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 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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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