namespace Data { /// /// 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. /// public enum PromptDisplayCategory { /// /// 默认或未分类的显示方式。 /// Default or uncategorized display method. /// Default = 0, /// /// 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). /// FocusedEntityChatBubble, /// /// 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. /// FocusedEntityOverheadText, /// /// 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. /// ScreenCenterLargeText, /// /// 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. /// PassiveHint, } public class MessageDef : Define { public PromptDisplayCategory type; public string text; public string color; } }