Storyline+Dialog初步
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140
Assets/Scripts/NewStorySystem/Data/StoryBlockDefinition.cs
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140
Assets/Scripts/NewStorySystem/Data/StoryBlockDefinition.cs
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using System;
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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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namespace Ichni.Story
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{
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/// <summary>
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/// Block 在故事树中的状态:已锁定、当前可交互、已完成。
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/// </summary>
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public enum StoryBlockState
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{
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Locked,
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Current,
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Completed
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}
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/// <summary>
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/// Block 的类型,决定点击后触发的行为。
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/// </summary>
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public enum StoryBlockType
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{
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Text,
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Song,
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Tutorial
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}
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/// <summary>
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/// 变量条件的比较方式。
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/// </summary>
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public enum VariableComparison
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{
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Equal,
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NotEqual,
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Greater,
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GreaterOrEqual,
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Less,
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LessOrEqual
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}
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/// <summary>
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/// 故事树中单个 block 的完整数据定义,由 <see cref="StoryData"/> 持有。
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/// </summary>
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[InlineProperty]
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[Serializable]
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public class StoryBlockDefinition
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{
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[FoldoutGroup("$blockId", false)]
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[LabelText("Block ID")]
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public string blockId;
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[FoldoutGroup("$blockId")]
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[LabelText("Type")]
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public StoryBlockType blockType;
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[FoldoutGroup("$blockId")]
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[LabelText("Grid Column")]
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[Tooltip("故事树网格中的列:向右为正,(0,0) 位于容器左侧中部。可为负数与小数(用于微调)。")]
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public float gridColumn;
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[FoldoutGroup("$blockId")]
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[LabelText("Grid Row")]
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[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)。")]
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public float gridRow;
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[FoldoutGroup("$blockId")]
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[LabelText("Next Block IDs")]
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public List<string> nextBlockIds = new List<string>();
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[FoldoutGroup("$blockId")]
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[LabelText("Unlock Condition")]
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public UnlockCondition unlockCondition = new UnlockCondition();
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// ── Text Block ──────────────────────────────────────────────────────────
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[FoldoutGroup("$blockId")]
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[ShowIf("blockType", StoryBlockType.Text)]
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[LabelText("Yarn Node Name")]
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public string yarnNodeName;
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[FoldoutGroup("$blockId")]
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[ShowIf("blockType", StoryBlockType.Text)]
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[LabelText("Title Key (Localization)")]
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public string titleKey;
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// ── Song Block ──────────────────────────────────────────────────────────
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[FoldoutGroup("$blockId")]
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[ShowIf("blockType", StoryBlockType.Song)]
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[LabelText("Song Name")]
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public string songName;
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// ── Tutorial Block ──────────────────────────────────────────────────────
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[FoldoutGroup("$blockId")]
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[ShowIf("blockType", StoryBlockType.Tutorial)]
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[LabelText("Tutorial Name")]
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public string tutorialName;
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/// <summary>
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/// 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。
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/// </summary>
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public string GetDisplayTitle()
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{
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string title = blockType switch
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{
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StoryBlockType.Text => titleKey,
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StoryBlockType.Song => songName,
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StoryBlockType.Tutorial => tutorialName,
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_ => null
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};
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return string.IsNullOrEmpty(title) ? blockId : title;
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}
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}
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/// <summary>
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/// Block 的解锁条件。以一棵可组合的条件树(<see cref="StoryConditionNode"/>)表达,
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/// 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)。
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/// </summary>
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[InlineProperty]
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[Serializable]
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public class UnlockCondition
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{
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[HideLabel]
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[SerializeReference]
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[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。")]
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public StoryConditionNode root;
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/// <summary>
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/// 检查解锁条件是否满足。根节点为空视为满足。
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/// </summary>
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/// <param name="getVariable">按变量名返回其整型值的委托。</param>
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/// <param name="isBlockCompleted">按 blockId 判断该 block 是否已完成的委托。</param>
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public bool IsSatisfied(Func<string, int> getVariable, Func<string, bool> isBlockCompleted)
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{
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return root == null || root.Evaluate(getVariable, isBlockCompleted);
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}
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}
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}
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