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using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.Story
{
/// <summary>
/// 立绘渲染方式。当前使用 Sprite预留 Live2D / Spine 扩展入口。
/// </summary>
public enum PortraitStyle
{
Sprite,
Live2D,
Spine
}
/// <summary>
/// 单个角色的立绘数据(按角色单独创建 ScriptableObject 资产)。
/// </summary>
[CreateAssetMenu(fileName = "CharacterData", menuName = "Ichni/Story/New/CharacterData")]
public class CharacterData : SerializedScriptableObject
{
[LabelText("Character ID")]
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[Tooltip("此 ID 需与 .yarn 文件中对应台词的 speaker 名完全一致。")]
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public string characterId;
[LabelText("Display Name Key")]
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[Tooltip("Unity Localization String Table Key用于多语言角色名显示。")]
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public string displayNameKey;
[LabelText("Portrait Style")]
public PortraitStyle portraitStyle = PortraitStyle.Sprite;
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[LabelText("Position Offset")]
[Tooltip("立绘在舞台上的位置偏移(单位:映射百分比)")]
public Vector2 positionOffset = new Vector2(0f, 0f);
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// ── Sprite ──────────────────────────────────────────────────────────────
[LabelText("Emotion Sprites")]
[ShowIf("portraitStyle", PortraitStyle.Sprite)]
[DictionaryDrawerSettings(KeyLabel = "Emotion Name", ValueLabel = "Sprite")]
[InfoBox("Key 为情绪名(如 normal / happy / angryValue 为对应 Sprite 资产。")]
public Dictionary<string, Sprite> emotionSprites = new Dictionary<string, Sprite>();
// ── Dynamic (Live2D / Spine) ─────────────────────────────────────────────
[LabelText("Dynamic Portrait Prefab")]
[ShowIf("IsDynamicPortrait")]
[InfoBox("Live2D / Spine 立绘预制体,需挂载实现 IPortraitRenderer 接口的组件(阶段 3 制作)。")]
public GameObject dynamicPortraitPrefab;
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private bool IsDynamicPortrait => portraitStyle == PortraitStyle.Live2D || portraitStyle == PortraitStyle.Spine;
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}
}