add new Image Emoji
@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
|
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guid: 3011939e4e9c0ce4e83bc03a748fcf96
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
|
||||
guid: b434da58bb8623f439f5cbf37342f155
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,32 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BrewMonster.Scripts.Chat.EmotionData
|
||||
{
|
||||
/// <summary>
|
||||
/// Một dòng định nghĩa emotion trong Emotions{N}.txt (port từ AUITEXTAREA_EMOTION).
|
||||
/// One emotion definition line from Emotions{N}.txt (ported from AUITEXTAREA_EMOTION).
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class EmotionEntryData
|
||||
{
|
||||
[Tooltip("Chỉ số ô bắt đầu trong lưới cell (nStartPos) — Starting cell index in the atlas grid.")]
|
||||
public int StartPos;
|
||||
|
||||
[Tooltip("Số frame animation (nNumFrames), tối đa 20 như C++.")]
|
||||
public int NumFrames;
|
||||
|
||||
[Tooltip("Tooltip / hint text từ file txt.")]
|
||||
public string Hint = "";
|
||||
|
||||
/// <summary>
|
||||
/// Thời điểm tick cho từng frame (nFrameTick[i]), độ dài = NumFrames.
|
||||
/// </summary>
|
||||
public int[] FrameTicks = Array.Empty<int>();
|
||||
|
||||
/// <summary>
|
||||
/// Sprite đã cắt cho từng frame (gán bởi tool), độ dài = NumFrames khi đã convert.
|
||||
/// </summary>
|
||||
public Sprite[] FrameSprites = Array.Empty<Sprite>();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a0e42b4b83e3a6f40a2a7737f584fdc6
|
||||
@@ -0,0 +1,44 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BrewMonster.Scripts.Chat.EmotionData
|
||||
{
|
||||
/// <summary>
|
||||
/// Snapshot một bộ Emotions{N} (dùng embed trong EmotionLibrarySO hoặc copy sang EmotionSetDataSO).
|
||||
/// One Emotions{N} snapshot (embedded in EmotionLibrarySO or copied to EmotionSetDataSO).
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class EmotionSetSnapshot
|
||||
{
|
||||
public int EmotionSetIndex;
|
||||
public int CellWidth = 32;
|
||||
public int CellHeight = 32;
|
||||
public Texture2D SourceAtlas;
|
||||
public string SourceTxtAssetPath = "";
|
||||
public List<EmotionEntryData> Entries = new List<EmotionEntryData>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Một ScriptableObject chứa nhiều bộ emotion (vd. emotions0–emotions7).
|
||||
/// Single SO holding multiple emotion sets (e.g. all 8 atlases).
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "EmotionLibrary", menuName = "Perfect World/Chat/Emotion Library (All Sets)", order = 1)]
|
||||
public class EmotionLibrarySO : ScriptableObject
|
||||
{
|
||||
[Tooltip("Danh sách các bộ theo EmotionSetIndex (0,1,2,…).")]
|
||||
public List<EmotionSetSnapshot> Sets = new List<EmotionSetSnapshot>();
|
||||
|
||||
public EmotionSetSnapshot GetSetOrNull(int emotionSetIndex)
|
||||
{
|
||||
if (Sets == null) return null;
|
||||
foreach (var s in Sets)
|
||||
{
|
||||
if (s != null && s.EmotionSetIndex == emotionSetIndex)
|
||||
return s;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3805edc4ea793a54eabafdd3e7e48581
|
||||
@@ -0,0 +1,46 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BrewMonster.Scripts.Chat.EmotionData
|
||||
{
|
||||
/// <summary>
|
||||
/// Dữ liệu một bộ emotion (tương ứng Emotions{N}.dds + Emotions{N}.txt).
|
||||
/// Data for one emotion group (matches Emotions{N}.dds + Emotions{N}.txt).
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "EmotionSetData", menuName = "Perfect World/Chat/Emotion Set Data", order = 0)]
|
||||
public class EmotionSetDataSO : ScriptableObject
|
||||
{
|
||||
[Tooltip("N trong Emotions{N} (0..31 như AUIMANAGER_MAX_EMOTIONGROUPS).")]
|
||||
public int EmotionSetIndex;
|
||||
|
||||
[Tooltip("Kích thước ô lưới giống C++ (mặc định 32x32).")]
|
||||
public int CellWidth = 32;
|
||||
|
||||
[Tooltip("Kích thước ô lưới giống C++ (mặc định 32x32).")]
|
||||
public int CellHeight = 32;
|
||||
|
||||
[Tooltip("Texture nguồn (atlas PNG/DDS import) dùng khi convert.")]
|
||||
public Texture2D SourceAtlas;
|
||||
|
||||
[Tooltip("Đường dẫn asset của file txt nguồn (optional, để trace).")]
|
||||
public string SourceTxtAssetPath;
|
||||
|
||||
public List<EmotionEntryData> Entries = new List<EmotionEntryData>();
|
||||
|
||||
/// <summary>
|
||||
/// Số ô theo chiều ngang trong atlas (texture width / CellWidth).
|
||||
/// </summary>
|
||||
public int GridCellsX => SourceAtlas != null && CellWidth > 0
|
||||
? SourceAtlas.width / CellWidth
|
||||
: 0;
|
||||
|
||||
/// <summary>
|
||||
/// Số ô theo chiều dọc.
|
||||
/// </summary>
|
||||
public int GridCellsY => SourceAtlas != null && CellHeight > 0
|
||||
? SourceAtlas.height / CellHeight
|
||||
: 0;
|
||||
|
||||
public int TotalCells => GridCellsX * GridCellsY;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2143882ad81a4ac4ea7e23512f481104
|
||||
@@ -0,0 +1,147 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Text;
|
||||
|
||||
namespace BrewMonster.Scripts.Chat.EmotionData
|
||||
{
|
||||
/// <summary>
|
||||
/// Parser token giống thứ tự đọc trong AUIManager.cpp (Emotions{N}.txt).
|
||||
/// Token order matches AUIManager.cpp when loading Emotions{N}.txt.
|
||||
/// </summary>
|
||||
public static class EmotionTxtParser
|
||||
{
|
||||
public const int MaxFrames = 20; // AUITEXTAREA_EMOTHION_MAXFRAME
|
||||
|
||||
public readonly struct ParseResult
|
||||
{
|
||||
public readonly List<EmotionEntryData> Entries;
|
||||
public readonly string ErrorMessage;
|
||||
|
||||
public bool Success => string.IsNullOrEmpty(ErrorMessage);
|
||||
|
||||
public ParseResult(List<EmotionEntryData> entries, string error)
|
||||
{
|
||||
Entries = entries;
|
||||
ErrorMessage = error ?? "";
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Đọc toàn bộ nội dung file txt; token tách bằng whitespace (giống GetNextToken cơ bản).
|
||||
/// Reads full txt; tokens split by whitespace (basic GetNextToken behavior).
|
||||
/// </summary>
|
||||
public static ParseResult Parse(string text)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(text))
|
||||
return new ParseResult(new List<EmotionEntryData>(), "Empty text.");
|
||||
|
||||
var tokens = Tokenize(text);
|
||||
var entries = new List<EmotionEntryData>();
|
||||
int t = 0;
|
||||
|
||||
while (t < tokens.Count)
|
||||
{
|
||||
if (!TryParseInt(tokens[t], out int startPos))
|
||||
return new ParseResult(null, $"Invalid nStartPos at token index {t}: '{tokens[t]}'");
|
||||
|
||||
t++;
|
||||
if (t >= tokens.Count)
|
||||
return new ParseResult(null, "Unexpected EOF after nStartPos.");
|
||||
|
||||
if (!TryParseInt(tokens[t], out int numFramesRaw))
|
||||
return new ParseResult(null, $"Invalid nNumFrames at token index {t}.");
|
||||
|
||||
int numFrames = Math.Min(Math.Max(0, numFramesRaw), MaxFrames);
|
||||
t++;
|
||||
|
||||
if (t >= tokens.Count)
|
||||
return new ParseResult(null, "Unexpected EOF after nNumFrames (missing hint).");
|
||||
|
||||
string hint = tokens[t];
|
||||
t++;
|
||||
|
||||
var frameTicks = new int[numFrames];
|
||||
for (int i = 0; i < numFrames; i++)
|
||||
{
|
||||
if (t >= tokens.Count)
|
||||
return new ParseResult(null,
|
||||
$"Unexpected EOF: need {numFrames} frame tick values for entry starting at StartPos={startPos}.");
|
||||
|
||||
if (!TryParseInt(tokens[t], out frameTicks[i]))
|
||||
return new ParseResult(null, $"Invalid nFrameTick[{i}] at token index {t}.");
|
||||
|
||||
t++;
|
||||
}
|
||||
|
||||
entries.Add(new EmotionEntryData
|
||||
{
|
||||
StartPos = startPos,
|
||||
NumFrames = numFrames,
|
||||
Hint = hint,
|
||||
FrameTicks = frameTicks
|
||||
});
|
||||
}
|
||||
|
||||
return new ParseResult(entries, null);
|
||||
}
|
||||
|
||||
private static bool TryParseInt(string s, out int v)
|
||||
{
|
||||
return int.TryParse(s, NumberStyles.Integer, CultureInfo.InvariantCulture, out v);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tách token: khoảng trắng; hỗ trợ chuỗi trong dấu ngoặc kép cho hint nếu sau này cần.
|
||||
/// </summary>
|
||||
private static List<string> Tokenize(string text)
|
||||
{
|
||||
var list = new List<string>();
|
||||
var sb = new StringBuilder();
|
||||
bool inQuotes = false;
|
||||
|
||||
for (int i = 0; i < text.Length; i++)
|
||||
{
|
||||
char c = text[i];
|
||||
|
||||
if (inQuotes)
|
||||
{
|
||||
if (c == '"')
|
||||
inQuotes = false;
|
||||
else
|
||||
sb.Append(c);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (c == '"')
|
||||
{
|
||||
if (sb.Length > 0)
|
||||
{
|
||||
list.Add(sb.ToString());
|
||||
sb.Clear();
|
||||
}
|
||||
|
||||
inQuotes = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (char.IsWhiteSpace(c))
|
||||
{
|
||||
if (sb.Length > 0)
|
||||
{
|
||||
list.Add(sb.ToString());
|
||||
sb.Clear();
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
sb.Append(c);
|
||||
}
|
||||
|
||||
if (sb.Length > 0)
|
||||
list.Add(sb.ToString());
|
||||
|
||||
return list;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 656924d32be0e3c469b409078941188e
|
||||
@@ -0,0 +1,29 @@
|
||||
/// <summary>
|
||||
/// Stub实现 — 在没有真实TMP_SpriteAsset(emotion atlas)时使用的占位映射。
|
||||
/// Stub implementation used when no real TMP_SpriteAsset (emotion atlas) is available yet.
|
||||
///
|
||||
/// 当准备好atlas后,创建一个新的IEmotionSpriteMap实现,替换掉这个stub。
|
||||
/// When atlas is ready, create a real IEmotionSpriteMap implementation and swap it in
|
||||
/// EC_GameUIMan._spriteMap.
|
||||
/// </summary>
|
||||
public class StubEmotionSpriteMap : IEmotionSpriteMap
|
||||
{
|
||||
private const int EMOTIONS_PER_SET = 50;
|
||||
private const int FRAMES_PER_EMOTION = 4;
|
||||
private const int DEFAULT_FPS = 10;
|
||||
|
||||
public bool TryGetSprite(int emotionSet, int emotionIndex, out EmotionSpriteInfo info)
|
||||
{
|
||||
int startFrame = (emotionSet * EMOTIONS_PER_SET + emotionIndex) * FRAMES_PER_EMOTION;
|
||||
|
||||
info = new EmotionSpriteInfo
|
||||
{
|
||||
SpriteIndex = startFrame,
|
||||
IsAnimated = true,
|
||||
AnimEndFrame = startFrame + FRAMES_PER_EMOTION - 1,
|
||||
AnimFPS = DEFAULT_FPS
|
||||
};
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b0342124b298f0428adfc94c9d6d972
|
||||
@@ -448,6 +448,175 @@ namespace CSNetwork
|
||||
}
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
// =====================================================================
|
||||
// TMP Rich Text Converters — 将内部item格式转换为TextMeshPro标签
|
||||
// Pipeline: displayText + EditBoxItemsSet
|
||||
// → ConvertEmotionsToTMP (表情 → <sprite>)
|
||||
// → ConvertCoordsToTMP (坐标 → <link>)
|
||||
// → ConvertIvtrItemsToTMP (物品 → <link>)
|
||||
// → StripRemainingItemCodes(清理残留)
|
||||
// =====================================================================
|
||||
|
||||
/// <summary>
|
||||
/// [TMP] 将表情item替换为TMP sprite标签 — Replace emotion items with TMP animated sprite tags.
|
||||
/// Input: displayText từ UnmarshalEditBoxText (chứa PUA placeholder chars).
|
||||
/// Các item không phải Emotion được giữ nguyên cho converter tiếp theo xử lý.
|
||||
/// </summary>
|
||||
public static string ConvertEmotionsToTMP(string displayText, EditBoxItemsSet itemsSet, IEmotionSpriteMap spriteMap)
|
||||
{
|
||||
if (string.IsNullOrEmpty(displayText) || spriteMap == null)
|
||||
return displayText ?? "";
|
||||
|
||||
var sb = new StringBuilder(displayText.Length);
|
||||
|
||||
for (int i = 0; i < displayText.Length; i++)
|
||||
{
|
||||
char ch = displayText[i];
|
||||
|
||||
if (IsEditboxItemCode(ch))
|
||||
{
|
||||
var item = itemsSet.GetItemByChar(ch);
|
||||
if (item != null && item.GetType() == EditboxItemType.enumEIEmotion)
|
||||
{
|
||||
int nSet = 0, nIndex = 0;
|
||||
UnmarshalEmotionInfo(item.GetInfo(), ref nSet, ref nIndex);
|
||||
|
||||
if (spriteMap.TryGetSprite(nSet, nIndex, out var info))
|
||||
{
|
||||
if (info.IsAnimated)
|
||||
sb.AppendFormat("<sprite anim=\"{0},{1},{2}\">",
|
||||
info.SpriteIndex, info.AnimEndFrame, info.AnimFPS);
|
||||
else
|
||||
sb.AppendFormat("<sprite index={0}>", info.SpriteIndex);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.Append(ch);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.Append(ch);
|
||||
}
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// [TMP] 将坐标item替换为TMP可点击link标签 — Replace coord items with TMP link tags.
|
||||
/// Output: <link="coord:info"><color=#RRGGBB>name</color></link>
|
||||
/// </summary>
|
||||
public static string ConvertCoordsToTMP(string displayText, EditBoxItemsSet itemsSet)
|
||||
{
|
||||
if (string.IsNullOrEmpty(displayText))
|
||||
return displayText ?? "";
|
||||
|
||||
var sb = new StringBuilder(displayText.Length);
|
||||
|
||||
for (int i = 0; i < displayText.Length; i++)
|
||||
{
|
||||
char ch = displayText[i];
|
||||
|
||||
if (IsEditboxItemCode(ch))
|
||||
{
|
||||
var item = itemsSet.GetItemByChar(ch);
|
||||
if (item != null && item.GetType() == EditboxItemType.enumEICoord)
|
||||
{
|
||||
string colorHex = A3DColorToHex(item.GetColor());
|
||||
string name = item.GetName() ?? "";
|
||||
string info = item.GetInfo() ?? "";
|
||||
|
||||
sb.AppendFormat("<link=\"coord:{0}\"><color=#{1}>{2}</color></link>",
|
||||
info, colorHex, name);
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.Append(ch);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.Append(ch);
|
||||
}
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// [TMP] 将物品item替换为TMP可点击link标签 — Replace inventory item links with TMP link tags.
|
||||
/// Output: <link="item:info"><color=#RRGGBB><u>name</u></color></link>
|
||||
/// </summary>
|
||||
public static string ConvertIvtrItemsToTMP(string displayText, EditBoxItemsSet itemsSet)
|
||||
{
|
||||
if (string.IsNullOrEmpty(displayText))
|
||||
return displayText ?? "";
|
||||
|
||||
var sb = new StringBuilder(displayText.Length);
|
||||
|
||||
for (int i = 0; i < displayText.Length; i++)
|
||||
{
|
||||
char ch = displayText[i];
|
||||
|
||||
if (IsEditboxItemCode(ch))
|
||||
{
|
||||
var item = itemsSet.GetItemByChar(ch);
|
||||
if (item != null && item.GetType() == EditboxItemType.enumEIIvtrlItem)
|
||||
{
|
||||
string colorHex = A3DColorToHex(item.GetColor());
|
||||
string name = item.GetName() ?? "";
|
||||
string info = item.GetInfo() ?? "";
|
||||
|
||||
sb.AppendFormat("<link=\"item:{0}\"><color=#{1}><u>{2}</u></color></link>",
|
||||
info, colorHex, name);
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.Append(ch);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.Append(ch);
|
||||
}
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// [TMP] 移除剩余的PUA item code字符 — Safety net: strip any remaining PUA item codes
|
||||
/// not handled by the above converters (e.g. enumEIScriptItem, enumEIImage, custom types).
|
||||
/// </summary>
|
||||
public static string StripRemainingItemCodes(string displayText)
|
||||
{
|
||||
if (string.IsNullOrEmpty(displayText))
|
||||
return displayText ?? "";
|
||||
|
||||
var sb = new StringBuilder(displayText.Length);
|
||||
|
||||
for (int i = 0; i < displayText.Length; i++)
|
||||
{
|
||||
if (!IsEditboxItemCode(displayText[i]))
|
||||
sb.Append(displayText[i]);
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A3DCOLOR (uint, ARGB format) → "RRGGBB" hex string cho TMP color tag.
|
||||
/// </summary>
|
||||
public static string A3DColorToHex(uint color)
|
||||
{
|
||||
byte r = (byte)((color >> 16) & 0xFF);
|
||||
byte g = (byte)((color >> 8) & 0xFF);
|
||||
byte b = (byte)(color & 0xFF);
|
||||
return $"{r:X2}{g:X2}{b:X2}";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -932,3 +1101,53 @@ public class EditboxScriptItem
|
||||
return Data?.Length ?? 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 表情sprite信息 — Describes how one emotion maps to a TMP_SpriteAsset sprite (or animation).
|
||||
/// </summary>
|
||||
public struct EmotionSpriteInfo
|
||||
{
|
||||
/// <summary>TMP sprite index (frame đầu tiên nếu có animation).</summary>
|
||||
public int SpriteIndex;
|
||||
|
||||
/// <summary>True nếu emotion này là icon động (nhiều frame).</summary>
|
||||
public bool IsAnimated;
|
||||
|
||||
/// <summary>Index frame cuối (inclusive). Chỉ dùng khi IsAnimated = true.</summary>
|
||||
public int AnimEndFrame;
|
||||
|
||||
/// <summary>Frames per second. Chỉ dùng khi IsAnimated = true.</summary>
|
||||
public int AnimFPS;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interface ánh xạ (emotionSet, emotionIndex) → TMP sprite info.
|
||||
/// Implement interface này khi đã có TMP_SpriteAsset (atlas emotion icons).
|
||||
///
|
||||
/// Ví dụ sử dụng:
|
||||
/// <code>
|
||||
/// public class MyEmotionMap : IEmotionSpriteMap
|
||||
/// {
|
||||
/// public bool TryGetSprite(int set, int index, out EmotionSpriteInfo info)
|
||||
/// {
|
||||
/// int spriteStart = set * 30 + index * 4; // 30 emotions/set, 4 frames mỗi emotion
|
||||
/// info = new EmotionSpriteInfo
|
||||
/// {
|
||||
/// SpriteIndex = spriteStart,
|
||||
/// IsAnimated = true,
|
||||
/// AnimEndFrame = spriteStart + 3,
|
||||
/// AnimFPS = 10
|
||||
/// };
|
||||
/// return true;
|
||||
/// }
|
||||
/// }
|
||||
/// </code>
|
||||
/// </summary>
|
||||
public interface IEmotionSpriteMap
|
||||
{
|
||||
/// <summary>
|
||||
/// Tra bảng (emotionSet, emotionIndex) → EmotionSpriteInfo.
|
||||
/// Trả về false nếu không tìm thấy (emotion sẽ bị bỏ qua khi render).
|
||||
/// </summary>
|
||||
bool TryGetSprite(int emotionSet, int emotionIndex, out EmotionSpriteInfo info);
|
||||
}
|
||||
|
||||
@@ -33,6 +33,9 @@ namespace BrewMonster.UI
|
||||
|
||||
public CDlgMiniMap m_pDlgMiniMap;
|
||||
|
||||
// 表情Sprite映射 — Emotion sprite map for TMP rendering (swap with real impl when atlas is ready)
|
||||
private IEmotionSpriteMap _spriteMap = new StubEmotionSpriteMap();
|
||||
|
||||
// Layout/settings flags for GetUserLayout (saved to server)
|
||||
// 布局/设置标志,用于 GetUserLayout(保存到服务器)
|
||||
private bool m_bAutoReply;
|
||||
@@ -431,7 +434,8 @@ namespace BrewMonster.UI
|
||||
}
|
||||
|
||||
// C++: ACString strModified = FilterEmotionSet(pszMsg, cEmotion);
|
||||
string strModified = pszMsg;
|
||||
// 修正表情 — Correct emotion set for this channel
|
||||
string strModified = AUICommon.FilterEmotionSet(pszMsg, cEmotion);
|
||||
|
||||
// C++: 修正给GM的额外信息 (Fix extra info for GM)
|
||||
// (Skipped in Unity for now)
|
||||
@@ -474,6 +478,20 @@ namespace BrewMonster.UI
|
||||
CECUIManager.Instance.FilterBadWords(ref pszMsg);
|
||||
}
|
||||
|
||||
// TMP Conversion: 将内部item格式转换为TMP rich text标签
|
||||
// Unmarshal inline items (emotion/coord/ivtritem) and convert to TMP tags
|
||||
EditBoxItemsSet itemsSet = new EditBoxItemsSet();
|
||||
string displayText = AUICommon.UnmarshalEditBoxText(pszMsg, itemsSet);
|
||||
if (itemsSet.GetItemCount() > 0)
|
||||
{
|
||||
string tmpText = displayText;
|
||||
tmpText = AUICommon.ConvertEmotionsToTMP(tmpText, itemsSet, _spriteMap);
|
||||
tmpText = AUICommon.ConvertCoordsToTMP(tmpText, itemsSet);
|
||||
tmpText = AUICommon.ConvertIvtrItemsToTMP(tmpText, itemsSet);
|
||||
tmpText = AUICommon.StripRemainingItemCodes(tmpText);
|
||||
pszMsg = tmpText;
|
||||
}
|
||||
|
||||
// C++: Booth Message check (cChannel == GP_CHAT_WHISPER && pszMsg ends with "!#")
|
||||
// (Skipped)
|
||||
|
||||
|
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