调整剧情的character data
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6
.idea/.idea.Continentis/.idea/copilot.data.migration.agent.xml
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6
.idea/.idea.Continentis/.idea/copilot.data.migration.agent.xml
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@@ -0,0 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="AgentMigrationStateService">
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<option name="migrationStatus" value="COMPLETED" />
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</component>
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</project>
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@@ -10,7 +10,7 @@ MonoBehaviour:
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m_Enabled: 1
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 9a4129cdd7011ca46b83d8c17d9f3623, type: 3}
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m_Script: {fileID: 11500000, guid: 9a4129cdd7011ca46b83d8c17d9f3623, type: 3}
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m_Name: CardData_Basic_CommomHolyWater
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m_Name: CardData_Basic_CommonHolyWater
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m_EditorClassIdentifier: Assembly-CSharp::Continentis.MainGame.Card.CardData
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m_EditorClassIdentifier: Assembly-CSharp::Continentis.MainGame.Card.CardData
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modName: Basic
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modName: Basic
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className: CommonHolyWater
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className: CommonHolyWater
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@@ -55,5 +55,5 @@ MonoBehaviour:
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customDescriptions: []
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customDescriptions: []
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prefabRefs: []
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prefabRefs: []
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derivativeCardDataRefs:
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derivativeCardDataRefs:
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- CardData_Basic_CommomHolyWater
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- CardData_Basic_CommonHolyWater
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derivativeCharacterDataRefs: []
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derivativeCharacterDataRefs: []
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@@ -139,7 +139,7 @@ namespace Continentis.MainGame
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public OrderedDictionary<string, PrioritizedAction<BuffBase<T>>> onOtherBuffApplied; //Buff被添加时,参数为被添加的Buff实例
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public OrderedDictionary<string, PrioritizedAction<BuffBase<T>>> onOtherBuffApplied; //Buff被添加时,参数为被添加的Buff实例
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public OrderedDictionary<string, PrioritizedAction<BuffBase<T>>> onOtherBuffFirstApplied; //Buff被新添加时,参数为被添加的Buff实例
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public OrderedDictionary<string, PrioritizedAction<BuffBase<T>>> onOtherBuffFirstApplied; //Buff被新添加时,参数为被添加的Buff实例
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public OrderedDictionary<string, PrioritizedAction<BuffBase<T>>> onOtherBuffRemoved; //Buff被移除时,参数为被移除的Buff实例
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public OrderedDictionary<string, PrioritizedAction<BuffBase<T>>> onOtherBuffRemoved; //Buff被移除后,参数为被移除的Buff实例
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public OrderedDictionary<string, PrioritizedAction<CharacterBase, IntendedCard, CharacterBase>> onOpponentDecideAction; //对手AI决定行动时,参数为对手,和原定的目标角色
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public OrderedDictionary<string, PrioritizedAction<CharacterBase, IntendedCard, CharacterBase>> onOpponentDecideAction; //对手AI决定行动时,参数为对手,和原定的目标角色
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@@ -97,7 +97,7 @@ namespace Continentis.Mods
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}
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}
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}
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}
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Debug.Log($"Collected {collectedDataIDList.Count} CardData assets.");
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Debug.Log($"Collected {collectedDataIDList.Count} {typeof(T).Name} assets.");
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return collectedDataIDList;
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return collectedDataIDList;
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}
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}
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@@ -34,10 +34,10 @@ namespace SLSFramework.StorySystem.Dialog
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// -- 角色名 --
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// -- 角色名 --
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_characterField = new ObjectField("Character")
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_characterField = new ObjectField("Character")
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{
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{
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objectType = typeof(CharacterData),
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objectType = typeof(StoryCharacterData),
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allowSceneObjects = false
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allowSceneObjects = false
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};
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};
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_characterField.SetValueWithoutNotify(_data.characterData);
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_characterField.SetValueWithoutNotify(_data.storyCharacterData);
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_characterField.RegisterValueChangedCallback(OnCharacterDataChanged);
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_characterField.RegisterValueChangedCallback(OnCharacterDataChanged);
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extensionContainer.Add(_characterField);
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extensionContainer.Add(_characterField);
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@@ -88,7 +88,7 @@ namespace SLSFramework.StorySystem.Dialog
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// --- 6. 核心逻辑:当 ObjectField 变化时调用 ---
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// --- 6. 核心逻辑:当 ObjectField 变化时调用 ---
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private void OnCharacterDataChanged(ChangeEvent<Object> evt)
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private void OnCharacterDataChanged(ChangeEvent<Object> evt)
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{
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{
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_data.characterData = evt.newValue as CharacterData;
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_data.storyCharacterData = evt.newValue as StoryCharacterData;
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// 清空旧的表情
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// 清空旧的表情
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_data.expressionKey = null;
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_data.expressionKey = null;
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@@ -110,7 +110,7 @@ namespace SLSFramework.StorySystem.Dialog
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// 清空旧选项
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// 清空旧选项
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_expressionField.choices.Clear();
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_expressionField.choices.Clear();
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if (_data.characterData == null)
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if (_data.storyCharacterData == null)
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{
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{
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// 如果没有角色,禁用下拉框
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// 如果没有角色,禁用下拉框
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_expressionField.SetValueWithoutNotify(null);
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_expressionField.SetValueWithoutNotify(null);
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@@ -119,7 +119,7 @@ namespace SLSFramework.StorySystem.Dialog
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}
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}
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// 从 CharacterData 中提取所有表情的 "name"
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// 从 CharacterData 中提取所有表情的 "name"
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List<string> expressionKeys = _data.characterData.expressions
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List<string> expressionKeys = _data.storyCharacterData.expressions
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.Select(expr => expr.key)
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.Select(expr => expr.key)
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.ToList();
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.ToList();
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@@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace SLSFramework.StorySystem.Dialog
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namespace SLSFramework.StorySystem.Dialog
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{
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{
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@@ -11,7 +12,7 @@ namespace SLSFramework.StorySystem.Dialog
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[Serializable]
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[Serializable]
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public class DialogNodeData : BaseNodeData
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public class DialogNodeData : BaseNodeData
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{
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{
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public CharacterData characterData;
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[FormerlySerializedAs("characterData")] public StoryCharacterData storyCharacterData;
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public string expressionKey; // 用于存储所选表情的 name
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public string expressionKey; // 用于存储所选表情的 name
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public Vector2 characterPosition;
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public Vector2 characterPosition;
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[TextArea(3, 10)] public string dialogueText;
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[TextArea(3, 10)] public string dialogueText;
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@@ -2,17 +2,17 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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namespace SLSFramework.StorySystem.Dialog
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namespace SLSFramework.StorySystem
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{
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{
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[CreateAssetMenu(fileName = "NewCharacterData", menuName = "StorySystem/Dialog/Character Data")]
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[CreateAssetMenu(fileName = "NewCharacterData", menuName = "StorySystem/Character Data")]
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public partial class CharacterData : ScriptableObject
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public partial class StoryCharacterData : ScriptableObject
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{
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{
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public string characterName;
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public string characterName;
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public List<Expression> expressions = new List<Expression>();
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public List<Expression> expressions = new List<Expression>();
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}
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}
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public partial class CharacterData
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public partial class StoryCharacterData
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{
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{
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[Serializable]
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[Serializable]
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public class Expression
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public class Expression
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