/// <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); }
/// <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); }
/// <summary> /// 说话后回调 /// </summary> /// <param name="data"></param> public void Spak(ChapterFunctionTextDefine data) { _isBeingSpeak = false; Invoke("CloseDialogue", 3); }