Storyline+Dialog初步

This commit is contained in:
SoulliesOfficial
2026-07-05 16:08:23 -04:00
parent afa8a56e1d
commit d031afd075
464 changed files with 25716 additions and 4209 deletions

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using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.Story
{
/// <summary>
/// 立绘渲染方式。当前使用 Sprite预留 Live2D / Spine 扩展入口。
/// </summary>
public enum PortraitStyle
{
Sprite,
Live2D,
Spine
}
/// <summary>
/// 单个角色的立绘数据(按角色单独创建 ScriptableObject 资产)。
/// </summary>
[CreateAssetMenu(fileName = "CharacterData", menuName = "Ichni/Story/New/CharacterData")]
public class CharacterData : SerializedScriptableObject
{
[LabelText("Character ID")]
[InfoBox("此 ID 需与 .yarn 文件中对应台词的 speaker 名完全一致。")]
public string characterId;
[LabelText("Display Name Key")]
[InfoBox("Unity Localization String Table Key用于多语言角色名显示。")]
public string displayNameKey;
[LabelText("Portrait Style")]
public PortraitStyle portraitStyle = PortraitStyle.Sprite;
// ── Sprite ──────────────────────────────────────────────────────────────
[LabelText("Emotion Sprites")]
[ShowIf("portraitStyle", PortraitStyle.Sprite)]
[DictionaryDrawerSettings(KeyLabel = "Emotion Name", ValueLabel = "Sprite")]
[InfoBox("Key 为情绪名(如 normal / happy / angryValue 为对应 Sprite 资产。")]
public Dictionary<string, Sprite> emotionSprites = new Dictionary<string, Sprite>();
// ── Dynamic (Live2D / Spine) ─────────────────────────────────────────────
[LabelText("Dynamic Portrait Prefab")]
[ShowIf("IsDynamicPortrait")]
[InfoBox("Live2D / Spine 立绘预制体,需挂载实现 IPortraitRenderer 接口的组件(阶段 3 制作)。")]
public GameObject dynamicPortraitPrefab;
private bool IsDynamicPortrait =>
portraitStyle == PortraitStyle.Live2D || portraitStyle == PortraitStyle.Spine;
}
}

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using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.Story
{
/// <summary>
/// 全局角色注册表ScriptableObject
/// 按 characterId 索引所有 <see cref="CharacterData"/>
/// 运行时提供带缓存的快速查找。
/// </summary>
[CreateAssetMenu(fileName = "CharacterRegistry", menuName = "Ichni/Story/New/CharacterRegistry")]
public class CharacterRegistry : SerializedScriptableObject
{
[LabelText("Characters")]
[ListDrawerSettings(ShowFoldout = true, DraggableItems = true)]
[InfoBox("将所有角色的 CharacterData 资产拖入此列表,系统运行时会自动按 characterId 建立索引。")]
public List<CharacterData> characters = new List<CharacterData>();
// 运行时缓存,首次 TryGet 时延迟构建
private Dictionary<string, CharacterData> _cache;
/// <summary>
/// 根据 characterId 查找角色数据,找到时返回 true 并通过 out 输出结果。
/// </summary>
public bool TryGet(string characterId, out CharacterData data)
{
if (_cache == null)
BuildCache();
return _cache.TryGetValue(characterId, out data);
}
/// <summary>
/// 根据 characterId 获取角色数据,未找到时返回 null。
/// </summary>
public CharacterData Get(string characterId)
{
TryGet(characterId, out CharacterData data);
return data;
}
private void BuildCache()
{
_cache = new Dictionary<string, CharacterData>(characters.Count);
foreach (CharacterData character in characters)
{
if (character == null) continue;
if (!string.IsNullOrEmpty(character.characterId))
_cache[character.characterId] = character;
}
}
private void OnValidate()
{
// Inspector 中修改列表时清除缓存,确保 TryGet 结果始终一致
_cache = null;
}
}
}

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using System;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.Story
{
/// <summary>
/// Block 在故事树中的状态:已锁定、当前可交互、已完成。
/// </summary>
public enum StoryBlockState
{
Locked,
Current,
Completed
}
/// <summary>
/// Block 的类型,决定点击后触发的行为。
/// </summary>
public enum StoryBlockType
{
Text,
Song,
Tutorial
}
/// <summary>
/// 变量条件的比较方式。
/// </summary>
public enum VariableComparison
{
Equal,
NotEqual,
Greater,
GreaterOrEqual,
Less,
LessOrEqual
}
/// <summary>
/// 故事树中单个 block 的完整数据定义,由 <see cref="StoryData"/> 持有。
/// </summary>
[InlineProperty]
[Serializable]
public class StoryBlockDefinition
{
[FoldoutGroup("$blockId", false)]
[LabelText("Block ID")]
public string blockId;
[FoldoutGroup("$blockId")]
[LabelText("Type")]
public StoryBlockType blockType;
[FoldoutGroup("$blockId")]
[LabelText("Grid Column")]
[Tooltip("故事树网格中的列:向右为正,(0,0) 位于容器左侧中部。可为负数与小数(用于微调)。")]
public float gridColumn;
[FoldoutGroup("$blockId")]
[LabelText("Grid Row")]
[Tooltip("故事树网格中的行向下为正、向上为负0 对应垂直中线。可为小数(用于微调)。")]
public float gridRow;
[FoldoutGroup("$blockId")]
[LabelText("Next Block IDs")]
public List<string> nextBlockIds = new List<string>();
[FoldoutGroup("$blockId")]
[LabelText("Unlock Condition")]
public UnlockCondition unlockCondition = new UnlockCondition();
// ── Text Block ──────────────────────────────────────────────────────────
[FoldoutGroup("$blockId")]
[ShowIf("blockType", StoryBlockType.Text)]
[LabelText("Yarn Node Name")]
public string yarnNodeName;
[FoldoutGroup("$blockId")]
[ShowIf("blockType", StoryBlockType.Text)]
[LabelText("Title Key (Localization)")]
public string titleKey;
// ── Song Block ──────────────────────────────────────────────────────────
[FoldoutGroup("$blockId")]
[ShowIf("blockType", StoryBlockType.Song)]
[LabelText("Song Name")]
public string songName;
// ── Tutorial Block ──────────────────────────────────────────────────────
[FoldoutGroup("$blockId")]
[ShowIf("blockType", StoryBlockType.Tutorial)]
[LabelText("Tutorial Name")]
public string tutorialName;
/// <summary>
/// 预览 / 调试用的显示标题:按类型取对应字段,缺省时回退到 blockId。
/// </summary>
public string GetDisplayTitle()
{
string title = blockType switch
{
StoryBlockType.Text => titleKey,
StoryBlockType.Song => songName,
StoryBlockType.Tutorial => tutorialName,
_ => null
};
return string.IsNullOrEmpty(title) ? blockId : title;
}
}
/// <summary>
/// Block 的解锁条件。以一棵可组合的条件树(<see cref="StoryConditionNode"/>)表达,
/// 支持"与 / 或 / 非 + 叶子条件"的任意嵌套。根节点为空时视为无条件解锁(始终满足)。
/// </summary>
[InlineProperty]
[Serializable]
public class UnlockCondition
{
[HideLabel]
[SerializeReference]
[InfoBox("留空表示无条件解锁(章节起始即可用)。可选择 All Of(AND) / Any Of(OR) / Not 复合节点进行任意嵌套。")]
public StoryConditionNode root;
/// <summary>
/// 检查解锁条件是否满足。根节点为空视为满足。
/// </summary>
/// <param name="getVariable">按变量名返回其整型值的委托。</param>
/// <param name="isBlockCompleted">按 blockId 判断该 block 是否已完成的委托。</param>
public bool IsSatisfied(Func<string, int> getVariable, Func<string, bool> isBlockCompleted)
{
return root == null || root.Evaluate(getVariable, isBlockCompleted);
}
}
}

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using System;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.Story
{
/// <summary>
/// 解锁条件树的节点基类。通过多态组合出"与 / 或 / 非 + 叶子条件"的复合表达式。
/// 由 <see cref="UnlockCondition"/> 借助 <c>[SerializeReference]</c> 序列化持有,
/// Odin 会以类型下拉框展示可选的节点类型。
/// </summary>
[Serializable]
public abstract class StoryConditionNode
{
/// <summary>
/// 对该节点求值。
/// </summary>
/// <param name="getVariable">按变量名返回其整型值的委托。</param>
/// <param name="isBlockCompleted">按 blockId 判断该 block 是否已完成的委托。</param>
public abstract bool Evaluate(Func<string, int> getVariable, Func<string, bool> isBlockCompleted);
}
/// <summary>
/// 复合节点(逻辑与 AND所有子条件均满足时才满足。子列表为空视为满足。
/// </summary>
[Serializable]
[LabelText("All Of (AND)")]
public class AllOfCondition : StoryConditionNode
{
[HideLabel]
[SerializeReference]
[ListDrawerSettings(ShowFoldout = true, DefaultExpandedState = true)]
public List<StoryConditionNode> conditions = new List<StoryConditionNode>();
public override bool Evaluate(Func<string, int> getVariable, Func<string, bool> isBlockCompleted)
{
foreach (StoryConditionNode child in conditions)
{
if (child != null && !child.Evaluate(getVariable, isBlockCompleted))
return false;
}
return true;
}
}
/// <summary>
/// 复合节点(逻辑或 OR任一子条件满足即满足。子列表为空视为不满足。
/// </summary>
[Serializable]
[LabelText("Any Of (OR)")]
public class AnyOfCondition : StoryConditionNode
{
[HideLabel]
[SerializeReference]
[ListDrawerSettings(ShowFoldout = true, DefaultExpandedState = true)]
public List<StoryConditionNode> conditions = new List<StoryConditionNode>();
public override bool Evaluate(Func<string, int> getVariable, Func<string, bool> isBlockCompleted)
{
if (conditions.Count == 0)
return false;
foreach (StoryConditionNode child in conditions)
{
if (child != null && child.Evaluate(getVariable, isBlockCompleted))
return true;
}
return false;
}
}
/// <summary>
/// 复合节点(逻辑非 NOT对子条件取反。子条件为空视为满足等价于"非 假")。
/// </summary>
[Serializable]
[LabelText("Not")]
public class NotCondition : StoryConditionNode
{
[HideLabel]
[SerializeReference]
public StoryConditionNode condition;
public override bool Evaluate(Func<string, int> getVariable, Func<string, bool> isBlockCompleted)
{
return condition == null || !condition.Evaluate(getVariable, isBlockCompleted);
}
}
/// <summary>
/// 叶子节点:指定 block 已完成时满足。
/// </summary>
[Serializable]
[LabelText("Block Completed")]
public class BlockCompletedCondition : StoryConditionNode
{
[LabelText("Block ID")]
public string blockId;
public override bool Evaluate(Func<string, int> getVariable, Func<string, bool> isBlockCompleted)
{
return !string.IsNullOrEmpty(blockId) && isBlockCompleted(blockId);
}
}
/// <summary>
/// 叶子节点:将指定变量的当前值与目标值按比较方式求值。
/// </summary>
[Serializable]
[LabelText("Variable Compare")]
public class VariableCondition : StoryConditionNode
{
[LabelText("Variable Name")]
public string variableName;
[LabelText("Comparison")]
public VariableComparison comparison;
[LabelText("Value")]
public int value;
public override bool Evaluate(Func<string, int> getVariable, Func<string, bool> isBlockCompleted)
{
int actual = getVariable(variableName);
return comparison switch
{
VariableComparison.Equal => actual == value,
VariableComparison.NotEqual => actual != value,
VariableComparison.Greater => actual > value,
VariableComparison.GreaterOrEqual => actual >= value,
VariableComparison.Less => actual < value,
VariableComparison.LessOrEqual => actual <= value,
_ => false
};
}
}
}

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using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
using Yarn.Unity;
#if UNITY_EDITOR
using UnityEditor;
using Sirenix.Utilities.Editor;
#endif
namespace Ichni.Story
{
/// <summary>
/// 单个章节的故事树数据,以 ScriptableObject 形式存储所有 block 定义与关联资产引用。
/// 布局完全由每个 block 的 (gridColumn, gridRow) 静态决定,运行时全量展示。
/// </summary>
[CreateAssetMenu(fileName = "StoryData", menuName = "Ichni/Story/New/StoryData")]
public class StoryData : SerializedScriptableObject
{
[LabelText("Chapter Index")]
public string chapterIndex;
[LabelText("Yarn Project")]
[InfoBox("该章节对应的 YarnProject 编译资产,阶段 2 接线。")]
public YarnProject yarnProject;
[LabelText("Blocks")]
[ListDrawerSettings(ShowFoldout = true, DefaultExpandedState = false, DraggableItems = true, ShowItemCount = true)]
public List<StoryBlockDefinition> blocks = new List<StoryBlockDefinition>();
// ── Queries ─────────────────────────────────────────────────────────────
/// <summary>
/// 根据 blockId 获取 block 定义,未找到时返回 null。
/// </summary>
public StoryBlockDefinition GetBlock(string blockId)
{
foreach (StoryBlockDefinition block in blocks)
{
if (block.blockId == blockId)
return block;
}
return null;
}
/// <summary>
/// 获取指定 blockId 的所有直接后继 block 定义。
/// </summary>
public IEnumerable<StoryBlockDefinition> GetNextBlocks(string blockId)
{
StoryBlockDefinition source = GetBlock(blockId);
if (source == null) yield break;
foreach (string nextId in source.nextBlockIds)
{
StoryBlockDefinition next = GetBlock(nextId);
if (next != null)
yield return next;
}
}
// ── Editor Preview ────────────────────────────────────────────────────────
#if UNITY_EDITOR
private enum StoryPreviewMode { Detailed, Simple }
// 编辑器 UI 临时状态(不参与序列化)
[System.NonSerialized] private StoryPreviewMode _previewMode = StoryPreviewMode.Detailed;
[System.NonSerialized] private Vector2 _previewPan;
[System.NonSerialized] private bool _isPanningPreview;
private const float PreviewViewportHeight = 380f;
private const float PreviewPaddingLeft = 24f;
private const float PreviewTangent = 44f;
// 详细版:较大方块,标注 id / 类型 / 标题
private const float DetailCellWidth = 150f;
private const float DetailCellHeight = 72f;
private const float DetailStepX = 210f;
private const float DetailStepY = 120f;
// 简略版:很小的方块,仅标注 Block ID
private const float SimpleCellWidth = 62f;
private const float SimpleCellHeight = 26f;
private const float SimpleStepX = 92f;
private const float SimpleStepY = 42f;
/// <summary>
/// 在 Inspector 顶部绘制只读的故事树结构预览(流程图样式,连线左右相连)。
/// 提供"详细 / 简略"两种可拖拽平移的视图;按 (gridColumn, gridRow) 摆放 block
/// 支持负数与小数坐标,(0,0) 对应左侧中部。
/// </summary>
[PropertyOrder(-10)]
[OnInspectorGUI]
private void DrawStoryPreview()
{
SirenixEditorGUI.Title("Story Tree Preview", null, TextAlignment.Left, true);
if (blocks == null || blocks.Count == 0)
{
EditorGUILayout.HelpBox("尚未定义任何 block。", MessageType.Info);
return;
}
// 顶部工具条:模式切换 + 复位视图
EditorGUILayout.BeginHorizontal();
_previewMode = (StoryPreviewMode)GUILayout.Toolbar(
(int)_previewMode, new[] { "Detailed", "Simple" }, GUILayout.Height(20f));
if (GUILayout.Button("Reset View", GUILayout.Width(90f), GUILayout.Height(20f)))
_previewPan = Vector2.zero;
EditorGUILayout.EndHorizontal();
bool simple = _previewMode == StoryPreviewMode.Simple;
float cellW = simple ? SimpleCellWidth : DetailCellWidth;
float cellH = simple ? SimpleCellHeight : DetailCellHeight;
float stepX = simple ? SimpleStepX : DetailStepX;
float stepY = simple ? SimpleStepY : DetailStepY;
Rect area = GUILayoutUtility.GetRect(0f, PreviewViewportHeight, GUILayout.ExpandWidth(true));
EditorGUI.DrawRect(area, new Color(0.12f, 0.12f, 0.14f, 1f));
HandlePreviewPanning(area);
// 裁剪到预览区,超出部分(平移后)不外溢到其它 Inspector 元素
GUI.BeginClip(area);
{
// (0,0) 网格点 = 视口左侧中线(叠加平移量)
float originX = PreviewPaddingLeft + _previewPan.x;
float originY = area.height * 0.5f + _previewPan.y;
// 计算各 block 矩形(左中对齐网格点,与运行时 pivot(0,0.5) 一致),按 blockId 索引
Dictionary<string, Rect> cellRects = new Dictionary<string, Rect>();
foreach (StoryBlockDefinition block in blocks)
{
if (block == null || string.IsNullOrEmpty(block.blockId)) continue;
float px = originX + block.gridColumn * stepX; // 列向右为正(可负、可小数)
float py = originY + block.gridRow * stepY; // 行向下为正、向上为负
cellRects[block.blockId] = new Rect(px, py - cellH * 0.5f, cellW, cellH);
}
// 先画连线:左右相连的流程图(起点右中 → 终点左中,水平切线)
Handles.BeginGUI();
foreach (StoryBlockDefinition block in blocks)
{
if (block == null || !cellRects.TryGetValue(block.blockId, out Rect fromRect)) continue;
foreach (string nextId in block.nextBlockIds)
{
if (string.IsNullOrEmpty(nextId) || !cellRects.TryGetValue(nextId, out Rect toRect)) continue;
Vector3 start = new Vector3(fromRect.xMax, fromRect.center.y, 0f);
Vector3 end = new Vector3(toRect.xMin, toRect.center.y, 0f);
Vector3 startTan = start + Vector3.right * PreviewTangent;
Vector3 endTan = end + Vector3.left * PreviewTangent;
Handles.DrawBezier(start, end, startTan, endTan,
new Color(0.82f, 0.82f, 0.88f, 1f), null, simple ? 2f : 3f);
}
}
Handles.EndGUI();
// 再画 block 方块
GUIStyle labelStyle = new GUIStyle(EditorStyles.boldLabel)
{
alignment = TextAnchor.MiddleCenter,
wordWrap = true,
richText = false,
fontSize = simple ? 9 : 11,
normal = { textColor = Color.white }
};
foreach (StoryBlockDefinition block in blocks)
{
if (block == null || !cellRects.TryGetValue(block.blockId, out Rect rect)) continue;
EditorGUI.DrawRect(rect, GetTypeColor(block.blockType));
string label = simple
? block.blockId
: $"{block.blockId}\n[{block.blockType}]\n{block.GetDisplayTitle()}";
GUI.Label(rect, label, labelStyle);
}
}
GUI.EndClip();
EditorGUILayout.HelpBox(
"在预览区内拖拽可平移视图。列 = 水平(右为正),行 = 垂直(下为正、上为负),(0,0) 位于左侧中部,支持负数与小数。",
MessageType.None);
}
/// <summary>
/// 处理预览区内的鼠标拖拽平移。
/// </summary>
private void HandlePreviewPanning(Rect area)
{
Event e = Event.current;
switch (e.type)
{
case EventType.MouseDown:
if (area.Contains(e.mousePosition))
{
_isPanningPreview = true;
e.Use();
}
break;
case EventType.MouseDrag:
if (_isPanningPreview)
{
_previewPan += e.delta;
GUI.changed = true;
e.Use();
}
break;
case EventType.MouseUp:
if (_isPanningPreview)
{
_isPanningPreview = false;
e.Use();
}
break;
}
}
/// <summary>
/// 预览中不同 block 类型的填充色。
/// </summary>
private static Color GetTypeColor(StoryBlockType type)
{
return type switch
{
StoryBlockType.Text => new Color(0.20f, 0.42f, 0.72f, 1f), // 蓝
StoryBlockType.Song => new Color(0.62f, 0.30f, 0.66f, 1f), // 紫
StoryBlockType.Tutorial => new Color(0.28f, 0.56f, 0.36f, 1f), // 绿
_ => new Color(0.4f, 0.4f, 0.4f, 1f)
};
}
#endif
}
}

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externalObjects: {}
userData:
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using UnityEngine;
using Yarn.Unity;
namespace Ichni.Story.Dialogue
{
/// <summary>
/// 【临时 / 调试用】将 Yarn 对话行以"本地化后的文本"输出到 Console 的呈现器。
/// <para>用途:在没有 VN 对话 UI 的情况下,验证整条 Yarn 管线是否跑通,以及
/// Unity Localization 是否正确返回当前语言的文本(点击文本块即可在 Console 看到结果)。</para>
/// <para>阶段 3 接入 <c>VNDialoguePresenter</c> 后,可从 DialogueRunner 的呈现器列表移除本组件并删除此脚本。</para>
/// </summary>
public class ConsoleLinePresenter : DialoguePresenterBase
{
public override YarnTask OnDialogueStartedAsync()
{
Debug.Log("[ConsoleLinePresenter] === 对话开始 ===");
return YarnTask.CompletedTask;
}
/// <summary>
/// 输出本地化后的台词文本。
/// <para>注意:必须 async + YarnTask.Yield()。Yarn Spinner 3.x 的 RunLocalisedLine 在所有
/// presenter 均同步完成时会错误地调用 Dialogue.SignalContentComplete()(该方法仅对
/// command dispatch 合法),导致 InvalidOperationException。Yield 确保任务进入异步路径。</para>
/// </summary>
public override async YarnTask RunLineAsync(LocalizedLine line, LineCancellationToken token)
{
string speaker = string.IsNullOrEmpty(line.CharacterName) ? "(旁白)" : line.CharacterName;
string body = line.TextWithoutCharacterName.Text;
Debug.Log($"[ConsoleLinePresenter] {speaker}: {body}\n" +
$" (lineID={line.TextID}, rawText=\"{line.RawText}\")");
await YarnTask.Yield();
}
/// <summary>
/// 调试用:打印所有选项并自动选择第一个可用选项,以便管线可以跑完整个对话树。
/// </summary>
public override async YarnTask<DialogueOption?> RunOptionsAsync(
DialogueOption[] options,
LineCancellationToken token)
{
for (int i = 0; i < options.Length; i++)
{
string optText = options[i].Line.TextWithoutCharacterName.Text;
string tag = options[i].IsAvailable ? "" : " [不可用]";
Debug.Log($"[ConsoleLinePresenter] 选项 {i}{tag}: {optText}");
}
// 自动选择第一个可用选项
foreach (DialogueOption opt in options)
{
if (opt.IsAvailable)
{
Debug.Log($"[ConsoleLinePresenter] → 自动选择: {opt.Line.TextWithoutCharacterName.Text}");
await YarnTask.Yield();
return opt;
}
}
// 无可用选项时返回 null触发 DialogueRunner 的 fallthrough 逻辑)
await YarnTask.Yield();
return null;
}
public override YarnTask OnDialogueCompleteAsync()
{
Debug.Log("[ConsoleLinePresenter] === 对话结束 ===");
return YarnTask.CompletedTask;
}
}
}

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using System.Collections.Generic;
using System.Reflection;
using Ichni.Story.UI;
using UnityEngine;
using UnityEngine.Events;
using Yarn.Unity;
using Yarn.Unity.UnityLocalization;
namespace Ichni.Story.Dialogue
{
/// <summary>
/// 故事树 block 与 Yarn <see cref="DialogueRunner"/> 之间的桥接控制器。
/// <para>点击文本块 → 启动对应 Yarn 节点;对话结束 → 持久化剧情变量、标记 block 完成、
/// 重算解锁并存档、依次执行结束回调(如歌曲解锁提示,阶段 4 使用)。</para>
/// </summary>
public class StoryDialogueController : MonoBehaviour
{
public static StoryDialogueController instance;
[Header("References")]
[Tooltip("驱动 Yarn 对话的 DialogueRunner。")]
public DialogueRunner dialogueRunner;
[Tooltip("故事树页面:对话进行时淡出、结束后淡入(可选)。")]
public StoryUIPage storyUIPage;
/// <summary>
/// 对话结束后依次执行并清空的回调队列。供 <c>unlock_song</c> 等 Yarn 命令(阶段 4
/// 把"解锁提示"排队到对话结束后弹出。
/// </summary>
[System.NonSerialized] public List<UnityAction> dialogueEndActions = new List<UnityAction>();
// 当前正在播放对话的 block id对话结束时据此标记完成
private string _activeBlockId;
private void Awake()
{
instance = this;
EnsureUnityLocalisedLineProvider();
}
private void OnEnable()
{
if (dialogueRunner != null && dialogueRunner.onDialogueComplete != null)
dialogueRunner.onDialogueComplete.AddListener(HandleDialogueComplete);
}
private void OnDisable()
{
if (dialogueRunner != null && dialogueRunner.onDialogueComplete != null)
dialogueRunner.onDialogueComplete.RemoveListener(HandleDialogueComplete);
}
/// <summary>
/// 播放某文本块对应的 Yarn 节点。若对话已在进行、引用缺失或节点名为空则忽略。
/// </summary>
public void PlayBlock(TextBlockView block)
{
if (block == null) return;
if (dialogueRunner == null)
{
Debug.LogError("[StoryDialogueController] 未配置 DialogueRunner无法开始对话。");
return;
}
if (dialogueRunner.IsDialogueRunning)
{
Debug.LogWarning("[StoryDialogueController] 已有对话在进行中,忽略本次点击。");
return;
}
if (string.IsNullOrEmpty(block.YarnNodeName))
{
Debug.LogWarning($"[StoryDialogueController] block '{block.blockId}' 未配置 yarnNodeName无法开始对话。");
return;
}
// 将 DialogueRunner 的 YarnProject 对齐到当前章节(支持多章节共用一个 Runner
EnsureProjectForCurrentChapter();
_activeBlockId = block.blockId;
if (storyUIPage != null)
storyUIPage.FadeOut();
// StartDialogue 返回 YarnTask此处即发即忘完成由 onDialogueComplete 处理
dialogueRunner.StartDialogue(block.YarnNodeName).Forget();
}
// 将 DialogueRunner 的 YarnProject 切换为当前已构建章节的 StoryData.yarnProject若不同且未在运行
private void EnsureProjectForCurrentChapter()
{
StoryTreeController tree = StoryManager.instance != null ? StoryManager.instance.treeController : null;
StoryData data = tree != null ? tree.ActiveStoryData : null;
if (data == null || data.yarnProject == null) return;
if (dialogueRunner.YarnProject != data.yarnProject && !dialogueRunner.IsDialogueRunning)
dialogueRunner.SetProject(data.yarnProject);
}
/// <summary>
/// DialogueRunner.lineProvider 为 [SerializeReference] internal 字段。
/// Inspector 的 "Use Unity Localised Line Provider" 按钮有时无法将 MonoBehaviour
/// 引用正确持久化到该字段;此方法在运行时用反射补救,确保使用正确的 Provider。
/// </summary>
private void EnsureUnityLocalisedLineProvider()
{
if (dialogueRunner == null) return;
FieldInfo field = typeof(DialogueRunner).GetField(
"lineProvider",
BindingFlags.NonPublic | BindingFlags.Instance);
if (field == null) return;
// 已经是 UnityLocalisedLineProvider 则无需处理
if (field.GetValue(dialogueRunner) is UnityLocalisedLineProvider) return;
UnityLocalisedLineProvider provider =
dialogueRunner.GetComponent<UnityLocalisedLineProvider>();
if (provider != null)
{
field.SetValue(dialogueRunner, provider);
Debug.Log("[StoryDialogueController] Assigned UnityLocalisedLineProvider to DialogueRunner.lineProvider.");
}
else
{
Debug.LogWarning("[StoryDialogueController] UnityLocalisedLineProvider not found on DialogueRunner's GameObject. Localized line text will be unavailable.");
}
}
private void HandleDialogueComplete()
{
// 持久化对话过程中写入的全局剧情变量
if (GameSaveManager.instance != null && GameSaveManager.instance.StorySaveModule != null)
GameSaveManager.instance.StorySaveModule.SaveVariables();
// 标记 block 完成 → 重算解锁 → 存档OnBlockCompleted 内部已去重并保存章节进度)
if (!string.IsNullOrEmpty(_activeBlockId) &&
StoryManager.instance != null && StoryManager.instance.treeController != null)
{
StoryManager.instance.treeController.OnBlockCompleted(_activeBlockId);
}
_activeBlockId = null;
// 依次执行并清空结束回调(如歌曲解锁提示)
if (dialogueEndActions.Count > 0)
{
List<UnityAction> pending = new List<UnityAction>(dialogueEndActions);
dialogueEndActions.Clear();
foreach (UnityAction action in pending)
action?.Invoke();
}
if (storyUIPage != null)
storyUIPage.FadeIn();
}
}
}

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using System.Collections.Generic;
using System.Globalization;
using UnityEngine;
using Yarn.Unity;
namespace Ichni.Story.Dialogue
{
/// <summary>
/// 自定义 Yarn 变量存储。直接读写 <see cref="StorySaveModule.variables"/>(全局剧情变量),
/// 让 Yarn 对话中的 <c>&lt;&lt;set $var to ...&gt;&gt;</c> 与故事树解锁条件共享同一份数据来源,
/// 并借助存档模块的 ES3 序列化持久化。
/// <para>变量名沿用 Yarn 约定(带 <c>$</c> 前缀);解锁条件中的变量名也应保持一致。</para>
/// </summary>
public class StoryVariableStorage : VariableStorageBehaviour
{
// GameSaveManager 尚未就绪(编辑器早期 / 场景未初始化)时的兜底容器
private readonly StoryVariablesSave _fallback = new StoryVariablesSave();
/// <summary>当前生效的变量容器:优先取存档模块,缺失时用本地兜底容器。</summary>
private StoryVariablesSave Variables
{
get
{
if (GameSaveManager.instance != null && GameSaveManager.instance.StorySaveModule != null)
return GameSaveManager.instance.StorySaveModule.variables;
return _fallback;
}
}
// ── IVariableStorage 实现 ────────────────────────────────────────────────
public override bool TryGetValue<T>(string variableName, out T result)
{
StoryVariablesSave vars = Variables;
if (vars.floatVariables.TryGetValue(variableName, out float f))
return TryConvert(f, out result);
if (vars.boolVariables.TryGetValue(variableName, out bool b))
return TryConvert(b, out result);
if (vars.stringVariables.TryGetValue(variableName, out string s))
return TryConvert(s, out result);
result = default;
return false;
}
public override void SetValue(string variableName, string stringValue)
{
RemoveStaleEntries(variableName, keepFloat: false, keepString: true, keepBool: false);
Variables.stringVariables[variableName] = stringValue;
NotifyVariableChanged(variableName, stringValue);
}
public override void SetValue(string variableName, float floatValue)
{
RemoveStaleEntries(variableName, keepFloat: true, keepString: false, keepBool: false);
Variables.floatVariables[variableName] = floatValue;
NotifyVariableChanged(variableName, floatValue);
}
public override void SetValue(string variableName, bool boolValue)
{
RemoveStaleEntries(variableName, keepFloat: false, keepString: false, keepBool: true);
Variables.boolVariables[variableName] = boolValue;
NotifyVariableChanged(variableName, boolValue);
}
public override bool Contains(string variableName)
{
StoryVariablesSave vars = Variables;
return vars.floatVariables.ContainsKey(variableName)
|| vars.boolVariables.ContainsKey(variableName)
|| vars.stringVariables.ContainsKey(variableName);
}
public override void Clear()
{
StoryVariablesSave vars = Variables;
vars.floatVariables.Clear();
vars.stringVariables.Clear();
vars.boolVariables.Clear();
}
public override void SetAllVariables(
Dictionary<string, float> floats,
Dictionary<string, string> strings,
Dictionary<string, bool> bools,
bool clear = true)
{
StoryVariablesSave vars = Variables;
if (clear)
{
vars.floatVariables.Clear();
vars.stringVariables.Clear();
vars.boolVariables.Clear();
}
if (floats != null)
foreach (KeyValuePair<string, float> kv in floats) vars.floatVariables[kv.Key] = kv.Value;
if (strings != null)
foreach (KeyValuePair<string, string> kv in strings) vars.stringVariables[kv.Key] = kv.Value;
if (bools != null)
foreach (KeyValuePair<string, bool> kv in bools) vars.boolVariables[kv.Key] = kv.Value;
}
public override (Dictionary<string, float> FloatVariables,
Dictionary<string, string> StringVariables,
Dictionary<string, bool> BoolVariables) GetAllVariables()
{
StoryVariablesSave vars = Variables;
return (
new Dictionary<string, float>(vars.floatVariables),
new Dictionary<string, string>(vars.stringVariables),
new Dictionary<string, bool>(vars.boolVariables)
);
}
// ── 供故事树解锁条件复用的便捷读取 ────────────────────────────────────────
/// <summary>读取变量的整数近似值float 四舍五入、bool 取 0/1不存在返回 0。</summary>
public int GetIntVariable(string variableName)
{
StoryVariablesSave vars = Variables;
if (vars.floatVariables.TryGetValue(variableName, out float f))
return Mathf.RoundToInt(f);
if (vars.boolVariables.TryGetValue(variableName, out bool b))
return b ? 1 : 0;
return 0;
}
/// <summary>该变量是否存在于任一类型的存储中。</summary>
public bool HasVariable(string variableName) => Contains(variableName);
// ── 内部 ────────────────────────────────────────────────────────────────
// 当变量被重新赋值为其它类型时,从旧类型字典移除,避免同名变量残留多份
private void RemoveStaleEntries(string name, bool keepFloat, bool keepString, bool keepBool)
{
StoryVariablesSave vars = Variables;
if (!keepFloat) vars.floatVariables.Remove(name);
if (!keepString) vars.stringVariables.Remove(name);
if (!keepBool) vars.boolVariables.Remove(name);
}
// 将存储中的原始值转换为 Yarn 请求的类型float / bool / string / int 之间互转)
private static bool TryConvert<T>(object value, out T result)
{
if (value is T typed)
{
result = typed;
return true;
}
try
{
if (typeof(T) == typeof(float) || typeof(T) == typeof(double) || typeof(T) == typeof(int))
{
float f = value switch
{
float fv => fv,
bool bv => bv ? 1f : 0f,
string sv => float.TryParse(sv, NumberStyles.Any, CultureInfo.InvariantCulture, out float p) ? p : 0f,
_ => 0f
};
result = (T)System.Convert.ChangeType(f, typeof(T), CultureInfo.InvariantCulture);
return true;
}
if (typeof(T) == typeof(bool))
{
bool b = value switch
{
bool bv => bv,
float fv => fv != 0f,
string sv => bool.TryParse(sv, out bool p) && p,
_ => false
};
result = (T)(object)b;
return true;
}
if (typeof(T) == typeof(string))
{
string s = value switch
{
string sv => sv,
float fv => fv.ToString(CultureInfo.InvariantCulture),
bool bv => bv.ToString(),
_ => value != null ? value.ToString() : string.Empty
};
result = (T)(object)s;
return true;
}
}
catch
{
// 转换失败时落到下方失败分支
}
result = default;
return false;
}
}
}

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using System.Threading;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Yarn.Unity;
namespace Ichni.Story.Dialogue
{
/// <summary>
/// 视觉小说VN风格的 Yarn 对话呈现器。
/// <para>
/// 职责:
/// <list type="bullet">
/// <item>对话开始/结束时淡入/淡出 <see cref="panelGroup"/>。</item>
/// <item><see cref="RunLineAsync"/>:逐字打字效果 + 点击推进。</item>
/// <item><see cref="RunOptionsAsync"/>:显示选项按钮 + 等待玩家选择。</item>
/// </list>
/// </para>
/// <para>
/// 挂载位置:与 <see cref="DialogueRunner"/> 同一 GameObjectStoryDialogueRoot
/// UI 引用字段需在 Inspector 中连接到 DialogPage 下的对应节点。
/// </para>
/// </summary>
public class VNDialoguePresenter : DialoguePresenterBase
{
// ── UI 引用 ─────────────────────────────────────────────────────────────
[Header("面板控制")]
[Tooltip("对话面板整体的 CanvasGroupDialogPage/DialogCanvas。用于淡入/淡出及交互开关。")]
[SerializeField] private CanvasGroup panelGroup;
[Header("台词区")]
[Tooltip("台词主体文本 TMPDialogContentFrame/Background/Text。")]
[SerializeField] private TextMeshProUGUI dialogueText;
[Tooltip("说话者名称的父容器 GameObjectDialogContentFrame/Speaker。无说话者时整体隐藏。")]
[SerializeField] private GameObject speakerContainer;
[Tooltip("说话者名称 TMPDialogContentFrame/Speaker/Text。")]
[SerializeField] private TextMeshProUGUI speakerText;
[Header("推进按钮")]
[Tooltip("点击此按钮推进对话。\n" +
" • 打字效果进行中 → 加速RequestHurryUpLine显示全文。\n" +
" • 打字已完成 → 进入下一行RequestNextLine。\n" +
"推荐:将场景中 DialogContentFrame/Background 或 BackButton 的 Button 拖入此处。")]
[SerializeField] private Button advanceButton;
[Header("选项区")]
[Tooltip("选项按钮容器根节点ChoiceFrame。有选项时显示无选项时隐藏。")]
[SerializeField] private GameObject choiceFrame;
[Tooltip("选项按钮数组(最多 4 个,对应 ChoiceFrame 下的四个 GameObject。")]
[SerializeField] private Button[] choiceButtons = new Button[4];
[Tooltip("每个选项按钮上的文本 TMP与 choiceButtons 按索引一一对应。")]
[SerializeField] private TextMeshProUGUI[] choiceTexts = new TextMeshProUGUI[4];
// ── 打字 / 淡入淡出设置 ──────────────────────────────────────────────────
[Header("打字效果")]
[Tooltip("每秒显示的字符数。设为 0 则瞬间显示全文。")]
[SerializeField] private float lettersPerSecond = 40f;
[Header("淡入淡出")]
[SerializeField] private float fadeInDuration = 0.2f;
[SerializeField] private float fadeOutDuration = 0.15f;
// ── 私有状态 ─────────────────────────────────────────────────────────────
/// <summary>
/// 当前行的打字效果是否已完成。
/// 用于区分"加速打字(第一次点击)"与"推进到下一行(第二次点击)"两个阶段。
/// </summary>
private bool _typewriterComplete;
/// <summary>
/// 选项选择的异步结果来源。RunOptionsAsync 等待其 Task 完成,
/// 点击按钮时 TrySetResult 触发完成。
/// </summary>
private YarnTaskCompletionSource<DialogueOption?> _optionTcs;
/// <summary>
/// 对应 StoryDialogueRoot 上的 DialogueRunner用于调用 RequestNextLine / RequestHurryUpLine。
/// 在 Awake 中通过 GetComponent 取得。
/// </summary>
private DialogueRunner _runner;
// ── 生命周期 ─────────────────────────────────────────────────────────────
private void Awake()
{
// VNDialoguePresenter 需要与 DialogueRunner 同 GameObject通过 GetComponent 获取引用。
_runner = GetComponent<DialogueRunner>();
if (_runner == null)
Debug.LogWarning("[VNDialoguePresenter] 未在同 GameObject 上找到 DialogueRunner。" +
"请确认 VNDialoguePresenter 挂载在 StoryDialogueRoot 上。");
// 启动时隐藏面板alpha=0, 不响应交互)
SetPanelState(visible: false, instant: true);
// 启动时隐藏选项容器
if (choiceFrame != null) choiceFrame.SetActive(false);
// 注册推进按钮回调
if (advanceButton != null)
advanceButton.onClick.AddListener(OnAdvanceButtonClicked);
}
private void OnDestroy()
{
if (advanceButton != null)
advanceButton.onClick.RemoveListener(OnAdvanceButtonClicked);
}
// ── DialoguePresenterBase 实现 ───────────────────────────────────────────
/// <summary>
/// 对话开始:将面板淡入到可见状态。
/// 在 DialogueRunner 开始第一行前由 Yarn 调用。
/// </summary>
public override async YarnTask OnDialogueStartedAsync()
{
// 先令 CanvasGroup 可交互但 alpha=0为淡入动画做准备
SetPanelState(visible: true, instant: false);
if (panelGroup != null)
await Effects.FadeAlphaAsync(panelGroup, 0f, 1f, fadeInDuration, CancellationToken.None);
}
/// <summary>
/// 呈现一行台词。
/// <list type="number">
/// <item>隐藏选项区,显示说话者名称(若有)。</item>
/// <item>逐字打字效果,期间可被 <c>HurryUpToken</c> 中断(显示全文)。</item>
/// <item>等待玩家点击推进(<c>NextContentToken</c> 由 <see cref="DialogueRunner.RequestNextLine"/> 取消)。</item>
/// </list>
/// </summary>
public override async YarnTask RunLineAsync(LocalizedLine line, LineCancellationToken token)
{
// 确保选项区不可见;台词区始终可见
if (choiceFrame != null) choiceFrame.SetActive(false);
// ── 说话者名称 ──
bool hasSpeaker = !string.IsNullOrEmpty(line.CharacterName);
if (speakerContainer != null) speakerContainer.SetActive(hasSpeaker);
if (speakerText != null) speakerText.text = hasSpeaker ? line.CharacterName : string.Empty;
// ── 打字效果 ──
string fullText = line.TextWithoutCharacterName.Text;
_typewriterComplete = false;
if (dialogueText != null)
{
// 先将全文赋给 TMP再通过 maxVisibleCharacters 逐步显示
// (避免每帧 Substring 产生大量 GC 分配)
dialogueText.text = fullText;
dialogueText.maxVisibleCharacters = 0;
}
// 逐字播放;若 HurryUpToken 被取消(玩家第一次点击)则立即跳出循环
await TypewriterAsync(fullText, token.HurryUpToken);
// 确保全文可见(无论正常完成还是被加速中断)
if (dialogueText != null)
dialogueText.maxVisibleCharacters = int.MaxValue;
_typewriterComplete = true;
// ── 等待玩家推进 ──
// token.NextContentToken 由外部 DialogueRunner.RequestNextLine() 取消,
// SuppressCancellationThrow 确保不抛出 OperationCanceledException。
await YarnTask.WaitUntilCanceled(token.NextContentToken).SuppressCancellationThrow();
}
/// <summary>
/// 呈现选项列表,等待玩家选择。
/// <list type="number">
/// <item>显示选项容器,配置每个按钮的文本与点击监听。</item>
/// <item>通过 <see cref="YarnTaskCompletionSource{T}"/> 异步等待玩家选择。</item>
/// <item>返回玩家选择的 <see cref="DialogueOption"/>(对话被外部取消则返回 null。</item>
/// </list>
/// </summary>
public override async YarnTask<DialogueOption?> RunOptionsAsync(
DialogueOption[] options,
LineCancellationToken token)
{
// 清空台词区,准备显示选项
if (speakerContainer != null) speakerContainer.SetActive(false);
if (dialogueText != null) dialogueText.text = string.Empty;
// 显示选项容器
if (choiceFrame != null) choiceFrame.SetActive(true);
// 创建选项选择的异步结果来源
_optionTcs = new YarnTaskCompletionSource<DialogueOption?>();
// 当 NextContentToken 被外部取消(对话被强制结束),提前将 TCS 置为 null 结果,
// 使 await _optionTcs.Task 能正常退出而不死锁。
WaitForExternalCancelAsync(token.NextContentToken).Forget();
// ── 配置每个选项按钮 ──
for (int i = 0; i < choiceButtons.Length; i++)
{
// 只显示当前实际有效且可用的选项
bool active = i < options.Length && options[i].IsAvailable;
if (choiceButtons[i] != null)
choiceButtons[i].gameObject.SetActive(active);
if (!active) continue;
// 设置按钮文本
if (i < choiceTexts.Length && choiceTexts[i] != null)
choiceTexts[i].text = options[i].Line.TextWithoutCharacterName.Text;
// 捕获循环变量,避免闭包捕获错误索引
DialogueOption captured = options[i];
choiceButtons[i].onClick.RemoveAllListeners();
choiceButtons[i].onClick.AddListener(() => _optionTcs.TrySetResult(captured));
}
// ── 等待玩家选择 ──
DialogueOption? selected = await _optionTcs.Task;
// 清理按钮监听,隐藏选项容器
foreach (Button btn in choiceButtons)
if (btn != null) btn.onClick.RemoveAllListeners();
if (choiceFrame != null) choiceFrame.SetActive(false);
return selected;
}
/// <summary>
/// 对话结束:淡出并隐藏对话面板。
/// 在 DialogueRunner 处理完最后一行/选项后由 Yarn 调用。
/// </summary>
public override async YarnTask OnDialogueCompleteAsync()
{
if (panelGroup != null)
await Effects.FadeAlphaAsync(panelGroup, 1f, 0f, fadeOutDuration, CancellationToken.None);
SetPanelState(visible: false, instant: true);
}
// ── 内部方法 ─────────────────────────────────────────────────────────────
/// <summary>
/// 推进按钮点击回调。
/// <list type="bullet">
/// <item>打字中 → RequestHurryUpLine取消 HurryUpToken立即显示全文。</item>
/// <item>打字完毕 → RequestNextLine取消 NextContentToken进入下一行。</item>
/// </list>
/// </summary>
private void OnAdvanceButtonClicked()
{
if (_runner == null) return;
if (!_typewriterComplete)
_runner.RequestHurryUpLine(); // 第一次点击:跳过打字效果
else
_runner.RequestNextLine(); // 第二次点击:推进到下一行
}
/// <summary>
/// 控制对话面板 <see cref="panelGroup"/> 的显示状态。
/// </summary>
/// <param name="visible">是否可见且可交互。</param>
/// <param name="instant">为 true 时立即设置 alpha为 false 时仅设置 interactable/blocksRaycasts
/// alpha 留给外部的 <c>FadeAlphaAsync</c> 动画处理。</param>
private void SetPanelState(bool visible, bool instant)
{
if (panelGroup == null) return;
panelGroup.interactable = visible;
panelGroup.blocksRaycasts = visible;
if (instant) panelGroup.alpha = visible ? 1f : 0f;
}
/// <summary>
/// 逐字打字效果。
/// 通过 <c>maxVisibleCharacters</c> 逐步显示文本(无 GC 分配)。
/// 被 <paramref name="hurryUpToken"/> 取消时立即返回,调用方负责将 maxVisibleCharacters 设为 MaxValue。
/// </summary>
/// <param name="text">要逐字展示的完整文本(已预先赋值给 dialogueText.text。</param>
/// <param name="hurryUpToken">取消此 token 可跳过打字效果。</param>
private async YarnTask TypewriterAsync(string text, CancellationToken hurryUpToken)
{
if (dialogueText == null) return;
// lettersPerSecond <= 0 时瞬间显示全文
if (lettersPerSecond <= 0f)
{
dialogueText.maxVisibleCharacters = int.MaxValue;
return;
}
int delayMs = Mathf.Max(1, Mathf.RoundToInt(1000f / lettersPerSecond));
// TMP 的 maxVisibleCharacters 控制可见字符数(不含 rich-text 标签)
// 逐帧递增直到全文显示或被 hurryUpToken 中断
for (int i = 1; i <= text.Length; i++)
{
if (hurryUpToken.IsCancellationRequested) return;
dialogueText.maxVisibleCharacters = i;
await YarnTask.Delay(delayMs, hurryUpToken).SuppressCancellationThrow();
if (hurryUpToken.IsCancellationRequested) return;
}
}
/// <summary>
/// 监听外部取消信号(对话被强制终止),将 <see cref="_optionTcs"/> 设为 null 结果,
/// 确保 <see cref="RunOptionsAsync"/> 的 await 能正常退出而不会死锁。
/// </summary>
private async YarnTask WaitForExternalCancelAsync(CancellationToken externalToken)
{
await YarnTask.WaitUntilCanceled(externalToken).SuppressCancellationThrow();
_optionTcs?.TrySetResult(null);
}
}
}

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fileFormatVersion: 2
guid: 5b59115c30ec8634887e285597b704c2
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections.Generic;
namespace Ichni.Story
{
/// <summary>
/// 单章节的存档容器。
/// <para>故事树的布局与连接完全由 <see cref="StoryData"/> 静态定义,故存档不再保存
/// block 位置与连接线;进入章节时按"已完成集合 + 解锁条件"实时推导每个 block 的
/// <see cref="StoryBlockState"/>Completed / Current / Locked。</para>
/// <para>以单个 ES3 key 存储,按章节分文件,一次读写即可加载/保存整章进度。</para>
/// </summary>
[Serializable]
public class ChapterStorySave
{
public string chapterIndex;
// 已完成 block 的 id 列表(顺序无关,去重由 StoryTreeController 保证)
public List<string> completedBlockIds = new();
// 章节内的对话选项记录choiceKey -> 选中项索引)。选项不跨章节引用。
public Dictionary<string, int> selectedChoices = new();
}
/// <summary>
/// 全局剧情变量存档。float / string / bool 三类型与 Yarn Spinner 的
/// <c>VariableStorageBehaviour.GetAllVariables/SetAllVariables</c> 契约一致,
/// 供阶段 2 的 StoryVariableStorage 直接读写。
/// </summary>
[Serializable]
public class StoryVariablesSave
{
public Dictionary<string, float> floatVariables = new();
public Dictionary<string, string> stringVariables = new();
public Dictionary<string, bool> boolVariables = new();
}
}

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guid: ca9f4aa0dff5c774baf0eaab0d404115

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using System.Collections.Generic;
using Ichni.Menu;
using Ichni.Story;
using UnityEngine;
namespace Ichni
{
/// <summary>
/// 剧情存档模块。
/// <para>故事树状态与对话选项 <b>按章节</b> 保存(单文件、单 ES3 key。</para>
/// <para>剧情变量 <b>全局</b> 保存,可跨章节引用,契合 Yarn 变量模型。</para>
/// </summary>
public class StorySaveModule
{
private const string ChapterStoryKey = "ChapterStory";
private const string VariablesKey = "StoryVariables";
// 已加载章节的内存缓存chapterIndex -> 章节存档)
private readonly Dictionary<string, ChapterStorySave> _chapterSaves =
new Dictionary<string, ChapterStorySave>();
// 全局剧情变量float / string / bool 三类型,匹配 Yarn 契约)
public StoryVariablesSave variables = new StoryVariablesSave();
private static string GetChapterSavePath(string chapterIndex) =>
Application.persistentDataPath + "/StorySaves/" + chapterIndex + ".json";
private static string VariablesPath =>
Application.persistentDataPath + "/StorySaves/StoryVariables.json";
// ── 故事树 + 选项(按章节)────────────────────────────────────────────────
/// <summary>
/// 判断某章节是否尚无存档(首次进入)。
/// </summary>
public bool IsNewChapter(string chapterIndex) =>
!ES3.FileExists(GetChapterSavePath(chapterIndex));
/// <summary>
/// 加载指定章节的存档容器;无存档时返回一个新的空容器。加载结果会写入内存缓存。
/// </summary>
public ChapterStorySave LoadChapter(string chapterIndex)
{
string path = GetChapterSavePath(chapterIndex);
ChapterStorySave save;
if (ES3.FileExists(path) && ES3.KeyExists(ChapterStoryKey, path))
{
save = ES3.Load<ChapterStorySave>(ChapterStoryKey, path);
}
else
{
save = new ChapterStorySave { chapterIndex = chapterIndex };
}
_chapterSaves[chapterIndex] = save;
return save;
}
/// <summary>
/// 保存整章存档blocks + connectors + choices单次 ES3 写入。
/// </summary>
public void SaveChapter(ChapterStorySave save)
{
_chapterSaves[save.chapterIndex] = save;
ES3.Save(ChapterStoryKey, save, GetChapterSavePath(save.chapterIndex));
}
/// <summary>
/// 获取内存中的章节存档;若未加载则从磁盘加载。
/// </summary>
public ChapterStorySave GetChapter(string chapterIndex)
{
return _chapterSaves.TryGetValue(chapterIndex, out ChapterStorySave save)
? save
: LoadChapter(chapterIndex);
}
// ── 对话选项(按章节)──────────────────────────────────────────────────────
/// <summary>
/// 记录某章节内一次对话选项的选择结果。
/// </summary>
public void SetChoice(string chapterIndex, string choiceKey, int optionIndex)
{
GetChapter(chapterIndex).selectedChoices[choiceKey] = optionIndex;
}
/// <summary>
/// 读取某章节内已记录的对话选项选择结果。
/// </summary>
public bool TryGetChoice(string chapterIndex, string choiceKey, out int optionIndex)
{
return GetChapter(chapterIndex).selectedChoices.TryGetValue(choiceKey, out optionIndex);
}
// ── 剧情变量(全局)──────────────────────────────────────────────────────
/// <summary>
/// 从磁盘加载全局剧情变量(启动时调用)。
/// </summary>
public void LoadVariables()
{
if (ES3.FileExists(VariablesPath) && ES3.KeyExists(VariablesKey, VariablesPath))
{
variables = ES3.Load<StoryVariablesSave>(VariablesKey, VariablesPath);
}
else
{
variables = new StoryVariablesSave();
}
}
/// <summary>
/// 将全局剧情变量写入磁盘。
/// </summary>
public void SaveVariables()
{
ES3.Save(VariablesKey, variables, VariablesPath);
}
// ── 清档 ────────────────────────────────────────────────────────────────
/// <summary>
/// 清除所有章节的故事树存档与全局剧情变量。
/// </summary>
public void ClearAllStoryline()
{
if (ChapterSelectionManager.instance != null)
{
foreach (ChapterSelectionUnit chapter in ChapterSelectionManager.instance.chapters)
{
string path = GetChapterSavePath(chapter.chapterIndex);
if (ES3.FileExists(path))
ES3.DeleteFile(path);
}
}
_chapterSaves.Clear();
if (ES3.FileExists(VariablesPath))
ES3.DeleteFile(VariablesPath);
variables = new StoryVariablesSave();
Debug.Log("Cleared all story saves (chapters + global variables).");
}
}
}

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fileFormatVersion: 2
guid: f3a0060903a9da947ae9283956518086
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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using UnityEngine;
using UnityEngine.UI.Extensions;
namespace Ichni.Story.UI
{
/// <summary>
/// 故事树中两个 block 之间的连接线视图,使用 UILineRenderer 绘制 S 形曲线。
/// </summary>
public class BlockConnectorView : MonoBehaviour
{
// 判定两端口坐标是否塌缩为同一点的阈值(像素)。
private const float DegenerateDistanceThreshold = 1f;
public UILineRenderer curve;
public StoryBlockView startBlock;
public StoryBlockView endBlock;
/// <summary>
/// 设置连接线的起止 block 并重算曲线点。传入 null 时保留已有引用。
/// 注意:必须在 block 的 RectTransform 完成布局Canvas 已刷新)后调用,
/// 否则端口世界坐标尚未生效,会导致所有顶点塌缩到同一点。
/// </summary>
public void SetCurve(StoryBlockView start = null, StoryBlockView end = null)
{
if (start != null) startBlock = start;
if (end != null) endBlock = end;
if (startBlock == null || endBlock == null)
{
Debug.LogWarning("[BlockConnectorView] 起点或终点 block 未设置,无法绘制曲线。");
return;
}
RectTransform selfRect = (RectTransform)transform;
// ScreenSpaceCamera / WorldSpace 画布下的世界→屏幕转换需要对应相机Overlay 传 null。
Camera uiCamera = ResolveUICamera();
Vector2 startPosition = GetLocalPoint(startBlock.outPort, selfRect, uiCamera);
Vector2 endPosition = GetLocalPoint(endBlock.inPort, selfRect, uiCamera);
if (Vector2.Distance(startPosition, endPosition) < DegenerateDistanceThreshold)
{
Debug.LogWarning(
$"[BlockConnectorView] '{startBlock.blockId}' -> '{endBlock.blockId}' 端口坐标塌缩为同一点 " +
$"(start={startPosition}, end={endPosition}),通常是在 block 布局完成前调用了 SetCurve。");
}
// 两个控制点构成 S 形:先水平离开起点,再水平进入终点。
float midX = (startPosition.x + endPosition.x) / 2f;
Vector2 mid1 = new Vector2(midX, startPosition.y);
Vector2 mid2 = new Vector2(midX, endPosition.y);
curve.Points = new[] { startPosition, mid1, mid2, endPosition };
curve.SetVerticesDirty();
}
/// <summary>
/// 使用 <see cref="RectTransformUtility"/> 将 <paramref name="port"/> 的世界位置
/// 转换到 <paramref name="space"/> 的局部坐标(相对 pivot即 UILineRenderer 顶点所用的坐标系。
/// </summary>
private static Vector2 GetLocalPoint(RectTransform port, RectTransform space, Camera uiCamera)
{
Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(uiCamera, port.position);
RectTransformUtility.ScreenPointToLocalPointInRectangle(space, screenPoint, uiCamera, out Vector2 localPoint);
return localPoint;
}
/// <summary>
/// 解析用于坐标转换的相机Overlay 画布返回 null其余ScreenSpaceCamera / WorldSpace返回画布相机。
/// </summary>
private Camera ResolveUICamera()
{
Canvas canvas = curve != null ? curve.canvas : GetComponentInParent<Canvas>();
if (canvas == null || canvas.renderMode == RenderMode.ScreenSpaceOverlay)
return null;
return canvas.worldCamera;
}
}
}

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using TMPro;
using UnityEngine;
namespace Ichni.Story.UI
{
/// <summary>
/// 音乐块视图(占位)。点击后将切换到曲目选择并自动选中对应歌曲,后续阶段接入。
/// </summary>
public class SongBlockView : StoryBlockView
{
[Header("Song Block")]
public TMP_Text songNameText;
public override void Initialize(StoryBlockDefinition def, Vector2 position, StoryBlockState blockState)
{
base.Initialize(def, position, blockState);
if (songNameText != null)
songNameText.text = def.songName;
}
protected override void OnClicked()
{
// 占位:后续接入曲目选择流程
Debug.Log($"[SongBlockView] 点击音乐块 '{blockId}' (song='{definition.songName}')。占位实现,曲目选择将在后续阶段接入。");
}
}
}

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using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.UI;
namespace Ichni.Story.UI
{
/// <summary>
/// 故事树中单个 block 的视图基类。负责通用的定位、状态视觉与点击分发。
/// 具体类型(文本 / 音乐 / 教程)由子类实现 <see cref="OnClicked"/>。
/// </summary>
public abstract class StoryBlockView : SerializedMonoBehaviour
{
[Header("Block State")]
public string blockId;
public StoryBlockState state;
[Header("Common References")]
public RectTransform blockRect;
public RectTransform inPort;
public RectTransform outPort;
public Button button;
// 关联的定义,供子类读取类型专属字段
protected StoryBlockDefinition definition;
/// <summary>
/// 初始化 block 视图。逻辑坐标已由控制器按网格换算为 <paramref name="position"/>
/// (以 BlockContainer 左侧中线为原点、x 向右为正、y 向下为正的 anchoredPosition
/// </summary>
/// <param name="def">block 定义(提供尺寸与类型专属数据)。</param>
/// <param name="position">已换算好的 anchoredPosition。</param>
/// <param name="blockState">推导得到的 block 状态。</param>
public virtual void Initialize(StoryBlockDefinition def, Vector2 position, StoryBlockState blockState)
{
definition = def;
blockId = def.blockId;
state = blockState;
// 统一坐标约定:以 BlockContainer 的左侧中线为原点,向右为 +x、向下为 +y。
blockRect.anchorMin = new Vector2(0f, 0.5f);
blockRect.anchorMax = new Vector2(0f, 0.5f);
blockRect.pivot = new Vector2(0f, 0.5f);
blockRect.sizeDelta = new Vector2(400, 200);
blockRect.anchoredPosition = position;
if (button != null)
button.onClick.AddListener(HandleClick);
ApplyState(state);
}
/// <summary>
/// 应用状态并更新视觉。基类默认按状态切换按钮可交互性;
/// 子类可 override 以更新锁定图标、颜色等具体表现。
/// </summary>
public virtual void ApplyState(StoryBlockState newState)
{
state = newState;
if (button != null)
button.interactable = state != StoryBlockState.Locked;
}
private void HandleClick()
{
if (state == StoryBlockState.Locked)
return;
if (StoryManager.instance != null && StoryManager.instance.treeController != null)
StoryManager.instance.treeController.currentBlock = this;
OnClicked();
}
/// <summary>
/// 点击(非锁定状态)时的具体行为,由子类实现。
/// </summary>
protected abstract void OnClicked();
}
}

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using System.Collections.Generic;
using Ichni.Story.UI;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.Story
{
/// <summary>
/// 剧情系统协调器(单例)。持有故事树控制器、剧情页面与章节数据引用,
/// 是外部系统(章节选择、存档等)与剧情系统交互的入口。
/// </summary>
public class StoryManager : SerializedMonoBehaviour
{
public static StoryManager instance;
[Header("References")]
public StoryTreeController treeController;
public StoryUIPage storyUIPage;
public CharacterRegistry characterRegistry;
[Header("Chapter Data")]
[Tooltip("章节索引 (chapterIndex) -> 该章节的 StoryData 资产")]
public Dictionary<string, StoryData> storyDatas = new Dictionary<string, StoryData>();
private void Awake()
{
instance = this;
}
/// <summary>
/// 打开指定章节,构建其故事树。
/// </summary>
public void OpenChapter(string chapterIndex)
{
treeController.BuildChapter(chapterIndex);
}
/// <summary>
/// 根据章节索引获取对应的 StoryData未找到返回 null。
/// </summary>
public StoryData GetStoryData(string chapterIndex)
{
return storyDatas.TryGetValue(chapterIndex, out StoryData data) ? data : null;
}
/// <summary>
/// 清除全部剧情存档(所有章节故事树 + 全局变量 + 剧情解锁 key
/// </summary>
[Button]
public void ClearAllStorySave()
{
GameSaveManager.instance.StorySaveModule.ClearAllStoryline();
GameSaveManager.instance.SongSaveModule.ClearStoryKeys();
}
}
}

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using System.Collections.Generic;
using System.Linq;
using Ichni.Story.UI;
using Sirenix.OdinInspector;
using UniRx;
using UnityEngine;
namespace Ichni.Story
{
/// <summary>
/// 故事树控制器。从 <see cref="StoryData"/> 一次性全量构建所有 block 视图与连接线,
/// 布局由每个 block 的 (gridColumn, gridRow) 静态决定;每个 block 的
/// <see cref="StoryBlockState"/> 由"已完成集合 + 解锁条件"实时推导。
/// 存档只保存已完成 block 的 id 集合。
/// </summary>
public class StoryTreeController : MonoBehaviour
{
[Header("UI References")]
[Tooltip("blocks 与 connectors 共用的单一容器(即 ScrollRect 的 contentlocalScale 必须为 1")]
public RectTransform content;
public GameObject textBlockPrefab;
public GameObject songBlockPrefab;
public GameObject tutorialBlockPrefab;
public GameObject connectorPrefab;
[Header("Layout Settings")]
[Tooltip("网格单元格尺寸(决定相邻列/行的步距,全局统一)")]
public Vector2 cellSize = new Vector2(400f, 200f);
[Tooltip("相邻单元格之间的间隔(水平 x、垂直 y")]
public Vector2 cellSpacing = new Vector2(120f, 150f);
public float marginLeft = 50f;
public float marginRight = 50f;
public float marginTop = 50f;
public float marginBottom = 50f;
public float minContentWidth = 2560f;
public float minContentHeight = 1440f;
[Header("Runtime")]
public StoryBlockView currentBlock;
public List<StoryBlockView> blocks = new List<StoryBlockView>();
public List<BlockConnectorView> connectors = new List<BlockConnectorView>();
private string _chapterIndex;
private StoryData _storyData;
/// <summary>当前已构建章节的 StoryData供对话控制器切换 YarnProject 等使用)。</summary>
public StoryData ActiveStoryData => _storyData;
/// <summary>当前已构建章节的索引。</summary>
public string ActiveChapterIndex => _chapterIndex;
// 当前章节已完成的 block id 集合(状态推导的唯一进度来源)
private readonly HashSet<string> _completed = new HashSet<string>();
private void Start()
{
// 存档系统未就绪时跳过;正式流程由 StoryManager.OpenChapter 在进入剧情页时触发构建。
if (GameSaveManager.instance == null || GameSaveManager.instance.StorySaveModule == null)
return;
if (ChapterSelectionManager.instance != null &&
ChapterSelectionManager.instance.currentChapter != null)
{
BuildChapter(ChapterSelectionManager.instance.currentChapter.chapterIndex);
}
}
// ── Build ─────────────────────────────────────────────────────────────────
/// <summary>
/// 构建指定章节的故事树:全量生成所有 block 与连接线,状态由存档中的已完成集合推导。
/// </summary>
public void BuildChapter(string chapterIndex)
{
_chapterIndex = chapterIndex;
_storyData = StoryManager.instance != null ? StoryManager.instance.GetStoryData(chapterIndex) : null;
if (_storyData == null)
{
Debug.LogError($"[StoryTreeController] 找不到章节 '{chapterIndex}' 的 StoryData请在 StoryManager.storyDatas 中登记。");
return;
}
if (GameSaveManager.instance == null || GameSaveManager.instance.StorySaveModule == null)
{
Debug.LogWarning("[StoryTreeController] 存档系统尚未就绪GameSaveManager.StorySaveModule 为空),跳过构建。");
return;
}
ClearTree();
// 载入已完成集合(新章节为空)
ChapterStorySave save = GameSaveManager.instance.StorySaveModule.GetChapter(chapterIndex);
_completed.Clear();
foreach (string id in save.completedBlockIds)
_completed.Add(id);
// 全量生成所有 block位置按网格换算状态按已完成集合 + 解锁条件推导)
foreach (StoryBlockDefinition def in _storyData.blocks)
GenerateBlock(def);
// 全量生成所有连接线
foreach (StoryBlockDefinition def in _storyData.blocks)
foreach (string nextId in def.nextBlockIds)
GenerateConnector(def.blockId, nextId);
SetUpBackground();
// 连线在下一帧刷新(见 RefreshConnectors等待 Unity 完成 Canvas 布局,
// 使 block 端口的世界坐标稳定,避免端口坐标尚未生效时塌缩到同一点。
RefreshConnectors();
}
// ── Generation ──────────────────────────────────────────────────────────
/// <summary>
/// 按定义生成一个 block 视图:位置由网格换算,状态由推导得出。
/// </summary>
public StoryBlockView GenerateBlock(StoryBlockDefinition def)
{
GameObject prefab = def.blockType switch
{
StoryBlockType.Text => textBlockPrefab,
StoryBlockType.Song => songBlockPrefab,
StoryBlockType.Tutorial => tutorialBlockPrefab,
_ => null
};
if (prefab == null)
{
Debug.LogError($"[StoryTreeController] block 类型 {def.blockType} 未配置预制体。");
return null;
}
StoryBlockView view = Instantiate(prefab, content).GetComponent<StoryBlockView>();
if (view == null)
{
Debug.LogError($"[StoryTreeController] 预制体 '{prefab.name}' 缺少 StoryBlockView 组件。");
return null;
}
view.Initialize(def, GetGridPosition(def), DeriveState(def));
blocks.Add(view);
return view;
}
/// <summary>
/// 在两个已存在的 block 之间生成连接线。
/// </summary>
public void GenerateConnector(string fromBlockId, string toBlockId)
{
StoryBlockView from = GetBlockView(fromBlockId);
StoryBlockView to = GetBlockView(toBlockId);
if (from == null || to == null)
{
Debug.LogWarning($"[StoryTreeController] 无法连线:'{fromBlockId}' -> '{toBlockId}'block 不存在)。");
return;
}
// 连接线与 block 同处一个容器content置为第一个子物体渲染在所有 block 之后方。
GameObject connectorObject = Instantiate(connectorPrefab, content);
connectorObject.transform.SetAsFirstSibling();
BlockConnectorView connector = connectorObject.GetComponent<BlockConnectorView>();
if (connector == null)
{
Debug.LogError($"[StoryTreeController] 连接线预制体 '{connectorPrefab.name}' 缺少 BlockConnectorView 组件。");
Destroy(connectorObject);
return;
}
// 仅记录起止 block 引用;曲线在布局刷新后由 RefreshConnectors 统一计算。
connector.startBlock = from;
connector.endBlock = to;
connectors.Add(connector);
}
// ── State / Unlocking ─────────────────────────────────────────────────────
/// <summary>
/// 依据"已完成集合 + 解锁条件"推导单个 block 的状态。
/// 已完成 → Completed否则满足解锁条件 → Current否则 → Locked。
/// 解锁条件为空视为无条件满足(章节起始即为 Current
/// </summary>
private StoryBlockState DeriveState(StoryBlockDefinition def)
{
if (_completed.Contains(def.blockId))
return StoryBlockState.Completed;
if (def.unlockCondition.IsSatisfied(GetVariable, IsBlockCompleted))
return StoryBlockState.Current;
return StoryBlockState.Locked;
}
/// <summary>
/// 重新推导并应用所有 block 的状态(在完成某 block 或变量变化后调用)。
/// </summary>
public void RefreshAllStates()
{
foreach (StoryBlockView view in blocks)
{
StoryBlockDefinition def = _storyData.GetBlock(view.blockId);
if (def == null) continue;
view.ApplyState(DeriveState(def));
}
}
/// <summary>
/// 标记某 block 完成,推导重算并保存。对话系统(阶段 2在对话结束时调用。
/// </summary>
public void OnBlockCompleted(string blockId)
{
if (!_completed.Add(blockId))
return; // 已完成,无需处理
RefreshAllStates();
SaveChapter();
}
private bool IsBlockCompleted(string blockId) => _completed.Contains(blockId);
// 阶段 2 将改由 StoryVariableStorage 提供;此处从全局变量存档读取作占位
private int GetVariable(string variableName)
{
StoryVariablesSave vars = GameSaveManager.instance.StorySaveModule.variables;
if (vars.floatVariables.TryGetValue(variableName, out float f))
return Mathf.RoundToInt(f);
if (vars.boolVariables.TryGetValue(variableName, out bool b))
return b ? 1 : 0;
return 0;
}
// ── Persistence ─────────────────────────────────────────────────────────
/// <summary>
/// 保存当前章节进度(已完成 block 集合)。选项由对话系统维护、不在此覆盖。
/// </summary>
[Button]
public void SaveChapter()
{
if (string.IsNullOrEmpty(_chapterIndex)) return;
ChapterStorySave save = GameSaveManager.instance.StorySaveModule.GetChapter(_chapterIndex);
save.chapterIndex = _chapterIndex;
save.completedBlockIds = _completed.ToList();
GameSaveManager.instance.StorySaveModule.SaveChapter(save);
}
// ── Layout ────────────────────────────────────────────────────────────────
/// <summary>
/// 将 block 的网格坐标 (gridColumn, gridRow) 换算为 BlockContainer 中的 anchoredPosition。
/// 约定左侧中线为原点列向右为正行向下为正、向上为负anchoredPosition.y 取负)。
/// gridColumn / gridRow 支持负数与小数,可用于微调 block 位置。
/// </summary>
private Vector2 GetGridPosition(StoryBlockDefinition def)
{
float x = marginLeft + def.gridColumn * (cellSize.x + cellSpacing.x);
float y = -def.gridRow * (cellSize.y + cellSpacing.y);
return new Vector2(x, y);
}
/// <summary>
/// 根据 block 分布计算并设置 content(BlockContainer) 尺寸。
/// block 采用左中 pivotanchoredPosition.x 为左边缘y 相对垂直中线(上正下负)。
/// </summary>
public void SetUpBackground()
{
if (blocks.Count == 0)
{
content.sizeDelta = new Vector2(minContentWidth, minContentHeight);
return;
}
float maxRight = 0f;
float maxVertical = 0f; // 距垂直中线的最大延伸(上下取较大者,用于对称扩展 content 高度)
foreach (StoryBlockView block in blocks)
{
RectTransform rect = block.blockRect;
Vector2 pos = rect.anchoredPosition;
Vector2 size = rect.sizeDelta;
float rightEdge = pos.x + size.x;
float topExtent = pos.y + size.y * 0.5f;
float bottomExtent = -(pos.y - size.y * 0.5f);
if (rightEdge > maxRight) maxRight = rightEdge;
if (topExtent > maxVertical) maxVertical = topExtent;
if (bottomExtent > maxVertical) maxVertical = bottomExtent;
}
float width = Mathf.Max(maxRight + marginRight, minContentWidth);
float height = Mathf.Max(maxVertical * 2f + marginTop + marginBottom, minContentHeight);
content.sizeDelta = new Vector2(width, height);
}
/// <summary>
/// 重算所有连接线曲线(在 block 位置确定后调用)。
/// </summary>
public void RefreshConnectors()
{
Observable.NextFrame().Subscribe(_ =>
{
foreach (BlockConnectorView connector in connectors)
{
connector.SetCurve();
}
}).AddTo(this);
}
// ── Helpers / Debug ─────────────────────────────────────────────────────
public StoryBlockView GetBlockView(string blockId) =>
blocks.FirstOrDefault(b => b.blockId == blockId);
private void ClearTree()
{
foreach (StoryBlockView block in blocks)
if (block != null) Destroy(block.gameObject);
blocks.Clear();
foreach (BlockConnectorView connector in connectors)
if (connector != null) Destroy(connector.gameObject);
connectors.Clear();
if (content != null)
content.sizeDelta = Vector2.zero;
}
/// <summary>
/// 编辑器测试用:以当前章节重新构建故事树。
/// </summary>
[Button]
public void DebugBuildCurrentChapter()
{
if (ChapterSelectionManager.instance != null &&
ChapterSelectionManager.instance.currentChapter != null)
{
BuildChapter(ChapterSelectionManager.instance.currentChapter.chapterIndex);
}
else
{
Debug.LogWarning("[StoryTreeController] 当前没有选中的章节。");
}
}
/// <summary>
/// 编辑器测试用:模拟完成当前选中的 block验证解锁重算与存档阶段 2 前用于替代对话。
/// </summary>
[Button]
public void DebugCompleteCurrentBlock()
{
if (currentBlock == null)
{
Debug.LogWarning("[StoryTreeController] currentBlock 为空,请先点击一个 block。");
return;
}
OnBlockCompleted(currentBlock.blockId);
}
/// <summary>
/// 编辑器测试用:清空当前章节进度并重建(全部回到未完成的初始推导状态)。
/// </summary>
[Button]
public void DebugResetChapterProgress()
{
if (string.IsNullOrEmpty(_chapterIndex))
{
Debug.LogWarning("[StoryTreeController] 尚未构建任何章节。");
return;
}
_completed.Clear();
SaveChapter();
BuildChapter(_chapterIndex);
}
}
}

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fileFormatVersion: 2
guid: 7b00483ab980b3248a62618eeb0bcb4b

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using System.Collections.Generic;
using Ichni.Story.Dialogue;
using TMPro;
using UnityEngine;
namespace Ichni.Story.UI
{
/// <summary>
/// 文本块视图。点击后(阶段 2将通过 Yarn Spinner 进入对应节点的对话。
/// </summary>
public class TextBlockView : StoryBlockView
{
[Header("Text Block")]
public TMP_Text storyIdText;
public TMP_Text titleText;
[Tooltip("三种状态对应的背景预制体,生成 block 时按当前状态实例化为第一个子物体")]
public Dictionary<StoryBlockState, GameObject> blockVisuals = new Dictionary<StoryBlockState, GameObject>();
/// <summary>该文本块对应的 Yarn 节点名。</summary>
public string YarnNodeName { get; private set; }
// 当前已实例化的状态背景对象;状态切换时销毁并替换
private GameObject _currentVisual;
public override void Initialize(StoryBlockDefinition def, Vector2 position, StoryBlockState blockState)
{
// 注意base.Initialize 末尾会调用 ApplyState(state),届时已生成对应背景
base.Initialize(def, position, blockState);
YarnNodeName = def.yarnNodeName;
if (storyIdText != null)
storyIdText.text = def.blockId;
// 阶段 5 将接入 Unity Localization此处占位直接显示 titleKey
if (titleText != null)
titleText.text = def.titleKey;
}
/// <summary>
/// 应用状态:在基类逻辑(按钮可交互性)之外,切换到对应状态的背景视觉。
/// </summary>
public override void ApplyState(StoryBlockState newState)
{
base.ApplyState(newState);
UpdateVisual(newState);
}
/// <summary>
/// 按当前状态实例化对应的背景预制体,作为第一个子物体(位于文本/端口/按钮之下),
/// 并拉伸铺满整个 block。状态切换时先销毁旧背景。
/// </summary>
private void UpdateVisual(StoryBlockState newState)
{
if (_currentVisual != null)
{
Destroy(_currentVisual);
_currentVisual = null;
}
if (blockVisuals == null ||
!blockVisuals.TryGetValue(newState, out GameObject prefab) ||
prefab == null)
{
Debug.LogWarning($"[TextBlockView] block '{blockId}' 缺少状态 {newState} 的背景预制体blockVisuals 未配置)。");
return;
}
_currentVisual = Instantiate(prefab, blockRect);
_currentVisual.transform.SetAsFirstSibling();
// 背景铺满整个 block
if (_currentVisual.transform is RectTransform visualRect)
{
visualRect.anchorMin = Vector2.zero;
visualRect.anchorMax = Vector2.one;
visualRect.offsetMin = Vector2.zero;
visualRect.offsetMax = Vector2.zero;
visualRect.localScale = Vector3.one;
}
}
protected override void OnClicked()
{
if (StoryDialogueController.instance == null)
{
Debug.LogWarning($"[TextBlockView] 场景中缺少 StoryDialogueController无法播放 block '{blockId}' 的对话。");
return;
}
StoryDialogueController.instance.PlayBlock(this);
}
}
}

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fileFormatVersion: 2
guid: 28d84946aa995484dbcbe24b7aab1652

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using TMPro;
using UnityEngine;
namespace Ichni.Story.UI
{
/// <summary>
/// 教程块视图(占位)。点击后将进入该章节的教程游玩,后续阶段接入。
/// </summary>
public class TutorialBlockView : StoryBlockView
{
[Header("Tutorial Block")]
public TMP_Text tutorialNameText;
public override void Initialize(StoryBlockDefinition def, Vector2 position, StoryBlockState blockState)
{
base.Initialize(def, position, blockState);
if (tutorialNameText != null)
tutorialNameText.text = def.tutorialName;
}
protected override void OnClicked()
{
// 占位:后续接入教程进入流程
Debug.Log($"[TutorialBlockView] 点击教程块 '{blockId}' (tutorial='{definition.tutorialName}')。占位实现,教程进入将在后续阶段接入。");
}
}
}

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fileFormatVersion: 2
guid: 66b3d929576d6c54ca51069ae0e313e5