Files
aibis-dream/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs
T
2024-12-16 22:09:56 +08:00

74 lines
1.9 KiB
C#

using System.Collections;
using AibisDream.FixSystem;
using Yarn.Unity;
namespace AibisDream
{
public static class ClinicYarnCommand
{
private static ClinicSystem ClinicSystem => FixSystemCenter.SystemDic.Get<ClinicSystem>();
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
}
}