Esempio n. 1
0
    /// <summary>
    /// 用&换行读章节功能文本表
    /// </summary>
    /// <param name="id"></param>
    /// <returns></returns>
    public static string ReadChapterFuncTable(int id)
    {
        ChapterFunctionTextDefine data = StaticData.configExcel.GetChapterFunctionTextByID(id);
        string str = "";

        switch (StaticData.linguisticType)
        {
        case LinguisticType.Simplified:
            str = data.SimplifiedChinese;
            break;

        case LinguisticType.Complex:
            str = data.TraditionalChinese;
            break;

        case LinguisticType.English:
            str = data.English;
            break;

        default:
            str = data.SimplifiedChinese;
            break;
        }
        str = string.Format(str, StaticData.playerInfoData.userInfo.Name);
        string strTwo = SetLineFeed(str);

        return(strTwo);
    }
Esempio n. 2
0
    /// <summary>
    /// 展示对话
    /// </summary>
    /// <param name="data"></param>
    public async void Show(ChapterFunctionTextDefine data)
    {
        await UniTask.WaitUntil(() => !_roleSpeakAeforeAwait);

        _showText.text = ChapterTool.GetChapterFunctionString(data.ID);

        _boxBgRect.gameObject.SetActive(true);
        RefreshGroup();
        await ChapterTool.ChangeUiScale(_boxBgRect, Vector3.one, 0.1f, 10);

        _roleSpeakRearTwoAction?.Invoke(_dialogueData._FunctionData);
    }
Esempio n. 3
0
 /// <summary>
 /// 说话后回调
 /// </summary>
 /// <param name="data"></param>
 public void Spak(ChapterFunctionTextDefine data)
 {
     _isBeingSpeak = false;
     Invoke("CloseDialogue", 3);
 }