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 +1,37 @@
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();
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ca9f4aa0dff5c774baf0eaab0d404115

View File

@@ -0,0 +1,149 @@
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).");
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3e133cbb328fd394f820d7bc4136ffd7