StorySystem

This commit is contained in:
SoulliesOfficial
2026-07-07 01:28:27 -04:00
parent d031afd075
commit 7b7d069b84
105 changed files with 4852 additions and 2734 deletions

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using Ichni.Story.Dialogue;
using Ichni.UI;
using UnityEngine;
using UnityEngine.Events;
namespace Ichni.Story.UI
{
/// <summary>
/// 对话系统专用的 UI 页面容器。
/// 接管整个对话面板的淡入淡出及交互状态控制,
/// 将显示生命周期与对话流逻辑 (VNDialoguePresenter) 彻底解耦。
/// </summary>
public class DialogUIPage : UIPageBase
{
public static DialogUIPage instance;
[Header("立绘舞台")]
public VNPortraitStage portraitStage;
[Header("台词区")]
public TMPro.TextMeshProUGUI dialogueText;
public GameObject speakerContainer;
public TMPro.TextMeshProUGUI speakerText;
[Header("推进按钮")]
public UnityEngine.UI.Button advanceButton;
[Tooltip("点击后自动快进,直到遇到选项")]
public UnityEngine.UI.Button fastForwardButton;
[Header("选项区")]
public GameObject choiceFrame;
public ChoiceButton[] choiceButtons = new ChoiceButton[4];
[Header("动态组件")]
public DialogWheel dialogWheel;
protected override void Awake()
{
base.Awake();
if (instance == null)
{
instance = this;
}
else
{
Destroy(gameObject);
return;
}
// 默认启动时强制隐藏
if (mainCanvasGroup != null)
{
mainCanvasGroup.alpha = 0f;
mainCanvasGroup.interactable = false;
mainCanvasGroup.blocksRaycasts = false;
mainCanvasGroup.gameObject.SetActive(false);
}
}
public void PlayFadeIn(UnityAction onComplete = null)
{
FadeIn(0.2f, false, onComplete);
}
public void PlayFadeOut(UnityAction onComplete = null)
{
FadeOut(0.2f, false, onComplete);
}
}
}

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guid: 0e1e4a2c0a479784e839bdf448215e19

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using DG.Tweening;
using UnityEngine;
namespace Ichni.Story.UI
{
/// <summary>
/// 对话时常驻转动的齿轮/轮盘,以及伴随浮动的指针。
/// </summary>
public class DialogWheel : MonoBehaviour
{
[Header("轮盘旋转")]
[Tooltip("要旋转的 RectTransform。如果不填默认获取自身。")]
public RectTransform wheelRect;
[Tooltip("顺时针旋转一整圈360度所需的时间")]
public float rotationCycleDuration = 5f;
[Header("指针浮动")]
[Tooltip("常驻上下浮动的指针对象 (RectTransform)")]
public RectTransform pointerRect;
[Tooltip("指针单向浮动的距离(像素)")]
public float pointerFloatDistance = 5f;
[Tooltip("指针完成单向浮动所需的时间")]
public float pointerFloatDuration = 0.3f;
private Tween _rotateTween;
private Tween _pointerTween;
private float _pointerStartY;
private void Awake()
{
if (wheelRect == null) wheelRect = GetComponent<RectTransform>();
if (pointerRect != null)
{
_pointerStartY = pointerRect.anchoredPosition.y;
}
}
private void Start()
{
// 轮盘常驻匀速旋转
if (wheelRect != null && rotationCycleDuration > 0f)
{
// SetRelative(true) 保证无论当前角度是多少,都在其基础上转 -360 度
// LoopType.Restart 配合 Linear 缓动,实现无限丝滑旋转
_rotateTween = wheelRect.DORotate(new Vector3(0, 0, -360f), rotationCycleDuration, RotateMode.FastBeyond360)
.SetRelative(true)
.SetLoops(-1, LoopType.Restart)
.SetEase(Ease.Linear);
_rotateTween.Play();
}
// 指针常驻浮动,启动后永不停止
if (pointerRect != null)
{
_pointerTween = pointerRect.DOAnchorPosY(_pointerStartY + pointerFloatDistance, pointerFloatDuration)
.SetLoops(-1, LoopType.Yoyo)
.SetEase(Ease.InOutSine);
_pointerTween.Play();
}
}
private void OnDestroy()
{
_rotateTween?.Kill();
_pointerTween?.Kill();
}
}
}

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using System.Collections.Generic;
using Ichni.Menu.UI;
using Ichni.UI;
using UnityEngine;
namespace Ichni.Story.UI
{
/// <summary>
/// 用于在剧情系统中管理并顺序展示 MessageBox 的独立 UI 页面。
/// 支持动态实例化给定的 MessageBox Prefab并在所有消息展示完毕后进行大页面的 FadeOut。
/// </summary>
public class StoryMessageBoxUIPage : UIPageBase
{
public static StoryMessageBoxUIPage instance;
[Header("Prefabs & Containers")]
[Tooltip("默认使用的 MessageBox 预制体(请从 Project 中拖拽,而非场景中的实例)")]
public MessageBox defaultMessageBoxPrefab;
[Tooltip("生成的 MessageBox 挂载在哪?如果不填,默认挂载在自己身上")]
public Transform messageContainer;
// 用于排队的内部消息数据结构
private struct PendingMessage
{
public string title;
public string content;
public MessageBox customPrefab; // 支持未来传入不同种类的 Prefab
}
private Queue<PendingMessage> _messageQueue = new Queue<PendingMessage>();
private MessageBox _currentActiveBox;
private bool _isPageActive = false;
protected override void Awake()
{
base.Awake();
if (instance == null)
{
instance = this;
}
else
{
Debug.LogWarning("[StoryMessageBoxUIPage] 场景中存在多个实例,正在销毁多余的实例。");
Destroy(gameObject);
return;
}
if (messageContainer == null)
{
messageContainer = this.transform;
}
}
/// <summary>
/// 将歌曲解锁提示加入弹窗队列。
/// </summary>
public void ShowUnlockMessage(string songUnlockKey)
{
string title = "New Song Unlocked!";
string content = $"You have unlocked the song: {songUnlockKey}!";
EnqueueMessage(title, content, defaultMessageBoxPrefab);
}
/// <summary>
/// 将自定义文本提示加入弹窗队列。
/// </summary>
public void ShowCustomMessage(string title, string content)
{
EnqueueMessage(title, content, defaultMessageBoxPrefab);
}
/// <summary>
/// 将指定消息入队。如果是空闲状态,则唤醒大页面并开始处理队列。
/// </summary>
private void EnqueueMessage(string title, string content, MessageBox prefab)
{
if (prefab == null)
{
Debug.LogError("[StoryMessageBoxUIPage] 没有可用的 MessageBox 预制体!");
return;
}
_messageQueue.Enqueue(new PendingMessage
{
title = title,
content = content,
customPrefab = prefab
});
// 如果当前页面没有在显示中,则开始整体流程
if (!_isPageActive)
{
_isPageActive = true;
// 唤醒大页面(执行 UIPageBase 的渐入并拦截底层射线)
this.FadeIn(0.5f, false, ShowNextInQueue);
}
}
/// <summary>
/// 从队列中取出一个并实例化显示。
/// </summary>
private void ShowNextInQueue()
{
if (_messageQueue.Count == 0)
{
// 队列处理完毕,大页面整体退场
_currentActiveBox = null;
_isPageActive = false;
this.FadeOut();
return;
}
PendingMessage msg = _messageQueue.Dequeue();
// 实例化预制体
_currentActiveBox = Instantiate(msg.customPrefab, messageContainer);
// 订阅“当这个消息框彻底结束关闭时”的事件
_currentActiveBox.onAllMessagesClosed.AddListener(() =>
{
// 销毁旧实例
if (_currentActiveBox != null)
{
Destroy(_currentActiveBox.gameObject);
}
// 检查并显示下一个
ShowNextInQueue();
});
// 配置并启动 MessageBox
_currentActiveBox.Clear();
_currentActiveBox.AddInfo(msg.title, msg.content, null);
// MessageBox.SetUp() 内部会激活自己并执行自己的 FadeIn
_currentActiveBox.gameObject.SetActive(true);
_currentActiveBox.SetUp();
}
}
}

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