存档重构,游戏内容解锁机制;教程完善(未完成)
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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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