shakeSpeed,
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changeInterval,
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transitionRatio));
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}
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/// <summary>
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/// 淡入 ExpressionManager 的 Sprite 图片
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/// <<expression_sprite_fade_in>>
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/// <<expression_sprite_fade_in 1.5>>
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/// </summary>
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/// <param name="duration">淡入时长(秒),默认 1</param>
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[YarnCommand("expression_sprite_fade_in")]
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public static IEnumerator ExpressionSpriteFadeIn(float duration = 1f)
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{
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if (ExpressionManager == null)
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{
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UnityEngine.Debug.LogError("ExpressionManager 未找到!");
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yield break;
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}
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yield return ExpressionManager.StartCoroutine(ExpressionManager.FadeInSpriteOverlay(duration));
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}
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/// <summary>
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/// 淡出 ExpressionManager 的 Sprite 图片
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/// <<expression_sprite_fade_out>>
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/// <<expression_sprite_fade_out 1.5>>
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/// </summary>
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/// <param name="duration">淡出时长(秒),默认 1</param>
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[YarnCommand("expression_sprite_fade_out")]
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public static IEnumerator ExpressionSpriteFadeOut(float duration = 1f)
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{
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if (ExpressionManager == null)
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{
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UnityEngine.Debug.LogError("ExpressionManager 未找到!");
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yield break;
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}
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yield return ExpressionManager.StartCoroutine(ExpressionManager.FadeOutSpriteOverlay(duration));
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}
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/// <summary>
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/// Glitch 噪波过渡,等待完成后再继续下一步。
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/// <<glitch_transition 0.95 2>> -- 从 0 到 0.95,2 秒
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/// <<glitch_transition 0.95>> -- 立即到 0.95(duration 默认 0)
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/// <<glitch_transition 0.3 0.45 1>> -- 从 0.3 到 0.45,1 秒
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/// </summary>
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[YarnCommand("glitch_transition")]
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public static IEnumerator GlitchTransition(float to, float duration = 0f)
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{
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if (ExpressionManager == null)
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{
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UnityEngine.Debug.LogError("ExpressionManager 未找到!");
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yield break;
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}
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yield return ExpressionManager.StartCoroutine(ExpressionManager.TransitionGlitchAndWait(to, duration));
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}
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/// <summary>
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/// 记忆淡入(非阻塞):透明度在 fadeDuration 内显现,画面同时按 pushSpeed 持续推近;
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/// targetOpacity 是本次淡入的目标透明度。horizontalSpeed 为旧 Yarn 兼容参数,基础层不再横移。
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/// 争夺段的 jolt / tear / impact 仍会叠加。
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/// </summary>
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[YarnCommand("expression_memory_begin")]
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public static void ExpressionMemoryBegin(
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string memoryKey,
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float fadeDuration = -1f,
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float pushSpeed = -1f,
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float horizontalSpeed = -1f,
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bool preserveGlitch = false,
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float targetOpacity = 1f)
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{
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if (ExpressionManager == null)
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{
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UnityEngine.Debug.LogError("ExpressionManager 未找到!");
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return;
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}
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ExpressionManager.StartCoroutine(
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ExpressionManager.BeginExpressionMemory(
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memoryKey,
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fadeDuration,
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pushSpeed,
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horizontalSpeed,
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preserveGlitch,
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targetOpacity));
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}
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/// <summary>
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/// 随对白把当前记忆透明度推进到目标值(非阻塞)。
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/// <<expression_memory_alpha 0.65 0.45>>
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/// </summary>
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[YarnCommand("expression_memory_alpha")]
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public static void ExpressionMemoryAlpha(float target, float duration = 0.4f)
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{
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if (TryGetPresentation(out LogReleasePresentationController presentation))
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presentation.SetActiveMemoryOpacity(target, duration);
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}
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/// <summary>
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/// 显式淡入火山脸,并等待淡入完成。
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/// <<expression_face_fade_in 0.45>>
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/// </summary>
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[YarnCommand("expression_face_fade_in")]
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public static IEnumerator ExpressionFaceFadeIn(float duration = 0.45f)
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{
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if (!TryGetPresentation(out LogReleasePresentationController presentation))
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yield break;
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yield return ExpressionManager.StartCoroutine(
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presentation.BeginFaceEntry(duration));
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}
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[YarnCommand("expression_lie_begin")]
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public static IEnumerator ExpressionLieBegin(string keyword, string preset)
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{
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if (ExpressionManager == null)
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{
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UnityEngine.Debug.LogError("ExpressionManager 未找到!");
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yield break;
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}
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yield return ExpressionManager.StartCoroutine(
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ExpressionManager.BeginExpressionLie(keyword, preset));
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}
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[YarnCommand("expression_lie_break")]
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public static IEnumerator ExpressionLieBreak()
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{
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if (ExpressionManager == null)
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{
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UnityEngine.Debug.LogError("ExpressionManager 未找到!");
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yield break;
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}
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yield return ExpressionManager.StartCoroutine(ExpressionManager.BreakExpressionLie());
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}
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[YarnCommand("expression_truth_reveal")]
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public static IEnumerator ExpressionTruthReveal()
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{
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if (ExpressionManager == null)
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{
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UnityEngine.Debug.LogError("ExpressionManager 未找到!");
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yield break;
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}
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yield return ExpressionManager.StartCoroutine(ExpressionManager.RevealExpressionTruth());
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}
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// 以下命令是一动作一命令。非 IEnumerator 命令只启动效果,节拍由 Yarn 的 wait 控制。
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[YarnCommand("expression_lie_prepare")]
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public static void ExpressionLiePrepare(float freezeDuration, float noiseTarget)
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{
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if (TryGetPresentation(out LogReleasePresentationController presentation))
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presentation.PrepareLieVisuals(freezeDuration, noiseTarget);
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}
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[YarnCommand("expression_truth_squeeze")]
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public static void ExpressionTruthSqueeze(float duration, float jitter, float alpha)
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{
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if (TryGetPresentation(out LogReleasePresentationController presentation))
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presentation.SqueezeTruthCharacters(duration, jitter, alpha);
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}
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[YarnCommand("expression_lie_crack_begin")]
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public static void ExpressionLieCrackBegin(float lieAlpha)
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{
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if (TryGetPresentation(out LogReleasePresentationController presentation))
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presentation.BeginLieCracking(lieAlpha);
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}
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[YarnCommand("expression_screen_dim")]
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public static void ExpressionScreenDim(float alpha, float riseDuration, float fallDuration)
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{
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if (TryGetPresentation(out LogReleasePresentationController presentation))
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presentation.PlayScreenDim(alpha, riseDuration, fallDuration);
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}
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[YarnCommand("expression_memory_jolt")]
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public static void ExpressionMemoryJolt(float offset, float duration, float tear)
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{
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if (TryGetPresentation(out LogReleasePresentationController presentation))
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presentation.PlayMemoryJolt(offset, duration, tear);
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}
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/// <summary>
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/// 调节记忆的轻微失真扰动(非阻塞)。默认强度由演出预设决定,本命令用于演出中微调。
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/// <<expression_memory_sim 0.55 0.3>>
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/// </summary>
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[YarnCommand("expression_memory_sim")]
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public static void ExpressionMemorySim(float target, float duration = 0.3f)
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{
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if (TryGetPresentation(out LogReleasePresentationController presentation))
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presentation.SetSimulationGlitch(target, duration);
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}
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/// <summary>
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/// 真话聚合尝试(非阻塞):目标字被慢慢拉向最终位置并按字序逐个锁定成真心话。
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/// target 小于 1 时最后几个字永远差一点锁不住——"感觉快要成功了"。
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/// <<expression_truth_gather 0.9 3.2>>
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/// </summary>
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[YarnCommand("expression_truth_gather")]
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public static void ExpressionTruthGather(float target = 0.9f, float duration = 3f)
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{
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if (TryGetPresentation(out LogReleasePresentationController presentation))
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presentation.BeginTruthGatherAttempt(target, duration);
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}
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/// <summary>
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/// 真话聚合被打断(非阻塞):目标字向外爆散并恢复乱跳。burst 为世界单位的爆散距离。
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/// <<expression_truth_scatter 0.9>>
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/// </summary>
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[YarnCommand("expression_truth_scatter")]
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public static void ExpressionTruthScatter(float burst = 0.9f)
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{
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if (TryGetPresentation(out LogReleasePresentationController presentation))
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presentation.ScatterTruthGatherAttempt(burst);
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}
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/// <summary>
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/// 真话聚合挣扎(非阻塞):向 target 推进的途中反复"够到一点又被拽回去",
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/// 已锁的字会崩开重新乱跳。挣扎感来自聚合曲线本身,不使用任何颜色或额外特效。
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/// <<expression_truth_strain 0.86 3.2 3>>
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/// </summary>
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/// <param name="target">最终停留的聚合进度</param>
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/// <param name="duration">整段时长</param>
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/// <param name="tugs">回抽次数(0~4);<=0 时退化为 expression_truth_gather</param>
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[YarnCommand("expression_truth_strain")]
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public static void ExpressionTruthStrain(float target = 0.85f, float duration = 3f, float tugs = 2f)
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{
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if (TryGetPresentation(out LogReleasePresentationController presentation))
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{
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presentation.BeginTruthStrainAttempt(
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target,
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duration,
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UnityEngine.Mathf.RoundToInt(tugs));
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}
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}
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/// <summary>
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/// 真话聚合崩塌(非阻塞):进度被一口气拽回 0,字沿原路退回悬浮位并恢复乱跳。
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/// 与 expression_truth_scatter 的区别:scatter 是径向爆散,collapse 是"被拽回去"。
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/// <<expression_truth_collapse 0.45>>
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/// </summary>
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[YarnCommand("expression_truth_collapse")]
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public static void ExpressionTruthCollapse(float duration = 0.45f)
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{
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if (TryGetPresentation(out LogReleasePresentationController presentation))
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presentation.CollapseTruthGatherAttempt(duration);
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}
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/// <summary>
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/// 火山脸错误闪红(非阻塞):聚合失败时短暂替换红屏 Sprite,随后恢复,并轻微下沉。
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/// 注意:LOG1/LOG2 的失败信号已明确不使用红色与脸部报错,此命令仅保留兼容。
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/// <<expression_face_error 0.5 0.85>>
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/// </summary>
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[YarnCommand("expression_face_error")]
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public static void ExpressionFaceError(float duration = 0.5f, float intensity = 0.85f)
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{
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if (TryGetPresentation(out LogReleasePresentationController presentation))
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presentation.PlayFaceErrorFlash(duration, intensity);
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}
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/// <summary>
|
||
/// 结尾真假快速闪切(非阻塞,节奏由同长度 wait 控制):真心话与谎话交替独占屏幕,
|
||
/// 两者的屏幕底色(电视头背景)不同,越到后面切得越快,结束定格在真话帧。
|
||
/// <<expression_truth_lie_flicker "没问题|冇问题|帽问题" "我就是个笑话" 3.2 0.24 12>>
|
||
/// </summary>
|
||
[YarnCommand("expression_truth_lie_flicker")]
|
||
public static void ExpressionTruthLieFlicker(
|
||
string liePhrases,
|
||
string truthPhrase,
|
||
float duration,
|
||
float interval = 0.24f,
|
||
float fontSize = 12f)
|
||
{
|
||
if (TryGetPresentation(out LogReleasePresentationController presentation))
|
||
presentation.StartTruthLieFlicker(liePhrases, truthPhrase, duration, interval, fontSize);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 定格的谎话被 glitch 翻转成真话(阻塞):大字乱跳中长度从谎话渐变到真话、真假底色抢闪,
|
||
/// 最后落在暖色真话。紧接 expression_memory_cut + expression_truth_snap 收尾。
|
||
/// <<expression_lie_morph_truth "没问题" "我就是个笑话" 0.9>>
|
||
/// </summary>
|
||
[YarnCommand("expression_lie_morph_truth")]
|
||
public static IEnumerator ExpressionLieMorphTruth(
|
||
string lieText,
|
||
string truthText,
|
||
float duration = 0.9f)
|
||
{
|
||
if (!TryGetPresentation(out LogReleasePresentationController presentation))
|
||
yield break;
|
||
yield return ExpressionManager.StartCoroutine(
|
||
presentation.MorphLieToTruth(lieText, truthText, duration));
|
||
}
|
||
|
||
[YarnCommand("expression_truth_leak")]
|
||
public static IEnumerator ExpressionTruthLeak(string fragment, float duration)
|
||
{
|
||
if (!TryGetPresentation(out LogReleasePresentationController presentation))
|
||
yield break;
|
||
yield return ExpressionManager.StartCoroutine(
|
||
presentation.LeakTruthFragment(fragment, duration));
|
||
}
|
||
|
||
[YarnCommand("expression_lie_shuffle")]
|
||
public static void ExpressionLieShuffle(
|
||
string characterPool,
|
||
float duration,
|
||
float interval)
|
||
{
|
||
if (TryGetPresentation(out LogReleasePresentationController presentation))
|
||
presentation.StartLieCharacterShuffle(characterPool, duration, interval);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 演员大字闪现(阻塞):抖动的粒子字瞬间隐藏,屏幕中央出现白色大字(红青色散双影+急速缩放),
|
||
/// 停顿 holdDuration 秒后始终恢复粒子字抖动;结尾定格请使用 expression_actor_flash_in。
|
||
/// <<expression_actor_flash "没问题" 0.6 10.5 1.15 1.60 0.03 0.22 0.5 0.2>>
|
||
/// </summary>
|
||
[YarnCommand("expression_actor_flash")]
|
||
public static IEnumerator ExpressionActorFlash(
|
||
string text,
|
||
float holdDuration = 0.6f,
|
||
float fontSize = 10.5f,
|
||
float settledScale = -1f,
|
||
float punchScale = -1f,
|
||
float chromaDistance = -1f,
|
||
float chromaAlpha = -1f,
|
||
float impact = -1f,
|
||
float glitchPeak = -1f)
|
||
{
|
||
if (!TryGetPresentation(out LogReleasePresentationController presentation))
|
||
yield break;
|
||
yield return ExpressionManager.StartCoroutine(
|
||
presentation.FlashActorLie(
|
||
text,
|
||
holdDuration,
|
||
fontSize,
|
||
settledScale,
|
||
punchScale,
|
||
chromaDistance,
|
||
chromaAlpha,
|
||
impact,
|
||
glitchPeak));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 演员大字入场并保持(阻塞):入场表现与 expression_actor_flash 相同,但不执行退场,
|
||
/// 适合在段落结尾定格。后续清场命令仍会正常移除它。
|
||
/// <<expression_actor_flash_in "没问题" 0.35 10.5 1.1 1.45 0.008 0.06 0.5 0>>
|
||
/// </summary>
|
||
[YarnCommand("expression_actor_flash_in")]
|
||
public static IEnumerator ExpressionActorFlashIn(
|
||
string text,
|
||
float holdDuration = 0.35f,
|
||
float fontSize = 10.5f,
|
||
float settledScale = -1f,
|
||
float punchScale = -1f,
|
||
float chromaDistance = -1f,
|
||
float chromaAlpha = -1f,
|
||
float impact = -1f,
|
||
float glitchPeak = -1f)
|
||
{
|
||
if (!TryGetPresentation(out LogReleasePresentationController presentation))
|
||
yield break;
|
||
yield return ExpressionManager.StartCoroutine(
|
||
presentation.FlashActorLie(
|
||
text,
|
||
holdDuration,
|
||
fontSize,
|
||
settledScale,
|
||
punchScale,
|
||
chromaDistance,
|
||
chromaAlpha,
|
||
impact,
|
||
glitchPeak,
|
||
true));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 非阻塞启动“没问题 → 冇问题 → 帽问题”三拍无限闪现循环。
|
||
/// <<expression_actor_flash_loop_start>>
|
||
/// </summary>
|
||
[YarnCommand("expression_actor_flash_loop_start")]
|
||
public static void ExpressionActorFlashLoopStart()
|
||
{
|
||
if (TryGetPresentation(out LogReleasePresentationController presentation))
|
||
presentation.StartActorFlashLoop();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 立即停止无限闪现循环、清除当前大字,并恢复晃动粒子字。
|
||
/// <<expression_actor_flash_loop_stop>>
|
||
/// </summary>
|
||
[YarnCommand("expression_actor_flash_loop_stop")]
|
||
public static void ExpressionActorFlashLoopStop()
|
||
{
|
||
if (TryGetPresentation(out LogReleasePresentationController presentation))
|
||
presentation.StopActorFlashLoop();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 真话闪现(阻塞):谎话大字之间,暖色完整真话带细微抖动挣扎浮现一拍;
|
||
/// "被掐断"由紧随其后的 expression_glitch_pulse 表现。不推进谎话冲击等级。
|
||
/// <<expression_actor_truth_flash "我就是个笑话" 0.35 8.5 0.55 0.02>>
|
||
/// </summary>
|
||
[YarnCommand("expression_actor_truth_flash")]
|
||
public static IEnumerator ExpressionActorTruthFlash(
|
||
string text,
|
||
float holdDuration = 0.35f,
|
||
float fontSize = 8.5f,
|
||
float alpha = 0.8f,
|
||
float jitter = 0.02f)
|
||
{
|
||
if (!TryGetPresentation(out LogReleasePresentationController presentation))
|
||
yield break;
|
||
yield return ExpressionManager.StartCoroutine(
|
||
presentation.FlashActorTruth(text, holdDuration, fontSize, alpha, jitter));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 老虎机换字(非阻塞,节拍由 Yarn wait 控制):聚焦字在 duration 内只从 charPool 里疯狂换字。
|
||
/// truthPool 非空时其字符也混入换字池,并以真话暖色显示。
|
||
/// <<expression_actor_slot "没问题冇" 5 0.05 14 "我就是个笑话">>
|
||
/// </summary>
|
||
[YarnCommand("expression_actor_slot")]
|
||
public static void ExpressionActorSlot(
|
||
string charPool,
|
||
float duration,
|
||
float interval = 0.05f,
|
||
float fontSize = 14f,
|
||
string truthPool = "")
|
||
{
|
||
if (TryGetPresentation(out LogReleasePresentationController presentation))
|
||
presentation.StartActorSlotMachine(charPool, duration, interval, fontSize, truthPool);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将 Glitch、记忆冲击与画面推近缓慢堆到峰值,停住后保持峰值,等待后续硬切。
|
||
/// <<expression_overload_peak 0.75 0.22 1.10 1 1>>
|
||
/// </summary>
|
||
[YarnCommand("expression_overload_peak")]
|
||
public static IEnumerator ExpressionOverloadPeak(
|
||
float riseDuration = 0.75f,
|
||
float holdDuration = 0.22f,
|
||
float zoom = 1.10f,
|
||
float glitchPeak = 1f,
|
||
float impact = 1f)
|
||
{
|
||
if (!TryGetPresentation(out LogReleasePresentationController presentation))
|
||
yield break;
|
||
yield return ExpressionManager.StartCoroutine(
|
||
presentation.BuildActorOverloadPeak(
|
||
riseDuration,
|
||
holdDuration,
|
||
zoom,
|
||
glitchPeak,
|
||
impact));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 单字/短词满屏重击,并等待该拍结束。
|
||
/// <<expression_actor_word_hit "没" 0.16 18 1.55>>
|
||
/// </summary>
|
||
[YarnCommand("expression_actor_word_hit")]
|
||
public static IEnumerator ExpressionActorWordHit(
|
||
string text,
|
||
float holdDuration = 0.16f,
|
||
float fontSize = 18f,
|
||
float punchScale = 1.55f)
|
||
{
|
||
if (!TryGetPresentation(out LogReleasePresentationController presentation))
|
||
yield break;
|
||
yield return ExpressionManager.StartCoroutine(
|
||
presentation.PlayActorWordHit(text, holdDuration, fontSize, punchScale));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 单列词组严格裁在表情屏内,像字幕一样无缝向下滚动。
|
||
/// <<expression_actor_scroll "没问题|冇问题|帽问题" 1.8 0.85 0.45 5.2>>
|
||
/// </summary>
|
||
[YarnCommand("expression_actor_scroll")]
|
||
public static IEnumerator ExpressionActorScroll(
|
||
string phraseList,
|
||
float scrollDuration = 1.8f,
|
||
float loopDuration = 0.85f,
|
||
float holdDuration = 0.45f,
|
||
float fontSize = 5.2f)
|
||
{
|
||
if (!TryGetPresentation(out LogReleasePresentationController presentation))
|
||
yield break;
|
||
yield return ExpressionManager.StartCoroutine(
|
||
presentation.ScrollActorLies(
|
||
phraseList,
|
||
scrollDuration,
|
||
loopDuration,
|
||
holdDuration,
|
||
fontSize));
|
||
}
|
||
|
||
[YarnCommand("expression_memory_cut")]
|
||
public static void ExpressionMemoryCut()
|
||
{
|
||
if (TryGetPresentation(out LogReleasePresentationController presentation))
|
||
presentation.CutMemoryAndGlitchImmediate();
|
||
}
|
||
|
||
[YarnCommand("expression_truth_snap")]
|
||
public static void ExpressionTruthSnap(float peripheral, float calmRadius)
|
||
{
|
||
if (TryGetPresentation(out LogReleasePresentationController presentation))
|
||
presentation.SnapTruthImmediate(peripheral, calmRadius);
|
||
}
|
||
|
||
[YarnCommand("expression_glitch_pulse")]
|
||
public static void ExpressionGlitchPulse(float peak, float riseDuration, float fallDuration)
|
||
{
|
||
if (TryGetPresentation(out LogReleasePresentationController presentation))
|
||
presentation.PlayGlitchPulse(peak, riseDuration, fallDuration);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 火山「屏幕」Sprite 直驱撕裂花屏(非阻塞)。作用在屏幕材质,不是叠一层噪波。
|
||
/// <paramref name="level"/> 是 0–1 的目标档位,<paramref name="duration"/> 是推到该档位的时间;
|
||
/// 到位后一直保持(Shader 自带憋气/发力循环,不会变成静止花屏),要收掉就再调一次 level=0。
|
||
/// <<expression_screen_glitch 0.55 1.2>> … <<expression_screen_glitch 0 1.5>>
|
||
/// </summary>
|
||
[YarnCommand("expression_screen_glitch")]
|
||
public static void ExpressionScreenGlitch(
|
||
float level = 0.5f,
|
||
float duration = 1f)
|
||
{
|
||
if (ExpressionManager == null)
|
||
{
|
||
UnityEngine.Debug.LogError(
|
||
"[LanguageYarnCommand] expression_screen_glitch 找不到 ExpressionManager;已安全跳过。");
|
||
return;
|
||
}
|
||
|
||
ExpressionManager.SetScreenGlitchLevel(level, duration);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 用现有目标粒子完整显示一个红色攻击词,并等待确定性的冲击动作结束。
|
||
/// 超过目标粒子数量时会安全跳过,不会截断。
|
||
/// <<expression_truth_attack "为什么" 0.34 0.45>>
|
||
/// </summary>
|
||
[YarnCommand("expression_truth_attack")]
|
||
public static IEnumerator ExpressionTruthAttack(
|
||
string text,
|
||
float duration = 0.34f,
|
||
float impact = 0.5f)
|
||
{
|
||
if (!TryGetPresentation(out LogReleasePresentationController presentation))
|
||
yield break;
|
||
yield return ExpressionManager.StartCoroutine(
|
||
presentation.PlayTruthAttack(text, duration, impact));
|
||
}
|
||
|
||
/// <summary>
|
||
/// Keep an already resolved truth phrase in place while it gradually becomes unstable and red.
|
||
/// <<expression_truth_destabilize "不要那样看我" 1.6 0.13 22 "FF304D">>
|
||
/// </summary>
|
||
[YarnCommand("expression_truth_destabilize")]
|
||
public static IEnumerator ExpressionTruthDestabilize(
|
||
string text,
|
||
float duration = 1.6f,
|
||
float shakeAmplitude = 0.13f,
|
||
float shakeSpeed = 22f,
|
||
string colorHex = "FF304D")
|
||
{
|
||
if (!TryGetPresentation(out LogReleasePresentationController presentation))
|
||
yield break;
|
||
yield return ExpressionManager.StartCoroutine(
|
||
presentation.DestabilizeTruthPhrase(
|
||
text,
|
||
duration,
|
||
shakeAmplitude,
|
||
shakeSpeed,
|
||
colorHex));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将当前攻击词重组为固定青绿色真话,并等待稳定完成。
|
||
/// <<expression_truth_settle "我想赢一次" 0.8>>
|
||
/// </summary>
|
||
[YarnCommand("expression_truth_settle")]
|
||
public static IEnumerator ExpressionTruthSettle(
|
||
string text,
|
||
float duration = 0.8f)
|
||
{
|
||
if (!TryGetPresentation(out LogReleasePresentationController presentation))
|
||
yield break;
|
||
yield return ExpressionManager.StartCoroutine(
|
||
presentation.SettleTruthPhrase(text, duration));
|
||
}
|
||
|
||
[YarnCommand("expression_truth_blackout")]
|
||
public static IEnumerator ExpressionTruthBlackout(float duration, float alpha)
|
||
{
|
||
if (!TryGetPresentation(out LogReleasePresentationController presentation))
|
||
yield break;
|
||
yield return ExpressionManager.StartCoroutine(
|
||
presentation.HoldTruthBlackout(duration, alpha));
|
||
}
|
||
|
||
[YarnCommand("expression_lie_split")]
|
||
public static void ExpressionLieSplit(
|
||
float duration,
|
||
float distanceRatio,
|
||
float stretchX,
|
||
float squashY)
|
||
{
|
||
if (TryGetPresentation(out LogReleasePresentationController presentation))
|
||
{
|
||
presentation.SplitLieVisual(
|
||
duration,
|
||
distanceRatio,
|
||
stretchX,
|
||
squashY);
|
||
}
|
||
}
|
||
|
||
[YarnCommand("expression_truth_flash")]
|
||
public static void ExpressionTruthFlash(
|
||
float alpha,
|
||
float riseDuration,
|
||
float holdDuration,
|
||
float fallDuration)
|
||
{
|
||
if (TryGetPresentation(out LogReleasePresentationController presentation))
|
||
{
|
||
presentation.PlayTruthFlash(
|
||
alpha,
|
||
riseDuration,
|
||
holdDuration,
|
||
fallDuration);
|
||
}
|
||
}
|
||
|
||
[YarnCommand("expression_memory_brightness_pulse")]
|
||
public static void ExpressionMemoryBrightnessPulse(
|
||
float amount,
|
||
float riseDuration,
|
||
float fallDuration)
|
||
{
|
||
if (TryGetPresentation(out LogReleasePresentationController presentation))
|
||
presentation.PlayMemoryBrightnessPulse(amount, riseDuration, fallDuration);
|
||
}
|
||
|
||
[YarnCommand("expression_memory_tear")]
|
||
public static void ExpressionMemoryTear(float peak, float duration)
|
||
{
|
||
if (TryGetPresentation(out LogReleasePresentationController presentation))
|
||
presentation.PlayMemoryTear(peak, duration);
|
||
}
|
||
|
||
[YarnCommand("expression_face_dip")]
|
||
public static void ExpressionFaceDip(float duration, float ratio)
|
||
{
|
||
if (TryGetPresentation(out LogReleasePresentationController presentation))
|
||
presentation.PlayFaceDip(duration, ratio);
|
||
}
|
||
|
||
[YarnCommand("expression_truth_release")]
|
||
public static void ExpressionTruthRelease(float alphaDuration)
|
||
{
|
||
if (TryGetPresentation(out LogReleasePresentationController presentation))
|
||
presentation.ReleaseTruthCharacters(alphaDuration);
|
||
}
|
||
|
||
[YarnCommand("expression_truth_resolve")]
|
||
public static IEnumerator ExpressionTruthResolve(
|
||
float duration,
|
||
float peripheral,
|
||
float calmRadius)
|
||
{
|
||
if (!TryGetPresentation(out LogReleasePresentationController presentation))
|
||
yield break;
|
||
yield return ExpressionManager.StartCoroutine(
|
||
presentation.ResolveTruthCharacters(duration, peripheral, calmRadius));
|
||
}
|
||
|
||
[YarnCommand("expression_memory_end")]
|
||
public static IEnumerator ExpressionMemoryEnd()
|
||
{
|
||
if (ExpressionManager == null)
|
||
{
|
||
UnityEngine.Debug.LogError("ExpressionManager 未找到!");
|
||
yield break;
|
||
}
|
||
yield return ExpressionManager.StartCoroutine(ExpressionManager.EndExpressionMemory());
|
||
}
|
||
|
||
[YarnCommand("expression_truth_impact")]
|
||
public static void ExpressionTruthImpact()
|
||
{
|
||
if (ExpressionManager == null)
|
||
{
|
||
UnityEngine.Debug.LogError("ExpressionManager 未找到!");
|
||
return;
|
||
}
|
||
ExpressionManager.ImpactExpressionTruth();
|
||
}
|
||
|
||
// /// <summary>
|
||
// /// Glitch 噪波过渡(指定起止值),等待完成后再继续下一步。
|
||
// /// </summary>
|
||
// [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));
|
||
// }
|
||
}
|
||
}
|