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aibis-dream/Assets/Scripts/MiniGame/HuoShan/Language/LanguageYarnCommand.cs
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using System.Collections;
using System.Collections.Generic;
using AibisDream.FixSystem;
using AibisDream;
using Yarn.Unity;
namespace AibisDream.MiniGame.Language
{
/// <summary>
/// 表达系统的 Yarn 命令接口(原语言系统)
/// </summary>
public static class LanguageYarnCommand
{
private static AibisDream.ExpressionManager ExpressionManager => FixSystemCenter.SystemDic.Get<AibisDream.ExpressionManager>();
private static bool TryGetPresentation(out LogReleasePresentationController presentation)
{
presentation = ExpressionManager != null
? ExpressionManager.LogReleasePresentation
: null;
if (presentation != null)
return true;
UnityEngine.Debug.LogError(
"[LanguageYarnCommand] LogReleasePresentationController 未找到;演出命令安全结束。");
return false;
}
/// <summary>
/// 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。
/// 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。
/// 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。
/// <<start_expression "哈哈|嘿嘿|呵呵" "我很害怕" "ExpressionCompleted">>
/// <<start_expression "哈哈|嘿嘿|呵呵" "我很害怕" "ExpressionCompleted" 24>>
/// (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
/// </summary>
/// <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>
/// <param name="targetSentence">目标句子</param>
/// <param name="completionNode">完成时触发的对话节点(可空字符串)</param>
/// <param name="nonTargetParticleTotal">非目标候选粒子总数;&lt;0 表示使用 Inspector 默认</param>
[YarnCommand("start_expression")]
public static IEnumerator StartExpression(
string anxietyPhrasesStr,
string targetSentence,
string completionNode = "",
float nonTargetParticleTotal = -1f)
{
return RunStartExpression(
anxietyPhrasesStr,
targetSentence,
completionNode ?? "",
UnityEngine.Mathf.RoundToInt(nonTargetParticleTotal));
}
private static IEnumerator RunStartExpression(string anxietyPhrasesStr, string targetSentence, string completionNode, int nonTargetParticleTotal)
{
if (ExpressionManager == null)
{
UnityEngine.Debug.LogError("ExpressionManager 未找到!请确保场景中有 ExpressionManager 组件。");
yield break;
}
string[] phrases = null;
if (!string.IsNullOrEmpty(anxietyPhrasesStr))
{
phrases = anxietyPhrasesStr.Split('|');
for (int i = 0; i < phrases.Length; i++)
{
phrases[i] = phrases[i].Trim();
}
}
// 先清理上一轮演出,再淡出旧文字/连线并恢复 Log 操作界面。
yield return ExpressionManager.PreparePresentationForNextRound();
yield return ExpressionManager.FadeOutParticlesBeforeNewRound(0f);
yield return ExpressionManager.EnsureReleaseLogFadedIn(1f);
ExpressionManager.StartSystem(phrases, targetSentence, completionNode, nonTargetParticleTotal);
yield return ExpressionManager.WaitUntilExpressionFlowReady();
}
/// <summary>
/// 关闭表达系统
/// <<close_expression>>
/// </summary>
[YarnCommand("close_expression")]
public static void CloseExpression()
{
if (ExpressionManager == null)
{
UnityEngine.Debug.LogError("ExpressionManager 未找到!");
return;
}
ExpressionManager.CloseView();
}
/// <summary>
/// 重置表达系统(使用当前配置)
/// <<reset_expression>>
/// 或
/// <<reset_expression false>> // 不播放入场动画
/// </summary>
/// <param name="playEntranceEffect">是否播放入场效果</param>
[YarnCommand("reset_expression")]
public static void ResetExpression(bool playEntranceEffect = true)
{
if (ExpressionManager == null)
{
UnityEngine.Debug.LogError("ExpressionManager 未找到!");
return;
}
ExpressionManager.ResetSystem(playEntranceEffect);
}
/// <summary>
/// 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
/// <<resolve_expression_focus>>
/// </summary>
[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());
}
/// <summary>
/// 淡入 ExpressionManager 的 Sprite 图片
/// <<expression_sprite_fade_in>>
/// <<expression_sprite_fade_in 1.5>>
/// </summary>
/// <param name="duration">淡入时长(秒),默认 1</param>
[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));
}
/// <summary>
/// 淡出 ExpressionManager 的 Sprite 图片
/// <<expression_sprite_fade_out>>
/// <<expression_sprite_fade_out 1.5>>
/// </summary>
/// <param name="duration">淡出时长(秒),默认 1</param>
[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));
}
/// <summary>
/// Glitch 噪波过渡,等待完成后再继续下一步。
/// <<glitch_transition 0.95 2>> -- 从 0 到 0.952 秒
/// <<glitch_transition 0.95>> -- 立即到 0.95duration 默认 0
/// <<glitch_transition 0.3 0.45 1>> -- 从 0.3 到 0.451 秒
/// </summary>
[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));
}
[YarnCommand("expression_memory_begin")]
public static IEnumerator ExpressionMemoryBegin(
string memoryKey,
string preset,
float fadeDuration = -1f,
float pushSpeed = -1f,
float horizontalSpeed = -1f,
bool preserveGlitch = false)
{
if (ExpressionManager == null)
{
UnityEngine.Debug.LogError("ExpressionManager 未找到!");
yield break;
}
yield return ExpressionManager.StartCoroutine(
ExpressionManager.BeginExpressionMemory(
memoryKey,
preset,
fadeDuration,
pushSpeed,
horizontalSpeed,
preserveGlitch));
}
/// <summary>
/// 显式淡入火山脸,并等待淡入完成。
/// <<expression_face_fade_in 0.45>>
/// </summary>
[YarnCommand("expression_face_fade_in")]
public static IEnumerator ExpressionFaceFadeIn(float duration = 0.45f)
{
if (!TryGetPresentation(out LogReleasePresentationController presentation))
yield break;
yield return ExpressionManager.StartCoroutine(
presentation.BeginFaceEntry(duration));
}
[YarnCommand("expression_lie_begin")]
public static IEnumerator ExpressionLieBegin(string keyword, string preset)
{
if (ExpressionManager == null)
{
UnityEngine.Debug.LogError("ExpressionManager 未找到!");
yield break;
}
yield return ExpressionManager.StartCoroutine(
ExpressionManager.BeginExpressionLie(keyword, preset));
}
[YarnCommand("expression_lie_break")]
public static IEnumerator ExpressionLieBreak()
{
if (ExpressionManager == null)
{
UnityEngine.Debug.LogError("ExpressionManager 未找到!");
yield break;
}
yield return ExpressionManager.StartCoroutine(ExpressionManager.BreakExpressionLie());
}
[YarnCommand("expression_truth_reveal")]
public static IEnumerator ExpressionTruthReveal()
{
if (ExpressionManager == null)
{
UnityEngine.Debug.LogError("ExpressionManager 未找到!");
yield break;
}
yield return ExpressionManager.StartCoroutine(ExpressionManager.RevealExpressionTruth());
}
// 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。
[YarnCommand("expression_lie_prepare")]
public static void ExpressionLiePrepare(float freezeDuration, float noiseTarget)
{
if (TryGetPresentation(out LogReleasePresentationController presentation))
presentation.PrepareLieVisuals(freezeDuration, noiseTarget);
}
[YarnCommand("expression_truth_squeeze")]
public static void ExpressionTruthSqueeze(float duration, float jitter, float alpha)
{
if (TryGetPresentation(out LogReleasePresentationController presentation))
presentation.SqueezeTruthCharacters(duration, jitter, alpha);
}
[YarnCommand("expression_lie_show")]
public static void ExpressionLieShow(string keyword, float duration, float characterSpacing)
{
if (TryGetPresentation(out LogReleasePresentationController presentation))
presentation.ShowLieKeyword(keyword, duration, characterSpacing);
}
[YarnCommand("expression_scanline")]
public static void ExpressionScanline(float duration, bool stalled)
{
if (TryGetPresentation(out LogReleasePresentationController presentation))
presentation.PlayScreenScanline(duration, stalled);
}
[YarnCommand("expression_system_message")]
public static void ExpressionSystemMessage(string value, string style, float fadeDuration)
{
if (TryGetPresentation(out LogReleasePresentationController presentation))
presentation.ShowSystemMessage(value, style, fadeDuration);
}
[YarnCommand("expression_system_message_hide")]
public static void ExpressionSystemMessageHide(float fadeDuration)
{
if (TryGetPresentation(out LogReleasePresentationController presentation))
presentation.HideSystemMessage(fadeDuration);
}
[YarnCommand("expression_lie_crack_begin")]
public static void ExpressionLieCrackBegin(float lieAlpha)
{
if (TryGetPresentation(out LogReleasePresentationController presentation))
presentation.BeginLieCracking(lieAlpha);
}
[YarnCommand("expression_screen_dim")]
public static void ExpressionScreenDim(float alpha, float riseDuration, float fallDuration)
{
if (TryGetPresentation(out LogReleasePresentationController presentation))
presentation.PlayScreenDim(alpha, riseDuration, fallDuration);
}
[YarnCommand("expression_memory_jolt")]
public static void ExpressionMemoryJolt(float offset, float duration, float tear)
{
if (TryGetPresentation(out LogReleasePresentationController presentation))
presentation.PlayMemoryJolt(offset, duration, tear);
}
[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 秒后恢复粒子字抖动。
/// <<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>
/// 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。
/// <<expression_actor_slot "没问题冇" 5 0.05 14>>
/// </summary>
[YarnCommand("expression_actor_slot")]
public static void ExpressionActorSlot(
string charPool,
float duration,
float interval = 0.05f,
float fontSize = 14f)
{
if (TryGetPresentation(out LogReleasePresentationController presentation))
presentation.StartActorSlotMachine(charPool, duration, interval, fontSize);
}
/// <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);
}
[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));
// }
}
}