111 lines
3.3 KiB
C#
111 lines
3.3 KiB
C#
using System;
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using System.Collections;
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using AibisDream.FixSystem;
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using UnityEngine;
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using Yarn.Unity;
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namespace AibisDream
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{
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public static class ClinicYarnCommand
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{
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private static ClinicSystem ClinicSystem => FixSystemCenter.SystemDic.Get<ClinicSystem>();
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[YarnCommand("quit_clinic_new")]
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public static IEnumerator Quit(float duration)
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{
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return ClinicSystem.Quit(duration);
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}
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#region 角色展示相关
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[YarnCommand("character_init_new")]
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public static void CharacterInit(string characterName)
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{
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// return Character.CharacterInit(characterName);
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Debug.Log("旧表情系统已废弃,请停止使用");
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}
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[YarnCommand("character_fade_in_new")]
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public static void CharacterFadeIn()
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{
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// return Character.CharacterFadeIn();
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Debug.Log("旧表情系统已废弃,请停止使用");
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}
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[YarnCommand("character_fade_out_new")]
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public static void CharacterFadeOut()
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{
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// return Character.CharacterFadeOut();
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Debug.Log("旧表情系统已废弃,请停止使用");
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}
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[YarnCommand("character_show_new")]
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public static void CharacterShow(string characterName)
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{
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// Character.CharacterShow(characterName);
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Debug.Log("旧表情系统已废弃,请停止使用");
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}
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#endregion
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#region 角色动作调整
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[YarnCommand("character_face_new")]
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public static void CharacterFace(string state)
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{
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// Character.SwitchFace(state);
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Debug.Log("旧表情系统已废弃,请停止使用");
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}
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[YarnCommand("character_eye_new")]
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public static void CharacterEye(string state)
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{
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// Character.SetEyeState(state);
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Debug.LogWarning("该命令已废弃");
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}
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[YarnCommand("character_crying_new")]
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public static void CharacterCrying(bool isCrying)
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{
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// Character.SetCrying(isCrying);
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Debug.LogWarning("该命令已废弃");
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}
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[YarnCommand("character_pos")]
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public static void SwitchPos(string poseName)
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{
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// Character.SwitchPose(poseName);
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Debug.Log("旧表情系统已废弃,请停止使用");
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}
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[YarnCommand("character_auto_blink")]
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public static void AutoBlink()
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{
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// Character.AutoBlink();
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Debug.Log("旧表情系统已废弃,请停止使用");
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}
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[YarnCommand("character_stop_auto_blink")]
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public static void StopAutoBlink()
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{
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// Character.StopAutoBlink();
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Debug.Log("旧表情系统已废弃,请停止使用");
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}
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[YarnCommand("character_add_device")]
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public static void AddLinkDevice()
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{
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// Character.AddLinkDevice();
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Debug.Log("旧表情系统已废弃,请停止使用");
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}
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[YarnCommand("character_remove_device")]
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public static void RemoveLinkDevice()
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{
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// Character.RemoveLinkDevice();
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Debug.Log("旧表情系统已废弃,请停止使用");
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}
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#endregion
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}
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} |