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Gen_Hack-and-Slash-Roguelit…/Client/Assets/Scripts/Data/MessageDef.cs

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namespace Data
{
/// <summary>
/// 定义提示文本在游戏或应用中显示方式的类别。
/// Defines categories for how prompt text is displayed in a game or application.
/// </summary>
public enum PromptDisplayCategory
{
/// <summary>
/// 默认或未分类的显示方式。
/// Default or uncategorized display method.
/// </summary>
Default = 0,
/// <summary>
/// 显示在玩家当前焦点实体例如NPC或交互物上方以聊天气泡的形式呈现。
/// Displayed as a chat bubble above the player's currently focused entity (e.g., NPC, interactive object).
/// </summary>
FocusedEntityChatBubble,
/// <summary>
/// 显示在玩家当前焦点实体例如NPC或交互物的头顶通常是简短的状态、名称或互动提示。
/// Displayed as text above the player's currently focused entity (e.g., NPC, interactive object), typically for short status, names, or interaction prompts.
/// </summary>
FocusedEntityOverheadText,
/// <summary>
/// 大型文本显示在屏幕中央,通常用于重要通知、标题或剧情提示,需要玩家立即注意。
/// Large text displayed in the center of the screen, typically for important announcements, titles, or narrative prompts that demand immediate player attention.
/// </summary>
ScreenCenterLargeText,
/// <summary>
/// 非焦点提示通常以不易干扰的方式如屏幕边缘、HUD小字或右下角浮动显示提供辅助信息、次要指引或环境提示。
/// Non-focused hint, typically displayed in a non-intrusive way (e.g., screen corner, small HUD text, or bottom-right floating message) to provide auxiliary information, minor guidance, or environmental cues.
/// </summary>
PassiveHint,
}
public class MessageDef : Define
{
public PromptDisplayCategory type;
public string text;
public string color;
}
}