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Co-authored-by: gemini-code-assist[bot] <176961590+gemini-code-assist[bot]@users.noreply.github.com>
fix: set logo background opaque when fade in
feat: preload template style files
feat: add ebg fading
feat: support conditional logic for string in -when command
Co-authored-by: gemini-code-assist[bot] <176961590+gemini-code-assist[bot]@users.noreply.github.com>
fix: 修复 changeBg 与 changeFigure 的 exit 设置不能正常生效的问题
Co-authored-by: gemini-code-assist[bot] <176961590+gemini-code-assist[bot]@users.noreply.github.com>
fix: resume alpha filter
fix: init config data when clear all data
fix: sentence save end-of-line comment
feat: preserve inline comment in ISentence
fix: failed to modify source transform
feat: add blend mode argument
fix: update appreciation data properly
fix: ensure live2d blink focus in state is full
fix: voice volume #843
fix: vocal mouth animation
fix: timeline animation error
fix: keep animation error
fix: 修复 exitDuration 未正常生效的问题(close #852)
…riable change: rename to Line_height
Fix extra UI overflow
Summary of ChangesHello @MakinoharaShoko, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed! This pull request significantly upgrades the WebGAL engine by expanding its script parsing capabilities to include inline comments, introducing a dynamic and event-driven system for UI style management, and enhancing the PixiJS rendering pipeline with blend mode support and refined animation controls. It also improves the robustness of variable evaluation, ensures better persistence for game configuration and unlocked content, and implements a more visually appealing background transition mechanism. Highlights
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Code Review
This pull request introduces a host of new features and improvements, including support for inline comments in scripts, blend modes for figures, and a more robust styling system. The background transitions are now smoother with a cross-fade effect, and the animation system has been enhanced. Several bugs have also been fixed, and the codebase has been refactored for better performance and maintainability. My review includes a couple of suggestions to improve error handling and ensure backward compatibility.
| if (name !== '') { | ||
| webgalStore.dispatch(unlockBgmInUserData({ name, url, series })); | ||
| const userDataState = webgalStore.getState().userData; | ||
| localforage.setItem(WebGAL.gameKey, userDataState).then(() => {}); |
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Saving user data is a critical operation, but the promise returned by localforage.setItem is not being handled for potential failures. If an error occurs during the save (e.g., storage is full or unavailable), it will be silently ignored. It's recommended to add a .catch() block to handle and log any potential errors.
| localforage.setItem(WebGAL.gameKey, userDataState).then(() => {}); | |
| localforage.setItem(WebGAL.gameKey, userDataState).catch(err => logger.error('Failed to save user data:', err)); |
| if (unlockName !== '') { | ||
| dispatch(unlockCgInUserData({ name: unlockName, url, series })); | ||
| const userDataState = webgalStore.getState().userData; | ||
| localforage.setItem(WebGAL.gameKey, userDataState).then(() => {}); |
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Similar to the other file, saving user data here is a fire-and-forget operation. If localforage.setItem fails, the error will be swallowed. It's best practice to handle potential errors from storage operations.
| localforage.setItem(WebGAL.gameKey, userDataState).then(() => {}); | |
| localforage.setItem(WebGAL.gameKey, userDataState).catch(err => logger.error('Failed to save user data:', err)); |
| const userDataState = useSelector((state: RootState) => state.userData); | ||
| const lineHeightValue = textSizeState === textSize.medium ? 2.2 : 2; | ||
| const textLineHeight = userDataState.globalGameVar.LineHeight; | ||
| const textLineHeight = userDataState.globalGameVar.Line_height; |
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The global variable for text line height has been renamed from LineHeight to Line_height. This is a breaking change for existing projects that might have LineHeight defined in their config.txt. To maintain backward compatibility, you could consider supporting both names.
| const textLineHeight = userDataState.globalGameVar.Line_height; | |
| const textLineHeight = userDataState.globalGameVar.Line_height ?? userDataState.globalGameVar.LineHeight; |
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