剧情+对话完善
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@@ -1,76 +1,51 @@
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using UnityEngine;
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using Yarn.Unity;
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using Ichni.Story;
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using Yarn.Unity;
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namespace Ichni.Story.YarnFunctions
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{
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/// <summary>
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/// 提供可以直接在 Yarn 脚本中调用的全局变量读写指令。
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/// 完全兼容旧系统中的自定义函数(避免旧的 .yarn 报错),
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/// 底层统一指向全新的 StoryVariables 枢纽。
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/// ichni Official 的永久剧情变量 Yarn 接口。
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/// <para>所有变量都属于当前 StoryData 对应的章节存档。请不要在新台本中使用 Yarn 原生的
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/// <c><<declare>></c>、<c><<set>></c> 或 <c>$variable</c>,它们会创建不受本章节回滚系统管理的临时变量。</para>
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/// <para>推荐语法:<c><<set_bool "c0_intro_read" true>></c>、
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/// <c><<if get_int("c0_route") == 1>></c>。</para>
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/// </summary>
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public static class VariableCommands
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{
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[YarnCommand("set_bool")]
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public static void SetBool(string key, bool value)
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{
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StoryVariables.SetBool(key, value);
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}
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public static void SetBool(string key, bool value) => StoryProgress.SetBoolAndRefresh(key, value);
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[YarnFunction("get_bool")]
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public static bool GetBool(string key)
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{
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return StoryVariables.GetBool(key);
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}
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[YarnCommand("set_int")]
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public static void SetInt(string key, int value)
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{
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StoryVariables.SetInt(key, value);
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}
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public static bool GetBool(string key) => StoryVariables.GetBool(key);
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[YarnCommand("set_int")]
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public static void SetInt(string key, int value) => StoryProgress.SetIntAndRefresh(key, value);
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[YarnCommand("add_int")]
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public static void AddInt(string key, int delta) => StoryProgress.AddIntAndRefresh(key, delta);
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[YarnCommand("modify_int")]
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public static void ModifyInt(string key, int modification)
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{
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int currentValue = StoryVariables.GetInt(key);
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StoryVariables.SetInt(key, currentValue + modification);
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}
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[YarnFunction("get_int")]
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public static int GetInt(string key)
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{
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return StoryVariables.GetInt(key);
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}
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public static int GetInt(string key) => StoryVariables.GetInt(key);
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[YarnCommand("set_float")]
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public static void SetFloat(string key, float value)
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{
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StoryVariables.SetFloat(key, value);
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}
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public static void SetFloat(string key, float value) => StoryProgress.SetFloatAndRefresh(key, value);
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[YarnCommand("modify_float")]
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public static void ModifyFloat(string key, float modification)
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{
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float currentValue = StoryVariables.GetFloat(key);
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StoryVariables.SetFloat(key, currentValue + modification);
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}
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[YarnCommand("add_float")]
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public static void AddFloat(string key, float delta) => StoryProgress.AddFloatAndRefresh(key, delta);
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[YarnFunction("get_float")]
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public static float GetFloat(string key)
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{
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return StoryVariables.GetFloat(key);
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}
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public static float GetFloat(string key) => StoryVariables.GetFloat(key);
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[YarnCommand("set_string")]
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public static void SetString(string key, string value)
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{
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StoryVariables.SetString(key, value);
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}
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public static void SetString(string key, string value) => StoryProgress.SetStringAndRefresh(key, value);
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[YarnFunction("get_string")]
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public static string GetString(string key)
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{
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return StoryVariables.GetString(key);
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}
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public static string GetString(string key) => StoryVariables.GetString(key);
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[YarnCommand("remove_variable")]
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public static void RemoveVariable(string key) => StoryProgress.RemoveVariableAndRefresh(key);
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[YarnFunction("has_variable")]
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public static bool HasVariable(string key) => StoryVariables.HasVariable(key);
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}
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}
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