修复了一定的拼写错误
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@@ -245,7 +245,7 @@ namespace ScenesScripts.GalPlot
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foreach (var ClildItem in PlotData.NowPlotDataNode.Elements())
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{
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if (ClildItem.Name.ToString() == "Choice")
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PlotData.ChoiceText.Add(new Struct_Choice { Title = ClildItem.Value, JumpID = ClildItem.Attribute("JumpID").Value };);
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PlotData.ChoiceText.Add(new Struct_Choice { Title = ClildItem.Value, JumpID = ClildItem.Attribute("JumpID").Value });
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}
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Gal_Text.StartTextContent(PlotData.NowPlotDataNode.Attribute("Content").Value, _nodeinfo.Name, _nodeinfo.Affiliation, () =>
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@@ -133,7 +133,6 @@ namespace ScenesScripts.GalPlot
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{
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CharacterImg.DOFade(1, 0.7f);
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}
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}
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/// <summary>
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/// 设置image的位置到屏幕之外
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@@ -149,7 +148,6 @@ namespace ScenesScripts.GalPlot
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this.gameObject.GetComponent<RectTransform>().anchoredPosition = new Vector2((-MainCanvas.GetComponent<RectTransform>().sizeDelta.x / 2) - (ImageGameObject.gameObject.GetComponent<Image>().sprite.texture.width / 2), ImageGameObject.anchoredPosition.y);
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break;
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case 1:
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this.gameObject.GetComponent<RectTransform>().anchoredPosition = new Vector2((MainCanvas.GetComponent<RectTransform>().sizeDelta.x / 2) + (ImageGameObject.gameObject.GetComponent<Image>().sprite.texture.width / 2), ImageGameObject.anchoredPosition.y);
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break;
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case 0:
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@@ -7,8 +7,8 @@ namespace ScenesScripts.GalPlot
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{
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public class GalManager_Text : MonoBehaviour
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{
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public const float DefalutSpeed = 0.045f;
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public const float FastSpeend = 0.02f;
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public const float DefaultSpeed = 0.045f;
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public const float FastSpeed = 0.02f;
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/// <summary>
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/// 当前是否剧情加速
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/// </summary>
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@@ -81,7 +81,7 @@ namespace ScenesScripts.GalPlot
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public Tweener StartTextContent (string TextContent, string CharacterName, string CharacterIdentity, UnityAction CallBack = null)
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{
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//100 60 40
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void Alwayls ()
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void Always_Temp ()
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{
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SetText_CharacterName(CharacterName, CharacterIdentity);
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@@ -94,15 +94,15 @@ namespace ScenesScripts.GalPlot
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IsSpeak = false;
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TextAnimateEvemt.Kill();
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Button_Next.SetActive(true);
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Alwayls();
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Always_Temp();
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return TextAnimateEvemt;
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}
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else if (IsSpeak) return TextAnimateEvemt;
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IsSpeak = true;
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SetText_Content(string.Empty);//先清空内容
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Button_Next.SetActive(false);
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Alwayls();
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TextAnimateEvemt = Text_TextContent.DOText(TextContent, TextContent.Length * (IsFastMode ? FastSpeend : DefalutSpeed)).SetEase(Ease.Linear).OnComplete(() =>
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Always_Temp();
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TextAnimateEvemt = Text_TextContent.DOText(TextContent, TextContent.Length * (IsFastMode ? FastSpeed : DefaultSpeed)).SetEase(Ease.Linear).OnComplete(() =>
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{
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IsSpeak = false;
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@@ -7,3 +7,12 @@ Portrait-Normall=1.png
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Portrait-Photo=2.png
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Portrait-Sing=3.png
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Portrait-Grace=4.png
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[C2]
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Name=测试角色
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Age=1
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ResourcesPath=TestCharacter
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Department=D1
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Portrait-Normall=1.png
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Portrait-Photo=2.png
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Portrait-Sing=3.png
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Portrait-Grace=4.png
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@@ -16,9 +16,11 @@
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<ExitGame></ExitGame>
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</BranchPlotNode>
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</BranchPlot>
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<!--以下才属于正式剧情-->
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<MainPlot>
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<!-- 添加一个角色,这个角色的ID为1 有关所有角色ID需要到相关的配置文件修改 -->
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<AddCharacter CharacterID="1" From="C1" SendMessage="Outside-ToLeft"></AddCharacter>
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<AddCharacter CharacterID="1" From="C1" SendMessage="Outside-ToLef"></AddCharacter>
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<!--开始发言,角色ID为1的角色发言:你好啊!!! 同时发送消息,我需要执行入场动画:从屏幕左侧滑进-->
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<Speak CharacterID="1" Content="你好啊!!! 我是不是从左侧进入的?"></Speak>
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<!--分支剧情,这句话结束后会自动弹出选项-->
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@@ -29,7 +31,7 @@
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</Speak>
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<!--分支剧情结束后自动继续游戏-->
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<ChangeBackImg Path="D:\UserData\图片\壁纸\5552152969857735952.png"></ChangeBackImg>
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<Speak CharacterID="1" Content="接下来我们继续" SendMessage="ToCenter"></Speak>
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<Speak CharacterID="1" Content="接下来我们继续" SendMessage="Shake-Y-Once"></Speak>
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<!--AudioPath表示语音路径,可以使资源文件夹的,也可以是外部路径,但不支持URL路径(以后或许会支持)-->
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<Speak CharacterID="1" SendMessage="Shake" AudioPath="HYKB/1.mp3" Content="是不是为我的突然说话感到意外?"></Speak>
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<Speak CharacterID="1" SendMessage="Shake" Content="AudioPath属性是我的语音路径哦~"></Speak>
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 51e3870ab034be1478e60053fd20b7ee
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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