Storyline+Dialog初步
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52
Assets/Scripts/NewStorySystem/Data/CharacterData.cs
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52
Assets/Scripts/NewStorySystem/Data/CharacterData.cs
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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 Ichni.Story
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{
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/// <summary>
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/// 立绘渲染方式。当前使用 Sprite,预留 Live2D / Spine 扩展入口。
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/// </summary>
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public enum PortraitStyle
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{
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Sprite,
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Live2D,
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Spine
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}
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/// <summary>
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/// 单个角色的立绘数据(按角色单独创建 ScriptableObject 资产)。
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/// </summary>
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[CreateAssetMenu(fileName = "CharacterData", menuName = "Ichni/Story/New/CharacterData")]
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public class CharacterData : SerializedScriptableObject
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{
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[LabelText("Character ID")]
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[InfoBox("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;
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[LabelText("Display Name Key")]
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[InfoBox("Unity Localization String Table Key,用于多语言角色名显示。")]
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public string displayNameKey;
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[LabelText("Portrait Style")]
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public PortraitStyle portraitStyle = PortraitStyle.Sprite;
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// ── Sprite ──────────────────────────────────────────────────────────────
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[LabelText("Emotion Sprites")]
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[ShowIf("portraitStyle", PortraitStyle.Sprite)]
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[DictionaryDrawerSettings(KeyLabel = "Emotion Name", ValueLabel = "Sprite")]
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[InfoBox("Key 为情绪名(如 normal / happy / angry),Value 为对应 Sprite 资产。")]
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public Dictionary<string, Sprite> emotionSprites = new Dictionary<string, Sprite>();
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// ── Dynamic (Live2D / Spine) ─────────────────────────────────────────────
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[LabelText("Dynamic Portrait Prefab")]
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[ShowIf("IsDynamicPortrait")]
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[InfoBox("Live2D / Spine 立绘预制体,需挂载实现 IPortraitRenderer 接口的组件(阶段 3 制作)。")]
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public GameObject dynamicPortraitPrefab;
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private bool IsDynamicPortrait =>
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portraitStyle == PortraitStyle.Live2D || portraitStyle == PortraitStyle.Spine;
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}
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}
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