同步
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace SLSUtilities.Narrative
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{
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[CreateAssetMenu(fileName = "New Character Data", menuName = "SLSUtilities/Story System/Character Data")]
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public class CharacterData : SerializedScriptableObject
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{
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[TitleGroup("角色档案", "Yarn Spinner 角色视觉与差分配置", Alignment = TitleAlignments.Centered)]
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[BoxGroup("角色档案/基础信息 (Basic Info)")]
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[LabelText("角色名称 (Yarn 识别码)")]
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[Tooltip("在 C# 逻辑与场景注册中使用的标准唯一英文 ID(例如:'Player' 或 'Guide')。")]
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public string nameKey;
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[BoxGroup("角色档案/基础信息 (Basic Info)")]
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[LabelText("显示名称 (Display Name)")]
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[Tooltip("在 Yarn 对话文本中显示的本地化名称(例如中文:'引导者')。用于将文本说话人匹配到标准英文 ID。")]
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public List<string> alias;
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[BoxGroup("角色档案/立绘差分 (Portraits)", centerLabel: true)]
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[LabelText("默认立绘 (Default Portrait)")]
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[PreviewField(70, ObjectFieldAlignment.Left)]
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[Tooltip("当 Yarn 台词没有指定 #mood 标签时,显示的默认角色立绘。")]
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public Sprite defaultPortrait;
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[BoxGroup("角色档案/立绘差分 (Portraits)")]
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[LabelText("表情差分库 (Mood Expressions)")]
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[DictionaryDrawerSettings(KeyLabel = "表情标签 (如 Happy, Sad)", ValueLabel = "对应的立绘 (Sprite)", DisplayMode = DictionaryDisplayOptions.ExpandedFoldout)]
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[Tooltip("在此配置各种表情对应的立绘。在 Yarn 中使用 #mood:标签名 来触发。")]
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public Dictionary<string, Sprite> expressions = new Dictionary<string, Sprite>();
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}
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}
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