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

View File

@@ -0,0 +1,73 @@
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;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7f38c46a2f0519249b2b9efb27734c13

View File

@@ -0,0 +1,163 @@
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();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3c5da6d59dd1b3b4594e01d045b271c8

View File

@@ -0,0 +1,207 @@
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;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7dc7dc14d9f97c043bf6fb67c3a70877

View File

@@ -0,0 +1,320 @@
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);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b7b08c1a67d3d65478d9d9b4e275393f