Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite#55
47 lines
2.1 KiB
C#
47 lines
2.1 KiB
C#
namespace Data
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{
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/// <summary>
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/// 定义提示文本在游戏或应用中显示方式的类别。
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/// Defines categories for how prompt text is displayed in a game or application.
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/// </summary>
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public enum PromptDisplayCategory
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{
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/// <summary>
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/// 默认或未分类的显示方式。
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/// Default or uncategorized display method.
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/// </summary>
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Default = 0,
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/// <summary>
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/// 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。
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/// Displayed as a chat bubble above the player's currently focused entity (e.g., NPC, interactive object).
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/// </summary>
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FocusedEntityChatBubble,
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/// <summary>
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/// 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。
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/// Displayed as text above the player's currently focused entity (e.g., NPC, interactive object), typically for short status, names, or interaction prompts.
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/// </summary>
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FocusedEntityOverheadText,
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/// <summary>
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/// 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。
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/// Large text displayed in the center of the screen, typically for important announcements, titles, or narrative prompts that demand immediate player attention.
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/// </summary>
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ScreenCenterLargeText,
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/// <summary>
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/// 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。
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/// 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.
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/// </summary>
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PassiveHint,
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}
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public class MessageDef : Define
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{
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public PromptDisplayCategory type;
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public string text;
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public string color;
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}
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} |