架构大更
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using System;
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using System.Collections.Generic;
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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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{
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// ----------------------------------------------------------------------
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// 各种具体节点的数据
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// ----------------------------------------------------------------------
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[Serializable]
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public class DialogNodeData : BaseNodeData
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{
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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 Vector2 characterPosition;
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[TextArea(3, 10)] public string dialogueText;
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public AudioClip audioClip;
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}
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[Serializable]
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public class CompoundDialogNodeData : BaseNodeData
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{
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public TextAsset compoundDialogAsset;
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}
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[Serializable]
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public class ChoiceData
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{
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public string guid;
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public string choiceText;
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public bool isDefault;
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public string conditionString;
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}
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[Serializable]
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public class ChoiceNodeData : BaseNodeData
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{
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public List<ChoiceData> choices = new List<ChoiceData>();
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}
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}
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