存档重构,游戏内容解锁机制;教程完善(未完成)
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@@ -3,10 +3,13 @@ using System.Collections;
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using System.Collections.Generic;
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using AK.Wwise;
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using Ichni.Menu;
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using Ichni.Menu.UI;
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using Ichni.Story;
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using Ichni.Story.UI;
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using Ichni.UI;
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using Sirenix.OdinInspector;
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using SLSUtilities.WwiseAssistance;
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using UniRx;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.Serialization;
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@@ -21,6 +24,7 @@ namespace Ichni
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public LoginPage loginPage;
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public ChapterSelectionUIPage chapterSelectionUIPage;
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public StoryUIPage storyUIPage;
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public SelectionBoxUIPage selectionBoxUIPage;
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// dialogUIPage 已随旧对话系统移除;阶段 3 将接入新的 VN 对话页面引用
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public SongSelectionUIPage songSelectionUIPage;
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public TransitionUIPage transitionUIPage;
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@@ -34,6 +38,12 @@ namespace Ichni
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{
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AsyncOperation asyncOperation;
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public bool isEnteringGame;
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/// <summary>
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/// 当前 MenuScene 是否已经完成 GameScene 预加载且尚未处于切场中。
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/// TutorialFlowController 在写入“已处理”剧情变量前使用此状态进行最后一次启动前检查。
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/// </summary>
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public bool CanBeginGame => !isEnteringGame && asyncOperation != null;
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private void Awake()
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{
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@@ -44,24 +54,39 @@ namespace Ichni
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{
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isEnteringGame = false;
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if (InformationTransistor.instance.isReturnedFromGame)
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InformationTransistor information = InformationTransistor.instance;
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MenuReturnDestination returnDestination = information != null
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? information.menuReturnDestination
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: MenuReturnDestination.None;
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if (returnDestination == MenuReturnDestination.SongSelection &&
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information != null && information.chapter != null &&
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information.song != null && information.difficulty != null)
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{
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startUIPage.mainCanvasGroup.gameObject.SetActive(false);
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ChapterSelectionManager.instance.currentChapter =
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InformationTransistor.instance.chapter;
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information.chapter;
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AudioManager.SetSwitch(ChapterSelectionManager.instance.currentChapter.chapterSwitch);
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MenuInformationRecorder.instance.songSelectionRecords.Add(
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ChapterSelectionManager.instance.currentChapter,
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new SongSelectionRecord(InformationTransistor.instance.song, InformationTransistor.instance.difficulty));
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MenuInformationRecorder.instance.songSelectionRecords[
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ChapterSelectionManager.instance.currentChapter] =
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new SongSelectionRecord(information.song, information.difficulty);
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songSelectionUIPage.FadeIn();
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}
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else if (InformationTransistor.instance.isReturnedFromTutorial)
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else if (returnDestination == MenuReturnDestination.Story &&
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information != null && information.chapter != null)
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{
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startUIPage.mainCanvasGroup.gameObject.SetActive(false);
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ChapterSelectionManager.instance.currentChapter = InformationTransistor.instance.chapter;
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ChapterSelectionManager.instance.currentChapter = information.chapter;
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AudioManager.SetSwitch(ChapterSelectionManager.instance.currentChapter.chapterSwitch);
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// MenuScene 会在教程游玩后重新创建,必须显式重建章节故事树,
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// 不能依赖旧场景中残留的 Block 实例。
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StoryManager.instance?.OpenChapter(ChapterSelectionManager.instance.currentChapter.chapterIndex);
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storyUIPage.FadeIn();
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}
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// 返回目标是一次性运行态信息。无论是否能恢复页面,都不能让它在下次重进菜单时重复生效。
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information?.ClearMenuReturnDestination();
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Application.targetFrameRate = SettingsManager.instance.gameSettings.targetFrame;
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asyncOperation = SceneManager.LoadSceneAsync("GameScene");
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@@ -73,15 +98,59 @@ namespace Ichni
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{
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public void EnterGame()
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{
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InformationTransistor.instance.isReturnedFromTutorial = false;
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InformationTransistor.instance.isReturnedFromGame = true;
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EnterGame(MenuReturnDestination.SongSelection);
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}
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/// <summary>
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/// 激活已预加载的 GameScene,并写入唯一的菜单返回目标。
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/// 普通选曲使用 <see cref="MenuReturnDestination.SongSelection"/>,教程使用
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/// <see cref="MenuReturnDestination.Story"/>。
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/// </summary>
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public void EnterGame(MenuReturnDestination returnDestination)
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{
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InformationTransistor.instance?.SetMenuReturnDestination(returnDestination);
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EnterGameScene();
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}
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/// <summary>
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/// 为 TutorialBlock 等非选曲入口准备上下文并播放通用转场。
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/// 运行成功后会返回 true;返回 false 时不会修改剧情变量或存档,调用方应保留原状。
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/// </summary>
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public bool TryBeginGame(ChapterSelectionUnit chapter, SongItemData song,
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DifficultyData difficulty, MenuReturnDestination returnDestination, UIPageBase sourcePage)
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{
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if (!CanBeginGame)
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{
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Debug.LogWarning("[MenuManager] GameScene 未完成预加载或菜单已在切换,忽略启动请求。");
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return false;
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}
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if (InformationTransistor.instance == null ||
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!InformationTransistor.instance.PrepareGameLaunch(chapter, song, difficulty, returnDestination))
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{
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return false;
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}
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isEnteringGame = true;
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sourcePage?.FadeOut();
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transitionUIPage?.FadeIn();
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AudioManager.Post(AK.EVENTS.ENTERTOGAME);
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Observable.Timer(TimeSpan.FromSeconds(0.6f)).Subscribe(_ => EnterGameScene());
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return true;
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}
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public void EnterGameScene()
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{
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MenuInputManager.instance.gameInput.Menu.Disable();
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if (asyncOperation == null)
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{
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Debug.LogError("[MenuManager] GameScene 尚未完成预加载,无法进入游戏。");
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isEnteringGame = false;
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return;
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}
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MenuInputManager.instance?.gameInput?.Menu.Disable();
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asyncOperation.allowSceneActivation = true;
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}
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}
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}
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}
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