存档重构,游戏内容解锁机制;教程完善(未完成)
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115
Assets/Scripts/NewStorySystem/Progress/StoryProgress.cs
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115
Assets/Scripts/NewStorySystem/Progress/StoryProgress.cs
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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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/// 外部玩法系统修改剧情进度的统一入口。
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///
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/// StoryVariables 只负责读写内存中的变量字典,不会自动落盘或刷新故事树。
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/// 本类将“写变量、保存变量、重算 Block 状态”收口,避免教程、小游戏等系统重复实现
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/// 不完整的存档流程。
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/// </summary>
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public static class StoryProgress
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{
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/// <summary>
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/// 写入布尔剧情变量、保存到 StorySaveModule,并立即重新推导当前故事树。
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/// 可供教程以外的玩法系统使用。
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/// </summary>
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public static bool SetBoolAndRefresh(string variableName, bool value)
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{
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if (!TrySetBoolAndSave(variableName, value))
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return false;
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StoryManager.instance?.treeController?.RefreshAllStates();
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return true;
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}
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/// <summary>
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/// 处理一次 TutorialBlock 的选择结果。
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/// 无论选择“游玩”还是“跳过”,都会将其进度变量设为 true,并将教程节点标记为完成。
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/// 后续 Block 的解锁应依赖 <see cref="StoryBlockDefinition.tutorialProgressVariable"/>,
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/// 而不是依赖该节点的 completedBlockIds,以便和 Yarn 及其它剧情变量共用同一条件系统。
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/// </summary>
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public static bool ResolveTutorial(StoryBlockDefinition tutorialBlock)
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{
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if (tutorialBlock == null || tutorialBlock.blockType != StoryBlockType.Tutorial)
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{
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Debug.LogWarning("[StoryProgress] 无法处理空对象或非 Tutorial 类型的 Block。");
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return false;
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}
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if (string.IsNullOrWhiteSpace(tutorialBlock.blockId) ||
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string.IsNullOrWhiteSpace(tutorialBlock.tutorialProgressVariable))
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{
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Debug.LogWarning($"[StoryProgress] TutorialBlock '{tutorialBlock?.blockId}' 缺少 Block ID 或 Progress Variable,拒绝解锁。");
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return false;
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}
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StoryTreeController treeController = StoryManager.instance?.treeController;
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if (treeController == null)
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{
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Debug.LogWarning("[StoryProgress] StoryTreeController 未就绪,拒绝写入教程进度。");
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return false;
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}
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if (!TrySetBoolAndSave(tutorialBlock.tutorialProgressVariable, true))
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return false;
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// completedBlockIds 只负责教程节点自身的 Completed 外观与不可重复点击;
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// 后续节点应在 StoryData 中以 VariableCondition 读取上面的剧情变量。
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treeController.OnBlockCompleted(tutorialBlock.blockId);
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return true;
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}
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/// <summary>
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/// 清除一个章节中所有 TutorialBlock 声明的进度变量。
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/// 目前供 StoryTreeController 的章节进度调试重置使用,确保变量条件与 completedBlockIds 一起回到初始状态。
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/// </summary>
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public static void ClearTutorialProgressForChapter(StoryData storyData)
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{
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if (storyData?.blocks == null ||
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GameSaveManager.instance == null || GameSaveManager.instance.StorySaveModule == null)
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{
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return;
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}
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bool changed = false;
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foreach (StoryBlockDefinition block in storyData.blocks)
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{
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if (block == null || block.blockType != StoryBlockType.Tutorial ||
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string.IsNullOrWhiteSpace(block.tutorialProgressVariable))
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{
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continue;
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}
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if (!StoryVariables.HasVariable(block.tutorialProgressVariable))
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continue;
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StoryVariables.Remove(block.tutorialProgressVariable);
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changed = true;
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}
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if (changed)
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GameSaveManager.instance.StorySaveModule.SaveVariables();
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}
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private static bool TrySetBoolAndSave(string variableName, bool value)
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{
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if (string.IsNullOrWhiteSpace(variableName))
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{
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Debug.LogWarning("[StoryProgress] 剧情变量名为空,拒绝写入。");
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return false;
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}
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if (GameSaveManager.instance == null || GameSaveManager.instance.StorySaveModule == null)
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{
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Debug.LogWarning("[StoryProgress] StorySaveModule 未就绪,拒绝写入剧情变量。");
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return false;
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}
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StoryVariables.SetBool(variableName, value);
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GameSaveManager.instance.StorySaveModule.SaveVariables();
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return true;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: c2e5a902d1d14be4a2e1f06c2353d4a1
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139
Assets/Scripts/NewStorySystem/Progress/TutorialFlowController.cs
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139
Assets/Scripts/NewStorySystem/Progress/TutorialFlowController.cs
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using Ichni.Menu;
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using Ichni.Menu.UI;
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using System.Collections.Generic;
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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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/// TutorialBlock 的菜单层流程协调器。
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/// 负责验证配置、生成通用 SelectionBox 选项、写入剧情进度,并在“游玩”时发起 GameScene 运行。
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/// 不保存“教程成绩”或“教程是否通关”;本阶段规则是玩家确认游玩或跳过即视为已处理。
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/// </summary>
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public static class TutorialFlowController
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{
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/// <summary>
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/// 由 <see cref="UI.TutorialBlockView"/> 点击时调用。配置无效或 SelectionBox 页面未配置时只报错,不修改剧情进度。
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/// </summary>
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public static void RequestTutorial(StoryBlockDefinition tutorialBlock)
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{
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if (!TryResolveTutorialRunData(tutorialBlock, out ChapterSelectionUnit chapter,
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out SongItemData song, out DifficultyData difficulty))
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{
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return;
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}
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MenuManager menuManager = MenuManager.instance;
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SelectionBoxUIPage selectionBoxPage = menuManager?.selectionBoxUIPage;
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if (selectionBoxPage == null)
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{
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Debug.LogWarning("[TutorialFlowController] MenuManager 未配置 SelectionBoxUIPage,教程不会被解锁。");
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return;
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}
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// TutorialFlowController 只描述“有哪些选择、各自触发什么效果”;
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// 具体按钮由通用 SelectionBox 在运行时生成,后续其它系统可复用同一 UI。
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selectionBoxPage.Show(
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tutorialBlock.tutorialName,
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string.Empty,
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new List<SelectionBoxOption>
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{
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new("游玩教程", () => PlayTutorial(tutorialBlock, chapter, song, difficulty)),
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new("跳过教程", () => SkipTutorial(tutorialBlock))
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});
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}
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private static void PlayTutorial(StoryBlockDefinition tutorialBlock, ChapterSelectionUnit chapter,
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SongItemData song, DifficultyData difficulty)
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{
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MenuManager menuManager = MenuManager.instance;
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if (menuManager == null || menuManager.isEnteringGame)
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{
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Debug.LogWarning("[TutorialFlowController] 菜单正在切换,忽略教程游玩请求。");
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return;
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}
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// 先验证能否启动 GameScene,再写入“已处理”进度;避免无效配置导致错误解锁。
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if (!CanBeginTutorialGame(chapter, song, difficulty))
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return;
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if (!StoryProgress.ResolveTutorial(tutorialBlock))
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return;
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// 规则:玩家确认“游玩教程”的瞬间即解锁后续剧情,不等待教程结算。
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menuManager.TryBeginGame(chapter, song, difficulty, MenuReturnDestination.Story,
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menuManager.storyUIPage);
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}
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private static void SkipTutorial(StoryBlockDefinition tutorialBlock)
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{
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// 规则:玩家确认“跳过教程”的瞬间即解锁后续剧情,并保留在故事树。
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StoryProgress.ResolveTutorial(tutorialBlock);
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}
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private static bool CanBeginTutorialGame(ChapterSelectionUnit chapter, SongItemData song, DifficultyData difficulty)
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{
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if (MenuManager.instance == null || InformationTransistor.instance == null ||
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!MenuManager.instance.CanBeginGame)
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{
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Debug.LogWarning("[TutorialFlowController] MenuManager、InformationTransistor 或 GameScene 预加载未就绪,无法进入教程。");
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return false;
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}
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if (chapter == null || song == null || difficulty == null)
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{
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Debug.LogWarning("[TutorialFlowController] 教程缺少章节、歌曲或难度配置,无法进入教程。");
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return false;
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}
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return true;
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}
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/// <summary>
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/// 解析 TutorialBlock 的 Key、教程曲目与稳定难度 ID。
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/// 任何一项缺失都会失败且不写入剧情变量,防止错误配置意外解锁后续内容。
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/// </summary>
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private static bool TryResolveTutorialRunData(StoryBlockDefinition tutorialBlock,
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out ChapterSelectionUnit chapter, out SongItemData song, out DifficultyData difficulty)
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{
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chapter = ChapterSelectionManager.instance?.currentChapter;
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song = null;
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difficulty = null;
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if (tutorialBlock == null || tutorialBlock.blockType != StoryBlockType.Tutorial ||
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string.IsNullOrWhiteSpace(tutorialBlock.tutorialKey) ||
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string.IsNullOrWhiteSpace(tutorialBlock.tutorialProgressVariable) ||
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tutorialBlock.tutorialDifficultySaveId < 0)
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{
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Debug.LogWarning($"[TutorialFlowController] TutorialBlock '{tutorialBlock?.blockId}' 的 Tutorial Key、Progress Variable 或 Difficulty Save ID 未配置完整。");
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return false;
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}
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TutorialCollection collection = ChapterSelectionManager.instance?.tutorialCollection;
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if (chapter == null || collection == null || !collection.TryGetTutorialSong(tutorialBlock.tutorialKey, out song))
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{
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Debug.LogWarning($"[TutorialFlowController] TutorialBlock '{tutorialBlock.blockId}' 无法解析章节或教程曲目。");
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return false;
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}
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if (song.difficultyDataList == null)
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{
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Debug.LogWarning($"[TutorialFlowController] 教程 '{tutorialBlock.tutorialKey}' 没有难度列表。");
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return false;
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}
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foreach (DifficultyData candidate in song.difficultyDataList)
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{
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if (candidate != null && candidate.isAvailable &&
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candidate.saveDifficultyId == tutorialBlock.tutorialDifficultySaveId)
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{
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difficulty = candidate;
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return true;
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}
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}
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Debug.LogWarning($"[TutorialFlowController] 教程 '{tutorialBlock.tutorialKey}' 中不存在可用的 Difficulty Save ID '{tutorialBlock.tutorialDifficultySaveId}'。");
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return false;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: a44d2b7e3f954b9b86f6beec1a7cb621
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