Files
aibis-dream/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs
T
2025-03-11 16:14:40 +08:00

149 lines
4.6 KiB
C#

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<ClinicSystem>();
[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
}
}