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forked from RDTKEditor/RDTKEditor
添加对 Core 的直接引用
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using Newtonsoft.Json;
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using RhythmBase.Components.RichText;
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namespace RhythmBase.Events
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{
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/// <summary>
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/// Represents an event to show a dialogue in the game.
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/// </summary>
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public class ShowDialogue : BaseEvent
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{
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private RDDialogueExchange dialogueList = [];
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private string text = "";
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/// <summary>
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/// Initializes a new instance of the <see cref="ShowDialogue"/> class.
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/// </summary>
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public ShowDialogue()
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{
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Speed = 1;
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Type = EventType.ShowDialogue;
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Tab = Tabs.Actions;
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}
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/// <summary>
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/// Gets or sets the text of the dialogue.
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/// </summary>
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public string Text
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{
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get => text; set
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{
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text = value;
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dialogueList = RDDialogueExchange.Deserialize(value);
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}
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}
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/// <summary>
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/// Gets or sets the dialogue list. When set, the Text property is updated with the serialized value of the dialogue list.
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/// </summary>
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/// <value>The dialogue list.</value>
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[JsonIgnore]
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public RDDialogueExchange DialogueList
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{
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get => dialogueList; set
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{
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dialogueList = value;
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text = dialogueList.Serialize();
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}
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}
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/// <summary>
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/// Gets or sets the side of the panel where the dialogue will be shown.
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/// </summary>
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public Sides PanelSide { get; set; }
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/// <summary>
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/// Gets or sets the side of the portrait in the dialogue.
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/// </summary>
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public PortraitSides PortraitSide { get; set; }
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/// <summary>
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/// Gets or sets the speed of the dialogue display.
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/// </summary>
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public int Speed { get; set; }
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/// <summary>
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/// Gets or sets a value indicating whether text sounds should be played.
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/// </summary>
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public bool PlayTextSounds { get; set; }
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/// <summary>
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/// Gets the type of the event.
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/// </summary>
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public override EventType Type { get; }
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/// <summary>
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/// Gets the tab where the event is categorized.
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/// </summary>
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public override Tabs Tab { get; }
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/// <summary>
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/// Returns a string that represents the current object.
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/// </summary>
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/// <returns>A string that represents the current object.</returns>
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public override string ToString() => base.ToString() + string.Format(" {0}", Text);
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/// <summary>
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/// Specifies the sides where the dialogue panel can be shown.
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/// </summary>
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public enum Sides
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{
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/// <summary>
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/// The bottom side.
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/// </summary>
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Bottom,
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/// <summary>
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/// The top side.
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/// </summary>
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Top
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}
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/// <summary>
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/// Specifies the sides where the portrait can be shown.
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/// </summary>
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public enum PortraitSides
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{
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/// <summary>
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/// The left side.
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/// </summary>
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Left,
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/// <summary>
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/// The right side.
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/// </summary>
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Right
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}
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}
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}
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