修复了一定的拼写错误

This commit is contained in:
张子健
2024-01-03 22:27:07 +08:00
parent bbe3aac169
commit a007385a5b
6 changed files with 28 additions and 11 deletions

View File

@@ -245,7 +245,7 @@ namespace ScenesScripts.GalPlot
foreach (var ClildItem in PlotData.NowPlotDataNode.Elements())
{
if (ClildItem.Name.ToString() == "Choice")
PlotData.ChoiceText.Add(new Struct_Choice { Title = ClildItem.Value, JumpID = ClildItem.Attribute("JumpID").Value };);
PlotData.ChoiceText.Add(new Struct_Choice { Title = ClildItem.Value, JumpID = ClildItem.Attribute("JumpID").Value });
}
Gal_Text.StartTextContent(PlotData.NowPlotDataNode.Attribute("Content").Value, _nodeinfo.Name, _nodeinfo.Affiliation, () =>

View File

@@ -133,7 +133,6 @@ namespace ScenesScripts.GalPlot
{
CharacterImg.DOFade(1, 0.7f);
}
}
/// <summary>
/// 设置image的位置到屏幕之外
@@ -149,7 +148,6 @@ namespace ScenesScripts.GalPlot
this.gameObject.GetComponent<RectTransform>().anchoredPosition = new Vector2((-MainCanvas.GetComponent<RectTransform>().sizeDelta.x / 2) - (ImageGameObject.gameObject.GetComponent<Image>().sprite.texture.width / 2), ImageGameObject.anchoredPosition.y);
break;
case 1:
this.gameObject.GetComponent<RectTransform>().anchoredPosition = new Vector2((MainCanvas.GetComponent<RectTransform>().sizeDelta.x / 2) + (ImageGameObject.gameObject.GetComponent<Image>().sprite.texture.width / 2), ImageGameObject.anchoredPosition.y);
break;
case 0:

View File

@@ -7,8 +7,8 @@ namespace ScenesScripts.GalPlot
{
public class GalManager_Text : MonoBehaviour
{
public const float DefalutSpeed = 0.045f;
public const float FastSpeend = 0.02f;
public const float DefaultSpeed = 0.045f;
public const float FastSpeed = 0.02f;
/// <summary>
/// 当前是否剧情加速
/// </summary>
@@ -81,7 +81,7 @@ namespace ScenesScripts.GalPlot
public Tweener StartTextContent (string TextContent, string CharacterName, string CharacterIdentity, UnityAction CallBack = null)
{
//100 60 40
void Alwayls ()
void Always_Temp ()
{
SetText_CharacterName(CharacterName, CharacterIdentity);
@@ -94,15 +94,15 @@ namespace ScenesScripts.GalPlot
IsSpeak = false;
TextAnimateEvemt.Kill();
Button_Next.SetActive(true);
Alwayls();
Always_Temp();
return TextAnimateEvemt;
}
else if (IsSpeak) return TextAnimateEvemt;
IsSpeak = true;
SetText_Content(string.Empty);//先清空内容
Button_Next.SetActive(false);
Alwayls();
TextAnimateEvemt = Text_TextContent.DOText(TextContent, TextContent.Length * (IsFastMode ? FastSpeend : DefalutSpeed)).SetEase(Ease.Linear).OnComplete(() =>
Always_Temp();
TextAnimateEvemt = Text_TextContent.DOText(TextContent, TextContent.Length * (IsFastMode ? FastSpeed : DefaultSpeed)).SetEase(Ease.Linear).OnComplete(() =>
{
IsSpeak = false;

View File

@@ -7,3 +7,12 @@ Portrait-Normall=1.png
Portrait-Photo=2.png
Portrait-Sing=3.png
Portrait-Grace=4.png
[C2]
Name=测试角色
Age=1
ResourcesPath=TestCharacter
Department=D1
Portrait-Normall=1.png
Portrait-Photo=2.png
Portrait-Sing=3.png
Portrait-Grace=4.png

View File

@@ -16,9 +16,11 @@
<ExitGame></ExitGame>
</BranchPlotNode>
</BranchPlot>
<!--以下才属于正式剧情-->
<MainPlot>
<!-- 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 -->
<AddCharacter CharacterID="1" From="C1" SendMessage="Outside-ToLeft"></AddCharacter>
<AddCharacter CharacterID="1" From="C1" SendMessage="Outside-ToLef"></AddCharacter>
<!--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-->
<Speak CharacterID="1" Content="你好啊!!! 我是不是从左侧进入的?"></Speak>
<!--分支剧情,这句话结束后会自动弹出选项-->
@@ -29,7 +31,7 @@
</Speak>
<!--分支剧情结束后自动继续游戏-->
<ChangeBackImg Path="D:\UserData\图片\壁纸\5552152969857735952.png"></ChangeBackImg>
<Speak CharacterID="1" Content="接下来我们继续" SendMessage="ToCenter"></Speak>
<Speak CharacterID="1" Content="接下来我们继续" SendMessage="Shake-Y-Once"></Speak>
<!--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-->
<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>
<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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