同步
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace SLSUtilities.Narrative
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{
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[CreateAssetMenu(fileName = "Story Project Database", menuName = "SLSUtilities/Story System/Story Project Database")]
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public class StoryProjectDatabase : SerializedScriptableObject
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{
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// 巧妙利用 Odin 的嵌套分组语法:"父分组/子分组"
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// 这样就可以让 TitleGroup 作为父节点显示在最上方,而 BoxGroup 嵌套在其中,解决了 Title 被包裹在 Box 里的问题。
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[TitleGroup("全局剧情数据库", "集中管理所有剧情相关数据的注册中心", Alignment = TitleAlignments.Centered)]
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[ListDrawerSettings(ShowIndexLabels = true, ListElementLabelName = "nameKey")]
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[BoxGroup("全局剧情数据库/角色档案 (Characters)")]
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[LabelText("角色档案列表 (Character Profiles)")]
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public List<CharacterData> characters = new List<CharacterData>();
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[ListDrawerSettings(ShowIndexLabels = true)]
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[BoxGroup("全局剧情数据库/变量数据 (Variables)")]
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[LabelText("变量数据组 (Variable Groups)")]
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public List<VariableData> variables = new List<VariableData>();
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[ListDrawerSettings(ShowIndexLabels = true, ListElementLabelName = "keyword")]
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[BoxGroup("全局剧情数据库/已注册的资产 (Registered Assets)")]
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[LabelText("关键词词条 (Keywords)")]
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public List<KeywordData> keywords = new List<KeywordData>();
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[ListDrawerSettings(ShowIndexLabels = true, ListElementLabelName = "storyId")]
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[BoxGroup("全局剧情数据库/剧情入口 (Narrative Entries)")]
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[LabelText("剧情入口路由表 (Narrative Entries)")]
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public List<NarrativeEntry> narrativeEntries = new List<NarrativeEntry>();
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[TitleGroup("Yarn File Export Settings", "NPC 变量定义文件导出配置", Alignment = TitleAlignments.Centered)]
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[FolderPath]
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[Required("请指定 Yarn 文件的导出目标文件夹!")]
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[Tooltip("生成的 NPC_IDs.yarn 文件的保存目录(建议放在 Yarn 脚本文件夹下)")]
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public string exportFolder = "Assets/Story";
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[Button("生成 NPC_IDs.yarn (Generate)", ButtonSizes.Medium)]
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[GUIColor(0.2f, 0.8f, 0.4f)]
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public void GenerateNpcIdsYarnFile()
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{
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if (string.IsNullOrEmpty(exportFolder))
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{
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Debug.LogError("[StoryProjectDatabase] 导出失败:未指定有效的导出文件夹路径!");
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return;
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}
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if (characters == null || characters.Count == 0)
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{
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Debug.LogWarning("[StoryProjectDatabase] 角色列表为空,已取消生成。");
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return;
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}
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// 确保目标导出目录存在
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if (!System.IO.Directory.Exists(exportFolder))
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{
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try
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{
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System.IO.Directory.CreateDirectory(exportFolder);
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"[StoryProjectDatabase] 无法创建目标文件夹 '{exportFolder}': {ex.Message}");
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return;
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}
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}
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string filePath = System.IO.Path.Combine(exportFolder, "NPC_IDs.yarn");
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try
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{
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using (System.IO.StreamWriter writer = new System.IO.StreamWriter(filePath, false, System.Text.Encoding.UTF8))
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{
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writer.WriteLine("// ===========================================================================");
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writer.WriteLine("// 自动生成的 NPC 英文标准名 ID 变量定义文件。");
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writer.WriteLine("// 供 VS Code Yarn Spinner 插件进行命令变量补全(例如:输入 $NPC_ 触发提示)。");
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writer.WriteLine("// 警告:该文件为程序自动生成,请勿在此文件中手动编辑或添加内容。");
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writer.WriteLine("// ===========================================================================");
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writer.WriteLine();
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// 必须将 declare 声明置于有效的 Node 结构内,防止编译器在解析无 Node 的文件时抛出 Token 识别错误(token recognition error at: '<')
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writer.WriteLine("title: NPC_IDs");
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writer.WriteLine("---");
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foreach (var charData in characters)
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{
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if (charData == null || string.IsNullOrWhiteSpace(charData.nameKey)) continue;
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string trimmedId = charData.nameKey.Trim();
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// 生成格式如:<<declare $NPC_OldMan = "OldMan">>
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writer.WriteLine($"<<declare $NPC_{trimmedId} = \"{trimmedId}\">>");
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}
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writer.WriteLine("===");
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}
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#if UNITY_EDITOR
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// 刷新 AssetDatabase,让 Unity 编辑器立刻加载生成的 .yarn 资源
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UnityEditor.AssetDatabase.Refresh();
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#endif
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Debug.Log($"[StoryProjectDatabase] 成功生成/更新 NPC 声明文件: '{filePath}'");
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"[StoryProjectDatabase] 导出 NPC_IDs.yarn 失败: {ex.Message}");
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}
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}
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[Button("自动扫描并注册数据 (Auto-Scan Directory)", ButtonSizes.Large, Icon = SdfIconType.Search)]
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[GUIColor(0.4f, 0.8f, 1f)]
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[PropertyTooltip("自动在当前数据库所在的文件夹(及其子文件夹)中寻找所有的 CharacterData、VariableData、KeywordData 和 NarrativeEntry,并自动填入上方的列表中。")]
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public void AutoPopulate()
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{
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#if UNITY_EDITOR
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// 获取当前 Database 资产所在的目录路径
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string dbPath = AssetDatabase.GetAssetPath(this);
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if (string.IsNullOrEmpty(dbPath))
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{
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Debug.LogWarning("[StorySystem] 请先将数据库资产 (Database) 保存到项目目录中。");
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return;
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}
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string searchDirectory = System.IO.Path.GetDirectoryName(dbPath);
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// 搜索 CharacterData
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string[] charGuids = AssetDatabase.FindAssets($"t:{nameof(CharacterData)}", new[] { searchDirectory });
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characters.Clear();
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foreach (var guid in charGuids)
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{
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var assetPath = AssetDatabase.GUIDToAssetPath(guid);
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var charData = AssetDatabase.LoadAssetAtPath<CharacterData>(assetPath);
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if (charData != null && !characters.Contains(charData))
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characters.Add(charData);
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}
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// 搜索 VariableData
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string[] varGuids = AssetDatabase.FindAssets($"t:{nameof(VariableData)}", new[] { searchDirectory });
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variables.Clear();
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foreach (var guid in varGuids)
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{
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var assetPath = AssetDatabase.GUIDToAssetPath(guid);
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var varData = AssetDatabase.LoadAssetAtPath<VariableData>(assetPath);
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if (varData != null && !variables.Contains(varData))
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variables.Add(varData);
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}
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// 搜索 KeywordData
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string[] kwGuids = AssetDatabase.FindAssets($"t:{nameof(KeywordData)}", new[] { searchDirectory });
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keywords.Clear();
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foreach (var guid in kwGuids)
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{
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var assetPath = AssetDatabase.GUIDToAssetPath(guid);
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var kwData = AssetDatabase.LoadAssetAtPath<KeywordData>(assetPath);
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if (kwData != null && !keywords.Contains(kwData))
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keywords.Add(kwData);
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}
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// 搜索 NarrativeEntry
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string[] entryGuids = AssetDatabase.FindAssets($"t:{nameof(NarrativeEntry)}", new[] { searchDirectory });
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narrativeEntries.Clear();
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foreach (var guid in entryGuids)
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{
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var assetPath = AssetDatabase.GUIDToAssetPath(guid);
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var entryData = AssetDatabase.LoadAssetAtPath<NarrativeEntry>(assetPath);
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if (entryData != null && !narrativeEntries.Contains(entryData))
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narrativeEntries.Add(entryData);
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}
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EditorUtility.SetDirty(this);
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AssetDatabase.SaveAssets();
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Debug.Log($"[StorySystem] 自动扫描完成!共注册了 {characters.Count} 个角色档案、{variables.Count} 个变量数据组、{keywords.Count} 个关键词词条 和 {narrativeEntries.Count} 个剧情入口路由表。");
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#else
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Debug.LogWarning("自动扫描 (AutoPopulate) 只能在 Unity 编辑器环境下运行。");
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#endif
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}
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}
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}
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