#============================================================================== # ■ Window_Message #------------------------------------------------------------------------------ # 显示文章的信息窗口。 #============================================================================== class Window_Message < Window_Selectable #-------------------------------------------------------------------------- # ● 初始化状态 #-------------------------------------------------------------------------- def initialize super(80, 304, 480, 160) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.z = 9998 @fade_in = false @fade_out = false @contents_showing = false @cursor_width = 0 self.active = false self.index = -1 end #-------------------------------------------------------------------------- # ● 释放 #-------------------------------------------------------------------------- def dispose terminate_message $game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end super end #-------------------------------------------------------------------------- # ● 处理信息结束 #-------------------------------------------------------------------------- def terminate_message self.active = false self.pause = false self.index = -1 self.contents.clear # 清除显示中标志 @contents_showing = false # 呼叫信息调用 if $game_temp.message_proc != nil $game_temp.message_proc.call end # 清除文章、选择项、输入数值的相关变量 $game_temp.message_text = nil $game_temp.message_proc = nil $game_temp.choice_start = 99 $game_temp.choice_max = 0 $game_temp.choice_cancel_type = 0 $game_temp.choice_proc = nil $game_temp.num_input_start = 99 $game_temp.num_input_variable_id = 0 $game_temp.num_input_digits_max = 0 # 开放金钱窗口 if @gold_window != nil @gold_window.dispose @gold_window = nil end end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color x = y = 0 @cursor_width = 0 # 到选择项的下一行字 if $game_temp.choice_start == 0 x = 8 end # 有等待显示的文字的情况下 if $game_temp.message_text != nil text = $game_temp.message_text # 限制文字处理 begin last_text = text.clone text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] } end until text == last_text text.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" end # 为了方便、将 "\\\\" 变换为 "\000" text.gsub!(/\\\\/) { "\000" } # "\\C" 变为 "\001" 、"\\G" 变为 "\002" text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } text.gsub!(/\\[Gg]/) { "\002" } #这里是我增加的: text.gsub!(/\\[Tt]\.\w+/) { eval("$game_temp." + $1 +"to_s") } # c 获取 1 个字 (如果不能取得文字就循环) while ((c = text.slice!(/./m)) != nil) # \\ 的情况下 if c == "\000" # 还原为本来的文字 c = "\\" end # \C[n] 的情况下 if c == "\001" # 更改文字色 text.sub!(/\[([0-9]+)\]/, "") color = $1.to_i if color >= 0 and color <= 7 self.contents.font.color = text_color(color) end # 下面的文字 next end # \G 的情况下 if c == "\002" # 生成金钱窗口 if @gold_window == nil @gold_window = Window_Gold.new @gold_window.x = 560 - @gold_window.width if $game_temp.in_battle @gold_window.y = 192 else @gold_window.y = self.y >= 128 ? 32 : 384 end @gold_window.opacity = self.opacity @gold_window.back_opacity = self.back_opacity end # 下面的文字 next end # 另起一行文字的情况下 if c == "\n" # 刷新选择项及光标的高 if y >= $game_temp.choice_start @cursor_width = [@cursor_width, x].max end # y 加 1 y += 1 x = 0 # 移动到选择项的下一行 if y >= $game_temp.choice_start x = 8 end # 下面的文字 next end # 描绘文字 self.contents.draw_text(4 + x, 32 * y, 40, 32, c) # x 为要描绘文字的加法运算 x += self.contents.text_size(c).width end end # 选择项的情况 if $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 end # 输入数值的情况 if $game_temp.num_input_variable_id > 0 digits_max = $game_temp.num_input_digits_max number = $game_variables[$game_temp.num_input_variable_id] @input_number_window = Window_InputNumber.new(digits_max) @input_number_window.number = number @input_number_window.x = self.x + 8 @input_number_window.y = self.y + $game_temp.num_input_start * 32 end end #-------------------------------------------------------------------------- # ● 设置窗口位置与不透明度 #-------------------------------------------------------------------------- def reset_window if $game_temp.in_battle self.y = 16 else case $game_system.message_position when 0 # 上 self.y = 16 when 1 # 中 self.y = 160 when 2 # 下 self.y = 304 end end if $game_system.message_frame == 0 self.opacity = 255 else self.opacity = 0 end self.back_opacity = 160 end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update super # 渐变的情况下 if @fade_in self.contents_opacity += 24 if @input_number_window != nil @input_number_window.contents_opacity += 24 end if self.contents_opacity == 255 @fade_in = false end return end # 输入数值的情况下 if @input_number_window != nil @input_number_window.update # 确定 if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_variables[$game_temp.num_input_variable_id] = @input_number_window.number $game_map.need_refresh = true # 释放输入数值窗口 @input_number_window.dispose @input_number_window = nil terminate_message end return end # 显示信息中的情况下 if @contents_showing # 如果不是在显示选择项中就显示暂停标志 if $game_temp.choice_max == 0 self.pause = true end # 取消 if Input.trigger?(Input::B) if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0 $game_system.se_play($data_system.cancel_se) $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1) terminate_message end end # 确定 if Input.trigger?(Input::C) if $game_temp.choice_max > 0 $game_system.se_play($data_system.decision_se) $game_temp.choice_proc.call(self.index) end terminate_message end return end # 在渐变以外的状态下有等待显示的信息与选择项的场合 if @fade_out == false and $game_temp.message_text != nil @contents_showing = true $game_temp.message_window_showing = true reset_window refresh Graphics.frame_reset self.visible = true self.contents_opacity = 0 if @input_number_window != nil @input_number_window.contents_opacity = 0 end @fade_in = true return end # 没有可以显示的信息、但是窗口为可见的情况下 if self.visible @fade_out = true self.opacity -= 48 if self.opacity == 0 self.visible = false @fade_out = false $game_temp.message_window_showing = false end return end end #-------------------------------------------------------------------------- # ● 刷新光标矩形 #-------------------------------------------------------------------------- def update_cursor_rect if @index >= 0 n = $game_temp.choice_start + @index self.cursor_rect.set(8, n * 32, @cursor_width, 32) else self.cursor_rect.empty end end end
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选择项显示$game_temp
我为鱼肉 发表于 2022-10-2 23:38
尝试 \\t 。
text.gsub!(/\\[Tt].(\w+)/) { eval("$game_temp."+$1) }
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